2 * fifteen.c: standard 15-puzzle.
14 #define PREFERRED_TILE_SIZE 48
15 #define TILE_SIZE (ds->tilesize)
16 #define BORDER (TILE_SIZE / 2)
17 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
18 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
19 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
21 #define ANIM_TIME 0.13F
22 #define FLASH_FRAME 0.13F
24 #define X(state, i) ( (i) % (state)->w )
25 #define Y(state, i) ( (i) / (state)->w )
26 #define C(state, x, y) ( (y) * (state)->w + (x) )
45 int just_used_solve; /* used to suppress undo animation */
46 int used_solve; /* used to suppress completion flash */
50 static game_params *default_params(void)
52 game_params *ret = snew(game_params);
59 static int game_fetch_preset(int i, char **name, game_params **params)
64 static void free_params(game_params *params)
69 static game_params *dup_params(game_params *params)
71 game_params *ret = snew(game_params);
72 *ret = *params; /* structure copy */
76 static void decode_params(game_params *ret, char const *string)
78 ret->w = ret->h = atoi(string);
79 while (*string && isdigit((unsigned char)*string)) string++;
82 ret->h = atoi(string);
86 static char *encode_params(game_params *params, int full)
90 sprintf(data, "%dx%d", params->w, params->h);
95 static config_item *game_configure(game_params *params)
100 ret = snewn(3, config_item);
102 ret[0].name = "Width";
103 ret[0].type = C_STRING;
104 sprintf(buf, "%d", params->w);
105 ret[0].sval = dupstr(buf);
108 ret[1].name = "Height";
109 ret[1].type = C_STRING;
110 sprintf(buf, "%d", params->h);
111 ret[1].sval = dupstr(buf);
122 static game_params *custom_params(config_item *cfg)
124 game_params *ret = snew(game_params);
126 ret->w = atoi(cfg[0].sval);
127 ret->h = atoi(cfg[1].sval);
132 static char *validate_params(game_params *params, int full)
134 if (params->w < 2 || params->h < 2)
135 return "Width and height must both be at least two";
140 static int perm_parity(int *perm, int n)
146 for (i = 0; i < n-1; i++)
147 for (j = i+1; j < n; j++)
148 if (perm[i] > perm[j])
154 static char *new_game_desc(game_params *params, random_state *rs,
155 char **aux, int interactive)
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 description, by describing the tile
248 * array as 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_desc(game_params *params, char *desc)
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(midend *me, game_params *params, char *desc)
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;
348 state->used_solve = state->just_used_solve = FALSE;
353 static game_state *dup_game(game_state *state)
355 game_state *ret = snew(game_state);
360 ret->tiles = snewn(state->w * state->h, int);
361 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
362 ret->gap_pos = state->gap_pos;
363 ret->completed = state->completed;
364 ret->movecount = state->movecount;
365 ret->used_solve = state->used_solve;
366 ret->just_used_solve = state->just_used_solve;
371 static void free_game(game_state *state)
377 static char *solve_game(game_state *state, game_state *currstate,
378 char *aux, char **error)
383 static char *game_text_format(game_state *state)
385 char *ret, *p, buf[80];
386 int x, y, col, maxlen;
389 * First work out how many characters we need to display each
392 col = sprintf(buf, "%d", state->n-1);
395 * Now we know the exact total size of the grid we're going to
396 * produce: it's got h rows, each containing w lots of col, w-1
397 * spaces and a trailing newline.
