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 | |
1185e3c5 |
98 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
99 | { |
b0e26073 |
100 | ret->w = ret->h = atoi(string); |
1185e3c5 |
101 | ret->movetarget = 0; |
b0e26073 |
102 | while (*string && isdigit(*string)) string++; |
103 | if (*string == 'x') { |
104 | string++; |
105 | ret->h = atoi(string); |
81875211 |
106 | while (*string && isdigit((unsigned char)*string)) |
107 | string++; |
108 | } |
109 | if (*string == 'm') { |
110 | string++; |
111 | ret->movetarget = atoi(string); |
112 | while (*string && isdigit((unsigned char)*string)) |
113 | string++; |
b0e26073 |
114 | } |
b0e26073 |
115 | } |
116 | |
1185e3c5 |
117 | static char *encode_params(game_params *params, int full) |
b0e26073 |
118 | { |
119 | char data[256]; |
120 | |
121 | sprintf(data, "%dx%d", params->w, params->h); |
1185e3c5 |
122 | /* Shuffle limit is part of the limited parameters, because we have to |
123 | * supply the target move count. */ |
124 | if (params->movetarget) |
125 | sprintf(data + strlen(data), "m%d", params->movetarget); |
b0e26073 |
126 | |
127 | return dupstr(data); |
128 | } |
129 | |
be8d5aa1 |
130 | static config_item *game_configure(game_params *params) |
c8230524 |
131 | { |
132 | config_item *ret; |
133 | char buf[80]; |
134 | |
81875211 |
135 | ret = snewn(4, config_item); |
c8230524 |
136 | |
137 | ret[0].name = "Width"; |
95709966 |
138 | ret[0].type = C_STRING; |
c8230524 |
139 | sprintf(buf, "%d", params->w); |
140 | ret[0].sval = dupstr(buf); |
141 | ret[0].ival = 0; |
142 | |
143 | ret[1].name = "Height"; |
95709966 |
144 | ret[1].type = C_STRING; |
c8230524 |
145 | sprintf(buf, "%d", params->h); |
146 | ret[1].sval = dupstr(buf); |
147 | ret[1].ival = 0; |
148 | |
81875211 |
149 | ret[2].name = "Number of shuffling moves"; |
150 | ret[2].type = C_STRING; |
151 | sprintf(buf, "%d", params->movetarget); |
152 | ret[2].sval = dupstr(buf); |
c8230524 |
153 | ret[2].ival = 0; |
154 | |
81875211 |
155 | ret[3].name = NULL; |
156 | ret[3].type = C_END; |
157 | ret[3].sval = NULL; |
158 | ret[3].ival = 0; |
159 | |
c8230524 |
160 | return ret; |
161 | } |
162 | |
be8d5aa1 |
163 | static game_params *custom_params(config_item *cfg) |
c8230524 |
164 | { |
165 | game_params *ret = snew(game_params); |
166 | |
167 | ret->w = atoi(cfg[0].sval); |
168 | ret->h = atoi(cfg[1].sval); |
81875211 |
169 | ret->movetarget = atoi(cfg[2].sval); |
c8230524 |
170 | |
171 | return ret; |
172 | } |
173 | |
be8d5aa1 |
174 | static char *validate_params(game_params *params) |
c8230524 |
175 | { |
ab53eb64 |
176 | if (params->w < 2 || params->h < 2) |
c8230524 |
177 | return "Width and height must both be at least two"; |
178 | |
179 | return NULL; |
180 | } |
181 | |
be8d5aa1 |
182 | static int perm_parity(int *perm, int n) |
4efb3868 |
183 | { |
184 | int i, j, ret; |
185 | |
186 | ret = 0; |
187 | |
188 | for (i = 0; i < n-1; i++) |
189 | for (j = i+1; j < n; j++) |
190 | if (perm[i] > perm[j]) |
191 | ret = !ret; |
192 | |
193 | return ret; |
194 | } |
195 | |
1185e3c5 |
196 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
197 | game_aux_info **aux, int interactive) |
4efb3868 |
198 | { |
199 | int stop, n, i, x; |
200 | int x1, x2, p1, p2; |
201 | int *tiles, *used; |
202 | char *ret; |
203 | int retlen; |
204 | |
205 | n = params->w * params->h; |
206 | |
207 | tiles = snewn(n, int); |
4efb3868 |
208 | |
81875211 |
209 | if (params->movetarget) { |
060ba134 |
