Remove the check for disconnected pieces; it's over-general and
[sgt/puzzles] / unfinished / slide.c
CommitLineData
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.
b83e4849 26 * * the move limit tends to make the game _slower_ to
27 * generate, which is odd. Perhaps investigate why.
ac511ec9 28 *
39bdcaad 29 * - Improve the graphics.
30 * * All the colours are a bit wishy-washy. _Some_ dark
31 * colours would surely not be excessive? Probably darken
32 * the tiles, the walls and the main block, and leave the
33 * target marker pale.
34 * * The cattle grid effect is still disgusting. Think of
35 * something completely different.
ac511ec9 36 */
37
38#include <stdio.h>
39#include <stdlib.h>
40#include <string.h>
41#include <assert.h>
42#include <ctype.h>
43#include <math.h>
44
45#include "puzzles.h"
46#include "tree234.h"
47
48/*
49 * The implementation of this game revolves around the insight
50 * which makes an exhaustive-search solver feasible: although
51 * there are many blocks which can be rearranged in many ways, any
52 * two blocks of the same shape are _indistinguishable_ and hence
53 * the number of _distinct_ board layouts is generally much
54 * smaller. So we adopt a representation for board layouts which
55 * is inherently canonical, i.e. there are no two distinct
56 * representations which encode indistinguishable layouts.
57 *
58 * The way we do this is to encode each square of the board, in
59 * the normal left-to-right top-to-bottom order, as being one of
60 * the following things:
61 * - the first square (in the given order) of a block (`anchor')
62 * - special case of the above: the anchor for the _main_ block
63 * (i.e. the one which the aim of the game is to get to the
64 * target position)
65 * - a subsequent square of a block whose previous square was N
66 * squares ago
67 * - an impassable wall
68 *
69 * (We also separately store data about which board positions are
70 * forcefields only passable by the main block. We can't encode
71 * that in the main board data, because then the main block would
72 * destroy forcefields as it went over them.)
73 *
74 * Hence, for example, a 2x2 square block would be encoded as
75 * ANCHOR, followed by DIST(1), and w-2 squares later on there
76 * would be DIST(w-1) followed by DIST(1). So if you start at the
77 * last of those squares, the DIST numbers give you a linked list
78 * pointing back through all the other squares in the same block.
79 *
80 * So the solver simply does a bfs over all reachable positions,
81 * encoding them in this format and storing them in a tree234 to
82 * ensure it doesn't ever revisit an already-analysed position.
83 */
84
85enum {
86 /*
87 * The colours are arranged here so that every base colour is
88 * directly followed by its highlight colour and then its
89 * lowlight colour. Do not break this, or draw_tile() will get
90 * confused.
91 */
92 COL_BACKGROUND,
93 COL_HIGHLIGHT,
94 COL_LOWLIGHT,
95 COL_DRAGGING,
96 COL_DRAGGING_HIGHLIGHT,
97 COL_DRAGGING_LOWLIGHT,
98 COL_MAIN,
99 COL_MAIN_HIGHLIGHT,
100 COL_MAIN_LOWLIGHT,
101 COL_MAIN_DRAGGING,
102 COL_MAIN_DRAGGING_HIGHLIGHT,
103 COL_MAIN_DRAGGING_LOWLIGHT,
104 COL_TARGET,
105 COL_TARGET_HIGHLIGHT,
106 COL_TARGET_LOWLIGHT,
107 NCOLOURS
108};
109
110/*
111 * Board layout is a simple array of bytes. Each byte holds:
112 */
113#define ANCHOR 255 /* top-left-most square of some piece */
114#define MAINANCHOR 254 /* anchor of _main_ piece */
115#define EMPTY 253 /* empty square */
116#define WALL 252 /* immovable wall */
117#define MAXDIST 251
118/* all other values indicate distance back to previous square of same block */
119#define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
120#define DIST(x) (x)
121#define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
122#define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
123
124/*
125 * MAXDIST is the largest DIST value we can encode. This must
126 * therefore also be the maximum puzzle width in theory (although
127 * solver running time will dictate a much smaller limit in
128 * practice).
129 */
130#define MAXWID MAXDIST
131
132struct game_params {
133 int w, h;
b83e4849 134 int maxmoves;
ac511ec9 135};
136
137struct game_immutable_state {
138 int refcount;
139 unsigned char *forcefield;
140};
141
142struct game_state {
143 int w, h;
144 unsigned char *board;
145 int tx, ty; /* target coords for MAINANCHOR */
146 int minmoves; /* for display only */
147 int lastmoved, lastmoved_pos; /* for move counting */
148 int movecount;
149 int completed;
150 struct game_immutable_state *imm;
151};
152
153static game_params *default_params(void)
154{
155 game_params *ret = snew(game_params);
156
b83e4849 157 ret->w = 7;
ac511ec9 158 ret->h = 6;
b83e4849 159 ret->maxmoves = 40;
ac511ec9 160
161 return ret;
162}
163
164static const struct game_params slide_presets[] = {
b83e4849 165 {7, 6, 25},
166 {7, 6, -1},
167 {8, 6, -1},
ac511ec9 168};
169
170static int game_fetch_preset(int i, char **name, game_params **params)
171{
172 game_params *ret;
173 char str[80];
174
175 if (i < 0 || i >= lenof(slide_presets))
176 return FALSE;
177
178 ret = snew(game_params);
179 *ret = slide_presets[i];
180
181 sprintf(str, "%dx%d", ret->w, ret->h);
b83e4849 182 if (ret->maxmoves >= 0)
183 sprintf(str + strlen(str), ", max %d moves", ret->maxmoves);
184 else
185 sprintf(str + strlen(str), ", no move limit");
ac511ec9 186
187 *name = dupstr(str);
188 *params = ret;
189 return TRUE;
190}
191
192static void free_params(game_params *params)
193{
194 sfree(params);
195}
196
197static game_params *dup_params(game_params *params)
198{
199 game_params *ret = snew(game_params);
200 *ret = *params; /* structure copy */
201 return ret;
202}
203
204static void decode_params(game_params *params, char const *string)
205{
206 params->w = params->h = atoi(string);
207 while (*string && isdigit((unsigned char)*string)) string++;
208 if (*string == 'x') {
209 string++;
210 params->h = atoi(string);
b83e4849 211 while (*string && isdigit((unsigned char)*string)) string++;
212 }
213 if (*string == 'm') {
214 string++;
215 params->maxmoves = atoi(string);
216 while (*string && isdigit((unsigned char)*string)) string++;
217 } else if (*string == 'u') {
218 string++;
219 params->maxmoves = -1;
ac511ec9 220 }
221}
222
223static char *encode_params(game_params *params, int full)
224{
225 char data[256];
226
227 sprintf(data, "%dx%d", params->w, params->h);
b83e4849 228 if (params->maxmoves >= 0)
229 sprintf(data + strlen(data), "m%d", params->maxmoves);
230 else
231 sprintf(data + strlen(data), "u");
ac511ec9 232
233 return dupstr(data);
234}
235
