| 1 | /* |
| 2 | * fifteen.c: standard 15-puzzle. |
| 3 | */ |
| 4 | |
| 5 | #include <stdio.h> |
| 6 | #include <stdlib.h> |
| 7 | #include <string.h> |
| 8 | #include <assert.h> |
| 9 | #include <ctype.h> |
| 10 | #include <math.h> |
| 11 | |
| 12 | #include "puzzles.h" |
| 13 | |
| 14 | #define PREFERRED_TILE_SIZE 48 |
| 15 | #define TILE_SIZE (ds->tilesize) |
| 16 | #define BORDER (TILE_SIZE / 2) |
| 17 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
| 18 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 19 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 20 | |
| 21 | #define ANIM_TIME 0.13F |
| 22 | #define FLASH_FRAME 0.13F |
| 23 | |
| 24 | #define X(state, i) ( (i) % (state)->w ) |
| 25 | #define Y(state, i) ( (i) / (state)->w ) |
| 26 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
| 27 | |
| 28 | enum { |
| 29 | COL_BACKGROUND, |
| 30 | COL_TEXT, |
| 31 | COL_HIGHLIGHT, |
| 32 | COL_LOWLIGHT, |
| 33 | NCOLOURS |
| 34 | }; |
| 35 | |
| 36 | struct game_params { |
| 37 | int w, h; |
| 38 | }; |
| 39 | |
| 40 | struct game_state { |
| 41 | int w, h, n; |
| 42 | int *tiles; |
| 43 | int gap_pos; |
| 44 | int completed; |
| 45 | int just_used_solve; /* used to suppress undo animation */ |
| 46 | int used_solve; /* used to suppress completion flash */ |
| 47 | int movecount; |
| 48 | }; |
| 49 | |
| 50 | static game_params *default_params(void) |
| 51 | { |
| 52 | game_params *ret = snew(game_params); |
| 53 | |
| 54 | ret->w = ret->h = 4; |
| 55 | |
| 56 | return ret; |
| 57 | } |
| 58 | |
| 59 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 60 | { |
| 61 | return FALSE; |
| 62 | } |
| 63 | |
| 64 | static void free_params(game_params *params) |
| 65 | { |
| 66 | sfree(params); |
| 67 | } |
| 68 | |
| 69 | static game_params *dup_params(game_params *params) |
| 70 | { |
| 71 | game_params *ret = snew(game_params); |
| 72 | *ret = *params; /* structure copy */ |
| 73 | return ret; |
| 74 | } |
| 75 | |
| 76 | static void decode_params(game_params *ret, char const *string) |
| 77 | { |
| 78 | ret->w = ret->h = atoi(string); |
| 79 | while (*string && isdigit(*string)) string++; |
| 80 | if (*string == 'x') { |
| 81 | string++; |
| 82 | ret->h = atoi(string); |
| 83 | } |
| 84 | } |
| 85 | |
| 86 | static char *encode_params(game_params *params, int full) |
| 87 | { |
| 88 | char data[256]; |
| 89 | |
| 90 | sprintf(data, "%dx%d", params->w, params->h); |
| 91 | |
| 92 | return dupstr(data); |
| 93 | } |
| 94 | |
| 95 | static config_item *game_configure(game_params *params) |
| 96 | { |
| 97 | config_item *ret; |
| 98 | char buf[80]; |
| 99 | |
| 100 | ret = snewn(3, config_item); |
| 101 | |
| 102 | ret[0].name = "Width"; |
| 103 | ret[0].type = C_STRING; |
| 104 | sprintf(buf, "%d", params->w); |
| 105 | ret[0].sval = dupstr(buf); |
| 106 | ret[0].ival = 0; |
| 107 | |
| 108 | ret[1].name = "Height"; |
| 109 | ret[1].type = C_STRING; |
| 110 | sprintf(buf, "%d", params->h); |
| 111 | ret[1].sval = dupstr(buf); |
| 112 | ret[1].ival = 0; |
| 113 | |
| 114 | ret[2].name = NULL; |
| 115 | ret[2].type = C_END; |
| 116 | ret[2].sval = NULL; |
| 117 | ret[2].ival = 0; |
| 118 | |
| 119 | return ret; |
| 120 | } |
| 121 | |
| 122 | static game_params *custom_params(config_item *cfg) |
