plan9fox/sys/src/games/glendy.c

527 lines
8.9 KiB
C

#include <u.h>
#include <libc.h>
#include <draw.h>
#include <event.h>
enum{
/* difficulty levels (how many circles are initially occupied) */
DEasy, /* 10≤x<15 */
DMed, /* 5≤x<10 */
DHard, /* 0≤x<5 */
/* dynamic? original game has a fixed grid size, but we don't need to abide by it */
SzX = 11,
SzY = 11,
Border = 10,
/* movement directions */
NE,
E,
SE,
SW,
W,
NW,
Won = 1, /* game-ending states */
Lost = 2,
};
Font *font;
int difficulty = DMed;
int finished;
int grid[SzX][SzY];
int ogrid[SzX][SzY]; /* so we can restart levels */
Image *gl; /* glenda */
Image *glm; /* glenda's mask */
Image *cc; /* clicked */
Image *ec; /* empty; not clicked */
Image *bg;
Image *lost;
Image *won;
char *mbuttons[] =
{
"Easy",
"Medium",
"Hard",
0
};
char *rbuttons[] =
{
"New",
"Reset",
"Exit",
0
};
Menu mmenu =
{
mbuttons,
};
Menu rmenu =
{
rbuttons,
};
Image *
eallocimage(Rectangle r, int repl, uint color)
{
Image *tmp;
tmp = allocimage(display, r, screen->chan, repl, color);
if(tmp == nil)
sysfatal("cannot allocate buffer image: %r");
return tmp;
}
Image *
eloadfile(char *path)
{
Image *img;
int fd;
fd = open(path, OREAD);
if(fd < 0) {
fprint(2, "cannot open image file %s: %r\n", path);
exits("image");
}
img = readimage(display, fd, 0);
if(img == nil)
sysfatal("cannot load image: %r");
close(fd);
return img;
}
void
allocimages(void)
{
Rectangle one = Rect(0, 0, 1, 1);
cc = eallocimage(one, 1, 0x777777FF);
ec = eallocimage(one, 1, DPalegreen);
bg = eallocimage(one, 1, DPurpleblue);
lost = eallocimage(one, 1, DRed);
won = eallocimage(one, 1, DGreen);
gl = eloadfile("/lib/face/48x48x4/g/glenda.1");
glm = allocimage(display, Rect(0, 0, 48, 48), gl->chan, 1, DCyan);
if(glm == nil)
sysfatal("cannot allocate mask: %r");
draw(glm, glm->r, display->white, nil, ZP);
gendraw(glm, glm->r, display->black, ZP, gl, gl->r.min);
freeimage(gl);
gl = display->black;
}
/* unnecessary calculations here, but it's fine */
Point
board2pix(int x, int y)
{
float d, rx, ry, yh;
int nx, ny;
d = (float)(Dx(screen->r) > Dy(screen->r)) ? Dy(screen->r) -20 : Dx(screen->r) -20;
rx = d/(float)SzX;
rx = rx/2.0;
ry = d/(float)SzY;
ry = ry/2.0;
yh = ry/3.73205082;
nx = (int)((float)x*rx*2.0+rx +(y%2?rx:0.0)); /* nx = x*(2rx) + rx + rx (conditional) */
ny = (int)((float)y*(ry*2.0-(y>0?yh:0.0)) + ry); /* ny = y*(2ry-yh) +ry */
return Pt(nx, ny);
}
Point
pix2board(int x, int y)
{
float d, rx, ry, yh;
int ny, nx;
/* XXX: float→int causes small rounding errors */
d = (float)(Dx(screen->r) > Dy(screen->r)) ? Dy(screen->r) -20: Dx(screen->r)-20;
rx = d/(float)SzX;
rx = rx/2.0;
ry =d/(float)SzY;
ry = ry/2.0;
yh = ry/3.73205082;
/* reverse board2pix() */
ny = (int)(((float)y - ry)/(2*ry - ((y>2*ry)?yh:0.0)) + 0.5); /* ny = (y - ry)/(2ry-yh) */
