After discussion with Simon, the game redraw functions are now passed a new
[sgt/puzzles] / sixteen.c
1 /*
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
4 * at a time.
5 */
6
7 #include <stdio.h>
8 #include <stdlib.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <ctype.h>
12 #include <math.h>
13
14 #include "puzzles.h"
15
16 const char *const game_name = "Sixteen";
17 const char *const game_winhelp_topic = "games.sixteen";
18 const int game_can_configure = TRUE;
19
20 #define TILE_SIZE 48
21 #define BORDER TILE_SIZE /* big border to fill with arrows */
22 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
23 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
24 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
25
26 #define ANIM_TIME 0.13F
27 #define FLASH_FRAME 0.13F
28
29 #define X(state, i) ( (i) % (state)->w )
30 #define Y(state, i) ( (i) / (state)->w )
31 #define C(state, x, y) ( (y) * (state)->w + (x) )
32
33 enum {
34 COL_BACKGROUND,
35 COL_TEXT,
36 COL_HIGHLIGHT,
37 COL_LOWLIGHT,
38 NCOLOURS
39 };
40
41 struct game_params {
42 int w, h;
43 };
44
45 struct game_state {
46 int w, h, n;
47 int *tiles;
48 int completed;
49 int movecount;
50 int last_movement_sense;
51 };
52
53 game_params *default_params(void)
54 {
55 game_params *ret = snew(game_params);
56
57 ret->w = ret->h = 4;
58
59 return ret;
60 }
61
62 int game_fetch_preset(int i, char **name, game_params **params)
63 {
64 game_params *ret;
65 int w, h;
66 char buf[80];
67
68 switch (i) {
69 case 0: w = 3, h = 3; break;
70 case 1: w = 4, h = 3; break;
71 case 2: w = 4, h = 4; break;
72 case 3: w = 5, h = 4; break;
73 case 4: w = 5, h = 5; break;
74 default: return FALSE;
75 }
76
77 sprintf(buf, "%dx%d", w, h);
78 *name = dupstr(buf);
79 *params = ret = snew(game_params);
80 ret->w = w;
81 ret->h = h;
82 return TRUE;
83 }
84
85 void free_params(game_params *params)
86 {
87 sfree(params);
88 }
89
90 game_params *dup_params(game_params *params)
91 {
92 game_params *ret = snew(game_params);
93 *ret = *params; /* structure copy */
94 return ret;
95 }
96
97 game_params *decode_params(char const *string)
98 {
99 game_params *ret = default_params();
100
101 ret->w = ret->h = atoi(string);
102 while (*string && isdigit(*string)) string++;
103 if (*string == 'x') {
104 string++;
105 ret->h = atoi(string);
106 }
107
108 return ret;
109 }
110
111 char *encode_params(game_params *params)
112 {
113 char data[256];
114
115 sprintf(data, "%dx%d", params->w, params->h);
116
117 return dupstr(data);
118 }
119
120 config_item *game_configure(game_params *params)
121 {
122 config_item *ret;
123 char buf[80];
124
125 ret = snewn(3, config_item);
126
127 ret[0].name = "Width";
128 ret[0].type = C_STRING;
129 sprintf(buf, "%d", params->w);
130 ret[0].sval = dupstr(buf);
131 ret[0].ival = 0;
132
133 ret[1].name = "Height";
134 ret[1].type = C_STRING;
135 sprintf(buf, "%d", params->h);
136 ret[1].sval = dupstr(buf);
137 ret[1].ival = 0;
138
139 ret[2].name = NULL;
140 ret[2].type = C_END;
141 ret[2].sval = NULL;
142 ret[2].ival = 0;
143
144 return ret;
145 }
146
147 game_params *custom_params(config_item *cfg)
148 {
149 game_params *ret = snew(game_params);
150
151 ret->w = atoi(cfg[0].sval);
152 ret->h = atoi(cfg[1].sval);
153
154 return ret;
155 }
156
157 char *validate_params(game_params *params)
158 {
159 if (params->w < 2 && params->h < 2)
160 return "Width and height must both be at least two";
161
162 return NULL;
163 }
164
165 int perm_parity(int *perm, int n)
166 {
167 int i, j, ret;
168
169 ret = 0;
170
171 for (i = 0; i < n-1; i++)
172 for (j = i+1; j < n; j++)
173 if (perm[i] > perm[j])
174 ret = !ret;
175
176 return ret;
177 }
178
179 char *new_game_seed(game_params *params, random_state *rs)
180 {
181 int stop, n, i, x;
182 int x1, x2, p1, p2;
183 int *tiles, *used;
184 char *ret;
185 int retlen;
186
187 n = params->w * params->h;
188
189 tiles = snewn(n, int);
190 used = snewn(n, int);
191
192 for (i = 0; i < n; i++) {
193 tiles[i] = -1;
194 used[i] = FALSE;
195 }
196
197 /*
198 * If both dimensions are odd, there is a parity constraint.
