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
16 const char *const game_name
= "Sixteen";
17 const int game_can_configure
= TRUE
;
20 #define BORDER TILE_SIZE /* big border to fill with arrows */
21 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
22 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
23 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
25 #define ANIM_TIME 0.13F
26 #define FLASH_FRAME 0.13F
28 #define X(state, i) ( (i) % (state)->w )
29 #define Y(state, i) ( (i) / (state)->w )
30 #define C(state, x, y) ( (y) * (state)->w + (x) )
49 int last_movement_sense
;
52 game_params
*default_params(void)
54 game_params
*ret
= snew(game_params
);
61 int game_fetch_preset(int i
, char **name
, game_params
**params
)
68 case 0: w
= 3, h
= 3; break;
69 case 1: w
= 4, h
= 3; break;
70 case 2: w
= 4, h
= 4; break;
71 case 3: w
= 5, h
= 4; break;
72 case 4: w
= 5, h
= 5; break;
73 default: return FALSE
;
76 sprintf(buf
, "%dx%d", w
, h
);
78 *params
= ret
= snew(game_params
);
84 void free_params(game_params
*params
)
89 game_params
*dup_params(game_params
*params
)
91 game_params
*ret
= snew(game_params
);
92 *ret
= *params
; /* structure copy */
96 game_params
*decode_params(char const *string
)
98 game_params
*ret
= default_params();
100 ret
->w
= ret
->h
= atoi(string
);
101 while (*string
&& isdigit(*string
)) string
++;
102 if (*string
== 'x') {
104 ret
->h
= atoi(string
);
110 char *encode_params(game_params
*params
)
114 sprintf(data
, "%dx%d", params
->w
, params
->h
);
119 config_item
*game_configure(game_params
*params
)
124 ret
= snewn(3, config_item
);
126 ret
[0].name
= "Width";
127 ret
[0].type
= C_STRING
;
128 sprintf(buf
, "%d", params
->w
);
129 ret
[0].sval
= dupstr(buf
);
132 ret
[1].name
= "Height";
133 ret
[1].type
= C_STRING
;
134 sprintf(buf
, "%d", params
->h
);
135 ret
[1].sval
= dupstr(buf
);
146 game_params
*custom_params(config_item
*cfg
)
148 game_params
*ret
= snew(game_params
);
150 ret
->w
= atoi(cfg
[0].sval
);
151 ret
->h
= atoi(cfg
[1].sval
);
156 char *validate_params(game_params
*params
)
158 if (params
->w
< 2 && params
->h
< 2)
159 return "Width and height must both be at least two";
164 int perm_parity(int *perm
, int n
)
170 for (i
= 0; i
< n
-1; i
++)
171 for (j
= i
+1; j
< n
; j
++)
172 if (perm
[i
] > perm
[j
])
178 char *new_game_seed(game_params
*params
, random_state
*rs
)
186 n
= params
->w
* params
->h
;
188 tiles
= snewn(n
, int);
189 used
= snewn(n
, int);
191 for (i
= 0; i
< n
; i
++) {
197 * If both dimensions are odd, there is a parity constraint.
199 if (params
->w
& params
->h
& 1)
205 * Place everything except (possibly) the last two tiles.
207 for (x
= 0, i
= n
; i
> stop
; i
--) {
208 int k
= i
> 1 ?
random_upto(rs
, i
) : 0;
211 for (j
= 0; j
< n
; j
++)
212 if (!used
[j
] && (k
-- == 0))
215 assert(j
< n
&& !used
[j
]);
218 while (tiles
[x
] >= 0)
226 * Find the last two locations, and the last two pieces.
228 while (tiles
[x
] >= 0)
233 while (tiles
[x
] >= 0)
238 for (i
= 0; i
< n
; i
++)
242 for (i
= p1
+1; i
< n
; i
++)
248 * Try the last two tiles one way round. If that fails, swap
253 if (perm_parity(tiles
, n
) != 0) {
256 assert(perm_parity(tiles
, n
) == 0);
261 * Now construct the game seed, by describing the tile array as
262 * a simple sequence of comma-separated integers.
