2 * slide.c: Implementation of the block-sliding puzzle `Klotski'.
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
13 * * Inertia-like method for telling the user the solution
14 * * standalone solver which draws diagrams
16 * - The dragging semantics are still subtly wrong in complex
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
26 * * but adjust the presets, because 8x6 is _slow_ to
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!
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
43 * * The cattle grid effect is still disgusting. Think of
44 * something completely different.
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.
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
74 * - a subsequent square of a block whose previous square was N
76 * - an impassable wall
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.)
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.
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.
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
105 COL_DRAGGING_HIGHLIGHT
,
106 COL_DRAGGING_LOWLIGHT
,
111 COL_MAIN_DRAGGING_HIGHLIGHT
,
112 COL_MAIN_DRAGGING_LOWLIGHT
,
114 COL_TARGET_HIGHLIGHT
,
120 * Board layout is a simple array of bytes. Each byte holds:
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 */
127 /* all other values indicate distance back to previous square of same block */
128 #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
130 #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
131 #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
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
139 #define MAXWID MAXDIST
145 struct game_immutable_state
{
147 unsigned char *forcefield
;
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 */
158 struct game_immutable_state
*imm
;
161 static game_params
*default_params(void)
163 game_params
*ret
= snew(game_params
);
171 static const struct game_params slide_presets
[] = {
178 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
183 if (i
< 0 || i
>= lenof(slide_presets
))
186 ret
= snew(game_params
);
187 *ret
= slide_presets
[i
];
189 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
196 static void free_params(game_params
*params
)
201 static game_params
*dup_params(game_params
*params
)
203 game_params
*ret
= snew(game_params
);
204 *ret
= *params
; /* structure copy */
208 static void decode_params(game_params
*params
, char const *string
)
210 params
->w
= params
->h
= atoi(string
);
211 while (*string
&& isdigit((unsigned char)*string
)) string
++;
212 if (*string
== 'x') {
214 params
->h
= atoi(string
);
218 static char *encode_params(game_params
*params
, int full
)
222 sprintf(data
, "%dx%d", params
->w
, params
->h
);
227 static config_item
*game_configure(game_params
*params
)
232 ret
= snewn(3, config_item
);
234 ret
[0].name
= "Width";
235 ret
[0].type
= C_STRING
;
236 sprintf(buf
, "%d", params
->w
);
237 ret
[0].sval
= dupstr(buf
);
240 ret
[1].name
= "Height";
241 ret
[1].type
= C_STRING
;
242 sprintf(buf
, "%d", params
->h
);
243 ret
[1].sval
= dupstr(buf
);
254 static game_params
*custom_params(config_item
*cfg
)
256 game_params
*ret
= snew(game_params
);
258 ret
->w
= atoi(cfg
[0].sval
);
259 ret
->h
= atoi(cfg
[1].sval
);
264 static char *validate_params(game_params
*params
, int full
)
266 if (params
->w
> MAXWID
)
267 return "Width must be at most " STR(MAXWID
);
270 return "Width must be at least 5";
272 return "Height must be at least 4";
277 static char *board_text_format(int w
, int h
, unsigned char *data
,
278 unsigned char *forcefield
)
281 int *dsf
= snew_dsf(wh
);
283 int retpos
, retlen
= (w
*2+2)*(h
*2+1)+1;
284 char *ret
= snewn(retlen
, char);
286 for (i
= 0; i
< wh
; i
++)
288 dsf_merge(dsf
, i
- data
[i
], i
);
290 for (y
= 0; y
< 2*h
+1; y
++) {
291 for (x
= 0; x
< 2*w
+1; x
++) {
293 int i
= (y
/2)*w
+(x
/2);
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 ? '*' : '%')
300 if (y
% 2 && x
% 2) {
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);
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);
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
)
324 else if (j1
== j2
&& j3
== j4
)
326 else if (j1
== j3
&& j2
== j4
)
332 assert(retpos
< retlen
);
335 assert(retpos
< retlen
);
336 ret
[retpos
++] = '\n';
338 assert(retpos
< retlen
);
339 ret
[retpos
++] = '\0';
340 assert(retpos
== retlen
);
345 /* ----------------------------------------------------------------------
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.