| 123 | { |
| 124 | game_params *ret = snew(game_params); |
| 125 | |
| 126 | ret->w = atoi(cfg[0].sval); |
| 127 | ret->h = atoi(cfg[1].sval); |
| 128 | |
| 129 | return ret; |
| 130 | } |
| 131 | |
| 132 | static char *validate_params(game_params *params) |
| 133 | { |
| 134 | if (params->w < 2 || params->h < 2) |
| 135 | return "Width and height must both be at least two"; |
| 136 | |
| 137 | return NULL; |
| 138 | } |
| 139 | |
| 140 | static int perm_parity(int *perm, int n) |
| 141 | { |
| 142 | int i, j, ret; |
| 143 | |
| 144 | ret = 0; |
| 145 | |
| 146 | for (i = 0; i < n-1; i++) |
| 147 | for (j = i+1; j < n; j++) |
| 148 | if (perm[i] > perm[j]) |
| 149 | ret = !ret; |
| 150 | |
| 151 | return ret; |
| 152 | } |
| 153 | |
| 154 | static char *new_game_desc(game_params *params, random_state *rs, |
| 155 | char **aux, int interactive) |
| 156 | { |
| 157 | int gap, n, i, x; |
| 158 | int x1, x2, p1, p2, parity; |
| 159 | int *tiles, *used; |
| 160 | char *ret; |
| 161 | int retlen; |
| 162 | |
| 163 | n = params->w * params->h; |
| 164 | |
| 165 | tiles = snewn(n, int); |
| 166 | used = snewn(n, int); |
| 167 | |
| 168 | for (i = 0; i < n; i++) { |
| 169 | tiles[i] = -1; |
| 170 | used[i] = FALSE; |
| 171 | } |
| 172 | |
| 173 | gap = random_upto(rs, n); |
| 174 | tiles[gap] = 0; |
| 175 | used[0] = TRUE; |
| 176 | |
| 177 | /* |
| 178 | * Place everything else except the last two tiles. |
| 179 | */ |
| 180 | for (x = 0, i = n-1; i > 2; i--) { |
| 181 | int k = random_upto(rs, i); |
| 182 | int j; |
| 183 | |
| 184 | for (j = 0; j < n; j++) |
| 185 | if (!used[j] && (k-- == 0)) |
| 186 | break; |
| 187 | |
| 188 | assert(j < n && !used[j]); |
| 189 | used[j] = TRUE; |
| 190 | |
| 191 | while (tiles[x] >= 0) |
| 192 | x++; |
| 193 | assert(x < n); |
| 194 | tiles[x] = j; |
| 195 | } |
| 196 | |
| 197 | /* |
| 198 | * Find the last two locations, and the last two pieces. |
| 199 | */ |
| 200 | while (tiles[x] >= 0) |
| 201 | x++; |
| 202 | assert(x < n); |
| 203 | x1 = x; |
| 204 | x++; |
| 205 | while (tiles[x] >= 0) |
| 206 | x++; |
| 207 | assert(x < n); |
| 208 | x2 = x; |
| 209 | |
| 210 | for (i = 0; i < n; i++) |
| 211 | if (!used[i]) |
| 212 | break; |
| 213 | p1 = i; |
| 214 | for (i = p1+1; i < n; i++) |
| 215 | if (!used[i]) |
| 216 | break; |
| 217 | p2 = i; |
| 218 | |
| 219 | /* |
| 220 | * Determine the required parity of the overall permutation. |
| 221 | * This is the XOR of: |
| 222 | * |
| 223 | * - The chessboard parity ((x^y)&1) of the gap square. The |
| 224 | * bottom right counts as even. |
| 225 | * |
| 226 | * - The parity of n. (The target permutation is 1,...,n-1,0 |
| 227 | * rather than 0,...,n-1; this is a cyclic permutation of |
| 228 | * the starting point and hence is odd iff n is even.) |
| 229 | */ |
| 230 | parity = ((X(params, gap) - (params->w-1)) ^ |
| 231 | (Y(params, gap) - (params->h-1)) ^ |
| 232 | (n+1)) & 1; |
| 233 | |
| 234 | /* |
| 235 | * Try the last two tiles one way round. If that fails, swap |
| 236 | * them. |
| 237 | */ |
| 238 | tiles[x1] = p1; |
| 239 | tiles[x2] = p2; |
| 240 | if (perm_parity(tiles, n) != parity) { |
| 241 | tiles[x1] = p2; |
| 242 | tiles[x2] = p1; |
| 243 | assert(perm_parity(tiles, n) == parity); |
| 244 | } |
| 245 | |
