c51c7de6 |
1 | /* |
2 | * map.c: Game involving four-colouring a map. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
c51c7de6 |
8 | * - clue marking |
9 | * - more solver brains? |
10 | * - better four-colouring algorithm? |
11 | * - pencil marks? |
12 | */ |
13 | |
14 | #include <stdio.h> |
15 | #include <stdlib.h> |
16 | #include <string.h> |
17 | #include <assert.h> |
18 | #include <ctype.h> |
19 | #include <math.h> |
20 | |
21 | #include "puzzles.h" |
22 | |
23 | /* |
24 | * I don't seriously anticipate wanting to change the number of |
25 | * colours used in this game, but it doesn't cost much to use a |
26 | * #define just in case :-) |
27 | */ |
28 | #define FOUR 4 |
29 | #define THREE (FOUR-1) |
30 | #define FIVE (FOUR+1) |
31 | #define SIX (FOUR+2) |
32 | |
33 | /* |
34 | * Ghastly run-time configuration option, just for Gareth (again). |
35 | */ |
36 | static int flash_type = -1; |
37 | static float flash_length; |
38 | |
39 | /* |
40 | * Difficulty levels. I do some macro ickery here to ensure that my |
41 | * enum and the various forms of my name list always match up. |
42 | */ |
43 | #define DIFFLIST(A) \ |
44 | A(EASY,Easy,e) \ |
45 | A(NORMAL,Normal,n) |
46 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
47 | #define TITLE(upper,title,lower) #title, |
48 | #define ENCODE(upper,title,lower) #lower |
49 | #define CONFIG(upper,title,lower) ":" #title |
50 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
51 | static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; |
52 | static char const map_diffchars[] = DIFFLIST(ENCODE); |
53 | #define DIFFCONFIG DIFFLIST(CONFIG) |
54 | |
55 | enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ |
56 | |
57 | enum { |
58 | COL_BACKGROUND, |
59 | COL_GRID, |
60 | COL_0, COL_1, COL_2, COL_3, |
756a9f15 |
61 | COL_ERROR, COL_ERRTEXT, |
c51c7de6 |
62 | NCOLOURS |
63 | }; |
64 | |
65 | struct game_params { |
66 | int w, h, n, diff; |
67 | }; |
68 | |
69 | struct map { |
70 | int refcount; |
71 | int *map; |
72 | int *graph; |
73 | int n; |
74 | int ngraph; |
75 | int *immutable; |
756a9f15 |
76 | int *edgex, *edgey; /* positions of a point on each edge */ |
c51c7de6 |
77 | }; |
78 | |
79 | struct game_state { |
80 | game_params p; |
81 | struct map *map; |
82 | int *colouring; |
83 | int completed, cheated; |
84 | }; |
85 | |
86 | static game_params *default_params(void) |
87 | { |
88 | game_params *ret = snew(game_params); |
89 | |
90 | ret->w = 20; |
91 | ret->h = 15; |
92 | ret->n = 30; |
93 | ret->diff = DIFF_NORMAL; |
94 | |
95 | return ret; |
96 | } |
97 | |
98 | static const struct game_params map_presets[] = { |
99 | {20, 15, 30, DIFF_EASY}, |
100 | {20, 15, 30, DIFF_NORMAL}, |
101 | {30, 25, 75, DIFF_NORMAL}, |
102 | }; |
103 | |
104 | static int game_fetch_preset(int i, char **name, game_params **params) |
105 | { |
106 | game_params *ret; |
107 | char str[80]; |
108 | |
109 | if (i < 0 || i >= lenof(map_presets)) |
110 | return FALSE; |
111 | |
112 | ret = snew(game_params); |
113 | *ret = map_presets[i]; |
114 | |
115 | sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, |
116 | map_diffnames[ret->diff]); |
117 | |
118 | *name = dupstr(str); |
119 | *params = ret; |
120 | return TRUE; |
121 | } |
122 | |
123 | static void free_params(game_params *params) |
124 | { |
125 | sfree(params); |
126 | } |
127 | |
128 | static game_params *dup_params(game_params *params) |
129 | { |
130 | game_params *ret = snew(game_params); |
131 | *ret = *params; /* structure copy */ |
132 | return ret; |
133 | } |
134 | |
135 | static void decode_params(game_params *params, char const *string) |
136 | { |
137 | char const *p = string; |
138 | |
139 | params->w = atoi(p); |
140 | while (*p && isdigit((unsigned char)*p)) p++; |
141 | if (*p == 'x') { |
142 | p++; |
143 | params->h = atoi(p); |
144 | while (*p && isdigit((unsigned char)*p)) p++; |
145 | } else { |
146 | params->h = params->w; |
147 | } |
148 | if (*p == 'n') { |
149 | p++; |
150 | params->n = atoi(p); |
151 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
152 | } else { |
153 | params->n = params->w * params->h / 8; |
154 | } |
155 | if (*p == 'd') { |
156 | int i; |
157 | p++; |
158 | for (i = 0; i < DIFFCOUNT; i++) |
159 | if (*p == map_diffchars[i]) |
160 | params->diff = i; |
161 | if (*p) p++; |
162 | } |
163 | } |
164 | |
165 | static char *encode_params(game_params *params, int full) |
166 | { |
167 | char ret[400]; |
168 | |
169 | sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); |
170 | if (full) |
171 | sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); |
172 | |
173 | return dupstr(ret); |
174 | } |
175 | |
176 | static config_item *game_configure(game_params *params) |
177 | { |
178 | config_item *ret; |
179 | char buf[80]; |
180 | |
181 | ret = snewn(5, config_item); |
182 | |
183 | ret[0].name = "Width"; |
184 | ret[0].type = C_STRING; |
185 | sprintf(buf, "%d", params->w); |
186 | ret[0].sval = dupstr(buf); |
187 | ret[0].ival = 0; |
188 | |
189 | ret[1].name = "Height"; |
190 | ret[1].type = C_STRING; |
191 | sprintf(buf, "%d", params->h); |
192 | ret[1].sval = dupstr(buf); |
193 | ret[1].ival = 0; |
194 | |
195 | ret[2].name = "Regions"; |
196 | ret[2].type = C_STRING; |
197 | sprintf(buf, "%d", params->n); |
198 | ret[2].sval = dupstr(buf); |
199 | ret[2].ival = 0; |
200 | |
201 | ret[3].name = "Difficulty"; |
202 | ret[3].type = C_CHOICES; |
203 | ret[3].sval = DIFFCONFIG; |
204 | ret[3].ival = params->diff; |
205 | |
206 | ret[4].name = NULL; |
207 | ret[4].type = C_END; |
208 | ret[4].sval = NULL; |
209 | ret[4].ival = 0; |
210 | |
211 | return ret; |
212 | } |
213 | |
214 | static game_params *custom_params(config_item *cfg) |
215 | { |
216 | game_params *ret = snew(game_params); |
217 | |
218 | ret->w = atoi(cfg[0].sval); |
219 | ret->h = atoi(cfg[1].sval); |
220 | ret->n = atoi(cfg[2].sval); |
221 | ret->diff = cfg[3].ival; |
222 | |
223 | return ret; |
224 | } |
225 | |
226 | static char *validate_params(game_params *params, int full) |
227 | { |
228 | if (params->w < 2 || params->h < 2) |
229 | return "Width and height must be at least two"; |
230 | if (params->n < 5) |
231 | return "Must have at least five regions"; |
232 | if (params->n > params->w * params->h) |
233 | return "Too many regions to fit in grid"; |
234 | return NULL; |
235 | } |
236 | |
237 | /* ---------------------------------------------------------------------- |
238 | * Cumulative frequency table functions. |
239 | */ |
240 | |
241 | /* |
242 | * Initialise a cumulative frequency table. (Hardly worth writing |
243 | * this function; all it does is to initialise everything in the |
244 | * array to zero.) |
245 | */ |
246 | static void cf_init(int *table, int n) |
247 | { |
248 | int i; |
249 | |
250 | for (i = 0; i < n; i++) |
251 | table[i] = 0; |
252 | } |
253 | |
254 | /* |
255 | * Increment the count of symbol `sym' by `count'. |
256 | */ |
257 | static void cf_add(int *table, int n, int sym, int count) |
258 | { |
259 | int bit; |
260 | |
261 | bit = 1; |
262 | while (sym != 0) { |
263 | if (sym & bit) { |
264 | table[sym] += count; |
265 | sym &= ~bit; |
266 | } |
267 | bit <<= 1; |
268 | } |
269 | |
270 | table[0] += count; |
271 | } |
272 | |
273 | /* |
274 | * Cumulative frequency lookup: return the total count of symbols |
275 | * with value less than `sym'. |
276 | */ |
277 | static int cf_clookup(int *table, int n, int sym) |
278 | { |
279 | int bit, index, limit, count; |
280 | |
281 | if (sym == 0) |
282 | return 0; |
283 | |
284 | assert(0 < sym && sym <= n); |
285 | |
286 | count = table[0]; /* start with the whole table size */ |
287 | |
288 | bit = 1; |
289 | while (bit < n) |
290 | bit <<= 1; |
291 | |
292 | limit = n; |
293 | |
294 | while (bit > 0) { |
295 | /* |
296 | * Find the least number with its lowest set bit in this |
297 | * position which is greater than or equal to sym. |
298 | */ |
299 | index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; |
300 | |
301 | if (index < limit) { |
302 | count -= table[index]; |
303 | limit = index; |
304 | } |
305 | |
306 | bit >>= 1; |
307 | } |
308 | |
309 | return count; |
310 | } |
311 | |
312 | /* |
313 | * Single frequency lookup: return the count of symbol `sym'. |
314 | */ |
315 | static int cf_slookup(int *table, int n, int sym) |
316 | { |
317 | int count, bit; |
318 | |
319 | assert(0 <= sym && sym < n); |
320 | |
321 | count = table[sym]; |
322 | |
323 | for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) |
324 | count -= table[sym+bit]; |
325 | |
326 | return count; |
327 | } |
328 | |
329 | /* |
330 | * Return the largest symbol index such that the cumulative |
331 | * frequency up to that symbol is less than _or equal to_ count. |
332 | */ |
333 | static int cf_whichsym(int *table, int n, int count) { |
334 | int bit, sym, top; |
335 | |
336 | assert(count >= 0 && count < table[0]); |
337 | |
338 | bit = 1; |
339 | while (bit < n) |
340 | bit <<= 1; |
341 | |
342 | sym = 0; |
343 | top = table[0]; |
344 | |
345 | while (bit > 0) { |
346 | if (sym+bit < n) { |
347 | if (count >= top - table[sym+bit]) |
348 | sym += bit; |
349 | else |
350 | top -= table[sym+bit]; |
351 | } |
352 | |
353 | bit >>= 1; |
