81eef9aa |
1 | /* |
2 | * inertia.c: Game involving navigating round a grid picking up |
3 | * gems. |
4 | * |
5 | * Game rules and basic generator design by Ben Olmstead. |
6 | * This re-implementation was written by Simon Tatham. |
7 | */ |
8 | |
9 | #include <stdio.h> |
10 | #include <stdlib.h> |
11 | #include <string.h> |
12 | #include <assert.h> |
13 | #include <ctype.h> |
14 | #include <math.h> |
15 | |
16 | #include "puzzles.h" |
17 | |
18 | /* Used in the game_state */ |
19 | #define BLANK 'b' |
20 | #define GEM 'g' |
21 | #define MINE 'm' |
22 | #define STOP 's' |
23 | #define WALL 'w' |
24 | |
25 | /* Used in the game IDs */ |
26 | #define START 'S' |
27 | |
28 | /* Used in the game generation */ |
29 | #define POSSGEM 'G' |
30 | |
31 | /* Used only in the game_drawstate*/ |
32 | #define UNDRAWN '?' |
33 | |
34 | #define DIRECTIONS 8 |
8b5b08f7 |
35 | #define DP1 (DIRECTIONS+1) |
81eef9aa |
36 | #define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 ) |
37 | #define DY(dir) ( DX((dir)+6) ) |
38 | |
39 | /* |
40 | * Lvalue macro which expects x and y to be in range. |
41 | */ |
42 | #define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] ) |
43 | |
44 | /* |
45 | * Rvalue macro which can cope with x and y being out of range. |
46 | */ |
47 | #define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \ |
48 | WALL : LV_AT(w, h, grid, x, y) ) |
49 | |
50 | enum { |
51 | COL_BACKGROUND, |
52 | COL_OUTLINE, |
53 | COL_HIGHLIGHT, |
54 | COL_LOWLIGHT, |
55 | COL_PLAYER, |
56 | COL_DEAD_PLAYER, |
57 | COL_MINE, |
58 | COL_GEM, |
59 | COL_WALL, |
8b5b08f7 |
60 | COL_HINT, |
81eef9aa |
61 | NCOLOURS |
62 | }; |
63 | |
64 | struct game_params { |
65 | int w, h; |
66 | }; |
67 | |
8b5b08f7 |
68 | typedef struct soln { |
69 | int refcount; |
70 | int len; |
71 | unsigned char *list; |
72 | } soln; |
73 | |
81eef9aa |
74 | struct game_state { |
75 | game_params p; |
76 | int px, py; |
77 | int gems; |
78 | char *grid; |
79 | int distance_moved; |
80 | int dead; |
8b5b08f7 |
81 | int cheated; |
82 | int solnpos; |
83 | soln *soln; |
81eef9aa |
84 | }; |
85 | |
86 | static game_params *default_params(void) |
87 | { |
88 | game_params *ret = snew(game_params); |
89 | |
90 | ret->w = 10; |
91 | ret->h = 8; |
92 | |
93 | return ret; |
94 | } |
95 | |
96 | static void free_params(game_params *params) |
97 | { |
98 | sfree(params); |
99 | } |
100 | |
101 | static game_params *dup_params(game_params *params) |
102 | { |
103 | game_params *ret = snew(game_params); |
104 | *ret = *params; /* structure copy */ |
105 | return ret; |
106 | } |
107 | |
108 | static const struct game_params inertia_presets[] = { |
109 | { 10, 8 }, |
110 | { 15, 12 }, |
111 | { 20, 16 }, |
112 | }; |
113 | |
114 | static int game_fetch_preset(int i, char **name, game_params **params) |
115 | { |
116 | game_params p, *ret; |
117 | char *retname; |
118 | char namebuf[80]; |
119 | |
120 | if (i < 0 || i >= lenof(inertia_presets)) |
121 | return FALSE; |
122 | |
123 | p = inertia_presets[i]; |
124 | ret = dup_params(&p); |
125 | sprintf(namebuf, "%dx%d", ret->w, ret->h); |
126 | retname = dupstr(namebuf); |
127 | |
128 | *params = ret; |
129 | *name = retname; |
130 | return TRUE; |
131 | } |
132 | |
133 | static void decode_params(game_params *params, char const *string) |
134 | { |
135 | params->w = params->h = atoi(string); |
136 | while (*string && isdigit((unsigned char)*string)) string++; |
137 | if (*string == 'x') { |
138 | string++; |
139 | params->h = atoi(string); |
140 | } |
141 | } |
142 | |
143 | static char *encode_params(game_params *params, int full) |
144 | { |
145 | char data[256]; |
146 | |
147 | sprintf(data, "%dx%d", params->w, params->h); |
148 | |
149 | return dupstr(data); |
150 | } |
151 | |
152 | static config_item *game_configure(game_params *params) |
153 | { |
154 | config_item *ret; |
155 | char buf[80]; |
156 | |
157 | ret = snewn(3, config_item); |
158 | |
159 | ret[0].name = "Width"; |
160 | ret[0].type = C_STRING; |
161 | sprintf(buf, "%d", params->w); |
162 | ret[0].sval = dupstr(buf); |
163 | ret[0].ival = 0; |
164 | |
165 | ret[1].name = "Height"; |
166 | ret[1].type = C_STRING; |
167 | sprintf(buf, "%d", params->h); |
168 | ret[1].sval = dupstr(buf); |
169 | ret[1].ival = 0; |
170 | |
171 | ret[2].name = NULL; |
172 | ret[2].type = C_END; |
173 | ret[2].sval = NULL; |
174 | ret[2].ival = 0; |
175 | |
176 | return ret; |
177 | } |
178 | |
179 | static game_params *custom_params(config_item *cfg) |
180 | { |
181 | game_params *ret = snew(game_params); |
182 | |
183 | ret->w = atoi(cfg[0].sval); |
184 | ret->h = atoi(cfg[1].sval); |
185 | |
186 | return ret; |
187 | } |
188 | |
189 | static char *validate_params(game_params *params, int full) |
190 | { |
191 | /* |
192 | * Avoid completely degenerate cases which only have one |
193 | * row/column. We probably could generate completable puzzles |
194 | * of that shape, but they'd be forced to be extremely boring |
195 | * and at large sizes would take a while to happen upon at |
196 | * random as well. |
197 | */ |
198 | if (params->w < 2 || params->h < 2) |
199 | return "Width and height must both be at least two"; |
200 | |
201 | /* |
202 | * The grid construction algorithm creates 1/5 as many gems as |
203 | * grid squares, and must create at least one gem to have an |
204 | * actual puzzle. However, an area-five grid is ruled out by |
205 | * the above constraint, so the practical minimum is six. |
206 | */ |
207 | if (params->w * params->h < 6) |
208 | return "Grid area must be at least six squares"; |
209 | |
210 | return NULL; |
211 | } |
212 | |
213 | /* ---------------------------------------------------------------------- |
214 | * Solver used by grid generator. |
215 | */ |
216 | |
217 | struct solver_scratch { |
218 | unsigned char *reachable_from, *reachable_to; |
219 | int *positions; |
220 | }; |
221 | |
222 | static struct solver_scratch *new_scratch(int w, int h) |
223 | { |
224 | struct solver_scratch *sc = snew(struct solver_scratch); |
225 | |
226 | sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char); |
227 | sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char); |
228 | sc->positions = snewn(w * h * DIRECTIONS, int); |
229 | |
230 | return sc; |
231 | } |
232 | |
233 | static void free_scratch(struct solver_scratch *sc) |
234 | { |
fffd4671 |
235 | sfree(sc->reachable_from); |
236 | sfree(sc->reachable_to); |
237 | sfree(sc->positions); |
81eef9aa |
238 | sfree(sc); |
239 | } |
240 | |
241 | static int can_go(int w, int h, char *grid, |
242 | int x1, int y1, int dir1, int x2, int y2, int dir2) |
243 | { |
244 | /* |
245 | * Returns TRUE if we can transition directly from (x1,y1) |
246 | * going in direction dir1, to (x2,y2) going in direction dir2. |
247 | */ |
248 | |
249 | /* |
250 | * If we're actually in the middle of an unoccupyable square, |
251 | * we cannot make any move. |
252 | */ |
253 | if (AT(w, h, grid, x1, y1) == WALL || |
254 | AT(w, h, grid, x1, y1) == MINE) |
255 | return FALSE; |
256 | |
257 | /* |
258 | * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is |
259 | * the same coordinate as x1,y1, then we can make the |
260 | * transition (by stopping and changing direction). |
261 | * |
262 | * For this to be the case, we have to either have a wall |
263 | * beyond x1,y1,dir1, or have a stop on x1,y1. |
264 | */ |
265 | if (x2 == x1 && y2 == y1 && |
266 | (AT(w, h, grid, x1, y1) == STOP || |
267 | AT(w, h, grid, x1, y1) == START || |
268 | AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL)) |
269 | return TRUE; |
270 | |
271 | /* |
272 | * If a move is capable of continuing here, then x1,y1,dir1 can |
273 | * move one space further on. |
274 | */ |
275 | if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 && |
276 | (AT(w, h, grid, x2, y2) == BLANK || |
277 | AT(w, h, grid, x2, y2) == GEM || |
278 | AT(w, h, grid, x2, y2) == STOP || |
279 | AT(w, h, grid, x2, y2) == START)) |
280 | return TRUE; |
281 | |
282 | /* |
283 | * That's it. |
284 | */ |
285 | return FALSE; |
286 | } |
287 | |
288 | static int find_gem_candidates(int w, int h, char *grid, |
289 | struct solver_scratch *sc) |
290 | { |
291 | int wh = w*h; |
292 | int head, tail; |
293 | int sx, sy, gx, gy, gd, pass, possgems; |
294 | |
295 | /* |
296 | * This function finds all the candidate gem squares, which are |
297 | * precisely those squares which can be picked up on a loop |
298 | * from the starting point back to the starting point. Doing |
299 | * this may involve passing through such a square in the middle |
