| 1 | /* |
| 2 | * signpost.c: implementation of the janko game 'arrow path' |
| 3 | * |
| 4 | * Remaining troublesome games: |
| 5 | * |
| 6 | * 4x4#438520052525454 |
| 7 | */ |
| 8 | |
| 9 | #include <stdio.h> |
| 10 | #include <stdlib.h> |
| 11 | #include <string.h> |
| 12 | #include <assert.h> |
| 13 | #include <ctype.h> |
| 14 | #include <math.h> |
| 15 | |
| 16 | #include "puzzles.h" |
| 17 | |
| 18 | #define PREFERRED_TILE_SIZE 48 |
| 19 | #define TILE_SIZE (ds->tilesize) |
| 20 | #define BLITTER_SIZE TILE_SIZE |
| 21 | #define BORDER (TILE_SIZE / 2) |
| 22 | |
| 23 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 24 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 25 | |
| 26 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
| 27 | |
| 28 | #define FLASH_SPIN 0.7F |
| 29 | |
| 30 | #define NBACKGROUNDS 16 |
| 31 | |
| 32 | enum { |
| 33 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
| 34 | COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN, |
| 35 | COL_ARROW, COL_ARROW_BG_DIM, |
| 36 | COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID, |
| 37 | COL_B0, /* background colours */ |
| 38 | COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */ |
| 39 | COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */ |
| 40 | COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */ |
| 41 | NCOLOURS = COL_B0 + 4*NBACKGROUNDS |
| 42 | }; |
| 43 | |
| 44 | struct game_params { |
| 45 | int w, h; |
| 46 | int force_corner_start; |
| 47 | }; |
| 48 | |
| 49 | enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX }; |
| 50 | static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" }; |
| 51 | |
| 52 | static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 }; |
| 53 | static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 }; |
| 54 | |
| 55 | #define DIR_OPPOSITE(d) ((d+4)%8) |
| 56 | |
| 57 | struct game_state { |
| 58 | int w, h, n; |
| 59 | int completed, used_solve, impossible; |
| 60 | int *dirs; /* direction enums, size n */ |
| 61 | int *nums; /* numbers, size n */ |
| 62 | unsigned int *flags; /* flags, size n */ |
| 63 | int *next, *prev; /* links to other cell indexes, size n (-1 absent) */ |
| 64 | int *dsf; /* connects regions with a dsf. */ |
| 65 | int *numsi; /* for each number, which index is it in? (-1 absent) */ |
| 66 | }; |
| 67 | |
| 68 | #define FLAG_IMMUTABLE 1 |
| 69 | #define FLAG_ERROR 2 |
| 70 | |
| 71 | /* --- Generally useful functions --- */ |
| 72 | |
| 73 | #define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n) |
| 74 | |
| 75 | static int whichdir(int fromx, int fromy, int tox, int toy) |
| 76 | { |
| 77 | int i, dx, dy; |
| 78 | |
| 79 | dx = tox - fromx; |
| 80 | dy = toy - fromy; |
| 81 | |
| 82 | if (dx && dy && abs(dx) != abs(dy)) return -1; |
| 83 | |
| 84 | if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */ |
| 85 | if (dy) dy = dy / abs(dy); /* ditto */ |
| 86 | |
| 87 | for (i = 0; i < DIR_MAX; i++) { |
| 88 | if (dx == dxs[i] && dy == dys[i]) return i; |
| 89 | } |
| 90 | return -1; |
| 91 | } |
| 92 | |
| 93 | static int whichdiri(game_state *state, int fromi, int toi) |
| 94 | { |
| 95 | int w = state->w; |
| 96 | return whichdir(fromi%w, fromi/w, toi%w, toi/w); |
| 97 | } |
| 98 | |
| 99 | static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy) |
| 100 | { |
| 101 | int w = state->w, dir = state->dirs[fromy*w+fromx]; |
| 102 | |
| 103 | /* (by convention) squares do not point to themselves. */ |
| 104 | if (fromx == tox && fromy == toy) return 0; |
| 105 | |
| 106 | /* the final number points to nothing. */ |
| 107 | if (state->nums[fromy*w + fromx] == state->n) return 0; |
| 108 | |
| 109 | while (1) { |
| 110 | if (!INGRID(state, fromx, fromy)) return 0; |
| 111 | if (fromx == tox && fromy == toy) return 1; |
| 112 | fromx += dxs[dir]; fromy += dys[dir]; |
| 113 | } |
| 114 | return 0; /* not reached */ |
| 115 | } |
| 116 | |
| 117 | static int ispointingi(game_state *state, int fromi, int toi) |
| 118 | { |
| 119 | int w = state->w; |
| 120 | return ispointing(state, fromi%w, fromi/w, toi%w, toi/w); |
| 121 | } |
| 122 | |
| 123 | /* Taking the number 'num', work out the gap between it and the next |
| 124 | * available number up or down (depending on d). Return 1 if the region |
| 125 | * at (x,y) will fit in that gap, or 0 otherwise. */ |
| 126 | static int move_couldfit(game_state *state, int num, int d, int x, int y) |
| 127 | { |
| 128 | int n, gap, i = y*state->w+x, sz; |
| 129 | |
| 130 | assert(d != 0); |
| 131 | /* The 'gap' is the number of missing numbers in the grid between |
| 132 | * our number and the next one in the sequence (up or down), or |
| 133 | * the end of the sequence (if we happen not to have 1/n present) */ |
| 134 | for (n = num + d, gap = 0; |
| 135 | ISREALNUM(state, n) && state->numsi[n] == -1; |
| 136 | n += d, gap++) ; /* empty loop */ |
| 137 | |
| 138 | if (gap == 0) { |
| 139 | /* no gap, so the only allowable move is that that directly |
| 140 | * links the two numbers. */ |
| 141 | n = state->nums[i]; |
| 142 | return (n == num+d) ? 0 : 1; |
| 143 | } |
| 144 | if (state->prev[i] == -1 && state->next[i] == -1) |
| 145 | return 1; /* single unconnected square, always OK */ |
| 146 | |
| 147 | sz = dsf_size(state->dsf, i); |
| 148 | return (sz > gap) ? 0 : 1; |
| 149 | } |
| 150 | |
| 151 | static int isvalidmove(game_state *state, int clever, |
| 152 | int fromx, int fromy, int tox, int toy) |
| 153 | { |
| 154 | int w = state->w, from = fromy*w+fromx, to = toy*w+tox; |
| 155 | int nfrom, nto; |
| 156 | |
| 157 | if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy)) |
| 158 | return 0; |
| 159 | |
| 160 | /* can only move where we point */ |
| 161 | if (!ispointing(state, fromx, fromy, tox, toy)) |
| 162 | return 0; |
| 163 | |
| 164 | nfrom = state->nums[from]; nto = state->nums[to]; |
| 165 | |
| 166 | /* can't move _from_ the final number, or _to_ the 1. */ |
| 167 | if (nfrom == state->n || nto == 1) |
| 168 | return 0; |
| 169 | |
| 170 | /* can't create a new connection between cells in the same region |
| 171 | * as that would create a loop. */ |
| 172 | if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to)) |
| 173 | return 0; |
| 174 | |
| 175 | /* if both cells are actual numbers, can't drag if we're not |
| 176 | * one digit apart. */ |
| 177 | if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) { |
| 178 | if (nfrom != nto-1) |
| 179 | return 0; |
| 180 | } else if (clever && ISREALNUM(state, nfrom)) { |
| 181 | if (!move_couldfit(state, nfrom, +1, tox, toy)) |
| 182 | return 0; |
| 183 | } else if (clever && ISREALNUM(state, nto)) { |
| 184 | if (!move_couldfit(state, nto, -1, fromx, fromy)) |
| 185 | return 0; |
| 186 | } |
| 187 | |
| 188 | return 1; |
| 189 | } |
| 190 | |
| 191 | static void makelink(game_state *state, int from, int to) |
| 192 | { |
| 193 | if (state->next[from] != -1) |
| 194 | state->prev[state->next[from]] = -1; |
| 195 | state->next[from] = to; |
| 196 | |
| 197 | if (state->prev[to] != -1) |
| 198 | state->next[state->prev[to]] = -1; |
| 199 | state->prev[to] = from; |
| 200 | } |
| 201 | |
| 202 | static int game_can_format_as_text_now(game_params *params) |
| 203 | { |
| 204 | if (params->w * params->h >= 100) return 0; |
| 205 | return 1; |
| 206 | } |
| 207 | |
| 208 | static char *game_text_format(game_state *state) |
| 209 | { |
| 210 | int len = state->h * 2 * (4*state->w + 1) + state->h + 2; |
| 211 | int x, y, i, num, n, set; |
| 212 | char *ret, *p; |
| 213 | |
| 214 | p = ret = snewn(len, char); |
| 215 | |
| 216 | for (y = 0; y < state->h; y++) { |
| 217 | for (x = 0; x < state->h; x++) { |
| 218 | i = y*state->w+x; |
| 219 | *p++ = dirstrings[state->dirs[i]][0]; |
| 220 | *p++ = dirstrings[state->dirs[i]][1]; |
| 221 | *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' '; |
| 222 | *p++ = ' '; |
| 223 | } |
| 224 | *p++ = '\n'; |
| 225 | for (x = 0; x < state->h; x++) { |
| 226 | i = y*state->w+x; |
| 227 | num = state->nums[i]; |
| 228 | if (num == 0) { |
| 229 | *p++ = ' '; |
| 230 | *p++ = ' '; |
| 231 | *p++ = ' '; |
| 232 | } else { |
| 233 | n = num % (state->n+1); |
| 234 | set = num / (state->n+1); |
| 235 | |
| 236 | assert(n <= 99); /* two digits only! */ |
| 237 | |
| 238 | if (set != 0) |
| 239 | *p++ = set+'a'-1; |
| 240 | |
| 241 | *p++ = (n >= 10) ? ('0' + (n/10)) : ' '; |
| 242 | *p++ = '0' + (n%10); |
| 243 | |
| 244 | if (set == 0) |
| 245 | *p++ = ' '; |
| 246 | } |
| 247 | *p++ = ' '; |
| 248 | } |
| 249 | *p++ = '\n'; |
| 250 | *p++ = '\n'; |
| 251 | } |
| 252 | *p++ = '\0'; |
| 253 | |
| 254 | return ret; |
| 255 | } |
| 256 | |
| 257 | static void debug_state(const char *desc, game_state *state) |
| 258 | { |
| 259 | #ifdef DEBUGGING |
| 260 | char *dbg; |
| 261 | if (state->n >= 100) { |
| 262 | debug(("[ no game_text_format for this size ]")); |
| 263 | return; |
| 264 | } |
| 265 | dbg = game_text_format(state); |
| 266 | debug(("%s\n%s", desc, dbg)); |
| 267 | sfree(dbg); |
| 268 | #endif |
| 269 | } |
| 270 | |
| 271 | |
| 272 | static void strip_nums(game_state *state) { |
| 273 | int i; |
| 274 | for (i = 0; i < state->n; i++) { |
| 275 | if (!(state->flags[i] & FLAG_IMMUTABLE)) |
| 276 | state->nums[i] = 0; |
| 277 | } |
| 278 | memset(state->next, -1, state->n*sizeof(int)); |
| 279 | memset(state->prev, -1, state->n*sizeof(int)); |
| 280 | memset(state->numsi, -1, (state->n+1)*sizeof(int)); |
| 281 | dsf_init(state->dsf, state->n); |
| 282 | } |
| 283 | |
| 284 | static int check_nums(game_state *orig, game_state *copy, int only_immutable) |
| 285 | { |
| 286 | int i, ret = 1; |
| 287 | assert(copy->n == orig->n); |
| 288 | for (i = 0; i < copy->n; i++) { |
| 289 | if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue; |
| 290 | assert(copy->nums[i] >= 0); |
| 291 | assert(copy->nums[i] <= copy->n); |
| 292 | if (copy->nums[i] != orig->nums[i]) { |
| 293 | debug(("check_nums: (%d,%d) copy=%d, orig=%d.", |
| 294 | i%orig->w, i/orig->w, copy->nums[i], orig->nums[i])); |
| 295 | ret = 0; |
| 296 | } |
| 297 | } |
| 298 | return ret; |
| 299 | } |
| 300 | |
