ref: e8cdac58e551f5c4444a6ff293eaad8e4923856e
dir: /flood.c/
/* * flood.c: puzzle in which you make a grid all the same colour by * repeatedly flood-filling the top left corner, and try to do so in * as few moves as possible. */ /* * Possible further work: * * - UI: perhaps we should only permit clicking on regions that can * actually be reached by the next flood-fill - i.e. a click is * only interpreted as a move if it would cause the clicked-on * square to become part of the controlled area. This provides a * hint in cases where you mistakenly thought that would happen, * and protects you against typos in cases where you just * mis-aimed. * * - UI: perhaps mark the fill square in some way? Or even mark the * whole connected component _containing_ the fill square. Pro: * that would make it easier to tell apart cases where almost all * the yellow squares in the grid are part of the target component * (hence, yellow is _done_ and you never have to fill in that * colour again) from cases where there's still one yellow square * that's only diagonally adjacent and hence will need coming back * to. Con: but it would almost certainly be ugly. */ #include <stdio.h> #include <stdlib.h> #include <stdarg.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #include "puzzles.h" enum { COL_BACKGROUND, COL_SEPARATOR, COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9, COL_10, COL_HIGHLIGHT, COL_LOWLIGHT, NCOLOURS }; struct game_params { int w, h; int colours; int leniency; }; /* Just in case I want to make this changeable later, I'll put the * coordinates of the flood-fill point here so that it'll be easy to * find everywhere later that has to change. */ #define FILLX 0 #define FILLY 0 typedef struct soln { int refcount; int nmoves; char *moves; } soln; struct game_state { int w, h, colours; int moves, movelimit; bool complete; char *grid; bool cheated; int solnpos; soln *soln; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->w = ret->h = 12; ret->colours = 6; ret->leniency = 5; return ret; } static const struct { struct game_params preset; const char *name; } flood_presets[] = { /* Default 12x12 size, three difficulty levels. */ {{12, 12, 6, 5}, "12x12 Easy"}, {{12, 12, 6, 2}, "12x12 Medium"}, {{12, 12, 6, 0}, "12x12 Hard"}, /* Larger puzzles, leaving off Easy in the expectation that people * wanting a bigger grid will have played it enough to find Easy * easy. */ {{16, 16, 6, 2}, "16x16 Medium"}, {{16, 16, 6, 0}, "16x16 Hard"}, /* A couple of different colour counts. It seems generally not too * hard with fewer colours (probably because fewer choices), so no * extra moves for these modes. */ {{12, 12, 3, 0}, "12x12, 3 colours"}, {{12, 12, 4, 0}, "12x12, 4 colours"}, }; static bool game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; if (i < 0 || i >= lenof(flood_presets)) return false; ret = snew(game_params); *ret = flood_presets[i].preset; *name = dupstr(flood_presets[i].name); *params = ret; return true; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *ret, char const *string) { ret->w = ret->h = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; } while (*string) { if (*string == 'c') { string++; ret->colours = atoi(string); while (string[1] && isdigit((unsigned char)string[1])) string++; } else if (*string == 'm') { string++; ret->leniency = atoi(string); while (string[1] && isdigit((unsigned char)string[1])) string++; } string++; } } static char *encode_params(const game_params *params, bool full) { char buf[256]; sprintf(buf, "%dx%d", params->w, params->h); if (full) sprintf(buf + strlen(buf), "c%dm%d", params->colours, params->leniency); return