Introduce the concept of a `game_aux_info' structure. This is
[sgt/puzzles] / fifteen.c
1 /*
2 * fifteen.c: standard 15-puzzle.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13
14 #define TILE_SIZE 48
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 )
19
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
22
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) )
26
27 enum {
28 COL_BACKGROUND,
29 COL_TEXT,
30 COL_HIGHLIGHT,
31 COL_LOWLIGHT,
32 NCOLOURS
33 };
34
35 struct game_params {
36 int w, h;
37 };
38
39 struct game_state {
40 int w, h, n;
41 int *tiles;
42 int gap_pos;
43 int completed;
44 int movecount;
45 };
46
47 static game_params *default_params(void)
48 {
49 game_params *ret = snew(game_params);
50
51 ret->w = ret->h = 4;
52
53 return ret;
54 }
55
56 static int game_fetch_preset(int i, char **name, game_params **params)
57 {
58 return FALSE;
59 }
60
61 static void free_params(game_params *params)
62 {
63 sfree(params);
64 }
65
66 static game_params *dup_params(game_params *params)
67 {
68 game_params *ret = snew(game_params);
69 *ret = *params; /* structure copy */
70 return ret;
71 }
72
73 static game_params *decode_params(char const *string)
74 {
75 game_params *ret = default_params();
76
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
79 if (*string == 'x') {
80 string++;
81 ret->h = atoi(string);
82 }
83
84 return ret;
85 }
86
87 static char *encode_params(game_params *params)
88 {
89 char data[256];
90
91 sprintf(data, "%dx%d", params->w, params->h);
92
93 return dupstr(data);
94 }
95
96 static config_item *game_configure(game_params *params)
97 {
98 config_item *ret;
99 char buf[80];
100
101 ret = snewn(3, config_item);
102
103 ret[0].name = "Width";
104 ret[0].type = C_STRING;
105 sprintf(buf, "%d", params->w);
106 ret[0].sval = dupstr(buf);
107 ret[0].ival = 0;
108
109 ret[1].name = "Height";
110 ret[1].type = C_STRING;
111 sprintf(buf, "%d", params->h);
112 ret[1].sval = dupstr(buf);
113 ret[1].ival = 0;
114
115 ret[2].name = NULL;
116 ret[2].type = C_END;
117 ret[2].sval = NULL;
118 ret[2].ival = 0;
119
120 return ret;
121 }
122
123 static game_params *custom_params(config_item *cfg)
124 {
125 game_params *ret = snew(game_params);
126
127 ret->w = atoi(cfg[0].sval);
128 ret->h = atoi(cfg[1].sval);
129
130 return ret;
131 }
132
133 static char *validate_params(game_params *params)
134 {
135 if (params->w < 2 && params->h < 2)
136 return "Width and height must both be at least two";
137
138 return NULL;
139 }
140
141 static int perm_parity(int *perm, int n)
142 {
143 int i, j, ret;
144
145 ret = 0;
146
147 for (i = 0; i < n-1; i++)
148 for (j = i+1; j < n; j++)
149 if (perm[i] > perm[j])
150 ret = !ret;
151
152 return ret;
153 }
154
155 static char *new_game_seed(game_params *params, random_state *rs,
156 game_aux_info **aux)
157 {
158 int gap, n, i, x;
159 int x1, x2, p1, p2, parity;
160 int *tiles, *used;
161 char *ret;
162 int retlen;
163
164 n = params->w * params->h;
165
166 tiles = snewn(n, int);
167 used = snewn(n, int);
168
169 for (i = 0; i < n; i++) {
170 tiles[i] = -1;
171 used[i] = FALSE;
172 }
173
174 gap = random_upto(rs, n);
175 tiles[gap] = 0;
176 used[0] = TRUE;
177
178 /*
179 * Place everything else except the last two tiles.
180 */
181 for (x = 0, i = n-1; i > 2; i--) {
182 int k = random_upto(rs, i);
183 int j;
184
185 for (j = 0; j < n; j++)
186 if (!used[j] && (k-- == 0))
187 break;
188
189 assert(j < n && !used[j]);
190 used[j] = TRUE;
191
192 while (tiles[x] >= 0)
193 x++;
194 assert(x < n);
195 tiles[x] = j;
196 }
197
198 /*
199 * Find the last two locations, and the last two pieces.
