Patch from Chris Moore to implement an extra grid type, the 'floret'
[sgt-puzzles/ydirson.git] / fifteen.c
blobe74d10a92a5a78873b3cc91c02f559a15a370667
1 /*
2 * fifteen.c: standard 15-puzzle.
3 */
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
12 #include "puzzles.h"
14 #define PREFERRED_TILE_SIZE 48
15 #define TILE_SIZE (ds->tilesize)
16 #define BORDER (TILE_SIZE / 2)
17 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
18 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
19 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
21 #define ANIM_TIME 0.13F
22 #define FLASH_FRAME 0.13F
24 #define X(state, i) ( (i) % (state)->w )
25 #define Y(state, i) ( (i) / (state)->w )
26 #define C(state, x, y) ( (y) * (state)->w + (x) )
28 enum {
29 COL_BACKGROUND,
30 COL_TEXT,
31 COL_HIGHLIGHT,
32 COL_LOWLIGHT,
33 NCOLOURS
36 struct game_params {
37 int w, h;
40 struct game_state {
41 int w, h, n;
42 int *tiles;
43 int gap_pos;
44 int completed;
45 int used_solve; /* used to suppress completion flash */
46 int movecount;
49 static game_params *default_params(void)
51 game_params *ret = snew(game_params);
53 ret->w = ret->h = 4;
55 return ret;
58 static int game_fetch_preset(int i, char **name, game_params **params)
60 if (i == 0) {
61 *params = default_params();
62 *name = dupstr("4x4");
63 return TRUE;
65 return FALSE;
68 static void free_params(game_params *params)
70 sfree(params);
73 static game_params *dup_params(game_params *params)
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
77 return ret;
80 static void decode_params(game_params *ret, char const *string)
82 ret->w = ret->h = atoi(string);
83 while (*string && isdigit((unsigned char)*string)) string++;
84 if (*string == 'x') {
85 string++;
86 ret->h = atoi(string);
90 static char *encode_params(game_params *params, int full)
92 char data[256];
94 sprintf(data, "%dx%d", params->w, params->h);
96 return dupstr(data);
99 static config_item *game_configure(game_params *params)
101 config_item *ret;
102 char buf[80];
104 ret = snewn(3, config_item);
106 ret[0].name = "Width";
107 ret[0].type = C_STRING;
108 sprintf(buf, "%d", params->w);
109 ret[0].sval = dupstr(buf);
110 ret[0].ival = 0;
112 ret[1].name = "Height";
113 ret[1].type = C_STRING;
114 sprintf(buf, "%d", params->h);
115 ret[1].sval = dupstr(buf);
116 ret[1].ival = 0;
118 ret[2].name = NULL;
119 ret[2].type = C_END;
120 ret[2].sval = NULL;
121 ret[2].ival = 0;
123 return ret;
126 static game_params *custom_params(config_item *cfg)
128 game_params *ret = snew(game_params);
130 ret->w = atoi(cfg[0].sval);
131 ret->h = atoi(cfg[1].sval);
133 return ret;
136 static char *validate_params(game_params *params, int full)
138 if (params->w < 2 || params->h < 2)
139 return "Width and height must both be at least two";
141 return NULL;
144 static int perm_parity(int *perm, int n)
146 int i, j, ret;
148 ret = 0;
150 for (i = 0; i < n-1; i++)
151 for (j = i+1; j < n; j++)
152 if (perm[i] > perm[j])
153 ret = !ret;
155 return ret;
158 static char *new_game_desc(game_params *params, random_state *rs,
159 char **aux, int interactive)
161 int gap, n, i, x;
162 int x1, x2, p1, p2, parity;
163 int *tiles, *used;
164 char *ret;
165 int retlen;
167 n = params->w * params->h;
169 tiles = snewn(n, int);
170 used = snewn(n, int);
172 for (i = 0; i < n; i++) {
173 tiles[i] = -1;
174 used[i] = FALSE;
177 gap = random_upto(rs, n);
178 tiles[gap] = 0;
179 used[0] = TRUE;
182 * Place everything else except the last two tiles.