dupstr(buf); } static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; ret = snewn(5, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; sprintf(buf, "%d", params->w); ret[0].u.string.sval = dupstr(buf); ret[1].name = "Height"; ret[1].type = C_STRING; sprintf(buf, "%d", params->h); ret[1].u.string.sval = dupstr(buf); ret[2].name = "Colours"; ret[2].type = C_STRING; sprintf(buf, "%d", params->colours); ret[2].u.string.sval = dupstr(buf); ret[3].name = "Extra moves permitted"; ret[3].type = C_STRING; sprintf(buf, "%d", params->leniency); ret[3].u.string.sval = dupstr(buf); ret[4].name = NULL; ret[4].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); ret->w = atoi(cfg[0].u.string.sval); ret->h = atoi(cfg[1].u.string.sval); ret->colours = atoi(cfg[2].u.string.sval); ret->leniency = atoi(cfg[3].u.string.sval); return ret; } static const char *validate_params(const game_params *params, bool full) { if (params->w < 2 && params->h < 2) return "Grid must contain at least two squares"; if (params->colours < 3 || params->colours > 10) return "Must have between 3 and 10 colours"; if (params->leniency < 0) return "Leniency must be non-negative"; return NULL; } #if 0 /* * Bodge to permit varying the recursion depth for testing purposes. To test two Floods against each other: paste <(./flood.1 --generate 100 12x12c6m0#12345 | cut -f2 -d,) <(./flood.2 --generate 100 12x12c6m0#12345 | cut -f2 -d,) | awk '{print $2-$1}' | sort -n | uniq -c | awk '{print $2,$1}' | tee z and then run gnuplot and plot "z". */ static int rdepth = 0; #define RECURSION_DEPTH (rdepth) void check_recursion_depth(void) { if (!rdepth) { const char *depthstr = getenv("FLOOD_DEPTH"); rdepth = depthstr ? atoi(depthstr) : 1; rdepth = rdepth > 0 ? rdepth : 1; } } #else /* * Last time I empirically checked this, depth 3 was a noticeable * improvement on 2, but 4 only negligibly better than 3. */ #define RECURSION_DEPTH 3 #define check_recursion_depth() (void)0 #endif struct solver_scratch { int *queue[2]; int *dist; char *grid, *grid2; char *rgrids; }; static struct solver_scratch *new_scratch(int w, int h) { int wh = w*h; struct solver_scratch *scratch = snew(struct solver_scratch); check_recursion_depth(); scratch->queue[0] = snewn(wh, int); scratch->queue[1] = snewn(wh, int); scratch->dist = snewn(wh, int); scratch->grid = snewn(wh, char); scratch->grid2 = snewn(wh, char); scratch->rgrids = snewn(wh * RECURSION_DEPTH, char); return scratch; } static void free_scratch(struct solver_scratch *scratch) { sfree(scratch->queue[0]); sfree(scratch->queue[1]); sfree(scratch->dist); sfree(scratch->grid); sfree(scratch->grid2); sfree(scratch->rgrids); sfree(scratch); } #if 0 /* Diagnostic routines you can uncomment if you need them */ void dump_grid(int w, int h, const char *grid, const char *titlefmt, ...) { int x, y; if (titlefmt) { va_list ap; va_start(ap, titlefmt); vprintf(titlefmt, ap); va_end(ap); printf(":\n"); } else { printf("Grid:\n"); } for (y = 0; y < h; y++) { printf(" "); for (x = 0; x < w; x++) { printf("%1x", grid[y*w+x]); } printf("\n"); } } void dump_dist(int w, int h, const int *dists, const char *titlefmt, ...) { int x, y; if (titlefmt) { va_list ap; va_start(ap, titlefmt); vprintf(titlefmt, ap); va_end(ap); printf(":\n"); } else { printf("Distances:\n"); } for (y = 0; y < h; y++) { printf(" "); for (x = 0; x < w; x++) { printf("%3d", dists[y*w+x]); } printf("\n"); } } #endif /* * Search a grid to find the most distant square(s). Return their * distance and the number of them, and also the number of squares in * the current controlled set (i.e. at distance