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; |
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46 | int movecount; |
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47 | }; |
48 | |
49 | game_params *default_params(void) |
50 | { |
51 | game_params *ret = snew(game_params); |
52 | |
53 | ret->w = ret->h = 4; |
54 | |
55 | return ret; |
56 | } |
57 | |
58 | int game_fetch_preset(int i, char **name, game_params **params) |
59 | { |
60 | game_params *ret; |
61 | int w, h; |
62 | char buf[80]; |
63 | |
64 | switch (i) { |
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; |
71 | } |
72 | |
73 | sprintf(buf, "%dx%d", w, h); |
74 | *name = dupstr(buf); |
75 | *params = ret = snew(game_params); |
76 | ret->w = w; |
77 | ret->h = h; |
78 | return TRUE; |
79 | } |
80 | |
81 | void free_params(game_params *params) |
82 | { |
83 | sfree(params); |
84 | } |
85 | |
86 | game_params *dup_params(game_params *params) |
87 | { |
88 | game_params *ret = snew(game_params); |
89 | *ret = *params; /* structure copy */ |
90 | return ret; |
91 | } |
92 | |
93 | int perm_parity(int *perm, int n) |
94 | { |
95 | int i, j, ret; |
96 | |
97 | ret = 0; |
98 | |
99 | for (i = 0; i < n-1; i++) |
100 | for (j = i+1; j < n; j++) |
101 | if (perm[i] > perm[j]) |
102 | ret = !ret; |
103 | |
104 | return ret; |
105 | } |
106 | |
107 | char *new_game_seed(game_params *params) |
108 | { |
109 | int stop, n, i, x; |
110 | int x1, x2, p1, p2; |
111 | int *tiles, *used; |
112 | char *ret; |
113 | int retlen; |
114 | |
115 | n = params->w * params->h; |
116 | |
117 | tiles = snewn(n, int); |
118 | used = snewn(n, int); |
119 | |
120 | for (i = 0; i < n; i++) { |
121 | tiles[i] = -1; |
122 | used[i] = FALSE; |
123 | } |
124 | |
125 | /* |
126 | * If both dimensions are odd, there is a parity constraint. |
127 | */ |
128 | if (params->w & params->h & 1) |
129 | stop = 2; |
130 | else |
131 | stop = 0; |
132 | |
133 | /* |
134 | * Place everything except (possibly) the last two tiles. |
135 | */ |
136 | for (x = 0, i = n; i > stop; i--) { |
137 | int k = i > 1 ? rand_upto(i) : 0; |
138 | int j; |
139 | |
140 | for (j = 0; j < n; j++) |
141 | if (!used[j] && (k-- == 0)) |
142 | break; |
143 | |
144 | assert(j < n && !used[j]); |
145 | used[j] = TRUE; |
146 | |
147 | while (tiles[x] >= 0) |
148 | x++; |
149 | assert(x < n); |
150 | tiles[x] = j; |
151 | } |
152 | |
153 | if (stop) { |
154 | /* |
155 | * Find the last two locations, and the last two pieces. |
156 | */ |
157 | while (tiles[x] >= 0) |
158 | x++; |
159 | assert(x < n); |
160 | x1 = x; |
161 | x++; |
162 | while (tiles[x] >= 0) |
163 | x++; |
164 | assert(x < n); |
165 | x2 = x; |
166 | |
167 | for (i = 0; i < n; i++) |
168 | if (!used[i]) |
169 | break; |
170 | p1 = i; |
171 | for (i = p1+1; i < n; i++) |
172 | if (!used[i]) |
173 | break; |
174 | p2 = i; |
175 | |
176 | /* |
177 | * Try the last two tiles one way round. If that fails, swap |
178 | * them. |
179 | */ |
180 | tiles[x1] = p1; |
181 | tiles[x2] = p2; |
182 | if (perm_parity(tiles, n) != 0) { |
183 | tiles[x1] = p2; |
184 | tiles[x2] = p1; |
185 | assert(perm_parity(tiles, n) == 0); |
186 | } |
187 | } |
188 | |
189 | /* |
190 | * Now construct the game seed, by describing the tile array as |
191 | * a simple sequence of comma-separated integers. |
192 | */ |
193 | ret = NULL; |
194 | retlen = 0; |
195 | for (i = 0; i < n; i++) { |
196 | char buf[80]; |
197 | int k; |
198 | |
199 | k = sprintf(buf, "%d,", tiles[i]+1); |
200 | |
201 | ret = sresize(ret, retlen + k + 1, char); |
202 | strcpy(ret + retlen, buf); |
203 | retlen += k; |
204 | } |
205 | ret[retlen-1] = '\0'; /* delete last comma */ |
206 | |
207 | sfree(tiles); |
208 | sfree(used); |
209 | |
210 | return ret; |
211 | } |
212 | |
213 | game_state *new_game(game_params *params, char *seed) |
214 | { |
215 | game_state *state = snew(game_state); |
216 | int i; |
217 | char *p; |
218 | |
219 | state->w = params->w; |
220 | state->h = params->h; |
221 | state->n = params->w * params->h; |
222 | state->tiles = snewn(state->n, int); |
223 | |
224 | p = seed; |