| 301 | /* --- Game parameter/presets functions --- */ |
| 302 | |
| 303 | static game_params *default_params(void) |
| 304 | { |
| 305 | game_params *ret = snew(game_params); |
| 306 | ret->w = ret->h = 4; |
| 307 | ret->force_corner_start = 1; |
| 308 | |
| 309 | return ret; |
| 310 | } |
| 311 | |
| 312 | static const struct game_params signpost_presets[] = { |
| 313 | { 4, 4, 1 }, |
| 314 | { 4, 4, 0 }, |
| 315 | { 5, 5, 1 }, |
| 316 | { 5, 5, 0 }, |
| 317 | { 6, 6, 1 }, |
| 318 | { 7, 7, 1 } |
| 319 | }; |
| 320 | |
| 321 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 322 | { |
| 323 | game_params *ret; |
| 324 | char buf[80]; |
| 325 | |
| 326 | if (i < 0 || i >= lenof(signpost_presets)) |
| 327 | return FALSE; |
| 328 | |
| 329 | ret = default_params(); |
| 330 | *ret = signpost_presets[i]; |
| 331 | *params = ret; |
| 332 | |
| 333 | sprintf(buf, "%dx%d%s", ret->w, ret->h, |
| 334 | ret->force_corner_start ? "" : ", free ends"); |
| 335 | *name = dupstr(buf); |
| 336 | |
| 337 | return TRUE; |
| 338 | } |
| 339 | |
| 340 | static void free_params(game_params *params) |
| 341 | { |
| 342 | sfree(params); |
| 343 | } |
| 344 | |
| 345 | static game_params *dup_params(game_params *params) |
| 346 | { |
| 347 | game_params *ret = snew(game_params); |
| 348 | *ret = *params; /* structure copy */ |
| 349 | return ret; |
| 350 | } |
| 351 | |
| 352 | static void decode_params(game_params *ret, char const *string) |
| 353 | { |
| 354 | ret->w = ret->h = atoi(string); |
| 355 | while (*string && isdigit((unsigned char)*string)) string++; |
| 356 | if (*string == 'x') { |
| 357 | string++; |
| 358 | ret->h = atoi(string); |
| 359 | while (*string && isdigit((unsigned char)*string)) string++; |
| 360 | } |
| 361 | ret->force_corner_start = 0; |
| 362 | if (*string == 'c') { |
| 363 | string++; |
| 364 | ret->force_corner_start = 1; |
| 365 | } |
| 366 | |
| 367 | } |
| 368 | |
| 369 | static char *encode_params(game_params *params, int full) |
| 370 | { |
| 371 | char data[256]; |
| 372 | |
| 373 | if (full) |
| 374 | sprintf(data, "%dx%d%s", params->w, params->h, |
| 375 | params->force_corner_start ? "c" : ""); |
| 376 | else |
| 377 | sprintf(data, "%dx%d", params->w, params->h); |
| 378 | |
| 379 | return dupstr(data); |
| 380 | } |
| 381 | |
| 382 | static config_item *game_configure(game_params *params) |
| 383 | { |
| 384 | config_item *ret; |
| 385 | char buf[80]; |
| 386 | |
| 387 | ret = snewn(4, config_item); |
| 388 | |
| 389 | ret[0].name = "Width"; |
| 390 | ret[0].type = C_STRING; |
| 391 | sprintf(buf, "%d", params->w); |
| 392 | ret[0].sval = dupstr(buf); |
| 393 | ret[0].ival = 0; |
| 394 | |
| 395 | ret[1].name = "Height"; |
| 396 | ret[1].type = C_STRING; |
| 397 | sprintf(buf, "%d", params->h); |
| 398 | ret[1].sval = dupstr(buf); |
| 399 | ret[1].ival = 0; |
| 400 | |
| 401 | ret[2].name = "Start and end in corners"; |
| 402 | ret[2].type = C_BOOLEAN; |
| 403 | ret[2].sval = NULL; |
| 404 | ret[2].ival = params->force_corner_start; |
| 405 | |
| 406 | ret[3].name = NULL; |
| 407 | ret[3].type = C_END; |
| 408 | ret[3].sval = NULL; |
| 409 | ret[3].ival = 0; |
| 410 | |
| 411 | return ret; |
| 412 | } |
| 413 | |
| 414 | static game_params *custom_params(config_item *cfg) |
| 415 | { |
| 416 | game_params *ret = snew(game_params); |
| 417 | |
| 418 | ret->w = atoi(cfg[0].sval); |
| 419 | ret->h = atoi(cfg[1].sval); |
| 420 | ret->force_corner_start = cfg[2].ival; |
| 421 | |
| 422 | return ret; |
| 423 | } |
| 424 | |
| 425 | static char *validate_params(game_params *params, int full) |
| 426 | { |
| 427 | if (params->w < 2 || params->h < 2) |
| 428 | return "Width and height must both be at least two"; |
| 429 | |
| 430 | return NULL; |
| 431 | } |
| 432 | |
| 433 | /* --- Game description string generation and unpicking --- */ |
| 434 | |
| 435 | static void blank_game_into(game_state *state) |
| 436 | { |
| 437 | memset(state->dirs, 0, state->n*sizeof(int)); |
| 438 | memset(state->nums, 0, state->n*sizeof(int)); |
| 439 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
| 440 | memset(state->next, -1, state->n*sizeof(int)); |
| 441 | memset(state->prev, -1, state->n*sizeof(int)); |
| 442 | memset(state->numsi, -1, (state->n+1)*sizeof(int)); |
| 443 | } |
| 444 | |
| 445 | static game_state *blank_game(int w, int h) |
| 446 | { |
| 447 | game_state *state = snew(game_state); |
| 448 | |
| 449 | memset(state, 0, sizeof(game_state)); |
| 450 | state->w = w; |
| 451 | state->h = h; |
| 452 | state->n = w*h; |
| 453 | |
| 454 | state->dirs = snewn(state->n, int); |
| 455 | state->nums = snewn(state->n, int); |
| 456 | state->flags = snewn(state->n, unsigned int); |
| 457 | state->next = snewn(state->n, int); |
| 458 | state->prev = snewn(state->n, int); |
| 459 | state->dsf = snew_dsf(state->n); |
| 460 | state->numsi = snewn(state->n+1, int); |
| 461 | |
| 462 | blank_game_into(state); |
| 463 | |
| 464 | return state; |
| 465 | } |
| 466 | |
| 467 | static void dup_game_to(game_state *to, game_state *from) |
| 468 | { |
| 469 | to->completed = from->completed; |
| 470 | to->used_solve = from->used_solve; |
| 471 | to->impossible = from->impossible; |
| 472 | |
| 473 | memcpy(to->dirs, from->dirs, to->n*sizeof(int)); |
| 474 | memcpy(to->flags, from->flags, to->n*sizeof(unsigned int)); |
| 475 | memcpy(to->nums, from->nums, to->n*sizeof(int)); |
| 476 | |
| 477 | memcpy(to->next, from->next, to->n*sizeof(int)); |
| 478 | memcpy(to->prev, from->prev, to->n*sizeof(int)); |
| 479 | |
| 480 | memcpy(to->dsf, from->dsf, to->n*sizeof(int)); |
| 481 | memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int)); |
| 482 | } |
| 483 | |
| 484 | static game_state *dup_game(game_state *state) |
| 485 | { |
| 486 | game_state *ret = blank_game(state->w, state->h); |
| 487 | dup_game_to(ret, state); |
| 488 | return ret; |
| 489 | } |
| 490 | |
| 491 | static void free_game(game_state *state) |
| 492 | { |
| 493 | sfree(state->dirs); |
| 494 | sfree(state->nums); |
| 495 | sfree(state->flags); |
| 496 | sfree(state->next); |
| 497 | sfree(state->prev); |
| 498 | sfree(state->dsf); |
| 499 | sfree(state->numsi); |
| 500 | sfree(state); |
| 501 | } |
| 502 | |
| 503 | static void unpick_desc(game_params *params, char *desc, |
| 504 | game_state **sout, char **mout) |
| 505 | { |
| 506 | game_state *state = blank_game(params->w, params->h); |
| 507 | char *msg = NULL, c; |
| 508 | int num = 0, i = 0; |
| 509 | |
| 510 | while (*desc) { |
| 511 | if (i >= state->n) { |
| 512 | msg = "Game description longer than expected"; |
| 513 | goto done; |
| 514 | } |
| 515 | |
| 516 | c = *desc; |
| 517 | if (isdigit(c)) { |
| 518 | num = (num*10) + (int)(c-'0'); |
| 519 | if (num > state->n) { |
| 520 | msg = "Number too large"; |
| 521 | goto done; |
| 522 | } |
| 523 | } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) { |
| 524 | state->nums[i] = num; |
| 525 | state->flags[i] = num ? FLAG_IMMUTABLE : 0; |
| 526 | num = 0; |
| 527 | |
| 528 | state->dirs[i] = c - 'a'; |
| 529 | i++; |
| 530 | } else if (!*desc) { |
| 531 | msg = "Game description shorter than expected"; |
| 532 | goto done; |
| 533 | } else { |
| 534 | msg = "Game description contains unexpected characters"; |
| 535 | goto done; |
| 536 | } |
| 537 | desc++; |
| 538 | } |
| 539 | if (i < state->n) { |
| 540 | msg = "Game description shorter than expected"; |
| 541 | goto done; |
| 542 | } |
| 543 | |
| 544 | done: |
| 545 | if (msg) { /* sth went wrong. */ |
| 546 | if (mout) *mout = msg; |
| 547 | free_game(state); |
| 548 | } else { |
| 549 | if (mout) *mout = NULL; |
| 550 | if (sout) *sout = state; |
| 551 | else free_game(state); |
| 552 | } |
| 553 | } |
| 554 | |
| 555 | static char *generate_desc(game_state *state, int issolve) |
| 556 | { |
| 557 | char *ret, buf[80]; |
| 558 | int retlen, i, k; |
| 559 | |
| 560 | ret = NULL; retlen = 0; |
| 561 | if (issolve) { |
| 562 | ret = sresize(ret, 2, char); |
| 563 | ret[0] = 'S'; ret[1] = '\0'; |
| 564 | retlen += 1; |
| 565 | } |
| 566 | for (i = 0; i < state->n; i++) { |
| 567 | if (state->nums[i]) |
| 568 | k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a')); |
| 569 | else |
| 570 | k = sprintf(buf, "%c", (int)(state->dirs[i]+'a')); |
| 571 | ret = sresize(ret, retlen + k + 1, char); |
| 572 | strcpy(ret + retlen, buf); |
| 573 | retlen += k; |
| 574 | } |
| 575 | return ret; |
| 576 | } |
| 577 | |
| 578 | /* --- Game generation --- */ |
| 579 | |
| 580 | /* Fills in preallocated arrays ai (indices) and ad (directions) |
| 581 | * showing all non-numbered cells adjacent to index i, returns length */ |
| 582 | /* This function has been somewhat optimised... */ |
| 583 | static int cell_adj(game_state *state, int i, int *ai, int *ad) |
| 584 | { |
| 585 | int n = 0, a, x, y, sx, sy, dx, dy, newi; |
| 586 | int w = state->w, h = state->h; |
| 587 | |
| 588 | sx = i % w; sy = i / w; |
| 589 | |
| 590 | for (a = 0; a < DIR_MAX; a++) { |
| 591 | x = sx; y = sy; |
| 592 | dx = dxs[a]; dy = dys[a]; |
| 593 | while (1) { |
| 594 | x += dx; y += dy; |
| 595 | if (x < 0 || y < 0 || x >= w || y >= h) break; |
| 596 | |
| 597 | newi = y*w + x; |
| 598 | if (state->nums[newi] == 0) { |
| 599 | ai[n] = newi; |
| 600 | ad[n] = a; |
| 601 | n++; |
| 602 | } |
| 603 | } |
| 604 | } |
| 605 | return n; |
| 606 | } |
| 607 | |
| 608 | static int new_game_fill(game_state *state, random_state *rs, |
| 609 | int headi, int taili) |
| 610 | { |
| 611 | int nfilled, an, ret = 0, j; |
| 612 | int *aidx, *adir; |
| 613 | |
| 614 | aidx = snewn(state->n, int); |
| 615 | adir = snewn(state->n, int); |
| 616 | |
| 617 | debug(("new_game_fill: headi=%d, taili=%d.", headi, taili)); |
| 618 | |
| 619 | memset(state->nums, 0, state->n*sizeof(int)); |
| 620 | |
| 621 | state->nums[headi] = 1; |
| 622 | state->nums[taili] = state->n; |
| 623 | |
| 624 | state->dirs[taili] = 0; |
| 625 | nfilled = 2; |
| 626 | |
| 627 | while (nfilled < state->n) { |
| 628 | /* Try and expand _from_ headi; keep going if there's only one |
| 629 | * place to go to. */ |
| 630 | an = cell_adj(state, headi, aidx, adir); |
| 631 | do { |
