4efb3868 |
1 | /* |
2 | * fifteen.c: standard 15-puzzle. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
4efb3868 |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
1e3e152d |
14 | #define PREFERRED_TILE_SIZE 48 |
15 | #define TILE_SIZE (ds->tilesize) |
4efb3868 |
16 | #define BORDER (TILE_SIZE / 2) |
17 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
18 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
19 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
20 | |
8c1fd974 |
21 | #define ANIM_TIME 0.13F |
22 | #define FLASH_FRAME 0.13F |
4efb3868 |
23 | |
24 | #define X(state, i) ( (i) % (state)->w ) |
25 | #define Y(state, i) ( (i) / (state)->w ) |
26 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
27 | |
28 | enum { |
29 | COL_BACKGROUND, |
30 | COL_TEXT, |
31 | COL_HIGHLIGHT, |
32 | COL_LOWLIGHT, |
33 | NCOLOURS |
34 | }; |
35 | |
36 | struct game_params { |
37 | int w, h; |
38 | }; |
39 | |
40 | struct game_state { |
41 | int w, h, n; |
42 | int *tiles; |
43 | int gap_pos; |
44 | int completed; |
2ac6d24e |
45 | int used_solve; /* used to suppress completion flash */ |
fd1a1a2b |
46 | int movecount; |
4efb3868 |
47 | }; |
48 | |
be8d5aa1 |
49 | static game_params *default_params(void) |
4efb3868 |
50 | { |
51 | game_params *ret = snew(game_params); |
52 | |
53 | ret->w = ret->h = 4; |
54 | |
55 | return ret; |
56 | } |
57 | |
be8d5aa1 |
58 | static int game_fetch_preset(int i, char **name, game_params **params) |
4efb3868 |
59 | { |
bc578afe |
60 | if (i == 0) { |
61 | *params = default_params(); |
62 | *name = dupstr("4x4"); |
63 | return TRUE; |
64 | } |
4efb3868 |
65 | return FALSE; |
66 | } |
67 | |
be8d5aa1 |
68 | static void free_params(game_params *params) |
4efb3868 |
69 | { |
70 | sfree(params); |
71 | } |
72 | |
be8d5aa1 |
73 | static game_params *dup_params(game_params *params) |
4efb3868 |
74 | { |
75 | game_params *ret = snew(game_params); |
76 | *ret = *params; /* structure copy */ |
77 | return ret; |
78 | } |
79 | |
1185e3c5 |
80 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
81 | { |
b0e26073 |
82 | ret->w = ret->h = atoi(string); |
89167dad |
83 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
84 | if (*string == 'x') { |
85 | string++; |
86 | ret->h = atoi(string); |
87 | } |
b0e26073 |
88 | } |
89 | |
1185e3c5 |
90 | static char *encode_params(game_params *params, int full) |
b0e26073 |
91 | { |
92 | char data[256]; |
93 | |
94 | sprintf(data, "%dx%d", params->w, params->h); |
95 | |
96 | return dupstr(data); |
97 | } |
98 | |
be8d5aa1 |
99 | static config_item *game_configure(game_params *params) |
c8230524 |
100 | { |
101 | config_item *ret; |
102 | char buf[80]; |
103 | |
104 | ret = snewn(3, config_item); |
105 | |
106 | ret[0].name = "Width"; |
95709966 |
107 | ret[0].type = C_STRING; |
c8230524 |
108 | sprintf(buf, "%d", params->w); |
109 | ret[0].sval = dupstr(buf); |
110 | ret[0].ival = 0; |
111 | |
112 | ret[1].name = "Height"; |
95709966 |
113 | ret[1].type = C_STRING; |
c8230524 |
114 | sprintf(buf, "%d", params->h); |
115 | ret[1].sval = dupstr(buf); |
116 | ret[1].ival = 0; |
117 | |
118 | ret[2].name = NULL; |
95709966 |
119 | ret[2].type = C_END; |
c8230524 |
120 | ret[2].sval = NULL; |
121 | ret[2].ival = 0; |
122 | |
