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Diffstat (limited to 'apps/plugins/puzzles/inertia.c')
-rw-r--r-- | apps/plugins/puzzles/inertia.c | 2249 |
1 files changed, 2249 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/inertia.c b/apps/plugins/puzzles/inertia.c new file mode 100644 index 0000000000..a0e1c45fb1 --- /dev/null +++ b/apps/plugins/puzzles/inertia.c | |||
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1 | /* | ||
2 | * inertia.c: Game involving navigating round a grid picking up | ||
3 | * gems. | ||
4 | * | ||
5 | * Game rules and basic generator design by Ben Olmstead. | ||
6 | * This re-implementation was written by Simon Tatham. | ||
7 | */ | ||
8 | |||
9 | #include <stdio.h> | ||
10 | #include <stdlib.h> | ||
11 | #include <string.h> | ||
12 | #include "rbassert.h" | ||
13 | #include <ctype.h> | ||
14 | #include <math.h> | ||
15 | |||
16 | #include "puzzles.h" | ||
17 | |||
18 | /* Used in the game_state */ | ||
19 | #define BLANK 'b' | ||
20 | #define GEM 'g' | ||
21 | #define MINE 'm' | ||
22 | #define STOP 's' | ||
23 | #define WALL 'w' | ||
24 | |||
25 | /* Used in the game IDs */ | ||
26 | #define START 'S' | ||
27 | |||
28 | /* Used in the game generation */ | ||
29 | #define POSSGEM 'G' | ||
30 | |||
31 | /* Used only in the game_drawstate*/ | ||
32 | #define UNDRAWN '?' | ||
33 | |||
34 | #define DIRECTIONS 8 | ||
35 | #define DP1 (DIRECTIONS+1) | ||
36 | #define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 ) | ||
37 | #define DY(dir) ( DX((dir)+6) ) | ||
38 | |||
39 | /* | ||
40 | * Lvalue macro which expects x and y to be in range. | ||
41 | */ | ||
42 | #define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] ) | ||
43 | |||
44 | /* | ||
45 | * Rvalue macro which can cope with x and y being out of range. | ||
46 | */ | ||
47 | #define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \ | ||
48 | WALL : LV_AT(w, h, grid, x, y) ) | ||
49 | |||
50 | enum { | ||
51 | COL_BACKGROUND, | ||
52 | COL_OUTLINE, | ||
53 | COL_HIGHLIGHT, | ||
54 | COL_LOWLIGHT, | ||
55 | COL_PLAYER, | ||
56 | COL_DEAD_PLAYER, | ||
57 | COL_MINE, | ||
58 | COL_GEM, | ||
59 | COL_WALL, | ||
60 | COL_HINT, | ||
61 | NCOLOURS | ||
62 | }; | ||
63 | |||
64 | struct game_params { | ||
65 | int w, h; | ||
66 | }; | ||
67 | |||
68 | typedef struct soln { | ||
69 | int refcount; | ||
70 | int len; | ||
71 | unsigned char *list; | ||
72 | } soln; | ||
73 | |||
74 | struct game_state { | ||
75 | game_params p; | ||
76 | int px, py; | ||
77 | int gems; | ||
78 | char *grid; | ||
79 | int distance_moved; | ||
80 | int dead; | ||
81 | int cheated; | ||
82 | int solnpos; | ||
83 | soln *soln; | ||
84 | }; | ||
85 | |||
86 | static game_params *default_params(void) | ||
87 | { | ||
88 | game_params *ret = snew(game_params); | ||
89 | |||
90 | ret->w = 10; | ||
91 | #ifdef PORTRAIT_SCREEN | ||
92 | ret->h = 10; | ||
93 | #else | ||
94 | ret->h = 8; | ||
95 | #endif | ||
96 | return ret; | ||
97 | } | ||
98 | |||
99 | static void free_params(game_params *params) | ||
100 | { | ||
101 | sfree(params); | ||
102 | } | ||
103 | |||
104 | static game_params *dup_params(const game_params *params) | ||
105 | { | ||
106 | game_params *ret = snew(game_params); | ||
107 | *ret = *params; /* structure copy */ | ||
108 | return ret; | ||
109 | } | ||
110 | |||
111 | static const struct game_params inertia_presets[] = { | ||
112 | #ifdef PORTRAIT_SCREEN | ||
113 | { 10, 10 }, | ||
114 | { 12, 12 }, | ||
115 | { 16, 16 }, | ||
116 | #else | ||
117 | { 10, 8 }, | ||
118 | { 15, 12 }, | ||
119 | { 20, 16 }, | ||
120 | #endif | ||
121 | }; | ||
122 | |||
123 | static int game_fetch_preset(int i, char **name, game_params **params) | ||
124 | { | ||
125 | game_params p, *ret; | ||
126 | char *retname; | ||
127 | char namebuf[80]; | ||
128 | |||
129 | if (i < 0 || i >= lenof(inertia_presets)) | ||
130 | return FALSE; | ||
131 | |||
132 | p = inertia_presets[i]; | ||
133 | ret = dup_params(&p); | ||
134 | sprintf(namebuf, "%dx%d", ret->w, ret->h); | ||
135 | retname = dupstr(namebuf); | ||
136 | |||
137 | *params = ret; | ||
138 | *name = retname; | ||
139 | return TRUE; | ||
140 | } | ||
141 | |||
142 | static void decode_params(game_params *params, char const *string) | ||
143 | { | ||
144 | params->w = params->h = atoi(string); | ||
145 | while (*string && isdigit((unsigned char)*string)) string++; | ||
146 | if (*string == 'x') { | ||
147 | string++; | ||
148 | params->h = atoi(string); | ||
149 | } | ||
150 | } | ||
151 | |||
152 | static char *encode_params(const game_params *params, int full) | ||
153 | { | ||
154 | char data[256]; | ||
155 | |||
156 | sprintf(data, "%dx%d", params->w, params->h); | ||
157 | |||
158 | return dupstr(data); | ||
159 | } | ||
160 | |||
161 | static config_item *game_configure(const game_params *params) | ||
162 | { | ||
163 | config_item *ret; | ||
164 | char buf[80]; | ||
165 | |||
166 | ret = snewn(3, config_item); | ||
167 | |||
168 | ret[0].name = "Width"; | ||
169 | ret[0].type = C_STRING; | ||
170 | sprintf(buf, "%d", params->w); | ||
171 | ret[0].sval = dupstr(buf); | ||
172 | ret[0].ival = 0; | ||
173 | |||
174 | ret[1].name = "Height"; | ||
175 | ret[1].type = C_STRING; | ||
176 | sprintf(buf, "%d", params->h); | ||
177 | ret[1].sval = dupstr(buf); | ||
178 | ret[1].ival = 0; | ||
179 | |||
180 | ret[2].name = NULL; | ||
181 | ret[2].type = C_END; | ||
182 | ret[2].sval = NULL; | ||
183 | ret[2].ival = 0; | ||
184 | |||
185 | return ret; | ||
186 | } | ||
187 | |||
188 | static game_params *custom_params(const config_item *cfg) | ||
189 | { | ||
190 | game_params *ret = snew(game_params); | ||
191 | |||
192 | ret->w = atoi(cfg[0].sval); | ||
193 | ret->h = atoi(cfg[1].sval); | ||
194 | |||
195 | return ret; | ||
196 | } | ||
197 | |||
198 | static char *validate_params(const game_params *params, int full) | ||
199 | { | ||
200 | /* | ||
201 | * Avoid completely degenerate cases which only have one | ||
202 | * row/column. We probably could generate completable puzzles | ||
203 | * of that shape, but they'd be forced to be extremely boring | ||
204 | * and at large sizes would take a while to happen upon at | ||
205 | * random as well. | ||
206 | */ | ||
207 | if (params->w < 2 || params->h < 2) | ||
208 | return "Width and height must both be at least two"; | ||
209 | |||
210 | /* | ||
211 | * The grid construction algorithm creates 1/5 as many gems as | ||
212 | * grid squares, and must create at least one gem to have an | ||
213 | * actual puzzle. However, an area-five grid is ruled out by | ||
214 | * the above constraint, so the practical minimum is six. | ||
215 | */ | ||
216 | if (params->w * params->h < 6) | ||
217 | return "Grid area must be at least six squares"; | ||
218 | |||
219 | return NULL; | ||
220 | } | ||
221 | |||
222 | /* ---------------------------------------------------------------------- | ||
223 | * Solver used by grid generator. | ||
224 | */ | ||
225 | |||
226 | struct solver_scratch { | ||
227 | unsigned char *reachable_from, *reachable_to; | ||
228 | int *positions; | ||
229 | }; | ||
230 | |||
231 | static struct solver_scratch *new_scratch(int w, int h) | ||
232 | { | ||
233 | struct solver_scratch *sc = snew(struct solver_scratch); | ||
234 | |||
235 | sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char); | ||
236 | sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char); | ||
237 | sc->positions = snewn(w * h * DIRECTIONS, int); | ||
238 | |||
239 | return sc; | ||
240 | } | ||
241 | |||
242 | static void free_scratch(struct solver_scratch *sc) | ||
243 | { | ||
244 | sfree(sc->reachable_from); | ||
245 | sfree(sc->reachable_to); | ||
246 | sfree(sc->positions); | ||
247 | sfree(sc); | ||
248 | } | ||
249 | |||
250 | static int can_go(int w, int h, char *grid, | ||
251 | int x1, int y1, int dir1, int x2, int y2, int dir2) | ||
252 | { | ||
253 | /* | ||
254 | * Returns TRUE if we can transition directly from (x1,y1) | ||
255 | * going in direction dir1, to (x2,y2) going in direction dir2. | ||
256 | */ | ||
257 | |||
258 | /* | ||
259 | * If we're actually in the middle of an unoccupyable square, | ||
260 | * we cannot make any move. | ||
261 | */ | ||
262 | if (AT(w, h, grid, x1, y1) == WALL || | ||
263 | AT(w, h, grid, x1, y1) == MINE) | ||
264 | return FALSE; | ||
265 | |||
266 | /* | ||
267 | * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is | ||
268 | * the same coordinate as x1,y1, then we can make the | ||
269 | * transition (by stopping and changing direction). | ||
270 | * | ||
271 | * For this to be the case, we have to either have a wall | ||
272 | * beyond x1,y1,dir1, or have a stop on x1,y1. | ||
273 | */ | ||
274 | if (x2 == x1 && y2 == y1 && | ||
275 | (AT(w, h, grid, x1, y1) == STOP || | ||
276 | AT(w, h, grid, x1, y1) == START || | ||
277 | AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL)) | ||
278 | return TRUE; | ||
279 | |||
280 | /* | ||
281 | * If a move is capable of continuing here, then x1,y1,dir1 can | ||
282 | * move one space further on. | ||
283 | */ | ||
284 | if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 && | ||
285 | (AT(w, h, grid, x2, y2) == BLANK || | ||
286 | AT(w, h, grid, x2, y2) == GEM || | ||
287 | AT(w, h, grid, x2, y2) == STOP || | ||
288 | AT(w, h, grid, x2, y2) == START)) | ||
289 | return TRUE; | ||
290 | |||
291 | /* | ||
292 | * That's it. | ||
293 | */ | ||
294 | return FALSE; | ||
295 | } | ||
296 | |||
297 | static int find_gem_candidates(int w, int h, char *grid, | ||
298 | struct solver_scratch *sc) | ||
299 | { | ||
300 | int wh = w*h; | ||
