+/*
+ * 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 <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;
+ int complete;
+ char *grid;
+ int 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 game_params flood_presets[] = {
+ {12, 12, 6, 5},
+ {12, 12, 6, 2},
+ {12, 12, 6, 0},
+ {16, 16, 6, 5},
+ {16, 16, 6, 2},
+ {16, 16, 6, 0},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(flood_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = flood_presets[i];
+
+ sprintf(str, "%dx%d, %d colours, %d extra moves",
+ ret->w, ret->h, ret->colours, ret->leniency);
+
+ *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 *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, int 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].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 = "Colours";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->colours);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = "Extra moves permitted";
+ ret[3].type = C_STRING;
+ sprintf(buf, "%d", params->leniency);
+ ret[3].sval = dupstr(buf);
+ ret[3].ival = 0;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].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->colours = atoi(cfg[2].sval);
+ ret->leniency = atoi(cfg[3].sval);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 2 && params->h < 2)
+ return "Grid must contain at least two squares";
+ 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;
+}
+
+struct solver_scratch {
+ int *queue[2];
+ int *dist;
+ char *grid, *grid2, *sparegrid;
+};
+
+static struct solver_scratch *new_scratch(int w, int h)
+{
+ struct solver_scratch *scratch = snew(struct solver_scratch);
+ scratch->queue[0] = snewn(w*h, int);
+ scratch->queue[1] = snewn(w*h, int);
+ scratch->dist = snewn(w*h, int);
+ scratch->grid = snewn(w*h, char);
+ scratch->grid2 = snewn(w*h, char);
+ scratch->sparegrid = snewn(w*h, 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->sparegrid);
+ 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 *title)
+{
+ int x, y;
+ printf("%s:\n", title ? title : "Grid");
+ 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 *title)
+{
+ int x, y;
+ printf("%s:\n", title ? title : "Distances");
+ 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.
+ */
+static void search(int w, int h, char *grid, int x0, int y0,
+ struct solver_scratch *scratch, int *rdist, int *rnumber)
+{
+ 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. */
+ 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;
+}
+
+/*
+ * 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;
+ }
+ }
+ }
+ }
+}
+
+/*
+ * Try out every possible move on a grid, and choose whichever one
+ * reduced the result of search() by the most.
+ */
+static char choosemove(int w, int h, char *grid, int x0, int y0,
+ int maxmove, struct solver_scratch *scratch)
+{
+ int wh = w*h;
+ char move, bestmove;
+ int dist, number, bestdist, bestnumber;
+
+ bestdist = wh + 1;
+ bestnumber = 0;
+ bestmove = -1;
+
+#if 0
+ dump_grid(w, h, grid, "before choosemove");
+#endif
+ for (move = 0; move < maxmove; move++) {
+ char buf[256];
+ sprintf(buf, "after move %d", move);
+ if (grid[y0*w+x0] == move)
+ continue;
+ memcpy(scratch->sparegrid, grid, wh * sizeof(*grid));
+ fill(w, h, scratch->sparegrid, x0, y0, move, scratch->queue[0]);
+#if 0
+ dump_grid(w, h, scratch->sparegrid, buf);
+#endif
+ search(w, h, scratch->sparegrid, x0, y0, scratch, &dist, &number);
+#if 0
+ dump_dist(w, h, scratch->dist, buf);
+ printf("move %d: %d at %d\n", move, number, dist);
+#endif
+ if (dist < bestdist || (dist == bestdist && number < bestnumber)) {
+ bestdist = dist;
+ bestnumber = number;
+ bestmove = move;
+ }
+ }
+#if 0
+ printf("best was %d\n", bestmove);
+#endif
+
+ return bestmove;
+}
+
+/*
+ * Detect a completed grid.
+ */
+static int 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;
+}
+
+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 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;
+ 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 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 (c < 0 || 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, 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)
+ 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));
+ 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 int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->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 {
+ int 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 {
+ int 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 "";
+ } else if (button == CURSOR_RIGHT && ui->cx+1 < w) {
+ ui->cx++;
+ ui->cursor_visible = TRUE;
+ return "";
+ } else if (button == CURSOR_UP && ui->cy > 0) {
+ ui->cy--;
+ ui->cursor_visible = TRUE;
+ return "";
+ } else if (button == CURSOR_DOWN && ui->cy+1 < h) {
+ ui->cy++;
+ ui->cursor_visible = TRUE;
+ return "";
+ } 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 = 1;
+ }
+
+ 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 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 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 flood
+#endif
+
+const struct game thegame = {
+ "Flood", "games.flood", "flood",
+ 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 */
+};