zero). */ static void search(int w, int h, char *grid, int x0, int y0, struct solver_scratch *scratch, int *rdist, int *rnumber, int *rcontrol) { int wh = w*h; int i, qcurr, qhead, qtail, qnext, currdist, remaining; for (i = 0; i < wh; i++) scratch->dist[i] = -1; scratch->queue[0][0] = y0*w+x0; scratch->queue[1][0] = y0*w+x0; scratch->dist[y0*w+x0] = 0; currdist = 0; qcurr = 0; qtail = 0; qhead = 1; qnext = 1; remaining = wh - 1; while (1) { if (qtail == qhead) { /* Switch queues. */ if (currdist == 0) *rcontrol = qhead; currdist++; qcurr ^= 1; /* switch queues */ qhead = qnext; qtail = 0; qnext = 0; #if 0 printf("switch queue, new dist %d, queue %d\n", currdist, qhead); #endif } else if (remaining == 0 && qnext == 0) { break; } else { int pos = scratch->queue[qcurr][qtail++]; int y = pos / w; int x = pos % w; #if 0 printf("checking neighbours of %d,%d\n", x, y); #endif int dir; for (dir = 0; dir < 4; dir++) { int y1 = y + (dir == 1 ? 1 : dir == 3 ? -1 : 0); int x1 = x + (dir == 0 ? 1 : dir == 2 ? -1 : 0); if (0 <= x1 && x1 < w && 0 <= y1 && y1 < h) { int pos1 = y1*w+x1; #if 0 printf("trying %d,%d: colours %d-%d dist %d\n", x1, y1, grid[pos], grid[pos1], scratch->dist[pos]); #endif if (scratch->dist[pos1] == -1 && ((grid[pos1] == grid[pos] && scratch->dist[pos] == currdist) || (grid[pos1] != grid[pos] && scratch->dist[pos] == currdist - 1))) { #if 0 printf("marking %d,%d dist %d\n", x1, y1, currdist); #endif scratch->queue[qcurr][qhead++] = pos1; scratch->queue[qcurr^1][qnext++] = pos1; scratch->dist[pos1] = currdist; remaining--; } } } } } *rdist = currdist; *rnumber = qhead; if (currdist == 0) *rcontrol = qhead; } /* * Enact a flood-fill move on a grid. */ static void fill(int w, int h, char *grid, int x0, int y0, char newcolour, int *queue) { char oldcolour; int qhead, qtail; oldcolour = grid[y0*w+x0]; assert(oldcolour != newcolour); grid[y0*w+x0] = newcolour; queue[0] = y0*w+x0; qtail = 0; qhead = 1; while (qtail < qhead) { int pos = queue[qtail++]; int y = pos / w; int x = pos % w; int dir; for (dir = 0; dir < 4; dir++) { int y1 = y + (dir == 1 ? 1 : dir == 3 ? -1 : 0); int x1 = x + (dir == 0 ? 1 : dir == 2 ? -1 : 0); if (0 <= x1 && x1 < w && 0 <= y1 && y1 < h) { int pos1 = y1*w+x1; if (grid[pos1] == oldcolour) { grid[pos1] = newcolour; queue[qhead++] = pos1; } } } } } /* * Detect a completed grid. */ static bool completed(int w, int h, char *grid) { int wh = w*h; int i; for (i = 1; i < wh; i++) if (grid[i] != grid[0]) return false; return true; } /* * Try out every possible move on a grid, and choose whichever one * reduced the result of search() by the most. */ static char choosemove_recurse(int w, int h, char *grid, int x0, int y0, int maxmove, struct solver_scratch *scratch, int depth, int *rbestdist, int *rbestnumber, int *rbestcontrol) { int wh = w*h; char move, bestmove; int dist, number, control, bestdist, bestnumber, bestcontrol; char *tmpgrid; assert(0 <= depth && depth < RECURSION_DEPTH); tmpgrid = scratch->rgrids + depth*wh; bestdist = wh + 1; bestnumber = 0; bestcontrol = 0; bestmove = -1; #if 0 dump_grid(w, h, grid, "before choosemove_recurse %d", depth); #endif for (move = 0; move < maxmove; move++) { if (grid[y0*w+x0] == move) continue; memcpy(tmpgrid, grid, wh * sizeof(*grid)); fill(w, h, tmpgrid, x0, y0, move, scratch->queue[0]); if (completed(w, h, tmpgrid)) { /* * A move that wins is immediately the best, so stop * searching. Record what depth of recursion that happened * at, so that higher levels will choose a move that gets * to a winning position sooner. */ *rbestdist = -1; *rbestnumber = depth; *rbestcontrol = wh; return move; } if (depth < RECURSION_DEPTH-1) { choosemove_recurse(w, h, tmpgrid, x0, y0, maxmove, scratch, depth+1, &dist, &number, &control); } else { #if 0 dump_grid(w, h, tmpgrid, "after move %d at depth %d", move, depth); #endif search(w, h, tmpgrid, x0, y0, scratch, &dist, &number, &control); #if 0 dump_dist(w, h, scratch->dist, "after move %d at depth %d", move, depth); printf("move %d at depth %d: %d at %d\n", depth, move, number, dist); #endif } if (dist < bestdist || (dist == bestdist && (number < bestnumber || (number == bestnumber && (control > bestcontrol))))) { bestdist = dist; bestnumber = number; bestcontrol = control; bestmove = move; } } #if 0 printf("best at depth %d was %d (%d at %d, %d controlled)\n", depth, bestmove, bestnumber, bestdist, bestcontrol); #endif *rbestdist = bestdist; *rbestnumber = bestnumber; *rbestcontrol = bestcontrol; return bestmove; } static char choosemove(int w, int h, char *grid, int x0, int y0, int maxmove, struct solver_scratch *scratch) { int tmp0, tmp1, tmp2; return choosemove_recurse(w, h, grid, x0, y0, maxmove, scratch, 0, &tmp0, &tmp1, &tmp2); } static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { int w = params->w, h = params->h, wh = w*h; int i, moves; char *desc; struct solver_scratch *scratch; scratch = new_scratch(w, h); /* * Invent a random grid. */ for (i = 0; i < wh; i++) scratch->grid[i] = random_upto(rs, params->colours); /* * Run the solver, and count how many moves it uses. */ memcpy(scratch->grid2, scratch->grid, wh * sizeof(*scratch->grid2)); moves = 0; check_recursion_depth(); while (!completed(w, h, scratch->grid2)) { char move = choosemove(w, h, scratch->grid2, FILLX, FILLY, params->colours, scratch); fill(w, h, scratch->grid2, FILLX, FILLY, move, scratch->queue[0]); moves++; } /* * Adjust for difficulty. */ moves += params->leniency; /* * Encode the game id. */ desc = snewn(wh + 40, char); for (i = 0; i < wh; i++) { char colour = scratch->grid[i]; char textcolour = (colour > 9 ? 'A' : '0') + colour; desc[i] = textcolour; } sprintf(desc+i, ",%d", moves); free_scratch(scratch); return desc; } static const char *validate_desc(const game_params *params, const char *desc) { int w = params->w, h = params->h, wh = w*h; int i; for (i = 0; i < wh; i++) { char c = *desc++; if (c == 0) return "Not enough data in grid description"; if (c >= '0' && c <= '9') c -= '0'; else if (c >= 'A' && c <= 'Z') c = 10 + (c - 'A'); else return "Bad character in grid description"; if ((unsigned)c >= params->colours) return "Colour out of range in grid description"; } if (*desc != ',') return "Expected ',' after grid description"; desc++; if (desc[strspn(desc, "0123456789")]) return "Badly formatted move limit after grid description"; return NULL; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { int w = params->w, h = params->h, wh = w*h; game_state *state = snew(game_state); int i; state->w = w; state->h = h; state->colours = params->colours; state->moves = 0; state->grid = snewn(wh, char); for (i = 0; i < wh; i++) { char c = *desc++; assert(c); if (c >= '0' && c <= '9') c -= '0'; else if (c >= 'A' && c <= 'Z') c = 10 + (c - 'A'); else assert(!"bad colour"); state->grid[i] = c; } assert(*desc == ','); desc++; state->movelimit = atoi(desc); state->complete = false; state->cheated = false; state->solnpos = 0; state->soln = NULL; return state; } static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); ret->w = state->w; ret->h = state->h; ret->colours = state->colours; ret->moves = state->moves; ret->movelimit = state->movelimit; ret->complete = state->complete; ret->grid = snewn(state->w * state->h, char); memcpy(ret->grid, state->grid, state->w * state->h * sizeof(*ret->grid)); ret->cheated = state->cheated; ret->soln = state->soln; if (ret->soln) ret->soln->refcount++; ret->solnpos = state->solnpos; return ret; } static void free_game(game_state *state) { if (state->soln && --state->soln->refcount == 0) { sfree(state->soln->moves); sfree(state->soln); } sfree(state->grid); sfree(state); } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { int w = state->w, h = state->h, wh = w*h; char *moves, *ret, *p; int i, len, nmoves; char buf[256]; struct solver_scratch *scratch; if (currstate->complete) { *error = "Puzzle is already solved"; return NULL; } /* * Find the best solution our solver can give. */ moves = snewn(wh, char); /* sure to be enough */ nmoves = 0; scratch = new_scratch(w, h); memcpy(scratch->grid2, currstate->grid, wh * sizeof(*scratch->grid2)); check_recursion_depth(); while (!completed(w, h, scratch->grid2)) { char move = choosemove(w, h, scratch->grid2, FILLX, FILLY, currstate->colours, scratch); fill(w, h, scratch->grid2, FILLX, FILLY, move, scratch->queue[0]); assert(nmoves < wh); moves[nmoves++] = move; } free_scratch(scratch); /* * Encode it as a move string. */ len = 1; /* trailing NUL */ for (i = 0; i < nmoves; i++) len += sprintf(buf, ",%d", moves[i]); ret = snewn(len, char); p = ret; for (i = 0; i < nmoves; i++) p += sprintf(p, "%c%d", (i==0 ? 'S' : ','), moves[i]); assert(p - ret == len - 1); sfree(moves); return ret; } static bool game_can_format_as_text_now(const game_params *params) { return true; } static char *game_text_format(const game_state *state) { int w = state->w, h = state->h; char *ret, *p; int x, y, len; len = h * (w+1); /* +1 for newline after each row */ ret = snewn(len+1, char); /* and +1 for terminating \0 */ p = ret; for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { char colour = state->grid[y*w+x]; char textcolour = (colour > 9 ? 'A' : '0') + colour; *p++ = textcolour; } *p++ = '\n'; } assert(p - ret == len); *p = '\0'; return ret; } struct game_ui { bool cursor_visible; int cx, cy; enum { VICTORY, DEFEAT } flash_type; }; static game_ui *new_ui(const game_state *state) { struct game_ui *ui = snew(struct game_ui); ui->cursor_visible = false; ui->cx = FILLX; ui->cy = FILLY; return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static char *encode_ui(const game_ui *ui) { return NULL; } static void decode_ui(game_ui *ui, const char *encoding) { } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { } struct game_drawstate { bool started; int tilesize; int *grid; }; #define TILESIZE (ds->tilesize) #define PREFERRED_TILESIZE 32 #define BORDER (TILESIZE / 2) #define SEP_WIDTH (TILESIZE / 32) #define CURSOR_INSET (TILESIZE / 8) #define HIGHLIGHT_WIDTH (TILESIZE / 10) #define COORD(x) ( (x) * TILESIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) #define VICTORY_FLASH_FRAME 0.03F #define DEFEAT_FLASH_FRAME 0.10F static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int w = state->w, h = state->h; int tx = -1, ty = -1, move = -1; if (button == LEFT_BUTTON) { tx = FROMCOORD(x); ty = FROMCOORD(y); ui->cursor_visible = false; } else if (button == CURSOR_LEFT && ui->cx > 0) { ui->cx--; ui->cursor_visible = true; return UI_UPDATE; } else if (button == CURSOR_RIGHT && ui->cx+1 < w) { ui->cx++; ui->cursor_visible = true; return UI_UPDATE; } else if (button == CURSOR_UP && ui->cy > 0) { ui->cy--; ui->cursor_visible = true; return UI_UPDATE; } else if (button == CURSOR_DOWN && ui->cy+1 < h) { ui->cy++; ui->cursor_visible = true; return UI_UPDATE; } else if (button == CURSOR_SELECT) { tx = ui->cx; ty = ui->cy; } else if (button == CURSOR_SELECT2 && state->soln && state->solnpos < state->soln->nmoves) { move = state->soln->moves[state->solnpos]; } else { return NULL; } if (tx >= 0 && tx < w && ty >= 0 && ty < h && state->grid[0] != state->grid[ty*w+tx]) move = state->grid[ty*w+tx]; if (move >= 0 && !state->complete) { char buf[256]; sprintf(buf, "M%d", move); return dupstr(buf); } return NULL; } static game_state *execute_move(const game_state *state, const char *move) { game_state *ret; int c; if (move[0] == 'M' && sscanf(move+1, "%d", &c) == 1 && c >= 0 && !state->complete) { int *queue = snewn(state->w * state->h, int); ret = dup_game(state); fill(ret->w, ret->h, ret->grid, FILLX, FILLY, c, queue); ret->moves++; ret->complete = completed(ret->w, ret->h, ret->grid); if (ret->soln) { /* * If this move is the correct next one in the stored * solution path, advance solnpos. */ if (c == ret->soln->moves[ret->solnpos] && ret->solnpos+1 < ret->soln->nmoves) { ret->solnpos++; } else { /* * Otherwise, the user has strayed from the path or * else the path has come to an end; either way, the * path is no longer valid. */ ret->soln->refcount--; assert(ret->soln->refcount > 0);/* `state' at least still exists */ ret->soln = NULL; ret->solnpos = 0; } } sfree(queue); return ret; } else if (*move == 'S') { soln *sol; const char *p; int i; /* * This is a solve move, so we don't actually _change_ the * grid but merely set up a stored solution path. */ move++; sol = snew(soln); sol->nmoves = 1; for (p = move; *p; p++) { if (*p == ',') sol->nmoves++; } sol->moves = snewn(sol->nmoves, char); for (i = 0, p = move; i < sol->nmoves; i++) { assert(*p); sol->moves[i] = atoi(p); p += strspn(p, "0123456789"); if (*p) { assert(*p == ','); p++; } } ret = dup_game(state); ret->cheated = true; if (ret->soln && --ret->soln->refcount == 0) { sfree(ret->soln->moves); sfree(ret->soln); } ret->soln = sol; ret->solnpos = 0; sol->refcount = 1; return ret; } return NULL; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(const game_params *params, int tilesize, int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize; } ads, *ds = &ads; ads.tilesize = tilesize; *x = BORDER * 2 + TILESIZE * params->w; *y = BORDER * 2 + TILESIZE * params->h; } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); ret[COL_SEPARATOR * 3 + 0] = 0.0F; ret[COL_SEPARATOR * 3 + 1] = 0.0F; ret[COL_SEPARATOR * 3 + 2] = 0.0F; /* red */ ret[COL_1 * 3 + 0] = 1.0F; ret[COL_1 * 3 + 1] = 0.0F; ret[COL_1 * 3 + 2] = 0.0F; /* yellow */ ret[COL_2 * 3 + 0] = 1.0F; ret[COL_2 * 3 + 1] = 1.0F; ret[COL_2 * 3 + 2] = 0.0F; /* green */ ret[COL_3 * 3 + 0] = 0.0F; ret[COL_3 * 3 + 1] = 1.0F; ret[COL_3 * 3 + 2] = 0.0F; /* blue */ ret[COL_4 * 3 + 0] = 0.2F; ret[COL_4 * 3 + 1] = 0.3F; ret[COL_4 * 3 + 2] = 1.0F; /* orange */ ret[COL_5 * 3 + 0] = 1.0F; ret[COL_5 * 3 + 1] = 0.5F; ret[COL_5 * 3 + 2] = 0.0F; /* purple */ ret[COL_6 * 3 + 0] = 0.5F; ret[COL_6 * 3 + 1] = 0.0F; ret[COL_6 * 3 + 2] = 0.7F; /* brown */ ret[COL_7 * 3 + 0] = 0.5F; ret[COL_7 * 3 + 1] = 0.3F; ret[COL_7 * 3 + 2] = 0.3F; /* light blue */ ret[COL_8 * 3 + 0] = 0.4F; ret[COL_8 * 3 + 1] = 0.8F; ret[COL_8 * 3 + 2] = 1.0F; /* light green */ ret[COL_9 * 3 + 0] = 0.7F; ret[COL_9 * 3 + 1] = 1.0F; ret[COL_9 * 3 + 2] = 0.7F; /* pink */ ret[COL_10 * 3 + 0] = 1.0F; ret[COL_10 * 3 + 1] = 0.6F; ret[COL_10 * 3 + 2] = 1.0F; *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int w = state->w, h = state->h, wh = w*h; int i; ds->started = false; ds->tilesize = 0; ds->grid = snewn(wh, int); for (i = 0; i < wh; i++) ds->grid[i] = -1; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->grid); sfree(ds); } #define