ab3a1e43 |
1 | /* |
2 | * galaxies.c: implementation of 'Tentai Show' from Nikoli, |
3 | * also sometimes called 'Spiral Galaxies'. |
4 | * |
5 | * Notes: |
6 | * |
7 | * Grid is stored as size (2n-1), holding edges as well as spaces |
8 | * (and thus vertices too, at edge intersections). |
9 | * |
10 | * Any dot will thus be positioned at one of our grid points, |
11 | * which saves any faffing with half-of-a-square stuff. |
12 | * |
13 | * Edges have on/off state; obviously the actual edges of the |
14 | * board are fixed to on, and everything else starts as off. |
15 | * |
16 | * TTD: |
17 | * Cleverer solver |
18 | * Think about how to display remote groups of tiles? |
19 | * |
20 | * Bugs: |
21 | * |
22 | * Notable puzzle IDs: |
23 | * |
24 | * Nikoli's example [web site has wrong highlighting] |
25 | * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/): |
26 | * 5x5:eBbbMlaBbOEnf |
27 | * |
28 | * The 'spiral galaxies puzzles are NP-complete' paper |
29 | * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf): |
30 | * 7x7:chpgdqqqoezdddki |
31 | * |
32 | * Puzzle competition pdf examples |
33 | * (at http://www.puzzleratings.org/Yurekli2006puz.pdf): |
34 | * 6x6:EDbaMucCohbrecEi |
35 | * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci |
36 | * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi |
37 | * |
38 | */ |
39 | |
40 | #include <stdio.h> |
41 | #include <stdlib.h> |
42 | #include <string.h> |
43 | #include <assert.h> |
44 | #include <ctype.h> |
45 | #include <math.h> |
46 | |
47 | #include "puzzles.h" |
48 | |
49 | #ifdef DEBUGGING |
50 | #define solvep debug |
51 | #else |
52 | int solver_show_working; |
53 | #define solvep(x) do { if (solver_show_working) { printf x; } } while(0) |
54 | #endif |
55 | |
9dce977f |
56 | #ifdef STANDALONE_PICTURE_GENERATOR |
57 | /* |
58 | * Dirty hack to enable the generator to construct a game ID which |
59 | * solves to a specified black-and-white bitmap. We define a global |
60 | * variable here which gives the desired colour of each square, and |
61 | * we arrange that the grid generator never merges squares of |
62 | * different colours. |
63 | * |
64 | * The bitmap as stored here is a simple int array (at these sizes |
65 | * it isn't worth doing fiddly bit-packing). picture[y*w+x] is 1 |
66 | * iff the pixel at (x,y) is intended to be black. |
67 | * |
68 | * (It might be nice to be able to specify some pixels as |
69 | * don't-care, to give the generator more leeway. But that might be |
70 | * fiddly.) |
71 | */ |
72 | static int *picture; |
73 | #endif |
74 | |
ab3a1e43 |
75 | enum { |
76 | COL_BACKGROUND, |
77 | COL_WHITEBG, |
78 | COL_BLACKBG, |
79 | COL_WHITEDOT, |
80 | COL_BLACKDOT, |
81 | COL_GRID, |
82 | COL_EDGE, |
83 | COL_ARROW, |
84 | NCOLOURS |
85 | }; |
86 | |
87 | #define DIFFLIST(A) \ |
736417dc |
88 | A(NORMAL,Normal,n) \ |
89 | A(UNREASONABLE,Unreasonable,u) |
ab3a1e43 |
90 | |
91 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
92 | #define TITLE(upper,title,lower) #title, |
93 | #define ENCODE(upper,title,lower) #lower |
94 | #define CONFIG(upper,title,lower) ":" #title |
95 | enum { DIFFLIST(ENUM) |
96 | DIFF_IMPOSSIBLE, DIFF_AMBIGUOUS, DIFF_UNFINISHED, DIFF_MAX }; |
97 | static char const *const galaxies_diffnames[] = { |
98 | DIFFLIST(TITLE) "Impossible", "Ambiguous", "Unfinished" }; |
99 | static char const galaxies_diffchars[] = DIFFLIST(ENCODE); |
100 | #define DIFFCONFIG DIFFLIST(CONFIG) |
101 | |
102 | struct game_params { |
103 | /* X and Y is the area of the board as seen by |
104 | * the user, not the (2n+1) area the game uses. */ |
105 | int w, h, diff; |
106 | }; |
107 | |
108 | enum { s_tile, s_edge, s_vertex }; |
109 | |
110 | #define F_DOT 1 /* there's a dot here */ |
111 | #define F_EDGE_SET 2 /* the edge is set */ |
112 | #define F_TILE_ASSOC 4 /* this tile is associated with a dot. */ |
113 | #define F_DOT_BLACK 8 /* (ui only) dot is black. */ |
114 | #define F_MARK 16 /* scratch flag */ |
115 | #define F_REACHABLE 32 |
116 | #define F_SCRATCH 64 |
117 | #define F_MULTIPLE 128 |
118 | #define F_DOT_HOLD 256 |
119 | #define F_GOOD 512 |
120 | |
121 | typedef struct space { |
122 | int x, y; /* its position */ |
123 | int type; |
124 | unsigned int flags; |
125 | int dotx, doty; /* if flags & F_TILE_ASSOC */ |
126 | int nassoc; /* if flags & F_DOT */ |
127 | } space; |
128 | |
129 | #define INGRID(s,x,y) ((x) >= 0 && (y) >= 0 && \ |
130 | (x) < (state)->sx && (y) < (state)->sy) |
131 | #define INUI(s,x,y) ((x) > 0 && (y) > 0 && \ |
132 | (x) < ((state)->sx-1) && (y) < ((state)->sy-1)) |
133 | |
134 | #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)]) |
135 | #define SPACE(s,x,y) GRID(s,grid,x,y) |
136 | |
137 | struct game_state { |
138 | int w, h; /* size from params */ |
139 | int sx, sy; /* allocated size, (2x-1)*(2y-1) */ |
140 | space *grid; |
141 | int completed, used_solve; |
142 | int ndots; |
143 | space **dots; |
144 | |
145 | midend *me; /* to call supersede_game_desc */ |
146 | int cdiff; /* difficulty of current puzzle (for status bar), |
147 | or -1 if stale. */ |
148 | }; |
149 | |
150 | /* ---------------------------------------------------------- |
151 | * Game parameters and presets |
152 | */ |
153 | |
154 | /* make up some sensible default sizes */ |
155 | |
736417dc |
156 | #define DEFAULT_PRESET 0 |
ab3a1e43 |
157 | |
158 | static const game_params galaxies_presets[] = { |
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159 | { 7, 7, DIFF_NORMAL }, |
160 | { 7, 7, DIFF_UNREASONABLE }, |
161 | { 10, 10, DIFF_NORMAL }, |
162 | { 15, 15, DIFF_NORMAL }, |
ab3a1e43 |
163 | }; |
164 | |
165 | static int game_fetch_preset(int i, char **name, game_params **params) |
166 | { |
167 | game_params *ret; |
168 | char buf[80]; |
169 | |
170 | if (i < 0 || i >= lenof(galaxies_presets)) |
171 | return FALSE; |
172 | |
173 | ret = snew(game_params); |
174 | *ret = galaxies_presets[i]; /* structure copy */ |
175 | |
176 | sprintf(buf, "%dx%d %s", ret->w, ret->h, |
177 | galaxies_diffnames[ret->diff]); |
178 | |
179 | if (name) *name = dupstr(buf); |
180 | *params = ret; |
181 | return TRUE; |
182 | } |
183 | |
184 | static game_params *default_params(void) |
185 | { |
186 | game_params *ret; |
187 | game_fetch_preset(DEFAULT_PRESET, NULL, &ret); |
188 | return ret; |
189 | } |
190 | |
191 | static void free_params(game_params *params) |
192 | { |
193 | sfree(params); |
194 | } |
195 | |
196 | static game_params *dup_params(game_params *params) |
197 | { |
198 | game_params *ret = snew(game_params); |
199 | *ret = *params; /* structure copy */ |
200 | return ret; |
201 | } |
202 | |
203 | static void decode_params(game_params *params, char const *string) |
204 | { |
205 | params->h = params->w = atoi(string); |
736417dc |
206 | params->diff = DIFF_NORMAL; |
ab3a1e43 |
207 | while (*string && isdigit((unsigned char)*string)) string++; |
208 | if (*string == 'x') { |
209 | string++; |
210 | params->h = atoi(string); |
211 | while (*string && isdigit((unsigned char)*string)) string++; |
212 | } |
213 | if (*string == 'd') { |
214 | int i; |
215 | string++; |
736417dc |
216 | for (i = 0; i <= DIFF_UNREASONABLE; i++) |
ab3a1e43 |
217 | if (*string == galaxies_diffchars[i]) |
218 | params->diff = i; |
219 | if (*string) string++; |
220 | } |
221 | } |
222 | |
223 | static char *encode_params(game_params *params, int full) |
224 | { |
225 | char str[80]; |
226 | sprintf(str, "%dx%d", params->w, params->h); |
227 | if (full) |
228 | sprintf(str + strlen(str), "d%c", galaxies_diffchars[params->diff]); |
229 | return dupstr(str); |
230 | } |
231 | |
232 | static config_item *game_configure(game_params *params) |
233 | { |
234 | config_item *ret; |
235 | char buf[80]; |
236 | |
237 | ret = snewn(4, config_item); |
238 | |
239 | ret[0].name = "Width"; |
240 | ret[0].type = C_STRING; |
241 | sprintf(buf, "%d", params->w); |
242 | ret[0].sval = dupstr(buf); |
243 | ret[0].ival = 0; |
244 | |
245 | ret[1].name = "Height"; |
246 | ret[1].type = C_STRING; |
247 | sprintf(buf, "%d", params->h); |
248 | ret[1].sval = dupstr(buf); |
249 | ret[1].ival = 0; |
250 | |
251 | ret[2].name = "Difficulty"; |
252 | ret[2].type = C_CHOICES; |
253 | ret[2].sval = DIFFCONFIG; |
254 | ret[2].ival = params->diff; |
255 | |
256 | ret[3].name = NULL; |
257 | ret[3].type = C_END; |
258 | ret[3].sval = NULL; |
259 | ret[3].ival = 0; |
260 | |
261 | return ret; |
262 | } |
263 | |
264 | static game_params *custom_params(config_item *cfg) |
265 | { |
266 | game_params *ret = snew(game_params); |
267 | |
268 | ret->w = atoi(cfg[0].sval); |
269 | ret->h = atoi(cfg[1].sval); |
270 | ret->diff = cfg[2].ival; |
271 | |
272 | return ret; |
273 | } |
274 | |
275 | static char *validate_params(game_params *params, int full) |
276 | { |
277 | if (params->w < 3 || params->h < 3) |
278 | return "Width and height must both be at least 3"; |
279 | /* |
280 | * This shouldn't be able to happen at all, since decode_params |
281 | * and custom_params will never generate anything that isn't |
282 | * within range. |
283 | */ |
736417dc |
284 | assert(params->diff <= DIFF_UNREASONABLE); |
ab3a1e43 |
285 | |
286 | return NULL; |
287 | } |
288 | |
289 | /* ---------------------------------------------------------- |
290 | * Game utility functions. |
291 | */ |
292 | |
293 | static void add_dot(space *space) { |
294 | assert(!(space->flags & F_DOT)); |
295 | space->flags |= F_DOT; |
296 | space->nassoc = 0; |
297 | } |
298 | |
299 | static void remove_dot(space *space) { |
300 | assert(space->flags & F_DOT); |
301 | space->flags &= ~F_DOT; |
302 | } |
303 | |
304 | static void remove_assoc(game_state *state, space *tile) { |
305 | if (tile->flags & F_TILE_ASSOC) { |
306 | SPACE(state, tile->dotx, tile->doty).nassoc--; |
307 | tile->flags &= ~F_TILE_ASSOC; |
308 | tile->dotx = -1; |
309 | tile->doty = -1; |
310 | } |
311 | } |
312 | |
313 | static void add_assoc(game_state *state, space *tile, space *dot) { |
314 | remove_assoc(state, tile); |
315 | |
9dce977f |
316 | #ifdef STANDALONE_PICTURE_GENERATOR |
317 | if (picture) |
318 | assert(!picture[(tile->y/2) * state->w + (tile->x/2)] == |
319 | !(dot->flags & F_DOT_BLACK)); |
320 | #endif |
ab3a1e43 |
321 | tile->flags |= F_TILE_ASSOC; |
322 | tile->dotx = dot->x; |
323 | tile->doty = dot->y; |
324 | dot->nassoc++; |
242a7d91 |
325 | /*debug(("add_assoc sp %d %d --> dot %d,%d, new nassoc %d.\n", |
326 | tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/ |
ab3a1e43 |
327 | } |
328 | |
329 | static struct space *sp2dot(game_state *state, int x, int y) |
330 | { |
331 | struct space *sp = &SPACE(state, x, y); |
332 | if (!(sp->flags & F_TILE_ASSOC)) return NULL; |
333 | return &SPACE(state, sp->dotx, sp->doty); |
334 | } |
335 | |
336 | #define IS_VERTICAL_EDGE(x) ((x % 2) == 0) |
337 | |
338 | static char *game_text_format(game_state *state) |
339 | { |
340 | int maxlen = (state->sx+1)*state->sy, x, y; |
341 | char *ret, *p; |
342 | space *sp; |
343 | |
344 | ret = snewn(maxlen+1, char); |
345 | p = ret; |
346 | |
347 | for (y = 0; y < state->sy; y++) { |
348 | for (x = 0; x < state->sx; x++) { |
349 | sp = &SPACE(state, x, y); |
350 | if (sp->flags & F_DOT) |
351 | *p++ = 'o'; |
352 | else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK)) |
353 | *p++ = (sp->flags & F_MULTIPLE) ? 'M' : |
354 | (sp->flags & F_REACHABLE) ? 'R' : 'X'; |
355 | else { |
356 | switch (sp->type) { |
357 | case s_tile: |
358 | if (sp->flags & F_TILE_ASSOC) { |
359 | space *dot = sp2dot(state, sp->x, sp->y); |
360 | if (dot->flags & F_DOT) |
361 | *p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W'; |
362 | else |
363 | *p++ = '?'; /* association with not-a-dot. */ |
364 | } else |
365 | *p++ = ' '; |
366 | break; |
367 | |
368 | case s_vertex: |
369 | *p++ = '+'; |
370 | break; |
371 | |
372 | case s_edge: |
373 | if (sp->flags & F_EDGE_SET) |
374 | *p++ = (IS_VERTICAL_EDGE(x)) ? '|' : '-'; |
375 | else |
376 | *p++ = ' '; |
377 | break; |
378 | |
379 | default: |
380 | assert(!"shouldn't get here!"); |
381 | } |
382 | } |
383 | } |
384 | *p++ = '\n'; |
385 | } |
386 | |
387 | assert(p - ret == maxlen); |
388 | *p = '\0'; |
389 | |
390 | return ret; |
391 | } |
392 | |
393 | static void dbg_state(game_state *state) |
394 | { |
395 | #ifdef DEBUGGING |
396 | char *temp = game_text_format(state); |
397 | debug(("%s\n", temp)); |
398 | sfree(temp); |
399 | #endif |
400 | } |
401 | |
402 | /* Space-enumeration callbacks should all return 1 for 'progress made', |
403 | * -1 for 'impossible', and 0 otherwise. */ |
404 | typedef int (*space_cb)(game_state *state, space *sp, void *ctx); |
405 | |
406 | #define IMPOSSIBLE_QUITS 1 |
407 | |
408 | static int foreach_sub(game_state *state, space_cb cb, unsigned int f, |
409 | void *ctx, int startx, int starty) |
410 | { |
411 | int x, y, progress = 0, impossible = 0, ret; |
412 | space *sp; |
413 | |
414 | for (y = starty; y < state->sy; y += 2) { |
415 | sp = &SPACE(state, startx, y); |
416 | for (x = startx; x < state->sx; x += 2) { |
417 | ret = cb(state, sp, ctx); |
418 | if (ret == -1) { |
419 | if (f & IMPOSSIBLE_QUITS) return -1; |
420 | impossible = -1; |
421 | } else if (ret == 1) { |
422 | progress = 1; |
423 | } |
424 | sp += 2; |
425 | } |
426 | } |
427 | return impossible ? -1 : progress; |
428 | } |
429 | |
430 | static int foreach_tile(game_state *state, space_cb cb, unsigned int f, |
431 | void *ctx) |
432 | { |
433 | return foreach_sub(state, cb, f, ctx, 1, 1); |
434 | } |
435 | |
436 | static int foreach_edge(game_state *state, space_cb cb, unsigned int f, |
437 | void *ctx) |
438 | { |
439 | int ret1, ret2; |
440 | |
441 | ret1 = foreach_sub(state, cb, f, ctx, 0, 1); |
442 | ret2 = foreach_sub(state, cb, f, ctx, 1, 0); |
443 | |
444 | if (ret1 == -1 || ret2 == -1) return -1; |
445 | return (ret1 || ret2) ? 1 : 0; |
446 | } |
447 | |
448 | #if 0 |
449 | static int foreach_vertex(game_state *state, space_cb cb, unsigned int f, |
450 | void *ctx) |
451 | { |
452 | return foreach_sub(state, cb, f, ctx, 0, 0); |
453 | } |
454 | #endif |
455 | |
456 | #if 0 |
457 | static int is_same_assoc(game_state *state, |
458 | int x1, int y1, int x2, int y2) |
459 | { |
460 | struct space *s1, *s2; |
461 | |
462 | if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) |
463 | return 0; |
464 | |
465 | s1 = &SPACE(state, x1, y1); |
466 | s2 = &SPACE(state, x2, y2); |
467 | assert(s1->type == s_tile && s2->type == s_tile); |
468 | if ((s1->flags & F_TILE_ASSOC) && (s2->flags & F_TILE_ASSOC) && |
469 | s1->dotx == s2->dotx && s1->doty == s2->doty) |
470 | return 1; |
471 | return 0; /* 0 if not same or not both associated. */ |
472 | } |
473 | #endif |
474 | |
475 | #if 0 |
476 | static int edges_into_vertex(game_state *state, |
477 | int x, int y) |
478 | { |
479 | int dx, dy, nx, ny, count = 0; |
480 | |
481 | assert(SPACE(state, x, y).type == s_vertex); |
482 | for (dx = -1; dx <= 1; dx++) { |
483 | for (dy = -1; dy <= 1; dy++) { |
484 | if (dx != 0 && dy != 0) continue; |
485 | if (dx == 0 && dy == 0) continue; |
486 | |
487 | nx = x+dx; ny = y+dy; |
488 | if (!INGRID(state, nx, ny)) continue; |
489 | assert(SPACE(state, nx, ny).type == s_edge); |
490 | if (SPACE(state, nx, ny).flags & F_EDGE_SET) |
491 | count++; |
492 | } |
493 | } |
494 | return count; |
495 | } |
496 | #endif |
497 | |
498 | static struct space *space_opposite_dot(struct game_state *state, |
499 | struct space *sp, struct space *dot) |
500 | { |
501 | int dx, dy, tx, ty; |
502 | space *sp2; |
503 | |
504 | dx = sp->x - dot->x; |
505 | dy = sp->y - dot->y; |
506 | tx = dot->x - dx; |
507 | ty = dot->y - dy; |
508 | if (!INGRID(state, tx, ty)) return NULL; |
509 | |
510 | sp2 = &SPACE(state, tx, ty); |
511 | assert(sp2->type == sp->type); |
512 | return sp2; |
513 | } |
514 | |
