2 * slide.c: Implementation of the block-sliding puzzle `Klotski'.
9 * * try to generate a solution when Solve is pressed
10 * + from the start, or from here? From here, I fear.
11 * + hence, not much point saving the solution in an aux
13 * * Inertia-like method for telling the user the solution
14 * * standalone solver which draws diagrams
16 * - The dragging semantics are still subtly wrong in complex
19 * - Improve the generator.
21 * - All the colours are a bit wishy-washy. _Some_ dark colours
22 * would surely not be excessive? Probably darken the tiles,
23 * the walls and the main block, and leave the target marker
38 * The implementation of this game revolves around the insight
39 * which makes an exhaustive-search solver feasible: although
40 * there are many blocks which can be rearranged in many ways, any
41 * two blocks of the same shape are _indistinguishable_ and hence
42 * the number of _distinct_ board layouts is generally much
43 * smaller. So we adopt a representation for board layouts which
44 * is inherently canonical, i.e. there are no two distinct
45 * representations which encode indistinguishable layouts.
47 * The way we do this is to encode each square of the board, in
48 * the normal left-to-right top-to-bottom order, as being one of
49 * the following things:
50 * - the first square (in the given order) of a block (`anchor')
51 * - special case of the above: the anchor for the _main_ block
52 * (i.e. the one which the aim of the game is to get to the
54 * - a subsequent square of a block whose previous square was N
56 * - an impassable wall
58 * (We also separately store data about which board positions are
59 * forcefields only passable by the main block. We can't encode
60 * that in the main board data, because then the main block would
61 * destroy forcefields as it went over them.)
63 * Hence, for example, a 2x2 square block would be encoded as
64 * ANCHOR, followed by DIST(1), and w-2 squares later on there
65 * would be DIST(w-1) followed by DIST(1). So if you start at the
66 * last of those squares, the DIST numbers give you a linked list
67 * pointing back through all the other squares in the same block.
69 * So the solver simply does a bfs over all reachable positions,
70 * encoding them in this format and storing them in a tree234 to
71 * ensure it doesn't ever revisit an already-analysed position.
76 * The colours are arranged here so that every base colour is
77 * directly followed by its highlight colour and then its
78 * lowlight colour. Do not break this, or draw_tile() will get
85 COL_DRAGGING_HIGHLIGHT
,
86 COL_DRAGGING_LOWLIGHT
,
91 COL_MAIN_DRAGGING_HIGHLIGHT
,
92 COL_MAIN_DRAGGING_LOWLIGHT
,
100 * Board layout is a simple array of bytes. Each byte holds:
102 #define ANCHOR 255 /* top-left-most square of some piece */
103 #define MAINANCHOR 254 /* anchor of _main_ piece */
104 #define EMPTY 253 /* empty square */
105 #define WALL 252 /* immovable wall */
107 /* all other values indicate distance back to previous square of same block */
108 #define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
110 #define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
111 #define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
114 * MAXDIST is the largest DIST value we can encode. This must
115 * therefore also be the maximum puzzle width in theory (although
116 * solver running time will dictate a much smaller limit in
119 #define MAXWID MAXDIST
125 struct game_immutable_state
{
127 unsigned char *forcefield
;
132 unsigned char *board
;
133 int tx
, ty
; /* target coords for MAINANCHOR */
134 int minmoves
; /* for display only */
135 int lastmoved
, lastmoved_pos
; /* for move counting */
138 struct game_immutable_state
*imm
;
141 static game_params
*default_params(void)
143 game_params
*ret
= snew(game_params
);
151 static const struct game_params slide_presets
[] = {
158 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
163 if (i
< 0 || i
>= lenof(slide_presets
))
166 ret
= snew(game_params
);
167 *ret
= slide_presets
[i
];
169 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
176 static void free_params(game_params
*params
)
181 static game_params
*dup_params(game_params
*params
)
183 game_params
*ret
= snew(game_params
);
184 *ret
= *params
; /* structure copy */
188 static void decode_params(game_params
*params
, char const *string
)
190 params
->w
= params
->h
= atoi(string
);
191 while (*string
&& isdigit((unsigned char)*string
)) string
++;
192 if (*string
== 'x') {
194 params
->h
= atoi(string
);
198 static char *encode_params(game_params
*params
, int full
)
202 sprintf(data
, "%dx%d", params
->w
, params
->h
);
207 static config_item
*game_configure(game_params
*params
)
212 ret
= snewn(3, config_item
);
214 ret
[0].name
= "Width";
215 ret
[0].type
= C_STRING
;
216 sprintf(buf
, "%d", params
->w
);
217 ret
[0].sval
= dupstr(buf
);
220 ret
[1].name
= "Height";
221 ret
[1].type
= C_STRING
;
222 sprintf(buf
, "%d", params
->h
);
223 ret
[1].sval
= dupstr(buf
);
234 static game_params
*custom_params(config_item
*cfg
)
236 game_params
*ret
= snew(game_params
);
238 ret
->w
= atoi(cfg
[0].sval
);
239 ret
->h
= atoi(cfg
[1].sval
);
244 static char *validate_params(game_params
*params
, int full
)
246 if (params
->w
> MAXWID
)
247 return "Width must be at most " STR(MAXWID
);
250 return "Width must be at least 5";
252 return "Height must be at least 4";
257 static char *board_text_format(int w
, int h
, unsigned char *data
,
258 unsigned char *forcefield
)
261 int *dsf
= snew_dsf(wh
);
263 int retpos
, retlen
= (w
*2+2)*(h
*2+1)+1;
264 char *ret
= snewn(retlen
, char);
266 for (i
= 0; i
< wh
; i
++)
268 dsf_merge(dsf
, i
- data
[i
], i
);
270 for (y
= 0; y
< 2*h
+1; y
++) {
271 for (x
= 0; x
< 2*w
+1; x
++) {
273 int i
= (y
/2)*w
+(x
/2);
275 #define dtype(i) (ISBLOCK(data[i]) ? \
276 dsf_canonify(dsf, i) : data[i])
277 #define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
278 data[t] == MAINANCHOR ? '*' : '%')
280 if (y
% 2 && x
% 2) {
283 } else if (y
% 2 && !(x
% 2)) {
284 int j1
= (x
> 0 ?
dtype(i
-1) : -1);
285 int j2
= (x
< 2*w ?
dtype(i
) : -1);
290 } else if (!(y
% 2) && (x
% 2)) {
291 int j1
= (y
> 0 ?
dtype(i
-w
) : -1);
292 int j2
= (y
< 2*h ?
dtype(i
) : -1);
298 int j1
= (x
> 0 && y
> 0 ?
dtype(i
-w
-1) : -1);
299 int j2
= (x
> 0 && y
< 2*h ?
dtype(i
-1) : -1);
300 int j3
= (x
< 2*w
&& y
> 0 ?
dtype(i
-w
) : -1);
301 int j4
= (x
< 2*w
&& y
< 2*h ?
dtype(i
) : -1);
302 if (j1
== j2
&& j2
== j3
&& j3
== j4
)
304 else if (j1
== j2
&& j3
== j4
)
306 else if (j1
== j3
&& j2
== j4
)
312 assert(retpos
< retlen
);
315 assert(retpos
< retlen
);
316 ret
[retpos
++] = '\n';
318 assert(retpos
< retlen
);
319 ret
[retpos
++] = '\0';
320 assert(retpos
== retlen
);
325 /* ----------------------------------------------------------------------
330 * During solver execution, the set of visited board positions is
331 * stored as a tree234 of the following structures. `w', `h' and
332 * `data' are obvious in meaning; `dist' represents the minimum
333 * distance to reach this position from the starting point.
