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> |
b0e26073 |
11 | #include <ctype.h> |
4efb3868 |
12 | #include <math.h> |
13 | |
14 | #include "puzzles.h" |
15 | |
4efb3868 |
16 | #define TILE_SIZE 48 |
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 ) |
21 | |
8c1fd974 |
22 | #define ANIM_TIME 0.13F |
23 | #define FLASH_FRAME 0.13F |
4efb3868 |
24 | |
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) ) |
28 | |
29 | enum { |
30 | COL_BACKGROUND, |
31 | COL_TEXT, |
32 | COL_HIGHLIGHT, |
33 | COL_LOWLIGHT, |
34 | NCOLOURS |
35 | }; |
36 | |
37 | struct game_params { |
38 | int w, h; |
81875211 |
39 | int movetarget; |
4efb3868 |
40 | }; |
41 | |
42 | struct game_state { |
43 | int w, h, n; |
44 | int *tiles; |
45 | int completed; |
2ac6d24e |
46 | int just_used_solve; /* used to suppress undo animation */ |
47 | int used_solve; /* used to suppress completion flash */ |
81875211 |
48 | int movecount, movetarget; |
c8230524 |
49 | int last_movement_sense; |
4efb3868 |
50 | }; |
51 | |
be8d5aa1 |
52 | static game_params *default_params(void) |
4efb3868 |
53 | { |
54 | game_params *ret = snew(game_params); |
55 | |
56 | ret->w = ret->h = 4; |
81875211 |
57 | ret->movetarget = 0; |
4efb3868 |
58 | |
59 | return ret; |
60 | } |
61 | |
be8d5aa1 |
62 | static int game_fetch_preset(int i, char **name, game_params **params) |
4efb3868 |
63 | { |
64 | game_params *ret; |
65 | int w, h; |
66 | char buf[80]; |
67 | |
68 | switch (i) { |
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; |
75 | } |
76 | |
77 | sprintf(buf, "%dx%d", w, h); |
78 | *name = dupstr(buf); |
79 | *params = ret = snew(game_params); |
80 | ret->w = w; |
81 | ret->h = h; |
81875211 |
82 | ret->movetarget = 0; |
4efb3868 |
83 | return TRUE; |
84 | } |
85 | |
be8d5aa1 |
86 | static void free_params(game_params *params) |
4efb3868 |
87 | { |
88 | sfree(params); |
89 | } |
90 | |
be8d5aa1 |
91 | static game_params *dup_params(game_params *params) |
4efb3868 |
92 | { |
93 | game_params *ret = snew(game_params); |
94 | *ret = *params; /* structure copy */ |
95 | return ret; |
96 | } |
97 | |
be8d5aa1 |
98 | static game_params *decode_params(char const *string) |
b0e26073 |
99 | { |
100 | game_params *ret = default_params(); |
101 | |
102 | ret->w = ret->h = atoi(string); |
103 | while (*string && isdigit(*string)) string++; |
104 | if (*string == 'x') { |
105 | string++; |
106 | ret->h = atoi(string); |
81875211 |
107 | while (*string && isdigit((unsigned char)*string)) |
108 | string++; |
109 | } |
110 | if (*string == 'm') { |
111 | string++; |
112 | ret->movetarget = atoi(string); |
113 | while (*string && isdigit((unsigned char)*string)) |
114 | string++; |
b0e26073 |
115 | } |
116 | |
117 | return ret; |
118 | } |
119 | |
be8d5aa1 |
120 | static char *encode_params(game_params *params) |
b0e26073 |
121 | { |
122 | char data[256]; |
123 | |
124 | sprintf(data, "%dx%d", params->w, params->h); |
125 | |
126 | return dupstr(data); |
127 | } |
128 | |
be8d5aa1 |
129 | static config_item *game_configure(game_params *params) |
c8230524 |
130 | { |
131 | config_item *ret; |
132 | char buf[80]; |
133 | |
81875211 |
134 | ret = snewn(4, config_item); |
c8230524 |
135 | |
136 | ret[0].name = "Width"; |
95709966 |
137 | ret[0].type = C_STRING; |
c8230524 |
138 | sprintf(buf, "%d", params->w); |
139 | ret[0].sval = dupstr(buf); |
140 | ret[0].ival = 0; |
141 | |
142 | ret[1].name = "Height"; |
95709966 |
143 | ret[1].type = C_STRING; |
c8230524 |
144 | sprintf(buf, "%d", params->h); |
