4cbcbfca |
1 | /* |
2 | * signpost.c: implementation of the janko game 'arrow path' |
3 | * |
4 | * Remaining troublesome games: |
5 | * |
6 | * 4x4#438520052525454 |
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 | #define PREFERRED_TILE_SIZE 48 |
19 | #define TILE_SIZE (ds->tilesize) |
20 | #define BLITTER_SIZE TILE_SIZE |
21 | #define BORDER (TILE_SIZE / 2) |
22 | |
23 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
24 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
25 | |
26 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
27 | |
28 | #define FLASH_SPIN 0.7F |
29 | |
30 | #define NBACKGROUNDS 16 |
31 | |
32 | enum { |
33 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
34 | COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN, |
35 | COL_ARROW, COL_ARROW_BG_DIM, |
36 | COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID, |
37 | COL_B0, /* background colours */ |
38 | COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */ |
39 | COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */ |
40 | COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */ |
41 | NCOLOURS = COL_B0 + 4*NBACKGROUNDS |
42 | }; |
43 | |
44 | struct game_params { |
45 | int w, h; |
46 | int force_corner_start; |
47 | }; |
48 | |
49 | enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX }; |
50 | static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" }; |
51 | |
52 | static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 }; |
53 | static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 }; |
54 | |
55 | #define DIR_OPPOSITE(d) ((d+4)%8) |
56 | |
57 | struct game_state { |
58 | int w, h, n; |
59 | int completed, used_solve, impossible; |
60 | int *dirs; /* direction enums, size n */ |
61 | int *nums; /* numbers, size n */ |
62 | unsigned int *flags; /* flags, size n */ |
63 | int *next, *prev; /* links to other cell indexes, size n (-1 absent) */ |
64 | int *dsf; /* connects regions with a dsf. */ |
65 | int *numsi; /* for each number, which index is it in? (-1 absent) */ |
66 | }; |
67 | |
68 | #define FLAG_IMMUTABLE 1 |
69 | #define FLAG_ERROR 2 |
70 | |
71 | /* --- Generally useful functions --- */ |
72 | |
73 | #define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n) |
74 | |
75 | static int whichdir(int fromx, int fromy, int tox, int toy) |
76 | { |
77 | int i, dx, dy; |
78 | |
79 | dx = tox - fromx; |
80 | dy = toy - fromy; |
81 | |
82 | if (dx && dy && abs(dx) != abs(dy)) return -1; |
83 | |
84 | if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */ |
85 | if (dy) dy = dy / abs(dy); /* ditto */ |
86 | |
87 | for (i = 0; i < DIR_MAX; i++) { |
88 | if (dx == dxs[i] && dy == dys[i]) return i; |
89 | } |
90 | return -1; |
91 | } |
92 | |
93 | static int whichdiri(game_state *state, int fromi, int toi) |
94 | { |
95 | int w = state->w; |
96 | return whichdir(fromi%w, fromi/w, toi%w, toi/w); |
97 | } |
98 | |
99 | static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy) |
100 | { |
101 | int w = state->w, dir = state->dirs[fromy*w+fromx]; |
102 | |
103 | /* (by convention) squares do not point to themselves. */ |
104 | if (fromx == tox && fromy == toy) return 0; |
105 | |
106 | /* the final number points to nothing. */ |
107 | if (state->nums[fromy*w + fromx] == state->n) return 0; |
108 | |
109 | while (1) { |
110 | if (!INGRID(state, fromx, fromy)) return 0; |
111 | if (fromx == tox && fromy == toy) return 1; |
112 | fromx += dxs[dir]; fromy += dys[dir]; |
113 | } |
114 | return 0; /* not reached */ |
115 | } |
116 | |
117 | static int ispointingi(game_state *state, int fromi, int toi) |
118 | { |
119 | int w = state->w; |
120 | return ispointing(state, fromi%w, fromi/w, toi%w, toi/w); |
121 | } |
122 | |
123 | /* Taking the number 'num', work out the gap between it and the next |
124 | * available number up or down (depending on d). Return 1 if the region |
125 | * at (x,y) will fit in that gap, or 0 otherwise. */ |
126 | static int move_couldfit(game_state *state, int num, int d, int x, int y) |
127 | { |
128 | int n, gap, i = y*state->w+x, sz; |
129 | |
130 | assert(d != 0); |
131 | /* The 'gap' is the number of missing numbers in the grid between |
132 | * our number and the next one in the sequence (up or down), or |
133 | * the end of the sequence (if we happen not to have 1/n present) */ |
134 | for (n = num + d, gap = 0; |
135 | ISREALNUM(state, n) && state->numsi[n] == -1; |
136 | n += d, gap++) ; /* empty loop */ |
137 | |
138 | if (gap == 0) { |
139 | /* no gap, so the only allowable move is that that directly |
140 | * links the two numbers. */ |
141 | n = state->nums[i]; |
142 | return (n == num+d) ? 0 : 1; |
143 | } |
144 | if (state->prev[i] == -1 && state->next[i] == -1) |
145 | return 1; /* single unconnected square, always OK */ |
146 | |
147 | sz = dsf_size(state->dsf, i); |
148 | return (sz > gap) ? 0 : 1; |
149 | } |
150 | |
151 | static int isvalidmove(game_state *state, int clever, |
152 | int fromx, int fromy, int tox, int toy) |
153 | { |
154 | int w = state->w, from = fromy*w+fromx, to = toy*w+tox; |
155 | int nfrom, nto; |
156 | |
157 | if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy)) |
158 | return 0; |
159 | |
160 | /* can only move where we point */ |
161 | if (!ispointing(state, fromx, fromy, tox, toy)) |
162 | return 0; |
163 | |
164 | nfrom = state->nums[from]; nto = state->nums[to]; |
165 | |
166 | /* can't move _from_ the final number, or _to_ the 1. */ |
167 | if (nfrom == state->n || nto == 1) |
168 | return 0; |
169 | |
170 | /* can't create a new connection between cells in the same region |
171 | * as that would create a loop. */ |
172 | if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to)) |
173 | return 0; |
174 | |
175 | /* if both cells are actual numbers, can't drag if we're not |
176 | * one digit apart. */ |
177 | if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) { |
178 | if (nfrom != nto-1) |
179 | return 0; |
180 | } else if (clever && ISREALNUM(state, nfrom)) { |
181 | if (!move_couldfit(state, nfrom, +1, tox, toy)) |
182 | return 0; |
183 | } else if (clever && ISREALNUM(state, nto)) { |
184 | if (!move_couldfit(state, nto, -1, fromx, fromy)) |
185 | return 0; |
186 | } |
187 | |
188 | return 1; |
189 | } |
190 | |
191 | static void makelink(game_state *state, int from, int to) |
192 | { |
193 | if (state->next[from] != -1) |
194 | state->prev[state->next[from]] = -1; |
195 | state->next[from] = to; |
196 | |
197 | if (state->prev[to] != -1) |
198 | state->next[state->prev[to]] = -1; |
199 | state->prev[to] = from; |
200 | } |
201 | |
202 | static int game_can_format_as_text_now(game_params *params) |
203 | { |
204 | if (params->w * params->h >= 100) return 0; |
205 | return 1; |
206 | } |
207 | |
208 | static char *game_text_format(game_state *state) |
209 | { |
210 | int len = state->h * 2 * (4*state->w + 1) + state->h + 2; |
211 | int x, y, i, num, n, set; |
212 | char *ret, *p; |
213 | |
214 | p = ret = snewn(len, char); |
215 | |
216 | for (y = 0; y < state->h; y++) { |
217 | for (x = 0; x < state->h; x++) { |
218 | i = y*state->w+x; |
219 | *p++ = dirstrings[state->dirs[i]][0]; |
220 | *p++ = dirstrings[state->dirs[i]][1]; |
221 | *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' '; |
222 | *p++ = ' '; |
223 | } |
224 | *p++ = '\n'; |
225 | for (x = 0; x < state->h; x++) { |
226 | i = y*state->w+x; |
227 | num = state->nums[i]; |
228 | if (num == 0) { |
229 | *p++ = ' '; |
230 | *p++ = ' '; |
231 | *p++ = ' '; |
232 | } else { |
233 | n = num % (state->n+1); |
234 | set = num / (state->n+1); |
235 | |
236 | assert(n <= 99); /* two digits only! */ |
237 | |
238 | if (set != 0) |
239 | *p++ = set+'a'-1; |
240 | |
241 | *p++ = (n >= 10) ? ('0' + (n/10)) : ' '; |
242 | *p++ = '0' + (n%10); |
243 | |
244 | if (set == 0) |
245 | *p++ = ' '; |
246 | } |
247 | *p++ = ' '; |
248 | } |
249 | *p++ = '\n'; |
250 | *p++ = '\n'; |
251 | } |
252 | *p++ = '\0'; |
253 | |
254 | return ret; |
255 | } |
256 | |
257 | static void debug_state(const char *desc, game_state *state) |
258 | { |
259 | #ifdef DEBUGGING |
260 | char *dbg; |
261 | if (state->n >= 100) { |
262 | debug(("[ no game_text_format for this size ]")); |
263 | return; |
264 | } |
265 | dbg = game_text_format(state); |
266 | debug(("%s\n%s", desc, dbg)); |
267 | sfree(dbg); |
268 | #endif |
269 | } |
270 | |
271 | |
272 | static void strip_nums(game_state *state) { |
273 | int i; |
274 | for (i = 0; i < state->n; i++) { |
275 | if (!(state->flags[i] & FLAG_IMMUTABLE)) |
276 | state->nums[i] = 0; |
277 | } |
278 | memset(state->next, -1, state->n*sizeof(int)); |
279 | memset(state->prev, -1, state->n*sizeof(int)); |
280 | memset(state->numsi, -1, (state->n+1)*sizeof(int)); |
281 | dsf_init(state->dsf, state->n); |
282 | } |
283 | |
284 | static int check_nums(game_state *orig, game_state *copy, int only_immutable) |
285 | { |
286 | int i, ret = 1; |
287 | assert(copy->n == orig->n); |
288 | for (i = 0; i < copy->n; i++) { |
289 | if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue; |
290 | assert(copy->nums[i] >= 0); |
291 | assert(copy->nums[i] <= copy->n); |
292 | if (copy->nums[i] != orig->nums[i]) { |
293 | debug(("check_nums: (%d,%d) copy=%d, orig=%d.", |
294 | i%orig->w, i/orig->w, copy->nums[i], orig->nums[i])); |
295 | ret = 0; |
296 | } |
297 | } |
298 | return ret; |
299 | } |
300 | |
301 | /* --- Game parameter/presets functions --- */ |
302 | |
303 | static game_params *default_params(void) |
304 | { |
305 | game_params *ret = snew(game_params); |
