Cleanup: rename random_init() to random_new(), because it actually
[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 */
11
12 #include <stdio.h>
13 #include <stdlib.h>
14 #include <string.h>
15 #include <assert.h>
16 #include <ctype.h>
17 #include <math.h>
18
19 #include "puzzles.h"
20
21 /*
22 * In standalone solver mode, `verbose' is a variable which can be
23 * set by command-line option; in debugging mode it's simply always
24 * true.
25 */
26 #if defined STANDALONE_SOLVER
27 #define SOLVER_DIAGNOSTICS
28 int verbose = FALSE;
29 #elif defined SOLVER_DIAGNOSTICS
30 #define verbose TRUE
31 #endif
32
33 /*
34 * I don't seriously anticipate wanting to change the number of
35 * colours used in this game, but it doesn't cost much to use a
36 * #define just in case :-)
37 */
38 #define FOUR 4
39 #define THREE (FOUR-1)
40 #define FIVE (FOUR+1)
41 #define SIX (FOUR+2)
42
43 /*
44 * Ghastly run-time configuration option, just for Gareth (again).
45 */
46 static int flash_type = -1;
47 static float flash_length;
48
49 /*
50 * Difficulty levels. I do some macro ickery here to ensure that my
51 * enum and the various forms of my name list always match up.
52 */
53 #define DIFFLIST(A) \
54 A(EASY,Easy,e) \
55 A(NORMAL,Normal,n) \
56 A(HARD,Hard,h) \
57 A(RECURSE,Unreasonable,u)
58 #define ENUM(upper,title,lower) DIFF_ ## upper,
59 #define TITLE(upper,title,lower) #title,
60 #define ENCODE(upper,title,lower) #lower
61 #define CONFIG(upper,title,lower) ":" #title
62 enum { DIFFLIST(ENUM) DIFFCOUNT };
63 static char const *const map_diffnames[] = { DIFFLIST(TITLE) };
64 static char const map_diffchars[] = DIFFLIST(ENCODE);
65 #define DIFFCONFIG DIFFLIST(CONFIG)
66
67 enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */
68
69 enum {
70 COL_BACKGROUND,
71 COL_GRID,
72 COL_0, COL_1, COL_2, COL_3,
73 COL_ERROR, COL_ERRTEXT,
74 NCOLOURS
75 };
76
77 struct game_params {
78 int w, h, n, diff;
79 };
80
81 struct map {
82 int refcount;
83 int *map;
84 int *graph;
85 int n;
86 int ngraph;
87 int *immutable;
88 int *edgex, *edgey; /* position of a point on each edge */
89 int *regionx, *regiony; /* position of a point in each region */
90 };
91
92 struct game_state {
93 game_params p;
94 struct map *map;
95 int *colouring, *pencil;
96 int completed, cheated;
97 };
98
99 static game_params *default_params(void)
100 {
101 game_params *ret = snew(game_params);
102
103 ret->w = 20;
104 ret->h = 15;
105 ret->n = 30;
106 ret->diff = DIFF_NORMAL;
107
108 return ret;
109 }
110
111 static const struct game_params map_presets[] = {
112 {20, 15, 30, DIFF_EASY},
113 {20, 15, 30, DIFF_NORMAL},
114 {20, 15, 30, DIFF_HARD},
115 {20, 15, 30, DIFF_RECURSE},
116 {30, 25, 75, DIFF_NORMAL},
117 {30, 25, 75, DIFF_HARD},
118 };
119
120 static int game_fetch_preset(int i, char **name, game_params **params)
121 {
122 game_params *ret;
123 char str[80];
124
125 if (i < 0 || i >= lenof(map_presets))
126 return FALSE;
127
128 ret = snew(game_params);
129 *ret = map_presets[i];
130
131 sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n,
132 map_diffnames[ret->diff]);
133
134 *name = dupstr(str);
135 *params = ret;
136 return TRUE;
137 }
138
139 static void free_params(game_params *params)
140 {
141 sfree(params);
142 }
143
144 static game_params *dup_params(game_params *params)
145 {
146 game_params *ret = snew(game_params);
147 *ret = *params; /* structure copy */
148 return ret;
149 }
150
151 static void decode_params(game_params *params, char const *string)
152 {
153 char const *p = string;
154
155 params->w = atoi(p);
156 while (*p && isdigit((unsigned char)*p)) p++;
157 if (*p == 'x') {
158 p++;
159 params->h = atoi(p);
160 while (*p && isdigit((unsigned char)*p)) p++;
161 } else {
162 params->h = params->w;
163 }
164 if (*p == 'n') {
165 p++;
166 params->n = atoi(p);
167 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
168 } else {
169 params->n = params->w * params->h / 8;
170 }
171 if (*p == 'd') {
172 int i;
173 p++;
174 for (i = 0; i < DIFFCOUNT; i++)
175 if (*p == map_diffchars[i])
176 params->diff = i;
177 if (*p) p++;
178 }
179 }
180
181 static char *encode_params(game_params *params, int full)
182 {
183 char ret[400];
184
185 sprintf(ret, "%dx%dn%d", params->w, params->h, params->n);
186 if (full)
187 sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]);
188
189 return dupstr(ret);
190 }
191
192 static config_item *game_configure(game_params *params)
193 {
194 config_item *ret;
195 char buf[80];
196
197 ret = snewn(5, config_item);
198
199 ret[0].name = "Width";
200 ret[0].type = C_STRING;
201 sprintf(buf, "%d", params->w);
202 ret[0].sval = dupstr(buf);
203 ret[0].ival = 0;
204
205 ret[1].name = "Height";
206 ret[1].type = C_STRING;
207 sprintf(buf, "%d", params->h);
208 ret[1].sval = dupstr(buf);
209 ret[1].ival = 0;
210
211 ret[2].name = "Regions";
212 ret[2].type = C_STRING;
213 sprintf(buf, "%d", params->n);
214 ret[2].sval = dupstr(buf);
215 ret[2].ival = 0;
216
217 ret[3].name = "Difficulty";
218 ret[3].type = C_CHOICES;
219 ret[3].sval = DIFFCONFIG;
220 ret[3].ival = params->diff;
221
222 ret[4].name = NULL;
223 ret[4].type = C_END;
224 ret[4].sval = NULL;
225 ret[4].ival = 0;
226
227 return ret;
228 }
229
230 static game_params *custom_params(config_item *cfg)
231 {
232 game_params *ret = snew(game_params);
233
234 ret->w = atoi(cfg[0].sval);
235 ret->h = atoi(cfg[1].sval);
236 ret->n = atoi(cfg[2].sval);
237 ret->diff = cfg[3].ival;
238
239 return ret;
240 }
241
242 static char *validate_params(game_params *params, int full)
243 {
244 if (params->w < 2 || params->h < 2)
245 return "Width and height must be at least two";
246 if (params->n < 5)
247 return "Must have at least five regions";
248 if (params->n > params->w * params->h)
249 return "Too many regions to fit in grid";
250 return NULL;
251 }
252
253 /* ----------------------------------------------------------------------
254 * Cumulative frequency table functions.