| 632 | if (an == 0) goto done; |
| 633 | j = random_upto(rs, an); |
| 634 | state->dirs[headi] = adir[j]; |
| 635 | state->nums[aidx[j]] = state->nums[headi] + 1; |
| 636 | nfilled++; |
| 637 | headi = aidx[j]; |
| 638 | an = cell_adj(state, headi, aidx, adir); |
| 639 | } while (an == 1); |
| 640 | |
| 641 | /* Try and expand _to_ taili; keep going if there's only one |
| 642 | * place to go to. */ |
| 643 | an = cell_adj(state, taili, aidx, adir); |
| 644 | do { |
| 645 | if (an == 0) goto done; |
| 646 | j = random_upto(rs, an); |
| 647 | state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]); |
| 648 | state->nums[aidx[j]] = state->nums[taili] - 1; |
| 649 | nfilled++; |
| 650 | taili = aidx[j]; |
| 651 | an = cell_adj(state, taili, aidx, adir); |
| 652 | } while (an == 1); |
| 653 | } |
| 654 | /* If we get here we have headi and taili set but unconnected |
| 655 | * by direction: we need to set headi's direction so as to point |
| 656 | * at taili. */ |
| 657 | state->dirs[headi] = whichdiri(state, headi, taili); |
| 658 | |
| 659 | /* it could happen that our last two weren't in line; if that's the |
| 660 | * case, we have to start again. */ |
| 661 | if (state->dirs[headi] != -1) ret = 1; |
| 662 | |
| 663 | done: |
| 664 | sfree(aidx); |
| 665 | sfree(adir); |
| 666 | return ret; |
| 667 | } |
| 668 | |
| 669 | /* Better generator: with the 'generate, sprinkle numbers, solve, |
| 670 | * repeat' algorithm we're _never_ generating anything greater than |
| 671 | * 6x6, and spending all of our time in new_game_fill (and very little |
| 672 | * in solve_state). |
| 673 | * |
| 674 | * So, new generator steps: |
| 675 | * generate the grid, at random (same as now). Numbers 1 and N get |
| 676 | immutable flag immediately. |
| 677 | * squirrel that away for the solved state. |
| 678 | * |
| 679 | * (solve:) Try and solve it. |
| 680 | * If we solved it, we're done: |
| 681 | * generate the description from current immutable numbers, |
| 682 | * free stuff that needs freeing, |
| 683 | * return description + solved state. |
| 684 | * If we didn't solve it: |
| 685 | * count #tiles in state we've made deductions about. |
| 686 | * while (1): |
| 687 | * randomise a scratch array. |
| 688 | * for each index in scratch (in turn): |
| 689 | * if the cell isn't empty, continue (through scratch array) |
| 690 | * set number + immutable in state. |
| 691 | * try and solve state. |
| 692 | * if we've solved it, we're done. |
| 693 | * otherwise, count #tiles. If it's more than we had before: |
| 694 | * good, break from this loop and re-randomise. |
| 695 | * otherwise (number didn't help): |
| 696 | * remove number and try next in scratch array. |
| 697 | * if we've got to the end of the scratch array, no luck: |
| 698 | free everything we need to, and go back to regenerate the grid. |
| 699 | */ |
| 700 | |
| 701 | static int solve_state(game_state *state); |
| 702 | |
| 703 | static void debug_desc(const char *what, game_state *state) |
| 704 | { |
| 705 | #if DEBUGGING |
| 706 | { |
| 707 | char *desc = generate_desc(state, 0); |
| 708 | debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc)); |
| 709 | sfree(desc); |
| 710 | } |
| 711 | #endif |
| 712 | } |
| 713 | |
| 714 | /* Expects a fully-numbered game_state on input, and makes sure |
| 715 | * FLAG_IMMUTABLE is only set on those numbers we need to solve |
| 716 | * (as for a real new-game); returns 1 if it managed |
| 717 | * this (such that it could solve it), or 0 if not. */ |
| 718 | static int new_game_strip(game_state *state, random_state *rs) |
| 719 | { |
| 720 | int *scratch, i, j, ret = 1; |
| 721 | game_state *copy = dup_game(state); |
| 722 | |
| 723 | debug(("new_game_strip.")); |
| 724 | |
| 725 | strip_nums(copy); |
| 726 | debug_desc("Stripped", copy); |
| 727 | |
| 728 | if (solve_state(copy) > 0) { |
| 729 | debug(("new_game_strip: soluble immediately after strip.")); |
| 730 | free_game(copy); |
| 731 | return 1; |
| 732 | } |
| 733 | |
| 734 | scratch = snewn(state->n, int); |
| 735 | for (i = 0; i < state->n; i++) scratch[i] = i; |
| 736 | shuffle(scratch, state->n, sizeof(int), rs); |
| 737 | |
| 738 | /* This is scungy. It might just be quick enough. |
| 739 | * It goes through, adding set numbers in empty squares |
| 740 | * until either we run out of empty squares (in the one |
| 741 | * we're half-solving) or else we solve it properly. |
| 742 | * NB that we run the entire solver each time, which |
| 743 | * strips the grid beforehand; we will save time if we |
| 744 | * avoid that. */ |
| 745 | for (i = 0; i < state->n; i++) { |
| 746 | j = scratch[i]; |
| 747 | if (copy->nums[j] > 0 && copy->nums[j] <= state->n) |
| 748 | continue; /* already solved to a real number here. */ |
| 749 | assert(state->nums[j] <= state->n); |
| 750 | debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).", |
| 751 | state->nums[j], j%state->w, j/state->w)); |
| 752 | copy->nums[j] = state->nums[j]; |
| 753 | copy->flags[j] |= FLAG_IMMUTABLE; |
| 754 | state->flags[j] |= FLAG_IMMUTABLE; |
| 755 | debug_state("Copy of state: ", copy); |
| 756 | if (solve_state(copy) > 0) goto solved; |
| 757 | assert(check_nums(state, copy, 1)); |
| 758 | } |
| 759 | ret = 0; |
| 760 | goto done; |
| 761 | |
| 762 | solved: |
| 763 | debug(("new_game_strip: now solved.")); |
| 764 | /* Since we added basically at random, try now to remove numbers |
| 765 | * and see if we can still solve it; if we can (still), really |
| 766 | * remove the number. Make sure we don't remove the anchor numbers |
| 767 | * 1 and N. */ |
| 768 | for (i = 0; i < state->n; i++) { |
| 769 | j = scratch[i]; |
| 770 | if ((state->flags[j] & FLAG_IMMUTABLE) && |
| 771 | (state->nums[j] != 1 && state->nums[j] != state->n)) { |
| 772 | debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).", |
| 773 | state->nums[j], j%state->w, j/state->w)); |
| 774 | state->flags[j] &= ~FLAG_IMMUTABLE; |
| 775 | dup_game_to(copy, state); |
| 776 | strip_nums(copy); |
| 777 | if (solve_state(copy) > 0) { |
| 778 | assert(check_nums(state, copy, 0)); |
| 779 | debug(("new_game_strip: OK, removing number")); |
| 780 | } else { |
| 781 | assert(state->nums[j] <= state->n); |
| 782 | debug(("new_game_strip: cannot solve, putting IMMUTABLE back.")); |
| 783 | copy->nums[j] = state->nums[j]; |
| 784 | state->flags[j] |= FLAG_IMMUTABLE; |
| 785 | } |
| 786 | } |
| 787 | } |
| 788 | |
| 789 | done: |
| 790 | debug(("new_game_strip: %ssuccessful.", ret ? "" : "not ")); |
| 791 | sfree(scratch); |
| 792 | free_game(copy); |
| 793 | return ret; |
| 794 | } |
| 795 | |
| 796 | static char *new_game_desc(game_params *params, random_state *rs, |
| 797 | char **aux, int interactive) |
| 798 | { |
| 799 | game_state *state = blank_game(params->w, params->h); |
| 800 | char *ret; |
| 801 | int headi, taili; |
| 802 | |
| 803 | generate: |
| 804 | blank_game_into(state); |
| 805 | |
| 806 | /* keep trying until we fill successfully. */ |
| 807 | do { |
| 808 | if (params->force_corner_start) { |
| 809 | headi = 0; |
| 810 | taili = state->n-1; |
| 811 | } else { |
| 812 | do { |
| 813 | headi = random_upto(rs, state->n); |
| 814 | taili = random_upto(rs, state->n); |
| 815 | } while (headi == taili); |
| 816 | } |
| 817 | } while (!new_game_fill(state, rs, headi, taili)); |
| 818 | |
| 819 | debug_state("Filled game:", state); |
| 820 | |
| 821 | assert(state->nums[headi] <= state->n); |
| 822 | assert(state->nums[taili] <= state->n); |
| 823 | |
| 824 | state->flags[headi] |= FLAG_IMMUTABLE; |
| 825 | state->flags[taili] |= FLAG_IMMUTABLE; |
| 826 | |
| 827 | /* This will have filled in directions and _all_ numbers. |
| 828 | * Store the game definition for this, as the solved-state. */ |
| 829 | if (!new_game_strip(state, rs)) { |
| 830 | goto generate; |
| 831 | } |
| 832 | strip_nums(state); |
| 833 | { |
| 834 | game_state *tosolve = dup_game(state); |
| 835 | assert(solve_state(tosolve) > 0); |
| 836 | free_game(tosolve); |
| 837 | } |
| 838 | ret = generate_desc(state, 0); |
| 839 | free_game(state); |
| 840 | return ret; |
| 841 | } |
| 842 | |
| 843 | static char *validate_desc(game_params *params, char *desc) |
| 844 | { |
| 845 | char *ret = NULL; |
| 846 | |
| 847 | unpick_desc(params, desc, NULL, &ret); |
| 848 | return ret; |
| 849 | } |
| 850 | |
| 851 | /* --- Linked-list and numbers array --- */ |
| 852 | |
| 853 | /* Assuming numbers are always up-to-date, there are only four possibilities |
| 854 | * for regions changing: |
| 855 | * |
| 856 | * 1) two differently-coloured regions being combined (the resulting colouring |
| 857 | * should be based on the larger of the two regions) |
| 858 | * 2) a numbered region having a single number added to the start (the |
| 859 | * region's colour will remain, and the numbers will shift by 1) |
| 860 | * 3) a numbered region having a single number added to the end (the |
| 861 | * region's colour and numbering remains as-is) |
| 862 | * 4) two unnumbered squares being joined (will pick the smallest unused set |
| 863 | * of colours to use for the new region). |
| 864 | * |
| 865 | * There should never be any complications with regions containing 3 colours |
| 866 | * being combined, since two of those colours should have been merged on a |
| 867 | * previous move. |
| 868 | */ |
| 869 | |
| 870 | /* New algorithm for working out numbering: |
| 871 | * |
| 872 | * At start, only remove numbers from cells with neither prev nor next. |
| 873 | * Search for all cells with !prev && next (head of chain); for each one: |
| 874 | * Search the group for a 'real' number: if we find one the num. for |
| 875 | the head of the chain is trivial. |
| 876 | * Otherwise, if we _don't_ have a number already: |
| 877 | * If head->next has a number, that number is the one we should use |
| 878 | * Otherwise pick the smallest unused colour set. |
| 879 | * and if we _do_ have a number already: |
| 880 | * Work out the size of this group (the dsf must already have been set up) |
| 881 | * Start enumerating through the group counting squares that have the |
| 882 | same colouring as us |
