4efb3868 |
1 | /* |
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 |
4 | * at a time. |
5 | */ |
6 | |
7 | #include <stdio.h> |
8 | #include <stdlib.h> |
9 | #include <string.h> |
10 | #include <assert.h> |
11 | #include <math.h> |
12 | |
13 | #include "puzzles.h" |
14 | |
15 | const char *const game_name = "Sixteen"; |
16 | |
17 | #define TILE_SIZE 48 |
18 | #define BORDER TILE_SIZE /* big border to fill with arrows */ |
19 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
20 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
21 | #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) |
22 | |
23 | #define ANIM_TIME 0.1F |
24 | #define FLASH_FRAME 0.1F |
25 | |
26 | #define X(state, i) ( (i) % (state)->w ) |
27 | #define Y(state, i) ( (i) / (state)->w ) |
28 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
29 | |
30 | enum { |
31 | COL_BACKGROUND, |
32 | COL_TEXT, |
33 | COL_HIGHLIGHT, |
34 | COL_LOWLIGHT, |
35 | NCOLOURS |
36 | }; |
37 | |
38 | struct game_params { |
39 | int w, h; |
40 | }; |
41 | |
42 | struct game_state { |
43 | int w, h, n; |
44 | int *tiles; |
45 | int completed; |
46 | }; |
47 | |
48 | game_params *default_params(void) |
49 | { |
50 | game_params *ret = snew(game_params); |
51 | |
52 | ret->w = ret->h = 4; |
53 | |
54 | return ret; |
55 | } |
56 | |
57 | int game_fetch_preset(int i, char **name, game_params **params) |
58 | { |
59 | game_params *ret; |
60 | int w, h; |
61 | char buf[80]; |
62 | |
63 | switch (i) { |
64 | case 0: w = 3, h = 3; break; |
65 | case 1: w = 4, h = 3; break; |
66 | case 2: w = 4, h = 4; break; |
67 | case 3: w = 5, h = 4; break; |
68 | case 4: w = 5, h = 5; break; |
69 | default: return FALSE; |
70 | } |
71 | |
72 | sprintf(buf, "%dx%d", w, h); |
73 | *name = dupstr(buf); |
74 | *params = ret = snew(game_params); |
75 | ret->w = w; |
76 | ret->h = h; |
77 | return TRUE; |
78 | } |
79 | |
80 | void free_params(game_params *params) |
81 | { |
82 | sfree(params); |
83 | } |
84 | |
85 | game_params *dup_params(game_params *params) |
86 | { |
87 | game_params *ret = snew(game_params); |
88 | *ret = *params; /* structure copy */ |
89 | return ret; |
90 | } |
91 | |
92 | int perm_parity(int *perm, int n) |
93 | { |
94 | int i, j, ret; |
95 | |
96 | ret = 0; |
97 | |
98 | for (i = 0; i < n-1; i++) |
99 | for (j = i+1; j < n; j++) |
100 | if (perm[i] > perm[j]) |
101 | ret = !ret; |
102 | |
103 | return ret; |
104 | } |
105 | |
106 | char *new_game_seed(game_params *params) |
107 | { |
108 | int stop, n, i, x; |
109 | int x1, x2, p1, p2; |
110 | int *tiles, *used; |
111 | char *ret; |
112 | int retlen; |
113 | |
114 | n = params->w * params->h; |
115 | |
116 | tiles = snewn(n, int); |
117 | used = snewn(n, int); |
118 | |
119 | for (i = 0; i < n; i++) { |
120 | tiles[i] = -1; |
121 | used[i] = FALSE; |
122 | } |
123 | |
124 | /* |
125 | * If both dimensions are odd, there is a parity constraint. |
126 | */ |
127 | if (params->w & params->h & 1) |
128 | stop = 2; |
129 | else |
130 | stop = 0; |
131 | |
132 | /* |
133 | * Place everything except (possibly) the last two tiles. |
134 | */ |
135 | for (x = 0, i = n; i > stop; i--) { |
136 | int k = i > 1 ? rand_upto(i) : 0; |
137 | int j; |
138 | |
139 | for (j = 0; j < n; j++) |
140 | if (!used[j] && (k-- == 0)) |
141 | break; |
142 | |
143 | assert(j < n && !used[j]); |
144 | used[j] = TRUE; |
145 | |
146 | while (tiles[x] >= 0) |
147 | x++; |
148 | assert(x < n); |
149 | tiles[x] = j; |
150 | } |
151 | |
152 | if (stop) { |
153 | /* |
154 | * Find the last two locations, and the last two pieces. |
155 | */ |
156 | while (tiles[x] >= 0) |
157 | x++; |
158 | assert(x < n); |
159 | x1 = x; |
160 | x++; |
161 | while (tiles[x] >= 0) |
162 | x++; |
163 | assert(x < n); |
164 | x2 = x; |
165 | |
166 | for (i = 0; i < n; i++) |
167 | if (!used[i]) |
168 | break; |
169 | p1 = i; |
170 | for (i = p1+1; i < n; i++) |
171 | if (!used[i]) |
172 | break; |
173 | p2 = i; |
174 | |
175 | /* |
176 | * Try the last two tiles one way round. If that fails, swap |
177 | * them. |
178 | */ |
179 | tiles[x1] = p1; |
180 | tiles[x2] = p2; |
