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Files
1982 lines
50 KiB
C
1982 lines
50 KiB
C
/*
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* slide.c: Implementation of the block-sliding puzzle `Klotski'.
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*/
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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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* - Improve the generator.
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* * actually, we seem to be mostly sensible already now. I
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* want more choice over the type of main block and location
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* of the exit/target, and I think I probably ought to give
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* up on compactness and just bite the bullet and have the
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* target area right outside the main wall, but mostly I
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* think it's OK.
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* * the move limit tends to make the game _slower_ to
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* generate, which is odd. Perhaps investigate why.
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*
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* - Improve the graphics.
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* * All the colours are a bit wishy-washy. _Some_ dark
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* colours would surely not be excessive? Probably darken
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* the tiles, the walls and the main block, and leave the
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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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*/
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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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#include <math.h>
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#include "puzzles.h"
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#include "tree234.h"
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/*
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* The implementation of this game revolves around the insight
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* which makes an exhaustive-search solver feasible: although
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* there are many blocks which can be rearranged in many ways, any
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* two blocks of the same shape are _indistinguishable_ and hence
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* the number of _distinct_ board layouts is generally much
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* smaller. So we adopt a representation for board layouts which
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* is inherently canonical, i.e. there are no two distinct
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* representations which encode indistinguishable layouts.
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*
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* The way we do this is to encode each square of the board, in
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* the normal left-to-right top-to-bottom order, as being one of
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* the following things:
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* - the first square (in the given order) of a block (`anchor')
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* - special case of the above: the anchor for the _main_ block
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* (i.e. the one which the aim of the game is to get to the
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* target position)
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* - a subsequent square of a block whose previous square was N
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* squares ago
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* - an impassable wall
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*
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* (We also separately store data about which board positions are
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* forcefields only passable by the main block. We can't encode
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* that in the main board data, because then the main block would
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* destroy forcefields as it went over them.)
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*
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* Hence, for example, a 2x2 square block would be encoded as
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* ANCHOR, followed by DIST(1), and w-2 squares later on there
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* would be DIST(w-1) followed by DIST(1). So if you start at the
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* last of those squares, the DIST numbers give you a linked list
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* pointing back through all the other squares in the same block.
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*
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* So the solver simply does a bfs over all reachable positions,
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* encoding them in this format and storing them in a tree234 to
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* ensure it doesn't ever revisit an already-analysed position.
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*/
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enum {
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/*
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* The colours are arranged here so that every base colour is
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* directly followed by its highlight colour and then its
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* lowlight colour. Do not break this, or draw_tile() will get
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* confused.
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*/
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COL_BACKGROUND,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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COL_DRAGGING,
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COL_DRAGGING_HIGHLIGHT,
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COL_DRAGGING_LOWLIGHT,
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COL_MAIN,
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COL_MAIN_HIGHLIGHT,
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COL_MAIN_LOWLIGHT,
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COL_MAIN_DRAGGING,
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COL_MAIN_DRAGGING_HIGHLIGHT,
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COL_MAIN_DRAGGING_LOWLIGHT,
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COL_TARGET,
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COL_TARGET_HIGHLIGHT,
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COL_TARGET_LOWLIGHT,
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NCOLOURS
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};
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/*
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* Board layout is a simple array of bytes. Each byte holds:
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*/
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#define ANCHOR 255 /* top-left-most square of some piece */
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#define MAINANCHOR 254 /* anchor of _main_ piece */
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#define EMPTY 253 /* empty square */
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#define WALL 252 /* immovable wall */
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#define MAXDIST 251
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/* all other values indicate distance back to previous square of same block */
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#define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
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#define DIST(x) (x)
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#define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
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#define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
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/*
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* MAXDIST is the largest DIST value we can encode. This must
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* therefore also be the maximum puzzle width in theory (although
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* solver running time will dictate a much smaller limit in
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* practice).
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*/
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#define MAXWID MAXDIST
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struct game_params {
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int w, h;
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int maxmoves;
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};
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struct game_immutable_state {
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int refcount;
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unsigned char *forcefield;
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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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int tx, ty; /* target coords for MAINANCHOR */
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int minmoves; /* for display only */
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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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struct game_immutable_state *imm;
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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 = 7;
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ret->h = 6;
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ret->maxmoves = 40;
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return ret;
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}
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static const struct game_params slide_presets[] = {
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{7, 6, 25},
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{7, 6, -1},
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{8, 6, -1},
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(slide_presets))
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return FALSE;
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ret = snew(game_params);
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*ret = slide_presets[i];
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sprintf(str, "%dx%d", ret->w, ret->h);
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if (ret->maxmoves >= 0)
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sprintf(str + strlen(str), ", max %d moves", ret->maxmoves);
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else
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sprintf(str + strlen(str), ", no move limit");
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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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(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 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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while (*string && isdigit((unsigned char)*string)) string++;
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}
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if (*string == 'm') {
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string++;
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params->maxmoves = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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} else if (*string == 'u') {
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string++;
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params->maxmoves = -1;
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}
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}
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static char *encode_params(game_params *params, int 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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if (params->maxmoves >= 0)
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sprintf(data + strlen(data), "m%d", params->maxmoves);
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else
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sprintf(data + strlen(data), "u");
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return dupstr(data);
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}
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static config_item *game_configure(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(4, 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].sval = dupstr(buf);
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ret[0].ival = 0;
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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].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Solution length limit";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->maxmoves);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(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].sval);
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ret->h = atoi(cfg[1].sval);
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ret->maxmoves = atoi(cfg[2].sval);
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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if (params->w > MAXWID)
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return "Width must be at most " STR(MAXWID);
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if (params->w < 5)
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return "Width must be at least 5";
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if (params->h < 4)
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return "Height must be at least 4";
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return NULL;
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}
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static char *board_text_format(int w, int h, unsigned char *data,
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unsigned char *forcefield)
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{
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int wh = w*h;
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int *dsf = snew_dsf(wh);
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int i, x, y;
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int retpos, retlen = (w*2+2)*(h*2+1)+1;
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char *ret = snewn(retlen, char);
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for (i = 0; i < wh; i++)
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if (ISDIST(data[i]))
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dsf_merge(dsf, i - data[i], i);
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retpos = 0;
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for (y = 0; y < 2*h+1; y++) {
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for (x = 0; x < 2*w+1; x++) {
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int v;
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int i = (y/2)*w+(x/2);
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#define dtype(i) (ISBLOCK(data[i]) ? \
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dsf_canonify(dsf, i) : data[i])
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#define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
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data[t] == MAINANCHOR ? '*' : '%')
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if (y % 2 && x % 2) {
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int j = dtype(i);
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v = dchar(j);
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} else if (y % 2 && !(x % 2)) {
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int j1 = (x > 0 ? dtype(i-1) : -1);
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int j2 = (x < 2*w ? dtype(i) : -1);
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if (j1 != j2)
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v = '|';
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else
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v = dchar(j1);
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} else if (!(y % 2) && (x % 2)) {
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int j1 = (y > 0 ? dtype(i-w) : -1);
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int j2 = (y < 2*h ? dtype(i) : -1);
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if (j1 != j2)
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v = '-';
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else
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v = dchar(j1);
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} else {
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int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1);
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int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1);
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int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1);
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int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1);
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if (j1 == j2 && j2 == j3 && j3 == j4)
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v = dchar(j1);
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else if (j1 == j2 && j3 == j4)
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v = '|';
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else if (j1 == j3 && j2 == j4)
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v = '-';
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else
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v = '+';
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}
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assert(retpos < retlen);
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ret[retpos++] = v;
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}
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assert(retpos < retlen);
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ret[retpos++] = '\n';
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}
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assert(retpos < retlen);
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ret[retpos++] = '\0';
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assert(retpos == retlen);
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return ret;
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}
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/* ----------------------------------------------------------------------
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* Solver.
