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) )
44 int just_used_solve; /* used to suppress undo animation */
45 int used_solve; /* used to suppress completion flash */
49 static game_params *default_params(void)
51 game_params *ret = snew(game_params);
58 static int game_fetch_preset(int i, char **name, game_params **params)
63 static void free_params(game_params *params)
68 static game_params *dup_params(game_params *params)
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
75 static void decode_params(game_params *ret, char const *string)
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
81 ret->h = atoi(string);
85 static char *encode_params(game_params *params, int full)
89 sprintf(data, "%dx%d", params->w, params->h);
94 static config_item *game_configure(game_params *params)
99 ret = snewn(3, config_item);
101 ret[0].name = "Width";
102 ret[0].type = C_STRING;
103 sprintf(buf, "%d", params->w);
104 ret[0].sval = dupstr(buf);
107 ret[1].name = "Height";
108 ret[1].type = C_STRING;
109 sprintf(buf, "%d", params->h);
110 ret[1].sval = dupstr(buf);
121 static game_params *custom_params(config_item *cfg)
123 game_params *ret = snew(game_params);
125 ret->w = atoi(cfg[0].sval);
126 ret->h = atoi(cfg[1].sval);
131 static char *validate_params(game_params *params)
133 if (params->w < 2 && params->h < 2)
134 return "Width and height must both be at least two";
139 static int perm_parity(int *perm, int n)
145 for (i = 0; i < n-1; i++)
146 for (j = i+1; j < n; j++)
147 if (perm[i] > perm[j])
153 static char *new_game_desc(game_params *params, random_state *rs,
157 int x1, x2, p1, p2, parity;
162 n = params->w * params->h;
164 tiles = snewn(n, int);
165 used = snewn(n, int);
167 for (i = 0; i < n; i++) {
172 gap = random_upto(rs, n);
177 * Place everything else except the last two tiles.
179 for (x = 0, i = n-1; i > 2; i--) {
180 int k = random_upto(rs, i);
183 for (j = 0; j < n; j++)
184 if (!used[j] && (k-- == 0))
187 assert(j < n && !used[j]);
190 while (tiles[x] >= 0)
197 * Find the last two locations, and the last two pieces.
199 while (tiles[x] >= 0)
204 while (tiles[x] >= 0)
209 for (i = 0; i < n; i++)
213 for (i = p1+1; i < n; i++)
219 * Determine the required parity of the overall permutation.
220 * This is the XOR of:
222 * - The chessboard parity ((x^y)&1) of the gap square. The
223 * bottom right counts as even.
225 * - The parity of n. (The target permutation is 1,...,n-1,0
226 * rather than 0,...,n-1; this is a cyclic permutation of
227 * the starting point and hence is odd iff n is even.)
229 parity = ((X(params, gap) - (params->w-1)) ^
230 (Y(params, gap) - (params->h-1)) ^
234 * Try the last two tiles one way round. If that fails, swap
239 if (perm_parity(tiles, n) != parity) {
242 assert(perm_parity(tiles, n) == parity);
246 * Now construct the game description, by describing the tile
247 * array as a simple sequence of comma-separated integers.
251 for (i = 0; i < n; i++) {
255 k = sprintf(buf, "%d,", tiles[i]);
257 ret = sresize(ret, retlen + k + 1, char);
258 strcpy(ret + retlen, buf);
261 ret[retlen-1] = '\0'; /* delete last comma */
269 static void game_free_aux_info(game_aux_info *aux)
271 assert(!"Shouldn't happen");
274 static char *validate_desc(game_params *params, char *desc)
280 area = params->w * params->h;
284 used = snewn(area, int);
285 for (i = 0; i < area; i++)
288 for (i = 0; i < area; i++) {
292 if (*p < '0' || *p > '9') {
293 err = "Not enough numbers in string";
296 while (*p >= '0' && *p <= '9')
298 if (i < area-1 && *p != ',') {
299 err = "Expected comma after number";
302 else if (i == area-1 && *p) {
303 err = "Excess junk at end of string";
307 if (n < 0 || n >= area) {
308 err = "Number out of range";
312 err = "Number used twice";
317 if (*p) p++; /* eat comma */
325 static game_state *new_game(game_params *params, char *desc)
327 game_state *state = snew(game_state);
331 state->w = params->w;
332 state->h = params->h;
333 state->n = params->w * params->h;
334 state->tiles = snewn(state->n, int);
339 for (i = 0; i < state->n; i++) {
341 state->tiles[i] = atoi(p);
342 if (state->tiles[i] == 0)
344 while (*p && *p != ',')
346 if (*p) p++; /* eat comma */
349 assert(state->tiles[state->gap_pos] == 0);
351 state->completed = state->movecount = 0;
352 state->used_solve = state->just_used_solve = FALSE;
357 static game_state *dup_game(game_state *state)
359 game_state *ret = snew(game_state);
364 ret->tiles = snewn(state->w * state->h, int);
365 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
366 ret->gap_pos = state->gap_pos;
367 ret->completed = state->completed;
368 ret->movecount = state->movecount;
369 ret->used_solve = state->used_solve;
370 ret->just_used_solve = state->just_used_solve;
375 static void free_game(game_state *state)
380 static game_state *solve_game(game_state *state, game_aux_info *aux,
383 game_state *ret = dup_game(state);
387 * Simply replace the grid with a solved one. For this game,
388 * this isn't a useful operation for actually telling the user
389 * what they should have done, but it is useful for
390 * conveniently being able to get hold of a clean state from
391 * which to practise manoeuvres.
