c51c7de6 |
1 | /* |
2 | * map.c: Game involving four-colouring a map. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
c51c7de6 |
8 | * - clue marking |
c51c7de6 |
9 | * - better four-colouring algorithm? |
1cdd1306 |
10 | * - can we make the pencil marks look nicer? |
11 | * - ability to drag a set of pencil marks? |
c51c7de6 |
12 | */ |
13 | |
14 | #include <stdio.h> |
15 | #include <stdlib.h> |
16 | #include <string.h> |
17 | #include <assert.h> |
18 | #include <ctype.h> |
19 | #include <math.h> |
20 | |
21 | #include "puzzles.h" |
22 | |
23 | /* |
e857e161 |
24 | * In standalone solver mode, `verbose' is a variable which can be |
25 | * set by command-line option; in debugging mode it's simply always |
26 | * true. |
27 | */ |
28 | #if defined STANDALONE_SOLVER |
29 | #define SOLVER_DIAGNOSTICS |
30 | int verbose = FALSE; |
31 | #elif defined SOLVER_DIAGNOSTICS |
32 | #define verbose TRUE |
33 | #endif |
34 | |
35 | /* |
c51c7de6 |
36 | * I don't seriously anticipate wanting to change the number of |
37 | * colours used in this game, but it doesn't cost much to use a |
38 | * #define just in case :-) |
39 | */ |
40 | #define FOUR 4 |
41 | #define THREE (FOUR-1) |
42 | #define FIVE (FOUR+1) |
43 | #define SIX (FOUR+2) |
44 | |
45 | /* |
46 | * Ghastly run-time configuration option, just for Gareth (again). |
47 | */ |
48 | static int flash_type = -1; |
49 | static float flash_length; |
50 | |
51 | /* |
52 | * Difficulty levels. I do some macro ickery here to ensure that my |
53 | * enum and the various forms of my name list always match up. |
54 | */ |
55 | #define DIFFLIST(A) \ |
56 | A(EASY,Easy,e) \ |
b3728d72 |
57 | A(NORMAL,Normal,n) \ |
1cdd1306 |
58 | A(HARD,Hard,h) \ |
b3728d72 |
59 | A(RECURSE,Unreasonable,u) |
c51c7de6 |
60 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
61 | #define TITLE(upper,title,lower) #title, |
62 | #define ENCODE(upper,title,lower) #lower |
63 | #define CONFIG(upper,title,lower) ":" #title |
64 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
65 | static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; |
66 | static char const map_diffchars[] = DIFFLIST(ENCODE); |
67 | #define DIFFCONFIG DIFFLIST(CONFIG) |
68 | |
69 | enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ |
70 | |
71 | enum { |
72 | COL_BACKGROUND, |
73 | COL_GRID, |
74 | COL_0, COL_1, COL_2, COL_3, |
756a9f15 |
75 | COL_ERROR, COL_ERRTEXT, |
c51c7de6 |
76 | NCOLOURS |
77 | }; |
78 | |
79 | struct game_params { |
80 | int w, h, n, diff; |
81 | }; |
82 | |
83 | struct map { |
84 | int refcount; |
85 | int *map; |
86 | int *graph; |
87 | int n; |
88 | int ngraph; |
89 | int *immutable; |
e857e161 |
90 | int *edgex, *edgey; /* position of a point on each edge */ |
91 | int *regionx, *regiony; /* position of a point in each region */ |
c51c7de6 |
92 | }; |
93 | |
94 | struct game_state { |
95 | game_params p; |
96 | struct map *map; |
1cdd1306 |
97 | int *colouring, *pencil; |
c51c7de6 |
98 | int completed, cheated; |
99 | }; |
100 | |
101 | static game_params *default_params(void) |
102 | { |
103 | game_params *ret = snew(game_params); |
104 | |
105 | ret->w = 20; |
106 | ret->h = 15; |
107 | ret->n = 30; |
108 | ret->diff = DIFF_NORMAL; |
109 | |
110 | return ret; |
111 | } |
112 | |
113 | static const struct game_params map_presets[] = { |
114 | {20, 15, 30, DIFF_EASY}, |
115 | {20, 15, 30, DIFF_NORMAL}, |
1cdd1306 |
116 | {20, 15, 30, DIFF_HARD}, |
117 | {20, 15, 30, DIFF_RECURSE}, |
c51c7de6 |
118 | {30, 25, 75, DIFF_NORMAL}, |
1cdd1306 |
119 | {30, 25, 75, DIFF_HARD}, |
c51c7de6 |
120 | }; |
121 | |
122 | static int game_fetch_preset(int i, char **name, game_params **params) |
123 | { |
124 | game_params *ret; |
125 | char str[80]; |
126 | |
127 | if (i < 0 || i >= lenof(map_presets)) |
128 | return FALSE; |
129 | |
130 | ret = snew(game_params); |
131 | *ret = map_presets[i]; |
132 | |
133 | sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, |
134 | map_diffnames[ret->diff]); |
135 | |
136 | *name = dupstr(str); |
137 | *params = ret; |
138 | return TRUE; |
139 | } |
140 | |
141 | static void free_params(game_params *params) |
142 | { |
143 | sfree(params); |
144 | } |
145 | |
146 | static game_params *dup_params(game_params *params) |
147 | { |
148 | game_params *ret = snew(game_params); |
149 | *ret = *params; /* structure copy */ |
150 | return ret; |
151 | } |
152 | |
153 | static void decode_params(game_params *params, char const *string) |
154 | { |
155 | char const *p = string; |
156 | |
157 | params->w = atoi(p); |
158 | while (*p && isdigit((unsigned char)*p)) p++; |
159 | if (*p == 'x') { |
160 | p++; |
161 | params->h = atoi(p); |
162 | while (*p && isdigit((unsigned char)*p)) p++; |
163 | } else { |
164 | params->h = params->w; |
165 | } |
166 | if (*p == 'n') { |
167 | p++; |
168 | params->n = atoi(p); |
169 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
170 | } else { |
171 | params->n = params->w * params->h / 8; |
172 | } |
173 | if (*p == 'd') { |
174 | int i; |
175 | p++; |
176 | for (i = 0; i < DIFFCOUNT; i++) |
177 | if (*p == map_diffchars[i]) |
178 | params->diff = i; |
179 | if (*p) p++; |
180 | } |
181 | } |
182 | |
183 | static char *encode_params(game_params *params, int full) |
184 | { |
185 | char ret[400]; |
186 | |
187 | sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); |
188 | if (full) |
189 | sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); |
190 | |
191 | return dupstr(ret); |
192 | } |
193 | |
194 | static config_item *game_configure(game_params *params) |
195 | { |
196 | config_item *ret; |
197 | char buf[80]; |
198 | |
199 | ret = snewn(5, config_item); |
200 | |
201 | ret[0].name = "Width"; |
202 | ret[0].type = C_STRING; |
203 | sprintf(buf, "%d", params->w); |
204 | ret[0].sval = dupstr(buf); |
205 | ret[0].ival = 0; |
206 | |
207 | ret[1].name = "Height"; |
208 | ret[1].type = C_STRING; |
209 | sprintf(buf, "%d", params->h); |
210 | ret[1].sval = dupstr(buf); |
211 | ret[1].ival = 0; |
212 | |
213 | ret[2].name = "Regions"; |
214 | ret[2].type = C_STRING; |
215 | sprintf(buf, "%d", params->n); |
216 | ret[2].sval = dupstr(buf); |
217 | ret[2].ival = 0; |
218 | |
219 | ret[3].name = "Difficulty"; |
220 | ret[3].type = C_CHOICES; |
221 | ret[3].sval = DIFFCONFIG; |
222 | ret[3].ival = params->diff; |
223 | |
224 | ret[4].name = NULL; |
225 | ret[4].type = C_END; |
226 | ret[4].sval = NULL; |
227 | ret[4].ival = 0; |
228 | |
229 | return ret; |
230 | } |
231 | |
232 | static game_params *custom_params(config_item *cfg) |
233 | { |
234 | game_params *ret = snew(game_params); |
235 | |
236 | ret->w = atoi(cfg[0].sval); |
237 | ret->h = atoi(cfg[1].sval); |
238 | ret->n = atoi(cfg[2].sval); |
239 | ret->diff = cfg[3].ival; |
240 | |
241 | return ret; |
242 | } |
243 | |
244 | static char *validate_params(game_params *params, int full) |
245 | { |
246 | if (params->w < 2 || params->h < 2) |
247 | return "Width and height must be at least two"; |
248 | if (params->n < 5) |
249 | return "Must have at least five regions"; |
250 | if (params->n > params->w * params->h) |
251 | return "Too many regions to fit in grid"; |
252 | return NULL; |
253 | } |
254 | |
255 | /* ---------------------------------------------------------------------- |
256 | * Cumulative frequency table functions. |
257 | */ |
258 | |
259 | /* |
260 | * Initialise a cumulative frequency table. (Hardly worth writing |
261 | * this function; all it does is to initialise everything in the |
262 | * array to zero.) |
263 | */ |
264 | static void cf_init(int *table, int n) |
265 | { |
266 | int i; |
267 | |
268 | for (i = 0; i < n; i++) |
269 | table[i] = 0; |
270 | } |
271 | |
272 | /* |
273 | * Increment the count of symbol `sym' by `count'. |
274 | */ |
275 | static void cf_add(int *table, int n, int sym, int count) |
276 | { |
277 | int bit; |
278 | |
279 | bit = 1; |
280 | while (sym != 0) { |
281 | if (sym & bit) { |
282 | table[sym] += count; |
283 | sym &= ~bit; |
284 | } |
285 | bit <<= 1; |
286 | } |
287 | |
288 | table[0] += count; |
289 | } |
290 | |
291 | /* |
292 | * Cumulative frequency lookup: return the total count of symbols |
293 | * with value less than `sym'. |
294 | */ |
295 | static int cf_clookup(int *table, int n, int sym) |
296 | { |
297 | int bit, index, limit, count; |
298 | |
299 | if (sym == 0) |
300 | return 0; |
301 | |
302 | assert(0 < sym && sym <= n); |
303 | |
304 | count = table[0]; /* start with the whole table size */ |
305 | |
306 | bit = 1; |
307 | while (bit < n) |
308 | bit <<= 1; |
309 | |
310 | limit = n; |
311 | |
312 | while (bit > 0) { |
313 | /* |
314 | * Find the least number with its lowest set bit in this |
315 | * position which is greater than or equal to sym. |
316 | */ |
317 | index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; |
318 | |
319 | if (index < limit) { |
320 | count -= table[index]; |
321 | limit = index; |
322 | } |
323 | |
324 | bit >>= 1; |
325 | } |
326 | |
327 | return count; |
328 | } |
329 | |
330 | /* |
331 | * Single frequency lookup: return the count of symbol `sym'. |
332 | */ |
333 | static int cf_slookup(int *table, int n, int sym) |
334 | { |
335 | int count, bit; |
336 | |
337 | assert(0 <= sym && sym < n); |
338 | |
339 | count = table[sym]; |
340 | |
341 | for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) |
342 | count -= table[sym+bit]; |
343 | |
344 | return count; |
345 | } |
346 | |
347 | /* |
348 | * Return the largest symbol index such that the cumulative |
349 | * frequency up to that symbol is less than _or equal to_ count. |
350 | */ |
351 | static int cf_whichsym(int *table, int n, int count) { |
352 | int bit, sym, top; |
353 | |
354 | assert(count >= 0 && count < table[0]); |
355 | |
356 | bit = 1; |
357 | while (bit < n) |
358 | bit <<= 1; |
359 | |
360 | sym = 0; |
361 | top = table[0]; |
362 | |
363 | while (bit > 0) { |
364 | if (sym+bit < n) { |
365 | if (count >= top - table[sym+bit]) |
366 | sym += bit; |
367 | else |
368 | top -= table[sym+bit]; |
369 | } |
370 | |
371 | bit >>= 1; |
372 | } |
373 | |
374 | return sym; |
375 | } |
376 | |
377 | /* ---------------------------------------------------------------------- |
378 | * Map generation. |
379 | * |
380 | * FIXME: this isn't entirely optimal at present, because it |
381 | * inherently prioritises growing the largest region since there |
382 | * are more squares adjacent to it. This acts as a destabilising |
383 | * influence leading to a few large regions and mostly small ones. |
384 | * It might be better to do it some other way. |
385 | */ |
386 | |
387 | #define WEIGHT_INCREASED 2 /* for increased perimeter */ |
388 | #define WEIGHT_DECREASED 4 /* for decreased perimeter */ |
389 | #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ |
390 | |
391 | /* |
392 | * Look at a square and decide which colours can be extended into |
393 | * it. |
394 | * |
395 | * If called with index < 0, it adds together one of |
396 | * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each |
397 | * colour that has a valid extension (according to the effect that |
398 | * it would have on the perimeter of the region being extended) and |
399 | * returns the overall total. |
400 | * |
401 | * If called with index >= 0, it returns one of the possible |
402 | * colours depending on the value of index, in such a way that the |
403 | * number of possible inputs which would give rise to a given |
404 | * return value correspond to the weight of that value. |
405 | */ |
406 | static int extend_options(int w, int h, int n, int *map, |
407 | int x, int y, int index) |
408 | { |
409 | int c, i, dx, dy; |
410 | int col[8]; |
411 | int total = 0; |
412 | |
413 | if (map[y*w+x] >= 0) { |
414 | assert(index < 0); |
415 | return 0; /* can't do this square at all */ |
416 | } |
417 | |
418 | /* |
419 | * Fetch the eight neighbours of this square, in order around |
420 | * the square. |
421 | */ |
422 | for (dy = -1; dy <= +1; dy++) |
423 | for (dx = -1; dx <= +1; dx++) { |
424 | int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); |
