Introduced a new function in every game which formats a game_state
[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 <ctype.h>
12 #include <math.h>
13
14 #include "puzzles.h"
15
16 #define TILE_SIZE 48
17 #define BORDER TILE_SIZE /* big border to fill with arrows */
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
21
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
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 completed;
45 int movecount;
46 int last_movement_sense;
47 };
48
49 static 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 static int game_fetch_preset(int i, char **name, game_params **params)
59 {
60 game_params *ret;
61 int w, h;
62 char buf[80];
63
64 switch (i) {
65 case 0: w = 3, h = 3; break;
66 case 1: w = 4, h = 3; break;
67 case 2: w = 4, h = 4; break;
68 case 3: w = 5, h = 4; break;
69 case 4: w = 5, h = 5; break;
70 default: return FALSE;
71 }
72
73 sprintf(buf, "%dx%d", w, h);
74 *name = dupstr(buf);
75 *params = ret = snew(game_params);
76 ret->w = w;
77 ret->h = h;
78 return TRUE;
79 }
80
81 static void free_params(game_params *params)
82 {
83 sfree(params);
84 }
85
86 static game_params *dup_params(game_params *params)
87 {
88 game_params *ret = snew(game_params);
89 *ret = *params; /* structure copy */
90 return ret;
91 }
92
93 static game_params *decode_params(char const *string)
94 {
95 game_params *ret = default_params();
96
97 ret->w = ret->h = atoi(string);
98 while (*string && isdigit(*string)) string++;
99 if (*string == 'x') {
100 string++;
101 ret->h = atoi(string);
102 }
103
104 return ret;
105 }
106
107 static char *encode_params(game_params *params)
108 {
109 char data[256];
110
111 sprintf(data, "%dx%d", params->w, params->h);
112
113 return dupstr(data);
114 }
115
116 static config_item *game_configure(game_params *params)
117 {
118 config_item *ret;
119 char buf[80];
120
121 ret = snewn(3, config_item);
122
123 ret[0].name = "Width";
124 ret[0].type = C_STRING;
125 sprintf(buf, "%d", params->w);
126 ret[0].sval = dupstr(buf);
127 ret[0].ival = 0;
128
129 ret[1].name = "Height";
130 ret[1].type = C_STRING;
131 sprintf(buf, "%d", params->h);
132 ret[1].sval = dupstr(buf);
133 ret[1].ival = 0;
134
135 ret[2].name = NULL;
136 ret[2].type = C_END;
137 ret[2].sval = NULL;
138 ret[2].ival = 0;
139
140 return ret;
141 }
142
143 static game_params *custom_params(config_item *cfg)
144 {
145 game_params *ret = snew(game_params);
146
147 ret->w = atoi(cfg[0].sval);
148 ret->h = atoi(cfg[1].sval);
149
150 return ret;
151 }
152
153 static char *validate_params(game_params *params)
154 {
155 if (params->w < 2 && params->h < 2)
156 return "Width and height must both be at least two";
157
158 return NULL;
159 }
160
161 static int perm_parity(int *perm, int n)
162 {
163 int i, j, ret;
164
165 ret = 0;
166
167 for (i = 0; i < n-1; i++)
168 for (j = i+1; j < n; j++)
169 if (perm[i] > perm[j])
170 ret = !ret;
171
172 return ret;
173 }
174
175 static char *new_game_seed(game_params *params, random_state *rs)
176 {
177 int stop, n, i, x;
178 int x1, x2, p1, p2;
179 int *tiles, *used;
180 char *ret;
181 int retlen;
182
183 n = params->w * params->h;
184
185 tiles = snewn(n, int);
186 used = snewn(n, int);
187
188 for (i = 0; i < n; i++) {
189 tiles[i] = -1;
190 used[i] = FALSE;
191 }
192
193 /*
194 * If both dimensions are odd, there is a parity constraint.
