| 1 | /* |
| 2 | * sokoban.c: An implementation of the well-known Sokoban barrel- |
| 3 | * pushing game. Random generation is too simplistic to be |
| 4 | * credible, but the rest of the gameplay works well enough to use |
| 5 | * it with hand-written level descriptions. |
| 6 | */ |
| 7 | |
| 8 | /* |
| 9 | * TODO: |
| 10 | * |
| 11 | * - I think it would be better to ditch the `prev' array, and |
| 12 | * instead make the `dist' array strictly monotonic (by having |
| 13 | * each distance be something like I*A+S, where A is the grid |
| 14 | * area, I the number of INITIAL squares trampled on, and S the |
| 15 | * number of harmless spaces moved through). This would permit |
| 16 | * the path-tracing when a pull is actually made to choose |
| 17 | * randomly from all the possible shortest routes, which would |
| 18 | * be superior in terms of eliminating directional bias. |
| 19 | * + So when tracing the path back to the current px,py, we |
| 20 | * look at all four adjacent squares, find the minimum |
| 21 | * distance, check that it's _strictly smaller_ than that of |
| 22 | * the current square, and restrict our choice to precisely |
| 23 | * those squares with that minimum distance. |
| 24 | * + The other place `prev' is currently used is in the check |
| 25 | * for consistency of a pull. We would have to replace the |
| 26 | * check for whether prev[ny*w+nx]==oy*w+ox with a check that |
| 27 | * made sure there was at least one adjacent square with a |
| 28 | * smaller distance which _wasn't_ oy*w+ox. Then when we did |
| 29 | * the path-tracing we'd also have to take this special case |
| 30 | * into account. |
| 31 | * |
| 32 | * - More discriminating choice of pull. (Snigger.) |
| 33 | * + favour putting targets in clumps |
| 34 | * + try to shoot for a reasonably consistent number of barrels |
| 35 | * (adjust willingness to generate a new barrel depending on |
| 36 | * how many are already present) |
| 37 | * + adjust willingness to break new ground depending on how |
| 38 | * much is already broken |
| 39 | * |
| 40 | * - generation time parameters: |
| 41 | * + enable NetHack mode (and find a better place for the hole) |
| 42 | * + decide how many of the remaining Is should be walls |
| 43 | * |
| 44 | * - at the end of generation, randomly position the starting |
| 45 | * player coordinates, probably by (somehow) reusing the same |
| 46 | * bfs currently inside the loop. |
| 47 | * |
| 48 | * - possible backtracking? |
| 49 | * |
| 50 | * - IWBNI we could spot completely unreachable bits of level at |
| 51 | * the outside, and not bother drawing grid lines for them. The |
| 52 | * NH levels currently look a bit weird with grid lines on the |
| 53 | * outside of the boundary. |
| 54 | */ |
| 55 | |
| 56 | #include <stdio.h> |
| 57 | #include <stdlib.h> |
| 58 | #include <string.h> |
| 59 | #include <assert.h> |
| 60 | #include <ctype.h> |
| 61 | #include <math.h> |
| 62 | |
| 63 | #include "puzzles.h" |
| 64 | |
| 65 | /* |
| 66 | * Various subsets of these constants are used during game |
| 67 | * generation, game play, game IDs and the game_drawstate. |
| 68 | */ |
| 69 | #define INITIAL 'i' /* used only in game generation */ |
| 70 | #define SPACE 's' |
| 71 | #define WALL 'w' |
| 72 | #define PIT 'p' |
| 73 | #define DEEP_PIT 'd' |
| 74 | #define TARGET 't' |
| 75 | #define BARREL 'b' |
| 76 | #define BARRELTARGET 'f' /* target is 'f'illed */ |
| 77 | #define PLAYER 'u' /* yo'u'; used in game IDs */ |
| 78 | #define PLAYERTARGET 'v' /* bad letter: v is to u as t is to s */ |
| 79 | #define INVALID '!' /* used in drawstate to force redraw */ |
| 80 | /* |
| 81 | * We also support the use of any capital letter as a barrel, which |
| 82 | * will be displayed with that letter as a label. (This facilitates |
| 83 | * people distributing annotated game IDs for particular Sokoban |
| 84 | * levels, so they can accompany them with verbal instructions |
| 85 | * about pushing particular barrels in particular ways.) Therefore, |
| 86 | * to find out whether something is a barrel, we need a test |
| 87 | * function which does a bit more than just comparing to BARREL. |
| 88 | * |
| 89 | * When resting on target squares, capital-letter barrels are |
| 90 | * replaced with their control-character value (A -> ^A). |
| 91 | */ |
| 92 | #define IS_PLAYER(c) ( (c)==PLAYER || (c)==PLAYERTARGET ) |
| 93 | #define IS_BARREL(c) ( (c)==BARREL || (c)==BARRELTARGET || \ |
| 94 | ((c)>='A' && (c)<='Z') || ((c)>=1 && (c)<=26) ) |
| 95 | #define IS_ON_TARGET(c) ( (c)==TARGET || (c)==BARRELTARGET || \ |
| 96 | (c)==PLAYERTARGET || ((c)>=1 && (c)<=26) ) |
| 97 | #define TARGETISE(b) ( (b)==BARREL ? BARRELTARGET : (b)-('A'-1) ) |
| 98 | #define DETARGETISE(b) ( (b)==BARRELTARGET ? BARREL : (b)+('A'-1) ) |
| 99 | #define BARREL_LABEL(b) ( (b)>='A'&&(b)<='Z' ? (b) : \ |
| 100 | (b)>=1 && (b)<=26 ? (b)+('A'-1) : 0 ) |
| 101 | |
| 102 | #define DX(d) (d == 0 ? -1 : d == 2 ? +1 : 0) |
| 103 | #define DY(d) (d == 1 ? -1 : d == 3 ? +1 : 0) |
| 104 | |
| 105 | #define FLASH_LENGTH 0.3F |
| 106 | |
| 107 | enum { |
| 108 | COL_BACKGROUND, |
| 109 | COL_TARGET, |
| 110 | COL_PIT, |
| 111 | COL_DEEP_PIT, |
| 112 | COL_BARREL, |
| 113 | COL_PLAYER, |
| 114 | COL_TEXT, |
| 115 | COL_GRID, |
| 116 | COL_OUTLINE, |
| 117 | COL_HIGHLIGHT, |
| 118 | COL_LOWLIGHT, |
| 119 | COL_WALL, |
| 120 | NCOLOURS |
| 121 | }; |
| 122 | |
| 123 | struct game_params { |
| 124 | int w, h; |
| 125 | /* |
| 126 | * FIXME: a parameter involving degree of filling in? |
| 127 | */ |
| 128 | }; |
| 129 | |
| 130 | struct game_state { |
| 131 | game_params p; |
| 132 | unsigned char *grid; |
| 133 | int px, py; |
| 134 | int completed; |
| 135 | }; |
| 136 | |
| 137 | static game_params *default_params(void) |
| 138 | { |
| 139 | game_params *ret = snew(game_params); |
| 140 | |
| 141 | ret->w = 12; |
| 142 | ret->h = 10; |
| 143 | |
| 144 | return ret; |
| 145 | } |
| 146 | |
| 147 | static void free_params(game_params *params) |
| 148 | { |
| 149 | sfree(params); |
| 150 | } |
| 151 | |
