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
17 #define BORDER TILE_SIZE /* big border to fill with arrows */
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
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) )
45 int just_used_solve
; /* used to suppress undo animation */
46 int used_solve
; /* used to suppress completion flash */
48 int last_movement_sense
;
51 static game_params
*default_params(void)
53 game_params
*ret
= snew(game_params
);
60 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
67 case 0: w
= 3, h
= 3; break;
68 case 1: w
= 4, h
= 3; break;
69 case 2: w
= 4, h
= 4; break;
70 case 3: w
= 5, h
= 4; break;
71 case 4: w
= 5, h
= 5; break;
72 default: return FALSE
;
75 sprintf(buf
, "%dx%d", w
, h
);
77 *params
= ret
= snew(game_params
);
83 static void free_params(game_params
*params
)
88 static game_params
*dup_params(game_params
*params
)
90 game_params
*ret
= snew(game_params
);
91 *ret
= *params
; /* structure copy */
95 static game_params
*decode_params(char const *string
)
97 game_params
*ret
= default_params();
99 ret
->w
= ret
->h
= atoi(string
);
100 while (*string
&& isdigit(*string
)) string
++;
101 if (*string
== 'x') {
103 ret
->h
= atoi(string
);
109 static char *encode_params(game_params
*params
)
113 sprintf(data
, "%dx%d", params
->w
, params
->h
);
118 static config_item
*game_configure(game_params
*params
)
123 ret
= snewn(3, config_item
);
125 ret
[0].name
= "Width";
126 ret
[0].type
= C_STRING
;
127 sprintf(buf
, "%d", params
->w
);
128 ret
[0].sval
= dupstr(buf
);
131 ret
[1].name
= "Height";
132 ret
[1].type
= C_STRING
;
133 sprintf(buf
, "%d", params
->h
);
134 ret
[1].sval
= dupstr(buf
);
145 static game_params
*custom_params(config_item
*cfg
)
147 game_params
*ret
= snew(game_params
);
149 ret
->w
= atoi(cfg
[0].sval
);
150 ret
->h
= atoi(cfg
[1].sval
);
155 static char *validate_params(game_params
*params
)
157 if (params
->w
< 2 && params
->h
< 2)
158 return "Width and height must both be at least two";
163 static int perm_parity(int *perm
, int n
)
169 for (i
= 0; i
< n
-1; i
++)
170 for (j
= i
+1; j
< n
; j
++)
171 if (perm
[i
] > perm
[j
])
177 static 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 */
284 static void game_free_aux_info(game_aux_info
*aux
)
286 assert(!"Shouldn't happen");
290 static char *validate_seed(game_params
*params
, char *seed
)
296 area
= params
->w
* params
->h
;
300 used
= snewn(area
, int);
301 for (i
= 0; i
< area
; i
++)
304 for (i
= 0; i
< area
; i
++) {
308 if (*p
< '0' || *p
> '9') {
309 err
= "Not enough numbers in string";
312 while (*p
>= '0' && *p
<= '9')
314 if (i
< area
-1 && *p
!= ',') {
315 err
= "Expected comma after number";
318 else if (i
== area
-1 && *p
) {
319 err
= "Excess junk at end of string";
323 if (n
< 1 || n
> area
) {
324 err
= "Number out of range";
328 err
= "Number used twice";
333 if (*p
) p
++; /* eat comma */
341 static game_state
*new_game(game_params
*params
, char *seed
)
343 game_state
*state
= snew(game_state
);
347 state
->w
= params
->w
;
348 state
->h
= params
->h
;
349 state
->n
= params
->w
* params
->h
;
350 state
->tiles
= snewn(state
->n
, int);
354 for (i
= 0; i
< state
->n
; i
++) {
356 state
->tiles
[i
] = atoi(p
);
357 while (*p
&& *p
!= ',')
359 if (*p
) p
++; /* eat comma */
363 state
->completed
= state
->movecount
= 0;
364 state
->used_solve
= state
->just_used_solve
= FALSE
;
365 state
->last_movement_sense
= 0;
370 static game_state
*dup_game(game_state
*state
)
372 game_state
*ret
= snew(game_state
);
377 ret
->tiles
= snewn(state
->w
* state
->h
, int);
378 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
379 ret
->completed
= state
->completed
;
380 ret
->movecount
= state
->movecount
;
381 ret
->used_solve
= state
->used_solve
;
382 ret
->just_used_solve
= state
->just_used_solve
;
383 ret
->last_movement_sense
= state
->last_movement_sense
;
388 static void free_game(game_state
*state
)
393 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
396 game_state
*ret
= dup_game(state
);
400 * Simply replace the grid with a solved one. For this game,
401 * this isn't a useful operation for actually telling the user
402 * what they should have done, but it is useful for
403 * conveniently being able to get hold of a clean state from
404 * which to practise manoeuvres.