515 | static struct space *tile_opposite(struct game_state *state, struct space *sp) |
516 | { |
517 | struct space *dot; |
518 | |
519 | assert(sp->flags & F_TILE_ASSOC); |
520 | dot = &SPACE(state, sp->dotx, sp->doty); |
521 | return space_opposite_dot(state, sp, dot); |
522 | } |
523 | |
524 | static int dotfortile(game_state *state, space *tile, space *dot) |
525 | { |
526 | space *tile_opp = space_opposite_dot(state, tile, dot); |
527 | |
528 | if (!tile_opp) return 0; /* opposite would be off grid */ |
529 | if (tile_opp->flags & F_TILE_ASSOC && |
530 | (tile_opp->dotx != dot->x || tile_opp->doty != dot->y)) |
531 | return 0; /* opposite already associated with diff. dot */ |
532 | return 1; |
533 | } |
534 | |
535 | static void adjacencies(struct game_state *state, struct space *sp, |
536 | struct space **a1s, struct space **a2s) |
537 | { |
538 | int dxs[4] = {-1, 1, 0, 0}, dys[4] = {0, 0, -1, 1}; |
539 | int n, x, y; |
540 | |
541 | /* this function needs optimising. */ |
542 | |
543 | for (n = 0; n < 4; n++) { |
544 | x = sp->x+dxs[n]; |
545 | y = sp->y+dys[n]; |
546 | |
547 | if (INGRID(state, x, y)) { |
548 | a1s[n] = &SPACE(state, x, y); |
549 | |
550 | x += dxs[n]; y += dys[n]; |
551 | |
552 | if (INGRID(state, x, y)) |
553 | a2s[n] = &SPACE(state, x, y); |
554 | else |
555 | a2s[n] = NULL; |
556 | } else { |
557 | a1s[n] = a2s[n] = NULL; |
558 | } |
559 | } |
560 | } |
561 | |
562 | static int outline_tile_fordot(game_state *state, space *tile, int mark) |
563 | { |
564 | struct space *tadj[4], *eadj[4]; |
565 | int i, didsth = 0, edge, same; |
566 | |
567 | assert(tile->type == s_tile); |
568 | adjacencies(state, tile, eadj, tadj); |
569 | for (i = 0; i < 4; i++) { |
570 | if (!eadj[i]) continue; |
571 | |
572 | edge = (eadj[i]->flags & F_EDGE_SET) ? 1 : 0; |
573 | if (tadj[i]) { |
574 | if (!(tile->flags & F_TILE_ASSOC)) |
575 | same = (tadj[i]->flags & F_TILE_ASSOC) ? 0 : 1; |
576 | else |
577 | same = ((tadj[i]->flags & F_TILE_ASSOC) && |
578 | tile->dotx == tadj[i]->dotx && |
579 | tile->doty == tadj[i]->doty) ? 1 : 0; |
580 | } else |
581 | same = 0; |
582 | |
583 | if (!edge && !same) { |
584 | if (mark) eadj[i]->flags |= F_EDGE_SET; |
585 | didsth = 1; |
586 | } else if (edge && same) { |
587 | if (mark) eadj[i]->flags &= ~F_EDGE_SET; |
588 | didsth = 1; |
589 | } |
590 | } |
591 | return didsth; |
592 | } |
593 | |
594 | static void tiles_from_edge(struct game_state *state, |
595 | struct space *sp, struct space **ts) |
596 | { |
597 | int xs[2], ys[2]; |
598 | |
599 | if (IS_VERTICAL_EDGE(sp->x)) { |
600 | xs[0] = sp->x-1; ys[0] = sp->y; |
601 | xs[1] = sp->x+1; ys[1] = sp->y; |
602 | } else { |
603 | xs[0] = sp->x; ys[0] = sp->y-1; |
604 | xs[1] = sp->x; ys[1] = sp->y+1; |
605 | } |
606 | ts[0] = INGRID(state, xs[0], ys[0]) ? &SPACE(state, xs[0], ys[0]) : NULL; |
607 | ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL; |
608 | } |
609 | |
610 | /* Check all tiles are associated with something, and all shapes |
611 | * are the correct symmetry (i.e. all tiles have a matching tile |
612 | * the opposite direction from the dot) */ |
613 | static int cccb_assoc(game_state *state, space *tile, void *unused) |
614 | { |
615 | assert(tile->type == s_tile); |
616 | |
617 | if (!(tile->flags & F_TILE_ASSOC)) return -1; |
618 | return 0; |
619 | } |
620 | |
621 | struct dgs_ctx { |
622 | space *dot; |
623 | int ndots; |
624 | }; |
625 | |
626 | static int dgs_cb_check(game_state *state, space *tile, void *vctx) |
627 | { |
628 | struct dgs_ctx *ctx = (struct dgs_ctx *)vctx; |
629 | space *opp; |
630 | |
631 | if (!(tile->flags & F_TILE_ASSOC)) return 0; |
632 | if (tile->dotx != ctx->dot->x || |
633 | tile->doty != ctx->dot->y) return 0; |
634 | |
635 | ctx->ndots += 1; |
636 | |
637 | /* Check this tile has an opposite associated with same dot. */ |
638 | opp = tile_opposite(state, tile); |
639 | if (!opp || !(opp->flags & F_TILE_ASSOC)) return -1; |
640 | if (opp->dotx != tile->dotx || opp->doty != tile->doty) return -1; |
641 | |
642 | /* Check its edges are correct */ |
643 | if (outline_tile_fordot(state, tile, 0) == 1) |
644 | return -1; /* there was some fixing required, we're wrong. */ |
645 | |
646 | return 0; |
647 | } |
648 | |
649 | static int dot_good_shape(game_state *state, space *dot, int mark) |
650 | { |
651 | struct dgs_ctx ctx; |
652 | |
653 | ctx.dot = dot; |
654 | ctx.ndots = 0; |
655 | |
656 | if (mark) dot->flags &= ~F_GOOD; |
657 | |
658 | if (foreach_tile(state, dgs_cb_check, 0, &ctx) == -1) |
659 | return 0; |
660 | if (ctx.ndots == 0) return 0; /* no dots assoc. with tile. */ |
661 | |
662 | if (mark) { |
663 | debug(("marking dot %d,%d good tile.\n", dot->x, dot->y)); |
664 | dot->flags |= F_GOOD; |
665 | } |
666 | return 1; |
667 | } |
668 | |
669 | static int check_complete(game_state *state, int mark_errors) |
670 | { |
671 | int i, complete = 1; |
672 | |
673 | /* Are all tiles associated? */ |
674 | if (foreach_tile(state, cccb_assoc, 0, NULL) == -1) |
675 | complete = 0; |
676 | |
677 | /* Check all dots are associated, and their tiles are well-formed. */ |
678 | for (i = 0; i < state->ndots; i++) { |
679 | if (!dot_good_shape(state, state->dots[i], mark_errors)) |
680 | complete = 0; |
681 | } |
682 | |
683 | /*if (complete == 1) printf("Complete!\n");*/ |
684 | return complete; |
685 | } |
686 | |
687 | /* Returns a move string for use by 'solve'; if you don't want the |
688 | * initial 'S;' use ret[2]. */ |
689 | static char *diff_game(game_state *src, game_state *dest, int issolve) |
690 | { |
691 | int movelen = 0, movesize = 256, x, y, len; |
692 | char *move = snewn(movesize, char), buf[80], *sep = ""; |
693 | char achar = issolve ? 'a' : 'A'; |
694 | space *sps, *spd; |
695 | |
696 | assert(src->sx == dest->sx && src->sy == dest->sy); |
697 | |
698 | if (issolve) { |
699 | move[movelen++] = 'S'; |
700 | sep = ";"; |
701 | } |
702 | move[movelen] = '\0'; |
703 | for (x = 0; x < src->sx; x++) { |
704 | for (y = 0; y < src->sy; y++) { |
705 | sps = &SPACE(src, x, y); |
706 | spd = &SPACE(dest, x, y); |
707 | |
708 | assert(sps->type == spd->type); |
709 | |
710 | len = 0; |
711 | if (sps->type == s_tile) { |
712 | if ((sps->flags & F_TILE_ASSOC) && |
713 | (spd->flags & F_TILE_ASSOC)) { |
714 | if (sps->dotx != spd->dotx || |
715 | sps->doty != spd->doty) |
716 | /* Both associated; change association, if different */ |
717 | len = sprintf(buf, "%s%c%d,%d,%d,%d", sep, |
718 | (int)achar, x, y, spd->dotx, spd->doty); |
719 | } else if (sps->flags & F_TILE_ASSOC) |
720 | /* Only src associated; remove. */ |
721 | len = sprintf(buf, "%sU%d,%d", sep, x, y); |
722 | else if (spd->flags & F_TILE_ASSOC) |
723 | /* Only dest associated; add. */ |
724 | len = sprintf(buf, "%s%c%d,%d,%d,%d", sep, |
725 | (int)achar, x, y, spd->dotx, spd->doty); |
726 | } else if (sps->type == s_edge) { |
727 | if ((sps->flags & F_EDGE_SET) != (spd->flags & F_EDGE_SET)) |
728 | /* edge flags are different; flip them. */ |
729 | len = sprintf(buf, "%sE%d,%d", sep, x, y); |
730 | } |
731 | if (len) { |
732 | if (movelen + len >= movesize) { |
733 | movesize = movelen + len + 256; |
734 | move = sresize(move, movesize, char); |
735 | } |
736 | strcpy(move + movelen, buf); |
737 | movelen += len; |
738 | sep = ";"; |
739 | } |
740 | } |
741 | } |
742 | debug(("diff_game src then dest:\n")); |
743 | dbg_state(src); |
744 | dbg_state(dest); |
745 | debug(("diff string %s\n", move)); |
746 | return move; |
747 | } |
748 | |
749 | /* Returns 1 if a dot here would not be too close to any other dots |
750 | * (and would avoid other game furniture). */ |
751 | static int dot_is_possible(game_state *state, space *sp, int allow_assoc) |
752 | { |
753 | int bx = 0, by = 0, dx, dy; |
754 | space *adj; |
9dce977f |
755 | #ifdef STANDALONE_PICTURE_GENERATOR |
756 | int col = -1; |
757 | #endif |
ab3a1e43 |
758 | |
759 | switch (sp->type) { |
760 | case s_tile: |
761 | bx = by = 1; break; |
762 | case s_edge: |
763 | if (IS_VERTICAL_EDGE(sp->x)) { |
764 | bx = 2; by = 1; |
765 | } else { |
766 | bx = 1; by = 2; |
767 | } |
768 | break; |
769 | case s_vertex: |
770 | bx = by = 2; break; |
771 | } |
772 | |
773 | for (dx = -bx; dx <= bx; dx++) { |
774 | for (dy = -by; dy <= by; dy++) { |
775 | if (!INGRID(state, sp->x+dx, sp->y+dy)) continue; |
776 | |
777 | adj = &SPACE(state, sp->x+dx, sp->y+dy); |
778 | |
9dce977f |
779 | #ifdef STANDALONE_PICTURE_GENERATOR |
780 | /* |
781 | * Check that all the squares we're looking at have the |
782 | * same colour. |
783 | */ |
784 | if (picture) { |
785 | if (adj->type == s_tile) { |
786 | int c = picture[(adj->y / 2) * state->w + (adj->x / 2)]; |
787 | if (col < 0) |
788 | col = c; |
789 | if (c != col) |
790 | return 0; /* colour mismatch */ |
791 | } |
792 | } |
793 | #endif |
794 | |
795 | if (!allow_assoc && (adj->flags & F_TILE_ASSOC)) |
796 | return 0; |
ab3a1e43 |
797 | |
798 | if (dx != 0 || dy != 0) { |
799 | /* Other than our own square, no dots nearby. */ |
800 | if (adj->flags & (F_DOT)) |
801 | return 0; |
802 | } |
803 | |
804 | /* We don't want edges within our rectangle |
805 | * (but don't care about edges on the edge) */ |
806 | if (abs(dx) < bx && abs(dy) < by && |
807 | adj->flags & F_EDGE_SET) |
808 | return 0; |
809 | } |
810 | } |
811 | return 1; |
812 | } |
813 | |
814 | /* ---------------------------------------------------------- |
815 | * Game generation, structure creation, and descriptions. |
816 | */ |
817 | |
818 | static game_state *blank_game(int w, int h) |
819 | { |
820 | game_state *state = snew(game_state); |
821 | int x, y; |
822 | |
823 | state->w = w; |
824 | state->h = h; |
825 | |
826 | state->sx = (w*2)+1; |
827 | state->sy = (h*2)+1; |
828 | state->grid = snewn(state->sx * state->sy, struct space); |
829 | state->completed = state->used_solve = 0; |
830 | |
831 | for (x = 0; x < state->sx; x++) { |
832 | for (y = 0; y < state->sy; y++) { |
833 | struct space *sp = &SPACE(state, x, y); |
834 | memset(sp, 0, sizeof(struct space)); |
835 | sp->x = x; |
836 | sp->y = y; |
837 | if ((x % 2) == 0 && (y % 2) == 0) |
838 | sp->type = s_vertex; |
839 | else if ((x % 2) == 0 || (y % 2) == 0) { |
840 | sp->type = s_edge; |
841 | if (x == 0 || y == 0 || x == state->sx-1 || y == state->sy-1) |
842 | sp->flags |= F_EDGE_SET; |
843 | } else |
844 | sp->type = s_tile; |
845 | } |
846 | } |
847 | |
848 | state->ndots = 0; |
849 | state->dots = NULL; |
850 | |
851 | state->me = NULL; /* filled in by new_game. */ |
852 | state->cdiff = -1; |
853 | |
854 | return state; |
855 | } |
856 | |
857 | static void game_update_dots(game_state *state) |
858 | { |
859 | int i, n, sz = state->sx * state->sy; |
860 | |
861 | if (state->dots) sfree(state->dots); |
862 | state->ndots = 0; |
863 | |
864 | for (i = 0; i < sz; i++) { |
865 | if (state->grid[i].flags & F_DOT) state->ndots++; |
866 | } |
867 | state->dots = snewn(state->ndots, space *); |
868 | n = 0; |
869 | for (i = 0; i < sz; i++) { |
870 | if (state->grid[i].flags & F_DOT) |
871 | state->dots[n++] = &state->grid[i]; |
872 | } |
873 | } |
874 | |
875 | static void clear_game(game_state *state, int cleardots) |
876 | { |
877 | int x, y; |
878 | |
879 | /* don't erase edge flags around outline! */ |
880 | for (x = 1; x < state->sx-1; x++) { |
881 | for (y = 1; y < state->sy-1; y++) { |
882 | if (cleardots) |
883 | SPACE(state, x, y).flags = 0; |
884 | else |
885 | SPACE(state, x, y).flags &= (F_DOT|F_DOT_BLACK); |
886 | } |
887 | } |
888 | if (cleardots) game_update_dots(state); |
889 | } |
890 | |
891 | static game_state *dup_game(game_state *state) |
892 | { |
893 | game_state *ret = blank_game(state->w, state->h); |
894 | |
895 | ret->completed = state->completed; |
896 | ret->used_solve = state->used_solve; |
897 | |
898 | memcpy(ret->grid, state->grid, |
899 | ret->sx*ret->sy*sizeof(struct space)); |
900 | |
901 | game_update_dots(ret); |
902 | |
903 | ret->me = state->me; |
904 | ret->cdiff = state->cdiff; |
905 | |
906 | return ret; |
907 | } |
908 | |
909 | static void free_game(game_state *state) |
910 | { |
911 | if (state->dots) sfree(state->dots); |
912 | sfree(state->grid); |
913 | sfree(state); |
914 | } |
915 | |
916 | /* Game description is a sequence of letters representing the number |
917 | * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot, |
918 | * and A-Y for a black dot. 'z' is 25 spaces (and no dot). |
919 | * |
920 | * I know it's a bitch to generate by hand, so we provide |
921 | * an edit mode. |
922 | */ |
923 | |
924 | static char *encode_game(game_state *state) |
925 | { |
926 | char *desc, *p; |
927 | int run, x, y, area; |
928 | unsigned int f; |
929 | |
930 | area = (state->sx-2) * (state->sy-2); |
931 | |
932 | desc = snewn(area, char); |
933 | p = desc; |
934 | run = 0; |
935 | for (y = 1; y < state->sy-1; y++) { |
936 | for (x = 1; x < state->sx-1; x++) { |
937 | f = SPACE(state, x, y).flags; |
938 | |
939 | /* a/A is 0 spaces between, b/B is 1 space, ... |
940 | * y/Y is 24 spaces, za/zA is 25 spaces, ... |
941 | * It's easier to count from 0 because we then |
942 | * don't have to special-case the top left-hand corner |
943 | * (which could be a dot with 0 spaces before it). */ |
944 | if (!(f & F_DOT)) |
945 | run++; |
946 | else { |
947 | while (run > 24) { |
948 | *p++ = 'z'; |
949 | run -= 25; |
950 | } |
951 | *p++ = ((f & F_DOT_BLACK) ? 'A' : 'a') + run; |
952 | run = 0; |
953 | } |
954 | } |
955 | } |
956 | assert(p - desc < area); |
957 | *p++ = '\0'; |
958 | desc = sresize(desc, p - desc, char); |
959 | |
960 | return desc; |
961 | } |
962 | |
963 | struct movedot { |
964 | int op; |
965 | space *olddot, *newdot; |
966 | }; |
967 | |
968 | enum { MD_CHECK, MD_MOVE }; |
969 | |
970 | static int movedot_cb(game_state *state, space *tile, void *vctx) |
971 | { |
972 | struct movedot *md = (struct movedot *)vctx; |
973 | space *newopp = NULL; |
974 | |
975 | assert(tile->type == s_tile); |
976 | assert(md->olddot && md->newdot); |
977 | |
978 | if (!(tile->flags & F_TILE_ASSOC)) return 0; |
979 | if (tile->dotx != md->olddot->x || tile->doty != md->olddot->y) |
980 | return 0; |
981 | |
982 | newopp = space_opposite_dot(state, tile, md->newdot); |
983 | |
984 | switch (md->op) { |
985 | case MD_CHECK: |
986 | /* If the tile is associated with the old dot, check its |
987 | * opposite wrt the _new_ dot is empty or same assoc. */ |
988 | if (!newopp) return -1; /* no new opposite */ |
989 | if (newopp->flags & F_TILE_ASSOC) { |
990 | if (newopp->dotx != md->olddot->x || |
991 | newopp->doty != md->olddot->y) |
992 | return -1; /* associated, but wrong dot. */ |
993 | } |
9dce977f |
994 | #ifdef STANDALONE_PICTURE_GENERATOR |
995 | if (picture) { |
996 | /* |
997 | * Reject if either tile and the dot don't match in colour. |
998 | */ |
999 | if (!(picture[(tile->y/2) * state->w + (tile->x/2)]) ^ |
1000 | !(md->newdot->flags & F_DOT_BLACK)) |
1001 | return -1; |
1002 | if (!(picture[(newopp->y/2) * state->w + (newopp->x/2)]) ^ |
1003 | !(md->newdot->flags & F_DOT_BLACK)) |
1004 | return -1; |
1005 | } |
1006 | #endif |
ab3a1e43 |
1007 | break; |
1008 | |
1009 | case MD_MOVE: |
1010 | /* Move dot associations: anything that was associated |
1011 | * with the old dot, and its opposite wrt the new dot, |
1012 | * become associated with the new dot. */ |
1013 | assert(newopp); |
1014 | debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n", |
1015 | tile->x, tile->y, newopp->x, newopp->y, |
1016 | md->newdot->x, md->newdot->y)); |
1017 | add_assoc(state, tile, md->newdot); |
1018 | add_assoc(state, newopp, md->newdot); |
1019 | return 1; /* we did something! */ |
1020 | } |
1021 | return 0; |
1022 | } |
1023 | |
1024 | /* For the given dot, first see if we could expand it into all the given |
1025 | * extra spaces (by checking for empty spaces on the far side), and then |