335 * `prev' links each board to the board position from which it was
336 * most efficiently derived.
345 static int boardcmp(void *av
, void *bv
)
347 struct board
*a
= (struct board
*)av
;
348 struct board
*b
= (struct board
*)bv
;
349 return memcmp(a
->data
, b
->data
, a
->w
* a
->h
);
352 static struct board
*newboard(int w
, int h
, unsigned char *data
)
354 struct board
*b
= malloc(sizeof(struct board
) + w
*h
);
355 b
->data
= (unsigned char *)b
+ sizeof(struct board
);
356 memcpy(b
->data
, data
, w
*h
);
365 * The actual solver. Given a board, attempt to find the minimum
366 * length of move sequence which moves MAINANCHOR to (tx,ty), or
367 * -1 if no solution exists. Returns that minimum length, and
368 * (FIXME) optionally also writes out the actual moves into an
369 * as-yet-unprovided parameter.
371 static int solve_board(int w
, int h
, unsigned char *board
,
372 unsigned char *forcefield
, int tx
, int ty
)
375 struct board
*b
, *b2
, *b3
;
376 int *next
, *anchors
, *which
;
377 int *movereached
, *movequeue
, mqhead
, mqtail
;
378 tree234
*sorted
, *queue
;
383 #ifdef SOLVER_DIAGNOSTICS
385 char *t
= board_text_format(w
, h
, board
);
386 for (i
= 0; i
< h
; i
++) {
387 for (j
= 0; j
< w
; j
++) {
388 int c
= board
[i
*w
+j
];
391 else if (c
== MAINANCHOR
)
393 else if (c
== ANCHOR
)
403 printf("Starting solver for:\n%s\n", t
);
408 sorted
= newtree234(boardcmp
);
409 queue
= newtree234(NULL
);
411 b
= newboard(w
, h
, board
);
414 addpos234(queue
, b
, 0);
417 next
= snewn(wh
, int);
418 anchors
= snewn(wh
, int);
419 which
= snewn(wh
, int);
420 movereached
= snewn(wh
, int);
421 movequeue
= snewn(wh
, int);
424 while ((b
= delpos234(queue
, 0)) != NULL
) {
426 if (b
->dist
!= lastdist
) {
427 #ifdef SOLVER_DIAGNOSTICS
428 printf("dist %d (%d)\n", b
->dist
, count234(sorted
));
433 * Find all the anchors and form a linked list of the
434 * squares within each block.
436 for (i
= 0; i
< wh
; i
++) {
440 if (ISANCHOR(b
->data
[i
])) {
443 } else if (ISDIST(b
->data
[i
])) {
451 * For each anchor, do an array-based BFS to find all the
452 * places we can slide it to.
454 for (i
= 0; i
< wh
; i
++) {
459 for (j
= 0; j
< wh
; j
++)
460 movereached
[j
] = FALSE
;
461 movequeue
[mqtail
++] = i
;
462 while (mqhead
< mqtail
) {
463 int pos
= movequeue
[mqhead
++];
466 * Try to move in each direction from here.
468 for (dir
= 0; dir
< 4; dir
++) {
469 int dx
= (dir
== 0 ?
-1 : dir
== 1 ?
+1 : 0);
470 int dy
= (dir
== 2 ?
-1 : dir
== 3 ?
+1 : 0);
471 int offset
= dy
*w
+ dx
;
472 int newpos
= pos
+ offset
;
476 * For each square involved in this block,
477 * check to see if the square d spaces away
478 * from it is either empty or part of the same
481 for (j
= i
; j
>= 0; j
= next
[j
]) {
482 int jy
= (pos
+j
-i
) / w
+ dy
, jx
= (pos
+j
-i
) % w
+ dx
;
483 if (jy
>= 0 && jy
< h
&& jx
>= 0 && jx
< w
&&
484 ((b
->data
[j
+d
] == EMPTY
|| which
[j
+d
] == i
) &&
485 (b
->data
[i
] == MAINANCHOR
|| !forcefield
[j
+d
])))
491 continue; /* this direction wasn't feasible */
494 * If we've already tried moving this piece
497 if (movereached
[newpos
])
499 movereached
[newpos
] = TRUE
;
500 movequeue
[mqtail
++] = newpos
;
503 * We have a viable move. Make it.
505 b2
= newboard(w
, h
, b
->data
);
506 for (j
= i
; j
>= 0; j
= next
[j
])
508 for (j
= i
; j
>= 0; j
= next
[j
])
509 b2
->data
[j
+d
] = b
->data
[j
];
511 b3
= add234(sorted
, b2
);
513 sfree(b2
); /* we already got one */
515 b2
->dist
= b
->dist
+ 1;
517 addpos234(queue
, b2
, qlen
++);
518 if (b2
->data
[ty
*w
+tx
] == MAINANCHOR
)
519 goto done
; /* search completed! */
532 ret
= -1; /* no solution */
536 while ((b
= delpos234(sorted
, 0)) != NULL
)
549 /* ----------------------------------------------------------------------
550 * Random board generation.
553 static void generate_board(int w
, int h
, int *rtx
, int *rty
, int *minmoves
,
554 random_state
*rs
, unsigned char **rboard
,
555 unsigned char **rforcefield
)
558 unsigned char *board
, *board2
, *forcefield
;
559 int *list
, nlist
, pos
;
565 * Set up a board and fill it with singletons, except for a
568 board
= snewn(wh
, unsigned char);
569 forcefield
= snewn(wh
, unsigned char);
570 board2
= snewn(wh
, unsigned char);
571 memset(board
, ANCHOR
, wh
);
572 memset(forcefield
, FALSE
, wh
);
573 for (i
= 0; i
< w
; i
++)
574 board
[i
] = board
[i
+w
*(h
-1)] = WALL
;
575 for (i
= 0; i
< h
; i
++)
576 board
[i
*w
] = board
[i
*w
+(w
-1)] = WALL
;
579 * Invent a main piece at one extreme. (FIXME: vary the
580 * extreme, and the piece.)
