`BOOLEAN' is a term already used by Win32. Bah. Change terminology.
[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 0.1F
23 #define FLASH_FRAME 0.1F
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)
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 = rand_upto(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 = rand_upto(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, and therefore also the top left, count as
204 * even.
205 *
206 * - The parity of n. (The target permutation is 1,...,n-1,0
207 * rather than 0,...,n-1; this is a cyclic permutation of
208 * the starting point and hence is odd iff n is even.)
209 */
210 parity = (X(params, gap) ^ Y(params, gap) ^ (n+1)) & 1;
211
212 /*
213 * Try the last two tiles one way round. If that fails, swap
214 * them.
215 */
216 tiles[x1] = p1;
217 tiles[x2] = p2;
218 if (perm_parity(tiles, n) != parity) {
219 tiles[x1] = p2;
220 tiles[x2] = p1;
221 assert(perm_parity(tiles, n) == parity);
222 }
223
224 /*
225 * Now construct the game seed, by describing the tile array as
226 * a simple sequence of comma-separated integers.
227 */
228 ret = NULL;
229 retlen = 0;
230 for (i = 0; i < n; i++) {
231 char buf[80];
232 int k;
233
234 k = sprintf(buf, "%d,", tiles[i]);
235
236 ret = sresize(ret, retlen + k + 1, char);
237 strcpy(ret + retlen, buf);
238 retlen += k;
239 }
240 ret[retlen-1] = '\0'; /* delete last comma */
241
242 sfree(tiles);
243 sfree(used);
244
245 return ret;
246 }
247
248 game_state *new_game(game_params *params, char *seed)
249 {
250 game_state *state = snew(game_state);
251 int i;
252 char *p;
253
254 state->w = params->w;
255 state->h = params->h;
256 state->n = params->w * params->h;
257 state->tiles = snewn(state->n, int);
258
259 state->gap_pos = 0;
260 p = seed;
261 i = 0;
262 for (i = 0; i < state->n; i++) {
263 assert(*p);
264 state->tiles[i] = atoi(p);
265 if (state->tiles[i] == 0)
266 state->gap_pos = i;
267 while (*p && *p != ',')
268 p++;
269 if (*p) p++; /* eat comma */
270 }
271 assert(!*p);
272 assert(state->tiles[state->gap_pos] == 0);
273
274 state->completed = state->movecount = 0;
275
276 return state;
277 }
278
279 game_state *dup_game(game_state *state)
280 {
281 game_state *ret = snew(game_state);
282
283 ret->w = state->w;
284 ret->h = state->h;
285 ret->n = state->n;
286 ret->tiles = snewn(state->w * state->h, int);
287 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
288 ret->gap_pos = state->gap_pos;
289 ret->completed = state->completed;
290 ret->movecount = state->movecount;
291
292 return ret;
293 }
294
295 void free_game(game_state *state)
296 {
297 sfree(state);
298 }
299
300 game_state *make_move(game_state *from, int x, int y, int button)
301 {
302 int gx, gy, dx, dy, ux, uy, up, p;
303 game_state *ret;
304
305 gx = X(from, from->gap_pos);
306 gy = Y(from, from->gap_pos);
307
308 if (button == CURSOR_RIGHT && gx > 0)
309 dx = gx - 1, dy = gy;
310 else if (button == CURSOR_LEFT && gx < from->w-1)
311 dx = gx + 1, dy = gy;
312 else if (button == CURSOR_DOWN && gy > 0)
313 dy = gy - 1, dx = gx;
314 else if (button == CURSOR_UP && gy < from->h-1)
315 dy = gy + 1, dx = gx;
316 else if (button == LEFT_BUTTON) {
317 dx = FROMCOORD(x);
318 dy = FROMCOORD(y);
319 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
320 return NULL; /* out of bounds */
321 /*
322 * Any click location should be equal to the gap location
323 * in _precisely_ one coordinate.
