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 char *solve_game(game_state *state, game_state *currstate,
383 game_aux_info *aux, char **error)
388 static char *game_text_format(game_state *state)
390 char *ret, *p, buf[80];
391 int x, y, col, maxlen;
394 * First work out how many characters we need to display each
397 col = sprintf(buf, "%d", state->n-1);
400 * Now we know the exact total size of the grid we're going to
401 * produce: it's got h rows, each containing w lots of col, w-1
402 * spaces and a trailing newline.
404 maxlen = state->h * state->w * (col+1);
406 ret = snewn(maxlen+1, char);
409 for (y = 0; y < state->h; y++) {
410 for (x = 0; x < state->w; x++) {
411 int v = state->tiles[state->w*y+x];
413 sprintf(buf, "%*s", col, "");
415 sprintf(buf, "%*d", col, v);
425 assert(p - ret == maxlen);
430 static game_ui *new_ui(game_state *state)
435 static void free_ui(game_ui *ui)
439 static void game_changed_state(game_ui *ui, game_state *oldstate,
440 game_state *newstate)
444 struct game_drawstate {
451 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
452 int x, int y, int button)
459 gx = X(state, state->gap_pos);
460 gy = Y(state, state->gap_pos);
462 if (button == CURSOR_RIGHT && gx > 0)
463 dx = gx - 1, dy = gy;
464 else if (button == CURSOR_LEFT && gx < state->w-1)
465 dx = gx + 1, dy = gy;
466 else if (button == CURSOR_DOWN && gy > 0)
467 dy = gy - 1, dx = gx;
468 else if (button == CURSOR_UP && gy < state->h-1)
469 dy = gy + 1, dx = gx;
470 else if (button == LEFT_BUTTON) {
473 if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
474 return NULL; /* out of bounds */
476 * Any click location should be equal to the gap location
477 * in _precisely_ one coordinate.
479 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
482 return NULL; /* no move */
484 sprintf(buf, "M%d,%d", dx, dy);
488 static game_state *execute_move(game_state *from, char *move)
490 int gx, gy, dx, dy, ux, uy, up, p;
493 if (!strcmp(move, "S")) {
496 ret = dup_game(from);
499 * Simply replace the grid with a solved one. For this game,
500 * this isn't a useful operation for actually telling the user
501 * what they should have done, but it is useful for
502 * conveniently being able to get hold of a clean state from
503 * which to practise manoeuvres.
505 for (i = 0; i < ret->n; i++)
506 ret->tiles[i] = (i+1) % ret->n;
507 ret->gap_pos = ret->n-1;
508 ret->used_solve = ret->just_used_solve = TRUE;
509 ret->completed = ret->movecount = 1;
514 gx = X(from, from->gap_pos);
515 gy = Y(from, from->gap_pos);
517 if (move[0] != 'M' ||
518 sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
519 (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
520 dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
524 * Find the unit displacement from the original gap
525 * position towards this one.
527 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
528 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
529 up = C(from, ux, uy);
531 ret = dup_game(from);
532 ret->just_used_solve = FALSE; /* zero this in a hurry */
534 ret->gap_pos = C(from, dx, dy);
535 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
537 ret->tiles[ret->gap_pos] = 0;
539 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
540 assert(p >= 0 && p < from->n);
541 ret->tiles[p] = from->tiles[p + up];
546 * See if the game has been completed.
548 if (!ret->completed) {
549 ret->completed = ret->movecount;
550 for (p = 0; p < ret->n; p++)
551 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
558 /* ----------------------------------------------------------------------
562 static void game_size(game_params *params, game_drawstate *ds,
563 int *x, int *y, int expand)
567 * Each window dimension equals the tile size times one more
568 * than the grid dimension (the border is half the width of the
571 tsx = *x / (params->w + 1);
572 tsy = *y / (params->h + 1);
577 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
579 *x = TILE_SIZE * params->w + 2 * BORDER;
580 *y = TILE_SIZE * params->h + 2 * BORDER;
583 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
585 float *ret = snewn(3 * NCOLOURS, float);
589 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
592 * Drop the background colour so that the highlight is
593 * noticeably brighter than it while still being under 1.
