130c7b9cd4a1efbdd1dbbf1167ff82843fe667c6
[sgt/puzzles] / unfinished / slide.c
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 * * but adjust the presets, because 8x6 is _slow_ to
27 * generate.
28 * * also, introduce a difficulty scheme, in the form of
29 * limiting the minimum move count. This is obviously
30 * sensible, because it also speeds up generation since the
31 * solver can bomb out once it hits that ceiling!
32 * + I was going to say I'd need to work out a minimum move
33 * count for each grid size, but actually I think not: if
34 * you ask for too few moves, it just has to remove still
35 * more singletons, until at move count 1 you end up with
36 * nothing in your way at all and it SERVES YOU RIGHT!
37 *
38 * - Improve the graphics.
39 * * All the colours are a bit wishy-washy. _Some_ dark
40 * colours would surely not be excessive? Probably darken
41 * the tiles, the walls and the main block, and leave the
42 * target marker pale.
43 * * The cattle grid effect is still disgusting. Think of
44 * something completely different.
45 */
46
47 #include <stdio.h>
48 #include <stdlib.h>
49 #include <string.h>
50 #include <assert.h>
51 #include <ctype.h>
52 #include <math.h>
53
54 #include "puzzles.h"
55 #include "tree234.h"
56
57 /*
58 * The implementation of this game revolves around the insight
59 * which makes an exhaustive-search solver feasible: although
60 * there are many blocks which can be rearranged in many ways, any
61 * two blocks of the same shape are _indistinguishable_ and hence
62 * the number of _distinct_ board layouts is generally much
63 * smaller. So we adopt a representation for board layouts which
64 * is inherently canonical, i.e. there are no two distinct
65 * representations which encode indistinguishable layouts.
66 *
67 * The way we do this is to encode each square of the board, in
68 * the normal left-to-right top-to-bottom order, as being one of
69 * the following things:
70 * - the first square (in the given order) of a block (`anchor')
71 * - special case of the above: the anchor for the _main_ block
72 * (i.e. the one which the aim of the game is to get to the
73 * target position)
74 * - a subsequent square of a block whose previous square was N
75 * squares ago
76 * - an impassable wall
77 *
78 * (We also separately store data about which board positions are
79 * forcefields only passable by the main block. We can't encode
80 * that in the main board data, because then the main block would
81 * destroy forcefields as it went over them.)
82 *
83 * Hence, for example, a 2x2 square block would be encoded as
84 * ANCHOR, followed by DIST(1), and w-2 squares later on there
85 * would be DIST(w-1) followed by DIST(1). So if you start at the
86 * last of those squares, the DIST numbers give you a linked list
87 * pointing back through all the other squares in the same block.
88 *
89 * So the solver simply does a bfs over all reachable positions,
90 * encoding them in this format and storing them in a tree234 to
91 * ensure it doesn't ever revisit an already-analysed position.
92 */
93
94 enum {
95 /*
96 * The colours are arranged here so that every base colour is
97 * directly followed by its highlight colour and then its
98 * lowlight colour. Do not break this, or draw_tile() will get
99 * confused.
100 */
101 COL_BACKGROUND,
102 COL_HIGHLIGHT,
103 COL_LOWLIGHT,
104 COL_DRAGGING,
105 COL_DRAGGING_HIGHLIGHT,
106 COL_DRAGGING_LOWLIGHT,
107 COL_MAIN,
108 COL_MAIN_HIGHLIGHT,
109 COL_MAIN_LOWLIGHT,
110 COL_MAIN_DRAGGING,
111 COL_MAIN_DRAGGING_HIGHLIGHT,
112 COL_MAIN_DRAGGING_LOWLIGHT,
113 COL_TARGET,
114 COL_TARGET_HIGHLIGHT,
115 COL_TARGET_LOWLIGHT,
116 NCOLOURS
117 };
118
119 /*
120 * Board layout is a simple array of bytes. Each byte holds:
121 */
122 #define ANCHOR 255 /* top-left-most square of some piece */
123 #define MAINANCHOR 254 /* anchor of _main_ piece */
124 #define EMPTY 253 /* empty square */
125 #define WALL 252 /* immovable wall */
126 #define MAXDIST 251
127 /* all other values indicate distance back to previous square of same block */
128 #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
129 #define DIST(x) (x)
130 #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
131 #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
132
133 /*
134 * MAXDIST is the largest DIST value we can encode. This must
135 * therefore also be the maximum puzzle width in theory (although
136 * solver running time will dictate a much smaller limit in
137 * practice).
138 */
139 #define MAXWID MAXDIST
140
141 struct game_params {
142 int w, h;
143 };
144
145 struct game_immutable_state {
146 int refcount;
147 unsigned char *forcefield;
148 };
149
150 struct game_state {
151 int w, h;
152 unsigned char *board;
153 int tx, ty; /* target coords for MAINANCHOR */
154 int minmoves; /* for display only */
155 int lastmoved, lastmoved_pos; /* for move counting */
156 int movecount;
157 int completed;
158 struct game_immutable_state *imm;
159 };
160
161 static game_params *default_params(void)
162 {
163 game_params *ret = snew(game_params);
164
165 ret->w = 8;
166 ret->h = 6;
167
168 return ret;
169 }
170
171 static const struct game_params slide_presets[] = {
172 {6, 5},
173 {7, 5},
174 {7, 6},
175 {8, 6},
176 };
177
178 static int game_fetch_preset(int i, char **name, game_params **params)
179 {
180 game_params *ret;
181 char str[80];
182
183 if (i < 0 || i >= lenof(slide_presets))
184 return FALSE;
185
186 ret = snew(game_params);
187 *ret = slide_presets[i];
188
189 sprintf(str, "%dx%d", ret->w, ret->h);
190
191 *name = dupstr(str);
192 *params = ret;
193 return TRUE;
194 }
195
196 static void free_params(game_params *params)
197 {
198 sfree(params);
199 }
200
201 static game_params *dup_params(game_params *params)
202 {
203 game_params *ret = snew(game_params);
204 *ret = *params; /* structure copy */
205 return ret;
206 }
207
208 static void decode_params(game_params *params, char const *string)
209 {
210 params->w = params->h = atoi(string);
211 while (*string && isdigit((unsigned char)*string)) string++;
212 if (*string == 'x') {
213 string++;
214 params->h = atoi(string);
215 }
216 }
217
218 static char *encode_params(game_params *params, int full)
219 {
220 char data[256];
221
222 sprintf(data, "%dx%d", params->w, params->h);
223
224 return dupstr(data);
225 }
226
227 static config_item *game_configure(game_params *params)
228 {
229 config_item *ret;
230 char buf[80];
231
232 ret = snewn(3, config_item);
233
234 ret[0].name = "Width";
235 ret[0].type = C_STRING;
236 sprintf(buf, "%d", params->w);
237 ret[0].sval = dupstr(buf);
238 ret[0].ival = 0;
239
240 ret[1].name = "Height";
241 ret[1].type = C_STRING;
242 sprintf(buf, "%d", params->h);
243 ret[1].sval = dupstr(buf);
244 ret[1].ival = 0;
245
246 ret[2].name = NULL;
247 ret[2].type = C_END;
248 ret[2].sval = NULL;
