ac511ec9 |
1 | /* |
2 | * slide.c: Implementation of the block-sliding puzzle `Klotski'. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
ac511ec9 |
8 | * - The dragging semantics are still subtly wrong in complex |
9 | * cases. |
10 | * |
11 | * - Improve the generator. |
39bdcaad |
12 | * * actually, we seem to be mostly sensible already now. I |
13 | * want more choice over the type of main block and location |
14 | * of the exit/target, and I think I probably ought to give |
15 | * up on compactness and just bite the bullet and have the |
16 | * target area right outside the main wall, but mostly I |
17 | * think it's OK. |
b83e4849 |
18 | * * the move limit tends to make the game _slower_ to |
19 | * generate, which is odd. Perhaps investigate why. |
ac511ec9 |
20 | * |
39bdcaad |
21 | * - Improve the graphics. |
22 | * * All the colours are a bit wishy-washy. _Some_ dark |
23 | * colours would surely not be excessive? Probably darken |
24 | * the tiles, the walls and the main block, and leave the |
25 | * target marker pale. |
26 | * * The cattle grid effect is still disgusting. Think of |
27 | * something completely different. |
a60aa018 |
28 | * * The highlight for next-piece-to-move in the solver is |
29 | * excessive, and the shadow blends in too well with the |
30 | * piece lowlights. Adjust both. |
ac511ec9 |
31 | */ |
32 | |
33 | #include <stdio.h> |
34 | #include <stdlib.h> |
35 | #include <string.h> |
36 | #include <assert.h> |
37 | #include <ctype.h> |
38 | #include <math.h> |
39 | |
40 | #include "puzzles.h" |
41 | #include "tree234.h" |
42 | |
43 | /* |
44 | * The implementation of this game revolves around the insight |
45 | * which makes an exhaustive-search solver feasible: although |
46 | * there are many blocks which can be rearranged in many ways, any |
47 | * two blocks of the same shape are _indistinguishable_ and hence |
48 | * the number of _distinct_ board layouts is generally much |
49 | * smaller. So we adopt a representation for board layouts which |
50 | * is inherently canonical, i.e. there are no two distinct |
51 | * representations which encode indistinguishable layouts. |
52 | * |
53 | * The way we do this is to encode each square of the board, in |
54 | * the normal left-to-right top-to-bottom order, as being one of |
55 | * the following things: |
56 | * - the first square (in the given order) of a block (`anchor') |
57 | * - special case of the above: the anchor for the _main_ block |
58 | * (i.e. the one which the aim of the game is to get to the |
59 | * target position) |
60 | * - a subsequent square of a block whose previous square was N |
61 | * squares ago |
62 | * - an impassable wall |
63 | * |
64 | * (We also separately store data about which board positions are |
65 | * forcefields only passable by the main block. We can't encode |
66 | * that in the main board data, because then the main block would |
67 | * destroy forcefields as it went over them.) |
68 | * |
69 | * Hence, for example, a 2x2 square block would be encoded as |
70 | * ANCHOR, followed by DIST(1), and w-2 squares later on there |
71 | * would be DIST(w-1) followed by DIST(1). So if you start at the |
72 | * last of those squares, the DIST numbers give you a linked list |
73 | * pointing back through all the other squares in the same block. |
74 | * |
75 | * So the solver simply does a bfs over all reachable positions, |
76 | * encoding them in this format and storing them in a tree234 to |
77 | * ensure it doesn't ever revisit an already-analysed position. |
78 | */ |
79 | |
80 | enum { |
81 | /* |
82 | * The colours are arranged here so that every base colour is |
83 | * directly followed by its highlight colour and then its |
84 | * lowlight colour. Do not break this, or draw_tile() will get |
85 | * confused. |
86 | */ |
87 | COL_BACKGROUND, |
88 | COL_HIGHLIGHT, |
89 | COL_LOWLIGHT, |
90 | COL_DRAGGING, |
91 | COL_DRAGGING_HIGHLIGHT, |
92 | COL_DRAGGING_LOWLIGHT, |
93 | COL_MAIN, |
94 | COL_MAIN_HIGHLIGHT, |
95 | COL_MAIN_LOWLIGHT, |
96 | COL_MAIN_DRAGGING, |
97 | COL_MAIN_DRAGGING_HIGHLIGHT, |
98 | COL_MAIN_DRAGGING_LOWLIGHT, |
99 | COL_TARGET, |
100 | COL_TARGET_HIGHLIGHT, |
101 | COL_TARGET_LOWLIGHT, |
102 | NCOLOURS |
103 | }; |
104 | |
105 | /* |
106 | * Board layout is a simple array of bytes. Each byte holds: |
107 | */ |
108 | #define ANCHOR 255 /* top-left-most square of some piece */ |
109 | #define MAINANCHOR 254 /* anchor of _main_ piece */ |
110 | #define EMPTY 253 /* empty square */ |
111 | #define WALL 252 /* immovable wall */ |
112 | #define MAXDIST 251 |
113 | /* all other values indicate distance back to previous square of same block */ |
114 | #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 ) |
115 | #define DIST(x) (x) |
116 | #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR ) |
117 | #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) ) |
118 | |
119 | /* |
120 | * MAXDIST is the largest DIST value we can encode. This must |
121 | * therefore also be the maximum puzzle width in theory (although |
122 | * solver running time will dictate a much smaller limit in |
123 | * practice). |
124 | */ |
125 | #define MAXWID MAXDIST |
126 | |
127 | struct game_params { |
128 | int w, h; |
b83e4849 |
129 | int maxmoves; |
ac511ec9 |
130 | }; |
131 | |
132 | struct game_immutable_state { |
133 | int refcount; |
134 | unsigned char *forcefield; |
135 | }; |
136 | |
a60aa018 |
137 | struct game_solution { |
138 | int nmoves; |
139 | int *moves; /* just like from solve_board() */ |
140 | int refcount; |
141 | }; |
142 | |
ac511ec9 |
143 | struct game_state { |
144 | int w, h; |
145 | unsigned char *board; |
146 | int tx, ty; /* target coords for MAINANCHOR */ |
147 | int minmoves; /* for display only */ |
148 | int lastmoved, lastmoved_pos; /* for move counting */ |
149 | int movecount; |
150 | int completed; |
a60aa018 |
151 | int cheated; |
ac511ec9 |
152 | struct game_immutable_state *imm; |
a60aa018 |
153 | struct game_solution *soln; |
154 | int soln_index; |
ac511ec9 |
155 | }; |
156 | |
157 | static game_params *default_params(void) |
158 | { |
159 | game_params *ret = snew(game_params); |
160 | |
b83e4849 |
161 | ret->w = 7; |
ac511ec9 |
162 | ret->h = 6; |
b83e4849 |
163 | ret->maxmoves = 40; |
ac511ec9 |
164 | |
165 | return ret; |
166 | } |
167 | |
168 | static const struct game_params slide_presets[] = { |
b83e4849 |
169 | {7, 6, 25}, |
170 | {7, 6, -1}, |
171 | {8, 6, -1}, |
ac511ec9 |
172 | }; |
173 | |
174 | static int game_fetch_preset(int i, char **name, game_params **params) |
175 | { |
176 | game_params *ret; |
177 | char str[80]; |
178 | |
179 | if (i < 0 || i >= lenof(slide_presets)) |
180 | return FALSE; |
181 | |
182 | ret = snew(game_params); |
183 | *ret = slide_presets[i]; |
184 | |
185 | sprintf(str, "%dx%d", ret->w, ret->h); |
b83e4849 |
186 | if (ret->maxmoves >= 0) |
187 | sprintf(str + strlen(str), ", max %d moves", ret->maxmoves); |
188 | else |
189 | sprintf(str + strlen(str), ", no move limit"); |
ac511ec9 |
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); |
b83e4849 |
215 | while (*string && isdigit((unsigned char)*string)) string++; |
216 | } |
217 | if (*string == 'm') { |
218 | string++; |
219 | params->maxmoves = atoi(string); |
220 | while (*string && isdigit((unsigned char)*string)) string++; |
221 | } else if (*string == 'u') { |
222 | string++; |
223 | params->maxmoves = -1; |
ac511ec9 |
224 | } |
225 | } |
226 | |
227 | static char *encode_params(game_params *params, int full) |
228 | { |
229 | char data[256]; |
230 | |
231 | sprintf(data, "%dx%d", params->w, params->h); |
b83e4849 |
232 | if (params->maxmoves >= 0) |
233 | sprintf(data + strlen(data), "m%d", params->maxmoves); |
234 | else |
235 | sprintf(data + strlen(data), "u"); |
ac511ec9 |
236 | |
237 | return dupstr(data); |
238 | } |
239 | |
240 | static config_item *game_configure(game_params *params) |
241 | { |
242 | config_item *ret; |
243 | char buf[80]; |
244 | |
b83e4849 |
245 | ret = snewn(4, config_item); |
ac511ec9 |
246 | |
247 | ret[0].name = "Width"; |
248 | ret[0].type = C_STRING; |
249 | sprintf(buf, "%d", params->w); |
250 | ret[0].sval = dupstr(buf); |
251 | ret[0].ival = 0; |
252 | |
253 | ret[1].name = "Height"; |
254 | ret[1].type = C_STRING; |
255 | sprintf(buf, "%d", params->h); |
256 | ret[1].sval = dupstr(buf); |
257 | ret[1].ival = 0; |
258 | |
b83e4849 |
259 | ret[2].name = "Solution length limit"; |
260 | ret[2].type = C_STRING; |
261 | sprintf(buf, "%d", params->maxmoves); |
262 | ret[2].sval = dupstr(buf); |
ac511ec9 |
263 | ret[2].ival = 0; |
264 | |
b83e4849 |
265 | ret[3].name = NULL; |
266 | ret[3].type = C_END; |
267 | ret[3].sval = NULL; |
268 | ret[3].ival = 0; |
269 | |
ac511ec9 |
270 | return ret; |
271 | } |
272 | |
273 | static game_params *custom_params(config_item *cfg) |
274 | { |
275 | game_params *ret = snew(game_params); |
276 | |
277 | ret->w = atoi(cfg[0].sval); |
278 | ret->h = atoi(cfg[1].sval); |
b83e4849 |
279 | ret->maxmoves = atoi(cfg[2].sval); |
ac511ec9 |
280 | |
281 | return ret; |
282 | } |
283 | |
284 | static char *validate_params(game_params *params, int full) |
285 | { |
286 | if (params->w > MAXWID) |
287 | return "Width must be at most " STR(MAXWID); |
288 | |
289 | if (params->w < 5) |
290 | return "Width must be at least 5"; |
291 | if (params->h < 4) |
292 | return "Height must be at least 4"; |
293 | |
294 | return NULL; |
295 | } |
296 | |
297 | static char *board_text_format(int w, int h, unsigned char *data, |
298 | unsigned char *forcefield) |
299 | { |
300 | int wh = w*h; |
