2 * fifteen.c: standard 15-puzzle.
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 )
21 #define ANIM_TIME 0.13F
22 #define FLASH_FRAME 0.13F
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) )
45 int just_used_solve
; /* used to suppress undo animation */
46 int used_solve
; /* used to suppress completion flash */
50 static game_params
*default_params(void)
52 game_params
*ret
= snew(game_params
);
59 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
64 static void free_params(game_params
*params
)
69 static game_params
*dup_params(game_params
*params
)
71 game_params
*ret
= snew(game_params
);
72 *ret
= *params
; /* structure copy */
76 static void decode_params(game_params
*ret
, char const *string
)
78 ret
->w
= ret
->h
= atoi(string
);
79 while (*string
&& isdigit(*string
)) string
++;
82 ret
->h
= atoi(string
);
86 static char *encode_params(game_params
*params
, int full
)
90 sprintf(data
, "%dx%d", params
->w
, params
->h
);
95 static config_item
*game_configure(game_params
*params
)
100 ret
= snewn(3, config_item
);
102 ret
[0].name
= "Width";
103 ret
[0].type
= C_STRING
;
104 sprintf(buf
, "%d", params
->w
);
105 ret
[0].sval
= dupstr(buf
);
108 ret
[1].name
= "Height";
109 ret
[1].type
= C_STRING
;
110 sprintf(buf
, "%d", params
->h
);
111 ret
[1].sval
= dupstr(buf
);
122 static game_params
*custom_params(config_item
*cfg
)
124 game_params
*ret
= snew(game_params
);
126 ret
->w
= atoi(cfg
[0].sval
);
127 ret
->h
= atoi(cfg
[1].sval
);
132 static char *validate_params(game_params
*params
)
134 if (params
->w
< 2 || params
->h
< 2)
135 return "Width and height must both be at least two";
140 static int perm_parity(int *perm
, int n
)
146 for (i
= 0; i
< n
-1; i
++)
147 for (j
= i
+1; j
< n
; j
++)
148 if (perm
[i
] > perm
[j
])
154 static char *new_game_desc(game_params
*params
, random_state
*rs
,
155 game_aux_info
**aux
, int interactive
)
158 int x1
, x2
, p1
, p2
, parity
;
163 n
= params
->w
* params
->h
;
165 tiles
= snewn(n
, int);
166 used
= snewn(n
, int);
168 for (i
= 0; i
< n
; i
++) {
173 gap
= random_upto(rs
, n
);
178 * Place everything else except the last two tiles.
180 for (x
= 0, i
= n
-1; i
> 2; i
--) {
181 int k
= random_upto(rs
, i
);
184 for (j
= 0; j
< n
; j
++)
185 if (!used
[j
] && (k
-- == 0))
188 assert(j
< n
&& !used
[j
]);
191 while (tiles
[x
] >= 0)
198 * Find the last two locations, and the last two pieces.
200 while (tiles
[x
] >= 0)
205 while (tiles
[x
] >= 0)
210 for (i
= 0; i
< n
; i
++)
214 for (i
= p1
+1; i
< n
; i
++)
220 * Determine the required parity of the overall permutation.
221 * This is the XOR of:
223 * - The chessboard parity ((x^y)&1) of the gap square. The
224 * bottom right counts as even.
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.)
230 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
231 (Y(params
, gap
) - (params
->h
-1)) ^
235 * Try the last two tiles one way round. If that fails, swap
240 if (perm_parity(tiles
, n
) != parity
) {
243 assert(perm_parity(tiles
, n
) == parity
);
247 * Now construct the game description, by describing the tile
248 * array as a simple sequence of comma-separated integers.
252 for (i
= 0; i
< n
; i
++) {
256 k
= sprintf(buf
, "%d,", tiles
[i
]);
258 ret
= sresize(ret
, retlen
+ k
+ 1, char);
259 strcpy(ret
+ retlen
, buf
);
262 ret
[retlen
-1] = '\0'; /* delete last comma */
270 static void game_free_aux_info(game_aux_info
*aux
)
272 assert(!"Shouldn't happen");
275 static char *validate_desc(game_params
*params
, char *desc
)
281 area
= params
->w
* params
->h
;
285 used
= snewn(area
, int);
286 for (i
= 0; i
< area
; i
++)
289 for (i
= 0; i
< area
; i
++) {
293 if (*p
< '0' || *p
> '9') {
294 err
= "Not enough numbers in string";
297 while (*p
>= '0' && *p
<= '9')
299 if (i
< area
-1 && *p
!= ',') {
300 err
= "Expected comma after number";
303 else if (i
== area
-1 && *p
) {
304 err
= "Excess junk at end of string";
308 if (n
< 0 || n
>= area
) {
309 err
= "Number out of range";
313 err
= "Number used twice";
318 if (*p
) p
++; /* eat comma */
326 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
328 game_state
*state
= snew(game_state
);
332 state
->w
= params
->w
;
333 state
->h
= params
->h
;
334 state
->n
= params
->w
* params
->h
;
335 state
->tiles
= snewn(state
->n
, int);
340 for (i
= 0; i
< state
->n
; i
++) {
342 state
->tiles
[i
] = atoi(p
);
343 if (state
->tiles
[i
] == 0)
345 while (*p
&& *p
!= ',')
347 if (*p
) p
++; /* eat comma */
350 assert(state
->tiles
[state
->gap_pos
] == 0);
352 state
->completed
= state
->movecount
= 0;
353 state
->used_solve
= state
->just_used_solve
= FALSE
;
358 static game_state
*dup_game(game_state
*state
)
360 game_state
*ret
= snew(game_state
);
365 ret
->tiles
= snewn(state
->w
* state
->h
, int);
366 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
367 ret
->gap_pos
= state
->gap_pos
;
368 ret
->completed
= state
->completed
;
369 ret
->movecount
= state
->movecount
;
370 ret
->used_solve
= state
->used_solve
;
371 ret
->just_used_solve
= state
->just_used_solve
;
376 static void free_game(game_state
*state
)
382 static game_state
*solve_game(game_state
*state
, game_state
*currstate
,
383 game_aux_info
*aux
, char **error
)
385 game_state
*ret
= dup_game(state
);
389 * Simply replace the grid with a solved one. For this game,
390 * this isn't a useful operation for actually telling the user
391 * what they should have done, but it is useful for
392 * conveniently being able to get hold of a clean state from
393 * which to practise manoeuvres.
