c51c7de6 |
1 | /* |
2 | * map.c: Game involving four-colouring a map. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
c51c7de6 |
8 | * - clue marking |
9 | * - more solver brains? |
10 | * - better four-colouring algorithm? |
11 | * - pencil marks? |
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) \ |
46 | A(RECURSE,Unreasonable,u) |
c51c7de6 |
47 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
48 | #define TITLE(upper,title,lower) #title, |
49 | #define ENCODE(upper,title,lower) #lower |
50 | #define CONFIG(upper,title,lower) ":" #title |
51 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
52 | static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; |
53 | static char const map_diffchars[] = DIFFLIST(ENCODE); |
54 | #define DIFFCONFIG DIFFLIST(CONFIG) |
55 | |
56 | enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ |
57 | |
58 | enum { |
59 | COL_BACKGROUND, |
60 | COL_GRID, |
61 | COL_0, COL_1, COL_2, COL_3, |
756a9f15 |
62 | COL_ERROR, COL_ERRTEXT, |
c51c7de6 |
63 | NCOLOURS |
64 | }; |
65 | |
66 | struct game_params { |
67 | int w, h, n, diff; |
68 | }; |
69 | |
70 | struct map { |
71 | int refcount; |
72 | int *map; |
73 | int *graph; |
74 | int n; |
75 | int ngraph; |
76 | int *immutable; |
756a9f15 |
77 | int *edgex, *edgey; /* positions of a point on each edge */ |
c51c7de6 |
78 | }; |
79 | |
80 | struct game_state { |
81 | game_params p; |
82 | struct map *map; |
83 | int *colouring; |
84 | int completed, cheated; |
85 | }; |
86 | |
87 | static game_params *default_params(void) |
88 | { |
89 | game_params *ret = snew(game_params); |
90 | |
91 | ret->w = 20; |
92 | ret->h = 15; |
93 | ret->n = 30; |
94 | ret->diff = DIFF_NORMAL; |
95 | |
96 | return ret; |
97 | } |
98 | |
99 | static const struct game_params map_presets[] = { |
100 | {20, 15, 30, DIFF_EASY}, |
101 | {20, 15, 30, DIFF_NORMAL}, |
102 | {30, 25, 75, DIFF_NORMAL}, |
103 | }; |
104 | |
105 | static int game_fetch_preset(int i, char **name, game_params **params) |
106 | { |
107 | game_params *ret; |
108 | char str[80]; |
109 | |
110 | if (i < 0 || i >= lenof(map_presets)) |
111 | return FALSE; |
112 | |
113 | ret = snew(game_params); |
114 | *ret = map_presets[i]; |
115 | |
116 | sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, |
117 | map_diffnames[ret->diff]); |
118 | |
119 | *name = dupstr(str); |
120 | *params = ret; |
121 | return TRUE; |
122 | } |
123 | |
124 | static void free_params(game_params *params) |
125 | { |
126 | sfree(params); |
127 | } |
128 | |
129 | static game_params *dup_params(game_params *params) |
130 | { |
131 | game_params *ret = snew(game_params); |
132 | *ret = *params; /* structure copy */ |
133 | return ret; |
134 | } |
135 | |
136 | static void decode_params(game_params *params, char const *string) |
137 | { |
138 | char const *p = string; |
139 | |
140 | params->w = atoi(p); |
141 | while (*p && isdigit((unsigned char)*p)) p++; |
142 | if (*p == 'x') { |
143 | p++; |
144 | params->h = atoi(p); |
145 | while (*p && isdigit((unsigned char)*p)) p++; |
146 | } else { |
147 | params->h = params->w; |
148 | } |
149 | if (*p == 'n') { |
150 | p++; |
151 | params->n = atoi(p); |
152 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
153 | } else { |
154 | params->n = params->w * params->h / 8; |
155 | } |
156 | if (*p == 'd') { |
157 | int i; |
158 | p++; |
159 | for (i = 0; i < DIFFCOUNT; i++) |
160 | if (*p == map_diffchars[i]) |
161 | params->diff = i; |
162 | if (*p) p++; |
163 | } |
164 | } |
165 | |
166 | static char *encode_params(game_params *params, int full) |
167 | { |
168 | char ret[400]; |
169 | |
170 | sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); |
171 | if (full) |
172 | sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); |
173 | |
174 | return dupstr(ret); |
175 | } |
176 | |
177 | static config_item *game_configure(game_params *params) |
178 | { |
179 | config_item *ret; |
180 | char buf[80]; |
181 | |
182 | ret = snewn(5, config_item); |
183 | |
184 | ret[0].name = "Width"; |
185 | ret[0].type = C_STRING; |
186 | sprintf(buf, "%d", params->w); |
187 | ret[0].sval = dupstr(buf); |
188 | ret[0].ival = 0; |
189 | |
190 | ret[1].name = "Height"; |
191 | ret[1].type = C_STRING; |
192 | sprintf(buf, "%d", params->h); |
193 | ret[1].sval = dupstr(buf); |
194 | ret[1].ival = 0; |
195 | |
196 | ret[2].name = "Regions"; |
197 | ret[2].type = C_STRING; |
198 | sprintf(buf, "%d", params->n); |
199 | ret[2].sval = dupstr(buf); |
200 | ret[2].ival = 0; |
201 | |
202 | ret[3].name = "Difficulty"; |
203 | ret[3].type = C_CHOICES; |
204 | ret[3].sval = DIFFCONFIG; |
205 | ret[3].ival = params->diff; |
206 | |
207 | ret[4].name = NULL; |
208 | ret[4].type = C_END; |
209 | ret[4].sval = NULL; |
210 | ret[4].ival = 0; |
211 | |
212 | return ret; |
213 | } |
214 | |
215 | static game_params *custom_params(config_item *cfg) |
216 | { |
217 | game_params *ret = snew(game_params); |
218 | |
219 | ret->w = atoi(cfg[0].sval); |
220 | ret->h = atoi(cfg[1].sval); |
221 | ret->n = atoi(cfg[2].sval); |
222 | ret->diff = cfg[3].ival; |
223 | |
224 | return ret; |
225 | } |
226 | |
227 | static char *validate_params(game_params *params, int full) |
228 | { |
229 | if (params->w < 2 || params->h < 2) |
230 | return "Width and height must be at least two"; |
231 | if (params->n < 5) |
232 | return "Must have at least five regions"; |
233 | if (params->n > params->w * params->h) |
234 | return "Too many regions to fit in grid"; |
235 | return NULL; |
236 | } |
237 | |
238 | /* ---------------------------------------------------------------------- |
239 | * Cumulative frequency table functions. |
240 | */ |
241 | |
242 | /* |
243 | * Initialise a cumulative frequency table. (Hardly worth writing |
244 | * this function; all it does is to initialise everything in the |
245 | * array to zero.) |
246 | */ |
247 | static void cf_init(int *table, int n) |
248 | { |
249 | int i; |
250 | |
251 | for (i = 0; i < n; i++) |
252 | table[i] = 0; |
253 | } |
254 | |
255 | /* |
256 | * Increment the count of symbol `sym' by `count'. |
257 | */ |
258 | static void cf_add(int *table, int n, int sym, int count) |
259 | { |
260 | int bit; |
261 | |
262 | bit = 1; |
263 | while (sym != 0) { |
264 | if (sym & bit) { |
265 | table[sym] += count; |
266 | sym &= ~bit; |
267 | } |
268 | bit <<= 1; |
269 | } |
270 | |
271 | table[0] += count; |
272 | } |
273 | |
274 | /* |
275 | * Cumulative frequency lookup: return the total count of symbols |
276 | * with value less than `sym'. |
277 | */ |
278 | static int cf_clookup(int *table, int n, int sym) |
279 | { |
280 | int bit, index, limit, count; |
281 | |
282 | if (sym == 0) |
283 | return 0; |
284 | |
285 | assert(0 < sym && sym <= n); |
286 | |
287 | count = table[0]; /* start with the whole table size */ |
288 | |
289 | bit = 1; |
290 | while (bit < n) |
291 | bit <<= 1; |
292 | |
293 | limit = n; |
294 | |
295 | while (bit > 0) { |
296 | /* |
297 | * Find the least number with its lowest set bit in this |
298 | * position which is greater than or equal to sym. |
299 | */ |
300 | index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; |
301 | |
302 | if (index < limit) { |
303 | count -= table[index]; |
304 | limit = index; |
305 | } |
306 | |
307 | bit >>= 1; |
308 | } |
309 | |
310 | return count; |
311 | } |
312 | |
313 | /* |
314 | * Single frequency lookup: return the count of symbol `sym'. |
315 | */ |
316 | static int cf_slookup(int *table, int n, int sym) |
317 | { |
318 | int count, bit; |
319 | |
320 | assert(0 <= sym && sym < n); |
321 | |
322 | count = table[sym]; |
323 | |
324 | for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) |
325 | count -= table[sym+bit]; |
326 | |
327 | return count; |
328 | } |
329 | |
330 | /* |
331 | * Return the largest symbol index such that the cumulative |
332 | * frequency up to that symbol is less than _or equal to_ count. |
333 | */ |
334 | static int cf_whichsym(int *table, int n, int count) { |
335 | int bit, sym, top; |
336 | |
337 | assert(count >= 0 && count < table[0]); |
338 | |
339 | bit = 1; |
340 | while (bit < n) |
341 | bit <<= 1; |
342 | |
343 | sym = 0; |
344 | top = table[0]; |
345 | |
346 | while (bit > 0) { |
347 | if (sym+bit < n) { |
348 | if (count >= top - table[sym+bit]) |
349 | sym += bit; |
350 | else |
351 | top -= table[sym+bit]; |
352 | } |
353 | |
354 | bit >>= 1; |
355 | } |
356 | |
357 | return sym; |
358 | } |
359 | |
360 | /* ---------------------------------------------------------------------- |
361 | * Map generation. |
362 | * |
363 | * FIXME: this isn't entirely optimal at present, because it |
364 | * inherently prioritises growing the largest region since there |
365 | * are more squares adjacent to it. This acts as a destabilising |
366 | * influence leading to a few large regions and mostly small ones. |
367 | * It might be better to do it some other way. |
368 | */ |
369 | |
370 | #define WEIGHT_INCREASED 2 /* for increased perimeter */ |
371 | #define WEIGHT_DECREASED 4 /* for decreased perimeter */ |
372 | #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ |
373 | |
374 | /* |
375 | * Look at a square and decide which colours can be extended into |
376 | * it. |
377 | * |
378 | * If called with index < 0, it adds together one of |
379 | * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each |
380 | * colour that has a valid extension (according to the effect that |
381 | * it would have on the perimeter of the region being extended) and |
382 | * returns the overall total. |
383 | * |
384 | * If called with index >= 0, it returns one of the possible |
385 | * colours depending on the value of index, in such a way that the |