354 | } |
355 | |
356 | return sym; |
357 | } |
358 | |
359 | /* ---------------------------------------------------------------------- |
360 | * Map generation. |
361 | * |
362 | * FIXME: this isn't entirely optimal at present, because it |
363 | * inherently prioritises growing the largest region since there |
364 | * are more squares adjacent to it. This acts as a destabilising |
365 | * influence leading to a few large regions and mostly small ones. |
366 | * It might be better to do it some other way. |
367 | */ |
368 | |
369 | #define WEIGHT_INCREASED 2 /* for increased perimeter */ |
370 | #define WEIGHT_DECREASED 4 /* for decreased perimeter */ |
371 | #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ |
372 | |
373 | /* |
374 | * Look at a square and decide which colours can be extended into |
375 | * it. |
376 | * |
377 | * If called with index < 0, it adds together one of |
378 | * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each |
379 | * colour that has a valid extension (according to the effect that |
380 | * it would have on the perimeter of the region being extended) and |
381 | * returns the overall total. |
382 | * |
383 | * If called with index >= 0, it returns one of the possible |
384 | * colours depending on the value of index, in such a way that the |
385 | * number of possible inputs which would give rise to a given |
386 | * return value correspond to the weight of that value. |
387 | */ |
388 | static int extend_options(int w, int h, int n, int *map, |
389 | int x, int y, int index) |
390 | { |
391 | int c, i, dx, dy; |
392 | int col[8]; |
393 | int total = 0; |
394 | |
395 | if (map[y*w+x] >= 0) { |
396 | assert(index < 0); |
397 | return 0; /* can't do this square at all */ |
398 | } |
399 | |
400 | /* |
401 | * Fetch the eight neighbours of this square, in order around |
402 | * the square. |
403 | */ |
404 | for (dy = -1; dy <= +1; dy++) |
405 | for (dx = -1; dx <= +1; dx++) { |
406 | int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); |
407 | if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) |
408 | col[index] = map[(y+dy)*w+(x+dx)]; |
409 | else |
410 | col[index] = -1; |
411 | } |
412 | |
413 | /* |
414 | * Iterate over each colour that might be feasible. |
415 | * |
416 | * FIXME: this routine currently has O(n) running time. We |
417 | * could turn it into O(FOUR) by only bothering to iterate over |
418 | * the colours mentioned in the four neighbouring squares. |
419 | */ |
420 | |
421 | for (c = 0; c < n; c++) { |
422 | int count, neighbours, runs; |
423 | |
424 | /* |
425 | * One of the even indices of col (representing the |
426 | * orthogonal neighbours of this square) must be equal to |
427 | * c, or else this square is not adjacent to region c and |
428 | * obviously cannot become an extension of it at this time. |
429 | */ |
430 | neighbours = 0; |
431 | for (i = 0; i < 8; i += 2) |
432 | if (col[i] == c) |
433 | neighbours++; |
434 | if (!neighbours) |
435 | continue; |
436 | |
437 | /* |
438 | * Now we know this square is adjacent to region c. The |
439 | * next question is, would extending it cause the region to |
440 | * become non-simply-connected? If so, we mustn't do it. |
441 | * |
442 | * We determine this by looking around col to see if we can |
443 | * find more than one separate run of colour c. |
444 | */ |
445 | runs = 0; |
446 | for (i = 0; i < 8; i++) |
447 | if (col[i] == c && col[(i+1) & 7] != c) |
448 | runs++; |
449 | if (runs > 1) |
450 | continue; |
451 | |
452 | assert(runs == 1); |
453 | |
454 | /* |
455 | * This square is a possibility. Determine its effect on |
456 | * the region's perimeter (computed from the number of |
457 | * orthogonal neighbours - 1 means a perimeter increase, 3 |
458 | * a decrease, 2 no change; 4 is impossible because the |
459 | * region would already not be simply connected) and we're |
460 | * done. |
461 | */ |
462 | assert(neighbours > 0 && neighbours < 4); |
463 | count = (neighbours == 1 ? WEIGHT_INCREASED : |
464 | neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); |
465 | |
466 | total += count; |
467 | if (index >= 0 && index < count) |
468 | return c; |
469 | else |
470 | index -= count; |
471 | } |
472 | |
473 | assert(index < 0); |
474 | |
475 | return total; |
476 | } |
477 | |
478 | static void genmap(int w, int h, int n, int *map, random_state *rs) |
479 | { |
480 | int wh = w*h; |
481 | int x, y, i, k; |
482 | int *tmp; |
483 | |
484 | assert(n <= wh); |
485 | tmp = snewn(wh, int); |
486 | |
487 | /* |
488 | * Clear the map, and set up `tmp' as a list of grid indices. |
489 | */ |
490 | for (i = 0; i < wh; i++) { |
491 | map[i] = -1; |
492 | tmp[i] = i; |
493 | } |
494 | |
495 | /* |
496 | * Place the region seeds by selecting n members from `tmp'. |
497 | */ |
498 | k = wh; |
499 | for (i = 0; i < n; i++) { |
500 | int j = random_upto(rs, k); |
501 | map[tmp[j]] = i; |
502 | tmp[j] = tmp[--k]; |
503 | } |
504 | |
505 | /* |
506 | * Re-initialise `tmp' as a cumulative frequency table. This |
507 | * will store the number of possible region colours we can |
508 | * extend into each square. |
509 | */ |
510 | cf_init(tmp, wh); |
511 | |
512 | /* |
513 | * Go through the grid and set up the initial cumulative |
514 | * frequencies. |
515 | */ |
516 | for (y = 0; y < h; y++) |
517 | for (x = 0; x < w; x++) |
518 | cf_add(tmp, wh, y*w+x, |
519 | extend_options(w, h, n, map, x, y, -1)); |
520 | |
521 | /* |
522 | * Now repeatedly choose a square we can extend a region into, |
523 | * and do so. |
524 | */ |
525 | while (tmp[0] > 0) { |
526 | int k = random_upto(rs, tmp[0]); |
527 | int sq; |
528 | int colour; |
529 | int xx, yy; |
530 | |
531 | sq = cf_whichsym(tmp, wh, k); |
532 | k -= cf_clookup(tmp, wh, sq); |
533 | x = sq % w; |
534 | y = sq / w; |
535 | colour = extend_options(w, h, n, map, x, y, k); |
536 | |
537 | map[sq] = colour; |
538 | |
539 | /* |
540 | * Re-scan the nine cells around the one we've just |
541 | * modified. |
542 | */ |
543 | for (yy = max(y-1, 0); yy < min(y+2, h); yy++) |
544 | for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { |
545 | cf_add(tmp, wh, yy*w+xx, |
546 | -cf_slookup(tmp, wh, yy*w+xx) + |
547 | extend_options(w, h, n, map, xx, yy, -1)); |
548 | } |
549 | } |
550 | |
551 | /* |
552 | * Finally, go through and normalise the region labels into |
553 | * order, meaning that indistinguishable maps are actually |
554 | * identical. |
555 | */ |
556 | for (i = 0; i < n; i++) |
557 | tmp[i] = -1; |
558 | k = 0; |
559 | for (i = 0; i < wh; i++) { |
560 | assert(map[i] >= 0); |
561 | if (tmp[map[i]] < 0) |
562 | tmp[map[i]] = k++; |
563 | map[i] = tmp[map[i]]; |
564 | } |
565 | |
566 | sfree(tmp); |
567 | } |
568 | |
569 | /* ---------------------------------------------------------------------- |
570 | * Functions to handle graphs. |
571 | */ |
572 | |
573 | /* |
574 | * Having got a map in a square grid, convert it into a graph |
575 | * representation. |
576 | */ |
577 | static int gengraph(int w, int h, int n, int *map, int *graph) |
578 | { |
579 | int i, j, x, y; |
580 | |
581 | /* |
582 | * Start by setting the graph up as an adjacency matrix. We'll |
583 | * turn it into a list later. |
584 | */ |
585 | for (i = 0; i < n*n; i++) |
586 | graph[i] = 0; |
587 | |
588 | /* |
589 | * Iterate over the map looking for all adjacencies. |
590 | */ |
591 | for (y = 0; y < h; y++) |
592 | for (x = 0; x < w; x++) { |
593 | int v, vx, vy; |
594 | v = map[y*w+x]; |
595 | if (x+1 < w && (vx = map[y*w+(x+1)]) != v) |
596 | graph[v*n+vx] = graph[vx*n+v] = 1; |
597 | if (y+1 < h && (vy = map[(y+1)*w+x]) != v) |
598 | graph[v*n+vy] = graph[vy*n+v] = 1; |
599 | } |
600 | |
601 | /* |
602 | * Turn the matrix into a list. |
603 | */ |
604 | for (i = j = 0; i < n*n; i++) |
605 | if (graph[i]) |
606 | graph[j++] = i; |
607 | |
608 | return j; |
609 | } |
610 | |
756a9f15 |
611 | static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) |
c51c7de6 |
612 | { |
613 | int v = i*n+j; |
614 | int top, bot, mid; |
615 | |
616 | bot = -1; |
617 | top = ngraph; |
618 | while (top - bot > 1) { |
619 | mid = (top + bot) / 2; |
620 | if (graph[mid] == v) |
756a9f15 |
621 | return mid; |
c51c7de6 |
622 | else if (graph[mid] < v) |
623 | bot = mid; |
624 | else |
625 | top = mid; |
626 | } |
756a9f15 |
627 | return -1; |
c51c7de6 |
628 | } |
629 | |
756a9f15 |
630 | #define graph_adjacent(graph, n, ngraph, i, j) \ |
631 | (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) |
632 | |
c51c7de6 |
633 | static int graph_vertex_start(int *graph, int n, int ngraph, int i) |
634 | { |
635 | int v = i*n; |
636 | int top, bot, mid; |
637 | |
638 | bot = -1; |
639 | top = ngraph; |
640 | while (top - bot > 1) { |
641 | mid = (top + bot) / 2; |
642 | if (graph[mid] < v) |
643 | bot = mid; |
644 | else |
645 | top = mid; |
646 | } |
647 | return top; |
648 | } |
649 | |
650 | /* ---------------------------------------------------------------------- |
651 | * Generate a four-colouring of a graph. |
652 | * |
653 | * FIXME: it would be nice if we could convert this recursion into |
654 | * pseudo-recursion using some sort of explicit stack array, for |
655 | * the sake of the Palm port and its limited stack. |