1026 | * see if we can move the dot to shift the CoG to include the new spaces. |
1027 | */ |
1028 | static int dot_expand_or_move(game_state *state, space *dot, |
1029 | space **toadd, int nadd) |
1030 | { |
1031 | space *tileopp; |
1032 | int i, ret, nnew, cx, cy; |
1033 | struct movedot md; |
1034 | |
1035 | debug(("dot_expand_or_move: %d tiles for dot %d,%d\n", |
1036 | nadd, dot->x, dot->y)); |
1037 | for (i = 0; i < nadd; i++) |
1038 | debug(("dot_expand_or_move: dot %d,%d\n", |
1039 | toadd[i]->x, toadd[i]->y)); |
1040 | assert(dot->flags & F_DOT); |
1041 | |
9dce977f |
1042 | #ifdef STANDALONE_PICTURE_GENERATOR |
1043 | if (picture) { |
1044 | /* |
1045 | * Reject the expansion totally if any of the new tiles are |
1046 | * the wrong colour. |
1047 | */ |
1048 | for (i = 0; i < nadd; i++) { |
1049 | if (!(picture[(toadd[i]->y/2) * state->w + (toadd[i]->x/2)]) ^ |
1050 | !(dot->flags & F_DOT_BLACK)) |
1051 | return 0; |
1052 | } |
1053 | } |
1054 | #endif |
1055 | |
ab3a1e43 |
1056 | /* First off, could we just expand the current dot's tile to cover |
1057 | * the space(s) passed in and their opposites? */ |
1058 | for (i = 0; i < nadd; i++) { |
1059 | tileopp = space_opposite_dot(state, toadd[i], dot); |
1060 | if (!tileopp) goto noexpand; |
1061 | if (tileopp->flags & F_TILE_ASSOC) goto noexpand; |
9dce977f |
1062 | #ifdef STANDALONE_PICTURE_GENERATOR |
1063 | if (picture) { |
1064 | /* |
1065 | * The opposite tiles have to be the right colour as well. |
1066 | */ |
1067 | if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^ |
1068 | !(dot->flags & F_DOT_BLACK)) |
1069 | goto noexpand; |
1070 | } |
1071 | #endif |
ab3a1e43 |
1072 | } |
1073 | /* OK, all spaces have valid empty opposites: associate spaces and |
1074 | * opposites with our dot. */ |
1075 | for (i = 0; i < nadd; i++) { |
1076 | tileopp = space_opposite_dot(state, toadd[i], dot); |
1077 | add_assoc(state, toadd[i], dot); |
1078 | add_assoc(state, tileopp, dot); |
1079 | debug(("Added associations %d,%d and %d,%d --> %d,%d\n", |
1080 | toadd[i]->x, toadd[i]->y, |
1081 | tileopp->x, tileopp->y, |
1082 | dot->x, dot->y)); |
1083 | dbg_state(state); |
1084 | } |
1085 | return 1; |
1086 | |
1087 | noexpand: |
1088 | /* Otherwise, try to move dot so as to encompass given spaces: */ |
9dce977f |
1089 | /* first, calculate the 'centre of gravity' of the new dot. */ |
ab3a1e43 |
1090 | nnew = dot->nassoc + nadd; /* number of tiles assoc. with new dot. */ |
1091 | cx = dot->x * dot->nassoc; |
1092 | cy = dot->y * dot->nassoc; |
1093 | for (i = 0; i < nadd; i++) { |
1094 | cx += toadd[i]->x; |
1095 | cy += toadd[i]->y; |
1096 | } |
1097 | /* If the CoG isn't a whole number, it's not possible. */ |
1098 | if ((cx % nnew) != 0 || (cy % nnew) != 0) { |
1099 | debug(("Unable to move dot %d,%d, CoG not whole number.\n", |
1100 | dot->x, dot->y)); |
1101 | return 0; |
1102 | } |
1103 | cx /= nnew; cy /= nnew; |
1104 | |
1105 | /* Check whether all spaces in the old tile would have a good |
1106 | * opposite wrt the new dot. */ |
1107 | md.olddot = dot; |
1108 | md.newdot = &SPACE(state, cx, cy); |
1109 | md.op = MD_CHECK; |
1110 | ret = foreach_tile(state, movedot_cb, IMPOSSIBLE_QUITS, &md); |
1111 | if (ret == -1) { |
1112 | debug(("Unable to move dot %d,%d, new dot not symmetrical.\n", |
1113 | dot->x, dot->y)); |
1114 | return 0; |
1115 | } |
1116 | /* Also check whether all spaces we're adding would have a good |
1117 | * opposite wrt the new dot. */ |
1118 | for (i = 0; i < nadd; i++) { |
1119 | tileopp = space_opposite_dot(state, toadd[i], md.newdot); |
1120 | if (tileopp && (tileopp->flags & F_TILE_ASSOC) && |
1121 | (tileopp->dotx != dot->x || tileopp->doty != dot->y)) { |
1122 | tileopp = NULL; |
1123 | } |
1124 | if (!tileopp) { |
1125 | debug(("Unable to move dot %d,%d, new dot not symmetrical.\n", |
1126 | dot->x, dot->y)); |
1127 | return 0; |
1128 | } |
9dce977f |
1129 | #ifdef STANDALONE_PICTURE_GENERATOR |
1130 | if (picture) { |
1131 | if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^ |
1132 | !(dot->flags & F_DOT_BLACK)) |
1133 | return 0; |
1134 | } |
1135 | #endif |
ab3a1e43 |
1136 | } |
1137 | |
1138 | /* If we've got here, we're ok. First, associate all of 'toadd' |
1139 | * with the _old_ dot (so they'll get fixed up, with their opposites, |
1140 | * in the next step). */ |
1141 | for (i = 0; i < nadd; i++) { |
1142 | debug(("Associating to-add %d,%d with old dot %d,%d.\n", |
1143 | toadd[i]->x, toadd[i]->y, dot->x, dot->y)); |
1144 | add_assoc(state, toadd[i], dot); |
1145 | } |
1146 | |
1147 | /* Finally, move the dot and fix up all the old associations. */ |
1148 | debug(("Moving dot at %d,%d to %d,%d\n", |
1149 | dot->x, dot->y, md.newdot->x, md.newdot->y)); |
9dce977f |
1150 | { |
1151 | #ifdef STANDALONE_PICTURE_GENERATOR |
1152 | int f = dot->flags & F_DOT_BLACK; |
1153 | #endif |
1154 | remove_dot(dot); |
1155 | add_dot(md.newdot); |
1156 | #ifdef STANDALONE_PICTURE_GENERATOR |
1157 | md.newdot->flags |= f; |
1158 | #endif |
1159 | } |
ab3a1e43 |
1160 | |
1161 | md.op = MD_MOVE; |
1162 | ret = foreach_tile(state, movedot_cb, 0, &md); |
1163 | assert(ret == 1); |
1164 | dbg_state(state); |
1165 | |
1166 | return 1; |
1167 | } |
1168 | |
1169 | /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */ |
1170 | #define MAX_TOADD 4 |
1171 | #define MAX_OUTSIDE 8 |
1172 | |
1173 | #define MAX_TILE_PERC 20 |
1174 | |
1175 | static int generate_try_block(game_state *state, random_state *rs, |
1176 | int x1, int y1, int x2, int y2) |
1177 | { |
1178 | int x, y, nadd = 0, nout = 0, i, maxsz; |
1179 | space *sp, *toadd[MAX_TOADD], *outside[MAX_OUTSIDE], *dot; |
1180 | |
1181 | if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) return 0; |
1182 | |
1183 | /* We limit the maximum size of tiles to be ~2*sqrt(area); so, |
1184 | * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid |
1185 | * nothing >40 tiles. */ |
1186 | maxsz = (int)sqrt((double)(state->w * state->h)) * 2; |
1187 | debug(("generate_try_block, maxsz %d\n", maxsz)); |
1188 | |
1189 | /* Make a static list of the spaces; if any space is already |
1190 | * associated then quit immediately. */ |
1191 | for (x = x1; x <= x2; x += 2) { |
1192 | for (y = y1; y <= y2; y += 2) { |
1193 | assert(nadd < MAX_TOADD); |
1194 | sp = &SPACE(state, x, y); |
1195 | assert(sp->type == s_tile); |
1196 | if (sp->flags & F_TILE_ASSOC) return 0; |
1197 | toadd[nadd++] = sp; |
1198 | } |
1199 | } |
1200 | |
1201 | /* Make a list of the spaces outside of our block, and shuffle it. */ |
1202 | #define OUTSIDE(x, y) do { \ |
1203 | if (INGRID(state, (x), (y))) { \ |
1204 | assert(nout < MAX_OUTSIDE); \ |
1205 | outside[nout++] = &SPACE(state, (x), (y)); \ |
1206 | } \ |
1207 | } while(0) |
1208 | for (x = x1; x <= x2; x += 2) { |
1209 | OUTSIDE(x, y1-2); |
1210 | OUTSIDE(x, y2+2); |
1211 | } |
1212 | for (y = y1; y <= y2; y += 2) { |
1213 | OUTSIDE(x1-2, y); |
1214 | OUTSIDE(x2+2, y); |
1215 | } |
1216 | shuffle(outside, nout, sizeof(space *), rs); |
1217 | |
1218 | for (i = 0; i < nout; i++) { |
1219 | if (!(outside[i]->flags & F_TILE_ASSOC)) continue; |
1220 | dot = &SPACE(state, outside[i]->dotx, outside[i]->doty); |
1221 | if (dot->nassoc >= maxsz) { |
1222 | debug(("Not adding to dot %d,%d, large enough (%d) already.\n", |
1223 | dot->x, dot->y, dot->nassoc)); |
1224 | continue; |
1225 | } |
1226 | if (dot_expand_or_move(state, dot, toadd, nadd)) return 1; |
1227 | } |
1228 | return 0; |
1229 | } |
1230 | |
1231 | #ifdef STANDALONE_SOLVER |
1232 | int maxtries; |
1233 | #define MAXTRIES maxtries |
1234 | #else |
1235 | #define MAXTRIES 50 |
1236 | #endif |
1237 | |
1238 | static int solver_obvious_dot(game_state *state,space *dot); |
1239 | |
1240 | #define GP_DOTS 1 |
1241 | |
1242 | static void generate_pass(game_state *state, random_state *rs, int *scratch, |
1243 | int perc, unsigned int flags) |
1244 | { |
1245 | int sz = state->sx*state->sy, nspc, i, ret; |
1246 | |
1247 | shuffle(scratch, sz, sizeof(int), rs); |
1248 | |
1249 | /* This bug took me a, er, little while to track down. On PalmOS, |
1250 | * which has 16-bit signed ints, puzzles over about 9x9 started |
1251 | * failing to generate because the nspc calculation would start |
1252 | * to overflow, causing the dots not to be filled in properly. */ |
1253 | nspc = (int)(((long)perc * (long)sz) / 100L); |
1254 | debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n", |
1255 | perc, nspc, state->sx, state->sy, flags)); |
1256 | |
1257 | for (i = 0; i < nspc; i++) { |
1258 | space *sp = &state->grid[scratch[i]]; |
1259 | int x1 = sp->x, y1 = sp->y, x2 = sp->x, y2 = sp->y; |
1260 | |
1261 | if (sp->type == s_edge) { |
1262 | if (IS_VERTICAL_EDGE(sp->x)) { |
1263 | x1--; x2++; |
1264 | } else { |
1265 | y1--; y2++; |
1266 | } |
1267 | } |
1268 | if (sp->type != s_vertex) { |
1269 | /* heuristic; expanding from vertices tends to generate lots of |
1270 | * too-big regions of tiles. */ |
1271 | if (generate_try_block(state, rs, x1, y1, x2, y2)) |
1272 | continue; /* we expanded successfully. */ |
1273 | } |
1274 | |
1275 | if (!(flags & GP_DOTS)) continue; |
1276 | |
1277 | if ((sp->type == s_edge) && (i % 2)) { |
1278 | debug(("Omitting edge %d,%d as half-of.\n", sp->x, sp->y)); |
1279 | continue; |
1280 | } |
1281 | |
1282 | /* If we've got here we might want to put a dot down. Check |
1283 | * if we can, and add one if so. */ |
1284 | if (dot_is_possible(state, sp, 0)) { |
1285 | add_dot(sp); |
9dce977f |
1286 | #ifdef STANDALONE_PICTURE_GENERATOR |
1287 | if (picture) { |
1288 | if (picture[(sp->y/2) * state->w + (sp->x/2)]) |
1289 | sp->flags |= F_DOT_BLACK; |
1290 | } |
1291 | #endif |
ab3a1e43 |
1292 | ret = solver_obvious_dot(state, sp); |
1293 | assert(ret != -1); |
1294 | debug(("Added dot (and obvious associations) at %d,%d\n", |
1295 | sp->x, sp->y)); |
1296 | dbg_state(state); |
1297 | } |
1298 | } |
1299 | dbg_state(state); |
1300 | } |
1301 | |
1302 | static int solver_state(game_state *state, int maxdiff); |
1303 | |
1304 | static char *new_game_desc(game_params *params, random_state *rs, |
1305 | char **aux, int interactive) |
1306 | { |
1307 | game_state *state = blank_game(params->w, params->h), *copy; |
1308 | char *desc; |
1309 | int *scratch, sz = state->sx*state->sy, i; |
1310 | int diff, ntries = 0; |
1311 | |
1312 | /* Random list of squares to try and process, one-by-one. */ |
1313 | scratch = snewn(sz, int); |
1314 | for (i = 0; i < sz; i++) scratch[i] = i; |
1315 | |
1316 | generate: |
1317 | clear_game(state, 1); |
1318 | ntries++; |
1319 | |
11c42b81 |
1320 | /* generate_pass(state, rs, scratch, 10, GP_DOTS); */ |
1321 | /* generate_pass(state, rs, scratch, 100, 0); */ |
ab3a1e43 |
1322 | generate_pass(state, rs, scratch, 100, GP_DOTS); |
1323 | |
1324 | game_update_dots(state); |
1325 | |
1326 | #ifdef DEBUGGING |
1327 | { |
1328 | char *tmp = encode_game(state); |
1329 | debug(("new_game_desc state %dx%d:%s\n", params->w, params->h, tmp)); |
1330 | sfree(tmp); |
1331 | } |
1332 | #endif |
1333 | |
9dce977f |
1334 | for (i = 0; i < state->sx*state->sy; i++) |
1335 | if (state->grid[i].type == s_tile) |
1336 | outline_tile_fordot(state, &state->grid[i], TRUE); |
1337 | assert(check_complete(state, FALSE)); |
1338 | |
ab3a1e43 |
1339 | copy = dup_game(state); |
1340 | clear_game(copy, 0); |
1341 | dbg_state(copy); |
1342 | diff = solver_state(copy, params->diff); |
1343 | free_game(copy); |
1344 | |
1345 | assert(diff != DIFF_IMPOSSIBLE); |
1346 | if (diff != params->diff) { |
736417dc |
1347 | /* |
1348 | * We'll grudgingly accept a too-easy puzzle, but we must |
1349 | * _not_ permit a too-hard one (one which the solver |
1350 | * couldn't handle at all). |
1351 | */ |
1352 | if (diff > params->diff || |
1353 | ntries < MAXTRIES) goto generate; |
ab3a1e43 |
1354 | } |
1355 | |
9dce977f |
1356 | #ifdef STANDALONE_PICTURE_GENERATOR |
1357 | /* |
1358 | * Postprocessing pass to prevent excessive numbers of adjacent |
1359 | * singletons. Iterate over all edges in random shuffled order; |
1360 | * for each edge that separates two regions, investigate |
1361 | * whether removing that edge and merging the regions would |
1362 | * still yield a valid and soluble puzzle. (The two regions |
1363 | * must also be the same colour, of course.) If so, do it. |
1364 | * |
1365 | * This postprocessing pass is slow (due to repeated solver |
1366 | * invocations), and seems to be unnecessary during normal |
1367 | * unconstrained game generation. However, when generating a |
1368 | * game under colour constraints, excessive singletons seem to |
1369 | * turn up more often, so it's worth doing this. |
1370 | */ |
1371 | { |
1372 | int *posns, nposns; |
1373 | int i, j, newdiff; |
1374 | game_state *copy2; |
1375 | |
1376 | nposns = params->w * (params->h+1) + params->h * (params->w+1); |
1377 | posns = snewn(nposns, int); |
1378 | for (i = j = 0; i < state->sx*state->sy; i++) |
1379 | if (state->grid[i].type == s_edge) |
1380 | posns[j++] = i; |
1381 | assert(j == nposns); |
1382 | |
1383 | shuffle(posns, nposns, sizeof(*posns), rs); |
1384 | |
1385 | for (i = 0; i < nposns; i++) { |
1386 | int x, y, x0, y0, x1, y1, cx, cy, cn, cx0, cy0, cx1, cy1, tx, ty; |
1387 | space *s0, *s1, *ts, *d0, *d1, *dn; |
1388 | int ok; |
1389 | |
1390 | /* Coordinates of edge space */ |
1391 | x = posns[i] % state->sx; |
1392 | y = posns[i] / state->sx; |
1393 | |
1394 | /* Coordinates of square spaces on either side of edge */ |
1395 | x0 = ((x+1) & ~1) - 1; /* round down to next odd number */ |
1396 | y0 = ((y+1) & ~1) - 1; |
1397 | x1 = 2*x-x0; /* and reflect about x to get x1 */ |
1398 | y1 = 2*y-y0; |
1399 | |
1400 | if (!INGRID(state, x0, y0) || !INGRID(state, x1, y1)) |
1401 | continue; /* outermost edge of grid */ |
1402 | s0 = &SPACE(state, x0, y0); |
1403 | s1 = &SPACE(state, x1, y1); |
1404 | assert(s0->type == s_tile && s1->type == s_tile); |
1405 | |
1406 | if (s0->dotx == s1->dotx && s0->doty == s1->doty) |
1407 | continue; /* tiles _already_ owned by same dot */ |
1408 | |
1409 | d0 = &SPACE(state, s0->dotx, s0->doty); |
1410 | d1 = &SPACE(state, s1->dotx, s1->doty); |
1411 | |
1412 | if ((d0->flags ^ d1->flags) & F_DOT_BLACK) |
1413 | continue; /* different colours: cannot merge */ |
1414 | |
1415 | /* |
1416 | * Work out where the centre of gravity of the new |
1417 | * region would be. |
1418 | */ |
1419 | cx = d0->nassoc * d0->x + d1->nassoc * d1->x; |
1420 | cy = d0->nassoc * d0->y + d1->nassoc * d1->y; |
1421 | cn = d0->nassoc + d1->nassoc; |
1422 | if (cx % cn || cy % cn) |
1423 | continue; /* CoG not at integer coordinates */ |
1424 | cx /= cn; |
1425 | cy /= cn; |
1426 | assert(INUI(state, cx, cy)); |
1427 | |
1428 | /* |
1429 | * Ensure that the CoG would actually be _in_ the new |
1430 | * region, by verifying that all its surrounding tiles |
1431 | * belong to one or other of our two dots. |
1432 | */ |
1433 | cx0 = ((cx+1) & ~1) - 1; /* round down to next odd number */ |
1434 | cy0 = ((cy+1) & ~1) - 1; |
1435 | cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */ |
1436 | cy1 = 2*cy-cy0; |
1437 | ok = TRUE; |
1438 | for (ty = cy0; ty <= cy1; ty += 2) |
1439 | for (tx = cx0; tx <= cx1; tx += 2) { |
1440 | ts = &SPACE(state, tx, ty); |
1441 | assert(ts->type == s_tile); |
1442 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1443 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1444 | ok = FALSE; |
1445 | } |
1446 | if (!ok) |
1447 | continue; |
1448 | |
1449 | /* |
1450 | * Verify that for every tile in either source region, |
1451 | * that tile's image in the new CoG is also in one of |
1452 | * the two source regions. |
1453 | */ |
1454 | for (ty = 1; ty < state->sy; ty += 2) { |
1455 | for (tx = 1; tx < state->sx; tx += 2) { |
1456 | int tx1, ty1; |
1457 | |
