ab3a1e43 |
1 | /* |
2 | * galaxies.c: implementation of 'Tentai Show' from Nikoli, |
3 | * also sometimes called 'Spiral Galaxies'. |
4 | * |
5 | * Notes: |
6 | * |
7 | * Grid is stored as size (2n-1), holding edges as well as spaces |
8 | * (and thus vertices too, at edge intersections). |
9 | * |
10 | * Any dot will thus be positioned at one of our grid points, |
11 | * which saves any faffing with half-of-a-square stuff. |
12 | * |
13 | * Edges have on/off state; obviously the actual edges of the |
14 | * board are fixed to on, and everything else starts as off. |
15 | * |
16 | * TTD: |
17 | * Cleverer solver |
18 | * Think about how to display remote groups of tiles? |
19 | * |
20 | * Bugs: |
21 | * |
22 | * Notable puzzle IDs: |
23 | * |
24 | * Nikoli's example [web site has wrong highlighting] |
25 | * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/): |
26 | * 5x5:eBbbMlaBbOEnf |
27 | * |
28 | * The 'spiral galaxies puzzles are NP-complete' paper |
29 | * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf): |
30 | * 7x7:chpgdqqqoezdddki |
31 | * |
32 | * Puzzle competition pdf examples |
33 | * (at http://www.puzzleratings.org/Yurekli2006puz.pdf): |
34 | * 6x6:EDbaMucCohbrecEi |
35 | * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci |
36 | * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi |
37 | * |
38 | */ |
39 | |
40 | #include <stdio.h> |
41 | #include <stdlib.h> |
42 | #include <string.h> |
43 | #include <assert.h> |
44 | #include <ctype.h> |
45 | #include <math.h> |
46 | |
47 | #include "puzzles.h" |
48 | |
49 | #ifdef DEBUGGING |
50 | #define solvep debug |
51 | #else |
52 | int solver_show_working; |
53 | #define solvep(x) do { if (solver_show_working) { printf x; } } while(0) |
54 | #endif |
55 | |
9dce977f |
56 | #ifdef STANDALONE_PICTURE_GENERATOR |
57 | /* |
58 | * Dirty hack to enable the generator to construct a game ID which |
59 | * solves to a specified black-and-white bitmap. We define a global |
60 | * variable here which gives the desired colour of each square, and |
61 | * we arrange that the grid generator never merges squares of |
62 | * different colours. |
63 | * |
64 | * The bitmap as stored here is a simple int array (at these sizes |
65 | * it isn't worth doing fiddly bit-packing). picture[y*w+x] is 1 |
66 | * iff the pixel at (x,y) is intended to be black. |
67 | * |
68 | * (It might be nice to be able to specify some pixels as |
69 | * don't-care, to give the generator more leeway. But that might be |
70 | * fiddly.) |
71 | */ |
72 | static int *picture; |
73 | #endif |
74 | |
ab3a1e43 |
75 | enum { |
76 | COL_BACKGROUND, |
77 | COL_WHITEBG, |
78 | COL_BLACKBG, |
79 | COL_WHITEDOT, |
80 | COL_BLACKDOT, |
81 | COL_GRID, |
82 | COL_EDGE, |
83 | COL_ARROW, |
2c580e64 |
84 | COL_CURSOR, |
ab3a1e43 |
85 | NCOLOURS |
86 | }; |
87 | |
88 | #define DIFFLIST(A) \ |
736417dc |
89 | A(NORMAL,Normal,n) \ |
90 | A(UNREASONABLE,Unreasonable,u) |
ab3a1e43 |
91 | |
92 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
93 | #define TITLE(upper,title,lower) #title, |
94 | #define ENCODE(upper,title,lower) #lower |
95 | #define CONFIG(upper,title,lower) ":" #title |
96 | enum { DIFFLIST(ENUM) |
97 | DIFF_IMPOSSIBLE, DIFF_AMBIGUOUS, DIFF_UNFINISHED, DIFF_MAX }; |
98 | static char const *const galaxies_diffnames[] = { |
99 | DIFFLIST(TITLE) "Impossible", "Ambiguous", "Unfinished" }; |
100 | static char const galaxies_diffchars[] = DIFFLIST(ENCODE); |
101 | #define DIFFCONFIG DIFFLIST(CONFIG) |
102 | |
103 | struct game_params { |
104 | /* X and Y is the area of the board as seen by |
105 | * the user, not the (2n+1) area the game uses. */ |
106 | int w, h, diff; |
107 | }; |
108 | |
109 | enum { s_tile, s_edge, s_vertex }; |
110 | |
111 | #define F_DOT 1 /* there's a dot here */ |
112 | #define F_EDGE_SET 2 /* the edge is set */ |
113 | #define F_TILE_ASSOC 4 /* this tile is associated with a dot. */ |
114 | #define F_DOT_BLACK 8 /* (ui only) dot is black. */ |
115 | #define F_MARK 16 /* scratch flag */ |
116 | #define F_REACHABLE 32 |
117 | #define F_SCRATCH 64 |
118 | #define F_MULTIPLE 128 |
119 | #define F_DOT_HOLD 256 |
120 | #define F_GOOD 512 |
121 | |
122 | typedef struct space { |
123 | int x, y; /* its position */ |
124 | int type; |
125 | unsigned int flags; |
126 | int dotx, doty; /* if flags & F_TILE_ASSOC */ |
127 | int nassoc; /* if flags & F_DOT */ |
128 | } space; |
129 | |
130 | #define INGRID(s,x,y) ((x) >= 0 && (y) >= 0 && \ |
131 | (x) < (state)->sx && (y) < (state)->sy) |
132 | #define INUI(s,x,y) ((x) > 0 && (y) > 0 && \ |
133 | (x) < ((state)->sx-1) && (y) < ((state)->sy-1)) |
134 | |
135 | #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)]) |
136 | #define SPACE(s,x,y) GRID(s,grid,x,y) |
137 | |
138 | struct game_state { |
139 | int w, h; /* size from params */ |
140 | int sx, sy; /* allocated size, (2x-1)*(2y-1) */ |
141 | space *grid; |
142 | int completed, used_solve; |
143 | int ndots; |
144 | space **dots; |
145 | |
146 | midend *me; /* to call supersede_game_desc */ |
147 | int cdiff; /* difficulty of current puzzle (for status bar), |
148 | or -1 if stale. */ |
149 | }; |
150 | |
151 | /* ---------------------------------------------------------- |
152 | * Game parameters and presets |
153 | */ |
154 | |
155 | /* make up some sensible default sizes */ |
156 | |
736417dc |
157 | #define DEFAULT_PRESET 0 |
ab3a1e43 |
158 | |
159 | static const game_params galaxies_presets[] = { |
736417dc |
160 | { 7, 7, DIFF_NORMAL }, |
161 | { 7, 7, DIFF_UNREASONABLE }, |
162 | { 10, 10, DIFF_NORMAL }, |
163 | { 15, 15, DIFF_NORMAL }, |
ab3a1e43 |
164 | }; |
165 | |
166 | static int game_fetch_preset(int i, char **name, game_params **params) |
167 | { |
168 | game_params *ret; |
169 | char buf[80]; |
170 | |
171 | if (i < 0 || i >= lenof(galaxies_presets)) |
172 | return FALSE; |
173 | |
174 | ret = snew(game_params); |
175 | *ret = galaxies_presets[i]; /* structure copy */ |
176 | |
177 | sprintf(buf, "%dx%d %s", ret->w, ret->h, |
178 | galaxies_diffnames[ret->diff]); |
179 | |
180 | if (name) *name = dupstr(buf); |
181 | *params = ret; |
182 | return TRUE; |
183 | } |
184 | |
185 | static game_params *default_params(void) |
186 | { |
187 | game_params *ret; |
188 | game_fetch_preset(DEFAULT_PRESET, NULL, &ret); |
189 | return ret; |
190 | } |
191 | |
192 | static void free_params(game_params *params) |
193 | { |
194 | sfree(params); |
195 | } |
196 | |
197 | static game_params *dup_params(game_params *params) |
198 | { |
199 | game_params *ret = snew(game_params); |
200 | *ret = *params; /* structure copy */ |
201 | return ret; |
202 | } |
203 | |
204 | static void decode_params(game_params *params, char const *string) |
205 | { |
206 | params->h = params->w = atoi(string); |
736417dc |
207 | params->diff = DIFF_NORMAL; |
ab3a1e43 |
208 | while (*string && isdigit((unsigned char)*string)) string++; |
209 | if (*string == 'x') { |
210 | string++; |
211 | params->h = atoi(string); |
212 | while (*string && isdigit((unsigned char)*string)) string++; |
213 | } |
214 | if (*string == 'd') { |
215 | int i; |
216 | string++; |
736417dc |
217 | for (i = 0; i <= DIFF_UNREASONABLE; i++) |
ab3a1e43 |
218 | if (*string == galaxies_diffchars[i]) |
219 | params->diff = i; |
220 | if (*string) string++; |
221 | } |
222 | } |
223 | |
224 | static char *encode_params(game_params *params, int full) |
225 | { |
226 | char str[80]; |
227 | sprintf(str, "%dx%d", params->w, params->h); |
228 | if (full) |
229 | sprintf(str + strlen(str), "d%c", galaxies_diffchars[params->diff]); |
230 | return dupstr(str); |
231 | } |
232 | |
233 | static config_item *game_configure(game_params *params) |
234 | { |
235 | config_item *ret; |
236 | char buf[80]; |
237 | |
238 | ret = snewn(4, config_item); |
239 | |
240 | ret[0].name = "Width"; |
241 | ret[0].type = C_STRING; |
242 | sprintf(buf, "%d", params->w); |
243 | ret[0].sval = dupstr(buf); |
244 | ret[0].ival = 0; |
245 | |
246 | ret[1].name = "Height"; |
247 | ret[1].type = C_STRING; |
248 | sprintf(buf, "%d", params->h); |
249 | ret[1].sval = dupstr(buf); |
250 | ret[1].ival = 0; |
251 | |
252 | ret[2].name = "Difficulty"; |
253 | ret[2].type = C_CHOICES; |
254 | ret[2].sval = DIFFCONFIG; |
255 | ret[2].ival = params->diff; |
256 | |
257 | ret[3].name = NULL; |
258 | ret[3].type = C_END; |
259 | ret[3].sval = NULL; |
260 | ret[3].ival = 0; |
261 | |
262 | return ret; |
263 | } |
264 | |
265 | static game_params *custom_params(config_item *cfg) |
266 | { |
267 | game_params *ret = snew(game_params); |
268 | |
269 | ret->w = atoi(cfg[0].sval); |
270 | ret->h = atoi(cfg[1].sval); |
271 | ret->diff = cfg[2].ival; |
272 | |
273 | return ret; |
274 | } |
275 | |
276 | static char *validate_params(game_params *params, int full) |
277 | { |
278 | if (params->w < 3 || params->h < 3) |
279 | return "Width and height must both be at least 3"; |
280 | /* |
281 | * This shouldn't be able to happen at all, since decode_params |
282 | * and custom_params will never generate anything that isn't |
283 | * within range. |
284 | */ |
736417dc |
285 | assert(params->diff <= DIFF_UNREASONABLE); |
ab3a1e43 |
286 | |
287 | return NULL; |
288 | } |
289 | |
290 | /* ---------------------------------------------------------- |
291 | * Game utility functions. |
292 | */ |
293 | |
294 | static void add_dot(space *space) { |
295 | assert(!(space->flags & F_DOT)); |
296 | space->flags |= F_DOT; |
297 | space->nassoc = 0; |
298 | } |
299 | |
300 | static void remove_dot(space *space) { |
301 | assert(space->flags & F_DOT); |
302 | space->flags &= ~F_DOT; |
303 | } |
304 | |
305 | static void remove_assoc(game_state *state, space *tile) { |
306 | if (tile->flags & F_TILE_ASSOC) { |
307 | SPACE(state, tile->dotx, tile->doty).nassoc--; |
308 | tile->flags &= ~F_TILE_ASSOC; |
309 | tile->dotx = -1; |
310 | tile->doty = -1; |
311 | } |
312 | } |
313 | |
314 | static void add_assoc(game_state *state, space *tile, space *dot) { |
315 | remove_assoc(state, tile); |
316 | |
9dce977f |
317 | #ifdef STANDALONE_PICTURE_GENERATOR |
318 | if (picture) |
319 | assert(!picture[(tile->y/2) * state->w + (tile->x/2)] == |
320 | !(dot->flags & F_DOT_BLACK)); |
321 | #endif |
ab3a1e43 |
322 | tile->flags |= F_TILE_ASSOC; |
323 | tile->dotx = dot->x; |
324 | tile->doty = dot->y; |
325 | dot->nassoc++; |
242a7d91 |
326 | /*debug(("add_assoc sp %d %d --> dot %d,%d, new nassoc %d.\n", |
327 | tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/ |
ab3a1e43 |
328 | } |
329 | |
330 | static struct space *sp2dot(game_state *state, int x, int y) |
331 | { |
332 | struct space *sp = &SPACE(state, x, y); |
333 | if (!(sp->flags & F_TILE_ASSOC)) return NULL; |
334 | return &SPACE(state, sp->dotx, sp->doty); |
335 | } |
336 | |
337 | #define IS_VERTICAL_EDGE(x) ((x % 2) == 0) |
338 | |
fa3abef5 |
339 | static int game_can_format_as_text_now(game_params *params) |
340 | { |
341 | return TRUE; |
342 | } |
343 | |
ab3a1e43 |
344 | static char *game_text_format(game_state *state) |
345 | { |
346 | int maxlen = (state->sx+1)*state->sy, x, y; |
347 | char *ret, *p; |
348 | space *sp; |
349 | |
350 | ret = snewn(maxlen+1, char); |
351 | p = ret; |
352 | |
353 | for (y = 0; y < state->sy; y++) { |
354 | for (x = 0; x < state->sx; x++) { |
355 | sp = &SPACE(state, x, y); |
356 | if (sp->flags & F_DOT) |
357 | *p++ = 'o'; |
a4427d19 |
358 | #if 0 |
ab3a1e43 |
359 | else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK)) |
360 | *p++ = (sp->flags & F_MULTIPLE) ? 'M' : |
361 | (sp->flags & F_REACHABLE) ? 'R' : 'X'; |
a4427d19 |
362 | #endif |
ab3a1e43 |
363 | else { |
364 | switch (sp->type) { |
365 | case s_tile: |
366 | if (sp->flags & F_TILE_ASSOC) { |
367 | space *dot = sp2dot(state, sp->x, sp->y); |
368 | if (dot->flags & F_DOT) |
369 | *p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W'; |
370 | else |
371 | *p++ = '?'; /* association with not-a-dot. */ |
372 | } else |
373 | *p++ = ' '; |
374 | break; |
375 | |
376 | case s_vertex: |
377 | *p++ = '+'; |
378 | break; |
379 | |
380 | case s_edge: |
381 | if (sp->flags & F_EDGE_SET) |
382 | *p++ = (IS_VERTICAL_EDGE(x)) ? '|' : '-'; |
383 | else |
384 | *p++ = ' '; |
385 | break; |
386 | |
387 | default: |
388 | assert(!"shouldn't get here!"); |
389 | } |
390 | } |
391 | } |
392 | *p++ = '\n'; |
393 | } |
394 | |
395 | assert(p - ret == maxlen); |
396 | *p = '\0'; |
397 | |
398 | return ret; |
399 | } |
400 | |
401 | static void dbg_state(game_state *state) |
402 | { |
403 | #ifdef DEBUGGING |
404 | char *temp = game_text_format(state); |
405 | debug(("%s\n", temp)); |
406 | sfree(temp); |
407 | #endif |
408 | } |
409 | |
410 | /* Space-enumeration callbacks should all return 1 for 'progress made', |
411 | * -1 for 'impossible', and 0 otherwise. */ |
412 | typedef int (*space_cb)(game_state *state, space *sp, void *ctx); |
413 | |
414 | #define IMPOSSIBLE_QUITS 1 |
415 | |
416 | static int foreach_sub(game_state *state, space_cb cb, unsigned int f, |
417 | void *ctx, int startx, int starty) |
418 | { |
419 | int x, y, progress = 0, impossible = 0, ret; |
420 | space *sp; |
421 | |
422 | for (y = starty; y < state->sy; y += 2) { |
423 | sp = &SPACE(state, startx, y); |
424 | for (x = startx; x < state->sx; x += 2) { |
425 | ret = cb(state, sp, ctx); |
426 | if (ret == -1) { |
427 | if (f & IMPOSSIBLE_QUITS) return -1; |
428 | impossible = -1; |
429 | } else if (ret == 1) { |
430 | progress = 1; |
431 | } |
432 | sp += 2; |
433 | } |
434 | } |
435 | return impossible ? -1 : progress; |
436 | } |
437 | |
438 | static int foreach_tile(game_state *state, space_cb cb, unsigned int f, |
439 | void *ctx) |
440 | { |
441 | return foreach_sub(state, cb, f, ctx, 1, 1); |
442 | } |
443 | |
444 | static int foreach_edge(game_state *state, space_cb cb, unsigned int f, |
445 | void *ctx) |
446 | { |
447 | int ret1, ret2; |
448 | |
449 | ret1 = foreach_sub(state, cb, f, ctx, 0, 1); |
450 | ret2 = foreach_sub(state, cb, f, ctx, 1, 0); |
451 | |
452 | if (ret1 == -1 || ret2 == -1) return -1; |
453 | return (ret1 || ret2) ? 1 : 0; |
454 | } |
455 | |
456 | #if 0 |
457 | static int foreach_vertex(game_state *state, space_cb cb, unsigned int f, |
458 | void *ctx) |
459 | { |
460 | return foreach_sub(state, cb, f, ctx, 0, 0); |
461 | } |
462 | #endif |
463 | |
464 | #if 0 |
465 | static int is_same_assoc(game_state *state, |
466 | int x1, int y1, int x2, int y2) |
467 | { |
468 | struct space *s1, *s2; |
469 | |
470 | if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) |
471 | return 0; |
472 | |
473 | s1 = &SPACE(state, x1, y1); |
474 | s2 = &SPACE(state, x2, y2); |
475 | assert(s1->type == s_tile && s2->type == s_tile); |
476 | if ((s1->flags & F_TILE_ASSOC) && (s2->flags & F_TILE_ASSOC) && |
477 | s1->dotx == s2->dotx && s1->doty == s2->doty) |
478 | return 1; |
479 | return 0; /* 0 if not same or not both associated. */ |
480 | } |
481 | #endif |
482 | |
483 | #if 0 |
484 | static int edges_into_vertex(game_state *state, |
485 | int x, int y) |
486 | { |
487 | int dx, dy, nx, ny, count = 0; |
488 | |
489 | assert(SPACE(state, x, y).type == s_vertex); |
490 | for (dx = -1; dx <= 1; dx++) { |
491 | for (dy = -1; dy <= 1; dy++) { |
492 | if (dx != 0 && dy != 0) continue; |
493 | if (dx == 0 && dy == 0) continue; |
494 | |
495 | nx = x+dx; ny = y+dy; |
496 | if (!INGRID(state, nx, ny)) continue; |
497 | assert(SPACE(state, nx, ny).type == s_edge); |
498 | if (SPACE(state, nx, ny).flags & F_EDGE_SET) |
499 | count++; |
500 | } |
501 | } |
502 | return count; |
503 | } |
504 | #endif |
505 | |
506 | static struct space *space_opposite_dot(struct game_state *state, |
507 | struct space *sp, struct space *dot) |
508 | { |
509 | int dx, dy, tx, ty; |
510 | space *sp2; |
511 | |
512 | dx = sp->x - dot->x; |
513 | dy = sp->y - dot->y; |
514 | tx = dot->x - dx; |
515 | ty = dot->y - dy; |
516 | if (!INGRID(state, tx, ty)) return NULL; |
517 | |
518 | sp2 = &SPACE(state, tx, ty); |
519 | assert(sp2->type == sp->type); |
520 | return sp2; |
521 | } |
522 | |
523 | static struct space *tile_opposite(struct game_state *state, struct space *sp) |
524 | { |
525 | struct space *dot; |
526 | |
527 | assert(sp->flags & F_TILE_ASSOC); |
528 | dot = &SPACE(state, sp->dotx, sp->doty); |
529 | return space_opposite_dot(state, sp, dot); |
