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
17 #define BORDER TILE_SIZE /* big border to fill with arrows */
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
25 #define X(state, i) ( (i) % (state)->w )
26 #define Y(state, i) ( (i) / (state)->w )
27 #define C(state, x, y) ( (y) * (state)->w + (x) )
46 int just_used_solve; /* used to suppress undo animation */
47 int used_solve; /* used to suppress completion flash */
48 int movecount, movetarget;
49 int last_movement_sense;
52 static game_params *default_params(void)
54 game_params *ret = snew(game_params);
62 static int game_fetch_preset(int i, char **name, game_params **params)
69 case 0: w = 3, h = 3; break;
70 case 1: w = 4, h = 3; break;
71 case 2: w = 4, h = 4; break;
72 case 3: w = 5, h = 4; break;
73 case 4: w = 5, h = 5; break;
74 default: return FALSE;
77 sprintf(buf, "%dx%d", w, h);
79 *params = ret = snew(game_params);
86 static void free_params(game_params *params)
91 static game_params *dup_params(game_params *params)
93 game_params *ret = snew(game_params);
94 *ret = *params; /* structure copy */
98 static void decode_params(game_params *ret, char const *string)
100 ret->w = ret->h = atoi(string);
102 while (*string && isdigit(*string)) string++;
103 if (*string == 'x') {
105 ret->h = atoi(string);
106 while (*string && isdigit((unsigned char)*string))
109 if (*string == 'm') {
111 ret->movetarget = atoi(string);
112 while (*string && isdigit((unsigned char)*string))
117 static char *encode_params(game_params *params, int full)
121 sprintf(data, "%dx%d", params->w, params->h);
122 /* Shuffle limit is part of the limited parameters, because we have to
123 * supply the target move count. */
124 if (params->movetarget)
125 sprintf(data + strlen(data), "m%d", params->movetarget);
130 static config_item *game_configure(game_params *params)
135 ret = snewn(4, config_item);
137 ret[0].name = "Width";
138 ret[0].type = C_STRING;
139 sprintf(buf, "%d", params->w);
140 ret[0].sval = dupstr(buf);
143 ret[1].name = "Height";
144 ret[1].type = C_STRING;
145 sprintf(buf, "%d", params->h);
146 ret[1].sval = dupstr(buf);
149 ret[2].name = "Number of shuffling moves";
150 ret[2].type = C_STRING;
151 sprintf(buf, "%d", params->movetarget);
152 ret[2].sval = dupstr(buf);
163 static game_params *custom_params(config_item *cfg)
165 game_params *ret = snew(game_params);
167 ret->w = atoi(cfg[0].sval);
168 ret->h = atoi(cfg[1].sval);
169 ret->movetarget = atoi(cfg[2].sval);
174 static char *validate_params(game_params *params)
176 if (params->w < 2 && params->h < 2)
177 return "Width and height must both be at least two";
182 static int perm_parity(int *perm, int n)
188 for (i = 0; i < n-1; i++)
189 for (j = i+1; j < n; j++)
190 if (perm[i] > perm[j])
196 static char *new_game_desc(game_params *params, random_state *rs,
205 n = params->w * params->h;
207 tiles = snewn(n, int);
209 if (params->movetarget) {
210 int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0;
213 * Shuffle the old-fashioned way, by making a series of
214 * single moves on the grid.
217 for (i = 0; i < n; i++)
220 for (i = 0; i < params->movetarget; i++) {
221 int start, offset, len, direction;
225 * Choose a move to make. We can choose from any row
229 j = random_upto(rs, params->w + params->h);
238 start = (j - params->w) * params->w;
243 direction = -1 + 2 * random_upto(rs, 2);
246 * To at least _try_ to avoid boring cases, check that
247 * this move doesn't directly undo the previous one, or
248 * repeat it so many times as to turn it into fewer
251 if (start == prevstart && offset == prevoffset) {
252 if (direction == -prevdirection)
253 continue; /* inverse of previous move */
254 else if (2 * (nrepeats+1) > len)
255 continue; /* previous move repeated too often */
258 /* If we didn't `continue', we've found an OK move to make. */
263 * Now save the move into the `prev' variables.