| 246 | /* |
| 247 | * Now construct the game description, by describing the tile |
| 248 | * array as a simple sequence of comma-separated integers. |
| 249 | */ |
| 250 | ret = NULL; |
| 251 | retlen = 0; |
| 252 | for (i = 0; i < n; i++) { |
| 253 | char buf[80]; |
| 254 | int k; |
| 255 | |
| 256 | k = sprintf(buf, "%d,", tiles[i]); |
| 257 | |
| 258 | ret = sresize(ret, retlen + k + 1, char); |
| 259 | strcpy(ret + retlen, buf); |
| 260 | retlen += k; |
| 261 | } |
| 262 | ret[retlen-1] = '\0'; /* delete last comma */ |
| 263 | |
| 264 | sfree(tiles); |
| 265 | sfree(used); |
| 266 | |
| 267 | return ret; |
| 268 | } |
| 269 | |
| 270 | static char *validate_desc(game_params *params, char *desc) |
| 271 | { |
| 272 | char *p, *err; |
| 273 | int i, area; |
| 274 | int *used; |
| 275 | |
| 276 | area = params->w * params->h; |
| 277 | p = desc; |
| 278 | err = NULL; |
| 279 | |
| 280 | used = snewn(area, int); |
| 281 | for (i = 0; i < area; i++) |
| 282 | used[i] = FALSE; |
| 283 | |
| 284 | for (i = 0; i < area; i++) { |
| 285 | char *q = p; |
| 286 | int n; |
| 287 | |
| 288 | if (*p < '0' || *p > '9') { |
| 289 | err = "Not enough numbers in string"; |
| 290 | goto leave; |
| 291 | } |
| 292 | while (*p >= '0' && *p <= '9') |
| 293 | p++; |
| 294 | if (i < area-1 && *p != ',') { |
| 295 | err = "Expected comma after number"; |
| 296 | goto leave; |
| 297 | } |
| 298 | else if (i == area-1 && *p) { |
| 299 | err = "Excess junk at end of string"; |
| 300 | goto leave; |
| 301 | } |
| 302 | n = atoi(q); |
| 303 | if (n < 0 || n >= area) { |
| 304 | err = "Number out of range"; |
| 305 | goto leave; |
| 306 | } |
| 307 | if (used[n]) { |
| 308 | err = "Number used twice"; |
| 309 | goto leave; |
| 310 | } |
| 311 | used[n] = TRUE; |
| 312 | |
| 313 | if (*p) p++; /* eat comma */ |
| 314 | } |
| 315 | |
| 316 | leave: |
| 317 | sfree(used); |
| 318 | return err; |
| 319 | } |
| 320 | |
| 321 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
| 322 | { |
| 323 | game_state *state = snew(game_state); |
| 324 | int i; |
| 325 | char *p; |
| 326 | |
| 327 | state->w = params->w; |
| 328 | state->h = params->h; |
| 329 | state->n = params->w * params->h; |
| 330 | state->tiles = snewn(state->n, int); |
| 331 | |
| 332 | state->gap_pos = 0; |
| 333 | p = desc; |
| 334 | i = 0; |
| 335 | for (i = 0; i < state->n; i++) { |
| 336 | assert(*p); |
| 337 | state->tiles[i] = atoi(p); |
| 338 | if (state->tiles[i] == 0) |
| 339 | state->gap_pos = i; |
| 340 | while (*p && *p != ',') |
| 341 | p++; |
| 342 | if (*p) p++; /* eat comma */ |
| 343 | } |
| 344 | assert(!*p); |
| 345 | assert(state->tiles[state->gap_pos] == 0); |
| 346 | |
| 347 | state->completed = state->movecount = 0; |
| 348 | state->used_solve = state->just_used_solve = FALSE; |
| 349 | |
| 350 | return state; |
| 351 | } |
| 352 | |
| 353 | static game_state *dup_game(game_state *state) |
| 354 | { |
| 355 | game_state *ret = snew(game_state); |
| 356 | |
| 357 | ret->w = state->w; |
| 358 | ret->h = state->h; |
| 359 | ret->n = state->n; |
| 360 | ret->tiles = snewn(state->w * state->h, int); |
| 361 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
| 362 | ret->gap_pos = state->gap_pos; |
| 363 | ret->completed = state->completed; |
