Framework alteration: we now support a `game_ui' structure in
[sgt/puzzles] / sixteen.c
1 /*
2 * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
3 * from the 15-puzzle in that you toroidally rotate a row or column
4 * at a time.
5 */
6
7 #include <stdio.h>
8 #include <stdlib.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <math.h>
12
13 #include "puzzles.h"
14
15 const char *const game_name = "Sixteen";
16 const int game_can_configure = TRUE;
17
18 #define TILE_SIZE 48
19 #define BORDER TILE_SIZE /* big border to fill with arrows */
20 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
22 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
23
24 #define ANIM_TIME 0.13F
25 #define FLASH_FRAME 0.13F
26
27 #define X(state, i) ( (i) % (state)->w )
28 #define Y(state, i) ( (i) / (state)->w )
29 #define C(state, x, y) ( (y) * (state)->w + (x) )
30
31 enum {
32 COL_BACKGROUND,
33 COL_TEXT,
34 COL_HIGHLIGHT,
35 COL_LOWLIGHT,
36 NCOLOURS
37 };
38
39 struct game_params {
40 int w, h;
41 };
42
43 struct game_state {
44 int w, h, n;
45 int *tiles;
46 int completed;
47 int movecount;
48 int last_movement_sense;
49 };
50
51 game_params *default_params(void)
52 {
53 game_params *ret = snew(game_params);
54
55 ret->w = ret->h = 4;
56
57 return ret;
58 }
59
60 int game_fetch_preset(int i, char **name, game_params **params)
61 {
62 game_params *ret;
63 int w, h;
64 char buf[80];
65
66 switch (i) {
67 case 0: w = 3, h = 3; break;
68 case 1: w = 4, h = 3; break;
69 case 2: w = 4, h = 4; break;
70 case 3: w = 5, h = 4; break;
71 case 4: w = 5, h = 5; break;
72 default: return FALSE;
73 }
74
75 sprintf(buf, "%dx%d", w, h);
76 *name = dupstr(buf);
77 *params = ret = snew(game_params);
78 ret->w = w;
79 ret->h = h;
80 return TRUE;
81 }
82
83 void free_params(game_params *params)
84 {
85 sfree(params);
86 }
87
88 game_params *dup_params(game_params *params)
89 {
90 game_params *ret = snew(game_params);
91 *ret = *params; /* structure copy */
92 return ret;
93 }
94
95 config_item *game_configure(game_params *params)
96 {
97 config_item *ret;
98 char buf[80];
99
100 ret = snewn(3, config_item);
101
102 ret[0].name = "Width";
103 ret[0].type = C_STRING;
104 sprintf(buf, "%d", params->w);
105 ret[0].sval = dupstr(buf);
106 ret[0].ival = 0;
107
108 ret[1].name = "Height";
109 ret[1].type = C_STRING;
110 sprintf(buf, "%d", params->h);
111 ret[1].sval = dupstr(buf);
112 ret[1].ival = 0;
113
114 ret[2].name = NULL;
115 ret[2].type = C_END;
116 ret[2].sval = NULL;
117 ret[2].ival = 0;
118
119 return ret;
120 }
121
122 game_params *custom_params(config_item *cfg)
123 {
124 game_params *ret = snew(game_params);
125
126 ret->w = atoi(cfg[0].sval);
127 ret->h = atoi(cfg[1].sval);
128
129 return ret;
130 }
131
132 char *validate_params(game_params *params)
133 {
134 if (params->w < 2 && params->h < 2)
135 return "Width and height must both be at least two";
136
137 return NULL;
138 }
139
140 int perm_parity(int *perm, int n)
141 {
142 int i, j, ret;
143
144 ret = 0;
145
146 for (i = 0; i < n-1; i++)
147 for (j = i+1; j < n; j++)
148 if (perm[i] > perm[j])
149 ret = !ret;
150
151 return ret;
152 }
153
154 char *new_game_seed(game_params *params, random_state *rs)
155 {
156 int stop, n, i, x;
157 int x1, x2, p1, p2;
158 int *tiles, *used;
159 char *ret;
160 int retlen;
161
162 n = params->w * params->h;
163
164 tiles = snewn(n, int);
165 used = snewn(n, int);
166
167 for (i = 0; i < n; i++) {
168 tiles[i] = -1;
169 used[i] = FALSE;
170 }
171
172 /*
173 * If both dimensions are odd, there is a parity constraint.
174 */
175 if (params->w & params->h & 1)
176 stop = 2;
177 else
178 stop = 0;
179
180 /*
181 * Place everything except (possibly) the last two tiles.