301 | int *dsf = snew_dsf(wh); |
302 | int i, x, y; |
303 | int retpos, retlen = (w*2+2)*(h*2+1)+1; |
304 | char *ret = snewn(retlen, char); |
305 | |
306 | for (i = 0; i < wh; i++) |
307 | if (ISDIST(data[i])) |
308 | dsf_merge(dsf, i - data[i], i); |
309 | retpos = 0; |
310 | for (y = 0; y < 2*h+1; y++) { |
311 | for (x = 0; x < 2*w+1; x++) { |
312 | int v; |
313 | int i = (y/2)*w+(x/2); |
314 | |
315 | #define dtype(i) (ISBLOCK(data[i]) ? \ |
316 | dsf_canonify(dsf, i) : data[i]) |
317 | #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \ |
318 | data[t] == MAINANCHOR ? '*' : '%') |
319 | |
320 | if (y % 2 && x % 2) { |
321 | int j = dtype(i); |
322 | v = dchar(j); |
323 | } else if (y % 2 && !(x % 2)) { |
324 | int j1 = (x > 0 ? dtype(i-1) : -1); |
325 | int j2 = (x < 2*w ? dtype(i) : -1); |
326 | if (j1 != j2) |
327 | v = '|'; |
328 | else |
329 | v = dchar(j1); |
330 | } else if (!(y % 2) && (x % 2)) { |
331 | int j1 = (y > 0 ? dtype(i-w) : -1); |
332 | int j2 = (y < 2*h ? dtype(i) : -1); |
333 | if (j1 != j2) |
334 | v = '-'; |
335 | else |
336 | v = dchar(j1); |
337 | } else { |
338 | int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1); |
339 | int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1); |
340 | int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1); |
341 | int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1); |
342 | if (j1 == j2 && j2 == j3 && j3 == j4) |
343 | v = dchar(j1); |
344 | else if (j1 == j2 && j3 == j4) |
345 | v = '|'; |
346 | else if (j1 == j3 && j2 == j4) |
347 | v = '-'; |
348 | else |
349 | v = '+'; |
350 | } |
351 | |
352 | assert(retpos < retlen); |
353 | ret[retpos++] = v; |
354 | } |
355 | assert(retpos < retlen); |
356 | ret[retpos++] = '\n'; |
357 | } |
358 | assert(retpos < retlen); |
359 | ret[retpos++] = '\0'; |
360 | assert(retpos == retlen); |
361 | |
362 | return ret; |
363 | } |
364 | |
365 | /* ---------------------------------------------------------------------- |
366 | * Solver. |
367 | */ |
368 | |
369 | /* |
370 | * During solver execution, the set of visited board positions is |
371 | * stored as a tree234 of the following structures. `w', `h' and |
372 | * `data' are obvious in meaning; `dist' represents the minimum |
373 | * distance to reach this position from the starting point. |
374 | * |
375 | * `prev' links each board to the board position from which it was |
376 | * most efficiently derived. |
377 | */ |
378 | struct board { |
379 | int w, h; |
380 | int dist; |
381 | struct board *prev; |
382 | unsigned char *data; |
383 | }; |
384 | |
385 | static int boardcmp(void *av, void *bv) |
386 | { |
387 | struct board *a = (struct board *)av; |
388 | struct board *b = (struct board *)bv; |
389 | return memcmp(a->data, b->data, a->w * a->h); |
390 | } |
391 | |
392 | static struct board *newboard(int w, int h, unsigned char *data) |
393 | { |
394 | struct board *b = malloc(sizeof(struct board) + w*h); |
395 | b->data = (unsigned char *)b + sizeof(struct board); |
396 | memcpy(b->data, data, w*h); |
397 | b->w = w; |
398 | b->h = h; |
399 | b->dist = -1; |
400 | b->prev = NULL; |
401 | return b; |
402 | } |
403 | |
404 | /* |
405 | * The actual solver. Given a board, attempt to find the minimum |
406 | * length of move sequence which moves MAINANCHOR to (tx,ty), or |
b48c4c04 |
407 | * -1 if no solution exists. Returns that minimum length. |
408 | * |
409 | * Also, if `moveout' is provided, writes out the moves in the |
410 | * form of a sequence of pairs of integers indicating the source |
411 | * and destination points of the anchor of the moved piece in each |
412 | * move. Exactly twice as many integers are written as the number |
413 | * returned from solve_board(), and `moveout' receives an int * |
414 | * which is a pointer to a dynamically allocated array. |
ac511ec9 |
415 | */ |
416 | static int solve_board(int w, int h, unsigned char *board, |
b83e4849 |
417 | unsigned char *forcefield, int tx, int ty, |
b48c4c04 |
418 | int movelimit, int **moveout) |
ac511ec9 |
419 | { |
420 | int wh = w*h; |
421 | struct board *b, *b2, *b3; |
422 | int *next, *anchors, *which; |
423 | int *movereached, *movequeue, mqhead, mqtail; |
424 | tree234 *sorted, *queue; |
425 | int i, j, dir; |
426 | int qlen, lastdist; |
427 | int ret; |
428 | |
429 | #ifdef SOLVER_DIAGNOSTICS |
430 | { |
431 | char *t = board_text_format(w, h, board); |
432 | for (i = 0; i < h; i++) { |
433 | for (j = 0; j < w; j++) { |
434 | int c = board[i*w+j]; |
435 | if (ISDIST(c)) |
436 | printf("D%-3d", c); |
437 | else if (c == MAINANCHOR) |
438 | printf("M "); |
439 | else if (c == ANCHOR) |
440 | printf("A "); |
441 | else if (c == WALL) |
442 | printf("W "); |
443 | else if (c == EMPTY) |
444 | printf("E "); |
445 | } |
446 | printf("\n"); |
447 | } |
448 | |
449 | printf("Starting solver for:\n%s\n", t); |
450 | sfree(t); |
451 | } |
452 | #endif |
453 | |
454 | sorted = newtree234(boardcmp); |
455 | queue = newtree234(NULL); |
456 | |
457 | b = newboard(w, h, board); |
458 | b->dist = 0; |
459 | add234(sorted, b); |
460 | addpos234(queue, b, 0); |
461 | qlen = 1; |
462 | |
463 | next = snewn(wh, int); |
464 | anchors = snewn(wh, int); |
465 | which = snewn(wh, int); |
466 | movereached = snewn(wh, int); |
467 | movequeue = snewn(wh, int); |
468 | lastdist = -1; |
469 | |
470 | while ((b = delpos234(queue, 0)) != NULL) { |
471 | qlen--; |
b83e4849 |
472 | if (movelimit >= 0 && b->dist >= movelimit) { |
473 | /* |
474 | * The problem is not soluble in under `movelimit' |
475 | * moves, so we can quit right now. |
476 | */ |
477 | b2 = NULL; |
478 | goto done; |
479 | } |
ac511ec9 |
480 | if (b->dist != lastdist) { |
481 | #ifdef SOLVER_DIAGNOSTICS |
482 | printf("dist %d (%d)\n", b->dist, count234(sorted)); |
483 | #endif |
484 | lastdist = b->dist; |
485 | } |
486 | /* |
487 | * Find all the anchors and form a linked list of the |
488 | * squares within each block. |
489 | */ |
490 | for (i = 0; i < wh; i++) { |
491 | next[i] = -1; |
492 | anchors[i] = FALSE; |
493 | which[i] = -1; |
494 | if (ISANCHOR(b->data[i])) { |
495 | anchors[i] = TRUE; |
496 | which[i] = i; |
497 | } else if (ISDIST(b->data[i])) { |
498 | j = i - b->data[i]; |
499 | next[j] = i; |
500 | which[i] = which[j]; |
501 | } |
502 | } |
503 | |
504 | /* |
505 | * For each anchor, do an array-based BFS to find all the |
506 | * places we can slide it to. |
507 | */ |
508 | for (i = 0; i < wh; i++) { |
509 | if (!anchors[i]) |
510 | continue; |
511 | |
512 | mqhead = mqtail = 0; |
513 | for (j = 0; j < wh; j++) |
514 | movereached[j] = FALSE; |
515 | movequeue[mqtail++] = i; |
516 | while (mqhead < mqtail) { |
517 | int pos = movequeue[mqhead++]; |
518 | |
519 | /* |
520 | * Try to move in each direction from here. |
521 | */ |
522 | for (dir = 0; dir < 4; dir++) { |
523 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
524 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
525 | int offset = dy*w + dx; |
526 | int newpos = pos + offset; |
527 | int d = newpos - i; |
528 | |
529 | /* |
530 | * For each square involved in this block, |
531 | * check to see if the square d spaces away |
532 | * from it is either empty or part of the same |
533 | * block. |
534 | */ |
535 | for (j = i; j >= 0; j = next[j]) { |
536 | int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx; |
537 | if (jy >= 0 && jy < h && jx >= 0 && jx < w && |
538 | ((b->data[j+d] == EMPTY || which[j+d] == i) && |
539 | (b->data[i] == MAINANCHOR || !forcefield[j+d]))) |
540 | /* ok */; |
541 | else |
542 | break; |
543 | } |
544 | if (j >= 0) |
545 | continue; /* this direction wasn't feasible */ |
546 | |
547 | /* |
548 | * If we've already tried moving this piece |
549 | * here, leave it. |
550 | */ |
551 | if (movereached[newpos]) |
552 | continue; |
553 | movereached[newpos] = TRUE; |
554 | movequeue[mqtail++] = newpos; |
555 | |
556 | /* |
557 | * We have a viable move. Make it. |
558 | */ |
559 | b2 = newboard(w, h, b->data); |
560 | for (j = i; j >= 0; j = next[j]) |
561 | b2->data[j] = EMPTY; |
562 | for (j = i; j >= 0; j = next[j]) |
563 | b2->data[j+d] = b->data[j]; |
564 | |
565 | b3 = add234(sorted, b2); |
566 | if (b3 != b2) { |
567 | sfree(b2); /* we already got one */ |
568 | } else { |
569 | b2->dist = b->dist + 1; |
570 | b2->prev = b; |
571 | addpos234(queue, b2, qlen++); |
572 | if (b2->data[ty*w+tx] == MAINANCHOR) |
573 | goto done; /* search completed! */ |
574 | } |
575 | } |
576 | } |
577 | } |
578 | } |
579 | b2 = NULL; |
580 | |
581 | done: |
582 | |
b48c4c04 |
583 | if (b2) { |
ac511ec9 |
584 | ret = b2->dist; |
b48c4c04 |
585 | if (moveout) { |
586 | /* |
587 | * Now b2 represents the solved position. Backtrack to |
588 | * output the solution. |
589 | */ |
590 | *moveout = snewn(ret * 2, int); |
591 | j = ret * 2; |
592 | |
593 | while (b2->prev) { |
594 | int from = -1, to = -1; |
595 | |
596 | b = b2->prev; |
597 | |
598 | /* |
599 | * Scan b and b2 to find out which piece has |
600 | * moved. |
601 | */ |
602 | for (i = 0; i < wh; i++) { |
603 | if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) { |
604 | assert(from == -1); |
605 | from = i; |
606 | } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){ |
607 | assert(to == -1); |
608 | to = i; |
609 | } |
610 | } |
611 | |
612 | assert(from >= 0 && to >= 0); |
613 | assert(j >= 2); |
614 | (*moveout)[--j] = to; |
615 | (*moveout)[--j] = from; |
616 | |
617 | b2 = b; |
618 | } |
619 | assert(j == 0); |
620 | } |
621 | } else { |
ac511ec9 |
622 | ret = -1; /* no solution */ |
b48c4c04 |
623 | if (moveout) |
624 | *moveout = NULL; |
625 | } |
ac511ec9 |
