| 1 | /* |
| 2 | * map.c: Game involving four-colouring a map. |
| 3 | */ |
| 4 | |
| 5 | /* |
| 6 | * TODO: |
| 7 | * |
| 8 | * - clue marking |
| 9 | * - more solver brains? |
| 10 | * - better four-colouring algorithm? |
| 11 | * - pencil marks? |
| 12 | */ |
| 13 | |
| 14 | #include <stdio.h> |
| 15 | #include <stdlib.h> |
| 16 | #include <string.h> |
| 17 | #include <assert.h> |
| 18 | #include <ctype.h> |
| 19 | #include <math.h> |
| 20 | |
| 21 | #include "puzzles.h" |
| 22 | |
| 23 | /* |
| 24 | * I don't seriously anticipate wanting to change the number of |
| 25 | * colours used in this game, but it doesn't cost much to use a |
| 26 | * #define just in case :-) |
| 27 | */ |
| 28 | #define FOUR 4 |
| 29 | #define THREE (FOUR-1) |
| 30 | #define FIVE (FOUR+1) |
| 31 | #define SIX (FOUR+2) |
| 32 | |
| 33 | /* |
| 34 | * Ghastly run-time configuration option, just for Gareth (again). |
| 35 | */ |
| 36 | static int flash_type = -1; |
| 37 | static float flash_length; |
| 38 | |
| 39 | /* |
| 40 | * Difficulty levels. I do some macro ickery here to ensure that my |
| 41 | * enum and the various forms of my name list always match up. |
| 42 | */ |
| 43 | #define DIFFLIST(A) \ |
| 44 | A(EASY,Easy,e) \ |
| 45 | A(NORMAL,Normal,n) \ |
| 46 | A(RECURSE,Unreasonable,u) |
| 47 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
| 48 | #define TITLE(upper,title,lower) #title, |
| 49 | #define ENCODE(upper,title,lower) #lower |
| 50 | #define CONFIG(upper,title,lower) ":" #title |
| 51 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
| 52 | static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; |
| 53 | static char const map_diffchars[] = DIFFLIST(ENCODE); |
| 54 | #define DIFFCONFIG DIFFLIST(CONFIG) |
| 55 | |
| 56 | enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ |
| 57 | |
| 58 | enum { |
| 59 | COL_BACKGROUND, |
| 60 | COL_GRID, |
| 61 | COL_0, COL_1, COL_2, COL_3, |
| 62 | COL_ERROR, COL_ERRTEXT, |
| 63 | NCOLOURS |
| 64 | }; |
| 65 | |
| 66 | struct game_params { |
| 67 | int w, h, n, diff; |
| 68 | }; |
| 69 | |
| 70 | struct map { |
| 71 | int refcount; |
| 72 | int *map; |
| 73 | int *graph; |
| 74 | int n; |
| 75 | int ngraph; |
| 76 | int *immutable; |
| 77 | int *edgex, *edgey; /* positions of a point on each edge */ |
| 78 | }; |
| 79 | |
| 80 | struct game_state { |
| 81 | game_params p; |
| 82 | struct map *map; |
| 83 | int *colouring; |
| 84 | int completed, cheated; |
| 85 | }; |
| 86 | |
| 87 | static game_params *default_params(void) |
| 88 | { |
| 89 | game_params *ret = snew(game_params); |
| 90 | |
| 91 | ret->w = 20; |
| 92 | ret->h = 15; |
| 93 | ret->n = 30; |
| 94 | ret->diff = DIFF_NORMAL; |
| 95 | |
| 96 | return ret; |
| 97 | } |
| 98 | |
| 99 | static const struct game_params map_presets[] = { |
| 100 | {20, 15, 30, DIFF_EASY}, |
| 101 | {20, 15, 30, DIFF_NORMAL}, |
| 102 | {30, 25, 75, DIFF_NORMAL}, |
| 103 | }; |
| 104 | |
| 105 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 106 | { |
| 107 | game_params *ret; |
| 108 | char str[80]; |
| 109 | |
| 110 | if (i < 0 || i >= lenof(map_presets)) |
| 111 | return FALSE; |
| 112 | |
| 113 | ret = snew(game_params); |
| 114 | *ret = map_presets[i]; |
| 115 | |
| 116 | sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, |
| 117 | map_diffnames[ret->diff]); |
| 118 | |
| 119 | *name = dupstr(str); |
| 120 | *params = ret; |
| 121 | return TRUE; |
| 122 | } |
| 123 | |
| 124 | static void free_params(game_params *params) |
| 125 | { |
| 126 | sfree(params); |
| 127 | } |
| 128 | |
| 129 | static game_params *dup_params(game_params *params) |
| 130 | { |
| 131 | game_params *ret = snew(game_params); |
| 132 | *ret = *params; /* structure copy */ |
| 133 | return ret; |
| 134 | } |
| 135 | |
| 136 | static void decode_params(game_params *params, char const *string) |
| 137 | { |
| 138 | char const *p = string; |
| 139 | |
| 140 | params->w = atoi(p); |
| 141 | while (*p && isdigit((unsigned char)*p)) p++; |
| 142 | if (*p == 'x') { |
| 143 | p++; |
| 144 | params->h = atoi(p); |
| 145 | while (*p && isdigit((unsigned char)*p)) p++; |
| 146 | } else { |
| 147 | params->h = params->w; |
| 148 | } |
| 149 | if (*p == 'n') { |
| 150 | p++; |
| 151 | params->n = atoi(p); |
| 152 | while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; |
| 153 | } else { |
| 154 | params->n = params->w * params->h / 8; |
| 155 | } |
| 156 | if (*p == 'd') { |
| 157 | int i; |
| 158 | p++; |
| 159 | for (i = 0; i < DIFFCOUNT; i++) |
| 160 | if (*p == map_diffchars[i]) |
| 161 | params->diff = i; |
| 162 | if (*p) p++; |
| 163 | } |
| 164 | } |
| 165 | |
| 166 | static char *encode_params(game_params *params, int full) |
| 167 | { |
| 168 | char ret[400]; |
| 169 | |
| 170 | sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); |
| 171 | if (full) |
| 172 | sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); |
| 173 | |
| 174 | return dupstr(ret); |
| 175 | } |
| 176 | |
| 177 | static config_item *game_configure(game_params *params) |
| 178 | { |
| 179 | config_item *ret; |
| 180 | char buf[80]; |
| 181 | |
| 182 | ret = snewn(5, config_item); |
| 183 | |
| 184 | ret[0].name = "Width"; |
| 185 | ret[0].type = C_STRING; |
| 186 | sprintf(buf, "%d", params->w); |
| 187 | ret[0].sval = dupstr(buf); |
| 188 | ret[0].ival = 0; |
| 189 | |
| 190 | ret[1].name = "Height"; |
| 191 | ret[1].type = C_STRING; |
| 192 | sprintf(buf, "%d", params->h); |
| 193 | ret[1].sval = dupstr(buf); |
| 194 | ret[1].ival = 0; |
| 195 | |
| 196 | ret[2].name = "Regions"; |
| 197 | ret[2].type = C_STRING; |
| 198 | sprintf(buf, "%d", params->n); |
| 199 | ret[2].sval = dupstr(buf); |
| 200 | ret[2].ival = 0; |
| 201 | |
| 202 | ret[3].name = "Difficulty"; |
| 203 | ret[3].type = C_CHOICES; |
| 204 | ret[3].sval = DIFFCONFIG; |
| 205 | ret[3].ival = params->diff; |
| 206 | |
| 207 | ret[4].name = NULL; |
| 208 | ret[4].type = C_END; |
| 209 | ret[4].sval = NULL; |
| 210 | ret[4].ival = 0; |
| 211 | |
| 212 | return ret; |
| 213 | } |
| 214 | |
| 215 | static game_params *custom_params(config_item *cfg) |
| 216 | { |
| 217 | game_params *ret = snew(game_params); |
| 218 | |
| 219 | ret->w = atoi(cfg[0].sval); |
| 220 | ret->h = atoi(cfg[1].sval); |
| 221 | ret->n = atoi(cfg[2].sval); |
| 222 | ret->diff = cfg[3].ival; |
| 223 | |
| 224 | return ret; |
| 225 | } |
| 226 | |
| 227 | static char *validate_params(game_params *params, int full) |
| 228 | { |
| 229 | if (params->w < 2 || params->h < 2) |
| 230 | return "Width and height must be at least two"; |
| 231 | if (params->n < 5) |
| 232 | return "Must have at least five regions"; |
| 233 | if (params->n > params->w * params->h) |
| 234 | return "Too many regions to fit in grid"; |
| 235 | return NULL; |
| 236 | } |
| 237 | |
| 238 | /* ---------------------------------------------------------------------- |
| 239 | * Cumulative frequency table functions. |
| 240 | */ |
| 241 | |
| 242 | /* |
| 243 | * Initialise a cumulative frequency table. (Hardly worth writing |
| 244 | * this function; all it does is to initialise everything in the |
| 245 | * array to zero.) |
| 246 | */ |
| 247 | static void cf_init(int *table, int n) |
| 248 | { |
| 249 | int i; |
| 250 | |
| 251 | for (i = 0; i < n; i++) |
| 252 | table[i] = 0; |
| 253 | } |
| 254 | |
| 255 | /* |
| 256 | * Increment the count of symbol `sym' by `count'. |
| 257 | */ |
| 258 | static void cf_add(int *table, int n, int sym, int count) |
| 259 | { |
| 260 | int bit; |
| 261 | |
| 262 | bit = 1; |
| 263 | while (sym != 0) { |
| 264 | if (sym & bit) { |
| 265 | table[sym] += count; |
| 266 | sym &= ~bit; |
| 267 | } |
| 268 | bit <<= 1; |
| 269 | } |
| 270 | |
| 271 | table[0] += count; |
| 272 | } |
| 273 | |
| 274 | /* |
| 275 | * Cumulative frequency lookup: return the total count of symbols |
| 276 | * with value less than `sym'. |
| 277 | */ |
| 278 | static int cf_clookup(int *table, int n, int sym) |
| 279 | { |
| 280 | int bit, index, limit, count; |
| 281 | |
| 282 | if (sym == 0) |
| 283 | return 0; |
| 284 | |
| 285 | assert(0 < sym && sym <= n); |
| 286 | |
| 287 | count = table[0]; /* start with the whole table size */ |
| 288 | |
| 289 | bit = 1; |
| 290 | while (bit < n) |
| 291 | bit <<= 1; |
| 292 | |
| 293 | limit = n; |
| 294 | |
| 295 | while (bit > 0) { |
| 296 | /* |
| 297 | * Find the least number with its lowest set bit in this |
| 298 | * position which is greater than or equal to sym. |
| 299 | */ |
| 300 | index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; |
| 301 | |
| 302 | if (index < limit) { |
| 303 | count -= table[index]; |
| 304 | limit = index; |
| 305 | } |
| 306 | |
| 307 | bit >>= 1; |
| 308 | } |
| 309 | |
| 310 | return count; |
| 311 | } |
| 312 | |
| 313 | /* |
| 314 | * Single frequency lookup: return the count of symbol `sym'. |
| 315 | */ |
| 316 | static int cf_slookup(int *table, int n, int sym) |
| 317 | { |
| 318 | int count, bit; |
| 319 | |
| 320 | assert(0 <= sym && sym < n); |
| 321 | |
| 322 | count = table[sym]; |
| 323 | |
| 324 | for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) |
| 325 | count -= table[sym+bit]; |
| 326 | |
| 327 | return count; |
| 328 | } |
| 329 | |
| 330 | /* |
| 331 | * Return the largest symbol index such that the cumulative |
| 332 | * frequency up to that symbol is less than _or equal to_ count. |
| 333 | */ |
| 334 | static int cf_whichsym(int *table, int n, int count) { |
| 335 | int bit, sym, top; |
| 336 | |
| 337 | assert(count >= 0 && count < table[0]); |
| 338 | |
| 339 | bit = 1; |
| 340 | while (bit < n) |
| 341 | bit <<= 1; |
| 342 | |
| 343 | sym = 0; |
| 344 | top = table[0]; |
| 345 | |
| 346 | while (bit > 0) { |
| 347 | if (sym+bit < n) { |
| 348 | if (count >= top - table[sym+bit]) |
| 349 | sym += bit; |
| 350 | else |
| 351 | top -= table[sym+bit]; |
| 352 | } |
| 353 | |
| 354 | bit >>= 1; |
| 355 | } |
| 356 | |
| 357 | return sym; |
| 358 | } |
| 359 | |
| 360 | /* ---------------------------------------------------------------------- |
| 361 | * Map generation. |
| 362 | * |
| 363 | * FIXME: this isn't entirely optimal at present, because it |
| 364 | * inherently prioritises growing the largest region since there |
