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(*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)
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_data *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_size(game_params *params, game_drawstate *ds,
567 int *x, int *y, int expand)
571 * Each window dimension equals the tile size times one more
572 * than the grid dimension (the border is half the width of the
575 tsx = (double)*x / ((double)params->w + 1.0);
576 tsy = (double)*y / ((double)params->h + 1.0);
579 ds->tilesize = (int)(ts + 0.5);
581 ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
583 *x = TILE_SIZE * params->w + 2 * BORDER;
584 *y = TILE_SIZE * params->h + 2 * BORDER;
587 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
589 float *ret = snewn(3 * NCOLOURS, float);
593 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
596 * Drop the background colour so that the highlight is
597 * noticeably brighter than it while still being under 1.
599 max = ret[COL_BACKGROUND*3];
600 for (i = 1; i < 3; i++)
601 if (ret[COL_BACKGROUND*3+i] > max)
602 max = ret[COL_BACKGROUND*3+i];
603 if (max * 1.2F > 1.0F) {
604 for (i = 0; i < 3; i++)
605 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
608 for (i = 0; i < 3; i++) {
609 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
610 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
611 ret[COL_TEXT * 3 + i] = 0.0;
614 *ncolours = NCOLOURS;
618 static game_drawstate *game_new_drawstate(game_state *state)
620 struct game_drawstate *ds = snew(struct game_drawstate);
626 ds->bgcolour = COL_BACKGROUND;
627 ds->tiles = snewn(ds->w*ds->h, int);
628 ds->tilesize = 0; /* haven't decided yet */
629 for (i = 0; i < ds->w*ds->h; i++)
635 static void game_free_drawstate(game_drawstate *ds)
641 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
642 int x, int y, int tile, int flash_colour)
645 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
651 coords[0] = x + TILE_SIZE - 1;
652 coords[1] = y + TILE_SIZE - 1;
653 coords[2] = x + TILE_SIZE - 1;
656 coords[5] = y + TILE_SIZE - 1;
657 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
658 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
662 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
663 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
665 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
666 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
669 sprintf(str, "%d", tile);
670 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
671 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
674 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
677 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
678 game_state *state, int dir, game_ui *ui,
679 float animtime, float flashtime)
681 int i, pass, bgcolour;
684 int frame = (int)(flashtime / FLASH_FRAME);
685 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
687 bgcolour = COL_BACKGROUND;
693 TILE_SIZE * state->w + 2 * BORDER,
694 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
695 draw_update(fe, 0, 0,
696 TILE_SIZE * state->w + 2 * BORDER,
697 TILE_SIZE * state->h + 2 * BORDER);
700 * Recessed area containing the whole puzzle.
702 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
703 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
704 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
705 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
706 coords[4] = coords[2] - TILE_SIZE;
707 coords[5] = coords[3] + TILE_SIZE;
708 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
709 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
710 coords[6] = coords[8] + TILE_SIZE;
711 coords[7] = coords[9] - TILE_SIZE;
712 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
713 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
715 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
716 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
717 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
718 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
724 * Now draw each tile. We do this in two passes to make
727 for (pass = 0; pass < 2; pass++) {
728 for (i = 0; i < state->n; i++) {
731 * Figure out what should be displayed at this
732 * location. It's either a simple tile, or it's a
733 * transition between two tiles (in which case we say
734 * -1 because it must always be drawn).
737 if (oldstate && oldstate->tiles[i] != state->tiles[i])
744 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
745 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
749 * Figure out what to _actually_ draw, and where to
757 * On the first pass, just blank the tile.
760 x = COORD(X(state, i));
761 y = COORD(Y(state, i));
769 * Don't bother moving the gap; just don't
776 * Find the coordinates of this tile in the old and
779 x1 = COORD(X(state, i));
780 y1 = COORD(Y(state, i));
781 for (j = 0; j < oldstate->n; j++)
782 if (oldstate->tiles[j] == state->tiles[i])
784 assert(j < oldstate->n);
785 x0 = COORD(X(state, j));
786 y0 = COORD(Y(state, j));
788 c = (animtime / ANIM_TIME);
789 if (c < 0.0F) c = 0.0F;
790 if (c > 1.0F) c = 1.0F;
792 x = x0 + (int)(c * (x1 - x0));
793 y = y0 + (int)(c * (y1 - y0));
799 x = COORD(X(state, i));
800 y = COORD(Y(state, i));
803 draw_tile(fe, ds, state, x, y, t, bgcolour);
808 ds->bgcolour = bgcolour;
811 * Update the status bar.
817 * Don't show the new status until we're also showing the
818 * new _state_ - after the game animation is complete.
823 if (state->used_solve)
824 sprintf(statusbuf, "Moves since auto-solve: %d",
825 state->movecount - state->completed);
827 sprintf(statusbuf, "%sMoves: %d",
828 (state->completed ? "COMPLETED! " : ""),
829 (state->completed ? state->completed : state->movecount));
831 status_bar(fe, statusbuf);
835 static float game_anim_length(game_state *oldstate,
836 game_state *newstate, int dir, game_ui *ui)
838 if ((dir > 0 && newstate->just_used_solve) ||
839 (dir < 0 && oldstate->just_used_solve))
845 static float game_flash_length(game_state *oldstate,
846 game_state *newstate, int dir, game_ui *ui)
848 if (!oldstate->completed && newstate->completed &&
849 !oldstate->used_solve && !newstate->used_solve)
850 return 2 * FLASH_FRAME;
855 static int game_wants_statusbar(void)
860 static int game_timing_state(game_state *state)
866 #define thegame fifteen
869 const struct game thegame = {
870 "Fifteen", "games.fifteen",
877 TRUE, game_configure, custom_params,
885 TRUE, game_text_format,
900 game_wants_statusbar,
901 FALSE, game_timing_state,
902 0, /* mouse_priorities */