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