255 */
256
257 /*
258 * Initialise a cumulative frequency table. (Hardly worth writing
259 * this function; all it does is to initialise everything in the
260 * array to zero.)
261 */
262 static void cf_init(int *table, int n)
263 {
264 int i;
265
266 for (i = 0; i < n; i++)
267 table[i] = 0;
268 }
269
270 /*
271 * Increment the count of symbol `sym' by `count'.
272 */
273 static void cf_add(int *table, int n, int sym, int count)
274 {
275 int bit;
276
277 bit = 1;
278 while (sym != 0) {
279 if (sym & bit) {
280 table[sym] += count;
281 sym &= ~bit;
282 }
283 bit <<= 1;
284 }
285
286 table[0] += count;
287 }
288
289 /*
290 * Cumulative frequency lookup: return the total count of symbols
291 * with value less than `sym'.
292 */
293 static int cf_clookup(int *table, int n, int sym)
294 {
295 int bit, index, limit, count;
296
297 if (sym == 0)
298 return 0;
299
300 assert(0 < sym && sym <= n);
301
302 count = table[0]; /* start with the whole table size */
303
304 bit = 1;
305 while (bit < n)
306 bit <<= 1;
307
308 limit = n;
309
310 while (bit > 0) {
311 /*
312 * Find the least number with its lowest set bit in this
313 * position which is greater than or equal to sym.
314 */
315 index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit;
316
317 if (index < limit) {
318 count -= table[index];
319 limit = index;
320 }
321
322 bit >>= 1;
323 }
324
325 return count;
326 }
327
328 /*
329 * Single frequency lookup: return the count of symbol `sym'.
330 */
331 static int cf_slookup(int *table, int n, int sym)
332 {
333 int count, bit;
334
335 assert(0 <= sym && sym < n);
336
337 count = table[sym];
338
339 for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1)
340 count -= table[sym+bit];
341
342 return count;
343 }
344
345 /*
346 * Return the largest symbol index such that the cumulative
347 * frequency up to that symbol is less than _or equal to_ count.
348 */
349 static int cf_whichsym(int *table, int n, int count) {
350 int bit, sym, top;
351
352 assert(count >= 0 && count < table[0]);
353
354 bit = 1;
355 while (bit < n)
356 bit <<= 1;
357
358 sym = 0;
359 top = table[0];
360
361 while (bit > 0) {
362 if (sym+bit < n) {
363 if (count >= top - table[sym+bit])
364 sym += bit;
365 else
366 top -= table[sym+bit];
367 }
368
369 bit >>= 1;
370 }
371
372 return sym;
373 }
374
375 /* ----------------------------------------------------------------------
376 * Map generation.
377 *
378 * FIXME: this isn't entirely optimal at present, because it
379 * inherently prioritises growing the largest region since there
380 * are more squares adjacent to it. This acts as a destabilising
381 * influence leading to a few large regions and mostly small ones.
382 * It might be better to do it some other way.
383 */
384
385 #define WEIGHT_INCREASED 2 /* for increased perimeter */
386 #define WEIGHT_DECREASED 4 /* for decreased perimeter */
387 #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */
388
389 /*
390 * Look at a square and decide which colours can be extended into
391 * it.
392 *
393 * If called with index < 0, it adds together one of
394 * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each
395 * colour that has a valid extension (according to the effect that
396 * it would have on the perimeter of the region being extended) and
397 * returns the overall total.
398 *
399 * If called with index >= 0, it returns one of the possible
400 * colours depending on the value of index, in such a way that the
401 * number of possible inputs which would give rise to a given
402 * return value correspond to the weight of that value.
403 */
404 static int extend_options(int w, int h, int n, int *map,
405 int x, int y, int index)
406 {
407 int c, i, dx, dy;
408 int col[8];
409 int total = 0;
410
411 if (map[y*w+x] >= 0) {
412 assert(index < 0);
413 return 0; /* can't do this square at all */
414 }
415
416 /*
417 * Fetch the eight neighbours of this square, in order around
418 * the square.
419 */
420 for (dy = -1; dy <= +1; dy++)
421 for (dx = -1; dx <= +1; dx++) {
422 int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx));
423 if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h)
424 col[index] = map[(y+dy)*w+(x+dx)];
425 else
426 col[index] = -1;
427 }
428
429 /*
430 * Iterate over each colour that might be feasible.
431 *
432 * FIXME: this routine currently has O(n) running time. We
433 * could turn it into O(FOUR) by only bothering to iterate over
434 * the colours mentioned in the four neighbouring squares.
435 */
436
437 for (c = 0; c < n; c++) {
438 int count, neighbours, runs;
439
440 /*
441 * One of the even indices of col (representing the
442 * orthogonal neighbours of this square) must be equal to
443 * c, or else this square is not adjacent to region c and
444 * obviously cannot become an extension of it at this time.