| 364 | ret->movecount = state->movecount; |
| 365 | ret->used_solve = state->used_solve; |
| 366 | ret->just_used_solve = state->just_used_solve; |
| 367 | |
| 368 | return ret; |
| 369 | } |
| 370 | |
| 371 | static void free_game(game_state *state) |
| 372 | { |
| 373 | sfree(state->tiles); |
| 374 | sfree(state); |
| 375 | } |
| 376 | |
| 377 | static char *solve_game(game_state *state, game_state *currstate, |
| 378 | char *aux, char **error) |
| 379 | { |
| 380 | return dupstr("S"); |
| 381 | } |
| 382 | |
| 383 | static char *game_text_format(game_state *state) |
| 384 | { |
| 385 | char *ret, *p, buf[80]; |
| 386 | int x, y, col, maxlen; |
| 387 | |
| 388 | /* |
| 389 | * First work out how many characters we need to display each |
| 390 | * number. |
| 391 | */ |
| 392 | col = sprintf(buf, "%d", state->n-1); |
| 393 | |
| 394 | /* |
| 395 | * Now we know the exact total size of the grid we're going to |
| 396 | * produce: it's got h rows, each containing w lots of col, w-1 |
| 397 | * spaces and a trailing newline. |
| 398 | */ |
| 399 | maxlen = state->h * state->w * (col+1); |
| 400 | |
| 401 | ret = snewn(maxlen+1, char); |
| 402 | p = ret; |
| 403 | |
| 404 | for (y = 0; y < state->h; y++) { |
| 405 | for (x = 0; x < state->w; x++) { |
| 406 | int v = state->tiles[state->w*y+x]; |
| 407 | if (v == 0) |
| 408 | sprintf(buf, "%*s", col, ""); |
| 409 | else |
| 410 | sprintf(buf, "%*d", col, v); |
| 411 | memcpy(p, buf, col); |
| 412 | p += col; |
| 413 | if (x+1 == state->w) |
| 414 | *p++ = '\n'; |
| 415 | else |
| 416 | *p++ = ' '; |
| 417 | } |
| 418 | } |
| 419 | |
| 420 | assert(p - ret == maxlen); |
| 421 | *p = '\0'; |
| 422 | return ret; |
| 423 | } |
| 424 | |
| 425 | static game_ui *new_ui(game_state *state) |
| 426 | { |
| 427 | return NULL; |
| 428 | } |
| 429 | |
| 430 | static void free_ui(game_ui *ui) |
| 431 | { |
| 432 | } |
| 433 | |
| 434 | static char *encode_ui(game_ui *ui) |
| 435 | { |
| 436 | return NULL; |
| 437 | } |
| 438 | |
| 439 | static void decode_ui(game_ui *ui, char *encoding) |
| 440 | { |
| 441 | } |
| 442 | |
| 443 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 444 | game_state *newstate) |
| 445 | { |
| 446 | } |
| 447 | |
| 448 | struct game_drawstate { |
| 449 | int started; |
| 450 | int w, h, bgcolour; |
| 451 | int *tiles; |
| 452 | int tilesize; |
| 453 | }; |
| 454 | |
| 455 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 456 | int x, int y, int button) |
| 457 | { |
| 458 | int gx, gy, dx, dy; |
| 459 | char buf[80]; |
| 460 | |
| 461 | button &= ~MOD_MASK; |
| 462 | |
| 463 | gx = X(state, state->gap_pos); |
| 464 | gy = Y(state, state->gap_pos); |
| 465 | |
| 466 | if (button == CURSOR_RIGHT && gx > 0) |
| 467 | dx = gx - 1, dy = gy; |
| 468 | else if (button == CURSOR_LEFT && gx < state->w-1) |
| 469 | dx = gx + 1, dy = gy; |
| 470 | else if (button == CURSOR_DOWN && gy > 0) |
| 471 | dy = gy - 1, dx = gx; |
| 472 | else if (button == CURSOR_UP && gy < state->h-1) |
| 473 | dy = gy + 1, dx = gx; |
| 474 | else if (button == LEFT_BUTTON) { |
| 475 | dx = FROMCOORD(x); |
| 476 | dy = FROMCOORD(y); |
| 477 | if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h) |
| 478 | return NULL; /* out of bounds */ |
| 479 | /* |
| 480 | * Any click location should be equal to the gap location |
