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-rw-r--r--apps/plugins/puzzles/inertia.c2249
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diff --git a/apps/plugins/puzzles/inertia.c b/apps/plugins/puzzles/inertia.c
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+++ b/apps/plugins/puzzles/inertia.c
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+/*
+ * inertia.c: Game involving navigating round a grid picking up
+ * gems.
+ *
+ * Game rules and basic generator design by Ben Olmstead.
+ * This re-implementation was written by Simon Tatham.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/* Used in the game_state */
+#define BLANK 'b'
+#define GEM 'g'
+#define MINE 'm'
+#define STOP 's'
+#define WALL 'w'
+
+/* Used in the game IDs */
+#define START 'S'
+
+/* Used in the game generation */
+#define POSSGEM 'G'
+
+/* Used only in the game_drawstate*/
+#define UNDRAWN '?'
+
+#define DIRECTIONS 8
+#define DP1 (DIRECTIONS+1)
+#define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 )
+#define DY(dir) ( DX((dir)+6) )
+
+/*
+ * Lvalue macro which expects x and y to be in range.
+ */
+#define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] )
+
+/*
+ * Rvalue macro which can cope with x and y being out of range.
+ */
+#define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \
+ WALL : LV_AT(w, h, grid, x, y) )
+
+enum {
+ COL_BACKGROUND,
+ COL_OUTLINE,
+ COL_HIGHLIGHT,
+ COL_LOWLIGHT,
+ COL_PLAYER,
+ COL_DEAD_PLAYER,
+ COL_MINE,
+ COL_GEM,
+ COL_WALL,
+ COL_HINT,
+ NCOLOURS
+};
+
+struct game_params {
+ int w, h;
+};
+
+typedef struct soln {
+ int refcount;
+ int len;
+ unsigned char *list;
+} soln;
+
+struct game_state {
+ game_params p;
+ int px, py;
+ int gems;
+ char *grid;
+ int distance_moved;
+ int dead;
+ int cheated;
+ int solnpos;
+ soln *soln;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = 10;
+#ifdef PORTRAIT_SCREEN
+ ret->h = 10;
+#else
+ ret->h = 8;
+#endif
+ return ret;
+}
+
+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 const struct game_params inertia_presets[] = {
+#ifdef PORTRAIT_SCREEN
+ { 10, 10 },
+ { 12, 12 },
+ { 16, 16 },
+#else
+ { 10, 8 },
+ { 15, 12 },
+ { 20, 16 },
+#endif
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params p, *ret;
+ char *retname;
+ char namebuf[80];
+
+ if (i < 0 || i >= lenof(inertia_presets))
+ return FALSE;
+
+ p = inertia_presets[i];
+ ret = dup_params(&p);
+ sprintf(namebuf, "%dx%d", ret->w, ret->h);
+ retname = dupstr(namebuf);
+
+ *params = ret;
+ *name = retname;
+ return TRUE;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ params->w = params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ params->h = atoi(string);
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(3, 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 = NULL;
+ ret[2].type = C_END;
+ ret[2].sval = NULL;
+ ret[2].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);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ /*
+ * Avoid completely degenerate cases which only have one
+ * row/column. We probably could generate completable puzzles
+ * of that shape, but they'd be forced to be extremely boring
+ * and at large sizes would take a while to happen upon at
+ * random as well.
+ */
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
+
+ /*
+ * The grid construction algorithm creates 1/5 as many gems as
+ * grid squares, and must create at least one gem to have an
+ * actual puzzle. However, an area-five grid is ruled out by
+ * the above constraint, so the practical minimum is six.
+ */
+ if (params->w * params->h < 6)
+ return "Grid area must be at least six squares";
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver used by grid generator.
+ */
+
+struct solver_scratch {
+ unsigned char *reachable_from, *reachable_to;
+ int *positions;
+};
+
+static struct solver_scratch *new_scratch(int w, int h)
+{
+ struct solver_scratch *sc = snew(struct solver_scratch);
+
+ sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char);
+ sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char);
+ sc->positions = snewn(w * h * DIRECTIONS, int);
+
+ return sc;
+}
+
+static void free_scratch(struct solver_scratch *sc)
+{
+ sfree(sc->reachable_from);
+ sfree(sc->reachable_to);
+ sfree(sc->positions);
+ sfree(sc);
+}
+
+static int can_go(int w, int h, char *grid,
+ int x1, int y1, int dir1, int x2, int y2, int dir2)
+{
+ /*
+ * Returns TRUE if we can transition directly from (x1,y1)
+ * going in direction dir1, to (x2,y2) going in direction dir2.
+ */
+
+ /*
+ * If we're actually in the middle of an unoccupyable square,
+ * we cannot make any move.
+ */
+ if (AT(w, h, grid, x1, y1) == WALL ||
+ AT(w, h, grid, x1, y1) == MINE)
+ return FALSE;
+
+ /*
+ * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is
+ * the same coordinate as x1,y1, then we can make the
+ * transition (by stopping and changing direction).
+ *
+ * For this to be the case, we have to either have a wall
+ * beyond x1,y1,dir1, or have a stop on x1,y1.
+ */
+ if (x2 == x1 && y2 == y1 &&
+ (AT(w, h, grid, x1, y1) == STOP ||
+ AT(w, h, grid, x1, y1) == START ||
+ AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL))
+ return TRUE;
+
+ /*
+ * If a move is capable of continuing here, then x1,y1,dir1 can
+ * move one space further on.
+ */
+ if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 &&
+ (AT(w, h, grid, x2, y2) == BLANK ||
+ AT(w, h, grid, x2, y2) == GEM ||
+ AT(w, h, grid, x2, y2) == STOP ||
+ AT(w, h, grid, x2, y2) == START))
+ return TRUE;
+
+ /*
+ * That's it.
+ */
+ return FALSE;
+}
+
+static int find_gem_candidates(int w, int h, char *grid,
+ struct solver_scratch *sc)
+{
+ int wh = w*h;
+ int head, tail;
+ int sx, sy, gx, gy, gd, pass, possgems;
+
+ /*
+ * This function finds all the candidate gem squares, which are
+ * precisely those squares which can be picked up on a loop
+ * from the starting point back to the starting point. Doing
+ * this may involve passing through such a square in the middle
+ * of a move; so simple breadth-first search over the _squares_
+ * of the grid isn't quite adequate, because it might be that
+ * we can only reach a gem from the start by moving over it in
+ * one direction, but can only return to the start if we were
+ * moving over it in another direction.
+ *
+ * Instead, we BFS over a space which mentions each grid square
+ * eight times - once for each direction. We also BFS twice:
+ * once to find out what square+direction pairs we can reach
+ * _from_ the start point, and once to find out what pairs we
+ * can reach the start point from. Then a square is reachable
+ * if any of the eight directions for that square has both
+ * flags set.
+ */
+
+ memset(sc->reachable_from, 0, wh * DIRECTIONS);
+ memset(sc->reachable_to, 0, wh * DIRECTIONS);
+
+ /*
+ * Find the starting square.
+ */
+ sx = -1; /* placate optimiser */
+ for (sy = 0; sy < h; sy++) {
+ for (sx = 0; sx < w; sx++)
+ if (AT(w, h, grid, sx, sy) == START)
+ break;
+ if (sx < w)
+ break;
+ }
+ assert(sy < h);
+
+ for (pass = 0; pass < 2; pass++) {
+ unsigned char *reachable = (pass == 0 ? sc->reachable_from :
+ sc->reachable_to);
+ int sign = (pass == 0 ? +1 : -1);
+ int dir;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("starting pass %d\n", pass);
+#endif
+
+ /*
+ * `head' and `tail' are indices within sc->positions which
+ * track the list of board positions left to process.
