mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
In-game user interface to the solver.
[originally from svn r7572]
This commit is contained in:
@ -5,14 +5,6 @@
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/*
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* TODO:
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*
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* - Solve function:
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* * try to generate a solution when Solve is pressed
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* + from the start, or from here? From here, I fear.
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* + hence, not much point saving the solution in an aux
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* string
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* * Inertia-like method for telling the user the solution
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* * standalone solver which draws diagrams
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*
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* - The dragging semantics are still subtly wrong in complex
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* cases.
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*
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@ -33,6 +25,12 @@
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* target marker pale.
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* * The cattle grid effect is still disgusting. Think of
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* something completely different.
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* * I think TRCIRC and BLCIRC should actually be drawn, as a
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* pair of differently coloured octants. Haul out the
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* Bresenham code, I suspect.
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* * The highlight for next-piece-to-move in the solver is
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* excessive, and the shadow blends in too well with the
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* piece lowlights. Adjust both.
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*/
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#include <stdio.h>
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@ -139,6 +137,12 @@ struct game_immutable_state {
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unsigned char *forcefield;
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};
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struct game_solution {
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int nmoves;
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int *moves; /* just like from solve_board() */
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int refcount;
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};
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struct game_state {
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int w, h;
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unsigned char *board;
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@ -147,7 +151,10 @@ struct game_state {
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int lastmoved, lastmoved_pos; /* for move counting */
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int movecount;
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int completed;
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int cheated;
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struct game_immutable_state *imm;
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struct game_solution *soln;
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int soln_index;
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};
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static game_params *default_params(void)
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@ -881,10 +888,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
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p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
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ret = sresize(ret, p+1 - ret, char);
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/*
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* FIXME: generate an aux string
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*/
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sfree(board);
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sfree(forcefield);
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@ -1077,6 +1080,10 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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else
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state->completed = -1;
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state->cheated = FALSE;
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state->soln = NULL;
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state->soln_index = -1;
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return state;
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}
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@ -1096,8 +1103,13 @@ static game_state *dup_game(game_state *state)
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ret->lastmoved_pos = state->lastmoved_pos;
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ret->movecount = state->movecount;
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ret->completed = state->completed;
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ret->cheated = state->cheated;
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ret->imm = state->imm;
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ret->imm->refcount++;
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ret->soln = state->soln;
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ret->soln_index = state->soln_index;
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if (ret->soln)
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ret->soln->refcount++;
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return ret;
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}
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@ -1108,6 +1120,10 @@ static void free_game(game_state *state)
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sfree(state->imm->forcefield);
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sfree(state->imm);
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}
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if (state->soln && --state->soln->refcount <= 0) {
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sfree(state->soln->moves);
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sfree(state->soln);
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}
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sfree(state->board);
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sfree(state);
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}
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@ -1115,12 +1131,45 @@ static void free_game(game_state *state)
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static char *solve_game(game_state *state, game_state *currstate,
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char *aux, char **error)
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{
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int *moves;
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int nmoves;
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int i;
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char *ret, *p, sep;
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/*
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* FIXME: we have a solver, so use it
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*
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* FIXME: we should have generated an aux string, so use that
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* Run the solver and attempt to find the shortest solution
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* from the current position.
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*/
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return NULL;
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nmoves = solve_board(state->w, state->h, state->board,
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state->imm->forcefield, state->tx, state->ty,
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-1, &moves);
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if (nmoves < 0) {
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*error = "Unable to find a solution to this puzzle";
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return NULL;
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}
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if (nmoves == 0) {
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*error = "Puzzle is already solved";
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return NULL;
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}
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/*
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* Encode the resulting solution as a move string.
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*/
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ret = snewn(nmoves * 40, char);
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p = ret;
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sep = 'S';
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for (i = 0; i < nmoves; i++) {
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p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]);
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sep = ',';
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}
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sfree(moves);
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assert(p - ret < nmoves * 40);
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ret = sresize(ret, p+1 - ret, char);
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return ret;
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}
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static char *game_text_format(game_state *state)
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@ -1330,6 +1379,20 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
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memset(ui->reachable, 0, wh);
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return str;
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} else if (button == ' ' && state->soln) {
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/*
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* Make the next move in the stored solution.
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*/
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char data[256];
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int a1, a2;
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a1 = state->soln->moves[state->soln_index*2];
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a2 = state->soln->moves[state->soln_index*2+1];
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if (a1 == state->lastmoved_pos)
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a1 = state->lastmoved;
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sprintf(data, "M%d-%d", a1, a2);
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return dupstr(data);
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}
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return NULL;
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@ -1379,12 +1442,59 @@ static game_state *execute_move(game_state *state, char *move)
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{
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int w = state->w, h = state->h /* , wh = w*h */;
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char c;
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int a1, a2, n;
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int a1, a2, n, movesize;
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game_state *ret = dup_game(state);
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while (*move) {
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c = *move;
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if (c == 'M') {
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if (c == 'S') {
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/*
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* This is a solve move, so we just set up a stored
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* solution path.