200 */
201 while (tiles[x] >= 0)
202 x++;
203 assert(x < n);
204 x1 = x;
205 x++;
206 while (tiles[x] >= 0)
207 x++;
208 assert(x < n);
209 x2 = x;
210
211 for (i = 0; i < n; i++)
212 if (!used[i])
213 break;
214 p1 = i;
215 for (i = p1+1; i < n; i++)
216 if (!used[i])
217 break;
218 p2 = i;
219
220 /*
221 * Determine the required parity of the overall permutation.
222 * This is the XOR of:
223 *
224 * - The chessboard parity ((x^y)&1) of the gap square. The
225 * bottom right counts as even.
226 *
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.)
230 */
231 parity = ((X(params, gap) - (params->w-1)) ^
232 (Y(params, gap) - (params->h-1)) ^
233 (n+1)) & 1;
234
235 /*
236 * Try the last two tiles one way round. If that fails, swap
237 * them.
238 */
239 tiles[x1] = p1;
240 tiles[x2] = p2;
241 if (perm_parity(tiles, n) != parity) {
242 tiles[x1] = p2;
243 tiles[x2] = p1;
244 assert(perm_parity(tiles, n) == parity);
245 }
246
247 /*
248 * Now construct the game seed, by describing the tile array as
249 * a simple sequence of comma-separated integers.
250 */
251 ret = NULL;
252 retlen = 0;
253 for (i = 0; i < n; i++) {
254 char buf[80];
255 int k;
256
257 k = sprintf(buf, "%d,", tiles[i]);
258
259 ret = sresize(ret, retlen + k + 1, char);
260 strcpy(ret + retlen, buf);
261 retlen += k;
262 }
263 ret[retlen-1] = '\0'; /* delete last comma */
264
265 sfree(tiles);
266 sfree(used);
267
268 return ret;
269 }
270
271 void game_free_aux_info(game_aux_info *aux)
272 {
273 assert(!"Shouldn't happen");
274 }
275
276 static char *validate_seed(game_params *params, char *seed)
277 {
278 char *p, *err;
279 int i, area;
280 int *used;
281
282 area = params->w * params->h;
283 p = seed;
284 err = NULL;
285
286 used = snewn(area, int);
287 for (i = 0; i < area; i++)
288 used[i] = FALSE;
289
290 for (i = 0; i < area; i++) {
291 char *q = p;
292 int n;
293
294 if (*p < '0' || *p > '9') {
295 err = "Not enough numbers in string";
296 goto leave;
297 }
298 while (*p >= '0' && *p <= '9')
299 p++;
300 if (i < area-1 && *p != ',') {
301 err = "Expected comma after number";
302 goto leave;
303 }
304 else if (i == area-1 && *p) {
305 err = "Excess junk at end of string";
306 goto leave;
307 }
308 n = atoi(q);
309 if (n < 0 || n >= area) {
310 err = "Number out of range";
311 goto leave;
312 }
313 if (used[n]) {
314 err = "Number used twice";
315 goto leave;
316 }
317 used[n] = TRUE;
318
319 if (*p) p++; /* eat comma */
320 }
321
322 leave:
323 sfree(used);
324 return err;
325 }
326
327 static game_state *new_game(game_params *params, char *seed)
328 {
329 game_state *state = snew(game_state);
330 int i;
331 char *p;
332
333 state->w = params->w;
334 state->h = params->h;
335 state->n = params->w * params->h;
336 state->tiles = snewn(state->n, int);
337
338 state->gap_pos = 0;
339 p = seed;
340 i = 0;
341 for (i = 0; i < state->n; i++) {
342 assert(*p);
343 state->tiles[i] = atoi(p);
344 if (state->tiles[i] == 0)
345 state->gap_pos = i;
346 while (*p && *p != ',')
347 p++;
348 if (*p) p++; /* eat comma */
349 }
350 assert(!*p);
351 assert(state->tiles[state->gap_pos] == 0);
352
353 state->completed = state->movecount = 0;
354
355 return state;
356 }
357
358 static game_state *dup_game(game_state *state)
359 {
360 game_state *ret = snew(game_state);
361
362 ret->w = state->w;
363 ret->h = state->h;
364 ret->n = state->n;
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
371 return ret;
372 }
373
374 static void free_game(game_state *state)
375 {
376 sfree(state);
377 }
378
379 static char *game_text_format(game_state *state)
380 {
381 char *ret, *p, buf[80];
382 int x, y, col, maxlen;
383
384 /*
385 * First work out how many characters we need to display each
386 * number.