425 | if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) |
426 | col[index] = map[(y+dy)*w+(x+dx)]; |
427 | else |
428 | col[index] = -1; |
429 | } |
430 | |
431 | /* |
432 | * Iterate over each colour that might be feasible. |
433 | * |
434 | * FIXME: this routine currently has O(n) running time. We |
435 | * could turn it into O(FOUR) by only bothering to iterate over |
436 | * the colours mentioned in the four neighbouring squares. |
437 | */ |
438 | |
439 | for (c = 0; c < n; c++) { |
440 | int count, neighbours, runs; |
441 | |
442 | /* |
443 | * One of the even indices of col (representing the |
444 | * orthogonal neighbours of this square) must be equal to |
445 | * c, or else this square is not adjacent to region c and |
446 | * obviously cannot become an extension of it at this time. |
447 | */ |
448 | neighbours = 0; |
449 | for (i = 0; i < 8; i += 2) |
450 | if (col[i] == c) |
451 | neighbours++; |
452 | if (!neighbours) |
453 | continue; |
454 | |
455 | /* |
456 | * Now we know this square is adjacent to region c. The |
457 | * next question is, would extending it cause the region to |
458 | * become non-simply-connected? If so, we mustn't do it. |
459 | * |
460 | * We determine this by looking around col to see if we can |
461 | * find more than one separate run of colour c. |
462 | */ |
463 | runs = 0; |
464 | for (i = 0; i < 8; i++) |
465 | if (col[i] == c && col[(i+1) & 7] != c) |
466 | runs++; |
467 | if (runs > 1) |
468 | continue; |
469 | |
470 | assert(runs == 1); |
471 | |
472 | /* |
473 | * This square is a possibility. Determine its effect on |
474 | * the region's perimeter (computed from the number of |
475 | * orthogonal neighbours - 1 means a perimeter increase, 3 |
476 | * a decrease, 2 no change; 4 is impossible because the |
477 | * region would already not be simply connected) and we're |
478 | * done. |
479 | */ |
480 | assert(neighbours > 0 && neighbours < 4); |
481 | count = (neighbours == 1 ? WEIGHT_INCREASED : |
482 | neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); |
483 | |
484 | total += count; |
485 | if (index >= 0 && index < count) |
486 | return c; |
487 | else |
488 | index -= count; |
489 | } |
490 | |
491 | assert(index < 0); |
492 | |
493 | return total; |
494 | } |
495 | |
496 | static void genmap(int w, int h, int n, int *map, random_state *rs) |
497 | { |
498 | int wh = w*h; |
499 | int x, y, i, k; |
500 | int *tmp; |
501 | |
502 | assert(n <= wh); |
503 | tmp = snewn(wh, int); |
504 | |
505 | /* |
506 | * Clear the map, and set up `tmp' as a list of grid indices. |
507 | */ |
508 | for (i = 0; i < wh; i++) { |
509 | map[i] = -1; |
510 | tmp[i] = i; |
511 | } |
512 | |
513 | /* |
514 | * Place the region seeds by selecting n members from `tmp'. |
515 | */ |
516 | k = wh; |
517 | for (i = 0; i < n; i++) { |
518 | int j = random_upto(rs, k); |
519 | map[tmp[j]] = i; |
520 | tmp[j] = tmp[--k]; |
521 | } |
522 | |
523 | /* |
524 | * Re-initialise `tmp' as a cumulative frequency table. This |
525 | * will store the number of possible region colours we can |
526 | * extend into each square. |
527 | */ |
528 | cf_init(tmp, wh); |
529 | |
530 | /* |
531 | * Go through the grid and set up the initial cumulative |
532 | * frequencies. |
533 | */ |
534 | for (y = 0; y < h; y++) |
535 | for (x = 0; x < w; x++) |
536 | cf_add(tmp, wh, y*w+x, |
537 | extend_options(w, h, n, map, x, y, -1)); |
538 | |
539 | /* |
540 | * Now repeatedly choose a square we can extend a region into, |
541 | * and do so. |
542 | */ |
543 | while (tmp[0] > 0) { |
544 | int k = random_upto(rs, tmp[0]); |
545 | int sq; |
546 | int colour; |
547 | int xx, yy; |
548 | |
549 | sq = cf_whichsym(tmp, wh, k); |
550 | k -= cf_clookup(tmp, wh, sq); |
551 | x = sq % w; |
552 | y = sq / w; |
553 | colour = extend_options(w, h, n, map, x, y, k); |
554 | |
555 | map[sq] = colour; |
556 | |
557 | /* |
558 | * Re-scan the nine cells around the one we've just |
559 | * modified. |
560 | */ |
561 | for (yy = max(y-1, 0); yy < min(y+2, h); yy++) |
562 | for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { |
563 | cf_add(tmp, wh, yy*w+xx, |
564 | -cf_slookup(tmp, wh, yy*w+xx) + |
565 | extend_options(w, h, n, map, xx, yy, -1)); |
566 | } |
567 | } |
568 | |
569 | /* |
570 | * Finally, go through and normalise the region labels into |
571 | * order, meaning that indistinguishable maps are actually |
572 | * identical. |
573 | */ |
574 | for (i = 0; i < n; i++) |
575 | tmp[i] = -1; |
576 | k = 0; |
577 | for (i = 0; i < wh; i++) { |
578 | assert(map[i] >= 0); |
579 | if (tmp[map[i]] < 0) |
580 | tmp[map[i]] = k++; |
581 | map[i] = tmp[map[i]]; |
582 | } |
583 | |
584 | sfree(tmp); |
585 | } |
586 | |
587 | /* ---------------------------------------------------------------------- |
588 | * Functions to handle graphs. |
589 | */ |
590 | |
591 | /* |
592 | * Having got a map in a square grid, convert it into a graph |
593 | * representation. |
594 | */ |
595 | static int gengraph(int w, int h, int n, int *map, int *graph) |
596 | { |
597 | int i, j, x, y; |
598 | |
599 | /* |
600 | * Start by setting the graph up as an adjacency matrix. We'll |
601 | * turn it into a list later. |
602 | */ |
603 | for (i = 0; i < n*n; i++) |
604 | graph[i] = 0; |
605 | |
606 | /* |
607 | * Iterate over the map looking for all adjacencies. |
608 | */ |
609 | for (y = 0; y < h; y++) |
610 | for (x = 0; x < w; x++) { |
611 | int v, vx, vy; |
612 | v = map[y*w+x]; |
613 | if (x+1 < w && (vx = map[y*w+(x+1)]) != v) |
614 | graph[v*n+vx] = graph[vx*n+v] = 1; |
615 | if (y+1 < h && (vy = map[(y+1)*w+x]) != v) |
616 | graph[v*n+vy] = graph[vy*n+v] = 1; |
617 | } |
618 | |
619 | /* |
620 | * Turn the matrix into a list. |
621 | */ |
622 | for (i = j = 0; i < n*n; i++) |
623 | if (graph[i]) |
624 | graph[j++] = i; |
625 | |
626 | return j; |
627 | } |
628 | |
756a9f15 |
629 | static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) |
c51c7de6 |
630 | { |
631 | int v = i*n+j; |
632 | int top, bot, mid; |
633 | |
634 | bot = -1; |
635 | top = ngraph; |
636 | while (top - bot > 1) { |
637 | mid = (top + bot) / 2; |
638 | if (graph[mid] == v) |
756a9f15 |
639 | return mid; |
c51c7de6 |
640 | else if (graph[mid] < v) |
641 | bot = mid; |
642 | else |
643 | top = mid; |
644 | } |
756a9f15 |
645 | return -1; |
c51c7de6 |
646 | } |
647 | |
756a9f15 |
648 | #define graph_adjacent(graph, n, ngraph, i, j) \ |
649 | (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) |
650 | |
c51c7de6 |
651 | static int graph_vertex_start(int *graph, int n, int ngraph, int i) |
652 | { |
653 | int v = i*n; |
654 | int top, bot, mid; |
655 | |
656 | bot = -1; |
657 | top = ngraph; |
658 | while (top - bot > 1) { |
659 | mid = (top + bot) / 2; |
660 | if (graph[mid] < v) |
661 | bot = mid; |
662 | else |
663 | top = mid; |
664 | } |
665 | return top; |
666 | } |
667 | |
668 | /* ---------------------------------------------------------------------- |
669 | * Generate a four-colouring of a graph. |
670 | * |
671 | * FIXME: it would be nice if we could convert this recursion into |
672 | * pseudo-recursion using some sort of explicit stack array, for |
673 | * the sake of the Palm port and its limited stack. |
674 | */ |
675 | |
676 | static int fourcolour_recurse(int *graph, int n, int ngraph, |
677 | int *colouring, int *scratch, random_state *rs) |
678 | { |
679 | int nfree, nvert, start, i, j, k, c, ci; |
680 | int cs[FOUR]; |
681 | |
682 | /* |
683 | * Find the smallest number of free colours in any uncoloured |
684 | * vertex, and count the number of such vertices. |
685 | */ |
686 | |
687 | nfree = FIVE; /* start off bigger than FOUR! */ |
688 | nvert = 0; |
689 | for (i = 0; i < n; i++) |
690 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { |
691 | if (nfree > scratch[i*FIVE+FOUR]) { |
692 | nfree = scratch[i*FIVE+FOUR]; |
693 | nvert = 0; |
694 | } |
695 | nvert++; |
696 | } |
697 | |
698 | /* |
699 | * If there aren't any uncoloured vertices at all, we're done. |
700 | */ |
701 | if (nvert == 0) |
702 | return TRUE; /* we've got a colouring! */ |
703 | |
704 | /* |
705 | * Pick a random vertex in that set. |
706 | */ |
707 | j = random_upto(rs, nvert); |
708 | for (i = 0; i < n; i++) |
709 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) |
710 | if (j-- == 0) |
711 | break; |
712 | assert(i < n); |
713 | start = graph_vertex_start(graph, n, ngraph, i); |
714 | |
715 | /* |
716 | * Loop over the possible colours for i, and recurse for each |
717 | * one. |
718 | */ |
719 | ci = 0; |
720 | for (c = 0; c < FOUR; c++) |
721 | if (scratch[i*FIVE+c] == 0) |
722 | cs[ci++] = c; |
723 | shuffle(cs, ci, sizeof(*cs), rs); |
724 | |
725 | while (ci-- > 0) { |
726 | c = cs[ci]; |
727 | |
728 | /* |
729 | * Fill in this colour. |
730 | */ |
731 | colouring[i] = c; |
732 | |
733 | /* |
734 | * Update the scratch space to reflect a new neighbour |
735 | * of this colour for each neighbour of vertex i. |
736 | */ |
737 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
738 | k = graph[j] - i*n; |
739 | if (scratch[k*FIVE+c] == 0) |
740 | scratch[k*FIVE+FOUR]--; |
741 | scratch[k*FIVE+c]++; |
742 | } |
743 | |
744 | /* |
745 | * Recurse. |
746 | */ |
747 | if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) |
748 | return TRUE; /* got one! */ |
749 | |
750 | /* |
751 | * If that didn't work, clean up and try again with a |
752 | * different colour. |
753 | */ |
754 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
755 | k = graph[j] - i*n; |
756 | scratch[k*FIVE+c]--; |
757 | if (scratch[k*FIVE+c] == 0) |
758 | scratch[k*FIVE+FOUR]++; |
759 | } |
760 | colouring[i] = -1; |
761 | } |
762 | |
763 | /* |
764 | * If we reach here, we were unable to find a colouring at all. |
765 | * (This doesn't necessarily mean the Four Colour Theorem is |
766 | * violated; it might just mean we've gone down a dead end and |
767 | * need to back up and look somewhere else. It's only an FCT |
768 | * violation if we get all the way back up to the top level and |
769 | * still fail.) |
770 | */ |
771 | return FALSE; |
772 | } |
773 | |
774 | static void fourcolour(int *graph, int n, int ngraph, int *colouring, |
775 | random_state *rs) |
776 | { |
777 | int *scratch; |
778 | int i; |
779 | |
780 | /* |
781 | * For each vertex and each colour, we store the number of |
782 | * neighbours that have that colour. Also, we store the number |
783 | * of free colours for the vertex. |
784 | */ |
785 | scratch = snewn(n * FIVE, int); |
786 | for (i = 0; i < n * FIVE; i++) |
787 | scratch[i] = (i % FIVE == FOUR ? FOUR : 0); |
788 | |
789 | /* |
790 | * Clear the colouring to start with. |
791 | */ |
792 | for (i = 0; i < n; i++) |
793 | colouring[i] = -1; |
794 | |
795 | i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); |
796 | assert(i); /* by the Four Colour Theorem :-) */ |
797 | |
798 | sfree(scratch); |
799 | } |
800 | |
801 | /* ---------------------------------------------------------------------- |
802 | * Non-recursive solver. |
803 | */ |
804 | |
805 | struct solver_scratch { |
806 | unsigned char *possible; /* bitmap of colours for each region */ |
807 | int *graph; |
1cdd1306 |
808 | int *bfsqueue; |
809 | int *bfscolour; |
e857e161 |
810 | #ifdef SOLVER_DIAGNOSTICS |
811 | int *bfsprev; |
812 | #endif |
c51c7de6 |
813 | int n; |
814 | int ngraph; |
b3728d72 |
815 | int depth; |
c51c7de6 |
816 | }; |
817 | |
818 | static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) |
819 | { |
820 | struct solver_scratch *sc; |
821 | |
822 | sc = snew(struct solver_scratch); |
823 | sc->graph = graph; |
824 | sc->n = n; |
825 | sc->ngraph = ngraph; |
826 | sc->possible = snewn(n, unsigned char); |
b3728d72 |
827 | sc->depth = 0; |
1cdd1306 |
828 | sc->bfsqueue = snewn(n, int); |
829 | sc->bfscolour = snewn(n, int); |
e857e161 |
830 | #ifdef SOLVER_DIAGNOSTICS |
831 | sc->bfsprev = snewn(n, int); |
832 | #endif |
c51c7de6 |
833 | |
834 | return sc; |
835 | } |
836 | |
837 | static void free_scratch(struct solver_scratch *sc) |
838 | { |
839 | sfree(sc->possible); |
1cdd1306 |
840 | sfree(sc->bfsqueue); |