386 | * number of possible inputs which would give rise to a given |
387 | * return value correspond to the weight of that value. |
388 | */ |
389 | static int extend_options(int w, int h, int n, int *map, |
390 | int x, int y, int index) |
391 | { |
392 | int c, i, dx, dy; |
393 | int col[8]; |
394 | int total = 0; |
395 | |
396 | if (map[y*w+x] >= 0) { |
397 | assert(index < 0); |
398 | return 0; /* can't do this square at all */ |
399 | } |
400 | |
401 | /* |
402 | * Fetch the eight neighbours of this square, in order around |
403 | * the square. |
404 | */ |
405 | for (dy = -1; dy <= +1; dy++) |
406 | for (dx = -1; dx <= +1; dx++) { |
407 | int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); |
408 | if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) |
409 | col[index] = map[(y+dy)*w+(x+dx)]; |
410 | else |
411 | col[index] = -1; |
412 | } |
413 | |
414 | /* |
415 | * Iterate over each colour that might be feasible. |
416 | * |
417 | * FIXME: this routine currently has O(n) running time. We |
418 | * could turn it into O(FOUR) by only bothering to iterate over |
419 | * the colours mentioned in the four neighbouring squares. |
420 | */ |
421 | |
422 | for (c = 0; c < n; c++) { |
423 | int count, neighbours, runs; |
424 | |
425 | /* |
426 | * One of the even indices of col (representing the |
427 | * orthogonal neighbours of this square) must be equal to |
428 | * c, or else this square is not adjacent to region c and |
429 | * obviously cannot become an extension of it at this time. |
430 | */ |
431 | neighbours = 0; |
432 | for (i = 0; i < 8; i += 2) |
433 | if (col[i] == c) |
434 | neighbours++; |
435 | if (!neighbours) |
436 | continue; |
437 | |
438 | /* |
439 | * Now we know this square is adjacent to region c. The |
440 | * next question is, would extending it cause the region to |
441 | * become non-simply-connected? If so, we mustn't do it. |
442 | * |
443 | * We determine this by looking around col to see if we can |
444 | * find more than one separate run of colour c. |
445 | */ |
446 | runs = 0; |
447 | for (i = 0; i < 8; i++) |
448 | if (col[i] == c && col[(i+1) & 7] != c) |
449 | runs++; |
450 | if (runs > 1) |
451 | continue; |
452 | |
453 | assert(runs == 1); |
454 | |
455 | /* |
456 | * This square is a possibility. Determine its effect on |
457 | * the region's perimeter (computed from the number of |
458 | * orthogonal neighbours - 1 means a perimeter increase, 3 |
459 | * a decrease, 2 no change; 4 is impossible because the |
460 | * region would already not be simply connected) and we're |
461 | * done. |
462 | */ |
463 | assert(neighbours > 0 && neighbours < 4); |
464 | count = (neighbours == 1 ? WEIGHT_INCREASED : |
465 | neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); |
466 | |
467 | total += count; |
468 | if (index >= 0 && index < count) |
469 | return c; |
470 | else |
471 | index -= count; |
472 | } |
473 | |
474 | assert(index < 0); |
475 | |
476 | return total; |
477 | } |
478 | |
479 | static void genmap(int w, int h, int n, int *map, random_state *rs) |
480 | { |
481 | int wh = w*h; |
482 | int x, y, i, k; |
483 | int *tmp; |
484 | |
485 | assert(n <= wh); |
486 | tmp = snewn(wh, int); |
487 | |
488 | /* |
489 | * Clear the map, and set up `tmp' as a list of grid indices. |
490 | */ |
491 | for (i = 0; i < wh; i++) { |
492 | map[i] = -1; |
493 | tmp[i] = i; |
494 | } |
495 | |
496 | /* |
497 | * Place the region seeds by selecting n members from `tmp'. |
498 | */ |
499 | k = wh; |
500 | for (i = 0; i < n; i++) { |
501 | int j = random_upto(rs, k); |
502 | map[tmp[j]] = i; |
503 | tmp[j] = tmp[--k]; |
504 | } |
505 | |
506 | /* |
507 | * Re-initialise `tmp' as a cumulative frequency table. This |
508 | * will store the number of possible region colours we can |
509 | * extend into each square. |
510 | */ |
511 | cf_init(tmp, wh); |
512 | |
513 | /* |
514 | * Go through the grid and set up the initial cumulative |
515 | * frequencies. |
516 | */ |
517 | for (y = 0; y < h; y++) |
518 | for (x = 0; x < w; x++) |
519 | cf_add(tmp, wh, y*w+x, |
520 | extend_options(w, h, n, map, x, y, -1)); |
521 | |
522 | /* |
523 | * Now repeatedly choose a square we can extend a region into, |
524 | * and do so. |
525 | */ |
526 | while (tmp[0] > 0) { |
527 | int k = random_upto(rs, tmp[0]); |
528 | int sq; |
529 | int colour; |
530 | int xx, yy; |
531 | |
532 | sq = cf_whichsym(tmp, wh, k); |
533 | k -= cf_clookup(tmp, wh, sq); |
534 | x = sq % w; |
535 | y = sq / w; |
536 | colour = extend_options(w, h, n, map, x, y, k); |
537 | |
538 | map[sq] = colour; |
539 | |
540 | /* |
541 | * Re-scan the nine cells around the one we've just |
542 | * modified. |
543 | */ |
544 | for (yy = max(y-1, 0); yy < min(y+2, h); yy++) |
545 | for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { |
546 | cf_add(tmp, wh, yy*w+xx, |
547 | -cf_slookup(tmp, wh, yy*w+xx) + |
548 | extend_options(w, h, n, map, xx, yy, -1)); |
549 | } |
550 | } |
551 | |
552 | /* |
553 | * Finally, go through and normalise the region labels into |
554 | * order, meaning that indistinguishable maps are actually |
555 | * identical. |
556 | */ |
557 | for (i = 0; i < n; i++) |
558 | tmp[i] = -1; |
559 | k = 0; |
560 | for (i = 0; i < wh; i++) { |
561 | assert(map[i] >= 0); |
562 | if (tmp[map[i]] < 0) |
563 | tmp[map[i]] = k++; |
564 | map[i] = tmp[map[i]]; |
565 | } |
566 | |
567 | sfree(tmp); |
568 | } |
569 | |
570 | /* ---------------------------------------------------------------------- |
571 | * Functions to handle graphs. |
572 | */ |
573 | |
574 | /* |
575 | * Having got a map in a square grid, convert it into a graph |
576 | * representation. |
577 | */ |
578 | static int gengraph(int w, int h, int n, int *map, int *graph) |
579 | { |
580 | int i, j, x, y; |
581 | |
582 | /* |
583 | * Start by setting the graph up as an adjacency matrix. We'll |
584 | * turn it into a list later. |
585 | */ |
586 | for (i = 0; i < n*n; i++) |
587 | graph[i] = 0; |
588 | |
589 | /* |
590 | * Iterate over the map looking for all adjacencies. |
591 | */ |
592 | for (y = 0; y < h; y++) |
593 | for (x = 0; x < w; x++) { |
594 | int v, vx, vy; |
595 | v = map[y*w+x]; |
596 | if (x+1 < w && (vx = map[y*w+(x+1)]) != v) |
597 | graph[v*n+vx] = graph[vx*n+v] = 1; |
598 | if (y+1 < h && (vy = map[(y+1)*w+x]) != v) |
599 | graph[v*n+vy] = graph[vy*n+v] = 1; |
600 | } |
601 | |
602 | /* |
603 | * Turn the matrix into a list. |
604 | */ |
605 | for (i = j = 0; i < n*n; i++) |
606 | if (graph[i]) |
607 | graph[j++] = i; |
608 | |
609 | return j; |
610 | } |
611 | |
756a9f15 |
612 | static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) |
c51c7de6 |
613 | { |
614 | int v = i*n+j; |
615 | int top, bot, mid; |
616 | |
617 | bot = -1; |
618 | top = ngraph; |
619 | while (top - bot > 1) { |
620 | mid = (top + bot) / 2; |
621 | if (graph[mid] == v) |
756a9f15 |
622 | return mid; |
c51c7de6 |
623 | else if (graph[mid] < v) |
624 | bot = mid; |
625 | else |
626 | top = mid; |
627 | } |
756a9f15 |
628 | return -1; |
c51c7de6 |
629 | } |
630 | |
756a9f15 |
631 | #define graph_adjacent(graph, n, ngraph, i, j) \ |
632 | (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) |
633 | |
c51c7de6 |
634 | static int graph_vertex_start(int *graph, int n, int ngraph, int i) |
635 | { |
636 | int v = i*n; |
637 | int top, bot, mid; |
638 | |
639 | bot = -1; |
640 | top = ngraph; |
641 | while (top - bot > 1) { |
642 | mid = (top + bot) / 2; |
643 | if (graph[mid] < v) |
644 | bot = mid; |
645 | else |
646 | top = mid; |
647 | } |
648 | return top; |
649 | } |
650 | |
651 | /* ---------------------------------------------------------------------- |
652 | * Generate a four-colouring of a graph. |
653 | * |
654 | * FIXME: it would be nice if we could convert this recursion into |
655 | * pseudo-recursion using some sort of explicit stack array, for |
656 | * the sake of the Palm port and its limited stack. |
657 | */ |
658 | |
659 | static int fourcolour_recurse(int *graph, int n, int ngraph, |
660 | int *colouring, int *scratch, random_state *rs) |
661 | { |
662 | int nfree, nvert, start, i, j, k, c, ci; |
663 | int cs[FOUR]; |
664 | |
665 | /* |
666 | * Find the smallest number of free colours in any uncoloured |
667 | * vertex, and count the number of such vertices. |
668 | */ |
669 | |
670 | nfree = FIVE; /* start off bigger than FOUR! */ |
671 | nvert = 0; |
672 | for (i = 0; i < n; i++) |
673 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { |
674 | if (nfree > scratch[i*FIVE+FOUR]) { |
675 | nfree = scratch[i*FIVE+FOUR]; |
676 | nvert = 0; |
677 | } |
678 | nvert++; |
679 | } |
680 | |
681 | /* |
682 | * If there aren't any uncoloured vertices at all, we're done. |
683 | */ |
684 | if (nvert == 0) |
685 | return TRUE; /* we've got a colouring! */ |
686 | |
687 | /* |
688 | * Pick a random vertex in that set. |
689 | */ |
690 | j = random_upto(rs, nvert); |
691 | for (i = 0; i < n; i++) |
692 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) |
693 | if (j-- == 0) |
694 | break; |
695 | assert(i < n); |
696 | start = graph_vertex_start(graph, n, ngraph, i); |
697 | |
698 | /* |
699 | * Loop over the possible colours for i, and recurse for each |
700 | * one. |
701 | */ |
702 | ci = 0; |
703 | for (c = 0; c < FOUR; c++) |
704 | if (scratch[i*FIVE+c] == 0) |
705 | cs[ci++] = c; |
706 | shuffle(cs, ci, sizeof(*cs), rs); |
707 | |
708 | while (ci-- > 0) { |
709 | c = cs[ci]; |
710 | |
711 | /* |
712 | * Fill in this colour. |
713 | */ |
714 | colouring[i] = c; |
715 | |
716 | /* |
717 | * Update the scratch space to reflect a new neighbour |