| 152 | static game_params *dup_params(game_params *params) |
| 153 | { |
| 154 | game_params *ret = snew(game_params); |
| 155 | *ret = *params; /* structure copy */ |
| 156 | return ret; |
| 157 | } |
| 158 | |
| 159 | static const struct game_params sokoban_presets[] = { |
| 160 | { 12, 10 }, |
| 161 | { 16, 12 }, |
| 162 | { 20, 16 }, |
| 163 | }; |
| 164 | |
| 165 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 166 | { |
| 167 | game_params p, *ret; |
| 168 | char *retname; |
| 169 | char namebuf[80]; |
| 170 | |
| 171 | if (i < 0 || i >= lenof(sokoban_presets)) |
| 172 | return FALSE; |
| 173 | |
| 174 | p = sokoban_presets[i]; |
| 175 | ret = dup_params(&p); |
| 176 | sprintf(namebuf, "%dx%d", ret->w, ret->h); |
| 177 | retname = dupstr(namebuf); |
| 178 | |
| 179 | *params = ret; |
| 180 | *name = retname; |
| 181 | return TRUE; |
| 182 | } |
| 183 | |
| 184 | static void decode_params(game_params *params, char const *string) |
| 185 | { |
| 186 | params->w = params->h = atoi(string); |
| 187 | while (*string && isdigit((unsigned char)*string)) string++; |
| 188 | if (*string == 'x') { |
| 189 | string++; |
| 190 | params->h = atoi(string); |
| 191 | } |
| 192 | } |
| 193 | |
| 194 | static char *encode_params(game_params *params, int full) |
| 195 | { |
| 196 | char data[256]; |
| 197 | |
| 198 | sprintf(data, "%dx%d", params->w, params->h); |
| 199 | |
| 200 | return dupstr(data); |
| 201 | } |
| 202 | |
| 203 | static config_item *game_configure(game_params *params) |
| 204 | { |
| 205 | config_item *ret; |
| 206 | char buf[80]; |
| 207 | |
| 208 | ret = snewn(3, config_item); |
| 209 | |
| 210 | ret[0].name = "Width"; |
| 211 | ret[0].type = C_STRING; |
| 212 | sprintf(buf, "%d", params->w); |
| 213 | ret[0].sval = dupstr(buf); |
| 214 | ret[0].ival = 0; |
| 215 | |
| 216 | ret[1].name = "Height"; |
| 217 | ret[1].type = C_STRING; |
| 218 | sprintf(buf, "%d", params->h); |
| 219 | ret[1].sval = dupstr(buf); |
| 220 | ret[1].ival = 0; |
| 221 | |
| 222 | ret[2].name = NULL; |
| 223 | ret[2].type = C_END; |
| 224 | ret[2].sval = NULL; |
| 225 | ret[2].ival = 0; |
| 226 | |
| 227 | return ret; |
| 228 | } |
| 229 | |
| 230 | static game_params *custom_params(config_item *cfg) |
| 231 | { |
| 232 | game_params *ret = snew(game_params); |
| 233 | |
| 234 | ret->w = atoi(cfg[0].sval); |
| 235 | ret->h = atoi(cfg[1].sval); |
| 236 | |
| 237 | return ret; |
| 238 | } |
| 239 | |
| 240 | static char *validate_params(game_params *params, int full) |
| 241 | { |
| 242 | if (params->w < 4 || params->h < 4) |
| 243 | return "Width and height must both be at least 4"; |
| 244 | |
| 245 | return NULL; |
| 246 | } |
| 247 | |
| 248 | /* ---------------------------------------------------------------------- |
| 249 | * Game generation mechanism. |
| 250 | * |
| 251 | * To generate a Sokoban level, we begin with a completely blank |
| 252 | * grid and make valid inverse moves. Grid squares can be in a |
| 253 | * number of states. The states are: |
| 254 | * |
| 255 | * - INITIAL: this square has not as yet been touched by any |
| 256 | * inverse move, which essentially means we haven't decided what |
| 257 | * it is yet. |
| 258 | * |
| 259 | * - SPACE: this square is a space. |
| 260 | * |
| 261 | * - TARGET: this square is a space which is also the target for a |
| 262 | * barrel. |
| 263 | * |
| 264 | * - BARREL: this square contains a barrel. |
| 265 | * |
| 266 | * - BARRELTARGET: this square contains a barrel _on_ a target. |
| 267 | * |
| 268 | * - WALL: this square is a wall. |
| 269 | * |
| 270 | * - PLAYER: this square contains the player. |
| 271 | * |
| 272 | * - PLAYERTARGET: this square contains the player on a target. |
| 273 | * |
| 274 | * We begin with every square of the in state INITIAL, apart from a |
| 275 | * solid ring of WALLs around the edge. We randomly position the |
| 276 | * PLAYER somewhere. Thereafter our valid moves are: |
| 277 | * |
| 278 | * - to move the PLAYER in one direction _pulling_ a barrel after |
| 279 | * us. For this to work, we must have SPACE or INITIAL in the |
| 280 | * direction we're moving, and BARREL or BARRELTARGET in the |
| 281 | * direction we're moving away from. We leave SPACE or TARGET |
| 282 | * respectively in the vacated square. |
| 283 | * |
| 284 | * - to create a new barrel by transforming an INITIAL square into |
| 285 | * BARRELTARGET. |
| 286 | * |
| 287 | * - to move the PLAYER freely through SPACE and TARGET squares, |
| 288 | * leaving SPACE or TARGET where it started. |
| 289 | * |
| 290 | * - to move the player through INITIAL squares, carving a tunnel |
| 291 | * of SPACEs as it goes. |
| 292 | * |
| 293 | * We try to avoid destroying INITIAL squares wherever possible (if |
| 294 | * there's a path to where we want to be using only SPACE, then we |
| 295 | * should always use that). At the end of generation, every square |
| 296 | * still in state INITIAL is one which was not required at any |
| 297 | * point during generation, which means we can randomly choose |
| 298 | * whether to make it SPACE or WALL. |
| 299 | * |
| 300 | * It's unclear as yet what the right strategy for wall placement |
| 301 | * should be. Too few WALLs will yield many alternative solutions |
| 302 | * to the puzzle, whereas too many might rule out so many |
| 303 | * possibilities that the intended solution becomes obvious. |
| 304 | */ |
| 305 | |
| 306 | static void sokoban_generate(int w, int h, unsigned char *grid, int moves, |
| 307 | int nethack, random_state *rs) |
| 308 | { |
| 309 | struct pull { |
| 310 | int ox, oy, nx, ny, score; |
| 311 | }; |
| 312 | |
| 313 | struct pull *pulls; |
| 314 | int *dist, *prev, *heap; |
| 315 | int x, y, px, py, i, j, d, heapsize, npulls; |
| 316 | |
| 317 | pulls = snewn(w * h * 4, struct pull); |
| 318 | dist = snewn(w * h, int); |
| 319 | prev = snewn(w * h, int); |
| 320 | heap = snewn(w * h, int); |
| 321 | |
| 322 | /* |
| 323 | * Configure the initial grid. |
| 324 | */ |
| 325 | for (y = 0; y < h; y++) |
| 326 | for (x = 0; x < w; x++) |
