Correction from James H: sqrt(0) shouldn't occur any more than
[sgt/puzzles] / unfinished / sokoban.c
1 /*
2 * sokoban.c: An implementation of the well-known Sokoban barrel-
3 * pushing game. Random generation is too simplistic to be
4 * credible, but the rest of the gameplay works well enough to use
5 * it with hand-written level descriptions.
6 */
7
8 /*
9 * TODO:
10 *
11 * - I think it would be better to ditch the `prev' array, and
12 * instead make the `dist' array strictly monotonic (by having
13 * each distance be something like I*A+S, where A is the grid
14 * area, I the number of INITIAL squares trampled on, and S the
15 * number of harmless spaces moved through). This would permit
16 * the path-tracing when a pull is actually made to choose
17 * randomly from all the possible shortest routes, which would
18 * be superior in terms of eliminating directional bias.
19 * + So when tracing the path back to the current px,py, we
20 * look at all four adjacent squares, find the minimum
21 * distance, check that it's _strictly smaller_ than that of
22 * the current square, and restrict our choice to precisely
23 * those squares with that minimum distance.
24 * + The other place `prev' is currently used is in the check
25 * for consistency of a pull. We would have to replace the
26 * check for whether prev[ny*w+nx]==oy*w+ox with a check that
27 * made sure there was at least one adjacent square with a
28 * smaller distance which _wasn't_ oy*w+ox. Then when we did
29 * the path-tracing we'd also have to take this special case
30 * into account.
31 *
32 * - More discriminating choice of pull. (Snigger.)
33 * + favour putting targets in clumps
34 * + try to shoot for a reasonably consistent number of barrels
35 * (adjust willingness to generate a new barrel depending on
36 * how many are already present)
37 * + adjust willingness to break new ground depending on how
38 * much is already broken
39 *
40 * - generation time parameters:
41 * + enable NetHack mode (and find a better place for the hole)
42 * + decide how many of the remaining Is should be walls
43 *
44 * - at the end of generation, randomly position the starting
45 * player coordinates, probably by (somehow) reusing the same
46 * bfs currently inside the loop.
47 *
48 * - possible backtracking?
49 *
50 * - IWBNI we could spot completely unreachable bits of level at
51 * the outside, and not bother drawing grid lines for them. The
52 * NH levels currently look a bit weird with grid lines on the
53 * outside of the boundary.
54 */
55
56 #include <stdio.h>
57 #include <stdlib.h>
58 #include <string.h>
59 #include <assert.h>
60 #include <ctype.h>
61 #include <math.h>
62
63 #include "puzzles.h"
64
65 /*
66 * Various subsets of these constants are used during game
67 * generation, game play, game IDs and the game_drawstate.
68 */
69 #define INITIAL 'i' /* used only in game generation */
70 #define SPACE 's'
71 #define WALL 'w'
72 #define PIT 'p'
73 #define DEEP_PIT 'd'
74 #define TARGET 't'
75 #define BARREL 'b'
76 #define BARRELTARGET 'f' /* target is 'f'illed */
77 #define PLAYER 'u' /* yo'u'; used in game IDs */
78 #define PLAYERTARGET 'v' /* bad letter: v is to u as t is to s */
79 #define INVALID '!' /* used in drawstate to force redraw */
80 /*
81 * We also support the use of any capital letter as a barrel, which
82 * will be displayed with that letter as a label. (This facilitates
83 * people distributing annotated game IDs for particular Sokoban
84 * levels, so they can accompany them with verbal instructions
85 * about pushing particular barrels in particular ways.) Therefore,
86 * to find out whether something is a barrel, we need a test
87 * function which does a bit more than just comparing to BARREL.
88 *
89 * When resting on target squares, capital-letter barrels are
90 * replaced with their control-character value (A -> ^A).
91 */
92 #define IS_PLAYER(c) ( (c)==PLAYER || (c)==PLAYERTARGET )
93 #define IS_BARREL(c) ( (c)==BARREL || (c)==BARRELTARGET || \
94 ((c)>='A' && (c)<='Z') || ((c)>=1 && (c)<=26) )
95 #define IS_ON_TARGET(c) ( (c)==TARGET || (c)==BARRELTARGET || \
96 (c)==PLAYERTARGET || ((c)>=1 && (c)<=26) )
97 #define TARGETISE(b) ( (b)==BARREL ? BARRELTARGET : (b)-('A'-1) )
98 #define DETARGETISE(b) ( (b)==BARRELTARGET ? BARREL : (b)+('A'-1) )
99 #define BARREL_LABEL(b) ( (b)>='A'&&(b)<='Z' ? (b) : \
100 (b)>=1 && (b)<=26 ? (b)+('A'-1) : 0 )
101
102 #define DX(d) (d == 0 ? -1 : d == 2 ? +1 : 0)
103 #define DY(d) (d == 1 ? -1 : d == 3 ? +1 : 0)
104
105 #define FLASH_LENGTH 0.3F
106
107 enum {
108 COL_BACKGROUND,
109 COL_TARGET,
110 COL_PIT,
111 COL_DEEP_PIT,
112 COL_BARREL,
113 COL_PLAYER,
114 COL_TEXT,
115 COL_GRID,
116 COL_OUTLINE,
117 COL_HIGHLIGHT,
118 COL_LOWLIGHT,
119 COL_WALL,
120 NCOLOURS
121 };
122
123 struct game_params {
124 int w, h;
125 /*
126 * FIXME: a parameter involving degree of filling in?