249 ret[2].ival = 0;
250
251 return ret;
252 }
253
254 static game_params *custom_params(config_item *cfg)
255 {
256 game_params *ret = snew(game_params);
257
258 ret->w = atoi(cfg[0].sval);
259 ret->h = atoi(cfg[1].sval);
260
261 return ret;
262 }
263
264 static char *validate_params(game_params *params, int full)
265 {
266 if (params->w > MAXWID)
267 return "Width must be at most " STR(MAXWID);
268
269 if (params->w < 5)
270 return "Width must be at least 5";
271 if (params->h < 4)
272 return "Height must be at least 4";
273
274 return NULL;
275 }
276
277 static char *board_text_format(int w, int h, unsigned char *data,
278 unsigned char *forcefield)
279 {
280 int wh = w*h;
281 int *dsf = snew_dsf(wh);
282 int i, x, y;
283 int retpos, retlen = (w*2+2)*(h*2+1)+1;
284 char *ret = snewn(retlen, char);
285
286 for (i = 0; i < wh; i++)
287 if (ISDIST(data[i]))
288 dsf_merge(dsf, i - data[i], i);
289 retpos = 0;
290 for (y = 0; y < 2*h+1; y++) {
291 for (x = 0; x < 2*w+1; x++) {
292 int v;
293 int i = (y/2)*w+(x/2);
294
295 #define dtype(i) (ISBLOCK(data[i]) ? \
296 dsf_canonify(dsf, i) : data[i])
297 #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
298 data[t] == MAINANCHOR ? '*' : '%')
299
300 if (y % 2 && x % 2) {
301 int j = dtype(i);
302 v = dchar(j);
303 } else if (y % 2 && !(x % 2)) {
304 int j1 = (x > 0 ? dtype(i-1) : -1);
305 int j2 = (x < 2*w ? dtype(i) : -1);
306 if (j1 != j2)
307 v = '|';
308 else
309 v = dchar(j1);
310 } else if (!(y % 2) && (x % 2)) {
311 int j1 = (y > 0 ? dtype(i-w) : -1);
312 int j2 = (y < 2*h ? dtype(i) : -1);
313 if (j1 != j2)
314 v = '-';
315 else
316 v = dchar(j1);
317 } else {
318 int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1);
319 int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1);
320 int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1);
321 int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1);
322 if (j1 == j2 && j2 == j3 && j3 == j4)
323 v = dchar(j1);
324 else if (j1 == j2 && j3 == j4)
325 v = '|';
326 else if (j1 == j3 && j2 == j4)
327 v = '-';
328 else
329 v = '+';
330 }
331
332 assert(retpos < retlen);
333 ret[retpos++] = v;
334 }
335 assert(retpos < retlen);
336 ret[retpos++] = '\n';
337 }
338 assert(retpos < retlen);
339 ret[retpos++] = '\0';
340 assert(retpos == retlen);
341
342 return ret;
343 }
344
345 /* ----------------------------------------------------------------------
346 * Solver.
347 */
348
349 /*
350 * During solver execution, the set of visited board positions is
351 * stored as a tree234 of the following structures. `w', `h' and
352 * `data' are obvious in meaning; `dist' represents the minimum
353 * distance to reach this position from the starting point.
354 *
355 * `prev' links each board to the board position from which it was
356 * most efficiently derived.
357 */
358 struct board {
359 int w, h;
360 int dist;
361 struct board *prev;
362 unsigned char *data;
363 };
364
365 static int boardcmp(void *av, void *bv)
366 {
367 struct board *a = (struct board *)av;
368 struct board *b = (struct board *)bv;
369 return memcmp(a->data, b->data, a->w * a->h);
370 }
371
372 static struct board *newboard(int w, int h, unsigned char *data)
373 {
374 struct board *b = malloc(sizeof(struct board) + w*h);
375 b->data = (unsigned char *)b + sizeof(struct board);
376 memcpy(b->data, data, w*h);
377 b->w = w;
378 b->h = h;
379 b->dist = -1;
380 b->prev = NULL;
381 return b;
382 }
383
384 /*
385 * The actual solver. Given a board, attempt to find the minimum
386 * length of move sequence which moves MAINANCHOR to (tx,ty), or
387 * -1 if no solution exists. Returns that minimum length, and
388 * (FIXME) optionally also writes out the actual moves into an
389 * as-yet-unprovided parameter.
390 */
391 static int solve_board(int w, int h, unsigned char *board,
392 unsigned char *forcefield, int tx, int ty)
393 {
394 int wh = w*h;
395 struct board *b, *b2, *b3;
396 int *next, *anchors, *which;
397 int *movereached, *movequeue, mqhead, mqtail;
398 tree234 *sorted, *queue;
399 int i, j, dir;
400 int qlen, lastdist;
401 int ret;
402
403 #ifdef SOLVER_DIAGNOSTICS
404 {
405 char *t = board_text_format(w, h, board);
406 for (i = 0; i < h; i++) {
407 for (j = 0; j < w; j++) {
408 int c = board[i*w+j];
409 if (ISDIST(c))
410 printf("D%-3d", c);
411 else if (c == MAINANCHOR)
412 printf("M ");
413 else if (c == ANCHOR)
414 printf("A ");
415 else if (c == WALL)
416 printf("W ");
417 else if (c == EMPTY)
418 printf("E ");
419 }
420 printf("\n");
421 }
422
423 printf("Starting solver for:\n%s\n", t);
424 sfree(t);
425 }
426 #endif
427
428 sorted = newtree234(boardcmp);
429 queue = newtree234(NULL);
430
431 b = newboard(w, h, board);
432 b->dist = 0;
433 add234(sorted, b);
434 addpos234(queue, b, 0);
435 qlen = 1;
436
437 next = snewn(wh, int);
438 anchors = snewn(wh, int);
439 which = snewn(wh, int);
440 movereached = snewn(wh, int);
441 movequeue = snewn(wh, int);
442 lastdist = -1;
443
444 while ((b = delpos234(queue, 0)) != NULL) {
445 qlen--;
446 if (b->dist != lastdist) {
447 #ifdef SOLVER_DIAGNOSTICS
448 printf("dist %d (%d)\n", b->dist, count234(sorted));
449 #endif
450 lastdist = b->dist;
451 }
452 /*
453 * Find all the anchors and form a linked list of the
454 * squares within each block.
455 */
456 for (i = 0; i < wh; i++) {
457 next[i] = -1;
458 anchors[i] = FALSE;
459 which[i] = -1;
460 if (ISANCHOR(b->data[i])) {
461 anchors[i] = TRUE;
462 which[i] = i;
463 } else if (ISDIST(b->data[i])) {
464 j = i - b->data[i];
465 next[j] = i;
466 which[i] = which[j];
467 }
468 }
469
470 /*
471 * For each anchor, do an array-based BFS to find all the
472 * places we can slide it to.
473 */
474 for (i = 0; i < wh; i++) {
475 if (!anchors[i])
476 continue;
477
478 mqhead = mqtail = 0;
479 for (j = 0; j < wh; j++)
480 movereached[j] = FALSE;
481 movequeue[mqtail++] = i;
482 while (mqhead < mqtail) {
483 int pos = movequeue[mqhead++];
484
485 /*
486 * Try to move in each direction from here.
487 */
488 for (dir = 0; dir < 4; dir++) {
489 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
490 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
491 int offset = dy*w + dx;
492 int newpos = pos + offset;
493 int d = newpos - i;
494
495 /*
496 * For each square involved in this block,
497 * check to see if the square d spaces away
498 * from it is either empty or part of the same
499 * block.
500 */
501 for (j = i; j >= 0; j = next[j]) {
502 int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx;
503 if (jy >= 0 && jy < h && jx >= 0 && jx < w &&
504 ((b->data[j+d] == EMPTY || which[j+d] == i) &&
505 (b->data[i] == MAINANCHOR || !forcefield[j+d])))
506 /* ok */;
507 else
508 break;
509 }
510 if (j >= 0)
511 continue; /* this direction wasn't feasible */
512
513 /*
514 * If we've already tried moving this piece
515 * here, leave it.