1458 | ts = &SPACE(state, tx, ty); |
1459 | assert(ts->type == s_tile); |
1460 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1461 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1462 | continue; /* not part of these tiles anyway */ |
1463 | tx1 = 2*cx-tx; |
1464 | ty1 = 2*cy-ty; |
1465 | if (!INGRID(state, tx1, ty1)) { |
1466 | ok = FALSE; |
1467 | break; |
1468 | } |
1469 | ts = &SPACE(state, cx+cx-tx, cy+cy-ty); |
1470 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1471 | (ts->dotx != d1->x || ts->doty != d1->y)) { |
1472 | ok = FALSE; |
1473 | break; |
1474 | } |
1475 | } |
1476 | if (!ok) |
1477 | break; |
1478 | } |
1479 | if (!ok) |
1480 | continue; |
1481 | |
1482 | /* |
1483 | * Now we're clear to attempt the merge. We take a copy |
1484 | * of the game state first, so we can revert it easily |
1485 | * if the resulting puzzle turns out to have become |
1486 | * insoluble. |
1487 | */ |
1488 | copy2 = dup_game(state); |
1489 | |
1490 | remove_dot(d0); |
1491 | remove_dot(d1); |
1492 | dn = &SPACE(state, cx, cy); |
1493 | add_dot(dn); |
1494 | dn->flags |= (d0->flags & F_DOT_BLACK); |
1495 | for (ty = 1; ty < state->sy; ty += 2) { |
1496 | for (tx = 1; tx < state->sx; tx += 2) { |
1497 | ts = &SPACE(state, tx, ty); |
1498 | assert(ts->type == s_tile); |
1499 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1500 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1501 | continue; /* not part of these tiles anyway */ |
1502 | add_assoc(state, ts, dn); |
1503 | } |
1504 | } |
1505 | |
1506 | copy = dup_game(state); |
1507 | clear_game(copy, 0); |
1508 | dbg_state(copy); |
1509 | newdiff = solver_state(copy, params->diff); |
1510 | free_game(copy); |
1511 | if (diff == newdiff) { |
1512 | /* Still just as soluble. Let the merge stand. */ |
1513 | free_game(copy2); |
1514 | } else { |
1515 | /* Became insoluble. Revert. */ |
1516 | free_game(state); |
1517 | state = copy2; |
1518 | } |
1519 | } |
1520 | } |
1521 | #endif |
1522 | |
ab3a1e43 |
1523 | desc = encode_game(state); |
1524 | #ifndef STANDALONE_SOLVER |
1525 | debug(("new_game_desc generated: \n")); |
1526 | dbg_state(state); |
1527 | #endif |
1528 | |
1529 | free_game(state); |
1530 | sfree(scratch); |
1531 | |
1532 | return desc; |
1533 | } |
1534 | |
1535 | static int solver_obvious(game_state *state); |
1536 | |
1537 | static int dots_too_close(game_state *state) |
1538 | { |
1539 | /* Quick-and-dirty check, using half the solver: |
1540 | * solver_obvious will only fail if the dots are |
1541 | * too close together, so dot-proximity associations |
1542 | * overlap. */ |
1543 | game_state *tmp = dup_game(state); |
1544 | int ret = solver_obvious(tmp); |
1545 | free_game(tmp); |
1546 | return (ret == -1) ? 1 : 0; |
1547 | } |
1548 | |
1549 | static game_state *load_game(game_params *params, char *desc, |
1550 | char **why_r) |
1551 | { |
1552 | game_state *state = blank_game(params->w, params->h); |
1553 | char *why = NULL; |
1554 | int i, x, y, n; |
1555 | unsigned int df; |
1556 | |
1557 | i = 0; |
1558 | while (*desc) { |
1559 | n = *desc++; |
1560 | if (n == 'z') { |
1561 | i += 25; |
1562 | continue; |
1563 | } |
1564 | if (n >= 'a' && n <= 'y') { |
1565 | i += n - 'a'; |
1566 | df = 0; |
1567 | } else if (n >= 'A' && n <= 'Y') { |
1568 | i += n - 'A'; |
1569 | df = F_DOT_BLACK; |
1570 | } else { |
1571 | why = "Invalid characters in game description"; goto fail; |
1572 | } |
1573 | /* if we got here we incremented i and have a dot to add. */ |
1574 | y = (i / (state->sx-2)) + 1; |
1575 | x = (i % (state->sx-2)) + 1; |
1576 | if (!INUI(state, x, y)) { |
1577 | why = "Too much data to fit in grid"; goto fail; |
1578 | } |
1579 | add_dot(&SPACE(state, x, y)); |
1580 | SPACE(state, x, y).flags |= df; |
1581 | i++; |
1582 | } |
1583 | game_update_dots(state); |
1584 | |
1585 | if (dots_too_close(state)) { |
1586 | why = "Dots too close together"; goto fail; |
1587 | } |
1588 | |
1589 | return state; |
1590 | |
1591 | fail: |
1592 | free_game(state); |
1593 | if (why_r) *why_r = why; |
1594 | return NULL; |
1595 | } |
1596 | |
1597 | static char *validate_desc(game_params *params, char *desc) |
1598 | { |
1599 | char *why = NULL; |
1600 | game_state *dummy = load_game(params, desc, &why); |
1601 | if (dummy) { |
1602 | free_game(dummy); |
1603 | assert(!why); |
1604 | } else |
1605 | assert(why); |
1606 | return why; |
1607 | } |
1608 | |
1609 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1610 | { |
1611 | game_state *state = load_game(params, desc, NULL); |
1612 | if (!state) { |
1613 | assert("Unable to load ?validated game."); |
1614 | return NULL; |
1615 | } |
1616 | #ifdef EDITOR |
1617 | state->me = me; |
1618 | #endif |
1619 | return state; |
1620 | } |
1621 | |
1622 | /* ---------------------------------------------------------- |
1623 | * Solver and all its little wizards. |
1624 | */ |
1625 | |
1626 | int solver_recurse_depth; |
1627 | |
1628 | typedef struct solver_ctx { |
1629 | game_state *state; |
1630 | int sz; /* state->sx * state->sy */ |
1631 | space **scratch; /* size sz */ |
1632 | |
1633 | } solver_ctx; |
1634 | |
1635 | static solver_ctx *new_solver(game_state *state) |
1636 | { |
1637 | solver_ctx *sctx = snew(solver_ctx); |
1638 | sctx->state = state; |
1639 | sctx->sz = state->sx*state->sy; |
1640 | sctx->scratch = snewn(sctx->sz, space *); |
1641 | return sctx; |
1642 | } |
1643 | |
1644 | static void free_solver(solver_ctx *sctx) |
1645 | { |
1646 | sfree(sctx->scratch); |
1647 | sfree(sctx); |
1648 | } |
1649 | |
1650 | /* Solver ideas so far: |
1651 | * |
1652 | * For any empty space, work out how many dots it could associate |
1653 | * with: |
1654 | * it needs line-of-sight |
1655 | * it needs an empty space on the far side |
1656 | * any adjacent lines need corresponding line possibilities. |
1657 | */ |
1658 | |
1659 | /* The solver_ctx should keep a list of dot positions, for quicker looping. |
1660 | * |
1661 | * Solver techniques, in order of difficulty: |
1662 | * obvious adjacency to dots |
1663 | * transferring tiles to opposite side |
1664 | * transferring lines to opposite side |
1665 | * one possible dot for a given tile based on opposite availability |
1666 | * tile with 3 definite edges next to an associated tile must associate |
1667 | with same dot. |
1668 | * |
1669 | * one possible dot for a given tile based on line-of-sight |
1670 | */ |
1671 | |
1672 | static int solver_add_assoc(game_state *state, space *tile, int dx, int dy, |
1673 | const char *why) |
1674 | { |
1675 | space *dot, *tile_opp; |
1676 | |
1677 | dot = &SPACE(state, dx, dy); |
1678 | tile_opp = space_opposite_dot(state, tile, dot); |
1679 | |
1680 | assert(tile->type == s_tile); |
1681 | if (tile->flags & F_TILE_ASSOC) { |
1682 | if ((tile->dotx != dx) || (tile->doty != dy)) { |
1683 | solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; " |
1684 | "already --> %d,%d.\n", |
1685 | solver_recurse_depth*4, "", |
1686 | tile->x, tile->y, dx, dy, why, |
1687 | tile->dotx, tile->doty)); |
1688 | return -1; |
1689 | } |
1690 | return 0; /* no-op */ |
1691 | } |
1692 | if (!tile_opp) { |
1693 | solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n", |
1694 | solver_recurse_depth*4, "", tile->x, tile->y, dx, dy)); |
1695 | return -1; |
1696 | } |
1697 | if (tile_opp->flags & F_TILE_ASSOC && |
1698 | (tile_opp->dotx != dx || tile_opp->doty != dy)) { |
1699 | solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; " |
1700 | "opposite already --> %d,%d.\n", |
1701 | solver_recurse_depth*4, "", |
1702 | tile->x, tile->y, dx, dy, why, |
1703 | tile_opp->dotx, tile_opp->doty)); |
1704 | return -1; |
1705 | } |
1706 | |
1707 | add_assoc(state, tile, dot); |
1708 | add_assoc(state, tile_opp, dot); |
1709 | solvep(("%*sSetting %d,%d --> %d,%d (%s).\n", |
1710 | solver_recurse_depth*4, "", |
1711 | tile->x, tile->y,dx, dy, why)); |
1712 | solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n", |
1713 | solver_recurse_depth*4, "", |
1714 | tile_opp->x, tile_opp->y, dx, dy, why)); |
1715 | return 1; |
1716 | } |
1717 | |
1718 | static int solver_obvious_dot(game_state *state, space *dot) |
1719 | { |
1720 | int dx, dy, ret, didsth = 0; |
1721 | space *tile; |
1722 | |
1723 | debug(("%*ssolver_obvious_dot for %d,%d.\n", |
1724 | solver_recurse_depth*4, "", dot->x, dot->y)); |
1725 | |
1726 | assert(dot->flags & F_DOT); |
1727 | for (dx = -1; dx <= 1; dx++) { |
1728 | for (dy = -1; dy <= 1; dy++) { |
1729 | if (!INGRID(state, dot->x+dx, dot->y+dy)) continue; |
1730 | |
1731 | tile = &SPACE(state, dot->x+dx, dot->y+dy); |
1732 | if (tile->type == s_tile) { |
1733 | ret = solver_add_assoc(state, tile, dot->x, dot->y, |
1734 | "next to dot"); |
1735 | if (ret < 0) return -1; |
1736 | if (ret > 0) didsth = 1; |
1737 | } |
1738 | } |
1739 | } |
1740 | return didsth; |
1741 | } |
1742 | |
1743 | static int solver_obvious(game_state *state) |
1744 | { |
1745 | int i, didsth = 0, ret; |
1746 | |
1747 | debug(("%*ssolver_obvious.\n", solver_recurse_depth*4, "")); |
1748 | |
1749 | for (i = 0; i < state->ndots; i++) { |
1750 | ret = solver_obvious_dot(state, state->dots[i]); |
1751 | if (ret < 0) return -1; |
1752 | if (ret > 0) didsth = 1; |
1753 | } |
1754 | return didsth; |
1755 | } |
1756 | |
1757 | static int solver_lines_opposite_cb(game_state *state, space *edge, void *ctx) |
1758 | { |
1759 | int didsth = 0, n, dx, dy; |
1760 | space *tiles[2], *tile_opp, *edge_opp; |
1761 | |
1762 | assert(edge->type == s_edge); |
1763 | |
1764 | tiles_from_edge(state, edge, tiles); |
1765 | |
1766 | /* if tiles[0] && tiles[1] && they're both associated |
1767 | * and they're both associated with different dots, |
1768 | * ensure the line is set. */ |
1769 | if (!(edge->flags & F_EDGE_SET) && |
1770 | tiles[0] && tiles[1] && |
1771 | (tiles[0]->flags & F_TILE_ASSOC) && |
1772 | (tiles[1]->flags & F_TILE_ASSOC) && |
1773 | (tiles[0]->dotx != tiles[1]->dotx || |
1774 | tiles[0]->doty != tiles[1]->doty)) { |
1775 | /* No edge, but the two adjacent tiles are both |
1776 | * associated with different dots; add the edge. */ |
1777 | solvep(("%*sSetting edge %d,%d - tiles different dots.\n", |
1778 | solver_recurse_depth*4, "", edge->x, edge->y)); |
1779 | edge->flags |= F_EDGE_SET; |
1780 | didsth = 1; |
1781 | } |
1782 | |
1783 | if (!(edge->flags & F_EDGE_SET)) return didsth; |
1784 | for (n = 0; n < 2; n++) { |
1785 | if (!tiles[n]) continue; |
1786 | assert(tiles[n]->type == s_tile); |
1787 | if (!(tiles[n]->flags & F_TILE_ASSOC)) continue; |
1788 | |
1789 | tile_opp = tile_opposite(state, tiles[n]); |
1790 | if (!tile_opp) { |
1791 | solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d" |
1792 | " with no opposite.\n", |
1793 | solver_recurse_depth*4, "", |
1794 | edge->x, edge->y, tiles[n]->x, tiles[n]->y)); |
1795 | /* edge of tile has no opposite edge (off grid?); |
1796 | * this is impossible. */ |
1797 | return -1; |
1798 | } |
1799 | |
1800 | dx = tiles[n]->x - edge->x; |
1801 | dy = tiles[n]->y - edge->y; |
1802 | assert(INGRID(state, tile_opp->x+dx, tile_opp->y+dy)); |
1803 | edge_opp = &SPACE(state, tile_opp->x+dx, tile_opp->y+dy); |
1804 | if (!(edge_opp->flags & F_EDGE_SET)) { |
1805 | solvep(("%*sSetting edge %d,%d as opposite %d,%d\n", |
1806 | solver_recurse_depth*4, "", |
1807 | tile_opp->x-dx, tile_opp->y-dy, edge->x, edge->y)); |
1808 | edge_opp->flags |= F_EDGE_SET; |
1809 | didsth = 1; |
1810 | } |
1811 | } |
1812 | return didsth; |
1813 | } |
1814 | |
1815 | static int solver_spaces_oneposs_cb(game_state *state, space *tile, void *ctx) |
1816 | { |
1817 | int n, eset, ret; |
1818 | struct space *edgeadj[4], *tileadj[4]; |
1819 | int dotx, doty; |
1820 | |
1821 | assert(tile->type == s_tile); |
1822 | if (tile->flags & F_TILE_ASSOC) return 0; |
1823 | |
1824 | adjacencies(state, tile, edgeadj, tileadj); |
1825 | |
1826 | /* Empty tile. If each edge is either set, or associated with |
1827 | * the same dot, we must also associate with dot. */ |
1828 | eset = 0; dotx = -1; doty = -1; |
1829 | for (n = 0; n < 4; n++) { |
1830 | assert(edgeadj[n]); |
1831 | assert(edgeadj[n]->type == s_edge); |
1832 | if (edgeadj[n]->flags & F_EDGE_SET) { |
1833 | eset++; |
1834 | } else { |
1835 | assert(tileadj[n]); |
1836 | assert(tileadj[n]->type == s_tile); |
1837 | |
1838 | /* If an adjacent tile is empty we can't make any deductions.*/ |
1839 | if (!(tileadj[n]->flags & F_TILE_ASSOC)) |
1840 | return 0; |
1841 | |
1842 | /* If an adjacent tile is assoc. with a different dot |
1843 | * we can't make any deductions. */ |
1844 | if (dotx != -1 && doty != -1 && |
1845 | (tileadj[n]->dotx != dotx || |
1846 | tileadj[n]->doty != doty)) |
1847 | return 0; |
1848 | |
1849 | dotx = tileadj[n]->dotx; |
1850 | doty = tileadj[n]->doty; |
1851 | } |
1852 | } |
1853 | if (eset == 4) { |
1854 | solvep(("%*simpossible: empty tile %d,%d has 4 edges\n", |
1855 | solver_recurse_depth*4, "", |
1856 | tile->x, tile->y)); |
1857 | return -1; |
1858 | } |
1859 | assert(dotx != -1 && doty != -1); |
1860 | |
1861 | ret = solver_add_assoc(state, tile, dotx, doty, "rest are edges"); |
1862 | if (ret == -1) return -1; |
1863 | assert(ret != 0); /* really should have done something. */ |
1864 | |
1865 | return 1; |
1866 | } |
1867 | |
1868 | /* Improved algorithm for tracking line-of-sight from dots, and not spaces. |
1869 | * |
1870 | * The solver_ctx already stores a list of dots: the algorithm proceeds by |
1871 | * expanding outwards from each dot in turn, expanding first to the boundary |
1872 | * of its currently-connected tile and then to all empty tiles that could see |
1873 | * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker. |
1874 | * |
1875 | * Expansion will happen by (symmetrically opposite) pairs of squares; if |
1876 | * a square hasn't an opposite number there's no point trying to expand through |
1877 | * it. Empty tiles will therefore also be tagged in pairs. |
1878 | * |
1879 | * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot, |
1880 | * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag) |
1881 | * because we're looking for single-dot possibilities. |
1882 | * |
1883 | * Once we've gone through all the dots, any which still have a 'can see dot' |
1884 | * tag get associated with that dot (because it must have been the only one); |
1885 | * any without any tag (i.e. that could see _no_ dots) cause an impossibility |
1886 | * marked. |
1887 | * |
1888 | * The expansion will happen each time with a stored list of (space *) pairs, |
1889 | * rather than a mark-and-sweep idea; that's horrifically inefficient. |
1890 | * |
1891 | * expansion algorithm: |
1892 | * |
1893 | * * allocate list of (space *) the size of s->sx*s->sy. |
1894 | * * allocate second grid for (flags, dotx, doty) size of sx*sy. |
1895 | * |
1896 | * clear second grid (flags = 0, all dotx and doty = 0) |
1897 | * flags: F_REACHABLE, F_MULTIPLE |
1898 | * |
1899 | * |
1900 | * * for each dot, start with one pair of tiles that are associated with it -- |
1901 | * * vertex --> (dx+1, dy+1), (dx-1, dy-1) |
1902 | * * edge --> (adj1, adj2) |
1903 | * * tile --> (tile, tile) ??? |
1904 | * * mark that pair of tiles with F_MARK, clear all other F_MARKs. |
1905 | * * add two tiles to start of list. |
1906 | * |
1907 | * set start = 0, end = next = 2 |
1908 | * |
1909 | * from (start to end-1, step 2) { |
1910 | * * we have two tiles (t1, t2), opposites wrt our dot. |
1911 | * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge): |
1912 | * * work out at2 as the opposite to at1 |
1913 | * * assert at1 and at2 have the same F_MARK values. |
1914 | * * if at1 & F_MARK ignore it (we've been there on a previous sweep) |
1915 | * * if either are associated with a different dot |
1916 | * * mark both with F_MARK (so we ignore them later) |
