summaryrefslogtreecommitdiff
path: root/apps/plugins/puzzles/unfinished/slide.c
diff options
context:
space:
mode:
Diffstat (limited to 'apps/plugins/puzzles/unfinished/slide.c')
-rw-r--r--apps/plugins/puzzles/unfinished/slide.c2445
1 files changed, 2445 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/unfinished/slide.c b/apps/plugins/puzzles/unfinished/slide.c
new file mode 100644
index 0000000..b1aa04b
--- /dev/null
+++ b/apps/plugins/puzzles/unfinished/slide.c
@@ -0,0 +1,2445 @@
+/*
+ * slide.c: Implementation of the block-sliding puzzle `Klotski'.
+ */
+
+/*
+ * TODO:
+ *
+ * - Improve the generator.
+ * * actually, we seem to be mostly sensible already now. I
+ * want more choice over the type of main block and location
+ * of the exit/target, and I think I probably ought to give
+ * up on compactness and just bite the bullet and have the
+ * target area right outside the main wall, but mostly I
+ * think it's OK.
+ * * the move limit tends to make the game _slower_ to
+ * generate, which is odd. Perhaps investigate why.
+ *
+ * - Improve the graphics.
+ * * All the colours are a bit wishy-washy. _Some_ dark
+ * colours would surely not be excessive? Probably darken
+ * the tiles, the walls and the main block, and leave the
+ * target marker pale.
+ * * The cattle grid effect is still disgusting. Think of
+ * something completely different.
+ * * The highlight for next-piece-to-move in the solver is
+ * excessive, and the shadow blends in too well with the
+ * piece lowlights. Adjust both.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+#include "tree234.h"
+
+/*
+ * The implementation of this game revolves around the insight
+ * which makes an exhaustive-search solver feasible: although
+ * there are many blocks which can be rearranged in many ways, any
+ * two blocks of the same shape are _indistinguishable_ and hence
+ * the number of _distinct_ board layouts is generally much
+ * smaller. So we adopt a representation for board layouts which
+ * is inherently canonical, i.e. there are no two distinct
+ * representations which encode indistinguishable layouts.
+ *
+ * The way we do this is to encode each square of the board, in
+ * the normal left-to-right top-to-bottom order, as being one of
+ * the following things:
+ * - the first square (in the given order) of a block (`anchor')
+ * - special case of the above: the anchor for the _main_ block
+ * (i.e. the one which the aim of the game is to get to the
+ * target position)
+ * - a subsequent square of a block whose previous square was N
+ * squares ago
+ * - an impassable wall
+ *
+ * (We also separately store data about which board positions are
+ * forcefields only passable by the main block. We can't encode
+ * that in the main board data, because then the main block would
+ * destroy forcefields as it went over them.)
+ *
+ * Hence, for example, a 2x2 square block would be encoded as
+ * ANCHOR, followed by DIST(1), and w-2 squares later on there
+ * would be DIST(w-1) followed by DIST(1). So if you start at the
+ * last of those squares, the DIST numbers give you a linked list
+ * pointing back through all the other squares in the same block.
+ *
+ * So the solver simply does a bfs over all reachable positions,
+ * encoding them in this format and storing them in a tree234 to
+ * ensure it doesn't ever revisit an already-analysed position.
+ */
+
+enum {
+ /*
+ * The colours are arranged here so that every base colour is
+ * directly followed by its highlight colour and then its
+ * lowlight colour. Do not break this, or draw_tile() will get
+ * confused.
+ */
+ COL_BACKGROUND,
+ COL_HIGHLIGHT,
+ COL_LOWLIGHT,
+ COL_DRAGGING,
+ COL_DRAGGING_HIGHLIGHT,
+ COL_DRAGGING_LOWLIGHT,
+ COL_MAIN,
+ COL_MAIN_HIGHLIGHT,
+ COL_MAIN_LOWLIGHT,
+ COL_MAIN_DRAGGING,
+ COL_MAIN_DRAGGING_HIGHLIGHT,
+ COL_MAIN_DRAGGING_LOWLIGHT,
+ COL_TARGET,
+ COL_TARGET_HIGHLIGHT,
+ COL_TARGET_LOWLIGHT,
+ NCOLOURS
+};
+
+/*
+ * Board layout is a simple array of bytes. Each byte holds:
+ */
+#define ANCHOR 255 /* top-left-most square of some piece */
+#define MAINANCHOR 254 /* anchor of _main_ piece */
+#define EMPTY 253 /* empty square */
+#define WALL 252 /* immovable wall */
+#define MAXDIST 251
+/* all other values indicate distance back to previous square of same block */
+#define ISDIST(x) ( (unsigned char)((x)-1) <= MAXDIST-1 )
+#define DIST(x) (x)
+#define ISANCHOR(x) ( (x)==ANCHOR || (x)==MAINANCHOR )
+#define ISBLOCK(x) ( ISANCHOR(x) || ISDIST(x) )
+
+/*
+ * MAXDIST is the largest DIST value we can encode. This must
+ * therefore also be the maximum puzzle width in theory (although
+ * solver running time will dictate a much smaller limit in
+ * practice).
+ */
+#define MAXWID MAXDIST
+
+struct game_params {
+ int w, h;
+ int maxmoves;
+};
+
+struct game_immutable_state {
+ int refcount;
+ unsigned char *forcefield;
+};
+
+struct game_solution {
+ int nmoves;
+ int *moves; /* just like from solve_board() */
+ int refcount;
+};
+
+struct game_state {
+ int w, h;
+ unsigned char *board;
+ int tx, ty; /* target coords for MAINANCHOR */
+ int minmoves; /* for display only */
+ int lastmoved, lastmoved_pos; /* for move counting */
+ int movecount;
+ int completed;
+ int cheated;
+ struct game_immutable_state *imm;
+ struct game_solution *soln;
+ int soln_index;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = 7;
+ ret->h = 6;
+ ret->maxmoves = 40;
+
+ return ret;
+}
+
+static const struct game_params slide_presets[] = {
+ {7, 6, 25},
+ {7, 6, -1},
+ {8, 6, -1},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(slide_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = slide_presets[i];
+
+ sprintf(str, "%dx%d", ret->w, ret->h);
+ if (ret->maxmoves >= 0)
+ sprintf(str + strlen(str), ", max %d moves", ret->maxmoves);
+ else
+ sprintf(str + strlen(str), ", no move limit");
+
+ *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)
+{
+ params->w = params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'm') {
+ string++;
+ params->maxmoves = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ } else if (*string == 'u') {
+ string++;
+ params->maxmoves = -1;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+ if (params->maxmoves >= 0)
+ sprintf(data + strlen(data), "m%d", params->maxmoves);
+ else
+ sprintf(data + strlen(data), "u");
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, 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 = "Solution length limit";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->maxmoves);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].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->maxmoves = atoi(cfg[2].sval);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w > MAXWID)
+ return "Width must be at most " STR(MAXWID);
+
+ if (params->w < 5)
+ return "Width must be at least 5";
+ if (params->h < 4)
+ return "Height must be at least 4";
+
+ return NULL;
+}
+
+static char *board_text_format(int w, int h, unsigned char *data,
+ unsigned char *forcefield)
+{
+ int wh = w*h;
+ int *dsf = snew_dsf(wh);
+ int i, x, y;
+ int retpos, retlen = (w*2+2)*(h*2+1)+1;
+ char *ret = snewn(retlen, char);
+
+ for (i = 0; i < wh; i++)
+ if (ISDIST(data[i]))
+ dsf_merge(dsf, i - data[i], i);
+ retpos = 0;
+ for (y = 0; y < 2*h+1; y++) {
+ for (x = 0; x < 2*w+1; x++) {
+ int v;
+ int i = (y/2)*w+(x/2);
+
+#define dtype(i) (ISBLOCK(data[i]) ? \
+ dsf_canonify(dsf, i) : data[i])
+#define dchar(t) ((t)==EMPTY ? ' ' : (t)==WALL ? '#' : \
+ data[t] == MAINANCHOR ? '*' : '%')
+
+ if (y % 2 && x % 2) {
+ int j = dtype(i);
+ v = dchar(j);
+ } else if (y % 2 && !(x % 2)) {
+ int j1 = (x > 0 ? dtype(i-1) : -1);
+ int j2 = (x < 2*w ? dtype(i) : -1);
+ if (j1 != j2)
+ v = '|';
+ else
+ v = dchar(j1);
+ } else if (!(y % 2) && (x % 2)) {
+ int j1 = (y > 0 ? dtype(i-w) : -1);
+ int j2 = (y < 2*h ? dtype(i) : -1);
+ if (j1 != j2)
+ v = '-';
+ else
+ v = dchar(j1);
+ } else {
+ int j1 = (x > 0 && y > 0 ? dtype(i-w-1) : -1);
+ int j2 = (x > 0 && y < 2*h ? dtype(i-1) : -1);
+ int j3 = (x < 2*w && y > 0 ? dtype(i-w) : -1);
+ int j4 = (x < 2*w && y < 2*h ? dtype(i) : -1);
+ if (j1 == j2 && j2 == j3 && j3 == j4)
+ v = dchar(j1);
+ else if (j1 == j2 && j3 == j4)
+ v = '|';
+ else if (j1 == j3 && j2 == j4)
+ v = '-';
+ else
+ v = '+';
+ }
+
+ assert(retpos < retlen);
+ ret[retpos++] = v;
+ }
+ assert(retpos < retlen);
+ ret[retpos++] = '\n';
+ }
+ assert(retpos < retlen);
+ ret[retpos++] = '\0';
+ assert(retpos == retlen);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver.