300 | * of a move; so simple breadth-first search over the _squares_ |
301 | * of the grid isn't quite adequate, because it might be that |
302 | * we can only reach a gem from the start by moving over it in |
303 | * one direction, but can only return to the start if we were |
304 | * moving over it in another direction. |
305 | * |
306 | * Instead, we BFS over a space which mentions each grid square |
307 | * eight times - once for each direction. We also BFS twice: |
308 | * once to find out what square+direction pairs we can reach |
309 | * _from_ the start point, and once to find out what pairs we |
310 | * can reach the start point from. Then a square is reachable |
311 | * if any of the eight directions for that square has both |
312 | * flags set. |
313 | */ |
314 | |
315 | memset(sc->reachable_from, 0, wh * DIRECTIONS); |
316 | memset(sc->reachable_to, 0, wh * DIRECTIONS); |
317 | |
318 | /* |
319 | * Find the starting square. |
320 | */ |
096122ce |
321 | sx = -1; /* placate optimiser */ |
81eef9aa |
322 | for (sy = 0; sy < h; sy++) { |
323 | for (sx = 0; sx < w; sx++) |
324 | if (AT(w, h, grid, sx, sy) == START) |
325 | break; |
326 | if (sx < w) |
327 | break; |
328 | } |
329 | assert(sy < h); |
330 | |
331 | for (pass = 0; pass < 2; pass++) { |
332 | unsigned char *reachable = (pass == 0 ? sc->reachable_from : |
333 | sc->reachable_to); |
334 | int sign = (pass == 0 ? +1 : -1); |
335 | int dir; |
336 | |
337 | #ifdef SOLVER_DIAGNOSTICS |
338 | printf("starting pass %d\n", pass); |
339 | #endif |
340 | |
341 | /* |
342 | * `head' and `tail' are indices within sc->positions which |
343 | * track the list of board positions left to process. |
344 | */ |
345 | head = tail = 0; |
346 | for (dir = 0; dir < DIRECTIONS; dir++) { |
347 | int index = (sy*w+sx)*DIRECTIONS+dir; |
348 | sc->positions[tail++] = index; |
349 | reachable[index] = TRUE; |
350 | #ifdef SOLVER_DIAGNOSTICS |
351 | printf("starting point %d,%d,%d\n", sx, sy, dir); |
352 | #endif |
353 | } |
354 | |
355 | /* |
356 | * Now repeatedly pick an element off the list and process |
357 | * it. |
358 | */ |
359 | while (head < tail) { |
360 | int index = sc->positions[head++]; |
361 | int dir = index % DIRECTIONS; |
362 | int x = (index / DIRECTIONS) % w; |
363 | int y = index / (w * DIRECTIONS); |
364 | int n, x2, y2, d2, i2; |
365 | |
366 | #ifdef SOLVER_DIAGNOSTICS |
367 | printf("processing point %d,%d,%d\n", x, y, dir); |
368 | #endif |
369 | /* |
370 | * The places we attempt to switch to here are: |
371 | * - each possible direction change (all the other |
372 | * directions in this square) |
373 | * - one step further in the direction we're going (or |
374 | * one step back, if we're in the reachable_to pass). |
375 | */ |
376 | for (n = -1; n < DIRECTIONS; n++) { |
377 | if (n < 0) { |
378 | x2 = x + sign * DX(dir); |
379 | y2 = y + sign * DY(dir); |
380 | d2 = dir; |
381 | } else { |
382 | x2 = x; |
383 | y2 = y; |
384 | d2 = n; |
385 | } |
386 | i2 = (y2*w+x2)*DIRECTIONS+d2; |
0a537590 |
387 | if (x2 >= 0 && x2 < w && |
388 | y2 >= 0 && y2 < h && |
389 | !reachable[i2]) { |
81eef9aa |
390 | int ok; |
391 | #ifdef SOLVER_DIAGNOSTICS |
392 | printf(" trying point %d,%d,%d", x2, y2, d2); |
393 | #endif |
394 | if (pass == 0) |
395 | ok = can_go(w, h, grid, x, y, dir, x2, y2, d2); |
396 | else |
397 | ok = can_go(w, h, grid, x2, y2, d2, x, y, dir); |
398 | #ifdef SOLVER_DIAGNOSTICS |
399 | printf(" - %sok\n", ok ? "" : "not "); |
400 | #endif |
401 | if (ok) { |
402 | sc->positions[tail++] = i2; |
403 | reachable[i2] = TRUE; |
404 | } |
405 | } |
406 | } |
407 | } |
408 | } |
409 | |
410 | /* |
411 | * And that should be it. Now all we have to do is find the |
412 | * squares for which there exists _some_ direction such that |
413 | * the square plus that direction form a tuple which is both |
414 | * reachable from the start and reachable to the start. |
415 | */ |
416 | possgems = 0; |
417 | for (gy = 0; gy < h; gy++) |
418 | for (gx = 0; gx < w; gx++) |
419 | if (AT(w, h, grid, gx, gy) == BLANK) { |
420 | for (gd = 0; gd < DIRECTIONS; gd++) { |
421 | int index = (gy*w+gx)*DIRECTIONS+gd; |
422 | if (sc->reachable_from[index] && sc->reachable_to[index]) { |
423 | #ifdef SOLVER_DIAGNOSTICS |
424 | printf("space at %d,%d is reachable via" |
425 | " direction %d\n", gx, gy, gd); |
426 | #endif |
427 | LV_AT(w, h, grid, gx, gy) = POSSGEM; |
428 | possgems++; |
429 | break; |
430 | } |
431 | } |
432 | } |
433 | |
434 | return possgems; |
435 | } |
436 | |
437 | /* ---------------------------------------------------------------------- |
438 | * Grid generation code. |
439 | */ |
440 | |
441 | static char *gengrid(int w, int h, random_state *rs) |
442 | { |
443 | int wh = w*h; |
444 | char *grid = snewn(wh+1, char); |
445 | struct solver_scratch *sc = new_scratch(w, h); |
446 | int maxdist_threshold, tries; |
447 | |
448 | maxdist_threshold = 2; |
449 | tries = 0; |
450 | |
451 | while (1) { |
452 | int i, j; |
453 | int possgems; |
454 | int *dist, *list, head, tail, maxdist; |
455 | |
456 | /* |
457 | * We're going to fill the grid with the five basic piece |
458 | * types in about 1/5 proportion. For the moment, though, |
459 | * we leave out the gems, because we'll put those in |
460 | * _after_ we run the solver to tell us where the viable |
461 | * locations are. |
462 | */ |
463 | i = 0; |
464 | for (j = 0; j < wh/5; j++) |
465 | grid[i++] = WALL; |
466 | for (j = 0; j < wh/5; j++) |
467 | grid[i++] = STOP; |
468 | for (j = 0; j < wh/5; j++) |
469 | grid[i++] = MINE; |
470 | assert(i < wh); |
471 | grid[i++] = START; |
472 | while (i < wh) |
473 | grid[i++] = BLANK; |
474 | shuffle(grid, wh, sizeof(*grid), rs); |
475 | |
476 | /* |
477 | * Find the viable gem locations, and immediately give up |
478 | * and try again if there aren't enough of them. |
479 | */ |
480 | possgems = find_gem_candidates(w, h, grid, sc); |
481 | if (possgems < wh/5) |
482 | continue; |
483 | |
484 | /* |
485 | * We _could_ now select wh/5 of the POSSGEMs and set them |
486 | * to GEM, and have a viable level. However, there's a |
487 | * chance that a large chunk of the level will turn out to |
488 | * be unreachable, so first we test for that. |
489 | * |
490 | * We do this by finding the largest distance from any |
491 | * square to the nearest POSSGEM, by breadth-first search. |
492 | * If this is above a critical threshold, we abort and try |
493 | * again. |
494 | * |
495 | * (This search is purely geometric, without regard to |
496 | * walls and long ways round.) |
497 | */ |
498 | dist = sc->positions; |
499 | list = sc->positions + wh; |
500 | for (i = 0; i < wh; i++) |
501 | dist[i] = -1; |
502 | head = tail = 0; |
503 | for (i = 0; i < wh; i++) |
504 | if (grid[i] == POSSGEM) { |
505 | dist[i] = 0; |
506 | list[tail++] = i; |
507 | } |
508 | maxdist = 0; |
509 | while (head < tail) { |
510 | int pos, x, y, d; |
511 | |
512 | pos = list[head++]; |
513 | if (maxdist < dist[pos]) |
514 | maxdist = dist[pos]; |
515 | |
516 | x = pos % w; |
517 | y = pos / w; |
518 | |
519 | for (d = 0; d < DIRECTIONS; d++) { |
520 | int x2, y2, p2; |
521 | |
522 | x2 = x + DX(d); |
523 | y2 = y + DY(d); |
524 | |
525 | if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) { |
526 | p2 = y2*w+x2; |
527 | if (dist[p2] < 0) { |
528 | dist[p2] = dist[pos] + 1; |
529 | list[tail++] = p2; |
530 | } |
531 | } |
532 | } |
533 | } |
534 | assert(head == wh && tail == wh); |
535 | |
536 | /* |
537 | * Now abandon this grid and go round again if maxdist is |
538 | * above the required threshold. |
539 | * |
540 | * We can safely start the threshold as low as 2. As we |
541 | * accumulate failed generation attempts, we gradually |
542 | * raise it as we get more desperate. |
543 | */ |
544 | if (maxdist > maxdist_threshold) { |
545 | tries++; |
546 | if (tries == 50) { |
547 | maxdist_threshold++; |
548 | tries = 0; |
549 | } |
550 | continue; |
551 | } |
552 | |
553 | /* |
554 | * Now our reachable squares are plausibly evenly |
555 | * distributed over the grid. I'm not actually going to |
556 | * _enforce_ that I place the gems in such a way as not to |
557 | * increase that maxdist value; I'm now just going to trust |
558 | * to the RNG to pick a sensible subset of the POSSGEMs. |
559 | */ |
560 | j = 0; |
561 | for (i = 0; i < wh; i++) |
562 | if (grid[i] == POSSGEM) |
563 | list[j++] = i; |
564 | shuffle(list, j, sizeof(*list), rs); |
565 | for (i = 0; i < j; i++) |
566 | grid[list[i]] = (i < wh/5 ? GEM : BLANK); |
567 | break; |
568 | } |
569 | |
570 | free_scratch(sc); |