306 | ret->w = ret->h = 4; |
307 | ret->force_corner_start = 1; |
308 | |
309 | return ret; |
310 | } |
311 | |
312 | static const struct game_params signpost_presets[] = { |
313 | { 4, 4, 1 }, |
314 | { 4, 4, 0 }, |
315 | { 5, 5, 1 }, |
316 | { 5, 5, 0 }, |
317 | { 6, 6, 1 }, |
318 | { 7, 7, 1 } |
319 | }; |
320 | |
321 | static int game_fetch_preset(int i, char **name, game_params **params) |
322 | { |
323 | game_params *ret; |
324 | char buf[80]; |
325 | |
326 | if (i < 0 || i >= lenof(signpost_presets)) |
327 | return FALSE; |
328 | |
329 | ret = default_params(); |
330 | *ret = signpost_presets[i]; |
331 | *params = ret; |
332 | |
333 | sprintf(buf, "%dx%d%s", ret->w, ret->h, |
334 | ret->force_corner_start ? "" : ", free ends"); |
335 | *name = dupstr(buf); |
336 | |
337 | return TRUE; |
338 | } |
339 | |
340 | static void free_params(game_params *params) |
341 | { |
342 | sfree(params); |
343 | } |
344 | |
345 | static game_params *dup_params(game_params *params) |
346 | { |
347 | game_params *ret = snew(game_params); |
348 | *ret = *params; /* structure copy */ |
349 | return ret; |
350 | } |
351 | |
352 | static void decode_params(game_params *ret, char const *string) |
353 | { |
354 | ret->w = ret->h = atoi(string); |
355 | while (*string && isdigit((unsigned char)*string)) string++; |
356 | if (*string == 'x') { |
357 | string++; |
358 | ret->h = atoi(string); |
359 | while (*string && isdigit((unsigned char)*string)) string++; |
360 | } |
361 | ret->force_corner_start = 0; |
362 | if (*string == 'c') { |
363 | string++; |
364 | ret->force_corner_start = 1; |
365 | } |
366 | |
367 | } |
368 | |
369 | static char *encode_params(game_params *params, int full) |
370 | { |
371 | char data[256]; |
372 | |
373 | if (full) |
374 | sprintf(data, "%dx%d%s", params->w, params->h, |
375 | params->force_corner_start ? "c" : ""); |
376 | else |
377 | sprintf(data, "%dx%d", params->w, params->h); |
378 | |
379 | return dupstr(data); |
380 | } |
381 | |
382 | static config_item *game_configure(game_params *params) |
383 | { |
384 | config_item *ret; |
385 | char buf[80]; |
386 | |
387 | ret = snewn(4, config_item); |
388 | |
389 | ret[0].name = "Width"; |
390 | ret[0].type = C_STRING; |
391 | sprintf(buf, "%d", params->w); |
392 | ret[0].sval = dupstr(buf); |
393 | ret[0].ival = 0; |
394 | |
395 | ret[1].name = "Height"; |
396 | ret[1].type = C_STRING; |
397 | sprintf(buf, "%d", params->h); |
398 | ret[1].sval = dupstr(buf); |
399 | ret[1].ival = 0; |
400 | |
401 | ret[2].name = "Start and end in corners"; |
402 | ret[2].type = C_BOOLEAN; |
403 | ret[2].sval = NULL; |
404 | ret[2].ival = params->force_corner_start; |
405 | |
406 | ret[3].name = NULL; |
407 | ret[3].type = C_END; |
408 | ret[3].sval = NULL; |
409 | ret[3].ival = 0; |
410 | |
411 | return ret; |
412 | } |
413 | |
414 | static game_params *custom_params(config_item *cfg) |
415 | { |
416 | game_params *ret = snew(game_params); |
417 | |
418 | ret->w = atoi(cfg[0].sval); |
419 | ret->h = atoi(cfg[1].sval); |
420 | ret->force_corner_start = cfg[2].ival; |
421 | |
422 | return ret; |
423 | } |
424 | |
425 | static char *validate_params(game_params *params, int full) |
426 | { |
427 | if (params->w < 2 || params->h < 2) |
428 | return "Width and height must both be at least two"; |
429 | |
430 | return NULL; |
431 | } |
432 | |
433 | /* --- Game description string generation and unpicking --- */ |
434 | |
435 | static void blank_game_into(game_state *state) |
436 | { |
437 | memset(state->dirs, 0, state->n*sizeof(int)); |
438 | memset(state->nums, 0, state->n*sizeof(int)); |
439 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
440 | memset(state->next, -1, state->n*sizeof(int)); |
441 | memset(state->prev, -1, state->n*sizeof(int)); |
442 | memset(state->numsi, -1, (state->n+1)*sizeof(int)); |
443 | } |
444 | |
445 | static game_state *blank_game(int w, int h) |
446 | { |
447 | game_state *state = snew(game_state); |
448 | |
449 | memset(state, 0, sizeof(game_state)); |
450 | state->w = w; |
451 | state->h = h; |
452 | state->n = w*h; |
453 | |
454 | state->dirs = snewn(state->n, int); |
455 | state->nums = snewn(state->n, int); |
456 | state->flags = snewn(state->n, unsigned int); |
457 | state->next = snewn(state->n, int); |
458 | state->prev = snewn(state->n, int); |
459 | state->dsf = snew_dsf(state->n); |
460 | state->numsi = snewn(state->n+1, int); |
461 | |
462 | blank_game_into(state); |
463 | |
464 | return state; |
465 | } |
466 | |
467 | static void dup_game_to(game_state *to, game_state *from) |
468 | { |
469 | to->completed = from->completed; |
470 | to->used_solve = from->used_solve; |
471 | to->impossible = from->impossible; |
472 | |
473 | memcpy(to->dirs, from->dirs, to->n*sizeof(int)); |
474 | memcpy(to->flags, from->flags, to->n*sizeof(unsigned int)); |
475 | memcpy(to->nums, from->nums, to->n*sizeof(int)); |
476 | |
477 | memcpy(to->next, from->next, to->n*sizeof(int)); |
478 | memcpy(to->prev, from->prev, to->n*sizeof(int)); |
479 | |
480 | memcpy(to->dsf, from->dsf, to->n*sizeof(int)); |
481 | memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int)); |
482 | } |
483 | |
484 | static game_state *dup_game(game_state *state) |
485 | { |
486 | game_state *ret = blank_game(state->w, state->h); |
487 | dup_game_to(ret, state); |
488 | return ret; |
489 | } |
490 | |
491 | static void free_game(game_state *state) |
492 | { |
493 | sfree(state->dirs); |
494 | sfree(state->nums); |
495 | sfree(state->flags); |
496 | sfree(state->next); |
497 | sfree(state->prev); |
498 | sfree(state->dsf); |
499 | sfree(state->numsi); |
500 | sfree(state); |
501 | } |
502 | |
503 | static void unpick_desc(game_params *params, char *desc, |
504 | game_state **sout, char **mout) |
505 | { |
506 | game_state *state = blank_game(params->w, params->h); |
507 | char *msg = NULL, c; |
508 | int num = 0, i = 0; |
509 | |
510 | while (*desc) { |
511 | if (i >= state->n) { |
512 | msg = "Game description longer than expected"; |
513 | goto done; |
514 | } |
515 | |
516 | c = *desc; |
517 | if (isdigit(c)) { |
518 | num = (num*10) + (int)(c-'0'); |
519 | if (num > state->n) { |
520 | msg = "Number too large"; |
521 | goto done; |
522 | } |
523 | } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) { |
524 | state->nums[i] = num; |
525 | state->flags[i] = num ? FLAG_IMMUTABLE : 0; |
526 | num = 0; |
527 | |
528 | state->dirs[i] = c - 'a'; |
529 | i++; |
530 | } else if (!*desc) { |
531 | msg = "Game description shorter than expected"; |
532 | goto done; |
533 | } else { |
534 | msg = "Game description contains unexpected characters"; |
535 | goto done; |
536 | } |
537 | desc++; |
538 | } |
539 | if (i < state->n) { |
540 | msg = "Game description shorter than expected"; |
541 | goto done; |
542 | } |
543 | |
544 | done: |
545 | if (msg) { /* sth went wrong. */ |
546 | if (mout) *mout = msg; |
547 | free_game(state); |
548 | } else { |
549 | if (mout) *mout = NULL; |
550 | if (sout) *sout = state; |
551 | else free_game(state); |
552 | } |
553 | } |
554 | |
555 | static char *generate_desc(game_state *state, int issolve) |
556 | { |
557 | char *ret, buf[80]; |
558 | int retlen, i, k; |
559 | |
560 | ret = NULL; retlen = 0; |
561 | if (issolve) { |
562 | ret = sresize(ret, 2, char); |
563 | ret[0] = 'S'; ret[1] = '\0'; |
564 | retlen += 1; |
565 | } |
566 | for (i = 0; i < state->n; i++) { |
567 | if (state->nums[i]) |
568 | k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a')); |
569 | else |
570 | k = sprintf(buf, "%c", (int)(state->dirs[i]+'a')); |
571 | ret = sresize(ret, retlen + k + 1, char); |
572 | strcpy(ret + retlen, buf); |
573 | retlen += k; |
574 | } |
575 | return ret; |
576 | } |
577 | |
578 | /* --- Game generation --- */ |
579 | |
580 | /* Fills in preallocated arrays ai (indices) and ad (directions) |
581 | * showing all non-numbered cells adjacent to index i, returns length */ |
582 | /* This function has been somewhat optimised... */ |
583 | static int cell_adj(game_state *state, int i, int *ai, int *ad) |
584 | { |
585 | int n = 0, a, x, y, sx, sy, dx, dy, newi; |
586 | int w = state->w, h = state->h; |
587 | |
588 | sx = i % w; sy = i / w; |
589 | |
590 | for (a = 0; a < DIR_MAX; a++) { |
591 | x = sx; y = sy; |
592 | dx = dxs[a]; dy = dys[a]; |
593 | while (1) { |
594 | x += dx; y += dy; |
595 | if (x < 0 || y < 0 || x >= w || y >= h) break; |
596 | |
597 | newi = y*w + x; |
598 | if (state->nums[newi] == 0) { |
599 | ai[n] = newi; |
600 | ad[n] = a; |
601 | n++; |
602 | } |
603 | } |
604 | } |
605 | return n; |
606 | } |
607 | |
608 | static int new_game_fill(game_state *state, random_state *rs, |
609 | int headi, int taili) |
610 | { |
611 | int nfilled, an, ret = 0, j; |
612 | int *aidx, *adir; |
613 | |
614 | aidx = snewn(state->n, int); |
615 | adir = snewn(state->n, int); |
616 | |
617 | debug(("new_game_fill: headi=%d, taili=%d.", headi, taili)); |
618 | |
619 | memset(state->nums, 0, state->n*sizeof(int)); |
620 | |
621 | state->nums[headi] = 1; |
622 | state->nums[taili] = state->n; |
623 | |
624 | state->dirs[taili] = 0; |
625 | nfilled = 2; |
626 | |
627 | while (nfilled < state->n) { |
628 | /* Try and expand _from_ headi; keep going if there's only one |
629 | * place to go to. */ |
630 | an = cell_adj(state, headi, aidx, adir); |
631 | do { |
632 | if (an == 0) goto done; |
633 | j = random_upto(rs, an); |
634 | state->dirs[headi] = adir[j]; |
635 | state->nums[aidx[j]] = state->nums[headi] + 1; |
636 | nfilled++; |
637 | headi = aidx[j]; |
