| 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 <ctype.h> |
| 12 | #include <math.h> |
| 13 | |
| 14 | #include "puzzles.h" |
| 15 | |
| 16 | #define PREFERRED_TILE_SIZE 48 |
| 17 | #define TILE_SIZE (ds->tilesize) |
| 18 | #define BORDER TILE_SIZE |
| 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 0.13F |
| 24 | #define FLASH_FRAME 0.13F |
| 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 | int movetarget; |
| 41 | }; |
| 42 | |
| 43 | struct game_state { |
| 44 | int w, h, n; |
| 45 | int *tiles; |
| 46 | int completed; |
| 47 | int used_solve; /* used to suppress completion flash */ |
| 48 | int movecount, movetarget; |
| 49 | int last_movement_sense; |
| 50 | }; |
| 51 | |
| 52 | static game_params *default_params(void) |
| 53 | { |
| 54 | game_params *ret = snew(game_params); |
| 55 | |
| 56 | ret->w = ret->h = 4; |
| 57 | ret->movetarget = 0; |
| 58 | |
| 59 | return ret; |
| 60 | } |
| 61 | |
| 62 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 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; |
| 82 | ret->movetarget = 0; |
| 83 | return TRUE; |
| 84 | } |
| 85 | |
| 86 | static void free_params(game_params *params) |
| 87 | { |
| 88 | sfree(params); |
| 89 | } |
| 90 | |
| 91 | static game_params *dup_params(game_params *params) |
| 92 | { |
| 93 | game_params *ret = snew(game_params); |
| 94 | *ret = *params; /* structure copy */ |
| 95 | return ret; |
| 96 | } |
| 97 | |
| 98 | static void decode_params(game_params *ret, char const *string) |
| 99 | { |
| 100 | ret->w = ret->h = atoi(string); |
| 101 | ret->movetarget = 0; |
| 102 | while (*string && isdigit((unsigned char)*string)) string++; |
| 103 | if (*string == 'x') { |
| 104 | string++; |
| 105 | ret->h = atoi(string); |
| 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++; |
| 114 | } |
| 115 | } |
| 116 | |
| 117 | static char *encode_params(game_params *params, int full) |
| 118 | { |
| 119 | char data[256]; |
| 120 | |
| 121 | sprintf(data, "%dx%d", params->w, params->h); |
| 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); |
| 126 | |
| 127 | return dupstr(data); |
| 128 | } |
| 129 | |
| 130 | static config_item *game_configure(game_params *params) |
| 131 | { |
| 132 | config_item *ret; |
| 133 | char buf[80]; |
| 134 | |
| 135 | ret = snewn(4, config_item); |
| 136 | |
| 137 | ret[0].name = "Width"; |
| 138 | ret[0].type = C_STRING; |
| 139 | sprintf(buf, "%d", params->w); |
| 140 | ret[0].sval = dupstr(buf); |
| 141 | ret[0].ival = 0; |
| 142 | |
| 143 | ret[1].name = "Height"; |
| 144 | ret[1].type = C_STRING; |
| 145 | sprintf(buf, "%d", params->h); |
| 146 | ret[1].sval = dupstr(buf); |
| 147 | ret[1].ival = 0; |
| 148 | |
| 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); |
| 153 | ret[2].ival = 0; |
| 154 | |
| 155 | ret[3].name = NULL; |
| 156 | ret[3].type = C_END; |
| 157 | ret[3].sval = NULL; |
| 158 | ret[3].ival = 0; |
| 159 | |
| 160 | return ret; |
| 161 | } |
| 162 | |
| 163 | static game_params *custom_params(config_item *cfg) |
| 164 | { |
| 165 | game_params *ret = snew(game_params); |
| 166 | |
| 167 | ret->w = atoi(cfg[0].sval); |
| 168 | ret->h = atoi(cfg[1].sval); |
| 169 | ret->movetarget = atoi(cfg[2].sval); |
| 170 | |
| 171 | return ret; |
| 172 | } |
| 173 | |
| 174 | static char *validate_params(game_params *params, int full) |
| 175 | { |
| 176 | if (params->w < 2 || params->h < 2) |
| 177 | return "Width and height must both be at least two"; |
| 178 | |
| 179 | return NULL; |
| 180 | } |
| 181 | |
