2 * fifteen.c: standard 15-puzzle.
15 #define BORDER (TILE_SIZE / 2)
16 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
17 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
18 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
23 #define X(state, i) ( (i) % (state)->w )
24 #define Y(state, i) ( (i) / (state)->w )
25 #define C(state, x, y) ( (y) * (state)->w + (x) )
47 static game_params *default_params(void)
49 game_params *ret = snew(game_params);
56 static int game_fetch_preset(int i, char **name, game_params **params)
61 static void free_params(game_params *params)
66 static game_params *dup_params(game_params *params)
68 game_params *ret = snew(game_params);
69 *ret = *params; /* structure copy */
73 static game_params *decode_params(char const *string)
75 game_params *ret = default_params();
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
81 ret->h = atoi(string);
87 static char *encode_params(game_params *params)
91 sprintf(data, "%dx%d", params->w, params->h);
96 static config_item *game_configure(game_params *params)
101 ret = snewn(3, config_item);
103 ret[0].name = "Width";
104 ret[0].type = C_STRING;
105 sprintf(buf, "%d", params->w);
106 ret[0].sval = dupstr(buf);
109 ret[1].name = "Height";
110 ret[1].type = C_STRING;
111 sprintf(buf, "%d", params->h);
112 ret[1].sval = dupstr(buf);
123 static game_params *custom_params(config_item *cfg)
125 game_params *ret = snew(game_params);
127 ret->w = atoi(cfg[0].sval);
128 ret->h = atoi(cfg[1].sval);
133 static char *validate_params(game_params *params)
135 if (params->w < 2 && params->h < 2)
136 return "Width and height must both be at least two";
141 static int perm_parity(int *perm, int n)
147 for (i = 0; i < n-1; i++)
148 for (j = i+1; j < n; j++)
149 if (perm[i] > perm[j])
155 static char *new_game_seed(game_params *params, random_state *rs)
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 seed, by describing the tile array as
248 * 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_seed(game_params *params, char *seed)
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(game_params *params, char *seed)
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;
352 static game_state *dup_game(game_state *state)
354 game_state *ret = snew(game_state);
359 ret->tiles = snewn(state->w * state->h, int);
360 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
361 ret->gap_pos = state->gap_pos;
362 ret->completed = state->completed;
363 ret->movecount = state->movecount;
368 static void free_game(game_state *state)
373 static char *game_text_format(game_state *state)
375 char *ret, *p, buf[80];
376 int x, y, col, maxlen;
379 * First work out how many characters we need to display each
382 col = sprintf(buf, "%d", state->n-1);
385 * Now we know the exact total size of the grid we're going to
386 * produce: it's got h rows, each containing w lots of col, w-1
387 * spaces and a trailing newline.
389 maxlen = state->h * state->w * (col+1);
391 ret = snewn(maxlen, char);
394 for (y = 0; y < state->h; y++) {
395 for (x = 0; x < state->w; x++) {
396 int v = state->tiles[state->w*y+x];
398 sprintf(buf, "%*s", col, "");
400 sprintf(buf, "%*d", col, v);
410 assert(p - ret == maxlen);
415 static game_ui *new_ui(game_state *state)
420 static void free_ui(game_ui *ui)
424 static game_state *make_move(game_state *from, game_ui *ui,
425 int x, int y, int button)
427 int gx, gy, dx, dy, ux, uy, up, p;
430 gx = X(from, from->gap_pos);
431 gy = Y(from, from->gap_pos);
433 if (button == CURSOR_RIGHT && gx > 0)
434 dx = gx - 1, dy = gy;
435 else if (button == CURSOR_LEFT && gx < from->w-1)
436 dx = gx + 1, dy = gy;
437 else if (button == CURSOR_DOWN && gy > 0)
438 dy = gy - 1, dx = gx;
439 else if (button == CURSOR_UP && gy < from->h-1)
440 dy = gy + 1, dx = gx;
441 else if (button == LEFT_BUTTON) {
444 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
445 return NULL; /* out of bounds */
447 * Any click location should be equal to the gap location
448 * in _precisely_ one coordinate.
450 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
453 return NULL; /* no move */
456 * Find the unit displacement from the original gap
457 * position towards this one.
459 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
460 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
461 up = C(from, ux, uy);
463 ret = dup_game(from);
465 ret->gap_pos = C(from, dx, dy);
466 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
468 ret->tiles[ret->gap_pos] = 0;
470 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
471 assert(p >= 0 && p < from->n);
472 ret->tiles[p] = from->tiles[p + up];
477 * See if the game has been completed.