582 board
[w
+1] = MAINANCHOR
;
583 board
[w
+2] = DIST(1);
584 board
[w
*2+1] = DIST(w
-1);
585 board
[w
*2+2] = DIST(1);
588 * Invent a target position. (FIXME: vary this too.)
592 forcefield
[ty
*w
+tx
+1] = forcefield
[(ty
+1)*w
+tx
+1] = TRUE
;
593 board
[ty
*w
+tx
+1] = board
[(ty
+1)*w
+tx
+1] = EMPTY
;
596 * Gradually remove singletons until the game becomes soluble.
598 for (j
= w
; j
-- > 0 ;)
599 for (i
= h
; i
-- > 0 ;)
600 if (board
[i
*w
+j
] == ANCHOR
) {
602 * See if the board is already soluble.
604 if ((moves
= solve_board(w
, h
, board
, forcefield
,
609 * Otherwise, remove this piece.
611 board
[i
*w
+j
] = EMPTY
;
613 assert(!"We shouldn't get here");
617 * Make a list of all the inter-block edges on the board.
619 list
= snewn(wh
*2, int);
621 for (i
= 0; i
+1 < w
; i
++)
622 for (j
= 0; j
< h
; j
++)
623 list
[nlist
++] = (j
*w
+i
) * 2 + 0; /* edge to the right of j*w+i */
624 for (j
= 0; j
+1 < h
; j
++)
625 for (i
= 0; i
< w
; i
++)
626 list
[nlist
++] = (j
*w
+i
) * 2 + 1; /* edge below j*w+i */
629 * Now go through that list in random order, trying to merge
630 * the blocks on each side of each edge.
632 * FIXME: this seems to produce unpleasantly unbalanced
633 * results. Perhaps we'd do better if we always tried to
634 * combine the _smallest_ block with something?
636 * FIXME: also one reason it's slow might be because we aren't
637 * tracking which blocks we've already tried to merge, when
638 * another edge ends up linking the same ones.
640 shuffle(list
, nlist
, sizeof(*list
), rs
);
646 y1
= y2
= pos
/ (w
*2);
647 x1
= x2
= (pos
/ 2) % w
;
656 * In order to be mergeable, these two squares must each
657 * either be, or belong to, a non-main anchor, and their
658 * anchors must also be distinct.
660 if (!ISBLOCK(board
[p1
]) || !ISBLOCK(board
[p2
]))
662 while (ISDIST(board
[p1
]))
664 while (ISDIST(board
[p2
]))
666 if (board
[p1
] == MAINANCHOR
|| board
[p2
] == MAINANCHOR
|| p1
== p2
)
670 * We can merge these blocks. Try it, and see if the
671 * puzzle remains soluble.
673 memcpy(board2
, board
, wh
);
675 while (p1
< wh
|| p2
< wh
) {
677 * p1 and p2 are the squares at the head of each block
678 * list. Pick the smaller one and put it on the output
685 assert(i
- j
<= MAXDIST
);
686 board
[i
] = DIST(i
- j
);
691 * Now advance whichever list that came from.
696 } while (p1
< wh
&& board
[p1
] != DIST(p1
-i
));
700 } while (p2
< wh
&& board
[p2
] != DIST(p2
-i
));
703 j
= solve_board(w
, h
, board
, forcefield
, tx
, ty
);
706 * Didn't work. Revert the merge.
708 memcpy(board
, board2
, wh
);
719 *rforcefield
= forcefield
;
723 /* ----------------------------------------------------------------------
724 * End of solver/generator code.
727 static char *new_game_desc(game_params
*params
, random_state
*rs
,
728 char **aux
, int interactive
)
730 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
731 int tx
, ty
, minmoves
;
732 unsigned char *board
, *forcefield
;
736 generate_board(params
->w
, params
->h
, &tx
, &ty
, &minmoves
, rs
,
737 &board
, &forcefield
);
738 #ifdef GENERATOR_DIAGNOSTICS
740 char *t
= board_text_format(params
->w
, params
->h
, board
);
747 * Encode as a game ID.
749 ret
= snewn(wh
* 6 + 40, char);
753 if (ISDIST(board
[i
])) {
754 p
+= sprintf(p
, "d%d", board
[i
]);
758 int b
= board
[i
], f
= forcefield
[i
];
759 int c
= (b
== ANCHOR ?
'a' :
760 b
== MAINANCHOR ?
'm' :
762 /* b == WALL ? */ 'w');
766 while (i
< wh
&& board
[i
] == b
&& forcefield
[i
] == f
)
769 p
+= sprintf(p
, "%d", count
);
772 p
+= sprintf(p
, ",%d,%d,%d", tx
, ty
, minmoves
);
773 ret
= sresize(ret
, p
+1 - ret
, char);
776 * FIXME: generate an aux string
785 static char *validate_desc(game_params
*params
, char *desc
)
787 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
789 int mains
= 0, mpos
= -1;
790 int i
, j
, tx
, ty
, minmoves
;
793 active
= snewn(wh
, int);
794 link
= snewn(wh
, int);
797 while (*desc
&& *desc
!= ',') {
799 ret
= "Too much data in game description";
804 if (*desc
== 'f' || *desc
== 'F') {
807 ret
= "Expected another character after 'f' in game "
813 if (*desc
== 'd' || *desc
== 'D') {
817 if (!isdigit((unsigned char)*desc
)) {
818 ret
= "Expected a number after 'd' in game description";
822 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
824 if (dist
<= 0 || dist
> i
) {
825 ret
= "Out-of-range number after 'd' in game description";
829 if (!active
[i
- dist
]) {
830 ret
= "Invalid back-reference in game description";
835 for (j
= i
; j
> 0; j
= link
[j
])
836 if (j
== i
-1 || j
== i
-w
)
839 ret
= "Disconnected piece in game description";
844 active
[link
[i
]] = FALSE
;
850 if (!strchr("aAmMeEwW", c
)) {
851 ret
= "Invalid character in game description";
854 if (isdigit((unsigned char)*desc
)) {
856 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
858 if (i
+ count
> wh
) {
859 ret
= "Too much data in game description";
862 while (count
-- > 0) {
863 active
[i
] = (strchr("aAmM", c
) != NULL
);
865 if (strchr("mM", c
) != NULL
) {
874 ret
= (mains
== 0 ?
"No main piece specified in game description" :
875 "More than one main piece specified in game description");
879 ret
= "Not enough data in game description";
884 * Now read the target coordinates.