530 | } |
531 | |
532 | static int dotfortile(game_state *state, space *tile, space *dot) |
533 | { |
534 | space *tile_opp = space_opposite_dot(state, tile, dot); |
535 | |
536 | if (!tile_opp) return 0; /* opposite would be off grid */ |
537 | if (tile_opp->flags & F_TILE_ASSOC && |
538 | (tile_opp->dotx != dot->x || tile_opp->doty != dot->y)) |
539 | return 0; /* opposite already associated with diff. dot */ |
540 | return 1; |
541 | } |
542 | |
543 | static void adjacencies(struct game_state *state, struct space *sp, |
544 | struct space **a1s, struct space **a2s) |
545 | { |
546 | int dxs[4] = {-1, 1, 0, 0}, dys[4] = {0, 0, -1, 1}; |
547 | int n, x, y; |
548 | |
549 | /* this function needs optimising. */ |
550 | |
551 | for (n = 0; n < 4; n++) { |
552 | x = sp->x+dxs[n]; |
553 | y = sp->y+dys[n]; |
554 | |
555 | if (INGRID(state, x, y)) { |
556 | a1s[n] = &SPACE(state, x, y); |
557 | |
558 | x += dxs[n]; y += dys[n]; |
559 | |
560 | if (INGRID(state, x, y)) |
561 | a2s[n] = &SPACE(state, x, y); |
562 | else |
563 | a2s[n] = NULL; |
564 | } else { |
565 | a1s[n] = a2s[n] = NULL; |
566 | } |
567 | } |
568 | } |
569 | |
570 | static int outline_tile_fordot(game_state *state, space *tile, int mark) |
571 | { |
572 | struct space *tadj[4], *eadj[4]; |
573 | int i, didsth = 0, edge, same; |
574 | |
575 | assert(tile->type == s_tile); |
576 | adjacencies(state, tile, eadj, tadj); |
577 | for (i = 0; i < 4; i++) { |
578 | if (!eadj[i]) continue; |
579 | |
580 | edge = (eadj[i]->flags & F_EDGE_SET) ? 1 : 0; |
581 | if (tadj[i]) { |
582 | if (!(tile->flags & F_TILE_ASSOC)) |
583 | same = (tadj[i]->flags & F_TILE_ASSOC) ? 0 : 1; |
584 | else |
585 | same = ((tadj[i]->flags & F_TILE_ASSOC) && |
586 | tile->dotx == tadj[i]->dotx && |
587 | tile->doty == tadj[i]->doty) ? 1 : 0; |
588 | } else |
589 | same = 0; |
590 | |
591 | if (!edge && !same) { |
592 | if (mark) eadj[i]->flags |= F_EDGE_SET; |
593 | didsth = 1; |
594 | } else if (edge && same) { |
595 | if (mark) eadj[i]->flags &= ~F_EDGE_SET; |
596 | didsth = 1; |
597 | } |
598 | } |
599 | return didsth; |
600 | } |
601 | |
602 | static void tiles_from_edge(struct game_state *state, |
603 | struct space *sp, struct space **ts) |
604 | { |
605 | int xs[2], ys[2]; |
606 | |
607 | if (IS_VERTICAL_EDGE(sp->x)) { |
608 | xs[0] = sp->x-1; ys[0] = sp->y; |
609 | xs[1] = sp->x+1; ys[1] = sp->y; |
610 | } else { |
611 | xs[0] = sp->x; ys[0] = sp->y-1; |
612 | xs[1] = sp->x; ys[1] = sp->y+1; |
613 | } |
614 | ts[0] = INGRID(state, xs[0], ys[0]) ? &SPACE(state, xs[0], ys[0]) : NULL; |
615 | ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL; |
616 | } |
617 | |
a4427d19 |
618 | /* Returns a move string for use by 'solve', including the initial |
619 | * 'S' if issolve is true. */ |
ab3a1e43 |
620 | static char *diff_game(game_state *src, game_state *dest, int issolve) |
621 | { |
622 | int movelen = 0, movesize = 256, x, y, len; |
623 | char *move = snewn(movesize, char), buf[80], *sep = ""; |
624 | char achar = issolve ? 'a' : 'A'; |
625 | space *sps, *spd; |
626 | |
627 | assert(src->sx == dest->sx && src->sy == dest->sy); |
628 | |
629 | if (issolve) { |
630 | move[movelen++] = 'S'; |
631 | sep = ";"; |
632 | } |
633 | move[movelen] = '\0'; |
634 | for (x = 0; x < src->sx; x++) { |
635 | for (y = 0; y < src->sy; y++) { |
636 | sps = &SPACE(src, x, y); |
637 | spd = &SPACE(dest, x, y); |
638 | |
639 | assert(sps->type == spd->type); |
640 | |
641 | len = 0; |
642 | if (sps->type == s_tile) { |
643 | if ((sps->flags & F_TILE_ASSOC) && |
644 | (spd->flags & F_TILE_ASSOC)) { |
645 | if (sps->dotx != spd->dotx || |
646 | sps->doty != spd->doty) |
647 | /* Both associated; change association, if different */ |
648 | len = sprintf(buf, "%s%c%d,%d,%d,%d", sep, |
649 | (int)achar, x, y, spd->dotx, spd->doty); |
650 | } else if (sps->flags & F_TILE_ASSOC) |
651 | /* Only src associated; remove. */ |
652 | len = sprintf(buf, "%sU%d,%d", sep, x, y); |
653 | else if (spd->flags & F_TILE_ASSOC) |
654 | /* Only dest associated; add. */ |
655 | len = sprintf(buf, "%s%c%d,%d,%d,%d", sep, |
656 | (int)achar, x, y, spd->dotx, spd->doty); |
657 | } else if (sps->type == s_edge) { |
658 | if ((sps->flags & F_EDGE_SET) != (spd->flags & F_EDGE_SET)) |
659 | /* edge flags are different; flip them. */ |
660 | len = sprintf(buf, "%sE%d,%d", sep, x, y); |
661 | } |
662 | if (len) { |
663 | if (movelen + len >= movesize) { |
664 | movesize = movelen + len + 256; |
665 | move = sresize(move, movesize, char); |
666 | } |
667 | strcpy(move + movelen, buf); |
668 | movelen += len; |
669 | sep = ";"; |
670 | } |
671 | } |
672 | } |
673 | debug(("diff_game src then dest:\n")); |
674 | dbg_state(src); |
675 | dbg_state(dest); |
676 | debug(("diff string %s\n", move)); |
677 | return move; |
678 | } |
679 | |
680 | /* Returns 1 if a dot here would not be too close to any other dots |
681 | * (and would avoid other game furniture). */ |
682 | static int dot_is_possible(game_state *state, space *sp, int allow_assoc) |
683 | { |
684 | int bx = 0, by = 0, dx, dy; |
685 | space *adj; |
9dce977f |
686 | #ifdef STANDALONE_PICTURE_GENERATOR |
687 | int col = -1; |
688 | #endif |
ab3a1e43 |
689 | |
690 | switch (sp->type) { |
691 | case s_tile: |
692 | bx = by = 1; break; |
693 | case s_edge: |
694 | if (IS_VERTICAL_EDGE(sp->x)) { |
695 | bx = 2; by = 1; |
696 | } else { |
697 | bx = 1; by = 2; |
698 | } |
699 | break; |
700 | case s_vertex: |
701 | bx = by = 2; break; |
702 | } |
703 | |
704 | for (dx = -bx; dx <= bx; dx++) { |
705 | for (dy = -by; dy <= by; dy++) { |
706 | if (!INGRID(state, sp->x+dx, sp->y+dy)) continue; |
707 | |
708 | adj = &SPACE(state, sp->x+dx, sp->y+dy); |
709 | |
9dce977f |
710 | #ifdef STANDALONE_PICTURE_GENERATOR |
711 | /* |
712 | * Check that all the squares we're looking at have the |
713 | * same colour. |
714 | */ |
715 | if (picture) { |
716 | if (adj->type == s_tile) { |
717 | int c = picture[(adj->y / 2) * state->w + (adj->x / 2)]; |
718 | if (col < 0) |
719 | col = c; |
720 | if (c != col) |
721 | return 0; /* colour mismatch */ |
722 | } |
723 | } |
724 | #endif |
725 | |
726 | if (!allow_assoc && (adj->flags & F_TILE_ASSOC)) |
727 | return 0; |
ab3a1e43 |
728 | |
729 | if (dx != 0 || dy != 0) { |
730 | /* Other than our own square, no dots nearby. */ |
731 | if (adj->flags & (F_DOT)) |
732 | return 0; |
733 | } |
734 | |
735 | /* We don't want edges within our rectangle |
736 | * (but don't care about edges on the edge) */ |
737 | if (abs(dx) < bx && abs(dy) < by && |
738 | adj->flags & F_EDGE_SET) |
739 | return 0; |
740 | } |
741 | } |
742 | return 1; |
743 | } |
744 | |
745 | /* ---------------------------------------------------------- |
746 | * Game generation, structure creation, and descriptions. |
747 | */ |
748 | |
749 | static game_state *blank_game(int w, int h) |
750 | { |
751 | game_state *state = snew(game_state); |
752 | int x, y; |
753 | |
754 | state->w = w; |
755 | state->h = h; |
756 | |
757 | state->sx = (w*2)+1; |
758 | state->sy = (h*2)+1; |
759 | state->grid = snewn(state->sx * state->sy, struct space); |
760 | state->completed = state->used_solve = 0; |
761 | |
762 | for (x = 0; x < state->sx; x++) { |
763 | for (y = 0; y < state->sy; y++) { |
764 | struct space *sp = &SPACE(state, x, y); |
765 | memset(sp, 0, sizeof(struct space)); |
766 | sp->x = x; |
767 | sp->y = y; |
768 | if ((x % 2) == 0 && (y % 2) == 0) |
769 | sp->type = s_vertex; |
770 | else if ((x % 2) == 0 || (y % 2) == 0) { |
771 | sp->type = s_edge; |
772 | if (x == 0 || y == 0 || x == state->sx-1 || y == state->sy-1) |
773 | sp->flags |= F_EDGE_SET; |
774 | } else |
775 | sp->type = s_tile; |
776 | } |
777 | } |
778 | |
779 | state->ndots = 0; |
780 | state->dots = NULL; |
781 | |
782 | state->me = NULL; /* filled in by new_game. */ |
783 | state->cdiff = -1; |
784 | |
785 | return state; |
786 | } |
787 | |
788 | static void game_update_dots(game_state *state) |
789 | { |
790 | int i, n, sz = state->sx * state->sy; |
791 | |
792 | if (state->dots) sfree(state->dots); |
793 | state->ndots = 0; |
794 | |
795 | for (i = 0; i < sz; i++) { |
796 | if (state->grid[i].flags & F_DOT) state->ndots++; |
797 | } |
798 | state->dots = snewn(state->ndots, space *); |
799 | n = 0; |
800 | for (i = 0; i < sz; i++) { |
801 | if (state->grid[i].flags & F_DOT) |
802 | state->dots[n++] = &state->grid[i]; |
803 | } |
804 | } |
805 | |
806 | static void clear_game(game_state *state, int cleardots) |
807 | { |
808 | int x, y; |
809 | |
810 | /* don't erase edge flags around outline! */ |
811 | for (x = 1; x < state->sx-1; x++) { |
812 | for (y = 1; y < state->sy-1; y++) { |
813 | if (cleardots) |
814 | SPACE(state, x, y).flags = 0; |
815 | else |
816 | SPACE(state, x, y).flags &= (F_DOT|F_DOT_BLACK); |
817 | } |
818 | } |
819 | if (cleardots) game_update_dots(state); |
820 | } |
821 | |
822 | static game_state *dup_game(game_state *state) |
823 | { |
824 | game_state *ret = blank_game(state->w, state->h); |
825 | |
826 | ret->completed = state->completed; |
827 | ret->used_solve = state->used_solve; |
828 | |
829 | memcpy(ret->grid, state->grid, |
830 | ret->sx*ret->sy*sizeof(struct space)); |
831 | |
832 | game_update_dots(ret); |
833 | |
834 | ret->me = state->me; |
835 | ret->cdiff = state->cdiff; |
836 | |
837 | return ret; |
838 | } |
839 | |
840 | static void free_game(game_state *state) |
841 | { |
842 | if (state->dots) sfree(state->dots); |
843 | sfree(state->grid); |
844 | sfree(state); |
845 | } |
846 | |
847 | /* Game description is a sequence of letters representing the number |
848 | * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot, |
849 | * and A-Y for a black dot. 'z' is 25 spaces (and no dot). |
850 | * |
851 | * I know it's a bitch to generate by hand, so we provide |
852 | * an edit mode. |
853 | */ |
854 | |
855 | static char *encode_game(game_state *state) |
856 | { |
857 | char *desc, *p; |
858 | int run, x, y, area; |
859 | unsigned int f; |
860 | |
861 | area = (state->sx-2) * (state->sy-2); |
862 | |
863 | desc = snewn(area, char); |
864 | p = desc; |
865 | run = 0; |
866 | for (y = 1; y < state->sy-1; y++) { |
867 | for (x = 1; x < state->sx-1; x++) { |
868 | f = SPACE(state, x, y).flags; |
869 | |
870 | /* a/A is 0 spaces between, b/B is 1 space, ... |
871 | * y/Y is 24 spaces, za/zA is 25 spaces, ... |
872 | * It's easier to count from 0 because we then |
873 | * don't have to special-case the top left-hand corner |
874 | * (which could be a dot with 0 spaces before it). */ |
875 | if (!(f & F_DOT)) |
876 | run++; |
877 | else { |
878 | while (run > 24) { |
879 | *p++ = 'z'; |
880 | run -= 25; |
881 | } |
882 | *p++ = ((f & F_DOT_BLACK) ? 'A' : 'a') + run; |
883 | run = 0; |
884 | } |
885 | } |
886 | } |
887 | assert(p - desc < area); |
888 | *p++ = '\0'; |
889 | desc = sresize(desc, p - desc, char); |
890 | |
891 | return desc; |
892 | } |
893 | |
894 | struct movedot { |
895 | int op; |
896 | space *olddot, *newdot; |
897 | }; |
898 | |
899 | enum { MD_CHECK, MD_MOVE }; |
900 | |
901 | static int movedot_cb(game_state *state, space *tile, void *vctx) |
902 | { |
903 | struct movedot *md = (struct movedot *)vctx; |
904 | space *newopp = NULL; |
905 | |
906 | assert(tile->type == s_tile); |
907 | assert(md->olddot && md->newdot); |
908 | |
909 | if (!(tile->flags & F_TILE_ASSOC)) return 0; |
910 | if (tile->dotx != md->olddot->x || tile->doty != md->olddot->y) |
911 | return 0; |
912 | |
913 | newopp = space_opposite_dot(state, tile, md->newdot); |
914 | |
915 | switch (md->op) { |
916 | case MD_CHECK: |
917 | /* If the tile is associated with the old dot, check its |
918 | * opposite wrt the _new_ dot is empty or same assoc. */ |
919 | if (!newopp) return -1; /* no new opposite */ |
920 | if (newopp->flags & F_TILE_ASSOC) { |
921 | if (newopp->dotx != md->olddot->x || |
922 | newopp->doty != md->olddot->y) |
923 | return -1; /* associated, but wrong dot. */ |
924 | } |
9dce977f |
925 | #ifdef STANDALONE_PICTURE_GENERATOR |
926 | if (picture) { |
927 | /* |
928 | * Reject if either tile and the dot don't match in colour. |
929 | */ |
930 | if (!(picture[(tile->y/2) * state->w + (tile->x/2)]) ^ |
931 | !(md->newdot->flags & F_DOT_BLACK)) |
932 | return -1; |
933 | if (!(picture[(newopp->y/2) * state->w + (newopp->x/2)]) ^ |
934 | !(md->newdot->flags & F_DOT_BLACK)) |
935 | return -1; |
936 | } |
937 | #endif |
ab3a1e43 |
938 | break; |
939 | |
940 | case MD_MOVE: |
941 | /* Move dot associations: anything that was associated |
942 | * with the old dot, and its opposite wrt the new dot, |
943 | * become associated with the new dot. */ |
944 | assert(newopp); |
945 | debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n", |
946 | tile->x, tile->y, newopp->x, newopp->y, |
947 | md->newdot->x, md->newdot->y)); |
948 | add_assoc(state, tile, md->newdot); |
949 | add_assoc(state, newopp, md->newdot); |
950 | return 1; /* we did something! */ |
951 | } |
952 | return 0; |
953 | } |
954 | |
955 | /* For the given dot, first see if we could expand it into all the given |
956 | * extra spaces (by checking for empty spaces on the far side), and then |
957 | * see if we can move the dot to shift the CoG to include the new spaces. |
958 | */ |
959 | static int dot_expand_or_move(game_state *state, space *dot, |
960 | space **toadd, int nadd) |
961 | { |
962 | space *tileopp; |
963 | int i, ret, nnew, cx, cy; |
964 | struct movedot md; |
965 | |
966 | debug(("dot_expand_or_move: %d tiles for dot %d,%d\n", |
967 | nadd, dot->x, dot->y)); |
968 | for (i = 0; i < nadd; i++) |
969 | debug(("dot_expand_or_move: dot %d,%d\n", |
970 | toadd[i]->x, toadd[i]->y)); |
971 | assert(dot->flags & F_DOT); |
972 | |
9dce977f |
973 | #ifdef STANDALONE_PICTURE_GENERATOR |
974 | if (picture) { |
975 | /* |
976 | * Reject the expansion totally if any of the new tiles are |
977 | * the wrong colour. |
978 | */ |
979 | for (i = 0; i < nadd; i++) { |
980 | if (!(picture[(toadd[i]->y/2) * state->w + (toadd[i]->x/2)]) ^ |
981 | !(dot->flags & F_DOT_BLACK)) |
982 | return 0; |
983 | } |
984 | } |
985 | #endif |
986 | |
ab3a1e43 |
987 | /* First off, could we just expand the current dot's tile to cover |
988 | * the space(s) passed in and their opposites? */ |
989 | for (i = 0; i < nadd; i++) { |
990 | tileopp = space_opposite_dot(state, toadd[i], dot); |
991 | if (!tileopp) goto noexpand; |
992 | if (tileopp->flags & F_TILE_ASSOC) goto noexpand; |
9dce977f |
993 | #ifdef STANDALONE_PICTURE_GENERATOR |
994 | if (picture) { |
995 | /* |
996 | * The opposite tiles have to be the right colour as well. |
997 | */ |
998 | if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^ |
999 | !(dot->flags & F_DOT_BLACK)) |
1000 | goto noexpand; |
1001 | } |
1002 | #endif |
ab3a1e43 |
1003 | } |
1004 | /* OK, all spaces have valid empty opposites: associate spaces and |
1005 | * opposites with our dot. */ |
1006 | for (i = 0; i < nadd; i++) { |
1007 | tileopp = space_opposite_dot(state, toadd[i], dot); |
1008 | add_assoc(state, toadd[i], dot); |
1009 | add_assoc(state, tileopp, dot); |
1010 | debug(("Added associations %d,%d and %d,%d --> %d,%d\n", |
1011 | toadd[i]->x, toadd[i]->y, |
1012 | tileopp->x, tileopp->y, |
1013 | dot->x, dot->y)); |
1014 | dbg_state(state); |
1015 | } |
1016 | return 1; |
1017 | |
1018 | noexpand: |
1019 | /* Otherwise, try to move dot so as to encompass given spaces: */ |
9dce977f |
1020 | /* first, calculate the 'centre of gravity' of the new dot. */ |
ab3a1e43 |
1021 | nnew = dot->nassoc + nadd; /* number of tiles assoc. with new dot. */ |
1022 | cx = dot->x * dot->nassoc; |
1023 | cy = dot->y * dot->nassoc; |
1024 | for (i = 0; i < nadd; i++) { |
1025 | cx += toadd[i]->x; |
1026 | cy += toadd[i]->y; |
1027 | } |
1028 | /* If the CoG isn't a whole number, it's not possible. */ |
1029 | if ((cx % nnew) != 0 || (cy % nnew) != 0) { |
1030 | debug(("Unable to move dot %d,%d, CoG not whole number.\n", |
1031 | dot->x, dot->y)); |
1032 | return 0; |
1033 | } |
1034 | cx /= nnew; cy /= nnew; |
1035 | |
1036 | /* Check whether all spaces in the old tile would have a good |
1037 | * opposite wrt the new dot. */ |
1038 | md.olddot = dot; |
1039 | md.newdot = &SPACE(state, cx, cy); |
1040 | md.op = MD_CHECK; |