210 | int prevoffset = -1; |
211 | int max = (params->w > params->h ? params->w : params->h); |
212 | int *prevmoves = snewn(max, int); |
4efb3868 |
213 | |
81875211 |
214 | /* |
215 | * Shuffle the old-fashioned way, by making a series of |
216 | * single moves on the grid. |
217 | */ |
4efb3868 |
218 | |
81875211 |
219 | for (i = 0; i < n; i++) |
220 | tiles[i] = i; |
221 | |
222 | for (i = 0; i < params->movetarget; i++) { |
060ba134 |
223 | int start, offset, len, direction, index; |
81875211 |
224 | int j, tmp; |
225 | |
226 | /* |
227 | * Choose a move to make. We can choose from any row |
228 | * or any column. |
229 | */ |
230 | while (1) { |
231 | j = random_upto(rs, params->w + params->h); |
232 | |
233 | if (j < params->w) { |
234 | /* Column. */ |
060ba134 |
235 | index = j; |
81875211 |
236 | start = j; |
237 | offset = params->w; |
238 | len = params->h; |
239 | } else { |
240 | /* Row. */ |
060ba134 |
241 | index = j - params->w; |
242 | start = index * params->w; |
81875211 |
243 | offset = 1; |
244 | len = params->w; |
245 | } |
4efb3868 |
246 | |
81875211 |
247 | direction = -1 + 2 * random_upto(rs, 2); |
4efb3868 |
248 | |
81875211 |
249 | /* |
060ba134 |
250 | * To at least _try_ to avoid boring cases, check |
251 | * that this move doesn't directly undo a previous |
252 | * one, or repeat it so many times as to turn it |
253 | * into fewer moves in the opposite direction. (For |
254 | * example, in a row of length 4, we're allowed to |
255 | * move it the same way twice, but not three |
256 | * times.) |
257 | * |
258 | * We track this for each individual row/column, |
259 | * and clear all the counters as soon as a |
260 | * perpendicular move is made. This isn't perfect |
261 | * (it _can't_ guaranteeably be perfect - there |
262 | * will always come a move count beyond which a |
263 | * shorter solution will be possible than the one |
264 | * which constructed the position) but it should |
265 | * sort out all the obvious cases. |
81875211 |
266 | */ |
060ba134 |
267 | if (offset == prevoffset) { |
268 | tmp = prevmoves[index] + direction; |
269 | if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index])) |
270 | continue; |
271 | } |
4efb3868 |
272 | |
81875211 |
273 | /* If we didn't `continue', we've found an OK move to make. */ |
060ba134 |
274 | if (offset != prevoffset) { |
275 | int i; |
276 | for (i = 0; i < max; i++) |
277 | prevmoves[i] = 0; |
278 | prevoffset = offset; |
279 | } |
280 | prevmoves[index] += direction; |
81875211 |
281 | break; |
282 | } |
4efb3868 |
283 | |
81875211 |
284 | /* |
060ba134 |
285 | * Make the move. |
81875211 |
286 | */ |
287 | if (direction < 0) { |
288 | start += (len-1) * offset; |
289 | offset = -offset; |
290 | } |
291 | tmp = tiles[start]; |
292 | for (j = 0; j+1 < len; j++) |
293 | tiles[start + j*offset] = tiles[start + (j+1)*offset]; |
294 | tiles[start + (len-1) * offset] = tmp; |
295 | } |
296 | |
060ba134 |
297 | sfree(prevmoves); |
298 | |
81875211 |
299 | } else { |
300 | |
301 | used = snewn(n, int); |
302 | |
303 | for (i = 0; i < n; i++) { |
304 | tiles[i] = -1; |
305 | used[i] = FALSE; |
306 | } |
307 | |
308 | /* |
309 | * If both dimensions are odd, there is a parity |
310 | * constraint. |
311 | */ |
312 | if (params->w & params->h & 1) |
313 | stop = 2; |
314 | else |
315 | stop = 0; |
316 | |
317 | /* |
318 | * Place everything except (possibly) the last two tiles. |
319 | */ |
320 | for (x = 0, i = n; i > stop; i--) { |