123 | return ret; |
124 | } |
125 | |
be8d5aa1 |
126 | static game_params *custom_params(config_item *cfg) |
c8230524 |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | |
130 | ret->w = atoi(cfg[0].sval); |
131 | ret->h = atoi(cfg[1].sval); |
132 | |
133 | return ret; |
134 | } |
135 | |
3ff276f2 |
136 | static char *validate_params(game_params *params, int full) |
c8230524 |
137 | { |
ab53eb64 |
138 | if (params->w < 2 || params->h < 2) |
c8230524 |
139 | return "Width and height must both be at least two"; |
140 | |
141 | return NULL; |
142 | } |
143 | |
be8d5aa1 |
144 | static int perm_parity(int *perm, int n) |
4efb3868 |
145 | { |
146 | int i, j, ret; |
147 | |
148 | ret = 0; |
149 | |
150 | for (i = 0; i < n-1; i++) |
151 | for (j = i+1; j < n; j++) |
152 | if (perm[i] > perm[j]) |
153 | ret = !ret; |
154 | |
155 | return ret; |
156 | } |
157 | |
1185e3c5 |
158 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
159 | char **aux, int interactive) |
4efb3868 |
160 | { |
161 | int gap, n, i, x; |
162 | int x1, x2, p1, p2, parity; |
163 | int *tiles, *used; |
164 | char *ret; |
165 | int retlen; |
166 | |
167 | n = params->w * params->h; |
168 | |
169 | tiles = snewn(n, int); |
170 | used = snewn(n, int); |
171 | |
172 | for (i = 0; i < n; i++) { |
173 | tiles[i] = -1; |
174 | used[i] = FALSE; |
175 | } |
176 | |
48d70ca9 |
177 | gap = random_upto(rs, n); |
4efb3868 |
178 | tiles[gap] = 0; |
179 | used[0] = TRUE; |
180 | |
181 | /* |
182 | * Place everything else except the last two tiles. |
183 | */ |
184 | for (x = 0, i = n-1; i > 2; i--) { |
48d70ca9 |
185 | int k = random_upto(rs, i); |
4efb3868 |
186 | int j; |
187 | |
188 | for (j = 0; j < n; j++) |
189 | if (!used[j] && (k-- == 0)) |
190 | break; |
191 | |
192 | assert(j < n && !used[j]); |
193 | used[j] = TRUE; |
194 | |
195 | while (tiles[x] >= 0) |
196 | x++; |
197 | assert(x < n); |
198 | tiles[x] = j; |
199 | } |
200 | |
201 | /* |
202 | * Find the last two locations, and the last two pieces. |
203 | */ |
204 | while (tiles[x] >= 0) |
205 | x++; |
206 | assert(x < n); |
207 | x1 = x; |
208 | x++; |
209 | while (tiles[x] >= 0) |
210 | x++; |
211 | assert(x < n); |
212 | x2 = x; |
213 | |
214 | for (i = 0; i < n; i++) |
215 | if (!used[i]) |
216 | break; |
217 | p1 = i; |
218 | for (i = p1+1; i < n; i++) |
219 | if (!used[i]) |
220 | break; |
221 | p2 = i; |
222 | |
223 | /* |
224 | * Determine the required parity of the overall permutation. |
225 | * This is the XOR of: |
226 | * |
d3a026ed |
227 | * - The chessboard parity ((x^y)&1) of the gap square. The |
228 | * bottom right counts as even. |
4efb3868 |
229 | * |
230 | * - The parity of n. (The target permutation is 1,...,n-1,0 |
231 | * rather than 0,...,n-1; this is a cyclic permutation of |
232 | * the starting point and hence is odd iff n is even.) |
233 | */ |
d3a026ed |
234 | parity = ((X(params, gap) - (params->w-1)) ^ |
235 | (Y(params, gap) - (params->h-1)) ^ |
236 | (n+1)) & 1; |
4efb3868 |
237 | |
238 | /* |
239 | * Try the last two tiles one way round. If that fails, swap |
240 | * them. |
241 | */ |
242 | tiles[x1] = p1; |
243 | tiles[x2] = p2; |
244 | if (perm_parity(tiles, n) != parity) { |
245 | tiles[x1] = p2; |
246 | tiles[x2] = p1; |
247 | assert(perm_parity(tiles, n) == parity); |
