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 | |
85 | enum { |
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 | |
132 | struct game_params { |
133 | int w, h; |
b83e4849 |
134 | int maxmoves; |
ac511ec9 |
135 | }; |
136 | |
137 | struct game_immutable_state { |
138 | int refcount; |
139 | unsigned char *forcefield; |
140 | }; |
141 | |
142 | struct 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 | |
153 | static 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 | |
164 | static const struct game_params slide_presets[] = { |
b83e4849 |
165 | {7, 6, 25}, |
166 | {7, 6, -1}, |
167 | {8, 6, -1}, |
ac511ec9 |
168 | }; |
169 | |
170 | static 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 | |
192 | static void free_params(game_params *params) |
193 | { |
194 | sfree(params); |
195 | } |
196 | |
197 | static 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 | |
204 | static 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 | |
223 | static 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 | |
236 | static 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 | |
269 | static 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 | |
280 | static 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 | |
293 | static 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 | */ |
374 | struct board { |
375 | int w, h; |
376 | int dist; |
377 | struct board *prev; |
378 | unsigned char *data; |
379 | }; |
380 | |
381 | static 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 | |
388 | static 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 | */ |
412 | static 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 | |
642 | static 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 | |
836 | static 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 | |
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; |
899 | int i, j, tx, ty, minmoves; |
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; |
944 | for (j = i; j > 0; j = link[j]) |
945 | if (j == i-1 || j == i-w) |
946 | break; |
947 | if (j < 0) { |
948 | ret = "Disconnected piece in game description"; |
949 | goto done; |
950 | } |
951 | |
952 | active[i] = TRUE; |
953 | active[link[i]] = FALSE; |
954 | i++; |
955 | } else { |
956 | int c = *desc++; |
957 | int count = 1; |
958 | |
959 | if (!strchr("aAmMeEwW", c)) { |
960 | ret = "Invalid character in game description"; |
961 | goto done; |
962 | } |
963 | if (isdigit((unsigned char)*desc)) { |
964 | count = atoi(desc); |
965 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
966 | } |
967 | if (i + count > wh) { |
968 | ret = "Too much data in game description"; |
969 | goto done; |
970 | } |
971 | while (count-- > 0) { |
972 | active[i] = (strchr("aAmM", c) != NULL); |
973 | link[i] = -1; |
974 | if (strchr("mM", c) != NULL) { |
975 | mains++; |
976 | mpos = i; |
977 | } |
978 | i++; |
979 | } |
980 | } |
981 | } |
982 | if (mains != 1) { |
983 | ret = (mains == 0 ? "No main piece specified in game description" : |
984 | "More than one main piece specified in game description"); |
985 | goto done; |
986 | } |
987 | if (i < wh) { |
988 | ret = "Not enough data in game description"; |
989 | goto done; |
990 | } |
991 | |
992 | /* |
993 | * Now read the target coordinates. |
994 | */ |
995 | i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves); |
996 | if (i < 2) { |
997 | ret = "No target coordinates specified"; |
998 | goto done; |
999 | /* |
1000 | * (but minmoves is optional) |
1001 | */ |
1002 | } |
1003 | |
1004 | ret = NULL; |
1005 | |
1006 | done: |
1007 | sfree(active); |
1008 | sfree(link); |
1009 | return ret; |
1010 | } |
1011 | |
1012 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1013 | { |
1014 | int w = params->w, h = params->h, wh = w*h; |
1015 | game_state *state; |
1016 | int i; |
1017 | |
1018 | state = snew(game_state); |
1019 | state->w = w; |
1020 | state->h = h; |
1021 | state->board = snewn(wh, unsigned char); |
1022 | state->lastmoved = state->lastmoved_pos = -1; |
1023 | state->movecount = 0; |
1024 | state->imm = snew(struct game_immutable_state); |
1025 | state->imm->refcount = 1; |
1026 | state->imm->forcefield = snewn(wh, unsigned char); |
1027 | |
1028 | i = 0; |
1029 | |
1030 | while (*desc && *desc != ',') { |
1031 | int f = FALSE; |
1032 | |
1033 | assert(i < wh); |
1034 | |
1035 | if (*desc == 'f') { |
1036 | f = TRUE; |
1037 | desc++; |
1038 | assert(*desc); |
1039 | } |
1040 | |
1041 | if (*desc == 'd' || *desc == 'D') { |
1042 | int dist; |
1043 | |
1044 | desc++; |
1045 | dist = atoi(desc); |
1046 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
1047 | |
1048 | state->board[i] = DIST(dist); |
1049 | state->imm->forcefield[i] = f; |
1050 | |
1051 | i++; |
1052 | } else { |
1053 | int c = *desc++; |
1054 | int count = 1; |
1055 | |