445 */
446 neighbours = 0;
447 for (i = 0; i < 8; i += 2)
448 if (col[i] == c)
449 neighbours++;
450 if (!neighbours)
451 continue;
452
453 /*
454 * Now we know this square is adjacent to region c. The
455 * next question is, would extending it cause the region to
456 * become non-simply-connected? If so, we mustn't do it.
457 *
458 * We determine this by looking around col to see if we can
459 * find more than one separate run of colour c.
460 */
461 runs = 0;
462 for (i = 0; i < 8; i++)
463 if (col[i] == c && col[(i+1) & 7] != c)
464 runs++;
465 if (runs > 1)
466 continue;
467
468 assert(runs == 1);
469
470 /*
471 * This square is a possibility. Determine its effect on
472 * the region's perimeter (computed from the number of
473 * orthogonal neighbours - 1 means a perimeter increase, 3
474 * a decrease, 2 no change; 4 is impossible because the
475 * region would already not be simply connected) and we're
476 * done.
477 */
478 assert(neighbours > 0 && neighbours < 4);
479 count = (neighbours == 1 ? WEIGHT_INCREASED :
480 neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED);
481
482 total += count;
483 if (index >= 0 && index < count)
484 return c;
485 else
486 index -= count;
487 }
488
489 assert(index < 0);
490
491 return total;
492 }
493
494 static void genmap(int w, int h, int n, int *map, random_state *rs)
495 {
496 int wh = w*h;
497 int x, y, i, k;
498 int *tmp;
499
500 assert(n <= wh);
501 tmp = snewn(wh, int);
502
503 /*
504 * Clear the map, and set up `tmp' as a list of grid indices.
505 */
506 for (i = 0; i < wh; i++) {
507 map[i] = -1;
508 tmp[i] = i;
509 }
510
511 /*
512 * Place the region seeds by selecting n members from `tmp'.
513 */
514 k = wh;
515 for (i = 0; i < n; i++) {
516 int j = random_upto(rs, k);
517 map[tmp[j]] = i;
518 tmp[j] = tmp[--k];
519 }
520
521 /*
522 * Re-initialise `tmp' as a cumulative frequency table. This
523 * will store the number of possible region colours we can
524 * extend into each square.
525 */
526 cf_init(tmp, wh);
527
528 /*
529 * Go through the grid and set up the initial cumulative
530 * frequencies.
531 */
532 for (y = 0; y < h; y++)
533 for (x = 0; x < w; x++)
534 cf_add(tmp, wh, y*w+x,
535 extend_options(w, h, n, map, x, y, -1));
536
537 /*
538 * Now repeatedly choose a square we can extend a region into,
539 * and do so.
540 */
541 while (tmp[0] > 0) {
542 int k = random_upto(rs, tmp[0]);
543 int sq;
544 int colour;
545 int xx, yy;
546
547 sq = cf_whichsym(tmp, wh, k);
548 k -= cf_clookup(tmp, wh, sq);
549 x = sq % w;
550 y = sq / w;
551 colour = extend_options(w, h, n, map, x, y, k);
552
553 map[sq] = colour;
554
555 /*
556 * Re-scan the nine cells around the one we've just
557 * modified.
558 */
559 for (yy = max(y-1, 0); yy < min(y+2, h); yy++)
560 for (xx = max(x-1, 0); xx < min(x+2, w); xx++) {
561 cf_add(tmp, wh, yy*w+xx,
562 -cf_slookup(tmp, wh, yy*w+xx) +
563 extend_options(w, h, n, map, xx, yy, -1));
564 }
565 }
566
567 /*
568 * Finally, go through and normalise the region labels into
569 * order, meaning that indistinguishable maps are actually
570 * identical.
571 */
572 for (i = 0; i < n; i++)
573 tmp[i] = -1;
574 k = 0;
575 for (i = 0; i < wh; i++) {
576 assert(map[i] >= 0);
577 if (tmp[map[i]] < 0)
578 tmp[map[i]] = k++;
579 map[i] = tmp[map[i]];
580 }
581
582 sfree(tmp);
583 }
584
585 /* ----------------------------------------------------------------------
586 * Functions to handle graphs.
587 */
588
589 /*
590 * Having got a map in a square grid, convert it into a graph
591 * representation.
592 */
593 static int gengraph(int w, int h, int n, int *map, int *graph)
594 {
595 int i, j, x, y;
596
597 /*
598 * Start by setting the graph up as an adjacency matrix. We'll
599 * turn it into a list later.
600 */
601 for (i = 0; i < n*n; i++)
602 graph[i] = 0;
603
604 /*
605 * Iterate over the map looking for all adjacencies.
606 */
607 for (y = 0; y < h; y++)
608 for (x = 0; x < w; x++) {
609 int v, vx, vy;
610 v = map[y*w+x];
611 if (x+1 < w && (vx = map[y*w+(x+1)]) != v)
612 graph[v*n+vx] = graph[vx*n+v] = 1;
613 if (y+1 < h && (vy = map[(y+1)*w+x]) != v)
614 graph[v*n+vy] = graph[vy*n+v] = 1;
615 }
616
617 /*
618 * Turn the matrix into a list.
619 */
620 for (i = j = 0; i < n*n; i++)
621 if (graph[i])
622 graph[j++] = i;
623
624 return j;
625 }
626
627 static int graph_edge_index(int *graph, int n, int ngraph, int i, int j)
628 {
629 int v = i*n+j;
630 int top, bot, mid;
631
632 bot = -1;
633 top = ngraph;
634 while (top - bot > 1) {
635 mid = (top + bot) / 2;
636 if (graph[mid] == v)
637 return mid;
638 else if (graph[mid] < v)
639 bot = mid;
640 else
641 top = mid;
642 }
643 return -1;
644 }
645
646 #define graph_adjacent(graph, n, ngraph, i, j) \
647 (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0)
648
649 static int graph_vertex_start(int *graph, int n, int ngraph, int i)
650 {
651 int v = i*n;
652 int top, bot, mid;
653
654 bot = -1;
655 top = ngraph;
656 while (top - bot > 1) {
657 mid = (top + bot) / 2;
658 if (graph[mid] < v)
659 bot = mid;
660 else
661 top = mid;
662 }
663 return top;
664 }
665
666 /* ----------------------------------------------------------------------
667 * Generate a four-colouring of a graph.