395 for (i
= 0; i
< ret
->n
; i
++)
396 ret
->tiles
[i
] = (i
+1) % ret
->n
;
397 ret
->gap_pos
= ret
->n
-1;
398 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
399 ret
->completed
= ret
->movecount
= 1;
404 static char *game_text_format(game_state
*state
)
406 char *ret
, *p
, buf
[80];
407 int x
, y
, col
, maxlen
;
410 * First work out how many characters we need to display each
413 col
= sprintf(buf
, "%d", state
->n
-1);
416 * Now we know the exact total size of the grid we're going to
417 * produce: it's got h rows, each containing w lots of col, w-1
418 * spaces and a trailing newline.
420 maxlen
= state
->h
* state
->w
* (col
+1);
422 ret
= snewn(maxlen
+1, char);
425 for (y
= 0; y
< state
->h
; y
++) {
426 for (x
= 0; x
< state
->w
; x
++) {
427 int v
= state
->tiles
[state
->w
*y
+x
];
429 sprintf(buf
, "%*s", col
, "");
431 sprintf(buf
, "%*d", col
, v
);
441 assert(p
- ret
== maxlen
);
446 static game_ui
*new_ui(game_state
*state
)
451 static void free_ui(game_ui
*ui
)
455 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
456 game_state
*newstate
)
460 struct game_drawstate
{
467 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
468 int x
, int y
, int button
) {
469 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
474 gx
= X(from
, from
->gap_pos
);
475 gy
= Y(from
, from
->gap_pos
);
477 if (button
== CURSOR_RIGHT
&& gx
> 0)
478 dx
= gx
- 1, dy
= gy
;
479 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
480 dx
= gx
+ 1, dy
= gy
;
481 else if (button
== CURSOR_DOWN
&& gy
> 0)
482 dy
= gy
- 1, dx
= gx
;
483 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
484 dy
= gy
+ 1, dx
= gx
;
485 else if (button
== LEFT_BUTTON
) {
488 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
489 return NULL
; /* out of bounds */
491 * Any click location should be equal to the gap location
492 * in _precisely_ one coordinate.
494 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
497 return NULL
; /* no move */
500 * Find the unit displacement from the original gap
501 * position towards this one.
503 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
504 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
505 up
= C(from
, ux
, uy
);
507 ret
= dup_game(from
);
508 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
510 ret
->gap_pos
= C(from
, dx
, dy
);
511 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
513 ret
->tiles
[ret
->gap_pos
] = 0;
515 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
516 assert(p
>= 0 && p
< from
->n
);
517 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
522 * See if the game has been completed.
524 if (!ret
->completed
) {
525 ret
->completed
= ret
->movecount
;
526 for (p
= 0; p
< ret
->n
; p
++)
527 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
534 /* ----------------------------------------------------------------------
538 static void game_size(game_params
*params
, game_drawstate
*ds
,
539 int *x
, int *y
, int expand
)
543 * Each window dimension equals the tile size times one more
544 * than the grid dimension (the border is half the width of the
547 tsx
= *x
/ (params
->w
+ 1);
548 tsy
= *y
/ (params
->h
+ 1);
553 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
555 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
556 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
559 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
561 float *ret
= snewn(3 * NCOLOURS
, float);
565 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
568 * Drop the background colour so that the highlight is
569 * noticeably brighter than it while still being under 1.