1056 | if (isdigit((unsigned char)*desc)) { |
1057 | count = atoi(desc); |
1058 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
1059 | } |
1060 | assert(i + count <= wh); |
1061 | |
1062 | c = (c == 'a' || c == 'A' ? ANCHOR : |
1063 | c == 'm' || c == 'M' ? MAINANCHOR : |
1064 | c == 'e' || c == 'E' ? EMPTY : |
1065 | /* c == 'w' || c == 'W' ? */ WALL); |
1066 | |
1067 | while (count-- > 0) { |
1068 | state->board[i] = c; |
1069 | state->imm->forcefield[i] = f; |
1070 | i++; |
1071 | } |
1072 | } |
1073 | } |
1074 | |
1075 | /* |
1076 | * Now read the target coordinates. |
1077 | */ |
1078 | state->tx = state->ty = 0; |
1079 | state->minmoves = -1; |
1080 | i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves); |
1081 | |
1082 | if (state->board[state->ty*w+state->tx] == MAINANCHOR) |
1083 | state->completed = 0; /* already complete! */ |
1084 | else |
1085 | state->completed = -1; |
1086 | |
1087 | return state; |
1088 | } |
1089 | |
1090 | static game_state *dup_game(game_state *state) |
1091 | { |
1092 | int w = state->w, h = state->h, wh = w*h; |
1093 | game_state *ret = snew(game_state); |
1094 | |
1095 | ret->w = state->w; |
1096 | ret->h = state->h; |
1097 | ret->board = snewn(wh, unsigned char); |
1098 | memcpy(ret->board, state->board, wh); |
1099 | ret->tx = state->tx; |
1100 | ret->ty = state->ty; |
1101 | ret->minmoves = state->minmoves; |
1102 | ret->lastmoved = state->lastmoved; |
1103 | ret->lastmoved_pos = state->lastmoved_pos; |
1104 | ret->movecount = state->movecount; |
1105 | ret->completed = state->completed; |
1106 | ret->imm = state->imm; |
1107 | ret->imm->refcount++; |
1108 | |
1109 | return ret; |
1110 | } |
1111 | |
1112 | static void free_game(game_state *state) |
1113 | { |
1114 | if (--state->imm->refcount <= 0) { |
1115 | sfree(state->imm->forcefield); |
1116 | sfree(state->imm); |
1117 | } |
1118 | sfree(state->board); |
1119 | sfree(state); |
1120 | } |
1121 | |
1122 | static char *solve_game(game_state *state, game_state *currstate, |
1123 | char *aux, char **error) |
1124 | { |
1125 | /* |
1126 | * FIXME: we have a solver, so use it |
1127 | * |
1128 | * FIXME: we should have generated an aux string, so use that |
1129 | */ |
1130 | return NULL; |
1131 | } |
1132 | |
1133 | static char *game_text_format(game_state *state) |
1134 | { |
1135 | return board_text_format(state->w, state->h, state->board, |
1136 | state->imm->forcefield); |
1137 | } |
1138 | |
1139 | struct game_ui { |
1140 | int dragging; |
1141 | int drag_anchor; |
1142 | int drag_offset_x, drag_offset_y; |
1143 | int drag_currpos; |
1144 | unsigned char *reachable; |
1145 | int *bfs_queue; /* used as scratch in interpret_move */ |
1146 | }; |
1147 | |
1148 | static game_ui *new_ui(game_state *state) |
1149 | { |
1150 | int w = state->w, h = state->h, wh = w*h; |
1151 | game_ui *ui = snew(game_ui); |
1152 | |
1153 | ui->dragging = FALSE; |
1154 | ui->drag_anchor = ui->drag_currpos = -1; |
1155 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1156 | ui->reachable = snewn(wh, unsigned char); |
1157 | memset(ui->reachable, 0, wh); |
1158 | ui->bfs_queue = snewn(wh, int); |
1159 | |
1160 | return ui; |
1161 | } |
1162 | |
1163 | static void free_ui(game_ui *ui) |
1164 | { |
1165 | sfree(ui->bfs_queue); |
1166 | sfree(ui->reachable); |
1167 | sfree(ui); |
1168 | } |
1169 | |
1170 | static char *encode_ui(game_ui *ui) |
1171 | { |
1172 | return NULL; |
1173 | } |
1174 | |
1175 | static void decode_ui(game_ui *ui, char *encoding) |
1176 | { |
1177 | } |
1178 | |
1179 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1180 | game_state *newstate) |
1181 | { |
1182 | } |
1183 | |
1184 | #define PREFERRED_TILESIZE 32 |
1185 | #define TILESIZE (ds->tilesize) |
1186 | #define BORDER (TILESIZE/2) |
1187 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1188 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1189 | #define BORDER_WIDTH (1 + TILESIZE/20) |
1190 | #define HIGHLIGHT_WIDTH (1 + TILESIZE/16) |
1191 | |
1192 | #define FLASH_INTERVAL 0.10F |
1193 | #define FLASH_TIME 3*FLASH_INTERVAL |
1194 | |
1195 | struct game_drawstate { |
1196 | int tilesize; |
1197 | int w, h; |
1198 | unsigned long *grid; /* what's currently displayed */ |
1199 | int started; |
1200 | }; |
1201 | |
1202 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1203 | int x, int y, int button) |
1204 | { |
1205 | int w = state->w, h = state->h, wh = w*h; |
1206 | int tx, ty, i, j; |
1207 | int qhead, qtail; |
1208 | |
1209 | if (button == LEFT_BUTTON) { |
1210 | tx = FROMCOORD(x); |
1211 | ty = FROMCOORD(y); |
1212 | |
1213 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1214 | !ISBLOCK(state->board[ty*w+tx])) |
1215 | return NULL; /* this click has no effect */ |
1216 | |
1217 | /* |
1218 | * User has clicked on a block. Find the block's anchor |