199 */
200 if (params->w & params->h & 1)
201 stop = 2;
202 else
203 stop = 0;
204
205 /*
206 * Place everything except (possibly) the last two tiles.
207 */
208 for (x = 0, i = n; i > stop; i--) {
209 int k = i > 1 ? random_upto(rs, i) : 0;
210 int j;
211
212 for (j = 0; j < n; j++)
213 if (!used[j] && (k-- == 0))
214 break;
215
216 assert(j < n && !used[j]);
217 used[j] = TRUE;
218
219 while (tiles[x] >= 0)
220 x++;
221 assert(x < n);
222 tiles[x] = j;
223 }
224
225 if (stop) {
226 /*
227 * Find the last two locations, and the last two pieces.
228 */
229 while (tiles[x] >= 0)
230 x++;
231 assert(x < n);
232 x1 = x;
233 x++;
234 while (tiles[x] >= 0)
235 x++;
236 assert(x < n);
237 x2 = x;
238
239 for (i = 0; i < n; i++)
240 if (!used[i])
241 break;
242 p1 = i;
243 for (i = p1+1; i < n; i++)
244 if (!used[i])
245 break;
246 p2 = i;
247
248 /*
249 * Try the last two tiles one way round. If that fails, swap
250 * them.
251 */
252 tiles[x1] = p1;
253 tiles[x2] = p2;
254 if (perm_parity(tiles, n) != 0) {
255 tiles[x1] = p2;
256 tiles[x2] = p1;
257 assert(perm_parity(tiles, n) == 0);
258 }
259 }
260
261 /*
262 * Now construct the game seed, by describing the tile array as
263 * a simple sequence of comma-separated integers.
264 */
265 ret = NULL;
266 retlen = 0;
267 for (i = 0; i < n; i++) {
268 char buf[80];
269 int k;
270
271 k = sprintf(buf, "%d,", tiles[i]+1);
272
273 ret = sresize(ret, retlen + k + 1, char);
274 strcpy(ret + retlen, buf);
275 retlen += k;
276 }
277 ret[retlen-1] = '\0'; /* delete last comma */
278
279 sfree(tiles);
280 sfree(used);
281
282 return ret;
283 }
284
285
286 char *validate_seed(game_params *params, char *seed)
287 {
288 char *p, *err;
289 int i, area;
290 int *used;
291
292 area = params->w * params->h;
293 p = seed;
294 err = NULL;
295
296 used = snewn(area, int);
297 for (i = 0; i < area; i++)
298 used[i] = FALSE;
299
300 for (i = 0; i < area; i++) {
301 char *q = p;
302 int n;
303
304 if (*p < '0' || *p > '9') {
305 err = "Not enough numbers in string";
306 goto leave;
307 }
308 while (*p >= '0' && *p <= '9')
309 p++;
310 if (i < area-1 && *p != ',') {
311 err = "Expected comma after number";
312 goto leave;
313 }
314 else if (i == area-1 && *p) {
315 err = "Excess junk at end of string";
316 goto leave;
317 }
318 n = atoi(q);
319 if (n < 1 || n > area) {
320 err = "Number out of range";
321 goto leave;
322 }
323 if (used[n-1]) {
324 err = "Number used twice";
325 goto leave;
326 }
327 used[n-1] = TRUE;
328
329 if (*p) p++; /* eat comma */
330 }
331
332 leave:
333 sfree(used);
334 return err;
335 }
336
337 game_state *new_game(game_params *params, char *seed)
338 {