+ */
+
+/*
+ * During solver execution, the set of visited board positions is
+ * stored as a tree234 of the following structures. `w', `h' and
+ * `data' are obvious in meaning; `dist' represents the minimum
+ * distance to reach this position from the starting point.
+ *
+ * `prev' links each board to the board position from which it was
+ * most efficiently derived.
+ */
+struct board {
+ int w, h;
+ int dist;
+ struct board *prev;
+ unsigned char *data;
+};
+
+static int boardcmp(void *av, void *bv)
+{
+ struct board *a = (struct board *)av;
+ struct board *b = (struct board *)bv;
+ return memcmp(a->data, b->data, a->w * a->h);
+}
+
+static struct board *newboard(int w, int h, unsigned char *data)
+{
+ struct board *b = malloc(sizeof(struct board) + w*h);
+ b->data = (unsigned char *)b + sizeof(struct board);
+ memcpy(b->data, data, w*h);
+ b->w = w;
+ b->h = h;
+ b->dist = -1;
+ b->prev = NULL;
+ return b;
+}
+
+/*
+ * The actual solver. Given a board, attempt to find the minimum
+ * length of move sequence which moves MAINANCHOR to (tx,ty), or
+ * -1 if no solution exists. Returns that minimum length.
+ *
+ * Also, if `moveout' is provided, writes out the moves in the
+ * form of a sequence of pairs of integers indicating the source
+ * and destination points of the anchor of the moved piece in each
+ * move. Exactly twice as many integers are written as the number
+ * returned from solve_board(), and `moveout' receives an int *
+ * which is a pointer to a dynamically allocated array.
+ */
+static int solve_board(int w, int h, unsigned char *board,
+ unsigned char *forcefield, int tx, int ty,
+ int movelimit, int **moveout)
+{
+ int wh = w*h;
+ struct board *b, *b2, *b3;
+ int *next, *anchors, *which;
+ int *movereached, *movequeue, mqhead, mqtail;
+ tree234 *sorted, *queue;
+ int i, j, dir;
+ int qlen, lastdist;
+ int ret;
+
+#ifdef SOLVER_DIAGNOSTICS
+ {
+ char *t = board_text_format(w, h, board);
+ for (i = 0; i < h; i++) {
+ for (j = 0; j < w; j++) {
+ int c = board[i*w+j];
+ if (ISDIST(c))
+ printf("D%-3d", c);
+ else if (c == MAINANCHOR)
+ printf("M ");
+ else if (c == ANCHOR)
+ printf("A ");
+ else if (c == WALL)
+ printf("W ");
+ else if (c == EMPTY)
+ printf("E ");
+ }
+ printf("\n");
+ }
+
+ printf("Starting solver for:\n%s\n", t);
+ sfree(t);
+ }
+#endif
+
+ sorted = newtree234(boardcmp);
+ queue = newtree234(NULL);
+
+ b = newboard(w, h, board);
+ b->dist = 0;
+ add234(sorted, b);
+ addpos234(queue, b, 0);
+ qlen = 1;
+
+ next = snewn(wh, int);
+ anchors = snewn(wh, int);
+ which = snewn(wh, int);
+ movereached = snewn(wh, int);
+ movequeue = snewn(wh, int);
+ lastdist = -1;
+
+ while ((b = delpos234(queue, 0)) != NULL) {
+ qlen--;
+ if (movelimit >= 0 && b->dist >= movelimit) {
+ /*
+ * The problem is not soluble in under `movelimit'
+ * moves, so we can quit right now.
+ */
+ b2 = NULL;
+ goto done;
+ }
+ if (b->dist != lastdist) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("dist %d (%d)\n", b->dist, count234(sorted));
+#endif
+ lastdist = b->dist;
+ }
+ /*
+ * Find all the anchors and form a linked list of the
+ * squares within each block.
+ */
+ for (i = 0; i < wh; i++) {
+ next[i] = -1;
+ anchors[i] = FALSE;
+ which[i] = -1;
+ if (ISANCHOR(b->data[i])) {
+ anchors[i] = TRUE;
+ which[i] = i;
+ } else if (ISDIST(b->data[i])) {
+ j = i - b->data[i];
+ next[j] = i;
+ which[i] = which[j];
+ }
+ }
+
+ /*
+ * For each anchor, do an array-based BFS to find all the
+ * places we can slide it to.
+ */
+ for (i = 0; i < wh; i++) {
+ if (!anchors[i])
+ continue;
+
+ mqhead = mqtail = 0;
+ for (j = 0; j < wh; j++)
+ movereached[j] = FALSE;
+ movequeue[mqtail++] = i;
+ while (mqhead < mqtail) {
+ int pos = movequeue[mqhead++];
+
+ /*
+ * Try to move in each direction from here.
+ */
+ for (dir = 0; dir < 4; dir++) {
+ int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
+ int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
+ int offset = dy*w + dx;
+ int newpos = pos + offset;
+ int d = newpos - i;
+
+ /*
+ * For each square involved in this block,
+ * check to see if the square d spaces away
+ * from it is either empty or part of the same
+ * block.
+ */
+ for (j = i; j >= 0; j = next[j]) {
+ int jy = (pos+j-i) / w + dy, jx = (pos+j-i) % w + dx;
+ if (jy >= 0 && jy < h && jx >= 0 && jx < w &&
+ ((b->data[j+d] == EMPTY || which[j+d] == i) &&
+ (b->data[i] == MAINANCHOR || !forcefield[j+d])))
+ /* ok */;
+ else
+ break;
+ }
+ if (j >= 0)
+ continue; /* this direction wasn't feasible */
+
+ /*
+ * If we've already tried moving this piece
+ * here, leave it.
+ */
+ if (movereached[newpos])
+ continue;
+ movereached[newpos] = TRUE;
+ movequeue[mqtail++] = newpos;
+
+ /*
+ * We have a viable move. Make it.
+ */
+ b2 = newboard(w, h, b->data);
+ for (j = i; j >= 0; j = next[j])
+ b2->data[j] = EMPTY;
+ for (j = i; j >= 0; j = next[j])
+ b2->data[j+d] = b->data[j];
+
+ b3 = add234(sorted, b2);
+ if (b3 != b2) {
+ sfree(b2); /* we already got one */
+ } else {
+ b2->dist = b->dist + 1;
+ b2->prev = b;
+ addpos234(queue, b2, qlen++);
+ if (b2->data[ty*w+tx] == MAINANCHOR)
+ goto done; /* search completed! */
+ }
+ }
+ }
+ }
+ }
+ b2 = NULL;
+
+ done:
+
+ if (b2) {
+ ret = b2->dist;
+ if (moveout) {
+ /*
+ * Now b2 represents the solved position. Backtrack to
+ * output the solution.
+ */
+ *moveout = snewn(ret * 2, int);
+ j = ret * 2;
+
+ while (b2->prev) {
+ int from = -1, to = -1;
+
+ b = b2->prev;
+
+ /*
+ * Scan b and b2 to find out which piece has
+ * moved.