516 */
517 if (movereached[newpos])
518 continue;
519 movereached[newpos] = TRUE;
520 movequeue[mqtail++] = newpos;
521
522 /*
523 * We have a viable move. Make it.
524 */
525 b2 = newboard(w, h, b->data);
526 for (j = i; j >= 0; j = next[j])
527 b2->data[j] = EMPTY;
528 for (j = i; j >= 0; j = next[j])
529 b2->data[j+d] = b->data[j];
530
531 b3 = add234(sorted, b2);
532 if (b3 != b2) {
533 sfree(b2); /* we already got one */
534 } else {
535 b2->dist = b->dist + 1;
536 b2->prev = b;
537 addpos234(queue, b2, qlen++);
538 if (b2->data[ty*w+tx] == MAINANCHOR)
539 goto done; /* search completed! */
540 }
541 }
542 }
543 }
544 }
545 b2 = NULL;
546
547 done:
548
549 if (b2)
550 ret = b2->dist;
551 else
552 ret = -1; /* no solution */
553
554 freetree234(queue);
555
556 while ((b = delpos234(sorted, 0)) != NULL)
557 sfree(b);
558 freetree234(sorted);
559
560 sfree(next);
561 sfree(anchors);
562 sfree(movereached);
563 sfree(movequeue);
564 sfree(which);
565
566 return ret;
567 }
568
569 /* ----------------------------------------------------------------------
570 * Random board generation.
571 */
572
573 static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves,
574 random_state *rs, unsigned char **rboard,
575 unsigned char **rforcefield)
576 {
577 int wh = w*h;
578 unsigned char *board, *board2, *forcefield;
579 unsigned char *tried_merge;
580 int *dsf;
581 int *list, nlist, pos;
582 int tx, ty;
583 int i, j;
584 int moves;
585
586 /*
587 * Set up a board and fill it with singletons, except for a
588 * border of walls.
589 */
590 board = snewn(wh, unsigned char);
591 forcefield = snewn(wh, unsigned char);
592 board2 = snewn(wh, unsigned char);
593 memset(board, ANCHOR, wh);
594 memset(forcefield, FALSE, wh);
595 for (i = 0; i < w; i++)
596 board[i] = board[i+w*(h-1)] = WALL;
597 for (i = 0; i < h; i++)
598 board[i*w] = board[i*w+(w-1)] = WALL;
599
600 tried_merge = snewn(wh * wh, unsigned char);
601 memset(tried_merge, 0, wh*wh);
602 dsf = snew_dsf(wh);
603
604 /*
605 * Invent a main piece at one extreme. (FIXME: vary the
606 * extreme, and the piece.)
607 */
608 board[w+1] = MAINANCHOR;
609 board[w+2] = DIST(1);
610 board[w*2+1] = DIST(w-1);
611 board[w*2+2] = DIST(1);
612
613 /*
614 * Invent a target position. (FIXME: vary this too.)
615 */
616 tx = w-2;
617 ty = h-3;
618 forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE;
619 board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY;
620
621 /*
622 * Gradually remove singletons until the game becomes soluble.
623 */
624 for (j = w; j-- > 0 ;)
625 for (i = h; i-- > 0 ;)
626 if (board[i*w+j] == ANCHOR) {
627 /*
628 * See if the board is already soluble.
629 */
630 if ((moves = solve_board(w, h, board, forcefield,
631 tx, ty)) >= 0)
632 goto soluble;
633
634 /*
635 * Otherwise, remove this piece.
636 */
637 board[i*w+j] = EMPTY;
638 }
639 assert(!"We shouldn't get here");
640 soluble:
641
642 /*
643 * Make a list of all the inter-block edges on the board.
644 */
645 list = snewn(wh*2, int);
646 nlist = 0;
647 for (i = 0; i+1 < w; i++)
648 for (j = 0; j < h; j++)
649 list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */
650 for (j = 0; j+1 < h; j++)
651 for (i = 0; i < w; i++)
652 list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */
653
654 /*
655 * Now go through that list in random order, trying to merge
656 * the blocks on each side of each edge.
657 */
658 shuffle(list, nlist, sizeof(*list), rs);
659 while (nlist > 0) {
660 int x1, y1, p1, c1;
661 int x2, y2, p2, c2;
662
663 pos = list[--nlist];
664 y1 = y2 = pos / (w*2);
665 x1 = x2 = (pos / 2) % w;
666 if (pos % 2)
667 y2++;
668 else
669 x2++;
670 p1 = y1*w+x1;
671 p2 = y2*w+x2;
672
673 /*
674 * Immediately abandon the attempt if we've already tried
675 * to merge the same pair of blocks along a different
676 * edge.
677 */
678 c1 = dsf_canonify(dsf, p1);
679 c2 = dsf_canonify(dsf, p2);
680 if (tried_merge[c1 * wh + c2])
681 {printf("aha\n");
682 continue;
683 }
684
685 /*
686 * In order to be mergeable, these two squares must each
687 * either be, or belong to, a non-main anchor, and their
688 * anchors must also be distinct.
689 */
690 if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2]))
691 continue;
692 while (ISDIST(board[p1]))
693 p1 -= board[p1];
694 while (ISDIST(board[p2]))
695 p2 -= board[p2];
696 if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2)
697 continue;
698
699 /*
700 * We can merge these blocks. Try it, and see if the
701 * puzzle remains soluble.
702 */
703 memcpy(board2, board, wh);
704 j = -1;
705 while (p1 < wh || p2 < wh) {
706 /*
707 * p1 and p2 are the squares at the head of each block
708 * list. Pick the smaller one and put it on the output
709 * block list.
710 */
711 i = min(p1, p2);
712 if (j < 0) {
713 board[i] = ANCHOR;
714 } else {
715 assert(i - j <= MAXDIST);
716 board[i] = DIST(i - j);
717 }
718 j = i;
719
720 /*
721 * Now advance whichever list that came from.
722 */
723 if (i == p1) {
724 do {
725 p1++;
726 } while (p1 < wh && board[p1] != DIST(p1-i));
727 } else {
728 do {
729 p2++;
730 } while (p2 < wh && board[p2] != DIST(p2-i));
731 }
732 }
733 j = solve_board(w, h, board, forcefield, tx, ty);
734 if (j < 0) {
735 /*
736 * Didn't work. Revert the merge.
737 */
738 memcpy(board, board2, wh);
739 tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE;
740 } else {
741 int c;
742
743 moves = j;
744
745 dsf_merge(dsf, c1, c2);
746 c = dsf_canonify(dsf, c1);
747 for (i = 0; i < wh; i++)
748 tried_merge[c*wh+i] = (tried_merge[c1*wh+i] |
749 tried_merge[c2*wh+i]);
750 for (i = 0; i < wh; i++)
751 tried_merge[i*wh+c] = (tried_merge[i*wh+c1] |
752 tried_merge[i*wh+c2]);
753 }
754 }
755
756 sfree(board2);
757
758 *rtx = tx;
759 *rty = ty;
760 *rboard = board;
761 *rforcefield = forcefield;
762 *minmoves = moves;
763 }
764
765 /* ----------------------------------------------------------------------
766 * End of solver/generator code.
