Introduced a new function in every game which formats a game_state
[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 <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13
14 #define TILE_SIZE 48
15 #define BORDER (TILE_SIZE / 2)
16 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
17 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
18 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
19
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
22
23 #define X(state, i) ( (i) % (state)->w )
24 #define Y(state, i) ( (i) / (state)->w )
25 #define C(state, x, y) ( (y) * (state)->w + (x) )
26
27 enum {
28 COL_BACKGROUND,
29 COL_TEXT,
30 COL_HIGHLIGHT,
31 COL_LOWLIGHT,
32 NCOLOURS
33 };
34
35 struct game_params {
36 int w, h;
37 };
38
39 struct game_state {
40 int w, h, n;
41 int *tiles;
42 int gap_pos;
43 int completed;
44 int movecount;
45 };
46
47 static game_params *default_params(void)
48 {
49 game_params *ret = snew(game_params);
50
51 ret->w = ret->h = 4;
52
53 return ret;
54 }
55
56 static int game_fetch_preset(int i, char **name, game_params **params)
57 {
58 return FALSE;
59 }
60
61 static void free_params(game_params *params)
62 {
63 sfree(params);
64 }
65
66 static game_params *dup_params(game_params *params)
67 {
68 game_params *ret = snew(game_params);
69 *ret = *params; /* structure copy */
70 return ret;
71 }
72
73 static game_params *decode_params(char const *string)
74 {
75 game_params *ret = default_params();
76
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
79 if (*string == 'x') {
80 string++;
81 ret->h = atoi(string);
82 }
83
84 return ret;
85 }
86
87 static char *encode_params(game_params *params)
88 {
89 char data[256];
90
91 sprintf(data, "%dx%d", params->w, params->h);
92
93 return dupstr(data);
94 }
95
96 static config_item *game_configure(game_params *params)
97 {
98 config_item *ret;
99 char buf[80];
100
101 ret = snewn(3, config_item);
102
103 ret[0].name = "Width";
104 ret[0].type = C_STRING;
105 sprintf(buf, "%d", params->w);
106 ret[0].sval = dupstr(buf);
107 ret[0].ival = 0;
108
109 ret[1].name = "Height";
110 ret[1].type = C_STRING;
111 sprintf(buf, "%d", params->h);
112 ret[1].sval = dupstr(buf);
113 ret[1].ival = 0;
114
115 ret[2].name = NULL;
116 ret[2].type = C_END;
117 ret[2].sval = NULL;
118 ret[2].ival = 0;
119
120 return ret;
121 }
122
123 static game_params *custom_params(config_item *cfg)
124 {
125 game_params *ret = snew(game_params);
126
127 ret->w = atoi(cfg[0].sval);
128 ret->h = atoi(cfg[1].sval);
129
130 return ret;
131 }
132
133 static char *validate_params(game_params *params)
134 {
135 if (params->w < 2 && params->h < 2)
136 return "Width and height must both be at least two";
137
138 return NULL;
139 }
140
141 static int perm_parity(int *perm, int n)
142 {
143 int i, j, ret;
144
145 ret = 0;
146
147 for (i = 0; i < n-1; i++)
148 for (j = i+1; j < n; j++)
149 if (perm[i] > perm[j])
150 ret = !ret;
151
152 return ret;
153 }
154
155 static char *new_game_seed(game_params *params, random_state *rs)
156 {
157 int gap, n, i, x;
158 int x1, x2, p1, p2, parity;
159 int *tiles, *used;
160 char *ret;
161 int retlen;
162
163 n = params->w * params->h;
164
165 tiles = snewn(n, int);
166 used = snewn(n, int);
167
168 for (i = 0; i < n; i++) {
169 tiles[i] = -1;
170 used[i] = FALSE;
171 }
172
173 gap = random_upto(rs, n);
174 tiles[gap] = 0;
175 used[0] = TRUE;
176
177 /*
178 * Place everything else except the last two tiles.
179 */
180 for (x = 0, i = n-1; i > 2; i--) {
181 int k = random_upto(rs, i);
182 int j;
183
184 for (j = 0; j < n; j++)
185 if (!used[j] && (k-- == 0))
186 break;
187
188 assert(j < n && !used[j]);
189 used[j] = TRUE;
190
191 while (tiles[x] >= 0)
192 x++;
193 assert(x < n);
194 tiles[x] = j;
195 }
196
197 /*
198 * Find the last two locations, and the last two pieces.
199 */
200 while (tiles[x] >= 0)
201 x++;
202 assert(x < n);
203 x1 = x;
204 x++;
205 while (tiles[x] >= 0)
206 x++;
207 assert(x < n);
208 x2 = x;
209
210 for (i = 0; i < n; i++)
211 if (!used[i])
212 break;
213 p1 = i;
214 for (i = p1+1; i < n; i++)
215 if (!used[i])
216 break;
217 p2 = i;
218
219 /*
220 * Determine the required parity of the overall permutation.