+ */
+ for (i = 0; i < wh; i++) {
+ if (ISANCHOR(b->data[i]) && !ISANCHOR(b2->data[i])) {
+ assert(from == -1);
+ from = i;
+ } else if (!ISANCHOR(b->data[i]) && ISANCHOR(b2->data[i])){
+ assert(to == -1);
+ to = i;
+ }
+ }
+
+ assert(from >= 0 && to >= 0);
+ assert(j >= 2);
+ (*moveout)[--j] = to;
+ (*moveout)[--j] = from;
+
+ b2 = b;
+ }
+ assert(j == 0);
+ }
+ } else {
+ ret = -1; /* no solution */
+ if (moveout)
+ *moveout = NULL;
+ }
+
+ freetree234(queue);
+
+ while ((b = delpos234(sorted, 0)) != NULL)
+ sfree(b);
+ freetree234(sorted);
+
+ sfree(next);
+ sfree(anchors);
+ sfree(movereached);
+ sfree(movequeue);
+ sfree(which);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Random board generation.
+ */
+
+static void generate_board(int w, int h, int *rtx, int *rty, int *minmoves,
+ random_state *rs, unsigned char **rboard,
+ unsigned char **rforcefield, int movelimit)
+{
+ int wh = w*h;
+ unsigned char *board, *board2, *forcefield;
+ unsigned char *tried_merge;
+ int *dsf;
+ int *list, nlist, pos;
+ int tx, ty;
+ int i, j;
+ int moves = 0; /* placate optimiser */
+
+ /*
+ * Set up a board and fill it with singletons, except for a
+ * border of walls.
+ */
+ board = snewn(wh, unsigned char);
+ forcefield = snewn(wh, unsigned char);
+ board2 = snewn(wh, unsigned char);
+ memset(board, ANCHOR, wh);
+ memset(forcefield, FALSE, wh);
+ for (i = 0; i < w; i++)
+ board[i] = board[i+w*(h-1)] = WALL;
+ for (i = 0; i < h; i++)
+ board[i*w] = board[i*w+(w-1)] = WALL;
+
+ tried_merge = snewn(wh * wh, unsigned char);
+ memset(tried_merge, 0, wh*wh);
+ dsf = snew_dsf(wh);
+
+ /*
+ * Invent a main piece at one extreme. (FIXME: vary the
+ * extreme, and the piece.)
+ */
+ board[w+1] = MAINANCHOR;
+ board[w+2] = DIST(1);
+ board[w*2+1] = DIST(w-1);
+ board[w*2+2] = DIST(1);
+
+ /*
+ * Invent a target position. (FIXME: vary this too.)
+ */
+ tx = w-2;
+ ty = h-3;
+ forcefield[ty*w+tx+1] = forcefield[(ty+1)*w+tx+1] = TRUE;
+ board[ty*w+tx+1] = board[(ty+1)*w+tx+1] = EMPTY;
+
+ /*
+ * Gradually remove singletons until the game becomes soluble.
+ */
+ for (j = w; j-- > 0 ;)
+ for (i = h; i-- > 0 ;)
+ if (board[i*w+j] == ANCHOR) {
+ /*
+ * See if the board is already soluble.
+ */
+ if ((moves = solve_board(w, h, board, forcefield,
+ tx, ty, movelimit, NULL)) >= 0)
+ goto soluble;
+
+ /*
+ * Otherwise, remove this piece.
+ */
+ board[i*w+j] = EMPTY;
+ }
+ assert(!"We shouldn't get here");
+ soluble:
+
+ /*
+ * Make a list of all the inter-block edges on the board.
+ */
+ list = snewn(wh*2, int);
+ nlist = 0;
+ for (i = 0; i+1 < w; i++)
+ for (j = 0; j < h; j++)
+ list[nlist++] = (j*w+i) * 2 + 0; /* edge to the right of j*w+i */
+ for (j = 0; j+1 < h; j++)
+ for (i = 0; i < w; i++)
+ list[nlist++] = (j*w+i) * 2 + 1; /* edge below j*w+i */
+
+ /*
+ * Now go through that list in random order, trying to merge
+ * the blocks on each side of each edge.
+ */
+ shuffle(list, nlist, sizeof(*list), rs);
+ while (nlist > 0) {
+ int x1, y1, p1, c1;
+ int x2, y2, p2, c2;
+
+ pos = list[--nlist];
+ y1 = y2 = pos / (w*2);
+ x1 = x2 = (pos / 2) % w;
+ if (pos % 2)
+ y2++;
+ else
+ x2++;
+ p1 = y1*w+x1;
+ p2 = y2*w+x2;
+
+ /*
+ * Immediately abandon the attempt if we've already tried
+ * to merge the same pair of blocks along a different
+ * edge.
+ */
+ c1 = dsf_canonify(dsf, p1);
+ c2 = dsf_canonify(dsf, p2);
+ if (tried_merge[c1 * wh + c2])
+ continue;
+
+ /*
+ * In order to be mergeable, these two squares must each
+ * either be, or belong to, a non-main anchor, and their
+ * anchors must also be distinct.
+ */
+ if (!ISBLOCK(board[p1]) || !ISBLOCK(board[p2]))
+ continue;
+ while (ISDIST(board[p1]))
+ p1 -= board[p1];
+ while (ISDIST(board[p2]))
+ p2 -= board[p2];
+ if (board[p1] == MAINANCHOR || board[p2] == MAINANCHOR || p1 == p2)
+ continue;
+
+ /*
+ * We can merge these blocks. Try it, and see if the
+ * puzzle remains soluble.
+ */
+ memcpy(board2, board, wh);
+ j = -1;
+ while (p1 < wh || p2 < wh) {
+ /*
+ * p1 and p2 are the squares at the head of each block
+ * list. Pick the smaller one and put it on the output
+ * block list.
+ */
+ i = min(p1, p2);
+ if (j < 0) {
+ board[i] = ANCHOR;
+ } else {
+ assert(i - j <= MAXDIST);
+ board[i] = DIST(i - j);
+ }
+ j = i;
+
+ /*
+ * Now advance whichever list that came from.
+ */
+ if (i == p1) {
+ do {
+ p1++;
+ } while (p1 < wh && board[p1] != DIST(p1-i));
+ } else {
+ do {
+ p2++;
+ } while (p2 < wh && board[p2] != DIST(p2-i));
+ }
+ }
+ j = solve_board(w, h, board, forcefield, tx, ty, movelimit, NULL);
+ if (j < 0) {
+ /*
+ * Didn't work. Revert the merge.
+ */
+ memcpy(board, board2, wh);
+ tried_merge[c1 * wh + c2] = tried_merge[c2 * wh + c1] = TRUE;
+ } else {
+ int c;
+
+ moves = j;
+
+ dsf_merge(dsf, c1, c2);
+ c = dsf_canonify(dsf, c1);
+ for (i = 0; i < wh; i++)
+ tried_merge[c*wh+i] = (tried_merge[c1*wh+i] |
+ tried_merge[c2*wh+i]);
+ for (i = 0; i < wh; i++)
+ tried_merge[i*wh+c] = (tried_merge[i*wh+c1] |
+ tried_merge[i*wh+c2]);
+ }
+ }
+
+ sfree(dsf);
+ sfree(list);
+ sfree(tried_merge);
+ sfree(board2);
+
+ *rtx = tx;
+ *rty = ty;
+ *rboard = board;
+ *rforcefield = forcefield;
+ *minmoves = moves;
+}
+
+/* ----------------------------------------------------------------------
+ * End of solver/generator code.
+ */
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int w = params->w, h = params->h, wh = w*h;
+ int tx, ty, minmoves;
+ unsigned char *board, *forcefield;
+ char *ret, *p;
+ int i;
+
+ generate_board(params->w, params->h, &tx, &ty, &minmoves, rs,
+ &board, &forcefield, params->maxmoves);
+#ifdef GENERATOR_DIAGNOSTICS
+ {
+ char *t = board_text_format(params->w, params->h, board);
+ printf("%s\n", t);
+ sfree(t);
+ }
+#endif
+
+ /*
+ * Encode as a game ID.