265 if (start == prevstart && offset == prevoffset) {
270 prevdirection = direction;
278 start += (len-1) * offset;
282 for (j = 0; j+1 < len; j++)
283 tiles[start + j*offset] = tiles[start + (j+1)*offset];
284 tiles[start + (len-1) * offset] = tmp;
289 used = snewn(n, int);
291 for (i = 0; i < n; i++) {
297 * If both dimensions are odd, there is a parity
300 if (params->w & params->h & 1)
306 * Place everything except (possibly) the last two tiles.
308 for (x = 0, i = n; i > stop; i--) {
309 int k = i > 1 ? random_upto(rs, i) : 0;
312 for (j = 0; j < n; j++)
313 if (!used[j] && (k-- == 0))
316 assert(j < n && !used[j]);
319 while (tiles[x] >= 0)
327 * Find the last two locations, and the last two
330 while (tiles[x] >= 0)
335 while (tiles[x] >= 0)
340 for (i = 0; i < n; i++)
344 for (i = p1+1; i < n; i++)
350 * Try the last two tiles one way round. If that fails,
355 if (perm_parity(tiles, n) != 0) {
358 assert(perm_parity(tiles, n) == 0);
366 * Now construct the game description, by describing the tile
367 * array as a simple sequence of comma-separated integers.
371 for (i = 0; i < n; i++) {
375 k = sprintf(buf, "%d,", tiles[i]+1);
377 ret = sresize(ret, retlen + k + 1, char);
378 strcpy(ret + retlen, buf);
381 ret[retlen-1] = '\0'; /* delete last comma */
388 static void game_free_aux_info(game_aux_info *aux)
390 assert(!"Shouldn't happen");
394 static char *validate_desc(game_params *params, char *desc)
400 area = params->w * params->h;
404 used = snewn(area, int);
405 for (i = 0; i < area; i++)
408 for (i = 0; i < area; i++) {
412 if (*p < '0' || *p > '9') {
413 err = "Not enough numbers in string";
416 while (*p >= '0' && *p <= '9')
418 if (i < area-1 && *p != ',') {
419 err = "Expected comma after number";
422 else if (i == area-1 && *p) {
423 err = "Excess junk at end of string";
427 if (n < 1 || n > area) {
428 err = "Number out of range";
432 err = "Number used twice";
437 if (*p) p++; /* eat comma */
445 static game_state *new_game(midend_data *me, game_params *params, char *desc)
447 game_state *state = snew(game_state);
451 state->w = params->w;
452 state->h = params->h;
453 state->n = params->w * params->h;
454 state->tiles = snewn(state->n, int);
458 for (i = 0; i < state->n; i++) {
460 state->tiles[i] = atoi(p);
461 while (*p && *p != ',')
463 if (*p) p++; /* eat comma */
467 state->completed = state->movecount = 0;
468 state->movetarget = params->movetarget;
469 state->used_solve = state->just_used_solve = FALSE;
470 state->last_movement_sense = 0;
475 static game_state *dup_game(game_state *state)
477 game_state *ret = snew(game_state);
482 ret->tiles = snewn(state->w * state->h, int);
483 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
484 ret->completed = state->completed;
485 ret->movecount = state->movecount;
486 ret->movetarget = state->movetarget;
487 ret->used_solve = state->used_solve;
488 ret->just_used_solve = state->just_used_solve;
489 ret->last_movement_sense = state->last_movement_sense;
494 static void free_game(game_state *state)
499 static game_state *solve_game(game_state *state, game_aux_info *aux,
502 game_state *ret = dup_game(state);
506 * Simply replace the grid with a solved one. For this game,
507 * this isn't a useful operation for actually telling the user
508 * what they should have done, but it is useful for
509 * conveniently being able to get hold of a clean state from
510 * which to practise manoeuvres.
512 for (i = 0; i < ret->n; i++)
514 ret->used_solve = ret->just_used_solve = TRUE;
515 ret->completed = ret->movecount = 1;
520 static char *game_text_format(game_state *state)
522 char *ret, *p, buf[80];
523 int x, y, col, maxlen;
526 * First work out how many characters we need to display each
529 col = sprintf(buf, "%d", state->n);
532 * Now we know the exact total size of the grid we're going to
533 * produce: it's got h rows, each containing w lots of col, w-1
534 * spaces and a trailing newline.