184 for (x = 0, i = n-1; i > 2; i--) {
185 int k = random_upto(rs, i);
186 int j;
188 for (j = 0; j < n; j++)
189 if (!used[j] && (k-- == 0))
190 break;
192 assert(j < n && !used[j]);
193 used[j] = TRUE;
195 while (tiles[x] >= 0)
196 x++;
197 assert(x < n);
198 tiles[x] = j;
202 * Find the last two locations, and the last two pieces.
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;
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;
224 * Determine the required parity of the overall permutation.
225 * This is the XOR of:
227 * - The chessboard parity ((x^y)&1) of the gap square. The
228 * bottom right counts as even.
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.)
234 parity = ((X(params, gap) - (params->w-1)) ^
235 (Y(params, gap) - (params->h-1)) ^
236 (n+1)) & 1;
239 * Try the last two tiles one way round. If that fails, swap
240 * them.
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);
251 * Now construct the game description, by describing the tile
252 * array as a simple sequence of comma-separated integers.
254 ret = NULL;
255 retlen = 0;
256 for (i = 0; i < n; i++) {
257 char buf[80];
258 int k;
260 k = sprintf(buf, "%d,", tiles[i]);
262 ret = sresize(ret, retlen + k + 1, char);
263 strcpy(ret + retlen, buf);
264 retlen += k;
266 ret[retlen-1] = '\0'; /* delete last comma */
268 sfree(tiles);
269 sfree(used);
271 return ret;
274 static char *validate_desc(game_params *params, char *desc)
276 char *p, *err;
277 int i, area;
278 int *used;
280 area = params->w * params->h;
281 p = desc;
282 err = NULL;
284 used = snewn(area, int);
285 for (i = 0; i < area; i++)
286 used[i] = FALSE;
288 for (i = 0; i < area; i++) {
289 char *q = p;
290 int n;
292 if (*p < '0' || *p > '9') {
293 err = "Not enough numbers in string";
294 goto leave;
296 while (*p >= '0' && *p <= '9')
297 p++;
298 if (i < area-1 && *p != ',') {
299 err = "Expected comma after number";
300 goto leave;
302 else if (i == area-1 && *p) {
303 err = "Excess junk at end of string";
304 goto leave;
306 n = atoi(q);
307 if (n < 0 || n >= area) {
308 err = "Number out of range";
309 goto leave;
311 if (used[n]) {
312 err = "Number used twice";
313 goto leave;
315 used[n] = TRUE;
317 if (*p) p++; /* eat comma */
320 leave:
321 sfree(used);
322 return err;
325 static game_state *new_game(midend *me, game_params *params, char *desc)
327 game_state *state = snew(game_state);
328 int i;
329 char *p;
331 state->w = params->w;
332 state->h = params->h;
333 state->n = params->w * params->h;
334 state->tiles = snewn(state->n, int);
336 state->gap_pos = 0;
337 p = desc;
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 */
348 assert(!*p);
349 assert(state->tiles[state->gap_pos] == 0);
351 state->completed = state->movecount = 0;
352 state->used_solve = FALSE;
354 return state;
357 static game_state *dup_game(game_state *state)
359 game_state *ret = snew(game_state);
361 ret->w = state->w;
362 ret->h = state->h;
363 ret->n = state->n;
364 ret->tiles = snewn(state->w * state->h, int);
365 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
366 ret->gap_pos = state->gap_pos;
367 ret->completed = state->completed;
368 ret->movecount = state->movecount;
369 ret->used_solve = state->used_solve;
371 return ret;
374 static void free_game(game_state *state)
376 sfree(state->tiles);
377 sfree(state);
380 static char *solve_game(game_state *state, game_state *currstate,
381 char *aux, char **error)
383 return dupstr("S");
386 static int game_can_format_as_text_now(game_params *params)
388 return TRUE;
391 static char *game_text_format(game_state *state)
393 char *ret, *p, buf[80];
394 int x, y, col, maxlen;
397 * First work out how many characters we need to display each
398 * number.
