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| author | Franklin Wei <git@fwei.tk> | 2017-04-29 18:21:56 -0400 |
|---|---|---|
| committer | Franklin Wei <git@fwei.tk> | 2017-04-29 18:24:42 -0400 |
| commit | 881746789a489fad85aae8317555f73dbe261556 (patch) | |
| tree | cec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/samegame.c | |
| parent | 03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff) | |
| download | rockbox-881746789a489fad85aae8317555f73dbe261556.zip rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz rockbox-881746789a489fad85aae8317555f73dbe261556.tar.bz2 rockbox-881746789a489fad85aae8317555f73dbe261556.tar.xz | |
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/samegame.c')
| -rw-r--r-- | apps/plugins/puzzles/samegame.c | 1679 |
1 files changed, 0 insertions, 1679 deletions
diff --git a/apps/plugins/puzzles/samegame.c b/apps/plugins/puzzles/samegame.c deleted file mode 100644 index ed5efd2..0000000 --- a/apps/plugins/puzzles/samegame.c +++ /dev/null @@ -1,1679 +0,0 @@ -/* - * 'same game' -- try to remove all the coloured squares by - * selecting regions of contiguous colours. - */ - -/* - * TODO on grid generation: - * - * - Generation speed could still be improved. - * * 15x10c3 is the only really difficult one of the existing - * presets. The others are all either small enough, or have - * the great flexibility given by four colours, that they - * don't take long at all. - * * I still suspect many problems arise from separate - * subareas. I wonder if we can also somehow prioritise left- - * or rightmost insertions so as to avoid area splitting at - * all where feasible? It's not easy, though, because the - * current shuffle-then-try-all-options approach to move - * choice doesn't leave room for `soft' probabilistic - * prioritisation: we either try all class A moves before any - * class B ones, or we don't. - * - * - The current generation algorithm inserts exactly two squares - * at a time, with a single exception at the beginning of - * generation for grids of odd overall size. An obvious - * extension would be to permit larger inverse moves during - * generation. - * * this might reduce the number of failed generations by - * making the insertion algorithm more flexible - * * on the other hand, it would be significantly more complex - * * if I do this I'll need to take out the odd-subarea - * avoidance - * * a nice feature of the current algorithm is that the - * computer's `intended' solution always receives the minimum - * possible score, so that pretty much the player's entire - * score represents how much better they did than the - * computer. - * - * - Is it possible we can _temporarily_ tolerate neighbouring - * squares of the same colour, until we've finished setting up - * our inverse move? - * * or perhaps even not choose the colour of our inserted - * region until we have finished placing it, and _then_ look - * at what colours border on it? - * * I don't think this is currently meaningful unless we're - * placing more than a domino at a time. - * - * - possibly write out a full solution so that Solve can somehow - * show it step by step? - * * aux_info would have to encode the click points - * * solve_game() would have to encode not only those click - * points but also give a move string which reconstructed the - * initial state - * * the game_state would include a pointer to a solution move - * list, plus an index into that list - * * game_changed_state would auto-select the next move if - * handed a new state which had a solution move list active - * * execute_move, if passed such a state as input, would check - * to see whether the move being made was the same as the one - * stated by the solution, and if so would advance the move - * index. Failing that it would return a game_state without a - * solution move list active at all. - */ - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include "rbassert.h" -#include <ctype.h> -#include <math.h> - -#include "puzzles.h" - -#define TILE_INNER (ds->tileinner) -#define TILE_GAP (ds->tilegap) -#define TILE_SIZE (TILE_INNER + TILE_GAP) -#define PREFERRED_TILE_SIZE 32 -#define BORDER (TILE_SIZE / 2) -#define HIGHLIGHT_WIDTH 2 - -#define FLASH_FRAME 0.13F - -#define COORD(x) ( (x) * TILE_SIZE + BORDER ) -#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) - -#define X(state, i) ( (i) % (state)->params.w ) -#define Y(state, i) ( (i) / (state)->params.w ) -#define C(state, x, y) ( (y) * (state)->w + (x) ) - -enum { - COL_BACKGROUND, - COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, - COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT, - NCOLOURS -}; - -/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */ -struct game_params { - int w, h, ncols, scoresub; - int soluble; /* choose generation algorithm */ -}; - -/* These flags must be unique across all uses; in the game_state, - * the game_ui, and the drawstate (as they all get combined in the - * drawstate). */ -#define