| 883 | * If we reach a square with a different colour, work out which set is |
| 884 | bigger (ncol1 vs ncol2 == sz-ncol1), and use that colour |
| 885 | * If we reached a square with no colour (or the end of the group, which |
| 886 | would be weird under the circumstances) just keep the existing colour. |
| 887 | */ |
| 888 | |
| 889 | #define COLOUR(a) ((a) / (state->n+1)) |
| 890 | #define START(c) ((c) * (state->n+1)) |
| 891 | |
| 892 | static int lowest_start(game_state *state, int *scratch) |
| 893 | { |
| 894 | int i, c; |
| 895 | |
| 896 | /* Fill in 'scratch' array with the currently-used colours... */ |
| 897 | memset(scratch, 0, state->n * sizeof(int)); |
| 898 | for (i = 0; i < state->n; i++) { |
| 899 | if (state->nums[i] != 0) |
| 900 | scratch[COLOUR(state->nums[i])] = 1; |
| 901 | } |
| 902 | /* ... and return the first one that was unused. */ |
| 903 | for (c = 1; c < state->n; c++) { /* NB start at 1 */ |
| 904 | if (scratch[c] == 0) |
| 905 | return START(c); |
| 906 | } |
| 907 | assert(!"shouldn't get here"); |
| 908 | return -1; /* suyb */ |
| 909 | } |
| 910 | |
| 911 | static int used_colour(game_state *state, int i, int start) |
| 912 | { |
| 913 | int j; |
| 914 | for (j = 0; j < i; j++) { |
| 915 | if (state->nums[j] == start) |
| 916 | return 1; |
| 917 | } |
| 918 | return 0; |
| 919 | } |
| 920 | |
| 921 | static int head_number(game_state *state, int i, int *scratch) |
| 922 | { |
| 923 | int off = 0, start = -1, ss, j = i, c, n, sz; |
| 924 | const char *why = NULL; |
| 925 | |
| 926 | assert(state->prev[i] == -1 && state->next[i] != -1); |
| 927 | |
| 928 | /* Search through this chain looking for real numbers, checking that |
| 929 | * they match up (if there are more than one). */ |
| 930 | while (j != -1) { |
| 931 | if (state->flags[j] & FLAG_IMMUTABLE) { |
| 932 | ss = state->nums[j] - off; |
| 933 | if (start == -1) { |
| 934 | start = ss; |
| 935 | why = "contains cell with immutable number"; |
| 936 | } else if (start != ss) { |
| 937 | debug(("head_number: chain with non-sequential numbers.")); |
| 938 | state->impossible = 1; |
| 939 | } |
| 940 | } |
| 941 | off++; |
| 942 | j = state->next[j]; |
| 943 | assert(j != i); /* we have created a loop, obviously wrong */ |
| 944 | } |
| 945 | if (start != -1) goto found; |
| 946 | |
| 947 | if (state->nums[i] == 0) { |
| 948 | if (state->nums[state->next[i]] != 0) { |
| 949 | /* make sure we start at a 0 offset. */ |
| 950 | start = START(COLOUR(state->nums[state->next[i]])); |
| 951 | why = "adding blank cell to head of numbered region"; |
| 952 | } else { |
| 953 | start = lowest_start(state, scratch); |
| 954 | why = "lowest available colour group"; |
| 955 | } |
| 956 | } else { |
| 957 | c = COLOUR(state->nums[i]); |
| 958 | n = 1; |
| 959 | sz = dsf_size(state->dsf, i); |
| 960 | j = i; |
| 961 | while (state->next[j] != -1) { |
| 962 | j = state->next[j]; |
| 963 | if (state->nums[j] == 0) { |
| 964 | start = START(c); |
| 965 | why = "adding blank cell to end of numbered region"; |
| 966 | break; |
| 967 | } |
| 968 | if (COLOUR(state->nums[j]) == c) |
| 969 | n++; |
| 970 | else { |
| 971 | int start_alternate = START(COLOUR(state->nums[j])); |
| 972 | if (n < (sz - n) && !used_colour(state, i, start_alternate)) { |
| 973 | start = start_alternate; |
| 974 | why = "joining two coloured regions, swapping to larger colour"; |
| 975 | } else { |
| 976 | start = START(c); |
| 977 | why = "joining two coloured regions, taking largest"; |
| 978 | } |
| 979 | break; |
| 980 | } |
| 981 | } |
| 982 | /* If we got here then we may have split a region into |
| 983 | * two; make sure we don't assign a colour we've already used. */ |
| 984 | if (start == -1) { |
| 985 | start = (c == 0) ? lowest_start(state, scratch) : START(c); |
| 986 | why = "got to end of coloured region"; |
| 987 | } |
| 988 | if (used_colour(state, i, start)) { |
| 989 | start = lowest_start(state, scratch); |
| 990 | why = "split region in two, lowest available colour group"; |
| 991 | } |
| 992 | } |
| 993 | |
| 994 | found: |
| 995 | assert(start != -1 && why != NULL); |
| 996 | debug(("Chain at (%d,%d) numbered at %d: %s.", |
| 997 | i%state->w, i/state->w, start, why)); |
| 998 | return start; |
| 999 | } |
| 1000 | |
| 1001 | #if 0 |
| 1002 | static void debug_numbers(game_state *state) |
| 1003 | { |
| 1004 | int i, w=state->w; |
| 1005 | |
| 1006 | for (i = 0; i < state->n; i++) { |
| 1007 | debug(("(%d,%d) --> (%d,%d) --> (%d,%d)", |
| 1008 | state->prev[i]==-1 ? -1 : state->prev[i]%w, |
| 1009 | state->prev[i]==-1 ? -1 : state->prev[i]/w, |
| 1010 | i%w, i/w, |
| 1011 | state->next[i]==-1 ? -1 : state->next[i]%w, |
| 1012 | state->next[i]==-1 ? -1 : state->next[i]/w)); |
| 1013 | } |
| 1014 | w = w+1; |
| 1015 | } |
| 1016 | #endif |
| 1017 | |
| 1018 | static void connect_numbers(game_state *state) |
| 1019 | { |
| 1020 | int i, di, dni; |
| 1021 | |
| 1022 | dsf_init(state->dsf, state->n); |
| 1023 | for (i = 0; i < state->n; i++) { |
| 1024 | if (state->next[i] != -1) { |
| 1025 | assert(state->prev[state->next[i]] == i); |
| 1026 | di = dsf_canonify(state->dsf, i); |
| 1027 | dni = dsf_canonify(state->dsf, state->next[i]); |
| 1028 | if (di == dni) { |
| 1029 | debug(("connect_numbers: chain forms a loop.")); |
| 1030 | state->impossible = 1; |
| 1031 | } |
| 1032 | dsf_merge(state->dsf, di, dni); |
| 1033 | } |
| 1034 | } |
| 1035 | } |
| 1036 | |
| 1037 | static void update_numbers(game_state *state) |
| 1038 | { |
| 1039 | int i, j, nnum; |
| 1040 | int *scratch = snewn(state->n, int); |
| 1041 | |
| 1042 | for (i = 0; i < state->n; i++) { |
| 1043 | assert(state->nums[i] >= 0); |
| 1044 | state->numsi[i] = -1; |
| 1045 | } |
| 1046 | |
| 1047 | for (i = 0; i < state->n; i++) { |
| 1048 | if (state->flags[i] & FLAG_IMMUTABLE) { |
| 1049 | assert(state->nums[i] >= 0); |
| 1050 | assert(state->nums[i] <= state->n); |
| 1051 | state->numsi[state->nums[i]] = i; |
| 1052 | } |
| 1053 | else if (state->prev[i] == -1 && state->next[i] == -1) |
| 1054 | state->nums[i] = 0; |
| 1055 | } |
| 1056 | connect_numbers(state); |
| 1057 | |
| 1058 | for (i = 0; i < state->n; i++) { |
| 1059 | /* Look for a cell that is the start of a chain |
| 1060 | * (has a next but no prev). */ |
| 1061 | if (state->prev[i] != -1 || state->next[i] == -1) continue; |
| 1062 | |
| 1063 | nnum = head_number(state, i, scratch); |
| 1064 | j = i; |
| 1065 | while (j != -1) { |
| 1066 | if (nnum > 0 && nnum <= state->n) |
| 1067 | state->numsi[nnum] = j; |
| 1068 | state->nums[j] = nnum++; |
| 1069 | j = state->next[j]; |
| 1070 | assert(j != i); /* loop?! */ |
| 1071 | } |
| 1072 | } |
| 1073 | /*debug_numbers(state);*/ |
| 1074 | sfree(scratch); |
| 1075 | } |
| 1076 | |
| 1077 | static int check_completion(game_state *state, int mark_errors) |
| 1078 | { |
| 1079 | int n, j, k, error = 0, complete; |
| 1080 | |
| 1081 | /* NB This only marks errors that are possible to perpetrate with |
| 1082 | * the current UI in interpret_move. Things like forming loops in |
| 1083 | * linked sections and having numbers not add up should be forbidden |
| 1084 | * by the code elsewhere, so we don't bother marking those (because |
| 1085 | * it would add lots of tricky drawing code for very little gain). */ |
| 1086 | if (mark_errors) { |
| 1087 | for (j = 0; j < state->n; j++) |
| 1088 | state->flags[j] &= ~FLAG_ERROR; |
| 1089 | } |
| 1090 | |
| 1091 | /* Search for repeated numbers. */ |
| 1092 | for (j = 0; j < state->n; j++) { |
| 1093 | if (state->nums[j] > 0 && state->nums[j] <= state->n) { |
| 1094 | for (k = j+1; k < state->n; k++) { |
| 1095 | if (state->nums[k] == state->nums[j]) { |
| 1096 | if (mark_errors) { |
| 1097 | state->flags[j] |= FLAG_ERROR; |
| 1098 | state->flags[k] |= FLAG_ERROR; |
| 1099 | } |
| 1100 | error = 1; |
| 1101 | } |
| 1102 | } |
| 1103 | } |
| 1104 | } |
| 1105 | |
| 1106 | /* Search and mark numbers n not pointing to n+1; if any numbers |
| 1107 | * are missing we know we've not completed. */ |
| 1108 | complete = 1; |
| 1109 | for (n = 1; n < state->n; n++) { |
| 1110 | if (state->numsi[n] == -1 || state->numsi[n+1] == -1) |
| 1111 | complete = 0; |
| 1112 | else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) { |
| 1113 | if (mark_errors) { |
| 1114 | state->flags[state->numsi[n]] |= FLAG_ERROR; |
| 1115 | state->flags[state->numsi[n+1]] |= FLAG_ERROR; |
| 1116 | } |
| 1117 | error = 1; |
| 1118 | } else { |
| 1119 | /* make sure the link is explicitly made here; for instance, this |
| 1120 | * is nice if the user drags from 2 out (making 3) and a 4 is also |
| 1121 | * visible; this ensures that the link from 3 to 4 is also made. */ |
| 1122 | if (mark_errors) |
| 1123 | makelink(state, state->numsi[n], state->numsi[n+1]); |
| 1124 | } |
| 1125 | } |
| 1126 | |
| 1127 | if (error) return 0; |
| 1128 | return complete; |
| 1129 | } |
| 1130 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1131 | { |
| 1132 | game_state *state = NULL; |
| 1133 | |
| 1134 | unpick_desc(params, desc, &state, NULL); |
| 1135 | if (!state) assert(!"new_game failed to unpick"); |
| 1136 | |
| 1137 | update_numbers(state); |
| 1138 | check_completion(state, 1); /* update any auto-links */ |
| 1139 | |
| 1140 | return state; |
| 1141 | } |
| 1142 | |
| 1143 | /* --- Solver --- */ |
| 1144 | |
| 1145 | /* If a tile has a single tile it can link _to_, or there's only a single |
| 1146 | * location that can link to a given tile, fill that link in. */ |
| 1147 | static int solve_single(game_state *state, game_state *copy, int *from) |
| 1148 | { |
| 1149 | int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0; |
| 1150 | |
| 1151 | /* The from array is a list of 'which square can link _to_ us'; |
| 1152 | * we start off with from as '-1' (meaning 'not found'); if we find |
| 1153 | * something that can link to us it is set to that index, and then if |
| 1154 | * we find another we set it to -2. */ |
| 1155 | |
| 1156 | memset(from, -1, state->n*sizeof(int)); |
| 1157 | |
| 1158 | /* poss is 'can I link to anything' with the same meanings. */ |
| 1159 | |
