2 * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
3 * from the 15-puzzle in that you toroidally rotate a row or column
16 #define PREFERRED_TILE_SIZE 48
17 #define TILE_SIZE (ds->tilesize)
18 #define BORDER TILE_SIZE
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
47 int just_used_solve; /* used to suppress undo animation */
48 int used_solve; /* used to suppress completion flash */
49 int movecount, movetarget;
50 int last_movement_sense;
53 static game_params *default_params(void)
55 game_params *ret = snew(game_params);
63 static int game_fetch_preset(int i, char **name, game_params **params)
70 case 0: w = 3, h = 3; break;
71 case 1: w = 4, h = 3; break;
72 case 2: w = 4, h = 4; break;
73 case 3: w = 5, h = 4; break;
74 case 4: w = 5, h = 5; break;
75 default: return FALSE;
78 sprintf(buf, "%dx%d", w, h);
80 *params = ret = snew(game_params);
87 static void free_params(game_params *params)
92 static game_params *dup_params(game_params *params)
94 game_params *ret = snew(game_params);
95 *ret = *params; /* structure copy */
99 static void decode_params(game_params *ret, char const *string)
101 ret->w = ret->h = atoi(string);
103 while (*string && isdigit((unsigned char)*string)) string++;
104 if (*string == 'x') {
106 ret->h = atoi(string);
107 while (*string && isdigit((unsigned char)*string))
110 if (*string == 'm') {
112 ret->movetarget = atoi(string);
113 while (*string && isdigit((unsigned char)*string))
118 static char *encode_params(game_params *params, int full)
122 sprintf(data, "%dx%d", params->w, params->h);
123 /* Shuffle limit is part of the limited parameters, because we have to
124 * supply the target move count. */
125 if (params->movetarget)
126 sprintf(data + strlen(data), "m%d", params->movetarget);
131 static config_item *game_configure(game_params *params)
136 ret = snewn(4, config_item);
138 ret[0].name = "Width";
139 ret[0].type = C_STRING;
140 sprintf(buf, "%d", params->w);
141 ret[0].sval = dupstr(buf);
144 ret[1].name = "Height";
145 ret[1].type = C_STRING;
146 sprintf(buf, "%d", params->h);
147 ret[1].sval = dupstr(buf);
150 ret[2].name = "Number of shuffling moves";
151 ret[2].type = C_STRING;
152 sprintf(buf, "%d", params->movetarget);
153 ret[2].sval = dupstr(buf);
164 static game_params *custom_params(config_item *cfg)
166 game_params *ret = snew(game_params);
168 ret->w = atoi(cfg[0].sval);
169 ret->h = atoi(cfg[1].sval);
170 ret->movetarget = atoi(cfg[2].sval);
175 static char *validate_params(game_params *params, int full)
177 if (params->w < 2 || params->h < 2)
178 return "Width and height must both be at least two";
183 static int perm_parity(int *perm, int n)
189 for (i = 0; i < n-1; i++)
190 for (j = i+1; j < n; j++)
191 if (perm[i] > perm[j])
197 static char *new_game_desc(game_params *params, random_state *rs,
198 char **aux, int interactive)
206 n = params->w * params->h;
208 tiles = snewn(n, int);
210 if (params->movetarget) {
212 int max = (params->w > params->h ? params->w : params->h);
213 int *prevmoves = snewn(max, int);
216 * Shuffle the old-fashioned way, by making a series of
217 * single moves on the grid.
220 for (i = 0; i < n; i++)
223 for (i = 0; i < params->movetarget; i++) {
224 int start, offset, len, direction, index;
228 * Choose a move to make. We can choose from any row
232 j = random_upto(rs, params->w + params->h);
242 index = j - params->w;
243 start = index * params->w;
248 direction = -1 + 2 * random_upto(rs, 2);
251 * To at least _try_ to avoid boring cases, check
252 * that this move doesn't directly undo a previous
253 * one, or repeat it so many times as to turn it
254 * into fewer moves in the opposite direction. (For
255 * example, in a row of length 4, we're allowed to
256 * move it the same way twice, but not three
259 * We track this for each individual row/column,
260 * and clear all the counters as soon as a
261 * perpendicular move is made. This isn't perfect
262 * (it _can't_ guaranteeably be perfect - there
263 * will always come a move count beyond which a
264 * shorter solution will be possible than the one
265 * which constructed the position) but it should
266 * sort out all the obvious cases.