+ */
+ ret = snewn(wh * 6 + 40, char);
+ p = ret;
+ i = 0;
+ while (i < wh) {
+ if (ISDIST(board[i])) {
+ p += sprintf(p, "d%d", board[i]);
+ i++;
+ } else {
+ int count = 1;
+ int b = board[i], f = forcefield[i];
+ int c = (b == ANCHOR ? 'a' :
+ b == MAINANCHOR ? 'm' :
+ b == EMPTY ? 'e' :
+ /* b == WALL ? */ 'w');
+ if (f) *p++ = 'f';
+ *p++ = c;
+ i++;
+ while (i < wh && board[i] == b && forcefield[i] == f)
+ i++, count++;
+ if (count > 1)
+ p += sprintf(p, "%d", count);
+ }
+ }
+ p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
+ ret = sresize(ret, p+1 - ret, char);
+
+ sfree(board);
+ sfree(forcefield);
+
+ return ret;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int w = params->w, h = params->h, wh = w*h;
+ int *active, *link;
+ int mains = 0;
+ int i, tx, ty, minmoves;
+ char *ret;
+
+ active = snewn(wh, int);
+ link = snewn(wh, int);
+ i = 0;
+
+ while (*desc && *desc != ',') {
+ if (i >= wh) {
+ ret = "Too much data in game description";
+ goto done;
+ }
+ link[i] = -1;
+ active[i] = FALSE;
+ if (*desc == 'f' || *desc == 'F') {
+ desc++;
+ if (!*desc) {
+ ret = "Expected another character after 'f' in game "
+ "description";
+ goto done;
+ }
+ }
+
+ if (*desc == 'd' || *desc == 'D') {
+ int dist;
+
+ desc++;
+ if (!isdigit((unsigned char)*desc)) {
+ ret = "Expected a number after 'd' in game description";
+ goto done;
+ }
+ dist = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+
+ if (dist <= 0 || dist > i) {
+ ret = "Out-of-range number after 'd' in game description";
+ goto done;
+ }
+
+ if (!active[i - dist]) {
+ ret = "Invalid back-reference in game description";
+ goto done;
+ }
+
+ link[i] = i - dist;
+
+ active[i] = TRUE;
+ active[link[i]] = FALSE;
+ i++;
+ } else {
+ int c = *desc++;
+ int count = 1;
+
+ if (!strchr("aAmMeEwW", c)) {
+ ret = "Invalid character in game description";
+ goto done;
+ }
+ if (isdigit((unsigned char)*desc)) {
+ count = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+ }
+ if (i + count > wh) {
+ ret = "Too much data in game description";
+ goto done;
+ }
+ while (count-- > 0) {
+ active[i] = (strchr("aAmM", c) != NULL);
+ link[i] = -1;
+ if (strchr("mM", c) != NULL) {
+ mains++;
+ }
+ i++;
+ }
+ }
+ }
+ if (mains != 1) {
+ ret = (mains == 0 ? "No main piece specified in game description" :
+ "More than one main piece specified in game description");
+ goto done;
+ }
+ if (i < wh) {
+ ret = "Not enough data in game description";
+ goto done;
+ }
+
+ /*
+ * Now read the target coordinates.
+ */
+ i = sscanf(desc, ",%d,%d,%d", &tx, &ty, &minmoves);
+ if (i < 2) {
+ ret = "No target coordinates specified";
+ goto done;
+ /*
+ * (but minmoves is optional)
+ */
+ }
+
+ ret = NULL;
+
+ done:
+ sfree(active);
+ sfree(link);
+ return ret;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ int w = params->w, h = params->h, wh = w*h;
+ game_state *state;
+ int i;
+
+ state = snew(game_state);
+ state->w = w;
+ state->h = h;
+ state->board = snewn(wh, unsigned char);
+ state->lastmoved = state->lastmoved_pos = -1;
+ state->movecount = 0;
+ state->imm = snew(struct game_immutable_state);
+ state->imm->refcount = 1;
+ state->imm->forcefield = snewn(wh, unsigned char);
+
+ i = 0;
+
+ while (*desc && *desc != ',') {
+ int f = FALSE;
+
+ assert(i < wh);
+
+ if (*desc == 'f') {
+ f = TRUE;
+ desc++;
+ assert(*desc);
+ }
+
+ if (*desc == 'd' || *desc == 'D') {
+ int dist;
+
+ desc++;
+ dist = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+
+ state->board[i] = DIST(dist);
+ state->imm->forcefield[i] = f;
+
+ i++;
+ } else {
+ int c = *desc++;
+ int count = 1;
+
+ if (isdigit((unsigned char)*desc)) {
+ count = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+ }
+ assert(i + count <= wh);
+
+ c = (c == 'a' || c == 'A' ? ANCHOR :
+ c == 'm' || c == 'M' ? MAINANCHOR :
+ c == 'e' || c == 'E' ? EMPTY :
+ /* c == 'w' || c == 'W' ? */ WALL);
+
+ while (count-- > 0) {
+ state->board[i] = c;
+ state->imm->forcefield[i] = f;
+ i++;
+ }
+ }
+ }
+
+ /*
+ * Now read the target coordinates.
+ */
+ state->tx = state->ty = 0;
+ state->minmoves = -1;
+ i = sscanf(desc, ",%d,%d,%d", &state->tx, &state->ty, &state->minmoves);
+
+ if (state->board[state->ty*w+state->tx] == MAINANCHOR)
+ state->completed = 0; /* already complete! */
+ else
+ state->completed = -1;
+
+ state->cheated = FALSE;
+ state->soln = NULL;
+ state->soln_index = -1;
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ int w = state->w, h = state->h, wh = w*h;
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->board = snewn(wh, unsigned char);
+ memcpy(ret->board, state->board, wh);
+ ret->tx = state->tx;
+ ret->ty = state->ty;
+ ret->minmoves = state->minmoves;
+ ret->lastmoved = state->lastmoved;
+ ret->lastmoved_pos = state->lastmoved_pos;
+ ret->movecount = state->movecount;
+ ret->completed = state->completed;
+ ret->cheated = state->cheated;
+ ret->imm = state->imm;
+ ret->imm->refcount++;
+ ret->soln = state->soln;
+ ret->soln_index = state->soln_index;
+ if (ret->soln)
+ ret->soln->refcount++;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (--state->imm->refcount <= 0) {
+ sfree(state->imm->forcefield);
+ sfree(state->imm);
+ }
+ if (state->soln && --state->soln->refcount <= 0) {
+ sfree(state->soln->moves);
+ sfree(state->soln);
+ }
+ sfree(state->board);
+ sfree(state);
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ int *moves;
+ int nmoves;
+ int i;
+ char *ret, *p, sep;
+
+ /*
+ * Run the solver and attempt to find the shortest solution
+ * from the current position.
+ */
+ nmoves = solve_board(state->w, state->h, state->board,
+ state->imm->forcefield, state->tx, state->ty,
+ -1, &moves);
+
+ if (nmoves < 0) {
+ *error = "Unable to find a solution to this puzzle";
+ return NULL;
+ }
+ if (nmoves == 0) {
+ *error = "Puzzle is already solved";
+ return NULL;
+ }
+
+ /*
+ * Encode the resulting solution as a move string.
+ */
+ ret = snewn(nmoves * 40, char);
+ p = ret;
+ sep = 'S';
+
+ for (i = 0; i < nmoves; i++) {
+ p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]);
+ sep = ',';
+ }
+
+ sfree(moves);
+ assert(p - ret < nmoves * 40);
+ ret = sresize(ret, p+1 - ret, char);
+
+ return ret;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ return board_text_format(state->w, state->h, state->board,
+ state->imm->forcefield);
+}
+
+struct game_ui {
+ int dragging;
+ int drag_anchor;
+ int drag_offset_x, drag_offset_y;
+ int drag_currpos;
+ unsigned char *reachable;
+ int *bfs_queue; /* used as scratch in interpret_move */
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ int w = state->w, h = state->h, wh = w*h;
+ game_ui *ui = snew(game_ui);
+
+ ui->dragging = FALSE;
+ ui->drag_anchor = ui->drag_currpos = -1;
+ ui->drag_offset_x = ui->drag_offset_y = -1;
+ ui->reachable = snewn(wh, unsigned char);
+ memset(ui->reachable, 0, wh);
+ ui->bfs_queue = snewn(wh, int);
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui->bfs_queue);
+ sfree(ui->reachable);
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+#define PREFERRED_TILESIZE 32
+#define TILESIZE (ds->tilesize)
+#define BORDER (TILESIZE/2)
+#define COORD(x) ( (x) * TILESIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
+#define BORDER_WIDTH (1 + TILESIZE/20)
+#define HIGHLIGHT_WIDTH (1 + TILESIZE/16)
+
+#define FLASH_INTERVAL 0.10F
+#define FLASH_TIME 3*FLASH_INTERVAL
+
+struct game_drawstate {
+ int tilesize;
+ int w, h;
+ unsigned long *grid; /* what's currently displayed */
+ int started;
+};
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->w, h = state->h, wh = w*h;
+ int tx, ty, i, j;
+ int qhead, qtail;
+
+ if (button == LEFT_BUTTON) {
+ tx = FROMCOORD(x);
+ ty = FROMCOORD(y);
+
+ if (tx < 0 || tx >= w || ty < 0 || ty >= h ||
+ !ISBLOCK(state->board[ty*w+tx]))
+ return NULL; /* this click has no effect */
+
+ /*
+ * User has clicked on a block. Find the block's anchor
+ * and register that we've started dragging it.