+ */
+ head = tail = 0;
+ for (dir = 0; dir < DIRECTIONS; dir++) {
+ int index = (sy*w+sx)*DIRECTIONS+dir;
+ sc->positions[tail++] = index;
+ reachable[index] = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("starting point %d,%d,%d\n", sx, sy, dir);
+#endif
+ }
+
+ /*
+ * Now repeatedly pick an element off the list and process
+ * it.
+ */
+ while (head < tail) {
+ int index = sc->positions[head++];
+ int dir = index % DIRECTIONS;
+ int x = (index / DIRECTIONS) % w;
+ int y = index / (w * DIRECTIONS);
+ int n, x2, y2, d2, i2;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("processing point %d,%d,%d\n", x, y, dir);
+#endif
+ /*
+ * The places we attempt to switch to here are:
+ * - each possible direction change (all the other
+ * directions in this square)
+ * - one step further in the direction we're going (or
+ * one step back, if we're in the reachable_to pass).
+ */
+ for (n = -1; n < DIRECTIONS; n++) {
+ if (n < 0) {
+ x2 = x + sign * DX(dir);
+ y2 = y + sign * DY(dir);
+ d2 = dir;
+ } else {
+ x2 = x;
+ y2 = y;
+ d2 = n;
+ }
+ i2 = (y2*w+x2)*DIRECTIONS+d2;
+ if (x2 >= 0 && x2 < w &&
+ y2 >= 0 && y2 < h &&
+ !reachable[i2]) {
+ int ok;
+#ifdef SOLVER_DIAGNOSTICS
+ printf(" trying point %d,%d,%d", x2, y2, d2);
+#endif
+ if (pass == 0)
+ ok = can_go(w, h, grid, x, y, dir, x2, y2, d2);
+ else
+ ok = can_go(w, h, grid, x2, y2, d2, x, y, dir);
+#ifdef SOLVER_DIAGNOSTICS
+ printf(" - %sok\n", ok ? "" : "not ");
+#endif
+ if (ok) {
+ sc->positions[tail++] = i2;
+ reachable[i2] = TRUE;
+ }
+ }
+ }
+ }
+ }
+
+ /*
+ * And that should be it. Now all we have to do is find the
+ * squares for which there exists _some_ direction such that
+ * the square plus that direction form a tuple which is both
+ * reachable from the start and reachable to the start.
+ */
+ possgems = 0;
+ for (gy = 0; gy < h; gy++)
+ for (gx = 0; gx < w; gx++)
+ if (AT(w, h, grid, gx, gy) == BLANK) {
+ for (gd = 0; gd < DIRECTIONS; gd++) {
+ int index = (gy*w+gx)*DIRECTIONS+gd;
+ if (sc->reachable_from[index] && sc->reachable_to[index]) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("space at %d,%d is reachable via"
+ " direction %d\n", gx, gy, gd);
+#endif
+ LV_AT(w, h, grid, gx, gy) = POSSGEM;
+ possgems++;
+ break;
+ }
+ }
+ }
+
+ return possgems;
+}
+
+/* ----------------------------------------------------------------------
+ * Grid generation code.
+ */
+
+static char *gengrid(int w, int h, random_state *rs)
+{
+ int wh = w*h;
+ char *grid = snewn(wh+1, char);
+ struct solver_scratch *sc = new_scratch(w, h);
+ int maxdist_threshold, tries;
+
+ maxdist_threshold = 2;
+ tries = 0;
+
+ while (1) {
+ int i, j;
+ int possgems;
+ int *dist, *list, head, tail, maxdist;
+
+ /*
+ * We're going to fill the grid with the five basic piece
+ * types in about 1/5 proportion. For the moment, though,
+ * we leave out the gems, because we'll put those in
+ * _after_ we run the solver to tell us where the viable
+ * locations are.
+ */
+ i = 0;
+ for (j = 0; j < wh/5; j++)
+ grid[i++] = WALL;
+ for (j = 0; j < wh/5; j++)
+ grid[i++] = STOP;
+ for (j = 0; j < wh/5; j++)
+ grid[i++] = MINE;
+ assert(i < wh);
+ grid[i++] = START;
+ while (i < wh)
+ grid[i++] = BLANK;
+ shuffle(grid, wh, sizeof(*grid), rs);
+
+ /*
+ * Find the viable gem locations, and immediately give up
+ * and try again if there aren't enough of them.
+ */
+ possgems = find_gem_candidates(w, h, grid, sc);
+ if (possgems < wh/5)
+ continue;
+
+ /*
+ * We _could_ now select wh/5 of the POSSGEMs and set them
+ * to GEM, and have a viable level. However, there's a
+ * chance that a large chunk of the level will turn out to
+ * be unreachable, so first we test for that.
+ *
+ * We do this by finding the largest distance from any
+ * square to the nearest POSSGEM, by breadth-first search.
+ * If this is above a critical threshold, we abort and try
+ * again.
+ *
+ * (This search is purely geometric, without regard to
+ * walls and long ways round.)
+ */
+ dist = sc->positions;
+ list = sc->positions + wh;
+ for (i = 0; i < wh; i++)
+ dist[i] = -1;
+ head = tail = 0;
+ for (i = 0; i < wh; i++)
+ if (grid[i] == POSSGEM) {
+ dist[i] = 0;
+ list[tail++] = i;
+ }
+ maxdist = 0;
+ while (head < tail) {
+ int pos, x, y, d;
+
+ pos = list[head++];
+ if (maxdist < dist[pos])
+ maxdist = dist[pos];
+
+ x = pos % w;
+ y = pos / w;
+
+ for (d = 0; d < DIRECTIONS; d++) {
+ int x2, y2, p2;
+
+ x2 = x + DX(d);
+ y2 = y + DY(d);
+
+ if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) {
+ p2 = y2*w+x2;
+ if (dist[p2] < 0) {
+ dist[p2] = dist[pos] + 1;
+ list[tail++] = p2;
+ }
+ }
+ }
+ }
+ assert(head == wh && tail == wh);
+
+ /*
+ * Now abandon this grid and go round again if maxdist is
+ * above the required threshold.
+ *
+ * We can safely start the threshold as low as 2. As we
+ * accumulate failed generation attempts, we gradually
+ * raise it as we get more desperate.
+ */
+ if (maxdist > maxdist_threshold) {
+ tries++;
+ if (tries == 50) {
+ maxdist_threshold++;
+ tries = 0;
+ }
+ continue;
+ }
+
+ /*
+ * Now our reachable squares are plausibly evenly
+ * distributed over the grid. I'm not actually going to
+ * _enforce_ that I place the gems in such a way as not to
+ * increase that maxdist value; I'm now just going to trust
+ * to the RNG to pick a sensible subset of the POSSGEMs.
