ref: 143081d296fda67c1afcab56d9f325f36716cfe8
parent: 5b8b85537621204a12962c4b3afb708a24817a54
author: Simon Tatham <anakin@pobox.com>
date: Sat May 12 06:26:22 EDT 2007
In-game user interface to the solver. [originally from svn r7572]
--- a/unfinished/slide.c
+++ b/unfinished/slide.c
@@ -5,14 +5,6 @@
/*
* TODO:
*
- * - Solve function:
- * * try to generate a solution when Solve is pressed
- * + from the start, or from here? From here, I fear.
- * + hence, not much point saving the solution in an aux
- * string
- * * Inertia-like method for telling the user the solution
- * * standalone solver which draws diagrams
- *
* - The dragging semantics are still subtly wrong in complex
* cases.
*
@@ -33,6 +25,12 @@
* target marker pale.
* * The cattle grid effect is still disgusting. Think of
* something completely different.
+ * * I think TRCIRC and BLCIRC should actually be drawn, as a
+ * pair of differently coloured octants. Haul out the
+ * Bresenham code, I suspect.
+ * * The highlight for next-piece-to-move in the solver is
+ * excessive, and the shadow blends in too well with the
+ * piece lowlights. Adjust both.
*/
#include <stdio.h>
@@ -139,6 +137,12 @@
unsigned char *forcefield;
};
+struct game_solution {
+ int nmoves;
+ int *moves; /* just like from solve_board() */
+ int refcount;
+};
+
struct game_state {
int w, h;
unsigned char *board;
@@ -147,7 +151,10 @@
int lastmoved, lastmoved_pos; /* for move counting */
int movecount;
int completed;
+ int cheated;
struct game_immutable_state *imm;
+ struct game_solution *soln;
+ int soln_index;
};
static game_params *default_params(void)
@@ -881,10 +888,6 @@
p += sprintf(p, ",%d,%d,%d", tx, ty, minmoves);
ret = sresize(ret, p+1 - ret, char);
- /*
- * FIXME: generate an aux string
- */
-
sfree(board);
sfree(forcefield);
@@ -1077,6 +1080,10 @@
else
state->completed = -1;
+ state->cheated = FALSE;
+ state->soln = NULL;
+ state->soln_index = -1;
+
return state;
}
@@ -1096,8 +1103,13 @@
ret->lastmoved_pos = state->lastmoved_pos;
ret->movecount = state->movecount;
ret->completed = state->completed;
+ ret->cheated = state->cheated;
ret->imm = state->imm;
ret->imm->refcount++;
+ ret->soln = state->soln;
+ ret->soln_index = state->soln_index;
+ if (ret->soln)
+ ret->soln->refcount++;
return ret;
}
@@ -1108,6 +1120,10 @@
sfree(state->imm->forcefield);
sfree(state->imm);
}
+ if (state->soln && --state->soln->refcount <= 0) {
+ sfree(state->soln->moves);
+ sfree(state->soln);
+ }
sfree(state->board);
sfree(state);
}
@@ -1115,12 +1131,45 @@
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
{
+ int *moves;
+ int nmoves;
+ int i;
+ char *ret, *p, sep;
+
/*
- * FIXME: we have a solver, so use it
- *
- * FIXME: we should have generated an aux string, so use that
+ * Run the solver and attempt to find the shortest solution
+ * from the current position.
*/
- return NULL;
+ nmoves = solve_board(state->w, state->h, state->board,
+ state->imm->forcefield, state->tx, state->ty,
+ -1, &moves);
+
+ if (nmoves < 0) {
+ *error = "Unable to find a solution to this puzzle";
+ return NULL;
+ }
+ if (nmoves == 0) {
+ *error = "Puzzle is already solved";
+ return NULL;
+ }
+
+ /*
+ * Encode the resulting solution as a move string.