1041 | ret = foreach_tile(state, movedot_cb, IMPOSSIBLE_QUITS, &md); |
1042 | if (ret == -1) { |
1043 | debug(("Unable to move dot %d,%d, new dot not symmetrical.\n", |
1044 | dot->x, dot->y)); |
1045 | return 0; |
1046 | } |
1047 | /* Also check whether all spaces we're adding would have a good |
1048 | * opposite wrt the new dot. */ |
1049 | for (i = 0; i < nadd; i++) { |
1050 | tileopp = space_opposite_dot(state, toadd[i], md.newdot); |
1051 | if (tileopp && (tileopp->flags & F_TILE_ASSOC) && |
1052 | (tileopp->dotx != dot->x || tileopp->doty != dot->y)) { |
1053 | tileopp = NULL; |
1054 | } |
1055 | if (!tileopp) { |
1056 | debug(("Unable to move dot %d,%d, new dot not symmetrical.\n", |
1057 | dot->x, dot->y)); |
1058 | return 0; |
1059 | } |
9dce977f |
1060 | #ifdef STANDALONE_PICTURE_GENERATOR |
1061 | if (picture) { |
1062 | if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^ |
1063 | !(dot->flags & F_DOT_BLACK)) |
1064 | return 0; |
1065 | } |
1066 | #endif |
ab3a1e43 |
1067 | } |
1068 | |
1069 | /* If we've got here, we're ok. First, associate all of 'toadd' |
1070 | * with the _old_ dot (so they'll get fixed up, with their opposites, |
1071 | * in the next step). */ |
1072 | for (i = 0; i < nadd; i++) { |
1073 | debug(("Associating to-add %d,%d with old dot %d,%d.\n", |
1074 | toadd[i]->x, toadd[i]->y, dot->x, dot->y)); |
1075 | add_assoc(state, toadd[i], dot); |
1076 | } |
1077 | |
1078 | /* Finally, move the dot and fix up all the old associations. */ |
1079 | debug(("Moving dot at %d,%d to %d,%d\n", |
1080 | dot->x, dot->y, md.newdot->x, md.newdot->y)); |
9dce977f |
1081 | { |
1082 | #ifdef STANDALONE_PICTURE_GENERATOR |
1083 | int f = dot->flags & F_DOT_BLACK; |
1084 | #endif |
1085 | remove_dot(dot); |
1086 | add_dot(md.newdot); |
1087 | #ifdef STANDALONE_PICTURE_GENERATOR |
1088 | md.newdot->flags |= f; |
1089 | #endif |
1090 | } |
ab3a1e43 |
1091 | |
1092 | md.op = MD_MOVE; |
1093 | ret = foreach_tile(state, movedot_cb, 0, &md); |
1094 | assert(ret == 1); |
1095 | dbg_state(state); |
1096 | |
1097 | return 1; |
1098 | } |
1099 | |
1100 | /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */ |
1101 | #define MAX_TOADD 4 |
1102 | #define MAX_OUTSIDE 8 |
1103 | |
1104 | #define MAX_TILE_PERC 20 |
1105 | |
1106 | static int generate_try_block(game_state *state, random_state *rs, |
1107 | int x1, int y1, int x2, int y2) |
1108 | { |
1109 | int x, y, nadd = 0, nout = 0, i, maxsz; |
1110 | space *sp, *toadd[MAX_TOADD], *outside[MAX_OUTSIDE], *dot; |
1111 | |
1112 | if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) return 0; |
1113 | |
1114 | /* We limit the maximum size of tiles to be ~2*sqrt(area); so, |
1115 | * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid |
1116 | * nothing >40 tiles. */ |
1117 | maxsz = (int)sqrt((double)(state->w * state->h)) * 2; |
1118 | debug(("generate_try_block, maxsz %d\n", maxsz)); |
1119 | |
1120 | /* Make a static list of the spaces; if any space is already |
1121 | * associated then quit immediately. */ |
1122 | for (x = x1; x <= x2; x += 2) { |
1123 | for (y = y1; y <= y2; y += 2) { |
1124 | assert(nadd < MAX_TOADD); |
1125 | sp = &SPACE(state, x, y); |
1126 | assert(sp->type == s_tile); |
1127 | if (sp->flags & F_TILE_ASSOC) return 0; |
1128 | toadd[nadd++] = sp; |
1129 | } |
1130 | } |
1131 | |
1132 | /* Make a list of the spaces outside of our block, and shuffle it. */ |
1133 | #define OUTSIDE(x, y) do { \ |
1134 | if (INGRID(state, (x), (y))) { \ |
1135 | assert(nout < MAX_OUTSIDE); \ |
1136 | outside[nout++] = &SPACE(state, (x), (y)); \ |
1137 | } \ |
1138 | } while(0) |
1139 | for (x = x1; x <= x2; x += 2) { |
1140 | OUTSIDE(x, y1-2); |
1141 | OUTSIDE(x, y2+2); |
1142 | } |
1143 | for (y = y1; y <= y2; y += 2) { |
1144 | OUTSIDE(x1-2, y); |
1145 | OUTSIDE(x2+2, y); |
1146 | } |
1147 | shuffle(outside, nout, sizeof(space *), rs); |
1148 | |
1149 | for (i = 0; i < nout; i++) { |
1150 | if (!(outside[i]->flags & F_TILE_ASSOC)) continue; |
1151 | dot = &SPACE(state, outside[i]->dotx, outside[i]->doty); |
1152 | if (dot->nassoc >= maxsz) { |
1153 | debug(("Not adding to dot %d,%d, large enough (%d) already.\n", |
1154 | dot->x, dot->y, dot->nassoc)); |
1155 | continue; |
1156 | } |
1157 | if (dot_expand_or_move(state, dot, toadd, nadd)) return 1; |
1158 | } |
1159 | return 0; |
1160 | } |
1161 | |
1162 | #ifdef STANDALONE_SOLVER |
1163 | int maxtries; |
1164 | #define MAXTRIES maxtries |
1165 | #else |
1166 | #define MAXTRIES 50 |
1167 | #endif |
1168 | |
1169 | static int solver_obvious_dot(game_state *state,space *dot); |
1170 | |
1171 | #define GP_DOTS 1 |
1172 | |
1173 | static void generate_pass(game_state *state, random_state *rs, int *scratch, |
1174 | int perc, unsigned int flags) |
1175 | { |
1176 | int sz = state->sx*state->sy, nspc, i, ret; |
1177 | |
1178 | shuffle(scratch, sz, sizeof(int), rs); |
1179 | |
1180 | /* This bug took me a, er, little while to track down. On PalmOS, |
1181 | * which has 16-bit signed ints, puzzles over about 9x9 started |
1182 | * failing to generate because the nspc calculation would start |
1183 | * to overflow, causing the dots not to be filled in properly. */ |
1184 | nspc = (int)(((long)perc * (long)sz) / 100L); |
1185 | debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n", |
1186 | perc, nspc, state->sx, state->sy, flags)); |
1187 | |
1188 | for (i = 0; i < nspc; i++) { |
1189 | space *sp = &state->grid[scratch[i]]; |
1190 | int x1 = sp->x, y1 = sp->y, x2 = sp->x, y2 = sp->y; |
1191 | |
1192 | if (sp->type == s_edge) { |
1193 | if (IS_VERTICAL_EDGE(sp->x)) { |
1194 | x1--; x2++; |
1195 | } else { |
1196 | y1--; y2++; |
1197 | } |
1198 | } |
1199 | if (sp->type != s_vertex) { |
1200 | /* heuristic; expanding from vertices tends to generate lots of |
1201 | * too-big regions of tiles. */ |
1202 | if (generate_try_block(state, rs, x1, y1, x2, y2)) |
1203 | continue; /* we expanded successfully. */ |
1204 | } |
1205 | |
1206 | if (!(flags & GP_DOTS)) continue; |
1207 | |
1208 | if ((sp->type == s_edge) && (i % 2)) { |
1209 | debug(("Omitting edge %d,%d as half-of.\n", sp->x, sp->y)); |
1210 | continue; |
1211 | } |
1212 | |
1213 | /* If we've got here we might want to put a dot down. Check |
1214 | * if we can, and add one if so. */ |
1215 | if (dot_is_possible(state, sp, 0)) { |
1216 | add_dot(sp); |
9dce977f |
1217 | #ifdef STANDALONE_PICTURE_GENERATOR |
1218 | if (picture) { |
1219 | if (picture[(sp->y/2) * state->w + (sp->x/2)]) |
1220 | sp->flags |= F_DOT_BLACK; |
1221 | } |
1222 | #endif |
ab3a1e43 |
1223 | ret = solver_obvious_dot(state, sp); |
1224 | assert(ret != -1); |
1225 | debug(("Added dot (and obvious associations) at %d,%d\n", |
1226 | sp->x, sp->y)); |
1227 | dbg_state(state); |
1228 | } |
1229 | } |
1230 | dbg_state(state); |
1231 | } |
1232 | |
a4427d19 |
1233 | static int check_complete(game_state *state, int *dsf, int *colours); |
ab3a1e43 |
1234 | static int solver_state(game_state *state, int maxdiff); |
1235 | |
1236 | static char *new_game_desc(game_params *params, random_state *rs, |
1237 | char **aux, int interactive) |
1238 | { |
1239 | game_state *state = blank_game(params->w, params->h), *copy; |
1240 | char *desc; |
1241 | int *scratch, sz = state->sx*state->sy, i; |
a4427d19 |
1242 | int diff, ntries = 0, cc; |
ab3a1e43 |
1243 | |
1244 | /* Random list of squares to try and process, one-by-one. */ |
1245 | scratch = snewn(sz, int); |
1246 | for (i = 0; i < sz; i++) scratch[i] = i; |
1247 | |
1248 | generate: |
1249 | clear_game(state, 1); |
1250 | ntries++; |
1251 | |
11c42b81 |
1252 | /* generate_pass(state, rs, scratch, 10, GP_DOTS); */ |
1253 | /* generate_pass(state, rs, scratch, 100, 0); */ |
ab3a1e43 |
1254 | generate_pass(state, rs, scratch, 100, GP_DOTS); |
1255 | |
1256 | game_update_dots(state); |
1257 | |
1258 | #ifdef DEBUGGING |
1259 | { |
1260 | char *tmp = encode_game(state); |
1261 | debug(("new_game_desc state %dx%d:%s\n", params->w, params->h, tmp)); |
1262 | sfree(tmp); |
1263 | } |
1264 | #endif |
1265 | |
9dce977f |
1266 | for (i = 0; i < state->sx*state->sy; i++) |
1267 | if (state->grid[i].type == s_tile) |
1268 | outline_tile_fordot(state, &state->grid[i], TRUE); |
a4427d19 |
1269 | cc = check_complete(state, NULL, NULL); |
1270 | assert(cc); |
9dce977f |
1271 | |
ab3a1e43 |
1272 | copy = dup_game(state); |
1273 | clear_game(copy, 0); |
1274 | dbg_state(copy); |
1275 | diff = solver_state(copy, params->diff); |
1276 | free_game(copy); |
1277 | |
1278 | assert(diff != DIFF_IMPOSSIBLE); |
1279 | if (diff != params->diff) { |
736417dc |
1280 | /* |
1281 | * We'll grudgingly accept a too-easy puzzle, but we must |
1282 | * _not_ permit a too-hard one (one which the solver |
1283 | * couldn't handle at all). |
1284 | */ |
1285 | if (diff > params->diff || |
1286 | ntries < MAXTRIES) goto generate; |
ab3a1e43 |
1287 | } |
1288 | |
9dce977f |
1289 | #ifdef STANDALONE_PICTURE_GENERATOR |
1290 | /* |
1291 | * Postprocessing pass to prevent excessive numbers of adjacent |
1292 | * singletons. Iterate over all edges in random shuffled order; |
1293 | * for each edge that separates two regions, investigate |
1294 | * whether removing that edge and merging the regions would |
1295 | * still yield a valid and soluble puzzle. (The two regions |
1296 | * must also be the same colour, of course.) If so, do it. |
1297 | * |
1298 | * This postprocessing pass is slow (due to repeated solver |
1299 | * invocations), and seems to be unnecessary during normal |
1300 | * unconstrained game generation. However, when generating a |
1301 | * game under colour constraints, excessive singletons seem to |
1302 | * turn up more often, so it's worth doing this. |
1303 | */ |
1304 | { |
1305 | int *posns, nposns; |
1306 | int i, j, newdiff; |
1307 | game_state *copy2; |
1308 | |
1309 | nposns = params->w * (params->h+1) + params->h * (params->w+1); |
1310 | posns = snewn(nposns, int); |
1311 | for (i = j = 0; i < state->sx*state->sy; i++) |
1312 | if (state->grid[i].type == s_edge) |
1313 | posns[j++] = i; |
1314 | assert(j == nposns); |
1315 | |
1316 | shuffle(posns, nposns, sizeof(*posns), rs); |
1317 | |
1318 | for (i = 0; i < nposns; i++) { |
1319 | int x, y, x0, y0, x1, y1, cx, cy, cn, cx0, cy0, cx1, cy1, tx, ty; |
1320 | space *s0, *s1, *ts, *d0, *d1, *dn; |
1321 | int ok; |
1322 | |
1323 | /* Coordinates of edge space */ |
1324 | x = posns[i] % state->sx; |
1325 | y = posns[i] / state->sx; |
1326 | |
1327 | /* Coordinates of square spaces on either side of edge */ |
1328 | x0 = ((x+1) & ~1) - 1; /* round down to next odd number */ |
1329 | y0 = ((y+1) & ~1) - 1; |
1330 | x1 = 2*x-x0; /* and reflect about x to get x1 */ |
1331 | y1 = 2*y-y0; |
1332 | |
1333 | if (!INGRID(state, x0, y0) || !INGRID(state, x1, y1)) |
1334 | continue; /* outermost edge of grid */ |
1335 | s0 = &SPACE(state, x0, y0); |
1336 | s1 = &SPACE(state, x1, y1); |
1337 | assert(s0->type == s_tile && s1->type == s_tile); |
1338 | |
1339 | if (s0->dotx == s1->dotx && s0->doty == s1->doty) |
1340 | continue; /* tiles _already_ owned by same dot */ |
1341 | |
1342 | d0 = &SPACE(state, s0->dotx, s0->doty); |
1343 | d1 = &SPACE(state, s1->dotx, s1->doty); |
1344 | |
1345 | if ((d0->flags ^ d1->flags) & F_DOT_BLACK) |
1346 | continue; /* different colours: cannot merge */ |
1347 | |
1348 | /* |
1349 | * Work out where the centre of gravity of the new |
1350 | * region would be. |
1351 | */ |
1352 | cx = d0->nassoc * d0->x + d1->nassoc * d1->x; |
1353 | cy = d0->nassoc * d0->y + d1->nassoc * d1->y; |
1354 | cn = d0->nassoc + d1->nassoc; |
1355 | if (cx % cn || cy % cn) |
1356 | continue; /* CoG not at integer coordinates */ |
1357 | cx /= cn; |
1358 | cy /= cn; |
1359 | assert(INUI(state, cx, cy)); |
1360 | |
1361 | /* |
1362 | * Ensure that the CoG would actually be _in_ the new |
1363 | * region, by verifying that all its surrounding tiles |
1364 | * belong to one or other of our two dots. |
1365 | */ |
1366 | cx0 = ((cx+1) & ~1) - 1; /* round down to next odd number */ |
1367 | cy0 = ((cy+1) & ~1) - 1; |
1368 | cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */ |
1369 | cy1 = 2*cy-cy0; |
1370 | ok = TRUE; |
1371 | for (ty = cy0; ty <= cy1; ty += 2) |
1372 | for (tx = cx0; tx <= cx1; tx += 2) { |
1373 | ts = &SPACE(state, tx, ty); |
1374 | assert(ts->type == s_tile); |
1375 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1376 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1377 | ok = FALSE; |
1378 | } |
1379 | if (!ok) |
1380 | continue; |
1381 | |
1382 | /* |
1383 | * Verify that for every tile in either source region, |
1384 | * that tile's image in the new CoG is also in one of |
1385 | * the two source regions. |
1386 | */ |
1387 | for (ty = 1; ty < state->sy; ty += 2) { |
1388 | for (tx = 1; tx < state->sx; tx += 2) { |
1389 | int tx1, ty1; |
1390 | |
1391 | ts = &SPACE(state, tx, ty); |
1392 | assert(ts->type == s_tile); |
1393 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1394 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1395 | continue; /* not part of these tiles anyway */ |
1396 | tx1 = 2*cx-tx; |
1397 | ty1 = 2*cy-ty; |
1398 | if (!INGRID(state, tx1, ty1)) { |
1399 | ok = FALSE; |
1400 | break; |
1401 | } |
1402 | ts = &SPACE(state, cx+cx-tx, cy+cy-ty); |
1403 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1404 | (ts->dotx != d1->x || ts->doty != d1->y)) { |
1405 | ok = FALSE; |
1406 | break; |
1407 | } |
1408 | } |
1409 | if (!ok) |
1410 | break; |
1411 | } |
1412 | if (!ok) |
1413 | continue; |
1414 | |
1415 | /* |
1416 | * Now we're clear to attempt the merge. We take a copy |
1417 | * of the game state first, so we can revert it easily |
1418 | * if the resulting puzzle turns out to have become |
1419 | * insoluble. |
1420 | */ |
1421 | copy2 = dup_game(state); |
1422 | |
1423 | remove_dot(d0); |
1424 | remove_dot(d1); |
1425 | dn = &SPACE(state, cx, cy); |
1426 | add_dot(dn); |
1427 | dn->flags |= (d0->flags & F_DOT_BLACK); |
1428 | for (ty = 1; ty < state->sy; ty += 2) { |
1429 | for (tx = 1; tx < state->sx; tx += 2) { |
1430 | ts = &SPACE(state, tx, ty); |
1431 | assert(ts->type == s_tile); |
1432 | if ((ts->dotx != d0->x || ts->doty != d0->y) && |
1433 | (ts->dotx != d1->x || ts->doty != d1->y)) |
1434 | continue; /* not part of these tiles anyway */ |
1435 | add_assoc(state, ts, dn); |
1436 | } |
1437 | } |
1438 | |
1439 | copy = dup_game(state); |
1440 | clear_game(copy, 0); |
1441 | dbg_state(copy); |
1442 | newdiff = solver_state(copy, params->diff); |
1443 | free_game(copy); |
1444 | if (diff == newdiff) { |
1445 | /* Still just as soluble. Let the merge stand. */ |
1446 | free_game(copy2); |
1447 | } else { |
1448 | /* Became insoluble. Revert. */ |
1449 | free_game(state); |
1450 | state = copy2; |
1451 | } |
1452 | } |
1453 | } |
1454 | #endif |
1455 | |
ab3a1e43 |
1456 | desc = encode_game(state); |
1457 | #ifndef STANDALONE_SOLVER |
1458 | debug(("new_game_desc generated: \n")); |
1459 | dbg_state(state); |
1460 | #endif |
1461 | |
1462 | free_game(state); |
1463 | sfree(scratch); |
1464 | |
1465 | return desc; |
1466 | } |
1467 | |
1468 | static int solver_obvious(game_state *state); |
1469 | |
1470 | static int dots_too_close(game_state *state) |
1471 | { |
1472 | /* Quick-and-dirty check, using half the solver: |
1473 | * solver_obvious will only fail if the dots are |
1474 | * too close together, so dot-proximity associations |
1475 | * overlap. */ |
1476 | game_state *tmp = dup_game(state); |
1477 | int ret = solver_obvious(tmp); |
1478 | free_game(tmp); |
1479 | return (ret == -1) ? 1 : 0; |
1480 | } |
1481 | |
1482 | static game_state *load_game(game_params *params, char *desc, |
1483 | char **why_r) |
1484 | { |
1485 | game_state *state = blank_game(params->w, params->h); |
1486 | char *why = NULL; |
1487 | int i, x, y, n; |
1488 | unsigned int df; |
1489 | |
1490 | i = 0; |
1491 | while (*desc) { |
1492 | n = *desc++; |
1493 | if (n == 'z') { |
1494 | i += 25; |
1495 | continue; |
1496 | } |
1497 | if (n >= 'a' && n <= 'y') { |
1498 | i += n - 'a'; |
1499 | df = 0; |
1500 | } else if (n >= 'A' && n <= 'Y') { |
1501 | i += n - 'A'; |
1502 | df = F_DOT_BLACK; |
1503 | } else { |
1504 | why = "Invalid characters in game description"; goto fail; |
1505 | } |
1506 | /* if we got here we incremented i and have a dot to add. */ |