| 365 | * are more squares adjacent to it. This acts as a destabilising |
| 366 | * influence leading to a few large regions and mostly small ones. |
| 367 | * It might be better to do it some other way. |
| 368 | */ |
| 369 | |
| 370 | #define WEIGHT_INCREASED 2 /* for increased perimeter */ |
| 371 | #define WEIGHT_DECREASED 4 /* for decreased perimeter */ |
| 372 | #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ |
| 373 | |
| 374 | /* |
| 375 | * Look at a square and decide which colours can be extended into |
| 376 | * it. |
| 377 | * |
| 378 | * If called with index < 0, it adds together one of |
| 379 | * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each |
| 380 | * colour that has a valid extension (according to the effect that |
| 381 | * it would have on the perimeter of the region being extended) and |
| 382 | * returns the overall total. |
| 383 | * |
| 384 | * If called with index >= 0, it returns one of the possible |
| 385 | * colours depending on the value of index, in such a way that the |
| 386 | * number of possible inputs which would give rise to a given |
| 387 | * return value correspond to the weight of that value. |
| 388 | */ |
| 389 | static int extend_options(int w, int h, int n, int *map, |
| 390 | int x, int y, int index) |
| 391 | { |
| 392 | int c, i, dx, dy; |
| 393 | int col[8]; |
| 394 | int total = 0; |
| 395 | |
| 396 | if (map[y*w+x] >= 0) { |
| 397 | assert(index < 0); |
| 398 | return 0; /* can't do this square at all */ |
| 399 | } |
| 400 | |
| 401 | /* |
| 402 | * Fetch the eight neighbours of this square, in order around |
| 403 | * the square. |
| 404 | */ |
| 405 | for (dy = -1; dy <= +1; dy++) |
| 406 | for (dx = -1; dx <= +1; dx++) { |
| 407 | int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); |
| 408 | if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) |
| 409 | col[index] = map[(y+dy)*w+(x+dx)]; |
| 410 | else |
| 411 | col[index] = -1; |
| 412 | } |
| 413 | |
| 414 | /* |
| 415 | * Iterate over each colour that might be feasible. |
| 416 | * |
| 417 | * FIXME: this routine currently has O(n) running time. We |
| 418 | * could turn it into O(FOUR) by only bothering to iterate over |
| 419 | * the colours mentioned in the four neighbouring squares. |
| 420 | */ |
| 421 | |
| 422 | for (c = 0; c < n; c++) { |
| 423 | int count, neighbours, runs; |
| 424 | |
| 425 | /* |
| 426 | * One of the even indices of col (representing the |
| 427 | * orthogonal neighbours of this square) must be equal to |
| 428 | * c, or else this square is not adjacent to region c and |
| 429 | * obviously cannot become an extension of it at this time. |
| 430 | */ |
| 431 | neighbours = 0; |
| 432 | for (i = 0; i < 8; i += 2) |
| 433 | if (col[i] == c) |
| 434 | neighbours++; |
| 435 | if (!neighbours) |
| 436 | continue; |
| 437 | |
| 438 | /* |
| 439 | * Now we know this square is adjacent to region c. The |
| 440 | * next question is, would extending it cause the region to |
| 441 | * become non-simply-connected? If so, we mustn't do it. |
| 442 | * |
| 443 | * We determine this by looking around col to see if we can |
| 444 | * find more than one separate run of colour c. |
| 445 | */ |
| 446 | runs = 0; |
| 447 | for (i = 0; i < 8; i++) |
| 448 | if (col[i] == c && col[(i+1) & 7] != c) |
| 449 | runs++; |
| 450 | if (runs > 1) |
| 451 | continue; |
| 452 | |
| 453 | assert(runs == 1); |
| 454 | |
| 455 | /* |
| 456 | * This square is a possibility. Determine its effect on |
| 457 | * the region's perimeter (computed from the number of |
| 458 | * orthogonal neighbours - 1 means a perimeter increase, 3 |
| 459 | * a decrease, 2 no change; 4 is impossible because the |
| 460 | * region would already not be simply connected) and we're |
| 461 | * done. |
| 462 | */ |
| 463 | assert(neighbours > 0 && neighbours < 4); |
| 464 | count = (neighbours == 1 ? WEIGHT_INCREASED : |
| 465 | neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); |
| 466 | |
| 467 | total += count; |
| 468 | if (index >= 0 && index < count) |
| 469 | return c; |
| 470 | else |
| 471 | index -= count; |
| 472 | } |
| 473 | |
| 474 | assert(index < 0); |
| 475 | |
| 476 | return total; |
| 477 | } |
| 478 | |
| 479 | static void genmap(int w, int h, int n, int *map, random_state *rs) |
| 480 | { |
| 481 | int wh = w*h; |
| 482 | int x, y, i, k; |
| 483 | int *tmp; |
| 484 | |
| 485 | assert(n <= wh); |
| 486 | tmp = snewn(wh, int); |
| 487 | |
| 488 | /* |
| 489 | * Clear the map, and set up `tmp' as a list of grid indices. |
| 490 | */ |
| 491 | for (i = 0; i < wh; i++) { |
| 492 | map[i] = -1; |
| 493 | tmp[i] = i; |
| 494 | } |
| 495 | |
| 496 | /* |
| 497 | * Place the region seeds by selecting n members from `tmp'. |
| 498 | */ |
| 499 | k = wh; |
| 500 | for (i = 0; i < n; i++) { |
| 501 | int j = random_upto(rs, k); |
| 502 | map[tmp[j]] = i; |
| 503 | tmp[j] = tmp[--k]; |
| 504 | } |
| 505 | |
| 506 | /* |
| 507 | * Re-initialise `tmp' as a cumulative frequency table. This |
| 508 | * will store the number of possible region colours we can |
| 509 | * extend into each square. |
| 510 | */ |
| 511 | cf_init(tmp, wh); |
| 512 | |
| 513 | /* |
| 514 | * Go through the grid and set up the initial cumulative |
| 515 | * frequencies. |
| 516 | */ |
| 517 | for (y = 0; y < h; y++) |
| 518 | for (x = 0; x < w; x++) |
| 519 | cf_add(tmp, wh, y*w+x, |
| 520 | extend_options(w, h, n, map, x, y, -1)); |
| 521 | |
| 522 | /* |
| 523 | * Now repeatedly choose a square we can extend a region into, |
| 524 | * and do so. |
| 525 | */ |
| 526 | while (tmp[0] > 0) { |
| 527 | int k = random_upto(rs, tmp[0]); |
| 528 | int sq; |
| 529 | int colour; |
| 530 | int xx, yy; |
| 531 | |
| 532 | sq = cf_whichsym(tmp, wh, k); |
| 533 | k -= cf_clookup(tmp, wh, sq); |
| 534 | x = sq % w; |
| 535 | y = sq / w; |
| 536 | colour = extend_options(w, h, n, map, x, y, k); |
| 537 | |
| 538 | map[sq] = colour; |
| 539 | |
| 540 | /* |
| 541 | * Re-scan the nine cells around the one we've just |
| 542 | * modified. |
| 543 | */ |
| 544 | for (yy = max(y-1, 0); yy < min(y+2, h); yy++) |
| 545 | for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { |
| 546 | cf_add(tmp, wh, yy*w+xx, |
| 547 | -cf_slookup(tmp, wh, yy*w+xx) + |
| 548 | extend_options(w, h, n, map, xx, yy, -1)); |
| 549 | } |
| 550 | } |
| 551 | |
| 552 | /* |
| 553 | * Finally, go through and normalise the region labels into |
| 554 | * order, meaning that indistinguishable maps are actually |
| 555 | * identical. |
| 556 | */ |
| 557 | for (i = 0; i < n; i++) |
| 558 | tmp[i] = -1; |
| 559 | k = 0; |
| 560 | for (i = 0; i < wh; i++) { |
| 561 | assert(map[i] >= 0); |
| 562 | if (tmp[map[i]] < 0) |
| 563 | tmp[map[i]] = k++; |
| 564 | map[i] = tmp[map[i]]; |
| 565 | } |
| 566 | |
| 567 | sfree(tmp); |
| 568 | } |
| 569 | |
| 570 | /* ---------------------------------------------------------------------- |
| 571 | * Functions to handle graphs. |
| 572 | */ |
| 573 | |
| 574 | /* |
| 575 | * Having got a map in a square grid, convert it into a graph |
| 576 | * representation. |
| 577 | */ |
| 578 | static int gengraph(int w, int h, int n, int *map, int *graph) |
| 579 | { |
| 580 | int i, j, x, y; |
| 581 | |
| 582 | /* |
| 583 | * Start by setting the graph up as an adjacency matrix. We'll |
| 584 | * turn it into a list later. |
| 585 | */ |
| 586 | for (i = 0; i < n*n; i++) |
| 587 | graph[i] = 0; |
| 588 | |
| 589 | /* |
| 590 | * Iterate over the map looking for all adjacencies. |
| 591 | */ |
| 592 | for (y = 0; y < h; y++) |
| 593 | for (x = 0; x < w; x++) { |
| 594 | int v, vx, vy; |
| 595 | v = map[y*w+x]; |
| 596 | if (x+1 < w && (vx = map[y*w+(x+1)]) != v) |
| 597 | graph[v*n+vx] = graph[vx*n+v] = 1; |
| 598 | if (y+1 < h && (vy = map[(y+1)*w+x]) != v) |
| 599 | graph[v*n+vy] = graph[vy*n+v] = 1; |
| 600 | } |
| 601 | |
| 602 | /* |
| 603 | * Turn the matrix into a list. |
| 604 | */ |
| 605 | for (i = j = 0; i < n*n; i++) |
| 606 | if (graph[i]) |
| 607 | graph[j++] = i; |
| 608 | |
| 609 | return j; |
| 610 | } |
| 611 | |
| 612 | static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) |
| 613 | { |
| 614 | int v = i*n+j; |
| 615 | int top, bot, mid; |
| 616 | |
| 617 | bot = -1; |
| 618 | top = ngraph; |
| 619 | while (top - bot > 1) { |
| 620 | mid = (top + bot) / 2; |
| 621 | if (graph[mid] == v) |
| 622 | return mid; |
| 623 | else if (graph[mid] < v) |
| 624 | bot = mid; |
| 625 | else |
| 626 | top = mid; |
| 627 | } |
| 628 | return -1; |
| 629 | } |
| 630 | |
| 631 | #define graph_adjacent(graph, n, ngraph, i, j) \ |
| 632 | (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) |
| 633 | |
| 634 | static int graph_vertex_start(int *graph, int n, int ngraph, int i) |
| 635 | { |
| 636 | int v = i*n; |
| 637 | int top, bot, mid; |
| 638 | |
| 639 | bot = -1; |
| 640 | top = ngraph; |
| 641 | while (top - bot > 1) { |
| 642 | mid = (top + bot) / 2; |
| 643 | if (graph[mid] < v) |
| 644 | bot = mid; |
| 645 | else |
| 646 | top = mid; |
| 647 | } |
| 648 | return top; |
| 649 | } |
| 650 | |
| 651 | /* ---------------------------------------------------------------------- |
| 652 | * Generate a four-colouring of a graph. |
| 653 | * |
| 654 | * FIXME: it would be nice if we could convert this recursion into |
| 655 | * pseudo-recursion using some sort of explicit stack array, for |
| 656 | * the sake of the Palm port and its limited stack. |
| 657 | */ |
| 658 | |
| 659 | static int fourcolour_recurse(int *graph, int n, int ngraph, |
| 660 | int *colouring, int *scratch, random_state *rs) |
| 661 | { |
| 662 | int nfree, nvert, start, i, j, k, c, ci; |
| 663 | int cs[FOUR]; |
| 664 | |
| 665 | /* |
| 666 | * Find the smallest number of free colours in any uncoloured |
| 667 | * vertex, and count the number of such vertices. |
| 668 | */ |
| 669 | |
| 670 | nfree = FIVE; /* start off bigger than FOUR! */ |
| 671 | nvert = 0; |
| 672 | for (i = 0; i < n; i++) |
| 673 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { |
| 674 | if (nfree > scratch[i*FIVE+FOUR]) { |
| 675 | nfree = scratch[i*FIVE+FOUR]; |
| 676 | nvert = 0; |
| 677 | } |
| 678 | nvert++; |
| 679 | } |
| 680 | |
| 681 | /* |
| 682 | * If there aren't any uncoloured vertices at all, we're done. |
| 683 | */ |