+ */
+ j = 0;
+ for (i = 0; i < wh; i++)
+ if (grid[i] == POSSGEM)
+ list[j++] = i;
+ shuffle(list, j, sizeof(*list), rs);
+ for (i = 0; i < j; i++)
+ grid[list[i]] = (i < wh/5 ? GEM : BLANK);
+ break;
+ }
+
+ free_scratch(sc);
+
+ grid[wh] = '\0';
+
+ return grid;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ return gengrid(params->w, params->h, rs);
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int w = params->w, h = params->h, wh = w*h;
+ int starts = 0, gems = 0, i;
+
+ for (i = 0; i < wh; i++) {
+ if (!desc[i])
+ return "Not enough data to fill grid";
+ if (desc[i] != WALL && desc[i] != START && desc[i] != STOP &&
+ desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK)
+ return "Unrecognised character in game description";
+ if (desc[i] == START)
+ starts++;
+ if (desc[i] == GEM)
+ gems++;
+ }
+ if (desc[i])
+ return "Too much data to fill grid";
+ if (starts < 1)
+ return "No starting square specified";
+ if (starts > 1)
+ return "More than one starting square specified";
+ if (gems < 1)
+ return "No gems specified";
+
+ return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ int w = params->w, h = params->h, wh = w*h;
+ int i;
+ game_state *state = snew(game_state);
+
+ state->p = *params; /* structure copy */
+
+ state->grid = snewn(wh, char);
+ assert(strlen(desc) == wh);
+ memcpy(state->grid, desc, wh);
+
+ state->px = state->py = -1;
+ state->gems = 0;
+ for (i = 0; i < wh; i++) {
+ if (state->grid[i] == START) {
+ state->grid[i] = STOP;
+ state->px = i % w;
+ state->py = i / w;
+ } else if (state->grid[i] == GEM) {
+ state->gems++;
+ }
+ }
+
+ assert(state->gems > 0);
+ assert(state->px >= 0 && state->py >= 0);
+
+ state->distance_moved = 0;
+ state->dead = FALSE;
+
+ state->cheated = FALSE;
+ state->solnpos = 0;
+ state->soln = NULL;
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ int w = state->p.w, h = state->p.h, wh = w*h;
+ game_state *ret = snew(game_state);
+
+ ret->p = state->p;
+ ret->px = state->px;
+ ret->py = state->py;
+ ret->gems = state->gems;
+ ret->grid = snewn(wh, char);
+ ret->distance_moved = state->distance_moved;
+ ret->dead = FALSE;
+ memcpy(ret->grid, state->grid, wh);
+ ret->cheated = state->cheated;
+ ret->soln = state->soln;
+ if (ret->soln)
+ ret->soln->refcount++;
+ ret->solnpos = state->solnpos;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (state->soln && --state->soln->refcount == 0) {
+ sfree(state->soln->list);
+ sfree(state->soln);
+ }
+ sfree(state->grid);
+ sfree(state);
+}
+
+/*
+ * Internal function used by solver.
+ */
+static int move_goes_to(int w, int h, char *grid, int x, int y, int d)
+{
+ int dr;
+
+ /*
+ * See where we'd get to if we made this move.
+ */
+ dr = -1; /* placate optimiser */
+ while (1) {
+ if (AT(w, h, grid, x+DX(d), y+DY(d)) == WALL) {
+ dr = DIRECTIONS; /* hit a wall, so end up stationary */
+ break;
+ }
+ x += DX(d);
+ y += DY(d);
+ if (AT(w, h, grid, x, y) == STOP) {
+ dr = DIRECTIONS; /* hit a stop, so end up stationary */
+ break;
+ }
+ if (AT(w, h, grid, x, y) == GEM) {
+ dr = d; /* hit a gem, so we're still moving */
+ break;
+ }
+ if (AT(w, h, grid, x, y) == MINE)
+ return -1; /* hit a mine, so move is invalid */
+ }
+ assert(dr >= 0);
+ return (y*w+x)*DP1+dr;
+}
+
+static int compare_integers(const void *av, const void *bv)
+{
+ const int *a = (const int *)av;
+ const int *b = (const int *)bv;
+ if (*a < *b)
+ return -1;
+ else if (*a > *b)
+ return +1;
+ else
+ return 0;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ int w = currstate->p.w, h = currstate->p.h, wh = w*h;
+ int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
+ int nedges;
+ int *dist, *dist2, *list;
+ int *unvisited;
+ int circuitlen, circuitsize;
+ int head, tail, pass, i, j, n, x, y, d, dd;
+ char *err, *soln, *p;
+
+ /*
+ * Before anything else, deal with the special case in which
+ * all the gems are already collected.
+ */
+ for (i = 0; i < wh; i++)
+ if (currstate->grid[i] == GEM)
+ break;
+ if (i == wh) {
+ *error = "Game is already solved";
+ return NULL;
+ }
+
+ /*
+ * Solving Inertia is a question of first building up the graph
+ * of where you can get to from where, and secondly finding a
+ * tour of the graph which takes in every gem.
+ *
+ * This is of course a close cousin of the travelling salesman
+ * problem, which is NP-complete; so I rather doubt that any
+ * _optimal_ tour can be found in plausible time. Hence I'll
+ * restrict myself to merely finding a not-too-bad one.
+ *
+ * First construct the graph, by bfsing out move by move from
+ * the current player position. Graph vertices will be
+ * - every endpoint of a move (place the ball can be
+ * stationary)
+ * - every gem (place the ball can go through in motion).
+ * Vertices of this type have an associated direction, since
+ * if a gem can be collected by sliding through it in two
+ * different directions it doesn't follow that you can
+ * change direction at it.
+ *
+ * I'm going to refer to a non-directional vertex as
+ * (y*w+x)*DP1+DIRECTIONS, and a directional one as
+ * (y*w+x)*DP1+d.
+ */
+
+ /*
+ * nodeindex[] maps node codes as shown above to numeric
+ * indices in the nodes[] array.
+ */
+ nodeindex = snewn(DP1*wh, int);
+ for (i = 0; i < DP1*wh; i++)
+ nodeindex[i] = -1;
+
+ /*
+ * Do the bfs to find all the interesting graph nodes.
+ */
+ nodes = snewn(DP1*wh, int);
+ head = tail = 0;
+
+ nodes[tail] = (currstate->py * w + currstate->px) * DP1 + DIRECTIONS;
+ nodeindex[nodes[0]] = tail;
+ tail++;
+
+ while (head < tail) {
+ int nc = nodes[head++], nnc;
+
+ d = nc % DP1;
+
+ /*
+ * Plot all possible moves from this node. If the node is
+ * directed, there's only one.
+ */
+ for (dd = 0; dd < DIRECTIONS; dd++) {
+ x = nc / DP1;
+ y = x / w;
+ x %= w;
+
+ if (d < DIRECTIONS && d != dd)
+ continue;
+
+ nnc = move_goes_to(w, h, currstate->grid, x, y, dd);
+ if (nnc >= 0 && nnc != nc) {
+ if (nodeindex[nnc] < 0) {
+ nodes[tail] = nnc;
+ nodeindex[nnc] = tail;
+ tail++;
+ }
+ }
+ }
+ }
+ n = head;
+
+ /*
+ * Now we know how many nodes we have, allocate the edge array
+ * and go through setting up the edges.
+ */
+ edges = snewn(DIRECTIONS*n, int);
+ edgei = snewn(n+1, int);
+ nedges = 0;
+
+ for (i = 0; i < n; i++) {
+ int nc = nodes[i];
+
+ edgei[i] = nedges;
+
+ d = nc % DP1;
+ x = nc / DP1;
+ y = x / w;
+ x %= w;
+
+ for (dd = 0; dd < DIRECTIONS; dd++) {
+ int nnc;
+
+ if (d >= DIRECTIONS || d == dd) {
+ nnc = move_goes_to(w, h, currstate->grid, x, y, dd);
+
+ if (nnc >= 0 && nnc != nc)
+ edges[nedges++] = nodeindex[nnc];
+ }
+ }
+ }
+ edgei[n] = nedges;
+
+ /*
+ * Now set up the backedges array.
+ */
+ backedges = snewn(nedges, int);
+ backedgei = snewn(n+1, int);
+ for (i = j = 0; i < nedges; i++) {
+ while (j+1 < n && i >= edgei[j+1])
+ j++;
+ backedges[i] = edges[i] * n + j;
+ }
+ qsort(backedges, nedges, sizeof(int), compare_integers);
+ backedgei[0] = 0;
+ for (i = j = 0; i < nedges; i++) {
+ int k = backedges[i] / n;
+ backedges[i] %= n;
+ while (j < k)
+ backedgei[++j] = i;
+ }
+ backedgei[n] = nedges;
+
+ /*
+ * Set up the initial tour. At all times, our tour is a circuit
+ * of graph vertices (which may, and probably will often,
+ * repeat vertices). To begin with, it's got exactly one vertex
+ * in it, which is the player's current starting point.
