rockbox/apps/plugins/puzzles/src/flood.c
Franklin Wei 5094aaa4d4 puzzles: Follow cursor in zoom mode and general code cleanup.
Frontends now have a way to retrieve the backend cursor position with some
changes I've submitted upstream. With this information, we can now follow
the cursor around in "interaction mode" while zoomed in, eliminating (most)
need for mode switching.

Also does some cleanup of the frontend code.

Change-Id: I1ba118f67564a3baed95435f5619b73cfa3ae87a
2020-07-06 23:00:13 -04:00

1384 lines
38 KiB
C

/*
* flood.c: puzzle in which you make a grid all the same colour by
* repeatedly flood-filling the top left corner, and try to do so in
* as few moves as possible.
*/
/*
* Possible further work:
*
* - UI: perhaps we should only permit clicking on regions that can
* actually be reached by the next flood-fill - i.e. a click is
* only interpreted as a move if it would cause the clicked-on
* square to become part of the controlled area. This provides a
* hint in cases where you mistakenly thought that would happen,
* and protects you against typos in cases where you just
* mis-aimed.
*
* - UI: perhaps mark the fill square in some way? Or even mark the
* whole connected component _containing_ the fill square. Pro:
* that would make it easier to tell apart cases where almost all
* the yellow squares in the grid are part of the target component
* (hence, yellow is _done_ and you never have to fill in that
* colour again) from cases where there's still one yellow square
* that's only diagonally adjacent and hence will need coming back
* to. Con: but it would almost certainly be ugly.
*/
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
enum {
COL_BACKGROUND, COL_SEPARATOR,
COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10,
COL_HIGHLIGHT, COL_LOWLIGHT,
NCOLOURS
};
struct game_params {
int w, h;
int colours;
int leniency;
};
/* Just in case I want to make this changeable later, I'll put the
* coordinates of the flood-fill point here so that it'll be easy to
* find everywhere later that has to change. */
#define FILLX 0
#define FILLY 0
typedef struct soln {
int refcount;
int nmoves;
char *moves;
} soln;
struct game_state {
int w, h, colours;
int moves, movelimit;
bool complete;
char *grid;
bool cheated;
int solnpos;
soln *soln;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 12;
ret->colours = 6;
ret->leniency = 5;
return ret;
}
static const struct {
struct game_params preset;
const char *name;
} flood_presets[] = {
/* Default 12x12 size, three difficulty levels. */
{{12, 12, 6, 5}, "12x12 Easy"},
{{12, 12, 6, 2}, "12x12 Medium"},
{{12, 12, 6, 0}, "12x12 Hard"},
/* Larger puzzles, leaving off Easy in the expectation that people
* wanting a bigger grid will have played it enough to find Easy
* easy. */
{{16, 16, 6, 2}, "16x16 Medium"},
{{16, 16, 6, 0}, "16x16 Hard"},
/* A couple of different colour counts. It seems generally not too
* hard with fewer colours (probably because fewer choices), so no
* extra moves for these modes. */
{{12, 12, 3, 0}, "12x12, 3 colours"},
{{12, 12, 4, 0}, "12x12, 4 colours"},
};
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
if (i < 0 || i >= lenof(flood_presets))
return false;
ret = snew(game_params);
*ret = flood_presets[i].preset;
*name = dupstr(flood_presets[i].name);
*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 *ret, char const *string)
{
ret->w = ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
}
while (*string) {
if (*string == 'c') {
string++;
ret->colours = atoi(string);
while (string[1] && isdigit((unsigned char)string[1])) string++;
} else if (*string == 'm') {
string++;
ret->leniency = atoi(string);
while (string[1] && isdigit((unsigned char)string[1])) string++;
}
string++;
}
}
static char *encode_params(const game_params *params, bool full)
{
char buf[256];
sprintf(buf, "%dx%d", params->w, params->h);
if (full)
sprintf(buf + strlen(buf), "c%dm%d",
params->colours, params->leniency);
return dupstr(buf);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(5, 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 = "Colours";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->colours);
ret[2].u.string.sval = dupstr(buf);
ret[3].name = "Extra moves permitted";
ret[3].type = C_STRING;
sprintf(buf, "%d", params->leniency);
ret[3].u.string.sval = dupstr(buf);
ret[4].name = NULL;
ret[4].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->colours = atoi(cfg[2].u.string.sval);
ret->leniency = atoi(cfg[3].u.string.sval);
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->w * params->h < 2)
return "Grid must contain at least two squares";
if (params->w < 1 || params->h < 1)
return "Width and height must both be at least one";
if (params->colours < 3 || params->colours > 10)
return "Must have between 3 and 10 colours";
if (params->leniency < 0)
return "Leniency must be non-negative";
return NULL;
}
#if 0
/*
* Bodge to permit varying the recursion depth for testing purposes.