| 684 | if (nvert == 0) |
| 685 | return TRUE; /* we've got a colouring! */ |
| 686 | |
| 687 | /* |
| 688 | * Pick a random vertex in that set. |
| 689 | */ |
| 690 | j = random_upto(rs, nvert); |
| 691 | for (i = 0; i < n; i++) |
| 692 | if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) |
| 693 | if (j-- == 0) |
| 694 | break; |
| 695 | assert(i < n); |
| 696 | start = graph_vertex_start(graph, n, ngraph, i); |
| 697 | |
| 698 | /* |
| 699 | * Loop over the possible colours for i, and recurse for each |
| 700 | * one. |
| 701 | */ |
| 702 | ci = 0; |
| 703 | for (c = 0; c < FOUR; c++) |
| 704 | if (scratch[i*FIVE+c] == 0) |
| 705 | cs[ci++] = c; |
| 706 | shuffle(cs, ci, sizeof(*cs), rs); |
| 707 | |
| 708 | while (ci-- > 0) { |
| 709 | c = cs[ci]; |
| 710 | |
| 711 | /* |
| 712 | * Fill in this colour. |
| 713 | */ |
| 714 | colouring[i] = c; |
| 715 | |
| 716 | /* |
| 717 | * Update the scratch space to reflect a new neighbour |
| 718 | * of this colour for each neighbour of vertex i. |
| 719 | */ |
| 720 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
| 721 | k = graph[j] - i*n; |
| 722 | if (scratch[k*FIVE+c] == 0) |
| 723 | scratch[k*FIVE+FOUR]--; |
| 724 | scratch[k*FIVE+c]++; |
| 725 | } |
| 726 | |
| 727 | /* |
| 728 | * Recurse. |
| 729 | */ |
| 730 | if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) |
| 731 | return TRUE; /* got one! */ |
| 732 | |
| 733 | /* |
| 734 | * If that didn't work, clean up and try again with a |
| 735 | * different colour. |
| 736 | */ |
| 737 | for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { |
| 738 | k = graph[j] - i*n; |
| 739 | scratch[k*FIVE+c]--; |
| 740 | if (scratch[k*FIVE+c] == 0) |
| 741 | scratch[k*FIVE+FOUR]++; |
| 742 | } |
| 743 | colouring[i] = -1; |
| 744 | } |
| 745 | |
| 746 | /* |
| 747 | * If we reach here, we were unable to find a colouring at all. |
| 748 | * (This doesn't necessarily mean the Four Colour Theorem is |
| 749 | * violated; it might just mean we've gone down a dead end and |
| 750 | * need to back up and look somewhere else. It's only an FCT |
| 751 | * violation if we get all the way back up to the top level and |
| 752 | * still fail.) |
| 753 | */ |
| 754 | return FALSE; |
| 755 | } |
| 756 | |
| 757 | static void fourcolour(int *graph, int n, int ngraph, int *colouring, |
| 758 | random_state *rs) |
| 759 | { |
| 760 | int *scratch; |
| 761 | int i; |
| 762 | |
| 763 | /* |
| 764 | * For each vertex and each colour, we store the number of |
| 765 | * neighbours that have that colour. Also, we store the number |
| 766 | * of free colours for the vertex. |
| 767 | */ |
| 768 | scratch = snewn(n * FIVE, int); |
| 769 | for (i = 0; i < n * FIVE; i++) |
| 770 | scratch[i] = (i % FIVE == FOUR ? FOUR : 0); |
| 771 | |
| 772 | /* |
| 773 | * Clear the colouring to start with. |
| 774 | */ |
| 775 | for (i = 0; i < n; i++) |
| 776 | colouring[i] = -1; |
| 777 | |
| 778 | i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); |
| 779 | assert(i); /* by the Four Colour Theorem :-) */ |
| 780 | |
| 781 | sfree(scratch); |
| 782 | } |
| 783 | |
| 784 | /* ---------------------------------------------------------------------- |
| 785 | * Non-recursive solver. |
| 786 | */ |
| 787 | |
| 788 | struct solver_scratch { |
| 789 | unsigned char *possible; /* bitmap of colours for each region */ |
| 790 | int *graph; |
| 791 | int n; |
| 792 | int ngraph; |
| 793 | int depth; |
| 794 | }; |
| 795 | |
| 796 | static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) |
| 797 | { |
| 798 | struct solver_scratch *sc; |
| 799 | |
| 800 | sc = snew(struct solver_scratch); |
| 801 | sc->graph = graph; |
| 802 | sc->n = n; |
| 803 | sc->ngraph = ngraph; |
| 804 | sc->possible = snewn(n, unsigned char); |
| 805 | sc->depth = 0; |
| 806 | |
| 807 | return sc; |
| 808 | } |
| 809 | |
| 810 | static void free_scratch(struct solver_scratch *sc) |
| 811 | { |
| 812 | sfree(sc->possible); |
| 813 | sfree(sc); |
| 814 | } |
| 815 | |
| 816 | static int place_colour(struct solver_scratch *sc, |
| 817 | int *colouring, int index, int colour) |
| 818 | { |
| 819 | int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; |
| 820 | int j, k; |
| 821 | |
| 822 | if (!(sc->possible[index] & (1 << colour))) |
| 823 | return FALSE; /* can't do it */ |
| 824 | |
| 825 | sc->possible[index] = 1 << colour; |
| 826 | colouring[index] = colour; |
| 827 | |
| 828 | /* |
| 829 | * Rule out this colour from all the region's neighbours. |
| 830 | */ |
| 831 | for (j = graph_vertex_start(graph, n, ngraph, index); |
| 832 | j < ngraph && graph[j] < n*(index+1); j++) { |
| 833 | k = graph[j] - index*n; |
| 834 | sc->possible[k] &= ~(1 << colour); |
| 835 | } |
| 836 | |
| 837 | return TRUE; |
| 838 | } |
| 839 | |
| 840 | /* |
| 841 | * Returns 0 for impossible, 1 for success, 2 for failure to |
| 842 | * converge (i.e. puzzle is either ambiguous or just too |
| 843 | * difficult). |
| 844 | */ |
| 845 | static int map_solver(struct solver_scratch *sc, |
| 846 | int *graph, int n, int ngraph, int *colouring, |
| 847 | int difficulty) |
| 848 | { |
| 849 | int i; |
| 850 | |
| 851 | /* |
| 852 | * Initialise scratch space. |
| 853 | */ |
| 854 | for (i = 0; i < n; i++) |
| 855 | sc->possible[i] = (1 << FOUR) - 1; |
| 856 | |
| 857 | /* |
| 858 | * Place clues. |
| 859 | */ |
| 860 | for (i = 0; i < n; i++) |
| 861 | if (colouring[i] >= 0) { |
| 862 | if (!place_colour(sc, colouring, i, colouring[i])) |
| 863 | return 0; /* the clues aren't even consistent! */ |
| 864 | } |
| 865 | |
| 866 | /* |
| 867 | * Now repeatedly loop until we find nothing further to do. |
| 868 | */ |
| 869 | while (1) { |
| 870 | int done_something = FALSE; |
| 871 | |
| 872 | if (difficulty < DIFF_EASY) |
| 873 | break; /* can't do anything at all! */ |
| 874 | |
| 875 | /* |
| 876 | * Simplest possible deduction: find a region with only one |
| 877 | * possible colour. |
| 878 | */ |
| 879 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
| 880 | int p = sc->possible[i]; |
| 881 | |
| 882 | if (p == 0) |
| 883 | return 0; /* puzzle is inconsistent */ |
| 884 | |
| 885 | if ((p & (p-1)) == 0) { /* p is a power of two */ |
| 886 | int c; |
| 887 | for (c = 0; c < FOUR; c++) |
| 888 | if (p == (1 << c)) |
| 889 | break; |
| 890 | assert(c < FOUR); |
| 891 | if (!place_colour(sc, colouring, i, c)) |
| 892 | return 0; /* found puzzle to be inconsistent */ |
| 893 | done_something = TRUE; |
| 894 | } |
| 895 | } |
| 896 | |
| 897 | if (done_something) |
| 898 | continue; |
| 899 | |
| 900 | if (difficulty < DIFF_NORMAL) |
| 901 | break; /* can't do anything harder */ |
| 902 | |
| 903 | /* |
| 904 | * Failing that, go up one level. Look for pairs of regions |
| 905 | * which (a) both have the same pair of possible colours, |
| 906 | * (b) are adjacent to one another, (c) are adjacent to the |
| 907 | * same region, and (d) that region still thinks it has one |
| 908 | * or both of those possible colours. |
| 909 | * |
| 910 | * Simplest way to do this is by going through the graph |
| 911 | * edge by edge, so that we start with property (b) and |
| 912 | * then look for (a) and finally (c) and (d). |
| 913 | */ |
| 914 | for (i = 0; i < ngraph; i++) { |
| 915 | int j1 = graph[i] / n, j2 = graph[i] % n; |
| 916 | int j, k, v, v2; |
| 917 | |
| 918 | if (j1 > j2) |
| 919 | continue; /* done it already, other way round */ |
| 920 | |
| 921 | if (colouring[j1] >= 0 || colouring[j2] >= 0) |
| 922 | continue; /* they're not undecided */ |
| 923 | |
| 924 | if (sc->possible[j1] != sc->possible[j2]) |
| 925 | continue; /* they don't have the same possibles */ |
| 926 | |
| 927 | v = sc->possible[j1]; |
| 928 | /* |
| 929 | * See if v contains exactly two set bits. |
| 930 | */ |
| 931 | v2 = v & -v; /* find lowest set bit */ |
| 932 | v2 = v & ~v2; /* clear it */ |
| 933 | if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ |
| 934 | continue; |
| 935 | |
| 936 | /* |
| 937 | * We've found regions j1 and j2 satisfying properties |
| 938 | * (a) and (b): they have two possible colours between |
| 939 | * them, and since they're adjacent to one another they |
| 940 | * must use _both_ those colours between them. |
| 941 | * Therefore, if they are both adjacent to any other |
| 942 | * region then that region cannot be either colour. |
| 943 | * |
| 944 | * Go through the neighbours of j1 and see if any are |
| 945 | * shared with j2. |
| 946 | */ |
| 947 | for (j = graph_vertex_start(graph, n, ngraph, j1); |
| 948 | j < ngraph && graph[j] < n*(j1+1); j++) { |
| 949 | k = graph[j] - j1*n; |
| 950 | if (graph_adjacent(graph, n, ngraph, k, j2) && |
| 951 | (sc->possible[k] & v)) { |
| 952 | sc->possible[k] &= ~v; |
| 953 | done_something = TRUE; |
| 954 | } |
| 955 | } |
| 956 | } |
| 957 | |
| 958 | if (!done_something) |
| 959 | break; |
| 960 | } |
| 961 | |
| 962 | /* |
| 963 | * See if we've got a complete solution, and return if so. |
| 964 | */ |
| 965 | for (i = 0; i < n; i++) |
| 966 | if (colouring[i] < 0) |
| 967 | break; |
| 968 | if (i == n) |
| 969 | return 1; /* success! */ |
| 970 | |
| 971 | /* |
| 972 | * If recursion is not permissible, we now give up. |
| 973 | */ |
| 974 | if (difficulty < DIFF_RECURSE) |
| 975 | return 2; /* unable to complete */ |
| 976 | |
| 977 | /* |
| 978 | * Now we've got to do something recursive. So first hunt for a |
| 979 | * currently-most-constrained region. |
| 980 | */ |
| 981 | { |
| 982 | int best, bestc; |
| 983 | struct solver_scratch *rsc; |
| 984 | int *subcolouring, *origcolouring; |
| 985 | int ret, subret; |
| 986 | int we_already_got_one; |
| 987 | |
| 988 | best = -1; |
| 989 | bestc = FIVE; |
| 990 | |
| 991 | for (i = 0; i < n; i++) if (colouring[i] < 0) { |
| 992 | int p = sc->possible[i]; |
| 993 | enum { compile_time_assertion = 1 / (FOUR <= 4) }; |
| 994 | int c; |
| 995 | |
| 996 | /* Count the set bits. */ |
| 997 | c = (p & 5) + ((p >> 1) & 5); |
| 998 | c = (c & 3) + ((c >> 2) & 3); |
| 999 | assert(c > 1); /* or colouring[i] would be >= 0 */ |
| 1000 | |
| 1001 | if (c < bestc) { |
| 1002 | best = i; |
| 1003 | bestc = c; |
| 1004 | } |
| 1005 | } |
| 1006 | |
| 1007 | assert(best >= 0); /* or we'd be solved already */ |
| 1008 | |
| 1009 | /* |
