2 * fifteen.c: standard 15-puzzle.
15 #define BORDER (TILE_SIZE / 2)
16 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
17 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
18 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
23 #define X(state, i) ( (i) % (state)->w )
24 #define Y(state, i) ( (i) / (state)->w )
25 #define C(state, x, y) ( (y) * (state)->w + (x) )
47 static game_params *default_params(void)
49 game_params *ret = snew(game_params);
56 static int game_fetch_preset(int i, char **name, game_params **params)
61 static void free_params(game_params *params)
66 static game_params *dup_params(game_params *params)
68 game_params *ret = snew(game_params);
69 *ret = *params; /* structure copy */
73 static game_params *decode_params(char const *string)
75 game_params *ret = default_params();
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
81 ret->h = atoi(string);
87 static char *encode_params(game_params *params)
91 sprintf(data, "%dx%d", params->w, params->h);
96 static config_item *game_configure(game_params *params)
101 ret = snewn(3, config_item);
103 ret[0].name = "Width";
104 ret[0].type = C_STRING;
105 sprintf(buf, "%d", params->w);
106 ret[0].sval = dupstr(buf);
109 ret[1].name = "Height";
110 ret[1].type = C_STRING;
111 sprintf(buf, "%d", params->h);
112 ret[1].sval = dupstr(buf);
123 static game_params *custom_params(config_item *cfg)
125 game_params *ret = snew(game_params);
127 ret->w = atoi(cfg[0].sval);
128 ret->h = atoi(cfg[1].sval);
133 static char *validate_params(game_params *params)
135 if (params->w < 2 && params->h < 2)
136 return "Width and height must both be at least two";
141 static int perm_parity(int *perm, int n)
147 for (i = 0; i < n-1; i++)
148 for (j = i+1; j < n; j++)
149 if (perm[i] > perm[j])
155 static char *new_game_seed(game_params *params, random_state *rs)
158 int x1, x2, p1, p2, parity;
163 n = params->w * params->h;
165 tiles = snewn(n, int);
166 used = snewn(n, int);
168 for (i = 0; i < n; i++) {
173 gap = random_upto(rs, n);
178 * Place everything else except the last two tiles.
180 for (x = 0, i = n-1; i > 2; i--) {
181 int k = random_upto(rs, i);
184 for (j = 0; j < n; j++)
185 if (!used[j] && (k-- == 0))
188 assert(j < n && !used[j]);
191 while (tiles[x] >= 0)
198 * Find the last two locations, and the last two pieces.
200 while (tiles[x] >= 0)
205 while (tiles[x] >= 0)
210 for (i = 0; i < n; i++)
214 for (i = p1+1; i < n; i++)
220 * Determine the required parity of the overall permutation.
221 * This is the XOR of:
223 * - The chessboard parity ((x^y)&1) of the gap square. The
224 * bottom right counts as even.
226 * - The parity of n. (The target permutation is 1,...,n-1,0
227 * rather than 0,...,n-1; this is a cyclic permutation of
228 * the starting point and hence is odd iff n is even.)
230 parity = ((X(params, gap) - (params->w-1)) ^
231 (Y(params, gap) - (params->h-1)) ^
235 * Try the last two tiles one way round. If that fails, swap
240 if (perm_parity(tiles, n) != parity) {
243 assert(perm_parity(tiles, n) == parity);
247 * Now construct the game seed, by describing the tile array as
248 * a simple sequence of comma-separated integers.
