| 1 | /* |
| 2 | * slide.c: Implementation of the block-sliding puzzle `Klotski'. |
| 3 | */ |
| 4 | |
| 5 | /* |
| 6 | * TODO: |
| 7 | * |
| 8 | * - Improve the generator. |
| 9 | * * actually, we seem to be mostly sensible already now. I |
| 10 | * want more choice over the type of main block and location |
| 11 | * of the exit/target, and I think I probably ought to give |
| 12 | * up on compactness and just bite the bullet and have the |
| 13 | * target area right outside the main wall, but mostly I |
| 14 | * think it's OK. |
| 15 | * * the move limit tends to make the game _slower_ to |
| 16 | * generate, which is odd. Perhaps investigate why. |
| 17 | * |
| 18 | * - Improve the graphics. |
| 19 | * * All the colours are a bit wishy-washy. _Some_ dark |
| 20 | * colours would surely not be excessive? Probably darken |
| 21 | * the tiles, the walls and the main block, and leave the |
| 22 | * target marker pale. |
| 23 | * * The cattle grid effect is still disgusting. Think of |
| 24 | * something completely different. |
| 25 | * * The highlight for next-piece-to-move in the solver is |
| 26 | * excessive, and the shadow blends in too well with the |
| 27 | * piece lowlights. Adjust both. |
| 28 | */ |
| 29 | |
| 30 | #include <stdio.h> |
| 31 | #include <stdlib.h> |
| 32 | #include <string.h> |
| 33 | #include <assert.h> |
| 34 | #include <ctype.h> |
| 35 | #include <math.h> |
| 36 | |
| 37 | #include "puzzles.h" |
| 38 | #include "tree234.h" |
| 39 | |
| 40 | /* |
| 41 | * The implementation of this game revolves around the insight |
| 42 | * which makes an exhaustive-search solver feasible: although |
| 43 | * there are many blocks which can be rearranged in many ways, any |
| 44 | * two blocks of the same shape are _indistinguishable_ and hence |
| 45 | * the number of _distinct_ board layouts is generally much |
| 46 | * smaller. So we adopt a representation for board layouts which |
| 47 | * is inherently canonical, i.e. there are no two distinct |
| 48 | * representations which encode indistinguishable layouts. |
| 49 | * |
| 50 | * The way we do this is to encode each square of the board, in |
| 51 | * the normal left-to-right top-to-bottom order, as being one of |
| 52 | * the following things: |
| 53 | * - the first square (in the given order) of a block (`anchor') |
| 54 | * - special case of the above: the anchor for the _main_ block |
| 55 | * (i.e. the one which the aim of the game is to get to the |
| 56 | * target position) |
| 57 | * - a subsequent square of a block whose previous square was N |
| 58 | * squares ago |
| 59 | * - an impassable wall |
| 60 | * |
| 61 | * (We also separately store data about which board positions are |
| 62 | * forcefields only passable by the main block. We can't encode |
| 63 | * that in the main board data, because then the main block would |
| 64 | * destroy forcefields as it went over them.) |
| 65 | * |
| 66 | * Hence, for example, a 2x2 square block would be encoded as |
| 67 | * ANCHOR, followed by DIST(1), and w-2 squares later on there |
| 68 | * would be DIST(w-1) followed by DIST(1). So if you start at the |
| 69 | * last of those squares, the DIST numbers give you a linked list |
| 70 | * pointing back through all the other squares in the same block. |
| 71 | * |
| 72 | * So the solver simply does a bfs over all reachable positions, |
| 73 | * encoding them in this format and storing them in a tree234 to |
| 74 | * ensure it doesn't ever revisit an already-analysed position. |
| 75 | */ |
| 76 | |
| 77 | enum { |
| 78 | /* |
| 79 | * The colours are arranged here so that every base colour is |
| 80 | * directly followed by its highlight colour and then its |
| 81 | * lowlight colour. Do not break this, or draw_tile() will get |
| 82 | * confused. |
| 83 | */ |
| 84 | COL_BACKGROUND, |
| 85 | COL_HIGHLIGHT, |
| 86 | COL_LOWLIGHT, |
| 87 | COL_DRAGGING, |
| 88 | COL_DRAGGING_HIGHLIGHT, |
| 89 | COL_DRAGGING_LOWLIGHT, |
| 90 | COL_MAIN, |
| 91 | COL_MAIN_HIGHLIGHT, |
| 92 | COL_MAIN_LOWLIGHT, |
| 93 | COL_MAIN_DRAGGING, |
| 94 | COL_MAIN_DRAGGING_HIGHLIGHT, |
| 95 | COL_MAIN_DRAGGING_LOWLIGHT, |
| 96 | COL_TARGET, |
| 97 | COL_TARGET_HIGHLIGHT, |
| 98 | COL_TARGET_LOWLIGHT, |
| 99 | NCOLOURS |
| 100 | }; |
| 101 | |
| 102 | /* |
| 103 | * Board layout is a simple array of bytes. Each byte holds: |
| 104 | */ |
| 105 | #define ANCHOR 255 /* top-left-most square of some piece */ |
| 106 | #define MAINANCHOR 254 /* anchor of _main_ piece */ |
| 107 | #define EMPTY 253 /* empty square */ |
| 108 | #define WALL 252 /* immovable wall */ |
| 109 | #define MAXDIST 251 |
| 110 | /* all other values indicate distance back to previous square of same block */ |
| 111 | #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 ) |
| 112 | #define DIST(x) (x) |
| 113 | #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR ) |
| 114 | #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) ) |
| 115 | |
| 116 | /* |
| 117 | * MAXDIST is the largest DIST value we can encode. This must |
| 118 | * therefore also be the maximum puzzle width in theory (although |
| 119 | * solver running time will dictate a much smaller limit in |
| 120 | * practice). |
| 121 | */ |
| 122 | #define MAXWID MAXDIST |
| 123 | |
| 124 | struct game_params { |
| 125 | int w, h; |
| 126 | int maxmoves; |
| 127 | }; |
| 128 | |
| 129 | struct game_immutable_state { |
| 130 | int refcount; |
| 131 | unsigned char *forcefield; |
| 132 | }; |
| 133 | |
| 134 | struct game_solution { |
| 135 | int nmoves; |
| 136 | int *moves; /* just like from solve_board() */ |
| 137 | int refcount; |
| 138 | }; |
| 139 | |
| 140 | struct game_state { |
| 141 | int w, h; |
| 142 | unsigned char *board; |
| 143 | int tx, ty; /* target coords for MAINANCHOR */ |
| 144 | int minmoves; /* for display only */ |
| 145 | int lastmoved, lastmoved_pos; /* for move counting */ |
| 146 | int movecount; |
| 147 | int completed; |
| 148 | int cheated; |
| 149 | struct game_immutable_state *imm; |
| 150 | struct game_solution *soln; |
| 151 | int soln_index; |
| 152 | }; |
| 153 | |
| 154 | static game_params *default_params(void) |
| 155 | { |
| 156 | game_params *ret = snew(game_params); |
| 157 | |
| 158 | ret->w = 7; |
| 159 | ret->h = 6; |
| 160 | ret->maxmoves = 40; |
| 161 | |
| 162 | return ret; |
| 163 | } |
| 164 | |
| 165 | static const struct game_params slide_presets[] = { |
| 166 | {7, 6, 25}, |
| 167 | {7, 6, -1}, |
| 168 | {8, 6, -1}, |
| 169 | }; |
| 170 | |
| 171 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 172 | { |
| 173 | game_params *ret; |
| 174 | char str[80]; |
| 175 | |
| 176 | if (i < 0 || i >= lenof(slide_presets)) |
| 177 | return FALSE; |
| 178 | |
| 179 | ret = snew(game_params); |
| 180 | *ret = slide_presets[i]; |
| 181 | |
| 182 | sprintf(str, "%dx%d", ret->w, ret->h); |
| 183 | if (ret->maxmoves >= 0) |
| 184 | sprintf(str + strlen(str), ", max %d moves", ret->maxmoves); |
| 185 | else |
| 186 | sprintf(str + strlen(str), ", no move limit"); |
| 187 | |
| 188 | *name = dupstr(str); |
| 189 | *params = ret; |
| 190 | return TRUE; |
| 191 | } |
| 192 | |
| 193 | static void free_params(game_params *params) |
| 194 | { |
| 195 | sfree(params); |
| 196 | } |
| 197 | |
| 198 | static game_params *dup_params(game_params *params) |
| 199 | { |
| 200 | game_params *ret = snew(game_params); |
| 201 | *ret = *params; /* structure copy */ |
| 202 | return ret; |
| 203 | } |
| 204 | |
| 205 | static void decode_params(game_params *params, char const *string) |
| 206 | { |
| 207 | params->w = params->h = atoi(string); |
| 208 | while (*string && isdigit((unsigned char)*string)) string++; |
| 209 | if (*string == 'x') { |
| 210 | string++; |
| 211 | params->h = atoi(string); |
| 212 | while (*string && isdigit((unsigned char)*string)) string++; |
| 213 | } |
| 214 | if (*string == 'm') { |
| 215 | string++; |
| 216 | params->maxmoves = atoi(string); |
| 217 | while (*string && isdigit((unsigned char)*string)) string++; |
| 218 | } else if (*string == 'u') { |
| 219 | string++; |
| 220 | params->maxmoves = -1; |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | static char *encode_params(game_params *params, int full) |
| 225 | { |
| 226 | char data[256]; |
| 227 | |
| 228 | sprintf(data, "%dx%d", params->w, params->h); |
| 229 | if (params->maxmoves >= 0) |
| 230 | sprintf(data + strlen(data), "m%d", params->maxmoves); |
| 231 | else |
| 232 | sprintf(data + strlen(data), "u"); |
| 233 | |
| 234 | return dupstr(data); |
| 235 | } |
| 236 | |
| 237 | static config_item *game_configure(game_params *params) |
| 238 | { |
| 239 | config_item *ret; |
| 240 | char buf[80]; |
| 241 | |
| 242 | ret = snewn(4, config_item); |
| 243 | |
| 244 | ret[0].name = "Width"; |
| 245 | ret[0].type = C_STRING; |
| 246 | sprintf(buf, "%d", params->w); |
| 247 | ret[0].sval = dupstr(buf); |
| 248 | ret[0].ival = 0; |
| 249 | |
| 250 | ret[1].name = "Height"; |
| 251 | ret[1].type = C_STRING; |
| 252 | sprintf(buf, "%d", params->h); |
| 253 | ret[1].sval = dupstr(buf); |
| 254 | ret[1].ival = 0; |
| 255 | |
| 256 | ret[2].name = "Solution length limit"; |
| 257 | ret[2].type = C_STRING; |
| 258 | sprintf(buf, "%d", params->maxmoves); |
| 259 | ret[2].sval = dupstr(buf); |
| 260 | ret[2].ival = 0; |
| 261 | |
| 262 | ret[3].name = NULL; |
| 263 | ret[3].type = C_END; |
| 264 | ret[3].sval = NULL; |
| 265 | ret[3].ival = 0; |
| 266 | |
| 267 | return ret; |
| 268 | } |
| 269 | |
| 270 | static game_params *custom_params(config_item *cfg) |
| 271 | { |
| 272 | game_params *ret = snew(game_params); |
| 273 | |
| 274 | ret->w = atoi(cfg[0].sval); |
| 275 | ret->h = atoi(cfg[1].sval); |
| 276 | ret->maxmoves = atoi(cfg[2].sval); |
| 277 | |
| 278 | return ret; |
| 279 | } |
| 280 | |
| 281 | static char *validate_params(game_params *params, int full) |
| 282 | { |
| 283 | if (params->w > MAXWID) |
| 284 | return "Width must be at most " STR(MAXWID); |
| 285 | |
| 286 | if (params->w < 5) |
| 287 | return "Width must be at least 5"; |
| 288 | if (params->h < 4) |
| 289 | return "Height must be at least 4"; |
