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
15 const char *const game_name
= "Sixteen";
18 #define BORDER TILE_SIZE /* big border to fill with arrows */
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
23 #define ANIM_TIME 0.1F
24 #define FLASH_FRAME 0.1F
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
49 game_params
*default_params(void)
51 game_params
*ret
= snew(game_params
);
58 int game_fetch_preset(int i
, char **name
, game_params
**params
)
65 case 0: w
= 3, h
= 3; break;
66 case 1: w
= 4, h
= 3; break;
67 case 2: w
= 4, h
= 4; break;
68 case 3: w
= 5, h
= 4; break;
69 case 4: w
= 5, h
= 5; break;
70 default: return FALSE
;
73 sprintf(buf
, "%dx%d", w
, h
);
75 *params
= ret
= snew(game_params
);
81 void free_params(game_params
*params
)
86 game_params
*dup_params(game_params
*params
)
88 game_params
*ret
= snew(game_params
);
89 *ret
= *params
; /* structure copy */
93 int perm_parity(int *perm
, int n
)
99 for (i
= 0; i
< n
-1; i
++)
100 for (j
= i
+1; j
< n
; j
++)
101 if (perm
[i
] > perm
[j
])
107 char *new_game_seed(game_params
*params
)
115 n
= params
->w
* params
->h
;
117 tiles
= snewn(n
, int);
118 used
= snewn(n
, int);
120 for (i
= 0; i
< n
; i
++) {
126 * If both dimensions are odd, there is a parity constraint.
128 if (params
->w
& params
->h
& 1)
134 * Place everything except (possibly) the last two tiles.
136 for (x
= 0, i
= n
; i
> stop
; i
--) {
137 int k
= i
> 1 ?
rand_upto(i
) : 0;
140 for (j
= 0; j
< n
; j
++)
141 if (!used
[j
] && (k
-- == 0))
144 assert(j
< n
&& !used
[j
]);
147 while (tiles
[x
] >= 0)
155 * Find the last two locations, and the last two pieces.
157 while (tiles
[x
] >= 0)
162 while (tiles
[x
] >= 0)
167 for (i
= 0; i
< n
; i
++)
171 for (i
= p1
+1; i
< n
; i
++)
177 * Try the last two tiles one way round. If that fails, swap
182 if (perm_parity(tiles
, n
) != 0) {
185 assert(perm_parity(tiles
, n
) == 0);
190 * Now construct the game seed, by describing the tile array as
191 * a simple sequence of comma-separated integers.
195 for (i
= 0; i
< n
; i
++) {
199 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
201 ret
= sresize(ret
, retlen
+ k
+ 1, char);
202 strcpy(ret
+ retlen
, buf
);
205 ret
[retlen
-1] = '\0'; /* delete last comma */
213 game_state
*new_game(game_params
*params
, char *seed
)
215 game_state
*state
= snew(game_state
);
219 state
->w
= params
->w
;
220 state
->h
= params
->h
;
221 state
->n
= params
->w
* params
->h
;
222 state
->tiles
= snewn(state
->n
, int);
226 for (i
= 0; i
< state
->n
; i
++) {
228 state
->tiles
[i
] = atoi(p
);
229 while (*p
&& *p
!= ',')
231 if (*p
) p
++; /* eat comma */
235 state
->completed
= state
->movecount
= 0;
240 game_state
*dup_game(game_state
*state
)
242 game_state
*ret
= snew(game_state
);
247 ret
->tiles
= snewn(state
->w
* state
->h
, int);
248 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
249 ret
->completed
= state
->completed
;
250 ret
->movecount
= state
->movecount
;
255 void free_game(game_state
*state
)
260 game_state
*make_move(game_state
*from
, int x
, int y
, int button
)
263 int dx
, dy
, tx
, ty
, n
;
266 if (button
!= LEFT_BUTTON
)
271 if (cx
== -1 && cy
>= 0 && cy
< from
->h
)
272 n
= from
->w
, dx
= +1, dy
= 0;
273 else if (cx
== from
->w
&& cy
>= 0 && cy
< from
->h
)
274 n
= from
->w
, dx
= -1, dy
= 0;
275 else if (cy
== -1 && cx
>= 0 && cx
< from
->w
)
276 n
= from
->h
, dy
= +1, dx
= 0;
277 else if (cy
== from
->h
&& cx
>= 0 && cx
< from
->w
)
278 n
= from
->h
, dy
= -1, dx
= 0;
280 return NULL
; /* invalid click location */
282 ret
= dup_game(from
);
287 tx
= (cx
+ dx
+ from
->w
) % from
->w
;
288 ty
= (cy
+ dy
+ from
->h
) % from
->h
;
289 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
295 * See if the game has been completed.
297 if (!ret
->completed
) {
298 ret
->completed
= ret
->movecount
;
299 for (n
= 0; n
< ret
->n
; n
++)
300 if (ret
->tiles
[n
] != n
+1)
301 ret
->completed
= FALSE
;
307 /* ----------------------------------------------------------------------
311 struct game_drawstate
{
317 void game_size(game_params
*params
, int *x
, int *y
)
319 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
320 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
323 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
325 float *ret
= snewn(3 * NCOLOURS
, float);
329 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
332 * Drop the background colour so that the highlight is
333 * noticeably brighter than it while still being under 1.
