| 1 | /* |
| 2 | * 'same game' -- try to remove all the coloured squares by |
| 3 | * selecting regions of contiguous colours. |
| 4 | */ |
| 5 | |
| 6 | /* |
| 7 | * TODO on grid generation: |
| 8 | * |
| 9 | * - Generation speed could still be improved. |
| 10 | * * 15x10c3 is the only really difficult one of the existing |
| 11 | * presets. The others are all either small enough, or have |
| 12 | * the great flexibility given by four colours, that they |
| 13 | * don't take long at all. |
| 14 | * * I still suspect many problems arise from separate |
| 15 | * subareas. I wonder if we can also somehow prioritise left- |
| 16 | * or rightmost insertions so as to avoid area splitting at |
| 17 | * all where feasible? It's not easy, though, because the |
| 18 | * current shuffle-then-try-all-options approach to move |
| 19 | * choice doesn't leave room for `soft' probabilistic |
| 20 | * prioritisation: we either try all class A moves before any |
| 21 | * class B ones, or we don't. |
| 22 | * |
| 23 | * - The current generation algorithm inserts exactly two squares |
| 24 | * at a time, with a single exception at the beginning of |
| 25 | * generation for grids of odd overall size. An obvious |
| 26 | * extension would be to permit larger inverse moves during |
| 27 | * generation. |
| 28 | * * this might reduce the number of failed generations by |
| 29 | * making the insertion algorithm more flexible |
| 30 | * * on the other hand, it would be significantly more complex |
| 31 | * * if I do this I'll need to take out the odd-subarea |
| 32 | * avoidance |
| 33 | * * a nice feature of the current algorithm is that the |
| 34 | * computer's `intended' solution always receives the minimum |
| 35 | * possible score, so that pretty much the player's entire |
| 36 | * score represents how much better they did than the |
| 37 | * computer. |
| 38 | * |
| 39 | * - Is it possible we can _temporarily_ tolerate neighbouring |
| 40 | * squares of the same colour, until we've finished setting up |
| 41 | * our inverse move? |
| 42 | * * or perhaps even not choose the colour of our inserted |
| 43 | * region until we have finished placing it, and _then_ look |
| 44 | * at what colours border on it? |
| 45 | * * I don't think this is currently meaningful unless we're |
| 46 | * placing more than a domino at a time. |
| 47 | * |
| 48 | * - possibly write out a full solution so that Solve can somehow |
| 49 | * show it step by step? |
| 50 | * * aux_info would have to encode the click points |
| 51 | * * solve_game() would have to encode not only those click |
| 52 | * points but also give a move string which reconstructed the |
| 53 | * initial state |
| 54 | * * the game_state would include a pointer to a solution move |
| 55 | * list, plus an index into that list |
| 56 | * * game_changed_state would auto-select the next move if |
| 57 | * handed a new state which had a solution move list active |
| 58 | * * execute_move, if passed such a state as input, would check |
| 59 | * to see whether the move being made was the same as the one |
| 60 | * stated by the solution, and if so would advance the move |
| 61 | * index. Failing that it would return a game_state without a |
| 62 | * solution move list active at all. |
| 63 | */ |
| 64 | |
| 65 | #include <stdio.h> |
| 66 | #include <stdlib.h> |
| 67 | #include <string.h> |
| 68 | #include <assert.h> |
| 69 | #include <ctype.h> |
| 70 | #include <math.h> |
| 71 | |
| 72 | #include "puzzles.h" |
| 73 | |
| 74 | #define TILE_INNER (ds->tileinner) |
| 75 | #define TILE_GAP (ds->tilegap) |
| 76 | #define TILE_SIZE (TILE_INNER + TILE_GAP) |
| 77 | #define PREFERRED_TILE_SIZE 32 |
| 78 | #define BORDER (TILE_SIZE / 2) |
| 79 | #define HIGHLIGHT_WIDTH 2 |
| 80 | |
| 81 | #define FLASH_FRAME 0.13F |
| 82 | |
| 83 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 84 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 85 | |
| 86 | #define X(state, i) ( (i) % (state)->params.w ) |
| 87 | #define Y(state, i) ( (i) / (state)->params.w ) |
| 88 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
| 89 | |
| 90 | enum { |
| 91 | COL_BACKGROUND, |
| 92 | COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, |
| 93 | COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT, |
| 94 | NCOLOURS |
| 95 | }; |
| 96 | |
| 97 | /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */ |
| 98 | struct game_params { |
| 99 | int w, h, ncols, scoresub; |
| 100 | int soluble; /* choose generation algorithm */ |
| 101 | }; |
| 102 | |
| 103 | /* These flags must be unique across all uses; in the game_state, |
| 104 | * the game_ui, and the drawstate (as they all get combined in the |
| 105 | * drawstate). */ |
| 106 | #define TILE_COLMASK 0x00ff |
| 107 | #define TILE_SELECTED 0x0100 /* used in ui and drawstate */ |
| 108 | #define TILE_JOINRIGHT 0x0200 /* used in drawstate */ |
| 109 | #define TILE_JOINDOWN 0x0400 /* used in drawstate */ |
| 110 | #define TILE_JOINDIAG 0x0800 /* used in drawstate */ |
| 111 | #define TILE_HASSEL 0x1000 /* used in drawstate */ |
| 112 | #define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */ |
| 113 | |
| 114 | #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)]) |
| 115 | #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK) |
| 116 | #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED) |
| 117 | |
| 118 | #define SWAPTILE(gs,x1,y1,x2,y2) do { \ |
| 119 | int t = TILE(gs,x1,y1); \ |
| 120 | TILE(gs,x1,y1) = TILE(gs,x2,y2); \ |
| 121 | TILE(gs,x2,y2) = t; \ |
| 122 | } while (0) |
| 123 | |
| 124 | static int npoints(game_params *params, int nsel) |
| 125 | { |
| 126 | int sdiff = nsel - params->scoresub; |
| 127 | return (sdiff > 0) ? sdiff * sdiff : 0; |
| 128 | } |
| 129 | |
| 130 | struct game_state { |
| 131 | struct game_params params; |
| 132 | int n; |
| 133 | int *tiles; /* colour only */ |
| 134 | int score; |
| 135 | int complete, impossible; |
| 136 | }; |
| 137 | |
| 138 | static game_params *default_params(void) |
| 139 | { |
| 140 | game_params *ret = snew(game_params); |
| 141 | ret->w = 5; |
| 142 | ret->h = 5; |
| 143 | ret->ncols = 3; |
| 144 | ret->scoresub = 2; |
| 145 | ret->soluble = TRUE; |
| 146 | return ret; |
| 147 | } |
| 148 | |
| 149 | static const struct game_params samegame_presets[] = { |
| 150 | { 5, 5, 3, 2, TRUE }, |
| 151 | { 10, 5, 3, 2, TRUE }, |
| 152 | #ifdef SLOW_SYSTEM |
| 153 | { 10, 10, 3, 2, TRUE }, |
| 154 | #else |
| 155 | { 15, 10, 3, 2, TRUE }, |
| 156 | #endif |
| 157 | { 15, 10, 4, 2, TRUE }, |
| 158 | { 20, 15, 4, 2, TRUE } |
| 159 | }; |
| 160 | |