400 col = sprintf(buf, "%d", state->n-1);
403 * Now we know the exact total size of the grid we're going to
404 * produce: it's got h rows, each containing w lots of col, w-1
405 * spaces and a trailing newline.
407 maxlen = state->h * state->w * (col+1);
409 ret = snewn(maxlen+1, char);
410 p = ret;
412 for (y = 0; y < state->h; y++) {
413 for (x = 0; x < state->w; x++) {
414 int v = state->tiles[state->w*y+x];
415 if (v == 0)
416 sprintf(buf, "%*s", col, "");
417 else
418 sprintf(buf, "%*d", col, v);
419 memcpy(p, buf, col);
420 p += col;
421 if (x+1 == state->w)
422 *p++ = '\n';
423 else
424 *p++ = ' ';
428 assert(p - ret == maxlen);
429 *p = '\0';
430 return ret;
433 static game_ui *new_ui(game_state *state)
435 return NULL;
438 static void free_ui(game_ui *ui)
442 static char *encode_ui(game_ui *ui)
444 return NULL;
447 static void decode_ui(game_ui *ui, char *encoding)
451 static void game_changed_state(game_ui *ui, game_state *oldstate,
452 game_state *newstate)
456 struct game_drawstate {
457 int started;
458 int w, h, bgcolour;
459 int *tiles;
460 int tilesize;
463 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
464 int x, int y, int button)
466 int gx, gy, dx, dy;
467 char buf[80];
469 button &= ~MOD_MASK;
471 gx = X(state, state->gap_pos);
472 gy = Y(state, state->gap_pos);
474 if (button == CURSOR_RIGHT && gx > 0)
475 dx = gx - 1, dy = gy;
476 else if (button == CURSOR_LEFT && gx < state->w-1)
477 dx = gx + 1, dy = gy;
478 else if (button == CURSOR_DOWN && gy > 0)
479 dy = gy - 1, dx = gx;
480 else if (button == CURSOR_UP && gy < state->h-1)
481 dy = gy + 1, dx = gx;
482 else if (button == LEFT_BUTTON) {
483 dx = FROMCOORD(x);
484 dy = FROMCOORD(y);
485 if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
486 return NULL; /* out of bounds */
488 * Any click location should be equal to the gap location
489 * in _precisely_ one coordinate.
491 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
492 return NULL;
493 } else
494 return NULL; /* no move */
496 sprintf(buf, "M%d,%d", dx, dy);
497 return dupstr(buf);
500 static game_state *execute_move(game_state *from, char *move)
502 int gx, gy, dx, dy, ux, uy, up, p;
503 game_state *ret;
505 if (!strcmp(move, "S")) {
506 int i;
508 ret = dup_game(from);
511 * Simply replace the grid with a solved one. For this game,
512 * this isn't a useful operation for actually telling the user
513 * what they should have done, but it is useful for
514 * conveniently being able to get hold of a clean state from
515 * which to practise manoeuvres.
517 for (i = 0; i < ret->n; i++)
518 ret->tiles[i] = (i+1) % ret->n;
519 ret->gap_pos = ret->n-1;
520 ret->used_solve = TRUE;
521 ret->completed = ret->movecount = 1;
523 return ret;
526 gx = X(from, from->gap_pos);
527 gy = Y(from, from->gap_pos);
529 if (move[0] != 'M' ||
530 sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
531 (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
532 dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
533 return NULL;
536 * Find the unit displacement from the original gap
537 * position towards this one.
539 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
540 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
541 up = C(from, ux, uy);
543 ret = dup_game(from);
545 ret->gap_pos = C(from, dx, dy);
546 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
548 ret->tiles[ret->gap_pos] = 0;
550 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
551 assert(p >= 0 && p < from->n);
552 ret->tiles[p] = from->tiles[p + up];
553 ret->movecount++;
557 * See if the game has been completed.
