c51c7de6 |
1 | /* |
2 | * map.c: Game involving four-colouring a map. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
c51c7de6 |
8 | * - clue marking |
c51c7de6 |
9 | * - better four-colouring algorithm? |
1cdd1306 |
10 | * - can we make the pencil marks look nicer? |
11 | * - ability to drag a set of pencil marks? |
c51c7de6 |
12 | */ |
13 | |
14 | #include <stdio.h> |
15 | #include <stdlib.h> |
16 | #include <string.h> |
17 | #include <assert.h> |
18 | #include <ctype.h> |
19 | #include <math.h> |
20 | |
21 | #include "puzzles.h" |
22 | |
23 | /* |
24 | * I don't seriously anticipate wanting to change the number of |
25 | * colours used in this game, but it doesn't cost much to use a |
26 | * #define just in case :-) |
27 | */ |
28 | #define FOUR 4 |
29 | #define THREE (FOUR-1) |
30 | #define FIVE (FOUR+1) |
31 | #define SIX (FOUR+2) |
32 | |
33 | /* |
34 | * Ghastly run-time configuration option, just for Gareth (again). |
35 | */ |
36 | static int flash_type = -1; |
37 | static float flash_length; |
38 | |
39 | /* |
40 | * Difficulty levels. I do some macro ickery here to ensure that my |
41 | * enum and the various forms of my name list always match up. |
42 | */ |
43 | #define DIFFLIST(A) \ |
44 | A(EASY,Easy,e) \ |
b3728d72 |
45 | A(NORMAL,Normal,n) \ |
1cdd1306 |
46 | A(HARD,Hard,h) \ |
b3728d72 |
47 | A(RECURSE,Unreasonable,u) |
c51c7de6 |
48 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
49 | #define TITLE(upper,title,lower) #title, |
50 | #define ENCODE(upper,title,lower) #lower |
51 | #define CONFIG(upper,title,lower) ":" #title |
52 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
53 | static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; |
54 | static char const map_diffchars[] = DIFFLIST(ENCODE); |
55 | #define DIFFCONFIG DIFFLIST(CONFIG) |
56 | |
57 | enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ |
58 | |
59 | enum { |
60 | COL_BACKGROUND, |
61 | COL_GRID, |
62 | COL_0, COL_1, COL_2, COL_3, |
756a9f15 |
63 | COL_ERROR, COL_ERRTEXT, |
c51c7de6 |
64 | NCOLOURS |
65 | }; |
66 | |
67 | struct game_params { |
68 | int w, h, n, diff; |
69 | }; |
70 | |
71 | struct map { |
72 | int refcount; |
73 | int *map; |
74 | int *graph; |
75 | int n; |
76 | int ngraph; |
77 | int *immutable; |
756a9f15 |
78 | int *edgex, *edgey; /* positions of a point on each edge */ |
c51c7de6 |
79 | }; |
80 | |
81 | struct game_state { |
82 | game_params p; |
83 | struct map *map; |
1cdd1306 |
84 | int *colouring, *pencil; |
c51c7de6 |
85 | int completed, cheated; |
86 | }; |
87 | |
88 | static game_params *default_params(void) |
89 | { |
90 | game_params *ret = snew(game_params); |
91 | |
92 | ret->w = 20; |
93 | ret->h = 15; |
94 | ret->n = 30; |
95 | ret->diff = DIFF_NORMAL; |
96 | |
97 | return ret; |
98 | } |
99 | |
100 | static const struct game_params map_presets[] = { |
101 | {20, 15, 30, DIFF_EASY}, |
102 | {20, 15, 30, DIFF_NORMAL}, |
1cdd1306 |
103 | {20, 15, 30, DIFF_HARD}, |
104 | {20, 15, 30, DIFF_RECURSE}, |
c51c7de6 |
105 | {30, 25, 75, DIFF_NORMAL}, |
1cdd1306 |
106 | {30, 25, 75, DIFF_HARD}, |
c51c7de6 |
107 | }; |
108 | |
109 | static int game_fetch_preset(int i, char **name, game_params **params) |
110 | { |
111 | game_params *ret; |
112 | char str[80]; |
113 | |
114 | if (i < 0 || i >= lenof(map_presets)) |
115 | return FALSE; |
116 | |
117 | ret = snew(game_params); |
118 | *ret = map_presets[i]; |
119 | |
120 | sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, |
121 | map_diffnames[ret->diff]); |
122 | |
123 | *name = dupstr(str); |
124 | *params = ret; |
125 | return TRUE; |
126 | } |
127 | |
128 | static void free_params(game_params *params) |
129 | { |
130 | sfree(params); |
131 | } |
132 | |
133 | static game_params *dup_params(game_params *params) |
134 | { |
135 | game_params *ret = snew(game_params); |
136 | *ret = *params; /* structure copy */ |
137 | return ret; |
138 | } |
139 | |
140 | static void decode_params(game_params *params, char const *string) |
141 | { |
142 | char const *p = string; |
143 | |
144 | params->w = atoi(p); |
145 | while (*p && isdigit((unsigned char)*p)) p++; |
146 | if (*p == 'x') { |
147 | p++; |
148 | params->h = atoi(p); |
149 | while (*p && isdigit((unsigned char)*p)) p++; |
150 | } else { |
151 | params->h = params->w; |
152 | } |
153 | if (*p == 'n') { |
154 | p++; |
155 | params->n = atoi(p); |
156 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
157 | } else { |
158 | params->n = params->w * params->h / 8; |
159 | } |
160 | if (*p == 'd') { |
161 | int i; |
162 | p++; |
163 | for (i = 0; i < DIFFCOUNT; i++) |
164 | if (*p == map_diffchars[i]) |
165 | params->diff = i; |
166 | if (*p) p++; |
167 | } |
168 | } |
169 | |
170 | static char *encode_params(game_params *params, int full) |
171 | { |
172 | char ret[400]; |
173 | |
174 | sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); |
175 | if (full) |
176 | sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); |
177 | |
178 | return dupstr(ret); |
179 | } |
180 | |
181 | static config_item *game_configure(game_params *params) |
182 | { |
183 | config_item *ret; |
184 | char buf[80]; |
185 | |
186 | ret = snewn(5, config_item); |
187 | |
188 | ret[0].name = "Width"; |
189 | ret[0].type = C_STRING; |
190 | sprintf(buf, "%d", params->w); |
191 | ret[0].sval = dupstr(buf); |
192 | ret[0].ival = 0; |
193 | |
194 | ret[1].name = "Height"; |
195 | ret[1].type = C_STRING; |
196 | sprintf(buf, "%d", params->h); |
197 | ret[1].sval = dupstr(buf); |
198 | ret[1].ival = 0; |
199 | |
200 | ret[2].name = "Regions"; |
201 | ret[2].type = C_STRING; |
202 | sprintf(buf, "%d", params->n); |
203 | ret[2].sval = dupstr(buf); |
204 | ret[2].ival = 0; |
205 | |
206 | ret[3].name = "Difficulty"; |
207 | ret[3].type = C_CHOICES; |
208 | ret[3].sval = DIFFCONFIG; |
209 | ret[3].ival = params->diff; |
210 | |
211 | ret[4].name = NULL; |
212 | ret[4].type = C_END; |
213 | ret[4].sval = NULL; |
214 | ret[4].ival = 0; |
215 | |
216 | return ret; |
217 | } |
218 | |
219 | static game_params *custom_params(config_item *cfg) |
220 | { |
221 | game_params *ret = snew(game_params); |
222 | |
223 | ret->w = atoi(cfg[0].sval); |
224 | ret->h = atoi(cfg[1].sval); |
225 | ret->n = atoi(cfg[2].sval); |
226 | ret->diff = cfg[3].ival; |
227 | |
228 | return ret; |
229 | } |
230 | |
231 | static char *validate_params(game_params *params, int full) |
232 | { |
233 | if (params->w < 2 || params->h < 2) |
234 | return "Width and height must be at least two"; |
235 | if (params->n < 5) |
236 | return "Must have at least five regions"; |
237 | if (params->n > params->w * params->h) |
238 | return "Too many regions to fit in grid"; |
239 | return NULL; |
240 | } |
241 | |
242 | /* ---------------------------------------------------------------------- |
243 | * Cumulative frequency table functions. |
244 | */ |
245 | |
246 | /* |
247 | * Initialise a cumulative frequency table. (Hardly worth writing |
248 | * this function; all it does is to initialise everything in the |
249 | * array to zero.) |
250 | */ |
251 | static void cf_init(int *table, int n) |
252 | { |
253 | int i; |
254 | |
255 | for (i = 0; i < n; i++) |
256 | table[i] = 0; |
257 | } |
258 | |
259 | /* |
260 | * Increment the count of symbol `sym' by `count'. |
261 | */ |
262 | static void cf_add(int *table, int n, int sym, int count) |
263 | { |
264 | int bit; |
265 | |
266 | bit = 1; |
267 | while (sym != 0) { |
268 | if (sym & bit) { |
269 | table[sym] += count; |
270 | sym &= ~bit; |
271 | } |
272 | bit <<= 1; |
273 | } |
274 | |
275 | table[0] += count; |
276 | } |
277 | |
278 | /* |
279 | * Cumulative frequency lookup: return the total count of symbols |
280 | * with value less than `sym'. |
281 | */ |
282 | static int cf_clookup(int *table, int n, int sym) |
283 | { |
284 | int bit, index, limit, count; |
285 | |
286 | if (sym == 0) |
287 | return 0; |
288 | |
289 | assert(0 < sym && sym <= n); |
290 | |
291 | count = table[0]; /* start with the whole table size */ |
292 | |
293 | bit = 1; |
294 | while (bit < n) |
295 | bit <<= 1; |
296 | |
297 | limit = n; |
298 | |
299 | while (bit > 0) { |
300 | /* |
301 | * Find the least number with its lowest set bit in this |
302 | * position which is greater than or equal to sym. |
303 | */ |
304 | index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; |
305 | |
306 | if (index < limit) { |
307 | count -= table[index]; |
308 | limit = index; |
309 | } |
310 | |
311 | bit >>= 1; |
312 | } |
313 | |
314 | return count; |
315 | } |
316 | |
317 | /* |
318 | * Single frequency lookup: return the count of symbol `sym'. |
319 | */ |
320 | static int cf_slookup(int *table, int n, int sym) |
321 | { |
322 | int count, bit; |
323 | |
324 | assert(0 <= sym && sym < n); |
325 | |
326 | count = table[sym]; |
327 | |
328 | for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) |
329 | count -= table[sym+bit]; |
330 | |
331 | return count; |
332 | } |
333 | |
334 | /* |
335 | * Return the largest symbol index such that the cumulative |
336 | * frequency up to that symbol is less than _or equal to_ count. |
337 | */ |
338 | static int cf_whichsym(int *table, int n, int count) { |
339 | int bit, sym, top; |
340 | |
341 | assert(count >= 0 && count < table[0]); |
342 | |
343 | bit = 1; |
344 | while (bit < n) |
345 | bit <<= 1; |
346 | |
347 | sym = 0; |
348 | top = table[0]; |
349 | |
350 | while (bit > 0) { |
351 | if (sym+bit < n) { |
352 | if (count >= top - table[sym+bit]) |
353 | sym += bit; |
354 | else |
355 | top -= table[sym+bit]; |
356 | } |
357 | |
358 | bit >>= 1; |
359 | } |
360 | |
361 | return sym; |
362 | } |
363 | |
364 | /* ---------------------------------------------------------------------- |
365 | * Map generation. |
366 | * |
367 | * FIXME: this isn't entirely optimal at present, because it |
368 | * inherently prioritises growing the largest region since there |
369 | * are more squares adjacent to it. This acts as a destabilising |
370 | * influence leading to a few large regions and mostly small ones. |
371 | * It might be better to do it some other way. |
372 | */ |
373 | |
374 | #define WEIGHT_INCREASED 2 /* for increased perimeter */ |
375 | #define WEIGHT_DECREASED 4 /* for decreased perimeter */ |
376 | #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ |
377 | |
378 | /* |
379 | * Look at a square and decide which colours can be extended into |
380 | * it. |
381 | * |
382 | * If called with index < 0, it adds together one of |
383 | * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each |
384 | * colour that has a valid extension (according to the effect that |
385 | * it would have on the perimeter of the region being extended) and |
386 | * returns the overall total. |
387 | * |
