| 1 | /* |
| 2 | * slide.c: Implementation of the block-sliding puzzle `Klotski'. |
| 3 | */ |
| 4 | |
| 5 | /* |
| 6 | * TODO: |
| 7 | * |
| 8 | * - Solve function: |
| 9 | * * try to generate a solution when Solve is pressed |
| 10 | * + from the start, or from here? From here, I fear. |
| 11 | * + hence, not much point saving the solution in an aux |
| 12 | * string |
| 13 | * * Inertia-like method for telling the user the solution |
| 14 | * * standalone solver which draws diagrams |
| 15 | * |
| 16 | * - The dragging semantics are still subtly wrong in complex |
| 17 | * cases. |
| 18 | * |
| 19 | * - Improve the generator. |
| 20 | * * actually, we seem to be mostly sensible already now. I |
| 21 | * want more choice over the type of main block and location |
| 22 | * of the exit/target, and I think I probably ought to give |
| 23 | * up on compactness and just bite the bullet and have the |
| 24 | * target area right outside the main wall, but mostly I |
| 25 | * think it's OK. |
| 26 | * * the move limit tends to make the game _slower_ to |
| 27 | * generate, which is odd. Perhaps investigate why. |
| 28 | * |
| 29 | * - Improve the graphics. |
| 30 | * * All the colours are a bit wishy-washy. _Some_ dark |
| 31 | * colours would surely not be excessive? Probably darken |
| 32 | * the tiles, the walls and the main block, and leave the |
| 33 | * target marker pale. |
| 34 | * * The cattle grid effect is still disgusting. Think of |
| 35 | * something completely different. |
| 36 | */ |
| 37 | |
| 38 | #include <stdio.h> |
| 39 | #include <stdlib.h> |
| 40 | #include <string.h> |
| 41 | #include <assert.h> |
| 42 | #include <ctype.h> |
| 43 | #include <math.h> |
| 44 | |
| 45 | #include "puzzles.h" |
| 46 | #include "tree234.h" |
| 47 | |
| 48 | /* |
| 49 | * The implementation of this game revolves around the insight |
| 50 | * which makes an exhaustive-search solver feasible: although |
| 51 | * there are many blocks which can be rearranged in many ways, any |
| 52 | * two blocks of the same shape are _indistinguishable_ and hence |
| 53 | * the number of _distinct_ board layouts is generally much |
| 54 | * smaller. So we adopt a representation for board layouts which |
| 55 | * is inherently canonical, i.e. there are no two distinct |
| 56 | * representations which encode indistinguishable layouts. |
| 57 | * |
| 58 | * The way we do this is to encode each square of the board, in |
| 59 | * the normal left-to-right top-to-bottom order, as being one of |
| 60 | * the following things: |
| 61 | * - the first square (in the given order) of a block (`anchor') |
| 62 | * - special case of the above: the anchor for the _main_ block |
| 63 | * (i.e. the one which the aim of the game is to get to the |
| 64 | * target position) |
| 65 | * - a subsequent square of a block whose previous square was N |
| 66 | * squares ago |
| 67 | * - an impassable wall |
| 68 | * |
| 69 | * (We also separately store data about which board positions are |
| 70 | * forcefields only passable by the main block. We can't encode |
| 71 | * that in the main board data, because then the main block would |
| 72 | * destroy forcefields as it went over them.) |
| 73 | * |
| 74 | * Hence, for example, a 2x2 square block would be encoded as |
| 75 | * ANCHOR, followed by DIST(1), and w-2 squares later on there |
| 76 | * would be DIST(w-1) followed by DIST(1). So if you start at the |
| 77 | * last of those squares, the DIST numbers give you a linked list |
| 78 | * pointing back through all the other squares in the same block. |
| 79 | * |
| 80 | * So the solver simply does a bfs over all reachable positions, |
| 81 | * encoding them in this format and storing them in a tree234 to |
| 82 | * ensure it doesn't ever revisit an already-analysed position. |
| 83 | */ |
| 84 | |
| 85 | enum { |
| 86 | /* |
| 87 | * The colours are arranged here so that every base colour is |
| 88 | * directly followed by its highlight colour and then its |
| 89 | * lowlight colour. Do not break this, or draw_tile() will get |
| 90 | * confused. |
| 91 | */ |
| 92 | COL_BACKGROUND, |
| 93 | COL_HIGHLIGHT, |
| 94 | COL_LOWLIGHT, |
| 95 | COL_DRAGGING, |
| 96 | COL_DRAGGING_HIGHLIGHT, |
| 97 | COL_DRAGGING_LOWLIGHT, |
| 98 | COL_MAIN, |
| 99 | COL_MAIN_HIGHLIGHT, |
| 100 | COL_MAIN_LOWLIGHT, |
| 101 | COL_MAIN_DRAGGING, |
| 102 | COL_MAIN_DRAGGING_HIGHLIGHT, |
| 103 | COL_MAIN_DRAGGING_LOWLIGHT, |
| 104 | COL_TARGET, |
| 105 | COL_TARGET_HIGHLIGHT, |
| 106 | COL_TARGET_LOWLIGHT, |
| 107 | NCOLOURS |
| 108 | }; |
| 109 | |
| 110 | /* |
| 111 | * Board layout is a simple array of bytes. Each byte holds: |
| 112 | */ |
| 113 | #define ANCHOR 255 /* top-left-most square of some piece */ |
| 114 | #define MAINANCHOR 254 /* anchor of _main_ piece */ |
| 115 | #define EMPTY 253 /* empty square */ |
| 116 | #define WALL 252 /* immovable wall */ |
| 117 | #define MAXDIST 251 |
| 118 | /* all other values indicate distance back to previous square of same block */ |
| 119 | #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 ) |
| 120 | #define DIST(x) (x) |
| 121 | #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR ) |
| 122 | #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) ) |
| 123 | |
| 124 | /* |
| 125 | * MAXDIST is the largest DIST value we can encode. This must |
| 126 | * therefore also be the maximum puzzle width in theory (although |
| 127 | * solver running time will dictate a much smaller limit in |
| 128 | * practice). |
| 129 | */ |
| 130 | #define MAXWID MAXDIST |
| 131 | |
| 132 | struct game_params { |
| 133 | int w, h; |
| 134 | int maxmoves; |
| 135 | }; |
| 136 | |
| 137 | struct game_immutable_state { |
| 138 | int refcount; |
| 139 | unsigned char *forcefield; |
| 140 | }; |
| 141 | |
| 142 | struct game_state { |
| 143 | int w, h; |
| 144 | unsigned char *board; |
| 145 | int tx, ty; /* target coords for MAINANCHOR */ |
| 146 | int minmoves; /* for display only */ |
| 147 | int lastmoved, lastmoved_pos; /* for move counting */ |
| 148 | int movecount; |
| 149 | int completed; |
| 150 | struct game_immutable_state *imm; |
| 151 | }; |
| 152 | |
| 153 | static game_params *default_params(void) |
| 154 | { |
| 155 | game_params *ret = snew(game_params); |
| 156 | |
| 157 | ret->w = 7; |
| 158 | ret->h = 6; |
| 159 | ret->maxmoves = 40; |
| 160 | |
| 161 | return ret; |
| 162 | } |
| 163 | |
| 164 | static const struct game_params slide_presets[] = { |
| 165 | {7, 6, 25}, |
| 166 | {7, 6, -1}, |
| 167 | {8, 6, -1}, |
| 168 | }; |
| 169 | |
| 170 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 171 | { |
| 172 | game_params *ret; |
| 173 | char str[80]; |
| 174 | |
| 175 | if (i < 0 || i >= lenof(slide_presets)) |
| 176 | return FALSE; |
| 177 | |
| 178 | ret = snew(game_params); |
| 179 | *ret = slide_presets[i]; |
| 180 | |
| 181 | sprintf(str, "%dx%d", ret->w, ret->h); |
| 182 | if (ret->maxmoves >= 0) |
| 183 | sprintf(str + strlen(str), ", max %d moves", ret->maxmoves); |
| 184 | else |
| 185 | sprintf(str + strlen(str), ", no move limit"); |
| 186 | |
| 187 | *name = dupstr(str); |
| 188 | *params = ret; |
| 189 | return TRUE; |
| 190 | } |
| 191 | |
| 192 | static void free_params(game_params *params) |
| 193 | { |
| 194 | sfree(params); |
| 195 | } |
| 196 | |
| 197 | static game_params *dup_params(game_params *params) |
| 198 | { |
| 199 | game_params *ret = snew(game_params); |
| 200 | *ret = *params; /* structure copy */ |
| 201 | return ret; |
| 202 | } |
| 203 | |
| 204 | static void decode_params(game_params *params, char const *string) |
| 205 | { |
| 206 | params->w = params->h = atoi(string); |
| 207 | while (*string && isdigit((unsigned char)*string)) string++; |
| 208 | if (*string == 'x') { |
| 209 | string++; |
| 210 | params->h = atoi(string); |
| 211 | while (*string && isdigit((unsigned char)*string)) string++; |
| 212 | } |
| 213 | if (*string == 'm') { |
| 214 | string++; |
| 215 | params->maxmoves = atoi(string); |
| 216 | while (*string && isdigit((unsigned char)*string)) string++; |
| 217 | } else if (*string == 'u') { |
| 218 | string++; |
| 219 | params->maxmoves = -1; |
| 220 | } |
| 221 | } |
| 222 | |
| 223 | static char *encode_params(game_params *params, int full) |
| 224 | { |
| 225 | char data[256]; |
| 226 | |
| 227 | sprintf(data, "%dx%d", params->w, params->h); |
| 228 | if (params->maxmoves >= 0) |
| 229 | sprintf(data + strlen(data), "m%d", params->maxmoves); |
| 230 | else |
| 231 | sprintf(data + strlen(data), "u"); |
| 232 | |
| 233 | return dupstr(data); |
| 234 | } |
| 235 | |
| 236 | static config_item *game_configure(game_params *params) |
