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These are similar to the existing pair configure() and custom_params() in that get_prefs() returns an array of config_item describing a set of dialog-box controls to present to the user, and set_prefs() receives the same array with answers filled in and implements the answers. But where configure() and custom_params() operate on a game_params structure, the new pair operate on a game_ui, and are intended to permit GUI configuration of all the settings I just moved into that structure. However, nothing actually _calls_ these routines yet. All I've done in this commit is to add them to 'struct game' and implement them for the functions that need them. Also, config_item has new fields, permitting each config option to define a machine-readable identifying keyword as well as the user-facing description. For options of type C_CHOICES, each choice also has a keyword. These keyword fields are only defined at all by the new get_prefs() function - they're left uninitialised in existing uses of the dialog system. The idea is to use them when writing out the user's preferences into a configuration file on disk, although I haven't actually done any of that work in this commit.
1477 lines
40 KiB
C
1477 lines
40 KiB
C
/*
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* sokoban.c: An implementation of the well-known Sokoban barrel-
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* pushing game. Random generation is too simplistic to be
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* credible, but the rest of the gameplay works well enough to use
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* it with hand-written level descriptions.
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*/
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/*
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* TODO:
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*
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* - I think it would be better to ditch the `prev' array, and
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* instead make the `dist' array strictly monotonic (by having
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* each distance be something like I*A+S, where A is the grid
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* area, I the number of INITIAL squares trampled on, and S the
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* number of harmless spaces moved through). This would permit
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* the path-tracing when a pull is actually made to choose
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* randomly from all the possible shortest routes, which would
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* be superior in terms of eliminating directional bias.
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* + So when tracing the path back to the current px,py, we
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* look at all four adjacent squares, find the minimum
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* distance, check that it's _strictly smaller_ than that of
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* the current square, and restrict our choice to precisely
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* those squares with that minimum distance.
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* + The other place `prev' is currently used is in the check
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* for consistency of a pull. We would have to replace the
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* check for whether prev[ny*w+nx]==oy*w+ox with a check that
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* made sure there was at least one adjacent square with a
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* smaller distance which _wasn't_ oy*w+ox. Then when we did
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* the path-tracing we'd also have to take this special case
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* into account.
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*
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* - More discriminating choice of pull. (Snigger.)
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* + favour putting targets in clumps
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* + try to shoot for a reasonably consistent number of barrels
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* (adjust willingness to generate a new barrel depending on
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* how many are already present)
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* + adjust willingness to break new ground depending on how
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* much is already broken
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*
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* - generation time parameters:
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* + enable NetHack mode (and find a better place for the hole)
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* + decide how many of the remaining Is should be walls
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*
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* - at the end of generation, randomly position the starting
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* player coordinates, probably by (somehow) reusing the same
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* bfs currently inside the loop.
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*
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* - possible backtracking?
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*
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* - IWBNI we could spot completely unreachable bits of level at
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* the outside, and not bother drawing grid lines for them. The
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* NH levels currently look a bit weird with grid lines on the
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* outside of the boundary.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#ifdef NO_TGMATH_H
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# include <math.h>
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#else
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# include <tgmath.h>
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#endif
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#include "puzzles.h"
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/*
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* Various subsets of these constants are used during game
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* generation, game play, game IDs and the game_drawstate.
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*/
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#define INITIAL 'i' /* used only in game generation */
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#define SPACE 's'
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#define WALL 'w'
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#define PIT 'p'
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#define DEEP_PIT 'd'
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#define TARGET 't'
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#define BARREL 'b'
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#define BARRELTARGET 'f' /* target is 'f'illed */
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#define PLAYER 'u' /* yo'u'; used in game IDs */
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#define PLAYERTARGET 'v' /* bad letter: v is to u as t is to s */
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#define INVALID '!' /* used in drawstate to force redraw */
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/*
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* We also support the use of any capital letter as a barrel, which
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* will be displayed with that letter as a label. (This facilitates
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* people distributing annotated game IDs for particular Sokoban
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* levels, so they can accompany them with verbal instructions
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* about pushing particular barrels in particular ways.) Therefore,
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* to find out whether something is a barrel, we need a test
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* function which does a bit more than just comparing to BARREL.
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*
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* When resting on target squares, capital-letter barrels are
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* replaced with their control-character value (A -> ^A).
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*/
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#define IS_PLAYER(c) ( (c)==PLAYER || (c)==PLAYERTARGET )
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#define IS_BARREL(c) ( (c)==BARREL || (c)==BARRELTARGET || \
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((c)>='A' && (c)<='Z') || ((c)>=1 && (c)<=26) )
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#define IS_ON_TARGET(c) ( (c)==TARGET || (c)==BARRELTARGET || \
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(c)==PLAYERTARGET || ((c)>=1 && (c)<=26) )
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#define TARGETISE(b) ( (b)==BARREL ? BARRELTARGET : (b)-('A'-1) )
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#define DETARGETISE(b) ( (b)==BARRELTARGET ? BARREL : (b)+('A'-1) )
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#define BARREL_LABEL(b) ( (b)>='A'&&(b)<='Z' ? (b) : \
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(b)>=1 && (b)<=26 ? (b)+('A'-1) : 0 )
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#define DX(d) (d == 0 ? -1 : d == 2 ? +1 : 0)
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#define DY(d) (d == 1 ? -1 : d == 3 ? +1 : 0)
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#define FLASH_LENGTH 0.3F
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enum {
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COL_BACKGROUND,
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COL_TARGET,
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COL_PIT,
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COL_DEEP_PIT,
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COL_BARREL,
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COL_PLAYER,
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COL_TEXT,
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COL_GRID,
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COL_OUTLINE,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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COL_WALL,
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NCOLOURS
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};
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struct game_params {
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int w, h;
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/*
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* FIXME: a parameter involving degree of filling in?