536 maxlen = state->h * state->w * (col+1);
538 ret = snewn(maxlen+1, char);
541 for (y = 0; y < state->h; y++) {
542 for (x = 0; x < state->w; x++) {
543 int v = state->tiles[state->w*y+x];
544 sprintf(buf, "%*d", col, v);
554 assert(p - ret == maxlen);
559 static game_ui *new_ui(game_state *state)
564 static void free_ui(game_ui *ui)
568 static game_state *make_move(game_state *from, game_ui *ui,
569 int x, int y, int button)
572 int dx, dy, tx, ty, n;
576 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
581 if (cx == -1 && cy >= 0 && cy < from->h)
582 n = from->w, dx = +1, dy = 0;
583 else if (cx == from->w && cy >= 0 && cy < from->h)
584 n = from->w, dx = -1, dy = 0;
585 else if (cy == -1 && cx >= 0 && cx < from->w)
586 n = from->h, dy = +1, dx = 0;
587 else if (cy == from->h && cx >= 0 && cx < from->w)
588 n = from->h, dy = -1, dx = 0;
590 return NULL; /* invalid click location */
592 /* reverse direction if right hand button is pressed */
593 if (button == RIGHT_BUTTON)
595 dx = -dx; if (dx) cx = from->w - 1 - cx;
596 dy = -dy; if (dy) cy = from->h - 1 - cy;
599 ret = dup_game(from);
600 ret->just_used_solve = FALSE; /* zero this in a hurry */
605 tx = (cx + dx + from->w) % from->w;
606 ty = (cy + dy + from->h) % from->h;
607 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
612 ret->last_movement_sense = -(dx+dy);
615 * See if the game has been completed.
617 if (!ret->completed) {
618 ret->completed = ret->movecount;
619 for (n = 0; n < ret->n; n++)
620 if (ret->tiles[n] != n+1)
621 ret->completed = FALSE;
627 /* ----------------------------------------------------------------------
631 struct game_drawstate {
637 static void game_size(game_params *params, int *x, int *y)
639 *x = TILE_SIZE * params->w + 2 * BORDER;
640 *y = TILE_SIZE * params->h + 2 * BORDER;
643 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
645 float *ret = snewn(3 * NCOLOURS, float);
649 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
652 * Drop the background colour so that the highlight is
653 * noticeably brighter than it while still being under 1.
655 max = ret[COL_BACKGROUND*3];
656 for (i = 1; i < 3; i++)
657 if (ret[COL_BACKGROUND*3+i] > max)
658 max = ret[COL_BACKGROUND*3+i];
659 if (max * 1.2F > 1.0F) {
660 for (i = 0; i < 3; i++)
661 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
664 for (i = 0; i < 3; i++) {
665 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
666 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
667 ret[COL_TEXT * 3 + i] = 0.0;
670 *ncolours = NCOLOURS;
674 static game_drawstate *game_new_drawstate(game_state *state)
676 struct game_drawstate *ds = snew(struct game_drawstate);
682 ds->bgcolour = COL_BACKGROUND;
683 ds->tiles = snewn(ds->w*ds->h, int);
684 for (i = 0; i < ds->w*ds->h; i++)
690 static void game_free_drawstate(game_drawstate *ds)
696 static void draw_tile(frontend *fe, game_state *state, int x, int y,
697 int tile, int flash_colour)
700 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
706 coords[0] = x + TILE_SIZE - 1;
707 coords[1] = y + TILE_SIZE - 1;
708 coords[2] = x + TILE_SIZE - 1;
711 coords[5] = y + TILE_SIZE - 1;
712 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
713 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
717 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
718 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
720 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
721 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
724 sprintf(str, "%d", tile);
725 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
726 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
729 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
732 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
735 int ydy = -xdx, ydx = xdy;
737 #define POINT(n, xx, yy) ( \
738 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
739 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
741 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
742 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
743 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
744 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
745 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
746 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
747 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
749 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
750 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
753 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
754 game_state *state, int dir, game_ui *ui,
755 float animtime, float flashtime)
760 int frame = (int)(flashtime / FLASH_FRAME);
761 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
763 bgcolour = COL_BACKGROUND;
769 TILE_SIZE * state->w + 2 * BORDER,
770 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
771 draw_update(fe, 0, 0,
772 TILE_SIZE * state->w + 2 * BORDER,
773 TILE_SIZE * state->h + 2 * BORDER);
776 * Recessed area containing the whole puzzle.