| 237 | { |
| 238 | config_item *ret; |
| 239 | char buf[80]; |
| 240 | |
| 241 | ret = snewn(4, config_item); |
| 242 | |
| 243 | ret[0].name = "Width"; |
| 244 | ret[0].type = C_STRING; |
| 245 | sprintf(buf, "%d", params->w); |
| 246 | ret[0].sval = dupstr(buf); |
| 247 | ret[0].ival = 0; |
| 248 | |
| 249 | ret[1].name = "Height"; |
| 250 | ret[1].type = C_STRING; |
| 251 | sprintf(buf, "%d", params->h); |
| 252 | ret[1].sval = dupstr(buf); |
| 253 | ret[1].ival = 0; |
| 254 | |
| 255 | ret[2].name = "Solution length limit"; |
| 256 | ret[2].type = C_STRING; |
| 257 | sprintf(buf, "%d", params->maxmoves); |
| 258 | ret[2].sval = dupstr(buf); |
| 259 | ret[2].ival = 0; |
| 260 | |
| 261 | ret[3].name = NULL; |
| 262 | ret[3].type = C_END; |
| 263 | ret[3].sval = NULL; |
| 264 | ret[3].ival = 0; |
| 265 | |
| 266 | return ret; |
| 267 | } |
| 268 | |
| 269 | static game_params *custom_params(config_item *cfg) |
| 270 | { |
| 271 | game_params *ret = snew(game_params); |
| 272 | |
| 273 | ret->w = atoi(cfg[0].sval); |
| 274 | ret->h = atoi(cfg[1].sval); |
| 275 | ret->maxmoves = atoi(cfg[2].sval); |
| 276 | |
| 277 | return ret; |
| 278 | } |
| 279 | |
| 280 | static char *validate_params(game_params *params, int full) |
| 281 | { |
| 282 | if (params->w > MAXWID) |
| 283 | return "Width must be at most " STR(MAXWID); |
| 284 | |
| 285 | if (params->w < 5) |
| 286 | return "Width must be at least 5"; |
| 287 | if (params->h < 4) |
| 288 | return "Height must be at least 4"; |
| 289 | |
| 290 | return NULL; |
| 291 | } |
| 292 | |
| 293 | static char *board_text_format(int w, int h, unsigned char *data, |
| 294 | unsigned char *forcefield) |
| 295 | { |
| 296 | int wh = w*h; |
| 297 | int *dsf = snew_dsf(wh); |
| 298 | int i, x, y; |
| 299 | int retpos, retlen = (w*2+2)*(h*2+1)+1; |
| 300 | char *ret = snewn(retlen, char); |
| 301 | |
| 302 | for (i = 0; i < wh; i++) |
| 303 | if (ISDIST(data[i])) |
| 304 | dsf_merge(dsf, i - data[i], i); |
| 305 | retpos = 0; |
| 306 | for (y = 0; y < 2*h+1; y++) { |
| 307 | for (x = 0; x < 2*w+1; x++) { |
| 308 | int v; |
| 309 | int i = (y/2)*w+(x/2); |
| 310 | |
| 311 | #define dtype(i) (ISBLOCK(data[i]) ? \ |
| 312 | dsf_canonify(dsf, i) : data[i]) |
| 313 | #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \ |
| 314 | data[t] == MAINANCHOR ? '*' : '%') |
| 315 | |
| 316 | if (y % 2 && x % 2) { |
| 317 | int j = dtype(i); |
| 318 | v = dchar(j); |
| 319 | } else if (y % 2 && !(x % 2)) { |
| 320 | int j1 = (x > 0 ? dtype(i-1) : -1); |
| 321 | int j2 = (x < 2*w ? dtype(i) : -1); |
| 322 | if (j1 != j2) |
| 323 | v = '|'; |
| 324 | else |
| 325 | v = dchar(j1); |
| 326 | } else if (!(y % 2) && (x % 2)) { |
| 327 | int j1 = (y > 0 ? dtype(i-w) : -1); |
| 328 | int j2 = (y < 2*h ? dtype(i) : -1); |
| 329 | if (j1 != j2) |
| 330 | v = '-'; |
| 331 | else |
| 332 | v = dchar(j1); |
| 333 | } else { |
| 334 | int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1); |
| 335 | int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1); |
| 336 | int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1); |
| 337 | int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1); |
| 338 | if (j1 == j2 && j2 == j3 && j3 == j4) |
| 339 | v = dchar(j1); |
| 340 | else if (j1 == j2 && j3 == j4) |
| 341 | v = '|'; |
| 342 | else if (j1 == j3 && j2 == j4) |
| 343 | v = '-'; |
| 344 | else |
| 345 | v = '+'; |
| 346 | } |
| 347 | |
| 348 | assert(retpos < retlen); |
| 349 | ret[retpos++] = v; |
| 350 | } |
| 351 | assert(retpos < retlen); |
| 352 | ret[retpos++] = '\n'; |
| 353 | } |
| 354 | assert(retpos < retlen); |
| 355 | ret[retpos++] = '\0'; |
| 356 | assert(retpos == retlen); |
| 357 | |
| 358 | return ret; |
| 359 | } |
| 360 | |
| 361 | /* ---------------------------------------------------------------------- |
| 362 | * Solver. |
| 363 | */ |
| 364 | |
| 365 | /* |
| 366 | * During solver execution, the set of visited board positions is |
| 367 | * stored as a tree234 of the following structures. `w', `h' and |
| 368 | * `data' are obvious in meaning; `dist' represents the minimum |
| 369 | * distance to reach this position from the starting point. |
| 370 | * |
| 371 | * `prev' links each board to the board position from which it was |
| 372 | * most efficiently derived. |
| 373 | */ |
| 374 | struct board { |
| 375 | int w, h; |
| 376 | int dist; |
| 377 | struct board *prev; |
| 378 | unsigned char *data; |
| 379 | }; |
| 380 | |
| 381 | static int boardcmp(void *av, void *bv) |
| 382 | { |
| 383 | struct board *a = (struct board *)av; |
| 384 | struct board *b = (struct board *)bv; |
| 385 | return memcmp(a->data, b->data, a->w * a->h); |
| 386 | } |
| 387 | |
| 388 | static struct board *newboard(int w, int h, unsigned char *data) |
| 389 | { |
| 390 | struct board *b = malloc(sizeof(struct board) + w*h); |
| 391 | b->data = (unsigned char *)b + sizeof(struct board); |
| 392 | memcpy(b->data, data, w*h); |
| 393 | b->w = w; |
| 394 | b->h = h; |
| 395 | b->dist = -1; |
| 396 | b->prev = NULL; |
| 397 | return b; |
| 398 | } |
| 399 | |
| 400 | /* |
| 401 | * The actual solver. Given a board, attempt to find the minimum |
| 402 | * length of move sequence which moves MAINANCHOR to (tx,ty), or |
| 403 | * -1 if no solution exists. Returns that minimum length. |
| 404 | * |
| 405 | * Also, if `moveout' is provided, writes out the moves in the |
| 406 | * form of a sequence of pairs of integers indicating the source |
| 407 | * and destination points of the anchor of the moved piece in each |
| 408 | * move. Exactly twice as many integers are written as the number |
| 409 | * returned from solve_board(), and `moveout' receives an int * |
| 410 | * which is a pointer to a dynamically allocated array. |
| 411 | */ |
| 412 | static int solve_board(int w, int h, unsigned char *board, |
| 413 | unsigned char *forcefield, int tx, int ty, |
| 414 | int movelimit, int **moveout) |
| 415 | { |
| 416 | int wh = w*h; |
| 417 | struct board *b, *b2, *b3; |
| 418 | int *next, *anchors, *which; |
| 419 | int *movereached, *movequeue, mqhead, mqtail; |
| 420 | tree234 *sorted, *queue; |
| 421 | int i, j, dir; |
| 422 | int qlen, lastdist; |
| 423 | int ret; |
| 424 | |
| 425 | #ifdef SOLVER_DIAGNOSTICS |
| 426 | { |
| 427 | char *t = board_text_format(w, h, board); |
| 428 | for (i = 0; i < h; i++) { |
| 429 | for (j = 0; j < w; j++) { |
| 430 | int c = board[i*w+j]; |
| 431 | if (ISDIST(c)) |
| 432 | printf("D%-3d", c); |
| 433 | else if (c == MAINANCHOR) |
| 434 | printf("M "); |
| 435 | else if (c == ANCHOR) |
| 436 | printf("A "); |
| 437 | else if (c == WALL) |
| 438 | printf("W "); |
| 439 | else if (c == EMPTY) |
| 440 | printf("E "); |
| 441 | } |
| 442 | printf("\n"); |
| 443 | } |
| 444 | |
| 445 | printf("Starting solver for:\n%s\n", t); |
| 446 | sfree(t); |
| 447 | } |
| 448 | #endif |
| 449 | |
| 450 | sorted = newtree234(boardcmp); |
| 451 | queue = newtree234(NULL); |
| 452 | |
| 453 | b = newboard(w, h, board); |
| 454 | b->dist = 0; |
| 455 | add234(sorted, b); |
| 456 | addpos234(queue, b, 0); |
| 457 | qlen = 1; |
| 458 | |
| 459 | next = snewn(wh, int); |
| 460 | anchors = snewn(wh, int); |
| 461 | which = snewn(wh, int); |
| 462 | movereached = snewn(wh, int); |
| 463 | movequeue = snewn(wh, int); |
| 464 | lastdist = -1; |
| 465 | |
| 466 | while ((b = delpos234(queue, 0)) != NULL) { |
| 467 | qlen--; |
| 468 | if (movelimit >= 0 && b->dist >= movelimit) { |
| 469 | /* |
| 470 | * The problem is not soluble in under `movelimit' |
| 471 | * moves, so we can quit right now. |
| 472 | */ |
| 473 | b2 = NULL; |
| 474 | goto done; |
| 475 | } |
| 476 | if (b->dist != lastdist) { |
| 477 | #ifdef SOLVER_DIAGNOSTICS |
| 478 | printf("dist %d (%d)\n", b->dist, count234(sorted)); |
| 479 | #endif |
| 480 | lastdist = b->dist; |
| 481 | } |
| 482 | /* |
| 483 | * Find all the anchors and form a linked list of the |
| 484 | * squares within each block. |
| 485 | */ |
| 486 | for (i = 0; i < wh; i++) { |
| 487 | next[i] = -1; |
| 488 | anchors[i] = FALSE; |
| 489 | which[i] = -1; |
| 490 | if (ISANCHOR(b->data[i])) { |
| 491 | anchors[i] = TRUE; |
| 492 | which[i] = i; |
| 493 | } else if (ISDIST(b->data[i])) { |
| 494 | j = i - b->data[i]; |
| 495 | next[j] = i; |
| 496 | which[i] = which[j]; |
| 497 | } |
| 498 | } |
| 499 | |
| 500 | /* |
| 501 | * For each anchor, do an array-based BFS to find all the |
| 502 | * places we can slide it to. |
| 503 | */ |
| 504 | for (i = 0; i < wh; i++) { |
| 505 | if (!anchors[i]) |
| 506 | continue; |
| 507 | |
| 508 | mqhead = mqtail = 0; |
| 509 | for (j = 0; j < wh; j++) |