638 | an = cell_adj(state, headi, aidx, adir); |
639 | } while (an == 1); |
640 | |
641 | /* Try and expand _to_ taili; keep going if there's only one |
642 | * place to go to. */ |
643 | an = cell_adj(state, taili, aidx, adir); |
644 | do { |
645 | if (an == 0) goto done; |
646 | j = random_upto(rs, an); |
647 | state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]); |
648 | state->nums[aidx[j]] = state->nums[taili] - 1; |
649 | nfilled++; |
650 | taili = aidx[j]; |
651 | an = cell_adj(state, taili, aidx, adir); |
652 | } while (an == 1); |
653 | } |
654 | /* If we get here we have headi and taili set but unconnected |
655 | * by direction: we need to set headi's direction so as to point |
656 | * at taili. */ |
657 | state->dirs[headi] = whichdiri(state, headi, taili); |
658 | |
659 | /* it could happen that our last two weren't in line; if that's the |
660 | * case, we have to start again. */ |
661 | if (state->dirs[headi] != -1) ret = 1; |
662 | |
663 | done: |
664 | sfree(aidx); |
665 | sfree(adir); |
666 | return ret; |
667 | } |
668 | |
669 | /* Better generator: with the 'generate, sprinkle numbers, solve, |
670 | * repeat' algorithm we're _never_ generating anything greater than |
671 | * 6x6, and spending all of our time in new_game_fill (and very little |
672 | * in solve_state). |
673 | * |
674 | * So, new generator steps: |
675 | * generate the grid, at random (same as now). Numbers 1 and N get |
676 | immutable flag immediately. |
677 | * squirrel that away for the solved state. |
678 | * |
679 | * (solve:) Try and solve it. |
680 | * If we solved it, we're done: |
681 | * generate the description from current immutable numbers, |
682 | * free stuff that needs freeing, |
683 | * return description + solved state. |
684 | * If we didn't solve it: |
685 | * count #tiles in state we've made deductions about. |
686 | * while (1): |
687 | * randomise a scratch array. |
688 | * for each index in scratch (in turn): |
689 | * if the cell isn't empty, continue (through scratch array) |
690 | * set number + immutable in state. |
691 | * try and solve state. |
692 | * if we've solved it, we're done. |
693 | * otherwise, count #tiles. If it's more than we had before: |
694 | * good, break from this loop and re-randomise. |
695 | * otherwise (number didn't help): |
696 | * remove number and try next in scratch array. |
697 | * if we've got to the end of the scratch array, no luck: |
698 | free everything we need to, and go back to regenerate the grid. |
699 | */ |
700 | |
701 | static int solve_state(game_state *state); |
702 | |
703 | static void debug_desc(const char *what, game_state *state) |
704 | { |
705 | #if DEBUGGING |
706 | { |
707 | char *desc = generate_desc(state, 0); |
708 | debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc)); |
709 | sfree(desc); |
710 | } |
711 | #endif |
712 | } |
713 | |
714 | /* Expects a fully-numbered game_state on input, and makes sure |
715 | * FLAG_IMMUTABLE is only set on those numbers we need to solve |
716 | * (as for a real new-game); returns 1 if it managed |
717 | * this (such that it could solve it), or 0 if not. */ |
718 | static int new_game_strip(game_state *state, random_state *rs) |
719 | { |
720 | int *scratch, i, j, ret = 1; |
721 | game_state *copy = dup_game(state); |
722 | |
723 | debug(("new_game_strip.")); |
724 | |
725 | strip_nums(copy); |
726 | debug_desc("Stripped", copy); |
727 | |
728 | if (solve_state(copy) > 0) { |
729 | debug(("new_game_strip: soluble immediately after strip.")); |
730 | free_game(copy); |
731 | return 1; |
732 | } |
733 | |
734 | scratch = snewn(state->n, int); |
735 | for (i = 0; i < state->n; i++) scratch[i] = i; |
736 | shuffle(scratch, state->n, sizeof(int), rs); |
737 | |
738 | /* This is scungy. It might just be quick enough. |
739 | * It goes through, adding set numbers in empty squares |
740 | * until either we run out of empty squares (in the one |
741 | * we're half-solving) or else we solve it properly. |
742 | * NB that we run the entire solver each time, which |
743 | * strips the grid beforehand; we will save time if we |
744 | * avoid that. */ |
745 | for (i = 0; i < state->n; i++) { |
746 | j = scratch[i]; |
747 | if (copy->nums[j] > 0 && copy->nums[j] <= state->n) |
748 | continue; /* already solved to a real number here. */ |
749 | assert(state->nums[j] <= state->n); |
750 | debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).", |
751 | state->nums[j], j%state->w, j/state->w)); |
752 | copy->nums[j] = state->nums[j]; |
753 | copy->flags[j] |= FLAG_IMMUTABLE; |
754 | state->flags[j] |= FLAG_IMMUTABLE; |
755 | debug_state("Copy of state: ", copy); |
756 | if (solve_state(copy) > 0) goto solved; |
757 | assert(check_nums(state, copy, 1)); |
758 | } |
759 | ret = 0; |
760 | goto done; |
761 | |
762 | solved: |
763 | debug(("new_game_strip: now solved.")); |
764 | /* Since we added basically at random, try now to remove numbers |
765 | * and see if we can still solve it; if we can (still), really |
766 | * remove the number. Make sure we don't remove the anchor numbers |
767 | * 1 and N. */ |
768 | for (i = 0; i < state->n; i++) { |
769 | j = scratch[i]; |
770 | if ((state->flags[j] & FLAG_IMMUTABLE) && |
771 | (state->nums[j] != 1 && state->nums[j] != state->n)) { |
772 | debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).", |
773 | state->nums[j], j%state->w, j/state->w)); |
774 | state->flags[j] &= ~FLAG_IMMUTABLE; |
775 | dup_game_to(copy, state); |
776 | strip_nums(copy); |
777 | if (solve_state(copy) > 0) { |
778 | assert(check_nums(state, copy, 0)); |
779 | debug(("new_game_strip: OK, removing number")); |
780 | } else { |
781 | assert(state->nums[j] <= state->n); |
782 | debug(("new_game_strip: cannot solve, putting IMMUTABLE back.")); |
783 | copy->nums[j] = state->nums[j]; |
784 | state->flags[j] |= FLAG_IMMUTABLE; |
785 | } |
786 | } |
787 | } |
788 | |
789 | done: |
790 | debug(("new_game_strip: %ssuccessful.", ret ? "" : "not ")); |
791 | sfree(scratch); |
792 | free_game(copy); |
793 | return ret; |
794 | } |
795 | |
796 | static char *new_game_desc(game_params *params, random_state *rs, |
797 | char **aux, int interactive) |
798 | { |
799 | game_state *state = blank_game(params->w, params->h); |
800 | char *ret; |
801 | int headi, taili; |
802 | |
803 | generate: |
804 | blank_game_into(state); |
805 | |
806 | /* keep trying until we fill successfully. */ |
807 | do { |
808 | if (params->force_corner_start) { |
809 | headi = 0; |
810 | taili = state->n-1; |
811 | } else { |
812 | do { |
813 | headi = random_upto(rs, state->n); |
814 | taili = random_upto(rs, state->n); |
815 | } while (headi == taili); |
816 | } |
817 | } while (!new_game_fill(state, rs, headi, taili)); |
818 | |
819 | debug_state("Filled game:", state); |
820 | |
821 | assert(state->nums[headi] <= state->n); |
822 | assert(state->nums[taili] <= state->n); |
823 | |
824 | state->flags[headi] |= FLAG_IMMUTABLE; |
825 | state->flags[taili] |= FLAG_IMMUTABLE; |
826 | |
827 | /* This will have filled in directions and _all_ numbers. |
828 | * Store the game definition for this, as the solved-state. */ |
829 | if (!new_game_strip(state, rs)) { |
830 | goto generate; |
831 | } |
832 | strip_nums(state); |
833 | { |
834 | game_state *tosolve = dup_game(state); |
835 | assert(solve_state(tosolve) > 0); |
836 | free_game(tosolve); |
837 | } |
838 | ret = generate_desc(state, 0); |
839 | free_game(state); |
840 | return ret; |
841 | } |
842 | |
843 | static char *validate_desc(game_params *params, char *desc) |
844 | { |
845 | char *ret = NULL; |
846 | |
847 | unpick_desc(params, desc, NULL, &ret); |
848 | return ret; |
849 | } |
850 | |
851 | /* --- Linked-list and numbers array --- */ |
852 | |
853 | /* Assuming numbers are always up-to-date, there are only four possibilities |
854 | * for regions changing: |
855 | * |
856 | * 1) two differently-coloured regions being combined (the resulting colouring |
857 | * should be based on the larger of the two regions) |
858 | * 2) a numbered region having a single number added to the start (the |
859 | * region's colour will remain, and the numbers will shift by 1) |
860 | * 3) a numbered region having a single number added to the end (the |
861 | * region's colour and numbering remains as-is) |
862 | * 4) two unnumbered squares being joined (will pick the smallest unused set |
863 | * of colours to use for the new region). |
864 | * |
865 | * There should never be any complications with regions containing 3 colours |
866 | * being combined, since two of those colours should have been merged on a |
867 | * previous move. |
868 | */ |
869 | |
870 | /* New algorithm for working out numbering: |
871 | * |
872 | * At start, only remove numbers from cells with neither prev nor next. |
873 | * Search for all cells with !prev && next (head of chain); for each one: |
874 | * Search the group for a 'real' number: if we find one the num. for |
875 | the head of the chain is trivial. |
876 | * Otherwise, if we _don't_ have a number already: |
877 | * If head->next has a number, that number is the one we should use |
878 | * Otherwise pick the smallest unused colour set. |
879 | * and if we _do_ have a number already: |
880 | * Work out the size of this group (the dsf must already have been set up) |
881 | * Start enumerating through the group counting squares that have the |
882 | same colouring as us |
883 | * If we reach a square with a different colour, work out which set is |
884 | bigger (ncol1 vs ncol2 == sz-ncol1), and use that colour |
