3ea3c951ed0dd96ca541cb74f93d8baec750b797
[sgt/puzzles] / unfinished / slide.c
1 /*
2 * slide.c: Implementation of the block-sliding puzzle `Klotski'.
3 */
4
5 /*
6 * TODO:
7 *
8 * - Improve the generator.
9 * * actually, we seem to be mostly sensible already now. I
10 * want more choice over the type of main block and location
11 * of the exit/target, and I think I probably ought to give
12 * up on compactness and just bite the bullet and have the
13 * target area right outside the main wall, but mostly I
14 * think it's OK.
15 * * the move limit tends to make the game _slower_ to
16 * generate, which is odd. Perhaps investigate why.
17 *
18 * - Improve the graphics.
19 * * All the colours are a bit wishy-washy. _Some_ dark
20 * colours would surely not be excessive? Probably darken
21 * the tiles, the walls and the main block, and leave the
22 * target marker pale.
23 * * The cattle grid effect is still disgusting. Think of
24 * something completely different.
25 * * The highlight for next-piece-to-move in the solver is
26 * excessive, and the shadow blends in too well with the
27 * piece lowlights. Adjust both.
28 */
29
30 #include <stdio.h>
31 #include <stdlib.h>
32 #include <string.h>
33 #include <assert.h>
34 #include <ctype.h>
35 #include <math.h>
36
37 #include "puzzles.h"
38 #include "tree234.h"
39
40 /*
41 * The implementation of this game revolves around the insight
42 * which makes an exhaustive-search solver feasible: although
43 * there are many blocks which can be rearranged in many ways, any
44 * two blocks of the same shape are _indistinguishable_ and hence
45 * the number of _distinct_ board layouts is generally much
46 * smaller. So we adopt a representation for board layouts which
47 * is inherently canonical, i.e. there are no two distinct
48 * representations which encode indistinguishable layouts.
49 *
50 * The way we do this is to encode each square of the board, in
51 * the normal left-to-right top-to-bottom order, as being one of
52 * the following things:
53 * - the first square (in the given order) of a block (`anchor')
54 * - special case of the above: the anchor for the _main_ block
55 * (i.e. the one which the aim of the game is to get to the
56 * target position)
57 * - a subsequent square of a block whose previous square was N
58 * squares ago
59 * - an impassable wall
60 *
61 * (We also separately store data about which board positions are
62 * forcefields only passable by the main block. We can't encode
63 * that in the main board data, because then the main block would
64 * destroy forcefields as it went over them.)
65 *
66 * Hence, for example, a 2x2 square block would be encoded as
67 * ANCHOR, followed by DIST(1), and w-2 squares later on there
68 * would be DIST(w-1) followed by DIST(1). So if you start at the
69 * last of those squares, the DIST numbers give you a linked list
70 * pointing back through all the other squares in the same block.
71 *
72 * So the solver simply does a bfs over all reachable positions,
73 * encoding them in this format and storing them in a tree234 to
74 * ensure it doesn't ever revisit an already-analysed position.
75 */
76
77 enum {
78 /*
79 * The colours are arranged here so that every base colour is
80 * directly followed by its highlight colour and then its
81 * lowlight colour. Do not break this, or draw_tile() will get
82 * confused.
83 */
84 COL_BACKGROUND,
85 COL_HIGHLIGHT,
86 COL_LOWLIGHT,
87 COL_DRAGGING,
88 COL_DRAGGING_HIGHLIGHT,
89 COL_DRAGGING_LOWLIGHT,
90 COL_MAIN,
91 COL_MAIN_HIGHLIGHT,
92 COL_MAIN_LOWLIGHT,
93 COL_MAIN_DRAGGING,
94 COL_MAIN_DRAGGING_HIGHLIGHT,
95 COL_MAIN_DRAGGING_LOWLIGHT,
96 COL_TARGET,
97 COL_TARGET_HIGHLIGHT,
98 COL_TARGET_LOWLIGHT,
99 NCOLOURS
100 };
101
102 /*
103 * Board layout is a simple array of bytes. Each byte holds:
104 */
105 #define ANCHOR 255 /* top-left-most square of some piece */
106 #define MAINANCHOR 254 /* anchor of _main_ piece */
107 #define EMPTY 253 /* empty square */
108 #define WALL 252 /* immovable wall */
109 #define MAXDIST 251
110 /* all other values indicate distance back to previous square of same block */
111 #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
112 #define DIST(x) (x)
113 #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
114 #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
115
116 /*
117 * MAXDIST is the largest DIST value we can encode. This must
118 * therefore also be the maximum puzzle width in theory (although
119 * solver running time will dictate a much smaller limit in
120 * practice).
121 */
122 #define MAXWID MAXDIST
123
124 struct game_params {
125 int w, h;
126 int maxmoves;
127 };
128
129 struct game_immutable_state {
130 int refcount;
131 unsigned char *forcefield;
132 };
133
134 struct game_solution {
135 int nmoves;
136 int *moves; /* just like from solve_board() */
137 int refcount;
138 };
139
140 struct game_state {
141 int w, h;
142 unsigned char *board;
143 int tx, ty; /* target coords for MAINANCHOR */
144 int minmoves; /* for display only */
145 int lastmoved, lastmoved_pos; /* for move counting */
146 int movecount;
147 int completed;
148 int cheated;
149 struct game_immutable_state *imm;
150 struct game_solution *soln;
151 int soln_index;
152 };
153
154 static game_params *default_params(void)
155 {
156 game_params *ret = snew(game_params);
157
158 ret->w = 7;
159 ret->h = 6;
160 ret->maxmoves = 40;
161
162 return ret;
163 }
164
165 static const struct game_params slide_presets[] = {
166 {7, 6, 25},
167 {7, 6, -1},
168 {8, 6, -1},
169 };
170
171 static int game_fetch_preset(int i, char **name, game_params **params)
172 {
173 game_params *ret;
174 char str[80];
175
176 if (i < 0 || i >= lenof(slide_presets))
177 return FALSE;
178
179 ret = snew(game_params);
180 *ret = slide_presets[i];
181
182 sprintf(str, "%dx%d", ret->w, ret->h);
183 if (ret->maxmoves >= 0)
184 sprintf(str + strlen(str), ", max %d moves", ret->maxmoves);
185 else
186 sprintf(str + strlen(str), ", no move limit");
187
188 *name = dupstr(str);
189 *params = ret;
190 return TRUE;
191 }
192
193 static void free_params(game_params *params)
194 {
195 sfree(params);
196 }
197
198 static game_params *dup_params(game_params *params)
199 {
200 game_params *ret = snew(game_params);
201 *ret = *params; /* structure copy */
202 return ret;
203 }
204
205 static void decode_params(game_params *params, char const *string)
206 {
207 params->w = params->h = atoi(string);
208 while (*string && isdigit((unsigned char)*string)) string++;
209 if (*string == 'x') {
210 string++;
211 params->h = atoi(string);
212 while (*string && isdigit((unsigned char)*string)) string++;
213 }
214 if (*string == 'm') {
215 string++;
216 params->maxmoves = atoi(string);
217 while (*string && isdigit((unsigned char)*string)) string++;
218 } else if (*string == 'u') {
219 string++;
220 params->maxmoves = -1;
221 }
222 }
223
224 static char *encode_params(game_params *params, int full)
225 {
226 char data[256];
227
228 sprintf(data, "%dx%d", params->w, params->h);
229 if (params->maxmoves >= 0)
230 sprintf(data + strlen(data), "m%d", params->maxmoves);
231 else
232 sprintf(data + strlen(data), "u");
233
234 return dupstr(data);
235 }
236
237 static config_item *game_configure(game_params *params)
238 {
239 config_item *ret;
240 char buf[80];
241
242 ret = snewn(4, config_item);
243
244 ret[0].name = "Width";
245 ret[0].type = C_STRING;
246 sprintf(buf, "%d", params->w);
247 ret[0].sval = dupstr(buf);
248 ret[0].ival = 0;
249
250 ret[1].name = "Height";
251 ret[1].type = C_STRING;
252 sprintf(buf, "%d", params->h);
253 ret[1].sval = dupstr(buf);
254 ret[1].ival = 0;
255
256 ret[2].name = "Solution length limit";
257 ret[2].type = C_STRING;
258 sprintf(buf, "%d", params->maxmoves);
259 ret[2].sval = dupstr(buf);
260 ret[2].ival = 0;
261
262 ret[3].name = NULL;
263 ret[3].type = C_END;
264 ret[3].sval = NULL;
265 ret[3].ival = 0;
266
267 return ret;
268 }
269
270 static game_params *custom_params(config_item *cfg)
271 {
272 game_params *ret = snew(game_params);
273
274 ret->w = atoi(cfg[0].sval);
275 ret->h = atoi(cfg[1].sval);
276 ret->maxmoves = atoi(cfg[2].sval);
277
278 return ret;
279 }
280
281 static char *validate_params(game_params *params, int full)
282 {
283 if (params->w > MAXWID)
284 return "Width must be at most " STR(MAXWID);
285
286 if (params->w < 5)
287 return "Width must be at least 5";
288 if (params->h < 4)
289 return "Height must be at least 4";
290
291 return NULL;
292 }
293
294 static char *board_text_format(int w, int h, unsigned char *data,
295 unsigned char *forcefield)
296 {
297 int wh = w*h;
298 int *dsf = snew_dsf(wh);
299 int i, x, y;
300 int retpos, retlen = (w*2+2)*(h*2+1)+1;
301 char *ret = snewn(retlen, char);
302
303 for (i = 0; i < wh; i++)
304 if (ISDIST(data[i]))
305 dsf_merge(dsf, i - data[i], i);
306 retpos = 0;
307 for (y = 0; y < 2*h+1; y++) {
308 for (x = 0; x < 2*w+1; x++) {
309 int v;
310 int i = (y/2)*w+(x/2);
311
312 #define dtype(i) (ISBLOCK(data[i]) ? \
313 dsf_canonify(dsf, i) : data[i])
314 #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
315 data[t] == MAINANCHOR ? '*' : '%')
316
317 if (y % 2 && x % 2) {
318 int j = dtype(i);
319 v = dchar(j);
320 } else if (y % 2 && !(x % 2)) {
321 int j1 = (x > 0 ? dtype(i-1) : -1);
322 int j2 = (x < 2*w ? dtype(i) : -1);
323 if (j1 != j2)
324 v = '|';
325 else
326 v = dchar(j1);
327 } else if (!(y % 2) && (x % 2)) {
328 int j1 = (y > 0 ? dtype(i-w) : -1);
329 int j2 = (y < 2*h ? dtype(i) : -1);
330 if (j1 != j2)
331 v = '-';
332 else
333 v = dchar(j1);
334 } else {
335 int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1);
336 int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1);
337 int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1);
338 int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1);
339 if (j1 == j2 && j2 == j3 && j3 == j4)
340 v = dchar(j1);
341 else if (j1 == j2 && j3 == j4)
342 v = '|';
343 else if (j1 == j3 && j2 == j4)
344 v = '-';
345 else
346 v = '+';
347 }
348
349 assert(retpos < retlen);
350 ret[retpos++] = v;
351 }
352 assert(retpos < retlen);
353 ret[retpos++] = '\n';
354 }
355 assert(retpos < retlen);
356 ret[retpos++] = '\0';
357 assert(retpos == retlen);
358
359 return ret;
360 }
361
362 /* ----------------------------------------------------------------------
363 * Solver.