| 327 | grid[y*w+x] = (x == 0 || y == 0 || x == w-1 || y == h-1 ? |
| 328 | WALL : INITIAL); |
| 329 | if (nethack) |
| 330 | grid[1] = DEEP_PIT; |
| 331 | |
| 332 | /* |
| 333 | * Place the player. |
| 334 | */ |
| 335 | i = random_upto(rs, (w-2) * (h-2)); |
| 336 | x = 1 + i % (w-2); |
| 337 | y = 1 + i / (w-2); |
| 338 | grid[y*w+x] = SPACE; |
| 339 | px = x; |
| 340 | py = y; |
| 341 | |
| 342 | /* |
| 343 | * Now loop around making random inverse Sokoban moves. In this |
| 344 | * loop we aim to make one actual barrel-pull per iteration, |
| 345 | * plus as many free moves as are necessary to get into |
| 346 | * position for that pull. |
| 347 | */ |
| 348 | while (moves-- >= 0) { |
| 349 | /* |
| 350 | * First enumerate all the viable barrel-pulls we can |
| 351 | * possibly make, counting two pulls of the same barrel in |
| 352 | * different directions as different. We also include pulls |
| 353 | * we can perform by creating a new barrel. Each pull is |
| 354 | * marked with the amount of violence it would have to do |
| 355 | * to the grid. |
| 356 | */ |
| 357 | npulls = 0; |
| 358 | for (y = 0; y < h; y++) |
| 359 | for (x = 0; x < w; x++) |
| 360 | for (d = 0; d < 4; d++) { |
| 361 | int dx = DX(d); |
| 362 | int dy = DY(d); |
| 363 | int nx = x + dx, ny = y + dy; |
| 364 | int npx = nx + dx, npy = ny + dy; |
| 365 | int score = 0; |
| 366 | |
| 367 | /* |
| 368 | * The candidate move is to put the player at |
| 369 | * (nx,ny), and move him to (npx,npy), pulling |
| 370 | * a barrel at (x,y) to (nx,ny). So first we |
| 371 | * must check that all those squares are within |
| 372 | * the boundaries of the grid. For this it is |
| 373 | * sufficient to check npx,npy. |
| 374 | */ |
| 375 | if (npx < 0 || npx >= w || npy < 0 || npy >= h) |
| 376 | continue; |
| 377 | |
| 378 | /* |
| 379 | * (x,y) must either be a barrel, or a square |
| 380 | * which we can convert into a barrel. |
| 381 | */ |
| 382 | switch (grid[y*w+x]) { |
| 383 | case BARREL: case BARRELTARGET: |
| 384 | break; |
| 385 | case INITIAL: |
| 386 | if (nethack) |
| 387 | continue; |
| 388 | score += 10 /* new_barrel_score */; |
| 389 | break; |
| 390 | case DEEP_PIT: |
| 391 | if (!nethack) |
| 392 | continue; |
| 393 | break; |
| 394 | default: |
| 395 | continue; |
| 396 | } |
| 397 | |
| 398 | /* |
| 399 | * (nx,ny) must either be a space, or a square |
| 400 | * which we can convert into a space. |
| 401 | */ |
| 402 | switch (grid[ny*w+nx]) { |
| 403 | case SPACE: case TARGET: |
| 404 | break; |
| 405 | case INITIAL: |
| 406 | score += 3 /* new_space_score */; |
| 407 | break; |
| 408 | default: |
| 409 | continue; |
| 410 | } |
| 411 | |
| 412 | /* |
| 413 | * (npx,npy) must also either be a space, or a |
| 414 | * square which we can convert into a space. |
| 415 | */ |
| 416 | switch (grid[npy*w+npx]) { |
| 417 | case SPACE: case TARGET: |
| 418 | break; |
| 419 | case INITIAL: |
| 420 | score += 3 /* new_space_score */; |
| 421 | break; |
| 422 | default: |
| 423 | continue; |
| 424 | } |
| 425 | |
| 426 | /* |
| 427 | * That's sufficient to tag this as a possible |
| 428 | * pull right now. We still don't know if we |
| 429 | * can reach the required player position, but |
| 430 | * that's a job for the subsequent BFS phase to |
| 431 | * tell us. |
| 432 | */ |
| 433 | pulls[npulls].ox = x; |
| 434 | pulls[npulls].oy = y; |
| 435 | pulls[npulls].nx = nx; |
| 436 | pulls[npulls].ny = ny; |
| 437 | pulls[npulls].score = score; |
| 438 | #ifdef GENERATION_DIAGNOSTICS |
| 439 | printf("found potential pull: (%d,%d)-(%d,%d) cost %d\n", |
| 440 | pulls[npulls].ox, pulls[npulls].oy, |
| 441 | pulls[npulls].nx, pulls[npulls].ny, |
| 442 | pulls[npulls].score); |
| 443 | #endif |
| 444 | npulls++; |
| 445 | } |
| 446 | #ifdef GENERATION_DIAGNOSTICS |
| 447 | printf("found %d potential pulls\n", npulls); |
| 448 | #endif |
| 449 | |
| 450 | /* |
| 451 | * If there are no pulls available at all, we give up. |
| 452 | * |
| 453 | * (FIXME: or perhaps backtrack?) |
| 454 | */ |
| 455 | if (npulls == 0) |
| 456 | break; |
| 457 | |
| 458 | /* |
| 459 | * Now we do a BFS from our current position, to find all |
| 460 | * the squares we can get the player into. |
| 461 | * |
| 462 | * This BFS is unusually tricky. We want to give a positive |
| 463 | * distance only to squares which we have to carve through |
| 464 | * INITIALs to get to, which means we can't just stick |
| 465 | * every square we reach on the end of our to-do list. |
| 466 | * Instead, we must maintain our list as a proper priority |
| 467 | * queue. |
| 468 | */ |
| 469 | for (i = 0; i < w*h; i++) |
| 470 | dist[i] = prev[i] = -1; |
| 471 | |
| 472 | heap[0] = py*w+px; |
| 473 | heapsize = 1; |
| 474 | dist[py*w+px] = 0; |
| 475 | |
| 476 | #define PARENT(n) ( ((n)-1)/2 ) |
| 477 | #define LCHILD(n) ( 2*(n)+1 ) |
| 478 | #define RCHILD(n) ( 2*(n)+2 ) |
| 479 | #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0) |
| 480 | |
| 481 | while (heapsize > 0) { |
| 482 | /* |
| 483 | * Pull the smallest element off the heap: it's at |
| 484 | * position 0. Move the arbitrary element from the very |
| 485 | * end of the heap into position 0. |
| 486 | */ |
| 487 | y = heap[0] / w; |
| 488 | x = heap[0] % w; |
| 489 | |
| 490 | heapsize--; |
| 491 | heap[0] = heap[heapsize]; |
| 492 | |
| 493 | /* |
| 494 | * Now repeatedly move that arbitrary element down the |
| 495 | * heap by swapping it with the more suitable of its |
| 496 | * children. |
| 497 | */ |
| 498 | i = 0; |
| 499 | while (1) { |
| 500 | int lc, rc; |
| 501 | |
| 502 | lc = LCHILD(i); |
| 503 | rc = RCHILD(i); |
| 504 | |
| 505 | if (lc >= heapsize) |
| 506 | break; /* we've hit bottom */ |
| 507 | |
| 508 | if (rc >= heapsize) { |
| 509 | /* |
| 510 | * Special case: there is only one child to |
| 511 | * check. |
| 512 | */ |
| 513 | if (dist[heap[i]] > dist[heap[lc]]) |
| 514 | SWAP(heap[i], heap[lc]); |
| 515 | |
| 516 | /* _Now_ we've hit bottom. */ |
| 517 | break; |
| 518 | } else { |
| 519 | /* |
| 520 | * The common case: there are two children and |