+ */
+ ret = snewn(nmoves * 40, char);
+ p = ret;
+ sep = 'S';
+
+ for (i = 0; i < nmoves; i++) {
+ p += sprintf(p, "%c%d-%d", sep, moves[i*2], moves[i*2+1]);
+ sep = ',';
+ }
+
+ sfree(moves);
+ assert(p - ret < nmoves * 40);
+ ret = sresize(ret, p+1 - ret, char);
+
+ return ret;
}
static char *game_text_format(game_state *state)
@@ -1330,6 +1379,20 @@
memset(ui->reachable, 0, wh);
return str;
+ } else if (button == ' ' && state->soln) {
+ /*
+ * Make the next move in the stored solution.
+ */
+ char data[256];
+ int a1, a2;
+
+ a1 = state->soln->moves[state->soln_index*2];
+ a2 = state->soln->moves[state->soln_index*2+1];
+ if (a1 == state->lastmoved_pos)
+ a1 = state->lastmoved;
+
+ sprintf(data, "M%d-%d", a1, a2);
+ return dupstr(data);
}
return NULL;
@@ -1379,12 +1442,59 @@
{
int w = state->w, h = state->h /* , wh = w*h */;
char c;
- int a1, a2, n;
+ int a1, a2, n, movesize;
game_state *ret = dup_game(state);
while (*move) {
c = *move;
- if (c == 'M') {
+ if (c == 'S') {
+ /*
+ * This is a solve move, so we just set up a stored
+ * solution path.
+ */
+ if (ret->soln && --ret->soln->refcount <= 0) {
+ sfree(ret->soln->moves);
+ sfree(ret->soln);
+ }
+ ret->soln = snew(struct game_solution);
+ ret->soln->nmoves = 0;
+ ret->soln->moves = NULL;
+ ret->soln->refcount = 1;
+ ret->soln_index = 0;
+ ret->cheated = TRUE;
+
+ movesize = 0;
+ move++;
+ while (1) {
+ if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2) {
+ free_game(ret);
+ return NULL;
+ }
+
+ /*
+ * Special case: if the first move in the solution
+ * involves the piece for which we already have a
+ * partial stored move, adjust the source point to
+ * the original starting point of that piece.
+ */
+ if (ret->soln->nmoves == 0 && a1 == ret->lastmoved)
+ a1 = ret->lastmoved_pos;
+
+ if (ret->soln->nmoves >= movesize) {
+ movesize = (ret->soln->nmoves + 48) * 4 / 3;
+ ret->soln->moves = sresize(ret->soln->moves,
+ 2*movesize, int);
+ }
+
+ ret->soln->moves[2*ret->soln->nmoves] = a1;
+ ret->soln->moves[2*ret->soln->nmoves+1] = a2;
+ ret->soln->nmoves++;
+ move += n;
+ if (*move != ',')
+ break;
+ move++; /* eat comma */
+ }
+ } else if (c == 'M') {
move++;
if (sscanf(move, "%d-%d%n", &a1, &a2, &n) != 2 ||
!move_piece(w, h, state->board, ret->board,
@@ -1412,6 +1522,36 @@
ret->lastmoved_pos = a1;
ret->movecount++;
}
+
+ /*
+ * If we have a stored solution path, see if we've
+ * strayed from it or successfully made the next move
+ * along it.
