`Fifteen' was getting the parity wrong on any size of board where
[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 <math.h>
10
11 #include "puzzles.h"
12
13 const char *const game_name = "Fifteen";
14 const int game_can_configure = TRUE;
15
16 #define TILE_SIZE 48
17 #define BORDER (TILE_SIZE / 2)
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
21
22 #define ANIM_TIME 0.1F
23 #define FLASH_FRAME 0.1F
24
25 #define X(state, i) ( (i) % (state)->w )
26 #define Y(state, i) ( (i) / (state)->w )
27 #define C(state, x, y) ( (y) * (state)->w + (x) )
28
29 enum {
30 COL_BACKGROUND,
31 COL_TEXT,
32 COL_HIGHLIGHT,
33 COL_LOWLIGHT,
34 NCOLOURS
35 };
36
37 struct game_params {
38 int w, h;
39 };
40
41 struct game_state {
42 int w, h, n;
43 int *tiles;
44 int gap_pos;
45 int completed;
46 int movecount;
47 };
48
49 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 int game_fetch_preset(int i, char **name, game_params **params)
59 {
60 return FALSE;
61 }
62
63 void free_params(game_params *params)
64 {
65 sfree(params);
66 }
67
68 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 config_item *game_configure(game_params *params)
76 {
77 config_item *ret;
78 char buf[80];
79
80 ret = snewn(3, config_item);
81
82 ret[0].name = "Width";
83 ret[0].type = C_STRING;
84 sprintf(buf, "%d", params->w);
85 ret[0].sval = dupstr(buf);
86 ret[0].ival = 0;
87
88 ret[1].name = "Height";
89 ret[1].type = C_STRING;
90 sprintf(buf, "%d", params->h);
91 ret[1].sval = dupstr(buf);
92 ret[1].ival = 0;
93
94 ret[2].name = NULL;
95 ret[2].type = C_END;
96 ret[2].sval = NULL;
97 ret[2].ival = 0;
98
99 return ret;
100 }
101
102 game_params *custom_params(config_item *cfg)
103 {
104 game_params *ret = snew(game_params);
105
106 ret->w = atoi(cfg[0].sval);
107 ret->h = atoi(cfg[1].sval);
108
109 return ret;
110 }
111
112 char *validate_params(game_params *params)
113 {
114 if (params->w < 2 && params->h < 2)
115 return "Width and height must both be at least two";
116
117 return NULL;
118 }
119
120 int perm_parity(int *perm, int n)
121 {
122 int i, j, ret;
123
124 ret = 0;
125
126 for (i = 0; i < n-1; i++)
127 for (j = i+1; j < n; j++)
128 if (perm[i] > perm[j])
129 ret = !ret;
130
131 return ret;
132 }
133
134 char *new_game_seed(game_params *params)
135 {
136 int gap, n, i, x;
137 int x1, x2, p1, p2, parity;
138 int *tiles, *used;
139 char *ret;
140 int retlen;
141
142 n = params->w * params->h;
143
144 tiles = snewn(n, int);
145 used = snewn(n, int);
146
147 for (i = 0; i < n; i++) {
148 tiles[i] = -1;
149 used[i] = FALSE;
150 }
151
152 gap = rand_upto(n);
153 tiles[gap] = 0;
154 used[0] = TRUE;
155
156 /*
157 * Place everything else except the last two tiles.
158 */
159 for (x = 0, i = n-1; i > 2; i--) {
160 int k = rand_upto(i);
161 int j;
162
163 for (j = 0; j < n; j++)
164 if (!used[j] && (k-- == 0))
165 break;
166
167 assert(j < n && !used[j]);
168 used[j] = TRUE;
169
170 while (tiles[x] >= 0)
171 x++;
172 assert(x < n);
173 tiles[x] = j;
174 }
175
176 /*
177 * Find the last two locations, and the last two pieces.
