2 * fifteen.c: standard 15-puzzle.
15 #define BORDER (TILE_SIZE / 2)
16 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
17 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
18 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
23 #define X(state, i) ( (i) % (state)->w )
24 #define Y(state, i) ( (i) / (state)->w )
25 #define C(state, x, y) ( (y) * (state)->w + (x) )
47 static game_params
*default_params(void)
49 game_params
*ret
= snew(game_params
);
56 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
61 static void free_params(game_params
*params
)
66 static game_params
*dup_params(game_params
*params
)
68 game_params
*ret
= snew(game_params
);
69 *ret
= *params
; /* structure copy */
73 static game_params
*decode_params(char const *string
)
75 game_params
*ret
= default_params();
77 ret
->w
= ret
->h
= atoi(string
);
78 while (*string
&& isdigit(*string
)) string
++;
81 ret
->h
= atoi(string
);
87 static char *encode_params(game_params
*params
)
91 sprintf(data
, "%dx%d", params
->w
, params
->h
);
96 static config_item
*game_configure(game_params
*params
)
101 ret
= snewn(3, config_item
);
103 ret
[0].name
= "Width";
104 ret
[0].type
= C_STRING
;
105 sprintf(buf
, "%d", params
->w
);
106 ret
[0].sval
= dupstr(buf
);
109 ret
[1].name
= "Height";
110 ret
[1].type
= C_STRING
;
111 sprintf(buf
, "%d", params
->h
);
112 ret
[1].sval
= dupstr(buf
);
123 static game_params
*custom_params(config_item
*cfg
)
125 game_params
*ret
= snew(game_params
);
127 ret
->w
= atoi(cfg
[0].sval
);
128 ret
->h
= atoi(cfg
[1].sval
);
133 static char *validate_params(game_params
*params
)
135 if (params
->w
< 2 && params
->h
< 2)
136 return "Width and height must both be at least two";
141 static int perm_parity(int *perm
, int n
)
147 for (i
= 0; i
< n
-1; i
++)
148 for (j
= i
+1; j
< n
; j
++)
149 if (perm
[i
] > perm
[j
])
155 static char *new_game_seed(game_params
*params
, random_state
*rs
,
159 int x1
, x2
, p1
, p2
, parity
;
164 n
= params
->w
* params
->h
;
166 tiles
= snewn(n
, int);
167 used
= snewn(n
, int);
169 for (i
= 0; i
< n
; i
++) {
174 gap
= random_upto(rs
, n
);
179 * Place everything else except the last two tiles.
181 for (x
= 0, i
= n
-1; i
> 2; i
--) {
182 int k
= random_upto(rs
, i
);
185 for (j
= 0; j
< n
; j
++)
186 if (!used
[j
] && (k
-- == 0))
189 assert(j
< n
&& !used
[j
]);
192 while (tiles
[x
] >= 0)
199 * Find the last two locations, and the last two pieces.
201 while (tiles
[x
] >= 0)
206 while (tiles
[x
] >= 0)
211 for (i
= 0; i
< n
; i
++)
215 for (i
= p1
+1; i
< n
; i
++)
221 * Determine the required parity of the overall permutation.
222 * This is the XOR of:
224 * - The chessboard parity ((x^y)&1) of the gap square. The
225 * bottom right counts as even.
227 * - The parity of n. (The target permutation is 1,...,n-1,0
228 * rather than 0,...,n-1; this is a cyclic permutation of
229 * the starting point and hence is odd iff n is even.)
231 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
232 (Y(params
, gap
) - (params
->h
-1)) ^
236 * Try the last two tiles one way round. If that fails, swap
241 if (perm_parity(tiles
, n
) != parity
) {
244 assert(perm_parity(tiles
, n
) == parity
);
248 * Now construct the game seed, by describing the tile array as
249 * a simple sequence of comma-separated integers.
