| 1 | /* |
| 2 | * bridges.c: Implementation of the Nikoli game 'Bridges'. |
| 3 | * |
| 4 | * Things still to do: |
| 5 | * |
| 6 | * - The solver's algorithmic design is not really ideal. It makes |
| 7 | * use of the same data representation as gameplay uses, which |
| 8 | * often looks like a tempting reuse of code but isn't always a |
| 9 | * good idea. In this case, it's unpleasant that each edge of the |
| 10 | * graph ends up represented as multiple squares on a grid, with |
| 11 | * flags indicating when edges and non-edges cross; that's useful |
| 12 | * when the result can be directly translated into positions of |
| 13 | * graphics on the display, but in purely internal work it makes |
| 14 | * even simple manipulations during solving more painful than they |
| 15 | * should be, and complex ones have no choice but to modify the |
| 16 | * data structures temporarily, test things, and put them back. I |
| 17 | * envisage a complete solver rewrite along the following lines: |
| 18 | * + We have a collection of vertices (islands) and edges |
| 19 | * (potential bridge locations, i.e. pairs of horizontal or |
| 20 | * vertical islands with no other island in between). |
| 21 | * + Each edge has an associated list of edges that cross it, and |
| 22 | * hence with which it is mutually exclusive. |
| 23 | * + For each edge, we track the min and max number of bridges we |
| 24 | * currently think possible. |
| 25 | * + For each vertex, we track the number of _liberties_ it has, |
| 26 | * i.e. its clue number minus the min bridge count for each edge |
| 27 | * out of it. |
| 28 | * + We also maintain a dsf that identifies sets of vertices which |
| 29 | * are connected components of the puzzle so far, and for each |
| 30 | * equivalence class we track the total number of liberties for |
| 31 | * that component. (The dsf mechanism will also already track |
| 32 | * the size of each component, i.e. number of islands.) |
| 33 | * + So incrementing the min for an edge requires processing along |
| 34 | * the lines of: |
| 35 | * - set the max for all edges crossing that one to zero |
| 36 | * - decrement the liberty count for the vertex at each end, |
| 37 | * and also for each vertex's equivalence class (NB they may |
| 38 | * be the same class) |
| 39 | * - unify the two equivalence classes if they're not already, |
| 40 | * and if so, set the liberty count for the new class to be |
| 41 | * the sum of the previous two. |
| 42 | * + Decrementing the max is much easier, however. |
| 43 | * + With this data structure the really fiddly stuff in stage3() |
| 44 | * becomes more or less trivial, because it's now a quick job to |
| 45 | * find out whether an island would form an isolated subgraph if |
| 46 | * connected to a given subset of its neighbours: |
| 47 | * - identify the connected components containing the test |
| 48 | * vertex and its putative new neighbours (but be careful not |
| 49 | * to count a component more than once if two or more of the |
| 50 | * vertices involved are already in the same one) |
| 51 | * - find the sum of those components' liberty counts, and also |
| 52 | * the total number of islands involved |
| 53 | * - if the total liberty count of the connected components is |
| 54 | * exactly equal to twice the number of edges we'd be adding |
| 55 | * (of course each edge destroys two liberties, one at each |
| 56 | * end) then these components would become a subgraph with |
| 57 | * zero liberties if connected together. |
| 58 | * - therefore, if that subgraph also contains fewer than the |
| 59 | * total number of islands, it's disallowed. |
| 60 | * - As mentioned in stage3(), once we've identified such a |
| 61 | * disallowed pattern, we have two choices for what to do |
| 62 | * with it: if the candidate set of neighbours has size 1 we |
| 63 | * can reduce the max for the edge to that one neighbour, |
| 64 | * whereas if its complement has size 1 we can increase the |
| 65 | * min for the edge to the _omitted_ neighbour. |
| 66 | * |
| 67 | * - write a recursive solver? |
| 68 | */ |
| 69 | |
| 70 | #include <stdio.h> |
| 71 | #include <stdlib.h> |
| 72 | #include <string.h> |
| 73 | #include <assert.h> |
| 74 | #include <ctype.h> |
| 75 | #include <math.h> |
| 76 | |
| 77 | #include "puzzles.h" |
| 78 | |
| 79 | /* Turn this on for hints about which lines are considered possibilities. */ |
| 80 | #undef DRAW_GRID |
| 81 | #undef DRAW_DSF |
| 82 | |
| 83 | /* --- structures for params, state, etc. --- */ |
| 84 | |
| 85 | #define MAX_BRIDGES 4 |
| 86 | |
| 87 | #define PREFERRED_TILE_SIZE 24 |
| 88 | #define TILE_SIZE (ds->tilesize) |
| 89 | #define BORDER (TILE_SIZE / 2) |
| 90 | |
| 91 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 92 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 93 | |
| 94 | #define FLASH_TIME 0.50F |
| 95 | |
| 96 | enum { |
| 97 | COL_BACKGROUND, |
| 98 | COL_FOREGROUND, |
| 99 | COL_HIGHLIGHT, COL_LOWLIGHT, |
| 100 | COL_SELECTED, COL_MARK, |
| 101 | COL_HINT, COL_GRID, |
| 102 | COL_WARNING, |
| 103 | COL_CURSOR, |
| 104 | NCOLOURS |
| 105 | }; |
| 106 | |
| 107 | struct game_params { |
| 108 | int w, h, maxb; |
| 109 | int islands, expansion; /* %age of island squares, %age chance of expansion */ |
| 110 | int allowloops, difficulty; |
| 111 | }; |
| 112 | |
| 113 | /* general flags used by all structs */ |
| 114 | #define G_ISLAND 0x0001 |
| 115 | #define G_LINEV 0x0002 /* contains a vert. line */ |
| 116 | #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */ |
| 117 | #define G_LINE (G_LINEV|G_LINEH) |
| 118 | #define G_MARKV 0x0008 |
| 119 | #define G_MARKH 0x0010 |
| 120 | #define G_MARK (G_MARKV|G_MARKH) |
| 121 | #define G_NOLINEV 0x0020 |
| 122 | #define G_NOLINEH 0x0040 |
| 123 | #define G_NOLINE (G_NOLINEV|G_NOLINEH) |
| 124 | |
| 125 | /* flags used by the drawstate */ |
| 126 | #define G_ISSEL 0x0080 |
| 127 | #define G_REDRAW 0x0100 |
| 128 | #define G_FLASH 0x0200 |
| 129 | #define G_WARN 0x0400 |
| 130 | #define G_CURSOR 0x0800 |
| 131 | |
| 132 | /* flags used by the solver etc. */ |
| 133 | #define G_SWEEP 0x1000 |
| 134 | |
| 135 | #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) |
| 136 | #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) |
| 137 | |
| 138 | typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */ |
| 139 | |
| 140 | struct solver_state { |
| 141 | int *dsf, *comptspaces; |
| 142 | int *tmpdsf, *tmpcompspaces; |
| 143 | int refcount; |
| 144 | }; |
| 145 | |
| 146 | /* state->gridi is an optimisation; it stores the pointer to the island |
| 147 | * structs indexed by (x,y). It's not strictly necessary (we could use |
| 148 | * find234 instead), but Purify showed that board generation (mostly the solver) |
| 149 | * was spending 60% of its time in find234. */ |
| 150 | |
| 151 | struct surrounds { /* cloned from lightup.c */ |
| 152 | struct { int x, y, dx, dy, off; } points[4]; |
| 153 | int npoints, nislands; |
| 154 | }; |
| 155 | |
| 156 | struct island { |
| 157 | game_state *state; |
| 158 | int x, y, count; |
| 159 | struct surrounds adj; |
| 160 | }; |
| 161 | |
| 162 | struct game_state { |
| 163 | int w, h, completed, solved, allowloops, maxb; |
| 164 | grid_type *grid, *scratch; |
| 165 | struct island *islands; |
| 166 | int n_islands, n_islands_alloc; |
| 167 | game_params params; /* used by the aux solver. */ |
| 168 | #define N_WH_ARRAYS 5 |
| 169 | char *wha, *possv, *possh, *lines, *maxv, *maxh; |
| 170 | struct island **gridi; |
| 171 | struct solver_state *solver; /* refcounted */ |
| 172 | }; |
| 173 | |
| 174 | #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type)) |
| 175 | |
| 176 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
| 177 | |
| 178 | #define DINDEX(x,y) ((y)*state->w + (x)) |
| 179 | |
| 180 | #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)]) |
| 181 | #define IDX(s,g,i) ((s)->g[(i)]) |
| 182 | #define GRID(s,x,y) INDEX(s,grid,x,y) |
| 183 | #define SCRATCH(s,x,y) INDEX(s,scratch,x,y) |
| 184 | #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y))) |
| 185 | #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y))) |
| 186 | |
| 187 | #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0) |
| 188 | |
| 189 | #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1)) |
| 190 | #define WITHIN(x,min,max) ((min) > (max) ? \ |
| 191 | WITHIN2(x,max,min) : WITHIN2(x,min,max)) |
| 192 | |
| 193 | /* --- island struct and tree support functions --- */ |
| 194 | |
| 195 | #define ISLAND_ORTH(is,j,f,df) \ |
| 196 | (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df)) |
| 197 | |
| 198 | #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx) |
| 199 | #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy) |
| 200 | |
| 201 | static void fixup_islands_for_realloc(game_state *state) |
| 202 | { |
| 203 | int i; |
| 204 | |
| 205 | for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL; |
| 206 | for (i = 0; i < state->n_islands; i++) { |
| 207 | struct island *is = &state->islands[i]; |
| 208 | is->state = state; |
| 209 | INDEX(state, gridi, is->x, is->y) = is; |
| 210 | } |
| 211 | } |
| 212 | |
| 213 | static int game_can_format_as_text_now(game_params *params) |
| 214 | { |
| 215 | return TRUE; |
| 216 | } |
| 217 | |
| 218 | static char *game_text_format(game_state *state) |
| 219 | { |
| 220 | int x, y, len, nl; |
| 221 | char *ret, *p; |
| 222 | struct island *is; |
| 223 | grid_type grid; |
| 224 | |
| 225 | len = (state->h) * (state->w+1) + 1; |
| 226 | ret = snewn(len, char); |
| 227 | p = ret; |
| 228 | |
| 229 | for (y = 0; y < state->h; y++) { |
| 230 | for (x = 0; x < state->w; x++) { |
| 231 | grid = GRID(state,x,y); |
| 232 | nl = INDEX(state,lines,x,y); |
| 233 | is = INDEX(state, gridi, x, y); |
| 234 | if (is) { |
| 235 | *p++ = '0' + is->count; |
| 236 | } else if (grid & G_LINEV) { |
| 237 | *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */ |
| 238 | } else if (grid & G_LINEH) { |
| 239 | *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~'; |
| 240 | } else { |
| 241 | *p++ = '.'; |
| 242 | } |
| 243 | } |
| 244 | *p++ = '\n'; |
| 245 | } |
| 246 | *p++ = '\0'; |
| 247 | |
| 248 | assert(p - ret == len); |
| 249 | return ret; |
| 250 | } |
| 251 | |
| 252 | static void debug_state(game_state *state) |
| 253 | { |
| 254 | char *textversion = game_text_format(state); |
| 255 | debug(("%s", textversion)); |
| 256 | sfree(textversion); |
| 257 | } |
| 258 | |
| 259 | /*static void debug_possibles(game_state *state) |
| 260 | { |
| 261 | int x, y; |
| 262 | debug(("possh followed by possv\n")); |
| 263 | for (y = 0; y < state->h; y++) { |
| 264 | for (x = 0; x < state->w; x++) { |
| 265 | debug(("%d", POSSIBLES(state, 1, x, y))); |
| 266 | } |
| 267 | debug((" ")); |
| 268 | for (x = 0; x < state->w; x++) { |
| 269 | debug(("%d", POSSIBLES(state, 0, x, y))); |
| 270 | } |
| 271 | debug(("\n")); |
| 272 | } |
| 273 | debug(("\n")); |
| 274 | for (y = 0; y < state->h; y++) { |
| 275 | for (x = 0; x < state->w; x++) { |
| 276 | debug(("%d", MAXIMUM(state, 1, x, y))); |
| 277 | } |
| 278 | debug((" ")); |
| 279 | for (x = 0; x < state->w; x++) { |
| 280 | debug(("%d", MAXIMUM(state, 0, x, y))); |
| 281 | } |
| 282 | debug(("\n")); |
| 283 | } |
| 284 | debug(("\n")); |
| 285 | }*/ |
| 286 | |
| 287 | static void island_set_surrounds(struct island *is) |
| 288 | { |
| 289 | assert(INGRID(is->state,is->x,is->y)); |
| 290 | is->adj.npoints = is->adj.nislands = 0; |
| 291 | #define ADDPOINT(cond,ddx,ddy) do {\ |
| 292 | if (cond) { \ |
| 293 | is->adj.points[is->adj.npoints].x = is->x+(ddx); \ |
| 294 | is->adj.points[is->adj.npoints].y = is->y+(ddy); \ |
| 295 | is->adj.points[is->adj.npoints].dx = (ddx); \ |
| 296 | is->adj.points[is->adj.npoints].dy = (ddy); \ |
| 297 | is->adj.points[is->adj.npoints].off = 0; \ |
| 298 | is->adj.npoints++; \ |
| 299 | } } while(0) |
| 300 | ADDPOINT(is->x > 0, -1, 0); |
| 301 | ADDPOINT(is->x < (is->state->w-1), +1, 0); |
| 302 | ADDPOINT(is->y > 0, 0, -1); |
| 303 | ADDPOINT(is->y < (is->state->h-1), 0, +1); |
| 304 | } |
| 305 | |
| 306 | static void island_find_orthogonal(struct island *is) |
| 307 | { |
| 308 | /* fills in the rest of the 'surrounds' structure, assuming |
| 309 | * all other islands are now in place. */ |
| 310 | int i, x, y, dx, dy, off; |
| 311 | |
| 312 | is->adj.nislands = 0; |
| 313 | for (i = 0; i < is->adj.npoints; i++) { |
| 314 | dx = is->adj.points[i].dx; |
| 315 | dy = is->adj.points[i].dy; |
| 316 | x = is->x + dx; |
| 317 | y = is->y + dy; |
| 318 | off = 1; |
| 319 | is->adj.points[i].off = 0; |
| 320 | while (INGRID(is->state, x, y)) { |
| 321 | if (GRID(is->state, x, y) & G_ISLAND) { |
| 322 | is->adj.points[i].off = off; |
| 323 | is->adj.nislands++; |
| 324 | /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n", |
| 325 | is->x, is->y, off, dx, dy, |
| 326 | ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/ |
| 327 | goto foundisland; |
| 328 | } |
| 329 | off++; x += dx; y += dy; |
| 330 | } |
| 331 | foundisland: |
| 332 | ; |
| 333 | } |
| 334 | } |
| 335 | |
| 336 | static int island_hasbridge(struct island *is, int direction) |
| 337 | { |
| 338 | int x = is->adj.points[direction].x; |