841 | sfree(sc->bfscolour); |
e857e161 |
842 | #ifdef SOLVER_DIAGNOSTICS |
843 | sfree(sc->bfsprev); |
844 | #endif |
c51c7de6 |
845 | sfree(sc); |
846 | } |
847 | |
1cdd1306 |
848 | /* |
849 | * Count the bits in a word. Only needs to cope with FOUR bits. |
850 | */ |
851 | static int bitcount(int word) |
852 | { |
853 | assert(FOUR <= 4); /* or this needs changing */ |
854 | word = ((word & 0xA) >> 1) + (word & 0x5); |
855 | word = ((word & 0xC) >> 2) + (word & 0x3); |
856 | return word; |
857 | } |
858 | |
e857e161 |
859 | #ifdef SOLVER_DIAGNOSTICS |
860 | static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' }; |
861 | #endif |
862 | |
c51c7de6 |
863 | static int place_colour(struct solver_scratch *sc, |
e857e161 |
864 | int *colouring, int index, int colour |
865 | #ifdef SOLVER_DIAGNOSTICS |
866 | , char *verb |
867 | #endif |
868 | ) |
c51c7de6 |
869 | { |
870 | int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; |
871 | int j, k; |
872 | |
873 | if (!(sc->possible[index] & (1 << colour))) |
874 | return FALSE; /* can't do it */ |
875 | |
876 | sc->possible[index] = 1 << colour; |
877 | colouring[index] = colour; |
878 | |
e857e161 |
879 | #ifdef SOLVER_DIAGNOSTICS |
880 | if (verbose) |
881 | printf("%s %c in region %d\n", verb, colnames[colour], index); |
882 | #endif |
883 | |
c51c7de6 |
884 | /* |
885 | * Rule out this colour from all the region's neighbours. |
886 | */ |
887 | for (j = graph_vertex_start(graph, n, ngraph, index); |
888 | j < ngraph && graph[j] < n*(index+1); j++) { |
889 | k = graph[j] - index*n; |
e857e161 |
890 | #ifdef SOLVER_DIAGNOSTICS |
891 | if (verbose && (sc->possible[k] & (1 << colour))) |
892 | printf(" ruling out %c in region %d\n", colnames[colour], k); |
893 | #endif |
c51c7de6 |
894 | sc->possible[k] &= ~(1 << colour); |
895 | } |
896 | |
897 | return TRUE; |
898 | } |
899 | |
e857e161 |
900 | #ifdef SOLVER_DIAGNOSTICS |
901 | static char *colourset(char *buf, int set) |
902 | { |
903 | int i; |
904 | char *p = buf; |
905 | char *sep = ""; |
906 | |
907 | for (i = 0; i < FOUR; i++) |
908 | if (set & (1 << i)) { |
909 | p += sprintf(p, "%s%c", sep, colnames[i]); |
910 | sep = ","; |
911 | } |
912 | |
913 | return buf; |
914 | } |
915 | #endif |
916 | |
c51c7de6 |
917 | /* |
918 | * Returns 0 for impossible, 1 for success, 2 for failure to |
919 | * converge (i.e. puzzle is either ambiguous or just too |
920 | * difficult). |
921 | */ |
922 | static int map_solver(struct solver_scratch *sc, |
923 | int *graph, int n, int ngraph, int *colouring, |
924 | int difficulty) |
925 | { |
926 | int i; |
927 | |
928 | /* |
929 | * Initialise scratch space. |
930 | */ |
931 | for (i = 0; i < n; i++) |
932 | sc->possible[i] = (1 << FOUR) - 1; |
933 | |
934 | /* |
935 | * Place clues. |
936 | */ |
937 | for (i = 0; i < n; i++) |
938 | if (colouring[i] >= 0) { |
e857e161 |
939 | if (!place_colour(sc, colouring, i, colouring[i] |
940 | #ifdef SOLVER_DIAGNOSTICS |
941 | , "initial clue:" |
942 | #endif |
943 | )) |
c51c7de6 |
944 | return 0; /* the clues aren't even consistent! */ |
945 | } |
946 | |
947 | /* |
948 | * Now repeatedly loop until we find nothing further to do. |
949 | */ |
950 | while (1) { |
951 | int done_something = FALSE; |
952 | |
953 | if (difficulty < DIFF_EASY) |
954 | break; /* can't do anything at all! */ |
955 | |
956 | /* |
957 | * Simplest possible deduction: find a region with only one |
958 | * possible colour. |
959 | */ |
960 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
961 | int p = sc->possible[i]; |
962 | |
963 | if (p == 0) |
964 | return 0; /* puzzle is inconsistent */ |
965 | |
966 | if ((p & (p-1)) == 0) { /* p is a power of two */ |
967 | int c; |
968 | for (c = 0; c < FOUR; c++) |
969 | if (p == (1 << c)) |
970 | break; |
971 | assert(c < FOUR); |
e857e161 |
972 | if (!place_colour(sc, colouring, i, c |
973 | #ifdef SOLVER_DIAGNOSTICS |
974 | , "placing" |
975 | #endif |
976 | )) |
c51c7de6 |
977 | return 0; /* found puzzle to be inconsistent */ |
978 | done_something = TRUE; |
979 | } |
980 | } |
981 | |
982 | if (done_something) |
983 | continue; |
984 | |
985 | if (difficulty < DIFF_NORMAL) |
986 | break; /* can't do anything harder */ |
987 | |
988 | /* |
989 | * Failing that, go up one level. Look for pairs of regions |
990 | * which (a) both have the same pair of possible colours, |
991 | * (b) are adjacent to one another, (c) are adjacent to the |
992 | * same region, and (d) that region still thinks it has one |
993 | * or both of those possible colours. |
994 | * |
995 | * Simplest way to do this is by going through the graph |
996 | * edge by edge, so that we start with property (b) and |
997 | * then look for (a) and finally (c) and (d). |
998 | */ |
999 | for (i = 0; i < ngraph; i++) { |
1000 | int j1 = graph[i] / n, j2 = graph[i] % n; |
1001 | int j, k, v, v2; |
e857e161 |
1002 | #ifdef SOLVER_DIAGNOSTICS |
1003 | int started = FALSE; |
1004 | #endif |
c51c7de6 |
1005 | |
1006 | if (j1 > j2) |
1007 | continue; /* done it already, other way round */ |
1008 | |
1009 | if (colouring[j1] >= 0 || colouring[j2] >= 0) |
1010 | continue; /* they're not undecided */ |
1011 | |
1012 | if (sc->possible[j1] != sc->possible[j2]) |
1013 | continue; /* they don't have the same possibles */ |
1014 | |
1015 | v = sc->possible[j1]; |
1016 | /* |
1017 | * See if v contains exactly two set bits. |
1018 | */ |
1019 | v2 = v & -v; /* find lowest set bit */ |
1020 | v2 = v & ~v2; /* clear it */ |
1021 | if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ |
1022 | continue; |
1023 | |
1024 | /* |
1025 | * We've found regions j1 and j2 satisfying properties |
1026 | * (a) and (b): they have two possible colours between |
1027 | * them, and since they're adjacent to one another they |
1028 | * must use _both_ those colours between them. |
1029 | * Therefore, if they are both adjacent to any other |
1030 | * region then that region cannot be either colour. |
1031 | * |
1032 | * Go through the neighbours of j1 and see if any are |
1033 | * shared with j2. |
1034 | */ |
1035 | for (j = graph_vertex_start(graph, n, ngraph, j1); |
1036 | j < ngraph && graph[j] < n*(j1+1); j++) { |
1037 | k = graph[j] - j1*n; |
1038 | if (graph_adjacent(graph, n, ngraph, k, j2) && |
1039 | (sc->possible[k] & v)) { |
e857e161 |
1040 | #ifdef SOLVER_DIAGNOSTICS |
1041 | if (verbose) { |
1042 | char buf[80]; |
1043 | if (!started) |
1044 | printf("adjacent regions %d,%d share colours %s\n", |
1045 | j1, j2, colourset(buf, v)); |
1046 | started = TRUE; |
1047 | printf(" ruling out %s in region %d\n", |
1048 | colourset(buf, sc->possible[k] & v), k); |
1049 | } |
1050 | #endif |
c51c7de6 |
1051 | sc->possible[k] &= ~v; |
1052 | done_something = TRUE; |
1053 | } |
1054 | } |
1055 | } |
1056 | |
1cdd1306 |
1057 | if (done_something) |
1058 | continue; |
1059 | |
1060 | if (difficulty < DIFF_HARD) |
1061 | break; /* can't do anything harder */ |
1062 | |
1063 | /* |
1064 | * Right; now we get creative. Now we're going to look for |
1065 | * `forcing chains'. A forcing chain is a path through the |
1066 | * graph with the following properties: |
1067 | * |
1068 | * (a) Each vertex on the path has precisely two possible |
1069 | * colours. |
1070 | * |
1071 | * (b) Each pair of vertices which are adjacent on the |
1072 | * path share at least one possible colour in common. |
1073 | * |
1074 | * (c) Each vertex in the middle of the path shares _both_ |
1075 | * of its colours with at least one of its neighbours |
1076 | * (not the same one with both neighbours). |
1077 | * |
1078 | * These together imply that at least one of the possible |
1079 | * colour choices at one end of the path forces _all_ the |
1080 | * rest of the colours along the path. In order to make |
1081 | * real use of this, we need further properties: |
1082 | * |
1083 | * (c) Ruling out some colour C from the vertex at one end |
1084 | * of the path forces the vertex at the other end to |
1085 | * take colour C. |
1086 | * |
1087 | * (d) The two end vertices are mutually adjacent to some |
1088 | * third vertex. |
1089 | * |
1090 | * (e) That third vertex currently has C as a possibility. |
1091 | * |
1092 | * If we can find all of that lot, we can deduce that at |
1093 | * least one of the two ends of the forcing chain has |
1094 | * colour C, and that therefore the mutually adjacent third |
1095 | * vertex does not. |
1096 | * |
1097 | * To find forcing chains, we're going to start a bfs at |
1098 | * each suitable vertex of the graph, once for each of its |
1099 | * two possible colours. |
1100 | */ |
1101 | for (i = 0; i < n; i++) { |
1102 | int c; |
1103 | |
1104 | if (colouring[i] >= 0 || bitcount(sc->possible[i]) != 2) |
1105 | continue; |
1106 | |
1107 | for (c = 0; c < FOUR; c++) |
1108 | if (sc->possible[i] & (1 << c)) { |
1109 | int j, k, gi, origc, currc, head, tail; |
1110 | /* |
1111 | * Try a bfs from this vertex, ruling out |
1112 | * colour c. |
1113 | * |
1114 | * Within this loop, we work in colour bitmaps |
1115 | * rather than actual colours, because |
1116 | * converting back and forth is a needless |
1117 | * computational expense. |
1118 | */ |
1119 | |
1120 | origc = 1 << c; |
1121 | |
e857e161 |
1122 | for (j = 0; j < n; j++) { |
1cdd1306 |
1123 | sc->bfscolour[j] = -1; |
e857e161 |
1124 | #ifdef SOLVER_DIAGNOSTICS |
1125 | sc->bfsprev[j] = -1; |
1126 | #endif |
1127 | } |
1cdd1306 |
1128 | head = tail = 0; |
1129 | sc->bfsqueue[tail++] = i; |
1130 | sc->bfscolour[i] = sc->possible[i] &~ origc; |
1131 | |
1132 | while (head < tail) { |
1133 | j = sc->bfsqueue[head++]; |
1134 | currc = sc->bfscolour[j]; |
1135 | |
1136 | /* |
1137 | * Try neighbours of j. |
1138 | */ |
1139 | for (gi = graph_vertex_start(graph, n, ngraph, j); |
1140 | gi < ngraph && graph[gi] < n*(j+1); gi++) { |
1141 | k = graph[gi] - j*n; |
1142 | |
1143 | /* |
1144 | * To continue with the bfs in vertex |
1145 | * k, we need k to be |
1146 | * (a) not already visited |
1147 | * (b) have two possible colours |
1148 | * (c) those colours include currc. |
1149 | */ |
1150 | |
1151 | if (sc->bfscolour[k] < 0 && |
1152 | colouring[k] < 0 && |
1153 | bitcount(sc->possible[k]) == 2 && |
1154 | (sc->possible[k] & currc)) { |
1155 | sc->bfsqueue[tail++] = k; |
1156 | sc->bfscolour[k] = |
1157 | sc->possible[k] &~ currc; |
e857e161 |
1158 | #ifdef SOLVER_DIAGNOSTICS |
1159 | sc->bfsprev[k] = j; |
1160 | #endif |
1cdd1306 |
1161 | } |
1162 | |
1163 | /* |
1164 | * One other possibility is that k |
1165 | * might be the region in which we can |
1166 | * make a real deduction: if it's |
1167 | * adjacent to i, contains currc as a |
1168 | * possibility, and currc is equal to |
1169 | * the original colour we ruled out. |
1170 | */ |
1171 | if (currc == origc && |
1172 | graph_adjacent(graph, n, ngraph, k, i) && |
1173 | (sc->possible[k] & currc)) { |
e857e161 |
1174 | #ifdef SOLVER_DIAGNOSTICS |
1175 | if (verbose) { |
1176 | char buf[80], *sep = ""; |
1177 | int r; |
1178 | |
1179 | printf("forcing chain, colour %s, ", |
1180 | colourset(buf, origc)); |
1181 | for (r = j; r != -1; r = sc->bfsprev[r]) { |
1182 | printf("%s%d", sep, r); |
1183 | sep = "-"; |
1184 | } |
1185 | printf("\n ruling out %s in region %d\n", |
1186 | colourset(buf, origc), k); |
1187 | } |
1188 | #endif |
1cdd1306 |
1189 | sc->possible[k] &= ~origc; |
1190 | done_something = TRUE; |
1191 | } |
1192 | } |
1193 | } |
1194 | |
1195 | assert(tail <= n); |
1196 | } |
1197 | } |
1198 | |
c51c7de6 |
1199 | if (!done_something) |
1200 | break; |
1201 | } |
1202 | |
1203 | /* |
b3728d72 |
1204 | * See if we've got a complete solution, and return if so. |
c51c7de6 |
1205 | */ |
1206 | for (i = 0; i < n; i++) |
1207 | if (colouring[i] < 0) |
b3728d72 |
1208 | break; |
1209 | if (i == n) |
1210 | return 1; /* success! */ |
c51c7de6 |
1211 | |
b3728d72 |
1212 | /* |
1213 | * If recursion is not permissible, we now give up. |
1214 | */ |
1215 | if (difficulty < DIFF_RECURSE) |
1216 | return 2; /* unable to complete */ |
1217 | |
1218 | /* |