145 | ret[1].sval = dupstr(buf); |
146 | ret[1].ival = 0; |
147 | |
81875211 |
148 | ret[2].name = "Number of shuffling moves"; |
149 | ret[2].type = C_STRING; |
150 | sprintf(buf, "%d", params->movetarget); |
151 | ret[2].sval = dupstr(buf); |
c8230524 |
152 | ret[2].ival = 0; |
153 | |
81875211 |
154 | ret[3].name = NULL; |
155 | ret[3].type = C_END; |
156 | ret[3].sval = NULL; |
157 | ret[3].ival = 0; |
158 | |
c8230524 |
159 | return ret; |
160 | } |
161 | |
be8d5aa1 |
162 | static game_params *custom_params(config_item *cfg) |
c8230524 |
163 | { |
164 | game_params *ret = snew(game_params); |
165 | |
166 | ret->w = atoi(cfg[0].sval); |
167 | ret->h = atoi(cfg[1].sval); |
81875211 |
168 | ret->movetarget = atoi(cfg[2].sval); |
c8230524 |
169 | |
170 | return ret; |
171 | } |
172 | |
be8d5aa1 |
173 | static char *validate_params(game_params *params) |
c8230524 |
174 | { |
175 | if (params->w < 2 && params->h < 2) |
176 | return "Width and height must both be at least two"; |
177 | |
178 | return NULL; |
179 | } |
180 | |
be8d5aa1 |
181 | static int perm_parity(int *perm, int n) |
4efb3868 |
182 | { |
183 | int i, j, ret; |
184 | |
185 | ret = 0; |
186 | |
187 | for (i = 0; i < n-1; i++) |
188 | for (j = i+1; j < n; j++) |
189 | if (perm[i] > perm[j]) |
190 | ret = !ret; |
191 | |
192 | return ret; |
193 | } |
194 | |
6f2d8d7c |
195 | static char *new_game_seed(game_params *params, random_state *rs, |
196 | game_aux_info **aux) |
4efb3868 |
197 | { |
198 | int stop, n, i, x; |
199 | int x1, x2, p1, p2; |
200 | int *tiles, *used; |
201 | char *ret; |
202 | int retlen; |
203 | |
204 | n = params->w * params->h; |
205 | |
206 | tiles = snewn(n, int); |
4efb3868 |
207 | |
81875211 |
208 | if (params->movetarget) { |
209 | int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0; |
4efb3868 |
210 | |
81875211 |
211 | /* |
212 | * Shuffle the old-fashioned way, by making a series of |
213 | * single moves on the grid. |
214 | */ |
4efb3868 |
215 | |
81875211 |
216 | for (i = 0; i < n; i++) |
217 | tiles[i] = i; |
218 | |
219 | for (i = 0; i < params->movetarget; i++) { |
220 | int start, offset, len, direction; |
221 | int j, tmp; |
222 | |
223 | /* |
224 | * Choose a move to make. We can choose from any row |
225 | * or any column. |
226 | */ |
227 | while (1) { |
228 | j = random_upto(rs, params->w + params->h); |
229 | |
230 | if (j < params->w) { |
231 | /* Column. */ |
232 | start = j; |
233 | offset = params->w; |
234 | len = params->h; |
235 | } else { |
236 | /* Row. */ |
237 | start = (j - params->w) * params->w; |
238 | offset = 1; |
239 | len = params->w; |
240 | } |
4efb3868 |
241 | |
81875211 |
242 | direction = -1 + 2 * random_upto(rs, 2); |
4efb3868 |
243 | |
81875211 |
244 | /* |
245 | * To at least _try_ to avoid boring cases, check that |
246 | * this move doesn't directly undo the previous one, or |
247 | * repeat it so many times as to turn it into fewer |
248 | * moves. |
249 | */ |
250 | if (start == prevstart && offset == prevoffset) { |
251 | if (direction == -prevdirection) |
252 | continue; /* inverse of previous move */ |
253 | else if (2 * (nrepeats+1) > len) |
254 | continue; /* previous move repeated too often */ |
255 | } |
4efb3868 |
256 | |
81875211 |
257 | /* If we didn't `continue', we've found an OK move to make. */ |
258 | break; |
259 | } |
4efb3868 |
260 | |
81875211 |
261 | /* |
262 | * Now save the move into the `prev' variables. |
263 | */ |
264 | if (start == prevstart && offset == prevoffset) { |
265 | nrepeats++; |
266 | } else { |