| 161 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 162 | { |
| 163 | game_params *ret; |
| 164 | char str[80]; |
| 165 | |
| 166 | if (i < 0 || i >= lenof(samegame_presets)) |
| 167 | return FALSE; |
| 168 | |
| 169 | ret = snew(game_params); |
| 170 | *ret = samegame_presets[i]; |
| 171 | |
| 172 | sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols); |
| 173 | |
| 174 | *name = dupstr(str); |
| 175 | *params = ret; |
| 176 | return TRUE; |
| 177 | } |
| 178 | |
| 179 | static void free_params(game_params *params) |
| 180 | { |
| 181 | sfree(params); |
| 182 | } |
| 183 | |
| 184 | static game_params *dup_params(game_params *params) |
| 185 | { |
| 186 | game_params *ret = snew(game_params); |
| 187 | *ret = *params; /* structure copy */ |
| 188 | return ret; |
| 189 | } |
| 190 | |
| 191 | static void decode_params(game_params *params, char const *string) |
| 192 | { |
| 193 | char const *p = string; |
| 194 | |
| 195 | params->w = atoi(p); |
| 196 | while (*p && isdigit((unsigned char)*p)) p++; |
| 197 | if (*p == 'x') { |
| 198 | p++; |
| 199 | params->h = atoi(p); |
| 200 | while (*p && isdigit((unsigned char)*p)) p++; |
| 201 | } else { |
| 202 | params->h = params->w; |
| 203 | } |
| 204 | if (*p == 'c') { |
| 205 | p++; |
| 206 | params->ncols = atoi(p); |
| 207 | while (*p && isdigit((unsigned char)*p)) p++; |
| 208 | } else { |
| 209 | params->ncols = 3; |
| 210 | } |
| 211 | if (*p == 's') { |
| 212 | p++; |
| 213 | params->scoresub = atoi(p); |
| 214 | while (*p && isdigit((unsigned char)*p)) p++; |
| 215 | } else { |
| 216 | params->scoresub = 2; |
| 217 | } |
| 218 | if (*p == 'r') { |
| 219 | p++; |
| 220 | params->soluble = FALSE; |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | static char *encode_params(game_params *params, int full) |
| 225 | { |
| 226 | char ret[80]; |
| 227 | |
| 228 | sprintf(ret, "%dx%dc%ds%d%s", |
| 229 | params->w, params->h, params->ncols, params->scoresub, |
| 230 | full && !params->soluble ? "r" : ""); |
| 231 | return dupstr(ret); |
| 232 | } |
| 233 | |
| 234 | static config_item *game_configure(game_params *params) |
| 235 | { |
| 236 | config_item *ret; |
| 237 | char buf[80]; |
| 238 | |
| 239 | ret = snewn(6, config_item); |
| 240 | |
| 241 | ret[0].name = "Width"; |
| 242 | ret[0].type = C_STRING; |
| 243 | sprintf(buf, "%d", params->w); |
| 244 | ret[0].sval = dupstr(buf); |
| 245 | ret[0].ival = 0; |
| 246 | |
| 247 | ret[1].name = "Height"; |
| 248 | ret[1].type = C_STRING; |
| 249 | sprintf(buf, "%d", params->h); |
| 250 | ret[1].sval = dupstr(buf); |
| 251 | ret[1].ival = 0; |
| 252 | |
| 253 | ret[2].name = "No. of colours"; |
| 254 | ret[2].type = C_STRING; |
| 255 | sprintf(buf, "%d", params->ncols); |
| 256 | ret[2].sval = dupstr(buf); |
| 257 | ret[2].ival = 0; |
| 258 | |
| 259 | ret[3].name = "Scoring system"; |
| 260 | ret[3].type = C_CHOICES; |
| 261 | ret[3].sval = ":(n-1)^2:(n-2)^2"; |
| 262 | ret[3].ival = params->scoresub-1; |
| 263 | |
| 264 | ret[4].name = "Ensure solubility"; |
| 265 | ret[4].type = C_BOOLEAN; |
| 266 | ret[4].sval = NULL; |
| 267 | ret[4].ival = params->soluble; |
| 268 | |
| 269 | ret[5].name = NULL; |
| 270 | ret[5].type = C_END; |
| 271 | ret[5].sval = NULL; |
| 272 | ret[5].ival = 0; |
| 273 | |
| 274 | return ret; |
| 275 | } |
| 276 | |
| 277 | static game_params *custom_params(config_item *cfg) |
| 278 | { |
| 279 | game_params *ret = snew(game_params); |
| 280 | |
| 281 | ret->w = atoi(cfg[0].sval); |
| 282 | ret->h = atoi(cfg[1].sval); |
| 283 | ret->ncols = atoi(cfg[2].sval); |
| 284 | ret->scoresub = cfg[3].ival + 1; |
| 285 | ret->soluble = cfg[4].ival; |
| 286 | |
| 287 | return ret; |
| 288 | } |
| 289 | |
| 290 | static char *validate_params(game_params *params, int full) |
| 291 | { |
| 292 | if (params->w < 1 || params->h < 1) |
| 293 | return "Width and height must both be positive"; |
| 294 | |
| 295 | if (params->ncols > 9) |
| 296 | return "Maximum of 9 colours"; |
| 297 | |
| 298 | if (params->soluble) { |
| 299 | if (params->ncols < 3) |
| 300 | return "Number of colours must be at least three"; |
| 301 | if (params->w * params->h <= 1) |
| 302 | return "Grid area must be greater than 1"; |
| 303 | } else { |
| 304 | if (params->ncols < 2) |
| 305 | return "Number of colours must be at least three"; |
| 306 | /* ...and we must make sure we can generate at least 2 squares |
| 307 | * of each colour so it's theoretically soluble. */ |
| 308 | if ((params->w * params->h) < (params->ncols * 2)) |
| 309 | return "Too many colours makes given grid size impossible"; |
| 310 | } |
| 311 | |
| 312 | if ((params->scoresub < 1) || (params->scoresub > 2)) |
| 313 | return "Scoring system not recognised"; |
| 314 | |
| 315 | return NULL; |
| 316 | } |
| 317 | |
| 318 | /* |
| 319 | * Guaranteed-soluble grid generator. |
| 320 | */ |
| 321 | static void gen_grid(int w, int h, int nc, int *grid, random_state *rs) |
| 322 | { |
| 323 | int wh = w*h, tc = nc+1; |
| 324 | int i, j, k, c, x, y, pos, n; |
| 325 | int *list, *grid2; |
| 326 | int ok, failures = 0; |
| 327 | |
| 328 | /* |
| 329 | * We'll use `list' to track the possible places to put our |
| 330 | * next insertion. There are up to h places to insert in each |
| 331 | * column: in a column of height n there are n+1 places because |
| 332 | * we can insert at the very bottom or the very top, but a |
| 333 | * column of height h can't have anything at all inserted in it |
| 334 | * so we have up to h in each column. Likewise, with n columns |
| 335 | * present there are n+1 places to fit a new one in between but |
| 336 | * we can't insert a column if there are already w; so there |
| 337 | * are a maximum of w new columns too. Total is wh + w. |
| 338 | */ |
| 339 | list = snewn(wh + w, int); |
| 340 | grid2 = snewn(wh, int); |
| 341 | |
| 342 | do { |
| 343 | /* |
| 344 | * Start with two or three squares - depending on parity of w*h |
| 345 | * - of a random colour. |
| 346 | */ |
| 347 | for (i = 0; i < wh; i++) |
| 348 | grid[i] = 0; |
| 349 | j = 2 + (wh % 2); |
| 350 | c = 1 + random_upto(rs, nc); |
| 351 | if (j <= w) { |
| 352 | for (i = 0; i < j; i++) |
| 353 | grid[(h-1)*w+i] = c; |
| 354 | } else { |
| 355 | assert(j <= h); |
| 356 | for (i = 0; i < j; i++) |
| 357 | grid[(h-1-i)*w] = c; |
| 358 | } |
| 359 | |
| 360 | /* |
| 361 | * Now repeatedly insert a two-square blob in the grid, of |
| 362 | * whatever colour will go at the position we chose. |
| 363 | */ |
| 364 | while (1) { |
| 365 | n = 0; |
| 366 | |
| 367 | /* |
| 368 | * Build up a list of insertion points. Each point is |
| 369 | * encoded as y*w+x; insertion points between columns are |
