From: simon Date: Sat, 12 May 2007 10:26:22 +0000 (+0000) Subject: In-game user interface to the solver. X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/commitdiff_plain/a60aa018a73312de57090a4cf1d2c2ab9ca426d0 In-game user interface to the solver. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@7572 cda61777-01e9-0310-a592-d414129be87e --- diff --git a/unfinished/slide.c b/unfinished/slide.c index 7af2e26..7482c73 100644 --- a/unfinished/slide.c +++ b/unfinished/slide.c @@ -5,14 +5,6 @@ /* * TODO: * - * - Solve function: - * * try to generate a solution when Solve is pressed - * + from the start, or from here? From here, I fear. - * + hence, not much point saving the solution in an aux - * string - * * Inertia-like method for telling the user the solution - * * standalone solver which draws diagrams - * * - The dragging semantics are still subtly wrong in complex * cases. * @@ -33,6 +25,12 @@ * target marker pale. * * The cattle grid effect is still disgusting. Think of * something completely different. + * * I think TRCIRC and BLCIRC should actually be drawn, as a + * pair of differently coloured octants. Haul out the + * Bresenham code, I suspect. + * * The highlight for next-piece-to-move in the solver is + * excessive, and the shadow blends in too well with the + * piece lowlights. Adjust both. */ #include @@ -139,6 +137,12 @@ struct game_immutable_state { unsigned char *forcefield; }; +struct game_solution { + int nmoves; + int *moves; /* just like from solve_board() */ + int refcount; +}; + struct game_state { int w, h; unsigned char *board; @@ -147,7 +151,10 @@ struct game_state { int lastmoved, lastmoved_pos; /* for move counting */ int movecount; int completed; + int cheated; struct game_immutable_state *imm; + struct game_solution *soln; + int soln_index; }; static game_params *default_params(void) @@ -881,10 +888,6 @@ static char *new_game_desc(game_params *params, random_state *rs, p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves); ret = sresize(ret, p+1 - ret, char); - /* - * FIXME: generate an aux string - */ - sfree(board); sfree(forcefield); @@ -1077,6 +1080,10 @@ static game_state *new_game(midend *me, game_params *params, char *desc) else state->completed = -1; + state->cheated = FALSE; + state->soln = NULL; + state->soln_index = -1; + return state; } @@ -1096,8 +1103,13 @@ static game_state *dup_game(game_state *state) ret->lastmoved_pos = state->lastmoved_pos; ret->movecount = state->movecount; ret->completed = state->completed; + ret->cheated = state->cheated; ret->imm = state->imm; ret->imm->refcount++; + ret->soln = state->soln; + ret->soln_index = state->soln_index; + if (ret->soln) + ret->soln->refcount++; return ret; } @@ -1108,6 +1120,10 @@ static void free_game(game_state *state) sfree(state->imm->forcefield); sfree(state->imm); } + if (state->soln && --state->soln->refcount <= 0) { + sfree(state->soln->moves); + sfree(state->soln); + } sfree(state->board); sfree(state); } @@ -1115,12 +1131,45 @@ static void free_game(game_state *state) static char *solve_game(game_state *state, game_state *currstate, char *aux, char **error) { + int *moves; + int nmoves; + int i; + char *ret, *p, sep; + /* - * FIXME: we have a solver, so use it - * - * FIXME: we should have generated an aux string, so use that + * Run the solver and attempt to find the shortest solution + * from the current position. */ - return NULL; + nmoves = solve_board(state->w, state->h, state->board, + state->imm->forcefield, state->tx, state->ty, + -1, &moves); + + if (nmoves < 0) { + *error = "Unable to find a solution to this puzzle"; + return NULL; + } + if (nmoves == 0) { + *error = "Puzzle is already solved"; + return NULL; + } + + /* + * Encode the resulting solution as a move string. + */ + ret = snewn(nmoves * 40, char); + p = ret; + sep = 'S'; + + for (i = 0; i < nmoves; i++) { + p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]); + sep = ','; + } + + sfree(moves); + assert(p - ret < nmoves * 40); + ret = sresize(ret, p+1 - ret, char); + + return ret; } static char *game_text_format(game_state *state) @@ -1330,6 +1379,20 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, memset(ui->reachable, 