301 | int head, tail; | ||
302 | int sx, sy, gx, gy, gd, pass, possgems; | ||
303 | |||
304 | /* | ||
305 | * This function finds all the candidate gem squares, which are | ||
306 | * precisely those squares which can be picked up on a loop | ||
307 | * from the starting point back to the starting point. Doing | ||
308 | * this may involve passing through such a square in the middle | ||
309 | * of a move; so simple breadth-first search over the _squares_ | ||
310 | * of the grid isn't quite adequate, because it might be that | ||
311 | * we can only reach a gem from the start by moving over it in | ||
312 | * one direction, but can only return to the start if we were | ||
313 | * moving over it in another direction. | ||
314 | * | ||
315 | * Instead, we BFS over a space which mentions each grid square | ||
316 | * eight times - once for each direction. We also BFS twice: | ||
317 | * once to find out what square+direction pairs we can reach | ||
318 | * _from_ the start point, and once to find out what pairs we | ||
319 | * can reach the start point from. Then a square is reachable | ||
320 | * if any of the eight directions for that square has both | ||
321 | * flags set. | ||
322 | */ | ||
323 | |||
324 | memset(sc->reachable_from, 0, wh * DIRECTIONS); | ||
325 | memset(sc->reachable_to, 0, wh * DIRECTIONS); | ||
326 | |||
327 | /* | ||
328 | * Find the starting square. | ||
329 | */ | ||
330 | sx = -1; /* placate optimiser */ | ||
331 | for (sy = 0; sy < h; sy++) { | ||
332 | for (sx = 0; sx < w; sx++) | ||
333 | if (AT(w, h, grid, sx, sy) == START) | ||
334 | break; | ||
335 | if (sx < w) | ||
336 | break; | ||
337 | } | ||
338 | assert(sy < h); | ||
339 | |||
340 | for (pass = 0; pass < 2; pass++) { | ||
341 | unsigned char *reachable = (pass == 0 ? sc->reachable_from : | ||
342 | sc->reachable_to); | ||
343 | int sign = (pass == 0 ? +1 : -1); | ||
344 | int dir; | ||
345 | |||
346 | #ifdef SOLVER_DIAGNOSTICS | ||
347 | printf("starting pass %d\n", pass); | ||
348 | #endif | ||
349 | |||
350 | /* | ||
351 | * `head' and `tail' are indices within sc->positions which | ||
352 | * track the list of board positions left to process. | ||
353 | */ | ||
354 | head = tail = 0; | ||
355 | for (dir = 0; dir < DIRECTIONS; dir++) { | ||
356 | int index = (sy*w+sx)*DIRECTIONS+dir; | ||
357 | sc->positions[tail++] = index; | ||
358 | reachable[index] = TRUE; | ||
359 | #ifdef SOLVER_DIAGNOSTICS | ||
360 | printf("starting point %d,%d,%d\n", sx, sy, dir); | ||
361 | #endif | ||
362 | } | ||
363 | |||
364 | /* | ||
365 | * Now repeatedly pick an element off the list and process | ||
366 | * it. | ||
367 | */ | ||
368 | while (head < tail) { | ||
369 | int index = sc->positions[head++]; | ||
370 | int dir = index % DIRECTIONS; | ||
371 | int x = (index / DIRECTIONS) % w; | ||
372 | int y = index / (w * DIRECTIONS); | ||
373 | int n, x2, y2, d2, i2; | ||
374 | |||
375 | #ifdef SOLVER_DIAGNOSTICS | ||
376 | printf("processing point %d,%d,%d\n", x, y, dir); | ||
377 | #endif | ||
378 | /* | ||
379 | * The places we attempt to switch to here are: | ||
380 | * - each possible direction change (all the other | ||
381 | * directions in this square) | ||
382 | * - one step further in the direction we're going (or | ||
383 | * one step back, if we're in the reachable_to pass). | ||
384 | */ | ||
385 | for (n = -1; n < DIRECTIONS; n++) { | ||
386 | if (n < 0) { | ||
387 | x2 = x + sign * DX(dir); | ||
388 | y2 = y + sign * DY(dir); | ||
389 | d2 = dir; | ||
390 | } else { | ||
391 | x2 = x; | ||
392 | y2 = y; | ||
393 | d2 = n; | ||
394 | } | ||
395 | i2 = (y2*w+x2)*DIRECTIONS+d2; | ||
396 | if (x2 >= 0 && x2 < w && | ||
397 | y2 >= 0 && y2 < h && | ||
398 | !reachable[i2]) { | ||
399 | int ok; | ||
400 | #ifdef SOLVER_DIAGNOSTICS | ||
401 | printf(" trying point %d,%d,%d", x2, y2, d2); | ||
402 | #endif | ||
403 | if (pass == 0) | ||
404 | ok = can_go(w, h, grid, x, y, dir, x2, y2, d2); | ||
405 | else | ||
406 | ok = can_go(w, h, grid, x2, y2, d2, x, y, dir); | ||
407 | #ifdef SOLVER_DIAGNOSTICS | ||
408 | printf(" - %sok\n", ok ? "" : "not "); | ||
409 | #endif | ||
410 | if (ok) { | ||
411 | sc->positions[tail++] = i2; | ||
412 | reachable[i2] = TRUE; | ||
413 | } | ||
414 | } | ||
415 | } | ||
416 | } | ||
417 | } | ||
418 | |||
419 | /* | ||
420 | * And that should be it. Now all we have to do is find the | ||
421 | * squares for which there exists _some_ direction such that | ||
422 | * the square plus that direction form a tuple which is both | ||
423 | * reachable from the start and reachable to the start. | ||
424 | */ | ||
425 | possgems = 0; | ||
426 | for (gy = 0; gy < h; gy++) | ||
427 | for (gx = 0; gx < w; gx++) | ||
428 | if (AT(w, h, grid, gx, gy) == BLANK) { | ||
429 | for (gd = 0; gd < DIRECTIONS; gd++) { | ||
430 | int index = (gy*w+gx)*DIRECTIONS+gd; | ||
431 | if (sc->reachable_from[index] && sc->reachable_to[index]) { | ||
432 | #ifdef SOLVER_DIAGNOSTICS | ||
433 | printf("space at %d,%d is reachable via" | ||
434 | " direction %d\n", gx, gy, gd); | ||
435 | #endif | ||
436 | LV_AT(w, h, grid, gx, gy) = POSSGEM; | ||
437 | possgems++; | ||
438 | break; | ||
439 | } | ||
440 | } | ||
441 | } | ||
442 | |||
443 | return possgems; | ||
444 | } | ||
445 | |||
446 | /* ---------------------------------------------------------------------- | ||
447 | * Grid generation code. | ||
448 | */ | ||
449 | |||
450 | static char *gengrid(int w, int h, random_state *rs) | ||
451 | { | ||
452 | int wh = w*h; | ||
453 | char *grid = snewn(wh+1, char); | ||
454 | struct solver_scratch *sc = new_scratch(w, h); | ||
455 | int maxdist_threshold, tries; | ||
456 | |||
457 | maxdist_threshold = 2; | ||
458 | tries = 0; | ||
459 | |||
460 | while (1) { | ||
461 | int i, j; | ||
462 | int possgems; | ||
463 | int *dist, *list, head, tail, maxdist; | ||
464 | |||
465 | /* | ||
466 | * We're going to fill the grid with the five basic piece | ||
467 | * types in about 1/5 proportion. For the moment, though, | ||
468 | * we leave out the gems, because we'll put those in | ||
469 | * _after_ we run the solver to tell us where the viable | ||
470 | * locations are. | ||
471 | */ | ||
472 | i = 0; | ||
473 | for (j = 0; j < wh/5; j++) | ||
474 | grid[i++] = WALL; | ||
475 | for (j = 0; j < wh/5; j++) | ||
476 | grid[i++] = STOP; | ||
477 | for (j = 0; j < wh/5; j++) | ||
478 | grid[i++] = MINE; | ||
479 | assert(i < wh); | ||
480 | grid[i++] = START; | ||
481 | while (i < wh) | ||
482 | grid[i++] = BLANK; | ||
483 | shuffle(grid, wh, sizeof(*grid), rs); | ||
484 | |||
485 | /* | ||
486 | * Find the viable gem locations, and immediately give up | ||
487 | * and try again if there aren't enough of them. | ||
488 | */ | ||
489 | possgems = find_gem_candidates(w, h, grid, sc); | ||
490 | if (possgems < wh/5) | ||
491 | continue; | ||
492 | |||
493 | /* | ||
494 | * We _could_ now select wh/5 of the POSSGEMs and set them | ||
495 | * to GEM, and have a viable level. However, there's a | ||
496 | * chance that a large chunk of the level will turn out to | ||
497 | * be unreachable, so first we test for that. | ||
498 | * | ||
499 | * We do this by finding the largest distance from any | ||
500 | * square to the nearest POSSGEM, by breadth-first search. | ||
501 | * If this is above a critical threshold, we abort and try | ||
502 | * again. | ||
503 | * | ||
504 | * (This search is purely geometric, without regard to | ||
505 | * walls and long ways round.) | ||
506 | */ | ||
507 | dist = sc->positions; | ||
508 | list = sc->positions + wh; | ||
509 | for (i = 0; i < wh; i++) | ||
510 | dist[i] = -1; | ||
511 | head = tail = 0; | ||
512 | for (i = 0; i < wh; i++) | ||
513 | if (grid[i] == POSSGEM) { | ||
514 | dist[i] = 0; | ||
515 | list[tail++] = i; | ||
516 | } | ||
517 | maxdist = 0; | ||
518 | while (head < tail) { | ||
519 | int pos, x, y, d; | ||
520 | |||
521 | pos = list[head++]; | ||
522 | if (maxdist < dist[pos]) | ||
523 | maxdist = dist[pos]; | ||
524 | |||
525 | x = pos % w; | ||
526 | y = pos / w; | ||
527 | |||
528 | for (d = 0; d < DIRECTIONS; d++) { | ||
529 | int x2, y2, p2; | ||
530 | |||
531 | x2 = x + DX(d); | ||
532 | y2 = y + DY(d); | ||
533 | |||
534 | if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) { | ||
535 | p2 = y2*w+x2; | ||
536 | if (dist[p2] < 0) { | ||
537 | dist[p2] = dist[pos] + 1; | ||
538 | list[tail++] = p2; | ||
539 | } | ||
540 | } | ||
541 | } | ||
542 | } | ||
543 | assert(head == wh && tail == wh); | ||
544 | |||
545 | /* | ||
546 | * Now abandon this grid and go round again if maxdist is | ||
547 | * above the required threshold. | ||
548 | * | ||
549 | * We can safely start the threshold as low as 2. As we | ||
550 | * accumulate failed generation attempts, we gradually | ||
551 | * raise it as we get more desperate. | ||
552 | */ | ||
553 | if (maxdist > maxdist_threshold) { | ||
554 | tries++; | ||
555 | if (tries == 50) { | ||
556 | maxdist_threshold++; | ||
557 | tries = 0; | ||
558 | } | ||
559 | continue; | ||
560 | } | ||
561 | |||
562 | /* | ||
563 | * Now our reachable squares are plausibly evenly | ||
564 | * distributed over the grid. I'm not actually going to | ||
565 | * _enforce_ that I place the gems in such a way as not to | ||
566 | * increase that maxdist value; I'm now just going to trust | ||
567 | * to the RNG to pick a sensible subset of the POSSGEMs. | ||
568 | */ | ||
569 | j = 0; | ||
570 | for (i = 0; i < wh; i++) | ||
571 | if (grid[i] == POSSGEM) | ||
572 | list[j++] = i; | ||
573 | shuffle(list, j, sizeof(*list), rs); | ||
574 | for (i = 0; i < j; i++) | ||