| 481 | * in _precisely_ one coordinate. |
| 482 | */ |
| 483 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
| 484 | return NULL; |
| 485 | } else |
| 486 | return NULL; /* no move */ |
| 487 | |
| 488 | sprintf(buf, "M%d,%d", dx, dy); |
| 489 | return dupstr(buf); |
| 490 | } |
| 491 | |
| 492 | static game_state *execute_move(game_state *from, char *move) |
| 493 | { |
| 494 | int gx, gy, dx, dy, ux, uy, up, p; |
| 495 | game_state *ret; |
| 496 | |
| 497 | if (!strcmp(move, "S")) { |
| 498 | int i; |
| 499 | |
| 500 | ret = dup_game(from); |
| 501 | |
| 502 | /* |
| 503 | * Simply replace the grid with a solved one. For this game, |
| 504 | * this isn't a useful operation for actually telling the user |
| 505 | * what they should have done, but it is useful for |
| 506 | * conveniently being able to get hold of a clean state from |
| 507 | * which to practise manoeuvres. |
| 508 | */ |
| 509 | for (i = 0; i < ret->n; i++) |
| 510 | ret->tiles[i] = (i+1) % ret->n; |
| 511 | ret->gap_pos = ret->n-1; |
| 512 | ret->used_solve = ret->just_used_solve = TRUE; |
| 513 | ret->completed = ret->movecount = 1; |
| 514 | |
| 515 | return ret; |
| 516 | } |
| 517 | |
| 518 | gx = X(from, from->gap_pos); |
| 519 | gy = Y(from, from->gap_pos); |
| 520 | |
| 521 | if (move[0] != 'M' || |
| 522 | sscanf(move+1, "%d,%d", &dx, &dy) != 2 || |
| 523 | (dx == gx && dy == gy) || (dx != gx && dy != gy) || |
| 524 | dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
| 525 | return NULL; |
| 526 | |
| 527 | /* |
| 528 | * Find the unit displacement from the original gap |
| 529 | * position towards this one. |
| 530 | */ |
| 531 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
| 532 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
| 533 | up = C(from, ux, uy); |
| 534 | |
| 535 | ret = dup_game(from); |
| 536 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
| 537 | |
| 538 | ret->gap_pos = C(from, dx, dy); |
| 539 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
| 540 | |
| 541 | ret->tiles[ret->gap_pos] = 0; |
| 542 | |
| 543 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
| 544 | assert(p >= 0 && p < from->n); |
| 545 | ret->tiles[p] = from->tiles[p + up]; |
| 546 | ret->movecount++; |
| 547 | } |
| 548 | |
| 549 | /* |
| 550 | * See if the game has been completed. |
| 551 | */ |
| 552 | if (!ret->completed) { |
| 553 | ret->completed = ret->movecount; |
| 554 | for (p = 0; p < ret->n; p++) |
| 555 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
| 556 | ret->completed = 0; |
| 557 | } |
| 558 | |
| 559 | return ret; |
| 560 | } |
| 561 | |
| 562 | /* ---------------------------------------------------------------------- |
| 563 | * Drawing routines. |
| 564 | */ |
| 565 | |
| 566 | static void game_size(game_params *params, game_drawstate *ds, |
| 567 | int *x, int *y, int expand) |
| 568 | { |
| 569 | double tsx, tsy, ts; |
| 570 | /* |
| 571 | * Each window dimension equals the tile size times one more |
| 572 | * than the grid dimension (the border is half the width of the |
| 573 | * tiles). |
| 574 | */ |
| 575 | tsx = (double)*x / ((double)params->w + 1.0); |
| 576 | tsy = (double)*y / ((double)params->h + 1.0); |
| 577 | ts = min(tsx, tsy); |
| 578 | if (expand) |