571 | |
572 | grid[wh] = '\0'; |
573 | |
574 | return grid; |
575 | } |
576 | |
577 | static char *new_game_desc(game_params *params, random_state *rs, |
578 | char **aux, int interactive) |
579 | { |
580 | return gengrid(params->w, params->h, rs); |
581 | } |
582 | |
583 | static char *validate_desc(game_params *params, char *desc) |
584 | { |
585 | int w = params->w, h = params->h, wh = w*h; |
586 | int starts = 0, gems = 0, i; |
587 | |
588 | for (i = 0; i < wh; i++) { |
589 | if (!desc[i]) |
590 | return "Not enough data to fill grid"; |
591 | if (desc[i] != WALL && desc[i] != START && desc[i] != STOP && |
592 | desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK) |
593 | return "Unrecognised character in game description"; |
594 | if (desc[i] == START) |
595 | starts++; |
596 | if (desc[i] == GEM) |
597 | gems++; |
598 | } |
599 | if (desc[i]) |
600 | return "Too much data to fill grid"; |
601 | if (starts < 1) |
602 | return "No starting square specified"; |
603 | if (starts > 1) |
604 | return "More than one starting square specified"; |
605 | if (gems < 1) |
606 | return "No gems specified"; |
607 | |
608 | return NULL; |
609 | } |
610 | |
611 | static game_state *new_game(midend *me, game_params *params, char *desc) |
612 | { |
613 | int w = params->w, h = params->h, wh = w*h; |
614 | int i; |
615 | game_state *state = snew(game_state); |
616 | |
617 | state->p = *params; /* structure copy */ |
618 | |
619 | state->grid = snewn(wh, char); |
620 | assert(strlen(desc) == wh); |
621 | memcpy(state->grid, desc, wh); |
622 | |
623 | state->px = state->py = -1; |
624 | state->gems = 0; |
625 | for (i = 0; i < wh; i++) { |
626 | if (state->grid[i] == START) { |
627 | state->grid[i] = STOP; |
628 | state->px = i % w; |
629 | state->py = i / w; |
630 | } else if (state->grid[i] == GEM) { |
631 | state->gems++; |
632 | } |
633 | } |
634 | |
635 | assert(state->gems > 0); |
636 | assert(state->px >= 0 && state->py >= 0); |
637 | |
638 | state->distance_moved = 0; |
639 | state->dead = FALSE; |
640 | |
8b5b08f7 |
641 | state->cheated = FALSE; |
642 | state->solnpos = 0; |
643 | state->soln = NULL; |
644 | |
81eef9aa |
645 | return state; |
646 | } |
647 | |
648 | static game_state *dup_game(game_state *state) |
649 | { |
650 | int w = state->p.w, h = state->p.h, wh = w*h; |
651 | game_state *ret = snew(game_state); |
652 | |
653 | ret->p = state->p; |
654 | ret->px = state->px; |
655 | ret->py = state->py; |
656 | ret->gems = state->gems; |
657 | ret->grid = snewn(wh, char); |
658 | ret->distance_moved = state->distance_moved; |
659 | ret->dead = FALSE; |
660 | memcpy(ret->grid, state->grid, wh); |
8b5b08f7 |
661 | ret->cheated = state->cheated; |
662 | ret->soln = state->soln; |
663 | if (ret->soln) |
664 | ret->soln->refcount++; |
665 | ret->solnpos = state->solnpos; |
81eef9aa |
666 | |
667 | return ret; |
668 | } |
669 | |
670 | static void free_game(game_state *state) |
671 | { |
8b5b08f7 |
672 | if (state->soln && --state->soln->refcount == 0) { |
673 | sfree(state->soln->list); |
674 | sfree(state->soln); |
675 | } |
81eef9aa |
676 | sfree(state->grid); |
677 | sfree(state); |
678 | } |
679 | |
8b5b08f7 |
680 | /* |
681 | * Internal function used by solver. |
682 | */ |
683 | static int move_goes_to(int w, int h, char *grid, int x, int y, int d) |
684 | { |
685 | int dr; |
686 | |
687 | /* |
688 | * See where we'd get to if we made this move. |
689 | */ |
690 | dr = -1; /* placate optimiser */ |
691 | while (1) { |
692 | if (AT(w, h, grid, x+DX(d), y+DY(d)) == WALL) { |
693 | dr = DIRECTIONS; /* hit a wall, so end up stationary */ |
694 | break; |
695 | } |
696 | x += DX(d); |
697 | y += DY(d); |
698 | if (AT(w, h, grid, x, y) == STOP) { |
699 | dr = DIRECTIONS; /* hit a stop, so end up stationary */ |
700 | break; |
701 | } |
702 | if (AT(w, h, grid, x, y) == GEM) { |
703 | dr = d; /* hit a gem, so we're still moving */ |
704 | break; |
705 | } |
706 | if (AT(w, h, grid, x, y) == MINE) |
707 | return -1; /* hit a mine, so move is invalid */ |
708 | } |
709 | assert(dr >= 0); |
710 | return (y*w+x)*DP1+dr; |
711 | } |
712 | |
713 | static int compare_integers(const void *av, const void *bv) |
714 | { |
715 | const int *a = (const int *)av; |
716 | const int *b = (const int *)bv; |
717 | if (*a < *b) |
718 | return -1; |
719 | else if (*a > *b) |
720 | return +1; |
721 | else |
722 | return 0; |
723 | } |
724 | |
81eef9aa |
725 | static char *solve_game(game_state *state, game_state *currstate, |
726 | char *aux, char **error) |
727 | { |
8b5b08f7 |
728 | int w = state->p.w, h = state->p.h, wh = w*h; |
729 | int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit; |
730 | int nedges; |
731 | int *dist, *dist2, *list; |
732 | int *unvisited; |
733 | int circuitlen, circuitsize; |
734 | int head, tail, pass, i, j, n, x, y, d, dd; |
735 | char *err, *soln, *p; |
736 | |
737 | /* |
738 | * Solving Inertia is a question of first building up the graph |
739 | * of where you can get to from where, and secondly finding a |
740 | * tour of the graph which takes in every gem. |
741 | * |
742 | * This is of course a close cousin of the travelling salesman |
743 | * problem, which is NP-complete; so I rather doubt that any |
744 | * _optimal_ tour can be found in plausible time. Hence I'll |
745 | * restrict myself to merely finding a not-too-bad one. |
746 | * |
747 | * First construct the graph, by bfsing out move by move from |
748 | * the current player position. Graph vertices will be |
749 | * - every endpoint of a move (place the ball can be |
750 | * stationary) |
751 | * - every gem (place the ball can go through in motion). |
752 | * Vertices of this type have an associated direction, since |
753 | * if a gem can be collected by sliding through it in two |
754 | * different directions it doesn't follow that you can |
755 | * change direction at it. |
756 | * |
757 | * I'm going to refer to a non-directional vertex as |
758 | * (y*w+x)*DP1+DIRECTIONS, and a directional one as |
759 | * (y*w+x)*DP1+d. |
760 | */ |
761 | |
762 | /* |
763 | * nodeindex[] maps node codes as shown above to numeric |
764 | * indices in the nodes[] array. |
765 | */ |
766 | nodeindex = snewn(DP1*wh, int); |
767 | for (i = 0; i < DP1*wh; i++) |
768 | nodeindex[i] = -1; |
769 | |
770 | /* |
771 | * Do the bfs to find all the interesting graph nodes. |
772 | */ |
773 | nodes = snewn(DP1*wh, int); |
774 | head = tail = 0; |
775 | |
776 | nodes[tail] = (currstate->py * w + currstate->px) * DP1 + DIRECTIONS; |
777 | nodeindex[nodes[0]] = tail; |
778 | tail++; |
779 | |
780 | while (head < tail) { |
781 | int nc = nodes[head++], nnc; |
782 | |
783 | d = nc % DP1; |
784 | |
785 | /* |
786 | * Plot all possible moves from this node. If the node is |
787 | * directed, there's only one. |
788 | */ |
789 | for (dd = 0; dd < DIRECTIONS; dd++) { |
790 | x = nc / DP1; |
791 | y = x / w; |
792 | x %= w; |
793 | |
794 | if (d < DIRECTIONS && d != dd) |
795 | continue; |
796 | |
797 | nnc = move_goes_to(w, h, currstate->grid, x, y, dd); |
798 | if (nnc >= 0 && nnc != nc) { |
799 | if (nodeindex[nnc] < 0) { |
800 | nodes[tail] = nnc; |
801 | nodeindex[nnc] = tail; |
802 | tail++; |
803 | } |
804 | } |
805 | } |
806 | } |
807 | n = head; |
808 | |
809 | /* |
810 | * Now we know how many nodes we have, allocate the edge array |
811 | * and go through setting up the edges. |
812 | */ |
813 | edges = snewn(DIRECTIONS*n, int); |
814 | edgei = snewn(n+1, int); |
815 | nedges = 0; |
816 | |
817 | for (i = 0; i < n; i++) { |
818 | int nc = nodes[i]; |
819 | |
820 | edgei[i] = nedges; |
821 | |
822 | d = nc % DP1; |
823 | x = nc / DP1; |
824 | y = x / w; |
825 | x %= w; |
826 | |
827 | for (dd = 0; dd < DIRECTIONS; dd++) { |
828 | int nnc; |
829 | |
830 | if (d >= DIRECTIONS || d == dd) { |
831 | nnc = move_goes_to(w, h, currstate->grid, x, y, dd); |
832 | |
833 | if (nnc >= 0 && nnc != nc) |
834 | edges[nedges++] = nodeindex[nnc]; |
835 | } |
836 | } |
837 | } |
838 | edgei[n] = nedges; |
839 | |
840 | /* |
841 | * Now set up the backedges array. |
842 | */ |
843 | backedges = snewn(nedges, int); |
844 | backedgei = snewn(n+1, int); |
845 | for (i = j = 0; i < nedges; i++) { |
846 | while (j+1 < n && i >= edgei[j+1]) |
847 | j++; |
848 | backedges[i] = edges[i] * n + j; |
849 | } |
850 | qsort(backedges, nedges, sizeof(int), compare_integers); |
851 | backedgei[0] = 0; |
852 | for (i = j = 0; i < nedges; i++) { |
853 | int k = backedges[i] / n; |
854 | backedges[i] %= n; |
855 | while (j < k) |
856 | backedgei[++j] = i; |
857 | } |
