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