767 */
768
769 static char *new_game_desc(game_params *params, random_state *rs,
770 char **aux, int interactive)
771 {
772 int w = params->w, h = params->h, wh = w*h;
773 int tx, ty, minmoves;
774 unsigned char *board, *forcefield;
775 char *ret, *p;
776 int i;
777
778 generate_board(params->w, params->h, &tx, &ty, &minmoves, rs,
779 &board, &forcefield);
780 #ifdef GENERATOR_DIAGNOSTICS
781 {
782 char *t = board_text_format(params->w, params->h, board);
783 printf("%s\n", t);
784 sfree(t);
785 }
786 #endif
787
788 /*
789 * Encode as a game ID.
790 */
791 ret = snewn(wh * 6 + 40, char);
792 p = ret;
793 i = 0;
794 while (i < wh) {
795 if (ISDIST(board[i])) {
796 p += sprintf(p, "d%d", board[i]);
797 i++;
798 } else {
799 int count = 1;
800 int b = board[i], f = forcefield[i];
801 int c = (b == ANCHOR ? 'a' :
802 b == MAINANCHOR ? 'm' :
803 b == EMPTY ? 'e' :
804 /* b == WALL ? */ 'w');
805 if (f) *p++ = 'f';
806 *p++ = c;
807 i++;
808 while (i < wh && board[i] == b && forcefield[i] == f)
809 i++, count++;
810 if (count > 1)
811 p += sprintf(p, "%d", count);
812 }
813 }
814 p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
815 ret = sresize(ret, p+1 - ret, char);
816
817 /*
818 * FIXME: generate an aux string
819 */
820
821 sfree(board);
822 sfree(forcefield);
823
824 return ret;
825 }
826
827 static char *validate_desc(game_params *params, char *desc)
828 {
829 int w = params->w, h = params->h, wh = w*h;
830 int *active, *link;
831 int mains = 0, mpos = -1;
832 int i, j, tx, ty, minmoves;
833 char *ret;
834
835 active = snewn(wh, int);
836 link = snewn(wh, int);
837 i = 0;
838
839 while (*desc && *desc != ',') {
840 if (i >= wh) {
841 ret = "Too much data in game description";
842 goto done;
843 }
844 link[i] = -1;
845 active[i] = FALSE;
846 if (*desc == 'f' || *desc == 'F') {
847 desc++;
848 if (!*desc) {
849 ret = "Expected another character after 'f' in game "
850 "description";
851 goto done;
852 }
853 }
854
855 if (*desc == 'd' || *desc == 'D') {
856 int dist;
857
858 desc++;
859 if (!isdigit((unsigned char)*desc)) {
860 ret = "Expected a number after 'd' in game description";
861 goto done;
862 }
863 dist = atoi(desc);
864 while (*desc && isdigit((unsigned char)*desc)) desc++;
865
866 if (dist <= 0 || dist > i) {
867 ret = "Out-of-range number after 'd' in game description";
868 goto done;
869 }
870
871 if (!active[i - dist]) {
872 ret = "Invalid back-reference in game description";
873 goto done;
874 }
875
876 link[i] = i - dist;
877 for (j = i; j > 0; j = link[j])
878 if (j == i-1 || j == i-w)
879 break;
880 if (j < 0) {
881 ret = "Disconnected piece in game description";
882 goto done;
883 }
884
885 active[i] = TRUE;
886 active[link[i]] = FALSE;
887 i++;
888 } else {
889 int c = *desc++;
890 int count = 1;
891
892 if (!strchr("aAmMeEwW", c)) {
893 ret = "Invalid character in game description";
894 goto done;
895 }
896 if (isdigit((unsigned char)*desc)) {
897 count = atoi(desc);
898 while (*desc && isdigit((unsigned char)*desc)) desc++;
899 }
900 if (i + count > wh) {
901 ret = "Too much data in game description";
902 goto done;
903 }
904 while (count-- > 0) {
905 active[i] = (strchr("aAmM", c) != NULL);
906 link[i] = -1;
907 if (strchr("mM", c) != NULL) {
908 mains++;
909 mpos = i;
910 }
911 i++;
912 }
913 }
914 }
915 if (mains != 1) {
916 ret = (mains == 0 ? "No main piece specified in game description" :
917 "More than one main piece specified in game description");
918 goto done;
919 }
920 if (i < wh) {
921 ret = "Not enough data in game description";
922 goto done;
923 }
924
925 /*
926 * Now read the target coordinates.
927 */
928 i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves);
929 if (i < 2) {
930 ret = "No target coordinates specified";
931 goto done;
932 /*
933 * (but minmoves is optional)
934 */
935 }
936
937 ret = NULL;
938
939 done:
940 sfree(active);
941 sfree(link);
942 return ret;
943 }
944
945 static game_state *new_game(midend *me, game_params *params, char *desc)
946 {
947 int w = params->w, h = params->h, wh = w*h;
948 game_state *state;
949 int i;
950
951 state = snew(game_state);
952 state->w = w;
953 state->h = h;
954 state->board = snewn(wh, unsigned char);
955 state->lastmoved = state->lastmoved_pos = -1;
956 state->movecount = 0;
957 state->imm = snew(struct game_immutable_state);
958 state->imm->refcount = 1;
959 state->imm->forcefield = snewn(wh, unsigned char);
960
961 i = 0;
962
963 while (*desc && *desc != ',') {
964 int f = FALSE;
965
966 assert(i < wh);
967
968 if (*desc == 'f') {
969 f = TRUE;
970 desc++;
971 assert(*desc);
972 }
973
974 if (*desc == 'd' || *desc == 'D') {
975 int dist;
976
977 desc++;
978 dist = atoi(desc);
979 while (*desc && isdigit((unsigned char)*desc)) desc++;
980
981 state->board[i] = DIST(dist);
982 state->imm->forcefield[i] = f;
983
984 i++;
985 } else {
986 int c = *desc++;
987 int count = 1;
988
989 if (isdigit((unsigned char)*desc)) {
990 count = atoi(desc);
991 while (*desc && isdigit((unsigned char)*desc)) desc++;
992 }
993 assert(i + count <= wh);
994
995 c = (c == 'a' || c == 'A' ? ANCHOR :
996 c == 'm' || c == 'M' ? MAINANCHOR :
997 c == 'e' || c == 'E' ? EMPTY :
998 /* c == 'w' || c == 'W' ? */ WALL);
999
1000 while (count-- > 0) {
1001 state->board[i] = c;
1002 state->imm->forcefield[i] = f;
1003 i++;
1004 }
1005 }
1006 }
1007
1008 /*
1009 * Now read the target coordinates.