| 290 | |
| 291 | return NULL; |
| 292 | } |
| 293 | |
| 294 | static char *board_text_format(int w, int h, unsigned char *data, |
| 295 | unsigned char *forcefield) |
| 296 | { |
| 297 | int wh = w*h; |
| 298 | int *dsf = snew_dsf(wh); |
| 299 | int i, x, y; |
| 300 | int retpos, retlen = (w*2+2)*(h*2+1)+1; |
| 301 | char *ret = snewn(retlen, char); |
| 302 | |
| 303 | for (i = 0; i < wh; i++) |
| 304 | if (ISDIST(data[i])) |
| 305 | dsf_merge(dsf, i - data[i], i); |
| 306 | retpos = 0; |
| 307 | for (y = 0; y < 2*h+1; y++) { |
| 308 | for (x = 0; x < 2*w+1; x++) { |
| 309 | int v; |
| 310 | int i = (y/2)*w+(x/2); |
| 311 | |
| 312 | #define dtype(i) (ISBLOCK(data[i]) ? \ |
| 313 | dsf_canonify(dsf, i) : data[i]) |
| 314 | #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \ |
| 315 | data[t] == MAINANCHOR ? '*' : '%') |
| 316 | |
| 317 | if (y % 2 && x % 2) { |
| 318 | int j = dtype(i); |
| 319 | v = dchar(j); |
| 320 | } else if (y % 2 && !(x % 2)) { |
| 321 | int j1 = (x > 0 ? dtype(i-1) : -1); |
| 322 | int j2 = (x < 2*w ? dtype(i) : -1); |
| 323 | if (j1 != j2) |
| 324 | v = '|'; |
| 325 | else |
| 326 | v = dchar(j1); |
| 327 | } else if (!(y % 2) && (x % 2)) { |
| 328 | int j1 = (y > 0 ? dtype(i-w) : -1); |
| 329 | int j2 = (y < 2*h ? dtype(i) : -1); |
| 330 | if (j1 != j2) |
| 331 | v = '-'; |
| 332 | else |
| 333 | v = dchar(j1); |
| 334 | } else { |
| 335 | int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1); |
| 336 | int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1); |
| 337 | int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1); |
| 338 | int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1); |
| 339 | if (j1 == j2 && j2 == j3 && j3 == j4) |
| 340 | v = dchar(j1); |
| 341 | else if (j1 == j2 && j3 == j4) |
| 342 | v = '|'; |
| 343 | else if (j1 == j3 && j2 == j4) |
| 344 | v = '-'; |
| 345 | else |
| 346 | v = '+'; |
| 347 | } |
| 348 | |
| 349 | assert(retpos < retlen); |
| 350 | ret[retpos++] = v; |
| 351 | } |
| 352 | assert(retpos < retlen); |
| 353 | ret[retpos++] = '\n'; |
| 354 | } |
| 355 | assert(retpos < retlen); |
| 356 | ret[retpos++] = '\0'; |
| 357 | assert(retpos == retlen); |
| 358 | |
| 359 | return ret; |
| 360 | } |
| 361 | |
| 362 | /* ---------------------------------------------------------------------- |
| 363 | * Solver. |
| 364 | */ |
| 365 | |
| 366 | /* |
| 367 | * During solver execution, the set of visited board positions is |
| 368 | * stored as a tree234 of the following structures. `w', `h' and |
| 369 | * `data' are obvious in meaning; `dist' represents the minimum |
| 370 | * distance to reach this position from the starting point. |
| 371 | * |
| 372 | * `prev' links each board to the board position from which it was |
| 373 | * most efficiently derived. |
| 374 | */ |
| 375 | struct board { |
| 376 | int w, h; |
| 377 | int dist; |
| 378 | struct board *prev; |
| 379 | unsigned char *data; |
| 380 | }; |
| 381 | |
| 382 | static int boardcmp(void *av, void *bv) |
| 383 | { |
| 384 | struct board *a = (struct board *)av; |
| 385 | struct board *b = (struct board *)bv; |
| 386 | return memcmp(a->data, b->data, a->w * a->h); |
| 387 | } |
| 388 | |
| 389 | static struct board *newboard(int w, int h, unsigned char *data) |
| 390 | { |
| 391 | struct board *b = malloc(sizeof(struct board) + w*h); |
| 392 | b->data = (unsigned char *)b + sizeof(struct board); |
| 393 | memcpy(b->data, data, w*h); |
| 394 | b->w = w; |
| 395 | b->h = h; |
| 396 | b->dist = -1; |
| 397 | b->prev = NULL; |
| 398 | return b; |
| 399 | } |
| 400 | |
| 401 | /* |
| 402 | * The actual solver. Given a board, attempt to find the minimum |
| 403 | * length of move sequence which moves MAINANCHOR to (tx,ty), or |
| 404 | * -1 if no solution exists. Returns that minimum length. |
| 405 | * |
| 406 | * Also, if `moveout' is provided, writes out the moves in the |
| 407 | * form of a sequence of pairs of integers indicating the source |
| 408 | * and destination points of the anchor of the moved piece in each |
| 409 | * move. Exactly twice as many integers are written as the number |
| 410 | * returned from solve_board(), and `moveout' receives an int * |
| 411 | * which is a pointer to a dynamically allocated array. |
| 412 | */ |
| 413 | static int solve_board(int w, int h, unsigned char *board, |
| 414 | unsigned char *forcefield, int tx, int ty, |
| 415 | int movelimit, int **moveout) |
| 416 | { |
| 417 | int wh = w*h; |
| 418 | struct board *b, *b2, *b3; |
| 419 | int *next, *anchors, *which; |
| 420 | int *movereached, *movequeue, mqhead, mqtail; |
| 421 | tree234 *sorted, *queue; |
| 422 | int i, j, dir; |
| 423 | int qlen, lastdist; |
| 424 | int ret; |
| 425 | |
| 426 | #ifdef SOLVER_DIAGNOSTICS |
| 427 | { |
| 428 | char *t = board_text_format(w, h, board); |
| 429 | for (i = 0; i < h; i++) { |
| 430 | for (j = 0; j < w; j++) { |
| 431 | int c = board[i*w+j]; |
| 432 | if (ISDIST(c)) |
| 433 | printf("D%-3d", c); |
| 434 | else if (c == MAINANCHOR) |
| 435 | printf("M "); |
| 436 | else if (c == ANCHOR) |
| 437 | printf("A "); |
| 438 | else if (c == WALL) |
| 439 | printf("W "); |
| 440 | else if (c == EMPTY) |
| 441 | printf("E "); |
| 442 | } |
| 443 | printf("\n"); |
| 444 | } |
| 445 | |
| 446 | printf("Starting solver for:\n%s\n", t); |
| 447 | sfree(t); |
| 448 | } |
| 449 | #endif |
| 450 | |
| 451 | sorted = newtree234(boardcmp); |
| 452 | queue = newtree234(NULL); |
| 453 | |
| 454 | b = newboard(w, h, board); |
| 455 | b->dist = 0; |
| 456 | add234(sorted, b); |
| 457 | addpos234(queue, b, 0); |
| 458 | qlen = 1; |
| 459 | |
| 460 | next = snewn(wh, int); |
| 461 | anchors = snewn(wh, int); |
| 462 | which = snewn(wh, int); |
| 463 | movereached = snewn(wh, int); |
| 464 | movequeue = snewn(wh, int); |
| 465 | lastdist = -1; |
| 466 | |
| 467 | while ((b = delpos234(queue, 0)) != NULL) { |
| 468 | qlen--; |
| 469 | if (movelimit >= 0 && b->dist >= movelimit) { |
| 470 | /* |
| 471 | * The problem is not soluble in under `movelimit' |
| 472 | * moves, so we can quit right now. |
| 473 | */ |
| 474 | b2 = NULL; |
| 475 | goto done; |
| 476 | } |
| 477 | if (b->dist != lastdist) { |
| 478 | #ifdef SOLVER_DIAGNOSTICS |
| 479 | printf("dist %d (%d)\n", b->dist, count234(sorted)); |
| 480 | #endif |
| 481 | lastdist = b->dist; |
| 482 | } |
| 483 | /* |
| 484 | * Find all the anchors and form a linked list of the |
| 485 | * squares within each block. |
| 486 | */ |
| 487 | for (i = 0; i < wh; i++) { |
| 488 | next[i] = -1; |
| 489 | anchors[i] = FALSE; |
| 490 | which[i] = -1; |
| 491 | if (ISANCHOR(b->data[i])) { |
| 492 | anchors[i] = TRUE; |
| 493 | which[i] = i; |
| 494 | } else if (ISDIST(b->data[i])) { |
| 495 | j = i - b->data[i]; |
| 496 | next[j] = i; |
| 497 | which[i] = which[j]; |
| 498 | } |
| 499 | } |
| 500 | |
| 501 | /* |
| 502 | * For each anchor, do an array-based BFS to find all the |
| 503 | * places we can slide it to. |
| 504 | */ |
| 505 | for (i = 0; i < wh; i++) { |
| 506 | if (!anchors[i]) |
| 507 | continue; |
| 508 | |
| 509 | mqhead = mqtail = 0; |
| 510 | for (j = 0; j < wh; j++) |
| 511 | movereached[j] = FALSE; |
| 512 | movequeue[mqtail++] = i; |
| 513 | while (mqhead < mqtail) { |
| 514 | int pos = movequeue[mqhead++]; |
| 515 | |
| 516 | /* |
| 517 | * Try to move in each direction from here. |
| 518 | */ |
| 519 | for (dir = 0; dir < 4; dir++) { |
| 520 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
| 521 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
| 522 | int offset = dy*w + dx; |
| 523 | int newpos = pos + offset; |
| 524 | int d = newpos - i; |
| 525 | |
| 526 | /* |
| 527 | * For each square involved in this block, |
| 528 | * check to see if the square d spaces away |
| 529 | * from it is either empty or part of the same |
| 530 | * block. |
| 531 | */ |
| 532 | for (j = i; j >= 0; j = next[j]) { |
| 533 | int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx; |
| 534 | if (jy >= 0 && jy < h && jx >= 0 && jx < w && |
| 535 | ((b->data[j+d] == EMPTY || which[j+d] == i) && |
| 536 | (b->data[i] == MAINANCHOR || !forcefield[j+d]))) |
| 537 | /* ok */; |
| 538 | else |
| 539 | break; |
| 540 | } |
| 541 | if (j >= 0) |
| 542 | continue; /* this direction wasn't feasible */ |
| 543 | |
| 544 | /* |
| 545 | * If we've already tried moving this piece |
| 546 | * here, leave it. |
| 547 | */ |
| 548 | if (movereached[newpos]) |
| 549 | continue; |
| 550 | movereached[newpos] = TRUE; |
| 551 | movequeue[mqtail++] = newpos; |
| 552 | |
| 553 | /* |
| 554 | * We have a viable move. Make it. |
| 555 | */ |
| 556 | b2 = newboard(w, h, b->data); |
| 557 | for (j = i; j >= 0; j = next[j]) |
| 558 | b2->data[j] = EMPTY; |
| 559 | for (j = i; j >= 0; j = next[j]) |
| 560 | b2->data[j+d] = b->data[j]; |
| 561 | |
| 562 | b3 = add234(sorted, b2); |
| 563 | if (b3 != b2) { |
| 564 | sfree(b2); /* we already got one */ |
| 565 | } else { |
| 566 | b2->dist = b->dist + 1; |
| 567 | b2->prev = b; |
| 568 | addpos234(queue, b2, qlen++); |
| 569 | if (b2->data[ty*w+tx] == MAINANCHOR) |
| 570 | goto done; /* search completed! */ |
| 571 | } |
| 572 | } |
| 573 | } |
| 574 | } |
| 575 | } |
| 576 | b2 = NULL; |
| 577 | |
| 578 | done: |
| 579 | |
| 580 | if (b2) { |
| 581 | ret = b2->dist; |
| 582 | if (moveout) { |
| 583 | /* |
| 584 | * Now b2 represents the solved position. Backtrack to |
| 585 | * output the solution. |
| 586 | */ |
| 587 | *moveout = snewn(ret * 2, int); |
| 588 | j = ret * 2; |
| 589 | |
| 590 | while (b2->prev) { |
| 591 | int from = -1, to = -1; |
| 592 | |
| 593 | b = b2->prev; |
| 594 | |
| 595 | /* |
| 596 | * Scan b and b2 to find out which piece has |
| 597 | * moved. |
| 598 | */ |
| 599 | for (i = 0; i < wh; i++) { |
| 600 | if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) { |
| 601 | assert(from == -1); |
| 602 | from = i; |
| 603 | } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){ |
| 604 | assert(to == -1); |
| 605 | to = i; |
| 606 | } |
| 607 | } |
| 608 | |
| 609 | assert(from >= 0 && to >= 0); |
| 610 | assert(j >= 2); |
| 611 | (*moveout)[--j] = to; |