| 521 | * we must check them both. |
| 522 | */ |
| 523 | if (dist[heap[i]] > dist[heap[lc]] || |
| 524 | dist[heap[i]] > dist[heap[rc]]) { |
| 525 | /* |
| 526 | * Pick the more appropriate child to swap with |
| 527 | * (i.e. the one which would want to be the |
| 528 | * parent if one were above the other - as one |
| 529 | * is about to be). |
| 530 | */ |
| 531 | if (dist[heap[lc]] > dist[heap[rc]]) { |
| 532 | SWAP(heap[i], heap[rc]); |
| 533 | i = rc; |
| 534 | } else { |
| 535 | SWAP(heap[i], heap[lc]); |
| 536 | i = lc; |
| 537 | } |
| 538 | } else { |
| 539 | /* This element is in the right place; we're done. */ |
| 540 | break; |
| 541 | } |
| 542 | } |
| 543 | } |
| 544 | |
| 545 | /* |
| 546 | * OK, that's given us (x,y) for this phase of the |
| 547 | * search. Now try all directions from here. |
| 548 | */ |
| 549 | |
| 550 | for (d = 0; d < 4; d++) { |
| 551 | int dx = DX(d); |
| 552 | int dy = DY(d); |
| 553 | int nx = x + dx, ny = y + dy; |
| 554 | if (nx < 0 || nx >= w || ny < 0 || ny >= h) |
| 555 | continue; |
| 556 | if (grid[ny*w+nx] != SPACE && grid[ny*w+nx] != TARGET && |
| 557 | grid[ny*w+nx] != INITIAL) |
| 558 | continue; |
| 559 | if (dist[ny*w+nx] == -1) { |
| 560 | dist[ny*w+nx] = dist[y*w+x] + (grid[ny*w+nx] == INITIAL); |
| 561 | prev[ny*w+nx] = y*w+x; |
| 562 | |
| 563 | /* |
| 564 | * Now insert ny*w+nx at the end of the heap, |
| 565 | * and move it down to its appropriate resting |
| 566 | * place. |
| 567 | */ |
| 568 | i = heapsize; |
| 569 | heap[heapsize++] = ny*w+nx; |
| 570 | |
| 571 | /* |
| 572 | * Swap element n with its parent repeatedly to |
| 573 | * preserve the heap property. |
| 574 | */ |
| 575 | |
| 576 | while (i > 0) { |
| 577 | int p = PARENT(i); |
| 578 | |
| 579 | if (dist[heap[p]] > dist[heap[i]]) { |
| 580 | SWAP(heap[p], heap[i]); |
| 581 | i = p; |
| 582 | } else |
| 583 | break; |
| 584 | } |
| 585 | } |
| 586 | } |
| 587 | } |
| 588 | |
| 589 | #undef PARENT |
| 590 | #undef LCHILD |
| 591 | #undef RCHILD |
| 592 | #undef SWAP |
| 593 | |
| 594 | #ifdef GENERATION_DIAGNOSTICS |
| 595 | printf("distance map:\n"); |
| 596 | for (i = 0; i < h; i++) { |
| 597 | for (j = 0; j < w; j++) { |
| 598 | int d = dist[i*w+j]; |
| 599 | int c; |
| 600 | if (d < 0) |
| 601 | c = '#'; |
| 602 | else if (d >= 36) |
| 603 | c = '!'; |
| 604 | else if (d >= 10) |
| 605 | c = 'A' - 10 + d; |
| 606 | else |
| 607 | c = '0' + d; |
| 608 | putchar(c); |
| 609 | } |
| 610 | putchar('\n'); |
| 611 | } |
| 612 | #endif |
| 613 | |
| 614 | /* |
| 615 | * Now we can go back through the `pulls' array, adjusting |
| 616 | * the score for each pull depending on how hard it is to |
| 617 | * reach its starting point, and also throwing out any |
| 618 | * whose starting points are genuinely unreachable even |
| 619 | * with the possibility of carving through INITIAL squares. |
| 620 | */ |
| 621 | for (i = j = 0; i < npulls; i++) { |
| 622 | #ifdef GENERATION_DIAGNOSTICS |
| 623 | printf("potential pull (%d,%d)-(%d,%d)", |
| 624 | pulls[i].ox, pulls[i].oy, |
| 625 | pulls[i].nx, pulls[i].ny); |
| 626 | #endif |
| 627 | x = pulls[i].nx; |
| 628 | y = pulls[i].ny; |
| 629 | if (dist[y*w+x] < 0) { |
| 630 | #ifdef GENERATION_DIAGNOSTICS |
| 631 | printf(" unreachable\n"); |
| 632 | #endif |
| 633 | continue; /* this pull isn't feasible at all */ |
| 634 | } else { |
| 635 | /* |
| 636 | * Another nasty special case we have to check is |
| 637 | * whether the initial barrel location (ox,oy) is |
| 638 | * on the path used to reach the square. This can |
| 639 | * occur if that square is in state INITIAL: the |
| 640 | * pull is initially considered valid on the basis |
| 641 | * that the INITIAL can become BARRELTARGET, and |
| 642 | * it's also considered reachable on the basis that |
| 643 | * INITIAL can be turned into SPACE, but it can't |
| 644 | * be both at once. |
| 645 | * |
| 646 | * Fortunately, if (ox,oy) is on the path at all, |
| 647 | * it must be only one space from the end, so this |
| 648 | * is easy to spot and rule out. |
| 649 | */ |
| 650 | if (prev[y*w+x] == pulls[i].oy*w+pulls[i].ox) { |
| 651 | #ifdef GENERATION_DIAGNOSTICS |
| 652 | printf(" goes through itself\n"); |
| 653 | #endif |
| 654 | continue; /* this pull isn't feasible at all */ |
| 655 | } |
| 656 | pulls[j] = pulls[i]; /* structure copy */ |
| 657 | pulls[j].score += dist[y*w+x] * 3 /* new_space_score */; |
| 658 | #ifdef GENERATION_DIAGNOSTICS |
| 659 | printf(" reachable at distance %d (cost now %d)\n", |
| 660 | dist[y*w+x], pulls[j].score); |
| 661 | #endif |
| 662 | j++; |
| 663 | } |
| 664 | } |
| 665 | npulls = j; |
| 666 | |
| 667 | /* |
| 668 | * Again, if there are no pulls available at all, we give |
| 669 | * up. |
| 670 | * |
| 671 | * (FIXME: or perhaps backtrack?) |
| 672 | */ |
| 673 | if (npulls == 0) |
| 674 | break; |
| 675 | |
| 676 | /* |
| 677 | * Now choose which pull to make. On the one hand we should |
| 678 | * prefer pulls which do less damage to the INITIAL squares |
| 679 | * (thus, ones for which we can already get into position |
| 680 | * via existing SPACEs, and for which the barrel already |
| 681 | * exists and doesn't have to be invented); on the other, |
| 682 | * we want to avoid _always_ preferring such pulls, on the |
| 683 | * grounds that that will lead to levels without very much |
| 684 | * stuff in. |
| 685 | * |
| 686 | * When creating new barrels, we prefer creations which are |
| 687 | * next to existing TARGET squares. |
| 688 | * |
| 689 | * FIXME: for the moment I'll make this very simple indeed. |
| 690 | */ |
| 691 | i = random_upto(rs, npulls); |
| 692 | |
| 693 | /* |
| 694 | * Actually make the pull, including carving a path to get |
| 695 | * to the site if necessary. |
| 696 | */ |
| 697 | x = pulls[i].nx; |
| 698 | y = pulls[i].ny; |
| 699 | while (prev[y*w+x] >= 0) { |
| 700 | int p; |
| 701 | |
| 702 | if (grid[y*w+x] == INITIAL) |
| 703 | grid[y*w+x] = SPACE; |
| 704 | |
| 705 | p = prev[y*w+x]; |
| 706 | y = p / w; |
| 707 | x = p % w; |
| 708 | } |
| 709 | px = 2*pulls[i].nx - pulls[i].ox; |