335 max
= ret
[COL_BACKGROUND
*3];
336 for (i
= 1; i
< 3; i
++)
337 if (ret
[COL_BACKGROUND
*3+i
] > max
)
338 max
= ret
[COL_BACKGROUND
*3+i
];
339 if (max
* 1.2F
> 1.0F
) {
340 for (i
= 0; i
< 3; i
++)
341 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
344 for (i
= 0; i
< 3; i
++) {
345 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
346 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
347 ret
[COL_TEXT
* 3 + i
] = 0.0;
350 *ncolours
= NCOLOURS
;
354 game_drawstate
*game_new_drawstate(game_state
*state
)
356 struct game_drawstate
*ds
= snew(struct game_drawstate
);
362 ds
->bgcolour
= COL_BACKGROUND
;
363 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
364 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
370 void game_free_drawstate(game_drawstate
*ds
)
376 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
377 int tile
, int flash_colour
)
380 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
386 coords
[0] = x
+ TILE_SIZE
- 1;
387 coords
[1] = y
+ TILE_SIZE
- 1;
388 coords
[2] = x
+ TILE_SIZE
- 1;
391 coords
[5] = y
+ TILE_SIZE
- 1;
392 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
393 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
397 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
398 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
400 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
401 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
404 sprintf(str
, "%d", tile
);
405 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
406 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
409 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
412 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
415 int ydy
= -xdx
, ydx
= xdy
;
417 #define POINT(n, xx, yy) ( \
418 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
419 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
421 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
422 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
423 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
424 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
425 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
426 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
427 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
429 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
430 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
433 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
434 game_state
*state
, float animtime
, float flashtime
)
436 int i
, pass
, bgcolour
;
439 int frame
= (int)(flashtime
/ FLASH_FRAME
);
440 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
442 bgcolour
= COL_BACKGROUND
;
448 TILE_SIZE
* state
->w
+ 2 * BORDER
,
449 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
450 draw_update(fe
, 0, 0,
451 TILE_SIZE
* state
->w
+ 2 * BORDER
,
452 TILE_SIZE
* state
->h
+ 2 * BORDER
);
455 * Recessed area containing the whole puzzle.
457 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
458 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
459 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
460 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
461 coords
[4] = COORD(0) - HIGHLIGHT_WIDTH
;
462 coords
[5] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
463 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
464 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
466 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
467 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
468 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
469 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
472 * Arrows for making moves.
474 for (i
= 0; i
< state
->w
; i
++) {
475 draw_arrow(fe
, COORD(i
), COORD(0), +1, 0);
476 draw_arrow(fe
, COORD(i
+1), COORD(state
->h
), -1, 0);
478 for (i
= 0; i
< state
->h
; i
++) {
479 draw_arrow(fe
, COORD(state
->w
), COORD(i
), 0, +1);
480 draw_arrow(fe
, COORD(0), COORD(i
+1), 0, -1);
487 * Now draw each tile. We do this in two passes to make
491 clip(fe
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
493 for (pass
= 0; pass
< 2; pass
++) {
494 for (i
= 0; i
< state
->n
; i
++) {
497 * Figure out what should be displayed at this
498 * location. It's either a simple tile, or it's a
499 * transition between two tiles (in which case we say
500 * -1 because it must always be drawn).
503 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
510 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
511 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
515 * Figure out what to _actually_ draw, and where to
519 int x0
, y0
, x1
, y1
, dx
, dy
;
523 * On the first pass, just blank the tile.
526 x
= COORD(X(state
, i
));
527 y
= COORD(Y(state
, i
));
536 * FIXME: must be prepared to draw a double
537 * tile in some situations.
541 * Find the coordinates of this tile in the old and
544 x1
= COORD(X(state
, i
));
545 y1
= COORD(Y(state
, i
));
546 for (j
= 0; j
< oldstate
->n
; j
++)
547 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
549 assert(j
< oldstate
->n
);
550 x0
= COORD(X(state
, j
));
551 y0
= COORD(Y(state
, j
));
554 if (abs(dx
) > TILE_SIZE
) {
555 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
556 dx
- TILE_SIZE
* state
->w
);
557 assert(abs(dx
) == TILE_SIZE
);
560 if (abs(dy
) > TILE_SIZE
) {
561 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
562 dy
- TILE_SIZE
* state
->h
);
563 assert(abs(dy
) == TILE_SIZE
);
566 c
= (animtime
/ ANIM_TIME
);
567 if (c
< 0.0F
) c
= 0.0F
;
568 if (c
> 1.0F
) c
= 1.0F
;
570 x
= x0
+ (int)(c
* dx
);
571 y
= y0
+ (int)(c
* dy
);
572 x2
= x1
- dx
+ (int)(c
* dx
);
573 y2
= y1
- dy
+ (int)(c
* dy
);
579 x
= COORD(X(state
, i
));
580 y
= COORD(Y(state
, i
));
584 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
585 if (x2
!= -1 || y2
!= -1)
586 draw_tile(fe
, state
, x2
, y2
, t
, bgcolour
);
594 ds
->bgcolour
= bgcolour
;
597 * Update the status bar.
602 sprintf(statusbuf
, "%sMoves: %d",
603 (state
->completed ?
"COMPLETED! " : ""),
604 (state
->completed ? state
->completed
: state
->movecount
));
606 status_bar(fe
, statusbuf
);
610 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
615 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
617 if (!oldstate
->completed
&& newstate
->completed
)
618 return 2 * FLASH_FRAME
;
623 int game_wants_statusbar(void)