BORDER_L 0x001 #define BORDER_R 0x002 #define BORDER_U 0x004 #define BORDER_D 0x008 #define CORNER_UL 0x010 #define CORNER_UR 0x020 #define CORNER_DL 0x040 #define CORNER_DR 0x080 #define CURSOR 0x100 #define BADFLASH 0x200 #define SOLNNEXT 0x400 #define COLOUR_SHIFT 11 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int tile) { int colour; int tx = COORD(x), ty = COORD(y); colour = tile >> COLOUR_SHIFT; if (tile & BADFLASH) colour = COL_SEPARATOR; else colour += COL_1; draw_rect(dr, tx, ty, TILESIZE, TILESIZE, colour); if (tile & BORDER_L) draw_rect(dr, tx, ty, SEP_WIDTH, TILESIZE, COL_SEPARATOR); if (tile & BORDER_R) draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty, SEP_WIDTH, TILESIZE, COL_SEPARATOR); if (tile & BORDER_U) draw_rect(dr, tx, ty, TILESIZE, SEP_WIDTH, COL_SEPARATOR); if (tile & BORDER_D) draw_rect(dr, tx, ty + TILESIZE - SEP_WIDTH, TILESIZE, SEP_WIDTH, COL_SEPARATOR); if (tile & CORNER_UL) draw_rect(dr, tx, ty, SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR); if (tile & CORNER_UR) draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty, SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR); if (tile & CORNER_DL) draw_rect(dr, tx, ty + TILESIZE - SEP_WIDTH, SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR); if (tile & CORNER_DR) draw_rect(dr, tx + TILESIZE - SEP_WIDTH, ty + TILESIZE - SEP_WIDTH, SEP_WIDTH, SEP_WIDTH, COL_SEPARATOR); if (tile & CURSOR) draw_rect_outline(dr, tx + CURSOR_INSET, ty + CURSOR_INSET, TILESIZE - 1 - CURSOR_INSET * 2, TILESIZE - 1 - CURSOR_INSET * 2, COL_SEPARATOR); if (tile & SOLNNEXT) { draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, TILESIZE/6, COL_SEPARATOR, COL_SEPARATOR); } draw_update(dr, tx, ty, TILESIZE, TILESIZE); } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int w = state->w, h = state->h, wh = w*h; int x, y, flashframe, solnmove; char *grid; /* This was entirely cloned from fifteen.c; it should probably be * moved into some generic 'draw-recessed-rectangle' utility fn. */ if (!ds->started) { int coords[10]; /* * Recessed area containing the whole puzzle. */ coords[0] = COORD(w) + HIGHLIGHT_WIDTH - 1; coords[1] = COORD(h) + HIGHLIGHT_WIDTH - 1; coords[2] = COORD(w) + HIGHLIGHT_WIDTH - 1; coords[3] = COORD(0) - HIGHLIGHT_WIDTH; coords[4] = coords[2] - TILESIZE; coords[5] = coords[3] + TILESIZE; coords[8] = COORD(0) - HIGHLIGHT_WIDTH; coords[9] = COORD(h) + HIGHLIGHT_WIDTH - 1; coords[6] = coords[8] + TILESIZE; coords[7] = coords[9] - TILESIZE; draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - HIGHLIGHT_WIDTH; coords[0] = COORD(0) - HIGHLIGHT_WIDTH; draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); draw_rect(dr, COORD(0) - SEP_WIDTH, COORD(0) - SEP_WIDTH, TILESIZE * w + 2 * SEP_WIDTH, TILESIZE * h + 2 * SEP_WIDTH, COL_SEPARATOR); ds->started = true; } if (flashtime > 0) { float frame = (ui->flash_type == VICTORY ? VICTORY_FLASH_FRAME : DEFEAT_FLASH_FRAME); flashframe = (int)(flashtime / frame); } else { flashframe = -1; } grid = snewn(wh, char); memcpy(grid, state->grid, wh * sizeof(*grid)); if (state->soln && state->solnpos < state->soln->nmoves) { int i, *queue; /* * Highlight as 'next auto-solver move' every square of the * target colour which is adjacent to the currently controlled * region. We do this by first enacting the actual move, then * flood-filling again in a nonexistent colour, and finally * reverting to the original grid anything in the new colour * that was part of the original controlled region. Then * regions coloured in the dummy colour should be displayed as * soln_move with the