388 | * If called with index >= 0, it returns one of the possible |
389 | * colours depending on the value of index, in such a way that the |
390 | * number of possible inputs which would give rise to a given |
391 | * return value correspond to the weight of that value. |
392 | */ |
393 | static int extend_options(int w, int h, int n, int *map, |
394 | int x, int y, int index) |
395 | { |
396 | int c, i, dx, dy; |
397 | int col[8]; |
398 | int total = 0; |
399 | |
400 | if (map[y*w+x] >= 0) { |
401 | assert(index < 0); |
402 | return 0; /* can't do this square at all */ |
403 | } |
404 | |
405 | /* |
406 | * Fetch the eight neighbours of this square, in order around |
407 | * the square. |
408 | */ |
409 | for (dy = -1; dy <= +1; dy++) |
410 | for (dx = -1; dx <= +1; dx++) { |
411 | int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); |
412 | if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) |
413 | col[index] = map[(y+dy)*w+(x+dx)]; |
414 | else |
415 | col[index] = -1; |
416 | } |
417 | |
418 | /* |
419 | * Iterate over each colour that might be feasible. |
420 | * |
421 | * FIXME: this routine currently has O(n) running time. We |
422 | * could turn it into O(FOUR) by only bothering to iterate over |
423 | * the colours mentioned in the four neighbouring squares. |
424 | */ |
425 | |
426 | for (c = 0; c < n; c++) { |
427 | int count, neighbours, runs; |
428 | |
429 | /* |
430 | * One of the even indices of col (representing the |
431 | * orthogonal neighbours of this square) must be equal to |
432 | * c, or else this square is not adjacent to region c and |
433 | * obviously cannot become an extension of it at this time. |
434 | */ |
435 | neighbours = 0; |
436 | for (i = 0; i < 8; i += 2) |
437 | if (col[i] == c) |
438 | neighbours++; |
439 | if (!neighbours) |
440 | continue; |
441 | |
442 | /* |
443 | * Now we know this square is adjacent to region c. The |
444 | * next question is, would extending it cause the region to |
445 | * become non-simply-connected? If so, we mustn't do it. |
446 | * |
447 | * We determine this by looking around col to see if we can |
448 | * find more than one separate run of colour c. |
449 | */ |
450 | runs = 0; |
451 | for (i = 0; i < 8; i++) |
452 | if (col[i] == c && col[(i+1) & 7] != c) |
453 | runs++; |
454 | if (runs > 1) |
455 | continue; |
456 | |
457 | assert(runs == 1); |
458 | |
459 | /* |
460 | * This square is a possibility. Determine its effect on |
461 | * the region's perimeter (computed from the number of |
462 | * orthogonal neighbours - 1 means a perimeter increase, 3 |
463 | * a decrease, 2 no change; 4 is impossible because the |
464 | * region would already not be simply connected) and we're |
465 | * done. |
466 | */ |
467 | assert(neighbours > 0 && neighbours < 4); |
468 | count = (neighbours == 1 ? WEIGHT_INCREASED : |
469 | neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); |
470 | |
471 | total += count; |
472 | if (index >= 0 && index < count) |
473 | return c; |
474 | else |
475 | index -= count; |
476 | } |
477 | |
478 | assert(index < 0); |
479 | |
480 | return total; |
481 | } |
482 | |
483 | static void genmap(int w, int h, int n, int *map, random_state *rs) |
484 | { |
485 | int wh = w*h; |
486 | int x, y, i, k; |
487 | int *tmp; |
488 | |
489 | assert(n <= wh); |
490 | tmp = snewn(wh, int); |
491 | |
492 | /* |
493 | * Clear the map, and set up `tmp' as a list of grid indices. |
494 | */ |
495 | for (i = 0; i < wh; i++) { |
496 | map[i] = -1; |
497 | tmp[i] = i; |
498 | } |
499 | |
500 | /* |
501 | * Place the region seeds by selecting n members from `tmp'. |
502 | */ |
503 | k = wh; |
504 | for (i = 0; i < n; i++) { |
505 | int j = random_upto(rs, k); |
506 | map[tmp[j]] = i; |
507 | tmp[j] = tmp[--k]; |
508 | } |
509 | |
510 | /* |
511 | * Re-initialise `tmp' as a cumulative frequency table. This |
512 | * will store the number of possible region colours we can |
513 | * extend into each square. |
514 | */ |
515 | cf_init(tmp, wh); |
516 | |
517 | /* |
518 | * Go through the grid and set up the initial cumulative |
519 | * frequencies. |
520 | */ |
521 | for (y = 0; y < h; y++) |
522 | for (x = 0; x < w; x++) |
523 | cf_add(tmp, wh, y*w+x, |
524 | extend_options(w, h, n, map, x, y, -1)); |
525 | |
526 | /* |
527 | * Now repeatedly choose a square we can extend a region into, |
528 | * and do so. |
529 | */ |
530 | while (tmp[0] > 0) { |
531 | int k = random_upto(rs, tmp[0]); |
532 | int sq; |
533 | int colour; |
534 | int xx, yy; |
535 | |
536 | sq = cf_whichsym(tmp, wh, k); |
537 | k -= cf_clookup(tmp, wh, sq); |
538 | x = sq % w; |
539 | y = sq / w; |
540 | colour = extend_options(w, h, n, map, x, y, k); |
541 | |
542 | map[sq] = colour; |
543 | |
544 | /* |
545 | * Re-scan the nine cells around the one we've just |
546 | * modified. |
547 | */ |
548 | for (yy = max(y-1, 0); yy < min(y+2, h); yy++) |
549 | for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { |
550 | cf_add(tmp, wh, yy*w+xx, |
551 | -cf_slookup(tmp, wh, yy*w+xx) + |
552 | extend_options(w, h, n, map, xx, yy, -1)); |
553 | } |
554 | } |
555 | |
556 | /* |
557 | * Finally, go through and normalise the region labels into |
558 | * order, meaning that indistinguishable maps are actually |
559 | * identical. |
560 | */ |
561 | for (i = 0; i < n; i++) |
562 | tmp[i] = -1; |
563 | k = 0; |
564 | for (i = 0; i < wh; i++) { |
565 | assert(map[i] >= 0); |
566 | if (tmp[map[i]] < 0) |
567 | tmp[map[i]] = k++; |
568 | map[i] = tmp[map[i]]; |
569 | } |
570 | |
571 | sfree(tmp); |
572 | } |
573 | |
574 | /* ---------------------------------------------------------------------- |
575 | * Functions to handle graphs. |
576 | */ |
577 | |
578 | /* |
579 | * Having got a map in a square grid, convert it into a graph |
580 | * representation. |
581 | */ |
582 | static int gengraph(int w, int h, int n, int *map, int *graph) |
583 | { |
584 | int i, j, x, y; |
585 | |
586 | /* |
587 | * Start by setting the graph up as an adjacency matrix. We'll |
588 | * turn it into a list later. |
589 | */ |
590 | for (i = 0; i < n*n; i++) |
591 | graph[i] = 0; |
592 | |
593 | /* |
594 | * Iterate over the map looking for all adjacencies. |
595 | */ |
596 | for (y = 0; y < h; y++) |
597 | for (x = 0; x < w; x++) { |
598 | int v, vx, vy; |
599 | v = map[y*w+x]; |
600 | if (x+1 < w && (vx = map[y*w+(x+1)]) != v) |
601 | graph[v*n+vx] = graph[vx*n+v] = 1; |
602 | if (y+1 < h && (vy = map[(y+1)*w+x]) != v) |
603 | graph[v*n+vy] = graph[vy*n+v] = 1; |
604 | } |
605 | |
606 | /* |
607 | * Turn the matrix into a list. |
608 | */ |
609 | for (i = j = 0; i < n*n; i++) |
610 | if (graph[i]) |
611 | graph[j++] = i; |
612 | |
613 | return j; |
614 | } |
615 | |
756a9f15 |
616 | static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) |
c51c7de6 |
617 | { |
618 | int v = i*n+j; |
619 | int top, bot, mid; |
620 | |
621 | bot = -1; |
622 | top = ngraph; |
623 | while (top - bot > 1) { |
624 | mid = (top + bot) / 2; |
625 | if (graph[mid] == v) |
756a9f15 |
626 | return mid; |
c51c7de6 |
627 | else if (graph[mid] < v) |
628 | bot = mid; |
629 | else |
630 | top = mid; |
631 | } |
756a9f15 |
632 | return -1; |
c51c7de6 |
633 | } |
634 | |
756a9f15 |
635 | #define graph_adjacent(graph, n, ngraph, i, j) \ |
636 | (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) |
637 | |
c51c7de6 |
638 | static int graph_vertex_start(int *graph, int n, int ngraph, int i) |
639 | { |
640 | int v = i*n; |
641 | int top, bot, mid; |
642 | |
643 | bot = -1; |
644 | top = ngraph; |
645 | while (top - bot > 1) { |
646 | mid = (top + bot) / 2; |
647 | if (graph[mid] < v) |
648 | bot = mid; |
649 | else |
650 | top = mid; |
651 | } |
652 | return top; |
653 | } |
654 | |
655 | /* ---------------------------------------------------------------------- |
656 | * Generate a four-colouring of a graph. |
657 | * |
658 | * FIXME: it would be nice if we could convert this recursion into |
659 | * pseudo-recursion using some sort of explicit stack array, for |
660 | * the sake of the Palm port and its limited stack. |
661 | */ |
662 | |
663 | static int fourcolour_recurse(int *graph, int n, int ngraph, |
664 | int *colouring, int *scratch, random_state *rs) |
665 | { |
666 | int nfree, nvert, start, i, j, k, c, ci; |
667 | int cs[FOUR]; |
668 | |
669 | /* |
670 | * Find the smallest number of free colours in any uncoloured |
671 | * vertex, and count the number of such vertices. |
672 | */ |
673 | |
674 | nfree = FIVE; /* start off bigger than FOUR! */ |
675 | nvert = 0; |
676 | for (i = 0; i < n; i++) |
677 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { |
678 | if (nfree > scratch[i*FIVE+FOUR]) { |
679 | nfree = scratch[i*FIVE+FOUR]; |
680 | nvert = 0; |
681 | } |
682 | nvert++; |
683 | } |
684 | |
685 | /* |
686 | * If there aren't any uncoloured vertices at all, we're done. |
687 | */ |
688 | if (nvert == 0) |
689 | return TRUE; /* we've got a colouring! */ |
690 | |
691 | /* |
692 | * Pick a random vertex in that set. |
693 | */ |
694 | j = random_upto(rs, nvert); |
695 | for (i = 0; i < n; i++) |
696 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) |
697 | if (j-- == 0) |
698 | break; |
699 | assert(i < n); |
700 | start = graph_vertex_start(graph, n, ngraph, i); |
701 | |
702 | /* |
703 | * Loop over the possible colours for i, and recurse for each |
704 | * one. |
705 | */ |
706 | ci = 0; |
707 | for (c = 0; c < FOUR; c++) |
708 | if (scratch[i*FIVE+c] == 0) |
709 | cs[ci++] = c; |
710 | shuffle(cs, ci, sizeof(*cs), rs); |
711 | |
712 | while (ci-- > 0) { |
713 | c = cs[ci]; |
714 | |
715 | /* |
716 | * Fill in this colour. |
717 | */ |
718 | colouring[i] = c; |
719 | |
720 | /* |
721 | * Update the scratch space to reflect a new neighbour |
722 | * of this colour for each neighbour of vertex i. |
723 | */ |
724 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
725 | k = graph[j] - i*n; |
726 | if (scratch[k*FIVE+c] == 0) |
727 | scratch[k*FIVE+FOUR]--; |
728 | scratch[k*FIVE+c]++; |
729 | } |
730 | |
731 | /* |
732 | * Recurse. |
733 | */ |
734 | if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) |
735 | return TRUE; /* got one! */ |
736 | |
737 | /* |
738 | * If that didn't work, clean up and try again with a |
739 | * different colour. |
740 | */ |
741 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
742 | k = graph[j] - i*n; |
743 | scratch[k*FIVE+c]--; |
744 | if (scratch[k*FIVE+c] == 0) |
745 | scratch[k*FIVE+FOUR]++; |
746 | } |
747 | colouring[i] = -1; |
748 | } |
749 | |
750 | /* |
751 | * If we reach here, we were unable to find a colouring at all. |
752 | * (This doesn't necessarily mean the Four Colour Theorem is |
753 | * violated; it might just mean we've gone down a dead end and |