1219 | * and register that we've started dragging it. |
1220 | */ |
1221 | i = ty*w+tx; |
1222 | while (ISDIST(state->board[i])) |
1223 | i -= state->board[i]; |
1224 | assert(i >= 0 && i < wh); |
1225 | |
1226 | ui->dragging = TRUE; |
1227 | ui->drag_anchor = i; |
1228 | ui->drag_offset_x = tx - (i % w); |
1229 | ui->drag_offset_y = ty - (i / w); |
1230 | ui->drag_currpos = i; |
1231 | |
1232 | /* |
1233 | * Now we immediately bfs out from the current location of |
1234 | * the anchor, to find all the places to which this block |
1235 | * can be dragged. |
1236 | */ |
1237 | memset(ui->reachable, FALSE, wh); |
1238 | qhead = qtail = 0; |
1239 | ui->reachable[i] = TRUE; |
1240 | ui->bfs_queue[qtail++] = i; |
1241 | for (j = i; j < wh; j++) |
1242 | if (state->board[j] == DIST(j - i)) |
1243 | i = j; |
1244 | while (qhead < qtail) { |
1245 | int pos = ui->bfs_queue[qhead++]; |
1246 | int x = pos % w, y = pos / w; |
1247 | int dir; |
1248 | |
1249 | for (dir = 0; dir < 4; dir++) { |
1250 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
1251 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
1252 | int newpos; |
1253 | |
1254 | if (x + dx < 0 || x + dx >= w || |
1255 | y + dy < 0 || y + dy >= h) |
1256 | continue; |
1257 | |
1258 | newpos = pos + dy*w + dx; |
1259 | if (ui->reachable[newpos]) |
1260 | continue; /* already done this one */ |
1261 | |
1262 | /* |
1263 | * Now search the grid to see if the block we're |
1264 | * dragging could fit into this space. |
1265 | */ |
1266 | for (j = i; j >= 0; j = (ISDIST(state->board[j]) ? |
1267 | j - state->board[j] : -1)) { |
1268 | int jx = (j+pos-ui->drag_anchor) % w; |
1269 | int jy = (j+pos-ui->drag_anchor) / w; |
1270 | int j2; |
1271 | |
1272 | if (jx + dx < 0 || jx + dx >= w || |
1273 | jy + dy < 0 || jy + dy >= h) |
1274 | break; /* this position isn't valid at all */ |
1275 | |
1276 | j2 = (j+pos-ui->drag_anchor) + dy*w + dx; |
1277 | |
1278 | if (state->board[j2] == EMPTY && |
1279 | (!state->imm->forcefield[j2] || |
1280 | state->board[ui->drag_anchor] == MAINANCHOR)) |
1281 | continue; |
1282 | while (ISDIST(state->board[j2])) |
1283 | j2 -= state->board[j2]; |
1284 | assert(j2 >= 0 && j2 < wh); |
1285 | if (j2 == ui->drag_anchor) |
1286 | continue; |
1287 | else |
1288 | break; |
1289 | } |
1290 | |
1291 | if (j < 0) { |
1292 | /* |
1293 | * If we got to the end of that loop without |
1294 | * disqualifying this position, mark it as |
1295 | * reachable for this drag. |
1296 | */ |
1297 | ui->reachable[newpos] = TRUE; |
1298 | ui->bfs_queue[qtail++] = newpos; |
1299 | } |
1300 | } |
1301 | } |
1302 | |
1303 | /* |
1304 | * And that's it. Update the display to reflect the start |
1305 | * of a drag. |
1306 | */ |
1307 | return ""; |
1308 | } else if (button == LEFT_DRAG && ui->dragging) { |
1309 | tx = FROMCOORD(x); |
1310 | ty = FROMCOORD(y); |
1311 | |
1312 | tx -= ui->drag_offset_x; |
1313 | ty -= ui->drag_offset_y; |
1314 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
1315 | !ui->reachable[ty*w+tx]) |
1316 | return NULL; /* this drag has no effect */ |
1317 | |
1318 | ui->drag_currpos = ty*w+tx; |
1319 | return ""; |
1320 | } else if (button == LEFT_RELEASE && ui->dragging) { |
1321 | char data[256], *str; |
1322 | |
1323 | /* |
1324 | * Terminate the drag, and if the piece has actually moved |
1325 | * then return a move string quoting the old and new |
1326 | * locations of the piece's anchor. |
1327 | */ |
1328 | if (ui->drag_anchor != ui->drag_currpos) { |
1329 | sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos); |
1330 | str = dupstr(data); |
1331 | } else |
1332 | str = ""; /* null move; just update the UI */ |
1333 | |
1334 | ui->dragging = FALSE; |
1335 | ui->drag_anchor = ui->drag_currpos = -1; |
1336 | ui->drag_offset_x = ui->drag_offset_y = -1; |
1337 | memset(ui->reachable, 0, wh); |
1338 | |
1339 | return str; |
1340 | } |
1341 | |
1342 | return NULL; |
1343 | } |
1344 | |
1345 | static int move_piece(int w, int h, const unsigned char *src, |
1346 | unsigned char *dst, unsigned char *ff, int from, int to) |
1347 | { |
1348 | int wh = w*h; |
1349 | int i, j; |
1350 | |
1351 | if (!ISANCHOR(dst[from])) |
1352 | return FALSE; |
1353 | |
1354 | /* |
1355 | * Scan to the far end of the piece's linked list. |
1356 | */ |
1357 | for (i = j = from; j < wh; j++) |
1358 | if (src[j] == DIST(j - i)) |
1359 | i = j; |
1360 | |
1361 | /* |
1362 | * Remove the piece from its old location in the new |
1363 | * game state. |
1364 | */ |
1365 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) |
1366 | dst[j] = EMPTY; |
1367 | |
1368 | /* |
1369 | * And put it back in at the new location. |
1370 | */ |
1371 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) { |
1372 | int jn = j + to - from; |
1373 | if (jn < 0 || jn >= wh) |
1374 | return FALSE; |