1219 | * Now we've got to do something recursive. So first hunt for a |
1220 | * currently-most-constrained region. |
1221 | */ |
1222 | { |
1223 | int best, bestc; |
1224 | struct solver_scratch *rsc; |
1225 | int *subcolouring, *origcolouring; |
1226 | int ret, subret; |
1227 | int we_already_got_one; |
1228 | |
1229 | best = -1; |
1230 | bestc = FIVE; |
1231 | |
1232 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
1233 | int p = sc->possible[i]; |
1234 | enum { compile_time_assertion = 1 / (FOUR <= 4) }; |
1235 | int c; |
1236 | |
1237 | /* Count the set bits. */ |
1238 | c = (p & 5) + ((p >> 1) & 5); |
1239 | c = (c & 3) + ((c >> 2) & 3); |
1240 | assert(c > 1); /* or colouring[i] would be >= 0 */ |
1241 | |
1242 | if (c < bestc) { |
1243 | best = i; |
1244 | bestc = c; |
1245 | } |
1246 | } |
1247 | |
1248 | assert(best >= 0); /* or we'd be solved already */ |
1249 | |
1250 | /* |
1251 | * Now iterate over the possible colours for this region. |
1252 | */ |
1253 | rsc = new_scratch(graph, n, ngraph); |
1254 | rsc->depth = sc->depth + 1; |
1255 | origcolouring = snewn(n, int); |
1256 | memcpy(origcolouring, colouring, n * sizeof(int)); |
1257 | subcolouring = snewn(n, int); |
1258 | we_already_got_one = FALSE; |
1259 | ret = 0; |
1260 | |
1261 | for (i = 0; i < FOUR; i++) { |
1262 | if (!(sc->possible[best] & (1 << i))) |
1263 | continue; |
1264 | |
1265 | memcpy(subcolouring, origcolouring, n * sizeof(int)); |
1266 | subcolouring[best] = i; |
1267 | subret = map_solver(rsc, graph, n, ngraph, |
1268 | subcolouring, difficulty); |
1269 | |
1270 | /* |
1271 | * If this possibility turned up more than one valid |
1272 | * solution, or if it turned up one and we already had |
1273 | * one, we're definitely ambiguous. |
1274 | */ |
1275 | if (subret == 2 || (subret == 1 && we_already_got_one)) { |
1276 | ret = 2; |
1277 | break; |
1278 | } |
1279 | |
1280 | /* |
1281 | * If this possibility turned up one valid solution and |
1282 | * it's the first we've seen, copy it into the output. |
1283 | */ |
1284 | if (subret == 1) { |
1285 | memcpy(colouring, subcolouring, n * sizeof(int)); |
1286 | we_already_got_one = TRUE; |
1287 | ret = 1; |
1288 | } |
1289 | |
1290 | /* |
1291 | * Otherwise, this guess led to a contradiction, so we |
1292 | * do nothing. |
1293 | */ |
1294 | } |
1295 | |
1296 | sfree(subcolouring); |
1297 | free_scratch(rsc); |
1298 | |
1299 | return ret; |
1300 | } |
c51c7de6 |
1301 | } |
1302 | |
1303 | /* ---------------------------------------------------------------------- |
1304 | * Game generation main function. |
1305 | */ |
1306 | |
1307 | static char *new_game_desc(game_params *params, random_state *rs, |
1308 | char **aux, int interactive) |
1309 | { |
e5de700f |
1310 | struct solver_scratch *sc = NULL; |
c51c7de6 |
1311 | int *map, *graph, ngraph, *colouring, *colouring2, *regions; |
1312 | int i, j, w, h, n, solveret, cfreq[FOUR]; |
1313 | int wh; |
1314 | int mindiff, tries; |
1315 | #ifdef GENERATION_DIAGNOSTICS |
1316 | int x, y; |
1317 | #endif |
1318 | char *ret, buf[80]; |
1319 | int retlen, retsize; |
1320 | |
1321 | w = params->w; |
1322 | h = params->h; |
1323 | n = params->n; |
1324 | wh = w*h; |
1325 | |
1326 | *aux = NULL; |
1327 | |
1328 | map = snewn(wh, int); |
1329 | graph = snewn(n*n, int); |
1330 | colouring = snewn(n, int); |
1331 | colouring2 = snewn(n, int); |
1332 | regions = snewn(n, int); |
1333 | |
1334 | /* |
1335 | * This is the minimum difficulty below which we'll completely |
1336 | * reject a map design. Normally we set this to one below the |
1337 | * requested difficulty, ensuring that we have the right |
1338 | * result. However, for particularly dense maps or maps with |
1339 | * particularly few regions it might not be possible to get the |
1340 | * desired difficulty, so we will eventually drop this down to |
1341 | * -1 to indicate that any old map will do. |
1342 | */ |
1343 | mindiff = params->diff; |
1344 | tries = 50; |
1345 | |
1346 | while (1) { |
1347 | |
1348 | /* |
1349 | * Create the map. |
1350 | */ |
1351 | genmap(w, h, n, map, rs); |
1352 | |
1353 | #ifdef GENERATION_DIAGNOSTICS |
1354 | for (y = 0; y < h; y++) { |
1355 | for (x = 0; x < w; x++) { |
1356 | int v = map[y*w+x]; |
1357 | if (v >= 62) |
1358 | putchar('!'); |
1359 | else if (v >= 36) |
1360 | putchar('a' + v-36); |
1361 | else if (v >= 10) |
1362 | putchar('A' + v-10); |
1363 | else |
1364 | putchar('0' + v); |
1365 | } |
1366 | putchar('\n'); |
1367 | } |
1368 | #endif |
1369 | |
1370 | /* |
1371 | * Convert the map into a graph. |
1372 | */ |
1373 | ngraph = gengraph(w, h, n, map, graph); |
1374 | |
1375 | #ifdef GENERATION_DIAGNOSTICS |
1376 | for (i = 0; i < ngraph; i++) |
1377 | printf("%d-%d\n", graph[i]/n, graph[i]%n); |
1378 | #endif |
1379 | |
1380 | /* |
1381 | * Colour the map. |
1382 | */ |
1383 | fourcolour(graph, n, ngraph, colouring, rs); |
1384 | |
1385 | #ifdef GENERATION_DIAGNOSTICS |
1386 | for (i = 0; i < n; i++) |
1387 | printf("%d: %d\n", i, colouring[i]); |
1388 | |
1389 | for (y = 0; y < h; y++) { |
1390 | for (x = 0; x < w; x++) { |
1391 | int v = colouring[map[y*w+x]]; |
1392 | if (v >= 36) |
1393 | putchar('a' + v-36); |
1394 | else if (v >= 10) |
1395 | putchar('A' + v-10); |
1396 | else |
1397 | putchar('0' + v); |
1398 | } |
1399 | putchar('\n'); |
1400 | } |
1401 | #endif |
1402 | |
1403 | /* |
1404 | * Encode the solution as an aux string. |
1405 | */ |
1406 | if (*aux) /* in case we've come round again */ |
1407 | sfree(*aux); |
1408 | retlen = retsize = 0; |
1409 | ret = NULL; |
1410 | for (i = 0; i < n; i++) { |
1411 | int len; |
1412 | |
1413 | if (colouring[i] < 0) |
1414 | continue; |
1415 | |
1416 | len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); |
1417 | if (retlen + len >= retsize) { |
1418 | retsize = retlen + len + 256; |
1419 | ret = sresize(ret, retsize, char); |
1420 | } |
1421 | strcpy(ret + retlen, buf); |
1422 | retlen += len; |
1423 | } |
1424 | *aux = ret; |
1425 | |
1426 | /* |
1427 | * Remove the region colours one by one, keeping |
1428 | * solubility. Also ensure that there always remains at |
1429 | * least one region of every colour, so that the user can |
1430 | * drag from somewhere. |
1431 | */ |
1432 | for (i = 0; i < FOUR; i++) |
1433 | cfreq[i] = 0; |
1434 | for (i = 0; i < n; i++) { |
1435 | regions[i] = i; |
1436 | cfreq[colouring[i]]++; |
1437 | } |
1438 | for (i = 0; i < FOUR; i++) |
1439 | if (cfreq[i] == 0) |
1440 | continue; |
1441 | |
1442 | shuffle(regions, n, sizeof(*regions), rs); |
1443 | |
e5de700f |
1444 | if (sc) free_scratch(sc); |
c51c7de6 |
1445 | sc = new_scratch(graph, n, ngraph); |
1446 | |
1447 | for (i = 0; i < n; i++) { |
1448 | j = regions[i]; |
1449 | |
1450 | if (cfreq[colouring[j]] == 1) |
1451 | continue; /* can't remove last region of colour */ |
1452 | |
1453 | memcpy(colouring2, colouring, n*sizeof(int)); |
1454 | colouring2[j] = -1; |
1455 | solveret = map_solver(sc, graph, n, ngraph, colouring2, |
1456 | params->diff); |
1457 | assert(solveret >= 0); /* mustn't be impossible! */ |
1458 | if (solveret == 1) { |
1459 | cfreq[colouring[j]]--; |
1460 | colouring[j] = -1; |
1461 | } |
1462 | } |
1463 | |
1464 | #ifdef GENERATION_DIAGNOSTICS |
1465 | for (i = 0; i < n; i++) |
1466 | if (colouring[i] >= 0) { |
1467 | if (i >= 62) |
1468 | putchar('!'); |
1469 | else if (i >= 36) |
1470 | putchar('a' + i-36); |
1471 | else if (i >= 10) |
1472 | putchar('A' + i-10); |
1473 | else |
1474 | putchar('0' + i); |
1475 | printf(": %d\n", colouring[i]); |
1476 | } |
1477 | #endif |
1478 | |
1479 | /* |
1480 | * Finally, check that the puzzle is _at least_ as hard as |
1481 | * required, and indeed that it isn't already solved. |
1482 | * (Calling map_solver with negative difficulty ensures the |
f65ec50c |
1483 | * latter - if a solver which _does nothing_ can solve it, |
1484 | * it's too easy!) |
c51c7de6 |
1485 | */ |
1486 | memcpy(colouring2, colouring, n*sizeof(int)); |
1487 | if (map_solver(sc, graph, n, ngraph, colouring2, |
1488 | mindiff - 1) == 1) { |
1489 | /* |
1490 | * Drop minimum difficulty if necessary. |
1491 | */ |
5008dea0 |
1492 | if (mindiff > 0 && (n < 9 || n > 2*wh/3)) { |
c51c7de6 |
1493 | if (tries-- <= 0) |
1494 | mindiff = 0; /* give up and go for Easy */ |
1495 | } |
1496 | continue; |
1497 | } |
1498 | |
1499 | break; |
1500 | } |
1501 | |
1502 | /* |
1503 | * Encode as a game ID. We do this by: |
1504 | * |
1505 | * - first going along the horizontal edges row by row, and |
1506 | * then the vertical edges column by column |
1507 | * - encoding the lengths of runs of edges and runs of |
1508 | * non-edges |
1509 | * - the decoder will reconstitute the region boundaries from |
1510 | * this and automatically number them the same way we did |
1511 | * - then we encode the initial region colours in a Slant-like |
1512 | * fashion (digits 0-3 interspersed with letters giving |
1513 | * lengths of runs of empty spaces). |
1514 | */ |
1515 | retlen = retsize = 0; |
1516 | ret = NULL; |
1517 | |
1518 | { |
1519 | int run, pv; |
1520 | |
1521 | /* |
1522 | * Start with a notional non-edge, so that there'll be an |
1523 | * explicit `a' to distinguish the case where we start with |
1524 | * an edge. |
1525 | */ |
1526 | run = 1; |
1527 | pv = 0; |
1528 | |
1529 | for (i = 0; i < w*(h-1) + (w-1)*h; i++) { |
1530 | int x, y, dx, dy, v; |
1531 | |
1532 | if (i < w*(h-1)) { |
1533 | /* Horizontal edge. */ |
1534 | y = i / w; |
1535 | x = i % w; |
1536 | dx = 0; |
1537 | dy = 1; |
1538 | } else { |
1539 | /* Vertical edge. */ |
1540 | x = (i - w*(h-1)) / h; |
1541 | y = (i - w*(h-1)) % h; |
1542 | dx = 1; |
1543 | dy = 0; |
1544 | } |
1545 | |
1546 | if (retlen + 10 >= retsize) { |
1547 | retsize = retlen + 256; |
1548 | ret = sresize(ret, retsize, char); |
1549 | } |
1550 | |
1551 | v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); |
1552 | |
1553 | if (pv != v) { |
1554 | ret[retlen++] = 'a'-1 + run; |
1555 | run = 1; |
1556 | pv = v; |
1557 | } else { |
1558 | /* |
1559 | * 'z' is a special case in this encoding. Rather |
1560 | * than meaning a run of 26 and a state switch, it |
1561 | * means a run of 25 and _no_ state switch, because |
1562 | * otherwise there'd be no way to encode runs of |
1563 | * more than 26. |
1564 | */ |
1565 | if (run == 25) { |
1566 | ret[retlen++] = 'z'; |
1567 | run = 0; |
1568 | } |
1569 | run++; |
1570 | } |
1571 | } |
1572 | |
1573 | ret[retlen++] = 'a'-1 + run; |
1574 | ret[retlen++] = ','; |
1575 | |
1576 | run = 0; |
1577 | for (i = 0; i < n; i++) { |
1578 | if (retlen + 10 >= retsize) { |
1579 | retsize = retlen + 256; |
1580 | ret = sresize(ret, retsize, char); |
1581 | } |
1582 | |
1583 | if (colouring[i] < 0) { |
1584 | /* |
1585 | * In _this_ encoding, 'z' is a run of 26, since |
1586 | * there's no implicit state switch after each run. |
1587 | * Confusingly different, but more compact. |
1588 | */ |
1589 | if (run == 26) { |
1590 | ret[retlen++] = 'z'; |
1591 | run = 0; |
1592 | } |
1593 | run++; |
1594 | } else { |
1595 | if (run > 0) |
1596 | ret[retlen++] = 'a'-1 + run; |
1597 | ret[retlen++] = '0' + colouring[i]; |
1598 | run = 0; |
1599 | } |
1600 | } |
1601 | if (run > 0) |
1602 | ret[retlen++] = 'a'-1 + run; |
1603 | ret[retlen] = '\0'; |
1604 | |
1605 | assert(retlen < retsize); |
1606 | } |
1607 | |
1608 | free_scratch(sc); |
1609 | sfree(regions); |
1610 | sfree(colouring2); |
1611 | sfree(colouring); |
1612 | sfree(graph); |
1613 | sfree(map); |
1614 | |
1615 | return ret; |
1616 | } |
1617 | |
1618 | static char *parse_edge_list(game_params *params, char **desc, int *map) |
1619 | { |
1620 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1621 | int i, k, pos, state; |
1622 | char *p = *desc; |
1623 | |
1624 | for (i = 0; i < wh; i++) |
1625 | map[wh+i] = i; |
1626 | |
1627 | pos = -1; |
1628 | state = 0; |
1629 | |
1630 | /* |
1631 | * Parse the game description to get the list of edges, and |
1632 | * build up a disjoint set forest as we go (by identifying |
1633 | * pairs of squares whenever the edge list shows a non-edge). |
1634 | */ |