339 game_state *state = snew(game_state);
340 int i;
341 char *p;
342
343 state->w = params->w;
344 state->h = params->h;
345 state->n = params->w * params->h;
346 state->tiles = snewn(state->n, int);
347
348 p = seed;
349 i = 0;
350 for (i = 0; i < state->n; i++) {
351 assert(*p);
352 state->tiles[i] = atoi(p);
353 while (*p && *p != ',')
354 p++;
355 if (*p) p++; /* eat comma */
356 }
357 assert(!*p);
358
359 state->completed = state->movecount = 0;
360 state->last_movement_sense = 0;
361
362 return state;
363 }
364
365 game_state *dup_game(game_state *state)
366 {
367 game_state *ret = snew(game_state);
368
369 ret->w = state->w;
370 ret->h = state->h;
371 ret->n = state->n;
372 ret->tiles = snewn(state->w * state->h, int);
373 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
374 ret->completed = state->completed;
375 ret->movecount = state->movecount;
376 ret->last_movement_sense = state->last_movement_sense;
377
378 return ret;
379 }
380
381 void free_game(game_state *state)
382 {
383 sfree(state);
384 }
385
386 game_ui *new_ui(game_state *state)
387 {
388 return NULL;
389 }
390
391 void free_ui(game_ui *ui)
392 {
393 }
394
395 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
396 {
397 int cx, cy;
398 int dx, dy, tx, ty, n;
399 game_state *ret;
400
401 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
402 return NULL;
403
404 cx = FROMCOORD(x);
405 cy = FROMCOORD(y);
406 if (cx == -1 && cy >= 0 && cy < from->h)
407 n = from->w, dx = +1, dy = 0;
408 else if (cx == from->w && cy >= 0 && cy < from->h)
409 n = from->w, dx = -1, dy = 0;
410 else if (cy == -1 && cx >= 0 && cx < from->w)
411 n = from->h, dy = +1, dx = 0;
412 else if (cy == from->h && cx >= 0 && cx < from->w)
413 n = from->h, dy = -1, dx = 0;
414 else
415 return NULL; /* invalid click location */
416
417 /* reverse direction if right hand button is pressed */
418 if (button == RIGHT_BUTTON)
419 {
420 dx = -dx; if (dx) cx = from->w - 1 - cx;
421 dy = -dy; if (dy) cy = from->h - 1 - cy;
422 }
423
424 ret = dup_game(from);
425
426 do {
427 cx += dx;
428 cy += dy;
429 tx = (cx + dx + from->w) % from->w;
430 ty = (cy + dy + from->h) % from->h;
431 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
432 } while (--n > 0);
433
434 ret->movecount++;
435
436 ret->last_movement_sense = -(dx+dy);
437
438 /*
439 * See if the game has been completed.
440 */
441 if (!ret->completed) {
442 ret->completed = ret->movecount;
443 for (n = 0; n < ret->n; n++)
444 if (ret->tiles[n] != n+1)
445 ret->completed = FALSE;
446 }
447
448 return ret;
449 }
450
451 /* ----------------------------------------------------------------------
452 * Drawing routines.