248 | } |
249 | |
250 | /* |
1185e3c5 |
251 | * Now construct the game description, by describing the tile |
252 | * array as a simple sequence of comma-separated integers. |
4efb3868 |
253 | */ |
254 | ret = NULL; |
255 | retlen = 0; |
256 | for (i = 0; i < n; i++) { |
257 | char buf[80]; |
258 | int k; |
259 | |
260 | k = sprintf(buf, "%d,", tiles[i]); |
261 | |
262 | ret = sresize(ret, retlen + k + 1, char); |
263 | strcpy(ret + retlen, buf); |
264 | retlen += k; |
265 | } |
266 | ret[retlen-1] = '\0'; /* delete last comma */ |
267 | |
268 | sfree(tiles); |
269 | sfree(used); |
270 | |
271 | return ret; |
272 | } |
273 | |
1185e3c5 |
274 | static char *validate_desc(game_params *params, char *desc) |
5928817c |
275 | { |
276 | char *p, *err; |
277 | int i, area; |
278 | int *used; |
279 | |
280 | area = params->w * params->h; |
1185e3c5 |
281 | p = desc; |
5928817c |
282 | err = NULL; |
283 | |
284 | used = snewn(area, int); |
285 | for (i = 0; i < area; i++) |
286 | used[i] = FALSE; |
287 | |
288 | for (i = 0; i < area; i++) { |
289 | char *q = p; |
290 | int n; |
291 | |
292 | if (*p < '0' || *p > '9') { |
293 | err = "Not enough numbers in string"; |
294 | goto leave; |
295 | } |
296 | while (*p >= '0' && *p <= '9') |
297 | p++; |
298 | if (i < area-1 && *p != ',') { |
299 | err = "Expected comma after number"; |
300 | goto leave; |
301 | } |
302 | else if (i == area-1 && *p) { |
303 | err = "Excess junk at end of string"; |
304 | goto leave; |
305 | } |
306 | n = atoi(q); |
307 | if (n < 0 || n >= area) { |
308 | err = "Number out of range"; |
309 | goto leave; |
310 | } |
311 | if (used[n]) { |
312 | err = "Number used twice"; |
313 | goto leave; |
314 | } |
315 | used[n] = TRUE; |
316 | |
317 | if (*p) p++; /* eat comma */ |
318 | } |
319 | |
320 | leave: |
321 | sfree(used); |
322 | return err; |
323 | } |
324 | |
dafd6cf6 |
325 | static game_state *new_game(midend *me, game_params *params, char *desc) |
4efb3868 |
326 | { |
327 | game_state *state = snew(game_state); |
328 | int i; |
329 | char *p; |
330 | |
331 | state->w = params->w; |
332 | state->h = params->h; |
333 | state->n = params->w * params->h; |
334 | state->tiles = snewn(state->n, int); |
335 | |
336 | state->gap_pos = 0; |
1185e3c5 |
337 | p = desc; |
4efb3868 |
338 | i = 0; |
339 | for (i = 0; i < state->n; i++) { |
340 | assert(*p); |
341 | state->tiles[i] = atoi(p); |
342 | if (state->tiles[i] == 0) |
343 | state->gap_pos = i; |
344 | while (*p && *p != ',') |
345 | p++; |
346 | if (*p) p++; /* eat comma */ |
347 | } |
348 | assert(!*p); |
349 | assert(state->tiles[state->gap_pos] == 0); |
350 | |
fd1a1a2b |
351 | state->completed = state->movecount = 0; |
a440f184 |
352 | state->used_solve = FALSE; |
4efb3868 |
353 | |
354 | return state; |
355 | } |
356 | |
be8d5aa1 |
357 | static game_state *dup_game(game_state *state) |
4efb3868 |
358 | { |
359 | game_state *ret = snew(game_state); |
360 | |
361 | ret->w = state->w; |
362 | ret->h = state->h; |
363 | ret->n = state->n; |
364 | ret->tiles = snewn(state->w * state->h, int); |
365 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
366 | ret->gap_pos = state->gap_pos; |
367 | ret->completed = state->completed; |
fd1a1a2b |
368 | ret->movecount = state->movecount; |