| 1160 | for (i = 0; i < state->n; i++) { |
| 1161 | if (state->next[i] != -1) continue; |
| 1162 | if (state->nums[i] == state->n) continue; /* no next from last no. */ |
| 1163 | |
| 1164 | d = state->dirs[i]; |
| 1165 | poss = -1; |
| 1166 | sx = x = i%w; sy = y = i/w; |
| 1167 | while (1) { |
| 1168 | x += dxs[d]; y += dys[d]; |
| 1169 | if (!INGRID(state, x, y)) break; |
| 1170 | if (!isvalidmove(state, 1, sx, sy, x, y)) continue; |
| 1171 | |
| 1172 | /* can't link to somewhere with a back-link we would have to |
| 1173 | * break (the solver just doesn't work like this). */ |
| 1174 | j = y*w+x; |
| 1175 | if (state->prev[j] != -1) continue; |
| 1176 | |
| 1177 | if (state->nums[i] > 0 && state->nums[j] > 0 && |
| 1178 | state->nums[i] <= state->n && state->nums[j] <= state->n && |
| 1179 | state->nums[j] == state->nums[i]+1) { |
| 1180 | debug(("Solver: forcing link through existing consecutive numbers.")); |
| 1181 | poss = j; |
| 1182 | from[j] = i; |
| 1183 | break; |
| 1184 | } |
| 1185 | |
| 1186 | /* if there's been a valid move already, we have to move on; |
| 1187 | * we can't make any deductions here. */ |
| 1188 | poss = (poss == -1) ? j : -2; |
| 1189 | |
| 1190 | /* Modify the from array as described above (which is enumerating |
| 1191 | * what points to 'j' in a similar way). */ |
| 1192 | from[j] = (from[j] == -1) ? i : -2; |
| 1193 | } |
| 1194 | if (poss == -2) { |
| 1195 | /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/ |
| 1196 | ; |
| 1197 | } else if (poss == -1) { |
| 1198 | debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy)); |
| 1199 | copy->impossible = 1; |
| 1200 | return -1; |
| 1201 | } else { |
| 1202 | debug(("Solver: linking (%d,%d) to only possible next (%d,%d).", |
| 1203 | sx, sy, poss%w, poss/w)); |
| 1204 | makelink(copy, i, poss); |
| 1205 | nlinks++; |
| 1206 | } |
| 1207 | } |
| 1208 | |
| 1209 | for (i = 0; i < state->n; i++) { |
| 1210 | if (state->prev[i] != -1) continue; |
| 1211 | if (state->nums[i] == 1) continue; /* no prev from 1st no. */ |
| 1212 | |
| 1213 | x = i%w; y = i/w; |
| 1214 | if (from[i] == -1) { |
| 1215 | debug(("Solver: nowhere possible to link to (%d,%d)", x, y)); |
| 1216 | copy->impossible = 1; |
| 1217 | return -1; |
| 1218 | } else if (from[i] == -2) { |
| 1219 | /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/ |
| 1220 | ; |
| 1221 | } else { |
| 1222 | debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).", |
| 1223 | from[i]%w, from[i]/w, x, y)); |
| 1224 | makelink(copy, from[i], i); |
| 1225 | nlinks++; |
| 1226 | } |
| 1227 | } |
| 1228 | |
| 1229 | return nlinks; |
| 1230 | } |
| 1231 | |
| 1232 | /* Returns 1 if we managed to solve it, 0 otherwise. */ |
| 1233 | static int solve_state(game_state *state) |
| 1234 | { |
| 1235 | game_state *copy = dup_game(state); |
| 1236 | int *scratch = snewn(state->n, int), ret; |
| 1237 | |
| 1238 | debug_state("Before solver: ", state); |
| 1239 | |
| 1240 | while (1) { |
| 1241 | update_numbers(state); |
| 1242 | |
| 1243 | if (solve_single(state, copy, scratch)) { |
| 1244 | dup_game_to(state, copy); |
| 1245 | if (state->impossible) break; else continue; |
| 1246 | } |
| 1247 | break; |
| 1248 | } |
| 1249 | free_game(copy); |
| 1250 | sfree(scratch); |
| 1251 | |
| 1252 | update_numbers(state); |
| 1253 | ret = state->impossible ? -1 : check_completion(state, 0); |
| 1254 | debug(("Solver finished: %s", |
| 1255 | ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved")); |
| 1256 | debug_state("After solver: ", state); |
| 1257 | return ret; |
| 1258 | } |
| 1259 | |
| 1260 | static char *solve_game(game_state *state, game_state *currstate, |
| 1261 | char *aux, char **error) |
| 1262 | { |
| 1263 | game_state *tosolve; |
| 1264 | char *ret = NULL; |
| 1265 | int result; |
| 1266 | |
| 1267 | tosolve = dup_game(currstate); |
| 1268 | result = solve_state(tosolve); |
| 1269 | if (result > 0) |
| 1270 | ret = generate_desc(tosolve, 1); |
| 1271 | free_game(tosolve); |
| 1272 | if (ret) return ret; |
| 1273 | |
| 1274 | tosolve = dup_game(state); |
| 1275 | result = solve_state(tosolve); |
| 1276 | if (result < 0) |
| 1277 | *error = "Puzzle is impossible."; |
| 1278 | else if (result == 0) |
| 1279 | *error = "Unable to solve puzzle."; |
| 1280 | else |
| 1281 | ret = generate_desc(tosolve, 1); |
| 1282 | |
| 1283 | free_game(tosolve); |
| 1284 | |
| 1285 | return ret; |
| 1286 | } |
| 1287 | |
| 1288 | /* --- UI and move routines. --- */ |
| 1289 | |
| 1290 | |
| 1291 | struct game_ui { |
| 1292 | int cx, cy, cshow; |
| 1293 | |
| 1294 | int dragging, drag_is_from; |
| 1295 | int sx, sy; /* grid coords of start cell */ |
| 1296 | int dx, dy; /* pixel coords of drag posn */ |
| 1297 | }; |
| 1298 | |
| 1299 | static game_ui *new_ui(game_state *state) |
| 1300 | { |
| 1301 | game_ui *ui = snew(game_ui); |
| 1302 | |
| 1303 | /* NB: if this is ever changed to as to require more than a structure |
| 1304 | * copy to clone, there's code that needs fixing in game_redraw too. */ |
| 1305 | |
| 1306 | ui->cx = ui->cy = ui->cshow = 0; |
| 1307 | |
| 1308 | ui->dragging = 0; |
| 1309 | ui->sx = ui->sy = ui->dx = ui->dy = 0; |
| 1310 | |
| 1311 | return ui; |
| 1312 | } |
| 1313 | |
| 1314 | static void free_ui(game_ui *ui) |
| 1315 | { |
| 1316 | sfree(ui); |
| 1317 | } |
| 1318 | |
| 1319 | static char *encode_ui(game_ui *ui) |
| 1320 | { |
| 1321 | return NULL; |
| 1322 | } |
| 1323 | |
| 1324 | static void decode_ui(game_ui *ui, char *encoding) |
| 1325 | { |
| 1326 | } |
| 1327 | |
| 1328 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1329 | game_state *newstate) |
| 1330 | { |
| 1331 | if (!oldstate->completed && newstate->completed) |
| 1332 | ui->cshow = ui->dragging = 0; |
| 1333 | } |
| 1334 | |
| 1335 | struct game_drawstate { |
| 1336 | int tilesize, started, solved; |
| 1337 | int w, h, n; |
| 1338 | int *nums, *dirp; |
| 1339 | unsigned int *f; |
| 1340 | double angle_offset; |
| 1341 | |
| 1342 | int dragging, dx, dy; |
| 1343 | blitter *dragb; |
| 1344 | }; |
| 1345 | |
| 1346 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1347 | int mx, int my, int button) |
| 1348 | { |
| 1349 | int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w; |
| 1350 | char buf[80]; |
| 1351 | |
| 1352 | if (IS_CURSOR_MOVE(button)) { |
| 1353 | move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0); |
| 1354 | ui->cshow = 1; |
| 1355 | if (ui->dragging) { |
| 1356 | ui->dx = COORD(ui->cx) + TILE_SIZE/2; |
| 1357 | ui->dy = COORD(ui->cy) + TILE_SIZE/2; |
| 1358 | } |
| 1359 | return ""; |
| 1360 | } else if (IS_CURSOR_SELECT(button)) { |
| 1361 | if (!ui->cshow) |
| 1362 | ui->cshow = 1; |
| 1363 | else if (ui->dragging) { |
| 1364 | ui->dragging = FALSE; |
| 1365 | if (ui->sx == ui->cx && ui->sy == ui->cy) return ""; |
| 1366 | if (ui->drag_is_from) { |
| 1367 | if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return ""; |
| 1368 | sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy); |
| 1369 | } else { |
| 1370 | if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return ""; |
| 1371 | sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy); |
| 1372 | } |
| 1373 | return dupstr(buf); |
| 1374 | } else { |
| 1375 | ui->dragging = TRUE; |
| 1376 | ui->sx = ui->cx; |
| 1377 | ui->sy = ui->cy; |
| 1378 | ui->dx = COORD(ui->cx) + TILE_SIZE/2; |
| 1379 | ui->dy = COORD(ui->cy) + TILE_SIZE/2; |
| 1380 | ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0; |
| 1381 | } |
| 1382 | return ""; |
| 1383 | } |
| 1384 | if (IS_MOUSE_DOWN(button)) { |
| 1385 | if (ui->cshow) { |
| 1386 | ui->cshow = ui->dragging = 0; |
| 1387 | } |
| 1388 | assert(!ui->dragging); |
| 1389 | if (!INGRID(state, x, y)) return NULL; |
| 1390 | |
| 1391 | if (button == LEFT_BUTTON) { |
| 1392 | /* disallow dragging from the final number. */ |
| 1393 | if (state->nums[y*w+x] == state->n) return NULL; |
| 1394 | } else if (button == RIGHT_BUTTON) { |
| 1395 | /* disallow dragging to the first number. */ |
| 1396 | if (state->nums[y*w+x] == 1) return NULL; |
| 1397 | } |
| 1398 | |
| 1399 | ui->dragging = TRUE; |
| 1400 | ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0; |
| 1401 | ui->sx = x; |
| 1402 | ui->sy = y; |
| 1403 | ui->dx = mx; |
| 1404 | ui->dy = my; |
| 1405 | ui->cshow = 0; |
| 1406 | return ""; |
| 1407 | } else if (IS_MOUSE_DRAG(button) && ui->dragging) { |
| 1408 | ui->dx = mx; |
| 1409 | ui->dy = my; |
| 1410 | return ""; |
| 1411 | } else if (IS_MOUSE_RELEASE(button) && ui->dragging) { |
| 1412 | ui->dragging = FALSE; |
| 1413 | if (ui->sx == x && ui->sy == y) return ""; /* single click */ |
| 1414 | |
| 1415 | if (!INGRID(state, x, y)) { |
| 1416 | int si = ui->sy*w+ui->sx; |
| 1417 | if (state->prev[si] == -1 && state->next[si] == -1) |
| 1418 | return ""; |
| 1419 | sprintf(buf, "%c%d,%d", |
| 1420 | ui->drag_is_from ? 'C' : 'X', ui->sx, ui->sy); |
| 1421 | return dupstr(buf); |
| 1422 | } |
| 1423 | |
| 1424 | if (ui->drag_is_from) { |
| 1425 | if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return ""; |
| 1426 | sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y); |
| 1427 | } else { |
| 1428 | if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return ""; |
| 1429 | sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy); |
| 1430 | } |
| 1431 | return dupstr(buf); |
| 1432 | } /* else if (button == 'H' || button == 'h') |
| 1433 | return dupstr("H"); */ |
| 1434 | else if ((button == 'x' || button == 'X') && ui->cshow) { |
| 1435 | int si = ui->cy*w + ui->cx; |
| 1436 | if (state->prev[si] == -1 && state->next[si] == -1) |
| 1437 | return ""; |
| 1438 | sprintf(buf, "%c%d,%d", |
| 1439 | (button == 'x') ? 'C' : 'X', ui->cx, ui->cy); |
| 1440 | return dupstr(buf); |
| 1441 | } |
| 1442 | |
| 1443 | return NULL; |
| 1444 | } |
| 1445 | |
| 1446 | static void unlink_cell(game_state *state, int si) |
| 1447 | { |
| 1448 | debug(("Unlinking (%d,%d).", si%state->w, si/state->w)); |
| 1449 | if (state->prev[si] != -1) { |
| 1450 | debug((" ... removing prev link from (%d,%d).", |
| 1451 | state->prev[si]%state->w, state->prev[si]/state->w)); |