225 | i = 0; |
226 | for (i = 0; i < state->n; i++) { |
227 | assert(*p); |
228 | state->tiles[i] = atoi(p); |
229 | while (*p && *p != ',') |
230 | p++; |
231 | if (*p) p++; /* eat comma */ |
232 | } |
233 | assert(!*p); |
234 | |
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235 | state->completed = state->movecount = 0; |
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236 | |
237 | return state; |
238 | } |
239 | |
240 | game_state *dup_game(game_state *state) |
241 | { |
242 | game_state *ret = snew(game_state); |
243 | |
244 | ret->w = state->w; |
245 | ret->h = state->h; |
246 | ret->n = state->n; |
247 | ret->tiles = snewn(state->w * state->h, int); |
248 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
249 | ret->completed = state->completed; |
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250 | ret->movecount = state->movecount; |
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251 | |
252 | return ret; |
253 | } |
254 | |
255 | void free_game(game_state *state) |
256 | { |
257 | sfree(state); |
258 | } |
259 | |
260 | game_state *make_move(game_state *from, int x, int y, int button) |
261 | { |
262 | int cx, cy; |
263 | int dx, dy, tx, ty, n; |
264 | game_state *ret; |
265 | |
266 | if (button != LEFT_BUTTON) |
267 | return NULL; |
268 | |
269 | cx = FROMCOORD(x); |
270 | cy = FROMCOORD(y); |
271 | if (cx == -1 && cy >= 0 && cy < from->h) |
272 | n = from->w, dx = +1, dy = 0; |
273 | else if (cx == from->w && cy >= 0 && cy < from->h) |
274 | n = from->w, dx = -1, dy = 0; |
275 | else if (cy == -1 && cx >= 0 && cx < from->w) |
276 | n = from->h, dy = +1, dx = 0; |
277 | else if (cy == from->h && cx >= 0 && cx < from->w) |
278 | n = from->h, dy = -1, dx = 0; |
279 | else |
280 | return NULL; /* invalid click location */ |
281 | |
282 | ret = dup_game(from); |
283 | |
284 | do { |
285 | cx += dx; |
286 | cy += dy; |
287 | tx = (cx + dx + from->w) % from->w; |
288 | ty = (cy + dy + from->h) % from->h; |
289 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
290 | } while (--n > 0); |
291 | |
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292 | ret->movecount++; |
293 | |
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294 | /* |
295 | * See if the game has been completed. |
296 | */ |
297 | if (!ret->completed) { |
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298 | ret->completed = ret->movecount; |
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299 | for (n = 0; n < ret->n; n++) |
300 | if (ret->tiles[n] != n+1) |
301 | ret->completed = FALSE; |
302 | } |
303 | |
304 | return ret; |
305 | } |
306 | |
307 | /* ---------------------------------------------------------------------- |
308 | * Drawing routines. |
309 | */ |
310 | |
311 | struct game_drawstate { |
312 | int started; |
313 | int w, h, bgcolour; |
314 | int *tiles; |
315 | }; |
316 | |
317 | void game_size(game_params *params, int *x, int *y) |
318 | { |
319 | *x = TILE_SIZE * params->w + 2 * BORDER; |
320 | *y = TILE_SIZE * params->h + 2 * BORDER; |
321 | } |
322 | |
323 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
324 | { |
325 | float *ret = snewn(3 * NCOLOURS, float); |
326 | int i; |
327 | float max; |
328 | |
329 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
330 | |
331 | /* |
332 | * Drop the background colour so that the highlight is |
333 | * noticeably brighter than it while still being under 1. |
334 | */ |
335 | max = ret[COL_BACKGROUND*3]; |
336 | for (i = 1; i < 3; i++) |
337 | if (ret[COL_BACKGROUND*3+i] > max) |
338 | max = ret[COL_BACKGROUND*3+i]; |
339 | if (max * 1.2F > 1.0F) { |
340 | for (i = 0; i < 3; i++) |
341 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
342 | } |
343 | |
344 | for (i = 0; i < 3; i++) { |
345 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
346 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
347 | ret[COL_TEXT * 3 + i] = 0.0; |
348 | } |
349 | |
350 | *ncolours = NCOLOURS; |
351 | return ret; |
352 | } |
353 | |
354 | game_drawstate *game_new_drawstate(game_state *state) |
355 | { |
356 | struct game_drawstate *ds = snew(struct game_drawstate); |