321 | int k = i > 1 ? random_upto(rs, i) : 0; |
322 | int j; |
323 | |
324 | for (j = 0; j < n; j++) |
325 | if (!used[j] && (k-- == 0)) |
326 | break; |
327 | |
328 | assert(j < n && !used[j]); |
329 | used[j] = TRUE; |
330 | |
331 | while (tiles[x] >= 0) |
332 | x++; |
333 | assert(x < n); |
334 | tiles[x] = j; |
335 | } |
336 | |
337 | if (stop) { |
338 | /* |
339 | * Find the last two locations, and the last two |
340 | * pieces. |
341 | */ |
342 | while (tiles[x] >= 0) |
343 | x++; |
344 | assert(x < n); |
345 | x1 = x; |
346 | x++; |
347 | while (tiles[x] >= 0) |
348 | x++; |
349 | assert(x < n); |
350 | x2 = x; |
351 | |
352 | for (i = 0; i < n; i++) |
353 | if (!used[i]) |
354 | break; |
355 | p1 = i; |
356 | for (i = p1+1; i < n; i++) |
357 | if (!used[i]) |
358 | break; |
359 | p2 = i; |
360 | |
361 | /* |
362 | * Try the last two tiles one way round. If that fails, |
363 | * swap them. |
364 | */ |
365 | tiles[x1] = p1; |
366 | tiles[x2] = p2; |
367 | if (perm_parity(tiles, n) != 0) { |
368 | tiles[x1] = p2; |
369 | tiles[x2] = p1; |
370 | assert(perm_parity(tiles, n) == 0); |
371 | } |
372 | } |
373 | |
374 | sfree(used); |
4efb3868 |
375 | } |
376 | |
377 | /* |
1185e3c5 |
378 | * Now construct the game description, by describing the tile |
379 | * array as a simple sequence of comma-separated integers. |
4efb3868 |
380 | */ |
381 | ret = NULL; |
382 | retlen = 0; |
383 | for (i = 0; i < n; i++) { |
384 | char buf[80]; |
385 | int k; |
386 | |
387 | k = sprintf(buf, "%d,", tiles[i]+1); |
388 | |
389 | ret = sresize(ret, retlen + k + 1, char); |
390 | strcpy(ret + retlen, buf); |
391 | retlen += k; |
392 | } |
393 | ret[retlen-1] = '\0'; /* delete last comma */ |
394 | |
395 | sfree(tiles); |
4efb3868 |
396 | |
397 | return ret; |
398 | } |
399 | |
2ac6d24e |
400 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
401 | { |
402 | assert(!"Shouldn't happen"); |
403 | } |
404 | |
5928817c |
405 | |
1185e3c5 |
406 | static char *validate_desc(game_params *params, char *desc) |
5928817c |
407 | { |
408 | char *p, *err; |
409 | int i, area; |
410 | int *used; |
411 | |
412 | area = params->w * params->h; |
1185e3c5 |
413 | p = desc; |
5928817c |
414 | err = NULL; |
415 | |
416 | used = snewn(area, int); |
417 | for (i = 0; i < area; i++) |
418 | used[i] = FALSE; |
419 | |
420 | for (i = 0; i < area; i++) { |
421 | char *q = p; |
422 | int n; |
423 | |
424 | if (*p < '0' || *p > '9') { |
425 | err = "Not enough numbers in string"; |
426 | goto leave; |
427 | } |
428 | while (*p >= '0' && *p <= '9') |
429 | p++; |
430 | if (i < area-1 && *p != ',') { |
431 | err = "Expected comma after number"; |
432 | goto leave; |
433 | } |
434 | else if (i == area-1 && *p) { |
435 | err = "Excess junk at end of string"; |
436 | goto leave; |
437 | } |
438 | n = atoi(q); |
439 | if (n < 1 || n > area) { |
440 | err = "Number out of range"; |
441 | goto leave; |
442 | } |
443 | if (used[n-1]) { |
444 | err = "Number used twice"; |
445 | goto leave; |
446 | } |
447 | used[n-1] = TRUE; |
448 | |
449 | if (*p) p++; /* eat comma */ |
450 | } |
451 | |
452 | leave: |
453 | sfree(used); |
454 | return err; |
455 | } |
456 | |
c380832d |
457 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
4efb3868 |
458 | { |
459 | game_state *state = snew(game_state); |
460 | int i; |
461 | char *p; |
462 | |
463 | state->w = params->w; |
464 | state->h = params->h; |
465 | state->n = params->w * params->h; |
466 | state->tiles = snewn(state->n, int); |
467 | |
1185e3c5 |
