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";
16 const int game_can_configure = TRUE;
19 #define BORDER TILE_SIZE /* big border to fill with arrows */
20 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
22 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
24 #define ANIM_TIME 0.1F
25 #define FLASH_FRAME 0.1F
27 #define X(state, i) ( (i) % (state)->w )
28 #define Y(state, i) ( (i) / (state)->w )
29 #define C(state, x, y) ( (y) * (state)->w + (x) )
48 int last_movement_sense;
51 game_params *default_params(void)
53 game_params *ret = snew(game_params);
60 int game_fetch_preset(int i, char **name, game_params **params)
67 case 0: w = 3, h = 3; break;
68 case 1: w = 4, h = 3; break;
69 case 2: w = 4, h = 4; break;
70 case 3: w = 5, h = 4; break;
71 case 4: w = 5, h = 5; break;
72 default: return FALSE;
75 sprintf(buf, "%dx%d", w, h);
77 *params = ret = snew(game_params);
83 void free_params(game_params *params)
88 game_params *dup_params(game_params *params)
90 game_params *ret = snew(game_params);
91 *ret = *params; /* structure copy */
95 config_item *game_configure(game_params *params)
100 ret = snewn(3, config_item);
102 ret[0].name = "Width";
103 ret[0].type = STRING;
104 sprintf(buf, "%d", params->w);
105 ret[0].sval = dupstr(buf);
108 ret[1].name = "Height";
109 ret[1].type = STRING;
110 sprintf(buf, "%d", params->h);
111 ret[1].sval = dupstr(buf);
115 ret[2].type = ENDCFG;
122 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 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 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 char *new_game_seed(game_params *params)
162 n = params->w * params->h;
164 tiles = snewn(n, int);
165 used = snewn(n, int);
167 for (i = 0; i < n; i++) {
173 * If both dimensions are odd, there is a parity constraint.
175 if (params->w & params->h & 1)
181 * Place everything except (possibly) the last two tiles.
183 for (x = 0, i = n; i > stop; i--) {
184 int k = i > 1 ? rand_upto(i) : 0;
187 for (j = 0; j < n; j++)
188 if (!used[j] && (k-- == 0))
191 assert(j < n && !used[j]);
194 while (tiles[x] >= 0)
202 * Find the last two locations, and the last two pieces.
204 while (tiles[x] >= 0)
209 while (tiles[x] >= 0)
214 for (i = 0; i < n; i++)
218 for (i = p1+1; i < n; i++)
224 * Try the last two tiles one way round. If that fails, swap
229 if (perm_parity(tiles, n) != 0) {
232 assert(perm_parity(tiles, n) == 0);
237 * Now construct the game seed, by describing the tile array as
238 * a simple sequence of comma-separated integers.
242 for (i = 0; i < n; i++) {
246 k = sprintf(buf, "%d,", tiles[i]+1);
248 ret = sresize(ret, retlen + k + 1, char);
249 strcpy(ret + retlen, buf);
252 ret[retlen-1] = '\0'; /* delete last comma */
260 game_state *new_game(game_params *params, char *seed)
262 game_state *state = snew(game_state);
266 state->w = params->w;
267 state->h = params->h;
268 state->n = params->w * params->h;
269 state->tiles = snewn(state->n, int);
273 for (i = 0; i < state->n; i++) {
275 state->tiles[i] = atoi(p);
276 while (*p && *p != ',')
278 if (*p) p++; /* eat comma */
282 state->completed = state->movecount = 0;
283 state->last_movement_sense = 0;
288 game_state *dup_game(game_state *state)
290 game_state *ret = snew(game_state);
295 ret->tiles = snewn(state->w * state->h, int);
296 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
297 ret->completed = state->completed;
298 ret->movecount = state->movecount;
299 ret->last_movement_sense = state->last_movement_sense;
304 void free_game(game_state *state)
309 game_state *make_move(game_state *from, int x, int y, int button)
312 int dx, dy, tx, ty, n;
315 if (button != LEFT_BUTTON)
320 if (cx == -1 && cy >= 0 && cy < from->h)
321 n = from->w, dx = +1, dy = 0;
322 else if (cx == from->w && cy >= 0 && cy < from->h)
323 n = from->w, dx = -1, dy = 0;
324 else if (cy == -1 && cx >= 0 && cx < from->w)
325 n = from->h, dy = +1, dx = 0;
326 else if (cy == from->h && cx >= 0 && cx < from->w)
327 n = from->h, dy = -1, dx = 0;
329 return NULL; /* invalid click location */
331 ret = dup_game(from);
336 tx = (cx + dx + from->w) % from->w;
337 ty = (cy + dy + from->h) % from->h;
338 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
343 ret->last_movement_sense = -(dx+dy);
346 * See if the game has been completed.
348 if (!ret->completed) {
349 ret->completed = ret->movecount;
350 for (n = 0; n < ret->n; n++)
351 if (ret->tiles[n] != n+1)
352 ret->completed = FALSE;
358 /* ----------------------------------------------------------------------
362 struct game_drawstate {
368 void game_size(game_params *params, int *x, int *y)
370 *x = TILE_SIZE * params->w + 2 * BORDER;
371 *y = TILE_SIZE * params->h + 2 * BORDER;
374 float *game_colours(frontend *fe, game_state *state, int *ncolours)
376 float *ret = snewn(3 * NCOLOURS, float);
380 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
383 * Drop the background colour so that the highlight is
384 * noticeably brighter than it while still being under 1.
