Framework alteration: we now support a `game_ui' structure in
[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 <math.h>
10
11 #include "puzzles.h"
12
13 const char *const game_name = "Fifteen";
14 const int game_can_configure = TRUE;
15
16 #define TILE_SIZE 48
17 #define BORDER (TILE_SIZE / 2)
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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 gap_pos;
45 int completed;
46 int movecount;
47 };
48
49 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 int game_fetch_preset(int i, char **name, game_params **params)
59 {
60 return FALSE;
61 }
62
63 void free_params(game_params *params)
64 {
65 sfree(params);
66 }
67
68 game_params *dup_params(game_params *params)
69 {
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
72 return ret;
73 }
74
75 config_item *game_configure(game_params *params)
76 {
77 config_item *ret;
78 char buf[80];
79
80 ret = snewn(3, config_item);
81
82 ret[0].name = "Width";
83 ret[0].type = C_STRING;
84 sprintf(buf, "%d", params->w);
85 ret[0].sval = dupstr(buf);
86 ret[0].ival = 0;
87
88 ret[1].name = "Height";
89 ret[1].type = C_STRING;
90 sprintf(buf, "%d", params->h);
91 ret[1].sval = dupstr(buf);
92 ret[1].ival = 0;
93
94 ret[2].name = NULL;
95 ret[2].type = C_END;
96 ret[2].sval = NULL;
97 ret[2].ival = 0;
98
99 return ret;
100 }
101
102 game_params *custom_params(config_item *cfg)
103 {
104 game_params *ret = snew(game_params);
105
106 ret->w = atoi(cfg[0].sval);
107 ret->h = atoi(cfg[1].sval);
108
109 return ret;
110 }
111
112 char *validate_params(game_params *params)
113 {
114 if (params->w < 2 && params->h < 2)
115 return "Width and height must both be at least two";
116
117 return NULL;
118 }
119
120 int perm_parity(int *perm, int n)
121 {
122 int i, j, ret;
123
124 ret = 0;
125
126 for (i = 0; i < n-1; i++)
127 for (j = i+1; j < n; j++)
128 if (perm[i] > perm[j])
129 ret = !ret;
130
131 return ret;
132 }
133
134 char *new_game_seed(game_params *params, random_state *rs)
135 {
136 int gap, n, i, x;
137 int x1, x2, p1, p2, parity;
138 int *tiles, *used;
139 char *ret;
140 int retlen;
141
142 n = params->w * params->h;
143
144 tiles = snewn(n, int);
145 used = snewn(n, int);
146
147 for (i = 0; i < n; i++) {
148 tiles[i] = -1;
149 used[i] = FALSE;
150 }
151
152 gap = random_upto(rs, n);
153 tiles[gap] = 0;
154 used[0] = TRUE;
155
156 /*
157 * Place everything else except the last two tiles.
158 */
159 for (x = 0, i = n-1; i > 2; i--) {
160 int k = random_upto(rs, i);
161 int j;
162
163 for (j = 0; j < n; j++)
164 if (!used[j] && (k-- == 0))
165 break;
166
167 assert(j < n && !used[j]);
168 used[j] = TRUE;
169
170 while (tiles[x] >= 0)
171 x++;
172 assert(x < n);
173 tiles[x] = j;
174 }
175
176 /*
177 * Find the last two locations, and the last two pieces.
178 */
179 while (tiles[x] >= 0)
180 x++;
181 assert(x < n);
182 x1 = x;
183 x++;
184 while (tiles[x] >= 0)
185 x++;
186 assert(x < n);
187 x2 = x;
188
189 for (i = 0; i < n; i++)
190 if (!used[i])
191 break;
192 p1 = i;
193 for (i = p1+1; i < n; i++)
194 if (!used[i])
195 break;
196 p2 = i;
197
198 /*
199 * Determine the required parity of the overall permutation.
200 * This is the XOR of:
201 *
202 * - The chessboard parity ((x^y)&1) of the gap square. The
203 * bottom right counts as even.
204 *
205 * - The parity of n. (The target permutation is 1,...,n-1,0
206 * rather than 0,...,n-1; this is a cyclic permutation of
207 * the starting point and hence is odd iff n is even.)
