ref: 493d2fb138ba64faf795e1b4c01fd4f0d49075fc
dir: /samegame.c/
/* * 'same game' -- try to remove all the coloured squares by * selecting regions of contiguous colours. */ /* * TODO on grid generation: * * - Generation speed could still be improved. * * 15x10c3 is the only really difficult one of the existing * presets. The others are all either small enough, or have * the great flexibility given by four colours, that they * don't take long at all. * * I still suspect many problems arise from separate * subareas. I wonder if we can also somehow prioritise left- * or rightmost insertions so as to avoid area splitting at * all where feasible? It's not easy, though, because the * current shuffle-then-try-all-options approach to move * choice doesn't leave room for `soft' probabilistic * prioritisation: we either try all class A moves before any * class B ones, or we don't. * * - The current generation algorithm inserts exactly two squares * at a time, with a single exception at the beginning of * generation for grids of odd overall size. An obvious * extension would be to permit larger inverse moves during * generation. * * this might reduce the number of failed generations by * making the insertion algorithm more flexible * * on the other hand, it would be significantly more complex * * if I do this I'll need to take out the odd-subarea * avoidance * * a nice feature of the current algorithm is that the * computer's `intended' solution always receives the minimum * possible score, so that pretty much the player's entire * score represents how much better they did than the * computer. * * - Is it possible we can _temporarily_ tolerate neighbouring * squares of the same colour, until we've finished setting up * our inverse move? * * or perhaps even not choose the colour of our inserted * region until we have finished placing it, and _then_ look * at what colours border on it? * * I don't think this is currently meaningful unless we're * placing more than a domino at a time. * * - possibly write out a full solution so that Solve can somehow * show it step by step? * * aux_info would have to encode the click points * * solve_game() would have to encode not only those click * points but also give a move string which reconstructed the * initial state * * the game_state would include a pointer to a solution move * list, plus an index into that list * * game_changed_state would auto-select the next move if * handed a new state which had a solution move list active * * execute_move, if passed such a state as input, would check * to see whether the move being made was the same as the one * stated by the solution, and if so would advance the move * index. Failing that it would return a game_state without a * solution move list active at all. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #include "puzzles.h" #define TILE_INNER (ds->tileinner) #define TILE_GAP (ds->tilegap) #define TILE_SIZE (TILE_INNER + TILE_GAP) #define PREFERRED_TILE_SIZE 32 #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH 2 #define FLASH_FRAME 0.13F #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) #define X(state, i) ( (i) % (state)->params.w ) #define Y(state, i) ( (i) / (state)->params.w ) #define C(state, x, y) ( (y) * (state)->w + (x) ) enum { COL_BACKGROUND, COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT, NCOLOURS }; /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */ struct game_params { int w, h, ncols, scoresub; bool soluble; /* choose generation algorithm */ }; /* These flags must be unique across all uses; in the game_state, * the game_ui, and the drawstate (as they all get combined in the * drawstate). */ #define TILE_COLMASK 0x00ff #define TILE_SELECTED 0x0100 /* used in ui and drawstate */ #define TILE_JOINRIGHT 0x0200 /* used in drawstate */ #define TILE_JOINDOWN 0x0400 /* used in drawstate */ #define TILE_JOINDIAG 0x0800 /* used in drawstate */ #define TILE_HASSEL 0x1000 /* used in drawstate */ #define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */ #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)]) #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK) #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED) #define SWAPTILE(gs,x1,y1,x2,y2) do { \ int t = TILE(gs,x1,y1); \ TILE(gs,x1,y1) = TILE(gs,x2,y2); \ TILE(gs,x2,y2) = t; \ } while (0) static int npoints(const game_params *params, int nsel) { int sdiff = nsel - params->scoresub; return (sdiff > 0) ? sdiff * sdiff : 0; } struct game_state { struct game_params params; int n; int *tiles; /* colour only */ int score; bool complete, impossible; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->w = 5; ret->h = 5; ret->ncols = 3; ret->scoresub = 2; ret->soluble = true; return ret; } static const struct game_params samegame_presets[] = { { 5, 5, 3, 2, true }, { 10, 5, 3, 2, true }, #ifdef SLOW_SYSTEM { 10, 10, 3, 2, true }, #else { 15, 10, 3, 2, true }, #endif { 15, 10, 4, 2, true }, { 20, 15, 4, 2, true } }; static bool game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; if (i < 0 || i >= lenof(samegame_presets)) return false; ret = snew(game_params); *ret = samegame_presets[i]; sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols); *name = dupstr(str); *params = ret; return true; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *params, char const *string) { char const *p = string; params->w = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; if (*p == 'x') { p++; params->h = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; } else { params->h = params->w; } if (*p == 'c') { p++; params->ncols = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; } else { params->ncols = 3; } if (*p == 's') { p++; params->scoresub = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; } else { params->scoresub = 2; } if (*p == 'r') { p++; params->soluble = false; } } static char *encode_params(const game_params *params, bool full) { char ret[80]; sprintf(ret, "%dx%dc%ds%d%s", params->w, params->h, params->ncols, params->scoresub, full && !params->soluble ? "r" : ""); return dupstr(ret); } static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; ret = snewn(6, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; sprintf(buf, "%d", params->w); ret[0].u.string.sval = dupstr(buf); ret[1].name = "Height"; ret[1].type = C_STRING; sprintf(buf, "%d", params->h); ret[1].u.string.sval = dupstr(buf); ret[2].name = "No. of colours"; ret[2].type = C_STRING; sprintf(buf, "%d", params->ncols); ret[2].u.string.sval = dupstr(buf); ret[3].name = "Scoring system"; ret[3].type = C_CHOICES; ret[3].u.choices.choicenames = ":(n-1)^2:(n-2)^2"; ret[3].u.choices.selected = params->scoresub-1; ret[4].name = "Ensure solubility"; ret[4].type = C_BOOLEAN; ret[4].u.boolean.bval = params->soluble; ret[5].name = NULL; ret[5].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); ret->w = atoi(cfg[0].u.string.sval); ret->h = atoi(cfg[1].u.string.sval); ret->ncols = atoi(cfg[2].u.string.sval); ret->scoresub = cfg[3].u.choices.selected + 1; ret->soluble = cfg[4].u.boolean.bval; return ret; } static const char *validate_params(const game_params *params, bool full) { if (params->w < 1 || params->h < 1) return "Width and height must both be positive"; if (params->ncols > 9) return "Maximum of 9 colours"; if (params->soluble) { if (params->ncols < 3) return "Number of colours must be at least three"; if (params->w * params->h <= 1) return "Grid area must be greater than 1"; } else { if (params->ncols < 2) return "Number of colours must be at least three"; /* ...and we must make sure we can generate at least 2 squares * of each colour so it's theoretically soluble. */ if ((params->w * params->h) < (params->ncols * 2)) return "Too many colours makes given grid size impossible"; } if ((params->scoresub < 1) || (params->scoresub > 2)) return "Scoring system not recognised"; return NULL; } /* * Guaranteed-soluble grid generator. */ static void gen_grid(int w, int h, int nc, int *grid, random_state *rs) { int wh = w*h, tc = nc+1; int i, j, k, c, x, y, pos, n; int *list, *grid2; bool ok; int failures = 0; /* * We'll use `list' to track the possible places to put our * next insertion. There are up to h places to insert in each * column: in a column of height n there are n+1 places because * we can insert at the very bottom or the very top, but a * column of height h can't have anything at all inserted in it * so we have up to h in each column. Likewise, with n columns * present there are n+1 places to fit a new one in between but * we can't insert a column if there are already