626 | |
627 | freetree234(queue); |
628 | |
629 | while ((b = delpos234(sorted, 0)) != NULL) |
630 | sfree(b); |
631 | freetree234(sorted); |
632 | |
633 | sfree(next); |
634 | sfree(anchors); |
635 | sfree(movereached); |
636 | sfree(movequeue); |
637 | sfree(which); |
638 | |
639 | return ret; |
640 | } |
641 | |
642 | /* ---------------------------------------------------------------------- |
643 | * Random board generation. |
644 | */ |
645 | |
646 | static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves, |
647 | random_state *rs, unsigned char **rboard, |
b83e4849 |
648 | unsigned char **rforcefield, int movelimit) |
ac511ec9 |
649 | { |
650 | int wh = w*h; |
651 | unsigned char *board, *board2, *forcefield; |
39bdcaad |
652 | unsigned char *tried_merge; |
653 | int *dsf; |
ac511ec9 |
654 | int *list, nlist, pos; |
655 | int tx, ty; |
656 | int i, j; |
657 | int moves; |
658 | |
659 | /* |
660 | * Set up a board and fill it with singletons, except for a |
661 | * border of walls. |
662 | */ |
663 | board = snewn(wh, unsigned char); |
664 | forcefield = snewn(wh, unsigned char); |
665 | board2 = snewn(wh, unsigned char); |
666 | memset(board, ANCHOR, wh); |
667 | memset(forcefield, FALSE, wh); |
668 | for (i = 0; i < w; i++) |
669 | board[i] = board[i+w*(h-1)] = WALL; |
670 | for (i = 0; i < h; i++) |
671 | board[i*w] = board[i*w+(w-1)] = WALL; |
672 | |
39bdcaad |
673 | tried_merge = snewn(wh * wh, unsigned char); |
674 | memset(tried_merge, 0, wh*wh); |
675 | dsf = snew_dsf(wh); |
676 | |
ac511ec9 |
677 | /* |
678 | * Invent a main piece at one extreme. (FIXME: vary the |
679 | * extreme, and the piece.) |
680 | */ |
681 | board[w+1] = MAINANCHOR; |
682 | board[w+2] = DIST(1); |
683 | board[w*2+1] = DIST(w-1); |
684 | board[w*2+2] = DIST(1); |
685 | |
686 | /* |
687 | * Invent a target position. (FIXME: vary this too.) |
688 | */ |
689 | tx = w-2; |
690 | ty = h-3; |
691 | forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE; |
692 | board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY; |
693 | |
694 | /* |
695 | * Gradually remove singletons until the game becomes soluble. |
696 | */ |
697 | for (j = w; j-- > 0 ;) |
698 | for (i = h; i-- > 0 ;) |
699 | if (board[i*w+j] == ANCHOR) { |
700 | /* |
701 | * See if the board is already soluble. |
702 | */ |
703 | if ((moves = solve_board(w, h, board, forcefield, |
b48c4c04 |
704 | tx, ty, movelimit, NULL)) >= 0) |
ac511ec9 |
705 | goto soluble; |
706 | |
707 | /* |
708 | * Otherwise, remove this piece. |
709 | */ |
710 | board[i*w+j] = EMPTY; |
711 | } |
712 | assert(!"We shouldn't get here"); |
713 | soluble: |
714 | |
715 | /* |
716 | * Make a list of all the inter-block edges on the board. |
717 | */ |
718 | list = snewn(wh*2, int); |
719 | nlist = 0; |
720 | for (i = 0; i+1 < w; i++) |
721 | for (j = 0; j < h; j++) |
722 | list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */ |
723 | for (j = 0; j+1 < h; j++) |
724 | for (i = 0; i < w; i++) |
725 | list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */ |
726 | |
727 | /* |
728 | * Now go through that list in random order, trying to merge |
729 | * the blocks on each side of each edge. |
ac511ec9 |
730 | */ |
731 | shuffle(list, nlist, sizeof(*list), rs); |
732 | while (nlist > 0) { |
39bdcaad |
733 | int x1, y1, p1, c1; |
734 | int x2, y2, p2, c2; |
ac511ec9 |
735 | |
736 | pos = list[--nlist]; |
737 | y1 = y2 = pos / (w*2); |
738 | x1 = x2 = (pos / 2) % w; |
739 | if (pos % 2) |
740 | y2++; |
741 | else |
742 | x2++; |
743 | p1 = y1*w+x1; |
744 | p2 = y2*w+x2; |
745 | |
746 | /* |
39bdcaad |
747 | * Immediately abandon the attempt if we've already tried |
748 | * to merge the same pair of blocks along a different |
749 | * edge. |
750 | */ |
751 | c1 = dsf_canonify(dsf, p1); |
752 | c2 = dsf_canonify(dsf, p2); |
753 | if (tried_merge[c1 * wh + c2]) |
39bdcaad |
754 | continue; |
39bdcaad |
755 | |
756 | /* |
ac511ec9 |
757 | * In order to be mergeable, these two squares must each |
758 | * either be, or belong to, a non-main anchor, and their |
759 | * anchors must also be distinct. |
760 | */ |
761 | if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2])) |
762 | continue; |
763 | while (ISDIST(board[p1])) |
764 | p1 -= board[p1]; |
765 | while (ISDIST(board[p2])) |
766 | p2 -= board[p2]; |
767 | if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2) |
768 | continue; |
769 | |
770 | /* |
771 | * We can merge these blocks. Try it, and see if the |
772 | * puzzle remains soluble. |
773 | */ |
774 | memcpy(board2, board, wh); |
775 | j = -1; |
776 | while (p1 < wh || p2 < wh) { |
777 | /* |
778 | * p1 and p2 are the squares at the head of each block |
779 | * list. Pick the smaller one and put it on the output |
780 | * block list. |
781 | */ |
782 | i = min(p1, p2); |
783 | if (j < 0) { |
784 | board[i] = ANCHOR; |
785 | } else { |
786 | assert(i - j <= MAXDIST); |
787 | board[i] = DIST(i - j); |
788 | } |
789 | j = i; |
790 | |
791 | /* |
792 | * Now advance whichever list that came from. |
793 | */ |
794 | if (i == p1) { |
795 | do { |
796 | p1++; |
797 | } while (p1 < wh && board[p1] != DIST(p1-i)); |
798 | } else { |
799 | do { |
800 | p2++; |
801 | } while (p2 < wh && board[p2] != DIST(p2-i)); |
802 | } |
803 | } |
b48c4c04 |
804 | j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL); |
ac511ec9 |
805 | if (j < 0) { |
806 | /* |
807 | * Didn't work. Revert the merge. |
808 | */ |
809 | memcpy(board, board2, wh); |
39bdcaad |
810 | tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE; |
ac511ec9 |
811 | } else { |
39bdcaad |
812 | int c; |
813 | |
ac511ec9 |
814 | moves = j; |
39bdcaad |
815 | |
816 | dsf_merge(dsf, c1, c2); |
817 | c = dsf_canonify(dsf, c1); |
818 | for (i = 0; i < wh; i++) |
819 | tried_merge[c*wh+i] = (tried_merge[c1*wh+i] | |
820 | tried_merge[c2*wh+i]); |
821 | for (i = 0; i < wh; i++) |
822 | tried_merge[i*wh+c] = (tried_merge[i*wh+c1] | |
823 | tried_merge[i*wh+c2]); |
ac511ec9 |
824 | } |
825 | } |
826 | |
827 | sfree(board2); |
828 | |
829 | *rtx = tx; |
830 | *rty = ty; |
831 | *rboard = board; |
832 | *rforcefield = forcefield; |
833 | *minmoves = moves; |
834 | } |
835 | |
836 | /* ---------------------------------------------------------------------- |
837 | * End of solver/generator code. |
838 | */ |
839 | |
840 | static char *new_game_desc(game_params *params, random_state *rs, |
841 | char **aux, int interactive) |
842 | { |
843 | int w = params->w, h = params->h, wh = w*h; |
844 | int tx, ty, minmoves; |
845 | unsigned char *board, *forcefield; |
846 | char *ret, *p; |
847 | int i; |
848 | |
849 | generate_board(params->w, params->h, &tx, &ty, &minmoves, rs, |
b83e4849 |
850 | &board, &forcefield, params->maxmoves); |
ac511ec9 |
851 | #ifdef GENERATOR_DIAGNOSTICS |
852 | { |
853 | char *t = board_text_format(params->w, params->h, board); |
854 | printf("%s\n", t); |
855 | sfree(t); |
856 | } |
857 | #endif |
858 | |
859 | /* |
860 | * Encode as a game ID. |
861 | */ |
862 | ret = snewn(wh * 6 + 40, char); |
863 | p = ret; |
864 | i = 0; |
865 | while (i < wh) { |
866 | if (ISDIST(board[i])) { |
867 | p += sprintf(p, "d%d", board[i]); |
868 | i++; |
869 | } else { |
870 | int count = 1; |
871 | int b = board[i], f = forcefield[i]; |
872 | int c = (b == ANCHOR ? 'a' : |
873 | b == MAINANCHOR ? 'm' : |
874 | b == EMPTY ? 'e' : |
875 | /* b == WALL ? */ 'w'); |
876 | if (f) *p++ = 'f'; |
877 | *p++ = c; |
878 | i++; |
879 | while (i < wh && board[i] == b && forcefield[i] == f) |
880 | i++, count++; |
881 | if (count > 1) |
882 | p += sprintf(p, "%d", count); |
883 | } |
884 | } |
885 | p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves); |
886 | ret = sresize(ret, p+1 - ret, char); |
887 | |
ac511ec9 |
888 | sfree(board); |
889 | sfree(forcefield); |
890 | |
891 | return ret; |
892 | } |
893 | |
894 | static char *validate_desc(game_params *params, char *desc) |
895 | { |
896 | int w = params->w, h = params->h, wh = w*h; |
897 | int *active, *link; |
898 | int mains = 0, mpos = -1; |
6ce42e60 |
899 | int i, tx, ty, minmoves; |
ac511ec9 |
900 | char *ret; |
901 | |
902 | active = snewn(wh, int); |
903 | link = snewn(wh, int); |
904 | i = 0; |
905 | |
906 | while (*desc && *desc != ',') { |
907 | if (i >= wh) { |
908 | ret = "Too much data in game description"; |
909 | goto done; |
910 | } |
911 | link[i] = -1; |
912 | active[i] = FALSE; |
913 | if (*desc == 'f' || *desc == 'F') { |
914 | desc++; |
915 | if (!*desc) { |
916 | ret = "Expected another character after 'f' in game " |
917 | "description"; |
918 | goto done; |
919 | } |
920 | } |
921 | |
922 | if (*desc == 'd' || *desc == 'D') { |
923 | int dist; |
924 | |
925 | desc++; |
926 | if (!isdigit((unsigned char)*desc)) { |
927 | ret = "Expected a number after 'd' in game description"; |
928 | goto done; |
929 | } |
930 | dist = atoi(desc); |
931 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
932 | |
933 | if (dist <= 0 || dist > i) { |
934 | ret = "Out-of-range number after 'd' in game description"; |
935 | goto done; |
936 | } |
937 | |
938 | if (!active[i - dist]) { |
939 | ret = "Invalid back-reference in game description"; |
940 | goto done; |
941 | } |
942 | |
943 | link[i] = i - dist; |
ac511ec9 |
944 | |
945 | active[i] = TRUE; |
946 | active[link[i]] = FALSE; |
947 | i++; |
948 | } else { |
949 | int c = *desc++; |
950 | int count = 1; |
951 | |
952 | if (!strchr("aAmMeEwW", c)) { |
953 | ret = "Invalid character in game description"; |
954 | goto done; |
955 | } |
956 | if (isdigit((unsigned char)*desc)) { |
957 | count = atoi(desc); |
