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)
183 n = params->w * params->h;
185 tiles = snewn(n, int);
186 used = snewn(n, int);
188 for (i = 0; i < n; i++) {
194 * If both dimensions are odd, there is a parity constraint.
196 if (params->w & params->h & 1)
202 * Place everything except (possibly) the last two tiles.
204 for (x = 0, i = n; i > stop; i--) {
205 int k = i > 1 ? random_upto(rs, i) : 0;
208 for (j = 0; j < n; j++)
209 if (!used[j] && (k-- == 0))
212 assert(j < n && !used[j]);
215 while (tiles[x] >= 0)
223 * Find the last two locations, and the last two pieces.
225 while (tiles[x] >= 0)
230 while (tiles[x] >= 0)
235 for (i = 0; i < n; i++)
239 for (i = p1+1; i < n; i++)
245 * Try the last two tiles one way round. If that fails, swap
250 if (perm_parity(tiles, n) != 0) {
253 assert(perm_parity(tiles, n) == 0);
258 * Now construct the game seed, by describing the tile array as
259 * a simple sequence of comma-separated integers.
263 for (i = 0; i < n; i++) {
267 k = sprintf(buf, "%d,", tiles[i]+1);
269 ret = sresize(ret, retlen + k + 1, char);
270 strcpy(ret + retlen, buf);
273 ret[retlen-1] = '\0'; /* delete last comma */
282 static char *validate_seed(game_params *params, char *seed)
288 area = params->w * params->h;
292 used = snewn(area, int);
293 for (i = 0; i < area; i++)
296 for (i = 0; i < area; i++) {
300 if (*p < '0' || *p > '9') {
301 err = "Not enough numbers in string";
304 while (*p >= '0' && *p <= '9')
306 if (i < area-1 && *p != ',') {
307 err = "Expected comma after number";
310 else if (i == area-1 && *p) {
311 err = "Excess junk at end of string";
315 if (n < 1 || n > area) {
316 err = "Number out of range";
320 err = "Number used twice";
325 if (*p) p++; /* eat comma */
333 static game_state *new_game(game_params *params, char *seed)
335 game_state *state = snew(game_state);
339 state->w = params->w;
340 state->h = params->h;
341 state->n = params->w * params->h;
342 state->tiles = snewn(state->n, int);
346 for (i = 0; i < state->n; i++) {
348 state->tiles[i] = atoi(p);
349 while (*p && *p != ',')
351 if (*p) p++; /* eat comma */
355 state->completed = state->movecount = 0;
356 state->last_movement_sense = 0;
361 static game_state *dup_game(game_state *state)
363 game_state *ret = snew(game_state);
368 ret->tiles = snewn(state->w * state->h, int);
369 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
370 ret->completed = state->completed;
371 ret->movecount = state->movecount;
372 ret->last_movement_sense = state->last_movement_sense;
377 static void free_game(game_state *state)
382 static char *game_text_format(game_state *state)
384 char *ret, *p, buf[80];
385 int x, y, col, maxlen;
388 * First work out how many characters we need to display each
391 col = sprintf(buf, "%d", state->n);
394 * Now we know the exact total size of the grid we're going to
395 * produce: it's got h rows, each containing w lots of col, w-1
396 * spaces and a trailing newline.
398 maxlen = state->h * state->w * (col+1);
400 ret = snewn(maxlen, char);
403 for (y = 0; y < state->h; y++) {
404 for (x = 0; x < state->w; x++) {
405 int v = state->tiles[state->w*y+x];
406 sprintf(buf, "%*d", col, v);
416 assert(p - ret == maxlen);
421 static game_ui *new_ui(game_state *state)
426 static void free_ui(game_ui *ui)
430 static game_state *make_move(game_state *from, game_ui *ui,
431 int x, int y, int button)
434 int dx, dy, tx, ty, n;
437 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
442 if (cx == -1 && cy >= 0 && cy < from->h)
443 n = from->w, dx = +1, dy = 0;
444 else if (cx == from->w && cy >= 0 && cy < from->h)
445 n = from->w, dx = -1, dy = 0;
446 else if (cy == -1 && cx >= 0 && cx < from->w)
447 n = from->h, dy = +1, dx = 0;
448 else if (cy == from->h && cx >= 0 && cx < from->w)
449 n = from->h, dy = -1, dx = 0;
451 return NULL; /* invalid click location */
453 /* reverse direction if right hand button is pressed */
454 if (button == RIGHT_BUTTON)
456 dx = -dx; if (dx) cx = from->w - 1 - cx;
457 dy = -dy; if (dy) cy = from->h - 1 - cy;
460 ret = dup_game(from);
465 tx = (cx + dx + from->w) % from->w;
466 ty = (cy + dy + from->h) % from->h;
467 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
472 ret->last_movement_sense = -(dx+dy);
475 * See if the game has been completed.
477 if (!ret->completed) {
478 ret->completed = ret->movecount;
479 for (n = 0; n < ret->n; n++)
480 if (ret->tiles[n] != n+1)
481 ret->completed = FALSE;
487 /* ----------------------------------------------------------------------
491 struct game_drawstate {
497 static void game_size(game_params *params, int *x, int *y)
499 *x = TILE_SIZE * params->w + 2 * BORDER;
500 *y = TILE_SIZE * params->h + 2 * BORDER;
503 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
505 float *ret = snewn(3 * NCOLOURS, float);
509 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
512 * Drop the background colour so that the highlight is
513 * noticeably brighter than it while still being under 1.