355 * `prev' links each board to the board position from which it was
356 * most efficiently derived.
365 static int boardcmp(void *av
, void *bv
)
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
);
372 static struct board
*newboard(int w
, int h
, unsigned char *data
)
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
);
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.
391 static int solve_board(int w
, int h
, unsigned char *board
,
392 unsigned char *forcefield
, int tx
, int ty
)
395 struct board
*b
, *b2
, *b3
;
396 int *next
, *anchors
, *which
;
397 int *movereached
, *movequeue
, mqhead
, mqtail
;
398 tree234
*sorted
, *queue
;
403 #ifdef SOLVER_DIAGNOSTICS
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
];
411 else if (c
== MAINANCHOR
)
413 else if (c
== ANCHOR
)
423 printf("Starting solver for:\n%s\n", t
);
428 sorted
= newtree234(boardcmp
);
429 queue
= newtree234(NULL
);
431 b
= newboard(w
, h
, board
);
434 addpos234(queue
, b
, 0);
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);
444 while ((b
= delpos234(queue
, 0)) != NULL
) {
446 if (b
->dist
!= lastdist
) {
447 #ifdef SOLVER_DIAGNOSTICS
448 printf("dist %d (%d)\n", b
->dist
, count234(sorted
));
453 * Find all the anchors and form a linked list of the
454 * squares within each block.
456 for (i
= 0; i
< wh
; i
++) {
460 if (ISANCHOR(b
->data
[i
])) {
463 } else if (ISDIST(b
->data
[i
])) {
471 * For each anchor, do an array-based BFS to find all the
472 * places we can slide it to.
474 for (i
= 0; i
< wh
; i
++) {
479 for (j
= 0; j
< wh
; j
++)
480 movereached
[j
] = FALSE
;
481 movequeue
[mqtail
++] = i
;
482 while (mqhead
< mqtail
) {
483 int pos
= movequeue
[mqhead
++];
486 * Try to move in each direction from here.
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
;
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
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
])))
511 continue; /* this direction wasn't feasible */
514 * If we've already tried moving this piece
517 if (movereached
[newpos
])
519 movereached
[newpos
] = TRUE
;
520 movequeue
[mqtail
++] = newpos
;
523 * We have a viable move. Make it.
525 b2
= newboard(w
, h
, b
->data
);
526 for (j
= i
; j
>= 0; j
= next
[j
])
528 for (j
= i
; j
>= 0; j
= next
[j
])
529 b2
->data
[j
+d
] = b
->data
[j
];
531 b3
= add234(sorted
, b2
);
533 sfree(b2
); /* we already got one */
535 b2
->dist
= b
->dist
+ 1;
537 addpos234(queue
, b2
, qlen
++);
538 if (b2
->data
[ty
*w
+tx
] == MAINANCHOR
)
539 goto done
; /* search completed! */
552 ret
= -1; /* no solution */
556 while ((b
= delpos234(sorted
, 0)) != NULL
)
569 /* ----------------------------------------------------------------------
570 * Random board generation.
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
)
578 unsigned char *board
, *board2
, *forcefield
;
579 unsigned char *tried_merge
;
581 int *list
, nlist
, pos
;
587 * Set up a board and fill it with singletons, except for a
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
;
600 tried_merge
= snewn(wh
* wh
, unsigned char);
601 memset(tried_merge
, 0, wh
*wh
);
605 * Invent a main piece at one extreme. (FIXME: vary the
606 * extreme, and the piece.)
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);
614 * Invent a target position. (FIXME: vary this too.)
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
;
622 * Gradually remove singletons until the game becomes soluble.
624 for (j
= w
; j
-- > 0 ;)
625 for (i
= h
; i
-- > 0 ;)
626 if (board
[i
*w
+j
] == ANCHOR
) {
628 * See if the board is already soluble.
630 if ((moves
= solve_board(w
, h
, board
, forcefield
,
635 * Otherwise, remove this piece.