958 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
959 | } |
960 | if (i + count > wh) { |
961 | ret = "Too much data in game description"; |
962 | goto done; |
963 | } |
964 | while (count-- > 0) { |
965 | active[i] = (strchr("aAmM", c) != NULL); |
966 | link[i] = -1; |
967 | if (strchr("mM", c) != NULL) { |
968 | mains++; |
969 | mpos = i; |
970 | } |
971 | i++; |
972 | } |
973 | } |
974 | } |
975 | if (mains != 1) { |
976 | ret = (mains == 0 ? "No main piece specified in game description" : |
977 | "More than one main piece specified in game description"); |
978 | goto done; |
979 | } |
980 | if (i < wh) { |
981 | ret = "Not enough data in game description"; |
982 | goto done; |
983 | } |
984 | |
985 | /* |
986 | * Now read the target coordinates. |
987 | */ |
988 | i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves); |
989 | if (i < 2) { |
990 | ret = "No target coordinates specified"; |
991 | goto done; |
992 | /* |
993 | * (but minmoves is optional) |
994 | */ |
995 | } |
996 | |
997 | ret = NULL; |
998 | |
999 | done: |
1000 | sfree(active); |
1001 | sfree(link); |
1002 | return ret; |
1003 | } |
1004 | |
1005 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1006 | { |
1007 | int w = params->w, h = params->h, wh = w*h; |
1008 | game_state *state; |
1009 | int i; |
1010 | |
1011 | state = snew(game_state); |
1012 | state->w = w; |
1013 | state->h = h; |
1014 | state->board = snewn(wh, unsigned char); |
1015 | state->lastmoved = state->lastmoved_pos = -1; |
1016 | state->movecount = 0; |
1017 | state->imm = snew(struct game_immutable_state); |
1018 | state->imm->refcount = 1; |
1019 | state->imm->forcefield = snewn(wh, unsigned char); |
1020 | |
1021 | i = 0; |
1022 | |
1023 | while (*desc && *desc != ',') { |
1024 | int f = FALSE; |
1025 | |
1026 | assert(i < wh); |
1027 | |
1028 | if (*desc == 'f') { |
1029 | f = TRUE; |
1030 | desc++; |
1031 | assert(*desc); |
1032 | } |
1033 | |
1034 | if (*desc == 'd' || *desc == 'D') { |
1035 | int dist; |
1036 | |
1037 | desc++; |
1038 | dist = atoi(desc); |
1039 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
1040 | |
1041 | state->board[i] = DIST(dist); |
1042 | state->imm->forcefield[i] = f; |
1043 | |
1044 | i++; |
1045 | } else { |
1046 | int c = *desc++; |
1047 | int count = 1; |
1048 | |
1049 | if (isdigit((unsigned char)*desc)) { |
1050 | count = atoi(desc); |
1051 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
1052 | } |
1053 | assert(i + count <= wh); |
1054 | |
1055 | c = (c == 'a' || c == 'A' ? ANCHOR : |
1056 | c == 'm' || c == 'M' ? MAINANCHOR : |
1057 | c == 'e' || c == 'E' ? EMPTY : |
1058 | /* c == 'w' || c == 'W' ? */ WALL); |
1059 | |
1060 | while (count-- > 0) { |
1061 | state->board[i] = c; |
1062 | state->imm->forcefield[i] = f; |
1063 | i++; |
1064 | } |
1065 | } |
1066 | } |
1067 | |
1068 | /* |
1069 | * Now read the target coordinates. |
1070 | */ |
1071 | state->tx = state->ty = 0; |
1072 | state->minmoves = -1; |
1073 | i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves); |
1074 | |
1075 | if (state->board[state->ty*w+state->tx] == MAINANCHOR) |
1076 | state->completed = 0; /* already complete! */ |
1077 | else |
1078 | state->completed = -1; |
1079 | |
a60aa018 |
1080 | state->cheated = FALSE; |
1081 | state->soln = NULL; |
1082 | state->soln_index = -1; |
1083 | |
ac511ec9 |
1084 | return state; |
1085 | } |
1086 | |
1087 | static game_state *dup_game(game_state *state) |
1088 | { |
1089 | int w = state->w, h = state->h, wh = w*h; |
1090 | game_state *ret = snew(game_state); |
1091 | |
1092 | ret->w = state->w; |
1093 | ret->h = state->h; |
1094 | ret->board = snewn(wh, unsigned char); |
1095 | memcpy(ret->board, state->board, wh); |
1096 | ret->tx = state->tx; |
1097 | ret->ty = state->ty; |
1098 | ret->minmoves = state->minmoves; |
1099 | ret->lastmoved = state->lastmoved; |
1100 | ret->lastmoved_pos = state->lastmoved_pos; |
1101 | ret->movecount = state->movecount; |
1102 | ret->completed = state->completed; |
a60aa018 |
1103 | ret->cheated = state->cheated; |
ac511ec9 |
1104 | ret->imm = state->imm; |
1105 | ret->imm->refcount++; |
a60aa018 |
1106 | ret->soln = state->soln; |
1107 | ret->soln_index = state->soln_index; |
1108 | if (ret->soln) |
1109 | ret->soln->refcount++; |
ac511ec9 |
1110 | |
1111 | return ret; |
1112 | } |
1113 | |
1114 | static void free_game(game_state *state) |
1115 | { |
1116 | if (--state->imm->refcount <= 0) { |
1117 | sfree(state->imm->forcefield); |
1118 | sfree(state->imm); |
1119 | } |
a60aa018 |
1120 | if (state->soln && --state->soln->refcount <= 0) { |
1121 | sfree(state->soln->moves); |
1122 | sfree(state->soln); |
1123 | } |
ac511ec9 |
1124 | sfree(state->board); |
1125 | sfree(state); |
1126 | } |
1127 | |
1128 | static char *solve_game(game_state *state, game_state *currstate, |
1129 | char *aux, char **error) |
1130 | { |
a60aa018 |
1131 | int *moves; |
1132 | int nmoves; |
1133 | int i; |
1134 | char *ret, *p, sep; |
1135 | |
ac511ec9 |
1136 | /* |
a60aa018 |
1137 | * Run the solver and attempt to find the shortest solution |
1138 | * from the current position. |
ac511ec9 |
1139 | */ |
a60aa018 |
1140 | nmoves = solve_board(state->w, state->h, state->board, |
1141 | state->imm->forcefield, state->tx, state->ty, |
1142 | -1, &moves); |
1143 | |
1144 | if (nmoves < 0) { |
1145 | *error = "Unable to find a solution to this puzzle"; |
1146 | return NULL; |
1147 | } |
1148 | if (nmoves == 0) { |
1149 | *error = "Puzzle is already solved"; |
1150 | return NULL; |
1151 | } |
1152 | |
1153 | /* |
1154 | * Encode the resulting solution as a move string. |
1155 | */ |
1156 | ret = snewn(nmoves * 40, char); |
1157 | p = ret; |
1158 | sep = 'S'; |
1159 | |
1160 | for (i = 0; i < nmoves; i++) { |
1161 | p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]); |
1162 | sep = ','; |
1163 | } |
1164 | |
1165 | sfree(moves); |
1166 | assert(p - ret < nmoves * 40); |
1167 | ret = sresize(ret, p+1 - ret, char); |
1168 | |
1169 | return ret; |
ac511ec9 |
1170 | } |
1171 | |
1172 | static char *game_text_format(game_state *state) |
1173 | { |
1174 | return board_text_format(state->w, state->h, state->board, |
1175 | state->imm->forcefield); |
1176 | } |
1177 | |
1178 | struct game_ui { |
1179 | int dragging; |
1180 | int drag_anchor; |
1181 | int drag_offset_x, drag_offset_y; |
1182 | int drag_currpos; |
1183 | unsigned char *reachable; |
1184 | int *bfs_queue; /* used as scratch in interpret_move */ |
1185 | }; |
1186 | |
1187 | static game_ui *new_ui(game_state *state) |
1188 | { |
1189 | int w = state->w, h = state->h, wh = w*h; |
1190 | game_ui *ui = snew(game_ui); |
1191 | |
1192 | ui->dragging = FALSE; |
1193 | ui->drag_anchor = ui->drag_currpos = -1; |
1194 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1195 | ui->reachable = snewn(wh, unsigned char); |
1196 | memset(ui->reachable, 0, wh); |
1197 | ui->bfs_queue = snewn(wh, int); |
1198 | |
1199 | return ui; |
1200 | } |
1201 | |
1202 | static void free_ui(game_ui *ui) |
1203 | { |
1204 | sfree(ui->bfs_queue); |
1205 | sfree(ui->reachable); |
1206 | sfree(ui); |
1207 | } |
1208 | |
1209 | static char *encode_ui(game_ui *ui) |
1210 | { |
1211 | return NULL; |
1212 | } |
1213 | |
1214 | static void decode_ui(game_ui *ui, char *encoding) |
1215 | { |
1216 | } |
1217 | |
1218 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1219 | game_state *newstate) |
1220 | { |
1221 | } |
1222 | |
1223 | #define PREFERRED_TILESIZE 32 |
1224 | #define TILESIZE (ds->tilesize) |
1225 | #define BORDER (TILESIZE/2) |
1226 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1227 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1228 | #define BORDER_WIDTH (1 + TILESIZE/20) |
1229 | #define HIGHLIGHT_WIDTH (1 + TILESIZE/16) |
1230 | |
1231 | #define FLASH_INTERVAL 0.10F |
1232 | #define FLASH_TIME 3*FLASH_INTERVAL |
1233 | |
1234 | struct game_drawstate { |
1235 | int tilesize; |
1236 | int w, h; |
1237 | unsigned long *grid; /* what's currently displayed */ |
1238 | int started; |
1239 | }; |
1240 | |
1241 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1242 | int x, int y, int button) |
1243 | { |
1244 | int w = state->w, h = state->h, wh = w*h; |
1245 | int tx, ty, i, j; |
1246 | int qhead, qtail; |
1247 | |
1248 | if (button == LEFT_BUTTON) { |
1249 | tx = FROMCOORD(x); |
1250 | ty = FROMCOORD(y); |
1251 | |
1252 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1253 | !ISBLOCK(state->board[ty*w+tx])) |
1254 | return NULL; /* this click has no effect */ |
1255 | |
1256 | /* |
1257 | * User has clicked on a block. Find the block's anchor |
1258 | * and register that we've started dragging it. |
1259 | */ |
1260 | i = ty*w+tx; |
1261 | while (ISDIST(state->board[i])) |
1262 | i -= state->board[i]; |
1263 | assert(i >= 0 && i < wh); |
1264 | |
1265 | ui->dragging = TRUE; |
1266 | ui->drag_anchor = i; |
1267 | ui->drag_offset_x = tx - (i % w); |
1268 | ui->drag_offset_y = ty - (i / w); |
1269 | ui->drag_currpos = i; |
1270 | |
1271 | /* |
1272 | * Now we immediately bfs out from the current location of |
1273 | * the anchor, to find all the places to which this block |
1274 | * can be dragged. |
1275 | */ |
1276 | memset(ui->reachable, FALSE, wh); |
1277 | qhead = qtail = 0; |
1278 | ui->reachable[i] = TRUE; |
1279 | ui->bfs_queue[qtail++] = i; |
1280 | for (j = i; j < wh; j++) |
1281 | if (state->board[j] == DIST(j - i)) |
1282 | i = j; |
1283 | while (qhead < qtail) { |
1284 | int pos = ui->bfs_queue[qhead++]; |
1285 | int x = pos % w, y = pos / w; |
1286 | int dir; |
1287 | |
1288 | for (dir = 0; dir < 4; dir++) { |