127 */
128 };
129
130 struct game_state {
131 game_params p;
132 unsigned char *grid;
133 int px, py;
134 int completed;
135 };
136
137 static game_params *default_params(void)
138 {
139 game_params *ret = snew(game_params);
140
141 ret->w = 12;
142 ret->h = 10;
143
144 return ret;
145 }
146
147 static void free_params(game_params *params)
148 {
149 sfree(params);
150 }
151
152 static game_params *dup_params(game_params *params)
153 {
154 game_params *ret = snew(game_params);
155 *ret = *params; /* structure copy */
156 return ret;
157 }
158
159 static const struct game_params sokoban_presets[] = {
160 { 12, 10 },
161 { 16, 12 },
162 { 20, 16 },
163 };
164
165 static int game_fetch_preset(int i, char **name, game_params **params)
166 {
167 game_params p, *ret;
168 char *retname;
169 char namebuf[80];
170
171 if (i < 0 || i >= lenof(sokoban_presets))
172 return FALSE;
173
174 p = sokoban_presets[i];
175 ret = dup_params(&p);
176 sprintf(namebuf, "%dx%d", ret->w, ret->h);
177 retname = dupstr(namebuf);
178
179 *params = ret;
180 *name = retname;
181 return TRUE;
182 }
183
184 static void decode_params(game_params *params, char const *string)
185 {
186 params->w = params->h = atoi(string);
187 while (*string && isdigit((unsigned char)*string)) string++;
188 if (*string == 'x') {
189 string++;
190 params->h = atoi(string);
191 }
192 }
193
194 static char *encode_params(game_params *params, int full)
195 {
196 char data[256];
197
198 sprintf(data, "%dx%d", params->w, params->h);
199
200 return dupstr(data);
201 }
202
203 static config_item *game_configure(game_params *params)
204 {
205 config_item *ret;
206 char buf[80];
207
208 ret = snewn(3, config_item);
209
210 ret[0].name = "Width";
211 ret[0].type = C_STRING;
212 sprintf(buf, "%d", params->w);
213 ret[0].sval = dupstr(buf);
214 ret[0].ival = 0;
215
216 ret[1].name = "Height";
217 ret[1].type = C_STRING;
218 sprintf(buf, "%d", params->h);
219 ret[1].sval = dupstr(buf);
220 ret[1].ival = 0;
221
222 ret[2].name = NULL;
223 ret[2].type = C_END;
224 ret[2].sval = NULL;
225 ret[2].ival = 0;
226
227 return ret;
228 }
229
230 static game_params *custom_params(config_item *cfg)
231 {
232 game_params *ret = snew(game_params);
233
234 ret->w = atoi(cfg[0].sval);
235 ret->h = atoi(cfg[1].sval);
236
237 return ret;
238 }
239
240 static char *validate_params(game_params *params, int full)
241 {
242 if (params->w < 4 || params->h < 4)
243 return "Width and height must both be at least 4";
244
245 return NULL;
246 }
247
248 /* ----------------------------------------------------------------------
249 * Game generation mechanism.
250 *
251 * To generate a Sokoban level, we begin with a completely blank
252 * grid and make valid inverse moves. Grid squares can be in a
253 * number of states. The states are:
254 *
255 * - INITIAL: this square has not as yet been touched by any
256 * inverse move, which essentially means we haven't decided what
257 * it is yet.
258 *
259 * - SPACE: this square is a space.
260 *
261 * - TARGET: this square is a space which is also the target for a
262 * barrel.
263 *
264 * - BARREL: this square contains a barrel.
265 *
266 * - BARRELTARGET: this square contains a barrel _on_ a target.
267 *
268 * - WALL: this square is a wall.
269 *
270 * - PLAYER: this square contains the player.
271 *
272 * - PLAYERTARGET: this square contains the player on a target.
273 *
274 * We begin with every square of the in state INITIAL, apart from a
275 * solid ring of WALLs around the edge. We randomly position the
276 * PLAYER somewhere. Thereafter our valid moves are:
277 *
278 * - to move the PLAYER in one direction _pulling_ a barrel after
279 * us. For this to work, we must have SPACE or INITIAL in the
280 * direction we're moving, and BARREL or BARRELTARGET in the
281 * direction we're moving away from. We leave SPACE or TARGET
282 * respectively in the vacated square.
283 *
284 * - to create a new barrel by transforming an INITIAL square into
285 * BARRELTARGET.
286 *
287 * - to move the PLAYER freely through SPACE and TARGET squares,
288 * leaving SPACE or TARGET where it started.
289 *
290 * - to move the player through INITIAL squares, carving a tunnel
291 * of SPACEs as it goes.
292 *
293 * We try to avoid destroying INITIAL squares wherever possible (if
294 * there's a path to where we want to be using only SPACE, then we
295 * should always use that). At the end of generation, every square
296 * still in state INITIAL is one which was not required at any
297 * point during generation, which means we can randomly choose
298 * whether to make it SPACE or WALL.
299 *
300 * It's unclear as yet what the right strategy for wall placement
301 * should be. Too few WALLs will yield many alternative solutions
302 * to the puzzle, whereas too many might rule out so many
303 * possibilities that the intended solution becomes obvious.
304 */
305
306 static void sokoban_generate(int w, int h, unsigned char *grid, int moves,
307 int nethack, random_state *rs)
308 {
309 struct pull {
310 int ox, oy, nx, ny, score;
311 };
312
313 struct pull *pulls;
314 int *dist, *prev, *heap;
315 int x, y, px, py, i, j, d, heapsize, npulls;
316
317 pulls = snewn(w * h * 4, struct pull);
318 dist = snewn(w * h, int);
319 prev = snewn(w * h, int);
320 heap = snewn(w * h, int);
321
322 /*
323 * Configure the initial grid.
324 */
325 for (y = 0; y < h; y++)
326 for (x = 0; x < w; x++)
327 grid[y*w+x] = (x == 0 || y == 0 || x == w-1 || y == h-1 ?
328 WALL : INITIAL);
329 if (nethack)
330 grid[1] = DEEP_PIT;
331
332 /*
333 * Place the player.