TILE_COLMASK 0x00ff -#define TILE_SELECTED 0x0100 /* used in ui and drawstate */ -#define TILE_JOINRIGHT 0x0200 /* used in drawstate */ -#define TILE_JOINDOWN 0x0400 /* used in drawstate */ -#define TILE_JOINDIAG 0x0800 /* used in drawstate */ -#define TILE_HASSEL 0x1000 /* used in drawstate */ -#define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */ - -#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)]) -#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK) -#define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED) - -#define SWAPTILE(gs,x1,y1,x2,y2) do { \ - int t = TILE(gs,x1,y1); \ - TILE(gs,x1,y1) = TILE(gs,x2,y2); \ - TILE(gs,x2,y2) = t; \ -} while (0) - -static int npoints(const game_params *params, int nsel) -{ - int sdiff = nsel - params->scoresub; - return (sdiff > 0) ? sdiff * sdiff : 0; -} - -struct game_state { - struct game_params params; - int n; - int *tiles; /* colour only */ - int score; - int complete, impossible; -}; - -static game_params *default_params(void) -{ - game_params *ret = snew(game_params); - ret->w = 5; - ret->h = 5; - ret->ncols = 3; - ret->scoresub = 2; - ret->soluble = TRUE; - return ret; -} - -static const struct game_params samegame_presets[] = { - { 5, 5, 3, 2, TRUE }, - { 10, 5, 3, 2, TRUE }, -#ifdef SLOW_SYSTEM - { 10, 10, 3, 2, TRUE }, -#else - { 15, 10, 3, 2, TRUE }, -#endif - { 15, 10, 4, 2, TRUE }, - { 20, 15, 4, 2, TRUE } -}; - -static int game_fetch_preset(int i, char **name, game_params **params) -{ - game_params *ret; - char str[80]; - - if (i < 0 || i >= lenof(samegame_presets)) - return FALSE; - - ret = snew(game_params); - *ret = samegame_presets[i]; - - sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols); - - *name = dupstr(str); - *params = ret; - return TRUE; -} - -static void free_params(game_params *params) -{ - sfree(params); -} - -static game_params *dup_params(const game_params *params) -{ - game_params *ret = snew(game_params); - *ret = *params; /* structure copy */ - return ret; -} - -static void decode_params(game_params *params, char const *string) -{ - char const *p = string; - - params->w = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - if (*p == 'x') { - p++; - params->h = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - } else { - params->h = params->w; - } - if (*p == 'c') { - p++; - params->ncols = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - } else { - params->ncols = 3; - } - if (*p == 's') { - p++; - params->scoresub = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - } else { - params->scoresub = 2; - } - if (*p == 'r') { - p++; - params->soluble = FALSE; - } -} - -static char *encode_params(const game_params *params, int full) -{ - char ret[80]; - - sprintf(ret, "%dx%dc%ds%d%s", - params->w, params->h, params->ncols, params->scoresub, - full && !params->soluble ? "r" : ""); - return dupstr(ret); -} - -static config_item *game_configure(const game_params *params) -{ - config_item *ret; - char buf[80]; - - ret = snewn(6, config_item); - - ret[0].name = "Width"; - ret[0].type = C_STRING; - sprintf(buf, "%d", params->w); - ret[0].sval = dupstr(buf); - ret[0].ival = 0; - - ret[1].name = "Height"; - ret[1].type = C_STRING; - sprintf(buf, "%d", params->h); - ret[1].sval = dupstr(buf); - ret[1].ival = 0; - - ret[2].name = "No. of colours"; - ret[2].type = C_STRING; - sprintf(buf, "%d", params->ncols); - ret[2].sval = dupstr(buf); - ret[2].ival = 0; - - ret[3].name = "Scoring system"; - ret[3].type = C_CHOICES; - ret[3].sval = ":(n-1)^2:(n-2)^2"; - ret[3].ival = params->scoresub-1; - - ret[4].name = "Ensure solubility"; - ret[4].type = C_BOOLEAN; - ret[4].sval = NULL; - ret[4].ival = params->soluble; - - ret[5].name = NULL; - ret[5].type = C_END; - ret[5].sval = NULL; - ret[5].ival = 0; - - return ret; -} - -static game_params *custom_params(const config_item *cfg) -{ - game_params *ret = snew(game_params); - - ret->w = atoi(cfg[0].sval); - ret->h = atoi(cfg[1].sval); - ret->ncols = atoi(cfg[2].sval); - ret->scoresub = cfg[3].ival + 1; - ret->soluble = cfg[4].ival; - - return ret; -} - -static char *validate_params(const game_params *params, int full) -{ - if (params->w < 1 || params->h < 1) - return "Width and height must both be positive"; - - if (params->ncols > 9) - return "Maximum of 9 colours"; - - if (params->soluble) { - if (params->ncols < 3) - return "Number of colours must be at least three"; - if (params->w * params->h <= 1) - return "Grid area must be greater than 1"; - } else { - if (params->ncols < 2) - return "Number of colours must be at least three"; - /* ...and we must make sure we can generate at least 2 squares - * of each colour so it's theoretically soluble. */ - if ((params->w * params->h) < (params->ncols * 2)) - return "Too many colours makes given grid size impossible"; - } - - if ((params->scoresub < 1) || (params->scoresub > 2)) - return "Scoring system not recognised"; - - return NULL; -} - -/* - * Guaranteed-soluble grid generator. - */ -static void gen_grid(int