1289 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
1290 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
1291 | int newpos; |
1292 | |
1293 | if (x + dx < 0 || x + dx >= w || |
1294 | y + dy < 0 || y + dy >= h) |
1295 | continue; |
1296 | |
1297 | newpos = pos + dy*w + dx; |
1298 | if (ui->reachable[newpos]) |
1299 | continue; /* already done this one */ |
1300 | |
1301 | /* |
1302 | * Now search the grid to see if the block we're |
1303 | * dragging could fit into this space. |
1304 | */ |
1305 | for (j = i; j >= 0; j = (ISDIST(state->board[j]) ? |
1306 | j - state->board[j] : -1)) { |
1307 | int jx = (j+pos-ui->drag_anchor) % w; |
1308 | int jy = (j+pos-ui->drag_anchor) / w; |
1309 | int j2; |
1310 | |
1311 | if (jx + dx < 0 || jx + dx >= w || |
1312 | jy + dy < 0 || jy + dy >= h) |
1313 | break; /* this position isn't valid at all */ |
1314 | |
1315 | j2 = (j+pos-ui->drag_anchor) + dy*w + dx; |
1316 | |
1317 | if (state->board[j2] == EMPTY && |
1318 | (!state->imm->forcefield[j2] || |
1319 | state->board[ui->drag_anchor] == MAINANCHOR)) |
1320 | continue; |
1321 | while (ISDIST(state->board[j2])) |
1322 | j2 -= state->board[j2]; |
1323 | assert(j2 >= 0 && j2 < wh); |
1324 | if (j2 == ui->drag_anchor) |
1325 | continue; |
1326 | else |
1327 | break; |
1328 | } |
1329 | |
1330 | if (j < 0) { |
1331 | /* |
1332 | * If we got to the end of that loop without |
1333 | * disqualifying this position, mark it as |
1334 | * reachable for this drag. |
1335 | */ |
1336 | ui->reachable[newpos] = TRUE; |
1337 | ui->bfs_queue[qtail++] = newpos; |
1338 | } |
1339 | } |
1340 | } |
1341 | |
1342 | /* |
1343 | * And that's it. Update the display to reflect the start |
1344 | * of a drag. |
1345 | */ |
1346 | return ""; |
1347 | } else if (button == LEFT_DRAG && ui->dragging) { |
1348 | tx = FROMCOORD(x); |
1349 | ty = FROMCOORD(y); |
1350 | |
1351 | tx -= ui->drag_offset_x; |
1352 | ty -= ui->drag_offset_y; |
1353 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1354 | !ui->reachable[ty*w+tx]) |
1355 | return NULL; /* this drag has no effect */ |
1356 | |
1357 | ui->drag_currpos = ty*w+tx; |
1358 | return ""; |
1359 | } else if (button == LEFT_RELEASE && ui->dragging) { |
1360 | char data[256], *str; |
1361 | |
1362 | /* |
1363 | * Terminate the drag, and if the piece has actually moved |
1364 | * then return a move string quoting the old and new |
1365 | * locations of the piece's anchor. |
1366 | */ |
1367 | if (ui->drag_anchor != ui->drag_currpos) { |
1368 | sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos); |
1369 | str = dupstr(data); |
1370 | } else |
1371 | str = ""; /* null move; just update the UI */ |
1372 | |
1373 | ui->dragging = FALSE; |
1374 | ui->drag_anchor = ui->drag_currpos = -1; |
1375 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1376 | memset(ui->reachable, 0, wh); |
1377 | |
1378 | return str; |
a60aa018 |
1379 | } else if (button == ' ' && state->soln) { |
1380 | /* |
1381 | * Make the next move in the stored solution. |
1382 | */ |
1383 | char data[256]; |
1384 | int a1, a2; |
1385 | |
1386 | a1 = state->soln->moves[state->soln_index*2]; |
1387 | a2 = state->soln->moves[state->soln_index*2+1]; |
1388 | if (a1 == state->lastmoved_pos) |
1389 | a1 = state->lastmoved; |
1390 | |
1391 | sprintf(data, "M%d-%d", a1, a2); |
1392 | return dupstr(data); |
ac511ec9 |
1393 | } |
1394 | |
1395 | return NULL; |
1396 | } |
1397 | |
1398 | static int move_piece(int w, int h, const unsigned char *src, |
1399 | unsigned char *dst, unsigned char *ff, int from, int to) |
1400 | { |
1401 | int wh = w*h; |
1402 | int i, j; |
1403 | |
1404 | if (!ISANCHOR(dst[from])) |
1405 | return FALSE; |
1406 | |
1407 | /* |
1408 | * Scan to the far end of the piece's linked list. |
1409 | */ |
1410 | for (i = j = from; j < wh; j++) |
1411 | if (src[j] == DIST(j - i)) |
1412 | i = j; |
1413 | |
1414 | /* |
1415 | * Remove the piece from its old location in the new |
1416 | * game state. |
1417 | */ |
1418 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) |
1419 | dst[j] = EMPTY; |
1420 | |
1421 | /* |
1422 | * And put it back in at the new location. |
1423 | */ |
1424 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) { |
1425 | int jn = j + to - from; |
1426 | if (jn < 0 || jn >= wh) |
1427 | return FALSE; |
1428 | if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) { |
1429 | dst[jn] = src[j]; |
1430 | } else { |
1431 | return FALSE; |
1432 | } |
1433 | } |
1434 | |
1435 | return TRUE; |
1436 | } |
1437 | |
1438 | static game_state *execute_move(game_state *state, char *move) |
1439 | { |
1440 | int w = state->w, h = state->h /* , wh = w*h */; |
1441 | char c; |
a60aa018 |
1442 | int a1, a2, n, movesize; |
ac511ec9 |
1443 | game_state *ret = dup_game(state); |
1444 | |
1445 | while (*move) { |
1446 | c = *move; |
a60aa018 |
1447 | if (c == 'S') { |
1448 | /* |
1449 | * This is a solve move, so we just set up a stored |
1450 | * solution path. |
1451 | */ |
1452 | if (ret->soln && --ret->soln->refcount <= 0) { |
1453 | sfree(ret->soln->moves); |
1454 | sfree(ret->soln); |
1455 | } |
1456 | ret->soln = snew(struct game_solution); |
1457 | ret->soln->nmoves = 0; |
1458 | ret->soln->moves = NULL; |
1459 | ret->soln->refcount = 1; |
1460 | ret->soln_index = 0; |
1461 | ret->cheated = TRUE; |
1462 | |
1463 | movesize = 0; |
1464 | move++; |
1465 | while (1) { |
1466 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) { |
1467 | free_game(ret); |
1468 | return NULL; |
1469 | } |
1470 | |
1471 | /* |
1472 | * Special case: if the first move in the solution |
1473 | * involves the piece for which we already have a |
1474 | * partial stored move, adjust the source point to |
1475 | * the original starting point of that piece. |
1476 | */ |
1477 | if (ret->soln->nmoves == 0 && a1 == ret->lastmoved) |
1478 | a1 = ret->lastmoved_pos; |
1479 | |
1480 | if (ret->soln->nmoves >= movesize) { |
1481 | movesize = (ret->soln->nmoves + 48) * 4 / 3; |
1482 | ret->soln->moves = sresize(ret->soln->moves, |
1483 | 2*movesize, int); |
1484 | } |
1485 | |
1486 | ret->soln->moves[2*ret->soln->nmoves] = a1; |
1487 | ret->soln->moves[2*ret->soln->nmoves+1] = a2; |
1488 | ret->soln->nmoves++; |
1489 | move += n; |
1490 | if (*move != ',') |
1491 | break; |
1492 | move++; /* eat comma */ |
1493 | } |
1494 | } else if (c == 'M') { |
ac511ec9 |
1495 | move++; |
1496 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || |
1497 | !move_piece(w, h, state->board, ret->board, |
1498 | state->imm->forcefield, a1, a2)) { |
1499 | free_game(ret); |
1500 | return NULL; |
1501 | } |
1502 | if (a1 == ret->lastmoved) { |
1503 | /* |
1504 | * If the player has moved the same piece as they |
1505 | * moved last time, don't increment the move |
1506 | * count. In fact, if they've put the piece back |
1507 | * where it started from, _decrement_ the move |
1508 | * count. |
1509 | */ |
1510 | if (a2 == ret->lastmoved_pos) { |
1511 | ret->movecount--; /* reverted last move */ |
1512 | ret->lastmoved = ret->lastmoved_pos = -1; |
1513 | } else { |
1514 | ret->lastmoved = a2; |
1515 | /* don't change lastmoved_pos */ |
1516 | } |
1517 | } else { |
1518 | ret->lastmoved = a2; |
1519 | ret->lastmoved_pos = a1; |
1520 | ret->movecount++; |
1521 | } |
a60aa018 |
1522 | |
1523 | /* |
1524 | * If we have a stored solution path, see if we've |
1525 | * strayed from it or successfully made the next move |
1526 | * along it. |
1527 | */ |
1528 | if (ret->soln && ret->lastmoved_pos >= 0) { |
1529 | if (ret->lastmoved_pos != |
1530 | ret->soln->moves[ret->soln_index*2]) { |
1531 | /* strayed from the path */ |
1532 | ret->soln->refcount--; |
1533 | assert(ret->soln->refcount > 0); |
1534 | /* `state' at least still exists */ |
1535 | ret->soln = NULL; |
1536 | ret->soln_index = -1; |
1537 | } else if (ret->lastmoved == |
1538 | ret->soln->moves[ret->soln_index*2+1]) { |
1539 | /* advanced along the path */ |
1540 | ret->soln_index++; |
1541 | if (ret->soln_index >= ret->soln->nmoves) { |
1542 | /* finished the path! */ |
1543 | ret->soln->refcount--; |
1544 | assert(ret->soln->refcount > 0); |
1545 | /* `state' at least still exists */ |
1546 | ret->soln = NULL; |
1547 | ret->soln_index = -1; |
1548 | } |
1549 | } |
1550 | } |
1551 | |
ac511ec9 |
1552 | if (ret->board[a2] == MAINANCHOR && |
1553 | a2 == ret->ty * w + ret->tx && ret->completed < 0) |
1554 | ret->completed = ret->movecount; |
1555 | move += n; |
1556 | } else { |
1557 | free_game(ret); |
1558 | return NULL; |
1559 | } |
1560 | if (*move == ';') |
1561 | move++; |
1562 | else if (*move) { |
1563 | free_game(ret); |
1564 | return NULL; |
1565 | } |
1566 | } |
1567 | |
1568 | return ret; |
1569 | } |
1570 | |
1571 | /* ---------------------------------------------------------------------- |
1572 | * Drawing routines. |
1573 | */ |
1574 | |
1575 | static void game_compute_size(game_params *params, int tilesize, |
1576 | int *x, int *y) |
1577 | { |
1578 | /* fool the macros */ |
1579 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
1580 | |
1581 | *x = params->w * TILESIZE + 2*BORDER; |
1582 | *y = params->h * TILESIZE + 2*BORDER; |
1583 | } |
1584 | |
1585 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1586 | game_params *params, int tilesize) |
1587 | { |
1588 | ds->tilesize = tilesize; |
1589 | } |
1590 | |
1591 | static void raise_colour(float *target, float *src, float *limit) |
1592 | { |
1593 | int i; |
1594 | for (i = 0; i < 3; i++) |
1595 | target[i] = (2*src[i] + limit[i]) / 3; |
1596 | } |
1597 | |
1598 | static float *game_colours(frontend *fe, int *ncolours) |
1599 | { |