858 | backedgei[n] = nedges; |
859 | |
860 | /* |
861 | * Set up the initial tour. At all times, our tour is a circuit |
862 | * of graph vertices (which may, and probably will often, |
863 | * repeat vertices). To begin with, it's got exactly one vertex |
864 | * in it, which is the player's current starting point. |
865 | */ |
866 | circuitsize = 256; |
867 | circuit = snewn(circuitsize, int); |
868 | circuitlen = 0; |
869 | circuit[circuitlen++] = 0; /* node index 0 is the starting posn */ |
870 | |
871 | /* |
872 | * Track which gems are as yet unvisited. |
873 | */ |
874 | unvisited = snewn(wh, int); |
875 | for (i = 0; i < wh; i++) |
876 | unvisited[i] = FALSE; |
877 | for (i = 0; i < wh; i++) |
878 | if (currstate->grid[i] == GEM) |
879 | unvisited[i] = TRUE; |
880 | |
881 | /* |
882 | * Allocate space for doing bfses inside the main loop. |
883 | */ |
884 | dist = snewn(n, int); |
885 | dist2 = snewn(n, int); |
886 | list = snewn(n, int); |
887 | |
888 | err = NULL; |
889 | soln = NULL; |
890 | |
891 | /* |
892 | * Now enter the main loop, in each iteration of which we |
893 | * extend the tour to take in an as yet uncollected gem. |
894 | */ |
895 | while (1) { |
896 | int target, n1, n2, bestdist, extralen, targetpos; |
897 | |
898 | #ifdef TSP_DIAGNOSTICS |
899 | printf("circuit is"); |
900 | for (i = 0; i < circuitlen; i++) { |
901 | int nc = nodes[circuit[i]]; |
902 | printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1); |
903 | } |
904 | printf("\n"); |
905 | printf("moves are "); |
906 | x = nodes[circuit[0]] / DP1 % w; |
907 | y = nodes[circuit[0]] / DP1 / w; |
908 | for (i = 1; i < circuitlen; i++) { |
909 | int x2, y2, dx, dy; |
910 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) |
911 | continue; |
912 | x2 = nodes[circuit[i]] / DP1 % w; |
913 | y2 = nodes[circuit[i]] / DP1 / w; |
914 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); |
915 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); |
916 | for (d = 0; d < DIRECTIONS; d++) |
917 | if (DX(d) == dx && DY(d) == dy) |
918 | printf("%c", "89632147"[d]); |
919 | x = x2; |
920 | y = y2; |
921 | } |
922 | printf("\n"); |
923 | #endif |
924 | |
925 | /* |
926 | * First, start a pair of bfses at _every_ vertex currently |
927 | * in the tour, and extend them outwards to find the |
928 | * nearest as yet unreached gem vertex. |
929 | * |
930 | * This is largely a heuristic: we could pick _any_ doubly |
931 | * reachable node here and still get a valid tour as |
932 | * output. I hope that picking a nearby one will result in |
933 | * generally good tours. |
934 | */ |
935 | for (pass = 0; pass < 2; pass++) { |
936 | int *ep = (pass == 0 ? edges : backedges); |
937 | int *ei = (pass == 0 ? edgei : backedgei); |
938 | int *dp = (pass == 0 ? dist : dist2); |
939 | head = tail = 0; |
940 | for (i = 0; i < n; i++) |
941 | dp[i] = -1; |
942 | for (i = 0; i < circuitlen; i++) { |
943 | int ni = circuit[i]; |
944 | if (dp[ni] < 0) { |
945 | dp[ni] = 0; |
946 | list[tail++] = ni; |
947 | } |
948 | } |
949 | while (head < tail) { |
950 | int ni = list[head++]; |
951 | for (i = ei[ni]; i < ei[ni+1]; i++) { |
952 | int ti = ep[i]; |
953 | if (ti >= 0 && dp[ti] < 0) { |
954 | dp[ti] = dp[ni] + 1; |
955 | list[tail++] = ti; |
956 | } |
957 | } |
958 | } |
959 | } |
960 | /* Now find the nearest unvisited gem. */ |
961 | bestdist = -1; |
962 | target = -1; |
963 | for (i = 0; i < n; i++) { |
964 | if (unvisited[nodes[i] / DP1] && |
965 | dist[i] >= 0 && dist2[i] >= 0) { |
966 | int thisdist = dist[i] + dist2[i]; |
967 | if (bestdist < 0 || bestdist > thisdist) { |
968 | bestdist = thisdist; |
969 | target = i; |
970 | } |
971 | } |
972 | } |
973 | |
974 | if (target < 0) { |
975 | /* |
976 | * If we get to here, we haven't found a gem we can get |
977 | * at all, which means we terminate this loop. |
978 | */ |
979 | break; |
980 | } |
981 | |
982 | /* |
983 | * Now we have a graph vertex at list[tail-1] which is an |
984 | * unvisited gem. We want to add that vertex to our tour. |
985 | * So we run two more breadth-first searches: one starting |
986 | * from that vertex and following forward edges, and |
987 | * another starting from the same vertex and following |
988 | * backward edges. This allows us to determine, for each |
989 | * node on the current tour, how quickly we can get both to |
990 | * and from the target vertex from that node. |
991 | */ |
992 | #ifdef TSP_DIAGNOSTICS |
993 | printf("target node is %d (%d,%d,%d)\n", target, nodes[target]/DP1%w, |
994 | nodes[target]/DP1/w, nodes[target]%DP1); |
995 | #endif |
996 | |
997 | for (pass = 0; pass < 2; pass++) { |
998 | int *ep = (pass == 0 ? edges : backedges); |
999 | int *ei = (pass == 0 ? edgei : backedgei); |
1000 | int *dp = (pass == 0 ? dist : dist2); |
1001 | |
1002 | for (i = 0; i < n; i++) |
1003 | dp[i] = -1; |
1004 | head = tail = 0; |
1005 | |
1006 | dp[target] = 0; |
1007 | list[tail++] = target; |
1008 | |
1009 | while (head < tail) { |
1010 | int ni = list[head++]; |
1011 | for (i = ei[ni]; i < ei[ni+1]; i++) { |
1012 | int ti = ep[i]; |
1013 | if (ti >= 0 && dp[ti] < 0) { |
1014 | dp[ti] = dp[ni] + 1; |
1015 | /*printf("pass %d: set dist of vertex %d to %d (via %d)\n", pass, ti, dp[ti], ni);*/ |
1016 | list[tail++] = ti; |
1017 | } |
1018 | } |
1019 | } |
1020 | } |
1021 | |
1022 | /* |
1023 | * Now for every node n, dist[n] gives the length of the |
1024 | * shortest path from the target vertex to n, and dist2[n] |
1025 | * gives the length of the shortest path from n to the |
1026 | * target vertex. |
1027 | * |
1028 | * Our next step is to search linearly along the tour to |
1029 | * find the optimum place to insert a trip to the target |
1030 | * vertex and back. Our two options are either |
1031 | * (a) to find two adjacent vertices A,B in the tour and |
1032 | * replace the edge A->B with the path A->target->B |
1033 | * (b) to find a single vertex X in the tour and replace |
1034 | * it with the complete round trip X->target->X. |
1035 | * We do whichever takes the fewest moves. |
1036 | */ |
1037 | n1 = n2 = -1; |
1038 | bestdist = -1; |
1039 | for (i = 0; i < circuitlen; i++) { |
1040 | int thisdist; |
1041 | |
1042 | /* |
1043 | * Try a round trip from vertex i. |
1044 | */ |
1045 | if (dist[circuit[i]] >= 0 && |
1046 | dist2[circuit[i]] >= 0) { |
1047 | thisdist = dist[circuit[i]] + dist2[circuit[i]]; |
1048 | if (bestdist < 0 || thisdist < bestdist) { |
1049 | bestdist = thisdist; |
1050 | n1 = n2 = i; |
1051 | } |
1052 | } |
1053 | |
1054 | /* |
1055 | * Try a trip from vertex i via target to vertex i+1. |
1056 | */ |
1057 | if (i+1 < circuitlen && |
1058 | dist2[circuit[i]] >= 0 && |
1059 | dist[circuit[i+1]] >= 0) { |
1060 | thisdist = dist2[circuit[i]] + dist[circuit[i+1]]; |
1061 | if (bestdist < 0 || thisdist < bestdist) { |
1062 | bestdist = thisdist; |
1063 | n1 = i; |
1064 | n2 = i+1; |
1065 | } |
1066 | } |
1067 | } |
1068 | if (bestdist < 0) { |
1069 | /* |
1070 | * We couldn't find a round trip taking in this gem _at |
1071 | * all_. Give up. |
1072 | */ |
1073 | err = "Unable to find a solution from this starting point"; |
1074 | break; |
1075 | } |
1076 | #ifdef TSP_DIAGNOSTICS |
1077 | printf("insertion point: n1=%d, n2=%d, dist=%d\n", n1, n2, bestdist); |
1078 | #endif |
1079 | |
1080 | #ifdef TSP_DIAGNOSTICS |
1081 | printf("circuit before lengthening is"); |
1082 | for (i = 0; i < circuitlen; i++) { |
1083 | printf(" %d", circuit[i]); |
1084 | } |
1085 | printf("\n"); |
1086 | #endif |
1087 | |
1088 | /* |
1089 | * Now actually lengthen the tour to take in this round |
1090 | * trip. |
1091 | */ |
1092 | extralen = dist2[circuit[n1]] + dist[circuit[n2]]; |
1093 | if (n1 != n2) |
1094 | extralen--; |
1095 | circuitlen += extralen; |
1096 | if (circuitlen >= circuitsize) { |
1097 | circuitsize = circuitlen + 256; |
1098 | circuit = sresize(circuit, circuitsize, int); |
1099 | } |
1100 | memmove(circuit + n2 + extralen, circuit + n2, |
1101 | (circuitlen - n2 - extralen) * sizeof(int)); |
1102 | n2 += extralen; |
1103 | |
1104 | #ifdef TSP_DIAGNOSTICS |
1105 | printf("circuit in middle of lengthening is"); |
1106 | for (i = 0; i < circuitlen; i++) { |
1107 | printf(" %d", circuit[i]); |
1108 | } |
1109 | printf("\n"); |
1110 | #endif |
1111 | |
1112 | /* |
1113 | * Find the shortest-path routes to and from the target, |
1114 | * and write them into the circuit. |
1115 | */ |
1116 | targetpos = n1 + dist2[circuit[n1]]; |
1117 | assert(targetpos - dist2[circuit[n1]] == n1); |
1118 | assert(targetpos + dist[circuit[n2]] == n2); |
