e7c63b02 |
1 | /* |
2 | * bridges.c: Implementation of the Nikoli game 'Bridges'. |
3 | * |
4 | * Things still to do: |
5 | * |
6 | * * write a recursive solver? |
7 | */ |
8 | |
9 | #include <stdio.h> |
10 | #include <stdlib.h> |
11 | #include <string.h> |
12 | #include <assert.h> |
13 | #include <ctype.h> |
14 | #include <math.h> |
15 | |
16 | #include "puzzles.h" |
17 | |
18 | /* Turn this on for hints about which lines are considered possibilities. */ |
19 | #undef DRAW_HINTS |
20 | #undef DRAW_GRID |
21 | #undef DRAW_DSF |
22 | |
23 | /* --- structures for params, state, etc. --- */ |
24 | |
25 | #define MAX_BRIDGES 4 |
26 | |
27 | #define PREFERRED_TILE_SIZE 24 |
28 | #define TILE_SIZE (ds->tilesize) |
29 | #define BORDER (TILE_SIZE / 2) |
30 | |
31 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
32 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
33 | |
34 | #define FLASH_TIME 0.50F |
35 | |
36 | enum { |
37 | COL_BACKGROUND, |
38 | COL_FOREGROUND, |
39 | COL_HIGHLIGHT, COL_LOWLIGHT, |
40 | COL_SELECTED, COL_MARK, |
41 | COL_HINT, COL_GRID, |
42 | COL_WARNING, |
43 | NCOLOURS |
44 | }; |
45 | |
46 | struct game_params { |
47 | int w, h, maxb; |
48 | int islands, expansion; /* %age of island squares, %age chance of expansion */ |
49 | int allowloops, difficulty; |
50 | }; |
51 | |
52 | /* general flags used by all structs */ |
53 | #define G_ISLAND 0x0001 |
54 | #define G_LINEV 0x0002 /* contains a vert. line */ |
55 | #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */ |
56 | #define G_LINE (G_LINEV|G_LINEH) |
57 | #define G_MARKV 0x0008 |
58 | #define G_MARKH 0x0010 |
59 | #define G_MARK (G_MARKV|G_MARKH) |
60 | #define G_NOLINEV 0x0020 |
61 | #define G_NOLINEH 0x0040 |
62 | #define G_NOLINE (G_NOLINEV|G_NOLINEH) |
63 | |
64 | /* flags used by the drawstate */ |
65 | #define G_ISSEL 0x0080 |
66 | #define G_REDRAW 0x0100 |
67 | #define G_FLASH 0x0200 |
68 | #define G_WARN 0x0400 |
69 | |
70 | /* flags used by the solver etc. */ |
71 | #define G_SWEEP 0x0800 |
72 | |
73 | #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) |
74 | #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) |
75 | |
76 | typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */ |
77 | |
78 | struct solver_state { |
79 | int *dsf, *tmpdsf; |
80 | int refcount; |
81 | }; |
82 | |
83 | /* state->gridi is an optimisation; it stores the pointer to the island |
84 | * structs indexed by (x,y). It's not strictly necessary (we could use |
85 | * find234 instead), but Purify showed that board generation (mostly the solver) |
86 | * was spending 60% of its time in find234. */ |
87 | |
88 | struct surrounds { /* cloned from lightup.c */ |
89 | struct { int x, y, dx, dy, off; } points[4]; |
90 | int npoints, nislands; |
91 | }; |
92 | |
93 | struct island { |
94 | game_state *state; |
95 | int x, y, count; |
96 | struct surrounds adj; |
97 | }; |
98 | |
99 | struct game_state { |
100 | int w, h, completed, solved, allowloops, maxb; |
101 | grid_type *grid, *scratch; |
102 | struct island *islands; |
103 | int n_islands, n_islands_alloc; |
104 | game_params params; /* used by the aux solver. */ |
105 | #define N_WH_ARRAYS 5 |
106 | char *wha, *possv, *possh, *lines, *maxv, *maxh; |
107 | struct island **gridi; |
108 | struct solver_state *solver; /* refcounted */ |
109 | }; |
110 | |
111 | #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type)) |
112 | |
113 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
114 | |
115 | #define DINDEX(x,y) ((y)*state->w + (x)) |
116 | |
117 | #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)]) |
118 | #define IDX(s,g,i) ((s)->g[(i)]) |
119 | #define GRID(s,x,y) INDEX(s,grid,x,y) |
120 | #define SCRATCH(s,x,y) INDEX(s,scratch,x,y) |
121 | #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y))) |
122 | #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y))) |
123 | |
124 | #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0) |
125 | |
126 | #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1)) |
127 | #define WITHIN(x,min,max) ((min) > (max) ? \ |
128 | WITHIN2(x,max,min) : WITHIN2(x,min,max)) |
129 | |
130 | /* --- island struct and tree support functions --- */ |
131 | |
132 | #define ISLAND_ORTH(is,j,f,df) \ |
133 | (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df)) |
134 | |
135 | #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx) |
136 | #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy) |
137 | |
138 | static void fixup_islands_for_realloc(game_state *state) |
139 | { |
140 | int i; |
141 | |
142 | for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL; |
143 | for (i = 0; i < state->n_islands; i++) { |
144 | struct island *is = &state->islands[i]; |
145 | is->state = state; |
146 | INDEX(state, gridi, is->x, is->y) = is; |
147 | } |
148 | } |
149 | |
fa3abef5 |
150 | static int game_can_format_as_text_now(game_params *params) |
151 | { |
152 | return TRUE; |
153 | } |
154 | |
e7c63b02 |
155 | static char *game_text_format(game_state *state) |
156 | { |
157 | int x, y, len, nl; |
158 | char *ret, *p; |
159 | struct island *is; |
160 | grid_type grid; |
161 | |
162 | len = (state->h) * (state->w+1) + 1; |
163 | ret = snewn(len, char); |
164 | p = ret; |
165 | |
166 | for (y = 0; y < state->h; y++) { |
167 | for (x = 0; x < state->w; x++) { |
168 | grid = GRID(state,x,y); |
169 | nl = INDEX(state,lines,x,y); |
170 | is = INDEX(state, gridi, x, y); |
171 | if (is) { |
172 | *p++ = '0' + is->count; |
173 | } else if (grid & G_LINEV) { |
174 | *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */ |
175 | } else if (grid & G_LINEH) { |
176 | *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~'; |
177 | } else { |
178 | *p++ = '.'; |
179 | } |
180 | } |
181 | *p++ = '\n'; |
182 | } |
183 | *p++ = '\0'; |
184 | |
185 | assert(p - ret == len); |
186 | return ret; |
187 | } |
188 | |
189 | static void debug_state(game_state *state) |
190 | { |
191 | char *textversion = game_text_format(state); |
192 | debug(("%s", textversion)); |
193 | sfree(textversion); |
194 | } |
195 | |
196 | /*static void debug_possibles(game_state *state) |
197 | { |
198 | int x, y; |
199 | debug(("possh followed by possv\n")); |
200 | for (y = 0; y < state->h; y++) { |
201 | for (x = 0; x < state->w; x++) { |
202 | debug(("%d", POSSIBLES(state, 1, x, y))); |
203 | } |
204 | debug((" ")); |
205 | for (x = 0; x < state->w; x++) { |
206 | debug(("%d", POSSIBLES(state, 0, x, y))); |
207 | } |
208 | debug(("\n")); |
209 | } |
210 | debug(("\n")); |
211 | for (y = 0; y < state->h; y++) { |
212 | for (x = 0; x < state->w; x++) { |
213 | debug(("%d", MAXIMUM(state, 1, x, y))); |
214 | } |
215 | debug((" ")); |
216 | for (x = 0; x < state->w; x++) { |
217 | debug(("%d", MAXIMUM(state, 0, x, y))); |
218 | } |
219 | debug(("\n")); |
220 | } |
221 | debug(("\n")); |
222 | }*/ |
223 | |
224 | static void island_set_surrounds(struct island *is) |
225 | { |
226 | assert(INGRID(is->state,is->x,is->y)); |
227 | is->adj.npoints = is->adj.nislands = 0; |
228 | #define ADDPOINT(cond,ddx,ddy) do {\ |
229 | if (cond) { \ |
230 | is->adj.points[is->adj.npoints].x = is->x+(ddx); \ |
231 | is->adj.points[is->adj.npoints].y = is->y+(ddy); \ |
232 | is->adj.points[is->adj.npoints].dx = (ddx); \ |
233 | is->adj.points[is->adj.npoints].dy = (ddy); \ |
234 | is->adj.points[is->adj.npoints].off = 0; \ |
235 | is->adj.npoints++; \ |
236 | } } while(0) |
237 | ADDPOINT(is->x > 0, -1, 0); |
238 | ADDPOINT(is->x < (is->state->w-1), +1, 0); |
239 | ADDPOINT(is->y > 0, 0, -1); |
240 | ADDPOINT(is->y < (is->state->h-1), 0, +1); |
241 | } |
242 | |
243 | static void island_find_orthogonal(struct island *is) |
244 | { |
245 | /* fills in the rest of the 'surrounds' structure, assuming |
246 | * all other islands are now in place. */ |
247 | int i, x, y, dx, dy, off; |
248 | |
249 | is->adj.nislands = 0; |
250 | for (i = 0; i < is->adj.npoints; i++) { |
251 | dx = is->adj.points[i].dx; |
252 | dy = is->adj.points[i].dy; |
253 | x = is->x + dx; |
254 | y = is->y + dy; |
255 | off = 1; |
256 | is->adj.points[i].off = 0; |
257 | while (INGRID(is->state, x, y)) { |
258 | if (GRID(is->state, x, y) & G_ISLAND) { |
259 | is->adj.points[i].off = off; |
260 | is->adj.nislands++; |
261 | /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n", |
262 | is->x, is->y, off, dx, dy, |
263 | ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/ |
264 | goto foundisland; |
265 | } |
266 | off++; x += dx; y += dy; |
267 | } |
268 | foundisland: |
269 | ; |
270 | } |
271 | } |
272 | |
273 | static int island_hasbridge(struct island *is, int direction) |
274 | { |
275 | int x = is->adj.points[direction].x; |
276 | int y = is->adj.points[direction].y; |
277 | grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; |
278 | |
279 | if (GRID(is->state, x, y) & gline) return 1; |
280 | return 0; |
281 | } |
282 | |
283 | static struct island *island_find_connection(struct island *is, int adjpt) |
284 | { |
285 | struct island *is_r; |
286 | |
287 | assert(adjpt < is->adj.npoints); |
288 | if (!is->adj.points[adjpt].off) return NULL; |
289 | if (!island_hasbridge(is, adjpt)) return NULL; |
290 | |
291 | is_r = INDEX(is->state, gridi, |
292 | ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt)); |
293 | assert(is_r); |
294 | |
295 | return is_r; |
296 | } |
297 | |
298 | static struct island *island_add(game_state *state, int x, int y, int count) |
299 | { |
300 | struct island *is; |
301 | int realloced = 0; |
302 | |
303 | assert(!(GRID(state,x,y) & G_ISLAND)); |
304 | GRID(state,x,y) |= G_ISLAND; |
305 | |
306 | state->n_islands++; |
307 | if (state->n_islands > state->n_islands_alloc) { |
308 | state->n_islands_alloc = state->n_islands * 2; |
309 | state->islands = |
310 | sresize(state->islands, state->n_islands_alloc, struct island); |
311 | realloced = 1; |
312 | } |
313 | is = &state->islands[state->n_islands-1]; |
314 | |
315 | memset(is, 0, sizeof(struct island)); |
316 | is->state = state; |
317 | is->x = x; |
318 | is->y = y; |
319 | is->count = count; |
320 | island_set_surrounds(is); |
321 | |
322 | if (realloced) |
323 | fixup_islands_for_realloc(state); |
324 | else |
325 | INDEX(state, gridi, x, y) = is; |
326 | |
327 | return is; |
328 | } |
329 | |
330 | |
331 | /* n = -1 means 'flip NOLINE flags [and set line to 0].' */ |
332 | static void island_join(struct island *i1, struct island *i2, int n, int is_max) |
333 | { |
334 | game_state *state = i1->state; |
335 | int s, e, x, y; |
336 | |
337 | assert(i1->state == i2->state); |
338 | assert(n >= -1 && n <= i1->state->maxb); |
339 | |
340 | if (i1->x == i2->x) { |
341 | x = i1->x; |
342 | if (i1->y < i2->y) { |
343 | s = i1->y+1; e = i2->y-1; |
344 | } else { |
345 | s = i2->y+1; e = i1->y-1; |
346 | } |
347 | for (y = s; y <= e; y++) { |
348 | if (is_max) { |
349 | INDEX(state,maxv,x,y) = n; |
350 | } else { |