| 182 | static int perm_parity(int *perm, int n) |
| 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 | |
| 196 | static char *new_game_desc(game_params *params, random_state *rs, |
| 197 | char **aux, int interactive) |
| 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); |
| 208 | |
| 209 | if (params->movetarget) { |
| 210 | int prevoffset = -1; |
| 211 | int max = (params->w > params->h ? params->w : params->h); |
| 212 | int *prevmoves = snewn(max, int); |
| 213 | |
| 214 | /* |
| 215 | * Shuffle the old-fashioned way, by making a series of |
| 216 | * single moves on the grid. |
| 217 | */ |
| 218 | |
| 219 | for (i = 0; i < n; i++) |
| 220 | tiles[i] = i; |
| 221 | |
| 222 | for (i = 0; i < params->movetarget; i++) { |
| 223 | int start, offset, len, direction, index; |
| 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. */ |
| 235 | index = j; |
| 236 | start = j; |
| 237 | offset = params->w; |
| 238 | len = params->h; |
| 239 | } else { |
| 240 | /* Row. */ |
| 241 | index = j - params->w; |
| 242 | start = index * params->w; |
| 243 | offset = 1; |
| 244 | len = params->w; |
| 245 | } |
| 246 | |
| 247 | direction = -1 + 2 * random_upto(rs, 2); |
| 248 | |
| 249 | /* |
| 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. |
| 266 | */ |
| 267 | if (offset == prevoffset) { |
| 268 | tmp = prevmoves[index] + direction; |
| 269 | if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index])) |
| 270 | continue; |
| 271 | } |
| 272 | |
| 273 | /* If we didn't `continue', we've found an OK move to make. */ |
| 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; |
| 281 | break; |
| 282 | } |
| 283 | |
| 284 | /* |
| 285 | * Make the move. |
| 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 | |
| 297 | sfree(prevmoves); |
| 298 | |
| 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); |
| 375 | } |
| 376 | |
| 377 | /* |
| 378 | * Now construct the game description, by describing the tile |
| 379 | * array as a simple sequence of comma-separated integers. |
| 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); |
| 396 | |
| 397 | return ret; |
| 398 | } |
| 399 | |
| 400 | |
| 401 | static char *validate_desc(game_params *params, char *desc) |
| 402 | { |
| 403 | char *p, *err; |
| 404 | int i, area; |
| 405 | int *used; |
| 406 | |
| 407 | area = params->w * params->h; |
| 408 | p = desc; |
| 409 | err = NULL; |
| 410 | |
| 411 | used = snewn(area, int); |
| 412 | for (i = 0; i < area; i++) |
| 413 | used[i] = FALSE; |
| 414 | |
| 415 | for (i = 0; i < area; i++) { |
| 416 | char *q = p; |
| 417 | int n; |
| 418 | |
| 419 | if (*p < '0' || *p > '9') { |
| 420 | err = "Not enough numbers in string"; |
| 421 | goto leave; |
| 422 | } |
| 423 | while (*p >= '0' && *p <= '9') |
| 424 | p++; |
| 425 | if (i < area-1 && *p != ',') { |
| 426 | err = "Expected comma after number"; |
| 427 | goto leave; |
| 428 | } |
| 429 | else if (i == area-1 && *p) { |
| 430 | err = "Excess junk at end of string"; |
| 431 | goto leave; |
| 432 | } |
| 433 | n = atoi(q); |
| 434 | if (n < 1 || n > area) { |
| 435 | err = "Number out of range"; |
| 436 | goto leave; |
| 437 | } |
| 438 | if (used[n-1]) { |
| 439 | err = "Number used twice"; |
| 440 | goto leave; |
| 441 | } |
| 442 | used[n-1] = TRUE; |
| 443 | |
| 444 | if (*p) p++; /* eat comma */ |
| 445 | } |
| 446 | |
| 447 | leave: |
| 448 | sfree(used); |
| 449 | return err; |
| 450 | } |
| 451 | |
| 452 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 453 | { |
