2 * fifteen.c: standard 15-puzzle.
13 const char *const game_name = "Fifteen";
14 const int game_can_configure = TRUE;
17 #define BORDER (TILE_SIZE / 2)
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
22 #define ANIM_TIME 0.1F
23 #define FLASH_FRAME 0.1F
25 #define X(state, i) ( (i) % (state)->w )
26 #define Y(state, i) ( (i) / (state)->w )
27 #define C(state, x, y) ( (y) * (state)->w + (x) )
49 game_params *default_params(void)
51 game_params *ret = snew(game_params);
58 int game_fetch_preset(int i, char **name, game_params **params)
63 void free_params(game_params *params)
68 game_params *dup_params(game_params *params)
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
75 config_item *game_configure(game_params *params)
80 ret = snewn(3, config_item);
82 ret[0].name = "Width";
83 ret[0].type = C_STRING;
84 sprintf(buf, "%d", params->w);
85 ret[0].sval = dupstr(buf);
88 ret[1].name = "Height";
89 ret[1].type = C_STRING;
90 sprintf(buf, "%d", params->h);
91 ret[1].sval = dupstr(buf);
102 game_params *custom_params(config_item *cfg)
104 game_params *ret = snew(game_params);
106 ret->w = atoi(cfg[0].sval);
107 ret->h = atoi(cfg[1].sval);
112 char *validate_params(game_params *params)
114 if (params->w < 2 && params->h < 2)
115 return "Width and height must both be at least two";
120 int perm_parity(int *perm, int n)
126 for (i = 0; i < n-1; i++)
127 for (j = i+1; j < n; j++)
128 if (perm[i] > perm[j])
134 char *new_game_seed(game_params *params)
137 int x1, x2, p1, p2, parity;
142 n = params->w * params->h;
144 tiles = snewn(n, int);
145 used = snewn(n, int);
147 for (i = 0; i < n; i++) {
157 * Place everything else except the last two tiles.
159 for (x = 0, i = n-1; i > 2; i--) {
160 int k = rand_upto(i);
163 for (j = 0; j < n; j++)
164 if (!used[j] && (k-- == 0))
167 assert(j < n && !used[j]);
170 while (tiles[x] >= 0)
177 * Find the last two locations, and the last two pieces.
179 while (tiles[x] >= 0)
184 while (tiles[x] >= 0)
189 for (i = 0; i < n; i++)
193 for (i = p1+1; i < n; i++)
199 * Determine the required parity of the overall permutation.
200 * This is the XOR of:
202 * - The chessboard parity ((x^y)&1) of the gap square. The
203 * bottom right, and therefore also the top left, count as
206 * - The parity of n. (The target permutation is 1,...,n-1,0
207 * rather than 0,...,n-1; this is a cyclic permutation of
208 * the starting point and hence is odd iff n is even.)
210 parity = (X(params, gap) ^ Y(params, gap) ^ (n+1)) & 1;
213 * Try the last two tiles one way round. If that fails, swap
218 if (perm_parity(tiles, n) != parity) {
221 assert(perm_parity(tiles, n) == parity);
225 * Now construct the game seed, by describing the tile array as
226 * a simple sequence of comma-separated integers.
230 for (i = 0; i < n; i++) {
234 k = sprintf(buf, "%d,", tiles[i]);
236 ret = sresize(ret, retlen + k + 1, char);
237 strcpy(ret + retlen, buf);
240 ret[retlen-1] = '\0'; /* delete last comma */
248 game_state *new_game(game_params *params, char *seed)
250 game_state *state = snew(game_state);
254 state->w = params->w;
255 state->h = params->h;
256 state->n = params->w * params->h;
257 state->tiles = snewn(state->n, int);
262 for (i = 0; i < state->n; i++) {
264 state->tiles[i] = atoi(p);
265 if (state->tiles[i] == 0)
267 while (*p && *p != ',')
269 if (*p) p++; /* eat comma */
272 assert(state->tiles[state->gap_pos] == 0);
274 state->completed = state->movecount = 0;
279 game_state *dup_game(game_state *state)
281 game_state *ret = snew(game_state);
286 ret->tiles = snewn(state->w * state->h, int);
287 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
288 ret->gap_pos = state->gap_pos;
289 ret->completed = state->completed;
290 ret->movecount = state->movecount;
295 void free_game(game_state *state)
300 game_state *make_move(game_state *from, int x, int y, int button)
302 int gx, gy, dx, dy, ux, uy, up, p;
305 gx = X(from, from->gap_pos);
306 gy = Y(from, from->gap_pos);
308 if (button == CURSOR_RIGHT && gx > 0)
309 dx = gx - 1, dy = gy;
310 else if (button == CURSOR_LEFT && gx < from->w-1)
311 dx = gx + 1, dy = gy;
312 else if (button == CURSOR_DOWN && gy > 0)
313 dy = gy - 1, dx = gx;
314 else if (button == CURSOR_UP && gy < from->h-1)
315 dy = gy + 1, dx = gx;
316 else if (button == LEFT_BUTTON) {
319 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
320 return NULL; /* out of bounds */
322 * Any click location should be equal to the gap location
323 * in _precisely_ one coordinate.
