`BOOLEAN' is a term already used by Win32. Bah. Change terminology.
[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 0.1F
25 #define FLASH_FRAME 0.1F
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)
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 ? rand_upto(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 game_state *new_game(game_params *params, char *seed)
261 {
262 game_state *state = snew(game_state);
263 int i;
264 char *p;
265
266 state->w = params->w;
267 state->h = params->h;
268 state->n = params->w * params->h;
269 state->tiles = snewn(state->n, int);
270
271 p = seed;
272 i = 0;
273 for (i = 0; i < state->n; i++) {
274 assert(*p);
275 state->tiles[i] = atoi(p);
276 while (*p && *p != ',')
277 p++;
278 if (*p) p++; /* eat comma */
279 }
280 assert(!*p);
281
282 state->completed = state->movecount = 0;
283 state->last_movement_sense = 0;
284
285 return state;
286 }
287
288 game_state *dup_game(game_state *state)
289 {
290 game_state *ret = snew(game_state);
291
292 ret->w = state->w;
293 ret->h = state->h;
294 ret->n = state->n;
295 ret->tiles = snewn(state->w * state->h, int);
296 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
297 ret->completed = state->completed;
298 ret->movecount = state->movecount;
299 ret->last_movement_sense = state->last_movement_sense;
300
301 return ret;
302 }
303
304 void free_game(game_state *state)
305 {
306 sfree(state);
307 }
308
309 game_state *make_move(game_state *from, int x, int y, int button)
310 {
311 int cx, cy;
312 int dx, dy, tx, ty, n;
313 game_state *ret;
314
315 if (button != LEFT_BUTTON)
316 return NULL;
317
318 cx = FROMCOORD(x);
319 cy = FROMCOORD(y);
320 if (cx == -1 && cy >= 0 && cy < from->h)
321 n = from->w, dx = +1, dy = 0;
322 else if (cx == from->w && cy >= 0 && cy < from->h)
323 n = from->w, dx = -1, dy = 0;
324 else if (cy == -1 && cx >= 0 && cx < from->w)
325 n = from->h, dy = +1, dx = 0;
326 else if (cy == from->h && cx >= 0 && cx < from->w)
327 n = from->h, dy = -1, dx = 0;
328 else
329 return NULL; /* invalid click location */
330
331 ret = dup_game(from);
332
333 do {
334 cx += dx;
335 cy += dy;
336 tx = (cx + dx + from->w) % from->w;
337 ty = (cy + dy + from->h) % from->h;
338 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
339 } while (--n > 0);
340
341 ret->movecount++;
342
343 ret->last_movement_sense = -(dx+dy);
344
345 /*
346 * See if the game has been completed.
347 */
348 if (!ret->completed) {
349 ret->completed = ret->movecount;
350 for (n = 0; n < ret->n; n++)
351 if (ret->tiles[n] != n+1)
352 ret->completed = FALSE;
353 }
354
355 return ret;
356 }
357
358 /* ----------------------------------------------------------------------
359 * Drawing routines.
360 */
361
362 struct game_drawstate {
363 int started;
364 int w, h, bgcolour;
365 int *tiles;
366 };
367
368 void game_size(game_params *params, int *x, int *y)
369 {
370 *x = TILE_SIZE * params->w + 2 * BORDER;
371 *y = TILE_SIZE * params->h + 2 * BORDER;
372 }
373
374 float *game_colours(frontend *fe, game_state *state, int *ncolours)
375 {
376 float *ret = snewn(3 * NCOLOURS, float);
377 int i;
378 float max;
379
380 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
381
382 /*
383 * Drop the background colour so that the highlight is
384 * noticeably brighter than it while still being under 1.
385 */
386 max = ret[COL_BACKGROUND*3];
387 for (i = 1; i < 3; i++)
388 if (ret[COL_BACKGROUND*3+i] > max)
389 max = ret[COL_BACKGROUND*3+i];
390 if (max * 1.2F > 1.0F) {
391 for (i = 0; i < 3; i++)
392 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
393 }
394
395 for (i = 0; i < 3; i++) {
396 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
397 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
398 ret[COL_TEXT * 3 + i] = 0.0;
399 }
400
401 *ncolours = NCOLOURS;
402 return ret;
403 }
404
405 game_drawstate *game_new_drawstate(game_state *state)
406 {
407 struct game_drawstate *ds = snew(struct game_drawstate);
408 int i;
409
410 ds->started = FALSE;
411 ds->w = state->w;
412 ds->h = state->h;
413 ds->bgcolour = COL_BACKGROUND;
414 ds->tiles = snewn(ds->w*ds->h, int);
415 for (i = 0; i < ds->w*ds->h; i++)
416 ds->tiles[i] = -1;
417
418 return ds;
419 }
420
421 void game_free_drawstate(game_drawstate *ds)
422 {
423 sfree(ds->tiles);
424 sfree(ds);
425 }
426
427 static void draw_tile(frontend *fe, game_state *state, int x, int y,
428 int tile, int flash_colour)
429 {
430 if (tile == 0) {
431 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
432 flash_colour);
433 } else {
434 int coords[6];
435 char str[40];
436
437 coords[0] = x + TILE_SIZE - 1;
438 coords[1] = y + TILE_SIZE - 1;
439 coords[2] = x + TILE_SIZE - 1;
440 coords[3] = y;
441 coords[4] = x;
442 coords[5] = y + TILE_SIZE - 1;
443 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
444 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
445
446 coords[0] = x;
447 coords[1] = y;
448 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
449 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
450
451 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
452 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
453 flash_colour);
454
455 sprintf(str, "%d", tile);
456 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
457 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
458 COL_TEXT, str);
459 }
460 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
461 }
462
463 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
464 {
465 int coords[14];
466 int ydy = -xdx, ydx = xdy;
467
468 #define POINT(n, xx, yy) ( \
469 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
470 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
471
472 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
473 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
474 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
475 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
476 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
477 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
478 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
479
480 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
481 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
482 }
483
484 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
485 game_state *state, float animtime, float flashtime)
486 {
487 int i, pass, bgcolour;
488
489 if (flashtime > 0) {
490 int frame = (int)(flashtime / FLASH_FRAME);
491 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
492 } else
493 bgcolour = COL_BACKGROUND;
494
495 if (!ds->started) {
496 int coords[6];
497
498 draw_rect(fe, 0, 0,
499 TILE_SIZE * state->w + 2 * BORDER,
500 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
501 draw_update(fe, 0, 0,
502 TILE_SIZE * state->w + 2 * BORDER,
503 TILE_SIZE * state->h + 2 * BORDER);
504
505 /*
506 * Recessed area containing the whole puzzle.