| 1452 | state->next[state->prev[si]] = -1; |
| 1453 | state->prev[si] = -1; |
| 1454 | } |
| 1455 | if (state->next[si] != -1) { |
| 1456 | debug((" ... removing next link to (%d,%d).", |
| 1457 | state->next[si]%state->w, state->next[si]/state->w)); |
| 1458 | state->prev[state->next[si]] = -1; |
| 1459 | state->next[si] = -1; |
| 1460 | } |
| 1461 | } |
| 1462 | |
| 1463 | static game_state *execute_move(game_state *state, char *move) |
| 1464 | { |
| 1465 | game_state *ret = NULL; |
| 1466 | int sx, sy, ex, ey, si, ei, w = state->w; |
| 1467 | char c; |
| 1468 | |
| 1469 | debug(("move: %s", move)); |
| 1470 | |
| 1471 | if (move[0] == 'S') { |
| 1472 | game_params p; |
| 1473 | game_state *tmp; |
| 1474 | char *valid; |
| 1475 | int i; |
| 1476 | |
| 1477 | p.w = state->w; p.h = state->h; |
| 1478 | valid = validate_desc(&p, move+1); |
| 1479 | if (valid) { |
| 1480 | debug(("execute_move: move not valid: %s", valid)); |
| 1481 | return NULL; |
| 1482 | } |
| 1483 | ret = dup_game(state); |
| 1484 | tmp = new_game(NULL, &p, move+1); |
| 1485 | for (i = 0; i < state->n; i++) { |
| 1486 | ret->prev[i] = tmp->prev[i]; |
| 1487 | ret->next[i] = tmp->next[i]; |
| 1488 | } |
| 1489 | free_game(tmp); |
| 1490 | ret->used_solve = 1; |
| 1491 | } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) { |
| 1492 | if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL; |
| 1493 | |
| 1494 | ret = dup_game(state); |
| 1495 | |
| 1496 | si = sy*w+sx; ei = ey*w+ex; |
| 1497 | makelink(ret, si, ei); |
| 1498 | } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) { |
| 1499 | if (c != 'C' && c != 'X') return NULL; |
| 1500 | if (!INGRID(state, sx, sy)) return NULL; |
| 1501 | si = sy*w+sx; |
| 1502 | if (state->prev[si] == -1 && state->next[si] == -1) |
| 1503 | return NULL; |
| 1504 | |
| 1505 | ret = dup_game(state); |
| 1506 | |
| 1507 | if (c == 'C') { |
| 1508 | /* Unlink the single cell we dragged from the board. */ |
| 1509 | unlink_cell(ret, si); |
| 1510 | } else { |
| 1511 | int i, set, sset = state->nums[si] / (state->n+1); |
| 1512 | for (i = 0; i < state->n; i++) { |
| 1513 | /* Unlink all cells in the same set as the one we dragged |
| 1514 | * from the board. */ |
| 1515 | |
| 1516 | if (state->nums[i] == 0) continue; |
| 1517 | set = state->nums[i] / (state->n+1); |
| 1518 | if (set != sset) continue; |
| 1519 | |
| 1520 | unlink_cell(ret, i); |
| 1521 | } |
| 1522 | } |
| 1523 | } else if (strcmp(move, "H") == 0) { |
| 1524 | ret = dup_game(state); |
| 1525 | solve_state(ret); |
| 1526 | } |
| 1527 | if (ret) { |
| 1528 | update_numbers(ret); |
| 1529 | if (check_completion(ret, 1)) ret->completed = 1; |
| 1530 | } |
| 1531 | |
| 1532 | return ret; |
| 1533 | } |
| 1534 | |
| 1535 | /* ---------------------------------------------------------------------- |
| 1536 | * Drawing routines. |
| 1537 | */ |
| 1538 | |
| 1539 | static void game_compute_size(game_params *params, int tilesize, |
| 1540 | int *x, int *y) |
| 1541 | { |
| 1542 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1543 | struct { int tilesize, order; } ads, *ds = &ads; |
| 1544 | ads.tilesize = tilesize; |
| 1545 | |
| 1546 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 1547 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 1548 | } |
| 1549 | |
| 1550 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1551 | game_params *params, int tilesize) |
| 1552 | { |
| 1553 | ds->tilesize = tilesize; |
| 1554 | assert(TILE_SIZE > 0); |
| 1555 | |
| 1556 | assert(!ds->dragb); |
| 1557 | ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE); |
| 1558 | } |
| 1559 | |
| 1560 | /* Colours chosen from the webby palette to work as a background to black text, |
| 1561 | * W then some plausible approximation to pastelly ROYGBIV; we then interpolate |
| 1562 | * between consecutive pairs to give another 8 (and then the drawing routine |
| 1563 | * will reuse backgrounds). */ |
| 1564 | static const unsigned long bgcols[8] = { |
| 1565 | 0xffffff, /* white */ |
| 1566 | 0xffa07a, /* lightsalmon */ |
| 1567 | 0x98fb98, /* green */ |
| 1568 | 0x7fffd4, /* aquamarine */ |
| 1569 | 0x9370db, /* medium purple */ |
| 1570 | 0xffa500, /* orange */ |
| 1571 | 0x87cefa, /* lightskyblue */ |
| 1572 | 0xffff00, /* yellow */ |
| 1573 | }; |
| 1574 | |
| 1575 | static float *game_colours(frontend *fe, int *ncolours) |
| 1576 | { |
| 1577 | float *ret = snewn(3 * NCOLOURS, float); |
| 1578 | int c, i; |
| 1579 | |
| 1580 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1581 | |
| 1582 | for (i = 0; i < 3; i++) { |
| 1583 | ret[COL_NUMBER * 3 + i] = 0.0F; |
| 1584 | ret[COL_ARROW * 3 + i] = 0.0F; |
| 1585 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
| 1586 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F; |
| 1587 | } |
| 1588 | ret[COL_NUMBER_SET * 3 + 0] = 0.0F; |
| 1589 | ret[COL_NUMBER_SET * 3 + 1] = 0.0F; |
| 1590 | ret[COL_NUMBER_SET * 3 + 2] = 0.9F; |
| 1591 | |
| 1592 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 1593 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 1594 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 1595 | |
| 1596 | ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F; |
| 1597 | ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F; |
| 1598 | ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F; |
| 1599 | |
| 1600 | for (c = 0; c < 8; c++) { |
| 1601 | ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F; |
| 1602 | ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F; |
| 1603 | ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F; |
| 1604 | } |
| 1605 | for (c = 0; c < 8; c++) { |
| 1606 | for (i = 0; i < 3; i++) { |
| 1607 | ret[(COL_B0 + 8 + c) * 3 + i] = |
| 1608 | (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F; |
| 1609 | } |
| 1610 | } |
| 1611 | |
| 1612 | #define average(r,a,b,w) do { \ |
| 1613 | for (i = 0; i < 3; i++) \ |
| 1614 | ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \ |
| 1615 | } while (0) |
| 1616 | average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F); |
| 1617 | average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F); |
| 1618 | for (c = 0; c < NBACKGROUNDS; c++) { |
| 1619 | /* I assume here that COL_ARROW and COL_NUMBER are the same. |
| 1620 | * Otherwise I'd need two sets of COL_M*. */ |
| 1621 | average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F); |
| 1622 | average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F); |
| 1623 | average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F); |
| 1624 | } |
| 1625 | |
| 1626 | *ncolours = NCOLOURS; |
| 1627 | return ret; |
| 1628 | } |
| 1629 | |
| 1630 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1631 | { |
| 1632 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1633 | int i; |
| 1634 | |
| 1635 | ds->tilesize = ds->started = ds->solved = 0; |
| 1636 | ds->w = state->w; |
| 1637 | ds->h = state->h; |
| 1638 | ds->n = state->n; |
| 1639 | |
| 1640 | ds->nums = snewn(state->n, int); |
| 1641 | ds->dirp = snewn(state->n, int); |
| 1642 | ds->f = snewn(state->n, unsigned int); |
| 1643 | for (i = 0; i < state->n; i++) { |
| 1644 | ds->nums[i] = 0; |
| 1645 | ds->dirp[i] = -1; |
| 1646 | ds->f[i] = 0; |
| 1647 | } |
| 1648 | |
| 1649 | ds->angle_offset = 0.0F; |
| 1650 | |
| 1651 | ds->dragging = ds->dx = ds->dy = 0; |
| 1652 | ds->dragb = NULL; |
| 1653 | |
| 1654 | return ds; |
| 1655 | } |
| 1656 | |
| 1657 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1658 | { |
| 1659 | sfree(ds->nums); |
| 1660 | sfree(ds->dirp); |
| 1661 | sfree(ds->f); |
| 1662 | if (ds->dragb) blitter_free(dr, ds->dragb); |
| 1663 | |
| 1664 | sfree(ds); |
| 1665 | } |
| 1666 | |
| 1667 | /* cx, cy are top-left corner. sz is the 'radius' of the arrow. |
| 1668 | * ang is in radians, clockwise from 0 == straight up. */ |
| 1669 | static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang, |
| 1670 | int cfill, int cout) |
| 1671 | { |
| 1672 | int coords[14]; |
| 1673 | int xdx, ydx, xdy, ydy, xdx3, xdy3; |
| 1674 | double s = sin(ang), c = cos(ang); |
| 1675 | |
| 1676 | xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz; |
| 1677 | xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz; |
| 1678 | xdx = (int)(sz * (c + 1) + 0.5) - sz; |
| 1679 | xdy = (int)(sz * (s + 1) + 0.5) - sz; |
| 1680 | ydx = -xdy; |
| 1681 | ydy = xdx; |
| 1682 | |
| 1683 | |
| 1684 | coords[2*0 + 0] = cx - ydx; |
| 1685 | coords[2*0 + 1] = cy - ydy; |
| 1686 | coords[2*1 + 0] = cx + xdx; |
| 1687 | coords[2*1 + 1] = cy + xdy; |
| 1688 | coords[2*2 + 0] = cx + xdx3; |
| 1689 | coords[2*2 + 1] = cy + xdy3; |
| 1690 | coords[2*3 + 0] = cx + xdx3 + ydx; |
| 1691 | coords[2*3 + 1] = cy + xdy3 + ydy; |
| 1692 | coords[2*4 + 0] = cx - xdx3 + ydx; |
| 1693 | coords[2*4 + 1] = cy - xdy3 + ydy; |
| 1694 | coords[2*5 + 0] = cx - xdx3; |
| 1695 | coords[2*5 + 1] = cy - xdy3; |
| 1696 | coords[2*6 + 0] = cx - xdx; |
| 1697 | coords[2*6 + 1] = cy - xdy; |
| 1698 | |
| 1699 | draw_polygon(dr, coords, 7, cfill, cout); |
| 1700 | } |
| 1701 | |
| 1702 | static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir, |
| 1703 | int cfill, int cout, double angle_offset) |
| 1704 | { |
| 1705 | double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset; |
| 1706 | draw_arrow(dr, cx, cy, sz, ang, cfill, cout); |
| 1707 | } |
| 1708 | |
| 1709 | /* cx, cy are centre coordinates.. */ |
| 1710 | static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints, |
| 1711 | int cfill, int cout, double angle_offset) |
| 1712 | { |
| 1713 | int *coords, n; |
| 1714 | double a, r; |
| 1715 | |
| 1716 | assert(npoints > 0); |
| 1717 | |
| 1718 | coords = snewn(npoints * 2 * 2, int); |
| 1719 | |
| 1720 | for (n = 0; n < npoints * 2; n++) { |
| 1721 | a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset; |
| 1722 | r = (n % 2) ? (double)rad/2.0 : (double)rad; |
| 1723 | |
| 1724 | /* We're rotating the point at (0, -r) by a degrees */ |
| 1725 | coords[2*n+0] = cx + (int)( r * sin(a)); |
| 1726 | coords[2*n+1] = cy + (int)(-r * cos(a)); |
| 1727 | } |
| 1728 | draw_polygon(dr, coords, npoints*2, cfill, cout); |