| 612 | (*moveout)[--j] = from; |
| 613 | |
| 614 | b2 = b; |
| 615 | } |
| 616 | assert(j == 0); |
| 617 | } |
| 618 | } else { |
| 619 | ret = -1; /* no solution */ |
| 620 | if (moveout) |
| 621 | *moveout = NULL; |
| 622 | } |
| 623 | |
| 624 | freetree234(queue); |
| 625 | |
| 626 | while ((b = delpos234(sorted, 0)) != NULL) |
| 627 | sfree(b); |
| 628 | freetree234(sorted); |
| 629 | |
| 630 | sfree(next); |
| 631 | sfree(anchors); |
| 632 | sfree(movereached); |
| 633 | sfree(movequeue); |
| 634 | sfree(which); |
| 635 | |
| 636 | return ret; |
| 637 | } |
| 638 | |
| 639 | /* ---------------------------------------------------------------------- |
| 640 | * Random board generation. |
| 641 | */ |
| 642 | |
| 643 | static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves, |
| 644 | random_state *rs, unsigned char **rboard, |
| 645 | unsigned char **rforcefield, int movelimit) |
| 646 | { |
| 647 | int wh = w*h; |
| 648 | unsigned char *board, *board2, *forcefield; |
| 649 | unsigned char *tried_merge; |
| 650 | int *dsf; |
| 651 | int *list, nlist, pos; |
| 652 | int tx, ty; |
| 653 | int i, j; |
| 654 | int moves = 0; /* placate optimiser */ |
| 655 | |
| 656 | /* |
| 657 | * Set up a board and fill it with singletons, except for a |
| 658 | * border of walls. |
| 659 | */ |
| 660 | board = snewn(wh, unsigned char); |
| 661 | forcefield = snewn(wh, unsigned char); |
| 662 | board2 = snewn(wh, unsigned char); |
| 663 | memset(board, ANCHOR, wh); |
| 664 | memset(forcefield, FALSE, wh); |
| 665 | for (i = 0; i < w; i++) |
| 666 | board[i] = board[i+w*(h-1)] = WALL; |
| 667 | for (i = 0; i < h; i++) |
| 668 | board[i*w] = board[i*w+(w-1)] = WALL; |
| 669 | |
| 670 | tried_merge = snewn(wh * wh, unsigned char); |
| 671 | memset(tried_merge, 0, wh*wh); |
| 672 | dsf = snew_dsf(wh); |
| 673 | |
| 674 | /* |
| 675 | * Invent a main piece at one extreme. (FIXME: vary the |
| 676 | * extreme, and the piece.) |
| 677 | */ |
| 678 | board[w+1] = MAINANCHOR; |
| 679 | board[w+2] = DIST(1); |
| 680 | board[w*2+1] = DIST(w-1); |
| 681 | board[w*2+2] = DIST(1); |
| 682 | |
| 683 | /* |
| 684 | * Invent a target position. (FIXME: vary this too.) |
| 685 | */ |
| 686 | tx = w-2; |
| 687 | ty = h-3; |
| 688 | forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE; |
| 689 | board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY; |
| 690 | |
| 691 | /* |
| 692 | * Gradually remove singletons until the game becomes soluble. |
| 693 | */ |
| 694 | for (j = w; j-- > 0 ;) |
| 695 | for (i = h; i-- > 0 ;) |
| 696 | if (board[i*w+j] == ANCHOR) { |
| 697 | /* |
| 698 | * See if the board is already soluble. |
| 699 | */ |
| 700 | if ((moves = solve_board(w, h, board, forcefield, |
| 701 | tx, ty, movelimit, NULL)) >= 0) |
| 702 | goto soluble; |
| 703 | |
| 704 | /* |
| 705 | * Otherwise, remove this piece. |
| 706 | */ |
| 707 | board[i*w+j] = EMPTY; |
| 708 | } |
| 709 | assert(!"We shouldn't get here"); |
| 710 | soluble: |
| 711 | |
| 712 | /* |
| 713 | * Make a list of all the inter-block edges on the board. |
| 714 | */ |
| 715 | list = snewn(wh*2, int); |
| 716 | nlist = 0; |
| 717 | for (i = 0; i+1 < w; i++) |
| 718 | for (j = 0; j < h; j++) |
| 719 | list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */ |
| 720 | for (j = 0; j+1 < h; j++) |
| 721 | for (i = 0; i < w; i++) |
| 722 | list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */ |
| 723 | |
| 724 | /* |
| 725 | * Now go through that list in random order, trying to merge |
| 726 | * the blocks on each side of each edge. |
| 727 | */ |
| 728 | shuffle(list, nlist, sizeof(*list), rs); |
| 729 | while (nlist > 0) { |
| 730 | int x1, y1, p1, c1; |
| 731 | int x2, y2, p2, c2; |
| 732 | |
| 733 | pos = list[--nlist]; |
| 734 | y1 = y2 = pos / (w*2); |
| 735 | x1 = x2 = (pos / 2) % w; |
| 736 | if (pos % 2) |
| 737 | y2++; |
| 738 | else |
| 739 | x2++; |
| 740 | p1 = y1*w+x1; |
| 741 | p2 = y2*w+x2; |
| 742 | |
| 743 | /* |
| 744 | * Immediately abandon the attempt if we've already tried |
| 745 | * to merge the same pair of blocks along a different |
| 746 | * edge. |
| 747 | */ |
| 748 | c1 = dsf_canonify(dsf, p1); |
| 749 | c2 = dsf_canonify(dsf, p2); |
| 750 | if (tried_merge[c1 * wh + c2]) |
| 751 | continue; |
| 752 | |
| 753 | /* |
| 754 | * In order to be mergeable, these two squares must each |
| 755 | * either be, or belong to, a non-main anchor, and their |
| 756 | * anchors must also be distinct. |
| 757 | */ |
| 758 | if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2])) |
| 759 | continue; |
| 760 | while (ISDIST(board[p1])) |
| 761 | p1 -= board[p1]; |
| 762 | while (ISDIST(board[p2])) |
| 763 | p2 -= board[p2]; |
| 764 | if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2) |
| 765 | continue; |
| 766 | |
| 767 | /* |
| 768 | * We can merge these blocks. Try it, and see if the |
| 769 | * puzzle remains soluble. |
| 770 | */ |
| 771 | memcpy(board2, board, wh); |
| 772 | j = -1; |
| 773 | while (p1 < wh || p2 < wh) { |
| 774 | /* |
| 775 | * p1 and p2 are the squares at the head of each block |
| 776 | * list. Pick the smaller one and put it on the output |
| 777 | * block list. |
| 778 | */ |
| 779 | i = min(p1, p2); |
| 780 | if (j < 0) { |
| 781 | board[i] = ANCHOR; |
| 782 | } else { |
| 783 | assert(i - j <= MAXDIST); |
| 784 | board[i] = DIST(i - j); |
| 785 | } |
| 786 | j = i; |
| 787 | |
| 788 | /* |
| 789 | * Now advance whichever list that came from. |
| 790 | */ |
| 791 | if (i == p1) { |
| 792 | do { |
| 793 | p1++; |
| 794 | } while (p1 < wh && board[p1] != DIST(p1-i)); |
| 795 | } else { |
| 796 | do { |
| 797 | p2++; |
| 798 | } while (p2 < wh && board[p2] != DIST(p2-i)); |
| 799 | } |
| 800 | } |
| 801 | j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL); |
| 802 | if (j < 0) { |
| 803 | /* |
| 804 | * Didn't work. Revert the merge. |
| 805 | */ |
| 806 | memcpy(board, board2, wh); |
| 807 | tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE; |
| 808 | } else { |
| 809 | int c; |
| 810 | |
| 811 | moves = j; |
| 812 | |
| 813 | dsf_merge(dsf, c1, c2); |
| 814 | c = dsf_canonify(dsf, c1); |
| 815 | for (i = 0; i < wh; i++) |
| 816 | tried_merge[c*wh+i] = (tried_merge[c1*wh+i] | |
| 817 | tried_merge[c2*wh+i]); |
| 818 | for (i = 0; i < wh; i++) |
| 819 | tried_merge[i*wh+c] = (tried_merge[i*wh+c1] | |
| 820 | tried_merge[i*wh+c2]); |
| 821 | } |
| 822 | } |
| 823 | |
| 824 | sfree(board2); |
| 825 | |
| 826 | *rtx = tx; |
| 827 | *rty = ty; |
| 828 | *rboard = board; |
| 829 | *rforcefield = forcefield; |
| 830 | *minmoves = moves; |
| 831 | } |
| 832 | |
| 833 | /* ---------------------------------------------------------------------- |
| 834 | * End of solver/generator code. |
| 835 | */ |
| 836 | |
| 837 | static char *new_game_desc(game_params *params, random_state *rs, |
| 838 | char **aux, int interactive) |
| 839 | { |
| 840 | int w = params->w, h = params->h, wh = w*h; |
| 841 | int tx, ty, minmoves; |
| 842 | unsigned char *board, *forcefield; |
| 843 | char *ret, *p; |
| 844 | int i; |
| 845 | |
| 846 | generate_board(params->w, params->h, &tx, &ty, &minmoves, rs, |
| 847 | &board, &forcefield, params->maxmoves); |
| 848 | #ifdef GENERATOR_DIAGNOSTICS |
| 849 | { |
| 850 | char *t = board_text_format(params->w, params->h, board); |
| 851 | printf("%s\n", t); |
| 852 | sfree(t); |
| 853 | } |
| 854 | #endif |
| 855 | |
| 856 | /* |
| 857 | * Encode as a game ID. |
| 858 | */ |
| 859 | ret = snewn(wh * 6 + 40, char); |
| 860 | p = ret; |
| 861 | i = 0; |
| 862 | while (i < wh) { |
| 863 | if (ISDIST(board[i])) { |
| 864 | p += sprintf(p, "d%d", board[i]); |
| 865 | i++; |
| 866 | } else { |
| 867 | int count = 1; |
| 868 | int b = board[i], f = forcefield[i]; |
| 869 | int c = (b == ANCHOR ? 'a' : |
| 870 | b == MAINANCHOR ? 'm' : |
| 871 | b == EMPTY ? 'e' : |
| 872 | /* b == WALL ? */ 'w'); |
| 873 | if (f) *p++ = 'f'; |
| 874 | *p++ = c; |
| 875 | i++; |
| 876 | while (i < wh && board[i] == b && forcefield[i] == f) |
| 877 | i++, count++; |
| 878 | if (count > 1) |
| 879 | p += sprintf(p, "%d", count); |
| 880 | } |
| 881 | } |
| 882 | p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves); |
| 883 | ret = sresize(ret, p+1 - ret, char); |
| 884 | |
| 885 | sfree(board); |
| 886 | sfree(forcefield); |
| 887 | |
| 888 | return ret; |
| 889 | } |
| 890 | |
| 891 | static char *validate_desc(game_params *params, char *desc) |
| 892 | { |
| 893 | int w = params->w, h = params->h, wh = w*h; |
| 894 | int *active, *link; |
| 895 | int mains = 0, mpos = -1; |
| 896 | int i, tx, ty, minmoves; |
| 897 | char *ret; |
| 898 | |
| 899 | active = snewn(wh, int); |
| 900 | link = snewn(wh, int); |
| 901 | i = 0; |
| 902 | |
| 903 | while (*desc && *desc != ',') { |
| 904 | if (i >= wh) { |
| 905 | ret = "Too much data in game description"; |
| 906 | goto done; |
| 907 | } |
| 908 | link[i] = -1; |
| 909 | active[i] = FALSE; |
| 910 | if (*desc == 'f' || *desc == 'F') { |
| 911 | desc++; |
| 912 | if (!*desc) { |
| 913 | ret = "Expected another character after 'f' in game " |
| 914 | "description"; |
| 915 | goto done; |
| 916 | } |
| 917 | } |
| 918 | |
| 919 | if (*desc == 'd' || *desc == 'D') { |
| 920 | int dist; |
| 921 | |
| 922 | desc++; |
| 923 | if (!isdigit((unsigned char)*desc)) { |
| 924 | ret = "Expected a number after 'd' in game description"; |
| 925 | goto done; |
| 926 | } |
| 927 | dist = atoi(desc); |
| 928 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 929 | |
| 930 | if (dist <= 0 || dist > i) { |
| 931 | ret = "Out-of-range number after 'd' in game description"; |
| 932 | goto done; |
| 933 | } |
| 934 | |
| 935 | if (!active[i - dist]) { |
| 936 | ret = "Invalid back-reference in game description"; |
| 937 | goto done; |
| 938 | } |
| 939 | |
| 940 | link[i] = i - dist; |
| 941 | |
| 942 | active[i] = TRUE; |
| 943 | active[link[i]] = FALSE; |
| 944 | i++; |
| 945 | } else { |
| 946 | int c = *desc++; |
| 947 | int count = 1; |
| 948 | |
| 949 | if (!strchr("aAmMeEwW", c)) { |
| 950 | ret = "Invalid character in game description"; |
| 951 | goto done; |
| 952 | } |