+ */
+ i = ty*w+tx;
+ while (ISDIST(state->board[i]))
+ i -= state->board[i];
+ assert(i >= 0 && i < wh);
+
+ ui->dragging = TRUE;
+ ui->drag_anchor = i;
+ ui->drag_offset_x = tx - (i % w);
+ ui->drag_offset_y = ty - (i / w);
+ ui->drag_currpos = i;
+
+ /*
+ * Now we immediately bfs out from the current location of
+ * the anchor, to find all the places to which this block
+ * can be dragged.
+ */
+ memset(ui->reachable, FALSE, wh);
+ qhead = qtail = 0;
+ ui->reachable[i] = TRUE;
+ ui->bfs_queue[qtail++] = i;
+ for (j = i; j < wh; j++)
+ if (state->board[j] == DIST(j - i))
+ i = j;
+ while (qhead < qtail) {
+ int pos = ui->bfs_queue[qhead++];
+ int x = pos % w, y = pos / w;
+ int dir;
+
+ for (dir = 0; dir < 4; dir++) {
+ int dx = (dir == 0 ? -1 : dir == 1 ? +1 : 0);
+ int dy = (dir == 2 ? -1 : dir == 3 ? +1 : 0);
+ int newpos;
+
+ if (x + dx < 0 || x + dx >= w ||
+ y + dy < 0 || y + dy >= h)
+ continue;
+
+ newpos = pos + dy*w + dx;
+ if (ui->reachable[newpos])
+ continue; /* already done this one */
+
+ /*
+ * Now search the grid to see if the block we're
+ * dragging could fit into this space.
+ */
+ for (j = i; j >= 0; j = (ISDIST(state->board[j]) ?
+ j - state->board[j] : -1)) {
+ int jx = (j+pos-ui->drag_anchor) % w;
+ int jy = (j+pos-ui->drag_anchor) / w;
+ int j2;
+
+ if (jx + dx < 0 || jx + dx >= w ||
+ jy + dy < 0 || jy + dy >= h)
+ break; /* this position isn't valid at all */
+
+ j2 = (j+pos-ui->drag_anchor) + dy*w + dx;
+
+ if (state->board[j2] == EMPTY &&
+ (!state->imm->forcefield[j2] ||
+ state->board[ui->drag_anchor] == MAINANCHOR))
+ continue;
+ while (ISDIST(state->board[j2]))
+ j2 -= state->board[j2];
+ assert(j2 >= 0 && j2 < wh);
+ if (j2 == ui->drag_anchor)
+ continue;
+ else
+ break;
+ }
+
+ if (j < 0) {
+ /*
+ * If we got to the end of that loop without
+ * disqualifying this position, mark it as
+ * reachable for this drag.
+ */
+ ui->reachable[newpos] = TRUE;
+ ui->bfs_queue[qtail++] = newpos;
+ }
+ }
+ }
+
+ /*
+ * And that's it. Update the display to reflect the start
+ * of a drag.
+ */
+ return "";
+ } else if (button == LEFT_DRAG && ui->dragging) {
+ int dist, distlimit, dx, dy, s, px, py;
+
+ tx = FROMCOORD(x);
+ ty = FROMCOORD(y);
+
+ tx -= ui->drag_offset_x;
+ ty -= ui->drag_offset_y;
+
+ /*
+ * Now search outwards from (tx,ty), in order of Manhattan
+ * distance, until we find a reachable square.
+ */
+ distlimit = w+tx;
+ distlimit = max(distlimit, h+ty);
+ distlimit = max(distlimit, tx);
+ distlimit = max(distlimit, ty);
+ for (dist = 0; dist <= distlimit; dist++) {
+ for (dx = -dist; dx <= dist; dx++)
+ for (s = -1; s <= +1; s += 2) {
+ dy = s * (dist - abs(dx));
+ px = tx + dx;
+ py = ty + dy;
+ if (px >= 0 && px < w && py >= 0 && py < h &&
+ ui->reachable[py*w+px]) {
+ ui->drag_currpos = py*w+px;
+ return "";
+ }
+ }
+ }
+ return NULL; /* give up - this drag has no effect */
+ } else if (button == LEFT_RELEASE && ui->dragging) {
+ char data[256], *str;
+
+ /*
+ * Terminate the drag, and if the piece has actually moved
+ * then return a move string quoting the old and new
+ * locations of the piece's anchor.
+ */
+ if (ui->drag_anchor != ui->drag_currpos) {
+ sprintf(data, "M%d-%d", ui->drag_anchor, ui->drag_currpos);
+ str = dupstr(data);
+ } else
+ str = ""; /* null move; just update the UI */
+
+ ui->dragging = FALSE;
+ ui->drag_anchor = ui->drag_currpos = -1;
+ ui->drag_offset_x = ui->drag_offset_y = -1;
+ memset(ui->reachable, 0, wh);
+
+ return str;
+ } else if (button == ' ' && state->soln) {
+ /*
+ * Make the next move in the stored solution.
+ */
+ char data[256];
+ int a1, a2;
+
+ a1 = state->soln->moves[state->soln_index*2];
+ a2 = state->soln->moves[state->soln_index*2+1];
+ if (a1 == state->lastmoved_pos)
+ a1 = state->lastmoved;
+
+ sprintf(data, "M%d-%d", a1, a2);
+ return dupstr(data);
+ }
+
+ return NULL;
+}
+
+static int move_piece(int w, int h, const unsigned char *src,
+ unsigned char *dst, unsigned char *ff, int from, int to)
+{
+ int wh = w*h;
+ int i, j;
+
+ if (!ISANCHOR(dst[from]))
+ return FALSE;
+
+ /*
+ * Scan to the far end of the piece's linked list.
+ */
+ for (i = j = from; j < wh; j++)
+ if (src[j] == DIST(j - i))
+ i = j;
+
+ /*
+ * Remove the piece from its old location in the new
+ * game state.
+ */
+ for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1))
+ dst[j] = EMPTY;
+
+ /*
+ * And put it back in at the new location.
+ */
+ for (j = i; j >= 0; j = (ISDIST(src[j]) ? j - src[j] : -1)) {
+ int jn = j + to - from;
+ if (jn < 0 || jn >= wh)
+ return FALSE;
+ if (dst[jn] == EMPTY && (!ff[jn] || src[from] == MAINANCHOR)) {
+ dst[jn] = src[j];
+ } else {
+ return FALSE;
+ }
+ }
+
+ return TRUE;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int w = state->w, h = state->h /* , wh = w*h */;
+ char c;
+ int a1, a2, n, movesize;
+ game_state *ret = dup_game(state);
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ /*
+ * This is a solve move, so we just set up a stored
+ * solution path.
+ */
+ if (ret->soln && --ret->soln->refcount <= 0) {
+ sfree(ret->soln->moves);
+ sfree(ret->soln);
+ }
+ ret->soln = snew(struct game_solution);
+ ret->soln->nmoves = 0;
+ ret->soln->moves = NULL;
+ ret->soln->refcount = 1;
+ ret->soln_index = 0;
+ ret->cheated = TRUE;
+
+ movesize = 0;
+ move++;
+ while (1) {
+ if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) {
+ free_game(ret);
+ return NULL;
+ }
+
+ /*
+ * Special case: if the first move in the solution
+ * involves the piece for which we already have a
+ * partial stored move, adjust the source point to
+ * the original starting point of that piece.