267 | prevstart = start; |
268 | prevoffset = offset; |
269 | prevdirection = direction; |
270 | nrepeats = 1; |
271 | } |
4efb3868 |
272 | |
81875211 |
273 | /* |
274 | * And make it. |
275 | */ |
276 | if (direction < 0) { |
277 | start += (len-1) * offset; |
278 | offset = -offset; |
279 | } |
280 | tmp = tiles[start]; |
281 | for (j = 0; j+1 < len; j++) |
282 | tiles[start + j*offset] = tiles[start + (j+1)*offset]; |
283 | tiles[start + (len-1) * offset] = tmp; |
284 | } |
285 | |
286 | } else { |
287 | |
288 | used = snewn(n, int); |
289 | |
290 | for (i = 0; i < n; i++) { |
291 | tiles[i] = -1; |
292 | used[i] = FALSE; |
293 | } |
294 | |
295 | /* |
296 | * If both dimensions are odd, there is a parity |
297 | * constraint. |
298 | */ |
299 | if (params->w & params->h & 1) |
300 | stop = 2; |
301 | else |
302 | stop = 0; |
303 | |
304 | /* |
305 | * Place everything except (possibly) the last two tiles. |
306 | */ |
307 | for (x = 0, i = n; i > stop; i--) { |
308 | int k = i > 1 ? random_upto(rs, i) : 0; |
309 | int j; |
310 | |
311 | for (j = 0; j < n; j++) |
312 | if (!used[j] && (k-- == 0)) |
313 | break; |
314 | |
315 | assert(j < n && !used[j]); |
316 | used[j] = TRUE; |
317 | |
318 | while (tiles[x] >= 0) |
319 | x++; |
320 | assert(x < n); |
321 | tiles[x] = j; |
322 | } |
323 | |
324 | if (stop) { |
325 | /* |
326 | * Find the last two locations, and the last two |
327 | * pieces. |
328 | */ |
329 | while (tiles[x] >= 0) |
330 | x++; |
331 | assert(x < n); |
332 | x1 = x; |
333 | x++; |
334 | while (tiles[x] >= 0) |
335 | x++; |
336 | assert(x < n); |
337 | x2 = x; |
338 | |
339 | for (i = 0; i < n; i++) |
340 | if (!used[i]) |
341 | break; |
342 | p1 = i; |
343 | for (i = p1+1; i < n; i++) |
344 | if (!used[i]) |
345 | break; |
346 | p2 = i; |
347 | |
348 | /* |
349 | * Try the last two tiles one way round. If that fails, |
350 | * swap them. |
351 | */ |
352 | tiles[x1] = p1; |
353 | tiles[x2] = p2; |
354 | if (perm_parity(tiles, n) != 0) { |
355 | tiles[x1] = p2; |
356 | tiles[x2] = p1; |
357 | assert(perm_parity(tiles, n) == 0); |
358 | } |
359 | } |
360 | |
361 | sfree(used); |
4efb3868 |
362 | } |
363 | |
364 | /* |
365 | * Now construct the game seed, by describing the tile array as |
366 | * a simple sequence of comma-separated integers. |
367 | */ |
368 | ret = NULL; |
369 | retlen = 0; |
370 | for (i = 0; i < n; i++) { |
371 | char buf[80]; |
372 | int k; |
373 | |
374 | k = sprintf(buf, "%d,", tiles[i]+1); |
375 | |
376 | ret = sresize(ret, retlen + k + 1, char); |
377 | strcpy(ret + retlen, buf); |
378 | retlen += k; |
379 | } |
380 | ret[retlen-1] = '\0'; /* delete last comma */ |
381 | |
382 | sfree(tiles); |
4efb3868 |
383 | |
384 | return ret; |
385 | } |
386 | |
2ac6d24e |
387 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
388 | { |
389 | assert(!"Shouldn't happen"); |
390 | } |
391 | |
5928817c |
392 | |
be8d5aa1 |
393 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
394 | { |
395 | char *p, *err; |
396 | int i, area; |
397 | int *used; |
398 | |
399 | area = params->w * params->h; |
400 | p = seed; |
401 | err = NULL; |
402 | |
403 | used = snewn(area, int); |
404 | for (i = 0; i < area; i++) |
405 | used[i] = FALSE; |
406 | |
407 | for (i = 0; i < area; i++) { |
408 | char *q = p; |
409 | int n; |
410 | |
411 | if (*p < '0' || *p > '9') { |
412 | err = "Not enough numbers in string"; |
413 | goto leave; |
414 | } |
415 | while (*p >= '0' && *p <= '9') |
416 | p++; |
417 | if (i < area-1 && *p != ',') { |
418 | err = "Expected comma after number"; |