364 */
365
366 /*
367 * During solver execution, the set of visited board positions is
368 * stored as a tree234 of the following structures. `w', `h' and
369 * `data' are obvious in meaning; `dist' represents the minimum
370 * distance to reach this position from the starting point.
371 *
372 * `prev' links each board to the board position from which it was
373 * most efficiently derived.
374 */
375 struct board {
376 int w, h;
377 int dist;
378 struct board *prev;
379 unsigned char *data;
380 };
381
382 static int boardcmp(void *av, void *bv)
383 {
384 struct board *a = (struct board *)av;
385 struct board *b = (struct board *)bv;
386 return memcmp(a->data, b->data, a->w * a->h);
387 }
388
389 static struct board *newboard(int w, int h, unsigned char *data)
390 {
391 struct board *b = malloc(sizeof(struct board) + w*h);
392 b->data = (unsigned char *)b + sizeof(struct board);
393 memcpy(b->data, data, w*h);
394 b->w = w;
395 b->h = h;
396 b->dist = -1;
397 b->prev = NULL;
398 return b;
399 }
400
401 /*
402 * The actual solver. Given a board, attempt to find the minimum
403 * length of move sequence which moves MAINANCHOR to (tx,ty), or
404 * -1 if no solution exists. Returns that minimum length.
405 *
406 * Also, if `moveout' is provided, writes out the moves in the
407 * form of a sequence of pairs of integers indicating the source
408 * and destination points of the anchor of the moved piece in each
409 * move. Exactly twice as many integers are written as the number
410 * returned from solve_board(), and `moveout' receives an int *
411 * which is a pointer to a dynamically allocated array.
412 */
413 static int solve_board(int w, int h, unsigned char *board,
414 unsigned char *forcefield, int tx, int ty,
415 int movelimit, int **moveout)
416 {
417 int wh = w*h;
418 struct board *b, *b2, *b3;
419 int *next, *anchors, *which;
420 int *movereached, *movequeue, mqhead, mqtail;
421 tree234 *sorted, *queue;
422 int i, j, dir;
423 int qlen, lastdist;
424 int ret;
425
426 #ifdef SOLVER_DIAGNOSTICS
427 {
428 char *t = board_text_format(w, h, board);
429 for (i = 0; i < h; i++) {
430 for (j = 0; j < w; j++) {
431 int c = board[i*w+j];
432 if (ISDIST(c))
433 printf("D%-3d", c);
434 else if (c == MAINANCHOR)
435 printf("M ");
436 else if (c == ANCHOR)
437 printf("A ");
438 else if (c == WALL)
439 printf("W ");
440 else if (c == EMPTY)
441 printf("E ");
442 }
443 printf("\n");
444 }
445
446 printf("Starting solver for:\n%s\n", t);
447 sfree(t);
448 }
449 #endif
450
451 sorted = newtree234(boardcmp);
452 queue = newtree234(NULL);
453
454 b = newboard(w, h, board);
455 b->dist = 0;
456 add234(sorted, b);
457 addpos234(queue, b, 0);
458 qlen = 1;
459
460 next = snewn(wh, int);
461 anchors = snewn(wh, int);
462 which = snewn(wh, int);
463 movereached = snewn(wh, int);
464 movequeue = snewn(wh, int);
465 lastdist = -1;
466
467 while ((b = delpos234(queue, 0)) != NULL) {
468 qlen--;
469 if (movelimit >= 0 && b->dist >= movelimit) {
470 /*
471 * The problem is not soluble in under `movelimit'
472 * moves, so we can quit right now.
473 */
474 b2 = NULL;
475 goto done;
476 }
477 if (b->dist != lastdist) {
478 #ifdef SOLVER_DIAGNOSTICS
479 printf("dist %d (%d)\n", b->dist, count234(sorted));
480 #endif
481 lastdist = b->dist;
482 }
483 /*
484 * Find all the anchors and form a linked list of the
485 * squares within each block.
486 */
487 for (i = 0; i < wh; i++) {
488 next[i] = -1;
489 anchors[i] = FALSE;
490 which[i] = -1;
491 if (ISANCHOR(b->data[i])) {
492 anchors[i] = TRUE;
493 which[i] = i;
494 } else if (ISDIST(b->data[i])) {
495 j = i - b->data[i];
496 next[j] = i;
497 which[i] = which[j];
498 }
499 }
500
501 /*
502 * For each anchor, do an array-based BFS to find all the
503 * places we can slide it to.
504 */
505 for (i = 0; i < wh; i++) {
506 if (!anchors[i])
507 continue;
508
509 mqhead = mqtail = 0;
510 for (j = 0; j < wh; j++)
511 movereached[j] = FALSE;
512 movequeue[mqtail++] = i;
513 while (mqhead < mqtail) {
514 int pos = movequeue[mqhead++];
515
516 /*
517 * Try to move in each direction from here.
518 */
519 for (dir = 0; dir < 4; dir++) {
520 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
521 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
522 int offset = dy*w + dx;
523 int newpos = pos + offset;
524 int d = newpos - i;
525
526 /*
527 * For each square involved in this block,
528 * check to see if the square d spaces away
529 * from it is either empty or part of the same
530 * block.
531 */
532 for (j = i; j >= 0; j = next[j]) {
533 int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx;
534 if (jy >= 0 && jy < h && jx >= 0 && jx < w &&
535 ((b->data[j+d] == EMPTY || which[j+d] == i) &&
536 (b->data[i] == MAINANCHOR || !forcefield[j+d])))
537 /* ok */;
538 else
539 break;
540 }
541 if (j >= 0)
542 continue; /* this direction wasn't feasible */
543
544 /*
545 * If we've already tried moving this piece
546 * here, leave it.
547 */
548 if (movereached[newpos])
549 continue;
550 movereached[newpos] = TRUE;
551 movequeue[mqtail++] = newpos;
552
553 /*
554 * We have a viable move. Make it.
555 */
556 b2 = newboard(w, h, b->data);
557 for (j = i; j >= 0; j = next[j])
558 b2->data[j] = EMPTY;
559 for (j = i; j >= 0; j = next[j])
560 b2->data[j+d] = b->data[j];
561
562 b3 = add234(sorted, b2);
563 if (b3 != b2) {
564 sfree(b2); /* we already got one */
565 } else {
566 b2->dist = b->dist + 1;
567 b2->prev = b;
568 addpos234(queue, b2, qlen++);
569 if (b2->data[ty*w+tx] == MAINANCHOR)
570 goto done; /* search completed! */
571 }
572 }
573 }
574 }
575 }
576 b2 = NULL;
577
578 done:
579
580 if (b2) {
581 ret = b2->dist;
582 if (moveout) {
583 /*
584 * Now b2 represents the solved position. Backtrack to
585 * output the solution.
586 */
587 *moveout = snewn(ret * 2, int);
588 j = ret * 2;
589
590 while (b2->prev) {
591 int from = -1, to = -1;
592
593 b = b2->prev;
594
595 /*
596 * Scan b and b2 to find out which piece has
597 * moved.
598 */
599 for (i = 0; i < wh; i++) {
600 if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) {
601 assert(from == -1);
602 from = i;
603 } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){
604 assert(to == -1);
605 to = i;
606 }
607 }
608
609 assert(from >= 0 && to >= 0);
610 assert(j >= 2);
611 (*moveout)[--j] = to;
612 (*moveout)[--j] = from;
613
614 b2 = b;
615 }
616 assert(j == 0);
617 }
618 } else {
619 ret = -1; /* no solution */
620 if (moveout)
621 *moveout = NULL;
622 }
623
624 freetree234(queue);
625
626 while ((b = delpos234(sorted, 0)) != NULL)
627 sfree(b);
628 freetree234(sorted);
629
630 sfree(next);
631 sfree(anchors);
632 sfree(movereached);
633 sfree(movequeue);
634 sfree(which);
635
636 return ret;
637 }
638
639 /* ----------------------------------------------------------------------
640 * Random board generation.
