ac511ec9 |
1 | /* |
2 | * slide.c: Implementation of the block-sliding puzzle `Klotski'. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
8 | * - Solve function: |
9 | * * try to generate a solution when Solve is pressed |
10 | * + from the start, or from here? From here, I fear. |
11 | * + hence, not much point saving the solution in an aux |
12 | * string |
13 | * * Inertia-like method for telling the user the solution |
14 | * * standalone solver which draws diagrams |
15 | * |
16 | * - The dragging semantics are still subtly wrong in complex |
17 | * cases. |
18 | * |
19 | * - Improve the generator. |
39bdcaad |
20 | * * actually, we seem to be mostly sensible already now. I |
21 | * want more choice over the type of main block and location |
22 | * of the exit/target, and I think I probably ought to give |
23 | * up on compactness and just bite the bullet and have the |
24 | * target area right outside the main wall, but mostly I |
25 | * think it's OK. |
26 | * * but adjust the presets, because 8x6 is _slow_ to |
27 | * generate. |
28 | * * also, introduce a difficulty scheme, in the form of |
29 | * limiting the minimum move count. This is obviously |
30 | * sensible, because it also speeds up generation since the |
31 | * solver can bomb out once it hits that ceiling! |
32 | * + I was going to say I'd need to work out a minimum move |
33 | * count for each grid size, but actually I think not: if |
34 | * you ask for too few moves, it just has to remove still |
35 | * more singletons, until at move count 1 you end up with |
36 | * nothing in your way at all and it SERVES YOU RIGHT! |
ac511ec9 |
37 | * |
39bdcaad |
38 | * - Improve the graphics. |
39 | * * All the colours are a bit wishy-washy. _Some_ dark |
40 | * colours would surely not be excessive? Probably darken |
41 | * the tiles, the walls and the main block, and leave the |
42 | * target marker pale. |
43 | * * The cattle grid effect is still disgusting. Think of |
44 | * something completely different. |
ac511ec9 |
45 | */ |
46 | |
47 | #include <stdio.h> |
48 | #include <stdlib.h> |
49 | #include <string.h> |
50 | #include <assert.h> |
51 | #include <ctype.h> |
52 | #include <math.h> |
53 | |
54 | #include "puzzles.h" |
55 | #include "tree234.h" |
56 | |
57 | /* |
58 | * The implementation of this game revolves around the insight |
59 | * which makes an exhaustive-search solver feasible: although |
60 | * there are many blocks which can be rearranged in many ways, any |
61 | * two blocks of the same shape are _indistinguishable_ and hence |
62 | * the number of _distinct_ board layouts is generally much |
63 | * smaller. So we adopt a representation for board layouts which |
64 | * is inherently canonical, i.e. there are no two distinct |
65 | * representations which encode indistinguishable layouts. |
66 | * |
67 | * The way we do this is to encode each square of the board, in |
68 | * the normal left-to-right top-to-bottom order, as being one of |
69 | * the following things: |
70 | * - the first square (in the given order) of a block (`anchor') |
71 | * - special case of the above: the anchor for the _main_ block |
72 | * (i.e. the one which the aim of the game is to get to the |
73 | * target position) |
74 | * - a subsequent square of a block whose previous square was N |
75 | * squares ago |
76 | * - an impassable wall |
77 | * |
78 | * (We also separately store data about which board positions are |
79 | * forcefields only passable by the main block. We can't encode |
80 | * that in the main board data, because then the main block would |
81 | * destroy forcefields as it went over them.) |
82 | * |
83 | * Hence, for example, a 2x2 square block would be encoded as |
84 | * ANCHOR, followed by DIST(1), and w-2 squares later on there |
85 | * would be DIST(w-1) followed by DIST(1). So if you start at the |
86 | * last of those squares, the DIST numbers give you a linked list |
87 | * pointing back through all the other squares in the same block. |
88 | * |
89 | * So the solver simply does a bfs over all reachable positions, |
90 | * encoding them in this format and storing them in a tree234 to |
91 | * ensure it doesn't ever revisit an already-analysed position. |
92 | */ |
93 | |
94 | enum { |
95 | /* |
96 | * The colours are arranged here so that every base colour is |
97 | * directly followed by its highlight colour and then its |
98 | * lowlight colour. Do not break this, or draw_tile() will get |
99 | * confused. |
100 | */ |
101 | COL_BACKGROUND, |
102 | COL_HIGHLIGHT, |
103 | COL_LOWLIGHT, |
104 | COL_DRAGGING, |
105 | COL_DRAGGING_HIGHLIGHT, |
106 | COL_DRAGGING_LOWLIGHT, |
107 | COL_MAIN, |
108 | COL_MAIN_HIGHLIGHT, |
109 | COL_MAIN_LOWLIGHT, |
110 | COL_MAIN_DRAGGING, |
111 | COL_MAIN_DRAGGING_HIGHLIGHT, |
112 | COL_MAIN_DRAGGING_LOWLIGHT, |
113 | COL_TARGET, |
114 | COL_TARGET_HIGHLIGHT, |
115 | COL_TARGET_LOWLIGHT, |
116 | NCOLOURS |
117 | }; |
118 | |
119 | /* |
120 | * Board layout is a simple array of bytes. Each byte holds: |
121 | */ |
122 | #define ANCHOR 255 /* top-left-most square of some piece */ |
123 | #define MAINANCHOR 254 /* anchor of _main_ piece */ |
124 | #define EMPTY 253 /* empty square */ |
125 | #define WALL 252 /* immovable wall */ |
126 | #define MAXDIST 251 |
127 | /* all other values indicate distance back to previous square of same block */ |
128 | #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 ) |
129 | #define DIST(x) (x) |
130 | #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR ) |
131 | #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) ) |
132 | |
133 | /* |
134 | * MAXDIST is the largest DIST value we can encode. This must |
135 | * therefore also be the maximum puzzle width in theory (although |
136 | * solver running time will dictate a much smaller limit in |
137 | * practice). |
138 | */ |
139 | #define MAXWID MAXDIST |
140 | |
141 | struct game_params { |
142 | int w, h; |
143 | }; |
144 | |
145 | struct game_immutable_state { |
146 | int refcount; |
147 | unsigned char *forcefield; |
148 | }; |
149 | |
150 | struct game_state { |
151 | int w, h; |
152 | unsigned char *board; |
153 | int tx, ty; /* target coords for MAINANCHOR */ |
154 | int minmoves; /* for display only */ |
155 | int lastmoved, lastmoved_pos; /* for move counting */ |
156 | int movecount; |
157 | int completed; |
158 | struct game_immutable_state *imm; |
159 | }; |
160 | |
161 | static game_params *default_params(void) |
162 | { |
163 | game_params *ret = snew(game_params); |
164 | |
165 | ret->w = 8; |
166 | ret->h = 6; |
167 | |
168 | return ret; |
169 | } |
170 | |
171 | static const struct game_params slide_presets[] = { |
172 | {6, 5}, |
173 | {7, 5}, |
174 | {7, 6}, |
175 | {8, 6}, |
176 | }; |
177 | |
178 | static int game_fetch_preset(int i, char **name, game_params **params) |
179 | { |
180 | game_params *ret; |
181 | char str[80]; |
182 | |
183 | if (i < 0 || i >= lenof(slide_presets)) |
184 | return FALSE; |
185 | |
186 | ret = snew(game_params); |
187 | *ret = slide_presets[i]; |
188 | |
189 | sprintf(str, "%dx%d", ret->w, ret->h); |
190 | |
191 | *name = dupstr(str); |
192 | *params = ret; |
193 | return TRUE; |
194 | } |
195 | |
196 | static void free_params(game_params *params) |
197 | { |
198 | sfree(params); |
199 | } |
200 | |
201 | static game_params *dup_params(game_params *params) |
202 | { |
203 | game_params *ret = snew(game_params); |
204 | *ret = *params; /* structure copy */ |
205 | return ret; |
206 | } |
207 | |
208 | static void decode_params(game_params *params, char const *string) |
209 | { |
210 | params->w = params->h = atoi(string); |