nx = (int)(((float)x - rx - (ny%2?rx:0.0))/(rx*2.0) + 0.5); /* nx = (x - rx - rx)/2rx */
if (nx >= SzX)
nx = SzX-1;
if (ny >=SzY)
ny = SzY-1;
return Pt(nx, ny);
}
void
initlevel(void)
{
int i, cnt = 10, x, y;
for(x = 0; x < SzX; x++)
for(y = 0; y < SzY; y++)
ogrid[x][y] = 100;
switch(difficulty){
case DEasy:
cnt = 10 + nrand(5);
break;
case DMed:
cnt = 5 + nrand(5);
break;
case DHard:
cnt = nrand(5);
break;
}
for(i = 0; i < cnt; i++) {
do {
x = nrand(SzX);
y = nrand(SzY);
} while(ogrid[x][y] != 100);
ogrid[x][y] = 999;
}
ogrid[SzX/2][SzY/2] = 1000;
memcpy(grid, ogrid, sizeof grid);
finished = 0;
}
void
drawlevel(void)
{
Point p;
int x, y, rx, ry, d;
char *s = nil;
if(finished)
draw(screen, screen->r, finished==Won?won:lost, nil, ZP);
else
draw(screen, screen->r, bg, nil, ZP);
d = (Dx(screen->r) > Dy(screen->r)) ? Dy(screen->r) -20: Dx(screen->r) -20;
rx = (int)ceil((float)(d-2*Border)/(float)SzX)/2;
ry = (int)ceil((float)(d-2*Border)/(float)SzY)/2;
for(x = 0; x < SzX; x++) {
for(y = 0; y < SzY; y++) {
p = board2pix(x, y);
switch(grid[x][y]){
case 999:
fillellipse(screen, addpt(screen->r.min, p), rx, ry, cc, ZP);
break;
case 1000:
p = addpt(screen->r.min, p);
fillellipse(screen, p, rx, ry, ec, ZP);
p = subpt(p, Pt(24, 24));
draw(screen, Rpt(p, addpt(p, Pt(48, 48))), gl, glm, ZP);
break;
default:
fillellipse(screen, addpt(screen->r.min, p), rx, ry, ec, ZP);
USED(s);
/* uncomment the following to see game state and field scores */
/*s = smprint("%d", grid[x][y]);
string(screen, addpt(screen->r.min, p), display->black, ZP, font, s);
free(s);
*/
break;
}
}
}
flushimage(display, 1);
}
void
domove(int dir, int x, int y)
{
if(x == 0 || x == SzX-1 || y == 0 || y == SzY-1)
goto done;
switch(dir){
case NE:
if(y%2)
grid[x+1][y-1] = 1000;
else
grid[x][y-1] = 1000;
break;
case E:
grid[x+1][y] = 1000;
break;
case SE:
if(y%2)
grid[x+1][y+1] = 1000;
else
grid[x][y+1] = 1000;
break;
case SW:
if(y%2)
grid[x][y+1] = 1000;
else
grid[x-1][y+1] = 1000;
break;
case W:
grid[x-1][y] = 1000;
break;
case NW:
if(y%2)
grid[x][y-1] = 1000;
else
grid[x-1][y-1] = 1000;
break;
}
done:
grid[x][y] = 100;
}
Point
findglenda(void)
{
int x, y;
for(x = 0; x < SzX; x++)
for(y = 0; y < SzY; y++)
if(grid[x][y] == 1000)
return Pt(x, y);
return Pt(-1, -1);
}
int
checknext(int dir, int x, int y)
{
switch(dir){
case NE:
return grid[x+(y%2?1:0)][y-1];
case E:
return grid[x+1][y];
case SE:
return grid[x+(y%2?1:0)][y+1];
case SW:
return grid[x+(y%2?0:-1)][y+1];
case W:
return grid[x-1][y];
case NW:
return grid[x+(y%2?0:-1)][y-1];
default:
sysfatal("andrey messed up big time");
}
return 1000;
}
/* the following two routines constitute the "game AI"
* they score the field based on the number of moves
* required to reach the edge from a particular point
* scores > 100 are "dead spots" (this assumes the field
* is not larger than ~100*2