181 | if (perm_parity(tiles, n) != 0) { |
182 | tiles[x1] = p2; |
183 | tiles[x2] = p1; |
184 | assert(perm_parity(tiles, n) == 0); |
185 | } |
186 | } |
187 | |
188 | /* |
189 | * Now construct the game seed, by describing the tile array as |
190 | * a simple sequence of comma-separated integers. |
191 | */ |
192 | ret = NULL; |
193 | retlen = 0; |
194 | for (i = 0; i < n; i++) { |
195 | char buf[80]; |
196 | int k; |
197 | |
198 | k = sprintf(buf, "%d,", tiles[i]+1); |
199 | |
200 | ret = sresize(ret, retlen + k + 1, char); |
201 | strcpy(ret + retlen, buf); |
202 | retlen += k; |
203 | } |
204 | ret[retlen-1] = '\0'; /* delete last comma */ |
205 | |
206 | sfree(tiles); |
207 | sfree(used); |
208 | |
209 | return ret; |
210 | } |
211 | |
212 | game_state *new_game(game_params *params, char *seed) |
213 | { |
214 | game_state *state = snew(game_state); |
215 | int i; |
216 | char *p; |
217 | |
218 | state->w = params->w; |
219 | state->h = params->h; |
220 | state->n = params->w * params->h; |
221 | state->tiles = snewn(state->n, int); |
222 | |
223 | p = seed; |
224 | i = 0; |
225 | for (i = 0; i < state->n; i++) { |
226 | assert(*p); |
227 | state->tiles[i] = atoi(p); |
228 | while (*p && *p != ',') |
229 | p++; |
230 | if (*p) p++; /* eat comma */ |
231 | } |
232 | assert(!*p); |
233 | |
234 | state->completed = FALSE; |
235 | |
236 | return state; |
237 | } |
238 | |
239 | game_state *dup_game(game_state *state) |
240 | { |
241 | game_state *ret = snew(game_state); |
242 | |
243 | ret->w = state->w; |
244 | ret->h = state->h; |
245 | ret->n = state->n; |
246 | ret->tiles = snewn(state->w * state->h, int); |
247 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
248 | ret->completed = state->completed; |
249 | |
250 | return ret; |
251 | } |
252 | |
253 | void free_game(game_state *state) |
254 | { |
255 | sfree(state); |
256 | } |
257 | |
258 | game_state *make_move(game_state *from, int x, int y, int button) |
259 | { |
260 | int cx, cy; |
261 | int dx, dy, tx, ty, n; |
262 | game_state *ret; |
263 | |
264 | if (button != LEFT_BUTTON) |
265 | return NULL; |
266 | |
267 | cx = FROMCOORD(x); |
268 | cy = FROMCOORD(y); |
269 | if (cx == -1 && cy >= 0 && cy < from->h) |
270 | n = from->w, dx = +1, dy = 0; |
271 | else if (cx == from->w && cy >= 0 && cy < from->h) |
272 | n = from->w, dx = -1, dy = 0; |
273 | else if (cy == -1 && cx >= 0 && cx < from->w) |
274 | n = from->h, dy = +1, dx = 0; |
275 | else if (cy == from->h && cx >= 0 && cx < from->w) |
276 | n = from->h, dy = -1, dx = 0; |
277 | else |
278 | return NULL; /* invalid click location */ |
279 | |
280 | ret = dup_game(from); |
281 | |
282 | do { |
283 | cx += dx; |
284 | cy += dy; |
285 | tx = (cx + dx + from->w) % from->w; |
286 | ty = (cy + dy + from->h) % from->h; |
287 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
288 | } while (--n > 0); |
289 | |
290 | /* |
291 | * See if the game has been completed. |
292 | */ |
293 | if (!ret->completed) { |
294 | ret->completed = TRUE; |
295 | for (n = 0; n < ret->n; n++) |
296 | if (ret->tiles[n] != n+1) |
297 | ret->completed = FALSE; |
298 | } |
299 | |
300 | return ret; |
301 | } |
302 | |
303 | /* ---------------------------------------------------------------------- |
304 | * Drawing routines. |
305 | */ |
306 | |
307 | struct game_drawstate { |
308 | int started; |
309 | int w, h, bgcolour; |
310 | int *tiles; |
311 | }; |
312 | |
313 | void game_size(game_params *params, int *x, int *y) |
314 | { |
315 | *x = TILE_SIZE * params->w + 2 * BORDER; |
316 | *y = TILE_SIZE * params->h + 2 * BORDER; |
317 | } |
318 | |
319 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
320 | { |
321 | float *ret = snewn(3 * NCOLOURS, float); |
322 | int i; |
323 | float max; |
324 | |
325 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
326 | |
327 | /* |
328 | * Drop the background colour so that the highlight is |
329 | * noticeably brighter than it while still being under 1. |
330 | */ |
331 | max = ret[COL_BACKGROUND*3]; |
332 | for (i = 1; i < 3; i++) |
333 | if (ret[COL_BACKGROUND*3+i] > max) |
