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 last_movement_sense;
49 static game_params *default_params(void)
51 game_params *ret = snew(game_params);
58 static int game_fetch_preset(int i, char **name, game_params **params)
65 case 0: w = 3, h = 3; break;
66 case 1: w = 4, h = 3; break;
67 case 2: w = 4, h = 4; break;
68 case 3: w = 5, h = 4; break;
69 case 4: w = 5, h = 5; break;
70 default: return FALSE;
73 sprintf(buf, "%dx%d", w, h);
75 *params = ret = snew(game_params);
81 static void free_params(game_params *params)
86 static game_params *dup_params(game_params *params)
88 game_params *ret = snew(game_params);
89 *ret = *params; /* structure copy */
93 static game_params *decode_params(char const *string)
95 game_params *ret = default_params();
97 ret->w = ret->h = atoi(string);
98 while (*string && isdigit(*string)) string++;
101 ret->h = atoi(string);
107 static char *encode_params(game_params *params)
111 sprintf(data, "%dx%d", params->w, params->h);
116 static config_item *game_configure(game_params *params)
121 ret = snewn(3, config_item);
123 ret[0].name = "Width";
124 ret[0].type = C_STRING;
125 sprintf(buf, "%d", params->w);
126 ret[0].sval = dupstr(buf);
129 ret[1].name = "Height";
130 ret[1].type = C_STRING;
131 sprintf(buf, "%d", params->h);
132 ret[1].sval = dupstr(buf);
143 static game_params *custom_params(config_item *cfg)
145 game_params *ret = snew(game_params);
147 ret->w = atoi(cfg[0].sval);
148 ret->h = atoi(cfg[1].sval);
153 static char *validate_params(game_params *params)
155 if (params->w < 2 && params->h < 2)
156 return "Width and height must both be at least two";
161 static int perm_parity(int *perm, int n)
167 for (i = 0; i < n-1; i++)
168 for (j = i+1; j < n; j++)
169 if (perm[i] > perm[j])
175 static char *new_game_seed(game_params *params, random_state *rs,
184 n = params->w * params->h;
186 tiles = snewn(n, int);
187 used = snewn(n, int);
189 for (i = 0; i < n; i++) {
195 * If both dimensions are odd, there is a parity constraint.
197 if (params->w & params->h & 1)
203 * Place everything except (possibly) the last two tiles.
205 for (x = 0, i = n; i > stop; i--) {
206 int k = i > 1 ? random_upto(rs, i) : 0;
209 for (j = 0; j < n; j++)
210 if (!used[j] && (k-- == 0))
213 assert(j < n && !used[j]);
216 while (tiles[x] >= 0)
224 * Find the last two locations, and the last two pieces.
226 while (tiles[x] >= 0)
231 while (tiles[x] >= 0)
236 for (i = 0; i < n; i++)
240 for (i = p1+1; i < n; i++)
246 * Try the last two tiles one way round. If that fails, swap
251 if (perm_parity(tiles, n) != 0) {
254 assert(perm_parity(tiles, n) == 0);
259 * Now construct the game seed, by describing the tile array as
260 * a simple sequence of comma-separated integers.
