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
15 const char *const game_name = "Sixteen";
18 #define BORDER TILE_SIZE /* big border to fill with arrows */
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 0.1F
24 #define FLASH_FRAME 0.1F
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) )
48 game_params *default_params(void)
50 game_params *ret = snew(game_params);
57 int game_fetch_preset(int i, char **name, game_params **params)
64 case 0: w = 3, h = 3; break;
65 case 1: w = 4, h = 3; break;
66 case 2: w = 4, h = 4; break;
67 case 3: w = 5, h = 4; break;
68 case 4: w = 5, h = 5; break;
69 default: return FALSE;
72 sprintf(buf, "%dx%d", w, h);
74 *params = ret = snew(game_params);
80 void free_params(game_params *params)
85 game_params *dup_params(game_params *params)
87 game_params *ret = snew(game_params);
88 *ret = *params; /* structure copy */
92 int perm_parity(int *perm, int n)
98 for (i = 0; i < n-1; i++)
99 for (j = i+1; j < n; j++)
100 if (perm[i] > perm[j])
106 char *new_game_seed(game_params *params)
114 n = params->w * params->h;
116 tiles = snewn(n, int);
117 used = snewn(n, int);
119 for (i = 0; i < n; i++) {
125 * If both dimensions are odd, there is a parity constraint.
127 if (params->w & params->h & 1)
133 * Place everything except (possibly) the last two tiles.
135 for (x = 0, i = n; i > stop; i--) {
136 int k = i > 1 ? rand_upto(i) : 0;
139 for (j = 0; j < n; j++)
140 if (!used[j] && (k-- == 0))
143 assert(j < n && !used[j]);
146 while (tiles[x] >= 0)
154 * Find the last two locations, and the last two pieces.
156 while (tiles[x] >= 0)
161 while (tiles[x] >= 0)
166 for (i = 0; i < n; i++)
170 for (i = p1+1; i < n; i++)
176 * Try the last two tiles one way round. If that fails, swap
181 if (perm_parity(tiles, n) != 0) {
184 assert(perm_parity(tiles, n) == 0);
189 * Now construct the game seed, by describing the tile array as
190 * a simple sequence of comma-separated integers.
194 for (i = 0; i < n; i++) {
198 k = sprintf(buf, "%d,", tiles[i]+1);
200 ret = sresize(ret, retlen + k + 1, char);
201 strcpy(ret + retlen, buf);
204 ret[retlen-1] = '\0'; /* delete last comma */
212 game_state *new_game(game_params *params, char *seed)
214 game_state *state = snew(game_state);
218 state->w = params->w;
219 state->h = params->h;
220 state->n = params->w * params->h;
221 state->tiles = snewn(state->n, int);
225 for (i = 0; i < state->n; i++) {
227 state->tiles[i] = atoi(p);
228 while (*p && *p != ',')
230 if (*p) p++; /* eat comma */
234 state->completed = FALSE;
239 game_state *dup_game(game_state *state)
241 game_state *ret = snew(game_state);
246 ret->tiles = snewn(state->w * state->h, int);
247 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
248 ret->completed = state->completed;
253 void free_game(game_state *state)
258 game_state *make_move(game_state *from, int x, int y, int button)
261 int dx, dy, tx, ty, n;
264 if (button != LEFT_BUTTON)
269 if (cx == -1 && cy >= 0 && cy < from->h)
270 n = from->w, dx = +1, dy = 0;
271 else if (cx == from->w && cy >= 0 && cy < from->h)
272 n = from->w, dx = -1, dy = 0;
273 else if (cy == -1 && cx >= 0 && cx < from->w)
274 n = from->h, dy = +1, dx = 0;
275 else if (cy == from->h && cx >= 0 && cx < from->w)
276 n = from->h, dy = -1, dx = 0;
278 return NULL; /* invalid click location */
280 ret = dup_game(from);
285 tx = (cx + dx + from->w) % from->w;
286 ty = (cy + dy + from->h) % from->h;
287 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
291 * See if the game has been completed.
293 if (!ret->completed) {
294 ret->completed = TRUE;
295 for (n = 0; n < ret->n; n++)
296 if (ret->tiles[n] != n+1)
297 ret->completed = FALSE;
303 /* ----------------------------------------------------------------------
307 struct game_drawstate {
313 void game_size(game_params *params, int *x, int *y)
315 *x = TILE_SIZE * params->w + 2 * BORDER;
316 *y = TILE_SIZE * params->h + 2 * BORDER;
319 float *game_colours(frontend *fe, game_state *state, int *ncolours)
321 float *ret = snewn(3 * NCOLOURS, float);
325 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
328 * Drop the background colour so that the highlight is
329 * noticeably brighter than it while still being under 1.