| 339 | int y = is->adj.points[direction].y; |
| 340 | grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; |
| 341 | |
| 342 | if (GRID(is->state, x, y) & gline) return 1; |
| 343 | return 0; |
| 344 | } |
| 345 | |
| 346 | static struct island *island_find_connection(struct island *is, int adjpt) |
| 347 | { |
| 348 | struct island *is_r; |
| 349 | |
| 350 | assert(adjpt < is->adj.npoints); |
| 351 | if (!is->adj.points[adjpt].off) return NULL; |
| 352 | if (!island_hasbridge(is, adjpt)) return NULL; |
| 353 | |
| 354 | is_r = INDEX(is->state, gridi, |
| 355 | ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt)); |
| 356 | assert(is_r); |
| 357 | |
| 358 | return is_r; |
| 359 | } |
| 360 | |
| 361 | static struct island *island_add(game_state *state, int x, int y, int count) |
| 362 | { |
| 363 | struct island *is; |
| 364 | int realloced = 0; |
| 365 | |
| 366 | assert(!(GRID(state,x,y) & G_ISLAND)); |
| 367 | GRID(state,x,y) |= G_ISLAND; |
| 368 | |
| 369 | state->n_islands++; |
| 370 | if (state->n_islands > state->n_islands_alloc) { |
| 371 | state->n_islands_alloc = state->n_islands * 2; |
| 372 | state->islands = |
| 373 | sresize(state->islands, state->n_islands_alloc, struct island); |
| 374 | realloced = 1; |
| 375 | } |
| 376 | is = &state->islands[state->n_islands-1]; |
| 377 | |
| 378 | memset(is, 0, sizeof(struct island)); |
| 379 | is->state = state; |
| 380 | is->x = x; |
| 381 | is->y = y; |
| 382 | is->count = count; |
| 383 | island_set_surrounds(is); |
| 384 | |
| 385 | if (realloced) |
| 386 | fixup_islands_for_realloc(state); |
| 387 | else |
| 388 | INDEX(state, gridi, x, y) = is; |
| 389 | |
| 390 | return is; |
| 391 | } |
| 392 | |
| 393 | |
| 394 | /* n = -1 means 'flip NOLINE flags [and set line to 0].' */ |
| 395 | static void island_join(struct island *i1, struct island *i2, int n, int is_max) |
| 396 | { |
| 397 | game_state *state = i1->state; |
| 398 | int s, e, x, y; |
| 399 | |
| 400 | assert(i1->state == i2->state); |
| 401 | assert(n >= -1 && n <= i1->state->maxb); |
| 402 | |
| 403 | if (i1->x == i2->x) { |
| 404 | x = i1->x; |
| 405 | if (i1->y < i2->y) { |
| 406 | s = i1->y+1; e = i2->y-1; |
| 407 | } else { |
| 408 | s = i2->y+1; e = i1->y-1; |
| 409 | } |
| 410 | for (y = s; y <= e; y++) { |
| 411 | if (is_max) { |
| 412 | INDEX(state,maxv,x,y) = n; |
| 413 | } else { |
| 414 | if (n < 0) { |
| 415 | GRID(state,x,y) ^= G_NOLINEV; |
| 416 | } else if (n == 0) { |
| 417 | GRID(state,x,y) &= ~G_LINEV; |
| 418 | } else { |
| 419 | GRID(state,x,y) |= G_LINEV; |
| 420 | INDEX(state,lines,x,y) = n; |
| 421 | } |
| 422 | } |
| 423 | } |
| 424 | } else if (i1->y == i2->y) { |
| 425 | y = i1->y; |
| 426 | if (i1->x < i2->x) { |
| 427 | s = i1->x+1; e = i2->x-1; |
| 428 | } else { |
| 429 | s = i2->x+1; e = i1->x-1; |
| 430 | } |
| 431 | for (x = s; x <= e; x++) { |
| 432 | if (is_max) { |
| 433 | INDEX(state,maxh,x,y) = n; |
| 434 | } else { |
| 435 | if (n < 0) { |
| 436 | GRID(state,x,y) ^= G_NOLINEH; |
| 437 | } else if (n == 0) { |
| 438 | GRID(state,x,y) &= ~G_LINEH; |
| 439 | } else { |
| 440 | GRID(state,x,y) |= G_LINEH; |
| 441 | INDEX(state,lines,x,y) = n; |
| 442 | } |
| 443 | } |
| 444 | } |
| 445 | } else { |
| 446 | assert(!"island_join: islands not orthogonal."); |
| 447 | } |
| 448 | } |
| 449 | |
| 450 | /* Counts the number of bridges currently attached to the island. */ |
| 451 | static int island_countbridges(struct island *is) |
| 452 | { |
| 453 | int i, c = 0; |
| 454 | |
| 455 | for (i = 0; i < is->adj.npoints; i++) { |
| 456 | c += GRIDCOUNT(is->state, |
| 457 | is->adj.points[i].x, is->adj.points[i].y, |
| 458 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
| 459 | } |
| 460 | /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/ |
| 461 | return c; |
| 462 | } |
| 463 | |
| 464 | static int island_adjspace(struct island *is, int marks, int missing, |
| 465 | int direction) |
| 466 | { |
| 467 | int x, y, poss, curr, dx; |
| 468 | grid_type gline, mline; |
| 469 | |
| 470 | x = is->adj.points[direction].x; |
| 471 | y = is->adj.points[direction].y; |
| 472 | dx = is->adj.points[direction].dx; |
| 473 | gline = dx ? G_LINEH : G_LINEV; |
| 474 | |
| 475 | if (marks) { |
| 476 | mline = dx ? G_MARKH : G_MARKV; |
| 477 | if (GRID(is->state,x,y) & mline) return 0; |
| 478 | } |
| 479 | poss = POSSIBLES(is->state, dx, x, y); |
| 480 | poss = min(poss, missing); |
| 481 | |
| 482 | curr = GRIDCOUNT(is->state, x, y, gline); |
| 483 | poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr); |
| 484 | |
| 485 | return poss; |
| 486 | } |
| 487 | |
| 488 | /* Counts the number of bridge spaces left around the island; |
| 489 | * expects the possibles to be up-to-date. */ |
| 490 | static int island_countspaces(struct island *is, int marks) |
| 491 | { |
| 492 | int i, c = 0, missing; |
| 493 | |
| 494 | missing = is->count - island_countbridges(is); |
| 495 | if (missing < 0) return 0; |
| 496 | |
| 497 | for (i = 0; i < is->adj.npoints; i++) { |
| 498 | c += island_adjspace(is, marks, missing, i); |
| 499 | } |
| 500 | return c; |
| 501 | } |
| 502 | |
| 503 | static int island_isadj(struct island *is, int direction) |
| 504 | { |
| 505 | int x, y; |
| 506 | grid_type gline, mline; |
| 507 | |
| 508 | x = is->adj.points[direction].x; |
| 509 | y = is->adj.points[direction].y; |
| 510 | |
| 511 | mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV; |
| 512 | gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; |
| 513 | if (GRID(is->state, x, y) & mline) { |
| 514 | /* If we're marked (i.e. the thing to attach to is complete) |
| 515 | * only count an adjacency if we're already attached. */ |
| 516 | return GRIDCOUNT(is->state, x, y, gline); |
| 517 | } else { |
| 518 | /* If we're unmarked, count possible adjacency iff it's |
| 519 | * flagged as POSSIBLE. */ |
| 520 | return POSSIBLES(is->state, is->adj.points[direction].dx, x, y); |
| 521 | } |
| 522 | return 0; |
| 523 | } |
| 524 | |
| 525 | /* Counts the no. of possible adjacent islands (including islands |
| 526 | * we're already connected to). */ |
| 527 | static int island_countadj(struct island *is) |
| 528 | { |
| 529 | int i, nadj = 0; |
| 530 | |
| 531 | for (i = 0; i < is->adj.npoints; i++) { |
| 532 | if (island_isadj(is, i)) nadj++; |
| 533 | } |
| 534 | return nadj; |
| 535 | } |
| 536 | |
| 537 | static void island_togglemark(struct island *is) |
| 538 | { |
| 539 | int i, j, x, y, o; |
| 540 | struct island *is_loop; |
| 541 | |
| 542 | /* mark the island... */ |
| 543 | GRID(is->state, is->x, is->y) ^= G_MARK; |
| 544 | |
| 545 | /* ...remove all marks on non-island squares... */ |
| 546 | for (x = 0; x < is->state->w; x++) { |
| 547 | for (y = 0; y < is->state->h; y++) { |
| 548 | if (!(GRID(is->state, x, y) & G_ISLAND)) |
| 549 | GRID(is->state, x, y) &= ~G_MARK; |
| 550 | } |
| 551 | } |
| 552 | |
| 553 | /* ...and add marks to squares around marked islands. */ |
| 554 | for (i = 0; i < is->state->n_islands; i++) { |
| 555 | is_loop = &is->state->islands[i]; |
| 556 | if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK)) |
| 557 | continue; |
| 558 | |
| 559 | for (j = 0; j < is_loop->adj.npoints; j++) { |
| 560 | /* if this direction takes us to another island, mark all |
| 561 | * squares between the two islands. */ |
| 562 | if (!is_loop->adj.points[j].off) continue; |
| 563 | assert(is_loop->adj.points[j].off > 1); |
| 564 | for (o = 1; o < is_loop->adj.points[j].off; o++) { |
| 565 | GRID(is_loop->state, |
| 566 | is_loop->x + is_loop->adj.points[j].dx*o, |
| 567 | is_loop->y + is_loop->adj.points[j].dy*o) |= |
| 568 | is_loop->adj.points[j].dy ? G_MARKV : G_MARKH; |
| 569 | } |
| 570 | } |
| 571 | } |
| 572 | } |
| 573 | |
| 574 | static int island_impossible(struct island *is, int strict) |
| 575 | { |
| 576 | int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc; |
| 577 | int i, poss; |
| 578 | struct island *is_orth; |
| 579 | |
| 580 | if (nspc < 0) { |
| 581 | debug(("island at (%d,%d) impossible because full.\n", is->x, is->y)); |
| 582 | return 1; /* too many bridges */ |
| 583 | } else if ((curr + island_countspaces(is, 0)) < is->count) { |
| 584 | debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y)); |
| 585 | return 1; /* impossible to create enough bridges */ |
| 586 | } else if (strict && curr < is->count) { |
| 587 | debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y)); |
| 588 | return 1; /* not enough bridges and island is locked */ |
| 589 | } |
| 590 | |
| 591 | /* Count spaces in surrounding islands. */ |
| 592 | nsurrspc = 0; |
| 593 | for (i = 0; i < is->adj.npoints; i++) { |
| 594 | int ifree, dx = is->adj.points[i].dx; |
| 595 | |
| 596 | if (!is->adj.points[i].off) continue; |
| 597 | poss = POSSIBLES(is->state, dx, |
| 598 | is->adj.points[i].x, is->adj.points[i].y); |
| 599 | if (poss == 0) continue; |
| 600 | is_orth = INDEX(is->state, gridi, |
| 601 | ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)); |
| 602 | assert(is_orth); |
| 603 | |
| 604 | ifree = is_orth->count - island_countbridges(is_orth); |
| 605 | if (ifree > 0) { |
| 606 | /* |
| 607 | * ifree is the number of bridges unfilled in the other |
| 608 | * island, which is clearly an upper bound on the number |
| 609 | * of extra bridges this island may run to it. |
| 610 | * |
| 611 | * Another upper bound is the number of bridges unfilled |
| 612 | * on the specific line between here and there. We must |
| 613 | * take the minimum of both. |
| 614 | */ |
| 615 | int bmax = MAXIMUM(is->state, dx, |
| 616 | is->adj.points[i].x, is->adj.points[i].y); |
| 617 | int bcurr = GRIDCOUNT(is->state, |
| 618 | is->adj.points[i].x, is->adj.points[i].y, |
| 619 | dx ? G_LINEH : G_LINEV); |
| 620 | assert(bcurr <= bmax); |
| 621 | nsurrspc += min(ifree, bmax - bcurr); |
| 622 | } |
| 623 | } |
| 624 | if (nsurrspc < nspc) { |
| 625 | debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", |
| 626 | is->x, is->y, nsurrspc, nspc)); |
| 627 | return 1; /* not enough spaces around surrounding islands to fill this one. */ |
| 628 | } |
| 629 | |
| 630 | return 0; |
| 631 | } |
| 632 | |
| 633 | /* --- Game parameter functions --- */ |
| 634 | |
| 635 | #define DEFAULT_PRESET 0 |
| 636 | |
| 637 | const struct game_params bridges_presets[] = { |
| 638 | { 7, 7, 2, 30, 10, 1, 0 }, |
| 639 | { 7, 7, 2, 30, 10, 1, 1 }, |
| 640 | { 7, 7, 2, 30, 10, 1, 2 }, |
| 641 | { 10, 10, 2, 30, 10, 1, 0 }, |
| 642 | { 10, 10, 2, 30, 10, 1, 1 }, |
| 643 | { 10, 10, 2, 30, 10, 1, 2 }, |
| 644 | { 15, 15, 2, 30, 10, 1, 0 }, |
| 645 | { 15, 15, 2, 30, 10, 1, 1 }, |
| 646 | { 15, 15, 2, 30, 10, 1, 2 }, |
| 647 | }; |
| 648 | |
| 649 | static game_params *default_params(void) |
| 650 | { |
| 651 | game_params *ret = snew(game_params); |
| 652 | *ret = bridges_presets[DEFAULT_PRESET]; |
| 653 | |
| 654 | return ret; |
| 655 | } |
| 656 | |
| 657 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 658 | { |
| 659 | game_params *ret; |
| 660 | char buf[80]; |
| 661 | |
| 662 | if (i < 0 || i >= lenof(bridges_presets)) |
| 663 | return FALSE; |
| 664 | |
| 665 | ret = default_params(); |
| 666 | *ret = bridges_presets[i]; |
| 667 | *params = ret; |
| 668 | |
| 669 | sprintf(buf, "%dx%d %s", ret->w, ret->h, |
| 670 | ret->difficulty == 0 ? "easy" : |
| 671 | ret->difficulty == 1 ? "medium" : "hard"); |
| 672 | *name = dupstr(buf); |
| 673 | |
| 674 | return TRUE; |
| 675 | } |
| 676 | |
| 677 | static void free_params(game_params *params) |
| 678 | { |
| 679 | sfree(params); |
| 680 | } |
| 681 | |
| 682 | static game_params *dup_params(game_params *params) |
| 683 | { |
| 684 | game_params *ret = snew(game_params); |
| 685 | *ret = *params; /* structure copy */ |
| 686 | return ret; |
| 687 | } |
| 688 | |
| 689 | #define EATNUM(x) do { \ |
| 690 | (x) = atoi(string); \ |
| 691 | while (*string && isdigit((unsigned char)*string)) string++; \ |
| 692 | } while(0) |
| 693 | |
| 694 | static void decode_params(game_params *params, char const *string) |
| 695 | { |
| 696 | EATNUM(params->w); |
| 697 | params->h = params->w; |
| 698 | if (*string == 'x') { |
| 699 | string++; |
| 700 | EATNUM(params->h); |
| 701 | } |
| 702 | if (*string == 'i') { |
| 703 | string++; |
| 704 | EATNUM(params->islands); |
| 705 | } |
| 706 | if (*string == 'e') { |
| 707 | string++; |
| 708 | EATNUM(params->expansion); |
| 709 | } |
| 710 | if (*string == 'm') { |
| 711 | string++; |
| 712 | EATNUM(params->maxb); |
| 713 | } |
| 714 | params->allowloops = 1; |
| 715 | if (*string == 'L') { |
| 716 | string++; |
| 717 | params->allowloops = 0; |
| 718 | } |
| 719 | if (*string == 'd') { |
| 720 | string++; |
| 721 | EATNUM(params->difficulty); |
| 722 | } |
| 723 | } |
| 724 | |
| 725 | static char *encode_params(game_params *params, int full) |
| 726 | { |
| 727 | char buf[80]; |
| 728 | |
| 729 | if (full) { |
| 730 | sprintf(buf, "%dx%di%de%dm%d%sd%d", |
| 731 | params->w, params->h, params->islands, params->expansion, |
| 732 | params->maxb, params->allowloops ? "" : "L", |
| 733 | params->difficulty); |
| 734 | } else { |
| 735 | sprintf(buf, "%dx%dm%d%s", params->w, params->h, |
| 736 | params->maxb, params->allowloops ? "" : "L"); |
| 737 | } |
| 738 | return dupstr(buf); |
| 739 | } |
| 740 | |