195 */
196 if (params->w & params->h & 1)
197 stop = 2;
198 else
199 stop = 0;
200
201 /*
202 * Place everything except (possibly) the last two tiles.
203 */
204 for (x = 0, i = n; i > stop; i--) {
205 int k = i > 1 ? random_upto(rs, i) : 0;
206 int j;
207
208 for (j = 0; j < n; j++)
209 if (!used[j] && (k-- == 0))
210 break;
211
212 assert(j < n && !used[j]);
213 used[j] = TRUE;
214
215 while (tiles[x] >= 0)
216 x++;
217 assert(x < n);
218 tiles[x] = j;
219 }
220
221 if (stop) {
222 /*
223 * Find the last two locations, and the last two pieces.
224 */
225 while (tiles[x] >= 0)
226 x++;
227 assert(x < n);
228 x1 = x;
229 x++;
230 while (tiles[x] >= 0)
231 x++;
232 assert(x < n);
233 x2 = x;
234
235 for (i = 0; i < n; i++)
236 if (!used[i])
237 break;
238 p1 = i;
239 for (i = p1+1; i < n; i++)
240 if (!used[i])
241 break;
242 p2 = i;
243
244 /*
245 * Try the last two tiles one way round. If that fails, swap
246 * them.
247 */
248 tiles[x1] = p1;
249 tiles[x2] = p2;
250 if (perm_parity(tiles, n) != 0) {
251 tiles[x1] = p2;
252 tiles[x2] = p1;
253 assert(perm_parity(tiles, n) == 0);
254 }
255 }
256
257 /*
258 * Now construct the game seed, by describing the tile array as
259 * a simple sequence of comma-separated integers.
260 */
261 ret = NULL;
262 retlen = 0;
263 for (i = 0; i < n; i++) {
264 char buf[80];
265 int k;
266
267 k = sprintf(buf, "%d,", tiles[i]+1);
268
269 ret = sresize(ret, retlen + k + 1, char);
270 strcpy(ret + retlen, buf);
271 retlen += k;
272 }
273 ret[retlen-1] = '\0'; /* delete last comma */
274
275 sfree(tiles);
276 sfree(used);
277
278 return ret;
279 }
280
281
282 static char *validate_seed(game_params *params, char *seed)
283 {
284 char *p, *err;
285 int i, area;
286 int *used;
287
288 area = params->w * params->h;
289 p = seed;
290 err = NULL;
291
292 used = snewn(area, int);
293 for (i = 0; i < area; i++)
294 used[i] = FALSE;
295
296 for (i = 0; i < area; i++) {
297 char *q = p;
298 int n;
299
300 if (*p < '0' || *p > '9') {
301 err = "Not enough numbers in string";
302 goto leave;
303 }
304 while (*p >= '0' && *p <= '9')
305 p++;
306 if (i < area-1 && *p != ',') {
307 err = "Expected comma after number";
308 goto leave;
309 }
310 else if (i == area-1 && *p) {
311 err = "Excess junk at end of string";
312 goto leave;
313 }
314 n = atoi(q);
315 if (n < 1 || n > area) {
316 err = "Number out of range";
317 goto leave;
318 }
319 if (used[n-1]) {
320 err = "Number used twice";
321 goto leave;
322 }
323 used[n-1] = TRUE;
324
325 if (*p) p++; /* eat comma */
326 }
327
328 leave:
329 sfree(used);
330 return err;
331 }
332
333 static game_state *new_game(game_params *params, char *seed)
334 {
335 game_state *state = snew(game_state);
336 int i;
337 char *p;
338
339 state->w = params->w;
340 state->h = params->h;
341 state->n = params->w * params->h;
342 state->tiles = snewn(state->n, int);
343
344 p = seed;
345 i = 0;
346 for (i = 0; i < state->n; i++) {
347 assert(*p);
348 state->tiles[i] = atoi(p);
349 while (*p && *p != ',')
350 p++;
351 if (*p) p++; /* eat comma */
