2 * fifteen.c: standard 15-puzzle.
13 const char *const game_name
= "Fifteen";
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 0.1F
22 #define FLASH_FRAME 0.1F
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) )
47 game_params
*default_params(void)
49 game_params
*ret
= snew(game_params
);
56 int game_fetch_preset(int i
, char **name
, game_params
**params
)
61 void free_params(game_params
*params
)
66 game_params
*dup_params(game_params
*params
)
68 game_params
*ret
= snew(game_params
);
69 *ret
= *params
; /* structure copy */
73 int perm_parity(int *perm
, int n
)
79 for (i
= 0; i
< n
-1; i
++)
80 for (j
= i
+1; j
< n
; j
++)
81 if (perm
[i
] > perm
[j
])
87 char *new_game_seed(game_params
*params
)
90 int x1
, x2
, p1
, p2
, parity
;
95 n
= params
->w
* params
->h
;
97 tiles
= snewn(n
, int);
100 for (i
= 0; i
< n
; i
++) {
110 * Place everything else except the last two tiles.
112 for (x
= 0, i
= n
-1; i
> 2; i
--) {
113 int k
= rand_upto(i
);
116 for (j
= 0; j
< n
; j
++)
117 if (!used
[j
] && (k
-- == 0))
120 assert(j
< n
&& !used
[j
]);
123 while (tiles
[x
] >= 0)
130 * Find the last two locations, and the last two pieces.
132 while (tiles
[x
] >= 0)
137 while (tiles
[x
] >= 0)
142 for (i
= 0; i
< n
; i
++)
146 for (i
= p1
+1; i
< n
; i
++)
152 * Determine the required parity of the overall permutation.
153 * This is the XOR of:
155 * - The chessboard parity ((x^y)&1) of the gap square. The
156 * bottom right, and therefore also the top left, count as
159 * - The parity of n. (The target permutation is 1,...,n-1,0
160 * rather than 0,...,n-1; this is a cyclic permutation of
161 * the starting point and hence is odd iff n is even.)
163 parity
= (X(params
, gap
) ^ Y(params
, gap
) ^ (n
+1)) & 1;
166 * Try the last two tiles one way round. If that fails, swap
171 if (perm_parity(tiles
, n
) != parity
) {
174 assert(perm_parity(tiles
, n
) == parity
);
178 * Now construct the game seed, by describing the tile array as
179 * a simple sequence of comma-separated integers.
183 for (i
= 0; i
< n
; i
++) {
187 k
= sprintf(buf
, "%d,", tiles
[i
]);
189 ret
= sresize(ret
, retlen
+ k
+ 1, char);
190 strcpy(ret
+ retlen
, buf
);
193 ret
[retlen
-1] = '\0'; /* delete last comma */
201 game_state
*new_game(game_params
*params
, char *seed
)
203 game_state
*state
= snew(game_state
);
207 state
->w
= params
->w
;
208 state
->h
= params
->h
;
209 state
->n
= params
->w
* params
->h
;
210 state
->tiles
= snewn(state
->n
, int);
215 for (i
= 0; i
< state
->n
; i
++) {
217 state
->tiles
[i
] = atoi(p
);
218 if (state
->tiles
[i
] == 0)
220 while (*p
&& *p
!= ',')
222 if (*p
) p
++; /* eat comma */
225 assert(state
->tiles
[state
->gap_pos
] == 0);
227 state
->completed
= FALSE
;
232 game_state
*dup_game(game_state
*state
)
234 game_state
*ret
= snew(game_state
);
239 ret
->tiles
= snewn(state
->w
* state
->h
, int);
240 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
241 ret
->gap_pos
= state
->gap_pos
;
242 ret
->completed
= state
->completed
;
247 void free_game(game_state
*state
)
252 game_state
*make_move(game_state
*from
, int x
, int y
, int button
)
254 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
257 gx
= X(from
, from
->gap_pos
);
258 gy
= Y(from
, from
->gap_pos
);
260 if (button
== CURSOR_RIGHT
&& gx
> 0)
261 dx
= gx
- 1, dy
= gy
;
262 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
263 dx
= gx
+ 1, dy
= gy
;
264 else if (button
== CURSOR_DOWN
&& gy
> 0)
265 dy
= gy
- 1, dx
= gx
;
266 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
267 dy
= gy
+ 1, dx
= gx
;
268 else if (button
== LEFT_BUTTON
) {
271 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
272 return NULL
; /* out of bounds */
274 * Any click location should be equal to the gap location
275 * in _precisely_ one coordinate.
277 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
280 return NULL
; /* no move */
283 * Find the unit displacement from the original gap
284 * position towards this one.