393 for (i = 0; i < ret->n; i++)
394 ret->tiles[i] = (i+1) % ret->n;
395 ret->gap_pos = ret->n-1;
396 ret->used_solve = ret->just_used_solve = TRUE;
397 ret->completed = ret->movecount = 1;
402 static char *game_text_format(game_state *state)
404 char *ret, *p, buf[80];
405 int x, y, col, maxlen;
408 * First work out how many characters we need to display each
411 col = sprintf(buf, "%d", state->n-1);
414 * Now we know the exact total size of the grid we're going to
415 * produce: it's got h rows, each containing w lots of col, w-1
416 * spaces and a trailing newline.
418 maxlen = state->h * state->w * (col+1);
420 ret = snewn(maxlen+1, char);
423 for (y = 0; y < state->h; y++) {
424 for (x = 0; x < state->w; x++) {
425 int v = state->tiles[state->w*y+x];
427 sprintf(buf, "%*s", col, "");
429 sprintf(buf, "%*d", col, v);
439 assert(p - ret == maxlen);
444 static game_ui *new_ui(game_state *state)
449 static void free_ui(game_ui *ui)
453 static game_state *make_move(game_state *from, game_ui *ui,
454 int x, int y, int button)
456 int gx, gy, dx, dy, ux, uy, up, p;
461 gx = X(from, from->gap_pos);
462 gy = Y(from, from->gap_pos);
464 if (button == CURSOR_RIGHT && gx > 0)
465 dx = gx - 1, dy = gy;
466 else if (button == CURSOR_LEFT && gx < from->w-1)
467 dx = gx + 1, dy = gy;
468 else if (button == CURSOR_DOWN && gy > 0)
469 dy = gy - 1, dx = gx;
470 else if (button == CURSOR_UP && gy < from->h-1)
471 dy = gy + 1, dx = gx;
472 else if (button == LEFT_BUTTON) {
475 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
476 return NULL; /* out of bounds */
478 * Any click location should be equal to the gap location
479 * in _precisely_ one coordinate.
481 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
484 return NULL; /* no move */
487 * Find the unit displacement from the original gap
488 * position towards this one.
490 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
491 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
492 up = C(from, ux, uy);
494 ret = dup_game(from);
495 ret->just_used_solve = FALSE; /* zero this in a hurry */
497 ret->gap_pos = C(from, dx, dy);
498 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
500 ret->tiles[ret->gap_pos] = 0;
502 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
503 assert(p >= 0 && p < from->n);
504 ret->tiles[p] = from->tiles[p + up];
509 * See if the game has been completed.
511 if (!ret->completed) {
512 ret->completed = ret->movecount;
513 for (p = 0; p < ret->n; p++)
514 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
521 /* ----------------------------------------------------------------------
525 struct game_drawstate {
531 static void game_size(game_params *params, int *x, int *y)
533 *x = TILE_SIZE * params->w + 2 * BORDER;
534 *y = TILE_SIZE * params->h + 2 * BORDER;
537 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
539 float *ret = snewn(3 * NCOLOURS, float);
543 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
546 * Drop the background colour so that the highlight is
547 * noticeably brighter than it while still being under 1.