1119 | for (pass = 0; pass < 2; pass++) { |
1120 | int dir = (pass == 0 ? -1 : +1); |
1121 | int *ep = (pass == 0 ? backedges : edges); |
1122 | int *ei = (pass == 0 ? backedgei : edgei); |
1123 | int *dp = (pass == 0 ? dist : dist2); |
1124 | int nn = (pass == 0 ? n2 : n1); |
1125 | int ni = circuit[nn], ti, dest = nn; |
1126 | |
1127 | while (1) { |
1128 | circuit[dest] = ni; |
1129 | if (dp[ni] == 0) |
1130 | break; |
1131 | dest += dir; |
1132 | ti = -1; |
1133 | /*printf("pass %d: looking at vertex %d\n", pass, ni);*/ |
1134 | for (i = ei[ni]; i < ei[ni+1]; i++) { |
1135 | ti = ep[i]; |
1136 | if (ti >= 0 && dp[ti] == dp[ni] - 1) |
1137 | break; |
1138 | } |
1139 | assert(i < ei[ni+1] && ti >= 0); |
1140 | ni = ti; |
1141 | } |
1142 | } |
1143 | |
1144 | #ifdef TSP_DIAGNOSTICS |
1145 | printf("circuit after lengthening is"); |
1146 | for (i = 0; i < circuitlen; i++) { |
1147 | printf(" %d", circuit[i]); |
1148 | } |
1149 | printf("\n"); |
1150 | #endif |
1151 | |
1152 | /* |
1153 | * Finally, mark all gems that the new piece of circuit |
1154 | * passes through as visited. |
1155 | */ |
1156 | for (i = n1; i <= n2; i++) { |
1157 | int pos = nodes[circuit[i]] / DP1; |
1158 | assert(pos >= 0 && pos < wh); |
1159 | unvisited[pos] = FALSE; |
1160 | } |
1161 | } |
1162 | |
cdaf2837 |
1163 | #ifdef TSP_DIAGNOSTICS |
8b5b08f7 |
1164 | printf("before reduction, moves are "); |
1165 | x = nodes[circuit[0]] / DP1 % w; |
1166 | y = nodes[circuit[0]] / DP1 / w; |
1167 | for (i = 1; i < circuitlen; i++) { |
1168 | int x2, y2, dx, dy; |
1169 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) |
1170 | continue; |
1171 | x2 = nodes[circuit[i]] / DP1 % w; |
1172 | y2 = nodes[circuit[i]] / DP1 / w; |
1173 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); |
1174 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); |
1175 | for (d = 0; d < DIRECTIONS; d++) |
1176 | if (DX(d) == dx && DY(d) == dy) |
1177 | printf("%c", "89632147"[d]); |
1178 | x = x2; |
1179 | y = y2; |
1180 | } |
1181 | printf("\n"); |
1182 | #endif |
1183 | |
1184 | /* |
1185 | * That's got a basic solution. Now optimise it by removing |
1186 | * redundant sections of the circuit: it's entirely possible |
1187 | * that a piece of circuit we carefully inserted at one stage |
1188 | * to collect a gem has become pointless because the steps |
1189 | * required to collect some _later_ gem necessarily passed |
1190 | * through the same one. |
1191 | * |
1192 | * So first we go through and work out how many times each gem |
1193 | * is collected. Then we look for maximal sections of circuit |
1194 | * which are redundant in the sense that their removal would |
1195 | * not reduce any gem's collection count to zero, and replace |
1196 | * each one with a bfs-derived fastest path between their |
1197 | * endpoints. |
1198 | */ |
1199 | while (1) { |
1200 | int oldlen = circuitlen; |
3fba56cb |
1201 | int dir; |
8b5b08f7 |
1202 | |
3fba56cb |
1203 | for (dir = +1; dir >= -1; dir -= 2) { |
8b5b08f7 |
1204 | |
3fba56cb |
1205 | for (i = 0; i < wh; i++) |
1206 | unvisited[i] = 0; |
1207 | for (i = 0; i < circuitlen; i++) { |
1208 | int xy = nodes[circuit[i]] / DP1; |
1209 | if (currstate->grid[xy] == GEM) |
1210 | unvisited[xy]++; |
8b5b08f7 |
1211 | } |
8b5b08f7 |
1212 | |
3fba56cb |
1213 | /* |
1214 | * If there's any gem we didn't end up visiting at all, |
1215 | * give up. |
1216 | */ |
1217 | for (i = 0; i < wh; i++) { |
1218 | if (currstate->grid[i] == GEM && unvisited[i] == 0) { |
1219 | err = "Unable to find a solution from this starting point"; |
1220 | break; |
1221 | } |
1222 | } |
1223 | if (i < wh) |
1224 | break; |
8b5b08f7 |
1225 | |
3fba56cb |
1226 | for (i = j = (dir > 0 ? 0 : circuitlen-1); |
1227 | i < circuitlen && i >= 0; |
1228 | i += dir) { |
1229 | int xy = nodes[circuit[i]] / DP1; |
1230 | if (currstate->grid[xy] == GEM && unvisited[xy] > 1) { |
1231 | unvisited[xy]--; |
1232 | } else if (currstate->grid[xy] == GEM || i == circuitlen-1) { |
1233 | /* |
1234 | * circuit[i] collects a gem for the only time, |
1235 | * or is the last node in the circuit. |
1236 | * Therefore it cannot be removed; so we now |
1237 | * want to replace the path from circuit[j] to |
1238 | * circuit[i] with a bfs-shortest path. |
1239 | */ |
1240 | int p, q, k, dest, ni, ti, thisdist; |
1241 | |
1242 | /* |
1243 | * Set up the upper and lower bounds of the |
1244 | * reduced section. |
1245 | */ |
1246 | p = min(i, j); |
1247 | q = max(i, j); |
1248 | |
cdaf2837 |
1249 | #ifdef TSP_DIAGNOSTICS |
3fba56cb |
1250 | printf("optimising section from %d - %d\n", p, q); |
8b5b08f7 |
1251 | #endif |
1252 | |
3fba56cb |
1253 | for (k = 0; k < n; k++) |
1254 | dist[k] = -1; |
1255 | head = tail = 0; |
1256 | |
1257 | dist[circuit[p]] = 0; |
1258 | list[tail++] = circuit[p]; |
1259 | |
1260 | while (head < tail && dist[circuit[q]] < 0) { |
1261 | int ni = list[head++]; |
1262 | for (k = edgei[ni]; k < edgei[ni+1]; k++) { |
1263 | int ti = edges[k]; |
1264 | if (ti >= 0 && dist[ti] < 0) { |
1265 | dist[ti] = dist[ni] + 1; |
1266 | list[tail++] = ti; |
1267 | } |
8b5b08f7 |
1268 | } |
1269 | } |
8b5b08f7 |
1270 | |
3fba56cb |
1271 | thisdist = dist[circuit[q]]; |
1272 | assert(thisdist >= 0 && thisdist <= q-p); |
8b5b08f7 |
1273 | |
3fba56cb |
1274 | memmove(circuit+p+thisdist, circuit+q, |
1275 | (circuitlen - q) * sizeof(int)); |
1276 | circuitlen -= q-p; |
1277 | q = p + thisdist; |
1278 | circuitlen += q-p; |
8b5b08f7 |
1279 | |
3fba56cb |
1280 | if (dir > 0) |
1281 | i = q; /* resume loop from the right place */ |
1282 | |
cdaf2837 |
1283 | #ifdef TSP_DIAGNOSTICS |
3fba56cb |
1284 | printf("new section runs from %d - %d\n", p, q); |
8b5b08f7 |
1285 | #endif |
1286 | |
3fba56cb |
1287 | dest = q; |
1288 | assert(dest >= 0); |
1289 | ni = circuit[q]; |
8b5b08f7 |
1290 | |
3fba56cb |
1291 | while (1) { |
1292 | /* printf("dest=%d circuitlen=%d ni=%d dist[ni]=%d\n", dest, circuitlen, ni, dist[ni]); */ |
1293 | circuit[dest] = ni; |
1294 | if (dist[ni] == 0) |
8b5b08f7 |
1295 | break; |
3fba56cb |
1296 | dest--; |
1297 | ti = -1; |
1298 | for (k = backedgei[ni]; k < backedgei[ni+1]; k++) { |
1299 | ti = backedges[k]; |
1300 | if (ti >= 0 && dist[ti] == dist[ni] - 1) |
1301 | break; |
1302 | } |
1303 | assert(k < backedgei[ni+1] && ti >= 0); |
1304 | ni = ti; |
8b5b08f7 |
1305 | } |
8b5b08f7 |
1306 | |
3fba56cb |
1307 | /* |
1308 | * Now re-increment the visit counts for the |
1309 | * new path. |
1310 | */ |
1311 | while (++p < q) { |
1312 | int xy = nodes[circuit[p]] / DP1; |
1313 | if (currstate->grid[xy] == GEM) |
1314 | unvisited[xy]++; |
1315 | } |
8b5b08f7 |
1316 | |
3fba56cb |
1317 | j = i; |
1318 | |
cdaf2837 |
1319 | #ifdef TSP_DIAGNOSTICS |
3fba56cb |
1320 | printf("during reduction, circuit is"); |
1321 | for (k = 0; k < circuitlen; k++) { |
1322 | int nc = nodes[circuit[k]]; |
1323 | printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1); |
1324 | } |
1325 | printf("\n"); |
1326 | printf("moves are "); |
1327 | x = nodes[circuit[0]] / DP1 % w; |
1328 | y = nodes[circuit[0]] / DP1 / w; |
1329 | for (k = 1; k < circuitlen; k++) { |
1330 | int x2, y2, dx, dy; |
1331 | if (nodes[circuit[k]] % DP1 != DIRECTIONS) |
1332 | continue; |
1333 | x2 = nodes[circuit[k]] / DP1 % w; |
1334 | y2 = nodes[circuit[k]] / DP1 / w; |
1335 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); |
1336 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); |
1337 | for (d = 0; d < DIRECTIONS; d++) |
1338 | if (DX(d) == dx && DY(d) == dy) |
1339 | printf("%c", "89632147"[d]); |
1340 | x = x2; |
1341 | y = y2; |
1342 | } |
1343 | printf("\n"); |
8b5b08f7 |
1344 | #endif |
3fba56cb |
1345 | } |
8b5b08f7 |
1346 | } |
8b5b08f7 |
1347 | |
cdaf2837 |
1348 | #ifdef TSP_DIAGNOSTICS |
3fba56cb |
1349 | printf("after reduction, moves are "); |
1350 | x = nodes[circuit[0]] / DP1 % w; |
1351 | y = nodes[circuit[0]] / DP1 / w; |
1352 | for (i = 1; i < circuitlen; i++) { |
1353 | int x2, y2, dx, dy; |
1354 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) |
1355 | continue; |
1356 | x2 = nodes[circuit[i]] / DP1 % w; |
1357 | y2 = nodes[circuit[i]] / DP1 / w; |
1358 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); |
1359 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); |
1360 | for (d = 0; d < DIRECTIONS; d++) |
1361 | if (DX(d) == dx && DY(d) == dy) |
1362 | printf("%c", "89632147"[d]); |
1363 | x = x2; |
1364 | y = y2; |
1365 | } |
1366 | printf("\n"); |
8b5b08f7 |
1367 | #endif |
3fba56cb |
1368 | } |
8b5b08f7 |
1369 | |
1370 | /* |
3fba56cb |
