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