2 * fifteen.c: standard 15-puzzle.
14 const char *const game_name
= "Fifteen";
15 const char *const game_winhelp_topic
= "games.fifteen";
16 const int game_can_configure
= TRUE
;
19 #define BORDER (TILE_SIZE / 2)
20 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
22 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
24 #define ANIM_TIME 0.13F
25 #define FLASH_FRAME 0.13F
27 #define X(state, i) ( (i) % (state)->w )
28 #define Y(state, i) ( (i) / (state)->w )
29 #define C(state, x, y) ( (y) * (state)->w + (x) )
51 game_params
*default_params(void)
53 game_params
*ret
= snew(game_params
);
60 int game_fetch_preset(int i
, char **name
, game_params
**params
)
65 void free_params(game_params
*params
)
70 game_params
*dup_params(game_params
*params
)
72 game_params
*ret
= snew(game_params
);
73 *ret
= *params
; /* structure copy */
77 game_params
*decode_params(char const *string
)
79 game_params
*ret
= default_params();
81 ret
->w
= ret
->h
= atoi(string
);
82 while (*string
&& isdigit(*string
)) string
++;
85 ret
->h
= atoi(string
);
91 char *encode_params(game_params
*params
)
95 sprintf(data
, "%dx%d", params
->w
, params
->h
);
100 config_item
*game_configure(game_params
*params
)
105 ret
= snewn(3, config_item
);
107 ret
[0].name
= "Width";
108 ret
[0].type
= C_STRING
;
109 sprintf(buf
, "%d", params
->w
);
110 ret
[0].sval
= dupstr(buf
);
113 ret
[1].name
= "Height";
114 ret
[1].type
= C_STRING
;
115 sprintf(buf
, "%d", params
->h
);
116 ret
[1].sval
= dupstr(buf
);
127 game_params
*custom_params(config_item
*cfg
)
129 game_params
*ret
= snew(game_params
);
131 ret
->w
= atoi(cfg
[0].sval
);
132 ret
->h
= atoi(cfg
[1].sval
);
137 char *validate_params(game_params
*params
)
139 if (params
->w
< 2 && params
->h
< 2)
140 return "Width and height must both be at least two";
145 int perm_parity(int *perm
, int n
)
151 for (i
= 0; i
< n
-1; i
++)
152 for (j
= i
+1; j
< n
; j
++)
153 if (perm
[i
] > perm
[j
])
159 char *new_game_seed(game_params
*params
, random_state
*rs
)
162 int x1
, x2
, p1
, p2
, parity
;
167 n
= params
->w
* params
->h
;
169 tiles
= snewn(n
, int);
170 used
= snewn(n
, int);
172 for (i
= 0; i
< n
; i
++) {
177 gap
= random_upto(rs
, n
);
182 * Place everything else except the last two tiles.
184 for (x
= 0, i
= n
-1; i
> 2; i
--) {
185 int k
= random_upto(rs
, i
);
188 for (j
= 0; j
< n
; j
++)
189 if (!used
[j
] && (k
-- == 0))
192 assert(j
< n
&& !used
[j
]);
195 while (tiles
[x
] >= 0)
202 * Find the last two locations, and the last two pieces.
204 while (tiles
[x
] >= 0)
209 while (tiles
[x
] >= 0)
214 for (i
= 0; i
< n
; i
++)
218 for (i
= p1
+1; i
< n
; i
++)
224 * Determine the required parity of the overall permutation.
225 * This is the XOR of:
227 * - The chessboard parity ((x^y)&1) of the gap square. The
228 * bottom right counts as even.
230 * - The parity of n. (The target permutation is 1,...,n-1,0
231 * rather than 0,...,n-1; this is a cyclic permutation of
232 * the starting point and hence is odd iff n is even.)
234 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
235 (Y(params
, gap
) - (params
->h
-1)) ^
239 * Try the last two tiles one way round. If that fails, swap
244 if (perm_parity(tiles
, n
) != parity
) {
247 assert(perm_parity(tiles
, n
) == parity
);
251 * Now construct the game seed, by describing the tile array as
252 * a simple sequence of comma-separated integers.