1371 | * If we've managed an entire reduction pass in each |
1372 | * direction and not made the solution any shorter, we're |
1373 | * _really_ done. |
8b5b08f7 |
1374 | */ |
1375 | if (circuitlen == oldlen) |
1376 | break; |
1377 | } |
1378 | |
1379 | /* |
1380 | * Encode the solution as a move string. |
1381 | */ |
1382 | if (!err) { |
1383 | soln = snewn(circuitlen+2, char); |
1384 | p = soln; |
1385 | *p++ = 'S'; |
1386 | x = nodes[circuit[0]] / DP1 % w; |
1387 | y = nodes[circuit[0]] / DP1 / w; |
1388 | for (i = 1; i < circuitlen; i++) { |
1389 | int x2, y2, dx, dy; |
1390 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) |
1391 | continue; |
1392 | x2 = nodes[circuit[i]] / DP1 % w; |
1393 | y2 = nodes[circuit[i]] / DP1 / w; |
1394 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); |
1395 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); |
1396 | for (d = 0; d < DIRECTIONS; d++) |
1397 | if (DX(d) == dx && DY(d) == dy) { |
1398 | *p++ = '0' + d; |
1399 | break; |
1400 | } |
1401 | assert(d < DIRECTIONS); |
1402 | x = x2; |
1403 | y = y2; |
1404 | } |
1405 | *p++ = '\0'; |
1406 | assert(p - soln < circuitlen+2); |
1407 | } |
1408 | |
1409 | sfree(list); |
1410 | sfree(dist); |
1411 | sfree(dist2); |
1412 | sfree(unvisited); |
1413 | sfree(circuit); |
1414 | sfree(backedgei); |
1415 | sfree(backedges); |
1416 | sfree(edgei); |
1417 | sfree(edges); |
1418 | sfree(nodeindex); |
1419 | sfree(nodes); |
1420 | |
1421 | if (err) |
1422 | *error = err; |
1423 | |
1424 | return soln; |
81eef9aa |
1425 | } |
1426 | |
1427 | static char *game_text_format(game_state *state) |
1428 | { |
1429 | return NULL; |
1430 | } |
1431 | |
1432 | struct game_ui { |
1433 | float anim_length; |
1434 | int flashtype; |
1435 | int deaths; |
1436 | int just_made_move; |
1437 | int just_died; |
1438 | }; |
1439 | |
1440 | static game_ui *new_ui(game_state *state) |
1441 | { |
1442 | game_ui *ui = snew(game_ui); |
1443 | ui->anim_length = 0.0F; |
1444 | ui->flashtype = 0; |
1445 | ui->deaths = 0; |
1446 | ui->just_made_move = FALSE; |
1447 | ui->just_died = FALSE; |
1448 | return ui; |
1449 | } |
1450 | |
1451 | static void free_ui(game_ui *ui) |
1452 | { |
1453 | sfree(ui); |
1454 | } |
1455 | |
1456 | static char *encode_ui(game_ui *ui) |
1457 | { |
1458 | char buf[80]; |
1459 | /* |
1460 | * The deaths counter needs preserving across a serialisation. |
1461 | */ |
1462 | sprintf(buf, "D%d", ui->deaths); |
1463 | return dupstr(buf); |
1464 | } |
1465 | |
1466 | static void decode_ui(game_ui *ui, char *encoding) |
1467 | { |
1468 | int p = 0; |
1469 | sscanf(encoding, "D%d%n", &ui->deaths, &p); |
1470 | } |
1471 | |
1472 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1473 | game_state *newstate) |
1474 | { |
1475 | /* |
1476 | * Increment the deaths counter. We only do this if |
1477 | * ui->just_made_move is set (redoing a suicide move doesn't |
f890c1ac |
1478 | * kill you _again_), and also we only do it if the game wasn't |
1479 | * already completed (once you're finished, you can play). |
81eef9aa |
1480 | */ |
1481 | if (!oldstate->dead && newstate->dead && ui->just_made_move && |
f890c1ac |
1482 | oldstate->gems) { |
81eef9aa |
1483 | ui->deaths++; |
1484 | ui->just_died = TRUE; |
1485 | } else { |
1486 | ui->just_died = FALSE; |
1487 | } |
1488 | ui->just_made_move = FALSE; |
1489 | } |
1490 | |
1491 | struct game_drawstate { |
1492 | game_params p; |
1493 | int tilesize; |
1494 | int started; |
1495 | unsigned short *grid; |
1496 | blitter *player_background; |
1497 | int player_bg_saved, pbgx, pbgy; |
1498 | }; |
1499 | |
1500 | #define PREFERRED_TILESIZE 32 |
1501 | #define TILESIZE (ds->tilesize) |
1502 | #define BORDER (TILESIZE) |
1503 | #define HIGHLIGHT_WIDTH (TILESIZE / 10) |
1504 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1505 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1506 | |
1507 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1508 | int x, int y, int button) |
1509 | { |
1510 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
1511 | int dir; |
1512 | char buf[80]; |
1513 | |
1514 | dir = -1; |
1515 | |
1516 | if (button == LEFT_BUTTON) { |
1517 | /* |
1518 | * Mouse-clicking near the target point (or, more |
1519 | * accurately, in the appropriate octant) is an alternative |
1520 | * way to input moves. |
1521 | */ |
1522 | |
1523 | if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) { |
1524 | int dx, dy; |
1525 | float angle; |
1526 | |
1527 | dx = FROMCOORD(x) - state->px; |
1528 | dy = FROMCOORD(y) - state->py; |
1529 | /* I pass dx,dy rather than dy,dx so that the octants |
1530 | * end up the right way round. */ |
1531 | angle = atan2(dx, -dy); |
1532 | |
1533 | angle = (angle + (PI/8)) / (PI/4); |
1534 | assert(angle > -16.0F); |
1535 | dir = (int)(angle + 16.0F) & 7; |
1536 | } |
1537 | } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) |
1538 | dir = 0; |
1539 | else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) |
1540 | dir = 4; |
1541 | else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) |
1542 | dir = 6; |
1543 | else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) |
1544 | dir = 2; |
1545 | else if (button == (MOD_NUM_KEYPAD | '7')) |
1546 | dir = 7; |
1547 | else if (button == (MOD_NUM_KEYPAD | '1')) |
1548 | dir = 5; |
1549 | else if (button == (MOD_NUM_KEYPAD | '9')) |
1550 | dir = 1; |
1551 | else if (button == (MOD_NUM_KEYPAD | '3')) |
1552 | dir = 3; |
8b5b08f7 |
1553 | else if (button == ' ' && state->soln && state->solnpos < state->soln->len) |
1554 | dir = state->soln->list[state->solnpos]; |
81eef9aa |
1555 | |
1556 | if (dir < 0) |
1557 | return NULL; |
1558 | |
1559 | /* |
1560 | * Reject the move if we can't make it at all due to a wall |
1561 | * being in the way. |
1562 | */ |
1563 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
1564 | return NULL; |
1565 | |
1566 | /* |
1567 | * Reject the move if we're dead! |
1568 | */ |
1569 | if (state->dead) |
1570 | return NULL; |
1571 | |
1572 | /* |
1573 | * Otherwise, we can make the move. All we need to specify is |
1574 | * the direction. |
1575 | */ |
1576 | ui->just_made_move = TRUE; |
1577 | sprintf(buf, "%d", dir); |
1578 | return dupstr(buf); |
1579 | } |
1580 | |
1581 | static game_state *execute_move(game_state *state, char *move) |
1582 | { |
1583 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
8b5b08f7 |
1584 | int dir; |
81eef9aa |
1585 | game_state *ret; |
1586 | |
8b5b08f7 |
1587 | if (*move == 'S') { |
1588 | int len, i; |
1589 | soln *sol; |
1590 | |
1591 | /* |
1592 | * This is a solve move, so we don't actually _change_ the |
1593 | * grid but merely set up a stored solution path. |
1594 | */ |
1595 | move++; |
1596 | len = strlen(move); |
1597 | sol = snew(soln); |
1598 | sol->len = len; |
1599 | sol->list = snewn(len, unsigned char); |
1600 | for (i = 0; i < len; i++) |
1601 | sol->list[i] = move[i] - '0'; |
1602 | ret = dup_game(state); |
1603 | ret->cheated = TRUE; |
1604 | ret->soln = sol; |
1605 | ret->solnpos = 0; |
1606 | sol->refcount = 1; |
1607 | return ret; |
1608 | } |
1609 | |
1610 | dir = atoi(move); |
81eef9aa |
1611 | if (dir < 0 || dir >= DIRECTIONS) |
1612 | return NULL; /* huh? */ |
1613 | |
1614 | if (state->dead) |
1615 | return NULL; |
1616 | |
1617 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
1618 | return NULL; /* wall in the way! */ |
1619 | |
1620 | /* |
1621 | * Now make the move. |
1622 | */ |
1623 | ret = dup_game(state); |
1624 | ret->distance_moved = 0; |
1625 | while (1) { |
1626 | ret->px += DX(dir); |
1627 | ret->py += DY(dir); |
1628 | ret->distance_moved++; |
1629 | |
1630 | if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) { |
1631 | LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK; |
1632 | ret->gems--; |
1633 | } |
1634 | |
1635 | if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) { |
1636 | ret->dead = TRUE; |
1637 | break; |
1638 | } |
1639 | |
1640 | if (AT(w, h, ret->grid, ret->px, ret->py) == STOP || |
1641 | AT(w, h, ret->grid, ret->px+DX(dir), |
1642 | ret->py+DY(dir)) == WALL) |
1643 | break; |
1644 | } |
1645 | |
8b5b08f7 |
1646 | if (ret->soln) { |
1647 | /* |
1648 | * If this move is the correct next one in the stored |
1649 | * solution path, advance solnpos. |
1650 | */ |
1651 | if (ret->soln->list[ret->solnpos] == dir && |
1652 | ret->solnpos+1 < ret->soln->len) { |
1653 | ret->solnpos++; |
1654 | } else { |
1655 | /* |
1656 | * Otherwise, the user has strayed from the path, so |
1657 | * the path is no longer valid. |
1658 | */ |
1659 | ret->soln->refcount--; |