334 */
335 i = random_upto(rs, (w-2) * (h-2));
336 x = 1 + i % (w-2);
337 y = 1 + i / (w-2);
338 grid[y*w+x] = SPACE;
339 px = x;
340 py = y;
341
342 /*
343 * Now loop around making random inverse Sokoban moves. In this
344 * loop we aim to make one actual barrel-pull per iteration,
345 * plus as many free moves as are necessary to get into
346 * position for that pull.
347 */
348 while (moves-- >= 0) {
349 /*
350 * First enumerate all the viable barrel-pulls we can
351 * possibly make, counting two pulls of the same barrel in
352 * different directions as different. We also include pulls
353 * we can perform by creating a new barrel. Each pull is
354 * marked with the amount of violence it would have to do
355 * to the grid.
356 */
357 npulls = 0;
358 for (y = 0; y < h; y++)
359 for (x = 0; x < w; x++)
360 for (d = 0; d < 4; d++) {
361 int dx = DX(d);
362 int dy = DY(d);
363 int nx = x + dx, ny = y + dy;
364 int npx = nx + dx, npy = ny + dy;
365 int score = 0;
366
367 /*
368 * The candidate move is to put the player at
369 * (nx,ny), and move him to (npx,npy), pulling
370 * a barrel at (x,y) to (nx,ny). So first we
371 * must check that all those squares are within
372 * the boundaries of the grid. For this it is
373 * sufficient to check npx,npy.
374 */
375 if (npx < 0 || npx >= w || npy < 0 || npy >= h)
376 continue;
377
378 /*
379 * (x,y) must either be a barrel, or a square
380 * which we can convert into a barrel.
381 */
382 switch (grid[y*w+x]) {
383 case BARREL: case BARRELTARGET:
384 break;
385 case INITIAL:
386 if (nethack)
387 continue;
388 score += 10 /* new_barrel_score */;
389 break;
390 case DEEP_PIT:
391 if (!nethack)
392 continue;
393 break;
394 default:
395 continue;
396 }
397
398 /*
399 * (nx,ny) must either be a space, or a square
400 * which we can convert into a space.
401 */
402 switch (grid[ny*w+nx]) {
403 case SPACE: case TARGET:
404 break;
405 case INITIAL:
406 score += 3 /* new_space_score */;
407 break;
408 default:
409 continue;
410 }
411
412 /*
413 * (npx,npy) must also either be a space, or a
414 * square which we can convert into a space.
415 */
416 switch (grid[npy*w+npx]) {
417 case SPACE: case TARGET:
418 break;
419 case INITIAL:
420 score += 3 /* new_space_score */;
421 break;
422 default:
423 continue;
424 }
425
426 /*
427 * That's sufficient to tag this as a possible
428 * pull right now. We still don't know if we
429 * can reach the required player position, but
430 * that's a job for the subsequent BFS phase to
431 * tell us.
432 */
433 pulls[npulls].ox = x;
434 pulls[npulls].oy = y;
435 pulls[npulls].nx = nx;
436 pulls[npulls].ny = ny;
437 pulls[npulls].score = score;
438 #ifdef GENERATION_DIAGNOSTICS
439 printf("found potential pull: (%d,%d)-(%d,%d) cost %d\n",
440 pulls[npulls].ox, pulls[npulls].oy,
441 pulls[npulls].nx, pulls[npulls].ny,
442 pulls[npulls].score);
443 #endif
444 npulls++;
445 }
446 #ifdef GENERATION_DIAGNOSTICS
447 printf("found %d potential pulls\n", npulls);
448 #endif
449
450 /*
451 * If there are no pulls available at all, we give up.
452 *
453 * (FIXME: or perhaps backtrack?)
454 */
455 if (npulls == 0)
456 break;
457
458 /*
459 * Now we do a BFS from our current position, to find all
460 * the squares we can get the player into.
461 *
462 * This BFS is unusually tricky. We want to give a positive
463 * distance only to squares which we have to carve through
464 * INITIALs to get to, which means we can't just stick
465 * every square we reach on the end of our to-do list.
466 * Instead, we must maintain our list as a proper priority
467 * queue.
468 */
469 for (i = 0; i < w*h; i++)
470 dist[i] = prev[i] = -1;
471
472 heap[0] = py*w+px;
473 heapsize = 1;
474 dist[py*w+px] = 0;
475
476 #define PARENT(n) ( ((n)-1)/2 )
477 #define LCHILD(n) ( 2*(n)+1 )
478 #define RCHILD(n) ( 2*(n)+2 )
479 #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
480
481 while (heapsize > 0) {
482 /*
483 * Pull the smallest element off the heap: it's at
484 * position 0. Move the arbitrary element from the very
485 * end of the heap into position 0.
486 */
487 y = heap[0] / w;
488 x = heap[0] % w;
489
490 heapsize--;
491 heap[0] = heap[heapsize];
492
493 /*
494 * Now repeatedly move that arbitrary element down the
495 * heap by swapping it with the more suitable of its
496 * children.
497 */
498 i = 0;
499 while (1) {
500 int lc, rc;
501
502 lc = LCHILD(i);
503 rc = RCHILD(i);
504
505 if (lc >= heapsize)
506 break; /* we've hit bottom */
507
508 if (rc >= heapsize) {
509 /*
510 * Special case: there is only one child to
511 * check.
512 */
513 if (dist[heap[i]] > dist[heap[lc]])
514 SWAP(heap[i], heap[lc]);
515
516 /* _Now_ we've hit bottom. */
517 break;
518 } else {
519 /*
520 * The common case: there are two children and
521 * we must check them both.
522 */
523 if (dist[heap[i]] > dist[heap[lc]] ||
524 dist[heap[i]] > dist[heap[rc]]) {
525 /*
526 * Pick the more appropriate child to swap with
527 * (i.e. the one which would want to be the
528 * parent if one were above the other - as one
529 * is about to be).