1375 | if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) { |
1376 | dst[jn] = src[j]; |
1377 | } else { |
1378 | return FALSE; |
1379 | } |
1380 | } |
1381 | |
1382 | return TRUE; |
1383 | } |
1384 | |
1385 | static game_state *execute_move(game_state *state, char *move) |
1386 | { |
1387 | int w = state->w, h = state->h /* , wh = w*h */; |
1388 | char c; |
1389 | int a1, a2, n; |
1390 | game_state *ret = dup_game(state); |
1391 | |
1392 | while (*move) { |
1393 | c = *move; |
1394 | if (c == 'M') { |
1395 | move++; |
1396 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || |
1397 | !move_piece(w, h, state->board, ret->board, |
1398 | state->imm->forcefield, a1, a2)) { |
1399 | free_game(ret); |
1400 | return NULL; |
1401 | } |
1402 | if (a1 == ret->lastmoved) { |
1403 | /* |
1404 | * If the player has moved the same piece as they |
1405 | * moved last time, don't increment the move |
1406 | * count. In fact, if they've put the piece back |
1407 | * where it started from, _decrement_ the move |
1408 | * count. |
1409 | */ |
1410 | if (a2 == ret->lastmoved_pos) { |
1411 | ret->movecount--; /* reverted last move */ |
1412 | ret->lastmoved = ret->lastmoved_pos = -1; |
1413 | } else { |
1414 | ret->lastmoved = a2; |
1415 | /* don't change lastmoved_pos */ |
1416 | } |
1417 | } else { |
1418 | ret->lastmoved = a2; |
1419 | ret->lastmoved_pos = a1; |
1420 | ret->movecount++; |
1421 | } |
1422 | if (ret->board[a2] == MAINANCHOR && |
1423 | a2 == ret->ty * w + ret->tx && ret->completed < 0) |
1424 | ret->completed = ret->movecount; |
1425 | move += n; |
1426 | } else { |
1427 | free_game(ret); |
1428 | return NULL; |
1429 | } |
1430 | if (*move == ';') |
1431 | move++; |
1432 | else if (*move) { |
1433 | free_game(ret); |
1434 | return NULL; |
1435 | } |
1436 | } |
1437 | |
1438 | return ret; |
1439 | } |
1440 | |
1441 | /* ---------------------------------------------------------------------- |
1442 | * Drawing routines. |
1443 | */ |
1444 | |
1445 | static void game_compute_size(game_params *params, int tilesize, |
1446 | int *x, int *y) |
1447 | { |
1448 | /* fool the macros */ |
1449 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
1450 | |
1451 | *x = params->w * TILESIZE + 2*BORDER; |
1452 | *y = params->h * TILESIZE + 2*BORDER; |
1453 | } |
1454 | |
1455 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1456 | game_params *params, int tilesize) |
1457 | { |
1458 | ds->tilesize = tilesize; |
1459 | } |
1460 | |
1461 | static void raise_colour(float *target, float *src, float *limit) |
1462 | { |
1463 | int i; |
1464 | for (i = 0; i < 3; i++) |
1465 | target[i] = (2*src[i] + limit[i]) / 3; |
1466 | } |
1467 | |
1468 | static float *game_colours(frontend *fe, int *ncolours) |
1469 | { |
1470 | float *ret = snewn(3 * NCOLOURS, float); |
1471 | |
1472 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1473 | |
1474 | /* |
1475 | * When dragging a tile, we light it up a bit. |
1476 | */ |
1477 | raise_colour(ret+3*COL_DRAGGING, |
1478 | ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT); |
1479 | raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT, |
1480 | ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT); |
1481 | raise_colour(ret+3*COL_DRAGGING_LOWLIGHT, |
1482 | ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT); |
1483 | |
1484 | /* |
1485 | * The main tile is tinted blue. |
1486 | */ |
1487 | ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1488 | ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
1489 | ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2]; |
1490 | game_mkhighlight_specific(fe, ret, COL_MAIN, |
1491 | COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT); |
1492 | |
1493 | /* |
1494 | * And we light that up a bit too when dragging. |
1495 | */ |
1496 | raise_colour(ret+3*COL_MAIN_DRAGGING, |
1497 | ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT); |
1498 | raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT, |
1499 | ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1500 | raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT, |
1501 | ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
1502 | |
1503 | /* |
1504 | * The target area on the floor is tinted green. |
1505 | */ |
1506 | ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1507 | ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1]; |
1508 | ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
1509 | game_mkhighlight_specific(fe, ret, COL_TARGET, |
1510 | COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT); |
1511 | |
1512 | *ncolours = NCOLOURS; |
1513 | return ret; |
1514 | } |
1515 | |
1516 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1517 | { |
1518 | int w = state->w, h = state->h, wh = w*h; |
1519 | struct game_drawstate *ds = snew(struct game_drawstate); |