| 1010 | * Now iterate over the possible colours for this region. |
| 1011 | */ |
| 1012 | rsc = new_scratch(graph, n, ngraph); |
| 1013 | rsc->depth = sc->depth + 1; |
| 1014 | origcolouring = snewn(n, int); |
| 1015 | memcpy(origcolouring, colouring, n * sizeof(int)); |
| 1016 | subcolouring = snewn(n, int); |
| 1017 | we_already_got_one = FALSE; |
| 1018 | ret = 0; |
| 1019 | |
| 1020 | for (i = 0; i < FOUR; i++) { |
| 1021 | if (!(sc->possible[best] & (1 << i))) |
| 1022 | continue; |
| 1023 | |
| 1024 | memcpy(subcolouring, origcolouring, n * sizeof(int)); |
| 1025 | subcolouring[best] = i; |
| 1026 | subret = map_solver(rsc, graph, n, ngraph, |
| 1027 | subcolouring, difficulty); |
| 1028 | |
| 1029 | /* |
| 1030 | * If this possibility turned up more than one valid |
| 1031 | * solution, or if it turned up one and we already had |
| 1032 | * one, we're definitely ambiguous. |
| 1033 | */ |
| 1034 | if (subret == 2 || (subret == 1 && we_already_got_one)) { |
| 1035 | ret = 2; |
| 1036 | break; |
| 1037 | } |
| 1038 | |
| 1039 | /* |
| 1040 | * If this possibility turned up one valid solution and |
| 1041 | * it's the first we've seen, copy it into the output. |
| 1042 | */ |
| 1043 | if (subret == 1) { |
| 1044 | memcpy(colouring, subcolouring, n * sizeof(int)); |
| 1045 | we_already_got_one = TRUE; |
| 1046 | ret = 1; |
| 1047 | } |
| 1048 | |
| 1049 | /* |
| 1050 | * Otherwise, this guess led to a contradiction, so we |
| 1051 | * do nothing. |
| 1052 | */ |
| 1053 | } |
| 1054 | |
| 1055 | sfree(subcolouring); |
| 1056 | free_scratch(rsc); |
| 1057 | |
| 1058 | return ret; |
| 1059 | } |
| 1060 | } |
| 1061 | |
| 1062 | /* ---------------------------------------------------------------------- |
| 1063 | * Game generation main function. |
| 1064 | */ |
| 1065 | |
| 1066 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1067 | char **aux, int interactive) |
| 1068 | { |
| 1069 | struct solver_scratch *sc = NULL; |
| 1070 | int *map, *graph, ngraph, *colouring, *colouring2, *regions; |
| 1071 | int i, j, w, h, n, solveret, cfreq[FOUR]; |
| 1072 | int wh; |
| 1073 | int mindiff, tries; |
| 1074 | #ifdef GENERATION_DIAGNOSTICS |
| 1075 | int x, y; |
| 1076 | #endif |
| 1077 | char *ret, buf[80]; |
| 1078 | int retlen, retsize; |
| 1079 | |
| 1080 | w = params->w; |
| 1081 | h = params->h; |
| 1082 | n = params->n; |
| 1083 | wh = w*h; |
| 1084 | |
| 1085 | *aux = NULL; |
| 1086 | |
| 1087 | map = snewn(wh, int); |
| 1088 | graph = snewn(n*n, int); |
| 1089 | colouring = snewn(n, int); |
| 1090 | colouring2 = snewn(n, int); |
| 1091 | regions = snewn(n, int); |
| 1092 | |
| 1093 | /* |
| 1094 | * This is the minimum difficulty below which we'll completely |
| 1095 | * reject a map design. Normally we set this to one below the |
| 1096 | * requested difficulty, ensuring that we have the right |
| 1097 | * result. However, for particularly dense maps or maps with |
| 1098 | * particularly few regions it might not be possible to get the |
| 1099 | * desired difficulty, so we will eventually drop this down to |
| 1100 | * -1 to indicate that any old map will do. |
| 1101 | */ |
| 1102 | mindiff = params->diff; |
| 1103 | tries = 50; |
| 1104 | |
| 1105 | while (1) { |
| 1106 | |
| 1107 | /* |
| 1108 | * Create the map. |
| 1109 | */ |
| 1110 | genmap(w, h, n, map, rs); |
| 1111 | |
| 1112 | #ifdef GENERATION_DIAGNOSTICS |
| 1113 | for (y = 0; y < h; y++) { |
| 1114 | for (x = 0; x < w; x++) { |
| 1115 | int v = map[y*w+x]; |
| 1116 | if (v >= 62) |
| 1117 | putchar('!'); |
| 1118 | else if (v >= 36) |
| 1119 | putchar('a' + v-36); |
| 1120 | else if (v >= 10) |
| 1121 | putchar('A' + v-10); |
| 1122 | else |
| 1123 | putchar('0' + v); |
| 1124 | } |
| 1125 | putchar('\n'); |
| 1126 | } |
| 1127 | #endif |
| 1128 | |
| 1129 | /* |
| 1130 | * Convert the map into a graph. |
| 1131 | */ |
| 1132 | ngraph = gengraph(w, h, n, map, graph); |
| 1133 | |
| 1134 | #ifdef GENERATION_DIAGNOSTICS |
| 1135 | for (i = 0; i < ngraph; i++) |
| 1136 | printf("%d-%d\n", graph[i]/n, graph[i]%n); |
| 1137 | #endif |
| 1138 | |
| 1139 | /* |
| 1140 | * Colour the map. |
| 1141 | */ |
| 1142 | fourcolour(graph, n, ngraph, colouring, rs); |
| 1143 | |
| 1144 | #ifdef GENERATION_DIAGNOSTICS |
| 1145 | for (i = 0; i < n; i++) |
| 1146 | printf("%d: %d\n", i, colouring[i]); |
| 1147 | |
| 1148 | for (y = 0; y < h; y++) { |
| 1149 | for (x = 0; x < w; x++) { |
| 1150 | int v = colouring[map[y*w+x]]; |
| 1151 | if (v >= 36) |
| 1152 | putchar('a' + v-36); |
| 1153 | else if (v >= 10) |
| 1154 | putchar('A' + v-10); |
| 1155 | else |
| 1156 | putchar('0' + v); |
| 1157 | } |
| 1158 | putchar('\n'); |
| 1159 | } |
| 1160 | #endif |
| 1161 | |
| 1162 | /* |
| 1163 | * Encode the solution as an aux string. |
| 1164 | */ |
| 1165 | if (*aux) /* in case we've come round again */ |
| 1166 | sfree(*aux); |
| 1167 | retlen = retsize = 0; |
| 1168 | ret = NULL; |
| 1169 | for (i = 0; i < n; i++) { |
| 1170 | int len; |
| 1171 | |
| 1172 | if (colouring[i] < 0) |
| 1173 | continue; |
| 1174 | |
| 1175 | len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); |
| 1176 | if (retlen + len >= retsize) { |
| 1177 | retsize = retlen + len + 256; |
| 1178 | ret = sresize(ret, retsize, char); |
| 1179 | } |
| 1180 | strcpy(ret + retlen, buf); |
| 1181 | retlen += len; |
| 1182 | } |
| 1183 | *aux = ret; |
| 1184 | |
| 1185 | /* |
| 1186 | * Remove the region colours one by one, keeping |
| 1187 | * solubility. Also ensure that there always remains at |
| 1188 | * least one region of every colour, so that the user can |
| 1189 | * drag from somewhere. |
| 1190 | */ |
| 1191 | for (i = 0; i < FOUR; i++) |
| 1192 | cfreq[i] = 0; |
| 1193 | for (i = 0; i < n; i++) { |
| 1194 | regions[i] = i; |
| 1195 | cfreq[colouring[i]]++; |
| 1196 | } |
| 1197 | for (i = 0; i < FOUR; i++) |
| 1198 | if (cfreq[i] == 0) |
| 1199 | continue; |
| 1200 | |
| 1201 | shuffle(regions, n, sizeof(*regions), rs); |
| 1202 | |
| 1203 | if (sc) free_scratch(sc); |
| 1204 | sc = new_scratch(graph, n, ngraph); |
| 1205 | |
| 1206 | for (i = 0; i < n; i++) { |
| 1207 | j = regions[i]; |
| 1208 | |
| 1209 | if (cfreq[colouring[j]] == 1) |
| 1210 | continue; /* can't remove last region of colour */ |
| 1211 | |
| 1212 | memcpy(colouring2, colouring, n*sizeof(int)); |
| 1213 | colouring2[j] = -1; |
| 1214 | solveret = map_solver(sc, graph, n, ngraph, colouring2, |
| 1215 | params->diff); |
| 1216 | assert(solveret >= 0); /* mustn't be impossible! */ |
| 1217 | if (solveret == 1) { |
| 1218 | cfreq[colouring[j]]--; |
| 1219 | colouring[j] = -1; |
| 1220 | } |
| 1221 | } |
| 1222 | |
| 1223 | #ifdef GENERATION_DIAGNOSTICS |
| 1224 | for (i = 0; i < n; i++) |
| 1225 | if (colouring[i] >= 0) { |
| 1226 | if (i >= 62) |
| 1227 | putchar('!'); |
| 1228 | else if (i >= 36) |
| 1229 | putchar('a' + i-36); |
| 1230 | else if (i >= 10) |
| 1231 | putchar('A' + i-10); |
| 1232 | else |
| 1233 | putchar('0' + i); |
| 1234 | printf(": %d\n", colouring[i]); |
| 1235 | } |
| 1236 | #endif |
| 1237 | |
| 1238 | /* |
| 1239 | * Finally, check that the puzzle is _at least_ as hard as |
| 1240 | * required, and indeed that it isn't already solved. |
| 1241 | * (Calling map_solver with negative difficulty ensures the |
| 1242 | * latter - if a solver which _does nothing_ can't solve |
| 1243 | * it, it's too easy!) |
| 1244 | */ |
| 1245 | memcpy(colouring2, colouring, n*sizeof(int)); |
| 1246 | if (map_solver(sc, graph, n, ngraph, colouring2, |
| 1247 | mindiff - 1) == 1) { |
| 1248 | /* |
| 1249 | * Drop minimum difficulty if necessary. |
| 1250 | */ |
| 1251 | if (mindiff > 0 && (n < 9 || n > 2*wh/3)) { |
| 1252 | if (tries-- <= 0) |
| 1253 | mindiff = 0; /* give up and go for Easy */ |
| 1254 | } |
| 1255 | continue; |
| 1256 | } |
| 1257 | |
| 1258 | break; |
| 1259 | } |
| 1260 | |
| 1261 | /* |
| 1262 | * Encode as a game ID. We do this by: |
| 1263 | * |
| 1264 | * - first going along the horizontal edges row by row, and |
| 1265 | * then the vertical edges column by column |
| 1266 | * - encoding the lengths of runs of edges and runs of |
| 1267 | * non-edges |
| 1268 | * - the decoder will reconstitute the region boundaries from |
| 1269 | * this and automatically number them the same way we did |
| 1270 | * - then we encode the initial region colours in a Slant-like |
| 1271 | * fashion (digits 0-3 interspersed with letters giving |
| 1272 | * lengths of runs of empty spaces). |
| 1273 | */ |
| 1274 | retlen = retsize = 0; |
| 1275 | ret = NULL; |
| 1276 | |
| 1277 | { |
| 1278 | int run, pv; |
| 1279 | |
| 1280 | /* |
| 1281 | * Start with a notional non-edge, so that there'll be an |
| 1282 | * explicit `a' to distinguish the case where we start with |
| 1283 | * an edge. |
| 1284 | */ |
| 1285 | run = 1; |
| 1286 | pv = 0; |
| 1287 | |
| 1288 | for (i = 0; i < w*(h-1) + (w-1)*h; i++) { |
| 1289 | int x, y, dx, dy, v; |
| 1290 | |
| 1291 | if (i < w*(h-1)) { |
| 1292 | /* Horizontal edge. */ |
| 1293 | y = i / w; |
| 1294 | x = i % w; |
| 1295 | dx = 0; |
| 1296 | dy = 1; |
| 1297 | } else { |
| 1298 | /* Vertical edge. */ |
| 1299 | x = (i - w*(h-1)) / h; |
| 1300 | y = (i - w*(h-1)) % h; |
| 1301 | dx = 1; |
| 1302 | dy = 0; |
| 1303 | } |
| 1304 | |
| 1305 | if (retlen + 10 >= retsize) { |
| 1306 | retsize = retlen + 256; |
| 1307 | ret = sresize(ret, retsize, char); |
| 1308 | } |
| 1309 | |
| 1310 | v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); |
| 1311 | |
| 1312 | if (pv != v) { |
| 1313 | ret[retlen++] = 'a'-1 + run; |
| 1314 | run = 1; |
| 1315 | pv = v; |
| 1316 | } else { |
| 1317 | /* |
| 1318 | * 'z' is a special case in this encoding. Rather |
| 1319 | * than meaning a run of 26 and a state switch, it |
| 1320 | * means a run of 25 and _no_ state switch, because |
| 1321 | * otherwise there'd be no way to encode runs of |
| 1322 | * more than 26. |
| 1323 | */ |
| 1324 | if (run == 25) { |
| 1325 | ret[retlen++] = 'z'; |
| 1326 | run = 0; |
| 1327 | } |
| 1328 | run++; |
| 1329 | } |
| 1330 | } |
| 1331 | |
| 1332 | ret[retlen++] = 'a'-1 + run; |
| 1333 | ret[retlen++] = ','; |
| 1334 | |
| 1335 | run = 0; |
| 1336 | for (i = 0; i < n; i++) { |
| 1337 | if (retlen + 10 >= retsize) { |
