2 * fifteen.c: standard 15-puzzle.
14 const char *const game_name
= "Fifteen";
15 const int game_can_configure
= TRUE
;
18 #define BORDER (TILE_SIZE / 2)
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
50 game_params
*default_params(void)
52 game_params
*ret
= snew(game_params
);
59 int game_fetch_preset(int i
, char **name
, game_params
**params
)
64 void free_params(game_params
*params
)
69 game_params
*dup_params(game_params
*params
)
71 game_params
*ret
= snew(game_params
);
72 *ret
= *params
; /* structure copy */
76 game_params
*decode_params(char const *string
)
78 game_params
*ret
= default_params();
80 ret
->w
= ret
->h
= atoi(string
);
81 while (*string
&& isdigit(*string
)) string
++;
84 ret
->h
= atoi(string
);
90 char *encode_params(game_params
*params
)
94 sprintf(data
, "%dx%d", params
->w
, params
->h
);
99 config_item
*game_configure(game_params
*params
)
104 ret
= snewn(3, config_item
);
106 ret
[0].name
= "Width";
107 ret
[0].type
= C_STRING
;
108 sprintf(buf
, "%d", params
->w
);
109 ret
[0].sval
= dupstr(buf
);
112 ret
[1].name
= "Height";
113 ret
[1].type
= C_STRING
;
114 sprintf(buf
, "%d", params
->h
);
115 ret
[1].sval
= dupstr(buf
);
126 game_params
*custom_params(config_item
*cfg
)
128 game_params
*ret
= snew(game_params
);
130 ret
->w
= atoi(cfg
[0].sval
);
131 ret
->h
= atoi(cfg
[1].sval
);
136 char *validate_params(game_params
*params
)
138 if (params
->w
< 2 && params
->h
< 2)
139 return "Width and height must both be at least two";
144 int perm_parity(int *perm
, int n
)
150 for (i
= 0; i
< n
-1; i
++)
151 for (j
= i
+1; j
< n
; j
++)
152 if (perm
[i
] > perm
[j
])
158 char *new_game_seed(game_params
*params
, random_state
*rs
)
161 int x1
, x2
, p1
, p2
, parity
;
166 n
= params
->w
* params
->h
;
168 tiles
= snewn(n
, int);
169 used
= snewn(n
, int);
171 for (i
= 0; i
< n
; i
++) {
176 gap
= random_upto(rs
, n
);
181 * Place everything else except the last two tiles.
183 for (x
= 0, i
= n
-1; i
> 2; i
--) {
184 int k
= random_upto(rs
, i
);
187 for (j
= 0; j
< n
; j
++)
188 if (!used
[j
] && (k
-- == 0))
191 assert(j
< n
&& !used
[j
]);
194 while (tiles
[x
] >= 0)
201 * Find the last two locations, and the last two pieces.
203 while (tiles
[x
] >= 0)
208 while (tiles
[x
] >= 0)
213 for (i
= 0; i
< n
; i
++)
217 for (i
= p1
+1; i
< n
; i
++)
223 * Determine the required parity of the overall permutation.
224 * This is the XOR of:
226 * - The chessboard parity ((x^y)&1) of the gap square. The
227 * bottom right counts as even.
229 * - The parity of n. (The target permutation is 1,...,n-1,0
230 * rather than 0,...,n-1; this is a cyclic permutation of
231 * the starting point and hence is odd iff n is even.)
233 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
234 (Y(params
, gap
) - (params
->h
-1)) ^
238 * Try the last two tiles one way round. If that fails, swap
243 if (perm_parity(tiles
, n
) != parity
) {
246 assert(perm_parity(tiles
, n
) == parity
);
250 * Now construct the game seed, by describing the tile array as
251 * a simple sequence of comma-separated integers.