641 */
642
643 static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves,
644 random_state *rs, unsigned char **rboard,
645 unsigned char **rforcefield, int movelimit)
646 {
647 int wh = w*h;
648 unsigned char *board, *board2, *forcefield;
649 unsigned char *tried_merge;
650 int *dsf;
651 int *list, nlist, pos;
652 int tx, ty;
653 int i, j;
654 int moves = 0; /* placate optimiser */
655
656 /*
657 * Set up a board and fill it with singletons, except for a
658 * border of walls.
659 */
660 board = snewn(wh, unsigned char);
661 forcefield = snewn(wh, unsigned char);
662 board2 = snewn(wh, unsigned char);
663 memset(board, ANCHOR, wh);
664 memset(forcefield, FALSE, wh);
665 for (i = 0; i < w; i++)
666 board[i] = board[i+w*(h-1)] = WALL;
667 for (i = 0; i < h; i++)
668 board[i*w] = board[i*w+(w-1)] = WALL;
669
670 tried_merge = snewn(wh * wh, unsigned char);
671 memset(tried_merge, 0, wh*wh);
672 dsf = snew_dsf(wh);
673
674 /*
675 * Invent a main piece at one extreme. (FIXME: vary the
676 * extreme, and the piece.)
677 */
678 board[w+1] = MAINANCHOR;
679 board[w+2] = DIST(1);
680 board[w*2+1] = DIST(w-1);
681 board[w*2+2] = DIST(1);
682
683 /*
684 * Invent a target position. (FIXME: vary this too.)
685 */
686 tx = w-2;
687 ty = h-3;
688 forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE;
689 board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY;
690
691 /*
692 * Gradually remove singletons until the game becomes soluble.
693 */
694 for (j = w; j-- > 0 ;)
695 for (i = h; i-- > 0 ;)
696 if (board[i*w+j] == ANCHOR) {
697 /*
698 * See if the board is already soluble.
699 */
700 if ((moves = solve_board(w, h, board, forcefield,
701 tx, ty, movelimit, NULL)) >= 0)
702 goto soluble;
703
704 /*
705 * Otherwise, remove this piece.
706 */
707 board[i*w+j] = EMPTY;
708 }
709 assert(!"We shouldn't get here");
710 soluble:
711
712 /*
713 * Make a list of all the inter-block edges on the board.
714 */
715 list = snewn(wh*2, int);
716 nlist = 0;
717 for (i = 0; i+1 < w; i++)
718 for (j = 0; j < h; j++)
719 list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */
720 for (j = 0; j+1 < h; j++)
721 for (i = 0; i < w; i++)
722 list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */
723
724 /*
725 * Now go through that list in random order, trying to merge
726 * the blocks on each side of each edge.
727 */
728 shuffle(list, nlist, sizeof(*list), rs);
729 while (nlist > 0) {
730 int x1, y1, p1, c1;
731 int x2, y2, p2, c2;
732
733 pos = list[--nlist];
734 y1 = y2 = pos / (w*2);
735 x1 = x2 = (pos / 2) % w;
736 if (pos % 2)
737 y2++;
738 else
739 x2++;
740 p1 = y1*w+x1;
741 p2 = y2*w+x2;
742
743 /*
744 * Immediately abandon the attempt if we've already tried
745 * to merge the same pair of blocks along a different
746 * edge.
747 */
748 c1 = dsf_canonify(dsf, p1);
749 c2 = dsf_canonify(dsf, p2);
750 if (tried_merge[c1 * wh + c2])
751 continue;
752
753 /*
754 * In order to be mergeable, these two squares must each
755 * either be, or belong to, a non-main anchor, and their
756 * anchors must also be distinct.
757 */
758 if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2]))
759 continue;
760 while (ISDIST(board[p1]))
761 p1 -= board[p1];
762 while (ISDIST(board[p2]))
763 p2 -= board[p2];
764 if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2)
765 continue;
766
767 /*
768 * We can merge these blocks. Try it, and see if the
769 * puzzle remains soluble.
770 */
771 memcpy(board2, board, wh);
772 j = -1;
773 while (p1 < wh || p2 < wh) {
774 /*
775 * p1 and p2 are the squares at the head of each block
776 * list. Pick the smaller one and put it on the output
777 * block list.
778 */
779 i = min(p1, p2);
780 if (j < 0) {
781 board[i] = ANCHOR;
782 } else {
783 assert(i - j <= MAXDIST);
784 board[i] = DIST(i - j);
785 }
786 j = i;
787
788 /*
789 * Now advance whichever list that came from.
790 */
791 if (i == p1) {
792 do {
793 p1++;
794 } while (p1 < wh && board[p1] != DIST(p1-i));
795 } else {
796 do {
797 p2++;
798 } while (p2 < wh && board[p2] != DIST(p2-i));
799 }
800 }
801 j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL);
802 if (j < 0) {
803 /*
804 * Didn't work. Revert the merge.
805 */
806 memcpy(board, board2, wh);
807 tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE;
808 } else {
809 int c;
810
811 moves = j;
812
813 dsf_merge(dsf, c1, c2);
814 c = dsf_canonify(dsf, c1);
815 for (i = 0; i < wh; i++)
816 tried_merge[c*wh+i] = (tried_merge[c1*wh+i] |
817 tried_merge[c2*wh+i]);
818 for (i = 0; i < wh; i++)
819 tried_merge[i*wh+c] = (tried_merge[i*wh+c1] |
820 tried_merge[i*wh+c2]);
821 }
822 }
823
824 sfree(dsf);
825 sfree(list);
826 sfree(tried_merge);
827 sfree(board2);
828
829 *rtx = tx;
830 *rty = ty;
831 *rboard = board;
832 *rforcefield = forcefield;
833 *minmoves = moves;
834 }
835
836 /* ----------------------------------------------------------------------
837 * End of solver/generator code.
838 */
839
840 static char *new_game_desc(game_params *params, random_state *rs,
841 char **aux, int interactive)
842 {
843 int w = params->w, h = params->h, wh = w*h;
844 int tx, ty, minmoves;
845 unsigned char *board, *forcefield;
846 char *ret, *p;
847 int i;
848
849 generate_board(params->w, params->h, &tx, &ty, &minmoves, rs,
850 &board, &forcefield, params->maxmoves);
851 #ifdef GENERATOR_DIAGNOSTICS
852 {
853 char *t = board_text_format(params->w, params->h, board);
854 printf("%s\n", t);
855 sfree(t);
856 }
857 #endif
858
859 /*
860 * Encode as a game ID.
861 */
862 ret = snewn(wh * 6 + 40, char);
863 p = ret;
864 i = 0;
865 while (i < wh) {
866 if (ISDIST(board[i])) {
867 p += sprintf(p, "d%d", board[i]);
868 i++;
869 } else {
870 int count = 1;
871 int b = board[i], f = forcefield[i];
872 int c = (b == ANCHOR ? 'a' :
873 b == MAINANCHOR ? 'm' :
874 b == EMPTY ? 'e' :
875 /* b == WALL ? */ 'w');
876 if (f) *p++ = 'f';
877 *p++ = c;
878 i++;
879 while (i < wh && board[i] == b && forcefield[i] == f)
880 i++, count++;
881 if (count > 1)
882 p += sprintf(p, "%d", count);
883 }
884 }
885 p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
886 ret = sresize(ret, p+1 - ret, char);
887
888 sfree(board);
889 sfree(forcefield);
890
891 return ret;
892 }
893
894 static char *validate_desc(game_params *params, char *desc)
895 {
896 int w = params->w, h = params->h, wh = w*h;
897 int *active, *link;
898 int mains = 0, mpos = -1;
899 int i, tx, ty, minmoves;
900 char *ret;
901
902 active = snewn(wh, int);
903 link = snewn(wh, int);
904 i = 0;
905
906 while (*desc && *desc != ',') {
907 if (i >= wh) {
908 ret = "Too much data in game description";
909 goto done;
910 }
911 link[i] = -1;
912 active[i] = FALSE;
913 if (*desc == 'f' || *desc == 'F') {
914 desc++;
915 if (!*desc) {
916 ret = "Expected another character after 'f' in game "
917 "description";
918 goto done;
919 }
920 }
921
922 if (*desc == 'd' || *desc == 'D') {
923 int dist;
924
925 desc++;
926 if (!isdigit((unsigned char)*desc)) {
927 ret = "Expected a number after 'd' in game description";
928 goto done;
929 }
930 dist = atoi(desc);
931 while (*desc && isdigit((unsigned char)*desc)) desc++;
932
933 if (dist <= 0 || dist > i) {
934 ret = "Out-of-range number after 'd' in game description";
935 goto done;
936 }
937
938 if (!active[i - dist]) {
939 ret = "Invalid back-reference in game description";
940 goto done;
941 }
942
943 link[i] = i - dist;
944
945 active[i] = TRUE;
946 active[link[i]] = FALSE;
947 i++;
948 } else {
949 int c = *desc++;
950 int count = 1;
951
952 if (!strchr("aAmMeEwW", c)) {
953 ret = "Invalid character in game description";
954 goto done;
955 }
956 if (isdigit((unsigned char)*desc)) {
957 count = atoi(desc);
958 while (*desc && isdigit((unsigned char)*desc)) desc++;
959 }
960 if (i + count > wh) {
961 ret = "Too much data in game description";
962 goto done;
963 }
964 while (count-- > 0) {
965 active[i] = (strchr("aAmM", c) != NULL);
966 link[i] = -1;
967 if (strchr("mM", c) != NULL) {
968 mains++;
969 mpos = i;
970 }
971 i++;
972 }
973 }
974 }
975 if (mains != 1) {
976 ret = (mains == 0 ? "No main piece specified in game description" :
977 "More than one main piece specified in game description");
978 goto done;
979 }
980 if (i < wh) {
981 ret = "Not enough data in game description";
982 goto done;
983 }
984
985 /*
986 * Now read the target coordinates.