| 1338 | retsize = retlen + 256; |
| 1339 | ret = sresize(ret, retsize, char); |
| 1340 | } |
| 1341 | |
| 1342 | if (colouring[i] < 0) { |
| 1343 | /* |
| 1344 | * In _this_ encoding, 'z' is a run of 26, since |
| 1345 | * there's no implicit state switch after each run. |
| 1346 | * Confusingly different, but more compact. |
| 1347 | */ |
| 1348 | if (run == 26) { |
| 1349 | ret[retlen++] = 'z'; |
| 1350 | run = 0; |
| 1351 | } |
| 1352 | run++; |
| 1353 | } else { |
| 1354 | if (run > 0) |
| 1355 | ret[retlen++] = 'a'-1 + run; |
| 1356 | ret[retlen++] = '0' + colouring[i]; |
| 1357 | run = 0; |
| 1358 | } |
| 1359 | } |
| 1360 | if (run > 0) |
| 1361 | ret[retlen++] = 'a'-1 + run; |
| 1362 | ret[retlen] = '\0'; |
| 1363 | |
| 1364 | assert(retlen < retsize); |
| 1365 | } |
| 1366 | |
| 1367 | free_scratch(sc); |
| 1368 | sfree(regions); |
| 1369 | sfree(colouring2); |
| 1370 | sfree(colouring); |
| 1371 | sfree(graph); |
| 1372 | sfree(map); |
| 1373 | |
| 1374 | return ret; |
| 1375 | } |
| 1376 | |
| 1377 | static char *parse_edge_list(game_params *params, char **desc, int *map) |
| 1378 | { |
| 1379 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
| 1380 | int i, k, pos, state; |
| 1381 | char *p = *desc; |
| 1382 | |
| 1383 | for (i = 0; i < wh; i++) |
| 1384 | map[wh+i] = i; |
| 1385 | |
| 1386 | pos = -1; |
| 1387 | state = 0; |
| 1388 | |
| 1389 | /* |
| 1390 | * Parse the game description to get the list of edges, and |
| 1391 | * build up a disjoint set forest as we go (by identifying |
| 1392 | * pairs of squares whenever the edge list shows a non-edge). |
| 1393 | */ |
| 1394 | while (*p && *p != ',') { |
| 1395 | if (*p < 'a' || *p > 'z') |
| 1396 | return "Unexpected character in edge list"; |
| 1397 | if (*p == 'z') |
| 1398 | k = 25; |
| 1399 | else |
| 1400 | k = *p - 'a' + 1; |
| 1401 | while (k-- > 0) { |
| 1402 | int x, y, dx, dy; |
| 1403 | |
| 1404 | if (pos < 0) { |
| 1405 | pos++; |
| 1406 | continue; |
| 1407 | } else if (pos < w*(h-1)) { |
| 1408 | /* Horizontal edge. */ |
| 1409 | y = pos / w; |
| 1410 | x = pos % w; |
| 1411 | dx = 0; |
| 1412 | dy = 1; |
| 1413 | } else if (pos < 2*wh-w-h) { |
| 1414 | /* Vertical edge. */ |
| 1415 | x = (pos - w*(h-1)) / h; |
| 1416 | y = (pos - w*(h-1)) % h; |
| 1417 | dx = 1; |
| 1418 | dy = 0; |
| 1419 | } else |
| 1420 | return "Too much data in edge list"; |
| 1421 | if (!state) |
| 1422 | dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); |
| 1423 | |
| 1424 | pos++; |
| 1425 | } |
| 1426 | if (*p != 'z') |
| 1427 | state = !state; |
| 1428 | p++; |
| 1429 | } |
| 1430 | assert(pos <= 2*wh-w-h); |
| 1431 | if (pos < 2*wh-w-h) |
| 1432 | return "Too little data in edge list"; |
| 1433 | |
| 1434 | /* |
| 1435 | * Now go through again and allocate region numbers. |
| 1436 | */ |
| 1437 | pos = 0; |
| 1438 | for (i = 0; i < wh; i++) |
| 1439 | map[i] = -1; |
| 1440 | for (i = 0; i < wh; i++) { |
| 1441 | k = dsf_canonify(map+wh, i); |
| 1442 | if (map[k] < 0) |
| 1443 | map[k] = pos++; |
| 1444 | map[i] = map[k]; |
| 1445 | } |
| 1446 | if (pos != n) |
| 1447 | return "Edge list defines the wrong number of regions"; |
| 1448 | |
| 1449 | *desc = p; |
| 1450 | |
| 1451 | return NULL; |
| 1452 | } |
| 1453 | |
| 1454 | static char *validate_desc(game_params *params, char *desc) |
| 1455 | { |
| 1456 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
| 1457 | int area; |
| 1458 | int *map; |
| 1459 | char *ret; |
| 1460 | |
| 1461 | map = snewn(2*wh, int); |
| 1462 | ret = parse_edge_list(params, &desc, map); |
| 1463 | if (ret) |
| 1464 | return ret; |
| 1465 | sfree(map); |
| 1466 | |
| 1467 | if (*desc != ',') |
| 1468 | return "Expected comma before clue list"; |
| 1469 | desc++; /* eat comma */ |
| 1470 | |
| 1471 | area = 0; |
| 1472 | while (*desc) { |
| 1473 | if (*desc >= '0' && *desc < '0'+FOUR) |
| 1474 | area++; |
| 1475 | else if (*desc >= 'a' && *desc <= 'z') |
| 1476 | area += *desc - 'a' + 1; |
| 1477 | else |
| 1478 | return "Unexpected character in clue list"; |
| 1479 | desc++; |
| 1480 | } |
| 1481 | if (area < n) |
| 1482 | return "Too little data in clue list"; |
| 1483 | else if (area > n) |
| 1484 | return "Too much data in clue list"; |
| 1485 | |
| 1486 | return NULL; |
| 1487 | } |
| 1488 | |
| 1489 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1490 | { |
| 1491 | int w = params->w, h = params->h, wh = w*h, n = params->n; |
| 1492 | int i, pos; |
| 1493 | char *p; |
| 1494 | game_state *state = snew(game_state); |
| 1495 | |
| 1496 | state->p = *params; |
| 1497 | state->colouring = snewn(n, int); |
| 1498 | for (i = 0; i < n; i++) |
| 1499 | state->colouring[i] = -1; |
| 1500 | |
| 1501 | state->completed = state->cheated = FALSE; |
| 1502 | |
| 1503 | state->map = snew(struct map); |
| 1504 | state->map->refcount = 1; |
| 1505 | state->map->map = snewn(wh*4, int); |
| 1506 | state->map->graph = snewn(n*n, int); |
| 1507 | state->map->n = n; |
| 1508 | state->map->immutable = snewn(n, int); |
| 1509 | for (i = 0; i < n; i++) |
| 1510 | state->map->immutable[i] = FALSE; |
| 1511 | |
| 1512 | p = desc; |
| 1513 | |
| 1514 | { |
| 1515 | char *ret; |
| 1516 | ret = parse_edge_list(params, &p, state->map->map); |
| 1517 | assert(!ret); |
| 1518 | } |
| 1519 | |
| 1520 | /* |
| 1521 | * Set up the other three quadrants in `map'. |
| 1522 | */ |
| 1523 | for (i = wh; i < 4*wh; i++) |
| 1524 | state->map->map[i] = state->map->map[i % wh]; |
| 1525 | |
| 1526 | assert(*p == ','); |
| 1527 | p++; |
| 1528 | |
| 1529 | /* |
| 1530 | * Now process the clue list. |
| 1531 | */ |
| 1532 | pos = 0; |
| 1533 | while (*p) { |
| 1534 | if (*p >= '0' && *p < '0'+FOUR) { |
| 1535 | state->colouring[pos] = *p - '0'; |
| 1536 | state->map->immutable[pos] = TRUE; |
| 1537 | pos++; |
| 1538 | } else { |
| 1539 | assert(*p >= 'a' && *p <= 'z'); |
| 1540 | pos += *p - 'a' + 1; |
| 1541 | } |
| 1542 | p++; |
| 1543 | } |
| 1544 | assert(pos == n); |
| 1545 | |
| 1546 | state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); |
| 1547 | |
| 1548 | /* |
| 1549 | * Attempt to smooth out some of the more jagged region |
| 1550 | * outlines by the judicious use of diagonally divided squares. |
| 1551 | */ |
| 1552 | { |
| 1553 | random_state *rs = random_init(desc, strlen(desc)); |
| 1554 | int *squares = snewn(wh, int); |
| 1555 | int done_something; |
| 1556 | |
| 1557 | for (i = 0; i < wh; i++) |
| 1558 | squares[i] = i; |
| 1559 | shuffle(squares, wh, sizeof(*squares), rs); |
| 1560 | |
| 1561 | do { |
| 1562 | done_something = FALSE; |
| 1563 | for (i = 0; i < wh; i++) { |
| 1564 | int y = squares[i] / w, x = squares[i] % w; |
| 1565 | int c = state->map->map[y*w+x]; |
| 1566 | int tc, bc, lc, rc; |
| 1567 | |
| 1568 | if (x == 0 || x == w-1 || y == 0 || y == h-1) |
| 1569 | continue; |
| 1570 | |
| 1571 | if (state->map->map[TE * wh + y*w+x] != |
| 1572 | state->map->map[BE * wh + y*w+x]) |
| 1573 | continue; |
| 1574 | |
| 1575 | tc = state->map->map[BE * wh + (y-1)*w+x]; |
| 1576 | bc = state->map->map[TE * wh + (y+1)*w+x]; |
| 1577 | lc = state->map->map[RE * wh + y*w+(x-1)]; |
| 1578 | rc = state->map->map[LE * wh + y*w+(x+1)]; |
| 1579 | |
| 1580 | /* |
| 1581 | * If this square is adjacent on two sides to one |
| 1582 | * region and on the other two sides to the other |
| 1583 | * region, and is itself one of the two regions, we can |
| 1584 | * adjust it so that it's a diagonal. |
| 1585 | */ |
| 1586 | if (tc != bc && (tc == c || bc == c)) { |
| 1587 | if ((lc == tc && rc == bc) || |
| 1588 | (lc == bc && rc == tc)) { |
| 1589 | state->map->map[TE * wh + y*w+x] = tc; |
| 1590 | state->map->map[BE * wh + y*w+x] = bc; |
| 1591 | state->map->map[LE * wh + y*w+x] = lc; |
| 1592 | state->map->map[RE * wh + y*w+x] = rc; |
| 1593 | done_something = TRUE; |
| 1594 | } |
| 1595 | } |
| 1596 | } |
| 1597 | } while (done_something); |
| 1598 | sfree(squares); |
| 1599 | random_free(rs); |
| 1600 | } |
| 1601 | |
| 1602 | /* |
| 1603 | * Analyse the map to find a canonical line segment |
| 1604 | * corresponding to each edge. These are where we'll eventually |
| 1605 | * put error markers. |
| 1606 | */ |
| 1607 | { |
| 1608 | int *bestx, *besty, *an, pass; |
| 1609 | float *ax, *ay, *best; |
| 1610 | |
| 1611 | ax = snewn(state->map->ngraph, float); |
| 1612 | ay = snewn(state->map->ngraph, float); |
| 1613 | an = snewn(state->map->ngraph, int); |
| 1614 | bestx = snewn(state->map->ngraph, int); |
| 1615 | besty = snewn(state->map->ngraph, int); |
| 1616 | best = snewn(state->map->ngraph, float); |
| 1617 | |
| 1618 | for (i = 0; i < state->map->ngraph; i++) { |
| 1619 | bestx[i] = besty[i] = -1; |
| 1620 | best[i] = 2*(w+h)+1; |
| 1621 | ax[i] = ay[i] = 0.0F; |
| 1622 | an[i] = 0; |
| 1623 | } |
| 1624 | |
| 1625 | /* |
| 1626 | * We make two passes over the map, finding all the line |
| 1627 | * segments separating regions. In the first pass, we |
| 1628 | * compute the _average_ x and y coordinate of all the line |
| 1629 | * segments separating each pair of regions; in the second |
| 1630 | * pass, for each such average point, we find the line |
| 1631 | * segment closest to it and call that canonical. |
| 1632 | * |
| 1633 | * Line segments are considered to have coordinates in |
| 1634 | * their centre. Thus, at least one coordinate for any line |
| 1635 | * segment is always something-and-a-half; so we store our |
| 1636 | * coordinates as twice their normal value. |
| 1637 | */ |
| 1638 | for (pass = 0; pass < 2; pass++) { |
| 1639 | int x, y; |
| 1640 | |
| 1641 | for (y = 0; y < h; y++) |
| 1642 | for (x = 0; x < w; x++) { |
| 1643 | int ex[4], ey[4], ea[4], eb[4], en = 0; |
| 1644 | |
| 1645 | /* |
| 1646 | * Look for an edge to the right of this |
| 1647 | * square, an edge below it, and an edge in the |
| 1648 | * middle of it. Also look to see if the point |
| 1649 | * at the bottom right of this square is on an |
| 1650 | * edge (and isn't a place where more than two |
| 1651 | * regions meet). |
| 1652 | */ |
| 1653 | if (x+1 < w) { |
| 1654 | /* right edge */ |
| 1655 | ea[en] = state->map->map[RE * wh + y*w+x]; |
| 1656 | eb[en] = state->map->map[LE * wh + y*w+(x+1)]; |
| 1657 | if (ea[en] != eb[en]) { |
| 1658 | ex[en] = (x+1)*2; |
