* 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>
/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
struct game_params {
int w, h, ncols, scoresub;
+ int soluble; /* choose generation algorithm */
};
/* These flags must be unique across all uses; in the game_state,
TILE(gs,x2,y2) = t; \
} while (0)
-static int npoints(game_params *params, int nsel)
+static int npoints(const game_params *params, int nsel)
{
int sdiff = nsel - params->scoresub;
return (sdiff > 0) ? sdiff * sdiff : 0;
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 },
- { 10, 5, 3, 2 },
- { 15, 10, 3, 2 },
- { 15, 10, 4, 2 },
- { 20, 15, 4, 2 }
+ { 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 int game_fetch_preset(int i, char **name, game_params **params)
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
} else {
params->h = params->w;
}
- if (*p++ == 'c') {
+ if (*p == 'c') {
+ p++;
params->ncols = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
params->ncols = 3;
}
- if (*p++ == 's') {
+ 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(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char ret[80];
- sprintf(ret, "%dx%dc%ds%d",
- params->w, params->h, params->ncols, params->scoresub);
+ 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(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
- ret = snewn(5, config_item);
+ ret = snewn(6, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
ret[3].sval = ":(n-1)^2:(n-2)^2";
ret[3].ival = params->scoresub-1;
- ret[4].name = NULL;
- ret[4].type = C_END;
+ ret[4].name = "Ensure solubility";
+ ret[4].type = C_BOOLEAN;
ret[4].sval = NULL;
- ret[4].ival = 0;
+ ret[4].ival = params->soluble;
+
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->h = atoi(cfg[1].sval);
ret->ncols = atoi(cfg[2].sval);
ret->scoresub = cfg[3].ival + 1;
+ ret->soluble = cfg[4].ival;
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 1 || params->h < 1)
return "Width and height must both be positive";
- if (params->ncols < 2)
- return "It's too easy with only one colour...";
+
if (params->ncols > 9)
return "Maximum of 9 colours";
- /* ...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->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;
}
-/* Currently this is a very very dumb game-generation engine; it
- * just picks randomly from the tile space. I had a look at a few
- * other same game implementations, and none of them attempt to do
- * anything to try and make sure the grid started off with a nice
- * set of large blocks.
- *
- * It does at least make sure that there are >= 2 of each colour
- * present at the start.
+/*
+ * 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;
+ int ok, failures = 0;
-static char *new_game_desc(game_params *params, random_state *rs,
- char **aux, int interactive)
+ /*
+ * 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;
+ int 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++) {
+ int 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)
{
- char *ret;
- int n, i, j, c, retlen, *tiles;
+ int i, j, c;
+ int n = w * h;
- n = params->w * params->h;
- tiles = snewn(n, int);
- memset(tiles, 0, n*sizeof(int));
+ for (i = 0; i < n; i++)
+ grid[i] = 0;
- /* randomly place two of each colour */
- for (c = 0; c < params->ncols; c++) {
+ /*
+ * 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 (tiles[i] != 0);
- tiles[i] = c+1;
+ } while (grid[i] != 0);
+ grid[i] = c;
}
}
- /* fill in the rest randomly */
+ /*
+ * Fill in the rest of the grid at random.