352 }
353 assert(!*p);
354
355 state->completed = state->movecount = 0;
356 state->last_movement_sense = 0;
357
358 return state;
359 }
360
361 static game_state *dup_game(game_state *state)
362 {
363 game_state *ret = snew(game_state);
364
365 ret->w = state->w;
366 ret->h = state->h;
367 ret->n = state->n;
368 ret->tiles = snewn(state->w * state->h, int);
369 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
370 ret->completed = state->completed;
371 ret->movecount = state->movecount;
372 ret->last_movement_sense = state->last_movement_sense;
373
374 return ret;
375 }
376
377 static void free_game(game_state *state)
378 {
379 sfree(state);
380 }
381
382 static char *game_text_format(game_state *state)
383 {
384 return NULL;
385 }
386
387 static game_ui *new_ui(game_state *state)
388 {
389 return NULL;
390 }
391
392 static void free_ui(game_ui *ui)
393 {
394 }
395
396 static game_state *make_move(game_state *from, game_ui *ui,
397 int x, int y, int button)
398 {
399 int cx, cy;
400 int dx, dy, tx, ty, n;
401 game_state *ret;
402
403 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
404 return NULL;
405
406 cx = FROMCOORD(x);
407 cy = FROMCOORD(y);
408 if (cx == -1 && cy >= 0 && cy < from->h)
409 n = from->w, dx = +1, dy = 0;
410 else if (cx == from->w && cy >= 0 && cy < from->h)
411 n = from->w, dx = -1, dy = 0;
412 else if (cy == -1 && cx >= 0 && cx < from->w)
413 n = from->h, dy = +1, dx = 0;
414 else if (cy == from->h && cx >= 0 && cx < from->w)
415 n = from->h, dy = -1, dx = 0;
416 else
417 return NULL; /* invalid click location */
418
419 /* reverse direction if right hand button is pressed */
420 if (button == RIGHT_BUTTON)
421 {
422 dx = -dx; if (dx) cx = from->w - 1 - cx;
423 dy = -dy; if (dy) cy = from->h - 1 - cy;
424 }
425
426 ret = dup_game(from);
427
428 do {
429 cx += dx;
430 cy += dy;
431 tx = (cx + dx + from->w) % from->w;
432 ty = (cy + dy + from->h) % from->h;
433 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
434 } while (--n > 0);
435
436 ret->movecount++;
437
438 ret->last_movement_sense = -(dx+dy);
439
440 /*
441 * See if the game has been completed.
442 */
443 if (!ret->completed) {
444 ret->completed = ret->movecount;
445 for (n = 0; n < ret->n; n++)
446 if (ret->tiles[n] != n+1)
447 ret->completed = FALSE;
448 }
449
450 return ret;
451 }
452
453 /* ----------------------------------------------------------------------
454 * Drawing routines.
455 */
456
457 struct game_drawstate {
458 int started;
459 int w, h, bgcolour;
460 int *tiles;
461 };
462
463 static void game_size(game_params *params, int *x, int *y)
464 {
465 *x = TILE_SIZE * params->w + 2 * BORDER;
466 *y = TILE_SIZE * params->h + 2 * BORDER;
467 }
468
469 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
470 {
471 float *ret = snewn(3 * NCOLOURS, float);
472 int i;
473 float max;
474
475 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
476
477 /*
478 * Drop the background colour so that the highlight is
479 * noticeably brighter than it while still being under 1.