637 board
[i
*w
+j
] = EMPTY
;
639 assert(!"We shouldn't get here");
643 * Make a list of all the inter-block edges on the board.
645 list
= snewn(wh
*2, int);
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 */
655 * Now go through that list in random order, trying to merge
656 * the blocks on each side of each edge.
658 shuffle(list
, nlist
, sizeof(*list
), rs
);
664 y1
= y2
= pos
/ (w
*2);
665 x1
= x2
= (pos
/ 2) % w
;
674 * Immediately abandon the attempt if we've already tried
675 * to merge the same pair of blocks along a different
678 c1
= dsf_canonify(dsf
, p1
);
679 c2
= dsf_canonify(dsf
, p2
);
680 if (tried_merge
[c1
* wh
+ c2
])
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.
690 if (!ISBLOCK(board
[p1
]) || !ISBLOCK(board
[p2
]))
692 while (ISDIST(board
[p1
]))
694 while (ISDIST(board
[p2
]))
696 if (board
[p1
] == MAINANCHOR
|| board
[p2
] == MAINANCHOR
|| p1
== p2
)
700 * We can merge these blocks. Try it, and see if the
701 * puzzle remains soluble.
703 memcpy(board2
, board
, wh
);
705 while (p1
< wh
|| p2
< wh
) {
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
715 assert(i
- j
<= MAXDIST
);
716 board
[i
] = DIST(i
- j
);
721 * Now advance whichever list that came from.
726 } while (p1
< wh
&& board
[p1
] != DIST(p1
-i
));
730 } while (p2
< wh
&& board
[p2
] != DIST(p2
-i
));
733 j
= solve_board(w
, h
, board
, forcefield
, tx
, ty
);
736 * Didn't work. Revert the merge.
738 memcpy(board
, board2
, wh
);
739 tried_merge
[c1
* wh
+ c2
] = tried_merge
[c2
* wh
+ c1
] = TRUE
;
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
]);
761 *rforcefield
= forcefield
;
765 /* ----------------------------------------------------------------------
766 * End of solver/generator code.
769 static char *new_game_desc(game_params
*params
, random_state
*rs
,
770 char **aux
, int interactive
)
772 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
773 int tx
, ty
, minmoves
;
774 unsigned char *board
, *forcefield
;
778 generate_board(params
->w
, params
->h
, &tx
, &ty
, &minmoves
, rs
,
779 &board
, &forcefield
);
780 #ifdef GENERATOR_DIAGNOSTICS
782 char *t
= board_text_format(params
->w
, params
->h
, board
);
789 * Encode as a game ID.
791 ret
= snewn(wh
* 6 + 40, char);
795 if (ISDIST(board
[i
])) {
796 p
+= sprintf(p
, "d%d", board
[i
]);
800 int b
= board
[i
], f
= forcefield
[i
];
801 int c
= (b
== ANCHOR ?
'a' :
802 b
== MAINANCHOR ?
'm' :
804 /* b == WALL ? */ 'w');
808 while (i
< wh
&& board
[i
] == b
&& forcefield
[i
] == f
)
811 p
+= sprintf(p
, "%d", count
);
814 p
+= sprintf(p
, ",%d,%d,%d", tx
, ty
, minmoves
);
815 ret
= sresize(ret
, p
+1 - ret
, char);
818 * FIXME: generate an aux string
827 static char *validate_desc(game_params
*params
, char *desc
)
829 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
831 int mains
= 0, mpos
= -1;
832 int i
, j
, tx
, ty
, minmoves
;
835 active
= snewn(wh
, int);
836 link
= snewn(wh
, int);
839 while (*desc
&& *desc
!= ',') {
841 ret
= "Too much data in game description";
846 if (*desc
== 'f' || *desc
== 'F') {
849 ret
= "Expected another character after 'f' in game "
855 if (*desc
== 'd' || *desc
== 'D') {
859 if (!isdigit((unsigned char)*desc
)) {
860 ret
= "Expected a number after 'd' in game description";
864 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
866 if (dist
<= 0 || dist
> i
) {
867 ret
= "Out-of-range number after 'd' in game description";
871 if (!active
[i
- dist
]) {
872 ret
= "Invalid back-reference in game description";
877 for (j
= i
; j
> 0; j
= link
[j
])
878 if (j
== i
-1 || j
== i
-w
)
881 ret
= "Disconnected piece in game description";
886 active
[link
[i
]] = FALSE
;
892 if (!strchr("aAmMeEwW", c
)) {
893 ret
= "Invalid character in game description";
896 if (isdigit((unsigned char)*desc
)) {
898 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
900 if (i
+ count
> wh
) {
901 ret
= "Too much data in game description";
904 while (count
-- > 0) {
905 active
[i
] = (strchr("aAmM", c
) != NULL
);
907 if (strchr("mM", c
) != NULL
) {
916 ret
= (mains
== 0 ?