| 454 | game_state *state = snew(game_state); |
| 455 | int i; |
| 456 | char *p; |
| 457 | |
| 458 | state->w = params->w; |
| 459 | state->h = params->h; |
| 460 | state->n = params->w * params->h; |
| 461 | state->tiles = snewn(state->n, int); |
| 462 | |
| 463 | p = desc; |
| 464 | i = 0; |
| 465 | for (i = 0; i < state->n; i++) { |
| 466 | assert(*p); |
| 467 | state->tiles[i] = atoi(p); |
| 468 | while (*p && *p != ',') |
| 469 | p++; |
| 470 | if (*p) p++; /* eat comma */ |
| 471 | } |
| 472 | assert(!*p); |
| 473 | |
| 474 | state->completed = state->movecount = 0; |
| 475 | state->movetarget = params->movetarget; |
| 476 | state->used_solve = FALSE; |
| 477 | state->last_movement_sense = 0; |
| 478 | |
| 479 | return state; |
| 480 | } |
| 481 | |
| 482 | static game_state *dup_game(game_state *state) |
| 483 | { |
| 484 | game_state *ret = snew(game_state); |
| 485 | |
| 486 | ret->w = state->w; |
| 487 | ret->h = state->h; |
| 488 | ret->n = state->n; |
| 489 | ret->tiles = snewn(state->w * state->h, int); |
| 490 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
| 491 | ret->completed = state->completed; |
| 492 | ret->movecount = state->movecount; |
| 493 | ret->movetarget = state->movetarget; |
| 494 | ret->used_solve = state->used_solve; |
| 495 | ret->last_movement_sense = state->last_movement_sense; |
| 496 | |
| 497 | return ret; |
| 498 | } |
| 499 | |
| 500 | static void free_game(game_state *state) |
| 501 | { |
| 502 | sfree(state->tiles); |
| 503 | sfree(state); |
| 504 | } |
| 505 | |
| 506 | static char *solve_game(game_state *state, game_state *currstate, |
| 507 | char *aux, char **error) |
| 508 | { |
| 509 | return dupstr("S"); |
| 510 | } |
| 511 | |
| 512 | static int game_can_format_as_text_now(game_params *params) |
| 513 | { |
| 514 | return TRUE; |
| 515 | } |
| 516 | |
| 517 | static char *game_text_format(game_state *state) |
| 518 | { |
| 519 | char *ret, *p, buf[80]; |
| 520 | int x, y, col, maxlen; |
| 521 | |
| 522 | /* |
| 523 | * First work out how many characters we need to display each |
| 524 | * number. |
| 525 | */ |
| 526 | col = sprintf(buf, "%d", state->n); |
| 527 | |
| 528 | /* |
| 529 | * Now we know the exact total size of the grid we're going to |
| 530 | * produce: it's got h rows, each containing w lots of col, w-1 |
| 531 | * spaces and a trailing newline. |
| 532 | */ |
| 533 | maxlen = state->h * state->w * (col+1); |
| 534 | |
| 535 | ret = snewn(maxlen+1, char); |
| 536 | p = ret; |
| 537 | |
| 538 | for (y = 0; y < state->h; y++) { |
| 539 | for (x = 0; x < state->w; x++) { |
| 540 | int v = state->tiles[state->w*y+x]; |
| 541 | sprintf(buf, "%*d", col, v); |
| 542 | memcpy(p, buf, col); |
| 543 | p += col; |
| 544 | if (x+1 == state->w) |
| 545 | *p++ = '\n'; |
| 546 | else |
| 547 | *p++ = ' '; |
| 548 | } |
| 549 | } |
| 550 | |
| 551 | assert(p - ret == maxlen); |
| 552 | *p = '\0'; |
| 553 | return ret; |
| 554 | } |
| 555 | |
| 556 | struct game_ui { |
| 557 | int cur_x, cur_y; |
| 558 | int cur_visible; |
| 559 | }; |
| 560 | |
| 561 | static game_ui *new_ui(game_state *state) |
| 562 | { |
| 563 | game_ui *ui = snew(game_ui); |
| 564 | ui->cur_x = 0; |
| 565 | ui->cur_y = -1; |
| 566 | ui->cur_visible = FALSE; |
| 567 | |
| 568 | return ui; |
| 569 | } |
| 570 | |
| 571 | static void free_ui(game_ui *ui) |
| 572 | { |
| 573 | sfree(ui); |
| 574 | } |
| 575 | |
| 576 | static char *encode_ui(game_ui *ui) |
| 577 | { |
| 578 | return NULL; |
| 579 | } |
| 580 | |
| 581 | static void decode_ui(game_ui *ui, char *encoding) |