507 */
508 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
509 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
510 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
511 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
512 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
513 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
514 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
515 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
516
517 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
518 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
519 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
520 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
521
522 /*
523 * Arrows for making moves.
524 */
525 for (i = 0; i < state->w; i++) {
526 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
527 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
528 }
529 for (i = 0; i < state->h; i++) {
530 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
531 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
532 }
533
534 ds->started = TRUE;
535 }
536
537 /*
538 * Now draw each tile. We do this in two passes to make
539 * animation easy.
540 */
541
542 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
543
544 for (pass = 0; pass < 2; pass++) {
545 for (i = 0; i < state->n; i++) {
546 int t, t0;
547 /*
548 * Figure out what should be displayed at this
549 * location. It's either a simple tile, or it's a
550 * transition between two tiles (in which case we say
551 * -1 because it must always be drawn).
552 */
553
554 if (oldstate && oldstate->tiles[i] != state->tiles[i])
555 t = -1;
556 else
557 t = state->tiles[i];
558
559 t0 = t;
560
561 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
562 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
563 int x, y, x2, y2;
564
565 /*
566 * Figure out what to _actually_ draw, and where to
567 * draw it.
568 */
569 if (t == -1) {
570 int x0, y0, x1, y1, dx, dy;
571 int j;
572
573 /*
574 * On the first pass, just blank the tile.
575 */
576 if (pass == 0) {
577 x = COORD(X(state, i));
578 y = COORD(Y(state, i));
579 x2 = y2 = -1;
580 t = 0;
581 } else {
582 float c;
583
584 t = state->tiles[i];
585
586 /*
587 * FIXME: must be prepared to draw a double
588 * tile in some situations.
589 */
590
591 /*
592 * Find the coordinates of this tile in the old and
593 * new states.
594 */
595 x1 = COORD(X(state, i));
596 y1 = COORD(Y(state, i));
597 for (j = 0; j < oldstate->n; j++)
598 if (oldstate->tiles[j] == state->tiles[i])
599 break;
600 assert(j < oldstate->n);
601 x0 = COORD(X(state, j));
602 y0 = COORD(Y(state, j));
603
604 dx = (x1 - x0);
605 if (dx != 0 &&
606 dx != TILE_SIZE * state->last_movement_sense) {
607 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
608 dx - TILE_SIZE * state->w);
609 assert(abs(dx) == TILE_SIZE);
610 }
611 dy = (y1 - y0);
612 if (dy != 0 &&
613 dy != TILE_SIZE * state->last_movement_sense) {
614 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
615 dy - TILE_SIZE * state->h);
616 assert(abs(dy) == TILE_SIZE);
617 }
618
619 c = (animtime / ANIM_TIME);
620 if (c < 0.0F) c = 0.0F;
621 if (c > 1.0F) c = 1.0F;
622
623 x = x0 + (int)(c * dx);
624 y = y0 + (int)(c * dy);
625 x2 = x1 - dx + (int)(c * dx);
626 y2 = y1 - dy + (int)(c * dy);
627 }
628
629 } else {
630 if (pass == 0)
631 continue;
632 x = COORD(X(state, i));
633 y = COORD(Y(state, i));
634 x2 = y2 = -1;
635 }
636
637 draw_tile(fe, state, x, y, t, bgcolour);
638 if (x2 != -1 || y2 != -1)
639 draw_tile(fe, state, x2, y2, t, bgcolour);
640 }
641 ds->tiles[i] = t0;
642 }
643 }
644
645 unclip(fe);
646
647 ds->bgcolour = bgcolour;
648
649 /*
650 * Update the status bar.
651 */
652 {
653 char statusbuf[256];
654
655 /*
656 * Don't show the new status until we're also showing the
657 * new _state_ - after the game animation is complete.
658 */
659 if (oldstate)
660 state = oldstate;
661
662 sprintf(statusbuf, "%sMoves: %d",
663 (state->completed ? "COMPLETED! " : ""),
664 (state->completed ? state->completed : state->movecount));
665
666 status_bar(fe, statusbuf);
667 }
668 }
669
670 float game_anim_length(game_state *oldstate, game_state *newstate)
671 {
672 return ANIM_TIME;
673 }
674
675 float game_flash_length(game_state *oldstate, game_state *newstate)
676 {
677 if (!oldstate->completed && newstate->completed)
678 return 2 * FLASH_FRAME;
679 else
680 return 0.0F;
681 }
682
683 int game_wants_statusbar(void)
684 {
685 return TRUE;
686 }