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
)
63 static void free_params(game_params
*params
)
68 static game_params
*dup_params(game_params
*params
)
70 game_params
*ret
= snew(game_params
);
71 *ret
= *params
; /* structure copy */
75 static void decode_params(game_params
*ret
, char const *string
)
77 ret
->w
= ret
->h
= atoi(string
);
78 while (*string
&& isdigit((unsigned char)*string
)) string
++;
81 ret
->h
= atoi(string
);
85 static char *encode_params(game_params
*params
, int full
)
89 sprintf(data
, "%dx%d", params
->w
, params
->h
);
94 static config_item
*game_configure(game_params
*params
)
99 ret
= snewn(3, config_item
);
101 ret
[0].name
= "Width";
102 ret
[0].type
= C_STRING
;
103 sprintf(buf
, "%d", params
->w
);
104 ret
[0].sval
= dupstr(buf
);
107 ret
[1].name
= "Height";
108 ret
[1].type
= C_STRING
;
109 sprintf(buf
, "%d", params
->h
);
110 ret
[1].sval
= dupstr(buf
);
121 static game_params
*custom_params(config_item
*cfg
)
123 game_params
*ret
= snew(game_params
);
125 ret
->w
= atoi(cfg
[0].sval
);
126 ret
->h
= atoi(cfg
[1].sval
);
131 static char *validate_params(game_params
*params
, int full
)
133 if (params
->w
< 2 || params
->h
< 2)
134 return "Width and height must both be at least two";
139 static int perm_parity(int *perm
, int n
)
145 for (i
= 0; i
< n
-1; i
++)
146 for (j
= i
+1; j
< n
; j
++)
147 if (perm
[i
] > perm
[j
])
153 static char *new_game_desc(game_params
*params
, random_state
*rs
,
154 char **aux
, int interactive
)
157 int x1
, x2
, p1
, p2
, parity
;
162 n
= params
->w
* params
->h
;
164 tiles
= snewn(n
, int);
165 used
= snewn(n
, int);
167 for (i
= 0; i
< n
; i
++) {
172 gap
= random_upto(rs
, n
);
177 * Place everything else except the last two tiles.
179 for (x
= 0, i
= n
-1; i
> 2; i
--) {
180 int k
= random_upto(rs
, i
);
183 for (j
= 0; j
< n
; j
++)
184 if (!used
[j
] && (k
-- == 0))
187 assert(j
< n
&& !used
[j
]);
190 while (tiles
[x
] >= 0)
197 * Find the last two locations, and the last two pieces.
199 while (tiles
[x
] >= 0)
204 while (tiles
[x
] >= 0)
209 for (i
= 0; i
< n
; i
++)
213 for (i
= p1
+1; i
< n
; i
++)
219 * Determine the required parity of the overall permutation.
220 * This is the XOR of:
222 * - The chessboard parity ((x^y)&1) of the gap square. The
223 * bottom right counts as even.
225 * - The parity of n. (The target permutation is 1,...,n-1,0
226 * rather than 0,...,n-1; this is a cyclic permutation of
227 * the starting point and hence is odd iff n is even.)
229 parity
= ((X(params
, gap
) - (params
->w
-1)) ^
230 (Y(params
, gap
) - (params
->h
-1)) ^
234 * Try the last two tiles one way round. If that fails, swap
239 if (perm_parity(tiles
, n
) != parity
) {
242 assert(perm_parity(tiles
, n
) == parity
);
246 * Now construct the game description, by describing the tile
247 * array as a simple sequence of comma-separated integers.