2ac6d24e |
369 | ret->used_solve = state->used_solve; |
4efb3868 |
370 | |
371 | return ret; |
372 | } |
373 | |
be8d5aa1 |
374 | static void free_game(game_state *state) |
4efb3868 |
375 | { |
ab53eb64 |
376 | sfree(state->tiles); |
4efb3868 |
377 | sfree(state); |
378 | } |
379 | |
df11cd4e |
380 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
381 | char *aux, char **error) |
2ac6d24e |
382 | { |
df11cd4e |
383 | return dupstr("S"); |
2ac6d24e |
384 | } |
385 | |
fa3abef5 |
386 | static int game_can_format_as_text_now(game_params *params) |
387 | { |
388 | return TRUE; |
389 | } |
390 | |
9b4b03d3 |
391 | static char *game_text_format(game_state *state) |
392 | { |
af52394e |
393 | char *ret, *p, buf[80]; |
394 | int x, y, col, maxlen; |
395 | |
396 | /* |
397 | * First work out how many characters we need to display each |
398 | * number. |
399 | */ |
400 | col = sprintf(buf, "%d", state->n-1); |
401 | |
402 | /* |
403 | * Now we know the exact total size of the grid we're going to |
404 | * produce: it's got h rows, each containing w lots of col, w-1 |
405 | * spaces and a trailing newline. |
406 | */ |
407 | maxlen = state->h * state->w * (col+1); |
408 | |
48a10826 |
409 | ret = snewn(maxlen+1, char); |
af52394e |
410 | p = ret; |
411 | |
412 | for (y = 0; y < state->h; y++) { |
413 | for (x = 0; x < state->w; x++) { |
414 | int v = state->tiles[state->w*y+x]; |
415 | if (v == 0) |
416 | sprintf(buf, "%*s", col, ""); |
417 | else |
418 | sprintf(buf, "%*d", col, v); |
419 | memcpy(p, buf, col); |
420 | p += col; |
421 | if (x+1 == state->w) |
422 | *p++ = '\n'; |
423 | else |
424 | *p++ = ' '; |
425 | } |
426 | } |
427 | |
428 | assert(p - ret == maxlen); |
429 | *p = '\0'; |
430 | return ret; |
9b4b03d3 |
431 | } |
432 | |
be8d5aa1 |
433 | static game_ui *new_ui(game_state *state) |
74a4e547 |
434 | { |
435 | return NULL; |
436 | } |
437 | |
be8d5aa1 |
438 | static void free_ui(game_ui *ui) |
74a4e547 |
439 | { |
440 | } |
441 | |
844f605f |
442 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
443 | { |
444 | return NULL; |
445 | } |
446 | |
844f605f |
447 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
448 | { |
449 | } |
450 | |
07dfb697 |
451 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
452 | game_state *newstate) |
453 | { |
454 | } |
455 | |
1e3e152d |
456 | struct game_drawstate { |
457 | int started; |
458 | int w, h, bgcolour; |
459 | int *tiles; |
460 | int tilesize; |
461 | }; |
462 | |
df11cd4e |
463 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
464 | int x, int y, int button) |
465 | { |
466 | int gx, gy, dx, dy; |
467 | char buf[80]; |
4efb3868 |
468 | |
f0ee053c |
469 | button &= ~MOD_MASK; |
470 | |
df11cd4e |
471 | gx = X(state, state->gap_pos); |
472 | gy = Y(state, state->gap_pos); |
4efb3868 |
473 | |
474 | if (button == CURSOR_RIGHT && gx > 0) |
475 | dx = gx - 1, dy = gy; |
df11cd4e |
476 | else if (button == CURSOR_LEFT && gx < state->w-1) |
4efb3868 |
477 | dx = gx + 1, dy = gy; |
478 | else if (button == CURSOR_DOWN && gy > 0) |
479 | dy = gy - 1, dx = gx; |
df11cd4e |
480 | else if (button == CURSOR_UP && gy < state->h-1) |
4efb3868 |
481 | dy = gy + 1, dx = gx; |
482 | else if (button == LEFT_BUTTON) { |
483 | dx = FROMCOORD(x); |