480 */
481 max = ret[COL_BACKGROUND*3];
482 for (i = 1; i < 3; i++)
483 if (ret[COL_BACKGROUND*3+i] > max)
484 max = ret[COL_BACKGROUND*3+i];
485 if (max * 1.2F > 1.0F) {
486 for (i = 0; i < 3; i++)
487 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
488 }
489
490 for (i = 0; i < 3; i++) {
491 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
492 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
493 ret[COL_TEXT * 3 + i] = 0.0;
494 }
495
496 *ncolours = NCOLOURS;
497 return ret;
498 }
499
500 static game_drawstate *game_new_drawstate(game_state *state)
501 {
502 struct game_drawstate *ds = snew(struct game_drawstate);
503 int i;
504
505 ds->started = FALSE;
506 ds->w = state->w;
507 ds->h = state->h;
508 ds->bgcolour = COL_BACKGROUND;
509 ds->tiles = snewn(ds->w*ds->h, int);
510 for (i = 0; i < ds->w*ds->h; i++)
511 ds->tiles[i] = -1;
512
513 return ds;
514 }
515
516 static void game_free_drawstate(game_drawstate *ds)
517 {
518 sfree(ds->tiles);
519 sfree(ds);
520 }
521
522 static void draw_tile(frontend *fe, game_state *state, int x, int y,
523 int tile, int flash_colour)
524 {
525 if (tile == 0) {
526 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
527 flash_colour);
528 } else {
529 int coords[6];
530 char str[40];
531
532 coords[0] = x + TILE_SIZE - 1;
533 coords[1] = y + TILE_SIZE - 1;
534 coords[2] = x + TILE_SIZE - 1;
535 coords[3] = y;
536 coords[4] = x;
537 coords[5] = y + TILE_SIZE - 1;
538 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
539 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
540
541 coords[0] = x;
542 coords[1] = y;
543 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
544 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
545
546 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
547 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
548 flash_colour);
549
550 sprintf(str, "%d", tile);
551 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
552 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
553 COL_TEXT, str);
554 }
555 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
556 }
557
558 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
559 {
560 int coords[14];
561 int ydy = -xdx, ydx = xdy;
562
563 #define POINT(n, xx, yy) ( \
564 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
565 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
566
567 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
568 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
569 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
570 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
571 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
572 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
573 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
574
575 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
576 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
577 }
578
579 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
580 game_state *state, int dir, game_ui *ui,
581 float animtime, float flashtime)
582 {
583 int i, bgcolour;
584
585 if (flashtime > 0) {
586 int frame = (int)(flashtime / FLASH_FRAME);
587 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
588 } else
589 bgcolour = COL_BACKGROUND;
590
591 if (!ds->started) {
592 int coords[6];
593
594 draw_rect(fe, 0, 0,
595 TILE_SIZE * state->w + 2 * BORDER,
596 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
597 draw_update(fe, 0, 0,
598 TILE_SIZE * state->w + 2 * BORDER,
599 TILE_SIZE * state->h + 2 * BORDER);
600
601 /*
602 * Recessed area containing the whole puzzle.
603 */
604 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
605 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
606 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
607 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
608 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
609 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
610 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
611 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
612
613 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
614 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
615 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
616 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
617
618 /*
619 * Arrows for making moves.
620 */
621 for (i = 0; i < state->w; i++) {
622 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
623 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
624 }
625 for (i = 0; i < state->h; i++) {
626 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
627 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
628 }
629
630 ds->started = TRUE;
631 }
632
633 /*
634 * Now draw each tile.
635 */
636
637 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
638
639 for (i = 0; i < state->n; i++) {
640 int t, t0;
641 /*
642 * Figure out what should be displayed at this
643 * location. It's either a simple tile, or it's a
644 * transition between two tiles (in which case we say
645 * -1 because it must always be drawn).
646 */
647
648 if (oldstate && oldstate->tiles[i] != state->tiles[i])
649 t = -1;
650 else
651 t = state->tiles[i];
652
653 t0 = t;
654
655 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
656 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
657 int x, y, x2, y2;
658
659 /*
660 * Figure out what to _actually_ draw, and where to
661 * draw it.