251 for (i
= 0; i
< n
; i
++) {
255 k
= sprintf(buf
, "%d,", tiles
[i
]);
257 ret
= sresize(ret
, retlen
+ k
+ 1, char);
258 strcpy(ret
+ retlen
, buf
);
261 ret
[retlen
-1] = '\0'; /* delete last comma */
269 static char *validate_desc(game_params
*params
, char *desc
)
275 area
= params
->w
* params
->h
;
279 used
= snewn(area
, int);
280 for (i
= 0; i
< area
; i
++)
283 for (i
= 0; i
< area
; i
++) {
287 if (*p
< '0' || *p
> '9') {
288 err
= "Not enough numbers in string";
291 while (*p
>= '0' && *p
<= '9')
293 if (i
< area
-1 && *p
!= ',') {
294 err
= "Expected comma after number";
297 else if (i
== area
-1 && *p
) {
298 err
= "Excess junk at end of string";
302 if (n
< 0 || n
>= area
) {
303 err
= "Number out of range";
307 err
= "Number used twice";
312 if (*p
) p
++; /* eat comma */
320 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
322 game_state
*state
= snew(game_state
);
326 state
->w
= params
->w
;
327 state
->h
= params
->h
;
328 state
->n
= params
->w
* params
->h
;
329 state
->tiles
= snewn(state
->n
, int);
334 for (i
= 0; i
< state
->n
; i
++) {
336 state
->tiles
[i
] = atoi(p
);
337 if (state
->tiles
[i
] == 0)
339 while (*p
&& *p
!= ',')
341 if (*p
) p
++; /* eat comma */
344 assert(state
->tiles
[state
->gap_pos
] == 0);
346 state
->completed
= state
->movecount
= 0;
347 state
->used_solve
= FALSE
;
352 static game_state
*dup_game(game_state
*state
)
354 game_state
*ret
= snew(game_state
);
359 ret
->tiles
= snewn(state
->w
* state
->h
, int);
360 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
361 ret
->gap_pos
= state
->gap_pos
;
362 ret
->completed
= state
->completed
;
363 ret
->movecount
= state
->movecount
;
364 ret
->used_solve
= state
->used_solve
;
369 static void free_game(game_state
*state
)
375 static char *solve_game(game_state
*state
, game_state
*currstate
,
376 char *aux
, char **error
)
381 static char *game_text_format(game_state
*state
)
383 char *ret
, *p
, buf
[80];
384 int x
, y
, col
, maxlen
;
387 * First work out how many characters we need to display each
390 col
= sprintf(buf
, "%d", state
->n
-1);
393 * Now we know the exact total size of the grid we're going to
394 * produce: it's got h rows, each containing w lots of col, w-1
395 * spaces and a trailing newline.
397 maxlen
= state
->h
* state
->w
* (col
+1);
399 ret
= snewn(maxlen
+1, char);
402 for (y
= 0; y
< state
->h
; y
++) {
403 for (x
= 0; x
< state
->w
; x
++) {
404 int v
= state
->tiles
[state
->w
*y
+x
];
406 sprintf(buf
, "%*s", col
, "");
408 sprintf(buf
, "%*d", col
, v
);
418 assert(p
- ret
== maxlen
);
423 static game_ui
*new_ui(game_state
*state
)
428 static void free_ui(game_ui
*ui
)
432 static char *encode_ui(game_ui
*ui
)
437 static void decode_ui(game_ui
*ui
, char *encoding
)
441 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
442 game_state
*newstate
)
446 struct game_drawstate
{
453 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
454 int x
, int y
, int button
)
461 gx
= X(state
, state
->gap_pos
);
462 gy
= Y(state
, state
->gap_pos
);
464 if (button
== CURSOR_RIGHT
&& gx
> 0)
465 dx
= gx
- 1, dy
= gy
;
466 else if (button
== CURSOR_LEFT
&& gx
< state
->w
-1)
467 dx
= gx
+ 1, dy
= gy
;
468 else if (button
== CURSOR_DOWN
&& gy
> 0)
469 dy
= gy
- 1, dx
= gx
;
470 else if (button
== CURSOR_UP
&& gy
< state
->h
-1)
471 dy
= gy
+ 1, dx
= gx
;
472 else if (button
== LEFT_BUTTON
) {
475 if (dx
< 0 || dx
>= state
->w
|| dy
< 0 || dy
>= state
->h
)
476 return NULL
; /* out of bounds */
478 * Any click location should be equal to the gap location
479 * in _precisely_ one coordinate.
