Mines now follows the conventional approach of offering a completely
[sgt/puzzles] / fifteen.c
1 /*
2 * fifteen.c: standard 15-puzzle.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13
14 #define TILE_SIZE 48
15 #define BORDER (TILE_SIZE / 2)
16 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
17 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
18 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
19
20 #define ANIM_TIME 0.13F
21 #define FLASH_FRAME 0.13F
22
23 #define X(state, i) ( (i) % (state)->w )
24 #define Y(state, i) ( (i) / (state)->w )
25 #define C(state, x, y) ( (y) * (state)->w + (x) )
26
27 enum {
28 COL_BACKGROUND,
29 COL_TEXT,
30 COL_HIGHLIGHT,
31 COL_LOWLIGHT,
32 NCOLOURS
33 };
34
35 struct game_params {
36 int w, h;
37 };
38
39 struct game_state {
40 int w, h, n;
41 int *tiles;
42 int gap_pos;
43 int completed;
44 int just_used_solve; /* used to suppress undo animation */
45 int used_solve; /* used to suppress completion flash */
46 int movecount;
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 return FALSE;
61 }
62
63 static void free_params(game_params *params)
64 {
65 sfree(params);
66 }
67
68 static game_params *dup_params(game_params *params)
69 {
70 game_params *ret = snew(game_params);
71 *ret = *params; /* structure copy */
72 return ret;
73 }
74
75 static void decode_params(game_params *ret, char const *string)
76 {
77 ret->w = ret->h = atoi(string);
78 while (*string && isdigit(*string)) string++;
79 if (*string == 'x') {
80 string++;
81 ret->h = atoi(string);
82 }
83 }
84
85 static char *encode_params(game_params *params, int full)
86 {
87 char data[256];
88
89 sprintf(data, "%dx%d", params->w, params->h);
90
91 return dupstr(data);
92 }
93
94 static config_item *game_configure(game_params *params)
95 {
96 config_item *ret;
97 char buf[80];
98
99 ret = snewn(3, config_item);
100
101 ret[0].name = "Width";
102 ret[0].type = C_STRING;
103 sprintf(buf, "%d", params->w);
104 ret[0].sval = dupstr(buf);
105 ret[0].ival = 0;
106
107 ret[1].name = "Height";
108 ret[1].type = C_STRING;
109 sprintf(buf, "%d", params->h);
110 ret[1].sval = dupstr(buf);
111 ret[1].ival = 0;
112
113 ret[2].name = NULL;
114 ret[2].type = C_END;
115 ret[2].sval = NULL;
116 ret[2].ival = 0;
117
118 return ret;
119 }
120
121 static game_params *custom_params(config_item *cfg)
122 {
123 game_params *ret = snew(game_params);
124
125 ret->w = atoi(cfg[0].sval);
126 ret->h = atoi(cfg[1].sval);
127
128 return ret;
129 }
130
131 static char *validate_params(game_params *params)
132 {
133 if (params->w < 2 && params->h < 2)
134 return "Width and height must both be at least two";
135
136 return NULL;
137 }
138
139 static int perm_parity(int *perm, int n)
140 {
141 int i, j, ret;
142
143 ret = 0;
144
145 for (i = 0; i < n-1; i++)
146 for (j = i+1; j < n; j++)
147 if (perm[i] > perm[j])
148 ret = !ret;
149
150 return ret;
151 }
152
153 static char *new_game_desc(game_params *params, random_state *rs,
154 game_aux_info **aux)
155 {
156 int gap, n, i, x;
157 int x1, x2, p1, p2, parity;
158 int *tiles, *used;
159 char *ret;
160 int retlen;
161
162 n = params->w * params->h;
163
164 tiles = snewn(n, int);
165 used = snewn(n, int);
166
167 for (i = 0; i < n; i++) {
168 tiles[i] = -1;
169 used[i] = FALSE;
170 }
171
172 gap = random_upto(rs, n);
173 tiles[gap] = 0;
174 used[0] = TRUE;
175
176 /*
177 * Place everything else except the last two tiles.
178 */
179 for (x = 0, i = n-1; i > 2; i--) {
180 int k = random_upto(rs, i);
181 int j;
182
183 for (j = 0; j < n; j++)
184 if (!used[j] && (k-- == 0))
185 break;
186
187 assert(j < n && !used[j]);
188 used[j] = TRUE;
189
190 while (tiles[x] >= 0)
191 x++;
192 assert(x < n);
193 tiles[x] = j;
194 }
195
196 /*
197 * Find the last two locations, and the last two pieces.