530 */
531 if (dist[heap[lc]] > dist[heap[rc]]) {
532 SWAP(heap[i], heap[rc]);
533 i = rc;
534 } else {
535 SWAP(heap[i], heap[lc]);
536 i = lc;
537 }
538 } else {
539 /* This element is in the right place; we're done. */
540 break;
541 }
542 }
543 }
544
545 /*
546 * OK, that's given us (x,y) for this phase of the
547 * search. Now try all directions from here.
548 */
549
550 for (d = 0; d < 4; d++) {
551 int dx = DX(d);
552 int dy = DY(d);
553 int nx = x + dx, ny = y + dy;
554 if (nx < 0 || nx >= w || ny < 0 || ny >= h)
555 continue;
556 if (grid[ny*w+nx] != SPACE && grid[ny*w+nx] != TARGET &&
557 grid[ny*w+nx] != INITIAL)
558 continue;
559 if (dist[ny*w+nx] == -1) {
560 dist[ny*w+nx] = dist[y*w+x] + (grid[ny*w+nx] == INITIAL);
561 prev[ny*w+nx] = y*w+x;
562
563 /*
564 * Now insert ny*w+nx at the end of the heap,
565 * and move it down to its appropriate resting
566 * place.
567 */
568 i = heapsize;
569 heap[heapsize++] = ny*w+nx;
570
571 /*
572 * Swap element n with its parent repeatedly to
573 * preserve the heap property.
574 */
575
576 while (i > 0) {
577 int p = PARENT(i);
578
579 if (dist[heap[p]] > dist[heap[i]]) {
580 SWAP(heap[p], heap[i]);
581 i = p;
582 } else
583 break;
584 }
585 }
586 }
587 }
588
589 #undef PARENT
590 #undef LCHILD
591 #undef RCHILD
592 #undef SWAP
593
594 #ifdef GENERATION_DIAGNOSTICS
595 printf("distance map:\n");
596 for (i = 0; i < h; i++) {
597 for (j = 0; j < w; j++) {
598 int d = dist[i*w+j];
599 int c;
600 if (d < 0)
601 c = '#';
602 else if (d >= 36)
603 c = '!';
604 else if (d >= 10)
605 c = 'A' - 10 + d;
606 else
607 c = '0' + d;
608 putchar(c);
609 }
610 putchar('\n');
611 }
612 #endif
613
614 /*
615 * Now we can go back through the `pulls' array, adjusting
616 * the score for each pull depending on how hard it is to
617 * reach its starting point, and also throwing out any
618 * whose starting points are genuinely unreachable even
619 * with the possibility of carving through INITIAL squares.
620 */
621 for (i = j = 0; i < npulls; i++) {
622 #ifdef GENERATION_DIAGNOSTICS
623 printf("potential pull (%d,%d)-(%d,%d)",
624 pulls[i].ox, pulls[i].oy,
625 pulls[i].nx, pulls[i].ny);
626 #endif
627 x = pulls[i].nx;
628 y = pulls[i].ny;
629 if (dist[y*w+x] < 0) {
630 #ifdef GENERATION_DIAGNOSTICS
631 printf(" unreachable\n");
632 #endif
633 continue; /* this pull isn't feasible at all */
634 } else {
635 /*
636 * Another nasty special case we have to check is
637 * whether the initial barrel location (ox,oy) is
638 * on the path used to reach the square. This can
639 * occur if that square is in state INITIAL: the
640 * pull is initially considered valid on the basis
641 * that the INITIAL can become BARRELTARGET, and
642 * it's also considered reachable on the basis that
643 * INITIAL can be turned into SPACE, but it can't
644 * be both at once.
645 *
646 * Fortunately, if (ox,oy) is on the path at all,
647 * it must be only one space from the end, so this
648 * is easy to spot and rule out.
649 */
650 if (prev[y*w+x] == pulls[i].oy*w+pulls[i].ox) {
651 #ifdef GENERATION_DIAGNOSTICS
652 printf(" goes through itself\n");
653 #endif
654 continue; /* this pull isn't feasible at all */
655 }
656 pulls[j] = pulls[i]; /* structure copy */
657 pulls[j].score += dist[y*w+x] * 3 /* new_space_score */;
658 #ifdef GENERATION_DIAGNOSTICS
659 printf(" reachable at distance %d (cost now %d)\n",
660 dist[y*w+x], pulls[j].score);
661 #endif
662 j++;
663 }
664 }
665 npulls = j;
666
667 /*
668 * Again, if there are no pulls available at all, we give
669 * up.
670 *
671 * (FIXME: or perhaps backtrack?)
672 */
673 if (npulls == 0)
674 break;
675
676 /*
677 * Now choose which pull to make. On the one hand we should
678 * prefer pulls which do less damage to the INITIAL squares
679 * (thus, ones for which we can already get into position
680 * via existing SPACEs, and for which the barrel already
681 * exists and doesn't have to be invented); on the other,
682 * we want to avoid _always_ preferring such pulls, on the
683 * grounds that that will lead to levels without very much
684 * stuff in.
685 *
686 * When creating new barrels, we prefer creations which are
687 * next to existing TARGET squares.
688 *
689 * FIXME: for the moment I'll make this very simple indeed.
690 */
691 i = random_upto(rs, npulls);
692
693 /*
694 * Actually make the pull, including carving a path to get
695 * to the site if necessary.