| 582 | { |
| 583 | } |
| 584 | |
| 585 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 586 | game_state *newstate) |
| 587 | { |
| 588 | } |
| 589 | |
| 590 | struct game_drawstate { |
| 591 | int started; |
| 592 | int w, h, bgcolour; |
| 593 | int *tiles; |
| 594 | int tilesize; |
| 595 | int cur_x, cur_y; |
| 596 | }; |
| 597 | |
| 598 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 599 | int x, int y, int button) |
| 600 | { |
| 601 | int cx = -1, cy = -1, dx, dy; |
| 602 | char buf[80]; |
| 603 | |
| 604 | button &= ~MOD_MASK; |
| 605 | |
| 606 | if (IS_CURSOR_MOVE(button)) { |
| 607 | /* right/down rotates cursor clockwise, |
| 608 | * left/up rotates anticlockwise. */ |
| 609 | int cpos, diff; |
| 610 | cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y); |
| 611 | diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button); |
| 612 | |
| 613 | cpos += diff; |
| 614 | pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y); |
| 615 | |
| 616 | ui->cur_visible = 1; |
| 617 | return ""; |
| 618 | } |
| 619 | |
| 620 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 621 | cx = FROMCOORD(x); |
| 622 | cy = FROMCOORD(y); |
| 623 | ui->cur_visible = 0; |
| 624 | } else if (IS_CURSOR_SELECT(button)) { |
| 625 | if (ui->cur_visible) { |
| 626 | cx = ui->cur_x; |
| 627 | cy = ui->cur_y; |
| 628 | } else { |
| 629 | ui->cur_visible = 1; |
| 630 | return ""; |
| 631 | } |
| 632 | } else { |
| 633 | return NULL; |
| 634 | } |
| 635 | |
| 636 | if (cx == -1 && cy >= 0 && cy < state->h) |
| 637 | dx = -1, dy = 0; |
| 638 | else if (cx == state->w && cy >= 0 && cy < state->h) |
| 639 | dx = +1, dy = 0; |
| 640 | else if (cy == -1 && cx >= 0 && cx < state->w) |
| 641 | dy = -1, dx = 0; |
| 642 | else if (cy == state->h && cx >= 0 && cx < state->w) |
| 643 | dy = +1, dx = 0; |
| 644 | else |
| 645 | return ""; /* invalid click location */ |
| 646 | |
| 647 | /* reverse direction if right hand button is pressed */ |
| 648 | if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) { |
| 649 | dx = -dx; |
| 650 | dy = -dy; |
| 651 | } |
| 652 | |
| 653 | if (dx) |
| 654 | sprintf(buf, "R%d,%d", cy, dx); |
| 655 | else |
| 656 | sprintf(buf, "C%d,%d", cx, dy); |
| 657 | return dupstr(buf); |
| 658 | } |
| 659 | |
| 660 | static game_state *execute_move(game_state *from, char *move) |
| 661 | { |
| 662 | int cx, cy, dx, dy; |
| 663 | int tx, ty, n; |
| 664 | game_state *ret; |
| 665 | |
| 666 | if (!strcmp(move, "S")) { |
| 667 | int i; |
| 668 | |
| 669 | ret = dup_game(from); |
| 670 | |
| 671 | /* |
| 672 | * Simply replace the grid with a solved one. For this game, |
| 673 | * this isn't a useful operation for actually telling the user |
| 674 | * what they should have done, but it is useful for |
| 675 | * conveniently being able to get hold of a clean state from |
| 676 | * which to practise manoeuvres. |
| 677 | */ |
| 678 | for (i = 0; i < ret->n; i++) |
| 679 | ret->tiles[i] = i+1; |
| 680 | ret->used_solve = TRUE; |
| 681 | ret->completed = ret->movecount = 1; |
| 682 | |
| 683 | return ret; |
| 684 | } |
| 685 | |
| 686 | if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 && |
| 687 | cy >= 0 && cy < from->h) { |
| 688 | cx = dy = 0; |
| 689 | n = from->w; |
| 690 | } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 && |
| 691 | cx >= 0 && cx < from->w) { |
| 692 | cy = dx = 0; |
| 693 | n = from->h; |
| 694 | } else |
| 695 | return NULL; |
| 696 | |
| 697 | ret = dup_game(from); |
| 698 | |
| 699 | do { |