468 | p = desc; |
4efb3868 |
469 | i = 0; |
470 | for (i = 0; i < state->n; i++) { |
471 | assert(*p); |
472 | state->tiles[i] = atoi(p); |
473 | while (*p && *p != ',') |
474 | p++; |
475 | if (*p) p++; /* eat comma */ |
476 | } |
477 | assert(!*p); |
478 | |
fd1a1a2b |
479 | state->completed = state->movecount = 0; |
81875211 |
480 | state->movetarget = params->movetarget; |
2ac6d24e |
481 | state->used_solve = state->just_used_solve = FALSE; |
c8230524 |
482 | state->last_movement_sense = 0; |
4efb3868 |
483 | |
484 | return state; |
485 | } |
486 | |
be8d5aa1 |
487 | static game_state *dup_game(game_state *state) |
4efb3868 |
488 | { |
489 | game_state *ret = snew(game_state); |
490 | |
491 | ret->w = state->w; |
492 | ret->h = state->h; |
493 | ret->n = state->n; |
494 | ret->tiles = snewn(state->w * state->h, int); |
495 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
496 | ret->completed = state->completed; |
fd1a1a2b |
497 | ret->movecount = state->movecount; |
81875211 |
498 | ret->movetarget = state->movetarget; |
2ac6d24e |
499 | ret->used_solve = state->used_solve; |
500 | ret->just_used_solve = state->just_used_solve; |
c8230524 |
501 | ret->last_movement_sense = state->last_movement_sense; |
4efb3868 |
502 | |
503 | return ret; |
504 | } |
505 | |
be8d5aa1 |
506 | static void free_game(game_state *state) |
4efb3868 |
507 | { |
ab53eb64 |
508 | sfree(state->tiles); |
4efb3868 |
509 | sfree(state); |
510 | } |
511 | |
2ac6d24e |
512 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
513 | char **error) |
514 | { |
515 | game_state *ret = dup_game(state); |
516 | int i; |
517 | |
518 | /* |
519 | * Simply replace the grid with a solved one. For this game, |
520 | * this isn't a useful operation for actually telling the user |
521 | * what they should have done, but it is useful for |
522 | * conveniently being able to get hold of a clean state from |
523 | * which to practise manoeuvres. |
524 | */ |
525 | for (i = 0; i < ret->n; i++) |
526 | ret->tiles[i] = i+1; |
527 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
528 | ret->completed = ret->movecount = 1; |
2ac6d24e |
529 | |
530 | return ret; |
531 | } |
532 | |
9b4b03d3 |
533 | static char *game_text_format(game_state *state) |
534 | { |
af52394e |
535 | char *ret, *p, buf[80]; |
536 | int x, y, col, maxlen; |
537 | |
538 | /* |
539 | * First work out how many characters we need to display each |
540 | * number. |
541 | */ |
542 | col = sprintf(buf, "%d", state->n); |
543 | |
544 | /* |
545 | * Now we know the exact total size of the grid we're going to |
546 | * produce: it's got h rows, each containing w lots of col, w-1 |
547 | * spaces and a trailing newline. |
548 | */ |
549 | maxlen = state->h * state->w * (col+1); |
550 | |
48a10826 |
551 | ret = snewn(maxlen+1, char); |
af52394e |
552 | p = ret; |
553 | |
554 | for (y = 0; y < state->h; y++) { |
555 | for (x = 0; x < state->w; x++) { |
556 | int v = state->tiles[state->w*y+x]; |
557 | sprintf(buf, "%*d", col, v); |
558 | memcpy(p, buf, col); |
559 | p += col; |
560 | if (x+1 == state->w) |
561 | *p++ = '\n'; |
562 | else |
563 | *p++ = ' '; |
564 | } |
565 | } |
566 | |
567 | assert(p - ret == maxlen); |
568 | *p = '\0'; |
569 | return ret; |
9b4b03d3 |
570 | } |
571 | |
be8d5aa1 |
572 | static game_ui *new_ui(game_state *state) |
74a4e547 |
573 | { |
574 | return NULL; |
575 | } |
576 | |
be8d5aa1 |
577 | static void free_ui(game_ui *ui) |
74a4e547 |
578 | { |
579 | } |
580 | |