211 | while (*string && isdigit((unsigned char)*string)) string++; |
212 | if (*string == 'x') { |
213 | string++; |
214 | params->h = atoi(string); |
215 | } |
216 | } |
217 | |
218 | static char *encode_params(game_params *params, int full) |
219 | { |
220 | char data[256]; |
221 | |
222 | sprintf(data, "%dx%d", params->w, params->h); |
223 | |
224 | return dupstr(data); |
225 | } |
226 | |
227 | static config_item *game_configure(game_params *params) |
228 | { |
229 | config_item *ret; |
230 | char buf[80]; |
231 | |
232 | ret = snewn(3, config_item); |
233 | |
234 | ret[0].name = "Width"; |
235 | ret[0].type = C_STRING; |
236 | sprintf(buf, "%d", params->w); |
237 | ret[0].sval = dupstr(buf); |
238 | ret[0].ival = 0; |
239 | |
240 | ret[1].name = "Height"; |
241 | ret[1].type = C_STRING; |
242 | sprintf(buf, "%d", params->h); |
243 | ret[1].sval = dupstr(buf); |
244 | ret[1].ival = 0; |
245 | |
246 | ret[2].name = NULL; |
247 | ret[2].type = C_END; |
248 | ret[2].sval = NULL; |
249 | ret[2].ival = 0; |
250 | |
251 | return ret; |
252 | } |
253 | |
254 | static game_params *custom_params(config_item *cfg) |
255 | { |
256 | game_params *ret = snew(game_params); |
257 | |
258 | ret->w = atoi(cfg[0].sval); |
259 | ret->h = atoi(cfg[1].sval); |
260 | |
261 | return ret; |
262 | } |
263 | |
264 | static char *validate_params(game_params *params, int full) |
265 | { |
266 | if (params->w > MAXWID) |
267 | return "Width must be at most " STR(MAXWID); |
268 | |
269 | if (params->w < 5) |
270 | return "Width must be at least 5"; |
271 | if (params->h < 4) |
272 | return "Height must be at least 4"; |
273 | |
274 | return NULL; |
275 | } |
276 | |
277 | static char *board_text_format(int w, int h, unsigned char *data, |
278 | unsigned char *forcefield) |
279 | { |
280 | int wh = w*h; |
281 | int *dsf = snew_dsf(wh); |
282 | int i, x, y; |
283 | int retpos, retlen = (w*2+2)*(h*2+1)+1; |
284 | char *ret = snewn(retlen, char); |
285 | |
286 | for (i = 0; i < wh; i++) |
287 | if (ISDIST(data[i])) |
288 | dsf_merge(dsf, i - data[i], i); |
289 | retpos = 0; |
290 | for (y = 0; y < 2*h+1; y++) { |
291 | for (x = 0; x < 2*w+1; x++) { |
292 | int v; |
293 | int i = (y/2)*w+(x/2); |
294 | |
295 | #define dtype(i) (ISBLOCK(data[i]) ? \ |
296 | dsf_canonify(dsf, i) : data[i]) |
297 | #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \ |
298 | data[t] == MAINANCHOR ? '*' : '%') |
299 | |
300 | if (y % 2 && x % 2) { |
301 | int j = dtype(i); |
302 | v = dchar(j); |
303 | } else if (y % 2 && !(x % 2)) { |
304 | int j1 = (x > 0 ? dtype(i-1) : -1); |
305 | int j2 = (x < 2*w ? dtype(i) : -1); |
306 | if (j1 != j2) |
307 | v = '|'; |
308 | else |
309 | v = dchar(j1); |
310 | } else if (!(y % 2) && (x % 2)) { |
311 | int j1 = (y > 0 ? dtype(i-w) : -1); |
312 | int j2 = (y < 2*h ? dtype(i) : -1); |
313 | if (j1 != j2) |
314 | v = '-'; |
315 | else |
316 | v = dchar(j1); |
317 | } else { |
318 | int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1); |
319 | int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1); |
320 | int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1); |
321 | int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1); |
322 | if (j1 == j2 && j2 == j3 && j3 == j4) |
323 | v = dchar(j1); |
324 | else if (j1 == j2 && j3 == j4) |
325 | v = '|'; |
326 | else if (j1 == j3 && j2 == j4) |
327 | v = '-'; |
328 | else |
329 | v = '+'; |
330 | } |
331 | |
332 | assert(retpos < retlen); |
333 | ret[retpos++] = v; |
334 | } |
335 | assert(retpos < retlen); |
336 | ret[retpos++] = '\n'; |
337 | } |
338 | assert(retpos < retlen); |
339 | ret[retpos++] = '\0'; |
340 | assert(retpos == retlen); |
341 | |
342 | return ret; |
343 | } |
344 | |
345 | /* ---------------------------------------------------------------------- |
346 | * Solver. |
347 | */ |
348 | |
349 | /* |
350 | * During solver execution, the set of visited board positions is |
351 | * stored as a tree234 of the following structures. `w', `h' and |
352 | * `data' are obvious in meaning; `dist' represents the minimum |
353 | * distance to reach this position from the starting point. |
354 | * |
355 | * `prev' links each board to the board position from which it was |
356 | * most efficiently derived. |
357 | */ |
358 | struct board { |
359 | int w, h; |
360 | int dist; |
361 | struct board *prev; |
362 | unsigned char *data; |
363 | }; |
364 | |
365 | static int boardcmp(void *av, void *bv) |
366 | { |
367 | struct board *a = (struct board *)av; |
368 | struct board *b = (struct board *)bv; |
369 | return memcmp(a->data, b->data, a->w * a->h); |
370 | } |
371 | |
372 | static struct board *newboard(int w, int h, unsigned char *data) |
373 | { |
374 | struct board *b = malloc(sizeof(struct board) + w*h); |
375 | b->data = (unsigned char *)b + sizeof(struct board); |
376 | memcpy(b->data, data, w*h); |
377 | b->w = w; |
378 | b->h = h; |
379 | b->dist = -1; |
380 | b->prev = NULL; |
381 | return b; |
382 | } |
383 | |
384 | /* |
385 | * The actual solver. Given a board, attempt to find the minimum |
386 | * length of move sequence which moves MAINANCHOR to (tx,ty), or |
387 | * -1 if no solution exists. Returns that minimum length, and |
388 | * (FIXME) optionally also writes out the actual moves into an |
389 | * as-yet-unprovided parameter. |
390 | */ |
391 | static int solve_board(int w, int h, unsigned char *board, |
392 | unsigned char *forcefield, int tx, int ty) |
393 | { |
394 | int wh = w*h; |
395 | struct board *b, *b2, *b3; |
396 | int *next, *anchors, *which; |
397 | int *movereached, *movequeue, mqhead, mqtail; |
398 | tree234 *sorted, *queue; |
399 | int i, j, dir; |
400 | int qlen, lastdist; |
401 | int ret; |
402 | |
403 | #ifdef SOLVER_DIAGNOSTICS |
404 | { |
405 | char *t = board_text_format(w, h, board); |
406 | for (i = 0; i < h; i++) { |
407 | for (j = 0; j < w; j++) { |
408 | int c = board[i*w+j]; |
409 | if (ISDIST(c)) |
410 | printf("D%-3d", c); |
411 | else if (c == MAINANCHOR) |
412 | printf("M "); |
413 | else if (c == ANCHOR) |
414 | printf("A "); |
415 | else if (c == WALL) |
416 | printf("W "); |
417 | else if (c == EMPTY) |
418 | printf("E "); |
419 | } |
420 | printf("\n"); |
421 | } |
422 | |
423 | printf("Starting solver for:\n%s\n", t); |
424 | sfree(t); |
425 | } |
426 | #endif |
427 | |
428 | sorted = newtree234(boardcmp); |
429 | queue = newtree234(NULL); |
430 | |
431 | b = newboard(w, h, board); |
432 | b->dist = 0; |
433 | add234(sorted, b); |
434 | addpos234(queue, b, 0); |
435 | qlen = 1; |
436 | |
437 | next = snewn(wh, int); |
438 | anchors = snewn(wh, int); |
439 | which = snewn(wh, int); |
440 | movereached = snewn(wh, int); |
441 | movequeue = snewn(wh, int); |
442 | lastdist = -1; |
443 | |
444 | while ((b = delpos234(queue, 0)) != NULL) { |
445 | qlen--; |
446 | if (b->dist != lastdist) { |
447 | #ifdef SOLVER_DIAGNOSTICS |
448 | printf("dist %d (%d)\n", b->dist, count234(sorted)); |
449 | #endif |
450 | lastdist = b->dist; |
451 | } |
452 | /* |
453 | * Find all the anchors and form a linked list of the |
454 | * squares within each block. |
455 | */ |
456 | for (i = 0; i < wh; i++) { |
457 | next[i] = -1; |
458 | anchors[i] = FALSE; |
459 | which[i] = -1; |
460 | if (ISANCHOR(b->data[i])) { |
461 | anchors[i] = TRUE; |
462 | which[i] = i; |
463 | } else if (ISDIST(b->data[i])) { |
464 | j = i - b->data[i]; |
465 | next[j] = i; |
466 | which[i] = which[j]; |
467 | } |
468 | } |
469 | |
470 | /* |
471 | * For each anchor, do an array-based BFS to find all the |
472 | * places we can slide it to. |
473 | */ |
474 | for (i = 0; i < wh; i++) { |
475 | if (!anchors[i]) |