| 1729 | sfree(coords); |
| 1730 | } |
| 1731 | |
| 1732 | static int num2col(game_drawstate *ds, int num) |
| 1733 | { |
| 1734 | int set = num / (ds->n+1); |
| 1735 | |
| 1736 | if (num <= 0) return COL_BACKGROUND; |
| 1737 | return COL_B0 + (set % 16); |
| 1738 | } |
| 1739 | |
| 1740 | #define ARROW_HALFSZ (7 * TILE_SIZE / 32) |
| 1741 | |
| 1742 | #define F_CUR 0x001 /* Cursor on this tile. */ |
| 1743 | #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */ |
| 1744 | #define F_ERROR 0x004 /* Tile marked in error. */ |
| 1745 | #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */ |
| 1746 | #define F_ARROW_POINT 0x010 /* Tile points to other tile */ |
| 1747 | #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */ |
| 1748 | #define F_DIM 0x040 /* Tile is dim */ |
| 1749 | |
| 1750 | static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty, |
| 1751 | int dir, int dirp, int num, unsigned int f, |
| 1752 | double angle_offset, int print_ink) |
| 1753 | { |
| 1754 | int cb = TILE_SIZE / 16, textsz; |
| 1755 | char buf[20]; |
| 1756 | int arrowcol, sarrowcol, setcol, textcol; |
| 1757 | int n = num % (ds->n+1), set = num / (ds->n+1); |
| 1758 | int acx, acy, asz; |
| 1759 | |
| 1760 | /* Calculate colours. */ |
| 1761 | |
| 1762 | if (print_ink >= 0) { |
| 1763 | /* |
| 1764 | * We're printing, so just do everything in black. |
| 1765 | */ |
| 1766 | arrowcol = textcol = print_ink; |
| 1767 | setcol = sarrowcol = -1; /* placate optimiser */ |
| 1768 | } else { |
| 1769 | |
| 1770 | setcol = num2col(ds, num); |
| 1771 | |
| 1772 | #define dim(fg,bg) ( \ |
| 1773 | (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \ |
| 1774 | (bg) + COL_D0 - COL_B0 \ |
| 1775 | ) |
| 1776 | |
| 1777 | #define mid(fg,bg) ( \ |
| 1778 | (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \ |
| 1779 | (bg) + COL_M0 - COL_B0 \ |
| 1780 | ) |
| 1781 | |
| 1782 | #define dimbg(bg) ( \ |
| 1783 | (bg)==COL_BACKGROUND ? COL_BACKGROUND : \ |
| 1784 | (bg) + COL_X0 - COL_B0 \ |
| 1785 | ) |
| 1786 | |
| 1787 | if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN; |
| 1788 | else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol); |
| 1789 | else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol); |
| 1790 | else arrowcol = COL_ARROW; |
| 1791 | |
| 1792 | if (f & (F_ERROR)) textcol = COL_ERROR; |
| 1793 | else { |
| 1794 | if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET; |
| 1795 | else textcol = COL_NUMBER; |
| 1796 | |
| 1797 | if (f & F_DIM) textcol = dim(textcol, setcol); |
| 1798 | else if (((f & F_ARROW_POINT) || num==ds->n) && |
| 1799 | ((f & F_ARROW_INPOINT) || num==1)) |
| 1800 | textcol = mid(textcol, setcol); |
| 1801 | } |
| 1802 | |
| 1803 | if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol); |
| 1804 | else sarrowcol = COL_ARROW; |
| 1805 | } |
| 1806 | |
| 1807 | /* Clear tile background */ |
| 1808 | |
| 1809 | if (print_ink < 0) { |
| 1810 | draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE, |
| 1811 | (f & F_DIM) ? dimbg(setcol) : setcol); |
| 1812 | } |
| 1813 | |
| 1814 | /* Draw large (outwards-pointing) arrow. */ |
| 1815 | |
| 1816 | asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */ |
| 1817 | acx = tx+TILE_SIZE/2+asz; /* centre x */ |
| 1818 | acy = ty+TILE_SIZE/2+asz; /* centre y */ |
| 1819 | |
| 1820 | if (num == ds->n && (f & F_IMMUTABLE)) |
| 1821 | draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset); |
| 1822 | else |
| 1823 | draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset); |
| 1824 | if (print_ink < 0 && (f & F_CUR)) |
| 1825 | draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR); |
| 1826 | |
| 1827 | /* Draw dot iff this tile requires a predecessor and doesn't have one. */ |
| 1828 | |
| 1829 | if (print_ink < 0) { |
| 1830 | acx = tx+TILE_SIZE/2-asz; |
| 1831 | acy = ty+TILE_SIZE/2+asz; |
| 1832 | |
| 1833 | if (!(f & F_ARROW_INPOINT) && num != 1) { |
| 1834 | draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol); |
| 1835 | } |
| 1836 | } |
| 1837 | |
| 1838 | /* Draw text (number or set). */ |
| 1839 | |
| 1840 | if (num != 0) { |
| 1841 | assert(num > 0); |
| 1842 | if (set == 0) { |
| 1843 | sprintf(buf, "%d", n); |
| 1844 | } else { |
| 1845 | if (n == 0) |
| 1846 | sprintf(buf, "%c", (int)(set+'a'-1)); |
| 1847 | else |
| 1848 | sprintf(buf, "%c+%d", (int)(set+'a'-1), n); |
| 1849 | } |
| 1850 | textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(buf)); |
| 1851 | draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz, |
| 1852 | ALIGN_VCENTRE | ALIGN_HLEFT, textcol, buf); |
| 1853 | } |
| 1854 | |
| 1855 | if (print_ink < 0) { |
| 1856 | draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID); |
| 1857 | draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE); |
| 1858 | } |
| 1859 | } |
| 1860 | |
| 1861 | static void draw_drag_indicator(drawing *dr, game_drawstate *ds, |
| 1862 | game_state *state, game_ui *ui, int validdrag) |
| 1863 | { |
| 1864 | int dir, w = ds->w, acol = COL_ARROW; |
| 1865 | int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy); |
| 1866 | double ang; |
| 1867 | |
| 1868 | if (validdrag) { |
| 1869 | /* If we could move here, lock the arrow to the appropriate direction. */ |
| 1870 | dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx]; |
| 1871 | |
| 1872 | ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */ |
| 1873 | } else { |
| 1874 | /* Draw an arrow pointing away from/towards the origin cell. */ |
| 1875 | int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2; |
| 1876 | double tana, offset; |
| 1877 | double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy); |
| 1878 | |
| 1879 | if (xdiff == 0) { |
| 1880 | ang = (oy > ui->dy) ? 0.0F : PI; |
| 1881 | } else if (ydiff == 0) { |
| 1882 | ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F; |
| 1883 | } else { |
| 1884 | if (ui->dx > ox && ui->dy < oy) { |
| 1885 | tana = xdiff / ydiff; |
| 1886 | offset = 0.0F; |
| 1887 | } else if (ui->dx > ox && ui->dy > oy) { |
| 1888 | tana = ydiff / xdiff; |
| 1889 | offset = PI/2.0F; |
| 1890 | } else if (ui->dx < ox && ui->dy > oy) { |
| 1891 | tana = xdiff / ydiff; |
| 1892 | offset = PI; |
| 1893 | } else { |
| 1894 | tana = ydiff / xdiff; |
| 1895 | offset = 3.0F * PI / 2.0F; |
| 1896 | } |
| 1897 | ang = atan(tana) + offset; |
| 1898 | } |
| 1899 | |
| 1900 | if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */ |
| 1901 | |
| 1902 | } |
| 1903 | draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol); |
| 1904 | } |
| 1905 | |
| 1906 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1907 | game_state *state, int dir, game_ui *ui, |
| 1908 | float animtime, float flashtime) |
| 1909 | { |
| 1910 | int x, y, i, w = ds->w, dirp, force = 0; |
| 1911 | unsigned int f; |
| 1912 | double angle_offset = 0.0; |
| 1913 | game_state *postdrop = NULL; |
| 1914 | |
| 1915 | if (flashtime > 0.0F) |
| 1916 | angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN); |
| 1917 | if (angle_offset != ds->angle_offset) { |
| 1918 | ds->angle_offset = angle_offset; |
| 1919 | force = 1; |
| 1920 | } |
| 1921 | |
| 1922 | if (ds->dragging) { |
| 1923 | assert(ds->dragb); |
| 1924 | blitter_load(dr, ds->dragb, ds->dx, ds->dy); |
| 1925 | draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE); |
| 1926 | ds->dragging = FALSE; |
| 1927 | } |
| 1928 | |
| 1929 | /* If an in-progress drag would make a valid move if finished, we |
| 1930 | * reflect that move in the board display. We let interpret_move do |
| 1931 | * most of the heavy lifting for us: we have to copy the game_ui so |
| 1932 | * as not to stomp on the real UI's drag state. */ |
| 1933 | if (ui->dragging) { |
| 1934 | game_ui uicopy = *ui; |
| 1935 | char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE); |
| 1936 | |
| 1937 | if (movestr != NULL && strcmp(movestr, "") != 0) { |
| 1938 | postdrop = execute_move(state, movestr); |
| 1939 | sfree(movestr); |
| 1940 | |
| 1941 | state = postdrop; |
| 1942 | } |
| 1943 | } |
| 1944 | |
| 1945 | if (!ds->started) { |
| 1946 | int aw = TILE_SIZE * state->w; |
| 1947 | int ah = TILE_SIZE * state->h; |
| 1948 | draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND); |
| 1949 | draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID); |
| 1950 | draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER); |
| 1951 | } |
| 1952 | for (x = 0; x < state->w; x++) { |
| 1953 | for (y = 0; y < state->h; y++) { |
| 1954 | i = y*w + x; |
| 1955 | f = 0; |
| 1956 | dirp = -1; |
| 1957 | |
| 1958 | if (ui->cshow && x == ui->cx && y == ui->cy) |
| 1959 | f |= F_CUR; |
| 1960 | |
| 1961 | if (ui->dragging) { |
| 1962 | if (x == ui->sx && y == ui->sy) |
| 1963 | f |= F_DRAG_SRC; |
| 1964 | else if (ui->drag_is_from) { |
| 1965 | if (!ispointing(state, ui->sx, ui->sy, x, y)) |
| 1966 | f |= F_DIM; |
| 1967 | } else { |
| 1968 | if (!ispointing(state, x, y, ui->sx, ui->sy)) |
| 1969 | f |= F_DIM; |
| 1970 | } |
| 1971 | } |
| 1972 | |
| 1973 | if (state->impossible || |
| 1974 | state->nums[i] < 0 || state->flags[i] & FLAG_ERROR) |
| 1975 | f |= F_ERROR; |
| 1976 | if (state->flags[i] & FLAG_IMMUTABLE) |
| 1977 | f |= F_IMMUTABLE; |
| 1978 | |
| 1979 | if (state->next[i] != -1) |
| 1980 | f |= F_ARROW_POINT; |
| 1981 | |
| 1982 | if (state->prev[i] != -1) { |
| 1983 | /* Currently the direction here is from our square _back_ |
| 1984 | * to its previous. We could change this to give the opposite |
| 1985 | * sense to the direction. */ |
| 1986 | f |= F_ARROW_INPOINT; |
| 1987 | dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w); |
| 1988 | } |
| 1989 | |
| 1990 | if (state->nums[i] != ds->nums[i] || |
| 1991 | f != ds->f[i] || dirp != ds->dirp[i] || |
| 1992 | force || !ds->started) { |
| 1993 | tile_redraw(dr, ds, |
| 1994 | BORDER + x * TILE_SIZE, |
| 1995 | BORDER + y * TILE_SIZE, |
| 1996 | state->dirs[i], dirp, state->nums[i], f, |
| 1997 | angle_offset, -1); |
| 1998 | ds->nums[i] = state->nums[i]; |
| 1999 | ds->f[i] = f; |
| 2000 | ds->dirp[i] = dirp; |
| 2001 | } |
| 2002 | } |
| 2003 | } |
| 2004 | if (ui->dragging) { |
| 2005 | ds->dragging = TRUE; |