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*/
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/*
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* During solver execution, the set of visited board positions is
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* stored as a tree234 of the following structures. `w', `h' and
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* `data' are obvious in meaning; `dist' represents the minimum
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* distance to reach this position from the starting point.
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*
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* `prev' links each board to the board position from which it was
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* most efficiently derived.
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*/
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struct board {
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int w, h;
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int dist;
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struct board *prev;
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unsigned char *data;
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};
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static int boardcmp(void *av, void *bv)
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{
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struct board *a = (struct board *)av;
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struct board *b = (struct board *)bv;
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return memcmp(a->data, b->data, a->w * a->h);
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}
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static struct board *newboard(int w, int h, unsigned char *data)
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{
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struct board *b = malloc(sizeof(struct board) + w*h);
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b->data = (unsigned char *)b + sizeof(struct board);
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memcpy(b->data, data, w*h);
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b->w = w;
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b->h = h;
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b->dist = -1;
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b->prev = NULL;
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return b;
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}
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/*
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* The actual solver. Given a board, attempt to find the minimum
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* length of move sequence which moves MAINANCHOR to (tx,ty), or
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* -1 if no solution exists. Returns that minimum length, and
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* (FIXME) optionally also writes out the actual moves into an
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* as-yet-unprovided parameter.
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*/
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static int solve_board(int w, int h, unsigned char *board,
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unsigned char *forcefield, int tx, int ty,
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int movelimit)
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{
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int wh = w*h;
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struct board *b, *b2, *b3;
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int *next, *anchors, *which;
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int *movereached, *movequeue, mqhead, mqtail;
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tree234 *sorted, *queue;
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int i, j, dir;
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int qlen, lastdist;
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int ret;
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#ifdef SOLVER_DIAGNOSTICS
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{
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char *t = board_text_format(w, h, board);
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for (i = 0; i < h; i++) {
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for (j = 0; j < w; j++) {
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int c = board[i*w+j];
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if (ISDIST(c))
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printf("D%-3d", c);
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else if (c == MAINANCHOR)
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printf("M ");
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else if (c == ANCHOR)
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printf("A ");
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else if (c == WALL)
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printf("W ");
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else if (c == EMPTY)
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printf("E ");
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}
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printf("\n");
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}
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printf("Starting solver for:\n%s\n", t);
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sfree(t);
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}
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#endif
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sorted = newtree234(boardcmp);
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queue = newtree234(NULL);
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b = newboard(w, h, board);
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b->dist = 0;
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add234(sorted, b);
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addpos234(queue, b, 0);
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qlen = 1;
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next = snewn(wh, int);
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anchors = snewn(wh, int);
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which = snewn(wh, int);
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movereached = snewn(wh, int);
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movequeue = snewn(wh, int);
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lastdist = -1;
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while ((b = delpos234(queue, 0)) != NULL) {
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qlen--;
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if (movelimit >= 0 && b->dist >= movelimit) {
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/*
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* The problem is not soluble in under `movelimit'
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* moves, so we can quit right now.
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*/
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b2 = NULL;
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goto done;
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}
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if (b->dist != lastdist) {
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#ifdef SOLVER_DIAGNOSTICS
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printf("dist %d (%d)\n", b->dist, count234(sorted));
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#endif
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lastdist = b->dist;
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}
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/*
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* Find all the anchors and form a linked list of the
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* squares within each block.
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*/
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for (i = 0; i < wh; i++) {
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next[i] = -1;
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anchors[i] = FALSE;
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which[i] = -1;
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if (ISANCHOR(b->data[i])) {
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anchors[i] = TRUE;
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which[i] = i;
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} else if (ISDIST(b->data[i])) {
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j = i - b->data[i];
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next[j] = i;
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which[i] = which[j];
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}
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}
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/*
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* For each anchor, do an array-based BFS to find all the
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* places we can slide it to.
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*/
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for (i = 0; i < wh; i++) {
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if (!anchors[i])
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continue;
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mqhead = mqtail = 0;
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for (j = 0; j < wh; j++)
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movereached[j] = FALSE;
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movequeue[mqtail++] = i;
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while (mqhead < mqtail) {
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int pos = movequeue[mqhead++];
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/*
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* Try to move in each direction from here.
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*/
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for (dir = 0; dir < 4; dir++) {
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int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
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int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
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int offset = dy*w + dx;
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int newpos = pos + offset;
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int d = newpos - i;
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/*
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* For each square involved in this block,
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* check to see if the square d spaces away
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* from it is either empty or part of the same
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* block.
