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 game_aux_info **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 void game_free_aux_info(game_aux_info *aux)
272 assert(!"Shouldn't happen");
275 static char *validate_desc(game_params *params, char *desc)
281 area = params->w * params->h;
285 used = snewn(area, int);
286 for (i = 0; i < area; i++)
289 for (i = 0; i < area; i++) {
293 if (*p < '0' || *p > '9') {
294 err = "Not enough numbers in string";
297 while (*p >= '0' && *p <= '9')
299 if (i < area-1 && *p != ',') {
300 err = "Expected comma after number";
303 else if (i == area-1 && *p) {
304 err = "Excess junk at end of string";
308 if (n < 0 || n >= area) {
309 err = "Number out of range";
313 err = "Number used twice";
318 if (*p) p++; /* eat comma */
326 static game_state *new_game(midend_data *me, game_params *params, char *desc)
328 game_state *state = snew(game_state);
332 state->w = params->w;
333 state->h = params->h;
334 state->n = params->w * params->h;
335 state->tiles = snewn(state->n, int);
340 for (i = 0; i < state->n; i++) {
342 state->tiles[i] = atoi(p);
343 if (state->tiles[i] == 0)
345 while (*p && *p != ',')
347 if (*p) p++; /* eat comma */
350 assert(state->tiles[state->gap_pos] == 0);
352 state->completed = state->movecount = 0;
353 state->used_solve = state->just_used_solve = FALSE;
358 static game_state *dup_game(game_state *state)
360 game_state *ret = snew(game_state);
365 ret->tiles = snewn(state->w * state->h, int);
366 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
367 ret->gap_pos = state->gap_pos;
368 ret->completed = state->completed;
369 ret->movecount = state->movecount;
370 ret->used_solve = state->used_solve;
371 ret->just_used_solve = state->just_used_solve;
376 static void free_game(game_state *state)
382 static game_state *solve_game(game_state *state, game_state *currstate,
383 game_aux_info *aux, char **error)
385 game_state *ret = dup_game(state);
389 * Simply replace the grid with a solved one. For this game,
390 * this isn't a useful operation for actually telling the user
391 * what they should have done, but it is useful for
392 * conveniently being able to get hold of a clean state from
393 * which to practise manoeuvres.
395 for (i = 0; i < ret->n; i++)
396 ret->tiles[i] = (i+1) % ret->n;
397 ret->gap_pos = ret->n-1;
398 ret->used_solve = ret->just_used_solve = TRUE;
399 ret->completed = ret->movecount = 1;
404 static char *game_text_format(game_state *state)
406 char *ret, *p, buf[80];
407 int x, y, col, maxlen;
410 * First work out how many characters we need to display each
413 col = sprintf(buf, "%d", state->n-1);
416 * Now we know the exact total size of the grid we're going to
417 * produce: it's got h rows, each containing w lots of col, w-1
418 * spaces and a trailing newline.
420 maxlen = state->h * state->w * (col+1);
422 ret = snewn(maxlen+1, char);
425 for (y = 0; y < state->h; y++) {
426 for (x = 0; x < state->w; x++) {
427 int v = state->tiles[state->w*y+x];
429 sprintf(buf, "%*s", col, "");
431 sprintf(buf, "%*d", col, v);
441 assert(p - ret == maxlen);
446 static game_ui *new_ui(game_state *state)
451 static void free_ui(game_ui *ui)
455 static void game_changed_state(game_ui *ui, game_state *oldstate,
456 game_state *newstate)
460 struct game_drawstate {
467 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
468 int x, int y, int button) {
469 int gx, gy, dx, dy, ux, uy, up, p;
474 gx = X(from, from->gap_pos);
475 gy = Y(from, from->gap_pos);
477 if (button == CURSOR_RIGHT && gx > 0)
478 dx = gx - 1, dy = gy;
479 else if (button == CURSOR_LEFT && gx < from->w-1)
480 dx = gx + 1, dy = gy;
481 else if (button == CURSOR_DOWN && gy > 0)
482 dy = gy - 1, dx = gx;
483 else if (button == CURSOR_UP && gy < from->h-1)
484 dy = gy + 1, dx = gx;
485 else if (button == LEFT_BUTTON) {
488 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
489 return NULL; /* out of bounds */
491 * Any click location should be equal to the gap location
492 * in _precisely_ one coordinate.
494 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
497 return NULL; /* no move */
500 * Find the unit displacement from the original gap
501 * position towards this one.
503 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
504 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
505 up = C(from, ux, uy);
507 ret = dup_game(from);
508 ret->just_used_solve = FALSE; /* zero this in a hurry */
510 ret->gap_pos = C(from, dx, dy);
511 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
513 ret->tiles[ret->gap_pos] = 0;
515 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
516 assert(p >= 0 && p < from->n);
517 ret->tiles[p] = from->tiles[p + up];
522 * See if the game has been completed.
524 if (!ret->completed) {
525 ret->completed = ret->movecount;
526 for (p = 0; p < ret->n; p++)
527 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
534 /* ----------------------------------------------------------------------
538 static void game_size(game_params *params, game_drawstate *ds,
539 int *x, int *y, int expand)
543 * Each window dimension equals the tile size times one more
544 * than the grid dimension (the border is half the width of the
547 tsx = *x / (params->w + 1);
548 tsy = *y / (params->h + 1);
553 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
555 *x = TILE_SIZE * params->w + 2 * BORDER;
556 *y = TILE_SIZE * params->h + 2 * BORDER;
559 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
561 float *ret = snewn(3 * NCOLOURS, float);
565 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
568 * Drop the background colour so that the highlight is
569 * noticeably brighter than it while still being under 1.