668 *
669 * FIXME: it would be nice if we could convert this recursion into
670 * pseudo-recursion using some sort of explicit stack array, for
671 * the sake of the Palm port and its limited stack.
672 */
673
674 static int fourcolour_recurse(int *graph, int n, int ngraph,
675 int *colouring, int *scratch, random_state *rs)
676 {
677 int nfree, nvert, start, i, j, k, c, ci;
678 int cs[FOUR];
679
680 /*
681 * Find the smallest number of free colours in any uncoloured
682 * vertex, and count the number of such vertices.
683 */
684
685 nfree = FIVE; /* start off bigger than FOUR! */
686 nvert = 0;
687 for (i = 0; i < n; i++)
688 if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) {
689 if (nfree > scratch[i*FIVE+FOUR]) {
690 nfree = scratch[i*FIVE+FOUR];
691 nvert = 0;
692 }
693 nvert++;
694 }
695
696 /*
697 * If there aren't any uncoloured vertices at all, we're done.
698 */
699 if (nvert == 0)
700 return TRUE; /* we've got a colouring! */
701
702 /*
703 * Pick a random vertex in that set.
704 */
705 j = random_upto(rs, nvert);
706 for (i = 0; i < n; i++)
707 if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree)
708 if (j-- == 0)
709 break;
710 assert(i < n);
711 start = graph_vertex_start(graph, n, ngraph, i);
712
713 /*
714 * Loop over the possible colours for i, and recurse for each
715 * one.
716 */
717 ci = 0;
718 for (c = 0; c < FOUR; c++)
719 if (scratch[i*FIVE+c] == 0)
720 cs[ci++] = c;
721 shuffle(cs, ci, sizeof(*cs), rs);
722
723 while (ci-- > 0) {
724 c = cs[ci];
725
726 /*
727 * Fill in this colour.
728 */
729 colouring[i] = c;
730
731 /*
732 * Update the scratch space to reflect a new neighbour
733 * of this colour for each neighbour of vertex i.
734 */
735 for (j = start; j < ngraph && graph[j] < n*(i+1); j++) {
736 k = graph[j] - i*n;
737 if (scratch[k*FIVE+c] == 0)
738 scratch[k*FIVE+FOUR]--;
739 scratch[k*FIVE+c]++;
740 }
741
742 /*
743 * Recurse.
744 */
745 if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs))
746 return TRUE; /* got one! */
747
748 /*
749 * If that didn't work, clean up and try again with a
750 * different colour.
751 */
752 for (j = start; j < ngraph && graph[j] < n*(i+1); j++) {
753 k = graph[j] - i*n;
754 scratch[k*FIVE+c]--;
755 if (scratch[k*FIVE+c] == 0)
756 scratch[k*FIVE+FOUR]++;
757 }
758 colouring[i] = -1;
759 }
760
761 /*
762 * If we reach here, we were unable to find a colouring at all.
763 * (This doesn't necessarily mean the Four Colour Theorem is
764 * violated; it might just mean we've gone down a dead end and
765 * need to back up and look somewhere else. It's only an FCT
766 * violation if we get all the way back up to the top level and
767 * still fail.)
768 */
769 return FALSE;
770 }
771
772 static void fourcolour(int *graph, int n, int ngraph, int *colouring,
773 random_state *rs)
774 {
775 int *scratch;
776 int i;
777
778 /*
779 * For each vertex and each colour, we store the number of
780 * neighbours that have that colour. Also, we store the number
781 * of free colours for the vertex.
782 */
783 scratch = snewn(n * FIVE, int);
784 for (i = 0; i < n * FIVE; i++)
785 scratch[i] = (i % FIVE == FOUR ? FOUR : 0);
786
787 /*
788 * Clear the colouring to start with.
789 */
790 for (i = 0; i < n; i++)
791 colouring[i] = -1;
792
793 i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs);
794 assert(i); /* by the Four Colour Theorem :-) */
795
796 sfree(scratch);
797 }
798
799 /* ----------------------------------------------------------------------
800 * Non-recursive solver.
801 */
802
803 struct solver_scratch {
804 unsigned char *possible; /* bitmap of colours for each region */
805
806 int *graph;
807 int n;
808 int ngraph;
809
810 int *bfsqueue;
811 int *bfscolour;
812 #ifdef SOLVER_DIAGNOSTICS
813 int *bfsprev;
814 #endif
815
816 int depth;
817 };
818
819 static struct solver_scratch *new_scratch(int *graph, int n, int ngraph)
820 {
821 struct solver_scratch *sc;
822
823 sc = snew(struct solver_scratch);
824 sc->graph = graph;
825 sc->n = n;
826 sc->ngraph = ngraph;
827 sc->possible = snewn(n, unsigned char);
828 sc->depth = 0;
829 sc->bfsqueue = snewn(n, int);
830 sc->bfscolour = snewn(n, int);
831 #ifdef SOLVER_DIAGNOSTICS
832 sc->bfsprev = snewn(n, int);
833 #endif
834
835 return sc;
836 }
837
838 static void free_scratch(struct solver_scratch *sc)
839 {
840 sfree(sc->possible);
841 sfree(sc->bfsqueue);
842 sfree(sc->bfscolour);
843 #ifdef SOLVER_DIAGNOSTICS
844 sfree(sc->bfsprev);
845 #endif
846 sfree(sc);
847 }
848
849 /*
850 * Count the bits in a word. Only needs to cope with FOUR bits.