419 | goto leave; |
420 | } |
421 | else if (i == area-1 && *p) { |
422 | err = "Excess junk at end of string"; |
423 | goto leave; |
424 | } |
425 | n = atoi(q); |
426 | if (n < 1 || n > area) { |
427 | err = "Number out of range"; |
428 | goto leave; |
429 | } |
430 | if (used[n-1]) { |
431 | err = "Number used twice"; |
432 | goto leave; |
433 | } |
434 | used[n-1] = TRUE; |
435 | |
436 | if (*p) p++; /* eat comma */ |
437 | } |
438 | |
439 | leave: |
440 | sfree(used); |
441 | return err; |
442 | } |
443 | |
be8d5aa1 |
444 | static game_state *new_game(game_params *params, char *seed) |
4efb3868 |
445 | { |
446 | game_state *state = snew(game_state); |
447 | int i; |
448 | char *p; |
449 | |
450 | state->w = params->w; |
451 | state->h = params->h; |
452 | state->n = params->w * params->h; |
453 | state->tiles = snewn(state->n, int); |
454 | |
455 | p = seed; |
456 | i = 0; |
457 | for (i = 0; i < state->n; i++) { |
458 | assert(*p); |
459 | state->tiles[i] = atoi(p); |
460 | while (*p && *p != ',') |
461 | p++; |
462 | if (*p) p++; /* eat comma */ |
463 | } |
464 | assert(!*p); |
465 | |
fd1a1a2b |
466 | state->completed = state->movecount = 0; |
81875211 |
467 | state->movetarget = params->movetarget; |
2ac6d24e |
468 | state->used_solve = state->just_used_solve = FALSE; |
c8230524 |
469 | state->last_movement_sense = 0; |
4efb3868 |
470 | |
471 | return state; |
472 | } |
473 | |
be8d5aa1 |
474 | static game_state *dup_game(game_state *state) |
4efb3868 |
475 | { |
476 | game_state *ret = snew(game_state); |
477 | |
478 | ret->w = state->w; |
479 | ret->h = state->h; |
480 | ret->n = state->n; |
481 | ret->tiles = snewn(state->w * state->h, int); |
482 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
483 | ret->completed = state->completed; |
fd1a1a2b |
484 | ret->movecount = state->movecount; |
81875211 |
485 | ret->movetarget = state->movetarget; |
2ac6d24e |
486 | ret->used_solve = state->used_solve; |
487 | ret->just_used_solve = state->just_used_solve; |
c8230524 |
488 | ret->last_movement_sense = state->last_movement_sense; |
4efb3868 |
489 | |
490 | return ret; |
491 | } |
492 | |
be8d5aa1 |
493 | static void free_game(game_state *state) |
4efb3868 |
494 | { |
495 | sfree(state); |
496 | } |
497 | |
2ac6d24e |
498 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
499 | char **error) |
500 | { |
501 | game_state *ret = dup_game(state); |
502 | int i; |
503 | |
504 | /* |
505 | * Simply replace the grid with a solved one. For this game, |
506 | * this isn't a useful operation for actually telling the user |
507 | * what they should have done, but it is useful for |
508 | * conveniently being able to get hold of a clean state from |
509 | * which to practise manoeuvres. |
510 | */ |
511 | for (i = 0; i < ret->n; i++) |
512 | ret->tiles[i] = i+1; |
513 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
514 | ret->completed = ret->movecount = 1; |
2ac6d24e |
515 | |
516 | return ret; |
517 | } |
518 | |
9b4b03d3 |
519 | static char *game_text_format(game_state *state) |
520 | { |
af52394e |
521 | char *ret, *p, buf[80]; |
522 | int x, y, col, maxlen; |
523 | |
524 | /* |
525 | * First work out how many characters we need to display each |
526 | * number. |
527 | */ |
528 | col = sprintf(buf, "%d", state->n); |
529 | |
530 | /* |
531 | * Now we know the exact total size of the grid we're going to |
532 | * produce: it's got h rows, each containing w lots of col, w-1 |
533 | * spaces and a trailing newline. |
534 | */ |