| 370 | * encoded as h*w+x. |
| 371 | */ |
| 372 | |
| 373 | if (grid[wh - 1] == 0) { |
| 374 | /* |
| 375 | * The final column is empty, so we can insert new |
| 376 | * columns. |
| 377 | */ |
| 378 | for (i = 0; i < w; i++) { |
| 379 | list[n++] = wh + i; |
| 380 | if (grid[(h-1)*w + i] == 0) |
| 381 | break; |
| 382 | } |
| 383 | } |
| 384 | |
| 385 | /* |
| 386 | * Now look for places to insert within columns. |
| 387 | */ |
| 388 | for (i = 0; i < w; i++) { |
| 389 | if (grid[(h-1)*w+i] == 0) |
| 390 | break; /* no more columns */ |
| 391 | |
| 392 | if (grid[i] != 0) |
| 393 | continue; /* this column is full */ |
| 394 | |
| 395 | for (j = h; j-- > 0 ;) { |
| 396 | list[n++] = j*w+i; |
| 397 | if (grid[j*w+i] == 0) |
| 398 | break; /* this column is exhausted */ |
| 399 | } |
| 400 | } |
| 401 | |
| 402 | if (n == 0) |
| 403 | break; /* we're done */ |
| 404 | |
| 405 | #ifdef GENERATION_DIAGNOSTICS |
| 406 | printf("initial grid:\n"); |
| 407 | { |
| 408 | int x,y; |
| 409 | for (y = 0; y < h; y++) { |
| 410 | for (x = 0; x < w; x++) { |
| 411 | if (grid[y*w+x] == 0) |
| 412 | printf("-"); |
| 413 | else |
| 414 | printf("%d", grid[y*w+x]); |
| 415 | } |
| 416 | printf("\n"); |
| 417 | } |
| 418 | } |
| 419 | #endif |
| 420 | |
| 421 | /* |
| 422 | * Now go through the list one element at a time in |
| 423 | * random order, and actually attempt to insert |
| 424 | * something there. |
| 425 | */ |
| 426 | while (n-- > 0) { |
| 427 | int dirs[4], ndirs, dir; |
| 428 | |
| 429 | i = random_upto(rs, n+1); |
| 430 | pos = list[i]; |
| 431 | list[i] = list[n]; |
| 432 | |
| 433 | x = pos % w; |
| 434 | y = pos / w; |
| 435 | |
| 436 | memcpy(grid2, grid, wh * sizeof(int)); |
| 437 | |
| 438 | if (y == h) { |
| 439 | /* |
| 440 | * Insert a column at position x. |
| 441 | */ |
| 442 | for (i = w-1; i > x; i--) |
| 443 | for (j = 0; j < h; j++) |
| 444 | grid2[j*w+i] = grid2[j*w+(i-1)]; |
| 445 | /* |
| 446 | * Clear the new column. |
| 447 | */ |
| 448 | for (j = 0; j < h; j++) |
| 449 | grid2[j*w+x] = 0; |
| 450 | /* |
| 451 | * Decrement y so that our first square is actually |
| 452 | * inserted _in_ the grid rather than just below it. |
| 453 | */ |
| 454 | y--; |
| 455 | } |
| 456 | |
| 457 | /* |
| 458 | * Insert a square within column x at position y. |
| 459 | */ |
| 460 | for (i = 0; i+1 <= y; i++) |
| 461 | grid2[i*w+x] = grid2[(i+1)*w+x]; |
| 462 | |
| 463 | #ifdef GENERATION_DIAGNOSTICS |
| 464 | printf("trying at n=%d (%d,%d)\n", n, x, y); |
| 465 | grid2[y*w+x] = tc; |
| 466 | { |
| 467 | int x,y; |
| 468 | for (y = 0; y < h; y++) { |
| 469 | for (x = 0; x < w; x++) { |
| 470 | if (grid2[y*w+x] == 0) |
| 471 | printf("-"); |
| 472 | else if (grid2[y*w+x] <= nc) |
| 473 | printf("%d", grid2[y*w+x]); |
| 474 | else |
| 475 | printf("*"); |
| 476 | } |
| 477 | printf("\n"); |
| 478 | } |
| 479 | } |
| 480 | #endif |
| 481 | |
| 482 | /* |
| 483 | * Pick our square colour so that it doesn't match any |
| 484 | * of its neighbours. |
| 485 | */ |
| 486 | { |
| 487 | int wrongcol[4], nwrong = 0; |
| 488 | |
| 489 | /* |
| 490 | * List the neighbouring colours. |
| 491 | */ |
| 492 | if (x > 0) |
| 493 | wrongcol[nwrong++] = grid2[y*w+(x-1)]; |
| 494 | if (x+1 < w) |
| 495 | wrongcol[nwrong++] = grid2[y*w+(x+1)]; |
| 496 | if (y > 0) |
| 497 | wrongcol[nwrong++] = grid2[(y-1)*w+x]; |
| 498 | if (y+1 < h) |
| 499 | wrongcol[nwrong++] = grid2[(y+1)*w+x]; |
| 500 | |
| 501 | /* |
| 502 | * Eliminate duplicates. We can afford a shoddy |
| 503 | * algorithm here because the problem size is |
| 504 | * bounded. |
| 505 | */ |
| 506 | for (i = j = 0 ;; i++) { |
| 507 | int pos = -1, min = 0; |
| 508 | if (j > 0) |
| 509 | min = wrongcol[j-1]; |
| 510 | for (k = i; k < nwrong; k++) |
| 511 | if (wrongcol[k] > min && |
| 512 | (pos == -1 || wrongcol[k] < wrongcol[pos])) |
| 513 | pos = k; |
| 514 | if (pos >= 0) { |
| 515 | int v = wrongcol[pos]; |
| 516 | wrongcol[pos] = wrongcol[j]; |
| 517 | wrongcol[j++] = v; |
| 518 | } else |
| 519 | break; |
| 520 | } |
| 521 | nwrong = j; |
| 522 | |
| 523 | /* |
| 524 | * If no colour will go here, stop trying. |
| 525 | */ |
| 526 | if (nwrong == nc) |
| 527 | continue; |
| 528 | |
| 529 | /* |
| 530 | * Otherwise, pick a colour from the remaining |
| 531 | * ones. |
| 532 | */ |
| 533 | c = 1 + random_upto(rs, nc - nwrong); |
| 534 | for (i = 0; i < nwrong; i++) { |
| 535 | if (c >= wrongcol[i]) |
| 536 | c++; |
| 537 | else |
| 538 | break; |
| 539 | } |
| 540 | } |
| 541 | |
| 542 | /* |
| 543 | * Place the new square. |
| 544 | * |
| 545 | * Although I've _chosen_ the new region's colour |
| 546 | * (so that we can check adjacency), I'm going to |
| 547 | * actually place it as an invalid colour (tc) |
| 548 | * until I'm sure it's viable. This is so that I |
| 549 | * can conveniently check that I really have made a |
| 550 | * _valid_ inverse move later on. |
| 551 | */ |
| 552 | #ifdef GENERATION_DIAGNOSTICS |
| 553 | printf("picked colour %d\n", c); |
| 554 | #endif |
| 555 | grid2[y*w+x] = tc; |
| 556 | |
| 557 | /* |
| 558 | * Now attempt to extend it in one of three ways: left, |
| 559 | * right or up. |
| 560 | */ |
| 561 | ndirs = 0; |
| 562 | if (x > 0 && |
| 563 | grid2[y*w+(x-1)] != c && |
| 564 | grid2[x-1] == 0 && |
| 565 | (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) && |
| 566 | (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) && |
| 567 | (x <= 1 || grid2[y*w+(x-2)] != c)) |
| 568 | dirs[ndirs++] = -1; /* left */ |
| 569 | if (x+1 < w && |
| 570 | grid2[y*w+(x+1)] != c && |
| 571 | grid2[x+1] == 0 && |
| 572 | (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) && |
| 573 | (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) && |
| 574 | (x+2 >= w || grid2[y*w+(x+2)] != c)) |
| 575 | dirs[ndirs++] = +1; /* right */ |
| 576 | if (y > 0 && |
| 577 | grid2[x] == 0 && |
| 578 | (x <= 0 || grid2[(y-1)*w+(x-1)] != c) && |
| 579 | (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) { |
| 580 | /* |
| 581 | * We add this possibility _twice_, so that the |
| 582 | * probability of placing a vertical domino is |
| 583 | * about the same as that of a horizontal. This |
| 584 | * should yield less bias in the generated |
| 585 | * grids. |
| 586 | */ |
| 587 | dirs[ndirs++] = 0; /* up */ |
| 588 | dirs[ndirs++] = 0; /* up */ |
| 589 | } |
| 590 | |
| 591 | if (ndirs == 0) |
| 592 | continue; |
| 593 | |
| 594 | dir = dirs[random_upto(rs, ndirs)]; |
| 595 | |
| 596 | #ifdef GENERATION_DIAGNOSTICS |
| 597 | printf("picked dir %d\n", dir); |
| 598 | #endif |
| 599 | |
| 600 | /* |
| 601 | * Insert a square within column (x+dir) at position y. |