987 */
988 i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves);
989 if (i < 2) {
990 ret = "No target coordinates specified";
991 goto done;
992 /*
993 * (but minmoves is optional)
994 */
995 }
996
997 ret = NULL;
998
999 done:
1000 sfree(active);
1001 sfree(link);
1002 return ret;
1003 }
1004
1005 static game_state *new_game(midend *me, game_params *params, char *desc)
1006 {
1007 int w = params->w, h = params->h, wh = w*h;
1008 game_state *state;
1009 int i;
1010
1011 state = snew(game_state);
1012 state->w = w;
1013 state->h = h;
1014 state->board = snewn(wh, unsigned char);
1015 state->lastmoved = state->lastmoved_pos = -1;
1016 state->movecount = 0;
1017 state->imm = snew(struct game_immutable_state);
1018 state->imm->refcount = 1;
1019 state->imm->forcefield = snewn(wh, unsigned char);
1020
1021 i = 0;
1022
1023 while (*desc && *desc != ',') {
1024 int f = FALSE;
1025
1026 assert(i < wh);
1027
1028 if (*desc == 'f') {
1029 f = TRUE;
1030 desc++;
1031 assert(*desc);
1032 }
1033
1034 if (*desc == 'd' || *desc == 'D') {
1035 int dist;
1036
1037 desc++;
1038 dist = atoi(desc);
1039 while (*desc && isdigit((unsigned char)*desc)) desc++;
1040
1041 state->board[i] = DIST(dist);
1042 state->imm->forcefield[i] = f;
1043
1044 i++;
1045 } else {
1046 int c = *desc++;
1047 int count = 1;
1048
1049 if (isdigit((unsigned char)*desc)) {
1050 count = atoi(desc);
1051 while (*desc && isdigit((unsigned char)*desc)) desc++;
1052 }
1053 assert(i + count <= wh);
1054
1055 c = (c == 'a' || c == 'A' ? ANCHOR :
1056 c == 'm' || c == 'M' ? MAINANCHOR :
1057 c == 'e' || c == 'E' ? EMPTY :
1058 /* c == 'w' || c == 'W' ? */ WALL);
1059
1060 while (count-- > 0) {
1061 state->board[i] = c;
1062 state->imm->forcefield[i] = f;
1063 i++;
1064 }
1065 }
1066 }
1067
1068 /*
1069 * Now read the target coordinates.
1070 */
1071 state->tx = state->ty = 0;
1072 state->minmoves = -1;
1073 i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves);
1074
1075 if (state->board[state->ty*w+state->tx] == MAINANCHOR)
1076 state->completed = 0; /* already complete! */
1077 else
1078 state->completed = -1;
1079
1080 state->cheated = FALSE;
1081 state->soln = NULL;
1082 state->soln_index = -1;
1083
1084 return state;
1085 }
1086
1087 static game_state *dup_game(game_state *state)
1088 {
1089 int w = state->w, h = state->h, wh = w*h;
1090 game_state *ret = snew(game_state);
1091
1092 ret->w = state->w;
1093 ret->h = state->h;
1094 ret->board = snewn(wh, unsigned char);
1095 memcpy(ret->board, state->board, wh);
1096 ret->tx = state->tx;
1097 ret->ty = state->ty;
1098 ret->minmoves = state->minmoves;
1099 ret->lastmoved = state->lastmoved;
1100 ret->lastmoved_pos = state->lastmoved_pos;
1101 ret->movecount = state->movecount;
1102 ret->completed = state->completed;
1103 ret->cheated = state->cheated;
1104 ret->imm = state->imm;
1105 ret->imm->refcount++;
1106 ret->soln = state->soln;
1107 ret->soln_index = state->soln_index;
1108 if (ret->soln)
1109 ret->soln->refcount++;
1110
1111 return ret;
1112 }
1113
1114 static void free_game(game_state *state)
1115 {
1116 if (--state->imm->refcount <= 0) {
1117 sfree(state->imm->forcefield);
1118 sfree(state->imm);
1119 }
1120 if (state->soln && --state->soln->refcount <= 0) {
1121 sfree(state->soln->moves);
1122 sfree(state->soln);
1123 }
1124 sfree(state->board);
1125 sfree(state);
1126 }
1127
1128 static char *solve_game(game_state *state, game_state *currstate,
1129 char *aux, char **error)
1130 {
1131 int *moves;
1132 int nmoves;
1133 int i;
1134 char *ret, *p, sep;
1135
1136 /*
1137 * Run the solver and attempt to find the shortest solution
1138 * from the current position.
1139 */
1140 nmoves = solve_board(state->w, state->h, state->board,
1141 state->imm->forcefield, state->tx, state->ty,
1142 -1, &moves);
1143
1144 if (nmoves < 0) {
1145 *error = "Unable to find a solution to this puzzle";
1146 return NULL;
1147 }
1148 if (nmoves == 0) {
1149 *error = "Puzzle is already solved";
1150 return NULL;
1151 }
1152
1153 /*
1154 * Encode the resulting solution as a move string.
1155 */
1156 ret = snewn(nmoves * 40, char);
1157 p = ret;
1158 sep = 'S';
1159
1160 for (i = 0; i < nmoves; i++) {
1161 p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]);
1162 sep = ',';
1163 }
1164
1165 sfree(moves);
1166 assert(p - ret < nmoves * 40);
1167 ret = sresize(ret, p+1 - ret, char);
1168
1169 return ret;
1170 }
1171
1172 static int game_can_format_as_text_now(game_params *params)
1173 {
1174 return TRUE;
1175 }
1176
1177 static char *game_text_format(game_state *state)
1178 {
1179 return board_text_format(state->w, state->h, state->board,
1180 state->imm->forcefield);
1181 }
1182
1183 struct game_ui {
1184 int dragging;
1185 int drag_anchor;
1186 int drag_offset_x, drag_offset_y;
1187 int drag_currpos;
1188 unsigned char *reachable;
1189 int *bfs_queue; /* used as scratch in interpret_move */
1190 };
1191
1192 static game_ui *new_ui(game_state *state)
1193 {
1194 int w = state->w, h = state->h, wh = w*h;
1195 game_ui *ui = snew(game_ui);
1196
1197 ui->dragging = FALSE;
1198 ui->drag_anchor = ui->drag_currpos = -1;
1199 ui->drag_offset_x = ui->drag_offset_y = -1;
1200 ui->reachable = snewn(wh, unsigned char);
1201 memset(ui->reachable, 0, wh);
1202 ui->bfs_queue = snewn(wh, int);
1203
1204 return ui;
1205 }
1206
1207 static void free_ui(game_ui *ui)
1208 {
1209 sfree(ui->bfs_queue);
1210 sfree(ui->reachable);
1211 sfree(ui);
1212 }
1213
1214 static char *encode_ui(game_ui *ui)
1215 {
1216 return NULL;
1217 }
1218
1219 static void decode_ui(game_ui *ui, char *encoding)
1220 {
1221 }
1222
1223 static void game_changed_state(game_ui *ui, game_state *oldstate,
1224 game_state *newstate)
1225 {
1226 }
1227
1228 #define PREFERRED_TILESIZE 32
1229 #define TILESIZE (ds->tilesize)
1230 #define BORDER (TILESIZE/2)
1231 #define COORD(x) ( (x) * TILESIZE + BORDER )
1232 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1233 #define BORDER_WIDTH (1 + TILESIZE/20)
1234 #define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
1235
1236 #define FLASH_INTERVAL 0.10F
1237 #define FLASH_TIME 3*FLASH_INTERVAL
1238
1239 struct game_drawstate {
1240 int tilesize;
1241 int w, h;
1242 unsigned long *grid; /* what's currently displayed */
1243 int started;
1244 };
1245
1246 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1247 int x, int y, int button)
1248 {
1249 int w = state->w, h = state->h, wh = w*h;
1250 int tx, ty, i, j;
1251 int qhead, qtail;
1252
1253 if (button == LEFT_BUTTON) {
1254 tx = FROMCOORD(x);
1255 ty = FROMCOORD(y);
1256
1257 if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
1258 !ISBLOCK(state->board[ty*w+tx]))
1259 return NULL; /* this click has no effect */
1260
1261 /*
1262 * User has clicked on a block. Find the block's anchor
1263 * and register that we've started dragging it.
1264 */
1265 i = ty*w+tx;
1266 while (ISDIST(state->board[i]))
1267 i -= state->board[i];
1268 assert(i >= 0 && i < wh);
1269
1270 ui->dragging = TRUE;
1271 ui->drag_anchor = i;
1272 ui->drag_offset_x = tx - (i % w);
1273 ui->drag_offset_y = ty - (i / w);
1274 ui->drag_currpos = i;
1275
1276 /*
1277 * Now we immediately bfs out from the current location of
1278 * the anchor, to find all the places to which this block
1279 * can be dragged.
1280 */
1281 memset(ui->reachable, FALSE, wh);
1282 qhead = qtail = 0;
1283 ui->reachable[i] = TRUE;
1284 ui->bfs_queue[qtail++] = i;
1285 for (j = i; j < wh; j++)
1286 if (state->board[j] == DIST(j - i))
1287 i = j;
1288 while (qhead < qtail) {
1289 int pos = ui->bfs_queue[qhead++];
1290 int x = pos % w, y = pos / w;
1291 int dir;
1292
1293 for (dir = 0; dir < 4; dir++) {
1294 int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
1295 int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
1296 int newpos;
1297
1298 if (x + dx < 0 || x + dx >= w ||
1299 y + dy < 0 || y + dy >= h)
1300 continue;
1301
1302 newpos = pos + dy*w + dx;
1303 if (ui->reachable[newpos])
1304 continue; /* already done this one */
1305
1306 /*
1307 * Now search the grid to see if the block we're
1308 * dragging could fit into this space.