575 | grid[list[i]] = (i < wh/5 ? GEM : BLANK); | ||
576 | break; | ||
577 | } | ||
578 | |||
579 | free_scratch(sc); | ||
580 | |||
581 | grid[wh] = '\0'; | ||
582 | |||
583 | return grid; | ||
584 | } | ||
585 | |||
586 | static char *new_game_desc(const game_params *params, random_state *rs, | ||
587 | char **aux, int interactive) | ||
588 | { | ||
589 | return gengrid(params->w, params->h, rs); | ||
590 | } | ||
591 | |||
592 | static char *validate_desc(const game_params *params, const char *desc) | ||
593 | { | ||
594 | int w = params->w, h = params->h, wh = w*h; | ||
595 | int starts = 0, gems = 0, i; | ||
596 | |||
597 | for (i = 0; i < wh; i++) { | ||
598 | if (!desc[i]) | ||
599 | return "Not enough data to fill grid"; | ||
600 | if (desc[i] != WALL && desc[i] != START && desc[i] != STOP && | ||
601 | desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK) | ||
602 | return "Unrecognised character in game description"; | ||
603 | if (desc[i] == START) | ||
604 | starts++; | ||
605 | if (desc[i] == GEM) | ||
606 | gems++; | ||
607 | } | ||
608 | if (desc[i]) | ||
609 | return "Too much data to fill grid"; | ||
610 | if (starts < 1) | ||
611 | return "No starting square specified"; | ||
612 | if (starts > 1) | ||
613 | return "More than one starting square specified"; | ||
614 | if (gems < 1) | ||
615 | return "No gems specified"; | ||
616 | |||
617 | return NULL; | ||
618 | } | ||
619 | |||
620 | static game_state *new_game(midend *me, const game_params *params, | ||
621 | const char *desc) | ||
622 | { | ||
623 | int w = params->w, h = params->h, wh = w*h; | ||
624 | int i; | ||
625 | game_state *state = snew(game_state); | ||
626 | |||
627 | state->p = *params; /* structure copy */ | ||
628 | |||
629 | state->grid = snewn(wh, char); | ||
630 | assert(strlen(desc) == wh); | ||
631 | memcpy(state->grid, desc, wh); | ||
632 | |||
633 | state->px = state->py = -1; | ||
634 | state->gems = 0; | ||
635 | for (i = 0; i < wh; i++) { | ||
636 | if (state->grid[i] == START) { | ||
637 | state->grid[i] = STOP; | ||
638 | state->px = i % w; | ||
639 | state->py = i / w; | ||
640 | } else if (state->grid[i] == GEM) { | ||
641 | state->gems++; | ||
642 | } | ||
643 | } | ||
644 | |||
645 | assert(state->gems > 0); | ||
646 | assert(state->px >= 0 && state->py >= 0); | ||
647 | |||
648 | state->distance_moved = 0; | ||
649 | state->dead = FALSE; | ||
650 | |||
651 | state->cheated = FALSE; | ||
652 | state->solnpos = 0; | ||
653 | state->soln = NULL; | ||
654 | |||
655 | return state; | ||
656 | } | ||
657 | |||
658 | static game_state *dup_game(const game_state *state) | ||
659 | { | ||
660 | int w = state->p.w, h = state->p.h, wh = w*h; | ||
661 | game_state *ret = snew(game_state); | ||
662 | |||
663 | ret->p = state->p; | ||
664 | ret->px = state->px; | ||
665 | ret->py = state->py; | ||
666 | ret->gems = state->gems; | ||
667 | ret->grid = snewn(wh, char); | ||
668 | ret->distance_moved = state->distance_moved; | ||
669 | ret->dead = FALSE; | ||
670 | memcpy(ret->grid, state->grid, wh); | ||
671 | ret->cheated = state->cheated; | ||
672 | ret->soln = state->soln; | ||
673 | if (ret->soln) | ||
674 | ret->soln->refcount++; | ||
675 | ret->solnpos = state->solnpos; | ||
676 | |||
677 | return ret; | ||
678 | } | ||
679 | |||
680 | static void free_game(game_state *state) | ||
681 | { | ||
682 | if (state->soln && --state->soln->refcount == 0) { | ||
683 | sfree(state->soln->list); | ||
684 | sfree(state->soln); | ||
685 | } | ||
686 | sfree(state->grid); | ||
687 | sfree(state); | ||
688 | } | ||
689 | |||
690 | /* | ||
691 | * Internal function used by solver. | ||
692 | */ | ||
693 | static int move_goes_to(int w, int h, char *grid, int x, int y, int d) | ||
694 | { | ||
695 | int dr; | ||
696 | |||
697 | /* | ||
698 | * See where we'd get to if we made this move. | ||
699 | */ | ||
700 | dr = -1; /* placate optimiser */ | ||
701 | while (1) { | ||
702 | if (AT(w, h, grid, x+DX(d), y+DY(d)) == WALL) { | ||
703 | dr = DIRECTIONS; /* hit a wall, so end up stationary */ | ||
704 | break; | ||
705 | } | ||
706 | x += DX(d); | ||
707 | y += DY(d); | ||
708 | if (AT(w, h, grid, x, y) == STOP) { | ||
709 | dr = DIRECTIONS; /* hit a stop, so end up stationary */ | ||
710 | break; | ||
711 | } | ||
712 | if (AT(w, h, grid, x, y) == GEM) { | ||
713 | dr = d; /* hit a gem, so we're still moving */ | ||
714 | break; | ||
715 | } | ||
716 | if (AT(w, h, grid, x, y) == MINE) | ||
717 | return -1; /* hit a mine, so move is invalid */ | ||
718 | } | ||
719 | assert(dr >= 0); | ||
720 | return (y*w+x)*DP1+dr; | ||
721 | } | ||
722 | |||
723 | static int compare_integers(const void *av, const void *bv) | ||
724 | { | ||
725 | const int *a = (const int *)av; | ||
726 | const int *b = (const int *)bv; | ||
727 | if (*a < *b) | ||
728 | return -1; | ||
729 | else if (*a > *b) | ||
730 | return +1; | ||
731 | else | ||
732 | return 0; | ||
733 | } | ||
734 | |||
735 | static char *solve_game(const game_state *state, const game_state *currstate, | ||
736 | const char *aux, char **error) | ||
737 | { | ||
738 | int w = currstate->p.w, h = currstate->p.h, wh = w*h; | ||
739 | int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit; | ||
740 | int nedges; | ||
741 | int *dist, *dist2, *list; | ||
742 | int *unvisited; | ||
743 | int circuitlen, circuitsize; | ||
744 | int head, tail, pass, i, j, n, x, y, d, dd; | ||
745 | char *err, *soln, *p; | ||
746 | |||
747 | /* | ||
748 | * Before anything else, deal with the special case in which | ||
749 | * all the gems are already collected. | ||
750 | */ | ||
751 | for (i = 0; i < wh; i++) | ||
752 | if (currstate->grid[i] == GEM) | ||
753 | break; | ||
754 | if (i == wh) { | ||
755 | *error = "Game is already solved"; | ||
756 | return NULL; | ||
757 | } | ||
758 | |||
759 | /* | ||
760 | * Solving Inertia is a question of first building up the graph | ||
761 | * of where you can get to from where, and secondly finding a | ||
762 | * tour of the graph which takes in every gem. | ||
763 | * | ||
764 | * This is of course a close cousin of the travelling salesman | ||
765 | * problem, which is NP-complete; so I rather doubt that any | ||
766 | * _optimal_ tour can be found in plausible time. Hence I'll | ||
767 | * restrict myself to merely finding a not-too-bad one. | ||
768 | * | ||
769 | * First construct the graph, by bfsing out move by move from | ||
770 | * the current player position. Graph vertices will be | ||
771 | * - every endpoint of a move (place the ball can be | ||
772 | * stationary) | ||
773 | * - every gem (place the ball can go through in motion). | ||
774 | * Vertices of this type have an associated direction, since | ||
775 | * if a gem can be collected by sliding through it in two | ||
776 | * different directions it doesn't follow that you can | ||
777 | * change direction at it. | ||
778 | * | ||
779 | * I'm going to refer to a non-directional vertex as | ||
780 | * (y*w+x)*DP1+DIRECTIONS, and a directional one as | ||
781 | * (y*w+x)*DP1+d. | ||
782 | */ | ||
783 | |||
784 | /* | ||
785 | * nodeindex[] maps node codes as shown above to numeric | ||
786 | * indices in the nodes[] array. | ||
787 | */ | ||
788 | nodeindex = snewn(DP1*wh, int); | ||
789 | for (i = 0; i < DP1*wh; i++) | ||
790 | nodeindex[i] = -1; | ||
791 | |||
792 | /* | ||
793 | * Do the bfs to find all the interesting graph nodes. | ||
794 | */ | ||
795 | nodes = snewn(DP1*wh, int); | ||
796 | head = tail = 0; | ||
797 | |||
798 | nodes[tail] = (currstate->py * w + currstate->px) * DP1 + DIRECTIONS; | ||
799 | nodeindex[nodes[0]] = tail; | ||
800 | tail++; | ||
801 | |||
802 | while (head < tail) { | ||
803 | int nc = nodes[head++], nnc; | ||
804 | |||
805 | d = nc % DP1; | ||
806 | |||
807 | /* | ||
808 | * Plot all possible moves from this node. If the node is | ||
809 | * directed, there's only one. | ||
810 | */ | ||
811 | for (dd = 0; dd < DIRECTIONS; dd++) { | ||
812 | x = nc / DP1; | ||
813 | y = x / w; | ||
814 | x %= w; | ||
815 | |||
816 | if (d < DIRECTIONS && d != dd) | ||
817 | continue; | ||
818 | |||
819 | nnc = move_goes_to(w, h, currstate->grid, x, y, dd); | ||
820 | if (nnc >= 0 && nnc != nc) { | ||
821 | if (nodeindex[nnc] < 0) { | ||
822 | nodes[tail] = nnc; | ||
823 | nodeindex[nnc] = tail; | ||
824 | tail++; | ||
825 | } | ||
826 | } | ||
827 | } | ||
828 | } | ||
829 | n = head; | ||
830 | |||
831 | /* | ||
832 | * Now we know how many nodes we have, allocate the edge array | ||
833 | * and go through setting up the edges. | ||
834 | */ | ||
835 | edges = snewn(DIRECTIONS*n, int); | ||
836 | edgei = snewn(n+1, int); | ||
837 | nedges = 0; | ||
838 | |||
839 | for (i = 0; i < n; i++) { | ||
840 | int nc = nodes[i]; | ||
841 | |||
842 | edgei[i] = nedges; | ||
843 | |||
844 | d = nc % DP1; | ||
845 | x = nc / DP1; | ||
846 | y = x / w; | ||
847 | x %= w; | ||
848 | |||
849 | for (dd = 0; dd < DIRECTIONS; dd++) { | ||
850 | int nnc; | ||
851 | |||
852 | if (d >= DIRECTIONS || d == dd) { | ||
853 | nnc = move_goes_to(w, h, currstate->grid, x, y, dd); | ||
854 | |||
855 | if (nnc >= 0 && nnc != nc) | ||
856 | edges[nedges++] = nodeindex[nnc]; | ||
857 | } | ||
858 | } | ||
859 | } | ||
860 | edgei[n] = nedges; | ||
861 | |||
862 | /* | ||
863 | * Now set up the backedges array. | ||
864 | */ | ||
865 | backedges = snewn(nedges, int); | ||
866 | backedgei = snewn(n+1, int); | ||
867 | for (i = j = 0; i < nedges; i++) { | ||
868 | while (j+1 < n && i >= edgei[j+1]) | ||
869 | j++; | ||
870 | backedges[i] = edges[i] * n + j; | ||
871 | } | ||
872 | qsort(backedges, nedges, sizeof(int), compare_integers); | ||