| 741 | static config_item *game_configure(game_params *params) |
| 742 | { |
| 743 | config_item *ret; |
| 744 | char buf[80]; |
| 745 | |
| 746 | ret = snewn(8, config_item); |
| 747 | |
| 748 | ret[0].name = "Width"; |
| 749 | ret[0].type = C_STRING; |
| 750 | sprintf(buf, "%d", params->w); |
| 751 | ret[0].sval = dupstr(buf); |
| 752 | ret[0].ival = 0; |
| 753 | |
| 754 | ret[1].name = "Height"; |
| 755 | ret[1].type = C_STRING; |
| 756 | sprintf(buf, "%d", params->h); |
| 757 | ret[1].sval = dupstr(buf); |
| 758 | ret[1].ival = 0; |
| 759 | |
| 760 | ret[2].name = "Difficulty"; |
| 761 | ret[2].type = C_CHOICES; |
| 762 | ret[2].sval = ":Easy:Medium:Hard"; |
| 763 | ret[2].ival = params->difficulty; |
| 764 | |
| 765 | ret[3].name = "Allow loops"; |
| 766 | ret[3].type = C_BOOLEAN; |
| 767 | ret[3].sval = NULL; |
| 768 | ret[3].ival = params->allowloops; |
| 769 | |
| 770 | ret[4].name = "Max. bridges per direction"; |
| 771 | ret[4].type = C_CHOICES; |
| 772 | ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */ |
| 773 | ret[4].ival = params->maxb - 1; |
| 774 | |
| 775 | ret[5].name = "%age of island squares"; |
| 776 | ret[5].type = C_CHOICES; |
| 777 | ret[5].sval = ":5%:10%:15%:20%:25%:30%"; |
| 778 | ret[5].ival = (params->islands / 5)-1; |
| 779 | |
| 780 | ret[6].name = "Expansion factor (%age)"; |
| 781 | ret[6].type = C_CHOICES; |
| 782 | ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%"; |
| 783 | ret[6].ival = params->expansion / 10; |
| 784 | |
| 785 | ret[7].name = NULL; |
| 786 | ret[7].type = C_END; |
| 787 | ret[7].sval = NULL; |
| 788 | ret[7].ival = 0; |
| 789 | |
| 790 | return ret; |
| 791 | } |
| 792 | |
| 793 | static game_params *custom_params(config_item *cfg) |
| 794 | { |
| 795 | game_params *ret = snew(game_params); |
| 796 | |
| 797 | ret->w = atoi(cfg[0].sval); |
| 798 | ret->h = atoi(cfg[1].sval); |
| 799 | ret->difficulty = cfg[2].ival; |
| 800 | ret->allowloops = cfg[3].ival; |
| 801 | ret->maxb = cfg[4].ival + 1; |
| 802 | ret->islands = (cfg[5].ival + 1) * 5; |
| 803 | ret->expansion = cfg[6].ival * 10; |
| 804 | |
| 805 | return ret; |
| 806 | } |
| 807 | |
| 808 | static char *validate_params(game_params *params, int full) |
| 809 | { |
| 810 | if (params->w < 3 || params->h < 3) |
| 811 | return "Width and height must be at least 3"; |
| 812 | if (params->maxb < 1 || params->maxb > MAX_BRIDGES) |
| 813 | return "Too many bridges."; |
| 814 | if (full) { |
| 815 | if (params->islands <= 0 || params->islands > 30) |
| 816 | return "%age of island squares must be between 1% and 30%"; |
| 817 | if (params->expansion < 0 || params->expansion > 100) |
| 818 | return "Expansion factor must be between 0 and 100"; |
| 819 | } |
| 820 | return NULL; |
| 821 | } |
| 822 | |
| 823 | /* --- Game encoding and differences --- */ |
| 824 | |
| 825 | static char *encode_game(game_state *state) |
| 826 | { |
| 827 | char *ret, *p; |
| 828 | int wh = state->w*state->h, run, x, y; |
| 829 | struct island *is; |
| 830 | |
| 831 | ret = snewn(wh + 1, char); |
| 832 | p = ret; |
| 833 | run = 0; |
| 834 | for (y = 0; y < state->h; y++) { |
| 835 | for (x = 0; x < state->w; x++) { |
| 836 | is = INDEX(state, gridi, x, y); |
| 837 | if (is) { |
| 838 | if (run) { |
| 839 | *p++ = ('a'-1) + run; |
| 840 | run = 0; |
| 841 | } |
| 842 | if (is->count < 10) |
| 843 | *p++ = '0' + is->count; |
| 844 | else |
| 845 | *p++ = 'A' + (is->count - 10); |
| 846 | } else { |
| 847 | if (run == 26) { |
| 848 | *p++ = ('a'-1) + run; |
| 849 | run = 0; |
| 850 | } |
| 851 | run++; |
| 852 | } |
| 853 | } |
| 854 | } |
| 855 | if (run) { |
| 856 | *p++ = ('a'-1) + run; |
| 857 | run = 0; |
| 858 | } |
| 859 | *p = '\0'; |
| 860 | assert(p - ret <= wh); |
| 861 | |
| 862 | return ret; |
| 863 | } |
| 864 | |
| 865 | static char *game_state_diff(game_state *src, game_state *dest) |
| 866 | { |
| 867 | int movesize = 256, movelen = 0; |
| 868 | char *move = snewn(movesize, char), buf[80]; |
| 869 | int i, d, x, y, len; |
| 870 | grid_type gline, nline; |
| 871 | struct island *is_s, *is_d, *is_orth; |
| 872 | |
| 873 | #define APPEND do { \ |
| 874 | if (movelen + len >= movesize) { \ |
| 875 | movesize = movelen + len + 256; \ |
| 876 | move = sresize(move, movesize, char); \ |
| 877 | } \ |
| 878 | strcpy(move + movelen, buf); \ |
| 879 | movelen += len; \ |
| 880 | } while(0) |
| 881 | |
| 882 | move[movelen++] = 'S'; |
| 883 | move[movelen] = '\0'; |
| 884 | |
| 885 | assert(src->n_islands == dest->n_islands); |
| 886 | |
| 887 | for (i = 0; i < src->n_islands; i++) { |
| 888 | is_s = &src->islands[i]; |
| 889 | is_d = &dest->islands[i]; |
| 890 | assert(is_s->x == is_d->x); |
| 891 | assert(is_s->y == is_d->y); |
| 892 | assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */ |
| 893 | |
| 894 | for (d = 0; d < is_s->adj.npoints; d++) { |
| 895 | if (is_s->adj.points[d].dx == -1 || |
| 896 | is_s->adj.points[d].dy == -1) continue; |
| 897 | |
| 898 | x = is_s->adj.points[d].x; |
| 899 | y = is_s->adj.points[d].y; |
| 900 | gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV; |
| 901 | nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV; |
| 902 | is_orth = INDEX(dest, gridi, |
| 903 | ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d)); |
| 904 | |
| 905 | if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) { |
| 906 | assert(is_orth); |
| 907 | len = sprintf(buf, ";L%d,%d,%d,%d,%d", |
| 908 | is_s->x, is_s->y, is_orth->x, is_orth->y, |
| 909 | GRIDCOUNT(dest, x, y, gline)); |
| 910 | APPEND; |
| 911 | } |
| 912 | if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) { |
| 913 | assert(is_orth); |
| 914 | len = sprintf(buf, ";N%d,%d,%d,%d", |
| 915 | is_s->x, is_s->y, is_orth->x, is_orth->y); |
| 916 | APPEND; |
| 917 | } |
| 918 | } |
| 919 | if ((GRID(src, is_s->x, is_s->y) & G_MARK) != |
| 920 | (GRID(dest, is_d->x, is_d->y) & G_MARK)) { |
| 921 | len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y); |
| 922 | APPEND; |
| 923 | } |
| 924 | } |
| 925 | return move; |
| 926 | } |
| 927 | |
| 928 | /* --- Game setup and solving utilities --- */ |
| 929 | |
| 930 | /* This function is optimised; a Quantify showed that lots of grid-generation time |
| 931 | * (>50%) was spent in here. Hence the IDX() stuff. */ |
| 932 | |
| 933 | static void map_update_possibles(game_state *state) |
| 934 | { |
| 935 | int x, y, s, e, bl, i, np, maxb, w = state->w, idx; |
| 936 | struct island *is_s = NULL, *is_f = NULL; |
| 937 | |
| 938 | /* Run down vertical stripes [un]setting possv... */ |
| 939 | for (x = 0; x < state->w; x++) { |
| 940 | idx = x; |
| 941 | s = e = -1; |
| 942 | bl = 0; |
| 943 | maxb = state->params.maxb; /* placate optimiser */ |
| 944 | /* Unset possible flags until we find an island. */ |
| 945 | for (y = 0; y < state->h; y++) { |
| 946 | is_s = IDX(state, gridi, idx); |
| 947 | if (is_s) { |
| 948 | maxb = is_s->count; |
| 949 | break; |
| 950 | } |
| 951 | |
| 952 | IDX(state, possv, idx) = 0; |
| 953 | idx += w; |
| 954 | } |
| 955 | for (; y < state->h; y++) { |
| 956 | maxb = min(maxb, IDX(state, maxv, idx)); |
| 957 | is_f = IDX(state, gridi, idx); |
| 958 | if (is_f) { |
| 959 | assert(is_s); |
| 960 | np = min(maxb, is_f->count); |
| 961 | |
| 962 | if (s != -1) { |
| 963 | for (i = s; i <= e; i++) { |
| 964 | INDEX(state, possv, x, i) = bl ? 0 : np; |
| 965 | } |
| 966 | } |
| 967 | s = y+1; |
| 968 | bl = 0; |
| 969 | is_s = is_f; |
| 970 | maxb = is_s->count; |
| 971 | } else { |
| 972 | e = y; |
| 973 | if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1; |
| 974 | } |
| 975 | idx += w; |
| 976 | } |
| 977 | if (s != -1) { |
| 978 | for (i = s; i <= e; i++) |
| 979 | INDEX(state, possv, x, i) = 0; |
| 980 | } |
| 981 | } |
| 982 | |
| 983 | /* ...and now do horizontal stripes [un]setting possh. */ |
| 984 | /* can we lose this clone'n'hack? */ |
| 985 | for (y = 0; y < state->h; y++) { |
| 986 | idx = y*w; |
| 987 | s = e = -1; |
| 988 | bl = 0; |
| 989 | maxb = state->params.maxb; /* placate optimiser */ |
| 990 | for (x = 0; x < state->w; x++) { |
| 991 | is_s = IDX(state, gridi, idx); |
| 992 | if (is_s) { |
| 993 | maxb = is_s->count; |
| 994 | break; |
| 995 | } |
| 996 | |
| 997 | IDX(state, possh, idx) = 0; |
| 998 | idx += 1; |
| 999 | } |
| 1000 | for (; x < state->w; x++) { |
| 1001 | maxb = min(maxb, IDX(state, maxh, idx)); |
| 1002 | is_f = IDX(state, gridi, idx); |
| 1003 | if (is_f) { |
| 1004 | assert(is_s); |
| 1005 | np = min(maxb, is_f->count); |
| 1006 | |
| 1007 | if (s != -1) { |
| 1008 | for (i = s; i <= e; i++) { |
| 1009 | INDEX(state, possh, i, y) = bl ? 0 : np; |
| 1010 | } |
| 1011 | } |
| 1012 | s = x+1; |
| 1013 | bl = 0; |
| 1014 | is_s = is_f; |
| 1015 | maxb = is_s->count; |
| 1016 | } else { |
| 1017 | e = x; |
| 1018 | if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1; |
| 1019 | } |
| 1020 | idx += 1; |
| 1021 | } |
| 1022 | if (s != -1) { |
| 1023 | for (i = s; i <= e; i++) |
| 1024 | INDEX(state, possh, i, y) = 0; |
| 1025 | } |
| 1026 | } |
| 1027 | } |
| 1028 | |
| 1029 | static void map_count(game_state *state) |
| 1030 | { |
| 1031 | int i, n, ax, ay; |
| 1032 | grid_type flag, grid; |
| 1033 | struct island *is; |
| 1034 | |
| 1035 | for (i = 0; i < state->n_islands; i++) { |
| 1036 | is = &state->islands[i]; |
| 1037 | is->count = 0; |
| 1038 | for (n = 0; n < is->adj.npoints; n++) { |
| 1039 | ax = is->adj.points[n].x; |
| 1040 | ay = is->adj.points[n].y; |
| 1041 | flag = (ax == is->x) ? G_LINEV : G_LINEH; |
| 1042 | grid = GRID(state,ax,ay); |
| 1043 | if (grid & flag) { |
| 1044 | is->count += INDEX(state,lines,ax,ay); |
| 1045 | } |
| 1046 | } |
| 1047 | } |
| 1048 | } |
| 1049 | |
| 1050 | static void map_find_orthogonal(game_state *state) |
| 1051 | { |
| 1052 | int i; |
| 1053 | |
| 1054 | for (i = 0; i < state->n_islands; i++) { |
| 1055 | island_find_orthogonal(&state->islands[i]); |
| 1056 | } |
| 1057 | } |
| 1058 | |
| 1059 | static int grid_degree(game_state *state, int x, int y, int *nx_r, int *ny_r) |
| 1060 | { |
| 1061 | grid_type grid = SCRATCH(state, x, y), gline = grid & G_LINE; |
| 1062 | struct island *is; |
| 1063 | int x1, y1, x2, y2, c = 0, i, nx, ny; |
| 1064 | |
| 1065 | nx = ny = -1; /* placate optimiser */ |
| 1066 | is = INDEX(state, gridi, x, y); |
| 1067 | if (is) { |
| 1068 | for (i = 0; i < is->adj.npoints; i++) { |
| 1069 | gline = is->adj.points[i].dx ? G_LINEH : G_LINEV; |
| 1070 | if (SCRATCH(state, |
| 1071 | is->adj.points[i].x, |
| 1072 | is->adj.points[i].y) & gline) { |
| 1073 | nx = is->adj.points[i].x; |
| 1074 | ny = is->adj.points[i].y; |
| 1075 | c++; |
| 1076 | } |
| 1077 | } |
| 1078 | } else if (gline) { |
| 1079 | if (gline & G_LINEV) { |
| 1080 | x1 = x2 = x; |
| 1081 | y1 = y-1; y2 = y+1; |
| 1082 | } else { |
| 1083 | x1 = x-1; x2 = x+1; |
| 1084 | y1 = y2 = y; |
| 1085 | } |
| 1086 | /* Non-island squares with edges in should never be pointing off the |
| 1087 | * edge of the grid. */ |
| 1088 | assert(INGRID(state, x1, y1)); |
| 1089 | assert(INGRID(state, x2, y2)); |
| 1090 | if (SCRATCH(state, x1, y1) & (gline | G_ISLAND)) { |
| 1091 | nx = x1; ny = y1; c++; |
| 1092 | } |
| 1093 | if (SCRATCH(state, x2, y2) & (gline | G_ISLAND)) { |
| 1094 | nx = x2; ny = y2; c++; |
| 1095 | } |
| 1096 | } |
| 1097 | if (c == 1) { |
| 1098 | assert(nx != -1 && ny != -1); /* paranoia */ |
| 1099 | *nx_r = nx; *ny_r = ny; |
| 1100 | } |
| 1101 | return c; |
| 1102 | } |
| 1103 | |
| 1104 | static int map_hasloops(game_state *state, int mark) |
| 1105 | { |
| 1106 | int x, y, ox, oy, nx = 0, ny = 0, loop = 0; |
| 1107 | |
| 1108 | memcpy(state->scratch, state->grid, GRIDSZ(state)); |
| 1109 | |
| 1110 | /* This algorithm is actually broken; if there are two loops connected |
| 1111 | * by bridges this will also highlight bridges. The correct algorithm |
| 1112 | * uses a dsf and a two-pass edge-detection algorithm (see check_correct |
| 1113 | * in slant.c); this is BALGE for now, especially since disallow-loops |
| 1114 | * is not the default for this puzzle. If we want to fix this later then |
| 1115 | * copy the alg in slant.c to the empty statement in map_group. */ |
| 1116 | |
| 1117 | /* Remove all 1-degree edges. */ |
| 1118 | for (y = 0; y < state->h; y++) { |
| 1119 | for (x = 0; x < state->w; x++) { |
| 1120 | ox = x; oy = y; |
| 1121 | while (grid_degree(state, ox, oy, &nx, &ny) == 1) { |
| 1122 | /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/ |
| 1123 | SCRATCH(state, ox, oy) &= ~(G_LINE|G_ISLAND); |
| 1124 | ox = nx; oy = ny; |
| 1125 | } |
| 1126 | } |
| 1127 | } |
| 1128 | /* Mark any remaining edges as G_WARN, if required. */ |
| 1129 | for (x = 0; x < state->w; x++) { |
| 1130 | for (y = 0; y < state->h; y++) { |
| 1131 | if (GRID(state,x,y) & G_ISLAND) continue; |
| 1132 | |
| 1133 | if (SCRATCH(state, x, y) & G_LINE) { |
| 1134 | if (mark) { |
| 1135 | /*debug(("hasloops: marking loop square at (%d,%d).\n", |
| 1136 | x, y));*/ |
| 1137 | GRID(state,x,y) |= G_WARN; |
| 1138 | loop = 1; |
| 1139 | } else |
| 1140 | return 1; /* short-cut as soon as we find one */ |
| 1141 | } else { |
| 1142 | if (mark) |
| 1143 | GRID(state,x,y) &= ~G_WARN; |
| 1144 | } |
| 1145 | } |
| 1146 | } |
| 1147 | return loop; |
| 1148 | } |
| 1149 | |