| 953 | if (isdigit((unsigned char)*desc)) { |
| 954 | count = atoi(desc); |
| 955 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 956 | } |
| 957 | if (i + count > wh) { |
| 958 | ret = "Too much data in game description"; |
| 959 | goto done; |
| 960 | } |
| 961 | while (count-- > 0) { |
| 962 | active[i] = (strchr("aAmM", c) != NULL); |
| 963 | link[i] = -1; |
| 964 | if (strchr("mM", c) != NULL) { |
| 965 | mains++; |
| 966 | mpos = i; |
| 967 | } |
| 968 | i++; |
| 969 | } |
| 970 | } |
| 971 | } |
| 972 | if (mains != 1) { |
| 973 | ret = (mains == 0 ? "No main piece specified in game description" : |
| 974 | "More than one main piece specified in game description"); |
| 975 | goto done; |
| 976 | } |
| 977 | if (i < wh) { |
| 978 | ret = "Not enough data in game description"; |
| 979 | goto done; |
| 980 | } |
| 981 | |
| 982 | /* |
| 983 | * Now read the target coordinates. |
| 984 | */ |
| 985 | i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves); |
| 986 | if (i < 2) { |
| 987 | ret = "No target coordinates specified"; |
| 988 | goto done; |
| 989 | /* |
| 990 | * (but minmoves is optional) |
| 991 | */ |
| 992 | } |
| 993 | |
| 994 | ret = NULL; |
| 995 | |
| 996 | done: |
| 997 | sfree(active); |
| 998 | sfree(link); |
| 999 | return ret; |
| 1000 | } |
| 1001 | |
| 1002 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1003 | { |
| 1004 | int w = params->w, h = params->h, wh = w*h; |
| 1005 | game_state *state; |
| 1006 | int i; |
| 1007 | |
| 1008 | state = snew(game_state); |
| 1009 | state->w = w; |
| 1010 | state->h = h; |
| 1011 | state->board = snewn(wh, unsigned char); |
| 1012 | state->lastmoved = state->lastmoved_pos = -1; |
| 1013 | state->movecount = 0; |
| 1014 | state->imm = snew(struct game_immutable_state); |
| 1015 | state->imm->refcount = 1; |
| 1016 | state->imm->forcefield = snewn(wh, unsigned char); |
| 1017 | |
| 1018 | i = 0; |
| 1019 | |
| 1020 | while (*desc && *desc != ',') { |
| 1021 | int f = FALSE; |
| 1022 | |
| 1023 | assert(i < wh); |
| 1024 | |
| 1025 | if (*desc == 'f') { |
| 1026 | f = TRUE; |
| 1027 | desc++; |
| 1028 | assert(*desc); |
| 1029 | } |
| 1030 | |
| 1031 | if (*desc == 'd' || *desc == 'D') { |
| 1032 | int dist; |
| 1033 | |
| 1034 | desc++; |
| 1035 | dist = atoi(desc); |
| 1036 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1037 | |
| 1038 | state->board[i] = DIST(dist); |
| 1039 | state->imm->forcefield[i] = f; |
| 1040 | |
| 1041 | i++; |
| 1042 | } else { |
| 1043 | int c = *desc++; |
| 1044 | int count = 1; |
| 1045 | |
| 1046 | if (isdigit((unsigned char)*desc)) { |
| 1047 | count = atoi(desc); |
| 1048 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 1049 | } |
| 1050 | assert(i + count <= wh); |
| 1051 | |
| 1052 | c = (c == 'a' || c == 'A' ? ANCHOR : |
| 1053 | c == 'm' || c == 'M' ? MAINANCHOR : |
| 1054 | c == 'e' || c == 'E' ? EMPTY : |
| 1055 | /* c == 'w' || c == 'W' ? */ WALL); |
| 1056 | |
| 1057 | while (count-- > 0) { |
| 1058 | state->board[i] = c; |
| 1059 | state->imm->forcefield[i] = f; |
| 1060 | i++; |
| 1061 | } |
| 1062 | } |
| 1063 | } |
| 1064 | |
| 1065 | /* |
| 1066 | * Now read the target coordinates. |
| 1067 | */ |
| 1068 | state->tx = state->ty = 0; |
| 1069 | state->minmoves = -1; |
| 1070 | i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves); |
| 1071 | |
| 1072 | if (state->board[state->ty*w+state->tx] == MAINANCHOR) |
| 1073 | state->completed = 0; /* already complete! */ |
| 1074 | else |
| 1075 | state->completed = -1; |
| 1076 | |
| 1077 | state->cheated = FALSE; |
| 1078 | state->soln = NULL; |
| 1079 | state->soln_index = -1; |
| 1080 | |
| 1081 | return state; |
| 1082 | } |
| 1083 | |
| 1084 | static game_state *dup_game(game_state *state) |
| 1085 | { |
| 1086 | int w = state->w, h = state->h, wh = w*h; |
| 1087 | game_state *ret = snew(game_state); |
| 1088 | |
| 1089 | ret->w = state->w; |
| 1090 | ret->h = state->h; |
| 1091 | ret->board = snewn(wh, unsigned char); |
| 1092 | memcpy(ret->board, state->board, wh); |
| 1093 | ret->tx = state->tx; |
| 1094 | ret->ty = state->ty; |
| 1095 | ret->minmoves = state->minmoves; |
| 1096 | ret->lastmoved = state->lastmoved; |
| 1097 | ret->lastmoved_pos = state->lastmoved_pos; |
| 1098 | ret->movecount = state->movecount; |
| 1099 | ret->completed = state->completed; |
| 1100 | ret->cheated = state->cheated; |
| 1101 | ret->imm = state->imm; |
| 1102 | ret->imm->refcount++; |
| 1103 | ret->soln = state->soln; |
| 1104 | ret->soln_index = state->soln_index; |
| 1105 | if (ret->soln) |
| 1106 | ret->soln->refcount++; |
| 1107 | |
| 1108 | return ret; |
| 1109 | } |
| 1110 | |
| 1111 | static void free_game(game_state *state) |
| 1112 | { |
| 1113 | if (--state->imm->refcount <= 0) { |
| 1114 | sfree(state->imm->forcefield); |
| 1115 | sfree(state->imm); |
| 1116 | } |
| 1117 | if (state->soln && --state->soln->refcount <= 0) { |
| 1118 | sfree(state->soln->moves); |
| 1119 | sfree(state->soln); |
| 1120 | } |
| 1121 | sfree(state->board); |
| 1122 | sfree(state); |
| 1123 | } |
| 1124 | |
| 1125 | static char *solve_game(game_state *state, game_state *currstate, |
| 1126 | char *aux, char **error) |
| 1127 | { |
| 1128 | int *moves; |
| 1129 | int nmoves; |
| 1130 | int i; |
| 1131 | char *ret, *p, sep; |
| 1132 | |
| 1133 | /* |
| 1134 | * Run the solver and attempt to find the shortest solution |
| 1135 | * from the current position. |
| 1136 | */ |
| 1137 | nmoves = solve_board(state->w, state->h, state->board, |
| 1138 | state->imm->forcefield, state->tx, state->ty, |
| 1139 | -1, &moves); |
| 1140 | |
| 1141 | if (nmoves < 0) { |
| 1142 | *error = "Unable to find a solution to this puzzle"; |
| 1143 | return NULL; |
| 1144 | } |
| 1145 | if (nmoves == 0) { |
| 1146 | *error = "Puzzle is already solved"; |
| 1147 | return NULL; |
| 1148 | } |
| 1149 | |
| 1150 | /* |
| 1151 | * Encode the resulting solution as a move string. |
| 1152 | */ |
| 1153 | ret = snewn(nmoves * 40, char); |
| 1154 | p = ret; |
| 1155 | sep = 'S'; |
| 1156 | |
| 1157 | for (i = 0; i < nmoves; i++) { |
| 1158 | p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]); |
| 1159 | sep = ','; |
| 1160 | } |
| 1161 | |
| 1162 | sfree(moves); |
| 1163 | assert(p - ret < nmoves * 40); |
| 1164 | ret = sresize(ret, p+1 - ret, char); |
| 1165 | |
| 1166 | return ret; |
| 1167 | } |
| 1168 | |
| 1169 | static int game_can_format_as_text_now(game_params *params) |
| 1170 | { |
| 1171 | return TRUE; |
| 1172 | } |
| 1173 | |
| 1174 | static char *game_text_format(game_state *state) |
| 1175 | { |
| 1176 | return board_text_format(state->w, state->h, state->board, |
| 1177 | state->imm->forcefield); |
| 1178 | } |
| 1179 | |
| 1180 | struct game_ui { |
| 1181 | int dragging; |
| 1182 | int drag_anchor; |
| 1183 | int drag_offset_x, drag_offset_y; |
| 1184 | int drag_currpos; |
| 1185 | unsigned char *reachable; |
| 1186 | int *bfs_queue; /* used as scratch in interpret_move */ |
| 1187 | }; |
| 1188 | |
| 1189 | static game_ui *new_ui(game_state *state) |
| 1190 | { |
| 1191 | int w = state->w, h = state->h, wh = w*h; |
| 1192 | game_ui *ui = snew(game_ui); |
| 1193 | |
| 1194 | ui->dragging = FALSE; |
| 1195 | ui->drag_anchor = ui->drag_currpos = -1; |
| 1196 | ui->drag_offset_x = ui->drag_offset_y = -1; |
| 1197 | ui->reachable = snewn(wh, unsigned char); |
| 1198 | memset(ui->reachable, 0, wh); |
| 1199 | ui->bfs_queue = snewn(wh, int); |
| 1200 | |
| 1201 | return ui; |
| 1202 | } |
| 1203 | |
| 1204 | static void free_ui(game_ui *ui) |
| 1205 | { |
| 1206 | sfree(ui->bfs_queue); |
| 1207 | sfree(ui->reachable); |
| 1208 | sfree(ui); |
| 1209 | } |
| 1210 | |
| 1211 | static char *encode_ui(game_ui *ui) |
| 1212 | { |
| 1213 | return NULL; |
| 1214 | } |
| 1215 | |
| 1216 | static void decode_ui(game_ui *ui, char *encoding) |
| 1217 | { |
| 1218 | } |
| 1219 | |
| 1220 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1221 | game_state *newstate) |
| 1222 | { |
| 1223 | } |
| 1224 | |
| 1225 | #define PREFERRED_TILESIZE 32 |
| 1226 | #define TILESIZE (ds->tilesize) |
| 1227 | #define BORDER (TILESIZE/2) |
| 1228 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 1229 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 1230 | #define BORDER_WIDTH (1 + TILESIZE/20) |
| 1231 | #define HIGHLIGHT_WIDTH (1 + TILESIZE/16) |
| 1232 | |
| 1233 | #define FLASH_INTERVAL 0.10F |
| 1234 | #define FLASH_TIME 3*FLASH_INTERVAL |
| 1235 | |
| 1236 | struct game_drawstate { |
| 1237 | int tilesize; |
| 1238 | int w, h; |
| 1239 | unsigned long *grid; /* what's currently displayed */ |
| 1240 | int started; |
| 1241 | }; |
| 1242 | |
| 1243 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1244 | int x, int y, int button) |
| 1245 | { |
| 1246 | int w = state->w, h = state->h, wh = w*h; |
| 1247 | int tx, ty, i, j; |
| 1248 | int qhead, qtail; |
| 1249 | |
| 1250 | if (button == LEFT_BUTTON) { |
| 1251 | tx = FROMCOORD(x); |
| 1252 | ty = FROMCOORD(y); |
| 1253 | |
| 1254 | if (tx < 0 || tx >= w || ty < 0 || ty >= h || |
| 1255 | !ISBLOCK(state->board[ty*w+tx])) |
| 1256 | return NULL; /* this click has no effect */ |
| 1257 | |
| 1258 | /* |
| 1259 | * User has clicked on a block. Find the block's anchor |
| 1260 | * and register that we've started dragging it. |
| 1261 | */ |
| 1262 | i = ty*w+tx; |
| 1263 | while (ISDIST(state->board[i])) |
| 1264 | i -= state->board[i]; |
| 1265 | assert(i >= 0 && i < wh); |
| 1266 | |
| 1267 | ui->dragging = TRUE; |
| 1268 | ui->drag_anchor = i; |
| 1269 | ui->drag_offset_x = tx - (i % w); |
| 1270 | ui->drag_offset_y = ty - (i / w); |
| 1271 | ui->drag_currpos = i; |
| 1272 | |
| 1273 | /* |
| 1274 | * Now we immediately bfs out from the current location of |
| 1275 | * the anchor, to find all the places to which this block |
| 1276 | * can be dragged. |
| 1277 | */ |
| 1278 | memset(ui->reachable, FALSE, wh); |
| 1279 | qhead = qtail = 0; |
| 1280 | ui->reachable[i] = TRUE; |
| 1281 | ui->bfs_queue[qtail++] = i; |
| 1282 | for (j = i; j < wh; j++) |
| 1283 | if (state->board[j] == DIST(j - i)) |
| 1284 | i = j; |