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*/
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};
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struct game_state {
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game_params p;
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unsigned char *grid;
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int px, py;
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bool completed;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = 12;
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ret->h = 10;
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return ret;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static const struct game_params sokoban_presets[] = {
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{ 12, 10 },
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{ 16, 12 },
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{ 20, 16 },
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};
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static bool game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params p, *ret;
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char *retname;
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char namebuf[80];
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if (i < 0 || i >= lenof(sokoban_presets))
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return false;
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p = sokoban_presets[i];
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ret = dup_params(&p);
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sprintf(namebuf, "%dx%d", ret->w, ret->h);
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retname = dupstr(namebuf);
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*params = ret;
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*name = retname;
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return true;
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}
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static void decode_params(game_params *params, char const *string)
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{
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params->w = params->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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params->h = atoi(string);
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}
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}
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static char *encode_params(const game_params *params, bool full)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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return dupstr(data);
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}
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].u.string.sval = dupstr(buf);
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = NULL;
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ret[2].type = C_END;
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return ret;
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}
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].u.string.sval);
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ret->h = atoi(cfg[1].u.string.sval);
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return ret;
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}
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static const char *validate_params(const game_params *params, bool full)
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{
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if (params->w < 4 || params->h < 4)
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return "Width and height must both be at least 4";
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Game generation mechanism.
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*
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* To generate a Sokoban level, we begin with a completely blank
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* grid and make valid inverse moves. Grid squares can be in a
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* number of states. The states are:
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*
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* - INITIAL: this square has not as yet been touched by any
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* inverse move, which essentially means we haven't decided what
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* it is yet.
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*
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* - SPACE: this square is a space.
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*
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* - TARGET: this square is a space which is also the target for a
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* barrel.
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*
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* - BARREL: this square contains a barrel.
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*
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* - BARRELTARGET: this square contains a barrel _on_ a target.
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*
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* - WALL: this square is a wall.
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*
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* - PLAYER: this square contains the player.
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*
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* - PLAYERTARGET: this square contains the player on a target.
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*
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* We begin with every square of the in state INITIAL, apart from a
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* solid ring of WALLs around the edge. We randomly position the
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* PLAYER somewhere. Thereafter our valid moves are:
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*
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* - to move the PLAYER in one direction _pulling_ a barrel after
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* us. For this to work, we must have SPACE or INITIAL in the
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* direction we're moving, and BARREL or BARRELTARGET in the
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* direction we're moving away from. We leave SPACE or TARGET
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* respectively in the vacated square.
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*
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* - to create a new barrel by transforming an INITIAL square into
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* BARRELTARGET.
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*
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* - to move the PLAYER freely through SPACE and TARGET squares,
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* leaving SPACE or TARGET where it started.
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*
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* - to move the player through INITIAL squares, carving a tunnel
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* of SPACEs as it goes.
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*
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* We try to avoid destroying INITIAL squares wherever possible (if
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* there's a path to where we want to be using only SPACE, then we
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* should always use that). At the end of generation, every square
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* still in state INITIAL is one which was not required at any
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* point during generation, which means we can randomly choose
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* whether to make it SPACE or WALL.
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*
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* It's unclear as yet what the right strategy for wall placement
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* should be. Too few WALLs will yield many alternative solutions
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* to the puzzle, whereas too many might rule out so many
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* possibilities that the intended solution becomes obvious.
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*/
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static void sokoban_generate(int w, int h, unsigned char *grid, int moves,
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bool nethack, random_state *rs)
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{
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struct pull {
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int ox, oy, nx, ny, score;
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};
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struct pull *pulls;
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int *dist, *prev, *heap;
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int x, y, px, py, i, j, d, heapsize, npulls;
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pulls = snewn(w * h * 4, struct pull);
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dist = snewn(w * h, int);
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prev = snewn(w * h, int);
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heap = snewn(w * h, int);
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/*
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* Configure the initial grid.
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*/
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++)
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grid[y*w+x] = (x == 0 || y == 0 || x == w-1 || y == h-1 ?
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WALL : INITIAL);
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if (nethack)
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grid[1] = DEEP_PIT;
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/*
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* Place the player.
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*/
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i = random_upto(rs, (w-2) * (h-2));
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x = 1 + i % (w-2);
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y = 1 + i / (w-2);
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grid[y*w+x] = SPACE;
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px = x;
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py = y;
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/*
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* Now loop around making random inverse Sokoban moves. In this
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* loop we aim to make one actual barrel-pull per iteration,
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* plus as many free moves as are necessary to get into
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* position for that pull.
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*/
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while (moves-- >= 0) {
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/*
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* First enumerate all the viable barrel-pulls we can
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* possibly make, counting two pulls of the same barrel in
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* different directions as different. We also include pulls
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* we can perform by creating a new barrel. Each pull is
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* marked with the amount of violence it would have to do
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* to the grid.
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*/
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npulls = 0;
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for (y = 0; y < h; y++)
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for (x = 0; x < w; x++)
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for (d = 0; d < 4; d++) {
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int dx = DX(d);
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int dy = DY(d);
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int nx = x + dx, ny = y + dy;
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int npx = nx + dx, npy = ny + dy;
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int score = 0;
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/*
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* The candidate move is to put the player at
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* (nx,ny), and move him to (npx,npy), pulling
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* a barrel at (x,y) to (nx,ny). So first we
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* must check that all those squares are within
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* the boundaries of the grid. For this it is
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* sufficient to check npx,npy.