351 | if (n < 0) { |
352 | GRID(state,x,y) ^= G_NOLINEV; |
353 | } else if (n == 0) { |
354 | GRID(state,x,y) &= ~G_LINEV; |
355 | } else { |
356 | GRID(state,x,y) |= G_LINEV; |
357 | INDEX(state,lines,x,y) = n; |
358 | } |
359 | } |
360 | } |
361 | } else if (i1->y == i2->y) { |
362 | y = i1->y; |
363 | if (i1->x < i2->x) { |
364 | s = i1->x+1; e = i2->x-1; |
365 | } else { |
366 | s = i2->x+1; e = i1->x-1; |
367 | } |
368 | for (x = s; x <= e; x++) { |
369 | if (is_max) { |
370 | INDEX(state,maxh,x,y) = n; |
371 | } else { |
372 | if (n < 0) { |
373 | GRID(state,x,y) ^= G_NOLINEH; |
374 | } else if (n == 0) { |
375 | GRID(state,x,y) &= ~G_LINEH; |
376 | } else { |
377 | GRID(state,x,y) |= G_LINEH; |
378 | INDEX(state,lines,x,y) = n; |
379 | } |
380 | } |
381 | } |
382 | } else { |
383 | assert(!"island_join: islands not orthogonal."); |
384 | } |
385 | } |
386 | |
387 | /* Counts the number of bridges currently attached to the island. */ |
388 | static int island_countbridges(struct island *is) |
389 | { |
390 | int i, c = 0; |
391 | |
392 | for (i = 0; i < is->adj.npoints; i++) { |
393 | c += GRIDCOUNT(is->state, |
394 | is->adj.points[i].x, is->adj.points[i].y, |
395 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
396 | } |
397 | /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/ |
398 | return c; |
399 | } |
400 | |
401 | static int island_adjspace(struct island *is, int marks, int missing, |
402 | int direction) |
403 | { |
404 | int x, y, poss, curr, dx; |
405 | grid_type gline, mline; |
406 | |
407 | x = is->adj.points[direction].x; |
408 | y = is->adj.points[direction].y; |
409 | dx = is->adj.points[direction].dx; |
410 | gline = dx ? G_LINEH : G_LINEV; |
411 | |
412 | if (marks) { |
413 | mline = dx ? G_MARKH : G_MARKV; |
414 | if (GRID(is->state,x,y) & mline) return 0; |
415 | } |
416 | poss = POSSIBLES(is->state, dx, x, y); |
417 | poss = min(poss, missing); |
418 | |
419 | curr = GRIDCOUNT(is->state, x, y, gline); |
420 | poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr); |
421 | |
422 | return poss; |
423 | } |
424 | |
425 | /* Counts the number of bridge spaces left around the island; |
426 | * expects the possibles to be up-to-date. */ |
427 | static int island_countspaces(struct island *is, int marks) |
428 | { |
429 | int i, c = 0, missing; |
430 | |
431 | missing = is->count - island_countbridges(is); |
432 | if (missing < 0) return 0; |
433 | |
434 | for (i = 0; i < is->adj.npoints; i++) { |
435 | c += island_adjspace(is, marks, missing, i); |
436 | } |
437 | return c; |
438 | } |
439 | |
440 | static int island_isadj(struct island *is, int direction) |
441 | { |
442 | int x, y; |
443 | grid_type gline, mline; |
444 | |
445 | x = is->adj.points[direction].x; |
446 | y = is->adj.points[direction].y; |
447 | |
448 | mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV; |
449 | gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; |
450 | if (GRID(is->state, x, y) & mline) { |
451 | /* If we're marked (i.e. the thing to attach to is complete) |
452 | * only count an adjacency if we're already attached. */ |
453 | return GRIDCOUNT(is->state, x, y, gline); |
454 | } else { |
455 | /* If we're unmarked, count possible adjacency iff it's |
456 | * flagged as POSSIBLE. */ |
457 | return POSSIBLES(is->state, is->adj.points[direction].dx, x, y); |
458 | } |
459 | return 0; |
460 | } |
461 | |
462 | /* Counts the no. of possible adjacent islands (including islands |
463 | * we're already connected to). */ |
464 | static int island_countadj(struct island *is) |
465 | { |
466 | int i, nadj = 0; |
467 | |
468 | for (i = 0; i < is->adj.npoints; i++) { |
469 | if (island_isadj(is, i)) nadj++; |
470 | } |
471 | return nadj; |
472 | } |
473 | |
474 | static void island_togglemark(struct island *is) |
475 | { |
476 | int i, j, x, y, o; |
477 | struct island *is_loop; |
478 | |
479 | /* mark the island... */ |
480 | GRID(is->state, is->x, is->y) ^= G_MARK; |
481 | |
482 | /* ...remove all marks on non-island squares... */ |
483 | for (x = 0; x < is->state->w; x++) { |
484 | for (y = 0; y < is->state->h; y++) { |
485 | if (!(GRID(is->state, x, y) & G_ISLAND)) |
486 | GRID(is->state, x, y) &= ~G_MARK; |
487 | } |
488 | } |
489 | |
490 | /* ...and add marks to squares around marked islands. */ |
491 | for (i = 0; i < is->state->n_islands; i++) { |
492 | is_loop = &is->state->islands[i]; |
493 | if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK)) |
494 | continue; |
495 | |
496 | for (j = 0; j < is_loop->adj.npoints; j++) { |
497 | /* if this direction takes us to another island, mark all |
498 | * squares between the two islands. */ |
499 | if (!is_loop->adj.points[j].off) continue; |
500 | assert(is_loop->adj.points[j].off > 1); |
501 | for (o = 1; o < is_loop->adj.points[j].off; o++) { |
502 | GRID(is_loop->state, |
503 | is_loop->x + is_loop->adj.points[j].dx*o, |
504 | is_loop->y + is_loop->adj.points[j].dy*o) |= |
505 | is_loop->adj.points[j].dy ? G_MARKV : G_MARKH; |
506 | } |
507 | } |
508 | } |
509 | } |
510 | |
511 | static int island_impossible(struct island *is, int strict) |
512 | { |
513 | int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc; |
514 | int i, poss; |
515 | grid_type v; |
516 | struct island *is_orth; |
517 | |
518 | if (nspc < 0) { |
519 | debug(("island at (%d,%d) impossible because full.\n", is->x, is->y)); |
520 | return 1; /* too many bridges */ |
521 | } else if ((curr + island_countspaces(is, 0)) < is->count) { |
522 | debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y)); |
523 | return 1; /* impossible to create enough bridges */ |
524 | } else if (strict && curr < is->count) { |
525 | debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y)); |
526 | return 1; /* not enough bridges and island is locked */ |
527 | } |
528 | |
529 | /* Count spaces in surrounding islands. */ |
530 | nsurrspc = 0; |
531 | for (i = 0; i < is->adj.npoints; i++) { |
532 | int ifree, dx = is->adj.points[i].dx; |
533 | |
534 | if (!is->adj.points[i].off) continue; |
535 | v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y); |
536 | poss = POSSIBLES(is->state, dx, |
537 | is->adj.points[i].x, is->adj.points[i].y); |
538 | if (poss == 0) continue; |
539 | is_orth = INDEX(is->state, gridi, |
540 | ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)); |
541 | assert(is_orth); |
542 | |
543 | ifree = is_orth->count - island_countbridges(is_orth); |
544 | if (ifree > 0) |
545 | nsurrspc += min(ifree, MAXIMUM(is->state, dx, |
546 | is->adj.points[i].x, is->adj.points[i].y)); |
547 | } |
548 | if (nsurrspc < nspc) { |
549 | debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", |
550 | is->x, is->y, nsurrspc, nspc)); |
551 | return 1; /* not enough spaces around surrounding islands to fill this one. */ |
552 | } |
553 | |
554 | return 0; |
555 | } |
556 | |
557 | /* --- Game parameter functions --- */ |
558 | |
559 | #define DEFAULT_PRESET 0 |
560 | |
561 | const struct game_params bridges_presets[] = { |
562 | { 7, 7, 2, 30, 10, 1, 0 }, |
563 | { 7, 7, 2, 30, 10, 1, 1 }, |
564 | { 7, 7, 2, 30, 10, 1, 2 }, |
565 | { 10, 10, 2, 30, 10, 1, 0 }, |
566 | { 10, 10, 2, 30, 10, 1, 1 }, |
567 | { 10, 10, 2, 30, 10, 1, 2 }, |
568 | { 15, 15, 2, 30, 10, 1, 0 }, |
569 | { 15, 15, 2, 30, 10, 1, 1 }, |
570 | { 15, 15, 2, 30, 10, 1, 2 }, |
571 | }; |
572 | |
573 | static game_params *default_params(void) |
574 | { |
575 | game_params *ret = snew(game_params); |
576 | *ret = bridges_presets[DEFAULT_PRESET]; |
577 | |
578 | return ret; |
579 | } |
580 | |
581 | static int game_fetch_preset(int i, char **name, game_params **params) |
582 | { |
583 | game_params *ret; |
584 | char buf[80]; |
585 | |
586 | if (i < 0 || i >= lenof(bridges_presets)) |
587 | return FALSE; |
588 | |
589 | ret = default_params(); |
590 | *ret = bridges_presets[i]; |
591 | *params = ret; |
592 | |
593 | sprintf(buf, "%dx%d %s", ret->w, ret->h, |
594 | ret->difficulty == 0 ? "easy" : |
595 | ret->difficulty == 1 ? "medium" : "hard"); |
596 | *name = dupstr(buf); |
597 | |
598 | return TRUE; |
599 | } |
600 | |
601 | static void free_params(game_params *params) |
602 | { |
603 | sfree(params); |
604 | } |
605 | |
606 | static game_params *dup_params(game_params *params) |
607 | { |
608 | game_params *ret = snew(game_params); |
609 | *ret = *params; /* structure copy */ |
610 | return ret; |
611 | } |
612 | |
613 | #define EATNUM(x) do { \ |
614 | (x) = atoi(string); \ |
615 | while (*string && isdigit((unsigned char)*string)) string++; \ |
616 | } while(0) |
617 | |
618 | static void decode_params(game_params *params, char const *string) |
619 | { |
620 | EATNUM(params->w); |
621 | params->h = params->w; |
622 | if (*string == 'x') { |
623 | string++; |
624 | EATNUM(params->h); |
625 | } |
626 | if (*string == 'i') { |
627 | string++; |
628 | EATNUM(params->islands); |
629 | } |
630 | if (*string == 'e') { |
631 | string++; |
632 | EATNUM(params->expansion); |
633 | } |
634 | if (*string == 'm') { |
635 | string++; |
636 | EATNUM(params->maxb); |
637 | } |
638 | params->allowloops = 1; |
639 | if (*string == 'L') { |
640 | string++; |
641 | params->allowloops = 0; |
642 | } |
643 | if (*string == 'd') { |
644 | string++; |
645 | EATNUM(params->difficulty); |
646 | } |
647 | } |
648 | |
649 | static char *encode_params(game_params *params, int full) |
650 | { |
651 | char buf[80]; |
652 | |
653 | if (full) { |
654 | sprintf(buf, "%dx%di%de%dm%d%sd%d", |
655 | params->w, params->h, params->islands, params->expansion, |
656 | params->maxb, params->allowloops ? "" : "L", |
657 | params->difficulty); |
658 | } else { |
659 | sprintf(buf, "%dx%dm%d%s", params->w, params->h, |
660 | params->maxb, params->allowloops ? "" : "L"); |
661 | } |
662 | return dupstr(buf); |
663 | } |
664 | |
665 | static config_item *game_configure(game_params *params) |
666 | { |
667 | config_item *ret; |
668 | char buf[80]; |
669 | |
670 | ret = snewn(8, config_item); |
671 | |
672 | ret[0].name = "Width"; |
673 | ret[0].type = C_STRING; |
674 | sprintf(buf, "%d", params->w); |
675 | ret[0].sval = dupstr(buf); |
676 | ret[0].ival = 0; |
677 | |
678 | ret[1].name = "Height"; |
679 | ret[1].type = C_STRING; |
680 | sprintf(buf, "%d", params->h); |
681 | ret[1].sval = dupstr(buf); |
682 | ret[1].ival = 0; |
683 | |
684 | ret[2].name = "Difficulty"; |
685 | ret[2].type = C_CHOICES; |
686 | ret[2].sval = ":Easy:Medium:Hard"; |
687 | ret[2].ival = params->difficulty; |
688 | |
689 | ret[3].name = "Allow loops"; |
690 | ret[3].type = C_BOOLEAN; |
691 | ret[3].sval = NULL; |
692 | ret[3].ival = params->allowloops; |
693 | |
694 | ret[4].name = "Max. bridges per direction"; |
695 | ret[4].type = C_CHOICES; |
696 | ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */ |
697 | ret[4].ival = params->maxb - 1; |
698 | |
699 | ret[5].name = "%age of island squares"; |
700 | ret[5].type = C_CHOICES; |