264 for (i = 0; i < n; i++) {
268 k = sprintf(buf, "%d,", tiles[i]+1);
270 ret = sresize(ret, retlen + k + 1, char);
271 strcpy(ret + retlen, buf);
274 ret[retlen-1] = '\0'; /* delete last comma */
282 void game_free_aux_info(game_aux_info *aux)
284 assert(!"Shouldn't happen");
288 static char *validate_seed(game_params *params, char *seed)
294 area = params->w * params->h;
298 used = snewn(area, int);
299 for (i = 0; i < area; i++)
302 for (i = 0; i < area; i++) {
306 if (*p < '0' || *p > '9') {
307 err = "Not enough numbers in string";
310 while (*p >= '0' && *p <= '9')
312 if (i < area-1 && *p != ',') {
313 err = "Expected comma after number";
316 else if (i == area-1 && *p) {
317 err = "Excess junk at end of string";
321 if (n < 1 || n > area) {
322 err = "Number out of range";
326 err = "Number used twice";
331 if (*p) p++; /* eat comma */
339 static game_state *new_game(game_params *params, char *seed)
341 game_state *state = snew(game_state);
345 state->w = params->w;
346 state->h = params->h;
347 state->n = params->w * params->h;
348 state->tiles = snewn(state->n, int);
352 for (i = 0; i < state->n; i++) {
354 state->tiles[i] = atoi(p);
355 while (*p && *p != ',')
357 if (*p) p++; /* eat comma */
361 state->completed = state->movecount = 0;
362 state->last_movement_sense = 0;
367 static game_state *dup_game(game_state *state)
369 game_state *ret = snew(game_state);
374 ret->tiles = snewn(state->w * state->h, int);
375 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
376 ret->completed = state->completed;
377 ret->movecount = state->movecount;
378 ret->last_movement_sense = state->last_movement_sense;
383 static void free_game(game_state *state)
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);
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, 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];
412 sprintf(buf, "%*d", col, v);
422 assert(p - ret == maxlen);
427 static game_ui *new_ui(game_state *state)
432 static void free_ui(game_ui *ui)
436 static game_state *make_move(game_state *from, game_ui *ui,
437 int x, int y, int button)
440 int dx, dy, tx, ty, n;
443 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
448 if (cx == -1 && cy >= 0 && cy < from->h)
449 n = from->w, dx = +1, dy = 0;
450 else if (cx == from->w && cy >= 0 && cy < from->h)
451 n = from->w, dx = -1, dy = 0;
452 else if (cy == -1 && cx >= 0 && cx < from->w)
453 n = from->h, dy = +1, dx = 0;
454 else if (cy == from->h && cx >= 0 && cx < from->w)
455 n = from->h, dy = -1, dx = 0;
457 return NULL; /* invalid click location */
459 /* reverse direction if right hand button is pressed */
460 if (button == RIGHT_BUTTON)
462 dx = -dx; if (dx) cx = from->w - 1 - cx;
463 dy = -dy; if (dy) cy = from->h - 1 - cy;
466 ret = dup_game(from);
471 tx = (cx + dx + from->w) % from->w;
472 ty = (cy + dy + from->h) % from->h;
473 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
478 ret->last_movement_sense = -(dx+dy);
481 * See if the game has been completed.
483 if (!ret->completed) {
484 ret->completed = ret->movecount;
485 for (n = 0; n < ret->n; n++)
486 if (ret->tiles[n] != n+1)
487 ret->completed = FALSE;
493 /* ----------------------------------------------------------------------
497 struct game_drawstate {
503 static void game_size(game_params *params, int *x, int *y)
505 *x = TILE_SIZE * params->w + 2 * BORDER;
506 *y = TILE_SIZE * params->h + 2 * BORDER;
509 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
511 float *ret = snewn(3 * NCOLOURS, float);
515 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
518 * Drop the background colour so that the highlight is
519 * noticeably brighter than it while still being under 1.
521 max = ret[COL_BACKGROUND*3];
522 for (i = 1; i < 3; i++)
523 if (ret[COL_BACKGROUND*3+i] > max)
524 max = ret[COL_BACKGROUND*3+i];
525 if (max * 1.2F > 1.0F) {
526 for (i = 0; i < 3; i++)
527 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
530 for (i = 0; i < 3; i++) {
531 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
532 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
533 ret[COL_TEXT * 3 + i] = 0.0;
536 *ncolours = NCOLOURS;
540 static game_drawstate *game_new_drawstate(game_state *state)
542 struct game_drawstate *ds = snew(struct game_drawstate);
548 ds->bgcolour = COL_BACKGROUND;
549 ds->tiles = snewn(ds->w*ds->h, int);
550 for (i = 0; i < ds->w*ds->h; i++)
556 static void game_free_drawstate(game_drawstate *ds)
562 static void draw_tile(frontend *fe, game_state *state, int x, int y,
563 int tile, int flash_colour)
566 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
572 coords[0] = x + TILE_SIZE - 1;
573 coords[1] = y + TILE_SIZE - 1;
574 coords[2] = x + TILE_SIZE - 1;
577 coords[5] = y + TILE_SIZE - 1;
578 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
579 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
583 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
584 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
586 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
587 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
590 sprintf(str, "%d", tile);
591 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
592 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
595 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
598 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
601 int ydy = -xdx, ydx = xdy;
603 #define POINT(n, xx, yy) ( \
604 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
605 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
607 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
608 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
609 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
610 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
611 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
612 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
613 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
615 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
616 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
619 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
620 game_state *state, int dir, game_ui *ui,
621 float animtime, float flashtime)
626 int frame = (int)(flashtime / FLASH_FRAME);
627 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
629 bgcolour = COL_BACKGROUND;
635 TILE_SIZE * state->w + 2 * BORDER,
636 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
637 draw_update(fe, 0, 0,
638 TILE_SIZE * state->w + 2 * BORDER,
639 TILE_SIZE * state->h + 2 * BORDER);
642 * Recessed area containing the whole puzzle.