"No main piece specified in game description" :
917 "More than one main piece specified in game description");
921 ret
= "Not enough data in game description";
926 * Now read the target coordinates.
928 i
= sscanf(desc
, ",%d,%d,%d", &tx
, &ty
, &minmoves
);
930 ret
= "No target coordinates specified";
933 * (but minmoves is optional)
945 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
947 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
951 state
= snew(game_state
);
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);
963 while (*desc
&& *desc
!= ',') {
974 if (*desc
== 'd' || *desc
== 'D') {
979 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
981 state
->board
[i
] = DIST(dist
);
982 state
->imm
->forcefield
[i
] = f
;
989 if (isdigit((unsigned char)*desc
)) {
991 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
993 assert(i
+ count
<= wh
);
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
);
1000 while (count
-- > 0) {
1001 state
->board
[i
] = c
;
1002 state
->imm
->forcefield
[i
] = f
;
1009 * Now read the target coordinates.
1011 state
->tx
= state
->ty
= 0;
1012 state
->minmoves
= -1;
1013 i
= sscanf(desc
, ",%d,%d,%d", &state
->tx
, &state
->ty
, &state
->minmoves
);
1015 if (state
->board
[state
->ty
*w
+state
->tx
] == MAINANCHOR
)
1016 state
->completed
= 0; /* already complete! */
1018 state
->completed
= -1;
1023 static game_state
*dup_game(game_state
*state
)
1025 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1026 game_state
*ret
= snew(game_state
);
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
++;
1045 static void free_game(game_state
*state
)
1047 if (--state
->imm
->refcount
<= 0) {
1048 sfree(state
->imm
->forcefield
);
1051 sfree(state
->board
);
1055 static char *solve_game(game_state
*state
, game_state
*currstate
,
1056 char *aux
, char **error
)
1059 * FIXME: we have a solver, so use it
1061 * FIXME: we should have generated an aux string, so use that
1066 static char *game_text_format(game_state
*state
)
1068 return board_text_format(state
->w
, state
->h
, state
->board
,
1069 state
->imm
->forcefield
);
1075 int drag_offset_x
, drag_offset_y
;
1077 unsigned char *reachable
;
1078 int *bfs_queue
; /* used as scratch in interpret_move */
1081 static game_ui
*new_ui(game_state
*state
)
1083 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1084 game_ui
*ui
= snew(game_ui
);
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);
1096 static void free_ui(game_ui
*ui
)
1098 sfree(ui
->bfs_queue
);
1099 sfree(ui
->reachable
);
1103 static char *encode_ui(game_ui
*ui
)
1108 static void decode_ui(game_ui
*ui
, char *encoding
)
1112 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1113 game_state
*newstate
)
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)
1125 #define FLASH_INTERVAL 0.10F
1126 #define FLASH_TIME 3*FLASH_INTERVAL
1128 struct game_drawstate
{
1131 unsigned long *grid
; /* what's currently displayed */
1135 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1136 int x
, int y
, int button
)
1138 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1142 if (button
== LEFT_BUTTON
) {
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 */
1151 * User has clicked on a block. Find the block's anchor
1152 * and register that we've started dragging it.