To test two Floods against each other:
paste <(./flood.1 --generate 100 12x12c6m0#12345 | cut -f2 -d,) <(./flood.2 --generate 100 12x12c6m0#12345 | cut -f2 -d,) | awk '{print $2-$1}' | sort -n | uniq -c | awk '{print $2,$1}' | tee z
and then run gnuplot and plot "z".
*/
static int rdepth = 0;
#define RECURSION_DEPTH (rdepth)
void check_recursion_depth(void)
{
if (!rdepth) {
const char *depthstr = getenv("FLOOD_DEPTH");
rdepth = depthstr ? atoi(depthstr) : 1;
rdepth = rdepth > 0 ? rdepth : 1;
}
}
#else
/*
* Last time I empirically checked this, depth 3 was a noticeable
* improvement on 2, but 4 only negligibly better than 3.
*/
#define RECURSION_DEPTH 3
#define check_recursion_depth() (void)0
#endif
struct solver_scratch {
int *queue[2];
int *dist;
char *grid, *grid2;
char *rgrids;
};
static struct solver_scratch *new_scratch(int w, int h)
{
int wh = w*h;
struct solver_scratch *scratch = snew(struct solver_scratch);
check_recursion_depth();
scratch->queue[0] = snewn(wh, int);
scratch->queue[1] = snewn(wh, int);
scratch->dist = snewn(wh, int);
scratch->grid = snewn(wh, char);
scratch->grid2 = snewn(wh, char);
scratch->rgrids = snewn(wh * RECURSION_DEPTH, char);
return scratch;
}
static void free_scratch(struct solver_scratch *scratch)
{
sfree(scratch->queue[0]);
sfree(scratch->queue[1]);
sfree(scratch->dist);
sfree(scratch->grid);
sfree(scratch->grid2);
sfree(scratch->rgrids);
sfree(scratch);
}
#if 0
/* Diagnostic routines you can uncomment if you need them */
void dump_grid(int w, int h, const char *grid, const char *titlefmt, ...)
{
int x, y;
if (titlefmt) {
va_list ap;
va_start(ap, titlefmt);
vprintf(titlefmt, ap);
va_end(ap);
printf(":\n");
} else {
printf("Grid:\n");
}
for (y = 0; y < h; y++) {
printf(" ");
for (x = 0; x < w; x++) {
printf("%1x", grid[y*w+x]);
}
printf("\n");
}
}
void dump_dist(int w, int h, const int *dists, const char *titlefmt, ...)
{
int x, y;
if (titlefmt) {
va_list ap;
va_start(ap, titlefmt);
vprintf(titlefmt, ap);
va_end(ap);
printf(":\n");
} else {
printf("Distances:\n");
}
for (y = 0; y < h; y++) {
printf(" ");
for (x = 0; x < w; x++) {
printf("%3d", dists[y*w+x]);
}
printf("\n");
}
}
#endif
/*
* Search a grid to find the most distant square(s). Return their
* distance and the number of them, and also the number of squares in
* the current controlled set (i.e. at distance zero).