1660 | assert(ret->soln->refcount > 0);/* `state' at least still exists */ |
1661 | ret->soln = NULL; |
1662 | ret->solnpos = 0; |
1663 | } |
1664 | } |
1665 | |
81eef9aa |
1666 | return ret; |
1667 | } |
1668 | |
1669 | /* ---------------------------------------------------------------------- |
1670 | * Drawing routines. |
1671 | */ |
1672 | |
1673 | static void game_compute_size(game_params *params, int tilesize, |
1674 | int *x, int *y) |
1675 | { |
1676 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1677 | struct { int tilesize; } ads, *ds = &ads; |
1678 | ads.tilesize = tilesize; |
1679 | |
1680 | *x = 2 * BORDER + 1 + params->w * TILESIZE; |
1681 | *y = 2 * BORDER + 1 + params->h * TILESIZE; |
1682 | } |
1683 | |
1684 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1685 | game_params *params, int tilesize) |
1686 | { |
1687 | ds->tilesize = tilesize; |
1688 | |
05e50a96 |
1689 | assert(!ds->player_background); /* set_size is never called twice */ |
81eef9aa |
1690 | assert(!ds->player_bg_saved); |
1691 | |
81eef9aa |
1692 | ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); |
1693 | } |
1694 | |
1695 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1696 | { |
1697 | float *ret = snewn(3 * NCOLOURS, float); |
1698 | int i; |
1699 | |
1700 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1701 | |
1702 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
1703 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
1704 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
1705 | |
1706 | ret[COL_PLAYER * 3 + 0] = 0.0F; |
1707 | ret[COL_PLAYER * 3 + 1] = 1.0F; |
1708 | ret[COL_PLAYER * 3 + 2] = 0.0F; |
1709 | |
1710 | ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F; |
1711 | ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F; |
1712 | ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F; |
1713 | |
1714 | ret[COL_MINE * 3 + 0] = 0.0F; |
1715 | ret[COL_MINE * 3 + 1] = 0.0F; |
1716 | ret[COL_MINE * 3 + 2] = 0.0F; |
1717 | |
1718 | ret[COL_GEM * 3 + 0] = 0.6F; |
1719 | ret[COL_GEM * 3 + 1] = 1.0F; |
1720 | ret[COL_GEM * 3 + 2] = 1.0F; |
1721 | |
1722 | for (i = 0; i < 3; i++) { |
1723 | ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + |
1724 | 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; |
1725 | } |
1726 | |
8b5b08f7 |
1727 | ret[COL_HINT * 3 + 0] = 1.0F; |
1728 | ret[COL_HINT * 3 + 1] = 1.0F; |
1729 | ret[COL_HINT * 3 + 2] = 0.0F; |
1730 | |
81eef9aa |
1731 | *ncolours = NCOLOURS; |
1732 | return ret; |
1733 | } |
1734 | |
1735 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1736 | { |
1737 | int w = state->p.w, h = state->p.h, wh = w*h; |
1738 | struct game_drawstate *ds = snew(struct game_drawstate); |
1739 | int i; |
1740 | |
1741 | ds->tilesize = 0; |
1742 | |
1743 | /* We can't allocate the blitter rectangle for the player background |
1744 | * until we know what size to make it. */ |
1745 | ds->player_background = NULL; |
1746 | ds->player_bg_saved = FALSE; |
1747 | ds->pbgx = ds->pbgy = -1; |
1748 | |
1749 | ds->p = state->p; /* structure copy */ |
1750 | ds->started = FALSE; |
1751 | ds->grid = snewn(wh, unsigned short); |
1752 | for (i = 0; i < wh; i++) |
1753 | ds->grid[i] = UNDRAWN; |
1754 | |
1755 | return ds; |
1756 | } |
1757 | |
1758 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1759 | { |
fffd4671 |
1760 | if (ds->player_background) |
1761 | blitter_free(dr, ds->player_background); |
81eef9aa |
1762 | sfree(ds->grid); |
1763 | sfree(ds); |
1764 | } |
1765 | |
1766 | static void draw_player(drawing *dr, game_drawstate *ds, int x, int y, |
8b5b08f7 |
1767 | int dead, int hintdir) |
81eef9aa |
1768 | { |
1769 | if (dead) { |
1770 | int coords[DIRECTIONS*4]; |
1771 | int d; |
1772 | |
1773 | for (d = 0; d < DIRECTIONS; d++) { |
1774 | float x1, y1, x2, y2, x3, y3, len; |
1775 | |
1776 | x1 = DX(d); |
1777 | y1 = DY(d); |
1778 | len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len; |
1779 | |
1780 | x3 = DX(d+1); |
1781 | y3 = DY(d+1); |
1782 | len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len; |
1783 | |
1784 | x2 = (x1+x3) / 4; |
1785 | y2 = (y1+y3) / 4; |
1786 | |
1787 | coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1); |
1788 | coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1); |
1789 | coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2); |
1790 | coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2); |
1791 | } |
1792 | draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE); |
1793 | } else { |
1794 | draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2, |
1795 | TILESIZE/3, COL_PLAYER, COL_OUTLINE); |
1796 | } |
8b5b08f7 |
1797 | |
1798 | if (!dead && hintdir >= 0) { |
1799 | float scale = (DX(hintdir) && DY(hintdir) ? 0.8F : 1.0F); |
1800 | int ax = (TILESIZE*2/5) * scale * DX(hintdir); |
1801 | int ay = (TILESIZE*2/5) * scale * DY(hintdir); |
1802 | int px = -ay, py = ax; |
1803 | int ox = x + TILESIZE/2, oy = y + TILESIZE/2; |
1804 | int coords[14], *c; |
1805 | |
1806 | c = coords; |
1807 | *c++ = ox + px/9; |
1808 | *c++ = oy + py/9; |
1809 | *c++ = ox + px/9 + ax*2/3; |
1810 | *c++ = oy + py/9 + ay*2/3; |
1811 | *c++ = ox + px/3 + ax*2/3; |
1812 | *c++ = oy + py/3 + ay*2/3; |
1813 | *c++ = ox + ax; |
1814 | *c++ = oy + ay; |
1815 | *c++ = ox - px/3 + ax*2/3; |
1816 | *c++ = oy - py/3 + ay*2/3; |
1817 | *c++ = ox - px/9 + ax*2/3; |
1818 | *c++ = oy - py/9 + ay*2/3; |
1819 | *c++ = ox - px/9; |
1820 | *c++ = oy - py/9; |
1821 | draw_polygon(dr, coords, 7, COL_HINT, COL_OUTLINE); |
1822 | } |
1823 | |
81eef9aa |
1824 | draw_update(dr, x, y, TILESIZE, TILESIZE); |
1825 | } |
1826 | |
1827 | #define FLASH_DEAD 0x100 |
1828 | #define FLASH_WIN 0x200 |
1829 | #define FLASH_MASK 0x300 |
1830 | |
1831 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) |
1832 | { |
1833 | int tx = COORD(x), ty = COORD(y); |
1834 | int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER : |
1835 | v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND); |
1836 | |
1837 | v &= ~FLASH_MASK; |
1838 | |
1839 | clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); |
1840 | draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); |
1841 | |
1842 | if (v == WALL) { |
1843 | int coords[6]; |
1844 | |
1845 | coords[0] = tx + TILESIZE; |
1846 | coords[1] = ty + TILESIZE; |
1847 | coords[2] = tx + TILESIZE; |
1848 | coords[3] = ty + 1; |
1849 | coords[4] = tx + 1; |
1850 | coords[5] = ty + TILESIZE; |
1851 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
1852 | |
1853 | coords[0] = tx + 1; |
1854 | coords[1] = ty + 1; |
1855 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
1856 | |
1857 | draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, |
1858 | TILESIZE - 2*HIGHLIGHT_WIDTH, |
1859 | TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); |
1860 | } else if (v == MINE) { |
1861 | int cx = tx + TILESIZE / 2; |
1862 | int cy = ty + TILESIZE / 2; |
1863 | int r = TILESIZE / 2 - 3; |
1864 | int coords[4*5*2]; |
1865 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
1866 | int tdx, tdy, i; |
1867 | |
1868 | for (i = 0; i < 4*5*2; i += 5*2) { |
1869 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
1870 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
1871 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
1872 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
1873 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
1874 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
1875 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
1876 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
1877 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
1878 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
1879 | |
1880 | tdx = ydx; |
1881 | tdy = ydy; |
1882 | ydx = xdx; |
1883 | ydy = xdy; |
1884 | xdx = -tdx; |
1885 | xdy = -tdy; |
1886 | } |
1887 | |
1888 | draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE); |
1889 | |
1890 | draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
1891 | } else if (v == STOP) { |
1892 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
1893 | TILESIZE*3/7, -1, COL_OUTLINE); |
1894 | draw_rect(dr, tx + TILESIZE*3/7, ty+1, |
1895 | TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg); |
1896 | draw_rect(dr, tx+1, ty + TILESIZE*3/7, |
1897 | TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg); |
1898 | } else if (v == GEM) { |
1899 | int coords[8]; |
1900 | |
1901 | coords[0] = tx+TILESIZE/2; |
1902 | coords[1] = ty+TILESIZE*1/7; |
1903 | coords[2] = tx+TILESIZE*1/7; |
1904 | coords[3] = ty+TILESIZE/2; |
