Files
puzzles/sixteen.c
Simon Tatham 6e42ddd31b Implement selection of game seeds, by reusing the config box
mechanism I've just invented (the midend handles the standard game
selection configuration). Each game is now required to validate its
own seed data before attempting to base a game on it and potentially
confusing itself.

[originally from svn r4186]
2004-05-03 08:51:31 +00:00

739 lines
18 KiB
C

/*
* sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
* from the 15-puzzle in that you toroidally rotate a row or column
* at a time.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "puzzles.h"
const char *const game_name = "Sixteen";
const int game_can_configure = TRUE;
#define TILE_SIZE 48
#define BORDER TILE_SIZE /* big border to fill with arrows */
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
#define ANIM_TIME 0.1F
#define FLASH_FRAME 0.1F
#define X(state, i) ( (i) % (state)->w )
#define Y(state, i) ( (i) / (state)->w )
#define C(state, x, y) ( (y) * (state)->w + (x) )
enum {
COL_BACKGROUND,
COL_TEXT,
COL_HIGHLIGHT,
COL_LOWLIGHT,
NCOLOURS
};
struct game_params {
int w, h;
};
struct game_state {
int w, h, n;
int *tiles;
int completed;
int movecount;
int last_movement_sense;
};
game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 4;
return ret;
}
int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
int w, h;
char buf[80];
switch (i) {
case 0: w = 3, h = 3; break;
case 1: w = 4, h = 3; break;
case 2: w = 4, h = 4; break;
case 3: w = 5, h = 4; break;
case 4: w = 5, h = 5; break;
default: return FALSE;
}
sprintf(buf, "%dx%d", w, h);
*name = dupstr(buf);
*params = ret = snew(game_params);
ret->w = w;
ret->h = h;
return TRUE;
}
void free_params(game_params *params)
{
sfree(params);
}
game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(3, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = NULL;
ret[2].type = C_END;
ret[2].sval = NULL;
ret[2].ival = 0;
return ret;
}
game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
return ret;
}
char *validate_params(game_params *params)
{
if (params->w < 2 && params->h < 2)
return "Width and height must both be at least two";
return NULL;
}
int perm_parity(int *perm, int n)
{
int i, j, ret;
ret = 0;
for (i = 0; i < n-1; i++)
for (j = i+1; j < n; j++)
if (perm[i] > perm[j])
ret = !ret;
return ret;
}
char *new_game_seed(game_params *params)
{
int stop, n, i, x;
int x1, x2, p1, p2;
int *tiles, *used;
char *ret;
int retlen;
n = params->w * params->h;
tiles = snewn(n, int);
used = snewn(n, int);
for (i = 0; i < n; i++) {
tiles[i] = -1;
used[i] = FALSE;
}
/*
* If both dimensions are odd, there is a parity constraint.
*/
if (params->w & params->h & 1)
stop = 2;
else
stop = 0;
/*
* Place everything except (possibly) the last two tiles.
*/
for (x = 0, i = n; i > stop; i--) {
int k = i > 1 ? rand_upto(i) : 0;
int j;
for (j = 0; j < n; j++)
if (!used[j] && (k-- == 0))
break;
assert(j < n && !used[j]);
used[j] = TRUE;
while (tiles[x] >= 0)
x++;
assert(x < n);
tiles[x] = j;
}
if (stop) {
/*
* Find the last two locations, and the last two pieces.
*/
while (tiles[x] >= 0)
x++;
assert(x < n);
x1 = x;
x++;
while (tiles[x] >= 0)
x++;
assert(x < n);
x2 = x;
for (i = 0; i < n; i++)
if (!used[i])
break;
p1 = i;
for (i = p1+1; i < n; i++)
if (!used[i])
break;
p2 = i;
/*
* Try the last two tiles one way round. If that fails, swap
* them.
*/
tiles[x1] = p1;
tiles[x2] = p2;
if (perm_parity(tiles, n) != 0) {
tiles[x1] = p2;
tiles[x2] = p1;
assert(perm_parity(tiles, n) == 0);
}
}
/*
* Now construct the game seed, by describing the tile array as
* a simple sequence of comma-separated integers.