656 | */ |
657 | |
658 | static int fourcolour_recurse(int *graph, int n, int ngraph, |
659 | int *colouring, int *scratch, random_state *rs) |
660 | { |
661 | int nfree, nvert, start, i, j, k, c, ci; |
662 | int cs[FOUR]; |
663 | |
664 | /* |
665 | * Find the smallest number of free colours in any uncoloured |
666 | * vertex, and count the number of such vertices. |
667 | */ |
668 | |
669 | nfree = FIVE; /* start off bigger than FOUR! */ |
670 | nvert = 0; |
671 | for (i = 0; i < n; i++) |
672 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { |
673 | if (nfree > scratch[i*FIVE+FOUR]) { |
674 | nfree = scratch[i*FIVE+FOUR]; |
675 | nvert = 0; |
676 | } |
677 | nvert++; |
678 | } |
679 | |
680 | /* |
681 | * If there aren't any uncoloured vertices at all, we're done. |
682 | */ |
683 | if (nvert == 0) |
684 | return TRUE; /* we've got a colouring! */ |
685 | |
686 | /* |
687 | * Pick a random vertex in that set. |
688 | */ |
689 | j = random_upto(rs, nvert); |
690 | for (i = 0; i < n; i++) |
691 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) |
692 | if (j-- == 0) |
693 | break; |
694 | assert(i < n); |
695 | start = graph_vertex_start(graph, n, ngraph, i); |
696 | |
697 | /* |
698 | * Loop over the possible colours for i, and recurse for each |
699 | * one. |
700 | */ |
701 | ci = 0; |
702 | for (c = 0; c < FOUR; c++) |
703 | if (scratch[i*FIVE+c] == 0) |
704 | cs[ci++] = c; |
705 | shuffle(cs, ci, sizeof(*cs), rs); |
706 | |
707 | while (ci-- > 0) { |
708 | c = cs[ci]; |
709 | |
710 | /* |
711 | * Fill in this colour. |
712 | */ |
713 | colouring[i] = c; |
714 | |
715 | /* |
716 | * Update the scratch space to reflect a new neighbour |
717 | * of this colour for each neighbour of vertex i. |
718 | */ |
719 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
720 | k = graph[j] - i*n; |
721 | if (scratch[k*FIVE+c] == 0) |
722 | scratch[k*FIVE+FOUR]--; |
723 | scratch[k*FIVE+c]++; |
724 | } |
725 | |
726 | /* |
727 | * Recurse. |
728 | */ |
729 | if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) |
730 | return TRUE; /* got one! */ |
731 | |
732 | /* |
733 | * If that didn't work, clean up and try again with a |
734 | * different colour. |
735 | */ |
736 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
737 | k = graph[j] - i*n; |
738 | scratch[k*FIVE+c]--; |
739 | if (scratch[k*FIVE+c] == 0) |
740 | scratch[k*FIVE+FOUR]++; |
741 | } |
742 | colouring[i] = -1; |
743 | } |
744 | |
745 | /* |
746 | * If we reach here, we were unable to find a colouring at all. |
747 | * (This doesn't necessarily mean the Four Colour Theorem is |
748 | * violated; it might just mean we've gone down a dead end and |
749 | * need to back up and look somewhere else. It's only an FCT |
750 | * violation if we get all the way back up to the top level and |
751 | * still fail.) |
752 | */ |
753 | return FALSE; |
754 | } |
755 | |
756 | static void fourcolour(int *graph, int n, int ngraph, int *colouring, |
757 | random_state *rs) |
758 | { |
759 | int *scratch; |
760 | int i; |
761 | |
762 | /* |
763 | * For each vertex and each colour, we store the number of |
764 | * neighbours that have that colour. Also, we store the number |
765 | * of free colours for the vertex. |
766 | */ |
767 | scratch = snewn(n * FIVE, int); |
768 | for (i = 0; i < n * FIVE; i++) |
769 | scratch[i] = (i % FIVE == FOUR ? FOUR : 0); |
770 | |
771 | /* |
772 | * Clear the colouring to start with. |
773 | */ |
774 | for (i = 0; i < n; i++) |
775 | colouring[i] = -1; |
776 | |
777 | i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); |
778 | assert(i); /* by the Four Colour Theorem :-) */ |
779 | |
780 | sfree(scratch); |
781 | } |
782 | |
783 | /* ---------------------------------------------------------------------- |
784 | * Non-recursive solver. |
785 | */ |
786 | |
787 | struct solver_scratch { |
788 | unsigned char *possible; /* bitmap of colours for each region */ |
789 | int *graph; |
790 | int n; |
791 | int ngraph; |
792 | }; |
793 | |
794 | static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) |
795 | { |
796 | struct solver_scratch *sc; |
797 | |
798 | sc = snew(struct solver_scratch); |
799 | sc->graph = graph; |
800 | sc->n = n; |
801 | sc->ngraph = ngraph; |
802 | sc->possible = snewn(n, unsigned char); |
803 | |
804 | return sc; |
805 | } |
806 | |
807 | static void free_scratch(struct solver_scratch *sc) |
808 | { |
809 | sfree(sc->possible); |
810 | sfree(sc); |
811 | } |
812 | |
813 | static int place_colour(struct solver_scratch *sc, |
814 | int *colouring, int index, int colour) |
815 | { |
816 | int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; |
817 | int j, k; |
818 | |
819 | if (!(sc->possible[index] & (1 << colour))) |
820 | return FALSE; /* can't do it */ |
821 | |
822 | sc->possible[index] = 1 << colour; |
823 | colouring[index] = colour; |
824 | |
825 | /* |
826 | * Rule out this colour from all the region's neighbours. |
827 | */ |
828 | for (j = graph_vertex_start(graph, n, ngraph, index); |
829 | j < ngraph && graph[j] < n*(index+1); j++) { |
830 | k = graph[j] - index*n; |
831 | sc->possible[k] &= ~(1 << colour); |
832 | } |
833 | |
834 | return TRUE; |
835 | } |
836 | |
837 | /* |
838 | * Returns 0 for impossible, 1 for success, 2 for failure to |
839 | * converge (i.e. puzzle is either ambiguous or just too |
840 | * difficult). |
841 | */ |
842 | static int map_solver(struct solver_scratch *sc, |
843 | int *graph, int n, int ngraph, int *colouring, |
844 | int difficulty) |
845 | { |
846 | int i; |
847 | |
848 | /* |
849 | * Initialise scratch space. |
850 | */ |
851 | for (i = 0; i < n; i++) |
852 | sc->possible[i] = (1 << FOUR) - 1; |
853 | |
854 | /* |
855 | * Place clues. |
856 | */ |
857 | for (i = 0; i < n; i++) |
858 | if (colouring[i] >= 0) { |
859 | if (!place_colour(sc, colouring, i, colouring[i])) |
860 | return 0; /* the clues aren't even consistent! */ |
861 | } |
862 | |
863 | /* |
864 | * Now repeatedly loop until we find nothing further to do. |
865 | */ |
866 | while (1) { |
867 | int done_something = FALSE; |
868 | |
869 | if (difficulty < DIFF_EASY) |
870 | break; /* can't do anything at all! */ |
871 | |
872 | /* |
873 | * Simplest possible deduction: find a region with only one |
874 | * possible colour. |
875 | */ |
876 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
877 | int p = sc->possible[i]; |
878 | |
879 | if (p == 0) |
880 | return 0; /* puzzle is inconsistent */ |
881 | |
882 | if ((p & (p-1)) == 0) { /* p is a power of two */ |
883 | int c; |
884 | for (c = 0; c < FOUR; c++) |
885 | if (p == (1 << c)) |
886 | break; |
887 | assert(c < FOUR); |
888 | if (!place_colour(sc, colouring, i, c)) |
889 | return 0; /* found puzzle to be inconsistent */ |
890 | done_something = TRUE; |
891 | } |
892 | } |
893 | |
894 | if (done_something) |
895 | continue; |
896 | |
897 | if (difficulty < DIFF_NORMAL) |
898 | break; /* can't do anything harder */ |
899 | |
900 | /* |
901 | * Failing that, go up one level. Look for pairs of regions |
902 | * which (a) both have the same pair of possible colours, |
903 | * (b) are adjacent to one another, (c) are adjacent to the |
904 | * same region, and (d) that region still thinks it has one |
905 | * or both of those possible colours. |
906 | * |
907 | * Simplest way to do this is by going through the graph |
908 | * edge by edge, so that we start with property (b) and |
909 | * then look for (a) and finally (c) and (d). |
910 | */ |
911 | for (i = 0; i < ngraph; i++) { |
912 | int j1 = graph[i] / n, j2 = graph[i] % n; |
913 | int j, k, v, v2; |
914 | |
915 | if (j1 > j2) |
916 | continue; /* done it already, other way round */ |
917 | |
918 | if (colouring[j1] >= 0 || colouring[j2] >= 0) |
919 | continue; /* they're not undecided */ |
920 | |
921 | if (sc->possible[j1] != sc->possible[j2]) |
922 | continue; /* they don't have the same possibles */ |
923 | |
924 | v = sc->possible[j1]; |
925 | /* |
926 | * See if v contains exactly two set bits. |
927 | */ |
928 | v2 = v & -v; /* find lowest set bit */ |
929 | v2 = v & ~v2; /* clear it */ |
930 | if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ |
931 | continue; |
932 | |
933 | /* |
934 | * We've found regions j1 and j2 satisfying properties |
935 | * (a) and (b): they have two possible colours between |
936 | * them, and since they're adjacent to one another they |
937 | * must use _both_ those colours between them. |
938 | * Therefore, if they are both adjacent to any other |
939 | * region then that region cannot be either colour. |
940 | * |
941 | * Go through the neighbours of j1 and see if any are |
942 | * shared with j2. |
943 | */ |
944 | for (j = graph_vertex_start(graph, n, ngraph, j1); |
945 | j < ngraph && graph[j] < n*(j1+1); j++) { |
946 | k = graph[j] - j1*n; |
947 | if (graph_adjacent(graph, n, ngraph, k, j2) && |
948 | (sc->possible[k] & v)) { |
949 | sc->possible[k] &= ~v; |
950 | done_something = TRUE; |
951 | } |
952 | } |
953 | } |
954 | |
955 | if (!done_something) |
956 | break; |
957 | } |
958 | |
959 | /* |
960 | * We've run out of things to deduce. See if we've got the lot. |
961 | */ |
962 | for (i = 0; i < n; i++) |
963 | if (colouring[i] < 0) |
