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-rw-r--r--apps/plugins/puzzles/fifteen.c1215
1 files changed, 1215 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/fifteen.c b/apps/plugins/puzzles/fifteen.c
new file mode 100644
index 0000000..0d5e7f5
--- /dev/null
+++ b/apps/plugins/puzzles/fifteen.c
@@ -0,0 +1,1215 @@
+/*
+ * fifteen.c: standard 15-puzzle.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
+#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define ANIM_TIME 0.13F
+#define FLASH_FRAME 0.13F
+
+#define X(state, i) ( (i) % (state)->w )
+#define Y(state, i) ( (i) / (state)->w )
+#define C(state, x, y) ( (y) * (state)->w + (x) )
+
+#define PARITY_P(params, gap) (((X((params), (gap)) - ((params)->w - 1)) ^ \
+ (Y((params), (gap)) - ((params)->h - 1)) ^ \
+ (((params)->w * (params)->h) + 1)) & 1)
+#define PARITY_S(state) PARITY_P((state), ((state)->gap_pos))
+
+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 gap_pos;
+ int completed;
+ int used_solve; /* used to suppress completion flash */
+ int movecount;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 4;
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ if (i == 0) {
+ *params = default_params();
+ *name = dupstr("4x4");
+ return TRUE;
+ }
+ return FALSE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const 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;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
+
+ return NULL;
+}
+
+static 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;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int gap, n, i, x;
+ int x1, x2, p1, p2, parity;
+ 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;
+ }
+
+ gap = random_upto(rs, n);
+ tiles[gap] = 0;
+ used[0] = TRUE;
+
+ /*
+ * Place everything else except the last two tiles.
+ */
+ for (x = 0, i = n-1; i > 2; i--) {
+ int k = random_upto(rs, i);
+ 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;
+ }
+
+ /*
+ * 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;
+
+ /*
+ * Determine the required parity of the overall permutation.
+ * This is the XOR of:
+ *
+ * - The chessboard parity ((x^y)&1) of the gap square. The
+ * bottom right counts as even.
+ *
+ * - The parity of n. (The target permutation is 1,...,n-1,0
+ * rather than 0,...,n-1; this is a cyclic permutation of
+ * the starting point and hence is odd iff n is even.)
+ */
+ parity = PARITY_P(params, gap);
+
+ /*
+ * Try the last two tiles one way round. If that fails, swap
+ * them.
+ */
+ tiles[x1] = p1;
+ tiles[x2] = p2;
+ if (perm_parity(tiles, n) != parity) {
+ tiles[x1] = p2;
+ tiles[x2] = p1;
+ assert(perm_parity(tiles, n) == parity);
+ }
+
+ /*
+ * Now construct the game description, 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]);
+
+ 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;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ const char *p;
+ char *err;
+ int i, area;
+ int *used;
+
+ area = params->w * params->h;
+ p = desc;
+ err = NULL;
+
+ used = snewn(area, int);
+ for (i = 0; i < area; i++)
+ used[i] = FALSE;
+
+ for (i = 0; i < area; i++) {
+ const 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 < 0 || n >= area) {
+ err = "Number out of range";
+ goto leave;
+ }
+ if (used[n]) {
+ err = "Number used twice";
+ goto leave;
+ }
+ used[n] = TRUE;
+
+ if (*p) p++; /* eat comma */
+ }
+
+ leave:
+ sfree(used);
+ return err;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ game_state *state = snew(game_state);
+ int i;
+ const char *p;
+
+ state->w = params->w;
+ state->h = params->h;
+ state->n = params->w * params->h;
+ state->tiles = snewn(state->n, int);
+
+ state->gap_pos = 0;
+ p = desc;
+ i = 0;
+ for (i = 0; i < state->n; i++) {
+ assert(*p);
+ state->tiles[i] = atoi(p);
+ if (state->tiles[i] == 0)
+ state->gap_pos = i;
+ while (*p && *p != ',')
+ p++;
+ if (*p) p++; /* eat comma */
+ }
+ assert(!*p);
+ assert(state->tiles[state->gap_pos] == 0);
+
+ state->completed = state->movecount = 0;
+ state->used_solve = FALSE;
+
+ return state;
+}
+
+static game_state *dup_game(const 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->gap_pos = state->gap_pos;
+ ret->completed = state->completed;
+ ret->movecount = state->movecount;
+ ret->used_solve = state->used_solve;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->tiles);
+ sfree(state);
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ return dupstr("S");
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ char *ret, *p, buf[80];
+ int x, y, col, maxlen;
+
+ /*
+ * First work out how many characters we need to display each
+ * number.