252 for (i = 0; i < n; i++) {
256 k = sprintf(buf, "%d,", tiles[i]);
258 ret = sresize(ret, retlen + k + 1, char);
259 strcpy(ret + retlen, buf);
262 ret[retlen-1] = '\0'; /* delete last comma */
270 static char *validate_seed(game_params *params, char *seed)
276 area = params->w * params->h;
280 used = snewn(area, int);
281 for (i = 0; i < area; i++)
284 for (i = 0; i < area; i++) {
288 if (*p < '0' || *p > '9') {
289 err = "Not enough numbers in string";
292 while (*p >= '0' && *p <= '9')
294 if (i < area-1 && *p != ',') {
295 err = "Expected comma after number";
298 else if (i == area-1 && *p) {
299 err = "Excess junk at end of string";
303 if (n < 0 || n >= area) {
304 err = "Number out of range";
308 err = "Number used twice";
313 if (*p) p++; /* eat comma */
321 static game_state *new_game(game_params *params, char *seed)
323 game_state *state = snew(game_state);
327 state->w = params->w;
328 state->h = params->h;
329 state->n = params->w * params->h;
330 state->tiles = snewn(state->n, int);
335 for (i = 0; i < state->n; i++) {
337 state->tiles[i] = atoi(p);
338 if (state->tiles[i] == 0)
340 while (*p && *p != ',')
342 if (*p) p++; /* eat comma */
345 assert(state->tiles[state->gap_pos] == 0);
347 state->completed = state->movecount = 0;
352 static game_state *dup_game(game_state *state)
354 game_state *ret = snew(game_state);
359 ret->tiles = snewn(state->w * state->h, int);
360 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
361 ret->gap_pos = state->gap_pos;
362 ret->completed = state->completed;
363 ret->movecount = state->movecount;
368 static void free_game(game_state *state)
373 static game_ui *new_ui(game_state *state)
378 static void free_ui(game_ui *ui)
382 static game_state *make_move(game_state *from, game_ui *ui,
383 int x, int y, int button)
385 int gx, gy, dx, dy, ux, uy, up, p;
388 gx = X(from, from->gap_pos);
389 gy = Y(from, from->gap_pos);
391 if (button == CURSOR_RIGHT && gx > 0)
392 dx = gx - 1, dy = gy;
393 else if (button == CURSOR_LEFT && gx < from->w-1)
394 dx = gx + 1, dy = gy;
395 else if (button == CURSOR_DOWN && gy > 0)
396 dy = gy - 1, dx = gx;
397 else if (button == CURSOR_UP && gy < from->h-1)
398 dy = gy + 1, dx = gx;
399 else if (button == LEFT_BUTTON) {
402 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
403 return NULL; /* out of bounds */
405 * Any click location should be equal to the gap location
406 * in _precisely_ one coordinate.
408 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
411 return NULL; /* no move */
414 * Find the unit displacement from the original gap
415 * position towards this one.
417 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
418 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
419 up = C(from, ux, uy);
421 ret = dup_game(from);
423 ret->gap_pos = C(from, dx, dy);
424 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
426 ret->tiles[ret->gap_pos] = 0;
428 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
429 assert(p >= 0 && p < from->n);
430 ret->tiles[p] = from->tiles[p + up];
435 * See if the game has been completed.
437 if (!ret->completed) {
438 ret->completed = ret->movecount;
439 for (p = 0; p < ret->n; p++)
440 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
447 /* ----------------------------------------------------------------------
451 struct game_drawstate {
457 static void game_size(game_params *params, int *x, int *y)
459 *x = TILE_SIZE * params->w + 2 * BORDER;
460 *y = TILE_SIZE * params->h + 2 * BORDER;
463 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
465 float *ret = snewn(3 * NCOLOURS, float);
469 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
472 * Drop the background colour so that the highlight is
473 * noticeably brighter than it while still being under 1.