873 | backedgei[0] = 0; | ||
874 | for (i = j = 0; i < nedges; i++) { | ||
875 | int k = backedges[i] / n; | ||
876 | backedges[i] %= n; | ||
877 | while (j < k) | ||
878 | backedgei[++j] = i; | ||
879 | } | ||
880 | backedgei[n] = nedges; | ||
881 | |||
882 | /* | ||
883 | * Set up the initial tour. At all times, our tour is a circuit | ||
884 | * of graph vertices (which may, and probably will often, | ||
885 | * repeat vertices). To begin with, it's got exactly one vertex | ||
886 | * in it, which is the player's current starting point. | ||
887 | */ | ||
888 | circuitsize = 256; | ||
889 | circuit = snewn(circuitsize, int); | ||
890 | circuitlen = 0; | ||
891 | circuit[circuitlen++] = 0; /* node index 0 is the starting posn */ | ||
892 | |||
893 | /* | ||
894 | * Track which gems are as yet unvisited. | ||
895 | */ | ||
896 | unvisited = snewn(wh, int); | ||
897 | for (i = 0; i < wh; i++) | ||
898 | unvisited[i] = FALSE; | ||
899 | for (i = 0; i < wh; i++) | ||
900 | if (currstate->grid[i] == GEM) | ||
901 | unvisited[i] = TRUE; | ||
902 | |||
903 | /* | ||
904 | * Allocate space for doing bfses inside the main loop. | ||
905 | */ | ||
906 | dist = snewn(n, int); | ||
907 | dist2 = snewn(n, int); | ||
908 | list = snewn(n, int); | ||
909 | |||
910 | err = NULL; | ||
911 | soln = NULL; | ||
912 | |||
913 | /* | ||
914 | * Now enter the main loop, in each iteration of which we | ||
915 | * extend the tour to take in an as yet uncollected gem. | ||
916 | */ | ||
917 | while (1) { | ||
918 | int target, n1, n2, bestdist, extralen, targetpos; | ||
919 | |||
920 | #ifdef TSP_DIAGNOSTICS | ||
921 | printf("circuit is"); | ||
922 | for (i = 0; i < circuitlen; i++) { | ||
923 | int nc = nodes[circuit[i]]; | ||
924 | printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1); | ||
925 | } | ||
926 | printf("\n"); | ||
927 | printf("moves are "); | ||
928 | x = nodes[circuit[0]] / DP1 % w; | ||
929 | y = nodes[circuit[0]] / DP1 / w; | ||
930 | for (i = 1; i < circuitlen; i++) { | ||
931 | int x2, y2, dx, dy; | ||
932 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) | ||
933 | continue; | ||
934 | x2 = nodes[circuit[i]] / DP1 % w; | ||
935 | y2 = nodes[circuit[i]] / DP1 / w; | ||
936 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); | ||
937 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); | ||
938 | for (d = 0; d < DIRECTIONS; d++) | ||
939 | if (DX(d) == dx && DY(d) == dy) | ||
940 | printf("%c", "89632147"[d]); | ||
941 | x = x2; | ||
942 | y = y2; | ||
943 | } | ||
944 | printf("\n"); | ||
945 | #endif | ||
946 | |||
947 | /* | ||
948 | * First, start a pair of bfses at _every_ vertex currently | ||
949 | * in the tour, and extend them outwards to find the | ||
950 | * nearest as yet unreached gem vertex. | ||
951 | * | ||
952 | * This is largely a heuristic: we could pick _any_ doubly | ||
953 | * reachable node here and still get a valid tour as | ||
954 | * output. I hope that picking a nearby one will result in | ||
955 | * generally good tours. | ||
956 | */ | ||
957 | for (pass = 0; pass < 2; pass++) { | ||
958 | int *ep = (pass == 0 ? edges : backedges); | ||
959 | int *ei = (pass == 0 ? edgei : backedgei); | ||
960 | int *dp = (pass == 0 ? dist : dist2); | ||
961 | head = tail = 0; | ||
962 | for (i = 0; i < n; i++) | ||
963 | dp[i] = -1; | ||
964 | for (i = 0; i < circuitlen; i++) { | ||
965 | int ni = circuit[i]; | ||
966 | if (dp[ni] < 0) { | ||
967 | dp[ni] = 0; | ||
968 | list[tail++] = ni; | ||
969 | } | ||
970 | } | ||
971 | while (head < tail) { | ||
972 | int ni = list[head++]; | ||
973 | for (i = ei[ni]; i < ei[ni+1]; i++) { | ||
974 | int ti = ep[i]; | ||
975 | if (ti >= 0 && dp[ti] < 0) { | ||
976 | dp[ti] = dp[ni] + 1; | ||
977 | list[tail++] = ti; | ||
978 | } | ||
979 | } | ||
980 | } | ||
981 | } | ||
982 | /* Now find the nearest unvisited gem. */ | ||
983 | bestdist = -1; | ||
984 | target = -1; | ||
985 | for (i = 0; i < n; i++) { | ||
986 | if (unvisited[nodes[i] / DP1] && | ||
987 | dist[i] >= 0 && dist2[i] >= 0) { | ||
988 | int thisdist = dist[i] + dist2[i]; | ||
989 | if (bestdist < 0 || bestdist > thisdist) { | ||
990 | bestdist = thisdist; | ||
991 | target = i; | ||
992 | } | ||
993 | } | ||
994 | } | ||
995 | |||
996 | if (target < 0) { | ||
997 | /* | ||
998 | * If we get to here, we haven't found a gem we can get | ||
999 | * at all, which means we terminate this loop. | ||
1000 | */ | ||
1001 | break; | ||
1002 | } | ||
1003 | |||
1004 | /* | ||
1005 | * Now we have a graph vertex at list[tail-1] which is an | ||
1006 | * unvisited gem. We want to add that vertex to our tour. | ||
1007 | * So we run two more breadth-first searches: one starting | ||
1008 | * from that vertex and following forward edges, and | ||
1009 | * another starting from the same vertex and following | ||
1010 | * backward edges. This allows us to determine, for each | ||
1011 | * node on the current tour, how quickly we can get both to | ||
1012 | * and from the target vertex from that node. | ||
1013 | */ | ||
1014 | #ifdef TSP_DIAGNOSTICS | ||
1015 | printf("target node is %d (%d,%d,%d)\n", target, nodes[target]/DP1%w, | ||
1016 | nodes[target]/DP1/w, nodes[target]%DP1); | ||
1017 | #endif | ||
1018 | |||
1019 | for (pass = 0; pass < 2; pass++) { | ||
1020 | int *ep = (pass == 0 ? edges : backedges); | ||
1021 | int *ei = (pass == 0 ? edgei : backedgei); | ||
1022 | int *dp = (pass == 0 ? dist : dist2); | ||
1023 | |||
1024 | for (i = 0; i < n; i++) | ||
1025 | dp[i] = -1; | ||
1026 | head = tail = 0; | ||
1027 | |||
1028 | dp[target] = 0; | ||
1029 | list[tail++] = target; | ||
1030 | |||
1031 | while (head < tail) { | ||
1032 | int ni = list[head++]; | ||
1033 | for (i = ei[ni]; i < ei[ni+1]; i++) { | ||
1034 | int ti = ep[i]; | ||
1035 | if (ti >= 0 && dp[ti] < 0) { | ||
1036 | dp[ti] = dp[ni] + 1; | ||
1037 | /*printf("pass %d: set dist of vertex %d to %d (via %d)\n", pass, ti, dp[ti], ni);*/ | ||
1038 | list[tail++] = ti; | ||
1039 | } | ||
1040 | } | ||
1041 | } | ||
1042 | } | ||
1043 | |||
1044 | /* | ||
1045 | * Now for every node n, dist[n] gives the length of the | ||
1046 | * shortest path from the target vertex to n, and dist2[n] | ||
1047 | * gives the length of the shortest path from n to the | ||
1048 | * target vertex. | ||
1049 | * | ||
1050 | * Our next step is to search linearly along the tour to | ||
1051 | * find the optimum place to insert a trip to the target | ||
1052 | * vertex and back. Our two options are either | ||
1053 | * (a) to find two adjacent vertices A,B in the tour and | ||
1054 | * replace the edge A->B with the path A->target->B | ||
1055 | * (b) to find a single vertex X in the tour and replace | ||
1056 | * it with the complete round trip X->target->X. | ||
1057 | * We do whichever takes the fewest moves. | ||
1058 | */ | ||
1059 | n1 = n2 = -1; | ||
1060 | bestdist = -1; | ||
1061 | for (i = 0; i < circuitlen; i++) { | ||
1062 | int thisdist; | ||
1063 | |||
1064 | /* | ||
1065 | * Try a round trip from vertex i. | ||
1066 | */ | ||
1067 | if (dist[circuit[i]] >= 0 && | ||
1068 | dist2[circuit[i]] >= 0) { | ||
1069 | thisdist = dist[circuit[i]] + dist2[circuit[i]]; | ||
1070 | if (bestdist < 0 || thisdist < bestdist) { | ||
1071 | bestdist = thisdist; | ||
1072 | n1 = n2 = i; | ||
1073 | } | ||
1074 | } | ||
1075 | |||
1076 | /* | ||
1077 | * Try a trip from vertex i via target to vertex i+1. | ||
1078 | */ | ||
1079 | if (i+1 < circuitlen && | ||
1080 | dist2[circuit[i]] >= 0 && | ||
1081 | dist[circuit[i+1]] >= 0) { | ||
1082 | thisdist = dist2[circuit[i]] + dist[circuit[i+1]]; | ||
1083 | if (bestdist < 0 || thisdist < bestdist) { | ||
1084 | bestdist = thisdist; | ||
1085 | n1 = i; | ||
1086 | n2 = i+1; | ||
1087 | } | ||
1088 | } | ||
1089 | } | ||
1090 | if (bestdist < 0) { | ||
1091 | /* | ||
1092 | * We couldn't find a round trip taking in this gem _at | ||
1093 | * all_. Give up. | ||
1094 | */ | ||
1095 | err = "Unable to find a solution from this starting point"; | ||
1096 | break; | ||
1097 | } | ||
1098 | #ifdef TSP_DIAGNOSTICS | ||
1099 | printf("insertion point: n1=%d, n2=%d, dist=%d\n", n1, n2, bestdist); | ||
1100 | #endif | ||
1101 | |||
1102 | #ifdef TSP_DIAGNOSTICS | ||
1103 | printf("circuit before lengthening is"); | ||
1104 | for (i = 0; i < circuitlen; i++) { | ||
1105 | printf(" %d", circuit[i]); | ||
1106 | } | ||
1107 | printf("\n"); | ||
1108 | #endif | ||
1109 | |||
1110 | /* | ||
1111 | * Now actually lengthen the tour to take in this round | ||
1112 | * trip. | ||
1113 | */ | ||
1114 | extralen = dist2[circuit[n1]] + dist[circuit[n2]]; | ||
1115 | if (n1 != n2) | ||
1116 | extralen--; | ||
1117 | circuitlen += extralen; | ||
1118 | if (circuitlen >= circuitsize) { | ||
1119 | circuitsize = circuitlen + 256; | ||
1120 | circuit = sresize(circuit, circuitsize, int); | ||
1121 | } | ||
1122 | memmove(circuit + n2 + extralen, circuit + n2, | ||
1123 | (circuitlen - n2 - extralen) * sizeof(int)); | ||
1124 | n2 += extralen; | ||
1125 | |||
1126 | #ifdef TSP_DIAGNOSTICS | ||
1127 | printf("circuit in middle of lengthening is"); | ||
1128 | for (i = 0; i < circuitlen; i++) { | ||
1129 | printf(" %d", circuit[i]); | ||
1130 | } | ||
1131 | printf("\n"); | ||
1132 | #endif | ||
1133 | |||
1134 | /* | ||
1135 | * Find the shortest-path routes to and from the target, | ||
1136 | * and write them into the circuit. | ||
1137 | */ | ||
1138 | targetpos = n1 + dist2[circuit[n1]]; | ||
1139 | assert(targetpos - dist2[circuit[n1]] == n1); | ||
1140 | assert(targetpos + dist[circuit[n2]] == n2); | ||