484 | dy = FROMCOORD(y); |
df11cd4e |
485 | if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h) |
4efb3868 |
486 | return NULL; /* out of bounds */ |
487 | /* |
488 | * Any click location should be equal to the gap location |
489 | * in _precisely_ one coordinate. |
490 | */ |
491 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
492 | return NULL; |
493 | } else |
494 | return NULL; /* no move */ |
495 | |
df11cd4e |
496 | sprintf(buf, "M%d,%d", dx, dy); |
497 | return dupstr(buf); |
498 | } |
499 | |
500 | static game_state *execute_move(game_state *from, char *move) |
501 | { |
502 | int gx, gy, dx, dy, ux, uy, up, p; |
503 | game_state *ret; |
504 | |
505 | if (!strcmp(move, "S")) { |
506 | int i; |
507 | |
508 | ret = dup_game(from); |
509 | |
510 | /* |
511 | * Simply replace the grid with a solved one. For this game, |
512 | * this isn't a useful operation for actually telling the user |
513 | * what they should have done, but it is useful for |
514 | * conveniently being able to get hold of a clean state from |
515 | * which to practise manoeuvres. |
516 | */ |
517 | for (i = 0; i < ret->n; i++) |
518 | ret->tiles[i] = (i+1) % ret->n; |
519 | ret->gap_pos = ret->n-1; |
a440f184 |
520 | ret->used_solve = TRUE; |
df11cd4e |
521 | ret->completed = ret->movecount = 1; |
522 | |
523 | return ret; |
524 | } |
525 | |
526 | gx = X(from, from->gap_pos); |
527 | gy = Y(from, from->gap_pos); |
528 | |
529 | if (move[0] != 'M' || |
530 | sscanf(move+1, "%d,%d", &dx, &dy) != 2 || |
531 | (dx == gx && dy == gy) || (dx != gx && dy != gy) || |
532 | dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
533 | return NULL; |
534 | |
4efb3868 |
535 | /* |
536 | * Find the unit displacement from the original gap |
537 | * position towards this one. |
538 | */ |
539 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
540 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
541 | up = C(from, ux, uy); |
542 | |
543 | ret = dup_game(from); |
544 | |
545 | ret->gap_pos = C(from, dx, dy); |
546 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
547 | |
548 | ret->tiles[ret->gap_pos] = 0; |
549 | |
550 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
551 | assert(p >= 0 && p < from->n); |
552 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
553 | ret->movecount++; |
4efb3868 |
554 | } |
555 | |
556 | /* |
557 | * See if the game has been completed. |
558 | */ |
559 | if (!ret->completed) { |
fd1a1a2b |
560 | ret->completed = ret->movecount; |
4efb3868 |
561 | for (p = 0; p < ret->n; p++) |
562 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
fd1a1a2b |
563 | ret->completed = 0; |
4efb3868 |
564 | } |
565 | |
566 | return ret; |
567 | } |
568 | |
569 | /* ---------------------------------------------------------------------- |
570 | * Drawing routines. |
571 | */ |
572 | |
1f3ee4ee |
573 | static void game_compute_size(game_params *params, int tilesize, |
574 | int *x, int *y) |
4efb3868 |
575 | { |
1f3ee4ee |
576 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
577 | struct { int tilesize; } ads, *ds = &ads; |
578 | ads.tilesize = tilesize; |
1e3e152d |
579 | |
4efb3868 |
580 | *x = TILE_SIZE * params->w + 2 * BORDER; |
581 | *y = TILE_SIZE * params->h + 2 * BORDER; |
582 | } |