| 510 | movereached[j] = FALSE; |
| 511 | movequeue[mqtail++] = i; |
| 512 | while (mqhead < mqtail) { |
| 513 | int pos = movequeue[mqhead++]; |
| 514 | |
| 515 | /* |
| 516 | * Try to move in each direction from here. |
| 517 | */ |
| 518 | for (dir = 0; dir < 4; dir++) { |
| 519 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
| 520 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
| 521 | int offset = dy*w + dx; |
| 522 | int newpos = pos + offset; |
| 523 | int d = newpos - i; |
| 524 | |
| 525 | /* |
| 526 | * For each square involved in this block, |
| 527 | * check to see if the square d spaces away |
| 528 | * from it is either empty or part of the same |
| 529 | * block. |
| 530 | */ |
| 531 | for (j = i; j >= 0; j = next[j]) { |
| 532 | int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx; |
| 533 | if (jy >= 0 && jy < h && jx >= 0 && jx < w && |
| 534 | ((b->data[j+d] == EMPTY || which[j+d] == i) && |
| 535 | (b->data[i] == MAINANCHOR || !forcefield[j+d]))) |
| 536 | /* ok */; |
| 537 | else |
| 538 | break; |
| 539 | } |
| 540 | if (j >= 0) |
| 541 | continue; /* this direction wasn't feasible */ |
| 542 | |
| 543 | /* |
| 544 | * If we've already tried moving this piece |
| 545 | * here, leave it. |
| 546 | */ |
| 547 | if (movereached[newpos]) |
| 548 | continue; |
| 549 | movereached[newpos] = TRUE; |
| 550 | movequeue[mqtail++] = newpos; |
| 551 | |
| 552 | /* |
| 553 | * We have a viable move. Make it. |
| 554 | */ |
| 555 | b2 = newboard(w, h, b->data); |
| 556 | for (j = i; j >= 0; j = next[j]) |
| 557 | b2->data[j] = EMPTY; |
| 558 | for (j = i; j >= 0; j = next[j]) |
| 559 | b2->data[j+d] = b->data[j]; |
| 560 | |
| 561 | b3 = add234(sorted, b2); |
| 562 | if (b3 != b2) { |
| 563 | sfree(b2); /* we already got one */ |
| 564 | } else { |
| 565 | b2->dist = b->dist + 1; |
| 566 | b2->prev = b; |
| 567 | addpos234(queue, b2, qlen++); |
| 568 | if (b2->data[ty*w+tx] == MAINANCHOR) |
| 569 | goto done; /* search completed! */ |
| 570 | } |
| 571 | } |
| 572 | } |
| 573 | } |
| 574 | } |
| 575 | b2 = NULL; |
| 576 | |
| 577 | done: |
| 578 | |
| 579 | if (b2) { |
| 580 | ret = b2->dist; |
| 581 | if (moveout) { |
| 582 | /* |
| 583 | * Now b2 represents the solved position. Backtrack to |
| 584 | * output the solution. |
| 585 | */ |
| 586 | *moveout = snewn(ret * 2, int); |
| 587 | j = ret * 2; |
| 588 | |
| 589 | while (b2->prev) { |
| 590 | int from = -1, to = -1; |
| 591 | |
| 592 | b = b2->prev; |
| 593 | |
| 594 | /* |
| 595 | * Scan b and b2 to find out which piece has |
| 596 | * moved. |
| 597 | */ |
| 598 | for (i = 0; i < wh; i++) { |
| 599 | if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) { |
| 600 | assert(from == -1); |
| 601 | from = i; |
| 602 | } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){ |
| 603 | assert(to == -1); |
| 604 | to = i; |
| 605 | } |
| 606 | } |
| 607 | |
| 608 | assert(from >= 0 && to >= 0); |
| 609 | assert(j >= 2); |
| 610 | (*moveout)[--j] = to; |
| 611 | (*moveout)[--j] = from; |
| 612 | |
| 613 | b2 = b; |
| 614 | } |
| 615 | assert(j == 0); |
| 616 | } |
| 617 | } else { |
| 618 | ret = -1; /* no solution */ |
| 619 | if (moveout) |
| 620 | *moveout = NULL; |
| 621 | } |
| 622 | |
| 623 | freetree234(queue); |
| 624 | |
| 625 | while ((b = delpos234(sorted, 0)) != NULL) |
| 626 | sfree(b); |
| 627 | freetree234(sorted); |
| 628 | |
| 629 | sfree(next); |
| 630 | sfree(anchors); |
| 631 | sfree(movereached); |
| 632 | sfree(movequeue); |
| 633 | sfree(which); |
| 634 | |
| 635 | return ret; |
| 636 | } |
| 637 | |
| 638 | /* ---------------------------------------------------------------------- |
| 639 | * Random board generation. |
| 640 | */ |
| 641 | |
| 642 | static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves, |
| 643 | random_state *rs, unsigned char **rboard, |
| 644 | unsigned char **rforcefield, int movelimit) |
| 645 | { |
| 646 | int wh = w*h; |
| 647 | unsigned char *board, *board2, *forcefield; |
| 648 | unsigned char *tried_merge; |
| 649 | int *dsf; |
| 650 | int *list, nlist, pos; |
| 651 | int tx, ty; |
| 652 | int i, j; |
| 653 | int moves; |
| 654 | |
| 655 | /* |
| 656 | * Set up a board and fill it with singletons, except for a |
| 657 | * border of walls. |
| 658 | */ |
| 659 | board = snewn(wh, unsigned char); |
| 660 | forcefield = snewn(wh, unsigned char); |
| 661 | board2 = snewn(wh, unsigned char); |
| 662 | memset(board, ANCHOR, wh); |
| 663 | memset(forcefield, FALSE, wh); |
| 664 | for (i = 0; i < w; i++) |
| 665 | board[i] = board[i+w*(h-1)] = WALL; |
| 666 | for (i = 0; i < h; i++) |
| 667 | board[i*w] = board[i*w+(w-1)] = WALL; |
| 668 | |
| 669 | tried_merge = snewn(wh * wh, unsigned char); |
| 670 | memset(tried_merge, 0, wh*wh); |
| 671 | dsf = snew_dsf(wh); |
| 672 | |
| 673 | /* |
| 674 | * Invent a main piece at one extreme. (FIXME: vary the |
| 675 | * extreme, and the piece.) |
| 676 | */ |
| 677 | board[w+1] = MAINANCHOR; |
| 678 | board[w+2] = DIST(1); |
| 679 | board[w*2+1] = DIST(w-1); |
| 680 | board[w*2+2] = DIST(1); |
| 681 | |
| 682 | /* |
| 683 | * Invent a target position. (FIXME: vary this too.) |
| 684 | */ |
| 685 | tx = w-2; |
| 686 | ty = h-3; |
| 687 | forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE; |
| 688 | board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY; |
| 689 | |
| 690 | /* |
| 691 | * Gradually remove singletons until the game becomes soluble. |
| 692 | */ |
| 693 | for (j = w; j-- > 0 ;) |
| 694 | for (i = h; i-- > 0 ;) |
| 695 | if (board[i*w+j] == ANCHOR) { |
| 696 | /* |
| 697 | * See if the board is already soluble. |
| 698 | */ |
| 699 | if ((moves = solve_board(w, h, board, forcefield, |
| 700 | tx, ty, movelimit, NULL)) >= 0) |
| 701 | goto soluble; |
| 702 | |
| 703 | /* |
| 704 | * Otherwise, remove this piece. |
| 705 | */ |
| 706 | board[i*w+j] = EMPTY; |
| 707 | } |
| 708 | assert(!"We shouldn't get here"); |
| 709 | soluble: |
| 710 | |
| 711 | /* |
| 712 | * Make a list of all the inter-block edges on the board. |
| 713 | */ |
| 714 | list = snewn(wh*2, int); |
| 715 | nlist = 0; |
| 716 | for (i = 0; i+1 < w; i++) |
| 717 | for (j = 0; j < h; j++) |
| 718 | list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */ |
| 719 | for (j = 0; j+1 < h; j++) |
| 720 | for (i = 0; i < w; i++) |
| 721 | list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */ |
| 722 | |
| 723 | /* |
| 724 | * Now go through that list in random order, trying to merge |
| 725 | * the blocks on each side of each edge. |
| 726 | */ |
| 727 | shuffle(list, nlist, sizeof(*list), rs); |
| 728 | while (nlist > 0) { |
| 729 | int x1, y1, p1, c1; |
| 730 | int x2, y2, p2, c2; |
| 731 | |
| 732 | pos = list[--nlist]; |
| 733 | y1 = y2 = pos / (w*2); |
| 734 | x1 = x2 = (pos / 2) % w; |
| 735 | if (pos % 2) |
| 736 | y2++; |
| 737 | else |
| 738 | x2++; |
| 739 | p1 = y1*w+x1; |
| 740 | p2 = y2*w+x2; |
| 741 | |
| 742 | /* |
| 743 | * Immediately abandon the attempt if we've already tried |
| 744 | * to merge the same pair of blocks along a different |
| 745 | * edge. |
| 746 | */ |
| 747 | c1 = dsf_canonify(dsf, p1); |
| 748 | c2 = dsf_canonify(dsf, p2); |
| 749 | if (tried_merge[c1 * wh + c2]) |
| 750 | continue; |
| 751 | |
| 752 | /* |
| 753 | * In order to be mergeable, these two squares must each |
| 754 | * either be, or belong to, a non-main anchor, and their |
| 755 | * anchors must also be distinct. |
| 756 | */ |
| 757 | if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2])) |
| 758 | continue; |
| 759 | while (ISDIST(board[p1])) |
| 760 | p1 -= board[p1]; |
| 761 | while (ISDIST(board[p2])) |
| 762 | p2 -= board[p2]; |
| 763 | if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2) |
| 764 | continue; |
| 765 | |
| 766 | /* |
| 767 | * We can merge these blocks. Try it, and see if the |
| 768 | * puzzle remains soluble. |
| 769 | */ |
| 770 | memcpy(board2, board, wh); |
| 771 | j = -1; |
| 772 | while (p1 < wh || p2 < wh) { |
| 773 | /* |
| 774 | * p1 and p2 are the squares at the head of each block |
| 775 | * list. Pick the smaller one and put it on the output |
| 776 | * block list. |
| 777 | */ |
| 778 | i = min(p1, p2); |
| 779 | if (j < 0) { |
| 780 | board[i] = ANCHOR; |
| 781 | } else { |
| 782 | assert(i - j <= MAXDIST); |
| 783 | board[i] = DIST(i - j); |
| 784 | } |
| 785 | j = i; |
| 786 | |
| 787 | /* |
| 788 | * Now advance whichever list that came from. |
| 789 | */ |
| 790 | if (i == p1) { |
| 791 | do { |
| 792 | p1++; |
| 793 | } while (p1 < wh && board[p1] != DIST(p1-i)); |
| 794 | } else { |
| 795 | do { |
| 796 | p2++; |
| 797 | } while (p2 < wh && board[p2] != DIST(p2-i)); |