| 710 | py = 2*pulls[i].ny - pulls[i].oy; |
| 711 | if (grid[py*w+px] == INITIAL) |
| 712 | grid[py*w+px] = SPACE; |
| 713 | if (grid[pulls[i].ny*w+pulls[i].nx] == TARGET) |
| 714 | grid[pulls[i].ny*w+pulls[i].nx] = BARRELTARGET; |
| 715 | else |
| 716 | grid[pulls[i].ny*w+pulls[i].nx] = BARREL; |
| 717 | if (grid[pulls[i].oy*w+pulls[i].ox] == BARREL) |
| 718 | grid[pulls[i].oy*w+pulls[i].ox] = SPACE; |
| 719 | else if (grid[pulls[i].oy*w+pulls[i].ox] != DEEP_PIT) |
| 720 | grid[pulls[i].oy*w+pulls[i].ox] = TARGET; |
| 721 | } |
| 722 | |
| 723 | sfree(heap); |
| 724 | sfree(prev); |
| 725 | sfree(dist); |
| 726 | sfree(pulls); |
| 727 | |
| 728 | if (grid[py*w+px] == TARGET) |
| 729 | grid[py*w+px] = PLAYERTARGET; |
| 730 | else |
| 731 | grid[py*w+px] = PLAYER; |
| 732 | } |
| 733 | |
| 734 | static char *new_game_desc(game_params *params, random_state *rs, |
| 735 | char **aux, int interactive) |
| 736 | { |
| 737 | int w = params->w, h = params->h; |
| 738 | char *desc; |
| 739 | int desclen, descpos, descsize, prev, count; |
| 740 | unsigned char *grid; |
| 741 | int i, j; |
| 742 | |
| 743 | /* |
| 744 | * FIXME: perhaps some more interesting means of choosing how |
| 745 | * many moves to try? |
| 746 | */ |
| 747 | grid = snewn(w*h, unsigned char); |
| 748 | sokoban_generate(w, h, grid, w*h, FALSE, rs); |
| 749 | |
| 750 | desclen = descpos = descsize = 0; |
| 751 | desc = NULL; |
| 752 | prev = -1; |
| 753 | count = 0; |
| 754 | for (i = 0; i < w*h; i++) { |
| 755 | if (descsize < desclen + 40) { |
| 756 | descsize = desclen + 100; |
| 757 | desc = sresize(desc, descsize, char); |
| 758 | desc[desclen] = '\0'; |
| 759 | } |
| 760 | switch (grid[i]) { |
| 761 | case INITIAL: |
| 762 | j = 'w'; /* FIXME: make some of these 's'? */ |
| 763 | break; |
| 764 | case SPACE: |
| 765 | j = 's'; |
| 766 | break; |
| 767 | case WALL: |
| 768 | j = 'w'; |
| 769 | break; |
| 770 | case TARGET: |
| 771 | j = 't'; |
| 772 | break; |
| 773 | case BARREL: |
| 774 | j = 'b'; |
| 775 | break; |
| 776 | case BARRELTARGET: |
| 777 | j = 'f'; |
| 778 | break; |
| 779 | case DEEP_PIT: |
| 780 | j = 'd'; |
| 781 | break; |
| 782 | case PLAYER: |
| 783 | j = 'u'; |
| 784 | break; |
| 785 | case PLAYERTARGET: |
| 786 | j = 'v'; |
| 787 | break; |
| 788 | default: |
| 789 | j = '?'; |
| 790 | break; |
| 791 | } |
| 792 | assert(j != '?'); |
| 793 | if (j != prev) { |
| 794 | desc[desclen++] = j; |
| 795 | descpos = desclen; |
| 796 | prev = j; |
| 797 | count = 1; |
| 798 | } else { |
| 799 | count++; |
| 800 | desclen = descpos + sprintf(desc+descpos, "%d", count); |
| 801 | } |
| 802 | } |
| 803 | |
| 804 | sfree(grid); |
| 805 | |
| 806 | return desc; |
| 807 | } |
| 808 | |
| 809 | static char *validate_desc(game_params *params, char *desc) |
| 810 | { |
| 811 | int w = params->w, h = params->h; |
| 812 | int area = 0; |
| 813 | int nplayers = 0; |
| 814 | |
| 815 | while (*desc) { |
| 816 | int c = *desc++; |
| 817 | int n = 1; |
| 818 | if (*desc && isdigit((unsigned char)*desc)) { |
| 819 | n = atoi(desc); |
| 820 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 821 | } |
| 822 | |
| 823 | area += n; |
| 824 | |
| 825 | if (c == PLAYER || c == PLAYERTARGET) |
| 826 | nplayers += n; |
| 827 | else if (c == INITIAL || c == SPACE || c == WALL || c == TARGET || |
| 828 | c == PIT || c == DEEP_PIT || IS_BARREL(c)) |
| 829 | /* ok */; |
| 830 | else |
| 831 | return "Invalid character in game description"; |
| 832 | } |
| 833 | |
| 834 | if (area > w*h) |
| 835 | return "Too much data in game description"; |
| 836 | if (area < w*h) |
| 837 | return "Too little data in game description"; |
| 838 | if (nplayers < 1) |
| 839 | return "No starting player position specified"; |
| 840 | if (nplayers > 1) |
| 841 | return "More than one starting player position specified"; |
| 842 | |
| 843 | return NULL; |
| 844 | } |
| 845 | |
| 846 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 847 | { |
| 848 | int w = params->w, h = params->h; |
| 849 | game_state *state = snew(game_state); |
| 850 | int i; |
| 851 | |
| 852 | state->p = *params; /* structure copy */ |
| 853 | state->grid = snewn(w*h, unsigned char); |
| 854 | state->px = state->py = -1; |
| 855 | state->completed = FALSE; |
| 856 | |
| 857 | i = 0; |
| 858 | |
| 859 | while (*desc) { |
| 860 | int c = *desc++; |
| 861 | int n = 1; |
| 862 | if (*desc && isdigit((unsigned char)*desc)) { |
| 863 | n = atoi(desc); |
| 864 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 865 | } |
| 866 | |
| 867 | if (c == PLAYER || c == PLAYERTARGET) { |
| 868 | state->py = i / w; |
| 869 | state->px = i % w; |
| 870 | c = IS_ON_TARGET(c) ? TARGET : SPACE; |
| 871 | } |
| 872 | |
| 873 | while (n-- > 0) |
| 874 | state->grid[i++] = c; |
| 875 | } |
| 876 | |
| 877 | assert(i == w*h); |
| 878 | assert(state->px != -1 && state->py != -1); |
| 879 | |
| 880 | return state; |
| 881 | } |
| 882 | |
| 883 | static game_state *dup_game(game_state *state) |
| 884 | { |
| 885 | int w = state->p.w, h = state->p.h; |
| 886 | game_state *ret = snew(game_state); |
| 887 | |
| 888 | ret->p = state->p; /* structure copy */ |
| 889 | ret->grid = snewn(w*h, unsigned char); |
| 890 | memcpy(ret->grid, state->grid, w*h); |
| 891 | ret->px = state->px; |
| 892 | ret->py = state->py; |
| 893 | ret->completed = state->completed; |
| 894 | |
| 895 | return ret; |
| 896 | } |
| 897 | |
| 898 | static void free_game(game_state *state) |
| 899 | { |
| 900 | sfree(state->grid); |
| 901 | sfree(state); |
| 902 | } |
| 903 | |
| 904 | static char *solve_game(game_state *state, game_state *currstate, |
| 905 | char *aux, char **error) |
| 906 | { |
| 907 | return NULL; |
| 908 | } |
| 909 | |
| 910 | static int game_can_format_as_text_now(game_params *params) |
| 911 | { |
| 912 | return TRUE; |
| 913 | } |
| 914 | |
| 915 | static char *game_text_format(game_state *state) |
| 916 | { |
| 917 | return NULL; |
| 918 | } |
| 919 | |
| 920 | static game_ui *new_ui(game_state *state) |
| 921 | { |
| 922 | return NULL; |
| 923 | } |
| 924 | |