324 */
325 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
326 return NULL;
327 } else
328 return NULL; /* no move */
329
330 /*
331 * Find the unit displacement from the original gap
332 * position towards this one.
333 */
334 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
335 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
336 up = C(from, ux, uy);
337
338 ret = dup_game(from);
339
340 ret->gap_pos = C(from, dx, dy);
341 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
342
343 ret->tiles[ret->gap_pos] = 0;
344
345 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
346 assert(p >= 0 && p < from->n);
347 ret->tiles[p] = from->tiles[p + up];
348 ret->movecount++;
349 }
350
351 /*
352 * See if the game has been completed.
353 */
354 if (!ret->completed) {
355 ret->completed = ret->movecount;
356 for (p = 0; p < ret->n; p++)
357 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
358 ret->completed = 0;
359 }
360
361 return ret;
362 }
363
364 /* ----------------------------------------------------------------------
365 * Drawing routines.
366 */
367
368 struct game_drawstate {
369 int started;
370 int w, h, bgcolour;
371 int *tiles;
372 };
373
374 void game_size(game_params *params, int *x, int *y)
375 {
376 *x = TILE_SIZE * params->w + 2 * BORDER;
377 *y = TILE_SIZE * params->h + 2 * BORDER;
378 }
379
380 float *game_colours(frontend *fe, game_state *state, int *ncolours)
381 {
382 float *ret = snewn(3 * NCOLOURS, float);
383 int i;
384 float max;
385
386 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
387
388 /*
389 * Drop the background colour so that the highlight is
390 * noticeably brighter than it while still being under 1.
391 */
392 max = ret[COL_BACKGROUND*3];
393 for (i = 1; i < 3; i++)
394 if (ret[COL_BACKGROUND*3+i] > max)
395 max = ret[COL_BACKGROUND*3+i];
396 if (max * 1.2F > 1.0F) {
397 for (i = 0; i < 3; i++)
398 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
399 }
400
401 for (i = 0; i < 3; i++) {
402 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
403 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
404 ret[COL_TEXT * 3 + i] = 0.0;
405 }
406
407 *ncolours = NCOLOURS;
408 return ret;
409 }
410
411 game_drawstate *game_new_drawstate(game_state *state)
412 {
413 struct game_drawstate *ds = snew(struct game_drawstate);
414 int i;
415
416 ds->started = FALSE;
417 ds->w = state->w;
418 ds->h = state->h;
419 ds->bgcolour = COL_BACKGROUND;
420 ds->tiles = snewn(ds->w*ds->h, int);
421 for (i = 0; i < ds->w*ds->h; i++)
422 ds->tiles[i] = -1;
423
424 return ds;
425 }
426
427 void game_free_drawstate(game_drawstate *ds)
428 {
429 sfree(ds->tiles);
430 sfree(ds);
431 }
432
433 static void draw_tile(frontend *fe, game_state *state, int x, int y,
434 int tile, int flash_colour)
435 {
436 if (tile == 0) {
437 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
438 flash_colour);
439 } else {
440 int coords[6];
441 char str[40];
442
443 coords[0] = x + TILE_SIZE - 1;
444 coords[1] = y + TILE_SIZE - 1;
445 coords[2] = x + TILE_SIZE - 1;
446 coords[3] = y;
447 coords[4] = x;
448 coords[5] = y + TILE_SIZE - 1;
449 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
450 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
451
452 coords[0] = x;
453 coords[1] = y;
454 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
455 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
456
457 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
458 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
459 flash_colour);
460
461 sprintf(str, "%d", tile);
462 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
463 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
464 COL_TEXT, str);
465 }
466 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
467 }
468
469 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
470 game_state *state, float animtime, float flashtime)
471 {
472 int i, pass, bgcolour;
473
474 if (flashtime > 0) {
475 int frame = (int)(flashtime / FLASH_FRAME);
476 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
477 } else
478 bgcolour = COL_BACKGROUND;
479
480 if (!ds->started) {
481 int coords[6];
482
483 draw_rect(fe, 0, 0,
484 TILE_SIZE * state->w + 2 * BORDER,
485 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
486 draw_update(fe, 0, 0,
487 TILE_SIZE * state->w + 2 * BORDER,
488 TILE_SIZE * state->h + 2 * BORDER);
489
490 /*
491 * Recessed area containing the whole puzzle.