696 */
697 x = pulls[i].nx;
698 y = pulls[i].ny;
699 while (prev[y*w+x] >= 0) {
700 int p;
701
702 if (grid[y*w+x] == INITIAL)
703 grid[y*w+x] = SPACE;
704
705 p = prev[y*w+x];
706 y = p / w;
707 x = p % w;
708 }
709 px = 2*pulls[i].nx - pulls[i].ox;
710 py = 2*pulls[i].ny - pulls[i].oy;
711 if (grid[py*w+px] == INITIAL)
712 grid[py*w+px] = SPACE;
713 if (grid[pulls[i].ny*w+pulls[i].nx] == TARGET)
714 grid[pulls[i].ny*w+pulls[i].nx] = BARRELTARGET;
715 else
716 grid[pulls[i].ny*w+pulls[i].nx] = BARREL;
717 if (grid[pulls[i].oy*w+pulls[i].ox] == BARREL)
718 grid[pulls[i].oy*w+pulls[i].ox] = SPACE;
719 else if (grid[pulls[i].oy*w+pulls[i].ox] != DEEP_PIT)
720 grid[pulls[i].oy*w+pulls[i].ox] = TARGET;
721 }
722
723 sfree(heap);
724 sfree(prev);
725 sfree(dist);
726 sfree(pulls);
727
728 if (grid[py*w+px] == TARGET)
729 grid[py*w+px] = PLAYERTARGET;
730 else
731 grid[py*w+px] = PLAYER;
732 }
733
734 static char *new_game_desc(game_params *params, random_state *rs,
735 char **aux, int interactive)
736 {
737 int w = params->w, h = params->h;
738 char *desc;
739 int desclen, descpos, descsize, prev, count;
740 unsigned char *grid;
741 int i, j;
742
743 /*
744 * FIXME: perhaps some more interesting means of choosing how
745 * many moves to try?
746 */
747 grid = snewn(w*h, unsigned char);
748 sokoban_generate(w, h, grid, w*h, FALSE, rs);
749
750 desclen = descpos = descsize = 0;
751 desc = NULL;
752 prev = -1;
753 count = 0;
754 for (i = 0; i < w*h; i++) {
755 if (descsize < desclen + 40) {
756 descsize = desclen + 100;
757 desc = sresize(desc, descsize, char);
758 desc[desclen] = '\0';
759 }
760 switch (grid[i]) {
761 case INITIAL:
762 j = 'w'; /* FIXME: make some of these 's'? */
763 break;
764 case SPACE:
765 j = 's';
766 break;
767 case WALL:
768 j = 'w';
769 break;
770 case TARGET:
771 j = 't';
772 break;
773 case BARREL:
774 j = 'b';
775 break;
776 case BARRELTARGET:
777 j = 'f';
778 break;
779 case DEEP_PIT:
780 j = 'd';
781 break;
782 case PLAYER:
783 j = 'u';
784 break;
785 case PLAYERTARGET:
786 j = 'v';
787 break;
788 default:
789 j = '?';
790 break;
791 }
792 assert(j != '?');
793 if (j != prev) {
794 desc[desclen++] = j;
795 descpos = desclen;
796 prev = j;
797 count = 1;
798 } else {
799 count++;
800 desclen = descpos + sprintf(desc+descpos, "%d", count);
801 }
802 }
803
804 sfree(grid);
805
806 return desc;
807 }
808
809 static char *validate_desc(game_params *params, char *desc)
810 {
811 int w = params->w, h = params->h;
812 int area = 0;
813 int nplayers = 0;
814
815 while (*desc) {
816 int c = *desc++;
817 int n = 1;
818 if (*desc && isdigit((unsigned char)*desc)) {
819 n = atoi(desc);
820 while (*desc && isdigit((unsigned char)*desc)) desc++;
821 }
822
823 area += n;
824
825 if (c == PLAYER || c == PLAYERTARGET)
826 nplayers += n;
827 else if (c == INITIAL || c == SPACE || c == WALL || c == TARGET ||
828 c == PIT || c == DEEP_PIT || IS_BARREL(c))
829 /* ok */;
830 else
831 return "Invalid character in game description";
832 }
833
834 if (area > w*h)
835 return "Too much data in game description";
836 if (area < w*h)
837 return "Too little data in game description";
838 if (nplayers < 1)
839 return "No starting player position specified";
840 if (nplayers > 1)
841 return "More than one starting player position specified";
842
843 return NULL;
844 }
845
846 static game_state *new_game(midend *me, game_params *params, char *desc)
847 {
848 int w = params->w, h = params->h;
849 game_state *state = snew(game_state);
850 int i;
851
852 state->p = *params; /* structure copy */
853 state->grid = snewn(w*h, unsigned char);
854 state->px = state->py = -1;
855 state->completed = FALSE;
856
857 i = 0;
858
859 while (*desc) {
860 int c = *desc++;
861 int n = 1;
862 if (*desc && isdigit((unsigned char)*desc)) {
863 n = atoi(desc);
864 while (*desc && isdigit((unsigned char)*desc)) desc++;
865 }
866
867 if (c == PLAYER || c == PLAYERTARGET) {
868 state->py = i / w;
869 state->px = i % w;
870 c = IS_ON_TARGET(c) ? TARGET : SPACE;
871 }
872
873 while (n-- > 0)
874 state->grid[i++] = c;
875 }
876
877 assert(i == w*h);
878 assert(state->px != -1 && state->py != -1);
879
880 return state;
881 }
882
883 static game_state *dup_game(game_state *state)
884 {
885 int w = state->p.w, h = state->p.h;
886 game_state *ret = snew(game_state);
887
888 ret->p = state->p; /* structure copy */
889 ret->grid = snewn(w*h, unsigned char);
890 memcpy(ret->grid, state->grid, w*h);
891 ret->px = state->px;
892 ret->py = state->py;
893 ret->completed = state->completed;
894
895 return ret;
896 }
897
898 static void free_game(game_state *state)
899 {
900 sfree(state->grid);
901 sfree(state);
902 }
903
904 static char *solve_game(game_state *state, game_state *currstate,
905 char *aux, char **error)
906 {
907 return NULL;
908 }
909
910 static char *game_text_format(game_state *state)
911 {
912 return NULL;
913 }
914
915 static game_ui *new_ui(game_state *state)
916 {
917 return NULL;
918 }
919
920 static void free_ui(game_ui *ui)
921 {
922 }
923
924 static char *encode_ui(game_ui *ui)
925 {
926 return NULL;
927 }
928
929 static void decode_ui(game_ui *ui, char *encoding)
930 {
931 }
932
933 static void game_changed_state(game_ui *ui, game_state *oldstate,
934 game_state *newstate)
935 {
936 }
937
938 struct game_drawstate {
939 game_params p;
940 int tilesize;
941 int started;
942 unsigned short *grid;
943 };
944
945 #define PREFERRED_TILESIZE 32
946 #define TILESIZE (ds->tilesize)
947 #define BORDER (TILESIZE)
948 #define HIGHLIGHT_WIDTH (TILESIZE / 10)
949 #define COORD(x) ( (x) * TILESIZE + BORDER )
950 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
951
952 /*
953 * I'm going to need to do most of the move-type analysis in both
954 * interpret_move and execute_move, so I'll abstract it out into a
955 * subfunction. move_type() returns -1 for an illegal move, 0 for a
956 * movement, and 1 for a push.