325 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
328 return NULL; /* no move */
331 * Find the unit displacement from the original gap
332 * position towards this one.
334 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
335 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
336 up = C(from, ux, uy);
338 ret = dup_game(from);
340 ret->gap_pos = C(from, dx, dy);
341 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
343 ret->tiles[ret->gap_pos] = 0;
345 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
346 assert(p >= 0 && p < from->n);
347 ret->tiles[p] = from->tiles[p + up];
352 * See if the game has been completed.
354 if (!ret->completed) {
355 ret->completed = ret->movecount;
356 for (p = 0; p < ret->n; p++)
357 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
364 /* ----------------------------------------------------------------------
368 struct game_drawstate {
374 void game_size(game_params *params, int *x, int *y)
376 *x = TILE_SIZE * params->w + 2 * BORDER;
377 *y = TILE_SIZE * params->h + 2 * BORDER;
380 float *game_colours(frontend *fe, game_state *state, int *ncolours)
382 float *ret = snewn(3 * NCOLOURS, float);
386 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
389 * Drop the background colour so that the highlight is
390 * noticeably brighter than it while still being under 1.
392 max = ret[COL_BACKGROUND*3];
393 for (i = 1; i < 3; i++)
394 if (ret[COL_BACKGROUND*3+i] > max)
395 max = ret[COL_BACKGROUND*3+i];
396 if (max * 1.2F > 1.0F) {
397 for (i = 0; i < 3; i++)
398 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
401 for (i = 0; i < 3; i++) {
402 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
403 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
404 ret[COL_TEXT * 3 + i] = 0.0;
407 *ncolours = NCOLOURS;
411 game_drawstate *game_new_drawstate(game_state *state)
413 struct game_drawstate *ds = snew(struct game_drawstate);
419 ds->bgcolour = COL_BACKGROUND;
420 ds->tiles = snewn(ds->w*ds->h, int);
421 for (i = 0; i < ds->w*ds->h; i++)
427 void game_free_drawstate(game_drawstate *ds)
433 static void draw_tile(frontend *fe, game_state *state, int x, int y,
434 int tile, int flash_colour)
437 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
443 coords[0] = x + TILE_SIZE - 1;
444 coords[1] = y + TILE_SIZE - 1;
445 coords[2] = x + TILE_SIZE - 1;
448 coords[5] = y + TILE_SIZE - 1;
449 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
450 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
454 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
455 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
457 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
458 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
461 sprintf(str, "%d", tile);
462 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
463 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
466 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
469 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
470 game_state *state, float animtime, float flashtime)
472 int i, pass, bgcolour;
475 int frame = (int)(flashtime / FLASH_FRAME);
476 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
478 bgcolour = COL_BACKGROUND;
484 TILE_SIZE * state->w + 2 * BORDER,
485 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
486 draw_update(fe, 0, 0,
487 TILE_SIZE * state->w + 2 * BORDER,
488 TILE_SIZE * state->h + 2 * BORDER);
491 * Recessed area containing the whole puzzle.
493 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
494 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
495 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
496 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
497 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
498 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
499 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
500 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
502 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
503 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
504 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
505 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
511 * Now draw each tile. We do this in two passes to make
514 for (pass = 0; pass < 2; pass++) {
515 for (i = 0; i < state->n; i++) {
518 * Figure out what should be displayed at this
519 * location. It's either a simple tile, or it's a
520 * transition between two tiles (in which case we say
521 * -1 because it must always be drawn).
524 if (oldstate && oldstate->tiles[i] != state->tiles[i])
531 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
532 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
536 * Figure out what to _actually_ draw, and where to
544 * On the first pass, just blank the tile.
547 x = COORD(X(state, i));
548 y = COORD(Y(state, i));
556 * Don't bother moving the gap; just don't
563 * Find the coordinates of this tile in the old and
566 x1 = COORD(X(state, i));
567 y1 = COORD(Y(state, i));
568 for (j = 0; j < oldstate->n; j++)
569 if (oldstate->tiles[j] == state->tiles[i])
571 assert(j < oldstate->n);
572 x0 = COORD(X(state, j));
573 y0 = COORD(Y(state, j));
575 c = (animtime / ANIM_TIME);
576 if (c < 0.0F) c = 0.0F;
577 if (c > 1.0F) c = 1.0F;
579 x = x0 + (int)(c * (x1 - x0));
580 y = y0 + (int)(c * (y1 - y0));
586 x = COORD(X(state, i));
587 y = COORD(Y(state, i));
590 draw_tile(fe, state, x, y, t, bgcolour);
595 ds->bgcolour = bgcolour;
598 * Update the status bar.
604 * Don't show the new status until we're also showing the
605 * new _state_ - after the game animation is complete.
610 sprintf(statusbuf, "%sMoves: %d",
611 (state->completed ? "COMPLETED! " : ""),
612 (state->completed ? state->completed : state->movecount));
614 status_bar(fe, statusbuf);
618 float game_anim_length(game_state *oldstate, game_state *newstate)
623 float game_flash_length(game_state *oldstate, game_state *newstate)
625 if (!oldstate->completed && newstate->completed)
626 return 2 * FLASH_FRAME;
631 int game_wants_statusbar(void)