535 | maxlen = state->h * state->w * (col+1); |
536 | |
48a10826 |
537 | ret = snewn(maxlen+1, char); |
af52394e |
538 | p = ret; |
539 | |
540 | for (y = 0; y < state->h; y++) { |
541 | for (x = 0; x < state->w; x++) { |
542 | int v = state->tiles[state->w*y+x]; |
543 | sprintf(buf, "%*d", col, v); |
544 | memcpy(p, buf, col); |
545 | p += col; |
546 | if (x+1 == state->w) |
547 | *p++ = '\n'; |
548 | else |
549 | *p++ = ' '; |
550 | } |
551 | } |
552 | |
553 | assert(p - ret == maxlen); |
554 | *p = '\0'; |
555 | return ret; |
9b4b03d3 |
556 | } |
557 | |
be8d5aa1 |
558 | static game_ui *new_ui(game_state *state) |
74a4e547 |
559 | { |
560 | return NULL; |
561 | } |
562 | |
be8d5aa1 |
563 | static void free_ui(game_ui *ui) |
74a4e547 |
564 | { |
565 | } |
566 | |
be8d5aa1 |
567 | static game_state *make_move(game_state *from, game_ui *ui, |
568 | int x, int y, int button) |
4efb3868 |
569 | { |
570 | int cx, cy; |
571 | int dx, dy, tx, ty, n; |
572 | game_state *ret; |
573 | |
e91825f8 |
574 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
4efb3868 |
575 | return NULL; |
576 | |
577 | cx = FROMCOORD(x); |
578 | cy = FROMCOORD(y); |
579 | if (cx == -1 && cy >= 0 && cy < from->h) |
580 | n = from->w, dx = +1, dy = 0; |
581 | else if (cx == from->w && cy >= 0 && cy < from->h) |
582 | n = from->w, dx = -1, dy = 0; |
583 | else if (cy == -1 && cx >= 0 && cx < from->w) |
584 | n = from->h, dy = +1, dx = 0; |
585 | else if (cy == from->h && cx >= 0 && cx < from->w) |
586 | n = from->h, dy = -1, dx = 0; |
587 | else |
588 | return NULL; /* invalid click location */ |
589 | |
e91825f8 |
590 | /* reverse direction if right hand button is pressed */ |
591 | if (button == RIGHT_BUTTON) |
592 | { |
593 | dx = -dx; if (dx) cx = from->w - 1 - cx; |
594 | dy = -dy; if (dy) cy = from->h - 1 - cy; |
595 | } |
596 | |
4efb3868 |
597 | ret = dup_game(from); |
2ac6d24e |
598 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
4efb3868 |
599 | |
600 | do { |
601 | cx += dx; |
602 | cy += dy; |
603 | tx = (cx + dx + from->w) % from->w; |
604 | ty = (cy + dy + from->h) % from->h; |
605 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
606 | } while (--n > 0); |
607 | |
fd1a1a2b |
608 | ret->movecount++; |
609 | |
c8230524 |
610 | ret->last_movement_sense = -(dx+dy); |
611 | |
4efb3868 |
612 | /* |
613 | * See if the game has been completed. |
614 | */ |
615 | if (!ret->completed) { |
fd1a1a2b |
616 | ret->completed = ret->movecount; |
4efb3868 |
617 | for (n = 0; n < ret->n; n++) |
618 | if (ret->tiles[n] != n+1) |
619 | ret->completed = FALSE; |
620 | } |
621 | |
622 | return ret; |
623 | } |
624 | |
625 | /* ---------------------------------------------------------------------- |
626 | * Drawing routines. |
627 | */ |
628 | |
629 | struct game_drawstate { |
630 | int started; |
631 | int w, h, bgcolour; |
632 | int *tiles; |
633 | }; |
634 | |
be8d5aa1 |
635 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
636 | { |
637 | *x = TILE_SIZE * params->w + 2 * BORDER; |
638 | *y = TILE_SIZE * params->h + 2 * BORDER; |
639 | } |
640 | |
be8d5aa1 |
641 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
642 | { |
643 | float *ret = snewn(3 * NCOLOURS, float); |
644 | int i; |
645 | float max; |
646 | |
647 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
648 | |
649 | /* |
650 | * Drop the background colour so that the highlight is |
651 | * noticeably brighter than it while still being under 1. |
652 | */ |
653 | max = ret[COL_BACKGROUND*3]; |
654 | for (i = 1; i < 3; i++) |