1520 | int i; |
1521 | |
1522 | ds->tilesize = 0; |
1523 | ds->w = w; |
1524 | ds->h = h; |
1525 | ds->started = FALSE; |
1526 | ds->grid = snewn(wh, unsigned long); |
1527 | for (i = 0; i < wh; i++) |
1528 | ds->grid[i] = ~(unsigned long)0; |
1529 | |
1530 | return ds; |
1531 | } |
1532 | |
1533 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1534 | { |
1535 | sfree(ds->grid); |
1536 | sfree(ds); |
1537 | } |
1538 | |
1539 | #define BG_NORMAL 0x00000001UL |
1540 | #define BG_TARGET 0x00000002UL |
1541 | #define BG_FORCEFIELD 0x00000004UL |
1542 | #define FLASH_LOW 0x00000008UL |
1543 | #define FLASH_HIGH 0x00000010UL |
1544 | #define FG_WALL 0x00000020UL |
1545 | #define FG_MAIN 0x00000040UL |
1546 | #define FG_NORMAL 0x00000080UL |
1547 | #define FG_DRAGGING 0x00000100UL |
1548 | #define FG_LBORDER 0x00000200UL |
1549 | #define FG_TBORDER 0x00000400UL |
1550 | #define FG_RBORDER 0x00000800UL |
1551 | #define FG_BBORDER 0x00001000UL |
1552 | #define FG_TLCORNER 0x00002000UL |
1553 | #define FG_TRCORNER 0x00004000UL |
1554 | #define FG_BLCORNER 0x00008000UL |
1555 | #define FG_BRCORNER 0x00010000UL |
1556 | |
1557 | /* |
1558 | * Utility function. |
1559 | */ |
1560 | #define TYPE_MASK 0xF000 |
1561 | #define COL_MASK 0x0FFF |
1562 | #define TYPE_RECT 0x0000 |
1563 | #define TYPE_TLCIRC 0x4000 |
1564 | #define TYPE_TRCIRC 0x5000 |
1565 | #define TYPE_BLCIRC 0x6000 |
1566 | #define TYPE_BRCIRC 0x7000 |
1567 | static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype) |
1568 | { |
1569 | int colour = coltype & COL_MASK, type = coltype & TYPE_MASK; |
1570 | |
1571 | if (colour > NCOLOURS) |
1572 | return; |
1573 | if (type == TYPE_RECT) { |
1574 | draw_rect(dr, x, y, w, h, colour); |
1575 | } else { |
1576 | int cx, cy, r; |
1577 | |
1578 | clip(dr, x, y, w, h); |
1579 | |
1580 | cx = x; |
1581 | cy = y; |
1582 | assert(w == h); |
1583 | r = w-1; |
1584 | if (type & 0x1000) |
1585 | cx += r; |
1586 | if (type & 0x2000) |
1587 | cy += r; |
1588 | draw_circle(dr, cx, cy, r, colour, colour); |
1589 | |
1590 | unclip(dr); |
1591 | } |
1592 | } |
1593 | |
1594 | static void draw_tile(drawing *dr, game_drawstate *ds, |
1595 | int x, int y, unsigned long val) |
1596 | { |
1597 | int tx = COORD(x), ty = COORD(y); |
1598 | int cc, ch, cl; |
1599 | |
1600 | /* |
1601 | * Draw the tile background. |
1602 | */ |
1603 | if (val & BG_TARGET) |
1604 | cc = COL_TARGET; |
1605 | else |
1606 | cc = COL_BACKGROUND; |
1607 | ch = cc+1; |
1608 | cl = cc+2; |
1609 | if (val & FLASH_LOW) |
1610 | cc = cl; |
1611 | else if (val & FLASH_HIGH) |
1612 | cc = ch; |
1613 | |
1614 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
1615 | if (val & BG_FORCEFIELD) { |
1616 | /* |
1617 | * Cattle-grid effect to indicate that nothing but the |
1618 | * main block can slide over this square. |
1619 | */ |
1620 | int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH)); |
1621 | int i; |
1622 | |
1623 | for (i = 1; i < n; i += 3) { |
1624 | draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl); |
1625 | draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl); |
1626 | } |
1627 | } |
1628 | |
1629 | /* |
1630 | * Draw the tile foreground, i.e. some section of a block or |
1631 | * wall. |
1632 | */ |
1633 | if (val & FG_WALL) { |
1634 | cc = COL_BACKGROUND; |
1635 | ch = cc+1; |
1636 | cl = cc+2; |
1637 | if (val & FLASH_LOW) |
1638 | cc = cl; |
1639 | else if (val & FLASH_HIGH) |
1640 | cc = ch; |
1641 | |
1642 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
1643 | if (val & FG_LBORDER) |
1644 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, |
1645 | ch); |
1646 | if (val & FG_RBORDER) |
1647 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1648 | HIGHLIGHT_WIDTH, TILESIZE, cl); |
1649 | if (val & FG_TBORDER) |
1650 | draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); |
1651 | if (val & FG_BBORDER) |
1652 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1653 | TILESIZE, HIGHLIGHT_WIDTH, cl); |
1654 | if (!((FG_BBORDER | FG_LBORDER) &~ val)) |
1655 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
1656 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
1657 | if (!((FG_TBORDER | FG_RBORDER) &~ val)) |
1658 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
1659 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
1660 | if (val & FG_TLCORNER) |
1661 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
1662 | if (val & FG_BRCORNER) |
1663 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, |
1664 | ty+TILESIZE-HIGHLIGHT_WIDTH, |
1665 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
1666 | } else if (val & (FG_MAIN | FG_NORMAL)) { |
1667 | int x[6], y[6]; |
1668 | |
1669 | if (val & FG_DRAGGING) |
1670 | cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); |
1671 | else |