1507 | y = (i / (state->sx-2)) + 1; |
1508 | x = (i % (state->sx-2)) + 1; |
1509 | if (!INUI(state, x, y)) { |
1510 | why = "Too much data to fit in grid"; goto fail; |
1511 | } |
1512 | add_dot(&SPACE(state, x, y)); |
1513 | SPACE(state, x, y).flags |= df; |
1514 | i++; |
1515 | } |
1516 | game_update_dots(state); |
1517 | |
1518 | if (dots_too_close(state)) { |
1519 | why = "Dots too close together"; goto fail; |
1520 | } |
1521 | |
1522 | return state; |
1523 | |
1524 | fail: |
1525 | free_game(state); |
1526 | if (why_r) *why_r = why; |
1527 | return NULL; |
1528 | } |
1529 | |
1530 | static char *validate_desc(game_params *params, char *desc) |
1531 | { |
1532 | char *why = NULL; |
1533 | game_state *dummy = load_game(params, desc, &why); |
1534 | if (dummy) { |
1535 | free_game(dummy); |
1536 | assert(!why); |
1537 | } else |
1538 | assert(why); |
1539 | return why; |
1540 | } |
1541 | |
1542 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1543 | { |
1544 | game_state *state = load_game(params, desc, NULL); |
1545 | if (!state) { |
1546 | assert("Unable to load ?validated game."); |
1547 | return NULL; |
1548 | } |
1549 | #ifdef EDITOR |
1550 | state->me = me; |
1551 | #endif |
1552 | return state; |
1553 | } |
1554 | |
1555 | /* ---------------------------------------------------------- |
1556 | * Solver and all its little wizards. |
1557 | */ |
1558 | |
1559 | int solver_recurse_depth; |
1560 | |
1561 | typedef struct solver_ctx { |
1562 | game_state *state; |
1563 | int sz; /* state->sx * state->sy */ |
1564 | space **scratch; /* size sz */ |
1565 | |
1566 | } solver_ctx; |
1567 | |
1568 | static solver_ctx *new_solver(game_state *state) |
1569 | { |
1570 | solver_ctx *sctx = snew(solver_ctx); |
1571 | sctx->state = state; |
1572 | sctx->sz = state->sx*state->sy; |
1573 | sctx->scratch = snewn(sctx->sz, space *); |
1574 | return sctx; |
1575 | } |
1576 | |
1577 | static void free_solver(solver_ctx *sctx) |
1578 | { |
1579 | sfree(sctx->scratch); |
1580 | sfree(sctx); |
1581 | } |
1582 | |
1583 | /* Solver ideas so far: |
1584 | * |
1585 | * For any empty space, work out how many dots it could associate |
1586 | * with: |
1587 | * it needs line-of-sight |
1588 | * it needs an empty space on the far side |
1589 | * any adjacent lines need corresponding line possibilities. |
1590 | */ |
1591 | |
1592 | /* The solver_ctx should keep a list of dot positions, for quicker looping. |
1593 | * |
1594 | * Solver techniques, in order of difficulty: |
1595 | * obvious adjacency to dots |
1596 | * transferring tiles to opposite side |
1597 | * transferring lines to opposite side |
1598 | * one possible dot for a given tile based on opposite availability |
1599 | * tile with 3 definite edges next to an associated tile must associate |
1600 | with same dot. |
1601 | * |
1602 | * one possible dot for a given tile based on line-of-sight |
1603 | */ |
1604 | |
1605 | static int solver_add_assoc(game_state *state, space *tile, int dx, int dy, |
1606 | const char *why) |
1607 | { |
1608 | space *dot, *tile_opp; |
1609 | |
1610 | dot = &SPACE(state, dx, dy); |
1611 | tile_opp = space_opposite_dot(state, tile, dot); |
1612 | |
1613 | assert(tile->type == s_tile); |
1614 | if (tile->flags & F_TILE_ASSOC) { |
1615 | if ((tile->dotx != dx) || (tile->doty != dy)) { |
1616 | solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; " |
1617 | "already --> %d,%d.\n", |
1618 | solver_recurse_depth*4, "", |
1619 | tile->x, tile->y, dx, dy, why, |
1620 | tile->dotx, tile->doty)); |
1621 | return -1; |
1622 | } |
1623 | return 0; /* no-op */ |
1624 | } |
1625 | if (!tile_opp) { |
1626 | solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n", |
1627 | solver_recurse_depth*4, "", tile->x, tile->y, dx, dy)); |
1628 | return -1; |
1629 | } |
1630 | if (tile_opp->flags & F_TILE_ASSOC && |
1631 | (tile_opp->dotx != dx || tile_opp->doty != dy)) { |
1632 | solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; " |
1633 | "opposite already --> %d,%d.\n", |
1634 | solver_recurse_depth*4, "", |
1635 | tile->x, tile->y, dx, dy, why, |
1636 | tile_opp->dotx, tile_opp->doty)); |
1637 | return -1; |
1638 | } |
1639 | |
1640 | add_assoc(state, tile, dot); |
1641 | add_assoc(state, tile_opp, dot); |
1642 | solvep(("%*sSetting %d,%d --> %d,%d (%s).\n", |
1643 | solver_recurse_depth*4, "", |
1644 | tile->x, tile->y,dx, dy, why)); |
1645 | solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n", |
1646 | solver_recurse_depth*4, "", |
1647 | tile_opp->x, tile_opp->y, dx, dy, why)); |
1648 | return 1; |
1649 | } |
1650 | |
1651 | static int solver_obvious_dot(game_state *state, space *dot) |
1652 | { |
1653 | int dx, dy, ret, didsth = 0; |
1654 | space *tile; |
1655 | |
1656 | debug(("%*ssolver_obvious_dot for %d,%d.\n", |
1657 | solver_recurse_depth*4, "", dot->x, dot->y)); |
1658 | |
1659 | assert(dot->flags & F_DOT); |
1660 | for (dx = -1; dx <= 1; dx++) { |
1661 | for (dy = -1; dy <= 1; dy++) { |
1662 | if (!INGRID(state, dot->x+dx, dot->y+dy)) continue; |
1663 | |
1664 | tile = &SPACE(state, dot->x+dx, dot->y+dy); |
1665 | if (tile->type == s_tile) { |
1666 | ret = solver_add_assoc(state, tile, dot->x, dot->y, |
1667 | "next to dot"); |
1668 | if (ret < 0) return -1; |
1669 | if (ret > 0) didsth = 1; |
1670 | } |
1671 | } |
1672 | } |
1673 | return didsth; |
1674 | } |
1675 | |
1676 | static int solver_obvious(game_state *state) |
1677 | { |
1678 | int i, didsth = 0, ret; |
1679 | |
1680 | debug(("%*ssolver_obvious.\n", solver_recurse_depth*4, "")); |
1681 | |
1682 | for (i = 0; i < state->ndots; i++) { |
1683 | ret = solver_obvious_dot(state, state->dots[i]); |
1684 | if (ret < 0) return -1; |
1685 | if (ret > 0) didsth = 1; |
1686 | } |
1687 | return didsth; |
1688 | } |
1689 | |
1690 | static int solver_lines_opposite_cb(game_state *state, space *edge, void *ctx) |
1691 | { |
1692 | int didsth = 0, n, dx, dy; |
1693 | space *tiles[2], *tile_opp, *edge_opp; |
1694 | |
1695 | assert(edge->type == s_edge); |
1696 | |
1697 | tiles_from_edge(state, edge, tiles); |
1698 | |
1699 | /* if tiles[0] && tiles[1] && they're both associated |
1700 | * and they're both associated with different dots, |
1701 | * ensure the line is set. */ |
1702 | if (!(edge->flags & F_EDGE_SET) && |
1703 | tiles[0] && tiles[1] && |
1704 | (tiles[0]->flags & F_TILE_ASSOC) && |
1705 | (tiles[1]->flags & F_TILE_ASSOC) && |
1706 | (tiles[0]->dotx != tiles[1]->dotx || |
1707 | tiles[0]->doty != tiles[1]->doty)) { |
1708 | /* No edge, but the two adjacent tiles are both |
1709 | * associated with different dots; add the edge. */ |
1710 | solvep(("%*sSetting edge %d,%d - tiles different dots.\n", |
1711 | solver_recurse_depth*4, "", edge->x, edge->y)); |
1712 | edge->flags |= F_EDGE_SET; |
1713 | didsth = 1; |
1714 | } |
1715 | |
1716 | if (!(edge->flags & F_EDGE_SET)) return didsth; |
1717 | for (n = 0; n < 2; n++) { |
1718 | if (!tiles[n]) continue; |
1719 | assert(tiles[n]->type == s_tile); |
1720 | if (!(tiles[n]->flags & F_TILE_ASSOC)) continue; |
1721 | |
1722 | tile_opp = tile_opposite(state, tiles[n]); |
1723 | if (!tile_opp) { |
1724 | solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d" |
1725 | " with no opposite.\n", |
1726 | solver_recurse_depth*4, "", |
1727 | edge->x, edge->y, tiles[n]->x, tiles[n]->y)); |
1728 | /* edge of tile has no opposite edge (off grid?); |
1729 | * this is impossible. */ |
1730 | return -1; |
1731 | } |
1732 | |
1733 | dx = tiles[n]->x - edge->x; |
1734 | dy = tiles[n]->y - edge->y; |
1735 | assert(INGRID(state, tile_opp->x+dx, tile_opp->y+dy)); |
1736 | edge_opp = &SPACE(state, tile_opp->x+dx, tile_opp->y+dy); |
1737 | if (!(edge_opp->flags & F_EDGE_SET)) { |
1738 | solvep(("%*sSetting edge %d,%d as opposite %d,%d\n", |
1739 | solver_recurse_depth*4, "", |
1740 | tile_opp->x-dx, tile_opp->y-dy, edge->x, edge->y)); |
1741 | edge_opp->flags |= F_EDGE_SET; |
1742 | didsth = 1; |
1743 | } |
1744 | } |
1745 | return didsth; |
1746 | } |
1747 | |
1748 | static int solver_spaces_oneposs_cb(game_state *state, space *tile, void *ctx) |
1749 | { |
1750 | int n, eset, ret; |
1751 | struct space *edgeadj[4], *tileadj[4]; |
1752 | int dotx, doty; |
1753 | |
1754 | assert(tile->type == s_tile); |
1755 | if (tile->flags & F_TILE_ASSOC) return 0; |
1756 | |
1757 | adjacencies(state, tile, edgeadj, tileadj); |
1758 | |
1759 | /* Empty tile. If each edge is either set, or associated with |
1760 | * the same dot, we must also associate with dot. */ |
1761 | eset = 0; dotx = -1; doty = -1; |
1762 | for (n = 0; n < 4; n++) { |
1763 | assert(edgeadj[n]); |
1764 | assert(edgeadj[n]->type == s_edge); |
1765 | if (edgeadj[n]->flags & F_EDGE_SET) { |
1766 | eset++; |
1767 | } else { |
1768 | assert(tileadj[n]); |
1769 | assert(tileadj[n]->type == s_tile); |
1770 | |
1771 | /* If an adjacent tile is empty we can't make any deductions.*/ |
1772 | if (!(tileadj[n]->flags & F_TILE_ASSOC)) |
1773 | return 0; |
1774 | |
1775 | /* If an adjacent tile is assoc. with a different dot |
1776 | * we can't make any deductions. */ |
1777 | if (dotx != -1 && doty != -1 && |
1778 | (tileadj[n]->dotx != dotx || |
1779 | tileadj[n]->doty != doty)) |
1780 | return 0; |
1781 | |
1782 | dotx = tileadj[n]->dotx; |
1783 | doty = tileadj[n]->doty; |
1784 | } |
1785 | } |
1786 | if (eset == 4) { |
1787 | solvep(("%*simpossible: empty tile %d,%d has 4 edges\n", |
1788 | solver_recurse_depth*4, "", |
1789 | tile->x, tile->y)); |
1790 | return -1; |
1791 | } |
1792 | assert(dotx != -1 && doty != -1); |
1793 | |
1794 | ret = solver_add_assoc(state, tile, dotx, doty, "rest are edges"); |
1795 | if (ret == -1) return -1; |
1796 | assert(ret != 0); /* really should have done something. */ |
1797 | |
1798 | return 1; |
1799 | } |
1800 | |
1801 | /* Improved algorithm for tracking line-of-sight from dots, and not spaces. |
1802 | * |
1803 | * The solver_ctx already stores a list of dots: the algorithm proceeds by |
1804 | * expanding outwards from each dot in turn, expanding first to the boundary |
1805 | * of its currently-connected tile and then to all empty tiles that could see |
1806 | * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker. |
1807 | * |
1808 | * Expansion will happen by (symmetrically opposite) pairs of squares; if |
1809 | * a square hasn't an opposite number there's no point trying to expand through |
1810 | * it. Empty tiles will therefore also be tagged in pairs. |
1811 | * |
1812 | * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot, |
1813 | * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag) |
1814 | * because we're looking for single-dot possibilities. |
1815 | * |
1816 | * Once we've gone through all the dots, any which still have a 'can see dot' |
1817 | * tag get associated with that dot (because it must have been the only one); |
1818 | * any without any tag (i.e. that could see _no_ dots) cause an impossibility |
1819 | * marked. |
1820 | * |
1821 | * The expansion will happen each time with a stored list of (space *) pairs, |
1822 | * rather than a mark-and-sweep idea; that's horrifically inefficient. |
1823 | * |
1824 | * expansion algorithm: |
1825 | * |
1826 | * * allocate list of (space *) the size of s->sx*s->sy. |
1827 | * * allocate second grid for (flags, dotx, doty) size of sx*sy. |
1828 | * |
1829 | * clear second grid (flags = 0, all dotx and doty = 0) |
1830 | * flags: F_REACHABLE, F_MULTIPLE |
1831 | * |
1832 | * |
1833 | * * for each dot, start with one pair of tiles that are associated with it -- |
1834 | * * vertex --> (dx+1, dy+1), (dx-1, dy-1) |
1835 | * * edge --> (adj1, adj2) |
1836 | * * tile --> (tile, tile) ??? |
1837 | * * mark that pair of tiles with F_MARK, clear all other F_MARKs. |
1838 | * * add two tiles to start of list. |
1839 | * |
1840 | * set start = 0, end = next = 2 |
1841 | * |
1842 | * from (start to end-1, step 2) { |
1843 | * * we have two tiles (t1, t2), opposites wrt our dot. |
1844 | * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge): |
1845 | * * work out at2 as the opposite to at1 |
1846 | * * assert at1 and at2 have the same F_MARK values. |
1847 | * * if at1 & F_MARK ignore it (we've been there on a previous sweep) |
1848 | * * if either are associated with a different dot |
1849 | * * mark both with F_MARK (so we ignore them later) |
1850 | * * otherwise (assoc. with our dot, or empty): |
1851 | * * mark both with F_MARK |
1852 | * * add their space * values to the end of the list, set next += 2. |
1853 | * } |
1854 | * |
1855 | * if (end == next) |
1856 | * * we didn't add any new squares; exit the loop. |
1857 | * else |
1858 | * * set start = next+1, end = next. go round again |
1859 | * |
1860 | * We've finished expanding from the dot. Now, for each square we have |
1861 | * in our list (--> each square with F_MARK): |
1862 | * * if the tile is empty: |
1863 | * * if F_REACHABLE was already set |
1864 | * * set F_MULTIPLE |
1865 | * * otherwise |
1866 | * * set F_REACHABLE, set dotx and doty to our dot. |
1867 | * |
1868 | * Then, continue the whole thing for each dot in turn. |
1869 | * |
1870 | * Once we've done for each dot, go through the entire grid looking for |
1871 | * empty tiles: for each empty tile: |
1872 | * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double) |
1873 | * if !F_REACHABLE, return as impossible. |
1874 | * |
1875 | */ |
1876 | |
1877 | /* Returns 1 if this tile is either already associated with this dot, |
1878 | * or blank. */ |
1879 | static int solver_expand_checkdot(space *tile, space *dot) |
1880 | { |
1881 | if (!(tile->flags & F_TILE_ASSOC)) return 1; |
1882 | if (tile->dotx == dot->x && tile->doty == dot->y) return 1; |
1883 | return 0; |
1884 | } |
1885 | |
1886 | static void solver_expand_fromdot(game_state *state, space *dot, solver_ctx *sctx) |
1887 | { |
1888 | int i, j, x, y, start, end, next; |
1889 | space *sp; |
1890 | |
1891 | /* Clear the grid of the (space) flags we'll use. */ |
1892 | |
1893 | /* This is well optimised; analysis showed that: |
1894 | for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK; |
1895 | took up ~85% of the total function time! */ |
1896 | for (y = 1; y < state->sy; y += 2) { |
1897 | sp = &SPACE(state, 1, y); |
1898 | for (x = 1; x < state->sx; x += 2, sp += 2) |
1899 | sp->flags &= ~F_MARK; |
1900 | } |
1901 | |
1902 | /* Seed the list of marked squares with two that must be associated |
1903 | * with our dot (possibly the same space) */ |
1904 | if (dot->type == s_tile) { |
1905 | sctx->scratch[0] = sctx->scratch[1] = dot; |
1906 | } else if (dot->type == s_edge) { |
1907 | tiles_from_edge(state, dot, sctx->scratch); |
1908 | } else if (dot->type == s_vertex) { |
1909 | /* pick two of the opposite ones arbitrarily. */ |
1910 | sctx->scratch[0] = &SPACE(state, dot->x-1, dot->y-1); |
1911 | sctx->scratch[1] = &SPACE(state, dot->x+1, dot->y+1); |
1912 | } |
1913 | assert(sctx->scratch[0]->flags & F_TILE_ASSOC); |
1914 | assert(sctx->scratch[1]->flags & F_TILE_ASSOC); |
1915 | |
1916 | sctx->scratch[0]->flags |= F_MARK; |
1917 | sctx->scratch[1]->flags |= F_MARK; |
1918 | |
1919 | debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n", |
1920 | solver_recurse_depth*4, "", dot->x, dot->y, |
1921 | sctx->scratch[0]->x, sctx->scratch[0]->y, |
1922 | sctx->scratch[1]->x, sctx->scratch[1]->y)); |
1923 | |
1924 | start = 0; end = 2; next = 2; |
1925 | |
1926 | expand: |
1927 | debug(("%*sexpand: start %d, end %d, next %d\n", |
1928 | solver_recurse_depth*4, "", start, end, next)); |
1929 | for (i = start; i < end; i += 2) { |
1930 | space *t1 = sctx->scratch[i]/*, *t2 = sctx->scratch[i+1]*/; |
1931 | space *edges[4], *tileadj[4], *tileadj2; |
1932 | |
1933 | adjacencies(state, t1, edges, tileadj); |
1934 | |
1935 | for (j = 0; j < 4; j++) { |
1936 | assert(edges[j]); |
1937 | if (edges[j]->flags & F_EDGE_SET) continue; |
1938 | assert(tileadj[j]); |
1939 | |
1940 | if (tileadj[j]->flags & F_MARK) continue; /* seen before. */ |
1941 | |
1942 | /* We have a tile adjacent to t1; find its opposite. */ |
1943 | tileadj2 = space_opposite_dot(state, tileadj[j], dot); |
1944 | if (!tileadj2) { |
1945 | debug(("%*sMarking %d,%d, no opposite.\n", |
1946 | solver_recurse_depth*4, "", |
1947 | tileadj[j]->x, tileadj[j]->y)); |