1155 while (ISDIST(state
->board
[i
]))
1156 i
-= state
->board
[i
];
1157 assert(i
>= 0 && i
< wh
);
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
;
1166 * Now we immediately bfs out from the current location of
1167 * the anchor, to find all the places to which this block
1170 memset(ui
->reachable
, FALSE
, wh
);
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
))
1177 while (qhead
< qtail
) {
1178 int pos
= ui
->bfs_queue
[qhead
++];
1179 int x
= pos
% w
, y
= pos
/ w
;
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);
1187 if (x
+ dx
< 0 || x
+ dx
>= w
||
1188 y
+ dy
< 0 || y
+ dy
>= h
)
1191 newpos
= pos
+ dy
*w
+ dx
;
1192 if (ui
->reachable
[newpos
])
1193 continue; /* already done this one */
1196 * Now search the grid to see if the block we're
1197 * dragging could fit into this space.
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
;
1205 if (jx
+ dx
< 0 || jx
+ dx
>= w
||
1206 jy
+ dy
< 0 || jy
+ dy
>= h
)
1207 break; /* this position isn't valid at all */
1209 j2
= (j
+pos
-ui
->drag_anchor
) + dy
*w
+ dx
;
1211 if (state
->board
[j2
] == EMPTY
&&
1212 (!state
->imm
->forcefield
[j2
] ||
1213 state
->board
[ui
->drag_anchor
] == MAINANCHOR
))
1215 while (ISDIST(state
->board
[j2
]))
1216 j2
-= state
->board
[j2
];
1217 assert(j2
>= 0 && j2
< wh
);
1218 if (j2
== ui
->drag_anchor
)
1226 * If we got to the end of that loop without
1227 * disqualifying this position, mark it as
1228 * reachable for this drag.
1230 ui
->reachable
[newpos
] = TRUE
;
1231 ui
->bfs_queue
[qtail
++] = newpos
;
1237 * And that's it. Update the display to reflect the start
1241 } else if (button
== LEFT_DRAG
&& ui
->dragging
) {
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 */
1251 ui
->drag_currpos
= ty
*w
+tx
;
1253 } else if (button
== LEFT_RELEASE
&& ui
->dragging
) {
1254 char data
[256], *str
;
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.
1261 if (ui
->drag_anchor
!= ui
->drag_currpos
) {
1262 sprintf(data
, "M%d-%d", ui
->drag_anchor
, ui
->drag_currpos
);
1265 str
= ""; /* null move; just update the UI */
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
);
1278 static int move_piece(int w
, int h
, const unsigned char *src
,
1279 unsigned char *dst
, unsigned char *ff
, int from
, int to
)
1284 if (!ISANCHOR(dst
[from
]))
1288 * Scan to the far end of the piece's linked list.
1290 for (i
= j
= from
; j
< wh
; j
++)
1291 if (src
[j
] == DIST(j
- i
))
1295 * Remove the piece from its old location in the new
1298 for (j
= i
; j
>= 0; j
= (ISDIST(src
[j
]) ? j
- src
[j
] : -1))
1302 * And put it back in at the new location.
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
)
1308 if (dst
[jn
] == EMPTY
&& (!ff
[jn
] || src
[from
] == MAINANCHOR
)) {
1318 static game_state
*execute_move(game_state
*state
, char *move
)
1320 int w
= state
->w
, h
= state
->h
/* , wh = w*h */;
1323 game_state
*ret
= dup_game(state
);
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
)) {
1335 if (a1
== ret
->lastmoved
) {
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
1343 if (a2
== ret
->lastmoved_pos
) {
1344 ret
->movecount
--; /* reverted last move */
1345 ret
->lastmoved
= ret
->lastmoved_pos
= -1;
1347 ret
->lastmoved
= a2
;
1348 /* don't change lastmoved_pos */
1351 ret
->lastmoved
= a2
;
1352 ret
->lastmoved_pos
= a1
;
1355 if (ret
->board
[a2
] == MAINANCHOR
&&
1356 a2
== ret
->ty
* w
+ ret
->tx
&& ret
->completed
< 0)
1357 ret
->completed
= ret
->movecount
;
1374 /* ----------------------------------------------------------------------
1378 static void game_compute_size(game_params
*params
, int tilesize
,
1381 /* fool the macros */
1382 struct dummy
{ int tilesize
; } dummy
= { tilesize
}, *ds
= &dummy
;
1384 *x
= params
->w
* TILESIZE
+ 2*BORDER
;
1385 *y
= params
->h
* TILESIZE
+ 2*BORDER
;
1388 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1389 game_params
*params
, int tilesize
)
1391 ds
->tilesize
= tilesize
;
1394 static void raise_colour(float *target
, float *src
, float *limit
)
1397 for (i
= 0; i
< 3; i
++)
1398 target
[i
] = (2*src
[i
] + limit
[i
]) / 3;
1401 static float *game_colours(frontend
*fe
, int *ncolours
)
1403 float *ret
= snewn(3 * NCOLOURS
, float);
1405 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
1408 * When dragging a tile, we light it up a bit.