1917 | * * otherwise (assoc. with our dot, or empty): |
1918 | * * mark both with F_MARK |
1919 | * * add their space * values to the end of the list, set next += 2. |
1920 | * } |
1921 | * |
1922 | * if (end == next) |
1923 | * * we didn't add any new squares; exit the loop. |
1924 | * else |
1925 | * * set start = next+1, end = next. go round again |
1926 | * |
1927 | * We've finished expanding from the dot. Now, for each square we have |
1928 | * in our list (--> each square with F_MARK): |
1929 | * * if the tile is empty: |
1930 | * * if F_REACHABLE was already set |
1931 | * * set F_MULTIPLE |
1932 | * * otherwise |
1933 | * * set F_REACHABLE, set dotx and doty to our dot. |
1934 | * |
1935 | * Then, continue the whole thing for each dot in turn. |
1936 | * |
1937 | * Once we've done for each dot, go through the entire grid looking for |
1938 | * empty tiles: for each empty tile: |
1939 | * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double) |
1940 | * if !F_REACHABLE, return as impossible. |
1941 | * |
1942 | */ |
1943 | |
1944 | /* Returns 1 if this tile is either already associated with this dot, |
1945 | * or blank. */ |
1946 | static int solver_expand_checkdot(space *tile, space *dot) |
1947 | { |
1948 | if (!(tile->flags & F_TILE_ASSOC)) return 1; |
1949 | if (tile->dotx == dot->x && tile->doty == dot->y) return 1; |
1950 | return 0; |
1951 | } |
1952 | |
1953 | static void solver_expand_fromdot(game_state *state, space *dot, solver_ctx *sctx) |
1954 | { |
1955 | int i, j, x, y, start, end, next; |
1956 | space *sp; |
1957 | |
1958 | /* Clear the grid of the (space) flags we'll use. */ |
1959 | |
1960 | /* This is well optimised; analysis showed that: |
1961 | for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK; |
1962 | took up ~85% of the total function time! */ |
1963 | for (y = 1; y < state->sy; y += 2) { |
1964 | sp = &SPACE(state, 1, y); |
1965 | for (x = 1; x < state->sx; x += 2, sp += 2) |
1966 | sp->flags &= ~F_MARK; |
1967 | } |
1968 | |
1969 | /* Seed the list of marked squares with two that must be associated |
1970 | * with our dot (possibly the same space) */ |
1971 | if (dot->type == s_tile) { |
1972 | sctx->scratch[0] = sctx->scratch[1] = dot; |
1973 | } else if (dot->type == s_edge) { |
1974 | tiles_from_edge(state, dot, sctx->scratch); |
1975 | } else if (dot->type == s_vertex) { |
1976 | /* pick two of the opposite ones arbitrarily. */ |
1977 | sctx->scratch[0] = &SPACE(state, dot->x-1, dot->y-1); |
1978 | sctx->scratch[1] = &SPACE(state, dot->x+1, dot->y+1); |
1979 | } |
1980 | assert(sctx->scratch[0]->flags & F_TILE_ASSOC); |
1981 | assert(sctx->scratch[1]->flags & F_TILE_ASSOC); |
1982 | |
1983 | sctx->scratch[0]->flags |= F_MARK; |
1984 | sctx->scratch[1]->flags |= F_MARK; |
1985 | |
1986 | debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n", |
1987 | solver_recurse_depth*4, "", dot->x, dot->y, |
1988 | sctx->scratch[0]->x, sctx->scratch[0]->y, |
1989 | sctx->scratch[1]->x, sctx->scratch[1]->y)); |
1990 | |
1991 | start = 0; end = 2; next = 2; |
1992 | |
1993 | expand: |
1994 | debug(("%*sexpand: start %d, end %d, next %d\n", |
1995 | solver_recurse_depth*4, "", start, end, next)); |
1996 | for (i = start; i < end; i += 2) { |
1997 | space *t1 = sctx->scratch[i]/*, *t2 = sctx->scratch[i+1]*/; |
1998 | space *edges[4], *tileadj[4], *tileadj2; |
1999 | |
2000 | adjacencies(state, t1, edges, tileadj); |
2001 | |
2002 | for (j = 0; j < 4; j++) { |
2003 | assert(edges[j]); |
2004 | if (edges[j]->flags & F_EDGE_SET) continue; |
2005 | assert(tileadj[j]); |
2006 | |
2007 | if (tileadj[j]->flags & F_MARK) continue; /* seen before. */ |
2008 | |
2009 | /* We have a tile adjacent to t1; find its opposite. */ |
2010 | tileadj2 = space_opposite_dot(state, tileadj[j], dot); |
2011 | if (!tileadj2) { |
2012 | debug(("%*sMarking %d,%d, no opposite.\n", |
2013 | solver_recurse_depth*4, "", |
2014 | tileadj[j]->x, tileadj[j]->y)); |
2015 | tileadj[j]->flags |= F_MARK; |
2016 | continue; /* no opposite, so mark for next time. */ |
2017 | } |
2018 | /* If the tile had an opposite we should have either seen both of |
2019 | * these, or neither of these, before. */ |
2020 | assert(!(tileadj2->flags & F_MARK)); |
2021 | |
2022 | if (solver_expand_checkdot(tileadj[j], dot) && |
2023 | solver_expand_checkdot(tileadj2, dot)) { |
2024 | /* Both tiles could associate with this dot; add them to |
2025 | * our list. */ |
2026 | debug(("%*sAdding %d,%d and %d,%d to possibles list.\n", |
2027 | solver_recurse_depth*4, "", |
2028 | tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y)); |
2029 | sctx->scratch[next++] = tileadj[j]; |
2030 | sctx->scratch[next++] = tileadj2; |
2031 | } |
2032 | /* Either way, we've seen these tiles already so mark them. */ |
2033 | debug(("%*sMarking %d,%d and %d,%d.\n", |
2034 | solver_recurse_depth*4, "", |
2035 | tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y)); |
2036 | tileadj[j]->flags |= F_MARK; |
2037 | tileadj2->flags |= F_MARK; |
2038 | } |
2039 | } |
2040 | if (next > end) { |
2041 | /* We added more squares; go back and try again. */ |
2042 | start = end; end = next; goto expand; |
2043 | } |
2044 | |
2045 | /* We've expanded as far as we can go. Now we update the main flags |
2046 | * on all tiles we've expanded into -- if they were empty, we have |
2047 | * found possible associations for this dot. */ |
2048 | for (i = 0; i < end; i++) { |
2049 | if (sctx->scratch[i]->flags & F_TILE_ASSOC) continue; |
2050 | if (sctx->scratch[i]->flags & F_REACHABLE) { |
2051 | /* This is (at least) the second dot this tile could |
2052 | * associate with. */ |
2053 | debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n", |
2054 | solver_recurse_depth*4, "", |
2055 | sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y)); |
2056 | sctx->scratch[i]->flags |= F_MULTIPLE; |
2057 | } else { |
2058 | /* This is the first (possibly only) dot. */ |
2059 | debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n", |
2060 | solver_recurse_depth*4, "", |
2061 | sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y)); |
2062 | sctx->scratch[i]->flags |= F_REACHABLE; |
2063 | sctx->scratch[i]->dotx = dot->x; |
2064 | sctx->scratch[i]->doty = dot->y; |
2065 | } |
2066 | } |
2067 | dbg_state(state); |
2068 | } |
2069 | |
2070 | static int solver_expand_postcb(game_state *state, space *tile, void *ctx) |
2071 | { |
2072 | assert(tile->type == s_tile); |
2073 | |
2074 | if (tile->flags & F_TILE_ASSOC) return 0; |
2075 | |
2076 | if (!(tile->flags & F_REACHABLE)) { |
2077 | solvep(("%*simpossible: space (%d,%d) can reach no dots.\n", |
2078 | solver_recurse_depth*4, "", tile->x, tile->y)); |
2079 | return -1; |
2080 | } |
2081 | if (tile->flags & F_MULTIPLE) return 0; |
2082 | |
2083 | return solver_add_assoc(state, tile, tile->dotx, tile->doty, |
2084 | "single possible dot after expansion"); |
2085 | } |
2086 | |
2087 | static int solver_expand_dots(game_state *state, solver_ctx *sctx) |
2088 | { |
2089 | int i; |
2090 | |
2091 | for (i = 0; i < sctx->sz; i++) |
2092 | state->grid[i].flags &= ~(F_REACHABLE|F_MULTIPLE); |
2093 | |
2094 | for (i = 0; i < state->ndots; i++) |
2095 | solver_expand_fromdot(state, state->dots[i], sctx); |
2096 | |
2097 | return foreach_tile(state, solver_expand_postcb, IMPOSSIBLE_QUITS, sctx); |
2098 | } |
2099 | |
2100 | struct recurse_ctx { |
2101 | space *best; |
2102 | int bestn; |
2103 | }; |
2104 | |
2105 | static int solver_recurse_cb(game_state *state, space *tile, void *ctx) |
2106 | { |
2107 | struct recurse_ctx *rctx = (struct recurse_ctx *)ctx; |
2108 | int i, n = 0; |
2109 | |
2110 | assert(tile->type == s_tile); |
2111 | if (tile->flags & F_TILE_ASSOC) return 0; |
2112 | |
2113 | /* We're unassociated: count up all the dots we could associate with. */ |
2114 | for (i = 0; i < state->ndots; i++) { |
2115 | if (dotfortile(state, tile, state->dots[i])) |
2116 | n++; |
2117 | } |
2118 | if (n > rctx->bestn) { |
2119 | rctx->bestn = n; |
2120 | rctx->best = tile; |
2121 | } |
2122 | return 0; |
2123 | } |
2124 | |
2125 | static int solver_state(game_state *state, int maxdiff); |
2126 | |
2127 | #define MAXRECURSE 5 |
2128 | |
2129 | static int solver_recurse(game_state *state, int maxdiff) |
2130 | { |
2131 | int diff = DIFF_IMPOSSIBLE, ret, n, gsz = state->sx * state->sy; |
2132 | space *ingrid, *outgrid = NULL, *bestopp; |
2133 | struct recurse_ctx rctx; |
2134 | |
2135 | if (solver_recurse_depth >= MAXRECURSE) { |
2136 | solvep(("Limiting recursion to %d, returning.", MAXRECURSE)); |
2137 | return DIFF_UNFINISHED; |
2138 | } |
2139 | |
2140 | /* Work out the cell to recurse on; go through all unassociated tiles |
2141 | * and find which one has the most possible dots it could associate |
2142 | * with. */ |
2143 | rctx.best = NULL; |
2144 | rctx.bestn = 0; |
2145 | |
2146 | foreach_tile(state, solver_recurse_cb, 0, &rctx); |
2147 | if (rctx.bestn == 0) return DIFF_IMPOSSIBLE; /* or assert? */ |
2148 | assert(rctx.best); |
2149 | |
2150 | solvep(("%*sRecursing around %d,%d, with %d possible dots.\n", |
2151 | solver_recurse_depth*4, "", |
2152 | rctx.best->x, rctx.best->y, rctx.bestn)); |
2153 | |
2154 | #ifdef STANDALONE_SOLVER |
2155 | solver_recurse_depth++; |
2156 | #endif |
2157 | |
2158 | ingrid = snewn(gsz, struct space); |
2159 | memcpy(ingrid, state->grid, gsz * sizeof(struct space)); |
2160 | |
2161 | for (n = 0; n < state->ndots; n++) { |
2162 | memcpy(state->grid, ingrid, gsz * sizeof(struct space)); |
2163 | |
2164 | if (!dotfortile(state, rctx.best, state->dots[n])) continue; |
2165 | |
2166 | /* set cell (temporarily) pointing to that dot. */ |
2167 | solver_add_assoc(state, rctx.best, |
2168 | state->dots[n]->x, state->dots[n]->y, |
2169 | "Attempting for recursion"); |
2170 | |
2171 | ret = solver_state(state, maxdiff); |
2172 | |
2173 | if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE) { |
2174 | /* we found our first solved grid; copy it away. */ |
2175 | assert(!outgrid); |
2176 | outgrid = snewn(gsz, struct space); |
2177 | memcpy(outgrid, state->grid, gsz * sizeof(struct space)); |
2178 | } |
2179 | /* reset cell back to unassociated. */ |
2180 | bestopp = tile_opposite(state, rctx.best); |
2181 | assert(bestopp && bestopp->flags & F_TILE_ASSOC); |
2182 | |
2183 | remove_assoc(state, rctx.best); |
2184 | remove_assoc(state, bestopp); |
2185 | |
2186 | if (ret == DIFF_AMBIGUOUS || ret == DIFF_UNFINISHED) |
2187 | diff = ret; |
2188 | else if (ret == DIFF_IMPOSSIBLE) |
2189 | /* no change */; |
2190 | else { |
2191 | /* precisely one solution */ |
2192 | if (diff == DIFF_IMPOSSIBLE) |
736417dc |
2193 | diff = DIFF_UNREASONABLE; |
ab3a1e43 |
2194 | else |
2195 | diff = DIFF_AMBIGUOUS; |
2196 | } |
2197 | /* if we've found >1 solution, or ran out of recursion, |
2198 | * give up immediately. */ |
2199 | if (diff == DIFF_AMBIGUOUS || diff == DIFF_UNFINISHED) |
2200 | break; |
2201 | } |
2202 | |
2203 | #ifdef STANDALONE_SOLVER |
2204 | solver_recurse_depth--; |
2205 | #endif |
2206 | |
2207 | if (outgrid) { |
2208 | /* we found (at least one) soln; copy it back to state */ |
2209 | memcpy(state->grid, outgrid, gsz * sizeof(struct space)); |
2210 | sfree(outgrid); |
2211 | } |
2212 | sfree(ingrid); |
2213 | return diff; |
2214 | } |
2215 | |
2216 | static int solver_state(game_state *state, int maxdiff) |
2217 | { |
2218 | solver_ctx *sctx = new_solver(state); |
736417dc |
2219 | int ret, diff = DIFF_NORMAL; |
ab3a1e43 |
2220 | |
9dce977f |
2221 | #ifdef STANDALONE_PICTURE_GENERATOR |
2222 | /* hack, hack: set picture to NULL during solving so that add_assoc |
2223 | * won't complain when we attempt recursive guessing and guess wrong */ |
2224 | int *savepic = picture; |
2225 | picture = NULL; |
2226 | #endif |
2227 | |
ab3a1e43 |
2228 | ret = solver_obvious(state); |
2229 | if (ret < 0) { |
2230 | diff = DIFF_IMPOSSIBLE; |
2231 | goto got_result; |
2232 | } |
2233 | |
2234 | #define CHECKRET(d) do { \ |
2235 | if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \ |
2236 | if (ret > 0) { diff = max(diff, (d)); goto cont; } \ |
2237 | } while(0) |
2238 | |
2239 | while (1) { |
2240 | cont: |
2241 | ret = foreach_edge(state, solver_lines_opposite_cb, |
2242 | IMPOSSIBLE_QUITS, sctx); |
736417dc |
2243 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2244 | |
2245 | ret = foreach_tile(state, solver_spaces_oneposs_cb, |
2246 | IMPOSSIBLE_QUITS, sctx); |
736417dc |
2247 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2248 | |
2249 | ret = solver_expand_dots(state, sctx); |
736417dc |
2250 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2251 | |
736417dc |
2252 | if (maxdiff <= DIFF_NORMAL) |
ab3a1e43 |
2253 | break; |
2254 | |
2255 | /* harder still? */ |
2256 | |
2257 | /* if we reach here, we've made no deductions, so we terminate. */ |
2258 | break; |
2259 | } |
2260 | |
2261 | if (check_complete(state, 0)) goto got_result; |
2262 | |
736417dc |
2263 | diff = (maxdiff >= DIFF_UNREASONABLE) ? |
ab3a1e43 |
2264 | solver_recurse(state, maxdiff) : DIFF_UNFINISHED; |
2265 | |
2266 | got_result: |
2267 | free_solver(sctx); |
2268 | #ifndef STANDALONE_SOLVER |
2269 | debug(("solver_state ends:\n")); |
2270 | dbg_state(state); |
2271 | #endif |
2272 | |
9dce977f |
2273 | #ifdef STANDALONE_PICTURE_GENERATOR |
2274 | picture = savepic; |
2275 | #endif |
2276 | |
ab3a1e43 |
2277 | return diff; |
2278 | } |
2279 | |
2280 | #ifndef EDITOR |
2281 | static char *solve_game(game_state *state, game_state *currstate, |
2282 | char *aux, char **error) |
2283 | { |
2284 | game_state *tosolve; |
2285 | char *ret; |
2286 | int i; |
2287 | int diff; |
2288 | |
2289 | tosolve = dup_game(currstate); |
736417dc |
2290 | diff = solver_state(tosolve, DIFF_UNREASONABLE); |
ab3a1e43 |
2291 | if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) { |
2292 | debug(("solve_game solved with current state.\n")); |
2293 | goto solved; |
2294 | } |
2295 | free_game(tosolve); |
2296 | |
2297 | tosolve = dup_game(state); |
736417dc |
2298 | diff = solver_state(tosolve, DIFF_UNREASONABLE); |
ab3a1e43 |
2299 | if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) { |
2300 | debug(("solve_game solved with original state.\n")); |
2301 | goto solved; |
2302 | } |
2303 | free_game(tosolve); |
2304 | |
2305 | return NULL; |
2306 | |
2307 | solved: |
2308 | /* |
2309 | * Clear tile associations: the solution will only include the |
2310 | * edges. |
2311 | */ |
2312 | for (i = 0; i < tosolve->sx*tosolve->sy; i++) |
2313 | tosolve->grid[i].flags &= ~F_TILE_ASSOC; |
2314 | ret = diff_game(currstate, tosolve, 1); |
2315 | free_game(tosolve); |
2316 | return ret; |
2317 | } |
2318 | #endif |
2319 | |
2320 | /* ---------------------------------------------------------- |
2321 | * User interface. |
2322 | */ |
2323 | |
2324 | struct game_ui { |
2325 | int dragging; |
2326 | int dx, dy; /* pixel coords of drag pos. */ |
2327 | int dotx, doty; /* grid coords of dot we're dragging from. */ |
2328 | int srcx, srcy; /* grid coords of drag start */ |
2329 | }; |
2330 | |
2331 | static game_ui *new_ui(game_state *state) |
2332 | { |
2333 | game_ui *ui = snew(game_ui); |
2334 | ui->dragging = FALSE; |
2335 | return ui; |
2336 | } |
2337 | |
2338 | static void free_ui(game_ui *ui) |
2339 | { |
2340 | sfree(ui); |
2341 | } |
2342 | |
2343 | static char *encode_ui(game_ui *ui) |
2344 | { |
2345 | return NULL; |
2346 | } |
2347 | |
2348 | static void decode_ui(game_ui *ui, char *encoding) |
2349 | { |
2350 | } |
2351 | |
2352 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2353 | game_state *newstate) |
2354 | { |
2355 | } |
2356 | |
2357 | #define FLASH_TIME 0.15F |
2358 | |
2359 | #define PREFERRED_TILE_SIZE 32 |
2360 | #define TILE_SIZE (ds->tilesize) |
2361 | #define DOT_SIZE (TILE_SIZE / 4) |
de56f05f |
2362 | #define EDGE_THICKNESS (max(TILE_SIZE / 16, 2)) |