331 max = ret[COL_BACKGROUND*3];
332 for (i = 1; i < 3; i++)
333 if (ret[COL_BACKGROUND*3+i] > max)
334 max = ret[COL_BACKGROUND*3+i];
335 if (max * 1.2F > 1.0F) {
336 for (i = 0; i < 3; i++)
337 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
340 for (i = 0; i < 3; i++) {
341 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
342 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
343 ret[COL_TEXT * 3 + i] = 0.0;
346 *ncolours = NCOLOURS;
350 game_drawstate *game_new_drawstate(game_state *state)
352 struct game_drawstate *ds = snew(struct game_drawstate);
358 ds->bgcolour = COL_BACKGROUND;
359 ds->tiles = snewn(ds->w*ds->h, int);
360 for (i = 0; i < ds->w*ds->h; i++)
366 void game_free_drawstate(game_drawstate *ds)
372 static void draw_tile(frontend *fe, game_state *state, int x, int y,
373 int tile, int flash_colour)
376 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
382 coords[0] = x + TILE_SIZE - 1;
383 coords[1] = y + TILE_SIZE - 1;
384 coords[2] = x + TILE_SIZE - 1;
387 coords[5] = y + TILE_SIZE - 1;
388 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
389 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
393 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
394 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
396 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
397 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
400 sprintf(str, "%d", tile);
401 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
402 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
405 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
408 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
411 int ydy = -xdx, ydx = xdy;
413 #define POINT(n, xx, yy) ( \
414 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
415 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
417 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
418 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
419 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
420 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
421 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
422 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
423 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
425 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
426 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
429 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
430 game_state *state, float animtime, float flashtime)
432 int i, pass, bgcolour;
435 int frame = (int)(flashtime / FLASH_FRAME);
436 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
438 bgcolour = COL_BACKGROUND;
444 TILE_SIZE * state->w + 2 * BORDER,
445 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
446 draw_update(fe, 0, 0,
447 TILE_SIZE * state->w + 2 * BORDER,
448 TILE_SIZE * state->h + 2 * BORDER);
451 * Recessed area containing the whole puzzle.
453 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
454 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
455 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
456 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
457 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
458 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
459 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
460 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
462 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
463 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
464 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
465 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
468 * Arrows for making moves.
470 for (i = 0; i < state->w; i++) {
471 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
472 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
474 for (i = 0; i < state->h; i++) {
475 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
476 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
483 * Now draw each tile. We do this in two passes to make
487 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
489 for (pass = 0; pass < 2; pass++) {
490 for (i = 0; i < state->n; i++) {
493 * Figure out what should be displayed at this
494 * location. It's either a simple tile, or it's a
495 * transition between two tiles (in which case we say
496 * -1 because it must always be drawn).
499 if (oldstate && oldstate->tiles[i] != state->tiles[i])
506 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
507 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
511 * Figure out what to _actually_ draw, and where to
515 int x0, y0, x1, y1, dx, dy;
519 * On the first pass, just blank the tile.
522 x = COORD(X(state, i));
523 y = COORD(Y(state, i));
532 * FIXME: must be prepared to draw a double
533 * tile in some situations.
537 * Find the coordinates of this tile in the old and
540 x1 = COORD(X(state, i));
541 y1 = COORD(Y(state, i));
542 for (j = 0; j < oldstate->n; j++)
543 if (oldstate->tiles[j] == state->tiles[i])
545 assert(j < oldstate->n);
546 x0 = COORD(X(state, j));
547 y0 = COORD(Y(state, j));
550 if (abs(dx) > TILE_SIZE) {
551 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
552 dx - TILE_SIZE * state->w);
553 assert(abs(dx) == TILE_SIZE);
556 if (abs(dy) > TILE_SIZE) {
557 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
558 dy - TILE_SIZE * state->h);
559 assert(abs(dy) == TILE_SIZE);
562 c = (animtime / ANIM_TIME);
563 if (c < 0.0F) c = 0.0F;
564 if (c > 1.0F) c = 1.0F;
566 x = x0 + (int)(c * dx);
567 y = y0 + (int)(c * dy);
568 x2 = x1 - dx + (int)(c * dx);
569 y2 = y1 - dy + (int)(c * dy);
575 x = COORD(X(state, i));
576 y = COORD(Y(state, i));
580 draw_tile(fe, state, x, y, t, bgcolour);
581 if (x2 != -1 || y2 != -1)
582 draw_tile(fe, state, x2, y2, t, bgcolour);
590 ds->bgcolour = bgcolour;
593 float game_anim_length(game_state *oldstate, game_state *newstate)
598 float game_flash_length(game_state *oldstate, game_state *newstate)
600 if (!oldstate->completed && newstate->completed)
601 return 2 * FLASH_FRAME;