957 */
958 int move_type(game_state *state, int dx, int dy)
959 {
960 int w = state->p.w, h = state->p.h;
961 int px = state->px, py = state->py;
962 int nx, ny, nbx, nby;
963
964 assert(dx >= -1 && dx <= +1);
965 assert(dy >= -1 && dy <= +1);
966 assert(dx || dy);
967
968 nx = px + dx;
969 ny = py + dy;
970
971 /*
972 * Disallow any move that goes off the grid.
973 */
974 if (nx < 0 || nx >= w || ny < 0 || ny >= h)
975 return -1;
976
977 /*
978 * Examine the target square of the move to see whether it's a
979 * space, a barrel, or a wall.
980 */
981
982 if (state->grid[ny*w+nx] == WALL ||
983 state->grid[ny*w+nx] == PIT ||
984 state->grid[ny*w+nx] == DEEP_PIT)
985 return -1; /* this one's easy; just disallow it */
986
987 if (IS_BARREL(state->grid[ny*w+nx])) {
988 /*
989 * This is a push move. For a start, that means it must not
990 * be diagonal.
991 */
992 if (dy && dx)
993 return -1;
994
995 /*
996 * Now find the location of the third square involved in
997 * the push, and stop if it's off the edge.
998 */
999 nbx = nx + dx;
1000 nby = ny + dy;
1001 if (nbx < 0 || nbx >= w || nby < 0 || nby >= h)
1002 return -1;
1003
1004 /*
1005 * That third square must be able to accept a barrel.
1006 */
1007 if (state->grid[nby*w+nbx] == SPACE ||
1008 state->grid[nby*w+nbx] == TARGET ||
1009 state->grid[nby*w+nbx] == PIT ||
1010 state->grid[nby*w+nbx] == DEEP_PIT) {
1011 /*
1012 * The push is valid.
1013 */
1014 return 1;
1015 } else {
1016 return -1;
1017 }
1018 } else {
1019 /*
1020 * This is just an ordinary move. We've already checked the
1021 * target square, so the only thing left to check is that a
1022 * diagonal move has a space on one side to have notionally
1023 * gone through.
1024 */
1025 if (dx && dy &&
1026 state->grid[(py+dy)*w+px] != SPACE &&
1027 state->grid[(py+dy)*w+px] != TARGET &&
1028 state->grid[py*w+(px+dx)] != SPACE &&
1029 state->grid[py*w+(px+dx)] != TARGET)
1030 return -1;
1031
1032 /*
1033 * Otherwise, the move is valid.
1034 */
1035 return 0;
1036 }
1037 }
1038
1039 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1040 int x, int y, int button)
1041 {
1042 int dx, dy;
1043 char *move;
1044
1045 /*
1046 * Diagonal movement is supported as it is in NetHack: it's
1047 * for movement only (never pushing), and one of the two
1048 * squares adjacent to both the source and destination
1049 * squares must be free to move through. In other words, it
1050 * is only a shorthand for two orthogonal moves and cannot
1051 * change the nature of the actual puzzle game.
1052 */
1053 if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
1054 dx = 0, dy = -1;
1055 else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
1056 dx = 0, dy = +1;
1057 else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
1058 dx = -1, dy = 0;
1059 else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
1060 dx = +1, dy = 0;
1061 else if (button == (MOD_NUM_KEYPAD | '7'))
1062 dx = -1, dy = -1;
1063 else if (button == (MOD_NUM_KEYPAD | '9'))
1064 dx = +1, dy = -1;
1065 else if (button == (MOD_NUM_KEYPAD | '1'))
1066 dx = -1, dy = +1;
1067 else if (button == (MOD_NUM_KEYPAD | '3'))
1068 dx = +1, dy = +1;
1069 else
1070 return NULL;
1071
1072 if (move_type(state, dx, dy) < 0)
1073 return NULL;
1074
1075 move = snewn(2, char);
1076 move[1] = '\0';
1077 move[0] = '5' - 3*dy + dx;
1078 return move;
1079 }
1080
1081 static game_state *execute_move(game_state *state, char *move)
1082 {
1083 int w = state->p.w, h = state->p.h;
1084 int px = state->px, py = state->py;
1085 int dx, dy, nx, ny, nbx, nby, type, m, i, freebarrels, freetargets;
1086 game_state *ret;
1087
1088 if (*move < '1' || *move == '5' || *move > '9' || move[1])
1089 return NULL; /* invalid move string */
1090
1091 m = *move - '0';
1092 dx = (m + 2) % 3 - 1;
1093 dy = 2 - (m + 2) / 3;
1094 type = move_type(state, dx, dy);
1095 if (type < 0)
1096 return NULL;
1097
1098 ret = dup_game(state);
1099
1100 nx = px + dx;
1101 ny = py + dy;
1102 nbx = nx + dx;
1103 nby = ny + dy;
1104
1105 if (type) {
1106 int b;
1107
1108 /*
1109 * Push.