| 579 | ds->tilesize = (int)(ts + 0.5); |
| 580 | else |
| 581 | ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); |
| 582 | |
| 583 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 584 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 585 | } |
| 586 | |
| 587 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 588 | { |
| 589 | float *ret = snewn(3 * NCOLOURS, float); |
| 590 | int i; |
| 591 | float max; |
| 592 | |
| 593 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 594 | |
| 595 | /* |
| 596 | * Drop the background colour so that the highlight is |
| 597 | * noticeably brighter than it while still being under 1. |
| 598 | */ |
| 599 | max = ret[COL_BACKGROUND*3]; |
| 600 | for (i = 1; i < 3; i++) |
| 601 | if (ret[COL_BACKGROUND*3+i] > max) |
| 602 | max = ret[COL_BACKGROUND*3+i]; |
| 603 | if (max * 1.2F > 1.0F) { |
| 604 | for (i = 0; i < 3; i++) |
| 605 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
| 606 | } |
| 607 | |
| 608 | for (i = 0; i < 3; i++) { |
| 609 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
| 610 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
| 611 | ret[COL_TEXT * 3 + i] = 0.0; |
| 612 | } |
| 613 | |
| 614 | *ncolours = NCOLOURS; |
| 615 | return ret; |
| 616 | } |
| 617 | |
| 618 | static game_drawstate *game_new_drawstate(game_state *state) |
| 619 | { |
| 620 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 621 | int i; |
| 622 | |
| 623 | ds->started = FALSE; |
| 624 | ds->w = state->w; |
| 625 | ds->h = state->h; |
| 626 | ds->bgcolour = COL_BACKGROUND; |
| 627 | ds->tiles = snewn(ds->w*ds->h, int); |
| 628 | ds->tilesize = 0; /* haven't decided yet */ |
| 629 | for (i = 0; i < ds->w*ds->h; i++) |
| 630 | ds->tiles[i] = -1; |
| 631 | |
| 632 | return ds; |
| 633 | } |
| 634 | |
| 635 | static void game_free_drawstate(game_drawstate *ds) |
| 636 | { |
| 637 | sfree(ds->tiles); |
| 638 | sfree(ds); |
| 639 | } |
| 640 | |
| 641 | static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, |
| 642 | int x, int y, int tile, int flash_colour) |
| 643 | { |
| 644 | if (tile == 0) { |
| 645 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
| 646 | flash_colour); |
| 647 | } else { |
| 648 | int coords[6]; |
| 649 | char str[40]; |
| 650 | |
| 651 | coords[0] = x + TILE_SIZE - 1; |
| 652 | coords[1] = y + TILE_SIZE - 1; |
| 653 | coords[2] = x + TILE_SIZE - 1; |
| 654 | coords[3] = y; |
| 655 | coords[4] = x; |
| 656 | coords[5] = y + TILE_SIZE - 1; |
| 657 | draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
| 658 | |
| 659 | coords[0] = x; |
| 660 | coords[1] = y; |
| 661 | draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 662 | |
| 663 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
| 664 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
| 665 | flash_colour); |
| 666 | |
| 667 | sprintf(str, "%d", tile); |
| 668 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
| 669 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 670 | COL_TEXT, str); |
| 671 | } |
| 672 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
| 673 | } |
| 674 | |
| 675 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 676 | game_state *state, int dir, game_ui *ui, |
| 677 | float animtime, float flashtime) |
