#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
-const char *const game_name = "Fifteen";
-
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
-#define ANIM_TIME 0.1F
-#define FLASH_FRAME 0.1F
+#define ANIM_TIME 0.13F
+#define FLASH_FRAME 0.13F
#define X(state, i) ( (i) % (state)->w )
#define Y(state, i) ( (i) / (state)->w )
int *tiles;
int gap_pos;
int completed;
+ int used_solve; /* used to suppress completion flash */
int movecount;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
+ if (i == 0) {
+ *params = default_params();
+ *name = dupstr("4x4");
+ return TRUE;
+ }
return FALSE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-int perm_parity(int *perm, int n)
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(3, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = NULL;
+ ret[2].type = C_END;
+ ret[2].sval = NULL;
+ ret[2].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
+
+ return NULL;
+}
+
+static int perm_parity(int *perm, int n)
{
int i, j, ret;
return ret;
}
-char *new_game_seed(game_params *params)
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
{
int gap, n, i, x;
int x1, x2, p1, p2, parity;
used[i] = FALSE;
}
- gap = rand_upto(n);
+ gap = random_upto(rs, n);
tiles[gap] = 0;
used[0] = TRUE;
* Place everything else except the last two tiles.
*/
for (x = 0, i = n-1; i > 2; i--) {
- int k = rand_upto(i);
+ int k = random_upto(rs, i);
int j;
for (j = 0; j < n; j++)
* Determine the required parity of the overall permutation.
* This is the XOR of:
*
- * - The chessboard parity ((x^y)&1) of the gap square. The
- * bottom right, and therefore also the top left, count as
- * even.
+ * - The chessboard parity ((x^y)&1) of the gap square. The
+ * bottom right counts as even.
*
* - The parity of n. (The target permutation is 1,...,n-1,0
* rather than 0,...,n-1; this is a cyclic permutation of
* the starting point and hence is odd iff n is even.)
*/
- parity = (X(params, gap) ^ Y(params, gap) ^ (n+1)) & 1;
+ parity = ((X(params, gap) - (params->w-1)) ^
+ (Y(params, gap) - (params->h-1)) ^
+ (n+1)) & 1;
/*
* Try the last two tiles one way round. If that fails, swap
}
/*
- * Now construct the game seed, by describing the tile array as
- * a simple sequence of comma-separated integers.
+ * Now construct the game description, by describing the tile
+ * array as a simple sequence of comma-separated integers.
*/
ret = NULL;
retlen = 0;
return ret;
}
-game_state *new_game(game_params *params, char *seed)
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ const char *p;
+ char *err;
+ int i, area;
+ int *used;
+
+ area = params->w * params->h;
+ p = desc;
+ err = NULL;
+
+ used = snewn(area, int);
+ for (i = 0; i < area; i++)
+ used[i] = FALSE;
+
+ for (i = 0; i < area; i++) {
+ const char *q = p;
+ int n;
+
+ if (*p < '0' || *p > '9') {
+ err = "Not enough numbers in string";
+ goto leave;
+ }
+ while (*p >= '0' && *p <= '9')
+ p++;
+ if (i < area-1 && *p != ',') {
+ err = "Expected comma after number";
+ goto leave;
+ }
+ else if (i == area-1 && *p) {
+ err = "Excess junk at end of string";
+ goto leave;
+ }
+ n = atoi(q);
+ if (n < 0 || n >= area) {
+ err = "Number out of range";
+ goto leave;
+ }
+ if (used[n]) {
+ err = "Number used twice";
+ goto leave;
+ }
+ used[n] = TRUE;
+
+ if (*p) p++; /* eat comma */
+ }
+
+ leave:
+ sfree(used);
+ return err;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int i;
- char *p;
+ const char *p;
state->w = params->w;
state->h = params->h;
state->tiles = snewn(state->n, int);
state->gap_pos = 0;
- p = seed;
+ p = desc;
i = 0;
for (i = 0; i < state->n; i++) {
assert(*p);
assert(state->tiles[state->gap_pos] == 0);
state->completed = state->movecount = 0;
+ state->used_solve = FALSE;
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->gap_pos = state->gap_pos;
ret->completed = state->completed;
ret->movecount = state->movecount;
+ ret->used_solve = state->used_solve;
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
+ sfree(state->tiles);
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
- int gx, gy, dx, dy, ux, uy, up, p;
- game_state *ret;
+ return dupstr("S");
+}
- gx = X(from, from->gap_pos);
- gy = Y(from, from->gap_pos);
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ char *ret, *p, buf[80];
+ int x, y, col, maxlen;
+
+ /*
+ * First work out how many characters we need to display each
+ * number.