851 */
852 static int bitcount(int word)
853 {
854 assert(FOUR <= 4); /* or this needs changing */
855 word = ((word & 0xA) >> 1) + (word & 0x5);
856 word = ((word & 0xC) >> 2) + (word & 0x3);
857 return word;
858 }
859
860 #ifdef SOLVER_DIAGNOSTICS
861 static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' };
862 #endif
863
864 static int place_colour(struct solver_scratch *sc,
865 int *colouring, int index, int colour
866 #ifdef SOLVER_DIAGNOSTICS
867 , char *verb
868 #endif
869 )
870 {
871 int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph;
872 int j, k;
873
874 if (!(sc->possible[index] & (1 << colour))) {
875 #ifdef SOLVER_DIAGNOSTICS
876 if (verbose)
877 printf("%*scannot place %c in region %d\n", 2*sc->depth, "",
878 colnames[colour], index);
879 #endif
880 return FALSE; /* can't do it */
881 }
882
883 sc->possible[index] = 1 << colour;
884 colouring[index] = colour;
885
886 #ifdef SOLVER_DIAGNOSTICS
887 if (verbose)
888 printf("%*s%s %c in region %d\n", 2*sc->depth, "",
889 verb, colnames[colour], index);
890 #endif
891
892 /*
893 * Rule out this colour from all the region's neighbours.
894 */
895 for (j = graph_vertex_start(graph, n, ngraph, index);
896 j < ngraph && graph[j] < n*(index+1); j++) {
897 k = graph[j] - index*n;
898 #ifdef SOLVER_DIAGNOSTICS
899 if (verbose && (sc->possible[k] & (1 << colour)))
900 printf("%*s ruling out %c in region %d\n", 2*sc->depth, "",
901 colnames[colour], k);
902 #endif
903 sc->possible[k] &= ~(1 << colour);
904 }
905
906 return TRUE;
907 }
908
909 #ifdef SOLVER_DIAGNOSTICS
910 static char *colourset(char *buf, int set)
911 {
912 int i;
913 char *p = buf;
914 char *sep = "";
915
916 for (i = 0; i < FOUR; i++)
917 if (set & (1 << i)) {
918 p += sprintf(p, "%s%c", sep, colnames[i]);
919 sep = ",";
920 }
921
922 return buf;
923 }
924 #endif
925
926 /*
927 * Returns 0 for impossible, 1 for success, 2 for failure to
928 * converge (i.e. puzzle is either ambiguous or just too
929 * difficult).
930 */
931 static int map_solver(struct solver_scratch *sc,
932 int *graph, int n, int ngraph, int *colouring,
933 int difficulty)
934 {
935 int i;
936
937 if (sc->depth == 0) {
938 /*
939 * Initialise scratch space.
940 */
941 for (i = 0; i < n; i++)
942 sc->possible[i] = (1 << FOUR) - 1;
943
944 /*
945 * Place clues.
946 */
947 for (i = 0; i < n; i++)
948 if (colouring[i] >= 0) {
949 if (!place_colour(sc, colouring, i, colouring[i]
950 #ifdef SOLVER_DIAGNOSTICS
951 , "initial clue:"
952 #endif
953 )) {
954 #ifdef SOLVER_DIAGNOSTICS
955 if (verbose)
956 printf("%*sinitial clue set is inconsistent\n",
957 2*sc->depth, "");
958 #endif
959 return 0; /* the clues aren't even consistent! */
960 }
961 }
962 }
963
964 /*
965 * Now repeatedly loop until we find nothing further to do.
966 */
967 while (1) {
968 int done_something = FALSE;
969
970 if (difficulty < DIFF_EASY)
971 break; /* can't do anything at all! */
972
973 /*
974 * Simplest possible deduction: find a region with only one
975 * possible colour.
976 */
977 for (i = 0; i < n; i++) if (colouring[i] < 0) {
978 int p = sc->possible[i];
979
980 if (p == 0) {
981 #ifdef SOLVER_DIAGNOSTICS
982 if (verbose)
983 printf("%*sregion %d has no possible colours left\n",
984 2*sc->depth, "", i);
985 #endif
986 return 0; /* puzzle is inconsistent */
987 }
988
989 if ((p & (p-1)) == 0) { /* p is a power of two */
990 int c, ret;
991 for (c = 0; c < FOUR; c++)
992 if (p == (1 << c))
993 break;
994 assert(c < FOUR);
995 ret = place_colour(sc, colouring, i, c
996 #ifdef SOLVER_DIAGNOSTICS
997 , "placing"
998 #endif
999 );
1000 /*
1001 * place_colour() can only fail if colour c was not
1002 * even a _possibility_ for region i, and we're
1003 * pretty sure it was because we checked before
1004 * calling place_colour(). So we can safely assert
1005 * here rather than having to return a nice
1006 * friendly error code.
1007 */
1008 assert(ret);
1009 done_something = TRUE;
1010 }
1011 }
1012
1013 if (done_something)
1014 continue;
1015
1016 if (difficulty < DIFF_NORMAL)
1017 break; /* can't do anything harder */
1018
1019 /*
1020 * Failing that, go up one level. Look for pairs of regions
1021 * which (a) both have the same pair of possible colours,
1022 * (b) are adjacent to one another, (c) are adjacent to the
1023 * same region, and (d) that region still thinks it has one
1024 * or both of those possible colours.
1025 *
1026 * Simplest way to do this is by going through the graph
1027 * edge by edge, so that we start with property (b) and
1028 * then look for (a) and finally (c) and (d).
