I can never remember what that `TRUE' means in the game structure
[sgt/puzzles] / sixteen.c
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 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
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
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;
39 };
40
41 struct game_state {
42 int w, h, n;
43 int *tiles;
44 int completed;
45 int movecount;
46 int last_movement_sense;
47 };
48
49 static 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 static 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 static void free_params(game_params *params)
82 {
83 sfree(params);
84 }
85
86 static 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 static game_params *decode_params(char const *string)
94 {
95 game_params *ret = default_params();
96
97 ret->w = ret->h = atoi(string);
98 while (*string && isdigit(*string)) string++;
99 if (*string == 'x') {
100 string++;
101 ret->h = atoi(string);
102 }
103
104 return ret;
105 }
106
107 static char *encode_params(game_params *params)
108 {
109 char data[256];
110
111 sprintf(data, "%dx%d", params->w, params->h);
112
113 return dupstr(data);
114 }
115
116 static config_item *game_configure(game_params *params)
117 {
118 config_item *ret;
119 char buf[80];
120
121 ret = snewn(3, config_item);
122
123 ret[0].name = "Width";
124 ret[0].type = C_STRING;
125 sprintf(buf, "%d", params->w);
126 ret[0].sval = dupstr(buf);
127 ret[0].ival = 0;
128
129 ret[1].name = "Height";
130 ret[1].type = C_STRING;
131 sprintf(buf, "%d", params->h);
132 ret[1].sval = dupstr(buf);
133 ret[1].ival = 0;
134
135 ret[2].name = NULL;
136 ret[2].type = C_END;
137 ret[2].sval = NULL;
138 ret[2].ival = 0;
139
140 return ret;
141 }
142
143 static game_params *custom_params(config_item *cfg)
144 {
145 game_params *ret = snew(game_params);
146
147 ret->w = atoi(cfg[0].sval);
148 ret->h = atoi(cfg[1].sval);
149
150 return ret;
151 }
152
153 static char *validate_params(game_params *params)
154 {
155 if (params->w < 2 && params->h < 2)
156 return "Width and height must both be at least two";
157
158 return NULL;
159 }
160
161 static int perm_parity(int *perm, int n)
162 {
163 int i, j, ret;
164
165 ret = 0;
166
167 for (i = 0; i < n-1; i++)
168 for (j = i+1; j < n; j++)
169 if (perm[i] > perm[j])
170 ret = !ret;
171
172 return ret;
173 }
174
175 static char *new_game_seed(game_params *params, random_state *rs)
176 {
177 int stop, n, i, x;
178 int x1, x2, p1, p2;
179 int *tiles, *used;
180 char *ret;
181 int retlen;
182
183 n = params->w * params->h;
184
185 tiles = snewn(n, int);
186 used = snewn(n, int);
187
188 for (i = 0; i < n; i++) {
189 tiles[i] = -1;
190 used[i] = FALSE;
191 }
192
193 /*
194 * If both dimensions are odd, there is a parity constraint.
195 */
196 if (params->w & params->h & 1)
197 stop = 2;
198 else
199 stop = 0;
200
201 /*
202 * Place everything except (possibly) the last two tiles.
203 */
204 for (x = 0, i = n; i > stop; i--) {
205 int k = i > 1 ? random_upto(rs, i) : 0;
206 int j;
207
208 for (j = 0; j < n; j++)
209 if (!used[j] && (k-- == 0))
210 break;
211
212 assert(j < n && !used[j]);
213 used[j] = TRUE;
214
215 while (tiles[x] >= 0)
216 x++;
217 assert(x < n);
218 tiles[x] = j;
219 }
220
221 if (stop) {
222 /*
223 * Find the last two locations, and the last two pieces.
224 */
225 while (tiles[x] >= 0)
226 x++;
227 assert(x < n);
228 x1 = x;
229 x++;
230 while (tiles[x] >= 0)
231 x++;
232 assert(x < n);
233 x2 = x;
234
235 for (i = 0; i < n; i++)
236 if (!used[i])
237 break;
238 p1 = i;
239 for (i = p1+1; i < n; i++)
240 if (!used[i])
241 break;
242 p2 = i;
243
244 /*
245 * Try the last two tiles one way round. If that fails, swap
246 * them.
247 */
248 tiles[x1] = p1;
249 tiles[x2] = p2;
250 if (perm_parity(tiles, n) != 0) {
251 tiles[x1] = p2;
252 tiles[x2] = p1;
253 assert(perm_parity(tiles, n) == 0);
254 }
255 }
256
257 /*
258 * Now construct the game seed, by describing the tile array as
259 * a simple sequence of comma-separated integers.