*/
static void search(int w, int h, char *grid, int x0, int y0,
struct solver_scratch *scratch,
int *rdist, int *rnumber, int *rcontrol)
{
int wh = w*h;
int i, qcurr, qhead, qtail, qnext, currdist, remaining;
for (i = 0; i < wh; i++)
scratch->dist[i] = -1;
scratch->queue[0][0] = y0*w+x0;
scratch->queue[1][0] = y0*w+x0;
scratch->dist[y0*w+x0] = 0;
currdist = 0;
qcurr = 0;
qtail = 0;
qhead = 1;
qnext = 1;
remaining = wh - 1;
while (1) {
if (qtail == qhead) {
/* Switch queues. */
if (currdist == 0)
*rcontrol = qhead;
currdist++;
qcurr ^= 1; /* switch queues */
qhead = qnext;
qtail = 0;
qnext = 0;
#if 0
printf("switch queue, new dist %d, queue %d\n", currdist, qhead);
#endif
} else if (remaining == 0 && qnext == 0) {
break;
} else {
int pos = scratch->queue[qcurr][qtail++];
int y = pos / w;
int x = pos % w;
#if 0
printf("checking neighbours of %d,%d\n", x, y);
#endif
int dir;
for (dir = 0; dir < 4; dir++) {
int y1 = y + (dir == 1 ? 1 : dir == 3 ? -1 : 0);
int x1 = x + (dir == 0 ? 1 : dir == 2 ? -1 : 0);
if (0 <= x1 && x1 < w && 0 <= y1 && y1 < h) {
int pos1 = y1*w+x1;
#if 0
printf("trying %d,%d: colours %d-%d dist %d\n", x1, y1,
grid[pos], grid[pos1], scratch->dist[pos]);
#endif
if (scratch->dist[pos1] == -1 &&
((grid[pos1] == grid[pos] &&
scratch->dist[pos] == currdist) ||
(grid[pos1] != grid[pos] &&
scratch->dist[pos] == currdist - 1))) {
#if 0
printf("marking %d,%d dist %d\n", x1, y1, currdist);
#endif
scratch->queue[qcurr][qhead++] = pos1;
scratch->queue[qcurr^1][qnext++] = pos1;
scratch->dist[pos1] = currdist;
remaining--;
}
}
}
}
}
*rdist = currdist;
*rnumber = qhead;
if (currdist == 0)
*rcontrol = qhead;
}
/*
* Enact a flood-fill move on a grid.
*/
static void fill(int w, int h, char *grid, int x0, int y0, char newcolour,
int *queue)
{
char oldcolour;
int qhead, qtail;
oldcolour = grid[y0*w+x0];
assert(oldcolour != newcolour);
grid[y0*w+x0] = newcolour;
queue[0] = y0*w+x0;
qtail = 0;
qhead = 1;
while (qtail < qhead) {
int pos = queue[qtail++];
int y = pos / w;
int x = pos % w;
int dir;
for (dir = 0; dir < 4; dir++) {
int y1 = y + (dir == 1 ? 1 : dir == 3 ? -1 : 0);
int x1 = x + (dir == 0 ? 1 : dir == 2 ? -1 : 0);
if (0 <= x1 && x1 < w && 0 <= y1 && y1 < h) {
int pos1 = y1*w+x1;
if (grid[pos1] == oldcolour) {
grid[pos1] = newcolour;
queue[qhead++] = pos1;
}
}
}
}
}
/*
* Detect a completed grid.
*/
static bool completed(int w, int h, char *grid)
{
int wh = w*h;
int i;
for (i = 1; i < wh; i++)
if (grid[i] != grid[0])
return false;
return true;
}
/*
* Try out every possible move on a grid, and choose whichever one
* reduced the result of search() by the most.
*/
static char choosemove_recurse(int w, int h, char *grid, int x0, int y0,
int maxmove, struct solver_scratch *scratch,
int depth, int *rbestdist, int *rbestnumber, int *rbestcontrol)
{
int wh = w*h;
char move, bestmove;
int dist, number, control, bestdist, bestnumber, bestcontrol;
char *tmpgrid;
assert(0 <= depth && depth < RECURSION_DEPTH);
tmpgrid = scratch->rgrids + depth*wh;
bestdist = wh + 1;
bestnumber = 0;
bestcontrol = 0;
bestmove = -1;
#if 0
dump_grid(w, h, grid, "before choosemove_recurse %d", depth);
#endif
for (move = 0; move < maxmove; move++) {
if (grid[y0*w+x0] == move)
continue;
memcpy(tmpgrid, grid, wh * sizeof(*grid));
fill(w, h, tmpgrid, x0, y0, move, scratch->queue[0]);
if (completed(w, h, tmpgrid)) {
/*
* A move that wins is immediately the best, so stop
* searching. Record what depth of recursion that happened
* at, so that higher levels will choose a move that gets
* to a winning position sooner.