1029 */
1030 for (i = 0; i < ngraph; i++) {
1031 int j1 = graph[i] / n, j2 = graph[i] % n;
1032 int j, k, v, v2;
1033 #ifdef SOLVER_DIAGNOSTICS
1034 int started = FALSE;
1035 #endif
1036
1037 if (j1 > j2)
1038 continue; /* done it already, other way round */
1039
1040 if (colouring[j1] >= 0 || colouring[j2] >= 0)
1041 continue; /* they're not undecided */
1042
1043 if (sc->possible[j1] != sc->possible[j2])
1044 continue; /* they don't have the same possibles */
1045
1046 v = sc->possible[j1];
1047 /*
1048 * See if v contains exactly two set bits.
1049 */
1050 v2 = v & -v; /* find lowest set bit */
1051 v2 = v & ~v2; /* clear it */
1052 if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */
1053 continue;
1054
1055 /*
1056 * We've found regions j1 and j2 satisfying properties
1057 * (a) and (b): they have two possible colours between
1058 * them, and since they're adjacent to one another they
1059 * must use _both_ those colours between them.
1060 * Therefore, if they are both adjacent to any other
1061 * region then that region cannot be either colour.
1062 *
1063 * Go through the neighbours of j1 and see if any are
1064 * shared with j2.
1065 */
1066 for (j = graph_vertex_start(graph, n, ngraph, j1);
1067 j < ngraph && graph[j] < n*(j1+1); j++) {
1068 k = graph[j] - j1*n;
1069 if (graph_adjacent(graph, n, ngraph, k, j2) &&
1070 (sc->possible[k] & v)) {
1071 #ifdef SOLVER_DIAGNOSTICS
1072 if (verbose) {
1073 char buf[80];
1074 if (!started)
1075 printf("%*sadjacent regions %d,%d share colours"
1076 " %s\n", 2*sc->depth, "", j1, j2,
1077 colourset(buf, v));
1078 started = TRUE;
1079 printf("%*s ruling out %s in region %d\n",2*sc->depth,
1080 "", colourset(buf, sc->possible[k] & v), k);
1081 }
1082 #endif
1083 sc->possible[k] &= ~v;
1084 done_something = TRUE;
1085 }
1086 }
1087 }
1088
1089 if (done_something)
1090 continue;
1091
1092 if (difficulty < DIFF_HARD)
1093 break; /* can't do anything harder */
1094
1095 /*
1096 * Right; now we get creative. Now we're going to look for
1097 * `forcing chains'. A forcing chain is a path through the
1098 * graph with the following properties:
1099 *
1100 * (a) Each vertex on the path has precisely two possible
1101 * colours.
1102 *
1103 * (b) Each pair of vertices which are adjacent on the
1104 * path share at least one possible colour in common.
1105 *
1106 * (c) Each vertex in the middle of the path shares _both_
1107 * of its colours with at least one of its neighbours
1108 * (not the same one with both neighbours).
1109 *
1110 * These together imply that at least one of the possible
1111 * colour choices at one end of the path forces _all_ the
1112 * rest of the colours along the path. In order to make
1113 * real use of this, we need further properties:
1114 *
1115 * (c) Ruling out some colour C from the vertex at one end
1116 * of the path forces the vertex at the other end to
1117 * take colour C.
1118 *
1119 * (d) The two end vertices are mutually adjacent to some
1120 * third vertex.
1121 *
1122 * (e) That third vertex currently has C as a possibility.
1123 *
1124 * If we can find all of that lot, we can deduce that at
1125 * least one of the two ends of the forcing chain has
1126 * colour C, and that therefore the mutually adjacent third
1127 * vertex does not.
1128 *
1129 * To find forcing chains, we're going to start a bfs at
1130 * each suitable vertex of the graph, once for each of its
1131 * two possible colours.
1132 */
1133 for (i = 0; i < n; i++) {
1134 int c;
1135
1136 if (colouring[i] >= 0 || bitcount(sc->possible[i]) != 2)
1137 continue;
1138
1139 for (c = 0; c < FOUR; c++)
1140 if (sc->possible[i] & (1 << c)) {
1141 int j, k, gi, origc, currc, head, tail;
1142 /*
1143 * Try a bfs from this vertex, ruling out
1144 * colour c.
1145 *
1146 * Within this loop, we work in colour bitmaps
1147 * rather than actual colours, because
1148 * converting back and forth is a needless
1149 * computational expense.
1150 */
1151
1152 origc = 1 << c;
1153
1154 for (j = 0; j < n; j++) {
1155 sc->bfscolour[j] = -1;
1156 #ifdef SOLVER_DIAGNOSTICS
1157 sc->bfsprev[j] = -1;
1158 #endif
1159 }
1160 head = tail = 0;
1161 sc->bfsqueue[tail++] = i;
1162 sc->bfscolour[i] = sc->possible[i] &~ origc;
1163
1164 while (head < tail) {
1165 j = sc->bfsqueue[head++];
1166 currc = sc->bfscolour[j];
1167
1168 /*
1169 * Try neighbours of j.
1170 */
1171 for (gi = graph_vertex_start(graph, n, ngraph, j);
1172 gi < ngraph && graph[gi] < n*(j+1); gi++) {
1173 k = graph[gi] - j*n;
1174
1175 /*
1176 * To continue with the bfs in vertex
1177 * k, we need k to be
1178 * (a) not already visited
1179 * (b) have two possible colours
1180 * (c) those colours include currc.
1181 */
1182
1183 if (sc->bfscolour[k] < 0 &&
1184 colouring[k] < 0 &&
1185 bitcount(sc->possible[k]) == 2 &&
1186 (sc->possible[k] & currc)) {
1187 sc->bfsqueue[tail++] = k;
1188 sc->bfscolour[k] =
1189 sc->possible[k] &~ currc;
1190 #ifdef SOLVER_DIAGNOSTICS
1191 sc->bfsprev[k] = j;
1192 #endif
1193 }
1194
1195 /*
1196 * One other possibility is that k
1197 * might be the region in which we can
1198 * make a real deduction: if it's
1199 * adjacent to i, contains currc as a
1200 * possibility, and currc is equal to
1201 * the original colour we ruled out.