SOLNNEXT flag. */ solnmove = state->soln->moves[state->solnpos]; queue = snewn(wh, int); fill(w, h, grid, FILLX, FILLY, solnmove, queue); fill(w, h, grid, FILLX, FILLY, state->colours, queue); sfree(queue); for (i = 0; i < wh; i++) if (grid[i] == state->colours && state->grid[i] != solnmove) grid[i] = state->grid[i]; } else { solnmove = 0; /* placate optimiser */ } if (flashframe >= 0 && ui->flash_type == VICTORY) { /* * Modify the display grid by superimposing our rainbow flash * on it. */ for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { int flashpos = flashframe - (abs(x - FILLX) + abs(y - FILLY)); if (flashpos >= 0 && flashpos < state->colours) grid[y*w+x] = flashpos; } } } for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { int pos = y*w+x; int tile; if (grid[pos] == state->colours) { tile = (solnmove << COLOUR_SHIFT) | SOLNNEXT; } else { tile = (int)grid[pos] << COLOUR_SHIFT; } if (x == 0 || grid[pos-1] != grid[pos]) tile |= BORDER_L; if (x==w-1 || grid[pos+1] != grid[pos]) tile |= BORDER_R; if (y == 0 || grid[pos-w] != grid[pos]) tile |= BORDER_U; if (y==h-1 || grid[pos+w] != grid[pos]) tile |= BORDER_D; if (x == 0 || y == 0 || grid[pos-w-1] != grid[pos]) tile |= CORNER_UL; if (x==w-1 || y == 0 || grid[pos-w+1] != grid[pos]) tile |= CORNER_UR; if (x == 0 || y==h-1 || grid[pos+w-1] != grid[pos]) tile |= CORNER_DL; if (x==w-1 || y==h-1 || grid[pos+w+1] != grid[pos]) tile |= CORNER_DR; if (ui->cursor_visible && ui->cx == x && ui->cy == y) tile |= CURSOR; if (flashframe >= 0 && ui->flash_type == DEFEAT && flashframe != 1) tile |= BADFLASH; if (ds->grid[pos] != tile) { draw_tile(dr, ds, x, y, tile); ds->grid[pos] = tile; } } } sfree(grid); { char status[255]; sprintf(status, "%s%d / %d moves", (state->complete && state->moves <= state->movelimit ? (state->cheated ? "Auto-solved. " : "COMPLETED! ") : state->moves >= state->movelimit ? "FAILED! " : state->cheated ? "Auto-solver used. " : ""), state->moves, state->movelimit); status_bar(dr, status); } } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { if(ui->cursor_visible) { *x = COORD(ui->cx); *y = COORD(ui->cy); *w = *h = TILESIZE; } } static int game_status(const game_state *state) { if (state->complete && state->moves <= state->movelimit) { return +1; /* victory! */ } else if (state->moves >= state->movelimit) { return -1; /* defeat */ } else { return 0; /* still playing */ } } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { if (dir == +1) { int old_status = game_status(oldstate); int new_status = game_status(newstate); if (old_status != new_status) { assert(old_status == 0); if (new_status == +1) { int frames = newstate->w + newstate->h + newstate->colours - 2; ui->flash_type = VICTORY; return VICTORY_FLASH_FRAME * frames; } else { ui->flash_type = DEFEAT; return DEFEAT_FLASH_FRAME * 3; } } } return 0.0F; } static bool game_timing_state(const game_state *state, game_ui *ui) { return true; } static void game_print_size(const game_params *params, float *x, float *y) { } static void game_print(drawing *dr, const game_state *state, int tilesize) { } #ifdef COMBINED #define thegame flood #endif const struct game thegame = { "Flood", "games.flood", "flood", default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, true, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, decode_ui, NULL, /* game_request_keys */ game_changed_state, interpret_move, execute_move, PREFERRED_TILESIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_get_cursor_location, game_status, false, false, game_print_size, game_print, true, /* wants_statusbar */ false, game_timing_state, 0, /* flags */ };