1672 | cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND); |
1673 | ch = cc+1; |
1674 | cl = cc+2; |
1675 | |
1676 | if (val & FLASH_LOW) |
1677 | cc = cl; |
1678 | else if (val & FLASH_HIGH) |
1679 | cc = ch; |
1680 | |
1681 | /* |
1682 | * Drawing the blocks is hellishly fiddly. The blocks |
1683 | * don't stretch to the full size of the tile; there's a |
1684 | * border around them of size BORDER_WIDTH. Then they have |
1685 | * bevelled borders of size HIGHLIGHT_WIDTH, and also |
1686 | * rounded corners. |
1687 | * |
1688 | * I tried for some time to find a clean and clever way to |
1689 | * figure out what needed drawing from the corner and |
1690 | * border flags, but in the end the cleanest way I could |
1691 | * find was the following. We divide the grid square into |
1692 | * 25 parts by ruling four horizontal and four vertical |
1693 | * lines across it; those lines are at BORDER_WIDTH and |
1694 | * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the |
1695 | * bottom, from the left and from the right. Then we |
1696 | * carefully consider each of the resulting 25 sections of |
1697 | * square, and decide separately what needs to go in it |
1698 | * based on the flags. In complicated cases there can be |
1699 | * up to five possibilities affecting any given section |
1700 | * (no corner or border flags, just the corner flag, one |
1701 | * border flag, the other border flag, both border flags). |
1702 | * So there's a lot of very fiddly logic here and all I |
1703 | * could really think to do was give it my best shot and |
1704 | * then test it and correct all the typos. Not fun to |
1705 | * write, and I'm sure it isn't fun to read either, but it |
1706 | * seems to work. |
1707 | */ |
1708 | |
1709 | x[0] = tx; |
1710 | x[1] = x[0] + BORDER_WIDTH; |
1711 | x[2] = x[1] + HIGHLIGHT_WIDTH; |
1712 | x[5] = tx + TILESIZE; |
1713 | x[4] = x[5] - BORDER_WIDTH; |
1714 | x[3] = x[4] - HIGHLIGHT_WIDTH; |
1715 | |
1716 | y[0] = ty; |
1717 | y[1] = y[0] + BORDER_WIDTH; |
1718 | y[2] = y[1] + HIGHLIGHT_WIDTH; |
1719 | y[5] = ty + TILESIZE; |
1720 | y[4] = y[5] - BORDER_WIDTH; |
1721 | y[3] = y[4] - HIGHLIGHT_WIDTH; |
1722 | |
1723 | #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] |
1724 | |
1725 | maybe_rect(dr, RECT(0,0), |
1726 | (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc); |
1727 | maybe_rect(dr, RECT(1,0), |
1728 | (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 : |
1729 | (val & FG_LBORDER) ? ch : cc); |
1730 | maybe_rect(dr, RECT(2,0), |
1731 | (val & FG_TBORDER) ? -1 : cc); |
1732 | maybe_rect(dr, RECT(3,0), |
1733 | (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 : |
1734 | (val & FG_RBORDER) ? cl : cc); |
1735 | maybe_rect(dr, RECT(4,0), |
1736 | (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc); |
1737 | maybe_rect(dr, RECT(0,1), |
1738 | (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 : |
1739 | (val & FG_TBORDER) ? ch : cc); |
1740 | maybe_rect(dr, RECT(1,1), |
1741 | (val & FG_TLCORNER) ? cc : -1); |
1742 | maybe_rect(dr, RECT(1,1), |
1743 | (val & FG_TLCORNER) ? ch | TYPE_TLCIRC : |
1744 | !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC : |
1745 | (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc); |
1746 | maybe_rect(dr, RECT(2,1), |
1747 | (val & FG_TBORDER) ? ch : cc); |
1748 | maybe_rect(dr, RECT(3,1), |
1749 | (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch : |
1750 | (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl : |
1751 | !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc); |
1752 | maybe_rect(dr, RECT(4,1), |
1753 | (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 : |
1754 | (val & FG_TBORDER) ? ch : cc); |
1755 | maybe_rect(dr, RECT(0,2), |
1756 | (val & FG_LBORDER) ? -1 : cc); |
1757 | maybe_rect(dr, RECT(1,2), |
1758 | (val & FG_LBORDER) ? ch : cc); |
1759 | maybe_rect(dr, RECT(2,2), |
1760 | cc); |
1761 | maybe_rect(dr, RECT(3,2), |
1762 | (val & FG_RBORDER) ? cl : cc); |
1763 | maybe_rect(dr, RECT(4,2), |
1764 | (val & FG_RBORDER) ? -1 : cc); |
1765 | maybe_rect(dr, RECT(0,3), |
1766 | (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 : |
1767 | (val & FG_BBORDER) ? cl : cc); |
1768 | maybe_rect(dr, RECT(1,3), |
1769 | (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl : |
1770 | (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch : |
1771 | !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc); |
1772 | maybe_rect(dr, RECT(2,3), |
1773 | (val & FG_BBORDER) ? cl : cc); |
1774 | maybe_rect(dr, RECT(3,3), |
1775 | (val & FG_BRCORNER) ? cc : -1); |
1776 | maybe_rect(dr, RECT(3,3), |
1777 | (val & FG_BRCORNER) ? cl | TYPE_BRCIRC : |
1778 | !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC : |
1779 | (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc); |
1780 | maybe_rect(dr, RECT(4,3), |