| 700 | tx = (cx - dx + from->w) % from->w; |
| 701 | ty = (cy - dy + from->h) % from->h; |
| 702 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
| 703 | cx = tx; |
| 704 | cy = ty; |
| 705 | } while (--n > 0); |
| 706 | |
| 707 | ret->movecount++; |
| 708 | |
| 709 | ret->last_movement_sense = dx+dy; |
| 710 | |
| 711 | /* |
| 712 | * See if the game has been completed. |
| 713 | */ |
| 714 | if (!ret->completed) { |
| 715 | ret->completed = ret->movecount; |
| 716 | for (n = 0; n < ret->n; n++) |
| 717 | if (ret->tiles[n] != n+1) |
| 718 | ret->completed = FALSE; |
| 719 | } |
| 720 | |
| 721 | return ret; |
| 722 | } |
| 723 | |
| 724 | /* ---------------------------------------------------------------------- |
| 725 | * Drawing routines. |
| 726 | */ |
| 727 | |
| 728 | static void game_compute_size(game_params *params, int tilesize, |
| 729 | int *x, int *y) |
| 730 | { |
| 731 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 732 | struct { int tilesize; } ads, *ds = &ads; |
| 733 | ads.tilesize = tilesize; |
| 734 | |
| 735 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 736 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 737 | } |
| 738 | |
| 739 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 740 | game_params *params, int tilesize) |
| 741 | { |
| 742 | ds->tilesize = tilesize; |
| 743 | } |
| 744 | |
| 745 | static float *game_colours(frontend *fe, int *ncolours) |
| 746 | { |
| 747 | float *ret = snewn(3 * NCOLOURS, float); |
| 748 | int i; |
| 749 | |
| 750 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 751 | |
| 752 | for (i = 0; i < 3; i++) |
| 753 | ret[COL_TEXT * 3 + i] = 0.0; |
| 754 | |
| 755 | *ncolours = NCOLOURS; |
| 756 | return ret; |
| 757 | } |
| 758 | |
| 759 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 760 | { |
| 761 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 762 | int i; |
| 763 | |
| 764 | ds->started = FALSE; |
| 765 | ds->w = state->w; |
| 766 | ds->h = state->h; |
| 767 | ds->bgcolour = COL_BACKGROUND; |
| 768 | ds->tiles = snewn(ds->w*ds->h, int); |
| 769 | ds->tilesize = 0; /* haven't decided yet */ |
| 770 | for (i = 0; i < ds->w*ds->h; i++) |
| 771 | ds->tiles[i] = -1; |
| 772 | ds->cur_x = ds->cur_y = -1; |
| 773 | |
| 774 | return ds; |
| 775 | } |
| 776 | |
| 777 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 778 | { |
| 779 | sfree(ds->tiles); |
| 780 | sfree(ds); |
| 781 | } |
| 782 | |
| 783 | static void draw_tile(drawing *dr, game_drawstate *ds, |
| 784 | game_state *state, int x, int y, |
| 785 | int tile, int flash_colour) |
| 786 | { |
| 787 | if (tile == 0) { |
| 788 | draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, |
| 789 | flash_colour); |
| 790 | } else { |
| 791 | int coords[6]; |
| 792 | char str[40]; |
| 793 | |
| 794 | coords[0] = x + TILE_SIZE - 1; |
| 795 | coords[1] = y + TILE_SIZE - 1; |
| 796 | coords[2] = x + TILE_SIZE - 1; |
| 797 | coords[3] = y; |
| 798 | coords[4] = x; |
| 799 | coords[5] = y + TILE_SIZE - 1; |
| 800 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
| 801 | |
| 802 | coords[0] = x; |
| 803 | coords[1] = y; |
| 804 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 805 | |
| 806 | draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
| 807 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
| 808 | flash_colour); |
| 809 | |
| 810 | sprintf(str, "%d", tile); |
| 811 | draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2, |
| 812 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 813 | COL_TEXT, str); |