571 max = ret[COL_BACKGROUND*3];
572 for (i = 1; i < 3; i++)
573 if (ret[COL_BACKGROUND*3+i] > max)
574 max = ret[COL_BACKGROUND*3+i];
575 if (max * 1.2F > 1.0F) {
576 for (i = 0; i < 3; i++)
577 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
580 for (i = 0; i < 3; i++) {
581 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
582 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
583 ret[COL_TEXT * 3 + i] = 0.0;
586 *ncolours = NCOLOURS;
590 static game_drawstate *game_new_drawstate(game_state *state)
592 struct game_drawstate *ds = snew(struct game_drawstate);
598 ds->bgcolour = COL_BACKGROUND;
599 ds->tiles = snewn(ds->w*ds->h, int);
600 ds->tilesize = 0; /* haven't decided yet */
601 for (i = 0; i < ds->w*ds->h; i++)
607 static void game_free_drawstate(game_drawstate *ds)
613 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
614 int x, int y, int tile, int flash_colour)
617 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
623 coords[0] = x + TILE_SIZE - 1;
624 coords[1] = y + TILE_SIZE - 1;
625 coords[2] = x + TILE_SIZE - 1;
628 coords[5] = y + TILE_SIZE - 1;
629 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
630 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
634 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
635 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
637 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
638 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
641 sprintf(str, "%d", tile);
642 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
643 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
646 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
649 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
650 game_state *state, int dir, game_ui *ui,
651 float animtime, float flashtime)
653 int i, pass, bgcolour;
656 int frame = (int)(flashtime / FLASH_FRAME);
657 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
659 bgcolour = COL_BACKGROUND;
665 TILE_SIZE * state->w + 2 * BORDER,
666 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
667 draw_update(fe, 0, 0,
668 TILE_SIZE * state->w + 2 * BORDER,
669 TILE_SIZE * state->h + 2 * BORDER);
672 * Recessed area containing the whole puzzle.
674 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
675 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
676 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
677 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
678 coords[4] = coords[2] - TILE_SIZE;
679 coords[5] = coords[3] + TILE_SIZE;
680 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
681 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
682 coords[6] = coords[8] + TILE_SIZE;
683 coords[7] = coords[9] - TILE_SIZE;
684 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
685 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
687 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
688 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
689 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
690 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
696 * Now draw each tile. We do this in two passes to make
699 for (pass = 0; pass < 2; pass++) {
700 for (i = 0; i < state->n; i++) {
703 * Figure out what should be displayed at this
704 * location. It's either a simple tile, or it's a
705 * transition between two tiles (in which case we say
706 * -1 because it must always be drawn).
709 if (oldstate && oldstate->tiles[i] != state->tiles[i])
716 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
717 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
721 * Figure out what to _actually_ draw, and where to
729 * On the first pass, just blank the tile.
732 x = COORD(X(state, i));
733 y = COORD(Y(state, i));
741 * Don't bother moving the gap; just don't
748 * Find the coordinates of this tile in the old and
751 x1 = COORD(X(state, i));
752 y1 = COORD(Y(state, i));
753 for (j = 0; j < oldstate->n; j++)
754 if (oldstate->tiles[j] == state->tiles[i])
756 assert(j < oldstate->n);
757 x0 = COORD(X(state, j));
758 y0 = COORD(Y(state, j));
760 c = (animtime / ANIM_TIME);
761 if (c < 0.0F) c = 0.0F;
762 if (c > 1.0F) c = 1.0F;
764 x = x0 + (int)(c * (x1 - x0));
765 y = y0 + (int)(c * (y1 - y0));
771 x = COORD(X(state, i));
772 y = COORD(Y(state, i));
775 draw_tile(fe, ds, state, x, y, t, bgcolour);
780 ds->bgcolour = bgcolour;
783 * Update the status bar.
789 * Don't show the new status until we're also showing the
790 * new _state_ - after the game animation is complete.
795 if (state->used_solve)
796 sprintf(statusbuf, "Moves since auto-solve: %d",
797 state->movecount - state->completed);
799 sprintf(statusbuf, "%sMoves: %d",
800 (state->completed ? "COMPLETED! " : ""),
801 (state->completed ? state->completed : state->movecount));
803 status_bar(fe, statusbuf);
807 static float game_anim_length(game_state *oldstate,
808 game_state *newstate, int dir, game_ui *ui)
810 if ((dir > 0 && newstate->just_used_solve) ||
811 (dir < 0 && oldstate->just_used_solve))
817 static float game_flash_length(game_state *oldstate,
818 game_state *newstate, int dir, game_ui *ui)
820 if (!oldstate->completed && newstate->completed &&
821 !oldstate->used_solve && !newstate->used_solve)
822 return 2 * FLASH_FRAME;
827 static int game_wants_statusbar(void)
832 static int game_timing_state(game_state *state)
838 #define thegame fifteen
841 const struct game thegame = {
842 "Fifteen", "games.fifteen",
849 TRUE, game_configure, custom_params,
858 TRUE, game_text_format,
870 game_wants_statusbar,
871 FALSE, game_timing_state,
872 0, /* mouse_priorities */