357 | int i; |
358 | |
359 | ds->started = FALSE; |
360 | ds->w = state->w; |
361 | ds->h = state->h; |
362 | ds->bgcolour = COL_BACKGROUND; |
363 | ds->tiles = snewn(ds->w*ds->h, int); |
364 | for (i = 0; i < ds->w*ds->h; i++) |
365 | ds->tiles[i] = -1; |
366 | |
367 | return ds; |
368 | } |
369 | |
370 | void game_free_drawstate(game_drawstate *ds) |
371 | { |
372 | sfree(ds->tiles); |
373 | sfree(ds); |
374 | } |
375 | |
376 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
377 | int tile, int flash_colour) |
378 | { |
379 | if (tile == 0) { |
380 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
381 | flash_colour); |
382 | } else { |
383 | int coords[6]; |
384 | char str[40]; |
385 | |
386 | coords[0] = x + TILE_SIZE - 1; |
387 | coords[1] = y + TILE_SIZE - 1; |
388 | coords[2] = x + TILE_SIZE - 1; |
389 | coords[3] = y; |
390 | coords[4] = x; |
391 | coords[5] = y + TILE_SIZE - 1; |
392 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
393 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
394 | |
395 | coords[0] = x; |
396 | coords[1] = y; |
397 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
398 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
399 | |
400 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
401 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
402 | flash_colour); |
403 | |
404 | sprintf(str, "%d", tile); |
405 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
406 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
407 | COL_TEXT, str); |
408 | } |
409 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
410 | } |
411 | |
412 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
413 | { |
414 | int coords[14]; |
415 | int ydy = -xdx, ydx = xdy; |
416 | |
417 | #define POINT(n, xx, yy) ( \ |
418 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
419 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
420 | |
421 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
422 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
423 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
424 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
425 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
426 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
427 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
428 | |
429 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
430 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
431 | } |
432 | |
433 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
434 | game_state *state, float animtime, float flashtime) |
435 | { |
436 | int i, pass, bgcolour; |
437 | |
438 | if (flashtime > 0) { |
439 | int frame = (int)(flashtime / FLASH_FRAME); |
440 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
441 | } else |
442 | bgcolour = COL_BACKGROUND; |
443 | |
444 | if (!ds->started) { |
445 | int coords[6]; |
446 | |
447 | draw_rect(fe, 0, 0, |
448 | TILE_SIZE * state->w + 2 * BORDER, |
449 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
450 | draw_update(fe, 0, 0, |
451 | TILE_SIZE * state->w + 2 * BORDER, |
452 | TILE_SIZE * state->h + 2 * BORDER); |
453 | |
454 | /* |
455 | * Recessed area containing the whole puzzle. |
456 | */ |
457 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
458 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
459 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
460 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
461 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
462 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
463 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
464 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
465 | |
466 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
467 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
468 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
469 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
470 | |
471 | /* |
472 | * Arrows for making moves. |
473 | */ |
474 | for (i = 0; i < state->w; i++) { |
475 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