+ */
+ if (ret->soln->nmoves == 0 && a1 == ret->lastmoved)
+ a1 = ret->lastmoved_pos;
+
+ if (ret->soln->nmoves >= movesize) {
+ movesize = (ret->soln->nmoves + 48) * 4 / 3;
+ ret->soln->moves = sresize(ret->soln->moves,
+ 2*movesize, int);
+ }
+
+ ret->soln->moves[2*ret->soln->nmoves] = a1;
+ ret->soln->moves[2*ret->soln->nmoves+1] = a2;
+ ret->soln->nmoves++;
+ move += n;
+ if (*move != ',')
+ break;
+ move++; /* eat comma */
+ }
+ } else if (c == 'M') {
+ move++;
+ if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
+ !move_piece(w, h, state->board, ret->board,
+ state->imm->forcefield, a1, a2)) {
+ free_game(ret);
+ return NULL;
+ }
+ if (a1 == ret->lastmoved) {
+ /*
+ * If the player has moved the same piece as they
+ * moved last time, don't increment the move
+ * count. In fact, if they've put the piece back
+ * where it started from, _decrement_ the move
+ * count.
+ */
+ if (a2 == ret->lastmoved_pos) {
+ ret->movecount--; /* reverted last move */
+ ret->lastmoved = ret->lastmoved_pos = -1;
+ } else {
+ ret->lastmoved = a2;
+ /* don't change lastmoved_pos */
+ }
+ } else {
+ ret->lastmoved = a2;
+ ret->lastmoved_pos = a1;
+ ret->movecount++;
+ }
+
+ /*
+ * If we have a stored solution path, see if we've
+ * strayed from it or successfully made the next move
+ * along it.
+ */
+ if (ret->soln && ret->lastmoved_pos >= 0) {
+ if (ret->lastmoved_pos !=
+ ret->soln->moves[ret->soln_index*2]) {
+ /* strayed from the path */
+ ret->soln->refcount--;
+ assert(ret->soln->refcount > 0);
+ /* `state' at least still exists */
+ ret->soln = NULL;
+ ret->soln_index = -1;
+ } else if (ret->lastmoved ==
+ ret->soln->moves[ret->soln_index*2+1]) {
+ /* advanced along the path */
+ ret->soln_index++;
+ if (ret->soln_index >= ret->soln->nmoves) {
+ /* finished the path! */
+ ret->soln->refcount--;
+ assert(ret->soln->refcount > 0);
+ /* `state' at least still exists */
+ ret->soln = NULL;
+ ret->soln_index = -1;
+ }
+ }
+ }
+
+ if (ret->board[a2] == MAINANCHOR &&
+ a2 == ret->ty * w + ret->tx && ret->completed < 0)
+ ret->completed = ret->movecount;
+ move += n;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ if (*move == ';')
+ move++;
+ else if (*move) {
+ free_game(ret);
+ return NULL;
+ }
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* fool the macros */
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
+
+ *x = params->w * TILESIZE + 2*BORDER;
+ *y = params->h * TILESIZE + 2*BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static void raise_colour(float *target, float *src, float *limit)
+{
+ int i;
+ for (i = 0; i < 3; i++)
+ target[i] = (2*src[i] + limit[i]) / 3;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ /*
+ * When dragging a tile, we light it up a bit.
+ */
+ raise_colour(ret+3*COL_DRAGGING,
+ ret+3*COL_BACKGROUND, ret+3*COL_HIGHLIGHT);
+ raise_colour(ret+3*COL_DRAGGING_HIGHLIGHT,
+ ret+3*COL_HIGHLIGHT, ret+3*COL_HIGHLIGHT);
+ raise_colour(ret+3*COL_DRAGGING_LOWLIGHT,
+ ret+3*COL_LOWLIGHT, ret+3*COL_HIGHLIGHT);
+
+ /*
+ * The main tile is tinted blue.
+ */
+ ret[COL_MAIN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_MAIN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_MAIN * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 2];
+ game_mkhighlight_specific(fe, ret, COL_MAIN,
+ COL_MAIN_HIGHLIGHT, COL_MAIN_LOWLIGHT);
+
+ /*
+ * And we light that up a bit too when dragging.
+ */
+ raise_colour(ret+3*COL_MAIN_DRAGGING,
+ ret+3*COL_MAIN, ret+3*COL_MAIN_HIGHLIGHT);
+ raise_colour(ret+3*COL_MAIN_DRAGGING_HIGHLIGHT,
+ ret+3*COL_MAIN_HIGHLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
+ raise_colour(ret+3*COL_MAIN_DRAGGING_LOWLIGHT,
+ ret+3*COL_MAIN_LOWLIGHT, ret+3*COL_MAIN_HIGHLIGHT);
+
+ /*
+ * The target area on the floor is tinted green.
+ */
+ ret[COL_TARGET * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_TARGET * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 1];
+ ret[COL_TARGET * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
+ game_mkhighlight_specific(fe, ret, COL_TARGET,
+ COL_TARGET_HIGHLIGHT, COL_TARGET_LOWLIGHT);
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ int w = state->w, h = state->h, wh = w*h;
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->tilesize = 0;
+ ds->w = w;
+ ds->h = h;
+ ds->started = FALSE;
+ ds->grid = snewn(wh, unsigned long);
+ for (i = 0; i < wh; i++)
+ ds->grid[i] = ~(unsigned long)0;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+#define BG_NORMAL 0x00000001UL
+#define BG_TARGET 0x00000002UL
+#define BG_FORCEFIELD 0x00000004UL
+#define FLASH_LOW 0x00000008UL
+#define FLASH_HIGH 0x00000010UL
+#define FG_WALL 0x00000020UL
+#define FG_MAIN 0x00000040UL
+#define FG_NORMAL 0x00000080UL
+#define FG_DRAGGING 0x00000100UL
+#define FG_SHADOW 0x00000200UL
+#define FG_SOLVEPIECE 0x00000400UL
+#define FG_MAINPIECESH 11
+#define FG_SHADOWSH 19
+
+#define PIECE_LBORDER 0x00000001UL
+#define PIECE_TBORDER 0x00000002UL
+#define PIECE_RBORDER 0x00000004UL
+#define PIECE_BBORDER 0x00000008UL
+#define PIECE_TLCORNER 0x00000010UL
+#define PIECE_TRCORNER 0x00000020UL
+#define PIECE_BLCORNER 0x00000040UL
+#define PIECE_BRCORNER 0x00000080UL
+#define PIECE_MASK 0x000000FFUL
+
+/*
+ * Utility function.
+ */
+#define TYPE_MASK 0xF000
+#define COL_MASK 0x0FFF
+#define TYPE_RECT 0x0000
+#define TYPE_TLCIRC 0x4000
+#define TYPE_TRCIRC 0x5000
+#define TYPE_BLCIRC 0x6000
+#define TYPE_BRCIRC 0x7000
+static void maybe_rect(drawing *dr, int x, int y, int w, int h,
+ int coltype, int col2)
+{
+ int colour = coltype & COL_MASK, type = coltype & TYPE_MASK;
+
+ if (colour > NCOLOURS)
+ return;
+ if (type == TYPE_RECT) {
+ draw_rect(dr, x, y, w, h, colour);
+ } else {
+ int cx, cy, r;
+
+ clip(dr, x, y, w, h);
+
+ cx = x;
+ cy = y;
+ r = w-1;
+ if (type & 0x1000)
+ cx += r;
+ if (type & 0x2000)
+ cy += r;
+
+ if (col2 == -1 || col2 == coltype) {
+ assert(w == h);
+ draw_circle(dr, cx, cy, r, colour, colour);
+ } else {
+ /*
+ * We aim to draw a quadrant of a circle in two
+ * different colours. We do this using Bresenham's
+ * algorithm directly, because the Puzzles drawing API
+ * doesn't have a draw-sector primitive.
+ */
+ int bx, by, bd, bd2;
+ int xm = (type & 0x1000 ? -1 : +1);
+ int ym = (type & 0x2000 ? -1 : +1);
+
+ by = r;
+ bx = 0;
+ bd = 0;
+ while (by >= bx) {
+ /*
+ * Plot the point.