*/
ret = NULL;
retlen = 0;
for (i = 0; i < n; i++) {
char buf[80];
int k;
k = sprintf(buf, "%d,", tiles[i]+1);
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
retlen += k;
}
ret[retlen-1] = '\0'; /* delete last comma */
sfree(tiles);
sfree(used);
return ret;
}
char *validate_seed(game_params *params, char *seed)
{
char *p, *err;
int i, area;
int *used;
area = params->w * params->h;
p = seed;
err = NULL;
used = snewn(area, int);
for (i = 0; i < area; i++)
used[i] = FALSE;
for (i = 0; i < area; i++) {
char *q = p;
int n;
if (*p < '0' || *p > '9') {
err = "Not enough numbers in string";
goto leave;
}
while (*p >= '0' && *p <= '9')
p++;
if (i < area-1 && *p != ',') {
err = "Expected comma after number";
goto leave;
}
else if (i == area-1 && *p) {
err = "Excess junk at end of string";
goto leave;
}
n = atoi(q);
if (n < 1 || n > area) {
err = "Number out of range";
goto leave;
}
if (used[n-1]) {
err = "Number used twice";
goto leave;
}
used[n-1] = TRUE;
if (*p) p++; /* eat comma */
}
leave:
sfree(used);
return err;
}
game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
int i;
char *p;
state->w = params->w;
state->h = params->h;
state->n = params->w * params->h;
state->tiles = snewn(state->n, int);
p = seed;
i = 0;
for (i = 0; i < state->n; i++) {
assert(*p);
state->tiles[i] = atoi(p);
while (*p && *p != ',')
p++;
if (*p) p++; /* eat comma */
}
assert(!*p);
state->completed = state->movecount = 0;
state->last_movement_sense = 0;
return state;
}
game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->n = state->n;
ret->tiles = snewn(state->w * state->h, int);
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
ret->completed = state->completed;
ret->movecount = state->movecount;
ret->last_movement_sense = state->last_movement_sense;
return ret;
}
void free_game(game_state *state)
{
sfree(state);
}
game_state *make_move(game_state *from, int x, int y, int button)
{
int cx, cy;
int dx, dy, tx, ty, n;
game_state *ret;
if (button != LEFT_BUTTON)
return NULL;
cx = FROMCOORD(x);
cy = FROMCOORD(y);
if (cx == -1 && cy >= 0 && cy < from->h)
n = from->w, dx = +1, dy = 0;
else if (cx == from->w && cy >= 0 && cy < from->h)
n = from->w, dx = -1, dy = 0;
else if (cy == -1 && cx >= 0 && cx < from->w)
n = from->h, dy = +1, dx = 0;
else if (cy == from->h && cx >= 0 && cx < from->w)
n = from->h, dy = -1, dx = 0;
else
return NULL; /* invalid click location */
ret = dup_game(from);
do {
cx += dx;
cy += dy;
tx = (cx + dx + from->w) % from->w;
ty = (cy + dy + from->h) % from->h;
ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
} while (--n > 0);
ret->movecount++;
ret->last_movement_sense = -(dx+dy);
/*
* See if the game has been completed.
*/
if (!ret->completed) {
ret->completed = ret->movecount;
for (n = 0; n < ret->n; n++)
if (ret->tiles[n] != n+1)
ret->completed = FALSE;
}
return ret;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
struct game_drawstate {
int started;
int w, h, bgcolour;
int *tiles;
};
void game_size(game_params *params, int *x, int *y)
{
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
float max;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
/*
* Drop the background colour so that the highlight is
* noticeably brighter than it while still being under 1.