255 for (i
= 0; i
< n
; i
++) {
259 k
= sprintf(buf
, "%d,", tiles
[i
]);
261 ret
= sresize(ret
, retlen
+ k
+ 1, char);
262 strcpy(ret
+ retlen
, buf
);
265 ret
[retlen
-1] = '\0'; /* delete last comma */
273 char *validate_seed(game_params
*params
, char *seed
)
279 area
= params
->w
* params
->h
;
283 used
= snewn(area
, int);
284 for (i
= 0; i
< area
; i
++)
287 for (i
= 0; i
< area
; i
++) {
291 if (*p
< '0' || *p
> '9') {
292 err
= "Not enough numbers in string";
295 while (*p
>= '0' && *p
<= '9')
297 if (i
< area
-1 && *p
!= ',') {
298 err
= "Expected comma after number";
301 else if (i
== area
-1 && *p
) {
302 err
= "Excess junk at end of string";
306 if (n
< 0 || n
>= area
) {
307 err
= "Number out of range";
311 err
= "Number used twice";
316 if (*p
) p
++; /* eat comma */
324 game_state
*new_game(game_params
*params
, char *seed
)
326 game_state
*state
= snew(game_state
);
330 state
->w
= params
->w
;
331 state
->h
= params
->h
;
332 state
->n
= params
->w
* params
->h
;
333 state
->tiles
= snewn(state
->n
, int);
338 for (i
= 0; i
< state
->n
; i
++) {
340 state
->tiles
[i
] = atoi(p
);
341 if (state
->tiles
[i
] == 0)
343 while (*p
&& *p
!= ',')
345 if (*p
) p
++; /* eat comma */
348 assert(state
->tiles
[state
->gap_pos
] == 0);
350 state
->completed
= state
->movecount
= 0;
355 game_state
*dup_game(game_state
*state
)
357 game_state
*ret
= snew(game_state
);
362 ret
->tiles
= snewn(state
->w
* state
->h
, int);
363 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
364 ret
->gap_pos
= state
->gap_pos
;
365 ret
->completed
= state
->completed
;
366 ret
->movecount
= state
->movecount
;
371 void free_game(game_state
*state
)
376 game_ui
*new_ui(game_state
*state
)
381 void free_ui(game_ui
*ui
)
385 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
387 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
390 gx
= X(from
, from
->gap_pos
);
391 gy
= Y(from
, from
->gap_pos
);
393 if (button
== CURSOR_RIGHT
&& gx
> 0)
394 dx
= gx
- 1, dy
= gy
;
395 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
396 dx
= gx
+ 1, dy
= gy
;
397 else if (button
== CURSOR_DOWN
&& gy
> 0)
398 dy
= gy
- 1, dx
= gx
;
399 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
400 dy
= gy
+ 1, dx
= gx
;
401 else if (button
== LEFT_BUTTON
) {
404 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
405 return NULL
; /* out of bounds */
407 * Any click location should be equal to the gap location
408 * in _precisely_ one coordinate.
410 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
413 return NULL
; /* no move */
416 * Find the unit displacement from the original gap
417 * position towards this one.
419 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
420 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
421 up
= C(from
, ux
, uy
);
423 ret
= dup_game(from
);
425 ret
->gap_pos
= C(from
, dx
, dy
);
426 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
428 ret
->tiles
[ret
->gap_pos
] = 0;
430 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
431 assert(p
>= 0 && p
< from
->n
);
432 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
437 * See if the game has been completed.
439 if (!ret
->completed
) {
440 ret
->completed
= ret
->movecount
;
441 for (p
= 0; p
< ret
->n
; p
++)
442 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
449 /* ----------------------------------------------------------------------
453 struct game_drawstate
{
459 void game_size(game_params
*params
, int *x
, int *y
)
461 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
462 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
465 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
467 float *ret
= snewn(3 * NCOLOURS
, float);
471 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
474 * Drop the background colour so that the highlight is
475 * noticeably brighter than it while still being under 1.