| 1150 | static void map_group(game_state *state) |
| 1151 | { |
| 1152 | int i, wh = state->w*state->h, d1, d2; |
| 1153 | int x, y, x2, y2; |
| 1154 | int *dsf = state->solver->dsf; |
| 1155 | struct island *is, *is_join; |
| 1156 | |
| 1157 | /* Initialise dsf. */ |
| 1158 | dsf_init(dsf, wh); |
| 1159 | |
| 1160 | /* For each island, find connected islands right or down |
| 1161 | * and merge the dsf for the island squares as well as the |
| 1162 | * bridge squares. */ |
| 1163 | for (x = 0; x < state->w; x++) { |
| 1164 | for (y = 0; y < state->h; y++) { |
| 1165 | GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */ |
| 1166 | |
| 1167 | is = INDEX(state, gridi, x, y); |
| 1168 | if (!is) continue; |
| 1169 | d1 = DINDEX(x,y); |
| 1170 | for (i = 0; i < is->adj.npoints; i++) { |
| 1171 | /* only want right/down */ |
| 1172 | if (is->adj.points[i].dx == -1 || |
| 1173 | is->adj.points[i].dy == -1) continue; |
| 1174 | |
| 1175 | is_join = island_find_connection(is, i); |
| 1176 | if (!is_join) continue; |
| 1177 | |
| 1178 | d2 = DINDEX(is_join->x, is_join->y); |
| 1179 | if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) { |
| 1180 | ; /* we have a loop. See comment in map_hasloops. */ |
| 1181 | /* However, we still want to merge all squares joining |
| 1182 | * this side-that-makes-a-loop. */ |
| 1183 | } |
| 1184 | /* merge all squares between island 1 and island 2. */ |
| 1185 | for (x2 = x; x2 <= is_join->x; x2++) { |
| 1186 | for (y2 = y; y2 <= is_join->y; y2++) { |
| 1187 | d2 = DINDEX(x2,y2); |
| 1188 | if (d1 != d2) dsf_merge(dsf,d1,d2); |
| 1189 | } |
| 1190 | } |
| 1191 | } |
| 1192 | } |
| 1193 | } |
| 1194 | } |
| 1195 | |
| 1196 | static int map_group_check(game_state *state, int canon, int warn, |
| 1197 | int *nislands_r) |
| 1198 | { |
| 1199 | int *dsf = state->solver->dsf, nislands = 0; |
| 1200 | int x, y, i, allfull = 1; |
| 1201 | struct island *is; |
| 1202 | |
| 1203 | for (i = 0; i < state->n_islands; i++) { |
| 1204 | is = &state->islands[i]; |
| 1205 | if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue; |
| 1206 | |
| 1207 | GRID(state, is->x, is->y) |= G_SWEEP; |
| 1208 | nislands++; |
| 1209 | if (island_countbridges(is) != is->count) |
| 1210 | allfull = 0; |
| 1211 | } |
| 1212 | if (warn && allfull && nislands != state->n_islands) { |
| 1213 | /* we're full and this island group isn't the whole set. |
| 1214 | * Mark all squares with this dsf canon as ERR. */ |
| 1215 | for (x = 0; x < state->w; x++) { |
| 1216 | for (y = 0; y < state->h; y++) { |
| 1217 | if (dsf_canonify(dsf, DINDEX(x,y)) == canon) { |
| 1218 | GRID(state,x,y) |= G_WARN; |
| 1219 | } |
| 1220 | } |
| 1221 | } |
| 1222 | |
| 1223 | } |
| 1224 | if (nislands_r) *nislands_r = nislands; |
| 1225 | return allfull; |
| 1226 | } |
| 1227 | |
| 1228 | static int map_group_full(game_state *state, int *ngroups_r) |
| 1229 | { |
| 1230 | int *dsf = state->solver->dsf, ngroups = 0; |
| 1231 | int i, anyfull = 0; |
| 1232 | struct island *is; |
| 1233 | |
| 1234 | /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */ |
| 1235 | |
| 1236 | for (i = 0; i < state->n_islands; i++) { |
| 1237 | is = &state->islands[i]; |
| 1238 | if (GRID(state,is->x,is->y) & G_SWEEP) continue; |
| 1239 | |
| 1240 | ngroups++; |
| 1241 | if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), |
| 1242 | 1, NULL)) |
| 1243 | anyfull = 1; |
| 1244 | } |
| 1245 | |
| 1246 | *ngroups_r = ngroups; |
| 1247 | return anyfull; |
| 1248 | } |
| 1249 | |
| 1250 | static int map_check(game_state *state) |
| 1251 | { |
| 1252 | int ngroups; |
| 1253 | |
| 1254 | /* Check for loops, if necessary. */ |
| 1255 | if (!state->allowloops) { |
| 1256 | if (map_hasloops(state, 1)) |
| 1257 | return 0; |
| 1258 | } |
| 1259 | |
| 1260 | /* Place islands into island groups and check for early |
| 1261 | * satisfied-groups. */ |
| 1262 | map_group(state); /* clears WARN and SWEEP */ |
| 1263 | if (map_group_full(state, &ngroups)) { |
| 1264 | if (ngroups == 1) return 1; |
| 1265 | } |
| 1266 | return 0; |
| 1267 | } |
| 1268 | |
| 1269 | static void map_clear(game_state *state) |
| 1270 | { |
| 1271 | int x, y; |
| 1272 | |
| 1273 | for (x = 0; x < state->w; x++) { |
| 1274 | for (y = 0; y < state->h; y++) { |
| 1275 | /* clear most flags; might want to be slightly more careful here. */ |
| 1276 | GRID(state,x,y) &= G_ISLAND; |
| 1277 | } |
| 1278 | } |
| 1279 | } |
| 1280 | |
| 1281 | static void solve_join(struct island *is, int direction, int n, int is_max) |
| 1282 | { |
| 1283 | struct island *is_orth; |
| 1284 | int d1, d2, *dsf = is->state->solver->dsf; |
| 1285 | game_state *state = is->state; /* for DINDEX */ |
| 1286 | |
| 1287 | is_orth = INDEX(is->state, gridi, |
| 1288 | ISLAND_ORTHX(is, direction), |
| 1289 | ISLAND_ORTHY(is, direction)); |
| 1290 | assert(is_orth); |
| 1291 | /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n", |
| 1292 | is->x, is->y, is_orth->x, is_orth->y, n));*/ |
| 1293 | island_join(is, is_orth, n, is_max); |
| 1294 | |
| 1295 | if (n > 0 && !is_max) { |
| 1296 | d1 = DINDEX(is->x, is->y); |
| 1297 | d2 = DINDEX(is_orth->x, is_orth->y); |
| 1298 | if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2)) |
| 1299 | dsf_merge(dsf, d1, d2); |
| 1300 | } |
| 1301 | } |
| 1302 | |
| 1303 | static int solve_fillone(struct island *is) |
| 1304 | { |
| 1305 | int i, nadded = 0; |
| 1306 | |
| 1307 | debug(("solve_fillone for island (%d,%d).\n", is->x, is->y)); |
| 1308 | |
| 1309 | for (i = 0; i < is->adj.npoints; i++) { |
| 1310 | if (island_isadj(is, i)) { |
| 1311 | if (island_hasbridge(is, i)) { |
| 1312 | /* already attached; do nothing. */; |
| 1313 | } else { |
| 1314 | solve_join(is, i, 1, 0); |
| 1315 | nadded++; |
| 1316 | } |
| 1317 | } |
| 1318 | } |
| 1319 | return nadded; |
| 1320 | } |
| 1321 | |
| 1322 | static int solve_fill(struct island *is) |
| 1323 | { |
| 1324 | /* for each unmarked adjacent, make sure we convert every possible bridge |
| 1325 | * to a real one, and then work out the possibles afresh. */ |
| 1326 | int i, nnew, ncurr, nadded = 0, missing; |
| 1327 | |
| 1328 | debug(("solve_fill for island (%d,%d).\n", is->x, is->y)); |
| 1329 | |
| 1330 | missing = is->count - island_countbridges(is); |
| 1331 | if (missing < 0) return 0; |
| 1332 | |
| 1333 | /* very like island_countspaces. */ |
| 1334 | for (i = 0; i < is->adj.npoints; i++) { |
| 1335 | nnew = island_adjspace(is, 1, missing, i); |
| 1336 | if (nnew) { |
| 1337 | ncurr = GRIDCOUNT(is->state, |
| 1338 | is->adj.points[i].x, is->adj.points[i].y, |
| 1339 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
| 1340 | |
| 1341 | solve_join(is, i, nnew + ncurr, 0); |
| 1342 | nadded += nnew; |
| 1343 | } |
| 1344 | } |
| 1345 | return nadded; |
| 1346 | } |
| 1347 | |
| 1348 | static int solve_island_stage1(struct island *is, int *didsth_r) |
| 1349 | { |
| 1350 | int bridges = island_countbridges(is); |
| 1351 | int nspaces = island_countspaces(is, 1); |
| 1352 | int nadj = island_countadj(is); |
| 1353 | int didsth = 0; |
| 1354 | |
| 1355 | assert(didsth_r); |
| 1356 | |
| 1357 | /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n", |
| 1358 | is->x, is->y, bridges, is->count, nspaces, nadj));*/ |
| 1359 | if (bridges > is->count) { |
| 1360 | /* We only ever add bridges when we're sure they fit, or that's |
| 1361 | * the only place they can go. If we've added bridges such that |
| 1362 | * another island has become wrong, the puzzle must not have had |
| 1363 | * a solution. */ |
| 1364 | debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y)); |
| 1365 | return 0; |
| 1366 | } else if (bridges == is->count) { |
| 1367 | /* This island is full. Make sure it's marked (and update |
| 1368 | * possibles if we did). */ |
| 1369 | if (!(GRID(is->state, is->x, is->y) & G_MARK)) { |
| 1370 | debug(("...marking island (%d,%d) as full.\n", is->x, is->y)); |
| 1371 | island_togglemark(is); |
| 1372 | didsth = 1; |
| 1373 | } |
| 1374 | } else if (GRID(is->state, is->x, is->y) & G_MARK) { |
| 1375 | debug(("...island (%d,%d) is marked but unfinished!\n", |
| 1376 | is->x, is->y)); |
| 1377 | return 0; /* island has been marked unfinished; no solution from here. */ |
| 1378 | } else { |
| 1379 | /* This is the interesting bit; we try and fill in more information |
| 1380 | * about this island. */ |
| 1381 | if (is->count == bridges + nspaces) { |
| 1382 | if (solve_fill(is) > 0) didsth = 1; |
| 1383 | } else if (is->count > ((nadj-1) * is->state->maxb)) { |
| 1384 | /* must have at least one bridge in each possible direction. */ |
| 1385 | if (solve_fillone(is) > 0) didsth = 1; |
| 1386 | } |
| 1387 | } |
| 1388 | if (didsth) { |
| 1389 | map_update_possibles(is->state); |
| 1390 | *didsth_r = 1; |
| 1391 | } |
| 1392 | return 1; |
| 1393 | } |
| 1394 | |
| 1395 | /* returns non-zero if a new line here would cause a loop. */ |
| 1396 | static int solve_island_checkloop(struct island *is, int direction) |
| 1397 | { |
| 1398 | struct island *is_orth; |
| 1399 | int *dsf = is->state->solver->dsf, d1, d2; |
| 1400 | game_state *state = is->state; |
| 1401 | |
| 1402 | if (is->state->allowloops) return 0; /* don't care anyway */ |
| 1403 | if (island_hasbridge(is, direction)) return 0; /* already has a bridge */ |
| 1404 | if (island_isadj(is, direction) == 0) return 0; /* no adj island */ |
| 1405 | |
| 1406 | is_orth = INDEX(is->state, gridi, |
| 1407 | ISLAND_ORTHX(is,direction), |
| 1408 | ISLAND_ORTHY(is,direction)); |
| 1409 | if (!is_orth) return 0; |
| 1410 | |
| 1411 | d1 = DINDEX(is->x, is->y); |
| 1412 | d2 = DINDEX(is_orth->x, is_orth->y); |
| 1413 | if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) { |
| 1414 | /* two islands are connected already; don't join them. */ |
| 1415 | return 1; |
| 1416 | } |
| 1417 | return 0; |
| 1418 | } |
| 1419 | |
| 1420 | static int solve_island_stage2(struct island *is, int *didsth_r) |
| 1421 | { |
| 1422 | int added = 0, removed = 0, navail = 0, nadj, i; |
| 1423 | |
| 1424 | assert(didsth_r); |
| 1425 | |
| 1426 | for (i = 0; i < is->adj.npoints; i++) { |
| 1427 | if (solve_island_checkloop(is, i)) { |
| 1428 | debug(("removing possible loop at (%d,%d) direction %d.\n", |
| 1429 | is->x, is->y, i)); |
| 1430 | solve_join(is, i, -1, 0); |
| 1431 | map_update_possibles(is->state); |
| 1432 | removed = 1; |
| 1433 | } else { |
| 1434 | navail += island_isadj(is, i); |
| 1435 | /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n", |
| 1436 | is->x, is->y, |
| 1437 | is->adj.points[i].dx, is->adj.points[i].dy, |
| 1438 | island_isadj(is, i)));*/ |
| 1439 | } |
| 1440 | } |
| 1441 | |
| 1442 | /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/ |
| 1443 | |
| 1444 | for (i = 0; i < is->adj.npoints; i++) { |
| 1445 | if (!island_hasbridge(is, i)) { |
| 1446 | nadj = island_isadj(is, i); |
| 1447 | if (nadj > 0 && (navail - nadj) < is->count) { |
| 1448 | /* we couldn't now complete the island without at |
| 1449 | * least one bridge here; put it in. */ |
| 1450 | /*debug(("nadj %d, navail %d, is->count %d.\n", |
| 1451 | nadj, navail, is->count));*/ |
| 1452 | debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n", |
| 1453 | is->x, is->y, |
| 1454 | is->adj.points[i].dx, is->adj.points[i].dy)); |
| 1455 | solve_join(is, i, 1, 0); |
| 1456 | added = 1; |
| 1457 | /*debug_state(is->state); |
| 1458 | debug_possibles(is->state);*/ |
| 1459 | } |
| 1460 | } |
| 1461 | } |
| 1462 | if (added) map_update_possibles(is->state); |
| 1463 | if (added || removed) *didsth_r = 1; |
| 1464 | return 1; |
| 1465 | } |
| 1466 | |
| 1467 | static int solve_island_subgroup(struct island *is, int direction) |
| 1468 | { |
| 1469 | struct island *is_join; |
| 1470 | int nislands, *dsf = is->state->solver->dsf; |
| 1471 | game_state *state = is->state; |
| 1472 | |
| 1473 | debug(("..checking subgroups.\n")); |
| 1474 | |
| 1475 | /* if is isn't full, return 0. */ |
| 1476 | if (island_countbridges(is) < is->count) { |
| 1477 | debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); |
| 1478 | return 0; |
| 1479 | } |
| 1480 | |
| 1481 | if (direction >= 0) { |
| 1482 | is_join = INDEX(state, gridi, |
| 1483 | ISLAND_ORTHX(is, direction), |
| 1484 | ISLAND_ORTHY(is, direction)); |
| 1485 | assert(is_join); |
| 1486 | |
| 1487 | /* if is_join isn't full, return 0. */ |
| 1488 | if (island_countbridges(is_join) < is_join->count) { |
| 1489 | debug(("...dest island (%d,%d) not full.\n", |
| 1490 | is_join->x, is_join->y)); |
| 1491 | return 0; |
| 1492 | } |
| 1493 | } |
| 1494 | |
| 1495 | /* Check group membership for is->dsf; if it's full return 1. */ |
| 1496 | if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), |
| 1497 | 0, &nislands)) { |
| 1498 | if (nislands < state->n_islands) { |
| 1499 | /* we have a full subgroup that isn't the whole set. |
| 1500 | * This isn't allowed. */ |
| 1501 | debug(("island at (%d,%d) makes full subgroup, disallowing.\n", |
| 1502 | is->x, is->y)); |
| 1503 | return 1; |
| 1504 | } else { |
| 1505 | debug(("...has finished puzzle.\n")); |
| 1506 | } |
| 1507 | } |
| 1508 | return 0; |
| 1509 | } |
| 1510 | |
| 1511 | static int solve_island_impossible(game_state *state) |
| 1512 | { |
| 1513 | struct island *is; |