253 for (i
= 0; i
< n
; i
++) {
257 k
= sprintf(buf
, "%d,", tiles
[i
]);
259 ret
= sresize(ret
, retlen
+ k
+ 1, char);
260 strcpy(ret
+ retlen
, buf
);
263 ret
[retlen
-1] = '\0'; /* delete last comma */
271 void game_free_aux_info(game_aux_info
*aux
)
273 assert(!"Shouldn't happen");
276 static char *validate_seed(game_params
*params
, char *seed
)
282 area
= params
->w
* params
->h
;
286 used
= snewn(area
, int);
287 for (i
= 0; i
< area
; i
++)
290 for (i
= 0; i
< area
; i
++) {
294 if (*p
< '0' || *p
> '9') {
295 err
= "Not enough numbers in string";
298 while (*p
>= '0' && *p
<= '9')
300 if (i
< area
-1 && *p
!= ',') {
301 err
= "Expected comma after number";
304 else if (i
== area
-1 && *p
) {
305 err
= "Excess junk at end of string";
309 if (n
< 0 || n
>= area
) {
310 err
= "Number out of range";
314 err
= "Number used twice";
319 if (*p
) p
++; /* eat comma */
327 static game_state
*new_game(game_params
*params
, char *seed
)
329 game_state
*state
= snew(game_state
);
333 state
->w
= params
->w
;
334 state
->h
= params
->h
;
335 state
->n
= params
->w
* params
->h
;
336 state
->tiles
= snewn(state
->n
, int);
341 for (i
= 0; i
< state
->n
; i
++) {
343 state
->tiles
[i
] = atoi(p
);
344 if (state
->tiles
[i
] == 0)
346 while (*p
&& *p
!= ',')
348 if (*p
) p
++; /* eat comma */
351 assert(state
->tiles
[state
->gap_pos
] == 0);
353 state
->completed
= state
->movecount
= 0;
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
;
374 static void free_game(game_state
*state
)
379 static char *game_text_format(game_state
*state
)
381 char *ret
, *p
, buf
[80];
382 int x
, y
, col
, maxlen
;
385 * First work out how many characters we need to display each
388 col
= sprintf(buf
, "%d", state
->n
-1);
391 * Now we know the exact total size of the grid we're going to
392 * produce: it's got h rows, each containing w lots of col, w-1
393 * spaces and a trailing newline.
395 maxlen
= state
->h
* state
->w
* (col
+1);
397 ret
= snewn(maxlen
, char);
400 for (y
= 0; y
< state
->h
; y
++) {
401 for (x
= 0; x
< state
->w
; x
++) {
402 int v
= state
->tiles
[state
->w
*y
+x
];
404 sprintf(buf
, "%*s", col
, "");
406 sprintf(buf
, "%*d", col
, v
);
416 assert(p
- ret
== maxlen
);
421 static game_ui
*new_ui(game_state
*state
)
426 static void free_ui(game_ui
*ui
)
430 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
431 int x
, int y
, int button
)
433 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
436 gx
= X(from
, from
->gap_pos
);
437 gy
= Y(from
, from
->gap_pos
);
439 if (button
== CURSOR_RIGHT
&& gx
> 0)
440 dx
= gx
- 1, dy
= gy
;
441 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
442 dx
= gx
+ 1, dy
= gy
;
443 else if (button
== CURSOR_DOWN
&& gy
> 0)
444 dy
= gy
- 1, dx
= gx
;
445 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
446 dy
= gy
+ 1, dx
= gx
;
447 else if (button
== LEFT_BUTTON
) {
450 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
451 return NULL
; /* out of bounds */
453 * Any click location should be equal to the gap location
454 * in _precisely_ one coordinate.
456 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
459 return NULL
; /* no move */
462 * Find the unit displacement from the original gap
463 * position towards this one.
465 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
466 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
467 up
= C(from
, ux
, uy
);
469 ret
= dup_game(from
);
471 ret
->gap_pos
= C(from
, dx
, dy
);
472 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
474 ret
->tiles
[ret
->gap_pos
] = 0;
476 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
477 assert(p
>= 0 && p
< from
->n
);
478 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
483 * See if the game has been completed.
485 if (!ret
->completed
) {
486 ret
->completed
= ret
->movecount
;
487 for (p
= 0; p
< ret
->n
; p
++)
488 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
495 /* ----------------------------------------------------------------------
499 struct game_drawstate
{
505 static void game_size(game_params
*params
, int *x
, int *y
)
507 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
508 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
511 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
513 float *ret
= snewn(3 * NCOLOURS
, float);
517 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
520 * Drop the background colour so that the highlight is
521 * noticeably brighter than it while still being under 1.