476 | continue; |
477 | |
478 | mqhead = mqtail = 0; |
479 | for (j = 0; j < wh; j++) |
480 | movereached[j] = FALSE; |
481 | movequeue[mqtail++] = i; |
482 | while (mqhead < mqtail) { |
483 | int pos = movequeue[mqhead++]; |
484 | |
485 | /* |
486 | * Try to move in each direction from here. |
487 | */ |
488 | for (dir = 0; dir < 4; dir++) { |
489 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
490 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
491 | int offset = dy*w + dx; |
492 | int newpos = pos + offset; |
493 | int d = newpos - i; |
494 | |
495 | /* |
496 | * For each square involved in this block, |
497 | * check to see if the square d spaces away |
498 | * from it is either empty or part of the same |
499 | * block. |
500 | */ |
501 | for (j = i; j >= 0; j = next[j]) { |
502 | int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx; |
503 | if (jy >= 0 && jy < h && jx >= 0 && jx < w && |
504 | ((b->data[j+d] == EMPTY || which[j+d] == i) && |
505 | (b->data[i] == MAINANCHOR || !forcefield[j+d]))) |
506 | /* ok */; |
507 | else |
508 | break; |
509 | } |
510 | if (j >= 0) |
511 | continue; /* this direction wasn't feasible */ |
512 | |
513 | /* |
514 | * If we've already tried moving this piece |
515 | * here, leave it. |
516 | */ |
517 | if (movereached[newpos]) |
518 | continue; |
519 | movereached[newpos] = TRUE; |
520 | movequeue[mqtail++] = newpos; |
521 | |
522 | /* |
523 | * We have a viable move. Make it. |
524 | */ |
525 | b2 = newboard(w, h, b->data); |
526 | for (j = i; j >= 0; j = next[j]) |
527 | b2->data[j] = EMPTY; |
528 | for (j = i; j >= 0; j = next[j]) |
529 | b2->data[j+d] = b->data[j]; |
530 | |
531 | b3 = add234(sorted, b2); |
532 | if (b3 != b2) { |
533 | sfree(b2); /* we already got one */ |
534 | } else { |
535 | b2->dist = b->dist + 1; |
536 | b2->prev = b; |
537 | addpos234(queue, b2, qlen++); |
538 | if (b2->data[ty*w+tx] == MAINANCHOR) |
539 | goto done; /* search completed! */ |
540 | } |
541 | } |
542 | } |
543 | } |
544 | } |
545 | b2 = NULL; |
546 | |
547 | done: |
548 | |
549 | if (b2) |
550 | ret = b2->dist; |
551 | else |
552 | ret = -1; /* no solution */ |
553 | |
554 | freetree234(queue); |
555 | |
556 | while ((b = delpos234(sorted, 0)) != NULL) |
557 | sfree(b); |
558 | freetree234(sorted); |
559 | |
560 | sfree(next); |
561 | sfree(anchors); |
562 | sfree(movereached); |
563 | sfree(movequeue); |
564 | sfree(which); |
565 | |
566 | return ret; |
567 | } |
568 | |
569 | /* ---------------------------------------------------------------------- |
570 | * Random board generation. |
571 | */ |
572 | |
573 | static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves, |
574 | random_state *rs, unsigned char **rboard, |
575 | unsigned char **rforcefield) |
576 | { |
577 | int wh = w*h; |
578 | unsigned char *board, *board2, *forcefield; |
39bdcaad |
579 | unsigned char *tried_merge; |
580 | int *dsf; |
ac511ec9 |
581 | int *list, nlist, pos; |
582 | int tx, ty; |
583 | int i, j; |
584 | int moves; |
585 | |
586 | /* |
587 | * Set up a board and fill it with singletons, except for a |
588 | * border of walls. |
589 | */ |
590 | board = snewn(wh, unsigned char); |
591 | forcefield = snewn(wh, unsigned char); |
592 | board2 = snewn(wh, unsigned char); |
593 | memset(board, ANCHOR, wh); |
594 | memset(forcefield, FALSE, wh); |
595 | for (i = 0; i < w; i++) |
596 | board[i] = board[i+w*(h-1)] = WALL; |
597 | for (i = 0; i < h; i++) |
598 | board[i*w] = board[i*w+(w-1)] = WALL; |
599 | |
39bdcaad |
600 | tried_merge = snewn(wh * wh, unsigned char); |
601 | memset(tried_merge, 0, wh*wh); |
602 | dsf = snew_dsf(wh); |
603 | |
ac511ec9 |
604 | /* |
605 | * Invent a main piece at one extreme. (FIXME: vary the |
606 | * extreme, and the piece.) |
607 | */ |
608 | board[w+1] = MAINANCHOR; |
609 | board[w+2] = DIST(1); |
610 | board[w*2+1] = DIST(w-1); |
611 | board[w*2+2] = DIST(1); |
612 | |
613 | /* |
614 | * Invent a target position. (FIXME: vary this too.) |
615 | */ |
616 | tx = w-2; |
617 | ty = h-3; |
618 | forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE; |
619 | board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY; |
620 | |
621 | /* |
622 | * Gradually remove singletons until the game becomes soluble. |
623 | */ |
624 | for (j = w; j-- > 0 ;) |
625 | for (i = h; i-- > 0 ;) |
626 | if (board[i*w+j] == ANCHOR) { |
627 | /* |
628 | * See if the board is already soluble. |
629 | */ |
630 | if ((moves = solve_board(w, h, board, forcefield, |
631 | tx, ty)) >= 0) |
632 | goto soluble; |
633 | |
634 | /* |
635 | * Otherwise, remove this piece. |
636 | */ |
637 | board[i*w+j] = EMPTY; |
638 | } |
639 | assert(!"We shouldn't get here"); |
640 | soluble: |
641 | |
642 | /* |
643 | * Make a list of all the inter-block edges on the board. |
644 | */ |
645 | list = snewn(wh*2, int); |
646 | nlist = 0; |
647 | for (i = 0; i+1 < w; i++) |
648 | for (j = 0; j < h; j++) |
649 | list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */ |
650 | for (j = 0; j+1 < h; j++) |
651 | for (i = 0; i < w; i++) |
652 | list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */ |
653 | |
654 | /* |
655 | * Now go through that list in random order, trying to merge |
656 | * the blocks on each side of each edge. |
ac511ec9 |
657 | */ |
658 | shuffle(list, nlist, sizeof(*list), rs); |
659 | while (nlist > 0) { |
39bdcaad |
660 | int x1, y1, p1, c1; |
661 | int x2, y2, p2, c2; |
ac511ec9 |
662 | |
663 | pos = list[--nlist]; |
664 | y1 = y2 = pos / (w*2); |
665 | x1 = x2 = (pos / 2) % w; |
666 | if (pos % 2) |
667 | y2++; |
668 | else |
669 | x2++; |
670 | p1 = y1*w+x1; |
671 | p2 = y2*w+x2; |
672 | |
673 | /* |
39bdcaad |
674 | * Immediately abandon the attempt if we've already tried |
675 | * to merge the same pair of blocks along a different |
676 | * edge. |
677 | */ |
678 | c1 = dsf_canonify(dsf, p1); |
679 | c2 = dsf_canonify(dsf, p2); |
680 | if (tried_merge[c1 * wh + c2]) |
681 | {printf("aha\n"); |
682 | continue; |
683 | } |
684 | |
685 | /* |
ac511ec9 |
686 | * In order to be mergeable, these two squares must each |
687 | * either be, or belong to, a non-main anchor, and their |
688 | * anchors must also be distinct. |
689 | */ |
690 | if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2])) |
691 | continue; |
692 | while (ISDIST(board[p1])) |
693 | p1 -= board[p1]; |
694 | while (ISDIST(board[p2])) |
695 | p2 -= board[p2]; |
696 | if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2) |
697 | continue; |
698 | |
699 | /* |
700 | * We can merge these blocks. Try it, and see if the |
701 | * puzzle remains soluble. |
702 | */ |
703 | memcpy(board2, board, wh); |
704 | j = -1; |
705 | while (p1 < wh || p2 < wh) { |
706 | /* |
707 | * p1 and p2 are the squares at the head of each block |
708 | * list. Pick the smaller one and put it on the output |
709 | * block list. |
710 | */ |
711 | i = min(p1, p2); |
712 | if (j < 0) { |
713 | board[i] = ANCHOR; |
714 | } else { |
715 | assert(i - j <= MAXDIST); |
716 | board[i] = DIST(i - j); |
717 | } |
718 | j = i; |
719 | |
720 | /* |
721 | * Now advance whichever list that came from. |
722 | */ |
723 | if (i == p1) { |
724 | do { |
725 | p1++; |
726 | } while (p1 < wh && board[p1] != DIST(p1-i)); |
727 | } else { |
728 | do { |
729 | p2++; |
730 | } while (p2 < wh && board[p2] != DIST(p2-i)); |
731 | } |
732 | } |
733 | j = solve_board(w, h, board, forcefield, tx, ty); |
734 | if (j < 0) { |
735 | /* |
736 | * Didn't work. Revert the merge. |
737 | */ |
738 | memcpy(board, board2, wh); |
39bdcaad |
739 | tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE; |