178 */
179 while (tiles[x] >= 0)
180 x++;
181 assert(x < n);
182 x1 = x;
183 x++;
184 while (tiles[x] >= 0)
185 x++;
186 assert(x < n);
187 x2 = x;
188
189 for (i = 0; i < n; i++)
190 if (!used[i])
191 break;
192 p1 = i;
193 for (i = p1+1; i < n; i++)
194 if (!used[i])
195 break;
196 p2 = i;
197
198 /*
199 * Determine the required parity of the overall permutation.
200 * This is the XOR of:
201 *
202 * - The chessboard parity ((x^y)&1) of the gap square. The
203 * bottom right counts as even.
204 *
205 * - The parity of n. (The target permutation is 1,...,n-1,0
206 * rather than 0,...,n-1; this is a cyclic permutation of
207 * the starting point and hence is odd iff n is even.)
208 */
209 parity = ((X(params, gap) - (params->w-1)) ^
210 (Y(params, gap) - (params->h-1)) ^
211 (n+1)) & 1;
212
213 /*
214 * Try the last two tiles one way round. If that fails, swap
215 * them.
216 */
217 tiles[x1] = p1;
218 tiles[x2] = p2;
219 if (perm_parity(tiles, n) != parity) {
220 tiles[x1] = p2;
221 tiles[x2] = p1;
222 assert(perm_parity(tiles, n) == parity);
223 }
224
225 /*
226 * Now construct the game seed, by describing the tile array as
227 * a simple sequence of comma-separated integers.
228 */
229 ret = NULL;
230 retlen = 0;
231 for (i = 0; i < n; i++) {
232 char buf[80];
233 int k;
234
235 k = sprintf(buf, "%d,", tiles[i]);
236
237 ret = sresize(ret, retlen + k + 1, char);
238 strcpy(ret + retlen, buf);
239 retlen += k;
240 }
241 ret[retlen-1] = '\0'; /* delete last comma */
242
243 sfree(tiles);
244 sfree(used);
245
246 return ret;
247 }
248
249 game_state *new_game(game_params *params, char *seed)
250 {
251 game_state *state = snew(game_state);
252 int i;
253 char *p;
254
255 state->w = params->w;
256 state->h = params->h;
257 state->n = params->w * params->h;
258 state->tiles = snewn(state->n, int);
259
260 state->gap_pos = 0;
261 p = seed;
262 i = 0;
263 for (i = 0; i < state->n; i++) {
264 assert(*p);
265 state->tiles[i] = atoi(p);
266 if (state->tiles[i] == 0)
267 state->gap_pos = i;
268 while (*p && *p != ',')
269 p++;
270 if (*p) p++; /* eat comma */
271 }
272 assert(!*p);
273 assert(state->tiles[state->gap_pos] == 0);
274
275 state->completed = state->movecount = 0;
276
277 return state;
278 }
279
280 game_state *dup_game(game_state *state)
281 {
282 game_state *ret = snew(game_state);
283
284 ret->w = state->w;
285 ret->h = state->h;
286 ret->n = state->n;
287 ret->tiles = snewn(state->w * state->h, int);
288 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
289 ret->gap_pos = state->gap_pos;
290 ret->completed = state->completed;
291 ret->movecount = state->movecount;
292
293 return ret;
294 }
295
296 void free_game(game_state *state)
297 {
298 sfree(state);
299 }
300
301 game_state *make_move(game_state *from, int x, int y, int button)
302 {
303 int gx, gy, dx, dy, ux, uy, up, p;
304 game_state *ret;
305
306 gx = X(from, from->gap_pos);
307 gy = Y(from, from->gap_pos);
308
309 if (button == CURSOR_RIGHT && gx > 0)
310 dx = gx - 1, dy = gy;
311 else if (button == CURSOR_LEFT && gx < from->w-1)
312 dx = gx + 1, dy = gy;
313 else if (button == CURSOR_DOWN && gy > 0)
314 dy = gy - 1, dx = gx;
315 else if (button == CURSOR_UP && gy < from->h-1)
316 dy = gy + 1, dx = gx;
317 else if (button == LEFT_BUTTON) {
318 dx = FROMCOORD(x);
319 dy = FROMCOORD(y);
320 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
321 return NULL; /* out of bounds */
322 /*
323 * Any click location should be equal to the gap location
324 * in _precisely_ one coordinate.