| 1285 | while (qhead < qtail) { |
| 1286 | int pos = ui->bfs_queue[qhead++]; |
| 1287 | int x = pos % w, y = pos / w; |
| 1288 | int dir; |
| 1289 | |
| 1290 | for (dir = 0; dir < 4; dir++) { |
| 1291 | int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0); |
| 1292 | int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0); |
| 1293 | int newpos; |
| 1294 | |
| 1295 | if (x + dx < 0 || x + dx >= w || |
| 1296 | y + dy < 0 || y + dy >= h) |
| 1297 | continue; |
| 1298 | |
| 1299 | newpos = pos + dy*w + dx; |
| 1300 | if (ui->reachable[newpos]) |
| 1301 | continue; /* already done this one */ |
| 1302 | |
| 1303 | /* |
| 1304 | * Now search the grid to see if the block we're |
| 1305 | * dragging could fit into this space. |
| 1306 | */ |
| 1307 | for (j = i; j >= 0; j = (ISDIST(state->board[j]) ? |
| 1308 | j - state->board[j] : -1)) { |
| 1309 | int jx = (j+pos-ui->drag_anchor) % w; |
| 1310 | int jy = (j+pos-ui->drag_anchor) / w; |
| 1311 | int j2; |
| 1312 | |
| 1313 | if (jx + dx < 0 || jx + dx >= w || |
| 1314 | jy + dy < 0 || jy + dy >= h) |
| 1315 | break; /* this position isn't valid at all */ |
| 1316 | |
| 1317 | j2 = (j+pos-ui->drag_anchor) + dy*w + dx; |
| 1318 | |
| 1319 | if (state->board[j2] == EMPTY && |
| 1320 | (!state->imm->forcefield[j2] || |
| 1321 | state->board[ui->drag_anchor] == MAINANCHOR)) |
| 1322 | continue; |
| 1323 | while (ISDIST(state->board[j2])) |
| 1324 | j2 -= state->board[j2]; |
| 1325 | assert(j2 >= 0 && j2 < wh); |
| 1326 | if (j2 == ui->drag_anchor) |
| 1327 | continue; |
| 1328 | else |
| 1329 | break; |
| 1330 | } |
| 1331 | |
| 1332 | if (j < 0) { |
| 1333 | /* |
| 1334 | * If we got to the end of that loop without |
| 1335 | * disqualifying this position, mark it as |
| 1336 | * reachable for this drag. |
| 1337 | */ |
| 1338 | ui->reachable[newpos] = TRUE; |
| 1339 | ui->bfs_queue[qtail++] = newpos; |
| 1340 | } |
| 1341 | } |
| 1342 | } |
| 1343 | |
| 1344 | /* |
| 1345 | * And that's it. Update the display to reflect the start |
| 1346 | * of a drag. |
| 1347 | */ |
| 1348 | return ""; |
| 1349 | } else if (button == LEFT_DRAG && ui->dragging) { |
| 1350 | int dist, distlimit, dx, dy, s, px, py; |
| 1351 | |
| 1352 | tx = FROMCOORD(x); |
| 1353 | ty = FROMCOORD(y); |
| 1354 | |
| 1355 | tx -= ui->drag_offset_x; |
| 1356 | ty -= ui->drag_offset_y; |
| 1357 | |
| 1358 | /* |
| 1359 | * Now search outwards from (tx,ty), in order of Manhattan |
| 1360 | * distance, until we find a reachable square. |
| 1361 | */ |
| 1362 | distlimit = w+tx; |
| 1363 | distlimit = max(distlimit, h+ty); |
| 1364 | distlimit = max(distlimit, tx); |
| 1365 | distlimit = max(distlimit, ty); |
| 1366 | for (dist = 0; dist <= distlimit; dist++) { |
| 1367 | for (dx = -dist; dx <= dist; dx++) |
| 1368 | for (s = -1; s <= +1; s += 2) { |
| 1369 | dy = s * (dist - abs(dx)); |
| 1370 | px = tx + dx; |
| 1371 | py = ty + dy; |
| 1372 | if (px >= 0 && px < w && py >= 0 && py < h && |
| 1373 | ui->reachable[py*w+px]) { |
| 1374 | ui->drag_currpos = py*w+px; |
| 1375 | return ""; |
| 1376 | } |
| 1377 | } |
| 1378 | } |
| 1379 | return NULL; /* give up - this drag has no effect */ |
| 1380 | } else if (button == LEFT_RELEASE && ui->dragging) { |
| 1381 | char data[256], *str; |
| 1382 | |
| 1383 | /* |
| 1384 | * Terminate the drag, and if the piece has actually moved |
| 1385 | * then return a move string quoting the old and new |
| 1386 | * locations of the piece's anchor. |
| 1387 | */ |
| 1388 | if (ui->drag_anchor != ui->drag_currpos) { |
| 1389 | sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos); |
| 1390 | str = dupstr(data); |
| 1391 | } else |
| 1392 | str = ""; /* null move; just update the UI */ |
| 1393 | |
| 1394 | ui->dragging = FALSE; |
| 1395 | ui->drag_anchor = ui->drag_currpos = -1; |
| 1396 | ui->drag_offset_x = ui->drag_offset_y = -1; |
| 1397 | memset(ui->reachable, 0, wh); |
| 1398 | |
| 1399 | return str; |
| 1400 | } else if (button == ' ' && state->soln) { |
| 1401 | /* |
| 1402 | * Make the next move in the stored solution. |
| 1403 | */ |
| 1404 | char data[256]; |
| 1405 | int a1, a2; |
| 1406 | |
| 1407 | a1 = state->soln->moves[state->soln_index*2]; |
| 1408 | a2 = state->soln->moves[state->soln_index*2+1]; |
| 1409 | if (a1 == state->lastmoved_pos) |
| 1410 | a1 = state->lastmoved; |
| 1411 | |
| 1412 | sprintf(data, "M%d-%d", a1, a2); |
| 1413 | return dupstr(data); |
| 1414 | } |
| 1415 | |
| 1416 | return NULL; |
| 1417 | } |
| 1418 | |
| 1419 | static int move_piece(int w, int h, const unsigned char *src, |
| 1420 | unsigned char *dst, unsigned char *ff, int from, int to) |
| 1421 | { |
| 1422 | int wh = w*h; |
| 1423 | int i, j; |
| 1424 | |
| 1425 | if (!ISANCHOR(dst[from])) |
| 1426 | return FALSE; |
| 1427 | |
| 1428 | /* |
| 1429 | * Scan to the far end of the piece's linked list. |
| 1430 | */ |
| 1431 | for (i = j = from; j < wh; j++) |
| 1432 | if (src[j] == DIST(j - i)) |
| 1433 | i = j; |
| 1434 | |
| 1435 | /* |
| 1436 | * Remove the piece from its old location in the new |
| 1437 | * game state. |
| 1438 | */ |
| 1439 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) |
| 1440 | dst[j] = EMPTY; |
| 1441 | |
| 1442 | /* |
| 1443 | * And put it back in at the new location. |
| 1444 | */ |
| 1445 | for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) { |
| 1446 | int jn = j + to - from; |
| 1447 | if (jn < 0 || jn >= wh) |
| 1448 | return FALSE; |
| 1449 | if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) { |
| 1450 | dst[jn] = src[j]; |
| 1451 | } else { |
| 1452 | return FALSE; |
| 1453 | } |
| 1454 | } |
| 1455 | |
| 1456 | return TRUE; |
| 1457 | } |
| 1458 | |
| 1459 | static game_state *execute_move(game_state *state, char *move) |
| 1460 | { |
| 1461 | int w = state->w, h = state->h /* , wh = w*h */; |
| 1462 | char c; |
| 1463 | int a1, a2, n, movesize; |
| 1464 | game_state *ret = dup_game(state); |
| 1465 | |
| 1466 | while (*move) { |
| 1467 | c = *move; |
| 1468 | if (c == 'S') { |
| 1469 | /* |
| 1470 | * This is a solve move, so we just set up a stored |
| 1471 | * solution path. |
| 1472 | */ |
| 1473 | if (ret->soln && --ret->soln->refcount <= 0) { |
| 1474 | sfree(ret->soln->moves); |
| 1475 | sfree(ret->soln); |
| 1476 | } |
| 1477 | ret->soln = snew(struct game_solution); |
| 1478 | ret->soln->nmoves = 0; |
| 1479 | ret->soln->moves = NULL; |
| 1480 | ret->soln->refcount = 1; |
| 1481 | ret->soln_index = 0; |
| 1482 | ret->cheated = TRUE; |
| 1483 | |
| 1484 | movesize = 0; |
| 1485 | move++; |
| 1486 | while (1) { |
| 1487 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) { |
| 1488 | free_game(ret); |
| 1489 | return NULL; |
| 1490 | } |
| 1491 | |
| 1492 | /* |
| 1493 | * Special case: if the first move in the solution |
| 1494 | * involves the piece for which we already have a |
| 1495 | * partial stored move, adjust the source point to |
| 1496 | * the original starting point of that piece. |
| 1497 | */ |
| 1498 | if (ret->soln->nmoves == 0 && a1 == ret->lastmoved) |
| 1499 | a1 = ret->lastmoved_pos; |
| 1500 | |
| 1501 | if (ret->soln->nmoves >= movesize) { |
| 1502 | movesize = (ret->soln->nmoves + 48) * 4 / 3; |
| 1503 | ret->soln->moves = sresize(ret->soln->moves, |
| 1504 | 2*movesize, int); |
| 1505 | } |
| 1506 | |
| 1507 | ret->soln->moves[2*ret->soln->nmoves] = a1; |
| 1508 | ret->soln->moves[2*ret->soln->nmoves+1] = a2; |
| 1509 | ret->soln->nmoves++; |
| 1510 | move += n; |
| 1511 | if (*move != ',') |
| 1512 | break; |
| 1513 | move++; /* eat comma */ |
| 1514 | } |
| 1515 | } else if (c == 'M') { |
| 1516 | move++; |
| 1517 | if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || |
| 1518 | !move_piece(w, h, state->board, ret->board, |
| 1519 | state->imm->forcefield, a1, a2)) { |
| 1520 | free_game(ret); |
| 1521 | return NULL; |
| 1522 | } |
| 1523 | if (a1 == ret->lastmoved) { |
| 1524 | /* |
| 1525 | * If the player has moved the same piece as they |
| 1526 | * moved last time, don't increment the move |
| 1527 | * count. In fact, if they've put the piece back |
| 1528 | * where it started from, _decrement_ the move |
| 1529 | * count. |
| 1530 | */ |
| 1531 | if (a2 == ret->lastmoved_pos) { |
| 1532 | ret->movecount--; /* reverted last move */ |
| 1533 | ret->lastmoved = ret->lastmoved_pos = -1; |
| 1534 | } else { |
| 1535 | ret->lastmoved = a2; |
| 1536 | /* don't change lastmoved_pos */ |
| 1537 | } |
| 1538 | } else { |
| 1539 | ret->lastmoved = a2; |
| 1540 | ret->lastmoved_pos = a1; |
| 1541 | ret->movecount++; |
| 1542 | } |
| 1543 | |
| 1544 | /* |
| 1545 | * If we have a stored solution path, see if we've |
| 1546 | * strayed from it or successfully made the next move |
| 1547 | * along it. |
| 1548 | */ |
| 1549 | if (ret->soln && ret->lastmoved_pos >= 0) { |
| 1550 | if (ret->lastmoved_pos != |
| 1551 | ret->soln->moves[ret->soln_index*2]) { |
| 1552 | /* strayed from the path */ |
| 1553 | ret->soln->refcount--; |
| 1554 | assert(ret->soln->refcount > 0); |
| 1555 | /* `state' at least still exists */ |
| 1556 | ret->soln = NULL; |
| 1557 | ret->soln_index = -1; |
| 1558 | } else if (ret->lastmoved == |
| 1559 | ret->soln->moves[ret->soln_index*2+1]) { |
| 1560 | /* advanced along the path */ |
| 1561 | ret->soln_index++; |
| 1562 | if (ret->soln_index >= ret->soln->nmoves) { |
| 1563 | /* finished the path! */ |
| 1564 | ret->soln->refcount--; |
| 1565 | assert(ret->soln->refcount > 0); |
| 1566 | /* `state' at least still exists */ |
| 1567 | ret->soln = NULL; |
| 1568 | ret->soln_index = -1; |
| 1569 | } |
| 1570 | } |
| 1571 | } |
| 1572 | |
| 1573 | if (ret->board[a2] == MAINANCHOR && |
| 1574 | a2 == ret->ty * w + ret->tx && ret->completed < 0) |
| 1575 | ret->completed = ret->movecount; |
| 1576 | move += n; |
| 1577 | } else { |
| 1578 | free_game(ret); |
| 1579 | return NULL; |
| 1580 | } |
| 1581 | if (*move == ';') |
| 1582 | move++; |
| 1583 | else if (*move) { |
| 1584 | free_game(ret); |
| 1585 | return NULL; |
| 1586 | } |
| 1587 | } |
| 1588 | |
| 1589 | return ret; |
| 1590 | } |
| 1591 | |
| 1592 | /* ---------------------------------------------------------------------- |