1781 | (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 : |
1782 | (val & FG_BBORDER) ? cl : cc); |
1783 | maybe_rect(dr, RECT(0,4), |
1784 | (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc); |
1785 | maybe_rect(dr, RECT(1,4), |
1786 | (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 : |
1787 | (val & FG_LBORDER) ? ch : cc); |
1788 | maybe_rect(dr, RECT(2,4), |
1789 | (val & FG_BBORDER) ? -1 : cc); |
1790 | maybe_rect(dr, RECT(3,4), |
1791 | (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 : |
1792 | (val & FG_RBORDER) ? cl : cc); |
1793 | maybe_rect(dr, RECT(4,4), |
1794 | (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc); |
1795 | |
1796 | #undef RECT |
1797 | |
1798 | } |
1799 | |
1800 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
1801 | } |
1802 | |
1803 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1804 | game_state *state, int dir, game_ui *ui, |
1805 | float animtime, float flashtime) |
1806 | { |
1807 | int w = state->w, h = state->h, wh = w*h; |
1808 | unsigned char *board; |
1809 | int *dsf; |
1810 | int x, y, mainanchor, mainpos, dragpos; |
1811 | |
1812 | if (!ds->started) { |
1813 | /* |
1814 | * The initial contents of the window are not guaranteed |
1815 | * and can vary with front ends. To be on the safe side, |
1816 | * all games should start by drawing a big |
1817 | * background-colour rectangle covering the whole window. |
1818 | */ |
1819 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
1820 | ds->started = TRUE; |
1821 | } |
1822 | |
1823 | /* |
1824 | * Construct the board we'll be displaying (which may be |
1825 | * different from the one in state if ui describes a drag in |
1826 | * progress). |
1827 | */ |
1828 | board = snewn(wh, unsigned char); |
1829 | memcpy(board, state->board, wh); |
1830 | if (ui->dragging) { |
1831 | int mpret = move_piece(w, h, state->board, board, |
1832 | state->imm->forcefield, |
1833 | ui->drag_anchor, ui->drag_currpos); |
1834 | assert(mpret); |
1835 | } |
1836 | |
1837 | /* |
1838 | * Build a dsf out of that board, so we can conveniently tell |
1839 | * which edges are connected and which aren't. |
1840 | */ |
1841 | dsf = snew_dsf(wh); |
1842 | mainanchor = -1; |
1843 | for (y = 0; y < h; y++) |
1844 | for (x = 0; x < w; x++) { |
1845 | int i = y*w+x; |
1846 | |
1847 | if (ISDIST(board[i])) |
1848 | dsf_merge(dsf, i, i - board[i]); |
1849 | if (board[i] == MAINANCHOR) |
1850 | mainanchor = i; |
1851 | if (board[i] == WALL) { |
1852 | if (x > 0 && board[i-1] == WALL) |
1853 | dsf_merge(dsf, i, i-1); |
1854 | if (y > 0 && board[i-w] == WALL) |
1855 | dsf_merge(dsf, i, i-w); |
1856 | } |
1857 | } |
1858 | assert(mainanchor >= 0); |
1859 | mainpos = dsf_canonify(dsf, mainanchor); |
1860 | dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; |
1861 | |
1862 | /* |
1863 | * Now we can construct the data about what we want to draw. |
1864 | */ |
1865 | for (y = 0; y < h; y++) |
1866 | for (x = 0; x < w; x++) { |
1867 | int i = y*w+x; |
1868 | int j; |
1869 | unsigned long val; |
1870 | int canon; |
1871 | |
1872 | /* |
1873 | * See if this square is part of the target area. |
1874 | */ |
1875 | j = i + mainanchor - (state->ty * w + state->tx); |
1876 | while (j >= 0 && j < wh && ISDIST(board[j])) |
1877 | j -= board[j]; |
1878 | if (j == mainanchor) |
1879 | val = BG_TARGET; |
1880 | else |
1881 | val = BG_NORMAL; |
1882 | |
1883 | if (state->imm->forcefield[i]) |
1884 | val |= BG_FORCEFIELD; |
1885 | |
1886 | if (flashtime > 0) { |
1887 | int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1; |
1888 | val |= (flashtype ? FLASH_LOW : FLASH_HIGH); |
1889 | } |
1890 | |
1891 | if (board[i] != EMPTY) { |
1892 | canon = dsf_canonify(dsf, i); |
1893 | |
1894 | if (board[i] == WALL) |
1895 | val |= FG_WALL; |
1896 | else if (canon == mainpos) |
1897 | val |= FG_MAIN; |
1898 | else |
1899 | val |= FG_NORMAL; |
1900 | if (canon == dragpos) |
1901 | val |= FG_DRAGGING; |
1902 | |
1903 | /* |
1904 | * Now look around to see if other squares |
1905 | * belonging to the same block are adjacent to us. |
1906 | */ |
1907 | if (x == 0 || canon != dsf_canonify(dsf, i-1)) |
1908 | val |= FG_LBORDER; |
1909 | if (y== 0 || canon != dsf_canonify(dsf, i-w)) |
1910 | val |= FG_TBORDER; |
1911 | if (x == w-1 || canon != dsf_canonify(dsf, i+1)) |
1912 | val |= FG_RBORDER; |
1913 | if (y == h-1 || canon != dsf_canonify(dsf, i+w)) |
1914 | val |= FG_BBORDER; |
1915 | if (!(val & (FG_TBORDER | FG_LBORDER)) && |
1916 | canon != dsf_canonify(dsf, i-1-w)) |
1917 | val |= FG_TLCORNER; |
1918 | if (!(val & (FG_TBORDER | FG_RBORDER)) && |
1919 | canon != dsf_canonify(dsf, i+1-w)) |
1920 | val |= FG_TRCORNER; |
1921 | if (!(val & (FG_BBORDER | FG_LBORDER)) && |
1922 | canon != dsf_canonify(dsf, i-1+w)) |
1923 | val |= FG_BLCORNER; |
1924 | if (!(val & (FG_BBORDER | FG_RBORDER)) && |