701 | ret[5].sval = ":5%:10%:15%:20%:25%:30%"; |
702 | ret[5].ival = (params->islands / 5)-1; |
703 | |
704 | ret[6].name = "Expansion factor (%age)"; |
705 | ret[6].type = C_CHOICES; |
706 | ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%"; |
707 | ret[6].ival = params->expansion / 10; |
708 | |
709 | ret[7].name = NULL; |
710 | ret[7].type = C_END; |
711 | ret[7].sval = NULL; |
712 | ret[7].ival = 0; |
713 | |
714 | return ret; |
715 | } |
716 | |
717 | static game_params *custom_params(config_item *cfg) |
718 | { |
719 | game_params *ret = snew(game_params); |
720 | |
721 | ret->w = atoi(cfg[0].sval); |
722 | ret->h = atoi(cfg[1].sval); |
723 | ret->difficulty = cfg[2].ival; |
724 | ret->allowloops = cfg[3].ival; |
725 | ret->maxb = cfg[4].ival + 1; |
726 | ret->islands = (cfg[5].ival + 1) * 5; |
727 | ret->expansion = cfg[6].ival * 10; |
728 | |
729 | return ret; |
730 | } |
731 | |
732 | static char *validate_params(game_params *params, int full) |
733 | { |
734 | if (params->w < 3 || params->h < 3) |
735 | return "Width and height must be at least 3"; |
736 | if (params->maxb < 1 || params->maxb > MAX_BRIDGES) |
737 | return "Too many bridges."; |
738 | if (full) { |
739 | if (params->islands <= 0 || params->islands > 30) |
740 | return "%age of island squares must be between 1% and 30%"; |
741 | if (params->expansion < 0 || params->expansion > 100) |
742 | return "Expansion factor must be between 0 and 100"; |
743 | } |
744 | return NULL; |
745 | } |
746 | |
747 | /* --- Game encoding and differences --- */ |
748 | |
749 | static char *encode_game(game_state *state) |
750 | { |
751 | char *ret, *p; |
752 | int wh = state->w*state->h, run, x, y; |
753 | struct island *is; |
754 | |
755 | ret = snewn(wh + 1, char); |
756 | p = ret; |
757 | run = 0; |
758 | for (y = 0; y < state->h; y++) { |
759 | for (x = 0; x < state->w; x++) { |
760 | is = INDEX(state, gridi, x, y); |
761 | if (is) { |
762 | if (run) { |
763 | *p++ = ('a'-1) + run; |
764 | run = 0; |
765 | } |
766 | if (is->count < 10) |
767 | *p++ = '0' + is->count; |
768 | else |
769 | *p++ = 'A' + (is->count - 10); |
770 | } else { |
771 | if (run == 26) { |
772 | *p++ = ('a'-1) + run; |
773 | run = 0; |
774 | } |
775 | run++; |
776 | } |
777 | } |
778 | } |
779 | if (run) { |
780 | *p++ = ('a'-1) + run; |
781 | run = 0; |
782 | } |
783 | *p = '\0'; |
784 | assert(p - ret <= wh); |
785 | |
786 | return ret; |
787 | } |
788 | |
789 | static char *game_state_diff(game_state *src, game_state *dest) |
790 | { |
791 | int movesize = 256, movelen = 0; |
792 | char *move = snewn(movesize, char), buf[80]; |
793 | int i, d, x, y, len; |
794 | grid_type gline, nline; |
795 | struct island *is_s, *is_d, *is_orth; |
796 | |
797 | #define APPEND do { \ |
798 | if (movelen + len >= movesize) { \ |
799 | movesize = movelen + len + 256; \ |
800 | move = sresize(move, movesize, char); \ |
801 | } \ |
802 | strcpy(move + movelen, buf); \ |
803 | movelen += len; \ |
804 | } while(0) |
805 | |
806 | move[movelen++] = 'S'; |
807 | move[movelen] = '\0'; |
808 | |
809 | assert(src->n_islands == dest->n_islands); |
810 | |
811 | for (i = 0; i < src->n_islands; i++) { |
812 | is_s = &src->islands[i]; |
813 | is_d = &dest->islands[i]; |
814 | assert(is_s->x == is_d->x); |
815 | assert(is_s->y == is_d->y); |
816 | assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */ |
817 | |
818 | for (d = 0; d < is_s->adj.npoints; d++) { |
819 | if (is_s->adj.points[d].dx == -1 || |
820 | is_s->adj.points[d].dy == -1) continue; |
821 | |
822 | x = is_s->adj.points[d].x; |
823 | y = is_s->adj.points[d].y; |
824 | gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV; |
825 | nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV; |
826 | is_orth = INDEX(dest, gridi, |
827 | ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d)); |
828 | |
829 | if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) { |
830 | assert(is_orth); |
831 | len = sprintf(buf, ";L%d,%d,%d,%d,%d", |
832 | is_s->x, is_s->y, is_orth->x, is_orth->y, |
833 | GRIDCOUNT(dest, x, y, gline)); |
834 | APPEND; |
835 | } |
836 | if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) { |
837 | assert(is_orth); |
838 | len = sprintf(buf, ";N%d,%d,%d,%d", |
839 | is_s->x, is_s->y, is_orth->x, is_orth->y); |
840 | APPEND; |
841 | } |
842 | } |
843 | if ((GRID(src, is_s->x, is_s->y) & G_MARK) != |
844 | (GRID(dest, is_d->x, is_d->y) & G_MARK)) { |
845 | len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y); |
846 | APPEND; |
847 | } |
848 | } |
849 | return move; |
850 | } |
851 | |
852 | /* --- Game setup and solving utilities --- */ |
853 | |
854 | /* This function is optimised; a Quantify showed that lots of grid-generation time |
855 | * (>50%) was spent in here. Hence the IDX() stuff. */ |
856 | |
857 | static void map_update_possibles(game_state *state) |
858 | { |
859 | int x, y, s, e, bl, i, np, maxb, w = state->w, idx; |
860 | struct island *is_s = NULL, *is_f = NULL; |
861 | |
862 | /* Run down vertical stripes [un]setting possv... */ |
863 | for (x = 0; x < state->w; x++) { |
864 | idx = x; |
865 | s = e = -1; |
866 | bl = 0; |
867 | /* Unset possible flags until we find an island. */ |
868 | for (y = 0; y < state->h; y++) { |
869 | is_s = IDX(state, gridi, idx); |
870 | if (is_s) break; |
871 | |
872 | IDX(state, possv, idx) = 0; |
873 | idx += w; |
874 | } |
875 | for (; y < state->h; y++) { |
876 | is_f = IDX(state, gridi, idx); |
877 | if (is_f) { |
878 | assert(is_s); |
879 | maxb = IDX(state, maxv, idx); |
880 | np = min(maxb, min(is_s->count, is_f->count)); |
881 | |
882 | if (s != -1) { |
883 | for (i = s; i <= e; i++) { |
884 | INDEX(state, possv, x, i) = bl ? 0 : np; |
885 | } |
886 | } |
887 | s = y+1; |
888 | bl = 0; |
889 | is_s = is_f; |
890 | } else { |
891 | e = y; |
892 | if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1; |
893 | } |
894 | idx += w; |
895 | } |
896 | if (s != -1) { |
897 | for (i = s; i <= e; i++) |
898 | INDEX(state, possv, x, i) = 0; |
899 | } |
900 | } |
901 | |
902 | /* ...and now do horizontal stripes [un]setting possh. */ |
903 | /* can we lose this clone'n'hack? */ |
904 | for (y = 0; y < state->h; y++) { |
905 | idx = y*w; |
906 | s = e = -1; |
907 | bl = 0; |
908 | for (x = 0; x < state->w; x++) { |
909 | is_s = IDX(state, gridi, idx); |
910 | if (is_s) break; |
911 | |
912 | IDX(state, possh, idx) = 0; |
913 | idx += 1; |
914 | } |
915 | for (; x < state->w; x++) { |
916 | is_f = IDX(state, gridi, idx); |
917 | if (is_f) { |
918 | assert(is_s); |
919 | maxb = IDX(state, maxh, idx); |
920 | np = min(maxb, min(is_s->count, is_f->count)); |
921 | |
922 | if (s != -1) { |
923 | for (i = s; i <= e; i++) { |
924 | INDEX(state, possh, i, y) = bl ? 0 : np; |
925 | } |
926 | } |
927 | s = x+1; |
928 | bl = 0; |
929 | is_s = is_f; |
930 | } else { |
931 | e = x; |
932 | if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1; |
933 | } |
934 | idx += 1; |
935 | } |
936 | if (s != -1) { |
937 | for (i = s; i <= e; i++) |
938 | INDEX(state, possh, i, y) = 0; |
939 | } |
940 | } |
941 | } |
942 | |
943 | static void map_count(game_state *state) |
944 | { |
945 | int i, n, ax, ay; |
946 | grid_type flag, grid; |
947 | struct island *is; |
948 | |
949 | for (i = 0; i < state->n_islands; i++) { |
950 | is = &state->islands[i]; |
951 | is->count = 0; |
952 | for (n = 0; n < is->adj.npoints; n++) { |
953 | ax = is->adj.points[n].x; |
954 | ay = is->adj.points[n].y; |
955 | flag = (ax == is->x) ? G_LINEV : G_LINEH; |
956 | grid = GRID(state,ax,ay); |
957 | if (grid & flag) { |
958 | is->count += INDEX(state,lines,ax,ay); |
959 | } |
960 | } |
961 | } |
962 | } |
963 | |
964 | static void map_find_orthogonal(game_state *state) |
965 | { |
966 | int i; |
967 | |
968 | for (i = 0; i < state->n_islands; i++) { |
969 | island_find_orthogonal(&state->islands[i]); |
970 | } |
971 | } |
972 | |
973 | static int grid_degree(game_state *state, int x, int y, int *nx_r, int *ny_r) |
974 | { |
975 | grid_type grid = SCRATCH(state, x, y), gline = grid & G_LINE; |
976 | struct island *is; |
977 | int x1, y1, x2, y2, c = 0, i, nx, ny; |
978 | |
979 | nx = ny = -1; /* placate optimiser */ |
980 | is = INDEX(state, gridi, x, y); |
981 | if (is) { |
982 | for (i = 0; i < is->adj.npoints; i++) { |
983 | gline = is->adj.points[i].dx ? G_LINEH : G_LINEV; |
984 | if (SCRATCH(state, |
985 | is->adj.points[i].x, |
986 | is->adj.points[i].y) & gline) { |
987 | nx = is->adj.points[i].x; |
988 | ny = is->adj.points[i].y; |
989 | c++; |
990 | } |
991 | } |
992 | } else if (gline) { |
993 | if (gline & G_LINEV) { |
994 | x1 = x2 = x; |
995 | y1 = y-1; y2 = y+1; |
996 | } else { |
997 | x1 = x-1; x2 = x+1; |
998 | y1 = y2 = y; |
999 | } |
1000 | /* Non-island squares with edges in should never be pointing off the |
1001 | * edge of the grid. */ |
1002 | assert(INGRID(state, x1, y1)); |
1003 | assert(INGRID(state, x2, y2)); |
1004 | if (SCRATCH(state, x1, y1) & (gline | G_ISLAND)) { |
1005 | nx = x1; ny = y1; c++; |
1006 | } |
1007 | if (SCRATCH(state, x2, y2) & (gline | G_ISLAND)) { |
1008 | nx = x2; ny = y2; c++; |
1009 | } |
1010 | } |
1011 | if (c == 1) { |
1012 | assert(nx != -1 && ny != -1); /* paranoia */ |
1013 | *nx_r = nx; *ny_r = ny; |
1014 | } |
1015 | return c; |
1016 | } |
1017 | |
1018 | static int map_hasloops(game_state *state, int mark) |
1019 | { |
06fb836f |
1020 | int x, y, ox, oy, nx = 0, ny = 0, loop = 0; |
e7c63b02 |
1021 | |
1022 | memcpy(state->scratch, state->grid, GRIDSZ(state)); |
1023 | |
1024 | /* This algorithm is actually broken; if there are two loops connected |
1025 | * by bridges this will also highlight bridges. The correct algorithm |
1026 | * uses a dsf and a two-pass edge-detection algorithm (see check_correct |
1027 | * in slant.c); this is BALGE for now, especially since disallow-loops |
1028 | * is not the default for this puzzle. If we want to fix this later then |
1029 | * copy the alg in slant.c to the empty statement in map_group. */ |
1030 | |
1031 | /* Remove all 1-degree edges. */ |
1032 | for (y = 0; y < state->h; y++) { |
1033 | for (x = 0; x < state->w; x++) { |
1034 | ox = x; oy = y; |
1035 | while (grid_degree(state, ox, oy, &nx, &ny) == 1) { |
1036 | /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/ |
1037 | SCRATCH(state, ox, oy) &= ~(G_LINE|G_ISLAND); |
1038 | ox = nx; oy = ny; |
1039 | } |
1040 | } |
1041 | } |
1042 | /* Mark any remaining edges as G_WARN, if required. */ |
1043 | for (x = 0; x < state->w; x++) { |
1044 | for (y = 0; y < state->h; y++) { |
1045 | if (GRID(state,x,y) & G_ISLAND) continue; |
1046 | |
1047 | if (SCRATCH(state, x, y) & G_LINE) { |
1048 | if (mark) { |
1049 | /*debug(("hasloops: marking loop square at (%d,%d).\n", |
1050 | x, y));*/ |
1051 | GRID(state,x,y) |= G_WARN; |
1052 | loop = 1; |
1053 | } else |
1054 | return 1; /* short-cut as soon as we find one */ |
1055 | } else { |