515 max = ret[COL_BACKGROUND*3];
516 for (i = 1; i < 3; i++)
517 if (ret[COL_BACKGROUND*3+i] > max)
518 max = ret[COL_BACKGROUND*3+i];
519 if (max * 1.2F > 1.0F) {
520 for (i = 0; i < 3; i++)
521 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
524 for (i = 0; i < 3; i++) {
525 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
526 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
527 ret[COL_TEXT * 3 + i] = 0.0;
530 *ncolours = NCOLOURS;
534 static game_drawstate *game_new_drawstate(game_state *state)
536 struct game_drawstate *ds = snew(struct game_drawstate);
542 ds->bgcolour = COL_BACKGROUND;
543 ds->tiles = snewn(ds->w*ds->h, int);
544 for (i = 0; i < ds->w*ds->h; i++)
550 static void game_free_drawstate(game_drawstate *ds)
556 static void draw_tile(frontend *fe, game_state *state, int x, int y,
557 int tile, int flash_colour)
560 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
566 coords[0] = x + TILE_SIZE - 1;
567 coords[1] = y + TILE_SIZE - 1;
568 coords[2] = x + TILE_SIZE - 1;
571 coords[5] = y + TILE_SIZE - 1;
572 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
573 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
577 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
578 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
580 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
581 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
584 sprintf(str, "%d", tile);
585 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
586 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
589 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
592 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
595 int ydy = -xdx, ydx = xdy;
597 #define POINT(n, xx, yy) ( \
598 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
599 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
601 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
602 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
603 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
604 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
605 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
606 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
607 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
609 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
610 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
613 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
614 game_state *state, int dir, game_ui *ui,
615 float animtime, float flashtime)
620 int frame = (int)(flashtime / FLASH_FRAME);
621 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
623 bgcolour = COL_BACKGROUND;
629 TILE_SIZE * state->w + 2 * BORDER,
630 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
631 draw_update(fe, 0, 0,
632 TILE_SIZE * state->w + 2 * BORDER,
633 TILE_SIZE * state->h + 2 * BORDER);
636 * Recessed area containing the whole puzzle.
638 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
639 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
640 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
641 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
642 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
643 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
644 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
645 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
647 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
648 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
649 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
650 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
653 * Arrows for making moves.
655 for (i = 0; i < state->w; i++) {
656 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
657 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
659 for (i = 0; i < state->h; i++) {
660 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
661 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
668 * Now draw each tile.
671 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
673 for (i = 0; i < state->n; i++) {
676 * Figure out what should be displayed at this
677 * location. It's either a simple tile, or it's a
678 * transition between two tiles (in which case we say
679 * -1 because it must always be drawn).
682 if (oldstate && oldstate->tiles[i] != state->tiles[i])
689 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
690 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
694 * Figure out what to _actually_ draw, and where to
698 int x0, y0, x1, y1, dx, dy;
705 sense = -oldstate->last_movement_sense;
707 sense = state->last_movement_sense;
713 * FIXME: must be prepared to draw a double
714 * tile in some situations.
718 * Find the coordinates of this tile in the old and
721 x1 = COORD(X(state, i));
722 y1 = COORD(Y(state, i));
723 for (j = 0; j < oldstate->n; j++)
724 if (oldstate->tiles[j] == state->tiles[i])
726 assert(j < oldstate->n);
727 x0 = COORD(X(state, j));
728 y0 = COORD(Y(state, j));
732 dx != TILE_SIZE * sense) {
733 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
734 dx - TILE_SIZE * state->w);
735 assert(abs(dx) == TILE_SIZE);
739 dy != TILE_SIZE * sense) {
740 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
741 dy - TILE_SIZE * state->h);
742 assert(abs(dy) == TILE_SIZE);
745 c = (animtime / ANIM_TIME);
746 if (c < 0.0F) c = 0.0F;
747 if (c > 1.0F) c = 1.0F;
749 x = x0 + (int)(c * dx);
750 y = y0 + (int)(c * dy);
751 x2 = x1 - dx + (int)(c * dx);
752 y2 = y1 - dy + (int)(c * dy);
754 x = COORD(X(state, i));
755 y = COORD(Y(state, i));
759 draw_tile(fe, state, x, y, t, bgcolour);
760 if (x2 != -1 || y2 != -1)
761 draw_tile(fe, state, x2, y2, t, bgcolour);
768 ds->bgcolour = bgcolour;
771 * Update the status bar.
777 * Don't show the new status until we're also showing the
778 * new _state_ - after the game animation is complete.
783 sprintf(statusbuf, "%sMoves: %d",
784 (state->completed ? "COMPLETED! " : ""),
785 (state->completed ? state->completed : state->movecount));
787 status_bar(fe, statusbuf);
791 static float game_anim_length(game_state *oldstate,
792 game_state *newstate, int dir)
797 static float game_flash_length(game_state *oldstate,
798 game_state *newstate, int dir)
800 if (!oldstate->completed && newstate->completed)
801 return 2 * FLASH_FRAME;
806 static int game_wants_statusbar(void)
812 #define thegame sixteen
815 const struct game thegame = {
816 "Sixteen", "games.sixteen",
823 TRUE, game_configure, custom_params,
830 TRUE, game_text_format,
841 game_wants_statusbar,