1309 */
1310 for (j = i; j >= 0; j = (ISDIST(state->board[j]) ?
1311 j - state->board[j] : -1)) {
1312 int jx = (j+pos-ui->drag_anchor) % w;
1313 int jy = (j+pos-ui->drag_anchor) / w;
1314 int j2;
1315
1316 if (jx + dx < 0 || jx + dx >= w ||
1317 jy + dy < 0 || jy + dy >= h)
1318 break; /* this position isn't valid at all */
1319
1320 j2 = (j+pos-ui->drag_anchor) + dy*w + dx;
1321
1322 if (state->board[j2] == EMPTY &&
1323 (!state->imm->forcefield[j2] ||
1324 state->board[ui->drag_anchor] == MAINANCHOR))
1325 continue;
1326 while (ISDIST(state->board[j2]))
1327 j2 -= state->board[j2];
1328 assert(j2 >= 0 && j2 < wh);
1329 if (j2 == ui->drag_anchor)
1330 continue;
1331 else
1332 break;
1333 }
1334
1335 if (j < 0) {
1336 /*
1337 * If we got to the end of that loop without
1338 * disqualifying this position, mark it as
1339 * reachable for this drag.
1340 */
1341 ui->reachable[newpos] = TRUE;
1342 ui->bfs_queue[qtail++] = newpos;
1343 }
1344 }
1345 }
1346
1347 /*
1348 * And that's it. Update the display to reflect the start
1349 * of a drag.
1350 */
1351 return "";
1352 } else if (button == LEFT_DRAG && ui->dragging) {
1353 int dist, distlimit, dx, dy, s, px, py;
1354
1355 tx = FROMCOORD(x);
1356 ty = FROMCOORD(y);
1357
1358 tx -= ui->drag_offset_x;
1359 ty -= ui->drag_offset_y;
1360
1361 /*
1362 * Now search outwards from (tx,ty), in order of Manhattan
1363 * distance, until we find a reachable square.
1364 */
1365 distlimit = w+tx;
1366 distlimit = max(distlimit, h+ty);
1367 distlimit = max(distlimit, tx);
1368 distlimit = max(distlimit, ty);
1369 for (dist = 0; dist <= distlimit; dist++) {
1370 for (dx = -dist; dx <= dist; dx++)
1371 for (s = -1; s <= +1; s += 2) {
1372 dy = s * (dist - abs(dx));
1373 px = tx + dx;
1374 py = ty + dy;
1375 if (px >= 0 && px < w && py >= 0 && py < h &&
1376 ui->reachable[py*w+px]) {
1377 ui->drag_currpos = py*w+px;
1378 return "";
1379 }
1380 }
1381 }
1382 return NULL; /* give up - this drag has no effect */
1383 } else if (button == LEFT_RELEASE && ui->dragging) {
1384 char data[256], *str;
1385
1386 /*
1387 * Terminate the drag, and if the piece has actually moved
1388 * then return a move string quoting the old and new
1389 * locations of the piece's anchor.
1390 */
1391 if (ui->drag_anchor != ui->drag_currpos) {
1392 sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos);
1393 str = dupstr(data);
1394 } else
1395 str = ""; /* null move; just update the UI */
1396
1397 ui->dragging = FALSE;
1398 ui->drag_anchor = ui->drag_currpos = -1;
1399 ui->drag_offset_x = ui->drag_offset_y = -1;
1400 memset(ui->reachable, 0, wh);
1401
1402 return str;
1403 } else if (button == ' ' && state->soln) {
1404 /*
1405 * Make the next move in the stored solution.
1406 */
1407 char data[256];
1408 int a1, a2;
1409
1410 a1 = state->soln->moves[state->soln_index*2];
1411 a2 = state->soln->moves[state->soln_index*2+1];
1412 if (a1 == state->lastmoved_pos)
1413 a1 = state->lastmoved;
1414
1415 sprintf(data, "M%d-%d", a1, a2);
1416 return dupstr(data);
1417 }
1418
1419 return NULL;
1420 }
1421
1422 static int move_piece(int w, int h, const unsigned char *src,
1423 unsigned char *dst, unsigned char *ff, int from, int to)
1424 {
1425 int wh = w*h;
1426 int i, j;
1427
1428 if (!ISANCHOR(dst[from]))
1429 return FALSE;
1430
1431 /*
1432 * Scan to the far end of the piece's linked list.
1433 */
1434 for (i = j = from; j < wh; j++)
1435 if (src[j] == DIST(j - i))
1436 i = j;
1437
1438 /*
1439 * Remove the piece from its old location in the new
1440 * game state.
1441 */
1442 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1))
1443 dst[j] = EMPTY;
1444
1445 /*
1446 * And put it back in at the new location.
1447 */
1448 for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) {
1449 int jn = j + to - from;
1450 if (jn < 0 || jn >= wh)
1451 return FALSE;
1452 if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) {
1453 dst[jn] = src[j];
1454 } else {
1455 return FALSE;
1456 }
1457 }
1458
1459 return TRUE;
1460 }
1461
1462 static game_state *execute_move(game_state *state, char *move)
1463 {
1464 int w = state->w, h = state->h /* , wh = w*h */;
1465 char c;
1466 int a1, a2, n, movesize;
1467 game_state *ret = dup_game(state);
1468
1469 while (*move) {
1470 c = *move;
1471 if (c == 'S') {
1472 /*
1473 * This is a solve move, so we just set up a stored
1474 * solution path.
1475 */
1476 if (ret->soln && --ret->soln->refcount <= 0) {
1477 sfree(ret->soln->moves);
1478 sfree(ret->soln);
1479 }
1480 ret->soln = snew(struct game_solution);
1481 ret->soln->nmoves = 0;
1482 ret->soln->moves = NULL;
1483 ret->soln->refcount = 1;
1484 ret->soln_index = 0;
1485 ret->cheated = TRUE;
1486
1487 movesize = 0;
1488 move++;
1489 while (1) {
1490 if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) {
1491 free_game(ret);
1492 return NULL;
1493 }
1494
1495 /*
1496 * Special case: if the first move in the solution
1497 * involves the piece for which we already have a
1498 * partial stored move, adjust the source point to
1499 * the original starting point of that piece.
1500 */
1501 if (ret->soln->nmoves == 0 && a1 == ret->lastmoved)
1502 a1 = ret->lastmoved_pos;
1503
1504 if (ret->soln->nmoves >= movesize) {
1505 movesize = (ret->soln->nmoves + 48) * 4 / 3;
1506 ret->soln->moves = sresize(ret->soln->moves,
1507 2*movesize, int);
1508 }
1509
1510 ret->soln->moves[2*ret->soln->nmoves] = a1;
1511 ret->soln->moves[2*ret->soln->nmoves+1] = a2;
1512 ret->soln->nmoves++;
1513 move += n;
1514 if (*move != ',')
1515 break;
1516 move++; /* eat comma */
1517 }
1518 } else if (c == 'M') {
1519 move++;
1520 if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
1521 !move_piece(w, h, state->board, ret->board,
1522 state->imm->forcefield, a1, a2)) {
1523 free_game(ret);
1524 return NULL;
1525 }
1526 if (a1 == ret->lastmoved) {
1527 /*
1528 * If the player has moved the same piece as they
1529 * moved last time, don't increment the move
1530 * count. In fact, if they've put the piece back
1531 * where it started from, _decrement_ the move
1532 * count.
1533 */
1534 if (a2 == ret->lastmoved_pos) {
1535 ret->movecount--; /* reverted last move */
1536 ret->lastmoved = ret->lastmoved_pos = -1;
1537 } else {
1538 ret->lastmoved = a2;
1539 /* don't change lastmoved_pos */
1540 }
1541 } else {
1542 ret->lastmoved = a2;
1543 ret->lastmoved_pos = a1;
1544 ret->movecount++;
1545 }
1546
1547 /*
1548 * If we have a stored solution path, see if we've
1549 * strayed from it or successfully made the next move
1550 * along it.
1551 */
1552 if (ret->soln && ret->lastmoved_pos >= 0) {
1553 if (ret->lastmoved_pos !=
1554 ret->soln->moves[ret->soln_index*2]) {
1555 /* strayed from the path */
1556 ret->soln->refcount--;
1557 assert(ret->soln->refcount > 0);
1558 /* `state' at least still exists */
1559 ret->soln = NULL;
1560 ret->soln_index = -1;
1561 } else if (ret->lastmoved ==
1562 ret->soln->moves[ret->soln_index*2+1]) {
1563 /* advanced along the path */
1564 ret->soln_index++;
1565 if (ret->soln_index >= ret->soln->nmoves) {
1566 /* finished the path! */
1567 ret->soln->refcount--;
1568 assert(ret->soln->refcount > 0);
1569 /* `state' at least still exists */
1570 ret->soln = NULL;
1571 ret->soln_index = -1;
1572 }
1573 }
1574 }
1575
1576 if (ret->board[a2] == MAINANCHOR &&
1577 a2 == ret->ty * w + ret->tx && ret->completed < 0)
1578 ret->completed = ret->movecount;
1579 move += n;
1580 } else {
1581 free_game(ret);
1582 return NULL;
1583 }
1584 if (*move == ';')
1585 move++;
1586 else if (*move) {
1587 free_game(ret);
1588 return NULL;
1589 }
1590 }
1591
1592 return ret;
1593 }
1594
1595 /* ----------------------------------------------------------------------
1596 * Drawing routines.