964 | return 2; |
965 | |
966 | return 1; /* success! */ |
967 | } |
968 | |
969 | /* ---------------------------------------------------------------------- |
970 | * Game generation main function. |
971 | */ |
972 | |
973 | static char *new_game_desc(game_params *params, random_state *rs, |
974 | char **aux, int interactive) |
975 | { |
e5de700f |
976 | struct solver_scratch *sc = NULL; |
c51c7de6 |
977 | int *map, *graph, ngraph, *colouring, *colouring2, *regions; |
978 | int i, j, w, h, n, solveret, cfreq[FOUR]; |
979 | int wh; |
980 | int mindiff, tries; |
981 | #ifdef GENERATION_DIAGNOSTICS |
982 | int x, y; |
983 | #endif |
984 | char *ret, buf[80]; |
985 | int retlen, retsize; |
986 | |
987 | w = params->w; |
988 | h = params->h; |
989 | n = params->n; |
990 | wh = w*h; |
991 | |
992 | *aux = NULL; |
993 | |
994 | map = snewn(wh, int); |
995 | graph = snewn(n*n, int); |
996 | colouring = snewn(n, int); |
997 | colouring2 = snewn(n, int); |
998 | regions = snewn(n, int); |
999 | |
1000 | /* |
1001 | * This is the minimum difficulty below which we'll completely |
1002 | * reject a map design. Normally we set this to one below the |
1003 | * requested difficulty, ensuring that we have the right |
1004 | * result. However, for particularly dense maps or maps with |
1005 | * particularly few regions it might not be possible to get the |
1006 | * desired difficulty, so we will eventually drop this down to |
1007 | * -1 to indicate that any old map will do. |
1008 | */ |
1009 | mindiff = params->diff; |
1010 | tries = 50; |
1011 | |
1012 | while (1) { |
1013 | |
1014 | /* |
1015 | * Create the map. |
1016 | */ |
1017 | genmap(w, h, n, map, rs); |
1018 | |
1019 | #ifdef GENERATION_DIAGNOSTICS |
1020 | for (y = 0; y < h; y++) { |
1021 | for (x = 0; x < w; x++) { |
1022 | int v = map[y*w+x]; |
1023 | if (v >= 62) |
1024 | putchar('!'); |
1025 | else if (v >= 36) |
1026 | putchar('a' + v-36); |
1027 | else if (v >= 10) |
1028 | putchar('A' + v-10); |
1029 | else |
1030 | putchar('0' + v); |
1031 | } |
1032 | putchar('\n'); |
1033 | } |
1034 | #endif |
1035 | |
1036 | /* |
1037 | * Convert the map into a graph. |
1038 | */ |
1039 | ngraph = gengraph(w, h, n, map, graph); |
1040 | |
1041 | #ifdef GENERATION_DIAGNOSTICS |
1042 | for (i = 0; i < ngraph; i++) |
1043 | printf("%d-%d\n", graph[i]/n, graph[i]%n); |
1044 | #endif |
1045 | |
1046 | /* |
1047 | * Colour the map. |
1048 | */ |
1049 | fourcolour(graph, n, ngraph, colouring, rs); |
1050 | |
1051 | #ifdef GENERATION_DIAGNOSTICS |
1052 | for (i = 0; i < n; i++) |
1053 | printf("%d: %d\n", i, colouring[i]); |
1054 | |
1055 | for (y = 0; y < h; y++) { |
1056 | for (x = 0; x < w; x++) { |
1057 | int v = colouring[map[y*w+x]]; |
1058 | if (v >= 36) |
1059 | putchar('a' + v-36); |
1060 | else if (v >= 10) |
1061 | putchar('A' + v-10); |
1062 | else |
1063 | putchar('0' + v); |
1064 | } |
1065 | putchar('\n'); |
1066 | } |
1067 | #endif |
1068 | |
1069 | /* |
1070 | * Encode the solution as an aux string. |
1071 | */ |
1072 | if (*aux) /* in case we've come round again */ |
1073 | sfree(*aux); |
1074 | retlen = retsize = 0; |
1075 | ret = NULL; |
1076 | for (i = 0; i < n; i++) { |
1077 | int len; |
1078 | |
1079 | if (colouring[i] < 0) |
1080 | continue; |
1081 | |
1082 | len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); |
1083 | if (retlen + len >= retsize) { |
1084 | retsize = retlen + len + 256; |
1085 | ret = sresize(ret, retsize, char); |
1086 | } |
1087 | strcpy(ret + retlen, buf); |
1088 | retlen += len; |
1089 | } |
1090 | *aux = ret; |
1091 | |
1092 | /* |
1093 | * Remove the region colours one by one, keeping |
1094 | * solubility. Also ensure that there always remains at |
1095 | * least one region of every colour, so that the user can |
1096 | * drag from somewhere. |
1097 | */ |
1098 | for (i = 0; i < FOUR; i++) |
1099 | cfreq[i] = 0; |
1100 | for (i = 0; i < n; i++) { |
1101 | regions[i] = i; |
1102 | cfreq[colouring[i]]++; |
1103 | } |
1104 | for (i = 0; i < FOUR; i++) |
1105 | if (cfreq[i] == 0) |
1106 | continue; |
1107 | |
1108 | shuffle(regions, n, sizeof(*regions), rs); |
1109 | |
e5de700f |
1110 | if (sc) free_scratch(sc); |
c51c7de6 |
1111 | sc = new_scratch(graph, n, ngraph); |
1112 | |
1113 | for (i = 0; i < n; i++) { |
1114 | j = regions[i]; |
1115 | |
1116 | if (cfreq[colouring[j]] == 1) |
1117 | continue; /* can't remove last region of colour */ |
1118 | |
1119 | memcpy(colouring2, colouring, n*sizeof(int)); |
1120 | colouring2[j] = -1; |
1121 | solveret = map_solver(sc, graph, n, ngraph, colouring2, |
1122 | params->diff); |
1123 | assert(solveret >= 0); /* mustn't be impossible! */ |
1124 | if (solveret == 1) { |
1125 | cfreq[colouring[j]]--; |
1126 | colouring[j] = -1; |
1127 | } |
1128 | } |
1129 | |
1130 | #ifdef GENERATION_DIAGNOSTICS |
1131 | for (i = 0; i < n; i++) |
1132 | if (colouring[i] >= 0) { |
1133 | if (i >= 62) |
1134 | putchar('!'); |
1135 | else if (i >= 36) |
1136 | putchar('a' + i-36); |
1137 | else if (i >= 10) |
1138 | putchar('A' + i-10); |
1139 | else |
1140 | putchar('0' + i); |
1141 | printf(": %d\n", colouring[i]); |
1142 | } |
1143 | #endif |
1144 | |
1145 | /* |
1146 | * Finally, check that the puzzle is _at least_ as hard as |
1147 | * required, and indeed that it isn't already solved. |
1148 | * (Calling map_solver with negative difficulty ensures the |
1149 | * latter - if a solver which _does nothing_ can't solve |
1150 | * it, it's too easy!) |
1151 | */ |
1152 | memcpy(colouring2, colouring, n*sizeof(int)); |
1153 | if (map_solver(sc, graph, n, ngraph, colouring2, |
1154 | mindiff - 1) == 1) { |
1155 | /* |
1156 | * Drop minimum difficulty if necessary. |
1157 | */ |
1158 | if (mindiff > 0 && (n < 9 || n > 3*wh/2)) { |
1159 | if (tries-- <= 0) |
1160 | mindiff = 0; /* give up and go for Easy */ |
1161 | } |
1162 | continue; |
1163 | } |
1164 | |
1165 | break; |
1166 | } |
1167 | |
1168 | /* |
1169 | * Encode as a game ID. We do this by: |
1170 | * |
1171 | * - first going along the horizontal edges row by row, and |
1172 | * then the vertical edges column by column |
1173 | * - encoding the lengths of runs of edges and runs of |
1174 | * non-edges |
1175 | * - the decoder will reconstitute the region boundaries from |
1176 | * this and automatically number them the same way we did |
1177 | * - then we encode the initial region colours in a Slant-like |
1178 | * fashion (digits 0-3 interspersed with letters giving |
1179 | * lengths of runs of empty spaces). |
1180 | */ |
1181 | retlen = retsize = 0; |
1182 | ret = NULL; |
1183 | |
1184 | { |
1185 | int run, pv; |
1186 | |
1187 | /* |
1188 | * Start with a notional non-edge, so that there'll be an |
1189 | * explicit `a' to distinguish the case where we start with |
1190 | * an edge. |
1191 | */ |
1192 | run = 1; |
1193 | pv = 0; |
1194 | |
1195 | for (i = 0; i < w*(h-1) + (w-1)*h; i++) { |
1196 | int x, y, dx, dy, v; |
1197 | |
1198 | if (i < w*(h-1)) { |
1199 | /* Horizontal edge. */ |
1200 | y = i / w; |
1201 | x = i % w; |
1202 | dx = 0; |
1203 | dy = 1; |
1204 | } else { |
1205 | /* Vertical edge. */ |
1206 | x = (i - w*(h-1)) / h; |
1207 | y = (i - w*(h-1)) % h; |
1208 | dx = 1; |
1209 | dy = 0; |
1210 | } |
1211 | |
1212 | if (retlen + 10 >= retsize) { |
1213 | retsize = retlen + 256; |
1214 | ret = sresize(ret, retsize, char); |
1215 | } |
1216 | |
1217 | v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); |
1218 | |
1219 | if (pv != v) { |
1220 | ret[retlen++] = 'a'-1 + run; |
1221 | run = 1; |
1222 | pv = v; |
1223 | } else { |
1224 | /* |
1225 | * 'z' is a special case in this encoding. Rather |
1226 | * than meaning a run of 26 and a state switch, it |
1227 | * means a run of 25 and _no_ state switch, because |
1228 | * otherwise there'd be no way to encode runs of |
1229 | * more than 26. |
1230 | */ |
1231 | if (run == 25) { |
1232 | ret[retlen++] = 'z'; |
1233 | run = 0; |
1234 | } |
1235 | run++; |
1236 | } |
1237 | } |
1238 | |
1239 | ret[retlen++] = 'a'-1 + run; |
1240 | ret[retlen++] = ','; |
1241 | |
1242 | run = 0; |
1243 | for (i = 0; i < n; i++) { |
1244 | if (retlen + 10 >= retsize) { |
1245 | retsize = retlen + 256; |
1246 | ret = sresize(ret, retsize, char); |
1247 | } |
1248 | |
1249 | if (colouring[i] < 0) { |
1250 | /* |
1251 | * In _this_ encoding, 'z' is a run of 26, since |
1252 | * there's no implicit state switch after each run. |
1253 | * Confusingly different, but more compact. |
1254 | */ |
1255 | if (run == 26) { |
1256 | ret[retlen++] = 'z'; |
1257 | run = 0; |
1258 | } |
1259 | run++; |
1260 | } else { |
1261 | if (run > 0) |
1262 | ret[retlen++] = 'a'-1 + run; |
1263 | ret[retlen++] = '0' + colouring[i]; |
1264 | run = 0; |
1265 | } |
1266 | } |
1267 | if (run > 0) |
1268 | ret[retlen++] = 'a'-1 + run; |
1269 | ret[retlen] = '\0'; |
1270 | |
1271 | assert(retlen < retsize); |
1272 | } |
1273 | |
1274 | free_scratch(sc); |
1275 | sfree(regions); |
1276 | sfree(colouring2); |
1277 | sfree(colouring); |
1278 | sfree(graph); |
1279 | sfree(map); |
1280 | |
1281 | return ret; |
1282 | } |
1283 | |
1284 | static char *parse_edge_list(game_params *params, char **desc, int *map) |
1285 | { |