| 602 | */ |
| 603 | for (i = 0; i+1 <= y; i++) |
| 604 | grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir]; |
| 605 | grid2[y*w+x+dir] = tc; |
| 606 | |
| 607 | /* |
| 608 | * See if we've divided the remaining grid squares |
| 609 | * into sub-areas. If so, we need every sub-area to |
| 610 | * have an even area or we won't be able to |
| 611 | * complete generation. |
| 612 | * |
| 613 | * If the height is odd and not all columns are |
| 614 | * present, we can increase the area of a subarea |
| 615 | * by adding a new column in it, so in that |
| 616 | * situation we don't mind having as many odd |
| 617 | * subareas as there are spare columns. |
| 618 | * |
| 619 | * If the height is even, we can't fix it at all. |
| 620 | */ |
| 621 | { |
| 622 | int nerrs = 0, nfix = 0; |
| 623 | k = 0; /* current subarea size */ |
| 624 | for (i = 0; i < w; i++) { |
| 625 | if (grid2[(h-1)*w+i] == 0) { |
| 626 | if (h % 2) |
| 627 | nfix++; |
| 628 | continue; |
| 629 | } |
| 630 | for (j = 0; j < h && grid2[j*w+i] == 0; j++); |
| 631 | assert(j < h); |
| 632 | if (j == 0) { |
| 633 | /* |
| 634 | * End of previous subarea. |
| 635 | */ |
| 636 | if (k % 2) |
| 637 | nerrs++; |
| 638 | k = 0; |
| 639 | } else { |
| 640 | k += j; |
| 641 | } |
| 642 | } |
| 643 | if (k % 2) |
| 644 | nerrs++; |
| 645 | if (nerrs > nfix) |
| 646 | continue; /* try a different placement */ |
| 647 | } |
| 648 | |
| 649 | /* |
| 650 | * We've made a move. Verify that it is a valid |
| 651 | * move and that if made it would indeed yield the |
| 652 | * previous grid state. The criteria are: |
| 653 | * |
| 654 | * (a) removing all the squares of colour tc (and |
| 655 | * shuffling the columns up etc) from grid2 |
| 656 | * would yield grid |
| 657 | * (b) no square of colour tc is adjacent to one |
| 658 | * of colour c |
| 659 | * (c) all the squares of colour tc form a single |
| 660 | * connected component |
| 661 | * |
| 662 | * We verify the latter property at the same time |
| 663 | * as checking that removing all the tc squares |
| 664 | * would yield the previous grid. Then we colour |
| 665 | * the tc squares in colour c by breadth-first |
| 666 | * search, which conveniently permits us to test |
| 667 | * that they're all connected. |
| 668 | */ |
| 669 | { |
| 670 | int x1, x2, y1, y2; |
| 671 | int ok = TRUE; |
| 672 | int fillstart = -1, ntc = 0; |
| 673 | |
| 674 | #ifdef GENERATION_DIAGNOSTICS |
| 675 | { |
| 676 | int x,y; |
| 677 | printf("testing move (new, old):\n"); |
| 678 | for (y = 0; y < h; y++) { |
| 679 | for (x = 0; x < w; x++) { |
| 680 | if (grid2[y*w+x] == 0) |
| 681 | printf("-"); |
| 682 | else if (grid2[y*w+x] <= nc) |
| 683 | printf("%d", grid2[y*w+x]); |
| 684 | else |
| 685 | printf("*"); |
| 686 | } |
| 687 | printf(" "); |
| 688 | for (x = 0; x < w; x++) { |
| 689 | if (grid[y*w+x] == 0) |
| 690 | printf("-"); |
| 691 | else |
| 692 | printf("%d", grid[y*w+x]); |
| 693 | } |
| 694 | printf("\n"); |
| 695 | } |
| 696 | } |
| 697 | #endif |
| 698 | |
| 699 | for (x1 = x2 = 0; x2 < w; x2++) { |
| 700 | int usedcol = FALSE; |
| 701 | |
| 702 | for (y1 = y2 = h-1; y2 >= 0; y2--) { |
| 703 | if (grid2[y2*w+x2] == tc) { |
| 704 | ntc++; |
| 705 | if (fillstart == -1) |
| 706 | fillstart = y2*w+x2; |
| 707 | if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) || |
| 708 | (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) || |
| 709 | (x2+1 < w && grid2[y2*w+x2+1] == c) || |
| 710 | (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) { |
| 711 | #ifdef GENERATION_DIAGNOSTICS |
| 712 | printf("adjacency failure at %d,%d\n", |
| 713 | x2, y2); |
| 714 | #endif |
| 715 | ok = FALSE; |
| 716 | } |
| 717 | continue; |
| 718 | } |
| 719 | if (grid2[y2*w+x2] == 0) |
| 720 | break; |
| 721 | usedcol = TRUE; |
| 722 | if (grid2[y2*w+x2] != grid[y1*w+x1]) { |
| 723 | #ifdef GENERATION_DIAGNOSTICS |
| 724 | printf("matching failure at %d,%d vs %d,%d\n", |
| 725 | x2, y2, x1, y1); |
| 726 | #endif |
| 727 | ok = FALSE; |
| 728 | } |
| 729 | y1--; |
| 730 | } |
| 731 | |
| 732 | /* |
| 733 | * If we've reached the top of the column |
| 734 | * in grid2, verify that we've also reached |
| 735 | * the top of the column in `grid'. |
| 736 | */ |
| 737 | if (usedcol) { |
| 738 | while (y1 >= 0) { |
| 739 | if (grid[y1*w+x1] != 0) { |
| 740 | #ifdef GENERATION_DIAGNOSTICS |
| 741 | printf("junk at column top (%d,%d)\n", |
| 742 | x1, y1); |
| 743 | #endif |
| 744 | ok = FALSE; |
| 745 | } |
| 746 | y1--; |
| 747 | } |
| 748 | } |
| 749 | |
| 750 | if (!ok) |
| 751 | break; |
| 752 | |
| 753 | if (usedcol) |
| 754 | x1++; |
| 755 | } |
| 756 | |
| 757 | if (!ok) { |
| 758 | assert(!"This should never happen"); |
| 759 | |
| 760 | /* |
| 761 | * If this game is compiled NDEBUG so that |
| 762 | * the assertion doesn't bring it to a |
| 763 | * crashing halt, the only thing we can do |
| 764 | * is to give up, loop round again, and |
| 765 | * hope to randomly avoid making whatever |
| 766 | * type of move just caused this failure. |
| 767 | */ |
| 768 | continue; |
| 769 | } |
| 770 | |
| 771 | /* |
| 772 | * Now use bfs to fill in the tc section as |
| 773 | * colour c. We use `list' to store the set of |
| 774 | * squares we have to process. |
| 775 | */ |
| 776 | i = j = 0; |
| 777 | assert(fillstart >= 0); |
| 778 | list[i++] = fillstart; |
| 779 | #ifdef OUTPUT_SOLUTION |
| 780 | printf("M"); |
| 781 | #endif |
| 782 | while (j < i) { |
| 783 | k = list[j]; |
| 784 | x = k % w; |
| 785 | y = k / w; |
| 786 | #ifdef OUTPUT_SOLUTION |
| 787 | printf("%s%d", j ? "," : "", k); |
| 788 | #endif |
| 789 | j++; |
| 790 | |
| 791 | assert(grid2[k] == tc); |
| 792 | grid2[k] = c; |
| 793 | |
| 794 | if (x > 0 && grid2[k-1] == tc) |
| 795 | list[i++] = k-1; |
| 796 | if (x+1 < w && grid2[k+1] == tc) |
| 797 | list[i++] = k+1; |
| 798 | if (y > 0 && grid2[k-w] == tc) |
| 799 | list[i++] = k-w; |
| 800 | if (y+1 < h && grid2[k+w] == tc) |
| 801 | list[i++] = k+w; |
| 802 | } |
| 803 | #ifdef OUTPUT_SOLUTION |
| 804 | printf("\n"); |
| 805 | #endif |
| 806 | |
| 807 | /* |
| 808 | * Check that we've filled the same number of |
| 809 | * tc squares as we originally found. |
| 810 | */ |
| 811 | assert(j == ntc); |
| 812 | } |
| 813 | |
| 814 | memcpy(grid, grid2, wh * sizeof(int)); |
| 815 | |
| 816 | break; /* done it! */ |
| 817 | } |
| 818 | |
| 819 | #ifdef GENERATION_DIAGNOSTICS |
| 820 | { |
| 821 | int x,y; |
| 822 | printf("n=%d\n", n); |
| 823 | for (y = 0; y < h; y++) { |
| 824 | for (x = 0; x < w; x++) { |
| 825 | if (grid[y*w+x] == 0) |
| 826 | printf("-"); |
| 827 | else |