*
* routines need to run at least twice to ensure a field is properly
* scored: there are errors that creep up due to the nature of
* traversing the board
*/
int
score1(int x, int y) {
int dir, min = 999, next;
if(x == 0 || x == SzX-1 || y == 0 || y == SzY-1)
return 1; /* we can always escape from the edges */
for(dir = NE; dir <= NW; dir++) {
next = checknext(dir, x, y);
if(next < min)
min = next;
}
if(min == 999) return 998;
return 1+min;
}
void
calc(void)
{
int i, x, y;
for(i = 0; i < SzX; i++) /* assumes SzX = SzY */
for(x = i; x < SzX-i; x++)
for(y = i; y < SzY-i; y++)
if(grid[x][y] != 999)
grid[x][y] = score1(x, y);
}
void
nextglenda(void)
{
int min =1000, next, dir, nextdir = 0, count = 0;
Point p = findglenda();
calc();
calc();
calc();
grid[p.x][p.y] = 1000;
for(dir = NE; dir <= NW; dir++) {
next = checknext(dir, p.x, p.y);
if(next < min) {
min = next;
nextdir = dir;
++count;
} else if(next == min) {
nextdir = (nrand(++count) == 0)?dir:nextdir;
}
}
if(min < 100 || min == 999)
domove(nextdir, p.x, p.y);
else
finished = Won;
if(eqpt(findglenda(), Pt(-1, -1)))
finished = Lost;
}
int
checkfinished(void)
{
int i, j;
for(i = 0; i < SzX; i++)
for(j = 0; j < SzY; j++)
if(grid[i][j] == 'E')
return 0;
return 1;
}
void
move(Point m)
{
Point p, nm;
int x, y;
nm = subpt(m, screen->r.min);
/* figure out where the click falls */
p = pix2board(nm.x, nm.y);
if(grid[p.x][p.y] >= 999)
return;
/* reset the board scores */
grid[p.x][p.y] = 999;
for(x = 0; x < SzX; x++)
for(y = 0; y < SzY; y++)
if(grid[x][y] != 999 && grid[x][y] != 1000)
grid[x][y] = 100;
nextglenda();
}
void
resize(void)
{
int fd, size = (Dx(screen->r) > Dy(screen->r)) ? Dy(screen->r) + 20 : Dx(screen->r)+20;
fd = open("/dev/wctl", OWRITE);
if(fd >= 0){
fprint(fd, "resize -dx %d -dy %d", size, size);
close(fd);
}
}
void
eresized(int new)
{
if(new && getwindow(display, Refnone) < 0)
sysfatal("can't reattach to window");
drawlevel();
}
void
main(int argc, char **argv)
{
Mouse m;
Event ev;
int e, mousedown=0;
USED(argv, argc);
if(initdraw(nil, nil, "glendy") < 0)
sysfatal("initdraw failed: %r");
einit(Emouse);
resize();
srand(time(0));
allocimages();
initlevel(); /* must happen before "eresized" */
eresized(0);
for(;;) {
e = event(&ev);
switch(e) {
case Emouse:
m = ev.mouse;
if(m.buttons == 0) {
if(mousedown && !finished) {
mousedown = 0;
move(m.xy);
drawlevel();
}
}
if(m.buttons&1) {
mousedown = 1;
}
if(m.buttons&2) {
switch(emenuhit(2, &m, &mmenu)) {
case 0:
difficulty = DEasy;
initlevel();
break;
case 1:
difficulty = DMed;
initlevel();
break;
case 2:
difficulty = DHard;
initlevel();
break;
}
drawlevel();
}
if(m.buttons&4) {
switch(emenuhit(3, &m, &rmenu)) {
case 0:
initlevel();
break;
case 1:
memcpy(grid, ogrid, sizeof grid);
finished = 0;
break;
case 2:
exits(nil);
}
drawlevel();
}
break;
}
}
}