885 | * If we reached a square with no colour (or the end of the group, which |
886 | would be weird under the circumstances) just keep the existing colour. |
887 | */ |
888 | |
889 | #define COLOUR(a) ((a) / (state->n+1)) |
890 | #define START(c) ((c) * (state->n+1)) |
891 | |
892 | static int lowest_start(game_state *state, int *scratch) |
893 | { |
894 | int i, c; |
895 | |
896 | /* Fill in 'scratch' array with the currently-used colours... */ |
897 | memset(scratch, 0, state->n * sizeof(int)); |
898 | for (i = 0; i < state->n; i++) { |
899 | if (state->nums[i] != 0) |
900 | scratch[COLOUR(state->nums[i])] = 1; |
901 | } |
902 | /* ... and return the first one that was unused. */ |
903 | for (c = 1; c < state->n; c++) { /* NB start at 1 */ |
904 | if (scratch[c] == 0) |
905 | return START(c); |
906 | } |
907 | assert(!"shouldn't get here"); |
908 | return -1; /* suyb */ |
909 | } |
910 | |
911 | static int used_colour(game_state *state, int i, int start) |
912 | { |
913 | int j; |
914 | for (j = 0; j < i; j++) { |
915 | if (state->nums[j] == start) |
916 | return 1; |
917 | } |
918 | return 0; |
919 | } |
920 | |
921 | static int head_number(game_state *state, int i, int *scratch) |
922 | { |
923 | int off = 0, start = -1, ss, j = i, c, n, sz; |
924 | const char *why = NULL; |
925 | |
926 | assert(state->prev[i] == -1 && state->next[i] != -1); |
927 | |
928 | /* Search through this chain looking for real numbers, checking that |
929 | * they match up (if there are more than one). */ |
930 | while (j != -1) { |
931 | if (state->flags[j] & FLAG_IMMUTABLE) { |
932 | ss = state->nums[j] - off; |
933 | if (start == -1) { |
934 | start = ss; |
935 | why = "contains cell with immutable number"; |
936 | } else if (start != ss) { |
937 | debug(("head_number: chain with non-sequential numbers.")); |
938 | state->impossible = 1; |
939 | } |
940 | } |
941 | off++; |
942 | j = state->next[j]; |
943 | assert(j != i); /* we have created a loop, obviously wrong */ |
944 | } |
945 | if (start != -1) goto found; |
946 | |
947 | if (state->nums[i] == 0) { |
948 | if (state->nums[state->next[i]] != 0) { |
949 | /* make sure we start at a 0 offset. */ |
950 | start = START(COLOUR(state->nums[state->next[i]])); |
951 | why = "adding blank cell to head of numbered region"; |
952 | } else { |
953 | start = lowest_start(state, scratch); |
954 | why = "lowest available colour group"; |
955 | } |
956 | } else { |
957 | c = COLOUR(state->nums[i]); |
958 | n = 1; |
959 | sz = dsf_size(state->dsf, i); |
960 | j = i; |
961 | while (state->next[j] != -1) { |
962 | j = state->next[j]; |
963 | if (state->nums[j] == 0) { |
964 | start = START(c); |
965 | why = "adding blank cell to end of numbered region"; |
966 | break; |
967 | } |
968 | if (COLOUR(state->nums[j]) == c) |
969 | n++; |
970 | else { |
971 | int start_alternate = START(COLOUR(state->nums[j])); |
972 | if (n < (sz - n) && !used_colour(state, i, start_alternate)) { |
973 | start = start_alternate; |
974 | why = "joining two coloured regions, swapping to larger colour"; |
975 | } else { |
976 | start = START(c); |
977 | why = "joining two coloured regions, taking largest"; |
978 | } |
979 | break; |
980 | } |
981 | } |
982 | /* If we got here then we may have split a region into |
983 | * two; make sure we don't assign a colour we've already used. */ |
984 | if (start == -1) { |
985 | start = (c == 0) ? lowest_start(state, scratch) : START(c); |
986 | why = "got to end of coloured region"; |
987 | } |
988 | if (used_colour(state, i, start)) { |
989 | start = lowest_start(state, scratch); |
990 | why = "split region in two, lowest available colour group"; |
991 | } |
992 | } |
993 | |
994 | found: |
995 | assert(start != -1 && why != NULL); |
996 | debug(("Chain at (%d,%d) numbered at %d: %s.", |
997 | i%state->w, i/state->w, start, why)); |
998 | return start; |
999 | } |
1000 | |
1001 | #if 0 |
1002 | static void debug_numbers(game_state *state) |
1003 | { |
1004 | int i, w=state->w; |
1005 | |
1006 | for (i = 0; i < state->n; i++) { |
1007 | debug(("(%d,%d) --> (%d,%d) --> (%d,%d)", |
1008 | state->prev[i]==-1 ? -1 : state->prev[i]%w, |
1009 | state->prev[i]==-1 ? -1 : state->prev[i]/w, |
1010 | i%w, i/w, |
1011 | state->next[i]==-1 ? -1 : state->next[i]%w, |
1012 | state->next[i]==-1 ? -1 : state->next[i]/w)); |
1013 | } |
1014 | w = w+1; |
1015 | } |
1016 | #endif |
1017 | |
1018 | static void connect_numbers(game_state *state) |
1019 | { |
1020 | int i, di, dni; |
1021 | |
1022 | dsf_init(state->dsf, state->n); |
1023 | for (i = 0; i < state->n; i++) { |
1024 | if (state->next[i] != -1) { |
1025 | assert(state->prev[state->next[i]] == i); |
1026 | di = dsf_canonify(state->dsf, i); |
1027 | dni = dsf_canonify(state->dsf, state->next[i]); |
1028 | if (di == dni) { |
1029 | debug(("connect_numbers: chain forms a loop.")); |
1030 | state->impossible = 1; |
1031 | } |
1032 | dsf_merge(state->dsf, di, dni); |
1033 | } |
1034 | } |
1035 | } |
1036 | |
1037 | static void update_numbers(game_state *state) |
1038 | { |
1039 | int i, j, nnum; |
1040 | int *scratch = snewn(state->n, int); |
1041 | |
1042 | for (i = 0; i < state->n; i++) { |
1043 | assert(state->nums[i] >= 0); |
1044 | state->numsi[i] = -1; |
1045 | } |
1046 | |
1047 | for (i = 0; i < state->n; i++) { |
1048 | if (state->flags[i] & FLAG_IMMUTABLE) { |
1049 | assert(state->nums[i] >= 0); |
1050 | assert(state->nums[i] <= state->n); |
1051 | state->numsi[state->nums[i]] = i; |
1052 | } |
1053 | else if (state->prev[i] == -1 && state->next[i] == -1) |
1054 | state->nums[i] = 0; |
1055 | } |
1056 | connect_numbers(state); |
1057 | |
1058 | for (i = 0; i < state->n; i++) { |
1059 | /* Look for a cell that is the start of a chain |
1060 | * (has a next but no prev). */ |
1061 | if (state->prev[i] != -1 || state->next[i] == -1) continue; |
1062 | |
1063 | nnum = head_number(state, i, scratch); |
1064 | j = i; |
1065 | while (j != -1) { |
1066 | if (nnum > 0 && nnum <= state->n) |
1067 | state->numsi[nnum] = j; |
1068 | state->nums[j] = nnum++; |
1069 | j = state->next[j]; |
1070 | assert(j != i); /* loop?! */ |
1071 | } |
1072 | } |
1073 | /*debug_numbers(state);*/ |
1074 | sfree(scratch); |
1075 | } |
1076 | |
1077 | static int check_completion(game_state *state, int mark_errors) |
1078 | { |
1079 | int n, j, k, error = 0, complete; |
1080 | |
1081 | /* NB This only marks errors that are possible to perpetrate with |
1082 | * the current UI in interpret_move. Things like forming loops in |
1083 | * linked sections and having numbers not add up should be forbidden |
1084 | * by the code elsewhere, so we don't bother marking those (because |
1085 | * it would add lots of tricky drawing code for very little gain). */ |
1086 | if (mark_errors) { |
1087 | for (j = 0; j < state->n; j++) |
1088 | state->flags[j] &= ~FLAG_ERROR; |
1089 | } |
1090 | |
1091 | /* Search for repeated numbers. */ |
1092 | for (j = 0; j < state->n; j++) { |
1093 | if (state->nums[j] > 0 && state->nums[j] <= state->n) { |
1094 | for (k = j+1; k < state->n; k++) { |
1095 | if (state->nums[k] == state->nums[j]) { |
1096 | if (mark_errors) { |
1097 | state->flags[j] |= FLAG_ERROR; |
1098 | state->flags[k] |= FLAG_ERROR; |
1099 | } |
1100 | error = 1; |
1101 | } |
1102 | } |
1103 | } |
1104 | } |
1105 | |
1106 | /* Search and mark numbers n not pointing to n+1; if any numbers |
1107 | * are missing we know we've not completed. */ |
1108 | complete = 1; |
1109 | for (n = 1; n < state->n; n++) { |
1110 | if (state->numsi[n] == -1 || state->numsi[n+1] == -1) |
1111 | complete = 0; |
1112 | else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) { |
1113 | if (mark_errors) { |
1114 | state->flags[state->numsi[n]] |= FLAG_ERROR; |
1115 | state->flags[state->numsi[n+1]] |= FLAG_ERROR; |
1116 | } |
1117 | error = 1; |
1118 | } else { |
1119 | /* make sure the link is explicitly made here; for instance, this |
1120 | * is nice if the user drags from 2 out (making 3) and a 4 is also |
1121 | * visible; this ensures that the link from 3 to 4 is also made. */ |
1122 | if (mark_errors) |
1123 | makelink(state, state->numsi[n], state->numsi[n+1]); |
1124 | } |
1125 | } |
1126 | |
1127 | if (error) return 0; |
1128 | return complete; |
1129 | } |
1130 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1131 | { |
1132 | game_state *state = NULL; |
1133 | |
1134 | unpick_desc(params, desc, &state, NULL); |
1135 | if (!state) assert(!"new_game failed to unpick"); |
1136 | |
1137 | update_numbers(state); |
1138 | check_completion(state, 1); /* update any auto-links */ |
1139 | |
1140 | return state; |
1141 | } |
1142 | |
1143 | /* --- Solver --- */ |
1144 | |
1145 | /* If a tile has a single tile it can link _to_, or there's only a single |
1146 | * location that can link to a given tile, fill that link in. */ |
1147 | static int solve_single(game_state *state, game_state *copy, int *from) |
1148 | { |
1149 | int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0; |
1150 | |
1151 | /* The from array is a list of 'which square can link _to_ us'; |
1152 | * we start off with from as '-1' (meaning 'not found'); if we find |
1153 | * something that can link to us it is set to that index, and then if |
1154 | * we find another we set it to -2. */ |
1155 | |
1156 | memset(from, -1, state->n*sizeof(int)); |
1157 | |
1158 | /* poss is 'can I link to anything' with the same meanings. */ |
1159 | |
1160 | for (i = 0; i < state->n; i++) { |
1161 | if (state->next[i] != -1) continue; |