268 if (offset == prevoffset) {
269 tmp = prevmoves[index] + direction;
270 if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
274 /* If we didn't `continue', we've found an OK move to make. */
275 if (offset != prevoffset) {
277 for (i = 0; i < max; i++)
281 prevmoves[index] += direction;
289 start += (len-1) * offset;
293 for (j = 0; j+1 < len; j++)
294 tiles[start + j*offset] = tiles[start + (j+1)*offset];
295 tiles[start + (len-1) * offset] = tmp;
302 used = snewn(n, int);
304 for (i = 0; i < n; i++) {
310 * If both dimensions are odd, there is a parity
313 if (params->w & params->h & 1)
319 * Place everything except (possibly) the last two tiles.
321 for (x = 0, i = n; i > stop; i--) {
322 int k = i > 1 ? random_upto(rs, i) : 0;
325 for (j = 0; j < n; j++)
326 if (!used[j] && (k-- == 0))
329 assert(j < n && !used[j]);
332 while (tiles[x] >= 0)
340 * Find the last two locations, and the last two
343 while (tiles[x] >= 0)
348 while (tiles[x] >= 0)
353 for (i = 0; i < n; i++)
357 for (i = p1+1; i < n; i++)
363 * Try the last two tiles one way round. If that fails,
368 if (perm_parity(tiles, n) != 0) {
371 assert(perm_parity(tiles, n) == 0);
379 * Now construct the game description, by describing the tile
380 * array as a simple sequence of comma-separated integers.
384 for (i = 0; i < n; i++) {
388 k = sprintf(buf, "%d,", tiles[i]+1);
390 ret = sresize(ret, retlen + k + 1, char);
391 strcpy(ret + retlen, buf);
394 ret[retlen-1] = '\0'; /* delete last comma */
402 static char *validate_desc(game_params *params, char *desc)
408 area = params->w * params->h;
412 used = snewn(area, int);
413 for (i = 0; i < area; i++)
416 for (i = 0; i < area; i++) {
420 if (*p < '0' || *p > '9') {
421 err = "Not enough numbers in string";
424 while (*p >= '0' && *p <= '9')
426 if (i < area-1 && *p != ',') {
427 err = "Expected comma after number";
430 else if (i == area-1 && *p) {
431 err = "Excess junk at end of string";
435 if (n < 1 || n > area) {
436 err = "Number out of range";
440 err = "Number used twice";
445 if (*p) p++; /* eat comma */
453 static game_state *new_game(midend_data *me, game_params *params, char *desc)
455 game_state *state = snew(game_state);
459 state->w = params->w;
460 state->h = params->h;
461 state->n = params->w * params->h;
462 state->tiles = snewn(state->n, int);
466 for (i = 0; i < state->n; i++) {
468 state->tiles[i] = atoi(p);
469 while (*p && *p != ',')
471 if (*p) p++; /* eat comma */
475 state->completed = state->movecount = 0;
476 state->movetarget = params->movetarget;
477 state->used_solve = state->just_used_solve = FALSE;
478 state->last_movement_sense = 0;
483 static game_state *dup_game(game_state *state)
485 game_state *ret = snew(game_state);
490 ret->tiles = snewn(state->w * state->h, int);
491 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
492 ret->completed = state->completed;
493 ret->movecount = state->movecount;
494 ret->movetarget = state->movetarget;
495 ret->used_solve = state->used_solve;
496 ret->just_used_solve = state->just_used_solve;
497 ret->last_movement_sense = state->last_movement_sense;
502 static void free_game(game_state *state)
508 static char *solve_game(game_state *state, game_state *currstate,
509 char *aux, char **error)
514 static char *game_text_format(game_state *state)
516 char *ret, *p, buf[80];
517 int x, y, col, maxlen;
520 * First work out how many characters we need to display each
523 col = sprintf(buf, "%d", state->n);
526 * Now we know the exact total size of the grid we're going to
527 * produce: it's got h rows, each containing w lots of col, w-1
528 * spaces and a trailing newline.