236static config_item *game_configure(game_params *params)
237{
238 config_item *ret;
239 char buf[80];
240
b83e4849 241 ret = snewn(4, config_item);
ac511ec9 242
243 ret[0].name = "Width";
244 ret[0].type = C_STRING;
245 sprintf(buf, "%d", params->w);
246 ret[0].sval = dupstr(buf);
247 ret[0].ival = 0;
248
249 ret[1].name = "Height";
250 ret[1].type = C_STRING;
251 sprintf(buf, "%d", params->h);
252 ret[1].sval = dupstr(buf);
253 ret[1].ival = 0;
254
b83e4849 255 ret[2].name = "Solution length limit";
256 ret[2].type = C_STRING;
257 sprintf(buf, "%d", params->maxmoves);
258 ret[2].sval = dupstr(buf);
ac511ec9 259 ret[2].ival = 0;
260
b83e4849 261 ret[3].name = NULL;
262 ret[3].type = C_END;
263 ret[3].sval = NULL;
264 ret[3].ival = 0;
265
ac511ec9 266 return ret;
267}
268
269static game_params *custom_params(config_item *cfg)
270{
271 game_params *ret = snew(game_params);
272
273 ret->w = atoi(cfg[0].sval);
274 ret->h = atoi(cfg[1].sval);
b83e4849 275 ret->maxmoves = atoi(cfg[2].sval);
ac511ec9 276
277 return ret;
278}
279
280static char *validate_params(game_params *params, int full)
281{
282 if (params->w > MAXWID)
283 return "Width must be at most " STR(MAXWID);
284
285 if (params->w < 5)
286 return "Width must be at least 5";
287 if (params->h < 4)
288 return "Height must be at least 4";
289
290 return NULL;
291}
292
293static char *board_text_format(int w, int h, unsigned char *data,
294 unsigned char *forcefield)
295{
296 int wh = w*h;
297 int *dsf = snew_dsf(wh);
298 int i, x, y;
299 int retpos, retlen = (w*2+2)*(h*2+1)+1;
300 char *ret = snewn(retlen, char);
301
302 for (i = 0; i < wh; i++)
303 if (ISDIST(data[i]))
304 dsf_merge(dsf, i - data[i], i);
305 retpos = 0;
306 for (y = 0; y < 2*h+1; y++) {
307 for (x = 0; x < 2*w+1; x++) {
308 int v;
309 int i = (y/2)*w+(x/2);
310
311#define dtype(i) (ISBLOCK(data[i]) ? \
312 dsf_canonify(dsf, i) : data[i])
313#define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
314 data[t] == MAINANCHOR ? '*' : '%')
315
316 if (y % 2 && x % 2) {
317 int j = dtype(i);
318 v = dchar(j);
319 } else if (y % 2 && !(x % 2)) {
320 int j1 = (x > 0 ? dtype(i-1) : -1);
321 int j2 = (x < 2*w ? dtype(i) : -1);
322 if (j1 != j2)
323 v = '|';
324 else
325 v = dchar(j1);
326 } else if (!(y % 2) && (x % 2)) {
327 int j1 = (y > 0 ? dtype(i-w) : -1);
328 int j2 = (y < 2*h ? dtype(i) : -1);
329 if (j1 != j2)
330 v = '-';
331 else
332 v = dchar(j1);
333 } else {
334 int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1);
335 int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1);
336 int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1);
337 int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1);
338 if (j1 == j2 && j2 == j3 && j3 == j4)
339 v = dchar(j1);
340 else if (j1 == j2 && j3 == j4)
341 v = '|';
342 else if (j1 == j3 && j2 == j4)
343 v = '-';
344 else
345 v = '+';
346 }
347
348 assert(retpos < retlen);
349 ret[retpos++] = v;
350 }
351 assert(retpos < retlen);
352 ret[retpos++] = '\n';
353 }
354 assert(retpos < retlen);
355 ret[retpos++] = '\0';
356 assert(retpos == retlen);
357
358 return ret;
359}
360
361/* ----------------------------------------------------------------------
362 * Solver.
363 */
364
365/*
366 * During solver execution, the set of visited board positions is
367 * stored as a tree234 of the following structures. `w', `h' and
368 * `data' are obvious in meaning; `dist' represents the minimum
369 * distance to reach this position from the starting point.
370 *
371 * `prev' links each board to the board position from which it was
372 * most efficiently derived.
373 */
374struct board {
375 int w, h;
376 int dist;
377 struct board *prev;
378 unsigned char *data;
379};
380
381static int boardcmp(void *av, void *bv)
382{
383 struct board *a = (struct board *)av;
384 struct board *b = (struct board *)bv;
385 return memcmp(a->data, b->data, a->w * a->h);
386}
387
388static struct board *newboard(int w, int h, unsigned char *data)
389{
390 struct board *b = malloc(sizeof(struct board) + w*h);
391 b->data = (unsigned char *)b + sizeof(struct board);
392 memcpy(b->data, data, w*h);
393 b->w = w;
394 b->h = h;
395 b->dist = -1;
396 b->prev = NULL;
397 return b;
398}
399
400/*
401 * The actual solver. Given a board, attempt to find the minimum
402 * length of move sequence which moves MAINANCHOR to (tx,ty), or
b48c4c04 403 * -1 if no solution exists. Returns that minimum length.
404 *
405 * Also, if `moveout' is provided, writes out the moves in the
406 * form of a sequence of pairs of integers indicating the source
407 * and destination points of the anchor of the moved piece in each
408 * move. Exactly twice as many integers are written as the number
409 * returned from solve_board(), and `moveout' receives an int *
410 * which is a pointer to a dynamically allocated array.
ac511ec9 411 */
412static int solve_board(int w, int h, unsigned char *board,
b83e4849 413 unsigned char *forcefield, int tx, int ty,
b48c4c04 414 int movelimit, int **moveout)
ac511ec9 415{
416 int wh = w*h;
417 struct board *b, *b2, *b3;
418 int *next, *anchors, *which;
419 int *movereached, *movequeue, mqhead, mqtail;
420 tree234 *sorted, *queue;
421 int i, j, dir;
422 int qlen, lastdist;
423 int ret;
424
425#ifdef SOLVER_DIAGNOSTICS
426 {
427 char *t = board_text_format(w, h, board);
428 for (i = 0; i < h; i++) {
429 for (j = 0; j < w; j++) {
430 int c = board[i*w+j];
431 if (ISDIST(c))
432 printf("D%-3d", c);
433 else if (c == MAINANCHOR)
434 printf("M ");
435 else if (c == ANCHOR)
436 printf("A ");
437 else if (c == WALL)
438 printf("W ");
439 else if (c == EMPTY)
440 printf("E ");
441 }
442 printf("\n");
443 }
444
445 printf("Starting solver for:\n%s\n", t);
446 sfree(t);
447 }
448#endif
449
450 sorted = newtree234(boardcmp);
451 queue = newtree234(NULL);
452
453 b = newboard(w, h, board);
454 b->dist = 0;
455 add234(sorted, b);
456 addpos234(queue, b, 0);
457 qlen = 1;
458
459 next = snewn(wh, int);
460 anchors = snewn(wh, int);
461 which = snewn(wh, int);
462 movereached = snewn(wh, int);
463 movequeue = snewn(wh, int);
464 lastdist = -1;
465
466 while ((b = delpos234(queue, 0)) != NULL) {
467 qlen--;
b83e4849 468 if (movelimit >= 0 && b->dist >= movelimit) {
469 /*
470 * The problem is not soluble in under `movelimit'
471 * moves, so we can quit right now.
472 */
473 b2 = NULL;
474 goto done;
475 }
ac511ec9 476 if (b->dist != lastdist) {
477#ifdef SOLVER_DIAGNOSTICS
478 printf("dist %d (%d)\n", b->dist, count234(sorted));
479#endif
480 lastdist = b->dist;
481 }
482 /*
483 * Find all the anchors and form a linked list of the
484 * squares within each block.