| 1514 | int i; |
| 1515 | |
| 1516 | /* If any islands are impossible, return 1. */ |
| 1517 | for (i = 0; i < state->n_islands; i++) { |
| 1518 | is = &state->islands[i]; |
| 1519 | if (island_impossible(is, 0)) { |
| 1520 | debug(("island at (%d,%d) has become impossible, disallowing.\n", |
| 1521 | is->x, is->y)); |
| 1522 | return 1; |
| 1523 | } |
| 1524 | } |
| 1525 | return 0; |
| 1526 | } |
| 1527 | |
| 1528 | /* Bear in mind that this function is really rather inefficient. */ |
| 1529 | static int solve_island_stage3(struct island *is, int *didsth_r) |
| 1530 | { |
| 1531 | int i, n, x, y, missing, spc, curr, maxb, didsth = 0; |
| 1532 | int wh = is->state->w * is->state->h; |
| 1533 | struct solver_state *ss = is->state->solver; |
| 1534 | |
| 1535 | assert(didsth_r); |
| 1536 | |
| 1537 | missing = is->count - island_countbridges(is); |
| 1538 | if (missing <= 0) return 1; |
| 1539 | |
| 1540 | for (i = 0; i < is->adj.npoints; i++) { |
| 1541 | x = is->adj.points[i].x; |
| 1542 | y = is->adj.points[i].y; |
| 1543 | spc = island_adjspace(is, 1, missing, i); |
| 1544 | if (spc == 0) continue; |
| 1545 | |
| 1546 | curr = GRIDCOUNT(is->state, x, y, |
| 1547 | is->adj.points[i].dx ? G_LINEH : G_LINEV); |
| 1548 | debug(("island at (%d,%d) s3, trying %d - %d bridges.\n", |
| 1549 | is->x, is->y, curr+1, curr+spc)); |
| 1550 | |
| 1551 | /* Now we know that this island could have more bridges, |
| 1552 | * to bring the total from curr+1 to curr+spc. */ |
| 1553 | maxb = -1; |
| 1554 | /* We have to squirrel the dsf away and restore it afterwards; |
| 1555 | * it is additive only, and can't be removed from. */ |
| 1556 | memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int)); |
| 1557 | for (n = curr+1; n <= curr+spc; n++) { |
| 1558 | solve_join(is, i, n, 0); |
| 1559 | map_update_possibles(is->state); |
| 1560 | |
| 1561 | if (solve_island_subgroup(is, i) || |
| 1562 | solve_island_impossible(is->state)) { |
| 1563 | maxb = n-1; |
| 1564 | debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", |
| 1565 | is->x, is->y, |
| 1566 | is->adj.points[i].dx, is->adj.points[i].dy, |
| 1567 | maxb)); |
| 1568 | break; |
| 1569 | } |
| 1570 | } |
| 1571 | solve_join(is, i, curr, 0); /* put back to before. */ |
| 1572 | memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int)); |
| 1573 | |
| 1574 | if (maxb != -1) { |
| 1575 | /*debug_state(is->state);*/ |
| 1576 | if (maxb == 0) { |
| 1577 | debug(("...adding NOLINE.\n")); |
| 1578 | solve_join(is, i, -1, 0); /* we can't have any bridges here. */ |
| 1579 | } else { |
| 1580 | debug(("...setting maximum\n")); |
| 1581 | solve_join(is, i, maxb, 1); |
| 1582 | } |
| 1583 | didsth = 1; |
| 1584 | } |
| 1585 | map_update_possibles(is->state); |
| 1586 | } |
| 1587 | |
| 1588 | for (i = 0; i < is->adj.npoints; i++) { |
| 1589 | /* |
| 1590 | * Now check to see if any currently empty direction must have |
| 1591 | * at least one bridge in order to avoid forming an isolated |
| 1592 | * subgraph. This differs from the check above in that it |
| 1593 | * considers multiple target islands. For example: |
| 1594 | * |
| 1595 | * 2 2 4 |
| 1596 | * 1 3 2 |
| 1597 | * 3 |
| 1598 | * 4 |
| 1599 | * |
| 1600 | * The example on the left can be handled by the above loop: |
| 1601 | * it will observe that connecting the central 2 twice to the |
| 1602 | * left would form an isolated subgraph, and hence it will |
| 1603 | * restrict that 2 to at most one bridge in that direction. |
| 1604 | * But the example on the right won't be handled by that loop, |
| 1605 | * because the deduction requires us to imagine connecting the |
| 1606 | * 3 to _both_ the 1 and 2 at once to form an isolated |
| 1607 | * subgraph. |
| 1608 | * |
| 1609 | * This pass is necessary _as well_ as the above one, because |
| 1610 | * neither can do the other's job. In the left one, |
| 1611 | * restricting the direction which _would_ cause trouble can |
| 1612 | * be done even if it's not yet clear which of the remaining |
| 1613 | * directions has to have a compensatory bridge; whereas the |
| 1614 | * pass below that can handle the right-hand example does need |
| 1615 | * to know what direction to point the necessary bridge in. |
| 1616 | * |
| 1617 | * Neither pass can handle the most general case, in which we |
| 1618 | * observe that an arbitrary subset of an island's neighbours |
| 1619 | * would form an isolated subgraph with it if it connected |
| 1620 | * maximally to them, and hence that at least one bridge must |
| 1621 | * point to some neighbour outside that subset but we don't |
| 1622 | * know which neighbour. To handle that, we'd have to have a |
| 1623 | * richer data format for the solver, which could cope with |
| 1624 | * recording the idea that at least one of two edges must have |
| 1625 | * a bridge. |
| 1626 | */ |
| 1627 | int got = 0; |
| 1628 | int before[4]; |
| 1629 | int j; |
| 1630 | |
| 1631 | spc = island_adjspace(is, 1, missing, i); |
| 1632 | if (spc == 0) continue; |
| 1633 | |
| 1634 | for (j = 0; j < is->adj.npoints; j++) |
| 1635 | before[j] = GRIDCOUNT(is->state, |
| 1636 | is->adj.points[j].x, |
| 1637 | is->adj.points[j].y, |
| 1638 | is->adj.points[j].dx ? G_LINEH : G_LINEV); |
| 1639 | if (before[i] != 0) continue; /* this idea is pointless otherwise */ |
| 1640 | |
| 1641 | memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int)); |
| 1642 | |
| 1643 | for (j = 0; j < is->adj.npoints; j++) { |
| 1644 | spc = island_adjspace(is, 1, missing, j); |
| 1645 | if (spc == 0) continue; |
| 1646 | if (j == i) continue; |
| 1647 | solve_join(is, j, before[j] + spc, 0); |
| 1648 | } |
| 1649 | map_update_possibles(is->state); |
| 1650 | |
| 1651 | if (solve_island_subgroup(is, -1)) |
| 1652 | got = 1; |
| 1653 | |
| 1654 | for (j = 0; j < is->adj.npoints; j++) |
| 1655 | solve_join(is, j, before[j], 0); |
| 1656 | memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int)); |
| 1657 | |
| 1658 | if (got) { |
| 1659 | debug(("island at (%d,%d) must connect in direction (%d,%d) to" |
| 1660 | " avoid full subgroup.\n", |
| 1661 | is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy)); |
| 1662 | solve_join(is, i, 1, 0); |
| 1663 | didsth = 1; |
| 1664 | } |
| 1665 | |
| 1666 | map_update_possibles(is->state); |
| 1667 | } |
| 1668 | |
| 1669 | if (didsth) *didsth_r = didsth; |
| 1670 | return 1; |
| 1671 | } |
| 1672 | |
| 1673 | #define CONTINUE_IF_FULL do { \ |
| 1674 | if (GRID(state, is->x, is->y) & G_MARK) { \ |
| 1675 | /* island full, don't try fixing it */ \ |
| 1676 | continue; \ |
| 1677 | } } while(0) |
| 1678 | |
| 1679 | static int solve_sub(game_state *state, int difficulty, int depth) |
| 1680 | { |
| 1681 | struct island *is; |
| 1682 | int i, didsth; |
| 1683 | |
| 1684 | while (1) { |
| 1685 | didsth = 0; |
| 1686 | |
| 1687 | /* First island iteration: things we can work out by looking at |
| 1688 | * properties of the island as a whole. */ |
| 1689 | for (i = 0; i < state->n_islands; i++) { |
| 1690 | is = &state->islands[i]; |
| 1691 | if (!solve_island_stage1(is, &didsth)) return 0; |
| 1692 | } |
| 1693 | if (didsth) continue; |
| 1694 | else if (difficulty < 1) break; |
| 1695 | |
| 1696 | /* Second island iteration: thing we can work out by looking at |
| 1697 | * properties of individual island connections. */ |
| 1698 | for (i = 0; i < state->n_islands; i++) { |
| 1699 | is = &state->islands[i]; |
| 1700 | CONTINUE_IF_FULL; |
| 1701 | if (!solve_island_stage2(is, &didsth)) return 0; |
| 1702 | } |
| 1703 | if (didsth) continue; |
| 1704 | else if (difficulty < 2) break; |
| 1705 | |
| 1706 | /* Third island iteration: things we can only work out by looking |
| 1707 | * at groups of islands. */ |
| 1708 | for (i = 0; i < state->n_islands; i++) { |
| 1709 | is = &state->islands[i]; |
| 1710 | if (!solve_island_stage3(is, &didsth)) return 0; |
| 1711 | } |
| 1712 | if (didsth) continue; |
| 1713 | else if (difficulty < 3) break; |
| 1714 | |
| 1715 | /* If we can be bothered, write a recursive solver to finish here. */ |
| 1716 | break; |
| 1717 | } |
| 1718 | if (map_check(state)) return 1; /* solved it */ |
| 1719 | return 0; |
| 1720 | } |
| 1721 | |
| 1722 | static void solve_for_hint(game_state *state) |
| 1723 | { |
| 1724 | map_group(state); |
| 1725 | solve_sub(state, 10, 0); |
| 1726 | } |
| 1727 | |
| 1728 | static int solve_from_scratch(game_state *state, int difficulty) |
| 1729 | { |
| 1730 | map_clear(state); |
| 1731 | map_group(state); |
| 1732 | map_update_possibles(state); |
| 1733 | return solve_sub(state, difficulty, 0); |
| 1734 | } |
| 1735 | |
| 1736 | /* --- New game functions --- */ |
| 1737 | |
| 1738 | static game_state *new_state(game_params *params) |
| 1739 | { |
| 1740 | game_state *ret = snew(game_state); |
| 1741 | int wh = params->w * params->h, i; |
| 1742 | |
| 1743 | ret->w = params->w; |
| 1744 | ret->h = params->h; |
| 1745 | ret->allowloops = params->allowloops; |
| 1746 | ret->maxb = params->maxb; |
| 1747 | ret->params = *params; |
| 1748 | |
| 1749 | ret->grid = snewn(wh, grid_type); |
| 1750 | memset(ret->grid, 0, GRIDSZ(ret)); |
| 1751 | ret->scratch = snewn(wh, grid_type); |
| 1752 | memset(ret->scratch, 0, GRIDSZ(ret)); |
| 1753 | |
| 1754 | ret->wha = snewn(wh*N_WH_ARRAYS, char); |
| 1755 | memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char)); |
| 1756 | |
| 1757 | ret->possv = ret->wha; |
| 1758 | ret->possh = ret->wha + wh; |
| 1759 | ret->lines = ret->wha + wh*2; |
| 1760 | ret->maxv = ret->wha + wh*3; |
| 1761 | ret->maxh = ret->wha + wh*4; |
| 1762 | |
| 1763 | memset(ret->maxv, ret->maxb, wh*sizeof(char)); |
| 1764 | memset(ret->maxh, ret->maxb, wh*sizeof(char)); |
| 1765 | |
| 1766 | ret->islands = NULL; |
| 1767 | ret->n_islands = 0; |
| 1768 | ret->n_islands_alloc = 0; |
| 1769 | |
| 1770 | ret->gridi = snewn(wh, struct island *); |
| 1771 | for (i = 0; i < wh; i++) ret->gridi[i] = NULL; |
| 1772 | |
| 1773 | ret->solved = ret->completed = 0; |
| 1774 | |
| 1775 | ret->solver = snew(struct solver_state); |
| 1776 | ret->solver->dsf = snew_dsf(wh); |
| 1777 | ret->solver->tmpdsf = snewn(wh, int); |
| 1778 | |
| 1779 | ret->solver->refcount = 1; |
| 1780 | |
| 1781 | return ret; |
| 1782 | } |
| 1783 | |
| 1784 | static game_state *dup_game(game_state *state) |
| 1785 | { |
| 1786 | game_state *ret = snew(game_state); |
| 1787 | int wh = state->w*state->h; |
| 1788 | |
| 1789 | ret->w = state->w; |
| 1790 | ret->h = state->h; |
| 1791 | ret->allowloops = state->allowloops; |
| 1792 | ret->maxb = state->maxb; |
| 1793 | ret->params = state->params; |
| 1794 | |
| 1795 | ret->grid = snewn(wh, grid_type); |
| 1796 | memcpy(ret->grid, state->grid, GRIDSZ(ret)); |
| 1797 | ret->scratch = snewn(wh, grid_type); |
| 1798 | memcpy(ret->scratch, state->scratch, GRIDSZ(ret)); |
| 1799 | |
| 1800 | ret->wha = snewn(wh*N_WH_ARRAYS, char); |
| 1801 | memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char)); |
| 1802 | |
| 1803 | ret->possv = ret->wha; |
| 1804 | ret->possh = ret->wha + wh; |
| 1805 | ret->lines = ret->wha + wh*2; |
| 1806 | ret->maxv = ret->wha + wh*3; |
| 1807 | ret->maxh = ret->wha + wh*4; |
| 1808 | |
| 1809 | ret->islands = snewn(state->n_islands, struct island); |
| 1810 | memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island)); |
| 1811 | ret->n_islands = ret->n_islands_alloc = state->n_islands; |
| 1812 | |
| 1813 | ret->gridi = snewn(wh, struct island *); |
| 1814 | fixup_islands_for_realloc(ret); |
| 1815 | |
| 1816 | ret->solved = state->solved; |
| 1817 | ret->completed = state->completed; |
| 1818 | |
| 1819 | ret->solver = state->solver; |
| 1820 | ret->solver->refcount++; |
| 1821 | |
| 1822 | return ret; |
| 1823 | } |
| 1824 | |
| 1825 | static void free_game(game_state *state) |
| 1826 | { |
| 1827 | if (--state->solver->refcount <= 0) { |
| 1828 | sfree(state->solver->dsf); |
| 1829 | sfree(state->solver->tmpdsf); |
| 1830 | sfree(state->solver); |
| 1831 | } |
| 1832 | |
| 1833 | sfree(state->islands); |
| 1834 | sfree(state->gridi); |
| 1835 | |
| 1836 | sfree(state->wha); |
| 1837 | |
| 1838 | sfree(state->scratch); |
| 1839 | sfree(state->grid); |
| 1840 | sfree(state); |
| 1841 | } |
| 1842 | |
| 1843 | #define MAX_NEWISLAND_TRIES 50 |
| 1844 | #define MIN_SENSIBLE_ISLANDS 3 |
| 1845 | |
| 1846 | #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) |
| 1847 | |
| 1848 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1849 | char **aux, int interactive) |
| 1850 | { |
| 1851 | game_state *tobuild = NULL; |
| 1852 | int i, j, wh = params->w * params->h, x, y, dx, dy; |
| 1853 | int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy; |
| 1854 | int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad; |
| 1855 | struct island *is, *is2; |
| 1856 | char *ret; |
| 1857 | unsigned int echeck; |
| 1858 | |
| 1859 | /* pick a first island position randomly. */ |
| 1860 | generate: |
| 1861 | if (tobuild) free_game(tobuild); |
| 1862 | tobuild = new_state(params); |
| 1863 | |
| 1864 | x = random_upto(rs, params->w); |
| 1865 | y = random_upto(rs, params->h); |
| 1866 | island_add(tobuild, x, y, 0); |
| 1867 | ni_curr = 1; |
| 1868 | ni_bad = 0; |
| 1869 | debug(("Created initial island at (%d,%d).\n", x, y)); |