325 */
326 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
327 return NULL;
328 } else
329 return NULL; /* no move */
330
331 /*
332 * Find the unit displacement from the original gap
333 * position towards this one.
334 */
335 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
336 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
337 up = C(from, ux, uy);
338
339 ret = dup_game(from);
340
341 ret->gap_pos = C(from, dx, dy);
342 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
343
344 ret->tiles[ret->gap_pos] = 0;
345
346 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
347 assert(p >= 0 && p < from->n);
348 ret->tiles[p] = from->tiles[p + up];
349 ret->movecount++;
350 }
351
352 /*
353 * See if the game has been completed.
354 */
355 if (!ret->completed) {
356 ret->completed = ret->movecount;
357 for (p = 0; p < ret->n; p++)
358 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
359 ret->completed = 0;
360 }
361
362 return ret;
363 }
364
365 /* ----------------------------------------------------------------------
366 * Drawing routines.
367 */
368
369 struct game_drawstate {
370 int started;
371 int w, h, bgcolour;
372 int *tiles;
373 };
374
375 void game_size(game_params *params, int *x, int *y)
376 {
377 *x = TILE_SIZE * params->w + 2 * BORDER;
378 *y = TILE_SIZE * params->h + 2 * BORDER;
379 }
380
381 float *game_colours(frontend *fe, game_state *state, int *ncolours)
382 {
383 float *ret = snewn(3 * NCOLOURS, float);
384 int i;
385 float max;
386
387 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
388
389 /*
390 * Drop the background colour so that the highlight is
391 * noticeably brighter than it while still being under 1.
392 */
393 max = ret[COL_BACKGROUND*3];
394 for (i = 1; i < 3; i++)
395 if (ret[COL_BACKGROUND*3+i] > max)
396 max = ret[COL_BACKGROUND*3+i];
397 if (max * 1.2F > 1.0F) {
398 for (i = 0; i < 3; i++)
399 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
400 }
401
402 for (i = 0; i < 3; i++) {
403 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
404 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
405 ret[COL_TEXT * 3 + i] = 0.0;
406 }
407
408 *ncolours = NCOLOURS;
409 return ret;
410 }
411
412 game_drawstate *game_new_drawstate(game_state *state)
413 {
414 struct game_drawstate *ds = snew(struct game_drawstate);
415 int i;
416
417 ds->started = FALSE;
418 ds->w = state->w;
419 ds->h = state->h;
420 ds->bgcolour = COL_BACKGROUND;
421 ds->tiles = snewn(ds->w*ds->h, int);
422 for (i = 0; i < ds->w*ds->h; i++)
423 ds->tiles[i] = -1;
424
425 return ds;
426 }
427
428 void game_free_drawstate(game_drawstate *ds)
429 {
430 sfree(ds->tiles);
431 sfree(ds);
432 }
433
434 static void draw_tile(frontend *fe, game_state *state, int x, int y,
435 int tile, int flash_colour)
436 {
437 if (tile == 0) {
438 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
439 flash_colour);
440 } else {
441 int coords[6];
442 char str[40];
443
444 coords[0] = x + TILE_SIZE - 1;
445 coords[1] = y + TILE_SIZE - 1;
446 coords[2] = x + TILE_SIZE - 1;
447 coords[3] = y;
448 coords[4] = x;
449 coords[5] = y + TILE_SIZE - 1;
450 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
451 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
452
453 coords[0] = x;
454 coords[1] = y;
455 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
456 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
457
458 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
459 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
460 flash_colour);
461
462 sprintf(str, "%d", tile);
463 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
464 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
465 COL_TEXT, str);
466 }
467 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
468 }
469
470 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
471 game_state *state, float animtime, float flashtime)
472 {
473 int i, pass, bgcolour;
474
475 if (flashtime > 0) {
476 int frame = (int)(flashtime / FLASH_FRAME);
477 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
478 } else
479 bgcolour = COL_BACKGROUND;
480
481 if (!ds->started) {
482 int coords[6];
483
484 draw_rect(fe, 0, 0,
485 TILE_SIZE * state->w + 2 * BORDER,
486 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
487 draw_update(fe, 0, 0,
488 TILE_SIZE * state->w + 2 * BORDER,
489 TILE_SIZE * state->h + 2 * BORDER);
490
491 /*
492 * Recessed area containing the whole puzzle.