399 maxlen = state->h * state->w * (col+1);
401 ret = snewn(maxlen+1, char);
404 for (y = 0; y < state->h; y++) {
405 for (x = 0; x < state->w; x++) {
406 int v = state->tiles[state->w*y+x];
408 sprintf(buf, "%*s", col, "");
410 sprintf(buf, "%*d", col, v);
420 assert(p - ret == maxlen);
425 static game_ui *new_ui(game_state *state)
430 static void free_ui(game_ui *ui)
434 static char *encode_ui(game_ui *ui)
439 static void decode_ui(game_ui *ui, char *encoding)
443 static void game_changed_state(game_ui *ui, game_state *oldstate,
444 game_state *newstate)
448 struct game_drawstate {
455 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
456 int x, int y, int button)
463 gx = X(state, state->gap_pos);
464 gy = Y(state, state->gap_pos);
466 if (button == CURSOR_RIGHT && gx > 0)
467 dx = gx - 1, dy = gy;
468 else if (button == CURSOR_LEFT && gx < state->w-1)
469 dx = gx + 1, dy = gy;
470 else if (button == CURSOR_DOWN && gy > 0)
471 dy = gy - 1, dx = gx;
472 else if (button == CURSOR_UP && gy < state->h-1)
473 dy = gy + 1, dx = gx;
474 else if (button == LEFT_BUTTON) {
477 if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
478 return NULL; /* out of bounds */
480 * Any click location should be equal to the gap location
481 * in _precisely_ one coordinate.
483 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
486 return NULL; /* no move */
488 sprintf(buf, "M%d,%d", dx, dy);
492 static game_state *execute_move(game_state *from, char *move)
494 int gx, gy, dx, dy, ux, uy, up, p;
497 if (!strcmp(move, "S")) {
500 ret = dup_game(from);
503 * Simply replace the grid with a solved one. For this game,
504 * this isn't a useful operation for actually telling the user
505 * what they should have done, but it is useful for
506 * conveniently being able to get hold of a clean state from
507 * which to practise manoeuvres.
509 for (i = 0; i < ret->n; i++)
510 ret->tiles[i] = (i+1) % ret->n;
511 ret->gap_pos = ret->n-1;
512 ret->used_solve = ret->just_used_solve = TRUE;
513 ret->completed = ret->movecount = 1;
518 gx = X(from, from->gap_pos);
519 gy = Y(from, from->gap_pos);
521 if (move[0] != 'M' ||
522 sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
523 (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
524 dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
528 * Find the unit displacement from the original gap
529 * position towards this one.
531 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
532 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
533 up = C(from, ux, uy);
535 ret = dup_game(from);
536 ret->just_used_solve = FALSE; /* zero this in a hurry */
538 ret->gap_pos = C(from, dx, dy);
539 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
541 ret->tiles[ret->gap_pos] = 0;
543 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
544 assert(p >= 0 && p < from->n);
545 ret->tiles[p] = from->tiles[p + up];
550 * See if the game has been completed.
552 if (!ret->completed) {
553 ret->completed = ret->movecount;
554 for (p = 0; p < ret->n; p++)
555 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
562 /* ----------------------------------------------------------------------
566 static void game_compute_size(game_params *params, int tilesize,
569 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
570 struct { int tilesize; } ads, *ds = &ads;
571 ads.tilesize = tilesize;
573 *x = TILE_SIZE * params->w + 2 * BORDER;
574 *y = TILE_SIZE * params->h + 2 * BORDER;
577 static void game_set_size(drawing *dr, game_drawstate *ds,
578 game_params *params, int tilesize)
580 ds->tilesize = tilesize;
583 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
585 float *ret = snewn(3 * NCOLOURS, float);
588 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
590 for (i = 0; i < 3; i++)
591 ret[COL_TEXT * 3 + i] = 0.0;
593 *ncolours = NCOLOURS;
597 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
599 struct game_drawstate *ds = snew(struct game_drawstate);
605 ds->bgcolour = COL_BACKGROUND;
606 ds->tiles = snewn(ds->w*ds->h, int);
607 ds->tilesize = 0; /* haven't decided yet */
608 for (i = 0; i < ds->w*ds->h; i++)
614 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
620 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
621 int x, int y, int tile, int flash_colour)
624 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
630 coords[0] = x + TILE_SIZE - 1;
631 coords[1] = y + TILE_SIZE - 1;
632 coords[2] = x + TILE_SIZE - 1;
635 coords[5] = y + TILE_SIZE - 1;
636 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
640 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
642 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
643 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
646 sprintf(str, "%d", tile);
647 draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
648 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
651 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
654 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
655 game_state *state, int dir, game_ui *ui,
656 float animtime, float flashtime)
658 int i, pass, bgcolour;
661 int frame = (int)(flashtime / FLASH_FRAME);
662 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
664 bgcolour = COL_BACKGROUND;
670 TILE_SIZE * state->w + 2 * BORDER,
671 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
672 draw_update(dr, 0, 0,
673 TILE_SIZE * state->w + 2 * BORDER,
674 TILE_SIZE * state->h + 2 * BORDER);
677 * Recessed area containing the whole puzzle.