1286 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1287 | int i, k, pos, state; |
1288 | char *p = *desc; |
1289 | |
1290 | for (i = 0; i < wh; i++) |
1291 | map[wh+i] = i; |
1292 | |
1293 | pos = -1; |
1294 | state = 0; |
1295 | |
1296 | /* |
1297 | * Parse the game description to get the list of edges, and |
1298 | * build up a disjoint set forest as we go (by identifying |
1299 | * pairs of squares whenever the edge list shows a non-edge). |
1300 | */ |
1301 | while (*p && *p != ',') { |
1302 | if (*p < 'a' || *p > 'z') |
1303 | return "Unexpected character in edge list"; |
1304 | if (*p == 'z') |
1305 | k = 25; |
1306 | else |
1307 | k = *p - 'a' + 1; |
1308 | while (k-- > 0) { |
1309 | int x, y, dx, dy; |
1310 | |
1311 | if (pos < 0) { |
1312 | pos++; |
1313 | continue; |
1314 | } else if (pos < w*(h-1)) { |
1315 | /* Horizontal edge. */ |
1316 | y = pos / w; |
1317 | x = pos % w; |
1318 | dx = 0; |
1319 | dy = 1; |
1320 | } else if (pos < 2*wh-w-h) { |
1321 | /* Vertical edge. */ |
1322 | x = (pos - w*(h-1)) / h; |
1323 | y = (pos - w*(h-1)) % h; |
1324 | dx = 1; |
1325 | dy = 0; |
1326 | } else |
1327 | return "Too much data in edge list"; |
1328 | if (!state) |
1329 | dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); |
1330 | |
1331 | pos++; |
1332 | } |
1333 | if (*p != 'z') |
1334 | state = !state; |
1335 | p++; |
1336 | } |
1337 | assert(pos <= 2*wh-w-h); |
1338 | if (pos < 2*wh-w-h) |
1339 | return "Too little data in edge list"; |
1340 | |
1341 | /* |
1342 | * Now go through again and allocate region numbers. |
1343 | */ |
1344 | pos = 0; |
1345 | for (i = 0; i < wh; i++) |
1346 | map[i] = -1; |
1347 | for (i = 0; i < wh; i++) { |
1348 | k = dsf_canonify(map+wh, i); |
1349 | if (map[k] < 0) |
1350 | map[k] = pos++; |
1351 | map[i] = map[k]; |
1352 | } |
1353 | if (pos != n) |
1354 | return "Edge list defines the wrong number of regions"; |
1355 | |
1356 | *desc = p; |
1357 | |
1358 | return NULL; |
1359 | } |
1360 | |
1361 | static char *validate_desc(game_params *params, char *desc) |
1362 | { |
1363 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1364 | int area; |
1365 | int *map; |
1366 | char *ret; |
1367 | |
1368 | map = snewn(2*wh, int); |
1369 | ret = parse_edge_list(params, &desc, map); |
1370 | if (ret) |
1371 | return ret; |
1372 | sfree(map); |
1373 | |
1374 | if (*desc != ',') |
1375 | return "Expected comma before clue list"; |
1376 | desc++; /* eat comma */ |
1377 | |
1378 | area = 0; |
1379 | while (*desc) { |
1380 | if (*desc >= '0' && *desc < '0'+FOUR) |
1381 | area++; |
1382 | else if (*desc >= 'a' && *desc <= 'z') |
1383 | area += *desc - 'a' + 1; |
1384 | else |
1385 | return "Unexpected character in clue list"; |
1386 | desc++; |
1387 | } |
1388 | if (area < n) |
1389 | return "Too little data in clue list"; |
1390 | else if (area > n) |
1391 | return "Too much data in clue list"; |
1392 | |
1393 | return NULL; |
1394 | } |
1395 | |
dafd6cf6 |
1396 | static game_state *new_game(midend *me, game_params *params, char *desc) |
c51c7de6 |
1397 | { |
1398 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1399 | int i, pos; |
1400 | char *p; |
1401 | game_state *state = snew(game_state); |
1402 | |
1403 | state->p = *params; |
1404 | state->colouring = snewn(n, int); |
1405 | for (i = 0; i < n; i++) |
1406 | state->colouring[i] = -1; |
1407 | |
1408 | state->completed = state->cheated = FALSE; |
1409 | |
1410 | state->map = snew(struct map); |
1411 | state->map->refcount = 1; |
1412 | state->map->map = snewn(wh*4, int); |
1413 | state->map->graph = snewn(n*n, int); |
1414 | state->map->n = n; |
1415 | state->map->immutable = snewn(n, int); |
1416 | for (i = 0; i < n; i++) |
1417 | state->map->immutable[i] = FALSE; |
1418 | |
1419 | p = desc; |
1420 | |
1421 | { |
1422 | char *ret; |
1423 | ret = parse_edge_list(params, &p, state->map->map); |
1424 | assert(!ret); |
1425 | } |
1426 | |
1427 | /* |
1428 | * Set up the other three quadrants in `map'. |
1429 | */ |
1430 | for (i = wh; i < 4*wh; i++) |
1431 | state->map->map[i] = state->map->map[i % wh]; |
1432 | |
1433 | assert(*p == ','); |
1434 | p++; |
1435 | |
1436 | /* |
1437 | * Now process the clue list. |
1438 | */ |
1439 | pos = 0; |
1440 | while (*p) { |
1441 | if (*p >= '0' && *p < '0'+FOUR) { |
1442 | state->colouring[pos] = *p - '0'; |
1443 | state->map->immutable[pos] = TRUE; |
1444 | pos++; |
1445 | } else { |
1446 | assert(*p >= 'a' && *p <= 'z'); |
1447 | pos += *p - 'a' + 1; |
1448 | } |
1449 | p++; |
1450 | } |
1451 | assert(pos == n); |
1452 | |
1453 | state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); |
1454 | |
1455 | /* |
1456 | * Attempt to smooth out some of the more jagged region |
1457 | * outlines by the judicious use of diagonally divided squares. |
1458 | */ |
1459 | { |
1460 | random_state *rs = random_init(desc, strlen(desc)); |
1461 | int *squares = snewn(wh, int); |
1462 | int done_something; |
1463 | |
1464 | for (i = 0; i < wh; i++) |
1465 | squares[i] = i; |
1466 | shuffle(squares, wh, sizeof(*squares), rs); |
1467 | |
1468 | do { |
1469 | done_something = FALSE; |
1470 | for (i = 0; i < wh; i++) { |
1471 | int y = squares[i] / w, x = squares[i] % w; |
1472 | int c = state->map->map[y*w+x]; |
1473 | int tc, bc, lc, rc; |
1474 | |
1475 | if (x == 0 || x == w-1 || y == 0 || y == h-1) |
1476 | continue; |
1477 | |
1478 | if (state->map->map[TE * wh + y*w+x] != |
1479 | state->map->map[BE * wh + y*w+x]) |
1480 | continue; |
1481 | |
1482 | tc = state->map->map[BE * wh + (y-1)*w+x]; |
1483 | bc = state->map->map[TE * wh + (y+1)*w+x]; |
1484 | lc = state->map->map[RE * wh + y*w+(x-1)]; |
1485 | rc = state->map->map[LE * wh + y*w+(x+1)]; |
1486 | |
1487 | /* |
1488 | * If this square is adjacent on two sides to one |
1489 | * region and on the other two sides to the other |
1490 | * region, and is itself one of the two regions, we can |
1491 | * adjust it so that it's a diagonal. |
1492 | */ |
1493 | if (tc != bc && (tc == c || bc == c)) { |
1494 | if ((lc == tc && rc == bc) || |
1495 | (lc == bc && rc == tc)) { |
1496 | state->map->map[TE * wh + y*w+x] = tc; |
1497 | state->map->map[BE * wh + y*w+x] = bc; |
1498 | state->map->map[LE * wh + y*w+x] = lc; |
1499 | state->map->map[RE * wh + y*w+x] = rc; |
1500 | done_something = TRUE; |
1501 | } |
1502 | } |
1503 | } |
1504 | } while (done_something); |
1505 | sfree(squares); |
1506 | random_free(rs); |
1507 | } |
1508 | |
756a9f15 |
1509 | /* |
1510 | * Analyse the map to find a canonical line segment |
1511 | * corresponding to each edge. These are where we'll eventually |
1512 | * put error markers. |
1513 | */ |
1514 | { |
1515 | int *bestx, *besty, *an, pass; |
1516 | float *ax, *ay, *best; |
1517 | |
1518 | ax = snewn(state->map->ngraph, float); |
1519 | ay = snewn(state->map->ngraph, float); |
1520 | an = snewn(state->map->ngraph, int); |
1521 | bestx = snewn(state->map->ngraph, int); |
1522 | besty = snewn(state->map->ngraph, int); |
1523 | best = snewn(state->map->ngraph, float); |
1524 | |
1525 | for (i = 0; i < state->map->ngraph; i++) { |
1526 | bestx[i] = besty[i] = -1; |
1527 | best[i] = 2*(w+h)+1; |
1528 | ax[i] = ay[i] = 0.0F; |
1529 | an[i] = 0; |
1530 | } |
1531 | |
1532 | /* |
1533 | * We make two passes over the map, finding all the line |
1534 | * segments separating regions. In the first pass, we |
1535 | * compute the _average_ x and y coordinate of all the line |
1536 | * segments separating each pair of regions; in the second |
1537 | * pass, for each such average point, we find the line |
1538 | * segment closest to it and call that canonical. |
1539 | * |
1540 | * Line segments are considered to have coordinates in |
1541 | * their centre. Thus, at least one coordinate for any line |
1542 | * segment is always something-and-a-half; so we store our |
1543 | * coordinates as twice their normal value. |
1544 | */ |
1545 | for (pass = 0; pass < 2; pass++) { |
1546 | int x, y; |
1547 | |
1548 | for (y = 0; y < h; y++) |
1549 | for (x = 0; x < w; x++) { |
1550 | int ex[3], ey[3], ea[3], eb[3], en = 0; |
1551 | |
1552 | /* |
1553 | * Look for an edge to the right of this |
1554 | * square, an edge below it, and an edge in the |
1555 | * middle of it. |
1556 | */ |
1557 | if (x+1 < w) { |
1558 | /* right edge */ |
1559 | ea[en] = state->map->map[RE * wh + y*w+x]; |
1560 | eb[en] = state->map->map[LE * wh + y*w+(x+1)]; |
1561 | if (ea[en] != eb[en]) { |
1562 | ex[en] = (x+1)*2; |
1563 | ey[en] = y*2+1; |
1564 | en++; |
1565 | } |
1566 | } |
1567 | if (y+1 < h) { |
1568 | /* bottom edge */ |
1569 | ea[en] = state->map->map[BE * wh + y*w+x]; |
1570 | eb[en] = state->map->map[TE * wh + (y+1)*w+x]; |
1571 | if (ea[en] != eb[en]) { |
1572 | ex[en] = x*2+1; |
1573 | ey[en] = (y+1)*2; |
1574 | en++; |
1575 | } |
1576 | } |
1577 | /* diagonal edge */ |
1578 | ea[en] = state->map->map[TE * wh + y*w+x]; |
1579 | eb[en] = state->map->map[BE * wh + y*w+x]; |
1580 | if (ea[en] != eb[en]) { |
1581 | ex[en] = x*2+1; |
1582 | ey[en] = y*2+1; |
1583 | en++; |
1584 | } |
1585 | |
1586 | /* |
1587 | * Now process the edges we've found, one by |
1588 | * one. |
1589 | */ |
1590 | for (i = 0; i < en; i++) { |
1591 | int emin = min(ea[i], eb[i]); |
1592 | int emax = max(ea[i], eb[i]); |