1635 | while (*p && *p != ',') { |
1636 | if (*p < 'a' || *p > 'z') |
1637 | return "Unexpected character in edge list"; |
1638 | if (*p == 'z') |
1639 | k = 25; |
1640 | else |
1641 | k = *p - 'a' + 1; |
1642 | while (k-- > 0) { |
1643 | int x, y, dx, dy; |
1644 | |
1645 | if (pos < 0) { |
1646 | pos++; |
1647 | continue; |
1648 | } else if (pos < w*(h-1)) { |
1649 | /* Horizontal edge. */ |
1650 | y = pos / w; |
1651 | x = pos % w; |
1652 | dx = 0; |
1653 | dy = 1; |
1654 | } else if (pos < 2*wh-w-h) { |
1655 | /* Vertical edge. */ |
1656 | x = (pos - w*(h-1)) / h; |
1657 | y = (pos - w*(h-1)) % h; |
1658 | dx = 1; |
1659 | dy = 0; |
1660 | } else |
1661 | return "Too much data in edge list"; |
1662 | if (!state) |
1663 | dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); |
1664 | |
1665 | pos++; |
1666 | } |
1667 | if (*p != 'z') |
1668 | state = !state; |
1669 | p++; |
1670 | } |
1671 | assert(pos <= 2*wh-w-h); |
1672 | if (pos < 2*wh-w-h) |
1673 | return "Too little data in edge list"; |
1674 | |
1675 | /* |
1676 | * Now go through again and allocate region numbers. |
1677 | */ |
1678 | pos = 0; |
1679 | for (i = 0; i < wh; i++) |
1680 | map[i] = -1; |
1681 | for (i = 0; i < wh; i++) { |
1682 | k = dsf_canonify(map+wh, i); |
1683 | if (map[k] < 0) |
1684 | map[k] = pos++; |
1685 | map[i] = map[k]; |
1686 | } |
1687 | if (pos != n) |
1688 | return "Edge list defines the wrong number of regions"; |
1689 | |
1690 | *desc = p; |
1691 | |
1692 | return NULL; |
1693 | } |
1694 | |
1695 | static char *validate_desc(game_params *params, char *desc) |
1696 | { |
1697 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1698 | int area; |
1699 | int *map; |
1700 | char *ret; |
1701 | |
1702 | map = snewn(2*wh, int); |
1703 | ret = parse_edge_list(params, &desc, map); |
1704 | if (ret) |
1705 | return ret; |
1706 | sfree(map); |
1707 | |
1708 | if (*desc != ',') |
1709 | return "Expected comma before clue list"; |
1710 | desc++; /* eat comma */ |
1711 | |
1712 | area = 0; |
1713 | while (*desc) { |
1714 | if (*desc >= '0' && *desc < '0'+FOUR) |
1715 | area++; |
1716 | else if (*desc >= 'a' && *desc <= 'z') |
1717 | area += *desc - 'a' + 1; |
1718 | else |
1719 | return "Unexpected character in clue list"; |
1720 | desc++; |
1721 | } |
1722 | if (area < n) |
1723 | return "Too little data in clue list"; |
1724 | else if (area > n) |
1725 | return "Too much data in clue list"; |
1726 | |
1727 | return NULL; |
1728 | } |
1729 | |
dafd6cf6 |
1730 | static game_state *new_game(midend *me, game_params *params, char *desc) |
c51c7de6 |
1731 | { |
1732 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
1733 | int i, pos; |
1734 | char *p; |
1735 | game_state *state = snew(game_state); |
1736 | |
1737 | state->p = *params; |
1738 | state->colouring = snewn(n, int); |
1739 | for (i = 0; i < n; i++) |
1740 | state->colouring[i] = -1; |
1cdd1306 |
1741 | state->pencil = snewn(n, int); |
1742 | for (i = 0; i < n; i++) |
1743 | state->pencil[i] = 0; |
c51c7de6 |
1744 | |
1745 | state->completed = state->cheated = FALSE; |
1746 | |
1747 | state->map = snew(struct map); |
1748 | state->map->refcount = 1; |
1749 | state->map->map = snewn(wh*4, int); |
1750 | state->map->graph = snewn(n*n, int); |
1751 | state->map->n = n; |
1752 | state->map->immutable = snewn(n, int); |
1753 | for (i = 0; i < n; i++) |
1754 | state->map->immutable[i] = FALSE; |
1755 | |
1756 | p = desc; |
1757 | |
1758 | { |
1759 | char *ret; |
1760 | ret = parse_edge_list(params, &p, state->map->map); |
1761 | assert(!ret); |
1762 | } |
1763 | |
1764 | /* |
1765 | * Set up the other three quadrants in `map'. |
1766 | */ |
1767 | for (i = wh; i < 4*wh; i++) |
1768 | state->map->map[i] = state->map->map[i % wh]; |
1769 | |
1770 | assert(*p == ','); |
1771 | p++; |
1772 | |
1773 | /* |
1774 | * Now process the clue list. |
1775 | */ |
1776 | pos = 0; |
1777 | while (*p) { |
1778 | if (*p >= '0' && *p < '0'+FOUR) { |
1779 | state->colouring[pos] = *p - '0'; |
1780 | state->map->immutable[pos] = TRUE; |
1781 | pos++; |
1782 | } else { |
1783 | assert(*p >= 'a' && *p <= 'z'); |
1784 | pos += *p - 'a' + 1; |
1785 | } |
1786 | p++; |
1787 | } |
1788 | assert(pos == n); |
1789 | |
1790 | state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); |
1791 | |
1792 | /* |
1793 | * Attempt to smooth out some of the more jagged region |
1794 | * outlines by the judicious use of diagonally divided squares. |
1795 | */ |
1796 | { |
1797 | random_state *rs = random_init(desc, strlen(desc)); |
1798 | int *squares = snewn(wh, int); |
1799 | int done_something; |
1800 | |
1801 | for (i = 0; i < wh; i++) |
1802 | squares[i] = i; |
1803 | shuffle(squares, wh, sizeof(*squares), rs); |
1804 | |
1805 | do { |
1806 | done_something = FALSE; |
1807 | for (i = 0; i < wh; i++) { |
1808 | int y = squares[i] / w, x = squares[i] % w; |
1809 | int c = state->map->map[y*w+x]; |
1810 | int tc, bc, lc, rc; |
1811 | |
1812 | if (x == 0 || x == w-1 || y == 0 || y == h-1) |
1813 | continue; |
1814 | |
1815 | if (state->map->map[TE * wh + y*w+x] != |
1816 | state->map->map[BE * wh + y*w+x]) |
1817 | continue; |
1818 | |
1819 | tc = state->map->map[BE * wh + (y-1)*w+x]; |
1820 | bc = state->map->map[TE * wh + (y+1)*w+x]; |
1821 | lc = state->map->map[RE * wh + y*w+(x-1)]; |
1822 | rc = state->map->map[LE * wh + y*w+(x+1)]; |
1823 | |
1824 | /* |
1825 | * If this square is adjacent on two sides to one |
1826 | * region and on the other two sides to the other |
1827 | * region, and is itself one of the two regions, we can |
1828 | * adjust it so that it's a diagonal. |
1829 | */ |
1830 | if (tc != bc && (tc == c || bc == c)) { |
1831 | if ((lc == tc && rc == bc) || |
1832 | (lc == bc && rc == tc)) { |
1833 | state->map->map[TE * wh + y*w+x] = tc; |
1834 | state->map->map[BE * wh + y*w+x] = bc; |
1835 | state->map->map[LE * wh + y*w+x] = lc; |
1836 | state->map->map[RE * wh + y*w+x] = rc; |
1837 | done_something = TRUE; |
1838 | } |
1839 | } |
1840 | } |
1841 | } while (done_something); |
1842 | sfree(squares); |
1843 | random_free(rs); |
1844 | } |
1845 | |
756a9f15 |
1846 | /* |
1847 | * Analyse the map to find a canonical line segment |
e857e161 |
1848 | * corresponding to each edge, and a canonical point |
1849 | * corresponding to each region. The former are where we'll |
1850 | * eventually put error markers; the latter are where we'll put |
1851 | * per-region flags such as numbers (when in diagnostic mode). |
756a9f15 |
1852 | */ |
1853 | { |
1854 | int *bestx, *besty, *an, pass; |
1855 | float *ax, *ay, *best; |
1856 | |
e857e161 |
1857 | ax = snewn(state->map->ngraph + n, float); |
1858 | ay = snewn(state->map->ngraph + n, float); |
1859 | an = snewn(state->map->ngraph + n, int); |
1860 | bestx = snewn(state->map->ngraph + n, int); |
1861 | besty = snewn(state->map->ngraph + n, int); |
1862 | best = snewn(state->map->ngraph + n, float); |
756a9f15 |
1863 | |
e857e161 |
1864 | for (i = 0; i < state->map->ngraph + n; i++) { |
756a9f15 |
1865 | bestx[i] = besty[i] = -1; |
1866 | best[i] = 2*(w+h)+1; |
1867 | ax[i] = ay[i] = 0.0F; |
1868 | an[i] = 0; |
1869 | } |
1870 | |
1871 | /* |
1872 | * We make two passes over the map, finding all the line |
e857e161 |
1873 | * segments separating regions and all the suitable points |
1874 | * within regions. In the first pass, we compute the |
1875 | * _average_ x and y coordinate of all the points in a |
1876 | * given class; in the second pass, for each such average |
1877 | * point, we find the candidate closest to it and call that |
1878 | * canonical. |
756a9f15 |
1879 | * |
1880 | * Line segments are considered to have coordinates in |
1881 | * their centre. Thus, at least one coordinate for any line |
1882 | * segment is always something-and-a-half; so we store our |
1883 | * coordinates as twice their normal value. |
1884 | */ |
1885 | for (pass = 0; pass < 2; pass++) { |
1886 | int x, y; |
1887 | |
1888 | for (y = 0; y < h; y++) |
1889 | for (x = 0; x < w; x++) { |
e6a5b1b7 |
1890 | int ex[4], ey[4], ea[4], eb[4], en = 0; |
756a9f15 |
1891 | |
1892 | /* |
1893 | * Look for an edge to the right of this |
1894 | * square, an edge below it, and an edge in the |
e6a5b1b7 |
1895 | * middle of it. Also look to see if the point |
1896 | * at the bottom right of this square is on an |
1897 | * edge (and isn't a place where more than two |
1898 | * regions meet). |
756a9f15 |
1899 | */ |
1900 | if (x+1 < w) { |
1901 | /* right edge */ |
1902 | ea[en] = state->map->map[RE * wh + y*w+x]; |
1903 | eb[en] = state->map->map[LE * wh + y*w+(x+1)]; |
e857e161 |
1904 | ex[en] = (x+1)*2; |
1905 | ey[en] = y*2+1; |
1906 | en++; |
756a9f15 |
1907 | } |
1908 | if (y+1 < h) { |
1909 | /* bottom edge */ |
1910 | ea[en] = state->map->map[BE * wh + y*w+x]; |
1911 | eb[en] = state->map->map[TE * wh + (y+1)*w+x]; |
e857e161 |
1912 | ex[en] = x*2+1; |
1913 | ey[en] = (y+1)*2; |
1914 | en++; |
756a9f15 |
1915 | } |
1916 | /* diagonal edge */ |
1917 | ea[en] = state->map->map[TE * wh + y*w+x]; |
1918 | eb[en] = state->map->map[BE * wh + y*w+x]; |
e857e161 |
1919 | ex[en] = x*2+1; |
1920 | ey[en] = y*2+1; |
1921 | en++; |
1922 | |
e6a5b1b7 |
1923 | if (x+1 < w && y+1 < h) { |
1924 | /* bottom right corner */ |
1925 | int oct[8], othercol, nchanges; |
1926 | oct[0] = state->map->map[RE * wh + y*w+x]; |
1927 | oct[1] = state->map->map[LE * wh + y*w+(x+1)]; |
1928 | oct[2] = state->map->map[BE * wh + y*w+(x+1)]; |
1929 | oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)]; |
1930 | oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)]; |
1931 | oct[5] = state->map->map[RE * wh + (y+1)*w+x]; |
1932 | oct[6] = state->map->map[TE * wh + (y+1)*w+x]; |
1933 | oct[7] = state->map->map[BE * wh + y*w+x]; |
1934 | |
1935 | othercol = -1; |
1936 | nchanges = 0; |
1937 | for (i = 0; i < 8; i++) { |
1938 | if (oct[i] != oct[0]) { |
1939 | if (othercol < 0) |
1940 | othercol = oct[i]; |
1941 | else if (othercol != oct[i]) |
1942 | break; /* three colours at this point */ |
1943 | } |
1944 | if (oct[i] != oct[(i+1) & 7]) |
1945 | nchanges++; |
1946 | } |
1947 | |
1948 | /* |
1949 | * Now if there are exactly two regions at |
1950 | * this point (not one, and not three or |
1951 | * more), and only two changes around the |
1952 | * loop, then this is a valid place to put |
1953 | * an error marker. |
1954 | */ |
1955 | if (i == 8 && othercol >= 0 && nchanges == 2) { |
1956 | ea[en] = oct[0]; |
1957 | eb[en] = othercol; |
1958 | ex[en] = (x+1)*2; |
1959 | ey[en] = (y+1)*2; |
1960 | en++; |
1961 | } |
e857e161 |
1962 | |
1963 | /* |
1964 | * If there's exactly _one_ region at this |
1965 | * point, on the other hand, it's a valid |
1966 | * place to put a region centre. |
1967 | */ |
1968 | if (othercol < 0) { |
1969 | ea[en] = eb[en] = oct[0]; |
1970 | ex[en] = (x+1)*2; |
1971 | ey[en] = (y+1)*2; |
1972 | en++; |
1973 | } |
e6a5b1b7 |
1974 | } |
756a9f15 |
1975 | |
1976 | /* |
e857e161 |
1977 | * Now process the points we've found, one by |
756a9f15 |
1978 | * one. |
1979 | */ |
1980 | for (i = 0; i < en; i++) { |
1981 | int emin = min(ea[i], eb[i]); |
1982 | int emax = max(ea[i], eb[i]); |
e857e161 |
1983 | int gindex; |
1984 | |
1985 | if (emin != emax) { |
1986 | /* Graph edge */ |
1987 | gindex = |
1988 | graph_edge_index(state->map->graph, n, |
1989 | state->map->ngraph, emin, |
1990 | emax); |
1991 | } else { |
1992 | /* Region number */ |
1993 | gindex = state->map->ngraph + emin; |
1994 | } |
756a9f15 |
1995 | |
1996 | assert(gindex >= 0); |
1997 | |
1998 | if (pass == 0) { |
1999 | /* |
2000 | * In pass 0, accumulate the values |
2001 | * we'll use to compute the average |
2002 | * positions. |
2003 | */ |
2004 | ax[gindex] += ex[i]; |
2005 | ay[gindex] += ey[i]; |
2006 | an[gindex] += 1.0F; |
2007 | } else { |
2008 | /* |
2009 | * In pass 1, work out whether this |
2010 | * point is closer to the average than |
2011 | * the last one we've seen. |
2012 | */ |
2013 | float dx, dy, d; |
2014 | |
2015 | assert(an[gindex] > 0); |
2016 | dx = ex[i] - ax[gindex]; |
2017 | dy = ey[i] - ay[gindex]; |
2018 | d = sqrt(dx*dx + dy*dy); |