886 i
= sscanf(desc
, ",%d,%d,%d", &tx
, &ty
, &minmoves
);
888 ret
= "No target coordinates specified";
891 * (but minmoves is optional)
903 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
905 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
909 state
= snew(game_state
);
912 state
->board
= snewn(wh
, unsigned char);
913 state
->lastmoved
= state
->lastmoved_pos
= -1;
914 state
->movecount
= 0;
915 state
->imm
= snew(struct game_immutable_state
);
916 state
->imm
->refcount
= 1;
917 state
->imm
->forcefield
= snewn(wh
, unsigned char);
921 while (*desc
&& *desc
!= ',') {
932 if (*desc
== 'd' || *desc
== 'D') {
937 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
939 state
->board
[i
] = DIST(dist
);
940 state
->imm
->forcefield
[i
] = f
;
947 if (isdigit((unsigned char)*desc
)) {
949 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
951 assert(i
+ count
<= wh
);
953 c
= (c
== 'a' || c
== 'A' ? ANCHOR
:
954 c
== 'm' || c
== 'M' ? MAINANCHOR
:
955 c
== 'e' || c
== 'E' ? EMPTY
:
956 /* c == 'w' || c == 'W' ? */ WALL
);
958 while (count
-- > 0) {
960 state
->imm
->forcefield
[i
] = f
;
967 * Now read the target coordinates.
969 state
->tx
= state
->ty
= 0;
970 state
->minmoves
= -1;
971 i
= sscanf(desc
, ",%d,%d,%d", &state
->tx
, &state
->ty
, &state
->minmoves
);
973 if (state
->board
[state
->ty
*w
+state
->tx
] == MAINANCHOR
)
974 state
->completed
= 0; /* already complete! */
976 state
->completed
= -1;
981 static game_state
*dup_game(game_state
*state
)
983 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
984 game_state
*ret
= snew(game_state
);
988 ret
->board
= snewn(wh
, unsigned char);
989 memcpy(ret
->board
, state
->board
, wh
);
992 ret
->minmoves
= state
->minmoves
;
993 ret
->lastmoved
= state
->lastmoved
;
994 ret
->lastmoved_pos
= state
->lastmoved_pos
;
995 ret
->movecount
= state
->movecount
;
996 ret
->completed
= state
->completed
;
997 ret
->imm
= state
->imm
;
998 ret
->imm
->refcount
++;
1003 static void free_game(game_state
*state
)
1005 if (--state
->imm
->refcount
<= 0) {
1006 sfree(state
->imm
->forcefield
);
1009 sfree(state
->board
);
1013 static char *solve_game(game_state
*state
, game_state
*currstate
,
1014 char *aux
, char **error
)
1017 * FIXME: we have a solver, so use it
1019 * FIXME: we should have generated an aux string, so use that
1024 static char *game_text_format(game_state
*state
)
1026 return board_text_format(state
->w
, state
->h
, state
->board
,
1027 state
->imm
->forcefield
);
1033 int drag_offset_x
, drag_offset_y
;
1035 unsigned char *reachable
;
1036 int *bfs_queue
; /* used as scratch in interpret_move */
1039 static game_ui
*new_ui(game_state
*state
)
1041 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1042 game_ui
*ui
= snew(game_ui
);
1044 ui
->dragging
= FALSE
;
1045 ui
->drag_anchor
= ui
->drag_currpos
= -1;
1046 ui
->drag_offset_x
= ui
->drag_offset_y
= -1;
1047 ui
->reachable
= snewn(wh
, unsigned char);
1048 memset(ui
->reachable
, 0, wh
);
1049 ui
->bfs_queue
= snewn(wh
, int);
1054 static void free_ui(game_ui
*ui
)
1056 sfree(ui
->bfs_queue
);
1057 sfree(ui
->reachable
);
1061 static char *encode_ui(game_ui
*ui
)
1066 static void decode_ui(game_ui
*ui
, char *encoding
)
1070 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1071 game_state
*newstate
)
1075 #define PREFERRED_TILESIZE 32
1076 #define TILESIZE (ds->tilesize)
1077 #define BORDER (TILESIZE/2)
1078 #define COORD(x) ( (x) * TILESIZE + BORDER )
1079 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1080 #define BORDER_WIDTH (1 + TILESIZE/20)
1081 #define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
1083 #define FLASH_INTERVAL 0.10F
1084 #define FLASH_TIME 3*FLASH_INTERVAL
1086 struct game_drawstate
{
1089 unsigned long *grid
; /* what's currently displayed */
1093 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1094 int x
, int y
, int button
)
1096 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1100 if (button
== LEFT_BUTTON
) {
1104 if (tx
< 0 || tx
>= w
|| ty
< 0 || ty
>= h
||
1105 !ISBLOCK(state
->board
[ty
*w
+tx
]))
1106 return NULL
; /* this click has no effect */
1109 * User has clicked on a block. Find the block's anchor
1110 * and register that we've started dragging it.
1113 while (ISDIST(state
->board
[i
]))
1114 i
-= state
->board
[i
];
1115 assert(i
>= 0 && i
< wh
);
1117 ui
->dragging
= TRUE
;
1118 ui
->drag_anchor
= i
;
1119 ui
->drag_offset_x
= tx
- (i
% w
);
1120 ui
->drag_offset_y
= ty
- (i
/ w
);
1121 ui
->drag_currpos
= i
;
1124 * Now we immediately bfs out from the current location of
1125 * the anchor, to find all the places to which this block
1128 memset(ui
->reachable
, FALSE
, wh
);
1130 ui
->reachable
[i
] = TRUE
;
1131 ui
->bfs_queue
[qtail
++] = i
;
1132 for (j
= i
; j
< wh
; j
++)
1133 if (state
->board
[j
] == DIST(j
- i
))
1135 while (qhead
< qtail
) {
1136 int pos
= ui
->bfs_queue
[qhead
++];
1137 int x
= pos
% w
, y
= pos
/ w
;
1140 for (dir
= 0; dir
< 4; dir
++) {
1141 int dx
= (dir
== 0 ?
-1 : dir
== 1 ?
+1 : 0);
1142 int dy
= (dir
== 2 ?
-1 : dir
== 3 ?
+1 : 0);
1145 if (x
+ dx
< 0 || x
+ dx
>= w
||
1146 y
+ dy
< 0 || y
+ dy
>= h
)
1149 newpos
= pos
+ dy
*w
+ dx
;
1150 if (ui
->reachable
[newpos
])
1151 continue; /* already done this one */
1154 * Now search the grid to see if the block we're
1155 * dragging could fit into this space.
1157 for (j
= i
; j
>= 0; j
= (ISDIST(state
->board
[j
]) ?