c0361acd |
581 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
582 | int x, int y, int button) { |
4efb3868 |
583 | int cx, cy; |
584 | int dx, dy, tx, ty, n; |
585 | game_state *ret; |
586 | |
f0ee053c |
587 | button &= ~MOD_MASK; |
e91825f8 |
588 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
4efb3868 |
589 | return NULL; |
590 | |
591 | cx = FROMCOORD(x); |
592 | cy = FROMCOORD(y); |
593 | if (cx == -1 && cy >= 0 && cy < from->h) |
594 | n = from->w, dx = +1, dy = 0; |
595 | else if (cx == from->w && cy >= 0 && cy < from->h) |
596 | n = from->w, dx = -1, dy = 0; |
597 | else if (cy == -1 && cx >= 0 && cx < from->w) |
598 | n = from->h, dy = +1, dx = 0; |
599 | else if (cy == from->h && cx >= 0 && cx < from->w) |
600 | n = from->h, dy = -1, dx = 0; |
601 | else |
602 | return NULL; /* invalid click location */ |
603 | |
e91825f8 |
604 | /* reverse direction if right hand button is pressed */ |
605 | if (button == RIGHT_BUTTON) |
606 | { |
607 | dx = -dx; if (dx) cx = from->w - 1 - cx; |
608 | dy = -dy; if (dy) cy = from->h - 1 - cy; |
609 | } |
610 | |
4efb3868 |
611 | ret = dup_game(from); |
2ac6d24e |
612 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
4efb3868 |
613 | |
614 | do { |
615 | cx += dx; |
616 | cy += dy; |
617 | tx = (cx + dx + from->w) % from->w; |
618 | ty = (cy + dy + from->h) % from->h; |
619 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
620 | } while (--n > 0); |
621 | |
fd1a1a2b |
622 | ret->movecount++; |
623 | |
c8230524 |
624 | ret->last_movement_sense = -(dx+dy); |
625 | |
4efb3868 |
626 | /* |
627 | * See if the game has been completed. |
628 | */ |
629 | if (!ret->completed) { |
fd1a1a2b |
630 | ret->completed = ret->movecount; |
4efb3868 |
631 | for (n = 0; n < ret->n; n++) |
632 | if (ret->tiles[n] != n+1) |
633 | ret->completed = FALSE; |
634 | } |
635 | |
636 | return ret; |
637 | } |
638 | |
639 | /* ---------------------------------------------------------------------- |
640 | * Drawing routines. |
641 | */ |
642 | |
643 | struct game_drawstate { |
644 | int started; |
645 | int w, h, bgcolour; |
646 | int *tiles; |
647 | }; |
648 | |
be8d5aa1 |
649 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
650 | { |
651 | *x = TILE_SIZE * params->w + 2 * BORDER; |
652 | *y = TILE_SIZE * params->h + 2 * BORDER; |
653 | } |
654 | |
be8d5aa1 |
655 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
656 | { |
657 | float *ret = snewn(3 * NCOLOURS, float); |
658 | int i; |
659 | float max; |
660 | |
661 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
662 | |
663 | /* |
664 | * Drop the background colour so that the highlight is |
665 | * noticeably brighter than it while still being under 1. |
666 | */ |
667 | max = ret[COL_BACKGROUND*3]; |
668 | for (i = 1; i < 3; i++) |
669 | if (ret[COL_BACKGROUND*3+i] > max) |
670 | max = ret[COL_BACKGROUND*3+i]; |
671 | if (max * 1.2F > 1.0F) { |
672 | for (i = 0; i < 3; i++) |
673 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
674 | } |
675 | |
676 | for (i = 0; i < 3; i++) { |
677 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
678 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
679 | ret[COL_TEXT * 3 + i] = 0.0; |
680 | } |
681 | |
682 | *ncolours = NCOLOURS; |
683 | return ret; |
684 | } |
685 | |
be8d5aa1 |
686 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
687 | { |
688 | struct game_drawstate *ds = snew(struct game_drawstate); |
689 | int i; |
690 | |
691 | ds->started = FALSE; |
692 | ds->w = state->w; |