208 */
209 parity = ((X(params, gap) - (params->w-1)) ^
210 (Y(params, gap) - (params->h-1)) ^
211 (n+1)) & 1;
212
213 /*
214 * Try the last two tiles one way round. If that fails, swap
215 * them.
216 */
217 tiles[x1] = p1;
218 tiles[x2] = p2;
219 if (perm_parity(tiles, n) != parity) {
220 tiles[x1] = p2;
221 tiles[x2] = p1;
222 assert(perm_parity(tiles, n) == parity);
223 }
224
225 /*
226 * Now construct the game seed, by describing the tile array as
227 * a simple sequence of comma-separated integers.
228 */
229 ret = NULL;
230 retlen = 0;
231 for (i = 0; i < n; i++) {
232 char buf[80];
233 int k;
234
235 k = sprintf(buf, "%d,", tiles[i]);
236
237 ret = sresize(ret, retlen + k + 1, char);
238 strcpy(ret + retlen, buf);
239 retlen += k;
240 }
241 ret[retlen-1] = '\0'; /* delete last comma */
242
243 sfree(tiles);
244 sfree(used);
245
246 return ret;
247 }
248
249 char *validate_seed(game_params *params, char *seed)
250 {
251 char *p, *err;
252 int i, area;
253 int *used;
254
255 area = params->w * params->h;
256 p = seed;
257 err = NULL;
258
259 used = snewn(area, int);
260 for (i = 0; i < area; i++)
261 used[i] = FALSE;
262
263 for (i = 0; i < area; i++) {
264 char *q = p;
265 int n;
266
267 if (*p < '0' || *p > '9') {
268 err = "Not enough numbers in string";
269 goto leave;
270 }
271 while (*p >= '0' && *p <= '9')
272 p++;
273 if (i < area-1 && *p != ',') {
274 err = "Expected comma after number";
275 goto leave;
276 }
277 else if (i == area-1 && *p) {
278 err = "Excess junk at end of string";
279 goto leave;
280 }
281 n = atoi(q);
282 if (n < 0 || n >= area) {
283 err = "Number out of range";
284 goto leave;
285 }
286 if (used[n]) {
287 err = "Number used twice";
288 goto leave;
289 }
290 used[n] = TRUE;
291
292 if (*p) p++; /* eat comma */
293 }
294
295 leave:
296 sfree(used);
297 return err;
298 }
299
300 game_state *new_game(game_params *params, char *seed)
301 {
302 game_state *state = snew(game_state);
303 int i;
304 char *p;
305
306 state->w = params->w;
307 state->h = params->h;
308 state->n = params->w * params->h;
309 state->tiles = snewn(state->n, int);
310
311 state->gap_pos = 0;
312 p = seed;
313 i = 0;
314 for (i = 0; i < state->n; i++) {
315 assert(*p);
316 state->tiles[i] = atoi(p);
317 if (state->tiles[i] == 0)
318 state->gap_pos = i;
319 while (*p && *p != ',')
320 p++;
321 if (*p) p++; /* eat comma */
322 }
323 assert(!*p);
324 assert(state->tiles[state->gap_pos] == 0);
325
326 state->completed = state->movecount = 0;
327
328 return state;
329 }
330
331 game_state *dup_game(game_state *state)
332 {
333 game_state *ret = snew(game_state);
334
335 ret->w = state->w;
336 ret->h = state->h;
337 ret->n = state->n;
338 ret->tiles = snewn(state->w * state->h, int);
339 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
340 ret->gap_pos = state->gap_pos;
341 ret->completed = state->completed;
342 ret->movecount = state->movecount;
343
344 return ret;
345 }
346
347 void free_game(game_state *state)
348 {
349 sfree(state);
350 }
351
352 game_ui *new_ui(game_state *state)
353 {
354 return NULL;
355 }
356
357 void free_ui(game_ui *ui)
358 {
359 }
360
361 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
362 {
363 int gx, gy, dx, dy, ux, uy, up, p;
364 game_state *ret;
365
366 gx = X(from, from->gap_pos);
367 gy = Y(from, from->gap_pos);
368
369 if (button == CURSOR_RIGHT && gx > 0)
370 dx = gx - 1, dy = gy;
371 else if (button == CURSOR_LEFT && gx < from->w-1)
372 dx = gx + 1, dy = gy;
373 else if (button == CURSOR_DOWN && gy > 0)
374 dy = gy - 1, dx = gx;
375 else if (button == CURSOR_UP && gy < from->h-1)
376 dy = gy + 1, dx = gx;
377 else if (button == LEFT_BUTTON) {
378 dx = FROMCOORD(x);
379 dy = FROMCOORD(y);
380 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
381 return NULL; /* out of bounds */
382 /*
383 * Any click location should be equal to the gap location
384 * in _precisely_ one coordinate.
