Added a help file, mostly thanks to Jacob.
[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 const char *const game_name = "Fifteen";
15 const char *const game_winhelp_topic = "games.fifteen";
16 const int game_can_configure = TRUE;
17
18 #define TILE_SIZE 48
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 )
23
24 #define ANIM_TIME 0.13F
25 #define FLASH_FRAME 0.13F
26
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) )
30
31 enum {
32 COL_BACKGROUND,
33 COL_TEXT,
34 COL_HIGHLIGHT,
35 COL_LOWLIGHT,
36 NCOLOURS
37 };
38
39 struct game_params {
40 int w, h;
41 };
42
43 struct game_state {
44 int w, h, n;
45 int *tiles;
46 int gap_pos;
47 int completed;
48 int movecount;
49 };
50
51 game_params *default_params(void)
52 {
53 game_params *ret = snew(game_params);
54
55 ret->w = ret->h = 4;
56
57 return ret;
58 }
59
60 int game_fetch_preset(int i, char **name, game_params **params)
61 {
62 return FALSE;
63 }
64
65 void free_params(game_params *params)
66 {
67 sfree(params);
68 }
69
70 game_params *dup_params(game_params *params)
71 {
72 game_params *ret = snew(game_params);
73 *ret = *params; /* structure copy */
74 return ret;
75 }
76
77 game_params *decode_params(char const *string)
78 {
79 game_params *ret = default_params();
80
81 ret->w = ret->h = atoi(string);
82 while (*string && isdigit(*string)) string++;
83 if (*string == 'x') {
84 string++;
85 ret->h = atoi(string);
86 }
87
88 return ret;
89 }
90
91 char *encode_params(game_params *params)
92 {
93 char data[256];
94
95 sprintf(data, "%dx%d", params->w, params->h);
96
97 return dupstr(data);
98 }
99
100 config_item *game_configure(game_params *params)
101 {
102 config_item *ret;
103 char buf[80];
104
105 ret = snewn(3, config_item);
106
107 ret[0].name = "Width";
108 ret[0].type = C_STRING;
109 sprintf(buf, "%d", params->w);
110 ret[0].sval = dupstr(buf);
111 ret[0].ival = 0;
112
113 ret[1].name = "Height";
114 ret[1].type = C_STRING;
115 sprintf(buf, "%d", params->h);
116 ret[1].sval = dupstr(buf);
117 ret[1].ival = 0;
118
119 ret[2].name = NULL;
120 ret[2].type = C_END;
121 ret[2].sval = NULL;
122 ret[2].ival = 0;
123
124 return ret;
125 }
126
127 game_params *custom_params(config_item *cfg)
128 {
129 game_params *ret = snew(game_params);
130
131 ret->w = atoi(cfg[0].sval);
132 ret->h = atoi(cfg[1].sval);
133
134 return ret;
135 }
136
137 char *validate_params(game_params *params)
138 {
139 if (params->w < 2 && params->h < 2)
140 return "Width and height must both be at least two";
141
142 return NULL;
143 }
144
145 int perm_parity(int *perm, int n)
146 {
147 int i, j, ret;
148
149 ret = 0;
150
151 for (i = 0; i < n-1; i++)
152 for (j = i+1; j < n; j++)
153 if (perm[i] > perm[j])
154 ret = !ret;
155
156 return ret;
157 }
158
159 char *new_game_seed(game_params *params, random_state *rs)
160 {
161 int gap, n, i, x;
162 int x1, x2, p1, p2, parity;
163 int *tiles, *used;
164 char *ret;
165 int retlen;
166
167 n = params->w * params->h;
168
169 tiles = snewn(n, int);
170 used = snewn(n, int);
171
172 for (i = 0; i < n; i++) {
173 tiles[i] = -1;
174 used[i] = FALSE;
175 }
176
177 gap = random_upto(rs, n);
178 tiles[gap] = 0;
179 used[0] = TRUE;
180
181 /*
182 * Place everything else except the last two tiles.
183 */
184 for (x = 0, i = n-1; i > 2; i--) {
185 int k = random_upto(rs, i);
186 int j;
187
188 for (j = 0; j < n; j++)
189 if (!used[j] && (k-- == 0))
190 break;
191
192 assert(j < n && !used[j]);
193 used[j] = TRUE;
194
195 while (tiles[x] >= 0)
196 x++;
197 assert(x < n);
198 tiles[x] = j;
199 }
200
201 /*
202 * Find the last two locations, and the last two pieces.