182 */
183 for (x = 0, i = n; i > stop; i--) {
184 int k = i > 1 ? random_upto(rs, i) : 0;
185 int j;
186
187 for (j = 0; j < n; j++)
188 if (!used[j] && (k-- == 0))
189 break;
190
191 assert(j < n && !used[j]);
192 used[j] = TRUE;
193
194 while (tiles[x] >= 0)
195 x++;
196 assert(x < n);
197 tiles[x] = j;
198 }
199
200 if (stop) {
201 /*
202 * Find the last two locations, and the last two pieces.
203 */
204 while (tiles[x] >= 0)
205 x++;
206 assert(x < n);
207 x1 = x;
208 x++;
209 while (tiles[x] >= 0)
210 x++;
211 assert(x < n);
212 x2 = x;
213
214 for (i = 0; i < n; i++)
215 if (!used[i])
216 break;
217 p1 = i;
218 for (i = p1+1; i < n; i++)
219 if (!used[i])
220 break;
221 p2 = i;
222
223 /*
224 * Try the last two tiles one way round. If that fails, swap
225 * them.
226 */
227 tiles[x1] = p1;
228 tiles[x2] = p2;
229 if (perm_parity(tiles, n) != 0) {
230 tiles[x1] = p2;
231 tiles[x2] = p1;
232 assert(perm_parity(tiles, n) == 0);
233 }
234 }
235
236 /*
237 * Now construct the game seed, by describing the tile array as
238 * a simple sequence of comma-separated integers.
239 */
240 ret = NULL;
241 retlen = 0;
242 for (i = 0; i < n; i++) {
243 char buf[80];
244 int k;
245
246 k = sprintf(buf, "%d,", tiles[i]+1);
247
248 ret = sresize(ret, retlen + k + 1, char);
249 strcpy(ret + retlen, buf);
250 retlen += k;
251 }
252 ret[retlen-1] = '\0'; /* delete last comma */
253
254 sfree(tiles);
255 sfree(used);
256
257 return ret;
258 }
259
260
261 char *validate_seed(game_params *params, char *seed)
262 {
263 char *p, *err;
264 int i, area;
265 int *used;
266
267 area = params->w * params->h;
268 p = seed;
269 err = NULL;
270
271 used = snewn(area, int);
272 for (i = 0; i < area; i++)
273 used[i] = FALSE;
274
275 for (i = 0; i < area; i++) {
276 char *q = p;
277 int n;
278
279 if (*p < '0' || *p > '9') {
280 err = "Not enough numbers in string";
281 goto leave;
282 }
283 while (*p >= '0' && *p <= '9')
284 p++;
285 if (i < area-1 && *p != ',') {
286 err = "Expected comma after number";
287 goto leave;
288 }
289 else if (i == area-1 && *p) {
290 err = "Excess junk at end of string";
291 goto leave;
292 }
293 n = atoi(q);
294 if (n < 1 || n > area) {
295 err = "Number out of range";
296 goto leave;
297 }
298 if (used[n-1]) {
299 err = "Number used twice";
300 goto leave;
301 }
302 used[n-1] = TRUE;
303
304 if (*p) p++; /* eat comma */
305 }
306
307 leave:
308 sfree(used);
309 return err;
310 }
311
312 game_state *new_game(game_params *params, char *seed)
313 {
314 game_state *state = snew(game_state);
315 int i;
316 char *p;
317
318 state->w = params->w;
319 state->h = params->h;
320 state->n = params->w * params->h;
321 state->tiles = snewn(state->n, int);
322
323 p = seed;
324 i = 0;
325 for (i = 0; i < state->n; i++) {
326 assert(*p);
327 state->tiles[i] = atoi(p);
328 while (*p && *p != ',')
329 p++;
330 if (*p) p++; /* eat comma */
331 }
332 assert(!*p);
333
334 state->completed = state->movecount = 0;
335 state->last_movement_sense = 0;
336
337 return state;
338 }
339
340 game_state *dup_game(game_state *state)
341 {
342 game_state *ret = snew(game_state);
343
344 ret->w = state->w;
345 ret->h = state->h;
346 ret->n = state->n;
347 ret->tiles = snewn(state->w * state->h, int);
348 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
349 ret->completed = state->completed;
350 ret->movecount = state->movecount;
351 ret->last_movement_sense = state->last_movement_sense;
352
353 return ret;
354 }
355
356 void free_game(game_state *state)
357 {
358 sfree(state);
359 }
360
361 game_ui *new_ui(game_state *state)
362 {
363 return NULL;
364 }
365
366 void free_ui(game_ui *ui)
367 {
368 }
369
370 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
371 {
372 int cx, cy;
373 int dx, dy, tx, ty, n;
374 game_state *ret;
375
376 if (button != LEFT_BUTTON)
377 return NULL;
378
379 cx = FROMCOORD(x);
380 cy = FROMCOORD(y);
381 if (cx == -1 && cy >= 0 && cy < from->h)
382 n = from->w, dx = +1, dy = 0;
383 else if (cx == from->w && cy >= 0 && cy < from->h)
384 n = from->w, dx = -1, dy = 0;
385 else if (cy == -1 && cx >= 0 && cx < from->w)
386 n = from->h, dy = +1, dx = 0;
387 else if (cy == from->h && cx >= 0 && cx < from->w)
388 n = from->h, dy = -1, dx = 0;
389 else
390 return NULL; /* invalid click location */
391
392 ret = dup_game(from);
393
394 do {
395 cx += dx;
396 cy += dy;
397 tx = (cx + dx + from->w) % from->w;
398 ty = (cy + dy + from->h) % from->h;
399 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
400 } while (--n > 0);
401
402 ret->movecount++;
403
404 ret->last_movement_sense = -(dx+dy);
405
406 /*
407 * See if the game has been completed.