1162 | if (state->nums[i] == state->n) continue; /* no next from last no. */ |
1163 | |
1164 | d = state->dirs[i]; |
1165 | poss = -1; |
1166 | sx = x = i%w; sy = y = i/w; |
1167 | while (1) { |
1168 | x += dxs[d]; y += dys[d]; |
1169 | if (!INGRID(state, x, y)) break; |
1170 | if (!isvalidmove(state, 1, sx, sy, x, y)) continue; |
1171 | |
1172 | /* can't link to somewhere with a back-link we would have to |
1173 | * break (the solver just doesn't work like this). */ |
1174 | j = y*w+x; |
1175 | if (state->prev[j] != -1) continue; |
1176 | |
1177 | if (state->nums[i] > 0 && state->nums[j] > 0 && |
1178 | state->nums[i] <= state->n && state->nums[j] <= state->n && |
1179 | state->nums[j] == state->nums[i]+1) { |
1180 | debug(("Solver: forcing link through existing consecutive numbers.")); |
1181 | poss = j; |
1182 | from[j] = i; |
1183 | break; |
1184 | } |
1185 | |
1186 | /* if there's been a valid move already, we have to move on; |
1187 | * we can't make any deductions here. */ |
1188 | poss = (poss == -1) ? j : -2; |
1189 | |
1190 | /* Modify the from array as described above (which is enumerating |
1191 | * what points to 'j' in a similar way). */ |
1192 | from[j] = (from[j] == -1) ? i : -2; |
1193 | } |
1194 | if (poss == -2) { |
1195 | /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/ |
1196 | ; |
1197 | } else if (poss == -1) { |
1198 | debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy)); |
1199 | copy->impossible = 1; |
1200 | return -1; |
1201 | } else { |
1202 | debug(("Solver: linking (%d,%d) to only possible next (%d,%d).", |
1203 | sx, sy, poss%w, poss/w)); |
1204 | makelink(copy, i, poss); |
1205 | nlinks++; |
1206 | } |
1207 | } |
1208 | |
1209 | for (i = 0; i < state->n; i++) { |
1210 | if (state->prev[i] != -1) continue; |
1211 | if (state->nums[i] == 1) continue; /* no prev from 1st no. */ |
1212 | |
1213 | x = i%w; y = i/w; |
1214 | if (from[i] == -1) { |
1215 | debug(("Solver: nowhere possible to link to (%d,%d)", x, y)); |
1216 | copy->impossible = 1; |
1217 | return -1; |
1218 | } else if (from[i] == -2) { |
1219 | /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/ |
1220 | ; |
1221 | } else { |
1222 | debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).", |
1223 | from[i]%w, from[i]/w, x, y)); |
1224 | makelink(copy, from[i], i); |
1225 | nlinks++; |
1226 | } |
1227 | } |
1228 | |
1229 | return nlinks; |
1230 | } |
1231 | |
1232 | /* Returns 1 if we managed to solve it, 0 otherwise. */ |
1233 | static int solve_state(game_state *state) |
1234 | { |
1235 | game_state *copy = dup_game(state); |
1236 | int *scratch = snewn(state->n, int), ret; |
1237 | |
1238 | debug_state("Before solver: ", state); |
1239 | |
1240 | while (1) { |
1241 | update_numbers(state); |
1242 | |
1243 | if (solve_single(state, copy, scratch)) { |
1244 | dup_game_to(state, copy); |
1245 | if (state->impossible) break; else continue; |
1246 | } |
1247 | break; |
1248 | } |
1249 | free_game(copy); |
1250 | sfree(scratch); |
1251 | |
1252 | update_numbers(state); |
1253 | ret = state->impossible ? -1 : check_completion(state, 0); |
1254 | debug(("Solver finished: %s", |
1255 | ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved")); |
1256 | debug_state("After solver: ", state); |
1257 | return ret; |
1258 | } |
1259 | |
1260 | static char *solve_game(game_state *state, game_state *currstate, |
1261 | char *aux, char **error) |
1262 | { |
1263 | game_state *tosolve; |
1264 | char *ret = NULL; |
1265 | int result; |
1266 | |
1267 | tosolve = dup_game(currstate); |
1268 | result = solve_state(tosolve); |
1269 | if (result > 0) |
1270 | ret = generate_desc(tosolve, 1); |
1271 | free_game(tosolve); |
1272 | if (ret) return ret; |
1273 | |
1274 | tosolve = dup_game(state); |
1275 | result = solve_state(tosolve); |
1276 | if (result < 0) |
1277 | *error = "Puzzle is impossible."; |
1278 | else if (result == 0) |
1279 | *error = "Unable to solve puzzle."; |
1280 | else |
1281 | ret = generate_desc(tosolve, 1); |
1282 | |
1283 | free_game(tosolve); |
1284 | |
1285 | return ret; |
1286 | } |
1287 | |
1288 | /* --- UI and move routines. --- */ |
1289 | |
1290 | |
1291 | struct game_ui { |
1292 | int cx, cy, cshow; |
1293 | |
1294 | int dragging, drag_is_from; |
1295 | int sx, sy; /* grid coords of start cell */ |
1296 | int dx, dy; /* pixel coords of drag posn */ |
1297 | }; |
1298 | |
1299 | static game_ui *new_ui(game_state *state) |
1300 | { |
1301 | game_ui *ui = snew(game_ui); |
1302 | |
1303 | /* NB: if this is ever changed to as to require more than a structure |
1304 | * copy to clone, there's code that needs fixing in game_redraw too. */ |
1305 | |
1306 | ui->cx = ui->cy = ui->cshow = 0; |
1307 | |
1308 | ui->dragging = 0; |
1309 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
1310 | |
1311 | return ui; |
1312 | } |
1313 | |
1314 | static void free_ui(game_ui *ui) |
1315 | { |
1316 | sfree(ui); |
1317 | } |
1318 | |
1319 | static char *encode_ui(game_ui *ui) |
1320 | { |
1321 | return NULL; |
1322 | } |
1323 | |
1324 | static void decode_ui(game_ui *ui, char *encoding) |
1325 | { |
1326 | } |
1327 | |
1328 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1329 | game_state *newstate) |
1330 | { |
1331 | if (!oldstate->completed && newstate->completed) |
1332 | ui->cshow = ui->dragging = 0; |
1333 | } |
1334 | |
1335 | struct game_drawstate { |
1336 | int tilesize, started, solved; |
1337 | int w, h, n; |
1338 | int *nums, *dirp; |
1339 | unsigned int *f; |
1340 | double angle_offset; |
1341 | |
1342 | int dragging, dx, dy; |
1343 | blitter *dragb; |
1344 | }; |
1345 | |
1346 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1347 | int mx, int my, int button) |
1348 | { |
1349 | int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w; |
1350 | char buf[80]; |
1351 | |
1352 | if (IS_CURSOR_MOVE(button)) { |
1353 | move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0); |
1354 | ui->cshow = 1; |
1355 | if (ui->dragging) { |
1356 | ui->dx = COORD(ui->cx) + TILE_SIZE/2; |
1357 | ui->dy = COORD(ui->cy) + TILE_SIZE/2; |
1358 | } |
1359 | return ""; |
1360 | } else if (IS_CURSOR_SELECT(button)) { |
1361 | if (!ui->cshow) |
1362 | ui->cshow = 1; |
1363 | else if (ui->dragging) { |
1364 | ui->dragging = FALSE; |
1365 | if (ui->sx == ui->cx && ui->sy == ui->cy) return ""; |
1366 | if (ui->drag_is_from) { |
1367 | if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return ""; |
1368 | sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy); |
1369 | } else { |
1370 | if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return ""; |
1371 | sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy); |
1372 | } |
1373 | return dupstr(buf); |
1374 | } else { |
1375 | ui->dragging = TRUE; |
1376 | ui->sx = ui->cx; |
1377 | ui->sy = ui->cy; |
1378 | ui->dx = COORD(ui->cx) + TILE_SIZE/2; |
1379 | ui->dy = COORD(ui->cy) + TILE_SIZE/2; |
1380 | ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0; |
1381 | } |
1382 | return ""; |
1383 | } |
1384 | if (IS_MOUSE_DOWN(button)) { |
1385 | if (ui->cshow) { |
1386 | ui->cshow = ui->dragging = 0; |
1387 | } |
1388 | assert(!ui->dragging); |
1389 | if (!INGRID(state, x, y)) return NULL; |
1390 | |
1391 | if (button == LEFT_BUTTON) { |
1392 | /* disallow dragging from the final number. */ |
1393 | if (state->nums[y*w+x] == state->n) return NULL; |
1394 | } else if (button == RIGHT_BUTTON) { |
1395 | /* disallow dragging to the first number. */ |
1396 | if (state->nums[y*w+x] == 1) return NULL; |
1397 | } |
1398 | |
1399 | ui->dragging = TRUE; |
1400 | ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0; |
1401 | ui->sx = x; |
1402 | ui->sy = y; |
1403 | ui->dx = mx; |
1404 | ui->dy = my; |
1405 | ui->cshow = 0; |
1406 | return ""; |
1407 | } else if (IS_MOUSE_DRAG(button) && ui->dragging) { |
1408 | ui->dx = mx; |
1409 | ui->dy = my; |
1410 | return ""; |
1411 | } else if (IS_MOUSE_RELEASE(button) && ui->dragging) { |
1412 | ui->dragging = FALSE; |
1413 | if (ui->sx == x && ui->sy == y) return ""; /* single click */ |
1414 | |
1415 | if (!INGRID(state, x, y)) { |
1416 | int si = ui->sy*w+ui->sx; |
1417 | if (state->prev[si] == -1 && state->next[si] == -1) |
1418 | return ""; |
1419 | sprintf(buf, "%c%d,%d", |
1420 | ui->drag_is_from ? 'C' : 'X', ui->sx, ui->sy); |
1421 | return dupstr(buf); |
1422 | } |
1423 | |
1424 | if (ui->drag_is_from) { |
1425 | if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return ""; |
1426 | sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y); |
1427 | } else { |
1428 | if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return ""; |
1429 | sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy); |
1430 | } |
1431 | return dupstr(buf); |
1432 | } /* else if (button == 'H' || button == 'h') |
1433 | return dupstr("H"); */ |
1434 | else if ((button == 'x' || button == 'X') && ui->cshow) { |
1435 | int si = ui->cy*w + ui->cx; |
1436 | if (state->prev[si] == -1 && state->next[si] == -1) |
1437 | return ""; |
1438 | sprintf(buf, "%c%d,%d", |
1439 | (button == 'x') ? 'C' : 'X', ui->cx, ui->cy); |
1440 | return dupstr(buf); |
1441 | } |
1442 | |
1443 | return NULL; |
1444 | } |
1445 | |
1446 | static void unlink_cell(game_state *state, int si) |
1447 | { |
1448 | debug(("Unlinking (%d,%d).", si%state->w, si/state->w)); |
1449 | if (state->prev[si] != -1) { |
1450 | debug((" ... removing prev link from (%d,%d).", |
1451 | state->prev[si]%state->w, state->prev[si]/state->w)); |
1452 | state->next[state->prev[si]] = -1; |
1453 | state->prev[si] = -1; |