718 | * of this colour for each neighbour of vertex i. |
719 | */ |
720 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
721 | k = graph[j] - i*n; |
722 | if (scratch[k*FIVE+c] == 0) |
723 | scratch[k*FIVE+FOUR]--; |
724 | scratch[k*FIVE+c]++; |
725 | } |
726 | |
727 | /* |
728 | * Recurse. |
729 | */ |
730 | if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) |
731 | return TRUE; /* got one! */ |
732 | |
733 | /* |
734 | * If that didn't work, clean up and try again with a |
735 | * different colour. |
736 | */ |
737 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
738 | k = graph[j] - i*n; |
739 | scratch[k*FIVE+c]--; |
740 | if (scratch[k*FIVE+c] == 0) |
741 | scratch[k*FIVE+FOUR]++; |
742 | } |
743 | colouring[i] = -1; |
744 | } |
745 | |
746 | /* |
747 | * If we reach here, we were unable to find a colouring at all. |
748 | * (This doesn't necessarily mean the Four Colour Theorem is |
749 | * violated; it might just mean we've gone down a dead end and |
750 | * need to back up and look somewhere else. It's only an FCT |
751 | * violation if we get all the way back up to the top level and |
752 | * still fail.) |
753 | */ |
754 | return FALSE; |
755 | } |
756 | |
757 | static void fourcolour(int *graph, int n, int ngraph, int *colouring, |
758 | random_state *rs) |
759 | { |
760 | int *scratch; |
761 | int i; |
762 | |
763 | /* |
764 | * For each vertex and each colour, we store the number of |
765 | * neighbours that have that colour. Also, we store the number |
766 | * of free colours for the vertex. |
767 | */ |
768 | scratch = snewn(n * FIVE, int); |
769 | for (i = 0; i < n * FIVE; i++) |
770 | scratch[i] = (i % FIVE == FOUR ? FOUR : 0); |
771 | |
772 | /* |
773 | * Clear the colouring to start with. |
774 | */ |
775 | for (i = 0; i < n; i++) |
776 | colouring[i] = -1; |
777 | |
778 | i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); |
779 | assert(i); /* by the Four Colour Theorem :-) */ |
780 | |
781 | sfree(scratch); |
782 | } |
783 | |
784 | /* ---------------------------------------------------------------------- |
785 | * Non-recursive solver. |
786 | */ |
787 | |
788 | struct solver_scratch { |
789 | unsigned char *possible; /* bitmap of colours for each region */ |
790 | int *graph; |
791 | int n; |
792 | int ngraph; |
b3728d72 |
793 | int depth; |
c51c7de6 |
794 | }; |
795 | |
796 | static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) |
797 | { |
798 | struct solver_scratch *sc; |
799 | |
800 | sc = snew(struct solver_scratch); |
801 | sc->graph = graph; |
802 | sc->n = n; |
803 | sc->ngraph = ngraph; |
804 | sc->possible = snewn(n, unsigned char); |
b3728d72 |
805 | sc->depth = 0; |
c51c7de6 |
806 | |
807 | return sc; |
808 | } |
809 | |
810 | static void free_scratch(struct solver_scratch *sc) |
811 | { |
812 | sfree(sc->possible); |
813 | sfree(sc); |
814 | } |
815 | |
816 | static int place_colour(struct solver_scratch *sc, |
817 | int *colouring, int index, int colour) |
818 | { |
819 | int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; |
820 | int j, k; |
821 | |
822 | if (!(sc->possible[index] & (1 << colour))) |
823 | return FALSE; /* can't do it */ |
824 | |
825 | sc->possible[index] = 1 << colour; |
826 | colouring[index] = colour; |
827 | |
828 | /* |
829 | * Rule out this colour from all the region's neighbours. |
830 | */ |
831 | for (j = graph_vertex_start(graph, n, ngraph, index); |
832 | j < ngraph && graph[j] < n*(index+1); j++) { |
833 | k = graph[j] - index*n; |
834 | sc->possible[k] &= ~(1 << colour); |
835 | } |
836 | |
837 | return TRUE; |
838 | } |
839 | |
840 | /* |
841 | * Returns 0 for impossible, 1 for success, 2 for failure to |
842 | * converge (i.e. puzzle is either ambiguous or just too |
843 | * difficult). |
844 | */ |
845 | static int map_solver(struct solver_scratch *sc, |
846 | int *graph, int n, int ngraph, int *colouring, |
847 | int difficulty) |
848 | { |
849 | int i; |
850 | |
851 | /* |
852 | * Initialise scratch space. |
853 | */ |
854 | for (i = 0; i < n; i++) |
855 | sc->possible[i] = (1 << FOUR) - 1; |
856 | |
857 | /* |
858 | * Place clues. |
859 | */ |
860 | for (i = 0; i < n; i++) |
861 | if (colouring[i] >= 0) { |
862 | if (!place_colour(sc, colouring, i, colouring[i])) |
863 | return 0; /* the clues aren't even consistent! */ |
864 | } |
865 | |
866 | /* |
867 | * Now repeatedly loop until we find nothing further to do. |
868 | */ |
869 | while (1) { |
870 | int done_something = FALSE; |
871 | |
872 | if (difficulty < DIFF_EASY) |
873 | break; /* can't do anything at all! */ |
874 | |
875 | /* |
876 | * Simplest possible deduction: find a region with only one |
877 | * possible colour. |
878 | */ |
879 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
880 | int p = sc->possible[i]; |
881 | |
882 | if (p == 0) |
883 | return 0; /* puzzle is inconsistent */ |
884 | |
885 | if ((p & (p-1)) == 0) { /* p is a power of two */ |
886 | int c; |
887 | for (c = 0; c < FOUR; c++) |
888 | if (p == (1 << c)) |
889 | break; |
890 | assert(c < FOUR); |
891 | if (!place_colour(sc, colouring, i, c)) |
892 | return 0; /* found puzzle to be inconsistent */ |
893 | done_something = TRUE; |
894 | } |
895 | } |
896 | |
897 | if (done_something) |
898 | continue; |
899 | |
900 | if (difficulty < DIFF_NORMAL) |
901 | break; /* can't do anything harder */ |
902 | |
903 | /* |
904 | * Failing that, go up one level. Look for pairs of regions |
905 | * which (a) both have the same pair of possible colours, |
906 | * (b) are adjacent to one another, (c) are adjacent to the |
907 | * same region, and (d) that region still thinks it has one |
908 | * or both of those possible colours. |
909 | * |
910 | * Simplest way to do this is by going through the graph |
911 | * edge by edge, so that we start with property (b) and |
912 | * then look for (a) and finally (c) and (d). |
913 | */ |
914 | for (i = 0; i < ngraph; i++) { |
915 | int j1 = graph[i] / n, j2 = graph[i] % n; |
916 | int j, k, v, v2; |
917 | |
918 | if (j1 > j2) |
919 | continue; /* done it already, other way round */ |
920 | |
921 | if (colouring[j1] >= 0 || colouring[j2] >= 0) |
922 | continue; /* they're not undecided */ |
923 | |
924 | if (sc->possible[j1] != sc->possible[j2]) |
925 | continue; /* they don't have the same possibles */ |
926 | |
927 | v = sc->possible[j1]; |
928 | /* |
929 | * See if v contains exactly two set bits. |
930 | */ |
931 | v2 = v & -v; /* find lowest set bit */ |
932 | v2 = v & ~v2; /* clear it */ |
933 | if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ |
934 | continue; |
935 | |
936 | /* |
937 | * We've found regions j1 and j2 satisfying properties |
938 | * (a) and (b): they have two possible colours between |
939 | * them, and since they're adjacent to one another they |
940 | * must use _both_ those colours between them. |
941 | * Therefore, if they are both adjacent to any other |
942 | * region then that region cannot be either colour. |
943 | * |
944 | * Go through the neighbours of j1 and see if any are |
945 | * shared with j2. |
946 | */ |
947 | for (j = graph_vertex_start(graph, n, ngraph, j1); |
948 | j < ngraph && graph[j] < n*(j1+1); j++) { |
949 | k = graph[j] - j1*n; |
950 | if (graph_adjacent(graph, n, ngraph, k, j2) && |
951 | (sc->possible[k] & v)) { |
952 | sc->possible[k] &= ~v; |
953 | done_something = TRUE; |
954 | } |
955 | } |
956 | } |
957 | |
958 | if (!done_something) |
959 | break; |
960 | } |
961 | |
962 | /* |
b3728d72 |
963 | * See if we've got a complete solution, and return if so. |
c51c7de6 |
964 | */ |
965 | for (i = 0; i < n; i++) |
966 | if (colouring[i] < 0) |
b3728d72 |
967 | break; |
968 | if (i == n) |
969 | return 1; /* success! */ |
c51c7de6 |
970 | |
b3728d72 |
971 | /* |
972 | * If recursion is not permissible, we now give up. |
973 | */ |
974 | if (difficulty < DIFF_RECURSE) |
975 | return 2; /* unable to complete */ |
976 | |
977 | /* |
978 | * Now we've got to do something recursive. So first hunt for a |
979 | * currently-most-constrained region. |
980 | */ |
981 | { |
982 | int best, bestc; |
983 | struct solver_scratch *rsc; |
984 | int *subcolouring, *origcolouring; |
985 | int ret, subret; |
986 | int we_already_got_one; |
987 | |
988 | best = -1; |
989 | bestc = FIVE; |
990 | |
991 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
992 | int p = sc->possible[i]; |
993 | enum { compile_time_assertion = 1 / (FOUR <= 4) }; |
994 | int c; |
995 | |
996 | /* Count the set bits. */ |
997 | c = (p & 5) + ((p >> 1) & 5); |
998 | c = (c & 3) + ((c >> 2) & 3); |
999 | assert(c > 1); /* or colouring[i] would be >= 0 */ |
1000 | |
1001 | if (c < bestc) { |
1002 | best = i; |
1003 | bestc = c; |
1004 | } |
1005 | } |
1006 | |
1007 | assert(best >= 0); /* or we'd be solved already */ |
1008 | |
1009 | /* |
1010 | * Now iterate over the possible colours for this region. |
1011 | */ |
1012 | rsc = new_scratch(graph, n, ngraph); |
1013 | rsc->depth = sc->depth + 1; |
1014 | origcolouring = snewn(n, int); |
1015 | memcpy(origcolouring, colouring, n * sizeof(int)); |
1016 | subcolouring = snewn(n, int); |
1017 | we_already_got_one = FALSE; |
1018 | ret = 0; |
1019 | |
1020 | for (i = 0; i < FOUR; i++) { |
1021 | if (!(sc->possible[best] & (1 << i))) |
1022 | continue; |
1023 | |
1024 | memcpy(subcolouring, origcolouring, n * sizeof(int)); |
1025 | subcolouring[best] = i; |
1026 | subret = map_solver(rsc, graph, n, ngraph, |
1027 | subcolouring, difficulty); |
1028 | |
1029 | /* |
1030 | * If this possibility turned up more than one valid |
1031 | * solution, or if it turned up one and we already had |
1032 | * one, we're definitely ambiguous. |
1033 | */ |