476 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
477 | } |
478 | for (i = 0; i < state->h; i++) { |
479 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
480 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
481 | } |
482 | |
483 | ds->started = TRUE; |
484 | } |
485 | |
486 | /* |
487 | * Now draw each tile. We do this in two passes to make |
488 | * animation easy. |
489 | */ |
490 | |
491 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
492 | |
493 | for (pass = 0; pass < 2; pass++) { |
494 | for (i = 0; i < state->n; i++) { |
495 | int t, t0; |
496 | /* |
497 | * Figure out what should be displayed at this |
498 | * location. It's either a simple tile, or it's a |
499 | * transition between two tiles (in which case we say |
500 | * -1 because it must always be drawn). |
501 | */ |
502 | |
503 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
504 | t = -1; |
505 | else |
506 | t = state->tiles[i]; |
507 | |
508 | t0 = t; |
509 | |
510 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
511 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
512 | int x, y, x2, y2; |
513 | |
514 | /* |
515 | * Figure out what to _actually_ draw, and where to |
516 | * draw it. |
517 | */ |
518 | if (t == -1) { |
519 | int x0, y0, x1, y1, dx, dy; |
520 | int j; |
521 | |
522 | /* |
523 | * On the first pass, just blank the tile. |
524 | */ |
525 | if (pass == 0) { |
526 | x = COORD(X(state, i)); |
527 | y = COORD(Y(state, i)); |
528 | x2 = y2 = -1; |
529 | t = 0; |
530 | } else { |
531 | float c; |
532 | |
533 | t = state->tiles[i]; |
534 | |
535 | /* |
536 | * FIXME: must be prepared to draw a double |
537 | * tile in some situations. |
538 | */ |
539 | |
540 | /* |
541 | * Find the coordinates of this tile in the old and |
542 | * new states. |
543 | */ |
544 | x1 = COORD(X(state, i)); |
545 | y1 = COORD(Y(state, i)); |
546 | for (j = 0; j < oldstate->n; j++) |
547 | if (oldstate->tiles[j] == state->tiles[i]) |
548 | break; |
549 | assert(j < oldstate->n); |
550 | x0 = COORD(X(state, j)); |
551 | y0 = COORD(Y(state, j)); |
552 | |
553 | dx = (x1 - x0); |
554 | if (abs(dx) > TILE_SIZE) { |
555 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
556 | dx - TILE_SIZE * state->w); |
557 | assert(abs(dx) == TILE_SIZE); |
558 | } |
559 | dy = (y1 - y0); |
560 | if (abs(dy) > TILE_SIZE) { |
561 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
562 | dy - TILE_SIZE * state->h); |
563 | assert(abs(dy) == TILE_SIZE); |
564 | } |
565 | |
566 | c = (animtime / ANIM_TIME); |
567 | if (c < 0.0F) c = 0.0F; |
568 | if (c > 1.0F) c = 1.0F; |
569 | |
570 | x = x0 + (int)(c * dx); |
571 | y = y0 + (int)(c * dy); |
572 | x2 = x1 - dx + (int)(c * dx); |
573 | y2 = y1 - dy + (int)(c * dy); |
574 | } |
575 | |
576 | } else { |
577 | if (pass == 0) |
578 | continue; |
579 | x = COORD(X(state, i)); |
580 | y = COORD(Y(state, i)); |
581 | x2 = y2 = -1; |
582 | } |
583 | |
584 | draw_tile(fe, state, x, y, t, bgcolour); |
585 | if (x2 != -1 || y2 != -1) |
586 | draw_tile(fe, state, x2, y2, t, bgcolour); |
587 | } |
588 | ds->tiles[i] = t0; |
589 | } |
590 | } |
591 | |
592 | unclip(fe); |
593 | |
594 | ds->bgcolour = bgcolour; |
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595 | |
596 | /* |
597 | * Update the status bar. |
598 | */ |
599 | { |
600 | char statusbuf[256]; |
601 | |
602 | sprintf(statusbuf, "%sMoves: %d", |
603 | (state->completed ? "COMPLETED! " : ""), |
604 | (state->completed ? state->completed : state->movecount)); |
605 | |
606 | status_bar(fe, statusbuf); |
607 | } |
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608 | } |
609 | |
610 | float game_anim_length(game_state *oldstate, game_state *newstate) |
611 | { |
612 | return ANIM_TIME; |
613 | } |
614 | |
615 | float game_flash_length(game_state *oldstate, game_state *newstate) |
616 | { |
617 | if (!oldstate->completed && newstate->completed) |
618 | return 2 * FLASH_FRAME; |
619 | else |
620 | return 0.0F; |
621 | } |
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622 | |
623 | int game_wants_statusbar(void) |
624 | { |
625 | return TRUE; |
626 | } |