754 | * need to back up and look somewhere else. It's only an FCT |
755 | * violation if we get all the way back up to the top level and |
756 | * still fail.) |
757 | */ |
758 | return FALSE; |
759 | } |
760 | |
761 | static void fourcolour(int *graph, int n, int ngraph, int *colouring, |
762 | random_state *rs) |
763 | { |
764 | int *scratch; |
765 | int i; |
766 | |
767 | /* |
768 | * For each vertex and each colour, we store the number of |
769 | * neighbours that have that colour. Also, we store the number |
770 | * of free colours for the vertex. |
771 | */ |
772 | scratch = snewn(n * FIVE, int); |
773 | for (i = 0; i < n * FIVE; i++) |
774 | scratch[i] = (i % FIVE == FOUR ? FOUR : 0); |
775 | |
776 | /* |
777 | * Clear the colouring to start with. |
778 | */ |
779 | for (i = 0; i < n; i++) |
780 | colouring[i] = -1; |
781 | |
782 | i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); |
783 | assert(i); /* by the Four Colour Theorem :-) */ |
784 | |
785 | sfree(scratch); |
786 | } |
787 | |
788 | /* ---------------------------------------------------------------------- |
789 | * Non-recursive solver. |
790 | */ |
791 | |
792 | struct solver_scratch { |
793 | unsigned char *possible; /* bitmap of colours for each region */ |
794 | int *graph; |
1cdd1306 |
795 | int *bfsqueue; |
796 | int *bfscolour; |
c51c7de6 |
797 | int n; |
798 | int ngraph; |
b3728d72 |
799 | int depth; |
c51c7de6 |
800 | }; |
801 | |
802 | static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) |
803 | { |
804 | struct solver_scratch *sc; |
805 | |
806 | sc = snew(struct solver_scratch); |
807 | sc->graph = graph; |
808 | sc->n = n; |
809 | sc->ngraph = ngraph; |
810 | sc->possible = snewn(n, unsigned char); |
b3728d72 |
811 | sc->depth = 0; |
1cdd1306 |
812 | sc->bfsqueue = snewn(n, int); |
813 | sc->bfscolour = snewn(n, int); |
c51c7de6 |
814 | |
815 | return sc; |
816 | } |
817 | |
818 | static void free_scratch(struct solver_scratch *sc) |
819 | { |
820 | sfree(sc->possible); |
1cdd1306 |
821 | sfree(sc->bfsqueue); |
822 | sfree(sc->bfscolour); |
c51c7de6 |
823 | sfree(sc); |
824 | } |
825 | |
1cdd1306 |
826 | /* |
827 | * Count the bits in a word. Only needs to cope with FOUR bits. |
828 | */ |
829 | static int bitcount(int word) |
830 | { |
831 | assert(FOUR <= 4); /* or this needs changing */ |
832 | word = ((word & 0xA) >> 1) + (word & 0x5); |
833 | word = ((word & 0xC) >> 2) + (word & 0x3); |
834 | return word; |
835 | } |
836 | |
c51c7de6 |
837 | static int place_colour(struct solver_scratch *sc, |
838 | int *colouring, int index, int colour) |
839 | { |
840 | int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; |
841 | int j, k; |
842 | |
843 | if (!(sc->possible[index] & (1 << colour))) |
844 | return FALSE; /* can't do it */ |
845 | |
846 | sc->possible[index] = 1 << colour; |
847 | colouring[index] = colour; |
848 | |
849 | /* |
850 | * Rule out this colour from all the region's neighbours. |
851 | */ |
852 | for (j = graph_vertex_start(graph, n, ngraph, index); |
853 | j < ngraph && graph[j] < n*(index+1); j++) { |
854 | k = graph[j] - index*n; |
855 | sc->possible[k] &= ~(1 << colour); |
856 | } |
857 | |
858 | return TRUE; |
859 | } |
860 | |
861 | /* |
862 | * Returns 0 for impossible, 1 for success, 2 for failure to |
863 | * converge (i.e. puzzle is either ambiguous or just too |
864 | * difficult). |
865 | */ |
866 | static int map_solver(struct solver_scratch *sc, |
867 | int *graph, int n, int ngraph, int *colouring, |
868 | int difficulty) |
869 | { |
870 | int i; |
871 | |
872 | /* |
873 | * Initialise scratch space. |
874 | */ |
875 | for (i = 0; i < n; i++) |
876 | sc->possible[i] = (1 << FOUR) - 1; |
877 | |
878 | /* |
879 | * Place clues. |
880 | */ |
881 | for (i = 0; i < n; i++) |
882 | if (colouring[i] >= 0) { |
883 | if (!place_colour(sc, colouring, i, colouring[i])) |
884 | return 0; /* the clues aren't even consistent! */ |
885 | } |
886 | |
887 | /* |
888 | * Now repeatedly loop until we find nothing further to do. |
889 | */ |
890 | while (1) { |
891 | int done_something = FALSE; |
892 | |
893 | if (difficulty < DIFF_EASY) |
894 | break; /* can't do anything at all! */ |
895 | |
896 | /* |
897 | * Simplest possible deduction: find a region with only one |
898 | * possible colour. |
899 | */ |
900 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
901 | int p = sc->possible[i]; |
902 | |
903 | if (p == 0) |
904 | return 0; /* puzzle is inconsistent */ |
905 | |
906 | if ((p & (p-1)) == 0) { /* p is a power of two */ |
907 | int c; |
908 | for (c = 0; c < FOUR; c++) |
909 | if (p == (1 << c)) |
910 | break; |
911 | assert(c < FOUR); |
912 | if (!place_colour(sc, colouring, i, c)) |
913 | return 0; /* found puzzle to be inconsistent */ |
914 | done_something = TRUE; |
915 | } |
916 | } |
917 | |
918 | if (done_something) |
919 | continue; |
920 | |
921 | if (difficulty < DIFF_NORMAL) |
922 | break; /* can't do anything harder */ |
923 | |
924 | /* |
925 | * Failing that, go up one level. Look for pairs of regions |
926 | * which (a) both have the same pair of possible colours, |
927 | * (b) are adjacent to one another, (c) are adjacent to the |
928 | * same region, and (d) that region still thinks it has one |
929 | * or both of those possible colours. |
930 | * |
931 | * Simplest way to do this is by going through the graph |
932 | * edge by edge, so that we start with property (b) and |
933 | * then look for (a) and finally (c) and (d). |
934 | */ |
935 | for (i = 0; i < ngraph; i++) { |
936 | int j1 = graph[i] / n, j2 = graph[i] % n; |
937 | int j, k, v, v2; |
938 | |
939 | if (j1 > j2) |
940 | continue; /* done it already, other way round */ |
941 | |
942 | if (colouring[j1] >= 0 || colouring[j2] >= 0) |
943 | continue; /* they're not undecided */ |
944 | |
945 | if (sc->possible[j1] != sc->possible[j2]) |
946 | continue; /* they don't have the same possibles */ |
947 | |
948 | v = sc->possible[j1]; |
949 | /* |
950 | * See if v contains exactly two set bits. |
951 | */ |
952 | v2 = v & -v; /* find lowest set bit */ |
953 | v2 = v & ~v2; /* clear it */ |
954 | if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ |
955 | continue; |
956 | |
957 | /* |
958 | * We've found regions j1 and j2 satisfying properties |
959 | * (a) and (b): they have two possible colours between |
960 | * them, and since they're adjacent to one another they |
961 | * must use _both_ those colours between them. |
962 | * Therefore, if they are both adjacent to any other |
963 | * region then that region cannot be either colour. |
964 | * |
965 | * Go through the neighbours of j1 and see if any are |
966 | * shared with j2. |
967 | */ |
968 | for (j = graph_vertex_start(graph, n, ngraph, j1); |
969 | j < ngraph && graph[j] < n*(j1+1); j++) { |
970 | k = graph[j] - j1*n; |
971 | if (graph_adjacent(graph, n, ngraph, k, j2) && |
972 | (sc->possible[k] & v)) { |
973 | sc->possible[k] &= ~v; |
974 | done_something = TRUE; |
975 | } |
976 | } |
977 | } |
978 | |
1cdd1306 |
979 | if (done_something) |
980 | continue; |
981 | |
982 | if (difficulty < DIFF_HARD) |
983 | break; /* can't do anything harder */ |
984 | |
985 | /* |
986 | * Right; now we get creative. Now we're going to look for |
987 | * `forcing chains'. A forcing chain is a path through the |
988 | * graph with the following properties: |
989 | * |
990 | * (a) Each vertex on the path has precisely two possible |
991 | * colours. |
992 | * |
993 | * (b) Each pair of vertices which are adjacent on the |
994 | * path share at least one possible colour in common. |
995 | * |
996 | * (c) Each vertex in the middle of the path shares _both_ |
997 | * of its colours with at least one of its neighbours |
998 | * (not the same one with both neighbours). |
999 | * |
1000 | * These together imply that at least one of the possible |
1001 | * colour choices at one end of the path forces _all_ the |
1002 | * rest of the colours along the path. In order to make |
1003 | * real use of this, we need further properties: |
1004 | * |
1005 | * (c) Ruling out some colour C from the vertex at one end |
1006 | * of the path forces the vertex at the other end to |
1007 | * take colour C. |
1008 | * |
1009 | * (d) The two end vertices are mutually adjacent to some |
1010 | * third vertex. |
1011 | * |
1012 | * (e) That third vertex currently has C as a possibility. |
1013 | * |
1014 | * If we can find all of that lot, we can deduce that at |
1015 | * least one of the two ends of the forcing chain has |
1016 | * colour C, and that therefore the mutually adjacent third |
1017 | * vertex does not. |
1018 | * |
1019 | * To find forcing chains, we're going to start a bfs at |
1020 | * each suitable vertex of the graph, once for each of its |
1021 | * two possible colours. |
1022 | */ |
1023 | for (i = 0; i < n; i++) { |
1024 | int c; |
1025 | |
1026 | if (colouring[i] >= 0 || bitcount(sc->possible[i]) != 2) |
1027 | continue; |
1028 | |
1029 | for (c = 0; c < FOUR; c++) |
1030 | if (sc->possible[i] & (1 << c)) { |
1031 | int j, k, gi, origc, currc, head, tail; |
1032 | /* |
1033 | * Try a bfs from this vertex, ruling out |
1034 | * colour c. |
1035 | * |
1036 | * Within this loop, we work in colour bitmaps |
1037 | * rather than actual colours, because |
1038 | * converting back and forth is a needless |
1039 | * computational expense. |
1040 | */ |
1041 | |
1042 | origc = 1 << c; |
1043 | |
1044 | for (j = 0; j < n; j++) |
1045 | sc->bfscolour[j] = -1; |
1046 | head = tail = 0; |
1047 | sc->bfsqueue[tail++] = i; |
1048 | sc->bfscolour[i] = sc->possible[i] &~ origc; |
1049 | |
1050 | while (head < tail) { |
1051 | j = sc->bfsqueue[head++]; |
1052 | currc = sc->bfscolour[j]; |
1053 | |
1054 | /* |
1055 | * Try neighbours of j. |
1056 | */ |
1057 | for (gi = graph_vertex_start(graph, n, ngraph, j); |
1058 | gi < ngraph && graph[gi] < n*(j+1); gi++) { |
1059 | k = graph[gi] - j*n; |
1060 | |
1061 | /* |
1062 | * To continue with the bfs in vertex |
1063 | * k, we need k to be |
1064 | * (a) not already visited |
1065 | * (b) have two possible colours |
1066 | * (c) those colours include currc. |
1067 | */ |
1068 | |
1069 | if (sc->bfscolour[k] < 0 && |
1070 | colouring[k] < 0 && |
1071 | bitcount(sc->possible[k]) == 2 && |
1072 | (sc->possible[k] & currc)) { |
1073 | sc->bfsqueue[tail++] = k; |
1074 | sc->bfscolour[k] = |
1075 | sc->possible[k] &~ currc; |
1076 | } |
1077 | |
1078 | /* |
1079 | * One other possibility is that k |
1080 | * might be the region in which we can |
1081 | * make a real deduction: if it's |
1082 | * adjacent to i, contains currc as a |
1083 | * possibility, and currc is equal to |
1084 | * the original colour we ruled out. |
1085 | */ |
1086 | if (currc == origc && |
1087 | graph_adjacent(graph, n, ngraph, k, i) && |