479 if (!ret->completed) {
480 ret->completed = ret->movecount;
481 for (p = 0; p < ret->n; p++)
482 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
489 /* ----------------------------------------------------------------------
493 struct game_drawstate {
499 static void game_size(game_params *params, int *x, int *y)
501 *x = TILE_SIZE * params->w + 2 * BORDER;
502 *y = TILE_SIZE * params->h + 2 * BORDER;
505 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
507 float *ret = snewn(3 * NCOLOURS, float);
511 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
514 * Drop the background colour so that the highlight is
515 * noticeably brighter than it while still being under 1.
517 max = ret[COL_BACKGROUND*3];
518 for (i = 1; i < 3; i++)
519 if (ret[COL_BACKGROUND*3+i] > max)
520 max = ret[COL_BACKGROUND*3+i];
521 if (max * 1.2F > 1.0F) {
522 for (i = 0; i < 3; i++)
523 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
526 for (i = 0; i < 3; i++) {
527 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
528 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
529 ret[COL_TEXT * 3 + i] = 0.0;
532 *ncolours = NCOLOURS;
536 static game_drawstate *game_new_drawstate(game_state *state)
538 struct game_drawstate *ds = snew(struct game_drawstate);
544 ds->bgcolour = COL_BACKGROUND;
545 ds->tiles = snewn(ds->w*ds->h, int);
546 for (i = 0; i < ds->w*ds->h; i++)
552 static void game_free_drawstate(game_drawstate *ds)
558 static void draw_tile(frontend *fe, game_state *state, int x, int y,
559 int tile, int flash_colour)
562 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
568 coords[0] = x + TILE_SIZE - 1;
569 coords[1] = y + TILE_SIZE - 1;
570 coords[2] = x + TILE_SIZE - 1;
573 coords[5] = y + TILE_SIZE - 1;
574 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
575 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
579 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
580 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
582 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
583 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
586 sprintf(str, "%d", tile);
587 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
588 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
591 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
594 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
595 game_state *state, int dir, game_ui *ui,
596 float animtime, float flashtime)
598 int i, pass, bgcolour;
601 int frame = (int)(flashtime / FLASH_FRAME);
602 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
604 bgcolour = COL_BACKGROUND;
610 TILE_SIZE * state->w + 2 * BORDER,
611 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
612 draw_update(fe, 0, 0,
613 TILE_SIZE * state->w + 2 * BORDER,
614 TILE_SIZE * state->h + 2 * BORDER);
617 * Recessed area containing the whole puzzle.
619 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
620 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
621 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
622 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
623 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
624 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
625 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
626 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
628 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
629 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
630 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
631 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
637 * Now draw each tile. We do this in two passes to make
640 for (pass = 0; pass < 2; pass++) {
641 for (i = 0; i < state->n; i++) {
644 * Figure out what should be displayed at this
645 * location. It's either a simple tile, or it's a
646 * transition between two tiles (in which case we say
647 * -1 because it must always be drawn).
650 if (oldstate && oldstate->tiles[i] != state->tiles[i])
657 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
658 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
662 * Figure out what to _actually_ draw, and where to
670 * On the first pass, just blank the tile.
673 x = COORD(X(state, i));
674 y = COORD(Y(state, i));
682 * Don't bother moving the gap; just don't
689 * Find the coordinates of this tile in the old and
692 x1 = COORD(X(state, i));
693 y1 = COORD(Y(state, i));
694 for (j = 0; j < oldstate->n; j++)
695 if (oldstate->tiles[j] == state->tiles[i])
697 assert(j < oldstate->n);
698 x0 = COORD(X(state, j));
699 y0 = COORD(Y(state, j));
701 c = (animtime / ANIM_TIME);
702 if (c < 0.0F) c = 0.0F;
703 if (c > 1.0F) c = 1.0F;
705 x = x0 + (int)(c * (x1 - x0));
706 y = y0 + (int)(c * (y1 - y0));
712 x = COORD(X(state, i));
713 y = COORD(Y(state, i));
716 draw_tile(fe, state, x, y, t, bgcolour);
721 ds->bgcolour = bgcolour;
724 * Update the status bar.
730 * Don't show the new status until we're also showing the
731 * new _state_ - after the game animation is complete.
736 sprintf(statusbuf, "%sMoves: %d",
737 (state->completed ? "COMPLETED! " : ""),
738 (state->completed ? state->completed : state->movecount));
740 status_bar(fe, statusbuf);
744 static float game_anim_length(game_state *oldstate,
745 game_state *newstate, int dir)
750 static float game_flash_length(game_state *oldstate,
751 game_state *newstate, int dir)
753 if (!oldstate->completed && newstate->completed)
754 return 2 * FLASH_FRAME;
759 static int game_wants_statusbar(void)
765 #define thegame fifteen
768 const struct game thegame = {
769 "Fifteen", "games.fifteen",
776 TRUE, game_configure, custom_params,
783 TRUE, game_text_format,
794 game_wants_statusbar,