1110 */
1111 b = ret->grid[ny*w+nx];
1112 if (IS_ON_TARGET(b)) {
1113 ret->grid[ny*w+nx] = TARGET;
1114 b = DETARGETISE(b);
1115 } else
1116 ret->grid[ny*w+nx] = SPACE;
1117
1118 if (ret->grid[nby*w+nbx] == PIT)
1119 ret->grid[nby*w+nbx] = SPACE;
1120 else if (ret->grid[nby*w+nbx] == DEEP_PIT)
1121 /* do nothing - the pit eats the barrel and remains there */;
1122 else if (ret->grid[nby*w+nbx] == TARGET)
1123 ret->grid[nby*w+nbx] = TARGETISE(b);
1124 else
1125 ret->grid[nby*w+nbx] = b;
1126 }
1127
1128 ret->px = nx;
1129 ret->py = ny;
1130
1131 /*
1132 * Check for completion. This is surprisingly complicated,
1133 * given the presence of pits and deep pits, and also the fact
1134 * that some Sokoban levels with pits have fewer pits than
1135 * barrels (due to providing spares, e.g. NetHack's). I think
1136 * the completion condition in fact must be that the game
1137 * cannot become any _more_ complete. That is, _either_ there
1138 * are no remaining barrels not on targets, _or_ there is a
1139 * good reason why any such barrels cannot be placed. The only
1140 * available good reason is that there are no remaining pits,
1141 * no free target squares, and no deep pits at all.
1142 */
1143 if (!ret->completed) {
1144 freebarrels = FALSE;
1145 freetargets = FALSE;
1146 for (i = 0; i < w*h; i++) {
1147 int v = ret->grid[i];
1148
1149 if (IS_BARREL(v) && !IS_ON_TARGET(v))
1150 freebarrels = TRUE;
1151 if (v == DEEP_PIT || v == PIT ||
1152 (!IS_BARREL(v) && IS_ON_TARGET(v)))
1153 freetargets = TRUE;
1154 }
1155
1156 if (!freebarrels || !freetargets)
1157 ret->completed = TRUE;
1158 }
1159
1160 return ret;
1161 }
1162
1163 /* ----------------------------------------------------------------------
1164 * Drawing routines.
1165 */
1166
1167 static void game_compute_size(game_params *params, int tilesize,
1168 int *x, int *y)
1169 {
1170 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1171 struct { int tilesize; } ads, *ds = &ads;
1172 ads.tilesize = tilesize;
1173
1174 *x = 2 * BORDER + 1 + params->w * TILESIZE;
1175 *y = 2 * BORDER + 1 + params->h * TILESIZE;
1176 }
1177
1178 static void game_set_size(drawing *dr, game_drawstate *ds,
1179 game_params *params, int tilesize)
1180 {
1181 ds->tilesize = tilesize;
1182 }
1183
1184 static float *game_colours(frontend *fe, int *ncolours)
1185 {
1186 float *ret = snewn(3 * NCOLOURS, float);
1187 int i;
1188
1189 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1190
1191 ret[COL_OUTLINE * 3 + 0] = 0.0F;
1192 ret[COL_OUTLINE * 3 + 1] = 0.0F;
1193 ret[COL_OUTLINE * 3 + 2] = 0.0F;
1194
1195 ret[COL_PLAYER * 3 + 0] = 0.0F;
1196 ret[COL_PLAYER * 3 + 1] = 1.0F;
1197 ret[COL_PLAYER * 3 + 2] = 0.0F;
1198
1199 ret[COL_BARREL * 3 + 0] = 0.6F;
1200 ret[COL_BARREL * 3 + 1] = 0.3F;
1201 ret[COL_BARREL * 3 + 2] = 0.0F;
1202
1203 ret[COL_TARGET * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0];
1204 ret[COL_TARGET * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1];
1205 ret[COL_TARGET * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2];
1206
1207 ret[COL_PIT * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0] / 2;
1208 ret[COL_PIT * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1] / 2;
1209 ret[COL_PIT * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2] / 2;
1210
1211 ret[COL_DEEP_PIT * 3 + 0] = 0.0F;
1212 ret[COL_DEEP_PIT * 3 + 1] = 0.0F;
1213 ret[COL_DEEP_PIT * 3 + 2] = 0.0F;
1214
1215 ret[COL_TEXT * 3 + 0] = 1.0F;
1216 ret[COL_TEXT * 3 + 1] = 1.0F;
1217 ret[COL_TEXT * 3 + 2] = 1.0F;
1218
1219 ret[COL_GRID * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0];
1220 ret[COL_GRID * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1];
1221 ret[COL_GRID * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2];
1222
1223 ret[COL_OUTLINE * 3 + 0] = 0.0F;
1224 ret[COL_OUTLINE * 3 + 1] = 0.0F;
1225 ret[COL_OUTLINE * 3 + 2] = 0.0F;
1226
1227 for (i = 0; i < 3; i++) {
1228 ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] +
1229 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4;
1230 }
1231
1232 *ncolours = NCOLOURS;
1233 return ret;
1234 }
1235
1236 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1237 {
1238 int w = state->p.w, h = state->p.h;
1239 struct game_drawstate *ds = snew(struct game_drawstate);
1240 int i;
1241
1242 ds->tilesize = 0;
1243 ds->p = state->p; /* structure copy */
1244 ds->grid = snewn(w*h, unsigned short);
1245 for (i = 0; i < w*h; i++)
1246 ds->grid[i] = INVALID;
1247 ds->started = FALSE;
1248
1249 return ds;
1250 }
1251
1252 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1253 {
1254 sfree(ds->grid);
1255 sfree(ds);
1256 }
1257
1258 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
1259 {
1260 int tx = COORD(x), ty = COORD(y);
1261 int bg = (v & 0x100 ? COL_HIGHLIGHT : COL_BACKGROUND);
1262