| 828 | printf("%d", grid[y*w+x]); |
| 829 | } |
| 830 | printf("\n"); |
| 831 | } |
| 832 | } |
| 833 | #endif |
| 834 | |
| 835 | if (n < 0) |
| 836 | break; |
| 837 | } |
| 838 | |
| 839 | ok = TRUE; |
| 840 | for (i = 0; i < wh; i++) |
| 841 | if (grid[i] == 0) { |
| 842 | ok = FALSE; |
| 843 | failures++; |
| 844 | #if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE |
| 845 | { |
| 846 | int x,y; |
| 847 | printf("incomplete grid:\n"); |
| 848 | for (y = 0; y < h; y++) { |
| 849 | for (x = 0; x < w; x++) { |
| 850 | if (grid[y*w+x] == 0) |
| 851 | printf("-"); |
| 852 | else |
| 853 | printf("%d", grid[y*w+x]); |
| 854 | } |
| 855 | printf("\n"); |
| 856 | } |
| 857 | } |
| 858 | #endif |
| 859 | break; |
| 860 | } |
| 861 | |
| 862 | } while (!ok); |
| 863 | |
| 864 | #if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES |
| 865 | printf("%d failures\n", failures); |
| 866 | #endif |
| 867 | #ifdef GENERATION_DIAGNOSTICS |
| 868 | { |
| 869 | int x,y; |
| 870 | printf("final grid:\n"); |
| 871 | for (y = 0; y < h; y++) { |
| 872 | for (x = 0; x < w; x++) { |
| 873 | printf("%d", grid[y*w+x]); |
| 874 | } |
| 875 | printf("\n"); |
| 876 | } |
| 877 | } |
| 878 | #endif |
| 879 | |
| 880 | sfree(grid2); |
| 881 | sfree(list); |
| 882 | } |
| 883 | |
| 884 | /* |
| 885 | * Not-guaranteed-soluble grid generator; kept as a legacy, and in |
| 886 | * case someone finds the slightly odd quality of the guaranteed- |
| 887 | * soluble grids to be aesthetically displeasing or finds its CPU |
| 888 | * utilisation to be excessive. |
| 889 | */ |
| 890 | static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs) |
| 891 | { |
| 892 | int i, j, c; |
| 893 | int n = w * h; |
| 894 | |
| 895 | for (i = 0; i < n; i++) |
| 896 | grid[i] = 0; |
| 897 | |
| 898 | /* |
| 899 | * Our sole concession to not gratuitously generating insoluble |
| 900 | * grids is to ensure we have at least two of every colour. |
| 901 | */ |
| 902 | for (c = 1; c <= nc; c++) { |
| 903 | for (j = 0; j < 2; j++) { |
| 904 | do { |
| 905 | i = (int)random_upto(rs, n); |
| 906 | } while (grid[i] != 0); |
| 907 | grid[i] = c; |
| 908 | } |
| 909 | } |
| 910 | |
| 911 | /* |
| 912 | * Fill in the rest of the grid at random. |
| 913 | */ |
| 914 | for (i = 0; i < n; i++) { |
| 915 | if (grid[i] == 0) |
| 916 | grid[i] = (int)random_upto(rs, nc)+1; |
| 917 | } |
| 918 | } |
| 919 | |
| 920 | static char *new_game_desc(game_params *params, random_state *rs, |
| 921 | char **aux, int interactive) |
| 922 | { |
| 923 | char *ret; |
| 924 | int n, i, retlen, *tiles; |
| 925 | |
| 926 | n = params->w * params->h; |
| 927 | tiles = snewn(n, int); |
| 928 | |
| 929 | if (params->soluble) |
| 930 | gen_grid(params->w, params->h, params->ncols, tiles, rs); |
| 931 | else |
| 932 | gen_grid_random(params->w, params->h, params->ncols, tiles, rs); |
| 933 | |
| 934 | ret = NULL; |
| 935 | retlen = 0; |
| 936 | for (i = 0; i < n; i++) { |
| 937 | char buf[80]; |
| 938 | int k; |
| 939 | |
| 940 | k = sprintf(buf, "%d,", tiles[i]); |
| 941 | ret = sresize(ret, retlen + k + 1, char); |
| 942 | strcpy(ret + retlen, buf); |
| 943 | retlen += k; |
| 944 | } |
| 945 | ret[retlen-1] = '\0'; /* delete last comma */ |
| 946 | |
| 947 | sfree(tiles); |
| 948 | return ret; |
| 949 | } |
| 950 | |
| 951 | static char *validate_desc(game_params *params, char *desc) |
| 952 | { |
| 953 | int area = params->w * params->h, i; |
| 954 | char *p = desc; |
| 955 | |
| 956 | for (i = 0; i < area; i++) { |
| 957 | char *q = p; |
| 958 | int n; |
| 959 | |
| 960 | if (!isdigit((unsigned char)*p)) |
| 961 | return "Not enough numbers in string"; |
| 962 | while (isdigit((unsigned char)*p)) p++; |
| 963 | |
| 964 | if (i < area-1 && *p != ',') |
| 965 | return "Expected comma after number"; |
| 966 | else if (i == area-1 && *p) |
| 967 | return "Excess junk at end of string"; |
| 968 | |
| 969 | n = atoi(q); |
| 970 | if (n < 0 || n > params->ncols) |
| 971 | return "Colour out of range"; |
| 972 | |
| 973 | if (*p) p++; /* eat comma */ |
| 974 | } |
| 975 | return NULL; |
| 976 | } |
| 977 | |
| 978 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 979 | { |
| 980 | game_state *state = snew(game_state); |
| 981 | char *p = desc; |
| 982 | int i; |
| 983 | |
| 984 | state->params = *params; /* struct copy */ |
| 985 | state->n = state->params.w * state->params.h; |
| 986 | state->tiles = snewn(state->n, int); |
| 987 | |
| 988 | for (i = 0; i < state->n; i++) { |
| 989 | assert(*p); |
| 990 | state->tiles[i] = atoi(p); |
| 991 | while (*p && *p != ',') |
| 992 | p++; |
| 993 | if (*p) p++; /* eat comma */ |
| 994 | } |
| 995 | state->complete = state->impossible = 0; |
| 996 | state->score = 0; |
| 997 | |
| 998 | return state; |
| 999 | } |
| 1000 | |
| 1001 | static game_state *dup_game(game_state *state) |
| 1002 | { |
| 1003 | game_state *ret = snew(game_state); |
| 1004 | |
| 1005 | *ret = *state; /* structure copy, except... */ |
| 1006 | |
| 1007 | ret->tiles = snewn(state->n, int); |
| 1008 | memcpy(ret->tiles, state->tiles, state->n * sizeof(int)); |
| 1009 | |
| 1010 | return ret; |
| 1011 | } |
| 1012 | |
| 1013 | static void free_game(game_state *state) |
| 1014 | { |
| 1015 | sfree(state->tiles); |
| 1016 | sfree(state); |
| 1017 | } |
| 1018 | |
| 1019 | static char *solve_game(game_state *state, game_state *currstate, |
| 1020 | char *aux, char **error) |
| 1021 | { |
| 1022 | return NULL; |
| 1023 | } |
| 1024 | |
| 1025 | static int game_can_format_as_text_now(game_params *params) |
| 1026 | { |
| 1027 | return TRUE; |
| 1028 | } |
| 1029 | |
| 1030 | static char *game_text_format(game_state *state) |
| 1031 | { |
| 1032 | char *ret, *p; |
| 1033 | int x, y, maxlen; |
| 1034 | |
| 1035 | maxlen = state->params.h * (state->params.w + 1); |
| 1036 | ret = snewn(maxlen+1, char); |
| 1037 | p = ret; |
| 1038 | |
| 1039 | for (y = 0; y < state->params.h; y++) { |
| 1040 | for (x = 0; x < state->params.w; x++) { |
| 1041 | int t = TILE(state,x,y); |
| 1042 | if (t <= 0) *p++ = ' '; |
| 1043 | else if (t < 10) *p++ = '0'+t; |
| 1044 | else *p++ = 'a'+(t-10); |
| 1045 | } |
| 1046 | *p++ = '\n'; |
| 1047 | } |
| 1048 | assert(p - ret == maxlen); |
| 1049 | *p = '\0'; |
| 1050 | return ret; |
| 1051 | } |
| 1052 | |
| 1053 | struct game_ui { |
| 1054 | struct game_params params; |
| 1055 | int *tiles; /* selected-ness only */ |
| 1056 | int nselected; |
| 1057 | int xsel, ysel, displaysel; |
| 1058 | }; |
| 1059 | |
| 1060 | static game_ui *new_ui(game_state *state) |
| 1061 | { |
| 1062 | game_ui *ui = snew(game_ui); |
| 1063 | |