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*/
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if (npx < 0 || npx >= w || npy < 0 || npy >= h)
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continue;
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/*
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* (x,y) must either be a barrel, or a square
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* which we can convert into a barrel.
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*/
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switch (grid[y*w+x]) {
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case BARREL: case BARRELTARGET:
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break;
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case INITIAL:
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if (nethack)
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continue;
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score += 10 /* new_barrel_score */;
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break;
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case DEEP_PIT:
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if (!nethack)
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continue;
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break;
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default:
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continue;
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}
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/*
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* (nx,ny) must either be a space, or a square
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* which we can convert into a space.
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*/
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switch (grid[ny*w+nx]) {
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case SPACE: case TARGET:
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break;
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case INITIAL:
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score += 3 /* new_space_score */;
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break;
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default:
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continue;
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}
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/*
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* (npx,npy) must also either be a space, or a
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* square which we can convert into a space.
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*/
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switch (grid[npy*w+npx]) {
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case SPACE: case TARGET:
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break;
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case INITIAL:
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score += 3 /* new_space_score */;
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break;
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default:
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continue;
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}
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/*
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* That's sufficient to tag this as a possible
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* pull right now. We still don't know if we
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* can reach the required player position, but
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* that's a job for the subsequent BFS phase to
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* tell us.
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*/
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pulls[npulls].ox = x;
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pulls[npulls].oy = y;
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pulls[npulls].nx = nx;
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pulls[npulls].ny = ny;
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pulls[npulls].score = score;
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#ifdef GENERATION_DIAGNOSTICS
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printf("found potential pull: (%d,%d)-(%d,%d) cost %d\n",
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pulls[npulls].ox, pulls[npulls].oy,
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pulls[npulls].nx, pulls[npulls].ny,
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pulls[npulls].score);
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#endif
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npulls++;
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}
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#ifdef GENERATION_DIAGNOSTICS
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printf("found %d potential pulls\n", npulls);
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#endif
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/*
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* If there are no pulls available at all, we give up.
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*
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* (FIXME: or perhaps backtrack?)
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*/
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if (npulls == 0)
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break;
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/*
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* Now we do a BFS from our current position, to find all
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* the squares we can get the player into.
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*
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* This BFS is unusually tricky. We want to give a positive
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* distance only to squares which we have to carve through
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* INITIALs to get to, which means we can't just stick
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* every square we reach on the end of our to-do list.
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* Instead, we must maintain our list as a proper priority
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* queue.
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*/
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for (i = 0; i < w*h; i++)
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dist[i] = prev[i] = -1;
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heap[0] = py*w+px;
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heapsize = 1;
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dist[py*w+px] = 0;
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#define PARENT(n) ( ((n)-1)/2 )
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#define LCHILD(n) ( 2*(n)+1 )
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#define RCHILD(n) ( 2*(n)+2 )
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#define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
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while (heapsize > 0) {
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/*
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* Pull the smallest element off the heap: it's at
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* position 0. Move the arbitrary element from the very
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* end of the heap into position 0.
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*/
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y = heap[0] / w;
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x = heap[0] % w;
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heapsize--;
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heap[0] = heap[heapsize];
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/*
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* Now repeatedly move that arbitrary element down the
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* heap by swapping it with the more suitable of its
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* children.
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*/
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i = 0;
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while (1) {
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int lc, rc;
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lc = LCHILD(i);
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rc = RCHILD(i);
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|
|
if (lc >= heapsize)
|
|
break; /* we've hit bottom */
|
|
|
|
if (rc >= heapsize) {
|
|
/*
|
|
* Special case: there is only one child to
|
|
* check.
|
|
*/
|
|
if (dist[heap[i]] > dist[heap[lc]])
|
|
SWAP(heap[i], heap[lc]);
|
|
|
|
/* _Now_ we've hit bottom. */
|
|
break;
|
|
} else {
|
|
/*
|
|
* The common case: there are two children and
|
|
* we must check them both.
|
|
*/
|
|
if (dist[heap[i]] > dist[heap[lc]] ||
|
|
dist[heap[i]] > dist[heap[rc]]) {
|
|
/*
|
|
* Pick the more appropriate child to swap with
|
|
* (i.e. the one which would want to be the
|
|
* parent if one were above the other - as one
|
|
* is about to be).
|
|
*/
|
|
if (dist[heap[lc]] > dist[heap[rc]]) {
|
|
SWAP(heap[i], heap[rc]);
|
|
i = rc;
|
|
} else {
|
|
SWAP(heap[i], heap[lc]);
|
|
i = lc;
|
|
}
|
|
} else {
|
|
/* This element is in the right place; we're done. */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* OK, that's given us (x,y) for this phase of the
|
|
* search. Now try all directions from here.
|
|
*/
|
|
|
|
for (d = 0; d < 4; d++) {
|
|
int dx = DX(d);
|
|
int dy = DY(d);
|
|
int nx = x + dx, ny = y + dy;
|
|
if (nx < 0 || nx >= w || ny < 0 || ny >= h)
|
|
continue;
|
|
if (grid[ny*w+nx] != SPACE && grid[ny*w+nx] != TARGET &&
|
|
grid[ny*w+nx] != INITIAL)
|
|
continue;
|
|
if (dist[ny*w+nx] == -1) {
|
|
dist[ny*w+nx] = dist[y*w+x] + (grid[ny*w+nx] == INITIAL);
|
|
prev[ny*w+nx] = y*w+x;
|
|
|
|
/*
|
|
* Now insert ny*w+nx at the end of the heap,
|
|
* and move it down to its appropriate resting
|
|
* place.