408 */
409 if (!ret->completed) {
410 ret->completed = ret->movecount;
411 for (n = 0; n < ret->n; n++)
412 if (ret->tiles[n] != n+1)
413 ret->completed = FALSE;
414 }
415
416 return ret;
417 }
418
419 /* ----------------------------------------------------------------------
420 * Drawing routines.
421 */
422
423 struct game_drawstate {
424 int started;
425 int w, h, bgcolour;
426 int *tiles;
427 };
428
429 void game_size(game_params *params, int *x, int *y)
430 {
431 *x = TILE_SIZE * params->w + 2 * BORDER;
432 *y = TILE_SIZE * params->h + 2 * BORDER;
433 }
434
435 float *game_colours(frontend *fe, game_state *state, int *ncolours)
436 {
437 float *ret = snewn(3 * NCOLOURS, float);
438 int i;
439 float max;
440
441 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
442
443 /*
444 * Drop the background colour so that the highlight is
445 * noticeably brighter than it while still being under 1.
446 */
447 max = ret[COL_BACKGROUND*3];
448 for (i = 1; i < 3; i++)
449 if (ret[COL_BACKGROUND*3+i] > max)
450 max = ret[COL_BACKGROUND*3+i];
451 if (max * 1.2F > 1.0F) {
452 for (i = 0; i < 3; i++)
453 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
454 }
455
456 for (i = 0; i < 3; i++) {
457 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
458 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
459 ret[COL_TEXT * 3 + i] = 0.0;
460 }
461
462 *ncolours = NCOLOURS;
463 return ret;
464 }
465
466 game_drawstate *game_new_drawstate(game_state *state)
467 {
468 struct game_drawstate *ds = snew(struct game_drawstate);
469 int i;
470
471 ds->started = FALSE;
472 ds->w = state->w;
473 ds->h = state->h;
474 ds->bgcolour = COL_BACKGROUND;
475 ds->tiles = snewn(ds->w*ds->h, int);
476 for (i = 0; i < ds->w*ds->h; i++)
477 ds->tiles[i] = -1;
478
479 return ds;
480 }
481
482 void game_free_drawstate(game_drawstate *ds)
483 {
484 sfree(ds->tiles);
485 sfree(ds);
486 }
487
488 static void draw_tile(frontend *fe, game_state *state, int x, int y,
489 int tile, int flash_colour)
490 {
491 if (tile == 0) {
492 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
493 flash_colour);
494 } else {
495 int coords[6];
496 char str[40];
497
498 coords[0] = x + TILE_SIZE - 1;
499 coords[1] = y + TILE_SIZE - 1;
500 coords[2] = x + TILE_SIZE - 1;
501 coords[3] = y;
502 coords[4] = x;
503 coords[5] = y + TILE_SIZE - 1;
504 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
505 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
506
507 coords[0] = x;
508 coords[1] = y;
509 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
510 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
511
512 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
513 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
514 flash_colour);
515
516 sprintf(str, "%d", tile);
517 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
518 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
519 COL_TEXT, str);
520 }
521 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
522 }
523
524 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
525 {
526 int coords[14];
527 int ydy = -xdx, ydx = xdy;
528
529 #define POINT(n, xx, yy) ( \
530 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
531 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
532
533 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
534 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
535 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
536 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
537 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
538 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
539 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
540
541 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
542 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
543 }
544
545 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
546 game_state *state, game_ui *ui,
547 float animtime, float flashtime)
548 {
549 int i, bgcolour;
550
551 if (flashtime > 0) {
552 int frame = (int)(flashtime / FLASH_FRAME);
553 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
554 } else
555 bgcolour = COL_BACKGROUND;
556
557 if (!ds->started) {
558 int coords[6];
559
560 draw_rect(fe, 0, 0,
561 TILE_SIZE * state->w + 2 * BORDER,
562 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
563 draw_update(fe, 0, 0,
564 TILE_SIZE * state->w + 2 * BORDER,
565 TILE_SIZE * state->h + 2 * BORDER);
566
567 /*
568 * Recessed area containing the whole puzzle.