334 | max = ret[COL_BACKGROUND*3+i]; |
335 | if (max * 1.2F > 1.0F) { |
336 | for (i = 0; i < 3; i++) |
337 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
338 | } |
339 | |
340 | for (i = 0; i < 3; i++) { |
341 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
342 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
343 | ret[COL_TEXT * 3 + i] = 0.0; |
344 | } |
345 | |
346 | *ncolours = NCOLOURS; |
347 | return ret; |
348 | } |
349 | |
350 | game_drawstate *game_new_drawstate(game_state *state) |
351 | { |
352 | struct game_drawstate *ds = snew(struct game_drawstate); |
353 | int i; |
354 | |
355 | ds->started = FALSE; |
356 | ds->w = state->w; |
357 | ds->h = state->h; |
358 | ds->bgcolour = COL_BACKGROUND; |
359 | ds->tiles = snewn(ds->w*ds->h, int); |
360 | for (i = 0; i < ds->w*ds->h; i++) |
361 | ds->tiles[i] = -1; |
362 | |
363 | return ds; |
364 | } |
365 | |
366 | void game_free_drawstate(game_drawstate *ds) |
367 | { |
368 | sfree(ds->tiles); |
369 | sfree(ds); |
370 | } |
371 | |
372 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
373 | int tile, int flash_colour) |
374 | { |
375 | if (tile == 0) { |
376 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
377 | flash_colour); |
378 | } else { |
379 | int coords[6]; |
380 | char str[40]; |
381 | |
382 | coords[0] = x + TILE_SIZE - 1; |
383 | coords[1] = y + TILE_SIZE - 1; |
384 | coords[2] = x + TILE_SIZE - 1; |
385 | coords[3] = y; |
386 | coords[4] = x; |
387 | coords[5] = y + TILE_SIZE - 1; |
388 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
389 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
390 | |
391 | coords[0] = x; |
392 | coords[1] = y; |
393 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
394 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
395 | |
396 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
397 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
398 | flash_colour); |
399 | |
400 | sprintf(str, "%d", tile); |
401 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
402 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
403 | COL_TEXT, str); |
404 | } |
405 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
406 | } |
407 | |
408 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
409 | { |
410 | int coords[14]; |
411 | int ydy = -xdx, ydx = xdy; |
412 | |
413 | #define POINT(n, xx, yy) ( \ |
414 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
415 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
416 | |
417 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
418 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
419 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
420 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
421 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
422 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
423 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
424 | |
425 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
426 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
427 | } |
428 | |
429 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
430 | game_state *state, float animtime, float flashtime) |
431 | { |
432 | int i, pass, bgcolour; |
433 | |
434 | if (flashtime > 0) { |
435 | int frame = (int)(flashtime / FLASH_FRAME); |
436 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
437 | } else |
438 | bgcolour = COL_BACKGROUND; |
439 | |
440 | if (!ds->started) { |
441 | int coords[6]; |
442 | |
443 | draw_rect(fe, 0, 0, |
444 | TILE_SIZE * state->w + 2 * BORDER, |
445 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
446 | draw_update(fe, 0, 0, |
447 | TILE_SIZE * state->w + 2 * BORDER, |
448 | TILE_SIZE * state->h + 2 * BORDER); |
449 | |
450 | /* |
451 | * Recessed area containing the whole puzzle. |
452 | */ |
453 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
454 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
455 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
456 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
457 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