1593 | int gindex = |
1594 | graph_edge_index(state->map->graph, n, |
1595 | state->map->ngraph, emin, emax); |
1596 | |
1597 | assert(gindex >= 0); |
1598 | |
1599 | if (pass == 0) { |
1600 | /* |
1601 | * In pass 0, accumulate the values |
1602 | * we'll use to compute the average |
1603 | * positions. |
1604 | */ |
1605 | ax[gindex] += ex[i]; |
1606 | ay[gindex] += ey[i]; |
1607 | an[gindex] += 1.0F; |
1608 | } else { |
1609 | /* |
1610 | * In pass 1, work out whether this |
1611 | * point is closer to the average than |
1612 | * the last one we've seen. |
1613 | */ |
1614 | float dx, dy, d; |
1615 | |
1616 | assert(an[gindex] > 0); |
1617 | dx = ex[i] - ax[gindex]; |
1618 | dy = ey[i] - ay[gindex]; |
1619 | d = sqrt(dx*dx + dy*dy); |
1620 | if (d < best[gindex]) { |
1621 | best[gindex] = d; |
1622 | bestx[gindex] = ex[i]; |
1623 | besty[gindex] = ey[i]; |
1624 | } |
1625 | } |
1626 | } |
1627 | } |
1628 | |
1629 | if (pass == 0) { |
1630 | for (i = 0; i < state->map->ngraph; i++) |
1631 | if (an[i] > 0) { |
1632 | ax[i] /= an[i]; |
1633 | ay[i] /= an[i]; |
1634 | } |
1635 | } |
1636 | } |
1637 | |
1638 | state->map->edgex = bestx; |
1639 | state->map->edgey = besty; |
1640 | |
1641 | for (i = 0; i < state->map->ngraph; i++) |
1642 | if (state->map->edgex[i] < 0) { |
1643 | /* Find the other representation of this edge. */ |
1644 | int e = state->map->graph[i]; |
1645 | int iprime = graph_edge_index(state->map->graph, n, |
1646 | state->map->ngraph, e%n, e/n); |
1647 | assert(state->map->edgex[iprime] >= 0); |
1648 | state->map->edgex[i] = state->map->edgex[iprime]; |
1649 | state->map->edgey[i] = state->map->edgey[iprime]; |
1650 | } |
1651 | |
1652 | sfree(ax); |
1653 | sfree(ay); |
1654 | sfree(an); |
1655 | sfree(best); |
1656 | } |
1657 | |
c51c7de6 |
1658 | return state; |
1659 | } |
1660 | |
1661 | static game_state *dup_game(game_state *state) |
1662 | { |
1663 | game_state *ret = snew(game_state); |
1664 | |
1665 | ret->p = state->p; |
1666 | ret->colouring = snewn(state->p.n, int); |
1667 | memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); |
1668 | ret->map = state->map; |
1669 | ret->map->refcount++; |
1670 | ret->completed = state->completed; |
1671 | ret->cheated = state->cheated; |
1672 | |
1673 | return ret; |
1674 | } |
1675 | |
1676 | static void free_game(game_state *state) |
1677 | { |
1678 | if (--state->map->refcount <= 0) { |
1679 | sfree(state->map->map); |
1680 | sfree(state->map->graph); |
1681 | sfree(state->map->immutable); |
756a9f15 |
1682 | sfree(state->map->edgex); |
1683 | sfree(state->map->edgey); |
c51c7de6 |
1684 | sfree(state->map); |
1685 | } |
1686 | sfree(state->colouring); |
1687 | sfree(state); |
1688 | } |
1689 | |
1690 | static char *solve_game(game_state *state, game_state *currstate, |
1691 | char *aux, char **error) |
1692 | { |
1693 | if (!aux) { |
1694 | /* |
1695 | * Use the solver. |
1696 | */ |
1697 | int *colouring; |
1698 | struct solver_scratch *sc; |
1699 | int sret; |
1700 | int i; |
1701 | char *ret, buf[80]; |
1702 | int retlen, retsize; |
1703 | |
1704 | colouring = snewn(state->map->n, int); |
1705 | memcpy(colouring, state->colouring, state->map->n * sizeof(int)); |
1706 | |
1707 | sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); |
1708 | sret = map_solver(sc, state->map->graph, state->map->n, |
1709 | state->map->ngraph, colouring, DIFFCOUNT-1); |
1710 | free_scratch(sc); |
1711 | |
1712 | if (sret != 1) { |
1713 | sfree(colouring); |
1714 | if (sret == 0) |
1715 | *error = "Puzzle is inconsistent"; |
1716 | else |
1717 | *error = "Unable to find a unique solution for this puzzle"; |
1718 | return NULL; |
1719 | } |
1720 | |
c2d02b5a |
1721 | retsize = 64; |
1722 | ret = snewn(retsize, char); |
1723 | strcpy(ret, "S"); |
1724 | retlen = 1; |
c51c7de6 |
1725 | |
1726 | for (i = 0; i < state->map->n; i++) { |
1727 | int len; |
1728 | |
1729 | assert(colouring[i] >= 0); |
1730 | if (colouring[i] == currstate->colouring[i]) |
1731 | continue; |
1732 | assert(!state->map->immutable[i]); |
1733 | |
c2d02b5a |
1734 | len = sprintf(buf, ";%d:%d", colouring[i], i); |
c51c7de6 |
1735 | if (retlen + len >= retsize) { |
1736 | retsize = retlen + len + 256; |
1737 | ret = sresize(ret, retsize, char); |
1738 | } |
1739 | strcpy(ret + retlen, buf); |
1740 | retlen += len; |
1741 | } |
1742 | |
1743 | sfree(colouring); |
1744 | |
1745 | return ret; |
1746 | } |
1747 | return dupstr(aux); |
1748 | } |
1749 | |
1750 | static char *game_text_format(game_state *state) |
1751 | { |
1752 | return NULL; |
1753 | } |
1754 | |
1755 | struct game_ui { |
1756 | int drag_colour; /* -1 means no drag active */ |
1757 | int dragx, dragy; |
1758 | }; |
1759 | |
1760 | static game_ui *new_ui(game_state *state) |
1761 | { |
1762 | game_ui *ui = snew(game_ui); |
1763 | ui->dragx = ui->dragy = -1; |
1764 | ui->drag_colour = -2; |
1765 | return ui; |
1766 | } |
1767 | |
1768 | static void free_ui(game_ui *ui) |
1769 | { |
1770 | sfree(ui); |
1771 | } |
1772 | |
1773 | static char *encode_ui(game_ui *ui) |
1774 | { |
1775 | return NULL; |
1776 | } |
1777 | |
1778 | static void decode_ui(game_ui *ui, char *encoding) |
1779 | { |
1780 | } |
1781 | |
1782 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1783 | game_state *newstate) |
1784 | { |
1785 | } |
1786 | |
1787 | struct game_drawstate { |
1788 | int tilesize; |
756a9f15 |
1789 | unsigned short *drawn, *todraw; |
c51c7de6 |
1790 | int started; |
1791 | int dragx, dragy, drag_visible; |
1792 | blitter *bl; |
1793 | }; |
1794 | |
756a9f15 |
1795 | /* Flags in `drawn'. */ |
1796 | #define ERR_T 0x0100 |
1797 | #define ERR_B 0x0200 |
1798 | #define ERR_L 0x0400 |
1799 | #define ERR_R 0x0800 |
1800 | #define ERR_C 0x1000 |
1801 | #define ERR_MASK 0x1F00 |
1802 | |
c51c7de6 |
1803 | #define TILESIZE (ds->tilesize) |
1804 | #define BORDER (TILESIZE) |
1805 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1806 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1807 | |
1808 | static int region_from_coords(game_state *state, game_drawstate *ds, |
1809 | int x, int y) |
1810 | { |
1811 | int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; |
1812 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
1813 | int dx = x - COORD(tx), dy = y - COORD(ty); |
1814 | int quadrant; |
1815 | |
1816 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
1817 | return -1; /* border */ |
1818 | |
1819 | quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); |
1820 | quadrant = (quadrant == 0 ? BE : |
1821 | quadrant == 1 ? LE : |
1822 | quadrant == 2 ? RE : TE); |
1823 | |
1824 | return state->map->map[quadrant * wh + ty*w+tx]; |
1825 | } |
1826 | |
1827 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1828 | int x, int y, int button) |
1829 | { |
1830 | char buf[80]; |
1831 | |
1832 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
1833 | int r = region_from_coords(state, ds, x, y); |
1834 | |
1835 | if (r >= 0) |
1836 | ui->drag_colour = state->colouring[r]; |
1837 | else |
1838 | ui->drag_colour = -1; |
1839 | ui->dragx = x; |
1840 | ui->dragy = y; |
1841 | return ""; |
1842 | } |
1843 | |
1844 | if ((button == LEFT_DRAG || button == RIGHT_DRAG) && |
1845 | ui->drag_colour > -2) { |
1846 | ui->dragx = x; |
1847 | ui->dragy = y; |
1848 | return ""; |
1849 | } |
1850 | |
1851 | if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && |
1852 | ui->drag_colour > -2) { |
1853 | int r = region_from_coords(state, ds, x, y); |
1854 | int c = ui->drag_colour; |
1855 | |
1856 | /* |
1857 | * Cancel the drag, whatever happens. |
1858 | */ |
1859 | ui->drag_colour = -2; |
1860 | ui->dragx = ui->dragy = -1; |
1861 | |
1862 | if (r < 0) |
1863 | return ""; /* drag into border; do nothing else */ |
1864 | |
1865 | if (state->map->immutable[r]) |
1866 | return ""; /* can't change this region */ |
1867 | |
1868 | if (state->colouring[r] == c) |
1869 | return ""; /* don't _need_ to change this region */ |
1870 | |
e5de700f |
1871 | sprintf(buf, "%c:%d", (int)(c < 0 ? 'C' : '0' + c), r); |
c51c7de6 |
1872 | return dupstr(buf); |
1873 | } |
1874 | |
1875 | return NULL; |
1876 | } |
1877 | |
1878 | static game_state *execute_move(game_state *state, char *move) |
1879 | { |
1880 | int n = state->p.n; |
1881 | game_state *ret = dup_game(state); |
1882 | int c, k, adv, i; |
1883 | |
1884 | while (*move) { |
1885 | c = *move; |
1886 | if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && |
1887 | sscanf(move+1, ":%d%n", &k, &adv) == 1 && |
1888 | k >= 0 && k < state->p.n) { |
1889 | move += 1 + adv; |
1890 | ret->colouring[k] = (c == 'C' ? -1 : c - '0'); |
1891 | } else if (*move == 'S') { |
1892 | move++; |
1893 | ret->cheated = TRUE; |
1894 | } else { |
1895 | free_game(ret); |
1896 | return NULL; |
1897 | } |
1898 | |
1899 | if (*move && *move != ';') { |
1900 | free_game(ret); |
1901 | return NULL; |
1902 | } |
1903 | if (*move) |
1904 | move++; |
1905 | } |
1906 | |
1907 | /* |
1908 | * Check for completion. |
1909 | */ |
1910 | if (!ret->completed) { |
1911 | int ok = TRUE; |
1912 | |
1913 | for (i = 0; i < n; i++) |
1914 | if (ret->colouring[i] < 0) { |
1915 | ok = FALSE; |
1916 | break; |
1917 | } |
1918 | |
1919 | if (ok) { |