1056 | if (mark) |
1057 | GRID(state,x,y) &= ~G_WARN; |
1058 | } |
1059 | } |
1060 | } |
1061 | return loop; |
1062 | } |
1063 | |
1064 | static void map_group(game_state *state) |
1065 | { |
1066 | int i, wh = state->w*state->h, d1, d2; |
1067 | int x, y, x2, y2; |
1068 | int *dsf = state->solver->dsf; |
1069 | struct island *is, *is_join; |
1070 | |
1071 | /* Initialise dsf. */ |
cd28b679 |
1072 | dsf_init(dsf, wh); |
e7c63b02 |
1073 | |
1074 | /* For each island, find connected islands right or down |
1075 | * and merge the dsf for the island squares as well as the |
1076 | * bridge squares. */ |
1077 | for (x = 0; x < state->w; x++) { |
1078 | for (y = 0; y < state->h; y++) { |
1079 | GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */ |
1080 | |
1081 | is = INDEX(state, gridi, x, y); |
1082 | if (!is) continue; |
1083 | d1 = DINDEX(x,y); |
1084 | for (i = 0; i < is->adj.npoints; i++) { |
1085 | /* only want right/down */ |
1086 | if (is->adj.points[i].dx == -1 || |
1087 | is->adj.points[i].dy == -1) continue; |
1088 | |
1089 | is_join = island_find_connection(is, i); |
1090 | if (!is_join) continue; |
1091 | |
1092 | d2 = DINDEX(is_join->x, is_join->y); |
1093 | if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) { |
1094 | ; /* we have a loop. See comment in map_hasloops. */ |
1095 | /* However, we still want to merge all squares joining |
1096 | * this side-that-makes-a-loop. */ |
1097 | } |
1098 | /* merge all squares between island 1 and island 2. */ |
1099 | for (x2 = x; x2 <= is_join->x; x2++) { |
1100 | for (y2 = y; y2 <= is_join->y; y2++) { |
1101 | d2 = DINDEX(x2,y2); |
1102 | if (d1 != d2) dsf_merge(dsf,d1,d2); |
1103 | } |
1104 | } |
1105 | } |
1106 | } |
1107 | } |
1108 | } |
1109 | |
1110 | static int map_group_check(game_state *state, int canon, int warn, |
1111 | int *nislands_r) |
1112 | { |
1113 | int *dsf = state->solver->dsf, nislands = 0; |
1114 | int x, y, i, allfull = 1; |
1115 | struct island *is; |
1116 | |
1117 | for (i = 0; i < state->n_islands; i++) { |
1118 | is = &state->islands[i]; |
1119 | if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue; |
1120 | |
1121 | GRID(state, is->x, is->y) |= G_SWEEP; |
1122 | nislands++; |
1123 | if (island_countbridges(is) != is->count) |
1124 | allfull = 0; |
1125 | } |
1126 | if (warn && allfull && nislands != state->n_islands) { |
1127 | /* we're full and this island group isn't the whole set. |
1128 | * Mark all squares with this dsf canon as ERR. */ |
1129 | for (x = 0; x < state->w; x++) { |
1130 | for (y = 0; y < state->h; y++) { |
1131 | if (dsf_canonify(dsf, DINDEX(x,y)) == canon) { |
1132 | GRID(state,x,y) |= G_WARN; |
1133 | } |
1134 | } |
1135 | } |
1136 | |
1137 | } |
1138 | if (nislands_r) *nislands_r = nislands; |
1139 | return allfull; |
1140 | } |
1141 | |
1142 | static int map_group_full(game_state *state, int *ngroups_r) |
1143 | { |
1144 | int *dsf = state->solver->dsf, ngroups = 0; |
1145 | int i, anyfull = 0; |
1146 | struct island *is; |
1147 | |
1148 | /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */ |
1149 | |
1150 | for (i = 0; i < state->n_islands; i++) { |
1151 | is = &state->islands[i]; |
1152 | if (GRID(state,is->x,is->y) & G_SWEEP) continue; |
1153 | |
1154 | ngroups++; |
1155 | if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), |
1156 | 1, NULL)) |
1157 | anyfull = 1; |
1158 | } |
1159 | |
1160 | *ngroups_r = ngroups; |
1161 | return anyfull; |
1162 | } |
1163 | |
1164 | static int map_check(game_state *state) |
1165 | { |
1166 | int ngroups; |
1167 | |
1168 | /* Check for loops, if necessary. */ |
1169 | if (!state->allowloops) { |
1170 | if (map_hasloops(state, 1)) |
1171 | return 0; |
1172 | } |
1173 | |
1174 | /* Place islands into island groups and check for early |
1175 | * satisfied-groups. */ |
1176 | map_group(state); /* clears WARN and SWEEP */ |
1177 | if (map_group_full(state, &ngroups)) { |
1178 | if (ngroups == 1) return 1; |
1179 | } |
1180 | return 0; |
1181 | } |
1182 | |
1183 | static void map_clear(game_state *state) |
1184 | { |
1185 | int x, y; |
1186 | |
1187 | for (x = 0; x < state->w; x++) { |
1188 | for (y = 0; y < state->h; y++) { |
1189 | /* clear most flags; might want to be slightly more careful here. */ |
1190 | GRID(state,x,y) &= G_ISLAND; |
1191 | } |
1192 | } |
1193 | } |
1194 | |
1195 | static void solve_join(struct island *is, int direction, int n, int is_max) |
1196 | { |
1197 | struct island *is_orth; |
1198 | int d1, d2, *dsf = is->state->solver->dsf; |
1199 | game_state *state = is->state; /* for DINDEX */ |
1200 | |
1201 | is_orth = INDEX(is->state, gridi, |
1202 | ISLAND_ORTHX(is, direction), |
1203 | ISLAND_ORTHY(is, direction)); |
1204 | assert(is_orth); |
1205 | /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n", |
1206 | is->x, is->y, is_orth->x, is_orth->y, n));*/ |
1207 | island_join(is, is_orth, n, is_max); |
1208 | |
1209 | if (n > 0 && !is_max) { |
1210 | d1 = DINDEX(is->x, is->y); |
1211 | d2 = DINDEX(is_orth->x, is_orth->y); |
1212 | if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2)) |
1213 | dsf_merge(dsf, d1, d2); |
1214 | } |
1215 | } |
1216 | |
1217 | static int solve_fillone(struct island *is) |
1218 | { |
1219 | int i, nadded = 0; |
1220 | |
1221 | debug(("solve_fillone for island (%d,%d).\n", is->x, is->y)); |
1222 | |
1223 | for (i = 0; i < is->adj.npoints; i++) { |
1224 | if (island_isadj(is, i)) { |
1225 | if (island_hasbridge(is, i)) { |
1226 | /* already attached; do nothing. */; |
1227 | } else { |
1228 | solve_join(is, i, 1, 0); |
1229 | nadded++; |
1230 | } |
1231 | } |
1232 | } |
1233 | return nadded; |
1234 | } |
1235 | |
1236 | static int solve_fill(struct island *is) |
1237 | { |
1238 | /* for each unmarked adjacent, make sure we convert every possible bridge |
1239 | * to a real one, and then work out the possibles afresh. */ |
1240 | int i, nnew, ncurr, nadded = 0, missing; |
1241 | |
1242 | debug(("solve_fill for island (%d,%d).\n", is->x, is->y)); |
1243 | |
1244 | missing = is->count - island_countbridges(is); |
1245 | if (missing < 0) return 0; |
1246 | |
1247 | /* very like island_countspaces. */ |
1248 | for (i = 0; i < is->adj.npoints; i++) { |
1249 | nnew = island_adjspace(is, 1, missing, i); |
1250 | if (nnew) { |
1251 | ncurr = GRIDCOUNT(is->state, |
1252 | is->adj.points[i].x, is->adj.points[i].y, |
1253 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
1254 | |
1255 | solve_join(is, i, nnew + ncurr, 0); |
1256 | nadded += nnew; |
1257 | } |
1258 | } |
1259 | return nadded; |
1260 | } |
1261 | |
1262 | static int solve_island_stage1(struct island *is, int *didsth_r) |
1263 | { |
1264 | int bridges = island_countbridges(is); |
1265 | int nspaces = island_countspaces(is, 1); |
1266 | int nadj = island_countadj(is); |
1267 | int didsth = 0; |
1268 | |
1269 | assert(didsth_r); |
1270 | |
1271 | /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n", |
1272 | is->x, is->y, bridges, is->count, nspaces, nadj));*/ |
1273 | if (bridges > is->count) { |
1274 | /* We only ever add bridges when we're sure they fit, or that's |
1275 | * the only place they can go. If we've added bridges such that |
1276 | * another island has become wrong, the puzzle must not have had |
1277 | * a solution. */ |
1278 | debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y)); |
1279 | return 0; |
1280 | } else if (bridges == is->count) { |
1281 | /* This island is full. Make sure it's marked (and update |
1282 | * possibles if we did). */ |
1283 | if (!(GRID(is->state, is->x, is->y) & G_MARK)) { |
1284 | debug(("...marking island (%d,%d) as full.\n", is->x, is->y)); |
1285 | island_togglemark(is); |
1286 | didsth = 1; |
1287 | } |
1288 | } else if (GRID(is->state, is->x, is->y) & G_MARK) { |
1289 | debug(("...island (%d,%d) is marked but unfinished!\n", |
1290 | is->x, is->y)); |
1291 | return 0; /* island has been marked unfinished; no solution from here. */ |
1292 | } else { |
1293 | /* This is the interesting bit; we try and fill in more information |
1294 | * about this island. */ |
1295 | if (is->count == bridges + nspaces) { |
1296 | if (solve_fill(is) > 0) didsth = 1; |
1297 | } else if (is->count > ((nadj-1) * is->state->maxb)) { |
1298 | /* must have at least one bridge in each possible direction. */ |
1299 | if (solve_fillone(is) > 0) didsth = 1; |
1300 | } |
1301 | } |
1302 | if (didsth) { |
1303 | map_update_possibles(is->state); |
1304 | *didsth_r = 1; |
1305 | } |
1306 | return 1; |
1307 | } |
1308 | |
1309 | /* returns non-zero if a new line here would cause a loop. */ |
1310 | static int solve_island_checkloop(struct island *is, int direction) |
1311 | { |
1312 | struct island *is_orth; |
1313 | int *dsf = is->state->solver->dsf, d1, d2; |
1314 | game_state *state = is->state; |
1315 | |
1316 | if (is->state->allowloops) return 0; /* don't care anyway */ |
1317 | if (island_hasbridge(is, direction)) return 0; /* already has a bridge */ |
1318 | if (island_isadj(is, direction) == 0) return 0; /* no adj island */ |
1319 | |
1320 | is_orth = INDEX(is->state, gridi, |
1321 | ISLAND_ORTHX(is,direction), |
1322 | ISLAND_ORTHY(is,direction)); |
1323 | if (!is_orth) return 0; |
1324 | |
1325 | d1 = DINDEX(is->x, is->y); |
1326 | d2 = DINDEX(is_orth->x, is_orth->y); |
1327 | if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) { |
1328 | /* two islands are connected already; don't join them. */ |
1329 | return 1; |
1330 | } |
1331 | return 0; |
1332 | } |
1333 | |
1334 | static int solve_island_stage2(struct island *is, int *didsth_r) |
1335 | { |
1336 | int added = 0, removed = 0, navail = 0, nadj, i; |
1337 | |
1338 | assert(didsth_r); |
1339 | |
1340 | for (i = 0; i < is->adj.npoints; i++) { |
1341 | if (solve_island_checkloop(is, i)) { |
1342 | debug(("removing possible loop at (%d,%d) direction %d.\n", |
1343 | is->x, is->y, i)); |
1344 | solve_join(is, i, -1, 0); |
1345 | map_update_possibles(is->state); |
1346 | removed = 1; |
1347 | } else { |
1348 | navail += island_isadj(is, i); |
1349 | /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n", |
1350 | is->x, is->y, |
1351 | is->adj.points[i].dx, is->adj.points[i].dy, |
1352 | island_isadj(is, i)));*/ |
1353 | } |
1354 | } |
1355 | |
1356 | /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/ |
1357 | |
1358 | for (i = 0; i < is->adj.npoints; i++) { |
1359 | if (!island_hasbridge(is, i)) { |
1360 | nadj = island_isadj(is, i); |
1361 | if (nadj > 0 && (navail - nadj) < is->count) { |
1362 | /* we couldn't now complete the island without at |
1363 | * least one bridge here; put it in. */ |
1364 | /*debug(("nadj %d, navail %d, is->count %d.\n", |
1365 | nadj, navail, is->count));*/ |
1366 | debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n", |
1367 | is->x, is->y, |
1368 | is->adj.points[i].dx, is->adj.points[i].dy)); |
1369 | solve_join(is, i, 1, 0); |
1370 | added = 1; |
1371 | /*debug_state(is->state); |