493 */
494 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
495 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
496 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
497 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
498 coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
499 coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
500 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
501 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
502
503 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
504 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
505 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
506 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
507
508 ds->started = TRUE;
509 }
510
511 /*
512 * Now draw each tile. We do this in two passes to make
513 * animation easy.
514 */
515 for (pass = 0; pass < 2; pass++) {
516 for (i = 0; i < state->n; i++) {
517 int t, t0;
518 /*
519 * Figure out what should be displayed at this
520 * location. It's either a simple tile, or it's a
521 * transition between two tiles (in which case we say
522 * -1 because it must always be drawn).
523 */
524
525 if (oldstate && oldstate->tiles[i] != state->tiles[i])
526 t = -1;
527 else
528 t = state->tiles[i];
529
530 t0 = t;
531
532 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
533 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
534 int x, y;
535
536 /*
537 * Figure out what to _actually_ draw, and where to
538 * draw it.
539 */
540 if (t == -1) {
541 int x0, y0, x1, y1;
542 int j;
543
544 /*
545 * On the first pass, just blank the tile.
546 */
547 if (pass == 0) {
548 x = COORD(X(state, i));
549 y = COORD(Y(state, i));
550 t = 0;
551 } else {
552 float c;
553
554 t = state->tiles[i];
555
556 /*
557 * Don't bother moving the gap; just don't
558 * draw it.
559 */
560 if (t == 0)
561 continue;
562
563 /*
564 * Find the coordinates of this tile in the old and
565 * new states.
566 */
567 x1 = COORD(X(state, i));
568 y1 = COORD(Y(state, i));
569 for (j = 0; j < oldstate->n; j++)
570 if (oldstate->tiles[j] == state->tiles[i])
571 break;
572 assert(j < oldstate->n);
573 x0 = COORD(X(state, j));
574 y0 = COORD(Y(state, j));
575
576 c = (animtime / ANIM_TIME);
577 if (c < 0.0F) c = 0.0F;
578 if (c > 1.0F) c = 1.0F;
579
580 x = x0 + (int)(c * (x1 - x0));
581 y = y0 + (int)(c * (y1 - y0));
582 }
583
584 } else {
585 if (pass == 0)
586 continue;
587 x = COORD(X(state, i));
588 y = COORD(Y(state, i));
589 }
590
591 draw_tile(fe, state, x, y, t, bgcolour);
592 }
593 ds->tiles[i] = t0;
594 }
595 }
596 ds->bgcolour = bgcolour;
597
598 /*
599 * Update the status bar.
600 */
601 {
602 char statusbuf[256];
603
604 /*
605 * Don't show the new status until we're also showing the
606 * new _state_ - after the game animation is complete.
607 */
608 if (oldstate)
609 state = oldstate;
610
611 sprintf(statusbuf, "%sMoves: %d",
612 (state->completed ? "COMPLETED! " : ""),
613 (state->completed ? state->completed : state->movecount));
614
615 status_bar(fe, statusbuf);
616 }
617 }
618
619 float game_anim_length(game_state *oldstate, game_state *newstate)
620 {
621 return ANIM_TIME;
622 }
623
624 float game_flash_length(game_state *oldstate, game_state *newstate)
625 {
626 if (!oldstate->completed && newstate->completed)
627 return 2 * FLASH_FRAME;
628 else
629 return 0.0F;
630 }
631
632 int game_wants_statusbar(void)
633 {
634 return TRUE;
635 }