1600 | float *ret = snewn(3 * NCOLOURS, float); |
1601 | |
1602 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1603 | |
1604 | /* |
1605 | * When dragging a tile, we light it up a bit. |
1606 | */ |
1607 | raise_colour(ret+3*COL_DRAGGING, |
1608 | ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT); |
1609 | raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT, |
1610 | ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT); |
1611 | raise_colour(ret+3*COL_DRAGGING_LOWLIGHT, |
1612 | ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT); |
1613 | |
1614 | /* |
1615 | * The main tile is tinted blue. |
1616 | */ |
1617 | ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1618 | ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
1619 | ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2]; |
1620 | game_mkhighlight_specific(fe, ret, COL_MAIN, |
1621 | COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT); |
1622 | |
1623 | /* |
1624 | * And we light that up a bit too when dragging. |
1625 | */ |
1626 | raise_colour(ret+3*COL_MAIN_DRAGGING, |
1627 | ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT); |
1628 | raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT, |
1629 | ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1630 | raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT, |
1631 | ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1632 | |
1633 | /* |
1634 | * The target area on the floor is tinted green. |
1635 | */ |
1636 | ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1637 | ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1]; |
1638 | ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
1639 | game_mkhighlight_specific(fe, ret, COL_TARGET, |
1640 | COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT); |
1641 | |
1642 | *ncolours = NCOLOURS; |
1643 | return ret; |
1644 | } |
1645 | |
1646 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1647 | { |
1648 | int w = state->w, h = state->h, wh = w*h; |
1649 | struct game_drawstate *ds = snew(struct game_drawstate); |
1650 | int i; |
1651 | |
1652 | ds->tilesize = 0; |
1653 | ds->w = w; |
1654 | ds->h = h; |
1655 | ds->started = FALSE; |
1656 | ds->grid = snewn(wh, unsigned long); |
1657 | for (i = 0; i < wh; i++) |
1658 | ds->grid[i] = ~(unsigned long)0; |
1659 | |
1660 | return ds; |
1661 | } |
1662 | |
1663 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1664 | { |
1665 | sfree(ds->grid); |
1666 | sfree(ds); |
1667 | } |
1668 | |
1669 | #define BG_NORMAL 0x00000001UL |
1670 | #define BG_TARGET 0x00000002UL |
1671 | #define BG_FORCEFIELD 0x00000004UL |
1672 | #define FLASH_LOW 0x00000008UL |
1673 | #define FLASH_HIGH 0x00000010UL |
1674 | #define FG_WALL 0x00000020UL |
1675 | #define FG_MAIN 0x00000040UL |
1676 | #define FG_NORMAL 0x00000080UL |
1677 | #define FG_DRAGGING 0x00000100UL |
a60aa018 |
1678 | #define FG_SHADOW 0x00000200UL |
1679 | #define FG_SOLVEPIECE 0x00000400UL |
1680 | #define FG_MAINPIECESH 11 |
1681 | #define FG_SHADOWSH 19 |
1682 | |
1683 | #define PIECE_LBORDER 0x00000001UL |
1684 | #define PIECE_TBORDER 0x00000002UL |
1685 | #define PIECE_RBORDER 0x00000004UL |
1686 | #define PIECE_BBORDER 0x00000008UL |
1687 | #define PIECE_TLCORNER 0x00000010UL |
1688 | #define PIECE_TRCORNER 0x00000020UL |
1689 | #define PIECE_BLCORNER 0x00000040UL |
1690 | #define PIECE_BRCORNER 0x00000080UL |
1691 | #define PIECE_MASK 0x000000FFUL |
ac511ec9 |
1692 | |
1693 | /* |
1694 | * Utility function. |
1695 | */ |
1696 | #define TYPE_MASK 0xF000 |
1697 | #define COL_MASK 0x0FFF |
1698 | #define TYPE_RECT 0x0000 |
1699 | #define TYPE_TLCIRC 0x4000 |
1700 | #define TYPE_TRCIRC 0x5000 |
1701 | #define TYPE_BLCIRC 0x6000 |
1702 | #define TYPE_BRCIRC 0x7000 |
4e0bfa19 |
1703 | static void maybe_rect(drawing *dr, int x, int y, int w, int h, |
1704 | int coltype, int col2) |
ac511ec9 |
1705 | { |
1706 | int colour = coltype & COL_MASK, type = coltype & TYPE_MASK; |
1707 | |
1708 | if (colour > NCOLOURS) |
1709 | return; |
1710 | if (type == TYPE_RECT) { |
1711 | draw_rect(dr, x, y, w, h, colour); |
1712 | } else { |
1713 | int cx, cy, r; |
1714 | |
1715 | clip(dr, x, y, w, h); |
1716 | |
1717 | cx = x; |
1718 | cy = y; |
ac511ec9 |
1719 | r = w-1; |
1720 | if (type & 0x1000) |
1721 | cx += r; |
1722 | if (type & 0x2000) |
1723 | cy += r; |
4e0bfa19 |
1724 | |
1725 | if (col2 == -1 || col2 == coltype) { |
1726 | assert(w == h); |
1727 | draw_circle(dr, cx, cy, r, colour, colour); |
1728 | } else { |
1729 | /* |
1730 | * We aim to draw a quadrant of a circle in two |
1731 | * different colours. We do this using Bresenham's |
1732 | * algorithm directly, because the Puzzles drawing API |
1733 | * doesn't have a draw-sector primitive. |
1734 | */ |
1735 | int bx, by, bd, bd2; |
1736 | int xm = (type & 0x1000 ? -1 : +1); |
1737 | int ym = (type & 0x2000 ? -1 : +1); |
1738 | |
1739 | by = r; |
1740 | bx = 0; |
1741 | bd = 0; |
1742 | while (by >= bx) { |
1743 | /* |
1744 | * Plot the point. |
1745 | */ |
1746 | { |
1747 | int x1 = cx+xm*bx, y1 = cy+ym*bx; |
1748 | int x2, y2; |
1749 | |
1750 | x2 = cx+xm*by; y2 = y1; |
1751 | draw_rect(dr, min(x1,x2), min(y1,y2), |
1752 | abs(x1-x2)+1, abs(y1-y2)+1, colour); |
1753 | x2 = x1; y2 = cy+ym*by; |
1754 | draw_rect(dr, min(x1,x2), min(y1,y2), |
1755 | abs(x1-x2)+1, abs(y1-y2)+1, col2); |
1756 | } |
1757 | |
1758 | bd += 2*bx + 1; |
1759 | bd2 = bd - (2*by - 1); |
1760 | if (abs(bd2) < abs(bd)) { |
1761 | bd = bd2; |
1762 | by--; |
1763 | } |
1764 | bx++; |
1765 | } |
1766 | } |
ac511ec9 |
1767 | |
1768 | unclip(dr); |
1769 | } |
1770 | } |
1771 | |
a60aa018 |
1772 | static void draw_wallpart(drawing *dr, game_drawstate *ds, |
1773 | int tx, int ty, unsigned long val, |
1774 | int cl, int cc, int ch) |
1775 | { |
4e0bfa19 |
1776 | int coords[6]; |
1777 | |
a60aa018 |
1778 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
1779 | if (val & PIECE_LBORDER) |
1780 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, |
1781 | ch); |
1782 | if (val & PIECE_RBORDER) |
1783 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1784 | HIGHLIGHT_WIDTH, TILESIZE, cl); |
1785 | if (val & PIECE_TBORDER) |
1786 | draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); |
1787 | if (val & PIECE_BBORDER) |
1788 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1789 | TILESIZE, HIGHLIGHT_WIDTH, cl); |
4e0bfa19 |
1790 | if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val)) { |
a60aa018 |
1791 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
4e0bfa19 |
1792 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
1793 | clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1794 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
1795 | coords[0] = tx - 1; |
1796 | coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1797 | coords[2] = tx + HIGHLIGHT_WIDTH; |
1798 | coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1799 | coords[4] = tx - 1; |
1800 | coords[5] = ty + TILESIZE; |
1801 | draw_polygon(dr, coords, 3, ch, ch); |
1802 | unclip(dr); |
1803 | } else if (val & PIECE_BLCORNER) { |
1804 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1805 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
1806 | clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1807 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
1808 | coords[0] = tx - 1; |
1809 | coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1810 | coords[2] = tx + HIGHLIGHT_WIDTH; |
1811 | coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1812 | coords[4] = tx - 1; |
1813 | coords[5] = ty + TILESIZE; |
1814 | draw_polygon(dr, coords, 3, cl, cl); |
1815 | unclip(dr); |
1816 | } |
1817 | if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val)) { |
1818 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1819 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
1820 | clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1821 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
1822 | coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1823 | coords[1] = ty - 1; |
1824 | coords[2] = tx + TILESIZE; |
1825 | coords[3] = ty - 1; |
1826 | coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1827 | coords[5] = ty + HIGHLIGHT_WIDTH; |
1828 | draw_polygon(dr, coords, 3, ch, ch); |
1829 | unclip(dr); |
1830 | } else if (val & PIECE_TRCORNER) { |
a60aa018 |
1831 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
4e0bfa19 |
1832 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
1833 | clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1834 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
1835 | coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1836 | coords[1] = ty - 1; |
1837 | coords[2] = tx + TILESIZE; |
1838 | coords[3] = ty - 1; |
1839 | coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
1840 | coords[5] = ty + HIGHLIGHT_WIDTH; |
1841 | draw_polygon(dr, coords, 3, cl, cl); |
1842 | unclip(dr); |
1843 | } |
a60aa018 |
1844 | if (val & PIECE_TLCORNER) |
1845 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
1846 | if (val & PIECE_BRCORNER) |
1847 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, |
1848 | ty+TILESIZE-HIGHLIGHT_WIDTH, |
1849 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
1850 | } |
1851 | |
1852 | static void draw_piecepart(drawing *dr, game_drawstate *ds, |
1853 | int tx, int ty, unsigned long val, |
1854 | int cl, int cc, int ch) |
1855 | { |
1856 | int x[6], y[6]; |
1857 | |
1858 | /* |
1859 | * Drawing the blocks is hellishly fiddly. The blocks don't |
1860 | * stretch to the full size of the tile; there's a border |