| 925 | static void free_ui(game_ui *ui) |
| 926 | { |
| 927 | } |
| 928 | |
| 929 | static char *encode_ui(game_ui *ui) |
| 930 | { |
| 931 | return NULL; |
| 932 | } |
| 933 | |
| 934 | static void decode_ui(game_ui *ui, char *encoding) |
| 935 | { |
| 936 | } |
| 937 | |
| 938 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 939 | game_state *newstate) |
| 940 | { |
| 941 | } |
| 942 | |
| 943 | struct game_drawstate { |
| 944 | game_params p; |
| 945 | int tilesize; |
| 946 | int started; |
| 947 | unsigned short *grid; |
| 948 | }; |
| 949 | |
| 950 | #define PREFERRED_TILESIZE 32 |
| 951 | #define TILESIZE (ds->tilesize) |
| 952 | #define BORDER (TILESIZE) |
| 953 | #define HIGHLIGHT_WIDTH (TILESIZE / 10) |
| 954 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 955 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 956 | |
| 957 | /* |
| 958 | * I'm going to need to do most of the move-type analysis in both |
| 959 | * interpret_move and execute_move, so I'll abstract it out into a |
| 960 | * subfunction. move_type() returns -1 for an illegal move, 0 for a |
| 961 | * movement, and 1 for a push. |
| 962 | */ |
| 963 | int move_type(game_state *state, int dx, int dy) |
| 964 | { |
| 965 | int w = state->p.w, h = state->p.h; |
| 966 | int px = state->px, py = state->py; |
| 967 | int nx, ny, nbx, nby; |
| 968 | |
| 969 | assert(dx >= -1 && dx <= +1); |
| 970 | assert(dy >= -1 && dy <= +1); |
| 971 | assert(dx || dy); |
| 972 | |
| 973 | nx = px + dx; |
| 974 | ny = py + dy; |
| 975 | |
| 976 | /* |
| 977 | * Disallow any move that goes off the grid. |
| 978 | */ |
| 979 | if (nx < 0 || nx >= w || ny < 0 || ny >= h) |
| 980 | return -1; |
| 981 | |
| 982 | /* |
| 983 | * Examine the target square of the move to see whether it's a |
| 984 | * space, a barrel, or a wall. |
| 985 | */ |
| 986 | |
| 987 | if (state->grid[ny*w+nx] == WALL || |
| 988 | state->grid[ny*w+nx] == PIT || |
| 989 | state->grid[ny*w+nx] == DEEP_PIT) |
| 990 | return -1; /* this one's easy; just disallow it */ |
| 991 | |
| 992 | if (IS_BARREL(state->grid[ny*w+nx])) { |
| 993 | /* |
| 994 | * This is a push move. For a start, that means it must not |
| 995 | * be diagonal. |
| 996 | */ |
| 997 | if (dy && dx) |
| 998 | return -1; |
| 999 | |
| 1000 | /* |
| 1001 | * Now find the location of the third square involved in |
| 1002 | * the push, and stop if it's off the edge. |
| 1003 | */ |
| 1004 | nbx = nx + dx; |
| 1005 | nby = ny + dy; |
| 1006 | if (nbx < 0 || nbx >= w || nby < 0 || nby >= h) |
| 1007 | return -1; |
| 1008 | |
| 1009 | /* |
| 1010 | * That third square must be able to accept a barrel. |
| 1011 | */ |
| 1012 | if (state->grid[nby*w+nbx] == SPACE || |
| 1013 | state->grid[nby*w+nbx] == TARGET || |
| 1014 | state->grid[nby*w+nbx] == PIT || |
| 1015 | state->grid[nby*w+nbx] == DEEP_PIT) { |
| 1016 | /* |
| 1017 | * The push is valid. |
| 1018 | */ |
| 1019 | return 1; |
| 1020 | } else { |
| 1021 | return -1; |
| 1022 | } |
| 1023 | } else { |
| 1024 | /* |
| 1025 | * This is just an ordinary move. We've already checked the |
| 1026 | * target square, so the only thing left to check is that a |
| 1027 | * diagonal move has a space on one side to have notionally |
| 1028 | * gone through. |
| 1029 | */ |
| 1030 | if (dx && dy && |
| 1031 | state->grid[(py+dy)*w+px] != SPACE && |
| 1032 | state->grid[(py+dy)*w+px] != TARGET && |
| 1033 | state->grid[py*w+(px+dx)] != SPACE && |
| 1034 | state->grid[py*w+(px+dx)] != TARGET) |
| 1035 | return -1; |
| 1036 | |
| 1037 | /* |
| 1038 | * Otherwise, the move is valid. |
| 1039 | */ |
| 1040 | return 0; |
| 1041 | } |
| 1042 | } |
| 1043 | |
| 1044 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1045 | int x, int y, int button) |
| 1046 | { |
| 1047 | int dx=0, dy=0; |
| 1048 | char *move; |
| 1049 | |
| 1050 | /* |
| 1051 | * Diagonal movement is supported as it is in NetHack: it's |
| 1052 | * for movement only (never pushing), and one of the two |
| 1053 | * squares adjacent to both the source and destination |
| 1054 | * squares must be free to move through. In other words, it |
| 1055 | * is only a shorthand for two orthogonal moves and cannot |
| 1056 | * change the nature of the actual puzzle game. |
| 1057 | */ |
| 1058 | if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) |
| 1059 | dx = 0, dy = -1; |
| 1060 | else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) |
| 1061 | dx = 0, dy = +1; |
| 1062 | else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) |
| 1063 | dx = -1, dy = 0; |
| 1064 | else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) |
| 1065 | dx = +1, dy = 0; |
| 1066 | else if (button == (MOD_NUM_KEYPAD | '7')) |
| 1067 | dx = -1, dy = -1; |
| 1068 | else if (button == (MOD_NUM_KEYPAD | '9')) |
| 1069 | dx = +1, dy = -1; |
| 1070 | else if (button == (MOD_NUM_KEYPAD | '1')) |
| 1071 | dx = -1, dy = +1; |
| 1072 | else if (button == (MOD_NUM_KEYPAD | '3')) |
| 1073 | dx = +1, dy = +1; |
| 1074 | else if (button == LEFT_BUTTON) |
| 1075 | { |
| 1076 | if(x < COORD(state->px)) |
| 1077 | dx = -1; |
| 1078 | else if (x > COORD(state->px + 1)) |
| 1079 | dx = 1; |
| 1080 | if(y < COORD(state->py)) |
| 1081 | dy = -1; |
| 1082 | else if (y > COORD(state->py + 1)) |
| 1083 | dy = 1; |
| 1084 | } |
| 1085 | else |
| 1086 | return NULL; |
| 1087 | |
| 1088 | if((dx == 0) && (dy == 0)) |
| 1089 | return(NULL); |
| 1090 | |
| 1091 | if (move_type(state, dx, dy) < 0) |
| 1092 | return NULL; |
| 1093 | |
| 1094 | move = snewn(2, char); |
| 1095 | move[1] = '\0'; |
| 1096 | move[0] = '5' - 3*dy + dx; |
| 1097 | return move; |
| 1098 | } |
| 1099 | |
| 1100 | static game_state *execute_move(game_state *state, char *move) |
| 1101 | { |
| 1102 | int w = state->p.w, h = state->p.h; |
| 1103 | int px = state->px, py = state->py; |
| 1104 | int dx, dy, nx, ny, nbx, nby, type, m, i, freebarrels, freetargets; |
| 1105 | game_state *ret; |
| 1106 | |
| 1107 | if (*move < '1' || *move == '5' || *move > '9' || move[1]) |
| 1108 | return NULL; /* invalid move string */ |
| 1109 | |
| 1110 | m = *move - '0'; |