+ */
+ if (ret->soln && ret->lastmoved_pos >= 0) {
+ if (ret->lastmoved_pos !=
+ ret->soln->moves[ret->soln_index*2]) {
+ /* strayed from the path */
+ ret->soln->refcount--;
+ assert(ret->soln->refcount > 0);
+ /* `state' at least still exists */
+ ret->soln = NULL;
+ ret->soln_index = -1;
+ } else if (ret->lastmoved ==
+ ret->soln->moves[ret->soln_index*2+1]) {
+ /* advanced along the path */
+ ret->soln_index++;
+ if (ret->soln_index >= ret->soln->nmoves) {
+ /* finished the path! */
+ ret->soln->refcount--;
+ assert(ret->soln->refcount > 0);
+ /* `state' at least still exists */
+ ret->soln = NULL;
+ ret->soln_index = -1;
+ }
+ }
+ }
+
if (ret->board[a2] == MAINANCHOR &&
a2 == ret->ty * w + ret->tx && ret->completed < 0)
ret->completed = ret->movecount;
@@ -1538,15 +1678,21 @@
#define FG_MAIN 0x00000040UL
#define FG_NORMAL 0x00000080UL
#define FG_DRAGGING 0x00000100UL
-#define FG_LBORDER 0x00000200UL
-#define FG_TBORDER 0x00000400UL
-#define FG_RBORDER 0x00000800UL
-#define FG_BBORDER 0x00001000UL
-#define FG_TLCORNER 0x00002000UL
-#define FG_TRCORNER 0x00004000UL
-#define FG_BLCORNER 0x00008000UL
-#define FG_BRCORNER 0x00010000UL
+#define FG_SHADOW 0x00000200UL
+#define FG_SOLVEPIECE 0x00000400UL
+#define FG_MAINPIECESH 11
+#define FG_SHADOWSH 19
+#define PIECE_LBORDER 0x00000001UL
+#define PIECE_TBORDER 0x00000002UL
+#define PIECE_RBORDER 0x00000004UL
+#define PIECE_BBORDER 0x00000008UL
+#define PIECE_TLCORNER 0x00000010UL
+#define PIECE_TRCORNER 0x00000020UL
+#define PIECE_BLCORNER 0x00000040UL
+#define PIECE_BRCORNER 0x00000080UL
+#define PIECE_MASK 0x000000FFUL
+
/*
* Utility function.
*/
@@ -1584,6 +1730,163 @@
}
}
+static void draw_wallpart(drawing *dr, game_drawstate *ds,
+ int tx, int ty, unsigned long val,
+ int cl, int cc, int ch)
+{
+ draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
+ if (val & PIECE_LBORDER)
+ draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
+ ch);
+ if (val & PIECE_RBORDER)
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, TILESIZE, cl);
+ if (val & PIECE_TBORDER)
+ draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
+ if (val & PIECE_BBORDER)
+ draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ TILESIZE, HIGHLIGHT_WIDTH, cl);
+ if (!((PIECE_BBORDER | PIECE_LBORDER) &~ val))
+ draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
+ if (!((PIECE_TBORDER | PIECE_RBORDER) &~ val))
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
+ if (val & PIECE_TLCORNER)
+ draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
+ if (val & PIECE_BRCORNER)
+ draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
+ ty+TILESIZE-HIGHLIGHT_WIDTH,
+ HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
+}
+
+static void draw_piecepart(drawing *dr, game_drawstate *ds,
+ int tx, int ty, unsigned long val,
+ int cl, int cc, int ch)
+{
+ int x[6], y[6];
+
+ /*
+ * Drawing the blocks is hellishly fiddly. The blocks don't
+ * stretch to the full size of the tile; there's a border
+ * around them of size BORDER_WIDTH. Then they have bevelled
+ * borders of size HIGHLIGHT_WIDTH, and also rounded corners.
+ *
+ * I tried for some time to find a clean and clever way to
+ * figure out what needed drawing from the corner and border
+ * flags, but in the end the cleanest way I could find was the
+ * following. We divide the grid square into 25 parts by
+ * ruling four horizontal and four vertical lines across it;
+ * those lines are at BORDER_WIDTH and BORDER_WIDTH +
+ * HIGHLIGHT_WIDTH from the top, from the bottom, from the
+ * left and from the right. Then we carefully consider each of
+ * the resulting 25 sections of square, and decide separately
+ * what needs to go in it based on the flags. In complicated
+ * cases there can be up to five possibilities affecting any
+ * given section (no corner or border flags, just the corner
+ * flag, one border flag, the other border flag, both border
+ * flags). So there's a lot of very fiddly logic here and all
+ * I could really think to do was give it my best shot and
+ * then test it and correct all the typos. Not fun to write,
+ * and I'm sure it isn't fun to read either, but it seems to
+ * work.