1088 | (sc->possible[k] & currc)) { |
1089 | sc->possible[k] &= ~origc; |
1090 | done_something = TRUE; |
1091 | } |
1092 | } |
1093 | } |
1094 | |
1095 | assert(tail <= n); |
1096 | } |
1097 | } |
1098 | |
c51c7de6 |
1099 | if (!done_something) |
1100 | break; |
1101 | } |
1102 | |
1103 | /* |
b3728d72 |
1104 | * See if we've got a complete solution, and return if so. |
c51c7de6 |
1105 | */ |
1106 | for (i = 0; i < n; i++) |
1107 | if (colouring[i] < 0) |
b3728d72 |
1108 | break; |
1109 | if (i == n) |
1110 | return 1; /* success! */ |
c51c7de6 |
1111 | |
b3728d72 |
1112 | /* |
1113 | * If recursion is not permissible, we now give up. |
1114 | */ |
1115 | if (difficulty < DIFF_RECURSE) |
1116 | return 2; /* unable to complete */ |
1117 | |
1118 | /* |
1119 | * Now we've got to do something recursive. So first hunt for a |
1120 | * currently-most-constrained region. |
1121 | */ |
1122 | { |
1123 | int best, bestc; |
1124 | struct solver_scratch *rsc; |
1125 | int *subcolouring, *origcolouring; |
1126 | int ret, subret; |
1127 | int we_already_got_one; |
1128 | |
1129 | best = -1; |
1130 | bestc = FIVE; |
1131 | |
1132 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
1133 | int p = sc->possible[i]; |
1134 | enum { compile_time_assertion = 1 / (FOUR <= 4) }; |
1135 | int c; |
1136 | |
1137 | /* Count the set bits. */ |
1138 | c = (p & 5) + ((p >> 1) & 5); |
1139 | c = (c & 3) + ((c >> 2) & 3); |
1140 | assert(c > 1); /* or colouring[i] would be >= 0 */ |
1141 | |
1142 | if (c < bestc) { |
1143 | best = i; |
1144 | bestc = c; |
1145 | } |
1146 | } |
1147 | |
1148 | assert(best >= 0); /* or we'd be solved already */ |
1149 | |
1150 | /* |
1151 | * Now iterate over the possible colours for this region. |
1152 | */ |
1153 | rsc = new_scratch(graph, n, ngraph); |
1154 | rsc->depth = sc->depth + 1; |
1155 | origcolouring = snewn(n, int); |
1156 | memcpy(origcolouring, colouring, n * sizeof(int)); |
1157 | subcolouring = snewn(n, int); |
1158 | we_already_got_one = FALSE; |
1159 | ret = 0; |
1160 | |
1161 | for (i = 0; i < FOUR; i++) { |
1162 | if (!(sc->possible[best] & (1 << i))) |
1163 | continue; |
1164 | |
1165 | memcpy(subcolouring, origcolouring, n * sizeof(int)); |
1166 | subcolouring[best] = i; |
1167 | subret = map_solver(rsc, graph, n, ngraph, |
1168 | subcolouring, difficulty); |
1169 | |
1170 | /* |
1171 | * If this possibility turned up more than one valid |
1172 | * solution, or if it turned up one and we already had |
1173 | * one, we're definitely ambiguous. |
1174 | */ |
1175 | if (subret == 2 || (subret == 1 && we_already_got_one)) { |
1176 | ret = 2; |
1177 | break; |
1178 | } |
1179 | |
1180 | /* |
1181 | * If this possibility turned up one valid solution and |
1182 | * it's the first we've seen, copy it into the output. |
1183 | */ |
1184 | if (subret == 1) { |
1185 | memcpy(colouring, subcolouring, n * sizeof(int)); |
1186 | we_already_got_one = TRUE; |
1187 | ret = 1; |
1188 | } |
1189 | |
1190 | /* |
1191 | * Otherwise, this guess led to a contradiction, so we |
1192 | * do nothing. |
1193 | */ |
1194 | } |
1195 | |
1196 | sfree(subcolouring); |
1197 | free_scratch(rsc); |
1198 | |
1199 | return ret; |
1200 | } |
c51c7de6 |
1201 | } |
1202 | |
1203 | /* ---------------------------------------------------------------------- |
1204 | * Game generation main function. |
1205 | */ |
1206 | |
1207 | static char *new_game_desc(game_params *params, random_state *rs, |
1208 | char **aux, int interactive) |
1209 | { |
e5de700f |
1210 | struct solver_scratch *sc = NULL; |
c51c7de6 |
1211 | int *map, *graph, ngraph, *colouring, *colouring2, *regions; |
1212 | int i, j, w, h, n, solveret, cfreq[FOUR]; |
1213 | int wh; |
1214 | int mindiff, tries; |
1215 | #ifdef GENERATION_DIAGNOSTICS |
1216 | int x, y; |
1217 | #endif |
1218 | char *ret, buf[80]; |
1219 | int retlen, retsize; |
1220 | |
1221 | w = params->w; |
1222 | h = params->h; |
1223 | n = params->n; |
1224 | wh = w*h; |
1225 | |
1226 | *aux = NULL; |
1227 | |
1228 | map = snewn(wh, int); |
1229 | graph = snewn(n*n, int); |
1230 | colouring = snewn(n, int); |
1231 | colouring2 = snewn(n, int); |
1232 | regions = snewn(n, int); |
1233 | |
1234 | /* |
1235 | * This is the minimum difficulty below which we'll completely |
1236 | * reject a map design. Normally we set this to one below the |
1237 | * requested difficulty, ensuring that we have the right |
1238 | * result. However, for particularly dense maps or maps with |
1239 | * particularly few regions it might not be possible to get the |
1240 | * desired difficulty, so we will eventually drop this down to |
1241 | * -1 to indicate that any old map will do. |
1242 | */ |
1243 | mindiff = params->diff; |
1244 | tries = 50; |
1245 | |
1246 | while (1) { |
1247 | |
1248 | /* |
1249 | * Create the map. |
1250 | */ |
1251 | genmap(w, h, n, map, rs); |
1252 | |
1253 | #ifdef GENERATION_DIAGNOSTICS |
1254 | for (y = 0; y < h; y++) { |
1255 | for (x = 0; x < w; x++) { |
1256 | int v = map[y*w+x]; |
1257 | if (v >= 62) |
1258 | putchar('!'); |
1259 | else if (v >= 36) |
1260 | putchar('a' + v-36); |
1261 | else if (v >= 10) |
1262 | putchar('A' + v-10); |
1263 | else |
1264 | putchar('0' + v); |
1265 | } |
1266 | putchar('\n'); |
1267 | } |
1268 | #endif |
1269 | |
1270 | /* |
1271 | * Convert the map into a graph. |
1272 | */ |
1273 | ngraph = gengraph(w, h, n, map, graph); |
1274 | |
1275 | #ifdef GENERATION_DIAGNOSTICS |
1276 | for (i = 0; i < ngraph; i++) |
1277 | printf("%d-%d\n", graph[i]/n, graph[i]%n); |
1278 | #endif |
1279 | |
1280 | /* |
1281 | * Colour the map. |
1282 | */ |
1283 | fourcolour(graph, n, ngraph, colouring, rs); |
1284 | |
1285 | #ifdef GENERATION_DIAGNOSTICS |
1286 | for (i = 0; i < n; i++) |
1287 | printf("%d: %d\n", i, colouring[i]); |
1288 | |
1289 | for (y = 0; y < h; y++) { |
1290 | for (x = 0; x < w; x++) { |
1291 | int v = colouring[map[y*w+x]]; |
1292 | if (v >= 36) |
1293 | putchar('a' + v-36); |
1294 | else if (v >= 10) |
1295 | putchar('A' + v-10); |
1296 | else |
1297 | putchar('0' + v); |
1298 | } |
1299 | putchar('\n'); |
1300 | } |
1301 | #endif |
1302 | |
1303 | /* |
1304 | * Encode the solution as an aux string. |
1305 | */ |
1306 | if (*aux) /* in case we've come round again */ |
1307 | sfree(*aux); |
1308 | retlen = retsize = 0; |
1309 | ret = NULL; |
1310 | for (i = 0; i < n; i++) { |
1311 | int len; |
1312 | |
1313 | if (colouring[i] < 0) |
1314 | continue; |
1315 | |
1316 | len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); |
1317 | if (retlen + len >= retsize) { |
1318 | retsize = retlen + len + 256; |
1319 | ret = sresize(ret, retsize, char); |
1320 | } |
1321 | strcpy(ret + retlen, buf); |
1322 | retlen += len; |
1323 | } |
1324 | *aux = ret; |
1325 | |
1326 | /* |
1327 | * Remove the region colours one by one, keeping |
1328 | * solubility. Also ensure that there always remains at |
1329 | * least one region of every colour, so that the user can |
1330 | * drag from somewhere. |
1331 | */ |
1332 | for (i = 0; i < FOUR; i++) |
1333 | cfreq[i] = 0; |
1334 | for (i = 0; i < n; i++) { |
1335 | regions[i] = i; |
1336 | cfreq[colouring[i]]++; |
1337 | } |
1338 | for (i = 0; i < FOUR; i++) |
1339 | if (cfreq[i] == 0) |
1340 | continue; |
1341 | |
1342 | shuffle(regions, n, sizeof(*regions), rs); |
1343 | |
e5de700f |
1344 | if (sc) free_scratch(sc); |
c51c7de6 |
1345 | sc = new_scratch(graph, n, ngraph); |
1346 | |
1347 | for (i = 0; i < n; i++) { |
1348 | j = regions[i]; |
1349 | |
1350 | if (cfreq[colouring[j]] == 1) |
1351 | continue; /* can't remove last region of colour */ |
1352 | |
1353 | memcpy(colouring2, colouring, n*sizeof(int)); |
1354 | colouring2[j] = -1; |
1355 | solveret = map_solver(sc, graph, n, ngraph, colouring2, |
1356 | params->diff); |
1357 | assert(solveret >= 0); /* mustn't be impossible! */ |
1358 | if (solveret == 1) { |
1359 | cfreq[colouring[j]]--; |
1360 | colouring[j] = -1; |
1361 | } |
1362 | } |
1363 | |
1364 | #ifdef GENERATION_DIAGNOSTICS |
1365 | for (i = 0; i < n; i++) |
1366 | if (colouring[i] >= 0) { |
1367 | if (i >= 62) |
1368 | putchar('!'); |
1369 | else if (i >= 36) |
1370 | putchar('a' + i-36); |
1371 | else if (i >= 10) |
1372 | putchar('A' + i-10); |
1373 | else |
1374 | putchar('0' + i); |
1375 | printf(": %d\n", colouring[i]); |
1376 | } |
1377 | #endif |
1378 | |
1379 | /* |
1380 | * Finally, check that the puzzle is _at least_ as hard as |
1381 | * required, and indeed that it isn't already solved. |
1382 | * (Calling map_solver with negative difficulty ensures the |
f65ec50c |
1383 | * latter - if a solver which _does nothing_ can solve it, |
1384 | * it's too easy!) |
c51c7de6 |
1385 | */ |
1386 | memcpy(colouring2, colouring, n*sizeof(int)); |
1387 | if (map_solver(sc, graph, n, ngraph, colouring2, |
1388 | mindiff - 1) == 1) { |
1389 | /* |
1390 | * Drop minimum difficulty if necessary. |
1391 | */ |
5008dea0 |
1392 | if (mindiff > 0 && (n < 9 || n > 2*wh/3)) { |
c51c7de6 |
1393 | if (tries-- <= 0) |
1394 | mindiff = 0; /* give up and go for Easy */ |
1395 | } |
1396 | continue; |
1397 | } |
1398 | |
1399 | break; |
1400 | } |
1401 | |
1402 | /* |
1403 | * Encode as a game ID. We do this by: |
1404 | * |
1405 | * - first going along the horizontal edges row by row, and |
1406 | * then the vertical edges column by column |
1407 | * - encoding the lengths of runs of edges and runs of |
1408 | * non-edges |
1409 | * - the decoder will reconstitute the region boundaries from |
1410 | * this and automatically number them the same way we did |
1411 | * - then we encode the initial region colours in a Slant-like |
1412 | * fashion (digits 0-3 interspersed with letters giving |
1413 | * lengths of runs of empty spaces). |
1414 | */ |
1415 | retlen = retsize = 0; |
1416 | ret = NULL; |
1417 | |
1418 | { |
1419 | int run, pv; |
1420 | |
1421 | /* |
1422 | * Start with a notional non-edge, so that there'll be an |
1423 | * explicit `a' to distinguish the case where we start with |
1424 | * an edge. |
1425 | */ |
1426 | run = 1; |
1427 | pv = 0; |
1428 | |
1429 | for (i = 0; i < w*(h-1) + (w-1)*h; i++) { |
1430 | int x, y, dx, dy, v; |
1431 | |
1432 | if (i < w*(h-1)) { |
1433 | /* Horizontal edge. */ |
1434 | y = i / w; |
1435 | x = i % w; |
1436 | dx = 0; |
1437 | dy = 1; |
1438 | } else { |
1439 | /* Vertical edge. */ |
1440 | x = (i - w*(h-1)) / h; |
1441 | y = (i - w*(h-1)) % h; |
1442 | dx = 1; |
1443 | dy = 0; |
1444 | } |
1445 | |
1446 | if (retlen + 10 >= retsize) { |
1447 | retsize = retlen + 256; |
1448 | ret = sresize(ret, retsize, char); |
1449 | } |
1450 | |
1451 | v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); |
1452 | |
1453 | if (pv != v) { |
1454 | ret[retlen++] = 'a'-1 + run; |
1455 | run = 1; |