w; so there * are a maximum of w new columns too. Total is wh + w. */ list = snewn(wh + w, int); grid2 = snewn(wh, int); do { /* * Start with two or three squares - depending on parity of w*h * - of a random colour. */ for (i = 0; i < wh; i++) grid[i] = 0; j = 2 + (wh % 2); c = 1 + random_upto(rs, nc); if (j <= w) { for (i = 0; i < j; i++) grid[(h-1)*w+i] = c; } else { assert(j <= h); for (i = 0; i < j; i++) grid[(h-1-i)*w] = c; } /* * Now repeatedly insert a two-square blob in the grid, of * whatever colour will go at the position we chose. */ while (1) { n = 0; /* * Build up a list of insertion points. Each point is * encoded as y*w+x; insertion points between columns are * encoded as h*w+x. */ if (grid[wh - 1] == 0) { /* * The final column is empty, so we can insert new * columns. */ for (i = 0; i < w; i++) { list[n++] = wh + i; if (grid[(h-1)*w + i] == 0) break; } } /* * Now look for places to insert within columns. */ for (i = 0; i < w; i++) { if (grid[(h-1)*w+i] == 0) break; /* no more columns */ if (grid[i] != 0) continue; /* this column is full */ for (j = h; j-- > 0 ;) { list[n++] = j*w+i; if (grid[j*w+i] == 0) break; /* this column is exhausted */ } } if (n == 0) break; /* we're done */ #ifdef GENERATION_DIAGNOSTICS printf("initial grid:\n"); { int x,y; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (grid[y*w+x] == 0) printf("-"); else printf("%d", grid[y*w+x]); } printf("\n"); } } #endif /* * Now go through the list one element at a time in * random order, and actually attempt to insert * something there. */ while (n-- > 0) { int dirs[4], ndirs, dir; i = random_upto(rs, n+1); pos = list[i]; list[i] = list[n]; x = pos % w; y = pos / w; memcpy(grid2, grid, wh * sizeof(int)); if (y == h) { /* * Insert a column at position x. */ for (i = w-1; i > x; i--) for (j = 0; j < h; j++) grid2[j*w+i] = grid2[j*w+(i-1)]; /* * Clear the new column. */ for (j = 0; j < h; j++) grid2[j*w+x] = 0; /* * Decrement y so that our first square is actually * inserted _in_ the grid rather than just below it. */ y--; } /* * Insert a square within column x at position y. */ for (i = 0; i+1 <= y; i++) grid2[i*w+x] = grid2[(i+1)*w+x]; #ifdef GENERATION_DIAGNOSTICS printf("trying at n=%d (%d,%d)\n", n, x, y); grid2[y*w+x] = tc; { int x,y; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (grid2[y*w+x] == 0) printf("-"); else if (grid2[y*w+x] <= nc) printf("%d", grid2[y*w+x]); else printf("*"); } printf("\n"); } } #endif /* * Pick our square colour so that it doesn't match any * of its neighbours. */ { int wrongcol[4], nwrong = 0; /* * List the neighbouring colours. */ if (x > 0) wrongcol[nwrong++] = grid2[y*w+(x-1)]; if (x+1 < w) wrongcol[nwrong++] = grid2[y*w+(x+1)]; if (y > 0) wrongcol[nwrong++] = grid2[(y-1)*w+x]; if (y+1 < h) wrongcol[nwrong++] = grid2[(y+1)*w+x]; /* * Eliminate duplicates. We can afford a shoddy * algorithm here because the problem size is * bounded. */ for (i = j = 0 ;; i++) { int pos = -1, min = 0; if (j > 0) min = wrongcol[j-1]; for (k = i; k < nwrong; k++) if (wrongcol[k] > min && (pos == -1 || wrongcol[k] < wrongcol[pos])) pos = k; if (pos >= 0) { int v = wrongcol[pos]; wrongcol[pos] = wrongcol[j]; wrongcol[j++] = v; } else break; } nwrong = j; /* * If no colour will go here, stop trying. */ if (nwrong == nc) continue; /* * Otherwise, pick a colour from the remaining * ones. */ c = 1 + random_upto(rs, nc - nwrong); for (i = 0; i < nwrong; i++) { if (c >= wrongcol[i]) c++; else break; } } /* * Place the new square. * * Although I've _chosen_ the new region's colour * (so that we can check adjacency), I'm going to * actually place it as an invalid colour (tc) * until I'm sure it's viable. This is so that I * can conveniently check that I really have made a * _valid_ inverse move later on. */ #ifdef GENERATION_DIAGNOSTICS printf("picked colour %d\n", c); #endif grid2[y*w+x] = tc; /* * Now attempt to extend it in one of three ways: left, * right or up. */ ndirs = 0; if (x > 0 && grid2[y*w+(x-1)] != c && grid2[x-1] == 0 && (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) && (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) && (x <= 1 || grid2[y*w+(x-2)] != c)) dirs[ndirs++] = -1; /* left */ if (x+1 < w && grid2[y*w+(x+1)] != c && grid2[x+1] == 0 && (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) && (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) && (x+2 >= w || grid2[y*w+(x+2)] != c)) dirs[ndirs++] = +1; /* right */ if (y > 0 && grid2[x] == 0 && (x <= 0 || grid2[(y-1)*w+(x-1)] != c) && (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) { /* * We add this possibility _twice_, so that the * probability of placing a vertical domino is * about the same as that of a horizontal. This * should yield less bias in the generated * grids. */ dirs[ndirs++] = 0; /* up */ dirs[ndirs++] = 0; /* up */ } if (ndirs == 0) continue; dir = dirs[random_upto(rs, ndirs)]; #ifdef GENERATION_DIAGNOSTICS printf("picked dir %d\n", dir); #endif /* * Insert a square within column (x+dir) at position y. */ for (i = 0; i+1 <= y; i++) grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir]; grid2[y*w+x+dir] = tc; /* * See if we've divided the remaining grid squares * into sub-areas. If so, we need every sub-area to * have an even area or we won't be able to * complete generation. * * If the height is odd and not all columns are * present, we can increase the area of a subarea * by adding a new column in it, so in that * situation we don't mind having as many odd * subareas as there are spare columns. * * If the height is even, we can't fix it at all. */ { int nerrs = 0, nfix = 0; k = 0; /* current subarea size */ for (i = 0; i < w; i++) { if (grid2[(h-1)*w+i] == 0) { if (h % 2) nfix++; continue; } for (j = 0; j < h && grid2[j*w+i] == 0; j++); assert(j < h); if (j == 0) { /* * End of previous subarea. */ if (k % 2) nerrs++; k = 0; } else { k += j; } } if (k % 2) nerrs++; if (nerrs > nfix) continue; /* try a different placement */ } /* * We've made a move. Verify that it is a valid * move and that if made it would indeed yield the * previous grid state. The criteria are: * * (a) removing all the squares of colour tc (and * shuffling the columns up etc) from grid2 * would yield grid * (b) no square of colour tc is adjacent to one * of colour c * (c) all the squares of colour tc form a single * connected component * * We verify the latter property at the same time * as checking that removing all the tc squares * would yield the previous grid. Then we colour * the tc squares in colour c by breadth-first * search, which conveniently permits us to test * that they're all connected. */ { int x1, x2, y1, y2; bool ok = true; int fillstart = -1, ntc = 0; #ifdef GENERATION_DIAGNOSTICS { int x,y; printf("testing move (new, old):\n"); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (grid2[y*w+x] == 0) printf("-"); else if (grid2[y*w+x] <= nc) printf("%d", grid2[y*w+x]); else printf("*"); } printf(" "); for (x = 0; x < w; x++) { if (grid[y*w+x] == 0) printf("-"); else printf("%d", grid[y*w+x]); } printf("\n"); } } #endif for (x1 = x2 = 0; x2 < w; x2++) { bool usedcol = false; for (y1 = y2 = h-1; y2 >= 0; y2--) { if (grid2[y2*w+x2] == tc) { ntc++; if (fillstart == -1) fillstart = y2*w+x2; if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) || (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) || (x2+1 < w && grid2[y2*w+x2+1] == c) || (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) { #ifdef GENERATION_DIAGNOSTICS printf("adjacency failure at %d,%d\n", x2, y2); #endif ok = false; } continue; } if (grid2[y2*w+x2] == 0) break; usedcol = true; if (grid2[y2*w+x2] != grid[y1*w+x1]) { #ifdef GENERATION_DIAGNOSTICS printf("matching failure at %d,%d vs %d,%d\n", x2, y2, x1, y1); #endif ok = false; } y1--; } /* * If we've reached the top of the column * in grid2, verify that we've also reached * the top of the column in `grid'. */ if (usedcol) { while (y1 >= 0) { if (grid[y1*w+x1] != 0) { #ifdef GENERATION_DIAGNOSTICS printf("junk at column top (%d,%d)\n", x1, y1); #endif ok = false; } y1--; } } if (!ok) break; if (usedcol) x1++; } if (!ok) { assert(!"This should never happen"); /* * If this game is compiled NDEBUG so that * the assertion doesn't bring it to a * crashing halt, the only thing we can do * is to give up, loop round again, and * hope to randomly avoid making whatever * type of move just caused this failure. */ continue; } /* * Now use bfs to fill in the tc section as * colour c. We use `list' to store the set of * squares we have to process. */ i = j = 0; assert(fillstart >= 0); list[i++] = fillstart; #ifdef