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*/
|
|
for (j = i; j >= 0; j = next[j]) {
|
|
int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx;
|
|
if (jy >= 0 && jy < h && jx >= 0 && jx < w &&
|
|
((b->data[j+d] == EMPTY || which[j+d] == i) &&
|
|
(b->data[i] == MAINANCHOR || !forcefield[j+d])))
|
|
/* ok */;
|
|
else
|
|
break;
|
|
}
|
|
if (j >= 0)
|
|
continue; /* this direction wasn't feasible */
|
|
|
|
/*
|
|
* If we've already tried moving this piece
|
|
* here, leave it.
|
|
*/
|
|
if (movereached[newpos])
|
|
continue;
|
|
movereached[newpos] = TRUE;
|
|
movequeue[mqtail++] = newpos;
|
|
|
|
/*
|
|
* We have a viable move. Make it.
|
|
*/
|
|
b2 = newboard(w, h, b->data);
|
|
for (j = i; j >= 0; j = next[j])
|
|
b2->data[j] = EMPTY;
|
|
for (j = i; j >= 0; j = next[j])
|
|
b2->data[j+d] = b->data[j];
|
|
|
|
b3 = add234(sorted, b2);
|
|
if (b3 != b2) {
|
|
sfree(b2); /* we already got one */
|
|
} else {
|
|
b2->dist = b->dist + 1;
|
|
b2->prev = b;
|
|
addpos234(queue, b2, qlen++);
|
|
if (b2->data[ty*w+tx] == MAINANCHOR)
|
|
goto done; /* search completed! */
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
b2 = NULL;
|
|
|
|
done:
|
|
|
|
if (b2)
|
|
ret = b2->dist;
|
|
else
|
|
ret = -1; /* no solution */
|
|
|
|
freetree234(queue);
|
|
|
|
while ((b = delpos234(sorted, 0)) != NULL)
|
|
sfree(b);
|
|
freetree234(sorted);
|
|
|
|
sfree(next);
|
|
sfree(anchors);
|
|
sfree(movereached);
|
|
sfree(movequeue);
|
|
sfree(which);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Random board generation.
|
|
*/
|
|
|
|
static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves,
|
|
random_state *rs, unsigned char **rboard,
|
|
unsigned char **rforcefield, int movelimit)
|
|
{
|
|
int wh = w*h;
|
|
unsigned char *board, *board2, *forcefield;
|
|
unsigned char *tried_merge;
|
|
int *dsf;
|
|
int *list, nlist, pos;
|
|
int tx, ty;
|
|
int i, j;
|
|
int moves;
|
|
|
|
/*
|
|
* Set up a board and fill it with singletons, except for a
|
|
* border of walls.
|
|
*/
|
|
board = snewn(wh, unsigned char);
|
|
forcefield = snewn(wh, unsigned char);
|
|
board2 = snewn(wh, unsigned char);
|
|
memset(board, ANCHOR, wh);
|
|
memset(forcefield, FALSE, wh);
|
|
for (i = 0; i < w; i++)
|
|
board[i] = board[i+w*(h-1)] = WALL;
|
|
for (i = 0; i < h; i++)
|
|
board[i*w] = board[i*w+(w-1)] = WALL;
|
|
|
|
tried_merge = snewn(wh * wh, unsigned char);
|
|
memset(tried_merge, 0, wh*wh);
|
|
dsf = snew_dsf(wh);
|
|
|
|
/*
|
|
* Invent a main piece at one extreme. (FIXME: vary the
|
|
* extreme, and the piece.)
|
|
*/
|
|
board[w+1] = MAINANCHOR;
|
|
board[w+2] = DIST(1);
|
|
board[w*2+1] = DIST(w-1);
|
|
board[w*2+2] = DIST(1);
|
|
|
|
/*
|
|
* Invent a target position. (FIXME: vary this too.)
|
|
*/
|
|
tx = w-2;
|
|
ty = h-3;
|
|
forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE;
|
|
board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY;
|
|
|
|
/*
|
|
* Gradually remove singletons until the game becomes soluble.
|
|
*/
|
|
for (j = w; j-- > 0 ;)
|
|
for (i = h; i-- > 0 ;)
|
|
if (board[i*w+j] == ANCHOR) {
|
|
/*
|
|
* See if the board is already soluble.
|
|
*/
|
|
if ((moves = solve_board(w, h, board, forcefield,
|
|
tx, ty, movelimit)) >= 0)
|
|
goto soluble;
|
|
|
|
/*
|
|
* Otherwise, remove this piece.
|
|
*/
|
|
board[i*w+j] = EMPTY;
|
|
}
|
|
assert(!"We shouldn't get here");
|
|
soluble:
|
|
|
|
/*
|
|
* Make a list of all the inter-block edges on the board.
|
|
*/
|
|
list = snewn(wh*2, int);
|
|
nlist = 0;
|
|
for (i = 0; i+1 < w; i++)
|
|
for (j = 0; j < h; j++)
|
|
list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */
|
|
for (j = 0; j+1 < h; j++)
|
|
for (i = 0; i < w; i++)
|
|
list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */
|
|
|
|
/*
|
|
* Now go through that list in random order, trying to merge
|
|
* the blocks on each side of each edge.
|
|
*/
|
|
shuffle(list, nlist, sizeof(*list), rs);
|
|
while (nlist > 0) {
|
|
int x1, y1, p1, c1;
|
|
int x2, y2, p2, c2;
|
|
|
|
pos = list[--nlist];
|
|
y1 = y2 = pos / (w*2);
|
|
x1 = x2 = (pos / 2) % w;
|
|
if (pos % 2)
|
|
y2++;
|
|
else
|
|
x2++;
|
|
p1 = y1*w+x1;
|
|
p2 = y2*w+x2;
|
|
|
|
/*
|
|
* Immediately abandon the attempt if we've already tried
|
|
* to merge the same pair of blocks along a different
|
|
* edge.
|
|
*/
|
|
c1 = dsf_canonify(dsf, p1);
|
|
c2 = dsf_canonify(dsf, p2);
|
|
if (tried_merge[c1 * wh + c2])
|
|
continue;
|
|
|
|
/*
|
|
* In order to be mergeable, these two squares must each
|
|
* either be, or belong to, a non-main anchor, and their
|
|
* anchors must also be distinct.