1948 | tileadj[j]->flags |= F_MARK; |
1949 | continue; /* no opposite, so mark for next time. */ |
1950 | } |
1951 | /* If the tile had an opposite we should have either seen both of |
1952 | * these, or neither of these, before. */ |
1953 | assert(!(tileadj2->flags & F_MARK)); |
1954 | |
1955 | if (solver_expand_checkdot(tileadj[j], dot) && |
1956 | solver_expand_checkdot(tileadj2, dot)) { |
1957 | /* Both tiles could associate with this dot; add them to |
1958 | * our list. */ |
1959 | debug(("%*sAdding %d,%d and %d,%d to possibles list.\n", |
1960 | solver_recurse_depth*4, "", |
1961 | tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y)); |
1962 | sctx->scratch[next++] = tileadj[j]; |
1963 | sctx->scratch[next++] = tileadj2; |
1964 | } |
1965 | /* Either way, we've seen these tiles already so mark them. */ |
1966 | debug(("%*sMarking %d,%d and %d,%d.\n", |
1967 | solver_recurse_depth*4, "", |
1968 | tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y)); |
1969 | tileadj[j]->flags |= F_MARK; |
1970 | tileadj2->flags |= F_MARK; |
1971 | } |
1972 | } |
1973 | if (next > end) { |
1974 | /* We added more squares; go back and try again. */ |
1975 | start = end; end = next; goto expand; |
1976 | } |
1977 | |
1978 | /* We've expanded as far as we can go. Now we update the main flags |
1979 | * on all tiles we've expanded into -- if they were empty, we have |
1980 | * found possible associations for this dot. */ |
1981 | for (i = 0; i < end; i++) { |
1982 | if (sctx->scratch[i]->flags & F_TILE_ASSOC) continue; |
1983 | if (sctx->scratch[i]->flags & F_REACHABLE) { |
1984 | /* This is (at least) the second dot this tile could |
1985 | * associate with. */ |
1986 | debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n", |
1987 | solver_recurse_depth*4, "", |
1988 | sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y)); |
1989 | sctx->scratch[i]->flags |= F_MULTIPLE; |
1990 | } else { |
1991 | /* This is the first (possibly only) dot. */ |
1992 | debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n", |
1993 | solver_recurse_depth*4, "", |
1994 | sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y)); |
1995 | sctx->scratch[i]->flags |= F_REACHABLE; |
1996 | sctx->scratch[i]->dotx = dot->x; |
1997 | sctx->scratch[i]->doty = dot->y; |
1998 | } |
1999 | } |
2000 | dbg_state(state); |
2001 | } |
2002 | |
2003 | static int solver_expand_postcb(game_state *state, space *tile, void *ctx) |
2004 | { |
2005 | assert(tile->type == s_tile); |
2006 | |
2007 | if (tile->flags & F_TILE_ASSOC) return 0; |
2008 | |
2009 | if (!(tile->flags & F_REACHABLE)) { |
2010 | solvep(("%*simpossible: space (%d,%d) can reach no dots.\n", |
2011 | solver_recurse_depth*4, "", tile->x, tile->y)); |
2012 | return -1; |
2013 | } |
2014 | if (tile->flags & F_MULTIPLE) return 0; |
2015 | |
2016 | return solver_add_assoc(state, tile, tile->dotx, tile->doty, |
2017 | "single possible dot after expansion"); |
2018 | } |
2019 | |
2020 | static int solver_expand_dots(game_state *state, solver_ctx *sctx) |
2021 | { |
2022 | int i; |
2023 | |
2024 | for (i = 0; i < sctx->sz; i++) |
2025 | state->grid[i].flags &= ~(F_REACHABLE|F_MULTIPLE); |
2026 | |
2027 | for (i = 0; i < state->ndots; i++) |
2028 | solver_expand_fromdot(state, state->dots[i], sctx); |
2029 | |
2030 | return foreach_tile(state, solver_expand_postcb, IMPOSSIBLE_QUITS, sctx); |
2031 | } |
2032 | |
2033 | struct recurse_ctx { |
2034 | space *best; |
2035 | int bestn; |
2036 | }; |
2037 | |
2038 | static int solver_recurse_cb(game_state *state, space *tile, void *ctx) |
2039 | { |
2040 | struct recurse_ctx *rctx = (struct recurse_ctx *)ctx; |
2041 | int i, n = 0; |
2042 | |
2043 | assert(tile->type == s_tile); |
2044 | if (tile->flags & F_TILE_ASSOC) return 0; |
2045 | |
2046 | /* We're unassociated: count up all the dots we could associate with. */ |
2047 | for (i = 0; i < state->ndots; i++) { |
2048 | if (dotfortile(state, tile, state->dots[i])) |
2049 | n++; |
2050 | } |
2051 | if (n > rctx->bestn) { |
2052 | rctx->bestn = n; |
2053 | rctx->best = tile; |
2054 | } |
2055 | return 0; |
2056 | } |
2057 | |
2058 | static int solver_state(game_state *state, int maxdiff); |
2059 | |
2060 | #define MAXRECURSE 5 |
2061 | |
2062 | static int solver_recurse(game_state *state, int maxdiff) |
2063 | { |
2064 | int diff = DIFF_IMPOSSIBLE, ret, n, gsz = state->sx * state->sy; |
2065 | space *ingrid, *outgrid = NULL, *bestopp; |
2066 | struct recurse_ctx rctx; |
2067 | |
2068 | if (solver_recurse_depth >= MAXRECURSE) { |
2069 | solvep(("Limiting recursion to %d, returning.", MAXRECURSE)); |
2070 | return DIFF_UNFINISHED; |
2071 | } |
2072 | |
2073 | /* Work out the cell to recurse on; go through all unassociated tiles |
2074 | * and find which one has the most possible dots it could associate |
2075 | * with. */ |
2076 | rctx.best = NULL; |
2077 | rctx.bestn = 0; |
2078 | |
2079 | foreach_tile(state, solver_recurse_cb, 0, &rctx); |
2080 | if (rctx.bestn == 0) return DIFF_IMPOSSIBLE; /* or assert? */ |
2081 | assert(rctx.best); |
2082 | |
2083 | solvep(("%*sRecursing around %d,%d, with %d possible dots.\n", |
2084 | solver_recurse_depth*4, "", |
2085 | rctx.best->x, rctx.best->y, rctx.bestn)); |
2086 | |
2087 | #ifdef STANDALONE_SOLVER |
2088 | solver_recurse_depth++; |
2089 | #endif |
2090 | |
2091 | ingrid = snewn(gsz, struct space); |
2092 | memcpy(ingrid, state->grid, gsz * sizeof(struct space)); |
2093 | |
2094 | for (n = 0; n < state->ndots; n++) { |
2095 | memcpy(state->grid, ingrid, gsz * sizeof(struct space)); |
2096 | |
2097 | if (!dotfortile(state, rctx.best, state->dots[n])) continue; |
2098 | |
2099 | /* set cell (temporarily) pointing to that dot. */ |
2100 | solver_add_assoc(state, rctx.best, |
2101 | state->dots[n]->x, state->dots[n]->y, |
2102 | "Attempting for recursion"); |
2103 | |
2104 | ret = solver_state(state, maxdiff); |
2105 | |
2106 | if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE) { |
2107 | /* we found our first solved grid; copy it away. */ |
2108 | assert(!outgrid); |
2109 | outgrid = snewn(gsz, struct space); |
2110 | memcpy(outgrid, state->grid, gsz * sizeof(struct space)); |
2111 | } |
2112 | /* reset cell back to unassociated. */ |
2113 | bestopp = tile_opposite(state, rctx.best); |
2114 | assert(bestopp && bestopp->flags & F_TILE_ASSOC); |
2115 | |
2116 | remove_assoc(state, rctx.best); |
2117 | remove_assoc(state, bestopp); |
2118 | |
2119 | if (ret == DIFF_AMBIGUOUS || ret == DIFF_UNFINISHED) |
2120 | diff = ret; |
2121 | else if (ret == DIFF_IMPOSSIBLE) |
2122 | /* no change */; |
2123 | else { |
2124 | /* precisely one solution */ |
2125 | if (diff == DIFF_IMPOSSIBLE) |
736417dc |
2126 | diff = DIFF_UNREASONABLE; |
ab3a1e43 |
2127 | else |
2128 | diff = DIFF_AMBIGUOUS; |
2129 | } |
2130 | /* if we've found >1 solution, or ran out of recursion, |
2131 | * give up immediately. */ |
2132 | if (diff == DIFF_AMBIGUOUS || diff == DIFF_UNFINISHED) |
2133 | break; |
2134 | } |
2135 | |
2136 | #ifdef STANDALONE_SOLVER |
2137 | solver_recurse_depth--; |
2138 | #endif |
2139 | |
2140 | if (outgrid) { |
2141 | /* we found (at least one) soln; copy it back to state */ |
2142 | memcpy(state->grid, outgrid, gsz * sizeof(struct space)); |
2143 | sfree(outgrid); |
2144 | } |
2145 | sfree(ingrid); |
2146 | return diff; |
2147 | } |
2148 | |
2149 | static int solver_state(game_state *state, int maxdiff) |
2150 | { |
2151 | solver_ctx *sctx = new_solver(state); |
736417dc |
2152 | int ret, diff = DIFF_NORMAL; |
ab3a1e43 |
2153 | |
9dce977f |
2154 | #ifdef STANDALONE_PICTURE_GENERATOR |
2155 | /* hack, hack: set picture to NULL during solving so that add_assoc |
2156 | * won't complain when we attempt recursive guessing and guess wrong */ |
2157 | int *savepic = picture; |
2158 | picture = NULL; |
2159 | #endif |
2160 | |
ab3a1e43 |
2161 | ret = solver_obvious(state); |
2162 | if (ret < 0) { |
2163 | diff = DIFF_IMPOSSIBLE; |
2164 | goto got_result; |
2165 | } |
2166 | |
2167 | #define CHECKRET(d) do { \ |
2168 | if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \ |
2169 | if (ret > 0) { diff = max(diff, (d)); goto cont; } \ |
2170 | } while(0) |
2171 | |
2172 | while (1) { |
2173 | cont: |
2174 | ret = foreach_edge(state, solver_lines_opposite_cb, |
2175 | IMPOSSIBLE_QUITS, sctx); |
736417dc |
2176 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2177 | |
2178 | ret = foreach_tile(state, solver_spaces_oneposs_cb, |
2179 | IMPOSSIBLE_QUITS, sctx); |
736417dc |
2180 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2181 | |
2182 | ret = solver_expand_dots(state, sctx); |
736417dc |
2183 | CHECKRET(DIFF_NORMAL); |
ab3a1e43 |
2184 | |
736417dc |
2185 | if (maxdiff <= DIFF_NORMAL) |
ab3a1e43 |
2186 | break; |
2187 | |
2188 | /* harder still? */ |
2189 | |
2190 | /* if we reach here, we've made no deductions, so we terminate. */ |
2191 | break; |
2192 | } |
2193 | |
a4427d19 |
2194 | if (check_complete(state, NULL, NULL)) goto got_result; |
ab3a1e43 |
2195 | |
736417dc |
2196 | diff = (maxdiff >= DIFF_UNREASONABLE) ? |
ab3a1e43 |
2197 | solver_recurse(state, maxdiff) : DIFF_UNFINISHED; |
2198 | |
2199 | got_result: |
2200 | free_solver(sctx); |
2201 | #ifndef STANDALONE_SOLVER |
a4427d19 |
2202 | debug(("solver_state ends, diff %s:\n", galaxies_diffnames[diff])); |
ab3a1e43 |
2203 | dbg_state(state); |
2204 | #endif |
2205 | |
9dce977f |
2206 | #ifdef STANDALONE_PICTURE_GENERATOR |
2207 | picture = savepic; |
2208 | #endif |
2209 | |
ab3a1e43 |
2210 | return diff; |
2211 | } |
2212 | |
2213 | #ifndef EDITOR |
2214 | static char *solve_game(game_state *state, game_state *currstate, |
2215 | char *aux, char **error) |
2216 | { |
2217 | game_state *tosolve; |
2218 | char *ret; |
2219 | int i; |
2220 | int diff; |
2221 | |
2222 | tosolve = dup_game(currstate); |
736417dc |
2223 | diff = solver_state(tosolve, DIFF_UNREASONABLE); |
ab3a1e43 |
2224 | if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) { |
2225 | debug(("solve_game solved with current state.\n")); |
2226 | goto solved; |
2227 | } |
2228 | free_game(tosolve); |
2229 | |
2230 | tosolve = dup_game(state); |
736417dc |
2231 | diff = solver_state(tosolve, DIFF_UNREASONABLE); |
ab3a1e43 |
2232 | if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) { |
2233 | debug(("solve_game solved with original state.\n")); |
2234 | goto solved; |
2235 | } |
2236 | free_game(tosolve); |
2237 | |
2238 | return NULL; |
2239 | |
2240 | solved: |
2241 | /* |
2242 | * Clear tile associations: the solution will only include the |
2243 | * edges. |
2244 | */ |
2245 | for (i = 0; i < tosolve->sx*tosolve->sy; i++) |
2246 | tosolve->grid[i].flags &= ~F_TILE_ASSOC; |
2247 | ret = diff_game(currstate, tosolve, 1); |
2248 | free_game(tosolve); |
2249 | return ret; |
2250 | } |
2251 | #endif |
2252 | |
2253 | /* ---------------------------------------------------------- |
2254 | * User interface. |
2255 | */ |
2256 | |
2257 | struct game_ui { |
2258 | int dragging; |
2259 | int dx, dy; /* pixel coords of drag pos. */ |
2260 | int dotx, doty; /* grid coords of dot we're dragging from. */ |
2261 | int srcx, srcy; /* grid coords of drag start */ |
2c580e64 |
2262 | int cur_x, cur_y, cur_visible; |
ab3a1e43 |
2263 | }; |
2264 | |
2265 | static game_ui *new_ui(game_state *state) |
2266 | { |
2267 | game_ui *ui = snew(game_ui); |
2268 | ui->dragging = FALSE; |
2c580e64 |
2269 | ui->cur_x = ui->cur_y = 1; |
2270 | ui->cur_visible = 0; |
ab3a1e43 |
2271 | return ui; |
2272 | } |
2273 | |
2274 | static void free_ui(game_ui *ui) |
2275 | { |
2276 | sfree(ui); |
2277 | } |
2278 | |
2279 | static char *encode_ui(game_ui *ui) |
2280 | { |
2281 | return NULL; |
2282 | } |
2283 | |
2284 | static void decode_ui(game_ui *ui, char *encoding) |
2285 | { |
2286 | } |
2287 | |
2288 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2289 | game_state *newstate) |
2290 | { |
2291 | } |
2292 | |
2293 | #define FLASH_TIME 0.15F |
2294 | |
2295 | #define PREFERRED_TILE_SIZE 32 |
2296 | #define TILE_SIZE (ds->tilesize) |
2297 | #define DOT_SIZE (TILE_SIZE / 4) |
de56f05f |
2298 | #define EDGE_THICKNESS (max(TILE_SIZE / 16, 2)) |
ab3a1e43 |
2299 | #define BORDER TILE_SIZE |
2300 | |
2301 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
2302 | #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER ) |
2303 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
2304 | |
2305 | #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE) |
2306 | #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE) |
2307 | |
2c580e64 |
2308 | #define CURSOR_SIZE DOT_SIZE |
2309 | |
ab3a1e43 |
2310 | struct game_drawstate { |
2311 | int started; |
2312 | int w, h; |
2313 | int tilesize; |
2314 | unsigned long *grid; |
2315 | int *dx, *dy; |
2316 | blitter *bl; |
2317 | |
2318 | int dragging, dragx, dragy; |
2319 | |
2320 | int *colour_scratch; |
2c580e64 |
2321 | |
2322 | int cx, cy, cur_visible; |
2323 | blitter *cur_bl; |
ab3a1e43 |
2324 | }; |
2325 | |
2326 | #define CORNER_TOLERANCE 0.15F |
2327 | #define CENTRE_TOLERANCE 0.15F |
2328 | |
2329 | /* |
2330 | * Round FP coordinates to the centre of the nearest edge. |
2331 | */ |
2332 | #ifndef EDITOR |
2333 | static void coord_round_to_edge(float x, float y, int *xr, int *yr) |
2334 | { |
2335 | float xs, ys, xv, yv, dx, dy; |
2336 | |
2337 | /* |
2338 | * Find the nearest square-centre. |
2339 | */ |
2340 | xs = (float)floor(x) + 0.5F; |
2341 | ys = (float)floor(y) + 0.5F; |
2342 | |
2343 | /* |
2344 | * Find the nearest grid vertex. |
2345 | */ |
2346 | xv = (float)floor(x + 0.5F); |
2347 | yv = (float)floor(y + 0.5F); |
2348 | |
2349 | /* |
2350 | * Determine whether the horizontal or vertical edge from that |
2351 | * vertex alongside that square is closer to us, by comparing |
2352 | * distances from the square cente. |
2353 | */ |
2354 | dx = (float)fabs(x - xs); |
2355 | dy = (float)fabs(y - ys); |
2356 | if (dx > dy) { |
2357 | /* Vertical edge: x-coord of corner, |
2358 | * y-coord of square centre. */ |
2359 | *xr = 2 * (int)xv; |
2360 | *yr = 1 + 2 * (int)floor(ys); |
2361 | } else { |
2362 | /* Horizontal edge: x-coord of square centre, |
2363 | * y-coord of corner. */ |
2364 | *xr = 1 + 2 * (int)floor(xs); |
2365 | *yr = 2 * (int)yv; |
2366 | } |
2367 | } |
2368 | #endif |
2369 | |
2370 | #ifdef EDITOR |
2371 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2372 | int x, int y, int button) |
2373 | { |
2374 | char buf[80]; |
2375 | int px, py; |
2376 | struct space *sp; |
2377 | |
2378 | px = 2*FROMCOORD((float)x) + 0.5; |
2379 | py = 2*FROMCOORD((float)y) + 0.5; |
2380 | |
2381 | state->cdiff = -1; |
2382 | |
2383 | if (button == 'C' || button == 'c') return dupstr("C"); |
2384 | |
2385 | if (button == 'S' || button == 's') { |
2386 | char *ret; |
2387 | game_state *tmp = dup_game(state); |
736417dc |
2388 | state->cdiff = solver_state(tmp, DIFF_UNREASONABLE-1); |
ab3a1e43 |
2389 | ret = diff_game(state, tmp, 0); |
2390 | free_game(tmp); |
2391 | return ret; |
2392 | } |
2393 | |
2394 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
2395 | if (!INUI(state, px, py)) return NULL; |
2396 | sp = &SPACE(state, px, py); |
2397 | if (!dot_is_possible(state, sp, 1)) return NULL; |
2398 | sprintf(buf, "%c%d,%d", |
2399 | (char)((button == LEFT_BUTTON) ? 'D' : 'd'), px, py); |
2400 | return dupstr(buf); |
2401 | } |
2402 | |
2403 | return NULL; |
2404 | } |
2405 | #else |
2406 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2407 | int x, int y, int button) |
2408 | { |
2409 | /* UI operations (play mode): |
2410 | * |
2411 | * Toggle edge (set/unset) (left-click on edge) |
2412 | * Associate space with dot (left-drag from dot) |
2413 | * Unassociate space (left-drag from space off grid) |
2414 | * Autofill lines around shape? (right-click?) |
2415 | * |
2416 | * (edit mode; will clear all lines/associations) |
2417 | * |
2418 | * Add or remove dot (left-click) |
2419 | */ |
2420 | char buf[80]; |
2c580e64 |
2421 | const char *sep = ""; |
ab3a1e43 |
2422 | int px, py; |
2423 | struct space *sp, *dot; |
2424 | |
2c580e64 |
2425 | buf[0] = '\0'; |
2426 | |
e703d656 |
2427 | if (button == 'H' || button == 'h') { |
ab3a1e43 |
2428 | char *ret; |
2429 | game_state *tmp = dup_game(state); |
e703d656 |
2430 | solver_obvious(tmp); |
2431 | ret = diff_game(state, tmp, 0); |
