GTK and Windows appear to handle timers very differently:
[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_state *make_move(game_state *from, int x, int y, int button)
362 {
363 int cx, cy;
364 int dx, dy, tx, ty, n;
365 game_state *ret;
366
367 if (button != LEFT_BUTTON)
368 return NULL;
369
370 cx = FROMCOORD(x);
371 cy = FROMCOORD(y);
372 if (cx == -1 && cy >= 0 && cy < from->h)
373 n = from->w, dx = +1, dy = 0;
374 else if (cx == from->w && cy >= 0 && cy < from->h)
375 n = from->w, dx = -1, dy = 0;
376 else if (cy == -1 && cx >= 0 && cx < from->w)
377 n = from->h, dy = +1, dx = 0;
378 else if (cy == from->h && cx >= 0 && cx < from->w)
379 n = from->h, dy = -1, dx = 0;
380 else
381 return NULL; /* invalid click location */
382
383 ret = dup_game(from);
384
385 do {
386 cx += dx;
387 cy += dy;
388 tx = (cx + dx + from->w) % from->w;
389 ty = (cy + dy + from->h) % from->h;
390 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
391 } while (--n > 0);
392
393 ret->movecount++;
394
395 ret->last_movement_sense = -(dx+dy);
396
397 /*
398 * See if the game has been completed.
399 */
400 if (!ret->completed) {
401 ret->completed = ret->movecount;
402 for (n = 0; n < ret->n; n++)
403 if (ret->tiles[n] != n+1)
404 ret->completed = FALSE;
405 }
406
407 return ret;
408 }
409
410 /* ----------------------------------------------------------------------
411 * Drawing routines.
412 */
413
414 struct game_drawstate {
415 int started;
416 int w, h, bgcolour;
417 int *tiles;
418 };
419
420 void game_size(game_params *params, int *x, int *y)
421 {
422 *x = TILE_SIZE * params->w + 2 * BORDER;
423 *y = TILE_SIZE * params->h + 2 * BORDER;
424 }
425
426 float *game_colours(frontend *fe, game_state *state, int *ncolours)
427 {
428 float *ret = snewn(3 * NCOLOURS, float);
429 int i;
430 float max;
431
432 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
433
434 /*
435 * Drop the background colour so that the highlight is
436 * noticeably brighter than it while still being under 1.
437 */
438 max = ret[COL_BACKGROUND*3];
439 for (i = 1; i < 3; i++)
440 if (ret[COL_BACKGROUND*3+i] > max)
441 max = ret[COL_BACKGROUND*3+i];
442 if (max * 1.2F > 1.0F) {
443 for (i = 0; i < 3; i++)
444 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
445 }
446
447 for (i = 0; i < 3; i++) {
448 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
449 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
450 ret[COL_TEXT * 3 + i] = 0.0;
451 }
452
453 *ncolours = NCOLOURS;
454 return ret;
455 }
456
457 game_drawstate *game_new_drawstate(game_state *state)
458 {
459 struct game_drawstate *ds = snew(struct game_drawstate);
460 int i;
461
462 ds->started = FALSE;
463 ds->w = state->w;
464 ds->h = state->h;
465 ds->bgcolour = COL_BACKGROUND;
466 ds->tiles = snewn(ds->w*ds->h, int);
467 for (i = 0; i < ds->w*ds->h; i++)
468 ds->tiles[i] = -1;
469
470 return ds;
471 }
472
473 void game_free_drawstate(game_drawstate *ds)
474 {
475 sfree(ds->tiles);
476 sfree(ds);
477 }
478
479 static void draw_tile(frontend *fe, game_state *state, int x, int y,
480 int tile, int flash_colour)
481 {
482 if (tile == 0) {
483 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
484 flash_colour);
485 } else {
486 int coords[6];
487 char str[40];
488
489 coords[0] = x + TILE_SIZE - 1;
490 coords[1] = y + TILE_SIZE - 1;
491 coords[2] = x + TILE_SIZE - 1;
492 coords[3] = y;
493 coords[4] = x;
494 coords[5] = y + TILE_SIZE - 1;
495 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
496 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
497
498 coords[0] = x;
499 coords[1] = y;
500 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
501 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
502
503 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
504 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
505 flash_colour);
506
507 sprintf(str, "%d", tile);
508 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
509 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
510 COL_TEXT, str);
511 }
512 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
513 }
514
515 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
516 {
517 int coords[14];
518 int ydy = -xdx, ydx = xdy;
519
520 #define POINT(n, xx, yy) ( \
521 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
522 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
523
524 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
525 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
526 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
527 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
528 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
529 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
530 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
531
532 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
533 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
534 }
535
536 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
537 game_state *state, float animtime, float flashtime)
538 {
539 int i, pass, bgcolour;
540
541 if (flashtime > 0) {
542 int frame = (int)(flashtime / FLASH_FRAME);
543 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
544 } else
545 bgcolour = COL_BACKGROUND;
546
547 if (!ds->started) {
548 int coords[6];
549
550 draw_rect(fe, 0, 0,
551 TILE_SIZE * state->w + 2 * BORDER,
552 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
553 draw_update(fe, 0, 0,
554 TILE_SIZE * state->w + 2 * BORDER,
555 TILE_SIZE * state->h + 2 * BORDER);
556
557 /*
558 * Recessed area containing the whole puzzle.