+ */
+ circuitsize = 256;
+ circuit = snewn(circuitsize, int);
+ circuitlen = 0;
+ circuit[circuitlen++] = 0; /* node index 0 is the starting posn */
+
+ /*
+ * Track which gems are as yet unvisited.
+ */
+ unvisited = snewn(wh, int);
+ for (i = 0; i < wh; i++)
+ unvisited[i] = FALSE;
+ for (i = 0; i < wh; i++)
+ if (currstate->grid[i] == GEM)
+ unvisited[i] = TRUE;
+
+ /*
+ * Allocate space for doing bfses inside the main loop.
+ */
+ dist = snewn(n, int);
+ dist2 = snewn(n, int);
+ list = snewn(n, int);
+
+ err = NULL;
+ soln = NULL;
+
+ /*
+ * Now enter the main loop, in each iteration of which we
+ * extend the tour to take in an as yet uncollected gem.
+ */
+ while (1) {
+ int target, n1, n2, bestdist, extralen, targetpos;
+
+#ifdef TSP_DIAGNOSTICS
+ printf("circuit is");
+ for (i = 0; i < circuitlen; i++) {
+ int nc = nodes[circuit[i]];
+ printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1);
+ }
+ printf("\n");
+ printf("moves are ");
+ x = nodes[circuit[0]] / DP1 % w;
+ y = nodes[circuit[0]] / DP1 / w;
+ for (i = 1; i < circuitlen; i++) {
+ int x2, y2, dx, dy;
+ if (nodes[circuit[i]] % DP1 != DIRECTIONS)
+ continue;
+ x2 = nodes[circuit[i]] / DP1 % w;
+ y2 = nodes[circuit[i]] / DP1 / w;
+ dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
+ dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
+ for (d = 0; d < DIRECTIONS; d++)
+ if (DX(d) == dx && DY(d) == dy)
+ printf("%c", "89632147"[d]);
+ x = x2;
+ y = y2;
+ }
+ printf("\n");
+#endif
+
+ /*
+ * First, start a pair of bfses at _every_ vertex currently
+ * in the tour, and extend them outwards to find the
+ * nearest as yet unreached gem vertex.
+ *
+ * This is largely a heuristic: we could pick _any_ doubly
+ * reachable node here and still get a valid tour as
+ * output. I hope that picking a nearby one will result in
+ * generally good tours.
+ */
+ for (pass = 0; pass < 2; pass++) {
+ int *ep = (pass == 0 ? edges : backedges);
+ int *ei = (pass == 0 ? edgei : backedgei);
+ int *dp = (pass == 0 ? dist : dist2);
+ head = tail = 0;
+ for (i = 0; i < n; i++)
+ dp[i] = -1;
+ for (i = 0; i < circuitlen; i++) {
+ int ni = circuit[i];
+ if (dp[ni] < 0) {
+ dp[ni] = 0;
+ list[tail++] = ni;
+ }
+ }
+ while (head < tail) {
+ int ni = list[head++];
+ for (i = ei[ni]; i < ei[ni+1]; i++) {
+ int ti = ep[i];
+ if (ti >= 0 && dp[ti] < 0) {
+ dp[ti] = dp[ni] + 1;
+ list[tail++] = ti;
+ }
+ }
+ }
+ }
+ /* Now find the nearest unvisited gem. */
+ bestdist = -1;
+ target = -1;
+ for (i = 0; i < n; i++) {
+ if (unvisited[nodes[i] / DP1] &&
+ dist[i] >= 0 && dist2[i] >= 0) {
+ int thisdist = dist[i] + dist2[i];
+ if (bestdist < 0 || bestdist > thisdist) {
+ bestdist = thisdist;
+ target = i;
+ }
+ }
+ }
+
+ if (target < 0) {
+ /*
+ * If we get to here, we haven't found a gem we can get
+ * at all, which means we terminate this loop.
+ */
+ break;
+ }
+
+ /*
+ * Now we have a graph vertex at list[tail-1] which is an
+ * unvisited gem. We want to add that vertex to our tour.
+ * So we run two more breadth-first searches: one starting
+ * from that vertex and following forward edges, and
+ * another starting from the same vertex and following
+ * backward edges. This allows us to determine, for each
+ * node on the current tour, how quickly we can get both to
+ * and from the target vertex from that node.
+ */
+#ifdef TSP_DIAGNOSTICS
+ printf("target node is %d (%d,%d,%d)\n", target, nodes[target]/DP1%w,
+ nodes[target]/DP1/w, nodes[target]%DP1);
+#endif
+
+ for (pass = 0; pass < 2; pass++) {
+ int *ep = (pass == 0 ? edges : backedges);
+ int *ei = (pass == 0 ? edgei : backedgei);
+ int *dp = (pass == 0 ? dist : dist2);
+
+ for (i = 0; i < n; i++)
+ dp[i] = -1;
+ head = tail = 0;
+
+ dp[target] = 0;
+ list[tail++] = target;
+
+ while (head < tail) {
+ int ni = list[head++];
+ for (i = ei[ni]; i < ei[ni+1]; i++) {
+ int ti = ep[i];
+ if (ti >= 0 && dp[ti] < 0) {
+ dp[ti] = dp[ni] + 1;
+/*printf("pass %d: set dist of vertex %d to %d (via %d)\n", pass, ti, dp[ti], ni);*/
+ list[tail++] = ti;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now for every node n, dist[n] gives the length of the
+ * shortest path from the target vertex to n, and dist2[n]
+ * gives the length of the shortest path from n to the
+ * target vertex.
+ *
+ * Our next step is to search linearly along the tour to
+ * find the optimum place to insert a trip to the target
+ * vertex and back. Our two options are either
+ * (a) to find two adjacent vertices A,B in the tour and
+ * replace the edge A->B with the path A->target->B
+ * (b) to find a single vertex X in the tour and replace
+ * it with the complete round trip X->target->X.
+ * We do whichever takes the fewest moves.
+ */
+ n1 = n2 = -1;
+ bestdist = -1;
+ for (i = 0; i < circuitlen; i++) {
+ int thisdist;
+
+ /*
+ * Try a round trip from vertex i.
+ */
+ if (dist[circuit[i]] >= 0 &&
+ dist2[circuit[i]] >= 0) {
+ thisdist = dist[circuit[i]] + dist2[circuit[i]];
+ if (bestdist < 0 || thisdist < bestdist) {
+ bestdist = thisdist;
+ n1 = n2 = i;
+ }
+ }
+
+ /*
+ * Try a trip from vertex i via target to vertex i+1.
+ */
+ if (i+1 < circuitlen &&
+ dist2[circuit[i]] >= 0 &&
+ dist[circuit[i+1]] >= 0) {
+ thisdist = dist2[circuit[i]] + dist[circuit[i+1]];
+ if (bestdist < 0 || thisdist < bestdist) {
+ bestdist = thisdist;
+ n1 = i;
+ n2 = i+1;
+ }
+ }
+ }
+ if (bestdist < 0) {
+ /*
+ * We couldn't find a round trip taking in this gem _at
+ * all_. Give up.
+ */
+ err = "Unable to find a solution from this starting point";
+ break;
+ }
+#ifdef TSP_DIAGNOSTICS
+ printf("insertion point: n1=%d, n2=%d, dist=%d\n", n1, n2, bestdist);
+#endif
+
+#ifdef TSP_DIAGNOSTICS
+ printf("circuit before lengthening is");
+ for (i = 0; i < circuitlen; i++) {
+ printf(" %d", circuit[i]);
+ }
+ printf("\n");
+#endif
+
+ /*
+ * Now actually lengthen the tour to take in this round
+ * trip.