OUTPUT_SOLUTION printf("M"); #endif while (j < i) { k = list[j]; x = k % w; y = k / w; #ifdef OUTPUT_SOLUTION printf("%s%d", j ? "," : "", k); #endif j++; assert(grid2[k] == tc); grid2[k] = c; if (x > 0 && grid2[k-1] == tc) list[i++] = k-1; if (x+1 < w && grid2[k+1] == tc) list[i++] = k+1; if (y > 0 && grid2[k-w] == tc) list[i++] = k-w; if (y+1 < h && grid2[k+w] == tc) list[i++] = k+w; } #ifdef OUTPUT_SOLUTION printf("\n"); #endif /* * Check that we've filled the same number of * tc squares as we originally found. */ assert(j == ntc); } memcpy(grid, grid2, wh * sizeof(int)); break; /* done it! */ } #ifdef GENERATION_DIAGNOSTICS { int x,y; printf("n=%d\n", n); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (grid[y*w+x] == 0) printf("-"); else printf("%d", grid[y*w+x]); } printf("\n"); } } #endif if (n < 0) break; } ok = true; for (i = 0; i < wh; i++) if (grid[i] == 0) { ok = false; failures++; #if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE { int x,y; printf("incomplete grid:\n"); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (grid[y*w+x] == 0) printf("-"); else printf("%d", grid[y*w+x]); } printf("\n"); } } #endif break; } } while (!ok); #if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES printf("%d failures\n", failures); #endif #ifdef GENERATION_DIAGNOSTICS { int x,y; printf("final grid:\n"); for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { printf("%d", grid[y*w+x]); } printf("\n"); } } #endif sfree(grid2); sfree(list); } /* * Not-guaranteed-soluble grid generator; kept as a legacy, and in * case someone finds the slightly odd quality of the guaranteed- * soluble grids to be aesthetically displeasing or finds its CPU * utilisation to be excessive. */ static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs) { int i, j, c; int n = w * h; for (i = 0; i < n; i++) grid[i] = 0; /* * Our sole concession to not gratuitously generating insoluble * grids is to ensure we have at least two of every colour. */ for (c = 1; c <= nc; c++) { for (j = 0; j < 2; j++) { do { i = (int)random_upto(rs, n); } while (grid[i] != 0); grid[i] = c; } } /* * Fill in the rest of the grid at random. */ for (i = 0; i < n; i++) { if (grid[i] == 0) grid[i] = (int)random_upto(rs, nc)+1; } } static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { char *ret; int n, i, retlen, *tiles; n = params->w * params->h; tiles = snewn(n, int); if (params->soluble) gen_grid(params->w, params->h, params->ncols, tiles, rs); else gen_grid_random(params->w, params->h, params->ncols, tiles, rs); ret = NULL; retlen = 0; for (i = 0; i < n; i++) { char buf[80]; int k; k = sprintf(buf, "%d,", tiles[i]); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); retlen += k; } ret[retlen-1] = '\0'; /* delete last comma */ sfree(tiles); return ret; } static const char *validate_desc(const game_params *params, const char *desc) { int area = params->w * params->h, i; const char *p = desc; for (i = 0; i < area; i++) { const char *q = p; int n; if (!isdigit((unsigned char)*p)) return "Not enough numbers in string"; while (isdigit((unsigned char)*p)) p++; if (i < area-1 && *p != ',') return "Expected comma after number"; else if (i == area-1 && *p) return "Excess junk at end of string"; n = atoi(q); if (n < 0 || n > params->ncols) return "Colour out of range"; if (*p) p++; /* eat comma */ } return NULL; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = snew(game_state); const char *p = desc; int i; state->params = *params; /* struct copy */ state->n = state->params.w * state->params.h; state->tiles = snewn(state->n, int); for (i = 0; i < state->n; i++) { assert(*p); state->tiles[i] = atoi(p); while (*p && *p != ',') p++; if (*p) p++; /* eat comma */ } state->complete = false; state->impossible = false; state->score = 0; return state; } static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); *ret = *state; /* structure copy, except... */ ret->tiles = snewn(state->n, int); memcpy(ret->tiles, state->tiles, state->n * sizeof(int)); return ret; } static void free_game(game_state *state) { sfree(state->tiles); sfree(state); } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { return NULL; } static bool game_can_format_as_text_now(const game_params *params) { return true; } static char *game_text_format(const game_state *state) { char *ret, *p; int x, y, maxlen; maxlen = state->params.h * (state->params.w + 1); ret = snewn(maxlen+1, char); p = ret; for (y = 0; y < state->params.h; y++) { for (x = 0; x < state->params.w; x++) { int t = TILE(state,x,y); if (t <= 0) *p++ = ' '; else if (t < 10) *p++ = '0'+t; else *p++ = 'a'+(t-10); } *p++ = '\n'; } assert(p - ret == maxlen); *p = '\0'; return ret; } struct game_ui { struct game_params params; int *tiles; /* selected-ness only */ int nselected; int xsel, ysel; bool displaysel; }; static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui->params = state->params; /* structure copy */ ui->tiles = snewn(state->n, int); memset(ui->tiles, 0, state->n*sizeof(int)); ui->nselected = 0; ui->xsel = ui->ysel = 0; ui->displaysel = false; return ui; } static void free_ui(game_ui *ui) { sfree(ui->tiles); sfree(ui); } static char *encode_ui(const game_ui *ui) { return NULL; } static void decode_ui(game_ui *ui, const char *encoding) { } static void sel_clear(game_ui *ui, const game_state *state) { int i; for (i = 0; i < state->n; i++) ui->tiles[i] &= ~TILE_SELECTED; ui->nselected = 0; } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { sel_clear(ui, newstate); /* * If the game state has just changed into an unplayable one * (either completed or impossible), we vanish the keyboard- * control cursor. */ if (newstate->complete || newstate->impossible) ui->displaysel = false; } static char *sel_movedesc(game_ui *ui, const game_state *state) { int i; char *ret, buf[80]; const char *sep; int retlen, retsize; retsize = 256; ret = snewn(retsize, char); retlen = 0; ret[retlen++] = 'M'; sep = ""; for (i = 0; i < state->n; i++) { if (ui->tiles[i] & TILE_SELECTED) { sprintf(buf, "%s%d", sep, i); sep = ","; if (retlen + (int)strlen(buf) >= retsize) { retsize = retlen + strlen(buf) + 256; ret = sresize(ret, retsize, char); } strcpy(ret + retlen, buf); retlen += strlen(buf); ui->tiles[i] &= ~TILE_SELECTED; } } ui->nselected = 0; assert(retlen < retsize); ret[retlen++] = '\0'; return sresize(ret, retlen, char); } static void sel_expand(game_ui *ui, const game_state *state, int tx, int ty) { int ns = 1, nadded, x, y, c; TILE(ui,tx,ty) |= TILE_SELECTED; do { nadded = 0; for (x = 0; x < state->params.w; x++) { for (y = 0; y < state->params.h; y++) { if (x == tx && y == ty) continue; if (ISSEL(ui,x,y)) continue; c = COL(state,x,y); if ((x > 0) && ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) { TILE(ui,x,y) |= TILE_SELECTED; nadded++; continue; } if ((x+1 < state->params.w) && ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) { TILE(ui,x,y) |= TILE_SELECTED; nadded++; continue; } if ((y > 0) && ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) { TILE(ui,x,y) |= TILE_SELECTED; nadded++; continue; } if ((y+1 < state->params.h) && ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) { TILE(ui,x,y) |= TILE_SELECTED; nadded++; continue; } } } ns += nadded; } while (nadded > 0); if (ns > 1) { ui->nselected = ns; } else { sel_clear(ui, state); } } static bool sg_emptycol(game_state *ret, int x) { int y; for (y = 0; y < ret->params.h; y++) { if (COL(ret,x,y)) return false; } return true; } static void sg_snuggle(game_state *ret) { int x,y, ndone; /* make all unsupported tiles fall down. */ do { ndone = 0; for (x = 0; x < ret->params.w; x++) { for (y = ret->params.h-1; y > 0; y--) { if (COL(ret,x,y) != 0) continue; if (COL(ret,x,y-1) != 0) { SWAPTILE(ret,x,y,x,y-1); ndone++; } } } } while (ndone); /* shuffle all columns as far left as they can go. */ do { ndone = 0; for (x = 0; x < ret->params.w-1; x++) { if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) { ndone++; for (y = 0; y < ret->params.h; y++) { SWAPTILE(ret,x,y,x+1,y); } } } } while (ndone); } static void sg_check(game_state *ret) { int x,y; bool complete = true, impossible = true; for (x = 0; x < ret->params.w; x++) { for (y = 0; y < ret->params.h; y++) { if (COL(ret,x,y) == 0) continue; complete = false; if (x+1 < ret->params.w) { if (COL(ret,x,y) == COL(ret,x+1,y)) impossible = false; } if (y+1 < ret->params.h) { if (COL(ret,x,y) == COL(ret,x,y+1)) impossible = false; } } } ret->complete = complete; ret->impossible = impossible; } struct game_drawstate { bool started; int bgcolour; int tileinner, tilegap; int *tiles; /* contains colour