| 1064 | ui->params = state->params; /* structure copy */ |
| 1065 | ui->tiles = snewn(state->n, int); |
| 1066 | memset(ui->tiles, 0, state->n*sizeof(int)); |
| 1067 | ui->nselected = 0; |
| 1068 | |
| 1069 | ui->xsel = ui->ysel = ui->displaysel = 0; |
| 1070 | |
| 1071 | return ui; |
| 1072 | } |
| 1073 | |
| 1074 | static void free_ui(game_ui *ui) |
| 1075 | { |
| 1076 | sfree(ui->tiles); |
| 1077 | sfree(ui); |
| 1078 | } |
| 1079 | |
| 1080 | static char *encode_ui(game_ui *ui) |
| 1081 | { |
| 1082 | return NULL; |
| 1083 | } |
| 1084 | |
| 1085 | static void decode_ui(game_ui *ui, char *encoding) |
| 1086 | { |
| 1087 | } |
| 1088 | |
| 1089 | static void sel_clear(game_ui *ui, game_state *state) |
| 1090 | { |
| 1091 | int i; |
| 1092 | |
| 1093 | for (i = 0; i < state->n; i++) |
| 1094 | ui->tiles[i] &= ~TILE_SELECTED; |
| 1095 | ui->nselected = 0; |
| 1096 | } |
| 1097 | |
| 1098 | |
| 1099 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1100 | game_state *newstate) |
| 1101 | { |
| 1102 | sel_clear(ui, newstate); |
| 1103 | |
| 1104 | /* |
| 1105 | * If the game state has just changed into an unplayable one |
| 1106 | * (either completed or impossible), we vanish the keyboard- |
| 1107 | * control cursor. |
| 1108 | */ |
| 1109 | if (newstate->complete || newstate->impossible) |
| 1110 | ui->displaysel = 0; |
| 1111 | } |
| 1112 | |
| 1113 | static char *sel_movedesc(game_ui *ui, game_state *state) |
| 1114 | { |
| 1115 | int i; |
| 1116 | char *ret, *sep, buf[80]; |
| 1117 | int retlen, retsize; |
| 1118 | |
| 1119 | retsize = 256; |
| 1120 | ret = snewn(retsize, char); |
| 1121 | retlen = 0; |
| 1122 | ret[retlen++] = 'M'; |
| 1123 | sep = ""; |
| 1124 | |
| 1125 | for (i = 0; i < state->n; i++) { |
| 1126 | if (ui->tiles[i] & TILE_SELECTED) { |
| 1127 | sprintf(buf, "%s%d", sep, i); |
| 1128 | sep = ","; |
| 1129 | if (retlen + (int)strlen(buf) >= retsize) { |
| 1130 | retsize = retlen + strlen(buf) + 256; |
| 1131 | ret = sresize(ret, retsize, char); |
| 1132 | } |
| 1133 | strcpy(ret + retlen, buf); |
| 1134 | retlen += strlen(buf); |
| 1135 | |
| 1136 | ui->tiles[i] &= ~TILE_SELECTED; |
| 1137 | } |
| 1138 | } |
| 1139 | ui->nselected = 0; |
| 1140 | |
| 1141 | assert(retlen < retsize); |
| 1142 | ret[retlen++] = '\0'; |
| 1143 | return sresize(ret, retlen, char); |
| 1144 | } |
| 1145 | |
| 1146 | static void sel_expand(game_ui *ui, game_state *state, int tx, int ty) |
| 1147 | { |
| 1148 | int ns = 1, nadded, x, y, c; |
| 1149 | |
| 1150 | TILE(ui,tx,ty) |= TILE_SELECTED; |
| 1151 | do { |
| 1152 | nadded = 0; |
| 1153 | |
| 1154 | for (x = 0; x < state->params.w; x++) { |
| 1155 | for (y = 0; y < state->params.h; y++) { |
| 1156 | if (x == tx && y == ty) continue; |
| 1157 | if (ISSEL(ui,x,y)) continue; |
| 1158 | |
| 1159 | c = COL(state,x,y); |
| 1160 | if ((x > 0) && |
| 1161 | ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) { |
| 1162 | TILE(ui,x,y) |= TILE_SELECTED; |
| 1163 | nadded++; |
| 1164 | continue; |
| 1165 | } |
| 1166 | |
| 1167 | if ((x+1 < state->params.w) && |
| 1168 | ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) { |
| 1169 | TILE(ui,x,y) |= TILE_SELECTED; |
| 1170 | nadded++; |
| 1171 | continue; |
| 1172 | } |
| 1173 | |
| 1174 | if ((y > 0) && |
| 1175 | ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) { |
| 1176 | TILE(ui,x,y) |= TILE_SELECTED; |
| 1177 | nadded++; |
| 1178 | continue; |
| 1179 | } |
| 1180 | |
| 1181 | if ((y+1 < state->params.h) && |
| 1182 | ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) { |
| 1183 | TILE(ui,x,y) |= TILE_SELECTED; |
| 1184 | nadded++; |
| 1185 | continue; |
| 1186 | } |
| 1187 | } |
| 1188 | } |
| 1189 | ns += nadded; |
| 1190 | } while (nadded > 0); |
| 1191 | |
| 1192 | if (ns > 1) { |
| 1193 | ui->nselected = ns; |
| 1194 | } else { |
| 1195 | sel_clear(ui, state); |
| 1196 | } |
| 1197 | } |
| 1198 | |
| 1199 | static int sg_emptycol(game_state *ret, int x) |
| 1200 | { |
| 1201 | int y; |
| 1202 | for (y = 0; y < ret->params.h; y++) { |
| 1203 | if (COL(ret,x,y)) return 0; |
| 1204 | } |
| 1205 | return 1; |
| 1206 | } |
| 1207 | |
| 1208 | |
| 1209 | static void sg_snuggle(game_state *ret) |
| 1210 | { |
| 1211 | int x,y, ndone; |
| 1212 | |
| 1213 | /* make all unsupported tiles fall down. */ |
| 1214 | do { |
| 1215 | ndone = 0; |
| 1216 | for (x = 0; x < ret->params.w; x++) { |
| 1217 | for (y = ret->params.h-1; y > 0; y--) { |
| 1218 | if (COL(ret,x,y) != 0) continue; |
| 1219 | if (COL(ret,x,y-1) != 0) { |
| 1220 | SWAPTILE(ret,x,y,x,y-1); |
| 1221 | ndone++; |
| 1222 | } |
| 1223 | } |
| 1224 | } |
| 1225 | } while (ndone); |
| 1226 | |
| 1227 | /* shuffle all columns as far left as they can go. */ |
| 1228 | do { |
| 1229 | ndone = 0; |
| 1230 | for (x = 0; x < ret->params.w-1; x++) { |
| 1231 | if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) { |
| 1232 | ndone++; |
| 1233 | for (y = 0; y < ret->params.h; y++) { |
| 1234 | SWAPTILE(ret,x,y,x+1,y); |
| 1235 | } |
| 1236 | } |
| 1237 | } |
| 1238 | } while (ndone); |
| 1239 | } |
| 1240 | |
| 1241 | static void sg_check(game_state *ret) |
| 1242 | { |
| 1243 | int x,y, complete = 1, impossible = 1; |
| 1244 | |
| 1245 | for (x = 0; x < ret->params.w; x++) { |
| 1246 | for (y = 0; y < ret->params.h; y++) { |
| 1247 | if (COL(ret,x,y) == 0) |
| 1248 | continue; |
| 1249 | complete = 0; |
| 1250 | if (x+1 < ret->params.w) { |
| 1251 | if (COL(ret,x,y) == COL(ret,x+1,y)) |
| 1252 | impossible = 0; |
| 1253 | } |
| 1254 | if (y+1 < ret->params.h) { |
| 1255 | if (COL(ret,x,y) == COL(ret,x,y+1)) |
| 1256 | impossible = 0; |
| 1257 | } |
| 1258 | } |
| 1259 | } |
| 1260 | ret->complete = complete; |
| 1261 | ret->impossible = impossible; |
| 1262 | } |
| 1263 | |
| 1264 | struct game_drawstate { |
| 1265 | int started, bgcolour; |
| 1266 | int tileinner, tilegap; |
| 1267 | int *tiles; /* contains colour and SELECTED. */ |
| 1268 | }; |
| 1269 | |
| 1270 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1271 | int x, int y, int button) |
| 1272 | { |
| 1273 | int tx, ty; |
| 1274 | char *ret = ""; |
| 1275 | |
| 1276 | ui->displaysel = 0; |
| 1277 | |
| 1278 | if (button == RIGHT_BUTTON || button == LEFT_BUTTON) { |
| 1279 | tx = FROMCOORD(x); ty= FROMCOORD(y); |
| 1280 | } else if (IS_CURSOR_MOVE(button)) { |
| 1281 | int dx = 0, dy = 0; |
| 1282 | ui->displaysel = 1; |
| 1283 | dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0); |
| 1284 | dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0); |
| 1285 | ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w; |
| 1286 | ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h; |