549 max = ret[COL_BACKGROUND*3];
550 for (i = 1; i < 3; i++)
551 if (ret[COL_BACKGROUND*3+i] > max)
552 max = ret[COL_BACKGROUND*3+i];
553 if (max * 1.2F > 1.0F) {
554 for (i = 0; i < 3; i++)
555 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
558 for (i = 0; i < 3; i++) {
559 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
560 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
561 ret[COL_TEXT * 3 + i] = 0.0;
564 *ncolours = NCOLOURS;
568 static game_drawstate *game_new_drawstate(game_state *state)
570 struct game_drawstate *ds = snew(struct game_drawstate);
576 ds->bgcolour = COL_BACKGROUND;
577 ds->tiles = snewn(ds->w*ds->h, int);
578 for (i = 0; i < ds->w*ds->h; i++)
584 static void game_free_drawstate(game_drawstate *ds)
590 static void draw_tile(frontend *fe, game_state *state, int x, int y,
591 int tile, int flash_colour)
594 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
600 coords[0] = x + TILE_SIZE - 1;
601 coords[1] = y + TILE_SIZE - 1;
602 coords[2] = x + TILE_SIZE - 1;
605 coords[5] = y + TILE_SIZE - 1;
606 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
607 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
611 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
612 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
614 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
615 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
618 sprintf(str, "%d", tile);
619 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
620 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
623 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
626 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
627 game_state *state, int dir, game_ui *ui,
628 float animtime, float flashtime)
630 int i, pass, bgcolour;
633 int frame = (int)(flashtime / FLASH_FRAME);
634 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
636 bgcolour = COL_BACKGROUND;
642 TILE_SIZE * state->w + 2 * BORDER,
643 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
644 draw_update(fe, 0, 0,
645 TILE_SIZE * state->w + 2 * BORDER,
646 TILE_SIZE * state->h + 2 * BORDER);
649 * Recessed area containing the whole puzzle.
651 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
652 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
653 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
654 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
655 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
656 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
657 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
658 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
660 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
661 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
662 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
663 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
669 * Now draw each tile. We do this in two passes to make
672 for (pass = 0; pass < 2; pass++) {
673 for (i = 0; i < state->n; i++) {
676 * Figure out what should be displayed at this
677 * location. It's either a simple tile, or it's a
678 * transition between two tiles (in which case we say
679 * -1 because it must always be drawn).
682 if (oldstate && oldstate->tiles[i] != state->tiles[i])
689 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
690 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
694 * Figure out what to _actually_ draw, and where to
702 * On the first pass, just blank the tile.
705 x = COORD(X(state, i));
706 y = COORD(Y(state, i));
714 * Don't bother moving the gap; just don't
721 * Find the coordinates of this tile in the old and
724 x1 = COORD(X(state, i));
725 y1 = COORD(Y(state, i));
726 for (j = 0; j < oldstate->n; j++)
727 if (oldstate->tiles[j] == state->tiles[i])
729 assert(j < oldstate->n);
730 x0 = COORD(X(state, j));
731 y0 = COORD(Y(state, j));
733 c = (animtime / ANIM_TIME);
734 if (c < 0.0F) c = 0.0F;
735 if (c > 1.0F) c = 1.0F;
737 x = x0 + (int)(c * (x1 - x0));
738 y = y0 + (int)(c * (y1 - y0));
744 x = COORD(X(state, i));
745 y = COORD(Y(state, i));
748 draw_tile(fe, state, x, y, t, bgcolour);
753 ds->bgcolour = bgcolour;
756 * Update the status bar.
762 * Don't show the new status until we're also showing the
763 * new _state_ - after the game animation is complete.
768 if (state->used_solve)
769 sprintf(statusbuf, "Moves since auto-solve: %d",
770 state->movecount - state->completed);
772 sprintf(statusbuf, "%sMoves: %d",
773 (state->completed ? "COMPLETED! " : ""),
774 (state->completed ? state->completed : state->movecount));
776 status_bar(fe, statusbuf);
780 static float game_anim_length(game_state *oldstate,
781 game_state *newstate, int dir, game_ui *ui)
783 if ((dir > 0 && newstate->just_used_solve) ||
784 (dir < 0 && oldstate->just_used_solve))
790 static float game_flash_length(game_state *oldstate,
791 game_state *newstate, int dir, game_ui *ui)
793 if (!oldstate->completed && newstate->completed &&
794 !oldstate->used_solve && !newstate->used_solve)
795 return 2 * FLASH_FRAME;
800 static int game_wants_statusbar(void)
806 #define thegame fifteen
809 const struct game thegame = {
810 "Fifteen", "games.fifteen",
817 TRUE, game_configure, custom_params,
826 TRUE, game_text_format,
837 game_wants_statusbar,