530 maxlen = state->h * state->w * (col+1);
532 ret = snewn(maxlen+1, char);
535 for (y = 0; y < state->h; y++) {
536 for (x = 0; x < state->w; x++) {
537 int v = state->tiles[state->w*y+x];
538 sprintf(buf, "%*d", col, v);
548 assert(p - ret == maxlen);
553 static game_ui *new_ui(game_state *state)
558 static void free_ui(game_ui *ui)
562 static char *encode_ui(game_ui *ui)
567 static void decode_ui(game_ui *ui, char *encoding)
571 static void game_changed_state(game_ui *ui, game_state *oldstate,
572 game_state *newstate)
576 struct game_drawstate {
583 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
584 int x, int y, int button)
590 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
595 if (cx == -1 && cy >= 0 && cy < state->h)
597 else if (cx == state->w && cy >= 0 && cy < state->h)
599 else if (cy == -1 && cx >= 0 && cx < state->w)
601 else if (cy == state->h && cx >= 0 && cx < state->w)
604 return NULL; /* invalid click location */
606 /* reverse direction if right hand button is pressed */
607 if (button == RIGHT_BUTTON) {
613 sprintf(buf, "R%d,%d", cy, dx);
615 sprintf(buf, "C%d,%d", cx, dy);
619 static game_state *execute_move(game_state *from, char *move)
625 if (!strcmp(move, "S")) {
628 ret = dup_game(from);
631 * Simply replace the grid with a solved one. For this game,
632 * this isn't a useful operation for actually telling the user
633 * what they should have done, but it is useful for
634 * conveniently being able to get hold of a clean state from
635 * which to practise manoeuvres.
637 for (i = 0; i < ret->n; i++)
639 ret->used_solve = ret->just_used_solve = TRUE;
640 ret->completed = ret->movecount = 1;
645 if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
646 cy >= 0 && cy < from->h) {
649 } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
650 cx >= 0 && cx < from->w) {
656 ret = dup_game(from);
657 ret->just_used_solve = FALSE; /* zero this in a hurry */
660 tx = (cx - dx + from->w) % from->w;
661 ty = (cy - dy + from->h) % from->h;
662 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
669 ret->last_movement_sense = dx+dy;
672 * See if the game has been completed.
674 if (!ret->completed) {
675 ret->completed = ret->movecount;
676 for (n = 0; n < ret->n; n++)
677 if (ret->tiles[n] != n+1)
678 ret->completed = FALSE;
684 /* ----------------------------------------------------------------------
688 static void game_compute_size(game_params *params, int tilesize,
691 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
692 struct { int tilesize; } ads, *ds = &ads;
693 ads.tilesize = tilesize;
695 *x = TILE_SIZE * params->w + 2 * BORDER;
696 *y = TILE_SIZE * params->h + 2 * BORDER;
699 static void game_set_size(game_drawstate *ds, game_params *params,
702 ds->tilesize = tilesize;
705 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
707 float *ret = snewn(3 * NCOLOURS, float);
710 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
712 for (i = 0; i < 3; i++)
713 ret[COL_TEXT * 3 + i] = 0.0;
715 *ncolours = NCOLOURS;
719 static game_drawstate *game_new_drawstate(game_state *state)
721 struct game_drawstate *ds = snew(struct game_drawstate);
727 ds->bgcolour = COL_BACKGROUND;
728 ds->tiles = snewn(ds->w*ds->h, int);
729 ds->tilesize = 0; /* haven't decided yet */
730 for (i = 0; i < ds->w*ds->h; i++)
736 static void game_free_drawstate(game_drawstate *ds)
742 static void draw_tile(frontend *fe, game_drawstate *ds,
743 game_state *state, int x, int y,
744 int tile, int flash_colour)
747 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
753 coords[0] = x + TILE_SIZE - 1;
754 coords[1] = y + TILE_SIZE - 1;
755 coords[2] = x + TILE_SIZE - 1;
758 coords[5] = y + TILE_SIZE - 1;
759 draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
763 draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
765 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
766 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
769 sprintf(str, "%d", tile);
770 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
771 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
774 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
777 static void draw_arrow(frontend *fe, game_drawstate *ds,
778 int x, int y, int xdx, int xdy)
781 int ydy = -xdx, ydx = xdy;
783 #define POINT(n, xx, yy) ( \
784 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
785 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
787 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
788 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
789 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
790 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
791 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
792 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
793 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
795 draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
798 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
799 game_state *state, int dir, game_ui *ui,
800 float animtime, float flashtime)
805 int frame = (int)(flashtime / FLASH_FRAME);
806 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
808 bgcolour = COL_BACKGROUND;
814 TILE_SIZE * state->w + 2 * BORDER,
815 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
816 draw_update(fe, 0, 0,
817 TILE_SIZE * state->w + 2 * BORDER,
818 TILE_SIZE * state->h + 2 * BORDER);
821 * Recessed area containing the whole puzzle.