1597 */
1598
1599 static void game_compute_size(game_params *params, int tilesize,
1600 int *x, int *y)
1601 {
1602 /* fool the macros */
1603 struct dummy { int tilesize; } dummy, *ds = &dummy;
1604 dummy.tilesize = tilesize;
1605
1606 *x = params->w * TILESIZE + 2*BORDER;
1607 *y = params->h * TILESIZE + 2*BORDER;
1608 }
1609
1610 static void game_set_size(drawing *dr, game_drawstate *ds,
1611 game_params *params, int tilesize)
1612 {
1613 ds->tilesize = tilesize;
1614 }
1615
1616 static void raise_colour(float *target, float *src, float *limit)
1617 {
1618 int i;
1619 for (i = 0; i < 3; i++)
1620 target[i] = (2*src[i] + limit[i]) / 3;
1621 }
1622
1623 static float *game_colours(frontend *fe, int *ncolours)
1624 {
1625 float *ret = snewn(3 * NCOLOURS, float);
1626
1627 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1628
1629 /*
1630 * When dragging a tile, we light it up a bit.
1631 */
1632 raise_colour(ret+3*COL_DRAGGING,
1633 ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT);
1634 raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT,
1635 ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT);
1636 raise_colour(ret+3*COL_DRAGGING_LOWLIGHT,
1637 ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT);
1638
1639 /*
1640 * The main tile is tinted blue.
1641 */
1642 ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1643 ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
1644 ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2];
1645 game_mkhighlight_specific(fe, ret, COL_MAIN,
1646 COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT);
1647
1648 /*
1649 * And we light that up a bit too when dragging.
1650 */
1651 raise_colour(ret+3*COL_MAIN_DRAGGING,
1652 ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT);
1653 raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT,
1654 ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1655 raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT,
1656 ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
1657
1658 /*
1659 * The target area on the floor is tinted green.
1660 */
1661 ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
1662 ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1];
1663 ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1664 game_mkhighlight_specific(fe, ret, COL_TARGET,
1665 COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT);
1666
1667 *ncolours = NCOLOURS;
1668 return ret;
1669 }
1670
1671 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1672 {
1673 int w = state->w, h = state->h, wh = w*h;
1674 struct game_drawstate *ds = snew(struct game_drawstate);
1675 int i;
1676
1677 ds->tilesize = 0;
1678 ds->w = w;
1679 ds->h = h;
1680 ds->started = FALSE;
1681 ds->grid = snewn(wh, unsigned long);
1682 for (i = 0; i < wh; i++)
1683 ds->grid[i] = ~(unsigned long)0;
1684
1685 return ds;
1686 }
1687
1688 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1689 {
1690 sfree(ds->grid);
1691 sfree(ds);
1692 }
1693
1694 #define BG_NORMAL 0x00000001UL
1695 #define BG_TARGET 0x00000002UL
1696 #define BG_FORCEFIELD 0x00000004UL
1697 #define FLASH_LOW 0x00000008UL
1698 #define FLASH_HIGH 0x00000010UL
1699 #define FG_WALL 0x00000020UL
1700 #define FG_MAIN 0x00000040UL
1701 #define FG_NORMAL 0x00000080UL
1702 #define FG_DRAGGING 0x00000100UL
1703 #define FG_SHADOW 0x00000200UL
1704 #define FG_SOLVEPIECE 0x00000400UL
1705 #define FG_MAINPIECESH 11
1706 #define FG_SHADOWSH 19
1707
1708 #define PIECE_LBORDER 0x00000001UL
1709 #define PIECE_TBORDER 0x00000002UL
1710 #define PIECE_RBORDER 0x00000004UL
1711 #define PIECE_BBORDER 0x00000008UL
1712 #define PIECE_TLCORNER 0x00000010UL
1713 #define PIECE_TRCORNER 0x00000020UL
1714 #define PIECE_BLCORNER 0x00000040UL
1715 #define PIECE_BRCORNER 0x00000080UL
1716 #define PIECE_MASK 0x000000FFUL
1717
1718 /*
1719 * Utility function.
1720 */
1721 #define TYPE_MASK 0xF000
1722 #define COL_MASK 0x0FFF
1723 #define TYPE_RECT 0x0000
1724 #define TYPE_TLCIRC 0x4000
1725 #define TYPE_TRCIRC 0x5000
1726 #define TYPE_BLCIRC 0x6000
1727 #define TYPE_BRCIRC 0x7000
1728 static void maybe_rect(drawing *dr, int x, int y, int w, int h,
1729 int coltype, int col2)
1730 {
1731 int colour = coltype & COL_MASK, type = coltype & TYPE_MASK;
1732
1733 if (colour > NCOLOURS)
1734 return;
1735 if (type == TYPE_RECT) {
1736 draw_rect(dr, x, y, w, h, colour);
1737 } else {
1738 int cx, cy, r;
1739
1740 clip(dr, x, y, w, h);
1741
1742 cx = x;
1743 cy = y;
1744 r = w-1;
1745 if (type & 0x1000)
1746 cx += r;
1747 if (type & 0x2000)
1748 cy += r;
1749
1750 if (col2 == -1 || col2 == coltype) {
1751 assert(w == h);
1752 draw_circle(dr, cx, cy, r, colour, colour);
1753 } else {
1754 /*
1755 * We aim to draw a quadrant of a circle in two
1756 * different colours. We do this using Bresenham's
1757 * algorithm directly, because the Puzzles drawing API
1758 * doesn't have a draw-sector primitive.
1759 */
1760 int bx, by, bd, bd2;
1761 int xm = (type & 0x1000 ? -1 : +1);
1762 int ym = (type & 0x2000 ? -1 : +1);
1763
1764 by = r;
1765 bx = 0;
1766 bd = 0;
1767 while (by >= bx) {
1768 /*
1769 * Plot the point.
1770 */
1771 {
1772 int x1 = cx+xm*bx, y1 = cy+ym*bx;
1773 int x2, y2;
1774
1775 x2 = cx+xm*by; y2 = y1;
1776 draw_rect(dr, min(x1,x2), min(y1,y2),
1777 abs(x1-x2)+1, abs(y1-y2)+1, colour);
1778 x2 = x1; y2 = cy+ym*by;
1779 draw_rect(dr, min(x1,x2), min(y1,y2),
1780 abs(x1-x2)+1, abs(y1-y2)+1, col2);
1781 }
1782
1783 bd += 2*bx + 1;
1784 bd2 = bd - (2*by - 1);
1785 if (abs(bd2) < abs(bd)) {
1786 bd = bd2;
1787 by--;
1788 }
1789 bx++;
1790 }
1791 }
1792
1793 unclip(dr);
1794 }
1795 }
1796
1797 static void draw_wallpart(drawing *dr, game_drawstate *ds,
1798 int tx, int ty, unsigned long val,
1799 int cl, int cc, int ch)
1800 {
1801 int coords[6];
1802
1803 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
1804 if (val & PIECE_LBORDER)
1805 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
1806 ch);
1807 if (val & PIECE_RBORDER)
1808 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1809 HIGHLIGHT_WIDTH, TILESIZE, cl);
1810 if (val & PIECE_TBORDER)
1811 draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
1812 if (val & PIECE_BBORDER)
1813 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1814 TILESIZE, HIGHLIGHT_WIDTH, cl);
1815 if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val)) {
1816 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1817 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
1818 clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1819 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
1820 coords[0] = tx - 1;
1821 coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
1822 coords[2] = tx + HIGHLIGHT_WIDTH;
1823 coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
1824 coords[4] = tx - 1;
1825 coords[5] = ty + TILESIZE;
1826 draw_polygon(dr, coords, 3, ch, ch);
1827 unclip(dr);
1828 } else if (val & PIECE_BLCORNER) {
1829 draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1830 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
1831 clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
1832 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
1833 coords[0] = tx - 1;
1834 coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
1835 coords[2] = tx + HIGHLIGHT_WIDTH;
1836 coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
1837 coords[4] = tx - 1;
1838 coords[5] = ty + TILESIZE;
1839 draw_polygon(dr, coords, 3, cl, cl);
1840 unclip(dr);
1841 }
1842 if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val)) {
1843 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1844 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
1845 clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1846 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
1847 coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
1848 coords[1] = ty - 1;
1849 coords[2] = tx + TILESIZE;
1850 coords[3] = ty - 1;
1851 coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
1852 coords[5] = ty + HIGHLIGHT_WIDTH;
1853 draw_polygon(dr, coords, 3, ch, ch);
1854 unclip(dr);
1855 } else if (val & PIECE_TRCORNER) {
1856 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1857 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
1858 clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
1859 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
1860 coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
1861 coords[1] = ty - 1;
1862 coords[2] = tx + TILESIZE;
1863 coords[3] = ty - 1;
1864 coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
1865 coords[5] = ty + HIGHLIGHT_WIDTH;
1866 draw_polygon(dr, coords, 3, cl, cl);
1867 unclip(dr);
1868 }
1869 if (val & PIECE_TLCORNER)
1870 draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
1871 if (val & PIECE_BRCORNER)
1872 draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
1873 ty+TILESIZE-HIGHLIGHT_WIDTH,
1874 HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
1875 }
1876
1877 static void draw_piecepart(drawing *dr, game_drawstate *ds,
1878 int tx, int ty, unsigned long val,
1879 int cl, int cc, int ch)
1880 {
1881 int x[6], y[6];
1882
1883 /*
1884 * Drawing the blocks is hellishly fiddly. The blocks don't
1885 * stretch to the full size of the tile; there's a border
1886 * around them of size BORDER_WIDTH. Then they have bevelled
1887 * borders of size HIGHLIGHT_WIDTH, and also rounded corners.