*/
*rbestdist = -1;
*rbestnumber = depth;
*rbestcontrol = wh;
return move;
}
if (depth < RECURSION_DEPTH-1) {
choosemove_recurse(w, h, tmpgrid, x0, y0, maxmove, scratch,
depth+1, &dist, &number, &control);
} else {
#if 0
dump_grid(w, h, tmpgrid, "after move %d at depth %d",
move, depth);
#endif
search(w, h, tmpgrid, x0, y0, scratch, &dist, &number, &control);
#if 0
dump_dist(w, h, scratch->dist, "after move %d at depth %d",
move, depth);
printf("move %d at depth %d: %d at %d\n",
depth, move, number, dist);
#endif
}
if (dist < bestdist ||
(dist == bestdist &&
(number < bestnumber ||
(number == bestnumber &&
(control > bestcontrol))))) {
bestdist = dist;
bestnumber = number;
bestcontrol = control;
bestmove = move;
}
}
#if 0
printf("best at depth %d was %d (%d at %d, %d controlled)\n",
depth, bestmove, bestnumber, bestdist, bestcontrol);
#endif
*rbestdist = bestdist;
*rbestnumber = bestnumber;
*rbestcontrol = bestcontrol;
return bestmove;
}
static char choosemove(int w, int h, char *grid, int x0, int y0,
int maxmove, struct solver_scratch *scratch)
{
int tmp0, tmp1, tmp2;
return choosemove_recurse(w, h, grid, x0, y0, maxmove, scratch,
0, &tmp0, &tmp1, &tmp2);
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
int w = params->w, h = params->h, wh = w*h;
int i, moves;
char *desc;
struct solver_scratch *scratch;
scratch = new_scratch(w, h);
/*
* Invent a random grid.
*/
for (i = 0; i < wh; i++)
scratch->grid[i] = random_upto(rs, params->colours);
/*
* Run the solver, and count how many moves it uses.
*/
memcpy(scratch->grid2, scratch->grid, wh * sizeof(*scratch->grid2));
moves = 0;
check_recursion_depth();
while (!completed(w, h, scratch->grid2)) {
char move = choosemove(w, h, scratch->grid2, FILLX, FILLY,
params->colours, scratch);
fill(w, h, scratch->grid2, FILLX, FILLY, move, scratch->queue[0]);
moves++;
}
/*
* Adjust for difficulty.
*/
moves += params->leniency;
/*
* Encode the game id.
*/
desc = snewn(wh + 40, char);
for (i = 0; i < wh; i++) {
char colour = scratch->grid[i];
char textcolour = (colour > 9 ? 'A' : '0') + colour;
desc[i] = textcolour;
}
sprintf(desc+i, ",%d", moves);
free_scratch(scratch);
return desc;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, wh = w*h;
int i;
for (i = 0; i < wh; i++) {
char c = *desc++;
if (c == 0)
return "Not enough data in grid description";
if (c >= '0' && c <= '9')
c -= '0';
else if (c >= 'A' && c <= 'Z')
c = 10 + (c - 'A');
else
return "Bad character in grid description";
if ((unsigned)c >= params->colours)
return "Colour out of range in grid description";
}
if (*desc != ',')
return "Expected ',' after grid description";
desc++;
if (desc[strspn(desc, "0123456789")])
return "Badly formatted move limit after grid description";
return NULL;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
int w = params->w, h = params->h, wh = w*h;
game_state *state = snew(game_state);
int i;
state->w = w;
state->h = h;
state->colours = params->colours;
state->moves = 0;
state->grid = snewn(wh, char);
for (i = 0; i < wh; i++) {
char c = *desc++;
assert(c);
if (c >= '0' && c <= '9')
c -= '0';
else if (c >= 'A' && c <= 'Z')
c = 10 + (c - 'A');
else
assert(!"bad colour");
state->grid[i] = c;
}
assert(*desc == ',');
desc++;
state->movelimit = atoi(desc);
state->complete = false;
state->cheated = false;
state->solnpos = 0;
state->soln = NULL;
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->colours = state->colours;
ret->moves = state->moves;
ret->movelimit = state->movelimit;
ret->complete = state->complete;
ret->grid = snewn(state->w * state->h, char);
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(*ret->grid));
ret->cheated = state->cheated;
ret->soln = state->soln;
if (ret->soln)
ret->soln->refcount++;
ret->solnpos = state->solnpos;
return ret;
}
static void free_game(game_state *state)
{
if (state->soln && --state->soln->refcount == 0) {
sfree(state->soln->moves);
sfree(state->soln);
}
sfree(state->grid);
sfree(state);
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
int w = state->w, h = state->h, wh = w*h;
char *moves, *ret, *p;
int i, len, nmoves;
char buf[256];
struct solver_scratch *scratch;
if (currstate->complete) {
*error = "Puzzle is already solved";
return NULL;
}
/*
* Find the best solution our solver can give.