1158 j
- state
->board
[j
] : -1)) {
1159 int jx
= (j
+pos
-ui
->drag_anchor
) % w
;
1160 int jy
= (j
+pos
-ui
->drag_anchor
) / w
;
1163 if (jx
+ dx
< 0 || jx
+ dx
>= w
||
1164 jy
+ dy
< 0 || jy
+ dy
>= h
)
1165 break; /* this position isn't valid at all */
1167 j2
= (j
+pos
-ui
->drag_anchor
) + dy
*w
+ dx
;
1169 if (state
->board
[j2
] == EMPTY
&&
1170 (!state
->imm
->forcefield
[j2
] ||
1171 state
->board
[ui
->drag_anchor
] == MAINANCHOR
))
1173 while (ISDIST(state
->board
[j2
]))
1174 j2
-= state
->board
[j2
];
1175 assert(j2
>= 0 && j2
< wh
);
1176 if (j2
== ui
->drag_anchor
)
1184 * If we got to the end of that loop without
1185 * disqualifying this position, mark it as
1186 * reachable for this drag.
1188 ui
->reachable
[newpos
] = TRUE
;
1189 ui
->bfs_queue
[qtail
++] = newpos
;
1195 * And that's it. Update the display to reflect the start
1199 } else if (button
== LEFT_DRAG
&& ui
->dragging
) {
1203 tx
-= ui
->drag_offset_x
;
1204 ty
-= ui
->drag_offset_y
;
1205 if (tx
< 0 || tx
>= w
|| ty
< 0 || ty
>= h
||
1206 !ui
->reachable
[ty
*w
+tx
])
1207 return NULL
; /* this drag has no effect */
1209 ui
->drag_currpos
= ty
*w
+tx
;
1211 } else if (button
== LEFT_RELEASE
&& ui
->dragging
) {
1212 char data
[256], *str
;
1215 * Terminate the drag, and if the piece has actually moved
1216 * then return a move string quoting the old and new
1217 * locations of the piece's anchor.
1219 if (ui
->drag_anchor
!= ui
->drag_currpos
) {
1220 sprintf(data
, "M%d-%d", ui
->drag_anchor
, ui
->drag_currpos
);
1223 str
= ""; /* null move; just update the UI */
1225 ui
->dragging
= FALSE
;
1226 ui
->drag_anchor
= ui
->drag_currpos
= -1;
1227 ui
->drag_offset_x
= ui
->drag_offset_y
= -1;
1228 memset(ui
->reachable
, 0, wh
);
1236 static int move_piece(int w
, int h
, const unsigned char *src
,
1237 unsigned char *dst
, unsigned char *ff
, int from
, int to
)
1242 if (!ISANCHOR(dst
[from
]))
1246 * Scan to the far end of the piece's linked list.
1248 for (i
= j
= from
; j
< wh
; j
++)
1249 if (src
[j
] == DIST(j
- i
))
1253 * Remove the piece from its old location in the new
1256 for (j
= i
; j
>= 0; j
= (ISDIST(src
[j
]) ? j
- src
[j
] : -1))
1260 * And put it back in at the new location.
1262 for (j
= i
; j
>= 0; j
= (ISDIST(src
[j
]) ? j
- src
[j
] : -1)) {
1263 int jn
= j
+ to
- from
;
1264 if (jn
< 0 || jn
>= wh
)
1266 if (dst
[jn
] == EMPTY
&& (!ff
[jn
] || src
[from
] == MAINANCHOR
)) {
1276 static game_state
*execute_move(game_state
*state
, char *move
)
1278 int w
= state
->w
, h
= state
->h
/* , wh = w*h */;
1281 game_state
*ret
= dup_game(state
);
1287 if (sscanf(move
, "%d-%d%n", &a1
, &a2
, &n
) != 2 ||
1288 !move_piece(w
, h
, state
->board
, ret
->board
,
1289 state
->imm
->forcefield
, a1
, a2
)) {
1293 if (a1
== ret
->lastmoved
) {
1295 * If the player has moved the same piece as they
1296 * moved last time, don't increment the move
1297 * count. In fact, if they've put the piece back
1298 * where it started from, _decrement_ the move
1301 if (a2
== ret
->lastmoved_pos
) {
1302 ret
->movecount
--; /* reverted last move */
1303 ret
->lastmoved
= ret
->lastmoved_pos
= -1;
1305 ret
->lastmoved
= a2
;
1306 /* don't change lastmoved_pos */
1309 ret
->lastmoved
= a2
;
1310 ret
->lastmoved_pos
= a1
;
1313 if (ret
->board
[a2
] == MAINANCHOR
&&
1314 a2
== ret
->ty
* w
+ ret
->tx
&& ret
->completed
< 0)
1315 ret
->completed
= ret
->movecount
;
1332 /* ----------------------------------------------------------------------
1336 static void game_compute_size(game_params
*params
, int tilesize
,
1339 /* fool the macros */
1340 struct dummy
{ int tilesize
; } dummy
= { tilesize
}, *ds
= &dummy
;
1342 *x
= params
->w
* TILESIZE
+ 2*BORDER
;
1343 *y
= params
->h
* TILESIZE
+ 2*BORDER
;
1346 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1347 game_params
*params
, int tilesize
)
1349 ds
->tilesize
= tilesize
;
1352 static void raise_colour(float *target
, float *src
, float *limit
)
1355 for (i
= 0; i
< 3; i
++)
1356 target
[i
] = (2*src
[i
] + limit
[i
]) / 3;
1359 static float *game_colours(frontend
*fe
, int *ncolours
)
1361 float *ret
= snewn(3 * NCOLOURS
, float);
1363 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
1366 * When dragging a tile, we light it up a bit.
1368 raise_colour(ret
+3*COL_DRAGGING
,
1369 ret
+3*COL_BACKGROUND
, ret
+3*COL_HIGHLIGHT
);
1370 raise_colour(ret
+3*COL_DRAGGING_HIGHLIGHT
,
1371 ret
+3*COL_HIGHLIGHT
, ret
+3*COL_HIGHLIGHT
);
1372 raise_colour(ret
+3*COL_DRAGGING_LOWLIGHT
,
1373 ret
+3*COL_LOWLIGHT
, ret
+3*COL_HIGHLIGHT
);
1376 * The main tile is tinted blue.
1378 ret
[COL_MAIN
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0];
1379 ret
[COL_MAIN
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1];
1380 ret
[COL_MAIN
* 3 + 2] = ret
[COL_HIGHLIGHT
* 3 + 2];
1381 game_mkhighlight_specific(fe
, ret
, COL_MAIN
,
1382 COL_MAIN_HIGHLIGHT
, COL_MAIN_LOWLIGHT
);
1385 * And we light that up a bit too when dragging.