|
|
*/
|
|
if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2]))
|
|
continue;
|
|
while (ISDIST(board[p1]))
|
|
p1 -= board[p1];
|
|
while (ISDIST(board[p2]))
|
|
p2 -= board[p2];
|
|
if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2)
|
|
continue;
|
|
|
|
/*
|
|
* We can merge these blocks. Try it, and see if the
|
|
* puzzle remains soluble.
|
|
*/
|
|
memcpy(board2, board, wh);
|
|
j = -1;
|
|
while (p1 < wh || p2 < wh) {
|
|
/*
|
|
* p1 and p2 are the squares at the head of each block
|
|
* list. Pick the smaller one and put it on the output
|
|
* block list.
|
|
*/
|
|
i = min(p1, p2);
|
|
if (j < 0) {
|
|
board[i] = ANCHOR;
|
|
} else {
|
|
assert(i - j <= MAXDIST);
|
|
board[i] = DIST(i - j);
|
|
}
|
|
j = i;
|
|
|
|
/*
|
|
* Now advance whichever list that came from.
|
|
*/
|
|
if (i == p1) {
|
|
do {
|
|
p1++;
|
|
} while (p1 < wh && board[p1] != DIST(p1-i));
|
|
} else {
|
|
do {
|
|
p2++;
|
|
} while (p2 < wh && board[p2] != DIST(p2-i));
|
|
}
|
|
}
|
|
j = solve_board(w, h, board, forcefield, tx, ty, movelimit);
|
|
if (j < 0) {
|
|
/*
|
|
* Didn't work. Revert the merge.
|
|
*/
|
|
memcpy(board, board2, wh);
|
|
tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE;
|
|
} else {
|
|
int c;
|
|
|
|
moves = j;
|
|
|
|
dsf_merge(dsf, c1, c2);
|
|
c = dsf_canonify(dsf, c1);
|
|
for (i = 0; i < wh; i++)
|
|
tried_merge[c*wh+i] = (tried_merge[c1*wh+i] |
|
|
tried_merge[c2*wh+i]);
|
|
for (i = 0; i < wh; i++)
|
|
tried_merge[i*wh+c] = (tried_merge[i*wh+c1] |
|
|
tried_merge[i*wh+c2]);
|
|
}
|
|
}
|
|
|
|
sfree(board2);
|
|
|
|
*rtx = tx;
|
|
*rty = ty;
|
|
*rboard = board;
|
|
*rforcefield = forcefield;
|
|
*minmoves = moves;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* End of solver/generator code.
|
|
*/
|
|
|
|
static char *new_game_desc(game_params *params, random_state *rs,
|
|
char **aux, int interactive)
|
|
{
|
|
int w = params->w, h = params->h, wh = w*h;
|
|
int tx, ty, minmoves;
|
|
unsigned char *board, *forcefield;
|
|
char *ret, *p;
|
|
int i;
|
|
|
|
generate_board(params->w, params->h, &tx, &ty, &minmoves, rs,
|
|
&board, &forcefield, params->maxmoves);
|
|
#ifdef GENERATOR_DIAGNOSTICS
|
|
{
|
|
char *t = board_text_format(params->w, params->h, board);
|
|
printf("%s\n", t);
|
|
sfree(t);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Encode as a game ID.
|
|
*/
|
|
ret = snewn(wh * 6 + 40, char);
|
|
p = ret;
|
|
i = 0;
|
|
while (i < wh) {
|
|
if (ISDIST(board[i])) {
|
|
p += sprintf(p, "d%d", board[i]);
|
|
i++;
|
|
} else {
|
|
int count = 1;
|
|
int b = board[i], f = forcefield[i];
|
|
int c = (b == ANCHOR ? 'a' :
|
|
b == MAINANCHOR ? 'm' :
|
|
b == EMPTY ? 'e' :
|
|
/* b == WALL ? */ 'w');
|
|
if (f) *p++ = 'f';
|
|
*p++ = c;
|
|
i++;
|
|
while (i < wh && board[i] == b && forcefield[i] == f)
|
|
i++, count++;
|
|
if (count > 1)
|
|
p += sprintf(p, "%d", count);
|
|
}
|
|
}
|
|
p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
|
|
ret = sresize(ret, p+1 - ret, char);
|
|
|
|
/*
|
|
* FIXME: generate an aux string
|
|
*/
|
|
|
|
sfree(board);
|
|
sfree(forcefield);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static char *validate_desc(game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w*h;
|
|
int *active, *link;
|
|
int mains = 0, mpos = -1;
|
|
int i, j, tx, ty, minmoves;
|
|
char *ret;
|
|
|
|
active = snewn(wh, int);
|
|
link = snewn(wh, int);
|
|
i = 0;
|
|
|
|
while (*desc && *desc != ',') {
|
|
if (i >= wh) {
|
|
ret = "Too much data in game description";
|
|
goto done;
|
|
}
|
|
link[i] = -1;
|
|
active[i] = FALSE;
|
|
if (*desc == 'f' || *desc == 'F') {
|
|
desc++;
|
|
if (!*desc) {
|
|
ret = "Expected another character after 'f' in game "
|
|
"description";
|
|
goto done;
|
|
}
|
|
}
|
|
|
|
if (*desc == 'd' || *desc == 'D') {
|
|
int dist;
|
|
|
|
desc++;
|
|
if (!isdigit((unsigned char)*desc)) {
|
|
ret = "Expected a number after 'd' in game description";
|
|
goto done;
|
|
}
|
|
dist = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
|
|
if (dist <= 0 || dist > i) {
|
|
ret = "Out-of-range number after 'd' in game description";
|
|
goto done;
|
|
}
|
|
|
|
if (!active[i - dist]) {
|
|
ret = "Invalid back-reference in game description";
|
|
goto done;
|
|
}
|
|
|
|
link[i] = i - dist;
|
|
for (j = i; j > 0; j = link[j])
|
|
if (j == i-1 || j == i-w)
|
|
break;
|
|
if (j < 0) {
|
|
ret = "Disconnected piece in game description";
|
|
goto done;
|
|
}
|
|
|
|
active[i] = TRUE;
|
|
active[link[i]] = FALSE;
|
|
i++;
|
|
} else {
|
|
int c = *desc++;
|
|
int count = 1;
|
|
|
|
if (!strchr("aAmMeEwW", c)) {
|
|
ret = "Invalid character in game description";
|
|
goto done;
|
|
}
|
|
if (isdigit((unsigned char)*desc)) {
|
|
count = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
if (i + count > wh) {
|
|
ret = "Too much data in game description";
|
|
goto done;
|
|
}
|
|
while (count-- > 0) {
|
|
active[i] = (strchr("aAmM", c) != NULL);
|
|
link[i] = -1;
|
|
if (strchr("mM", c) != NULL) {
|
|
mains++;
|
|
mpos = i;
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
if (mains != 1) {
|
|
ret = (mains == 0 ? "No main piece specified in game description" :
|
|
"More than one main piece specified in game description");
|
|
goto done;
|
|
}
|
|
if (i < wh) {
|
|
ret = "Not enough data in game description";
|
|
goto done;
|
|
}
|
|
|
|
/*
|
|
* Now read the target coordinates.