| 798 | } |
| 799 | } |
| 800 | j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL); |
| 801 | if (j < 0) { |
| 802 | /* |
| 803 | * Didn't work. Revert the merge. |
| 804 | */ |
| 805 | memcpy(board, board2, wh); |
| 806 | tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE; |
| 807 | } else { |
| 808 | int c; |
| 809 | |
| 810 | moves = j; |
| 811 | |
| 812 | dsf_merge(dsf, c1, c2); |
| 813 | c = dsf_canonify(dsf, c1); |
| 814 | for (i = 0; i < wh; i++) |
| 815 | tried_merge[c*wh+i] = (tried_merge[c1*wh+i] | |
| 816 | tried_merge[c2*wh+i]); |
| 817 | for (i = 0; i < wh; i++) |
| 818 | tried_merge[i*wh+c] = (tried_merge[i*wh+c1] | |
| 819 | tried_merge[i*wh+c2]); |
| 820 | } |
| 821 | } |
| 822 | |
| 823 | sfree(board2); |
| 824 | |
| 825 | *rtx = tx; |
| 826 | *rty = ty; |
| 827 | *rboard = board; |
| 828 | *rforcefield = forcefield; |
| 829 | *minmoves = moves; |
| 830 | } |
| 831 | |
| 832 | /* ---------------------------------------------------------------------- |
| 833 | * End of solver/generator code. |
| 834 | */ |
| 835 | |
| 836 | static char *new_game_desc(game_params *params, random_state *rs, |
| 837 | char **aux, int interactive) |
| 838 | { |
| 839 | int w = params->w, h = params->h, wh = w*h; |
| 840 | int tx, ty, minmoves; |
| 841 | unsigned char *board, *forcefield; |
| 842 | char *ret, *p; |
| 843 | int i; |
| 844 | |
| 845 | generate_board(params->w, params->h, &tx, &ty, &minmoves, rs, |
| 846 | &board, &forcefield, params->maxmoves); |
| 847 | #ifdef GENERATOR_DIAGNOSTICS |
| 848 | { |
| 849 | char *t = board_text_format(params->w, params->h, board); |
| 850 | printf("%s\n", t); |
| 851 | sfree(t); |
| 852 | } |
| 853 | #endif |
| 854 | |
| 855 | /* |
| 856 | * Encode as a game ID. |
| 857 | */ |
| 858 | ret = snewn(wh * 6 + 40, char); |
| 859 | p = ret; |
| 860 | i = 0; |
| 861 | while (i < wh) { |
| 862 | if (ISDIST(board[i])) { |
| 863 | p += sprintf(p, "d%d", board[i]); |
| 864 | i++; |
| 865 | } else { |
| 866 | int count = 1; |
| 867 | int b = board[i], f = forcefield[i]; |
| 868 | int c = (b == ANCHOR ? 'a' : |
| 869 | b == MAINANCHOR ? 'm' : |
| 870 | b == EMPTY ? 'e' : |
| 871 | /* b == WALL ? */ 'w'); |
| 872 | if (f) *p++ = 'f'; |
| 873 | *p++ = c; |
| 874 | i++; |
| 875 | while (i < wh && board[i] == b && forcefield[i] == f) |
| 876 | i++, count++; |
| 877 | if (count > 1) |
| 878 | p += sprintf(p, "%d", count); |
| 879 | } |
| 880 | } |
| 881 | p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves); |
| 882 | ret = sresize(ret, p+1 - ret, char); |
| 883 | |
| 884 | /* |
| 885 | * FIXME: generate an aux string |
| 886 | */ |
| 887 | |
| 888 | sfree(board); |
| 889 | sfree(forcefield); |
| 890 | |
| 891 | return ret; |
| 892 | } |
| 893 | |
| 894 | static char *validate_desc(game_params *params, char *desc) |
| 895 | { |
| 896 | int w = params->w, h = params->h, wh = w*h; |
| 897 | int *active, *link; |
| 898 | int mains = 0, mpos = -1; |
| 899 | int i, j, tx, ty, minmoves; |
| 900 | char *ret; |
| 901 | |
| 902 | active = snewn(wh, int); |
| 903 | link = snewn(wh, int); |
| 904 | i = 0; |
| 905 | |
| 906 | while (*desc && *desc != ',') { |
| 907 | if (i >= wh) { |
| 908 | ret = "Too much data in game description"; |
| 909 | goto done; |
| 910 | } |
| 911 | link[i] = -1; |
| 912 | active[i] = FALSE; |
| 913 | if (*desc == 'f' || *desc == 'F') { |
| 914 | desc++; |
| 915 | if (!*desc) { |
| 916 | ret = "Expected another character after 'f' in game " |
| 917 | "description"; |
| 918 | goto done; |
| 919 | } |
| 920 | } |
| 921 | |
| 922 | if (*desc == 'd' || *desc == 'D') { |
| 923 | int dist; |
| 924 | |
| 925 | desc++; |
| 926 | if (!isdigit((unsigned char)*desc)) { |
| 927 | ret = "Expected a number after 'd' in game description"; |
| 928 | goto done; |
| 929 | } |
| 930 | dist = atoi(desc); |
| 931 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 932 | |
| 933 | if (dist <= 0 || dist > i) { |
| 934 | ret = "Out-of-range number after 'd' in game description"; |
| 935 | goto done; |
| 936 | } |
| 937 | |
| 938 | if (!active[i - dist]) { |
| 939 | ret = "Invalid back-reference in game description"; |
| 940 | goto done; |
| 941 | } |
| 942 | |
| 943 | link[i] = i - dist; |
| 944 | for (j = i; j > 0; j = link[j]) |
| 945 | if (j == i-1 || j == i-w) |
| 946 | break; |
| 947 | if (j < 0) { |
| 948 | ret = "Disconnected piece in game description"; |
| 949 | goto done; |
| 950 | } |
| 951 | |
| 952 | active[i] = TRUE; |
| 953 | active[link[i]] = FALSE; |
| 954 | i++; |
| 955 | } else { |
| 956 | int c = *desc++; |
| 957 | int count = 1; |
| 958 | |
| 959 | if (!strchr("aAmMeEwW", c)) { |
| 960 | ret = "Invalid character in game description"; |
| 961 | goto done; |
| 962 | } |
| 963 | if (isdigit((unsigned char)*desc)) { |
| 964 | count = atoi(desc); |
| 965 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 966 | } |
| 967 | if (i + count > wh) { |
| 968 | ret = "Too much data in game description"; |
| 969 | goto done; |
| 970 | } |
| 971 | while (count-- > 0) { |
| 972 | active[i] = (strchr("aAmM", c) != NULL); |
| 973 | link[i] = -1; |
| 974 | if (strchr("mM", c) != NULL) { |
| 975 | mains++; |
| 976 | mpos = i; |
| 977 | } |
| 978 | i++; |
| 979 | } |
| 980 | } |
| 981 | } |
| 982 | if (mains != 1) { |
| 983 | ret = (mains == 0 ? "No main piece specified in game description" : |
| 984 | "More than one main piece specified in game description"); |
| 985 | goto done; |
| 986 | } |
| 987 | if (i < wh) { |
| 988 | ret = "Not enough data in game description"; |
| 989 | goto done; |
| 990 | } |
| 991 | |
| 992 | /* |
| 993 | * Now read the target coordinates. |
| 994 | */ |
| 995 | i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves); |
| 996 | if (i < 2) { |
| 997 | ret = "No target coordinates specified"; |
| 998 | goto done; |
| 999 | /* |
| 1000 | * (but minmoves is optional) |
| 1001 | */ |
| 1002 | } |
| 1003 | |
| 1004 | ret = NULL; |
| 1005 | |
| 1006 | done: |
| 1007 | sfree(active); |
| 1008 | sfree(link); |
| 1009 | return ret; |
| 1010 | } |
| 1011 | |
| 1012 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1013 | { |
| 1014 | int w = params->w, h = params->h, wh = w*h; |
| 1015 | game_state *state; |
| 1016 | int i; |
| 1017 | |
| 1018 | state = snew(game_state); |
| 1019 | state->w = w; |
| 1020 | state->h = h; |
| 1021 | state->board = snewn(wh, unsigned char); |
| 1022 | state->lastmoved = state->lastmoved_pos = -1; |
| 1023 | state->movecount = 0; |
| 1024 | state->imm = snew(struct game_immutable_state); |
| 1025 | state->imm->refcount = 1; |
| 1026 | state->imm->forcefield = snewn(wh, unsigned char); |
| 1027 | |
| 1028 | i = 0; |
| 1029 | |
| 1030 | while (*desc && *desc != ',') { |
| 1031 | int f = FALSE; |
| 1032 | |
| 1033 | assert(i < wh); |
| 1034 | |
| 1035 | if (*desc == 'f') { |
| 1036 | f = TRUE; |
| 1037 | desc++; |
| 1038 | assert(*desc); |
| 1039 | } |
| 1040 | |
| 1041 | if (*desc == 'd' || *desc == 'D') { |
| 1042 | int dist; |
| 1043 | |
| 1044 | desc++; |
| 1045 | dist = atoi(desc); |
| 1046 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1047 | |
| 1048 | state->board[i] = DIST(dist); |
| 1049 | state->imm->forcefield[i] = f; |
| 1050 | |
| 1051 | i++; |
| 1052 | } else { |
| 1053 | int c = *desc++; |
| 1054 | int count = 1; |
| 1055 | |
| 1056 | if (isdigit((unsigned char)*desc)) { |
| 1057 | count = atoi(desc); |
| 1058 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1059 | } |
| 1060 | assert(i + count <= wh); |
| 1061 | |
| 1062 | c = (c == 'a' || c == 'A' ? ANCHOR : |
| 1063 | c == 'm' || c == 'M' ? MAINANCHOR : |
| 1064 | c == 'e' || c == 'E' ? EMPTY : |
| 1065 | /* c == 'w' || c == 'W' ? */ WALL); |
| 1066 | |
| 1067 | while (count-- > 0) { |
| 1068 | state->board[i] = c; |
| 1069 | state->imm->forcefield[i] = f; |
| 1070 | i++; |
| 1071 | } |
| 1072 | } |
| 1073 | } |
| 1074 | |
| 1075 | /* |
| 1076 | * Now read the target coordinates. |
| 1077 | */ |
| 1078 | state->tx = state->ty = 0; |
| 1079 | state->minmoves = -1; |
| 1080 | i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves); |
| 1081 | |
| 1082 | if (state->board[state->ty*w+state->tx] == MAINANCHOR) |
| 1083 | state->completed = 0; /* already complete! */ |
| 1084 | else |
| 1085 | state->completed = -1; |
| 1086 | |
| 1087 | return state; |
| 1088 | } |
| 1089 | |
| 1090 | static game_state *dup_game(game_state *state) |
| 1091 | { |
| 1092 | int w = state->w, h = state->h, wh = w*h; |
| 1093 | game_state *ret = snew(game_state); |
| 1094 | |
| 1095 | ret->w = state->w; |
| 1096 | ret->h = state->h; |
| 1097 | ret->board = snewn(wh, unsigned char); |