485 */
486 for (i = 0; i < wh; i++) {
487 next[i] = -1;
488 anchors[i] = FALSE;
489 which[i] = -1;
490 if (ISANCHOR(b->data[i])) {
491 anchors[i] = TRUE;
492 which[i] = i;
493 } else if (ISDIST(b->data[i])) {
494 j = i - b->data[i];
495 next[j] = i;
496 which[i] = which[j];
497 }
498 }
499
500 /*
501 * For each anchor, do an array-based BFS to find all the
502 * places we can slide it to.
503 */
504 for (i = 0; i < wh; i++) {
505 if (!anchors[i])
506 continue;
507
508 mqhead = mqtail = 0;
509 for (j = 0; j < wh; j++)
510 movereached[j] = FALSE;
511 movequeue[mqtail++] = i;
512 while (mqhead < mqtail) {
513 int pos = movequeue[mqhead++];
514
515 /*
516 * Try to move in each direction from here.
517 */
518 for (dir = 0; dir < 4; dir++) {
519 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
520 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
521 int offset = dy*w + dx;
522 int newpos = pos + offset;
523 int d = newpos - i;
524
525 /*
526 * For each square involved in this block,
527 * check to see if the square d spaces away
528 * from it is either empty or part of the same
529 * block.
530 */
531 for (j = i; j >= 0; j = next[j]) {
532 int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx;
533 if (jy >= 0 && jy < h && jx >= 0 && jx < w &&
534 ((b->data[j+d] == EMPTY || which[j+d] == i) &&
535 (b->data[i] == MAINANCHOR || !forcefield[j+d])))
536 /* ok */;
537 else
538 break;
539 }
540 if (j >= 0)
541 continue; /* this direction wasn't feasible */
542
543 /*
544 * If we've already tried moving this piece
545 * here, leave it.
546 */
547 if (movereached[newpos])
548 continue;
549 movereached[newpos] = TRUE;
550 movequeue[mqtail++] = newpos;
551
552 /*
553 * We have a viable move. Make it.
554 */
555 b2 = newboard(w, h, b->data);
556 for (j = i; j >= 0; j = next[j])
557 b2->data[j] = EMPTY;
558 for (j = i; j >= 0; j = next[j])
559 b2->data[j+d] = b->data[j];
560
561 b3 = add234(sorted, b2);
562 if (b3 != b2) {
563 sfree(b2); /* we already got one */
564 } else {
565 b2->dist = b->dist + 1;
566 b2->prev = b;
567 addpos234(queue, b2, qlen++);
568 if (b2->data[ty*w+tx] == MAINANCHOR)
569 goto done; /* search completed! */
570 }
571 }
572 }
573 }
574 }
575 b2 = NULL;
576
577 done:
578
b48c4c04 579 if (b2) {
ac511ec9 580 ret = b2->dist;
b48c4c04 581 if (moveout) {
582 /*
583 * Now b2 represents the solved position. Backtrack to
584 * output the solution.
585 */
586 *moveout = snewn(ret * 2, int);
587 j = ret * 2;
588
589 while (b2->prev) {
590 int from = -1, to = -1;
591
592 b = b2->prev;
593
594 /*
595 * Scan b and b2 to find out which piece has
596 * moved.
597 */
598 for (i = 0; i < wh; i++) {
599 if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) {
600 assert(from == -1);
601 from = i;
602 } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){
603 assert(to == -1);
604 to = i;
605 }
606 }
607
608 assert(from >= 0 && to >= 0);
609 assert(j >= 2);
610 (*moveout)[--j] = to;
611 (*moveout)[--j] = from;
612
613 b2 = b;
614 }
615 assert(j == 0);
616 }
617 } else {
ac511ec9 618 ret = -1; /* no solution */
b48c4c04 619 if (moveout)
620 *moveout = NULL;
621 }
ac511ec9 622
623 freetree234(queue);
624
625 while ((b = delpos234(sorted, 0)) != NULL)
626 sfree(b);
627 freetree234(sorted);
628
629 sfree(next);
630 sfree(anchors);
631 sfree(movereached);
632 sfree(movequeue);
633 sfree(which);
634
635 return ret;
636}
637
638/* ----------------------------------------------------------------------
639 * Random board generation.
640 */
641
642static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves,
643 random_state *rs, unsigned char **rboard,
b83e4849 644 unsigned char **rforcefield, int movelimit)
ac511ec9 645{
646 int wh = w*h;
647 unsigned char *board, *board2, *forcefield;
39bdcaad 648 unsigned char *tried_merge;
649 int *dsf;
ac511ec9 650 int *list, nlist, pos;
651 int tx, ty;
652 int i, j;
653 int moves;
654
655 /*
656 * Set up a board and fill it with singletons, except for a
657 * border of walls.
658 */
659 board = snewn(wh, unsigned char);
660 forcefield = snewn(wh, unsigned char);
661 board2 = snewn(wh, unsigned char);
662 memset(board, ANCHOR, wh);
663 memset(forcefield, FALSE, wh);
664 for (i = 0; i < w; i++)
665 board[i] = board[i+w*(h-1)] = WALL;
666 for (i = 0; i < h; i++)
667 board[i*w] = board[i*w+(w-1)] = WALL;
668
39bdcaad 669 tried_merge = snewn(wh * wh, unsigned char);
670 memset(tried_merge, 0, wh*wh);
671 dsf = snew_dsf(wh);
672
ac511ec9 673 /*
674 * Invent a main piece at one extreme. (FIXME: vary the
675 * extreme, and the piece.)
676 */
677 board[w+1] = MAINANCHOR;
678 board[w+2] = DIST(1);
679 board[w*2+1] = DIST(w-1);
680 board[w*2+2] = DIST(1);
681
682 /*
683 * Invent a target position. (FIXME: vary this too.)
684 */
685 tx = w-2;
686 ty = h-3;
687 forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE;
688 board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY;
689
690 /*
691 * Gradually remove singletons until the game becomes soluble.
692 */
693 for (j = w; j-- > 0 ;)
694 for (i = h; i-- > 0 ;)
695 if (board[i*w+j] == ANCHOR) {
696 /*
697 * See if the board is already soluble.
698 */
699 if ((moves = solve_board(w, h, board, forcefield,
b48c4c04 700 tx, ty, movelimit, NULL)) >= 0)
ac511ec9 701 goto soluble;
702
703 /*
704 * Otherwise, remove this piece.
705 */
706 board[i*w+j] = EMPTY;
707 }
708 assert(!"We shouldn't get here");
709 soluble:
710
711 /*
712 * Make a list of all the inter-block edges on the board.
713 */
714 list = snewn(wh*2, int);
715 nlist = 0;
716 for (i = 0; i+1 < w; i++)
717 for (j = 0; j < h; j++)
718 list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */
719 for (j = 0; j+1 < h; j++)
720 for (i = 0; i < w; i++)
721 list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */
722
723 /*
724 * Now go through that list in random order, trying to merge
725 * the blocks on each side of each edge.
ac511ec9 726 */
727 shuffle(list, nlist, sizeof(*list), rs);
728 while (nlist > 0) {
39bdcaad 729 int x1, y1, p1, c1;
730 int x2, y2, p2, c2;
ac511ec9 731
732 pos = list[--nlist];
733 y1 = y2 = pos / (w*2);
734 x1 = x2 = (pos / 2) % w;
735 if (pos % 2)
736 y2++;
737 else
738 x2++;
739 p1 = y1*w+x1;
740 p2 = y2*w+x2;
741
742 /*
39bdcaad 743 * Immediately abandon the attempt if we've already tried
744 * to merge the same pair of blocks along a different
745 * edge.