385 */
386 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
387 return NULL;
388 } else
389 return NULL; /* no move */
390
391 /*
392 * Find the unit displacement from the original gap
393 * position towards this one.
394 */
395 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
396 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
397 up = C(from, ux, uy);
398
399 ret = dup_game(from);
400
401 ret->gap_pos = C(from, dx, dy);
402 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
403
404 ret->tiles[ret->gap_pos] = 0;
405
406 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
407 assert(p >= 0 && p < from->n);
408 ret->tiles[p] = from->tiles[p + up];
409 ret->movecount++;
410 }
411
412 /*
413 * See if the game has been completed.
414 */
415 if (!ret->completed) {
416 ret->completed = ret->movecount;
417 for (p = 0; p < ret->n; p++)
418 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
419 ret->completed = 0;
420 }
421
422 return ret;
423 }
424
425 /* ----------------------------------------------------------------------
426 * Drawing routines.
427 */
428
429 struct game_drawstate {
430 int started;
431 int w, h, bgcolour;
432 int *tiles;
433 };
434
435 void game_size(game_params *params, int *x, int *y)
436 {
437 *x = TILE_SIZE * params->w + 2 * BORDER;
438 *y = TILE_SIZE * params->h + 2 * BORDER;
439 }
440
441 float *game_colours(frontend *fe, game_state *state, int *ncolours)
442 {
443 float *ret = snewn(3 * NCOLOURS, float);
444 int i;
445 float max;
446
447 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
448
449 /*
450 * Drop the background colour so that the highlight is
451 * noticeably brighter than it while still being under 1.
452 */
453 max = ret[COL_BACKGROUND*3];
454 for (i = 1; i < 3; i++)
455 if (ret[COL_BACKGROUND*3+i] > max)
456 max = ret[COL_BACKGROUND*3+i];
457 if (max * 1.2F > 1.0F) {
458 for (i = 0; i < 3; i++)
459 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
460 }
461
462 for (i = 0; i < 3; i++) {
463 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
464 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
465 ret[COL_TEXT * 3 + i] = 0.0;
466 }
467
468 *ncolours = NCOLOURS;
469 return ret;
470 }
471
472 game_drawstate *game_new_drawstate(game_state *state)
473 {
474 struct game_drawstate *ds = snew(struct game_drawstate);
475 int i;
476
477 ds->started = FALSE;
478 ds->w = state->w;
479 ds->h = state->h;
480 ds->bgcolour = COL_BACKGROUND;
481 ds->tiles = snewn(ds->w*ds->h, int);
482 for (i = 0; i < ds->w*ds->h; i++)
483 ds->tiles[i] = -1;
484
485 return ds;
486 }
487
488 void game_free_drawstate(game_drawstate *ds)
489 {
490 sfree(ds->tiles);
491 sfree(ds);
492 }
493
494 static void draw_tile(frontend *fe, game_state *state, int x, int y,
495 int tile, int flash_colour)
496 {
497 if (tile == 0) {
498 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
499 flash_colour);
500 } else {
501 int coords[6];
502 char str[40];
503
504 coords[0] = x + TILE_SIZE - 1;
505 coords[1] = y + TILE_SIZE - 1;
506 coords[2] = x + TILE_SIZE - 1;
507 coords[3] = y;
508 coords[4] = x;
509 coords[5] = y + TILE_SIZE - 1;
510 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
511 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
512
513 coords[0] = x;
514 coords[1] = y;
515 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
516 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
517
518 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
519 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
520 flash_colour);
521
522 sprintf(str, "%d", tile);
523 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
524 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
525 COL_TEXT, str);
526 }
527 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
528 }
529
530 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
531 game_state *state, game_ui *ui,
532 float animtime, float flashtime)
533 {
534 int i, pass, bgcolour;
535
536 if (flashtime > 0) {
537 int frame = (int)(flashtime / FLASH_FRAME);
538 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
539 } else
540 bgcolour = COL_BACKGROUND;
541
542 if (!ds->started) {
543 int coords[6];
544
545 draw_rect(fe, 0, 0,
546 TILE_SIZE * state->w + 2 * BORDER,
547 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
548 draw_update(fe, 0, 0,
549 TILE_SIZE * state->w + 2 * BORDER,
550 TILE_SIZE * state->h + 2 * BORDER);
551
552 /*
553 * Recessed area containing the whole puzzle.