| 678 | { |
| 679 | int i, pass, bgcolour; |
| 680 | |
| 681 | if (flashtime > 0) { |
| 682 | int frame = (int)(flashtime / FLASH_FRAME); |
| 683 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
| 684 | } else |
| 685 | bgcolour = COL_BACKGROUND; |
| 686 | |
| 687 | if (!ds->started) { |
| 688 | int coords[10]; |
| 689 | |
| 690 | draw_rect(fe, 0, 0, |
| 691 | TILE_SIZE * state->w + 2 * BORDER, |
| 692 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
| 693 | draw_update(fe, 0, 0, |
| 694 | TILE_SIZE * state->w + 2 * BORDER, |
| 695 | TILE_SIZE * state->h + 2 * BORDER); |
| 696 | |
| 697 | /* |
| 698 | * Recessed area containing the whole puzzle. |
| 699 | */ |
| 700 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 701 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 702 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 703 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
| 704 | coords[4] = coords[2] - TILE_SIZE; |
| 705 | coords[5] = coords[3] + TILE_SIZE; |
| 706 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
| 707 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 708 | coords[6] = coords[8] + TILE_SIZE; |
| 709 | coords[7] = coords[9] - TILE_SIZE; |
| 710 | draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 711 | |
| 712 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
| 713 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
| 714 | draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); |
| 715 | |
| 716 | ds->started = TRUE; |
| 717 | } |
| 718 | |
| 719 | /* |
| 720 | * Now draw each tile. We do this in two passes to make |
| 721 | * animation easy. |
| 722 | */ |
| 723 | for (pass = 0; pass < 2; pass++) { |
| 724 | for (i = 0; i < state->n; i++) { |
| 725 | int t, t0; |
| 726 | /* |
| 727 | * Figure out what should be displayed at this |
| 728 | * location. It's either a simple tile, or it's a |
| 729 | * transition between two tiles (in which case we say |
| 730 | * -1 because it must always be drawn). |
| 731 | */ |
| 732 | |
| 733 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
| 734 | t = -1; |
| 735 | else |
| 736 | t = state->tiles[i]; |
| 737 | |
| 738 | t0 = t; |
| 739 | |
| 740 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
| 741 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
| 742 | int x, y; |
| 743 | |
| 744 | /* |
| 745 | * Figure out what to _actually_ draw, and where to |
| 746 | * draw it. |
| 747 | */ |
| 748 | if (t == -1) { |
| 749 | int x0, y0, x1, y1; |
| 750 | int j; |
| 751 | |
| 752 | /* |
| 753 | * On the first pass, just blank the tile. |
| 754 | */ |
| 755 | if (pass == 0) { |
| 756 | x = COORD(X(state, i)); |
| 757 | y = COORD(Y(state, i)); |
| 758 | t = 0; |
| 759 | } else { |
| 760 | float c; |
| 761 | |
| 762 | t = state->tiles[i]; |
| 763 | |
| 764 | /* |
| 765 | * Don't bother moving the gap; just don't |
| 766 | * draw it. |
| 767 | */ |
| 768 | if (t == 0) |
| 769 | continue; |
| 770 | |
| 771 | /* |
| 772 | * Find the coordinates of this tile in the old and |
| 773 | * new states. |
| 774 | */ |
| 775 | x1 = COORD(X(state, i)); |
| 776 | y1 = COORD(Y(state, i)); |
| 777 | for (j = 0; j < oldstate->n; j++) |
| 778 | if (oldstate->tiles[j] == state->tiles[i]) |
| 779 | break; |
| 780 | assert(j < oldstate->n); |