| 1659 | ey[en] = y*2+1; |
| 1660 | en++; |
| 1661 | } |
| 1662 | } |
| 1663 | if (y+1 < h) { |
| 1664 | /* bottom edge */ |
| 1665 | ea[en] = state->map->map[BE * wh + y*w+x]; |
| 1666 | eb[en] = state->map->map[TE * wh + (y+1)*w+x]; |
| 1667 | if (ea[en] != eb[en]) { |
| 1668 | ex[en] = x*2+1; |
| 1669 | ey[en] = (y+1)*2; |
| 1670 | en++; |
| 1671 | } |
| 1672 | } |
| 1673 | /* diagonal edge */ |
| 1674 | ea[en] = state->map->map[TE * wh + y*w+x]; |
| 1675 | eb[en] = state->map->map[BE * wh + y*w+x]; |
| 1676 | if (ea[en] != eb[en]) { |
| 1677 | ex[en] = x*2+1; |
| 1678 | ey[en] = y*2+1; |
| 1679 | en++; |
| 1680 | } |
| 1681 | if (x+1 < w && y+1 < h) { |
| 1682 | /* bottom right corner */ |
| 1683 | int oct[8], othercol, nchanges; |
| 1684 | oct[0] = state->map->map[RE * wh + y*w+x]; |
| 1685 | oct[1] = state->map->map[LE * wh + y*w+(x+1)]; |
| 1686 | oct[2] = state->map->map[BE * wh + y*w+(x+1)]; |
| 1687 | oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)]; |
| 1688 | oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)]; |
| 1689 | oct[5] = state->map->map[RE * wh + (y+1)*w+x]; |
| 1690 | oct[6] = state->map->map[TE * wh + (y+1)*w+x]; |
| 1691 | oct[7] = state->map->map[BE * wh + y*w+x]; |
| 1692 | |
| 1693 | othercol = -1; |
| 1694 | nchanges = 0; |
| 1695 | for (i = 0; i < 8; i++) { |
| 1696 | if (oct[i] != oct[0]) { |
| 1697 | if (othercol < 0) |
| 1698 | othercol = oct[i]; |
| 1699 | else if (othercol != oct[i]) |
| 1700 | break; /* three colours at this point */ |
| 1701 | } |
| 1702 | if (oct[i] != oct[(i+1) & 7]) |
| 1703 | nchanges++; |
| 1704 | } |
| 1705 | |
| 1706 | /* |
| 1707 | * Now if there are exactly two regions at |
| 1708 | * this point (not one, and not three or |
| 1709 | * more), and only two changes around the |
| 1710 | * loop, then this is a valid place to put |
| 1711 | * an error marker. |
| 1712 | */ |
| 1713 | if (i == 8 && othercol >= 0 && nchanges == 2) { |
| 1714 | ea[en] = oct[0]; |
| 1715 | eb[en] = othercol; |
| 1716 | ex[en] = (x+1)*2; |
| 1717 | ey[en] = (y+1)*2; |
| 1718 | en++; |
| 1719 | } |
| 1720 | } |
| 1721 | |
| 1722 | /* |
| 1723 | * Now process the edges we've found, one by |
| 1724 | * one. |
| 1725 | */ |
| 1726 | for (i = 0; i < en; i++) { |
| 1727 | int emin = min(ea[i], eb[i]); |
| 1728 | int emax = max(ea[i], eb[i]); |
| 1729 | int gindex = |
| 1730 | graph_edge_index(state->map->graph, n, |
| 1731 | state->map->ngraph, emin, emax); |
| 1732 | |
| 1733 | assert(gindex >= 0); |
| 1734 | |
| 1735 | if (pass == 0) { |
| 1736 | /* |
| 1737 | * In pass 0, accumulate the values |
| 1738 | * we'll use to compute the average |
| 1739 | * positions. |
| 1740 | */ |
| 1741 | ax[gindex] += ex[i]; |
| 1742 | ay[gindex] += ey[i]; |
| 1743 | an[gindex] += 1.0F; |
| 1744 | } else { |
| 1745 | /* |
| 1746 | * In pass 1, work out whether this |
| 1747 | * point is closer to the average than |
| 1748 | * the last one we've seen. |
| 1749 | */ |
| 1750 | float dx, dy, d; |
| 1751 | |
| 1752 | assert(an[gindex] > 0); |
| 1753 | dx = ex[i] - ax[gindex]; |
| 1754 | dy = ey[i] - ay[gindex]; |
| 1755 | d = sqrt(dx*dx + dy*dy); |
| 1756 | if (d < best[gindex]) { |
| 1757 | best[gindex] = d; |
| 1758 | bestx[gindex] = ex[i]; |
| 1759 | besty[gindex] = ey[i]; |
| 1760 | } |
| 1761 | } |
| 1762 | } |
| 1763 | } |
| 1764 | |
| 1765 | if (pass == 0) { |
| 1766 | for (i = 0; i < state->map->ngraph; i++) |
| 1767 | if (an[i] > 0) { |
| 1768 | ax[i] /= an[i]; |
| 1769 | ay[i] /= an[i]; |
| 1770 | } |
| 1771 | } |
| 1772 | } |
| 1773 | |
| 1774 | state->map->edgex = bestx; |
| 1775 | state->map->edgey = besty; |
| 1776 | |
| 1777 | for (i = 0; i < state->map->ngraph; i++) |
| 1778 | if (state->map->edgex[i] < 0) { |
| 1779 | /* Find the other representation of this edge. */ |
| 1780 | int e = state->map->graph[i]; |
| 1781 | int iprime = graph_edge_index(state->map->graph, n, |
| 1782 | state->map->ngraph, e%n, e/n); |
| 1783 | assert(state->map->edgex[iprime] >= 0); |
| 1784 | state->map->edgex[i] = state->map->edgex[iprime]; |
| 1785 | state->map->edgey[i] = state->map->edgey[iprime]; |
| 1786 | } |
| 1787 | |
| 1788 | sfree(ax); |
| 1789 | sfree(ay); |
| 1790 | sfree(an); |
| 1791 | sfree(best); |
| 1792 | } |
| 1793 | |
| 1794 | return state; |
| 1795 | } |
| 1796 | |
| 1797 | static game_state *dup_game(game_state *state) |
| 1798 | { |
| 1799 | game_state *ret = snew(game_state); |
| 1800 | |
| 1801 | ret->p = state->p; |
| 1802 | ret->colouring = snewn(state->p.n, int); |
| 1803 | memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); |
| 1804 | ret->map = state->map; |
| 1805 | ret->map->refcount++; |
| 1806 | ret->completed = state->completed; |
| 1807 | ret->cheated = state->cheated; |
| 1808 | |
| 1809 | return ret; |
| 1810 | } |
| 1811 | |
| 1812 | static void free_game(game_state *state) |
| 1813 | { |
| 1814 | if (--state->map->refcount <= 0) { |
| 1815 | sfree(state->map->map); |
| 1816 | sfree(state->map->graph); |
| 1817 | sfree(state->map->immutable); |
| 1818 | sfree(state->map->edgex); |
| 1819 | sfree(state->map->edgey); |
| 1820 | sfree(state->map); |
| 1821 | } |
| 1822 | sfree(state->colouring); |
| 1823 | sfree(state); |
| 1824 | } |
| 1825 | |
| 1826 | static char *solve_game(game_state *state, game_state *currstate, |
| 1827 | char *aux, char **error) |
| 1828 | { |
| 1829 | if (!aux) { |
| 1830 | /* |
| 1831 | * Use the solver. |
| 1832 | */ |
| 1833 | int *colouring; |
| 1834 | struct solver_scratch *sc; |
| 1835 | int sret; |
| 1836 | int i; |
| 1837 | char *ret, buf[80]; |
| 1838 | int retlen, retsize; |
| 1839 | |
| 1840 | colouring = snewn(state->map->n, int); |
| 1841 | memcpy(colouring, state->colouring, state->map->n * sizeof(int)); |
| 1842 | |
| 1843 | sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); |
| 1844 | sret = map_solver(sc, state->map->graph, state->map->n, |
| 1845 | state->map->ngraph, colouring, DIFFCOUNT-1); |
| 1846 | free_scratch(sc); |
| 1847 | |
| 1848 | if (sret != 1) { |
| 1849 | sfree(colouring); |
| 1850 | if (sret == 0) |
| 1851 | *error = "Puzzle is inconsistent"; |
| 1852 | else |
| 1853 | *error = "Unable to find a unique solution for this puzzle"; |
| 1854 | return NULL; |
| 1855 | } |
| 1856 | |
| 1857 | retsize = 64; |
| 1858 | ret = snewn(retsize, char); |
| 1859 | strcpy(ret, "S"); |
| 1860 | retlen = 1; |
| 1861 | |
| 1862 | for (i = 0; i < state->map->n; i++) { |
| 1863 | int len; |
| 1864 | |
| 1865 | assert(colouring[i] >= 0); |
| 1866 | if (colouring[i] == currstate->colouring[i]) |
| 1867 | continue; |
| 1868 | assert(!state->map->immutable[i]); |
| 1869 | |
| 1870 | len = sprintf(buf, ";%d:%d", colouring[i], i); |
| 1871 | if (retlen + len >= retsize) { |
| 1872 | retsize = retlen + len + 256; |
| 1873 | ret = sresize(ret, retsize, char); |
| 1874 | } |
| 1875 | strcpy(ret + retlen, buf); |
| 1876 | retlen += len; |
| 1877 | } |
| 1878 | |
| 1879 | sfree(colouring); |
| 1880 | |
| 1881 | return ret; |
| 1882 | } |
| 1883 | return dupstr(aux); |
| 1884 | } |
| 1885 | |
| 1886 | static char *game_text_format(game_state *state) |
| 1887 | { |
| 1888 | return NULL; |
| 1889 | } |
| 1890 | |
| 1891 | struct game_ui { |
| 1892 | int drag_colour; /* -1 means no drag active */ |
| 1893 | int dragx, dragy; |
| 1894 | }; |
| 1895 | |
| 1896 | static game_ui *new_ui(game_state *state) |
| 1897 | { |
| 1898 | game_ui *ui = snew(game_ui); |
| 1899 | ui->dragx = ui->dragy = -1; |
| 1900 | ui->drag_colour = -2; |
| 1901 | return ui; |
| 1902 | } |
| 1903 | |
| 1904 | static void free_ui(game_ui *ui) |
| 1905 | { |
| 1906 | sfree(ui); |
| 1907 | } |
| 1908 | |
| 1909 | static char *encode_ui(game_ui *ui) |
| 1910 | { |
| 1911 | return NULL; |
| 1912 | } |
| 1913 | |
| 1914 | static void decode_ui(game_ui *ui, char *encoding) |
| 1915 | { |
| 1916 | } |
| 1917 | |
| 1918 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1919 | game_state *newstate) |
| 1920 | { |
| 1921 | } |
| 1922 | |
| 1923 | struct game_drawstate { |
| 1924 | int tilesize; |
| 1925 | unsigned short *drawn, *todraw; |
| 1926 | int started; |
| 1927 | int dragx, dragy, drag_visible; |
| 1928 | blitter *bl; |
| 1929 | }; |
| 1930 | |
| 1931 | /* Flags in `drawn'. */ |
| 1932 | #define ERR_BASE 0x0080 |
| 1933 | #define ERR_MASK 0xFF80 |
| 1934 | |
| 1935 | #define TILESIZE (ds->tilesize) |
| 1936 | #define BORDER (TILESIZE) |
| 1937 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
| 1938 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
| 1939 | |
| 1940 | static int region_from_coords(game_state *state, game_drawstate *ds, |
| 1941 | int x, int y) |
| 1942 | { |
| 1943 | int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; |
| 1944 | int tx = FROMCOORD(x), ty = FROMCOORD(y); |
| 1945 | int dx = x - COORD(tx), dy = y - COORD(ty); |
| 1946 | int quadrant; |
| 1947 | |
| 1948 | if (tx < 0 || tx >= w || ty < 0 || ty >= h) |
| 1949 | return -1; /* border */ |
| 1950 | |
| 1951 | quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); |
| 1952 | quadrant = (quadrant == 0 ? BE : |
| 1953 | quadrant == 1 ? LE : |
| 1954 | quadrant == 2 ? RE : TE); |
| 1955 | |
| 1956 | return state->map->map[quadrant * wh + ty*w+tx]; |
| 1957 | } |
| 1958 | |
| 1959 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1960 | int x, int y, int button) |
| 1961 | { |
| 1962 | char buf[80]; |
| 1963 | |
| 1964 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 1965 | int r = region_from_coords(state, ds, x, y); |
| 1966 | |
| 1967 | if (r >= 0) |
| 1968 | ui->drag_colour = state->colouring[r]; |
| 1969 | else |
| 1970 | ui->drag_colour = -1; |
| 1971 | ui->dragx = x; |
| 1972 | ui->dragy = y; |
| 1973 | return ""; |
| 1974 | } |
| 1975 | |
| 1976 | if ((button == LEFT_DRAG || button == RIGHT_DRAG) && |
| 1977 | ui->drag_colour > -2) { |
| 1978 | ui->dragx = x; |
| 1979 | ui->dragy = y; |
| 1980 | return ""; |
| 1981 | } |
| 1982 | |
| 1983 | if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && |
| 1984 | ui->drag_colour > -2) { |
| 1985 | int r = region_from_coords(state, ds, x, y); |
| 1986 | int c = ui->drag_colour; |
| 1987 | |
| 1988 | /* |
| 1989 | * Cancel the drag, whatever happens. |
| 1990 | */ |
| 1991 | ui->drag_colour = -2; |
| 1992 | ui->dragx = ui->dragy = -1; |
