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
16 const char *const game_name = "Sixteen";
17 const char *const game_winhelp_topic = "games.sixteen";
18 const int game_can_configure = TRUE;
21 #define BORDER TILE_SIZE /* big border to fill with arrows */
22 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
23 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
24 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
26 #define ANIM_TIME 0.13F
27 #define FLASH_FRAME 0.13F
29 #define X(state, i) ( (i) % (state)->w )
30 #define Y(state, i) ( (i) / (state)->w )
31 #define C(state, x, y) ( (y) * (state)->w + (x) )
50 int last_movement_sense;
53 game_params *default_params(void)
55 game_params *ret = snew(game_params);
62 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);
85 void free_params(game_params *params)
90 game_params *dup_params(game_params *params)
92 game_params *ret = snew(game_params);
93 *ret = *params; /* structure copy */
97 game_params *decode_params(char const *string)
99 game_params *ret = default_params();
101 ret->w = ret->h = atoi(string);
102 while (*string && isdigit(*string)) string++;
103 if (*string == 'x') {
105 ret->h = atoi(string);
111 char *encode_params(game_params *params)
115 sprintf(data, "%dx%d", params->w, params->h);
120 config_item *game_configure(game_params *params)
125 ret = snewn(3, config_item);
127 ret[0].name = "Width";
128 ret[0].type = C_STRING;
129 sprintf(buf, "%d", params->w);
130 ret[0].sval = dupstr(buf);
133 ret[1].name = "Height";
134 ret[1].type = C_STRING;
135 sprintf(buf, "%d", params->h);
136 ret[1].sval = dupstr(buf);
147 game_params *custom_params(config_item *cfg)
149 game_params *ret = snew(game_params);
151 ret->w = atoi(cfg[0].sval);
152 ret->h = atoi(cfg[1].sval);
157 char *validate_params(game_params *params)
159 if (params->w < 2 && params->h < 2)
160 return "Width and height must both be at least two";
165 int perm_parity(int *perm, int n)
171 for (i = 0; i < n-1; i++)
172 for (j = i+1; j < n; j++)
173 if (perm[i] > perm[j])
179 char *new_game_seed(game_params *params, random_state *rs)
187 n = params->w * params->h;
189 tiles = snewn(n, int);
190 used = snewn(n, int);
192 for (i = 0; i < n; i++) {
198 * If both dimensions are odd, there is a parity constraint.
200 if (params->w & params->h & 1)
206 * Place everything except (possibly) the last two tiles.
208 for (x = 0, i = n; i > stop; i--) {
209 int k = i > 1 ? random_upto(rs, i) : 0;
212 for (j = 0; j < n; j++)
213 if (!used[j] && (k-- == 0))
216 assert(j < n && !used[j]);
219 while (tiles[x] >= 0)
227 * Find the last two locations, and the last two pieces.
229 while (tiles[x] >= 0)
234 while (tiles[x] >= 0)
239 for (i = 0; i < n; i++)
243 for (i = p1+1; i < n; i++)
249 * Try the last two tiles one way round. If that fails, swap
254 if (perm_parity(tiles, n) != 0) {
257 assert(perm_parity(tiles, n) == 0);
262 * Now construct the game seed, by describing the tile array as
263 * a simple sequence of comma-separated integers.