453 */
454
455 struct game_drawstate {
456 int started;
457 int w, h, bgcolour;
458 int *tiles;
459 };
460
461 void game_size(game_params *params, int *x, int *y)
462 {
463 *x = TILE_SIZE * params->w + 2 * BORDER;
464 *y = TILE_SIZE * params->h + 2 * BORDER;
465 }
466
467 float *game_colours(frontend *fe, game_state *state, int *ncolours)
468 {
469 float *ret = snewn(3 * NCOLOURS, float);
470 int i;
471 float max;
472
473 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
474
475 /*
476 * Drop the background colour so that the highlight is
477 * noticeably brighter than it while still being under 1.
478 */
479 max = ret[COL_BACKGROUND*3];
480 for (i = 1; i < 3; i++)
481 if (ret[COL_BACKGROUND*3+i] > max)
482 max = ret[COL_BACKGROUND*3+i];
483 if (max * 1.2F > 1.0F) {
484 for (i = 0; i < 3; i++)
485 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
486 }
487
488 for (i = 0; i < 3; i++) {
489 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
490 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
491 ret[COL_TEXT * 3 + i] = 0.0;
492 }
493
494 *ncolours = NCOLOURS;
495 return ret;
496 }
497
498 game_drawstate *game_new_drawstate(game_state *state)
499 {
500 struct game_drawstate *ds = snew(struct game_drawstate);
501 int i;
502
503 ds->started = FALSE;
504 ds->w = state->w;
505 ds->h = state->h;
506 ds->bgcolour = COL_BACKGROUND;
507 ds->tiles = snewn(ds->w*ds->h, int);
508 for (i = 0; i < ds->w*ds->h; i++)
509 ds->tiles[i] = -1;
510
511 return ds;
512 }
513
514 void game_free_drawstate(game_drawstate *ds)
515 {
516 sfree(ds->tiles);
517 sfree(ds);
518 }
519
520 static void draw_tile(frontend *fe, game_state *state, int x, int y,
521 int tile, int flash_colour)
522 {
523 if (tile == 0) {
524 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
525 flash_colour);
526 } else {
527 int coords[6];
528 char str[40];
529
530 coords[0] = x + TILE_SIZE - 1;
531 coords[1] = y + TILE_SIZE - 1;
532 coords[2] = x + TILE_SIZE - 1;
533 coords[3] = y;
534 coords[4] = x;
535 coords[5] = y + TILE_SIZE - 1;
536 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
537 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
538
539 coords[0] = x;
540 coords[1] = y;
541 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
542 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
543
544 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
545 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
546 flash_colour);
547
548 sprintf(str, "%d", tile);
549 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
550 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
551 COL_TEXT, str);
552 }
553 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
554 }
555
556 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
557 {
558 int coords[14];
559 int ydy = -xdx, ydx = xdy;
560
561 #define POINT(n, xx, yy) ( \
562 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
563 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
564
565 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
566 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
567 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
568 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
569 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
570 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
571 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
572
573 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
574 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
575 }
576
577 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
578 game_state *state, int dir, game_ui *ui,
579 float animtime, float flashtime)
580 {
581 int i, bgcolour;
582
583 if (flashtime > 0) {
584 int frame = (int)(flashtime / FLASH_FRAME);
585 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
586 } else
587 bgcolour = COL_BACKGROUND;
588
589 if (!ds->started) {
590 int coords[6];
591
592 draw_rect(fe, 0, 0,
593 TILE_SIZE * state->w + 2 * BORDER,
594 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
595 draw_update(fe, 0, 0,
596 TILE_SIZE * state->w + 2 * BORDER,
597 TILE_SIZE * state->h + 2 * BORDER);
598
599 /*
600 * Recessed area containing the whole puzzle.
601 */
602 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
603 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
604 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
605 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
606 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
607 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
608 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
609 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
610
611 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
612 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
613 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
614 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
615
616 /*
617 * Arrows for making moves.