| 1993 | |
| 1994 | if (r < 0) |
| 1995 | return ""; /* drag into border; do nothing else */ |
| 1996 | |
| 1997 | if (state->map->immutable[r]) |
| 1998 | return ""; /* can't change this region */ |
| 1999 | |
| 2000 | if (state->colouring[r] == c) |
| 2001 | return ""; /* don't _need_ to change this region */ |
| 2002 | |
| 2003 | sprintf(buf, "%c:%d", (int)(c < 0 ? 'C' : '0' + c), r); |
| 2004 | return dupstr(buf); |
| 2005 | } |
| 2006 | |
| 2007 | return NULL; |
| 2008 | } |
| 2009 | |
| 2010 | static game_state *execute_move(game_state *state, char *move) |
| 2011 | { |
| 2012 | int n = state->p.n; |
| 2013 | game_state *ret = dup_game(state); |
| 2014 | int c, k, adv, i; |
| 2015 | |
| 2016 | while (*move) { |
| 2017 | c = *move; |
| 2018 | if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && |
| 2019 | sscanf(move+1, ":%d%n", &k, &adv) == 1 && |
| 2020 | k >= 0 && k < state->p.n) { |
| 2021 | move += 1 + adv; |
| 2022 | ret->colouring[k] = (c == 'C' ? -1 : c - '0'); |
| 2023 | } else if (*move == 'S') { |
| 2024 | move++; |
| 2025 | ret->cheated = TRUE; |
| 2026 | } else { |
| 2027 | free_game(ret); |
| 2028 | return NULL; |
| 2029 | } |
| 2030 | |
| 2031 | if (*move && *move != ';') { |
| 2032 | free_game(ret); |
| 2033 | return NULL; |
| 2034 | } |
| 2035 | if (*move) |
| 2036 | move++; |
| 2037 | } |
| 2038 | |
| 2039 | /* |
| 2040 | * Check for completion. |
| 2041 | */ |
| 2042 | if (!ret->completed) { |
| 2043 | int ok = TRUE; |
| 2044 | |
| 2045 | for (i = 0; i < n; i++) |
| 2046 | if (ret->colouring[i] < 0) { |
| 2047 | ok = FALSE; |
| 2048 | break; |
| 2049 | } |
| 2050 | |
| 2051 | if (ok) { |
| 2052 | for (i = 0; i < ret->map->ngraph; i++) { |
| 2053 | int j = ret->map->graph[i] / n; |
| 2054 | int k = ret->map->graph[i] % n; |
| 2055 | if (ret->colouring[j] == ret->colouring[k]) { |
| 2056 | ok = FALSE; |
| 2057 | break; |
| 2058 | } |
| 2059 | } |
| 2060 | } |
| 2061 | |
| 2062 | if (ok) |
| 2063 | ret->completed = TRUE; |
| 2064 | } |
| 2065 | |
| 2066 | return ret; |
| 2067 | } |
| 2068 | |
| 2069 | /* ---------------------------------------------------------------------- |
| 2070 | * Drawing routines. |
| 2071 | */ |
| 2072 | |
| 2073 | static void game_compute_size(game_params *params, int tilesize, |
| 2074 | int *x, int *y) |
| 2075 | { |
| 2076 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2077 | struct { int tilesize; } ads, *ds = &ads; |
| 2078 | ads.tilesize = tilesize; |
| 2079 | |
| 2080 | *x = params->w * TILESIZE + 2 * BORDER + 1; |
| 2081 | *y = params->h * TILESIZE + 2 * BORDER + 1; |
| 2082 | } |
| 2083 | |
| 2084 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 2085 | game_params *params, int tilesize) |
| 2086 | { |
| 2087 | ds->tilesize = tilesize; |
| 2088 | |
| 2089 | if (ds->bl) |
| 2090 | blitter_free(dr, ds->bl); |
| 2091 | ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); |
| 2092 | } |
| 2093 | |
| 2094 | const float map_colours[FOUR][3] = { |
| 2095 | {0.7F, 0.5F, 0.4F}, |
| 2096 | {0.8F, 0.7F, 0.4F}, |
| 2097 | {0.5F, 0.6F, 0.4F}, |
| 2098 | {0.55F, 0.45F, 0.35F}, |
| 2099 | }; |
| 2100 | const int map_hatching[FOUR] = { |
| 2101 | HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH |
| 2102 | }; |
| 2103 | |
| 2104 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 2105 | { |
| 2106 | float *ret = snewn(3 * NCOLOURS, float); |
| 2107 | |
| 2108 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 2109 | |
| 2110 | ret[COL_GRID * 3 + 0] = 0.0F; |
| 2111 | ret[COL_GRID * 3 + 1] = 0.0F; |
| 2112 | ret[COL_GRID * 3 + 2] = 0.0F; |
| 2113 | |
| 2114 | memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); |
| 2115 | memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); |
| 2116 | memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); |
| 2117 | memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); |
| 2118 | |
| 2119 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 2120 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 2121 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 2122 | |
| 2123 | ret[COL_ERRTEXT * 3 + 0] = 1.0F; |
| 2124 | ret[COL_ERRTEXT * 3 + 1] = 1.0F; |
| 2125 | ret[COL_ERRTEXT * 3 + 2] = 1.0F; |
| 2126 | |
| 2127 | *ncolours = NCOLOURS; |
| 2128 | return ret; |
| 2129 | } |
| 2130 | |
| 2131 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 2132 | { |
| 2133 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2134 | int i; |
| 2135 | |
| 2136 | ds->tilesize = 0; |
| 2137 | ds->drawn = snewn(state->p.w * state->p.h, unsigned short); |
| 2138 | for (i = 0; i < state->p.w * state->p.h; i++) |
| 2139 | ds->drawn[i] = 0xFFFF; |
| 2140 | ds->todraw = snewn(state->p.w * state->p.h, unsigned short); |
| 2141 | ds->started = FALSE; |
| 2142 | ds->bl = NULL; |
| 2143 | ds->drag_visible = FALSE; |
| 2144 | ds->dragx = ds->dragy = -1; |
| 2145 | |
| 2146 | return ds; |
| 2147 | } |
| 2148 | |
| 2149 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 2150 | { |
| 2151 | sfree(ds->drawn); |
| 2152 | sfree(ds->todraw); |
| 2153 | if (ds->bl) |
| 2154 | blitter_free(dr, ds->bl); |
| 2155 | sfree(ds); |
| 2156 | } |
| 2157 | |
| 2158 | static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) |
| 2159 | { |
| 2160 | int coords[8]; |
| 2161 | int yext, xext; |
| 2162 | |
| 2163 | /* |
| 2164 | * Draw a diamond. |
| 2165 | */ |
| 2166 | coords[0] = x - TILESIZE*2/5; |
| 2167 | coords[1] = y; |
| 2168 | coords[2] = x; |
| 2169 | coords[3] = y - TILESIZE*2/5; |
| 2170 | coords[4] = x + TILESIZE*2/5; |
| 2171 | coords[5] = y; |
| 2172 | coords[6] = x; |
| 2173 | coords[7] = y + TILESIZE*2/5; |
| 2174 | draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); |
| 2175 | |
| 2176 | /* |
| 2177 | * Draw an exclamation mark in the diamond. This turns out to |
| 2178 | * look unpleasantly off-centre if done via draw_text, so I do |
| 2179 | * it by hand on the basis that exclamation marks aren't that |
| 2180 | * difficult to draw... |
| 2181 | */ |
| 2182 | xext = TILESIZE/16; |
| 2183 | yext = TILESIZE*2/5 - (xext*2+2); |
| 2184 | draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3), |
| 2185 | COL_ERRTEXT); |
| 2186 | draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT); |
| 2187 | } |
| 2188 | |
| 2189 | static void draw_square(drawing *dr, game_drawstate *ds, |
| 2190 | game_params *params, struct map *map, |
| 2191 | int x, int y, int v) |
| 2192 | { |
| 2193 | int w = params->w, h = params->h, wh = w*h; |
| 2194 | int tv, bv, xo, yo, errs; |
| 2195 | |
| 2196 | errs = v & ERR_MASK; |
| 2197 | v &= ~ERR_MASK; |
| 2198 | tv = v / FIVE; |
| 2199 | bv = v % FIVE; |
| 2200 | |
| 2201 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
| 2202 | |
| 2203 | /* |
| 2204 | * Draw the region colour. |
| 2205 | */ |
| 2206 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
| 2207 | (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); |
| 2208 | /* |
| 2209 | * Draw the second region colour, if this is a diagonally |
| 2210 | * divided square. |
| 2211 | */ |
| 2212 | if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { |
| 2213 | int coords[6]; |
| 2214 | coords[0] = COORD(x)-1; |
| 2215 | coords[1] = COORD(y+1)+1; |
| 2216 | if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) |
| 2217 | coords[2] = COORD(x+1)+1; |
| 2218 | else |
| 2219 | coords[2] = COORD(x)-1; |
| 2220 | coords[3] = COORD(y)-1; |
| 2221 | coords[4] = COORD(x+1)+1; |
| 2222 | coords[5] = COORD(y+1)+1; |
| 2223 | draw_polygon(dr, coords, 3, |
| 2224 | (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); |
| 2225 | } |
| 2226 | |
| 2227 | /* |
| 2228 | * Draw the grid lines, if required. |
| 2229 | */ |
| 2230 | if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) |
| 2231 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); |
| 2232 | if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) |
| 2233 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); |
| 2234 | if (x <= 0 || y <= 0 || |
| 2235 | map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || |
| 2236 | map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) |
| 2237 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
| 2238 | |
| 2239 | /* |
| 2240 | * Draw error markers. |
| 2241 | */ |
| 2242 | for (yo = 0; yo < 3; yo++) |
| 2243 | for (xo = 0; xo < 3; xo++) |
| 2244 | if (errs & (ERR_BASE << (yo*3+xo))) |
| 2245 | draw_error(dr, ds, |
| 2246 | (COORD(x)*2+TILESIZE*xo)/2, |
| 2247 | (COORD(y)*2+TILESIZE*yo)/2); |
| 2248 | |
| 2249 | unclip(dr); |
| 2250 | |
| 2251 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
| 2252 | } |
| 2253 | |
| 2254 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2255 | game_state *state, int dir, game_ui *ui, |
| 2256 | float animtime, float flashtime) |
| 2257 | { |
| 2258 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
| 2259 | int x, y, i; |
| 2260 | int flash; |
| 2261 | |
| 2262 | if (ds->drag_visible) { |
| 2263 | blitter_load(dr, ds->bl, ds->dragx, ds->dragy); |
| 2264 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
| 2265 | ds->drag_visible = FALSE; |
| 2266 | } |
| 2267 | |
| 2268 | /* |
| 2269 | * The initial contents of the window are not guaranteed and |
| 2270 | * can vary with front ends. To be on the safe side, all games |
| 2271 | * should start by drawing a big background-colour rectangle |
| 2272 | * covering the whole window. |
| 2273 | */ |
| 2274 | if (!ds->started) { |
| 2275 | int ww, wh; |
| 2276 | |
| 2277 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
| 2278 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
| 2279 | draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, |
| 2280 | COL_GRID); |
| 2281 | |
| 2282 | draw_update(dr, 0, 0, ww, wh); |
| 2283 | ds->started = TRUE; |
| 2284 | } |
| 2285 | |
| 2286 | if (flashtime) { |
| 2287 | if (flash_type == 1) |
| 2288 | flash = (int)(flashtime * FOUR / flash_length); |
| 2289 | else |
| 2290 | flash = 1 + (int)(flashtime * THREE / flash_length); |
| 2291 | } else |
| 2292 | flash = -1; |
| 2293 | |
| 2294 | /* |
| 2295 | * Set up the `todraw' array. |
| 2296 | */ |
| 2297 | for (y = 0; y < h; y++) |
| 2298 | for (x = 0; x < w; x++) { |
| 2299 | int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; |