1141 | for (pass = 0; pass < 2; pass++) { | ||
1142 | int dir = (pass == 0 ? -1 : +1); | ||
1143 | int *ep = (pass == 0 ? backedges : edges); | ||
1144 | int *ei = (pass == 0 ? backedgei : edgei); | ||
1145 | int *dp = (pass == 0 ? dist : dist2); | ||
1146 | int nn = (pass == 0 ? n2 : n1); | ||
1147 | int ni = circuit[nn], ti, dest = nn; | ||
1148 | |||
1149 | while (1) { | ||
1150 | circuit[dest] = ni; | ||
1151 | if (dp[ni] == 0) | ||
1152 | break; | ||
1153 | dest += dir; | ||
1154 | ti = -1; | ||
1155 | /*printf("pass %d: looking at vertex %d\n", pass, ni);*/ | ||
1156 | for (i = ei[ni]; i < ei[ni+1]; i++) { | ||
1157 | ti = ep[i]; | ||
1158 | if (ti >= 0 && dp[ti] == dp[ni] - 1) | ||
1159 | break; | ||
1160 | } | ||
1161 | assert(i < ei[ni+1] && ti >= 0); | ||
1162 | ni = ti; | ||
1163 | } | ||
1164 | } | ||
1165 | |||
1166 | #ifdef TSP_DIAGNOSTICS | ||
1167 | printf("circuit after lengthening is"); | ||
1168 | for (i = 0; i < circuitlen; i++) { | ||
1169 | printf(" %d", circuit[i]); | ||
1170 | } | ||
1171 | printf("\n"); | ||
1172 | #endif | ||
1173 | |||
1174 | /* | ||
1175 | * Finally, mark all gems that the new piece of circuit | ||
1176 | * passes through as visited. | ||
1177 | */ | ||
1178 | for (i = n1; i <= n2; i++) { | ||
1179 | int pos = nodes[circuit[i]] / DP1; | ||
1180 | assert(pos >= 0 && pos < wh); | ||
1181 | unvisited[pos] = FALSE; | ||
1182 | } | ||
1183 | } | ||
1184 | |||
1185 | #ifdef TSP_DIAGNOSTICS | ||
1186 | printf("before reduction, moves are "); | ||
1187 | x = nodes[circuit[0]] / DP1 % w; | ||
1188 | y = nodes[circuit[0]] / DP1 / w; | ||
1189 | for (i = 1; i < circuitlen; i++) { | ||
1190 | int x2, y2, dx, dy; | ||
1191 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) | ||
1192 | continue; | ||
1193 | x2 = nodes[circuit[i]] / DP1 % w; | ||
1194 | y2 = nodes[circuit[i]] / DP1 / w; | ||
1195 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); | ||
1196 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); | ||
1197 | for (d = 0; d < DIRECTIONS; d++) | ||
1198 | if (DX(d) == dx && DY(d) == dy) | ||
1199 | printf("%c", "89632147"[d]); | ||
1200 | x = x2; | ||
1201 | y = y2; | ||
1202 | } | ||
1203 | printf("\n"); | ||
1204 | #endif | ||
1205 | |||
1206 | /* | ||
1207 | * That's got a basic solution. Now optimise it by removing | ||
1208 | * redundant sections of the circuit: it's entirely possible | ||
1209 | * that a piece of circuit we carefully inserted at one stage | ||
1210 | * to collect a gem has become pointless because the steps | ||
1211 | * required to collect some _later_ gem necessarily passed | ||
1212 | * through the same one. | ||
1213 | * | ||
1214 | * So first we go through and work out how many times each gem | ||
1215 | * is collected. Then we look for maximal sections of circuit | ||
1216 | * which are redundant in the sense that their removal would | ||
1217 | * not reduce any gem's collection count to zero, and replace | ||
1218 | * each one with a bfs-derived fastest path between their | ||
1219 | * endpoints. | ||
1220 | */ | ||
1221 | while (1) { | ||
1222 | int oldlen = circuitlen; | ||
1223 | int dir; | ||
1224 | |||
1225 | for (dir = +1; dir >= -1; dir -= 2) { | ||
1226 | |||
1227 | for (i = 0; i < wh; i++) | ||
1228 | unvisited[i] = 0; | ||
1229 | for (i = 0; i < circuitlen; i++) { | ||
1230 | int xy = nodes[circuit[i]] / DP1; | ||
1231 | if (currstate->grid[xy] == GEM) | ||
1232 | unvisited[xy]++; | ||
1233 | } | ||
1234 | |||
1235 | /* | ||
1236 | * If there's any gem we didn't end up visiting at all, | ||
1237 | * give up. | ||
1238 | */ | ||
1239 | for (i = 0; i < wh; i++) { | ||
1240 | if (currstate->grid[i] == GEM && unvisited[i] == 0) { | ||
1241 | err = "Unable to find a solution from this starting point"; | ||
1242 | break; | ||
1243 | } | ||
1244 | } | ||
1245 | if (i < wh) | ||
1246 | break; | ||
1247 | |||
1248 | for (i = j = (dir > 0 ? 0 : circuitlen-1); | ||
1249 | i < circuitlen && i >= 0; | ||
1250 | i += dir) { | ||
1251 | int xy = nodes[circuit[i]] / DP1; | ||
1252 | if (currstate->grid[xy] == GEM && unvisited[xy] > 1) { | ||
1253 | unvisited[xy]--; | ||
1254 | } else if (currstate->grid[xy] == GEM || i == circuitlen-1) { | ||
1255 | /* | ||
1256 | * circuit[i] collects a gem for the only time, | ||
1257 | * or is the last node in the circuit. | ||
1258 | * Therefore it cannot be removed; so we now | ||
1259 | * want to replace the path from circuit[j] to | ||
1260 | * circuit[i] with a bfs-shortest path. | ||
1261 | */ | ||
1262 | int p, q, k, dest, ni, ti, thisdist; | ||
1263 | |||
1264 | /* | ||
1265 | * Set up the upper and lower bounds of the | ||
1266 | * reduced section. | ||
1267 | */ | ||
1268 | p = min(i, j); | ||
1269 | q = max(i, j); | ||
1270 | |||
1271 | #ifdef TSP_DIAGNOSTICS | ||
1272 | printf("optimising section from %d - %d\n", p, q); | ||
1273 | #endif | ||
1274 | |||
1275 | for (k = 0; k < n; k++) | ||
1276 | dist[k] = -1; | ||
1277 | head = tail = 0; | ||
1278 | |||
1279 | dist[circuit[p]] = 0; | ||
1280 | list[tail++] = circuit[p]; | ||
1281 | |||
1282 | while (head < tail && dist[circuit[q]] < 0) { | ||
1283 | int ni = list[head++]; | ||
1284 | for (k = edgei[ni]; k < edgei[ni+1]; k++) { | ||
1285 | int ti = edges[k]; | ||
1286 | if (ti >= 0 && dist[ti] < 0) { | ||
1287 | dist[ti] = dist[ni] + 1; | ||
1288 | list[tail++] = ti; | ||
1289 | } | ||
1290 | } | ||
1291 | } | ||
1292 | |||
1293 | thisdist = dist[circuit[q]]; | ||
1294 | assert(thisdist >= 0 && thisdist <= q-p); | ||
1295 | |||
1296 | memmove(circuit+p+thisdist, circuit+q, | ||
1297 | (circuitlen - q) * sizeof(int)); | ||
1298 | circuitlen -= q-p; | ||
1299 | q = p + thisdist; | ||
1300 | circuitlen += q-p; | ||
1301 | |||
1302 | if (dir > 0) | ||
1303 | i = q; /* resume loop from the right place */ | ||
1304 | |||
1305 | #ifdef TSP_DIAGNOSTICS | ||
1306 | printf("new section runs from %d - %d\n", p, q); | ||
1307 | #endif | ||
1308 | |||
1309 | dest = q; | ||
1310 | assert(dest >= 0); | ||
1311 | ni = circuit[q]; | ||
1312 | |||
1313 | while (1) { | ||
1314 | /* printf("dest=%d circuitlen=%d ni=%d dist[ni]=%d\n", dest, circuitlen, ni, dist[ni]); */ | ||
1315 | circuit[dest] = ni; | ||
1316 | if (dist[ni] == 0) | ||
1317 | break; | ||
1318 | dest--; | ||
1319 | ti = -1; | ||
1320 | for (k = backedgei[ni]; k < backedgei[ni+1]; k++) { | ||
1321 | ti = backedges[k]; | ||
1322 | if (ti >= 0 && dist[ti] == dist[ni] - 1) | ||
1323 | break; | ||
1324 | } | ||
1325 | assert(k < backedgei[ni+1] && ti >= 0); | ||
1326 | ni = ti; | ||
1327 | } | ||
1328 | |||
1329 | /* | ||
1330 | * Now re-increment the visit counts for the | ||
1331 | * new path. | ||
1332 | */ | ||
1333 | while (++p < q) { | ||
1334 | int xy = nodes[circuit[p]] / DP1; | ||
1335 | if (currstate->grid[xy] == GEM) | ||
1336 | unvisited[xy]++; | ||
1337 | } | ||
1338 | |||
1339 | j = i; | ||
1340 | |||
1341 | #ifdef TSP_DIAGNOSTICS | ||
1342 | printf("during reduction, circuit is"); | ||
1343 | for (k = 0; k < circuitlen; k++) { | ||
1344 | int nc = nodes[circuit[k]]; | ||
1345 | printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1); | ||
1346 | } | ||
1347 | printf("\n"); | ||
1348 | printf("moves are "); | ||
1349 | x = nodes[circuit[0]] / DP1 % w; | ||
1350 | y = nodes[circuit[0]] / DP1 / w; | ||
1351 | for (k = 1; k < circuitlen; k++) { | ||
1352 | int x2, y2, dx, dy; | ||
1353 | if (nodes[circuit[k]] % DP1 != DIRECTIONS) | ||
1354 | continue; | ||
1355 | x2 = nodes[circuit[k]] / DP1 % w; | ||
1356 | y2 = nodes[circuit[k]] / DP1 / w; | ||
1357 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); | ||
1358 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); | ||
1359 | for (d = 0; d < DIRECTIONS; d++) | ||
1360 | if (DX(d) == dx && DY(d) == dy) | ||
1361 | printf("%c", "89632147"[d]); | ||
1362 | x = x2; | ||
1363 | y = y2; | ||
1364 | } | ||
1365 | printf("\n"); | ||
1366 | #endif | ||
1367 | } | ||
1368 | } | ||
1369 | |||
1370 | #ifdef TSP_DIAGNOSTICS | ||
1371 | printf("after reduction, moves are "); | ||
1372 | x = nodes[circuit[0]] / DP1 % w; | ||
1373 | y = nodes[circuit[0]] / DP1 / w; | ||
1374 | for (i = 1; i < circuitlen; i++) { | ||
1375 | int x2, y2, dx, dy; | ||
1376 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) | ||
1377 | continue; | ||
1378 | x2 = nodes[circuit[i]] / DP1 % w; | ||
1379 | y2 = nodes[circuit[i]] / DP1 / w; | ||
1380 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); | ||
1381 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); | ||
1382 | for (d = 0; d < DIRECTIONS; d++) | ||
1383 | if (DX(d) == dx && DY(d) == dy) | ||
1384 | printf("%c", "89632147"[d]); | ||
1385 | x = x2; | ||
1386 | y = y2; | ||
1387 | } | ||
1388 | printf("\n"); | ||
1389 | #endif | ||
1390 | } | ||
1391 | |||
1392 | /* | ||
1393 | * If we've managed an entire reduction pass in each | ||
1394 | * direction and not made the solution any shorter, we're | ||
1395 | * _really_ done. | ||
1396 | */ | ||
1397 | if (circuitlen == oldlen) | ||
1398 | break; | ||
1399 | } | ||
1400 | |||
1401 | /* | ||
1402 | * Encode the solution as a move string. | ||
1403 | */ | ||
1404 | if (!err) { | ||
1405 | soln = snewn(circuitlen+2, char); | ||
1406 | p = soln; | ||
1407 | *p++ = 'S'; | ||
1408 | x = nodes[circuit[0]] / DP1 % w; | ||
1409 | y = nodes[circuit[0]] / DP1 / w; | ||
1410 | for (i = 1; i < circuitlen; i++) { | ||
1411 | int x2, y2, dx, dy; | ||
1412 | if (nodes[circuit[i]] % DP1 != DIRECTIONS) | ||
1413 | continue; | ||
1414 | x2 = nodes[circuit[i]] / DP1 % w; | ||
1415 | y2 = nodes[circuit[i]] / DP1 / w; | ||
1416 | dx = (x2 > x ? +1 : x2 < x ? -1 : 0); | ||