387 */
388 col = sprintf(buf, "%d", state->n-1);
389
390 /*
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.
394 */
395 maxlen = state->h * state->w * (col+1);
396
397 ret = snewn(maxlen, char);
398 p = ret;
399
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];
403 if (v == 0)
404 sprintf(buf, "%*s", col, "");
405 else
406 sprintf(buf, "%*d", col, v);
407 memcpy(p, buf, col);
408 p += col;
409 if (x+1 == state->w)
410 *p++ = '\n';
411 else
412 *p++ = ' ';
413 }
414 }
415
416 assert(p - ret == maxlen);
417 *p = '\0';
418 return ret;
419 }
420
421 static game_ui *new_ui(game_state *state)
422 {
423 return NULL;
424 }
425
426 static void free_ui(game_ui *ui)
427 {
428 }
429
430 static game_state *make_move(game_state *from, game_ui *ui,
431 int x, int y, int button)
432 {
433 int gx, gy, dx, dy, ux, uy, up, p;
434 game_state *ret;
435
436 gx = X(from, from->gap_pos);
437 gy = Y(from, from->gap_pos);
438
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) {
448 dx = FROMCOORD(x);
449 dy = FROMCOORD(y);
450 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
451 return NULL; /* out of bounds */
452 /*
453 * Any click location should be equal to the gap location
454 * in _precisely_ one coordinate.
455 */
456 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
457 return NULL;
458 } else
459 return NULL; /* no move */
460
461 /*
462 * Find the unit displacement from the original gap
463 * position towards this one.
464 */
465 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
466 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
467 up = C(from, ux, uy);
468
469 ret = dup_game(from);
470
471 ret->gap_pos = C(from, dx, dy);
472 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
473
474 ret->tiles[ret->gap_pos] = 0;
475
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];
479 ret->movecount++;
480 }
481
482 /*
483 * See if the game has been completed.
484 */
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))
489 ret->completed = 0;
490 }
491
492 return ret;
493 }
494
495 /* ----------------------------------------------------------------------
496 * Drawing routines.
497 */
498
499 struct game_drawstate {
500 int started;
501 int w, h, bgcolour;
502 int *tiles;
503 };
504
505 static void game_size(game_params *params, int *x, int *y)
506 {
507 *x = TILE_SIZE * params->w + 2 * BORDER;
508 *y = TILE_SIZE * params->h + 2 * BORDER;
509 }
510
511 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
512 {
513 float *ret = snewn(3 * NCOLOURS, float);
514 int i;
515 float max;
516
517 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
518
519 /*
520 * Drop the background colour so that the highlight is
521 * noticeably brighter than it while still being under 1.
522 */
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);
530 }
531
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;
536 }
537
538 *ncolours = NCOLOURS;
539 return ret;
540 }
541
542 static game_drawstate *game_new_drawstate(game_state *state)
543 {
544 struct game_drawstate *ds = snew(struct game_drawstate);
545 int i;
546
547 ds->started = FALSE;
548 ds->w = state->w;
549 ds->h = state->h;
550 ds->bgcolour = COL_BACKGROUND;
551 ds->tiles = snewn(ds->w*ds->h, int);
552 for (i = 0; i < ds->w*ds->h; i++)
553 ds->tiles[i] = -1;
554
555 return ds;
556 }
557
558 static void game_free_drawstate(game_drawstate *ds)
559 {
560 sfree(ds->tiles);
561 sfree(ds);
562 }
563
564 static void draw_tile(frontend *fe, game_state *state, int x, int y,
565 int tile, int flash_colour)
566 {
567 if (tile == 0) {
568 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
569 flash_colour);
570 } else {
571 int coords[6];
572 char str[40];
573
574 coords[0] = x + TILE_SIZE - 1;
575 coords[1] = y + TILE_SIZE - 1;
576 coords[2] = x + TILE_SIZE - 1;
577 coords[3] = y;
578 coords[4] = x;
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);
582
583 coords[0] = x;
584 coords[1] = y;
585 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
586 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
587
588 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
589 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
590 flash_colour);
591
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,
595 COL_TEXT, str);
596 }
597 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
598 }
599
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)
603 {
604 int i, pass, bgcolour;
605
606 if (flashtime > 0) {
607 int frame = (int)(flashtime / FLASH_FRAME);
608 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
609 } else
610 bgcolour = COL_BACKGROUND;
611
612 if (!ds->started) {
613 int coords[6];
614
615 draw_rect(fe, 0, 0,
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);
621
622 /*
623 * Recessed area containing the whole puzzle.