256 for (i
= 0; i
< n
; i
++) {
260 k
= sprintf(buf
, "%d,", tiles
[i
]);
262 ret
= sresize(ret
, retlen
+ k
+ 1, char);
263 strcpy(ret
+ retlen
, buf
);
266 ret
[retlen
-1] = '\0'; /* delete last comma */
274 char *validate_seed(game_params
*params
, char *seed
)
280 area
= params
->w
* params
->h
;
284 used
= snewn(area
, int);
285 for (i
= 0; i
< area
; i
++)
288 for (i
= 0; i
< area
; i
++) {
292 if (*p
< '0' || *p
> '9') {
293 err
= "Not enough numbers in string";
296 while (*p
>= '0' && *p
<= '9')
298 if (i
< area
-1 && *p
!= ',') {
299 err
= "Expected comma after number";
302 else if (i
== area
-1 && *p
) {
303 err
= "Excess junk at end of string";
307 if (n
< 0 || n
>= area
) {
308 err
= "Number out of range";
312 err
= "Number used twice";
317 if (*p
) p
++; /* eat comma */
325 game_state
*new_game(game_params
*params
, char *seed
)
327 game_state
*state
= snew(game_state
);
331 state
->w
= params
->w
;
332 state
->h
= params
->h
;
333 state
->n
= params
->w
* params
->h
;
334 state
->tiles
= snewn(state
->n
, int);
339 for (i
= 0; i
< state
->n
; i
++) {
341 state
->tiles
[i
] = atoi(p
);
342 if (state
->tiles
[i
] == 0)
344 while (*p
&& *p
!= ',')
346 if (*p
) p
++; /* eat comma */
349 assert(state
->tiles
[state
->gap_pos
] == 0);
351 state
->completed
= state
->movecount
= 0;
356 game_state
*dup_game(game_state
*state
)
358 game_state
*ret
= snew(game_state
);
363 ret
->tiles
= snewn(state
->w
* state
->h
, int);
364 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
365 ret
->gap_pos
= state
->gap_pos
;
366 ret
->completed
= state
->completed
;
367 ret
->movecount
= state
->movecount
;
372 void free_game(game_state
*state
)
377 game_ui
*new_ui(game_state
*state
)
382 void free_ui(game_ui
*ui
)
386 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
388 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
391 gx
= X(from
, from
->gap_pos
);
392 gy
= Y(from
, from
->gap_pos
);
394 if (button
== CURSOR_RIGHT
&& gx
> 0)
395 dx
= gx
- 1, dy
= gy
;
396 else if (button
== CURSOR_LEFT
&& gx
< from
->w
-1)
397 dx
= gx
+ 1, dy
= gy
;
398 else if (button
== CURSOR_DOWN
&& gy
> 0)
399 dy
= gy
- 1, dx
= gx
;
400 else if (button
== CURSOR_UP
&& gy
< from
->h
-1)
401 dy
= gy
+ 1, dx
= gx
;
402 else if (button
== LEFT_BUTTON
) {
405 if (dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
406 return NULL
; /* out of bounds */
408 * Any click location should be equal to the gap location
409 * in _precisely_ one coordinate.
411 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
414 return NULL
; /* no move */
417 * Find the unit displacement from the original gap
418 * position towards this one.
420 ux
= (dx
< gx ?
-1 : dx
> gx ?
+1 : 0);
421 uy
= (dy
< gy ?
-1 : dy
> gy ?
+1 : 0);
422 up
= C(from
, ux
, uy
);
424 ret
= dup_game(from
);
426 ret
->gap_pos
= C(from
, dx
, dy
);
427 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
429 ret
->tiles
[ret
->gap_pos
] = 0;
431 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
432 assert(p
>= 0 && p
< from
->n
);
433 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
438 * See if the game has been completed.
440 if (!ret
->completed
) {
441 ret
->completed
= ret
->movecount
;
442 for (p
= 0; p
< ret
->n
; p
++)
443 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
450 /* ----------------------------------------------------------------------
454 struct game_drawstate
{
460 void game_size(game_params
*params
, int *x
, int *y
)
462 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
463 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
466 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
468 float *ret
= snewn(3 * NCOLOURS
, float);
472 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
475 * Drop the background colour so that the highlight is
476 * noticeably brighter than it while still being under 1.