1861 | * around them of size BORDER_WIDTH. Then they have bevelled |
1862 | * borders of size HIGHLIGHT_WIDTH, and also rounded corners. |
1863 | * |
1864 | * I tried for some time to find a clean and clever way to |
1865 | * figure out what needed drawing from the corner and border |
1866 | * flags, but in the end the cleanest way I could find was the |
1867 | * following. We divide the grid square into 25 parts by |
1868 | * ruling four horizontal and four vertical lines across it; |
1869 | * those lines are at BORDER_WIDTH and BORDER_WIDTH + |
1870 | * HIGHLIGHT_WIDTH from the top, from the bottom, from the |
1871 | * left and from the right. Then we carefully consider each of |
1872 | * the resulting 25 sections of square, and decide separately |
1873 | * what needs to go in it based on the flags. In complicated |
1874 | * cases there can be up to five possibilities affecting any |
1875 | * given section (no corner or border flags, just the corner |
1876 | * flag, one border flag, the other border flag, both border |
1877 | * flags). So there's a lot of very fiddly logic here and all |
1878 | * I could really think to do was give it my best shot and |
1879 | * then test it and correct all the typos. Not fun to write, |
1880 | * and I'm sure it isn't fun to read either, but it seems to |
1881 | * work. |
1882 | */ |
1883 | |
1884 | x[0] = tx; |
1885 | x[1] = x[0] + BORDER_WIDTH; |
1886 | x[2] = x[1] + HIGHLIGHT_WIDTH; |
1887 | x[5] = tx + TILESIZE; |
1888 | x[4] = x[5] - BORDER_WIDTH; |
1889 | x[3] = x[4] - HIGHLIGHT_WIDTH; |
1890 | |
1891 | y[0] = ty; |
1892 | y[1] = y[0] + BORDER_WIDTH; |
1893 | y[2] = y[1] + HIGHLIGHT_WIDTH; |
1894 | y[5] = ty + TILESIZE; |
1895 | y[4] = y[5] - BORDER_WIDTH; |
1896 | y[3] = y[4] - HIGHLIGHT_WIDTH; |
1897 | |
1898 | #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] |
1899 | |
1900 | maybe_rect(dr, RECT(0,0), |
1901 | (val & (PIECE_TLCORNER | PIECE_TBORDER | |
4e0bfa19 |
1902 | PIECE_LBORDER)) ? -1 : cc, -1); |
a60aa018 |
1903 | maybe_rect(dr, RECT(1,0), |
1904 | (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 : |
4e0bfa19 |
1905 | (val & PIECE_LBORDER) ? ch : cc, -1); |
a60aa018 |
1906 | maybe_rect(dr, RECT(2,0), |
4e0bfa19 |
1907 | (val & PIECE_TBORDER) ? -1 : cc, -1); |
a60aa018 |
1908 | maybe_rect(dr, RECT(3,0), |
1909 | (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 : |
4e0bfa19 |
1910 | (val & PIECE_RBORDER) ? cl : cc, -1); |
a60aa018 |
1911 | maybe_rect(dr, RECT(4,0), |
1912 | (val & (PIECE_TRCORNER | PIECE_TBORDER | |
4e0bfa19 |
1913 | PIECE_RBORDER)) ? -1 : cc, -1); |
a60aa018 |
1914 | maybe_rect(dr, RECT(0,1), |
1915 | (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 : |
4e0bfa19 |
1916 | (val & PIECE_TBORDER) ? ch : cc, -1); |
a60aa018 |
1917 | maybe_rect(dr, RECT(1,1), |
4e0bfa19 |
1918 | (val & PIECE_TLCORNER) ? cc : -1, -1); |
a60aa018 |
1919 | maybe_rect(dr, RECT(1,1), |
1920 | (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC : |
1921 | !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC : |
4e0bfa19 |
1922 | (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc, -1); |
a60aa018 |
1923 | maybe_rect(dr, RECT(2,1), |
4e0bfa19 |
1924 | (val & PIECE_TBORDER) ? ch : cc, -1); |
1925 | maybe_rect(dr, RECT(3,1), |
1926 | (val & PIECE_TRCORNER) ? cc : -1, -1); |
a60aa018 |
1927 | maybe_rect(dr, RECT(3,1), |
1928 | (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch : |
1929 | (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl : |
4e0bfa19 |
1930 | !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cl | TYPE_BLCIRC : |
1931 | (val & PIECE_TRCORNER) ? cl | TYPE_TRCIRC : |
1932 | cc, ch); |
a60aa018 |
1933 | maybe_rect(dr, RECT(4,1), |
1934 | (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 : |
4e0bfa19 |
1935 | (val & PIECE_TBORDER) ? ch : cc, -1); |
a60aa018 |
1936 | maybe_rect(dr, RECT(0,2), |
4e0bfa19 |
1937 | (val & PIECE_LBORDER) ? -1 : cc, -1); |
a60aa018 |
1938 | maybe_rect(dr, RECT(1,2), |
4e0bfa19 |
1939 | (val & PIECE_LBORDER) ? ch : cc, -1); |
a60aa018 |
1940 | maybe_rect(dr, RECT(2,2), |
4e0bfa19 |
1941 | cc, -1); |
a60aa018 |
1942 | maybe_rect(dr, RECT(3,2), |
4e0bfa19 |
1943 | (val & PIECE_RBORDER) ? cl : cc, -1); |
a60aa018 |
1944 | maybe_rect(dr, RECT(4,2), |
4e0bfa19 |
1945 | (val & PIECE_RBORDER) ? -1 : cc, -1); |
a60aa018 |
1946 | maybe_rect(dr, RECT(0,3), |
1947 | (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 : |
4e0bfa19 |
1948 | (val & PIECE_BBORDER) ? cl : cc, -1); |
1949 | maybe_rect(dr, RECT(1,3), |
1950 | (val & PIECE_BLCORNER) ? cc : -1, -1); |
a60aa018 |
1951 | maybe_rect(dr, RECT(1,3), |
1952 | (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl : |
1953 | (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch : |
4e0bfa19 |
1954 | !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? ch | TYPE_TRCIRC : |
1955 | (val & PIECE_BLCORNER) ? ch | TYPE_BLCIRC : |
1956 | cc, cl); |
a60aa018 |
1957 | maybe_rect(dr, RECT(2,3), |
4e0bfa19 |
1958 | (val & PIECE_BBORDER) ? cl : cc, -1); |
a60aa018 |
1959 | maybe_rect(dr, RECT(3,3), |
4e0bfa19 |
1960 | (val & PIECE_BRCORNER) ? cc : -1, -1); |
a60aa018 |
1961 | maybe_rect(dr, RECT(3,3), |
1962 | (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC : |
1963 | !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC : |
4e0bfa19 |
1964 | (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc, -1); |
a60aa018 |
1965 | maybe_rect(dr, RECT(4,3), |
1966 | (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 : |
4e0bfa19 |
1967 | (val & PIECE_BBORDER) ? cl : cc, -1); |
a60aa018 |
1968 | maybe_rect(dr, RECT(0,4), |
4e0bfa19 |
1969 | (val & (PIECE_BLCORNER | PIECE_BBORDER | |
1970 | PIECE_LBORDER)) ? -1 : cc, -1); |
a60aa018 |
1971 | maybe_rect(dr, RECT(1,4), |
1972 | (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 : |
4e0bfa19 |
1973 | (val & PIECE_LBORDER) ? ch : cc, -1); |
a60aa018 |
1974 | maybe_rect(dr, RECT(2,4), |
4e0bfa19 |
1975 | (val & PIECE_BBORDER) ? -1 : cc, -1); |
a60aa018 |
1976 | maybe_rect(dr, RECT(3,4), |
1977 | (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 : |
4e0bfa19 |
1978 | (val & PIECE_RBORDER) ? cl : cc, -1); |
a60aa018 |
1979 | maybe_rect(dr, RECT(4,4), |
1980 | (val & (PIECE_BRCORNER | PIECE_BBORDER | |
4e0bfa19 |
1981 | PIECE_RBORDER)) ? -1 : cc, -1); |
a60aa018 |
1982 | |
1983 | #undef RECT |
1984 | } |
1985 | |
ac511ec9 |
1986 | static void draw_tile(drawing *dr, game_drawstate *ds, |
1987 | int x, int y, unsigned long val) |
1988 | { |
1989 | int tx = COORD(x), ty = COORD(y); |
1990 | int cc, ch, cl; |
1991 | |
1992 | /* |
1993 | * Draw the tile background. |
1994 | */ |
1995 | if (val & BG_TARGET) |
1996 | cc = COL_TARGET; |
1997 | else |
1998 | cc = COL_BACKGROUND; |
1999 | ch = cc+1; |
2000 | cl = cc+2; |
2001 | if (val & FLASH_LOW) |
2002 | cc = cl; |
2003 | else if (val & FLASH_HIGH) |
2004 | cc = ch; |
2005 | |
2006 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
2007 | if (val & BG_FORCEFIELD) { |
2008 | /* |
2009 | * Cattle-grid effect to indicate that nothing but the |
2010 | * main block can slide over this square. |
2011 | */ |
2012 | int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH)); |
2013 | int i; |
2014 | |
2015 | for (i = 1; i < n; i += 3) { |
2016 | draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl); |
2017 | draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl); |
2018 | } |
2019 | } |
2020 | |
2021 | /* |
a60aa018 |
2022 | * Draw the tile midground: a shadow of a block, for |
2023 | * displaying partial solutions. |
2024 | */ |
2025 | if (val & FG_SHADOW) { |
2026 | draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK, |
2027 | cl, cl, cl); |
2028 | } |
2029 | |
2030 | /* |
ac511ec9 |
2031 | * Draw the tile foreground, i.e. some section of a block or |
2032 | * wall. |
2033 | */ |
2034 | if (val & FG_WALL) { |
2035 | cc = COL_BACKGROUND; |
2036 | ch = cc+1; |
2037 | cl = cc+2; |
2038 | if (val & FLASH_LOW) |
2039 | cc = cl; |
2040 | else if (val & FLASH_HIGH) |
2041 | cc = ch; |
2042 | |
a60aa018 |
2043 | draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, |
2044 | cl, cc, ch); |
ac511ec9 |
2045 | } else if (val & (FG_MAIN | FG_NORMAL)) { |
ac511ec9 |
2046 | if (val & FG_DRAGGING) |
2047 | cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); |
2048 | else |
2049 | cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND); |
2050 | ch = cc+1; |
2051 | cl = cc+2; |
2052 | |
2053 | if (val & FLASH_LOW) |
2054 | cc = cl; |
a60aa018 |
2055 | else if (val & (FLASH_HIGH | FG_SOLVEPIECE)) |
ac511ec9 |
2056 | cc = ch; |
2057 | |
a60aa018 |
2058 | draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, |
2059 | cl, cc, ch); |
ac511ec9 |
2060 | } |
2061 | |
2062 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
2063 | } |
2064 | |
a60aa018 |
2065 | static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y) |
2066 | { |
2067 | int i = y*w+x; |
2068 | int canon = dsf_canonify(dsf, i); |
2069 | unsigned long val = 0; |
2070 | |
2071 | if (x == 0 || canon != dsf_canonify(dsf, i-1)) |
2072 | val |= PIECE_LBORDER; |
2073 | if (y== 0 || canon != dsf_canonify(dsf, i-w)) |
2074 | val |= PIECE_TBORDER; |
2075 | if (x == w-1 || canon != dsf_canonify(dsf, i+1)) |
2076 | val |= PIECE_RBORDER; |
2077 | if (y == h-1 || canon != dsf_canonify(dsf, i+w)) |
2078 | val |= PIECE_BBORDER; |
2079 | if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) && |
2080 | canon != dsf_canonify(dsf, i-1-w)) |
2081 | val |= PIECE_TLCORNER; |
2082 | if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) && |
2083 | canon != dsf_canonify(dsf, i+1-w)) |
2084 | val |= PIECE_TRCORNER; |