1454 | } |
1455 | if (state->next[si] != -1) { |
1456 | debug((" ... removing next link to (%d,%d).", |
1457 | state->next[si]%state->w, state->next[si]/state->w)); |
1458 | state->prev[state->next[si]] = -1; |
1459 | state->next[si] = -1; |
1460 | } |
1461 | } |
1462 | |
1463 | static game_state *execute_move(game_state *state, char *move) |
1464 | { |
1465 | game_state *ret = NULL; |
1466 | int sx, sy, ex, ey, si, ei, w = state->w; |
1467 | char c; |
1468 | |
1469 | debug(("move: %s", move)); |
1470 | |
1471 | if (move[0] == 'S') { |
1472 | game_params p; |
1473 | game_state *tmp; |
1474 | char *valid; |
1475 | int i; |
1476 | |
1477 | p.w = state->w; p.h = state->h; |
1478 | valid = validate_desc(&p, move+1); |
1479 | if (valid) { |
1480 | debug(("execute_move: move not valid: %s", valid)); |
1481 | return NULL; |
1482 | } |
1483 | ret = dup_game(state); |
1484 | tmp = new_game(NULL, &p, move+1); |
1485 | for (i = 0; i < state->n; i++) { |
1486 | ret->prev[i] = tmp->prev[i]; |
1487 | ret->next[i] = tmp->next[i]; |
1488 | } |
1489 | free_game(tmp); |
1490 | ret->used_solve = 1; |
1491 | } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) { |
1492 | if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL; |
1493 | |
1494 | ret = dup_game(state); |
1495 | |
1496 | si = sy*w+sx; ei = ey*w+ex; |
1497 | makelink(ret, si, ei); |
1498 | } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) { |
1499 | if (c != 'C' && c != 'X') return NULL; |
1500 | if (!INGRID(state, sx, sy)) return NULL; |
1501 | si = sy*w+sx; |
1502 | if (state->prev[si] == -1 && state->next[si] == -1) |
1503 | return NULL; |
1504 | |
1505 | ret = dup_game(state); |
1506 | |
1507 | if (c == 'C') { |
1508 | /* Unlink the single cell we dragged from the board. */ |
1509 | unlink_cell(ret, si); |
1510 | } else { |
1511 | int i, set, sset = state->nums[si] / (state->n+1); |
1512 | for (i = 0; i < state->n; i++) { |
1513 | /* Unlink all cells in the same set as the one we dragged |
1514 | * from the board. */ |
1515 | |
1516 | if (state->nums[i] == 0) continue; |
1517 | set = state->nums[i] / (state->n+1); |
1518 | if (set != sset) continue; |
1519 | |
1520 | unlink_cell(ret, i); |
1521 | } |
1522 | } |
1523 | } else if (strcmp(move, "H") == 0) { |
1524 | ret = dup_game(state); |
1525 | solve_state(ret); |
1526 | } |
1527 | if (ret) { |
1528 | update_numbers(ret); |
1529 | if (check_completion(ret, 1)) ret->completed = 1; |
1530 | } |
1531 | |
1532 | return ret; |
1533 | } |
1534 | |
1535 | /* ---------------------------------------------------------------------- |
1536 | * Drawing routines. |
1537 | */ |
1538 | |
1539 | static void game_compute_size(game_params *params, int tilesize, |
1540 | int *x, int *y) |
1541 | { |
1542 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1543 | struct { int tilesize, order; } ads, *ds = &ads; |
1544 | ads.tilesize = tilesize; |
1545 | |
1546 | *x = TILE_SIZE * params->w + 2 * BORDER; |
1547 | *y = TILE_SIZE * params->h + 2 * BORDER; |
1548 | } |
1549 | |
1550 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1551 | game_params *params, int tilesize) |
1552 | { |
1553 | ds->tilesize = tilesize; |
1554 | assert(TILE_SIZE > 0); |
1555 | |
1556 | assert(!ds->dragb); |
1557 | ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE); |
1558 | } |
1559 | |
1560 | /* Colours chosen from the webby palette to work as a background to black text, |
1561 | * W then some plausible approximation to pastelly ROYGBIV; we then interpolate |
1562 | * between consecutive pairs to give another 8 (and then the drawing routine |
1563 | * will reuse backgrounds). */ |
1564 | static const unsigned long bgcols[8] = { |
1565 | 0xffffff, /* white */ |
1566 | 0xffa07a, /* lightsalmon */ |
1567 | 0x98fb98, /* green */ |
1568 | 0x7fffd4, /* aquamarine */ |
1569 | 0x9370db, /* medium purple */ |
1570 | 0xffa500, /* orange */ |
1571 | 0x87cefa, /* lightskyblue */ |
1572 | 0xffff00, /* yellow */ |
1573 | }; |
1574 | |
1575 | static float *game_colours(frontend *fe, int *ncolours) |
1576 | { |
1577 | float *ret = snewn(3 * NCOLOURS, float); |
1578 | int c, i; |
1579 | |
1580 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1581 | |
1582 | for (i = 0; i < 3; i++) { |
1583 | ret[COL_NUMBER * 3 + i] = 0.0F; |
1584 | ret[COL_ARROW * 3 + i] = 0.0F; |
1585 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
1586 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F; |
1587 | } |
1588 | ret[COL_NUMBER_SET * 3 + 0] = 0.0F; |
1589 | ret[COL_NUMBER_SET * 3 + 1] = 0.0F; |
1590 | ret[COL_NUMBER_SET * 3 + 2] = 0.9F; |
1591 | |
1592 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1593 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1594 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1595 | |
1596 | ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F; |
1597 | ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F; |
1598 | ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F; |
1599 | |
1600 | for (c = 0; c < 8; c++) { |
1601 | ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F; |
1602 | ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F; |
1603 | ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F; |
1604 | } |
1605 | for (c = 0; c < 8; c++) { |
1606 | for (i = 0; i < 3; i++) { |
1607 | ret[(COL_B0 + 8 + c) * 3 + i] = |
1608 | (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F; |
1609 | } |
1610 | } |
1611 | |
1612 | #define average(r,a,b,w) do { \ |
1613 | for (i = 0; i < 3; i++) \ |
1614 | ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \ |
1615 | } while (0) |
1616 | average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F); |
1617 | average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F); |
1618 | for (c = 0; c < NBACKGROUNDS; c++) { |
1619 | /* I assume here that COL_ARROW and COL_NUMBER are the same. |
1620 | * Otherwise I'd need two sets of COL_M*. */ |
1621 | average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F); |
1622 | average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F); |
1623 | average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F); |
1624 | } |
1625 | |
1626 | *ncolours = NCOLOURS; |
1627 | return ret; |
1628 | } |
1629 | |
1630 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1631 | { |
1632 | struct game_drawstate *ds = snew(struct game_drawstate); |
1633 | int i; |
1634 | |
1635 | ds->tilesize = ds->started = ds->solved = 0; |
1636 | ds->w = state->w; |
1637 | ds->h = state->h; |
1638 | ds->n = state->n; |
1639 | |
1640 | ds->nums = snewn(state->n, int); |
1641 | ds->dirp = snewn(state->n, int); |
1642 | ds->f = snewn(state->n, unsigned int); |
1643 | for (i = 0; i < state->n; i++) { |
1644 | ds->nums[i] = 0; |
1645 | ds->dirp[i] = -1; |
1646 | ds->f[i] = 0; |
1647 | } |
1648 | |
1649 | ds->angle_offset = 0.0F; |
1650 | |
1651 | ds->dragging = ds->dx = ds->dy = 0; |
1652 | ds->dragb = NULL; |
1653 | |
1654 | return ds; |
1655 | } |
1656 | |
1657 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1658 | { |
1659 | sfree(ds->nums); |
1660 | sfree(ds->dirp); |
1661 | sfree(ds->f); |
1662 | if (ds->dragb) blitter_free(dr, ds->dragb); |
1663 | |
1664 | sfree(ds); |
1665 | } |
1666 | |
1667 | /* cx, cy are top-left corner. sz is the 'radius' of the arrow. |
1668 | * ang is in radians, clockwise from 0 == straight up. */ |
1669 | static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang, |
1670 | int cfill, int cout) |
1671 | { |
1672 | int coords[14]; |
1673 | int xdx, ydx, xdy, ydy, xdx3, xdy3; |
1674 | double s = sin(ang), c = cos(ang); |
1675 | |
1676 | xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz; |
1677 | xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz; |
1678 | xdx = (int)(sz * (c + 1) + 0.5) - sz; |
1679 | xdy = (int)(sz * (s + 1) + 0.5) - sz; |
1680 | ydx = -xdy; |
1681 | ydy = xdx; |
1682 | |
1683 | |
1684 | coords[2*0 + 0] = cx - ydx; |
1685 | coords[2*0 + 1] = cy - ydy; |
1686 | coords[2*1 + 0] = cx + xdx; |
1687 | coords[2*1 + 1] = cy + xdy; |
1688 | coords[2*2 + 0] = cx + xdx3; |
1689 | coords[2*2 + 1] = cy + xdy3; |
1690 | coords[2*3 + 0] = cx + xdx3 + ydx; |
1691 | coords[2*3 + 1] = cy + xdy3 + ydy; |
1692 | coords[2*4 + 0] = cx - xdx3 + ydx; |
1693 | coords[2*4 + 1] = cy - xdy3 + ydy; |
1694 | coords[2*5 + 0] = cx - xdx3; |
1695 | coords[2*5 + 1] = cy - xdy3; |
1696 | coords[2*6 + 0] = cx - xdx; |
1697 | coords[2*6 + 1] = cy - xdy; |
1698 | |
1699 | draw_polygon(dr, coords, 7, cfill, cout); |
1700 | } |
1701 | |
1702 | static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir, |
1703 | int cfill, int cout, double angle_offset) |
1704 | { |
1705 | double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset; |
1706 | draw_arrow(dr, cx, cy, sz, ang, cfill, cout); |
1707 | } |
1708 | |
1709 | /* cx, cy are centre coordinates.. */ |
1710 | static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints, |
1711 | int cfill, int cout, double angle_offset) |
1712 | { |
1713 | int *coords, n; |
1714 | double a, r; |
1715 | |
1716 | assert(npoints > 0); |
1717 | |
1718 | coords = snewn(npoints * 2 * 2, int); |
1719 | |
1720 | for (n = 0; n < npoints * 2; n++) { |
1721 | a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset; |
1722 | r = (n % 2) ? (double)rad/2.0 : (double)rad; |
1723 | |
1724 | /* We're rotating the point at (0, -r) by a degrees */ |
1725 | coords[2*n+0] = cx + (int)( r * sin(a)); |
1726 | coords[2*n+1] = cy + (int)(-r * cos(a)); |
1727 | } |
1728 | draw_polygon(dr, coords, npoints*2, cfill, cout); |