746 */
747 c1 = dsf_canonify(dsf, p1);
748 c2 = dsf_canonify(dsf, p2);
749 if (tried_merge[c1 * wh + c2])
39bdcaad 750 continue;
39bdcaad 751
752 /*
ac511ec9 753 * In order to be mergeable, these two squares must each
754 * either be, or belong to, a non-main anchor, and their
755 * anchors must also be distinct.
756 */
757 if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2]))
758 continue;
759 while (ISDIST(board[p1]))
760 p1 -= board[p1];
761 while (ISDIST(board[p2]))
762 p2 -= board[p2];
763 if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2)
764 continue;
765
766 /*
767 * We can merge these blocks. Try it, and see if the
768 * puzzle remains soluble.
769 */
770 memcpy(board2, board, wh);
771 j = -1;
772 while (p1 < wh || p2 < wh) {
773 /*
774 * p1 and p2 are the squares at the head of each block
775 * list. Pick the smaller one and put it on the output
776 * block list.
777 */
778 i = min(p1, p2);
779 if (j < 0) {
780 board[i] = ANCHOR;
781 } else {
782 assert(i - j <= MAXDIST);
783 board[i] = DIST(i - j);
784 }
785 j = i;
786
787 /*
788 * Now advance whichever list that came from.
789 */
790 if (i == p1) {
791 do {
792 p1++;
793 } while (p1 < wh && board[p1] != DIST(p1-i));
794 } else {
795 do {
796 p2++;
797 } while (p2 < wh && board[p2] != DIST(p2-i));
798 }
799 }
b48c4c04 800 j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL);
ac511ec9 801 if (j < 0) {
802 /*
803 * Didn't work. Revert the merge.
804 */
805 memcpy(board, board2, wh);
39bdcaad 806 tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE;
ac511ec9 807 } else {
39bdcaad 808 int c;
809
ac511ec9 810 moves = j;
39bdcaad 811
812 dsf_merge(dsf, c1, c2);
813 c = dsf_canonify(dsf, c1);
814 for (i = 0; i < wh; i++)
815 tried_merge[c*wh+i] = (tried_merge[c1*wh+i] |
816 tried_merge[c2*wh+i]);
817 for (i = 0; i < wh; i++)
818 tried_merge[i*wh+c] = (tried_merge[i*wh+c1] |
819 tried_merge[i*wh+c2]);
ac511ec9 820 }
821 }
822
823 sfree(board2);
824
825 *rtx = tx;
826 *rty = ty;
827 *rboard = board;
828 *rforcefield = forcefield;
829 *minmoves = moves;
830}
831
832/* ----------------------------------------------------------------------
833 * End of solver/generator code.
834 */
835
836static char *new_game_desc(game_params *params, random_state *rs,
837 char **aux, int interactive)
838{
839 int w = params->w, h = params->h, wh = w*h;
840 int tx, ty, minmoves;
841 unsigned char *board, *forcefield;
842 char *ret, *p;
843 int i;
844
845 generate_board(params->w, params->h, &tx, &ty, &minmoves, rs,
b83e4849 846 &board, &forcefield, params->maxmoves);
ac511ec9 847#ifdef GENERATOR_DIAGNOSTICS
848 {
849 char *t = board_text_format(params->w, params->h, board);
850 printf("%s\n", t);
851 sfree(t);
852 }
853#endif
854
855 /*
856 * Encode as a game ID.
857 */
858 ret = snewn(wh * 6 + 40, char);
859 p = ret;
860 i = 0;
861 while (i < wh) {
862 if (ISDIST(board[i])) {
863 p += sprintf(p, "d%d", board[i]);
864 i++;
865 } else {
866 int count = 1;
867 int b = board[i], f = forcefield[i];
868 int c = (b == ANCHOR ? 'a' :
869 b == MAINANCHOR ? 'm' :
870 b == EMPTY ? 'e' :
871 /* b == WALL ? */ 'w');
872 if (f) *p++ = 'f';
873 *p++ = c;
874 i++;
875 while (i < wh && board[i] == b && forcefield[i] == f)
876 i++, count++;
877 if (count > 1)
878 p += sprintf(p, "%d", count);
879 }
880 }
881 p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
882 ret = sresize(ret, p+1 - ret, char);
883
884 /*
885 * FIXME: generate an aux string
886 */
887
888 sfree(board);
889 sfree(forcefield);
890
891 return ret;
892}
893
894static 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
1005static 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
1080 return state;
1081}
1082
1083static game_state *dup_game(game_state *state)
1084{
1085 int w = state->w, h = state->h, wh = w*h;
1086 game_state *ret = snew(game_state);
1087
1088 ret->w = state->w;
1089 ret->h = state->h;
1090 ret->board = snewn(wh, unsigned char);
1091 memcpy(ret->board, state->board, wh);
1092 ret->tx = state->tx;
1093 ret->ty = state->ty;
1094 ret->minmoves = state->minmoves;
1095 ret->lastmoved = state->lastmoved;
1096 ret->lastmoved_pos = state->lastmoved_pos;
1097 ret->movecount = state->movecount;
1098 ret->completed = state->completed;
1099 ret->imm = state->imm;
1100 ret->imm->refcount++;
1101
1102 return ret;
1103}
1104
1105static void free_game(game_state *state)
1106{
1107 if (--state->imm->refcount <= 0) {
1108 sfree(state->imm->forcefield);
1109 sfree(state->imm);
1110 }
1111 sfree(state->board);
1112 sfree(state);
1113}
1114
1115static char *solve_game(game_state *state, game_state *currstate,
1116 char *aux, char **error)
1117{
1118 /*
1119 * FIXME: we have a solver, so use it
1120 *
1121 * FIXME: we should have generated an aux string, so use that
1122 */
1123 return NULL;
1124}
1125
1126static char *game_text_format(game_state *state)
1127{
1128 return board_text_format(state->w, state->h, state->board,
1129 state->imm->forcefield);
1130}
1131
1132struct game_ui {
1133 int dragging;
1134 int drag_anchor;
1135 int drag_offset_x, drag_offset_y;
1136 int drag_currpos;
1137 unsigned char *reachable;
1138 int *bfs_queue; /* used as scratch in interpret_move */
1139};
1140
1141static game_ui *new_ui(game_state *state)
1142{
1143 int w = state->w, h = state->h, wh = w*h;
1144 game_ui *ui = snew(game_ui);
1145
1146 ui->dragging = FALSE;
1147 ui->drag_anchor = ui->drag_currpos = -1;
1148 ui->drag_offset_x = ui->drag_offset_y = -1;
1149 ui->reachable = snewn(wh, unsigned char);
1150 memset(ui->reachable, 0, wh);
1151 ui->bfs_queue = snewn(wh, int);
1152
1153 return ui;
1154}
1155
1156static void free_ui(game_ui *ui)
1157{
1158 sfree(ui->bfs_queue);
1159 sfree(ui->reachable);
1160 sfree(ui);
1161}
1162
1163static char *encode_ui(game_ui *ui)
1164{
1165 return NULL;
1166}
1167
1168static void decode_ui(game_ui *ui, char *encoding)
1169{
1170}
1171
1172static void game_changed_state(game_ui *ui, game_state *oldstate,
1173 game_state *newstate)
1174{
1175}
1176
1177#define PREFERRED_TILESIZE 32
1178#define TILESIZE (ds->tilesize)
1179#define BORDER (TILESIZE/2)
1180#define COORD(x) ( (x) * TILESIZE + BORDER )
1181#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1182#define BORDER_WIDTH (1 + TILESIZE/20)
1183#define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
1184
1185#define FLASH_INTERVAL 0.10F
1186#define FLASH_TIME 3*FLASH_INTERVAL
1187
1188struct game_drawstate {
1189 int tilesize;
1190 int w, h;
1191 unsigned long *grid; /* what's currently displayed */
1192 int started;
1193};
1194
1195static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1196 int x, int y, int button)
1197{
1198 int w = state->w, h = state->h, wh = w*h;
1199 int tx, ty, i, j;
1200 int qhead, qtail;
1201
1202 if (button == LEFT_BUTTON) {
1203 tx = FROMCOORD(x);
1204 ty = FROMCOORD(y);
1205
1206 if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
1207 !ISBLOCK(state->board[ty*w+tx]))
1208 return NULL; /* this click has no effect */
1209
1210 /*
1211 * User has clicked on a block. Find the block's anchor
1212 * and register that we've started dragging it.