|
|
*/
|
|
i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves);
|
|
if (i < 2) {
|
|
ret = "No target coordinates specified";
|
|
goto done;
|
|
/*
|
|
* (but minmoves is optional)
|
|
*/
|
|
}
|
|
|
|
ret = NULL;
|
|
|
|
done:
|
|
sfree(active);
|
|
sfree(link);
|
|
return ret;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w*h;
|
|
game_state *state;
|
|
int i;
|
|
|
|
state = snew(game_state);
|
|
state->w = w;
|
|
state->h = h;
|
|
state->board = snewn(wh, unsigned char);
|
|
state->lastmoved = state->lastmoved_pos = -1;
|
|
state->movecount = 0;
|
|
state->imm = snew(struct game_immutable_state);
|
|
state->imm->refcount = 1;
|
|
state->imm->forcefield = snewn(wh, unsigned char);
|
|
|
|
i = 0;
|
|
|
|
while (*desc && *desc != ',') {
|
|
int f = FALSE;
|
|
|
|
assert(i < wh);
|
|
|
|
if (*desc == 'f') {
|
|
f = TRUE;
|
|
desc++;
|
|
assert(*desc);
|
|
}
|
|
|
|
if (*desc == 'd' || *desc == 'D') {
|
|
int dist;
|
|
|
|
desc++;
|
|
dist = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
|
|
state->board[i] = DIST(dist);
|
|
state->imm->forcefield[i] = f;
|
|
|
|
i++;
|
|
} else {
|
|
int c = *desc++;
|
|
int count = 1;
|
|
|
|
if (isdigit((unsigned char)*desc)) {
|
|
count = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
assert(i + count <= wh);
|
|
|
|
c = (c == 'a' || c == 'A' ? ANCHOR :
|
|
c == 'm' || c == 'M' ? MAINANCHOR :
|
|
c == 'e' || c == 'E' ? EMPTY :
|
|
/* c == 'w' || c == 'W' ? */ WALL);
|
|
|
|
while (count-- > 0) {
|
|
state->board[i] = c;
|
|
state->imm->forcefield[i] = f;
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Now read the target coordinates.
|
|
*/
|
|
state->tx = state->ty = 0;
|
|
state->minmoves = -1;
|
|
i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves);
|
|
|
|
if (state->board[state->ty*w+state->tx] == MAINANCHOR)
|
|
state->completed = 0; /* already complete! */
|
|
else
|
|
state->completed = -1;
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
int w = state->w, h = state->h, wh = w*h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->w = state->w;
|
|
ret->h = state->h;
|
|
ret->board = snewn(wh, unsigned char);
|
|
memcpy(ret->board, state->board, wh);
|
|
ret->tx = state->tx;
|
|
ret->ty = state->ty;
|
|
ret->minmoves = state->minmoves;
|
|
ret->lastmoved = state->lastmoved;
|
|
ret->lastmoved_pos = state->lastmoved_pos;
|
|
ret->movecount = state->movecount;
|
|
ret->completed = state->completed;
|
|
ret->imm = state->imm;
|
|
ret->imm->refcount++;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
if (--state->imm->refcount <= 0) {
|
|
sfree(state->imm->forcefield);
|
|
sfree(state->imm);
|
|
}
|
|
sfree(state->board);
|
|
sfree(state);
|
|
}
|
|
|
|
static char *solve_game(game_state *state, game_state *currstate,
|
|
char *aux, char **error)
|
|
{
|
|
/*
|
|
* FIXME: we have a solver, so use it
|
|
*
|
|
* FIXME: we should have generated an aux string, so use that
|
|
*/
|
|
return NULL;
|
|
}
|
|
|
|
static char *game_text_format(game_state *state)
|
|
{
|
|
return board_text_format(state->w, state->h, state->board,
|
|
state->imm->forcefield);
|
|
}
|
|
|
|
struct game_ui {
|
|
int dragging;
|
|
int drag_anchor;
|
|
int drag_offset_x, drag_offset_y;
|
|
int drag_currpos;
|
|
unsigned char *reachable;
|
|
int *bfs_queue; /* used as scratch in interpret_move */
|
|
};
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
int w = state->w, h = state->h, wh = w*h;
|
|
game_ui *ui = snew(game_ui);
|
|
|
|
ui->dragging = FALSE;
|
|
ui->drag_anchor = ui->drag_currpos = -1;
|
|
ui->drag_offset_x = ui->drag_offset_y = -1;
|
|
ui->reachable = snewn(wh, unsigned char);
|
|
memset(ui->reachable, 0, wh);
|
|
ui->bfs_queue = snewn(wh, int);
|
|
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui->bfs_queue);
|
|
sfree(ui->reachable);
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
}
|
|
|
|
#define PREFERRED_TILESIZE 32
|
|
#define TILESIZE (ds->tilesize)
|
|
#define BORDER (TILESIZE/2)
|
|
#define COORD(x) ( (x) * TILESIZE + BORDER )
|
|
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
|
|
#define BORDER_WIDTH (1 + TILESIZE/20)
|
|
#define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
|
|
|
|
#define FLASH_INTERVAL 0.10F
|
|
#define FLASH_TIME 3*FLASH_INTERVAL
|
|
|
|
struct game_drawstate {
|
|
int tilesize;
|
|
int w, h;
|
|
unsigned long *grid; /* what's currently displayed */
|
|
int started;
|
|
};
|
|
|
|
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int w = state->w, h = state->h, wh = w*h;
|
|
int tx, ty, i, j;
|
|
int qhead, qtail;
|
|
|
|
if (button == LEFT_BUTTON) {
|
|
tx = FROMCOORD(x);
|
|
ty = FROMCOORD(y);
|
|
|
|
if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
|
|
!ISBLOCK(state->board[ty*w+tx]))
|
|
return NULL; /* this click has no effect */
|
|
|
|
/*
|
|
* User has clicked on a block. Find the block's anchor
|
|
* and register that we've started dragging it.