| 1098 | memcpy(ret->board, state->board, wh); |
| 1099 | ret->tx = state->tx; |
| 1100 | ret->ty = state->ty; |
| 1101 | ret->minmoves = state->minmoves; |
| 1102 | ret->lastmoved = state->lastmoved; |
| 1103 | ret->lastmoved_pos = state->lastmoved_pos; |
| 1104 | ret->movecount = state->movecount; |
| 1105 | ret->completed = state->completed; |
| 1106 | ret->imm = state->imm; |
| 1107 | ret->imm->refcount++; |
| 1108 | |
| 1109 | return ret; |
| 1110 | } |
| 1111 | |
| 1112 | static void free_game(game_state *state) |
| 1113 | { |
| 1114 | if (--state->imm->refcount <= 0) { |
| 1115 | sfree(state->imm->forcefield); |
| 1116 | sfree(state->imm); |
| 1117 | } |
| 1118 | sfree(state->board); |
| 1119 | sfree(state); |
| 1120 | } |
| 1121 | |
| 1122 | static char *solve_game(game_state *state, game_state *currstate, |
| 1123 | char *aux, char **error) |
| 1124 | { |
| 1125 | /* |
| 1126 | * FIXME: we have a solver, so use it |
| 1127 | * |
| 1128 | * FIXME: we should have generated an aux string, so use that |
| 1129 | */ |
| 1130 | return NULL; |
| 1131 | } |
| 1132 | |
| 1133 | static char *game_text_format(game_state *state) |
| 1134 | { |
| 1135 | return board_text_format(state->w, state->h, state->board, |
| 1136 | state->imm->forcefield); |
| 1137 | } |
| 1138 | |
| 1139 | struct game_ui { |
| 1140 | int dragging; |
| 1141 | int drag_anchor; |
| 1142 | int drag_offset_x, drag_offset_y; |
| 1143 | int drag_currpos; |
| 1144 | unsigned char *reachable; |
| 1145 | int *bfs_queue; /* used as scratch in interpret_move */ |
| 1146 | }; |
| 1147 | |
| 1148 | static game_ui *new_ui(game_state *state) |
| 1149 | { |
| 1150 | int w = state->w, h = state->h, wh = w*h; |
| 1151 | game_ui *ui = snew(game_ui); |
| 1152 | |
| 1153 | ui->dragging = FALSE; |
| 1154 | ui->drag_anchor = ui->drag_currpos = -1; |
| 1155 | ui->drag_offset_x = ui->drag_offset_y = -1; |
| 1156 | ui->reachable = snewn(wh, unsigned char); |
| 1157 | memset(ui->reachable, 0, wh); |
| 1158 | ui->bfs_queue = snewn(wh, int); |
| 1159 | |
| 1160 | return ui; |
| 1161 | } |
| 1162 | |
| 1163 | static void free_ui(game_ui *ui) |
| 1164 | { |
| 1165 | sfree(ui->bfs_queue); |
| 1166 | sfree(ui->reachable); |
| 1167 | sfree(ui); |
| 1168 | } |
| 1169 | |
| 1170 | static char *encode_ui(game_ui *ui) |
| 1171 | { |
| 1172 | return NULL; |
| 1173 | } |
| 1174 | |
| 1175 | static void decode_ui(game_ui *ui, char *encoding) |
| 1176 | { |
| 1177 | } |
| 1178 | |
| 1179 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1180 | game_state *newstate) |
| 1181 | { |
| 1182 | } |
| 1183 | |
| 1184 | #define PREFERRED_TILESIZE 32 |
| 1185 | #define TILESIZE (ds->tilesize) |
| 1186 | #define BORDER (TILESIZE/2) |
| 1187 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 1188 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 1189 | #define BORDER_WIDTH (1 + TILESIZE/20) |
| 1190 | #define HIGHLIGHT_WIDTH (1 + TILESIZE/16) |
| 1191 | |
| 1192 | #define FLASH_INTERVAL 0.10F |
| 1193 | #define FLASH_TIME 3*FLASH_INTERVAL |
| 1194 | |
| 1195 | struct game_drawstate { |
| 1196 | int tilesize; |
| 1197 | int w, h; |
| 1198 | unsigned long *grid; /* what's currently displayed */ |
| 1199 | int started; |
| 1200 | }; |
| 1201 | |
| 1202 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1203 | int x, int y, int button) |
| 1204 | { |
| 1205 | int w = state->w, h = state->h, wh = w*h; |
| 1206 | int tx, ty, i, j; |
| 1207 | int qhead, qtail; |
| 1208 | |
| 1209 | if (button == LEFT_BUTTON) { |
| 1210 | tx = FROMCOORD(x); |
| 1211 | ty = FROMCOORD(y); |
| 1212 | |
| 1213 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
| 1214 | !ISBLOCK(state->board[ty*w+tx])) |
| 1215 | return NULL; /* this click has no effect */ |
| 1216 | |
| 1217 | /* |
| 1218 | * User has clicked on a block. Find the block's anchor |
| 1219 | * and register that we've started dragging it. |
| 1220 | */ |
| 1221 | i = ty*w+tx; |
| 1222 | while (ISDIST(state->board[i])) |
| 1223 | i -= state->board[i]; |
| 1224 | assert(i >= 0 && i < wh); |
| 1225 | |
| 1226 | ui->dragging = TRUE; |
| 1227 | ui->drag_anchor = i; |
| 1228 | ui->drag_offset_x = tx - (i % w); |
| 1229 | ui->drag_offset_y = ty - (i / w); |
| 1230 | ui->drag_currpos = i; |
| 1231 | |
| 1232 | /* |
| 1233 | * Now we immediately bfs out from the current location of |
| 1234 | * the anchor, to find all the places to which this block |
| 1235 | * can be dragged. |
| 1236 | */ |
| 1237 | memset(ui->reachable, FALSE, wh); |
| 1238 | qhead = qtail = 0; |
| 1239 | ui->reachable[i] = TRUE; |
| 1240 | ui->bfs_queue[qtail++] = i; |
| 1241 | for (j = i; j < wh; j++) |
| 1242 | if (state->board[j] == DIST(j - i)) |
| 1243 | i = j; |
| 1244 | while (qhead < qtail) { |
| 1245 | int pos = ui->bfs_queue[qhead++]; |
| 1246 | int x = pos % w, y = pos / w; |
| 1247 | int dir; |
| 1248 | |
| 1249 | for (dir = 0; dir < 4; dir++) { |
| 1250 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
| 1251 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
| 1252 | int newpos; |
| 1253 | |
| 1254 | if (x + dx < 0 || x + dx >= w || |
| 1255 | y + dy < 0 || y + dy >= h) |
| 1256 | continue; |
| 1257 | |
| 1258 | newpos = pos + dy*w + dx; |
| 1259 | if (ui->reachable[newpos]) |
| 1260 | continue; /* already done this one */ |
| 1261 | |
| 1262 | /* |
| 1263 | * Now search the grid to see if the block we're |
| 1264 | * dragging could fit into this space. |
| 1265 | */ |
| 1266 | for (j = i; j >= 0; j = (ISDIST(state->board[j]) ? |
| 1267 | j - state->board[j] : -1)) { |
| 1268 | int jx = (j+pos-ui->drag_anchor) % w; |
| 1269 | int jy = (j+pos-ui->drag_anchor) / w; |
| 1270 | int j2; |
| 1271 | |
| 1272 | if (jx + dx < 0 || jx + dx >= w || |
| 1273 | jy + dy < 0 || jy + dy >= h) |
| 1274 | break; /* this position isn't valid at all */ |
| 1275 | |
| 1276 | j2 = (j+pos-ui->drag_anchor) + dy*w + dx; |
| 1277 | |
| 1278 | if (state->board[j2] == EMPTY && |
| 1279 | (!state->imm->forcefield[j2] || |
| 1280 | state->board[ui->drag_anchor] == MAINANCHOR)) |
| 1281 | continue; |
| 1282 | while (ISDIST(state->board[j2])) |
| 1283 | j2 -= state->board[j2]; |
| 1284 | assert(j2 >= 0 && j2 < wh); |
| 1285 | if (j2 == ui->drag_anchor) |
| 1286 | continue; |
| 1287 | else |
| 1288 | break; |
| 1289 | } |
| 1290 | |
| 1291 | if (j < 0) { |
| 1292 | /* |
| 1293 | * If we got to the end of that loop without |
| 1294 | * disqualifying this position, mark it as |
| 1295 | * reachable for this drag. |
| 1296 | */ |
| 1297 | ui->reachable[newpos] = TRUE; |
| 1298 | ui->bfs_queue[qtail++] = newpos; |
| 1299 | } |
| 1300 | } |
| 1301 | } |
| 1302 | |
| 1303 | /* |
| 1304 | * And that's it. Update the display to reflect the start |
| 1305 | * of a drag. |
| 1306 | */ |
| 1307 | return ""; |
| 1308 | } else if (button == LEFT_DRAG && ui->dragging) { |
| 1309 | tx = FROMCOORD(x); |
| 1310 | ty = FROMCOORD(y); |
| 1311 | |
| 1312 | tx -= ui->drag_offset_x; |
| 1313 | ty -= ui->drag_offset_y; |
| 1314 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
| 1315 | !ui->reachable[ty*w+tx]) |
| 1316 | return NULL; /* this drag has no effect */ |
| 1317 | |
| 1318 | ui->drag_currpos = ty*w+tx; |
| 1319 | return ""; |
| 1320 | } else if (button == LEFT_RELEASE && ui->dragging) { |
| 1321 | char data[256], *str; |
| 1322 | |
| 1323 | /* |
| 1324 | * Terminate the drag, and if the piece has actually moved |
| 1325 | * then return a move string quoting the old and new |
| 1326 | * locations of the piece's anchor. |
| 1327 | */ |
| 1328 | if (ui->drag_anchor != ui->drag_currpos) { |
| 1329 | sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos); |
| 1330 | str = dupstr(data); |
| 1331 | } else |
| 1332 | str = ""; /* null move; just update the UI */ |
| 1333 | |
| 1334 | ui->dragging = FALSE; |
| 1335 | ui->drag_anchor = ui->drag_currpos = -1; |
| 1336 | ui->drag_offset_x = ui->drag_offset_y = -1; |
| 1337 | memset(ui->reachable, 0, wh); |
| 1338 | |
| 1339 | return str; |
| 1340 | } |
| 1341 | |
| 1342 | return NULL; |
| 1343 | } |
| 1344 | |
| 1345 | static int move_piece(int w, int h, const unsigned char *src, |
| 1346 | unsigned char *dst, unsigned char *ff, int from, int to) |
| 1347 | { |
| 1348 | int wh = w*h; |
| 1349 | int i, j; |
| 1350 | |
| 1351 | if (!ISANCHOR(dst[from])) |
| 1352 | return FALSE; |
| 1353 | |
| 1354 | /* |
| 1355 | * Scan to the far end of the piece's linked list. |
| 1356 | */ |
| 1357 | for (i = j = from; j < wh; j++) |
| 1358 | if (src[j] == DIST(j - i)) |
| 1359 | i = j; |
| 1360 | |
| 1361 | /* |
| 1362 | * Remove the piece from its old location in the new |
| 1363 | * game state. |
| 1364 | */ |