ac511ec9 |
740 | } else { |
39bdcaad |
741 | int c; |
742 | |
ac511ec9 |
743 | moves = j; |
39bdcaad |
744 | |
745 | dsf_merge(dsf, c1, c2); |
746 | c = dsf_canonify(dsf, c1); |
747 | for (i = 0; i < wh; i++) |
748 | tried_merge[c*wh+i] = (tried_merge[c1*wh+i] | |
749 | tried_merge[c2*wh+i]); |
750 | for (i = 0; i < wh; i++) |
751 | tried_merge[i*wh+c] = (tried_merge[i*wh+c1] | |
752 | tried_merge[i*wh+c2]); |
ac511ec9 |
753 | } |
754 | } |
755 | |
756 | sfree(board2); |
757 | |
758 | *rtx = tx; |
759 | *rty = ty; |
760 | *rboard = board; |
761 | *rforcefield = forcefield; |
762 | *minmoves = moves; |
763 | } |
764 | |
765 | /* ---------------------------------------------------------------------- |
766 | * End of solver/generator code. |
767 | */ |
768 | |
769 | static char *new_game_desc(game_params *params, random_state *rs, |
770 | char **aux, int interactive) |
771 | { |
772 | int w = params->w, h = params->h, wh = w*h; |
773 | int tx, ty, minmoves; |
774 | unsigned char *board, *forcefield; |
775 | char *ret, *p; |
776 | int i; |
777 | |
778 | generate_board(params->w, params->h, &tx, &ty, &minmoves, rs, |
779 | &board, &forcefield); |
780 | #ifdef GENERATOR_DIAGNOSTICS |
781 | { |
782 | char *t = board_text_format(params->w, params->h, board); |
783 | printf("%s\n", t); |
784 | sfree(t); |
785 | } |
786 | #endif |
787 | |
788 | /* |
789 | * Encode as a game ID. |
790 | */ |
791 | ret = snewn(wh * 6 + 40, char); |
792 | p = ret; |
793 | i = 0; |
794 | while (i < wh) { |
795 | if (ISDIST(board[i])) { |
796 | p += sprintf(p, "d%d", board[i]); |
797 | i++; |
798 | } else { |
799 | int count = 1; |
800 | int b = board[i], f = forcefield[i]; |
801 | int c = (b == ANCHOR ? 'a' : |
802 | b == MAINANCHOR ? 'm' : |
803 | b == EMPTY ? 'e' : |
804 | /* b == WALL ? */ 'w'); |
805 | if (f) *p++ = 'f'; |
806 | *p++ = c; |
807 | i++; |
808 | while (i < wh && board[i] == b && forcefield[i] == f) |
809 | i++, count++; |
810 | if (count > 1) |
811 | p += sprintf(p, "%d", count); |
812 | } |
813 | } |
814 | p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves); |
815 | ret = sresize(ret, p+1 - ret, char); |
816 | |
817 | /* |
818 | * FIXME: generate an aux string |
819 | */ |
820 | |
821 | sfree(board); |
822 | sfree(forcefield); |
823 | |
824 | return ret; |
825 | } |
826 | |
827 | static char *validate_desc(game_params *params, char *desc) |
828 | { |
829 | int w = params->w, h = params->h, wh = w*h; |
830 | int *active, *link; |
831 | int mains = 0, mpos = -1; |
832 | int i, j, tx, ty, minmoves; |
833 | char *ret; |
834 | |
835 | active = snewn(wh, int); |
836 | link = snewn(wh, int); |
837 | i = 0; |
838 | |
839 | while (*desc && *desc != ',') { |
840 | if (i >= wh) { |
841 | ret = "Too much data in game description"; |
842 | goto done; |
843 | } |
844 | link[i] = -1; |
845 | active[i] = FALSE; |
846 | if (*desc == 'f' || *desc == 'F') { |
847 | desc++; |
848 | if (!*desc) { |
849 | ret = "Expected another character after 'f' in game " |
850 | "description"; |
851 | goto done; |
852 | } |
853 | } |
854 | |
855 | if (*desc == 'd' || *desc == 'D') { |
856 | int dist; |
857 | |
858 | desc++; |
859 | if (!isdigit((unsigned char)*desc)) { |
860 | ret = "Expected a number after 'd' in game description"; |
861 | goto done; |
862 | } |
863 | dist = atoi(desc); |
864 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
865 | |
866 | if (dist <= 0 || dist > i) { |
867 | ret = "Out-of-range number after 'd' in game description"; |
868 | goto done; |
869 | } |
870 | |
871 | if (!active[i - dist]) { |
872 | ret = "Invalid back-reference in game description"; |
873 | goto done; |
874 | } |
875 | |
876 | link[i] = i - dist; |
877 | for (j = i; j > 0; j = link[j]) |
878 | if (j == i-1 || j == i-w) |
879 | break; |
880 | if (j < 0) { |
881 | ret = "Disconnected piece in game description"; |
882 | goto done; |
883 | } |
884 | |
885 | active[i] = TRUE; |
886 | active[link[i]] = FALSE; |
887 | i++; |
888 | } else { |
889 | int c = *desc++; |
890 | int count = 1; |
891 | |
892 | if (!strchr("aAmMeEwW", c)) { |
893 | ret = "Invalid character in game description"; |
894 | goto done; |
895 | } |
896 | if (isdigit((unsigned char)*desc)) { |
897 | count = atoi(desc); |
898 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
899 | } |
900 | if (i + count > wh) { |
901 | ret = "Too much data in game description"; |
902 | goto done; |
903 | } |
904 | while (count-- > 0) { |
905 | active[i] = (strchr("aAmM", c) != NULL); |
906 | link[i] = -1; |
907 | if (strchr("mM", c) != NULL) { |
908 | mains++; |
909 | mpos = i; |
910 | } |
911 | i++; |
912 | } |
913 | } |
914 | } |
915 | if (mains != 1) { |
916 | ret = (mains == 0 ? "No main piece specified in game description" : |
917 | "More than one main piece specified in game description"); |
918 | goto done; |
919 | } |
920 | if (i < wh) { |
921 | ret = "Not enough data in game description"; |
922 | goto done; |
923 | } |
924 | |
925 | /* |
926 | * Now read the target coordinates. |
927 | */ |
928 | i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves); |
929 | if (i < 2) { |
930 | ret = "No target coordinates specified"; |
931 | goto done; |
932 | /* |
933 | * (but minmoves is optional) |
934 | */ |
935 | } |
936 | |
937 | ret = NULL; |
938 | |
939 | done: |
940 | sfree(active); |
941 | sfree(link); |
942 | return ret; |
943 | } |
944 | |
945 | static game_state *new_game(midend *me, game_params *params, char *desc) |
946 | { |
947 | int w = params->w, h = params->h, wh = w*h; |
948 | game_state *state; |
949 | int i; |
950 | |
951 | state = snew(game_state); |
952 | state->w = w; |
953 | state->h = h; |
954 | state->board = snewn(wh, unsigned char); |
955 | state->lastmoved = state->lastmoved_pos = -1; |
956 | state->movecount = 0; |
957 | state->imm = snew(struct game_immutable_state); |
958 | state->imm->refcount = 1; |
959 | state->imm->forcefield = snewn(wh, unsigned char); |
960 | |
961 | i = 0; |
962 | |
963 | while (*desc && *desc != ',') { |
964 | int f = FALSE; |
965 | |
966 | assert(i < wh); |
967 | |
968 | if (*desc == 'f') { |
969 | f = TRUE; |
970 | desc++; |
971 | assert(*desc); |
972 | } |
973 | |
974 | if (*desc == 'd' || *desc == 'D') { |
975 | int dist; |
976 | |
977 | desc++; |
978 | dist = atoi(desc); |
979 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
980 | |
981 | state->board[i] = DIST(dist); |
982 | state->imm->forcefield[i] = f; |
983 | |
984 | i++; |
985 | } else { |
986 | int c = *desc++; |
987 | int count = 1; |
988 | |
989 | if (isdigit((unsigned char)*desc)) { |
990 | count = atoi(desc); |
991 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
992 | } |
993 | assert(i + count <= wh); |
994 | |
995 | c = (c == 'a' || c == 'A' ? ANCHOR : |
996 | c == 'm' || c == 'M' ? MAINANCHOR : |
997 | c == 'e' || c == 'E' ? EMPTY : |
998 | /* c == 'w' || c == 'W' ? */ WALL); |
999 | |
1000 | while (count-- > 0) { |
1001 | state->board[i] = c; |
1002 | state->imm->forcefield[i] = f; |
1003 | i++; |
1004 | } |
1005 | } |
1006 | } |
1007 | |
1008 | /* |
1009 | * Now read the target coordinates. |
1010 | */ |
1011 | state->tx = state->ty = 0; |
1012 | state->minmoves = -1; |
1013 | i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves); |
1014 | |
1015 | if (state->board[state->ty*w+state->tx] == MAINANCHOR) |
1016 | state->completed = 0; /* already complete! */ |
1017 | else |
1018 | state->completed = -1; |
1019 | |
1020 | return state; |
1021 | } |
1022 | |
1023 | static game_state *dup_game(game_state *state) |
1024 | { |
1025 | int w = state->w, h = state->h, wh = w*h; |
1026 | game_state *ret = snew(game_state); |
