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