595 max = ret[COL_BACKGROUND*3];
596 for (i = 1; i < 3; i++)
597 if (ret[COL_BACKGROUND*3+i] > max)
598 max = ret[COL_BACKGROUND*3+i];
599 if (max * 1.2F > 1.0F) {
600 for (i = 0; i < 3; i++)
601 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
604 for (i = 0; i < 3; i++) {
605 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
606 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
607 ret[COL_TEXT * 3 + i] = 0.0;
610 *ncolours = NCOLOURS;
614 static game_drawstate *game_new_drawstate(game_state *state)
616 struct game_drawstate *ds = snew(struct game_drawstate);
622 ds->bgcolour = COL_BACKGROUND;
623 ds->tiles = snewn(ds->w*ds->h, int);
624 ds->tilesize = 0; /* haven't decided yet */
625 for (i = 0; i < ds->w*ds->h; i++)
631 static void game_free_drawstate(game_drawstate *ds)
637 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
638 int x, int y, int tile, int flash_colour)
641 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
647 coords[0] = x + TILE_SIZE - 1;
648 coords[1] = y + TILE_SIZE - 1;
649 coords[2] = x + TILE_SIZE - 1;
652 coords[5] = y + TILE_SIZE - 1;
653 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
654 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
658 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
659 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
661 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
662 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
665 sprintf(str, "%d", tile);
666 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
667 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
670 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
673 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
674 game_state *state, int dir, game_ui *ui,
675 float animtime, float flashtime)
677 int i, pass, bgcolour;
680 int frame = (int)(flashtime / FLASH_FRAME);
681 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
683 bgcolour = COL_BACKGROUND;
689 TILE_SIZE * state->w + 2 * BORDER,
690 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
691 draw_update(fe, 0, 0,
692 TILE_SIZE * state->w + 2 * BORDER,
693 TILE_SIZE * state->h + 2 * BORDER);
696 * Recessed area containing the whole puzzle.
698 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
699 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
700 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
701 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
702 coords[4] = coords[2] - TILE_SIZE;
703 coords[5] = coords[3] + TILE_SIZE;
704 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
705 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
706 coords[6] = coords[8] + TILE_SIZE;
707 coords[7] = coords[9] - TILE_SIZE;
708 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
709 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
711 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
712 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
713 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
714 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
720 * Now draw each tile. We do this in two passes to make
723 for (pass = 0; pass < 2; pass++) {
724 for (i = 0; i < state->n; i++) {
727 * Figure out what should be displayed at this
728 * location. It's either a simple tile, or it's a
729 * transition between two tiles (in which case we say
730 * -1 because it must always be drawn).
733 if (oldstate && oldstate->tiles[i] != state->tiles[i])
740 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
741 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
745 * Figure out what to _actually_ draw, and where to
753 * On the first pass, just blank the tile.
756 x = COORD(X(state, i));
757 y = COORD(Y(state, i));
765 * Don't bother moving the gap; just don't
772 * Find the coordinates of this tile in the old and
775 x1 = COORD(X(state, i));
776 y1 = COORD(Y(state, i));
777 for (j = 0; j < oldstate->n; j++)
778 if (oldstate->tiles[j] == state->tiles[i])
780 assert(j < oldstate->n);
781 x0 = COORD(X(state, j));
782 y0 = COORD(Y(state, j));
784 c = (animtime / ANIM_TIME);
785 if (c < 0.0F) c = 0.0F;
786 if (c > 1.0F) c = 1.0F;
788 x = x0 + (int)(c * (x1 - x0));
789 y = y0 + (int)(c * (y1 - y0));
795 x = COORD(X(state, i));
796 y = COORD(Y(state, i));
799 draw_tile(fe, ds, state, x, y, t, bgcolour);
804 ds->bgcolour = bgcolour;
807 * Update the status bar.
813 * Don't show the new status until we're also showing the
814 * new _state_ - after the game animation is complete.
819 if (state->used_solve)
820 sprintf(statusbuf, "Moves since auto-solve: %d",
821 state->movecount - state->completed);
823 sprintf(statusbuf, "%sMoves: %d",
824 (state->completed ? "COMPLETED! " : ""),
825 (state->completed ? state->completed : state->movecount));
827 status_bar(fe, statusbuf);
831 static float game_anim_length(game_state *oldstate,
832 game_state *newstate, int dir, game_ui *ui)
834 if ((dir > 0 && newstate->just_used_solve) ||
835 (dir < 0 && oldstate->just_used_solve))
841 static float game_flash_length(game_state *oldstate,
842 game_state *newstate, int dir, game_ui *ui)
844 if (!oldstate->completed && newstate->completed &&
845 !oldstate->used_solve && !newstate->used_solve)
846 return 2 * FLASH_FRAME;
851 static int game_wants_statusbar(void)
856 static int game_timing_state(game_state *state)
862 #define thegame fifteen
865 const struct game thegame = {
866 "Fifteen", "games.fifteen",
873 TRUE, game_configure, custom_params,
882 TRUE, game_text_format,
895 game_wants_statusbar,
896 FALSE, game_timing_state,
897 0, /* mouse_priorities */