| 1593 | * Drawing routines. |
| 1594 | */ |
| 1595 | |
| 1596 | static void game_compute_size(game_params *params, int tilesize, |
| 1597 | int *x, int *y) |
| 1598 | { |
| 1599 | /* fool the macros */ |
| 1600 | struct dummy { int tilesize; } dummy, *ds = &dummy; |
| 1601 | dummy.tilesize = tilesize; |
| 1602 | |
| 1603 | *x = params->w * TILESIZE + 2*BORDER; |
| 1604 | *y = params->h * TILESIZE + 2*BORDER; |
| 1605 | } |
| 1606 | |
| 1607 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1608 | game_params *params, int tilesize) |
| 1609 | { |
| 1610 | ds->tilesize = tilesize; |
| 1611 | } |
| 1612 | |
| 1613 | static void raise_colour(float *target, float *src, float *limit) |
| 1614 | { |
| 1615 | int i; |
| 1616 | for (i = 0; i < 3; i++) |
| 1617 | target[i] = (2*src[i] + limit[i]) / 3; |
| 1618 | } |
| 1619 | |
| 1620 | static float *game_colours(frontend *fe, int *ncolours) |
| 1621 | { |
| 1622 | float *ret = snewn(3 * NCOLOURS, float); |
| 1623 | |
| 1624 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1625 | |
| 1626 | /* |
| 1627 | * When dragging a tile, we light it up a bit. |
| 1628 | */ |
| 1629 | raise_colour(ret+3*COL_DRAGGING, |
| 1630 | ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT); |
| 1631 | raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT, |
| 1632 | ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT); |
| 1633 | raise_colour(ret+3*COL_DRAGGING_LOWLIGHT, |
| 1634 | ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT); |
| 1635 | |
| 1636 | /* |
| 1637 | * The main tile is tinted blue. |
| 1638 | */ |
| 1639 | ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
| 1640 | ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
| 1641 | ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2]; |
| 1642 | game_mkhighlight_specific(fe, ret, COL_MAIN, |
| 1643 | COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT); |
| 1644 | |
| 1645 | /* |
| 1646 | * And we light that up a bit too when dragging. |
| 1647 | */ |
| 1648 | raise_colour(ret+3*COL_MAIN_DRAGGING, |
| 1649 | ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT); |
| 1650 | raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT, |
| 1651 | ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
| 1652 | raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT, |
| 1653 | ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT); |
| 1654 | |
| 1655 | /* |
| 1656 | * The target area on the floor is tinted green. |
| 1657 | */ |
| 1658 | ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
| 1659 | ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1]; |
| 1660 | ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
| 1661 | game_mkhighlight_specific(fe, ret, COL_TARGET, |
| 1662 | COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT); |
| 1663 | |
| 1664 | *ncolours = NCOLOURS; |
| 1665 | return ret; |
| 1666 | } |
| 1667 | |
| 1668 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1669 | { |
| 1670 | int w = state->w, h = state->h, wh = w*h; |
| 1671 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1672 | int i; |
| 1673 | |
| 1674 | ds->tilesize = 0; |
| 1675 | ds->w = w; |
| 1676 | ds->h = h; |
| 1677 | ds->started = FALSE; |
| 1678 | ds->grid = snewn(wh, unsigned long); |
| 1679 | for (i = 0; i < wh; i++) |
| 1680 | ds->grid[i] = ~(unsigned long)0; |
| 1681 | |
| 1682 | return ds; |
| 1683 | } |
| 1684 | |
| 1685 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1686 | { |
| 1687 | sfree(ds->grid); |
| 1688 | sfree(ds); |
| 1689 | } |
| 1690 | |
| 1691 | #define BG_NORMAL 0x00000001UL |
| 1692 | #define BG_TARGET 0x00000002UL |
| 1693 | #define BG_FORCEFIELD 0x00000004UL |
| 1694 | #define FLASH_LOW 0x00000008UL |
| 1695 | #define FLASH_HIGH 0x00000010UL |
| 1696 | #define FG_WALL 0x00000020UL |
| 1697 | #define FG_MAIN 0x00000040UL |
| 1698 | #define FG_NORMAL 0x00000080UL |
| 1699 | #define FG_DRAGGING 0x00000100UL |
| 1700 | #define FG_SHADOW 0x00000200UL |
| 1701 | #define FG_SOLVEPIECE 0x00000400UL |
| 1702 | #define FG_MAINPIECESH 11 |
| 1703 | #define FG_SHADOWSH 19 |
| 1704 | |
| 1705 | #define PIECE_LBORDER 0x00000001UL |
| 1706 | #define PIECE_TBORDER 0x00000002UL |
| 1707 | #define PIECE_RBORDER 0x00000004UL |
| 1708 | #define PIECE_BBORDER 0x00000008UL |
| 1709 | #define PIECE_TLCORNER 0x00000010UL |
| 1710 | #define PIECE_TRCORNER 0x00000020UL |
| 1711 | #define PIECE_BLCORNER 0x00000040UL |
| 1712 | #define PIECE_BRCORNER 0x00000080UL |
| 1713 | #define PIECE_MASK 0x000000FFUL |
| 1714 | |
| 1715 | /* |
| 1716 | * Utility function. |
| 1717 | */ |
| 1718 | #define TYPE_MASK 0xF000 |
| 1719 | #define COL_MASK 0x0FFF |
| 1720 | #define TYPE_RECT 0x0000 |
| 1721 | #define TYPE_TLCIRC 0x4000 |
| 1722 | #define TYPE_TRCIRC 0x5000 |
| 1723 | #define TYPE_BLCIRC 0x6000 |
| 1724 | #define TYPE_BRCIRC 0x7000 |
| 1725 | static void maybe_rect(drawing *dr, int x, int y, int w, int h, |
| 1726 | int coltype, int col2) |
| 1727 | { |
| 1728 | int colour = coltype & COL_MASK, type = coltype & TYPE_MASK; |
| 1729 | |
| 1730 | if (colour > NCOLOURS) |
| 1731 | return; |
| 1732 | if (type == TYPE_RECT) { |
| 1733 | draw_rect(dr, x, y, w, h, colour); |
| 1734 | } else { |
| 1735 | int cx, cy, r; |
| 1736 | |
| 1737 | clip(dr, x, y, w, h); |
| 1738 | |
| 1739 | cx = x; |
| 1740 | cy = y; |
| 1741 | r = w-1; |
| 1742 | if (type & 0x1000) |
| 1743 | cx += r; |
| 1744 | if (type & 0x2000) |
| 1745 | cy += r; |
| 1746 | |
| 1747 | if (col2 == -1 || col2 == coltype) { |
| 1748 | assert(w == h); |
| 1749 | draw_circle(dr, cx, cy, r, colour, colour); |
| 1750 | } else { |
| 1751 | /* |
| 1752 | * We aim to draw a quadrant of a circle in two |
| 1753 | * different colours. We do this using Bresenham's |
| 1754 | * algorithm directly, because the Puzzles drawing API |
| 1755 | * doesn't have a draw-sector primitive. |
| 1756 | */ |
| 1757 | int bx, by, bd, bd2; |
| 1758 | int xm = (type & 0x1000 ? -1 : +1); |
| 1759 | int ym = (type & 0x2000 ? -1 : +1); |
| 1760 | |
| 1761 | by = r; |
| 1762 | bx = 0; |
| 1763 | bd = 0; |
| 1764 | while (by >= bx) { |
| 1765 | /* |
| 1766 | * Plot the point. |
| 1767 | */ |
| 1768 | { |
| 1769 | int x1 = cx+xm*bx, y1 = cy+ym*bx; |
| 1770 | int x2, y2; |
| 1771 | |
| 1772 | x2 = cx+xm*by; y2 = y1; |
| 1773 | draw_rect(dr, min(x1,x2), min(y1,y2), |
| 1774 | abs(x1-x2)+1, abs(y1-y2)+1, colour); |
| 1775 | x2 = x1; y2 = cy+ym*by; |
| 1776 | draw_rect(dr, min(x1,x2), min(y1,y2), |
| 1777 | abs(x1-x2)+1, abs(y1-y2)+1, col2); |
| 1778 | } |
| 1779 | |
| 1780 | bd += 2*bx + 1; |
| 1781 | bd2 = bd - (2*by - 1); |
| 1782 | if (abs(bd2) < abs(bd)) { |
| 1783 | bd = bd2; |
| 1784 | by--; |
| 1785 | } |
| 1786 | bx++; |
| 1787 | } |
| 1788 | } |
| 1789 | |
| 1790 | unclip(dr); |
| 1791 | } |
| 1792 | } |
| 1793 | |
| 1794 | static void draw_wallpart(drawing *dr, game_drawstate *ds, |
| 1795 | int tx, int ty, unsigned long val, |
| 1796 | int cl, int cc, int ch) |
| 1797 | { |
| 1798 | int coords[6]; |
| 1799 | |
| 1800 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
| 1801 | if (val & PIECE_LBORDER) |
| 1802 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, |
| 1803 | ch); |
| 1804 | if (val & PIECE_RBORDER) |
| 1805 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1806 | HIGHLIGHT_WIDTH, TILESIZE, cl); |
| 1807 | if (val & PIECE_TBORDER) |
| 1808 | draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); |
| 1809 | if (val & PIECE_BBORDER) |
| 1810 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1811 | TILESIZE, HIGHLIGHT_WIDTH, cl); |
| 1812 | if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val)) { |
| 1813 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1814 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
| 1815 | clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1816 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
| 1817 | coords[0] = tx - 1; |
| 1818 | coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1819 | coords[2] = tx + HIGHLIGHT_WIDTH; |
| 1820 | coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1821 | coords[4] = tx - 1; |
| 1822 | coords[5] = ty + TILESIZE; |
| 1823 | draw_polygon(dr, coords, 3, ch, ch); |
| 1824 | unclip(dr); |
| 1825 | } else if (val & PIECE_BLCORNER) { |
| 1826 | draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1827 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
| 1828 | clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1829 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
| 1830 | coords[0] = tx - 1; |
| 1831 | coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1832 | coords[2] = tx + HIGHLIGHT_WIDTH; |
| 1833 | coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1834 | coords[4] = tx - 1; |
| 1835 | coords[5] = ty + TILESIZE; |
| 1836 | draw_polygon(dr, coords, 3, cl, cl); |
| 1837 | unclip(dr); |
| 1838 | } |
| 1839 | if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val)) { |
| 1840 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1841 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
| 1842 | clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1843 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
| 1844 | coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1845 | coords[1] = ty - 1; |
| 1846 | coords[2] = tx + TILESIZE; |
| 1847 | coords[3] = ty - 1; |
| 1848 | coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1849 | coords[5] = ty + HIGHLIGHT_WIDTH; |
| 1850 | draw_polygon(dr, coords, 3, ch, ch); |
| 1851 | unclip(dr); |
| 1852 | } else if (val & PIECE_TRCORNER) { |
| 1853 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1854 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
| 1855 | clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, |
| 1856 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH); |
| 1857 | coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1858 | coords[1] = ty - 1; |
| 1859 | coords[2] = tx + TILESIZE; |
| 1860 | coords[3] = ty - 1; |
| 1861 | coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1; |
| 1862 | coords[5] = ty + HIGHLIGHT_WIDTH; |