|
|
*/
|
|
i = heapsize;
|
|
heap[heapsize++] = ny*w+nx;
|
|
|
|
/*
|
|
* Swap element n with its parent repeatedly to
|
|
* preserve the heap property.
|
|
*/
|
|
|
|
while (i > 0) {
|
|
int p = PARENT(i);
|
|
|
|
if (dist[heap[p]] > dist[heap[i]]) {
|
|
SWAP(heap[p], heap[i]);
|
|
i = p;
|
|
} else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#undef PARENT
|
|
#undef LCHILD
|
|
#undef RCHILD
|
|
#undef SWAP
|
|
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("distance map:\n");
|
|
for (i = 0; i < h; i++) {
|
|
for (j = 0; j < w; j++) {
|
|
int d = dist[i*w+j];
|
|
int c;
|
|
if (d < 0)
|
|
c = '#';
|
|
else if (d >= 36)
|
|
c = '!';
|
|
else if (d >= 10)
|
|
c = 'A' - 10 + d;
|
|
else
|
|
c = '0' + d;
|
|
putchar(c);
|
|
}
|
|
putchar('\n');
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Now we can go back through the `pulls' array, adjusting
|
|
* the score for each pull depending on how hard it is to
|
|
* reach its starting point, and also throwing out any
|
|
* whose starting points are genuinely unreachable even
|
|
* with the possibility of carving through INITIAL squares.
|
|
*/
|
|
for (i = j = 0; i < npulls; i++) {
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("potential pull (%d,%d)-(%d,%d)",
|
|
pulls[i].ox, pulls[i].oy,
|
|
pulls[i].nx, pulls[i].ny);
|
|
#endif
|
|
x = pulls[i].nx;
|
|
y = pulls[i].ny;
|
|
if (dist[y*w+x] < 0) {
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf(" unreachable\n");
|
|
#endif
|
|
continue; /* this pull isn't feasible at all */
|
|
} else {
|
|
/*
|
|
* Another nasty special case we have to check is
|
|
* whether the initial barrel location (ox,oy) is
|
|
* on the path used to reach the square. This can
|
|
* occur if that square is in state INITIAL: the
|
|
* pull is initially considered valid on the basis
|
|
* that the INITIAL can become BARRELTARGET, and
|
|
* it's also considered reachable on the basis that
|
|
* INITIAL can be turned into SPACE, but it can't
|
|
* be both at once.
|
|
*
|
|
* Fortunately, if (ox,oy) is on the path at all,
|
|
* it must be only one space from the end, so this
|
|
* is easy to spot and rule out.
|
|
*/
|
|
if (prev[y*w+x] == pulls[i].oy*w+pulls[i].ox) {
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf(" goes through itself\n");
|
|
#endif
|
|
continue; /* this pull isn't feasible at all */
|
|
}
|
|
pulls[j] = pulls[i]; /* structure copy */
|
|
pulls[j].score += dist[y*w+x] * 3 /* new_space_score */;
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf(" reachable at distance %d (cost now %d)\n",
|
|
dist[y*w+x], pulls[j].score);
|
|
#endif
|
|
j++;
|
|
}
|
|
}
|
|
npulls = j;
|
|
|
|
/*
|
|
* Again, if there are no pulls available at all, we give
|
|
* up.
|
|
*
|
|
* (FIXME: or perhaps backtrack?)
|
|
*/
|
|
if (npulls == 0)
|
|
break;
|
|
|
|
/*
|
|
* Now choose which pull to make. On the one hand we should
|
|
* prefer pulls which do less damage to the INITIAL squares
|
|
* (thus, ones for which we can already get into position
|
|
* via existing SPACEs, and for which the barrel already
|
|
* exists and doesn't have to be invented); on the other,
|
|
* we want to avoid _always_ preferring such pulls, on the
|
|
* grounds that that will lead to levels without very much
|
|
* stuff in.
|
|
*
|
|
* When creating new barrels, we prefer creations which are
|
|
* next to existing TARGET squares.
|
|
*
|
|
* FIXME: for the moment I'll make this very simple indeed.
|
|
*/
|
|
i = random_upto(rs, npulls);
|
|
|
|
/*
|
|
* Actually make the pull, including carving a path to get
|
|
* to the site if necessary.