1387 raise_colour(ret
+3*COL_MAIN_DRAGGING
,
1388 ret
+3*COL_MAIN
, ret
+3*COL_MAIN_HIGHLIGHT
);
1389 raise_colour(ret
+3*COL_MAIN_DRAGGING_HIGHLIGHT
,
1390 ret
+3*COL_MAIN_HIGHLIGHT
, ret
+3*COL_MAIN_HIGHLIGHT
);
1391 raise_colour(ret
+3*COL_MAIN_DRAGGING_LOWLIGHT
,
1392 ret
+3*COL_MAIN_LOWLIGHT
, ret
+3*COL_MAIN_HIGHLIGHT
);
1395 * The target area on the floor is tinted green.
1397 ret
[COL_TARGET
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0];
1398 ret
[COL_TARGET
* 3 + 1] = ret
[COL_HIGHLIGHT
* 3 + 1];
1399 ret
[COL_TARGET
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2];
1400 game_mkhighlight_specific(fe
, ret
, COL_TARGET
,
1401 COL_TARGET_HIGHLIGHT
, COL_TARGET_LOWLIGHT
);
1403 *ncolours
= NCOLOURS
;
1407 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1409 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1410 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1416 ds
->started
= FALSE
;
1417 ds
->grid
= snewn(wh
, unsigned long);
1418 for (i
= 0; i
< wh
; i
++)
1419 ds
->grid
[i
] = ~(unsigned long)0;
1424 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1430 #define BG_NORMAL 0x00000001UL
1431 #define BG_TARGET 0x00000002UL
1432 #define BG_FORCEFIELD 0x00000004UL
1433 #define FLASH_LOW 0x00000008UL
1434 #define FLASH_HIGH 0x00000010UL
1435 #define FG_WALL 0x00000020UL
1436 #define FG_MAIN 0x00000040UL
1437 #define FG_NORMAL 0x00000080UL
1438 #define FG_DRAGGING 0x00000100UL
1439 #define FG_LBORDER 0x00000200UL
1440 #define FG_TBORDER 0x00000400UL
1441 #define FG_RBORDER 0x00000800UL
1442 #define FG_BBORDER 0x00001000UL
1443 #define FG_TLCORNER 0x00002000UL
1444 #define FG_TRCORNER 0x00004000UL
1445 #define FG_BLCORNER 0x00008000UL
1446 #define FG_BRCORNER 0x00010000UL
1451 #define TYPE_MASK 0xF000
1452 #define COL_MASK 0x0FFF
1453 #define TYPE_RECT 0x0000
1454 #define TYPE_TLCIRC 0x4000
1455 #define TYPE_TRCIRC 0x5000
1456 #define TYPE_BLCIRC 0x6000
1457 #define TYPE_BRCIRC 0x7000
1458 static void maybe_rect(drawing
*dr
, int x
, int y
, int w
, int h
, int coltype
)
1460 int colour
= coltype
& COL_MASK
, type
= coltype
& TYPE_MASK
;
1462 if (colour
> NCOLOURS
)
1464 if (type
== TYPE_RECT
) {
1465 draw_rect(dr
, x
, y
, w
, h
, colour
);
1469 clip(dr
, x
, y
, w
, h
);
1479 draw_circle(dr
, cx
, cy
, r
, colour
, colour
);
1485 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
1486 int x
, int y
, unsigned long val
)
1488 int tx
= COORD(x
), ty
= COORD(y
);
1492 * Draw the tile background.
1494 if (val
& BG_TARGET
)
1497 cc
= COL_BACKGROUND
;
1500 if (val
& FLASH_LOW
)
1502 else if (val
& FLASH_HIGH
)
1505 draw_rect(dr
, tx
, ty
, TILESIZE
, TILESIZE
, cc
);
1506 if (val
& BG_FORCEFIELD
) {
1508 * Cattle-grid effect to indicate that nothing but the
1509 * main block can slide over this square.
1511 int n
= 3 * (TILESIZE
/ (3*HIGHLIGHT_WIDTH
));
1514 for (i
= 1; i
< n
; i
+= 3) {
1515 draw_rect(dr
, tx
,ty
+(TILESIZE
*i
/n
), TILESIZE
,HIGHLIGHT_WIDTH
, cl
);
1516 draw_rect(dr
, tx
+(TILESIZE
*i
/n
),ty
, HIGHLIGHT_WIDTH
,TILESIZE
, cl
);
1521 * Draw the tile foreground, i.e. some section of a block or
1524 if (val
& FG_WALL
) {
1525 cc
= COL_BACKGROUND
;
1528 if (val
& FLASH_LOW
)
1530 else if (val
& FLASH_HIGH
)
1533 draw_rect(dr
, tx
, ty
, TILESIZE
, TILESIZE
, cc
);
1534 if (val
& FG_LBORDER
)
1535 draw_rect(dr
, tx
, ty
, HIGHLIGHT_WIDTH
, TILESIZE
,
1537 if (val
& FG_RBORDER
)
1538 draw_rect(dr
, tx
+TILESIZE
-HIGHLIGHT_WIDTH
, ty
,
1539 HIGHLIGHT_WIDTH
, TILESIZE
, cl
);
1540 if (val
& FG_TBORDER
)
1541 draw_rect(dr
, tx
, ty
, TILESIZE
, HIGHLIGHT_WIDTH
, ch
);
1542 if (val
& FG_BBORDER
)
1543 draw_rect(dr
, tx
, ty
+TILESIZE
-HIGHLIGHT_WIDTH
,
1544 TILESIZE
, HIGHLIGHT_WIDTH
, cl
);
1545 if (!((FG_BBORDER
| FG_LBORDER
) &~ val
))
1546 draw_rect(dr
, tx
, ty
+TILESIZE
-HIGHLIGHT_WIDTH
,
1547 HIGHLIGHT_WIDTH
, HIGHLIGHT_WIDTH
, cc
);
1548 if (!((FG_TBORDER
| FG_RBORDER
) &~ val
))
1549 draw_rect(dr
, tx
+TILESIZE
-HIGHLIGHT_WIDTH
, ty
,
1550 HIGHLIGHT_WIDTH
, HIGHLIGHT_WIDTH
, cc
);
1551 if (val
& FG_TLCORNER
)
1552 draw_rect(dr
, tx
, ty
, HIGHLIGHT_WIDTH
, HIGHLIGHT_WIDTH
, ch
);
1553 if (val
& FG_BRCORNER
)
1554 draw_rect(dr
, tx
+TILESIZE
-HIGHLIGHT_WIDTH
,
1555 ty
+TILESIZE
-HIGHLIGHT_WIDTH
,
1556 HIGHLIGHT_WIDTH
, HIGHLIGHT_WIDTH
, cl
);
1557 } else if (val
& (FG_MAIN
| FG_NORMAL
)) {
1560 if (val
& FG_DRAGGING
)
1561 cc
= (val
& FG_MAIN ? COL_MAIN_DRAGGING
: COL_DRAGGING
);
1563 cc
= (val
& FG_MAIN ? COL_MAIN
: COL_BACKGROUND
);
1567 if (val
& FLASH_LOW
)
1569 else if (val
& FLASH_HIGH
)
1573 * Drawing the blocks is hellishly fiddly. The blocks
1574 * don't stretch to the full size of the tile; there's a
1575 * border around them of size BORDER_WIDTH. Then they have
1576 * bevelled borders of size HIGHLIGHT_WIDTH, and also
1579 * I tried for some time to find a clean and clever way to
1580 * figure out what needed drawing from the corner and
1581 * border flags, but in the end the cleanest way I could
1582 * find was the following. We divide the grid square into
1583 * 25 parts by ruling four horizontal and four vertical
1584 * lines across it; those lines are at BORDER_WIDTH and
1585 * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the
1586 * bottom, from the left and from the right. Then we
1587 * carefully consider each of the resulting 25 sections of
1588 * square, and decide separately what needs to go in it
1589 * based on the flags. In complicated cases there can be
1590 * up to five possibilities affecting any given section
1591 * (no corner or border flags, just the corner flag, one
1592 * border flag, the other border flag, both border flags).