ab3a1e43 |
2432 | free_game(tmp); |
2433 | return ret; |
2434 | } |
2435 | |
2436 | if (button == LEFT_BUTTON) { |
2c580e64 |
2437 | ui->cur_visible = 0; |
ab3a1e43 |
2438 | coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y), |
2439 | &px, &py); |
2440 | |
2441 | if (!INUI(state, px, py)) return NULL; |
2442 | |
2443 | sp = &SPACE(state, px, py); |
2444 | assert(sp->type == s_edge); |
2445 | { |
2446 | sprintf(buf, "E%d,%d", px, py); |
2447 | return dupstr(buf); |
2448 | } |
2449 | } else if (button == RIGHT_BUTTON) { |
2450 | int px1, py1; |
2451 | |
2c580e64 |
2452 | ui->cur_visible = 0; |
2453 | |
ec015807 |
2454 | px = (int)(2*FROMCOORD((float)x) + 0.5); |
2455 | py = (int)(2*FROMCOORD((float)y) + 0.5); |
ab3a1e43 |
2456 | |
2457 | dot = NULL; |
2458 | |
2459 | /* |
2460 | * If there's a dot anywhere nearby, we pick up an arrow |
2461 | * pointing at that dot. |
2462 | */ |
2463 | for (py1 = py-1; py1 <= py+1; py1++) |
2464 | for (px1 = px-1; px1 <= px+1; px1++) { |
2465 | if (px1 >= 0 && px1 < state->sx && |
91adb2c5 |
2466 | py1 >= 0 && py1 < state->sy && |
ab3a1e43 |
2467 | x >= SCOORD(px1-1) && x < SCOORD(px1+1) && |
2468 | y >= SCOORD(py1-1) && y < SCOORD(py1+1) && |
2469 | SPACE(state, px1, py1).flags & F_DOT) { |
2470 | /* |
2471 | * Found a dot. Begin a drag from it. |
2472 | */ |
2473 | dot = &SPACE(state, px1, py1); |
05f3d08e |
2474 | ui->srcx = px1; |
2475 | ui->srcy = py1; |
ab3a1e43 |
2476 | goto done; /* multi-level break */ |
2477 | } |
2478 | } |
2479 | |
2480 | /* |
2481 | * Otherwise, find the nearest _square_, and pick up the |
2482 | * same arrow as it's got on it, if any. |
2483 | */ |
2484 | if (!dot) { |
2485 | px = 2*FROMCOORD(x+TILE_SIZE) - 1; |
2486 | py = 2*FROMCOORD(y+TILE_SIZE) - 1; |
91adb2c5 |
2487 | if (px >= 0 && px < state->sx && py >= 0 && py < state->sy) { |
ab3a1e43 |
2488 | sp = &SPACE(state, px, py); |
2489 | if (sp->flags & F_TILE_ASSOC) { |
2490 | dot = &SPACE(state, sp->dotx, sp->doty); |
2491 | ui->srcx = px; |
2492 | ui->srcy = py; |
2493 | } |
2494 | } |
2495 | } |
2496 | |
2497 | done: |
2498 | /* |
2499 | * Now, if we've managed to find a dot, begin a drag. |
2500 | */ |
2501 | if (dot) { |
2502 | ui->dragging = TRUE; |
2503 | ui->dx = x; |
2504 | ui->dy = y; |
2505 | ui->dotx = dot->x; |
2506 | ui->doty = dot->y; |
2507 | return ""; |
2508 | } |
2509 | } else if (button == RIGHT_DRAG && ui->dragging) { |
2510 | /* just move the drag coords. */ |
2511 | ui->dx = x; |
2512 | ui->dy = y; |
2513 | return ""; |
2514 | } else if (button == RIGHT_RELEASE && ui->dragging) { |
2515 | ui->dragging = FALSE; |
2516 | |
2517 | /* |
2518 | * Drags are always targeted at a single square. |
2519 | */ |
2520 | px = 2*FROMCOORD(x+TILE_SIZE) - 1; |
2521 | py = 2*FROMCOORD(y+TILE_SIZE) - 1; |
2522 | |
2523 | /* |
2524 | * Dragging an arrow on to the same square it started from |
2525 | * is a null move; just update the ui and finish. |
2526 | */ |
2527 | if (px == ui->srcx && py == ui->srcy) |
2528 | return ""; |
2529 | |
ab3a1e43 |
2530 | /* |
2531 | * Otherwise, we remove the arrow from its starting |
2532 | * square if we didn't start from a dot... |
2533 | */ |
2534 | if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) && |
2535 | SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) { |
2536 | sprintf(buf + strlen(buf), "%sU%d,%d", sep, ui->srcx, ui->srcy); |
2537 | sep = ";"; |
2538 | } |
2539 | |
2540 | /* |
2541 | * ... and if the square we're moving it _to_ is valid, we |
2542 | * add one there instead. |
2543 | */ |
2544 | if (INUI(state, px, py)) { |
2545 | sp = &SPACE(state, px, py); |
2546 | |
2547 | if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) |
2548 | sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d", |
2549 | sep, px, py, ui->dotx, ui->doty); |
2550 | } |
2551 | |
2552 | if (buf[0]) |
2553 | return dupstr(buf); |
2554 | else |
2555 | return ""; |
2c580e64 |
2556 | } else if (IS_CURSOR_MOVE(button)) { |
2557 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->sx-1, state->sy-1, 0); |
2558 | if (ui->cur_x < 1) ui->cur_x = 1; |
2559 | if (ui->cur_y < 1) ui->cur_y = 1; |
2560 | ui->cur_visible = 1; |
2561 | if (ui->dragging) { |
2562 | ui->dx = SCOORD(ui->cur_x); |
2563 | ui->dy = SCOORD(ui->cur_y); |
2564 | } |
2565 | return ""; |
2566 | } else if (IS_CURSOR_SELECT(button)) { |
2567 | if (!ui->cur_visible) { |
2568 | ui->cur_visible = 1; |
2569 | return ""; |
2570 | } |
2571 | sp = &SPACE(state, ui->cur_x, ui->cur_y); |
2572 | if (ui->dragging) { |
2573 | ui->dragging = FALSE; |
2574 | |
2575 | if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) && |
2576 | SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) { |
2577 | sprintf(buf, "%sU%d,%d", sep, ui->srcx, ui->srcy); |
2578 | sep = ";"; |
2579 | } |
2580 | if (sp->type == s_tile && !(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) { |
2581 | sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d", |
2582 | sep, ui->cur_x, ui->cur_y, ui->dotx, ui->doty); |
2583 | } |
2584 | return dupstr(buf); |
2585 | } else if (sp->flags & F_DOT) { |
2586 | ui->dragging = TRUE; |
2587 | ui->dx = SCOORD(ui->cur_x); |
2588 | ui->dy = SCOORD(ui->cur_y); |
2589 | ui->dotx = ui->srcx = ui->cur_x; |
2590 | ui->doty = ui->srcy = ui->cur_y; |
2591 | return ""; |
2592 | } else if (sp->flags & F_TILE_ASSOC) { |
2593 | assert(sp->type == s_tile); |
2594 | ui->dragging = TRUE; |
2595 | ui->dx = SCOORD(ui->cur_x); |
2596 | ui->dy = SCOORD(ui->cur_y); |
2597 | ui->dotx = sp->dotx; |
2598 | ui->doty = sp->doty; |
2599 | ui->srcx = ui->cur_x; |
2600 | ui->srcy = ui->cur_y; |
2601 | return ""; |
2602 | } else if (sp->type == s_edge) { |
2603 | sprintf(buf, "E%d,%d", ui->cur_x, ui->cur_y); |
2604 | return dupstr(buf); |
2605 | } |
ab3a1e43 |
2606 | } |
2607 | |
2608 | return NULL; |
2609 | } |
2610 | #endif |
2611 | |
a4427d19 |
2612 | static int check_complete(game_state *state, int *dsf, int *colours) |
ab3a1e43 |
2613 | { |
2614 | int w = state->w, h = state->h; |
2615 | int x, y, i, ret; |
2616 | |
2617 | int free_dsf; |
2618 | struct sqdata { |
2619 | int minx, miny, maxx, maxy; |
2620 | int cx, cy; |
2621 | int valid, colour; |
2622 | } *sqdata; |
2623 | |
2624 | if (!dsf) { |
2625 | dsf = snew_dsf(w*h); |
2626 | free_dsf = TRUE; |
2627 | } else { |
2628 | dsf_init(dsf, w*h); |
2629 | free_dsf = FALSE; |
2630 | } |
2631 | |
2632 | /* |
2633 | * During actual game play, completion checking is done on the |
2634 | * basis of the edges rather than the square associations. So |
2635 | * first we must go through the grid figuring out the connected |
2636 | * components into which the edges divide it. |
2637 | */ |
2638 | for (y = 0; y < h; y++) |
2639 | for (x = 0; x < w; x++) { |
2640 | if (y+1 < h && !(SPACE(state, 2*x+1, 2*y+2).flags & F_EDGE_SET)) |
2641 | dsf_merge(dsf, y*w+x, (y+1)*w+x); |
2642 | if (x+1 < w && !(SPACE(state, 2*x+2, 2*y+1).flags & F_EDGE_SET)) |
2643 | dsf_merge(dsf, y*w+x, y*w+(x+1)); |
2644 | } |
2645 | |
2646 | /* |
2647 | * That gives us our connected components. Now, for each |
2648 | * component, decide whether it's _valid_. A valid component is |
2649 | * one which: |
2650 | * |
2651 | * - is 180-degree rotationally symmetric |
2652 | * - has a dot at its centre of symmetry |
2653 | * - has no other dots anywhere within it (including on its |
2654 | * boundary) |
2655 | * - contains no internal edges (i.e. edges separating two |
2656 | * squares which are both part of the component). |
2657 | */ |
2658 | |
2659 | /* |
2660 | * First, go through the grid finding the bounding box of each |
2661 | * component. |
2662 | */ |
2663 | sqdata = snewn(w*h, struct sqdata); |
2664 | for (i = 0; i < w*h; i++) { |
2665 | sqdata[i].minx = w+1; |
2666 | sqdata[i].miny = h+1; |
2667 | sqdata[i].maxx = sqdata[i].maxy = -1; |
2668 | sqdata[i].valid = FALSE; |
2669 | } |
2670 | for (y = 0; y < h; y++) |
2671 | for (x = 0; x < w; x++) { |
2672 | i = dsf_canonify(dsf, y*w+x); |
2673 | if (sqdata[i].minx > x) |
2674 | sqdata[i].minx = x; |
2675 | if (sqdata[i].maxx < x) |
2676 | sqdata[i].maxx = x; |
2677 | if (sqdata[i].miny > y) |
2678 | sqdata[i].miny = y; |
2679 | if (sqdata[i].maxy < y) |
2680 | sqdata[i].maxy = y; |
2681 | sqdata[i].valid = TRUE; |
2682 | } |
2683 | |
2684 | /* |
2685 | * Now we're in a position to loop over each actual component |
2686 | * and figure out where its centre of symmetry has to be if |
2687 | * it's anywhere. |
2688 | */ |
2689 | for (i = 0; i < w*h; i++) |
2690 | if (sqdata[i].valid) { |
f28efc27 |
2691 | int cx, cy; |
2692 | cx = sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1; |
2693 | cy = sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1; |
ab3a1e43 |
2694 | if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT)) |
2695 | sqdata[i].valid = FALSE; /* no dot at centre of symmetry */ |
f28efc27 |
2696 | if (dsf_canonify(dsf, (cy-1)/2*w+(cx-1)/2) != i || |
2697 | dsf_canonify(dsf, (cy)/2*w+(cx-1)/2) != i || |
2698 | dsf_canonify(dsf, (cy-1)/2*w+(cx)/2) != i || |
2699 | dsf_canonify(dsf, (cy)/2*w+(cx)/2) != i) |
2700 | sqdata[i].valid = FALSE; /* dot at cx,cy isn't ours */ |
ab3a1e43 |
2701 | if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK) |
2702 | sqdata[i].colour = 2; |
2703 | else |
2704 | sqdata[i].colour = 1; |
2705 | } |
2706 | |
2707 | /* |
2708 | * Now we loop over the whole grid again, this time finding |
2709 | * extraneous dots (any dot which wholly or partially overlaps |
2710 | * a square and is not at the centre of symmetry of that |
2711 | * square's component disqualifies the component from validity) |
2712 | * and extraneous edges (any edge separating two squares |
2713 | * belonging to the same component also disqualifies that |
2714 | * component). |
2715 | */ |
2716 | for (y = 1; y < state->sy-1; y++) |
2717 | for (x = 1; x < state->sx-1; x++) { |
2718 | space *sp = &SPACE(state, x, y); |
2719 | |
2720 | if (sp->flags & F_DOT) { |
2721 | /* |
2722 | * There's a dot here. Use it to disqualify any |
2723 | * component which deserves it. |
2724 | */ |
2725 | int cx, cy; |
2726 | for (cy = (y-1) >> 1; cy <= y >> 1; cy++) |
2727 | for (cx = (x-1) >> 1; cx <= x >> 1; cx++) { |
2728 | i = dsf_canonify(dsf, cy*w+cx); |
2729 | if (x != sqdata[i].cx || y != sqdata[i].cy) |
2730 | sqdata[i].valid = FALSE; |
2731 | } |
2732 | } |
2733 | |
2734 | if (sp->flags & F_EDGE_SET) { |
2735 | /* |
2736 | * There's an edge here. Use it to disqualify a |
2737 | * component if necessary. |
2738 | */ |
2739 | int cx1 = (x-1) >> 1, cx2 = x >> 1; |
2740 | int cy1 = (y-1) >> 1, cy2 = y >> 1; |
2741 | assert((cx1==cx2) ^ (cy1==cy2)); |
2742 | i = dsf_canonify(dsf, cy1*w+cx1); |
2743 | if (i == dsf_canonify(dsf, cy2*w+cx2)) |
2744 | sqdata[i].valid = FALSE; |
2745 | } |
2746 | } |
2747 | |
2748 | /* |
2749 | * And finally we test rotational symmetry: for each square in |
2750 | * the grid, find which component it's in, test that that |
2751 | * component also has a square in the symmetric position, and |
2752 | * disqualify it if it doesn't. |
2753 | */ |
2754 | for (y = 0; y < h; y++) |
2755 | for (x = 0; x < w; x++) { |
2756 | int x2, y2; |
2757 | |
2758 | i = dsf_canonify(dsf, y*w+x); |
2759 | |
2760 | x2 = sqdata[i].cx - 1 - x; |
2761 | y2 = sqdata[i].cy - 1 - y; |
2762 | if (i != dsf_canonify(dsf, y2*w+x2)) |
2763 | sqdata[i].valid = FALSE; |
2764 | } |
2765 | |
2766 | /* |
2767 | * That's it. We now have all the connected components marked |
2768 | * as valid or not valid. So now we return a `colours' array if |
2769 | * we were asked for one, and also we return an overall |
2770 | * true/false value depending on whether _every_ square in the |
2771 | * grid is part of a valid component. |
2772 | */ |
2773 | ret = TRUE; |
2774 | for (i = 0; i < w*h; i++) { |
2775 | int ci = dsf_canonify(dsf, i); |
2776 | int thisok = sqdata[ci].valid; |
2777 | if (colours) |
2778 | colours[i] = thisok ? sqdata[ci].colour : 0; |
2779 | ret = ret && thisok; |
2780 | } |
2781 | |
2782 | sfree(sqdata); |
2783 | if (free_dsf) |
2784 | sfree(dsf); |
2785 | |
2786 | return ret; |
2787 | } |
2788 | |
2789 | static game_state *execute_move(game_state *state, char *move) |
2790 | { |
2791 | int x, y, ax, ay, n, dx, dy; |
2792 | game_state *ret = dup_game(state); |
2793 | struct space *sp, *dot; |
2794 | |
2795 | debug(("%s\n", move)); |
2796 | |
2797 | while (*move) { |
2798 | char c = *move; |
2799 | if (c == 'E' || c == 'U' || c == 'M' |
2800 | #ifdef EDITOR |
2801 | || c == 'D' || c == 'd' |
2802 | #endif |
2803 | ) { |
2804 | move++; |
2805 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
2806 | !INUI(state, x, y)) |
2807 | goto badmove; |
2808 | |
2809 | sp = &SPACE(ret, x, y); |
2810 | #ifdef EDITOR |
2811 | if (c == 'D' || c == 'd') { |
2812 | unsigned int currf, newf, maskf; |
2813 | |
2814 | if (!dot_is_possible(state, sp, 1)) goto badmove; |
2815 | |
2816 | newf = F_DOT | (c == 'd' ? F_DOT_BLACK : 0); |
2817 | currf = GRID(ret, grid, x, y).flags; |
2818 | maskf = F_DOT | F_DOT_BLACK; |
2819 | /* if we clicked 'white dot': |
2820 | * white --> empty, empty --> white, black --> white. |
2821 | * if we clicker 'black dot': |
2822 | * black --> empty, empty --> black, white --> black. |
2823 | */ |
2824 | if (currf & maskf) { |
2825 | sp->flags &= ~maskf; |
2826 | if ((currf & maskf) != newf) |
2827 | sp->flags |= newf; |
2828 | } else |
2829 | sp->flags |= newf; |
2830 | sp->nassoc = 0; /* edit-mode disallows associations. */ |
2831 | game_update_dots(ret); |
2832 | } else |
2833 | #endif |
2834 | if (c == 'E') { |
2835 | if (sp->type != s_edge) goto badmove; |
2836 | sp->flags ^= F_EDGE_SET; |
2837 | } else if (c == 'U') { |
2838 | if (sp->type != s_tile || !(sp->flags & F_TILE_ASSOC)) |
2839 | goto badmove; |
2840 | remove_assoc(ret, sp); |
2841 | } else if (c == 'M') { |
2842 | if (!(sp->flags & F_DOT)) goto badmove; |
2843 | sp->flags ^= F_DOT_HOLD; |
2844 | } |
2845 | move += n; |
2846 | } else if (c == 'A' || c == 'a') { |
2847 | move++; |
2848 | if (sscanf(move, "%d,%d,%d,%d%n", &x, &y, &ax, &ay, &n) != 4 || |
2849 | x < 1 || y < 1 || x >= (state->sx-1) || y >= (state->sy-1) || |
2850 | ax < 1 || ay < 1 || ax >= (state->sx-1) || ay >= (state->sy-1)) |
2851 | goto badmove; |
2852 | |
2853 | dot = &GRID(ret, grid, ax, ay); |
2854 | if (!(dot->flags & F_DOT))goto badmove; |
2855 | if (dot->flags & F_DOT_HOLD) goto badmove; |
2856 | |
2857 | for (dx = -1; dx <= 1; dx++) { |
2858 | for (dy = -1; dy <= 1; dy++) { |
2859 | sp = &GRID(ret, grid, x+dx, y+dy); |
2860 | if (sp->type != s_tile) continue; |
2861 | if (sp->flags & F_TILE_ASSOC) { |
2862 | space *dot = &SPACE(state, sp->dotx, sp->doty); |
2863 | if (dot->flags & F_DOT_HOLD) continue; |
2864 | } |
2865 | add_assoc(state, sp, dot); |
2866 | } |
2867 | } |
2868 | move += n; |
2869 | #ifdef EDITOR |
2870 | } else if (c == 'C') { |
2871 | move++; |
2872 | clear_game(ret, 1); |
2873 | #endif |
2874 | } else if (c == 'S') { |
2875 | move++; |
709b36d4 |
2876 | ret->used_solve = 1; |
ab3a1e43 |
2877 | } else |
2878 | goto badmove; |
2879 | |
2880 | if (*move == ';') |
2881 | move++; |
2882 | else if (*move) |
2883 | goto badmove; |
2884 | } |
a4427d19 |
2885 | if (check_complete(ret, NULL, NULL)) |
ab3a1e43 |
2886 | ret->completed = 1; |
2887 | return ret; |
2888 | |
2889 | badmove: |
2890 | free_game(ret); |
2891 | return NULL; |
2892 | } |
2893 | |
2894 | /* ---------------------------------------------------------------------- |
2895 | * Drawing routines. |
2896 | */ |
2897 | |
2898 | /* Lines will be much smaller size than squares; say, 1/8 the size? |
2899 | * |
2900 | * Need a 'top-left corner of location XxY' to take this into account; |
2901 | * alternaticaly, that could give the middle of that location, and the |
2902 | * drawing code would just know the expected dimensions. |
2903 | * |
2904 | * We also need something to take a click and work out what it was |
2905 | * we were interested in. Clicking on vertices is required because |
2906 | * we may want to drag from them, for example. |
2907 | */ |
2908 | |
2909 | static void game_compute_size(game_params *params, int sz, |
2910 | int *x, int *y) |
2911 | { |
2912 | struct { int tilesize, w, h; } ads, *ds = &ads; |
2913 | |
2914 | ds->tilesize = sz; |
2915 | ds->w = params->w; |