and SELECTED. */ }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int tx, ty; char *ret = UI_UPDATE; ui->displaysel = false; if (button == RIGHT_BUTTON || button == LEFT_BUTTON) { tx = FROMCOORD(x); ty= FROMCOORD(y); } else if (IS_CURSOR_MOVE(button)) { int dx = 0, dy = 0; ui->displaysel = true; dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0); dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0); ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w; ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h; return ret; } else if (IS_CURSOR_SELECT(button)) { ui->displaysel = true; tx = ui->xsel; ty = ui->ysel; } else return NULL; if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h) return NULL; if (COL(state, tx, ty) == 0) return NULL; if (ISSEL(ui,tx,ty)) { if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) sel_clear(ui, state); else ret = sel_movedesc(ui, state); } else { sel_clear(ui, state); /* might be no-op */ sel_expand(ui, state, tx, ty); } return ret; } static game_state *execute_move(const game_state *from, const char *move) { int i, n; game_state *ret; if (move[0] == 'M') { ret = dup_game(from); n = 0; move++; while (*move) { i = atoi(move); if (i < 0 || i >= ret->n) { free_game(ret); return NULL; } n++; ret->tiles[i] = 0; while (*move && isdigit((unsigned char)*move)) move++; if (*move == ',') move++; } ret->score += npoints(&ret->params, n); sg_snuggle(ret); /* shifts blanks down and to the left */ sg_check(ret); /* checks for completeness or impossibility */ return ret; } else return NULL; /* couldn't parse move string */ } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilegap = 2; ds->tileinner = tilesize - ds->tilegap; } static void game_compute_size(const game_params *params, int tilesize, int *x, int *y) { /* Ick: fake up tile size variables for macro expansion purposes */ game_drawstate ads, *ds = &ads; game_set_size(NULL, ds, params, tilesize); *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); ret[COL_1 * 3 + 0] = 0.0F; ret[COL_1 * 3 + 1] = 0.0F; ret[COL_1 * 3 + 2] = 1.0F; ret[COL_2 * 3 + 0] = 0.0F; ret[COL_2 * 3 + 1] = 0.5F; ret[COL_2 * 3 + 2] = 0.0F; ret[COL_3 * 3 + 0] = 1.0F; ret[COL_3 * 3 + 1] = 0.0F; ret[COL_3 * 3 + 2] = 0.0F; ret[COL_4 * 3 + 0] = 1.0F; ret[COL_4 * 3 + 1] = 1.0F; ret[COL_4 * 3 + 2] = 0.0F; ret[COL_5 * 3 + 0] = 1.0F; ret[COL_5 * 3 + 1] = 0.0F; ret[COL_5 * 3 + 2] = 1.0F; ret[COL_6 * 3 + 0] = 0.0F; ret[COL_6 * 3 + 1] = 1.0F; ret[COL_6 * 3 + 2] = 1.0F; ret[COL_7 * 3 + 0] = 0.5F; ret[COL_7 * 3 + 1] = 0.5F; ret[COL_7 * 3 + 2] = 1.0F; ret[COL_8 * 3 + 0] = 0.5F; ret[COL_8 * 3 + 1] = 1.0F; ret[COL_8 * 3 + 2] = 0.5F; ret[COL_9 * 3 + 0] = 1.0F; ret[COL_9 * 3 + 1] = 0.5F; ret[COL_9 * 3 + 2] = 0.5F; ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F; ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F; ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F; ret[COL_SEL * 3 + 0] = 1.0F; ret[COL_SEL * 3 + 1] = 1.0F; ret[COL_SEL * 3 + 2] = 1.0F; ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; ds->started = false; ds->tileinner = ds->tilegap = 0; /* not decided yet */ ds->tiles = snewn(state->n, int); ds->bgcolour = -1; for (i = 0; i < state->n; i++) ds->tiles[i] = -1; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->tiles); sfree(ds); } /* Drawing routing for the tile at (x,y) is responsible for drawing * itself and the gaps to its right and below. If we're the same colour * as the tile to our right, then we fill in the gap; ditto below, and if * both then we fill the teeny tiny square in the corner as well. */ static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y, bool dright, bool dbelow, int tile, int bgcolour) { int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; if (col) { if (tile & TILE_IMPOSSIBLE) { outer = col; inner = COL_IMPOSSIBLE; } else if (tile & TILE_SELECTED) { outer = COL_SEL; inner = col; } else { outer = inner = col; } } draw_rect(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer); draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4, TILE_INNER/2, TILE_INNER/2, inner); if (dright) draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER, (tile & TILE_JOINRIGHT) ? outer : bgcolour); if (dbelow) draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP, (tile & TILE_JOINDOWN) ? outer : bgcolour); if (dright && dbelow) draw_rect(dr, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP, (tile & TILE_JOINDIAG) ? outer : bgcolour); if (tile & TILE_HASSEL) { int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5; int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT; draw_line(dr, sx, sy, sx+ssz, sy, scol); draw_line(dr, sx+ssz, sy, sx+ssz, sy+ssz, scol); draw_line(dr, sx+ssz, sy+ssz, sx, sy+ssz, scol); draw_line(dr, sx, sy+ssz, sx, sy, scol); } draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE); } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int bgcolour, x, y; /* This was entirely cloned from fifteen.c; it should probably be * moved into some generic 'draw-recessed-rectangle' utility fn. */ if (!ds->started) { int coords[10]; /* * Recessed area containing the whole puzzle. */ coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; coords[3] = COORD(0) - HIGHLIGHT_WIDTH; coords[4] = coords[2] - TILE_SIZE; coords[5] = coords[3] + TILE_SIZE; coords[8] = COORD(0) - HIGHLIGHT_WIDTH; coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; coords[6] = coords[8] + TILE_SIZE; coords[7] = coords[9] - TILE_SIZE; draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - HIGHLIGHT_WIDTH; coords[0] = COORD(0) - HIGHLIGHT_WIDTH; draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = true; } if (flashtime > 0.0) { int frame = (int)(flashtime / FLASH_FRAME); bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); } else bgcolour = COL_BACKGROUND; for (x = 0; x < state->params.w; x++) { for (y = 0; y < state->params.h; y++) { int i = (state->params.w * y) + x; int col = COL(state,x,y), tile = col; bool dright = (x+1 < state->params.w); bool dbelow = (y+1 < state->params.h); tile |= ISSEL(ui,x,y); if (state->impossible) tile |= TILE_IMPOSSIBLE; if (dright && COL(state,x+1,y) == col) tile |= TILE_JOINRIGHT; if (dbelow && COL(state,x,y+1) == col) tile |= TILE_JOINDOWN; if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) && COL(state,x+1,y+1) == col) tile |= TILE_JOINDIAG; if (ui->displaysel && ui->xsel == x && ui->ysel == y) tile |= TILE_HASSEL; /* For now we're never expecting oldstate at all (because we have * no animation); when we do we might well want to be looking * at the tile colours from oldstate, not state. */ if ((oldstate && COL(oldstate,x,y) != col) || (ds->bgcolour != bgcolour) || (tile != ds->tiles[i])) { tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour); ds->tiles[i] = tile; } } } ds->bgcolour = bgcolour; { char status[255], score[80]; sprintf(score, "Score: %d", state->score); if (state->complete) sprintf(status, "COMPLETE! %s", score); else if (state->impossible) sprintf(status, "Cannot move! %s", score); else if (ui->nselected) sprintf(status, "%s Selected: %d (%d)", score, ui->nselected, npoints(&state->params, ui->nselected)); else sprintf(status, "%s", score); status_bar(dr, status); } } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { if ((!oldstate->complete && newstate->complete) || (!oldstate->impossible && newstate->impossible)) return 2 * FLASH_FRAME; else return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { if(ui->displaysel) { *x = COORD(ui->xsel); *y = COORD(ui->ysel); *w = *h = TILE_SIZE; } } static int game_status(const game_state *state) { /* * Dead-end situations are assumed to be rescuable by Undo, so we * don't bother to identify them and return -1. */ return state->complete ? +1 : 0; } static bool game_timing_state(const game_state *state, game_ui *ui) { return true; } static void game_print_size(const game_params *params, float *x, float *y) { } static void game_print(drawing *dr, const game_state *state, int tilesize) { } #ifdef COMBINED #define thegame samegame #endif const struct game thegame = { "Same Game", "games.samegame", "samegame", default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, true, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, false, solve_game, true, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, decode_ui, NULL, /* game_request_keys */ game_changed_state, interpret_move, execute_move, PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_get_cursor_location, game_status, false, false, game_print_size, game_print, true, /* wants_statusbar */ false, game_timing_state, 0, /* flags */ };