+ */
+ col = sprintf(buf, "%d", state->n-1);
+
+ /*
+ * Now we know the exact total size of the grid we're going to
+ * produce: it's got h rows, each containing w lots of col, w-1
+ * spaces and a trailing newline.
+ */
+ maxlen = state->h * state->w * (col+1);
+
+ ret = snewn(maxlen+1, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->tiles[state->w*y+x];
+ if (v == 0)
+ sprintf(buf, "%*s", col, "");
+ else
+ sprintf(buf, "%*d", col, v);
+ memcpy(p, buf, col);
+ p += col;
+ if (x+1 == state->w)
+ *p++ = '\n';
+ else
+ *p++ = ' ';
+ }
+ }
+
+ assert(p - ret == maxlen);
+ *p = '\0';
+ return ret;
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *tiles;
+ int tilesize;
+};
+
+static int flip_cursor(int button)
+{
+ switch (button) {
+ case CURSOR_UP: return CURSOR_DOWN;
+ case CURSOR_DOWN: return CURSOR_UP;
+ case CURSOR_LEFT: return CURSOR_RIGHT;
+ case CURSOR_RIGHT: return CURSOR_LEFT;
+ }
+ return 0;
+}
+
+static void next_move_3x2(int ax, int ay, int bx, int by,
+ int gx, int gy, int *dx, int *dy)
+{
+ /* When w = 3 and h = 2 and the tile going in the top left corner
+ * is at (ax, ay) and the tile going in the bottom left corner is
+ * at (bx, by) and the blank tile is at (gx, gy), how do you move? */
+
+ /* Hard-coded shortest solutions. Sorry. */
+ static const unsigned char move[120] = {
+ 1,2,0,1,2,2,
+ 2,0,0,2,0,0,
+ 0,0,2,0,2,0,
+ 0,0,0,2,0,2,
+ 2,0,0,0,2,0,
+
+ 0,3,0,1,1,1,
+ 3,0,3,2,1,2,
+ 2,1,1,0,1,0,
+ 2,1,2,1,0,1,
+ 1,2,0,2,1,2,
+
+ 0,1,3,1,3,0,
+ 1,3,1,3,0,3,
+ 0,0,3,3,0,0,
+ 0,0,0,1,2,1,
+ 3,0,0,1,1,1,
+
+ 3,1,1,1,3,0,
+ 1,1,1,1,1,1,
+ 1,3,1,1,3,0,
+ 1,1,3,3,1,3,
+ 1,3,0,0,0,0
+ };
+ static const struct { int dx, dy; } d[4] = {{+1,0},{-1,0},{0,+1},{0,-1}};
+
+ int ea = 3*ay + ax, eb = 3*by + bx, eg = 3*gy + gx, v;
+ if (eb > ea) --eb;
+ if (eg > ea) --eg;
+ if (eg > eb) --eg;
+ v = move[ea + eb*6 + eg*5*6];
+ *dx = d[v].dx;
+ *dy = d[v].dy;
+}
+
+static void next_move(int nx, int ny, int ox, int oy, int gx, int gy,
+ int tx, int ty, int w, int *dx, int *dy)
+{
+ const int to_tile_x = (gx < nx ? +1 : -1);
+ const int to_goal_x = (gx < tx ? +1 : -1);
+ const int gap_x_on_goal_side = ((nx-tx) * (nx-gx) > 0);
+
+ assert (nx != tx || ny != ty); /* not already in place */
+ assert (nx != gx || ny != gy); /* not placing the gap */
+ assert (ty <= ny); /* because we're greedy (and flipping) */
+ assert (ty <= gy); /* because we're greedy (and flipping) */
+
+ /* TODO: define a termination function. Idea: 0 if solved, or
+ * the number of moves to solve the next piece plus the number of
+ * further unsolved pieces times an upper bound on the number of
+ * moves required to solve any piece. If such a function can be
+ * found, we have (termination && (termination => correctness)).