1010 */
1011 state->tx = state->ty = 0;
1012 state->minmoves = -1;
1013 i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves);
1014
1015 if (state->board[state->ty*w+state->tx] == MAINANCHOR)
1016 state->completed = 0; /* already complete! */
1017 else
1018 state->completed = -1;
1019
1020 return state;
1021 }
1022
1023 static game_state *dup_game(game_state *state)
1024 {
1025 int w = state->w, h = state->h, wh = w*h;
1026 game_state *ret = snew(game_state);
1027
1028 ret->w = state->w;
1029 ret->h = state->h;
1030 ret->board = snewn(wh, unsigned char);
1031 memcpy(ret->board, state->board, wh);
1032 ret->tx = state->tx;
1033 ret->ty = state->ty;
1034 ret->minmoves = state->minmoves;
1035 ret->lastmoved = state->lastmoved;
1036 ret->lastmoved_pos = state->lastmoved_pos;
1037 ret->movecount = state->movecount;
1038 ret->completed = state->completed;
1039 ret->imm = state->imm;
1040 ret->imm->refcount++;
1041
1042 return ret;
1043 }
1044
1045 static void free_game(game_state *state)
1046 {
1047 if (--state->imm->refcount <= 0) {
1048 sfree(state->imm->forcefield);
1049 sfree(state->imm);
1050 }
1051 sfree(state->board);
1052 sfree(state);
1053 }
1054
1055 static char *solve_game(game_state *state, game_state *currstate,
1056 char *aux, char **error)
1057 {
1058 /*
1059 * FIXME: we have a solver, so use it
1060 *
1061 * FIXME: we should have generated an aux string, so use that
1062 */
1063 return NULL;
1064 }
1065
1066 static char *game_text_format(game_state *state)
1067 {
1068 return board_text_format(state->w, state->h, state->board,
1069 state->imm->forcefield);
1070 }
1071
1072 struct game_ui {
1073 int dragging;
1074 int drag_anchor;
1075 int drag_offset_x, drag_offset_y;
1076 int drag_currpos;
1077 unsigned char *reachable;
1078 int *bfs_queue; /* used as scratch in interpret_move */
1079 };
1080
1081 static game_ui *new_ui(game_state *state)
1082 {
1083 int w = state->w, h = state->h, wh = w*h;
1084 game_ui *ui = snew(game_ui);
1085
1086 ui->dragging = FALSE;
1087 ui->drag_anchor = ui->drag_currpos = -1;
1088 ui->drag_offset_x = ui->drag_offset_y = -1;
1089 ui->reachable = snewn(wh, unsigned char);
1090 memset(ui->reachable, 0, wh);
1091 ui->bfs_queue = snewn(wh, int);
1092
1093 return ui;
1094 }
1095
1096 static void free_ui(game_ui *ui)
1097 {
1098 sfree(ui->bfs_queue);
1099 sfree(ui->reachable);
1100 sfree(ui);
1101 }
1102
1103 static char *encode_ui(game_ui *ui)
1104 {
1105 return NULL;
1106 }
1107
1108 static void decode_ui(game_ui *ui, char *encoding)
1109 {
1110 }
1111
1112 static void game_changed_state(game_ui *ui, game_state *oldstate,
1113 game_state *newstate)
1114 {
1115 }
1116
1117 #define PREFERRED_TILESIZE 32
1118 #define TILESIZE (ds->tilesize)
1119 #define BORDER (TILESIZE/2)
1120 #define COORD(x) ( (x) * TILESIZE + BORDER )
1121 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1122 #define BORDER_WIDTH (1 + TILESIZE/20)
1123 #define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
1124
1125 #define FLASH_INTERVAL 0.10F
1126 #define FLASH_TIME 3*FLASH_INTERVAL
1127
1128 struct game_drawstate {
1129 int tilesize;
1130 int w, h;
1131 unsigned long *grid; /* what's currently displayed */
1132 int started;
1133 };
1134
1135 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1136 int x, int y, int button)
1137 {
1138 int w = state->w, h = state->h, wh = w*h;
1139 int tx, ty, i, j;
1140 int qhead, qtail;
1141
1142 if (button == LEFT_BUTTON) {
1143 tx = FROMCOORD(x);
1144 ty = FROMCOORD(y);
1145
1146 if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
1147 !ISBLOCK(state->board[ty*w+tx]))
1148 return NULL; /* this click has no effect */
1149
1150 /*
1151 * User has clicked on a block. Find the block's anchor
1152 * and register that we've started dragging it.
1153 */
1154 i = ty*w+tx;
1155 while (ISDIST(state->board[i]))
1156 i -= state->board[i];
1157 assert(i >= 0 && i < wh);
1158
1159 ui->dragging = TRUE;
1160 ui->drag_anchor = i;
1161 ui->drag_offset_x = tx - (i % w);
1162 ui->drag_offset_y = ty - (i / w);
1163 ui->drag_currpos = i;
1164
1165 /*
1166 * Now we immediately bfs out from the current location of
1167 * the anchor, to find all the places to which this block
1168 * can be dragged.
1169 */
1170 memset(ui->reachable, FALSE, wh);
1171 qhead = qtail = 0;
1172 ui->reachable[i] = TRUE;
1173 ui->bfs_queue[qtail++] = i;
1174 for (j = i; j < wh; j++)
1175 if (state->board[j] == DIST(j - i))
1176 i = j;
1177 while (qhead < qtail) {
1178 int pos = ui->bfs_queue[qhead++];
1179 int x = pos % w, y = pos / w;
1180 int dir;
1181
1182 for (dir = 0; dir < 4; dir++) {
1183 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
1184 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
1185 int newpos;
1186
1187 if (x + dx < 0 || x + dx >= w ||
1188 y + dy < 0 || y + dy >= h)
1189 continue;
1190
1191 newpos = pos + dy*w + dx;
1192 if (ui->reachable[newpos])
1193 continue; /* already done this one */
1194
1195 /*
1196 * Now search the grid to see if the block we're
1197 * dragging could fit into this space.
1198 */
1199 for (j = i; j >= 0; j = (ISDIST(state->board[j]) ?
1200 j - state->board[j] : -1)) {
1201 int jx = (j+pos-ui->drag_anchor) % w;
1202 int jy = (j+pos-ui->drag_anchor) / w;
1203 int j2;
1204
1205 if (jx + dx < 0 || jx + dx >= w ||
1206 jy + dy < 0 || jy + dy >= h)
1207 break; /* this position isn't valid at all */
1208
1209 j2 = (j+pos-ui->drag_anchor) + dy*w + dx;
1210
1211 if (state->board[j2] == EMPTY &&
1212 (!state->imm->forcefield[j2] ||
1213 state->board[ui->drag_anchor] == MAINANCHOR))
1214 continue;
1215 while (ISDIST(state->board[j2]))
1216 j2 -= state->board[j2];
1217 assert(j2 >= 0 && j2 < wh);
1218 if (j2 == ui->drag_anchor)
1219 continue;
1220 else
1221 break;
1222 }
1223
1224 if (j < 0) {
1225 /*
1226 * If we got to the end of that loop without
1227 * disqualifying this position, mark it as
1228 * reachable for this drag.
1229 */
1230 ui->reachable[newpos] = TRUE;
1231 ui->bfs_queue[qtail++] = newpos;
1232 }
1233 }
1234 }
1235
1236 /*
1237 * And that's it. Update the display to reflect the start
1238 * of a drag.
1239 */
1240 return "";
1241 } else if (button == LEFT_DRAG && ui->dragging) {
1242 tx = FROMCOORD(x);
1243 ty = FROMCOORD(y);
1244
1245 tx -= ui->drag_offset_x;
1246 ty -= ui->drag_offset_y;
1247 if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
1248 !ui->reachable[ty*w+tx])
1249 return NULL; /* this drag has no effect */
1250
1251 ui->drag_currpos = ty*w+tx;
1252 return "";
1253 } else if (button == LEFT_RELEASE && ui->dragging) {
1254 char data[256], *str;
1255
1256 /*
1257 * Terminate the drag, and if the piece has actually moved
1258 * then return a move string quoting the old and new
1259 * locations of the piece's anchor.
1260 */
1261 if (ui->drag_anchor != ui->drag_currpos) {
1262 sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos);
1263 str = dupstr(data);
1264 } else
1265 str = ""; /* null move; just update the UI */
1266
1267 ui->dragging = FALSE;
1268 ui->drag_anchor = ui->drag_currpos = -1;
1269 ui->drag_offset_x = ui->drag_offset_y = -1;
1270 memset(ui->reachable, 0, wh);
1271
1272 return str;
1273 }
1274
1275 return NULL;
1276 }
1277
1278 static int move_piece(int w, int h, const unsigned char *src,
1279 unsigned char *dst, unsigned char *ff, int from, int to)
1280 {
1281 int wh = w*h;
1282 int i, j;
1283
1284 if (!ISANCHOR(dst[from]))
1285 return FALSE;
1286
1287 /*
1288 * Scan to the far end of the piece's linked list.