1202 */
1203 if (currc == origc &&
1204 graph_adjacent(graph, n, ngraph, k, i) &&
1205 (sc->possible[k] & currc)) {
1206 #ifdef SOLVER_DIAGNOSTICS
1207 if (verbose) {
1208 char buf[80], *sep = "";
1209 int r;
1210
1211 printf("%*sforcing chain, colour %s, ",
1212 2*sc->depth, "",
1213 colourset(buf, origc));
1214 for (r = j; r != -1; r = sc->bfsprev[r]) {
1215 printf("%s%d", sep, r);
1216 sep = "-";
1217 }
1218 printf("\n%*s ruling out %s in region"
1219 " %d\n", 2*sc->depth, "",
1220 colourset(buf, origc), k);
1221 }
1222 #endif
1223 sc->possible[k] &= ~origc;
1224 done_something = TRUE;
1225 }
1226 }
1227 }
1228
1229 assert(tail <= n);
1230 }
1231 }
1232
1233 if (!done_something)
1234 break;
1235 }
1236
1237 /*
1238 * See if we've got a complete solution, and return if so.
1239 */
1240 for (i = 0; i < n; i++)
1241 if (colouring[i] < 0)
1242 break;
1243 if (i == n) {
1244 #ifdef SOLVER_DIAGNOSTICS
1245 if (verbose)
1246 printf("%*sone solution found\n", 2*sc->depth, "");
1247 #endif
1248 return 1; /* success! */
1249 }
1250
1251 /*
1252 * If recursion is not permissible, we now give up.
1253 */
1254 if (difficulty < DIFF_RECURSE) {
1255 #ifdef SOLVER_DIAGNOSTICS
1256 if (verbose)
1257 printf("%*sunable to proceed further without recursion\n",
1258 2*sc->depth, "");
1259 #endif
1260 return 2; /* unable to complete */
1261 }
1262
1263 /*
1264 * Now we've got to do something recursive. So first hunt for a
1265 * currently-most-constrained region.
1266 */
1267 {
1268 int best, bestc;
1269 struct solver_scratch *rsc;
1270 int *subcolouring, *origcolouring;
1271 int ret, subret;
1272 int we_already_got_one;
1273
1274 best = -1;
1275 bestc = FIVE;
1276
1277 for (i = 0; i < n; i++) if (colouring[i] < 0) {
1278 int p = sc->possible[i];
1279 enum { compile_time_assertion = 1 / (FOUR <= 4) };
1280 int c;
1281
1282 /* Count the set bits. */
1283 c = (p & 5) + ((p >> 1) & 5);
1284 c = (c & 3) + ((c >> 2) & 3);
1285 assert(c > 1); /* or colouring[i] would be >= 0 */
1286
1287 if (c < bestc) {
1288 best = i;
1289 bestc = c;
1290 }
1291 }
1292
1293 assert(best >= 0); /* or we'd be solved already */
1294
1295 #ifdef SOLVER_DIAGNOSTICS
1296 if (verbose)
1297 printf("%*srecursing on region %d\n", 2*sc->depth, "", best);
1298 #endif
1299
1300 /*
1301 * Now iterate over the possible colours for this region.
1302 */
1303 rsc = new_scratch(graph, n, ngraph);
1304 rsc->depth = sc->depth + 1;
1305 origcolouring = snewn(n, int);
1306 memcpy(origcolouring, colouring, n * sizeof(int));
1307 subcolouring = snewn(n, int);
1308 we_already_got_one = FALSE;
1309 ret = 0;
1310
1311 for (i = 0; i < FOUR; i++) {
1312 if (!(sc->possible[best] & (1 << i)))
1313 continue;
1314
1315 memcpy(rsc->possible, sc->possible, n);
1316 memcpy(subcolouring, origcolouring, n * sizeof(int));
1317
1318 place_colour(rsc, subcolouring, best, i
1319 #ifdef SOLVER_DIAGNOSTICS
1320 , "trying"
1321 #endif
1322 );
1323
1324 subret = map_solver(rsc, graph, n, ngraph,
1325 subcolouring, difficulty);
1326
1327 #ifdef SOLVER_DIAGNOSTICS
1328 if (verbose) {
1329 printf("%*sretracting %c in region %d; found %s\n",
1330 2*sc->depth, "", colnames[i], best,
1331 subret == 0 ? "no solutions" :
1332 subret == 1 ? "one solution" : "multiple solutions");
1333 }
1334 #endif
1335
1336 /*
1337 * If this possibility turned up more than one valid
1338 * solution, or if it turned up one and we already had
1339 * one, we're definitely ambiguous.
1340 */
1341 if (subret == 2 || (subret == 1 && we_already_got_one)) {
1342 ret = 2;
1343 break;
1344 }
1345
1346 /*
1347 * If this possibility turned up one valid solution and
1348 * it's the first we've seen, copy it into the output.
1349 */
1350 if (subret == 1) {
1351 memcpy(colouring, subcolouring, n * sizeof(int));
1352 we_already_got_one = TRUE;
1353 ret = 1;
1354 }
1355
1356 /*
1357 * Otherwise, this guess led to a contradiction, so we
1358 * do nothing.
1359 */
1360 }
1361
1362 sfree(subcolouring);
1363 free_scratch(rsc);
1364
1365 #ifdef SOLVER_DIAGNOSTICS
1366 if (verbose && sc->depth == 0) {
1367 printf("%*s%s found\n",
1368 2*sc->depth, "",
1369 ret == 0 ? "no solutions" :
1370 ret == 1 ? "one solution" : "multiple solutions");
1371 }
1372 #endif
1373 return ret;
1374 }
1375 }
1376
1377 /* ----------------------------------------------------------------------
1378 * Game generation main function.