198 */
199 while (tiles[x] >= 0)
200 x++;
201 assert(x < n);
202 x1 = x;
203 x++;
204 while (tiles[x] >= 0)
205 x++;
206 assert(x < n);
207 x2 = x;
208
209 for (i = 0; i < n; i++)
210 if (!used[i])
211 break;
212 p1 = i;
213 for (i = p1+1; i < n; i++)
214 if (!used[i])
215 break;
216 p2 = i;
217
218 /*
219 * Determine the required parity of the overall permutation.
220 * This is the XOR of:
221 *
222 * - The chessboard parity ((x^y)&1) of the gap square. The
223 * bottom right counts as even.
224 *
225 * - The parity of n. (The target permutation is 1,...,n-1,0
226 * rather than 0,...,n-1; this is a cyclic permutation of
227 * the starting point and hence is odd iff n is even.)
228 */
229 parity = ((X(params, gap) - (params->w-1)) ^
230 (Y(params, gap) - (params->h-1)) ^
231 (n+1)) & 1;
232
233 /*
234 * Try the last two tiles one way round. If that fails, swap
235 * them.
236 */
237 tiles[x1] = p1;
238 tiles[x2] = p2;
239 if (perm_parity(tiles, n) != parity) {
240 tiles[x1] = p2;
241 tiles[x2] = p1;
242 assert(perm_parity(tiles, n) == parity);
243 }
244
245 /*
246 * Now construct the game description, by describing the tile
247 * array as a simple sequence of comma-separated integers.
248 */
249 ret = NULL;
250 retlen = 0;
251 for (i = 0; i < n; i++) {
252 char buf[80];
253 int k;
254
255 k = sprintf(buf, "%d,", tiles[i]);
256
257 ret = sresize(ret, retlen + k + 1, char);
258 strcpy(ret + retlen, buf);
259 retlen += k;
260 }
261 ret[retlen-1] = '\0'; /* delete last comma */
262
263 sfree(tiles);
264 sfree(used);
265
266 return ret;
267 }
268
269 static void game_free_aux_info(game_aux_info *aux)
270 {
271 assert(!"Shouldn't happen");
272 }
273
274 static char *validate_desc(game_params *params, char *desc)
275 {
276 char *p, *err;
277 int i, area;
278 int *used;
279
280 area = params->w * params->h;
281 p = desc;
282 err = NULL;
283
284 used = snewn(area, int);
285 for (i = 0; i < area; i++)
286 used[i] = FALSE;
287
288 for (i = 0; i < area; i++) {
289 char *q = p;
290 int n;
291
292 if (*p < '0' || *p > '9') {
293 err = "Not enough numbers in string";
294 goto leave;
295 }
296 while (*p >= '0' && *p <= '9')
297 p++;
298 if (i < area-1 && *p != ',') {
299 err = "Expected comma after number";
300 goto leave;
301 }
302 else if (i == area-1 && *p) {
303 err = "Excess junk at end of string";
304 goto leave;
305 }
306 n = atoi(q);
307 if (n < 0 || n >= area) {
308 err = "Number out of range";
309 goto leave;
310 }
311 if (used[n]) {
312 err = "Number used twice";
313 goto leave;
314 }
315 used[n] = TRUE;
316
317 if (*p) p++; /* eat comma */
318 }
319
320 leave:
321 sfree(used);
322 return err;
323 }
324
325 static game_state *new_game(midend_data *me, game_params *params, char *desc)
326 {
327 game_state *state = snew(game_state);
328 int i;
329 char *p;
330
331 state->w = params->w;
332 state->h = params->h;
333 state->n = params->w * params->h;
334 state->tiles = snewn(state->n, int);
335
336 state->gap_pos = 0;
337 p = desc;
338 i = 0;
339 for (i = 0; i < state->n; i++) {
340 assert(*p);
341 state->tiles[i] = atoi(p);
342 if (state->tiles[i] == 0)
343 state->gap_pos = i;
344 while (*p && *p != ',')
345 p++;
346 if (*p) p++; /* eat comma */
347 }
348 assert(!*p);
349 assert(state->tiles[state->gap_pos] == 0);
350
351 state->completed = state->movecount = 0;
352 state->used_solve = state->just_used_solve = FALSE;
353
354 return state;
355 }
356
357 static game_state *dup_game(game_state *state)
358 {
359 game_state *ret = snew(game_state);
360
361 ret->w = state->w;
362 ret->h = state->h;
363 ret->n = state->n;
364 ret->tiles = snewn(state->w * state->h, int);
365 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
366 ret->gap_pos = state->gap_pos;
367 ret->completed = state->completed;
368 ret->movecount = state->movecount;
369 ret->used_solve = state->used_solve;
370 ret->just_used_solve = state->just_used_solve;
371
372 return ret;
373 }
374
375 static void free_game(game_state *state)
376 {
377 sfree(state);
378 }
379
380 static game_state *solve_game(game_state *state, game_aux_info *aux,
381 char **error)
382 {
383 game_state *ret = dup_game(state);
384 int i;
385
386 /*
387 * Simply replace the grid with a solved one. For this game,
388 * this isn't a useful operation for actually telling the user
389 * what they should have done, but it is useful for
390 * conveniently being able to get hold of a clean state from
391 * which to practise manoeuvres.