492 */
493 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
494 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
495 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
496 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
497 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
498 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
499 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
500 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
501
502 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
503 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
504 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
505 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
506
507 ds->started = TRUE;
508 }
509
510 /*
511 * Now draw each tile. We do this in two passes to make
512 * animation easy.
513 */
514 for (pass = 0; pass < 2; pass++) {
515 for (i = 0; i < state->n; i++) {
516 int t, t0;
517 /*
518 * Figure out what should be displayed at this
519 * location. It's either a simple tile, or it's a
520 * transition between two tiles (in which case we say
521 * -1 because it must always be drawn).
522 */
523
524 if (oldstate && oldstate->tiles[i] != state->tiles[i])
525 t = -1;
526 else
527 t = state->tiles[i];
528
529 t0 = t;
530
531 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
532 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
533 int x, y;
534
535 /*
536 * Figure out what to _actually_ draw, and where to
537 * draw it.
538 */
539 if (t == -1) {
540 int x0, y0, x1, y1;
541 int j;
542
543 /*
544 * On the first pass, just blank the tile.
545 */
546 if (pass == 0) {
547 x = COORD(X(state, i));
548 y = COORD(Y(state, i));
549 t = 0;
550 } else {
551 float c;
552
553 t = state->tiles[i];
554
555 /*
556 * Don't bother moving the gap; just don't
557 * draw it.
558 */
559 if (t == 0)
560 continue;
561
562 /*
563 * Find the coordinates of this tile in the old and
564 * new states.
565 */
566 x1 = COORD(X(state, i));
567 y1 = COORD(Y(state, i));
568 for (j = 0; j < oldstate->n; j++)
569 if (oldstate->tiles[j] == state->tiles[i])
570 break;
571 assert(j < oldstate->n);
572 x0 = COORD(X(state, j));
573 y0 = COORD(Y(state, j));
574
575 c = (animtime / ANIM_TIME);
576 if (c < 0.0F) c = 0.0F;
577 if (c > 1.0F) c = 1.0F;
578
579 x = x0 + (int)(c * (x1 - x0));
580 y = y0 + (int)(c * (y1 - y0));
581 }
582
583 } else {
584 if (pass == 0)
585 continue;
586 x = COORD(X(state, i));
587 y = COORD(Y(state, i));
588 }
589
590 draw_tile(fe, state, x, y, t, bgcolour);
591 }
592 ds->tiles[i] = t0;
593 }
594 }
595 ds->bgcolour = bgcolour;
596
597 /*
598 * Update the status bar.
599 */
600 {
601 char statusbuf[256];
602
603 /*
604 * Don't show the new status until we're also showing the
605 * new _state_ - after the game animation is complete.
606 */
607 if (oldstate)
608 state = oldstate;
609
610 sprintf(statusbuf, "%sMoves: %d",
611 (state->completed ? "COMPLETED! " : ""),
612 (state->completed ? state->completed : state->movecount));
613
614 status_bar(fe, statusbuf);
615 }
616 }
617
618 float game_anim_length(game_state *oldstate, game_state *newstate)
619 {
620 return ANIM_TIME;
621 }
622
623 float game_flash_length(game_state *oldstate, game_state *newstate)
624 {
625 if (!oldstate->completed && newstate->completed)
626 return 2 * FLASH_FRAME;
627 else
628 return 0.0F;
629 }
630
631 int game_wants_statusbar(void)
632 {
633 return TRUE;
634 }