1372 | debug_possibles(is->state);*/ |
1373 | } |
1374 | } |
1375 | } |
1376 | if (added) map_update_possibles(is->state); |
1377 | if (added || removed) *didsth_r = 1; |
1378 | return 1; |
1379 | } |
1380 | |
1381 | static int solve_island_subgroup(struct island *is, int direction, int n) |
1382 | { |
1383 | struct island *is_join; |
1384 | int nislands, *dsf = is->state->solver->dsf; |
1385 | game_state *state = is->state; |
1386 | |
1387 | debug(("..checking subgroups.\n")); |
1388 | |
1389 | /* if is isn't full, return 0. */ |
1390 | if (n < is->count) { |
1391 | debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); |
1392 | return 0; |
1393 | } |
1394 | |
1395 | is_join = INDEX(state, gridi, |
1396 | ISLAND_ORTHX(is, direction), |
1397 | ISLAND_ORTHY(is, direction)); |
1398 | assert(is_join); |
1399 | |
1400 | /* if is_join isn't full, return 0. */ |
1401 | if (island_countbridges(is_join) < is_join->count) { |
1402 | debug(("...dest island (%d,%d) not full.\n", is_join->x, is_join->y)); |
1403 | return 0; |
1404 | } |
1405 | |
1406 | /* Check group membership for is->dsf; if it's full return 1. */ |
1407 | if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), |
1408 | 0, &nislands)) { |
1409 | if (nislands < state->n_islands) { |
1410 | /* we have a full subgroup that isn't the whole set. |
1411 | * This isn't allowed. */ |
1412 | debug(("island at (%d,%d) makes full subgroup, disallowing.\n", |
1413 | is->x, is->y, n)); |
1414 | return 1; |
1415 | } else { |
1416 | debug(("...has finished puzzle.\n")); |
1417 | } |
1418 | } |
1419 | return 0; |
1420 | } |
1421 | |
1422 | static int solve_island_impossible(game_state *state) |
1423 | { |
1424 | struct island *is; |
1425 | int i; |
1426 | |
1427 | /* If any islands are impossible, return 1. */ |
1428 | for (i = 0; i < state->n_islands; i++) { |
1429 | is = &state->islands[i]; |
1430 | if (island_impossible(is, 0)) { |
1431 | debug(("island at (%d,%d) has become impossible, disallowing.\n", |
1432 | is->x, is->y)); |
1433 | return 1; |
1434 | } |
1435 | } |
1436 | return 0; |
1437 | } |
1438 | |
1439 | /* Bear in mind that this function is really rather inefficient. */ |
1440 | static int solve_island_stage3(struct island *is, int *didsth_r) |
1441 | { |
1442 | int i, n, x, y, missing, spc, curr, maxb, didsth = 0; |
1443 | int wh = is->state->w * is->state->h; |
1444 | struct solver_state *ss = is->state->solver; |
1445 | |
1446 | assert(didsth_r); |
1447 | |
1448 | missing = is->count - island_countbridges(is); |
1449 | if (missing <= 0) return 1; |
1450 | |
1451 | for (i = 0; i < is->adj.npoints; i++) { |
1452 | /* We only do right- or down-pointing bridges. */ |
1453 | if (is->adj.points[i].dx == -1 || |
1454 | is->adj.points[i].dy == -1) continue; |
1455 | |
1456 | x = is->adj.points[i].x; |
1457 | y = is->adj.points[i].y; |
1458 | spc = island_adjspace(is, 1, missing, i); |
1459 | if (spc == 0) continue; |
1460 | |
1461 | curr = GRIDCOUNT(is->state, x, y, |
1462 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
1463 | debug(("island at (%d,%d) s3, trying %d - %d bridges.\n", |
1464 | is->x, is->y, curr+1, curr+spc)); |
1465 | |
1466 | /* Now we know that this island could have more bridges, |
1467 | * to bring the total from curr+1 to curr+spc. */ |
1468 | maxb = -1; |
1469 | /* We have to squirrel the dsf away and restore it afterwards; |
1470 | * it is additive only, and can't be removed from. */ |
1471 | memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int)); |
1472 | for (n = curr+1; n <= curr+spc; n++) { |
1473 | solve_join(is, i, n, 0); |
1474 | map_update_possibles(is->state); |
1475 | |
1476 | if (solve_island_subgroup(is, i, n) || |
1477 | solve_island_impossible(is->state)) { |
1478 | maxb = n-1; |
1479 | debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", |
1480 | is->x, is->y, |
1481 | is->adj.points[i].dx, is->adj.points[i].dy, |
1482 | maxb)); |
1483 | break; |
1484 | } |
1485 | } |
1486 | solve_join(is, i, curr, 0); /* put back to before. */ |
1487 | memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int)); |
1488 | |
1489 | if (maxb != -1) { |
1490 | /*debug_state(is->state);*/ |
1491 | if (maxb == 0) { |
1492 | debug(("...adding NOLINE.\n")); |
1493 | solve_join(is, i, -1, 0); /* we can't have any bridges here. */ |
1494 | didsth = 1; |
1495 | } else { |
1496 | debug(("...setting maximum\n")); |
1497 | solve_join(is, i, maxb, 1); |
1498 | } |
1499 | } |
1500 | map_update_possibles(is->state); |
1501 | } |
1502 | if (didsth) *didsth_r = didsth; |
1503 | return 1; |
1504 | } |
1505 | |
1506 | #define CONTINUE_IF_FULL do { \ |
1507 | if (GRID(state, is->x, is->y) & G_MARK) { \ |
1508 | /* island full, don't try fixing it */ \ |
1509 | continue; \ |
1510 | } } while(0) |
1511 | |
1512 | static int solve_sub(game_state *state, int difficulty, int depth) |
1513 | { |
1514 | struct island *is; |
1515 | int i, didsth; |
1516 | |
1517 | while (1) { |
1518 | didsth = 0; |
1519 | |
1520 | /* First island iteration: things we can work out by looking at |
1521 | * properties of the island as a whole. */ |
1522 | for (i = 0; i < state->n_islands; i++) { |
1523 | is = &state->islands[i]; |
1524 | if (!solve_island_stage1(is, &didsth)) return 0; |
1525 | } |
1526 | if (didsth) continue; |
1527 | else if (difficulty < 1) break; |
1528 | |
1529 | /* Second island iteration: thing we can work out by looking at |
1530 | * properties of individual island connections. */ |
1531 | for (i = 0; i < state->n_islands; i++) { |
1532 | is = &state->islands[i]; |
1533 | CONTINUE_IF_FULL; |
1534 | if (!solve_island_stage2(is, &didsth)) return 0; |
1535 | } |
1536 | if (didsth) continue; |
1537 | else if (difficulty < 2) break; |
1538 | |
1539 | /* Third island iteration: things we can only work out by looking |
1540 | * at groups of islands. */ |
1541 | for (i = 0; i < state->n_islands; i++) { |
1542 | is = &state->islands[i]; |
1543 | if (!solve_island_stage3(is, &didsth)) return 0; |
1544 | } |
1545 | if (didsth) continue; |
1546 | else if (difficulty < 3) break; |
1547 | |
1548 | /* If we can be bothered, write a recursive solver to finish here. */ |
1549 | break; |
1550 | } |
1551 | if (map_check(state)) return 1; /* solved it */ |
1552 | return 0; |
1553 | } |
1554 | |
1555 | static void solve_for_hint(game_state *state) |
1556 | { |
1557 | map_group(state); |
1558 | solve_sub(state, 10, 0); |
1559 | } |
1560 | |
1561 | static int solve_from_scratch(game_state *state, int difficulty) |
1562 | { |
1563 | map_clear(state); |
1564 | map_group(state); |
1565 | map_update_possibles(state); |
1566 | return solve_sub(state, difficulty, 0); |
1567 | } |
1568 | |
1569 | /* --- New game functions --- */ |
1570 | |
1571 | static game_state *new_state(game_params *params) |
1572 | { |
1573 | game_state *ret = snew(game_state); |
1574 | int wh = params->w * params->h, i; |
1575 | |
1576 | ret->w = params->w; |
1577 | ret->h = params->h; |
1578 | ret->allowloops = params->allowloops; |
1579 | ret->maxb = params->maxb; |
1580 | ret->params = *params; |
1581 | |
1582 | ret->grid = snewn(wh, grid_type); |
1583 | memset(ret->grid, 0, GRIDSZ(ret)); |
1584 | ret->scratch = snewn(wh, grid_type); |
1585 | memset(ret->scratch, 0, GRIDSZ(ret)); |
1586 | |
1587 | ret->wha = snewn(wh*N_WH_ARRAYS, char); |
1588 | memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char)); |
1589 | |
1590 | ret->possv = ret->wha; |
1591 | ret->possh = ret->wha + wh; |
1592 | ret->lines = ret->wha + wh*2; |
1593 | ret->maxv = ret->wha + wh*3; |
1594 | ret->maxh = ret->wha + wh*4; |
1595 | |
1596 | memset(ret->maxv, ret->maxb, wh*sizeof(char)); |
1597 | memset(ret->maxh, ret->maxb, wh*sizeof(char)); |
1598 | |
1599 | ret->islands = NULL; |
1600 | ret->n_islands = 0; |
1601 | ret->n_islands_alloc = 0; |
1602 | |
1603 | ret->gridi = snewn(wh, struct island *); |
1604 | for (i = 0; i < wh; i++) ret->gridi[i] = NULL; |
1605 | |
1606 | ret->solved = ret->completed = 0; |
1607 | |
1608 | ret->solver = snew(struct solver_state); |
cd28b679 |
1609 | ret->solver->dsf = snew_dsf(wh); |
e7c63b02 |
1610 | ret->solver->tmpdsf = snewn(wh, int); |
e7c63b02 |
1611 | |
1612 | ret->solver->refcount = 1; |
1613 | |
1614 | return ret; |
1615 | } |
1616 | |
1617 | static game_state *dup_game(game_state *state) |
1618 | { |
1619 | game_state *ret = snew(game_state); |
1620 | int wh = state->w*state->h; |
1621 | |
1622 | ret->w = state->w; |
1623 | ret->h = state->h; |
1624 | ret->allowloops = state->allowloops; |
1625 | ret->maxb = state->maxb; |
1626 | ret->params = state->params; |
1627 | |
1628 | ret->grid = snewn(wh, grid_type); |
1629 | memcpy(ret->grid, state->grid, GRIDSZ(ret)); |
1630 | ret->scratch = snewn(wh, grid_type); |
1631 | memcpy(ret->scratch, state->scratch, GRIDSZ(ret)); |
1632 | |
1633 | ret->wha = snewn(wh*N_WH_ARRAYS, char); |
1634 | memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char)); |
1635 | |
1636 | ret->possv = ret->wha; |
1637 | ret->possh = ret->wha + wh; |
1638 | ret->lines = ret->wha + wh*2; |
1639 | ret->maxv = ret->wha + wh*3; |
1640 | ret->maxh = ret->wha + wh*4; |
1641 | |
1642 | ret->islands = snewn(state->n_islands, struct island); |
1643 | memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island)); |
1644 | ret->n_islands = ret->n_islands_alloc = state->n_islands; |
1645 | |
1646 | ret->gridi = snewn(wh, struct island *); |
1647 | fixup_islands_for_realloc(ret); |
1648 | |
1649 | ret->solved = state->solved; |
1650 | ret->completed = state->completed; |
1651 | |
1652 | ret->solver = state->solver; |
1653 | ret->solver->refcount++; |
1654 | |
1655 | return ret; |
1656 | } |
1657 | |
1658 | static void free_game(game_state *state) |
1659 | { |
1660 | if (--state->solver->refcount <= 0) { |
1661 | sfree(state->solver->dsf); |
1662 | sfree(state->solver->tmpdsf); |
1663 | sfree(state->solver); |
1664 | } |
1665 | |
1666 | sfree(state->islands); |
1667 | sfree(state->gridi); |
1668 | |
1669 | sfree(state->wha); |
1670 | |
1671 | sfree(state->scratch); |
1672 | sfree(state->grid); |
1673 | sfree(state); |
1674 | } |
1675 | |
1676 | #define MAX_NEWISLAND_TRIES 50 |
1677 | |
1678 | #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) |
1679 | |
1680 | static char *new_game_desc(game_params *params, random_state *rs, |
1681 | char **aux, int interactive) |
1682 | { |
1683 | game_state *tobuild = NULL; |
1684 | int i, j, wh = params->w * params->h, x, y, dx, dy; |
1685 | int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy; |
1686 | int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad; |
1687 | struct island *is, *is2; |
1688 | char *ret; |
1689 | unsigned int echeck; |
1690 | |
1691 | /* pick a first island position randomly. */ |
1692 | generate: |
1693 | if (tobuild) free_game(tobuild); |
1694 | tobuild = new_state(params); |
1695 | |
1696 | x = random_upto(rs, params->w); |
1697 | y = random_upto(rs, params->h); |