286 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
287 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
288 up
= C(from
, ux
, uy
);
290 ret
= dup_game(from
);
292 ret
->gap_pos
= C(from
, dx
, dy
);
293 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
295 ret
->tiles
[ret
->gap_pos
] = 0;
297 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
298 assert(p
>= 0 && p
< from
->n
);
299 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
303 * See if the game has been completed.
305 if (!ret
->completed
) {
306 ret
->completed
= TRUE
;
307 for (p
= 0; p
< ret
->n
; p
++)
308 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
309 ret
->completed
= FALSE
;
315 /* ----------------------------------------------------------------------
319 struct game_drawstate
{
325 void game_size(game_params
*params
, int *x
, int *y
)
327 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
328 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
331 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
333 float *ret
= snewn(3 * NCOLOURS
, float);
337 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
340 * Drop the background colour so that the highlight is
341 * noticeably brighter than it while still being under 1.
343 max
= ret
[COL_BACKGROUND
*3];
344 for (i
= 1; i
< 3; i
++)
345 if (ret
[COL_BACKGROUND
*3+i
] > max
)
346 max
= ret
[COL_BACKGROUND
*3+i
];
347 if (max
* 1.2F
> 1.0F
) {
348 for (i
= 0; i
< 3; i
++)
349 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
352 for (i
= 0; i
< 3; i
++) {
353 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
354 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
355 ret
[COL_TEXT
* 3 + i
] = 0.0;
358 *ncolours
= NCOLOURS
;
362 game_drawstate
*game_new_drawstate(game_state
*state
)
364 struct game_drawstate
*ds
= snew(struct game_drawstate
);
370 ds
->bgcolour
= COL_BACKGROUND
;
371 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
372 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
378 void game_free_drawstate(game_drawstate
*ds
)
384 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
385 int tile
, int flash_colour
)
388 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
394 coords
[0] = x
+ TILE_SIZE
- 1;
395 coords
[1] = y
+ TILE_SIZE
- 1;
396 coords
[2] = x
+ TILE_SIZE
- 1;
399 coords
[5] = y
+ TILE_SIZE
- 1;
400 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
401 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
405 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
406 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
408 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
409 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
412 sprintf(str
, "%d", tile
);
413 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
414 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
417 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
420 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
421 game_state
*state
, float animtime
, float flashtime
)
423 int i
, pass
, bgcolour
;
426 int frame
= (int)(flashtime
/ FLASH_FRAME
);
427 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
429 bgcolour
= COL_BACKGROUND
;
435 TILE_SIZE
* state
->w
+ 2 * BORDER
,
436 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
437 draw_update(fe
, 0, 0,
438 TILE_SIZE
* state
->w
+ 2 * BORDER
,
439 TILE_SIZE
* state
->h
+ 2 * BORDER
);
442 * Recessed area containing the whole puzzle.
444 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
445 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
446 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
447 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
448 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
449 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
450 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
451 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
453 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
454 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
455 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
456 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
462 * Now draw each tile. We do this in two passes to make
465 for (pass
= 0; pass
< 2; pass
++) {
466 for (i
= 0; i
< state
->n
; i
++) {
469 * Figure out what should be displayed at this
470 * location. It's either a simple tile, or it's a
471 * transition between two tiles (in which case we say
472 * -1 because it must always be drawn).
475 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
482 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
483 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
487 * Figure out what to _actually_ draw, and where to
495 * On the first pass, just blank the tile.
498 x
= COORD(X(state
, i
));
499 y
= COORD(Y(state
, i
));
507 * Don't bother moving the gap; just don't
514 * Find the coordinates of this tile in the old and
517 x1
= COORD(X(state
, i
));
518 y1
= COORD(Y(state
, i
));
519 for (j
= 0; j
< oldstate
->n
; j
++)
520 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
522 assert(j
< oldstate
->n
);
523 x0
= COORD(X(state
, j
));
524 y0
= COORD(Y(state
, j
));
526 c
= (animtime
/ ANIM_TIME
);
527 if (c
< 0.0F
) c
= 0.0F
;
528 if (c
> 1.0F
) c
= 1.0F
;
530 x
= x0
+ (int)(c
* (x1
- x0
));
531 y
= y0
+ (int)(c
* (y1
- y0
));
537 x
= COORD(X(state
, i
));
538 y
= COORD(Y(state
, i
));
541 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
546 ds
->bgcolour
= bgcolour
;
549 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
554 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
556 if (!oldstate
->completed
&& newstate
->completed
)
557 return 2 * FLASH_FRAME
;