655 | if (ret[COL_BACKGROUND*3+i] > max) |
656 | max = ret[COL_BACKGROUND*3+i]; |
657 | if (max * 1.2F > 1.0F) { |
658 | for (i = 0; i < 3; i++) |
659 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
660 | } |
661 | |
662 | for (i = 0; i < 3; i++) { |
663 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
664 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
665 | ret[COL_TEXT * 3 + i] = 0.0; |
666 | } |
667 | |
668 | *ncolours = NCOLOURS; |
669 | return ret; |
670 | } |
671 | |
be8d5aa1 |
672 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
673 | { |
674 | struct game_drawstate *ds = snew(struct game_drawstate); |
675 | int i; |
676 | |
677 | ds->started = FALSE; |
678 | ds->w = state->w; |
679 | ds->h = state->h; |
680 | ds->bgcolour = COL_BACKGROUND; |
681 | ds->tiles = snewn(ds->w*ds->h, int); |
682 | for (i = 0; i < ds->w*ds->h; i++) |
683 | ds->tiles[i] = -1; |
684 | |
685 | return ds; |
686 | } |
687 | |
be8d5aa1 |
688 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
689 | { |
690 | sfree(ds->tiles); |
691 | sfree(ds); |
692 | } |
693 | |
694 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
695 | int tile, int flash_colour) |
696 | { |
697 | if (tile == 0) { |
698 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
699 | flash_colour); |
700 | } else { |
701 | int coords[6]; |
702 | char str[40]; |
703 | |
704 | coords[0] = x + TILE_SIZE - 1; |
705 | coords[1] = y + TILE_SIZE - 1; |
706 | coords[2] = x + TILE_SIZE - 1; |
707 | coords[3] = y; |
708 | coords[4] = x; |
709 | coords[5] = y + TILE_SIZE - 1; |
710 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
711 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
712 | |
713 | coords[0] = x; |
714 | coords[1] = y; |
715 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
716 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
717 | |
718 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
719 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
720 | flash_colour); |
721 | |
722 | sprintf(str, "%d", tile); |
723 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
724 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
725 | COL_TEXT, str); |
726 | } |
727 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
728 | } |
729 | |
730 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
731 | { |
732 | int coords[14]; |
733 | int ydy = -xdx, ydx = xdy; |
734 | |
735 | #define POINT(n, xx, yy) ( \ |
736 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
737 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
738 | |
739 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
740 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
741 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
742 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
743 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
744 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
745 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
746 | |
747 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
748 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
749 | } |
750 | |
be8d5aa1 |
751 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
752 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
753 | float animtime, float flashtime) |
4efb3868 |
754 | { |
b443c381 |
755 | int i, bgcolour; |
4efb3868 |
756 | |
757 | if (flashtime > 0) { |
758 | int frame = (int)(flashtime / FLASH_FRAME); |
759 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
760 | } else |
761 | bgcolour = COL_BACKGROUND; |