481 if ((dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
))
484 return NULL
; /* no move */
486 sprintf(buf
, "M%d,%d", dx
, dy
);
490 static game_state
*execute_move(game_state
*from
, char *move
)
492 int gx
, gy
, dx
, dy
, ux
, uy
, up
, p
;
495 if (!strcmp(move
, "S")) {
498 ret
= dup_game(from
);
501 * Simply replace the grid with a solved one. For this game,
502 * this isn't a useful operation for actually telling the user
503 * what they should have done, but it is useful for
504 * conveniently being able to get hold of a clean state from
505 * which to practise manoeuvres.
507 for (i
= 0; i
< ret
->n
; i
++)
508 ret
->tiles
[i
] = (i
+1) % ret
->n
;
509 ret
->gap_pos
= ret
->n
-1;
510 ret
->used_solve
= TRUE
;
511 ret
->completed
= ret
->movecount
= 1;
516 gx
= X(from
, from
->gap_pos
);
517 gy
= Y(from
, from
->gap_pos
);
519 if (move
[0] != 'M' ||
520 sscanf(move
+1, "%d,%d", &dx
, &dy
) != 2 ||
521 (dx
== gx
&& dy
== gy
) || (dx
!= gx
&& dy
!= gy
) ||
522 dx
< 0 || dx
>= from
->w
|| dy
< 0 || dy
>= from
->h
)
526 * Find the unit displacement from the original gap
527 * position towards this one.
529 ux
= (dx
< gx
? -1 : dx
> gx
? +1 : 0);
530 uy
= (dy
< gy
? -1 : dy
> gy
? +1 : 0);
531 up
= C(from
, ux
, uy
);
533 ret
= dup_game(from
);
535 ret
->gap_pos
= C(from
, dx
, dy
);
536 assert(ret
->gap_pos
>= 0 && ret
->gap_pos
< ret
->n
);
538 ret
->tiles
[ret
->gap_pos
] = 0;
540 for (p
= from
->gap_pos
; p
!= ret
->gap_pos
; p
+= up
) {
541 assert(p
>= 0 && p
< from
->n
);
542 ret
->tiles
[p
] = from
->tiles
[p
+ up
];
547 * See if the game has been completed.
549 if (!ret
->completed
) {
550 ret
->completed
= ret
->movecount
;
551 for (p
= 0; p
< ret
->n
; p
++)
552 if (ret
->tiles
[p
] != (p
< ret
->n
-1 ? p
+1 : 0))
559 /* ----------------------------------------------------------------------
563 static void game_compute_size(game_params
*params
, int tilesize
,
566 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
567 struct { int tilesize
; } ads
, *ds
= &ads
;
568 ads
.tilesize
= tilesize
;
570 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
571 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
574 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
575 game_params
*params
, int tilesize
)
577 ds
->tilesize
= tilesize
;
580 static float *game_colours(frontend
*fe
, int *ncolours
)
582 float *ret
= snewn(3 * NCOLOURS
, float);
585 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
587 for (i
= 0; i
< 3; i
++)
588 ret
[COL_TEXT
* 3 + i
] = 0.0;
590 *ncolours
= NCOLOURS
;
594 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
596 struct game_drawstate
*ds
= snew(struct game_drawstate
);
602 ds
->bgcolour
= COL_BACKGROUND
;
603 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
604 ds
->tilesize
= 0; /* haven't decided yet */
605 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
611 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
617 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
618 int x
, int y
, int tile
, int flash_colour
)
621 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
627 coords
[0] = x
+ TILE_SIZE
- 1;
628 coords
[1] = y
+ TILE_SIZE
- 1;
629 coords
[2] = x
+ TILE_SIZE
- 1;
632 coords
[5] = y
+ TILE_SIZE
- 1;
633 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
, COL_LOWLIGHT
);
637 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
639 draw_rect(dr
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
640 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
643 sprintf(str
, "%d", tile
);
644 draw_text(dr
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
645 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
648 draw_update(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
);
651 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
652 game_state
*state
, int dir
, game_ui
*ui
,
653 float animtime
, float flashtime
)
655 int i
, pass
, bgcolour
;
658 int frame
= (int)(flashtime
/ FLASH_FRAME
);
659 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
661 bgcolour
= COL_BACKGROUND
;
667 TILE_SIZE
* state
->w
+ 2 * BORDER
,
668 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
669 draw_update(dr
, 0, 0,
670 TILE_SIZE
* state
->w
+ 2 * BORDER
,
671 TILE_SIZE
* state
->h
+ 2 * BORDER
);
674 * Recessed area containing the whole puzzle.