1925 | canon != dsf_canonify(dsf, i+1+w)) |
1926 | val |= FG_BRCORNER; |
1927 | } |
1928 | |
1929 | if (val != ds->grid[i]) { |
1930 | draw_tile(dr, ds, x, y, val); |
1931 | ds->grid[i] = val; |
1932 | } |
1933 | } |
1934 | |
1935 | /* |
1936 | * Update the status bar. |
1937 | */ |
1938 | { |
1939 | char statusbuf[256]; |
1940 | |
1941 | /* |
1942 | * FIXME: do something about auto-solve? |
1943 | */ |
1944 | sprintf(statusbuf, "%sMoves: %d", |
1945 | (state->completed >= 0 ? "COMPLETED! " : ""), |
1946 | (state->completed >= 0 ? state->completed : state->movecount)); |
39bdcaad |
1947 | if (state->minmoves >= 0) |
ac511ec9 |
1948 | sprintf(statusbuf+strlen(statusbuf), " (min %d)", |
1949 | state->minmoves); |
1950 | |
1951 | status_bar(dr, statusbuf); |
1952 | } |
1953 | |
1954 | sfree(dsf); |
1955 | sfree(board); |
1956 | } |
1957 | |
1958 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1959 | int dir, game_ui *ui) |
1960 | { |
1961 | return 0.0F; |
1962 | } |
1963 | |
1964 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1965 | int dir, game_ui *ui) |
1966 | { |
1967 | if (oldstate->completed < 0 && newstate->completed >= 0) |
1968 | return FLASH_TIME; |
1969 | |
1970 | return 0.0F; |
1971 | } |
1972 | |
1973 | static int game_timing_state(game_state *state, game_ui *ui) |
1974 | { |
1975 | return TRUE; |
1976 | } |
1977 | |
1978 | static void game_print_size(game_params *params, float *x, float *y) |
1979 | { |
1980 | } |
1981 | |
1982 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1983 | { |
1984 | } |
1985 | |
1986 | #ifdef COMBINED |
1987 | #define thegame nullgame |
1988 | #endif |
1989 | |
1990 | const struct game thegame = { |
1991 | "Slide", NULL, NULL, |
1992 | default_params, |
1993 | game_fetch_preset, |
1994 | decode_params, |
1995 | encode_params, |
1996 | free_params, |
1997 | dup_params, |
1998 | TRUE, game_configure, custom_params, |
1999 | validate_params, |
2000 | new_game_desc, |
2001 | validate_desc, |
2002 | new_game, |
2003 | dup_game, |
2004 | free_game, |
2005 | FALSE, solve_game, /* FIXME */ |
2006 | TRUE, game_text_format, |
2007 | new_ui, |
2008 | free_ui, |
2009 | encode_ui, |
2010 | decode_ui, |
2011 | game_changed_state, |
2012 | interpret_move, |
2013 | execute_move, |
2014 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2015 | game_colours, |
2016 | game_new_drawstate, |
2017 | game_free_drawstate, |
2018 | game_redraw, |
2019 | game_anim_length, |
2020 | game_flash_length, |
2021 | FALSE, FALSE, game_print_size, game_print, |
2022 | TRUE, /* wants_statusbar */ |
2023 | FALSE, game_timing_state, |
2024 | 0, /* flags */ |
2025 | }; |
b48c4c04 |
2026 | |
2027 | #ifdef STANDALONE_SOLVER |
2028 | |
2029 | #include <stdarg.h> |
2030 | |
2031 | int main(int argc, char **argv) |
2032 | { |
2033 | game_params *p; |
2034 | game_state *s; |
2035 | char *id = NULL, *desc, *err; |
2036 | int count = FALSE; |
2037 | int ret, really_verbose = FALSE; |
2038 | int *moves; |
2039 | |
2040 | while (--argc > 0) { |
2041 | char *p = *++argv; |
2042 | if (!strcmp(p, "-v")) { |
2043 | really_verbose = TRUE; |
2044 | } else if (!strcmp(p, "-c")) { |
2045 | count = TRUE; |
2046 | } else if (*p == '-') { |
2047 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2048 | return 1; |
2049 | } else { |
2050 | id = p; |
2051 | } |
2052 | } |
2053 | |
2054 | if (!id) { |
2055 | fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]); |
2056 | return 1; |
2057 | } |
2058 | |
2059 | desc = strchr(id, ':'); |
2060 | if (!desc) { |
2061 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2062 | return 1; |
2063 | } |
2064 | *desc++ = '\0'; |
2065 | |
2066 | p = default_params(); |
2067 | decode_params(p, id); |
2068 | err = validate_desc(p, desc); |
2069 | if (err) { |
2070 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2071 | return 1; |
2072 | } |
2073 | s = new_game(NULL, p, desc); |
2074 | |
2075 | ret = solve_board(s->w, s->h, s->board, s->imm->forcefield, |
2076 | s->tx, s->ty, -1, &moves); |
2077 | if (ret < 0) { |
2078 | printf("No solution found\n"); |
2079 | } else { |
2080 | int index = 0; |
2081 | if (count) { |
2082 | printf("%d moves required\n", ret); |
2083 | return 0; |
2084 | } |
2085 | while (1) { |
2086 | int moveret; |
2087 | char *text = board_text_format(s->w, s->h, s->board, |
2088 | s->imm->forcefield); |
2089 | game_state *s2; |
2090 | |
2091 | printf("position %d:\n%s", index, text); |
2092 | |
2093 | if (index >= ret) |
2094 | break; |
2095 | |
2096 | s2 = dup_game(s); |
2097 | moveret = move_piece(s->w, s->h, s->board, |
2098 | s2->board, s->imm->forcefield, |
2099 | moves[index*2], moves[index*2+1]); |
2100 | assert(moveret); |
2101 | |
2102 | free_game(s); |
2103 | s = s2; |
2104 | index++; |
2105 | } |
2106 | } |
2107 | |
2108 | return 0; |
2109 | } |
2110 | |
2111 | #endif |