| 814 | } |
| 815 | draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); |
| 816 | } |
| 817 | |
| 818 | static void draw_arrow(drawing *dr, game_drawstate *ds, |
| 819 | int x, int y, int xdx, int xdy, int cur) |
| 820 | { |
| 821 | int coords[14]; |
| 822 | int ydy = -xdx, ydx = xdy; |
| 823 | |
| 824 | #define POINT(n, xx, yy) ( \ |
| 825 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
| 826 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
| 827 | |
| 828 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
| 829 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
| 830 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
| 831 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
| 832 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
| 833 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
| 834 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
| 835 | |
| 836 | draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT); |
| 837 | } |
| 838 | |
| 839 | static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, |
| 840 | int cur_x, int cur_y, int cur) |
| 841 | { |
| 842 | if (cur_x == -1 && cur_y == -1) |
| 843 | return; /* 'no cursur here */ |
| 844 | else if (cur_x == -1) /* LH column. */ |
| 845 | draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur); |
| 846 | else if (cur_x == ds->w) /* RH column */ |
| 847 | draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur); |
| 848 | else if (cur_y == -1) /* Top row */ |
| 849 | draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur); |
| 850 | else if (cur_y == ds->h) /* Bottom row */ |
| 851 | draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur); |
| 852 | else |
| 853 | assert(!"Invalid cursor position"); |
| 854 | |
| 855 | draw_update(dr, COORD(cur_x), COORD(cur_y), |
| 856 | TILE_SIZE, TILE_SIZE); |
| 857 | } |
| 858 | |
| 859 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 860 | game_state *state, int dir, game_ui *ui, |
| 861 | float animtime, float flashtime) |
| 862 | { |
| 863 | int i, bgcolour; |
| 864 | int cur_x = -1, cur_y = -1; |
| 865 | |
| 866 | if (flashtime > 0) { |
| 867 | int frame = (int)(flashtime / FLASH_FRAME); |
| 868 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
| 869 | } else |
| 870 | bgcolour = COL_BACKGROUND; |
| 871 | |
| 872 | if (!ds->started) { |
| 873 | int coords[10]; |
| 874 | |
| 875 | draw_rect(dr, 0, 0, |
| 876 | TILE_SIZE * state->w + 2 * BORDER, |
| 877 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
| 878 | draw_update(dr, 0, 0, |
| 879 | TILE_SIZE * state->w + 2 * BORDER, |
| 880 | TILE_SIZE * state->h + 2 * BORDER); |
| 881 | |
| 882 | /* |
| 883 | * Recessed area containing the whole puzzle. |
| 884 | */ |
| 885 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 886 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 887 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 888 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
| 889 | coords[4] = coords[2] - TILE_SIZE; |
| 890 | coords[5] = coords[3] + TILE_SIZE; |
| 891 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
| 892 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 893 | coords[6] = coords[8] + TILE_SIZE; |
| 894 | coords[7] = coords[9] - TILE_SIZE; |
| 895 | draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 896 | |
| 897 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
| 898 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
| 899 | draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); |