406 for (i
= 0; i
< ret
->n
; i
++)
408 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
409 ret
->completed
= ret
->movecount
;
414 static char *game_text_format(game_state
*state
)
416 char *ret
, *p
, buf
[80];
417 int x
, y
, col
, maxlen
;
420 * First work out how many characters we need to display each
423 col
= sprintf(buf
, "%d", state
->n
);
426 * Now we know the exact total size of the grid we're going to
427 * produce: it's got h rows, each containing w lots of col, w-1
428 * spaces and a trailing newline.
430 maxlen
= state
->h
* state
->w
* (col
+1);
432 ret
= snewn(maxlen
+1, char);
435 for (y
= 0; y
< state
->h
; y
++) {
436 for (x
= 0; x
< state
->w
; x
++) {
437 int v
= state
->tiles
[state
->w
*y
+x
];
438 sprintf(buf
, "%*d", col
, v
);
448 assert(p
- ret
== maxlen
);
453 static game_ui
*new_ui(game_state
*state
)
458 static void free_ui(game_ui
*ui
)
462 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
463 int x
, int y
, int button
)
466 int dx
, dy
, tx
, ty
, n
;
469 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
474 if (cx
== -1 && cy
>= 0 && cy
< from
->h
)
475 n
= from
->w
, dx
= +1, dy
= 0;
476 else if (cx
== from
->w
&& cy
>= 0 && cy
< from
->h
)
477 n
= from
->w
, dx
= -1, dy
= 0;
478 else if (cy
== -1 && cx
>= 0 && cx
< from
->w
)
479 n
= from
->h
, dy
= +1, dx
= 0;
480 else if (cy
== from
->h
&& cx
>= 0 && cx
< from
->w
)
481 n
= from
->h
, dy
= -1, dx
= 0;
483 return NULL
; /* invalid click location */
485 /* reverse direction if right hand button is pressed */
486 if (button
== RIGHT_BUTTON
)
488 dx
= -dx
; if (dx
) cx
= from
->w
- 1 - cx
;
489 dy
= -dy
; if (dy
) cy
= from
->h
- 1 - cy
;
492 ret
= dup_game(from
);
493 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
498 tx
= (cx
+ dx
+ from
->w
) % from
->w
;
499 ty
= (cy
+ dy
+ from
->h
) % from
->h
;
500 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
505 ret
->last_movement_sense
= -(dx
+dy
);
508 * See if the game has been completed.
510 if (!ret
->completed
) {
511 ret
->completed
= ret
->movecount
;
512 for (n
= 0; n
< ret
->n
; n
++)
513 if (ret
->tiles
[n
] != n
+1)
514 ret
->completed
= FALSE
;
520 /* ----------------------------------------------------------------------
524 struct game_drawstate
{
530 static void game_size(game_params
*params
, int *x
, int *y
)
532 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
533 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
536 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
538 float *ret
= snewn(3 * NCOLOURS
, float);
542 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
545 * Drop the background colour so that the highlight is
546 * noticeably brighter than it while still being under 1.
548 max
= ret
[COL_BACKGROUND
*3];
549 for (i
= 1; i
< 3; i
++)
550 if (ret
[COL_BACKGROUND
*3+i
] > max
)
551 max
= ret
[COL_BACKGROUND
*3+i
];
552 if (max
* 1.2F
> 1.0F
) {
553 for (i
= 0; i
< 3; i
++)
554 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
557 for (i
= 0; i
< 3; i
++) {
558 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
559 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
560 ret
[COL_TEXT
* 3 + i
] = 0.0;
563 *ncolours
= NCOLOURS
;
567 static game_drawstate
*game_new_drawstate(game_state
*state
)
569 struct game_drawstate
*ds
= snew(struct game_drawstate
);
575 ds
->bgcolour
= COL_BACKGROUND
;
576 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
577 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
583 static void game_free_drawstate(game_drawstate
*ds
)
589 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
590 int tile
, int flash_colour
)
593 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
599 coords
[0] = x
+ TILE_SIZE
- 1;
600 coords
[1] = y
+ TILE_SIZE
- 1;
601 coords
[2] = x
+ TILE_SIZE
- 1;
604 coords
[5] = y
+ TILE_SIZE
- 1;
605 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
606 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
610 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
611 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
613 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
614 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
617 sprintf(str
, "%d", tile
);
618 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
619 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
622 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
625 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
628 int ydy
= -xdx
, ydx
= xdy
;
630 #define POINT(n, xx, yy) ( \
631 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
632 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
634 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
635 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
636 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
637 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
638 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
639 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
640 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
642 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
643 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
646 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
647 game_state
*state
, int dir
, game_ui
*ui
,
648 float animtime
, float flashtime
)
653 int frame
= (int)(flashtime
/ FLASH_FRAME
);
654 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
656 bgcolour
= COL_BACKGROUND
;
662 TILE_SIZE
* state
->w
+ 2 * BORDER
,
663 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
664 draw_update(fe
, 0, 0,
665 TILE_SIZE
* state
->w
+ 2 * BORDER
,
666 TILE_SIZE
* state
->h
+ 2 * BORDER
);
669 * Recessed area containing the whole puzzle.