559 */
560 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
561 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
562 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
563 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
564 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
565 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
566 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
567 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
568
569 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
570 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
571 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
572 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
573
574 /*
575 * Arrows for making moves.
576 */
577 for (i = 0; i < state->w; i++) {
578 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
579 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
580 }
581 for (i = 0; i < state->h; i++) {
582 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
583 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
584 }
585
586 ds->started = TRUE;
587 }
588
589 /*
590 * Now draw each tile. We do this in two passes to make
591 * animation easy.
592 */
593
594 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
595
596 for (pass = 0; pass < 2; pass++) {
597 for (i = 0; i < state->n; i++) {
598 int t, t0;
599 /*
600 * Figure out what should be displayed at this
601 * location. It's either a simple tile, or it's a
602 * transition between two tiles (in which case we say
603 * -1 because it must always be drawn).
604 */
605
606 if (oldstate && oldstate->tiles[i] != state->tiles[i])
607 t = -1;
608 else
609 t = state->tiles[i];
610
611 t0 = t;
612
613 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
614 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
615 int x, y, x2, y2;
616
617 /*
618 * Figure out what to _actually_ draw, and where to
619 * draw it.
620 */
621 if (t == -1) {
622 int x0, y0, x1, y1, dx, dy;
623 int j;
624
625 /*
626 * On the first pass, just blank the tile.
627 */
628 if (pass == 0) {
629 x = COORD(X(state, i));
630 y = COORD(Y(state, i));
631 x2 = y2 = -1;
632 t = 0;
633 } else {
634 float c;
635
636 t = state->tiles[i];
637
638 /*
639 * FIXME: must be prepared to draw a double
640 * tile in some situations.
641 */
642
643 /*
644 * Find the coordinates of this tile in the old and
645 * new states.
646 */
647 x1 = COORD(X(state, i));
648 y1 = COORD(Y(state, i));
649 for (j = 0; j < oldstate->n; j++)
650 if (oldstate->tiles[j] == state->tiles[i])
651 break;
652 assert(j < oldstate->n);
653 x0 = COORD(X(state, j));
654 y0 = COORD(Y(state, j));
655
656 dx = (x1 - x0);
657 if (dx != 0 &&
658 dx != TILE_SIZE * state->last_movement_sense) {
659 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
660 dx - TILE_SIZE * state->w);
661 assert(abs(dx) == TILE_SIZE);
662 }
663 dy = (y1 - y0);
664 if (dy != 0 &&
665 dy != TILE_SIZE * state->last_movement_sense) {
666 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
667 dy - TILE_SIZE * state->h);
668 assert(abs(dy) == TILE_SIZE);
669 }
670
671 c = (animtime / ANIM_TIME);
672 if (c < 0.0F) c = 0.0F;
673 if (c > 1.0F) c = 1.0F;
674
675 x = x0 + (int)(c * dx);
676 y = y0 + (int)(c * dy);
677 x2 = x1 - dx + (int)(c * dx);
678 y2 = y1 - dy + (int)(c * dy);
679 }
680
681 } else {
682 if (pass == 0)
683 continue;
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
697 unclip(fe);
698
699 ds->bgcolour = bgcolour;
700
701 /*
702 * Update the status bar.
703 */
704 {
705 char statusbuf[256];
706
707 /*
708 * Don't show the new status until we're also showing the
709 * new _state_ - after the game animation is complete.
710 */
711 if (oldstate)
712 state = oldstate;
713
714 sprintf(statusbuf, "%sMoves: %d",
715 (state->completed ? "COMPLETED! " : ""),
716 (state->completed ? state->completed : state->movecount));
717
718 status_bar(fe, statusbuf);
719 }
720 }
721
722 float game_anim_length(game_state *oldstate, game_state *newstate)
723 {
724 return ANIM_TIME;
725 }
726
727 float game_flash_length(game_state *oldstate, game_state *newstate)
728 {
729 if (!oldstate->completed && newstate->completed)
730 return 2 * FLASH_FRAME;
731 else
732 return 0.0F;
733 }
734
735 int game_wants_statusbar(void)
736 {
737 return TRUE;
738 }