523 max
= ret
[COL_BACKGROUND
*3];
524 for (i
= 1; i
< 3; i
++)
525 if (ret
[COL_BACKGROUND
*3+i
] > max
)
526 max
= ret
[COL_BACKGROUND
*3+i
];
527 if (max
* 1.2F
> 1.0F
) {
528 for (i
= 0; i
< 3; i
++)
529 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
532 for (i
= 0; i
< 3; i
++) {
533 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
534 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
535 ret
[COL_TEXT
* 3 + i
] = 0.0;
538 *ncolours
= NCOLOURS
;
542 static game_drawstate
*game_new_drawstate(game_state
*state
)
544 struct game_drawstate
*ds
= snew(struct game_drawstate
);
550 ds
->bgcolour
= COL_BACKGROUND
;
551 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
552 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
558 static void game_free_drawstate(game_drawstate
*ds
)
564 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
565 int tile
, int flash_colour
)
568 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
574 coords
[0] = x
+ TILE_SIZE
- 1;
575 coords
[1] = y
+ TILE_SIZE
- 1;
576 coords
[2] = x
+ TILE_SIZE
- 1;
579 coords
[5] = y
+ TILE_SIZE
- 1;
580 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
581 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
585 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
586 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
588 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
589 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
592 sprintf(str
, "%d", tile
);
593 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
594 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
597 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
600 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
601 game_state
*state
, int dir
, game_ui
*ui
,
602 float animtime
, float flashtime
)
604 int i
, pass
, bgcolour
;
607 int frame
= (int)(flashtime
/ FLASH_FRAME
);
608 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
610 bgcolour
= COL_BACKGROUND
;
616 TILE_SIZE
* state
->w
+ 2 * BORDER
,
617 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
618 draw_update(fe
, 0, 0,
619 TILE_SIZE
* state
->w
+ 2 * BORDER
,
620 TILE_SIZE
* state
->h
+ 2 * BORDER
);
623 * Recessed area containing the whole puzzle.
625 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
626 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
627 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
628 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
629 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
630 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
631 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
632 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
634 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
635 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
636 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
637 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
643 * Now draw each tile. We do this in two passes to make
646 for (pass
= 0; pass
< 2; pass
++) {
647 for (i
= 0; i
< state
->n
; i
++) {
650 * Figure out what should be displayed at this
651 * location. It's either a simple tile, or it's a
652 * transition between two tiles (in which case we say
653 * -1 because it must always be drawn).
656 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
663 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
664 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
668 * Figure out what to _actually_ draw, and where to
676 * On the first pass, just blank the tile.
679 x
= COORD(X(state
, i
));
680 y
= COORD(Y(state
, i
));
688 * Don't bother moving the gap; just don't
695 * Find the coordinates of this tile in the old and
698 x1
= COORD(X(state
, i
));
699 y1
= COORD(Y(state
, i
));
700 for (j
= 0; j
< oldstate
->n
; j
++)
701 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
703 assert(j
< oldstate
->n
);
704 x0
= COORD(X(state
, j
));
705 y0
= COORD(Y(state
, j
));
707 c
= (animtime
/ ANIM_TIME
);
708 if (c
< 0.0F
) c
= 0.0F
;
709 if (c
> 1.0F
) c
= 1.0F
;
711 x
= x0
+ (int)(c
* (x1
- x0
));
712 y
= y0
+ (int)(c
* (y1
- y0
));
718 x
= COORD(X(state
, i
));
719 y
= COORD(Y(state
, i
));
722 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
727 ds
->bgcolour
= bgcolour
;
730 * Update the status bar.
736 * Don't show the new status until we're also showing the
737 * new _state_ - after the game animation is complete.
742 sprintf(statusbuf
, "%sMoves: %d",
743 (state
->completed ?
"COMPLETED! " : ""),
744 (state
->completed ? state
->completed
: state
->movecount
));
746 status_bar(fe
, statusbuf
);
750 static float game_anim_length(game_state
*oldstate
,
751 game_state
*newstate
, int dir
)
756 static float game_flash_length(game_state
*oldstate
,
757 game_state
*newstate
, int dir
)
759 if (!oldstate
->completed
&& newstate
->completed
)
760 return 2 * FLASH_FRAME
;
765 static int game_wants_statusbar(void)
771 #define thegame fifteen
774 const struct game thegame
= {
775 "Fifteen", "games.fifteen",
782 TRUE
, game_configure
, custom_params
,
790 TRUE
, game_text_format
,
801 game_wants_statusbar
,