| 1863 | draw_polygon(dr, coords, 3, cl, cl); |
| 1864 | unclip(dr); |
| 1865 | } |
| 1866 | if (val & PIECE_TLCORNER) |
| 1867 | draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); |
| 1868 | if (val & PIECE_BRCORNER) |
| 1869 | draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, |
| 1870 | ty+TILESIZE-HIGHLIGHT_WIDTH, |
| 1871 | HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); |
| 1872 | } |
| 1873 | |
| 1874 | static void draw_piecepart(drawing *dr, game_drawstate *ds, |
| 1875 | int tx, int ty, unsigned long val, |
| 1876 | int cl, int cc, int ch) |
| 1877 | { |
| 1878 | int x[6], y[6]; |
| 1879 | |
| 1880 | /* |
| 1881 | * Drawing the blocks is hellishly fiddly. The blocks don't |
| 1882 | * stretch to the full size of the tile; there's a border |
| 1883 | * around them of size BORDER_WIDTH. Then they have bevelled |
| 1884 | * borders of size HIGHLIGHT_WIDTH, and also rounded corners. |
| 1885 | * |
| 1886 | * I tried for some time to find a clean and clever way to |
| 1887 | * figure out what needed drawing from the corner and border |
| 1888 | * flags, but in the end the cleanest way I could find was the |
| 1889 | * following. We divide the grid square into 25 parts by |
| 1890 | * ruling four horizontal and four vertical lines across it; |
| 1891 | * those lines are at BORDER_WIDTH and BORDER_WIDTH + |
| 1892 | * HIGHLIGHT_WIDTH from the top, from the bottom, from the |
| 1893 | * left and from the right. Then we carefully consider each of |
| 1894 | * the resulting 25 sections of square, and decide separately |
| 1895 | * what needs to go in it based on the flags. In complicated |
| 1896 | * cases there can be up to five possibilities affecting any |
| 1897 | * given section (no corner or border flags, just the corner |
| 1898 | * flag, one border flag, the other border flag, both border |
| 1899 | * flags). So there's a lot of very fiddly logic here and all |
| 1900 | * I could really think to do was give it my best shot and |
| 1901 | * then test it and correct all the typos. Not fun to write, |
| 1902 | * and I'm sure it isn't fun to read either, but it seems to |
| 1903 | * work. |
| 1904 | */ |
| 1905 | |
| 1906 | x[0] = tx; |
| 1907 | x[1] = x[0] + BORDER_WIDTH; |
| 1908 | x[2] = x[1] + HIGHLIGHT_WIDTH; |
| 1909 | x[5] = tx + TILESIZE; |
| 1910 | x[4] = x[5] - BORDER_WIDTH; |
| 1911 | x[3] = x[4] - HIGHLIGHT_WIDTH; |
| 1912 | |
| 1913 | y[0] = ty; |
| 1914 | y[1] = y[0] + BORDER_WIDTH; |
| 1915 | y[2] = y[1] + HIGHLIGHT_WIDTH; |
| 1916 | y[5] = ty + TILESIZE; |
| 1917 | y[4] = y[5] - BORDER_WIDTH; |
| 1918 | y[3] = y[4] - HIGHLIGHT_WIDTH; |
| 1919 | |
| 1920 | #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] |
| 1921 | |
| 1922 | maybe_rect(dr, RECT(0,0), |
| 1923 | (val & (PIECE_TLCORNER | PIECE_TBORDER | |
| 1924 | PIECE_LBORDER)) ? -1 : cc, -1); |
| 1925 | maybe_rect(dr, RECT(1,0), |
| 1926 | (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 : |
| 1927 | (val & PIECE_LBORDER) ? ch : cc, -1); |
| 1928 | maybe_rect(dr, RECT(2,0), |
| 1929 | (val & PIECE_TBORDER) ? -1 : cc, -1); |
| 1930 | maybe_rect(dr, RECT(3,0), |
| 1931 | (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 : |
| 1932 | (val & PIECE_RBORDER) ? cl : cc, -1); |
| 1933 | maybe_rect(dr, RECT(4,0), |
| 1934 | (val & (PIECE_TRCORNER | PIECE_TBORDER | |
| 1935 | PIECE_RBORDER)) ? -1 : cc, -1); |
| 1936 | maybe_rect(dr, RECT(0,1), |
| 1937 | (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 : |
| 1938 | (val & PIECE_TBORDER) ? ch : cc, -1); |
| 1939 | maybe_rect(dr, RECT(1,1), |
| 1940 | (val & PIECE_TLCORNER) ? cc : -1, -1); |
| 1941 | maybe_rect(dr, RECT(1,1), |
| 1942 | (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC : |
| 1943 | !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC : |
| 1944 | (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc, -1); |
| 1945 | maybe_rect(dr, RECT(2,1), |
| 1946 | (val & PIECE_TBORDER) ? ch : cc, -1); |
| 1947 | maybe_rect(dr, RECT(3,1), |
| 1948 | (val & PIECE_TRCORNER) ? cc : -1, -1); |
| 1949 | maybe_rect(dr, RECT(3,1), |
| 1950 | (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch : |
| 1951 | (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl : |
| 1952 | !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cl | TYPE_BLCIRC : |
| 1953 | (val & PIECE_TRCORNER) ? cl | TYPE_TRCIRC : |
| 1954 | cc, ch); |
| 1955 | maybe_rect(dr, RECT(4,1), |
| 1956 | (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 : |
| 1957 | (val & PIECE_TBORDER) ? ch : cc, -1); |
| 1958 | maybe_rect(dr, RECT(0,2), |
| 1959 | (val & PIECE_LBORDER) ? -1 : cc, -1); |
| 1960 | maybe_rect(dr, RECT(1,2), |
| 1961 | (val & PIECE_LBORDER) ? ch : cc, -1); |
| 1962 | maybe_rect(dr, RECT(2,2), |
| 1963 | cc, -1); |
| 1964 | maybe_rect(dr, RECT(3,2), |
| 1965 | (val & PIECE_RBORDER) ? cl : cc, -1); |
| 1966 | maybe_rect(dr, RECT(4,2), |
| 1967 | (val & PIECE_RBORDER) ? -1 : cc, -1); |
| 1968 | maybe_rect(dr, RECT(0,3), |
| 1969 | (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 : |
| 1970 | (val & PIECE_BBORDER) ? cl : cc, -1); |
| 1971 | maybe_rect(dr, RECT(1,3), |
| 1972 | (val & PIECE_BLCORNER) ? cc : -1, -1); |
| 1973 | maybe_rect(dr, RECT(1,3), |
| 1974 | (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl : |
| 1975 | (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch : |
| 1976 | !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? ch | TYPE_TRCIRC : |
| 1977 | (val & PIECE_BLCORNER) ? ch | TYPE_BLCIRC : |
| 1978 | cc, cl); |
| 1979 | maybe_rect(dr, RECT(2,3), |
| 1980 | (val & PIECE_BBORDER) ? cl : cc, -1); |
| 1981 | maybe_rect(dr, RECT(3,3), |
| 1982 | (val & PIECE_BRCORNER) ? cc : -1, -1); |
| 1983 | maybe_rect(dr, RECT(3,3), |
| 1984 | (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC : |
| 1985 | !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC : |
| 1986 | (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc, -1); |
| 1987 | maybe_rect(dr, RECT(4,3), |
| 1988 | (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 : |
| 1989 | (val & PIECE_BBORDER) ? cl : cc, -1); |
| 1990 | maybe_rect(dr, RECT(0,4), |
| 1991 | (val & (PIECE_BLCORNER | PIECE_BBORDER | |
| 1992 | PIECE_LBORDER)) ? -1 : cc, -1); |
| 1993 | maybe_rect(dr, RECT(1,4), |
| 1994 | (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 : |
| 1995 | (val & PIECE_LBORDER) ? ch : cc, -1); |
| 1996 | maybe_rect(dr, RECT(2,4), |
| 1997 | (val & PIECE_BBORDER) ? -1 : cc, -1); |
| 1998 | maybe_rect(dr, RECT(3,4), |
| 1999 | (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 : |
| 2000 | (val & PIECE_RBORDER) ? cl : cc, -1); |
| 2001 | maybe_rect(dr, RECT(4,4), |
| 2002 | (val & (PIECE_BRCORNER | PIECE_BBORDER | |
| 2003 | PIECE_RBORDER)) ? -1 : cc, -1); |
| 2004 | |
| 2005 | #undef RECT |
| 2006 | } |
| 2007 | |
| 2008 | static void draw_tile(drawing *dr, game_drawstate *ds, |
| 2009 | int x, int y, unsigned long val) |
| 2010 | { |
| 2011 | int tx = COORD(x), ty = COORD(y); |
| 2012 | int cc, ch, cl; |
| 2013 | |
| 2014 | /* |
| 2015 | * Draw the tile background. |
| 2016 | */ |
| 2017 | if (val & BG_TARGET) |
| 2018 | cc = COL_TARGET; |
| 2019 | else |
| 2020 | cc = COL_BACKGROUND; |
| 2021 | ch = cc+1; |
| 2022 | cl = cc+2; |
| 2023 | if (val & FLASH_LOW) |
| 2024 | cc = cl; |
| 2025 | else if (val & FLASH_HIGH) |
| 2026 | cc = ch; |
| 2027 | |
| 2028 | draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); |
| 2029 | if (val & BG_FORCEFIELD) { |
| 2030 | /* |
| 2031 | * Cattle-grid effect to indicate that nothing but the |
| 2032 | * main block can slide over this square. |
| 2033 | */ |
| 2034 | int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH)); |
| 2035 | int i; |
| 2036 | |
| 2037 | for (i = 1; i < n; i += 3) { |
| 2038 | draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl); |
| 2039 | draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl); |
| 2040 | } |
| 2041 | } |
| 2042 | |
| 2043 | /* |
| 2044 | * Draw the tile midground: a shadow of a block, for |
| 2045 | * displaying partial solutions. |
| 2046 | */ |
| 2047 | if (val & FG_SHADOW) { |
| 2048 | draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK, |
| 2049 | cl, cl, cl); |
| 2050 | } |
| 2051 | |
| 2052 | /* |
| 2053 | * Draw the tile foreground, i.e. some section of a block or |
| 2054 | * wall. |
| 2055 | */ |
| 2056 | if (val & FG_WALL) { |
| 2057 | cc = COL_BACKGROUND; |
| 2058 | ch = cc+1; |
| 2059 | cl = cc+2; |
| 2060 | if (val & FLASH_LOW) |
| 2061 | cc = cl; |
| 2062 | else if (val & FLASH_HIGH) |
| 2063 | cc = ch; |
| 2064 | |
| 2065 | draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, |
| 2066 | cl, cc, ch); |
| 2067 | } else if (val & (FG_MAIN | FG_NORMAL)) { |
| 2068 | if (val & FG_DRAGGING) |
| 2069 | cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); |
| 2070 | else |
| 2071 | cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND); |
| 2072 | ch = cc+1; |
| 2073 | cl = cc+2; |
| 2074 | |
| 2075 | if (val & FLASH_LOW) |
| 2076 | cc = cl; |
| 2077 | else if (val & (FLASH_HIGH | FG_SOLVEPIECE)) |
| 2078 | cc = ch; |
| 2079 | |
| 2080 | draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, |
| 2081 | cl, cc, ch); |
| 2082 | } |
| 2083 | |
| 2084 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
| 2085 | } |
| 2086 | |
| 2087 | static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y) |
| 2088 | { |
| 2089 | int i = y*w+x; |
| 2090 | int canon = dsf_canonify(dsf, i); |
| 2091 | unsigned long val = 0; |
| 2092 | |
| 2093 | if (x == 0 || canon != dsf_canonify(dsf, i-1)) |
| 2094 | val |= PIECE_LBORDER; |
| 2095 | if (y== 0 || canon != dsf_canonify(dsf, i-w)) |
| 2096 | val |= PIECE_TBORDER; |
| 2097 | if (x == w-1 || canon != dsf_canonify(dsf, i+1)) |
| 2098 | val |= PIECE_RBORDER; |
| 2099 | if (y == h-1 || canon != dsf_canonify(dsf, i+w)) |
| 2100 | val |= PIECE_BBORDER; |
| 2101 | if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) && |
| 2102 | canon != dsf_canonify(dsf, i-1-w)) |
| 2103 | val |= PIECE_TLCORNER; |
| 2104 | if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) && |