1213 */
1214 i = ty*w+tx;
1215 while (ISDIST(state->board[i]))
1216 i -= state->board[i];
1217 assert(i >= 0 && i < wh);
1218
1219 ui->dragging = TRUE;
1220 ui->drag_anchor = i;
1221 ui->drag_offset_x = tx - (i % w);
1222 ui->drag_offset_y = ty - (i / w);
1223 ui->drag_currpos = i;
1224
1225 /*
1226 * Now we immediately bfs out from the current location of
1227 * the anchor, to find all the places to which this block
1228 * can be dragged.
1229 */
1230 memset(ui->reachable, FALSE, wh);
1231 qhead = qtail = 0;
1232 ui->reachable[i] = TRUE;
1233 ui->bfs_queue[qtail++] = i;
1234 for (j = i; j < wh; j++)
1235 if (state->board[j] == DIST(j - i))
1236 i = j;
1237 while (qhead < qtail) {
1238 int pos = ui->bfs_queue[qhead++];
1239 int x = pos % w, y = pos / w;
1240 int dir;
1241
1242 for (dir = 0; dir < 4; dir++) {
1243 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
1244 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
1245 int newpos;
1246
1247 if (x + dx < 0 || x + dx >= w ||
1248 y + dy < 0 || y + dy >= h)
1249 continue;
1250
1251 newpos = pos + dy*w + dx;
1252 if (ui->reachable[newpos])
1253 continue; /* already done this one */
1254
1255 /*
1256 * Now search the grid to see if the block we're
1257 * dragging could fit into this space.
1258 */
1259 for (j = i; j >= 0; j = (ISDIST(state->board[j]) ?
1260 j - state->board[j] : -1)) {
1261 int jx = (j+pos-ui->drag_anchor) % w;
1262 int jy = (j+pos-ui->drag_anchor) / w;
1263 int j2;
1264
1265 if (jx + dx < 0 || jx + dx >= w ||
1266 jy + dy < 0 || jy + dy >= h)
1267 break; /* this position isn't valid at all */
1268
1269 j2 = (j+pos-ui->drag_anchor) + dy*w + dx;
1270
1271 if (state->board[j2] == EMPTY &&
1272 (!state->imm->forcefield[j2] ||
1273 state->board[ui->drag_anchor] == MAINANCHOR))
1274 continue;
1275 while (ISDIST(state->board[j2]))
1276 j2 -= state->board[j2];
1277 assert(j2 >= 0 && j2 < wh);
1278 if (j2 == ui->drag_anchor)
1279 continue;
1280 else
1281 break;
1282 }
1283
1284 if (j < 0) {
1285 /*
1286 * If we got to the end of that loop without
1287 * disqualifying this position, mark it as
1288 * reachable for this drag.
1289 */
1290 ui->reachable[newpos] = TRUE;
1291 ui->bfs_queue[qtail++] = newpos;
1292 }
1293 }
1294 }
1295
1296 /*
1297 * And that's it. Update the display to reflect the start
1298 * of a drag.
1299 */
1300 return "";
1301 } else if (button == LEFT_DRAG && ui->dragging) {
1302 tx = FROMCOORD(x);
1303 ty = FROMCOORD(y);
1304
1305 tx -= ui->drag_offset_x;
1306 ty -= ui->drag_offset_y;
1307 if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
1308 !ui->reachable[ty*w+tx])
1309 return NULL; /* this drag has no effect */
1310
1311 ui->drag_currpos = ty*w+tx;
1312 return "";
1313 } else if (button == LEFT_RELEASE && ui->dragging) {
1314 char data[256], *str;
1315
1316 /*
1317 * Terminate the drag, and if the piece has actually moved
1318 * then return a move string quoting the old and new
1319 * locations of the piece's anchor.
1320 */
1321 if (ui->drag_anchor != ui->drag_currpos) {
1322 sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos);
1323 str = dupstr(data);
1324 } else
1325 str = ""; /* null move; just update the UI */
1326
1327 ui->dragging = FALSE;
1328 ui->drag_anchor = ui->drag_currpos = -1;
1329 ui->drag_offset_x = ui->drag_offset_y = -1;
1330 memset(ui->reachable, 0, wh);
1331
1332 return str;
1333 }
1334
1335 return NULL;
1336}
1337
1338static int move_piece(int w, int h, const unsigned char *src,
1339 unsigned char *dst, unsigned char *ff, int from, int to)
1340{
1341 int wh = w*h;
1342 int i, j;
1343
1344 if (!ISANCHOR(dst[from]))
1345 return FALSE;
1346
1347 /*
1348 * Scan to the far end of the piece's linked list.
1349 */
1350 for (i = j = from; j < wh; j++)
1351 if (src[j] == DIST(j - i))
1352 i = j;
1353
1354 /*
1355 * Remove the piece from its old location in the new
1356 * game state.
1357 */
1358 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1))
1359 dst[j] = EMPTY;
1360
1361 /*
1362 * And put it back in at the new location.
1363 */
1364 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) {
1365 int jn = j + to - from;
1366 if (jn < 0 || jn >= wh)
1367 return FALSE;
1368 if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) {
1369 dst[jn] = src[j];
1370 } else {
1371 return FALSE;
1372 }
1373 }
1374
1375 return TRUE;
1376}
1377
1378static game_state *execute_move(game_state *state, char *move)
1379{
1380 int w = state->w, h = state->h /* , wh = w*h */;
1381 char c;
1382 int a1, a2, n;
1383 game_state *ret = dup_game(state);
1384
1385 while (*move) {
1386 c = *move;
1387 if (c == 'M') {
1388 move++;
1389 if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
1390 !move_piece(w, h, state->board, ret->board,
1391 state->imm->forcefield, a1, a2)) {
1392 free_game(ret);
1393 return NULL;
1394 }
1395 if (a1 == ret->lastmoved) {
1396 /*
1397 * If the player has moved the same piece as they
1398 * moved last time, don't increment the move
1399 * count. In fact, if they've put the piece back
1400 * where it started from, _decrement_ the move
1401 * count.
1402 */
1403 if (a2 == ret->lastmoved_pos) {
1404 ret->movecount--; /* reverted last move */
1405 ret->lastmoved = ret->lastmoved_pos = -1;
1406 } else {
1407 ret->lastmoved = a2;
1408 /* don't change lastmoved_pos */
1409 }
1410 } else {
1411 ret->lastmoved = a2;
1412 ret->lastmoved_pos = a1;
1413 ret->movecount++;
1414 }
1415 if (ret->board[a2] == MAINANCHOR &&
1416 a2 == ret->ty * w + ret->tx && ret->completed < 0)
1417 ret->completed = ret->movecount;
1418 move += n;
1419 } else {
1420 free_game(ret);
1421 return NULL;
1422 }
1423 if (*move == ';')
1424 move++;
1425 else if (*move) {
1426 free_game(ret);
1427 return NULL;
1428 }
1429 }
1430
1431 return ret;
1432}
1433
1434/* ----------------------------------------------------------------------
1435 * Drawing routines.