*/
moves = snewn(wh, char); /* sure to be enough */
nmoves = 0;
scratch = new_scratch(w, h);
memcpy(scratch->grid2, currstate->grid, wh * sizeof(*scratch->grid2));
check_recursion_depth();
while (!completed(w, h, scratch->grid2)) {
char move = choosemove(w, h, scratch->grid2, FILLX, FILLY,
currstate->colours, scratch);
fill(w, h, scratch->grid2, FILLX, FILLY, move, scratch->queue[0]);
assert(nmoves < wh);
moves[nmoves++] = move;
}
free_scratch(scratch);
/*
* Encode it as a move string.
*/
len = 1; /* trailing NUL */
for (i = 0; i < nmoves; i++)
len += sprintf(buf, ",%d", moves[i]);
ret = snewn(len, char);
p = ret;
for (i = 0; i < nmoves; i++)
p += sprintf(p, "%c%d", (i==0 ? 'S' : ','), moves[i]);
assert(p - ret == len - 1);
sfree(moves);
return ret;
}
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
int w = state->w, h = state->h;
char *ret, *p;
int x, y, len;
len = h * (w+1); /* +1 for newline after each row */
ret = snewn(len+1, char); /* and +1 for terminating \0 */
p = ret;
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
char colour = state->grid[y*w+x];
char textcolour = (colour > 9 ? 'A' : '0') + colour;
*p++ = textcolour;
}
*p++ = '\n';
}
assert(p - ret == len);
*p = '\0';
return ret;
}
struct game_ui {
bool cursor_visible;
int cx, cy;
enum { VICTORY, DEFEAT } flash_type;
};
static game_ui *new_ui(const game_state *state)
{
struct game_ui *ui = snew(struct game_ui);
ui->cursor_visible = false;
ui->cx = FILLX;
ui->cy = FILLY;
return ui;
}
static void free_ui(game_ui *ui)
{
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)
{
}
struct game_drawstate {
bool started;
int tilesize;
int *grid;
};
#define TILESIZE (ds->tilesize)
#define PREFERRED_TILESIZE 32
#define BORDER (TILESIZE / 2)
#define SEP_WIDTH (TILESIZE / 32)
#define CURSOR_INSET (TILESIZE / 8)
#define HIGHLIGHT_WIDTH (TILESIZE / 10)
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
#define VICTORY_FLASH_FRAME 0.03F
#define DEFEAT_FLASH_FRAME 0.10F
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;
int tx = -1, ty = -1, move = -1;
if (button == LEFT_BUTTON) {
tx = FROMCOORD(x);
ty = FROMCOORD(y);
ui->cursor_visible = false;
} else if (button == CURSOR_LEFT && ui->cx > 0) {
ui->cx--;
ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_RIGHT && ui->cx+1 < w) {
ui->cx++;
ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_UP && ui->cy > 0) {
ui->cy--;
ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_DOWN && ui->cy+1 < h) {
ui->cy++;
ui->cursor_visible = true;
return UI_UPDATE;
} else if (button == CURSOR_SELECT) {
tx = ui->cx;
ty = ui->cy;
} else if (button == CURSOR_SELECT2 &&
state->soln && state->solnpos < state->soln->nmoves) {
move = state->soln->moves[state->solnpos];
} else {
return NULL;
}
if (tx >= 0 && tx < w && ty >= 0 && ty < h &&
state->grid[0] != state->grid[ty*w+tx])
move = state->grid[ty*w+tx];
if (move >= 0 && !state->complete) {
char buf[256];
sprintf(buf, "M%d", move);
return dupstr(buf);
}
return NULL;
}
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret;
int c;
if (move[0] == 'M' &&
sscanf(move+1, "%d", &c) == 1 &&
c >= 0 &&
!state->complete) {
int *queue = snewn(state->w * state->h, int);
ret = dup_game(state);
fill(ret->w, ret->h, ret->grid, FILLX, FILLY, c, queue);
ret->moves++;
ret->complete = completed(ret->w, ret->h, ret->grid);
if (ret->soln) {
/*
* If this move is the correct next one in the stored
* solution path, advance solnpos.