ab3a1e43 |
2363 | #define BORDER TILE_SIZE |
2364 | |
2365 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
2366 | #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER ) |
2367 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
2368 | |
2369 | #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE) |
2370 | #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE) |
2371 | |
2372 | struct game_drawstate { |
2373 | int started; |
2374 | int w, h; |
2375 | int tilesize; |
2376 | unsigned long *grid; |
2377 | int *dx, *dy; |
2378 | blitter *bl; |
2379 | |
2380 | int dragging, dragx, dragy; |
2381 | |
2382 | int *colour_scratch; |
2383 | }; |
2384 | |
2385 | #define CORNER_TOLERANCE 0.15F |
2386 | #define CENTRE_TOLERANCE 0.15F |
2387 | |
2388 | /* |
2389 | * Round FP coordinates to the centre of the nearest edge. |
2390 | */ |
2391 | #ifndef EDITOR |
2392 | static void coord_round_to_edge(float x, float y, int *xr, int *yr) |
2393 | { |
2394 | float xs, ys, xv, yv, dx, dy; |
2395 | |
2396 | /* |
2397 | * Find the nearest square-centre. |
2398 | */ |
2399 | xs = (float)floor(x) + 0.5F; |
2400 | ys = (float)floor(y) + 0.5F; |
2401 | |
2402 | /* |
2403 | * Find the nearest grid vertex. |
2404 | */ |
2405 | xv = (float)floor(x + 0.5F); |
2406 | yv = (float)floor(y + 0.5F); |
2407 | |
2408 | /* |
2409 | * Determine whether the horizontal or vertical edge from that |
2410 | * vertex alongside that square is closer to us, by comparing |
2411 | * distances from the square cente. |
2412 | */ |
2413 | dx = (float)fabs(x - xs); |
2414 | dy = (float)fabs(y - ys); |
2415 | if (dx > dy) { |
2416 | /* Vertical edge: x-coord of corner, |
2417 | * y-coord of square centre. */ |
2418 | *xr = 2 * (int)xv; |
2419 | *yr = 1 + 2 * (int)floor(ys); |
2420 | } else { |
2421 | /* Horizontal edge: x-coord of square centre, |
2422 | * y-coord of corner. */ |
2423 | *xr = 1 + 2 * (int)floor(xs); |
2424 | *yr = 2 * (int)yv; |
2425 | } |
2426 | } |
2427 | #endif |
2428 | |
2429 | #ifdef EDITOR |
2430 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2431 | int x, int y, int button) |
2432 | { |
2433 | char buf[80]; |
2434 | int px, py; |
2435 | struct space *sp; |
2436 | |
2437 | px = 2*FROMCOORD((float)x) + 0.5; |
2438 | py = 2*FROMCOORD((float)y) + 0.5; |
2439 | |
2440 | state->cdiff = -1; |
2441 | |
2442 | if (button == 'C' || button == 'c') return dupstr("C"); |
2443 | |
2444 | if (button == 'S' || button == 's') { |
2445 | char *ret; |
2446 | game_state *tmp = dup_game(state); |
736417dc |
2447 | state->cdiff = solver_state(tmp, DIFF_UNREASONABLE-1); |
ab3a1e43 |
2448 | ret = diff_game(state, tmp, 0); |
2449 | free_game(tmp); |
2450 | return ret; |
2451 | } |
2452 | |
2453 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
2454 | if (!INUI(state, px, py)) return NULL; |
2455 | sp = &SPACE(state, px, py); |
2456 | if (!dot_is_possible(state, sp, 1)) return NULL; |
2457 | sprintf(buf, "%c%d,%d", |
2458 | (char)((button == LEFT_BUTTON) ? 'D' : 'd'), px, py); |
2459 | return dupstr(buf); |
2460 | } |
2461 | |
2462 | return NULL; |
2463 | } |
2464 | #else |
2465 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2466 | int x, int y, int button) |
2467 | { |
2468 | /* UI operations (play mode): |
2469 | * |
2470 | * Toggle edge (set/unset) (left-click on edge) |
2471 | * Associate space with dot (left-drag from dot) |
2472 | * Unassociate space (left-drag from space off grid) |
2473 | * Autofill lines around shape? (right-click?) |
2474 | * |
2475 | * (edit mode; will clear all lines/associations) |
2476 | * |
2477 | * Add or remove dot (left-click) |
2478 | */ |
2479 | char buf[80]; |
2480 | const char *sep; |
2481 | int px, py; |
2482 | struct space *sp, *dot; |
2483 | |
e703d656 |
2484 | if (button == 'H' || button == 'h') { |
ab3a1e43 |
2485 | char *ret; |
2486 | game_state *tmp = dup_game(state); |
e703d656 |
2487 | solver_obvious(tmp); |
2488 | ret = diff_game(state, tmp, 0); |
ab3a1e43 |
2489 | free_game(tmp); |
2490 | return ret; |
2491 | } |
2492 | |
2493 | if (button == LEFT_BUTTON) { |
2494 | coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y), |
2495 | &px, &py); |
2496 | |
2497 | if (!INUI(state, px, py)) return NULL; |
2498 | |
2499 | sp = &SPACE(state, px, py); |
2500 | assert(sp->type == s_edge); |
2501 | { |
2502 | sprintf(buf, "E%d,%d", px, py); |
2503 | return dupstr(buf); |
2504 | } |
2505 | } else if (button == RIGHT_BUTTON) { |
2506 | int px1, py1; |
2507 | |
ec015807 |
2508 | px = (int)(2*FROMCOORD((float)x) + 0.5); |
2509 | py = (int)(2*FROMCOORD((float)y) + 0.5); |
ab3a1e43 |
2510 | |
2511 | dot = NULL; |
2512 | |
2513 | /* |
2514 | * If there's a dot anywhere nearby, we pick up an arrow |
2515 | * pointing at that dot. |
2516 | */ |
2517 | for (py1 = py-1; py1 <= py+1; py1++) |
2518 | for (px1 = px-1; px1 <= px+1; px1++) { |
2519 | if (px1 >= 0 && px1 < state->sx && |
91adb2c5 |
2520 | py1 >= 0 && py1 < state->sy && |
ab3a1e43 |
2521 | x >= SCOORD(px1-1) && x < SCOORD(px1+1) && |
2522 | y >= SCOORD(py1-1) && y < SCOORD(py1+1) && |
2523 | SPACE(state, px1, py1).flags & F_DOT) { |
2524 | /* |
2525 | * Found a dot. Begin a drag from it. |
2526 | */ |
2527 | dot = &SPACE(state, px1, py1); |
05f3d08e |
2528 | ui->srcx = px1; |
2529 | ui->srcy = py1; |
ab3a1e43 |
2530 | goto done; /* multi-level break */ |
2531 | } |
2532 | } |
2533 | |
2534 | /* |
2535 | * Otherwise, find the nearest _square_, and pick up the |
2536 | * same arrow as it's got on it, if any. |
2537 | */ |
2538 | if (!dot) { |
2539 | px = 2*FROMCOORD(x+TILE_SIZE) - 1; |
2540 | py = 2*FROMCOORD(y+TILE_SIZE) - 1; |
91adb2c5 |
2541 | if (px >= 0 && px < state->sx && py >= 0 && py < state->sy) { |
ab3a1e43 |
2542 | sp = &SPACE(state, px, py); |
2543 | if (sp->flags & F_TILE_ASSOC) { |
2544 | dot = &SPACE(state, sp->dotx, sp->doty); |
2545 | ui->srcx = px; |
2546 | ui->srcy = py; |
2547 | } |
2548 | } |
2549 | } |
2550 | |
2551 | done: |
2552 | /* |
2553 | * Now, if we've managed to find a dot, begin a drag. |
2554 | */ |
2555 | if (dot) { |
2556 | ui->dragging = TRUE; |
2557 | ui->dx = x; |
2558 | ui->dy = y; |
2559 | ui->dotx = dot->x; |
2560 | ui->doty = dot->y; |
2561 | return ""; |
2562 | } |
2563 | } else if (button == RIGHT_DRAG && ui->dragging) { |
2564 | /* just move the drag coords. */ |
2565 | ui->dx = x; |
2566 | ui->dy = y; |
2567 | return ""; |
2568 | } else if (button == RIGHT_RELEASE && ui->dragging) { |
2569 | ui->dragging = FALSE; |
2570 | |
2571 | /* |
2572 | * Drags are always targeted at a single square. |
2573 | */ |
2574 | px = 2*FROMCOORD(x+TILE_SIZE) - 1; |
2575 | py = 2*FROMCOORD(y+TILE_SIZE) - 1; |
2576 | |
2577 | /* |
2578 | * Dragging an arrow on to the same square it started from |
2579 | * is a null move; just update the ui and finish. |
2580 | */ |
2581 | if (px == ui->srcx && py == ui->srcy) |
2582 | return ""; |
2583 | |
2584 | sep = ""; |
2585 | buf[0] = '\0'; |
2586 | |
2587 | /* |
2588 | * Otherwise, we remove the arrow from its starting |
2589 | * square if we didn't start from a dot... |
2590 | */ |
2591 | if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) && |
2592 | SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) { |
2593 | sprintf(buf + strlen(buf), "%sU%d,%d", sep, ui->srcx, ui->srcy); |
2594 | sep = ";"; |
2595 | } |
2596 | |
2597 | /* |
2598 | * ... and if the square we're moving it _to_ is valid, we |
2599 | * add one there instead. |
2600 | */ |
2601 | if (INUI(state, px, py)) { |
2602 | sp = &SPACE(state, px, py); |
2603 | |
2604 | if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) |
2605 | sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d", |
2606 | sep, px, py, ui->dotx, ui->doty); |
2607 | } |
2608 | |
2609 | if (buf[0]) |
2610 | return dupstr(buf); |
2611 | else |
2612 | return ""; |
2613 | } |
2614 | |
2615 | return NULL; |
2616 | } |
2617 | #endif |
2618 | |
2619 | static int check_complete_in_play(game_state *state, int *dsf, int *colours) |
2620 | { |
2621 | int w = state->w, h = state->h; |
2622 | int x, y, i, ret; |
2623 | |
2624 | int free_dsf; |
2625 | struct sqdata { |
2626 | int minx, miny, maxx, maxy; |
2627 | int cx, cy; |
2628 | int valid, colour; |
2629 | } *sqdata; |
2630 | |
2631 | if (!dsf) { |
2632 | dsf = snew_dsf(w*h); |
2633 | free_dsf = TRUE; |
2634 | } else { |
2635 | dsf_init(dsf, w*h); |
2636 | free_dsf = FALSE; |
2637 | } |
2638 | |
2639 | /* |
2640 | * During actual game play, completion checking is done on the |
2641 | * basis of the edges rather than the square associations. So |
2642 | * first we must go through the grid figuring out the connected |
2643 | * components into which the edges divide it. |
2644 | */ |
2645 | for (y = 0; y < h; y++) |
2646 | for (x = 0; x < w; x++) { |
2647 | if (y+1 < h && !(SPACE(state, 2*x+1, 2*y+2).flags & F_EDGE_SET)) |
2648 | dsf_merge(dsf, y*w+x, (y+1)*w+x); |
2649 | if (x+1 < w && !(SPACE(state, 2*x+2, 2*y+1).flags & F_EDGE_SET)) |
2650 | dsf_merge(dsf, y*w+x, y*w+(x+1)); |
2651 | } |
2652 | |
2653 | /* |
2654 | * That gives us our connected components. Now, for each |
2655 | * component, decide whether it's _valid_. A valid component is |
2656 | * one which: |
2657 | * |
2658 | * - is 180-degree rotationally symmetric |
2659 | * - has a dot at its centre of symmetry |
2660 | * - has no other dots anywhere within it (including on its |
2661 | * boundary) |
2662 | * - contains no internal edges (i.e. edges separating two |
2663 | * squares which are both part of the component). |
2664 | */ |
2665 | |
2666 | /* |
2667 | * First, go through the grid finding the bounding box of each |
2668 | * component. |
2669 | */ |
2670 | sqdata = snewn(w*h, struct sqdata); |
2671 | for (i = 0; i < w*h; i++) { |
2672 | sqdata[i].minx = w+1; |
2673 | sqdata[i].miny = h+1; |
2674 | sqdata[i].maxx = sqdata[i].maxy = -1; |
2675 | sqdata[i].valid = FALSE; |
2676 | } |
2677 | for (y = 0; y < h; y++) |
2678 | for (x = 0; x < w; x++) { |
2679 | i = dsf_canonify(dsf, y*w+x); |
2680 | if (sqdata[i].minx > x) |
2681 | sqdata[i].minx = x; |
2682 | if (sqdata[i].maxx < x) |
2683 | sqdata[i].maxx = x; |
2684 | if (sqdata[i].miny > y) |
2685 | sqdata[i].miny = y; |
2686 | if (sqdata[i].maxy < y) |
2687 | sqdata[i].maxy = y; |
2688 | sqdata[i].valid = TRUE; |
2689 | } |
2690 | |
2691 | /* |
2692 | * Now we're in a position to loop over each actual component |
2693 | * and figure out where its centre of symmetry has to be if |
2694 | * it's anywhere. |
2695 | */ |
2696 | for (i = 0; i < w*h; i++) |
2697 | if (sqdata[i].valid) { |
2698 | sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1; |
2699 | sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1; |
2700 | if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT)) |
2701 | sqdata[i].valid = FALSE; /* no dot at centre of symmetry */ |
2702 | if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK) |
2703 | sqdata[i].colour = 2; |
2704 | else |
2705 | sqdata[i].colour = 1; |
2706 | } |
2707 | |
2708 | /* |
2709 | * Now we loop over the whole grid again, this time finding |
2710 | * extraneous dots (any dot which wholly or partially overlaps |
2711 | * a square and is not at the centre of symmetry of that |
2712 | * square's component disqualifies the component from validity) |
2713 | * and extraneous edges (any edge separating two squares |
2714 | * belonging to the same component also disqualifies that |
2715 | * component). |
2716 | */ |
2717 | for (y = 1; y < state->sy-1; y++) |
2718 | for (x = 1; x < state->sx-1; x++) { |
2719 | space *sp = &SPACE(state, x, y); |
2720 | |
2721 | if (sp->flags & F_DOT) { |
2722 | /* |
2723 | * There's a dot here. Use it to disqualify any |
2724 | * component which deserves it. |
2725 | */ |
2726 | int cx, cy; |
2727 | for (cy = (y-1) >> 1; cy <= y >> 1; cy++) |
2728 | for (cx = (x-1) >> 1; cx <= x >> 1; cx++) { |
2729 | i = dsf_canonify(dsf, cy*w+cx); |
2730 | if (x != sqdata[i].cx || y != sqdata[i].cy) |
2731 | sqdata[i].valid = FALSE; |
2732 | } |
2733 | } |
2734 | |
2735 | if (sp->flags & F_EDGE_SET) { |
2736 | /* |
2737 | * There's an edge here. Use it to disqualify a |
2738 | * component if necessary. |
2739 | */ |
2740 | int cx1 = (x-1) >> 1, cx2 = x >> 1; |
2741 | int cy1 = (y-1) >> 1, cy2 = y >> 1; |
2742 | assert((cx1==cx2) ^ (cy1==cy2)); |
2743 | i = dsf_canonify(dsf, cy1*w+cx1); |
2744 | if (i == dsf_canonify(dsf, cy2*w+cx2)) |
2745 | sqdata[i].valid = FALSE; |
2746 | } |
2747 | } |
2748 | |
2749 | /* |
2750 | * And finally we test rotational symmetry: for each square in |
2751 | * the grid, find which component it's in, test that that |
2752 | * component also has a square in the symmetric position, and |
2753 | * disqualify it if it doesn't. |
2754 | */ |
2755 | for (y = 0; y < h; y++) |
2756 | for (x = 0; x < w; x++) { |
2757 | int x2, y2; |
2758 | |
2759 | i = dsf_canonify(dsf, y*w+x); |
2760 | |
2761 | x2 = sqdata[i].cx - 1 - x; |
2762 | y2 = sqdata[i].cy - 1 - y; |
2763 | if (i != dsf_canonify(dsf, y2*w+x2)) |
2764 | sqdata[i].valid = FALSE; |
2765 | } |
2766 | |
2767 | /* |
2768 | * That's it. We now have all the connected components marked |
2769 | * as valid or not valid. So now we return a `colours' array if |
2770 | * we were asked for one, and also we return an overall |
2771 | * true/false value depending on whether _every_ square in the |
2772 | * grid is part of a valid component. |
2773 | */ |
2774 | ret = TRUE; |
2775 | for (i = 0; i < w*h; i++) { |
2776 | int ci = dsf_canonify(dsf, i); |
2777 | int thisok = sqdata[ci].valid; |
2778 | if (colours) |
2779 | colours[i] = thisok ? sqdata[ci].colour : 0; |
2780 | ret = ret && thisok; |
2781 | } |
2782 | |
2783 | sfree(sqdata); |
2784 | if (free_dsf) |
2785 | sfree(dsf); |
2786 | |
2787 | return ret; |
2788 | } |
2789 | |
2790 | static game_state *execute_move(game_state *state, char *move) |
2791 | { |
2792 | int x, y, ax, ay, n, dx, dy; |
2793 | game_state *ret = dup_game(state); |
2794 | struct space *sp, *dot; |
2795 | |
2796 | debug(("%s\n", move)); |
2797 | |
2798 | while (*move) { |
2799 | char c = *move; |
2800 | if (c == 'E' || c == 'U' || c == 'M' |
2801 | #ifdef EDITOR |
2802 | || c == 'D' || c == 'd' |
2803 | #endif |
2804 | ) { |
2805 | move++; |
2806 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
2807 | !INUI(state, x, y)) |
2808 | goto badmove; |
2809 | |
2810 | sp = &SPACE(ret, x, y); |
2811 | #ifdef EDITOR |
2812 | if (c == 'D' || c == 'd') { |
2813 | unsigned int currf, newf, maskf; |
2814 | |
2815 | if (!dot_is_possible(state, sp, 1)) goto badmove; |
2816 | |
2817 | newf = F_DOT | (c == 'd' ? F_DOT_BLACK : 0); |
2818 | currf = GRID(ret, grid, x, y).flags; |
2819 | maskf = F_DOT | F_DOT_BLACK; |
2820 | /* if we clicked 'white dot': |
2821 | * white --> empty, empty --> white, black --> white. |
2822 | * if we clicker 'black dot': |
2823 | * black --> empty, empty --> black, white --> black. |
2824 | */ |
2825 | if (currf & maskf) { |
2826 | sp->flags &= ~maskf; |
2827 | if ((currf & maskf) != newf) |
2828 | sp->flags |= newf; |
2829 | } else |
2830 | sp->flags |= newf; |
2831 | sp->nassoc = 0; /* edit-mode disallows associations. */ |
2832 | game_update_dots(ret); |
2833 | } else |
2834 | #endif |
2835 | if (c == 'E') { |
2836 | if (sp->type != s_edge) goto badmove; |
2837 | sp->flags ^= F_EDGE_SET; |
2838 | } else if (c == 'U') { |
2839 | if (sp->type != s_tile || !(sp->flags & F_TILE_ASSOC)) |
2840 | goto badmove; |
2841 | remove_assoc(ret, sp); |
2842 | } else if (c == 'M') { |
2843 | if (!(sp->flags & F_DOT)) goto badmove; |
2844 | sp->flags ^= F_DOT_HOLD; |
2845 | } |
2846 | move += n; |
2847 | } else if (c == 'A' || c == 'a') { |
2848 | move++; |
2849 | if (sscanf(move, "%d,%d,%d,%d%n", &x, &y, &ax, &ay, &n) != 4 || |
2850 | x < 1 || y < 1 || x >= (state->sx-1) || y >= (state->sy-1) || |
2851 | ax < 1 || ay < 1 || ax >= (state->sx-1) || ay >= (state->sy-1)) |