571 max
= ret
[COL_BACKGROUND
*3];
572 for (i
= 1; i
< 3; i
++)
573 if (ret
[COL_BACKGROUND
*3+i
] > max
)
574 max
= ret
[COL_BACKGROUND
*3+i
];
575 if (max
* 1.2F
> 1.0F
) {
576 for (i
= 0; i
< 3; i
++)
577 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
580 for (i
= 0; i
< 3; i
++) {
581 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
582 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
583 ret
[COL_TEXT
* 3 + i
] = 0.0;
586 *ncolours
= NCOLOURS
;
590 static game_drawstate
*game_new_drawstate(game_state
*state
)
592 struct game_drawstate
*ds
= snew(struct game_drawstate
);
598 ds
->bgcolour
= COL_BACKGROUND
;
599 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
600 ds
->tilesize
= 0; /* haven't decided yet */
601 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
607 static void game_free_drawstate(game_drawstate
*ds
)
613 static void draw_tile(frontend
*fe
, game_drawstate
*ds
, game_state
*state
,
614 int x
, int y
, int tile
, int flash_colour
)
617 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
623 coords
[0] = x
+ TILE_SIZE
- 1;
624 coords
[1] = y
+ TILE_SIZE
- 1;
625 coords
[2] = x
+ TILE_SIZE
- 1;
628 coords
[5] = y
+ TILE_SIZE
- 1;
629 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
630 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
634 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
635 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
637 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
638 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
641 sprintf(str
, "%d", tile
);
642 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
643 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
646 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
649 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
650 game_state
*state
, int dir
, game_ui
*ui
,
651 float animtime
, float flashtime
)
653 int i
, pass
, bgcolour
;
656 int frame
= (int)(flashtime
/ FLASH_FRAME
);
657 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
659 bgcolour
= COL_BACKGROUND
;
665 TILE_SIZE
* state
->w
+ 2 * BORDER
,
666 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
667 draw_update(fe
, 0, 0,
668 TILE_SIZE
* state
->w
+ 2 * BORDER
,
669 TILE_SIZE
* state
->h
+ 2 * BORDER
);
672 * Recessed area containing the whole puzzle.
674 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
675 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
676 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
677 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
678 coords
[4] = coords
[2] - TILE_SIZE
;
679 coords
[5] = coords
[3] + TILE_SIZE
;
680 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
681 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
682 coords
[6] = coords
[8] + TILE_SIZE
;
683 coords
[7] = coords
[9] - TILE_SIZE
;
684 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
685 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
687 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
688 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
689 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
690 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
696 * Now draw each tile. We do this in two passes to make
699 for (pass
= 0; pass
< 2; pass
++) {
700 for (i
= 0; i
< state
->n
; i
++) {
703 * Figure out what should be displayed at this
704 * location. It's either a simple tile, or it's a
705 * transition between two tiles (in which case we say
706 * -1 because it must always be drawn).
709 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
716 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
717 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
721 * Figure out what to _actually_ draw, and where to
729 * On the first pass, just blank the tile.
732 x
= COORD(X(state
, i
));
733 y
= COORD(Y(state
, i
));
741 * Don't bother moving the gap; just don't
748 * Find the coordinates of this tile in the old and
751 x1
= COORD(X(state
, i
));
752 y1
= COORD(Y(state
, i
));
753 for (j
= 0; j
< oldstate
->n
; j
++)
754 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
756 assert(j
< oldstate
->n
);
757 x0
= COORD(X(state
, j
));
758 y0
= COORD(Y(state
, j
));
760 c
= (animtime
/ ANIM_TIME
);
761 if (c
< 0.0F
) c
= 0.0F
;
762 if (c
> 1.0F
) c
= 1.0F
;
764 x
= x0
+ (int)(c
* (x1
- x0
));
765 y
= y0
+ (int)(c
* (y1
- y0
));
771 x
= COORD(X(state
, i
));
772 y
= COORD(Y(state
, i
));
775 draw_tile(fe
, ds
, state
, x
, y
, t
, bgcolour
);
780 ds
->bgcolour
= bgcolour
;
783 * Update the status bar.
789 * Don't show the new status until we're also showing the
790 * new _state_ - after the game animation is complete.
795 if (state
->used_solve
)
796 sprintf(statusbuf
, "Moves since auto-solve: %d",
797 state
->movecount
- state
->completed
);
799 sprintf(statusbuf
, "%sMoves: %d",
800 (state
->completed ?
"COMPLETED! " : ""),
801 (state
->completed ? state
->completed
: state
->movecount
));
803 status_bar(fe
, statusbuf
);
807 static float game_anim_length(game_state
*oldstate
,
808 game_state
*newstate
, int dir
, game_ui
*ui
)
810 if ((dir
> 0 && newstate
->just_used_solve
) ||
811 (dir
< 0 && oldstate
->just_used_solve
))
817 static float game_flash_length(game_state
*oldstate
,
818 game_state
*newstate
, int dir
, game_ui
*ui
)
820 if (!oldstate
->completed
&& newstate
->completed
&&
821 !oldstate
->used_solve
&& !newstate
->used_solve
)
822 return 2 * FLASH_FRAME
;
827 static int game_wants_statusbar(void)
832 static int game_timing_state(game_state
*state
)
838 #define thegame fifteen
841 const struct game thegame
= {
842 "Fifteen", "games.fifteen",
849 TRUE
, game_configure
, custom_params
,
858 TRUE
, game_text_format
,
870 game_wants_statusbar
,
871 FALSE
, game_timing_state
,
872 0, /* mouse_priorities */