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
);
1418 * The main tile is tinted blue.
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
);
1427 * And we light that up a bit too when dragging.
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
);
1437 * The target area on the floor is tinted green.
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
);
1445 *ncolours
= NCOLOURS
;
1449 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1451 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1452 struct game_drawstate
*ds
= snew(struct game_drawstate
);
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;
1466 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
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
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
)
1502 int colour
= coltype
& COL_MASK
, type
= coltype
& TYPE_MASK
;
1504 if (colour
> NCOLOURS
)
1506 if (type
== TYPE_RECT
) {
1507 draw_rect(dr
, x
, y
, w
, h
, colour
);
1511 clip(dr
, x
, y
, w
, h
);
1521 draw_circle(dr
, cx
, cy
, r
, colour
, colour
);
1527 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
1528 int x
, int y
, unsigned long val
)
1530 int tx
= COORD(x
), ty
= COORD(y
);
1534 * Draw the tile background.
1536 if (val
& BG_TARGET
)
1539 cc
= COL_BACKGROUND
;
1542 if (val
& FLASH_LOW
)
1544 else if (val
& FLASH_HIGH
)
1547 draw_rect(dr
, tx
, ty
, TILESIZE
, TILESIZE
, cc
);
1548 if (val
& BG_FORCEFIELD
) {
1550 * Cattle-grid effect to indicate that nothing but the
1551 * main block can slide over this square.
1553 int n
= 3 * (TILESIZE
/ (3*HIGHLIGHT_WIDTH
));
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
);
1563 * Draw the tile foreground, i.e. some section of a block or
1566 if (val
& FG_WALL
) {
1567 cc
= COL_BACKGROUND
;
1570 if (val
& FLASH_LOW
)
1572 else if (val
& FLASH_HIGH
)
1575 draw_rect(dr
, tx
, ty
, TILESIZE
, TILESIZE
, cc
);
1576 if (val
& FG_LBORDER
)
1577 draw_rect(dr
, tx
, ty
, HIGHLIGHT_WIDTH
, TILESIZE
,
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
)) {
1602 if (val
& FG_DRAGGING
)
1603 cc
= (val
& FG_MAIN ? COL_MAIN_DRAGGING
: COL_DRAGGING
);
1605 cc
= (val
& FG_MAIN ? COL_MAIN
: COL_BACKGROUND
);
1609 if (val
& FLASH_LOW
)
1611 else if (val
& FLASH_HIGH
)
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
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
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
;
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
;
1656 #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
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),
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
);
1733 draw_update(dr
, tx
, ty
, TILESIZE
, TILESIZE
);
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
)
1740 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1741 unsigned char *board
;
1743 int x
, y
, mainanchor
, mainpos
, dragpos
;
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.
1752 draw_rect(dr
, 0, 0, 10*ds
->tilesize
, 10*ds
->tilesize
, COL_BACKGROUND
);
1757 * Construct the board we'll be displaying (which may be
1758 * different from the one in state if ui describes a drag in
1761 board
= snewn(wh
, unsigned char);
1762 memcpy(board
, state
->board
, wh
);
1764 int mpret
= move_piece(w
, h
, state
->board
, board
,
1765 state
->imm
->forcefield
,
1766 ui
->drag_anchor
, ui
->drag_currpos
);
1771 * Build a dsf out of that board, so we can conveniently tell
1772 * which edges are connected and which aren't.