392 */
393 for (i = 0; i < ret->n; i++)
394 ret->tiles[i] = (i+1) % ret->n;
395 ret->gap_pos = ret->n-1;
396 ret->used_solve = ret->just_used_solve = TRUE;
397 ret->completed = ret->movecount = 1;
398
399 return ret;
400 }
401
402 static char *game_text_format(game_state *state)
403 {
404 char *ret, *p, buf[80];
405 int x, y, col, maxlen;
406
407 /*
408 * First work out how many characters we need to display each
409 * number.
410 */
411 col = sprintf(buf, "%d", state->n-1);
412
413 /*
414 * Now we know the exact total size of the grid we're going to
415 * produce: it's got h rows, each containing w lots of col, w-1
416 * spaces and a trailing newline.
417 */
418 maxlen = state->h * state->w * (col+1);
419
420 ret = snewn(maxlen+1, char);
421 p = ret;
422
423 for (y = 0; y < state->h; y++) {
424 for (x = 0; x < state->w; x++) {
425 int v = state->tiles[state->w*y+x];
426 if (v == 0)
427 sprintf(buf, "%*s", col, "");
428 else
429 sprintf(buf, "%*d", col, v);
430 memcpy(p, buf, col);
431 p += col;
432 if (x+1 == state->w)
433 *p++ = '\n';
434 else
435 *p++ = ' ';
436 }
437 }
438
439 assert(p - ret == maxlen);
440 *p = '\0';
441 return ret;
442 }
443
444 static game_ui *new_ui(game_state *state)
445 {
446 return NULL;
447 }
448
449 static void free_ui(game_ui *ui)
450 {
451 }
452
453 static game_state *make_move(game_state *from, game_ui *ui,
454 int x, int y, int button)
455 {
456 int gx, gy, dx, dy, ux, uy, up, p;
457 game_state *ret;
458
459 button &= ~MOD_MASK;
460
461 gx = X(from, from->gap_pos);
462 gy = Y(from, from->gap_pos);
463
464 if (button == CURSOR_RIGHT && gx > 0)
465 dx = gx - 1, dy = gy;
466 else if (button == CURSOR_LEFT && gx < from->w-1)
467 dx = gx + 1, dy = gy;
468 else if (button == CURSOR_DOWN && gy > 0)
469 dy = gy - 1, dx = gx;
470 else if (button == CURSOR_UP && gy < from->h-1)
471 dy = gy + 1, dx = gx;
472 else if (button == LEFT_BUTTON) {
473 dx = FROMCOORD(x);
474 dy = FROMCOORD(y);
475 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
476 return NULL; /* out of bounds */
477 /*
478 * Any click location should be equal to the gap location
479 * in _precisely_ one coordinate.
480 */
481 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
482 return NULL;
483 } else
484 return NULL; /* no move */
485
486 /*
487 * Find the unit displacement from the original gap
488 * position towards this one.
489 */
490 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
491 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
492 up = C(from, ux, uy);
493
494 ret = dup_game(from);
495 ret->just_used_solve = FALSE; /* zero this in a hurry */
496
497 ret->gap_pos = C(from, dx, dy);
498 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
499
500 ret->tiles[ret->gap_pos] = 0;
501
502 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
503 assert(p >= 0 && p < from->n);
504 ret->tiles[p] = from->tiles[p + up];
505 ret->movecount++;
506 }
507
508 /*
509 * See if the game has been completed.