203 */
204 while (tiles[x] >= 0)
205 x++;
206 assert(x < n);
207 x1 = x;
208 x++;
209 while (tiles[x] >= 0)
210 x++;
211 assert(x < n);
212 x2 = x;
213
214 for (i = 0; i < n; i++)
215 if (!used[i])
216 break;
217 p1 = i;
218 for (i = p1+1; i < n; i++)
219 if (!used[i])
220 break;
221 p2 = i;
222
223 /*
224 * Determine the required parity of the overall permutation.
225 * This is the XOR of:
226 *
227 * - The chessboard parity ((x^y)&1) of the gap square. The
228 * bottom right counts as even.
229 *
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.)
233 */
234 parity = ((X(params, gap) - (params->w-1)) ^
235 (Y(params, gap) - (params->h-1)) ^
236 (n+1)) & 1;
237
238 /*
239 * Try the last two tiles one way round. If that fails, swap
240 * them.
241 */
242 tiles[x1] = p1;
243 tiles[x2] = p2;
244 if (perm_parity(tiles, n) != parity) {
245 tiles[x1] = p2;
246 tiles[x2] = p1;
247 assert(perm_parity(tiles, n) == parity);
248 }
249
250 /*
251 * Now construct the game seed, by describing the tile array as
252 * a simple sequence of comma-separated integers.
253 */
254 ret = NULL;
255 retlen = 0;
256 for (i = 0; i < n; i++) {
257 char buf[80];
258 int k;
259
260 k = sprintf(buf, "%d,", tiles[i]);
261
262 ret = sresize(ret, retlen + k + 1, char);
263 strcpy(ret + retlen, buf);
264 retlen += k;
265 }
266 ret[retlen-1] = '\0'; /* delete last comma */
267
268 sfree(tiles);
269 sfree(used);
270
271 return ret;
272 }
273
274 char *validate_seed(game_params *params, char *seed)
275 {
276 char *p, *err;
277 int i, area;
278 int *used;
279
280 area = params->w * params->h;
281 p = seed;
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 game_state *new_game(game_params *params, char *seed)
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 = seed;
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
353 return state;
354 }
355
356 game_state *dup_game(game_state *state)
357 {
358 game_state *ret = snew(game_state);
359
360 ret->w = state->w;
361 ret->h = state->h;
362 ret->n = state->n;
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;
368
369 return ret;
370 }
371
372 void free_game(game_state *state)
373 {
374 sfree(state);
375 }
376
377 game_ui *new_ui(game_state *state)
378 {
379 return NULL;
380 }
381
382 void free_ui(game_ui *ui)
383 {
384 }
385
386 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
387 {
388 int gx, gy, dx, dy, ux, uy, up, p;
389 game_state *ret;
390
391 gx = X(from, from->gap_pos);
392 gy = Y(from, from->gap_pos);
393
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) {
403 dx = FROMCOORD(x);
404 dy = FROMCOORD(y);
405 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
406 return NULL; /* out of bounds */
407 /*
408 * Any click location should be equal to the gap location
409 * in _precisely_ one coordinate.
410 */
411 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
412 return NULL;
413 } else
414 return NULL; /* no move */
415
416 /*
417 * Find the unit displacement from the original gap
418 * position towards this one.
419 */
420 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
421 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
422 up = C(from, ux, uy);
423
424 ret = dup_game(from);
425
426 ret->gap_pos = C(from, dx, dy);
427 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
428
429 ret->tiles[ret->gap_pos] = 0;
430
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];
434 ret->movecount++;
435 }
436
437 /*
438 * See if the game has been completed.
439 */
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))
444 ret->completed = 0;
445 }
446
447 return ret;
448 }
449
450 /* ----------------------------------------------------------------------
451 * Drawing routines.
452 */
453
454 struct game_drawstate {
455 int started;
456 int w, h, bgcolour;
457 int *tiles;
458 };
459
460 void game_size(game_params *params, int *x, int *y)
461 {
462 *x = TILE_SIZE * params->w + 2 * BORDER;
463 *y = TILE_SIZE * params->h + 2 * BORDER;
464 }
465
466 float *game_colours(frontend *fe, game_state *state, int *ncolours)
467 {
468 float *ret = snewn(3 * NCOLOURS, float);
469 int i;
470 float max;
471
472 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
473
474 /*
475 * Drop the background colour so that the highlight is
476 * noticeably brighter than it while still being under 1.