1436 */
1437
1438static void game_compute_size(game_params *params, int tilesize,
1439 int *x, int *y)
1440{
1441 /* fool the macros */
1442 struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
1443
1444 *x = params->w * TILESIZE + 2*BORDER;
1445 *y = params->h * TILESIZE + 2*BORDER;
1446}
1447
1448static void game_set_size(drawing *dr, game_drawstate *ds,
1449 game_params *params, int tilesize)
1450{
1451 ds->tilesize = tilesize;
1452}
1453
1454static void raise_colour(float *target, float *src, float *limit)
1455{
1456 int i;
1457 for (i = 0; i < 3; i++)
1458 target[i] = (2*src[i] + limit[i]) / 3;
1459}
1460
1461static float *game_colours(frontend *fe, int *ncolours)
1462{
1463 float *ret = snewn(3 * NCOLOURS, float);
1464
1465 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1466
1467 /*
1468 * When dragging a tile, we light it up a bit.
1469 */
1470 raise_colour(ret+3*COL_DRAGGING,
1471 ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT);
1472 raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT,
1473 ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT);
1474 raise_colour(ret+3*COL_DRAGGING_LOWLIGHT,
1475 ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT);
1476
1477 /*
1478 * The main tile is tinted blue.
1479 */
1480 ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1481 ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
1482 ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2];
1483 game_mkhighlight_specific(fe, ret, COL_MAIN,
1484 COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT);
1485
1486 /*
1487 * And we light that up a bit too when dragging.
1488 */
1489 raise_colour(ret+3*COL_MAIN_DRAGGING,
1490 ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT);
1491 raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT,
1492 ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1493 raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT,
1494 ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1495
1496 /*
1497 * The target area on the floor is tinted green.
1498 */
1499 ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1500 ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1];
1501 ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1502 game_mkhighlight_specific(fe, ret, COL_TARGET,
1503 COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT);
1504
1505 *ncolours = NCOLOURS;
1506 return ret;
1507}
1508
1509static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1510{
1511 int w = state->w, h = state->h, wh = w*h;
1512 struct game_drawstate *ds = snew(struct game_drawstate);
1513 int i;
1514
1515 ds->tilesize = 0;
1516 ds->w = w;
1517 ds->h = h;
1518 ds->started = FALSE;
1519 ds->grid = snewn(wh, unsigned long);
1520 for (i = 0; i < wh; i++)
1521 ds->grid[i] = ~(unsigned long)0;
1522
1523 return ds;
1524}
1525
1526static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1527{
1528 sfree(ds->grid);
1529 sfree(ds);
1530}
1531
1532#define BG_NORMAL 0x00000001UL
1533#define BG_TARGET 0x00000002UL
1534#define BG_FORCEFIELD 0x00000004UL
1535#define FLASH_LOW 0x00000008UL
1536#define FLASH_HIGH 0x00000010UL
1537#define FG_WALL 0x00000020UL
1538#define FG_MAIN 0x00000040UL
1539#define FG_NORMAL 0x00000080UL
1540#define FG_DRAGGING 0x00000100UL
1541#define FG_LBORDER 0x00000200UL
1542#define FG_TBORDER 0x00000400UL
1543#define FG_RBORDER 0x00000800UL
1544#define FG_BBORDER 0x00001000UL
1545#define FG_TLCORNER 0x00002000UL
1546#define FG_TRCORNER 0x00004000UL
1547#define FG_BLCORNER 0x00008000UL
1548#define FG_BRCORNER 0x00010000UL
1549
1550/*
1551 * Utility function.
1552 */
1553#define TYPE_MASK 0xF000
1554#define COL_MASK 0x0FFF
1555#define TYPE_RECT 0x0000
1556#define TYPE_TLCIRC 0x4000
1557#define TYPE_TRCIRC 0x5000
1558#define TYPE_BLCIRC 0x6000
1559#define TYPE_BRCIRC 0x7000
1560static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype)
1561{
1562 int colour = coltype & COL_MASK, type = coltype & TYPE_MASK;
1563
1564 if (colour > NCOLOURS)
1565 return;
1566 if (type == TYPE_RECT) {
1567 draw_rect(dr, x, y, w, h, colour);
1568 } else {
1569 int cx, cy, r;
1570
1571 clip(dr, x, y, w, h);
1572
1573 cx = x;
1574 cy = y;
1575 assert(w == h);
1576 r = w-1;
1577 if (type & 0x1000)
1578 cx += r;
1579 if (type & 0x2000)
1580 cy += r;
1581 draw_circle(dr, cx, cy, r, colour, colour);
1582
1583 unclip(dr);
1584 }
1585}
1586
1587static void draw_tile(drawing *dr, game_drawstate *ds,
1588 int x, int y, unsigned long val)
1589{
1590 int tx = COORD(x), ty = COORD(y);
1591 int cc, ch, cl;
1592
1593 /*
1594 * Draw the tile background.
1595 */
1596 if (val & BG_TARGET)
1597 cc = COL_TARGET;
1598 else
1599 cc = COL_BACKGROUND;
1600 ch = cc+1;
1601 cl = cc+2;
1602 if (val & FLASH_LOW)
1603 cc = cl;
1604 else if (val & FLASH_HIGH)
1605 cc = ch;
1606
1607 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
1608 if (val & BG_FORCEFIELD) {
1609 /*
1610 * Cattle-grid effect to indicate that nothing but the
1611 * main block can slide over this square.
1612 */
1613 int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH));
1614 int i;
1615
1616 for (i = 1; i < n; i += 3) {
1617 draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl);
1618 draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl);
1619 }
1620 }
1621
1622 /*
1623 * Draw the tile foreground, i.e. some section of a block or
1624 * wall.
1625 */
1626 if (val & FG_WALL) {
1627 cc = COL_BACKGROUND;
1628 ch = cc+1;
1629 cl = cc+2;
1630 if (val & FLASH_LOW)
1631 cc = cl;
1632 else if (val & FLASH_HIGH)
1633 cc = ch;
1634
1635 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
1636 if (val & FG_LBORDER)
1637 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
1638 ch);
1639 if (val & FG_RBORDER)
1640 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1641 HIGHLIGHT_WIDTH, TILESIZE, cl);
1642 if (val & FG_TBORDER)
1643 draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
1644 if (val & FG_BBORDER)
1645 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1646 TILESIZE, HIGHLIGHT_WIDTH, cl);
1647 if (!((FG_BBORDER | FG_LBORDER) &~ val))
1648 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1649 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
1650 if (!((FG_TBORDER | FG_RBORDER) &~ val))
1651 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1652 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
1653 if (val & FG_TLCORNER)
1654 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
1655 if (val & FG_BRCORNER)
1656 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
1657 ty+TILESIZE-HIGHLIGHT_WIDTH,
1658 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
1659 } else if (val & (FG_MAIN | FG_NORMAL)) {
1660 int x[6], y[6];
1661
1662 if (val & FG_DRAGGING)
1663 cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING);
1664 else
1665 cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND);
1666 ch = cc+1;
1667 cl = cc+2;
1668
1669 if (val & FLASH_LOW)
1670 cc = cl;
1671 else if (val & FLASH_HIGH)
1672 cc = ch;
1673
1674 /*
1675 * Drawing the blocks is hellishly fiddly. The blocks
1676 * don't stretch to the full size of the tile; there's a
1677 * border around them of size BORDER_WIDTH. Then they have
1678 * bevelled borders of size HIGHLIGHT_WIDTH, and also
1679 * rounded corners.