260 */
261 ret = NULL;
262 retlen = 0;
263 for (i = 0; i < n; i++) {
264 char buf[80];
265 int k;
266
267 k = sprintf(buf, "%d,", tiles[i]+1);
268
269 ret = sresize(ret, retlen + k + 1, char);
270 strcpy(ret + retlen, buf);
271 retlen += k;
272 }
273 ret[retlen-1] = '\0'; /* delete last comma */
274
275 sfree(tiles);
276 sfree(used);
277
278 return ret;
279 }
280
281
282 static char *validate_seed(game_params *params, char *seed)
283 {
284 char *p, *err;
285 int i, area;
286 int *used;
287
288 area = params->w * params->h;
289 p = seed;
290 err = NULL;
291
292 used = snewn(area, int);
293 for (i = 0; i < area; i++)
294 used[i] = FALSE;
295
296 for (i = 0; i < area; i++) {
297 char *q = p;
298 int n;
299
300 if (*p < '0' || *p > '9') {
301 err = "Not enough numbers in string";
302 goto leave;
303 }
304 while (*p >= '0' && *p <= '9')
305 p++;
306 if (i < area-1 && *p != ',') {
307 err = "Expected comma after number";
308 goto leave;
309 }
310 else if (i == area-1 && *p) {
311 err = "Excess junk at end of string";
312 goto leave;
313 }
314 n = atoi(q);
315 if (n < 1 || n > area) {
316 err = "Number out of range";
317 goto leave;
318 }
319 if (used[n-1]) {
320 err = "Number used twice";
321 goto leave;
322 }
323 used[n-1] = TRUE;
324
325 if (*p) p++; /* eat comma */
326 }
327
328 leave:
329 sfree(used);
330 return err;
331 }
332
333 static game_state *new_game(game_params *params, char *seed)
334 {
335 game_state *state = snew(game_state);
336 int i;
337 char *p;
338
339 state->w = params->w;
340 state->h = params->h;
341 state->n = params->w * params->h;
342 state->tiles = snewn(state->n, int);
343
344 p = seed;
345 i = 0;
346 for (i = 0; i < state->n; i++) {
347 assert(*p);
348 state->tiles[i] = atoi(p);
349 while (*p && *p != ',')
350 p++;
351 if (*p) p++; /* eat comma */
352 }
353 assert(!*p);
354
355 state->completed = state->movecount = 0;
356 state->last_movement_sense = 0;
357
358 return state;
359 }
360
361 static game_state *dup_game(game_state *state)
362 {
363 game_state *ret = snew(game_state);
364
365 ret->w = state->w;
366 ret->h = state->h;
367 ret->n = state->n;
368 ret->tiles = snewn(state->w * state->h, int);
369 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
370 ret->completed = state->completed;
371 ret->movecount = state->movecount;
372 ret->last_movement_sense = state->last_movement_sense;
373
374 return ret;
375 }
376
377 static void free_game(game_state *state)
378 {
379 sfree(state);
380 }
381
382 static game_ui *new_ui(game_state *state)
383 {
384 return NULL;
385 }
386
387 static void free_ui(game_ui *ui)
388 {
389 }
390
391 static game_state *make_move(game_state *from, game_ui *ui,
392 int x, int y, int button)
393 {
394 int cx, cy;
395 int dx, dy, tx, ty, n;
396 game_state *ret;
397
398 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
399 return NULL;
400
401 cx = FROMCOORD(x);
402 cy = FROMCOORD(y);
403 if (cx == -1 && cy >= 0 && cy < from->h)
404 n = from->w, dx = +1, dy = 0;
405 else if (cx == from->w && cy >= 0 && cy < from->h)
406 n = from->w, dx = -1, dy = 0;
407 else if (cy == -1 && cx >= 0 && cx < from->w)
408 n = from->h, dy = +1, dx = 0;
409 else if (cy == from->h && cx >= 0 && cx < from->w)
410 n = from->h, dy = -1, dx = 0;
411 else
412 return NULL; /* invalid click location */
413
414 /* reverse direction if right hand button is pressed */
415 if (button == RIGHT_BUTTON)
416 {
417 dx = -dx; if (dx) cx = from->w - 1 - cx;
418 dy = -dy; if (dy) cy = from->h - 1 - cy;
419 }
420
421 ret = dup_game(from);
422
423 do {
424 cx += dx;
425 cy += dy;
426 tx = (cx + dx + from->w) % from->w;
427 ty = (cy + dy + from->h) % from->h;
428 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
429 } while (--n > 0);
430
431 ret->movecount++;
432
433 ret->last_movement_sense = -(dx+dy);
434
435 /*
436 * See if the game has been completed.