| 1365 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) |
| 1366 | dst[j] = EMPTY; |
| 1367 | |
| 1368 | /* |
| 1369 | * And put it back in at the new location. |
| 1370 | */ |
| 1371 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) { |
| 1372 | int jn = j + to - from; |
| 1373 | if (jn < 0 || jn >= wh) |
| 1374 | return FALSE; |
| 1375 | if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) { |
| 1376 | dst[jn] = src[j]; |
| 1377 | } else { |
| 1378 | return FALSE; |
| 1379 | } |
| 1380 | } |
| 1381 | |
| 1382 | return TRUE; |
| 1383 | } |
| 1384 | |
| 1385 | static game_state *execute_move(game_state *state, char *move) |
| 1386 | { |
| 1387 | int w = state->w, h = state->h /* , wh = w*h */; |
| 1388 | char c; |
| 1389 | int a1, a2, n; |
| 1390 | game_state *ret = dup_game(state); |
| 1391 | |
| 1392 | while (*move) { |
| 1393 | c = *move; |
| 1394 | if (c == 'M') { |
| 1395 | move++; |
| 1396 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || |
| 1397 | !move_piece(w, h, state->board, ret->board, |
| 1398 | state->imm->forcefield, a1, a2)) { |
| 1399 | free_game(ret); |
| 1400 | return NULL; |
| 1401 | } |
| 1402 | if (a1 == ret->lastmoved) { |
| 1403 | /* |
| 1404 | * If the player has moved the same piece as they |
| 1405 | * moved last time, don't increment the move |
| 1406 | * count. In fact, if they've put the piece back |
| 1407 | * where it started from, _decrement_ the move |
| 1408 | * count. |
| 1409 | */ |
| 1410 | if (a2 == ret->lastmoved_pos) { |
| 1411 | ret->movecount--; /* reverted last move */ |
| 1412 | ret->lastmoved = ret->lastmoved_pos = -1; |
| 1413 | } else { |
| 1414 | ret->lastmoved = a2; |
| 1415 | /* don't change lastmoved_pos */ |
| 1416 | } |
| 1417 | } else { |
| 1418 | ret->lastmoved = a2; |
| 1419 | ret->lastmoved_pos = a1; |
| 1420 | ret->movecount++; |
| 1421 | } |
| 1422 | if (ret->board[a2] == MAINANCHOR && |
| 1423 | a2 == ret->ty * w + ret->tx && ret->completed < 0) |
| 1424 | ret->completed = ret->movecount; |
| 1425 | move += n; |
| 1426 | } else { |
| 1427 | free_game(ret); |
| 1428 | return NULL; |
| 1429 | } |
| 1430 | if (*move == ';') |
| 1431 | move++; |
| 1432 | else if (*move) { |
| 1433 | free_game(ret); |
| 1434 | return NULL; |
| 1435 | } |
| 1436 | } |
| 1437 | |
| 1438 | return ret; |
| 1439 | } |
| 1440 | |
| 1441 | /* ---------------------------------------------------------------------- |
| 1442 | * Drawing routines. |
| 1443 | */ |
| 1444 | |
| 1445 | static void game_compute_size(game_params *params, int tilesize, |
| 1446 | int *x, int *y) |
| 1447 | { |
| 1448 | /* fool the macros */ |
| 1449 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
| 1450 | |
| 1451 | *x = params->w * TILESIZE + 2*BORDER; |
| 1452 | *y = params->h * TILESIZE + 2*BORDER; |
| 1453 | } |
| 1454 | |
| 1455 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1456 | game_params *params, int tilesize) |
| 1457 | { |
| 1458 | ds->tilesize = tilesize; |
| 1459 | } |
| 1460 | |
| 1461 | static void raise_colour(float *target, float *src, float *limit) |
| 1462 | { |
| 1463 | int i; |
| 1464 | for (i = 0; i < 3; i++) |
| 1465 | target[i] = (2*src[i] + limit[i]) / 3; |
| 1466 | } |
| 1467 | |
| 1468 | static float *game_colours(frontend *fe, int *ncolours) |
| 1469 | { |
| 1470 | float *ret = snewn(3 * NCOLOURS, float); |
| 1471 | |
| 1472 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1473 | |
| 1474 | /* |
| 1475 | * When dragging a tile, we light it up a bit. |
| 1476 | */ |
| 1477 | raise_colour(ret+3*COL_DRAGGING, |
| 1478 | ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT); |
| 1479 | raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT, |
| 1480 | ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT); |
| 1481 | raise_colour(ret+3*COL_DRAGGING_LOWLIGHT, |
| 1482 | ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT); |
| 1483 | |
| 1484 | /* |
| 1485 | * The main tile is tinted blue. |
| 1486 | */ |
| 1487 | ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
| 1488 | ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
| 1489 | ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2]; |
| 1490 | game_mkhighlight_specific(fe, ret, COL_MAIN, |
| 1491 | COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT); |
| 1492 | |
| 1493 | /* |
| 1494 | * And we light that up a bit too when dragging. |
| 1495 | */ |
| 1496 | raise_colour(ret+3*COL_MAIN_DRAGGING, |
| 1497 | ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT); |
| 1498 | raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT, |
| 1499 | ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
| 1500 | raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT, |
| 1501 | ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
| 1502 | |
| 1503 | /* |
| 1504 | * The target area on the floor is tinted green. |
| 1505 | */ |
| 1506 | ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
| 1507 | ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1]; |
| 1508 | ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
| 1509 | game_mkhighlight_specific(fe, ret, COL_TARGET, |
| 1510 | COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT); |
| 1511 | |
| 1512 | *ncolours = NCOLOURS; |
| 1513 | return ret; |
| 1514 | } |
| 1515 | |
| 1516 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1517 | { |
| 1518 | int w = state->w, h = state->h, wh = w*h; |
| 1519 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1520 | int i; |
| 1521 | |
| 1522 | ds->tilesize = 0; |
| 1523 | ds->w = w; |
| 1524 | ds->h = h; |
| 1525 | ds->started = FALSE; |
| 1526 | ds->grid = snewn(wh, unsigned long); |
| 1527 | for (i = 0; i < wh; i++) |
| 1528 | ds->grid[i] = ~(unsigned long)0; |
| 1529 | |
| 1530 | return ds; |
| 1531 | } |
| 1532 | |
| 1533 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1534 | { |
| 1535 | sfree(ds->grid); |
| 1536 | sfree(ds); |
| 1537 | } |
| 1538 | |
| 1539 | #define BG_NORMAL 0x00000001UL |
| 1540 | #define BG_TARGET 0x00000002UL |
| 1541 | #define BG_FORCEFIELD 0x00000004UL |
| 1542 | #define FLASH_LOW 0x00000008UL |
| 1543 | #define FLASH_HIGH 0x00000010UL |
| 1544 | #define FG_WALL 0x00000020UL |
| 1545 | #define FG_MAIN 0x00000040UL |
| 1546 | #define FG_NORMAL 0x00000080UL |
| 1547 | #define FG_DRAGGING 0x00000100UL |
| 1548 | #define FG_LBORDER 0x00000200UL |
| 1549 | #define FG_TBORDER 0x00000400UL |
| 1550 | #define FG_RBORDER 0x00000800UL |
| 1551 | #define FG_BBORDER 0x00001000UL |
| 1552 | #define FG_TLCORNER 0x00002000UL |
| 1553 | #define FG_TRCORNER 0x00004000UL |
| 1554 | #define FG_BLCORNER 0x00008000UL |
| 1555 | #define FG_BRCORNER 0x00010000UL |
| 1556 | |
| 1557 | /* |
| 1558 | * Utility function. |
| 1559 | */ |
| 1560 | #define TYPE_MASK 0xF000 |
| 1561 | #define COL_MASK 0x0FFF |
| 1562 | #define TYPE_RECT 0x0000 |
| 1563 | #define TYPE_TLCIRC 0x4000 |
| 1564 | #define TYPE_TRCIRC 0x5000 |
| 1565 | #define TYPE_BLCIRC 0x6000 |
| 1566 | #define TYPE_BRCIRC 0x7000 |
| 1567 | static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype) |
| 1568 | { |
| 1569 | int colour = coltype & COL_MASK, type = coltype & TYPE_MASK; |
| 1570 | |
| 1571 | if (colour > NCOLOURS) |
| 1572 | return; |
| 1573 | if (type == TYPE_RECT) { |
| 1574 | draw_rect(dr, x, y, w, h, colour); |
| 1575 | } else { |
| 1576 | int cx, cy, r; |
| 1577 | |
| 1578 | clip(dr, x, y, w, h); |
| 1579 | |
| 1580 | cx = x; |
| 1581 | cy = y; |
| 1582 | assert(w == h); |
| 1583 | r = w-1; |
| 1584 | if (type & 0x1000) |
| 1585 | cx += r; |
| 1586 | if (type & 0x2000) |
| 1587 | cy += r; |
| 1588 | draw_circle(dr, cx, cy, r, colour, colour); |
| 1589 | |
| 1590 | unclip(dr); |
| 1591 | } |
| 1592 | } |
| 1593 | |
| 1594 | static void draw_tile(drawing *dr, game_drawstate *ds, |
| 1595 | int x, int y, unsigned long val) |
| 1596 | { |
| 1597 | int tx = COORD(x), ty = COORD(y); |
| 1598 | int cc, ch, cl; |
| 1599 | |
| 1600 | /* |
| 1601 | * Draw the tile background. |
| 1602 | */ |
| 1603 | if (val & BG_TARGET) |
| 1604 | cc = COL_TARGET; |
| 1605 | else |
| 1606 | cc = COL_BACKGROUND; |
| 1607 | ch = cc+1; |
| 1608 | cl = cc+2; |
| 1609 | if (val & FLASH_LOW) |
| 1610 | cc = cl; |
| 1611 | else if (val & FLASH_HIGH) |
| 1612 | cc = ch; |
| 1613 | |
| 1614 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
| 1615 | if (val & BG_FORCEFIELD) { |
| 1616 | /* |
| 1617 | * Cattle-grid effect to indicate that nothing but the |
| 1618 | * main block can slide over this square. |
| 1619 | */ |
| 1620 | int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH)); |
| 1621 | int i; |
| 1622 | |
| 1623 | for (i = 1; i < n; i += 3) { |