+ */
+ extralen = dist2[circuit[n1]] + dist[circuit[n2]];
+ if (n1 != n2)
+ extralen--;
+ circuitlen += extralen;
+ if (circuitlen >= circuitsize) {
+ circuitsize = circuitlen + 256;
+ circuit = sresize(circuit, circuitsize, int);
+ }
+ memmove(circuit + n2 + extralen, circuit + n2,
+ (circuitlen - n2 - extralen) * sizeof(int));
+ n2 += extralen;
+
+#ifdef TSP_DIAGNOSTICS
+ printf("circuit in middle of lengthening is");
+ for (i = 0; i < circuitlen; i++) {
+ printf(" %d", circuit[i]);
+ }
+ printf("\n");
+#endif
+
+ /*
+ * Find the shortest-path routes to and from the target,
+ * and write them into the circuit.
+ */
+ targetpos = n1 + dist2[circuit[n1]];
+ assert(targetpos - dist2[circuit[n1]] == n1);
+ assert(targetpos + dist[circuit[n2]] == n2);
+ for (pass = 0; pass < 2; pass++) {
+ int dir = (pass == 0 ? -1 : +1);
+ int *ep = (pass == 0 ? backedges : edges);
+ int *ei = (pass == 0 ? backedgei : edgei);
+ int *dp = (pass == 0 ? dist : dist2);
+ int nn = (pass == 0 ? n2 : n1);
+ int ni = circuit[nn], ti, dest = nn;
+
+ while (1) {
+ circuit[dest] = ni;
+ if (dp[ni] == 0)
+ break;
+ dest += dir;
+ ti = -1;
+/*printf("pass %d: looking at vertex %d\n", pass, ni);*/
+ for (i = ei[ni]; i < ei[ni+1]; i++) {
+ ti = ep[i];
+ if (ti >= 0 && dp[ti] == dp[ni] - 1)
+ break;
+ }
+ assert(i < ei[ni+1] && ti >= 0);
+ ni = ti;
+ }
+ }
+
+#ifdef TSP_DIAGNOSTICS
+ printf("circuit after lengthening is");
+ for (i = 0; i < circuitlen; i++) {
+ printf(" %d", circuit[i]);
+ }
+ printf("\n");
+#endif
+
+ /*
+ * Finally, mark all gems that the new piece of circuit
+ * passes through as visited.
+ */
+ for (i = n1; i <= n2; i++) {
+ int pos = nodes[circuit[i]] / DP1;
+ assert(pos >= 0 && pos < wh);
+ unvisited[pos] = FALSE;
+ }
+ }
+
+#ifdef TSP_DIAGNOSTICS
+ printf("before reduction, moves are ");
+ x = nodes[circuit[0]] / DP1 % w;
+ y = nodes[circuit[0]] / DP1 / w;
+ for (i = 1; i < circuitlen; i++) {
+ int x2, y2, dx, dy;
+ if (nodes[circuit[i]] % DP1 != DIRECTIONS)
+ continue;
+ x2 = nodes[circuit[i]] / DP1 % w;
+ y2 = nodes[circuit[i]] / DP1 / w;
+ dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
+ dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
+ for (d = 0; d < DIRECTIONS; d++)
+ if (DX(d) == dx && DY(d) == dy)
+ printf("%c", "89632147"[d]);
+ x = x2;
+ y = y2;
+ }
+ printf("\n");
+#endif
+
+ /*
+ * That's got a basic solution. Now optimise it by removing
+ * redundant sections of the circuit: it's entirely possible
+ * that a piece of circuit we carefully inserted at one stage
+ * to collect a gem has become pointless because the steps
+ * required to collect some _later_ gem necessarily passed
+ * through the same one.
+ *
+ * So first we go through and work out how many times each gem
+ * is collected. Then we look for maximal sections of circuit
+ * which are redundant in the sense that their removal would
+ * not reduce any gem's collection count to zero, and replace
+ * each one with a bfs-derived fastest path between their
+ * endpoints.
+ */
+ while (1) {
+ int oldlen = circuitlen;
+ int dir;
+
+ for (dir = +1; dir >= -1; dir -= 2) {
+
+ for (i = 0; i < wh; i++)
+ unvisited[i] = 0;
+ for (i = 0; i < circuitlen; i++) {
+ int xy = nodes[circuit[i]] / DP1;
+ if (currstate->grid[xy] == GEM)
+ unvisited[xy]++;
+ }
+
+ /*
+ * If there's any gem we didn't end up visiting at all,
+ * give up.
+ */
+ for (i = 0; i < wh; i++) {
+ if (currstate->grid[i] == GEM && unvisited[i] == 0) {
+ err = "Unable to find a solution from this starting point";
+ break;
+ }
+ }
+ if (i < wh)
+ break;
+
+ for (i = j = (dir > 0 ? 0 : circuitlen-1);
+ i < circuitlen && i >= 0;
+ i += dir) {
+ int xy = nodes[circuit[i]] / DP1;
+ if (currstate->grid[xy] == GEM && unvisited[xy] > 1) {
+ unvisited[xy]--;
+ } else if (currstate->grid[xy] == GEM || i == circuitlen-1) {
+ /*
+ * circuit[i] collects a gem for the only time,
+ * or is the last node in the circuit.
+ * Therefore it cannot be removed; so we now
+ * want to replace the path from circuit[j] to
+ * circuit[i] with a bfs-shortest path.
+ */
+ int p, q, k, dest, ni, ti, thisdist;
+
+ /*
+ * Set up the upper and lower bounds of the
+ * reduced section.
+ */
+ p = min(i, j);
+ q = max(i, j);
+
+#ifdef TSP_DIAGNOSTICS
+ printf("optimising section from %d - %d\n", p, q);
+#endif
+
+ for (k = 0; k < n; k++)
+ dist[k] = -1;
+ head = tail = 0;
+
+ dist[circuit[p]] = 0;
+ list[tail++] = circuit[p];
+
+ while (head < tail && dist[circuit[q]] < 0) {
+ int ni = list[head++];
+ for (k = edgei[ni]; k < edgei[ni+1]; k++) {
+ int ti = edges[k];
+ if (ti >= 0 && dist[ti] < 0) {
+ dist[ti] = dist[ni] + 1;
+ list[tail++] = ti;
+ }
+ }
+ }
+
+ thisdist = dist[circuit[q]];
+ assert(thisdist >= 0 && thisdist <= q-p);
+
+ memmove(circuit+p+thisdist, circuit+q,
+ (circuitlen - q) * sizeof(int));
+ circuitlen -= q-p;
+ q = p + thisdist;
+ circuitlen += q-p;
+
+ if (dir > 0)
+ i = q; /* resume loop from the right place */
+
+#ifdef TSP_DIAGNOSTICS
+ printf("new section runs from %d - %d\n", p, q);
+#endif
+
+ dest = q;
+ assert(dest >= 0);
+ ni = circuit[q];
+
+ while (1) {
+ /* printf("dest=%d circuitlen=%d ni=%d dist[ni]=%d\n", dest, circuitlen, ni, dist[ni]); */
+ circuit[dest] = ni;
+ if (dist[ni] == 0)
+ break;
+ dest--;
+ ti = -1;
+ for (k = backedgei[ni]; k < backedgei[ni+1]; k++) {
+ ti = backedges[k];
+ if (ti >= 0 && dist[ti] == dist[ni] - 1)
+ break;
+ }
+ assert(k < backedgei[ni+1] && ti >= 0);
+ ni = ti;
+ }
+
+ /*
+ * Now re-increment the visit counts for the
+ * new path.