+ */
+
+ x[0] = tx;
+ x[1] = x[0] + BORDER_WIDTH;
+ x[2] = x[1] + HIGHLIGHT_WIDTH;
+ x[5] = tx + TILESIZE;
+ x[4] = x[5] - BORDER_WIDTH;
+ x[3] = x[4] - HIGHLIGHT_WIDTH;
+
+ y[0] = ty;
+ y[1] = y[0] + BORDER_WIDTH;
+ y[2] = y[1] + HIGHLIGHT_WIDTH;
+ y[5] = ty + TILESIZE;
+ y[4] = y[5] - BORDER_WIDTH;
+ y[3] = y[4] - HIGHLIGHT_WIDTH;
+
+#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
+
+ maybe_rect(dr, RECT(0,0),
+ (val & (PIECE_TLCORNER | PIECE_TBORDER |
+ PIECE_LBORDER)) ? -1 : cc);
+ maybe_rect(dr, RECT(1,0),
+ (val & PIECE_TLCORNER) ? ch : (val & PIECE_TBORDER) ? -1 :
+ (val & PIECE_LBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(2,0),
+ (val & PIECE_TBORDER) ? -1 : cc);
+ maybe_rect(dr, RECT(3,0),
+ (val & PIECE_TRCORNER) ? cl : (val & PIECE_TBORDER) ? -1 :
+ (val & PIECE_RBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(4,0),
+ (val & (PIECE_TRCORNER | PIECE_TBORDER |
+ PIECE_RBORDER)) ? -1 : cc);
+ maybe_rect(dr, RECT(0,1),
+ (val & PIECE_TLCORNER) ? ch : (val & PIECE_LBORDER) ? -1 :
+ (val & PIECE_TBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(1,1),
+ (val & PIECE_TLCORNER) ? cc : -1);
+ maybe_rect(dr, RECT(1,1),
+ (val & PIECE_TLCORNER) ? ch | TYPE_TLCIRC :
+ !((PIECE_TBORDER | PIECE_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
+ (val & (PIECE_TBORDER | PIECE_LBORDER)) ? ch : cc);
+ maybe_rect(dr, RECT(2,1),
+ (val & PIECE_TBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(3,1),
+ (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_TBORDER ? ch :
+ (val & (PIECE_TBORDER | PIECE_RBORDER)) == PIECE_RBORDER ? cl :
+ !((PIECE_TBORDER|PIECE_RBORDER) &~ val) ? cc | TYPE_BLCIRC :
+ cc);
+ maybe_rect(dr, RECT(4,1),
+ (val & PIECE_TRCORNER) ? ch : (val & PIECE_RBORDER) ? -1 :
+ (val & PIECE_TBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(0,2),
+ (val & PIECE_LBORDER) ? -1 : cc);
+ maybe_rect(dr, RECT(1,2),
+ (val & PIECE_LBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(2,2),
+ cc);
+ maybe_rect(dr, RECT(3,2),
+ (val & PIECE_RBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(4,2),
+ (val & PIECE_RBORDER) ? -1 : cc);
+ maybe_rect(dr, RECT(0,3),
+ (val & PIECE_BLCORNER) ? cl : (val & PIECE_LBORDER) ? -1 :
+ (val & PIECE_BBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(1,3),
+ (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_BBORDER ? cl :
+ (val & (PIECE_BBORDER | PIECE_LBORDER)) == PIECE_LBORDER ? ch :
+ !((PIECE_BBORDER|PIECE_LBORDER) &~ val) ? cc | TYPE_TRCIRC :
+ cc);
+ maybe_rect(dr, RECT(2,3),
+ (val & PIECE_BBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(3,3),
+ (val & PIECE_BRCORNER) ? cc : -1);
+ maybe_rect(dr, RECT(3,3),
+ (val & PIECE_BRCORNER) ? cl | TYPE_BRCIRC :
+ !((PIECE_BBORDER | PIECE_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
+ (val & (PIECE_BBORDER | PIECE_RBORDER)) ? cl : cc);
+ maybe_rect(dr, RECT(4,3),
+ (val & PIECE_BRCORNER) ? cl : (val & PIECE_RBORDER) ? -1 :
+ (val & PIECE_BBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(0,4),
+ (val & (PIECE_BLCORNER | PIECE_BBORDER | PIECE_LBORDER)) ? -1 : cc);
+ maybe_rect(dr, RECT(1,4),
+ (val & PIECE_BLCORNER) ? ch : (val & PIECE_BBORDER) ? -1 :
+ (val & PIECE_LBORDER) ? ch : cc);
+ maybe_rect(dr, RECT(2,4),
+ (val & PIECE_BBORDER) ? -1 : cc);
+ maybe_rect(dr, RECT(3,4),
+ (val & PIECE_BRCORNER) ? cl : (val & PIECE_BBORDER) ? -1 :
+ (val & PIECE_RBORDER) ? cl : cc);
+ maybe_rect(dr, RECT(4,4),
+ (val & (PIECE_BRCORNER | PIECE_BBORDER |
+ PIECE_RBORDER)) ? -1 : cc);
+
+#undef RECT
+}
+
static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, unsigned long val)
{
@@ -1620,6 +1923,15 @@
}
/*
+ * Draw the tile midground: a shadow of a block, for
+ * displaying partial solutions.