2019 | if (d < best[gindex]) { |
2020 | best[gindex] = d; |
2021 | bestx[gindex] = ex[i]; |
2022 | besty[gindex] = ey[i]; |
2023 | } |
2024 | } |
2025 | } |
2026 | } |
2027 | |
2028 | if (pass == 0) { |
e857e161 |
2029 | for (i = 0; i < state->map->ngraph + n; i++) |
756a9f15 |
2030 | if (an[i] > 0) { |
2031 | ax[i] /= an[i]; |
2032 | ay[i] /= an[i]; |
2033 | } |
2034 | } |
2035 | } |
2036 | |
e857e161 |
2037 | state->map->edgex = snewn(state->map->ngraph, int); |
2038 | state->map->edgey = snewn(state->map->ngraph, int); |
2039 | memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int)); |
2040 | memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int)); |
2041 | |
2042 | state->map->regionx = snewn(n, int); |
2043 | state->map->regiony = snewn(n, int); |
2044 | memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int)); |
2045 | memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int)); |
756a9f15 |
2046 | |
2047 | for (i = 0; i < state->map->ngraph; i++) |
2048 | if (state->map->edgex[i] < 0) { |
2049 | /* Find the other representation of this edge. */ |
2050 | int e = state->map->graph[i]; |
2051 | int iprime = graph_edge_index(state->map->graph, n, |
2052 | state->map->ngraph, e%n, e/n); |
2053 | assert(state->map->edgex[iprime] >= 0); |
2054 | state->map->edgex[i] = state->map->edgex[iprime]; |
2055 | state->map->edgey[i] = state->map->edgey[iprime]; |
2056 | } |
2057 | |
2058 | sfree(ax); |
2059 | sfree(ay); |
2060 | sfree(an); |
2061 | sfree(best); |
e857e161 |
2062 | sfree(bestx); |
2063 | sfree(besty); |
756a9f15 |
2064 | } |
2065 | |
c51c7de6 |
2066 | return state; |
2067 | } |
2068 | |
2069 | static game_state *dup_game(game_state *state) |
2070 | { |
2071 | game_state *ret = snew(game_state); |
2072 | |
2073 | ret->p = state->p; |
2074 | ret->colouring = snewn(state->p.n, int); |
2075 | memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); |
1cdd1306 |
2076 | ret->pencil = snewn(state->p.n, int); |
2077 | memcpy(ret->pencil, state->pencil, state->p.n * sizeof(int)); |
c51c7de6 |
2078 | ret->map = state->map; |
2079 | ret->map->refcount++; |
2080 | ret->completed = state->completed; |
2081 | ret->cheated = state->cheated; |
2082 | |
2083 | return ret; |
2084 | } |
2085 | |
2086 | static void free_game(game_state *state) |
2087 | { |
2088 | if (--state->map->refcount <= 0) { |
2089 | sfree(state->map->map); |
2090 | sfree(state->map->graph); |
2091 | sfree(state->map->immutable); |
756a9f15 |
2092 | sfree(state->map->edgex); |
2093 | sfree(state->map->edgey); |
e857e161 |
2094 | sfree(state->map->regionx); |
2095 | sfree(state->map->regiony); |
c51c7de6 |
2096 | sfree(state->map); |
2097 | } |
2098 | sfree(state->colouring); |
2099 | sfree(state); |
2100 | } |
2101 | |
2102 | static char *solve_game(game_state *state, game_state *currstate, |
2103 | char *aux, char **error) |
2104 | { |
2105 | if (!aux) { |
2106 | /* |
2107 | * Use the solver. |
2108 | */ |
2109 | int *colouring; |
2110 | struct solver_scratch *sc; |
2111 | int sret; |
2112 | int i; |
2113 | char *ret, buf[80]; |
2114 | int retlen, retsize; |
2115 | |
2116 | colouring = snewn(state->map->n, int); |
2117 | memcpy(colouring, state->colouring, state->map->n * sizeof(int)); |
2118 | |
2119 | sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); |
2120 | sret = map_solver(sc, state->map->graph, state->map->n, |
2121 | state->map->ngraph, colouring, DIFFCOUNT-1); |
2122 | free_scratch(sc); |
2123 | |
2124 | if (sret != 1) { |
2125 | sfree(colouring); |
2126 | if (sret == 0) |
2127 | *error = "Puzzle is inconsistent"; |
2128 | else |
2129 | *error = "Unable to find a unique solution for this puzzle"; |
2130 | return NULL; |
2131 | } |
2132 | |
c2d02b5a |
2133 | retsize = 64; |
2134 | ret = snewn(retsize, char); |
2135 | strcpy(ret, "S"); |
2136 | retlen = 1; |
c51c7de6 |
2137 | |
2138 | for (i = 0; i < state->map->n; i++) { |
2139 | int len; |
2140 | |
2141 | assert(colouring[i] >= 0); |
2142 | if (colouring[i] == currstate->colouring[i]) |
2143 | continue; |
2144 | assert(!state->map->immutable[i]); |
2145 | |
c2d02b5a |
2146 | len = sprintf(buf, ";%d:%d", colouring[i], i); |
c51c7de6 |
2147 | if (retlen + len >= retsize) { |
2148 | retsize = retlen + len + 256; |
2149 | ret = sresize(ret, retsize, char); |
2150 | } |
2151 | strcpy(ret + retlen, buf); |
2152 | retlen += len; |
2153 | } |
2154 | |
2155 | sfree(colouring); |
2156 | |
2157 | return ret; |
2158 | } |
2159 | return dupstr(aux); |
2160 | } |
2161 | |
2162 | static char *game_text_format(game_state *state) |
2163 | { |
2164 | return NULL; |
2165 | } |
2166 | |
2167 | struct game_ui { |
2168 | int drag_colour; /* -1 means no drag active */ |
2169 | int dragx, dragy; |
e857e161 |
2170 | int show_numbers; |
c51c7de6 |
2171 | }; |
2172 | |
2173 | static game_ui *new_ui(game_state *state) |
2174 | { |
2175 | game_ui *ui = snew(game_ui); |
2176 | ui->dragx = ui->dragy = -1; |
2177 | ui->drag_colour = -2; |
e857e161 |
2178 | ui->show_numbers = FALSE; |
c51c7de6 |
2179 | return ui; |
2180 | } |
2181 | |
2182 | static void free_ui(game_ui *ui) |
2183 | { |
2184 | sfree(ui); |
2185 | } |
2186 | |
2187 | static char *encode_ui(game_ui *ui) |
2188 | { |
2189 | return NULL; |
2190 | } |
2191 | |
2192 | static void decode_ui(game_ui *ui, char *encoding) |
2193 | { |
2194 | } |
2195 | |
2196 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2197 | game_state *newstate) |
2198 | { |
2199 | } |
2200 | |
2201 | struct game_drawstate { |
2202 | int tilesize; |
1cdd1306 |
2203 | unsigned long *drawn, *todraw; |
c51c7de6 |
2204 | int started; |
2205 | int dragx, dragy, drag_visible; |
2206 | blitter *bl; |
2207 | }; |
2208 | |
756a9f15 |
2209 | /* Flags in `drawn'. */ |
e857e161 |
2210 | #define ERR_BASE 0x00800000L |
2211 | #define ERR_MASK 0xFF800000L |
1cdd1306 |
2212 | #define PENCIL_T_BASE 0x00080000L |
2213 | #define PENCIL_T_MASK 0x00780000L |
2214 | #define PENCIL_B_BASE 0x00008000L |
2215 | #define PENCIL_B_MASK 0x00078000L |
2216 | #define PENCIL_MASK 0x007F8000L |
e857e161 |
2217 | #define SHOW_NUMBERS 0x00004000L |
756a9f15 |
2218 | |
c51c7de6 |
2219 | #define TILESIZE (ds->tilesize) |
2220 | #define BORDER (TILESIZE) |
2221 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
2222 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
2223 | |
2224 | static int region_from_coords(game_state *state, game_drawstate *ds, |
2225 | int x, int y) |
2226 | { |
2227 | int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; |
2228 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
2229 | int dx = x - COORD(tx), dy = y - COORD(ty); |
2230 | int quadrant; |
2231 | |
2232 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
2233 | return -1; /* border */ |
2234 | |
2235 | quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); |
2236 | quadrant = (quadrant == 0 ? BE : |
2237 | quadrant == 1 ? LE : |
2238 | quadrant == 2 ? RE : TE); |
2239 | |
2240 | return state->map->map[quadrant * wh + ty*w+tx]; |
2241 | } |
2242 | |
2243 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2244 | int x, int y, int button) |
2245 | { |
2246 | char buf[80]; |
2247 | |
e857e161 |
2248 | /* |
2249 | * Enable or disable numeric labels on regions. |
2250 | */ |
2251 | if (button == 'l' || button == 'L') { |
2252 | ui->show_numbers = !ui->show_numbers; |
2253 | return ""; |
2254 | } |
2255 | |
c51c7de6 |
2256 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
2257 | int r = region_from_coords(state, ds, x, y); |
2258 | |
2259 | if (r >= 0) |
2260 | ui->drag_colour = state->colouring[r]; |
2261 | else |
2262 | ui->drag_colour = -1; |
2263 | ui->dragx = x; |
2264 | ui->dragy = y; |
2265 | return ""; |
2266 | } |
2267 | |
2268 | if ((button == LEFT_DRAG || button == RIGHT_DRAG) && |
2269 | ui->drag_colour > -2) { |
2270 | ui->dragx = x; |
2271 | ui->dragy = y; |
2272 | return ""; |
2273 | } |
2274 | |
2275 | if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && |
2276 | ui->drag_colour > -2) { |
2277 | int r = region_from_coords(state, ds, x, y); |
2278 | int c = ui->drag_colour; |
2279 | |
2280 | /* |
2281 | * Cancel the drag, whatever happens. |
2282 | */ |
2283 | ui->drag_colour = -2; |
2284 | ui->dragx = ui->dragy = -1; |
2285 | |
2286 | if (r < 0) |
2287 | return ""; /* drag into border; do nothing else */ |
2288 | |
2289 | if (state->map->immutable[r]) |
2290 | return ""; /* can't change this region */ |
2291 | |
2292 | if (state->colouring[r] == c) |
2293 | return ""; /* don't _need_ to change this region */ |
2294 | |
1cdd1306 |
2295 | if (button == RIGHT_RELEASE && state->colouring[r] >= 0) |
2296 | return ""; /* can't pencil on a coloured region */ |
2297 | |
2298 | sprintf(buf, "%s%c:%d", (button == RIGHT_RELEASE ? "p" : ""), |
2299 | (int)(c < 0 ? 'C' : '0' + c), r); |
c51c7de6 |
2300 | return dupstr(buf); |
2301 | } |
2302 | |
2303 | return NULL; |
2304 | } |
2305 | |
2306 | static game_state *execute_move(game_state *state, char *move) |
2307 | { |
2308 | int n = state->p.n; |
2309 | game_state *ret = dup_game(state); |
2310 | int c, k, adv, i; |
2311 | |
2312 | while (*move) { |
1cdd1306 |
2313 | int pencil = FALSE; |
2314 | |
c51c7de6 |
2315 | c = *move; |
1cdd1306 |
2316 | if (c == 'p') { |
2317 | pencil = TRUE; |
2318 | c = *++move; |
2319 | } |
c51c7de6 |
2320 | if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && |
2321 | sscanf(move+1, ":%d%n", &k, &adv) == 1 && |
2322 | k >= 0 && k < state->p.n) { |
2323 | move += 1 + adv; |
1cdd1306 |
2324 | if (pencil) { |
2325 | if (ret->colouring[k] >= 0) { |
2326 | free_game(ret); |
2327 | return NULL; |
2328 | } |
2329 | if (c == 'C') |
2330 | ret->pencil[k] = 0; |
2331 | else |
2332 | ret->pencil[k] ^= 1 << (c - '0'); |
2333 | } else { |
2334 | ret->colouring[k] = (c == 'C' ? -1 : c - '0'); |
2335 | ret->pencil[k] = 0; |
2336 | } |
c51c7de6 |
2337 | } else if (*move == 'S') { |
2338 | move++; |
2339 | ret->cheated = TRUE; |
2340 | } else { |
2341 | free_game(ret); |
2342 | return NULL; |
2343 | } |
2344 | |
2345 | if (*move && *move != ';') { |
2346 | free_game(ret); |
2347 | return NULL; |
2348 | } |
2349 | if (*move) |
2350 | move++; |
2351 | } |
2352 | |
2353 | /* |
2354 | * Check for completion. |
2355 | */ |
2356 | if (!ret->completed) { |
2357 | int ok = TRUE; |
2358 | |
2359 | for (i = 0; i < n; i++) |
2360 | if (ret->colouring[i] < 0) { |
2361 | ok = FALSE; |
2362 | break; |
2363 | } |
2364 | |
2365 | if (ok) { |
2366 | for (i = 0; i < ret->map->ngraph; i++) { |
2367 | int j = ret->map->graph[i] / n; |
2368 | int k = ret->map->graph[i] % n; |
2369 | if (ret->colouring[j] == ret->colouring[k]) { |
2370 | ok = FALSE; |
2371 | break; |
2372 | } |
2373 | } |
2374 | } |
2375 | |
2376 | if (ok) |
2377 | ret->completed = TRUE; |
2378 | } |
2379 | |
2380 | return ret; |
2381 | } |
2382 | |
2383 | /* ---------------------------------------------------------------------- |
2384 | * Drawing routines. |
2385 | */ |
2386 | |
2387 | static void game_compute_size(game_params *params, int tilesize, |
2388 | int *x, int *y) |
2389 | { |
2390 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2391 | struct { int tilesize; } ads, *ds = &ads; |
2392 | ads.tilesize = tilesize; |
2393 | |
2394 | *x = params->w * TILESIZE + 2 * BORDER + 1; |
2395 | *y = params->h * TILESIZE + 2 * BORDER + 1; |
2396 | } |
2397 | |
dafd6cf6 |
2398 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2399 | game_params *params, int tilesize) |
c51c7de6 |
2400 | { |
2401 | ds->tilesize = tilesize; |
2402 | |
2403 | if (ds->bl) |
dafd6cf6 |
2404 | blitter_free(dr, ds->bl); |
2405 | ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); |
c51c7de6 |
2406 | } |
2407 | |
dafd6cf6 |
2408 | const float map_colours[FOUR][3] = { |
2409 | {0.7F, 0.5F, 0.4F}, |
2410 | {0.8F, 0.7F, 0.4F}, |
2411 | {0.5F, 0.6F, 0.4F}, |
2412 | {0.55F, 0.45F, 0.35F}, |
2413 | }; |
2414 | const int map_hatching[FOUR] = { |
2415 | HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH |
2416 | }; |
2417 | |
c51c7de6 |
2418 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2419 | { |