*/
max = ret[COL_BACKGROUND*3];
for (i = 1; i < 3; i++)
if (ret[COL_BACKGROUND*3+i] > max)
max = ret[COL_BACKGROUND*3+i];
if (max * 1.2F > 1.0F) {
for (i = 0; i < 3; i++)
ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
}
for (i = 0; i < 3; i++) {
ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
ret[COL_TEXT * 3 + i] = 0.0;
}
*ncolours = NCOLOURS;
return ret;
}
game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->tiles = snewn(ds->w*ds->h, int);
for (i = 0; i < ds->w*ds->h; i++)
ds->tiles[i] = -1;
return ds;
}
void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
static void draw_tile(frontend *fe, game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
char str[40];
coords[0] = x + TILE_SIZE - 1;
coords[1] = y + TILE_SIZE - 1;
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
}
static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
#define POINT(n, xx, yy) ( \
coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, float animtime, float flashtime)
{
int i, pass, bgcolour;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
} else
bgcolour = COL_BACKGROUND;
if (!ds->started) {
int coords[6];
draw_rect(fe, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
draw_update(fe, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
/*
* Recessed area containing the whole puzzle.
*/
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
draw_arrow(fe, COORD(i), COORD(0), +1, 0);
draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
}
for (i = 0; i < state->h; i++) {
draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
}
ds->started = TRUE;
}
/*
* Now draw each tile. We do this in two passes to make
* animation easy.
*/
clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (pass = 0; pass < 2; pass++) {
for (i = 0; i < state->n; i++) {
int t, t0;
/*
* Figure out what should be displayed at this
* location. It's either a simple tile, or it's a
* transition between two tiles (in which case we say
* -1 because it must always be drawn).
*/
if (oldstate && oldstate->tiles[i] != state->tiles[i])
t = -1;
else
t = state->tiles[i];
t0 = t;
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
int x, y, x2, y2;
/*
* Figure out what to _actually_ draw, and where to
* draw it.
*/
if (t == -1) {
int x0, y0, x1, y1, dx, dy;
int j;
/*
* On the first pass, just blank the tile.
*/
if (pass == 0) {
x = COORD(X(state, i));
y = COORD(Y(state, i));
x2 = y2 = -1;
t = 0;
} else {
float c;
t = state->tiles[i];
/*
* FIXME: must be prepared to draw a double
* tile in some situations.
*/
/*
* Find the coordinates of this tile in the old and
* new states.
*/
x1 = COORD(X(state, i));
y1 = COORD(Y(state, i));
for (j = 0; j < oldstate->n; j++)
if (oldstate->tiles[j] == state->tiles[i])
break;
assert(j < oldstate->n);
x0 = COORD(X(state, j));
y0 = COORD(Y(state, j));
dx = (x1 - x0);
if (dx != 0 &&
dx != TILE_SIZE * state->last_movement_sense) {
dx = (dx < 0 ? dx + TILE_SIZE * state->w :
dx - TILE_SIZE * state->w);
assert(abs(dx) == TILE_SIZE);
}
dy = (y1 - y0);
if (dy != 0 &&
dy != TILE_SIZE * state->last_movement_sense) {
dy = (dy < 0 ? dy + TILE_SIZE * state->h :
dy - TILE_SIZE * state->h);
assert(abs(dy) == TILE_SIZE);
}
c = (animtime / ANIM_TIME);
if (c < 0.0F) c = 0.0F;
if (c > 1.0F) c = 1.0F;
x = x0 + (int)(c * dx);
y = y0 + (int)(c * dy);
x2 = x1 - dx + (int)(c * dx);
y2 = y1 - dy + (int)(c * dy);
}
} else {
if (pass == 0)
continue;
x = COORD(X(state, i));
y = COORD(Y(state, i));
x2 = y2 = -1;
}
draw_tile(fe, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
draw_tile(fe, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
}
unclip(fe);
ds->bgcolour = bgcolour;
/*
* Update the status bar.
*/
{
char statusbuf[256];
/*
* Don't show the new status until we're also showing the
* new _state_ - after the game animation is complete.
*/
if (oldstate)
state = oldstate;
sprintf(statusbuf, "%sMoves: %d",
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->movecount));
status_bar(fe, statusbuf);
}
}
float game_anim_length(game_state *oldstate, game_state *newstate)
{
return ANIM_TIME;
}
float game_flash_length(game_state *oldstate, game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
return 2 * FLASH_FRAME;
else
return 0.0F;
}
int game_wants_statusbar(void)
{
return TRUE;
}