662 */
663 if (t == -1) {
664 int x0, y0, x1, y1, dx, dy;
665 int j;
666 float c;
667 int sense;
668
669 if (dir < 0) {
670 assert(oldstate);
671 sense = -oldstate->last_movement_sense;
672 } else {
673 sense = state->last_movement_sense;
674 }
675
676 t = state->tiles[i];
677
678 /*
679 * FIXME: must be prepared to draw a double
680 * tile in some situations.
681 */
682
683 /*
684 * Find the coordinates of this tile in the old and
685 * new states.
686 */
687 x1 = COORD(X(state, i));
688 y1 = COORD(Y(state, i));
689 for (j = 0; j < oldstate->n; j++)
690 if (oldstate->tiles[j] == state->tiles[i])
691 break;
692 assert(j < oldstate->n);
693 x0 = COORD(X(state, j));
694 y0 = COORD(Y(state, j));
695
696 dx = (x1 - x0);
697 if (dx != 0 &&
698 dx != TILE_SIZE * sense) {
699 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
700 dx - TILE_SIZE * state->w);
701 assert(abs(dx) == TILE_SIZE);
702 }
703 dy = (y1 - y0);
704 if (dy != 0 &&
705 dy != TILE_SIZE * sense) {
706 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
707 dy - TILE_SIZE * state->h);
708 assert(abs(dy) == TILE_SIZE);
709 }
710
711 c = (animtime / ANIM_TIME);
712 if (c < 0.0F) c = 0.0F;
713 if (c > 1.0F) c = 1.0F;
714
715 x = x0 + (int)(c * dx);
716 y = y0 + (int)(c * dy);
717 x2 = x1 - dx + (int)(c * dx);
718 y2 = y1 - dy + (int)(c * dy);
719 } else {
720 x = COORD(X(state, i));
721 y = COORD(Y(state, i));
722 x2 = y2 = -1;
723 }
724
725 draw_tile(fe, state, x, y, t, bgcolour);
726 if (x2 != -1 || y2 != -1)
727 draw_tile(fe, state, x2, y2, t, bgcolour);
728 }
729 ds->tiles[i] = t0;
730 }
731
732 unclip(fe);
733
734 ds->bgcolour = bgcolour;
735
736 /*
737 * Update the status bar.
738 */
739 {
740 char statusbuf[256];
741
742 /*
743 * Don't show the new status until we're also showing the
744 * new _state_ - after the game animation is complete.
745 */
746 if (oldstate)
747 state = oldstate;
748
749 sprintf(statusbuf, "%sMoves: %d",
750 (state->completed ? "COMPLETED! " : ""),
751 (state->completed ? state->completed : state->movecount));
752
753 status_bar(fe, statusbuf);
754 }
755 }
756
757 static float game_anim_length(game_state *oldstate,
758 game_state *newstate, int dir)
759 {
760 return ANIM_TIME;
761 }
762
763 static float game_flash_length(game_state *oldstate,
764 game_state *newstate, int dir)
765 {
766 if (!oldstate->completed && newstate->completed)
767 return 2 * FLASH_FRAME;
768 else
769 return 0.0F;
770 }
771
772 static int game_wants_statusbar(void)
773 {
774 return TRUE;
775 }
776
777 #ifdef COMBINED
778 #define thegame sixteen
779 #endif
780
781 const struct game thegame = {
782 "Sixteen", "games.sixteen",
783 default_params,
784 game_fetch_preset,
785 decode_params,
786 encode_params,
787 free_params,
788 dup_params,
789 TRUE, game_configure, custom_params,
790 validate_params,
791 new_game_seed,
792 validate_seed,
793 new_game,
794 dup_game,
795 free_game,
796 FALSE, game_text_format,
797 new_ui,
798 free_ui,
799 make_move,
800 game_size,
801 game_colours,
802 game_new_drawstate,
803 game_free_drawstate,
804 game_redraw,
805 game_anim_length,
806 game_flash_length,
807 game_wants_statusbar,
808 };