478 max
= ret
[COL_BACKGROUND
*3];
479 for (i
= 1; i
< 3; i
++)
480 if (ret
[COL_BACKGROUND
*3+i
] > max
)
481 max
= ret
[COL_BACKGROUND
*3+i
];
482 if (max
* 1.2F
> 1.0F
) {
483 for (i
= 0; i
< 3; i
++)
484 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
487 for (i
= 0; i
< 3; i
++) {
488 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
489 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
490 ret
[COL_TEXT
* 3 + i
] = 0.0;
493 *ncolours
= NCOLOURS
;
497 game_drawstate
*game_new_drawstate(game_state
*state
)
499 struct game_drawstate
*ds
= snew(struct game_drawstate
);
505 ds
->bgcolour
= COL_BACKGROUND
;
506 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
507 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
513 void game_free_drawstate(game_drawstate
*ds
)
519 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
520 int tile
, int flash_colour
)
523 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
529 coords
[0] = x
+ TILE_SIZE
- 1;
530 coords
[1] = y
+ TILE_SIZE
- 1;
531 coords
[2] = x
+ TILE_SIZE
- 1;
534 coords
[5] = y
+ TILE_SIZE
- 1;
535 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
536 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
540 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
541 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
543 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
544 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
547 sprintf(str
, "%d", tile
);
548 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
549 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
552 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
555 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
556 game_state
*state
, game_ui
*ui
,
557 float animtime
, float flashtime
)
559 int i
, pass
, bgcolour
;
562 int frame
= (int)(flashtime
/ FLASH_FRAME
);
563 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
565 bgcolour
= COL_BACKGROUND
;
571 TILE_SIZE
* state
->w
+ 2 * BORDER
,
572 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
573 draw_update(fe
, 0, 0,
574 TILE_SIZE
* state
->w
+ 2 * BORDER
,
575 TILE_SIZE
* state
->h
+ 2 * BORDER
);
578 * Recessed area containing the whole puzzle.
580 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
581 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
582 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
583 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
584 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
585 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
586 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
587 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
589 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
590 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
591 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
592 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
598 * Now draw each tile. We do this in two passes to make
601 for (pass
= 0; pass
< 2; pass
++) {
602 for (i
= 0; i
< state
->n
; i
++) {
605 * Figure out what should be displayed at this
606 * location. It's either a simple tile, or it's a
607 * transition between two tiles (in which case we say
608 * -1 because it must always be drawn).
611 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
618 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
619 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
623 * Figure out what to _actually_ draw, and where to
631 * On the first pass, just blank the tile.
634 x
= COORD(X(state
, i
));
635 y
= COORD(Y(state
, i
));
643 * Don't bother moving the gap; just don't
650 * Find the coordinates of this tile in the old and
653 x1
= COORD(X(state
, i
));
654 y1
= COORD(Y(state
, i
));
655 for (j
= 0; j
< oldstate
->n
; j
++)
656 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
658 assert(j
< oldstate
->n
);
659 x0
= COORD(X(state
, j
));
660 y0
= COORD(Y(state
, j
));
662 c
= (animtime
/ ANIM_TIME
);
663 if (c
< 0.0F
) c
= 0.0F
;
664 if (c
> 1.0F
) c
= 1.0F
;
666 x
= x0
+ (int)(c
* (x1
- x0
));
667 y
= y0
+ (int)(c
* (y1
- y0
));
673 x
= COORD(X(state
, i
));
674 y
= COORD(Y(state
, i
));
677 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
682 ds
->bgcolour
= bgcolour
;
685 * Update the status bar.
691 * Don't show the new status until we're also showing the
692 * new _state_ - after the game animation is complete.
697 sprintf(statusbuf
, "%sMoves: %d",
698 (state
->completed ?
"COMPLETED! " : ""),
699 (state
->completed ? state
->completed
: state
->movecount
));
701 status_bar(fe
, statusbuf
);
705 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
710 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
712 if (!oldstate
->completed
&& newstate
->completed
)
713 return 2 * FLASH_FRAME
;
718 int game_wants_statusbar(void)