+ */
for (i = 0; i < n; i++) {
- if (tiles[i] == 0)
- tiles[i] = (int)random_upto(rs, params->ncols)+1;
+ 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, int 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;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = params->w * params->h, i;
- char *p = desc;
+ const char *p = desc;
for (i = 0; i < area; i++) {
- char *q = p;
+ const char *q = p;
int n;
- if (!isdigit(*p))
+ if (!isdigit((unsigned char)*p))
return "Not enough numbers in string";
- while (isdigit(*p)) p++;
+ while (isdigit((unsigned char)*p)) p++;
if (i < area-1 && *p != ',')
return "Expected comma after number";
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
- char *p = desc;
+ const char *p = desc;
int i;
state->params = *params; /* struct copy */
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
return NULL;
}
-static char *game_text_format(game_state *state)
+static int 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;
int xsel, ysel, displaysel;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
sfree(ui);
}
-char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void sel_clear(game_ui *ui, game_state *state)
+static void sel_clear(game_ui *ui, const game_state *state)
{
int i;
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+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 = 0;
}
-static char *sel_movedesc(game_ui *ui, game_state *state)
+static char *sel_movedesc(game_ui *ui, const game_state *state)
{
int i;
char *ret, *sep, buf[80];
if (ui->tiles[i] & TILE_SELECTED) {
sprintf(buf, "%s%d", sep, i);
sep = ",";
- if (retlen + strlen(buf) >= retsize) {
+ if (retlen + (int)strlen(buf) >= retsize) {
retsize = retlen + strlen(buf) + 256;
ret = sresize(ret, retsize, char);
}
return sresize(ret, retlen, char);
}
-static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
+static void sel_expand(game_ui *ui, const game_state *state, int tx, int ty)
{
int ns = 1, nadded, x, y, c;
int *tiles; /* contains colour and SELECTED. */
};
-static game_state *execute_move(game_state *from, char *move);
-
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+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 = "";
if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
tx = FROMCOORD(x); ty= FROMCOORD(y);
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_LEFT || button == CURSOR_RIGHT) {
+ } else if (IS_CURSOR_MOVE(button)) {
int dx = 0, dy = 0;
ui->displaysel = 1;
dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +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 (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
- button == '\n') {
+ } else if (IS_CURSOR_SELECT(button)) {
ui->displaysel = 1;
tx = ui->xsel;
ty = ui->ysel;
if (COL(state, tx, ty) == 0) return NULL;
if (ISSEL(ui,tx,ty)) {
- if (button == RIGHT_BUTTON)
+ if (button == RIGHT_BUTTON || button == CURSOR_SELECT2)
sel_clear(ui, state);
- else {
- game_state *tmp;
-
+ else
ret = sel_movedesc(ui, state);
-
- /*
- * Unfortunately, we must check for completeness or
- * impossibility now, in order to update the game_ui;
- * and we can't do that without constructing the new
- * grid. Sigh.
- */
- tmp = execute_move(state, ret);
- if (tmp->complete || tmp->impossible)
- ui->displaysel = 0;
- free_game(tmp);
- }
} else {
sel_clear(ui, state); /* might be no-op */
sel_expand(ui, state, tx, ty);
return ret;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int i, n;
game_state *ret;
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
- int expand)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
{
- int tsx, tsy, ts;
-
- /*
- * We could choose the tile gap dynamically as well if we
- * wanted to; for example, at low tile sizes it might be
- * sensible to leave it out completely. However, for the moment
- * and for the sake of simplicity I'm just going to fix it at
- * 2.
- */
ds->tilegap = 2;
+ ds->tileinner = tilesize - ds->tilegap;
+}
- /*
- * Each window dimension equals the tile size (inner plus gap)
- * times the grid dimension, plus another tile size (border is
- * half the width of a tile), minus one tile gap.
- *
- * We must cast to unsigned before adding to *x and *y, since
- * they might be INT_MAX!
- */
- tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
- tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
-
- ts = min(tsx, tsy);
- if (expand)
- ds->tileinner = ts - ds->tilegap;
- else
- ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - 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, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+ 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(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = 0;
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(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
* both then we fill the teeny tiny square in the corner as well.
*/
-static void tile_redraw(frontend *fe, game_drawstate *ds,
+static void tile_redraw(drawing *dr, game_drawstate *ds,
int x, int y, int dright, int dbelow,
int tile, int bgcolour)
{
outer = inner = col;
}
}
- draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
- draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
+ 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(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
+ draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
(tile & TILE_JOINRIGHT) ? outer : bgcolour);
if (dbelow)
- draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
+ draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
(tile & TILE_JOINDOWN) ? outer : bgcolour);
if (dright && dbelow)
- draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
+ 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(fe, sx, sy, sx+ssz, sy, scol);
- draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
- draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
- draw_line(fe, sx, sy+ssz, sx, sy, scol);
+ 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(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
+ draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+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;
if (!ds->started) {
int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->params.w + 2 * BORDER,
TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->params.w + 2 * BORDER,
TILE_SIZE * state->params.h + 2 * BORDER);
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(fe, coords, 5, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = 1;
}
* 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) ||
- (flashtime > 0.0) ||
(ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) {
- tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
+ tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour);
ds->tiles[i] = tile;
}
}
score, ui->nselected, npoints(&state->params, ui->nselected));
else
sprintf(status, "%s", score);
- status_bar(fe, status);
+ status_bar(dr, status);
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+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(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+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 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ /*
+ * 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 int game_timing_state(game_state *state)
+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 samegame
#endif
const struct game thegame = {
- "Same Game", "games.samegame",
+ "Same Game", "games.samegame", "samegame",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
FALSE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ 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_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};