|
|
*/
|
|
x = pulls[i].nx;
|
|
y = pulls[i].ny;
|
|
while (prev[y*w+x] >= 0) {
|
|
int p;
|
|
|
|
if (grid[y*w+x] == INITIAL)
|
|
grid[y*w+x] = SPACE;
|
|
|
|
p = prev[y*w+x];
|
|
y = p / w;
|
|
x = p % w;
|
|
}
|
|
px = 2*pulls[i].nx - pulls[i].ox;
|
|
py = 2*pulls[i].ny - pulls[i].oy;
|
|
if (grid[py*w+px] == INITIAL)
|
|
grid[py*w+px] = SPACE;
|
|
if (grid[pulls[i].ny*w+pulls[i].nx] == TARGET)
|
|
grid[pulls[i].ny*w+pulls[i].nx] = BARRELTARGET;
|
|
else
|
|
grid[pulls[i].ny*w+pulls[i].nx] = BARREL;
|
|
if (grid[pulls[i].oy*w+pulls[i].ox] == BARREL)
|
|
grid[pulls[i].oy*w+pulls[i].ox] = SPACE;
|
|
else if (grid[pulls[i].oy*w+pulls[i].ox] != DEEP_PIT)
|
|
grid[pulls[i].oy*w+pulls[i].ox] = TARGET;
|
|
}
|
|
|
|
sfree(heap);
|
|
sfree(prev);
|
|
sfree(dist);
|
|
sfree(pulls);
|
|
|
|
if (grid[py*w+px] == TARGET)
|
|
grid[py*w+px] = PLAYERTARGET;
|
|
else
|
|
grid[py*w+px] = PLAYER;
|
|
}
|
|
|
|
static char *new_game_desc(const game_params *params, random_state *rs,
|
|
char **aux, bool interactive)
|
|
{
|
|
int w = params->w, h = params->h;
|
|
char *desc;
|
|
int desclen, descpos, descsize, prev, count;
|
|
unsigned char *grid;
|
|
int i, j;
|
|
|
|
/*
|
|
* FIXME: perhaps some more interesting means of choosing how
|
|
* many moves to try?
|
|
*/
|
|
grid = snewn(w*h, unsigned char);
|
|
sokoban_generate(w, h, grid, w*h, false, rs);
|
|
|
|
desclen = descpos = descsize = 0;
|
|
desc = NULL;
|
|
prev = -1;
|
|
count = 0;
|
|
for (i = 0; i < w*h; i++) {
|
|
if (descsize < desclen + 40) {
|
|
descsize = desclen + 100;
|
|
desc = sresize(desc, descsize, char);
|
|
desc[desclen] = '\0';
|
|
}
|
|
switch (grid[i]) {
|
|
case INITIAL:
|
|
j = 'w'; /* FIXME: make some of these 's'? */
|
|
break;
|
|
case SPACE:
|
|
j = 's';
|
|
break;
|
|
case WALL:
|
|
j = 'w';
|
|
break;
|
|
case TARGET:
|
|
j = 't';
|
|
break;
|
|
case BARREL:
|
|
j = 'b';
|
|
break;
|
|
case BARRELTARGET:
|
|
j = 'f';
|
|
break;
|
|
case DEEP_PIT:
|
|
j = 'd';
|
|
break;
|
|
case PLAYER:
|
|
j = 'u';
|
|
break;
|
|
case PLAYERTARGET:
|
|
j = 'v';
|
|
break;
|
|
default:
|
|
j = '?';
|
|
break;
|
|
}
|
|
assert(j != '?');
|
|
if (j != prev) {
|
|
desc[desclen++] = j;
|
|
descpos = desclen;
|
|
prev = j;
|
|
count = 1;
|
|
} else {
|
|
count++;
|
|
desclen = descpos + sprintf(desc+descpos, "%d", count);
|
|
}
|
|
}
|
|
|
|
sfree(grid);
|
|
|
|
return desc;
|
|
}
|
|
|
|
static const char *validate_desc(const game_params *params, const char *desc)
|
|
{
|
|
int w = params->w, h = params->h;
|
|
int area = 0;
|
|
int nplayers = 0;
|
|
|
|
while (*desc) {
|
|
int c = *desc++;
|
|
int n = 1;
|
|
if (*desc && isdigit((unsigned char)*desc)) {
|
|
n = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
|
|
area += n;
|
|
|
|
if (c == PLAYER || c == PLAYERTARGET)
|
|
nplayers += n;
|
|
else if (c == INITIAL || c == SPACE || c == WALL || c == TARGET ||
|
|
c == PIT || c == DEEP_PIT || IS_BARREL(c))
|
|
/* ok */;
|
|
else
|
|
return "Invalid character in game description";
|
|
}
|
|
|
|
if (area > w*h)
|
|
return "Too much data in game description";
|
|
if (area < w*h)
|
|
return "Too little data in game description";
|
|
if (nplayers < 1)
|
|
return "No starting player position specified";
|
|
if (nplayers > 1)
|
|
return "More than one starting player position specified";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, const game_params *params,
|
|
const char *desc)
|
|
{
|
|
int w = params->w, h = params->h;
|
|
game_state *state = snew(game_state);
|
|
int i;
|
|
|
|
state->p = *params; /* structure copy */
|
|
state->grid = snewn(w*h, unsigned char);
|
|
state->px = state->py = -1;
|
|
state->completed = false;
|
|
|
|
i = 0;
|
|
|
|
while (*desc) {
|
|
int c = *desc++;
|
|
int n = 1;
|
|
if (*desc && isdigit((unsigned char)*desc)) {
|
|
n = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
|
|
if (c == PLAYER || c == PLAYERTARGET) {
|
|
state->py = i / w;
|
|
state->px = i % w;
|
|
c = IS_ON_TARGET(c) ? TARGET : SPACE;
|
|
}
|
|
|
|
while (n-- > 0)
|
|
state->grid[i++] = c;
|
|
}
|
|
|
|
assert(i == w*h);
|
|
assert(state->px != -1 && state->py != -1);
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->p = state->p; /* structure copy */
|
|
ret->grid = snewn(w*h, unsigned char);
|
|
memcpy(ret->grid, state->grid, w*h);
|
|
ret->px = state->px;
|
|
ret->py = state->py;
|
|
ret->completed = state->completed;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->grid);
|
|
sfree(state);
|
|
}
|
|
|
|
static char *solve_game(const game_state *state, const game_state *currstate,
|
|
const char *aux, const char **error)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static bool game_can_format_as_text_now(const game_params *params)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static char *game_text_format(const game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static game_ui *new_ui(const game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate)
|
|
{
|
|
}
|
|
|
|
struct game_drawstate {
|
|
game_params p;
|
|
int tilesize;
|
|
bool started;
|
|
unsigned short *grid;
|
|
};
|
|
|
|
#define PREFERRED_TILESIZE 32
|
|
#define TILESIZE (ds->tilesize)
|
|
#define BORDER (TILESIZE)
|
|
#define HIGHLIGHT_WIDTH (TILESIZE / 10)
|
|
#define COORD(x) ( (x) * TILESIZE + BORDER )
|
|
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
|
|
|
|
/*
|
|
* I'm going to need to do most of the move-type analysis in both
|
|
* interpret_move and execute_move, so I'll abstract it out into a
|
|
* subfunction. move_type() returns -1 for an illegal move, 0 for a
|
|
* movement, and 1 for a push.