| 1870 | |
| 1871 | while (ni_curr < ni_req) { |
| 1872 | /* Pick a random island to try and extend from. */ |
| 1873 | i = random_upto(rs, tobuild->n_islands); |
| 1874 | is = &tobuild->islands[i]; |
| 1875 | |
| 1876 | /* Pick a random direction to extend in. */ |
| 1877 | j = random_upto(rs, is->adj.npoints); |
| 1878 | dx = is->adj.points[j].x - is->x; |
| 1879 | dy = is->adj.points[j].y - is->y; |
| 1880 | |
| 1881 | /* Find out limits of where we could put a new island. */ |
| 1882 | joinx = joiny = -1; |
| 1883 | minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */ |
| 1884 | x = is->x+dx; y = is->y+dy; |
| 1885 | if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { |
| 1886 | /* already a line next to the island, continue. */ |
| 1887 | goto bad; |
| 1888 | } |
| 1889 | while (1) { |
| 1890 | if (x < 0 || x >= params->w || y < 0 || y >= params->h) { |
| 1891 | /* got past the edge; put a possible at the island |
| 1892 | * and exit. */ |
| 1893 | maxx = x-dx; maxy = y-dy; |
| 1894 | goto foundmax; |
| 1895 | } |
| 1896 | if (GRID(tobuild,x,y) & G_ISLAND) { |
| 1897 | /* could join up to an existing island... */ |
| 1898 | joinx = x; joiny = y; |
| 1899 | /* ... or make a new one 2 spaces away. */ |
| 1900 | maxx = x - 2*dx; maxy = y - 2*dy; |
| 1901 | goto foundmax; |
| 1902 | } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { |
| 1903 | /* could make a new one 1 space away from the line. */ |
| 1904 | maxx = x - dx; maxy = y - dy; |
| 1905 | goto foundmax; |
| 1906 | } |
| 1907 | x += dx; y += dy; |
| 1908 | } |
| 1909 | |
| 1910 | foundmax: |
| 1911 | debug(("Island at (%d,%d) with d(%d,%d) has new positions " |
| 1912 | "(%d,%d) -> (%d,%d), join (%d,%d).\n", |
| 1913 | is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny)); |
| 1914 | /* Now we know where we could either put a new island |
| 1915 | * (between min and max), or (if loops are allowed) could join on |
| 1916 | * to an existing island (at join). */ |
| 1917 | if (params->allowloops && joinx != -1 && joiny != -1) { |
| 1918 | if (random_upto(rs, 100) < (unsigned long)params->expansion) { |
| 1919 | is2 = INDEX(tobuild, gridi, joinx, joiny); |
| 1920 | debug(("Joining island at (%d,%d) to (%d,%d).\n", |
| 1921 | is->x, is->y, is2->x, is2->y)); |
| 1922 | goto join; |
| 1923 | } |
| 1924 | } |
| 1925 | diffx = (maxx - minx) * dx; |
| 1926 | diffy = (maxy - miny) * dy; |
| 1927 | if (diffx < 0 || diffy < 0) goto bad; |
| 1928 | if (random_upto(rs,100) < (unsigned long)params->expansion) { |
| 1929 | newx = maxx; newy = maxy; |
| 1930 | debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy)); |
| 1931 | } else { |
| 1932 | newx = minx + random_upto(rs,diffx+1)*dx; |
| 1933 | newy = miny + random_upto(rs,diffy+1)*dy; |
| 1934 | debug(("Creating new island at (%d,%d).\n", newx, newy)); |
| 1935 | } |
| 1936 | /* check we're not next to island in the other orthogonal direction. */ |
| 1937 | if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) || |
| 1938 | (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) { |
| 1939 | debug(("New location is adjacent to island, skipping.\n")); |
| 1940 | goto bad; |
| 1941 | } |
| 1942 | is2 = island_add(tobuild, newx, newy, 0); |
| 1943 | /* Must get is again at this point; the array might have |
| 1944 | * been realloced by island_add... */ |
| 1945 | is = &tobuild->islands[i]; /* ...but order will not change. */ |
| 1946 | |
| 1947 | ni_curr++; ni_bad = 0; |
| 1948 | join: |
| 1949 | island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0); |
| 1950 | debug_state(tobuild); |
| 1951 | continue; |
| 1952 | |
| 1953 | bad: |
| 1954 | ni_bad++; |
| 1955 | if (ni_bad > MAX_NEWISLAND_TRIES) { |
| 1956 | debug(("Unable to create any new islands after %d tries; " |
| 1957 | "created %d [%d%%] (instead of %d [%d%%] requested).\n", |
| 1958 | MAX_NEWISLAND_TRIES, |
| 1959 | ni_curr, ni_curr * 100 / wh, |
| 1960 | ni_req, ni_req * 100 / wh)); |
| 1961 | goto generated; |
| 1962 | } |
| 1963 | } |
| 1964 | |
| 1965 | generated: |
| 1966 | if (ni_curr == 1) { |
| 1967 | debug(("Only generated one island (!), retrying.\n")); |
| 1968 | goto generate; |
| 1969 | } |
| 1970 | /* Check we have at least one island on each extremity of the grid. */ |
| 1971 | echeck = 0; |
| 1972 | for (x = 0; x < params->w; x++) { |
| 1973 | if (INDEX(tobuild, gridi, x, 0)) echeck |= 1; |
| 1974 | if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2; |
| 1975 | } |
| 1976 | for (y = 0; y < params->h; y++) { |
| 1977 | if (INDEX(tobuild, gridi, 0, y)) echeck |= 4; |
| 1978 | if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8; |
| 1979 | } |
| 1980 | if (echeck != 15) { |
| 1981 | debug(("Generated grid doesn't fill to sides, retrying.\n")); |
| 1982 | goto generate; |
| 1983 | } |
| 1984 | |
| 1985 | map_count(tobuild); |
| 1986 | map_find_orthogonal(tobuild); |
| 1987 | |
| 1988 | if (params->difficulty > 0) { |
| 1989 | if ((ni_curr > MIN_SENSIBLE_ISLANDS) && |
| 1990 | (solve_from_scratch(tobuild, params->difficulty-1) > 0)) { |
| 1991 | debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", |
| 1992 | params->difficulty-1)); |
| 1993 | goto generate; |
| 1994 | } |
| 1995 | } |
| 1996 | |
| 1997 | if (solve_from_scratch(tobuild, params->difficulty) == 0) { |
| 1998 | debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n", |
| 1999 | params->difficulty)); |
| 2000 | goto generate; |
| 2001 | } |
| 2002 | |
| 2003 | /* ... tobuild is now solved. We rely on this making the diff for aux. */ |
| 2004 | debug_state(tobuild); |
| 2005 | ret = encode_game(tobuild); |
| 2006 | { |
| 2007 | game_state *clean = dup_game(tobuild); |
| 2008 | map_clear(clean); |
| 2009 | map_update_possibles(clean); |
| 2010 | *aux = game_state_diff(clean, tobuild); |
| 2011 | free_game(clean); |
| 2012 | } |
| 2013 | free_game(tobuild); |
| 2014 | |
| 2015 | return ret; |
| 2016 | } |
| 2017 | |
| 2018 | static char *validate_desc(game_params *params, char *desc) |
| 2019 | { |
| 2020 | int i, wh = params->w * params->h; |
| 2021 | |
| 2022 | for (i = 0; i < wh; i++) { |
| 2023 | if (*desc >= '1' && *desc <= '9') |
| 2024 | /* OK */; |
| 2025 | else if (*desc >= 'a' && *desc <= 'z') |
| 2026 | i += *desc - 'a'; /* plus the i++ */ |
| 2027 | else if (*desc >= 'A' && *desc <= 'G') |
| 2028 | /* OK */; |
| 2029 | else if (*desc == 'V' || *desc == 'W' || |
| 2030 | *desc == 'X' || *desc == 'Y' || |
| 2031 | *desc == 'H' || *desc == 'I' || |
| 2032 | *desc == 'J' || *desc == 'K') |
| 2033 | /* OK */; |
| 2034 | else if (!*desc) |
| 2035 | return "Game description shorter than expected"; |
| 2036 | else |
| 2037 | return "Game description containers unexpected character"; |
| 2038 | desc++; |
| 2039 | } |
| 2040 | if (*desc || i > wh) |
| 2041 | return "Game description longer than expected"; |
| 2042 | |
| 2043 | return NULL; |
| 2044 | } |
| 2045 | |
| 2046 | static game_state *new_game_sub(game_params *params, char *desc) |
| 2047 | { |
| 2048 | game_state *state = new_state(params); |
| 2049 | int x, y, run = 0; |
| 2050 | |
| 2051 | debug(("new_game[_sub]: desc = '%s'.\n", desc)); |
| 2052 | |
| 2053 | for (y = 0; y < params->h; y++) { |
| 2054 | for (x = 0; x < params->w; x++) { |
| 2055 | char c = '\0'; |
| 2056 | |
| 2057 | if (run == 0) { |
| 2058 | c = *desc++; |
| 2059 | assert(c != 'S'); |
| 2060 | if (c >= 'a' && c <= 'z') |
| 2061 | run = c - 'a' + 1; |
| 2062 | } |
| 2063 | |
| 2064 | if (run > 0) { |
| 2065 | c = 'S'; |
| 2066 | run--; |
| 2067 | } |
| 2068 | |
| 2069 | switch (c) { |
| 2070 | case '1': case '2': case '3': case '4': |
| 2071 | case '5': case '6': case '7': case '8': case '9': |
| 2072 | island_add(state, x, y, (c - '0')); |
| 2073 | break; |
| 2074 | |
| 2075 | case 'A': case 'B': case 'C': case 'D': |
| 2076 | case 'E': case 'F': case 'G': |
| 2077 | island_add(state, x, y, (c - 'A') + 10); |
| 2078 | break; |
| 2079 | |
| 2080 | case 'S': |
| 2081 | /* empty square */ |
| 2082 | break; |
| 2083 | |
| 2084 | default: |
| 2085 | assert(!"Malformed desc."); |
| 2086 | break; |
| 2087 | } |
| 2088 | } |
| 2089 | } |
| 2090 | if (*desc) assert(!"Over-long desc."); |
| 2091 | |
| 2092 | map_find_orthogonal(state); |
| 2093 | map_update_possibles(state); |
| 2094 | |
| 2095 | return state; |
| 2096 | } |
| 2097 | |
| 2098 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 2099 | { |
| 2100 | return new_game_sub(params, desc); |
| 2101 | } |
| 2102 | |
| 2103 | struct game_ui { |
| 2104 | int dragx_src, dragy_src; /* source; -1 means no drag */ |
| 2105 | int dragx_dst, dragy_dst; /* src's closest orth island. */ |
| 2106 | grid_type todraw; |
| 2107 | int dragging, drag_is_noline, nlines; |
| 2108 | |
| 2109 | int cur_x, cur_y, cur_visible; /* cursor position */ |
| 2110 | int show_hints; |
| 2111 | }; |
| 2112 | |
| 2113 | static char *ui_cancel_drag(game_ui *ui) |
| 2114 | { |
| 2115 | ui->dragx_src = ui->dragy_src = -1; |
| 2116 | ui->dragx_dst = ui->dragy_dst = -1; |
| 2117 | ui->dragging = 0; |
| 2118 | return ""; |
| 2119 | } |
| 2120 | |
| 2121 | static game_ui *new_ui(game_state *state) |
| 2122 | { |
| 2123 | game_ui *ui = snew(game_ui); |
| 2124 | ui_cancel_drag(ui); |
| 2125 | ui->cur_x = state->islands[0].x; |
| 2126 | ui->cur_y = state->islands[0].y; |
| 2127 | ui->cur_visible = 0; |
| 2128 | ui->show_hints = 0; |
| 2129 | return ui; |
| 2130 | } |
| 2131 | |
| 2132 | static void free_ui(game_ui *ui) |
| 2133 | { |
| 2134 | sfree(ui); |
| 2135 | } |
| 2136 | |
| 2137 | static char *encode_ui(game_ui *ui) |
| 2138 | { |
| 2139 | return NULL; |
| 2140 | } |
| 2141 | |
| 2142 | static void decode_ui(game_ui *ui, char *encoding) |
| 2143 | { |
| 2144 | } |
| 2145 | |
| 2146 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 2147 | game_state *newstate) |
| 2148 | { |
| 2149 | } |
| 2150 | |
| 2151 | struct game_drawstate { |
| 2152 | int tilesize; |
| 2153 | int w, h; |
| 2154 | grid_type *grid; |
| 2155 | int *lv, *lh; |
| 2156 | int started, dragging; |
| 2157 | int show_hints; |
| 2158 | }; |
| 2159 | |
| 2160 | static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, |
| 2161 | int nx, int ny) |
| 2162 | { |
| 2163 | int ox, oy, dx, dy, i, currl, maxb; |
| 2164 | struct island *is; |
| 2165 | grid_type gtype, ntype, mtype, curr; |
| 2166 | |
| 2167 | if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; |
| 2168 | |
| 2169 | ui->dragx_dst = -1; |
| 2170 | ui->dragy_dst = -1; |
| 2171 | |
| 2172 | /* work out which of the four directions we're closest to... */ |
| 2173 | ox = COORD(ui->dragx_src) + TILE_SIZE/2; |
| 2174 | oy = COORD(ui->dragy_src) + TILE_SIZE/2; |
| 2175 | |
| 2176 | if (abs(nx-ox) < abs(ny-oy)) { |
| 2177 | dx = 0; |
| 2178 | dy = (ny-oy) < 0 ? -1 : 1; |
| 2179 | gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV; |
| 2180 | maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy); |
| 2181 | } else { |
| 2182 | dy = 0; |
| 2183 | dx = (nx-ox) < 0 ? -1 : 1; |
| 2184 | gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH; |
| 2185 | maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy); |
| 2186 | } |
| 2187 | if (ui->drag_is_noline) { |
| 2188 | ui->todraw = ntype; |
| 2189 | } else { |
| 2190 | curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy); |
| 2191 | currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy); |
| 2192 | |
| 2193 | if (curr & gtype) { |
| 2194 | if (currl == maxb) { |
| 2195 | ui->todraw = 0; |
| 2196 | ui->nlines = 0; |
| 2197 | } else { |
| 2198 | ui->todraw = gtype; |
| 2199 | ui->nlines = currl + 1; |
| 2200 | } |
| 2201 | } else { |
| 2202 | ui->todraw = gtype; |
| 2203 | ui->nlines = 1; |
| 2204 | } |
| 2205 | } |
| 2206 | |
| 2207 | /* ... and see if there's an island off in that direction. */ |
| 2208 | is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); |
| 2209 | for (i = 0; i < is->adj.npoints; i++) { |
| 2210 | if (is->adj.points[i].off == 0) continue; |
| 2211 | curr = GRID(state, is->x+dx, is->y+dy); |
| 2212 | if (curr & mtype) continue; /* don't allow changes to marked lines. */ |
| 2213 | if (ui->drag_is_noline) { |
| 2214 | if (curr & gtype) continue; /* no no-line where already a line */ |
| 2215 | } else { |
| 2216 | if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */ |
| 2217 | if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */ |
| 2218 | } |
| 2219 | |
| 2220 | if (is->adj.points[i].dx == dx && |
| 2221 | is->adj.points[i].dy == dy) { |
| 2222 | ui->dragx_dst = ISLAND_ORTHX(is,i); |
| 2223 | ui->dragy_dst = ISLAND_ORTHY(is,i); |
| 2224 | } |
| 2225 | } |
| 2226 | /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n", |
| 2227 | ui->dragx_src, ui->dragy_src, dx, dy, |
| 2228 | ui->dragx_dst, ui->dragy_dst));*/ |
| 2229 | return ""; |
| 2230 | } |
| 2231 | |
| 2232 | static char *finish_drag(game_state *state, game_ui *ui) |
| 2233 | { |
| 2234 | char buf[80]; |
| 2235 | |
| 2236 | if (ui->dragx_src == -1 || ui->dragy_src == -1) |
| 2237 | return NULL; |
| 2238 | if (ui->dragx_dst == -1 || ui->dragy_dst == -1) |
| 2239 | return ui_cancel_drag(ui); |
| 2240 | |
| 2241 | if (ui->drag_is_noline) { |
| 2242 | sprintf(buf, "N%d,%d,%d,%d", |
| 2243 | ui->dragx_src, ui->dragy_src, |
| 2244 | ui->dragx_dst, ui->dragy_dst); |
| 2245 | } else { |