1888 *
1889 * I tried for some time to find a clean and clever way to
1890 * figure out what needed drawing from the corner and border
1891 * flags, but in the end the cleanest way I could find was the
1892 * following. We divide the grid square into 25 parts by
1893 * ruling four horizontal and four vertical lines across it;
1894 * those lines are at BORDER_WIDTH and BORDER_WIDTH +
1895 * HIGHLIGHT_WIDTH from the top, from the bottom, from the
1896 * left and from the right. Then we carefully consider each of
1897 * the resulting 25 sections of square, and decide separately
1898 * what needs to go in it based on the flags. In complicated
1899 * cases there can be up to five possibilities affecting any
1900 * given section (no corner or border flags, just the corner
1901 * flag, one border flag, the other border flag, both border
1902 * flags). So there's a lot of very fiddly logic here and all
1903 * I could really think to do was give it my best shot and
1904 * then test it and correct all the typos. Not fun to write,
1905 * and I'm sure it isn't fun to read either, but it seems to
1906 * work.
1907 */
1908
1909 x[0] = tx;
1910 x[1] = x[0] + BORDER_WIDTH;
1911 x[2] = x[1] + HIGHLIGHT_WIDTH;
1912 x[5] = tx + TILESIZE;
1913 x[4] = x[5] - BORDER_WIDTH;
1914 x[3] = x[4] - HIGHLIGHT_WIDTH;
1915
1916 y[0] = ty;
1917 y[1] = y[0] + BORDER_WIDTH;
1918 y[2] = y[1] + HIGHLIGHT_WIDTH;
1919 y[5] = ty + TILESIZE;
1920 y[4] = y[5] - BORDER_WIDTH;
1921 y[3] = y[4] - HIGHLIGHT_WIDTH;
1922
1923 #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
1924
1925 maybe_rect(dr, RECT(0,0),
1926 (val & (PIECE_TLCORNER | PIECE_TBORDER |
1927 PIECE_LBORDER)) ? -1 : cc, -1);
1928 maybe_rect(dr, RECT(1,0),
1929 (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 :
1930 (val & PIECE_LBORDER) ? ch : cc, -1);
1931 maybe_rect(dr, RECT(2,0),
1932 (val & PIECE_TBORDER) ? -1 : cc, -1);
1933 maybe_rect(dr, RECT(3,0),
1934 (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 :
1935 (val & PIECE_RBORDER) ? cl : cc, -1);
1936 maybe_rect(dr, RECT(4,0),
1937 (val & (PIECE_TRCORNER | PIECE_TBORDER |
1938 PIECE_RBORDER)) ? -1 : cc, -1);
1939 maybe_rect(dr, RECT(0,1),
1940 (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 :
1941 (val & PIECE_TBORDER) ? ch : cc, -1);
1942 maybe_rect(dr, RECT(1,1),
1943 (val & PIECE_TLCORNER) ? cc : -1, -1);
1944 maybe_rect(dr, RECT(1,1),
1945 (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC :
1946 !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
1947 (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc, -1);
1948 maybe_rect(dr, RECT(2,1),
1949 (val & PIECE_TBORDER) ? ch : cc, -1);
1950 maybe_rect(dr, RECT(3,1),
1951 (val & PIECE_TRCORNER) ? cc : -1, -1);
1952 maybe_rect(dr, RECT(3,1),
1953 (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch :
1954 (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl :
1955 !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cl | TYPE_BLCIRC :
1956 (val & PIECE_TRCORNER) ? cl | TYPE_TRCIRC :
1957 cc, ch);
1958 maybe_rect(dr, RECT(4,1),
1959 (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 :
1960 (val & PIECE_TBORDER) ? ch : cc, -1);
1961 maybe_rect(dr, RECT(0,2),
1962 (val & PIECE_LBORDER) ? -1 : cc, -1);
1963 maybe_rect(dr, RECT(1,2),
1964 (val & PIECE_LBORDER) ? ch : cc, -1);
1965 maybe_rect(dr, RECT(2,2),
1966 cc, -1);
1967 maybe_rect(dr, RECT(3,2),
1968 (val & PIECE_RBORDER) ? cl : cc, -1);
1969 maybe_rect(dr, RECT(4,2),
1970 (val & PIECE_RBORDER) ? -1 : cc, -1);
1971 maybe_rect(dr, RECT(0,3),
1972 (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 :
1973 (val & PIECE_BBORDER) ? cl : cc, -1);
1974 maybe_rect(dr, RECT(1,3),
1975 (val & PIECE_BLCORNER) ? cc : -1, -1);
1976 maybe_rect(dr, RECT(1,3),
1977 (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl :
1978 (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch :
1979 !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? ch | TYPE_TRCIRC :
1980 (val & PIECE_BLCORNER) ? ch | TYPE_BLCIRC :
1981 cc, cl);
1982 maybe_rect(dr, RECT(2,3),
1983 (val & PIECE_BBORDER) ? cl : cc, -1);
1984 maybe_rect(dr, RECT(3,3),
1985 (val & PIECE_BRCORNER) ? cc : -1, -1);
1986 maybe_rect(dr, RECT(3,3),
1987 (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC :
1988 !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
1989 (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc, -1);
1990 maybe_rect(dr, RECT(4,3),
1991 (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 :
1992 (val & PIECE_BBORDER) ? cl : cc, -1);
1993 maybe_rect(dr, RECT(0,4),
1994 (val & (PIECE_BLCORNER | PIECE_BBORDER |
1995 PIECE_LBORDER)) ? -1 : cc, -1);
1996 maybe_rect(dr, RECT(1,4),
1997 (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 :
1998 (val & PIECE_LBORDER) ? ch : cc, -1);
1999 maybe_rect(dr, RECT(2,4),
2000 (val & PIECE_BBORDER) ? -1 : cc, -1);
2001 maybe_rect(dr, RECT(3,4),
2002 (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 :
2003 (val & PIECE_RBORDER) ? cl : cc, -1);
2004 maybe_rect(dr, RECT(4,4),
2005 (val & (PIECE_BRCORNER | PIECE_BBORDER |
2006 PIECE_RBORDER)) ? -1 : cc, -1);
2007
2008 #undef RECT
2009 }
2010
2011 static void draw_tile(drawing *dr, game_drawstate *ds,
2012 int x, int y, unsigned long val)
2013 {
2014 int tx = COORD(x), ty = COORD(y);
2015 int cc, ch, cl;
2016
2017 /*
2018 * Draw the tile background.
2019 */
2020 if (val & BG_TARGET)
2021 cc = COL_TARGET;
2022 else
2023 cc = COL_BACKGROUND;
2024 ch = cc+1;
2025 cl = cc+2;
2026 if (val & FLASH_LOW)
2027 cc = cl;
2028 else if (val & FLASH_HIGH)
2029 cc = ch;
2030
2031 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
2032 if (val & BG_FORCEFIELD) {
2033 /*
2034 * Cattle-grid effect to indicate that nothing but the
2035 * main block can slide over this square.
2036 */
2037 int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH));
2038 int i;
2039
2040 for (i = 1; i < n; i += 3) {
2041 draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl);
2042 draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl);
2043 }
2044 }
2045
2046 /*
2047 * Draw the tile midground: a shadow of a block, for
2048 * displaying partial solutions.
2049 */
2050 if (val & FG_SHADOW) {
2051 draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK,
2052 cl, cl, cl);
2053 }
2054
2055 /*
2056 * Draw the tile foreground, i.e. some section of a block or
2057 * wall.
2058 */
2059 if (val & FG_WALL) {
2060 cc = COL_BACKGROUND;
2061 ch = cc+1;
2062 cl = cc+2;
2063 if (val & FLASH_LOW)
2064 cc = cl;
2065 else if (val & FLASH_HIGH)
2066 cc = ch;
2067
2068 draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
2069 cl, cc, ch);
2070 } else if (val & (FG_MAIN | FG_NORMAL)) {
2071 if (val & FG_DRAGGING)
2072 cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING);
2073 else
2074 cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND);
2075 ch = cc+1;
2076 cl = cc+2;
2077
2078 if (val & FLASH_LOW)
2079 cc = cl;
2080 else if (val & (FLASH_HIGH | FG_SOLVEPIECE))
2081 cc = ch;
2082
2083 draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
2084 cl, cc, ch);
2085 }
2086
2087 draw_update(dr, tx, ty, TILESIZE, TILESIZE);
2088 }
2089
2090 static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y)
2091 {
2092 int i = y*w+x;
2093 int canon = dsf_canonify(dsf, i);
2094 unsigned long val = 0;
2095
2096 if (x == 0 || canon != dsf_canonify(dsf, i-1))
2097 val |= PIECE_LBORDER;
2098 if (y== 0 || canon != dsf_canonify(dsf, i-w))
2099 val |= PIECE_TBORDER;
2100 if (x == w-1 || canon != dsf_canonify(dsf, i+1))
2101 val |= PIECE_RBORDER;
2102 if (y == h-1 || canon != dsf_canonify(dsf, i+w))
2103 val |= PIECE_BBORDER;
2104 if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) &&
2105 canon != dsf_canonify(dsf, i-1-w))
2106 val |= PIECE_TLCORNER;
2107 if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) &&
2108 canon != dsf_canonify(dsf, i+1-w))
2109 val |= PIECE_TRCORNER;
2110 if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) &&
2111 canon != dsf_canonify(dsf, i-1+w))
2112 val |= PIECE_BLCORNER;
2113 if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) &&
2114 canon != dsf_canonify(dsf, i+1+w))
2115 val |= PIECE_BRCORNER;
2116 return val;
2117 }
2118
2119 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2120 game_state *state, int dir, game_ui *ui,
2121 float animtime, float flashtime)
2122 {
2123 int w = state->w, h = state->h, wh = w*h;
2124 unsigned char *board;
2125 int *dsf;
2126 int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst;
2127
2128 if (!ds->started) {
2129 /*
2130 * The initial contents of the window are not guaranteed
2131 * and can vary with front ends. To be on the safe side,
2132 * all games should start by drawing a big
2133 * background-colour rectangle covering the whole window.