1027 | |
1028 | ret->w = state->w; |
1029 | ret->h = state->h; |
1030 | ret->board = snewn(wh, unsigned char); |
1031 | memcpy(ret->board, state->board, wh); |
1032 | ret->tx = state->tx; |
1033 | ret->ty = state->ty; |
1034 | ret->minmoves = state->minmoves; |
1035 | ret->lastmoved = state->lastmoved; |
1036 | ret->lastmoved_pos = state->lastmoved_pos; |
1037 | ret->movecount = state->movecount; |
1038 | ret->completed = state->completed; |
1039 | ret->imm = state->imm; |
1040 | ret->imm->refcount++; |
1041 | |
1042 | return ret; |
1043 | } |
1044 | |
1045 | static void free_game(game_state *state) |
1046 | { |
1047 | if (--state->imm->refcount <= 0) { |
1048 | sfree(state->imm->forcefield); |
1049 | sfree(state->imm); |
1050 | } |
1051 | sfree(state->board); |
1052 | sfree(state); |
1053 | } |
1054 | |
1055 | static char *solve_game(game_state *state, game_state *currstate, |
1056 | char *aux, char **error) |
1057 | { |
1058 | /* |
1059 | * FIXME: we have a solver, so use it |
1060 | * |
1061 | * FIXME: we should have generated an aux string, so use that |
1062 | */ |
1063 | return NULL; |
1064 | } |
1065 | |
1066 | static char *game_text_format(game_state *state) |
1067 | { |
1068 | return board_text_format(state->w, state->h, state->board, |
1069 | state->imm->forcefield); |
1070 | } |
1071 | |
1072 | struct game_ui { |
1073 | int dragging; |
1074 | int drag_anchor; |
1075 | int drag_offset_x, drag_offset_y; |
1076 | int drag_currpos; |
1077 | unsigned char *reachable; |
1078 | int *bfs_queue; /* used as scratch in interpret_move */ |
1079 | }; |
1080 | |
1081 | static game_ui *new_ui(game_state *state) |
1082 | { |
1083 | int w = state->w, h = state->h, wh = w*h; |
1084 | game_ui *ui = snew(game_ui); |
1085 | |
1086 | ui->dragging = FALSE; |
1087 | ui->drag_anchor = ui->drag_currpos = -1; |
1088 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1089 | ui->reachable = snewn(wh, unsigned char); |
1090 | memset(ui->reachable, 0, wh); |
1091 | ui->bfs_queue = snewn(wh, int); |
1092 | |
1093 | return ui; |
1094 | } |
1095 | |
1096 | static void free_ui(game_ui *ui) |
1097 | { |
1098 | sfree(ui->bfs_queue); |
1099 | sfree(ui->reachable); |
1100 | sfree(ui); |
1101 | } |
1102 | |
1103 | static char *encode_ui(game_ui *ui) |
1104 | { |
1105 | return NULL; |
1106 | } |
1107 | |
1108 | static void decode_ui(game_ui *ui, char *encoding) |
1109 | { |
1110 | } |
1111 | |
1112 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1113 | game_state *newstate) |
1114 | { |
1115 | } |
1116 | |
1117 | #define PREFERRED_TILESIZE 32 |
1118 | #define TILESIZE (ds->tilesize) |
1119 | #define BORDER (TILESIZE/2) |
1120 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1121 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1122 | #define BORDER_WIDTH (1 + TILESIZE/20) |
1123 | #define HIGHLIGHT_WIDTH (1 + TILESIZE/16) |
1124 | |
1125 | #define FLASH_INTERVAL 0.10F |
1126 | #define FLASH_TIME 3*FLASH_INTERVAL |
1127 | |
1128 | struct game_drawstate { |
1129 | int tilesize; |
1130 | int w, h; |
1131 | unsigned long *grid; /* what's currently displayed */ |
1132 | int started; |
1133 | }; |
1134 | |
1135 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1136 | int x, int y, int button) |
1137 | { |
1138 | int w = state->w, h = state->h, wh = w*h; |
1139 | int tx, ty, i, j; |
1140 | int qhead, qtail; |
1141 | |
1142 | if (button == LEFT_BUTTON) { |
1143 | tx = FROMCOORD(x); |
1144 | ty = FROMCOORD(y); |
1145 | |
1146 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1147 | !ISBLOCK(state->board[ty*w+tx])) |
1148 | return NULL; /* this click has no effect */ |
1149 | |
1150 | /* |
1151 | * User has clicked on a block. Find the block's anchor |
1152 | * and register that we've started dragging it. |
1153 | */ |
1154 | i = ty*w+tx; |
1155 | while (ISDIST(state->board[i])) |
1156 | i -= state->board[i]; |
1157 | assert(i >= 0 && i < wh); |
1158 | |
1159 | ui->dragging = TRUE; |
1160 | ui->drag_anchor = i; |
1161 | ui->drag_offset_x = tx - (i % w); |
1162 | ui->drag_offset_y = ty - (i / w); |
1163 | ui->drag_currpos = i; |
1164 | |
1165 | /* |
1166 | * Now we immediately bfs out from the current location of |
1167 | * the anchor, to find all the places to which this block |
1168 | * can be dragged. |
1169 | */ |
1170 | memset(ui->reachable, FALSE, wh); |
1171 | qhead = qtail = 0; |
1172 | ui->reachable[i] = TRUE; |
1173 | ui->bfs_queue[qtail++] = i; |
1174 | for (j = i; j < wh; j++) |
1175 | if (state->board[j] == DIST(j - i)) |
1176 | i = j; |
1177 | while (qhead < qtail) { |
1178 | int pos = ui->bfs_queue[qhead++]; |
1179 | int x = pos % w, y = pos / w; |
1180 | int dir; |
1181 | |
1182 | for (dir = 0; dir < 4; dir++) { |
1183 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
1184 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
1185 | int newpos; |
1186 | |
1187 | if (x + dx < 0 || x + dx >= w || |
1188 | y + dy < 0 || y + dy >= h) |
1189 | continue; |
1190 | |
1191 | newpos = pos + dy*w + dx; |
1192 | if (ui->reachable[newpos]) |
1193 | continue; /* already done this one */ |
1194 | |
1195 | /* |
1196 | * Now search the grid to see if the block we're |
1197 | * dragging could fit into this space. |
1198 | */ |
1199 | for (j = i; j >= 0; j = (ISDIST(state->board[j]) ? |
1200 | j - state->board[j] : -1)) { |
1201 | int jx = (j+pos-ui->drag_anchor) % w; |
1202 | int jy = (j+pos-ui->drag_anchor) / w; |
1203 | int j2; |
1204 | |
1205 | if (jx + dx < 0 || jx + dx >= w || |
1206 | jy + dy < 0 || jy + dy >= h) |
1207 | break; /* this position isn't valid at all */ |
1208 | |
1209 | j2 = (j+pos-ui->drag_anchor) + dy*w + dx; |
1210 | |
1211 | if (state->board[j2] == EMPTY && |
1212 | (!state->imm->forcefield[j2] || |
1213 | state->board[ui->drag_anchor] == MAINANCHOR)) |
1214 | continue; |
1215 | while (ISDIST(state->board[j2])) |
1216 | j2 -= state->board[j2]; |
1217 | assert(j2 >= 0 && j2 < wh); |
1218 | if (j2 == ui->drag_anchor) |
1219 | continue; |
1220 | else |
1221 | break; |
1222 | } |
1223 | |
1224 | if (j < 0) { |
1225 | /* |
1226 | * If we got to the end of that loop without |
1227 | * disqualifying this position, mark it as |
1228 | * reachable for this drag. |
1229 | */ |
1230 | ui->reachable[newpos] = TRUE; |
1231 | ui->bfs_queue[qtail++] = newpos; |
1232 | } |
1233 | } |
1234 | } |
1235 | |
1236 | /* |
1237 | * And that's it. Update the display to reflect the start |
1238 | * of a drag. |
1239 | */ |
1240 | return ""; |
1241 | } else if (button == LEFT_DRAG && ui->dragging) { |
1242 | tx = FROMCOORD(x); |
1243 | ty = FROMCOORD(y); |
1244 | |
1245 | tx -= ui->drag_offset_x; |
1246 | ty -= ui->drag_offset_y; |
1247 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1248 | !ui->reachable[ty*w+tx]) |
1249 | return NULL; /* this drag has no effect */ |
1250 | |
1251 | ui->drag_currpos = ty*w+tx; |
1252 | return ""; |
1253 | } else if (button == LEFT_RELEASE && ui->dragging) { |
1254 | char data[256], *str; |
1255 | |
1256 | /* |
1257 | * Terminate the drag, and if the piece has actually moved |
1258 | * then return a move string quoting the old and new |
1259 | * locations of the piece's anchor. |
1260 | */ |
1261 | if (ui->drag_anchor != ui->drag_currpos) { |
1262 | sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos); |
1263 | str = dupstr(data); |
1264 | } else |
1265 | str = ""; /* null move; just update the UI */ |
1266 | |
1267 | ui->dragging = FALSE; |
1268 | ui->drag_anchor = ui->drag_currpos = -1; |
1269 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1270 | memset(ui->reachable, 0, wh); |
1271 | |
1272 | return str; |
1273 | } |
1274 | |
1275 | return NULL; |