693 | ds->h = state->h; |
694 | ds->bgcolour = COL_BACKGROUND; |
695 | ds->tiles = snewn(ds->w*ds->h, int); |
696 | for (i = 0; i < ds->w*ds->h; i++) |
697 | ds->tiles[i] = -1; |
698 | |
699 | return ds; |
700 | } |
701 | |
be8d5aa1 |
702 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
703 | { |
704 | sfree(ds->tiles); |
705 | sfree(ds); |
706 | } |
707 | |
708 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
709 | int tile, int flash_colour) |
710 | { |
711 | if (tile == 0) { |
712 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
713 | flash_colour); |
714 | } else { |
715 | int coords[6]; |
716 | char str[40]; |
717 | |
718 | coords[0] = x + TILE_SIZE - 1; |
719 | coords[1] = y + TILE_SIZE - 1; |
720 | coords[2] = x + TILE_SIZE - 1; |
721 | coords[3] = y; |
722 | coords[4] = x; |
723 | coords[5] = y + TILE_SIZE - 1; |
724 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
725 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
726 | |
727 | coords[0] = x; |
728 | coords[1] = y; |
729 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
730 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
731 | |
732 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
733 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
734 | flash_colour); |
735 | |
736 | sprintf(str, "%d", tile); |
737 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
738 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
739 | COL_TEXT, str); |
740 | } |
741 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
742 | } |
743 | |
744 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
745 | { |
746 | int coords[14]; |
747 | int ydy = -xdx, ydx = xdy; |
748 | |
749 | #define POINT(n, xx, yy) ( \ |
750 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
751 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
752 | |
753 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
754 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
755 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
756 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
757 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
758 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
759 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
760 | |
761 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
762 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
763 | } |
764 | |
be8d5aa1 |
765 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
766 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
767 | float animtime, float flashtime) |
4efb3868 |
768 | { |
b443c381 |
769 | int i, bgcolour; |
4efb3868 |
770 | |
771 | if (flashtime > 0) { |
772 | int frame = (int)(flashtime / FLASH_FRAME); |
773 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
774 | } else |
775 | bgcolour = COL_BACKGROUND; |
776 | |
777 | if (!ds->started) { |
19f24306 |
778 | int coords[10]; |
4efb3868 |
779 | |
780 | draw_rect(fe, 0, 0, |
781 | TILE_SIZE * state->w + 2 * BORDER, |
782 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
783 | draw_update(fe, 0, 0, |
784 | TILE_SIZE * state->w + 2 * BORDER, |
785 | TILE_SIZE * state->h + 2 * BORDER); |
786 | |
787 | /* |
788 | * Recessed area containing the whole puzzle. |
789 | */ |
790 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
791 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
792 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
793 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
