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,
154 game_aux_info **aux, int interactive)
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(midend_data *me, 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)
381 static game_state *solve_game(game_state *state, game_aux_info *aux,
384 game_state *ret = dup_game(state);
388 * Simply replace the grid with a solved one. For this game,
389 * this isn't a useful operation for actually telling the user
390 * what they should have done, but it is useful for
391 * conveniently being able to get hold of a clean state from
392 * which to practise manoeuvres.
394 for (i = 0; i < ret->n; i++)
395 ret->tiles[i] = (i+1) % ret->n;
396 ret->gap_pos = ret->n-1;
397 ret->used_solve = ret->just_used_solve = TRUE;
398 ret->completed = ret->movecount = 1;
403 static char *game_text_format(game_state *state)
405 char *ret, *p, buf[80];
406 int x, y, col, maxlen;
409 * First work out how many characters we need to display each
412 col = sprintf(buf, "%d", state->n-1);
415 * Now we know the exact total size of the grid we're going to
416 * produce: it's got h rows, each containing w lots of col, w-1
417 * spaces and a trailing newline.
419 maxlen = state->h * state->w * (col+1);
421 ret = snewn(maxlen+1, char);
424 for (y = 0; y < state->h; y++) {
425 for (x = 0; x < state->w; x++) {
426 int v = state->tiles[state->w*y+x];
428 sprintf(buf, "%*s", col, "");
430 sprintf(buf, "%*d", col, v);
440 assert(p - ret == maxlen);
445 static game_ui *new_ui(game_state *state)
450 static void free_ui(game_ui *ui)
454 static void game_changed_state(game_ui *ui, game_state *oldstate,
455 game_state *newstate)
459 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
460 int x, int y, int button) {
461 int gx, gy, dx, dy, ux, uy, up, p;
466 gx = X(from, from->gap_pos);
467 gy = Y(from, from->gap_pos);
469 if (button == CURSOR_RIGHT && gx > 0)
470 dx = gx - 1, dy = gy;
471 else if (button == CURSOR_LEFT && gx < from->w-1)
472 dx = gx + 1, dy = gy;
473 else if (button == CURSOR_DOWN && gy > 0)
474 dy = gy - 1, dx = gx;
475 else if (button == CURSOR_UP && gy < from->h-1)
476 dy = gy + 1, dx = gx;
477 else if (button == LEFT_BUTTON) {
480 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
481 return NULL; /* out of bounds */
483 * Any click location should be equal to the gap location
484 * in _precisely_ one coordinate.
486 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
489 return NULL; /* no move */
492 * Find the unit displacement from the original gap
493 * position towards this one.
495 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
496 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
497 up = C(from, ux, uy);
499 ret = dup_game(from);
500 ret->just_used_solve = FALSE; /* zero this in a hurry */
502 ret->gap_pos = C(from, dx, dy);
503 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
505 ret->tiles[ret->gap_pos] = 0;
507 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
508 assert(p >= 0 && p < from->n);
509 ret->tiles[p] = from->tiles[p + up];
514 * See if the game has been completed.
516 if (!ret->completed) {
517 ret->completed = ret->movecount;
518 for (p = 0; p < ret->n; p++)
519 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
526 /* ----------------------------------------------------------------------
530 struct game_drawstate {
536 static void game_size(game_params *params, int *x, int *y)
538 *x = TILE_SIZE * params->w + 2 * BORDER;
539 *y = TILE_SIZE * params->h + 2 * BORDER;
542 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
544 float *ret = snewn(3 * NCOLOURS, float);
548 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
551 * Drop the background colour so that the highlight is
552 * noticeably brighter than it while still being under 1.
