2 * fifteen.c: standard 15-puzzle.
13 const char *const game_name
= "Fifteen";
14 const int game_can_configure
= TRUE
;
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 )
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
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) )
49 game_params
*default_params(void)
51 game_params
*ret
= snew(game_params
);
58 int game_fetch_preset(int i
, char **name
, game_params
**params
)
63 void free_params(game_params
*params
)
68 game_params
*dup_params(game_params
*params
)
70 game_params
*ret
= snew(game_params
);
71 *ret
= *params
; /* structure copy */
75 config_item
*game_configure(game_params
*params
)
80 ret
= snewn(3, config_item
);
82 ret
[0].name
= "Width";
83 ret
[0].type
= C_STRING
;
84 sprintf(buf
, "%d", params
->w
);
85 ret
[0].sval
= dupstr(buf
);
88 ret
[1].name
= "Height";
89 ret
[1].type
= C_STRING
;
90 sprintf(buf
, "%d", params
->h
);
91 ret
[1].sval
= dupstr(buf
);
102 game_params
*custom_params(config_item
*cfg
)
104 game_params
*ret
= snew(game_params
);
106 ret
->w
= atoi(cfg
[0].sval
);
107 ret
->h
= atoi(cfg
[1].sval
);
112 char *validate_params(game_params
*params
)
114 if (params
->w
< 2 && params
->h
< 2)
115 return "Width and height must both be at least two";
120 int perm_parity(int *perm
, int n
)
126 for (i
= 0; i
< n
-1; i
++)
127 for (j
= i
+1; j
< n
; j
++)
128 if (perm
[i
] > perm
[j
])
134 char *new_game_seed(game_params
*params
, random_state
*rs
)
137 int x1
, x2
, p1
, p2
, parity
;
142 n
= params
->w
* params
->h
;
144 tiles
= snewn(n
, int);
145 used
= snewn(n
, int);
147 for (i
= 0; i
< n
; i
++) {
152 gap
= random_upto(rs
, n
);
157 * Place everything else except the last two tiles.
159 for (x
= 0, i
= n
-1; i
> 2; i
--) {
160 int k
= random_upto(rs
, i
);
163 for (j
= 0; j
< n
; j
++)
164 if (!used
[j
] && (k
-- == 0))
167 assert(j
< n
&& !used
[j
]);
170 while (tiles
[x
] >= 0)
177 * Find the last two locations, and the last two pieces.
179 while (tiles
[x
] >= 0)
184 while (tiles
[x
] >= 0)
189 for (i
= 0; i
< n
; i
++)
193 for (i
= p1
+1; i
< n
; i
++)
199 * Determine the required parity of the overall permutation.
200 * This is the XOR of:
202 * - The chessboard parity ((x^y)&1) of the gap square. The
203 * bottom right counts as even.
205 * - The parity of n. (The target permutation is 1,...,n-1,0
206 * rather than 0,...,n-1; this is a cyclic permutation of
207 * the starting point and hence is odd iff n is even.)
209 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
210 (Y(params
, gap
) - (params
->h
-1)) ^
214 * Try the last two tiles one way round. If that fails, swap
219 if (perm_parity(tiles
, n
) != parity
) {
222 assert(perm_parity(tiles
, n
) == parity
);
226 * Now construct the game seed, by describing the tile array as
227 * a simple sequence of comma-separated integers.
231 for (i
= 0; i
< n
; i
++) {
235 k
= sprintf(buf
, "%d,", tiles
[i
]);
237 ret
= sresize(ret
, retlen
+ k
+ 1, char);
238 strcpy(ret
+ retlen
, buf
);
241 ret
[retlen
-1] = '\0'; /* delete last comma */
249 char *validate_seed(game_params
*params
, char *seed
)
255 area
= params
->w
* params
->h
;
259 used
= snewn(area
, int);
260 for (i
= 0; i
< area
; i
++)
263 for (i
= 0; i
< area
; i
++) {
267 if (*p
< '0' || *p
> '9') {
268 err
= "Not enough numbers in string";
271 while (*p
>= '0' && *p
<= '9')
273 if (i
< area
-1 && *p
!= ',') {
274 err
= "Expected comma after number";
277 else if (i
== area
-1 && *p
) {
278 err
= "Excess junk at end of string";
282 if (n
< 0 || n
>= area
) {
283 err
= "Number out of range";
287 err
= "Number used twice";
292 if (*p
) p
++; /* eat comma */
300 game_state
*new_game(game_params
*params
, char *seed
)
302 game_state
*state
= snew(game_state
);
306 state
->w
= params
->w
;
307 state
->h
= params
->h
;
308 state
->n
= params
->w
* params
->h
;
309 state
->tiles
= snewn(state
->n
, int);
314 for (i
= 0; i
< state
->n
; i
++) {
316 state
->tiles
[i
] = atoi(p
);
317 if (state
->tiles
[i
] == 0)
319 while (*p
&& *p
!= ',')
321 if (*p
) p
++; /* eat comma */
324 assert(state
->tiles
[state
->gap_pos
] == 0);
326 state
->completed
= state
->movecount
= 0;
331 game_state
*dup_game(game_state
*state
)
333 game_state
*ret
= snew(game_state
);
338 ret
->tiles
= snewn(state
->w
* state
->h
, int);
339 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
340 ret
->gap_pos
= state
->gap_pos
;
341 ret
->completed
= state
->completed
;
342 ret
->movecount
= state
->movecount
;
347 void free_game(game_state
*state
)
352 game_ui
*new_ui(game_state
*state
)
357 void free_ui(game_ui
*ui
)
361 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
363 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
366 gx
= X(from
, from
->gap_pos
);
367 gy
= Y(from
, from
->gap_pos
);
369 if (button
== CURSOR_RIGHT
&& gx
> 0)
370 dx
= gx
- 1, dy
= gy
;
371 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
372 dx
= gx
+ 1, dy
= gy
;
373 else if (button
== CURSOR_DOWN
&& gy
> 0)
374 dy
= gy
- 1, dx
= gx
;
375 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
376 dy
= gy
+ 1, dx
= gx
;
377 else if (button
== LEFT_BUTTON
) {
380 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
381 return NULL
; /* out of bounds */
383 * Any click location should be equal to the gap location
384 * in _precisely_ one coordinate.