762 | |
763 | if (!ds->started) { |
764 | int coords[6]; |
765 | |
766 | draw_rect(fe, 0, 0, |
767 | TILE_SIZE * state->w + 2 * BORDER, |
768 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
769 | draw_update(fe, 0, 0, |
770 | TILE_SIZE * state->w + 2 * BORDER, |
771 | TILE_SIZE * state->h + 2 * BORDER); |
772 | |
773 | /* |
774 | * Recessed area containing the whole puzzle. |
775 | */ |
776 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
777 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
778 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
779 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
780 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
781 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
782 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
783 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
784 | |
785 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
786 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
787 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
788 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
789 | |
790 | /* |
791 | * Arrows for making moves. |
792 | */ |
793 | for (i = 0; i < state->w; i++) { |
794 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
795 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
796 | } |
797 | for (i = 0; i < state->h; i++) { |
798 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
799 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
800 | } |
801 | |
802 | ds->started = TRUE; |
803 | } |
804 | |
805 | /* |
b443c381 |
806 | * Now draw each tile. |
4efb3868 |
807 | */ |
808 | |
809 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
810 | |
b443c381 |
811 | for (i = 0; i < state->n; i++) { |
812 | int t, t0; |
813 | /* |
814 | * Figure out what should be displayed at this |
815 | * location. It's either a simple tile, or it's a |
816 | * transition between two tiles (in which case we say |
817 | * -1 because it must always be drawn). |
818 | */ |
819 | |
820 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
821 | t = -1; |
822 | else |
823 | t = state->tiles[i]; |
824 | |
825 | t0 = t; |
826 | |
827 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
828 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
829 | int x, y, x2, y2; |
830 | |
831 | /* |
832 | * Figure out what to _actually_ draw, and where to |
833 | * draw it. |
834 | */ |
835 | if (t == -1) { |
836 | int x0, y0, x1, y1, dx, dy; |
837 | int j; |
838 | float c; |
839 | int sense; |
840 | |
5b5c6b12 |
841 | if (dir < 0) { |
842 | assert(oldstate); |
b443c381 |
843 | sense = -oldstate->last_movement_sense; |
5b5c6b12 |
844 | } else { |
b443c381 |
845 | sense = state->last_movement_sense; |
5b5c6b12 |
846 | } |
b443c381 |
847 | |
848 | t = state->tiles[i]; |
849 | |
850 | /* |
851 | * FIXME: must be prepared to draw a double |
852 | * tile in some situations. |
853 | */ |
854 | |
855 | /* |
856 | * Find the coordinates of this tile in the old and |
857 | * new states. |
858 | */ |
859 | x1 = COORD(X(state, i)); |
860 | y1 = COORD(Y(state, i)); |
861 | for (j = 0; j < oldstate->n; j++) |
862 | if (oldstate->tiles[j] == state->tiles[i]) |
863 | break; |
864 | assert(j < oldstate->n); |
865 | x0 = COORD(X(state, j)); |
866 | y0 = COORD(Y(state, j)); |
867 | |
868 | dx = (x1 - x0); |
869 | if (dx != 0 && |
870 | dx != TILE_SIZE * sense) { |
871 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
872 | dx - TILE_SIZE * state->w); |
873 | assert(abs(dx) == TILE_SIZE); |