559 if (!ret->completed) {
560 ret->completed = ret->movecount;
561 for (p = 0; p < ret->n; p++)
562 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
563 ret->completed = 0;
566 return ret;
569 /* ----------------------------------------------------------------------
570 * Drawing routines.
573 static void game_compute_size(game_params *params, int tilesize,
574 int *x, int *y)
576 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
577 struct { int tilesize; } ads, *ds = &ads;
578 ads.tilesize = tilesize;
580 *x = TILE_SIZE * params->w + 2 * BORDER;
581 *y = TILE_SIZE * params->h + 2 * BORDER;
584 static void game_set_size(drawing *dr, game_drawstate *ds,
585 game_params *params, int tilesize)
587 ds->tilesize = tilesize;
590 static float *game_colours(frontend *fe, int *ncolours)
592 float *ret = snewn(3 * NCOLOURS, float);
593 int i;
595 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
597 for (i = 0; i < 3; i++)
598 ret[COL_TEXT * 3 + i] = 0.0;
600 *ncolours = NCOLOURS;
601 return ret;
604 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
606 struct game_drawstate *ds = snew(struct game_drawstate);
607 int i;
609 ds->started = FALSE;
610 ds->w = state->w;
611 ds->h = state->h;
612 ds->bgcolour = COL_BACKGROUND;
613 ds->tiles = snewn(ds->w*ds->h, int);
614 ds->tilesize = 0; /* haven't decided yet */
615 for (i = 0; i < ds->w*ds->h; i++)
616 ds->tiles[i] = -1;
618 return ds;
621 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
623 sfree(ds->tiles);
624 sfree(ds);
627 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
628 int x, int y, int tile, int flash_colour)
630 if (tile == 0) {
631 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
632 flash_colour);
633 } else {
634 int coords[6];
635 char str[40];
637 coords[0] = x + TILE_SIZE - 1;
638 coords[1] = y + TILE_SIZE - 1;
639 coords[2] = x + TILE_SIZE - 1;
640 coords[3] = y;
641 coords[4] = x;
642 coords[5] = y + TILE_SIZE - 1;
643 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
645 coords[0] = x;
646 coords[1] = y;
647 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
649 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
650 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
651 flash_colour);
653 sprintf(str, "%d", tile);
654 draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
655 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
656 COL_TEXT, str);
658 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
661 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
662 game_state *state, int dir, game_ui *ui,
663 float animtime, float flashtime)
665 int i, pass, bgcolour;
667 if (flashtime > 0) {
668 int frame = (int)(flashtime / FLASH_FRAME);
669 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
670 } else
671 bgcolour = COL_BACKGROUND;
673 if (!ds->started) {
674 int coords[10];
676 draw_rect(dr, 0, 0,
677 TILE_SIZE * state->w + 2 * BORDER,
678 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
679 draw_update(dr, 0, 0,
680 TILE_SIZE * state->w + 2 * BORDER,
681 TILE_SIZE * state->h + 2 * BORDER);
684 * Recessed area containing the whole puzzle.
686 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
687 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
688 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
689 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
690 coords[4] = coords[2] - TILE_SIZE;
691 coords[5] = coords[3] + TILE_SIZE;
692 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
693 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
694 coords[6] = coords[8] + TILE_SIZE;
695 coords[7] = coords[9] - TILE_SIZE;
696 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
698 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
699 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
700 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
702 ds->started = TRUE;
706 * Now draw each tile. We do this in two passes to make
707 * animation easy.
709 for (pass = 0; pass < 2; pass++) {
710 for (i = 0; i < state->n; i++) {
711 int t, t0;
713 * Figure out what should be displayed at this
714 * location. It's either a simple tile, or it's a
715 * transition between two tiles (in which case we say
716 * -1 because it must always be drawn).