618 */
619 for (i = 0; i < state->w; i++) {
620 draw_arrow(fe, COORD(i), COORD(0), +1, 0);
621 draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
622 }
623 for (i = 0; i < state->h; i++) {
624 draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
625 draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
626 }
627
628 ds->started = TRUE;
629 }
630
631 /*
632 * Now draw each tile.
633 */
634
635 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
636
637 for (i = 0; i < state->n; i++) {
638 int t, t0;
639 /*
640 * Figure out what should be displayed at this
641 * location. It's either a simple tile, or it's a
642 * transition between two tiles (in which case we say
643 * -1 because it must always be drawn).
644 */
645
646 if (oldstate && oldstate->tiles[i] != state->tiles[i])
647 t = -1;
648 else
649 t = state->tiles[i];
650
651 t0 = t;
652
653 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
654 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
655 int x, y, x2, y2;
656
657 /*
658 * Figure out what to _actually_ draw, and where to
659 * draw it.
660 */
661 if (t == -1) {
662 int x0, y0, x1, y1, dx, dy;
663 int j;
664 float c;
665 int sense;
666
667 if (oldstate && state->movecount < oldstate->movecount)
668 sense = -oldstate->last_movement_sense;
669 else
670 sense = state->last_movement_sense;
671
672 t = state->tiles[i];
673
674 /*
675 * FIXME: must be prepared to draw a double
676 * tile in some situations.
677 */
678
679 /*
680 * Find the coordinates of this tile in the old and
681 * new states.
682 */
683 x1 = COORD(X(state, i));
684 y1 = COORD(Y(state, i));
685 for (j = 0; j < oldstate->n; j++)
686 if (oldstate->tiles[j] == state->tiles[i])
687 break;
688 assert(j < oldstate->n);
689 x0 = COORD(X(state, j));
690 y0 = COORD(Y(state, j));
691
692 dx = (x1 - x0);
693 if (dx != 0 &&
694 dx != TILE_SIZE * sense) {
695 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
696 dx - TILE_SIZE * state->w);
697 assert(abs(dx) == TILE_SIZE);
698 }
699 dy = (y1 - y0);
700 if (dy != 0 &&
701 dy != TILE_SIZE * sense) {
702 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
703 dy - TILE_SIZE * state->h);
704 assert(abs(dy) == TILE_SIZE);
705 }
706
707 c = (animtime / ANIM_TIME);
708 if (c < 0.0F) c = 0.0F;
709 if (c > 1.0F) c = 1.0F;
710
711 x = x0 + (int)(c * dx);
712 y = y0 + (int)(c * dy);
713 x2 = x1 - dx + (int)(c * dx);
714 y2 = y1 - dy + (int)(c * dy);
715 } else {
716 x = COORD(X(state, i));
717 y = COORD(Y(state, i));
718 x2 = y2 = -1;
719 }
720
721 draw_tile(fe, state, x, y, t, bgcolour);
722 if (x2 != -1 || y2 != -1)
723 draw_tile(fe, state, x2, y2, t, bgcolour);
724 }
725 ds->tiles[i] = t0;
726 }
727
728 unclip(fe);
729
730 ds->bgcolour = bgcolour;
731
732 /*
733 * Update the status bar.
734 */
735 {
736 char statusbuf[256];
737
738 /*
739 * Don't show the new status until we're also showing the
740 * new _state_ - after the game animation is complete.
741 */
742 if (oldstate)
743 state = oldstate;
744
745 sprintf(statusbuf, "%sMoves: %d",
746 (state->completed ? "COMPLETED! " : ""),
747 (state->completed ? state->completed : state->movecount));
748
749 status_bar(fe, statusbuf);
750 }
751 }
752
753 float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
754 {
755 return ANIM_TIME;
756 }
757
758 float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
759 {
760 if (!oldstate->completed && newstate->completed)
761 return 2 * FLASH_FRAME;
762 else
763 return 0.0F;
764 }
765
766 int game_wants_statusbar(void)
767 {
768 return TRUE;
769 }