2134 */
2135 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
2136 ds->started = TRUE;
2137 }
2138
2139 /*
2140 * Construct the board we'll be displaying (which may be
2141 * different from the one in state if ui describes a drag in
2142 * progress).
2143 */
2144 board = snewn(wh, unsigned char);
2145 memcpy(board, state->board, wh);
2146 if (ui->dragging) {
2147 int mpret = move_piece(w, h, state->board, board,
2148 state->imm->forcefield,
2149 ui->drag_anchor, ui->drag_currpos);
2150 assert(mpret);
2151 }
2152
2153 if (state->soln) {
2154 solvesrc = state->soln->moves[state->soln_index*2];
2155 solvedst = state->soln->moves[state->soln_index*2+1];
2156 if (solvesrc == state->lastmoved_pos)
2157 solvesrc = state->lastmoved;
2158 if (solvesrc == ui->drag_anchor)
2159 solvesrc = ui->drag_currpos;
2160 } else
2161 solvesrc = solvedst = -1;
2162
2163 /*
2164 * Build a dsf out of that board, so we can conveniently tell
2165 * which edges are connected and which aren't.
2166 */
2167 dsf = snew_dsf(wh);
2168 mainanchor = -1;
2169 for (y = 0; y < h; y++)
2170 for (x = 0; x < w; x++) {
2171 int i = y*w+x;
2172
2173 if (ISDIST(board[i]))
2174 dsf_merge(dsf, i, i - board[i]);
2175 if (board[i] == MAINANCHOR)
2176 mainanchor = i;
2177 if (board[i] == WALL) {
2178 if (x > 0 && board[i-1] == WALL)
2179 dsf_merge(dsf, i, i-1);
2180 if (y > 0 && board[i-w] == WALL)
2181 dsf_merge(dsf, i, i-w);
2182 }
2183 }
2184 assert(mainanchor >= 0);
2185 mainpos = dsf_canonify(dsf, mainanchor);
2186 dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
2187 solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1;
2188
2189 /*
2190 * Now we can construct the data about what we want to draw.
2191 */
2192 for (y = 0; y < h; y++)
2193 for (x = 0; x < w; x++) {
2194 int i = y*w+x;
2195 int j;
2196 unsigned long val;
2197 int canon;
2198
2199 /*
2200 * See if this square is part of the target area.
2201 */
2202 j = i + mainanchor - (state->ty * w + state->tx);
2203 while (j >= 0 && j < wh && ISDIST(board[j]))
2204 j -= board[j];
2205 if (j == mainanchor)
2206 val = BG_TARGET;
2207 else
2208 val = BG_NORMAL;
2209
2210 if (state->imm->forcefield[i])
2211 val |= BG_FORCEFIELD;
2212
2213 if (flashtime > 0) {
2214 int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1;
2215 val |= (flashtype ? FLASH_LOW : FLASH_HIGH);
2216 }
2217
2218 if (board[i] != EMPTY) {
2219 canon = dsf_canonify(dsf, i);
2220
2221 if (board[i] == WALL)
2222 val |= FG_WALL;
2223 else if (canon == mainpos)
2224 val |= FG_MAIN;
2225 else
2226 val |= FG_NORMAL;
2227 if (canon == dragpos)
2228 val |= FG_DRAGGING;
2229 if (canon == solvepos)
2230 val |= FG_SOLVEPIECE;
2231
2232 /*
2233 * Now look around to see if other squares
2234 * belonging to the same block are adjacent to us.
2235 */
2236 val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH;
2237 }
2238
2239 /*
2240 * If we're in the middle of showing a solution,
2241 * display a shadow piece for the target of the
2242 * current move.
2243 */
2244 if (solvepos >= 0) {
2245 int si = i - solvedst + solvesrc;
2246 if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) {
2247 val |= find_piecepart(w, h, dsf,
2248 si % w, si / w) << FG_SHADOWSH;
2249 val |= FG_SHADOW;
2250 }
2251 }
2252
2253 if (val != ds->grid[i]) {
2254 draw_tile(dr, ds, x, y, val);
2255 ds->grid[i] = val;
2256 }
2257 }
2258
2259 /*
2260 * Update the status bar.
2261 */
2262 {
2263 char statusbuf[256];
2264
2265 sprintf(statusbuf, "%sMoves: %d",
2266 (state->completed >= 0 ?
2267 (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
2268 (state->cheated ? "Auto-solver used. " : "")),
2269 (state->completed >= 0 ? state->completed : state->movecount));
2270 if (state->minmoves >= 0)
2271 sprintf(statusbuf+strlen(statusbuf), " (min %d)",
2272 state->minmoves);
2273
2274 status_bar(dr, statusbuf);
2275 }
2276
2277 sfree(dsf);
2278 sfree(board);
2279 }
2280
2281 static float game_anim_length(game_state *oldstate, game_state *newstate,
2282 int dir, game_ui *ui)
2283 {
2284 return 0.0F;
2285 }
2286
2287 static float game_flash_length(game_state *oldstate, game_state *newstate,
2288 int dir, game_ui *ui)
2289 {
2290 if (oldstate->completed < 0 && newstate->completed >= 0)
2291 return FLASH_TIME;
2292
2293 return 0.0F;
2294 }
2295
2296 static int game_is_solved(game_state *state)
2297 {
2298 return state->completed;
2299 }
2300
2301 static int game_timing_state(game_state *state, game_ui *ui)
2302 {
2303 return TRUE;
2304 }
2305
2306 static void game_print_size(game_params *params, float *x, float *y)
2307 {
2308 }
2309
2310 static void game_print(drawing *dr, game_state *state, int tilesize)
2311 {
2312 }
2313
2314 #ifdef COMBINED
2315 #define thegame slide
2316 #endif
2317
2318 const struct game thegame = {
2319 "Slide", NULL, NULL,
2320 default_params,
2321 game_fetch_preset,
2322 decode_params,
2323 encode_params,
2324 free_params,
2325 dup_params,
2326 TRUE, game_configure, custom_params,
2327 validate_params,
2328 new_game_desc,
2329 validate_desc,
2330 new_game,
2331 dup_game,
2332 free_game,
2333 TRUE, solve_game,
2334 TRUE, game_can_format_as_text_now, game_text_format,
2335 new_ui,
2336 free_ui,
2337 encode_ui,
2338 decode_ui,
2339 game_changed_state,
2340 interpret_move,
2341 execute_move,
2342 PREFERRED_TILESIZE, game_compute_size, game_set_size,
2343 game_colours,
2344 game_new_drawstate,
2345 game_free_drawstate,
2346 game_redraw,
2347 game_anim_length,
2348 game_flash_length,
2349 game_is_solved,
2350 FALSE, FALSE, game_print_size, game_print,
2351 TRUE, /* wants_statusbar */
2352 FALSE, game_timing_state,
2353 0, /* flags */
2354 };
2355
2356 #ifdef STANDALONE_SOLVER
2357
2358 #include <stdarg.h>
2359
2360 int main(int argc, char **argv)
2361 {
2362 game_params *p;
2363 game_state *s;
2364 char *id = NULL, *desc, *err;
2365 int count = FALSE;
2366 int ret, really_verbose = FALSE;
2367 int *moves;
2368
2369 while (--argc > 0) {
2370 char *p = *++argv;
2371 if (!strcmp(p, "-v")) {
2372 really_verbose = TRUE;
2373 } else if (!strcmp(p, "-c")) {
2374 count = TRUE;
2375 } else if (*p == '-') {
2376 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2377 return 1;
2378 } else {
2379 id = p;
2380 }
2381 }
2382
2383 if (!id) {
2384 fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]);
2385 return 1;
2386 }
2387
2388 desc = strchr(id, ':');
2389 if (!desc) {
2390 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2391 return 1;
2392 }
2393 *desc++ = '\0';
2394
2395 p = default_params();
2396 decode_params(p, id);
2397 err = validate_desc(p, desc);
2398 if (err) {
2399 fprintf(stderr, "%s: %s\n", argv[0], err);
2400 return 1;
2401 }
2402 s = new_game(NULL, p, desc);
2403
2404 ret = solve_board(s->w, s->h, s->board, s->imm->forcefield,
2405 s->tx, s->ty, -1, &moves);
2406 if (ret < 0) {
2407 printf("No solution found\n");
2408 } else {
2409 int index = 0;
2410 if (count) {
2411 printf("%d moves required\n", ret);
2412 return 0;
2413 }
2414 while (1) {
2415 int moveret;
2416 char *text = board_text_format(s->w, s->h, s->board,
2417 s->imm->forcefield);
2418 game_state *s2;
2419
2420 printf("position %d:\n%s", index, text);
2421
2422 if (index >= ret)
2423 break;
2424
2425 s2 = dup_game(s);
2426 moveret = move_piece(s->w, s->h, s->board,
2427 s2->board, s->imm->forcefield,
2428 moves[index*2], moves[index*2+1]);
2429 assert(moveret);
2430
2431 free_game(s);
2432 s = s2;
2433 index++;
2434 }
2435 }
2436
2437 return 0;
2438 }
2439
2440 #endif