+ */
+ while (++p < q) {
+ int xy = nodes[circuit[p]] / DP1;
+ if (currstate->grid[xy] == GEM)
+ unvisited[xy]++;
+ }
+
+ j = i;
+
+#ifdef TSP_DIAGNOSTICS
+ printf("during reduction, circuit is");
+ for (k = 0; k < circuitlen; k++) {
+ int nc = nodes[circuit[k]];
+ printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1);
+ }
+ printf("\n");
+ printf("moves are ");
+ x = nodes[circuit[0]] / DP1 % w;
+ y = nodes[circuit[0]] / DP1 / w;
+ for (k = 1; k < circuitlen; k++) {
+ int x2, y2, dx, dy;
+ if (nodes[circuit[k]] % DP1 != DIRECTIONS)
+ continue;
+ x2 = nodes[circuit[k]] / DP1 % w;
+ y2 = nodes[circuit[k]] / DP1 / w;
+ dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
+ dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
+ for (d = 0; d < DIRECTIONS; d++)
+ if (DX(d) == dx && DY(d) == dy)
+ printf("%c", "89632147"[d]);
+ x = x2;
+ y = y2;
+ }
+ printf("\n");
+#endif
+ }
+ }
+
+#ifdef TSP_DIAGNOSTICS
+ printf("after reduction, moves are ");
+ x = nodes[circuit[0]] / DP1 % w;
+ y = nodes[circuit[0]] / DP1 / w;
+ for (i = 1; i < circuitlen; i++) {
+ int x2, y2, dx, dy;
+ if (nodes[circuit[i]] % DP1 != DIRECTIONS)
+ continue;
+ x2 = nodes[circuit[i]] / DP1 % w;
+ y2 = nodes[circuit[i]] / DP1 / w;
+ dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
+ dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
+ for (d = 0; d < DIRECTIONS; d++)
+ if (DX(d) == dx && DY(d) == dy)
+ printf("%c", "89632147"[d]);
+ x = x2;
+ y = y2;
+ }
+ printf("\n");
+#endif
+ }
+
+ /*
+ * If we've managed an entire reduction pass in each
+ * direction and not made the solution any shorter, we're
+ * _really_ done.
+ */
+ if (circuitlen == oldlen)
+ break;
+ }
+
+ /*
+ * Encode the solution as a move string.
+ */
+ if (!err) {
+ soln = snewn(circuitlen+2, char);
+ p = soln;
+ *p++ = 'S';
+ x = nodes[circuit[0]] / DP1 % w;
+ y = nodes[circuit[0]] / DP1 / w;
+ for (i = 1; i < circuitlen; i++) {
+ int x2, y2, dx, dy;
+ if (nodes[circuit[i]] % DP1 != DIRECTIONS)
+ continue;
+ x2 = nodes[circuit[i]] / DP1 % w;
+ y2 = nodes[circuit[i]] / DP1 / w;
+ dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
+ dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
+ for (d = 0; d < DIRECTIONS; d++)
+ if (DX(d) == dx && DY(d) == dy) {
+ *p++ = '0' + d;
+ break;
+ }
+ assert(d < DIRECTIONS);
+ x = x2;
+ y = y2;
+ }
+ *p++ = '\0';
+ assert(p - soln < circuitlen+2);
+ }
+
+ sfree(list);
+ sfree(dist);
+ sfree(dist2);
+ sfree(unvisited);
+ sfree(circuit);
+ sfree(backedgei);
+ sfree(backedges);
+ sfree(edgei);
+ sfree(edges);
+ sfree(nodeindex);
+ sfree(nodes);
+
+ if (err)
+ *error = err;
+
+ return soln;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->p.w, h = state->p.h, r, c;
+ int cw = 4, ch = 2, gw = cw*w + 2, gh = ch * h + 1, len = gw * gh;
+ char *board = snewn(len + 1, char);
+
+ sprintf(board, "%*s+\n", len - 2, "");
+
+ for (r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c) {
+ int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2;
+ int i = r*w + c;
+ switch (state->grid[i]) {
+ case BLANK: break;
+ case GEM: board[center] = 'o'; break;
+ case MINE: board[center] = 'M'; break;
+ case STOP: board[center-1] = '('; board[center+1] = ')'; break;
+ case WALL: memset(board + center - 1, 'X', 3);
+ }
+
+ if (r == state->py && c == state->px) {
+ if (!state->dead) board[center] = '@';
+ else memcpy(board + center - 1, ":-(", 3);
+ }
+ board[cell] = '+';
+ memset(board + cell + 1, '-', cw - 1);
+ for (i = 1; i < ch; ++i) board[cell + i*gw] = '|';
+ }
+ for (c = 0; c < ch; ++c) {
+ board[(r*ch+c)*gw + gw - 2] = "|+"[!c];
+ board[(r*ch+c)*gw + gw - 1] = '\n';
+ }
+ }
+ memset(board + len - gw, '-', gw - 2);
+ for (c = 0; c < w; ++c) board[len - gw + cw*c] = '+';
+
+ return board;
+}
+
+struct game_ui {
+ float anim_length;
+ int flashtype;
+ int deaths;
+ int just_made_move;
+ int just_died;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->anim_length = 0.0F;
+ ui->flashtype = 0;
+ ui->deaths = 0;
+ ui->just_made_move = FALSE;
+ ui->just_died = FALSE;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ char buf[80];
+ /*
+ * The deaths counter needs preserving across a serialisation.
+ */
+ sprintf(buf, "D%d", ui->deaths);
+ return dupstr(buf);
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+ int p = 0;
+ sscanf(encoding, "D%d%n", &ui->deaths, &p);
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+ /*
+ * Increment the deaths counter. We only do this if
+ * ui->just_made_move is set (redoing a suicide move doesn't
+ * kill you _again_), and also we only do it if the game wasn't
+ * already completed (once you're finished, you can play).
+ */
+ if (!oldstate->dead && newstate->dead && ui->just_made_move &&
+ oldstate->gems) {
+ ui->deaths++;
+ ui->just_died = TRUE;
+ } else {
+ ui->just_died = FALSE;
+ }
+ ui->just_made_move = FALSE;
+}
+
+struct game_drawstate {
+ game_params p;
+ int tilesize;
+ int started;
+ unsigned short *grid;
+ blitter *player_background;
+ int player_bg_saved, pbgx, pbgy;
+};
+
+#define PREFERRED_TILESIZE 32
+#define TILESIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER (TILESIZE / 4)
+#else
+#define BORDER (TILESIZE)
+#endif
+#define HIGHLIGHT_WIDTH (TILESIZE / 10)
+#define COORD(x) ( (x) * TILESIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->p.w, h = state->p.h /*, wh = w*h */;
+ int dir;
+ char buf[80];
+
+ dir = -1;
+
+ if (button == LEFT_BUTTON) {
+ /*
+ * Mouse-clicking near the target point (or, more
+ * accurately, in the appropriate octant) is an alternative
+ * way to input moves.
+ */
+
+ if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) {
+ int dx, dy;
+ float angle;
+
+ dx = FROMCOORD(x) - state->px;
+ dy = FROMCOORD(y) - state->py;
+ /* I pass dx,dy rather than dy,dx so that the octants
+ * end up the right way round. */
+ angle = atan2(dx, -dy);
+
+ angle = (angle + (PI/8)) / (PI/4);
+ assert(angle > -16.0F);
+ dir = (int)(angle + 16.0F) & 7;
+ }
+ } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
+ dir = 0;
+ else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
+ dir = 4;
+ else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
+ dir = 6;
+ else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
+ dir = 2;
+ else if (button == (MOD_NUM_KEYPAD | '7'))
+ dir = 7;
+ else if (button == (MOD_NUM_KEYPAD | '1'))
+ dir = 5;
+ else if (button == (MOD_NUM_KEYPAD | '9'))
+ dir = 1;
+ else if (button == (MOD_NUM_KEYPAD | '3'))
+ dir = 3;
+ else if (IS_CURSOR_SELECT(button) &&
+ state->soln && state->solnpos < state->soln->len)
+ dir = state->soln->list[state->solnpos];
+
+ if (dir < 0)
+ return NULL;
+
+ /*
+ * Reject the move if we can't make it at all due to a wall
+ * being in the way.