874 | } |
875 | dy = (y1 - y0); |
876 | if (dy != 0 && |
877 | dy != TILE_SIZE * sense) { |
878 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
879 | dy - TILE_SIZE * state->h); |
880 | assert(abs(dy) == TILE_SIZE); |
881 | } |
882 | |
883 | c = (animtime / ANIM_TIME); |
884 | if (c < 0.0F) c = 0.0F; |
885 | if (c > 1.0F) c = 1.0F; |
886 | |
887 | x = x0 + (int)(c * dx); |
888 | y = y0 + (int)(c * dy); |
889 | x2 = x1 - dx + (int)(c * dx); |
890 | y2 = y1 - dy + (int)(c * dy); |
891 | } else { |
892 | x = COORD(X(state, i)); |
893 | y = COORD(Y(state, i)); |
894 | x2 = y2 = -1; |
895 | } |
896 | |
897 | draw_tile(fe, state, x, y, t, bgcolour); |
898 | if (x2 != -1 || y2 != -1) |
899 | draw_tile(fe, state, x2, y2, t, bgcolour); |
900 | } |
901 | ds->tiles[i] = t0; |
4efb3868 |
902 | } |
903 | |
904 | unclip(fe); |
905 | |
906 | ds->bgcolour = bgcolour; |
fd1a1a2b |
907 | |
908 | /* |
909 | * Update the status bar. |
910 | */ |
911 | { |
912 | char statusbuf[256]; |
913 | |
d108c342 |
914 | /* |
915 | * Don't show the new status until we're also showing the |
916 | * new _state_ - after the game animation is complete. |
917 | */ |
918 | if (oldstate) |
919 | state = oldstate; |
920 | |
2ac6d24e |
921 | if (state->used_solve) |
922 | sprintf(statusbuf, "Moves since auto-solve: %d", |
923 | state->movecount - state->completed); |
81875211 |
924 | else { |
2ac6d24e |
925 | sprintf(statusbuf, "%sMoves: %d", |
926 | (state->completed ? "COMPLETED! " : ""), |
927 | (state->completed ? state->completed : state->movecount)); |
81875211 |
928 | if (state->movetarget) |
929 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
930 | state->movetarget); |
931 | } |
fd1a1a2b |
932 | |
933 | status_bar(fe, statusbuf); |
934 | } |
4efb3868 |
935 | } |
936 | |
be8d5aa1 |
937 | static float game_anim_length(game_state *oldstate, |
938 | game_state *newstate, int dir) |
4efb3868 |
939 | { |
2ac6d24e |
940 | if ((dir > 0 && newstate->just_used_solve) || |
941 | (dir < 0 && oldstate->just_used_solve)) |
942 | return 0.0F; |
943 | else |
944 | return ANIM_TIME; |
4efb3868 |
945 | } |
946 | |
be8d5aa1 |
947 | static float game_flash_length(game_state *oldstate, |
948 | game_state *newstate, int dir) |
4efb3868 |
949 | { |
2ac6d24e |
950 | if (!oldstate->completed && newstate->completed && |
951 | !oldstate->used_solve && !newstate->used_solve) |
4efb3868 |
952 | return 2 * FLASH_FRAME; |
953 | else |
954 | return 0.0F; |
955 | } |
fd1a1a2b |
956 | |
be8d5aa1 |
957 | static int game_wants_statusbar(void) |
fd1a1a2b |
958 | { |
959 | return TRUE; |
960 | } |
be8d5aa1 |
961 | |
19ef4855 |
962 | #ifdef COMBINED |
963 | #define thegame sixteen |
964 | #endif |
965 | |
be8d5aa1 |
966 | const struct game thegame = { |
1d228b10 |
967 | "Sixteen", "games.sixteen", |
be8d5aa1 |
968 | default_params, |
969 | game_fetch_preset, |
970 | decode_params, |
971 | encode_params, |
972 | free_params, |
973 | dup_params, |
1d228b10 |
974 | TRUE, game_configure, custom_params, |
be8d5aa1 |
975 | validate_params, |
976 | new_game_seed, |
6f2d8d7c |
977 | game_free_aux_info, |
be8d5aa1 |
978 | validate_seed, |
979 | new_game, |
980 | dup_game, |
981 | free_game, |
2ac6d24e |
982 | TRUE, solve_game, |
af52394e |
983 | TRUE, game_text_format, |
be8d5aa1 |
984 | new_ui, |
985 | free_ui, |
986 | make_move, |
987 | game_size, |
988 | game_colours, |
989 | game_new_drawstate, |
990 | game_free_drawstate, |
991 | game_redraw, |
992 | game_anim_length, |
993 | game_flash_length, |
994 | game_wants_statusbar, |
995 | }; |