2420 | float *ret = snewn(3 * NCOLOURS, float); |
2421 | |
2422 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2423 | |
2424 | ret[COL_GRID * 3 + 0] = 0.0F; |
2425 | ret[COL_GRID * 3 + 1] = 0.0F; |
2426 | ret[COL_GRID * 3 + 2] = 0.0F; |
2427 | |
dafd6cf6 |
2428 | memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); |
2429 | memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); |
2430 | memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); |
2431 | memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); |
c51c7de6 |
2432 | |
756a9f15 |
2433 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2434 | ret[COL_ERROR * 3 + 1] = 0.0F; |
2435 | ret[COL_ERROR * 3 + 2] = 0.0F; |
2436 | |
2437 | ret[COL_ERRTEXT * 3 + 0] = 1.0F; |
2438 | ret[COL_ERRTEXT * 3 + 1] = 1.0F; |
2439 | ret[COL_ERRTEXT * 3 + 2] = 1.0F; |
2440 | |
c51c7de6 |
2441 | *ncolours = NCOLOURS; |
2442 | return ret; |
2443 | } |
2444 | |
dafd6cf6 |
2445 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
c51c7de6 |
2446 | { |
2447 | struct game_drawstate *ds = snew(struct game_drawstate); |
756a9f15 |
2448 | int i; |
c51c7de6 |
2449 | |
2450 | ds->tilesize = 0; |
1cdd1306 |
2451 | ds->drawn = snewn(state->p.w * state->p.h, unsigned long); |
756a9f15 |
2452 | for (i = 0; i < state->p.w * state->p.h; i++) |
1cdd1306 |
2453 | ds->drawn[i] = 0xFFFFL; |
2454 | ds->todraw = snewn(state->p.w * state->p.h, unsigned long); |
c51c7de6 |
2455 | ds->started = FALSE; |
2456 | ds->bl = NULL; |
2457 | ds->drag_visible = FALSE; |
2458 | ds->dragx = ds->dragy = -1; |
2459 | |
2460 | return ds; |
2461 | } |
2462 | |
dafd6cf6 |
2463 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
c51c7de6 |
2464 | { |
e5de700f |
2465 | sfree(ds->drawn); |
756a9f15 |
2466 | sfree(ds->todraw); |
c51c7de6 |
2467 | if (ds->bl) |
dafd6cf6 |
2468 | blitter_free(dr, ds->bl); |
c51c7de6 |
2469 | sfree(ds); |
2470 | } |
2471 | |
756a9f15 |
2472 | static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) |
2473 | { |
2474 | int coords[8]; |
2475 | int yext, xext; |
2476 | |
2477 | /* |
2478 | * Draw a diamond. |
2479 | */ |
2480 | coords[0] = x - TILESIZE*2/5; |
2481 | coords[1] = y; |
2482 | coords[2] = x; |
2483 | coords[3] = y - TILESIZE*2/5; |
2484 | coords[4] = x + TILESIZE*2/5; |
2485 | coords[5] = y; |
2486 | coords[6] = x; |
2487 | coords[7] = y + TILESIZE*2/5; |
2488 | draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); |
2489 | |
2490 | /* |
2491 | * Draw an exclamation mark in the diamond. This turns out to |
2492 | * look unpleasantly off-centre if done via draw_text, so I do |
2493 | * it by hand on the basis that exclamation marks aren't that |
2494 | * difficult to draw... |
2495 | */ |
2496 | xext = TILESIZE/16; |
2497 | yext = TILESIZE*2/5 - (xext*2+2); |
e6a5b1b7 |
2498 | draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3), |
756a9f15 |
2499 | COL_ERRTEXT); |
e6a5b1b7 |
2500 | draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT); |
756a9f15 |
2501 | } |
2502 | |
dafd6cf6 |
2503 | static void draw_square(drawing *dr, game_drawstate *ds, |
c51c7de6 |
2504 | game_params *params, struct map *map, |
2505 | int x, int y, int v) |
2506 | { |
2507 | int w = params->w, h = params->h, wh = w*h; |
e857e161 |
2508 | int tv, bv, xo, yo, errs, pencil, i, j, oldj; |
2509 | int show_numbers; |
756a9f15 |
2510 | |
2511 | errs = v & ERR_MASK; |
2512 | v &= ~ERR_MASK; |
1cdd1306 |
2513 | pencil = v & PENCIL_MASK; |
2514 | v &= ~PENCIL_MASK; |
e857e161 |
2515 | show_numbers = v & SHOW_NUMBERS; |
2516 | v &= ~SHOW_NUMBERS; |
756a9f15 |
2517 | tv = v / FIVE; |
2518 | bv = v % FIVE; |
c51c7de6 |
2519 | |
dafd6cf6 |
2520 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2521 | |
2522 | /* |
2523 | * Draw the region colour. |
2524 | */ |
dafd6cf6 |
2525 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
c51c7de6 |
2526 | (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); |
2527 | /* |
2528 | * Draw the second region colour, if this is a diagonally |
2529 | * divided square. |
2530 | */ |
2531 | if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { |
2532 | int coords[6]; |
2533 | coords[0] = COORD(x)-1; |
2534 | coords[1] = COORD(y+1)+1; |
2535 | if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) |
2536 | coords[2] = COORD(x+1)+1; |
2537 | else |
2538 | coords[2] = COORD(x)-1; |
2539 | coords[3] = COORD(y)-1; |
2540 | coords[4] = COORD(x+1)+1; |
2541 | coords[5] = COORD(y+1)+1; |
dafd6cf6 |
2542 | draw_polygon(dr, coords, 3, |
c51c7de6 |
2543 | (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); |
2544 | } |
2545 | |
2546 | /* |
1cdd1306 |
2547 | * Draw `pencil marks'. Currently we arrange these in a square |
2548 | * formation, which means we may be in trouble if the value of |
2549 | * FOUR changes later... |
2550 | */ |
2551 | assert(FOUR == 4); |
2552 | for (yo = 0; yo < 4; yo++) |
2553 | for (xo = 0; xo < 4; xo++) { |
2554 | int te = map->map[TE * wh + y*w+x]; |
2555 | int e, ee, c; |
2556 | |
2557 | e = (yo < xo && yo < 3-xo ? TE : |
2558 | yo > xo && yo > 3-xo ? BE : |
2559 | xo < 2 ? LE : RE); |
2560 | ee = map->map[e * wh + y*w+x]; |
2561 | |
2562 | c = (yo & 1) * 2 + (xo & 1); |
2563 | |
2564 | if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c))) |
2565 | continue; |
2566 | |
2567 | if (yo == xo && |
2568 | (map->map[TE * wh + y*w+x] != map->map[LE * wh + y*w+x])) |
2569 | continue; /* avoid TL-BR diagonal line */ |
2570 | if (yo == 3-xo && |
2571 | (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x])) |
2572 | continue; /* avoid BL-TR diagonal line */ |
2573 | |
2574 | draw_rect(dr, COORD(x) + (5*xo+1)*TILESIZE/20, |
2575 | COORD(y) + (5*yo+1)*TILESIZE/20, |
2576 | 4*TILESIZE/20, 4*TILESIZE/20, COL_0 + c); |
2577 | } |
2578 | |
2579 | /* |
c51c7de6 |
2580 | * Draw the grid lines, if required. |
2581 | */ |
2582 | if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2583 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); |
c51c7de6 |
2584 | if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) |
dafd6cf6 |
2585 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); |
c51c7de6 |
2586 | if (x <= 0 || y <= 0 || |
2587 | map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || |
2588 | map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) |
dafd6cf6 |
2589 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
c51c7de6 |
2590 | |
756a9f15 |
2591 | /* |
2592 | * Draw error markers. |
2593 | */ |
e6a5b1b7 |
2594 | for (yo = 0; yo < 3; yo++) |
2595 | for (xo = 0; xo < 3; xo++) |
2596 | if (errs & (ERR_BASE << (yo*3+xo))) |
2597 | draw_error(dr, ds, |
2598 | (COORD(x)*2+TILESIZE*xo)/2, |
2599 | (COORD(y)*2+TILESIZE*yo)/2); |
756a9f15 |
2600 | |
e857e161 |
2601 | /* |
2602 | * Draw region numbers, if desired. |
2603 | */ |
2604 | if (show_numbers) { |
2605 | oldj = -1; |
2606 | for (i = 0; i < 2; i++) { |
2607 | j = map->map[(i?BE:TE)*wh+y*w+x]; |
2608 | if (oldj == j) |
2609 | continue; |
2610 | oldj = j; |
2611 | |
2612 | xo = map->regionx[j] - 2*x; |
2613 | yo = map->regiony[j] - 2*y; |
2614 | if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) { |
2615 | char buf[80]; |
2616 | sprintf(buf, "%d", j); |
2617 | draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2, |
2618 | (COORD(y)*2+TILESIZE*yo)/2, |
2619 | FONT_VARIABLE, 3*TILESIZE/5, |
2620 | ALIGN_HCENTRE|ALIGN_VCENTRE, |
2621 | COL_GRID, buf); |
2622 | } |
2623 | } |
2624 | } |
2625 | |
dafd6cf6 |
2626 | unclip(dr); |
756a9f15 |
2627 | |
dafd6cf6 |
2628 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
c51c7de6 |
2629 | } |
2630 | |
dafd6cf6 |
2631 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
c51c7de6 |
2632 | game_state *state, int dir, game_ui *ui, |
2633 | float animtime, float flashtime) |
2634 | { |
756a9f15 |
2635 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2636 | int x, y, i; |
c51c7de6 |
2637 | int flash; |
2638 | |
2639 | if (ds->drag_visible) { |
dafd6cf6 |
2640 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
2641 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2642 | ds->drag_visible = FALSE; |
2643 | } |
2644 | |
2645 | /* |
2646 | * The initial contents of the window are not guaranteed and |
2647 | * can vary with front ends. To be on the safe side, all games |
2648 | * should start by drawing a big background-colour rectangle |
2649 | * covering the whole window. |
2650 | */ |
2651 | if (!ds->started) { |
2652 | int ww, wh; |
2653 | |
2654 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
2655 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
2656 | draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, |
c51c7de6 |
2657 | COL_GRID); |
2658 | |
dafd6cf6 |
2659 | draw_update(dr, 0, 0, ww, wh); |
c51c7de6 |
2660 | ds->started = TRUE; |
2661 | } |
2662 | |
2663 | if (flashtime) { |
2664 | if (flash_type == 1) |
2665 | flash = (int)(flashtime * FOUR / flash_length); |
2666 | else |
2667 | flash = 1 + (int)(flashtime * THREE / flash_length); |
2668 | } else |
2669 | flash = -1; |
2670 | |
756a9f15 |
2671 | /* |
2672 | * Set up the `todraw' array. |
2673 | */ |
c51c7de6 |
2674 | for (y = 0; y < h; y++) |
2675 | for (x = 0; x < w; x++) { |
2676 | int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; |
2677 | int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; |
2678 | int v; |
2679 | |
2680 | if (tv < 0) |
2681 | tv = FOUR; |
2682 | if (bv < 0) |
2683 | bv = FOUR; |
2684 | |
2685 | if (flash >= 0) { |
2686 | if (flash_type == 1) { |
2687 | if (tv == flash) |
2688 | tv = FOUR; |
2689 | if (bv == flash) |
2690 | bv = FOUR; |
2691 | } else if (flash_type == 2) { |
2692 | if (flash % 2) |
2693 | tv = bv = FOUR; |
2694 | } else { |
2695 | if (tv != FOUR) |
2696 | tv = (tv + flash) % FOUR; |
2697 | if (bv != FOUR) |
2698 | bv = (bv + flash) % FOUR; |
2699 | } |
2700 | } |
2701 | |
2702 | v = tv * FIVE + bv; |
2703 | |
1cdd1306 |
2704 | /* |
2705 | * Add pencil marks. |
2706 | */ |
2707 | for (i = 0; i < FOUR; i++) { |
2708 | if (state->colouring[state->map->map[TE * wh + y*w+x]] < 0 && |
2709 | (state->pencil[state->map->map[TE * wh + y*w+x]] & (1<<i))) |
2710 | v |= PENCIL_T_BASE << i; |
2711 | if (state->colouring[state->map->map[BE * wh + y*w+x]] < 0 && |
2712 | (state->pencil[state->map->map[BE * wh + y*w+x]] & (1<<i))) |
2713 | v |= PENCIL_B_BASE << i; |
2714 | } |
2715 | |
e857e161 |
2716 | if (ui->show_numbers) |
2717 | v |= SHOW_NUMBERS; |
2718 | |
756a9f15 |
2719 | ds->todraw[y*w+x] = v; |
2720 | } |
2721 | |
2722 | /* |
2723 | * Add error markers to the `todraw' array. |
2724 | */ |
2725 | for (i = 0; i < state->map->ngraph; i++) { |
2726 | int v1 = state->map->graph[i] / n; |
2727 | int v2 = state->map->graph[i] % n; |
e6a5b1b7 |
2728 | int xo, yo; |
756a9f15 |
2729 | |
2730 | if (state->colouring[v1] < 0 || state->colouring[v2] < 0) |
2731 | continue; |
2732 | if (state->colouring[v1] != state->colouring[v2]) |
2733 | continue; |
2734 | |
2735 | x = state->map->edgex[i]; |
2736 | y = state->map->edgey[i]; |
2737 | |
e6a5b1b7 |
2738 | xo = x % 2; x /= 2; |
2739 | yo = y % 2; y /= 2; |
2740 | |
2741 | ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo); |
2742 | if (xo == 0) { |
2743 | assert(x > 0); |
2744 | ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2); |
2745 | } |
2746 | if (yo == 0) { |
2747 | assert(y > 0); |
2748 | ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo); |
2749 | } |
2750 | if (xo == 0 && yo == 0) { |
2751 | assert(x > 0 && y > 0); |
2752 | ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2); |
756a9f15 |
2753 | } |
2754 | } |
2755 | |
2756 | /* |
2757 | * Now actually draw everything. |
2758 | */ |
2759 | for (y = 0; y < h; y++) |
2760 | for (x = 0; x < w; x++) { |
2761 | int v = ds->todraw[y*w+x]; |
c51c7de6 |
2762 | if (ds->drawn[y*w+x] != v) { |
dafd6cf6 |
2763 | draw_square(dr, ds, &state->p, state->map, x, y, v); |
c51c7de6 |
2764 | ds->drawn[y*w+x] = v; |
2765 | } |
2766 | } |
2767 | |
2768 | /* |
2769 | * Draw the dragged colour blob if any. |
2770 | */ |
2771 | if (ui->drag_colour > -2) { |
2772 | ds->dragx = ui->dragx - TILESIZE/2 - 2; |