w, int h, int nc, int *grid, random_state *rs) -{ - int wh = w*h, tc = nc+1; - int i, j, k, c, x, y, pos, n; - int *list, *grid2; - int ok, failures = 0; - - /* - * We'll use `list' to track the possible places to put our - * next insertion. There are up to h places to insert in each - * column: in a column of height n there are n+1 places because - * we can insert at the very bottom or the very top, but a - * column of height h can't have anything at all inserted in it - * so we have up to h in each column. Likewise, with n columns - * present there are n+1 places to fit a new one in between but - * we can't insert a column if there are already w; so there - * are a maximum of w new columns too. Total is wh + w. - */ - list = snewn(wh + w, int); - grid2 = snewn(wh, int); - - do { - /* - * Start with two or three squares - depending on parity of w*h - * - of a random colour. - */ - for (i = 0; i < wh; i++) - grid[i] = 0; - j = 2 + (wh % 2); - c = 1 + random_upto(rs, nc); - if (j <= w) { - for (i = 0; i < j; i++) - grid[(h-1)*w+i] = c; - } else { - assert(j <= h); - for (i = 0; i < j; i++) - grid[(h-1-i)*w] = c; - } - - /* - * Now repeatedly insert a two-square blob in the grid, of - * whatever colour will go at the position we chose. - */ - while (1) { - n = 0; - - /* - * Build up a list of insertion points. Each point is - * encoded as y*w+x; insertion points between columns are - * encoded as h*w+x. - */ - - if (grid[wh - 1] == 0) { - /* - * The final column is empty, so we can insert new - * columns. - */ - for (i = 0; i < w; i++) { - list[n++] = wh + i; - if (grid[(h-1)*w + i] == 0) - break; - } - } - - /* - * Now look for places to insert within columns. - */ - for (i = 0; i < w; i++) { - if (grid[(h-1)*w+i] == 0) - break; /* no more columns */ - - if (grid[i] != 0) - continue; /* this column is full */ - - for (j = h; j-- > 0 ;) { - list[n++] = j*w+i; - if (grid[j*w+i] == 0) - break; /* this column is exhausted */ - } - } - - if (n == 0) - break; /* we're done */ - -#ifdef GENERATION_DIAGNOSTICS - printf("initial grid:\n"); - { - int x,y; - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (grid[y*w+x] == 0) - printf("-"); - else - printf("%d", grid[y*w+x]); - } - printf("\n"); - } - } -#endif - - /* - * Now go through the list one element at a time in - * random order, and actually attempt to insert - * something there. - */ - while (n-- > 0) { - int dirs[4], ndirs, dir; - - i = random_upto(rs, n+1); - pos = list[i]; - list[i] = list[n]; - - x = pos % w; - y = pos / w; - - memcpy(grid2, grid, wh * sizeof(int)); - - if (y == h) { - /* - * Insert a column at position x. - */ - for (i = w-1; i > x; i--) - for (j = 0; j < h; j++) - grid2[j*w+i] = grid2[j*w+(i-1)]; - /* - * Clear the new column. - */ - for (j = 0; j < h; j++) - grid2[j*w+x] = 0; - /* - * Decrement y so that our first square is actually - * inserted _in_ the grid rather than just below it. - */ - y--; - } - - /* - * Insert a square within column x at position y. - */ - for (i = 0; i+1 <= y; i++) - grid2[i*w+x] = grid2[(i+1)*w+x]; - -#ifdef GENERATION_DIAGNOSTICS - printf("trying at n=%d (%d,%d)\n", n, x, y); - grid2[y*w+x] = tc; - { - int x,y; - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (grid2[y*w+x] == 0) - printf("-"); - else if (grid2[y*w+x] <= nc) - printf("%d", grid2[y*w+x]); - else - printf("*"); - } - printf("\n"); - } - } -#endif - - /* - * Pick our square colour so that it doesn't match any - * of its neighbours. - */ - { - int wrongcol[4], nwrong = 0; - - /* - * List the neighbouring colours. - */ - if (x > 0) - wrongcol[nwrong++] = grid2[y*w+(x-1)]; - if (x+1 < w) - wrongcol[nwrong++] = grid2[y*w+(x+1)]; - if (y > 0) - wrongcol[nwrong++] = grid2[(y-1)*w+x]; - if (y+1 < h) - wrongcol[nwrong++] = grid2[(y+1)*w+x]; - - /* - * Eliminate duplicates. We can afford a shoddy - * algorithm here because the problem size is - * bounded. - */ - for (i = j = 0 ;; i++) { - int pos = -1, min = 0; - if (j > 0) - min = wrongcol[j-1]; - for (k = i; k < nwrong; k++) - if (wrongcol[k] > min && - (pos == -1 || wrongcol[k] < wrongcol[pos])) - pos = k; - if (pos >= 0) { - int v = wrongcol[pos]; - wrongcol[pos] = wrongcol[j]; - wrongcol[j++] = v; - } else - break; - } - nwrong = j; - - /* - * If no colour will go here, stop trying. - */ - if (nwrong == nc) - continue; - - /* - * Otherwise, pick a colour from the remaining - * ones. - */ - c = 1 + random_upto(rs, nc - nwrong); - for (i = 0; i < nwrong; i++) { - if (c >= wrongcol[i]) - c++; - else - break; - } - } - - /* - * Place the new square. - * - * Although I've _chosen_ the new region's colour - * (so that we can check adjacency), I'm going to - * actually place it as an invalid colour (tc) - * until I'm sure it's viable. This is so that I - * can conveniently check that I really have made a - * _valid_ inverse move later on. - */ -#ifdef GENERATION_DIAGNOSTICS - printf("picked colour %d\n", c); -#endif - grid2[y*w+x] = tc; - - /* - * Now attempt to extend it in one of three ways: left, - * right or up. - */ - ndirs = 0; - if (x > 0 && - grid2[y*w+(x-1)] != c && - grid2[x-1] == 0 && - (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) && - (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) && - (x <= 1 || grid2[y*w+(x-2)] != c)) - dirs[ndirs++] = -1; /* left */ - if (x+1 < w && - grid2[y*w+(x+1)] != c && - grid2[x+1] == 0 && - (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) && - (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) && - (x+2 >= w || grid2[y*w+(x+2)] != c)) - dirs[ndirs++] = +1; /* right */ - if (y > 0 && - grid2[x] == 0 && - (x <= 0 || grid2[(y-1)*w+(x-1)] != c) && - (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) { - /* - * We add this possibility _twice_, so that the - * probability of placing a vertical domino is - * about the same as that of a horizontal. This - * should yield less bias in the generated - * grids. - */ - dirs[ndirs++] = 0; /* up */ - dirs[ndirs++] = 0; /* up */ - } - - if (ndirs == 0) - continue; - - dir = dirs[random_upto(rs, ndirs)]; - -#ifdef GENERATION_DIAGNOSTICS - printf("picked dir %d\n", dir); -#endif - - /* - * Insert a square within column (x+dir) at position y. - */ - for (i = 0; i+1 <= y; i++) - grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir]; - grid2[y*w+x+dir] = tc; - - /* - * See if we've divided the remaining grid squares - * into sub-areas. If so, we need every sub-area to - * have an even area or we won't be able to - * complete generation. - * - * If the height is odd and not all columns are - * present, we can increase the area of a subarea - * by adding a new column in it, so in that - * situation we don't mind having as many odd - * subareas as there are spare columns. - * - * If the height is even, we can't fix it at all. - */ - { - int nerrs = 0, nfix = 0; - k = 0; /* current subarea size */ - for (i = 0; i < w; i++) { - if (grid2[(h-1)*w+i] == 0) { - if (h % 2) - nfix++; - continue; - } - for (j = 0; j < h && grid2[j*w+i] == 0; j++); - assert(j < h); - if (j == 0) { - /* - * End of previous subarea. - */ - if (k % 2) - nerrs++; - k = 0; - } else { - k += j; - } - } - if (k % 2) - nerrs++; - if (nerrs > nfix) - continue; /* try a different placement */ - } - - /* - * We've made a move. Verify that it is a valid - * move and that if made it would indeed yield the - * previous grid state. The criteria are: - * - * (a) removing all the squares of colour tc (and - * shuffling the columns up etc) from grid2 - * would yield grid - * (b) no square of colour tc is adjacent to one - * of colour c - * (c) all the squares of colour tc form a single - * connected component - * - * We verify the latter property at the same time - * as checking that removing all the tc squares - * would yield the previous grid. Then we colour - * the tc squares in colour c by breadth-first - * search, which conveniently permits us to test - * that they're all connected. - */ - { - int x1, x2, y1, y2; - int ok = TRUE; - int fillstart = -1, ntc = 0; - -#ifdef GENERATION_DIAGNOSTICS - { - int x,y; - printf("testing move (new, old):\n"); - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (grid2[y*w+x] == 0) - printf("-"); - else if (grid2[y*w+x] <= nc) - printf("%d", grid2[y*w+x]); - else - printf("*"); - } - printf(" "); - for (x = 0; x < w; x++) { - if (grid[y*w+x] == 0) - printf("-"); - else - printf("%d", grid[y*w+x]); - } - printf("\n"); - } - } -#endif - - for (x1 = x2 = 0; x2 < w; x2++) { - int usedcol = FALSE; - - for (y1 = y2 = h-1; y2 >= 0; y2--) { - if (grid2[y2*w+x2] == tc) { - ntc++; - if (fillstart == -1) - fillstart = y2*w+x2; - if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) || - (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) || - (x2+1 < w && grid2[y2*w+x2+1] == c) || - (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) { -#ifdef GENERATION_DIAGNOSTICS - printf("adjacency failure at %d,%d\n", - x2, y2); -#endif - ok = FALSE; - } - continue; - } - if (grid2[y2*w+x2] == 0) - break; - usedcol = TRUE; - if (grid2[y2*w+x2] != grid[y1*w+x1]) { -#ifdef GENERATION_DIAGNOSTICS - printf("matching failure at %d,%d vs %d,%d\n", - x2, y2, x1, y1); -#endif - ok = FALSE; - } - y1--; - } - - /* - * If we've reached the top of the column - * in grid2, verify that we've also reached - * the top of the column in `grid'. - */ - if (usedcol) { - while (y1 >= 0) { - if (grid[y1*w+x1] != 0) { -#ifdef GENERATION_DIAGNOSTICS - printf("junk at column top (%d,%d)\n", - x1, y1); -#endif - ok = FALSE; - } - y1--; - } - } - - if (!ok) - break; - - if (usedcol) - x1++; - } - - if (!ok) { - assert(!"This should never happen"); - - /* - * If this game is compiled NDEBUG so that - * the assertion doesn't bring it to a - * crashing halt, the only thing we can do - * is to give up, loop round again, and - * hope to randomly avoid making whatever - * type of move just caused this failure. - */ - continue; - } - - /* - * Now use bfs to fill in the tc section as - * colour c. We use `list' to store the set of - * squares we have to process. - */ - i = j = 0; - assert(fillstart >= 0); - list[i++] = fillstart; -#ifdef OUTPUT_SOLUTION - printf("M"); -#endif - while (j < i) { - k = list[j]; - x = k % w; - y = k / w; -#ifdef OUTPUT_SOLUTION - printf("%s%d", j ? "," : "", k); -#endif - j++; - - assert(grid2[k] == tc); - grid2[k] = c; - - if (x > 0 && grid2[k-1] == tc) - list[i++] = k-1; - if (x+1 < w && grid2[k+1] == tc) - list[i++] = k+1; - if (y > 0 && grid2[k-w] == tc) - list[i++] = k-w; - if (y+1 < h && grid2[k+w] == tc) - list[i++] = k+w; - } -#ifdef OUTPUT_SOLUTION - printf("\n"); -#endif - - /* - * Check that we've filled the same number of - * tc squares as we originally found. - */ - assert(j == ntc); - } - - memcpy(grid, grid2, wh * sizeof(int)); - - break; /* done it! */ - } - -#ifdef GENERATION_DIAGNOSTICS - { - int x,y; - printf("n=%d\n", n); - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (grid[y*w+x] == 0) - printf("-"); - else - printf("%d", grid[y*w+x]); - } - printf("\n"); - } - } -#endif - - if (n < 0) - break; - } - - ok = TRUE; - for (i = 0; i < wh; i++) - if (grid[i] == 0) { - ok = FALSE; - failures++; -#if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE - { - int x,y; - printf("incomplete grid:\n"); - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (grid[y*w+x] == 0) - printf("-"); - else - printf("%d", grid[y*w+x]); - } - printf("\n"); - } - } -#endif - break; - } - - } while (!ok); - -#if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES - printf("%d failures\n", failures); -#endif -#ifdef GENERATION_DIAGNOSTICS - { - int x,y; - printf("final grid:\n"); - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - printf("%d", grid[y*w+x]); - } - printf("\n"); - } - } -#endif - - sfree(grid2); - sfree(list); -} - -/* - * Not-guaranteed-soluble grid generator; kept as a legacy, and in - * case someone finds the slightly odd quality of the guaranteed- - * soluble grids to be aesthetically displeasing or finds its CPU - * utilisation to be excessive. - */ -static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs) -{ - int i, j, c; - int n = w * h; - - for (i = 0; i < n; i++) - grid[i] = 0; - - /* - * Our sole concession to not gratuitously generating insoluble - * grids is to ensure we have at least two of every colour. - */ - for (c = 1; c <= nc; c++) { - for (j = 0; j < 2; j++) { - do { - i = (int)random_upto(rs, n); - } while (grid[i] != 0); - grid[i] = c; - } - } - - /* - * Fill in the rest of the grid at random. - */ - for (i = 0; i < n; i++) { - if (grid[i] == 0) - grid[i] = (int)random_upto(rs, nc)+1; - } -} - -static char *new_game_desc(const game_params *params, random_state *rs, - char **aux, int interactive) -{ - char *ret; - int n, i, retlen, *tiles; - - n = params->w * params->h; - tiles = snewn(n, int); - - if (params->soluble) - gen_grid(params->w, params->h, params->ncols, tiles, rs); - else - gen_grid_random(params->w, params->h, params->ncols, tiles, rs); - - ret = NULL; - retlen = 0; - for (i = 0; i < n; i++) { - char buf[80]; - int k; - - k = sprintf(buf, "%d,", tiles[i]); - ret = sresize(ret, retlen + k + 1, char); - strcpy(ret + retlen, buf); - retlen += k; - } - ret[retlen-1] = '\0'; /* delete last comma */ - - sfree(tiles); - return ret; -} - -static char *validate_desc(const game_params *params, const char *desc) -{ - int area = params->w * params->h, i; - const char *p = desc; - - for (i = 0; i < area; i++) { - const char *q = p; - int n; - - if (!isdigit((unsigned char)*p)) - return "Not enough numbers in string"; - while (isdigit((unsigned char)*p)) p++; - - if (i < area-1 && *p != ',') - return "Expected comma after number"; - else if (i == area-1 && *p) - return "Excess junk at end of string"; - - n = atoi(q); - if (n < 0 || n > params->ncols) - return "Colour out of range"; - - if (*p) p++; /* eat comma */ - } - return NULL; -} - -static game_state *new_game(midend *me, const game_params *params, - const char *desc) -{ - game_state *state = snew(game_state); - const char *p = desc; - int i; - - state->params = *params; /* struct copy */ - state->n = state->params.w * state->params.h; - state->tiles = snewn(state->n, int); - - for (i = 0; i < state->n; i++) { - assert(*p); - state->tiles[i] = atoi(p); - while (*p && *p != ',') - p++; - if (*p) p++; /* eat comma */ - } - state->complete = state->impossible = 0; - state->score = 0; - - return state; -} - -static game_state *dup_game(const game_state *state) -{ - game_state *ret = snew(game_state); - - *ret = *state; /* structure copy, except... */ - - ret->tiles = snewn(state->n, int); - memcpy(ret->tiles, state->tiles, state->n * sizeof(int)); - - return ret; -} - -static void free_game(game_state *state) -{ - sfree(state->tiles); - sfree(state); -} - -static char *solve_game(const game_state *state, const game_state *currstate, - const char *aux, char **error) -{ - return NULL; -} - -static int game_can_format_as_text_now(const game_params *params) -{ - return TRUE; -} - -static char *game_text_format(const