2852 | goto badmove; |
2853 | |
2854 | dot = &GRID(ret, grid, ax, ay); |
2855 | if (!(dot->flags & F_DOT))goto badmove; |
2856 | if (dot->flags & F_DOT_HOLD) goto badmove; |
2857 | |
2858 | for (dx = -1; dx <= 1; dx++) { |
2859 | for (dy = -1; dy <= 1; dy++) { |
2860 | sp = &GRID(ret, grid, x+dx, y+dy); |
2861 | if (sp->type != s_tile) continue; |
2862 | if (sp->flags & F_TILE_ASSOC) { |
2863 | space *dot = &SPACE(state, sp->dotx, sp->doty); |
2864 | if (dot->flags & F_DOT_HOLD) continue; |
2865 | } |
2866 | add_assoc(state, sp, dot); |
2867 | } |
2868 | } |
2869 | move += n; |
2870 | #ifdef EDITOR |
2871 | } else if (c == 'C') { |
2872 | move++; |
2873 | clear_game(ret, 1); |
2874 | #endif |
2875 | } else if (c == 'S') { |
2876 | move++; |
709b36d4 |
2877 | ret->used_solve = 1; |
ab3a1e43 |
2878 | } else |
2879 | goto badmove; |
2880 | |
2881 | if (*move == ';') |
2882 | move++; |
2883 | else if (*move) |
2884 | goto badmove; |
2885 | } |
2886 | if (check_complete_in_play(ret, NULL, NULL)) |
2887 | ret->completed = 1; |
2888 | return ret; |
2889 | |
2890 | badmove: |
2891 | free_game(ret); |
2892 | return NULL; |
2893 | } |
2894 | |
2895 | /* ---------------------------------------------------------------------- |
2896 | * Drawing routines. |
2897 | */ |
2898 | |
2899 | /* Lines will be much smaller size than squares; say, 1/8 the size? |
2900 | * |
2901 | * Need a 'top-left corner of location XxY' to take this into account; |
2902 | * alternaticaly, that could give the middle of that location, and the |
2903 | * drawing code would just know the expected dimensions. |
2904 | * |
2905 | * We also need something to take a click and work out what it was |
2906 | * we were interested in. Clicking on vertices is required because |
2907 | * we may want to drag from them, for example. |
2908 | */ |
2909 | |
2910 | static void game_compute_size(game_params *params, int sz, |
2911 | int *x, int *y) |
2912 | { |
2913 | struct { int tilesize, w, h; } ads, *ds = &ads; |
2914 | |
2915 | ds->tilesize = sz; |
2916 | ds->w = params->w; |
2917 | ds->h = params->h; |
2918 | |
2919 | *x = DRAW_WIDTH; |
2920 | *y = DRAW_HEIGHT; |
2921 | } |
2922 | |
2923 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2924 | game_params *params, int sz) |
2925 | { |
2926 | ds->tilesize = sz; |
2927 | |
2928 | assert(TILE_SIZE > 0); |
2929 | |
2930 | assert(!ds->bl); |
2931 | ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE); |
2932 | } |
2933 | |
2934 | static float *game_colours(frontend *fe, int *ncolours) |
2935 | { |
2936 | float *ret = snewn(3 * NCOLOURS, float); |
2937 | int i; |
2938 | |
2939 | /* |
2940 | * We call game_mkhighlight to ensure the background colour |
2941 | * isn't completely white. We don't actually use the high- and |
2942 | * lowlight colours it generates. |
2943 | */ |
2944 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_WHITEBG, COL_BLACKBG); |
2945 | |
2946 | for (i = 0; i < 3; i++) { |
2947 | /* |
2948 | * Currently, white dots and white-background squares are |
2949 | * both pure white. |
2950 | */ |
2951 | ret[COL_WHITEDOT * 3 + i] = 1.0F; |
2952 | ret[COL_WHITEBG * 3 + i] = 1.0F; |
2953 | |
2954 | /* |
2955 | * But black-background squares are a dark grey, whereas |
2956 | * black dots are really black. |
2957 | */ |
2958 | ret[COL_BLACKDOT * 3 + i] = 0.0F; |
2959 | ret[COL_BLACKBG * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.3F; |
2960 | |
2961 | /* |
2962 | * In unfilled squares, we draw a faint gridwork. |
2963 | */ |
2964 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
2965 | |
2966 | /* |
2967 | * Edges and arrows are filled in in pure black. |
2968 | */ |
2969 | ret[COL_EDGE * 3 + i] = 0.0F; |
2970 | ret[COL_ARROW * 3 + i] = 0.0F; |
2971 | } |
2972 | |
2973 | #ifdef EDITOR |
2974 | /* tinge the edit background to bluey */ |
2975 | ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2976 | ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2977 | ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F; |
2978 | if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F; |
2979 | #endif |
2980 | |
2981 | *ncolours = NCOLOURS; |
2982 | return ret; |
2983 | } |
2984 | |
2985 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2986 | { |
2987 | struct game_drawstate *ds = snew(struct game_drawstate); |
2988 | int i; |
2989 | |
2990 | ds->started = 0; |
2991 | ds->w = state->w; |
2992 | ds->h = state->h; |
2993 | |
2994 | ds->grid = snewn(ds->w*ds->h, unsigned long); |
2995 | for (i = 0; i < ds->w*ds->h; i++) |
2996 | ds->grid[i] = 0xFFFFFFFFUL; |
2997 | ds->dx = snewn(ds->w*ds->h, int); |
2998 | ds->dy = snewn(ds->w*ds->h, int); |
2999 | |
3000 | ds->bl = NULL; |
3001 | ds->dragging = FALSE; |
3002 | ds->dragx = ds->dragy = 0; |
3003 | |
3004 | ds->colour_scratch = snewn(ds->w * ds->h, int); |
3005 | |
3006 | return ds; |
3007 | } |
3008 | |
3009 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
3010 | { |
3011 | sfree(ds->colour_scratch); |
3012 | if (ds->bl) blitter_free(dr, ds->bl); |
3013 | sfree(ds->dx); |
3014 | sfree(ds->dy); |
3015 | sfree(ds->grid); |
3016 | sfree(ds); |
3017 | } |
3018 | |
3019 | #define DRAW_EDGE_L 0x0001 |
3020 | #define DRAW_EDGE_R 0x0002 |
3021 | #define DRAW_EDGE_U 0x0004 |
3022 | #define DRAW_EDGE_D 0x0008 |
3023 | #define DRAW_CORNER_UL 0x0010 |
3024 | #define DRAW_CORNER_UR 0x0020 |
3025 | #define DRAW_CORNER_DL 0x0040 |
3026 | #define DRAW_CORNER_DR 0x0080 |
3027 | #define DRAW_WHITE 0x0100 |
3028 | #define DRAW_BLACK 0x0200 |
3029 | #define DRAW_ARROW 0x0400 |
3030 | #define DOT_SHIFT_C 11 |
3031 | #define DOT_SHIFT_M 2 |
3032 | #define DOT_WHITE 1UL |
3033 | #define DOT_BLACK 2UL |
3034 | |
3035 | /* |
3036 | * Draw an arrow centred on (cx,cy), pointing in the direction |
3037 | * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy). |
3038 | */ |
3039 | static void draw_arrow(drawing *dr, game_drawstate *ds, |
3040 | int cx, int cy, int ddx, int ddy) |
3041 | { |
2769dce5 |
3042 | float vlen = (float)sqrt(ddx*ddx+ddy*ddy); |
ab3a1e43 |
3043 | float xdx = ddx/vlen, xdy = ddy/vlen; |
3044 | float ydx = -xdy, ydy = xdx; |
2769dce5 |
3045 | int e1x = cx + (int)(xdx*TILE_SIZE/3), e1y = cy + (int)(xdy*TILE_SIZE/3); |
3046 | int e2x = cx - (int)(xdx*TILE_SIZE/3), e2y = cy - (int)(xdy*TILE_SIZE/3); |
3047 | int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8); |
3048 | int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8); |
ab3a1e43 |
3049 | |
3050 | draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW); |
3051 | draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW); |
3052 | draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW); |
3053 | } |
3054 | |
3055 | static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, |
3056 | unsigned long flags, int ddx, int ddy) |
3057 | { |
3058 | int lx = COORD(x), ly = COORD(y); |
3059 | int dx, dy; |
3060 | int gridcol; |
3061 | |
3062 | clip(dr, lx, ly, TILE_SIZE, TILE_SIZE); |
3063 | |
3064 | /* |
3065 | * Draw the tile background. |
3066 | */ |
3067 | draw_rect(dr, lx, ly, TILE_SIZE, TILE_SIZE, |
3068 | (flags & DRAW_WHITE ? COL_WHITEBG : |
3069 | flags & DRAW_BLACK ? COL_BLACKBG : COL_BACKGROUND)); |
3070 | |
3071 | /* |
3072 | * Draw the grid. |
3073 | */ |
3074 | gridcol = (flags & DRAW_BLACK ? COL_BLACKDOT : COL_GRID); |
3075 | draw_rect(dr, lx, ly, 1, TILE_SIZE, gridcol); |
3076 | draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol); |
3077 | |
3078 | /* |
3079 | * Draw the arrow. |
3080 | */ |
3081 | if (flags & DRAW_ARROW) |
3082 | draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy); |
3083 | |
3084 | /* |
3085 | * Draw the edges. |
3086 | */ |
3087 | if (flags & DRAW_EDGE_L) |
3088 | draw_rect(dr, lx, ly, EDGE_THICKNESS, TILE_SIZE, COL_EDGE); |
3089 | if (flags & DRAW_EDGE_R) |
3090 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly, |
3091 | EDGE_THICKNESS - 1, TILE_SIZE, COL_EDGE); |
3092 | if (flags & DRAW_EDGE_U) |
3093 | draw_rect(dr, lx, ly, TILE_SIZE, EDGE_THICKNESS, COL_EDGE); |
3094 | if (flags & DRAW_EDGE_D) |
3095 | draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3096 | TILE_SIZE, EDGE_THICKNESS - 1, COL_EDGE); |
3097 | if (flags & DRAW_CORNER_UL) |
3098 | draw_rect(dr, lx, ly, EDGE_THICKNESS, EDGE_THICKNESS, COL_EDGE); |
3099 | if (flags & DRAW_CORNER_UR) |
3100 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly, |
3101 | EDGE_THICKNESS - 1, EDGE_THICKNESS, COL_EDGE); |
3102 | if (flags & DRAW_CORNER_DL) |
3103 | draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3104 | EDGE_THICKNESS, EDGE_THICKNESS - 1, COL_EDGE); |
3105 | if (flags & DRAW_CORNER_DR) |
3106 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, |
3107 | ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3108 | EDGE_THICKNESS - 1, EDGE_THICKNESS - 1, COL_EDGE); |
3109 | |
3110 | /* |
3111 | * Draw the dots. |
3112 | */ |
3113 | for (dy = 0; dy < 3; dy++) |
3114 | for (dx = 0; dx < 3; dx++) { |
3115 | int dotval = (flags >> (DOT_SHIFT_C + DOT_SHIFT_M*(dy*3+dx))); |
3116 | dotval &= (1 << DOT_SHIFT_M)-1; |
3117 | |
3118 | if (dotval) |
3119 | draw_circle(dr, lx+dx*TILE_SIZE/2, ly+dy*TILE_SIZE/2, |
3120 | DOT_SIZE, |
3121 | (dotval == 1 ? COL_WHITEDOT : COL_BLACKDOT), |
3122 | COL_BLACKDOT); |
3123 | } |
3124 | |
3125 | unclip(dr); |
3126 | draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE); |
3127 | } |
3128 | |
3129 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
3130 | game_state *state, int dir, game_ui *ui, |
3131 | float animtime, float flashtime) |
3132 | { |
3133 | int w = ds->w, h = ds->h; |
3134 | int x, y, flashing = FALSE; |
3135 | |
3136 | if (flashtime > 0) { |
3137 | int frame = (int)(flashtime / FLASH_TIME); |
3138 | flashing = (frame % 2 == 0); |
3139 | } |
3140 | |
3141 | if (ds->dragging) { |
3142 | assert(ds->bl); |
3143 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
3144 | draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE); |
3145 | ds->dragging = FALSE; |
3146 | } |
3147 | |
3148 | if (!ds->started) { |
3149 | draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND); |
3150 | draw_rect(dr, BORDER - EDGE_THICKNESS + 1, BORDER - EDGE_THICKNESS + 1, |
3151 | w*TILE_SIZE + EDGE_THICKNESS*2 - 1, |
3152 | h*TILE_SIZE + EDGE_THICKNESS*2 - 1, COL_EDGE); |
3153 | draw_update(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT); |
3154 | ds->started = TRUE; |
3155 | } |
3156 | |
3157 | check_complete_in_play(state, NULL, ds->colour_scratch); |
3158 | |
3159 | for (y = 0; y < h; y++) |
3160 | for (x = 0; x < w; x++) { |
3161 | unsigned long flags = 0; |
3162 | int ddx = 0, ddy = 0; |
3163 | space *sp; |
3164 | int dx, dy; |
3165 | |
3166 | /* |
3167 | * Set up the flags for this square. Firstly, see if we |
3168 | * have edges. |
3169 | */ |
3170 | if (SPACE(state, x*2, y*2+1).flags & F_EDGE_SET) |
3171 | flags |= DRAW_EDGE_L; |
3172 | if (SPACE(state, x*2+2, y*2+1).flags & F_EDGE_SET) |
3173 | flags |= DRAW_EDGE_R; |
3174 | if (SPACE(state, x*2+1, y*2).flags & F_EDGE_SET) |
3175 | flags |= DRAW_EDGE_U; |
3176 | if (SPACE(state, x*2+1, y*2+2).flags & F_EDGE_SET) |
3177 | flags |= DRAW_EDGE_D; |
3178 | |
3179 | /* |
3180 | * Also, mark corners of neighbouring edges. |
3181 | */ |
3182 | if ((x > 0 && SPACE(state, x*2-1, y*2).flags & F_EDGE_SET) || |
3183 | (y > 0 && SPACE(state, x*2, y*2-1).flags & F_EDGE_SET)) |
3184 | flags |= DRAW_CORNER_UL; |
3185 | if ((x+1 < w && SPACE(state, x*2+3, y*2).flags & F_EDGE_SET) || |
3186 | (y > 0 && SPACE(state, x*2+2, y*2-1).flags & F_EDGE_SET)) |
3187 | flags |= DRAW_CORNER_UR; |
3188 | if ((x > 0 && SPACE(state, x*2-1, y*2+2).flags & F_EDGE_SET) || |
3189 | (y+1 < h && SPACE(state, x*2, y*2+3).flags & F_EDGE_SET)) |
3190 | flags |= DRAW_CORNER_DL; |
3191 | if ((x+1 < w && SPACE(state, x*2+3, y*2+2).flags & F_EDGE_SET) || |
3192 | (y+1 < h && SPACE(state, x*2+2, y*2+3).flags & F_EDGE_SET)) |
3193 | flags |= DRAW_CORNER_DR; |
3194 | |
3195 | /* |
3196 | * If this square is part of a valid region, paint it |
3197 | * that region's colour. Exception: if we're flashing, |
3198 | * everything goes briefly back to background colour. |
3199 | */ |
3200 | sp = &SPACE(state, x*2+1, y*2+1); |
3201 | if (ds->colour_scratch[y*w+x] && !flashing) { |
3202 | flags |= (ds->colour_scratch[y*w+x] == 2 ? |
3203 | DRAW_BLACK : DRAW_WHITE); |
3204 | } |
3205 | |
3206 | /* |
3207 | * If this square is associated with a dot but it isn't |
3208 | * part of a valid region, draw an arrow in it pointing |
3209 | * in the direction of that dot. |
3210 | * |
3211 | * Exception: if this is the source point of an active |
3212 | * drag, we don't draw the arrow. |
3213 | */ |
3214 | if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) { |
3215 | if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) { |
3216 | /* don't do it */ |
3217 | } else if (sp->doty != y*2+1 || sp->dotx != x*2+1) { |
3218 | flags |= DRAW_ARROW; |
3219 | ddy = sp->doty - (y*2+1); |
3220 | ddx = sp->dotx - (x*2+1); |
3221 | } |
3222 | } |
3223 | |
3224 | /* |
3225 | * Now go through the nine possible places we could |
3226 | * have dots. |
3227 | */ |
3228 | for (dy = 0; dy < 3; dy++) |
3229 | for (dx = 0; dx < 3; dx++) { |
3230 | sp = &SPACE(state, x*2+dx, y*2+dy); |
3231 | if (sp->flags & F_DOT) { |
3232 | unsigned long dotval = (sp->flags & F_DOT_BLACK ? |
3233 | DOT_BLACK : DOT_WHITE); |
3234 | flags |= dotval << (DOT_SHIFT_C + |
3235 | DOT_SHIFT_M*(dy*3+dx)); |
3236 | } |
3237 | } |
3238 | |
3239 | /* |
3240 | * Now we have everything we're going to need. Draw the |
3241 | * square. |
3242 | */ |
3243 | if (ds->grid[y*w+x] != flags || |
3244 | ds->dx[y*w+x] != ddx || |
3245 | ds->dy[y*w+x] != ddy) { |
3246 | draw_square(dr, ds, x, y, flags, ddx, ddy); |
3247 | ds->grid[y*w+x] = flags; |
3248 | ds->dx[y*w+x] = ddx; |
3249 | ds->dy[y*w+x] = ddy; |
3250 | } |
3251 | } |
3252 | |
3253 | if (ui->dragging) { |
3254 | ds->dragging = TRUE; |
3255 | ds->dragx = ui->dx - TILE_SIZE/2; |
3256 | ds->dragy = ui->dy - TILE_SIZE/2; |
3257 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
3258 | draw_arrow(dr, ds, ui->dx, ui->dy, |
3259 | SCOORD(ui->dotx) - ui->dx, |
3260 | SCOORD(ui->doty) - ui->dy); |
3261 | } |
3262 | #ifdef EDITOR |
3263 | { |
3264 | char buf[256]; |
3265 | if (state->cdiff != -1) |
3266 | sprintf(buf, "Puzzle is %s.", galaxies_diffnames[state->cdiff]); |
3267 | else |
3268 | buf[0] = '\0'; |
3269 | status_bar(dr, buf); |
3270 | } |
3271 | #endif |
3272 | } |
3273 | |
3274 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
3275 | int dir, game_ui *ui) |
3276 | { |
3277 | return 0.0F; |
3278 | } |
3279 | |
3280 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3281 | int dir, game_ui *ui) |
3282 | { |
3283 | if ((!oldstate->completed && newstate->completed) && |
3284 | !(newstate->used_solve)) |
3285 | return 3 * FLASH_TIME; |
3286 | else |
3287 | return 0.0F; |
3288 | } |
3289 | |
3290 | static int game_timing_state(game_state *state, game_ui *ui) |
3291 | { |
3292 | return TRUE; |
3293 | } |
3294 | |
3295 | #ifndef EDITOR |
3296 | static void game_print_size(game_params *params, float *x, float *y) |
3297 | { |
3298 | int pw, ph; |
3299 | |
3300 | /* |
3301 | * 8mm squares by default. (There isn't all that much detail |
3302 | * that needs to go in each square.) |
3303 | */ |
3304 | game_compute_size(params, 800, &pw, &ph); |
3305 | *x = pw / 100.0F; |
3306 | *y = ph / 100.0F; |
3307 | } |
3308 | |
3309 | static void game_print(drawing *dr, game_state *state, int sz) |
3310 | { |
3311 | int w = state->w, h = state->h; |
3312 | int white, black, blackish; |
3313 | int x, y, i, j; |
3314 | int *colours, *dsf; |
3315 | int *coords = NULL; |
3316 | int ncoords = 0, coordsize = 0; |
3317 | |
3318 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
3319 | game_drawstate ads, *ds = &ads; |