+ */
+ if (val & FG_SHADOW) {
+ draw_piecepart(dr, ds, tx, ty, (val >> FG_SHADOWSH) & PIECE_MASK,
+ cl, cl, cl);
+ }
+
+ /*
* Draw the tile foreground, i.e. some section of a block or
* wall.
*/
@@ -1632,33 +1944,9 @@
else if (val & FLASH_HIGH)
cc = ch;
- draw_rect(dr, tx, ty, TILESIZE, TILESIZE, cc);
- if (val & FG_LBORDER)
- draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, TILESIZE,
- ch);
- if (val & FG_RBORDER)
- draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
- HIGHLIGHT_WIDTH, TILESIZE, cl);
- if (val & FG_TBORDER)
- draw_rect(dr, tx, ty, TILESIZE, HIGHLIGHT_WIDTH, ch);
- if (val & FG_BBORDER)
- draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
- TILESIZE, HIGHLIGHT_WIDTH, cl);
- if (!((FG_BBORDER | FG_LBORDER) &~ val))
- draw_rect(dr, tx, ty+TILESIZE-HIGHLIGHT_WIDTH,
- HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
- if (!((FG_TBORDER | FG_RBORDER) &~ val))
- draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH, ty,
- HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cc);
- if (val & FG_TLCORNER)
- draw_rect(dr, tx, ty, HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, ch);
- if (val & FG_BRCORNER)
- draw_rect(dr, tx+TILESIZE-HIGHLIGHT_WIDTH,
- ty+TILESIZE-HIGHLIGHT_WIDTH,
- HIGHLIGHT_WIDTH, HIGHLIGHT_WIDTH, cl);
+ draw_wallpart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
+ cl, cc, ch);
} else if (val & (FG_MAIN | FG_NORMAL)) {
- int x[6], y[6];
-
if (val & FG_DRAGGING)
cc = (val & FG_MAIN ? COL_MAIN_DRAGGING : COL_DRAGGING);
else
@@ -1668,131 +1956,45 @@
if (val & FLASH_LOW)
cc = cl;
- else if (val & FLASH_HIGH)
+ else if (val & (FLASH_HIGH | FG_SOLVEPIECE))
cc = ch;
- /*
- * Drawing the blocks is hellishly fiddly. The blocks
- * don't stretch to the full size of the tile; there's a
- * border around them of size BORDER_WIDTH. Then they have
- * bevelled borders of size HIGHLIGHT_WIDTH, and also
- * rounded corners.