+ * The catch is our temporary disturbance of 2x3 corners. */
+
+ /* handles end-of-row, when 3 and 4 are in the top right 2x3 box */
+ if (tx == w - 2 &&
+ ny <= ty + 2 && (nx == tx || nx == tx + 1) &&
+ oy <= ty + 2 && (ox == tx || ox == tx + 1) &&
+ gy <= ty + 2 && (gx == tx || gx == tx + 1))
+ {
+ next_move_3x2(oy - ty, tx + 1 - ox,
+ ny - ty, tx + 1 - nx,
+ gy - ty, tx + 1 - gx, dy, dx);
+ *dx *= -1;
+ return;
+ }
+
+ if (tx == w - 1) {
+ if (ny <= ty + 2 && (nx == tx || nx == tx - 1) &&
+ gy <= ty + 2 && (gx == tx || gx == tx - 1)) {
+ next_move_3x2(ny - ty, tx - nx, 0, 1, gy - ty, tx - gx, dy, dx);
+ *dx *= -1;
+ } else if (gy == ty)
+ *dy = +1;
+ else if (nx != tx || ny != ty + 1) {
+ next_move((w - 1) - nx, ny, -1, -1, (w - 1) - gx, gy,
+ 0, ty + 1, -1, dx, dy);
+ *dx *= -1;
+ } else if (gx == nx)
+ *dy = -1;
+ else
+ *dx = +1;
+ return;
+ }
+
+ /* note that *dy = -1 is unsafe when gy = ty + 1 and gx < tx */
+ if (gy < ny)
+ if (nx == gx || (gy == ty && gx == tx))
+ *dy = +1;
+ else if (!gap_x_on_goal_side)
+ *dx = to_tile_x;
+ else if (ny - ty > abs(nx - tx))
+ *dx = to_tile_x;
+ else *dy = +1;
+
+ else if (gy == ny)
+ if (nx == tx) /* then we know ny > ty */
+ if (gx > nx || ny > ty + 1)
+ *dy = -1; /* ... so this is safe */
+ else
+ *dy = +1;
+ else if (gap_x_on_goal_side)
+ *dx = to_tile_x;
+ else if (gy == ty || (gy == ty + 1 && gx < tx))
+ *dy = +1;
+ else
+ *dy = -1;
+
+ else if (nx == tx) /* gy > ny */
+ if (gx > nx)
+ *dy = -1;
+ else
+ *dx = +1;
+ else if (gx == nx)
+ *dx = to_goal_x;
+ else if (gap_x_on_goal_side)
+ if (gy == ty + 1 && gx < tx)
+ *dx = to_tile_x;
+ else
+ *dy = -1;
+
+ else if (ny - ty > abs(nx - tx))
+ *dy = -1;
+ else
+ *dx = to_tile_x;
+}
+
+static int compute_hint(const game_state *state, int *out_x, int *out_y)
+{
+ /* The overall solving process is this:
+ * 1. Find the next piece to be put in its place
+ * 2. Move it diagonally towards its place
+ * 3. Move it horizontally or vertically towards its place
+ * (Modulo the last two tiles at the end of each row/column)
+ */
+
+ int gx = X(state, state->gap_pos);
+ int gy = Y(state, state->gap_pos);
+
+ int tx, ty, nx, ny, ox, oy, /* {target,next,next2}_{x,y} */ i;
+ int dx = 0, dy = 0;
+
+ /* 1. Find the next piece
+ * if (there are no more unfinished columns than rows) {
+ * fill the top-most row, left to right
+ * } else { fill the left-most column, top to bottom }
+ */
+ const int w = state->w, h = state->h, n = w*h;
+ int next_piece = 0, next_piece_2 = 0, solr = 0, solc = 0;
+ int unsolved_rows = h, unsolved_cols = w;
+
+ assert(out_x);
+ assert(out_y);
+
+ while (solr < h && solc < w) {
+ int start, step, stop;
+ if (unsolved_cols <= unsolved_rows)
+ start = solr*w + solc, step = 1, stop = unsolved_cols;
+ else
+ start = solr*w + solc, step = w, stop = unsolved_rows;
+ for (i = 0; i < stop; ++i) {
+ const int j = start + i*step;
+ if (state->tiles[j] != j + 1) {
+ next_piece = j + 1;
+ next_piece_2 = next_piece + step;
+ break;
+ }
+ }
+ if (i < stop) break;
+
+ (unsolved_cols <= unsolved_rows)
+ ? (++solr, --unsolved_rows)