1263 v &= 0xFF;
1264
1265 clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
1266 draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg);
1267
1268 if (v == WALL) {
1269 int coords[6];
1270
1271 coords[0] = tx + TILESIZE;
1272 coords[1] = ty + TILESIZE;
1273 coords[2] = tx + TILESIZE;
1274 coords[3] = ty + 1;
1275 coords[4] = tx + 1;
1276 coords[5] = ty + TILESIZE;
1277 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
1278
1279 coords[0] = tx + 1;
1280 coords[1] = ty + 1;
1281 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1282
1283 draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH,
1284 TILESIZE - 2*HIGHLIGHT_WIDTH,
1285 TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL);
1286 } else if (v == PIT) {
1287 draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1288 TILESIZE*3/7, COL_PIT, COL_OUTLINE);
1289 } else if (v == DEEP_PIT) {
1290 draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1291 TILESIZE*3/7, COL_DEEP_PIT, COL_OUTLINE);
1292 } else {
1293 if (IS_ON_TARGET(v)) {
1294 draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1295 TILESIZE*3/7, COL_TARGET, COL_OUTLINE);
1296 }
1297 if (IS_PLAYER(v)) {
1298 draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1299 TILESIZE/3, COL_PLAYER, COL_OUTLINE);
1300 } else if (IS_BARREL(v)) {
1301 char str[2];
1302
1303 draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1304 TILESIZE/3, COL_BARREL, COL_OUTLINE);
1305 str[1] = '\0';
1306 str[0] = BARREL_LABEL(v);
1307 if (str[0]) {
1308 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1309 FONT_VARIABLE, TILESIZE/2,
1310 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str);
1311 }
1312 }
1313 }
1314
1315 unclip(dr);
1316 draw_update(dr, tx, ty, TILESIZE, TILESIZE);
1317 }
1318
1319 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1320 game_state *state, int dir, game_ui *ui,
1321 float animtime, float flashtime)
1322 {
1323 int w = state->p.w, h = state->p.h /*, wh = w*h */;
1324 int x, y;
1325 int flashtype;
1326
1327 if (flashtime &&
1328 !((int)(flashtime * 3 / FLASH_LENGTH) % 2))
1329 flashtype = 0x100;
1330 else
1331 flashtype = 0;
1332
1333 /*
1334 * Initialise a fresh drawstate.
1335 */
1336 if (!ds->started) {
1337 int wid, ht;
1338
1339 /*
1340 * Blank out the window initially.
1341 */
1342 game_compute_size(&ds->p, TILESIZE, &wid, &ht);
1343 draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND);
1344 draw_update(dr, 0, 0, wid, ht);
1345
1346 /*
1347 * Draw the grid lines.
1348 */
1349 for (y = 0; y <= h; y++)
1350 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y),
1351 COL_LOWLIGHT);
1352 for (x = 0; x <= w; x++)
1353 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h),
1354 COL_LOWLIGHT);
1355
1356 ds->started = TRUE;
1357 }
1358
1359 /*
1360 * Draw the grid contents.
1361 */
1362 for (y = 0; y < h; y++)
1363 for (x = 0; x < w; x++) {
1364 int v = state->grid[y*w+x];
1365 if (y == state->py && x == state->px) {
1366 if (v == TARGET)
1367 v = PLAYERTARGET;
1368 else {
1369 assert(v == SPACE);
1370 v = PLAYER;
1371 }
1372 }
1373
1374 v |= flashtype;
1375
1376 if (ds->grid[y*w+x] != v) {
1377 draw_tile(dr, ds, x, y, v);
1378 ds->grid[y*w+x] = v;
1379 }
1380 }
1381
1382 }
1383
1384 static float game_anim_length(game_state *oldstate, game_state *newstate,
1385 int dir, game_ui *ui)
1386 {
1387 return 0.0F;
1388 }
1389
1390 static float game_flash_length(game_state *oldstate, game_state *newstate,
1391 int dir, game_ui *ui)
1392 {
1393 if (!oldstate->completed && newstate->completed)
1394 return FLASH_LENGTH;
1395 else
1396 return 0.0F;
1397 }
1398
1399 static int game_timing_state(game_state *state, game_ui *ui)
1400 {
1401 return TRUE;
1402 }
1403
1404 static void game_print_size(game_params *params, float *x, float *y)
1405 {
1406 }
1407
1408 static void game_print(drawing *dr, game_state *state, int tilesize)
1409 {
1410 }
1411
1412 #ifdef COMBINED
1413 #define thegame sokoban
1414 #endif
1415
1416 const struct game thegame = {
1417 "Sokoban", NULL, NULL,
1418 default_params,
1419 game_fetch_preset,
1420 decode_params,
1421 encode_params,
1422 free_params,
1423 dup_params,
1424 TRUE, game_configure, custom_params,
1425 validate_params,
1426 new_game_desc,
1427 validate_desc,
1428 new_game,
1429 dup_game,
1430 free_game,
1431 FALSE, solve_game,
1432 FALSE, game_text_format,
1433 new_ui,
1434 free_ui,
1435 encode_ui,
1436 decode_ui,
1437 game_changed_state,
1438 interpret_move,
1439 execute_move,
1440 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1441 game_colours,
1442 game_new_drawstate,
1443 game_free_drawstate,
1444 game_redraw,
1445 game_anim_length,
1446 game_flash_length,
1447 FALSE, FALSE, game_print_size, game_print,
1448 FALSE, /* wants_statusbar */
1449 FALSE, game_timing_state,
1450 0, /* flags */
1451 };