|
|
*/
|
|
static int move_type(const game_state *state, int dx, int dy)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int px = state->px, py = state->py;
|
|
int nx, ny, nbx, nby;
|
|
|
|
assert(dx >= -1 && dx <= +1);
|
|
assert(dy >= -1 && dy <= +1);
|
|
assert(dx || dy);
|
|
|
|
nx = px + dx;
|
|
ny = py + dy;
|
|
|
|
/*
|
|
* Disallow any move that goes off the grid.
|
|
*/
|
|
if (nx < 0 || nx >= w || ny < 0 || ny >= h)
|
|
return -1;
|
|
|
|
/*
|
|
* Examine the target square of the move to see whether it's a
|
|
* space, a barrel, or a wall.
|
|
*/
|
|
|
|
if (state->grid[ny*w+nx] == WALL ||
|
|
state->grid[ny*w+nx] == PIT ||
|
|
state->grid[ny*w+nx] == DEEP_PIT)
|
|
return -1; /* this one's easy; just disallow it */
|
|
|
|
if (IS_BARREL(state->grid[ny*w+nx])) {
|
|
/*
|
|
* This is a push move. For a start, that means it must not
|
|
* be diagonal.
|
|
*/
|
|
if (dy && dx)
|
|
return -1;
|
|
|
|
/*
|
|
* Now find the location of the third square involved in
|
|
* the push, and stop if it's off the edge.
|
|
*/
|
|
nbx = nx + dx;
|
|
nby = ny + dy;
|
|
if (nbx < 0 || nbx >= w || nby < 0 || nby >= h)
|
|
return -1;
|
|
|
|
/*
|
|
* That third square must be able to accept a barrel.
|
|
*/
|
|
if (state->grid[nby*w+nbx] == SPACE ||
|
|
state->grid[nby*w+nbx] == TARGET ||
|
|
state->grid[nby*w+nbx] == PIT ||
|
|
state->grid[nby*w+nbx] == DEEP_PIT) {
|
|
/*
|
|
* The push is valid.
|
|
*/
|
|
return 1;
|
|
} else {
|
|
return -1;
|
|
}
|
|
} else {
|
|
/*
|
|
* This is just an ordinary move. We've already checked the
|
|
* target square, so the only thing left to check is that a
|
|
* diagonal move has a space on one side to have notionally
|
|
* gone through.
|
|
*/
|
|
if (dx && dy &&
|
|
state->grid[(py+dy)*w+px] != SPACE &&
|
|
state->grid[(py+dy)*w+px] != TARGET &&
|
|
state->grid[py*w+(px+dx)] != SPACE &&
|
|
state->grid[py*w+(px+dx)] != TARGET)
|
|
return -1;
|
|
|
|
/*
|
|
* Otherwise, the move is valid.
|
|
*/
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static char *interpret_move(const game_state *state, game_ui *ui,
|
|
const game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int dx=0, dy=0;
|
|
char *move;
|
|
|
|
/*
|
|
* Diagonal movement is supported as it is in NetHack: it's
|
|
* for movement only (never pushing), and one of the two
|
|
* squares adjacent to both the source and destination
|
|
* squares must be free to move through. In other words, it
|
|
* is only a shorthand for two orthogonal moves and cannot
|
|
* change the nature of the actual puzzle game.