1698 | island_add(tobuild, x, y, 0); |
1699 | ni_curr = 1; |
1700 | ni_bad = 0; |
1701 | debug(("Created initial island at (%d,%d).\n", x, y)); |
1702 | |
1703 | while (ni_curr < ni_req) { |
1704 | /* Pick a random island to try and extend from. */ |
1705 | i = random_upto(rs, tobuild->n_islands); |
1706 | is = &tobuild->islands[i]; |
1707 | |
1708 | /* Pick a random direction to extend in. */ |
1709 | j = random_upto(rs, is->adj.npoints); |
1710 | dx = is->adj.points[j].x - is->x; |
1711 | dy = is->adj.points[j].y - is->y; |
1712 | |
1713 | /* Find out limits of where we could put a new island. */ |
1714 | joinx = joiny = -1; |
1715 | minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */ |
1716 | x = is->x+dx; y = is->y+dy; |
1717 | if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { |
1718 | /* already a line next to the island, continue. */ |
1719 | goto bad; |
1720 | } |
1721 | while (1) { |
1722 | if (x < 0 || x >= params->w || y < 0 || y >= params->h) { |
1723 | /* got past the edge; put a possible at the island |
1724 | * and exit. */ |
1725 | maxx = x-dx; maxy = y-dy; |
1726 | goto foundmax; |
1727 | } |
1728 | if (GRID(tobuild,x,y) & G_ISLAND) { |
1729 | /* could join up to an existing island... */ |
1730 | joinx = x; joiny = y; |
1731 | /* ... or make a new one 2 spaces away. */ |
1732 | maxx = x - 2*dx; maxy = y - 2*dy; |
1733 | goto foundmax; |
1734 | } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { |
1735 | /* could make a new one 1 space away from the line. */ |
1736 | maxx = x - dx; maxy = y - dy; |
1737 | goto foundmax; |
1738 | } |
1739 | x += dx; y += dy; |
1740 | } |
1741 | |
1742 | foundmax: |
1743 | debug(("Island at (%d,%d) with d(%d,%d) has new positions " |
1744 | "(%d,%d) -> (%d,%d), join (%d,%d).\n", |
1745 | is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny)); |
1746 | /* Now we know where we could either put a new island |
1747 | * (between min and max), or (if loops are allowed) could join on |
1748 | * to an existing island (at join). */ |
1749 | if (params->allowloops && joinx != -1 && joiny != -1) { |
1750 | if (random_upto(rs, 100) < (unsigned long)params->expansion) { |
1751 | is2 = INDEX(tobuild, gridi, joinx, joiny); |
1752 | debug(("Joining island at (%d,%d) to (%d,%d).\n", |
1753 | is->x, is->y, is2->x, is2->y)); |
1754 | goto join; |
1755 | } |
1756 | } |
1757 | diffx = (maxx - minx) * dx; |
1758 | diffy = (maxy - miny) * dy; |
1759 | if (diffx < 0 || diffy < 0) goto bad; |
1760 | if (random_upto(rs,100) < (unsigned long)params->expansion) { |
1761 | newx = maxx; newy = maxy; |
1762 | debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy)); |
1763 | } else { |
1764 | newx = minx + random_upto(rs,diffx+1)*dx; |
1765 | newy = miny + random_upto(rs,diffy+1)*dy; |
1766 | debug(("Creating new island at (%d,%d).\n", newx, newy)); |
1767 | } |
1768 | /* check we're not next to island in the other orthogonal direction. */ |
1769 | if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) || |
1770 | (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) { |
1771 | debug(("New location is adjacent to island, skipping.\n")); |
1772 | goto bad; |
1773 | } |
1774 | is2 = island_add(tobuild, newx, newy, 0); |
1775 | /* Must get is again at this point; the array might have |
1776 | * been realloced by island_add... */ |
1777 | is = &tobuild->islands[i]; /* ...but order will not change. */ |
1778 | |
1779 | ni_curr++; ni_bad = 0; |
1780 | join: |
1781 | island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0); |
1782 | debug_state(tobuild); |
1783 | continue; |
1784 | |
1785 | bad: |
1786 | ni_bad++; |
1787 | if (ni_bad > MAX_NEWISLAND_TRIES) { |
1788 | debug(("Unable to create any new islands after %d tries; " |
1789 | "created %d [%d%%] (instead of %d [%d%%] requested).\n", |
1790 | MAX_NEWISLAND_TRIES, |
1791 | ni_curr, ni_curr * 100 / wh, |
1792 | ni_req, ni_req * 100 / wh)); |
1793 | goto generated; |
1794 | } |
1795 | } |
1796 | |
1797 | generated: |
1798 | if (ni_curr == 1) { |
1799 | debug(("Only generated one island (!), retrying.\n")); |
1800 | goto generate; |
1801 | } |
1802 | /* Check we have at least one island on each extremity of the grid. */ |
1803 | echeck = 0; |
1804 | for (x = 0; x < params->w; x++) { |
1805 | if (INDEX(tobuild, gridi, x, 0)) echeck |= 1; |
50082dba |
1806 | if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2; |
e7c63b02 |
1807 | } |
1808 | for (y = 0; y < params->h; y++) { |
1809 | if (INDEX(tobuild, gridi, 0, y)) echeck |= 4; |
50082dba |
1810 | if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8; |
e7c63b02 |
1811 | } |
1812 | if (echeck != 15) { |
1813 | debug(("Generated grid doesn't fill to sides, retrying.\n")); |
1814 | goto generate; |
1815 | } |
1816 | |
1817 | map_count(tobuild); |
1818 | map_find_orthogonal(tobuild); |
1819 | |
1820 | if (params->difficulty > 0) { |
1821 | if (solve_from_scratch(tobuild, params->difficulty-1) > 0) { |
1822 | debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", |
1823 | params->difficulty-1)); |
1824 | goto generate; |
1825 | } |
1826 | } |
1827 | |
1828 | if (solve_from_scratch(tobuild, params->difficulty) == 0) { |
1829 | debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n", |
1830 | params->difficulty)); |
1831 | goto generate; |
1832 | } |
1833 | |
1834 | /* ... tobuild is now solved. We rely on this making the diff for aux. */ |
1835 | debug_state(tobuild); |
1836 | ret = encode_game(tobuild); |
1837 | { |
1838 | game_state *clean = dup_game(tobuild); |
1839 | map_clear(clean); |
1840 | map_update_possibles(clean); |
1841 | *aux = game_state_diff(clean, tobuild); |
1842 | free_game(clean); |
1843 | } |
1844 | free_game(tobuild); |
1845 | |
1846 | return ret; |
1847 | } |
1848 | |
1849 | static char *validate_desc(game_params *params, char *desc) |
1850 | { |
1851 | int i, wh = params->w * params->h; |
1852 | |
1853 | for (i = 0; i < wh; i++) { |
1854 | if (*desc >= '1' && *desc <= '9') |
1855 | /* OK */; |
1856 | else if (*desc >= 'a' && *desc <= 'z') |
1857 | i += *desc - 'a'; /* plus the i++ */ |
1858 | else if (*desc >= 'A' && *desc <= 'G') |
1859 | /* OK */; |
1860 | else if (*desc == 'V' || *desc == 'W' || |
1861 | *desc == 'X' || *desc == 'Y' || |
1862 | *desc == 'H' || *desc == 'I' || |
1863 | *desc == 'J' || *desc == 'K') |
1864 | /* OK */; |
1865 | else if (!*desc) |
1866 | return "Game description shorter than expected"; |
1867 | else |
1868 | return "Game description containers unexpected character"; |
1869 | desc++; |
1870 | } |
1871 | if (*desc || i > wh) |
1872 | return "Game description longer than expected"; |
1873 | |
1874 | return NULL; |
1875 | } |
1876 | |
1877 | static game_state *new_game_sub(game_params *params, char *desc) |
1878 | { |
1879 | game_state *state = new_state(params); |
1880 | int x, y, run = 0; |
1881 | |
1882 | debug(("new_game[_sub]: desc = '%s'.\n", desc)); |
1883 | |
1884 | for (y = 0; y < params->h; y++) { |
1885 | for (x = 0; x < params->w; x++) { |
1886 | char c = '\0'; |
1887 | |
1888 | if (run == 0) { |
1889 | c = *desc++; |
1890 | assert(c != 'S'); |
1891 | if (c >= 'a' && c <= 'z') |
1892 | run = c - 'a' + 1; |
1893 | } |
1894 | |
1895 | if (run > 0) { |
1896 | c = 'S'; |
1897 | run--; |
1898 | } |
1899 | |
1900 | switch (c) { |
1901 | case '1': case '2': case '3': case '4': |
1902 | case '5': case '6': case '7': case '8': case '9': |
1903 | island_add(state, x, y, (c - '0')); |
1904 | break; |
1905 | |
1906 | case 'A': case 'B': case 'C': case 'D': |
1907 | case 'E': case 'F': case 'G': |
1908 | island_add(state, x, y, (c - 'A') + 10); |
1909 | break; |
1910 | |
1911 | case 'S': |
1912 | /* empty square */ |
1913 | break; |
1914 | |
1915 | default: |
1916 | assert(!"Malformed desc."); |
1917 | break; |
1918 | } |
1919 | } |
1920 | } |
1921 | if (*desc) assert(!"Over-long desc."); |
1922 | |
1923 | map_find_orthogonal(state); |
1924 | map_update_possibles(state); |
1925 | |
1926 | return state; |
1927 | } |
1928 | |
1929 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1930 | { |
1931 | return new_game_sub(params, desc); |
1932 | } |
1933 | |
1934 | struct game_ui { |
1935 | int dragx_src, dragy_src; /* source; -1 means no drag */ |
1936 | int dragx_dst, dragy_dst; /* src's closest orth island. */ |
1937 | grid_type todraw; |
1938 | int dragging, drag_is_noline, nlines; |
1939 | }; |
1940 | |
1941 | static char *ui_cancel_drag(game_ui *ui) |
1942 | { |
1943 | ui->dragx_src = ui->dragy_src = -1; |
1944 | ui->dragx_dst = ui->dragy_dst = -1; |
1945 | ui->dragging = 0; |
1946 | return ""; |
1947 | } |
1948 | |
1949 | static game_ui *new_ui(game_state *state) |
1950 | { |
1951 | game_ui *ui = snew(game_ui); |
1952 | ui_cancel_drag(ui); |
1953 | return ui; |
1954 | } |
1955 | |
1956 | static void free_ui(game_ui *ui) |
1957 | { |
1958 | sfree(ui); |
1959 | } |
1960 | |
1961 | static char *encode_ui(game_ui *ui) |
1962 | { |
1963 | return NULL; |
1964 | } |
1965 | |
1966 | static void decode_ui(game_ui *ui, char *encoding) |
1967 | { |
1968 | } |
1969 | |
1970 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1971 | game_state *newstate) |
1972 | { |
1973 | } |
1974 | |
1975 | struct game_drawstate { |
1976 | int tilesize; |
1977 | int w, h; |
1978 | grid_type *grid; |
1979 | int *lv, *lh; |
1980 | int started, dragging; |
1981 | }; |
1982 | |
1983 | static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, |
1984 | int nx, int ny) |
1985 | { |
1986 | int ox, oy, dx, dy, i, currl, maxb; |
1987 | struct island *is; |
1988 | grid_type gtype, ntype, mtype, curr; |
1989 | |
1990 | if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; |
1991 | |
1992 | ui->dragx_dst = -1; |
1993 | ui->dragy_dst = -1; |
1994 | |
1995 | /* work out which of the four directions we're closest to... */ |
1996 | ox = COORD(ui->dragx_src) + TILE_SIZE/2; |
1997 | oy = COORD(ui->dragy_src) + TILE_SIZE/2; |
1998 | |
1999 | if (abs(nx-ox) < abs(ny-oy)) { |
2000 | dx = 0; |
2001 | dy = (ny-oy) < 0 ? -1 : 1; |
2002 | gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV; |
2003 | maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy); |
2004 | } else { |
2005 | dy = 0; |
2006 | dx = (nx-ox) < 0 ? -1 : 1; |
2007 | gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH; |
2008 | maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy); |
2009 | } |
2010 | if (ui->drag_is_noline) { |
2011 | ui->todraw = ntype; |
2012 | } else { |
2013 | curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy); |
2014 | currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy); |
2015 | |
2016 | if (curr & gtype) { |
2017 | if (currl == maxb) { |
2018 | ui->todraw = 0; |
2019 | ui->nlines = 0; |
2020 | } else { |
2021 | ui->todraw = gtype; |
2022 | ui->nlines = currl + 1; |
2023 | } |
2024 | } else { |
2025 | ui->todraw = gtype; |
2026 | ui->nlines = 1; |
2027 | } |
2028 | } |
2029 | |