1680 *
1681 * I tried for some time to find a clean and clever way to
1682 * figure out what needed drawing from the corner and
1683 * border flags, but in the end the cleanest way I could
1684 * find was the following. We divide the grid square into
1685 * 25 parts by ruling four horizontal and four vertical
1686 * lines across it; those lines are at BORDER_WIDTH and
1687 * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the
1688 * bottom, from the left and from the right. Then we
1689 * carefully consider each of the resulting 25 sections of
1690 * square, and decide separately what needs to go in it
1691 * based on the flags. In complicated cases there can be
1692 * up to five possibilities affecting any given section
1693 * (no corner or border flags, just the corner flag, one
1694 * border flag, the other border flag, both border flags).
1695 * So there's a lot of very fiddly logic here and all I
1696 * could really think to do was give it my best shot and
1697 * then test it and correct all the typos. Not fun to
1698 * write, and I'm sure it isn't fun to read either, but it
1699 * seems to work.
1700 */
1701
1702 x[0] = tx;
1703 x[1] = x[0] + BORDER_WIDTH;
1704 x[2] = x[1] + HIGHLIGHT_WIDTH;
1705 x[5] = tx + TILESIZE;
1706 x[4] = x[5] - BORDER_WIDTH;
1707 x[3] = x[4] - HIGHLIGHT_WIDTH;
1708
1709 y[0] = ty;
1710 y[1] = y[0] + BORDER_WIDTH;
1711 y[2] = y[1] + HIGHLIGHT_WIDTH;
1712 y[5] = ty + TILESIZE;
1713 y[4] = y[5] - BORDER_WIDTH;
1714 y[3] = y[4] - HIGHLIGHT_WIDTH;
1715
1716#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
1717
1718 maybe_rect(dr, RECT(0,0),
1719 (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc);
1720 maybe_rect(dr, RECT(1,0),
1721 (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 :
1722 (val & FG_LBORDER) ? ch : cc);
1723 maybe_rect(dr, RECT(2,0),
1724 (val & FG_TBORDER) ? -1 : cc);
1725 maybe_rect(dr, RECT(3,0),
1726 (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 :
1727 (val & FG_RBORDER) ? cl : cc);
1728 maybe_rect(dr, RECT(4,0),
1729 (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc);
1730 maybe_rect(dr, RECT(0,1),
1731 (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 :
1732 (val & FG_TBORDER) ? ch : cc);
1733 maybe_rect(dr, RECT(1,1),
1734 (val & FG_TLCORNER) ? cc : -1);
1735 maybe_rect(dr, RECT(1,1),
1736 (val & FG_TLCORNER) ? ch | TYPE_TLCIRC :
1737 !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
1738 (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc);
1739 maybe_rect(dr, RECT(2,1),
1740 (val & FG_TBORDER) ? ch : cc);
1741 maybe_rect(dr, RECT(3,1),
1742 (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch :
1743 (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl :
1744 !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc);
1745 maybe_rect(dr, RECT(4,1),
1746 (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 :
1747 (val & FG_TBORDER) ? ch : cc);
1748 maybe_rect(dr, RECT(0,2),
1749 (val & FG_LBORDER) ? -1 : cc);
1750 maybe_rect(dr, RECT(1,2),
1751 (val & FG_LBORDER) ? ch : cc);
1752 maybe_rect(dr, RECT(2,2),
1753 cc);
1754 maybe_rect(dr, RECT(3,2),
1755 (val & FG_RBORDER) ? cl : cc);
1756 maybe_rect(dr, RECT(4,2),
1757 (val & FG_RBORDER) ? -1 : cc);
1758 maybe_rect(dr, RECT(0,3),
1759 (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 :
1760 (val & FG_BBORDER) ? cl : cc);
1761 maybe_rect(dr, RECT(1,3),
1762 (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl :
1763 (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch :
1764 !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc);
1765 maybe_rect(dr, RECT(2,3),
1766 (val & FG_BBORDER) ? cl : cc);
1767 maybe_rect(dr, RECT(3,3),
1768 (val & FG_BRCORNER) ? cc : -1);
1769 maybe_rect(dr, RECT(3,3),
1770 (val & FG_BRCORNER) ? cl | TYPE_BRCIRC :
1771 !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
1772 (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc);
1773 maybe_rect(dr, RECT(4,3),
1774 (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 :
1775 (val & FG_BBORDER) ? cl : cc);
1776 maybe_rect(dr, RECT(0,4),
1777 (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc);
1778 maybe_rect(dr, RECT(1,4),
1779 (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 :
1780 (val & FG_LBORDER) ? ch : cc);
1781 maybe_rect(dr, RECT(2,4),
1782 (val & FG_BBORDER) ? -1 : cc);
1783 maybe_rect(dr, RECT(3,4),
1784 (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 :
1785 (val & FG_RBORDER) ? cl : cc);
1786 maybe_rect(dr, RECT(4,4),
1787 (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc);
1788
1789#undef RECT
1790
1791 }
1792
1793 draw_update(dr, tx, ty, TILESIZE, TILESIZE);
1794}
1795
1796static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1797 game_state *state, int dir, game_ui *ui,
1798 float animtime, float flashtime)
1799{
1800 int w = state->w, h = state->h, wh = w*h;
1801 unsigned char *board;
1802 int *dsf;
1803 int x, y, mainanchor, mainpos, dragpos;
1804
1805 if (!ds->started) {
1806 /*
1807 * The initial contents of the window are not guaranteed
1808 * and can vary with front ends. To be on the safe side,
1809 * all games should start by drawing a big
1810 * background-colour rectangle covering the whole window.
1811 */
1812 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
1813 ds->started = TRUE;
1814 }
1815
1816 /*
1817 * Construct the board we'll be displaying (which may be
1818 * different from the one in state if ui describes a drag in
1819 * progress).
1820 */
1821 board = snewn(wh, unsigned char);
1822 memcpy(board, state->board, wh);
1823 if (ui->dragging) {
1824 int mpret = move_piece(w, h, state->board, board,
1825 state->imm->forcefield,
1826 ui->drag_anchor, ui->drag_currpos);
1827 assert(mpret);
1828 }
1829
1830 /*
1831 * Build a dsf out of that board, so we can conveniently tell
1832 * which edges are connected and which aren't.
1833 */
1834 dsf = snew_dsf(wh);
1835 mainanchor = -1;
1836 for (y = 0; y < h; y++)
1837 for (x = 0; x < w; x++) {
1838 int i = y*w+x;
1839
1840 if (ISDIST(board[i]))
1841 dsf_merge(dsf, i, i - board[i]);
1842 if (board[i] == MAINANCHOR)
1843 mainanchor = i;
1844 if (board[i] == WALL) {
1845 if (x > 0 && board[i-1] == WALL)
1846 dsf_merge(dsf, i, i-1);
1847 if (y > 0 && board[i-w] == WALL)
1848 dsf_merge(dsf, i, i-w);
1849 }
1850 }
1851 assert(mainanchor >= 0);
1852 mainpos = dsf_canonify(dsf, mainanchor);
1853 dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
1854
1855 /*
1856 * Now we can construct the data about what we want to draw.