510 */
511 if (!ret->completed) {
512 ret->completed = ret->movecount;
513 for (p = 0; p < ret->n; p++)
514 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
515 ret->completed = 0;
516 }
517
518 return ret;
519 }
520
521 /* ----------------------------------------------------------------------
522 * Drawing routines.
523 */
524
525 struct game_drawstate {
526 int started;
527 int w, h, bgcolour;
528 int *tiles;
529 };
530
531 static void game_size(game_params *params, int *x, int *y)
532 {
533 *x = TILE_SIZE * params->w + 2 * BORDER;
534 *y = TILE_SIZE * params->h + 2 * BORDER;
535 }
536
537 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
538 {
539 float *ret = snewn(3 * NCOLOURS, float);
540 int i;
541 float max;
542
543 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
544
545 /*
546 * Drop the background colour so that the highlight is
547 * noticeably brighter than it while still being under 1.
548 */
549 max = ret[COL_BACKGROUND*3];
550 for (i = 1; i < 3; i++)
551 if (ret[COL_BACKGROUND*3+i] > max)
552 max = ret[COL_BACKGROUND*3+i];
553 if (max * 1.2F > 1.0F) {
554 for (i = 0; i < 3; i++)
555 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
556 }
557
558 for (i = 0; i < 3; i++) {
559 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
560 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
561 ret[COL_TEXT * 3 + i] = 0.0;
562 }
563
564 *ncolours = NCOLOURS;
565 return ret;
566 }
567
568 static game_drawstate *game_new_drawstate(game_state *state)
569 {
570 struct game_drawstate *ds = snew(struct game_drawstate);
571 int i;
572
573 ds->started = FALSE;
574 ds->w = state->w;
575 ds->h = state->h;
576 ds->bgcolour = COL_BACKGROUND;
577 ds->tiles = snewn(ds->w*ds->h, int);
578 for (i = 0; i < ds->w*ds->h; i++)
579 ds->tiles[i] = -1;
580
581 return ds;
582 }
583
584 static void game_free_drawstate(game_drawstate *ds)
585 {
586 sfree(ds->tiles);
587 sfree(ds);
588 }
589
590 static void draw_tile(frontend *fe, game_state *state, int x, int y,
591 int tile, int flash_colour)
592 {
593 if (tile == 0) {
594 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
595 flash_colour);
596 } else {
597 int coords[6];
598 char str[40];
599
600 coords[0] = x + TILE_SIZE - 1;
601 coords[1] = y + TILE_SIZE - 1;
602 coords[2] = x + TILE_SIZE - 1;
603 coords[3] = y;
604 coords[4] = x;
605 coords[5] = y + TILE_SIZE - 1;
606 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
607 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
608
609 coords[0] = x;
610 coords[1] = y;
611 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
612 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
613
614 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
615 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
616 flash_colour);
617
618 sprintf(str, "%d", tile);
619 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
620 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
621 COL_TEXT, str);
622 }
623 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
624 }
625
626 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
627 game_state *state, int dir, game_ui *ui,
628 float animtime, float flashtime)
629 {
630 int i, pass, bgcolour;
631
632 if (flashtime > 0) {
633 int frame = (int)(flashtime / FLASH_FRAME);
634 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
635 } else
636 bgcolour = COL_BACKGROUND;
637
638 if (!ds->started) {
639 int coords[6];
640
641 draw_rect(fe, 0, 0,
642 TILE_SIZE * state->w + 2 * BORDER,
643 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
644 draw_update(fe, 0, 0,
645 TILE_SIZE * state->w + 2 * BORDER,
646 TILE_SIZE * state->h + 2 * BORDER);
647
648 /*
649 * Recessed area containing the whole puzzle.
650 */
651 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
652 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
653 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
654 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
655 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
656 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
657 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
658 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
659
660 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
661 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
662 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
663 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
664
665 ds->started = TRUE;
666 }
667
668 /*
669 * Now draw each tile. We do this in two passes to make
670 * animation easy.
