2 * fifteen.c: standard 15-puzzle.
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) )
45 int used_solve
; /* used to suppress completion flash */
49 static game_params
*default_params(void)
51 game_params
*ret
= snew(game_params
);
58 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
61 *params
= default_params();
62 *name
= dupstr("4x4");
68 static void free_params(game_params
*params
)
73 static game_params
*dup_params(game_params
*params
)
75 game_params
*ret
= snew(game_params
);
76 *ret
= *params
; /* structure copy */
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
++;
86 ret
->h
= atoi(string
);
90 static char *encode_params(game_params
*params
, int full
)
94 sprintf(data
, "%dx%d", params
->w
, params
->h
);
99 static config_item
*game_configure(game_params
*params
)
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
);
112 ret
[1].name
= "Height";
113 ret
[1].type
= C_STRING
;
114 sprintf(buf
, "%d", params
->h
);
115 ret
[1].sval
= dupstr(buf
);
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
);
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";
144 static int perm_parity(int *perm
, int n
)
150 for (i
= 0; i
< n
-1; i
++)
151 for (j
= i
+1; j
< n
; j
++)
152 if (perm
[i
] > perm
[j
])
158 static char *new_game_desc(game_params
*params
, random_state
*rs
,
159 char **aux
, int interactive
)
162 int x1
, x2
, p1
, p2
, parity
;
167 n
= params
->w
* params
->h
;
169 tiles
= snewn(n
, int);
170 used
= snewn(n
, int);
172 for (i
= 0; i
< n
; i
++) {
177 gap
= random_upto(rs
, n
);
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
);
188 for (j
= 0; j
< n
; j
++)
189 if (!used
[j
] && (k
-- == 0))
192 assert(j
< n
&& !used
[j
]);
195 while (tiles
[x
] >= 0)
202 * Find the last two locations, and the last two pieces.
204 while (tiles
[x
] >= 0)
209 while (tiles
[x
] >= 0)
214 for (i
= 0; i
< n
; i
++)
218 for (i
= p1
+1; i
< n
; 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)) ^
239 * Try the last two tiles one way round. If that fails, swap
244 if (perm_parity(tiles
, n
) != parity
) {
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.
256 for (i
= 0; i
< n
; i
++) {
260 k
= sprintf(buf
, "%d,", tiles
[i
]);
262 ret
= sresize(ret
, retlen
+ k
+ 1, char);
263 strcpy(ret
+ retlen
, buf
);
266 ret
[retlen
-1] = '\0'; /* delete last comma */
274 static char *validate_desc(game_params
*params
, char *desc
)
280 area
= params
->w
* params
->h
;
284 used
= snewn(area
, int);
285 for (i
= 0; i
< area
; i
++)
288 for (i
= 0; i
< area
; i
++) {
292 if (*p
< '0' || *p
> '9') {
293 err
= "Not enough numbers in string";
296 while (*p
>= '0' && *p
<= '9')
298 if (i
< area
-1 && *p
!= ',') {
299 err
= "Expected comma after number";
302 else if (i
== area
-1 && *p
) {
303 err
= "Excess junk at end of string";
307 if (n
< 0 || n
>= area
) {
308 err
= "Number out of range";
312 err
= "Number used twice";
317 if (*p
) p
++; /* eat comma */
325 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
327 game_state
*state
= snew(game_state
);
331 state
->w
= params
->w
;
332 state
->h
= params
->h
;
333 state
->n
= params
->w
* params
->h
;
334 state
->tiles
= snewn(state
->n
, int);
339 for (i
= 0; i
< state
->n
; i
++) {
341 state
->tiles
[i
] = atoi(p
);
342 if (state
->tiles
[i
] == 0)
344 while (*p
&& *p
!= ',')
346 if (*p
) p
++; /* eat comma */
349 assert(state
->tiles
[state
->gap_pos
] == 0);
351 state
->completed
= state
->movecount
= 0;
352 state
->used_solve
= FALSE
;
357 static game_state
*dup_game(game_state
*state
)
359 game_state
*ret
= snew(game_state
);
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
;
374 static void free_game(game_state
*state
)
380 static char *solve_game(game_state
*state
, game_state
*currstate
,
381 char *aux
, char **error
)
386 static int game_can_format_as_text_now(game_params
*params
)
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
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);
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
];
416 sprintf(buf
, "%*s", col
, "");
418 sprintf(buf
, "%*d", col
, v
);
428 assert(p
- ret
== maxlen
);
433 static game_ui
*new_ui(game_state
*state
)
438 static void free_ui(game_ui
*ui
)
442 static char *encode_ui(game_ui
*ui
)
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
{
463 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
464 int x
, int y
, int button
)
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
) {
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
))
494 return NULL
; /* no move */
496 sprintf(buf
, "M%d,%d", dx
, dy
);
500 static game_state
*execute_move(game_state
*from
, char *move
)
502 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
505 if (!strcmp(move
, "S")) {
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;
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
)
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
];
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))
569 /* ----------------------------------------------------------------------
573 static void game_compute_size(game_params
*params
, int tilesize
,
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);
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
;
604 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
606 struct game_drawstate
*ds
= snew(struct game_drawstate
);
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
++)
621 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
627 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
628 int x
, int y
, int tile
, int flash_colour
)
631 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
637 coords
[0] = x
+ TILE_SIZE
- 1;
638 coords
[1] = y
+ TILE_SIZE
- 1;
639 coords
[2] = x
+ TILE_SIZE
- 1;
642 coords
[5] = y
+ TILE_SIZE
- 1;
643 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
, COL_LOWLIGHT
);
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
,
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
,
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
;
668 int frame
= (int)(flashtime
/ FLASH_FRAME
);
669 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
671 bgcolour
= COL_BACKGROUND
;
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
);
706 * Now draw each tile. We do this in two passes to make
709 for (pass
= 0; pass
< 2; pass
++) {
710 for (i
= 0; i
< state
->n
; i
++) {
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
])
726 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
727 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
731 * Figure out what to _actually_ draw, and where to
739 * On the first pass, just blank the tile.
742 x
= COORD(X(state
, i
));
743 y
= COORD(Y(state
, i
));
751 * Don't bother moving the gap; just don't
758 * Find the coordinates of this tile in the old and
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
])
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
));
781 x
= COORD(X(state
, i
));
782 y
= COORD(Y(state
, i
));
785 draw_tile(dr
, ds
, state
, x
, y
, t
, bgcolour
);
790 ds
->bgcolour
= bgcolour
;
793 * Update the status bar.
799 * Don't show the new status until we're also showing the
800 * new _state_ - after the game animation is complete.
805 if (state
->used_solve
)
806 sprintf(statusbuf
, "Moves since auto-solve: %d",
807 state
->movecount
- state
->completed
);
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
)
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
;
833 static int game_status(game_state
*state
)
835 return state
->completed
? +1 : 0;
838 static int game_timing_state(game_state
*state
, game_ui
*ui
)
843 static void game_print_size(game_params
*params
, float *x
, float *y
)
847 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
852 #define thegame fifteen
855 const struct game thegame
= {
856 "Fifteen", "games.fifteen", "fifteen",
863 TRUE
, game_configure
, custom_params
,
871 TRUE
, game_can_format_as_text_now
, game_text_format
,
879 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
887 FALSE
, FALSE
, game_print_size
, game_print
,
888 TRUE
, /* wants_statusbar */
889 FALSE
, game_timing_state
,