1276 | } |
1277 | |
1278 | static int move_piece(int w, int h, const unsigned char *src, |
1279 | unsigned char *dst, unsigned char *ff, int from, int to) |
1280 | { |
1281 | int wh = w*h; |
1282 | int i, j; |
1283 | |
1284 | if (!ISANCHOR(dst[from])) |
1285 | return FALSE; |
1286 | |
1287 | /* |
1288 | * Scan to the far end of the piece's linked list. |
1289 | */ |
1290 | for (i = j = from; j < wh; j++) |
1291 | if (src[j] == DIST(j - i)) |
1292 | i = j; |
1293 | |
1294 | /* |
1295 | * Remove the piece from its old location in the new |
1296 | * game state. |
1297 | */ |
1298 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) |
1299 | dst[j] = EMPTY; |
1300 | |
1301 | /* |
1302 | * And put it back in at the new location. |
1303 | */ |
1304 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) { |
1305 | int jn = j + to - from; |
1306 | if (jn < 0 || jn >= wh) |
1307 | return FALSE; |
1308 | if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) { |
1309 | dst[jn] = src[j]; |
1310 | } else { |
1311 | return FALSE; |
1312 | } |
1313 | } |
1314 | |
1315 | return TRUE; |
1316 | } |
1317 | |
1318 | static game_state *execute_move(game_state *state, char *move) |
1319 | { |
1320 | int w = state->w, h = state->h /* , wh = w*h */; |
1321 | char c; |
1322 | int a1, a2, n; |
1323 | game_state *ret = dup_game(state); |
1324 | |
1325 | while (*move) { |
1326 | c = *move; |
1327 | if (c == 'M') { |
1328 | move++; |
1329 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || |
1330 | !move_piece(w, h, state->board, ret->board, |
1331 | state->imm->forcefield, a1, a2)) { |
1332 | free_game(ret); |
1333 | return NULL; |
1334 | } |
1335 | if (a1 == ret->lastmoved) { |
1336 | /* |
1337 | * If the player has moved the same piece as they |
1338 | * moved last time, don't increment the move |
1339 | * count. In fact, if they've put the piece back |
1340 | * where it started from, _decrement_ the move |
1341 | * count. |
1342 | */ |
1343 | if (a2 == ret->lastmoved_pos) { |
1344 | ret->movecount--; /* reverted last move */ |
1345 | ret->lastmoved = ret->lastmoved_pos = -1; |
1346 | } else { |
1347 | ret->lastmoved = a2; |
1348 | /* don't change lastmoved_pos */ |
1349 | } |
1350 | } else { |
1351 | ret->lastmoved = a2; |
1352 | ret->lastmoved_pos = a1; |
1353 | ret->movecount++; |
1354 | } |
1355 | if (ret->board[a2] == MAINANCHOR && |
1356 | a2 == ret->ty * w + ret->tx && ret->completed < 0) |
1357 | ret->completed = ret->movecount; |
1358 | move += n; |
1359 | } else { |
1360 | free_game(ret); |
1361 | return NULL; |
1362 | } |
1363 | if (*move == ';') |
1364 | move++; |
1365 | else if (*move) { |
1366 | free_game(ret); |
1367 | return NULL; |
1368 | } |
1369 | } |
1370 | |
1371 | return ret; |
1372 | } |
1373 | |
1374 | /* ---------------------------------------------------------------------- |
1375 | * Drawing routines. |
1376 | */ |
1377 | |
1378 | static void game_compute_size(game_params *params, int tilesize, |
1379 | int *x, int *y) |
1380 | { |
1381 | /* fool the macros */ |
1382 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
1383 | |
1384 | *x = params->w * TILESIZE + 2*BORDER; |
1385 | *y = params->h * TILESIZE + 2*BORDER; |
1386 | } |
1387 | |
1388 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1389 | game_params *params, int tilesize) |
1390 | { |
1391 | ds->tilesize = tilesize; |
1392 | } |
1393 | |
1394 | static void raise_colour(float *target, float *src, float *limit) |
1395 | { |
1396 | int i; |
1397 | for (i = 0; i < 3; i++) |
1398 | target[i] = (2*src[i] + limit[i]) / 3; |
1399 | } |
1400 | |
1401 | static float *game_colours(frontend *fe, int *ncolours) |
1402 | { |
1403 | float *ret = snewn(3 * NCOLOURS, float); |
1404 | |
1405 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1406 | |
1407 | /* |
1408 | * When dragging a tile, we light it up a bit. |
1409 | */ |
1410 | raise_colour(ret+3*COL_DRAGGING, |
1411 | ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT); |
1412 | raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT, |
1413 | ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT); |
1414 | raise_colour(ret+3*COL_DRAGGING_LOWLIGHT, |
1415 | ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT); |
1416 | |
1417 | /* |
1418 | * The main tile is tinted blue. |
1419 | */ |
1420 | ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1421 | ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
1422 | ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2]; |
1423 | game_mkhighlight_specific(fe, ret, COL_MAIN, |
1424 | COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT); |
1425 | |
1426 | /* |
1427 | * And we light that up a bit too when dragging. |
1428 | */ |
1429 | raise_colour(ret+3*COL_MAIN_DRAGGING, |
1430 | ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT); |
1431 | raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT, |
1432 | ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1433 | raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT, |
1434 | ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1435 | |
1436 | /* |
1437 | * The target area on the floor is tinted green. |
1438 | */ |
1439 | ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1440 | ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1]; |
1441 | ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
1442 | game_mkhighlight_specific(fe, ret, COL_TARGET, |
1443 | COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT); |
1444 | |
1445 | *ncolours = NCOLOURS; |
1446 | return ret; |
1447 | } |
1448 | |
1449 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1450 | { |
1451 | int w = state->w, h = state->h, wh = w*h; |
1452 | struct game_drawstate *ds = snew(struct game_drawstate); |
1453 | int i; |
1454 | |
1455 | ds->tilesize = 0; |
1456 | ds->w = w; |
1457 | ds->h = h; |
1458 | ds->started = FALSE; |
1459 | ds->grid = snewn(wh, unsigned long); |
1460 | for (i = 0; i < wh; i++) |
1461 | ds->grid[i] = ~(unsigned long)0; |
1462 | |
1463 | return ds; |
1464 | } |
1465 | |
1466 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1467 | { |
1468 | sfree(ds->grid); |
1469 | sfree(ds); |
1470 | } |
1471 | |
1472 | #define BG_NORMAL 0x00000001UL |
1473 | #define BG_TARGET 0x00000002UL |
1474 | #define BG_FORCEFIELD 0x00000004UL |
1475 | #define FLASH_LOW 0x00000008UL |
1476 | #define FLASH_HIGH 0x00000010UL |
1477 | #define FG_WALL 0x00000020UL |
1478 | #define FG_MAIN 0x00000040UL |
1479 | #define FG_NORMAL 0x00000080UL |
1480 | #define FG_DRAGGING 0x00000100UL |
1481 | #define FG_LBORDER 0x00000200UL |
1482 | #define FG_TBORDER 0x00000400UL |
1483 | #define FG_RBORDER 0x00000800UL |
1484 | #define FG_BBORDER 0x00001000UL |
1485 | #define FG_TLCORNER 0x00002000UL |
1486 | #define FG_TRCORNER 0x00004000UL |
1487 | #define FG_BLCORNER 0x00008000UL |
1488 | #define FG_BRCORNER 0x00010000UL |
1489 | |
1490 | /* |
1491 | * Utility function. |
1492 | */ |
1493 | #define TYPE_MASK 0xF000 |
1494 | #define COL_MASK 0x0FFF |
1495 | #define TYPE_RECT 0x0000 |
1496 | #define TYPE_TLCIRC 0x4000 |
1497 | #define TYPE_TRCIRC 0x5000 |
1498 | #define TYPE_BLCIRC 0x6000 |
1499 | #define TYPE_BRCIRC 0x7000 |
1500 | static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype) |
1501 | { |
1502 | int colour = coltype & COL_MASK, type = coltype & TYPE_MASK; |
1503 | |
1504 | if (colour > NCOLOURS) |
1505 | return; |
1506 | if (type == TYPE_RECT) { |
1507 | draw_rect(dr, x, y, w, h, colour); |
1508 | } else { |
1509 | int cx, cy, r; |
1510 | |
1511 | clip(dr, x, y, w, h); |
1512 | |
1513 | cx = x; |
1514 | cy = y; |
1515 | assert(w == h); |
1516 | r = w-1; |