+ */
+ {
+ int x1 = cx+xm*bx, y1 = cy+ym*bx;
+ int x2, y2;
+
+ x2 = cx+xm*by; y2 = y1;
+ draw_rect(dr, min(x1,x2), min(y1,y2),
+ abs(x1-x2)+1, abs(y1-y2)+1, colour);
+ x2 = x1; y2 = cy+ym*by;
+ draw_rect(dr, min(x1,x2), min(y1,y2),
+ abs(x1-x2)+1, abs(y1-y2)+1, col2);
+ }
+
+ bd += 2*bx + 1;
+ bd2 = bd - (2*by - 1);
+ if (abs(bd2) < abs(bd)) {
+ bd = bd2;
+ by--;
+ }
+ bx++;
+ }
+ }
+
+ unclip(dr);
+ }
+}
+
+static void draw_wallpart(drawing *dr, game_drawstate *ds,
+ int tx, int ty, unsigned long val,
+ int cl, int cc, int ch)
+{
+ int coords[6];
+
+ draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
+ if (val & PIECE_LBORDER)
+ draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
+ ch);
+ if (val & PIECE_RBORDER)
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, TILESIZE, cl);
+ if (val & PIECE_TBORDER)
+ draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
+ if (val & PIECE_BBORDER)
+ draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ TILESIZE, HIGHLIGHT_WIDTH, cl);
+ if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val)) {
+ draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
+ clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
+ coords[0] = tx - 1;
+ coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[2] = tx + HIGHLIGHT_WIDTH;
+ coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[4] = tx - 1;
+ coords[5] = ty + TILESIZE;
+ draw_polygon(dr, coords, 3, ch, ch);
+ unclip(dr);
+ } else if (val & PIECE_BLCORNER) {
+ draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
+ clip(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
+ coords[0] = tx - 1;
+ coords[1] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[2] = tx + HIGHLIGHT_WIDTH;
+ coords[3] = ty + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[4] = tx - 1;
+ coords[5] = ty + TILESIZE;
+ draw_polygon(dr, coords, 3, cl, cl);
+ unclip(dr);
+ }
+ if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val)) {
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
+ clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
+ coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[1] = ty - 1;
+ coords[2] = tx + TILESIZE;
+ coords[3] = ty - 1;
+ coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[5] = ty + HIGHLIGHT_WIDTH;
+ draw_polygon(dr, coords, 3, ch, ch);
+ unclip(dr);
+ } else if (val & PIECE_TRCORNER) {
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
+ clip(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH);
+ coords[0] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[1] = ty - 1;
+ coords[2] = tx + TILESIZE;
+ coords[3] = ty - 1;
+ coords[4] = tx + TILESIZE - HIGHLIGHT_WIDTH - 1;
+ coords[5] = ty + HIGHLIGHT_WIDTH;
+ draw_polygon(dr, coords, 3, cl, cl);
+ unclip(dr);
+ }
+ if (val & PIECE_TLCORNER)
+ draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
+ if (val & PIECE_BRCORNER)
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
+ ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
+}
+
+static void draw_piecepart(drawing *dr, game_drawstate *ds,
+ int tx, int ty, unsigned long val,
+ int cl, int cc, int ch)
+{
+ int x[6], y[6];
+
+ /*
+ * Drawing the blocks is hellishly fiddly. The blocks don't
+ * stretch to the full size of the tile; there's a border
+ * around them of size BORDER_WIDTH. Then they have bevelled
+ * borders of size HIGHLIGHT_WIDTH, and also rounded corners.
+ *
+ * I tried for some time to find a clean and clever way to
+ * figure out what needed drawing from the corner and border
+ * flags, but in the end the cleanest way I could find was the
+ * following. We divide the grid square into 25 parts by
+ * ruling four horizontal and four vertical lines across it;
+ * those lines are at BORDER_WIDTH and BORDER_WIDTH +
+ * HIGHLIGHT_WIDTH from the top, from the bottom, from the
+ * left and from the right. Then we carefully consider each of
+ * the resulting 25 sections of square, and decide separately
+ * what needs to go in it based on the flags. In complicated
+ * cases there can be up to five possibilities affecting any
+ * given section (no corner or border flags, just the corner
+ * flag, one border flag, the other border flag, both border
+ * flags). So there's a lot of very fiddly logic here and all
+ * I could really think to do was give it my best shot and
+ * then test it and correct all the typos. Not fun to write,
+ * and I'm sure it isn't fun to read either, but it seems to
+ * work.
+ */
+
+ x[0] = tx;
+ x[1] = x[0] + BORDER_WIDTH;
+ x[2] = x[1] + HIGHLIGHT_WIDTH;
+ x[5] = tx + TILESIZE;
+ x[4] = x[5] - BORDER_WIDTH;
+ x[3] = x[4] - HIGHLIGHT_WIDTH;
+
+ y[0] = ty;
+ y[1] = y[0] + BORDER_WIDTH;
+ y[2] = y[1] + HIGHLIGHT_WIDTH;
+ y[5] = ty + TILESIZE;
+ y[4] = y[5] - BORDER_WIDTH;
+ y[3] = y[4] - HIGHLIGHT_WIDTH;
+
+#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
+
+ maybe_rect(dr, RECT(0,0),
+ (val & (PIECE_TLCORNER | PIECE_TBORDER |
+ PIECE_LBORDER)) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(1,0),
+ (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 :
+ (val & PIECE_LBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(2,0),
+ (val & PIECE_TBORDER) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(3,0),
+ (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 :
+ (val & PIECE_RBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(4,0),
+ (val & (PIECE_TRCORNER | PIECE_TBORDER |
+ PIECE_RBORDER)) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(0,1),
+ (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 :
+ (val & PIECE_TBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(1,1),
+ (val & PIECE_TLCORNER) ? cc : -1, -1);
+ maybe_rect(dr, RECT(1,1),
+ (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC :
+ !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
+ (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc, -1);
+ maybe_rect(dr, RECT(2,1),
+ (val & PIECE_TBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(3,1),
+ (val & PIECE_TRCORNER) ? cc : -1, -1);
+ maybe_rect(dr, RECT(3,1),
+ (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch :
+ (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl :
+ !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cl | TYPE_BLCIRC :
+ (val & PIECE_TRCORNER) ? cl | TYPE_TRCIRC :
+ cc, ch);
+ maybe_rect(dr, RECT(4,1),
+ (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 :
+ (val & PIECE_TBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(0,2),
+ (val & PIECE_LBORDER) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(1,2),
+ (val & PIECE_LBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(2,2),
+ cc, -1);
+ maybe_rect(dr, RECT(3,2),
+ (val & PIECE_RBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(4,2),
+ (val & PIECE_RBORDER) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(0,3),
+ (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 :
+ (val & PIECE_BBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(1,3),
+ (val & PIECE_BLCORNER) ? cc : -1, -1);
+ maybe_rect(dr, RECT(1,3),
+ (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl :
+ (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch :
+ !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? ch | TYPE_TRCIRC :
+ (val & PIECE_BLCORNER) ? ch | TYPE_BLCIRC :
+ cc, cl);
+ maybe_rect(dr, RECT(2,3),
+ (val & PIECE_BBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(3,3),
+ (val & PIECE_BRCORNER) ? cc : -1, -1);
+ maybe_rect(dr, RECT(3,3),
+ (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC :
+ !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
+ (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc, -1);
+ maybe_rect(dr, RECT(4,3),
+ (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 :
+ (val & PIECE_BBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(0,4),
+ (val & (PIECE_BLCORNER | PIECE_BBORDER |
+ PIECE_LBORDER)) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(1,4),
+ (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 :
+ (val & PIECE_LBORDER) ? ch : cc, -1);
+ maybe_rect(dr, RECT(2,4),
+ (val & PIECE_BBORDER) ? -1 : cc, -1);
+ maybe_rect(dr, RECT(3,4),
+ (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 :
+ (val & PIECE_RBORDER) ? cl : cc, -1);
+ maybe_rect(dr, RECT(4,4),
+ (val & (PIECE_BRCORNER | PIECE_BBORDER |
+ PIECE_RBORDER)) ? -1 : cc, -1);
+
+#undef RECT
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned long val)
+{
+ int tx = COORD(x), ty = COORD(y);
+ int cc, ch, cl;
+
+ /*
+ * Draw the tile background.
+ */
+ if (val & BG_TARGET)
+ cc = COL_TARGET;
+ else
+ cc = COL_BACKGROUND;
+ ch = cc+1;
+ cl = cc+2;
+ if (val & FLASH_LOW)
+ cc = cl;
+ else if (val & FLASH_HIGH)
+ cc = ch;
+
+ draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
+ if (val & BG_FORCEFIELD) {
+ /*
+ * Cattle-grid effect to indicate that nothing but the
+ * main block can slide over this square.
+ */
+ int n = 3 * (TILESIZE / (3*HIGHLIGHT_WIDTH));
+ int i;
+
+ for (i = 1; i < n; i += 3) {
+ draw_rect(dr, tx,ty+(TILESIZE*i/n), TILESIZE,HIGHLIGHT_WIDTH, cl);
+ draw_rect(dr, tx+(TILESIZE*i/n),ty, HIGHLIGHT_WIDTH,TILESIZE, cl);
+ }
+ }
+
+ /*
+ * Draw the tile midground: a shadow of a block, for
+ * displaying partial solutions.