| 2300 | int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; |
| 2301 | int v; |
| 2302 | |
| 2303 | if (tv < 0) |
| 2304 | tv = FOUR; |
| 2305 | if (bv < 0) |
| 2306 | bv = FOUR; |
| 2307 | |
| 2308 | if (flash >= 0) { |
| 2309 | if (flash_type == 1) { |
| 2310 | if (tv == flash) |
| 2311 | tv = FOUR; |
| 2312 | if (bv == flash) |
| 2313 | bv = FOUR; |
| 2314 | } else if (flash_type == 2) { |
| 2315 | if (flash % 2) |
| 2316 | tv = bv = FOUR; |
| 2317 | } else { |
| 2318 | if (tv != FOUR) |
| 2319 | tv = (tv + flash) % FOUR; |
| 2320 | if (bv != FOUR) |
| 2321 | bv = (bv + flash) % FOUR; |
| 2322 | } |
| 2323 | } |
| 2324 | |
| 2325 | v = tv * FIVE + bv; |
| 2326 | |
| 2327 | ds->todraw[y*w+x] = v; |
| 2328 | } |
| 2329 | |
| 2330 | /* |
| 2331 | * Add error markers to the `todraw' array. |
| 2332 | */ |
| 2333 | for (i = 0; i < state->map->ngraph; i++) { |
| 2334 | int v1 = state->map->graph[i] / n; |
| 2335 | int v2 = state->map->graph[i] % n; |
| 2336 | int xo, yo; |
| 2337 | |
| 2338 | if (state->colouring[v1] < 0 || state->colouring[v2] < 0) |
| 2339 | continue; |
| 2340 | if (state->colouring[v1] != state->colouring[v2]) |
| 2341 | continue; |
| 2342 | |
| 2343 | x = state->map->edgex[i]; |
| 2344 | y = state->map->edgey[i]; |
| 2345 | |
| 2346 | xo = x % 2; x /= 2; |
| 2347 | yo = y % 2; y /= 2; |
| 2348 | |
| 2349 | ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo); |
| 2350 | if (xo == 0) { |
| 2351 | assert(x > 0); |
| 2352 | ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2); |
| 2353 | } |
| 2354 | if (yo == 0) { |
| 2355 | assert(y > 0); |
| 2356 | ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo); |
| 2357 | } |
| 2358 | if (xo == 0 && yo == 0) { |
| 2359 | assert(x > 0 && y > 0); |
| 2360 | ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2); |
| 2361 | } |
| 2362 | } |
| 2363 | |
| 2364 | /* |
| 2365 | * Now actually draw everything. |
| 2366 | */ |
| 2367 | for (y = 0; y < h; y++) |
| 2368 | for (x = 0; x < w; x++) { |
| 2369 | int v = ds->todraw[y*w+x]; |
| 2370 | if (ds->drawn[y*w+x] != v) { |
| 2371 | draw_square(dr, ds, &state->p, state->map, x, y, v); |
| 2372 | ds->drawn[y*w+x] = v; |
| 2373 | } |
| 2374 | } |
| 2375 | |
| 2376 | /* |
| 2377 | * Draw the dragged colour blob if any. |
| 2378 | */ |
| 2379 | if (ui->drag_colour > -2) { |
| 2380 | ds->dragx = ui->dragx - TILESIZE/2 - 2; |
| 2381 | ds->dragy = ui->dragy - TILESIZE/2 - 2; |
| 2382 | blitter_save(dr, ds->bl, ds->dragx, ds->dragy); |
| 2383 | draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2, |
| 2384 | (ui->drag_colour < 0 ? COL_BACKGROUND : |
| 2385 | COL_0 + ui->drag_colour), COL_GRID); |
| 2386 | draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); |
| 2387 | ds->drag_visible = TRUE; |
| 2388 | } |
| 2389 | } |
| 2390 | |
| 2391 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2392 | int dir, game_ui *ui) |
| 2393 | { |
| 2394 | return 0.0F; |
| 2395 | } |
| 2396 | |
| 2397 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2398 | int dir, game_ui *ui) |
| 2399 | { |
| 2400 | if (!oldstate->completed && newstate->completed && |
| 2401 | !oldstate->cheated && !newstate->cheated) { |
| 2402 | if (flash_type < 0) { |
| 2403 | char *env = getenv("MAP_ALTERNATIVE_FLASH"); |
| 2404 | if (env) |
| 2405 | flash_type = atoi(env); |
| 2406 | else |
| 2407 | flash_type = 0; |
| 2408 | flash_length = (flash_type == 1 ? 0.50 : 0.30); |
| 2409 | } |
| 2410 | return flash_length; |
| 2411 | } else |
| 2412 | return 0.0F; |
| 2413 | } |
| 2414 | |
| 2415 | static int game_wants_statusbar(void) |
| 2416 | { |
| 2417 | return FALSE; |
| 2418 | } |
| 2419 | |
| 2420 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2421 | { |
| 2422 | return TRUE; |
| 2423 | } |
| 2424 | |
| 2425 | static void game_print_size(game_params *params, float *x, float *y) |
| 2426 | { |
| 2427 | int pw, ph; |
| 2428 | |
| 2429 | /* |
| 2430 | * I'll use 4mm squares by default, I think. Simplest way to |
| 2431 | * compute this size is to compute the pixel puzzle size at a |
| 2432 | * given tile size and then scale. |
| 2433 | */ |
| 2434 | game_compute_size(params, 400, &pw, &ph); |
| 2435 | *x = pw / 100.0; |
| 2436 | *y = ph / 100.0; |
| 2437 | } |
| 2438 | |
| 2439 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2440 | { |
| 2441 | int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; |
| 2442 | int ink, c[FOUR], i; |
| 2443 | int x, y, r; |
| 2444 | int *coords, ncoords, coordsize; |
| 2445 | |
| 2446 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2447 | struct { int tilesize; } ads, *ds = &ads; |
| 2448 | ads.tilesize = tilesize; |
| 2449 | |
| 2450 | ink = print_mono_colour(dr, 0); |
| 2451 | for (i = 0; i < FOUR; i++) |
| 2452 | c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0], |
| 2453 | map_colours[i][1], map_colours[i][2]); |
| 2454 | |
| 2455 | coordsize = 0; |
| 2456 | coords = NULL; |
| 2457 | |
| 2458 | print_line_width(dr, TILESIZE / 16); |
| 2459 | |
| 2460 | /* |
| 2461 | * Draw a single filled polygon around each region. |
| 2462 | */ |
| 2463 | for (r = 0; r < n; r++) { |
| 2464 | int octants[8], lastdir, d1, d2, ox, oy; |
| 2465 | |
| 2466 | /* |
| 2467 | * Start by finding a point on the region boundary. Any |
| 2468 | * point will do. To do this, we'll search for a square |
| 2469 | * containing the region and then decide which corner of it |
| 2470 | * to use. |
| 2471 | */ |
| 2472 | x = w; |
| 2473 | for (y = 0; y < h; y++) { |
| 2474 | for (x = 0; x < w; x++) { |
| 2475 | if (state->map->map[wh*0+y*w+x] == r || |
| 2476 | state->map->map[wh*1+y*w+x] == r || |
| 2477 | state->map->map[wh*2+y*w+x] == r || |
| 2478 | state->map->map[wh*3+y*w+x] == r) |
| 2479 | break; |
| 2480 | } |
| 2481 | if (x < w) |
| 2482 | break; |
| 2483 | } |
| 2484 | assert(y < h && x < w); /* we must have found one somewhere */ |
| 2485 | /* |
| 2486 | * This is the first square in lexicographic order which |
| 2487 | * contains part of this region. Therefore, one of the top |
| 2488 | * two corners of the square must be what we're after. The |
| 2489 | * only case in which it isn't the top left one is if the |
| 2490 | * square is diagonally divided and the region is in the |
| 2491 | * bottom right half. |
| 2492 | */ |
| 2493 | if (state->map->map[wh*TE+y*w+x] != r && |
| 2494 | state->map->map[wh*LE+y*w+x] != r) |
| 2495 | x++; /* could just as well have done y++ */ |
| 2496 | |
| 2497 | /* |
| 2498 | * Now we have a point on the region boundary. Trace around |
| 2499 | * the region until we come back to this point, |
| 2500 | * accumulating coordinates for a polygon draw operation as |
| 2501 | * we go. |
| 2502 | */ |
| 2503 | lastdir = -1; |
| 2504 | ox = x; |
| 2505 | oy = y; |
| 2506 | ncoords = 0; |
| 2507 | |
| 2508 | do { |
| 2509 | /* |
| 2510 | * There are eight possible directions we could head in |
| 2511 | * from here. We identify them by octant numbers, and |
| 2512 | * we also use octant numbers to identify the spaces |
| 2513 | * between them: |
| 2514 | * |
| 2515 | * 6 7 0 |
| 2516 | * \ 7|0 / |
| 2517 | * \ | / |
| 2518 | * 6 \|/ 1 |
| 2519 | * 5-----+-----1 |
| 2520 | * 5 /|\ 2 |
| 2521 | * / | \ |
| 2522 | * / 4|3 \ |
| 2523 | * 4 3 2 |
| 2524 | */ |
| 2525 | octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; |
| 2526 | octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; |
| 2527 | octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; |
| 2528 | octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; |
| 2529 | octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; |
| 2530 | octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; |
| 2531 | octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; |
| 2532 | octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; |
| 2533 | |
| 2534 | d1 = d2 = -1; |
| 2535 | for (i = 0; i < 8; i++) |
| 2536 | if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { |
| 2537 | assert(d2 == -1); |
| 2538 | if (d1 == -1) |
| 2539 | d1 = i; |
| 2540 | else |
| 2541 | d2 = i; |
| 2542 | } |
| 2543 | /* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */ |
| 2544 | assert(d1 != -1 && d2 != -1); |
| 2545 | if (d1 == lastdir) |
| 2546 | d1 = d2; |
| 2547 | |
| 2548 | /* |
| 2549 | * Now we're heading in direction d1. Save the current |
| 2550 | * coordinates. |
| 2551 | */ |
| 2552 | if (ncoords + 2 > coordsize) { |
| 2553 | coordsize += 128; |
| 2554 | coords = sresize(coords, coordsize, int); |
| 2555 | } |
| 2556 | coords[ncoords++] = COORD(x); |
| 2557 | coords[ncoords++] = COORD(y); |
| 2558 | |
| 2559 | /* |
| 2560 | * Compute the new coordinates. |
| 2561 | */ |
| 2562 | x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); |
| 2563 | y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); |
| 2564 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
| 2565 | |
| 2566 | lastdir = d1 ^ 4; |
| 2567 | } while (x != ox || y != oy); |
| 2568 | |
| 2569 | draw_polygon(dr, coords, ncoords/2, |
| 2570 | state->colouring[r] >= 0 ? |
| 2571 | c[state->colouring[r]] : -1, ink); |
| 2572 | } |
| 2573 | sfree(coords); |
| 2574 | } |
| 2575 | |
| 2576 | #ifdef COMBINED |
| 2577 | #define thegame map |
| 2578 | #endif |
| 2579 | |
| 2580 | const struct game thegame = { |
| 2581 | "Map", "games.map", |
| 2582 | default_params, |
| 2583 | game_fetch_preset, |
| 2584 | decode_params, |
| 2585 | encode_params, |
| 2586 | free_params, |
| 2587 | dup_params, |
| 2588 | TRUE, game_configure, custom_params, |
| 2589 | validate_params, |
| 2590 | new_game_desc, |
| 2591 | validate_desc, |
| 2592 | new_game, |
| 2593 | dup_game, |
| 2594 | free_game, |
| 2595 | TRUE, solve_game, |
| 2596 | FALSE, game_text_format, |
| 2597 | new_ui, |
| 2598 | free_ui, |
| 2599 | encode_ui, |
| 2600 | decode_ui, |
| 2601 | game_changed_state, |
| 2602 | interpret_move, |
| 2603 | execute_move, |
| 2604 | 20, game_compute_size, game_set_size, |
| 2605 | game_colours, |
| 2606 | game_new_drawstate, |
| 2607 | game_free_drawstate, |
| 2608 | game_redraw, |
| 2609 | game_anim_length, |
| 2610 | game_flash_length, |
| 2611 | TRUE, TRUE, game_print_size, game_print, |
| 2612 | game_wants_statusbar, |
| 2613 | FALSE, game_timing_state, |
| 2614 | 0, /* mouse_priorities */ |
| 2615 | }; |