569 */
570 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
571 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
572 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
573 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
574 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
575 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
576 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
577 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
578
579 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
580 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
581 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
582 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
583
584 /*
585 * Arrows for making moves.
586 */
587 for (i = 0; i < state->w; i++) {
588 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
589 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
590 }
591 for (i = 0; i < state->h; i++) {
592 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
593 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
594 }
595
596 ds->started = TRUE;
597 }
598
599 /*
600 * Now draw each tile.
601 */
602
603 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
604
605 for (i = 0; i < state->n; i++) {
606 int t, t0;
607 /*
608 * Figure out what should be displayed at this
609 * location. It's either a simple tile, or it's a
610 * transition between two tiles (in which case we say
611 * -1 because it must always be drawn).
612 */
613
614 if (oldstate && oldstate->tiles[i] != state->tiles[i])
615 t = -1;
616 else
617 t = state->tiles[i];
618
619 t0 = t;
620
621 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
622 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
623 int x, y, x2, y2;
624
625 /*
626 * Figure out what to _actually_ draw, and where to
627 * draw it.
628 */
629 if (t == -1) {
630 int x0, y0, x1, y1, dx, dy;
631 int j;
632 float c;
633 int sense;
634
635 if (oldstate && state->movecount < oldstate->movecount)
636 sense = -oldstate->last_movement_sense;
637 else
638 sense = state->last_movement_sense;
639
640 t = state->tiles[i];
641
642 /*
643 * FIXME: must be prepared to draw a double
644 * tile in some situations.
645 */
646
647 /*
648 * Find the coordinates of this tile in the old and
649 * new states.
650 */
651 x1 = COORD(X(state, i));
652 y1 = COORD(Y(state, i));
653 for (j = 0; j < oldstate->n; j++)
654 if (oldstate->tiles[j] == state->tiles[i])
655 break;
656 assert(j < oldstate->n);
657 x0 = COORD(X(state, j));
658 y0 = COORD(Y(state, j));
659
660 dx = (x1 - x0);
661 if (dx != 0 &&
662 dx != TILE_SIZE * sense) {
663 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
664 dx - TILE_SIZE * state->w);
665 assert(abs(dx) == TILE_SIZE);
666 }
667 dy = (y1 - y0);
668 if (dy != 0 &&
669 dy != TILE_SIZE * sense) {
670 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
671 dy - TILE_SIZE * state->h);
672 assert(abs(dy) == TILE_SIZE);
673 }
674
675 c = (animtime / ANIM_TIME);
676 if (c < 0.0F) c = 0.0F;
677 if (c > 1.0F) c = 1.0F;
678
679 x = x0 + (int)(c * dx);
680 y = y0 + (int)(c * dy);
681 x2 = x1 - dx + (int)(c * dx);
682 y2 = y1 - dy + (int)(c * dy);
683 } else {
684 x = COORD(X(state, i));
685 y = COORD(Y(state, i));
686 x2 = y2 = -1;
687 }
688
689 draw_tile(fe, state, x, y, t, bgcolour);
690 if (x2 != -1 || y2 != -1)
691 draw_tile(fe, state, x2, y2, t, bgcolour);
692 }
693 ds->tiles[i] = t0;
694 }
695
696 unclip(fe);
697
698 ds->bgcolour = bgcolour;
699
700 /*
701 * Update the status bar.
702 */
703 {
704 char statusbuf[256];
705
706 /*
707 * Don't show the new status until we're also showing the
708 * new _state_ - after the game animation is complete.
709 */
710 if (oldstate)
711 state = oldstate;
712
713 sprintf(statusbuf, "%sMoves: %d",
714 (state->completed ? "COMPLETED! " : ""),
715 (state->completed ? state->completed : state->movecount));
716
717 status_bar(fe, statusbuf);
718 }
719 }
720
721 float game_anim_length(game_state *oldstate, game_state *newstate)
722 {
723 return ANIM_TIME;
724 }
725
726 float game_flash_length(game_state *oldstate, game_state *newstate)
727 {
728 if (!oldstate->completed && newstate->completed)
729 return 2 * FLASH_FRAME;
730 else
731 return 0.0F;
732 }
733
734 int game_wants_statusbar(void)
735 {
736 return TRUE;
737 }