| 900 | |
| 901 | /* |
| 902 | * Arrows for making moves. |
| 903 | */ |
| 904 | for (i = 0; i < state->w; i++) { |
| 905 | draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0); |
| 906 | draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0); |
| 907 | } |
| 908 | for (i = 0; i < state->h; i++) { |
| 909 | draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0); |
| 910 | draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0); |
| 911 | } |
| 912 | |
| 913 | ds->started = TRUE; |
| 914 | } |
| 915 | /* |
| 916 | * Cursor (highlighted arrow around edge) |
| 917 | */ |
| 918 | if (ui->cur_visible) { |
| 919 | cur_x = ui->cur_x; cur_y = ui->cur_y; |
| 920 | } |
| 921 | if (cur_x != ds->cur_x || cur_y != ds->cur_y) { |
| 922 | /* Cursor has changed; redraw two (prev and curr) arrows. */ |
| 923 | draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1); |
| 924 | draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0); |
| 925 | ds->cur_x = cur_x; ds->cur_y = cur_y; |
| 926 | } |
| 927 | |
| 928 | /* |
| 929 | * Now draw each tile. |
| 930 | */ |
| 931 | |
| 932 | clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
| 933 | |
| 934 | for (i = 0; i < state->n; i++) { |
| 935 | int t, t0; |
| 936 | /* |
| 937 | * Figure out what should be displayed at this |
| 938 | * location. It's either a simple tile, or it's a |
| 939 | * transition between two tiles (in which case we say |
| 940 | * -1 because it must always be drawn). |
| 941 | */ |
| 942 | |
| 943 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
| 944 | t = -1; |
| 945 | else |
| 946 | t = state->tiles[i]; |
| 947 | |
| 948 | t0 = t; |
| 949 | |
| 950 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
| 951 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
| 952 | int x, y, x2, y2; |
| 953 | |
| 954 | /* |
| 955 | * Figure out what to _actually_ draw, and where to |
| 956 | * draw it. |
| 957 | */ |
| 958 | if (t == -1) { |
| 959 | int x0, y0, x1, y1, dx, dy; |
| 960 | int j; |
| 961 | float c; |
| 962 | int sense; |
| 963 | |
| 964 | if (dir < 0) { |
| 965 | assert(oldstate); |
| 966 | sense = -oldstate->last_movement_sense; |
| 967 | } else { |
| 968 | sense = state->last_movement_sense; |
| 969 | } |
| 970 | |
| 971 | t = state->tiles[i]; |
| 972 | |
| 973 | /* |
| 974 | * FIXME: must be prepared to draw a double |
| 975 | * tile in some situations. |
| 976 | */ |
| 977 | |
| 978 | /* |
| 979 | * Find the coordinates of this tile in the old and |
| 980 | * new states. |
| 981 | */ |
| 982 | x1 = COORD(X(state, i)); |
| 983 | y1 = COORD(Y(state, i)); |
| 984 | for (j = 0; j < oldstate->n; j++) |
| 985 | if (oldstate->tiles[j] == state->tiles[i]) |
| 986 | break; |
| 987 | assert(j < oldstate->n); |
| 988 | x0 = COORD(X(state, j)); |
| 989 | y0 = COORD(Y(state, j)); |
| 990 | |
| 991 | dx = (x1 - x0); |
| 992 | if (dx != 0 && |
| 993 | dx != TILE_SIZE * sense) { |
| 994 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
| 995 | dx - TILE_SIZE * state->w); |
| 996 | assert(abs(dx) == TILE_SIZE); |
| 997 | } |
| 998 | dy = (y1 - y0); |
| 999 | if (dy != 0 && |
| 1000 | dy != TILE_SIZE * sense) { |
| 1001 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
| 1002 | dy - TILE_SIZE * state->h); |
| 1003 | assert(abs(dy) == TILE_SIZE); |
| 1004 | } |
| 1005 | |
| 1006 | c = (animtime / ANIM_TIME); |
| 1007 | if (c < 0.0F) c = 0.0F; |
| 1008 | if (c > 1.0F) c = 1.0F; |
| 1009 | |
| 1010 | x = x0 + (int)(c * dx); |
| 1011 | y = y0 + (int)(c * dy); |