477 max
= ret
[COL_BACKGROUND
*3];
478 for (i
= 1; i
< 3; i
++)
479 if (ret
[COL_BACKGROUND
*3+i
] > max
)
480 max
= ret
[COL_BACKGROUND
*3+i
];
481 if (max
* 1.2F
> 1.0F
) {
482 for (i
= 0; i
< 3; i
++)
483 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
486 for (i
= 0; i
< 3; i
++) {
487 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
488 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
489 ret
[COL_TEXT
* 3 + i
] = 0.0;
492 *ncolours
= NCOLOURS
;
496 game_drawstate
*game_new_drawstate(game_state
*state
)
498 struct game_drawstate
*ds
= snew(struct game_drawstate
);
504 ds
->bgcolour
= COL_BACKGROUND
;
505 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
506 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
512 void game_free_drawstate(game_drawstate
*ds
)
518 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
519 int tile
, int flash_colour
)
522 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
528 coords
[0] = x
+ TILE_SIZE
- 1;
529 coords
[1] = y
+ TILE_SIZE
- 1;
530 coords
[2] = x
+ TILE_SIZE
- 1;
533 coords
[5] = y
+ TILE_SIZE
- 1;
534 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
535 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
539 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
540 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
542 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
543 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
546 sprintf(str
, "%d", tile
);
547 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
548 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
551 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
554 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
555 game_state
*state
, game_ui
*ui
,
556 float animtime
, float flashtime
)
558 int i
, pass
, bgcolour
;
561 int frame
= (int)(flashtime
/ FLASH_FRAME
);
562 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
564 bgcolour
= COL_BACKGROUND
;
570 TILE_SIZE
* state
->w
+ 2 * BORDER
,
571 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
572 draw_update(fe
, 0, 0,
573 TILE_SIZE
* state
->w
+ 2 * BORDER
,
574 TILE_SIZE
* state
->h
+ 2 * BORDER
);
577 * Recessed area containing the whole puzzle.
579 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
580 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
581 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
582 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
583 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
584 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
585 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
586 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
588 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
589 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
590 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
591 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
597 * Now draw each tile. We do this in two passes to make
600 for (pass
= 0; pass
< 2; pass
++) {
601 for (i
= 0; i
< state
->n
; i
++) {
604 * Figure out what should be displayed at this
605 * location. It's either a simple tile, or it's a
606 * transition between two tiles (in which case we say
607 * -1 because it must always be drawn).
610 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
617 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
618 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
622 * Figure out what to _actually_ draw, and where to
630 * On the first pass, just blank the tile.
633 x
= COORD(X(state
, i
));
634 y
= COORD(Y(state
, i
));
642 * Don't bother moving the gap; just don't
649 * Find the coordinates of this tile in the old and
652 x1
= COORD(X(state
, i
));
653 y1
= COORD(Y(state
, i
));
654 for (j
= 0; j
< oldstate
->n
; j
++)
655 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
657 assert(j
< oldstate
->n
);
658 x0
= COORD(X(state
, j
));
659 y0
= COORD(Y(state
, j
));
661 c
= (animtime
/ ANIM_TIME
);
662 if (c
< 0.0F
) c
= 0.0F
;
663 if (c
> 1.0F
) c
= 1.0F
;
665 x
= x0
+ (int)(c
* (x1
- x0
));
666 y
= y0
+ (int)(c
* (y1
- y0
));
672 x
= COORD(X(state
, i
));
673 y
= COORD(Y(state
, i
));
676 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
681 ds
->bgcolour
= bgcolour
;
684 * Update the status bar.
690 * Don't show the new status until we're also showing the
691 * new _state_ - after the game animation is complete.
696 sprintf(statusbuf
, "%sMoves: %d",
697 (state
->completed ?
"COMPLETED! " : ""),
698 (state
->completed ? state
->completed
: state
->movecount
));
700 status_bar(fe
, statusbuf
);
704 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
709 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
711 if (!oldstate
->completed
&& newstate
->completed
)
712 return 2 * FLASH_FRAME
;
717 int game_wants_statusbar(void)