458 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
459 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
460 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
461 | |
462 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
463 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
464 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
465 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
466 | |
467 | /* |
468 | * Arrows for making moves. |
469 | */ |
470 | for (i = 0; i < state->w; i++) { |
471 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
472 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
473 | } |
474 | for (i = 0; i < state->h; i++) { |
475 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
476 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
477 | } |
478 | |
479 | ds->started = TRUE; |
480 | } |
481 | |
482 | /* |
483 | * Now draw each tile. We do this in two passes to make |
484 | * animation easy. |
485 | */ |
486 | |
487 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
488 | |
489 | for (pass = 0; pass < 2; pass++) { |
490 | for (i = 0; i < state->n; i++) { |
491 | int t, t0; |
492 | /* |
493 | * Figure out what should be displayed at this |
494 | * location. It's either a simple tile, or it's a |
495 | * transition between two tiles (in which case we say |
496 | * -1 because it must always be drawn). |
497 | */ |
498 | |
499 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
500 | t = -1; |
501 | else |
502 | t = state->tiles[i]; |
503 | |
504 | t0 = t; |
505 | |
506 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
507 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
508 | int x, y, x2, y2; |
509 | |
510 | /* |
511 | * Figure out what to _actually_ draw, and where to |
512 | * draw it. |
513 | */ |
514 | if (t == -1) { |
515 | int x0, y0, x1, y1, dx, dy; |
516 | int j; |
517 | |
518 | /* |
519 | * On the first pass, just blank the tile. |
520 | */ |
521 | if (pass == 0) { |
522 | x = COORD(X(state, i)); |
523 | y = COORD(Y(state, i)); |
524 | x2 = y2 = -1; |
525 | t = 0; |
526 | } else { |
527 | float c; |
528 | |
529 | t = state->tiles[i]; |
530 | |
531 | /* |
532 | * FIXME: must be prepared to draw a double |
533 | * tile in some situations. |
534 | */ |
535 | |
536 | /* |
537 | * Find the coordinates of this tile in the old and |
538 | * new states. |
539 | */ |
540 | x1 = COORD(X(state, i)); |
541 | y1 = COORD(Y(state, i)); |
542 | for (j = 0; j < oldstate->n; j++) |
543 | if (oldstate->tiles[j] == state->tiles[i]) |
544 | break; |
545 | assert(j < oldstate->n); |
546 | x0 = COORD(X(state, j)); |
547 | y0 = COORD(Y(state, j)); |
548 | |
549 | dx = (x1 - x0); |
550 | if (abs(dx) > TILE_SIZE) { |
551 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
552 | dx - TILE_SIZE * state->w); |
553 | assert(abs(dx) == TILE_SIZE); |
554 | } |
555 | dy = (y1 - y0); |
556 | if (abs(dy) > TILE_SIZE) { |
557 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
558 | dy - TILE_SIZE * state->h); |
559 | assert(abs(dy) == TILE_SIZE); |
560 | } |
561 | |
562 | c = (animtime / ANIM_TIME); |
563 | if (c < 0.0F) c = 0.0F; |
564 | if (c > 1.0F) c = 1.0F; |
565 | |
566 | x = x0 + (int)(c * dx); |
567 | y = y0 + (int)(c * dy); |
568 | x2 = x1 - dx + (int)(c * dx); |
569 | y2 = y1 - dy + (int)(c * dy); |
570 | } |
571 | |
572 | } else { |
573 | if (pass == 0) |
574 | continue; |
575 | x = COORD(X(state, i)); |
576 | y = COORD(Y(state, i)); |
577 | x2 = y2 = -1; |
578 | } |
579 | |
580 | draw_tile(fe, state, x, y, t, bgcolour); |
581 | if (x2 != -1 || y2 != -1) |
582 | draw_tile(fe, state, x2, y2, t, bgcolour); |
583 | } |
584 | ds->tiles[i] = t0; |
585 | } |
586 | } |
587 | |
588 | unclip(fe); |
589 | |
590 | ds->bgcolour = bgcolour; |
591 | } |
592 | |
593 | float game_anim_length(game_state *oldstate, game_state *newstate) |
594 | { |
595 | return ANIM_TIME; |
596 | } |
597 | |
598 | float game_flash_length(game_state *oldstate, game_state *newstate) |
599 | { |
600 | if (!oldstate->completed && newstate->completed) |
601 | return 2 * FLASH_FRAME; |
602 | else |
603 | return 0.0F; |
604 | } |