1776 for (y
= 0; y
< h
; y
++)
1777 for (x
= 0; x
< w
; x
++) {
1780 if (ISDIST(board
[i
]))
1781 dsf_merge(dsf
, i
, i
- board
[i
]);
1782 if (board
[i
] == MAINANCHOR
)
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
);
1791 assert(mainanchor
>= 0);
1792 mainpos
= dsf_canonify(dsf
, mainanchor
);
1793 dragpos
= ui
->drag_currpos
> 0 ?
dsf_canonify(dsf
, ui
->drag_currpos
) : -1;
1796 * Now we can construct the data about what we want to draw.
1798 for (y
= 0; y
< h
; y
++)
1799 for (x
= 0; x
< w
; x
++) {
1806 * See if this square is part of the target area.
1808 j
= i
+ mainanchor
- (state
->ty
* w
+ state
->tx
);
1809 while (j
>= 0 && j
< wh
&& ISDIST(board
[j
]))
1811 if (j
== mainanchor
)
1816 if (state
->imm
->forcefield
[i
])
1817 val
|= BG_FORCEFIELD
;
1819 if (flashtime
> 0) {
1820 int flashtype
= (int)(flashtime
/ FLASH_INTERVAL
) & 1;
1821 val
|= (flashtype ? FLASH_LOW
: FLASH_HIGH
);
1824 if (board
[i
] != EMPTY
) {
1825 canon
= dsf_canonify(dsf
, i
);
1827 if (board
[i
] == WALL
)
1829 else if (canon
== mainpos
)
1833 if (canon
== dragpos
)
1837 * Now look around to see if other squares
1838 * belonging to the same block are adjacent to us.
1840 if (x
== 0 || canon
!= dsf_canonify(dsf
, i
-1))
1842 if (y
== 0 || canon
!= dsf_canonify(dsf
, i
-w
))
1844 if (x
== w
-1 || canon
!= dsf_canonify(dsf
, i
+1))
1846 if (y
== h
-1 || canon
!= dsf_canonify(dsf
, i
+w
))
1848 if (!(val
& (FG_TBORDER
| FG_LBORDER
)) &&
1849 canon
!= dsf_canonify(dsf
, i
-1-w
))
1851 if (!(val
& (FG_TBORDER
| FG_RBORDER
)) &&
1852 canon
!= dsf_canonify(dsf
, i
+1-w
))
1854 if (!(val
& (FG_BBORDER
| FG_LBORDER
)) &&
1855 canon
!= dsf_canonify(dsf
, i
-1+w
))
1857 if (!(val
& (FG_BBORDER
| FG_RBORDER
)) &&
1858 canon
!= dsf_canonify(dsf
, i
+1+w
))
1862 if (val
!= ds
->grid
[i
]) {
1863 draw_tile(dr
, ds
, x
, y
, val
);
1869 * Update the status bar.
1872 char statusbuf
[256];
1875 * FIXME: do something about auto-solve?
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)",
1884 status_bar(dr
, statusbuf
);
1891 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1892 int dir
, game_ui
*ui
)
1897 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1898 int dir
, game_ui
*ui
)
1900 if (oldstate
->completed
< 0 && newstate
->completed
>= 0)
1906 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1911 static void game_print_size(game_params
*params
, float *x
, float *y
)
1915 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1920 #define thegame nullgame
1923 const struct game thegame
= {
1924 "Slide", NULL
, NULL
,
1931 TRUE
, game_configure
, custom_params
,
1938 FALSE
, solve_game
, /* FIXME */
1939 TRUE
, game_text_format
,
1947 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1950 game_free_drawstate
,
1954 FALSE
, FALSE
, game_print_size
, game_print
,
1955 TRUE
, /* wants_statusbar */
1956 FALSE
, game_timing_state
,