267 for (i = 0; i < n; i++) {
271 k = sprintf(buf, "%d,", tiles[i]+1);
273 ret = sresize(ret, retlen + k + 1, char);
274 strcpy(ret + retlen, buf);
277 ret[retlen-1] = '\0'; /* delete last comma */
286 char *validate_seed(game_params *params, char *seed)
292 area = params->w * params->h;
296 used = snewn(area, int);
297 for (i = 0; i < area; i++)
300 for (i = 0; i < area; i++) {
304 if (*p < '0' || *p > '9') {
305 err = "Not enough numbers in string";
308 while (*p >= '0' && *p <= '9')
310 if (i < area-1 && *p != ',') {
311 err = "Expected comma after number";
314 else if (i == area-1 && *p) {
315 err = "Excess junk at end of string";
319 if (n < 1 || n > area) {
320 err = "Number out of range";
324 err = "Number used twice";
329 if (*p) p++; /* eat comma */
337 game_state *new_game(game_params *params, char *seed)
339 game_state *state = snew(game_state);
343 state->w = params->w;
344 state->h = params->h;
345 state->n = params->w * params->h;
346 state->tiles = snewn(state->n, int);
350 for (i = 0; i < state->n; i++) {
352 state->tiles[i] = atoi(p);
353 while (*p && *p != ',')
355 if (*p) p++; /* eat comma */
359 state->completed = state->movecount = 0;
360 state->last_movement_sense = 0;
365 game_state *dup_game(game_state *state)
367 game_state *ret = snew(game_state);
372 ret->tiles = snewn(state->w * state->h, int);
373 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
374 ret->completed = state->completed;
375 ret->movecount = state->movecount;
376 ret->last_movement_sense = state->last_movement_sense;
381 void free_game(game_state *state)
386 game_ui *new_ui(game_state *state)
391 void free_ui(game_ui *ui)
395 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
398 int dx, dy, tx, ty, n;
401 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
406 if (cx == -1 && cy >= 0 && cy < from->h)
407 n = from->w, dx = +1, dy = 0;
408 else if (cx == from->w && cy >= 0 && cy < from->h)
409 n = from->w, dx = -1, dy = 0;
410 else if (cy == -1 && cx >= 0 && cx < from->w)
411 n = from->h, dy = +1, dx = 0;
412 else if (cy == from->h && cx >= 0 && cx < from->w)
413 n = from->h, dy = -1, dx = 0;
415 return NULL; /* invalid click location */
417 /* reverse direction if right hand button is pressed */
418 if (button == RIGHT_BUTTON)
420 dx = -dx; if (dx) cx = from->w - 1 - cx;
421 dy = -dy; if (dy) cy = from->h - 1 - cy;
424 ret = dup_game(from);
429 tx = (cx + dx + from->w) % from->w;
430 ty = (cy + dy + from->h) % from->h;
431 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
436 ret->last_movement_sense = -(dx+dy);
439 * See if the game has been completed.
441 if (!ret->completed) {
442 ret->completed = ret->movecount;
443 for (n = 0; n < ret->n; n++)
444 if (ret->tiles[n] != n+1)
445 ret->completed = FALSE;
451 /* ----------------------------------------------------------------------
455 struct game_drawstate {
461 void game_size(game_params *params, int *x, int *y)
463 *x = TILE_SIZE * params->w + 2 * BORDER;
464 *y = TILE_SIZE * params->h + 2 * BORDER;
467 float *game_colours(frontend *fe, game_state *state, int *ncolours)
469 float *ret = snewn(3 * NCOLOURS, float);
473 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
476 * Drop the background colour so that the highlight is
477 * noticeably brighter than it while still being under 1.