2916 | ds->h = params->h; |
2917 | |
2918 | *x = DRAW_WIDTH; |
2919 | *y = DRAW_HEIGHT; |
2920 | } |
2921 | |
2922 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2923 | game_params *params, int sz) |
2924 | { |
2925 | ds->tilesize = sz; |
2926 | |
2927 | assert(TILE_SIZE > 0); |
2928 | |
2929 | assert(!ds->bl); |
2930 | ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE); |
2c580e64 |
2931 | |
2932 | assert(!ds->cur_bl); |
2933 | ds->cur_bl = blitter_new(dr, TILE_SIZE, TILE_SIZE); |
ab3a1e43 |
2934 | } |
2935 | |
2936 | static float *game_colours(frontend *fe, int *ncolours) |
2937 | { |
2938 | float *ret = snewn(3 * NCOLOURS, float); |
2939 | int i; |
2940 | |
2941 | /* |
2942 | * We call game_mkhighlight to ensure the background colour |
2943 | * isn't completely white. We don't actually use the high- and |
2944 | * lowlight colours it generates. |
2945 | */ |
2946 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_WHITEBG, COL_BLACKBG); |
2947 | |
2948 | for (i = 0; i < 3; i++) { |
2949 | /* |
2950 | * Currently, white dots and white-background squares are |
2951 | * both pure white. |
2952 | */ |
2953 | ret[COL_WHITEDOT * 3 + i] = 1.0F; |
2954 | ret[COL_WHITEBG * 3 + i] = 1.0F; |
2955 | |
2956 | /* |
2957 | * But black-background squares are a dark grey, whereas |
2958 | * black dots are really black. |
2959 | */ |
2960 | ret[COL_BLACKDOT * 3 + i] = 0.0F; |
2961 | ret[COL_BLACKBG * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.3F; |
2962 | |
2963 | /* |
2964 | * In unfilled squares, we draw a faint gridwork. |
2965 | */ |
2966 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
2967 | |
2968 | /* |
2969 | * Edges and arrows are filled in in pure black. |
2970 | */ |
2971 | ret[COL_EDGE * 3 + i] = 0.0F; |
2972 | ret[COL_ARROW * 3 + i] = 0.0F; |
2973 | } |
2974 | |
2975 | #ifdef EDITOR |
2976 | /* tinge the edit background to bluey */ |
2977 | ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2978 | ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2c580e64 |
2979 | ret[COL_BACKGROUND * 3 + 2] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); |
ab3a1e43 |
2980 | #endif |
2981 | |
2c580e64 |
2982 | ret[COL_CURSOR * 3 + 0] = max(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); |
2983 | ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2984 | ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F; |
2985 | |
ab3a1e43 |
2986 | *ncolours = NCOLOURS; |
2987 | return ret; |
2988 | } |
2989 | |
2990 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2991 | { |
2992 | struct game_drawstate *ds = snew(struct game_drawstate); |
2993 | int i; |
2994 | |
2995 | ds->started = 0; |
2996 | ds->w = state->w; |
2997 | ds->h = state->h; |
2998 | |
2999 | ds->grid = snewn(ds->w*ds->h, unsigned long); |
3000 | for (i = 0; i < ds->w*ds->h; i++) |
3001 | ds->grid[i] = 0xFFFFFFFFUL; |
3002 | ds->dx = snewn(ds->w*ds->h, int); |
3003 | ds->dy = snewn(ds->w*ds->h, int); |
3004 | |
3005 | ds->bl = NULL; |
3006 | ds->dragging = FALSE; |
3007 | ds->dragx = ds->dragy = 0; |
3008 | |
3009 | ds->colour_scratch = snewn(ds->w * ds->h, int); |
3010 | |
2c580e64 |
3011 | ds->cur_bl = NULL; |
3012 | ds->cx = ds->cy = 0; |
3013 | ds->cur_visible = 0; |
3014 | |
ab3a1e43 |
3015 | return ds; |
3016 | } |
3017 | |
3018 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
3019 | { |
2c580e64 |
3020 | if (ds->cur_bl) blitter_free(dr, ds->cur_bl); |
ab3a1e43 |
3021 | sfree(ds->colour_scratch); |
3022 | if (ds->bl) blitter_free(dr, ds->bl); |
3023 | sfree(ds->dx); |
3024 | sfree(ds->dy); |
3025 | sfree(ds->grid); |
3026 | sfree(ds); |
3027 | } |
3028 | |
3029 | #define DRAW_EDGE_L 0x0001 |
3030 | #define DRAW_EDGE_R 0x0002 |
3031 | #define DRAW_EDGE_U 0x0004 |
3032 | #define DRAW_EDGE_D 0x0008 |
3033 | #define DRAW_CORNER_UL 0x0010 |
3034 | #define DRAW_CORNER_UR 0x0020 |
3035 | #define DRAW_CORNER_DL 0x0040 |
3036 | #define DRAW_CORNER_DR 0x0080 |
3037 | #define DRAW_WHITE 0x0100 |
3038 | #define DRAW_BLACK 0x0200 |
3039 | #define DRAW_ARROW 0x0400 |
2c580e64 |
3040 | #define DRAW_CURSOR 0x0800 |
3041 | #define DOT_SHIFT_C 12 |
ab3a1e43 |
3042 | #define DOT_SHIFT_M 2 |
3043 | #define DOT_WHITE 1UL |
3044 | #define DOT_BLACK 2UL |
3045 | |
3046 | /* |
3047 | * Draw an arrow centred on (cx,cy), pointing in the direction |
3048 | * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy). |
3049 | */ |
3050 | static void draw_arrow(drawing *dr, game_drawstate *ds, |
2c580e64 |
3051 | int cx, int cy, int ddx, int ddy, int col) |
ab3a1e43 |
3052 | { |
2769dce5 |
3053 | float vlen = (float)sqrt(ddx*ddx+ddy*ddy); |
ab3a1e43 |
3054 | float xdx = ddx/vlen, xdy = ddy/vlen; |
3055 | float ydx = -xdy, ydy = xdx; |
2769dce5 |
3056 | int e1x = cx + (int)(xdx*TILE_SIZE/3), e1y = cy + (int)(xdy*TILE_SIZE/3); |
3057 | int e2x = cx - (int)(xdx*TILE_SIZE/3), e2y = cy - (int)(xdy*TILE_SIZE/3); |
3058 | int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8); |
3059 | int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8); |
ab3a1e43 |
3060 | |
2c580e64 |
3061 | draw_line(dr, e1x, e1y, e2x, e2y, col); |
3062 | draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, col); |
3063 | draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, col); |
ab3a1e43 |
3064 | } |
3065 | |
3066 | static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, |
3067 | unsigned long flags, int ddx, int ddy) |
3068 | { |
3069 | int lx = COORD(x), ly = COORD(y); |
3070 | int dx, dy; |
3071 | int gridcol; |
3072 | |
3073 | clip(dr, lx, ly, TILE_SIZE, TILE_SIZE); |
3074 | |
3075 | /* |
3076 | * Draw the tile background. |
3077 | */ |
3078 | draw_rect(dr, lx, ly, TILE_SIZE, TILE_SIZE, |
3079 | (flags & DRAW_WHITE ? COL_WHITEBG : |
3080 | flags & DRAW_BLACK ? COL_BLACKBG : COL_BACKGROUND)); |
3081 | |
3082 | /* |
3083 | * Draw the grid. |
3084 | */ |
3085 | gridcol = (flags & DRAW_BLACK ? COL_BLACKDOT : COL_GRID); |
3086 | draw_rect(dr, lx, ly, 1, TILE_SIZE, gridcol); |
3087 | draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol); |
3088 | |
3089 | /* |
2c580e64 |
3090 | * Draw the arrow, if present, or the cursor, if here. |
ab3a1e43 |
3091 | */ |
3092 | if (flags & DRAW_ARROW) |
2c580e64 |
3093 | draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy, |
3094 | (flags & DRAW_CURSOR) ? COL_CURSOR : COL_ARROW); |
3095 | else if (flags & DRAW_CURSOR) |
3096 | draw_rect_outline(dr, |
3097 | lx + TILE_SIZE/2 - CURSOR_SIZE, |
3098 | ly + TILE_SIZE/2 - CURSOR_SIZE, |
3099 | 2*CURSOR_SIZE+1, 2*CURSOR_SIZE+1, |
3100 | COL_CURSOR); |
ab3a1e43 |
3101 | |
3102 | /* |
3103 | * Draw the edges. |
3104 | */ |
3105 | if (flags & DRAW_EDGE_L) |
3106 | draw_rect(dr, lx, ly, EDGE_THICKNESS, TILE_SIZE, COL_EDGE); |
3107 | if (flags & DRAW_EDGE_R) |
3108 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly, |
3109 | EDGE_THICKNESS - 1, TILE_SIZE, COL_EDGE); |
3110 | if (flags & DRAW_EDGE_U) |
3111 | draw_rect(dr, lx, ly, TILE_SIZE, EDGE_THICKNESS, COL_EDGE); |
3112 | if (flags & DRAW_EDGE_D) |
3113 | draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3114 | TILE_SIZE, EDGE_THICKNESS - 1, COL_EDGE); |
3115 | if (flags & DRAW_CORNER_UL) |
3116 | draw_rect(dr, lx, ly, EDGE_THICKNESS, EDGE_THICKNESS, COL_EDGE); |
3117 | if (flags & DRAW_CORNER_UR) |
3118 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly, |
3119 | EDGE_THICKNESS - 1, EDGE_THICKNESS, COL_EDGE); |
3120 | if (flags & DRAW_CORNER_DL) |
3121 | draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3122 | EDGE_THICKNESS, EDGE_THICKNESS - 1, COL_EDGE); |
3123 | if (flags & DRAW_CORNER_DR) |
3124 | draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, |
3125 | ly + TILE_SIZE - EDGE_THICKNESS + 1, |
3126 | EDGE_THICKNESS - 1, EDGE_THICKNESS - 1, COL_EDGE); |
3127 | |
3128 | /* |
3129 | * Draw the dots. |
3130 | */ |
3131 | for (dy = 0; dy < 3; dy++) |
3132 | for (dx = 0; dx < 3; dx++) { |
3133 | int dotval = (flags >> (DOT_SHIFT_C + DOT_SHIFT_M*(dy*3+dx))); |
3134 | dotval &= (1 << DOT_SHIFT_M)-1; |
3135 | |
3136 | if (dotval) |
3137 | draw_circle(dr, lx+dx*TILE_SIZE/2, ly+dy*TILE_SIZE/2, |
3138 | DOT_SIZE, |
3139 | (dotval == 1 ? COL_WHITEDOT : COL_BLACKDOT), |
3140 | COL_BLACKDOT); |
3141 | } |
3142 | |
3143 | unclip(dr); |
3144 | draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE); |
3145 | } |
3146 | |
3147 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
3148 | game_state *state, int dir, game_ui *ui, |
3149 | float animtime, float flashtime) |
3150 | { |
3151 | int w = ds->w, h = ds->h; |
3152 | int x, y, flashing = FALSE; |
3153 | |
3154 | if (flashtime > 0) { |
3155 | int frame = (int)(flashtime / FLASH_TIME); |
3156 | flashing = (frame % 2 == 0); |
3157 | } |
3158 | |
3159 | if (ds->dragging) { |
3160 | assert(ds->bl); |
3161 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
3162 | draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE); |
3163 | ds->dragging = FALSE; |
3164 | } |
2c580e64 |
3165 | if (ds->cur_visible) { |
3166 | assert(ds->cur_bl); |
3167 | blitter_load(dr, ds->cur_bl, ds->cx, ds->cy); |
3168 | draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1); |
3169 | ds->cur_visible = FALSE; |
3170 | } |
ab3a1e43 |
3171 | |
3172 | if (!ds->started) { |
3173 | draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND); |
3174 | draw_rect(dr, BORDER - EDGE_THICKNESS + 1, BORDER - EDGE_THICKNESS + 1, |
3175 | w*TILE_SIZE + EDGE_THICKNESS*2 - 1, |
3176 | h*TILE_SIZE + EDGE_THICKNESS*2 - 1, COL_EDGE); |
3177 | draw_update(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT); |
3178 | ds->started = TRUE; |
3179 | } |
3180 | |
a4427d19 |
3181 | check_complete(state, NULL, ds->colour_scratch); |
ab3a1e43 |
3182 | |
3183 | for (y = 0; y < h; y++) |
3184 | for (x = 0; x < w; x++) { |
3185 | unsigned long flags = 0; |
3186 | int ddx = 0, ddy = 0; |
3187 | space *sp; |
3188 | int dx, dy; |
3189 | |
3190 | /* |
3191 | * Set up the flags for this square. Firstly, see if we |
3192 | * have edges. |
3193 | */ |
3194 | if (SPACE(state, x*2, y*2+1).flags & F_EDGE_SET) |
3195 | flags |= DRAW_EDGE_L; |
3196 | if (SPACE(state, x*2+2, y*2+1).flags & F_EDGE_SET) |
3197 | flags |= DRAW_EDGE_R; |
3198 | if (SPACE(state, x*2+1, y*2).flags & F_EDGE_SET) |
3199 | flags |= DRAW_EDGE_U; |
3200 | if (SPACE(state, x*2+1, y*2+2).flags & F_EDGE_SET) |
3201 | flags |= DRAW_EDGE_D; |
3202 | |
3203 | /* |
3204 | * Also, mark corners of neighbouring edges. |
3205 | */ |
3206 | if ((x > 0 && SPACE(state, x*2-1, y*2).flags & F_EDGE_SET) || |
3207 | (y > 0 && SPACE(state, x*2, y*2-1).flags & F_EDGE_SET)) |
3208 | flags |= DRAW_CORNER_UL; |
3209 | if ((x+1 < w && SPACE(state, x*2+3, y*2).flags & F_EDGE_SET) || |
3210 | (y > 0 && SPACE(state, x*2+2, y*2-1).flags & F_EDGE_SET)) |
3211 | flags |= DRAW_CORNER_UR; |
3212 | if ((x > 0 && SPACE(state, x*2-1, y*2+2).flags & F_EDGE_SET) || |
3213 | (y+1 < h && SPACE(state, x*2, y*2+3).flags & F_EDGE_SET)) |
3214 | flags |= DRAW_CORNER_DL; |
3215 | if ((x+1 < w && SPACE(state, x*2+3, y*2+2).flags & F_EDGE_SET) || |
3216 | (y+1 < h && SPACE(state, x*2+2, y*2+3).flags & F_EDGE_SET)) |
3217 | flags |= DRAW_CORNER_DR; |
3218 | |
3219 | /* |
3220 | * If this square is part of a valid region, paint it |
3221 | * that region's colour. Exception: if we're flashing, |
3222 | * everything goes briefly back to background colour. |
3223 | */ |
3224 | sp = &SPACE(state, x*2+1, y*2+1); |
3225 | if (ds->colour_scratch[y*w+x] && !flashing) { |
3226 | flags |= (ds->colour_scratch[y*w+x] == 2 ? |
3227 | DRAW_BLACK : DRAW_WHITE); |
3228 | } |
3229 | |
3230 | /* |
3231 | * If this square is associated with a dot but it isn't |
3232 | * part of a valid region, draw an arrow in it pointing |
3233 | * in the direction of that dot. |
3234 | * |
3235 | * Exception: if this is the source point of an active |
3236 | * drag, we don't draw the arrow. |
3237 | */ |
3238 | if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) { |
3239 | if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) { |
3240 | /* don't do it */ |
3241 | } else if (sp->doty != y*2+1 || sp->dotx != x*2+1) { |
3242 | flags |= DRAW_ARROW; |
3243 | ddy = sp->doty - (y*2+1); |
3244 | ddx = sp->dotx - (x*2+1); |
3245 | } |
3246 | } |
3247 | |
3248 | /* |
3249 | * Now go through the nine possible places we could |
3250 | * have dots. |
3251 | */ |
3252 | for (dy = 0; dy < 3; dy++) |
3253 | for (dx = 0; dx < 3; dx++) { |
3254 | sp = &SPACE(state, x*2+dx, y*2+dy); |
3255 | if (sp->flags & F_DOT) { |
3256 | unsigned long dotval = (sp->flags & F_DOT_BLACK ? |
3257 | DOT_BLACK : DOT_WHITE); |
3258 | flags |= dotval << (DOT_SHIFT_C + |
3259 | DOT_SHIFT_M*(dy*3+dx)); |
3260 | } |
3261 | } |
3262 | |
3263 | /* |
2c580e64 |
3264 | * Now work out if we have to draw a cursor for this square; |
3265 | * cursors-on-lines are taken care of below. |
3266 | */ |
3267 | if (ui->cur_visible && |
3268 | ui->cur_x == x*2+1 && ui->cur_y == y*2+1 && |
3269 | !(SPACE(state, x*2+1, y*2+1).flags & F_DOT)) |
3270 | flags |= DRAW_CURSOR; |
3271 | |
3272 | /* |
ab3a1e43 |
3273 | * Now we have everything we're going to need. Draw the |
3274 | * square. |
3275 | */ |
3276 | if (ds->grid[y*w+x] != flags || |
3277 | ds->dx[y*w+x] != ddx || |
3278 | ds->dy[y*w+x] != ddy) { |
3279 | draw_square(dr, ds, x, y, flags, ddx, ddy); |
3280 | ds->grid[y*w+x] = flags; |
3281 | ds->dx[y*w+x] = ddx; |
3282 | ds->dy[y*w+x] = ddy; |
3283 | } |
3284 | } |
3285 | |
2c580e64 |
3286 | /* |
3287 | * Draw a cursor. This secondary blitter is much less invasive than trying |
3288 | * to fix up all of the rest of the code with sufficient flags to be able to |
3289 | * display this sensibly. |
3290 | */ |
3291 | if (ui->cur_visible) { |
3292 | space *sp = &SPACE(state, ui->cur_x, ui->cur_y); |
3293 | ds->cur_visible = TRUE; |
3294 | ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE; |
3295 | ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE; |
3296 | blitter_save(dr, ds->cur_bl, ds->cx, ds->cy); |
3297 | if (sp->flags & F_DOT) { |
3298 | /* draw a red dot (over the top of whatever would be there already) */ |
3299 | draw_circle(dr, SCOORD(ui->cur_x), SCOORD(ui->cur_y), DOT_SIZE, |
3300 | COL_CURSOR, COL_BLACKDOT); |
3301 | } else if (sp->type != s_tile) { |
3302 | /* draw an edge/vertex square; tile cursors are dealt with above. */ |
3303 | int dx = (ui->cur_x % 2) ? CURSOR_SIZE : CURSOR_SIZE/3; |
3304 | int dy = (ui->cur_y % 2) ? CURSOR_SIZE : CURSOR_SIZE/3; |
3305 | int x1 = SCOORD(ui->cur_x)-dx, y1 = SCOORD(ui->cur_y)-dy; |
3306 | int xs = dx*2+1, ys = dy*2+1; |
3307 | |
3308 | draw_rect(dr, x1, y1, xs, ys, COL_CURSOR); |
3309 | } |
3310 | draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1); |
3311 | } |
3312 | |
ab3a1e43 |
3313 | if (ui->dragging) { |
3314 | ds->dragging = TRUE; |
3315 | ds->dragx = ui->dx - TILE_SIZE/2; |
3316 | ds->dragy = ui->dy - TILE_SIZE/2; |
3317 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
3318 | draw_arrow(dr, ds, ui->dx, ui->dy, |
3319 | SCOORD(ui->dotx) - ui->dx, |
2c580e64 |
3320 | SCOORD(ui->doty) - ui->dy, COL_ARROW); |
ab3a1e43 |
3321 | } |
3322 | #ifdef EDITOR |
3323 | { |
3324 | char buf[256]; |
3325 | if (state->cdiff != -1) |
3326 | sprintf(buf, "Puzzle is %s.", galaxies_diffnames[state->cdiff]); |
3327 | else |
3328 | buf[0] = '\0'; |
3329 | status_bar(dr, buf); |
3330 | } |
3331 | #endif |
3332 | } |
3333 | |
3334 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
3335 | int dir, game_ui *ui) |
3336 | { |
3337 | return 0.0F; |
3338 | } |
3339 | |
3340 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3341 | int dir, game_ui *ui) |
3342 | { |
3343 | if ((!oldstate->completed && newstate->completed) && |
3344 | !(newstate->used_solve)) |
3345 | return 3 * FLASH_TIME; |
3346 | else |
3347 | return 0.0F; |
3348 | } |
3349 | |
3350 | static int game_timing_state(game_state *state, game_ui *ui) |
3351 | { |
3352 | return TRUE; |
3353 | } |
3354 | |
3355 | #ifndef EDITOR |
3356 | static void game_print_size(game_params *params, float *x, float *y) |
3357 | { |
3358 | int pw, ph; |
3359 | |
3360 | /* |
3361 | * 8mm squares by default. (There isn't all that much detail |
3362 | * that needs to go in each square.) |
3363 | */ |
3364 | game_compute_size(params, 800, &pw, &ph); |
3365 | *x = pw / 100.0F; |
3366 | *y = ph / 100.0F; |
3367 | } |