| 1624 | draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl); |
| 1625 | draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl); |
| 1626 | } |
| 1627 | } |
| 1628 | |
| 1629 | /* |
| 1630 | * Draw the tile foreground, i.e. some section of a block or |
| 1631 | * wall. |
| 1632 | */ |
| 1633 | if (val & FG_WALL) { |
| 1634 | cc = COL_BACKGROUND; |
| 1635 | ch = cc+1; |
| 1636 | cl = cc+2; |
| 1637 | if (val & FLASH_LOW) |
| 1638 | cc = cl; |
| 1639 | else if (val & FLASH_HIGH) |
| 1640 | cc = ch; |
| 1641 | |
| 1642 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
| 1643 | if (val & FG_LBORDER) |
| 1644 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, |
| 1645 | ch); |
| 1646 | if (val & FG_RBORDER) |
| 1647 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1648 | HIGHLIGHT_WIDTH, TILESIZE, cl); |
| 1649 | if (val & FG_TBORDER) |
| 1650 | draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); |
| 1651 | if (val & FG_BBORDER) |
| 1652 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1653 | TILESIZE, HIGHLIGHT_WIDTH, cl); |
| 1654 | if (!((FG_BBORDER | FG_LBORDER) &~ val)) |
| 1655 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1656 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
| 1657 | if (!((FG_TBORDER | FG_RBORDER) &~ val)) |
| 1658 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1659 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); |
| 1660 | if (val & FG_TLCORNER) |
| 1661 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
| 1662 | if (val & FG_BRCORNER) |
| 1663 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, |
| 1664 | ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1665 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
| 1666 | } else if (val & (FG_MAIN | FG_NORMAL)) { |
| 1667 | int x[6], y[6]; |
| 1668 | |
| 1669 | if (val & FG_DRAGGING) |
| 1670 | cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); |
| 1671 | else |
| 1672 | cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND); |
| 1673 | ch = cc+1; |
| 1674 | cl = cc+2; |
| 1675 | |
| 1676 | if (val & FLASH_LOW) |
| 1677 | cc = cl; |
| 1678 | else if (val & FLASH_HIGH) |
| 1679 | cc = ch; |
| 1680 | |
| 1681 | /* |
| 1682 | * Drawing the blocks is hellishly fiddly. The blocks |
| 1683 | * don't stretch to the full size of the tile; there's a |
| 1684 | * border around them of size BORDER_WIDTH. Then they have |
| 1685 | * bevelled borders of size HIGHLIGHT_WIDTH, and also |
| 1686 | * rounded corners. |
| 1687 | * |
| 1688 | * I tried for some time to find a clean and clever way to |
| 1689 | * figure out what needed drawing from the corner and |
| 1690 | * border flags, but in the end the cleanest way I could |
| 1691 | * find was the following. We divide the grid square into |
| 1692 | * 25 parts by ruling four horizontal and four vertical |
| 1693 | * lines across it; those lines are at BORDER_WIDTH and |
| 1694 | * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the |
| 1695 | * bottom, from the left and from the right. Then we |
| 1696 | * carefully consider each of the resulting 25 sections of |
| 1697 | * square, and decide separately what needs to go in it |
| 1698 | * based on the flags. In complicated cases there can be |
| 1699 | * up to five possibilities affecting any given section |
| 1700 | * (no corner or border flags, just the corner flag, one |
| 1701 | * border flag, the other border flag, both border flags). |
| 1702 | * So there's a lot of very fiddly logic here and all I |
| 1703 | * could really think to do was give it my best shot and |
| 1704 | * then test it and correct all the typos. Not fun to |
| 1705 | * write, and I'm sure it isn't fun to read either, but it |
| 1706 | * seems to work. |
| 1707 | */ |
| 1708 | |
| 1709 | x[0] = tx; |
| 1710 | x[1] = x[0] + BORDER_WIDTH; |
| 1711 | x[2] = x[1] + HIGHLIGHT_WIDTH; |
| 1712 | x[5] = tx + TILESIZE; |
| 1713 | x[4] = x[5] - BORDER_WIDTH; |
| 1714 | x[3] = x[4] - HIGHLIGHT_WIDTH; |
| 1715 | |
| 1716 | y[0] = ty; |
| 1717 | y[1] = y[0] + BORDER_WIDTH; |
| 1718 | y[2] = y[1] + HIGHLIGHT_WIDTH; |
| 1719 | y[5] = ty + TILESIZE; |
| 1720 | y[4] = y[5] - BORDER_WIDTH; |
| 1721 | y[3] = y[4] - HIGHLIGHT_WIDTH; |
| 1722 | |
| 1723 | #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] |
| 1724 | |
| 1725 | maybe_rect(dr, RECT(0,0), |
| 1726 | (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc); |
| 1727 | maybe_rect(dr, RECT(1,0), |
| 1728 | (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 : |
| 1729 | (val & FG_LBORDER) ? ch : cc); |
| 1730 | maybe_rect(dr, RECT(2,0), |
| 1731 | (val & FG_TBORDER) ? -1 : cc); |
| 1732 | maybe_rect(dr, RECT(3,0), |
| 1733 | (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 : |
| 1734 | (val & FG_RBORDER) ? cl : cc); |
| 1735 | maybe_rect(dr, RECT(4,0), |
| 1736 | (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc); |
| 1737 | maybe_rect(dr, RECT(0,1), |
| 1738 | (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 : |
| 1739 | (val & FG_TBORDER) ? ch : cc); |
| 1740 | maybe_rect(dr, RECT(1,1), |
| 1741 | (val & FG_TLCORNER) ? cc : -1); |
| 1742 | maybe_rect(dr, RECT(1,1), |
| 1743 | (val & FG_TLCORNER) ? ch | TYPE_TLCIRC : |
| 1744 | !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC : |
| 1745 | (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc); |
| 1746 | maybe_rect(dr, RECT(2,1), |
| 1747 | (val & FG_TBORDER) ? ch : cc); |
| 1748 | maybe_rect(dr, RECT(3,1), |
| 1749 | (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch : |
| 1750 | (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl : |
| 1751 | !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc); |
| 1752 | maybe_rect(dr, RECT(4,1), |
| 1753 | (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 : |
| 1754 | (val & FG_TBORDER) ? ch : cc); |
| 1755 | maybe_rect(dr, RECT(0,2), |
| 1756 | (val & FG_LBORDER) ? -1 : cc); |
| 1757 | maybe_rect(dr, RECT(1,2), |
| 1758 | (val & FG_LBORDER) ? ch : cc); |
| 1759 | maybe_rect(dr, RECT(2,2), |
| 1760 | cc); |
| 1761 | maybe_rect(dr, RECT(3,2), |
| 1762 | (val & FG_RBORDER) ? cl : cc); |
| 1763 | maybe_rect(dr, RECT(4,2), |
| 1764 | (val & FG_RBORDER) ? -1 : cc); |
| 1765 | maybe_rect(dr, RECT(0,3), |
| 1766 | (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 : |
| 1767 | (val & FG_BBORDER) ? cl : cc); |
| 1768 | maybe_rect(dr, RECT(1,3), |
| 1769 | (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl : |
| 1770 | (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch : |
| 1771 | !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc); |
| 1772 | maybe_rect(dr, RECT(2,3), |
| 1773 | (val & FG_BBORDER) ? cl : cc); |
| 1774 | maybe_rect(dr, RECT(3,3), |
| 1775 | (val & FG_BRCORNER) ? cc : -1); |
| 1776 | maybe_rect(dr, RECT(3,3), |
| 1777 | (val & FG_BRCORNER) ? cl | TYPE_BRCIRC : |
| 1778 | !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC : |
| 1779 | (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc); |
| 1780 | maybe_rect(dr, RECT(4,3), |
| 1781 | (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 : |
| 1782 | (val & FG_BBORDER) ? cl : cc); |
| 1783 | maybe_rect(dr, RECT(0,4), |
| 1784 | (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc); |
| 1785 | maybe_rect(dr, RECT(1,4), |
| 1786 | (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 : |
| 1787 | (val & FG_LBORDER) ? ch : cc); |
| 1788 | maybe_rect(dr, RECT(2,4), |
| 1789 | (val & FG_BBORDER) ? -1 : cc); |
| 1790 | maybe_rect(dr, RECT(3,4), |
| 1791 | (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 : |
| 1792 | (val & FG_RBORDER) ? cl : cc); |
| 1793 | maybe_rect(dr, RECT(4,4), |
| 1794 | (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc); |
| 1795 | |
| 1796 | #undef RECT |
| 1797 | |
| 1798 | } |
| 1799 | |
| 1800 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
| 1801 | } |
| 1802 | |
| 1803 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1804 | game_state *state, int dir, game_ui *ui, |
| 1805 | float animtime, float flashtime) |
| 1806 | { |
| 1807 | int w = state->w, h = state->h, wh = w*h; |
| 1808 | unsigned char *board; |
| 1809 | int *dsf; |
| 1810 | int x, y, mainanchor, mainpos, dragpos; |
| 1811 | |
| 1812 | if (!ds->started) { |
| 1813 | /* |
| 1814 | * The initial contents of the window are not guaranteed |
| 1815 | * and can vary with front ends. To be on the safe side, |
| 1816 | * all games should start by drawing a big |
| 1817 | * background-colour rectangle covering the whole window. |
| 1818 | */ |
| 1819 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
| 1820 | ds->started = TRUE; |
| 1821 | } |
| 1822 | |
| 1823 | /* |