2030 | /* ... and see if there's an island off in that direction. */ |
2031 | is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); |
2032 | for (i = 0; i < is->adj.npoints; i++) { |
2033 | if (is->adj.points[i].off == 0) continue; |
2034 | curr = GRID(state, is->x+dx, is->y+dy); |
2035 | if (curr & mtype) continue; /* don't allow changes to marked lines. */ |
2036 | if (ui->drag_is_noline) { |
2037 | if (curr & gtype) continue; /* no no-line where already a line */ |
2038 | } else { |
2039 | if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */ |
2040 | if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */ |
2041 | } |
2042 | |
2043 | if (is->adj.points[i].dx == dx && |
2044 | is->adj.points[i].dy == dy) { |
2045 | ui->dragx_dst = ISLAND_ORTHX(is,i); |
2046 | ui->dragy_dst = ISLAND_ORTHY(is,i); |
2047 | } |
2048 | } |
2049 | /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n", |
2050 | ui->dragx_src, ui->dragy_src, dx, dy, |
2051 | ui->dragx_dst, ui->dragy_dst));*/ |
2052 | return ""; |
2053 | } |
2054 | |
2055 | static char *finish_drag(game_state *state, game_ui *ui) |
2056 | { |
2057 | char buf[80]; |
2058 | |
2059 | if (ui->dragx_src == -1 || ui->dragy_src == -1) |
2060 | return NULL; |
2061 | if (ui->dragx_dst == -1 || ui->dragy_dst == -1) |
2062 | return ui_cancel_drag(ui); |
2063 | |
2064 | if (ui->drag_is_noline) { |
2065 | sprintf(buf, "N%d,%d,%d,%d", |
2066 | ui->dragx_src, ui->dragy_src, |
2067 | ui->dragx_dst, ui->dragy_dst); |
2068 | } else { |
2069 | sprintf(buf, "L%d,%d,%d,%d,%d", |
2070 | ui->dragx_src, ui->dragy_src, |
2071 | ui->dragx_dst, ui->dragy_dst, ui->nlines); |
2072 | } |
2073 | |
2074 | ui_cancel_drag(ui); |
2075 | |
2076 | return dupstr(buf); |
2077 | } |
2078 | |
2079 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2080 | int x, int y, int button) |
2081 | { |
2082 | int gx = FROMCOORD(x), gy = FROMCOORD(y); |
2083 | char buf[80], *ret; |
2084 | grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0; |
2085 | |
2086 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
2087 | if (!INGRID(state, gx, gy)) return NULL; |
2088 | if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) { |
2089 | ui->dragx_src = gx; |
2090 | ui->dragy_src = gy; |
2091 | return ""; |
2092 | } else |
2093 | return ui_cancel_drag(ui); |
2094 | } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { |
2095 | if (gx != ui->dragx_src || gy != ui->dragy_src) { |
2096 | ui->dragging = 1; |
2097 | ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0; |
2098 | return update_drag_dst(state, ui, ds, x, y); |
2099 | } else { |
2100 | /* cancel a drag when we go back to the starting point */ |
2101 | ui->dragx_dst = -1; |
2102 | ui->dragy_dst = -1; |
2103 | return ""; |
2104 | } |
2105 | } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { |
2106 | if (ui->dragging) { |
2107 | return finish_drag(state, ui); |
2108 | } else { |
2109 | ui_cancel_drag(ui); |
2110 | if (!INGRID(state, gx, gy)) return NULL; |
2111 | if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL; |
2112 | sprintf(buf, "M%d,%d", gx, gy); |
2113 | return dupstr(buf); |
2114 | } |
2115 | } else if (button == 'h' || button == 'H') { |
2116 | game_state *solved = dup_game(state); |
2117 | solve_for_hint(solved); |
2118 | ret = game_state_diff(state, solved); |
2119 | free_game(solved); |
2120 | return ret; |
2121 | } |
2122 | |
2123 | return NULL; |
2124 | } |
2125 | |
2126 | static game_state *execute_move(game_state *state, char *move) |
2127 | { |
2128 | game_state *ret = dup_game(state); |
2129 | int x1, y1, x2, y2, nl, n; |
2130 | struct island *is1, *is2; |
2131 | char c; |
2132 | |
2133 | debug(("execute_move: %s\n", move)); |
2134 | |
2135 | if (!*move) goto badmove; |
2136 | while (*move) { |
2137 | c = *move++; |
2138 | if (c == 'S') { |
2139 | ret->solved = TRUE; |
2140 | n = 0; |
2141 | } else if (c == 'L') { |
2142 | if (sscanf(move, "%d,%d,%d,%d,%d%n", |
2143 | &x1, &y1, &x2, &y2, &nl, &n) != 5) |
2144 | goto badmove; |
2145 | is1 = INDEX(ret, gridi, x1, y1); |
2146 | is2 = INDEX(ret, gridi, x2, y2); |
2147 | if (!is1 || !is2) goto badmove; |
2148 | if (nl < 0 || nl > state->maxb) goto badmove; |
2149 | island_join(is1, is2, nl, 0); |
2150 | } else if (c == 'N') { |
2151 | if (sscanf(move, "%d,%d,%d,%d%n", |
2152 | &x1, &y1, &x2, &y2, &n) != 4) |
2153 | goto badmove; |
2154 | is1 = INDEX(ret, gridi, x1, y1); |
2155 | is2 = INDEX(ret, gridi, x2, y2); |
2156 | if (!is1 || !is2) goto badmove; |
2157 | island_join(is1, is2, -1, 0); |
2158 | } else if (c == 'M') { |
2159 | if (sscanf(move, "%d,%d%n", |
2160 | &x1, &y1, &n) != 2) |
2161 | goto badmove; |
2162 | is1 = INDEX(ret, gridi, x1, y1); |
2163 | if (!is1) goto badmove; |
2164 | island_togglemark(is1); |
2165 | } else |
2166 | goto badmove; |
2167 | |
2168 | move += n; |
2169 | if (*move == ';') |
2170 | move++; |
2171 | else if (*move) goto badmove; |
2172 | } |
2173 | |
2174 | map_update_possibles(ret); |
2175 | if (map_check(ret)) { |
2176 | debug(("Game completed.\n")); |
2177 | ret->completed = 1; |
2178 | } |
2179 | return ret; |
2180 | |
2181 | badmove: |
2182 | debug(("%s: unrecognised move.\n", move)); |
2183 | free_game(ret); |
2184 | return NULL; |
2185 | } |
2186 | |
2187 | static char *solve_game(game_state *state, game_state *currstate, |
2188 | char *aux, char **error) |
2189 | { |
2190 | char *ret; |
2191 | game_state *solved; |
2192 | |
2193 | if (aux) { |
2194 | debug(("solve_game: aux = %s\n", aux)); |
2195 | solved = execute_move(state, aux); |
2196 | if (!solved) { |
2197 | *error = "Generated aux string is not a valid move (!)."; |
2198 | return NULL; |
2199 | } |
2200 | } else { |
2201 | solved = dup_game(state); |
2202 | /* solve with max strength... */ |
2203 | if (solve_from_scratch(solved, 10) == 0) { |
2204 | free_game(solved); |
2205 | *error = "Game does not have a (non-recursive) solution."; |
2206 | return NULL; |
2207 | } |
2208 | } |
2209 | ret = game_state_diff(currstate, solved); |
2210 | free_game(solved); |
2211 | debug(("solve_game: ret = %s\n", ret)); |
2212 | return ret; |
2213 | } |
2214 | |
2215 | /* ---------------------------------------------------------------------- |
2216 | * Drawing routines. |
2217 | */ |
2218 | |
2219 | static void game_compute_size(game_params *params, int tilesize, |
2220 | int *x, int *y) |
2221 | { |
2222 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2223 | struct { int tilesize; } ads, *ds = &ads; |
2224 | ads.tilesize = tilesize; |
2225 | |
2226 | *x = TILE_SIZE * params->w + 2 * BORDER; |
2227 | *y = TILE_SIZE * params->h + 2 * BORDER; |
2228 | } |
2229 | |
2230 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2231 | game_params *params, int tilesize) |
2232 | { |
2233 | ds->tilesize = tilesize; |
2234 | } |
2235 | |
8266f3fc |
2236 | static float *game_colours(frontend *fe, int *ncolours) |
e7c63b02 |
2237 | { |
2238 | float *ret = snewn(3 * NCOLOURS, float); |
2239 | int i; |
2240 | |
2241 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
2242 | |
2243 | for (i = 0; i < 3; i++) { |
2244 | ret[COL_FOREGROUND * 3 + i] = 0.0F; |
2245 | ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; |
2246 | ret[COL_GRID * 3 + i] = |
2247 | (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F; |
2248 | ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i]; |
2249 | } |
2250 | ret[COL_WARNING * 3 + 0] = 1.0F; |
2251 | ret[COL_WARNING * 3 + 1] = 0.25F; |
2252 | ret[COL_WARNING * 3 + 2] = 0.25F; |
2253 | |
2254 | ret[COL_SELECTED * 3 + 0] = 0.25F; |
2255 | ret[COL_SELECTED * 3 + 1] = 1.00F; |
2256 | ret[COL_SELECTED * 3 + 2] = 0.25F; |
2257 | |
2258 | *ncolours = NCOLOURS; |
2259 | return ret; |
2260 | } |
2261 | |
2262 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2263 | { |
2264 | struct game_drawstate *ds = snew(struct game_drawstate); |
2265 | int wh = state->w*state->h; |
2266 | |
2267 | ds->tilesize = 0; |
2268 | ds->w = state->w; |
2269 | ds->h = state->h; |
2270 | ds->started = 0; |
2271 | ds->grid = snewn(wh, grid_type); |
2272 | memset(ds->grid, -1, wh*sizeof(grid_type)); |
2273 | ds->lv = snewn(wh, int); |
2274 | ds->lh = snewn(wh, int); |
2275 | memset(ds->lv, 0, wh*sizeof(int)); |
2276 | memset(ds->lh, 0, wh*sizeof(int)); |
2277 | |
2278 | return ds; |
2279 | } |
2280 | |
2281 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2282 | { |
2283 | sfree(ds->lv); |
2284 | sfree(ds->lh); |
2285 | sfree(ds->grid); |
2286 | sfree(ds); |
2287 | } |
2288 | |
2289 | #define LINE_WIDTH (TILE_SIZE/8) |
2290 | #define TS8(x) (((x)*TILE_SIZE)/8) |
2291 | |
2292 | #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2)) |
2293 | |
5b0ab052 |
2294 | static void lines_vert(drawing *dr, game_drawstate *ds, |
2295 | int ox, int oy, int lv, int col, grid_type v) |
e7c63b02 |
2296 | { |
5b0ab052 |
2297 | int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; |
2298 | while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE) |
2299 | gw--; |
2300 | loff = OFFSET(bw); |
e7c63b02 |
2301 | if (v & G_MARKV) |
5b0ab052 |
2302 | draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK); |
2303 | for (i = 0; i < lv; i++, loff += lw + gw) |
2304 | draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col); |
e7c63b02 |
2305 | } |
2306 | |
5b0ab052 |
2307 | static void lines_horiz(drawing *dr, game_drawstate *ds, |
2308 | int ox, int oy, int lh, int col, grid_type v) |
e7c63b02 |
2309 | { |
5b0ab052 |
2310 | int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; |
2311 | while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE) |
2312 | gw--; |
2313 | loff = OFFSET(bw); |
e7c63b02 |
2314 | if (v & G_MARKH) |
5b0ab052 |
2315 | draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK); |
2316 | for (i = 0; i < lh; i++, loff += lw + gw) |
2317 | draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col); |
e7c63b02 |
2318 | } |
2319 | |
2320 | static void line_cross(drawing *dr, game_drawstate *ds, |
2321 | int ox, int oy, int col, grid_type v) |
2322 | { |
2323 | int off = TS8(2); |
2324 | draw_line(dr, ox, oy, ox+off, oy+off, col); |
2325 | draw_line(dr, ox+off, oy, ox, oy+off, col); |
2326 | } |
2327 | |
2328 | static void lines_lvlh(game_state *state, int x, int y, grid_type v, |
2329 | int *lv_r, int *lh_r) |
2330 | { |
2331 | int lh = 0, lv = 0; |
2332 | |
2333 | if (v & G_LINEV) lv = INDEX(state,lines,x,y); |
2334 | if (v & G_LINEH) lh = INDEX(state,lines,x,y); |
2335 | |
2336 | #ifdef DRAW_HINTS |
2337 | if (INDEX(state, possv, x, y) && !lv) { |
2338 | lv = INDEX(state, possv, x, y); |
2339 | } |
2340 | if (INDEX(state, possh, x, y) && !lh) { |
2341 | lh = INDEX(state, possh, x, y); |
2342 | } |
2343 | #endif |
2344 | /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/ |
2345 | *lv_r = lv; *lh_r = lh; |
2346 | } |
2347 | |
2348 | static void dsf_debug_draw(drawing *dr, |
2349 | game_state *state, game_drawstate *ds, |
2350 | int x, int y) |