|
|
*/
|
|
i = ty*w+tx;
|
|
while (ISDIST(state->board[i]))
|
|
i -= state->board[i];
|
|
assert(i >= 0 && i < wh);
|
|
|
|
ui->dragging = TRUE;
|
|
ui->drag_anchor = i;
|
|
ui->drag_offset_x = tx - (i % w);
|
|
ui->drag_offset_y = ty - (i / w);
|
|
ui->drag_currpos = i;
|
|
|
|
/*
|
|
* Now we immediately bfs out from the current location of
|
|
* the anchor, to find all the places to which this block
|
|
* can be dragged.
|
|
*/
|
|
memset(ui->reachable, FALSE, wh);
|
|
qhead = qtail = 0;
|
|
ui->reachable[i] = TRUE;
|
|
ui->bfs_queue[qtail++] = i;
|
|
for (j = i; j < wh; j++)
|
|
if (state->board[j] == DIST(j - i))
|
|
i = j;
|
|
while (qhead < qtail) {
|
|
int pos = ui->bfs_queue[qhead++];
|
|
int x = pos % w, y = pos / w;
|
|
int dir;
|
|
|
|
for (dir = 0; dir < 4; dir++) {
|
|
int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
|
|
int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
|
|
int newpos;
|
|
|
|
if (x + dx < 0 || x + dx >= w ||
|
|
y + dy < 0 || y + dy >= h)
|
|
continue;
|
|
|
|
newpos = pos + dy*w + dx;
|
|
if (ui->reachable[newpos])
|
|
continue; /* already done this one */
|
|
|
|
/*
|
|
* Now search the grid to see if the block we're
|
|
* dragging could fit into this space.
|
|
*/
|
|
for (j = i; j >= 0; j = (ISDIST(state->board[j]) ?
|
|
j - state->board[j] : -1)) {
|
|
int jx = (j+pos-ui->drag_anchor) % w;
|
|
int jy = (j+pos-ui->drag_anchor) / w;
|
|
int j2;
|
|
|
|
if (jx + dx < 0 || jx + dx >= w ||
|
|
jy + dy < 0 || jy + dy >= h)
|
|
break; /* this position isn't valid at all */
|
|
|
|
j2 = (j+pos-ui->drag_anchor) + dy*w + dx;
|
|
|
|
if (state->board[j2] == EMPTY &&
|
|
(!state->imm->forcefield[j2] ||
|
|
state->board[ui->drag_anchor] == MAINANCHOR))
|
|
continue;
|
|
while (ISDIST(state->board[j2]))
|
|
j2 -= state->board[j2];
|
|
assert(j2 >= 0 && j2 < wh);
|
|
if (j2 == ui->drag_anchor)
|
|
continue;
|
|
else
|
|
break;
|
|
}
|
|
|
|
if (j < 0) {
|
|
/*
|
|
* If we got to the end of that loop without
|
|
* disqualifying this position, mark it as
|
|
* reachable for this drag.
|
|
*/
|
|
ui->reachable[newpos] = TRUE;
|
|
ui->bfs_queue[qtail++] = newpos;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* And that's it. Update the display to reflect the start
|
|
* of a drag.
|
|
*/
|
|
return "";
|
|
} else if (button == LEFT_DRAG && ui->dragging) {
|
|
tx = FROMCOORD(x);
|
|
ty = FROMCOORD(y);
|
|
|
|
tx -= ui->drag_offset_x;
|
|
ty -= ui->drag_offset_y;
|
|
if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
|
|
!ui->reachable[ty*w+tx])
|
|
return NULL; /* this drag has no effect */
|
|
|
|
ui->drag_currpos = ty*w+tx;
|
|
return "";
|
|
} else if (button == LEFT_RELEASE && ui->dragging) {
|
|
char data[256], *str;
|
|
|
|
/*
|
|
* Terminate the drag, and if the piece has actually moved
|
|
* then return a move string quoting the old and new
|
|
* locations of the piece's anchor.
|
|
*/
|
|
if (ui->drag_anchor != ui->drag_currpos) {
|
|
sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos);
|
|
str = dupstr(data);
|
|
} else
|
|
str = ""; /* null move; just update the UI */
|
|
|
|
ui->dragging = FALSE;
|
|
ui->drag_anchor = ui->drag_currpos = -1;
|
|
ui->drag_offset_x = ui->drag_offset_y = -1;
|
|
memset(ui->reachable, 0, wh);
|
|
|
|
return str;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static int move_piece(int w, int h, const unsigned char *src,
|
|
unsigned char *dst, unsigned char *ff, int from, int to)
|
|
{
|
|
int wh = w*h;
|
|
int i, j;
|
|
|
|
if (!ISANCHOR(dst[from]))
|
|
return FALSE;
|
|
|
|
/*
|
|
* Scan to the far end of the piece's linked list.
|
|
*/
|
|
for (i = j = from; j < wh; j++)
|
|
if (src[j] == DIST(j - i))
|
|
i = j;
|
|
|
|
/*
|
|
* Remove the piece from its old location in the new
|
|
* game state.
|
|
*/
|
|
for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1))
|
|
dst[j] = EMPTY;
|
|
|
|
/*
|
|
* And put it back in at the new location.