+ */
+ if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL)
+ return NULL;
+
+ /*
+ * Reject the move if we're dead!
+ */
+ if (state->dead)
+ return NULL;
+
+ /*
+ * Otherwise, we can make the move. All we need to specify is
+ * the direction.
+ */
+ ui->just_made_move = TRUE;
+ sprintf(buf, "%d", dir);
+ return dupstr(buf);
+}
+
+static void install_new_solution(game_state *ret, const char *move)
+{
+ int i;
+ soln *sol;
+ assert (*move == 'S');
+ ++move;
+
+ sol = snew(soln);
+ sol->len = strlen(move);
+ sol->list = snewn(sol->len, unsigned char);
+ for (i = 0; i < sol->len; ++i) sol->list[i] = move[i] - '0';
+
+ if (ret->soln && --ret->soln->refcount == 0) {
+ sfree(ret->soln->list);
+ sfree(ret->soln);
+ }
+
+ ret->soln = sol;
+ sol->refcount = 1;
+
+ ret->cheated = TRUE;
+ ret->solnpos = 0;
+}
+
+static void discard_solution(game_state *ret)
+{
+ --ret->soln->refcount;
+ assert(ret->soln->refcount > 0); /* ret has a soln-pointing dup */
+ ret->soln = NULL;
+ ret->solnpos = 0;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int w = state->p.w, h = state->p.h /*, wh = w*h */;
+ int dir;
+ game_state *ret;
+
+ if (*move == 'S') {
+ /*
+ * This is a solve move, so we don't actually _change_ the
+ * grid but merely set up a stored solution path.
+ */
+ ret = dup_game(state);
+ install_new_solution(ret, move);
+ return ret;
+ }
+
+ dir = atoi(move);
+ if (dir < 0 || dir >= DIRECTIONS)
+ return NULL; /* huh? */
+
+ if (state->dead)
+ return NULL;
+
+ if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL)
+ return NULL; /* wall in the way! */
+
+ /*
+ * Now make the move.
+ */
+ ret = dup_game(state);
+ ret->distance_moved = 0;
+ while (1) {
+ ret->px += DX(dir);
+ ret->py += DY(dir);
+ ret->distance_moved++;
+
+ if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) {
+ LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK;
+ ret->gems--;
+ }
+
+ if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) {
+ ret->dead = TRUE;
+ break;
+ }
+
+ if (AT(w, h, ret->grid, ret->px, ret->py) == STOP ||
+ AT(w, h, ret->grid, ret->px+DX(dir),
+ ret->py+DY(dir)) == WALL)
+ break;
+ }
+
+ if (ret->soln) {
+ if (ret->dead || ret->gems == 0)
+ discard_solution(ret);
+ else if (ret->soln->list[ret->solnpos] == dir) {
+ ++ret->solnpos;
+ assert(ret->solnpos < ret->soln->len); /* or gems == 0 */
+ assert(!ret->dead); /* or not a solution */
+ } else {
+ char *error = NULL, *soln = solve_game(NULL, ret, NULL, &error);
+ if (!error) {
+ install_new_solution(ret, soln);
+ sfree(soln);
+ } else discard_solution(ret);
+ }
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = 2 * BORDER + 1 + params->w * TILESIZE;
+ *y = 2 * BORDER + 1 + params->h * TILESIZE;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+
+ assert(!ds->player_background); /* set_size is never called twice */
+ assert(!ds->player_bg_saved);
+
+ ds->player_background = blitter_new(dr, TILESIZE, TILESIZE);
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ ret[COL_OUTLINE * 3 + 0] = 0.0F;
+ ret[COL_OUTLINE * 3 + 1] = 0.0F;
+ ret[COL_OUTLINE * 3 + 2] = 0.0F;
+
+ ret[COL_PLAYER * 3 + 0] = 0.0F;
+ ret[COL_PLAYER * 3 + 1] = 1.0F;
+ ret[COL_PLAYER * 3 + 2] = 0.0F;
+
+ ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F;
+ ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F;
+ ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F;
+
+ ret[COL_MINE * 3 + 0] = 0.0F;
+ ret[COL_MINE * 3 + 1] = 0.0F;
+ ret[COL_MINE * 3 + 2] = 0.0F;
+
+ ret[COL_GEM * 3 + 0] = 0.6F;
+ ret[COL_GEM * 3 + 1] = 1.0F;
+ ret[COL_GEM * 3 + 2] = 1.0F;
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] +
+ 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4;
+ }
+
+ ret[COL_HINT * 3 + 0] = 1.0F;
+ ret[COL_HINT * 3 + 1] = 1.0F;
+ ret[COL_HINT * 3 + 2] = 0.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ int w = state->p.w, h = state->p.h, wh = w*h;
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->tilesize = 0;
+
+ /* We can't allocate the blitter rectangle for the player background
+ * until we know what size to make it. */
+ ds->player_background = NULL;
+ ds->player_bg_saved = FALSE;
+ ds->pbgx = ds->pbgy = -1;
+
+ ds->p = state->p; /* structure copy */
+ ds->started = FALSE;
+ ds->grid = snewn(wh, unsigned short);
+ for (i = 0; i < wh; i++)
+ ds->grid[i] = UNDRAWN;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ if (ds->player_background)
+ blitter_free(dr, ds->player_background);
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+static void draw_player(drawing *dr, game_drawstate *ds, int x, int y,
+ int dead, int hintdir)
+{
+ if (dead) {
+ int coords[DIRECTIONS*4];
+ int d;
+
+ for (d = 0; d < DIRECTIONS; d++) {
+ float x1, y1, x2, y2, x3, y3, len;
+
+ x1 = DX(d);
+ y1 = DY(d);
+ len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len;
+
+ x3 = DX(d+1);
+ y3 = DY(d+1);
+ len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len;
+
+ x2 = (x1+x3) / 4;
+ y2 = (y1+y3) / 4;
+
+ coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1);
+ coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1);
+ coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2);
+ coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2);
+ }
+ draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE);
+ } else {
+ draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2,
+ TILESIZE/3, COL_PLAYER, COL_OUTLINE);
+ }
+
+ if (!dead && hintdir >= 0) {
+ float scale = (DX(hintdir) && DY(hintdir) ? 0.8F : 1.0F);
+ int ax = (TILESIZE*2/5) * scale * DX(hintdir);
+ int ay = (TILESIZE*2/5) * scale * DY(hintdir);
+ int px = -ay, py = ax;
+ int ox = x + TILESIZE/2, oy = y + TILESIZE/2;
+ int coords[14], *c;
+
+ c = coords;
+ *c++ = ox + px/9;
+ *c++ = oy + py/9;
+ *c++ = ox + px/9 + ax*2/3;
+ *c++ = oy + py/9 + ay*2/3;
+ *c++ = ox + px/3 + ax*2/3;
+ *c++ = oy + py/3 + ay*2/3;
+ *c++ = ox + ax;
+ *c++ = oy + ay;
+ *c++ = ox - px/3 + ax*2/3;
+ *c++ = oy - py/3 + ay*2/3;
+ *c++ = ox - px/9 + ax*2/3;
+ *c++ = oy - py/9 + ay*2/3;
+ *c++ = ox - px/9;
+ *c++ = oy - py/9;
+ draw_polygon(dr, coords, 7, COL_HINT, COL_OUTLINE);
+ }
+
+ draw_update(dr, x, y, TILESIZE, TILESIZE);
+}
+
+#define FLASH_DEAD 0x100
+#define FLASH_WIN 0x200
+#define FLASH_MASK 0x300
+
+static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
+{
+ int tx = COORD(x), ty = COORD(y);
+ int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER :
+ v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND);
+
+ v &= ~FLASH_MASK;
+
+ clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
+ draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg);
+
+ if (v == WALL) {
+ int coords[6];
+
+ coords[0] = tx + TILESIZE;
+ coords[1] = ty + TILESIZE;
+ coords[2] = tx + TILESIZE;
+ coords[3] = ty + 1;
+ coords[4] = tx + 1;
+ coords[5] = ty + TILESIZE;
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+