1920 | for (i = 0; i < ret->map->ngraph; i++) { |
1921 | int j = ret->map->graph[i] / n; |
1922 | int k = ret->map->graph[i] % n; |
1923 | if (ret->colouring[j] == ret->colouring[k]) { |
1924 | ok = FALSE; |
1925 | break; |
1926 | } |
1927 | } |
1928 | } |
1929 | |
1930 | if (ok) |
1931 | ret->completed = TRUE; |
1932 | } |
1933 | |
1934 | return ret; |
1935 | } |
1936 | |
1937 | /* ---------------------------------------------------------------------- |
1938 | * Drawing routines. |
1939 | */ |
1940 | |
1941 | static void game_compute_size(game_params *params, int tilesize, |
1942 | int *x, int *y) |
1943 | { |
1944 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1945 | struct { int tilesize; } ads, *ds = &ads; |
1946 | ads.tilesize = tilesize; |
1947 | |
1948 | *x = params->w * TILESIZE + 2 * BORDER + 1; |
1949 | *y = params->h * TILESIZE + 2 * BORDER + 1; |
1950 | } |
1951 | |
dafd6cf6 |
1952 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1953 | game_params *params, int tilesize) |
c51c7de6 |
1954 | { |
1955 | ds->tilesize = tilesize; |
1956 | |
1957 | if (ds->bl) |
dafd6cf6 |
1958 | blitter_free(dr, ds->bl); |
1959 | ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); |
c51c7de6 |
1960 | } |
1961 | |
dafd6cf6 |
1962 | const float map_colours[FOUR][3] = { |
1963 | {0.7F, 0.5F, 0.4F}, |
1964 | {0.8F, 0.7F, 0.4F}, |
1965 | {0.5F, 0.6F, 0.4F}, |
1966 | {0.55F, 0.45F, 0.35F}, |
1967 | }; |
1968 | const int map_hatching[FOUR] = { |
1969 | HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH |
1970 | }; |
1971 | |
c51c7de6 |
1972 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1973 | { |
1974 | float *ret = snewn(3 * NCOLOURS, float); |
1975 | |
1976 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1977 | |
1978 | ret[COL_GRID * 3 + 0] = 0.0F; |
1979 | ret[COL_GRID * 3 + 1] = 0.0F; |
1980 | ret[COL_GRID * 3 + 2] = 0.0F; |
1981 | |
dafd6cf6 |
1982 | memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); |
1983 | memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); |
1984 | memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); |
1985 | memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); |
c51c7de6 |
1986 | |
756a9f15 |
1987 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1988 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1989 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1990 | |
1991 | ret[COL_ERRTEXT * 3 + 0] = 1.0F; |
1992 | ret[COL_ERRTEXT * 3 + 1] = 1.0F; |
1993 | ret[COL_ERRTEXT * 3 + 2] = 1.0F; |
1994 | |
c51c7de6 |
1995 | *ncolours = NCOLOURS; |
1996 | return ret; |
1997 | } |
1998 | |
dafd6cf6 |
1999 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
c51c7de6 |
2000 | { |
2001 | struct game_drawstate *ds = snew(struct game_drawstate); |
756a9f15 |
2002 | int i; |
c51c7de6 |
2003 | |
2004 | ds->tilesize = 0; |
756a9f15 |
2005 | ds->drawn = snewn(state->p.w * state->p.h, unsigned short); |
2006 | for (i = 0; i < state->p.w * state->p.h; i++) |
2007 | ds->drawn[i] = 0xFFFF; |
2008 | ds->todraw = snewn(state->p.w * state->p.h, unsigned short); |
c51c7de6 |
2009 | ds->started = FALSE; |
2010 | ds->bl = NULL; |
2011 | ds->drag_visible = FALSE; |
2012 | ds->dragx = ds->dragy = -1; |
2013 | |
2014 | return ds; |
2015 | } |
2016 | |
dafd6cf6 |
2017 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
c51c7de6 |
2018 | { |
e5de700f |
2019 | sfree(ds->drawn); |
756a9f15 |
2020 | sfree(ds->todraw); |
c51c7de6 |
2021 | if (ds->bl) |
dafd6cf6 |
2022 | blitter_free(dr, ds->bl); |
c51c7de6 |
2023 | sfree(ds); |
2024 | } |
2025 | |
756a9f15 |
2026 | static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) |
2027 | { |
2028 | int coords[8]; |
2029 | int yext, xext; |
2030 | |
2031 | /* |
2032 | * Draw a diamond. |
2033 | */ |
2034 | coords[0] = x - TILESIZE*2/5; |
2035 | coords[1] = y; |
2036 | coords[2] = x; |
2037 | coords[3] = y - TILESIZE*2/5; |
2038 | coords[4] = x + TILESIZE*2/5; |
2039 | coords[5] = y; |
2040 | coords[6] = x; |
2041 | coords[7] = y + TILESIZE*2/5; |
2042 | draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); |
2043 | |
2044 | /* |
2045 | * Draw an exclamation mark in the diamond. This turns out to |
2046 | * look unpleasantly off-centre if done via draw_text, so I do |
2047 | * it by hand on the basis that exclamation marks aren't that |
2048 | * difficult to draw... |
2049 | */ |
2050 | xext = TILESIZE/16; |
2051 | yext = TILESIZE*2/5 - (xext*2+2); |
2052 | draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3+1), |
2053 | COL_ERRTEXT); |
2054 | draw_rect(dr, x-xext, y+yext-xext*2, xext*2+1, xext*2+1, COL_ERRTEXT); |
2055 | } |
2056 | |
dafd6cf6 |
2057 | static void draw_square(drawing *dr, game_drawstate *ds, |
c51c7de6 |
2058 | game_params *params, struct map *map, |
2059 | int x, int y, int v) |
2060 | { |
2061 | int w = params->w, h = params->h, wh = w*h; |
756a9f15 |
2062 | int tv, bv, errs; |
2063 | |
2064 | errs = v & ERR_MASK; |
2065 | v &= ~ERR_MASK; |
2066 | tv = v / FIVE; |
2067 | bv = v % FIVE; |
c51c7de6 |
2068 | |
dafd6cf6 |
2069 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2070 | |
2071 | /* |
2072 | * Draw the region colour. |
2073 | */ |
dafd6cf6 |
2074 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
c51c7de6 |
2075 | (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); |
2076 | /* |
2077 | * Draw the second region colour, if this is a diagonally |
2078 | * divided square. |
2079 | */ |
2080 | if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { |
2081 | int coords[6]; |
2082 | coords[0] = COORD(x)-1; |
2083 | coords[1] = COORD(y+1)+1; |
2084 | if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) |
2085 | coords[2] = COORD(x+1)+1; |
2086 | else |
2087 | coords[2] = COORD(x)-1; |
2088 | coords[3] = COORD(y)-1; |
2089 | coords[4] = COORD(x+1)+1; |
2090 | coords[5] = COORD(y+1)+1; |
dafd6cf6 |
2091 | draw_polygon(dr, coords, 3, |
c51c7de6 |
2092 | (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); |
2093 | } |
2094 | |
2095 | /* |
2096 | * Draw the grid lines, if required. |
2097 | */ |
2098 | if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2099 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); |
c51c7de6 |
2100 | if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) |
dafd6cf6 |
2101 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); |
c51c7de6 |
2102 | if (x <= 0 || y <= 0 || |
2103 | map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || |
2104 | map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2105 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
c51c7de6 |
2106 | |
756a9f15 |
2107 | /* |
2108 | * Draw error markers. |
2109 | */ |
2110 | if (errs & ERR_T) |
2111 | draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y)); |
2112 | if (errs & ERR_L) |
2113 | draw_error(dr, ds, COORD(x), COORD(y)+TILESIZE/2); |
2114 | if (errs & ERR_B) |
2115 | draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y+1)); |
2116 | if (errs & ERR_R) |
2117 | draw_error(dr, ds, COORD(x+1), COORD(y)+TILESIZE/2); |
2118 | if (errs & ERR_C) |
2119 | draw_error(dr, ds, COORD(x)+TILESIZE/2, COORD(y)+TILESIZE/2); |
2120 | |
dafd6cf6 |
2121 | unclip(dr); |
756a9f15 |
2122 | |
dafd6cf6 |
2123 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2124 | } |
2125 | |
dafd6cf6 |
2126 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c51c7de6 |
2127 | game_state *state, int dir, game_ui *ui, |
2128 | float animtime, float flashtime) |
2129 | { |
756a9f15 |
2130 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2131 | int x, y, i; |
c51c7de6 |
2132 | int flash; |
2133 | |
2134 | if (ds->drag_visible) { |
dafd6cf6 |
2135 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
2136 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2137 | ds->drag_visible = FALSE; |
2138 | } |
2139 | |
2140 | /* |
2141 | * The initial contents of the window are not guaranteed and |
2142 | * can vary with front ends. To be on the safe side, all games |
2143 | * should start by drawing a big background-colour rectangle |
2144 | * covering the whole window. |
2145 | */ |
2146 | if (!ds->started) { |
2147 | int ww, wh; |
2148 | |
2149 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
2150 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
2151 | draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, |
c51c7de6 |
2152 | COL_GRID); |
2153 | |
dafd6cf6 |
2154 | draw_update(dr, 0, 0, ww, wh); |
c51c7de6 |
2155 | ds->started = TRUE; |
2156 | } |
2157 | |
2158 | if (flashtime) { |
2159 | if (flash_type == 1) |
2160 | flash = (int)(flashtime * FOUR / flash_length); |
2161 | else |
2162 | flash = 1 + (int)(flashtime * THREE / flash_length); |
2163 | } else |
2164 | flash = -1; |
2165 | |
756a9f15 |
2166 | /* |
2167 | * Set up the `todraw' array. |
2168 | */ |
c51c7de6 |
2169 | for (y = 0; y < h; y++) |
2170 | for (x = 0; x < w; x++) { |
2171 | int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; |
2172 | int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; |
2173 | int v; |
2174 | |
2175 | if (tv < 0) |
2176 | tv = FOUR; |
2177 | if (bv < 0) |
2178 | bv = FOUR; |
2179 | |
2180 | if (flash >= 0) { |
2181 | if (flash_type == 1) { |
2182 | if (tv == flash) |
2183 | tv = FOUR; |
2184 | if (bv == flash) |
2185 | bv = FOUR; |