1034 | if (subret == 2 || (subret == 1 && we_already_got_one)) { |
1035 | ret = 2; |
1036 | break; |
1037 | } |
1038 | |
1039 | /* |
1040 | * If this possibility turned up one valid solution and |
1041 | * it's the first we've seen, copy it into the output. |
1042 | */ |
1043 | if (subret == 1) { |
1044 | memcpy(colouring, subcolouring, n * sizeof(int)); |
1045 | we_already_got_one = TRUE; |
1046 | ret = 1; |
1047 | } |
1048 | |
1049 | /* |
1050 | * Otherwise, this guess led to a contradiction, so we |
1051 | * do nothing. |
1052 | */ |
1053 | } |
1054 | |
1055 | sfree(subcolouring); |
1056 | free_scratch(rsc); |
1057 | |
1058 | return ret; |
1059 | } |
c51c7de6 |
1060 | } |
1061 | |
1062 | /* ---------------------------------------------------------------------- |
1063 | * Game generation main function. |
1064 | */ |
1065 | |
1066 | static char *new_game_desc(game_params *params, random_state *rs, |
1067 | char **aux, int interactive) |
1068 | { |
e5de700f |
1069 | struct solver_scratch *sc = NULL; |
c51c7de6 |
1070 | int *map, *graph, ngraph, *colouring, *colouring2, *regions; |
1071 | int i, j, w, h, n, solveret, cfreq[FOUR]; |
1072 | int wh; |
1073 | int mindiff, tries; |
1074 | #ifdef GENERATION_DIAGNOSTICS |
1075 | int x, y; |
1076 | #endif |
1077 | char *ret, buf[80]; |
1078 | int retlen, retsize; |
1079 | |
1080 | w = params->w; |
1081 | h = params->h; |
1082 | n = params->n; |
1083 | wh = w*h; |
1084 | |
1085 | *aux = NULL; |
1086 | |
1087 | map = snewn(wh, int); |
1088 | graph = snewn(n*n, int); |
1089 | colouring = snewn(n, int); |
1090 | colouring2 = snewn(n, int); |
1091 | regions = snewn(n, int); |
1092 | |
1093 | /* |
1094 | * This is the minimum difficulty below which we'll completely |
1095 | * reject a map design. Normally we set this to one below the |
1096 | * requested difficulty, ensuring that we have the right |
1097 | * result. However, for particularly dense maps or maps with |
1098 | * particularly few regions it might not be possible to get the |
1099 | * desired difficulty, so we will eventually drop this down to |
1100 | * -1 to indicate that any old map will do. |
1101 | */ |
1102 | mindiff = params->diff; |
1103 | tries = 50; |
1104 | |
1105 | while (1) { |
1106 | |
1107 | /* |
1108 | * Create the map. |
1109 | */ |
1110 | genmap(w, h, n, map, rs); |
1111 | |
1112 | #ifdef GENERATION_DIAGNOSTICS |
1113 | for (y = 0; y < h; y++) { |
1114 | for (x = 0; x < w; x++) { |
1115 | int v = map[y*w+x]; |
1116 | if (v >= 62) |
1117 | putchar('!'); |
1118 | else if (v >= 36) |
1119 | putchar('a' + v-36); |
1120 | else if (v >= 10) |
1121 | putchar('A' + v-10); |
1122 | else |
1123 | putchar('0' + v); |
1124 | } |
1125 | putchar('\n'); |
1126 | } |
1127 | #endif |
1128 | |
1129 | /* |
1130 | * Convert the map into a graph. |
1131 | */ |
1132 | ngraph = gengraph(w, h, n, map, graph); |
1133 | |
1134 | #ifdef GENERATION_DIAGNOSTICS |
1135 | for (i = 0; i < ngraph; i++) |
1136 | printf("%d-%d\n", graph[i]/n, graph[i]%n); |
1137 | #endif |
1138 | |
1139 | /* |
1140 | * Colour the map. |
1141 | */ |
1142 | fourcolour(graph, n, ngraph, colouring, rs); |
1143 | |
1144 | #ifdef GENERATION_DIAGNOSTICS |
1145 | for (i = 0; i < n; i++) |
1146 | printf("%d: %d\n", i, colouring[i]); |
1147 | |
1148 | for (y = 0; y < h; y++) { |
1149 | for (x = 0; x < w; x++) { |
1150 | int v = colouring[map[y*w+x]]; |
1151 | if (v >= 36) |
1152 | putchar('a' + v-36); |
1153 | else if (v >= 10) |
1154 | putchar('A' + v-10); |
1155 | else |
1156 | putchar('0' + v); |
1157 | } |
1158 | putchar('\n'); |
1159 | } |
1160 | #endif |
1161 | |
1162 | /* |
1163 | * Encode the solution as an aux string. |
1164 | */ |
1165 | if (*aux) /* in case we've come round again */ |
1166 | sfree(*aux); |
1167 | retlen = retsize = 0; |
1168 | ret = NULL; |
1169 | for (i = 0; i < n; i++) { |
1170 | int len; |
1171 | |
1172 | if (colouring[i] < 0) |
1173 | continue; |
1174 | |
1175 | len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); |
1176 | if (retlen + len >= retsize) { |
1177 | retsize = retlen + len + 256; |
1178 | ret = sresize(ret, retsize, char); |
1179 | } |
1180 | strcpy(ret + retlen, buf); |
1181 | retlen += len; |
1182 | } |
1183 | *aux = ret; |
1184 | |
1185 | /* |
1186 | * Remove the region colours one by one, keeping |
1187 | * solubility. Also ensure that there always remains at |
1188 | * least one region of every colour, so that the user can |
1189 | * drag from somewhere. |
1190 | */ |
1191 | for (i = 0; i < FOUR; i++) |
1192 | cfreq[i] = 0; |
1193 | for (i = 0; i < n; i++) { |
1194 | regions[i] = i; |
1195 | cfreq[colouring[i]]++; |
1196 | } |
1197 | for (i = 0; i < FOUR; i++) |
1198 | if (cfreq[i] == 0) |
1199 | continue; |
1200 | |
1201 | shuffle(regions, n, sizeof(*regions), rs); |
1202 | |
e5de700f |
1203 | if (sc) free_scratch(sc); |
c51c7de6 |
1204 | sc = new_scratch(graph, n, ngraph); |
1205 | |
1206 | for (i = 0; i < n; i++) { |
1207 | j = regions[i]; |
1208 | |
1209 | if (cfreq[colouring[j]] == 1) |
1210 | continue; /* can't remove last region of colour */ |
1211 | |
1212 | memcpy(colouring2, colouring, n*sizeof(int)); |
1213 | colouring2[j] = -1; |
1214 | solveret = map_solver(sc, graph, n, ngraph, colouring2, |
1215 | params->diff); |
1216 | assert(solveret >= 0); /* mustn't be impossible! */ |
1217 | if (solveret == 1) { |
1218 | cfreq[colouring[j]]--; |
1219 | colouring[j] = -1; |
1220 | } |
1221 | } |
1222 | |
1223 | #ifdef GENERATION_DIAGNOSTICS |
1224 | for (i = 0; i < n; i++) |
1225 | if (colouring[i] >= 0) { |
1226 | if (i >= 62) |
1227 | putchar('!'); |
1228 | else if (i >= 36) |
1229 | putchar('a' + i-36); |
1230 | else if (i >= 10) |
1231 | putchar('A' + i-10); |
1232 | else |
1233 | putchar('0' + i); |
1234 | printf(": %d\n", colouring[i]); |
1235 | } |
1236 | #endif |
1237 | |
1238 | /* |
1239 | * Finally, check that the puzzle is _at least_ as hard as |
1240 | * required, and indeed that it isn't already solved. |
1241 | * (Calling map_solver with negative difficulty ensures the |
1242 | * latter - if a solver which _does nothing_ can't solve |
1243 | * it, it's too easy!) |
1244 | */ |
1245 | memcpy(colouring2, colouring, n*sizeof(int)); |
1246 | if (map_solver(sc, graph, n, ngraph, colouring2, |
1247 | mindiff - 1) == 1) { |
1248 | /* |
1249 | * Drop minimum difficulty if necessary. |
1250 | */ |
5008dea0 |
1251 | if (mindiff > 0 && (n < 9 || n > 2*wh/3)) { |
c51c7de6 |
1252 | if (tries-- <= 0) |
1253 | mindiff = 0; /* give up and go for Easy */ |
1254 | } |
1255 | continue; |
1256 | } |
1257 | |
1258 | break; |
1259 | } |
1260 | |
1261 | /* |
1262 | * Encode as a game ID. We do this by: |
1263 | * |
1264 | * - first going along the horizontal edges row by row, and |
1265 | * then the vertical edges column by column |
1266 | * - encoding the lengths of runs of edges and runs of |
1267 | * non-edges |
1268 | * - the decoder will reconstitute the region boundaries from |
1269 | * this and automatically number them the same way we did |
1270 | * - then we encode the initial region colours in a Slant-like |
1271 | * fashion (digits 0-3 interspersed with letters giving |
1272 | * lengths of runs of empty spaces). |
1273 | */ |
1274 | retlen = retsize = 0; |
1275 | ret = NULL; |
1276 | |
1277 | { |
1278 | int run, pv; |
1279 | |
1280 | /* |
1281 | * Start with a notional non-edge, so that there'll be an |
1282 | * explicit `a' to distinguish the case where we start with |
1283 | * an edge. |
1284 | */ |
1285 | run = 1; |
1286 | pv = 0; |
1287 | |
1288 | for (i = 0; i < w*(h-1) + (w-1)*h; i++) { |
1289 | int x, y, dx, dy, v; |
1290 | |
1291 | if (i < w*(h-1)) { |
1292 | /* Horizontal edge. */ |
1293 | y = i / w; |
1294 | x = i % w; |
1295 | dx = 0; |
1296 | dy = 1; |
1297 | } else { |
1298 | /* Vertical edge. */ |
1299 | x = (i - w*(h-1)) / h; |
1300 | y = (i - w*(h-1)) % h; |
1301 | dx = 1; |
1302 | dy = 0; |
1303 | } |
1304 | |
1305 | if (retlen + 10 >= retsize) { |
1306 | retsize = retlen + 256; |
1307 | ret = sresize(ret, retsize, char); |
1308 | } |
1309 | |
1310 | v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); |
1311 | |
1312 | if (pv != v) { |
1313 | ret[retlen++] = 'a'-1 + run; |
1314 | run = 1; |
1315 | pv = v; |
1316 | } else { |
1317 | /* |
1318 | * 'z' is a special case in this encoding. Rather |
1319 | * than meaning a run of 26 and a state switch, it |
1320 | * means a run of 25 and _no_ state switch, because |
1321 | * otherwise there'd be no way to encode runs of |
1322 | * more than 26. |
1323 | */ |
1324 | if (run == 25) { |
1325 | ret[retlen++] = 'z'; |
1326 | run = 0; |
1327 | } |
1328 | run++; |
1329 | } |
1330 | } |
1331 | |
1332 | ret[retlen++] = 'a'-1 + run; |
1333 | ret[retlen++] = ','; |
1334 | |
1335 | run = 0; |
1336 | for (i = 0; i < n; i++) { |
1337 | if (retlen + 10 >= retsize) { |
1338 | retsize = retlen + 256; |
1339 | ret = sresize(ret, retsize, char); |
1340 | } |
1341 | |
1342 | if (colouring[i] < 0) { |
1343 | /* |
1344 | * In _this_ encoding, 'z' is a run of 26, since |
1345 | * there's no implicit state switch after each run. |
1346 | * Confusingly different, but more compact. |
1347 | */ |
1348 | if (run == 26) { |
1349 | ret[retlen++] = 'z'; |
1350 | run = 0; |
1351 | } |
1352 | run++; |
1353 | } else { |
1354 | if (run > 0) |
1355 | ret[retlen++] = 'a'-1 + run; |
1356 | ret[retlen++] = '0' + colouring[i]; |
1357 | run = 0; |
1358 | } |
1359 | } |
1360 | if (run > 0) |
1361 | ret[retlen++] = 'a'-1 + run; |
1362 | ret[retlen] = '\0'; |
1363 | |
1364 | assert(retlen < retsize); |
1365 | } |
1366 | |
1367 | free_scratch(sc); |
1368 | sfree(regions); |
1369 | sfree(colouring2); |
1370 | sfree(colouring); |
1371 | sfree(graph); |