676 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
677 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
678 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
679 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
680 coords
[4] = coords
[2] - TILE_SIZE
;
681 coords
[5] = coords
[3] + TILE_SIZE
;
682 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
683 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
684 coords
[6] = coords
[8] + TILE_SIZE
;
685 coords
[7] = coords
[9] - TILE_SIZE
;
686 draw_polygon(dr
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
688 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
689 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
690 draw_polygon(dr
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
696 * Now draw each tile. We do this in two passes to make
699 for (pass
= 0; pass
< 2; pass
++) {
700 for (i
= 0; i
< state
->n
; i
++) {
703 * Figure out what should be displayed at this
704 * location. It's either a simple tile, or it's a
705 * transition between two tiles (in which case we say
706 * -1 because it must always be drawn).
709 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
716 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
717 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
721 * Figure out what to _actually_ draw, and where to
729 * On the first pass, just blank the tile.
732 x
= COORD(X(state
, i
));
733 y
= COORD(Y(state
, i
));
741 * Don't bother moving the gap; just don't
748 * Find the coordinates of this tile in the old and
751 x1
= COORD(X(state
, i
));
752 y1
= COORD(Y(state
, i
));
753 for (j
= 0; j
< oldstate
->n
; j
++)
754 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
756 assert(j
< oldstate
->n
);
757 x0
= COORD(X(state
, j
));
758 y0
= COORD(Y(state
, j
));
760 c
= (animtime
/ ANIM_TIME
);
761 if (c
< 0.0F
) c
= 0.0F
;
762 if (c
> 1.0F
) c
= 1.0F
;
764 x
= x0
+ (int)(c
* (x1
- x0
));
765 y
= y0
+ (int)(c
* (y1
- y0
));
771 x
= COORD(X(state
, i
));
772 y
= COORD(Y(state
, i
));
775 draw_tile(dr
, ds
, state
, x
, y
, t
, bgcolour
);
780 ds
->bgcolour
= bgcolour
;
783 * Update the status bar.
789 * Don't show the new status until we're also showing the
790 * new _state_ - after the game animation is complete.
795 if (state
->used_solve
)
796 sprintf(statusbuf
, "Moves since auto-solve: %d",
797 state
->movecount
- state
->completed
);
799 sprintf(statusbuf
, "%sMoves: %d",
800 (state
->completed
? "COMPLETED! " : ""),
801 (state
->completed
? state
->completed
: state
->movecount
));
803 status_bar(dr
, statusbuf
);
807 static float game_anim_length(game_state
*oldstate
,
808 game_state
*newstate
, int dir
, game_ui
*ui
)
813 static float game_flash_length(game_state
*oldstate
,
814 game_state
*newstate
, int dir
, game_ui
*ui
)
816 if (!oldstate
->completed
&& newstate
->completed
&&
817 !oldstate
->used_solve
&& !newstate
->used_solve
)
818 return 2 * FLASH_FRAME
;
823 static int game_timing_state(game_state
*state
, game_ui
*ui
)
828 static void game_print_size(game_params
*params
, float *x
, float *y
)
832 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
837 #define thegame fifteen
840 const struct game thegame
= {
841 "Fifteen", "games.fifteen", "fifteen",
848 TRUE
, game_configure
, custom_params
,
856 TRUE
, game_text_format
,
864 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
871 FALSE
, FALSE
, game_print_size
, game_print
,
872 TRUE
, /* wants_statusbar */
873 FALSE
, game_timing_state
,