| 1287 | return ret; |
| 1288 | } else if (IS_CURSOR_SELECT(button)) { |
| 1289 | ui->displaysel = 1; |
| 1290 | tx = ui->xsel; |
| 1291 | ty = ui->ysel; |
| 1292 | } else |
| 1293 | return NULL; |
| 1294 | |
| 1295 | if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h) |
| 1296 | return NULL; |
| 1297 | if (COL(state, tx, ty) == 0) return NULL; |
| 1298 | |
| 1299 | if (ISSEL(ui,tx,ty)) { |
| 1300 | if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) |
| 1301 | sel_clear(ui, state); |
| 1302 | else |
| 1303 | ret = sel_movedesc(ui, state); |
| 1304 | } else { |
| 1305 | sel_clear(ui, state); /* might be no-op */ |
| 1306 | sel_expand(ui, state, tx, ty); |
| 1307 | } |
| 1308 | |
| 1309 | return ret; |
| 1310 | } |
| 1311 | |
| 1312 | static game_state *execute_move(game_state *from, char *move) |
| 1313 | { |
| 1314 | int i, n; |
| 1315 | game_state *ret; |
| 1316 | |
| 1317 | if (move[0] == 'M') { |
| 1318 | ret = dup_game(from); |
| 1319 | |
| 1320 | n = 0; |
| 1321 | move++; |
| 1322 | |
| 1323 | while (*move) { |
| 1324 | i = atoi(move); |
| 1325 | if (i < 0 || i >= ret->n) { |
| 1326 | free_game(ret); |
| 1327 | return NULL; |
| 1328 | } |
| 1329 | n++; |
| 1330 | ret->tiles[i] = 0; |
| 1331 | |
| 1332 | while (*move && isdigit((unsigned char)*move)) move++; |
| 1333 | if (*move == ',') move++; |
| 1334 | } |
| 1335 | |
| 1336 | ret->score += npoints(&ret->params, n); |
| 1337 | |
| 1338 | sg_snuggle(ret); /* shifts blanks down and to the left */ |
| 1339 | sg_check(ret); /* checks for completeness or impossibility */ |
| 1340 | |
| 1341 | return ret; |
| 1342 | } else |
| 1343 | return NULL; /* couldn't parse move string */ |
| 1344 | } |
| 1345 | |
| 1346 | /* ---------------------------------------------------------------------- |
| 1347 | * Drawing routines. |
| 1348 | */ |
| 1349 | |
| 1350 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1351 | game_params *params, int tilesize) |
| 1352 | { |
| 1353 | ds->tilegap = 2; |
| 1354 | ds->tileinner = tilesize - ds->tilegap; |
| 1355 | } |
| 1356 | |
| 1357 | static void game_compute_size(game_params *params, int tilesize, |
| 1358 | int *x, int *y) |
| 1359 | { |
| 1360 | /* Ick: fake up tile size variables for macro expansion purposes */ |
| 1361 | game_drawstate ads, *ds = &ads; |
| 1362 | game_set_size(NULL, ds, params, tilesize); |
| 1363 | |
| 1364 | *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; |
| 1365 | *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; |
| 1366 | } |
| 1367 | |
| 1368 | static float *game_colours(frontend *fe, int *ncolours) |
| 1369 | { |
| 1370 | float *ret = snewn(3 * NCOLOURS, float); |
| 1371 | |
| 1372 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1373 | |
| 1374 | ret[COL_1 * 3 + 0] = 0.0F; |
| 1375 | ret[COL_1 * 3 + 1] = 0.0F; |
| 1376 | ret[COL_1 * 3 + 2] = 1.0F; |
| 1377 | |
| 1378 | ret[COL_2 * 3 + 0] = 0.0F; |
| 1379 | ret[COL_2 * 3 + 1] = 0.5F; |
| 1380 | ret[COL_2 * 3 + 2] = 0.0F; |
| 1381 | |
| 1382 | ret[COL_3 * 3 + 0] = 1.0F; |
| 1383 | ret[COL_3 * 3 + 1] = 0.0F; |
| 1384 | ret[COL_3 * 3 + 2] = 0.0F; |
| 1385 | |
| 1386 | ret[COL_4 * 3 + 0] = 1.0F; |
| 1387 | ret[COL_4 * 3 + 1] = 1.0F; |
| 1388 | ret[COL_4 * 3 + 2] = 0.0F; |
| 1389 | |
| 1390 | ret[COL_5 * 3 + 0] = 1.0F; |
| 1391 | ret[COL_5 * 3 + 1] = 0.0F; |
| 1392 | ret[COL_5 * 3 + 2] = 1.0F; |
| 1393 | |
| 1394 | ret[COL_6 * 3 + 0] = 0.0F; |
| 1395 | ret[COL_6 * 3 + 1] = 1.0F; |
| 1396 | ret[COL_6 * 3 + 2] = 1.0F; |
| 1397 | |
| 1398 | ret[COL_7 * 3 + 0] = 0.5F; |
| 1399 | ret[COL_7 * 3 + 1] = 0.5F; |
| 1400 | ret[COL_7 * 3 + 2] = 1.0F; |
| 1401 | |
| 1402 | ret[COL_8 * 3 + 0] = 0.5F; |
| 1403 | ret[COL_8 * 3 + 1] = 1.0F; |
| 1404 | ret[COL_8 * 3 + 2] = 0.5F; |
| 1405 | |
| 1406 | ret[COL_9 * 3 + 0] = 1.0F; |
| 1407 | ret[COL_9 * 3 + 1] = 0.5F; |
| 1408 | ret[COL_9 * 3 + 2] = 0.5F; |
| 1409 | |
| 1410 | ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F; |
| 1411 | ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F; |
| 1412 | ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F; |
| 1413 | |
| 1414 | ret[COL_SEL * 3 + 0] = 1.0F; |
| 1415 | ret[COL_SEL * 3 + 1] = 1.0F; |
| 1416 | ret[COL_SEL * 3 + 2] = 1.0F; |
| 1417 | |
| 1418 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
| 1419 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
| 1420 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
| 1421 | |
| 1422 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; |
| 1423 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; |
| 1424 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; |
| 1425 | |
| 1426 | *ncolours = NCOLOURS; |
| 1427 | return ret; |
| 1428 | } |
| 1429 | |
| 1430 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1431 | { |
| 1432 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1433 | int i; |
| 1434 | |
| 1435 | ds->started = 0; |
| 1436 | ds->tileinner = ds->tilegap = 0; /* not decided yet */ |
| 1437 | ds->tiles = snewn(state->n, int); |
| 1438 | ds->bgcolour = -1; |
| 1439 | for (i = 0; i < state->n; i++) |
| 1440 | ds->tiles[i] = -1; |
| 1441 | |
| 1442 | return ds; |
| 1443 | } |
| 1444 | |
| 1445 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1446 | { |
| 1447 | sfree(ds->tiles); |
| 1448 | sfree(ds); |
| 1449 | } |
| 1450 | |
| 1451 | /* Drawing routing for the tile at (x,y) is responsible for drawing |
| 1452 | * itself and the gaps to its right and below. If we're the same colour |
| 1453 | * as the tile to our right, then we fill in the gap; ditto below, and if |
| 1454 | * both then we fill the teeny tiny square in the corner as well. |
| 1455 | */ |
| 1456 | |
| 1457 | static void tile_redraw(drawing *dr, game_drawstate *ds, |
| 1458 | int x, int y, int dright, int dbelow, |
| 1459 | int tile, int bgcolour) |
| 1460 | { |
| 1461 | int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; |
| 1462 | |
| 1463 | if (col) { |
| 1464 | if (tile & TILE_IMPOSSIBLE) { |
| 1465 | outer = col; |
| 1466 | inner = COL_IMPOSSIBLE; |
| 1467 | } else if (tile & TILE_SELECTED) { |
| 1468 | outer = COL_SEL; |
| 1469 | inner = col; |
| 1470 | } else { |
| 1471 | outer = inner = col; |
| 1472 | } |
| 1473 | } |
| 1474 | draw_rect(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer); |
| 1475 | draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4, |
| 1476 | TILE_INNER/2, TILE_INNER/2, inner); |
| 1477 | |
| 1478 | if (dright) |
| 1479 | draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER, |
| 1480 | (tile & TILE_JOINRIGHT) ? outer : bgcolour); |
| 1481 | if (dbelow) |
| 1482 | draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP, |