| 2105 | canon != dsf_canonify(dsf, i+1-w)) |
| 2106 | val |= PIECE_TRCORNER; |
| 2107 | if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) && |
| 2108 | canon != dsf_canonify(dsf, i-1+w)) |
| 2109 | val |= PIECE_BLCORNER; |
| 2110 | if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) && |
| 2111 | canon != dsf_canonify(dsf, i+1+w)) |
| 2112 | val |= PIECE_BRCORNER; |
| 2113 | return val; |
| 2114 | } |
| 2115 | |
| 2116 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2117 | game_state *state, int dir, game_ui *ui, |
| 2118 | float animtime, float flashtime) |
| 2119 | { |
| 2120 | int w = state->w, h = state->h, wh = w*h; |
| 2121 | unsigned char *board; |
| 2122 | int *dsf; |
| 2123 | int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst; |
| 2124 | |
| 2125 | if (!ds->started) { |
| 2126 | /* |
| 2127 | * The initial contents of the window are not guaranteed |
| 2128 | * and can vary with front ends. To be on the safe side, |
| 2129 | * all games should start by drawing a big |
| 2130 | * background-colour rectangle covering the whole window. |
| 2131 | */ |
| 2132 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
| 2133 | ds->started = TRUE; |
| 2134 | } |
| 2135 | |
| 2136 | /* |
| 2137 | * Construct the board we'll be displaying (which may be |
| 2138 | * different from the one in state if ui describes a drag in |
| 2139 | * progress). |
| 2140 | */ |
| 2141 | board = snewn(wh, unsigned char); |
| 2142 | memcpy(board, state->board, wh); |
| 2143 | if (ui->dragging) { |
| 2144 | int mpret = move_piece(w, h, state->board, board, |
| 2145 | state->imm->forcefield, |
| 2146 | ui->drag_anchor, ui->drag_currpos); |
| 2147 | assert(mpret); |
| 2148 | } |
| 2149 | |
| 2150 | if (state->soln) { |
| 2151 | solvesrc = state->soln->moves[state->soln_index*2]; |
| 2152 | solvedst = state->soln->moves[state->soln_index*2+1]; |
| 2153 | if (solvesrc == state->lastmoved_pos) |
| 2154 | solvesrc = state->lastmoved; |
| 2155 | if (solvesrc == ui->drag_anchor) |
| 2156 | solvesrc = ui->drag_currpos; |
| 2157 | } else |
| 2158 | solvesrc = solvedst = -1; |
| 2159 | |
| 2160 | /* |
| 2161 | * Build a dsf out of that board, so we can conveniently tell |
| 2162 | * which edges are connected and which aren't. |
| 2163 | */ |
| 2164 | dsf = snew_dsf(wh); |
| 2165 | mainanchor = -1; |
| 2166 | for (y = 0; y < h; y++) |
| 2167 | for (x = 0; x < w; x++) { |
| 2168 | int i = y*w+x; |
| 2169 | |
| 2170 | if (ISDIST(board[i])) |
| 2171 | dsf_merge(dsf, i, i - board[i]); |
| 2172 | if (board[i] == MAINANCHOR) |
| 2173 | mainanchor = i; |
| 2174 | if (board[i] == WALL) { |
| 2175 | if (x > 0 && board[i-1] == WALL) |
| 2176 | dsf_merge(dsf, i, i-1); |
| 2177 | if (y > 0 && board[i-w] == WALL) |
| 2178 | dsf_merge(dsf, i, i-w); |
| 2179 | } |
| 2180 | } |
| 2181 | assert(mainanchor >= 0); |
| 2182 | mainpos = dsf_canonify(dsf, mainanchor); |
| 2183 | dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; |
| 2184 | solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1; |
| 2185 | |
| 2186 | /* |
| 2187 | * Now we can construct the data about what we want to draw. |
| 2188 | */ |
| 2189 | for (y = 0; y < h; y++) |
| 2190 | for (x = 0; x < w; x++) { |
| 2191 | int i = y*w+x; |
| 2192 | int j; |
| 2193 | unsigned long val; |
| 2194 | int canon; |
| 2195 | |
| 2196 | /* |
| 2197 | * See if this square is part of the target area. |
| 2198 | */ |
| 2199 | j = i + mainanchor - (state->ty * w + state->tx); |
| 2200 | while (j >= 0 && j < wh && ISDIST(board[j])) |
| 2201 | j -= board[j]; |
| 2202 | if (j == mainanchor) |
| 2203 | val = BG_TARGET; |
| 2204 | else |
| 2205 | val = BG_NORMAL; |
| 2206 | |
| 2207 | if (state->imm->forcefield[i]) |
| 2208 | val |= BG_FORCEFIELD; |
| 2209 | |
| 2210 | if (flashtime > 0) { |
| 2211 | int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1; |
| 2212 | val |= (flashtype ? FLASH_LOW : FLASH_HIGH); |
| 2213 | } |
| 2214 | |
| 2215 | if (board[i] != EMPTY) { |
| 2216 | canon = dsf_canonify(dsf, i); |
| 2217 | |
| 2218 | if (board[i] == WALL) |
| 2219 | val |= FG_WALL; |
| 2220 | else if (canon == mainpos) |
| 2221 | val |= FG_MAIN; |
| 2222 | else |
| 2223 | val |= FG_NORMAL; |
| 2224 | if (canon == dragpos) |
| 2225 | val |= FG_DRAGGING; |
| 2226 | if (canon == solvepos) |
| 2227 | val |= FG_SOLVEPIECE; |
| 2228 | |
| 2229 | /* |
| 2230 | * Now look around to see if other squares |
| 2231 | * belonging to the same block are adjacent to us. |
| 2232 | */ |
| 2233 | val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH; |
| 2234 | } |
| 2235 | |
| 2236 | /* |
| 2237 | * If we're in the middle of showing a solution, |
| 2238 | * display a shadow piece for the target of the |
| 2239 | * current move. |
| 2240 | */ |
| 2241 | if (solvepos >= 0) { |
| 2242 | int si = i - solvedst + solvesrc; |
| 2243 | if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) { |
| 2244 | val |= find_piecepart(w, h, dsf, |
| 2245 | si % w, si / w) << FG_SHADOWSH; |
| 2246 | val |= FG_SHADOW; |
| 2247 | } |
| 2248 | } |
| 2249 | |
| 2250 | if (val != ds->grid[i]) { |
| 2251 | draw_tile(dr, ds, x, y, val); |
| 2252 | ds->grid[i] = val; |
| 2253 | } |
| 2254 | } |
| 2255 | |
| 2256 | /* |
| 2257 | * Update the status bar. |
| 2258 | */ |
| 2259 | { |
| 2260 | char statusbuf[256]; |
| 2261 | |
| 2262 | sprintf(statusbuf, "%sMoves: %d", |
| 2263 | (state->completed >= 0 ? |
| 2264 | (state->cheated ? "Auto-solved. " : "COMPLETED! ") : |
| 2265 | (state->cheated ? "Auto-solver used. " : "")), |
| 2266 | (state->completed >= 0 ? state->completed : state->movecount)); |
| 2267 | if (state->minmoves >= 0) |
| 2268 | sprintf(statusbuf+strlen(statusbuf), " (min %d)", |
| 2269 | state->minmoves); |
| 2270 | |
| 2271 | status_bar(dr, statusbuf); |
| 2272 | } |
| 2273 | |
| 2274 | sfree(dsf); |
| 2275 | sfree(board); |
| 2276 | } |
| 2277 | |
| 2278 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2279 | int dir, game_ui *ui) |
| 2280 | { |
| 2281 | return 0.0F; |
| 2282 | } |
| 2283 | |
| 2284 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2285 | int dir, game_ui *ui) |
| 2286 | { |
| 2287 | if (oldstate->completed < 0 && newstate->completed >= 0) |
| 2288 | return FLASH_TIME; |
| 2289 | |
| 2290 | return 0.0F; |
| 2291 | } |
| 2292 | |
| 2293 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2294 | { |
| 2295 | return TRUE; |
| 2296 | } |
| 2297 | |
| 2298 | static void game_print_size(game_params *params, float *x, float *y) |
| 2299 | { |
| 2300 | } |
| 2301 | |
| 2302 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2303 | { |
| 2304 | } |
| 2305 | |
| 2306 | #ifdef COMBINED |
| 2307 | #define thegame slide |
| 2308 | #endif |
| 2309 | |
| 2310 | const struct game thegame = { |
| 2311 | "Slide", NULL, NULL, |
| 2312 | default_params, |
| 2313 | game_fetch_preset, |
| 2314 | decode_params, |
| 2315 | encode_params, |
| 2316 | free_params, |
| 2317 | dup_params, |
| 2318 | TRUE, game_configure, custom_params, |
| 2319 | validate_params, |
| 2320 | new_game_desc, |
| 2321 | validate_desc, |
| 2322 | new_game, |
| 2323 | dup_game, |
| 2324 | free_game, |
| 2325 | TRUE, solve_game, |
| 2326 | TRUE, game_can_format_as_text_now, game_text_format, |
| 2327 | new_ui, |
| 2328 | free_ui, |
| 2329 | encode_ui, |
| 2330 | decode_ui, |
| 2331 | game_changed_state, |
| 2332 | interpret_move, |
| 2333 | execute_move, |
| 2334 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 2335 | game_colours, |
| 2336 | game_new_drawstate, |
| 2337 | game_free_drawstate, |
| 2338 | game_redraw, |
| 2339 | game_anim_length, |
| 2340 | game_flash_length, |
| 2341 | FALSE, FALSE, game_print_size, game_print, |
| 2342 | TRUE, /* wants_statusbar */ |
| 2343 | FALSE, game_timing_state, |
| 2344 | 0, /* flags */ |
| 2345 | }; |
| 2346 | |
| 2347 | #ifdef STANDALONE_SOLVER |
| 2348 | |
| 2349 | #include <stdarg.h> |
| 2350 | |
| 2351 | int main(int argc, char **argv) |
| 2352 | { |
| 2353 | game_params *p; |
| 2354 | game_state *s; |
| 2355 | char *id = NULL, *desc, *err; |
| 2356 | int count = FALSE; |
| 2357 | int ret, really_verbose = FALSE; |
| 2358 | int *moves; |
| 2359 | |
| 2360 | while (--argc > 0) { |
| 2361 | char *p = *++argv; |
| 2362 | if (!strcmp(p, "-v")) { |
| 2363 | really_verbose = TRUE; |
| 2364 | } else if (!strcmp(p, "-c")) { |
| 2365 | count = TRUE; |
| 2366 | } else if (*p == '-') { |
| 2367 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 2368 | return 1; |
| 2369 | } else { |
| 2370 | id = p; |
| 2371 | } |
| 2372 | } |
| 2373 | |
| 2374 | if (!id) { |
| 2375 | fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]); |
| 2376 | return 1; |
| 2377 | } |
| 2378 | |
| 2379 | desc = strchr(id, ':'); |
| 2380 | if (!desc) { |
| 2381 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
| 2382 | return 1; |
| 2383 | } |
| 2384 | *desc++ = '\0'; |
| 2385 | |
| 2386 | p = default_params(); |
| 2387 | decode_params(p, id); |
| 2388 | err = validate_desc(p, desc); |
| 2389 | if (err) { |
| 2390 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 2391 | return 1; |
| 2392 | } |
| 2393 | s = new_game(NULL, p, desc); |
| 2394 | |
| 2395 | ret = solve_board(s->w, s->h, s->board, s->imm->forcefield, |
| 2396 | s->tx, s->ty, -1, &moves); |
| 2397 | if (ret < 0) { |
| 2398 | printf("No solution found\n"); |
| 2399 | } else { |
| 2400 | int index = 0; |
| 2401 | if (count) { |
| 2402 | printf("%d moves required\n", ret); |
| 2403 | return 0; |
| 2404 | } |
| 2405 | while (1) { |
| 2406 | int moveret; |
| 2407 | char *text = board_text_format(s->w, s->h, s->board, |
| 2408 | s->imm->forcefield); |
| 2409 | game_state *s2; |
| 2410 | |
| 2411 | printf("position %d:\n%s", index, text); |
| 2412 | |
| 2413 | if (index >= ret) |
| 2414 | break; |
| 2415 | |
| 2416 | s2 = dup_game(s); |
| 2417 | moveret = move_piece(s->w, s->h, s->board, |
| 2418 | s2->board, s->imm->forcefield, |
| 2419 | moves[index*2], moves[index*2+1]); |
| 2420 | assert(moveret); |
| 2421 | |
| 2422 | free_game(s); |
| 2423 | s = s2; |
| 2424 | index++; |
| 2425 | } |
| 2426 | } |
| 2427 | |
| 2428 | return 0; |
| 2429 | } |
| 2430 | |
| 2431 | #endif |