1372 | sfree(map); |
1373 | |
1374 | return ret; |
1375 | } |
1376 | |
1377 | static char *parse_edge_list(game_params *params, char **desc, int *map) |
1378 | { |
1379 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1380 | int i, k, pos, state; |
1381 | char *p = *desc; |
1382 | |
1383 | for (i = 0; i < wh; i++) |
1384 | map[wh+i] = i; |
1385 | |
1386 | pos = -1; |
1387 | state = 0; |
1388 | |
1389 | /* |
1390 | * Parse the game description to get the list of edges, and |
1391 | * build up a disjoint set forest as we go (by identifying |
1392 | * pairs of squares whenever the edge list shows a non-edge). |
1393 | */ |
1394 | while (*p && *p != ',') { |
1395 | if (*p < 'a' || *p > 'z') |
1396 | return "Unexpected character in edge list"; |
1397 | if (*p == 'z') |
1398 | k = 25; |
1399 | else |
1400 | k = *p - 'a' + 1; |
1401 | while (k-- > 0) { |
1402 | int x, y, dx, dy; |
1403 | |
1404 | if (pos < 0) { |
1405 | pos++; |
1406 | continue; |
1407 | } else if (pos < w*(h-1)) { |
1408 | /* Horizontal edge. */ |
1409 | y = pos / w; |
1410 | x = pos % w; |
1411 | dx = 0; |
1412 | dy = 1; |
1413 | } else if (pos < 2*wh-w-h) { |
1414 | /* Vertical edge. */ |
1415 | x = (pos - w*(h-1)) / h; |
1416 | y = (pos - w*(h-1)) % h; |
1417 | dx = 1; |
1418 | dy = 0; |
1419 | } else |
1420 | return "Too much data in edge list"; |
1421 | if (!state) |
1422 | dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); |
1423 | |
1424 | pos++; |
1425 | } |
1426 | if (*p != 'z') |
1427 | state = !state; |
1428 | p++; |
1429 | } |
1430 | assert(pos <= 2*wh-w-h); |
1431 | if (pos < 2*wh-w-h) |
1432 | return "Too little data in edge list"; |
1433 | |
1434 | /* |
1435 | * Now go through again and allocate region numbers. |
1436 | */ |
1437 | pos = 0; |
1438 | for (i = 0; i < wh; i++) |
1439 | map[i] = -1; |
1440 | for (i = 0; i < wh; i++) { |
1441 | k = dsf_canonify(map+wh, i); |
1442 | if (map[k] < 0) |
1443 | map[k] = pos++; |
1444 | map[i] = map[k]; |
1445 | } |
1446 | if (pos != n) |
1447 | return "Edge list defines the wrong number of regions"; |
1448 | |
1449 | *desc = p; |
1450 | |
1451 | return NULL; |
1452 | } |
1453 | |
1454 | static char *validate_desc(game_params *params, char *desc) |
1455 | { |
1456 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1457 | int area; |
1458 | int *map; |
1459 | char *ret; |
1460 | |
1461 | map = snewn(2*wh, int); |
1462 | ret = parse_edge_list(params, &desc, map); |
1463 | if (ret) |
1464 | return ret; |
1465 | sfree(map); |
1466 | |
1467 | if (*desc != ',') |
1468 | return "Expected comma before clue list"; |
1469 | desc++; /* eat comma */ |
1470 | |
1471 | area = 0; |
1472 | while (*desc) { |
1473 | if (*desc >= '0' && *desc < '0'+FOUR) |
1474 | area++; |
1475 | else if (*desc >= 'a' && *desc <= 'z') |
1476 | area += *desc - 'a' + 1; |
1477 | else |
1478 | return "Unexpected character in clue list"; |
1479 | desc++; |
1480 | } |
1481 | if (area < n) |
1482 | return "Too little data in clue list"; |
1483 | else if (area > n) |
1484 | return "Too much data in clue list"; |
1485 | |
1486 | return NULL; |
1487 | } |
1488 | |
dafd6cf6 |
1489 | static game_state *new_game(midend *me, game_params *params, char *desc) |
c51c7de6 |
1490 | { |
1491 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1492 | int i, pos; |
1493 | char *p; |
1494 | game_state *state = snew(game_state); |
1495 | |
1496 | state->p = *params; |
1497 | state->colouring = snewn(n, int); |
1498 | for (i = 0; i < n; i++) |
1499 | state->colouring[i] = -1; |
1500 | |
1501 | state->completed = state->cheated = FALSE; |
1502 | |
1503 | state->map = snew(struct map); |
1504 | state->map->refcount = 1; |
1505 | state->map->map = snewn(wh*4, int); |
1506 | state->map->graph = snewn(n*n, int); |
1507 | state->map->n = n; |
1508 | state->map->immutable = snewn(n, int); |
1509 | for (i = 0; i < n; i++) |
1510 | state->map->immutable[i] = FALSE; |
1511 | |
1512 | p = desc; |
1513 | |
1514 | { |
1515 | char *ret; |
1516 | ret = parse_edge_list(params, &p, state->map->map); |
1517 | assert(!ret); |
1518 | } |
1519 | |
1520 | /* |
1521 | * Set up the other three quadrants in `map'. |
1522 | */ |
1523 | for (i = wh; i < 4*wh; i++) |
1524 | state->map->map[i] = state->map->map[i % wh]; |
1525 | |
1526 | assert(*p == ','); |
1527 | p++; |
1528 | |
1529 | /* |
1530 | * Now process the clue list. |
1531 | */ |
1532 | pos = 0; |
1533 | while (*p) { |
1534 | if (*p >= '0' && *p < '0'+FOUR) { |
1535 | state->colouring[pos] = *p - '0'; |
1536 | state->map->immutable[pos] = TRUE; |
1537 | pos++; |
1538 | } else { |
1539 | assert(*p >= 'a' && *p <= 'z'); |
1540 | pos += *p - 'a' + 1; |
1541 | } |
1542 | p++; |
1543 | } |
1544 | assert(pos == n); |
1545 | |
1546 | state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); |
1547 | |
1548 | /* |
1549 | * Attempt to smooth out some of the more jagged region |
1550 | * outlines by the judicious use of diagonally divided squares. |
1551 | */ |
1552 | { |
1553 | random_state *rs = random_init(desc, strlen(desc)); |
1554 | int *squares = snewn(wh, int); |
1555 | int done_something; |
1556 | |
1557 | for (i = 0; i < wh; i++) |
1558 | squares[i] = i; |
1559 | shuffle(squares, wh, sizeof(*squares), rs); |
1560 | |
1561 | do { |
1562 | done_something = FALSE; |
1563 | for (i = 0; i < wh; i++) { |
1564 | int y = squares[i] / w, x = squares[i] % w; |
1565 | int c = state->map->map[y*w+x]; |
1566 | int tc, bc, lc, rc; |
1567 | |
1568 | if (x == 0 || x == w-1 || y == 0 || y == h-1) |
1569 | continue; |
1570 | |
1571 | if (state->map->map[TE * wh + y*w+x] != |
1572 | state->map->map[BE * wh + y*w+x]) |
1573 | continue; |
1574 | |
1575 | tc = state->map->map[BE * wh + (y-1)*w+x]; |
1576 | bc = state->map->map[TE * wh + (y+1)*w+x]; |
1577 | lc = state->map->map[RE * wh + y*w+(x-1)]; |
1578 | rc = state->map->map[LE * wh + y*w+(x+1)]; |
1579 | |
1580 | /* |
1581 | * If this square is adjacent on two sides to one |
1582 | * region and on the other two sides to the other |
1583 | * region, and is itself one of the two regions, we can |
1584 | * adjust it so that it's a diagonal. |
1585 | */ |
1586 | if (tc != bc && (tc == c || bc == c)) { |
1587 | if ((lc == tc && rc == bc) || |
1588 | (lc == bc && rc == tc)) { |
1589 | state->map->map[TE * wh + y*w+x] = tc; |
1590 | state->map->map[BE * wh + y*w+x] = bc; |
1591 | state->map->map[LE * wh + y*w+x] = lc; |
1592 | state->map->map[RE * wh + y*w+x] = rc; |
1593 | done_something = TRUE; |
1594 | } |
1595 | } |
1596 | } |
1597 | } while (done_something); |
1598 | sfree(squares); |
1599 | random_free(rs); |
1600 | } |
1601 | |
756a9f15 |
1602 | /* |
1603 | * Analyse the map to find a canonical line segment |
1604 | * corresponding to each edge. These are where we'll eventually |
1605 | * put error markers. |
1606 | */ |
1607 | { |
1608 | int *bestx, *besty, *an, pass; |
1609 | float *ax, *ay, *best; |
1610 | |
1611 | ax = snewn(state->map->ngraph, float); |
1612 | ay = snewn(state->map->ngraph, float); |
1613 | an = snewn(state->map->ngraph, int); |
1614 | bestx = snewn(state->map->ngraph, int); |
1615 | besty = snewn(state->map->ngraph, int); |
1616 | best = snewn(state->map->ngraph, float); |
1617 | |
1618 | for (i = 0; i < state->map->ngraph; i++) { |
1619 | bestx[i] = besty[i] = -1; |
1620 | best[i] = 2*(w+h)+1; |
1621 | ax[i] = ay[i] = 0.0F; |
1622 | an[i] = 0; |
1623 | } |
1624 | |
1625 | /* |
1626 | * We make two passes over the map, finding all the line |
1627 | * segments separating regions. In the first pass, we |
1628 | * compute the _average_ x and y coordinate of all the line |
1629 | * segments separating each pair of regions; in the second |
1630 | * pass, for each such average point, we find the line |
1631 | * segment closest to it and call that canonical. |
1632 | * |
1633 | * Line segments are considered to have coordinates in |
1634 | * their centre. Thus, at least one coordinate for any line |
1635 | * segment is always something-and-a-half; so we store our |
1636 | * coordinates as twice their normal value. |
1637 | */ |
1638 | for (pass = 0; pass < 2; pass++) { |
1639 | int x, y; |
1640 | |
1641 | for (y = 0; y < h; y++) |
1642 | for (x = 0; x < w; x++) { |
e6a5b1b7 |
1643 | int ex[4], ey[4], ea[4], eb[4], en = 0; |
756a9f15 |
1644 | |
1645 | /* |
1646 | * Look for an edge to the right of this |
1647 | * square, an edge below it, and an edge in the |
e6a5b1b7 |
1648 | * middle of it. Also look to see if the point |
1649 | * at the bottom right of this square is on an |
1650 | * edge (and isn't a place where more than two |
1651 | * regions meet). |
756a9f15 |
1652 | */ |
1653 | if (x+1 < w) { |
1654 | /* right edge */ |
1655 | ea[en] = state->map->map[RE * wh + y*w+x]; |
1656 | eb[en] = state->map->map[LE * wh + y*w+(x+1)]; |
1657 | if (ea[en] != eb[en]) { |
1658 | ex[en] = (x+1)*2; |
1659 | ey[en] = y*2+1; |
1660 | en++; |
1661 | } |
1662 | } |
1663 | if (y+1 < h) { |
1664 | /* bottom edge */ |
1665 | ea[en] = state->map->map[BE * wh + y*w+x]; |
1666 | eb[en] = state->map->map[TE * wh + (y+1)*w+x]; |
1667 | if (ea[en] != eb[en]) { |
1668 | ex[en] = x*2+1; |
1669 | ey[en] = (y+1)*2; |
1670 | en++; |
1671 | } |
1672 | } |
1673 | /* diagonal edge */ |
1674 | ea[en] = state->map->map[TE * wh + y*w+x]; |
1675 | eb[en] = state->map->map[BE * wh + y*w+x]; |
1676 | if (ea[en] != eb[en]) { |
1677 | ex[en] = x*2+1; |
1678 | ey[en] = y*2+1; |
1679 | en++; |
1680 | } |
e6a5b1b7 |
1681 | if (x+1 < w && y+1 < h) { |
1682 | /* bottom right corner */ |
1683 | int oct[8], othercol, nchanges; |
1684 | oct[0] = state->map->map[RE * wh + y*w+x]; |
1685 | oct[1] = state->map->map[LE * wh + y*w+(x+1)]; |