| 1483 | (tile & TILE_JOINDOWN) ? outer : bgcolour); |
| 1484 | if (dright && dbelow) |
| 1485 | draw_rect(dr, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP, |
| 1486 | (tile & TILE_JOINDIAG) ? outer : bgcolour); |
| 1487 | |
| 1488 | if (tile & TILE_HASSEL) { |
| 1489 | int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5; |
| 1490 | int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT; |
| 1491 | draw_line(dr, sx, sy, sx+ssz, sy, scol); |
| 1492 | draw_line(dr, sx+ssz, sy, sx+ssz, sy+ssz, scol); |
| 1493 | draw_line(dr, sx+ssz, sy+ssz, sx, sy+ssz, scol); |
| 1494 | draw_line(dr, sx, sy+ssz, sx, sy, scol); |
| 1495 | } |
| 1496 | |
| 1497 | draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE); |
| 1498 | } |
| 1499 | |
| 1500 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1501 | game_state *state, int dir, game_ui *ui, |
| 1502 | float animtime, float flashtime) |
| 1503 | { |
| 1504 | int bgcolour, x, y; |
| 1505 | |
| 1506 | /* This was entirely cloned from fifteen.c; it should probably be |
| 1507 | * moved into some generic 'draw-recessed-rectangle' utility fn. */ |
| 1508 | if (!ds->started) { |
| 1509 | int coords[10]; |
| 1510 | |
| 1511 | draw_rect(dr, 0, 0, |
| 1512 | TILE_SIZE * state->params.w + 2 * BORDER, |
| 1513 | TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND); |
| 1514 | draw_update(dr, 0, 0, |
| 1515 | TILE_SIZE * state->params.w + 2 * BORDER, |
| 1516 | TILE_SIZE * state->params.h + 2 * BORDER); |
| 1517 | |
| 1518 | /* |
| 1519 | * Recessed area containing the whole puzzle. |
| 1520 | */ |
| 1521 | coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
| 1522 | coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
| 1523 | coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
| 1524 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1525 | coords[4] = coords[2] - TILE_SIZE; |
| 1526 | coords[5] = coords[3] + TILE_SIZE; |
| 1527 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1528 | coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
| 1529 | coords[6] = coords[8] + TILE_SIZE; |
| 1530 | coords[7] = coords[9] - TILE_SIZE; |
| 1531 | draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1532 | |
| 1533 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1534 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
| 1535 | draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); |
| 1536 | |
| 1537 | ds->started = 1; |
| 1538 | } |
| 1539 | |
| 1540 | if (flashtime > 0.0) { |
| 1541 | int frame = (int)(flashtime / FLASH_FRAME); |
| 1542 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
| 1543 | } else |
| 1544 | bgcolour = COL_BACKGROUND; |
| 1545 | |
| 1546 | for (x = 0; x < state->params.w; x++) { |
| 1547 | for (y = 0; y < state->params.h; y++) { |
| 1548 | int i = (state->params.w * y) + x; |
| 1549 | int col = COL(state,x,y), tile = col; |
| 1550 | int dright = (x+1 < state->params.w); |
| 1551 | int dbelow = (y+1 < state->params.h); |
| 1552 | |
| 1553 | tile |= ISSEL(ui,x,y); |
| 1554 | if (state->impossible) |
| 1555 | tile |= TILE_IMPOSSIBLE; |
| 1556 | if (dright && COL(state,x+1,y) == col) |
| 1557 | tile |= TILE_JOINRIGHT; |
| 1558 | if (dbelow && COL(state,x,y+1) == col) |
| 1559 | tile |= TILE_JOINDOWN; |
| 1560 | if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) && |
| 1561 | COL(state,x+1,y+1) == col) |
| 1562 | tile |= TILE_JOINDIAG; |
| 1563 | |
| 1564 | if (ui->displaysel && ui->xsel == x && ui->ysel == y) |
| 1565 | tile |= TILE_HASSEL; |
| 1566 | |
| 1567 | /* For now we're never expecting oldstate at all (because we have |
| 1568 | * no animation); when we do we might well want to be looking |
| 1569 | * at the tile colours from oldstate, not state. */ |
| 1570 | if ((oldstate && COL(oldstate,x,y) != col) || |
| 1571 | (ds->bgcolour != bgcolour) || |
| 1572 | (tile != ds->tiles[i])) { |
| 1573 | tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour); |
| 1574 | ds->tiles[i] = tile; |
| 1575 | } |
| 1576 | } |
| 1577 | } |
| 1578 | ds->bgcolour = bgcolour; |
| 1579 | |
| 1580 | { |
| 1581 | char status[255], score[80]; |
| 1582 | |
| 1583 | sprintf(score, "Score: %d", state->score); |
| 1584 | |
| 1585 | if (state->complete) |
| 1586 | sprintf(status, "COMPLETE! %s", score); |
| 1587 | else if (state->impossible) |
| 1588 | sprintf(status, "Cannot move! %s", score); |
| 1589 | else if (ui->nselected) |
| 1590 | sprintf(status, "%s Selected: %d (%d)", |
| 1591 | score, ui->nselected, npoints(&state->params, ui->nselected)); |
| 1592 | else |
| 1593 | sprintf(status, "%s", score); |
| 1594 | status_bar(dr, status); |
| 1595 | } |
| 1596 | } |
| 1597 | |
| 1598 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1599 | int dir, game_ui *ui) |
| 1600 | { |
| 1601 | return 0.0F; |
| 1602 | } |
| 1603 | |
| 1604 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1605 | int dir, game_ui *ui) |
| 1606 | { |
| 1607 | if ((!oldstate->complete && newstate->complete) || |
| 1608 | (!oldstate->impossible && newstate->impossible)) |
| 1609 | return 2 * FLASH_FRAME; |
| 1610 | else |
| 1611 | return 0.0F; |
| 1612 | } |
| 1613 | |
| 1614 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1615 | { |
| 1616 | return TRUE; |
| 1617 | } |
| 1618 | |
| 1619 | static void game_print_size(game_params *params, float *x, float *y) |
| 1620 | { |
| 1621 | } |
| 1622 | |
| 1623 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1624 | { |
| 1625 | } |
| 1626 | |
| 1627 | #ifdef COMBINED |
| 1628 | #define thegame samegame |
| 1629 | #endif |
| 1630 | |
| 1631 | const struct game thegame = { |
| 1632 | "Same Game", "games.samegame", "samegame", |
| 1633 | default_params, |
| 1634 | game_fetch_preset, |
| 1635 | decode_params, |
| 1636 | encode_params, |
| 1637 | free_params, |
| 1638 | dup_params, |
| 1639 | TRUE, game_configure, custom_params, |
| 1640 | validate_params, |
| 1641 | new_game_desc, |
| 1642 | validate_desc, |
| 1643 | new_game, |
| 1644 | dup_game, |
| 1645 | free_game, |
| 1646 | FALSE, solve_game, |
| 1647 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1648 | new_ui, |
| 1649 | free_ui, |
| 1650 | encode_ui, |
| 1651 | decode_ui, |
| 1652 | game_changed_state, |
| 1653 | interpret_move, |
| 1654 | execute_move, |
| 1655 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1656 | game_colours, |
| 1657 | game_new_drawstate, |
| 1658 | game_free_drawstate, |
| 1659 | game_redraw, |
| 1660 | game_anim_length, |
| 1661 | game_flash_length, |
| 1662 | FALSE, FALSE, game_print_size, game_print, |
| 1663 | TRUE, /* wants_statusbar */ |
| 1664 | FALSE, game_timing_state, |
| 1665 | 0, /* flags */ |
| 1666 | }; |