*/
if (c == ret->soln->moves[ret->solnpos] &&
ret->solnpos+1 < ret->soln->nmoves) {
ret->solnpos++;
} else {
/*
* Otherwise, the user has strayed from the path or
* else the path has come to an end; either way, the
* path is no longer valid.
*/
ret->soln->refcount--;
assert(ret->soln->refcount > 0);/* `state' at least still exists */
ret->soln = NULL;
ret->solnpos = 0;
}
}
sfree(queue);
return ret;
} else if (*move == 'S') {
soln *sol;
const char *p;
int i;
/*
* This is a solve move, so we don't actually _change_ the
* grid but merely set up a stored solution path.
*/
move++;
sol = snew(soln);
sol->nmoves = 1;
for (p = move; *p; p++) {
if (*p == ',')
sol->nmoves++;
}
sol->moves = snewn(sol->nmoves, char);
for (i = 0, p = move; i < sol->nmoves; i++) {
assert(*p);
sol->moves[i] = atoi(p);
p += strspn(p, "0123456789");
if (*p) {
assert(*p == ',');
p++;
}
}
ret = dup_game(state);
ret->cheated = true;
if (ret->soln && --ret->soln->refcount == 0) {
sfree(ret->soln->moves);
sfree(ret->soln);
}
ret->soln = sol;
ret->solnpos = 0;
sol->refcount = 1;
return ret;
}
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = BORDER * 2 + TILESIZE * params->w;
*y = BORDER * 2 + TILESIZE * params->h;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
ret[COL_SEPARATOR * 3 + 0] = 0.0F;
ret[COL_SEPARATOR * 3 + 1] = 0.0F;
ret[COL_SEPARATOR * 3 + 2] = 0.0F;
/* red */
ret[COL_1 * 3 + 0] = 1.0F;
ret[COL_1 * 3 + 1] = 0.0F;
ret[COL_1 * 3 + 2] = 0.0F;
/* yellow */
ret[COL_2 * 3 + 0] = 1.0F;
ret[COL_2 * 3 + 1] = 1.0F;
ret[COL_2 * 3 + 2] = 0.0F;
/* green */
ret[COL_3 * 3 + 0] = 0.0F;
ret[COL_3 * 3 + 1] = 1.0F;
ret[COL_3 * 3 + 2] = 0.0F;
/* blue */
ret[COL_4 * 3 + 0] = 0.2F;
ret[COL_4 * 3 + 1] = 0.3F;
ret[COL_4 * 3 + 2] = 1.0F;
/* orange */
ret[COL_5 * 3 + 0] = 1.0F;
ret[COL_5 * 3 + 1] = 0.5F;
ret[COL_5 * 3 + 2] = 0.0F;
/* purple */
ret[COL_6 * 3 + 0] = 0.5F;
ret[COL_6 * 3 + 1] = 0.0F;
ret[COL_6 * 3 + 2] = 0.7F;
/* brown */
ret[COL_7 * 3 + 0] = 0.5F;
ret[COL_7 * 3 + 1] = 0.3F;
ret[COL_7 * 3 + 2] = 0.3F;
/* light blue */
ret[COL_8 * 3 + 0] = 0.4F;
ret[COL_8 * 3 + 1] = 0.8F;
ret[COL_8 * 3 + 2] = 1.0F;
/* light green */
ret[COL_9 * 3 + 0] = 0.7F;
ret[COL_9 * 3 + 1] = 1.0F;
ret[COL_9 * 3 + 2] = 0.7F;
/* pink */
ret[COL_10 * 3 + 0] = 1.0F;
ret[COL_10 * 3 + 1] = 0.6F;
ret[COL_10 * 3 + 2] = 1.0F;
*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 w = state->w, h = state->h, wh = w*h;
int i;
ds->started = false;
ds->tilesize = 0;
ds->grid = snewn(wh, int);
for (i = 0; i < wh; i++)
ds->grid[i] = -1;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->grid);
sfree(ds);
}
#define BORDER_L 0x001
#define BORDER_R 0x002
#define BORDER_U 0x004
#define BORDER_D 0x008
#define CORNER_UL 0x010
#define CORNER_UR 0x020
#define CORNER_DL 0x040