266 for (i
= 0; i
< n
; i
++) {
270 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
272 ret
= sresize(ret
, retlen
+ k
+ 1, char);
273 strcpy(ret
+ retlen
, buf
);
276 ret
[retlen
-1] = '\0'; /* delete last comma */
285 char *validate_seed(game_params
*params
, char *seed
)
291 area
= params
->w
* params
->h
;
295 used
= snewn(area
, int);
296 for (i
= 0; i
< area
; i
++)
299 for (i
= 0; i
< area
; i
++) {
303 if (*p
< '0' || *p
> '9') {
304 err
= "Not enough numbers in string";
307 while (*p
>= '0' && *p
<= '9')
309 if (i
< area
-1 && *p
!= ',') {
310 err
= "Expected comma after number";
313 else if (i
== area
-1 && *p
) {
314 err
= "Excess junk at end of string";
318 if (n
< 1 || n
> area
) {
319 err
= "Number out of range";
323 err
= "Number used twice";
328 if (*p
) p
++; /* eat comma */
336 game_state
*new_game(game_params
*params
, char *seed
)
338 game_state
*state
= snew(game_state
);
342 state
->w
= params
->w
;
343 state
->h
= params
->h
;
344 state
->n
= params
->w
* params
->h
;
345 state
->tiles
= snewn(state
->n
, int);
349 for (i
= 0; i
< state
->n
; i
++) {
351 state
->tiles
[i
] = atoi(p
);
352 while (*p
&& *p
!= ',')
354 if (*p
) p
++; /* eat comma */
358 state
->completed
= state
->movecount
= 0;
359 state
->last_movement_sense
= 0;
364 game_state
*dup_game(game_state
*state
)
366 game_state
*ret
= snew(game_state
);
371 ret
->tiles
= snewn(state
->w
* state
->h
, int);
372 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
373 ret
->completed
= state
->completed
;
374 ret
->movecount
= state
->movecount
;
375 ret
->last_movement_sense
= state
->last_movement_sense
;
380 void free_game(game_state
*state
)
385 game_ui
*new_ui(game_state
*state
)
390 void free_ui(game_ui
*ui
)
394 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
397 int dx
, dy
, tx
, ty
, n
;
400 if (button
!= LEFT_BUTTON
)
405 if (cx
== -1 && cy
>= 0 && cy
< from
->h
)
406 n
= from
->w
, dx
= +1, dy
= 0;
407 else if (cx
== from
->w
&& cy
>= 0 && cy
< from
->h
)
408 n
= from
->w
, dx
= -1, dy
= 0;
409 else if (cy
== -1 && cx
>= 0 && cx
< from
->w
)
410 n
= from
->h
, dy
= +1, dx
= 0;
411 else if (cy
== from
->h
&& cx
>= 0 && cx
< from
->w
)
412 n
= from
->h
, dy
= -1, dx
= 0;
414 return NULL
; /* invalid click location */
416 ret
= dup_game(from
);
421 tx
= (cx
+ dx
+ from
->w
) % from
->w
;
422 ty
= (cy
+ dy
+ from
->h
) % from
->h
;
423 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
428 ret
->last_movement_sense
= -(dx
+dy
);
431 * See if the game has been completed.
433 if (!ret
->completed
) {
434 ret
->completed
= ret
->movecount
;
435 for (n
= 0; n
< ret
->n
; n
++)
436 if (ret
->tiles
[n
] != n
+1)
437 ret
->completed
= FALSE
;
443 /* ----------------------------------------------------------------------
447 struct game_drawstate
{
453 void game_size(game_params
*params
, int *x
, int *y
)
455 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
456 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
459 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
461 float *ret
= snewn(3 * NCOLOURS
, float);
465 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
468 * Drop the background colour so that the highlight is
469 * noticeably brighter than it while still being under 1.