+ : (++solc, --unsolved_cols);
+ }
+
+ if (next_piece == n)
+ return FALSE;
+
+ /* 2, 3. Move the next piece towards its place */
+
+ /* gx, gy already set */
+ tx = X(state, next_piece - 1); /* where we're going */
+ ty = Y(state, next_piece - 1);
+ for (i = 0; i < n && state->tiles[i] != next_piece; ++i);
+ nx = X(state, i); /* where we're at */
+ ny = Y(state, i);
+ for (i = 0; i < n && state->tiles[i] != next_piece_2; ++i);
+ ox = X(state, i);
+ oy = Y(state, i);
+
+ if (unsolved_cols <= unsolved_rows)
+ next_move(nx, ny, ox, oy, gx, gy, tx, ty, w, &dx, &dy);
+ else
+ next_move(ny, nx, oy, ox, gy, gx, ty, tx, h, &dy, &dx);
+
+ assert (dx || dy);
+
+ *out_x = gx + dx;
+ *out_y = gy + dy;
+ return TRUE;
+}
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int cx = X(state, state->gap_pos), nx = cx;
+ int cy = Y(state, state->gap_pos), ny = cy;
+ char buf[80];
+
+ button &= ~MOD_MASK;
+
+ if (button == LEFT_BUTTON) {
+ nx = FROMCOORD(x);
+ ny = FROMCOORD(y);
+ if (nx < 0 || nx >= state->w || ny < 0 || ny >= state->h)
+ return NULL; /* out of bounds */
+ } else if (IS_CURSOR_MOVE(button)) {
+ static int invert_cursor = -1;
+ if (invert_cursor == -1) {
+ char *env = getenv("FIFTEEN_INVERT_CURSOR");
+ invert_cursor = (env && (env[0] == 'y' || env[0] == 'Y'));
+ }
+ button = flip_cursor(button); /* the default */
+ if (invert_cursor)
+ button = flip_cursor(button); /* undoes the first flip */
+ move_cursor(button, &nx, &ny, state->w, state->h, FALSE);
+ } else if ((button == 'h' || button == 'H') && !state->completed) {
+ if (!compute_hint(state, &nx, &ny))
+ return NULL; /* shouldn't happen, since ^^we^^checked^^ */
+ } else
+ return NULL; /* no move */
+
+ /*
+ * Any click location should be equal to the gap location
+ * in _precisely_ one coordinate.
+ */
+ if ((cx == nx) ^ (cy == ny)) {
+ sprintf(buf, "M%d,%d", nx, ny);
+ return dupstr(buf);
+ }
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int gx, gy, dx, dy, ux, uy, up, p;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int i;
+
+ ret = dup_game(from);
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ for (i = 0; i < ret->n; i++)
+ ret->tiles[i] = (i+1) % ret->n;
+ ret->gap_pos = ret->n-1;
+ ret->used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ gx = X(from, from->gap_pos);
+ gy = Y(from, from->gap_pos);
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
+ (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
+ dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
+ return NULL;
+
+ /*
+ * Find the unit displacement from the original gap
+ * position towards this one.
+ */
+ ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
+ uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
+ up = C(from, ux, uy);
+
+ ret = dup_game(from);
+
+ ret->gap_pos = C(from, dx, dy);
+ assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
+
+ ret->tiles[ret->gap_pos] = 0;
+
+ for (p = from->gap_pos; p != ret->gap_pos; p += up) {
+ assert(p >= 0 && p < from->n);
+ ret->tiles[p] = from->tiles[p + up];
+ ret->movecount++;
+ }
+
+ /*
+ * See if the game has been completed.