1417 | dy = (y2 > y ? +1 : y2 < y ? -1 : 0); | ||
1418 | for (d = 0; d < DIRECTIONS; d++) | ||
1419 | if (DX(d) == dx && DY(d) == dy) { | ||
1420 | *p++ = '0' + d; | ||
1421 | break; | ||
1422 | } | ||
1423 | assert(d < DIRECTIONS); | ||
1424 | x = x2; | ||
1425 | y = y2; | ||
1426 | } | ||
1427 | *p++ = '\0'; | ||
1428 | assert(p - soln < circuitlen+2); | ||
1429 | } | ||
1430 | |||
1431 | sfree(list); | ||
1432 | sfree(dist); | ||
1433 | sfree(dist2); | ||
1434 | sfree(unvisited); | ||
1435 | sfree(circuit); | ||
1436 | sfree(backedgei); | ||
1437 | sfree(backedges); | ||
1438 | sfree(edgei); | ||
1439 | sfree(edges); | ||
1440 | sfree(nodeindex); | ||
1441 | sfree(nodes); | ||
1442 | |||
1443 | if (err) | ||
1444 | *error = err; | ||
1445 | |||
1446 | return soln; | ||
1447 | } | ||
1448 | |||
1449 | static int game_can_format_as_text_now(const game_params *params) | ||
1450 | { | ||
1451 | return TRUE; | ||
1452 | } | ||
1453 | |||
1454 | static char *game_text_format(const game_state *state) | ||
1455 | { | ||
1456 | int w = state->p.w, h = state->p.h, r, c; | ||
1457 | int cw = 4, ch = 2, gw = cw*w + 2, gh = ch * h + 1, len = gw * gh; | ||
1458 | char *board = snewn(len + 1, char); | ||
1459 | |||
1460 | sprintf(board, "%*s+\n", len - 2, ""); | ||
1461 | |||
1462 | for (r = 0; r < h; ++r) { | ||
1463 | for (c = 0; c < w; ++c) { | ||
1464 | int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2; | ||
1465 | int i = r*w + c; | ||
1466 | switch (state->grid[i]) { | ||
1467 | case BLANK: break; | ||
1468 | case GEM: board[center] = 'o'; break; | ||
1469 | case MINE: board[center] = 'M'; break; | ||
1470 | case STOP: board[center-1] = '('; board[center+1] = ')'; break; | ||
1471 | case WALL: memset(board + center - 1, 'X', 3); | ||
1472 | } | ||
1473 | |||
1474 | if (r == state->py && c == state->px) { | ||
1475 | if (!state->dead) board[center] = '@'; | ||
1476 | else memcpy(board + center - 1, ":-(", 3); | ||
1477 | } | ||
1478 | board[cell] = '+'; | ||
1479 | memset(board + cell + 1, '-', cw - 1); | ||
1480 | for (i = 1; i < ch; ++i) board[cell + i*gw] = '|'; | ||
1481 | } | ||
1482 | for (c = 0; c < ch; ++c) { | ||
1483 | board[(r*ch+c)*gw + gw - 2] = "|+"[!c]; | ||
1484 | board[(r*ch+c)*gw + gw - 1] = '\n'; | ||
1485 | } | ||
1486 | } | ||
1487 | memset(board + len - gw, '-', gw - 2); | ||
1488 | for (c = 0; c < w; ++c) board[len - gw + cw*c] = '+'; | ||
1489 | |||
1490 | return board; | ||
1491 | } | ||
1492 | |||
1493 | struct game_ui { | ||
1494 | float anim_length; | ||
1495 | int flashtype; | ||
1496 | int deaths; | ||
1497 | int just_made_move; | ||
1498 | int just_died; | ||
1499 | }; | ||
1500 | |||
1501 | static game_ui *new_ui(const game_state *state) | ||
1502 | { | ||
1503 | game_ui *ui = snew(game_ui); | ||
1504 | ui->anim_length = 0.0F; | ||
1505 | ui->flashtype = 0; | ||
1506 | ui->deaths = 0; | ||
1507 | ui->just_made_move = FALSE; | ||
1508 | ui->just_died = FALSE; | ||
1509 | return ui; | ||
1510 | } | ||
1511 | |||
1512 | static void free_ui(game_ui *ui) | ||
1513 | { | ||
1514 | sfree(ui); | ||
1515 | } | ||
1516 | |||
1517 | static char *encode_ui(const game_ui *ui) | ||
1518 | { | ||
1519 | char buf[80]; | ||
1520 | /* | ||
1521 | * The deaths counter needs preserving across a serialisation. | ||
1522 | */ | ||
1523 | sprintf(buf, "D%d", ui->deaths); | ||
1524 | return dupstr(buf); | ||
1525 | } | ||
1526 | |||
1527 | static void decode_ui(game_ui *ui, const char *encoding) | ||
1528 | { | ||
1529 | int p = 0; | ||
1530 | sscanf(encoding, "D%d%n", &ui->deaths, &p); | ||
1531 | } | ||
1532 | |||
1533 | static void game_changed_state(game_ui *ui, const game_state *oldstate, | ||
1534 | const game_state *newstate) | ||
1535 | { | ||
1536 | /* | ||
1537 | * Increment the deaths counter. We only do this if | ||
1538 | * ui->just_made_move is set (redoing a suicide move doesn't | ||
1539 | * kill you _again_), and also we only do it if the game wasn't | ||
1540 | * already completed (once you're finished, you can play). | ||
1541 | */ | ||
1542 | if (!oldstate->dead && newstate->dead && ui->just_made_move && | ||
1543 | oldstate->gems) { | ||
1544 | ui->deaths++; | ||
1545 | ui->just_died = TRUE; | ||
1546 | } else { | ||
1547 | ui->just_died = FALSE; | ||
1548 | } | ||
1549 | ui->just_made_move = FALSE; | ||
1550 | } | ||
1551 | |||
1552 | struct game_drawstate { | ||
1553 | game_params p; | ||
1554 | int tilesize; | ||
1555 | int started; | ||
1556 | unsigned short *grid; | ||
1557 | blitter *player_background; | ||
1558 | int player_bg_saved, pbgx, pbgy; | ||
1559 | }; | ||
1560 | |||
1561 | #define PREFERRED_TILESIZE 32 | ||
1562 | #define TILESIZE (ds->tilesize) | ||
1563 | #ifdef SMALL_SCREEN | ||
1564 | #define BORDER (TILESIZE / 4) | ||
1565 | #else | ||
1566 | #define BORDER (TILESIZE) | ||
1567 | #endif | ||
1568 | #define HIGHLIGHT_WIDTH (TILESIZE / 10) | ||
1569 | #define COORD(x) ( (x) * TILESIZE + BORDER ) | ||
1570 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) | ||
1571 | |||
1572 | static char *interpret_move(const game_state *state, game_ui *ui, | ||
1573 | const game_drawstate *ds, | ||
1574 | int x, int y, int button) | ||
1575 | { | ||
1576 | int w = state->p.w, h = state->p.h /*, wh = w*h */; | ||
1577 | int dir; | ||
1578 | char buf[80]; | ||
1579 | |||
1580 | dir = -1; | ||
1581 | |||
1582 | if (button == LEFT_BUTTON) { | ||
1583 | /* | ||
1584 | * Mouse-clicking near the target point (or, more | ||
1585 | * accurately, in the appropriate octant) is an alternative | ||
1586 | * way to input moves. | ||
1587 | */ | ||
1588 | |||
1589 | if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) { | ||
1590 | int dx, dy; | ||
1591 | float angle; | ||
1592 | |||
1593 | dx = FROMCOORD(x) - state->px; | ||
1594 | dy = FROMCOORD(y) - state->py; | ||
1595 | /* I pass dx,dy rather than dy,dx so that the octants | ||
1596 | * end up the right way round. */ | ||
1597 | angle = atan2(dx, -dy); | ||
1598 | |||
1599 | angle = (angle + (PI/8)) / (PI/4); | ||
1600 | assert(angle > -16.0F); | ||
1601 | dir = (int)(angle + 16.0F) & 7; | ||
1602 | } | ||
1603 | } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) | ||
1604 | dir = 0; | ||
1605 | else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) | ||
1606 | dir = 4; | ||
1607 | else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) | ||
1608 | dir = 6; | ||
1609 | else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) | ||
1610 | dir = 2; | ||
1611 | else if (button == (MOD_NUM_KEYPAD | '7')) | ||
1612 | dir = 7; | ||
1613 | else if (button == (MOD_NUM_KEYPAD | '1')) | ||
1614 | dir = 5; | ||
1615 | else if (button == (MOD_NUM_KEYPAD | '9')) | ||
1616 | dir = 1; | ||
1617 | else if (button == (MOD_NUM_KEYPAD | '3')) | ||
1618 | dir = 3; | ||
1619 | else if (IS_CURSOR_SELECT(button) && | ||
1620 | state->soln && state->solnpos < state->soln->len) | ||
1621 | dir = state->soln->list[state->solnpos]; | ||
1622 | |||
1623 | if (dir < 0) | ||
1624 | return NULL; | ||
1625 | |||
1626 | /* | ||
1627 | * Reject the move if we can't make it at all due to a wall | ||
1628 | * being in the way. | ||
1629 | */ | ||
1630 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) | ||
1631 | return NULL; | ||
1632 | |||
1633 | /* | ||
1634 | * Reject the move if we're dead! | ||
1635 | */ | ||
1636 | if (state->dead) | ||
1637 | return NULL; | ||
1638 | |||
1639 | /* | ||
1640 | * Otherwise, we can make the move. All we need to specify is | ||
1641 | * the direction. | ||
1642 | */ | ||
1643 | ui->just_made_move = TRUE; | ||
1644 | sprintf(buf, "%d", dir); | ||
1645 | return dupstr(buf); | ||
1646 | } | ||
1647 | |||
1648 | static void install_new_solution(game_state *ret, const char *move) | ||
1649 | { | ||
1650 | int i; | ||
1651 | soln *sol; | ||
1652 | assert (*move == 'S'); | ||
1653 | ++move; | ||
1654 | |||
1655 | sol = snew(soln); | ||
1656 | sol->len = strlen(move); | ||
1657 | sol->list = snewn(sol->len, unsigned char); | ||
1658 | for (i = 0; i < sol->len; ++i) sol->list[i] = move[i] - '0'; | ||
1659 | |||
1660 | if (ret->soln && --ret->soln->refcount == 0) { | ||
1661 | sfree(ret->soln->list); | ||
1662 | sfree(ret->soln); | ||
1663 | } | ||
1664 | |||
1665 | ret->soln = sol; | ||
1666 | sol->refcount = 1; | ||
1667 | |||
1668 | ret->cheated = TRUE; | ||
1669 | ret->solnpos = 0; | ||
1670 | } | ||
1671 | |||
1672 | static void discard_solution(game_state *ret) | ||
1673 | { | ||
1674 | --ret->soln->refcount; | ||
1675 | assert(ret->soln->refcount > 0); /* ret has a soln-pointing dup */ | ||
1676 | ret->soln = NULL; | ||
1677 | ret->solnpos = 0; | ||
1678 | } | ||
1679 | |||
1680 | static game_state *execute_move(const game_state *state, const char *move) | ||
1681 | { | ||
1682 | int w = state->p.w, h = state->p.h /*, wh = w*h */; | ||
1683 | int dir; | ||
1684 | game_state *ret; | ||
1685 | |||
1686 | if (*move == 'S') { | ||
1687 | /* | ||
1688 | * This is a solve move, so we don't actually _change_ the | ||
1689 | * grid but merely set up a stored solution path. | ||
1690 | */ | ||
1691 | ret = dup_game(state); | ||
1692 | install_new_solution(ret, move); | ||
1693 | return ret; | ||
1694 | } | ||
1695 | |||
1696 | dir = atoi(move); | ||
1697 | if (dir < 0 || dir >= DIRECTIONS) | ||
1698 | return NULL; /* huh? */ | ||
1699 | |||
1700 | if (state->dead) | ||
1701 | return NULL; | ||
1702 | |||
1703 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) | ||
1704 | return NULL; /* wall in the way! */ | ||
1705 | |||
1706 | /* | ||
1707 | * Now make the move. | ||
1708 | */ | ||
1709 | ret = dup_game(state); | ||