1289 */
1290 for (i = j = from; j < wh; j++)
1291 if (src[j] == DIST(j - i))
1292 i = j;
1293
1294 /*
1295 * Remove the piece from its old location in the new
1296 * game state.
1297 */
1298 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1))
1299 dst[j] = EMPTY;
1300
1301 /*
1302 * And put it back in at the new location.
1303 */
1304 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) {
1305 int jn = j + to - from;
1306 if (jn < 0 || jn >= wh)
1307 return FALSE;
1308 if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) {
1309 dst[jn] = src[j];
1310 } else {
1311 return FALSE;
1312 }
1313 }
1314
1315 return TRUE;
1316 }
1317
1318 static game_state *execute_move(game_state *state, char *move)
1319 {
1320 int w = state->w, h = state->h /* , wh = w*h */;
1321 char c;
1322 int a1, a2, n;
1323 game_state *ret = dup_game(state);
1324
1325 while (*move) {
1326 c = *move;
1327 if (c == 'M') {
1328 move++;
1329 if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
1330 !move_piece(w, h, state->board, ret->board,
1331 state->imm->forcefield, a1, a2)) {
1332 free_game(ret);
1333 return NULL;
1334 }
1335 if (a1 == ret->lastmoved) {
1336 /*
1337 * If the player has moved the same piece as they
1338 * moved last time, don't increment the move
1339 * count. In fact, if they've put the piece back
1340 * where it started from, _decrement_ the move
1341 * count.
1342 */
1343 if (a2 == ret->lastmoved_pos) {
1344 ret->movecount--; /* reverted last move */
1345 ret->lastmoved = ret->lastmoved_pos = -1;
1346 } else {
1347 ret->lastmoved = a2;
1348 /* don't change lastmoved_pos */
1349 }
1350 } else {
1351 ret->lastmoved = a2;
1352 ret->lastmoved_pos = a1;
1353 ret->movecount++;
1354 }
1355 if (ret->board[a2] == MAINANCHOR &&
1356 a2 == ret->ty * w + ret->tx && ret->completed < 0)
1357 ret->completed = ret->movecount;
1358 move += n;
1359 } else {
1360 free_game(ret);
1361 return NULL;
1362 }
1363 if (*move == ';')
1364 move++;
1365 else if (*move) {
1366 free_game(ret);
1367 return NULL;
1368 }
1369 }
1370
1371 return ret;
1372 }
1373
1374 /* ----------------------------------------------------------------------
1375 * Drawing routines.
1376 */
1377
1378 static void game_compute_size(game_params *params, int tilesize,
1379 int *x, int *y)
1380 {
1381 /* fool the macros */
1382 struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
1383
1384 *x = params->w * TILESIZE + 2*BORDER;
1385 *y = params->h * TILESIZE + 2*BORDER;
1386 }
1387
1388 static void game_set_size(drawing *dr, game_drawstate *ds,
1389 game_params *params, int tilesize)
1390 {
1391 ds->tilesize = tilesize;
1392 }
1393
1394 static void raise_colour(float *target, float *src, float *limit)
1395 {
1396 int i;
1397 for (i = 0; i < 3; i++)
1398 target[i] = (2*src[i] + limit[i]) / 3;
1399 }
1400
1401 static float *game_colours(frontend *fe, int *ncolours)
1402 {
1403 float *ret = snewn(3 * NCOLOURS, float);
1404
1405 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1406
1407 /*
1408 * When dragging a tile, we light it up a bit.
1409 */
1410 raise_colour(ret+3*COL_DRAGGING,
1411 ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT);
1412 raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT,
1413 ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT);
1414 raise_colour(ret+3*COL_DRAGGING_LOWLIGHT,
1415 ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT);
1416
1417 /*
1418 * The main tile is tinted blue.
1419 */
1420 ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1421 ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
1422 ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2];
1423 game_mkhighlight_specific(fe, ret, COL_MAIN,
1424 COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT);
1425
1426 /*
1427 * And we light that up a bit too when dragging.
1428 */
1429 raise_colour(ret+3*COL_MAIN_DRAGGING,
1430 ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT);
1431 raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT,
1432 ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1433 raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT,
1434 ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1435
1436 /*
1437 * The target area on the floor is tinted green.
1438 */
1439 ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1440 ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1];
1441 ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1442 game_mkhighlight_specific(fe, ret, COL_TARGET,
1443 COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT);
1444
1445 *ncolours = NCOLOURS;
1446 return ret;
1447 }
1448
1449 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1450 {
1451 int w = state->w, h = state->h, wh = w*h;
1452 struct game_drawstate *ds = snew(struct game_drawstate);
1453 int i;
1454
1455 ds->tilesize = 0;
1456 ds->w = w;
1457 ds->h = h;
1458 ds->started = FALSE;
1459 ds->grid = snewn(wh, unsigned long);
1460 for (i = 0; i < wh; i++)
1461 ds->grid[i] = ~(unsigned long)0;
1462
1463 return ds;
1464 }
1465
1466 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1467 {
1468 sfree(ds->grid);
1469 sfree(ds);
1470 }
1471
1472 #define BG_NORMAL 0x00000001UL
1473 #define BG_TARGET 0x00000002UL
1474 #define BG_FORCEFIELD 0x00000004UL
1475 #define FLASH_LOW 0x00000008UL
1476 #define FLASH_HIGH 0x00000010UL
1477 #define FG_WALL 0x00000020UL
1478 #define FG_MAIN 0x00000040UL
1479 #define FG_NORMAL 0x00000080UL
1480 #define FG_DRAGGING 0x00000100UL
1481 #define FG_LBORDER 0x00000200UL
1482 #define FG_TBORDER 0x00000400UL
1483 #define FG_RBORDER 0x00000800UL
1484 #define FG_BBORDER 0x00001000UL
1485 #define FG_TLCORNER 0x00002000UL
1486 #define FG_TRCORNER 0x00004000UL
1487 #define FG_BLCORNER 0x00008000UL
1488 #define FG_BRCORNER 0x00010000UL
1489
1490 /*
1491 * Utility function.
1492 */
1493 #define TYPE_MASK 0xF000
1494 #define COL_MASK 0x0FFF
1495 #define TYPE_RECT 0x0000
1496 #define TYPE_TLCIRC 0x4000
1497 #define TYPE_TRCIRC 0x5000
1498 #define TYPE_BLCIRC 0x6000
1499 #define TYPE_BRCIRC 0x7000
1500 static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype)
1501 {
1502 int colour = coltype & COL_MASK, type = coltype & TYPE_MASK;
1503
1504 if (colour > NCOLOURS)
1505 return;
1506 if (type == TYPE_RECT) {
1507 draw_rect(dr, x, y, w, h, colour);
1508 } else {
1509 int cx, cy, r;
1510
1511 clip(dr, x, y, w, h);
1512
1513 cx = x;
1514 cy = y;
1515 assert(w == h);
1516 r = w-1;
1517 if (type & 0x1000)
1518 cx += r;
1519 if (type & 0x2000)
1520 cy += r;
1521 draw_circle(dr, cx, cy, r, colour, colour);
1522
1523 unclip(dr);
1524 }
1525 }
1526
1527 static void draw_tile(drawing *dr, game_drawstate *ds,
1528 int x, int y, unsigned long val)
1529 {
1530 int tx = COORD(x), ty = COORD(y);
1531 int cc, ch, cl;
1532
1533 /*
1534 * Draw the tile background.