- *
- * I tried for some time to find a clean and clever way to
- * figure out what needed drawing from the corner and
- * border flags, but in the end the cleanest way I could
- * find was the following. We divide the grid square into
- * 25 parts by ruling four horizontal and four vertical
- * lines across it; those lines are at BORDER_WIDTH and
- * BORDER_WIDTH+HIGHLIGHT_WIDTH from the top, from the
- * bottom, from the left and from the right. Then we
- * carefully consider each of the resulting 25 sections of
- * square, and decide separately what needs to go in it
- * based on the flags. In complicated cases there can be
- * up to five possibilities affecting any given section
- * (no corner or border flags, just the corner flag, one
- * border flag, the other border flag, both border flags).
- * So there's a lot of very fiddly logic here and all I
- * could really think to do was give it my best shot and
- * then test it and correct all the typos. Not fun to
- * write, and I'm sure it isn't fun to read either, but it
- * seems to work.
- */
-
- x[0] = tx;
- x[1] = x[0] + BORDER_WIDTH;
- x[2] = x[1] + HIGHLIGHT_WIDTH;
- x[5] = tx + TILESIZE;
- x[4] = x[5] - BORDER_WIDTH;
- x[3] = x[4] - HIGHLIGHT_WIDTH;
-
- y[0] = ty;
- y[1] = y[0] + BORDER_WIDTH;
- y[2] = y[1] + HIGHLIGHT_WIDTH;
- y[5] = ty + TILESIZE;
- y[4] = y[5] - BORDER_WIDTH;
- y[3] = y[4] - HIGHLIGHT_WIDTH;
-
-#define RECT(p,q) x[p], y[q], x[(p)+1]-x[p], y[(q)+1]-y[q]
-
- maybe_rect(dr, RECT(0,0),
- (val & (FG_TLCORNER | FG_TBORDER | FG_LBORDER)) ? -1 : cc);
- maybe_rect(dr, RECT(1,0),
- (val & FG_TLCORNER) ? ch : (val & FG_TBORDER) ? -1 :
- (val & FG_LBORDER) ? ch : cc);
- maybe_rect(dr, RECT(2,0),
- (val & FG_TBORDER) ? -1 : cc);
- maybe_rect(dr, RECT(3,0),
- (val & FG_TRCORNER) ? cl : (val & FG_TBORDER) ? -1 :
- (val & FG_RBORDER) ? cl : cc);
- maybe_rect(dr, RECT(4,0),
- (val & (FG_TRCORNER | FG_TBORDER | FG_RBORDER)) ? -1 : cc);
- maybe_rect(dr, RECT(0,1),
- (val & FG_TLCORNER) ? ch : (val & FG_LBORDER) ? -1 :
- (val & FG_TBORDER) ? ch : cc);
- maybe_rect(dr, RECT(1,1),
- (val & FG_TLCORNER) ? cc : -1);
- maybe_rect(dr, RECT(1,1),
- (val & FG_TLCORNER) ? ch | TYPE_TLCIRC :
- !((FG_TBORDER | FG_LBORDER) &~ val) ? ch | TYPE_BRCIRC :
- (val & (FG_TBORDER | FG_LBORDER)) ? ch : cc);
- maybe_rect(dr, RECT(2,1),
- (val & FG_TBORDER) ? ch : cc);
- maybe_rect(dr, RECT(3,1),
- (val & (FG_TBORDER | FG_RBORDER)) == FG_TBORDER ? ch :
- (val & (FG_TBORDER | FG_RBORDER)) == FG_RBORDER ? cl :
- !((FG_TBORDER|FG_RBORDER) &~ val) ? cc | TYPE_BLCIRC : cc);
- maybe_rect(dr, RECT(4,1),
- (val & FG_TRCORNER) ? ch : (val & FG_RBORDER) ? -1 :
- (val & FG_TBORDER) ? ch : cc);
- maybe_rect(dr, RECT(0,2),
- (val & FG_LBORDER) ? -1 : cc);
- maybe_rect(dr, RECT(1,2),
- (val & FG_LBORDER) ? ch : cc);
- maybe_rect(dr, RECT(2,2),
- cc);
- maybe_rect(dr, RECT(3,2),
- (val & FG_RBORDER) ? cl : cc);
- maybe_rect(dr, RECT(4,2),
- (val & FG_RBORDER) ? -1 : cc);
- maybe_rect(dr, RECT(0,3),