1686 | oct[2] = state->map->map[BE * wh + y*w+(x+1)]; |
1687 | oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)]; |
1688 | oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)]; |
1689 | oct[5] = state->map->map[RE * wh + (y+1)*w+x]; |
1690 | oct[6] = state->map->map[TE * wh + (y+1)*w+x]; |
1691 | oct[7] = state->map->map[BE * wh + y*w+x]; |
1692 | |
1693 | othercol = -1; |
1694 | nchanges = 0; |
1695 | for (i = 0; i < 8; i++) { |
1696 | if (oct[i] != oct[0]) { |
1697 | if (othercol < 0) |
1698 | othercol = oct[i]; |
1699 | else if (othercol != oct[i]) |
1700 | break; /* three colours at this point */ |
1701 | } |
1702 | if (oct[i] != oct[(i+1) & 7]) |
1703 | nchanges++; |
1704 | } |
1705 | |
1706 | /* |
1707 | * Now if there are exactly two regions at |
1708 | * this point (not one, and not three or |
1709 | * more), and only two changes around the |
1710 | * loop, then this is a valid place to put |
1711 | * an error marker. |
1712 | */ |
1713 | if (i == 8 && othercol >= 0 && nchanges == 2) { |
1714 | ea[en] = oct[0]; |
1715 | eb[en] = othercol; |
1716 | ex[en] = (x+1)*2; |
1717 | ey[en] = (y+1)*2; |
1718 | en++; |
1719 | } |
1720 | } |
756a9f15 |
1721 | |
1722 | /* |
1723 | * Now process the edges we've found, one by |
1724 | * one. |
1725 | */ |
1726 | for (i = 0; i < en; i++) { |
1727 | int emin = min(ea[i], eb[i]); |
1728 | int emax = max(ea[i], eb[i]); |
1729 | int gindex = |
1730 | graph_edge_index(state->map->graph, n, |
1731 | state->map->ngraph, emin, emax); |
1732 | |
1733 | assert(gindex >= 0); |
1734 | |
1735 | if (pass == 0) { |
1736 | /* |
1737 | * In pass 0, accumulate the values |
1738 | * we'll use to compute the average |
1739 | * positions. |
1740 | */ |
1741 | ax[gindex] += ex[i]; |
1742 | ay[gindex] += ey[i]; |
1743 | an[gindex] += 1.0F; |
1744 | } else { |
1745 | /* |
1746 | * In pass 1, work out whether this |
1747 | * point is closer to the average than |
1748 | * the last one we've seen. |
1749 | */ |
1750 | float dx, dy, d; |
1751 | |
1752 | assert(an[gindex] > 0); |
1753 | dx = ex[i] - ax[gindex]; |
1754 | dy = ey[i] - ay[gindex]; |
1755 | d = sqrt(dx*dx + dy*dy); |
1756 | if (d < best[gindex]) { |
1757 | best[gindex] = d; |
1758 | bestx[gindex] = ex[i]; |
1759 | besty[gindex] = ey[i]; |
1760 | } |
1761 | } |
1762 | } |
1763 | } |
1764 | |
1765 | if (pass == 0) { |
1766 | for (i = 0; i < state->map->ngraph; i++) |
1767 | if (an[i] > 0) { |
1768 | ax[i] /= an[i]; |
1769 | ay[i] /= an[i]; |
1770 | } |
1771 | } |
1772 | } |
1773 | |
1774 | state->map->edgex = bestx; |
1775 | state->map->edgey = besty; |
1776 | |
1777 | for (i = 0; i < state->map->ngraph; i++) |
1778 | if (state->map->edgex[i] < 0) { |
1779 | /* Find the other representation of this edge. */ |
1780 | int e = state->map->graph[i]; |
1781 | int iprime = graph_edge_index(state->map->graph, n, |
1782 | state->map->ngraph, e%n, e/n); |
1783 | assert(state->map->edgex[iprime] >= 0); |
1784 | state->map->edgex[i] = state->map->edgex[iprime]; |
1785 | state->map->edgey[i] = state->map->edgey[iprime]; |
1786 | } |
1787 | |
1788 | sfree(ax); |
1789 | sfree(ay); |
1790 | sfree(an); |
1791 | sfree(best); |
1792 | } |
1793 | |
c51c7de6 |
1794 | return state; |
1795 | } |
1796 | |
1797 | static game_state *dup_game(game_state *state) |
1798 | { |
1799 | game_state *ret = snew(game_state); |
1800 | |
1801 | ret->p = state->p; |
1802 | ret->colouring = snewn(state->p.n, int); |
1803 | memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); |
1804 | ret->map = state->map; |
1805 | ret->map->refcount++; |
1806 | ret->completed = state->completed; |
1807 | ret->cheated = state->cheated; |
1808 | |
1809 | return ret; |
1810 | } |
1811 | |
1812 | static void free_game(game_state *state) |
1813 | { |
1814 | if (--state->map->refcount <= 0) { |
1815 | sfree(state->map->map); |
1816 | sfree(state->map->graph); |
1817 | sfree(state->map->immutable); |
756a9f15 |
1818 | sfree(state->map->edgex); |
1819 | sfree(state->map->edgey); |
c51c7de6 |
1820 | sfree(state->map); |
1821 | } |
1822 | sfree(state->colouring); |
1823 | sfree(state); |
1824 | } |
1825 | |
1826 | static char *solve_game(game_state *state, game_state *currstate, |
1827 | char *aux, char **error) |
1828 | { |
1829 | if (!aux) { |
1830 | /* |
1831 | * Use the solver. |
1832 | */ |
1833 | int *colouring; |
1834 | struct solver_scratch *sc; |
1835 | int sret; |
1836 | int i; |
1837 | char *ret, buf[80]; |
1838 | int retlen, retsize; |
1839 | |
1840 | colouring = snewn(state->map->n, int); |
1841 | memcpy(colouring, state->colouring, state->map->n * sizeof(int)); |
1842 | |
1843 | sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); |
1844 | sret = map_solver(sc, state->map->graph, state->map->n, |
1845 | state->map->ngraph, colouring, DIFFCOUNT-1); |
1846 | free_scratch(sc); |
1847 | |
1848 | if (sret != 1) { |
1849 | sfree(colouring); |
1850 | if (sret == 0) |
1851 | *error = "Puzzle is inconsistent"; |
1852 | else |
1853 | *error = "Unable to find a unique solution for this puzzle"; |
1854 | return NULL; |
1855 | } |
1856 | |
c2d02b5a |
1857 | retsize = 64; |
1858 | ret = snewn(retsize, char); |
1859 | strcpy(ret, "S"); |
1860 | retlen = 1; |
c51c7de6 |
1861 | |
1862 | for (i = 0; i < state->map->n; i++) { |
1863 | int len; |
1864 | |
1865 | assert(colouring[i] >= 0); |
1866 | if (colouring[i] == currstate->colouring[i]) |
1867 | continue; |
1868 | assert(!state->map->immutable[i]); |
1869 | |
c2d02b5a |
1870 | len = sprintf(buf, ";%d:%d", colouring[i], i); |
c51c7de6 |
1871 | if (retlen + len >= retsize) { |
1872 | retsize = retlen + len + 256; |
1873 | ret = sresize(ret, retsize, char); |
1874 | } |
1875 | strcpy(ret + retlen, buf); |
1876 | retlen += len; |
1877 | } |
1878 | |
1879 | sfree(colouring); |
1880 | |
1881 | return ret; |
1882 | } |
1883 | return dupstr(aux); |
1884 | } |
1885 | |
1886 | static char *game_text_format(game_state *state) |
1887 | { |
1888 | return NULL; |
1889 | } |
1890 | |
1891 | struct game_ui { |
1892 | int drag_colour; /* -1 means no drag active */ |
1893 | int dragx, dragy; |
1894 | }; |
1895 | |
1896 | static game_ui *new_ui(game_state *state) |
1897 | { |
1898 | game_ui *ui = snew(game_ui); |
1899 | ui->dragx = ui->dragy = -1; |
1900 | ui->drag_colour = -2; |
1901 | return ui; |
1902 | } |
1903 | |
1904 | static void free_ui(game_ui *ui) |
1905 | { |
1906 | sfree(ui); |
1907 | } |
1908 | |
1909 | static char *encode_ui(game_ui *ui) |
1910 | { |
1911 | return NULL; |
1912 | } |
1913 | |
1914 | static void decode_ui(game_ui *ui, char *encoding) |
1915 | { |
1916 | } |
1917 | |
1918 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1919 | game_state *newstate) |
1920 | { |
1921 | } |
1922 | |
1923 | struct game_drawstate { |
1924 | int tilesize; |
756a9f15 |
1925 | unsigned short *drawn, *todraw; |
c51c7de6 |
1926 | int started; |
1927 | int dragx, dragy, drag_visible; |
1928 | blitter *bl; |
1929 | }; |
1930 | |
756a9f15 |
1931 | /* Flags in `drawn'. */ |
e6a5b1b7 |
1932 | #define ERR_BASE 0x0080 |
1933 | #define ERR_MASK 0xFF80 |
756a9f15 |
1934 | |
c51c7de6 |
1935 | #define TILESIZE (ds->tilesize) |
1936 | #define BORDER (TILESIZE) |
1937 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1938 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1939 | |
1940 | static int region_from_coords(game_state *state, game_drawstate *ds, |
1941 | int x, int y) |
1942 | { |
1943 | int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; |
1944 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
1945 | int dx = x - COORD(tx), dy = y - COORD(ty); |
1946 | int quadrant; |
1947 | |
1948 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
1949 | return -1; /* border */ |
1950 | |
1951 | quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); |
1952 | quadrant = (quadrant == 0 ? BE : |
1953 | quadrant == 1 ? LE : |
1954 | quadrant == 2 ? RE : TE); |
1955 | |
1956 | return state->map->map[quadrant * wh + ty*w+tx]; |
1957 | } |
1958 | |
1959 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1960 | int x, int y, int button) |
1961 | { |
1962 | char buf[80]; |
1963 | |
1964 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
1965 | int r = region_from_coords(state, ds, x, y); |
1966 | |
1967 | if (r >= 0) |
1968 | ui->drag_colour = state->colouring[r]; |
1969 | else |
1970 | ui->drag_colour = -1; |
1971 | ui->dragx = x; |
1972 | ui->dragy = y; |
1973 | return ""; |
1974 | } |
1975 | |
1976 | if ((button == LEFT_DRAG || button == RIGHT_DRAG) && |
1977 | ui->drag_colour > -2) { |
1978 | ui->dragx = x; |
1979 | ui->dragy = y; |
1980 | return ""; |
1981 | } |
1982 | |
1983 | if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && |
1984 | ui->drag_colour > -2) { |
1985 | int r = region_from_coords(state, ds, x, y); |
1986 | int c = ui->drag_colour; |
1987 | |
1988 | /* |
1989 | * Cancel the drag, whatever happens. |
1990 | */ |
1991 | ui->drag_colour = -2; |
1992 | ui->dragx = ui->dragy = -1; |
1993 | |
1994 | if (r < 0) |
1995 | return ""; /* drag into border; do nothing else */ |
1996 | |
1997 | if (state->map->immutable[r]) |
1998 | return ""; /* can't change this region */ |
1999 | |
2000 | if (state->colouring[r] == c) |
2001 | return ""; /* don't _need_ to change this region */ |
2002 | |
e5de700f |
2003 | sprintf(buf, "%c:%d", (int)(c < 0 ? 'C' : '0' + c), r); |
c51c7de6 |
2004 | return dupstr(buf); |
2005 | } |
2006 | |
2007 | return NULL; |
2008 | } |
2009 | |
2010 | static game_state *execute_move(game_state *state, char *move) |
2011 | { |
2012 | int n = state->p.n; |
2013 | game_state *ret = dup_game(state); |
2014 | int c, k, adv, i; |
2015 | |
2016 | while (*move) { |
2017 | c = *move; |