+ */
+ if (!ret->completed) {
+ ret->completed = ret->movecount;
+ for (p = 0; p < ret->n; p++)
+ if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
+ ret->completed = 0;
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ for (i = 0; i < 3; i++)
+ ret[COL_TEXT * 3 + i] = 0.0;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const 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);
+ ds->tilesize = 0; /* haven't decided yet */
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->tiles[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->tiles);
+ sfree(ds);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, int tile, int flash_colour)
+{
+ if (tile == 0) {
+ draw_rect(dr, 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(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+
+ coords[0] = x;
+ coords[1] = y;
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
+ flash_colour);
+
+ sprintf(str, "%d", tile);
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_TEXT, str);
+ }
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ 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[10];
+
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
+ draw_update(dr, 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] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+
+ ds->started = TRUE;
+ }
+
+ /*
+ * Now draw each tile. We do this in two passes to make
+ * animation easy.
+ */
+ 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;
+
+ /*
+ * Figure out what to _actually_ draw, and where to
+ * draw it.
+ */
+ if (t == -1) {
+ int x0, y0, x1, y1;
+ int j;
+
+ /*
+ * On the first pass, just blank the tile.
+ */
+ if (pass == 0) {
+ x = COORD(X(state, i));
+ y = COORD(Y(state, i));
+ t = 0;
+ } else {
+ float c;
+
+ t = state->tiles[i];
+
+ /*
+ * Don't bother moving the gap; just don't
+ * draw it.
+ */
+ if (t == 0)
+ continue;
+
+ /*
+ * 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));
+
+ c = (animtime / ANIM_TIME);
+ if (c < 0.0F) c = 0.0F;
+ if (c > 1.0F) c = 1.0F;
+
+ x = x0 + (int)(c * (x1 - x0));
+ y = y0 + (int)(c * (y1 - y0));
+ }
+
+ } else {
+ if (pass == 0)
+ continue;
+ x = COORD(X(state, i));
+ y = COORD(Y(state, i));
+ }
+
+ draw_tile(dr, ds, state, x, y, t, bgcolour);
+ }
+ ds->tiles[i] = t0;
+ }
+ }
+ 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;
+
+ if (state->used_solve)
+ sprintf(statusbuf, "Moves since auto-solve: %d",
+ state->movecount - state->completed);
+ else
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
+
+ status_bar(dr, statusbuf);
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return ANIM_TIME;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return 2 * FLASH_FRAME;
+ else
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame fifteen
+#endif
+
+const struct game thegame = {
+ "Fifteen", "games.fifteen", "fifteen",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+#ifdef STANDALONE_SOLVER
+
+int main(int argc, char **argv)
+{
+ game_params *params;
+ game_state *state;
+ char *id = NULL, *desc, *err;
+ int grade = FALSE;
+ char *progname = argv[0];
+
+ char buf[80];
+ int limit, x, y, solvable;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ /* solver_show_working = TRUE; */
+ } else if (!strcmp(p, "-g")) {
+ grade = TRUE;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", progname, p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ params = default_params();
+ decode_params(params, id);
+ err = validate_desc(params, desc);
+ if (err) {
+ free_params(params);
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+
+ state = new_game(NULL, params, desc);
+ free_params(params);
+
+ solvable = (PARITY_S(state) == perm_parity(state->tiles, state->n));
+ if (grade || !solvable) {
+ free_game(state);
+ fputs(solvable ? "Game is solvable" : "Game is unsolvable",
+ grade ? stdout : stderr);
+ return !grade;
+ }
+
+ for (limit = 5 * state->n * state->n * state->n; limit; --limit) {
+ game_state *next_state;
+ if (!compute_hint(state, &x, &y)) {
+ fprintf(stderr, "couldn't compute next move while solving %s:%s",
+ id, desc);
+ return 1;
+ }
+ printf("Move the space to (%d, %d), moving %d into the space\n",
+ x + 1, y + 1, state->tiles[C(state, x, y)]);
+ sprintf(buf, "M%d,%d", x, y);
+ next_state = execute_move(state, buf);
+
+ free_game(state);
+ if (!next_state) {
+ fprintf(stderr, "invalid move when solving %s:%s\n", id, desc);
+ return 1;
+ }
+ state = next_state;
+ if (next_state->completed) {
+ free_game(state);
+ return 0;
+ }
+ }
+
+ free_game(state);
+ fprintf(stderr, "ran out of moves for %s:%s\n", id, desc);
+ return 1;
+}
+
+#endif