583 | |
dafd6cf6 |
584 | static void game_set_size(drawing *dr, game_drawstate *ds, |
585 | game_params *params, int tilesize) |
1f3ee4ee |
586 | { |
587 | ds->tilesize = tilesize; |
588 | } |
589 | |
8266f3fc |
590 | static float *game_colours(frontend *fe, int *ncolours) |
4efb3868 |
591 | { |
592 | float *ret = snewn(3 * NCOLOURS, float); |
593 | int i; |
4efb3868 |
594 | |
937a9eff |
595 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
4efb3868 |
596 | |
937a9eff |
597 | for (i = 0; i < 3; i++) |
4efb3868 |
598 | ret[COL_TEXT * 3 + i] = 0.0; |
4efb3868 |
599 | |
600 | *ncolours = NCOLOURS; |
601 | return ret; |
602 | } |
603 | |
dafd6cf6 |
604 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
4efb3868 |
605 | { |
606 | struct game_drawstate *ds = snew(struct game_drawstate); |
607 | int i; |
608 | |
609 | ds->started = FALSE; |
610 | ds->w = state->w; |
611 | ds->h = state->h; |
612 | ds->bgcolour = COL_BACKGROUND; |
613 | ds->tiles = snewn(ds->w*ds->h, int); |
1e3e152d |
614 | ds->tilesize = 0; /* haven't decided yet */ |
4efb3868 |
615 | for (i = 0; i < ds->w*ds->h; i++) |
616 | ds->tiles[i] = -1; |
617 | |
618 | return ds; |
619 | } |
620 | |
dafd6cf6 |
621 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
4efb3868 |
622 | { |
623 | sfree(ds->tiles); |
624 | sfree(ds); |
625 | } |
626 | |
dafd6cf6 |
627 | static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, |
1e3e152d |
628 | int x, int y, int tile, int flash_colour) |
4efb3868 |
629 | { |
630 | if (tile == 0) { |
dafd6cf6 |
631 | draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, |
4efb3868 |
632 | flash_colour); |
633 | } else { |
634 | int coords[6]; |
635 | char str[40]; |
636 | |
637 | coords[0] = x + TILE_SIZE - 1; |
638 | coords[1] = y + TILE_SIZE - 1; |
639 | coords[2] = x + TILE_SIZE - 1; |
640 | coords[3] = y; |
641 | coords[4] = x; |
642 | coords[5] = y + TILE_SIZE - 1; |
dafd6cf6 |
643 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
4efb3868 |
644 | |
645 | coords[0] = x; |
646 | coords[1] = y; |
dafd6cf6 |
647 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
4efb3868 |
648 | |
dafd6cf6 |
649 | draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
4efb3868 |
650 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
651 | flash_colour); |
652 | |
653 | sprintf(str, "%d", tile); |
dafd6cf6 |
654 | draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2, |
4efb3868 |
655 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
656 | COL_TEXT, str); |
657 | } |
dafd6cf6 |
658 | draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); |
4efb3868 |
659 | } |
660 | |
dafd6cf6 |
661 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c822de4a |
662 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
663 | float animtime, float flashtime) |
4efb3868 |
664 | { |
665 | int i, pass, bgcolour; |
666 | |
667 | if (flashtime > 0) { |
668 | int frame = (int)(flashtime / FLASH_FRAME); |
669 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
670 | } else |
671 | bgcolour = COL_BACKGROUND; |
672 | |
673 | if (!ds->started) { |
19f24306 |
674 | int coords[10]; |
4efb3868 |
675 | |
dafd6cf6 |
676 | draw_rect(dr, 0, 0, |
4efb3868 |
677 | TILE_SIZE * state->w + 2 * BORDER, |
678 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