386 max = ret[COL_BACKGROUND*3];
387 for (i = 1; i < 3; i++)
388 if (ret[COL_BACKGROUND*3+i] > max)
389 max = ret[COL_BACKGROUND*3+i];
390 if (max * 1.2F > 1.0F) {
391 for (i = 0; i < 3; i++)
392 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
395 for (i = 0; i < 3; i++) {
396 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
397 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
398 ret[COL_TEXT * 3 + i] = 0.0;
401 *ncolours = NCOLOURS;
405 game_drawstate *game_new_drawstate(game_state *state)
407 struct game_drawstate *ds = snew(struct game_drawstate);
413 ds->bgcolour = COL_BACKGROUND;
414 ds->tiles = snewn(ds->w*ds->h, int);
415 for (i = 0; i < ds->w*ds->h; i++)
421 void game_free_drawstate(game_drawstate *ds)
427 static void draw_tile(frontend *fe, game_state *state, int x, int y,
428 int tile, int flash_colour)
431 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
437 coords[0] = x + TILE_SIZE - 1;
438 coords[1] = y + TILE_SIZE - 1;
439 coords[2] = x + TILE_SIZE - 1;
442 coords[5] = y + TILE_SIZE - 1;
443 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
444 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
448 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
449 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
451 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
452 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
455 sprintf(str, "%d", tile);
456 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
457 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
460 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
463 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
466 int ydy = -xdx, ydx = xdy;
468 #define POINT(n, xx, yy) ( \
469 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
470 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
472 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
473 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
474 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
475 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
476 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
477 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
478 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
480 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
481 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
484 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
485 game_state *state, float animtime, float flashtime)
487 int i, pass, bgcolour;
490 int frame = (int)(flashtime / FLASH_FRAME);
491 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
493 bgcolour = COL_BACKGROUND;
499 TILE_SIZE * state->w + 2 * BORDER,
500 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
501 draw_update(fe, 0, 0,
502 TILE_SIZE * state->w + 2 * BORDER,
503 TILE_SIZE * state->h + 2 * BORDER);
506 * Recessed area containing the whole puzzle.
508 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
509 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
510 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
511 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
512 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
513 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
514 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
515 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
517 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
518 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
519 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
520 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
523 * Arrows for making moves.
525 for (i = 0; i < state->w; i++) {
526 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
527 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
529 for (i = 0; i < state->h; i++) {
530 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
531 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
538 * Now draw each tile. We do this in two passes to make
542 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
544 for (pass = 0; pass < 2; pass++) {
545 for (i = 0; i < state->n; i++) {
548 * Figure out what should be displayed at this
549 * location. It's either a simple tile, or it's a
550 * transition between two tiles (in which case we say
551 * -1 because it must always be drawn).
554 if (oldstate && oldstate->tiles[i] != state->tiles[i])
561 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
562 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
566 * Figure out what to _actually_ draw, and where to
570 int x0, y0, x1, y1, dx, dy;
574 * On the first pass, just blank the tile.
577 x = COORD(X(state, i));
578 y = COORD(Y(state, i));
587 * FIXME: must be prepared to draw a double
588 * tile in some situations.
592 * Find the coordinates of this tile in the old and
595 x1 = COORD(X(state, i));
596 y1 = COORD(Y(state, i));
597 for (j = 0; j < oldstate->n; j++)
598 if (oldstate->tiles[j] == state->tiles[i])
600 assert(j < oldstate->n);
601 x0 = COORD(X(state, j));
602 y0 = COORD(Y(state, j));
606 dx != TILE_SIZE * state->last_movement_sense) {
607 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
608 dx - TILE_SIZE * state->w);
609 assert(abs(dx) == TILE_SIZE);
613 dy != TILE_SIZE * state->last_movement_sense) {
614 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
615 dy - TILE_SIZE * state->h);
616 assert(abs(dy) == TILE_SIZE);
619 c = (animtime / ANIM_TIME);
620 if (c < 0.0F) c = 0.0F;
621 if (c > 1.0F) c = 1.0F;
623 x = x0 + (int)(c * dx);
624 y = y0 + (int)(c * dy);
625 x2 = x1 - dx + (int)(c * dx);
626 y2 = y1 - dy + (int)(c * dy);
632 x = COORD(X(state, i));
633 y = COORD(Y(state, i));
637 draw_tile(fe, state, x, y, t, bgcolour);
638 if (x2 != -1 || y2 != -1)
639 draw_tile(fe, state, x2, y2, t, bgcolour);
647 ds->bgcolour = bgcolour;
650 * Update the status bar.
656 * Don't show the new status until we're also showing the
657 * new _state_ - after the game animation is complete.
662 sprintf(statusbuf, "%sMoves: %d",
663 (state->completed ? "COMPLETED! " : ""),
664 (state->completed ? state->completed : state->movecount));
666 status_bar(fe, statusbuf);
670 float game_anim_length(game_state *oldstate, game_state *newstate)
675 float game_flash_length(game_state *oldstate, game_state *newstate)
677 if (!oldstate->completed && newstate->completed)
678 return 2 * FLASH_FRAME;
683 int game_wants_statusbar(void)