1593 * So there's a lot of very fiddly logic here and all I
1594 * could really think to do was give it my best shot and
1595 * then test it and correct all the typos. Not fun to
1596 * write, and I'm sure it isn't fun to read either, but it
1601 x
[1] = x
[0] + BORDER_WIDTH
;
1602 x
[2] = x
[1] + HIGHLIGHT_WIDTH
;
1603 x
[5] = tx
+ TILESIZE
;
1604 x
[4] = x
[5] - BORDER_WIDTH
;
1605 x
[3] = x
[4] - HIGHLIGHT_WIDTH
;
1608 y
[1] = y
[0] + BORDER_WIDTH
;
1609 y
[2] = y
[1] + HIGHLIGHT_WIDTH
;
1610 y
[5] = ty
+ TILESIZE
;
1611 y
[4] = y
[5] - BORDER_WIDTH
;
1612 y
[3] = y
[4] - HIGHLIGHT_WIDTH
;
1614 #define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
1616 maybe_rect(dr
, RECT(0,0),
1617 (val
& (FG_TLCORNER
| FG_TBORDER
| FG_LBORDER
)) ?
-1 : cc
);
1618 maybe_rect(dr
, RECT(1,0),
1619 (val
& FG_TLCORNER
) ? ch
: (val
& FG_TBORDER
) ?
-1 :
1620 (val
& FG_LBORDER
) ? ch
: cc
);
1621 maybe_rect(dr
, RECT(2,0),
1622 (val
& FG_TBORDER
) ?
-1 : cc
);
1623 maybe_rect(dr
, RECT(3,0),
1624 (val
& FG_TRCORNER
) ? cl
: (val
& FG_TBORDER
) ?
-1 :
1625 (val
& FG_RBORDER
) ? cl
: cc
);
1626 maybe_rect(dr
, RECT(4,0),
1627 (val
& (FG_TRCORNER
| FG_TBORDER
| FG_RBORDER
)) ?
-1 : cc
);
1628 maybe_rect(dr
, RECT(0,1),
1629 (val
& FG_TLCORNER
) ? ch
: (val
& FG_LBORDER
) ?
-1 :
1630 (val
& FG_TBORDER
) ? ch
: cc
);
1631 maybe_rect(dr
, RECT(1,1),
1632 (val
& FG_TLCORNER
) ? cc
: -1);
1633 maybe_rect(dr
, RECT(1,1),
1634 (val
& FG_TLCORNER
) ? ch
| TYPE_TLCIRC
:
1635 !((FG_TBORDER
| FG_LBORDER
) &~ val
) ? ch
| TYPE_BRCIRC
:
1636 (val
& (FG_TBORDER
| FG_LBORDER
)) ? ch
: cc
);
1637 maybe_rect(dr
, RECT(2,1),
1638 (val
& FG_TBORDER
) ? ch
: cc
);
1639 maybe_rect(dr
, RECT(3,1),
1640 (val
& (FG_TBORDER
| FG_RBORDER
)) == FG_TBORDER ? ch
:
1641 (val
& (FG_TBORDER
| FG_RBORDER
)) == FG_RBORDER ? cl
:
1642 !((FG_TBORDER
|FG_RBORDER
) &~ val
) ? cc
| TYPE_BLCIRC
: cc
);
1643 maybe_rect(dr
, RECT(4,1),
1644 (val
& FG_TRCORNER
) ? ch
: (val
& FG_RBORDER
) ?
-1 :
1645 (val
& FG_TBORDER
) ? ch
: cc
);
1646 maybe_rect(dr
, RECT(0,2),
1647 (val
& FG_LBORDER
) ?
-1 : cc
);
1648 maybe_rect(dr
, RECT(1,2),
1649 (val
& FG_LBORDER
) ? ch
: cc
);
1650 maybe_rect(dr
, RECT(2,2),
1652 maybe_rect(dr
, RECT(3,2),
1653 (val
& FG_RBORDER
) ? cl
: cc
);
1654 maybe_rect(dr
, RECT(4,2),
1655 (val
& FG_RBORDER
) ?
-1 : cc
);
1656 maybe_rect(dr
, RECT(0,3),
1657 (val
& FG_BLCORNER
) ? cl
: (val
& FG_LBORDER
) ?
-1 :
1658 (val
& FG_BBORDER
) ? cl
: cc
);
1659 maybe_rect(dr
, RECT(1,3),
1660 (val
& (FG_BBORDER
| FG_LBORDER
)) == FG_BBORDER ? cl
:
1661 (val
& (FG_BBORDER
| FG_LBORDER
)) == FG_LBORDER ? ch
:
1662 !((FG_BBORDER
|FG_LBORDER
) &~ val
) ? cc
| TYPE_TRCIRC
: cc
);
1663 maybe_rect(dr
, RECT(2,3),
1664 (val
& FG_BBORDER
) ? cl
: cc
);
1665 maybe_rect(dr
, RECT(3,3),
1666 (val
& FG_BRCORNER
) ? cc
: -1);
1667 maybe_rect(dr
, RECT(3,3),
1668 (val
& FG_BRCORNER
) ? cl
| TYPE_BRCIRC
:
1669 !((FG_BBORDER
| FG_RBORDER
) &~ val
) ? cl
| TYPE_TLCIRC
:
1670 (val
& (FG_BBORDER
| FG_RBORDER
)) ? cl
: cc
);
1671 maybe_rect(dr
, RECT(4,3),
1672 (val
& FG_BRCORNER
) ? cl
: (val
& FG_RBORDER
) ?