|
|
*/
|
|
if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
|
|
dx = 0, dy = -1;
|
|
else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
|
|
dx = 0, dy = +1;
|
|
else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
|
|
dx = -1, dy = 0;
|
|
else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
|
|
dx = +1, dy = 0;
|
|
else if (button == (MOD_NUM_KEYPAD | '7'))
|
|
dx = -1, dy = -1;
|
|
else if (button == (MOD_NUM_KEYPAD | '9'))
|
|
dx = +1, dy = -1;
|
|
else if (button == (MOD_NUM_KEYPAD | '1'))
|
|
dx = -1, dy = +1;
|
|
else if (button == (MOD_NUM_KEYPAD | '3'))
|
|
dx = +1, dy = +1;
|
|
else if (button == LEFT_BUTTON)
|
|
{
|
|
if(x < COORD(state->px))
|
|
dx = -1;
|
|
else if (x > COORD(state->px + 1))
|
|
dx = 1;
|
|
if(y < COORD(state->py))
|
|
dy = -1;
|
|
else if (y > COORD(state->py + 1))
|
|
dy = 1;
|
|
}
|
|
else
|
|
return NULL;
|
|
|
|
if((dx == 0) && (dy == 0))
|
|
return(NULL);
|
|
|
|
if (move_type(state, dx, dy) < 0)
|
|
return NULL;
|
|
|
|
move = snewn(2, char);
|
|
move[1] = '\0';
|
|
move[0] = '5' - 3*dy + dx;
|
|
return move;
|
|
}
|
|
|
|
static game_state *execute_move(const game_state *state, const char *move)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int px = state->px, py = state->py;
|
|
int dx, dy, nx, ny, nbx, nby, type, m, i;
|
|
bool freebarrels, freetargets;
|
|
game_state *ret;
|
|
|
|
if (*move < '1' || *move == '5' || *move > '9' || move[1])
|
|
return NULL; /* invalid move string */
|
|
|
|
m = *move - '0';
|
|
dx = (m + 2) % 3 - 1;
|
|
dy = 2 - (m + 2) / 3;
|
|
type = move_type(state, dx, dy);
|
|
if (type < 0)
|
|
return NULL;
|
|
|
|
ret = dup_game(state);
|
|
|
|
nx = px + dx;
|
|
ny = py + dy;
|
|
nbx = nx + dx;
|
|
nby = ny + dy;
|
|
|
|
if (type) {
|
|
int b;
|
|
|
|
/*
|
|
* Push.
|
|
*/
|
|
b = ret->grid[ny*w+nx];
|
|
if (IS_ON_TARGET(b)) {
|
|
ret->grid[ny*w+nx] = TARGET;
|
|
b = DETARGETISE(b);
|
|
} else
|
|
ret->grid[ny*w+nx] = SPACE;
|
|
|
|
if (ret->grid[nby*w+nbx] == PIT)
|
|
ret->grid[nby*w+nbx] = SPACE;
|
|
else if (ret->grid[nby*w+nbx] == DEEP_PIT)
|
|
/* do nothing - the pit eats the barrel and remains there */;
|
|
else if (ret->grid[nby*w+nbx] == TARGET)
|
|
ret->grid[nby*w+nbx] = TARGETISE(b);
|
|
else
|
|
ret->grid[nby*w+nbx] = b;
|
|
}
|
|
|
|
ret->px = nx;
|
|
ret->py = ny;
|
|
|
|
/*
|
|
* Check for completion. This is surprisingly complicated,
|
|
* given the presence of pits and deep pits, and also the fact
|
|
* that some Sokoban levels with pits have fewer pits than
|
|
* barrels (due to providing spares, e.g. NetHack's). I think
|
|
* the completion condition in fact must be that the game
|
|
* cannot become any _more_ complete. That is, _either_ there
|
|
* are no remaining barrels not on targets, _or_ there is a
|
|
* good reason why any such barrels cannot be placed. The only
|
|
* available good reason is that there are no remaining pits,
|
|
* no free target squares, and no deep pits at all.
|
|
*/
|
|
if (!ret->completed) {
|
|
freebarrels = false;
|
|
freetargets = false;
|
|
for (i = 0; i < w*h; i++) {
|
|
int v = ret->grid[i];
|
|
|
|
if (IS_BARREL(v) && !IS_ON_TARGET(v))
|
|
freebarrels = true;
|
|
if (v == DEEP_PIT || v == PIT ||
|
|
(!IS_BARREL(v) && IS_ON_TARGET(v)))
|
|
freetargets = true;
|
|
}
|
|
|
|
if (!freebarrels || !freetargets)
|
|
ret->completed = true;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(const game_params *params, int tilesize,
|
|
const game_ui *ui, int *x, int *y)
|
|
{
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
struct { int tilesize; } ads, *ds = &ads;
|
|
ads.tilesize = tilesize;
|
|
|
|
*x = 2 * BORDER + 1 + params->w * TILESIZE;
|
|
*y = 2 * BORDER + 1 + params->h * TILESIZE;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
const game_params *params, int tilesize)
|
|
{
|
|
ds->tilesize = tilesize;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
int i;
|
|
|
|
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
|
|
|
|
ret[COL_OUTLINE * 3 + 0] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 1] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_PLAYER * 3 + 0] = 0.0F;
|
|
ret[COL_PLAYER * 3 + 1] = 1.0F;
|
|
ret[COL_PLAYER * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_BARREL * 3 + 0] = 0.6F;
|
|
ret[COL_BARREL * 3 + 1] = 0.3F;
|
|
ret[COL_BARREL * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_TARGET * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0];
|
|
ret[COL_TARGET * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1];
|
|
ret[COL_TARGET * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2];
|
|
|
|
ret[COL_PIT * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0] / 2;
|
|
ret[COL_PIT * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1] / 2;
|
|
ret[COL_PIT * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2] / 2;
|
|
|
|
ret[COL_DEEP_PIT * 3 + 0] = 0.0F;
|
|
ret[COL_DEEP_PIT * 3 + 1] = 0.0F;
|
|
ret[COL_DEEP_PIT * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_TEXT * 3 + 0] = 1.0F;
|
|
ret[COL_TEXT * 3 + 1] = 1.0F;
|
|
ret[COL_TEXT * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_GRID * 3 + 0] = ret[COL_LOWLIGHT * 3 + 0];
|
|
ret[COL_GRID * 3 + 1] = ret[COL_LOWLIGHT * 3 + 1];
|
|
ret[COL_GRID * 3 + 2] = ret[COL_LOWLIGHT * 3 + 2];
|
|
|
|