| 2006 | ds->dx = ui->dx - BLITTER_SIZE/2; |
| 2007 | ds->dy = ui->dy - BLITTER_SIZE/2; |
| 2008 | blitter_save(dr, ds->dragb, ds->dx, ds->dy); |
| 2009 | |
| 2010 | draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0); |
| 2011 | } |
| 2012 | if (postdrop) free_game(postdrop); |
| 2013 | if (!ds->started) ds->started = TRUE; |
| 2014 | } |
| 2015 | |
| 2016 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2017 | int dir, game_ui *ui) |
| 2018 | { |
| 2019 | return 0.0F; |
| 2020 | } |
| 2021 | |
| 2022 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2023 | int dir, game_ui *ui) |
| 2024 | { |
| 2025 | if (!oldstate->completed && |
| 2026 | newstate->completed && !newstate->used_solve) |
| 2027 | return FLASH_SPIN; |
| 2028 | else |
| 2029 | return 0.0F; |
| 2030 | } |
| 2031 | |
| 2032 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2033 | { |
| 2034 | return TRUE; |
| 2035 | } |
| 2036 | |
| 2037 | static void game_print_size(game_params *params, float *x, float *y) |
| 2038 | { |
| 2039 | int pw, ph; |
| 2040 | |
| 2041 | game_compute_size(params, 1300, &pw, &ph); |
| 2042 | *x = pw / 100.0F; |
| 2043 | *y = ph / 100.0F; |
| 2044 | } |
| 2045 | |
| 2046 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2047 | { |
| 2048 | int ink = print_mono_colour(dr, 0); |
| 2049 | int x, y; |
| 2050 | |
| 2051 | /* Fake up just enough of a drawstate */ |
| 2052 | game_drawstate ads, *ds = &ads; |
| 2053 | ds->tilesize = tilesize; |
| 2054 | ds->n = state->n; |
| 2055 | |
| 2056 | /* |
| 2057 | * Border and grid. |
| 2058 | */ |
| 2059 | print_line_width(dr, TILE_SIZE / 40); |
| 2060 | for (x = 1; x < state->w; x++) |
| 2061 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink); |
| 2062 | for (y = 1; y < state->h; y++) |
| 2063 | draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink); |
| 2064 | print_line_width(dr, 2*TILE_SIZE / 40); |
| 2065 | draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w, |
| 2066 | TILE_SIZE*state->h, ink); |
| 2067 | |
| 2068 | /* |
| 2069 | * Arrows and numbers. |
| 2070 | */ |
| 2071 | print_line_width(dr, 0); |
| 2072 | for (y = 0; y < state->h; y++) |
| 2073 | for (x = 0; x < state->w; x++) |
| 2074 | tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x], |
| 2075 | 0, state->nums[y*state->w+x], 0, 0.0, ink); |
| 2076 | } |
| 2077 | |
| 2078 | #ifdef COMBINED |
| 2079 | #define thegame signpost |
| 2080 | #endif |
| 2081 | |
| 2082 | const struct game thegame = { |
| 2083 | "Signpost", "games.signpost", "signpost", |
| 2084 | default_params, |
| 2085 | game_fetch_preset, |
| 2086 | decode_params, |
| 2087 | encode_params, |
| 2088 | free_params, |
| 2089 | dup_params, |
| 2090 | TRUE, game_configure, custom_params, |
| 2091 | validate_params, |
| 2092 | new_game_desc, |
| 2093 | validate_desc, |
| 2094 | new_game, |
| 2095 | dup_game, |
| 2096 | free_game, |
| 2097 | TRUE, solve_game, |
| 2098 | TRUE, game_can_format_as_text_now, game_text_format, |
| 2099 | new_ui, |
| 2100 | free_ui, |
| 2101 | encode_ui, |
| 2102 | decode_ui, |
| 2103 | game_changed_state, |
| 2104 | interpret_move, |
| 2105 | execute_move, |
| 2106 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2107 | game_colours, |
| 2108 | game_new_drawstate, |
| 2109 | game_free_drawstate, |
| 2110 | game_redraw, |
| 2111 | game_anim_length, |
| 2112 | game_flash_length, |
| 2113 | TRUE, FALSE, game_print_size, game_print, |
| 2114 | FALSE, /* wants_statusbar */ |
| 2115 | FALSE, game_timing_state, |
| 2116 | REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ |
| 2117 | }; |
| 2118 | |
| 2119 | #ifdef STANDALONE_SOLVER |
| 2120 | |
| 2121 | #include <time.h> |
| 2122 | #include <stdarg.h> |
| 2123 | |
| 2124 | const char *quis = NULL; |
| 2125 | int verbose = 0; |
| 2126 | |
| 2127 | void usage(FILE *out) { |
| 2128 | fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis); |
| 2129 | } |
| 2130 | |
| 2131 | static void cycle_seed(char **seedstr, random_state *rs) |
| 2132 | { |
| 2133 | char newseed[16]; |
| 2134 | int j; |
| 2135 | |
| 2136 | newseed[15] = '\0'; |
| 2137 | newseed[0] = '1' + (char)random_upto(rs, 9); |
| 2138 | for (j = 1; j < 15; j++) |
| 2139 | newseed[j] = '0' + (char)random_upto(rs, 10); |
| 2140 | sfree(*seedstr); |
| 2141 | *seedstr = dupstr(newseed); |
| 2142 | } |
| 2143 | |
| 2144 | static void start_soak(game_params *p, char *seedstr) |
| 2145 | { |
| 2146 | time_t tt_start, tt_now, tt_last; |
| 2147 | char *desc, *aux; |
| 2148 | random_state *rs; |
| 2149 | long n = 0, nnums = 0, i; |
| 2150 | game_state *state; |
| 2151 | |
| 2152 | tt_start = tt_now = time(NULL); |
| 2153 | printf("Soak-generating a %dx%d grid.\n", p->w, p->h); |
| 2154 | |
| 2155 | while (1) { |
| 2156 | rs = random_new(seedstr, strlen(seedstr)); |
| 2157 | desc = thegame.new_desc(p, rs, &aux, 0); |
| 2158 | |
| 2159 | state = thegame.new_game(NULL, p, desc); |
| 2160 | for (i = 0; i < state->n; i++) { |
| 2161 | if (state->flags[i] & FLAG_IMMUTABLE) |
| 2162 | nnums++; |
| 2163 | } |
| 2164 | thegame.free_game(state); |
| 2165 | |
| 2166 | sfree(desc); |
| 2167 | cycle_seed(&seedstr, rs); |
| 2168 | random_free(rs); |
| 2169 | |
| 2170 | n++; |
| 2171 | tt_last = time(NULL); |
| 2172 | if (tt_last > tt_now) { |
| 2173 | tt_now = tt_last; |
| 2174 | printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n", |
| 2175 | n, |
| 2176 | (double)n / ((double)tt_now - tt_start), |
| 2177 | (double)nnums / (double)n, |
| 2178 | ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) ); |
| 2179 | } |
| 2180 | } |
| 2181 | } |
| 2182 | |
| 2183 | static void process_desc(char *id) |
| 2184 | { |
| 2185 | char *desc, *err, *solvestr; |
| 2186 | game_params *p; |
| 2187 | game_state *s; |
| 2188 | |
| 2189 | printf("%s\n ", id); |
| 2190 | |
| 2191 | desc = strchr(id, ':'); |
| 2192 | if (!desc) { |
| 2193 | fprintf(stderr, "%s: expecting game description.", quis); |
| 2194 | exit(1); |
| 2195 | } |
| 2196 | |
| 2197 | *desc++ = '\0'; |
| 2198 | |
| 2199 | p = thegame.default_params(); |
| 2200 | thegame.decode_params(p, id); |
| 2201 | err = thegame.validate_params(p, 1); |
| 2202 | if (err) { |
| 2203 | fprintf(stderr, "%s: %s", quis, err); |
| 2204 | thegame.free_params(p); |
| 2205 | return; |
| 2206 | } |
| 2207 | |
| 2208 | err = thegame.validate_desc(p, desc); |
| 2209 | if (err) { |
| 2210 | fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); |
| 2211 | thegame.free_params(p); |
| 2212 | return; |
| 2213 | } |
| 2214 | |
| 2215 | s = thegame.new_game(NULL, p, desc); |
| 2216 | |
| 2217 | solvestr = thegame.solve(s, s, NULL, &err); |
| 2218 | if (!solvestr) |
| 2219 | fprintf(stderr, "%s\n", err); |
| 2220 | else |
| 2221 | printf("Puzzle is soluble.\n"); |
| 2222 | |
| 2223 | thegame.free_game(s); |
| 2224 | thegame.free_params(p); |
| 2225 | } |
| 2226 | |
| 2227 | int main(int argc, const char *argv[]) |
| 2228 | { |
| 2229 | char *id = NULL, *desc, *err, *aux = NULL; |
| 2230 | int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i; |
| 2231 | char *seedstr = NULL, newseed[16]; |
| 2232 | |
| 2233 | setvbuf(stdout, NULL, _IONBF, 0); |
| 2234 | |
| 2235 | quis = argv[0]; |
| 2236 | while (--argc > 0) { |
| 2237 | char *p = (char*)(*++argv); |
| 2238 | if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) |
| 2239 | verbose = 1; |
| 2240 | else if (!strcmp(p, "--stdin")) |
| 2241 | stdin_desc = 1; |
| 2242 | else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { |
| 2243 | seedstr = dupstr(*++argv); |
| 2244 | argc--; |
| 2245 | } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) { |
| 2246 | n = atoi(*++argv); |
| 2247 | argc--; |
| 2248 | } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { |
| 2249 | soak = 1; |
| 2250 | } else if (*p == '-') { |
| 2251 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 2252 | usage(stderr); |
| 2253 | exit(1); |
| 2254 | } else { |
| 2255 | id = p; |
| 2256 | } |
| 2257 | } |
| 2258 | |
| 2259 | sprintf(newseed, "%lu", time(NULL)); |
| 2260 | seedstr = dupstr(newseed); |
| 2261 | |
| 2262 | if (id || !stdin_desc) { |
| 2263 | if (id && strchr(id, ':')) { |
| 2264 | /* Parameters and description passed on cmd-line: |
| 2265 | * try and solve it. */ |
| 2266 | process_desc(id); |
| 2267 | } else { |
| 2268 | /* No description passed on cmd-line: decode parameters |
| 2269 | * (with optional seed too) */ |
| 2270 | |
| 2271 | game_params *p = thegame.default_params(); |
| 2272 | |
| 2273 | if (id) { |
| 2274 | char *cmdseed = strchr(id, '#'); |
| 2275 | if (cmdseed) { |
| 2276 | *cmdseed++ = '\0'; |
| 2277 | sfree(seedstr); |
| 2278 | seedstr = dupstr(cmdseed); |
| 2279 | } |
| 2280 | |
| 2281 | thegame.decode_params(p, id); |
| 2282 | } |
| 2283 | |
| 2284 | err = thegame.validate_params(p, 1); |
| 2285 | if (err) { |
| 2286 | fprintf(stderr, "%s: %s", quis, err); |
| 2287 | thegame.free_params(p); |
| 2288 | exit(1); |
| 2289 | } |
| 2290 | |
| 2291 | /* We have a set of valid parameters; either soak with it |
| 2292 | * or generate a single game description and print to stdout. */ |
| 2293 | if (soak) |
| 2294 | start_soak(p, seedstr); |
| 2295 | else { |
| 2296 | char *pstring = thegame.encode_params(p, 0); |
| 2297 | |
| 2298 | for (i = 0; i < n; i++) { |
| 2299 | random_state *rs = random_new(seedstr, strlen(seedstr)); |
| 2300 | |
| 2301 | if (verbose) printf("%s#%s\n", pstring, seedstr); |
| 2302 | desc = thegame.new_desc(p, rs, &aux, 0); |
| 2303 | printf("%s:%s\n", pstring, desc); |
| 2304 | sfree(desc); |
| 2305 | |
| 2306 | cycle_seed(&seedstr, rs); |
| 2307 | |
| 2308 | random_free(rs); |
| 2309 | } |
| 2310 | |
| 2311 | sfree(pstring); |
| 2312 | } |
| 2313 | thegame.free_params(p); |
| 2314 | } |
| 2315 | } |
| 2316 | |
| 2317 | if (stdin_desc) { |
| 2318 | char buf[4096]; |
| 2319 | |
| 2320 | while (fgets(buf, sizeof(buf), stdin)) { |
| 2321 | buf[strcspn(buf, "\r\n")] = '\0'; |
| 2322 | process_desc(buf); |
| 2323 | } |
| 2324 | } |
| 2325 | sfree(seedstr); |
| 2326 | |
| 2327 | return 0; |
| 2328 | } |
| 2329 | |
| 2330 | #endif |
| 2331 | |
| 2332 | |
| 2333 | /* vim: set shiftwidth=4 tabstop=8: */ |