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*/
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if (ret->soln && --ret->soln->refcount <= 0) {
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sfree(ret->soln->moves);
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sfree(ret->soln);
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}
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ret->soln = snew(struct game_solution);
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ret->soln->nmoves = 0;
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ret->soln->moves = NULL;
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ret->soln->refcount = 1;
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ret->soln_index = 0;
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ret->cheated = TRUE;
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movesize = 0;
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move++;
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while (1) {
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if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) {
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free_game(ret);
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return NULL;
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}
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/*
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* Special case: if the first move in the solution
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* involves the piece for which we already have a
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* partial stored move, adjust the source point to
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* the original starting point of that piece.
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*/
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if (ret->soln->nmoves == 0 && a1 == ret->lastmoved)
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a1 = ret->lastmoved_pos;
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if (ret->soln->nmoves >= movesize) {
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movesize = (ret->soln->nmoves + 48) * 4 / 3;
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ret->soln->moves = sresize(ret->soln->moves,
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2*movesize, int);
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}
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ret->soln->moves[2*ret->soln->nmoves] = a1;
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ret->soln->moves[2*ret->soln->nmoves+1] = a2;
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ret->soln->nmoves++;
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move += n;
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if (*move != ',')
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break;
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move++; /* eat comma */
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}
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} else if (c == 'M') {
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move++;
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if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
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!move_piece(w, h, state->board, ret->board,
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@ -1412,6 +1522,36 @@ static game_state *execute_move(game_state *state, char *move)
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ret->lastmoved_pos = a1;
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ret->movecount++;
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}
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/*
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* If we have a stored solution path, see if we've
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* strayed from it or successfully made the next move
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* along it.
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*/
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if (ret->soln && ret->lastmoved_pos >= 0) {
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if (ret->lastmoved_pos !=
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ret->soln->moves[ret->soln_index*2]) {
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/* strayed from the path */
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ret->soln->refcount--;
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assert(ret->soln->refcount > 0);
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/* `state' at least still exists */
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ret->soln = NULL;
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ret->soln_index = -1;
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} else if (ret->lastmoved ==
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ret->soln->moves[ret->soln_index*2+1]) {
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/* advanced along the path */
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ret->soln_index++;
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if (ret->soln_index >= ret->soln->nmoves) {
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/* finished the path! */
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ret->soln->refcount--;
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assert(ret->soln->refcount > 0);
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/* `state' at least still exists */
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ret->soln = NULL;
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ret->soln_index = -1;
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}
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}
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}
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if (ret->board[a2] == MAINANCHOR &&
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a2 == ret->ty * w + ret->tx && ret->completed < 0)
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ret->completed = ret->movecount;
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@ -1538,14 +1678,20 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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#define FG_MAIN 0x00000040UL
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#define FG_NORMAL 0x00000080UL
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#define FG_DRAGGING 0x00000100UL
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#define FG_LBORDER 0x00000200UL
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#define FG_TBORDER 0x00000400UL
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#define FG_RBORDER 0x00000800UL
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#define FG_BBORDER 0x00001000UL
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#define FG_TLCORNER 0x00002000UL
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#define FG_TRCORNER 0x00004000UL
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#define FG_BLCORNER 0x00008000UL
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#define FG_BRCORNER 0x00010000UL
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#define FG_SHADOW 0x00000200UL
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#define FG_SOLVEPIECE 0x00000400UL
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#define FG_MAINPIECESH 11
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#define FG_SHADOWSH 19
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#define PIECE_LBORDER 0x00000001UL
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#define PIECE_TBORDER 0x00000002UL
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#define PIECE_RBORDER 0x00000004UL
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#define PIECE_BBORDER 0x00000008UL
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#define PIECE_TLCORNER 0x00000010UL
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#define PIECE_TRCORNER 0x00000020UL
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#define PIECE_BLCORNER 0x00000040UL
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#define PIECE_BRCORNER 0x00000080UL
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#define PIECE_MASK 0x000000FFUL
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/*
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* Utility function.