1456 | pv = v; |
1457 | } else { |
1458 | /* |
1459 | * 'z' is a special case in this encoding. Rather |
1460 | * than meaning a run of 26 and a state switch, it |
1461 | * means a run of 25 and _no_ state switch, because |
1462 | * otherwise there'd be no way to encode runs of |
1463 | * more than 26. |
1464 | */ |
1465 | if (run == 25) { |
1466 | ret[retlen++] = 'z'; |
1467 | run = 0; |
1468 | } |
1469 | run++; |
1470 | } |
1471 | } |
1472 | |
1473 | ret[retlen++] = 'a'-1 + run; |
1474 | ret[retlen++] = ','; |
1475 | |
1476 | run = 0; |
1477 | for (i = 0; i < n; i++) { |
1478 | if (retlen + 10 >= retsize) { |
1479 | retsize = retlen + 256; |
1480 | ret = sresize(ret, retsize, char); |
1481 | } |
1482 | |
1483 | if (colouring[i] < 0) { |
1484 | /* |
1485 | * In _this_ encoding, 'z' is a run of 26, since |
1486 | * there's no implicit state switch after each run. |
1487 | * Confusingly different, but more compact. |
1488 | */ |
1489 | if (run == 26) { |
1490 | ret[retlen++] = 'z'; |
1491 | run = 0; |
1492 | } |
1493 | run++; |
1494 | } else { |
1495 | if (run > 0) |
1496 | ret[retlen++] = 'a'-1 + run; |
1497 | ret[retlen++] = '0' + colouring[i]; |
1498 | run = 0; |
1499 | } |
1500 | } |
1501 | if (run > 0) |
1502 | ret[retlen++] = 'a'-1 + run; |
1503 | ret[retlen] = '\0'; |
1504 | |
1505 | assert(retlen < retsize); |
1506 | } |
1507 | |
1508 | free_scratch(sc); |
1509 | sfree(regions); |
1510 | sfree(colouring2); |
1511 | sfree(colouring); |
1512 | sfree(graph); |
1513 | sfree(map); |
1514 | |
1515 | return ret; |
1516 | } |
1517 | |
1518 | static char *parse_edge_list(game_params *params, char **desc, int *map) |
1519 | { |
1520 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1521 | int i, k, pos, state; |
1522 | char *p = *desc; |
1523 | |
1524 | for (i = 0; i < wh; i++) |
1525 | map[wh+i] = i; |
1526 | |
1527 | pos = -1; |
1528 | state = 0; |
1529 | |
1530 | /* |
1531 | * Parse the game description to get the list of edges, and |
1532 | * build up a disjoint set forest as we go (by identifying |
1533 | * pairs of squares whenever the edge list shows a non-edge). |
1534 | */ |
1535 | while (*p && *p != ',') { |
1536 | if (*p < 'a' || *p > 'z') |
1537 | return "Unexpected character in edge list"; |
1538 | if (*p == 'z') |
1539 | k = 25; |
1540 | else |
1541 | k = *p - 'a' + 1; |
1542 | while (k-- > 0) { |
1543 | int x, y, dx, dy; |
1544 | |
1545 | if (pos < 0) { |
1546 | pos++; |
1547 | continue; |
1548 | } else if (pos < w*(h-1)) { |
1549 | /* Horizontal edge. */ |
1550 | y = pos / w; |
1551 | x = pos % w; |
1552 | dx = 0; |
1553 | dy = 1; |
1554 | } else if (pos < 2*wh-w-h) { |
1555 | /* Vertical edge. */ |
1556 | x = (pos - w*(h-1)) / h; |
1557 | y = (pos - w*(h-1)) % h; |
1558 | dx = 1; |
1559 | dy = 0; |
1560 | } else |
1561 | return "Too much data in edge list"; |
1562 | if (!state) |
1563 | dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); |
1564 | |
1565 | pos++; |
1566 | } |
1567 | if (*p != 'z') |
1568 | state = !state; |
1569 | p++; |
1570 | } |
1571 | assert(pos <= 2*wh-w-h); |
1572 | if (pos < 2*wh-w-h) |
1573 | return "Too little data in edge list"; |
1574 | |
1575 | /* |
1576 | * Now go through again and allocate region numbers. |
1577 | */ |
1578 | pos = 0; |
1579 | for (i = 0; i < wh; i++) |
1580 | map[i] = -1; |
1581 | for (i = 0; i < wh; i++) { |
1582 | k = dsf_canonify(map+wh, i); |
1583 | if (map[k] < 0) |
1584 | map[k] = pos++; |
1585 | map[i] = map[k]; |
1586 | } |
1587 | if (pos != n) |
1588 | return "Edge list defines the wrong number of regions"; |
1589 | |
1590 | *desc = p; |
1591 | |
1592 | return NULL; |
1593 | } |
1594 | |
1595 | static char *validate_desc(game_params *params, char *desc) |
1596 | { |
1597 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1598 | int area; |
1599 | int *map; |
1600 | char *ret; |
1601 | |
1602 | map = snewn(2*wh, int); |
1603 | ret = parse_edge_list(params, &desc, map); |
1604 | if (ret) |
1605 | return ret; |
1606 | sfree(map); |
1607 | |
1608 | if (*desc != ',') |
1609 | return "Expected comma before clue list"; |
1610 | desc++; /* eat comma */ |
1611 | |
1612 | area = 0; |
1613 | while (*desc) { |
1614 | if (*desc >= '0' && *desc < '0'+FOUR) |
1615 | area++; |
1616 | else if (*desc >= 'a' && *desc <= 'z') |
1617 | area += *desc - 'a' + 1; |
1618 | else |
1619 | return "Unexpected character in clue list"; |
1620 | desc++; |
1621 | } |
1622 | if (area < n) |
1623 | return "Too little data in clue list"; |
1624 | else if (area > n) |
1625 | return "Too much data in clue list"; |
1626 | |
1627 | return NULL; |
1628 | } |
1629 | |
dafd6cf6 |
1630 | static game_state *new_game(midend *me, game_params *params, char *desc) |
c51c7de6 |
1631 | { |
1632 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1633 | int i, pos; |
1634 | char *p; |
1635 | game_state *state = snew(game_state); |
1636 | |
1637 | state->p = *params; |
1638 | state->colouring = snewn(n, int); |
1639 | for (i = 0; i < n; i++) |
1640 | state->colouring[i] = -1; |
1cdd1306 |
1641 | state->pencil = snewn(n, int); |
1642 | for (i = 0; i < n; i++) |
1643 | state->pencil[i] = 0; |
c51c7de6 |
1644 | |
1645 | state->completed = state->cheated = FALSE; |
1646 | |
1647 | state->map = snew(struct map); |
1648 | state->map->refcount = 1; |
1649 | state->map->map = snewn(wh*4, int); |
1650 | state->map->graph = snewn(n*n, int); |
1651 | state->map->n = n; |
1652 | state->map->immutable = snewn(n, int); |
1653 | for (i = 0; i < n; i++) |
1654 | state->map->immutable[i] = FALSE; |
1655 | |
1656 | p = desc; |
1657 | |
1658 | { |
1659 | char *ret; |
1660 | ret = parse_edge_list(params, &p, state->map->map); |
1661 | assert(!ret); |
1662 | } |
1663 | |
1664 | /* |
1665 | * Set up the other three quadrants in `map'. |
1666 | */ |
1667 | for (i = wh; i < 4*wh; i++) |
1668 | state->map->map[i] = state->map->map[i % wh]; |
1669 | |
1670 | assert(*p == ','); |
1671 | p++; |
1672 | |
1673 | /* |
1674 | * Now process the clue list. |
1675 | */ |
1676 | pos = 0; |
1677 | while (*p) { |
1678 | if (*p >= '0' && *p < '0'+FOUR) { |
1679 | state->colouring[pos] = *p - '0'; |
1680 | state->map->immutable[pos] = TRUE; |
1681 | pos++; |
1682 | } else { |
1683 | assert(*p >= 'a' && *p <= 'z'); |
1684 | pos += *p - 'a' + 1; |
1685 | } |
1686 | p++; |
1687 | } |
1688 | assert(pos == n); |
1689 | |
1690 | state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); |
1691 | |
1692 | /* |
1693 | * Attempt to smooth out some of the more jagged region |
1694 | * outlines by the judicious use of diagonally divided squares. |
1695 | */ |
1696 | { |
1697 | random_state *rs = random_init(desc, strlen(desc)); |
1698 | int *squares = snewn(wh, int); |
1699 | int done_something; |
1700 | |
1701 | for (i = 0; i < wh; i++) |
1702 | squares[i] = i; |
1703 | shuffle(squares, wh, sizeof(*squares), rs); |
1704 | |
1705 | do { |
1706 | done_something = FALSE; |
1707 | for (i = 0; i < wh; i++) { |
1708 | int y = squares[i] / w, x = squares[i] % w; |
1709 | int c = state->map->map[y*w+x]; |
1710 | int tc, bc, lc, rc; |
1711 | |
1712 | if (x == 0 || x == w-1 || y == 0 || y == h-1) |
1713 | continue; |
1714 | |
1715 | if (state->map->map[TE * wh + y*w+x] != |
1716 | state->map->map[BE * wh + y*w+x]) |
1717 | continue; |
1718 | |
1719 | tc = state->map->map[BE * wh + (y-1)*w+x]; |
1720 | bc = state->map->map[TE * wh + (y+1)*w+x]; |
1721 | lc = state->map->map[RE * wh + y*w+(x-1)]; |
1722 | rc = state->map->map[LE * wh + y*w+(x+1)]; |
1723 | |
1724 | /* |
1725 | * If this square is adjacent on two sides to one |
1726 | * region and on the other two sides to the other |
1727 | * region, and is itself one of the two regions, we can |
1728 | * adjust it so that it's a diagonal. |
1729 | */ |
1730 | if (tc != bc && (tc == c || bc == c)) { |
1731 | if ((lc == tc && rc == bc) || |
1732 | (lc == bc && rc == tc)) { |
1733 | state->map->map[TE * wh + y*w+x] = tc; |
1734 | state->map->map[BE * wh + y*w+x] = bc; |
1735 | state->map->map[LE * wh + y*w+x] = lc; |
1736 | state->map->map[RE * wh + y*w+x] = rc; |
1737 | done_something = TRUE; |
1738 | } |
1739 | } |
1740 | } |
1741 | } while (done_something); |
1742 | sfree(squares); |
1743 | random_free(rs); |
1744 | } |
1745 | |
756a9f15 |
1746 | /* |
1747 | * Analyse the map to find a canonical line segment |
1748 | * corresponding to each edge. These are where we'll eventually |
1749 | * put error markers. |
1750 | */ |
1751 | { |
1752 | int *bestx, *besty, *an, pass; |
1753 | float *ax, *ay, *best; |
1754 | |
1755 | ax = snewn(state->map->ngraph, float); |
1756 | ay = snewn(state->map->ngraph, float); |
1757 | an = snewn(state->map->ngraph, int); |
1758 | bestx = snewn(state->map->ngraph, int); |
1759 | besty = snewn(state->map->ngraph, int); |
1760 | best = snewn(state->map->ngraph, float); |
1761 | |
1762 | for (i = 0; i < state->map->ngraph; i++) { |
1763 | bestx[i] = besty[i] = -1; |
1764 | best[i] = 2*(w+h)+1; |
1765 | ax[i] = ay[i] = 0.0F; |
1766 | an[i] = 0; |
1767 | } |
1768 | |
1769 | /* |
1770 | * We make two passes over the map, finding all the line |
1771 | * segments separating regions. In the first pass, we |
1772 | * compute the _average_ x and y coordinate of all the line |
1773 | * segments separating each pair of regions; in the second |
1774 | * pass, for each such average point, we find the line |
1775 | * segment closest to it and call that canonical. |
1776 | * |
1777 | * Line segments are considered to have coordinates in |
1778 | * their centre. Thus, at least one coordinate for any line |
1779 | * segment is always something-and-a-half; so we store our |
1780 | * coordinates as twice their normal value. |
1781 | */ |
1782 | for (pass = 0; pass < 2; pass++) { |
1783 | int x, y; |
1784 | |
1785 | for (y = 0; y < h; y++) |
1786 | for (x = 0; x < w; x++) { |
e6a5b1b7 |
1787 | int ex[4], ey[4], ea[4], eb[4], en = 0; |
756a9f15 |
1788 | |
1789 | /* |
1790 | * Look for an edge to the right of this |
1791 | * square, an edge below it, and an edge in the |
e6a5b1b7 |
1792 | * middle of it. Also look to see if the point |
1793 | * at the bottom right of this square is on an |
1794 | * edge (and isn't a place where more than two |
1795 | * regions meet). |
756a9f15 |
1796 | */ |
1797 | if (x+1 < w) { |
1798 | /* right edge */ |
1799 | ea[en] = state->map->map[RE * wh + y*w+x]; |
1800 | eb[en] = state->map->map[LE * wh + y*w+(x+1)]; |
1801 | if (ea[en] != eb[en]) { |
1802 | ex[en] = (x+1)*2; |
1803 | ey[en] = y*2+1; |
1804 | en++; |
1805 | } |
1806 | } |
1807 | if (y+1 < h) { |
1808 | /* bottom edge */ |
1809 | ea[en] = state->map->map[BE * wh + y*w+x]; |
1810 | eb[en] = state->map->map[TE * wh + (y+1)*w+x]; |
1811 | if (ea[en] != eb[en]) { |
1812 | ex[en] = x*2+1; |
1813 | ey[en] = (y+1)*2; |
1814 | en++; |