1710 | ret->distance_moved = 0; | ||
1711 | while (1) { | ||
1712 | ret->px += DX(dir); | ||
1713 | ret->py += DY(dir); | ||
1714 | ret->distance_moved++; | ||
1715 | |||
1716 | if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) { | ||
1717 | LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK; | ||
1718 | ret->gems--; | ||
1719 | } | ||
1720 | |||
1721 | if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) { | ||
1722 | ret->dead = TRUE; | ||
1723 | break; | ||
1724 | } | ||
1725 | |||
1726 | if (AT(w, h, ret->grid, ret->px, ret->py) == STOP || | ||
1727 | AT(w, h, ret->grid, ret->px+DX(dir), | ||
1728 | ret->py+DY(dir)) == WALL) | ||
1729 | break; | ||
1730 | } | ||
1731 | |||
1732 | if (ret->soln) { | ||
1733 | if (ret->dead || ret->gems == 0) | ||
1734 | discard_solution(ret); | ||
1735 | else if (ret->soln->list[ret->solnpos] == dir) { | ||
1736 | ++ret->solnpos; | ||
1737 | assert(ret->solnpos < ret->soln->len); /* or gems == 0 */ | ||
1738 | assert(!ret->dead); /* or not a solution */ | ||
1739 | } else { | ||
1740 | char *error = NULL, *soln = solve_game(NULL, ret, NULL, &error); | ||
1741 | if (!error) { | ||
1742 | install_new_solution(ret, soln); | ||
1743 | sfree(soln); | ||
1744 | } else discard_solution(ret); | ||
1745 | } | ||
1746 | } | ||
1747 | |||
1748 | return ret; | ||
1749 | } | ||
1750 | |||
1751 | /* ---------------------------------------------------------------------- | ||
1752 | * Drawing routines. | ||
1753 | */ | ||
1754 | |||
1755 | static void game_compute_size(const game_params *params, int tilesize, | ||
1756 | int *x, int *y) | ||
1757 | { | ||
1758 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ | ||
1759 | struct { int tilesize; } ads, *ds = &ads; | ||
1760 | ads.tilesize = tilesize; | ||
1761 | |||
1762 | *x = 2 * BORDER + 1 + params->w * TILESIZE; | ||
1763 | *y = 2 * BORDER + 1 + params->h * TILESIZE; | ||
1764 | } | ||
1765 | |||
1766 | static void game_set_size(drawing *dr, game_drawstate *ds, | ||
1767 | const game_params *params, int tilesize) | ||
1768 | { | ||
1769 | ds->tilesize = tilesize; | ||
1770 | |||
1771 | assert(!ds->player_background); /* set_size is never called twice */ | ||
1772 | assert(!ds->player_bg_saved); | ||
1773 | |||
1774 | ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); | ||
1775 | } | ||
1776 | |||
1777 | static float *game_colours(frontend *fe, int *ncolours) | ||
1778 | { | ||
1779 | float *ret = snewn(3 * NCOLOURS, float); | ||
1780 | int i; | ||
1781 | |||
1782 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); | ||
1783 | |||
1784 | ret[COL_OUTLINE * 3 + 0] = 0.0F; | ||
1785 | ret[COL_OUTLINE * 3 + 1] = 0.0F; | ||
1786 | ret[COL_OUTLINE * 3 + 2] = 0.0F; | ||
1787 | |||
1788 | ret[COL_PLAYER * 3 + 0] = 0.0F; | ||
1789 | ret[COL_PLAYER * 3 + 1] = 1.0F; | ||
1790 | ret[COL_PLAYER * 3 + 2] = 0.0F; | ||
1791 | |||
1792 | ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F; | ||
1793 | ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F; | ||
1794 | ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F; | ||
1795 | |||
1796 | ret[COL_MINE * 3 + 0] = 0.0F; | ||
1797 | ret[COL_MINE * 3 + 1] = 0.0F; | ||
1798 | ret[COL_MINE * 3 + 2] = 0.0F; | ||
1799 | |||
1800 | ret[COL_GEM * 3 + 0] = 0.6F; | ||
1801 | ret[COL_GEM * 3 + 1] = 1.0F; | ||
1802 | ret[COL_GEM * 3 + 2] = 1.0F; | ||
1803 | |||
1804 | for (i = 0; i < 3; i++) { | ||
1805 | ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + | ||
1806 | 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; | ||
1807 | } | ||
1808 | |||
1809 | ret[COL_HINT * 3 + 0] = 1.0F; | ||
1810 | ret[COL_HINT * 3 + 1] = 1.0F; | ||
1811 | ret[COL_HINT * 3 + 2] = 0.0F; | ||
1812 | |||
1813 | *ncolours = NCOLOURS; | ||
1814 | return ret; | ||
1815 | } | ||
1816 | |||
1817 | static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | ||
1818 | { | ||
1819 | int w = state->p.w, h = state->p.h, wh = w*h; | ||
1820 | struct game_drawstate *ds = snew(struct game_drawstate); | ||
1821 | int i; | ||
1822 | |||
1823 | ds->tilesize = 0; | ||
1824 | |||
1825 | /* We can't allocate the blitter rectangle for the player background | ||
1826 | * until we know what size to make it. */ | ||
1827 | ds->player_background = NULL; | ||
1828 | ds->player_bg_saved = FALSE; | ||
1829 | ds->pbgx = ds->pbgy = -1; | ||
1830 | |||
1831 | ds->p = state->p; /* structure copy */ | ||
1832 | ds->started = FALSE; | ||
1833 | ds->grid = snewn(wh, unsigned short); | ||
1834 | for (i = 0; i < wh; i++) | ||
1835 | ds->grid[i] = UNDRAWN; | ||
1836 | |||
1837 | return ds; | ||
1838 | } | ||
1839 | |||
1840 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) | ||
1841 | { | ||
1842 | if (ds->player_background) | ||
1843 | blitter_free(dr, ds->player_background); | ||
1844 | sfree(ds->grid); | ||
1845 | sfree(ds); | ||
1846 | } | ||
1847 | |||
1848 | static void draw_player(drawing *dr, game_drawstate *ds, int x, int y, | ||
1849 | int dead, int hintdir) | ||
1850 | { | ||
1851 | if (dead) { | ||
1852 | int coords[DIRECTIONS*4]; | ||
1853 | int d; | ||
1854 | |||
1855 | for (d = 0; d < DIRECTIONS; d++) { | ||
1856 | float x1, y1, x2, y2, x3, y3, len; | ||
1857 | |||
1858 | x1 = DX(d); | ||
1859 | y1 = DY(d); | ||
1860 | len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len; | ||
1861 | |||
1862 | x3 = DX(d+1); | ||
1863 | y3 = DY(d+1); | ||
1864 | len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len; | ||
1865 | |||
1866 | x2 = (x1+x3) / 4; | ||
1867 | y2 = (y1+y3) / 4; | ||
1868 | |||
1869 | coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1); | ||
1870 | coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1); | ||
1871 | coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2); | ||
1872 | coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2); | ||
1873 | } | ||
1874 | draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE); | ||
1875 | } else { | ||
1876 | draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2, | ||
1877 | TILESIZE/3, COL_PLAYER, COL_OUTLINE); | ||
1878 | } | ||
1879 | |||
1880 | if (!dead && hintdir >= 0) { | ||
1881 | float scale = (DX(hintdir) && DY(hintdir) ? 0.8F : 1.0F); | ||
1882 | int ax = (TILESIZE*2/5) * scale * DX(hintdir); | ||
1883 | int ay = (TILESIZE*2/5) * scale * DY(hintdir); | ||
1884 | int px = -ay, py = ax; | ||
1885 | int ox = x + TILESIZE/2, oy = y + TILESIZE/2; | ||
1886 | int coords[14], *c; | ||
1887 | |||
1888 | c = coords; | ||
1889 | *c++ = ox + px/9; | ||
1890 | *c++ = oy + py/9; | ||
1891 | *c++ = ox + px/9 + ax*2/3; | ||
1892 | *c++ = oy + py/9 + ay*2/3; | ||
1893 | *c++ = ox + px/3 + ax*2/3; | ||
1894 | *c++ = oy + py/3 + ay*2/3; | ||
1895 | *c++ = ox + ax; | ||
1896 | *c++ = oy + ay; | ||
1897 | *c++ = ox - px/3 + ax*2/3; | ||
1898 | *c++ = oy - py/3 + ay*2/3; | ||
1899 | *c++ = ox - px/9 + ax*2/3; | ||
1900 | *c++ = oy - py/9 + ay*2/3; | ||
1901 | *c++ = ox - px/9; | ||
1902 | *c++ = oy - py/9; | ||
1903 | draw_polygon(dr, coords, 7, COL_HINT, COL_OUTLINE); | ||
1904 | } | ||
1905 | |||
1906 | draw_update(dr, x, y, TILESIZE, TILESIZE); | ||
1907 | } | ||
1908 | |||
1909 | #define FLASH_DEAD 0x100 | ||
1910 | #define FLASH_WIN 0x200 | ||
1911 | #define FLASH_MASK 0x300 | ||
1912 | |||
1913 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) | ||
1914 | { | ||
1915 | int tx = COORD(x), ty = COORD(y); | ||
1916 | int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER : | ||
1917 | v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND); | ||
1918 | |||
1919 | v &= ~FLASH_MASK; | ||
1920 | |||
1921 | clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); | ||
1922 | draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); | ||
1923 | |||
1924 | if (v == WALL) { | ||
1925 | int coords[6]; | ||
1926 | |||
1927 | coords[0] = tx + TILESIZE; | ||
1928 | coords[1] = ty + TILESIZE; | ||
1929 | coords[2] = tx + TILESIZE; | ||
1930 | coords[3] = ty + 1; | ||
1931 | coords[4] = tx + 1; | ||
1932 | coords[5] = ty + TILESIZE; | ||
1933 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); | ||
1934 | |||
1935 | coords[0] = tx + 1; | ||
1936 | coords[1] = ty + 1; | ||
1937 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); | ||
1938 | |||
1939 | draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, | ||
1940 | TILESIZE - 2*HIGHLIGHT_WIDTH, | ||
1941 | TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); | ||
1942 | } else if (v == MINE) { | ||
1943 | int cx = tx + TILESIZE / 2; | ||
1944 | int cy = ty + TILESIZE / 2; | ||
1945 | int r = TILESIZE / 2 - 3; | ||
1946 | |||
1947 | draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE); | ||
1948 | draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE); | ||
1949 | draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE); | ||
1950 | draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); | ||
1951 | } else if (v == STOP) { | ||
1952 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, | ||
1953 | TILESIZE*3/7, -1, COL_OUTLINE); | ||
1954 | draw_rect(dr, tx + TILESIZE*3/7, ty+1, | ||
1955 | TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg); | ||
1956 | draw_rect(dr, tx+1, ty + TILESIZE*3/7, | ||
1957 | TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg); | ||
1958 | } else if (v == GEM) { | ||
1959 | int coords[8]; | ||
1960 | |||
1961 | coords[0] = tx+TILESIZE/2; | ||
1962 | coords[1] = ty+TILESIZE/2-TILESIZE*5/14; | ||
1963 | coords[2] = tx+TILESIZE/2-TILESIZE*5/14; | ||
1964 | coords[3] = ty+TILESIZE/2; | ||
1965 | coords[4] = tx+TILESIZE/2; | ||
1966 | coords[5] = ty+TILESIZE/2+TILESIZE*5/14; | ||
1967 | coords[6] = tx+TILESIZE/2+TILESIZE*5/14; | ||