624 */
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);
633
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);
638
639 ds->started = TRUE;
640 }
641
642 /*
643 * Now draw each tile. We do this in two passes to make
644 * animation easy.
645 */
646 for (pass = 0; pass < 2; pass++) {
647 for (i = 0; i < state->n; i++) {
648 int t, t0;
649 /*
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).
654 */
655
656 if (oldstate && oldstate->tiles[i] != state->tiles[i])
657 t = -1;
658 else
659 t = state->tiles[i];
660
661 t0 = t;
662
663 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
664 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
665 int x, y;
666
667 /*
668 * Figure out what to _actually_ draw, and where to
669 * draw it.
670 */
671 if (t == -1) {
672 int x0, y0, x1, y1;
673 int j;
674
675 /*
676 * On the first pass, just blank the tile.
677 */
678 if (pass == 0) {
679 x = COORD(X(state, i));
680 y = COORD(Y(state, i));
681 t = 0;
682 } else {
683 float c;
684
685 t = state->tiles[i];
686
687 /*
688 * Don't bother moving the gap; just don't
689 * draw it.
690 */
691 if (t == 0)
692 continue;
693
694 /*
695 * Find the coordinates of this tile in the old and
696 * new states.
697 */
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])
702 break;
703 assert(j < oldstate->n);
704 x0 = COORD(X(state, j));
705 y0 = COORD(Y(state, j));
706
707 c = (animtime / ANIM_TIME);
708 if (c < 0.0F) c = 0.0F;
709 if (c > 1.0F) c = 1.0F;
710
711 x = x0 + (int)(c * (x1 - x0));
712 y = y0 + (int)(c * (y1 - y0));
713 }
714
715 } else {
716 if (pass == 0)
717 continue;
718 x = COORD(X(state, i));
719 y = COORD(Y(state, i));
720 }
721
722 draw_tile(fe, state, x, y, t, bgcolour);
723 }
724 ds->tiles[i] = t0;
725 }
726 }
727 ds->bgcolour = bgcolour;
728
729 /*
730 * Update the status bar.
731 */
732 {
733 char statusbuf[256];
734
735 /*
736 * Don't show the new status until we're also showing the
737 * new _state_ - after the game animation is complete.
738 */
739 if (oldstate)
740 state = oldstate;
741
742 sprintf(statusbuf, "%sMoves: %d",
743 (state->completed ? "COMPLETED! " : ""),
744 (state->completed ? state->completed : state->movecount));
745
746 status_bar(fe, statusbuf);
747 }
748 }
749
750 static float game_anim_length(game_state *oldstate,
751 game_state *newstate, int dir)
752 {
753 return ANIM_TIME;
754 }
755
756 static float game_flash_length(game_state *oldstate,
757 game_state *newstate, int dir)
758 {
759 if (!oldstate->completed && newstate->completed)
760 return 2 * FLASH_FRAME;
761 else
762 return 0.0F;
763 }
764
765 static int game_wants_statusbar(void)
766 {
767 return TRUE;
768 }
769
770 #ifdef COMBINED
771 #define thegame fifteen
772 #endif
773
774 const struct game thegame = {
775 "Fifteen", "games.fifteen",
776 default_params,
777 game_fetch_preset,
778 decode_params,
779 encode_params,
780 free_params,
781 dup_params,
782 TRUE, game_configure, custom_params,
783 validate_params,
784 new_game_seed,
785 game_free_aux_info,
786 validate_seed,
787 new_game,
788 dup_game,
789 free_game,
790 TRUE, game_text_format,
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 };