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@ -1584,6 +1730,163 @@ static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype)
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}
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}
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static void draw_wallpart(drawing *dr, game_drawstate *ds,
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int tx, int ty, unsigned long val,
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int cl, int cc, int ch)
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{
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draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
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if (val & PIECE_LBORDER)
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draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
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ch);
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if (val & PIECE_RBORDER)
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draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
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HIGHLIGHT_WIDTH, TILESIZE, cl);
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if (val & PIECE_TBORDER)
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draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
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if (val & PIECE_BBORDER)
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draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
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TILESIZE, HIGHLIGHT_WIDTH, cl);
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if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val))
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draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
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if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val))
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draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
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HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
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if (val & PIECE_TLCORNER)
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draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
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if (val & PIECE_BRCORNER)
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draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
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ty+TILESIZE-HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
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}
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static void draw_piecepart(drawing *dr, game_drawstate *ds,
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int tx, int ty, unsigned long val,
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int cl, int cc, int ch)
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{
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int x[6], y[6];
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/*
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* Drawing the blocks is hellishly fiddly. The blocks don't
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* stretch to the full size of the tile; there's a border
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* around them of size BORDER_WIDTH. Then they have bevelled
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* borders of size HIGHLIGHT_WIDTH, and also rounded corners.
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*
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* I tried for some time to find a clean and clever way to
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* figure out what needed drawing from the corner and border
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* flags, but in the end the cleanest way I could find was the
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* following. We divide the grid square into 25 parts by
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* ruling four horizontal and four vertical lines across it;
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* those lines are at BORDER_WIDTH and BORDER_WIDTH +
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* HIGHLIGHT_WIDTH from the top, from the bottom, from the
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* left and from the right. Then we carefully consider each of
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* the resulting 25 sections of square, and decide separately
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* what needs to go in it based on the flags. In complicated
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* cases there can be up to five possibilities affecting any
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* given section (no corner or border flags, just the corner
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* flag, one border flag, the other border flag, both border
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* flags). So there's a lot of very fiddly logic here and all
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* I could really think to do was give it my best shot and
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* then test it and correct all the typos. Not fun to write,
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* and I'm sure it isn't fun to read either, but it seems to
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* work.
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*/
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x[0] = tx;
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x[1] = x[0] + BORDER_WIDTH;
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x[2] = x[1] + HIGHLIGHT_WIDTH;
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x[5] = tx + TILESIZE;
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x[4] = x[5] - BORDER_WIDTH;
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x[3] = x[4] - HIGHLIGHT_WIDTH;
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y[0] = ty;
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y[1] = y[0] + BORDER_WIDTH;
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y[2] = y[1] + HIGHLIGHT_WIDTH;
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y[5] = ty + TILESIZE;
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y[4] = y[5] - BORDER_WIDTH;
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y[3] = y[4] - HIGHLIGHT_WIDTH;
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#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
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maybe_rect(dr, RECT(0,0),
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(val & (PIECE_TLCORNER | PIECE_TBORDER |
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PIECE_LBORDER)) ? -1 : cc);
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maybe_rect(dr, RECT(1,0),
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(val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 :
|
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(val & PIECE_LBORDER) ? ch : cc);
|
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maybe_rect(dr, RECT(2,0),
|
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(val & PIECE_TBORDER) ? -1 : cc);
|
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maybe_rect(dr, RECT(3,0),
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(val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 :
|
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(val & PIECE_RBORDER) ? cl : cc);
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maybe_rect(dr, RECT(4,0),
|
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(val & (PIECE_TRCORNER | PIECE_TBORDER |
|
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PIECE_RBORDER)) ? -1 : cc);
|
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maybe_rect(dr, RECT(0,1),
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(val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 :
|
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(val & PIECE_TBORDER) ? ch : cc);
|
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maybe_rect(dr, RECT(1,1),
|
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(val & PIECE_TLCORNER) ? cc : -1);
|
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maybe_rect(dr, RECT(1,1),
|
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(val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC :
|
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!((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
|
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(val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc);
|
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maybe_rect(dr, RECT(2,1),
|
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(val & PIECE_TBORDER) ? ch : cc);
|
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maybe_rect(dr, RECT(3,1),
|
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(val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch :
|
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(val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl :
|
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!((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cc | TYPE_BLCIRC :
|
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cc);
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maybe_rect(dr, RECT(4,1),
|
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(val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 :
|
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(val & PIECE_TBORDER) ? ch : cc);
|
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maybe_rect(dr, RECT(0,2),
|
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(val & PIECE_LBORDER) ? -1 : cc);
|
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maybe_rect(dr, RECT(1,2),
|
||||
(val & PIECE_LBORDER) ? ch : cc);
|
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maybe_rect(dr, RECT(2,2),
|
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cc);
|
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maybe_rect(dr, RECT(3,2),
|
||||
(val & PIECE_RBORDER) ? cl : cc);
|
||||
maybe_rect(dr, RECT(4,2),
|
||||
(val & PIECE_RBORDER) ? -1 : cc);
|
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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)
|
||||
{
|
||||
@ -1619,6 +1922,15 @@ 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,
|
||||
|
Reference in New Issue
Block a user