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- /*
- * 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 <limits.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #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 && isdigit((unsigned char)*string)) string++;
- } else if (*string == 'm') {
- string++;
- ret->leniency = atoi(string);
- while (*string && isdigit((unsigned char)*string)) string++;
- } else
- 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 < 2 && params->h < 2)
- return "Grid must contain at least two squares";
- if (params->w < 1 || params->h < 1)
- return "Width and height must be at least one";
- if (params->w > INT_MAX / params->h)
- return "Width times height must not be unreasonably large";
- 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.
- */
- do {
- for (i = 0; i < wh; i++)
- scratch->grid[i] = random_upto(rs, params->colours);
- } while (completed(w, h, scratch->grid));
- /*
- * 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 = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- ui->cx = FILLX;
- ui->cy = FILLY;
- return ui;
- }
- static void free_ui(game_ui *ui)
- {
- sfree(ui);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- }
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- if (button == CURSOR_SELECT &&
- state->grid[0] != state->grid[ui->cy*state->w+ui->cx])
- return "Fill";
- if (button == CURSOR_SELECT2 &&
- state->soln && state->solnpos < state->soln->nmoves)
- return "Advance";
- return "";
- }
- 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 MOVE_UI_UPDATE;
- } else if (button == CURSOR_RIGHT && ui->cx+1 < w) {
- ui->cx++;
- ui->cursor_visible = true;
- return MOVE_UI_UPDATE;
- } else if (button == CURSOR_UP && ui->cy > 0) {
- ui->cy--;
- ui->cursor_visible = true;
- return MOVE_UI_UPDATE;
- } else if (button == CURSOR_DOWN && ui->cy+1 < h) {
- ui->cy++;
- ui->cursor_visible = true;
- return MOVE_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 && c < state->colours &&
- c != state->grid[FILLY * state->w + FILLX] &&
- !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++) {
- if (!*p) {
- badsolve:
- sfree(sol->moves);
- sfree(sol);
- return NULL;
- };
- sol->moves[i] = atoi(p);
- if (sol->moves[i] < 0 || sol->moves[i] >= state->colours ||
- (i == 0 ?
- sol->moves[i] == state->grid[FILLY * state->w + FILLX] :
- sol->moves[i] == sol->moves[i-1]))
- /* Solution contains a fill with an invalid colour or
- * the current colour. */
- goto badsolve;
- p += strspn(p, "0123456789");
- if (*p) {
- if (*p != ',') goto badsolve;
- 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,
- const game_ui *ui, 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];
- /*
- * 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;
- }
- #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,
- NULL, NULL, /* get_prefs, set_prefs */
- new_ui,
- free_ui,
- NULL, /* encode_ui */
- NULL, /* decode_ui */
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- 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, NULL, NULL, /* print_size, print */
- true, /* wants_statusbar */
- false, NULL, /* timing_state */
- 0, /* flags */
- };
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