-1 :
1673 (val
& FG_BBORDER
) ? cl
: cc
);
1674 maybe_rect(dr
, RECT(0,4),
1675 (val
& (FG_BLCORNER
| FG_BBORDER
| FG_LBORDER
)) ?
-1 : cc
);
1676 maybe_rect(dr
, RECT(1,4),
1677 (val
& FG_BLCORNER
) ? ch
: (val
& FG_BBORDER
) ?
-1 :
1678 (val
& FG_LBORDER
) ? ch
: cc
);
1679 maybe_rect(dr
, RECT(2,4),
1680 (val
& FG_BBORDER
) ?
-1 : cc
);
1681 maybe_rect(dr
, RECT(3,4),
1682 (val
& FG_BRCORNER
) ? cl
: (val
& FG_BBORDER
) ?
-1 :
1683 (val
& FG_RBORDER
) ? cl
: cc
);
1684 maybe_rect(dr
, RECT(4,4),
1685 (val
& (FG_BRCORNER
| FG_BBORDER
| FG_RBORDER
)) ?
-1 : cc
);
1691 draw_update(dr
, tx
, ty
, TILESIZE
, TILESIZE
);
1694 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1695 game_state
*state
, int dir
, game_ui
*ui
,
1696 float animtime
, float flashtime
)
1698 int w
= state
->w
, h
= state
->h
, wh
= w
*h
;
1699 unsigned char *board
;
1701 int x
, y
, mainanchor
, mainpos
, dragpos
;
1705 * The initial contents of the window are not guaranteed
1706 * and can vary with front ends. To be on the safe side,
1707 * all games should start by drawing a big
1708 * background-colour rectangle covering the whole window.
1710 draw_rect(dr
, 0, 0, 10*ds
->tilesize
, 10*ds
->tilesize
, COL_BACKGROUND
);
1715 * Construct the board we'll be displaying (which may be
1716 * different from the one in state if ui describes a drag in
1719 board
= snewn(wh
, unsigned char);
1720 memcpy(board
, state
->board
, wh
);
1722 int mpret
= move_piece(w
, h
, state
->board
, board
,
1723 state
->imm
->forcefield
,
1724 ui
->drag_anchor
, ui
->drag_currpos
);
1729 * Build a dsf out of that board, so we can conveniently tell
1730 * which edges are connected and which aren't.
1734 for (y
= 0; y
< h
; y
++)
1735 for (x
= 0; x
< w
; x
++) {
1738 if (ISDIST(board
[i
]))
1739 dsf_merge(dsf
, i
, i
- board
[i
]);
1740 if (board
[i
] == MAINANCHOR
)
1742 if (board
[i
] == WALL
) {
1743 if (x
> 0 && board
[i
-1] == WALL
)
1744 dsf_merge(dsf
, i
, i
-1);
1745 if (y
> 0 && board
[i
-w
] == WALL
)
1746 dsf_merge(dsf
, i
, i
-w
);
1749 assert(mainanchor
>= 0);
1750 mainpos
= dsf_canonify(dsf
, mainanchor
);
1751 dragpos
= ui
->drag_currpos
> 0 ?
dsf_canonify(dsf
, ui
->drag_currpos
) : -1;
1754 * Now we can construct the data about what we want to draw.
1756 for (y
= 0; y
< h
; y
++)
1757 for (x
= 0; x
< w
; x
++) {
1764 * See if this square is part of the target area.
1766 j
= i
+ mainanchor
- (state
->ty
* w
+ state
->tx
);
1767 while (j
>= 0 && j
< wh
&& ISDIST(board
[j
]))
1769 if (j
== mainanchor
)
1774 if (state
->imm
->forcefield
[i
])
1775 val
|= BG_FORCEFIELD
;
1777 if (flashtime
> 0) {
1778 int flashtype
= (int)(flashtime
/ FLASH_INTERVAL
) & 1;
1779 val
|= (flashtype ? FLASH_LOW
: FLASH_HIGH
);
1782 if (board
[i
] != EMPTY
) {
1783 canon
= dsf_canonify(dsf
, i
);
1785 if (board
[i
] == WALL
)
1787 else if (canon
== mainpos
)
1791 if (canon
== dragpos
)
1795 * Now look around to see if other squares
1796 * belonging to the same block are adjacent to us.
1798 if (x
== 0 || canon
!= dsf_canonify(dsf
, i
-1))
1800 if (y
== 0 || canon
!= dsf_canonify(dsf
, i
-w
))
1802 if (x
== w
-1 || canon
!= dsf_canonify(dsf
, i
+1))
1804 if (y
== h
-1 || canon
!= dsf_canonify(dsf
, i
+w
))
1806 if (!(val
& (FG_TBORDER
| FG_LBORDER
)) &&
1807 canon
!= dsf_canonify(dsf
, i
-1-w
))
1809 if (!(val
& (FG_TBORDER
| FG_RBORDER
)) &&
1810 canon
!= dsf_canonify(dsf
, i
+1-w
))
1812 if (!(val
& (FG_BBORDER
| FG_LBORDER
)) &&
1813 canon
!= dsf_canonify(dsf
, i
-1+w
))
1815 if (!(val
& (FG_BBORDER
| FG_RBORDER
)) &&
1816 canon
!= dsf_canonify(dsf
, i
+1+w
))
1820 if (val
!= ds
->grid
[i
]) {
1821 draw_tile(dr
, ds
, x
, y
, val
);
1827 * Update the status bar.
1830 char statusbuf
[256];
1833 * FIXME: do something about auto-solve?
1835 sprintf(statusbuf
, "%sMoves: %d",
1836 (state
->completed
>= 0 ?
"COMPLETED! " : ""),
1837 (state
->completed
>= 0 ? state
->completed
: state
->movecount
));
1838 if (state
->minmoves
)
1839 sprintf(statusbuf
+strlen(statusbuf
), " (min %d)",
1842 status_bar(dr
, statusbuf
);
1849 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1850 int dir
, game_ui
*ui
)
1855 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1856 int dir
, game_ui
*ui
)
1858 if (oldstate
->completed
< 0 && newstate
->completed
>= 0)
1864 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1869 static void game_print_size(game_params
*params
, float *x
, float *y
)
1873 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1878 #define thegame nullgame
1881 const struct game thegame
= {
1882 "Slide", NULL
, NULL
,
1889 TRUE
, game_configure
, custom_params
,
1896 FALSE
, solve_game
, /* FIXME */
1897 TRUE
, game_text_format
,
1905 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1908 game_free_drawstate
,
1912 FALSE
, FALSE
, game_print_size
, game_print
,
1913 TRUE
, /* wants_statusbar */
1914 FALSE
, game_timing_state
,