437 */
438 if (!ret->completed) {
439 ret->completed = ret->movecount;
440 for (n = 0; n < ret->n; n++)
441 if (ret->tiles[n] != n+1)
442 ret->completed = FALSE;
443 }
444
445 return ret;
446 }
447
448 /* ----------------------------------------------------------------------
449 * Drawing routines.
450 */
451
452 struct game_drawstate {
453 int started;
454 int w, h, bgcolour;
455 int *tiles;
456 };
457
458 static void game_size(game_params *params, int *x, int *y)
459 {
460 *x = TILE_SIZE * params->w + 2 * BORDER;
461 *y = TILE_SIZE * params->h + 2 * BORDER;
462 }
463
464 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
465 {
466 float *ret = snewn(3 * NCOLOURS, float);
467 int i;
468 float max;
469
470 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
471
472 /*
473 * Drop the background colour so that the highlight is
474 * noticeably brighter than it while still being under 1.
475 */
476 max = ret[COL_BACKGROUND*3];
477 for (i = 1; i < 3; i++)
478 if (ret[COL_BACKGROUND*3+i] > max)
479 max = ret[COL_BACKGROUND*3+i];
480 if (max * 1.2F > 1.0F) {
481 for (i = 0; i < 3; i++)
482 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
483 }
484
485 for (i = 0; i < 3; i++) {
486 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
487 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
488 ret[COL_TEXT * 3 + i] = 0.0;
489 }
490
491 *ncolours = NCOLOURS;
492 return ret;
493 }
494
495 static game_drawstate *game_new_drawstate(game_state *state)
496 {
497 struct game_drawstate *ds = snew(struct game_drawstate);
498 int i;
499
500 ds->started = FALSE;
501 ds->w = state->w;
502 ds->h = state->h;
503 ds->bgcolour = COL_BACKGROUND;
504 ds->tiles = snewn(ds->w*ds->h, int);
505 for (i = 0; i < ds->w*ds->h; i++)
506 ds->tiles[i] = -1;
507
508 return ds;
509 }
510
511 static void game_free_drawstate(game_drawstate *ds)
512 {
513 sfree(ds->tiles);
514 sfree(ds);
515 }
516
517 static void draw_tile(frontend *fe, game_state *state, int x, int y,
518 int tile, int flash_colour)
519 {
520 if (tile == 0) {
521 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
522 flash_colour);
523 } else {
524 int coords[6];
525 char str[40];
526
527 coords[0] = x + TILE_SIZE - 1;
528 coords[1] = y + TILE_SIZE - 1;
529 coords[2] = x + TILE_SIZE - 1;
530 coords[3] = y;
531 coords[4] = x;
532 coords[5] = y + TILE_SIZE - 1;
533 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
534 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
535
536 coords[0] = x;
537 coords[1] = y;
538 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
539 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
540
541 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
542 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
543 flash_colour);
544
545 sprintf(str, "%d", tile);
546 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
547 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
548 COL_TEXT, str);
549 }
550 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
551 }
552
553 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
554 {
555 int coords[14];
556 int ydy = -xdx, ydx = xdy;
557
558 #define POINT(n, xx, yy) ( \
559 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
560 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
561
562 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
563 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
564 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
565 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
566 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
567 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
568 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
569
570 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
571 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
572 }
573
574 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
575 game_state *state, int dir, game_ui *ui,
576 float animtime, float flashtime)
577 {
578 int i, bgcolour;
579
580 if (flashtime > 0) {
581 int frame = (int)(flashtime / FLASH_FRAME);
582 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
583 } else
584 bgcolour = COL_BACKGROUND;
585
586 if (!ds->started) {
587 int coords[6];
588
589 draw_rect(fe, 0, 0,
590 TILE_SIZE * state->w + 2 * BORDER,
591 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
592 draw_update(fe, 0, 0,
593 TILE_SIZE * state->w + 2 * BORDER,
594 TILE_SIZE * state->h + 2 * BORDER);
595
596 /*
597 * Recessed area containing the whole puzzle.
598 */
599 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
600 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
601 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
602 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
603 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
604 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
605 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
606 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
607
608 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
609 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
610 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
611 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
612
613 /*
614 * Arrows for making moves.
615 */
616 for (i = 0; i < state->w; i++) {
617 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
618 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
619 }
620 for (i = 0; i < state->h; i++) {
621 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
622 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
623 }
624
625 ds->started = TRUE;
626 }
627
628 /*
629 * Now draw each tile.