| 1111 | dx = (m + 2) % 3 - 1; |
| 1112 | dy = 2 - (m + 2) / 3; |
| 1113 | type = move_type(state, dx, dy); |
| 1114 | if (type < 0) |
| 1115 | return NULL; |
| 1116 | |
| 1117 | ret = dup_game(state); |
| 1118 | |
| 1119 | nx = px + dx; |
| 1120 | ny = py + dy; |
| 1121 | nbx = nx + dx; |
| 1122 | nby = ny + dy; |
| 1123 | |
| 1124 | if (type) { |
| 1125 | int b; |
| 1126 | |
| 1127 | /* |
| 1128 | * Push. |
| 1129 | */ |
| 1130 | b = ret->grid[ny*w+nx]; |
| 1131 | if (IS_ON_TARGET(b)) { |
| 1132 | ret->grid[ny*w+nx] = TARGET; |
| 1133 | b = DETARGETISE(b); |
| 1134 | } else |
| 1135 | ret->grid[ny*w+nx] = SPACE; |
| 1136 | |
| 1137 | if (ret->grid[nby*w+nbx] == PIT) |
| 1138 | ret->grid[nby*w+nbx] = SPACE; |
| 1139 | else if (ret->grid[nby*w+nbx] == DEEP_PIT) |
| 1140 | /* do nothing - the pit eats the barrel and remains there */; |
| 1141 | else if (ret->grid[nby*w+nbx] == TARGET) |
| 1142 | ret->grid[nby*w+nbx] = TARGETISE(b); |
| 1143 | else |
| 1144 | ret->grid[nby*w+nbx] = b; |
| 1145 | } |
| 1146 | |
| 1147 | ret->px = nx; |
| 1148 | ret->py = ny; |
| 1149 | |
| 1150 | /* |
| 1151 | * Check for completion. This is surprisingly complicated, |
| 1152 | * given the presence of pits and deep pits, and also the fact |
| 1153 | * that some Sokoban levels with pits have fewer pits than |
| 1154 | * barrels (due to providing spares, e.g. NetHack's). I think |
| 1155 | * the completion condition in fact must be that the game |
| 1156 | * cannot become any _more_ complete. That is, _either_ there |
| 1157 | * are no remaining barrels not on targets, _or_ there is a |
| 1158 | * good reason why any such barrels cannot be placed. The only |
| 1159 | * available good reason is that there are no remaining pits, |
| 1160 | * no free target squares, and no deep pits at all. |
| 1161 | */ |
| 1162 | if (!ret->completed) { |
| 1163 | freebarrels = FALSE; |
| 1164 | freetargets = FALSE; |
| 1165 | for (i = 0; i < w*h; i++) { |
| 1166 | int v = ret->grid[i]; |
| 1167 | |
| 1168 | if (IS_BARREL(v) && !IS_ON_TARGET(v)) |
| 1169 | freebarrels = TRUE; |
| 1170 | if (v == DEEP_PIT || v == PIT || |
| 1171 | (!IS_BARREL(v) && IS_ON_TARGET(v))) |
| 1172 | freetargets = TRUE; |
| 1173 | } |
| 1174 | |
| 1175 | if (!freebarrels || !freetargets) |
| 1176 | ret->completed = TRUE; |
| 1177 | } |
| 1178 | |
| 1179 | return ret; |
| 1180 | } |
| 1181 | |
| 1182 | /* ---------------------------------------------------------------------- |
| 1183 | * Drawing routines. |
| 1184 | */ |
| 1185 | |
| 1186 | static void game_compute_size(game_params *params, int tilesize, |
| 1187 | int *x, int *y) |
| 1188 | { |
| 1189 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1190 | struct { int tilesize; } ads, *ds = &ads; |
| 1191 | ads.tilesize = tilesize; |
| 1192 | |
| 1193 | *x = 2 * BORDER + 1 + params->w * TILESIZE; |
| 1194 | *y = 2 * BORDER + 1 + params->h * TILESIZE; |
| 1195 | } |
| 1196 | |
| 1197 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1198 | game_params *params, int tilesize) |
| 1199 | { |
| 1200 | ds->tilesize = tilesize; |
| 1201 | } |
| 1202 | |
| 1203 | static float *game_colours(frontend *fe, int *ncolours) |
| 1204 | { |
| 1205 | float *ret = snewn(3 * NCOLOURS, float); |
| 1206 | int i; |
| 1207 | |
| 1208 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1209 | |
| 1210 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
| 1211 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
| 1212 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
| 1213 | |
| 1214 | ret[COL_PLAYER * 3 + 0] = 0.0F; |
| 1215 | ret[COL_PLAYER * 3 + 1] = 1.0F; |
| 1216 | ret[COL_PLAYER * 3 + 2] = 0.0F; |
| 1217 | |
| 1218 | ret[COL_BARREL * 3 + 0] = 0.6F; |
| 1219 | ret[COL_BARREL * 3 + 1] = 0.3F; |
| 1220 | ret[COL_BARREL * 3 + 2] = 0.0F; |
| 1221 | |
| 1222 | ret[COL_TARGET * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0]; |
| 1223 | ret[COL_TARGET * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1]; |
| 1224 | ret[COL_TARGET * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2]; |
| 1225 | |
| 1226 | ret[COL_PIT * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0] / 2; |
| 1227 | ret[COL_PIT * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1] / 2; |
| 1228 | ret[COL_PIT * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2] / 2; |
| 1229 | |
| 1230 | ret[COL_DEEP_PIT * 3 + 0] = 0.0F; |
| 1231 | ret[COL_DEEP_PIT * 3 + 1] = 0.0F; |
| 1232 | ret[COL_DEEP_PIT * 3 + 2] = 0.0F; |
| 1233 | |
| 1234 | ret[COL_TEXT * 3 + 0] = 1.0F; |
| 1235 | ret[COL_TEXT * 3 + 1] = 1.0F; |
| 1236 | ret[COL_TEXT * 3 + 2] = 1.0F; |
| 1237 | |
| 1238 | ret[COL_GRID * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0]; |
| 1239 | ret[COL_GRID * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1]; |
| 1240 | ret[COL_GRID * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2]; |
| 1241 | |
| 1242 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
| 1243 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
| 1244 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
| 1245 | |
| 1246 | for (i = 0; i < 3; i++) { |
| 1247 | ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + |
| 1248 | 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; |
| 1249 | } |
| 1250 | |
| 1251 | *ncolours = NCOLOURS; |
| 1252 | return ret; |
| 1253 | } |
| 1254 | |
| 1255 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1256 | { |
| 1257 | int w = state->p.w, h = state->p.h; |
| 1258 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1259 | int i; |
| 1260 | |
| 1261 | ds->tilesize = 0; |
| 1262 | ds->p = state->p; /* structure copy */ |
| 1263 | ds->grid = snewn(w*h, unsigned short); |
| 1264 | for (i = 0; i < w*h; i++) |
| 1265 | ds->grid[i] = INVALID; |
| 1266 | ds->started = FALSE; |
| 1267 | |
| 1268 | return ds; |
| 1269 | } |
| 1270 | |
| 1271 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1272 | { |
| 1273 | sfree(ds->grid); |
| 1274 | sfree(ds); |
| 1275 | } |
| 1276 | |
| 1277 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) |
| 1278 | { |