#define CORNER_DR 0x080
#define CURSOR 0x100
#define BADFLASH 0x200
#define SOLNNEXT 0x400
#define COLOUR_SHIFT 11
static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, int tile)
{
int colour;
int tx = COORD(x), ty = COORD(y);
colour = tile >> COLOUR_SHIFT;
if (tile & BADFLASH)
colour = COL_SEPARATOR;
else
colour += COL_1;
draw_rect(dr, tx, ty, TILESIZE, TILESIZE, colour);
if (tile & BORDER_L)
draw_rect(dr, tx, ty,
SEP_WIDTH, TILESIZE, COL_SEPARATOR);
if (tile & BORDER_R)
draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty,
SEP_WIDTH, TILESIZE, COL_SEPARATOR);
if (tile & BORDER_U)
draw_rect(dr, tx, ty,
TILESIZE, SEP_WIDTH, COL_SEPARATOR);
if (tile & BORDER_D)
draw_rect(dr, tx, ty + TILESIZE - SEP_WIDTH,
TILESIZE, SEP_WIDTH, COL_SEPARATOR);
if (tile & CORNER_UL)
draw_rect(dr, tx, ty,
SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR);
if (tile & CORNER_UR)
draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty,
SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR);
if (tile & CORNER_DL)
draw_rect(dr, tx, ty + TILESIZE - SEP_WIDTH,
SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR);
if (tile & CORNER_DR)
draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty + TILESIZE - SEP_WIDTH,
SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR);
if (tile & CURSOR)
draw_rect_outline(dr, tx + CURSOR_INSET, ty + CURSOR_INSET,
TILESIZE - 1 - CURSOR_INSET * 2,
TILESIZE - 1 - CURSOR_INSET * 2,
COL_SEPARATOR);
if (tile & SOLNNEXT) {
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, TILESIZE/6,
COL_SEPARATOR, COL_SEPARATOR);
}
draw_update(dr, tx, ty, TILESIZE, TILESIZE);
}
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;
int x, y, flashframe, solnmove;
char *grid;
/* This was entirely cloned from fifteen.c; it should probably be
* moved into some generic 'draw-recessed-rectangle' utility fn. */
if (!ds->started) {
int coords[10];
draw_rect(dr, 0, 0,
TILESIZE * w + 2 * BORDER,
TILESIZE * h + 2 * BORDER, COL_BACKGROUND);
draw_update(dr, 0, 0,
TILESIZE * w + 2 * BORDER,
TILESIZE * h + 2 * BORDER);
/*
* Recessed area containing the whole puzzle.
*/
coords[0] = COORD(w) + HIGHLIGHT_WIDTH - 1;
coords[1] = COORD(h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
coords[4] = coords[2] - TILESIZE;
coords[5] = coords[3] + TILESIZE;
coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
coords[9] = COORD(h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILESIZE;
coords[7] = coords[9] - TILESIZE;
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);
draw_rect(dr, COORD(0) - SEP_WIDTH, COORD(0) - SEP_WIDTH,
TILESIZE * w + 2 * SEP_WIDTH, TILESIZE * h + 2 * SEP_WIDTH,
COL_SEPARATOR);
ds->started = true;
}
if (flashtime > 0) {
float frame = (ui->flash_type == VICTORY ?