- (val & FG_BLCORNER) ? cl : (val & FG_LBORDER) ? -1 :
- (val & FG_BBORDER) ? cl : cc);
- maybe_rect(dr, RECT(1,3),
- (val & (FG_BBORDER | FG_LBORDER)) == FG_BBORDER ? cl :
- (val & (FG_BBORDER | FG_LBORDER)) == FG_LBORDER ? ch :
- !((FG_BBORDER|FG_LBORDER) &~ val) ? cc | TYPE_TRCIRC : cc);
- maybe_rect(dr, RECT(2,3),
- (val & FG_BBORDER) ? cl : cc);
- maybe_rect(dr, RECT(3,3),
- (val & FG_BRCORNER) ? cc : -1);
- maybe_rect(dr, RECT(3,3),
- (val & FG_BRCORNER) ? cl | TYPE_BRCIRC :
- !((FG_BBORDER | FG_RBORDER) &~ val) ? cl | TYPE_TLCIRC :
- (val & (FG_BBORDER | FG_RBORDER)) ? cl : cc);
- maybe_rect(dr, RECT(4,3),
- (val & FG_BRCORNER) ? cl : (val & FG_RBORDER) ? -1 :
- (val & FG_BBORDER) ? cl : cc);
- maybe_rect(dr, RECT(0,4),
- (val & (FG_BLCORNER | FG_BBORDER | FG_LBORDER)) ? -1 : cc);
- maybe_rect(dr, RECT(1,4),
- (val & FG_BLCORNER) ? ch : (val & FG_BBORDER) ? -1 :
- (val & FG_LBORDER) ? ch : cc);
- maybe_rect(dr, RECT(2,4),
- (val & FG_BBORDER) ? -1 : cc);
- maybe_rect(dr, RECT(3,4),
- (val & FG_BRCORNER) ? cl : (val & FG_BBORDER) ? -1 :
- (val & FG_RBORDER) ? cl : cc);
- maybe_rect(dr, RECT(4,4),
- (val & (FG_BRCORNER | FG_BBORDER | FG_RBORDER)) ? -1 : cc);
-
-#undef RECT
-
+ draw_piecepart(dr, ds, tx, ty, (val >> FG_MAINPIECESH) & PIECE_MASK,
+ cl, cc, ch);
}
draw_update(dr, tx, ty, TILESIZE, TILESIZE);
}
+static unsigned long find_piecepart(int w, int h, int *dsf, int x, int y)
+{
+ int i = y*w+x;
+ int canon = dsf_canonify(dsf, i);
+ unsigned long val = 0;
+
+ if (x == 0 || canon != dsf_canonify(dsf, i-1))
+ val |= PIECE_LBORDER;
+ if (y== 0 || canon != dsf_canonify(dsf, i-w))
+ val |= PIECE_TBORDER;
+ if (x == w-1 || canon != dsf_canonify(dsf, i+1))
+ val |= PIECE_RBORDER;
+ if (y == h-1 || canon != dsf_canonify(dsf, i+w))
+ val |= PIECE_BBORDER;
+ if (!(val & (PIECE_TBORDER | PIECE_LBORDER)) &&
+ canon != dsf_canonify(dsf, i-1-w))
+ val |= PIECE_TLCORNER;
+ if (!(val & (PIECE_TBORDER | PIECE_RBORDER)) &&
+ canon != dsf_canonify(dsf, i+1-w))
+ val |= PIECE_TRCORNER;
+ if (!(val & (PIECE_BBORDER | PIECE_LBORDER)) &&
+ canon != dsf_canonify(dsf, i-1+w))
+ val |= PIECE_BLCORNER;
+ if (!(val & (PIECE_BBORDER | PIECE_RBORDER)) &&
+ canon != dsf_canonify(dsf, i+1+w))
+ val |= PIECE_BRCORNER;
+ return val;
+}
+
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
@@ -1800,7 +2002,7 @@
int w = state->w, h = state->h, wh = w*h;
unsigned char *board;
int *dsf;
- int x, y, mainanchor, mainpos, dragpos;
+ int x, y, mainanchor, mainpos, dragpos, solvepos, solvesrc, solvedst;
if (!ds->started) {
/*
@@ -1827,6 +2029,16 @@
assert(mpret);
}
+ if (state->soln) {
+ solvesrc = state->soln->moves[state->soln_index*2];
+ solvedst = state->soln->moves[state->soln_index*2+1];
+ if (solvesrc == state->lastmoved_pos)
+ solvesrc = state->lastmoved;
+ if (solvesrc == ui->drag_anchor)
+ solvesrc = ui->drag_currpos;
+ } else
+ solvesrc = solvedst = -1;
+
/*
* Build a dsf out of that board, so we can conveniently tell
* which edges are connected and which aren't.