ret[COL_OUTLINE * 3 + 0] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 1] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 2] = 0.0F;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] +
|
|
1 * ret[COL_HIGHLIGHT * 3 + i]) / 4;
|
|
}
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->tilesize = 0;
|
|
ds->p = state->p; /* structure copy */
|
|
ds->grid = snewn(w*h, unsigned short);
|
|
for (i = 0; i < w*h; i++)
|
|
ds->grid[i] = INVALID;
|
|
ds->started = false;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->grid);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
|
|
{
|
|
int tx = COORD(x), ty = COORD(y);
|
|
int bg = (v & 0x100 ? COL_HIGHLIGHT : COL_BACKGROUND);
|
|
|
|
v &= 0xFF;
|
|
|
|
clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
|
|
draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg);
|
|
|
|
if (v == WALL) {
|
|
int coords[6];
|
|
|
|
coords[0] = tx + TILESIZE;
|
|
coords[1] = ty + TILESIZE;
|
|
coords[2] = tx + TILESIZE;
|
|
coords[3] = ty + 1;
|
|
coords[4] = tx + 1;
|
|
coords[5] = ty + TILESIZE;
|
|
draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
|
|
|
|
coords[0] = tx + 1;
|
|
coords[1] = ty + 1;
|
|
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
|
|
|
|
draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH,
|
|
TILESIZE - 2*HIGHLIGHT_WIDTH,
|
|
TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL);
|
|
} else if (v == PIT) {
|
|
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
TILESIZE*3/7, COL_PIT, COL_OUTLINE);
|
|
} else if (v == DEEP_PIT) {
|
|
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
TILESIZE*3/7, COL_DEEP_PIT, COL_OUTLINE);
|
|
} else {
|
|
if (IS_ON_TARGET(v)) {
|
|
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
TILESIZE*3/7, COL_TARGET, COL_OUTLINE);
|
|
}
|
|
if (IS_PLAYER(v)) {
|
|
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
TILESIZE/3, COL_PLAYER, COL_OUTLINE);
|
|
} else if (IS_BARREL(v)) {
|
|
char str[2];
|
|
|
|
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
TILESIZE/3, COL_BARREL, COL_OUTLINE);
|
|
str[1] = '\0';
|
|
str[0] = BARREL_LABEL(v);
|
|
if (str[0]) {
|
|
draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
|
|
FONT_VARIABLE, TILESIZE/2,
|
|
ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str);
|
|
}
|
|
}
|
|
}
|
|
|
|
unclip(dr);
|
|
draw_update(dr, tx, ty, TILESIZE, TILESIZE);
|
|
}
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds,
|
|
const game_state *oldstate, const game_state *state,
|
|
int dir, const game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int w = state->p.w, h = state->p.h /*, wh = w*h */;
|
|
int x, y;
|
|
int flashtype;
|
|
|
|
if (flashtime &&
|
|
!((int)(flashtime * 3 / FLASH_LENGTH) % 2))
|
|
flashtype = 0x100;
|
|
else
|
|
flashtype = 0;
|
|
|
|
/*
|
|
* Initialise a fresh drawstate.
|
|
*/
|
|
if (!ds->started) {
|
|
/*
|
|
* Draw the grid lines.
|
|
*/
|
|
for (y = 0; y <= h; y++)
|
|
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y),
|
|
COL_LOWLIGHT);
|
|
for (x = 0; x <= w; x++)
|
|
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h),
|
|
COL_LOWLIGHT);
|
|
|
|
ds->started = true;
|
|
}
|
|
|
|
/*
|
|
* Draw the grid contents.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int v = state->grid[y*w+x];
|
|
if (y == state->py && x == state->px) {
|
|
if (v == TARGET)
|
|
v = PLAYERTARGET;
|
|
else {
|
|
assert(v == SPACE);
|
|
v = PLAYER;
|
|
}
|
|
}
|
|
|
|
v |= flashtype;
|
|
|
|
if (ds->grid[y*w+x] != v) {
|
|
draw_tile(dr, ds, x, y, v);
|
|
ds->grid[y*w+x] = v;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static float game_anim_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->completed && newstate->completed)
|
|
return FLASH_LENGTH;
|
|
else
|
|
return 0.0F;
|
|
}
|
|
|
|
static void game_get_cursor_location(const game_ui *ui,
|
|
const game_drawstate *ds,
|
|
const game_state *state,
|
|
const game_params *params,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
}
|
|
|
|
static int game_status(const game_state *state)
|
|
{
|
|
return state->completed ? +1 : 0;
|
|
}
|
|
|
|
static bool game_timing_state(const game_state *state, game_ui *ui)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static void game_print_size(const game_params *params, const game_ui *ui,
|
|
float *x, float *y)
|
|
{
|
|
}
|
|
|
|
static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
|
|
int tilesize)
|
|
{
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame sokoban
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Sokoban", NULL, NULL,
|
|
default_params,
|
|
game_fetch_preset, NULL,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
true, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
false, solve_game,
|
|
false, game_can_format_as_text_now, game_text_format,
|
|
NULL, NULL, /* get_prefs, set_prefs */
|
|
new_ui,
|
|
free_ui,
|
|
NULL, /* encode_ui */
|
|
NULL, /* decode_ui */
|
|
NULL, /* game_request_keys */
|
|
game_changed_state,
|
|
NULL, /* current_key_label */
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILESIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_get_cursor_location,
|
|
game_status,
|
|
false, false, game_print_size, game_print,
|
|
false, /* wants_statusbar */
|
|
false, game_timing_state,
|
|
0, /* flags */
|
|
};
|