19f24306 |
794 | coords[4] = coords[2] - TILE_SIZE; |
795 | coords[5] = coords[3] + TILE_SIZE; |
796 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
797 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
798 | coords[6] = coords[8] + TILE_SIZE; |
799 | coords[7] = coords[9] - TILE_SIZE; |
800 | draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT); |
801 | draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT); |
4efb3868 |
802 | |
803 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
804 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
19f24306 |
805 | draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); |
806 | draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); |
4efb3868 |
807 | |
808 | /* |
809 | * Arrows for making moves. |
810 | */ |
811 | for (i = 0; i < state->w; i++) { |
812 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
813 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
814 | } |
815 | for (i = 0; i < state->h; i++) { |
816 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
817 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
818 | } |
819 | |
820 | ds->started = TRUE; |
821 | } |
822 | |
823 | /* |
b443c381 |
824 | * Now draw each tile. |
4efb3868 |
825 | */ |
826 | |
827 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
828 | |
b443c381 |
829 | for (i = 0; i < state->n; i++) { |
830 | int t, t0; |
831 | /* |
832 | * Figure out what should be displayed at this |
833 | * location. It's either a simple tile, or it's a |
834 | * transition between two tiles (in which case we say |
835 | * -1 because it must always be drawn). |
836 | */ |
837 | |
838 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
839 | t = -1; |
840 | else |
841 | t = state->tiles[i]; |
842 | |
843 | t0 = t; |
844 | |
845 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
846 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
847 | int x, y, x2, y2; |
848 | |
849 | /* |
850 | * Figure out what to _actually_ draw, and where to |
851 | * draw it. |
852 | */ |
853 | if (t == -1) { |
854 | int x0, y0, x1, y1, dx, dy; |
855 | int j; |
856 | float c; |
857 | int sense; |
858 | |
5b5c6b12 |
859 | if (dir < 0) { |
860 | assert(oldstate); |
b443c381 |
861 | sense = -oldstate->last_movement_sense; |
5b5c6b12 |
862 | } else { |
b443c381 |
863 | sense = state->last_movement_sense; |
5b5c6b12 |
864 | } |
b443c381 |
865 | |
866 | t = state->tiles[i]; |
867 | |
868 | /* |
869 | * FIXME: must be prepared to draw a double |
870 | * tile in some situations. |
871 | */ |
872 | |
873 | /* |
874 | * Find the coordinates of this tile in the old and |
875 | * new states. |
876 | */ |
877 | x1 = COORD(X(state, i)); |
878 | y1 = COORD(Y(state, i)); |
879 | for (j = 0; j < oldstate->n; j++) |
880 | if (oldstate->tiles[j] == state->tiles[i]) |
881 | break; |
882 | assert(j < oldstate->n); |
883 | x0 = COORD(X(state, j)); |
884 | y0 = COORD(Y(state, j)); |
885 | |
886 | dx = (x1 - x0); |
887 | if (dx != 0 && |
888 | dx != TILE_SIZE * sense) { |
889 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
890 | dx - TILE_SIZE * state->w); |
891 | assert(abs(dx) == TILE_SIZE); |
892 | } |
893 | dy = (y1 - y0); |
894 | if (dy != 0 && |
895 | dy != TILE_SIZE * sense) { |
896 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
897 | dy - TILE_SIZE * state->h); |
898 | assert(abs(dy) == TILE_SIZE); |
899 | } |
900 | |
901 | c = (animtime / ANIM_TIME); |
902 | if (c < 0.0F) c = 0.0F; |
903 | if (c > 1.0F) c = 1.0F; |