| 2246 | sprintf(buf, "L%d,%d,%d,%d,%d", |
| 2247 | ui->dragx_src, ui->dragy_src, |
| 2248 | ui->dragx_dst, ui->dragy_dst, ui->nlines); |
| 2249 | } |
| 2250 | |
| 2251 | ui_cancel_drag(ui); |
| 2252 | |
| 2253 | return dupstr(buf); |
| 2254 | } |
| 2255 | |
| 2256 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 2257 | int x, int y, int button) |
| 2258 | { |
| 2259 | int gx = FROMCOORD(x), gy = FROMCOORD(y); |
| 2260 | char buf[80], *ret; |
| 2261 | grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0; |
| 2262 | |
| 2263 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 2264 | if (!INGRID(state, gx, gy)) return NULL; |
| 2265 | ui->cur_visible = 0; |
| 2266 | if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) { |
| 2267 | ui->dragx_src = gx; |
| 2268 | ui->dragy_src = gy; |
| 2269 | return ""; |
| 2270 | } else |
| 2271 | return ui_cancel_drag(ui); |
| 2272 | } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { |
| 2273 | if (gx != ui->dragx_src || gy != ui->dragy_src) { |
| 2274 | ui->dragging = 1; |
| 2275 | ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0; |
| 2276 | return update_drag_dst(state, ui, ds, x, y); |
| 2277 | } else { |
| 2278 | /* cancel a drag when we go back to the starting point */ |
| 2279 | ui->dragx_dst = -1; |
| 2280 | ui->dragy_dst = -1; |
| 2281 | return ""; |
| 2282 | } |
| 2283 | } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { |
| 2284 | if (ui->dragging) { |
| 2285 | return finish_drag(state, ui); |
| 2286 | } else { |
| 2287 | ui_cancel_drag(ui); |
| 2288 | if (!INGRID(state, gx, gy)) return NULL; |
| 2289 | if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL; |
| 2290 | sprintf(buf, "M%d,%d", gx, gy); |
| 2291 | return dupstr(buf); |
| 2292 | } |
| 2293 | } else if (button == 'h' || button == 'H') { |
| 2294 | game_state *solved = dup_game(state); |
| 2295 | solve_for_hint(solved); |
| 2296 | ret = game_state_diff(state, solved); |
| 2297 | free_game(solved); |
| 2298 | return ret; |
| 2299 | } else if (IS_CURSOR_MOVE(button)) { |
| 2300 | ui->cur_visible = 1; |
| 2301 | if (ui->dragging) { |
| 2302 | int nx = ui->cur_x, ny = ui->cur_y; |
| 2303 | |
| 2304 | move_cursor(button, &nx, &ny, state->w, state->h, 0); |
| 2305 | update_drag_dst(state, ui, ds, |
| 2306 | COORD(nx)+TILE_SIZE/2, |
| 2307 | COORD(ny)+TILE_SIZE/2); |
| 2308 | return finish_drag(state, ui); |
| 2309 | } else { |
| 2310 | int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0; |
| 2311 | int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0; |
| 2312 | int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy); |
| 2313 | int dir, orth, nx = x, ny = y; |
| 2314 | |
| 2315 | /* 'orthorder' is a tweak to ensure that if you press RIGHT and |
| 2316 | * happen to move upwards, when you press LEFT you then tend |
| 2317 | * downwards (rather than upwards again). */ |
| 2318 | int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1; |
| 2319 | |
| 2320 | /* This attempts to find an island in the direction you're |
| 2321 | * asking for, broadly speaking. If you ask to go right, for |
| 2322 | * example, it'll look for islands to the right and slightly |
| 2323 | * above or below your current horiz. position, allowing |
| 2324 | * further above/below the further away it searches. */ |
| 2325 | |
| 2326 | assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND); |
| 2327 | /* currently this is depth-first (so orthogonally-adjacent |
| 2328 | * islands across the other side of the grid will be moved to |
| 2329 | * before closer islands slightly offset). Swap the order of |
| 2330 | * these two loops to change to breadth-first search. */ |
| 2331 | for (orth = 0; ; orth++) { |
| 2332 | int oingrid = 0; |
| 2333 | for (dir = 1; ; dir++) { |
| 2334 | int dingrid = 0; |
| 2335 | |
| 2336 | if (orth > dir) continue; /* only search in cone outwards. */ |
| 2337 | |
| 2338 | nx = ui->cur_x + dir*dx + orth*dorthx*orthorder; |
| 2339 | ny = ui->cur_y + dir*dy + orth*dorthy*orthorder; |
| 2340 | if (INGRID(state, nx, ny)) { |
| 2341 | dingrid = oingrid = 1; |
| 2342 | if (GRID(state, nx, ny) & G_ISLAND) goto found; |
| 2343 | } |
| 2344 | |
| 2345 | nx = ui->cur_x + dir*dx - orth*dorthx*orthorder; |
| 2346 | ny = ui->cur_y + dir*dy - orth*dorthy*orthorder; |
| 2347 | if (INGRID(state, nx, ny)) { |
| 2348 | dingrid = oingrid = 1; |
| 2349 | if (GRID(state, nx, ny) & G_ISLAND) goto found; |
| 2350 | } |
| 2351 | |
| 2352 | if (!dingrid) break; |
| 2353 | } |
| 2354 | if (!oingrid) return ""; |
| 2355 | } |
| 2356 | /* not reached */ |
| 2357 | |
| 2358 | found: |
| 2359 | ui->cur_x = nx; |
| 2360 | ui->cur_y = ny; |
| 2361 | return ""; |
| 2362 | } |
| 2363 | } else if (IS_CURSOR_SELECT(button)) { |
| 2364 | if (!ui->cur_visible) { |
| 2365 | ui->cur_visible = 1; |
| 2366 | return ""; |
| 2367 | } |
| 2368 | if (ui->dragging) { |
| 2369 | ui_cancel_drag(ui); |
| 2370 | if (ui->dragx_dst == -1 && ui->dragy_dst == -1) { |
| 2371 | sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y); |
| 2372 | return dupstr(buf); |
| 2373 | } else |
| 2374 | return ""; |
| 2375 | } else { |
| 2376 | grid_type v = GRID(state, ui->cur_x, ui->cur_y); |
| 2377 | if (v & G_ISLAND) { |
| 2378 | ui->dragging = 1; |
| 2379 | ui->dragx_src = ui->cur_x; |
| 2380 | ui->dragy_src = ui->cur_y; |
| 2381 | ui->dragx_dst = ui->dragy_dst = -1; |
| 2382 | ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0; |
| 2383 | return ""; |
| 2384 | } |
| 2385 | } |
| 2386 | } else if (button == 'g' || button == 'G') { |
| 2387 | ui->show_hints = 1 - ui->show_hints; |
| 2388 | return ""; |
| 2389 | } |
| 2390 | |
| 2391 | return NULL; |
| 2392 | } |
| 2393 | |
| 2394 | static game_state *execute_move(game_state *state, char *move) |
| 2395 | { |
| 2396 | game_state *ret = dup_game(state); |
| 2397 | int x1, y1, x2, y2, nl, n; |
| 2398 | struct island *is1, *is2; |
| 2399 | char c; |
| 2400 | |
| 2401 | debug(("execute_move: %s\n", move)); |
| 2402 | |
| 2403 | if (!*move) goto badmove; |
| 2404 | while (*move) { |
| 2405 | c = *move++; |
| 2406 | if (c == 'S') { |
| 2407 | ret->solved = TRUE; |
| 2408 | n = 0; |
| 2409 | } else if (c == 'L') { |
| 2410 | if (sscanf(move, "%d,%d,%d,%d,%d%n", |
| 2411 | &x1, &y1, &x2, &y2, &nl, &n) != 5) |
| 2412 | goto badmove; |
| 2413 | if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) |
| 2414 | goto badmove; |
| 2415 | is1 = INDEX(ret, gridi, x1, y1); |
| 2416 | is2 = INDEX(ret, gridi, x2, y2); |
| 2417 | if (!is1 || !is2) goto badmove; |
| 2418 | if (nl < 0 || nl > state->maxb) goto badmove; |
| 2419 | island_join(is1, is2, nl, 0); |
| 2420 | } else if (c == 'N') { |
| 2421 | if (sscanf(move, "%d,%d,%d,%d%n", |
| 2422 | &x1, &y1, &x2, &y2, &n) != 4) |
| 2423 | goto badmove; |
| 2424 | if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) |
| 2425 | goto badmove; |
| 2426 | is1 = INDEX(ret, gridi, x1, y1); |
| 2427 | is2 = INDEX(ret, gridi, x2, y2); |
| 2428 | if (!is1 || !is2) goto badmove; |
| 2429 | island_join(is1, is2, -1, 0); |
| 2430 | } else if (c == 'M') { |
| 2431 | if (sscanf(move, "%d,%d%n", |
| 2432 | &x1, &y1, &n) != 2) |
| 2433 | goto badmove; |
| 2434 | if (!INGRID(ret, x1, y1)) |
| 2435 | goto badmove; |
| 2436 | is1 = INDEX(ret, gridi, x1, y1); |
| 2437 | if (!is1) goto badmove; |
| 2438 | island_togglemark(is1); |
| 2439 | } else |
| 2440 | goto badmove; |
| 2441 | |
| 2442 | move += n; |
| 2443 | if (*move == ';') |
| 2444 | move++; |
| 2445 | else if (*move) goto badmove; |
| 2446 | } |
| 2447 | |
| 2448 | map_update_possibles(ret); |
| 2449 | if (map_check(ret)) { |
| 2450 | debug(("Game completed.\n")); |
| 2451 | ret->completed = 1; |
| 2452 | } |
| 2453 | return ret; |
| 2454 | |
| 2455 | badmove: |
| 2456 | debug(("%s: unrecognised move.\n", move)); |
| 2457 | free_game(ret); |
| 2458 | return NULL; |
| 2459 | } |
| 2460 | |
| 2461 | static char *solve_game(game_state *state, game_state *currstate, |
| 2462 | char *aux, char **error) |
| 2463 | { |
| 2464 | char *ret; |
| 2465 | game_state *solved; |
| 2466 | |
| 2467 | if (aux) { |
| 2468 | debug(("solve_game: aux = %s\n", aux)); |
| 2469 | solved = execute_move(state, aux); |
| 2470 | if (!solved) { |
| 2471 | *error = "Generated aux string is not a valid move (!)."; |
| 2472 | return NULL; |
| 2473 | } |
| 2474 | } else { |
| 2475 | solved = dup_game(state); |
| 2476 | /* solve with max strength... */ |
| 2477 | if (solve_from_scratch(solved, 10) == 0) { |
| 2478 | free_game(solved); |
| 2479 | *error = "Game does not have a (non-recursive) solution."; |
| 2480 | return NULL; |
| 2481 | } |
| 2482 | } |
| 2483 | ret = game_state_diff(currstate, solved); |
| 2484 | free_game(solved); |
| 2485 | debug(("solve_game: ret = %s\n", ret)); |
| 2486 | return ret; |
| 2487 | } |
| 2488 | |
| 2489 | /* ---------------------------------------------------------------------- |
| 2490 | * Drawing routines. |
| 2491 | */ |
| 2492 | |
| 2493 | static void game_compute_size(game_params *params, int tilesize, |
| 2494 | int *x, int *y) |
| 2495 | { |
| 2496 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2497 | struct { int tilesize; } ads, *ds = &ads; |
| 2498 | ads.tilesize = tilesize; |
| 2499 | |
| 2500 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 2501 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 2502 | } |
| 2503 | |
| 2504 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 2505 | game_params *params, int tilesize) |
| 2506 | { |
| 2507 | ds->tilesize = tilesize; |
| 2508 | } |
| 2509 | |
| 2510 | static float *game_colours(frontend *fe, int *ncolours) |
| 2511 | { |
| 2512 | float *ret = snewn(3 * NCOLOURS, float); |
| 2513 | int i; |
| 2514 | |
| 2515 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 2516 | |
| 2517 | for (i = 0; i < 3; i++) { |
| 2518 | ret[COL_FOREGROUND * 3 + i] = 0.0F; |
| 2519 | ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; |
| 2520 | ret[COL_GRID * 3 + i] = |
| 2521 | (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F; |
| 2522 | ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i]; |
| 2523 | } |
| 2524 | ret[COL_WARNING * 3 + 0] = 1.0F; |
| 2525 | ret[COL_WARNING * 3 + 1] = 0.25F; |
| 2526 | ret[COL_WARNING * 3 + 2] = 0.25F; |
| 2527 | |
| 2528 | ret[COL_SELECTED * 3 + 0] = 0.25F; |
| 2529 | ret[COL_SELECTED * 3 + 1] = 1.00F; |
| 2530 | ret[COL_SELECTED * 3 + 2] = 0.25F; |
| 2531 | |
| 2532 | ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); |
| 2533 | ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; |
| 2534 | ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; |
| 2535 | |
| 2536 | *ncolours = NCOLOURS; |
| 2537 | return ret; |
| 2538 | } |
| 2539 | |
| 2540 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 2541 | { |
| 2542 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2543 | int wh = state->w*state->h; |
| 2544 | |
| 2545 | ds->tilesize = 0; |
| 2546 | ds->w = state->w; |
| 2547 | ds->h = state->h; |
| 2548 | ds->started = 0; |
| 2549 | ds->grid = snewn(wh, grid_type); |
| 2550 | memset(ds->grid, -1, wh*sizeof(grid_type)); |
| 2551 | ds->lv = snewn(wh, int); |
| 2552 | ds->lh = snewn(wh, int); |
| 2553 | memset(ds->lv, 0, wh*sizeof(int)); |
| 2554 | memset(ds->lh, 0, wh*sizeof(int)); |
| 2555 | ds->show_hints = 0; |
| 2556 | |
| 2557 | return ds; |
| 2558 | } |
| 2559 | |
| 2560 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 2561 | { |
| 2562 | sfree(ds->lv); |
| 2563 | sfree(ds->lh); |
| 2564 | sfree(ds->grid); |
| 2565 | sfree(ds); |
| 2566 | } |
| 2567 | |
| 2568 | #define LINE_WIDTH (TILE_SIZE/8) |
| 2569 | #define TS8(x) (((x)*TILE_SIZE)/8) |
| 2570 | |
| 2571 | #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2)) |
| 2572 | |
| 2573 | static void lines_vert(drawing *dr, game_drawstate *ds, |
| 2574 | int ox, int oy, int lv, int col, grid_type v) |
| 2575 | { |
| 2576 | int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; |
| 2577 | while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE) |
| 2578 | gw--; |
| 2579 | loff = OFFSET(bw); |
| 2580 | if (v & G_MARKV) |
| 2581 | draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK); |
| 2582 | for (i = 0; i < lv; i++, loff += lw + gw) |
| 2583 | draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col); |
| 2584 | } |
| 2585 | |
| 2586 | static void lines_horiz(drawing *dr, game_drawstate *ds, |
| 2587 | int ox, int oy, int lh, int col, grid_type v) |
| 2588 | { |
| 2589 | int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; |
| 2590 | while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE) |
| 2591 | gw--; |
| 2592 | loff = OFFSET(bw); |
| 2593 | if (v & G_MARKH) |
| 2594 | draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK); |
| 2595 | for (i = 0; i < lh; i++, loff += lw + gw) |
| 2596 | draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col); |
| 2597 | } |
| 2598 | |
| 2599 | static void line_cross(drawing *dr, game_drawstate *ds, |
| 2600 | int ox, int oy, int col, grid_type v) |
| 2601 | { |
| 2602 | int off = TS8(2); |
| 2603 | draw_line(dr, ox, oy, ox+off, oy+off, col); |
| 2604 | draw_line(dr, ox+off, oy, ox, oy+off, col); |
| 2605 | } |
| 2606 | |
| 2607 | static int between_island(game_state *state, int sx, int sy, int dx, int dy) |
| 2608 | { |
| 2609 | int x = sx - dx, y = sy - dy; |
| 2610 | |