| 1279 | int tx = COORD(x), ty = COORD(y); |
| 1280 | int bg = (v & 0x100 ? COL_HIGHLIGHT : COL_BACKGROUND); |
| 1281 | |
| 1282 | v &= 0xFF; |
| 1283 | |
| 1284 | clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); |
| 1285 | draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); |
| 1286 | |
| 1287 | if (v == WALL) { |
| 1288 | int coords[6]; |
| 1289 | |
| 1290 | coords[0] = tx + TILESIZE; |
| 1291 | coords[1] = ty + TILESIZE; |
| 1292 | coords[2] = tx + TILESIZE; |
| 1293 | coords[3] = ty + 1; |
| 1294 | coords[4] = tx + 1; |
| 1295 | coords[5] = ty + TILESIZE; |
| 1296 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
| 1297 | |
| 1298 | coords[0] = tx + 1; |
| 1299 | coords[1] = ty + 1; |
| 1300 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1301 | |
| 1302 | draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, |
| 1303 | TILESIZE - 2*HIGHLIGHT_WIDTH, |
| 1304 | TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); |
| 1305 | } else if (v == PIT) { |
| 1306 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1307 | TILESIZE*3/7, COL_PIT, COL_OUTLINE); |
| 1308 | } else if (v == DEEP_PIT) { |
| 1309 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1310 | TILESIZE*3/7, COL_DEEP_PIT, COL_OUTLINE); |
| 1311 | } else { |
| 1312 | if (IS_ON_TARGET(v)) { |
| 1313 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1314 | TILESIZE*3/7, COL_TARGET, COL_OUTLINE); |
| 1315 | } |
| 1316 | if (IS_PLAYER(v)) { |
| 1317 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1318 | TILESIZE/3, COL_PLAYER, COL_OUTLINE); |
| 1319 | } else if (IS_BARREL(v)) { |
| 1320 | char str[2]; |
| 1321 | |
| 1322 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1323 | TILESIZE/3, COL_BARREL, COL_OUTLINE); |
| 1324 | str[1] = '\0'; |
| 1325 | str[0] = BARREL_LABEL(v); |
| 1326 | if (str[0]) { |
| 1327 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1328 | FONT_VARIABLE, TILESIZE/2, |
| 1329 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); |
| 1330 | } |
| 1331 | } |
| 1332 | } |
| 1333 | |
| 1334 | unclip(dr); |
| 1335 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
| 1336 | } |
| 1337 | |
| 1338 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1339 | game_state *state, int dir, game_ui *ui, |
| 1340 | float animtime, float flashtime) |
| 1341 | { |
| 1342 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
| 1343 | int x, y; |
| 1344 | int flashtype; |
| 1345 | |
| 1346 | if (flashtime && |
| 1347 | !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) |
| 1348 | flashtype = 0x100; |
| 1349 | else |
| 1350 | flashtype = 0; |
| 1351 | |
| 1352 | /* |
| 1353 | * Initialise a fresh drawstate. |
| 1354 | */ |
| 1355 | if (!ds->started) { |
| 1356 | int wid, ht; |
| 1357 | |
| 1358 | /* |
| 1359 | * Blank out the window initially. |
| 1360 | */ |
| 1361 | game_compute_size(&ds->p, TILESIZE, &wid, &ht); |
| 1362 | draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); |
| 1363 | draw_update(dr, 0, 0, wid, ht); |
| 1364 | |
| 1365 | /* |
| 1366 | * Draw the grid lines. |
| 1367 | */ |
| 1368 | for (y = 0; y <= h; y++) |
| 1369 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), |
| 1370 | COL_LOWLIGHT); |
| 1371 | for (x = 0; x <= w; x++) |
| 1372 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), |
| 1373 | COL_LOWLIGHT); |
| 1374 | |
| 1375 | ds->started = TRUE; |
| 1376 | } |
| 1377 | |
| 1378 | /* |
| 1379 | * Draw the grid contents. |
| 1380 | */ |
| 1381 | for (y = 0; y < h; y++) |
| 1382 | for (x = 0; x < w; x++) { |
| 1383 | int v = state->grid[y*w+x]; |
| 1384 | if (y == state->py && x == state->px) { |
| 1385 | if (v == TARGET) |
| 1386 | v = PLAYERTARGET; |
| 1387 | else { |
| 1388 | assert(v == SPACE); |
| 1389 | v = PLAYER; |
| 1390 | } |
| 1391 | } |
| 1392 | |
| 1393 | v |= flashtype; |
| 1394 | |
| 1395 | if (ds->grid[y*w+x] != v) { |
| 1396 | draw_tile(dr, ds, x, y, v); |
| 1397 | ds->grid[y*w+x] = v; |
| 1398 | } |
| 1399 | } |
| 1400 | |
| 1401 | } |
| 1402 | |
| 1403 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1404 | int dir, game_ui *ui) |
| 1405 | { |
| 1406 | return 0.0F; |
| 1407 | } |
| 1408 | |
| 1409 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1410 | int dir, game_ui *ui) |
| 1411 | { |
| 1412 | if (!oldstate->completed && newstate->completed) |
| 1413 | return FLASH_LENGTH; |
| 1414 | else |
| 1415 | return 0.0F; |
| 1416 | } |
| 1417 | |
| 1418 | static int game_status(game_state *state) |
| 1419 | { |
| 1420 | return state->completed ? +1 : 0; |
| 1421 | } |
| 1422 | |
| 1423 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1424 | { |
| 1425 | return TRUE; |
| 1426 | } |
| 1427 | |
| 1428 | static void game_print_size(game_params *params, float *x, float *y) |
| 1429 | { |
| 1430 | } |
| 1431 | |
| 1432 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1433 | { |
| 1434 | } |
| 1435 | |
| 1436 | #ifdef COMBINED |
| 1437 | #define thegame sokoban |
| 1438 | #endif |
| 1439 | |
| 1440 | const struct game thegame = { |
| 1441 | "Sokoban", NULL, NULL, |
| 1442 | default_params, |
| 1443 | game_fetch_preset, |
| 1444 | decode_params, |
| 1445 | encode_params, |
| 1446 | free_params, |
| 1447 | dup_params, |
| 1448 | TRUE, game_configure, custom_params, |
| 1449 | validate_params, |
| 1450 | new_game_desc, |
| 1451 | validate_desc, |
| 1452 | new_game, |
| 1453 | dup_game, |
| 1454 | free_game, |
| 1455 | FALSE, solve_game, |
| 1456 | FALSE, game_can_format_as_text_now, game_text_format, |
| 1457 | new_ui, |
| 1458 | free_ui, |
| 1459 | encode_ui, |
| 1460 | decode_ui, |
| 1461 | game_changed_state, |
| 1462 | interpret_move, |
| 1463 | execute_move, |
| 1464 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 1465 | game_colours, |
| 1466 | game_new_drawstate, |
| 1467 | game_free_drawstate, |
| 1468 | game_redraw, |
| 1469 | game_anim_length, |
| 1470 | game_flash_length, |
| 1471 | game_status, |
| 1472 | FALSE, FALSE, game_print_size, game_print, |
| 1473 | FALSE, /* wants_statusbar */ |
| 1474 | FALSE, game_timing_state, |
| 1475 | 0, /* flags */ |
| 1476 | }; |