630 */
631
632 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
633
634 for (i = 0; i < state->n; i++) {
635 int t, t0;
636 /*
637 * Figure out what should be displayed at this
638 * location. It's either a simple tile, or it's a
639 * transition between two tiles (in which case we say
640 * -1 because it must always be drawn).
641 */
642
643 if (oldstate && oldstate->tiles[i] != state->tiles[i])
644 t = -1;
645 else
646 t = state->tiles[i];
647
648 t0 = t;
649
650 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
651 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
652 int x, y, x2, y2;
653
654 /*
655 * Figure out what to _actually_ draw, and where to
656 * draw it.
657 */
658 if (t == -1) {
659 int x0, y0, x1, y1, dx, dy;
660 int j;
661 float c;
662 int sense;
663
664 if (dir < 0) {
665 assert(oldstate);
666 sense = -oldstate->last_movement_sense;
667 } else {
668 sense = state->last_movement_sense;
669 }
670
671 t = state->tiles[i];
672
673 /*
674 * FIXME: must be prepared to draw a double
675 * tile in some situations.
676 */
677
678 /*
679 * Find the coordinates of this tile in the old and
680 * new states.
681 */
682 x1 = COORD(X(state, i));
683 y1 = COORD(Y(state, i));
684 for (j = 0; j < oldstate->n; j++)
685 if (oldstate->tiles[j] == state->tiles[i])
686 break;
687 assert(j < oldstate->n);
688 x0 = COORD(X(state, j));
689 y0 = COORD(Y(state, j));
690
691 dx = (x1 - x0);
692 if (dx != 0 &&
693 dx != TILE_SIZE * sense) {
694 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
695 dx - TILE_SIZE * state->w);
696 assert(abs(dx) == TILE_SIZE);
697 }
698 dy = (y1 - y0);
699 if (dy != 0 &&
700 dy != TILE_SIZE * sense) {
701 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
702 dy - TILE_SIZE * state->h);
703 assert(abs(dy) == TILE_SIZE);
704 }
705
706 c = (animtime / ANIM_TIME);
707 if (c < 0.0F) c = 0.0F;
708 if (c > 1.0F) c = 1.0F;
709
710 x = x0 + (int)(c * dx);
711 y = y0 + (int)(c * dy);
712 x2 = x1 - dx + (int)(c * dx);
713 y2 = y1 - dy + (int)(c * dy);
714 } else {
715 x = COORD(X(state, i));
716 y = COORD(Y(state, i));
717 x2 = y2 = -1;
718 }
719
720 draw_tile(fe, state, x, y, t, bgcolour);
721 if (x2 != -1 || y2 != -1)
722 draw_tile(fe, state, x2, y2, t, bgcolour);
723 }
724 ds->tiles[i] = t0;
725 }
726
727 unclip(fe);
728
729 ds->bgcolour = bgcolour;
730
731 /*
732 * Update the status bar.
733 */
734 {
735 char statusbuf[256];
736
737 /*
738 * Don't show the new status until we're also showing the
739 * new _state_ - after the game animation is complete.
740 */
741 if (oldstate)
742 state = oldstate;
743
744 sprintf(statusbuf, "%sMoves: %d",
745 (state->completed ? "COMPLETED! " : ""),
746 (state->completed ? state->completed : state->movecount));
747
748 status_bar(fe, statusbuf);
749 }
750 }
751
752 static float game_anim_length(game_state *oldstate,
753 game_state *newstate, int dir)
754 {
755 return ANIM_TIME;
756 }
757
758 static float game_flash_length(game_state *oldstate,
759 game_state *newstate, int dir)
760 {
761 if (!oldstate->completed && newstate->completed)
762 return 2 * FLASH_FRAME;
763 else
764 return 0.0F;
765 }
766
767 static int game_wants_statusbar(void)
768 {
769 return TRUE;
770 }
771
772 #ifdef COMBINED
773 #define thegame sixteen
774 #endif
775
776 const struct game thegame = {
777 "Sixteen", "games.sixteen",
778 default_params,
779 game_fetch_preset,
780 decode_params,
781 encode_params,
782 free_params,
783 dup_params,
784 TRUE, game_configure, custom_params,
785 validate_params,
786 new_game_seed,
787 validate_seed,
788 new_game,
789 dup_game,
790 free_game,
791 new_ui,
792 free_ui,
793 make_move,
794 game_size,
795 game_colours,
796 game_new_drawstate,
797 game_free_drawstate,
798 game_redraw,
799 game_anim_length,
800 game_flash_length,
801 game_wants_statusbar,
802 };