1729 | sfree(coords); |
1730 | } |
1731 | |
1732 | static int num2col(game_drawstate *ds, int num) |
1733 | { |
1734 | int set = num / (ds->n+1); |
1735 | |
1736 | if (num <= 0) return COL_BACKGROUND; |
1737 | return COL_B0 + (set % 16); |
1738 | } |
1739 | |
1740 | #define ARROW_HALFSZ (7 * TILE_SIZE / 32) |
1741 | |
1742 | #define F_CUR 0x001 /* Cursor on this tile. */ |
1743 | #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */ |
1744 | #define F_ERROR 0x004 /* Tile marked in error. */ |
1745 | #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */ |
1746 | #define F_ARROW_POINT 0x010 /* Tile points to other tile */ |
1747 | #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */ |
1748 | #define F_DIM 0x040 /* Tile is dim */ |
1749 | |
1750 | static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty, |
1751 | int dir, int dirp, int num, unsigned int f, |
1752 | double angle_offset, int print_ink) |
1753 | { |
1754 | int cb = TILE_SIZE / 16, textsz; |
1755 | char buf[20]; |
1756 | int arrowcol, sarrowcol, setcol, textcol; |
1757 | int n = num % (ds->n+1), set = num / (ds->n+1); |
1758 | int acx, acy, asz; |
1759 | |
1760 | /* Calculate colours. */ |
1761 | |
1762 | if (print_ink >= 0) { |
1763 | /* |
1764 | * We're printing, so just do everything in black. |
1765 | */ |
1766 | arrowcol = textcol = print_ink; |
1767 | setcol = sarrowcol = -1; /* placate optimiser */ |
1768 | } else { |
1769 | |
1770 | setcol = num2col(ds, num); |
1771 | |
1772 | #define dim(fg,bg) ( \ |
1773 | (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \ |
1774 | (bg) + COL_D0 - COL_B0 \ |
1775 | ) |
1776 | |
1777 | #define mid(fg,bg) ( \ |
1778 | (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \ |
1779 | (bg) + COL_M0 - COL_B0 \ |
1780 | ) |
1781 | |
1782 | #define dimbg(bg) ( \ |
1783 | (bg)==COL_BACKGROUND ? COL_BACKGROUND : \ |
1784 | (bg) + COL_X0 - COL_B0 \ |
1785 | ) |
1786 | |
1787 | if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN; |
1788 | else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol); |
1789 | else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol); |
1790 | else arrowcol = COL_ARROW; |
1791 | |
1792 | if (f & (F_ERROR)) textcol = COL_ERROR; |
1793 | else { |
1794 | if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET; |
1795 | else textcol = COL_NUMBER; |
1796 | |
1797 | if (f & F_DIM) textcol = dim(textcol, setcol); |
1798 | else if (((f & F_ARROW_POINT) || num==ds->n) && |
1799 | ((f & F_ARROW_INPOINT) || num==1)) |
1800 | textcol = mid(textcol, setcol); |
1801 | } |
1802 | |
1803 | if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol); |
1804 | else sarrowcol = COL_ARROW; |
1805 | } |
1806 | |
1807 | /* Clear tile background */ |
1808 | |
1809 | if (print_ink < 0) { |
1810 | draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE, |
1811 | (f & F_DIM) ? dimbg(setcol) : setcol); |
1812 | } |
1813 | |
1814 | /* Draw large (outwards-pointing) arrow. */ |
1815 | |
1816 | asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */ |
1817 | acx = tx+TILE_SIZE/2+asz; /* centre x */ |
1818 | acy = ty+TILE_SIZE/2+asz; /* centre y */ |
1819 | |
1820 | if (num == ds->n && (f & F_IMMUTABLE)) |
1821 | draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset); |
1822 | else |
1823 | draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset); |
1824 | if (print_ink < 0 && (f & F_CUR)) |
1825 | draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR); |
1826 | |
1827 | /* Draw dot iff this tile requires a predecessor and doesn't have one. */ |
1828 | |
1829 | if (print_ink < 0) { |
1830 | acx = tx+TILE_SIZE/2-asz; |
1831 | acy = ty+TILE_SIZE/2+asz; |
1832 | |
1833 | if (!(f & F_ARROW_INPOINT) && num != 1) { |
1834 | draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol); |
1835 | } |
1836 | } |
1837 | |
1838 | /* Draw text (number or set). */ |
1839 | |
1840 | if (num != 0) { |
1841 | assert(num > 0); |
1842 | if (set == 0) { |
1843 | sprintf(buf, "%d", n); |
1844 | } else { |
1845 | if (n == 0) |
1846 | sprintf(buf, "%c", (int)(set+'a'-1)); |
1847 | else |
1848 | sprintf(buf, "%c+%d", (int)(set+'a'-1), n); |
1849 | } |
1850 | textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(buf)); |
1851 | draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz, |
1852 | ALIGN_VCENTRE | ALIGN_HLEFT, textcol, buf); |
1853 | } |
1854 | |
1855 | if (print_ink < 0) { |
1856 | draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID); |
1857 | draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE); |
1858 | } |
1859 | } |
1860 | |
1861 | static void draw_drag_indicator(drawing *dr, game_drawstate *ds, |
1862 | game_state *state, game_ui *ui, int validdrag) |
1863 | { |
1864 | int dir, w = ds->w, acol = COL_ARROW; |
1865 | int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy); |
1866 | double ang; |
1867 | |
1868 | if (validdrag) { |
1869 | /* If we could move here, lock the arrow to the appropriate direction. */ |
1870 | dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx]; |
1871 | |
1872 | ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */ |
1873 | } else { |
1874 | /* Draw an arrow pointing away from/towards the origin cell. */ |
1875 | int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2; |
1876 | double tana, offset; |
1877 | double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy); |
1878 | |
1879 | if (xdiff == 0) { |
1880 | ang = (oy > ui->dy) ? 0.0F : PI; |
1881 | } else if (ydiff == 0) { |
1882 | ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F; |
1883 | } else { |
1884 | if (ui->dx > ox && ui->dy < oy) { |
1885 | tana = xdiff / ydiff; |
1886 | offset = 0.0F; |
1887 | } else if (ui->dx > ox && ui->dy > oy) { |
1888 | tana = ydiff / xdiff; |
1889 | offset = PI/2.0F; |
1890 | } else if (ui->dx < ox && ui->dy > oy) { |
1891 | tana = xdiff / ydiff; |
1892 | offset = PI; |
1893 | } else { |
1894 | tana = ydiff / xdiff; |
1895 | offset = 3.0F * PI / 2.0F; |
1896 | } |
1897 | ang = atan(tana) + offset; |
1898 | } |
1899 | |
1900 | if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */ |
1901 | |
1902 | } |
1903 | draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol); |
1904 | } |
1905 | |
1906 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1907 | game_state *state, int dir, game_ui *ui, |
1908 | float animtime, float flashtime) |
1909 | { |
1910 | int x, y, i, w = ds->w, dirp, force = 0; |
1911 | unsigned int f; |
1912 | double angle_offset = 0.0; |
1913 | game_state *postdrop = NULL; |
1914 | |
1915 | if (flashtime > 0.0F) |
1916 | angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN); |
1917 | if (angle_offset != ds->angle_offset) { |
1918 | ds->angle_offset = angle_offset; |
1919 | force = 1; |
1920 | } |
1921 | |
1922 | if (ds->dragging) { |
1923 | assert(ds->dragb); |
1924 | blitter_load(dr, ds->dragb, ds->dx, ds->dy); |
1925 | draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE); |
1926 | ds->dragging = FALSE; |
1927 | } |
1928 | |
1929 | /* If an in-progress drag would make a valid move if finished, we |
1930 | * reflect that move in the board display. We let interpret_move do |
1931 | * most of the heavy lifting for us: we have to copy the game_ui so |
1932 | * as not to stomp on the real UI's drag state. */ |
1933 | if (ui->dragging) { |
1934 | game_ui uicopy = *ui; |
1935 | char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE); |
1936 | |
1937 | if (movestr != NULL && strcmp(movestr, "") != 0) { |
1938 | postdrop = execute_move(state, movestr); |
1939 | sfree(movestr); |
1940 | |
1941 | state = postdrop; |
1942 | } |
1943 | } |
1944 | |
1945 | if (!ds->started) { |
1946 | int aw = TILE_SIZE * state->w; |
1947 | int ah = TILE_SIZE * state->h; |
1948 | draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND); |
1949 | draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID); |
1950 | draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER); |
1951 | } |
1952 | for (x = 0; x < state->w; x++) { |
1953 | for (y = 0; y < state->h; y++) { |
1954 | i = y*w + x; |
1955 | f = 0; |
1956 | dirp = -1; |
1957 | |
1958 | if (ui->cshow && x == ui->cx && y == ui->cy) |
1959 | f |= F_CUR; |
1960 | |
1961 | if (ui->dragging) { |
1962 | if (x == ui->sx && y == ui->sy) |
1963 | f |= F_DRAG_SRC; |
1964 | else if (ui->drag_is_from) { |
1965 | if (!ispointing(state, ui->sx, ui->sy, x, y)) |
1966 | f |= F_DIM; |
1967 | } else { |
1968 | if (!ispointing(state, x, y, ui->sx, ui->sy)) |
1969 | f |= F_DIM; |
1970 | } |
1971 | } |
1972 | |
1973 | if (state->impossible || |
1974 | state->nums[i] < 0 || state->flags[i] & FLAG_ERROR) |
1975 | f |= F_ERROR; |
1976 | if (state->flags[i] & FLAG_IMMUTABLE) |
1977 | f |= F_IMMUTABLE; |
1978 | |
1979 | if (state->next[i] != -1) |
1980 | f |= F_ARROW_POINT; |
1981 | |
1982 | if (state->prev[i] != -1) { |
1983 | /* Currently the direction here is from our square _back_ |
1984 | * to its previous. We could change this to give the opposite |
1985 | * sense to the direction. */ |
1986 | f |= F_ARROW_INPOINT; |
1987 | dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w); |
1988 | } |
1989 | |
1990 | if (state->nums[i] != ds->nums[i] || |
1991 | f != ds->f[i] || dirp != ds->dirp[i] || |
1992 | force || !ds->started) { |
1993 | tile_redraw(dr, ds, |
1994 | BORDER + x * TILE_SIZE, |
1995 | BORDER + y * TILE_SIZE, |
1996 | state->dirs[i], dirp, state->nums[i], f, |
1997 | angle_offset, -1); |
1998 | ds->nums[i] = state->nums[i]; |
1999 | ds->f[i] = f; |
2000 | ds->dirp[i] = dirp; |
2001 | } |
2002 | } |
2003 | } |