1815 | } |
1816 | } |
1817 | /* diagonal edge */ |
1818 | ea[en] = state->map->map[TE * wh + y*w+x]; |
1819 | eb[en] = state->map->map[BE * wh + y*w+x]; |
1820 | if (ea[en] != eb[en]) { |
1821 | ex[en] = x*2+1; |
1822 | ey[en] = y*2+1; |
1823 | en++; |
1824 | } |
e6a5b1b7 |
1825 | if (x+1 < w && y+1 < h) { |
1826 | /* bottom right corner */ |
1827 | int oct[8], othercol, nchanges; |
1828 | oct[0] = state->map->map[RE * wh + y*w+x]; |
1829 | oct[1] = state->map->map[LE * wh + y*w+(x+1)]; |
1830 | oct[2] = state->map->map[BE * wh + y*w+(x+1)]; |
1831 | oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)]; |
1832 | oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)]; |
1833 | oct[5] = state->map->map[RE * wh + (y+1)*w+x]; |
1834 | oct[6] = state->map->map[TE * wh + (y+1)*w+x]; |
1835 | oct[7] = state->map->map[BE * wh + y*w+x]; |
1836 | |
1837 | othercol = -1; |
1838 | nchanges = 0; |
1839 | for (i = 0; i < 8; i++) { |
1840 | if (oct[i] != oct[0]) { |
1841 | if (othercol < 0) |
1842 | othercol = oct[i]; |
1843 | else if (othercol != oct[i]) |
1844 | break; /* three colours at this point */ |
1845 | } |
1846 | if (oct[i] != oct[(i+1) & 7]) |
1847 | nchanges++; |
1848 | } |
1849 | |
1850 | /* |
1851 | * Now if there are exactly two regions at |
1852 | * this point (not one, and not three or |
1853 | * more), and only two changes around the |
1854 | * loop, then this is a valid place to put |
1855 | * an error marker. |
1856 | */ |
1857 | if (i == 8 && othercol >= 0 && nchanges == 2) { |
1858 | ea[en] = oct[0]; |
1859 | eb[en] = othercol; |
1860 | ex[en] = (x+1)*2; |
1861 | ey[en] = (y+1)*2; |
1862 | en++; |
1863 | } |
1864 | } |
756a9f15 |
1865 | |
1866 | /* |
1867 | * Now process the edges we've found, one by |
1868 | * one. |
1869 | */ |
1870 | for (i = 0; i < en; i++) { |
1871 | int emin = min(ea[i], eb[i]); |
1872 | int emax = max(ea[i], eb[i]); |
1873 | int gindex = |
1874 | graph_edge_index(state->map->graph, n, |
1875 | state->map->ngraph, emin, emax); |
1876 | |
1877 | assert(gindex >= 0); |
1878 | |
1879 | if (pass == 0) { |
1880 | /* |
1881 | * In pass 0, accumulate the values |
1882 | * we'll use to compute the average |
1883 | * positions. |
1884 | */ |
1885 | ax[gindex] += ex[i]; |
1886 | ay[gindex] += ey[i]; |
1887 | an[gindex] += 1.0F; |
1888 | } else { |
1889 | /* |
1890 | * In pass 1, work out whether this |
1891 | * point is closer to the average than |
1892 | * the last one we've seen. |
1893 | */ |
1894 | float dx, dy, d; |
1895 | |
1896 | assert(an[gindex] > 0); |
1897 | dx = ex[i] - ax[gindex]; |
1898 | dy = ey[i] - ay[gindex]; |
1899 | d = sqrt(dx*dx + dy*dy); |
1900 | if (d < best[gindex]) { |
1901 | best[gindex] = d; |
1902 | bestx[gindex] = ex[i]; |
1903 | besty[gindex] = ey[i]; |
1904 | } |
1905 | } |
1906 | } |
1907 | } |
1908 | |
1909 | if (pass == 0) { |
1910 | for (i = 0; i < state->map->ngraph; i++) |
1911 | if (an[i] > 0) { |
1912 | ax[i] /= an[i]; |
1913 | ay[i] /= an[i]; |
1914 | } |
1915 | } |
1916 | } |
1917 | |
1918 | state->map->edgex = bestx; |
1919 | state->map->edgey = besty; |
1920 | |
1921 | for (i = 0; i < state->map->ngraph; i++) |
1922 | if (state->map->edgex[i] < 0) { |
1923 | /* Find the other representation of this edge. */ |
1924 | int e = state->map->graph[i]; |
1925 | int iprime = graph_edge_index(state->map->graph, n, |
1926 | state->map->ngraph, e%n, e/n); |
1927 | assert(state->map->edgex[iprime] >= 0); |
1928 | state->map->edgex[i] = state->map->edgex[iprime]; |
1929 | state->map->edgey[i] = state->map->edgey[iprime]; |
1930 | } |
1931 | |
1932 | sfree(ax); |
1933 | sfree(ay); |
1934 | sfree(an); |
1935 | sfree(best); |
1936 | } |
1937 | |
c51c7de6 |
1938 | return state; |
1939 | } |
1940 | |
1941 | static game_state *dup_game(game_state *state) |
1942 | { |
1943 | game_state *ret = snew(game_state); |
1944 | |
1945 | ret->p = state->p; |
1946 | ret->colouring = snewn(state->p.n, int); |
1947 | memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); |
1cdd1306 |
1948 | ret->pencil = snewn(state->p.n, int); |
1949 | memcpy(ret->pencil, state->pencil, state->p.n * sizeof(int)); |
c51c7de6 |
1950 | ret->map = state->map; |
1951 | ret->map->refcount++; |
1952 | ret->completed = state->completed; |
1953 | ret->cheated = state->cheated; |
1954 | |
1955 | return ret; |
1956 | } |
1957 | |
1958 | static void free_game(game_state *state) |
1959 | { |
1960 | if (--state->map->refcount <= 0) { |
1961 | sfree(state->map->map); |
1962 | sfree(state->map->graph); |
1963 | sfree(state->map->immutable); |
756a9f15 |
1964 | sfree(state->map->edgex); |
1965 | sfree(state->map->edgey); |
c51c7de6 |
1966 | sfree(state->map); |
1967 | } |
1968 | sfree(state->colouring); |
1969 | sfree(state); |
1970 | } |
1971 | |
1972 | static char *solve_game(game_state *state, game_state *currstate, |
1973 | char *aux, char **error) |
1974 | { |
1975 | if (!aux) { |
1976 | /* |
1977 | * Use the solver. |
1978 | */ |
1979 | int *colouring; |
1980 | struct solver_scratch *sc; |
1981 | int sret; |
1982 | int i; |
1983 | char *ret, buf[80]; |
1984 | int retlen, retsize; |
1985 | |
1986 | colouring = snewn(state->map->n, int); |
1987 | memcpy(colouring, state->colouring, state->map->n * sizeof(int)); |
1988 | |
1989 | sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); |
1990 | sret = map_solver(sc, state->map->graph, state->map->n, |
1991 | state->map->ngraph, colouring, DIFFCOUNT-1); |
1992 | free_scratch(sc); |
1993 | |
1994 | if (sret != 1) { |
1995 | sfree(colouring); |
1996 | if (sret == 0) |
1997 | *error = "Puzzle is inconsistent"; |
1998 | else |
1999 | *error = "Unable to find a unique solution for this puzzle"; |
2000 | return NULL; |
2001 | } |
2002 | |
c2d02b5a |
2003 | retsize = 64; |
2004 | ret = snewn(retsize, char); |
2005 | strcpy(ret, "S"); |
2006 | retlen = 1; |
c51c7de6 |
2007 | |
2008 | for (i = 0; i < state->map->n; i++) { |
2009 | int len; |
2010 | |
2011 | assert(colouring[i] >= 0); |
2012 | if (colouring[i] == currstate->colouring[i]) |
2013 | continue; |
2014 | assert(!state->map->immutable[i]); |
2015 | |
c2d02b5a |
2016 | len = sprintf(buf, ";%d:%d", colouring[i], i); |
c51c7de6 |
2017 | if (retlen + len >= retsize) { |
2018 | retsize = retlen + len + 256; |
2019 | ret = sresize(ret, retsize, char); |
2020 | } |
2021 | strcpy(ret + retlen, buf); |
2022 | retlen += len; |
2023 | } |
2024 | |
2025 | sfree(colouring); |
2026 | |
2027 | return ret; |
2028 | } |
2029 | return dupstr(aux); |
2030 | } |
2031 | |
2032 | static char *game_text_format(game_state *state) |
2033 | { |
2034 | return NULL; |
2035 | } |
2036 | |
2037 | struct game_ui { |
2038 | int drag_colour; /* -1 means no drag active */ |
2039 | int dragx, dragy; |
2040 | }; |
2041 | |
2042 | static game_ui *new_ui(game_state *state) |
2043 | { |
2044 | game_ui *ui = snew(game_ui); |
2045 | ui->dragx = ui->dragy = -1; |
2046 | ui->drag_colour = -2; |
2047 | return ui; |
2048 | } |
2049 | |
2050 | static void free_ui(game_ui *ui) |
2051 | { |
2052 | sfree(ui); |
2053 | } |
2054 | |
2055 | static char *encode_ui(game_ui *ui) |
2056 | { |
2057 | return NULL; |
2058 | } |
2059 | |
2060 | static void decode_ui(game_ui *ui, char *encoding) |
2061 | { |
2062 | } |
2063 | |
2064 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2065 | game_state *newstate) |
2066 | { |
2067 | } |
2068 | |
2069 | struct game_drawstate { |
2070 | int tilesize; |
1cdd1306 |
2071 | unsigned long *drawn, *todraw; |
c51c7de6 |
2072 | int started; |
2073 | int dragx, dragy, drag_visible; |
2074 | blitter *bl; |
2075 | }; |
2076 | |
756a9f15 |
2077 | /* Flags in `drawn'. */ |
1cdd1306 |
2078 | #define ERR_BASE 0x00800000L |
2079 | #define ERR_MASK 0xFF800000L |
2080 | #define PENCIL_T_BASE 0x00080000L |
2081 | #define PENCIL_T_MASK 0x00780000L |
2082 | #define PENCIL_B_BASE 0x00008000L |
2083 | #define PENCIL_B_MASK 0x00078000L |
2084 | #define PENCIL_MASK 0x007F8000L |
756a9f15 |
2085 | |
c51c7de6 |
2086 | #define TILESIZE (ds->tilesize) |
2087 | #define BORDER (TILESIZE) |
2088 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
2089 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
2090 | |
2091 | static int region_from_coords(game_state *state, game_drawstate *ds, |
2092 | int x, int y) |
2093 | { |
2094 | int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; |
2095 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
2096 | int dx = x - COORD(tx), dy = y - COORD(ty); |
2097 | int quadrant; |
2098 | |
2099 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
2100 | return -1; /* border */ |
2101 | |
2102 | quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); |
2103 | quadrant = (quadrant == 0 ? BE : |
2104 | quadrant == 1 ? LE : |
2105 | quadrant == 2 ? RE : TE); |
2106 | |
2107 | return state->map->map[quadrant * wh + ty*w+tx]; |
2108 | } |
2109 | |
2110 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2111 | int x, int y, int button) |
2112 | { |
2113 | char buf[80]; |
2114 | |
2115 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
2116 | int r = region_from_coords(state, ds, x, y); |
2117 | |
2118 | if (r >= 0) |
2119 | ui->drag_colour = state->colouring[r]; |
2120 | else |
2121 | ui->drag_colour = -1; |
2122 | ui->dragx = x; |
2123 | ui->dragy = y; |
2124 | return ""; |
2125 | } |
2126 | |
2127 | if ((button == LEFT_DRAG || button == RIGHT_DRAG) && |
2128 | ui->drag_colour > -2) { |
2129 | ui->dragx = x; |
2130 | ui->dragy = y; |
2131 | return ""; |
2132 | } |
2133 | |
2134 | if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && |
2135 | ui->drag_colour > -2) { |
2136 | int r = region_from_coords(state, ds, x, y); |
2137 | int c = ui->drag_colour; |
2138 | |
2139 | /* |
2140 | * Cancel the drag, whatever happens. |
2141 | */ |
2142 | ui->drag_colour = -2; |
2143 | ui->dragx = ui->dragy = -1; |
2144 | |
2145 | if (r < 0) |
2146 | return ""; /* drag into border; do nothing else */ |
2147 | |
2148 | if (state->map->immutable[r]) |
2149 | return ""; /* can't change this region */ |
2150 | |
2151 | if (state->colouring[r] == c) |
2152 | return ""; /* don't _need_ to change this region */ |
2153 | |
1cdd1306 |
2154 | if (button == RIGHT_RELEASE && state->colouring[r] >= 0) |
2155 | return ""; /* can't pencil on a coloured region */ |
2156 | |
2157 | sprintf(buf, "%s%c:%d", (button == RIGHT_RELEASE ? "p" : ""), |
2158 | (int)(c < 0 ? 'C' : '0' + c), r); |
c51c7de6 |
2159 | return dupstr(buf); |
2160 | } |
2161 | |
2162 | return NULL; |
2163 | } |
2164 | |
2165 | static game_state *execute_move(game_state *state, char *move) |
2166 | { |
2167 | int n = state->p.n; |
2168 | game_state *ret = dup_game(state); |
2169 | int c, k, adv, i; |
2170 | |
2171 | while (*move) { |
1cdd1306 |
2172 | int pencil = FALSE; |
2173 | |
c51c7de6 |