2773 | ds->dragy = ui->dragy - TILESIZE/2 - 2; |
dafd6cf6 |
2774 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
2775 | draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2, |
c51c7de6 |
2776 | (ui->drag_colour < 0 ? COL_BACKGROUND : |
2777 | COL_0 + ui->drag_colour), COL_GRID); |
dafd6cf6 |
2778 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
c51c7de6 |
2779 | ds->drag_visible = TRUE; |
2780 | } |
2781 | } |
2782 | |
2783 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2784 | int dir, game_ui *ui) |
2785 | { |
2786 | return 0.0F; |
2787 | } |
2788 | |
2789 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2790 | int dir, game_ui *ui) |
2791 | { |
2792 | if (!oldstate->completed && newstate->completed && |
2793 | !oldstate->cheated && !newstate->cheated) { |
2794 | if (flash_type < 0) { |
2795 | char *env = getenv("MAP_ALTERNATIVE_FLASH"); |
2796 | if (env) |
2797 | flash_type = atoi(env); |
2798 | else |
2799 | flash_type = 0; |
2800 | flash_length = (flash_type == 1 ? 0.50 : 0.30); |
2801 | } |
2802 | return flash_length; |
2803 | } else |
2804 | return 0.0F; |
2805 | } |
2806 | |
2807 | static int game_wants_statusbar(void) |
2808 | { |
2809 | return FALSE; |
2810 | } |
2811 | |
2812 | static int game_timing_state(game_state *state, game_ui *ui) |
2813 | { |
2814 | return TRUE; |
2815 | } |
2816 | |
dafd6cf6 |
2817 | static void game_print_size(game_params *params, float *x, float *y) |
2818 | { |
2819 | int pw, ph; |
2820 | |
2821 | /* |
2822 | * I'll use 4mm squares by default, I think. Simplest way to |
2823 | * compute this size is to compute the pixel puzzle size at a |
2824 | * given tile size and then scale. |
2825 | */ |
2826 | game_compute_size(params, 400, &pw, &ph); |
2827 | *x = pw / 100.0; |
2828 | *y = ph / 100.0; |
2829 | } |
2830 | |
2831 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2832 | { |
2833 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
2834 | int ink, c[FOUR], i; |
2835 | int x, y, r; |
2836 | int *coords, ncoords, coordsize; |
2837 | |
2838 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2839 | struct { int tilesize; } ads, *ds = &ads; |
2840 | ads.tilesize = tilesize; |
2841 | |
2842 | ink = print_mono_colour(dr, 0); |
2843 | for (i = 0; i < FOUR; i++) |
2844 | c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0], |
2845 | map_colours[i][1], map_colours[i][2]); |
2846 | |
2847 | coordsize = 0; |
2848 | coords = NULL; |
2849 | |
2850 | print_line_width(dr, TILESIZE / 16); |
2851 | |
2852 | /* |
2853 | * Draw a single filled polygon around each region. |
2854 | */ |
2855 | for (r = 0; r < n; r++) { |
2856 | int octants[8], lastdir, d1, d2, ox, oy; |
2857 | |
2858 | /* |
2859 | * Start by finding a point on the region boundary. Any |
2860 | * point will do. To do this, we'll search for a square |
2861 | * containing the region and then decide which corner of it |
2862 | * to use. |
2863 | */ |
2864 | x = w; |
2865 | for (y = 0; y < h; y++) { |
2866 | for (x = 0; x < w; x++) { |
2867 | if (state->map->map[wh*0+y*w+x] == r || |
2868 | state->map->map[wh*1+y*w+x] == r || |
2869 | state->map->map[wh*2+y*w+x] == r || |
2870 | state->map->map[wh*3+y*w+x] == r) |
2871 | break; |
2872 | } |
2873 | if (x < w) |
2874 | break; |
2875 | } |
2876 | assert(y < h && x < w); /* we must have found one somewhere */ |
2877 | /* |
2878 | * This is the first square in lexicographic order which |
2879 | * contains part of this region. Therefore, one of the top |
2880 | * two corners of the square must be what we're after. The |
2881 | * only case in which it isn't the top left one is if the |
2882 | * square is diagonally divided and the region is in the |
2883 | * bottom right half. |
2884 | */ |
2885 | if (state->map->map[wh*TE+y*w+x] != r && |
2886 | state->map->map[wh*LE+y*w+x] != r) |
2887 | x++; /* could just as well have done y++ */ |
2888 | |
2889 | /* |
2890 | * Now we have a point on the region boundary. Trace around |
2891 | * the region until we come back to this point, |
2892 | * accumulating coordinates for a polygon draw operation as |
2893 | * we go. |
2894 | */ |
2895 | lastdir = -1; |
2896 | ox = x; |
2897 | oy = y; |
2898 | ncoords = 0; |
2899 | |
2900 | do { |
2901 | /* |
2902 | * There are eight possible directions we could head in |
2903 | * from here. We identify them by octant numbers, and |
2904 | * we also use octant numbers to identify the spaces |
2905 | * between them: |
2906 | * |
2907 | * 6 7 0 |
2908 | * \ 7|0 / |
2909 | * \ | / |
2910 | * 6 \|/ 1 |
2911 | * 5-----+-----1 |
2912 | * 5 /|\ 2 |
2913 | * / | \ |
2914 | * / 4|3 \ |
2915 | * 4 3 2 |
2916 | */ |
2917 | octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; |
2918 | octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; |
2919 | octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; |
2920 | octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; |
2921 | octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; |
2922 | octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; |
2923 | octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; |
2924 | octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; |
2925 | |
2926 | d1 = d2 = -1; |
2927 | for (i = 0; i < 8; i++) |
2928 | if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { |
2929 | assert(d2 == -1); |
2930 | if (d1 == -1) |
2931 | d1 = i; |
2932 | else |
2933 | d2 = i; |
2934 | } |
e857e161 |
2935 | |
dafd6cf6 |
2936 | assert(d1 != -1 && d2 != -1); |
2937 | if (d1 == lastdir) |
2938 | d1 = d2; |
2939 | |
2940 | /* |
2941 | * Now we're heading in direction d1. Save the current |
2942 | * coordinates. |
2943 | */ |
2944 | if (ncoords + 2 > coordsize) { |
2945 | coordsize += 128; |
2946 | coords = sresize(coords, coordsize, int); |
2947 | } |
2948 | coords[ncoords++] = COORD(x); |
2949 | coords[ncoords++] = COORD(y); |
2950 | |
2951 | /* |
2952 | * Compute the new coordinates. |
2953 | */ |
2954 | x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); |
2955 | y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); |
2956 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
2957 | |
2958 | lastdir = d1 ^ 4; |
2959 | } while (x != ox || y != oy); |
2960 | |
2961 | draw_polygon(dr, coords, ncoords/2, |
2962 | state->colouring[r] >= 0 ? |
2963 | c[state->colouring[r]] : -1, ink); |
2964 | } |
2965 | sfree(coords); |
2966 | } |
2967 | |
c51c7de6 |
2968 | #ifdef COMBINED |
2969 | #define thegame map |
2970 | #endif |
2971 | |
2972 | const struct game thegame = { |
2973 | "Map", "games.map", |
2974 | default_params, |
2975 | game_fetch_preset, |
2976 | decode_params, |
2977 | encode_params, |
2978 | free_params, |
2979 | dup_params, |
2980 | TRUE, game_configure, custom_params, |
2981 | validate_params, |
2982 | new_game_desc, |
2983 | validate_desc, |
2984 | new_game, |
2985 | dup_game, |
2986 | free_game, |
2987 | TRUE, solve_game, |
2988 | FALSE, game_text_format, |
2989 | new_ui, |
2990 | free_ui, |
2991 | encode_ui, |
2992 | decode_ui, |
2993 | game_changed_state, |
2994 | interpret_move, |
2995 | execute_move, |
2996 | 20, game_compute_size, game_set_size, |
2997 | game_colours, |
2998 | game_new_drawstate, |
2999 | game_free_drawstate, |
3000 | game_redraw, |
3001 | game_anim_length, |
3002 | game_flash_length, |
dafd6cf6 |
3003 | TRUE, TRUE, game_print_size, game_print, |
c51c7de6 |
3004 | game_wants_statusbar, |
3005 | FALSE, game_timing_state, |
3006 | 0, /* mouse_priorities */ |
3007 | }; |
e857e161 |
3008 | |
3009 | #ifdef STANDALONE_SOLVER |
3010 | |
3011 | #include <stdarg.h> |
3012 | |
3013 | void frontend_default_colour(frontend *fe, float *output) {} |
3014 | void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize, |
3015 | int align, int colour, char *text) {} |
3016 | void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {} |
3017 | void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {} |
3018 | void draw_polygon(drawing *dr, int *coords, int npoints, |
3019 | int fillcolour, int outlinecolour) {} |
3020 | void draw_circle(drawing *dr, int cx, int cy, int radius, |
3021 | int fillcolour, int outlinecolour) {} |
3022 | void clip(drawing *dr, int x, int y, int w, int h) {} |
3023 | void unclip(drawing *dr) {} |
3024 | void start_draw(drawing *dr) {} |
3025 | void draw_update(drawing *dr, int x, int y, int w, int h) {} |
3026 | void end_draw(drawing *dr) {} |
3027 | blitter *blitter_new(drawing *dr, int w, int h) {return NULL;} |
3028 | void blitter_free(drawing *dr, blitter *bl) {} |
3029 | void blitter_save(drawing *dr, blitter *bl, int x, int y) {} |
3030 | void blitter_load(drawing *dr, blitter *bl, int x, int y) {} |
3031 | int print_mono_colour(drawing *dr, int grey) { return 0; } |
3032 | int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b) |
3033 | { return 0; } |
3034 | void print_line_width(drawing *dr, int width) {} |
3035 | |
3036 | void fatal(char *fmt, ...) |
3037 | { |
3038 | va_list ap; |
3039 | |
3040 | fprintf(stderr, "fatal error: "); |
3041 | |
3042 | va_start(ap, fmt); |
3043 | vfprintf(stderr, fmt, ap); |
3044 | va_end(ap); |
3045 | |
3046 | fprintf(stderr, "\n"); |
3047 | exit(1); |
3048 | } |
3049 | |
3050 | int main(int argc, char **argv) |
3051 | { |
3052 | game_params *p; |
3053 | game_state *s; |
3054 | char *id = NULL, *desc, *err; |
3055 | int grade = FALSE; |
3056 | int ret, diff, really_verbose = FALSE; |
3057 | struct solver_scratch *sc; |
3058 | int i; |
3059 | |
3060 | while (--argc > 0) { |
3061 | char *p = *++argv; |
3062 | if (!strcmp(p, "-v")) { |
3063 | really_verbose = TRUE; |
3064 | } else if (!strcmp(p, "-g")) { |
3065 | grade = TRUE; |
3066 | } else if (*p == '-') { |
3067 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
3068 | return 1; |
3069 | } else { |
3070 | id = p; |
3071 | } |
3072 | } |
3073 | |
3074 | if (!id) { |
3075 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
3076 | return 1; |
3077 | } |
3078 | |
3079 | desc = strchr(id, ':'); |
3080 | if (!desc) { |
3081 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
3082 | return 1; |
3083 | } |
3084 | *desc++ = '\0'; |
3085 | |
3086 | p = default_params(); |
3087 | decode_params(p, id); |
3088 | err = validate_desc(p, desc); |
3089 | if (err) { |
3090 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3091 | return 1; |
3092 | } |
3093 | s = new_game(NULL, p, desc); |
3094 | |
3095 | sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph); |
3096 | |
3097 | /* |
3098 | * When solving an Easy puzzle, we don't want to bother the |
3099 | * user with Hard-level deductions. For this reason, we grade |
3100 | * the puzzle internally before doing anything else. |
3101 | */ |
3102 | ret = -1; /* placate optimiser */ |
3103 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
3104 | for (i = 0; i < s->map->n; i++) |
3105 | if (!s->map->immutable[i]) |
3106 | s->colouring[i] = -1; |
3107 | ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph, |
3108 | s->colouring, diff); |
3109 | if (ret < 2) |
3110 | break; |
3111 | } |
3112 | |
3113 | if (diff == DIFFCOUNT) { |
3114 | if (grade) |
3115 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
3116 | else |
3117 | printf("Unable to find a unique solution\n"); |
3118 | } else { |
3119 | if (grade) { |
3120 | if (ret == 0) |
3121 | printf("Difficulty rating: impossible (no solution exists)\n"); |
3122 | else if (ret == 1) |
3123 | printf("Difficulty rating: %s\n", map_diffnames[diff]); |
3124 | } else { |
3125 | verbose = really_verbose; |
3126 | for (i = 0; i < s->map->n; i++) |
3127 | if (!s->map->immutable[i]) |
3128 | s->colouring[i] = -1; |
3129 | ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph, |
3130 | s->colouring, diff); |
3131 | if (ret == 0) |
3132 | printf("Puzzle is inconsistent\n"); |
3133 | else { |
3134 | int col = 0; |
3135 | |
3136 | for (i = 0; i < s->map->n; i++) { |
3137 | printf("%5d <- %c%c", i, colnames[s->colouring[i]], |
3138 | (col < 6 && i+1 < s->map->n ? ' ' : '\n')); |
3139 | if (++col == 7) |
3140 | col = 0; |
3141 | } |
3142 | } |
3143 | } |
3144 | } |
3145 | |
3146 | return 0; |
3147 | } |
3148 | |
3149 | #endif |