2004 | if (ui->dragging) { |
2005 | ds->dragging = TRUE; |
2006 | ds->dx = ui->dx - BLITTER_SIZE/2; |
2007 | ds->dy = ui->dy - BLITTER_SIZE/2; |
2008 | blitter_save(dr, ds->dragb, ds->dx, ds->dy); |
2009 | |
2010 | draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0); |
2011 | } |
2012 | if (postdrop) free_game(postdrop); |
2013 | if (!ds->started) ds->started = TRUE; |
2014 | } |
2015 | |
2016 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2017 | int dir, game_ui *ui) |
2018 | { |
2019 | return 0.0F; |
2020 | } |
2021 | |
2022 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2023 | int dir, game_ui *ui) |
2024 | { |
2025 | if (!oldstate->completed && |
2026 | newstate->completed && !newstate->used_solve) |
2027 | return FLASH_SPIN; |
2028 | else |
2029 | return 0.0F; |
2030 | } |
2031 | |
2032 | static int game_timing_state(game_state *state, game_ui *ui) |
2033 | { |
2034 | return TRUE; |
2035 | } |
2036 | |
2037 | static void game_print_size(game_params *params, float *x, float *y) |
2038 | { |
2039 | int pw, ph; |
2040 | |
2041 | game_compute_size(params, 1300, &pw, &ph); |
2042 | *x = pw / 100.0F; |
2043 | *y = ph / 100.0F; |
2044 | } |
2045 | |
2046 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2047 | { |
2048 | int ink = print_mono_colour(dr, 0); |
2049 | int x, y; |
2050 | |
2051 | /* Fake up just enough of a drawstate */ |
2052 | game_drawstate ads, *ds = &ads; |
2053 | ds->tilesize = tilesize; |
2054 | ds->n = state->n; |
2055 | |
2056 | /* |
2057 | * Border and grid. |
2058 | */ |
2059 | print_line_width(dr, TILE_SIZE / 40); |
2060 | for (x = 1; x < state->w; x++) |
2061 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink); |
2062 | for (y = 1; y < state->h; y++) |
2063 | draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink); |
2064 | print_line_width(dr, 2*TILE_SIZE / 40); |
2065 | draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w, |
2066 | TILE_SIZE*state->h, ink); |
2067 | |
2068 | /* |
2069 | * Arrows and numbers. |
2070 | */ |
2071 | print_line_width(dr, 0); |
2072 | for (y = 0; y < state->h; y++) |
2073 | for (x = 0; x < state->w; x++) |
2074 | tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x], |
2075 | 0, state->nums[y*state->w+x], 0, 0.0, ink); |
2076 | } |
2077 | |
2078 | #ifdef COMBINED |
2079 | #define thegame signpost |
2080 | #endif |
2081 | |
2082 | const struct game thegame = { |
2083 | "Signpost", "games.signpost", "signpost", |
2084 | default_params, |
2085 | game_fetch_preset, |
2086 | decode_params, |
2087 | encode_params, |
2088 | free_params, |
2089 | dup_params, |
2090 | TRUE, game_configure, custom_params, |
2091 | validate_params, |
2092 | new_game_desc, |
2093 | validate_desc, |
2094 | new_game, |
2095 | dup_game, |
2096 | free_game, |
2097 | TRUE, solve_game, |
2098 | TRUE, game_can_format_as_text_now, game_text_format, |
2099 | new_ui, |
2100 | free_ui, |
2101 | encode_ui, |
2102 | decode_ui, |
2103 | game_changed_state, |
2104 | interpret_move, |
2105 | execute_move, |
2106 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2107 | game_colours, |
2108 | game_new_drawstate, |
2109 | game_free_drawstate, |
2110 | game_redraw, |
2111 | game_anim_length, |
2112 | game_flash_length, |
2113 | TRUE, FALSE, game_print_size, game_print, |
2114 | FALSE, /* wants_statusbar */ |
2115 | FALSE, game_timing_state, |
2116 | REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ |
2117 | }; |
2118 | |
2119 | #ifdef STANDALONE_SOLVER |
2120 | |
2121 | #include <time.h> |
2122 | #include <stdarg.h> |
2123 | |
2124 | const char *quis = NULL; |
2125 | int verbose = 0; |
2126 | |
2127 | void usage(FILE *out) { |
2128 | fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis); |
2129 | } |
2130 | |
2131 | static void cycle_seed(char **seedstr, random_state *rs) |
2132 | { |
2133 | char newseed[16]; |
2134 | int j; |
2135 | |
2136 | newseed[15] = '\0'; |
2137 | newseed[0] = '1' + (char)random_upto(rs, 9); |
2138 | for (j = 1; j < 15; j++) |
2139 | newseed[j] = '0' + (char)random_upto(rs, 10); |
2140 | sfree(*seedstr); |
2141 | *seedstr = dupstr(newseed); |
2142 | } |
2143 | |
2144 | static void start_soak(game_params *p, char *seedstr) |
2145 | { |
2146 | time_t tt_start, tt_now, tt_last; |
2147 | char *desc, *aux; |
2148 | random_state *rs; |
2149 | long n = 0, nnums = 0, i; |
2150 | game_state *state; |
2151 | |
2152 | tt_start = tt_now = time(NULL); |
2153 | printf("Soak-generating a %dx%d grid.\n", p->w, p->h); |
2154 | |
2155 | while (1) { |
2156 | rs = random_new(seedstr, strlen(seedstr)); |
2157 | desc = thegame.new_desc(p, rs, &aux, 0); |
2158 | |
2159 | state = thegame.new_game(NULL, p, desc); |
2160 | for (i = 0; i < state->n; i++) { |
2161 | if (state->flags[i] & FLAG_IMMUTABLE) |
2162 | nnums++; |
2163 | } |
2164 | thegame.free_game(state); |
2165 | |
2166 | sfree(desc); |
2167 | cycle_seed(&seedstr, rs); |
2168 | random_free(rs); |
2169 | |
2170 | n++; |
2171 | tt_last = time(NULL); |
2172 | if (tt_last > tt_now) { |
2173 | tt_now = tt_last; |
2174 | printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n", |
2175 | n, |
2176 | (double)n / ((double)tt_now - tt_start), |
2177 | (double)nnums / (double)n, |
2178 | ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) ); |
2179 | } |
2180 | } |
2181 | } |
2182 | |
2183 | static void process_desc(char *id) |
2184 | { |
2185 | char *desc, *err, *solvestr; |
2186 | game_params *p; |
2187 | game_state *s; |
2188 | |
2189 | printf("%s\n ", id); |
2190 | |
2191 | desc = strchr(id, ':'); |
2192 | if (!desc) { |
2193 | fprintf(stderr, "%s: expecting game description.", quis); |
2194 | exit(1); |
2195 | } |
2196 | |
2197 | *desc++ = '\0'; |
2198 | |
2199 | p = thegame.default_params(); |
2200 | thegame.decode_params(p, id); |
2201 | err = thegame.validate_params(p, 1); |
2202 | if (err) { |
2203 | fprintf(stderr, "%s: %s", quis, err); |
2204 | thegame.free_params(p); |
2205 | return; |
2206 | } |
2207 | |
2208 | err = thegame.validate_desc(p, desc); |
2209 | if (err) { |
2210 | fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); |
2211 | thegame.free_params(p); |
2212 | return; |
2213 | } |
2214 | |
2215 | s = thegame.new_game(NULL, p, desc); |
2216 | |
2217 | solvestr = thegame.solve(s, s, NULL, &err); |
2218 | if (!solvestr) |
2219 | fprintf(stderr, "%s\n", err); |
2220 | else |
2221 | printf("Puzzle is soluble.\n"); |
2222 | |
2223 | thegame.free_game(s); |
2224 | thegame.free_params(p); |
2225 | } |
2226 | |
2227 | int main(int argc, const char *argv[]) |
2228 | { |
2229 | char *id = NULL, *desc, *err, *aux = NULL; |
2230 | int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i; |
2231 | char *seedstr = NULL, newseed[16]; |
2232 | |
2233 | setvbuf(stdout, NULL, _IONBF, 0); |
2234 | |
2235 | quis = argv[0]; |
2236 | while (--argc > 0) { |
2237 | char *p = (char*)(*++argv); |
2238 | if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) |
2239 | verbose = 1; |
2240 | else if (!strcmp(p, "--stdin")) |
2241 | stdin_desc = 1; |
2242 | else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { |
2243 | seedstr = dupstr(*++argv); |
2244 | argc--; |
2245 | } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) { |
2246 | n = atoi(*++argv); |
2247 | argc--; |
2248 | } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { |
2249 | soak = 1; |
2250 | } else if (*p == '-') { |
2251 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2252 | usage(stderr); |
2253 | exit(1); |
2254 | } else { |
2255 | id = p; |
2256 | } |
2257 | } |
2258 | |
2259 | sprintf(newseed, "%lu", time(NULL)); |
2260 | seedstr = dupstr(newseed); |
2261 | |
2262 | if (id || !stdin_desc) { |
2263 | if (id && strchr(id, ':')) { |
2264 | /* Parameters and description passed on cmd-line: |
2265 | * try and solve it. */ |
2266 | process_desc(id); |
2267 | } else { |
2268 | /* No description passed on cmd-line: decode parameters |
2269 | * (with optional seed too) */ |
2270 | |
2271 | game_params *p = thegame.default_params(); |
2272 | |
2273 | if (id) { |
2274 | char *cmdseed = strchr(id, '#'); |
2275 | if (cmdseed) { |
2276 | *cmdseed++ = '\0'; |
2277 | sfree(seedstr); |
2278 | seedstr = dupstr(cmdseed); |
2279 | } |
2280 | |
2281 | thegame.decode_params(p, id); |
2282 | } |
2283 | |
2284 | err = thegame.validate_params(p, 1); |
2285 | if (err) { |
2286 | fprintf(stderr, "%s: %s", quis, err); |
2287 | thegame.free_params(p); |
2288 | exit(1); |
2289 | } |
2290 | |
2291 | /* We have a set of valid parameters; either soak with it |
2292 | * or generate a single game description and print to stdout. */ |
2293 | if (soak) |
2294 | start_soak(p, seedstr); |
2295 | else { |
2296 | char *pstring = thegame.encode_params(p, 0); |
2297 | |
2298 | for (i = 0; i < n; i++) { |
2299 | random_state *rs = random_new(seedstr, strlen(seedstr)); |
2300 | |
2301 | if (verbose) printf("%s#%s\n", pstring, seedstr); |
2302 | desc = thegame.new_desc(p, rs, &aux, 0); |
2303 | printf("%s:%s\n", pstring, desc); |
2304 | sfree(desc); |
2305 | |
2306 | cycle_seed(&seedstr, rs); |
2307 | |
2308 | random_free(rs); |
2309 | } |
2310 | |
2311 | sfree(pstring); |
2312 | } |
2313 | thegame.free_params(p); |
2314 | } |
2315 | } |
2316 | |
2317 | if (stdin_desc) { |
2318 | char buf[4096]; |
2319 | |
2320 | while (fgets(buf, sizeof(buf), stdin)) { |
2321 | buf[strcspn(buf, "\r\n")] = '\0'; |
2322 | process_desc(buf); |
2323 | } |
2324 | } |
2325 | sfree(seedstr); |
2326 | |
2327 | return 0; |
2328 | } |
2329 | |
2330 | #endif |
2331 | |
2332 | |
2333 | /* vim: set shiftwidth=4 tabstop=8: */ |