dafd6cf6 |
679 | draw_update(dr, 0, 0, |
4efb3868 |
680 | TILE_SIZE * state->w + 2 * BORDER, |
681 | TILE_SIZE * state->h + 2 * BORDER); |
682 | |
683 | /* |
684 | * Recessed area containing the whole puzzle. |
685 | */ |
686 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
687 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
688 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
689 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
19f24306 |
690 | coords[4] = coords[2] - TILE_SIZE; |
691 | coords[5] = coords[3] + TILE_SIZE; |
692 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
693 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
694 | coords[6] = coords[8] + TILE_SIZE; |
695 | coords[7] = coords[9] - TILE_SIZE; |
dafd6cf6 |
696 | draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); |
4efb3868 |
697 | |
698 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
699 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
dafd6cf6 |
700 | draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); |
4efb3868 |
701 | |
702 | ds->started = TRUE; |
703 | } |
704 | |
705 | /* |
706 | * Now draw each tile. We do this in two passes to make |
707 | * animation easy. |
708 | */ |
709 | for (pass = 0; pass < 2; pass++) { |
710 | for (i = 0; i < state->n; i++) { |
711 | int t, t0; |
712 | /* |
713 | * Figure out what should be displayed at this |
714 | * location. It's either a simple tile, or it's a |
715 | * transition between two tiles (in which case we say |
716 | * -1 because it must always be drawn). |
717 | */ |
718 | |
719 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
720 | t = -1; |
721 | else |
722 | t = state->tiles[i]; |
723 | |
724 | t0 = t; |
725 | |
726 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
727 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
728 | int x, y; |
729 | |
730 | /* |
731 | * Figure out what to _actually_ draw, and where to |
732 | * draw it. |
733 | */ |
734 | if (t == -1) { |
735 | int x0, y0, x1, y1; |
736 | int j; |
737 | |
738 | /* |
739 | * On the first pass, just blank the tile. |
740 | */ |
741 | if (pass == 0) { |
742 | x = COORD(X(state, i)); |
743 | y = COORD(Y(state, i)); |
744 | t = 0; |
745 | } else { |
746 | float c; |
747 | |
748 | t = state->tiles[i]; |
749 | |
750 | /* |
751 | * Don't bother moving the gap; just don't |
752 | * draw it. |
753 | */ |
754 | if (t == 0) |
755 | continue; |
756 | |
757 | /* |
758 | * Find the coordinates of this tile in the old and |
759 | * new states. |
760 | */ |
761 | x1 = COORD(X(state, i)); |
762 | y1 = COORD(Y(state, i)); |
763 | for (j = 0; j < oldstate->n; j++) |
764 | if (oldstate->tiles[j] == state->tiles[i]) |
765 | break; |
766 | assert(j < oldstate->n); |
767 | x0 = COORD(X(state, j)); |
768 | y0 = COORD(Y(state, j)); |
769 | |
770 | c = (animtime / ANIM_TIME); |
771 | if (c < 0.0F) c = 0.0F; |
772 | if (c > 1.0F) c = 1.0F; |
773 | |
774 | x = x0 + (int)(c * (x1 - x0)); |
775 | y = y0 + (int)(c * (y1 - y0)); |
776 | } |
777 | |
778 | } else { |
779 | if (pass == 0) |
780 | continue; |
781 | x = COORD(X(state, i)); |
782 | y = COORD(Y(state, i)); |
783 | } |
784 | |
dafd6cf6 |
785 | draw_tile(dr, ds, state, x, y, t, bgcolour); |
4efb3868 |