221 * This is the XOR of:
222 *
223 * - The chessboard parity ((x^y)&1) of the gap square. The
224 * bottom right counts as even.
225 *
226 * - The parity of n. (The target permutation is 1,...,n-1,0
227 * rather than 0,...,n-1; this is a cyclic permutation of
228 * the starting point and hence is odd iff n is even.)
229 */
230 parity = ((X(params, gap) - (params->w-1)) ^
231 (Y(params, gap) - (params->h-1)) ^
232 (n+1)) & 1;
233
234 /*
235 * Try the last two tiles one way round. If that fails, swap
236 * them.
237 */
238 tiles[x1] = p1;
239 tiles[x2] = p2;
240 if (perm_parity(tiles, n) != parity) {
241 tiles[x1] = p2;
242 tiles[x2] = p1;
243 assert(perm_parity(tiles, n) == parity);
244 }
245
246 /*
247 * Now construct the game seed, by describing the tile array as
248 * a simple sequence of comma-separated integers.
249 */
250 ret = NULL;
251 retlen = 0;
252 for (i = 0; i < n; i++) {
253 char buf[80];
254 int k;
255
256 k = sprintf(buf, "%d,", tiles[i]);
257
258 ret = sresize(ret, retlen + k + 1, char);
259 strcpy(ret + retlen, buf);
260 retlen += k;
261 }
262 ret[retlen-1] = '\0'; /* delete last comma */
263
264 sfree(tiles);
265 sfree(used);
266
267 return ret;
268 }
269
270 static char *validate_seed(game_params *params, char *seed)
271 {
272 char *p, *err;
273 int i, area;
274 int *used;
275
276 area = params->w * params->h;
277 p = seed;
278 err = NULL;
279
280 used = snewn(area, int);
281 for (i = 0; i < area; i++)
282 used[i] = FALSE;
283
284 for (i = 0; i < area; i++) {
285 char *q = p;
286 int n;
287
288 if (*p < '0' || *p > '9') {
289 err = "Not enough numbers in string";
290 goto leave;
291 }
292 while (*p >= '0' && *p <= '9')
293 p++;
294 if (i < area-1 && *p != ',') {
295 err = "Expected comma after number";
296 goto leave;
297 }
298 else if (i == area-1 && *p) {
299 err = "Excess junk at end of string";
300 goto leave;
301 }
302 n = atoi(q);
303 if (n < 0 || n >= area) {
304 err = "Number out of range";
305 goto leave;
306 }
307 if (used[n]) {
308 err = "Number used twice";
309 goto leave;
310 }
311 used[n] = TRUE;
312
313 if (*p) p++; /* eat comma */
314 }
315
316 leave:
317 sfree(used);
318 return err;
319 }
320
321 static game_state *new_game(game_params *params, char *seed)
322 {
323 game_state *state = snew(game_state);
324 int i;
325 char *p;
326
327 state->w = params->w;
328 state->h = params->h;
329 state->n = params->w * params->h;
330 state->tiles = snewn(state->n, int);
331
332 state->gap_pos = 0;
333 p = seed;
334 i = 0;
335 for (i = 0; i < state->n; i++) {
336 assert(*p);
337 state->tiles[i] = atoi(p);
338 if (state->tiles[i] == 0)
339 state->gap_pos = i;
340 while (*p && *p != ',')
341 p++;
342 if (*p) p++; /* eat comma */
343 }
344 assert(!*p);
345 assert(state->tiles[state->gap_pos] == 0);
346
347 state->completed = state->movecount = 0;
348
349 return state;
350 }
351
352 static game_state *dup_game(game_state *state)
353 {
354 game_state *ret = snew(game_state);
355
356 ret->w = state->w;
357 ret->h = state->h;
358 ret->n = state->n;
359 ret->tiles = snewn(state->w * state->h, int);
360 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
361 ret->gap_pos = state->gap_pos;
362 ret->completed = state->completed;
363 ret->movecount = state->movecount;
364
365 return ret;
366 }
367
368 static void free_game(game_state *state)
369 {
370 sfree(state);
371 }
372
373 static char *game_text_format(game_state *state)
374 {
375 return NULL;
376 }
377
378 static game_ui *new_ui(game_state *state)
379 {
380 return NULL;
381 }
382
383 static void free_ui(game_ui *ui)
384 {
385 }
386
387 static game_state *make_move(game_state *from, game_ui *ui,
388 int x, int y, int button)
389 {
390 int gx, gy, dx, dy, ux, uy, up, p;
391 game_state *ret;
392
393 gx = X(from, from->gap_pos);
394 gy = Y(from, from->gap_pos);
395
396 if (button == CURSOR_RIGHT && gx > 0)
397 dx = gx - 1, dy = gy;
398 else if (button == CURSOR_LEFT && gx < from->w-1)
399 dx = gx + 1, dy = gy;
400 else if (button == CURSOR_DOWN && gy > 0)
401 dy = gy - 1, dx = gx;
402 else if (button == CURSOR_UP && gy < from->h-1)
403 dy = gy + 1, dx = gx;
404 else if (button == LEFT_BUTTON) {
405 dx = FROMCOORD(x);
406 dy = FROMCOORD(y);
407 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
408 return NULL; /* out of bounds */
409 /*
410 * Any click location should be equal to the gap location
411 * in _precisely_ one coordinate.