| 1824 | * Construct the board we'll be displaying (which may be |
| 1825 | * different from the one in state if ui describes a drag in |
| 1826 | * progress). |
| 1827 | */ |
| 1828 | board = snewn(wh, unsigned char); |
| 1829 | memcpy(board, state->board, wh); |
| 1830 | if (ui->dragging) { |
| 1831 | int mpret = move_piece(w, h, state->board, board, |
| 1832 | state->imm->forcefield, |
| 1833 | ui->drag_anchor, ui->drag_currpos); |
| 1834 | assert(mpret); |
| 1835 | } |
| 1836 | |
| 1837 | /* |
| 1838 | * Build a dsf out of that board, so we can conveniently tell |
| 1839 | * which edges are connected and which aren't. |
| 1840 | */ |
| 1841 | dsf = snew_dsf(wh); |
| 1842 | mainanchor = -1; |
| 1843 | for (y = 0; y < h; y++) |
| 1844 | for (x = 0; x < w; x++) { |
| 1845 | int i = y*w+x; |
| 1846 | |
| 1847 | if (ISDIST(board[i])) |
| 1848 | dsf_merge(dsf, i, i - board[i]); |
| 1849 | if (board[i] == MAINANCHOR) |
| 1850 | mainanchor = i; |
| 1851 | if (board[i] == WALL) { |
| 1852 | if (x > 0 && board[i-1] == WALL) |
| 1853 | dsf_merge(dsf, i, i-1); |
| 1854 | if (y > 0 && board[i-w] == WALL) |
| 1855 | dsf_merge(dsf, i, i-w); |
| 1856 | } |
| 1857 | } |
| 1858 | assert(mainanchor >= 0); |
| 1859 | mainpos = dsf_canonify(dsf, mainanchor); |
| 1860 | dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; |
| 1861 | |
| 1862 | /* |
| 1863 | * Now we can construct the data about what we want to draw. |
| 1864 | */ |
| 1865 | for (y = 0; y < h; y++) |
| 1866 | for (x = 0; x < w; x++) { |
| 1867 | int i = y*w+x; |
| 1868 | int j; |
| 1869 | unsigned long val; |
| 1870 | int canon; |
| 1871 | |
| 1872 | /* |
| 1873 | * See if this square is part of the target area. |
| 1874 | */ |
| 1875 | j = i + mainanchor - (state->ty * w + state->tx); |
| 1876 | while (j >= 0 && j < wh && ISDIST(board[j])) |
| 1877 | j -= board[j]; |
| 1878 | if (j == mainanchor) |
| 1879 | val = BG_TARGET; |
| 1880 | else |
| 1881 | val = BG_NORMAL; |
| 1882 | |
| 1883 | if (state->imm->forcefield[i]) |
| 1884 | val |= BG_FORCEFIELD; |
| 1885 | |
| 1886 | if (flashtime > 0) { |
| 1887 | int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1; |
| 1888 | val |= (flashtype ? FLASH_LOW : FLASH_HIGH); |
| 1889 | } |
| 1890 | |
| 1891 | if (board[i] != EMPTY) { |
| 1892 | canon = dsf_canonify(dsf, i); |
| 1893 | |
| 1894 | if (board[i] == WALL) |
| 1895 | val |= FG_WALL; |
| 1896 | else if (canon == mainpos) |
| 1897 | val |= FG_MAIN; |
| 1898 | else |
| 1899 | val |= FG_NORMAL; |
| 1900 | if (canon == dragpos) |
| 1901 | val |= FG_DRAGGING; |
| 1902 | |
| 1903 | /* |
| 1904 | * Now look around to see if other squares |
| 1905 | * belonging to the same block are adjacent to us. |
| 1906 | */ |
| 1907 | if (x == 0 || canon != dsf_canonify(dsf, i-1)) |
| 1908 | val |= FG_LBORDER; |
| 1909 | if (y== 0 || canon != dsf_canonify(dsf, i-w)) |
| 1910 | val |= FG_TBORDER; |
| 1911 | if (x == w-1 || canon != dsf_canonify(dsf, i+1)) |
| 1912 | val |= FG_RBORDER; |
| 1913 | if (y == h-1 || canon != dsf_canonify(dsf, i+w)) |
| 1914 | val |= FG_BBORDER; |
| 1915 | if (!(val & (FG_TBORDER | FG_LBORDER)) && |
| 1916 | canon != dsf_canonify(dsf, i-1-w)) |
| 1917 | val |= FG_TLCORNER; |
| 1918 | if (!(val & (FG_TBORDER | FG_RBORDER)) && |
| 1919 | canon != dsf_canonify(dsf, i+1-w)) |
| 1920 | val |= FG_TRCORNER; |
| 1921 | if (!(val & (FG_BBORDER | FG_LBORDER)) && |
| 1922 | canon != dsf_canonify(dsf, i-1+w)) |
| 1923 | val |= FG_BLCORNER; |
| 1924 | if (!(val & (FG_BBORDER | FG_RBORDER)) && |
| 1925 | canon != dsf_canonify(dsf, i+1+w)) |
| 1926 | val |= FG_BRCORNER; |
| 1927 | } |
| 1928 | |
| 1929 | if (val != ds->grid[i]) { |
| 1930 | draw_tile(dr, ds, x, y, val); |
| 1931 | ds->grid[i] = val; |
| 1932 | } |
| 1933 | } |
| 1934 | |
| 1935 | /* |
| 1936 | * Update the status bar. |
| 1937 | */ |
| 1938 | { |
| 1939 | char statusbuf[256]; |
| 1940 | |
| 1941 | /* |
| 1942 | * FIXME: do something about auto-solve? |
| 1943 | */ |
| 1944 | sprintf(statusbuf, "%sMoves: %d", |
| 1945 | (state->completed >= 0 ? "COMPLETED! " : ""), |
| 1946 | (state->completed >= 0 ? state->completed : state->movecount)); |
| 1947 | if (state->minmoves >= 0) |
| 1948 | sprintf(statusbuf+strlen(statusbuf), " (min %d)", |
| 1949 | state->minmoves); |
| 1950 | |
| 1951 | status_bar(dr, statusbuf); |
| 1952 | } |
| 1953 | |
| 1954 | sfree(dsf); |
| 1955 | sfree(board); |
| 1956 | } |
| 1957 | |
| 1958 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1959 | int dir, game_ui *ui) |
| 1960 | { |
| 1961 | return 0.0F; |
| 1962 | } |
| 1963 | |
| 1964 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1965 | int dir, game_ui *ui) |
| 1966 | { |
| 1967 | if (oldstate->completed < 0 && newstate->completed >= 0) |
| 1968 | return FLASH_TIME; |
| 1969 | |
| 1970 | return 0.0F; |
| 1971 | } |
| 1972 | |
| 1973 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1974 | { |
| 1975 | return TRUE; |
| 1976 | } |
| 1977 | |
| 1978 | static void game_print_size(game_params *params, float *x, float *y) |
| 1979 | { |
| 1980 | } |
| 1981 | |
| 1982 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1983 | { |
| 1984 | } |
| 1985 | |
| 1986 | #ifdef COMBINED |
| 1987 | #define thegame nullgame |
| 1988 | #endif |
| 1989 | |
| 1990 | const struct game thegame = { |
| 1991 | "Slide", NULL, NULL, |
| 1992 | default_params, |
| 1993 | game_fetch_preset, |
| 1994 | decode_params, |
| 1995 | encode_params, |
| 1996 | free_params, |
| 1997 | dup_params, |
| 1998 | TRUE, game_configure, custom_params, |
| 1999 | validate_params, |
| 2000 | new_game_desc, |
| 2001 | validate_desc, |
| 2002 | new_game, |
| 2003 | dup_game, |
| 2004 | free_game, |
| 2005 | FALSE, solve_game, /* FIXME */ |
| 2006 | TRUE, game_text_format, |
| 2007 | new_ui, |
| 2008 | free_ui, |
| 2009 | encode_ui, |
| 2010 | decode_ui, |
| 2011 | game_changed_state, |
| 2012 | interpret_move, |
| 2013 | execute_move, |
| 2014 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 2015 | game_colours, |
| 2016 | game_new_drawstate, |
| 2017 | game_free_drawstate, |
| 2018 | game_redraw, |
| 2019 | game_anim_length, |
| 2020 | game_flash_length, |
| 2021 | FALSE, FALSE, game_print_size, game_print, |
| 2022 | TRUE, /* wants_statusbar */ |
| 2023 | FALSE, game_timing_state, |
| 2024 | 0, /* flags */ |
| 2025 | }; |
| 2026 | |
| 2027 | #ifdef STANDALONE_SOLVER |
| 2028 | |
| 2029 | #include <stdarg.h> |
| 2030 | |
| 2031 | int main(int argc, char **argv) |
| 2032 | { |
| 2033 | game_params *p; |
| 2034 | game_state *s; |
| 2035 | char *id = NULL, *desc, *err; |
| 2036 | int count = FALSE; |
| 2037 | int ret, really_verbose = FALSE; |
| 2038 | int *moves; |
| 2039 | |
| 2040 | while (--argc > 0) { |
| 2041 | char *p = *++argv; |
| 2042 | if (!strcmp(p, "-v")) { |
| 2043 | really_verbose = TRUE; |
| 2044 | } else if (!strcmp(p, "-c")) { |
| 2045 | count = TRUE; |
| 2046 | } else if (*p == '-') { |
| 2047 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 2048 | return 1; |
| 2049 | } else { |
| 2050 | id = p; |
| 2051 | } |
| 2052 | } |
| 2053 | |
| 2054 | if (!id) { |
| 2055 | fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]); |
| 2056 | return 1; |
| 2057 | } |
| 2058 | |
| 2059 | desc = strchr(id, ':'); |
| 2060 | if (!desc) { |
| 2061 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
| 2062 | return 1; |
| 2063 | } |
| 2064 | *desc++ = '\0'; |
| 2065 | |
| 2066 | p = default_params(); |
| 2067 | decode_params(p, id); |
| 2068 | err = validate_desc(p, desc); |
| 2069 | if (err) { |
| 2070 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 2071 | return 1; |
| 2072 | } |
| 2073 | s = new_game(NULL, p, desc); |
| 2074 | |
| 2075 | ret = solve_board(s->w, s->h, s->board, s->imm->forcefield, |
| 2076 | s->tx, s->ty, -1, &moves); |
| 2077 | if (ret < 0) { |
| 2078 | printf("No solution found\n"); |
| 2079 | } else { |
| 2080 | int index = 0; |
| 2081 | if (count) { |
| 2082 | printf("%d moves required\n", ret); |
| 2083 | return 0; |
| 2084 | } |
| 2085 | while (1) { |
| 2086 | int moveret; |
| 2087 | char *text = board_text_format(s->w, s->h, s->board, |
| 2088 | s->imm->forcefield); |
| 2089 | game_state *s2; |
| 2090 | |
| 2091 | printf("position %d:\n%s", index, text); |
| 2092 | |
| 2093 | if (index >= ret) |
| 2094 | break; |
| 2095 | |
| 2096 | s2 = dup_game(s); |
| 2097 | moveret = move_piece(s->w, s->h, s->board, |
| 2098 | s2->board, s->imm->forcefield, |
| 2099 | moves[index*2], moves[index*2+1]); |
| 2100 | assert(moveret); |
| 2101 | |
| 2102 | free_game(s); |
| 2103 | s = s2; |
| 2104 | index++; |
| 2105 | } |
| 2106 | } |
| 2107 | |
| 2108 | return 0; |
| 2109 | } |
| 2110 | |
| 2111 | #endif |