| 1012 | x2 = x1 - dx + (int)(c * dx); |
| 1013 | y2 = y1 - dy + (int)(c * dy); |
| 1014 | } else { |
| 1015 | x = COORD(X(state, i)); |
| 1016 | y = COORD(Y(state, i)); |
| 1017 | x2 = y2 = -1; |
| 1018 | } |
| 1019 | |
| 1020 | draw_tile(dr, ds, state, x, y, t, bgcolour); |
| 1021 | if (x2 != -1 || y2 != -1) |
| 1022 | draw_tile(dr, ds, state, x2, y2, t, bgcolour); |
| 1023 | } |
| 1024 | ds->tiles[i] = t0; |
| 1025 | } |
| 1026 | |
| 1027 | unclip(dr); |
| 1028 | |
| 1029 | ds->bgcolour = bgcolour; |
| 1030 | |
| 1031 | /* |
| 1032 | * Update the status bar. |
| 1033 | */ |
| 1034 | { |
| 1035 | char statusbuf[256]; |
| 1036 | |
| 1037 | /* |
| 1038 | * Don't show the new status until we're also showing the |
| 1039 | * new _state_ - after the game animation is complete. |
| 1040 | */ |
| 1041 | if (oldstate) |
| 1042 | state = oldstate; |
| 1043 | |
| 1044 | if (state->used_solve) |
| 1045 | sprintf(statusbuf, "Moves since auto-solve: %d", |
| 1046 | state->movecount - state->completed); |
| 1047 | else { |
| 1048 | sprintf(statusbuf, "%sMoves: %d", |
| 1049 | (state->completed ? "COMPLETED! " : ""), |
| 1050 | (state->completed ? state->completed : state->movecount)); |
| 1051 | if (state->movetarget) |
| 1052 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
| 1053 | state->movetarget); |
| 1054 | } |
| 1055 | |
| 1056 | status_bar(dr, statusbuf); |
| 1057 | } |
| 1058 | } |
| 1059 | |
| 1060 | static float game_anim_length(game_state *oldstate, |
| 1061 | game_state *newstate, int dir, game_ui *ui) |
| 1062 | { |
| 1063 | return ANIM_TIME; |
| 1064 | } |
| 1065 | |
| 1066 | static float game_flash_length(game_state *oldstate, |
| 1067 | game_state *newstate, int dir, game_ui *ui) |
| 1068 | { |
| 1069 | if (!oldstate->completed && newstate->completed && |
| 1070 | !oldstate->used_solve && !newstate->used_solve) |
| 1071 | return 2 * FLASH_FRAME; |
| 1072 | else |
| 1073 | return 0.0F; |
| 1074 | } |
| 1075 | |
| 1076 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1077 | { |
| 1078 | return TRUE; |
| 1079 | } |
| 1080 | |
| 1081 | static void game_print_size(game_params *params, float *x, float *y) |
| 1082 | { |
| 1083 | } |
| 1084 | |
| 1085 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1086 | { |
| 1087 | } |
| 1088 | |
| 1089 | #ifdef COMBINED |
| 1090 | #define thegame sixteen |
| 1091 | #endif |
| 1092 | |
| 1093 | const struct game thegame = { |
| 1094 | "Sixteen", "games.sixteen", "sixteen", |
| 1095 | default_params, |
| 1096 | game_fetch_preset, |
| 1097 | decode_params, |
| 1098 | encode_params, |
| 1099 | free_params, |
| 1100 | dup_params, |
| 1101 | TRUE, game_configure, custom_params, |
| 1102 | validate_params, |
| 1103 | new_game_desc, |
| 1104 | validate_desc, |
| 1105 | new_game, |
| 1106 | dup_game, |
| 1107 | free_game, |
| 1108 | TRUE, solve_game, |
| 1109 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1110 | new_ui, |
| 1111 | free_ui, |
| 1112 | encode_ui, |
| 1113 | decode_ui, |
| 1114 | game_changed_state, |
| 1115 | interpret_move, |
| 1116 | execute_move, |
| 1117 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1118 | game_colours, |
| 1119 | game_new_drawstate, |
| 1120 | game_free_drawstate, |
| 1121 | game_redraw, |
| 1122 | game_anim_length, |
| 1123 | game_flash_length, |
| 1124 | FALSE, FALSE, game_print_size, game_print, |
| 1125 | TRUE, /* wants_statusbar */ |
| 1126 | FALSE, game_timing_state, |
| 1127 | 0, /* flags */ |
| 1128 | }; |
| 1129 | |
| 1130 | /* vim: set shiftwidth=4 tabstop=8: */ |