1905 | coords[4] = tx+TILESIZE/2; |
1906 | coords[5] = ty+TILESIZE-TILESIZE*1/7; |
1907 | coords[6] = tx+TILESIZE-TILESIZE*1/7; |
1908 | coords[7] = ty+TILESIZE/2; |
1909 | |
1910 | draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); |
1911 | } |
1912 | |
1913 | unclip(dr); |
1914 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
1915 | } |
1916 | |
1917 | #define BASE_ANIM_LENGTH 0.1F |
1918 | #define FLASH_LENGTH 0.3F |
1919 | |
1920 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1921 | game_state *state, int dir, game_ui *ui, |
1922 | float animtime, float flashtime) |
1923 | { |
1924 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
1925 | int x, y; |
1926 | float ap; |
1927 | int player_dist; |
1928 | int flashtype; |
1929 | int gems, deaths; |
1930 | char status[256]; |
1931 | |
1932 | if (flashtime && |
1933 | !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) |
1934 | flashtype = ui->flashtype; |
1935 | else |
1936 | flashtype = 0; |
1937 | |
1938 | /* |
1939 | * Erase the player sprite. |
1940 | */ |
1941 | if (ds->player_bg_saved) { |
1942 | assert(ds->player_background); |
1943 | blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy); |
1944 | draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE); |
1945 | ds->player_bg_saved = FALSE; |
1946 | } |
1947 | |
1948 | /* |
1949 | * Initialise a fresh drawstate. |
1950 | */ |
1951 | if (!ds->started) { |
1952 | int wid, ht; |
1953 | |
1954 | /* |
1955 | * Blank out the window initially. |
1956 | */ |
1957 | game_compute_size(&ds->p, TILESIZE, &wid, &ht); |
1958 | draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); |
1959 | draw_update(dr, 0, 0, wid, ht); |
1960 | |
1961 | /* |
1962 | * Draw the grid lines. |
1963 | */ |
1964 | for (y = 0; y <= h; y++) |
1965 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), |
1966 | COL_LOWLIGHT); |
1967 | for (x = 0; x <= w; x++) |
1968 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), |
1969 | COL_LOWLIGHT); |
1970 | |
1971 | ds->started = TRUE; |
1972 | } |
1973 | |
1974 | /* |
1975 | * If we're in the process of animating a move, let's start by |
1976 | * working out how far the player has moved from their _older_ |
1977 | * state. |
1978 | */ |
1979 | if (oldstate) { |
1980 | ap = animtime / ui->anim_length; |
1981 | player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved; |
1982 | } else { |
1983 | player_dist = 0; |
1984 | ap = 0.0F; |
1985 | } |
1986 | |
1987 | /* |
1988 | * Draw the grid contents. |
1989 | * |
1990 | * We count the gems as we go round this loop, for the purposes |
1991 | * of the status bar. Of course we have a gems counter in the |
1992 | * game_state already, but if we do the counting in this loop |
1993 | * then it tracks gems being picked up in a sliding move, and |
1994 | * updates one by one. |
1995 | */ |
1996 | gems = 0; |
1997 | for (y = 0; y < h; y++) |
1998 | for (x = 0; x < w; x++) { |
1999 | unsigned short v = (unsigned char)state->grid[y*w+x]; |
2000 | |
2001 | /* |
2002 | * Special case: if the player is in the process of |
2003 | * moving over a gem, we draw the gem iff they haven't |
2004 | * gone past it yet. |
2005 | */ |
2006 | if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) { |
2007 | /* |
2008 | * Compute the distance from this square to the |
2009 | * original player position. |
2010 | */ |
2011 | int dist = max(abs(x - oldstate->px), abs(y - oldstate->py)); |
2012 | |
2013 | /* |
2014 | * If the player has reached here, use the new grid |
2015 | * element. Otherwise use the old one. |
2016 | */ |
2017 | if (player_dist < dist) |
2018 | v = oldstate->grid[y*w+x]; |
2019 | else |
2020 | v = state->grid[y*w+x]; |
2021 | } |
2022 | |
2023 | /* |
2024 | * Special case: erase the mine the dead player is |
2025 | * sitting on. Only at the end of the move. |
2026 | */ |
2027 | if (v == MINE && !oldstate && state->dead && |
2028 | x == state->px && y == state->py) |
2029 | v = BLANK; |
2030 | |
2031 | if (v == GEM) |
2032 | gems++; |
2033 | |
2034 | v |= flashtype; |
2035 | |
2036 | if (ds->grid[y*w+x] != v) { |
2037 | draw_tile(dr, ds, x, y, v); |
2038 | ds->grid[y*w+x] = v; |
2039 | } |
2040 | } |
2041 | |
2042 | /* |
2043 | * Gem counter in the status bar. We replace it with |
2044 | * `COMPLETED!' when it reaches zero ... or rather, when the |
2045 | * _current state_'s gem counter is zero. (Thus, `Gems: 0' is |
2046 | * shown between the collection of the last gem and the |
2047 | * completion of the move animation that did it.) |
2048 | */ |
8b5b08f7 |
2049 | if (state->dead && (!oldstate || oldstate->dead)) { |
81eef9aa |
2050 | sprintf(status, "DEAD!"); |
8b5b08f7 |
2051 | } else if (state->gems || (oldstate && oldstate->gems)) { |
2052 | if (state->cheated) |
2053 | sprintf(status, "Auto-solver used. "); |
2054 | else |
2055 | *status = '\0'; |
2056 | sprintf(status + strlen(status), "Gems: %d", gems); |
2057 | } else if (state->cheated) { |
2058 | sprintf(status, "Auto-solved."); |
2059 | } else { |
81eef9aa |
2060 | sprintf(status, "COMPLETED!"); |
8b5b08f7 |
2061 | } |
81eef9aa |
2062 | /* We subtract one from the visible death counter if we're still |
2063 | * animating the move at the end of which the death took place. */ |
2064 | deaths = ui->deaths; |
2065 | if (oldstate && ui->just_died) { |
2066 | assert(deaths > 0); |
2067 | deaths--; |
2068 | } |
2069 | if (deaths) |
2070 | sprintf(status + strlen(status), " Deaths: %d", deaths); |
2071 | status_bar(dr, status); |
2072 | |
2073 | /* |
2074 | * Draw the player sprite. |
2075 | */ |
2076 | assert(!ds->player_bg_saved); |
2077 | assert(ds->player_background); |
2078 | { |
2079 | int ox, oy, nx, ny; |
2080 | nx = COORD(state->px); |
2081 | ny = COORD(state->py); |
2082 | if (oldstate) { |
2083 | ox = COORD(oldstate->px); |
2084 | oy = COORD(oldstate->py); |
2085 | } else { |
2086 | ox = nx; |
2087 | oy = ny; |
2088 | } |
2089 | ds->pbgx = ox + ap * (nx - ox); |
2090 | ds->pbgy = oy + ap * (ny - oy); |
2091 | } |
2092 | blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy); |
8b5b08f7 |
2093 | draw_player(dr, ds, ds->pbgx, ds->pbgy, |
2094 | (state->dead && !oldstate), |
2095 | (!oldstate && state->soln ? |
2096 | state->soln->list[state->solnpos] : -1)); |
81eef9aa |
2097 | ds->player_bg_saved = TRUE; |
2098 | } |
2099 | |
2100 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2101 | int dir, game_ui *ui) |
2102 | { |
2103 | int dist; |
2104 | if (dir > 0) |
2105 | dist = newstate->distance_moved; |
2106 | else |
2107 | dist = oldstate->distance_moved; |
2108 | ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH; |
2109 | return ui->anim_length; |
2110 | } |
2111 | |
2112 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2113 | int dir, game_ui *ui) |
2114 | { |
2115 | if (!oldstate->dead && newstate->dead) { |
2116 | ui->flashtype = FLASH_DEAD; |
2117 | return FLASH_LENGTH; |
2118 | } else if (oldstate->gems && !newstate->gems) { |
2119 | ui->flashtype = FLASH_WIN; |
2120 | return FLASH_LENGTH; |
2121 | } |
2122 | return 0.0F; |
2123 | } |
2124 | |
2125 | static int game_wants_statusbar(void) |
2126 | { |
2127 | return TRUE; |
2128 | } |
2129 | |
2130 | static int game_timing_state(game_state *state, game_ui *ui) |
2131 | { |
2132 | return TRUE; |
2133 | } |
2134 | |
2135 | static void game_print_size(game_params *params, float *x, float *y) |
2136 | { |
2137 | } |
2138 | |
2139 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2140 | { |
2141 | } |
2142 | |
2143 | #ifdef COMBINED |
2144 | #define thegame inertia |
2145 | #endif |
2146 | |
2147 | const struct game thegame = { |
2148 | "Inertia", "games.inertia", |
2149 | default_params, |
2150 | game_fetch_preset, |
2151 | decode_params, |
2152 | encode_params, |
2153 | free_params, |
2154 | dup_params, |
2155 | TRUE, game_configure, custom_params, |
2156 | validate_params, |
2157 | new_game_desc, |
2158 | validate_desc, |
2159 | new_game, |
2160 | dup_game, |
2161 | free_game, |
8b5b08f7 |
2162 | TRUE, solve_game, |
81eef9aa |
2163 | FALSE, game_text_format, |
2164 | new_ui, |
2165 | free_ui, |
2166 | encode_ui, |
2167 | decode_ui, |
2168 | game_changed_state, |
2169 | interpret_move, |
2170 | execute_move, |
2171 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2172 | game_colours, |
2173 | game_new_drawstate, |
2174 | game_free_drawstate, |
2175 | game_redraw, |
2176 | game_anim_length, |
2177 | game_flash_length, |
2178 | FALSE, FALSE, game_print_size, game_print, |
2179 | game_wants_statusbar, |
2180 | FALSE, game_timing_state, |
2181 | 0, /* mouse_priorities */ |
2182 | }; |