@@ -1851,6 +2063,7 @@
assert(mainanchor >= 0);
mainpos = dsf_canonify(dsf, mainanchor);
dragpos = ui->drag_currpos > 0 ? dsf_canonify(dsf, ui->drag_currpos) : -1;
+ solvepos = solvesrc >= 0 ? dsf_canonify(dsf, solvesrc) : -1;
/*
* Now we can construct the data about what we want to draw.
@@ -1892,33 +2105,30 @@
val |= FG_NORMAL;
if (canon == dragpos)
val |= FG_DRAGGING;
+ if (canon == solvepos)
+ val |= FG_SOLVEPIECE;
/*
* Now look around to see if other squares
* belonging to the same block are adjacent to us.
*/
- if (x == 0 || canon != dsf_canonify(dsf, i-1))
- val |= FG_LBORDER;
- if (y== 0 || canon != dsf_canonify(dsf, i-w))
- val |= FG_TBORDER;
- if (x == w-1 || canon != dsf_canonify(dsf, i+1))
- val |= FG_RBORDER;
- if (y == h-1 || canon != dsf_canonify(dsf, i+w))
- val |= FG_BBORDER;
- if (!(val & (FG_TBORDER | FG_LBORDER)) &&
- canon != dsf_canonify(dsf, i-1-w))
- val |= FG_TLCORNER;
- if (!(val & (FG_TBORDER | FG_RBORDER)) &&
- canon != dsf_canonify(dsf, i+1-w))
- val |= FG_TRCORNER;
- if (!(val & (FG_BBORDER | FG_LBORDER)) &&
- canon != dsf_canonify(dsf, i-1+w))
- val |= FG_BLCORNER;
- if (!(val & (FG_BBORDER | FG_RBORDER)) &&
- canon != dsf_canonify(dsf, i+1+w))
- val |= FG_BRCORNER;
+ val |= find_piecepart(w, h, dsf, x, y) << FG_MAINPIECESH;
}
+ /*
+ * If we're in the middle of showing a solution,
+ * display a shadow piece for the target of the
+ * current move.
+ */
+ if (solvepos >= 0) {
+ int si = i - solvedst + solvesrc;
+ if (si >= 0 && si < wh && dsf_canonify(dsf, si) == solvepos) {
+ val |= find_piecepart(w, h, dsf,
+ si % w, si / w) << FG_SHADOWSH;
+ val |= FG_SHADOW;
+ }
+ }
+
if (val != ds->grid[i]) {
draw_tile(dr, ds, x, y, val);
ds->grid[i] = val;
@@ -1931,11 +2141,10 @@
{
char statusbuf[256];
- /*
- * FIXME: do something about auto-solve?
- */
sprintf(statusbuf, "%sMoves: %d",
- (state->completed >= 0 ? "COMPLETED! " : ""),
+ (state->completed >= 0 ?
+ (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
+ (state->cheated ? "Auto-solver used. " : "")),
(state->completed >= 0 ? state->completed : state->movecount));
if (state->minmoves >= 0)
sprintf(statusbuf+strlen(statusbuf), " (min %d)",
@@ -1995,7 +2204,7 @@
new_game,
dup_game,
free_game,
- FALSE, solve_game, /* FIXME */
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,