554 */
555 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
556 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
557 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
558 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
559 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
560 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
561 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
562 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
563
564 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
565 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
566 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
567 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
568
569 ds->started = TRUE;
570 }
571
572 /*
573 * Now draw each tile. We do this in two passes to make
574 * animation easy.
575 */
576 for (pass = 0; pass < 2; pass++) {
577 for (i = 0; i < state->n; i++) {
578 int t, t0;
579 /*
580 * Figure out what should be displayed at this
581 * location. It's either a simple tile, or it's a
582 * transition between two tiles (in which case we say
583 * -1 because it must always be drawn).
584 */
585
586 if (oldstate && oldstate->tiles[i] != state->tiles[i])
587 t = -1;
588 else
589 t = state->tiles[i];
590
591 t0 = t;
592
593 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
594 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
595 int x, y;
596
597 /*
598 * Figure out what to _actually_ draw, and where to
599 * draw it.
600 */
601 if (t == -1) {
602 int x0, y0, x1, y1;
603 int j;
604
605 /*
606 * On the first pass, just blank the tile.
607 */
608 if (pass == 0) {
609 x = COORD(X(state, i));
610 y = COORD(Y(state, i));
611 t = 0;
612 } else {
613 float c;
614
615 t = state->tiles[i];
616
617 /*
618 * Don't bother moving the gap; just don't
619 * draw it.
620 */
621 if (t == 0)
622 continue;
623
624 /*
625 * Find the coordinates of this tile in the old and
626 * new states.
627 */
628 x1 = COORD(X(state, i));
629 y1 = COORD(Y(state, i));
630 for (j = 0; j < oldstate->n; j++)
631 if (oldstate->tiles[j] == state->tiles[i])
632 break;
633 assert(j < oldstate->n);
634 x0 = COORD(X(state, j));
635 y0 = COORD(Y(state, j));
636
637 c = (animtime / ANIM_TIME);
638 if (c < 0.0F) c = 0.0F;
639 if (c > 1.0F) c = 1.0F;
640
641 x = x0 + (int)(c * (x1 - x0));
642 y = y0 + (int)(c * (y1 - y0));
643 }
644
645 } else {
646 if (pass == 0)
647 continue;
648 x = COORD(X(state, i));
649 y = COORD(Y(state, i));
650 }
651
652 draw_tile(fe, state, x, y, t, bgcolour);
653 }
654 ds->tiles[i] = t0;
655 }
656 }
657 ds->bgcolour = bgcolour;
658
659 /*
660 * Update the status bar.
661 */
662 {
663 char statusbuf[256];
664
665 /*
666 * Don't show the new status until we're also showing the
667 * new _state_ - after the game animation is complete.
668 */
669 if (oldstate)
670 state = oldstate;
671
672 sprintf(statusbuf, "%sMoves: %d",
673 (state->completed ? "COMPLETED! " : ""),
674 (state->completed ? state->completed : state->movecount));
675
676 status_bar(fe, statusbuf);
677 }
678 }
679
680 float game_anim_length(game_state *oldstate, game_state *newstate)
681 {
682 return ANIM_TIME;
683 }
684
685 float game_flash_length(game_state *oldstate, game_state *newstate)
686 {
687 if (!oldstate->completed && newstate->completed)
688 return 2 * FLASH_FRAME;
689 else
690 return 0.0F;
691 }
692
693 int game_wants_statusbar(void)
694 {
695 return TRUE;
696 }