823 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
824 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
825 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
826 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
827 coords[4] = coords[2] - TILE_SIZE;
828 coords[5] = coords[3] + TILE_SIZE;
829 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
830 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
831 coords[6] = coords[8] + TILE_SIZE;
832 coords[7] = coords[9] - TILE_SIZE;
833 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
835 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
836 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
837 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
840 * Arrows for making moves.
842 for (i = 0; i < state->w; i++) {
843 draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
844 draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
846 for (i = 0; i < state->h; i++) {
847 draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
848 draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
855 * Now draw each tile.
858 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
860 for (i = 0; i < state->n; i++) {
863 * Figure out what should be displayed at this
864 * location. It's either a simple tile, or it's a
865 * transition between two tiles (in which case we say
866 * -1 because it must always be drawn).
869 if (oldstate && oldstate->tiles[i] != state->tiles[i])
876 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
877 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
881 * Figure out what to _actually_ draw, and where to
885 int x0, y0, x1, y1, dx, dy;
892 sense = -oldstate->last_movement_sense;
894 sense = state->last_movement_sense;
900 * FIXME: must be prepared to draw a double
901 * tile in some situations.
905 * Find the coordinates of this tile in the old and
908 x1 = COORD(X(state, i));
909 y1 = COORD(Y(state, i));
910 for (j = 0; j < oldstate->n; j++)
911 if (oldstate->tiles[j] == state->tiles[i])
913 assert(j < oldstate->n);
914 x0 = COORD(X(state, j));
915 y0 = COORD(Y(state, j));
919 dx != TILE_SIZE * sense) {
920 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
921 dx - TILE_SIZE * state->w);
922 assert(abs(dx) == TILE_SIZE);
926 dy != TILE_SIZE * sense) {
927 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
928 dy - TILE_SIZE * state->h);
929 assert(abs(dy) == TILE_SIZE);
932 c = (animtime / ANIM_TIME);
933 if (c < 0.0F) c = 0.0F;
934 if (c > 1.0F) c = 1.0F;
936 x = x0 + (int)(c * dx);
937 y = y0 + (int)(c * dy);
938 x2 = x1 - dx + (int)(c * dx);
939 y2 = y1 - dy + (int)(c * dy);
941 x = COORD(X(state, i));
942 y = COORD(Y(state, i));
946 draw_tile(fe, ds, state, x, y, t, bgcolour);
947 if (x2 != -1 || y2 != -1)
948 draw_tile(fe, ds, state, x2, y2, t, bgcolour);
955 ds->bgcolour = bgcolour;
958 * Update the status bar.
964 * Don't show the new status until we're also showing the
965 * new _state_ - after the game animation is complete.
970 if (state->used_solve)
971 sprintf(statusbuf, "Moves since auto-solve: %d",
972 state->movecount - state->completed);
974 sprintf(statusbuf, "%sMoves: %d",
975 (state->completed ? "COMPLETED! " : ""),
976 (state->completed ? state->completed : state->movecount));
977 if (state->movetarget)
978 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
982 status_bar(fe, statusbuf);
986 static float game_anim_length(game_state *oldstate,
987 game_state *newstate, int dir, game_ui *ui)
989 if ((dir > 0 && newstate->just_used_solve) ||
990 (dir < 0 && oldstate->just_used_solve))
996 static float game_flash_length(game_state *oldstate,
997 game_state *newstate, int dir, game_ui *ui)
999 if (!oldstate->completed && newstate->completed &&
1000 !oldstate->used_solve && !newstate->used_solve)
1001 return 2 * FLASH_FRAME;
1006 static int game_wants_statusbar(void)
1011 static int game_timing_state(game_state *state, game_ui *ui)
1017 #define thegame sixteen
1020 const struct game thegame = {
1021 "Sixteen", "games.sixteen",
1028 TRUE, game_configure, custom_params,
1036 TRUE, game_text_format,
1044 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1047 game_free_drawstate,
1051 game_wants_statusbar,
1052 FALSE, game_timing_state,
1053 0, /* mouse_priorities */