1968 | coords[7] = ty+TILESIZE/2; | ||
1969 | |||
1970 | draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); | ||
1971 | } | ||
1972 | |||
1973 | unclip(dr); | ||
1974 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); | ||
1975 | } | ||
1976 | |||
1977 | #define BASE_ANIM_LENGTH 0.1F | ||
1978 | #define FLASH_LENGTH 0.3F | ||
1979 | |||
1980 | static void game_redraw(drawing *dr, game_drawstate *ds, | ||
1981 | const game_state *oldstate, const game_state *state, | ||
1982 | int dir, const game_ui *ui, | ||
1983 | float animtime, float flashtime) | ||
1984 | { | ||
1985 | int w = state->p.w, h = state->p.h /*, wh = w*h */; | ||
1986 | int x, y; | ||
1987 | float ap; | ||
1988 | int player_dist; | ||
1989 | int flashtype; | ||
1990 | int gems, deaths; | ||
1991 | char status[256]; | ||
1992 | |||
1993 | if (flashtime && | ||
1994 | !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) | ||
1995 | flashtype = ui->flashtype; | ||
1996 | else | ||
1997 | flashtype = 0; | ||
1998 | |||
1999 | /* | ||
2000 | * Erase the player sprite. | ||
2001 | */ | ||
2002 | if (ds->player_bg_saved) { | ||
2003 | assert(ds->player_background); | ||
2004 | blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy); | ||
2005 | draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE); | ||
2006 | ds->player_bg_saved = FALSE; | ||
2007 | } | ||
2008 | |||
2009 | /* | ||
2010 | * Initialise a fresh drawstate. | ||
2011 | */ | ||
2012 | if (!ds->started) { | ||
2013 | int wid, ht; | ||
2014 | |||
2015 | /* | ||
2016 | * Blank out the window initially. | ||
2017 | */ | ||
2018 | game_compute_size(&ds->p, TILESIZE, &wid, &ht); | ||
2019 | draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); | ||
2020 | draw_update(dr, 0, 0, wid, ht); | ||
2021 | |||
2022 | /* | ||
2023 | * Draw the grid lines. | ||
2024 | */ | ||
2025 | for (y = 0; y <= h; y++) | ||
2026 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), | ||
2027 | COL_LOWLIGHT); | ||
2028 | for (x = 0; x <= w; x++) | ||
2029 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), | ||
2030 | COL_LOWLIGHT); | ||
2031 | |||
2032 | ds->started = TRUE; | ||
2033 | } | ||
2034 | |||
2035 | /* | ||
2036 | * If we're in the process of animating a move, let's start by | ||
2037 | * working out how far the player has moved from their _older_ | ||
2038 | * state. | ||
2039 | */ | ||
2040 | if (oldstate) { | ||
2041 | ap = animtime / ui->anim_length; | ||
2042 | player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved; | ||
2043 | } else { | ||
2044 | player_dist = 0; | ||
2045 | ap = 0.0F; | ||
2046 | } | ||
2047 | |||
2048 | /* | ||
2049 | * Draw the grid contents. | ||
2050 | * | ||
2051 | * We count the gems as we go round this loop, for the purposes | ||
2052 | * of the status bar. Of course we have a gems counter in the | ||
2053 | * game_state already, but if we do the counting in this loop | ||
2054 | * then it tracks gems being picked up in a sliding move, and | ||
2055 | * updates one by one. | ||
2056 | */ | ||
2057 | gems = 0; | ||
2058 | for (y = 0; y < h; y++) | ||
2059 | for (x = 0; x < w; x++) { | ||
2060 | unsigned short v = (unsigned char)state->grid[y*w+x]; | ||
2061 | |||
2062 | /* | ||
2063 | * Special case: if the player is in the process of | ||
2064 | * moving over a gem, we draw the gem iff they haven't | ||
2065 | * gone past it yet. | ||
2066 | */ | ||
2067 | if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) { | ||
2068 | /* | ||
2069 | * Compute the distance from this square to the | ||
2070 | * original player position. | ||
2071 | */ | ||
2072 | int dist = max(abs(x - oldstate->px), abs(y - oldstate->py)); | ||
2073 | |||
2074 | /* | ||
2075 | * If the player has reached here, use the new grid | ||
2076 | * element. Otherwise use the old one. | ||
2077 | */ | ||
2078 | if (player_dist < dist) | ||
2079 | v = oldstate->grid[y*w+x]; | ||
2080 | else | ||
2081 | v = state->grid[y*w+x]; | ||
2082 | } | ||
2083 | |||
2084 | /* | ||
2085 | * Special case: erase the mine the dead player is | ||
2086 | * sitting on. Only at the end of the move. | ||
2087 | */ | ||
2088 | if (v == MINE && !oldstate && state->dead && | ||
2089 | x == state->px && y == state->py) | ||
2090 | v = BLANK; | ||
2091 | |||
2092 | if (v == GEM) | ||
2093 | gems++; | ||
2094 | |||
2095 | v |= flashtype; | ||
2096 | |||
2097 | if (ds->grid[y*w+x] != v) { | ||
2098 | draw_tile(dr, ds, x, y, v); | ||
2099 | ds->grid[y*w+x] = v; | ||
2100 | } | ||
2101 | } | ||
2102 | |||
2103 | /* | ||
2104 | * Gem counter in the status bar. We replace it with | ||
2105 | * `COMPLETED!' when it reaches zero ... or rather, when the | ||
2106 | * _current state_'s gem counter is zero. (Thus, `Gems: 0' is | ||
2107 | * shown between the collection of the last gem and the | ||
2108 | * completion of the move animation that did it.) | ||
2109 | */ | ||
2110 | if (state->dead && (!oldstate || oldstate->dead)) { | ||
2111 | sprintf(status, "DEAD!"); | ||
2112 | } else if (state->gems || (oldstate && oldstate->gems)) { | ||
2113 | if (state->cheated) | ||
2114 | sprintf(status, "Auto-solver used. "); | ||
2115 | else | ||
2116 | *status = '\0'; | ||
2117 | sprintf(status + strlen(status), "Gems: %d", gems); | ||
2118 | } else if (state->cheated) { | ||
2119 | sprintf(status, "Auto-solved."); | ||
2120 | } else { | ||
2121 | sprintf(status, "COMPLETED!"); | ||
2122 | } | ||
2123 | /* We subtract one from the visible death counter if we're still | ||
2124 | * animating the move at the end of which the death took place. */ | ||
2125 | deaths = ui->deaths; | ||
2126 | if (oldstate && ui->just_died) { | ||
2127 | assert(deaths > 0); | ||
2128 | deaths--; | ||
2129 | } | ||
2130 | if (deaths) | ||
2131 | sprintf(status + strlen(status), " Deaths: %d", deaths); | ||
2132 | status_bar(dr, status); | ||
2133 | |||
2134 | /* | ||
2135 | * Draw the player sprite. | ||
2136 | */ | ||
2137 | assert(!ds->player_bg_saved); | ||
2138 | assert(ds->player_background); | ||
2139 | { | ||
2140 | int ox, oy, nx, ny; | ||
2141 | nx = COORD(state->px); | ||
2142 | ny = COORD(state->py); | ||
2143 | if (oldstate) { | ||
2144 | ox = COORD(oldstate->px); | ||
2145 | oy = COORD(oldstate->py); | ||
2146 | } else { | ||
2147 | ox = nx; | ||
2148 | oy = ny; | ||
2149 | } | ||
2150 | ds->pbgx = ox + ap * (nx - ox); | ||
2151 | ds->pbgy = oy + ap * (ny - oy); | ||
2152 | } | ||
2153 | blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy); | ||
2154 | draw_player(dr, ds, ds->pbgx, ds->pbgy, | ||
2155 | (state->dead && !oldstate), | ||
2156 | (!oldstate && state->soln ? | ||
2157 | state->soln->list[state->solnpos] : -1)); | ||
2158 | ds->player_bg_saved = TRUE; | ||
2159 | } | ||
2160 | |||
2161 | static float game_anim_length(const game_state *oldstate, | ||
2162 | const game_state *newstate, int dir, game_ui *ui) | ||
2163 | { | ||
2164 | int dist; | ||
2165 | if (dir > 0) | ||
2166 | dist = newstate->distance_moved; | ||
2167 | else | ||
2168 | dist = oldstate->distance_moved; | ||
2169 | ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH; | ||
2170 | return ui->anim_length; | ||
2171 | } | ||
2172 | |||
2173 | static float game_flash_length(const game_state *oldstate, | ||
2174 | const game_state *newstate, int dir, game_ui *ui) | ||
2175 | { | ||
2176 | if (!oldstate->dead && newstate->dead) { | ||
2177 | ui->flashtype = FLASH_DEAD; | ||
2178 | return FLASH_LENGTH; | ||
2179 | } else if (oldstate->gems && !newstate->gems) { | ||
2180 | ui->flashtype = FLASH_WIN; | ||
2181 | return FLASH_LENGTH; | ||
2182 | } | ||
2183 | return 0.0F; | ||
2184 | } | ||
2185 | |||
2186 | static int game_status(const game_state *state) | ||
2187 | { | ||
2188 | /* | ||
2189 | * We never report the game as lost, on the grounds that if the | ||
2190 | * player has died they're quite likely to want to undo and carry | ||
2191 | * on. | ||
2192 | */ | ||
2193 | return state->gems == 0 ? +1 : 0; | ||
2194 | } | ||
2195 | |||
2196 | static int game_timing_state(const game_state *state, game_ui *ui) | ||
2197 | { | ||
2198 | return TRUE; | ||
2199 | } | ||
2200 | |||
2201 | static void game_print_size(const game_params *params, float *x, float *y) | ||
2202 | { | ||
2203 | } | ||
2204 | |||
2205 | static void game_print(drawing *dr, const game_state *state, int tilesize) | ||
2206 | { | ||
2207 | } | ||
2208 | |||
2209 | #ifdef COMBINED | ||
2210 | #define thegame inertia | ||
2211 | #endif | ||
2212 | |||
2213 | const struct game thegame = { | ||
2214 | "Inertia", "games.inertia", "inertia", | ||
2215 | default_params, | ||
2216 | game_fetch_preset, | ||
2217 | decode_params, | ||
2218 | encode_params, | ||
2219 | free_params, | ||
2220 | dup_params, | ||
2221 | TRUE, game_configure, custom_params, | ||
2222 | validate_params, | ||
2223 | new_game_desc, | ||
2224 | validate_desc, | ||
2225 | new_game, | ||
2226 | dup_game, | ||
2227 | free_game, | ||
2228 | TRUE, solve_game, | ||
2229 | TRUE, game_can_format_as_text_now, game_text_format, | ||
2230 | new_ui, | ||
2231 | free_ui, | ||
2232 | encode_ui, | ||
2233 | decode_ui, | ||
2234 | game_changed_state, | ||
2235 | interpret_move, | ||
2236 | execute_move, | ||
2237 | PREFERRED_TILESIZE, game_compute_size, game_set_size, | ||
2238 | game_colours, | ||
2239 | game_new_drawstate, | ||
2240 | game_free_drawstate, | ||
2241 | game_redraw, | ||
2242 | game_anim_length, | ||
2243 | game_flash_length, | ||
2244 | game_status, | ||
2245 | FALSE, FALSE, game_print_size, game_print, | ||
2246 | TRUE, /* wants_statusbar */ | ||
2247 | FALSE, game_timing_state, | ||
2248 | 0, /* flags */ | ||
2249 | }; | ||