778 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
779 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
780 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
781 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
782 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
783 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
784 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
785 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
787 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
788 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
789 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
790 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
793 * Arrows for making moves.
795 for (i = 0; i < state->w; i++) {
796 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
797 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
799 for (i = 0; i < state->h; i++) {
800 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
801 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
808 * Now draw each tile.
811 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
813 for (i = 0; i < state->n; i++) {
816 * Figure out what should be displayed at this
817 * location. It's either a simple tile, or it's a
818 * transition between two tiles (in which case we say
819 * -1 because it must always be drawn).
822 if (oldstate && oldstate->tiles[i] != state->tiles[i])
829 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
830 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
834 * Figure out what to _actually_ draw, and where to
838 int x0, y0, x1, y1, dx, dy;
845 sense = -oldstate->last_movement_sense;
847 sense = state->last_movement_sense;
853 * FIXME: must be prepared to draw a double
854 * tile in some situations.
858 * Find the coordinates of this tile in the old and
861 x1 = COORD(X(state, i));
862 y1 = COORD(Y(state, i));
863 for (j = 0; j < oldstate->n; j++)
864 if (oldstate->tiles[j] == state->tiles[i])
866 assert(j < oldstate->n);
867 x0 = COORD(X(state, j));
868 y0 = COORD(Y(state, j));
872 dx != TILE_SIZE * sense) {
873 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
874 dx - TILE_SIZE * state->w);
875 assert(abs(dx) == TILE_SIZE);
879 dy != TILE_SIZE * sense) {
880 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
881 dy - TILE_SIZE * state->h);
882 assert(abs(dy) == TILE_SIZE);
885 c = (animtime / ANIM_TIME);
886 if (c < 0.0F) c = 0.0F;
887 if (c > 1.0F) c = 1.0F;
889 x = x0 + (int)(c * dx);
890 y = y0 + (int)(c * dy);
891 x2 = x1 - dx + (int)(c * dx);
892 y2 = y1 - dy + (int)(c * dy);
894 x = COORD(X(state, i));
895 y = COORD(Y(state, i));
899 draw_tile(fe, state, x, y, t, bgcolour);
900 if (x2 != -1 || y2 != -1)
901 draw_tile(fe, state, x2, y2, t, bgcolour);
908 ds->bgcolour = bgcolour;
911 * Update the status bar.
917 * Don't show the new status until we're also showing the
918 * new _state_ - after the game animation is complete.
923 if (state->used_solve)
924 sprintf(statusbuf, "Moves since auto-solve: %d",
925 state->movecount - state->completed);
927 sprintf(statusbuf, "%sMoves: %d",
928 (state->completed ? "COMPLETED! " : ""),
929 (state->completed ? state->completed : state->movecount));
930 if (state->movetarget)
931 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
935 status_bar(fe, statusbuf);
939 static float game_anim_length(game_state *oldstate,
940 game_state *newstate, int dir, game_ui *ui)
942 if ((dir > 0 && newstate->just_used_solve) ||
943 (dir < 0 && oldstate->just_used_solve))
949 static float game_flash_length(game_state *oldstate,
950 game_state *newstate, int dir, game_ui *ui)
952 if (!oldstate->completed && newstate->completed &&
953 !oldstate->used_solve && !newstate->used_solve)
954 return 2 * FLASH_FRAME;
959 static int game_wants_statusbar(void)
965 #define thegame sixteen
968 const struct game thegame = {
969 "Sixteen", "games.sixteen",
976 TRUE, game_configure, custom_params,
985 TRUE, game_text_format,
996 game_wants_statusbar,