1535 */
1536 if (val & BG_TARGET)
1537 cc = COL_TARGET;
1538 else
1539 cc = COL_BACKGROUND;
1540 ch = cc+1;
1541 cl = cc+2;
1542 if (val & FLASH_LOW)
1543 cc = cl;
1544 else if (val & FLASH_HIGH)
1545 cc = ch;
1546
1547 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
1548 if (val & BG_FORCEFIELD) {
1549 /*
1550 * Cattle-grid effect to indicate that nothing but the
1551 * main block can slide over this square.
1552 */
1553 int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH));
1554 int i;
1555
1556 for (i = 1; i < n; i += 3) {
1557 draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl);
1558 draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl);
1559 }
1560 }
1561
1562 /*
1563 * Draw the tile foreground, i.e. some section of a block or
1564 * wall.
1565 */
1566 if (val & FG_WALL) {
1567 cc = COL_BACKGROUND;
1568 ch = cc+1;
1569 cl = cc+2;
1570 if (val & FLASH_LOW)
1571 cc = cl;
1572 else if (val & FLASH_HIGH)
1573 cc = ch;
1574
1575 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
1576 if (val & FG_LBORDER)
1577 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
1578 ch);
1579 if (val & FG_RBORDER)
1580 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1581 HIGHLIGHT_WIDTH, TILESIZE, cl);
1582 if (val & FG_TBORDER)
1583 draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
1584 if (val & FG_BBORDER)
1585 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1586 TILESIZE, HIGHLIGHT_WIDTH, cl);
1587 if (!((FG_BBORDER | FG_LBORDER) &~ val))
1588 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1589 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
1590 if (!((FG_TBORDER | FG_RBORDER) &~ val))
1591 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1592 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
1593 if (val & FG_TLCORNER)
1594 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
1595 if (val & FG_BRCORNER)
1596 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
1597 ty+TILESIZE-HIGHLIGHT_WIDTH,
1598 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
1599 } else if (val & (FG_MAIN | FG_NORMAL)) {
1600 int x[6], y[6];
1601
1602 if (val & FG_DRAGGING)
1603 cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING);
1604 else
1605 cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND);
1606 ch = cc+1;
1607 cl = cc+2;
1608
1609 if (val & FLASH_LOW)
1610 cc = cl;
1611 else if (val & FLASH_HIGH)
1612 cc = ch;
1613
1614 /*
1615 * Drawing the blocks is hellishly fiddly. The blocks
1616 * don't stretch to the full size of the tile; there's a
1617 * border around them of size BORDER_WIDTH. Then they have
1618 * bevelled borders of size HIGHLIGHT_WIDTH, and also
1619 * rounded corners.
1620 *
1621 * I tried for some time to find a clean and clever way to
1622 * figure out what needed drawing from the corner and
1623 * border flags, but in the end the cleanest way I could
1624 * find was the following. We divide the grid square into
1625 * 25 parts by ruling four horizontal and four vertical
1626 * lines across it; those lines are at BORDER_WIDTH and
1627 * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the
1628 * bottom, from the left and from the right. Then we
1629 * carefully consider each of the resulting 25 sections of
1630 * square, and decide separately what needs to go in it
1631 * based on the flags. In complicated cases there can be
1632 * up to five possibilities affecting any given section
1633 * (no corner or border flags, just the corner flag, one
1634 * border flag, the other border flag, both border flags).
1635 * So there's a lot of very fiddly logic here and all I
1636 * could really think to do was give it my best shot and
1637 * then test it and correct all the typos. Not fun to
1638 * write, and I'm sure it isn't fun to read either, but it
1639 * seems to work.
1640 */
1641
1642 x[0] = tx;
1643 x[1] = x[0] + BORDER_WIDTH;
1644 x[2] = x[1] + HIGHLIGHT_WIDTH;
1645 x[5] = tx + TILESIZE;
1646 x[4] = x[5] - BORDER_WIDTH;
1647 x[3] = x[4] - HIGHLIGHT_WIDTH;
1648
1649 y[0] = ty;
1650 y[1] = y[0] + BORDER_WIDTH;
1651 y[2] = y[1] + HIGHLIGHT_WIDTH;
1652 y[5] = ty + TILESIZE;
1653 y[4] = y[5] - BORDER_WIDTH;
1654 y[3] = y[4] - HIGHLIGHT_WIDTH;
1655
1656 #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
1657
1658 maybe_rect(dr, RECT(0,0),
1659 (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc);
1660 maybe_rect(dr, RECT(1,0),
1661 (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 :
1662 (val & FG_LBORDER) ? ch : cc);
1663 maybe_rect(dr, RECT(2,0),
1664 (val & FG_TBORDER) ? -1 : cc);
1665 maybe_rect(dr, RECT(3,0),
1666 (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 :
1667 (val & FG_RBORDER) ? cl : cc);
1668 maybe_rect(dr, RECT(4,0),
1669 (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc);
1670 maybe_rect(dr, RECT(0,1),
1671 (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 :
1672 (val & FG_TBORDER) ? ch : cc);
1673 maybe_rect(dr, RECT(1,1),
1674 (val & FG_TLCORNER) ? cc : -1);
1675 maybe_rect(dr, RECT(1,1),
1676 (val & FG_TLCORNER) ? ch | TYPE_TLCIRC :
1677 !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
1678 (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc);
1679 maybe_rect(dr, RECT(2,1),
1680 (val & FG_TBORDER) ? ch : cc);
1681 maybe_rect(dr, RECT(3,1),
1682 (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch :
1683 (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl :
1684 !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc);
1685 maybe_rect(dr, RECT(4,1),
1686 (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 :
1687 (val & FG_TBORDER) ? ch : cc);
1688 maybe_rect(dr, RECT(0,2),
1689 (val & FG_LBORDER) ? -1 : cc);
1690 maybe_rect(dr, RECT(1,2),
1691 (val & FG_LBORDER) ? ch : cc);
1692 maybe_rect(dr, RECT(2,2),
1693 cc);
1694 maybe_rect(dr, RECT(3,2),
1695 (val & FG_RBORDER) ? cl : cc);
1696 maybe_rect(dr, RECT(4,2),
1697 (val & FG_RBORDER) ? -1 : cc);
1698 maybe_rect(dr, RECT(0,3),
1699 (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 :
1700 (val & FG_BBORDER) ? cl : cc);
1701 maybe_rect(dr, RECT(1,3),
1702 (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl :
1703 (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch :
1704 !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc);
1705 maybe_rect(dr, RECT(2,3),
1706 (val & FG_BBORDER) ? cl : cc);
1707 maybe_rect(dr, RECT(3,3),
1708 (val & FG_BRCORNER) ? cc : -1);
1709 maybe_rect(dr, RECT(3,3),
1710 (val & FG_BRCORNER) ? cl | TYPE_BRCIRC :
1711 !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
1712 (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc);
1713 maybe_rect(dr, RECT(4,3),
1714 (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 :
1715 (val & FG_BBORDER) ? cl : cc);
1716 maybe_rect(dr, RECT(0,4),
1717 (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc);
1718 maybe_rect(dr, RECT(1,4),
1719 (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 :
1720 (val & FG_LBORDER) ? ch : cc);
1721 maybe_rect(dr, RECT(2,4),
1722 (val & FG_BBORDER) ? -1 : cc);
1723 maybe_rect(dr, RECT(3,4),
1724 (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 :
1725 (val & FG_RBORDER) ? cl : cc);
1726 maybe_rect(dr, RECT(4,4),
1727 (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc);
1728
1729 #undef RECT
1730
1731 }
1732
1733 draw_update(dr, tx, ty, TILESIZE, TILESIZE);
1734 }
1735
1736 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1737 game_state *state, int dir, game_ui *ui,
1738 float animtime, float flashtime)
1739 {
1740 int w = state->w, h = state->h, wh = w*h;
1741 unsigned char *board;
1742 int *dsf;
1743 int x, y, mainanchor, mainpos, dragpos;
1744
1745 if (!ds->started) {
1746 /*
1747 * The initial contents of the window are not guaranteed
1748 * and can vary with front ends. To be on the safe side,
1749 * all games should start by drawing a big
1750 * background-colour rectangle covering the whole window.