VICTORY_FLASH_FRAME : DEFEAT_FLASH_FRAME);
flashframe = (int)(flashtime / frame);
} else {
flashframe = -1;
}
grid = snewn(wh, char);
memcpy(grid, state->grid, wh * sizeof(*grid));
if (state->soln && state->solnpos < state->soln->nmoves) {
int i, *queue;
/*
* Highlight as 'next auto-solver move' every square of the
* target colour which is adjacent to the currently controlled
* region. We do this by first enacting the actual move, then
* flood-filling again in a nonexistent colour, and finally
* reverting to the original grid anything in the new colour
* that was part of the original controlled region. Then
* regions coloured in the dummy colour should be displayed as
* soln_move with the SOLNNEXT flag.
*/
solnmove = state->soln->moves[state->solnpos];
queue = snewn(wh, int);
fill(w, h, grid, FILLX, FILLY, solnmove, queue);
fill(w, h, grid, FILLX, FILLY, state->colours, queue);
sfree(queue);
for (i = 0; i < wh; i++)
if (grid[i] == state->colours && state->grid[i] != solnmove)
grid[i] = state->grid[i];
} else {
solnmove = 0; /* placate optimiser */
}
if (flashframe >= 0 && ui->flash_type == VICTORY) {
/*
* Modify the display grid by superimposing our rainbow flash
* on it.
*/
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
int flashpos = flashframe - (abs(x - FILLX) + abs(y - FILLY));
if (flashpos >= 0 && flashpos < state->colours)
grid[y*w+x] = flashpos;
}
}
}
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
int pos = y*w+x;
int tile;
if (grid[pos] == state->colours) {
tile = (solnmove << COLOUR_SHIFT) | SOLNNEXT;
} else {
tile = (int)grid[pos] << COLOUR_SHIFT;
}
if (x == 0 || grid[pos-1] != grid[pos])
tile |= BORDER_L;
if (x==w-1 || grid[pos+1] != grid[pos])
tile |= BORDER_R;
if (y == 0 || grid[pos-w] != grid[pos])
tile |= BORDER_U;
if (y==h-1 || grid[pos+w] != grid[pos])
tile |= BORDER_D;
if (x == 0 || y == 0 || grid[pos-w-1] != grid[pos])
tile |= CORNER_UL;
if (x==w-1 || y == 0 || grid[pos-w+1] != grid[pos])
tile |= CORNER_UR;
if (x == 0 || y==h-1 || grid[pos+w-1] != grid[pos])
tile |= CORNER_DL;
if (x==w-1 || y==h-1 || grid[pos+w+1] != grid[pos])
tile |= CORNER_DR;
if (ui->cursor_visible && ui->cx == x && ui->cy == y)
tile |= CURSOR;
if (flashframe >= 0 && ui->flash_type == DEFEAT && flashframe != 1)
tile |= BADFLASH;
if (ds->grid[pos] != tile) {
draw_tile(dr, ds, x, y, tile);
ds->grid[pos] = tile;
}
}
}
sfree(grid);
{
char status[255];
sprintf(status, "%s%d / %d moves",
(state->complete && state->moves <= state->movelimit ?
(state->cheated ? "Auto-solved. " : "COMPLETED! ") :
state->moves >= state->movelimit ? "FAILED! " :
state->cheated ? "Auto-solver used. " :
""),
state->moves,
state->movelimit);
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 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->cursor_visible)
{
*x = COORD(ui->cx);
*y = COORD(ui->cy);
*w = *h = TILESIZE;
}
}
static int game_status(const game_state *state)
{
if (state->complete && state->moves <= state->movelimit) {
return +1; /* victory! */
} else if (state->moves >= state->movelimit) {
return -1; /* defeat */
} else {
return 0; /* still playing */
}
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (dir == +1) {
int old_status = game_status(oldstate);
int new_status = game_status(newstate);
if (old_status != new_status) {
assert(old_status == 0);
if (new_status == +1) {
int frames = newstate->w + newstate->h + newstate->colours - 2;
ui->flash_type = VICTORY;
return VICTORY_FLASH_FRAME * frames;
} else {
ui->flash_type = DEFEAT;
return DEFEAT_FLASH_FRAME * 3;
}
}
}
return 0.0F;
}
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 flood
#endif
const struct game thegame = {
"Flood", "games.flood", "flood",
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,
true, 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_TILESIZE, 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 */
};