2018 | if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && |
2019 | sscanf(move+1, ":%d%n", &k, &adv) == 1 && |
2020 | k >= 0 && k < state->p.n) { |
2021 | move += 1 + adv; |
2022 | ret->colouring[k] = (c == 'C' ? -1 : c - '0'); |
2023 | } else if (*move == 'S') { |
2024 | move++; |
2025 | ret->cheated = TRUE; |
2026 | } else { |
2027 | free_game(ret); |
2028 | return NULL; |
2029 | } |
2030 | |
2031 | if (*move && *move != ';') { |
2032 | free_game(ret); |
2033 | return NULL; |
2034 | } |
2035 | if (*move) |
2036 | move++; |
2037 | } |
2038 | |
2039 | /* |
2040 | * Check for completion. |
2041 | */ |
2042 | if (!ret->completed) { |
2043 | int ok = TRUE; |
2044 | |
2045 | for (i = 0; i < n; i++) |
2046 | if (ret->colouring[i] < 0) { |
2047 | ok = FALSE; |
2048 | break; |
2049 | } |
2050 | |
2051 | if (ok) { |
2052 | for (i = 0; i < ret->map->ngraph; i++) { |
2053 | int j = ret->map->graph[i] / n; |
2054 | int k = ret->map->graph[i] % n; |
2055 | if (ret->colouring[j] == ret->colouring[k]) { |
2056 | ok = FALSE; |
2057 | break; |
2058 | } |
2059 | } |
2060 | } |
2061 | |
2062 | if (ok) |
2063 | ret->completed = TRUE; |
2064 | } |
2065 | |
2066 | return ret; |
2067 | } |
2068 | |
2069 | /* ---------------------------------------------------------------------- |
2070 | * Drawing routines. |
2071 | */ |
2072 | |
2073 | static void game_compute_size(game_params *params, int tilesize, |
2074 | int *x, int *y) |
2075 | { |
2076 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2077 | struct { int tilesize; } ads, *ds = &ads; |
2078 | ads.tilesize = tilesize; |
2079 | |
2080 | *x = params->w * TILESIZE + 2 * BORDER + 1; |
2081 | *y = params->h * TILESIZE + 2 * BORDER + 1; |
2082 | } |
2083 | |
dafd6cf6 |
2084 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2085 | game_params *params, int tilesize) |
c51c7de6 |
2086 | { |
2087 | ds->tilesize = tilesize; |
2088 | |
2089 | if (ds->bl) |
dafd6cf6 |
2090 | blitter_free(dr, ds->bl); |
2091 | ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); |
c51c7de6 |
2092 | } |
2093 | |
dafd6cf6 |
2094 | const float map_colours[FOUR][3] = { |
2095 | {0.7F, 0.5F, 0.4F}, |
2096 | {0.8F, 0.7F, 0.4F}, |
2097 | {0.5F, 0.6F, 0.4F}, |
2098 | {0.55F, 0.45F, 0.35F}, |
2099 | }; |
2100 | const int map_hatching[FOUR] = { |
2101 | HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH |
2102 | }; |
2103 | |
c51c7de6 |
2104 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2105 | { |
2106 | float *ret = snewn(3 * NCOLOURS, float); |
2107 | |
2108 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2109 | |
2110 | ret[COL_GRID * 3 + 0] = 0.0F; |
2111 | ret[COL_GRID * 3 + 1] = 0.0F; |
2112 | ret[COL_GRID * 3 + 2] = 0.0F; |
2113 | |
dafd6cf6 |
2114 | memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); |
2115 | memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); |
2116 | memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); |
2117 | memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); |
c51c7de6 |
2118 | |
756a9f15 |
2119 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2120 | ret[COL_ERROR * 3 + 1] = 0.0F; |
2121 | ret[COL_ERROR * 3 + 2] = 0.0F; |
2122 | |
2123 | ret[COL_ERRTEXT * 3 + 0] = 1.0F; |
2124 | ret[COL_ERRTEXT * 3 + 1] = 1.0F; |
2125 | ret[COL_ERRTEXT * 3 + 2] = 1.0F; |
2126 | |
c51c7de6 |
2127 | *ncolours = NCOLOURS; |
2128 | return ret; |
2129 | } |
2130 | |
dafd6cf6 |
2131 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
c51c7de6 |
2132 | { |
2133 | struct game_drawstate *ds = snew(struct game_drawstate); |
756a9f15 |
2134 | int i; |
c51c7de6 |
2135 | |
2136 | ds->tilesize = 0; |
756a9f15 |
2137 | ds->drawn = snewn(state->p.w * state->p.h, unsigned short); |
2138 | for (i = 0; i < state->p.w * state->p.h; i++) |
2139 | ds->drawn[i] = 0xFFFF; |
2140 | ds->todraw = snewn(state->p.w * state->p.h, unsigned short); |
c51c7de6 |
2141 | ds->started = FALSE; |
2142 | ds->bl = NULL; |
2143 | ds->drag_visible = FALSE; |
2144 | ds->dragx = ds->dragy = -1; |
2145 | |
2146 | return ds; |
2147 | } |
2148 | |
dafd6cf6 |
2149 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
c51c7de6 |
2150 | { |
e5de700f |
2151 | sfree(ds->drawn); |
756a9f15 |
2152 | sfree(ds->todraw); |
c51c7de6 |
2153 | if (ds->bl) |
dafd6cf6 |
2154 | blitter_free(dr, ds->bl); |
c51c7de6 |
2155 | sfree(ds); |
2156 | } |
2157 | |
756a9f15 |
2158 | static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) |
2159 | { |
2160 | int coords[8]; |
2161 | int yext, xext; |
2162 | |
2163 | /* |
2164 | * Draw a diamond. |
2165 | */ |
2166 | coords[0] = x - TILESIZE*2/5; |
2167 | coords[1] = y; |
2168 | coords[2] = x; |
2169 | coords[3] = y - TILESIZE*2/5; |
2170 | coords[4] = x + TILESIZE*2/5; |
2171 | coords[5] = y; |
2172 | coords[6] = x; |
2173 | coords[7] = y + TILESIZE*2/5; |
2174 | draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); |
2175 | |
2176 | /* |
2177 | * Draw an exclamation mark in the diamond. This turns out to |
2178 | * look unpleasantly off-centre if done via draw_text, so I do |
2179 | * it by hand on the basis that exclamation marks aren't that |
2180 | * difficult to draw... |
2181 | */ |
2182 | xext = TILESIZE/16; |
2183 | yext = TILESIZE*2/5 - (xext*2+2); |
e6a5b1b7 |
2184 | draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3), |
756a9f15 |
2185 | COL_ERRTEXT); |
e6a5b1b7 |
2186 | draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT); |
756a9f15 |
2187 | } |
2188 | |
dafd6cf6 |
2189 | static void draw_square(drawing *dr, game_drawstate *ds, |
c51c7de6 |
2190 | game_params *params, struct map *map, |
2191 | int x, int y, int v) |
2192 | { |
2193 | int w = params->w, h = params->h, wh = w*h; |
e6a5b1b7 |
2194 | int tv, bv, xo, yo, errs; |
756a9f15 |
2195 | |
2196 | errs = v & ERR_MASK; |
2197 | v &= ~ERR_MASK; |
2198 | tv = v / FIVE; |
2199 | bv = v % FIVE; |
c51c7de6 |
2200 | |
dafd6cf6 |
2201 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2202 | |
2203 | /* |
2204 | * Draw the region colour. |
2205 | */ |
dafd6cf6 |
2206 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
c51c7de6 |
2207 | (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); |
2208 | /* |
2209 | * Draw the second region colour, if this is a diagonally |
2210 | * divided square. |
2211 | */ |
2212 | if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { |
2213 | int coords[6]; |
2214 | coords[0] = COORD(x)-1; |
2215 | coords[1] = COORD(y+1)+1; |
2216 | if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) |
2217 | coords[2] = COORD(x+1)+1; |
2218 | else |
2219 | coords[2] = COORD(x)-1; |
2220 | coords[3] = COORD(y)-1; |
2221 | coords[4] = COORD(x+1)+1; |
2222 | coords[5] = COORD(y+1)+1; |
dafd6cf6 |
2223 | draw_polygon(dr, coords, 3, |
c51c7de6 |
2224 | (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); |
2225 | } |
2226 | |
2227 | /* |
2228 | * Draw the grid lines, if required. |
2229 | */ |
2230 | if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2231 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); |
c51c7de6 |
2232 | if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) |
dafd6cf6 |
2233 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); |
c51c7de6 |
2234 | if (x <= 0 || y <= 0 || |
2235 | map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || |
2236 | map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2237 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
c51c7de6 |
2238 | |
756a9f15 |
2239 | /* |
2240 | * Draw error markers. |
2241 | */ |
e6a5b1b7 |
2242 | for (yo = 0; yo < 3; yo++) |
2243 | for (xo = 0; xo < 3; xo++) |
2244 | if (errs & (ERR_BASE << (yo*3+xo))) |
2245 | draw_error(dr, ds, |
2246 | (COORD(x)*2+TILESIZE*xo)/2, |
2247 | (COORD(y)*2+TILESIZE*yo)/2); |
756a9f15 |
2248 | |
dafd6cf6 |
2249 | unclip(dr); |
756a9f15 |
2250 | |
dafd6cf6 |
2251 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2252 | } |
2253 | |
dafd6cf6 |
2254 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c51c7de6 |
2255 | game_state *state, int dir, game_ui *ui, |
2256 | float animtime, float flashtime) |
2257 | { |
756a9f15 |
2258 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2259 | int x, y, i; |
c51c7de6 |
2260 | int flash; |
2261 | |
2262 | if (ds->drag_visible) { |
dafd6cf6 |
2263 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
2264 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2265 | ds->drag_visible = FALSE; |
2266 | } |
2267 | |
2268 | /* |
2269 | * The initial contents of the window are not guaranteed and |
2270 | * can vary with front ends. To be on the safe side, all games |
2271 | * should start by drawing a big background-colour rectangle |
2272 | * covering the whole window. |
2273 | */ |
2274 | if (!ds->started) { |
2275 | int ww, wh; |
2276 | |
2277 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
2278 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
2279 | draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, |
c51c7de6 |
2280 | COL_GRID); |
2281 | |
dafd6cf6 |
2282 | draw_update(dr, 0, 0, ww, wh); |
c51c7de6 |
2283 | ds->started = TRUE; |
2284 | } |
2285 | |
2286 | if (flashtime) { |
2287 | if (flash_type == 1) |
2288 | flash = (int)(flashtime * FOUR / flash_length); |
2289 | else |
2290 | flash = 1 + (int)(flashtime * THREE / flash_length); |
2291 | } else |
2292 | flash = -1; |
2293 | |
756a9f15 |
2294 | /* |
2295 | * Set up the `todraw' array. |
2296 | */ |
c51c7de6 |
2297 | for (y = 0; y < h; y++) |
2298 | for (x = 0; x < w; x++) { |
2299 | int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; |
2300 | int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; |
2301 | int v; |
2302 | |
2303 | if (tv < 0) |
2304 | tv = FOUR; |