679 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
680 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
681 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
682 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
683 coords[4] = coords[2] - TILE_SIZE;
684 coords[5] = coords[3] + TILE_SIZE;
685 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
686 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
687 coords[6] = coords[8] + TILE_SIZE;
688 coords[7] = coords[9] - TILE_SIZE;
689 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
691 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
692 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
693 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
699 * Now draw each tile. We do this in two passes to make
702 for (pass = 0; pass < 2; pass++) {
703 for (i = 0; i < state->n; i++) {
706 * Figure out what should be displayed at this
707 * location. It's either a simple tile, or it's a
708 * transition between two tiles (in which case we say
709 * -1 because it must always be drawn).
712 if (oldstate && oldstate->tiles[i] != state->tiles[i])
719 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
720 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
724 * Figure out what to _actually_ draw, and where to
732 * On the first pass, just blank the tile.
735 x = COORD(X(state, i));
736 y = COORD(Y(state, i));
744 * Don't bother moving the gap; just don't
751 * Find the coordinates of this tile in the old and
754 x1 = COORD(X(state, i));
755 y1 = COORD(Y(state, i));
756 for (j = 0; j < oldstate->n; j++)
757 if (oldstate->tiles[j] == state->tiles[i])
759 assert(j < oldstate->n);
760 x0 = COORD(X(state, j));
761 y0 = COORD(Y(state, j));
763 c = (animtime / ANIM_TIME);
764 if (c < 0.0F) c = 0.0F;
765 if (c > 1.0F) c = 1.0F;
767 x = x0 + (int)(c * (x1 - x0));
768 y = y0 + (int)(c * (y1 - y0));
774 x = COORD(X(state, i));
775 y = COORD(Y(state, i));
778 draw_tile(dr, ds, state, x, y, t, bgcolour);
783 ds->bgcolour = bgcolour;
786 * Update the status bar.
792 * Don't show the new status until we're also showing the
793 * new _state_ - after the game animation is complete.
798 if (state->used_solve)
799 sprintf(statusbuf, "Moves since auto-solve: %d",
800 state->movecount - state->completed);
802 sprintf(statusbuf, "%sMoves: %d",
803 (state->completed ? "COMPLETED! " : ""),
804 (state->completed ? state->completed : state->movecount));
806 status_bar(dr, statusbuf);
810 static float game_anim_length(game_state *oldstate,
811 game_state *newstate, int dir, game_ui *ui)
813 if ((dir > 0 && newstate->just_used_solve) ||
814 (dir < 0 && oldstate->just_used_solve))
820 static float game_flash_length(game_state *oldstate,
821 game_state *newstate, int dir, game_ui *ui)
823 if (!oldstate->completed && newstate->completed &&
824 !oldstate->used_solve && !newstate->used_solve)
825 return 2 * FLASH_FRAME;
830 static int game_wants_statusbar(void)
835 static int game_timing_state(game_state *state, game_ui *ui)
840 static void game_print_size(game_params *params, float *x, float *y)
844 static void game_print(drawing *dr, game_state *state, int tilesize)
849 #define thegame fifteen
852 const struct game thegame = {
853 "Fifteen", "games.fifteen",
860 TRUE, game_configure, custom_params,
868 TRUE, game_text_format,
876 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
883 FALSE, FALSE, game_print_size, game_print,
884 game_wants_statusbar,
885 FALSE, game_timing_state,
886 0, /* mouse_priorities */