0, wh); return str; + } else if (button == ' ' && state->soln) { + /* + * Make the next move in the stored solution. + */ + char data[256]; + int a1, a2; + + a1 = state->soln->moves[state->soln_index*2]; + a2 = state->soln->moves[state->soln_index*2+1]; + if (a1 == state->lastmoved_pos) + a1 = state->lastmoved; + + sprintf(data, "M%d-%d", a1, a2); + return dupstr(data); } return NULL; @@ -1379,12 +1442,59 @@ static game_state *execute_move(game_state *state, char *move) { int w = state->w, h = state->h /* , wh = w*h */; char c; - int a1, a2, n; + int a1, a2, n, movesize; game_state *ret = dup_game(state); while (*move) { c = *move; - if (c == 'M') { + if (c == 'S') { + /* + * This is a solve move, so we just set up a stored + * solution path. + */ + if (ret->soln && --ret->soln->refcount <= 0) { + sfree(ret->soln->moves); + sfree(ret->soln); + } + ret->soln = snew(struct game_solution); + ret->soln->nmoves = 0; + ret->soln->moves = NULL; + ret->soln->refcount = 1; + ret->soln_index = 0; + ret->cheated = TRUE; + + movesize = 0; + move++; + while (1) { + if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) { + free_game(ret); + return NULL; + } + + /* + * Special case: if the first move in the solution + * involves the piece for which we already have a + * partial stored move, adjust the source point to + * the original starting point of that piece. + */ + if (ret->soln->nmoves == 0 && a1 == ret->lastmoved) + a1 = ret->lastmoved_pos; + + if (ret->soln->nmoves >= movesize) { + movesize = (ret->soln->nmoves + 48) * 4 / 3; + ret->soln->moves = sresize(ret->soln->moves, + 2*movesize, int); + } + + ret->soln->moves[2*ret->soln->nmoves] = a1; + ret->soln->moves[2*ret->soln->nmoves+1] = a2; + ret->soln->nmoves++; + move += n; + if (*move != ',') + break; + move++; /* eat comma */ + } + } else if (c == 'M') { move++; if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 || !move_piece(w, h, state->board, ret->board, @@ -1412,6 +1522,36 @@ static game_state *execute_move(game_state *state, char *move) ret->lastmoved_pos = a1; ret->movecount++; } + + /* + * If we have a stored solution path, see if we've + * strayed from it or successfully made the next move + * along it. + */ + if (ret->soln && ret->lastmoved_pos >= 0) { + if (ret->lastmoved_pos != + ret->soln->moves[ret->soln_index*2]) { + /* strayed from the path */ + ret->soln->refcount--; + assert(ret->soln->refcount > 0); + /* `state' at least still exists */ + ret->soln = NULL; + ret->soln_index = -1; + } else if (ret->lastmoved == + ret->soln->moves[ret->soln_index*2+1]) { + /* advanced along the path */ + ret->soln_index++; + if (ret->soln_index >= ret->soln->nmoves) { + /* finished the path! */ + ret->soln->refcount--; + assert(ret->soln->refcount > 0); + /* `state' at least still exists */ + ret->soln = NULL; + ret->soln_index = -1; + } + } + } + if (ret->board[a2] == MAINANCHOR && a2 == ret->ty * w + ret->tx && ret->completed < 0) ret->completed = ret->movecount; @@ -1538,14 +1678,20 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) #define FG_MAIN 0x00000040UL #define FG_NORMAL 0x00000080UL #define FG_DRAGGING 0x00000100UL -#define FG_LBORDER 0x00000200UL -#define FG_TBORDER 0x00000400UL -#define FG_RBORDER 0x00000800UL -#define FG_BBORDER 0x00001000UL -#define FG_TLCORNER 0x00002000UL -#define FG_TRCORNER 0x00004000UL -#define FG_BLCORNER 0x00008000UL -#define FG_BRCORNER 0x00010000UL +#define FG_SHADOW 0x00000200UL +#define FG_SOLVEPIECE 0x00000400UL +#define FG_MAINPIECESH 11 +#define FG_SHADOWSH 19 + +#define PIECE_LBORDER 0x00000001UL +#define PIECE_TBORDER 0x00000002UL +#define PIECE_RBORDER 0x00000004UL +#define PIECE_BBORDER 0x00000008UL +#define PIECE_TLCORNER 0x00000010UL +#define PIECE_TRCORNER 0x00000020UL +#define PIECE_BLCORNER 0x00000040UL +#define PIECE_BRCORNER 0x00000080UL +#define PIECE_MASK 0x000000FFUL /* * Utility function. @@ -1584,6 +1730,163 @@ static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype) } } +static void draw_wallpart(drawing *dr, game_drawstate *ds, + int tx, int ty, unsigned long val, + int cl, int cc, int ch) +{ + draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); + if (val & PIECE_LBORDER) + draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, + ch); + if (val & PIECE_RBORDER) + draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, + HIGHLIGHT_WIDTH, TILESIZE, cl); + if (val & PIECE_TBORDER) + draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); + if (val & PIECE_BBORDER) + draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, + TILESIZE, HIGHLIGHT_WIDTH, cl); + if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val)) + draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, + HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); + if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val)) + draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, + HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); + if (val & PIECE_TLCORNER) + draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); + if (val & PIECE_BRCORNER) + draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, + ty+TILESIZE-HIGHLIGHT_WIDTH, + HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); +} + +static void draw_piecepart(drawing *dr, game_drawstate *ds, + int tx, int ty, unsigned long val, + int cl, int cc, int ch) +{ + int x[6], y[6]; + + /* + * Drawing the blocks is hellishly fiddly. The blocks don't + * stretch to the full size of the tile; there's a border + * around them of size BORDER_WIDTH. Then they have bevelled + * borders of size HIGHLIGHT_WIDTH, and also rounded corners. + * + * I tried for some time to find a clean and clever way to + * figure out what needed drawing from the corner and border + * flags, but in the end the cleanest way I could find was the + * following. We divide the grid square into 25 parts by + * ruling four horizontal and four vertical lines across it; + * those lines are at BORDER_WIDTH and BORDER_WIDTH + + * HIGHLIGHT_WIDTH from the top, from the bottom, from the + * left and from the right. Then we carefully consider each of + * the resulting 25 sections of square, and decide separately + * what needs to go in it based on the flags. In complicated + * cases there can be up to five possibilities affecting any + * given section (no corner or border flags, just the corner + * flag, one border flag, the other border flag, both border + * flags). So there's a lot of very fiddly logic here and all + * I could really think to do was give it my best shot and + * then test it and correct all the typos. Not fun to write, + * and I'm sure it isn't fun to read either, but it seems to + * work. + */ + + x[0] = tx; + x[1] = x[0] + BORDER_WIDTH; + x[2] = x[1] + HIGHLIGHT_WIDTH; + x[5] = tx + TILESIZE; + x[4] = x[5] - BORDER_WIDTH; + x[3] = x[4] - HIGHLIGHT_WIDTH; + + y[0] = ty; + y[1] = y[0] + BORDER_WIDTH; + y[2] = y[1] + HIGHLIGHT_WIDTH; + y[5] = ty + TILESIZE; + y[4] = y[5] - BORDER_WIDTH; + y[3] = y[4] - HIGHLIGHT_WIDTH; + +#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] + + maybe_rect(dr, RECT(0,0), + (val & (PIECE_TLCORNER | PIECE_TBORDER | + PIECE_LBORDER)) ? -1 : cc); + maybe_rect(dr, RECT(1,0), + (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 : + (val & PIECE_LBORDER) ? ch : cc); + maybe_rect(dr, RECT(2,0), + (val & PIECE_TBORDER) ? -1 : cc); + maybe_rect(dr, RECT(3,0), + (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 : + (val & PIECE_RBORDER) ? cl : cc); + maybe_rect(dr, RECT(4,0), + (val & (PIECE_TRCORNER | PIECE_TBORDER | + PIECE_RBORDER)) ? -1 : cc); + maybe_rect(dr, RECT(0,1), + (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 : + (val & PIECE_TBORDER) ? ch : cc); + maybe_rect(dr, RECT(1,1), + (val & PIECE_TLCORNER) ? cc : -1); + maybe_rect(dr, RECT(1,1), + (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC : + !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC : + (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc); + maybe_rect(dr, RECT(2,1), + (val & PIECE_TBORDER) ? ch : cc); + maybe_rect(dr, RECT(3,1), + (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch : + (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl : + !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cc | TYPE_BLCIRC : + cc); + maybe_rect(dr, RECT(4,1), + (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 : + (val & PIECE_TBORDER) ? ch : cc); + maybe_rect(dr, RECT(0,2), + (val & PIECE_LBORDER) ? -1 : cc); + maybe_rect(dr, RECT(1,2), + (val & PIECE_LBORDER) ? ch : cc); + maybe_rect(dr, RECT(2,2), + cc); + maybe_rect(dr, RECT(3,2), + (val & PIECE_RBORDER) ? cl : cc); + maybe_rect(dr, RECT(4,2), + (val & PIECE_RBORDER) ? -1 : cc); + maybe_rect(dr, RECT(0,3), + (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 : + (val & PIECE_BBORDER) ? cl : cc); + maybe_rect(dr, RECT(1,3), + (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl : + (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch : + !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? cc | TYPE_TRCIRC : + cc); + maybe_rect(dr, RECT(2,3), + (val & PIECE_BBORDER) ? cl : cc); + maybe_rect(dr, RECT(3,3), + (val & PIECE_BRCORNER) ? cc : -1); + maybe_rect(dr, RECT(3,3), + (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC : + !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC : + (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc); + maybe_rect(dr, RECT(4,3), + (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 : + (val & PIECE_BBORDER) ? cl : cc); + maybe_rect(dr, RECT(0,4), + (val & (PIECE_BLCORNER | PIECE_BBORDER | PIECE_LBORDER)) ? -1 : cc); + maybe_rect(dr, RECT(1,4), + (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 : + (val & PIECE_LBORDER) ? ch : cc); + maybe_rect(dr, RECT(2,4), + (val & PIECE_BBORDER) ? -1 : cc); + maybe_rect(dr, RECT(3,4), + (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 : + (val & PIECE_RBORDER) ? cl : cc); + maybe_rect(dr, RECT(4,4), + (val & (PIECE_BRCORNER | PIECE_BBORDER | + PIECE_RBORDER)) ? -1 : cc); + +#undef RECT +} + static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, unsigned long val) { @@ -1620,6 +1923,15 @@ static void draw_tile(drawing *dr, game_drawstate *ds, } /* + * Draw the tile midground: a shadow of a block, for + * displaying partial solutions. + */ + if (val & FG_SHADOW) { + draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK, + cl, cl, cl); + } + + /* * Draw the tile foreground, i.e. some section of a block or * wall. */ @@ -1632,33 +1944,9 @@ static void draw_tile(drawing *dr, game_drawstate *ds, else if (val & FLASH_HIGH) cc = ch; - draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc); - if (val & FG_LBORDER) - draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE, - ch); - if (val & FG_RBORDER) - draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, - HIGHLIGHT_WIDTH, TILESIZE, cl); - if (val & FG_TBORDER) - draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch); - if (val & FG_BBORDER) - draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, - TILESIZE, HIGHLIGHT_WIDTH, cl); - if (!((FG_BBORDER | FG_LBORDER) &~ val)) - draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH, - HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); - if (!((FG_TBORDER | FG_RBORDER) &~ val)) - draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty, - HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc); - if (val & FG_TLCORNER) - draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch); - if (val & FG_BRCORNER) - draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, - ty+TILESIZE-HIGHLIGHT_WIDTH, - HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl); + draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, + cl, cc, ch); } else if (val & (FG_MAIN | FG_NORMAL)) { - int x[6], y[6]; - if (val & FG_DRAGGING) cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING); else @@ -1668,131 +1956,45 @@ static void draw_tile(drawing *dr, game_drawstate *ds, if (val & FLASH_LOW) cc = cl; - else if (val & FLASH_HIGH) + else if (val & (FLASH_HIGH | FG_SOLVEPIECE)) cc = ch; - /* - * Drawing the blocks is hellishly fiddly. The blocks - * don't stretch to the full size of the tile; there's a - * border around them of size BORDER_WIDTH. Then they have - * bevelled borders of size HIGHLIGHT_WIDTH, and also - * rounded corners. - * - * I tried for some time to find a clean and clever way to - * figure out what needed drawing from the corner and - * border flags, but in the end the cleanest way I could - * find was the following. We