671 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
672 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
673 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
674 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
675 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
676 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
677 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
678 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
680 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
681 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
682 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
683 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
686 * Arrows for making moves.
688 for (i
= 0; i
< state
->w
; i
++) {
689 draw_arrow(fe
, COORD(i
), COORD(0), +1, 0);
690 draw_arrow(fe
, COORD(i
+1), COORD(state
->h
), -1, 0);
692 for (i
= 0; i
< state
->h
; i
++) {
693 draw_arrow(fe
, COORD(state
->w
), COORD(i
), 0, +1);
694 draw_arrow(fe
, COORD(0), COORD(i
+1), 0, -1);
701 * Now draw each tile.
704 clip(fe
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
706 for (i
= 0; i
< state
->n
; i
++) {
709 * Figure out what should be displayed at this
710 * location. It's either a simple tile, or it's a
711 * transition between two tiles (in which case we say
712 * -1 because it must always be drawn).
715 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
722 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
723 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
727 * Figure out what to _actually_ draw, and where to
731 int x0
, y0
, x1
, y1
, dx
, dy
;
738 sense
= -oldstate
->last_movement_sense
;
740 sense
= state
->last_movement_sense
;
746 * FIXME: must be prepared to draw a double
747 * tile in some situations.
751 * Find the coordinates of this tile in the old and
754 x1
= COORD(X(state
, i
));
755 y1
= COORD(Y(state
, i
));
756 for (j
= 0; j
< oldstate
->n
; j
++)
757 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
759 assert(j
< oldstate
->n
);
760 x0
= COORD(X(state
, j
));
761 y0
= COORD(Y(state
, j
));
765 dx
!= TILE_SIZE
* sense
) {
766 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
767 dx
- TILE_SIZE
* state
->w
);
768 assert(abs(dx
) == TILE_SIZE
);
772 dy
!= TILE_SIZE
* sense
) {
773 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
774 dy
- TILE_SIZE
* state
->h
);
775 assert(abs(dy
) == TILE_SIZE
);
778 c
= (animtime
/ ANIM_TIME
);
779 if (c
< 0.0F
) c
= 0.0F
;
780 if (c
> 1.0F
) c
= 1.0F
;
782 x
= x0
+ (int)(c
* dx
);
783 y
= y0
+ (int)(c
* dy
);
784 x2
= x1
- dx
+ (int)(c
* dx
);
785 y2
= y1
- dy
+ (int)(c
* dy
);
787 x
= COORD(X(state
, i
));
788 y
= COORD(Y(state
, i
));
792 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
793 if (x2
!= -1 || y2
!= -1)
794 draw_tile(fe
, state
, x2
, y2
, t
, bgcolour
);
801 ds
->bgcolour
= bgcolour
;
804 * Update the status bar.
810 * Don't show the new status until we're also showing the
811 * new _state_ - after the game animation is complete.
816 if (state
->used_solve
)
817 sprintf(statusbuf
, "Moves since auto-solve: %d",
818 state
->movecount
- state
->completed
);
820 sprintf(statusbuf
, "%sMoves: %d",
821 (state
->completed ?
"COMPLETED! " : ""),
822 (state
->completed ? state
->completed
: state
->movecount
));
824 status_bar(fe
, statusbuf
);
828 static float game_anim_length(game_state
*oldstate
,
829 game_state
*newstate
, int dir
)
831 if ((dir
> 0 && newstate
->just_used_solve
) ||
832 (dir
< 0 && oldstate
->just_used_solve
))
838 static float game_flash_length(game_state
*oldstate
,
839 game_state
*newstate
, int dir
)
841 if (!oldstate
->completed
&& newstate
->completed
&&
842 !oldstate
->used_solve
&& !newstate
->used_solve
)
843 return 2 * FLASH_FRAME
;
848 static int game_wants_statusbar(void)
854 #define thegame sixteen
857 const struct game thegame
= {
858 "Sixteen", "games.sixteen",
865 TRUE
, game_configure
, custom_params
,
874 TRUE
, game_text_format
,
885 game_wants_statusbar
,