|
|
*/
|
|
for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) {
|
|
int jn = j + to - from;
|
|
if (jn < 0 || jn >= wh)
|
|
return FALSE;
|
|
if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) {
|
|
dst[jn] = src[j];
|
|
} else {
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static game_state *execute_move(game_state *state, char *move)
|
|
{
|
|
int w = state->w, h = state->h /* , wh = w*h */;
|
|
char c;
|
|
int a1, a2, n;
|
|
game_state *ret = dup_game(state);
|
|
|
|
while (*move) {
|
|
c = *move;
|
|
if (c == 'M') {
|
|
move++;
|
|
if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
|
|
!move_piece(w, h, state->board, ret->board,
|
|
state->imm->forcefield, a1, a2)) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
if (a1 == ret->lastmoved) {
|
|
/*
|
|
* If the player has moved the same piece as they
|
|
* moved last time, don't increment the move
|
|
* count. In fact, if they've put the piece back
|
|
* where it started from, _decrement_ the move
|
|
* count.
|
|
*/
|
|
if (a2 == ret->lastmoved_pos) {
|
|
ret->movecount--; /* reverted last move */
|
|
ret->lastmoved = ret->lastmoved_pos = -1;
|
|
} else {
|
|
ret->lastmoved = a2;
|
|
/* don't change lastmoved_pos */
|
|
}
|
|
} else {
|
|
ret->lastmoved = a2;
|
|
ret->lastmoved_pos = a1;
|
|
ret->movecount++;
|
|
}
|
|
if (ret->board[a2] == MAINANCHOR &&
|
|
a2 == ret->ty * w + ret->tx && ret->completed < 0)
|
|
ret->completed = ret->movecount;
|
|
move += n;
|
|
} else {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
if (*move == ';')
|
|
move++;
|
|
else if (*move) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
/* fool the macros */
|
|
struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
|
|
|
|
*x = params->w * TILESIZE + 2*BORDER;
|
|
*y = params->h * TILESIZE + 2*BORDER;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
game_params *params, int tilesize)
|
|
{
|
|
ds->tilesize = tilesize;
|
|
}
|
|
|
|
static void raise_colour(float *target, float *src, float *limit)
|
|
{
|
|
int i;
|
|
for (i = 0; i < 3; i++)
|
|
target[i] = (2*src[i] + limit[i]) / 3;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
|
|
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
|
|
|
|
/*
|
|
* When dragging a tile, we light it up a bit.
|
|
*/
|
|
raise_colour(ret+3*COL_DRAGGING,
|
|
ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT);
|
|
raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT,
|
|
ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT);
|
|
raise_colour(ret+3*COL_DRAGGING_LOWLIGHT,
|
|
ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT);
|
|
|
|
/*
|
|
* The main tile is tinted blue.
|
|
*/
|
|
ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2];
|
|
game_mkhighlight_specific(fe, ret, COL_MAIN,
|
|
COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT);
|
|
|
|
/*
|
|
* And we light that up a bit too when dragging.
|
|
*/
|
|
raise_colour(ret+3*COL_MAIN_DRAGGING,
|
|
ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT);
|
|
raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT,
|
|
ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
|
|
raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT,
|
|
ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
|
|
|
|
/*
|
|
* The target area on the floor is tinted green.
|
|
*/
|
|
ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1];
|
|
ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
|
|
game_mkhighlight_specific(fe, ret, COL_TARGET,
|
|
COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT);
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
|
|
{
|
|
int w = state->w, h = state->h, wh = w*h;
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->tilesize = 0;
|
|
ds->w = w;
|
|
ds->h = h;
|
|
ds->started = FALSE;
|
|
ds->grid = snewn(wh, unsigned long);
|
|
for (i = 0; i < wh; i++)
|
|
ds->grid[i] = ~(unsigned long)0;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->grid);
|
|
sfree(ds);
|
|
}
|
|
|
|
#define BG_NORMAL 0x00000001UL
|
|
#define BG_TARGET 0x00000002UL
|
|
#define BG_FORCEFIELD 0x00000004UL
|
|
#define FLASH_LOW 0x00000008UL
|
|
#define FLASH_HIGH 0x00000010UL
|
|
#define FG_WALL 0x00000020UL
|
|
#define FG_MAIN 0x00000040UL
|
|
#define FG_NORMAL 0x00000080UL
|
|
#define FG_DRAGGING 0x00000100UL
|
|
#define FG_LBORDER 0x00000200UL
|
|
#define FG_TBORDER 0x00000400UL
|
|
#define FG_RBORDER 0x00000800UL
|
|
#define FG_BBORDER 0x00001000UL
|
|
#define FG_TLCORNER 0x00002000UL
|
|
#define FG_TRCORNER 0x00004000UL
|
|
#define FG_BLCORNER 0x00008000UL
|
|
#define FG_BRCORNER 0x00010000UL
|
|
|
|
/*
|
|
* Utility function.
|
|
*/
|
|
#define TYPE_MASK 0xF000
|
|
#define COL_MASK 0x0FFF
|
|
#define TYPE_RECT 0x0000
|
|
#define TYPE_TLCIRC 0x4000
|
|
#define TYPE_TRCIRC 0x5000
|
|
#define TYPE_BLCIRC 0x6000
|
|
#define TYPE_BRCIRC 0x7000
|
|
static void maybe_rect(drawing *dr, int x, int y, int w, int h, int coltype)
|
|
{
|
|
int colour = coltype & COL_MASK, type = coltype & TYPE_MASK;
|
|
|
|
if (colour > NCOLOURS)
|
|
return;
|
|
if (type == TYPE_RECT) {
|
|
draw_rect(dr, x, y, w, h, colour);
|
|
} else {
|
|
int cx, cy, r;
|
|
|
|
clip(dr, x, y, w, h);
|
|
|
|
cx = x;
|
|
cy = y;
|
|
assert(w == h);
|
|
r = w-1;
|
|
if (type & 0x1000)
|
|
cx += r;
|
|
if (type & 0x2000)
|
|
cy += r;
|
|
draw_circle(dr, cx, cy, r, colour, colour);
|
|
|
|
unclip(dr);
|
|
}
|
|
}
|
|
|
|
static void draw_tile(drawing *dr, game_drawstate *ds,
|
|
int x, int y, unsigned long val)
|
|
{
|
|
int tx = COORD(x), ty = COORD(y);
|
|
int cc, ch, cl;
|
|
|
|
/*
|
|
* Draw the tile background.