3320 | ds->tilesize = sz; |
3321 | |
3322 | white = print_grey_colour(dr, HATCH_CLEAR, 1.0F); |
3323 | black = print_grey_colour(dr, HATCH_SOLID, 0.0F); |
3324 | blackish = print_grey_colour(dr, HATCH_X, 0.5F); |
3325 | |
3326 | /* |
3327 | * Get the completion information. |
3328 | */ |
3329 | dsf = snewn(w * h, int); |
3330 | colours = snewn(w * h, int); |
3331 | check_complete_in_play(state, dsf, colours); |
3332 | |
3333 | /* |
3334 | * Draw the grid. |
3335 | */ |
3336 | print_line_width(dr, TILE_SIZE / 64); |
3337 | for (x = 1; x < w; x++) |
3338 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black); |
3339 | for (y = 1; y < h; y++) |
3340 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black); |
3341 | |
3342 | /* |
3343 | * Shade the completed regions. Just in case any particular |
3344 | * printing platform deals badly with adjacent |
3345 | * similarly-hatched regions, we'll fill each one as a single |
3346 | * polygon. |
3347 | */ |
3348 | for (i = 0; i < w*h; i++) { |
3349 | j = dsf_canonify(dsf, i); |
3350 | if (colours[j] != 0) { |
3351 | int dx, dy, t; |
3352 | |
3353 | /* |
3354 | * This is the first square we've run into belonging to |
3355 | * this polyomino, which means an edge of the polyomino |
3356 | * is certain to be to our left. (After we finish |
3357 | * tracing round it, we'll set the colours[] entry to |
3358 | * zero to prevent accidentally doing it again.) |
3359 | */ |
3360 | |
3361 | x = i % w; |
3362 | y = i / w; |
3363 | dx = -1; |
3364 | dy = 0; |
3365 | ncoords = 0; |
3366 | while (1) { |
3367 | /* |
3368 | * We are currently sitting on square (x,y), which |
3369 | * we know to be in our polyomino, and we also know |
3370 | * that (x+dx,y+dy) is not. The way I visualise |
3371 | * this is that we're standing to the right of a |
3372 | * boundary line, stretching our left arm out to |
3373 | * point to the exterior square on the far side. |
3374 | */ |
3375 | |
3376 | /* |
3377 | * First, check if we've gone round the entire |
3378 | * polyomino. |
3379 | */ |
3380 | if (ncoords > 0 && |
3381 | (x == i%w && y == i/w && dx == -1 && dy == 0)) |
3382 | break; |
3383 | |
3384 | /* |
3385 | * Add to our coordinate list the coordinate |
3386 | * backwards and to the left of where we are. |
3387 | */ |
3388 | if (ncoords + 2 > coordsize) { |
3389 | coordsize = (ncoords * 3 / 2) + 64; |
3390 | coords = sresize(coords, coordsize, int); |
3391 | } |
3392 | coords[ncoords++] = COORD((2*x+1 + dx + dy) / 2); |
3393 | coords[ncoords++] = COORD((2*y+1 + dy - dx) / 2); |
3394 | |
3395 | /* |
3396 | * Follow the edge round. If the square directly in |
3397 | * front of us is not part of the polyomino, we |
3398 | * turn right; if it is and so is the square in |
3399 | * front of (x+dx,y+dy), we turn left; otherwise we |
3400 | * go straight on. |
3401 | */ |
3402 | if (x-dy < 0 || x-dy >= w || y+dx < 0 || y+dx >= h || |
3403 | dsf_canonify(dsf, (y+dx)*w+(x-dy)) != j) { |
3404 | /* Turn right. */ |
3405 | t = dx; |
3406 | dx = -dy; |
3407 | dy = t; |
3408 | } else if (x+dx-dy >= 0 && x+dx-dy < w && |
3409 | y+dy+dx >= 0 && y+dy+dx < h && |
3410 | dsf_canonify(dsf, (y+dy+dx)*w+(x+dx-dy)) == j) { |
3411 | /* Turn left. */ |
3412 | x += dx; |
3413 | y += dy; |
3414 | t = dx; |
3415 | dx = dy; |
3416 | dy = -t; |
3417 | x -= dx; |
3418 | y -= dy; |
3419 | } else { |
3420 | /* Straight on. */ |
3421 | x -= dy; |
3422 | y += dx; |
3423 | } |
3424 | } |
3425 | |
3426 | /* |
3427 | * Now we have our polygon complete, so fill it. |
3428 | */ |
3429 | draw_polygon(dr, coords, ncoords/2, |
3430 | colours[j] == 2 ? blackish : -1, black); |
3431 | |
3432 | /* |
3433 | * And mark this polyomino as done. |
3434 | */ |
3435 | colours[j] = 0; |
3436 | } |
3437 | } |
3438 | |
3439 | /* |
3440 | * Draw the edges. |
3441 | */ |
3442 | for (y = 0; y <= h; y++) |
3443 | for (x = 0; x <= w; x++) { |
3444 | if (x < w && SPACE(state, x*2+1, y*2).flags & F_EDGE_SET) |
3445 | draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS, |
3446 | EDGE_THICKNESS * 2 + TILE_SIZE, EDGE_THICKNESS * 2, |
3447 | black); |
3448 | if (y < h && SPACE(state, x*2, y*2+1).flags & F_EDGE_SET) |
3449 | draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS, |
3450 | EDGE_THICKNESS * 2, EDGE_THICKNESS * 2 + TILE_SIZE, |
3451 | black); |
3452 | } |
3453 | |
3454 | /* |
3455 | * Draw the dots. |
3456 | */ |
3457 | for (y = 0; y <= 2*h; y++) |
3458 | for (x = 0; x <= 2*w; x++) |
3459 | if (SPACE(state, x, y).flags & F_DOT) { |
2769dce5 |
3460 | draw_circle(dr, (int)COORD(x/2.0), (int)COORD(y/2.0), DOT_SIZE, |
ab3a1e43 |
3461 | (SPACE(state, x, y).flags & F_DOT_BLACK ? |
3462 | black : white), black); |
3463 | } |
3464 | |
3465 | sfree(dsf); |
3466 | sfree(colours); |
3467 | sfree(coords); |
3468 | } |
3469 | #endif |
3470 | |
3471 | #ifdef COMBINED |
3472 | #define thegame galaxies |
3473 | #endif |
3474 | |
3475 | const struct game thegame = { |
3476 | "Galaxies", "games.galaxies", "galaxies", |
3477 | default_params, |
3478 | game_fetch_preset, |
3479 | decode_params, |
3480 | encode_params, |
3481 | free_params, |
3482 | dup_params, |
3483 | TRUE, game_configure, custom_params, |
3484 | validate_params, |
3485 | new_game_desc, |
3486 | validate_desc, |
3487 | new_game, |
3488 | dup_game, |
3489 | free_game, |
3490 | #ifdef EDITOR |
3491 | FALSE, NULL, |
3492 | #else |
3493 | TRUE, solve_game, |
3494 | #endif |
3495 | TRUE, game_text_format, |
3496 | new_ui, |
3497 | free_ui, |
3498 | encode_ui, |
3499 | decode_ui, |
3500 | game_changed_state, |
3501 | interpret_move, |
3502 | execute_move, |
3503 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3504 | game_colours, |
3505 | game_new_drawstate, |
3506 | game_free_drawstate, |
3507 | game_redraw, |
3508 | game_anim_length, |
3509 | game_flash_length, |
3510 | #ifdef EDITOR |
3511 | FALSE, FALSE, NULL, NULL, |
3512 | TRUE, /* wants_statusbar */ |
3513 | #else |
a0f67a83 |
3514 | TRUE, FALSE, game_print_size, game_print, |
ab3a1e43 |
3515 | FALSE, /* wants_statusbar */ |
3516 | #endif |
3517 | FALSE, game_timing_state, |
cb0c7d4a |
3518 | REQUIRE_RBUTTON, /* flags */ |
ab3a1e43 |
3519 | }; |
3520 | |
3521 | #ifdef STANDALONE_SOLVER |
3522 | |
3523 | const char *quis; |
3524 | |
3525 | #include <time.h> |
3526 | |
3527 | static void usage_exit(const char *msg) |
3528 | { |
3529 | if (msg) |
3530 | fprintf(stderr, "%s: %s\n", quis, msg); |
3531 | fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis); |
3532 | exit(1); |
3533 | } |
3534 | |
3535 | static void dump_state(game_state *state) |
3536 | { |
3537 | char *temp = game_text_format(state); |
3538 | printf("%s\n", temp); |
3539 | sfree(temp); |
3540 | } |
3541 | |
3542 | static int gen(game_params *p, random_state *rs, int debug) |
3543 | { |
3544 | char *desc; |
3545 | int diff; |
3546 | game_state *state; |
3547 | |
3548 | #ifndef DEBUGGING |
3549 | solver_show_working = debug; |
3550 | #endif |
3551 | printf("Generating a %dx%d %s puzzle.\n", |
3552 | p->w, p->h, galaxies_diffnames[p->diff]); |
3553 | |
3554 | desc = new_game_desc(p, rs, NULL, 0); |
3555 | state = new_game(NULL, p, desc); |
3556 | dump_state(state); |
3557 | |
736417dc |
3558 | diff = solver_state(state, DIFF_UNREASONABLE); |
ab3a1e43 |
3559 | printf("Generated %s game %dx%d:%s\n", |
3560 | galaxies_diffnames[diff], p->w, p->h, desc); |
3561 | dump_state(state); |
3562 | |
3563 | free_game(state); |
3564 | sfree(desc); |
3565 | |
3566 | return diff; |
3567 | } |
3568 | |
3569 | static void soak(game_params *p, random_state *rs) |
3570 | { |
3571 | time_t tt_start, tt_now, tt_last; |
3572 | char *desc; |
3573 | game_state *st; |
3574 | int diff, n = 0, i, diffs[DIFF_MAX], ndots = 0, nspaces = 0; |
3575 | |
3576 | #ifndef DEBUGGING |
3577 | solver_show_working = 0; |
3578 | #endif |
3579 | tt_start = tt_now = time(NULL); |
3580 | for (i = 0; i < DIFF_MAX; i++) diffs[i] = 0; |
3581 | maxtries = 1; |
3582 | |
3583 | printf("Soak-generating a %dx%d grid, max. diff %s.\n", |
3584 | p->w, p->h, galaxies_diffnames[p->diff]); |
3585 | printf(" ["); |
3586 | for (i = 0; i < DIFF_MAX; i++) |
3587 | printf("%s%s", (i == 0) ? "" : ", ", galaxies_diffnames[i]); |
3588 | printf("]\n"); |
3589 | |
3590 | while (1) { |
3591 | desc = new_game_desc(p, rs, NULL, 0); |
3592 | st = new_game(NULL, p, desc); |
3593 | diff = solver_state(st, p->diff); |
3594 | nspaces += st->w*st->h; |
3595 | for (i = 0; i < st->sx*st->sy; i++) |
3596 | if (st->grid[i].flags & F_DOT) ndots++; |
3597 | free_game(st); |
3598 | sfree(desc); |
3599 | |
3600 | diffs[diff]++; |
3601 | n++; |
3602 | tt_last = time(NULL); |
3603 | if (tt_last > tt_now) { |
3604 | tt_now = tt_last; |
3605 | printf("%d total, %3.1f/s, [", |
3606 | n, (double)n / ((double)tt_now - tt_start)); |
3607 | for (i = 0; i < DIFF_MAX; i++) |
3608 | printf("%s%.1f%%", (i == 0) ? "" : ", ", |
3609 | 100.0 * ((double)diffs[i] / (double)n)); |
3610 | printf("], %.1f%% dots\n", |
3611 | 100.0 * ((double)ndots / (double)nspaces)); |
3612 | } |
3613 | } |
3614 | } |
3615 | |
3616 | int main(int argc, char **argv) |
3617 | { |
3618 | game_params *p; |
3619 | char *id = NULL, *desc, *err; |
3620 | game_state *s; |
3621 | int diff, do_soak = 0, verbose = 0; |
3622 | random_state *rs; |
3623 | time_t seed = time(NULL); |
3624 | |
3625 | quis = argv[0]; |
3626 | while (--argc > 0) { |
3627 | char *p = *++argv; |
3628 | if (!strcmp(p, "-v")) { |
3629 | verbose = 1; |
3630 | } else if (!strcmp(p, "--seed")) { |
3631 | if (argc == 0) usage_exit("--seed needs an argument"); |
3632 | seed = (time_t)atoi(*++argv); |
3633 | argc--; |
3634 | } else if (!strcmp(p, "--soak")) { |
3635 | do_soak = 1; |
3636 | } else if (*p == '-') { |
3637 | usage_exit("unrecognised option"); |
3638 | } else { |
3639 | id = p; |
3640 | } |
3641 | } |
3642 | |
3643 | maxtries = 50; |
3644 | |
3645 | p = default_params(); |
3646 | rs = random_new((void*)&seed, sizeof(time_t)); |
3647 | |
3648 | if (do_soak) { |
3649 | if (!id) usage_exit("need one argument for --soak"); |
3650 | decode_params(p, *argv); |
3651 | soak(p, rs); |
3652 | return 0; |
3653 | } |
3654 | |
3655 | if (!id) { |
3656 | while (1) { |
3657 | p->w = random_upto(rs, 15) + 3; |
3658 | p->h = random_upto(rs, 15) + 3; |
736417dc |
3659 | p->diff = random_upto(rs, DIFF_UNREASONABLE); |
ab3a1e43 |
3660 | diff = gen(p, rs, 0); |
3661 | } |
3662 | return 0; |
3663 | } |
3664 | |
3665 | desc = strchr(id, ':'); |
3666 | if (!desc) { |
3667 | decode_params(p, id); |
3668 | gen(p, rs, verbose); |
3669 | } else { |
3670 | #ifndef DEBUGGING |
3671 | solver_show_working = 1; |
3672 | #endif |
3673 | *desc++ = '\0'; |
3674 | decode_params(p, id); |
3675 | err = validate_desc(p, desc); |
3676 | if (err) { |
3677 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3678 | exit(1); |
3679 | } |
3680 | s = new_game(NULL, p, desc); |
736417dc |
3681 | diff = solver_state(s, DIFF_UNREASONABLE); |
ab3a1e43 |
3682 | dump_state(s); |
3683 | printf("Puzzle is %s.\n", galaxies_diffnames[diff]); |
3684 | free_game(s); |
3685 | } |
3686 | |
3687 | free_params(p); |
3688 | |
3689 | return 0; |
3690 | } |
3691 | |
3692 | #endif |
3693 | |
9dce977f |
3694 | #ifdef STANDALONE_PICTURE_GENERATOR |
3695 | |
3696 | /* |
3697 | * Main program for the standalone picture generator. To use it, |
3698 | * simply provide it with an XBM-format bitmap file (note XBM, not |
3699 | * XPM) on standard input, and it will output a game ID in return. |
3700 | * For example: |
3701 | * |
3702 | * $ ./galaxiespicture < badly-drawn-cat.xbm |
3703 | * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg |
3704 | * |
3705 | * If you want a puzzle with a non-standard difficulty level, pass |
3706 | * a partial parameters string as a command-line argument (e.g. |
3707 | * `./galaxiespicture du < foo.xbm', where `du' is the same suffix |
3708 | * which if it appeared in a random-seed game ID would set the |
3709 | * difficulty level to Unreasonable). However, be aware that if the |
3710 | * generator fails to produce an adequately difficult puzzle too |
3711 | * many times then it will give up and return an easier one (just |
3712 | * as it does during normal GUI play). To be sure you really have |
3713 | * the difficulty you asked for, use galaxiessolver to |
3714 | * double-check. |
3715 | * |
3716 | * (Perhaps I ought to include an option to make this standalone |
3717 | * generator carry on looping until it really does get the right |
3718 | * difficulty. Hmmm.) |
3719 | */ |
3720 | |
3721 | #include <time.h> |
3722 | |
3723 | int main(int argc, char **argv) |
3724 | { |
3725 | game_params *par; |
3726 | char *params, *desc; |
3727 | random_state *rs; |
3728 | time_t seed = time(NULL); |
3729 | char buf[4096]; |
3730 | int i; |
3731 | int x, y; |
3732 | |
3733 | par = default_params(); |
3734 | if (argc > 1) |
3735 | decode_params(par, argv[1]); /* get difficulty */ |
3736 | par->w = par->h = -1; |
3737 | |
3738 | /* |
3739 | * Now read an XBM file from standard input. This is simple and |
3740 | * hacky and will do very little error detection, so don't feed |
3741 | * it bogus data. |
3742 | */ |
3743 | picture = NULL; |
3744 | x = y = 0; |
3745 | while (fgets(buf, sizeof(buf), stdin)) { |
3746 | buf[strcspn(buf, "\r\n")] = '\0'; |
3747 | if (!strncmp(buf, "#define", 7)) { |
3748 | /* |
3749 | * Lines starting `#define' give the width and height. |
3750 | */ |
3751 | char *num = buf + strlen(buf); |
3752 | char *symend; |
3753 | |
3754 | while (num > buf && isdigit((unsigned char)num[-1])) |
3755 | num--; |
3756 | symend = num; |
3757 | while (symend > buf && isspace((unsigned char)symend[-1])) |
3758 | symend--; |
3759 | |
3760 | if (symend-5 >= buf && !strncmp(symend-5, "width", 5)) |
3761 | par->w = atoi(num); |
3762 | else if (symend-6 >= buf && !strncmp(symend-6, "height", 6)) |
3763 | par->h = atoi(num); |
3764 | } else { |
3765 | /* |
3766 | * Otherwise, break the string up into words and take |
3767 | * any word of the form `0x' plus hex digits to be a |
3768 | * byte. |
3769 | */ |
3770 | char *p, *wordstart; |
3771 | |
3772 | if (!picture) { |
3773 | if (par->w < 0 || par->h < 0) { |
3774 | printf("failed to read width and height\n"); |
3775 | return 1; |
3776 | } |
3777 | picture = snewn(par->w * par->h, int); |
3778 | for (i = 0; i < par->w * par->h; i++) |
3779 | picture[i] = -1; |
3780 | } |
3781 | |
3782 | p = buf; |
3783 | while (*p) { |
3784 | while (*p && (*p == ',' || isspace((unsigned char)*p))) |
3785 | p++; |
3786 | wordstart = p; |
3787 | while (*p && !(*p == ',' || *p == '}' || |
3788 | isspace((unsigned char)*p))) |
3789 | p++; |
3790 | if (*p) |
3791 | *p++ = '\0'; |
3792 | |
3793 | if (wordstart[0] == '0' && |
3794 | (wordstart[1] == 'x' || wordstart[1] == 'X') && |
3795 | !wordstart[2 + strspn(wordstart+2, |
3796 | "0123456789abcdefABCDEF")]) { |
3797 | unsigned long byte = strtoul(wordstart+2, NULL, 16); |
3798 | for (i = 0; i < 8; i++) { |
3799 | int bit = (byte >> i) & 1; |
3800 | if (y < par->h && x < par->w) |
3801 | picture[y * par->w + x] = bit; |
3802 | x++; |
3803 | } |
3804 | |
3805 | if (x >= par->w) { |
3806 | x = 0; |
3807 | y++; |
3808 | } |
3809 | } |
3810 | } |
3811 | } |
3812 | } |
3813 | |
3814 | for (i = 0; i < par->w * par->h; i++) |
3815 | if (picture[i] < 0) { |
3816 | fprintf(stderr, "failed to read enough bitmap data\n"); |
3817 | return 1; |
3818 | } |
3819 | |
3820 | rs = random_new((void*)&seed, sizeof(time_t)); |
3821 | |
3822 | desc = new_game_desc(par, rs, NULL, FALSE); |
3823 | params = encode_params(par, FALSE); |
3824 | printf("%s:%s\n", params, desc); |
3825 | |
3826 | sfree(desc); |
3827 | sfree(params); |
3828 | free_params(par); |
3829 | random_free(rs); |
3830 | |
3831 | return 0; |
3832 | } |
3833 | |
3834 | #endif |
3835 | |
ab3a1e43 |
3836 | /* vim: set shiftwidth=4 tabstop=8: */ |