412 */
413 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
414 return NULL;
415 } else
416 return NULL; /* no move */
417
418 /*
419 * Find the unit displacement from the original gap
420 * position towards this one.
421 */
422 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
423 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
424 up = C(from, ux, uy);
425
426 ret = dup_game(from);
427
428 ret->gap_pos = C(from, dx, dy);
429 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
430
431 ret->tiles[ret->gap_pos] = 0;
432
433 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
434 assert(p >= 0 && p < from->n);
435 ret->tiles[p] = from->tiles[p + up];
436 ret->movecount++;
437 }
438
439 /*
440 * See if the game has been completed.
441 */
442 if (!ret->completed) {
443 ret->completed = ret->movecount;
444 for (p = 0; p < ret->n; p++)
445 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
446 ret->completed = 0;
447 }
448
449 return ret;
450 }
451
452 /* ----------------------------------------------------------------------
453 * Drawing routines.
454 */
455
456 struct game_drawstate {
457 int started;
458 int w, h, bgcolour;
459 int *tiles;
460 };
461
462 static void game_size(game_params *params, int *x, int *y)
463 {
464 *x = TILE_SIZE * params->w + 2 * BORDER;
465 *y = TILE_SIZE * params->h + 2 * BORDER;
466 }
467
468 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
469 {
470 float *ret = snewn(3 * NCOLOURS, float);
471 int i;
472 float max;
473
474 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
475
476 /*
477 * Drop the background colour so that the highlight is
478 * noticeably brighter than it while still being under 1.
479 */
480 max = ret[COL_BACKGROUND*3];
481 for (i = 1; i < 3; i++)
482 if (ret[COL_BACKGROUND*3+i] > max)
483 max = ret[COL_BACKGROUND*3+i];
484 if (max * 1.2F > 1.0F) {
485 for (i = 0; i < 3; i++)
486 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
487 }
488
489 for (i = 0; i < 3; i++) {
490 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
491 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
492 ret[COL_TEXT * 3 + i] = 0.0;
493 }
494
495 *ncolours = NCOLOURS;
496 return ret;
497 }
498
499 static game_drawstate *game_new_drawstate(game_state *state)
500 {
501 struct game_drawstate *ds = snew(struct game_drawstate);
502 int i;
503
504 ds->started = FALSE;
505 ds->w = state->w;
506 ds->h = state->h;
507 ds->bgcolour = COL_BACKGROUND;
508 ds->tiles = snewn(ds->w*ds->h, int);
509 for (i = 0; i < ds->w*ds->h; i++)
510 ds->tiles[i] = -1;
511
512 return ds;
513 }
514
515 static void game_free_drawstate(game_drawstate *ds)
516 {
517 sfree(ds->tiles);
518 sfree(ds);
519 }
520
521 static void draw_tile(frontend *fe, game_state *state, int x, int y,
522 int tile, int flash_colour)
523 {
524 if (tile == 0) {
525 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
526 flash_colour);
527 } else {
528 int coords[6];
529 char str[40];
530
531 coords[0] = x + TILE_SIZE - 1;
532 coords[1] = y + TILE_SIZE - 1;
533 coords[2] = x + TILE_SIZE - 1;
534 coords[3] = y;
535 coords[4] = x;
536 coords[5] = y + TILE_SIZE - 1;
537 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
538 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
539
540 coords[0] = x;
541 coords[1] = y;
542 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
543 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
544
545 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
546 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
547 flash_colour);
548
549 sprintf(str, "%d", tile);
550 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
551 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
552 COL_TEXT, str);
553 }
554 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
555 }
556
557 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
558 game_state *state, int dir, game_ui *ui,
559 float animtime, float flashtime)
560 {
561 int i, pass, bgcolour;
562
563 if (flashtime > 0) {
564 int frame = (int)(flashtime / FLASH_FRAME);
565 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
566 } else
567 bgcolour = COL_BACKGROUND;
568
569 if (!ds->started) {
570 int coords[6];
571
572 draw_rect(fe, 0, 0,
573 TILE_SIZE * state->w + 2 * BORDER,
574 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
575 draw_update(fe, 0, 0,
576 TILE_SIZE * state->w + 2 * BORDER,
577 TILE_SIZE * state->h + 2 * BORDER);
578
579 /*
580 * Recessed area containing the whole puzzle.