2174 | c = *move; |
1cdd1306 |
2175 | if (c == 'p') { |
2176 | pencil = TRUE; |
2177 | c = *++move; |
2178 | } |
c51c7de6 |
2179 | if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && |
2180 | sscanf(move+1, ":%d%n", &k, &adv) == 1 && |
2181 | k >= 0 && k < state->p.n) { |
2182 | move += 1 + adv; |
1cdd1306 |
2183 | if (pencil) { |
2184 | if (ret->colouring[k] >= 0) { |
2185 | free_game(ret); |
2186 | return NULL; |
2187 | } |
2188 | if (c == 'C') |
2189 | ret->pencil[k] = 0; |
2190 | else |
2191 | ret->pencil[k] ^= 1 << (c - '0'); |
2192 | } else { |
2193 | ret->colouring[k] = (c == 'C' ? -1 : c - '0'); |
2194 | ret->pencil[k] = 0; |
2195 | } |
c51c7de6 |
2196 | } else if (*move == 'S') { |
2197 | move++; |
2198 | ret->cheated = TRUE; |
2199 | } else { |
2200 | free_game(ret); |
2201 | return NULL; |
2202 | } |
2203 | |
2204 | if (*move && *move != ';') { |
2205 | free_game(ret); |
2206 | return NULL; |
2207 | } |
2208 | if (*move) |
2209 | move++; |
2210 | } |
2211 | |
2212 | /* |
2213 | * Check for completion. |
2214 | */ |
2215 | if (!ret->completed) { |
2216 | int ok = TRUE; |
2217 | |
2218 | for (i = 0; i < n; i++) |
2219 | if (ret->colouring[i] < 0) { |
2220 | ok = FALSE; |
2221 | break; |
2222 | } |
2223 | |
2224 | if (ok) { |
2225 | for (i = 0; i < ret->map->ngraph; i++) { |
2226 | int j = ret->map->graph[i] / n; |
2227 | int k = ret->map->graph[i] % n; |
2228 | if (ret->colouring[j] == ret->colouring[k]) { |
2229 | ok = FALSE; |
2230 | break; |
2231 | } |
2232 | } |
2233 | } |
2234 | |
2235 | if (ok) |
2236 | ret->completed = TRUE; |
2237 | } |
2238 | |
2239 | return ret; |
2240 | } |
2241 | |
2242 | /* ---------------------------------------------------------------------- |
2243 | * Drawing routines. |
2244 | */ |
2245 | |
2246 | static void game_compute_size(game_params *params, int tilesize, |
2247 | int *x, int *y) |
2248 | { |
2249 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2250 | struct { int tilesize; } ads, *ds = &ads; |
2251 | ads.tilesize = tilesize; |
2252 | |
2253 | *x = params->w * TILESIZE + 2 * BORDER + 1; |
2254 | *y = params->h * TILESIZE + 2 * BORDER + 1; |
2255 | } |
2256 | |
dafd6cf6 |
2257 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2258 | game_params *params, int tilesize) |
c51c7de6 |
2259 | { |
2260 | ds->tilesize = tilesize; |
2261 | |
2262 | if (ds->bl) |
dafd6cf6 |
2263 | blitter_free(dr, ds->bl); |
2264 | ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); |
c51c7de6 |
2265 | } |
2266 | |
dafd6cf6 |
2267 | const float map_colours[FOUR][3] = { |
2268 | {0.7F, 0.5F, 0.4F}, |
2269 | {0.8F, 0.7F, 0.4F}, |
2270 | {0.5F, 0.6F, 0.4F}, |
2271 | {0.55F, 0.45F, 0.35F}, |
2272 | }; |
2273 | const int map_hatching[FOUR] = { |
2274 | HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH |
2275 | }; |
2276 | |
c51c7de6 |
2277 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2278 | { |
2279 | float *ret = snewn(3 * NCOLOURS, float); |
2280 | |
2281 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2282 | |
2283 | ret[COL_GRID * 3 + 0] = 0.0F; |
2284 | ret[COL_GRID * 3 + 1] = 0.0F; |
2285 | ret[COL_GRID * 3 + 2] = 0.0F; |
2286 | |
dafd6cf6 |
2287 | memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); |
2288 | memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); |
2289 | memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); |
2290 | memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); |
c51c7de6 |
2291 | |
756a9f15 |
2292 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2293 | ret[COL_ERROR * 3 + 1] = 0.0F; |
2294 | ret[COL_ERROR * 3 + 2] = 0.0F; |
2295 | |
2296 | ret[COL_ERRTEXT * 3 + 0] = 1.0F; |
2297 | ret[COL_ERRTEXT * 3 + 1] = 1.0F; |
2298 | ret[COL_ERRTEXT * 3 + 2] = 1.0F; |
2299 | |
c51c7de6 |
2300 | *ncolours = NCOLOURS; |
2301 | return ret; |
2302 | } |
2303 | |
dafd6cf6 |
2304 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
c51c7de6 |
2305 | { |
2306 | struct game_drawstate *ds = snew(struct game_drawstate); |
756a9f15 |
2307 | int i; |
c51c7de6 |
2308 | |
2309 | ds->tilesize = 0; |
1cdd1306 |
2310 | ds->drawn = snewn(state->p.w * state->p.h, unsigned long); |
756a9f15 |
2311 | for (i = 0; i < state->p.w * state->p.h; i++) |
1cdd1306 |
2312 | ds->drawn[i] = 0xFFFFL; |
2313 | ds->todraw = snewn(state->p.w * state->p.h, unsigned long); |
c51c7de6 |
2314 | ds->started = FALSE; |
2315 | ds->bl = NULL; |
2316 | ds->drag_visible = FALSE; |
2317 | ds->dragx = ds->dragy = -1; |
2318 | |
2319 | return ds; |
2320 | } |
2321 | |
dafd6cf6 |
2322 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
c51c7de6 |
2323 | { |
e5de700f |
2324 | sfree(ds->drawn); |
756a9f15 |
2325 | sfree(ds->todraw); |
c51c7de6 |
2326 | if (ds->bl) |
dafd6cf6 |
2327 | blitter_free(dr, ds->bl); |
c51c7de6 |
2328 | sfree(ds); |
2329 | } |
2330 | |
756a9f15 |
2331 | static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) |
2332 | { |
2333 | int coords[8]; |
2334 | int yext, xext; |
2335 | |
2336 | /* |
2337 | * Draw a diamond. |
2338 | */ |
2339 | coords[0] = x - TILESIZE*2/5; |
2340 | coords[1] = y; |
2341 | coords[2] = x; |
2342 | coords[3] = y - TILESIZE*2/5; |
2343 | coords[4] = x + TILESIZE*2/5; |
2344 | coords[5] = y; |
2345 | coords[6] = x; |
2346 | coords[7] = y + TILESIZE*2/5; |
2347 | draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); |
2348 | |
2349 | /* |
2350 | * Draw an exclamation mark in the diamond. This turns out to |
2351 | * look unpleasantly off-centre if done via draw_text, so I do |
2352 | * it by hand on the basis that exclamation marks aren't that |
2353 | * difficult to draw... |
2354 | */ |
2355 | xext = TILESIZE/16; |
2356 | yext = TILESIZE*2/5 - (xext*2+2); |
e6a5b1b7 |
2357 | draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3), |
756a9f15 |
2358 | COL_ERRTEXT); |
e6a5b1b7 |
2359 | draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT); |
756a9f15 |
2360 | } |
2361 | |
dafd6cf6 |
2362 | static void draw_square(drawing *dr, game_drawstate *ds, |
c51c7de6 |
2363 | game_params *params, struct map *map, |
2364 | int x, int y, int v) |
2365 | { |
2366 | int w = params->w, h = params->h, wh = w*h; |
1cdd1306 |
2367 | int tv, bv, xo, yo, errs, pencil; |
756a9f15 |
2368 | |
2369 | errs = v & ERR_MASK; |
2370 | v &= ~ERR_MASK; |
1cdd1306 |
2371 | pencil = v & PENCIL_MASK; |
2372 | v &= ~PENCIL_MASK; |
756a9f15 |
2373 | tv = v / FIVE; |
2374 | bv = v % FIVE; |
c51c7de6 |
2375 | |
dafd6cf6 |
2376 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2377 | |
2378 | /* |
2379 | * Draw the region colour. |
2380 | */ |
dafd6cf6 |
2381 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
c51c7de6 |
2382 | (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); |
2383 | /* |
2384 | * Draw the second region colour, if this is a diagonally |
2385 | * divided square. |
2386 | */ |
2387 | if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { |
2388 | int coords[6]; |
2389 | coords[0] = COORD(x)-1; |
2390 | coords[1] = COORD(y+1)+1; |
2391 | if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) |
2392 | coords[2] = COORD(x+1)+1; |
2393 | else |
2394 | coords[2] = COORD(x)-1; |
2395 | coords[3] = COORD(y)-1; |
2396 | coords[4] = COORD(x+1)+1; |
2397 | coords[5] = COORD(y+1)+1; |
dafd6cf6 |
2398 | draw_polygon(dr, coords, 3, |
c51c7de6 |
2399 | (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); |
2400 | } |
2401 | |
2402 | /* |
1cdd1306 |
2403 | * Draw `pencil marks'. Currently we arrange these in a square |
2404 | * formation, which means we may be in trouble if the value of |
2405 | * FOUR changes later... |
2406 | */ |
2407 | assert(FOUR == 4); |
2408 | for (yo = 0; yo < 4; yo++) |
2409 | for (xo = 0; xo < 4; xo++) { |
2410 | int te = map->map[TE * wh + y*w+x]; |
2411 | int e, ee, c; |
2412 | |
2413 | e = (yo < xo && yo < 3-xo ? TE : |
2414 | yo > xo && yo > 3-xo ? BE : |
2415 | xo < 2 ? LE : RE); |
2416 | ee = map->map[e * wh + y*w+x]; |
2417 | |
2418 | c = (yo & 1) * 2 + (xo & 1); |
2419 | |
2420 | if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c))) |
2421 | continue; |
2422 | |
2423 | if (yo == xo && |
2424 | (map->map[TE * wh + y*w+x] != map->map[LE * wh + y*w+x])) |
2425 | continue; /* avoid TL-BR diagonal line */ |
2426 | if (yo == 3-xo && |
2427 | (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x])) |
2428 | continue; /* avoid BL-TR diagonal line */ |
2429 | |
2430 | draw_rect(dr, COORD(x) + (5*xo+1)*TILESIZE/20, |
2431 | COORD(y) + (5*yo+1)*TILESIZE/20, |
2432 | 4*TILESIZE/20, 4*TILESIZE/20, COL_0 + c); |
2433 | } |
2434 | |
2435 | /* |
c51c7de6 |
2436 | * Draw the grid lines, if required. |
2437 | */ |
2438 | if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2439 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); |
c51c7de6 |
2440 | if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) |
dafd6cf6 |
2441 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); |
c51c7de6 |
2442 | if (x <= 0 || y <= 0 || |
2443 | map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || |
2444 | map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2445 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
c51c7de6 |
2446 | |
756a9f15 |
2447 | /* |
2448 | * Draw error markers. |
2449 | */ |
e6a5b1b7 |
2450 | for (yo = 0; yo < 3; yo++) |
2451 | for (xo = 0; xo < 3; xo++) |
2452 | if (errs & (ERR_BASE << (yo*3+xo))) |
2453 | draw_error(dr, ds, |
2454 | (COORD(x)*2+TILESIZE*xo)/2, |
2455 | (COORD(y)*2+TILESIZE*yo)/2); |
756a9f15 |
2456 | |
dafd6cf6 |
2457 | unclip(dr); |
756a9f15 |
2458 | |
dafd6cf6 |
2459 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2460 | } |
2461 | |
dafd6cf6 |
2462 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c51c7de6 |
2463 | game_state *state, int dir, game_ui *ui, |
2464 | float animtime, float flashtime) |
2465 | { |
756a9f15 |
2466 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2467 | int x, y, i; |
c51c7de6 |
2468 | int flash; |
2469 | |
2470 | if (ds->drag_visible) { |
dafd6cf6 |
2471 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
2472 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2473 | ds->drag_visible = FALSE; |
2474 | } |
2475 | |
2476 | /* |
2477 | * The initial contents of the window are not guaranteed and |
2478 | * can vary with front ends. To be on the safe side, all games |
2479 | * should start by drawing a big background-colour rectangle |
2480 | * covering the whole window. |
2481 | */ |
2482 | if (!ds->started) { |
2483 | int ww, wh; |
2484 | |
2485 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
2486 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
2487 | draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, |
c51c7de6 |
2488 | COL_GRID); |
2489 | |
dafd6cf6 |
2490 | draw_update(dr, 0, 0, ww, wh); |
c51c7de6 |