904 | |
905 | x = x0 + (int)(c * dx); |
906 | y = y0 + (int)(c * dy); |
907 | x2 = x1 - dx + (int)(c * dx); |
908 | y2 = y1 - dy + (int)(c * dy); |
909 | } else { |
910 | x = COORD(X(state, i)); |
911 | y = COORD(Y(state, i)); |
912 | x2 = y2 = -1; |
913 | } |
914 | |
915 | draw_tile(fe, state, x, y, t, bgcolour); |
916 | if (x2 != -1 || y2 != -1) |
917 | draw_tile(fe, state, x2, y2, t, bgcolour); |
918 | } |
919 | ds->tiles[i] = t0; |
4efb3868 |
920 | } |
921 | |
922 | unclip(fe); |
923 | |
924 | ds->bgcolour = bgcolour; |
fd1a1a2b |
925 | |
926 | /* |
927 | * Update the status bar. |
928 | */ |
929 | { |
930 | char statusbuf[256]; |
931 | |
d108c342 |
932 | /* |
933 | * Don't show the new status until we're also showing the |
934 | * new _state_ - after the game animation is complete. |
935 | */ |
936 | if (oldstate) |
937 | state = oldstate; |
938 | |
2ac6d24e |
939 | if (state->used_solve) |
940 | sprintf(statusbuf, "Moves since auto-solve: %d", |
941 | state->movecount - state->completed); |
81875211 |
942 | else { |
2ac6d24e |
943 | sprintf(statusbuf, "%sMoves: %d", |
944 | (state->completed ? "COMPLETED! " : ""), |
945 | (state->completed ? state->completed : state->movecount)); |
81875211 |
946 | if (state->movetarget) |
947 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
948 | state->movetarget); |
949 | } |
fd1a1a2b |
950 | |
951 | status_bar(fe, statusbuf); |
952 | } |
4efb3868 |
953 | } |
954 | |
be8d5aa1 |
955 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
956 | game_state *newstate, int dir, game_ui *ui) |
4efb3868 |
957 | { |
2ac6d24e |
958 | if ((dir > 0 && newstate->just_used_solve) || |
959 | (dir < 0 && oldstate->just_used_solve)) |
960 | return 0.0F; |
961 | else |
962 | return ANIM_TIME; |
4efb3868 |
963 | } |
964 | |
be8d5aa1 |
965 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
966 | game_state *newstate, int dir, game_ui *ui) |
4efb3868 |
967 | { |
2ac6d24e |
968 | if (!oldstate->completed && newstate->completed && |
969 | !oldstate->used_solve && !newstate->used_solve) |
4efb3868 |
970 | return 2 * FLASH_FRAME; |
971 | else |
972 | return 0.0F; |
973 | } |
fd1a1a2b |
974 | |
be8d5aa1 |
975 | static int game_wants_statusbar(void) |
fd1a1a2b |
976 | { |
977 | return TRUE; |
978 | } |
be8d5aa1 |
979 | |
48dcdd62 |
980 | static int game_timing_state(game_state *state) |
981 | { |
982 | return TRUE; |
983 | } |
984 | |
19ef4855 |
985 | #ifdef COMBINED |
986 | #define thegame sixteen |
987 | #endif |
988 | |
be8d5aa1 |
989 | const struct game thegame = { |
1d228b10 |
990 | "Sixteen", "games.sixteen", |
be8d5aa1 |
991 | default_params, |
992 | game_fetch_preset, |
993 | decode_params, |
994 | encode_params, |
995 | free_params, |
996 | dup_params, |
1d228b10 |
997 | TRUE, game_configure, custom_params, |
be8d5aa1 |
998 | validate_params, |
1185e3c5 |
999 | new_game_desc, |
6f2d8d7c |
1000 | game_free_aux_info, |
1185e3c5 |
1001 | validate_desc, |
be8d5aa1 |
1002 | new_game, |
1003 | dup_game, |
1004 | free_game, |
2ac6d24e |
1005 | TRUE, solve_game, |
af52394e |
1006 | TRUE, game_text_format, |
be8d5aa1 |
1007 | new_ui, |
1008 | free_ui, |
1009 | make_move, |
1010 | game_size, |
1011 | game_colours, |
1012 | game_new_drawstate, |
1013 | game_free_drawstate, |
1014 | game_redraw, |
1015 | game_anim_length, |
1016 | game_flash_length, |
1017 | game_wants_statusbar, |
48dcdd62 |
1018 | FALSE, game_timing_state, |
93b1da3d |
1019 | 0, /* mouse_priorities */ |
be8d5aa1 |
1020 | }; |