+ */
+ col = sprintf(buf, "%d", state->n-1);
+
+ /*
+ * Now we know the exact total size of the grid we're going to
+ * produce: it's got h rows, each containing w lots of col, w-1
+ * spaces and a trailing newline.
+ */
+ maxlen = state->h * state->w * (col+1);
+
+ ret = snewn(maxlen+1, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->tiles[state->w*y+x];
+ if (v == 0)
+ sprintf(buf, "%*s", col, "");
+ else
+ sprintf(buf, "%*d", col, v);
+ memcpy(p, buf, col);
+ p += col;
+ if (x+1 == state->w)
+ *p++ = '\n';
+ else
+ *p++ = ' ';
+ }
+ }
+
+ assert(p - ret == maxlen);
+ *p = '\0';
+ return ret;
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *tiles;
+ int tilesize;
+};
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int gx, gy, dx, dy;
+ char buf[80];
+
+ button &= ~MOD_MASK;
+
+ gx = X(state, state->gap_pos);
+ gy = Y(state, state->gap_pos);
if (button == CURSOR_RIGHT && gx > 0)
dx = gx - 1, dy = gy;
- else if (button == CURSOR_LEFT && gx < from->w-1)
+ else if (button == CURSOR_LEFT && gx < state->w-1)
dx = gx + 1, dy = gy;
else if (button == CURSOR_DOWN && gy > 0)
dy = gy - 1, dx = gx;
- else if (button == CURSOR_UP && gy < from->h-1)
+ else if (button == CURSOR_UP && gy < state->h-1)
dy = gy + 1, dx = gx;
else if (button == LEFT_BUTTON) {
dx = FROMCOORD(x);
dy = FROMCOORD(y);
- if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
+ if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
return NULL; /* out of bounds */
/*
* Any click location should be equal to the gap location
} else
return NULL; /* no move */
+ sprintf(buf, "M%d,%d", dx, dy);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int gx, gy, dx, dy, ux, uy, up, p;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int i;
+
+ ret = dup_game(from);
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ for (i = 0; i < ret->n; i++)
+ ret->tiles[i] = (i+1) % ret->n;
+ ret->gap_pos = ret->n-1;
+ ret->used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ gx = X(from, from->gap_pos);
+ gy = Y(from, from->gap_pos);
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
+ (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
+ dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
+ return NULL;
+
/*
* Find the unit displacement from the original gap
* position towards this one.
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *tiles;
-};
-
-void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
- float max;
-
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+ for (i = 0; i < 3; i++)
ret[COL_TEXT * 3 + i] = 0.0;
- }
*ncolours = NCOLOURS;
return ret;
}
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->tiles = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
return ds;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- int tile, int flash_colour)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, int tile, int flash_colour)
{
if (tile == 0) {
- draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
- draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
- draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int i, pass, bgcolour;
bgcolour = COL_BACKGROUND;
if (!ds->started) {
- int coords[6];
+ int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ coords[4] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
}
y = COORD(Y(state, i));
}
- draw_tile(fe, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t, bgcolour);
}
ds->tiles[i] = t0;
}
if (oldstate)
state = oldstate;
- sprintf(statusbuf, "%sMoves: %d",
- (state->completed ? "COMPLETED! " : ""),
- (state->completed ? state->completed : state->movecount));
+ if (state->used_solve)
+ sprintf(statusbuf, "Moves since auto-solve: %d",
+ state->movecount - state->completed);
+ else
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return ANIM_TIME;
}
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
return 2 * FLASH_FRAME;
else
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame fifteen
+#endif
+
+const struct game thegame = {
+ "Fifteen", "games.fifteen", "fifteen",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};