386 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
389 return NULL
; /* no move */
392 * Find the unit displacement from the original gap
393 * position towards this one.
395 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
396 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
397 up
= C(from
, ux
, uy
);
399 ret
= dup_game(from
);
401 ret
->gap_pos
= C(from
, dx
, dy
);
402 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
404 ret
->tiles
[ret
->gap_pos
] = 0;
406 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
407 assert(p
>= 0 && p
< from
->n
);
408 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
413 * See if the game has been completed.
415 if (!ret
->completed
) {
416 ret
->completed
= ret
->movecount
;
417 for (p
= 0; p
< ret
->n
; p
++)
418 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
425 /* ----------------------------------------------------------------------
429 struct game_drawstate
{
435 void game_size(game_params
*params
, int *x
, int *y
)
437 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
438 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
441 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
443 float *ret
= snewn(3 * NCOLOURS
, float);
447 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
450 * Drop the background colour so that the highlight is
451 * noticeably brighter than it while still being under 1.
453 max
= ret
[COL_BACKGROUND
*3];
454 for (i
= 1; i
< 3; i
++)
455 if (ret
[COL_BACKGROUND
*3+i
] > max
)
456 max
= ret
[COL_BACKGROUND
*3+i
];
457 if (max
* 1.2F
> 1.0F
) {
458 for (i
= 0; i
< 3; i
++)
459 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
462 for (i
= 0; i
< 3; i
++) {
463 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
464 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
465 ret
[COL_TEXT
* 3 + i
] = 0.0;
468 *ncolours
= NCOLOURS
;
472 game_drawstate
*game_new_drawstate(game_state
*state
)
474 struct game_drawstate
*ds
= snew(struct game_drawstate
);
480 ds
->bgcolour
= COL_BACKGROUND
;
481 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
482 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
488 void game_free_drawstate(game_drawstate
*ds
)
494 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
495 int tile
, int flash_colour
)
498 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
504 coords
[0] = x
+ TILE_SIZE
- 1;
505 coords
[1] = y
+ TILE_SIZE
- 1;
506 coords
[2] = x
+ TILE_SIZE
- 1;
509 coords
[5] = y
+ TILE_SIZE
- 1;
510 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
511 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
515 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
516 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
518 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
519 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
522 sprintf(str
, "%d", tile
);
523 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
524 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
527 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
530 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
531 game_state
*state
, game_ui
*ui
,
532 float animtime
, float flashtime
)
534 int i
, pass
, bgcolour
;
537 int frame
= (int)(flashtime
/ FLASH_FRAME
);
538 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
540 bgcolour
= COL_BACKGROUND
;
546 TILE_SIZE
* state
->w
+ 2 * BORDER
,
547 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
548 draw_update(fe
, 0, 0,
549 TILE_SIZE
* state
->w
+ 2 * BORDER
,
550 TILE_SIZE
* state
->h
+ 2 * BORDER
);
553 * Recessed area containing the whole puzzle.
555 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
556 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
557 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
558 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
559 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
560 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
561 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
562 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
564 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
565 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
566 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
567 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
573 * Now draw each tile. We do this in two passes to make
576 for (pass
= 0; pass
< 2; pass
++) {
577 for (i
= 0; i
< state
->n
; i
++) {
580 * Figure out what should be displayed at this
581 * location. It's either a simple tile, or it's a
582 * transition between two tiles (in which case we say
583 * -1 because it must always be drawn).
586 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
593 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
594 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
598 * Figure out what to _actually_ draw, and where to
606 * On the first pass, just blank the tile.
609 x
= COORD(X(state
, i
));
610 y
= COORD(Y(state
, i
));
618 * Don't bother moving the gap; just don't
625 * Find the coordinates of this tile in the old and
628 x1
= COORD(X(state
, i
));
629 y1
= COORD(Y(state
, i
));
630 for (j
= 0; j
< oldstate
->n
; j
++)
631 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
633 assert(j
< oldstate
->n
);
634 x0
= COORD(X(state
, j
));
635 y0
= COORD(Y(state
, j
));
637 c
= (animtime
/ ANIM_TIME
);
638 if (c
< 0.0F
) c
= 0.0F
;
639 if (c
> 1.0F
) c
= 1.0F
;
641 x
= x0
+ (int)(c
* (x1
- x0
));
642 y
= y0
+ (int)(c
* (y1
- y0
));
648 x
= COORD(X(state
, i
));
649 y
= COORD(Y(state
, i
));
652 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
657 ds
->bgcolour
= bgcolour
;
660 * Update the status bar.
666 * Don't show the new status until we're also showing the
667 * new _state_ - after the game animation is complete.
672 sprintf(statusbuf
, "%sMoves: %d",
673 (state
->completed ?
"COMPLETED! " : ""),
674 (state
->completed ? state
->completed
: state
->movecount
));
676 status_bar(fe
, statusbuf
);
680 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
685 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
687 if (!oldstate
->completed
&& newstate
->completed
)
688 return 2 * FLASH_FRAME
;
693 int game_wants_statusbar(void)