+ */
+ if (val & FG_SHADOW) {
+ draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK,
+ cl, cl, cl);
+ }
+
+ /*
+ * Draw the tile foreground, i.e. some section of a block or
+ * wall.
+ */
+ if (val & FG_WALL) {
+ cc = COL_BACKGROUND;
+ ch = cc+1;
+ cl = cc+2;
+ if (val & FLASH_LOW)
+ cc = cl;
+ else if (val & FLASH_HIGH)
+ cc = ch;
+
+ draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
+ cl, cc, ch);
+ } else if (val & (FG_MAIN | FG_NORMAL)) {
+ if (val & FG_DRAGGING)
+ cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING);
+ else
+ cc = (val & FG_MAIN ? COL_MAIN : COL_BACKGROUND);
+ ch = cc+1;
+ cl = cc+2;
+
+ if (val & FLASH_LOW)
+ cc = cl;
+ else if (val & (FLASH_HIGH | FG_SOLVEPIECE))
+ cc = ch;
+
+ draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
+ cl, cc, ch);
+ }
+
+ draw_update(dr, tx, ty, TILESIZE, TILESIZE);
+}
+
+static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y)
+{
+ int i = y*w+x;
+ int canon = dsf_canonify(dsf, i);
+ unsigned long val = 0;
+
+ if (x == 0 || canon != dsf_canonify(dsf, i-1))
+ val |= PIECE_LBORDER;
+ if (y== 0 || canon != dsf_canonify(dsf, i-w))
+ val |= PIECE_TBORDER;
+ if (x == w-1 || canon != dsf_canonify(dsf, i+1))
+ val |= PIECE_RBORDER;
+ if (y == h-1 || canon != dsf_canonify(dsf, i+w))
+ val |= PIECE_BBORDER;
+ if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) &&
+ canon != dsf_canonify(dsf, i-1-w))
+ val |= PIECE_TLCORNER;
+ if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) &&
+ canon != dsf_canonify(dsf, i+1-w))
+ val |= PIECE_TRCORNER;
+ if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) &&
+ canon != dsf_canonify(dsf, i-1+w))
+ val |= PIECE_BLCORNER;
+ if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) &&
+ canon != dsf_canonify(dsf, i+1+w))
+ val |= PIECE_BRCORNER;
+ return val;
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = state->w, h = state->h, wh = w*h;
+ unsigned char *board;
+ int *dsf;
+ int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst;
+
+ if (!ds->started) {
+ /*
+ * The initial contents of the window are not guaranteed
+ * and can vary with front ends. To be on the safe side,
+ * all games should start by drawing a big
+ * background-colour rectangle covering the whole window.
+ */
+ draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
+ ds->started = TRUE;
+ }
+
+ /*
+ * Construct the board we'll be displaying (which may be
+ * different from the one in state if ui describes a drag in
+ * progress).
+ */
+ board = snewn(wh, unsigned char);
+ memcpy(board, state->board, wh);
+ if (ui->dragging) {
+ int mpret = move_piece(w, h, state->board, board,
+ state->imm->forcefield,
+ ui->drag_anchor, ui->drag_currpos);
+ assert(mpret);
+ }
+
+ if (state->soln) {
+ solvesrc = state->soln->moves[state->soln_index*2];
+ solvedst = state->soln->moves[state->soln_index*2+1];
+ if (solvesrc == state->lastmoved_pos)
+ solvesrc = state->lastmoved;
+ if (solvesrc == ui->drag_anchor)
+ solvesrc = ui->drag_currpos;
+ } else
+ solvesrc = solvedst = -1;
+
+ /*
+ * Build a dsf out of that board, so we can conveniently tell
+ * which edges are connected and which aren't.
+ */
+ dsf = snew_dsf(wh);
+ mainanchor = -1;
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int i = y*w+x;
+
+ if (ISDIST(board[i]))
+ dsf_merge(dsf, i, i - board[i]);
+ if (board[i] == MAINANCHOR)
+ mainanchor = i;
+ if (board[i] == WALL) {
+ if (x > 0 && board[i-1] == WALL)
+ dsf_merge(dsf, i, i-1);
+ if (y > 0 && board[i-w] == WALL)
+ dsf_merge(dsf, i, i-w);
+ }
+ }
+ assert(mainanchor >= 0);
+ mainpos = dsf_canonify(dsf, mainanchor);
+ dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
+ solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1;
+
+ /*
+ * Now we can construct the data about what we want to draw.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int i = y*w+x;
+ int j;
+ unsigned long val;
+ int canon;
+
+ /*
+ * See if this square is part of the target area.
+ */
+ j = i + mainanchor - (state->ty * w + state->tx);
+ while (j >= 0 && j < wh && ISDIST(board[j]))
+ j -= board[j];
+ if (j == mainanchor)
+ val = BG_TARGET;
+ else
+ val = BG_NORMAL;
+
+ if (state->imm->forcefield[i])
+ val |= BG_FORCEFIELD;
+
+ if (flashtime > 0) {
+ int flashtype = (int)(flashtime / FLASH_INTERVAL) & 1;
+ val |= (flashtype ? FLASH_LOW : FLASH_HIGH);
+ }
+
+ if (board[i] != EMPTY) {
+ canon = dsf_canonify(dsf, i);
+
+ if (board[i] == WALL)
+ val |= FG_WALL;
+ else if (canon == mainpos)
+ val |= FG_MAIN;
+ else
+ val |= FG_NORMAL;
+ if (canon == dragpos)
+ val |= FG_DRAGGING;
+ if (canon == solvepos)
+ val |= FG_SOLVEPIECE;
+
+ /*
+ * Now look around to see if other squares
+ * belonging to the same block are adjacent to us.
+ */
+ val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH;
+ }
+
+ /*
+ * If we're in the middle of showing a solution,
+ * display a shadow piece for the target of the
+ * current move.
+ */
+ if (solvepos >= 0) {
+ int si = i - solvedst + solvesrc;
+ if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) {
+ val |= find_piecepart(w, h, dsf,
+ si % w, si / w) << FG_SHADOWSH;
+ val |= FG_SHADOW;
+ }
+ }
+
+ if (val != ds->grid[i]) {
+ draw_tile(dr, ds, x, y, val);
+ ds->grid[i] = val;
+ }
+ }
+
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbuf[256];
+
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed >= 0 ?
+ (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
+ (state->cheated ? "Auto-solver used. " : "")),
+ (state->completed >= 0 ? state->completed : state->movecount));
+ if (state->minmoves >= 0)
+ sprintf(statusbuf+strlen(statusbuf), " (min %d)",
+ state->minmoves);
+
+ status_bar(dr, statusbuf);
+ }
+
+ sfree(dsf);
+ sfree(board);
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (oldstate->completed < 0 && newstate->completed >= 0)
+ return FLASH_TIME;
+
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +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 slide
+#endif
+
+const struct game thegame = {
+ "Slide", NULL, NULL,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ 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 */
+};
+
+#ifdef STANDALONE_SOLVER
+
+#include <stdarg.h>
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err;
+ int count = FALSE;
+ int ret;
+ int *moves;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ /*
+ if (!strcmp(p, "-v")) {
+ verbose = TRUE;
+ } else
+ */
+ if (!strcmp(p, "-c")) {
+ count = TRUE;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-c | -v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ ret = solve_board(s->w, s->h, s->board, s->imm->forcefield,
+ s->tx, s->ty, -1, &moves);
+ if (ret < 0) {
+ printf("No solution found\n");
+ } else {
+ int index = 0;
+ if (count) {
+ printf("%d moves required\n", ret);
+ return 0;
+ }
+ while (1) {
+ int moveret;
+ char *text = board_text_format(s->w, s->h, s->board,
+ s->imm->forcefield);
+ game_state *s2;
+
+ printf("position %d:\n%s", index, text);
+
+ if (index >= ret)
+ break;
+
+ s2 = dup_game(s);
+ moveret = move_piece(s->w, s->h, s->board,
+ s2->board, s->imm->forcefield,
+ moves[index*2], moves[index*2+1]);
+ assert(moveret);
+
+ free_game(s);
+ s = s2;
+ index++;
+ }
+ }
+
+ return 0;
+}
+
+#endif