479 max = ret[COL_BACKGROUND*3];
480 for (i = 1; i < 3; i++)
481 if (ret[COL_BACKGROUND*3+i] > max)
482 max = ret[COL_BACKGROUND*3+i];
483 if (max * 1.2F > 1.0F) {
484 for (i = 0; i < 3; i++)
485 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
488 for (i = 0; i < 3; i++) {
489 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
490 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
491 ret[COL_TEXT * 3 + i] = 0.0;
494 *ncolours = NCOLOURS;
498 game_drawstate *game_new_drawstate(game_state *state)
500 struct game_drawstate *ds = snew(struct game_drawstate);
506 ds->bgcolour = COL_BACKGROUND;
507 ds->tiles = snewn(ds->w*ds->h, int);
508 for (i = 0; i < ds->w*ds->h; i++)
514 void game_free_drawstate(game_drawstate *ds)
520 static void draw_tile(frontend *fe, game_state *state, int x, int y,
521 int tile, int flash_colour)
524 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
530 coords[0] = x + TILE_SIZE - 1;
531 coords[1] = y + TILE_SIZE - 1;
532 coords[2] = x + TILE_SIZE - 1;
535 coords[5] = y + TILE_SIZE - 1;
536 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
537 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
541 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
542 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
544 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
545 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
548 sprintf(str, "%d", tile);
549 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
550 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
553 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
556 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
559 int ydy = -xdx, ydx = xdy;
561 #define POINT(n, xx, yy) ( \
562 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
563 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
565 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
566 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
567 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
568 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
569 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
570 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
571 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
573 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
574 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
577 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
578 game_state *state, int dir, game_ui *ui,
579 float animtime, float flashtime)
584 int frame = (int)(flashtime / FLASH_FRAME);
585 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
587 bgcolour = COL_BACKGROUND;
593 TILE_SIZE * state->w + 2 * BORDER,
594 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
595 draw_update(fe, 0, 0,
596 TILE_SIZE * state->w + 2 * BORDER,
597 TILE_SIZE * state->h + 2 * BORDER);
600 * Recessed area containing the whole puzzle.
602 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
603 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
604 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
605 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
606 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
607 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
608 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
609 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
611 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
612 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
613 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
614 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
617 * Arrows for making moves.
619 for (i = 0; i < state->w; i++) {
620 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
621 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
623 for (i = 0; i < state->h; i++) {
624 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
625 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
632 * Now draw each tile.
635 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
637 for (i = 0; i < state->n; i++) {
640 * Figure out what should be displayed at this
641 * location. It's either a simple tile, or it's a
642 * transition between two tiles (in which case we say
643 * -1 because it must always be drawn).
646 if (oldstate && oldstate->tiles[i] != state->tiles[i])
653 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
654 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
658 * Figure out what to _actually_ draw, and where to
662 int x0, y0, x1, y1, dx, dy;
667 if (oldstate && state->movecount < oldstate->movecount)
668 sense = -oldstate->last_movement_sense;
670 sense = state->last_movement_sense;
675 * FIXME: must be prepared to draw a double
676 * tile in some situations.
680 * Find the coordinates of this tile in the old and
683 x1 = COORD(X(state, i));
684 y1 = COORD(Y(state, i));
685 for (j = 0; j < oldstate->n; j++)
686 if (oldstate->tiles[j] == state->tiles[i])
688 assert(j < oldstate->n);
689 x0 = COORD(X(state, j));
690 y0 = COORD(Y(state, j));
694 dx != TILE_SIZE * sense) {
695 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
696 dx - TILE_SIZE * state->w);
697 assert(abs(dx) == TILE_SIZE);
701 dy != TILE_SIZE * sense) {
702 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
703 dy - TILE_SIZE * state->h);
704 assert(abs(dy) == TILE_SIZE);
707 c = (animtime / ANIM_TIME);
708 if (c < 0.0F) c = 0.0F;
709 if (c > 1.0F) c = 1.0F;
711 x = x0 + (int)(c * dx);
712 y = y0 + (int)(c * dy);
713 x2 = x1 - dx + (int)(c * dx);
714 y2 = y1 - dy + (int)(c * dy);
716 x = COORD(X(state, i));
717 y = COORD(Y(state, i));
721 draw_tile(fe, state, x, y, t, bgcolour);
722 if (x2 != -1 || y2 != -1)
723 draw_tile(fe, state, x2, y2, t, bgcolour);
730 ds->bgcolour = bgcolour;
733 * Update the status bar.
739 * Don't show the new status until we're also showing the
740 * new _state_ - after the game animation is complete.
745 sprintf(statusbuf, "%sMoves: %d",
746 (state->completed ? "COMPLETED! " : ""),
747 (state->completed ? state->completed : state->movecount));
749 status_bar(fe, statusbuf);
753 float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
758 float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
760 if (!oldstate->completed && newstate->completed)
761 return 2 * FLASH_FRAME;
766 int game_wants_statusbar(void)