| 781 | x0 = COORD(X(state, j)); |
| 782 | y0 = COORD(Y(state, j)); |
| 783 | |
| 784 | c = (animtime / ANIM_TIME); |
| 785 | if (c < 0.0F) c = 0.0F; |
| 786 | if (c > 1.0F) c = 1.0F; |
| 787 | |
| 788 | x = x0 + (int)(c * (x1 - x0)); |
| 789 | y = y0 + (int)(c * (y1 - y0)); |
| 790 | } |
| 791 | |
| 792 | } else { |
| 793 | if (pass == 0) |
| 794 | continue; |
| 795 | x = COORD(X(state, i)); |
| 796 | y = COORD(Y(state, i)); |
| 797 | } |
| 798 | |
| 799 | draw_tile(fe, ds, state, x, y, t, bgcolour); |
| 800 | } |
| 801 | ds->tiles[i] = t0; |
| 802 | } |
| 803 | } |
| 804 | ds->bgcolour = bgcolour; |
| 805 | |
| 806 | /* |
| 807 | * Update the status bar. |
| 808 | */ |
| 809 | { |
| 810 | char statusbuf[256]; |
| 811 | |
| 812 | /* |
| 813 | * Don't show the new status until we're also showing the |
| 814 | * new _state_ - after the game animation is complete. |
| 815 | */ |
| 816 | if (oldstate) |
| 817 | state = oldstate; |
| 818 | |
| 819 | if (state->used_solve) |
| 820 | sprintf(statusbuf, "Moves since auto-solve: %d", |
| 821 | state->movecount - state->completed); |
| 822 | else |
| 823 | sprintf(statusbuf, "%sMoves: %d", |
| 824 | (state->completed ? "COMPLETED! " : ""), |
| 825 | (state->completed ? state->completed : state->movecount)); |
| 826 | |
| 827 | status_bar(fe, statusbuf); |
| 828 | } |
| 829 | } |
| 830 | |
| 831 | static float game_anim_length(game_state *oldstate, |
| 832 | game_state *newstate, int dir, game_ui *ui) |
| 833 | { |
| 834 | if ((dir > 0 && newstate->just_used_solve) || |
| 835 | (dir < 0 && oldstate->just_used_solve)) |
| 836 | return 0.0F; |
| 837 | else |
| 838 | return ANIM_TIME; |
| 839 | } |
| 840 | |
| 841 | static float game_flash_length(game_state *oldstate, |
| 842 | game_state *newstate, int dir, game_ui *ui) |
| 843 | { |
| 844 | if (!oldstate->completed && newstate->completed && |
| 845 | !oldstate->used_solve && !newstate->used_solve) |
| 846 | return 2 * FLASH_FRAME; |
| 847 | else |
| 848 | return 0.0F; |
| 849 | } |
| 850 | |
| 851 | static int game_wants_statusbar(void) |
| 852 | { |
| 853 | return TRUE; |
| 854 | } |
| 855 | |
| 856 | static int game_timing_state(game_state *state) |
| 857 | { |
| 858 | return TRUE; |
| 859 | } |
| 860 | |
| 861 | #ifdef COMBINED |
| 862 | #define thegame fifteen |
| 863 | #endif |
| 864 | |
| 865 | const struct game thegame = { |
| 866 | "Fifteen", "games.fifteen", |
| 867 | default_params, |
| 868 | game_fetch_preset, |
| 869 | decode_params, |
| 870 | encode_params, |
| 871 | free_params, |
| 872 | dup_params, |
| 873 | TRUE, game_configure, custom_params, |
| 874 | validate_params, |
| 875 | new_game_desc, |
| 876 | validate_desc, |
| 877 | new_game, |
| 878 | dup_game, |
| 879 | free_game, |
| 880 | TRUE, solve_game, |
| 881 | TRUE, game_text_format, |
| 882 | new_ui, |
| 883 | free_ui, |
| 884 | encode_ui, |
| 885 | decode_ui, |
| 886 | game_changed_state, |
| 887 | interpret_move, |
| 888 | execute_move, |
| 889 | game_size, |
| 890 | game_colours, |
| 891 | game_new_drawstate, |
| 892 | game_free_drawstate, |
| 893 | game_redraw, |
| 894 | game_anim_length, |
| 895 | game_flash_length, |
| 896 | game_wants_statusbar, |
| 897 | FALSE, game_timing_state, |
| 898 | 0, /* mouse_priorities */ |
| 899 | }; |