786 | } |
787 | ds->tiles[i] = t0; |
788 | } |
789 | } |
790 | ds->bgcolour = bgcolour; |
fd1a1a2b |
791 | |
792 | /* |
793 | * Update the status bar. |
794 | */ |
795 | { |
796 | char statusbuf[256]; |
797 | |
d108c342 |
798 | /* |
799 | * Don't show the new status until we're also showing the |
800 | * new _state_ - after the game animation is complete. |
801 | */ |
802 | if (oldstate) |
803 | state = oldstate; |
804 | |
2ac6d24e |
805 | if (state->used_solve) |
806 | sprintf(statusbuf, "Moves since auto-solve: %d", |
807 | state->movecount - state->completed); |
808 | else |
809 | sprintf(statusbuf, "%sMoves: %d", |
810 | (state->completed ? "COMPLETED! " : ""), |
811 | (state->completed ? state->completed : state->movecount)); |
fd1a1a2b |
812 | |
dafd6cf6 |
813 | status_bar(dr, statusbuf); |
fd1a1a2b |
814 | } |
4efb3868 |
815 | } |
816 | |
be8d5aa1 |
817 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
818 | game_state *newstate, int dir, game_ui *ui) |
4efb3868 |
819 | { |
a440f184 |
820 | return ANIM_TIME; |
4efb3868 |
821 | } |
822 | |
be8d5aa1 |
823 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
824 | game_state *newstate, int dir, game_ui *ui) |
4efb3868 |
825 | { |
2ac6d24e |
826 | if (!oldstate->completed && newstate->completed && |
827 | !oldstate->used_solve && !newstate->used_solve) |
4efb3868 |
828 | return 2 * FLASH_FRAME; |
829 | else |
830 | return 0.0F; |
831 | } |
fd1a1a2b |
832 | |
1cea529f |
833 | static int game_status(game_state *state) |
4496362f |
834 | { |
1cea529f |
835 | return state->completed ? +1 : 0; |
4496362f |
836 | } |
837 | |
4d08de49 |
838 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
839 | { |
840 | return TRUE; |
841 | } |
842 | |
dafd6cf6 |
843 | static void game_print_size(game_params *params, float *x, float *y) |
844 | { |
845 | } |
846 | |
847 | static void game_print(drawing *dr, game_state *state, int tilesize) |
848 | { |
849 | } |
850 | |
be8d5aa1 |
851 | #ifdef COMBINED |
852 | #define thegame fifteen |
853 | #endif |
854 | |
855 | const struct game thegame = { |
750037d7 |
856 | "Fifteen", "games.fifteen", "fifteen", |
be8d5aa1 |
857 | default_params, |
858 | game_fetch_preset, |
859 | decode_params, |
860 | encode_params, |
861 | free_params, |
862 | dup_params, |
1d228b10 |
863 | TRUE, game_configure, custom_params, |
be8d5aa1 |
864 | validate_params, |
1185e3c5 |
865 | new_game_desc, |
1185e3c5 |
866 | validate_desc, |
be8d5aa1 |
867 | new_game, |
868 | dup_game, |
869 | free_game, |
2ac6d24e |
870 | TRUE, solve_game, |
fa3abef5 |
871 | TRUE, game_can_format_as_text_now, game_text_format, |
be8d5aa1 |
872 | new_ui, |
873 | free_ui, |
ae8290c6 |
874 | encode_ui, |
875 | decode_ui, |
07dfb697 |
876 | game_changed_state, |
df11cd4e |
877 | interpret_move, |
878 | execute_move, |
1f3ee4ee |
879 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
880 | game_colours, |
881 | game_new_drawstate, |
882 | game_free_drawstate, |
883 | game_redraw, |
884 | game_anim_length, |
885 | game_flash_length, |
1cea529f |
886 | game_status, |
dafd6cf6 |
887 | FALSE, FALSE, game_print_size, game_print, |
ac9f41c4 |
888 | TRUE, /* wants_statusbar */ |
48dcdd62 |
889 | FALSE, game_timing_state, |
2705d374 |
890 | 0, /* flags */ |
be8d5aa1 |
891 | }; |