+ coords[0] = tx + 1;
+ coords[1] = ty + 1;
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH,
+ TILESIZE - 2*HIGHLIGHT_WIDTH,
+ TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL);
+ } else if (v == MINE) {
+ int cx = tx + TILESIZE / 2;
+ int cy = ty + TILESIZE / 2;
+ int r = TILESIZE / 2 - 3;
+
+ draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE);
+ draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE);
+ draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE);
+ draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
+ } else if (v == STOP) {
+ draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
+ TILESIZE*3/7, -1, COL_OUTLINE);
+ draw_rect(dr, tx + TILESIZE*3/7, ty+1,
+ TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg);
+ draw_rect(dr, tx+1, ty + TILESIZE*3/7,
+ TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg);
+ } else if (v == GEM) {
+ int coords[8];
+
+ coords[0] = tx+TILESIZE/2;
+ coords[1] = ty+TILESIZE/2-TILESIZE*5/14;
+ coords[2] = tx+TILESIZE/2-TILESIZE*5/14;
+ coords[3] = ty+TILESIZE/2;
+ coords[4] = tx+TILESIZE/2;
+ coords[5] = ty+TILESIZE/2+TILESIZE*5/14;
+ coords[6] = tx+TILESIZE/2+TILESIZE*5/14;
+ coords[7] = ty+TILESIZE/2;
+
+ draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE);
+ }
+
+ unclip(dr);
+ draw_update(dr, tx, ty, TILESIZE, TILESIZE);
+}
+
+#define BASE_ANIM_LENGTH 0.1F
+#define FLASH_LENGTH 0.3F
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = state->p.w, h = state->p.h /*, wh = w*h */;
+ int x, y;
+ float ap;
+ int player_dist;
+ int flashtype;
+ int gems, deaths;
+ char status[256];
+
+ if (flashtime &&
+ !((int)(flashtime * 3 / FLASH_LENGTH) % 2))
+ flashtype = ui->flashtype;
+ else
+ flashtype = 0;
+
+ /*
+ * Erase the player sprite.
+ */
+ if (ds->player_bg_saved) {
+ assert(ds->player_background);
+ blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy);
+ draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE);
+ ds->player_bg_saved = FALSE;
+ }
+
+ /*
+ * Initialise a fresh drawstate.
+ */
+ if (!ds->started) {
+ int wid, ht;
+
+ /*
+ * Blank out the window initially.
+ */
+ game_compute_size(&ds->p, TILESIZE, &wid, &ht);
+ draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND);
+ draw_update(dr, 0, 0, wid, ht);
+
+ /*
+ * Draw the grid lines.
+ */
+ for (y = 0; y <= h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y),
+ COL_LOWLIGHT);
+ for (x = 0; x <= w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h),
+ COL_LOWLIGHT);
+
+ ds->started = TRUE;
+ }
+
+ /*
+ * If we're in the process of animating a move, let's start by
+ * working out how far the player has moved from their _older_
+ * state.
+ */
+ if (oldstate) {
+ ap = animtime / ui->anim_length;
+ player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved;
+ } else {
+ player_dist = 0;
+ ap = 0.0F;
+ }
+
+ /*
+ * Draw the grid contents.
+ *
+ * We count the gems as we go round this loop, for the purposes
+ * of the status bar. Of course we have a gems counter in the
+ * game_state already, but if we do the counting in this loop
+ * then it tracks gems being picked up in a sliding move, and
+ * updates one by one.
+ */
+ gems = 0;
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ unsigned short v = (unsigned char)state->grid[y*w+x];
+
+ /*
+ * Special case: if the player is in the process of
+ * moving over a gem, we draw the gem iff they haven't
+ * gone past it yet.
+ */
+ if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) {
+ /*
+ * Compute the distance from this square to the
+ * original player position.
+ */
+ int dist = max(abs(x - oldstate->px), abs(y - oldstate->py));
+
+ /*
+ * If the player has reached here, use the new grid
+ * element. Otherwise use the old one.
+ */
+ if (player_dist < dist)
+ v = oldstate->grid[y*w+x];
+ else
+ v = state->grid[y*w+x];
+ }
+
+ /*
+ * Special case: erase the mine the dead player is
+ * sitting on. Only at the end of the move.
+ */
+ if (v == MINE && !oldstate && state->dead &&
+ x == state->px && y == state->py)
+ v = BLANK;
+
+ if (v == GEM)
+ gems++;
+
+ v |= flashtype;
+
+ if (ds->grid[y*w+x] != v) {
+ draw_tile(dr, ds, x, y, v);
+ ds->grid[y*w+x] = v;
+ }
+ }
+
+ /*
+ * Gem counter in the status bar. We replace it with
+ * `COMPLETED!' when it reaches zero ... or rather, when the
+ * _current state_'s gem counter is zero. (Thus, `Gems: 0' is
+ * shown between the collection of the last gem and the
+ * completion of the move animation that did it.)
+ */
+ if (state->dead && (!oldstate || oldstate->dead)) {
+ sprintf(status, "DEAD!");
+ } else if (state->gems || (oldstate && oldstate->gems)) {
+ if (state->cheated)
+ sprintf(status, "Auto-solver used. ");
+ else
+ *status = '\0';
+ sprintf(status + strlen(status), "Gems: %d", gems);
+ } else if (state->cheated) {
+ sprintf(status, "Auto-solved.");
+ } else {
+ sprintf(status, "COMPLETED!");
+ }
+ /* We subtract one from the visible death counter if we're still
+ * animating the move at the end of which the death took place. */
+ deaths = ui->deaths;
+ if (oldstate && ui->just_died) {
+ assert(deaths > 0);
+ deaths--;
+ }
+ if (deaths)
+ sprintf(status + strlen(status), " Deaths: %d", deaths);
+ status_bar(dr, status);
+
+ /*
+ * Draw the player sprite.
+ */
+ assert(!ds->player_bg_saved);
+ assert(ds->player_background);
+ {
+ int ox, oy, nx, ny;
+ nx = COORD(state->px);
+ ny = COORD(state->py);
+ if (oldstate) {
+ ox = COORD(oldstate->px);
+ oy = COORD(oldstate->py);
+ } else {
+ ox = nx;
+ oy = ny;
+ }
+ ds->pbgx = ox + ap * (nx - ox);
+ ds->pbgy = oy + ap * (ny - oy);
+ }
+ blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy);
+ draw_player(dr, ds, ds->pbgx, ds->pbgy,
+ (state->dead && !oldstate),
+ (!oldstate && state->soln ?
+ state->soln->list[state->solnpos] : -1));
+ ds->player_bg_saved = TRUE;
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ int dist;
+ if (dir > 0)
+ dist = newstate->distance_moved;
+ else
+ dist = oldstate->distance_moved;
+ ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH;
+ return ui->anim_length;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->dead && newstate->dead) {
+ ui->flashtype = FLASH_DEAD;
+ return FLASH_LENGTH;
+ } else if (oldstate->gems && !newstate->gems) {
+ ui->flashtype = FLASH_WIN;
+ return FLASH_LENGTH;
+ }
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ /*
+ * We never report the game as lost, on the grounds that if the
+ * player has died they're quite likely to want to undo and carry
+ * on.
+ */
+ return state->gems == 0 ? +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 inertia
+#endif
+
+const struct game thegame = {
+ "Inertia", "games.inertia", "inertia",
+ 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,
+ TRUE, 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_TILESIZE, 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 */
+};