|
|
*/
|
|
if (val & BG_TARGET)
|
|
cc = COL_TARGET;
|
|
else
|
|
cc = COL_BACKGROUND;
|
|
ch = cc+1;
|
|
cl = cc+2;
|
|
if (val & FLASH_LOW)
|
|
cc = cl;
|
|
else if (val & FLASH_HIGH)
|
|
cc = ch;
|
|
|
|
draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
|
|
if (val & BG_FORCEFIELD) {
|
|
/*
|
|
* Cattle-grid effect to indicate that nothing but the
|
|
* main block can slide over this square.
|
|
*/
|
|
int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH));
|
|
int i;
|
|
|
|
for (i = 1; i < n; i += 3) {
|
|
draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl);
|
|
draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draw the tile foreground, i.e. some section of a block or
|
|
* wall.
|
|
*/
|
|
if (val & FG_WALL) {
|
|
cc = COL_BACKGROUND;
|
|
ch = cc+1;
|
|
cl = cc+2;
|
|
if (val & FLASH_LOW)
|
|
cc = cl;
|
|
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);
|
|
} 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
|
|
cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND);
|
|
ch = cc+1;
|
|
cl = cc+2;
|
|
|
|
if (val & FLASH_LOW)
|
|
cc = cl;
|
|
else if (val & FLASH_HIGH)
|
|
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_update(dr, tx, ty, TILESIZE, TILESIZE);
|
|
}
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int w = state->w, h = state->h, wh = w*h;
|
|
unsigned char *board;
|
|
int *dsf;
|
|
int x, y, mainanchor, mainpos, dragpos;
|
|
|
|
if (!ds->started) {
|
|
/*
|
|
* The initial contents of the window are not guaranteed
|
|
* and can vary with front ends. To be on the safe side,
|
|
* all games should start by drawing a big
|
|
* background-colour rectangle covering the whole window.
|
|
*/
|
|
draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Construct the board we'll be displaying (which may be
|
|
* different from the one in state if ui describes a drag in
|
|
* progress).
|
|
*/
|
|
board = snewn(wh, unsigned char);
|
|
memcpy(board, state->board, wh);
|
|
if (ui->dragging) {
|
|
int mpret = move_piece(w, h, state->board, board,
|
|
state->imm->forcefield,
|
|
ui->drag_anchor, ui->drag_currpos);
|
|
assert(mpret);
|
|
}
|
|
|
|
/*
|
|
* Build a dsf out of that board, so we can conveniently tell
|
|
* which edges are connected and which aren't.
|
|
*/
|
|
dsf = snew_dsf(wh);
|
|
mainanchor = -1;
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int i = y*w+x;
|
|
|
|
if (ISDIST(board[i]))
|
|
dsf_merge(dsf, i, i - board[i]);
|
|
if (board[i] == MAINANCHOR)
|
|
mainanchor = i;
|
|
if (board[i] == WALL) {
|
|
if (x > 0 && board[i-1] == WALL)
|
|
dsf_merge(dsf, i, i-1);
|
|
if (y > 0 && board[i-w] == WALL)
|
|
dsf_merge(dsf, i, i-w);
|
|
}
|
|
}
|
|
assert(mainanchor >= 0);
|
|
mainpos = dsf_canonify(dsf, mainanchor);
|
|
dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
|
|
|
|
/*
|
|
* Now we can construct the data about what we want to draw.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int i = y*w+x;
|
|
int j;
|
|
unsigned long val;
|
|
int canon;
|
|
|
|
/*
|
|
* See if this square is part of the target area.
|
|
*/
|
|
j = i + mainanchor - (state->ty * w + state->tx);
|
|
while (j >= 0 && j < wh && ISDIST(board[j]))
|
|
j -= board[j];
|
|
if (j == mainanchor)
|
|
val = BG_TARGET;
|
|
else
|
|
val = BG_NORMAL;
|
|
|
|
if (state->imm->forcefield[i])
|
|
val |= BG_FORCEFIELD;
|
|
|
|
if (flashtime > 0) {
|
|
int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1;
|
|
val |= (flashtype ? FLASH_LOW : FLASH_HIGH);
|
|
}
|
|
|
|
if (board[i] != EMPTY) {
|
|
canon = dsf_canonify(dsf, i);
|
|
|
|
if (board[i] == WALL)
|
|
val |= FG_WALL;
|
|
else if (canon == mainpos)
|
|
val |= FG_MAIN;
|
|
else
|
|
val |= FG_NORMAL;
|
|
if (canon == dragpos)
|
|
val |= FG_DRAGGING;
|
|
|
|
/*
|
|
* 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;
|
|
}
|
|
|
|
if (val != ds->grid[i]) {
|
|
draw_tile(dr, ds, x, y, val);
|
|
ds->grid[i] = val;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Update the status bar.
|
|
*/
|
|
{
|
|
char statusbuf[256];
|
|
|
|
/*
|
|
* FIXME: do something about auto-solve?
|
|
*/
|
|
sprintf(statusbuf, "%sMoves: %d",
|
|
(state->completed >= 0 ? "COMPLETED! " : ""),
|
|
(state->completed >= 0 ? state->completed : state->movecount));
|
|
if (state->minmoves >= 0)
|
|
sprintf(statusbuf+strlen(statusbuf), " (min %d)",
|
|
state->minmoves);
|
|
|
|
status_bar(dr, statusbuf);
|
|
}
|
|
|
|
sfree(dsf);
|
|
sfree(board);
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
if (oldstate->completed < 0 && newstate->completed >= 0)
|
|
return FLASH_TIME;
|
|
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(game_params *params, float *x, float *y)
|
|
{
|
|
}
|
|
|
|
static void game_print(drawing *dr, game_state *state, int tilesize)
|
|
{
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame nullgame
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Slide", NULL, NULL,
|
|
default_params,
|
|
game_fetch_preset,
|
|
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, /* FIXME */
|
|
TRUE, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
game_changed_state,
|
|
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,
|
|
FALSE, FALSE, game_print_size, game_print,
|
|
TRUE, /* wants_statusbar */
|
|
FALSE, game_timing_state,
|
|
0, /* flags */
|
|
};
|