2491 | ds->started = TRUE; |
2492 | } |
2493 | |
2494 | if (flashtime) { |
2495 | if (flash_type == 1) |
2496 | flash = (int)(flashtime * FOUR / flash_length); |
2497 | else |
2498 | flash = 1 + (int)(flashtime * THREE / flash_length); |
2499 | } else |
2500 | flash = -1; |
2501 | |
756a9f15 |
2502 | /* |
2503 | * Set up the `todraw' array. |
2504 | */ |
c51c7de6 |
2505 | for (y = 0; y < h; y++) |
2506 | for (x = 0; x < w; x++) { |
2507 | int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; |
2508 | int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; |
2509 | int v; |
2510 | |
2511 | if (tv < 0) |
2512 | tv = FOUR; |
2513 | if (bv < 0) |
2514 | bv = FOUR; |
2515 | |
2516 | if (flash >= 0) { |
2517 | if (flash_type == 1) { |
2518 | if (tv == flash) |
2519 | tv = FOUR; |
2520 | if (bv == flash) |
2521 | bv = FOUR; |
2522 | } else if (flash_type == 2) { |
2523 | if (flash % 2) |
2524 | tv = bv = FOUR; |
2525 | } else { |
2526 | if (tv != FOUR) |
2527 | tv = (tv + flash) % FOUR; |
2528 | if (bv != FOUR) |
2529 | bv = (bv + flash) % FOUR; |
2530 | } |
2531 | } |
2532 | |
2533 | v = tv * FIVE + bv; |
2534 | |
1cdd1306 |
2535 | /* |
2536 | * Add pencil marks. |
2537 | */ |
2538 | for (i = 0; i < FOUR; i++) { |
2539 | if (state->colouring[state->map->map[TE * wh + y*w+x]] < 0 && |
2540 | (state->pencil[state->map->map[TE * wh + y*w+x]] & (1<<i))) |
2541 | v |= PENCIL_T_BASE << i; |
2542 | if (state->colouring[state->map->map[BE * wh + y*w+x]] < 0 && |
2543 | (state->pencil[state->map->map[BE * wh + y*w+x]] & (1<<i))) |
2544 | v |= PENCIL_B_BASE << i; |
2545 | } |
2546 | |
756a9f15 |
2547 | ds->todraw[y*w+x] = v; |
2548 | } |
2549 | |
2550 | /* |
2551 | * Add error markers to the `todraw' array. |
2552 | */ |
2553 | for (i = 0; i < state->map->ngraph; i++) { |
2554 | int v1 = state->map->graph[i] / n; |
2555 | int v2 = state->map->graph[i] % n; |
e6a5b1b7 |
2556 | int xo, yo; |
756a9f15 |
2557 | |
2558 | if (state->colouring[v1] < 0 || state->colouring[v2] < 0) |
2559 | continue; |
2560 | if (state->colouring[v1] != state->colouring[v2]) |
2561 | continue; |
2562 | |
2563 | x = state->map->edgex[i]; |
2564 | y = state->map->edgey[i]; |
2565 | |
e6a5b1b7 |
2566 | xo = x % 2; x /= 2; |
2567 | yo = y % 2; y /= 2; |
2568 | |
2569 | ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo); |
2570 | if (xo == 0) { |
2571 | assert(x > 0); |
2572 | ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2); |
2573 | } |
2574 | if (yo == 0) { |
2575 | assert(y > 0); |
2576 | ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo); |
2577 | } |
2578 | if (xo == 0 && yo == 0) { |
2579 | assert(x > 0 && y > 0); |
2580 | ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2); |
756a9f15 |
2581 | } |
2582 | } |
2583 | |
2584 | /* |
2585 | * Now actually draw everything. |
2586 | */ |
2587 | for (y = 0; y < h; y++) |
2588 | for (x = 0; x < w; x++) { |
2589 | int v = ds->todraw[y*w+x]; |
c51c7de6 |
2590 | if (ds->drawn[y*w+x] != v) { |
dafd6cf6 |
2591 | draw_square(dr, ds, &state->p, state->map, x, y, v); |
c51c7de6 |
2592 | ds->drawn[y*w+x] = v; |
2593 | } |
2594 | } |
2595 | |
2596 | /* |
2597 | * Draw the dragged colour blob if any. |
2598 | */ |
2599 | if (ui->drag_colour > -2) { |
2600 | ds->dragx = ui->dragx - TILESIZE/2 - 2; |
2601 | ds->dragy = ui->dragy - TILESIZE/2 - 2; |
dafd6cf6 |
2602 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
2603 | draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2, |
c51c7de6 |
2604 | (ui->drag_colour < 0 ? COL_BACKGROUND : |
2605 | COL_0 + ui->drag_colour), COL_GRID); |
dafd6cf6 |
2606 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2607 | ds->drag_visible = TRUE; |
2608 | } |
2609 | } |
2610 | |
2611 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2612 | int dir, game_ui *ui) |
2613 | { |
2614 | return 0.0F; |
2615 | } |
2616 | |
2617 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2618 | int dir, game_ui *ui) |
2619 | { |
2620 | if (!oldstate->completed && newstate->completed && |
2621 | !oldstate->cheated && !newstate->cheated) { |
2622 | if (flash_type < 0) { |
2623 | char *env = getenv("MAP_ALTERNATIVE_FLASH"); |
2624 | if (env) |
2625 | flash_type = atoi(env); |
2626 | else |
2627 | flash_type = 0; |
2628 | flash_length = (flash_type == 1 ? 0.50 : 0.30); |
2629 | } |
2630 | return flash_length; |
2631 | } else |
2632 | return 0.0F; |
2633 | } |
2634 | |
2635 | static int game_wants_statusbar(void) |
2636 | { |
2637 | return FALSE; |
2638 | } |
2639 | |
2640 | static int game_timing_state(game_state *state, game_ui *ui) |
2641 | { |
2642 | return TRUE; |
2643 | } |
2644 | |
dafd6cf6 |
2645 | static void game_print_size(game_params *params, float *x, float *y) |
2646 | { |
2647 | int pw, ph; |
2648 | |
2649 | /* |
2650 | * I'll use 4mm squares by default, I think. Simplest way to |
2651 | * compute this size is to compute the pixel puzzle size at a |
2652 | * given tile size and then scale. |
2653 | */ |
2654 | game_compute_size(params, 400, &pw, &ph); |
2655 | *x = pw / 100.0; |
2656 | *y = ph / 100.0; |
2657 | } |
2658 | |
2659 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2660 | { |
2661 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2662 | int ink, c[FOUR], i; |
2663 | int x, y, r; |
2664 | int *coords, ncoords, coordsize; |
2665 | |
2666 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2667 | struct { int tilesize; } ads, *ds = &ads; |
2668 | ads.tilesize = tilesize; |
2669 | |
2670 | ink = print_mono_colour(dr, 0); |
2671 | for (i = 0; i < FOUR; i++) |
2672 | c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0], |
2673 | map_colours[i][1], map_colours[i][2]); |
2674 | |
2675 | coordsize = 0; |
2676 | coords = NULL; |
2677 | |
2678 | print_line_width(dr, TILESIZE / 16); |
2679 | |
2680 | /* |
2681 | * Draw a single filled polygon around each region. |
2682 | */ |
2683 | for (r = 0; r < n; r++) { |
2684 | int octants[8], lastdir, d1, d2, ox, oy; |
2685 | |
2686 | /* |
2687 | * Start by finding a point on the region boundary. Any |
2688 | * point will do. To do this, we'll search for a square |
2689 | * containing the region and then decide which corner of it |
2690 | * to use. |
2691 | */ |
2692 | x = w; |
2693 | for (y = 0; y < h; y++) { |
2694 | for (x = 0; x < w; x++) { |
2695 | if (state->map->map[wh*0+y*w+x] == r || |
2696 | state->map->map[wh*1+y*w+x] == r || |
2697 | state->map->map[wh*2+y*w+x] == r || |
2698 | state->map->map[wh*3+y*w+x] == r) |
2699 | break; |
2700 | } |
2701 | if (x < w) |
2702 | break; |
2703 | } |
2704 | assert(y < h && x < w); /* we must have found one somewhere */ |
2705 | /* |
2706 | * This is the first square in lexicographic order which |
2707 | * contains part of this region. Therefore, one of the top |
2708 | * two corners of the square must be what we're after. The |
2709 | * only case in which it isn't the top left one is if the |
2710 | * square is diagonally divided and the region is in the |
2711 | * bottom right half. |
2712 | */ |
2713 | if (state->map->map[wh*TE+y*w+x] != r && |
2714 | state->map->map[wh*LE+y*w+x] != r) |
2715 | x++; /* could just as well have done y++ */ |
2716 | |
2717 | /* |
2718 | * Now we have a point on the region boundary. Trace around |
2719 | * the region until we come back to this point, |
2720 | * accumulating coordinates for a polygon draw operation as |
2721 | * we go. |
2722 | */ |
2723 | lastdir = -1; |
2724 | ox = x; |
2725 | oy = y; |
2726 | ncoords = 0; |
2727 | |
2728 | do { |
2729 | /* |
2730 | * There are eight possible directions we could head in |
2731 | * from here. We identify them by octant numbers, and |
2732 | * we also use octant numbers to identify the spaces |
2733 | * between them: |
2734 | * |
2735 | * 6 7 0 |
2736 | * \ 7|0 / |
2737 | * \ | / |
2738 | * 6 \|/ 1 |
2739 | * 5-----+-----1 |
2740 | * 5 /|\ 2 |
2741 | * / | \ |
2742 | * / 4|3 \ |
2743 | * 4 3 2 |
2744 | */ |
2745 | octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; |
2746 | octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; |
2747 | octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; |
2748 | octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; |
2749 | octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; |
2750 | octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; |
2751 | octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; |
2752 | octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; |
2753 | |
2754 | d1 = d2 = -1; |
2755 | for (i = 0; i < 8; i++) |
2756 | if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { |
2757 | assert(d2 == -1); |
2758 | if (d1 == -1) |
2759 | d1 = i; |
2760 | else |
2761 | d2 = i; |
2762 | } |
2763 | /* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */ |
2764 | assert(d1 != -1 && d2 != -1); |
2765 | if (d1 == lastdir) |
2766 | d1 = d2; |
2767 | |
2768 | /* |
2769 | * Now we're heading in direction d1. Save the current |
2770 | * coordinates. |
2771 | */ |
2772 | if (ncoords + 2 > coordsize) { |
2773 | coordsize += 128; |
2774 | coords = sresize(coords, coordsize, int); |
2775 | } |
2776 | coords[ncoords++] = COORD(x); |
2777 | coords[ncoords++] = COORD(y); |
2778 | |
2779 | /* |
2780 | * Compute the new coordinates. |
2781 | */ |
2782 | x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); |
2783 | y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); |
2784 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
2785 | |
2786 | lastdir = d1 ^ 4; |
2787 | } while (x != ox || y != oy); |
2788 | |
2789 | draw_polygon(dr, coords, ncoords/2, |
2790 | state->colouring[r] >= 0 ? |
2791 | c[state->colouring[r]] : -1, ink); |
2792 | } |
2793 | sfree(coords); |
2794 | } |
2795 | |
c51c7de6 |
2796 | #ifdef COMBINED |
2797 | #define thegame map |
2798 | #endif |
2799 | |
2800 | const struct game thegame = { |
2801 | "Map", "games.map", |
2802 | default_params, |
2803 | game_fetch_preset, |
2804 | decode_params, |
2805 | encode_params, |
2806 | free_params, |
2807 | dup_params, |
2808 | TRUE, game_configure, custom_params, |
2809 | validate_params, |
2810 | new_game_desc, |
2811 | validate_desc, |
2812 | new_game, |
2813 | dup_game, |
2814 | free_game, |
2815 | TRUE, solve_game, |
2816 | FALSE, game_text_format, |
2817 | new_ui, |
2818 | free_ui, |
2819 | encode_ui, |
2820 | decode_ui, |
2821 | game_changed_state, |
2822 | interpret_move, |
2823 | execute_move, |
2824 | 20, game_compute_size, game_set_size, |
2825 | game_colours, |
2826 | game_new_drawstate, |
2827 | game_free_drawstate, |
2828 | game_redraw, |
2829 | game_anim_length, |
2830 | game_flash_length, |
dafd6cf6 |
2831 | TRUE, TRUE, game_print_size, game_print, |
c51c7de6 |
2832 | game_wants_statusbar, |
2833 | FALSE, game_timing_state, |
2834 | 0, /* mouse_priorities */ |
2835 | }; |