1857 */
1858 for (y = 0; y < h; y++)
1859 for (x = 0; x < w; x++) {
1860 int i = y*w+x;
1861 int j;
1862 unsigned long val;
1863 int canon;
1864
1865 /*
1866 * See if this square is part of the target area.
1867 */
1868 j = i + mainanchor - (state->ty * w + state->tx);
1869 while (j >= 0 && j < wh && ISDIST(board[j]))
1870 j -= board[j];
1871 if (j == mainanchor)
1872 val = BG_TARGET;
1873 else
1874 val = BG_NORMAL;
1875
1876 if (state->imm->forcefield[i])
1877 val |= BG_FORCEFIELD;
1878
1879 if (flashtime > 0) {
1880 int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1;
1881 val |= (flashtype ? FLASH_LOW : FLASH_HIGH);
1882 }
1883
1884 if (board[i] != EMPTY) {
1885 canon = dsf_canonify(dsf, i);
1886
1887 if (board[i] == WALL)
1888 val |= FG_WALL;
1889 else if (canon == mainpos)
1890 val |= FG_MAIN;
1891 else
1892 val |= FG_NORMAL;
1893 if (canon == dragpos)
1894 val |= FG_DRAGGING;
1895
1896 /*
1897 * Now look around to see if other squares
1898 * belonging to the same block are adjacent to us.
1899 */
1900 if (x == 0 || canon != dsf_canonify(dsf, i-1))
1901 val |= FG_LBORDER;
1902 if (y== 0 || canon != dsf_canonify(dsf, i-w))
1903 val |= FG_TBORDER;
1904 if (x == w-1 || canon != dsf_canonify(dsf, i+1))
1905 val |= FG_RBORDER;
1906 if (y == h-1 || canon != dsf_canonify(dsf, i+w))
1907 val |= FG_BBORDER;
1908 if (!(val & (FG_TBORDER | FG_LBORDER)) &&
1909 canon != dsf_canonify(dsf, i-1-w))
1910 val |= FG_TLCORNER;
1911 if (!(val & (FG_TBORDER | FG_RBORDER)) &&
1912 canon != dsf_canonify(dsf, i+1-w))
1913 val |= FG_TRCORNER;
1914 if (!(val & (FG_BBORDER | FG_LBORDER)) &&
1915 canon != dsf_canonify(dsf, i-1+w))
1916 val |= FG_BLCORNER;
1917 if (!(val & (FG_BBORDER | FG_RBORDER)) &&
1918 canon != dsf_canonify(dsf, i+1+w))
1919 val |= FG_BRCORNER;
1920 }
1921
1922 if (val != ds->grid[i]) {
1923 draw_tile(dr, ds, x, y, val);
1924 ds->grid[i] = val;
1925 }
1926 }
1927
1928 /*
1929 * Update the status bar.
1930 */
1931 {
1932 char statusbuf[256];
1933
1934 /*
1935 * FIXME: do something about auto-solve?
1936 */
1937 sprintf(statusbuf, "%sMoves: %d",
1938 (state->completed >= 0 ? "COMPLETED! " : ""),
1939 (state->completed >= 0 ? state->completed : state->movecount));
39bdcaad 1940 if (state->minmoves >= 0)
ac511ec9 1941 sprintf(statusbuf+strlen(statusbuf), " (min %d)",
1942 state->minmoves);
1943
1944 status_bar(dr, statusbuf);
1945 }
1946
1947 sfree(dsf);
1948 sfree(board);
1949}
1950
1951static float game_anim_length(game_state *oldstate, game_state *newstate,
1952 int dir, game_ui *ui)
1953{
1954 return 0.0F;
1955}
1956
1957static float game_flash_length(game_state *oldstate, game_state *newstate,
1958 int dir, game_ui *ui)
1959{
1960 if (oldstate->completed < 0 && newstate->completed >= 0)
1961 return FLASH_TIME;
1962
1963 return 0.0F;
1964}
1965
1966static int game_timing_state(game_state *state, game_ui *ui)
1967{
1968 return TRUE;
1969}
1970
1971static void game_print_size(game_params *params, float *x, float *y)
1972{
1973}
1974
1975static void game_print(drawing *dr, game_state *state, int tilesize)
1976{
1977}
1978
1979#ifdef COMBINED
1980#define thegame nullgame
1981#endif
1982
1983const struct game thegame = {
1984 "Slide", NULL, NULL,
1985 default_params,
1986 game_fetch_preset,
1987 decode_params,
1988 encode_params,
1989 free_params,
1990 dup_params,
1991 TRUE, game_configure, custom_params,
1992 validate_params,
1993 new_game_desc,
1994 validate_desc,
1995 new_game,
1996 dup_game,
1997 free_game,
1998 FALSE, solve_game, /* FIXME */
1999 TRUE, game_text_format,
2000 new_ui,
2001 free_ui,
2002 encode_ui,
2003 decode_ui,
2004 game_changed_state,
2005 interpret_move,
2006 execute_move,
2007 PREFERRED_TILESIZE, game_compute_size, game_set_size,
2008 game_colours,
2009 game_new_drawstate,
2010 game_free_drawstate,
2011 game_redraw,
2012 game_anim_length,
2013 game_flash_length,
2014 FALSE, FALSE, game_print_size, game_print,
2015 TRUE, /* wants_statusbar */
2016 FALSE, game_timing_state,
2017 0, /* flags */
2018};
b48c4c04 2019
2020#ifdef STANDALONE_SOLVER
2021
2022#include <stdarg.h>
2023
2024int main(int argc, char **argv)
2025{
2026 game_params *p;
2027 game_state *s;
2028 char *id = NULL, *desc, *err;
2029 int count = FALSE;
2030 int ret, really_verbose = FALSE;
2031 int *moves;
2032
2033 while (--argc > 0) {
2034 char *p = *++argv;
2035 if (!strcmp(p, "-v")) {
2036 really_verbose = TRUE;
2037 } else if (!strcmp(p, "-c")) {
2038 count = TRUE;
2039 } else if (*p == '-') {
2040 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2041 return 1;
2042 } else {
2043 id = p;
2044 }
2045 }
2046
2047 if (!id) {
2048 fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]);
2049 return 1;
2050 }
2051
2052 desc = strchr(id, ':');
2053 if (!desc) {
2054 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2055 return 1;
2056 }
2057 *desc++ = '\0';
2058
2059 p = default_params();
2060 decode_params(p, id);
2061 err = validate_desc(p, desc);
2062 if (err) {
2063 fprintf(stderr, "%s: %s\n", argv[0], err);
2064 return 1;
2065 }
2066 s = new_game(NULL, p, desc);
2067
2068 ret = solve_board(s->w, s->h, s->board, s->imm->forcefield,
2069 s->tx, s->ty, -1, &moves);
2070 if (ret < 0) {
2071 printf("No solution found\n");
2072 } else {
2073 int index = 0;
2074 if (count) {
2075 printf("%d moves required\n", ret);
2076 return 0;
2077 }
2078 while (1) {
2079 int moveret;
2080 char *text = board_text_format(s->w, s->h, s->board,
2081 s->imm->forcefield);
2082 game_state *s2;
2083
2084 printf("position %d:\n%s", index, text);
2085
2086 if (index >= ret)
2087 break;
2088
2089 s2 = dup_game(s);
2090 moveret = move_piece(s->w, s->h, s->board,
2091 s2->board, s->imm->forcefield,
2092 moves[index*2], moves[index*2+1]);
2093 assert(moveret);
2094
2095 free_game(s);
2096 s = s2;
2097 index++;
2098 }
2099 }
2100
2101 return 0;
2102}
2103
2104#endif