3368 | |
3369 | static void game_print(drawing *dr, game_state *state, int sz) |
3370 | { |
3371 | int w = state->w, h = state->h; |
3372 | int white, black, blackish; |
3373 | int x, y, i, j; |
3374 | int *colours, *dsf; |
3375 | int *coords = NULL; |
3376 | int ncoords = 0, coordsize = 0; |
3377 | |
3378 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
3379 | game_drawstate ads, *ds = &ads; |
3380 | ds->tilesize = sz; |
3381 | |
60aa1c74 |
3382 | white = print_mono_colour(dr, 1); |
3383 | black = print_mono_colour(dr, 0); |
3384 | blackish = print_hatched_colour(dr, HATCH_X); |
ab3a1e43 |
3385 | |
3386 | /* |
3387 | * Get the completion information. |
3388 | */ |
3389 | dsf = snewn(w * h, int); |
3390 | colours = snewn(w * h, int); |
a4427d19 |
3391 | check_complete(state, dsf, colours); |
ab3a1e43 |
3392 | |
3393 | /* |
3394 | * Draw the grid. |
3395 | */ |
3396 | print_line_width(dr, TILE_SIZE / 64); |
3397 | for (x = 1; x < w; x++) |
3398 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black); |
3399 | for (y = 1; y < h; y++) |
3400 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black); |
3401 | |
3402 | /* |
3403 | * Shade the completed regions. Just in case any particular |
3404 | * printing platform deals badly with adjacent |
3405 | * similarly-hatched regions, we'll fill each one as a single |
3406 | * polygon. |
3407 | */ |
3408 | for (i = 0; i < w*h; i++) { |
3409 | j = dsf_canonify(dsf, i); |
3410 | if (colours[j] != 0) { |
3411 | int dx, dy, t; |
3412 | |
3413 | /* |
3414 | * This is the first square we've run into belonging to |
3415 | * this polyomino, which means an edge of the polyomino |
3416 | * is certain to be to our left. (After we finish |
3417 | * tracing round it, we'll set the colours[] entry to |
3418 | * zero to prevent accidentally doing it again.) |
3419 | */ |
3420 | |
3421 | x = i % w; |
3422 | y = i / w; |
3423 | dx = -1; |
3424 | dy = 0; |
3425 | ncoords = 0; |
3426 | while (1) { |
3427 | /* |
3428 | * We are currently sitting on square (x,y), which |
3429 | * we know to be in our polyomino, and we also know |
3430 | * that (x+dx,y+dy) is not. The way I visualise |
3431 | * this is that we're standing to the right of a |
3432 | * boundary line, stretching our left arm out to |
3433 | * point to the exterior square on the far side. |
3434 | */ |
3435 | |
3436 | /* |
3437 | * First, check if we've gone round the entire |
3438 | * polyomino. |
3439 | */ |
3440 | if (ncoords > 0 && |
3441 | (x == i%w && y == i/w && dx == -1 && dy == 0)) |
3442 | break; |
3443 | |
3444 | /* |
3445 | * Add to our coordinate list the coordinate |
3446 | * backwards and to the left of where we are. |
3447 | */ |
3448 | if (ncoords + 2 > coordsize) { |
3449 | coordsize = (ncoords * 3 / 2) + 64; |
3450 | coords = sresize(coords, coordsize, int); |
3451 | } |
3452 | coords[ncoords++] = COORD((2*x+1 + dx + dy) / 2); |
3453 | coords[ncoords++] = COORD((2*y+1 + dy - dx) / 2); |
3454 | |
3455 | /* |
3456 | * Follow the edge round. If the square directly in |
3457 | * front of us is not part of the polyomino, we |
3458 | * turn right; if it is and so is the square in |
3459 | * front of (x+dx,y+dy), we turn left; otherwise we |
3460 | * go straight on. |
3461 | */ |
3462 | if (x-dy < 0 || x-dy >= w || y+dx < 0 || y+dx >= h || |
3463 | dsf_canonify(dsf, (y+dx)*w+(x-dy)) != j) { |
3464 | /* Turn right. */ |
3465 | t = dx; |
3466 | dx = -dy; |
3467 | dy = t; |
3468 | } else if (x+dx-dy >= 0 && x+dx-dy < w && |
3469 | y+dy+dx >= 0 && y+dy+dx < h && |
3470 | dsf_canonify(dsf, (y+dy+dx)*w+(x+dx-dy)) == j) { |
3471 | /* Turn left. */ |
3472 | x += dx; |
3473 | y += dy; |
3474 | t = dx; |
3475 | dx = dy; |
3476 | dy = -t; |
3477 | x -= dx; |
3478 | y -= dy; |
3479 | } else { |
3480 | /* Straight on. */ |
3481 | x -= dy; |
3482 | y += dx; |
3483 | } |
3484 | } |
3485 | |
3486 | /* |
3487 | * Now we have our polygon complete, so fill it. |
3488 | */ |
3489 | draw_polygon(dr, coords, ncoords/2, |
3490 | colours[j] == 2 ? blackish : -1, black); |
3491 | |
3492 | /* |
3493 | * And mark this polyomino as done. |
3494 | */ |
3495 | colours[j] = 0; |
3496 | } |
3497 | } |
3498 | |
3499 | /* |
3500 | * Draw the edges. |
3501 | */ |
3502 | for (y = 0; y <= h; y++) |
3503 | for (x = 0; x <= w; x++) { |
3504 | if (x < w && SPACE(state, x*2+1, y*2).flags & F_EDGE_SET) |
3505 | draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS, |
3506 | EDGE_THICKNESS * 2 + TILE_SIZE, EDGE_THICKNESS * 2, |
3507 | black); |
3508 | if (y < h && SPACE(state, x*2, y*2+1).flags & F_EDGE_SET) |
3509 | draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS, |
3510 | EDGE_THICKNESS * 2, EDGE_THICKNESS * 2 + TILE_SIZE, |
3511 | black); |
3512 | } |
3513 | |
3514 | /* |
3515 | * Draw the dots. |
3516 | */ |
3517 | for (y = 0; y <= 2*h; y++) |
3518 | for (x = 0; x <= 2*w; x++) |
3519 | if (SPACE(state, x, y).flags & F_DOT) { |
2769dce5 |
3520 | draw_circle(dr, (int)COORD(x/2.0), (int)COORD(y/2.0), DOT_SIZE, |
ab3a1e43 |
3521 | (SPACE(state, x, y).flags & F_DOT_BLACK ? |
3522 | black : white), black); |
3523 | } |
3524 | |
3525 | sfree(dsf); |
3526 | sfree(colours); |
3527 | sfree(coords); |
3528 | } |
3529 | #endif |
3530 | |
3531 | #ifdef COMBINED |
3532 | #define thegame galaxies |
3533 | #endif |
3534 | |
3535 | const struct game thegame = { |
3536 | "Galaxies", "games.galaxies", "galaxies", |
3537 | default_params, |
3538 | game_fetch_preset, |
3539 | decode_params, |
3540 | encode_params, |
3541 | free_params, |
3542 | dup_params, |
3543 | TRUE, game_configure, custom_params, |
3544 | validate_params, |
3545 | new_game_desc, |
3546 | validate_desc, |
3547 | new_game, |
3548 | dup_game, |
3549 | free_game, |
3550 | #ifdef EDITOR |
3551 | FALSE, NULL, |
3552 | #else |
3553 | TRUE, solve_game, |
3554 | #endif |
fa3abef5 |
3555 | TRUE, game_can_format_as_text_now, game_text_format, |
ab3a1e43 |
3556 | new_ui, |
3557 | free_ui, |
3558 | encode_ui, |
3559 | decode_ui, |
3560 | game_changed_state, |
3561 | interpret_move, |
3562 | execute_move, |
3563 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3564 | game_colours, |
3565 | game_new_drawstate, |
3566 | game_free_drawstate, |
3567 | game_redraw, |
3568 | game_anim_length, |
3569 | game_flash_length, |
3570 | #ifdef EDITOR |
3571 | FALSE, FALSE, NULL, NULL, |
3572 | TRUE, /* wants_statusbar */ |
3573 | #else |
a0f67a83 |
3574 | TRUE, FALSE, game_print_size, game_print, |
ab3a1e43 |
3575 | FALSE, /* wants_statusbar */ |
3576 | #endif |
3577 | FALSE, game_timing_state, |
cb0c7d4a |
3578 | REQUIRE_RBUTTON, /* flags */ |
ab3a1e43 |
3579 | }; |
3580 | |
3581 | #ifdef STANDALONE_SOLVER |
3582 | |
3583 | const char *quis; |
3584 | |
3585 | #include <time.h> |
3586 | |
3587 | static void usage_exit(const char *msg) |
3588 | { |
3589 | if (msg) |
3590 | fprintf(stderr, "%s: %s\n", quis, msg); |
3591 | fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis); |
3592 | exit(1); |
3593 | } |
3594 | |
3595 | static void dump_state(game_state *state) |
3596 | { |
3597 | char *temp = game_text_format(state); |
3598 | printf("%s\n", temp); |
3599 | sfree(temp); |
3600 | } |
3601 | |
3602 | static int gen(game_params *p, random_state *rs, int debug) |
3603 | { |
3604 | char *desc; |
3605 | int diff; |
3606 | game_state *state; |
3607 | |
3608 | #ifndef DEBUGGING |
3609 | solver_show_working = debug; |
3610 | #endif |
3611 | printf("Generating a %dx%d %s puzzle.\n", |
3612 | p->w, p->h, galaxies_diffnames[p->diff]); |
3613 | |
3614 | desc = new_game_desc(p, rs, NULL, 0); |
3615 | state = new_game(NULL, p, desc); |
3616 | dump_state(state); |
3617 | |
736417dc |
3618 | diff = solver_state(state, DIFF_UNREASONABLE); |
ab3a1e43 |
3619 | printf("Generated %s game %dx%d:%s\n", |
3620 | galaxies_diffnames[diff], p->w, p->h, desc); |
3621 | dump_state(state); |
3622 | |
3623 | free_game(state); |
3624 | sfree(desc); |
3625 | |
3626 | return diff; |
3627 | } |
3628 | |
3629 | static void soak(game_params *p, random_state *rs) |
3630 | { |
3631 | time_t tt_start, tt_now, tt_last; |
3632 | char *desc; |
3633 | game_state *st; |
3634 | int diff, n = 0, i, diffs[DIFF_MAX], ndots = 0, nspaces = 0; |
3635 | |
3636 | #ifndef DEBUGGING |
3637 | solver_show_working = 0; |
3638 | #endif |
3639 | tt_start = tt_now = time(NULL); |
3640 | for (i = 0; i < DIFF_MAX; i++) diffs[i] = 0; |
3641 | maxtries = 1; |
3642 | |
3643 | printf("Soak-generating a %dx%d grid, max. diff %s.\n", |
3644 | p->w, p->h, galaxies_diffnames[p->diff]); |
3645 | printf(" ["); |
3646 | for (i = 0; i < DIFF_MAX; i++) |
3647 | printf("%s%s", (i == 0) ? "" : ", ", galaxies_diffnames[i]); |
3648 | printf("]\n"); |
3649 | |
3650 | while (1) { |
3651 | desc = new_game_desc(p, rs, NULL, 0); |
3652 | st = new_game(NULL, p, desc); |
3653 | diff = solver_state(st, p->diff); |
3654 | nspaces += st->w*st->h; |
3655 | for (i = 0; i < st->sx*st->sy; i++) |
3656 | if (st->grid[i].flags & F_DOT) ndots++; |
3657 | free_game(st); |
3658 | sfree(desc); |
3659 | |
3660 | diffs[diff]++; |
3661 | n++; |
3662 | tt_last = time(NULL); |
3663 | if (tt_last > tt_now) { |
3664 | tt_now = tt_last; |
3665 | printf("%d total, %3.1f/s, [", |
3666 | n, (double)n / ((double)tt_now - tt_start)); |
3667 | for (i = 0; i < DIFF_MAX; i++) |
3668 | printf("%s%.1f%%", (i == 0) ? "" : ", ", |
3669 | 100.0 * ((double)diffs[i] / (double)n)); |
3670 | printf("], %.1f%% dots\n", |
3671 | 100.0 * ((double)ndots / (double)nspaces)); |
3672 | } |
3673 | } |
3674 | } |
3675 | |
3676 | int main(int argc, char **argv) |
3677 | { |
3678 | game_params *p; |
3679 | char *id = NULL, *desc, *err; |
3680 | game_state *s; |
3681 | int diff, do_soak = 0, verbose = 0; |
3682 | random_state *rs; |
3683 | time_t seed = time(NULL); |
3684 | |
3685 | quis = argv[0]; |
3686 | while (--argc > 0) { |
3687 | char *p = *++argv; |
3688 | if (!strcmp(p, "-v")) { |
3689 | verbose = 1; |
3690 | } else if (!strcmp(p, "--seed")) { |
3691 | if (argc == 0) usage_exit("--seed needs an argument"); |
3692 | seed = (time_t)atoi(*++argv); |
3693 | argc--; |
3694 | } else if (!strcmp(p, "--soak")) { |
3695 | do_soak = 1; |
3696 | } else if (*p == '-') { |
3697 | usage_exit("unrecognised option"); |
3698 | } else { |
3699 | id = p; |
3700 | } |
3701 | } |
3702 | |
3703 | maxtries = 50; |
3704 | |
3705 | p = default_params(); |
3706 | rs = random_new((void*)&seed, sizeof(time_t)); |
3707 | |
3708 | if (do_soak) { |
3709 | if (!id) usage_exit("need one argument for --soak"); |
3710 | decode_params(p, *argv); |
3711 | soak(p, rs); |
3712 | return 0; |
3713 | } |
3714 | |
3715 | if (!id) { |
3716 | while (1) { |
3717 | p->w = random_upto(rs, 15) + 3; |
3718 | p->h = random_upto(rs, 15) + 3; |
736417dc |
3719 | p->diff = random_upto(rs, DIFF_UNREASONABLE); |
ab3a1e43 |
3720 | diff = gen(p, rs, 0); |
3721 | } |
3722 | return 0; |
3723 | } |
3724 | |
3725 | desc = strchr(id, ':'); |
3726 | if (!desc) { |
3727 | decode_params(p, id); |
3728 | gen(p, rs, verbose); |
3729 | } else { |
3730 | #ifndef DEBUGGING |
3731 | solver_show_working = 1; |
3732 | #endif |
3733 | *desc++ = '\0'; |
3734 | decode_params(p, id); |
3735 | err = validate_desc(p, desc); |
3736 | if (err) { |
3737 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3738 | exit(1); |
3739 | } |
3740 | s = new_game(NULL, p, desc); |
736417dc |
3741 | diff = solver_state(s, DIFF_UNREASONABLE); |
ab3a1e43 |
3742 | dump_state(s); |
3743 | printf("Puzzle is %s.\n", galaxies_diffnames[diff]); |
3744 | free_game(s); |
3745 | } |
3746 | |
3747 | free_params(p); |
3748 | |
3749 | return 0; |
3750 | } |
3751 | |
3752 | #endif |
3753 | |
9dce977f |
3754 | #ifdef STANDALONE_PICTURE_GENERATOR |
3755 | |
3756 | /* |
3757 | * Main program for the standalone picture generator. To use it, |
3758 | * simply provide it with an XBM-format bitmap file (note XBM, not |
3759 | * XPM) on standard input, and it will output a game ID in return. |
3760 | * For example: |
3761 | * |
3762 | * $ ./galaxiespicture < badly-drawn-cat.xbm |
3763 | * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg |
3764 | * |
3765 | * If you want a puzzle with a non-standard difficulty level, pass |
3766 | * a partial parameters string as a command-line argument (e.g. |
3767 | * `./galaxiespicture du < foo.xbm', where `du' is the same suffix |
3768 | * which if it appeared in a random-seed game ID would set the |
3769 | * difficulty level to Unreasonable). However, be aware that if the |
3770 | * generator fails to produce an adequately difficult puzzle too |
3771 | * many times then it will give up and return an easier one (just |
3772 | * as it does during normal GUI play). To be sure you really have |
3773 | * the difficulty you asked for, use galaxiessolver to |
3774 | * double-check. |
3775 | * |
3776 | * (Perhaps I ought to include an option to make this standalone |
3777 | * generator carry on looping until it really does get the right |
3778 | * difficulty. Hmmm.) |
3779 | */ |
3780 | |
3781 | #include <time.h> |
3782 | |
3783 | int main(int argc, char **argv) |
3784 | { |
3785 | game_params *par; |
3786 | char *params, *desc; |
3787 | random_state *rs; |
3788 | time_t seed = time(NULL); |
3789 | char buf[4096]; |
3790 | int i; |
3791 | int x, y; |
3792 | |
3793 | par = default_params(); |
3794 | if (argc > 1) |
3795 | decode_params(par, argv[1]); /* get difficulty */ |
3796 | par->w = par->h = -1; |
3797 | |
3798 | /* |
3799 | * Now read an XBM file from standard input. This is simple and |
3800 | * hacky and will do very little error detection, so don't feed |
3801 | * it bogus data. |
3802 | */ |
3803 | picture = NULL; |
3804 | x = y = 0; |
3805 | while (fgets(buf, sizeof(buf), stdin)) { |
3806 | buf[strcspn(buf, "\r\n")] = '\0'; |
3807 | if (!strncmp(buf, "#define", 7)) { |
3808 | /* |
3809 | * Lines starting `#define' give the width and height. |
3810 | */ |
3811 | char *num = buf + strlen(buf); |
3812 | char *symend; |
3813 | |
3814 | while (num > buf && isdigit((unsigned char)num[-1])) |
3815 | num--; |
3816 | symend = num; |
3817 | while (symend > buf && isspace((unsigned char)symend[-1])) |
3818 | symend--; |
3819 | |
3820 | if (symend-5 >= buf && !strncmp(symend-5, "width", 5)) |
3821 | par->w = atoi(num); |
3822 | else if (symend-6 >= buf && !strncmp(symend-6, "height", 6)) |
3823 | par->h = atoi(num); |
3824 | } else { |
3825 | /* |
3826 | * Otherwise, break the string up into words and take |
3827 | * any word of the form `0x' plus hex digits to be a |
3828 | * byte. |
3829 | */ |
3830 | char *p, *wordstart; |
3831 | |
3832 | if (!picture) { |
3833 | if (par->w < 0 || par->h < 0) { |
3834 | printf("failed to read width and height\n"); |
3835 | return 1; |
3836 | } |
3837 | picture = snewn(par->w * par->h, int); |
3838 | for (i = 0; i < par->w * par->h; i++) |
3839 | picture[i] = -1; |
3840 | } |
3841 | |
3842 | p = buf; |
3843 | while (*p) { |
3844 | while (*p && (*p == ',' || isspace((unsigned char)*p))) |
3845 | p++; |
3846 | wordstart = p; |
3847 | while (*p && !(*p == ',' || *p == '}' || |
3848 | isspace((unsigned char)*p))) |
3849 | p++; |
3850 | if (*p) |
3851 | *p++ = '\0'; |
3852 | |
3853 | if (wordstart[0] == '0' && |
3854 | (wordstart[1] == 'x' || wordstart[1] == 'X') && |
3855 | !wordstart[2 + strspn(wordstart+2, |
3856 | "0123456789abcdefABCDEF")]) { |
3857 | unsigned long byte = strtoul(wordstart+2, NULL, 16); |
3858 | for (i = 0; i < 8; i++) { |
3859 | int bit = (byte >> i) & 1; |
3860 | if (y < par->h && x < par->w) |
3861 | picture[y * par->w + x] = bit; |
3862 | x++; |
3863 | } |
3864 | |
3865 | if (x >= par->w) { |
3866 | x = 0; |
3867 | y++; |
3868 | } |
3869 | } |
3870 | } |
3871 | } |
3872 | } |
3873 | |
3874 | for (i = 0; i < par->w * par->h; i++) |
3875 | if (picture[i] < 0) { |
3876 | fprintf(stderr, "failed to read enough bitmap data\n"); |
3877 | return 1; |
3878 | } |
3879 | |
3880 | rs = random_new((void*)&seed, sizeof(time_t)); |
3881 | |
3882 | desc = new_game_desc(par, rs, NULL, FALSE); |
3883 | params = encode_params(par, FALSE); |
3884 | printf("%s:%s\n", params, desc); |
3885 | |
3886 | sfree(desc); |
3887 | sfree(params); |
3888 | free_params(par); |
3889 | random_free(rs); |
3890 | |
3891 | return 0; |
3892 | } |
3893 | |
3894 | #endif |
3895 | |
ab3a1e43 |
3896 | /* vim: set shiftwidth=4 tabstop=8: */ |