475 max = ret[COL_BACKGROUND*3];
476 for (i = 1; i < 3; i++)
477 if (ret[COL_BACKGROUND*3+i] > max)
478 max = ret[COL_BACKGROUND*3+i];
479 if (max * 1.2F > 1.0F) {
480 for (i = 0; i < 3; i++)
481 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
484 for (i = 0; i < 3; i++) {
485 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
486 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
487 ret[COL_TEXT * 3 + i] = 0.0;
490 *ncolours = NCOLOURS;
494 static game_drawstate *game_new_drawstate(game_state *state)
496 struct game_drawstate *ds = snew(struct game_drawstate);
502 ds->bgcolour = COL_BACKGROUND;
503 ds->tiles = snewn(ds->w*ds->h, int);
504 for (i = 0; i < ds->w*ds->h; i++)
510 static void game_free_drawstate(game_drawstate *ds)
516 static void draw_tile(frontend *fe, game_state *state, int x, int y,
517 int tile, int flash_colour)
520 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
526 coords[0] = x + TILE_SIZE - 1;
527 coords[1] = y + TILE_SIZE - 1;
528 coords[2] = x + TILE_SIZE - 1;
531 coords[5] = y + TILE_SIZE - 1;
532 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
533 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
537 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
538 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
540 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
541 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
544 sprintf(str, "%d", tile);
545 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
546 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
549 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
552 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
553 game_state *state, int dir, game_ui *ui,
554 float animtime, float flashtime)
556 int i, pass, bgcolour;
559 int frame = (int)(flashtime / FLASH_FRAME);
560 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
562 bgcolour = COL_BACKGROUND;
568 TILE_SIZE * state->w + 2 * BORDER,
569 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
570 draw_update(fe, 0, 0,
571 TILE_SIZE * state->w + 2 * BORDER,
572 TILE_SIZE * state->h + 2 * BORDER);
575 * Recessed area containing the whole puzzle.
577 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
578 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
579 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
580 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
581 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
582 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
583 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
584 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
586 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
587 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
588 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
589 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
595 * Now draw each tile. We do this in two passes to make
598 for (pass = 0; pass < 2; pass++) {
599 for (i = 0; i < state->n; i++) {
602 * Figure out what should be displayed at this
603 * location. It's either a simple tile, or it's a
604 * transition between two tiles (in which case we say
605 * -1 because it must always be drawn).
608 if (oldstate && oldstate->tiles[i] != state->tiles[i])
615 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
616 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
620 * Figure out what to _actually_ draw, and where to
628 * On the first pass, just blank the tile.
631 x = COORD(X(state, i));
632 y = COORD(Y(state, i));
640 * Don't bother moving the gap; just don't
647 * Find the coordinates of this tile in the old and
650 x1 = COORD(X(state, i));
651 y1 = COORD(Y(state, i));
652 for (j = 0; j < oldstate->n; j++)
653 if (oldstate->tiles[j] == state->tiles[i])
655 assert(j < oldstate->n);
656 x0 = COORD(X(state, j));
657 y0 = COORD(Y(state, j));
659 c = (animtime / ANIM_TIME);
660 if (c < 0.0F) c = 0.0F;
661 if (c > 1.0F) c = 1.0F;
663 x = x0 + (int)(c * (x1 - x0));
664 y = y0 + (int)(c * (y1 - y0));
670 x = COORD(X(state, i));
671 y = COORD(Y(state, i));
674 draw_tile(fe, state, x, y, t, bgcolour);
679 ds->bgcolour = bgcolour;
682 * Update the status bar.
688 * Don't show the new status until we're also showing the
689 * new _state_ - after the game animation is complete.
694 sprintf(statusbuf, "%sMoves: %d",
695 (state->completed ? "COMPLETED! " : ""),
696 (state->completed ? state->completed : state->movecount));
698 status_bar(fe, statusbuf);
702 static float game_anim_length(game_state *oldstate,
703 game_state *newstate, int dir)
708 static float game_flash_length(game_state *oldstate,
709 game_state *newstate, int dir)
711 if (!oldstate->completed && newstate->completed)
712 return 2 * FLASH_FRAME;
717 static int game_wants_statusbar(void)
723 #define thegame fifteen
726 const struct game thegame = {
727 "Fifteen", "games.fifteen", TRUE,
752 game_wants_statusbar,