471 max
= ret
[COL_BACKGROUND
*3];
472 for (i
= 1; i
< 3; i
++)
473 if (ret
[COL_BACKGROUND
*3+i
] > max
)
474 max
= ret
[COL_BACKGROUND
*3+i
];
475 if (max
* 1.2F
> 1.0F
) {
476 for (i
= 0; i
< 3; i
++)
477 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
480 for (i
= 0; i
< 3; i
++) {
481 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
482 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
483 ret
[COL_TEXT
* 3 + i
] = 0.0;
486 *ncolours
= NCOLOURS
;
490 game_drawstate
*game_new_drawstate(game_state
*state
)
492 struct game_drawstate
*ds
= snew(struct game_drawstate
);
498 ds
->bgcolour
= COL_BACKGROUND
;
499 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
500 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
506 void game_free_drawstate(game_drawstate
*ds
)
512 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
513 int tile
, int flash_colour
)
516 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
522 coords
[0] = x
+ TILE_SIZE
- 1;
523 coords
[1] = y
+ TILE_SIZE
- 1;
524 coords
[2] = x
+ TILE_SIZE
- 1;
527 coords
[5] = y
+ TILE_SIZE
- 1;
528 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
529 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
533 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
534 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
536 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
537 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
540 sprintf(str
, "%d", tile
);
541 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
542 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
545 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
548 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
551 int ydy
= -xdx
, ydx
= xdy
;
553 #define POINT(n, xx, yy) ( \
554 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
555 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
557 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
558 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
559 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
560 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
561 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
562 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
563 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
565 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
566 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
569 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
570 game_state
*state
, game_ui
*ui
,
571 float animtime
, float flashtime
)
576 int frame
= (int)(flashtime
/ FLASH_FRAME
);
577 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
579 bgcolour
= COL_BACKGROUND
;
585 TILE_SIZE
* state
->w
+ 2 * BORDER
,
586 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
587 draw_update(fe
, 0, 0,
588 TILE_SIZE
* state
->w
+ 2 * BORDER
,
589 TILE_SIZE
* state
->h
+ 2 * BORDER
);
592 * Recessed area containing the whole puzzle.
594 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
595 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
596 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
597 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
598 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
599 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
600 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
601 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
603 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
604 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
605 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
606 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
609 * Arrows for making moves.
611 for (i
= 0; i
< state
->w
; i
++) {
612 draw_arrow(fe
, COORD(i
), COORD(0), +1, 0);
613 draw_arrow(fe
, COORD(i
+1), COORD(state
->h
), -1, 0);
615 for (i
= 0; i
< state
->h
; i
++) {
616 draw_arrow(fe
, COORD(state
->w
), COORD(i
), 0, +1);
617 draw_arrow(fe
, COORD(0), COORD(i
+1), 0, -1);
624 * Now draw each tile.
627 clip(fe
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
629 for (i
= 0; i
< state
->n
; i
++) {
632 * Figure out what should be displayed at this
633 * location. It's either a simple tile, or it's a
634 * transition between two tiles (in which case we say
635 * -1 because it must always be drawn).
638 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
645 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
646 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
650 * Figure out what to _actually_ draw, and where to
654 int x0
, y0
, x1
, y1
, dx
, dy
;
659 if (oldstate
&& state
->movecount
< oldstate
->movecount
)
660 sense
= -oldstate
->last_movement_sense
;
662 sense
= state
->last_movement_sense
;
667 * FIXME: must be prepared to draw a double
668 * tile in some situations.
672 * Find the coordinates of this tile in the old and
675 x1
= COORD(X(state
, i
));
676 y1
= COORD(Y(state
, i
));
677 for (j
= 0; j
< oldstate
->n
; j
++)
678 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
680 assert(j
< oldstate
->n
);
681 x0
= COORD(X(state
, j
));
682 y0
= COORD(Y(state
, j
));
686 dx
!= TILE_SIZE
* sense
) {
687 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
688 dx
- TILE_SIZE
* state
->w
);
689 assert(abs(dx
) == TILE_SIZE
);
693 dy
!= TILE_SIZE
* sense
) {
694 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
695 dy
- TILE_SIZE
* state
->h
);
696 assert(abs(dy
) == TILE_SIZE
);
699 c
= (animtime
/ ANIM_TIME
);
700 if (c
< 0.0F
) c
= 0.0F
;
701 if (c
> 1.0F
) c
= 1.0F
;
703 x
= x0
+ (int)(c
* dx
);
704 y
= y0
+ (int)(c
* dy
);
705 x2
= x1
- dx
+ (int)(c
* dx
);
706 y2
= y1
- dy
+ (int)(c
* dy
);
708 x
= COORD(X(state
, i
));
709 y
= COORD(Y(state
, i
));
713 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
714 if (x2
!= -1 || y2
!= -1)
715 draw_tile(fe
, state
, x2
, y2
, t
, bgcolour
);
722 ds
->bgcolour
= bgcolour
;
725 * Update the status bar.
731 * Don't show the new status until we're also showing the
732 * new _state_ - after the game animation is complete.
737 sprintf(statusbuf
, "%sMoves: %d",
738 (state
->completed ?
"COMPLETED! " : ""),
739 (state
->completed ? state
->completed
: state
->movecount
));
741 status_bar(fe
, statusbuf
);
745 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
750 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
752 if (!oldstate
->completed
&& newstate
->completed
)
753 return 2 * FLASH_FRAME
;
758 int game_wants_statusbar(void)