1517 | if (type & 0x1000) |
1518 | cx += r; |
1519 | if (type & 0x2000) |
1520 | cy += r; |
1521 | draw_circle(dr, cx, cy, r, colour, colour); |
1522 | |
1523 | unclip(dr); |
1524 | } |
1525 | } |
1526 | |
1527 | static void draw_tile(drawing *dr, game_drawstate *ds, |
1528 | int x, int y, unsigned long val) |
1529 | { |
1530 | int tx = COORD(x), ty = COORD(y); |
1531 | int cc, ch, cl; |
1532 | |
1533 | /* |
1534 | * Draw the tile background. |
1535 | */ |
1536 | if (val & BG_TARGET) |
1537 | cc = COL_TARGET; |
1538 | else |
1539 | cc = COL_BACKGROUND; |
1540 | ch = cc+1; |
1541 | cl = cc+2; |
1542 | if (val & FLASH_LOW) |
1543 | cc = cl; |
1544 | else if (val & FLASH_HIGH) |
1545 | cc = ch; |
1546 | |
1547 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
1548 | if (val & BG_FORCEFIELD) { |
1549 | /* |
1550 | * Cattle-grid effect to indicate that nothing but the |
1551 | * main block can slide over this square. |
1552 | */ |
1553 | int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH)); |
1554 | int i; |
1555 | |
1556 | for (i = 1; i < n; i += 3) { |
1557 | draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl); |
1558 | draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl); |
1559 | } |
1560 | } |
1561 | |
1562 | /* |
1563 | * Draw the tile foreground, i.e. some section of a block or |
1564 | * wall. |
1565 | */ |
1566 | if (val & FG_WALL) { |
1567 | cc = COL_BACKGROUND; |
1568 | ch = cc+1; |
1569 | cl = cc+2; |
1570 | if (val & FLASH_LOW) |
1571 | cc = cl; |
1572 | else if (val & FLASH_HIGH) |
1573 | cc = ch; |
1574 | |
1575 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
1576 | if (val & FG_LBORDER) |
1577 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, |
1578 | ch); |
1579 | if (val & FG_RBORDER) |
1580 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1581 | HIGHLIGHT_WIDTH, TILESIZE, cl); |
1582 | if (val & FG_TBORDER) |
1583 | draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); |
1584 | if (val & FG_BBORDER) |
1585 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1586 | TILESIZE, HIGHLIGHT_WIDTH, cl); |
1587 | if (!((FG_BBORDER | FG_LBORDER) &~ val)) |
1588 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1589 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
1590 | if (!((FG_TBORDER | FG_RBORDER) &~ val)) |
1591 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1592 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
1593 | if (val & FG_TLCORNER) |
1594 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
1595 | if (val & FG_BRCORNER) |
1596 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, |
1597 | ty+TILESIZE-HIGHLIGHT_WIDTH, |
1598 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
1599 | } else if (val & (FG_MAIN | FG_NORMAL)) { |
1600 | int x[6], y[6]; |
1601 | |
1602 | if (val & FG_DRAGGING) |
1603 | cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); |
1604 | else |
1605 | cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND); |
1606 | ch = cc+1; |
1607 | cl = cc+2; |
1608 | |
1609 | if (val & FLASH_LOW) |
1610 | cc = cl; |
1611 | else if (val & FLASH_HIGH) |
1612 | cc = ch; |
1613 | |
1614 | /* |
1615 | * Drawing the blocks is hellishly fiddly. The blocks |
1616 | * don't stretch to the full size of the tile; there's a |
1617 | * border around them of size BORDER_WIDTH. Then they have |
1618 | * bevelled borders of size HIGHLIGHT_WIDTH, and also |
1619 | * rounded corners. |
1620 | * |
1621 | * I tried for some time to find a clean and clever way to |
1622 | * figure out what needed drawing from the corner and |
1623 | * border flags, but in the end the cleanest way I could |
1624 | * find was the following. We divide the grid square into |
1625 | * 25 parts by ruling four horizontal and four vertical |
1626 | * lines across it; those lines are at BORDER_WIDTH and |
1627 | * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the |
1628 | * bottom, from the left and from the right. Then we |
1629 | * carefully consider each of the resulting 25 sections of |
1630 | * square, and decide separately what needs to go in it |
1631 | * based on the flags. In complicated cases there can be |
1632 | * up to five possibilities affecting any given section |
1633 | * (no corner or border flags, just the corner flag, one |
1634 | * border flag, the other border flag, both border flags). |
1635 | * So there's a lot of very fiddly logic here and all I |
1636 | * could really think to do was give it my best shot and |
1637 | * then test it and correct all the typos. Not fun to |
1638 | * write, and I'm sure it isn't fun to read either, but it |
1639 | * seems to work. |
1640 | */ |
1641 | |
1642 | x[0] = tx; |
1643 | x[1] = x[0] + BORDER_WIDTH; |
1644 | x[2] = x[1] + HIGHLIGHT_WIDTH; |
1645 | x[5] = tx + TILESIZE; |
1646 | x[4] = x[5] - BORDER_WIDTH; |
1647 | x[3] = x[4] - HIGHLIGHT_WIDTH; |
1648 | |
1649 | y[0] = ty; |
1650 | y[1] = y[0] + BORDER_WIDTH; |
1651 | y[2] = y[1] + HIGHLIGHT_WIDTH; |
1652 | y[5] = ty + TILESIZE; |
1653 | y[4] = y[5] - BORDER_WIDTH; |
1654 | y[3] = y[4] - HIGHLIGHT_WIDTH; |
1655 | |
1656 | #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] |
1657 | |
1658 | maybe_rect(dr, RECT(0,0), |
1659 | (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc); |
1660 | maybe_rect(dr, RECT(1,0), |
1661 | (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 : |
1662 | (val & FG_LBORDER) ? ch : cc); |
1663 | maybe_rect(dr, RECT(2,0), |
1664 | (val & FG_TBORDER) ? -1 : cc); |
1665 | maybe_rect(dr, RECT(3,0), |
1666 | (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 : |
1667 | (val & FG_RBORDER) ? cl : cc); |
1668 | maybe_rect(dr, RECT(4,0), |
1669 | (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc); |
1670 | maybe_rect(dr, RECT(0,1), |
1671 | (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 : |
1672 | (val & FG_TBORDER) ? ch : cc); |
1673 | maybe_rect(dr, RECT(1,1), |
1674 | (val & FG_TLCORNER) ? cc : -1); |
1675 | maybe_rect(dr, RECT(1,1), |
1676 | (val & FG_TLCORNER) ? ch | TYPE_TLCIRC : |
1677 | !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC : |
1678 | (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc); |
1679 | maybe_rect(dr, RECT(2,1), |
1680 | (val & FG_TBORDER) ? ch : cc); |
1681 | maybe_rect(dr, RECT(3,1), |
1682 | (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch : |
1683 | (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl : |
1684 | !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc); |
1685 | maybe_rect(dr, RECT(4,1), |
1686 | (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 : |
1687 | (val & FG_TBORDER) ? ch : cc); |
1688 | maybe_rect(dr, RECT(0,2), |
1689 | (val & FG_LBORDER) ? -1 : cc); |
1690 | maybe_rect(dr, RECT(1,2), |
1691 | (val & FG_LBORDER) ? ch : cc); |
1692 | maybe_rect(dr, RECT(2,2), |
1693 | cc); |
1694 | maybe_rect(dr, RECT(3,2), |
1695 | (val & FG_RBORDER) ? cl : cc); |
1696 | maybe_rect(dr, RECT(4,2), |
1697 | (val & FG_RBORDER) ? -1 : cc); |
1698 | maybe_rect(dr, RECT(0,3), |
1699 | (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 : |
1700 | (val & FG_BBORDER) ? cl : cc); |
1701 | maybe_rect(dr, RECT(1,3), |
1702 | (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl : |
1703 | (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch : |
1704 | !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc); |
1705 | maybe_rect(dr, RECT(2,3), |
1706 | (val & FG_BBORDER) ? cl : cc); |
1707 | maybe_rect(dr, RECT(3,3), |
1708 | (val & FG_BRCORNER) ? cc : -1); |
1709 | maybe_rect(dr, RECT(3,3), |
1710 | (val & FG_BRCORNER) ? cl | TYPE_BRCIRC : |
1711 | !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC : |
1712 | (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc); |
1713 | maybe_rect(dr, RECT(4,3), |
1714 | (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 : |
1715 | (val & FG_BBORDER) ? cl : cc); |
1716 | maybe_rect(dr, RECT(0,4), |
1717 | (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc); |
1718 | maybe_rect(dr, RECT(1,4), |
1719 | (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 : |
1720 | (val & FG_LBORDER) ? ch : cc); |
1721 | maybe_rect(dr, RECT(2,4), |
1722 | (val & FG_BBORDER) ? -1 : cc); |
1723 | maybe_rect(dr, RECT(3,4), |
1724 | (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 : |
1725 | (val & FG_RBORDER) ? cl : cc); |
1726 | maybe_rect(dr, RECT(4,4), |
1727 | (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc); |
1728 | |
1729 | #undef RECT |
1730 | |
1731 | } |
1732 | |
1733 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
1734 | } |
1735 | |
1736 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1737 | game_state *state, int dir, game_ui *ui, |
1738 | float animtime, float flashtime) |
1739 | { |
1740 | int w = state->w, h = state->h, wh = w*h; |
1741 | unsigned char *board; |
1742 | int *dsf; |
1743 | int x, y, mainanchor, mainpos, dragpos; |
1744 | |
1745 | if (!ds->started) { |
1746 | /* |
1747 | * The initial contents of the window are not guaranteed |
1748 | * and can vary with front ends. To be on the safe side, |
1749 | * all games should start by drawing a big |
1750 | * background-colour rectangle covering the whole window. |
1751 | */ |
1752 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
1753 | ds->started = TRUE; |
1754 | } |
1755 | |
1756 | /* |
1757 | * Construct the board we'll be displaying (which may be |
1758 | * different from the one in state if ui describes a drag in |
1759 | * progress). |
1760 | */ |
1761 | board = snewn(wh, unsigned char); |
1762 | memcpy(board, state->board, wh); |
1763 | if (ui->dragging) { |
1764 | int mpret = move_piece(w, h, state->board, board, |
1765 | state->imm->forcefield, |
1766 | ui->drag_anchor, ui->drag_currpos); |
1767 | assert(mpret); |
1768 | } |
1769 | |
1770 | /* |
1771 | * Build a dsf out of that board, so we can conveniently tell |
1772 | * which edges are connected and which aren't. |
1773 | */ |
1774 | dsf = snew_dsf(wh); |
1775 | mainanchor = -1; |
1776 | for (y = 0; y < h; y++) |
1777 | for (x = 0; x < w; x++) { |
1778 | int i = y*w+x; |
1779 | |
1780 | if (ISDIST(board[i])) |
1781 | dsf_merge(dsf, i, i - board[i]); |
1782 | if (board[i] == MAINANCHOR) |
1783 | mainanchor = i; |
1784 | if (board[i] == WALL) { |
1785 | if (x > 0 && board[i-1] == WALL) |
1786 | dsf_merge(dsf, i, i-1); |
1787 | if (y > 0 && board[i-w] == WALL) |
1788 | dsf_merge(dsf, i, i-w); |
1789 | } |
1790 | } |
1791 | assert(mainanchor >= 0); |
1792 | mainpos = dsf_canonify(dsf, mainanchor); |
1793 | dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; |
1794 | |
1795 | /* |
1796 | * Now we can construct the data about what we want to draw. |
1797 | */ |
1798 | for (y = 0; y < h; y++) |
1799 | for (x = 0; x < w; x++) { |
1800 | int i = y*w+x; |
1801 | int j; |
1802 | unsigned long val; |
1803 | int canon; |
1804 | |
1805 | /* |
1806 | * See if this square is part of the target area. |
1807 | */ |
1808 | j = i + mainanchor - (state->ty * w + state->tx); |
1809 | while (j >= 0 && j < wh && ISDIST(board[j])) |
1810 | j -= board[j]; |
1811 | if (j == mainanchor) |
1812 | val = BG_TARGET; |
1813 | else |
1814 | val = BG_NORMAL; |
1815 | |
1816 | if (state->imm->forcefield[i]) |
1817 | val |= BG_FORCEFIELD; |
1818 | |
1819 | if (flashtime > 0) { |
1820 | int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1; |
1821 | val |= (flashtype ? FLASH_LOW : FLASH_HIGH); |
1822 | } |
1823 | |
1824 | if (board[i] != EMPTY) { |
1825 | canon = dsf_canonify(dsf, i); |
1826 | |
1827 | if (board[i] == WALL) |
1828 | val |= FG_WALL; |
1829 | else if (canon == mainpos) |
1830 | val |= FG_MAIN; |
1831 | else |
1832 | val |= FG_NORMAL; |
1833 | if (canon == dragpos) |
1834 | val |= FG_DRAGGING; |
1835 | |
1836 | /* |
1837 | * Now look around to see if other squares |
1838 | * belonging to the same block are adjacent to us. |
1839 | */ |
1840 | if (x == 0 || canon != dsf_canonify(dsf, i-1)) |
1841 | val |= FG_LBORDER; |
1842 | if (y== 0 || canon != dsf_canonify(dsf, i-w)) |
1843 | val |= FG_TBORDER; |
1844 | if (x == w-1 || canon != dsf_canonify(dsf, i+1)) |
1845 | val |= FG_RBORDER; |
1846 | if (y == h-1 || canon != dsf_canonify(dsf, i+w)) |
1847 | val |= FG_BBORDER; |
1848 | if (!(val & (FG_TBORDER | FG_LBORDER)) && |
1849 | canon != dsf_canonify(dsf, i-1-w)) |
1850 | val |= FG_TLCORNER; |
1851 | if (!(val & (FG_TBORDER | FG_RBORDER)) && |
1852 | canon != dsf_canonify(dsf, i+1-w)) |
1853 | val |= FG_TRCORNER; |
1854 | if (!(val & (FG_BBORDER | FG_LBORDER)) && |
1855 | canon != dsf_canonify(dsf, i-1+w)) |
1856 | val |= FG_BLCORNER; |
1857 | if (!(val & (FG_BBORDER | FG_RBORDER)) && |
1858 | canon != dsf_canonify(dsf, i+1+w)) |
1859 | val |= FG_BRCORNER; |
1860 | } |
1861 | |
1862 | if (val != ds->grid[i]) { |
1863 | draw_tile(dr, ds, x, y, val); |
1864 | ds->grid[i] = val; |
1865 | } |
1866 | } |
1867 | |
1868 | /* |
1869 | * Update the status bar. |
1870 | */ |
1871 | { |
1872 | char statusbuf[256]; |
1873 | |
1874 | /* |
1875 | * FIXME: do something about auto-solve? |
1876 | */ |
1877 | sprintf(statusbuf, "%sMoves: %d", |
1878 | (state->completed >= 0 ? "COMPLETED! " : ""), |
1879 | (state->completed >= 0 ? state->completed : state->movecount)); |
39bdcaad |
1880 | if (state->minmoves >= 0) |
ac511ec9 |
1881 | sprintf(statusbuf+strlen(statusbuf), " (min %d)", |
1882 | state->minmoves); |
1883 | |
1884 | status_bar(dr, statusbuf); |
1885 | } |
1886 | |
1887 | sfree(dsf); |
1888 | sfree(board); |
1889 | } |
1890 | |
1891 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1892 | int dir, game_ui *ui) |
1893 | { |
1894 | return 0.0F; |
1895 | } |
1896 | |
1897 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1898 | int dir, game_ui *ui) |
1899 | { |
1900 | if (oldstate->completed < 0 && newstate->completed >= 0) |
1901 | return FLASH_TIME; |
1902 | |
1903 | return 0.0F; |
1904 | } |
1905 | |
1906 | static int game_timing_state(game_state *state, game_ui *ui) |
1907 | { |
1908 | return TRUE; |
1909 | } |
1910 | |
1911 | static void game_print_size(game_params *params, float *x, float *y) |
1912 | { |
1913 | } |
1914 | |
1915 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1916 | { |
1917 | } |
1918 | |
1919 | #ifdef COMBINED |
1920 | #define thegame nullgame |
1921 | #endif |
1922 | |
1923 | const struct game thegame = { |
1924 | "Slide", NULL, NULL, |
1925 | default_params, |
1926 | game_fetch_preset, |
1927 | decode_params, |
1928 | encode_params, |
1929 | free_params, |
1930 | dup_params, |
1931 | TRUE, game_configure, custom_params, |
1932 | validate_params, |
1933 | new_game_desc, |
1934 | validate_desc, |
1935 | new_game, |
1936 | dup_game, |
1937 | free_game, |
1938 | FALSE, solve_game, /* FIXME */ |
1939 | TRUE, game_text_format, |
1940 | new_ui, |
1941 | free_ui, |
1942 | encode_ui, |
1943 | decode_ui, |
1944 | game_changed_state, |
1945 | interpret_move, |
1946 | execute_move, |
1947 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1948 | game_colours, |
1949 | game_new_drawstate, |
1950 | game_free_drawstate, |
1951 | game_redraw, |
1952 | game_anim_length, |
1953 | game_flash_length, |
1954 | FALSE, FALSE, game_print_size, game_print, |
1955 | TRUE, /* wants_statusbar */ |
1956 | FALSE, game_timing_state, |
1957 | 0, /* flags */ |
1958 | }; |