game_state *state) -{ - char *ret, *p; - int x, y, maxlen; - - maxlen = state->params.h * (state->params.w + 1); - ret = snewn(maxlen+1, char); - p = ret; - - for (y = 0; y < state->params.h; y++) { - for (x = 0; x < state->params.w; x++) { - int t = TILE(state,x,y); - if (t <= 0) *p++ = ' '; - else if (t < 10) *p++ = '0'+t; - else *p++ = 'a'+(t-10); - } - *p++ = '\n'; - } - assert(p - ret == maxlen); - *p = '\0'; - return ret; -} - -struct game_ui { - struct game_params params; - int *tiles; /* selected-ness only */ - int nselected; - int xsel, ysel, displaysel; -}; - -static game_ui *new_ui(const game_state *state) -{ - game_ui *ui = snew(game_ui); - - ui->params = state->params; /* structure copy */ - ui->tiles = snewn(state->n, int); - memset(ui->tiles, 0, state->n*sizeof(int)); - ui->nselected = 0; - - ui->xsel = ui->ysel = ui->displaysel = 0; - - return ui; -} - -static void free_ui(game_ui *ui) -{ - sfree(ui->tiles); - sfree(ui); -} - -static char *encode_ui(const game_ui *ui) -{ - return NULL; -} - -static void decode_ui(game_ui *ui, const char *encoding) -{ -} - -static void sel_clear(game_ui *ui, const game_state *state) -{ - int i; - - for (i = 0; i < state->n; i++) - ui->tiles[i] &= ~TILE_SELECTED; - ui->nselected = 0; -} - - -static void game_changed_state(game_ui *ui, const game_state *oldstate, - const game_state *newstate) -{ - sel_clear(ui, newstate); - - /* - * If the game state has just changed into an unplayable one - * (either completed or impossible), we vanish the keyboard- - * control cursor. - */ - if (newstate->complete || newstate->impossible) - ui->displaysel = 0; -} - -static char *sel_movedesc(game_ui *ui, const game_state *state) -{ - int i; - char *ret, *sep, buf[80]; - int retlen, retsize; - - retsize = 256; - ret = snewn(retsize, char); - retlen = 0; - ret[retlen++] = 'M'; - sep = ""; - - for (i = 0; i < state->n; i++) { - if (ui->tiles[i] & TILE_SELECTED) { - sprintf(buf, "%s%d", sep, i); - sep = ","; - if (retlen + (int)strlen(buf) >= retsize) { - retsize = retlen + strlen(buf) + 256; - ret = sresize(ret, retsize, char); - } - strcpy(ret + retlen, buf); - retlen += strlen(buf); - - ui->tiles[i] &= ~TILE_SELECTED; - } - } - ui->nselected = 0; - - assert(retlen < retsize); - ret[retlen++] = '\0'; - return sresize(ret, retlen, char); -} - -static void sel_expand(game_ui *ui, const game_state *state, int tx, int ty) -{ - int ns = 1, nadded, x, y, c; - - TILE(ui,tx,ty) |= TILE_SELECTED; - do { - nadded = 0; - - for (x = 0; x < state->params.w; x++) { - for (y = 0; y < state->params.h; y++) { - if (x == tx && y == ty) continue; - if (ISSEL(ui,x,y)) continue; - - c = COL(state,x,y); - if ((x > 0) && - ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) { - TILE(ui,x,y) |= TILE_SELECTED; - nadded++; - continue; - } - - if ((x+1 < state->params.w) && - ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) { - TILE(ui,x,y) |= TILE_SELECTED; - nadded++; - continue; - } - - if ((y > 0) && - ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) { - TILE(ui,x,y) |= TILE_SELECTED; - nadded++; - continue; - } - - if ((y+1 < state->params.h) && - ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) { - TILE(ui,x,y) |= TILE_SELECTED; - nadded++; - continue; - } - } - } - ns += nadded; - } while (nadded > 0); - - if (ns > 1) { - ui->nselected = ns; - } else { - sel_clear(ui, state); - } -} - -static int sg_emptycol(game_state *ret, int x) -{ - int y; - for (y = 0; y < ret->params.h; y++) { - if (COL(ret,x,y)) return 0; - } - return 1; -} - - -static void sg_snuggle(game_state *ret) -{ - int x,y, ndone; - - /* make all unsupported tiles fall down. */ - do { - ndone = 0; - for (x = 0; x < ret->params.w; x++) { - for (y = ret->params.h-1; y > 0; y--) { - if (COL(ret,x,y) != 0) continue; - if (COL(ret,x,y-1) != 0) { - SWAPTILE(ret,x,y,x,y-1); - ndone++; - } - } - } - } while (ndone); - - /* shuffle all columns as far left as they can go. */ - do { - ndone = 0; - for (x = 0; x < ret->params.w-1; x++) { - if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) { - ndone++; - for (y = 0; y < ret->params.h; y++) { - SWAPTILE(ret,x,y,x+1,y); - } - } - } - } while (ndone); -} - -static void sg_check(game_state *ret) -{ - int x,y, complete = 1, impossible = 1; - - for (x = 0; x < ret->params.w; x++) { - for (y = 0; y < ret->params.h; y++) { - if (COL(ret,x,y) == 0) - continue; - complete = 0; - if (x+1 < ret->params.w) { - if (COL(ret,x,y) == COL(ret,x+1,y)) - impossible = 0; - } - if (y+1 < ret->params.h) { - if (COL(ret,x,y) == COL(ret,x,y+1)) - impossible = 0; - } - } - } - ret->complete = complete; - ret->impossible = impossible; -} - -struct game_drawstate { - int started, bgcolour; - int tileinner, tilegap; - int *tiles; /* contains colour and SELECTED. */ -}; - -static char *interpret_move(const game_state *state, game_ui *ui, - const game_drawstate *ds, - int x, int y, int button) -{ - int tx, ty; - char *ret = ""; - - ui->displaysel = 0; - - if (button == RIGHT_BUTTON || button == LEFT_BUTTON) { - tx = FROMCOORD(x); ty= FROMCOORD(y); - } else if (IS_CURSOR_MOVE(button)) { - int dx = 0, dy = 0; - ui->displaysel = 1; - dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0); - dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0); - ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w; - ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h; - return ret; - } else if (IS_CURSOR_SELECT(button)) { - ui->displaysel = 1; - tx = ui->xsel; - ty = ui->ysel; - } else - return NULL; - - if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h) - return NULL; - if (COL(state, tx, ty) == 0) return NULL; - - if (ISSEL(ui,tx,ty)) { - if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) - sel_clear(ui, state); - else - ret = sel_movedesc(ui, state); - } else { - sel_clear(ui, state); /* might be no-op */ - sel_expand(ui, state, tx, ty); - } - - return ret; -} - -static game_state *execute_move(const game_state *from, const char *move) -{ - int i, n; - game_state *ret; - - if (move[0] == 'M') { - ret = dup_game(from); - - n = 0; - move++; - - while (*move) { - i = atoi(move); - if (i < 0 || i >= ret->n) { - free_game(ret); - return NULL; - } - n++; - ret->tiles[i] = 0; - - while (*move && isdigit((unsigned char)*move)) move++; - if (*move == ',') move++; - } - - ret->score += npoints(&ret->params, n); - - sg_snuggle(ret); /* shifts blanks down and to the left */ - sg_check(ret); /* checks for completeness or impossibility */ - - return ret; - } else - return NULL; /* couldn't parse move string */ -} - -/* ---------------------------------------------------------------------- - * Drawing routines. - */ - -static void game_set_size(drawing *dr, game_drawstate *ds, - const game_params *params, int tilesize) -{ - ds->tilegap = 2; - ds->tileinner = tilesize - ds->tilegap; -} - -static void game_compute_size(const game_params *params, int tilesize, - int *x, int *y) -{ - /* Ick: fake up tile size variables for macro expansion purposes */ - game_drawstate ads, *ds = &ads; - game_set_size(NULL, ds, params, tilesize); - - *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; - *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; -} - -static float *game_colours(frontend *fe, int *ncolours) -{ - float *ret = snewn(3 * NCOLOURS, float); - - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - - ret[COL_1 * 3 + 0] = 0.0F; - ret[COL_1 * 3 + 1] = 0.0F; - ret[COL_1 * 3 + 2] = 1.0F; - - ret[COL_2 * 3 + 0] = 0.0F; - ret[COL_2 * 3 + 1] = 0.5F; - ret[COL_2 * 3 + 2] = 0.0F; - - ret[COL_3 * 3 + 0] = 1.0F; - ret[COL_3 * 3 + 1] = 0.0F; - ret[COL_3 * 3 + 2] = 0.0F; - - ret[COL_4 * 3 + 0] = 1.0F; - ret[COL_4 * 3 + 1] = 1.0F; - ret[COL_4 * 3 + 2] = 0.0F; - - ret[COL_5 * 3 + 0] = 1.0F; - ret[COL_5 * 3 + 1] = 0.0F; - ret[COL_5 * 3 + 2] = 1.0F; - - ret[COL_6 * 3 + 0] = 0.0F; - ret[COL_6 * 3 + 1] = 1.0F; - ret[COL_6 * 3 + 2] = 1.0F; - - ret[COL_7 * 3 + 0] = 0.5F; - ret[COL_7 * 3 + 1] = 0.5F; - ret[COL_7 * 3 + 2] = 1.0F; - - ret[COL_8 * 3 + 0] = 0.5F; - ret[COL_8 * 3 + 1] = 1.0F; - ret[COL_8 * 3 + 2] = 0.5F; - - ret[COL_9 * 3 + 0] = 1.0F; - ret[COL_9 * 3 + 1] = 0.5F; - ret[COL_9 * 3 + 2] = 0.5F; - - ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F; - ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F; - ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F; - - ret[COL_SEL * 3 + 0] = 1.0F; - ret[COL_SEL * 3 + 1] = 1.0F; - ret[COL_SEL * 3 + 2] = 1.0F; - - ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; - ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; - ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; - - *ncolours = NCOLOURS; - return ret; -} - -static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) -{ - struct game_drawstate *ds = snew(struct game_drawstate); - int i; - - ds->started = 0; - ds->tileinner = ds->tilegap = 0; /* not decided yet */ - ds->tiles = snewn(state->n, int); - ds->bgcolour = -1; - for (i = 0; i < state->n; i++) - ds->tiles[i] = -1; - - return ds; -} - -static void game_free_drawstate(drawing *dr, game_drawstate *ds) -{ - sfree(ds->tiles); - sfree(ds); -} - -/* Drawing routing for the tile at (x,y) is responsible for drawing - * itself and the gaps to its right and below. If we're the same colour - * as the tile to our right, then we fill in the gap; ditto below, and if - * both then we fill the teeny tiny square in the corner as well. - */ - -static void tile_redraw(drawing *dr, game_drawstate *ds, - int x, int y, int dright, int dbelow, - int tile, int bgcolour) -{ - int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; - - if (col) { - if (tile & TILE_IMPOSSIBLE) { - outer = col; - inner = COL_IMPOSSIBLE; - } else if (tile & TILE_SELECTED) { - outer = COL_SEL; - inner = col; - } else { - outer = inner = col; - } - } - draw_rect(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer); - draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4, - TILE_INNER/2, TILE_INNER/2, inner); - - if (dright) - draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER, - (tile & TILE_JOINRIGHT) ? outer : bgcolour); - if (dbelow) - draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP, - (tile & TILE_JOINDOWN) ? outer : bgcolour); - if (dright && dbelow) - draw_rect(dr, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP, - (tile & TILE_JOINDIAG) ? outer : bgcolour); - - if (tile & TILE_HASSEL) { - int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5; - int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT; - draw_line(dr, sx, sy, sx+ssz, sy, scol); - draw_line(dr, sx+ssz, sy, sx+ssz, sy+ssz, scol); - draw_line(dr, sx+ssz, sy+ssz, sx, sy+ssz, scol); - draw_line(dr, sx, sy+ssz, sx, sy, scol); - } - - draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE); -} - -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 bgcolour, x, y; - - /* This was entirely cloned from fifteen.c; it should probably be - * moved into some generic 'draw-recessed-rectangle' utility fn. */ - if (!ds->started) { - int coords[10]; - - draw_rect(dr, 0, 0, - TILE_SIZE * state->params.w + 2 * BORDER, - TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND); - draw_update(dr, 0, 0, - TILE_SIZE * state->params.w + 2 * BORDER, - TILE_SIZE * state->params.h + 2 * BORDER); - - /* - * Recessed area containing the whole puzzle. - */ - coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; - coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; - coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; - coords[3] = COORD(0) - HIGHLIGHT_WIDTH; - coords[4] = coords[2] - TILE_SIZE; - coords[5] = coords[3] + TILE_SIZE; - coords[8] = COORD(0) - HIGHLIGHT_WIDTH; - coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; - coords[6] = coords[8] + TILE_SIZE; - coords[7] = coords[9] - TILE_SIZE; - draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); - - coords[1] = COORD(0) - HIGHLIGHT_WIDTH; - coords[0] = COORD(0) - HIGHLIGHT_WIDTH; - draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); - - ds->started = 1; - } - - if (flashtime > 0.0) { - int frame = (int)(flashtime / FLASH_FRAME); - bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); - } else - bgcolour = COL_BACKGROUND; - - for (x = 0; x < state->params.w; x++) { - for (y = 0; y < state->params.h; y++) { - int i = (state->params.w * y) + x; - int col = COL(state,x,y), tile = col; - int dright = (x+1 < state->params.w); - int dbelow = (y+1 < state->params.h); - - tile |= ISSEL(ui,x,y); - if (state->impossible) - tile |= TILE_IMPOSSIBLE; - if (dright && COL(state,x+1,y) == col) - tile |= TILE_JOINRIGHT; - if (dbelow && COL(state,x,y+1) == col) - tile |= TILE_JOINDOWN; - if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) && - COL(state,x+1,y+1) == col) - tile |= TILE_JOINDIAG; - - if (ui->displaysel && ui->xsel == x && ui->ysel == y) - tile |= TILE_HASSEL; - - /* For now we're never expecting oldstate at all (because we have - * no animation); when we do we might well want to be looking - * at the tile colours from oldstate, not state. */ - if ((oldstate && COL(oldstate,x,y) != col) || - (ds->bgcolour != bgcolour) || - (tile != ds->tiles[i])) { - tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour); - ds->tiles[i] = tile; - } - } - } - ds->bgcolour = bgcolour; - - { - char status[255], score[80]; - - sprintf(score, "Score: %d", state->score); - - if (state->complete) - sprintf(status, "COMPLETE! %s", score); - else if (state->impossible) - sprintf(status, "Cannot move! %s", score); - else if (ui->nselected) - sprintf(status, "%s Selected: %d (%d)", - score, ui->nselected, npoints(&state->params, ui->nselected)); - else - sprintf(status, "%s", score); - status_bar(dr, status); - } -} - -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->complete && newstate->complete) || - (!oldstate->impossible && newstate->impossible)) - return 2 * FLASH_FRAME; - else - return 0.0F; -} - -static int game_status(const game_state *state) -{ - /* - * Dead-end situations are assumed to be rescuable by Undo, so we - * don't bother to identify them and return -1. - */ - return state->complete ? +1 : 0; -} - -static int game_timing_state(const game_state *state, game_ui *ui) -{ - return TRUE; -} - -static void game_print_size(const game_params *params, float *x, float *y) -{ -} - -static void game_print(drawing *dr, const game_state *state, int tilesize) -{ -} - -#ifdef COMBINED -#define thegame samegame -#endif - -const struct game thegame = { - "Same Game", "games.samegame", "samegame", - 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, - TRUE, game_can_format_as_text_now, game_text_format, - new_ui, - free_ui, - encode_ui, - decode_ui, - game_changed_state, - interpret_move, - execute_move, - PREFERRED_TILE_SIZE, game_compute_size, game_set_size, - game_colours, - game_new_drawstate, - game_free_drawstate, - game_redraw, - game_anim_length, - game_flash_length, - game_status, - FALSE, FALSE, game_print_size, game_print, - TRUE, /* wants_statusbar */ - FALSE, game_timing_state, - 0, /* flags */ -}; |