671 */
672 for (pass = 0; pass < 2; pass++) {
673 for (i = 0; i < state->n; i++) {
674 int t, t0;
675 /*
676 * Figure out what should be displayed at this
677 * location. It's either a simple tile, or it's a
678 * transition between two tiles (in which case we say
679 * -1 because it must always be drawn).
680 */
681
682 if (oldstate && oldstate->tiles[i] != state->tiles[i])
683 t = -1;
684 else
685 t = state->tiles[i];
686
687 t0 = t;
688
689 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
690 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
691 int x, y;
692
693 /*
694 * Figure out what to _actually_ draw, and where to
695 * draw it.
696 */
697 if (t == -1) {
698 int x0, y0, x1, y1;
699 int j;
700
701 /*
702 * On the first pass, just blank the tile.
703 */
704 if (pass == 0) {
705 x = COORD(X(state, i));
706 y = COORD(Y(state, i));
707 t = 0;
708 } else {
709 float c;
710
711 t = state->tiles[i];
712
713 /*
714 * Don't bother moving the gap; just don't
715 * draw it.
716 */
717 if (t == 0)
718 continue;
719
720 /*
721 * Find the coordinates of this tile in the old and
722 * new states.
723 */
724 x1 = COORD(X(state, i));
725 y1 = COORD(Y(state, i));
726 for (j = 0; j < oldstate->n; j++)
727 if (oldstate->tiles[j] == state->tiles[i])
728 break;
729 assert(j < oldstate->n);
730 x0 = COORD(X(state, j));
731 y0 = COORD(Y(state, j));
732
733 c = (animtime / ANIM_TIME);
734 if (c < 0.0F) c = 0.0F;
735 if (c > 1.0F) c = 1.0F;
736
737 x = x0 + (int)(c * (x1 - x0));
738 y = y0 + (int)(c * (y1 - y0));
739 }
740
741 } else {
742 if (pass == 0)
743 continue;
744 x = COORD(X(state, i));
745 y = COORD(Y(state, i));
746 }
747
748 draw_tile(fe, state, x, y, t, bgcolour);
749 }
750 ds->tiles[i] = t0;
751 }
752 }
753 ds->bgcolour = bgcolour;
754
755 /*
756 * Update the status bar.
757 */
758 {
759 char statusbuf[256];
760
761 /*
762 * Don't show the new status until we're also showing the
763 * new _state_ - after the game animation is complete.
764 */
765 if (oldstate)
766 state = oldstate;
767
768 if (state->used_solve)
769 sprintf(statusbuf, "Moves since auto-solve: %d",
770 state->movecount - state->completed);
771 else
772 sprintf(statusbuf, "%sMoves: %d",
773 (state->completed ? "COMPLETED! " : ""),
774 (state->completed ? state->completed : state->movecount));
775
776 status_bar(fe, statusbuf);
777 }
778 }
779
780 static float game_anim_length(game_state *oldstate,
781 game_state *newstate, int dir, game_ui *ui)
782 {
783 if ((dir > 0 && newstate->just_used_solve) ||
784 (dir < 0 && oldstate->just_used_solve))
785 return 0.0F;
786 else
787 return ANIM_TIME;
788 }
789
790 static float game_flash_length(game_state *oldstate,
791 game_state *newstate, int dir, game_ui *ui)
792 {
793 if (!oldstate->completed && newstate->completed &&
794 !oldstate->used_solve && !newstate->used_solve)
795 return 2 * FLASH_FRAME;
796 else
797 return 0.0F;
798 }
799
800 static int game_wants_statusbar(void)
801 {
802 return TRUE;
803 }
804
805 #ifdef COMBINED
806 #define thegame fifteen
807 #endif
808
809 const struct game thegame = {
810 "Fifteen", "games.fifteen",
811 default_params,
812 game_fetch_preset,
813 decode_params,
814 encode_params,
815 free_params,
816 dup_params,
817 TRUE, game_configure, custom_params,
818 validate_params,
819 new_game_desc,
820 game_free_aux_info,
821 validate_desc,
822 new_game,
823 dup_game,
824 free_game,
825 TRUE, solve_game,
826 TRUE, game_text_format,
827 new_ui,
828 free_ui,
829 make_move,
830 game_size,
831 game_colours,
832 game_new_drawstate,
833 game_free_drawstate,
834 game_redraw,
835 game_anim_length,
836 game_flash_length,
837 game_wants_statusbar,
838 };