| 2611 | while (INGRID(state, x, y)) { |
| 2612 | if (GRID(state, x, y) & G_ISLAND) goto found; |
| 2613 | x -= dx; y -= dy; |
| 2614 | } |
| 2615 | return 0; |
| 2616 | found: |
| 2617 | x = sx + dx, y = sy + dy; |
| 2618 | while (INGRID(state, x, y)) { |
| 2619 | if (GRID(state, x, y) & G_ISLAND) return 1; |
| 2620 | x += dx; y += dy; |
| 2621 | } |
| 2622 | return 0; |
| 2623 | } |
| 2624 | |
| 2625 | static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v, |
| 2626 | int *lv_r, int *lh_r) |
| 2627 | { |
| 2628 | int lh = 0, lv = 0; |
| 2629 | |
| 2630 | if (v & G_LINEV) lv = INDEX(state,lines,x,y); |
| 2631 | if (v & G_LINEH) lh = INDEX(state,lines,x,y); |
| 2632 | |
| 2633 | if (ui->show_hints) { |
| 2634 | if (between_island(state, x, y, 0, 1) && !lv) lv = 1; |
| 2635 | if (between_island(state, x, y, 1, 0) && !lh) lh = 1; |
| 2636 | } |
| 2637 | /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/ |
| 2638 | *lv_r = lv; *lh_r = lh; |
| 2639 | } |
| 2640 | |
| 2641 | static void dsf_debug_draw(drawing *dr, |
| 2642 | game_state *state, game_drawstate *ds, |
| 2643 | int x, int y) |
| 2644 | { |
| 2645 | #ifdef DRAW_DSF |
| 2646 | int ts = TILE_SIZE/2; |
| 2647 | int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2; |
| 2648 | char str[32]; |
| 2649 | |
| 2650 | sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y))); |
| 2651 | draw_text(dr, ox, oy, FONT_VARIABLE, ts, |
| 2652 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str); |
| 2653 | #endif |
| 2654 | } |
| 2655 | |
| 2656 | static void lines_redraw(drawing *dr, |
| 2657 | game_state *state, game_drawstate *ds, game_ui *ui, |
| 2658 | int x, int y, grid_type v, int lv, int lh) |
| 2659 | { |
| 2660 | int ox = COORD(x), oy = COORD(y); |
| 2661 | int vcol = (v & G_FLASH) ? COL_HIGHLIGHT : |
| 2662 | (v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol; |
| 2663 | grid_type todraw = v & G_NOLINE; |
| 2664 | |
| 2665 | if (v & G_ISSEL) { |
| 2666 | if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED; |
| 2667 | if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED; |
| 2668 | todraw |= ui->todraw; |
| 2669 | } |
| 2670 | |
| 2671 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
| 2672 | /*if (v & G_CURSOR) |
| 2673 | draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4, |
| 2674 | TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/ |
| 2675 | |
| 2676 | |
| 2677 | if (ui->show_hints) { |
| 2678 | if (between_island(state, x, y, 0, 1) && !(v & G_LINEV)) |
| 2679 | vcol = COL_HINT; |
| 2680 | if (between_island(state, x, y, 1, 0) && !(v & G_LINEH)) |
| 2681 | hcol = COL_HINT; |
| 2682 | } |
| 2683 | #ifdef DRAW_GRID |
| 2684 | draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); |
| 2685 | #endif |
| 2686 | |
| 2687 | if (todraw & G_NOLINEV) { |
| 2688 | line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw); |
| 2689 | line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw); |
| 2690 | } |
| 2691 | if (todraw & G_NOLINEH) { |
| 2692 | line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw); |
| 2693 | line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw); |
| 2694 | } |
| 2695 | /* if we're drawing a real line and a hint, make sure we draw the real |
| 2696 | * line on top. */ |
| 2697 | if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v); |
| 2698 | if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v); |
| 2699 | if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v); |
| 2700 | |
| 2701 | dsf_debug_draw(dr, state, ds, x, y); |
| 2702 | draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
| 2703 | } |
| 2704 | |
| 2705 | #define ISLAND_RADIUS ((TILE_SIZE*12)/20) |
| 2706 | #define ISLAND_NUMSIZE(is) \ |
| 2707 | (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10) |
| 2708 | |
| 2709 | static void island_redraw(drawing *dr, |
| 2710 | game_state *state, game_drawstate *ds, |
| 2711 | struct island *is, grid_type v) |
| 2712 | { |
| 2713 | /* These overlap the edges of their squares, which is why they're drawn later. |
| 2714 | * We know they can't overlap each other because they're not allowed within 2 |
| 2715 | * squares of each other. */ |
| 2716 | int half = TILE_SIZE/2; |
| 2717 | int ox = COORD(is->x) + half, oy = COORD(is->y) + half; |
| 2718 | int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH; |
| 2719 | int updatesz = orad*2+1; |
| 2720 | int tcol = (v & G_FLASH) ? COL_HIGHLIGHT : |
| 2721 | (v & G_WARN) ? COL_WARNING : COL_FOREGROUND; |
| 2722 | int col = (v & G_ISSEL) ? COL_SELECTED : tcol; |
| 2723 | int bg = (v & G_CURSOR) ? COL_CURSOR : |
| 2724 | (v & G_MARK) ? COL_MARK : COL_BACKGROUND; |
| 2725 | char str[32]; |
| 2726 | |
| 2727 | #ifdef DRAW_GRID |
| 2728 | draw_rect_outline(dr, COORD(is->x), COORD(is->y), |
| 2729 | TILE_SIZE, TILE_SIZE, COL_GRID); |
| 2730 | #endif |
| 2731 | |
| 2732 | /* draw a thick circle */ |
| 2733 | draw_circle(dr, ox, oy, orad, col, col); |
| 2734 | draw_circle(dr, ox, oy, irad, bg, bg); |
| 2735 | |
| 2736 | sprintf(str, "%d", is->count); |
| 2737 | draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is), |
| 2738 | ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); |
| 2739 | |
| 2740 | dsf_debug_draw(dr, state, ds, is->x, is->y); |
| 2741 | draw_update(dr, ox - orad, oy - orad, updatesz, updatesz); |
| 2742 | } |
| 2743 | |
| 2744 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2745 | game_state *state, int dir, game_ui *ui, |
| 2746 | float animtime, float flashtime) |
| 2747 | { |
| 2748 | int x, y, force = 0, i, j, redraw, lv, lh; |
| 2749 | grid_type v, dsv, flash = 0; |
| 2750 | struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL; |
| 2751 | |
| 2752 | if (flashtime) { |
| 2753 | int f = (int)(flashtime * 5 / FLASH_TIME); |
| 2754 | if (f == 1 || f == 3) flash = G_FLASH; |
| 2755 | } |
| 2756 | |
| 2757 | /* Clear screen, if required. */ |
| 2758 | if (!ds->started) { |
| 2759 | draw_rect(dr, 0, 0, |
| 2760 | TILE_SIZE * ds->w + 2 * BORDER, |
| 2761 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
| 2762 | #ifdef DRAW_GRID |
| 2763 | draw_rect_outline(dr, |
| 2764 | COORD(0)-1, COORD(0)-1, |
| 2765 | TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2, |
| 2766 | COL_GRID); |
| 2767 | #endif |
| 2768 | draw_update(dr, 0, 0, |
| 2769 | TILE_SIZE * ds->w + 2 * BORDER, |
| 2770 | TILE_SIZE * ds->h + 2 * BORDER); |
| 2771 | ds->started = 1; |
| 2772 | force = 1; |
| 2773 | } |
| 2774 | |
| 2775 | if (ui->dragx_src != -1 && ui->dragy_src != -1) { |
| 2776 | ds->dragging = 1; |
| 2777 | is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); |
| 2778 | assert(is_drag_src); |
| 2779 | if (ui->dragx_dst != -1 && ui->dragy_dst != -1) { |
| 2780 | is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst); |
| 2781 | assert(is_drag_dst); |
| 2782 | } |
| 2783 | } else |
| 2784 | ds->dragging = 0; |
| 2785 | |
| 2786 | if (ui->show_hints != ds->show_hints) { |
| 2787 | force = 1; |
| 2788 | ds->show_hints = ui->show_hints; |
| 2789 | } |
| 2790 | |
| 2791 | /* Draw all lines (and hints, if we want), but *not* islands. */ |
| 2792 | for (x = 0; x < ds->w; x++) { |
| 2793 | for (y = 0; y < ds->h; y++) { |
| 2794 | v = GRID(state, x, y) | flash; |
| 2795 | dsv = GRID(ds,x,y) & ~G_REDRAW; |
| 2796 | |
| 2797 | if (v & G_ISLAND) continue; |
| 2798 | |
| 2799 | if (is_drag_dst) { |
| 2800 | if (WITHIN(x,is_drag_src->x, is_drag_dst->x) && |
| 2801 | WITHIN(y,is_drag_src->y, is_drag_dst->y)) |
| 2802 | v |= G_ISSEL; |
| 2803 | } |
| 2804 | lines_lvlh(state, ui, x, y, v, &lv, &lh); |
| 2805 | |
| 2806 | /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) |
| 2807 | v |= G_CURSOR;*/ |
| 2808 | |
| 2809 | if (v != dsv || |
| 2810 | lv != INDEX(ds,lv,x,y) || |
| 2811 | lh != INDEX(ds,lh,x,y) || |
| 2812 | force) { |
| 2813 | GRID(ds, x, y) = v | G_REDRAW; |
| 2814 | INDEX(ds,lv,x,y) = lv; |
| 2815 | INDEX(ds,lh,x,y) = lh; |
| 2816 | lines_redraw(dr, state, ds, ui, x, y, v, lv, lh); |
| 2817 | } else |
| 2818 | GRID(ds,x,y) &= ~G_REDRAW; |
| 2819 | } |
| 2820 | } |
| 2821 | |
| 2822 | /* Draw islands. */ |
| 2823 | for (i = 0; i < state->n_islands; i++) { |
| 2824 | is = &state->islands[i]; |
| 2825 | v = GRID(state, is->x, is->y) | flash; |
| 2826 | |
| 2827 | redraw = 0; |
| 2828 | for (j = 0; j < is->adj.npoints; j++) { |
| 2829 | if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) { |
| 2830 | redraw = 1; |
| 2831 | } |
| 2832 | } |
| 2833 | |
| 2834 | if (is_drag_src) { |
| 2835 | if (is == is_drag_src) |
| 2836 | v |= G_ISSEL; |
| 2837 | else if (is_drag_dst && is == is_drag_dst) |
| 2838 | v |= G_ISSEL; |
| 2839 | } |
| 2840 | |
| 2841 | if (island_impossible(is, v & G_MARK)) v |= G_WARN; |
| 2842 | |
| 2843 | if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y) |
| 2844 | v |= G_CURSOR; |
| 2845 | |
| 2846 | if ((v != GRID(ds, is->x, is->y)) || force || redraw) { |
| 2847 | GRID(ds,is->x,is->y) = v; |
| 2848 | island_redraw(dr, state, ds, is, v); |
| 2849 | } |
| 2850 | } |
| 2851 | } |
| 2852 | |
| 2853 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2854 | int dir, game_ui *ui) |
| 2855 | { |
| 2856 | return 0.0F; |
| 2857 | } |
| 2858 | |
| 2859 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2860 | int dir, game_ui *ui) |
| 2861 | { |
| 2862 | if (!oldstate->completed && newstate->completed && |
| 2863 | !oldstate->solved && !newstate->solved) |
| 2864 | return FLASH_TIME; |
| 2865 | |
| 2866 | return 0.0F; |
| 2867 | } |
| 2868 | |
| 2869 | static int game_status(game_state *state) |
| 2870 | { |
| 2871 | return state->completed ? +1 : 0; |
| 2872 | } |
| 2873 | |
| 2874 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2875 | { |
| 2876 | return TRUE; |
| 2877 | } |
| 2878 | |
| 2879 | static void game_print_size(game_params *params, float *x, float *y) |
| 2880 | { |
| 2881 | int pw, ph; |
| 2882 | |
| 2883 | /* 10mm squares by default. */ |
| 2884 | game_compute_size(params, 1000, &pw, &ph); |
| 2885 | *x = pw / 100.0F; |
| 2886 | *y = ph / 100.0F; |
| 2887 | } |
| 2888 | |
| 2889 | static void game_print(drawing *dr, game_state *state, int ts) |
| 2890 | { |
| 2891 | int ink = print_mono_colour(dr, 0); |
| 2892 | int paper = print_mono_colour(dr, 1); |
| 2893 | int x, y, cx, cy, i, nl; |
| 2894 | int loff; |
| 2895 | grid_type grid; |
| 2896 | |
| 2897 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2898 | game_drawstate ads, *ds = &ads; |
| 2899 | ads.tilesize = ts; |
| 2900 | |
| 2901 | /* I don't think this wants a border. */ |
| 2902 | |
| 2903 | /* Bridges */ |
| 2904 | loff = ts / (8 * sqrt((state->params.maxb - 1))); |
| 2905 | print_line_width(dr, ts / 12); |
| 2906 | for (x = 0; x < state->w; x++) { |
| 2907 | for (y = 0; y < state->h; y++) { |
| 2908 | cx = COORD(x); cy = COORD(y); |
| 2909 | grid = GRID(state,x,y); |
| 2910 | nl = INDEX(state,lines,x,y); |
| 2911 | |
| 2912 | if (grid & G_ISLAND) continue; |
| 2913 | if (grid & G_LINEV) { |
| 2914 | for (i = 0; i < nl; i++) |
| 2915 | draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy, |
| 2916 | cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink); |
| 2917 | } |
| 2918 | if (grid & G_LINEH) { |
| 2919 | for (i = 0; i < nl; i++) |
| 2920 | draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff, |
| 2921 | cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink); |
| 2922 | } |
| 2923 | } |
| 2924 | } |
| 2925 | |
| 2926 | /* Islands */ |
| 2927 | for (i = 0; i < state->n_islands; i++) { |
| 2928 | char str[32]; |
| 2929 | struct island *is = &state->islands[i]; |
| 2930 | grid = GRID(state, is->x, is->y); |
| 2931 | cx = COORD(is->x) + ts/2; |
| 2932 | cy = COORD(is->y) + ts/2; |
| 2933 | |
| 2934 | draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink); |
| 2935 | |
| 2936 | sprintf(str, "%d", is->count); |
| 2937 | draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is), |
| 2938 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
| 2939 | } |
| 2940 | } |
| 2941 | |
| 2942 | #ifdef COMBINED |
| 2943 | #define thegame bridges |
| 2944 | #endif |
| 2945 | |
| 2946 | const struct game thegame = { |
| 2947 | "Bridges", "games.bridges", "bridges", |
| 2948 | default_params, |
| 2949 | game_fetch_preset, |
| 2950 | decode_params, |
| 2951 | encode_params, |
| 2952 | free_params, |
| 2953 | dup_params, |
| 2954 | TRUE, game_configure, custom_params, |
| 2955 | validate_params, |
| 2956 | new_game_desc, |
| 2957 | validate_desc, |
| 2958 | new_game, |
| 2959 | dup_game, |
| 2960 | free_game, |
| 2961 | TRUE, solve_game, |
| 2962 | TRUE, game_can_format_as_text_now, game_text_format, |
| 2963 | new_ui, |
| 2964 | free_ui, |
| 2965 | encode_ui, |
| 2966 | decode_ui, |
| 2967 | game_changed_state, |
| 2968 | interpret_move, |
| 2969 | execute_move, |
| 2970 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2971 | game_colours, |
| 2972 | game_new_drawstate, |
| 2973 | game_free_drawstate, |
| 2974 | game_redraw, |
| 2975 | game_anim_length, |
| 2976 | game_flash_length, |
| 2977 | game_status, |
| 2978 | TRUE, FALSE, game_print_size, game_print, |
| 2979 | FALSE, /* wants_statusbar */ |
| 2980 | FALSE, game_timing_state, |
| 2981 | REQUIRE_RBUTTON, /* flags */ |
| 2982 | }; |
| 2983 | |
| 2984 | /* vim: set shiftwidth=4 tabstop=8: */ |