2085 | if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) && |
2086 | canon != dsf_canonify(dsf, i-1+w)) |
2087 | val |= PIECE_BLCORNER; |
2088 | if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) && |
2089 | canon != dsf_canonify(dsf, i+1+w)) |
2090 | val |= PIECE_BRCORNER; |
2091 | return val; |
2092 | } |
2093 | |
ac511ec9 |
2094 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2095 | game_state *state, int dir, game_ui *ui, |
2096 | float animtime, float flashtime) |
2097 | { |
2098 | int w = state->w, h = state->h, wh = w*h; |
2099 | unsigned char *board; |
2100 | int *dsf; |
a60aa018 |
2101 | int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst; |
ac511ec9 |
2102 | |
2103 | if (!ds->started) { |
2104 | /* |
2105 | * The initial contents of the window are not guaranteed |
2106 | * and can vary with front ends. To be on the safe side, |
2107 | * all games should start by drawing a big |
2108 | * background-colour rectangle covering the whole window. |
2109 | */ |
2110 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
2111 | ds->started = TRUE; |
2112 | } |
2113 | |
2114 | /* |
2115 | * Construct the board we'll be displaying (which may be |
2116 | * different from the one in state if ui describes a drag in |
2117 | * progress). |
2118 | */ |
2119 | board = snewn(wh, unsigned char); |
2120 | memcpy(board, state->board, wh); |
2121 | if (ui->dragging) { |
2122 | int mpret = move_piece(w, h, state->board, board, |
2123 | state->imm->forcefield, |
2124 | ui->drag_anchor, ui->drag_currpos); |
2125 | assert(mpret); |
2126 | } |
2127 | |
a60aa018 |
2128 | if (state->soln) { |
2129 | solvesrc = state->soln->moves[state->soln_index*2]; |
2130 | solvedst = state->soln->moves[state->soln_index*2+1]; |
2131 | if (solvesrc == state->lastmoved_pos) |
2132 | solvesrc = state->lastmoved; |
2133 | if (solvesrc == ui->drag_anchor) |
2134 | solvesrc = ui->drag_currpos; |
2135 | } else |
2136 | solvesrc = solvedst = -1; |
2137 | |
ac511ec9 |
2138 | /* |
2139 | * Build a dsf out of that board, so we can conveniently tell |
2140 | * which edges are connected and which aren't. |
2141 | */ |
2142 | dsf = snew_dsf(wh); |
2143 | mainanchor = -1; |
2144 | for (y = 0; y < h; y++) |
2145 | for (x = 0; x < w; x++) { |
2146 | int i = y*w+x; |
2147 | |
2148 | if (ISDIST(board[i])) |
2149 | dsf_merge(dsf, i, i - board[i]); |
2150 | if (board[i] == MAINANCHOR) |
2151 | mainanchor = i; |
2152 | if (board[i] == WALL) { |
2153 | if (x > 0 && board[i-1] == WALL) |
2154 | dsf_merge(dsf, i, i-1); |
2155 | if (y > 0 && board[i-w] == WALL) |
2156 | dsf_merge(dsf, i, i-w); |
2157 | } |
2158 | } |
2159 | assert(mainanchor >= 0); |
2160 | mainpos = dsf_canonify(dsf, mainanchor); |
2161 | dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; |
a60aa018 |
2162 | solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1; |
ac511ec9 |
2163 | |
2164 | /* |
2165 | * Now we can construct the data about what we want to draw. |
2166 | */ |
2167 | for (y = 0; y < h; y++) |
2168 | for (x = 0; x < w; x++) { |
2169 | int i = y*w+x; |
2170 | int j; |
2171 | unsigned long val; |
2172 | int canon; |
2173 | |
2174 | /* |
2175 | * See if this square is part of the target area. |
2176 | */ |
2177 | j = i + mainanchor - (state->ty * w + state->tx); |
2178 | while (j >= 0 && j < wh && ISDIST(board[j])) |
2179 | j -= board[j]; |
2180 | if (j == mainanchor) |
2181 | val = BG_TARGET; |
2182 | else |
2183 | val = BG_NORMAL; |
2184 | |
2185 | if (state->imm->forcefield[i]) |
2186 | val |= BG_FORCEFIELD; |
2187 | |
2188 | if (flashtime > 0) { |
2189 | int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1; |
2190 | val |= (flashtype ? FLASH_LOW : FLASH_HIGH); |
2191 | } |
2192 | |
2193 | if (board[i] != EMPTY) { |
2194 | canon = dsf_canonify(dsf, i); |
2195 | |
2196 | if (board[i] == WALL) |
2197 | val |= FG_WALL; |
2198 | else if (canon == mainpos) |
2199 | val |= FG_MAIN; |
2200 | else |
2201 | val |= FG_NORMAL; |
2202 | if (canon == dragpos) |
2203 | val |= FG_DRAGGING; |
a60aa018 |
2204 | if (canon == solvepos) |
2205 | val |= FG_SOLVEPIECE; |
ac511ec9 |
2206 | |
2207 | /* |
2208 | * Now look around to see if other squares |
2209 | * belonging to the same block are adjacent to us. |
2210 | */ |
a60aa018 |
2211 | val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH; |
2212 | } |
2213 | |
2214 | /* |
2215 | * If we're in the middle of showing a solution, |
2216 | * display a shadow piece for the target of the |
2217 | * current move. |
2218 | */ |
2219 | if (solvepos >= 0) { |
2220 | int si = i - solvedst + solvesrc; |
2221 | if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) { |
2222 | val |= find_piecepart(w, h, dsf, |
2223 | si % w, si / w) << FG_SHADOWSH; |
2224 | val |= FG_SHADOW; |
2225 | } |
ac511ec9 |
2226 | } |
2227 | |
2228 | if (val != ds->grid[i]) { |
2229 | draw_tile(dr, ds, x, y, val); |
2230 | ds->grid[i] = val; |
2231 | } |
2232 | } |
2233 | |
2234 | /* |
2235 | * Update the status bar. |
2236 | */ |
2237 | { |
2238 | char statusbuf[256]; |
2239 | |
ac511ec9 |
2240 | sprintf(statusbuf, "%sMoves: %d", |
a60aa018 |
2241 | (state->completed >= 0 ? |
2242 | (state->cheated ? "Auto-solved. " : "COMPLETED! ") : |
2243 | (state->cheated ? "Auto-solver used. " : "")), |
ac511ec9 |
2244 | (state->completed >= 0 ? state->completed : state->movecount)); |
39bdcaad |
2245 | if (state->minmoves >= 0) |
ac511ec9 |
2246 | sprintf(statusbuf+strlen(statusbuf), " (min %d)", |
2247 | state->minmoves); |
2248 | |
2249 | status_bar(dr, statusbuf); |
2250 | } |
2251 | |
2252 | sfree(dsf); |
2253 | sfree(board); |
2254 | } |
2255 | |
2256 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2257 | int dir, game_ui *ui) |
2258 | { |
2259 | return 0.0F; |
2260 | } |
2261 | |
2262 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2263 | int dir, game_ui *ui) |
2264 | { |
2265 | if (oldstate->completed < 0 && newstate->completed >= 0) |
2266 | return FLASH_TIME; |
2267 | |
2268 | return 0.0F; |
2269 | } |
2270 | |
2271 | static int game_timing_state(game_state *state, game_ui *ui) |
2272 | { |
2273 | return TRUE; |
2274 | } |
2275 | |
2276 | static void game_print_size(game_params *params, float *x, float *y) |
2277 | { |
2278 | } |
2279 | |
2280 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2281 | { |
2282 | } |
2283 | |
2284 | #ifdef COMBINED |
2285 | #define thegame nullgame |
2286 | #endif |
2287 | |
2288 | const struct game thegame = { |
2289 | "Slide", NULL, NULL, |
2290 | default_params, |
2291 | game_fetch_preset, |
2292 | decode_params, |
2293 | encode_params, |
2294 | free_params, |
2295 | dup_params, |
2296 | TRUE, game_configure, custom_params, |
2297 | validate_params, |
2298 | new_game_desc, |
2299 | validate_desc, |
2300 | new_game, |
2301 | dup_game, |
2302 | free_game, |
a60aa018 |
2303 | TRUE, solve_game, |
ac511ec9 |
2304 | TRUE, game_text_format, |
2305 | new_ui, |
2306 | free_ui, |
2307 | encode_ui, |
2308 | decode_ui, |
2309 | game_changed_state, |
2310 | interpret_move, |
2311 | execute_move, |
2312 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2313 | game_colours, |
2314 | game_new_drawstate, |
2315 | game_free_drawstate, |
2316 | game_redraw, |
2317 | game_anim_length, |
2318 | game_flash_length, |
2319 | FALSE, FALSE, game_print_size, game_print, |
2320 | TRUE, /* wants_statusbar */ |
2321 | FALSE, game_timing_state, |
2322 | 0, /* flags */ |
2323 | }; |
b48c4c04 |
2324 | |
2325 | #ifdef STANDALONE_SOLVER |
2326 | |
2327 | #include <stdarg.h> |
2328 | |
2329 | int main(int argc, char **argv) |
2330 | { |
2331 | game_params *p; |
2332 | game_state *s; |
2333 | char *id = NULL, *desc, *err; |
2334 | int count = FALSE; |
2335 | int ret, really_verbose = FALSE; |
2336 | int *moves; |
2337 | |
2338 | while (--argc > 0) { |
2339 | char *p = *++argv; |
2340 | if (!strcmp(p, "-v")) { |
2341 | really_verbose = TRUE; |
2342 | } else if (!strcmp(p, "-c")) { |
2343 | count = TRUE; |
2344 | } else if (*p == '-') { |
2345 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2346 | return 1; |
2347 | } else { |
2348 | id = p; |
2349 | } |
2350 | } |
2351 | |
2352 | if (!id) { |
2353 | fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]); |
2354 | return 1; |
2355 | } |
2356 | |
2357 | desc = strchr(id, ':'); |
2358 | if (!desc) { |
2359 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2360 | return 1; |
2361 | } |
2362 | *desc++ = '\0'; |
2363 | |
2364 | p = default_params(); |
2365 | decode_params(p, id); |
2366 | err = validate_desc(p, desc); |
2367 | if (err) { |
2368 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2369 | return 1; |
2370 | } |
2371 | s = new_game(NULL, p, desc); |
2372 | |
2373 | ret = solve_board(s->w, s->h, s->board, s->imm->forcefield, |
2374 | s->tx, s->ty, -1, &moves); |
2375 | if (ret < 0) { |
2376 | printf("No solution found\n"); |
2377 | } else { |
2378 | int index = 0; |
2379 | if (count) { |
2380 | printf("%d moves required\n", ret); |
2381 | return 0; |
2382 | } |
2383 | while (1) { |
2384 | int moveret; |
2385 | char *text = board_text_format(s->w, s->h, s->board, |
2386 | s->imm->forcefield); |
2387 | game_state *s2; |
2388 | |
2389 | printf("position %d:\n%s", index, text); |
2390 | |
2391 | if (index >= ret) |
2392 | break; |
2393 | |
2394 | s2 = dup_game(s); |
2395 | moveret = move_piece(s->w, s->h, s->board, |
2396 | s2->board, s->imm->forcefield, |
2397 | moves[index*2], moves[index*2+1]); |
2398 | assert(moveret); |
2399 | |
2400 | free_game(s); |
2401 | s = s2; |
2402 | index++; |
2403 | } |
2404 | } |
2405 | |
2406 | return 0; |
2407 | } |
2408 | |
2409 | #endif |