divide the grid square into - * 25 parts by ruling four horizontal and four vertical - * lines across it; those lines are at BORDER_WIDTH and - * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the - * bottom, from the left and from the right. Then we - * carefully consider each of the resulting 25 sections of - * square, and decide separately what needs to go in it - * based on the flags. In complicated cases there can be - * up to five possibilities affecting any given section - * (no corner or border flags, just the corner flag, one - * border flag, the other border flag, both border flags). - * So there's a lot of very fiddly logic here and all I - * could really think to do was give it my best shot and - * then test it and correct all the typos. Not fun to - * write, and I'm sure it isn't fun to read either, but it - * seems to work. - */ - - x[0] = tx; - x[1] = x[0] + BORDER_WIDTH; - x[2] = x[1] + HIGHLIGHT_WIDTH; - x[5] = tx + TILESIZE; - x[4] = x[5] - BORDER_WIDTH; - x[3] = x[4] - HIGHLIGHT_WIDTH; - - y[0] = ty; - y[1] = y[0] + BORDER_WIDTH; - y[2] = y[1] + HIGHLIGHT_WIDTH; - y[5] = ty + TILESIZE; - y[4] = y[5] - BORDER_WIDTH; - y[3] = y[4] - HIGHLIGHT_WIDTH; - -#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q] - - maybe_rect(dr, RECT(0,0), - (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc); - maybe_rect(dr, RECT(1,0), - (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 : - (val & FG_LBORDER) ? ch : cc); - maybe_rect(dr, RECT(2,0), - (val & FG_TBORDER) ? -1 : cc); - maybe_rect(dr, RECT(3,0), - (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 : - (val & FG_RBORDER) ? cl : cc); - maybe_rect(dr, RECT(4,0), - (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc); - maybe_rect(dr, RECT(0,1), - (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 : - (val & FG_TBORDER) ? ch : cc); - maybe_rect(dr, RECT(1,1), - (val & FG_TLCORNER) ? cc : -1); - maybe_rect(dr, RECT(1,1), - (val & FG_TLCORNER) ? ch | TYPE_TLCIRC : - !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC : - (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc); - maybe_rect(dr, RECT(2,1), - (val & FG_TBORDER) ? ch : cc); - maybe_rect(dr, RECT(3,1), - (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch : - (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl : - !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc); - maybe_rect(dr, RECT(4,1), - (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 : - (val & FG_TBORDER) ? ch : cc); - maybe_rect(dr, RECT(0,2), - (val & FG_LBORDER) ? -1 : cc); - maybe_rect(dr, RECT(1,2), - (val & FG_LBORDER) ? ch : cc); - maybe_rect(dr, RECT(2,2), - cc); - maybe_rect(dr, RECT(3,2), - (val & FG_RBORDER) ? cl : cc); - maybe_rect(dr, RECT(4,2), - (val & FG_RBORDER) ? -1 : cc); - maybe_rect(dr, RECT(0,3), - (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 : - (val & FG_BBORDER) ? cl : cc); - maybe_rect(dr, RECT(1,3), - (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl : - (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch : - !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc); - maybe_rect(dr, RECT(2,3), - (val & FG_BBORDER) ? cl : cc); - maybe_rect(dr, RECT(3,3), - (val & FG_BRCORNER) ? cc : -1); - maybe_rect(dr, RECT(3,3), - (val & FG_BRCORNER) ? cl | TYPE_BRCIRC : - !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC : - (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc); - maybe_rect(dr, RECT(4,3), - (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 : - (val & FG_BBORDER) ? cl : cc); - maybe_rect(dr, RECT(0,4), - (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc); - maybe_rect(dr, RECT(1,4), - (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 : - (val & FG_LBORDER) ? ch : cc); - maybe_rect(dr, RECT(2,4), - (val & FG_BBORDER) ? -1 : cc); - maybe_rect(dr, RECT(3,4), - (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 : - (val & FG_RBORDER) ? cl : cc); - maybe_rect(dr, RECT(4,4), - (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc); - -#undef RECT - + draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK, + cl, cc, ch); } draw_update(dr, tx, ty, TILESIZE, TILESIZE); } +static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y) +{ + int i = y*w+x; + int canon = dsf_canonify(dsf, i); + unsigned long val = 0; + + if (x == 0 || canon != dsf_canonify(dsf, i-1)) + val |= PIECE_LBORDER; + if (y== 0 || canon != dsf_canonify(dsf, i-w)) + val |= PIECE_TBORDER; + if (x == w-1 || canon != dsf_canonify(dsf, i+1)) + val |= PIECE_RBORDER; + if (y == h-1 || canon != dsf_canonify(dsf, i+w)) + val |= PIECE_BBORDER; + if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) && + canon != dsf_canonify(dsf, i-1-w)) + val |= PIECE_TLCORNER; + if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) && + canon != dsf_canonify(dsf, i+1-w)) + val |= PIECE_TRCORNER; + if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) && + canon != dsf_canonify(dsf, i-1+w)) + val |= PIECE_BLCORNER; + if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) && + canon != dsf_canonify(dsf, i+1+w)) + val |= PIECE_BRCORNER; + return val; +} + static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) @@ -1800,7 +2002,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int w = state->w, h = state->h, wh = w*h; unsigned char *board; int *dsf; - int x, y, mainanchor, mainpos, dragpos; + int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst; if (!ds->started) { /* @@ -1827,6 +2029,16 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, assert(mpret); } + if (state->soln) { + solvesrc = state->soln->moves[state->soln_index*2]; + solvedst = state->soln->moves[state->soln_index*2+1]; + if (solvesrc == state->lastmoved_pos) + solvesrc = state->lastmoved; + if (solvesrc == ui->drag_anchor) + solvesrc = ui->drag_currpos; + } else + solvesrc = solvedst = -1; + /* * Build a dsf out of that board, so we can conveniently tell * which edges are connected and which aren't. @@ -1851,6 +2063,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, assert(mainanchor >= 0); mainpos = dsf_canonify(dsf, mainanchor); dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1; + solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1; /* * Now we can construct the data about what we want to draw. @@ -1892,31 +2105,28 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, val |= FG_NORMAL; if (canon == dragpos) val |= FG_DRAGGING; + if (canon == solvepos) + val |= FG_SOLVEPIECE; /* * Now look around to see if other squares * belonging to the same block are adjacent to us. */ - if (x == 0 || canon != dsf_canonify(dsf, i-1)) - val |= FG_LBORDER; - if (y== 0 || canon != dsf_canonify(dsf, i-w)) - val |= FG_TBORDER; - if (x == w-1 || canon != dsf_canonify(dsf, i+1)) - val |= FG_RBORDER; - if (y == h-1 || canon != dsf_canonify(dsf, i+w)) - val |= FG_BBORDER; - if (!(val & (FG_TBORDER | FG_LBORDER)) && - canon != dsf_canonify(dsf, i-1-w)) - val |= FG_TLCORNER; - if (!(val & (FG_TBORDER | FG_RBORDER)) && - canon != dsf_canonify(dsf, i+1-w)) - val |= FG_TRCORNER; - if (!(val & (FG_BBORDER | FG_LBORDER)) && - canon != dsf_canonify(dsf, i-1+w)) - val |= FG_BLCORNER; - if (!(val & (FG_BBORDER | FG_RBORDER)) && - canon != dsf_canonify(dsf, i+1+w)) - val |= FG_BRCORNER; + val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH; + } + + /* + * If we're in the middle of showing a solution, + * display a shadow piece for the target of the + * current move. + */ + if (solvepos >= 0) { + int si = i - solvedst + solvesrc; + if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) { + val |= find_piecepart(w, h, dsf, + si % w, si / w) << FG_SHADOWSH; + val |= FG_SHADOW; + } } if (val != ds->grid[i]) { @@ -1931,11 +2141,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, { char statusbuf[256]; - /* - * FIXME: do something about auto-solve? - */ sprintf(statusbuf, "%sMoves: %d", - (state->completed >= 0 ? "COMPLETED! " : ""), + (state->completed >= 0 ? + (state->cheated ? "Auto-solved. " : "COMPLETED! ") : + (state->cheated ? "Auto-solver used. " : "")), (state->completed >= 0 ? state->completed : state->movecount)); if (state->minmoves >= 0) sprintf(statusbuf+strlen(statusbuf), " (min %d)", @@ -1995,7 +2204,7 @@ const struct game thegame = { new_game, dup_game, free_game, - FALSE, solve_game, /* FIXME */ + TRUE, solve_game, TRUE, game_text_format, new_ui, free_ui,