2305 | if (bv < 0) |
2306 | bv = FOUR; |
2307 | |
2308 | if (flash >= 0) { |
2309 | if (flash_type == 1) { |
2310 | if (tv == flash) |
2311 | tv = FOUR; |
2312 | if (bv == flash) |
2313 | bv = FOUR; |
2314 | } else if (flash_type == 2) { |
2315 | if (flash % 2) |
2316 | tv = bv = FOUR; |
2317 | } else { |
2318 | if (tv != FOUR) |
2319 | tv = (tv + flash) % FOUR; |
2320 | if (bv != FOUR) |
2321 | bv = (bv + flash) % FOUR; |
2322 | } |
2323 | } |
2324 | |
2325 | v = tv * FIVE + bv; |
2326 | |
756a9f15 |
2327 | ds->todraw[y*w+x] = v; |
2328 | } |
2329 | |
2330 | /* |
2331 | * Add error markers to the `todraw' array. |
2332 | */ |
2333 | for (i = 0; i < state->map->ngraph; i++) { |
2334 | int v1 = state->map->graph[i] / n; |
2335 | int v2 = state->map->graph[i] % n; |
e6a5b1b7 |
2336 | int xo, yo; |
756a9f15 |
2337 | |
2338 | if (state->colouring[v1] < 0 || state->colouring[v2] < 0) |
2339 | continue; |
2340 | if (state->colouring[v1] != state->colouring[v2]) |
2341 | continue; |
2342 | |
2343 | x = state->map->edgex[i]; |
2344 | y = state->map->edgey[i]; |
2345 | |
e6a5b1b7 |
2346 | xo = x % 2; x /= 2; |
2347 | yo = y % 2; y /= 2; |
2348 | |
2349 | ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo); |
2350 | if (xo == 0) { |
2351 | assert(x > 0); |
2352 | ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2); |
2353 | } |
2354 | if (yo == 0) { |
2355 | assert(y > 0); |
2356 | ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo); |
2357 | } |
2358 | if (xo == 0 && yo == 0) { |
2359 | assert(x > 0 && y > 0); |
2360 | ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2); |
756a9f15 |
2361 | } |
2362 | } |
2363 | |
2364 | /* |
2365 | * Now actually draw everything. |
2366 | */ |
2367 | for (y = 0; y < h; y++) |
2368 | for (x = 0; x < w; x++) { |
2369 | int v = ds->todraw[y*w+x]; |
c51c7de6 |
2370 | if (ds->drawn[y*w+x] != v) { |
dafd6cf6 |
2371 | draw_square(dr, ds, &state->p, state->map, x, y, v); |
c51c7de6 |
2372 | ds->drawn[y*w+x] = v; |
2373 | } |
2374 | } |
2375 | |
2376 | /* |
2377 | * Draw the dragged colour blob if any. |
2378 | */ |
2379 | if (ui->drag_colour > -2) { |
2380 | ds->dragx = ui->dragx - TILESIZE/2 - 2; |
2381 | ds->dragy = ui->dragy - TILESIZE/2 - 2; |
dafd6cf6 |
2382 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
2383 | draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2, |
c51c7de6 |
2384 | (ui->drag_colour < 0 ? COL_BACKGROUND : |
2385 | COL_0 + ui->drag_colour), COL_GRID); |
dafd6cf6 |
2386 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2387 | ds->drag_visible = TRUE; |
2388 | } |
2389 | } |
2390 | |
2391 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2392 | int dir, game_ui *ui) |
2393 | { |
2394 | return 0.0F; |
2395 | } |
2396 | |
2397 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2398 | int dir, game_ui *ui) |
2399 | { |
2400 | if (!oldstate->completed && newstate->completed && |
2401 | !oldstate->cheated && !newstate->cheated) { |
2402 | if (flash_type < 0) { |
2403 | char *env = getenv("MAP_ALTERNATIVE_FLASH"); |
2404 | if (env) |
2405 | flash_type = atoi(env); |
2406 | else |
2407 | flash_type = 0; |
2408 | flash_length = (flash_type == 1 ? 0.50 : 0.30); |
2409 | } |
2410 | return flash_length; |
2411 | } else |
2412 | return 0.0F; |
2413 | } |
2414 | |
2415 | static int game_wants_statusbar(void) |
2416 | { |
2417 | return FALSE; |
2418 | } |
2419 | |
2420 | static int game_timing_state(game_state *state, game_ui *ui) |
2421 | { |
2422 | return TRUE; |
2423 | } |
2424 | |
dafd6cf6 |
2425 | static void game_print_size(game_params *params, float *x, float *y) |
2426 | { |
2427 | int pw, ph; |
2428 | |
2429 | /* |
2430 | * I'll use 4mm squares by default, I think. Simplest way to |
2431 | * compute this size is to compute the pixel puzzle size at a |
2432 | * given tile size and then scale. |
2433 | */ |
2434 | game_compute_size(params, 400, &pw, &ph); |
2435 | *x = pw / 100.0; |
2436 | *y = ph / 100.0; |
2437 | } |
2438 | |
2439 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2440 | { |
2441 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2442 | int ink, c[FOUR], i; |
2443 | int x, y, r; |
2444 | int *coords, ncoords, coordsize; |
2445 | |
2446 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2447 | struct { int tilesize; } ads, *ds = &ads; |
2448 | ads.tilesize = tilesize; |
2449 | |
2450 | ink = print_mono_colour(dr, 0); |
2451 | for (i = 0; i < FOUR; i++) |
2452 | c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0], |
2453 | map_colours[i][1], map_colours[i][2]); |
2454 | |
2455 | coordsize = 0; |
2456 | coords = NULL; |
2457 | |
2458 | print_line_width(dr, TILESIZE / 16); |
2459 | |
2460 | /* |
2461 | * Draw a single filled polygon around each region. |
2462 | */ |
2463 | for (r = 0; r < n; r++) { |
2464 | int octants[8], lastdir, d1, d2, ox, oy; |
2465 | |
2466 | /* |
2467 | * Start by finding a point on the region boundary. Any |
2468 | * point will do. To do this, we'll search for a square |
2469 | * containing the region and then decide which corner of it |
2470 | * to use. |
2471 | */ |
2472 | x = w; |
2473 | for (y = 0; y < h; y++) { |
2474 | for (x = 0; x < w; x++) { |
2475 | if (state->map->map[wh*0+y*w+x] == r || |
2476 | state->map->map[wh*1+y*w+x] == r || |
2477 | state->map->map[wh*2+y*w+x] == r || |
2478 | state->map->map[wh*3+y*w+x] == r) |
2479 | break; |
2480 | } |
2481 | if (x < w) |
2482 | break; |
2483 | } |
2484 | assert(y < h && x < w); /* we must have found one somewhere */ |
2485 | /* |
2486 | * This is the first square in lexicographic order which |
2487 | * contains part of this region. Therefore, one of the top |
2488 | * two corners of the square must be what we're after. The |
2489 | * only case in which it isn't the top left one is if the |
2490 | * square is diagonally divided and the region is in the |
2491 | * bottom right half. |
2492 | */ |
2493 | if (state->map->map[wh*TE+y*w+x] != r && |
2494 | state->map->map[wh*LE+y*w+x] != r) |
2495 | x++; /* could just as well have done y++ */ |
2496 | |
2497 | /* |
2498 | * Now we have a point on the region boundary. Trace around |
2499 | * the region until we come back to this point, |
2500 | * accumulating coordinates for a polygon draw operation as |
2501 | * we go. |
2502 | */ |
2503 | lastdir = -1; |
2504 | ox = x; |
2505 | oy = y; |
2506 | ncoords = 0; |
2507 | |
2508 | do { |
2509 | /* |
2510 | * There are eight possible directions we could head in |
2511 | * from here. We identify them by octant numbers, and |
2512 | * we also use octant numbers to identify the spaces |
2513 | * between them: |
2514 | * |
2515 | * 6 7 0 |
2516 | * \ 7|0 / |
2517 | * \ | / |
2518 | * 6 \|/ 1 |
2519 | * 5-----+-----1 |
2520 | * 5 /|\ 2 |
2521 | * / | \ |
2522 | * / 4|3 \ |
2523 | * 4 3 2 |
2524 | */ |
2525 | octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; |
2526 | octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; |
2527 | octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; |
2528 | octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; |
2529 | octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; |
2530 | octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; |
2531 | octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; |
2532 | octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; |
2533 | |
2534 | d1 = d2 = -1; |
2535 | for (i = 0; i < 8; i++) |
2536 | if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { |
2537 | assert(d2 == -1); |
2538 | if (d1 == -1) |
2539 | d1 = i; |
2540 | else |
2541 | d2 = i; |
2542 | } |
2543 | /* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */ |
2544 | assert(d1 != -1 && d2 != -1); |
2545 | if (d1 == lastdir) |
2546 | d1 = d2; |
2547 | |
2548 | /* |
2549 | * Now we're heading in direction d1. Save the current |
2550 | * coordinates. |
2551 | */ |
2552 | if (ncoords + 2 > coordsize) { |
2553 | coordsize += 128; |
2554 | coords = sresize(coords, coordsize, int); |
2555 | } |
2556 | coords[ncoords++] = COORD(x); |
2557 | coords[ncoords++] = COORD(y); |
2558 | |
2559 | /* |
2560 | * Compute the new coordinates. |
2561 | */ |
2562 | x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); |
2563 | y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); |
2564 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
2565 | |
2566 | lastdir = d1 ^ 4; |
2567 | } while (x != ox || y != oy); |
2568 | |
2569 | draw_polygon(dr, coords, ncoords/2, |
2570 | state->colouring[r] >= 0 ? |
2571 | c[state->colouring[r]] : -1, ink); |
2572 | } |
2573 | sfree(coords); |
2574 | } |
2575 | |
c51c7de6 |
2576 | #ifdef COMBINED |
2577 | #define thegame map |
2578 | #endif |
2579 | |
2580 | const struct game thegame = { |
2581 | "Map", "games.map", |
2582 | default_params, |
2583 | game_fetch_preset, |
2584 | decode_params, |
2585 | encode_params, |
2586 | free_params, |
2587 | dup_params, |
2588 | TRUE, game_configure, custom_params, |
2589 | validate_params, |
2590 | new_game_desc, |
2591 | validate_desc, |
2592 | new_game, |
2593 | dup_game, |
2594 | free_game, |
2595 | TRUE, solve_game, |
2596 | FALSE, game_text_format, |
2597 | new_ui, |
2598 | free_ui, |
2599 | encode_ui, |
2600 | decode_ui, |
2601 | game_changed_state, |
2602 | interpret_move, |
2603 | execute_move, |
2604 | 20, game_compute_size, game_set_size, |
2605 | game_colours, |
2606 | game_new_drawstate, |
2607 | game_free_drawstate, |
2608 | game_redraw, |
2609 | game_anim_length, |
2610 | game_flash_length, |
dafd6cf6 |
2611 | TRUE, TRUE, game_print_size, game_print, |
c51c7de6 |
2612 | game_wants_statusbar, |
2613 | FALSE, game_timing_state, |
2614 | 0, /* mouse_priorities */ |
2615 | }; |