581 */
582 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
583 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
584 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
585 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
586 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
587 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
588 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
589 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
590
591 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
592 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
593 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
594 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
595
596 ds->started = TRUE;
597 }
598
599 /*
600 * Now draw each tile. We do this in two passes to make
601 * animation easy.
602 */
603 for (pass = 0; pass < 2; pass++) {
604 for (i = 0; i < state->n; i++) {
605 int t, t0;
606 /*
607 * Figure out what should be displayed at this
608 * location. It's either a simple tile, or it's a
609 * transition between two tiles (in which case we say
610 * -1 because it must always be drawn).
611 */
612
613 if (oldstate && oldstate->tiles[i] != state->tiles[i])
614 t = -1;
615 else
616 t = state->tiles[i];
617
618 t0 = t;
619
620 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
621 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
622 int x, y;
623
624 /*
625 * Figure out what to _actually_ draw, and where to
626 * draw it.
627 */
628 if (t == -1) {
629 int x0, y0, x1, y1;
630 int j;
631
632 /*
633 * On the first pass, just blank the tile.
634 */
635 if (pass == 0) {
636 x = COORD(X(state, i));
637 y = COORD(Y(state, i));
638 t = 0;
639 } else {
640 float c;
641
642 t = state->tiles[i];
643
644 /*
645 * Don't bother moving the gap; just don't
646 * draw it.
647 */
648 if (t == 0)
649 continue;
650
651 /*
652 * Find the coordinates of this tile in the old and
653 * new states.
654 */
655 x1 = COORD(X(state, i));
656 y1 = COORD(Y(state, i));
657 for (j = 0; j < oldstate->n; j++)
658 if (oldstate->tiles[j] == state->tiles[i])
659 break;
660 assert(j < oldstate->n);
661 x0 = COORD(X(state, j));
662 y0 = COORD(Y(state, j));
663
664 c = (animtime / ANIM_TIME);
665 if (c < 0.0F) c = 0.0F;
666 if (c > 1.0F) c = 1.0F;
667
668 x = x0 + (int)(c * (x1 - x0));
669 y = y0 + (int)(c * (y1 - y0));
670 }
671
672 } else {
673 if (pass == 0)
674 continue;
675 x = COORD(X(state, i));
676 y = COORD(Y(state, i));
677 }
678
679 draw_tile(fe, state, x, y, t, bgcolour);
680 }
681 ds->tiles[i] = t0;
682 }
683 }
684 ds->bgcolour = bgcolour;
685
686 /*
687 * Update the status bar.
688 */
689 {
690 char statusbuf[256];
691
692 /*
693 * Don't show the new status until we're also showing the
694 * new _state_ - after the game animation is complete.
695 */
696 if (oldstate)
697 state = oldstate;
698
699 sprintf(statusbuf, "%sMoves: %d",
700 (state->completed ? "COMPLETED! " : ""),
701 (state->completed ? state->completed : state->movecount));
702
703 status_bar(fe, statusbuf);
704 }
705 }
706
707 static float game_anim_length(game_state *oldstate,
708 game_state *newstate, int dir)
709 {
710 return ANIM_TIME;
711 }
712
713 static float game_flash_length(game_state *oldstate,
714 game_state *newstate, int dir)
715 {
716 if (!oldstate->completed && newstate->completed)
717 return 2 * FLASH_FRAME;
718 else
719 return 0.0F;
720 }
721
722 static int game_wants_statusbar(void)
723 {
724 return TRUE;
725 }
726
727 #ifdef COMBINED
728 #define thegame fifteen
729 #endif
730
731 const struct game thegame = {
732 "Fifteen", "games.fifteen",
733 default_params,
734 game_fetch_preset,
735 decode_params,
736 encode_params,
737 free_params,
738 dup_params,
739 TRUE, game_configure, custom_params,
740 validate_params,
741 new_game_seed,
742 validate_seed,
743 new_game,
744 dup_game,
745 free_game,
746 FALSE, game_text_format,
747 new_ui,
748 free_ui,
749 make_move,
750 game_size,
751 game_colours,
752 game_new_drawstate,
753 game_free_drawstate,
754 game_redraw,
755 game_anim_length,
756 game_flash_length,
757 game_wants_statusbar,
758 };