1751 */
1752 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
1753 ds->started = TRUE;
1754 }
1755
1756 /*
1757 * Construct the board we'll be displaying (which may be
1758 * different from the one in state if ui describes a drag in
1759 * progress).
1760 */
1761 board = snewn(wh, unsigned char);
1762 memcpy(board, state->board, wh);
1763 if (ui->dragging) {
1764 int mpret = move_piece(w, h, state->board, board,
1765 state->imm->forcefield,
1766 ui->drag_anchor, ui->drag_currpos);
1767 assert(mpret);
1768 }
1769
1770 /*
1771 * Build a dsf out of that board, so we can conveniently tell
1772 * which edges are connected and which aren't.
1773 */
1774 dsf = snew_dsf(wh);
1775 mainanchor = -1;
1776 for (y = 0; y < h; y++)
1777 for (x = 0; x < w; x++) {
1778 int i = y*w+x;
1779
1780 if (ISDIST(board[i]))
1781 dsf_merge(dsf, i, i - board[i]);
1782 if (board[i] == MAINANCHOR)
1783 mainanchor = i;
1784 if (board[i] == WALL) {
1785 if (x > 0 && board[i-1] == WALL)
1786 dsf_merge(dsf, i, i-1);
1787 if (y > 0 && board[i-w] == WALL)
1788 dsf_merge(dsf, i, i-w);
1789 }
1790 }
1791 assert(mainanchor >= 0);
1792 mainpos = dsf_canonify(dsf, mainanchor);
1793 dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
1794
1795 /*
1796 * Now we can construct the data about what we want to draw.
1797 */
1798 for (y = 0; y < h; y++)
1799 for (x = 0; x < w; x++) {
1800 int i = y*w+x;
1801 int j;
1802 unsigned long val;
1803 int canon;
1804
1805 /*
1806 * See if this square is part of the target area.
1807 */
1808 j = i + mainanchor - (state->ty * w + state->tx);
1809 while (j >= 0 && j < wh && ISDIST(board[j]))
1810 j -= board[j];
1811 if (j == mainanchor)
1812 val = BG_TARGET;
1813 else
1814 val = BG_NORMAL;
1815
1816 if (state->imm->forcefield[i])
1817 val |= BG_FORCEFIELD;
1818
1819 if (flashtime > 0) {
1820 int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1;
1821 val |= (flashtype ? FLASH_LOW : FLASH_HIGH);
1822 }
1823
1824 if (board[i] != EMPTY) {
1825 canon = dsf_canonify(dsf, i);
1826
1827 if (board[i] == WALL)
1828 val |= FG_WALL;
1829 else if (canon == mainpos)
1830 val |= FG_MAIN;
1831 else
1832 val |= FG_NORMAL;
1833 if (canon == dragpos)
1834 val |= FG_DRAGGING;
1835
1836 /*
1837 * Now look around to see if other squares
1838 * belonging to the same block are adjacent to us.
1839 */
1840 if (x == 0 || canon != dsf_canonify(dsf, i-1))
1841 val |= FG_LBORDER;
1842 if (y== 0 || canon != dsf_canonify(dsf, i-w))
1843 val |= FG_TBORDER;
1844 if (x == w-1 || canon != dsf_canonify(dsf, i+1))
1845 val |= FG_RBORDER;
1846 if (y == h-1 || canon != dsf_canonify(dsf, i+w))
1847 val |= FG_BBORDER;
1848 if (!(val & (FG_TBORDER | FG_LBORDER)) &&
1849 canon != dsf_canonify(dsf, i-1-w))
1850 val |= FG_TLCORNER;
1851 if (!(val & (FG_TBORDER | FG_RBORDER)) &&
1852 canon != dsf_canonify(dsf, i+1-w))
1853 val |= FG_TRCORNER;
1854 if (!(val & (FG_BBORDER | FG_LBORDER)) &&
1855 canon != dsf_canonify(dsf, i-1+w))
1856 val |= FG_BLCORNER;
1857 if (!(val & (FG_BBORDER | FG_RBORDER)) &&
1858 canon != dsf_canonify(dsf, i+1+w))
1859 val |= FG_BRCORNER;
1860 }
1861
1862 if (val != ds->grid[i]) {
1863 draw_tile(dr, ds, x, y, val);
1864 ds->grid[i] = val;
1865 }
1866 }
1867
1868 /*
1869 * Update the status bar.
1870 */
1871 {
1872 char statusbuf[256];
1873
1874 /*
1875 * FIXME: do something about auto-solve?
1876 */
1877 sprintf(statusbuf, "%sMoves: %d",
1878 (state->completed >= 0 ? "COMPLETED! " : ""),
1879 (state->completed >= 0 ? state->completed : state->movecount));
1880 if (state->minmoves >= 0)
1881 sprintf(statusbuf+strlen(statusbuf), " (min %d)",
1882 state->minmoves);
1883
1884 status_bar(dr, statusbuf);
1885 }
1886
1887 sfree(dsf);
1888 sfree(board);
1889 }
1890
1891 static float game_anim_length(game_state *oldstate, game_state *newstate,
1892 int dir, game_ui *ui)
1893 {
1894 return 0.0F;
1895 }
1896
1897 static float game_flash_length(game_state *oldstate, game_state *newstate,
1898 int dir, game_ui *ui)
1899 {
1900 if (oldstate->completed < 0 && newstate->completed >= 0)
1901 return FLASH_TIME;
1902
1903 return 0.0F;
1904 }
1905
1906 static int game_timing_state(game_state *state, game_ui *ui)
1907 {
1908 return TRUE;
1909 }
1910
1911 static void game_print_size(game_params *params, float *x, float *y)
1912 {
1913 }
1914
1915 static void game_print(drawing *dr, game_state *state, int tilesize)
1916 {
1917 }
1918
1919 #ifdef COMBINED
1920 #define thegame nullgame
1921 #endif
1922
1923 const struct game thegame = {
1924 "Slide", NULL, NULL,
1925 default_params,
1926 game_fetch_preset,
1927 decode_params,
1928 encode_params,
1929 free_params,
1930 dup_params,
1931 TRUE, game_configure, custom_params,
1932 validate_params,
1933 new_game_desc,
1934 validate_desc,
1935 new_game,
1936 dup_game,
1937 free_game,
1938 FALSE, solve_game, /* FIXME */
1939 TRUE, game_text_format,
1940 new_ui,
1941 free_ui,
1942 encode_ui,
1943 decode_ui,
1944 game_changed_state,
1945 interpret_move,
1946 execute_move,
1947 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1948 game_colours,
1949 game_new_drawstate,
1950 game_free_drawstate,
1951 game_redraw,
1952 game_anim_length,
1953 game_flash_length,
1954 FALSE, FALSE, game_print_size, game_print,
1955 TRUE, /* wants_statusbar */
1956 FALSE, game_timing_state,
1957 0, /* flags */
1958 };