719 if (oldstate && oldstate->tiles[i] != state->tiles[i])
720 t = -1;
721 else
722 t = state->tiles[i];
724 t0 = t;
726 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
727 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
728 int x, y;
731 * Figure out what to _actually_ draw, and where to
732 * draw it.
734 if (t == -1) {
735 int x0, y0, x1, y1;
736 int j;
739 * On the first pass, just blank the tile.
741 if (pass == 0) {
742 x = COORD(X(state, i));
743 y = COORD(Y(state, i));
744 t = 0;
745 } else {
746 float c;
748 t = state->tiles[i];
751 * Don't bother moving the gap; just don't
752 * draw it.
754 if (t == 0)
755 continue;
758 * Find the coordinates of this tile in the old and
759 * new states.
761 x1 = COORD(X(state, i));
762 y1 = COORD(Y(state, i));
763 for (j = 0; j < oldstate->n; j++)
764 if (oldstate->tiles[j] == state->tiles[i])
765 break;
766 assert(j < oldstate->n);
767 x0 = COORD(X(state, j));
768 y0 = COORD(Y(state, j));
770 c = (animtime / ANIM_TIME);
771 if (c < 0.0F) c = 0.0F;
772 if (c > 1.0F) c = 1.0F;
774 x = x0 + (int)(c * (x1 - x0));
775 y = y0 + (int)(c * (y1 - y0));
778 } else {
779 if (pass == 0)
780 continue;
781 x = COORD(X(state, i));
782 y = COORD(Y(state, i));
785 draw_tile(dr, ds, state, x, y, t, bgcolour);
787 ds->tiles[i] = t0;
790 ds->bgcolour = bgcolour;
793 * Update the status bar.
796 char statusbuf[256];
799 * Don't show the new status until we're also showing the
800 * new _state_ - after the game animation is complete.
802 if (oldstate)
803 state = oldstate;
805 if (state->used_solve)
806 sprintf(statusbuf, "Moves since auto-solve: %d",
807 state->movecount - state->completed);
808 else
809 sprintf(statusbuf, "%sMoves: %d",
810 (state->completed ? "COMPLETED! " : ""),
811 (state->completed ? state->completed : state->movecount));
813 status_bar(dr, statusbuf);
817 static float game_anim_length(game_state *oldstate,
818 game_state *newstate, int dir, game_ui *ui)
820 return ANIM_TIME;
823 static float game_flash_length(game_state *oldstate,
824 game_state *newstate, int dir, game_ui *ui)
826 if (!oldstate->completed && newstate->completed &&
827 !oldstate->used_solve && !newstate->used_solve)
828 return 2 * FLASH_FRAME;
829 else
830 return 0.0F;
833 static int game_timing_state(game_state *state, game_ui *ui)
835 return TRUE;
838 static void game_print_size(game_params *params, float *x, float *y)
842 static void game_print(drawing *dr, game_state *state, int tilesize)
846 #ifdef COMBINED
847 #define thegame fifteen
848 #endif
850 const struct game thegame = {
851 "Fifteen", "games.fifteen", "fifteen",
852 default_params,
853 game_fetch_preset,
854 decode_params,
855 encode_params,
856 free_params,
857 dup_params,
858 TRUE, game_configure, custom_params,
859 validate_params,
860 new_game_desc,
861 validate_desc,
862 new_game,
863 dup_game,
864 free_game,
865 TRUE, solve_game,
866 TRUE, game_can_format_as_text_now, game_text_format,
867 new_ui,
868 free_ui,
869 encode_ui,
870 decode_ui,
871 game_changed_state,
872 interpret_move,
873 execute_move,
874 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
875 game_colours,
876 game_new_drawstate,
877 game_free_drawstate,
878 game_redraw,
879 game_anim_length,
880 game_flash_length,
881 FALSE, FALSE, game_print_size, game_print,
882 TRUE, /* wants_statusbar */
883 FALSE, game_timing_state,
884 0, /* flags */