477 */
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);
485 }
486
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;
491 }
492
493 *ncolours = NCOLOURS;
494 return ret;
495 }
496
497 game_drawstate *game_new_drawstate(game_state *state)
498 {
499 struct game_drawstate *ds = snew(struct game_drawstate);
500 int i;
501
502 ds->started = FALSE;
503 ds->w = state->w;
504 ds->h = state->h;
505 ds->bgcolour = COL_BACKGROUND;
506 ds->tiles = snewn(ds->w*ds->h, int);
507 for (i = 0; i < ds->w*ds->h; i++)
508 ds->tiles[i] = -1;
509
510 return ds;
511 }
512
513 void game_free_drawstate(game_drawstate *ds)
514 {
515 sfree(ds->tiles);
516 sfree(ds);
517 }
518
519 static void draw_tile(frontend *fe, game_state *state, int x, int y,
520 int tile, int flash_colour)
521 {
522 if (tile == 0) {
523 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
524 flash_colour);
525 } else {
526 int coords[6];
527 char str[40];
528
529 coords[0] = x + TILE_SIZE - 1;
530 coords[1] = y + TILE_SIZE - 1;
531 coords[2] = x + TILE_SIZE - 1;
532 coords[3] = y;
533 coords[4] = x;
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);
537
538 coords[0] = x;
539 coords[1] = y;
540 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
541 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
542
543 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
544 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
545 flash_colour);
546
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,
550 COL_TEXT, str);
551 }
552 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
553 }
554
555 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
556 game_state *state, game_ui *ui,
557 float animtime, float flashtime)
558 {
559 int i, pass, bgcolour;
560
561 if (flashtime > 0) {
562 int frame = (int)(flashtime / FLASH_FRAME);
563 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
564 } else
565 bgcolour = COL_BACKGROUND;
566
567 if (!ds->started) {
568 int coords[6];
569
570 draw_rect(fe, 0, 0,
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);
576
577 /*
578 * Recessed area containing the whole puzzle.
579 */
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);
588
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);
593
594 ds->started = TRUE;
595 }
596
597 /*
598 * Now draw each tile. We do this in two passes to make
599 * animation easy.
600 */
601 for (pass = 0; pass < 2; pass++) {
602 for (i = 0; i < state->n; i++) {
603 int t, t0;
604 /*
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).
609 */
610
611 if (oldstate && oldstate->tiles[i] != state->tiles[i])
612 t = -1;
613 else
614 t = state->tiles[i];
615
616 t0 = t;
617
618 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
619 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
620 int x, y;
621
622 /*
623 * Figure out what to _actually_ draw, and where to
624 * draw it.
625 */
626 if (t == -1) {
627 int x0, y0, x1, y1;
628 int j;
629
630 /*
631 * On the first pass, just blank the tile.
632 */
633 if (pass == 0) {
634 x = COORD(X(state, i));
635 y = COORD(Y(state, i));
636 t = 0;
637 } else {
638 float c;
639
640 t = state->tiles[i];
641
642 /*
643 * Don't bother moving the gap; just don't
644 * draw it.
645 */
646 if (t == 0)
647 continue;
648
649 /*
650 * Find the coordinates of this tile in the old and
651 * new states.
652 */
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])
657 break;
658 assert(j < oldstate->n);
659 x0 = COORD(X(state, j));
660 y0 = COORD(Y(state, j));
661
662 c = (animtime / ANIM_TIME);
663 if (c < 0.0F) c = 0.0F;
664 if (c > 1.0F) c = 1.0F;
665
666 x = x0 + (int)(c * (x1 - x0));
667 y = y0 + (int)(c * (y1 - y0));
668 }
669
670 } else {
671 if (pass == 0)
672 continue;
673 x = COORD(X(state, i));
674 y = COORD(Y(state, i));
675 }
676
677 draw_tile(fe, state, x, y, t, bgcolour);
678 }
679 ds->tiles[i] = t0;
680 }
681 }
682 ds->bgcolour = bgcolour;
683
684 /*
685 * Update the status bar.
686 */
687 {
688 char statusbuf[256];
689
690 /*
691 * Don't show the new status until we're also showing the
692 * new _state_ - after the game animation is complete.
693 */
694 if (oldstate)
695 state = oldstate;
696
697 sprintf(statusbuf, "%sMoves: %d",
698 (state->completed ? "COMPLETED! " : ""),
699 (state->completed ? state->completed : state->movecount));
700
701 status_bar(fe, statusbuf);
702 }
703 }
704
705 float game_anim_length(game_state *oldstate, game_state *newstate)
706 {
707 return ANIM_TIME;
708 }
709
710 float game_flash_length(game_state *oldstate, game_state *newstate)
711 {
712 if (!oldstate->completed && newstate->completed)
713 return 2 * FLASH_FRAME;
714 else
715 return 0.0F;
716 }
717
718 int game_wants_statusbar(void)
719 {
720 return TRUE;
721 }