2351 | { |
2352 | #ifdef DRAW_DSF |
2353 | int ts = TILE_SIZE/2; |
2354 | int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2; |
2355 | char str[10]; |
2356 | |
2357 | sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y))); |
2358 | draw_text(dr, ox, oy, FONT_VARIABLE, ts, |
2359 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str); |
2360 | #endif |
2361 | } |
2362 | |
2363 | static void lines_redraw(drawing *dr, |
2364 | game_state *state, game_drawstate *ds, game_ui *ui, |
2365 | int x, int y, grid_type v, int lv, int lh) |
2366 | { |
5b0ab052 |
2367 | int ox = COORD(x), oy = COORD(y); |
e7c63b02 |
2368 | int vcol = (v & G_FLASH) ? COL_HIGHLIGHT : |
2369 | (v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol; |
2370 | grid_type todraw = v & G_NOLINE; |
2371 | |
2372 | if (v & G_ISSEL) { |
2373 | if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED; |
2374 | if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED; |
2375 | todraw |= ui->todraw; |
2376 | } |
2377 | |
2378 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
2379 | |
2380 | #ifdef DRAW_HINTS |
2381 | if (INDEX(state, possv, x, y) && !(v & G_LINEV)) |
2382 | vcol = COL_HINT; |
2383 | if (INDEX(state, possh, x, y) && !(v & G_LINEH)) |
2384 | hcol = COL_HINT; |
2385 | #endif |
2386 | #ifdef DRAW_GRID |
2387 | draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); |
2388 | #endif |
2389 | |
2390 | if (todraw & G_NOLINEV) { |
2391 | line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw); |
2392 | line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw); |
2393 | } |
2394 | if (todraw & G_NOLINEH) { |
2395 | line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw); |
2396 | line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw); |
2397 | } |
5b0ab052 |
2398 | if (lv) |
2399 | lines_vert(dr, ds, ox, oy, lv, vcol, v); |
2400 | if (lh) |
2401 | lines_horiz(dr, ds, ox, oy, lh, hcol, v); |
e7c63b02 |
2402 | |
2403 | dsf_debug_draw(dr, state, ds, x, y); |
2404 | draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
2405 | } |
2406 | |
e5ab926f |
2407 | #define ISLAND_RADIUS ((TILE_SIZE*12)/20) |
e7c63b02 |
2408 | #define ISLAND_NUMSIZE(is) \ |
e5ab926f |
2409 | (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10) |
e7c63b02 |
2410 | |
2411 | static void island_redraw(drawing *dr, |
2412 | game_state *state, game_drawstate *ds, |
2413 | struct island *is, grid_type v) |
2414 | { |
2415 | /* These overlap the edges of their squares, which is why they're drawn later. |
2416 | * We know they can't overlap each other because they're not allowed within 2 |
2417 | * squares of each other. */ |
2418 | int half = TILE_SIZE/2; |
2419 | int ox = COORD(is->x) + half, oy = COORD(is->y) + half; |
2420 | int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH; |
2421 | int updatesz = orad*2+1; |
2422 | int tcol = (v & G_FLASH) ? COL_HIGHLIGHT : |
2423 | (v & G_WARN) ? COL_WARNING : COL_FOREGROUND; |
2424 | int col = (v & G_ISSEL) ? COL_SELECTED : tcol; |
2425 | int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND; |
2426 | char str[10]; |
2427 | |
2428 | #ifdef DRAW_GRID |
2429 | draw_rect_outline(dr, COORD(is->x), COORD(is->y), |
2430 | TILE_SIZE, TILE_SIZE, COL_GRID); |
2431 | #endif |
2432 | |
2433 | /* draw a thick circle */ |
2434 | draw_circle(dr, ox, oy, orad, col, col); |
2435 | draw_circle(dr, ox, oy, irad, bg, bg); |
2436 | |
2437 | sprintf(str, "%d", is->count); |
2438 | draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is), |
2439 | ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); |
2440 | |
2441 | dsf_debug_draw(dr, state, ds, is->x, is->y); |
2442 | draw_update(dr, ox - orad, oy - orad, updatesz, updatesz); |
2443 | } |
2444 | |
2445 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2446 | game_state *state, int dir, game_ui *ui, |
2447 | float animtime, float flashtime) |
2448 | { |
2449 | int x, y, force = 0, i, j, redraw, lv, lh; |
2450 | grid_type v, dsv, flash = 0; |
2451 | struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL; |
2452 | |
2453 | if (flashtime) { |
2454 | int f = (int)(flashtime * 5 / FLASH_TIME); |
2455 | if (f == 1 || f == 3) flash = G_FLASH; |
2456 | } |
2457 | |
2458 | /* Clear screen, if required. */ |
2459 | if (!ds->started) { |
2460 | draw_rect(dr, 0, 0, |
2461 | TILE_SIZE * ds->w + 2 * BORDER, |
2462 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
2463 | #ifdef DRAW_GRID |
2464 | draw_rect_outline(dr, |
2465 | COORD(0)-1, COORD(0)-1, |
2466 | TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2, |
2467 | COL_GRID); |
2468 | #endif |
2469 | draw_update(dr, 0, 0, |
2470 | TILE_SIZE * ds->w + 2 * BORDER, |
2471 | TILE_SIZE * ds->h + 2 * BORDER); |
2472 | ds->started = 1; |
2473 | force = 1; |
2474 | } |
2475 | |
2476 | if (ui->dragx_src != -1 && ui->dragy_src != -1) { |
2477 | ds->dragging = 1; |
2478 | is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); |
2479 | assert(is_drag_src); |
2480 | if (ui->dragx_dst != -1 && ui->dragy_dst != -1) { |
2481 | is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst); |
2482 | assert(is_drag_dst); |
2483 | } |
2484 | } else |
2485 | ds->dragging = 0; |
2486 | |
2487 | /* Draw all lines (and hints, if we want), but *not* islands. */ |
2488 | for (x = 0; x < ds->w; x++) { |
2489 | for (y = 0; y < ds->h; y++) { |
2490 | v = GRID(state, x, y) | flash; |
2491 | dsv = GRID(ds,x,y) & ~G_REDRAW; |
2492 | |
2493 | if (v & G_ISLAND) continue; |
2494 | |
2495 | if (is_drag_dst) { |
2496 | if (WITHIN(x,is_drag_src->x, is_drag_dst->x) && |
2497 | WITHIN(y,is_drag_src->y, is_drag_dst->y)) |
2498 | v |= G_ISSEL; |
2499 | } |
2500 | lines_lvlh(state, x, y, v, &lv, &lh); |
2501 | |
2502 | if (v != dsv || |
2503 | lv != INDEX(ds,lv,x,y) || |
2504 | lh != INDEX(ds,lh,x,y) || |
2505 | force) { |
2506 | GRID(ds, x, y) = v | G_REDRAW; |
2507 | INDEX(ds,lv,x,y) = lv; |
2508 | INDEX(ds,lh,x,y) = lh; |
2509 | lines_redraw(dr, state, ds, ui, x, y, v, lv, lh); |
2510 | } else |
2511 | GRID(ds,x,y) &= ~G_REDRAW; |
2512 | } |
2513 | } |
2514 | |
2515 | /* Draw islands. */ |
2516 | for (i = 0; i < state->n_islands; i++) { |
2517 | is = &state->islands[i]; |
2518 | v = GRID(state, is->x, is->y) | flash; |
2519 | |
2520 | redraw = 0; |
2521 | for (j = 0; j < is->adj.npoints; j++) { |
2522 | if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) { |
2523 | redraw = 1; |
2524 | } |
2525 | } |
2526 | |
2527 | if (is_drag_src) { |
2528 | if (is == is_drag_src) |
2529 | v |= G_ISSEL; |
2530 | else if (is_drag_dst && is == is_drag_dst) |
2531 | v |= G_ISSEL; |
2532 | } |
2533 | |
2534 | if (island_impossible(is, v & G_MARK)) v |= G_WARN; |
2535 | |
2536 | if ((v != GRID(ds, is->x, is->y)) || force || redraw) { |
2537 | GRID(ds,is->x,is->y) = v; |
2538 | island_redraw(dr, state, ds, is, v); |
2539 | } |
2540 | } |
2541 | } |
2542 | |
2543 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2544 | int dir, game_ui *ui) |
2545 | { |
2546 | return 0.0F; |
2547 | } |
2548 | |
2549 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2550 | int dir, game_ui *ui) |
2551 | { |
2552 | if (!oldstate->completed && newstate->completed && |
2553 | !oldstate->solved && !newstate->solved) |
2554 | return FLASH_TIME; |
2555 | |
2556 | return 0.0F; |
2557 | } |
2558 | |
e7c63b02 |
2559 | static int game_timing_state(game_state *state, game_ui *ui) |
2560 | { |
2561 | return TRUE; |
2562 | } |
2563 | |
2564 | static void game_print_size(game_params *params, float *x, float *y) |
2565 | { |
2566 | int pw, ph; |
2567 | |
2568 | /* 10mm squares by default. */ |
2569 | game_compute_size(params, 1000, &pw, &ph); |
2570 | *x = pw / 100.0; |
2571 | *y = ph / 100.0; |
2572 | } |
2573 | |
2574 | static void game_print(drawing *dr, game_state *state, int ts) |
2575 | { |
2576 | int ink = print_mono_colour(dr, 0); |
2577 | int paper = print_mono_colour(dr, 1); |
2578 | int x, y, cx, cy, i, nl; |
2579 | int loff = ts/8; |
2580 | grid_type grid; |
2581 | |
2582 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2583 | game_drawstate ads, *ds = &ads; |
2584 | ads.tilesize = ts; |
2585 | |
2586 | /* I don't think this wants a border. */ |
2587 | |
2588 | /* Bridges */ |
2589 | print_line_width(dr, ts / 12); |
2590 | for (x = 0; x < state->w; x++) { |
2591 | for (y = 0; y < state->h; y++) { |
2592 | cx = COORD(x); cy = COORD(y); |
2593 | grid = GRID(state,x,y); |
2594 | nl = INDEX(state,lines,x,y); |
2595 | |
2596 | if (grid & G_ISLAND) continue; |
2597 | if (grid & G_LINEV) { |
2598 | if (nl > 1) { |
2599 | draw_line(dr, cx+ts/2-loff, cy, cx+ts/2-loff, cy+ts, ink); |
2600 | draw_line(dr, cx+ts/2+loff, cy, cx+ts/2+loff, cy+ts, ink); |
2601 | } else { |
2602 | draw_line(dr, cx+ts/2, cy, cx+ts/2, cy+ts, ink); |
2603 | } |
2604 | } |
2605 | if (grid & G_LINEH) { |
2606 | if (nl > 1) { |
2607 | draw_line(dr, cx, cy+ts/2-loff, cx+ts, cy+ts/2-loff, ink); |
2608 | draw_line(dr, cx, cy+ts/2+loff, cx+ts, cy+ts/2+loff, ink); |
2609 | } else { |
2610 | draw_line(dr, cx, cy+ts/2, cx+ts, cy+ts/2, ink); |
2611 | } |
2612 | } |
2613 | } |
2614 | } |
2615 | |
2616 | /* Islands */ |
2617 | for (i = 0; i < state->n_islands; i++) { |
2618 | char str[10]; |
2619 | struct island *is = &state->islands[i]; |
2620 | grid = GRID(state, is->x, is->y); |
2621 | cx = COORD(is->x) + ts/2; |
2622 | cy = COORD(is->y) + ts/2; |
2623 | |
2624 | draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink); |
2625 | |
2626 | sprintf(str, "%d", is->count); |
2627 | draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is), |
2628 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
2629 | } |
2630 | } |
2631 | |
2632 | #ifdef COMBINED |
2633 | #define thegame bridges |
2634 | #endif |
2635 | |
2636 | const struct game thegame = { |
750037d7 |
2637 | "Bridges", "games.bridges", "bridges", |
e7c63b02 |
2638 | default_params, |
2639 | game_fetch_preset, |
2640 | decode_params, |
2641 | encode_params, |
2642 | free_params, |
2643 | dup_params, |
2644 | TRUE, game_configure, custom_params, |
2645 | validate_params, |
2646 | new_game_desc, |
2647 | validate_desc, |
2648 | new_game, |
2649 | dup_game, |
2650 | free_game, |
2651 | TRUE, solve_game, |
fa3abef5 |
2652 | TRUE, game_can_format_as_text_now, game_text_format, |
e7c63b02 |
2653 | new_ui, |
2654 | free_ui, |
2655 | encode_ui, |
2656 | decode_ui, |
2657 | game_changed_state, |
2658 | interpret_move, |
2659 | execute_move, |
2660 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2661 | game_colours, |
2662 | game_new_drawstate, |
2663 | game_free_drawstate, |
2664 | game_redraw, |
2665 | game_anim_length, |
2666 | game_flash_length, |
2667 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2668 | FALSE, /* wants_statusbar */ |
e7c63b02 |
2669 | FALSE, game_timing_state, |
cb0c7d4a |
2670 | REQUIRE_RBUTTON, /* flags */ |
e7c63b02 |
2671 | }; |
2672 | |
2673 | /* vim: set shiftwidth=4 tabstop=8: */ |