644 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
645 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
646 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
647 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
648 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
649 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
650 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
651 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
653 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
654 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
655 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
656 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
659 * Arrows for making moves.
661 for (i = 0; i < state->w; i++) {
662 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
663 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
665 for (i = 0; i < state->h; i++) {
666 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
667 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
674 * Now draw each tile.
677 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
679 for (i = 0; i < state->n; i++) {
682 * Figure out what should be displayed at this
683 * location. It's either a simple tile, or it's a
684 * transition between two tiles (in which case we say
685 * -1 because it must always be drawn).
688 if (oldstate && oldstate->tiles[i] != state->tiles[i])
695 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
696 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
700 * Figure out what to _actually_ draw, and where to
704 int x0, y0, x1, y1, dx, dy;
711 sense = -oldstate->last_movement_sense;
713 sense = state->last_movement_sense;
719 * FIXME: must be prepared to draw a double
720 * tile in some situations.
724 * Find the coordinates of this tile in the old and
727 x1 = COORD(X(state, i));
728 y1 = COORD(Y(state, i));
729 for (j = 0; j < oldstate->n; j++)
730 if (oldstate->tiles[j] == state->tiles[i])
732 assert(j < oldstate->n);
733 x0 = COORD(X(state, j));
734 y0 = COORD(Y(state, j));
738 dx != TILE_SIZE * sense) {
739 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
740 dx - TILE_SIZE * state->w);
741 assert(abs(dx) == TILE_SIZE);
745 dy != TILE_SIZE * sense) {
746 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
747 dy - TILE_SIZE * state->h);
748 assert(abs(dy) == TILE_SIZE);
751 c = (animtime / ANIM_TIME);
752 if (c < 0.0F) c = 0.0F;
753 if (c > 1.0F) c = 1.0F;
755 x = x0 + (int)(c * dx);
756 y = y0 + (int)(c * dy);
757 x2 = x1 - dx + (int)(c * dx);
758 y2 = y1 - dy + (int)(c * dy);
760 x = COORD(X(state, i));
761 y = COORD(Y(state, i));
765 draw_tile(fe, state, x, y, t, bgcolour);
766 if (x2 != -1 || y2 != -1)
767 draw_tile(fe, state, x2, y2, t, bgcolour);
774 ds->bgcolour = bgcolour;
777 * Update the status bar.
783 * Don't show the new status until we're also showing the
784 * new _state_ - after the game animation is complete.
789 sprintf(statusbuf, "%sMoves: %d",
790 (state->completed ? "COMPLETED! " : ""),
791 (state->completed ? state->completed : state->movecount));
793 status_bar(fe, statusbuf);
797 static float game_anim_length(game_state *oldstate,
798 game_state *newstate, int dir)
803 static float game_flash_length(game_state *oldstate,
804 game_state *newstate, int dir)
806 if (!oldstate->completed && newstate->completed)
807 return 2 * FLASH_FRAME;
812 static int game_wants_statusbar(void)
818 #define thegame sixteen
821 const struct game thegame = {
822 "Sixteen", "games.sixteen",
829 TRUE, game_configure, custom_params,
837 TRUE, game_text_format,
848 game_wants_statusbar,