554 max = ret[COL_BACKGROUND*3];
555 for (i = 1; i < 3; i++)
556 if (ret[COL_BACKGROUND*3+i] > max)
557 max = ret[COL_BACKGROUND*3+i];
558 if (max * 1.2F > 1.0F) {
559 for (i = 0; i < 3; i++)
560 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
563 for (i = 0; i < 3; i++) {
564 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
565 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
566 ret[COL_TEXT * 3 + i] = 0.0;
569 *ncolours = NCOLOURS;
573 static game_drawstate *game_new_drawstate(game_state *state)
575 struct game_drawstate *ds = snew(struct game_drawstate);
581 ds->bgcolour = COL_BACKGROUND;
582 ds->tiles = snewn(ds->w*ds->h, int);
583 for (i = 0; i < ds->w*ds->h; i++)
589 static void game_free_drawstate(game_drawstate *ds)
595 static void draw_tile(frontend *fe, game_state *state, int x, int y,
596 int tile, int flash_colour)
599 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
605 coords[0] = x + TILE_SIZE - 1;
606 coords[1] = y + TILE_SIZE - 1;
607 coords[2] = x + TILE_SIZE - 1;
610 coords[5] = y + TILE_SIZE - 1;
611 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
612 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
616 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
617 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
619 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
620 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
623 sprintf(str, "%d", tile);
624 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
625 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
628 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
631 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
632 game_state *state, int dir, game_ui *ui,
633 float animtime, float flashtime)
635 int i, pass, bgcolour;
638 int frame = (int)(flashtime / FLASH_FRAME);
639 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
641 bgcolour = COL_BACKGROUND;
647 TILE_SIZE * state->w + 2 * BORDER,
648 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
649 draw_update(fe, 0, 0,
650 TILE_SIZE * state->w + 2 * BORDER,
651 TILE_SIZE * state->h + 2 * BORDER);
654 * Recessed area containing the whole puzzle.
656 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
657 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
658 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
659 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
660 coords[4] = coords[2] - TILE_SIZE;
661 coords[5] = coords[3] + TILE_SIZE;
662 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
663 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
664 coords[6] = coords[8] + TILE_SIZE;
665 coords[7] = coords[9] - TILE_SIZE;
666 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
667 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
669 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
670 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
671 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
672 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
678 * Now draw each tile. We do this in two passes to make
681 for (pass = 0; pass < 2; pass++) {
682 for (i = 0; i < state->n; i++) {
685 * Figure out what should be displayed at this
686 * location. It's either a simple tile, or it's a
687 * transition between two tiles (in which case we say
688 * -1 because it must always be drawn).
691 if (oldstate && oldstate->tiles[i] != state->tiles[i])
698 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
699 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
703 * Figure out what to _actually_ draw, and where to
711 * On the first pass, just blank the tile.
714 x = COORD(X(state, i));
715 y = COORD(Y(state, i));
723 * Don't bother moving the gap; just don't
730 * Find the coordinates of this tile in the old and
733 x1 = COORD(X(state, i));
734 y1 = COORD(Y(state, i));
735 for (j = 0; j < oldstate->n; j++)
736 if (oldstate->tiles[j] == state->tiles[i])
738 assert(j < oldstate->n);
739 x0 = COORD(X(state, j));
740 y0 = COORD(Y(state, j));
742 c = (animtime / ANIM_TIME);
743 if (c < 0.0F) c = 0.0F;
744 if (c > 1.0F) c = 1.0F;
746 x = x0 + (int)(c * (x1 - x0));
747 y = y0 + (int)(c * (y1 - y0));
753 x = COORD(X(state, i));
754 y = COORD(Y(state, i));
757 draw_tile(fe, state, x, y, t, bgcolour);
762 ds->bgcolour = bgcolour;
765 * Update the status bar.
771 * Don't show the new status until we're also showing the
772 * new _state_ - after the game animation is complete.
777 if (state->used_solve)
778 sprintf(statusbuf, "Moves since auto-solve: %d",
779 state->movecount - state->completed);
781 sprintf(statusbuf, "%sMoves: %d",
782 (state->completed ? "COMPLETED! " : ""),
783 (state->completed ? state->completed : state->movecount));
785 status_bar(fe, statusbuf);
789 static float game_anim_length(game_state *oldstate,
790 game_state *newstate, int dir, game_ui *ui)
792 if ((dir > 0 && newstate->just_used_solve) ||
793 (dir < 0 && oldstate->just_used_solve))
799 static float game_flash_length(game_state *oldstate,
800 game_state *newstate, int dir, game_ui *ui)
802 if (!oldstate->completed && newstate->completed &&
803 !oldstate->used_solve && !newstate->used_solve)
804 return 2 * FLASH_FRAME;
809 static int game_wants_statusbar(void)
814 static int game_timing_state(game_state *state)
820 #define thegame fifteen
823 const struct game thegame = {
824 "Fifteen", "games.fifteen",
831 TRUE, game_configure, custom_params,
840 TRUE, game_text_format,
852 game_wants_statusbar,
853 FALSE, game_timing_state,
854 0, /* mouse_priorities */