2186 | } else if (flash_type == 2) { |
2187 | if (flash % 2) |
2188 | tv = bv = FOUR; |
2189 | } else { |
2190 | if (tv != FOUR) |
2191 | tv = (tv + flash) % FOUR; |
2192 | if (bv != FOUR) |
2193 | bv = (bv + flash) % FOUR; |
2194 | } |
2195 | } |
2196 | |
2197 | v = tv * FIVE + bv; |
2198 | |
756a9f15 |
2199 | ds->todraw[y*w+x] = v; |
2200 | } |
2201 | |
2202 | /* |
2203 | * Add error markers to the `todraw' array. |
2204 | */ |
2205 | for (i = 0; i < state->map->ngraph; i++) { |
2206 | int v1 = state->map->graph[i] / n; |
2207 | int v2 = state->map->graph[i] % n; |
2208 | |
2209 | if (state->colouring[v1] < 0 || state->colouring[v2] < 0) |
2210 | continue; |
2211 | if (state->colouring[v1] != state->colouring[v2]) |
2212 | continue; |
2213 | |
2214 | x = state->map->edgex[i]; |
2215 | y = state->map->edgey[i]; |
2216 | |
2217 | if (x % 2 && y % 2) { |
2218 | ds->todraw[(y/2)*w+(x/2)] |= ERR_C; |
2219 | } else if (x % 2) { |
2220 | ds->todraw[(y/2-1)*w+(x/2)] |= ERR_B; |
2221 | ds->todraw[(y/2)*w+(x/2)] |= ERR_T; |
2222 | } else { |
2223 | assert(y % 2); |
2224 | ds->todraw[(y/2)*w+(x/2-1)] |= ERR_R; |
2225 | ds->todraw[(y/2)*w+(x/2)] |= ERR_L; |
2226 | } |
2227 | } |
2228 | |
2229 | /* |
2230 | * Now actually draw everything. |
2231 | */ |
2232 | for (y = 0; y < h; y++) |
2233 | for (x = 0; x < w; x++) { |
2234 | int v = ds->todraw[y*w+x]; |
c51c7de6 |
2235 | if (ds->drawn[y*w+x] != v) { |
dafd6cf6 |
2236 | draw_square(dr, ds, &state->p, state->map, x, y, v); |
c51c7de6 |
2237 | ds->drawn[y*w+x] = v; |
2238 | } |
2239 | } |
2240 | |
2241 | /* |
2242 | * Draw the dragged colour blob if any. |
2243 | */ |
2244 | if (ui->drag_colour > -2) { |
2245 | ds->dragx = ui->dragx - TILESIZE/2 - 2; |
2246 | ds->dragy = ui->dragy - TILESIZE/2 - 2; |
dafd6cf6 |
2247 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
2248 | draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2, |
c51c7de6 |
2249 | (ui->drag_colour < 0 ? COL_BACKGROUND : |
2250 | COL_0 + ui->drag_colour), COL_GRID); |
dafd6cf6 |
2251 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2252 | ds->drag_visible = TRUE; |
2253 | } |
2254 | } |
2255 | |
2256 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2257 | int dir, game_ui *ui) |
2258 | { |
2259 | return 0.0F; |
2260 | } |
2261 | |
2262 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2263 | int dir, game_ui *ui) |
2264 | { |
2265 | if (!oldstate->completed && newstate->completed && |
2266 | !oldstate->cheated && !newstate->cheated) { |
2267 | if (flash_type < 0) { |
2268 | char *env = getenv("MAP_ALTERNATIVE_FLASH"); |
2269 | if (env) |
2270 | flash_type = atoi(env); |
2271 | else |
2272 | flash_type = 0; |
2273 | flash_length = (flash_type == 1 ? 0.50 : 0.30); |
2274 | } |
2275 | return flash_length; |
2276 | } else |
2277 | return 0.0F; |
2278 | } |
2279 | |
2280 | static int game_wants_statusbar(void) |
2281 | { |
2282 | return FALSE; |
2283 | } |
2284 | |
2285 | static int game_timing_state(game_state *state, game_ui *ui) |
2286 | { |
2287 | return TRUE; |
2288 | } |
2289 | |
dafd6cf6 |
2290 | static void game_print_size(game_params *params, float *x, float *y) |
2291 | { |
2292 | int pw, ph; |
2293 | |
2294 | /* |
2295 | * I'll use 4mm squares by default, I think. Simplest way to |
2296 | * compute this size is to compute the pixel puzzle size at a |
2297 | * given tile size and then scale. |
2298 | */ |
2299 | game_compute_size(params, 400, &pw, &ph); |
2300 | *x = pw / 100.0; |
2301 | *y = ph / 100.0; |
2302 | } |
2303 | |
2304 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2305 | { |
2306 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2307 | int ink, c[FOUR], i; |
2308 | int x, y, r; |
2309 | int *coords, ncoords, coordsize; |
2310 | |
2311 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2312 | struct { int tilesize; } ads, *ds = &ads; |
2313 | ads.tilesize = tilesize; |
2314 | |
2315 | ink = print_mono_colour(dr, 0); |
2316 | for (i = 0; i < FOUR; i++) |
2317 | c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0], |
2318 | map_colours[i][1], map_colours[i][2]); |
2319 | |
2320 | coordsize = 0; |
2321 | coords = NULL; |
2322 | |
2323 | print_line_width(dr, TILESIZE / 16); |
2324 | |
2325 | /* |
2326 | * Draw a single filled polygon around each region. |
2327 | */ |
2328 | for (r = 0; r < n; r++) { |
2329 | int octants[8], lastdir, d1, d2, ox, oy; |
2330 | |
2331 | /* |
2332 | * Start by finding a point on the region boundary. Any |
2333 | * point will do. To do this, we'll search for a square |
2334 | * containing the region and then decide which corner of it |
2335 | * to use. |
2336 | */ |
2337 | x = w; |
2338 | for (y = 0; y < h; y++) { |
2339 | for (x = 0; x < w; x++) { |
2340 | if (state->map->map[wh*0+y*w+x] == r || |
2341 | state->map->map[wh*1+y*w+x] == r || |
2342 | state->map->map[wh*2+y*w+x] == r || |
2343 | state->map->map[wh*3+y*w+x] == r) |
2344 | break; |
2345 | } |
2346 | if (x < w) |
2347 | break; |
2348 | } |
2349 | assert(y < h && x < w); /* we must have found one somewhere */ |
2350 | /* |
2351 | * This is the first square in lexicographic order which |
2352 | * contains part of this region. Therefore, one of the top |
2353 | * two corners of the square must be what we're after. The |
2354 | * only case in which it isn't the top left one is if the |
2355 | * square is diagonally divided and the region is in the |
2356 | * bottom right half. |
2357 | */ |
2358 | if (state->map->map[wh*TE+y*w+x] != r && |
2359 | state->map->map[wh*LE+y*w+x] != r) |
2360 | x++; /* could just as well have done y++ */ |
2361 | |
2362 | /* |
2363 | * Now we have a point on the region boundary. Trace around |
2364 | * the region until we come back to this point, |
2365 | * accumulating coordinates for a polygon draw operation as |
2366 | * we go. |
2367 | */ |
2368 | lastdir = -1; |
2369 | ox = x; |
2370 | oy = y; |
2371 | ncoords = 0; |
2372 | |
2373 | do { |
2374 | /* |
2375 | * There are eight possible directions we could head in |
2376 | * from here. We identify them by octant numbers, and |
2377 | * we also use octant numbers to identify the spaces |
2378 | * between them: |
2379 | * |
2380 | * 6 7 0 |
2381 | * \ 7|0 / |
2382 | * \ | / |
2383 | * 6 \|/ 1 |
2384 | * 5-----+-----1 |
2385 | * 5 /|\ 2 |
2386 | * / | \ |
2387 | * / 4|3 \ |
2388 | * 4 3 2 |
2389 | */ |
2390 | octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; |
2391 | octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; |
2392 | octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; |
2393 | octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; |
2394 | octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; |
2395 | octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; |
2396 | octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; |
2397 | octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; |
2398 | |
2399 | d1 = d2 = -1; |
2400 | for (i = 0; i < 8; i++) |
2401 | if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { |
2402 | assert(d2 == -1); |
2403 | if (d1 == -1) |
2404 | d1 = i; |
2405 | else |
2406 | d2 = i; |
2407 | } |
2408 | /* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */ |
2409 | assert(d1 != -1 && d2 != -1); |
2410 | if (d1 == lastdir) |
2411 | d1 = d2; |
2412 | |
2413 | /* |
2414 | * Now we're heading in direction d1. Save the current |
2415 | * coordinates. |
2416 | */ |
2417 | if (ncoords + 2 > coordsize) { |
2418 | coordsize += 128; |
2419 | coords = sresize(coords, coordsize, int); |
2420 | } |
2421 | coords[ncoords++] = COORD(x); |
2422 | coords[ncoords++] = COORD(y); |
2423 | |
2424 | /* |
2425 | * Compute the new coordinates. |
2426 | */ |
2427 | x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); |
2428 | y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); |
2429 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
2430 | |
2431 | lastdir = d1 ^ 4; |
2432 | } while (x != ox || y != oy); |
2433 | |
2434 | draw_polygon(dr, coords, ncoords/2, |
2435 | state->colouring[r] >= 0 ? |
2436 | c[state->colouring[r]] : -1, ink); |
2437 | } |
2438 | sfree(coords); |
2439 | } |
2440 | |
c51c7de6 |
2441 | #ifdef COMBINED |
2442 | #define thegame map |
2443 | #endif |
2444 | |
2445 | const struct game thegame = { |
2446 | "Map", "games.map", |
2447 | default_params, |
2448 | game_fetch_preset, |
2449 | decode_params, |
2450 | encode_params, |
2451 | free_params, |
2452 | dup_params, |
2453 | TRUE, game_configure, custom_params, |
2454 | validate_params, |
2455 | new_game_desc, |
2456 | validate_desc, |
2457 | new_game, |
2458 | dup_game, |
2459 | free_game, |
2460 | TRUE, solve_game, |
2461 | FALSE, game_text_format, |
2462 | new_ui, |
2463 | free_ui, |
2464 | encode_ui, |
2465 | decode_ui, |
2466 | game_changed_state, |
2467 | interpret_move, |
2468 | execute_move, |
2469 | 20, game_compute_size, game_set_size, |
2470 | game_colours, |
2471 | game_new_drawstate, |
2472 | game_free_drawstate, |
2473 | game_redraw, |
2474 | game_anim_length, |
2475 | game_flash_length, |
dafd6cf6 |
2476 | TRUE, TRUE, game_print_size, game_print, |
c51c7de6 |
2477 | game_wants_statusbar, |
2478 | FALSE, game_timing_state, |
2479 | 0, /* mouse_priorities */ |
2480 | }; |