1379 */
1380
1381 static char *new_game_desc(game_params *params, random_state *rs,
1382 char **aux, int interactive)
1383 {
1384 struct solver_scratch *sc = NULL;
1385 int *map, *graph, ngraph, *colouring, *colouring2, *regions;
1386 int i, j, w, h, n, solveret, cfreq[FOUR];
1387 int wh;
1388 int mindiff, tries;
1389 #ifdef GENERATION_DIAGNOSTICS
1390 int x, y;
1391 #endif
1392 char *ret, buf[80];
1393 int retlen, retsize;
1394
1395 w = params->w;
1396 h = params->h;
1397 n = params->n;
1398 wh = w*h;
1399
1400 *aux = NULL;
1401
1402 map = snewn(wh, int);
1403 graph = snewn(n*n, int);
1404 colouring = snewn(n, int);
1405 colouring2 = snewn(n, int);
1406 regions = snewn(n, int);
1407
1408 /*
1409 * This is the minimum difficulty below which we'll completely
1410 * reject a map design. Normally we set this to one below the
1411 * requested difficulty, ensuring that we have the right
1412 * result. However, for particularly dense maps or maps with
1413 * particularly few regions it might not be possible to get the
1414 * desired difficulty, so we will eventually drop this down to
1415 * -1 to indicate that any old map will do.
1416 */
1417 mindiff = params->diff;
1418 tries = 50;
1419
1420 while (1) {
1421
1422 /*
1423 * Create the map.
1424 */
1425 genmap(w, h, n, map, rs);
1426
1427 #ifdef GENERATION_DIAGNOSTICS
1428 for (y = 0; y < h; y++) {
1429 for (x = 0; x < w; x++) {
1430 int v = map[y*w+x];
1431 if (v >= 62)
1432 putchar('!');
1433 else if (v >= 36)
1434 putchar('a' + v-36);
1435 else if (v >= 10)
1436 putchar('A' + v-10);
1437 else
1438 putchar('0' + v);
1439 }
1440 putchar('\n');
1441 }
1442 #endif
1443
1444 /*
1445 * Convert the map into a graph.
1446 */
1447 ngraph = gengraph(w, h, n, map, graph);
1448
1449 #ifdef GENERATION_DIAGNOSTICS
1450 for (i = 0; i < ngraph; i++)
1451 printf("%d-%d\n", graph[i]/n, graph[i]%n);
1452 #endif
1453
1454 /*
1455 * Colour the map.
1456 */
1457 fourcolour(graph, n, ngraph, colouring, rs);
1458
1459 #ifdef GENERATION_DIAGNOSTICS
1460 for (i = 0; i < n; i++)
1461 printf("%d: %d\n", i, colouring[i]);
1462
1463 for (y = 0; y < h; y++) {
1464 for (x = 0; x < w; x++) {
1465 int v = colouring[map[y*w+x]];
1466 if (v >= 36)
1467 putchar('a' + v-36);
1468 else if (v >= 10)
1469 putchar('A' + v-10);
1470 else
1471 putchar('0' + v);
1472 }
1473 putchar('\n');
1474 }
1475 #endif
1476
1477 /*
1478 * Encode the solution as an aux string.
1479 */
1480 if (*aux) /* in case we've come round again */
1481 sfree(*aux);
1482 retlen = retsize = 0;
1483 ret = NULL;
1484 for (i = 0; i < n; i++) {
1485 int len;
1486
1487 if (colouring[i] < 0)
1488 continue;
1489
1490 len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i);
1491 if (retlen + len >= retsize) {
1492 retsize = retlen + len + 256;
1493 ret = sresize(ret, retsize, char);
1494 }
1495 strcpy(ret + retlen, buf);
1496 retlen += len;
1497 }
1498 *aux = ret;
1499
1500 /*
1501 * Remove the region colours one by one, keeping
1502 * solubility. Also ensure that there always remains at
1503 * least one region of every colour, so that the user can
1504 * drag from somewhere.
1505 */
1506 for (i = 0; i < FOUR; i++)
1507 cfreq[i] = 0;
1508 for (i = 0; i < n; i++) {
1509 regions[i] = i;
1510 cfreq[colouring[i]]++;
1511 }
1512 for (i = 0; i < FOUR; i++)
1513 if (cfreq[i] == 0)
1514 continue;
1515
1516 shuffle(regions, n, sizeof(*regions), rs);
1517
1518 if (sc) free_scratch(sc);
1519 sc = new_scratch(graph, n, ngraph);
1520
1521 for (i = 0; i < n; i++) {
1522 j = regions[i];
1523
1524 if (cfreq[colouring[j]] == 1)
1525 continue; /* can't remove last region of colour */
1526
1527 memcpy(colouring2, colouring, n*sizeof(int));
1528 colouring2[j] = -1;
1529 solveret = map_solver(sc, graph, n, ngraph, colouring2,
1530 params->diff);
1531 assert(solveret >= 0); /* mustn't be impossible! */
1532 if (solveret == 1) {
1533 cfreq[colouring[j]]--;
1534 colouring[j] = -1;
1535 }
1536 }
1537
1538 #ifdef GENERATION_DIAGNOSTICS
1539 for (i = 0; i < n; i++)
1540 if (colouring[i] >= 0) {
1541 if (i >= 62)
1542 putchar('!');
1543 else if (i >= 36)
1544 putchar('a' + i-36);
1545 else if (i >= 10)
1546 putchar('A' + i-10);
1547 else
1548 putchar('0' + i);
1549 printf(": %d\n", colouring[i]);
1550 }
1551 #endif
1552
1553 /*
1554 * Finally, check that the puzzle is _at least_ as hard as
1555 * required, and indeed that it isn't already solved.
1556 * (Calling map_solver with negative difficulty ensures the
1557 * latter - if a solver which _does nothing_ can solve it,
1558 * it's too easy!)
1559 */
1560 memcpy(colouring2, colouring, n*sizeof(int));
1561 if (map_solver(sc, graph, n, ngraph, colouring2,
1562 mindiff - 1) == 1) {
1563 /*
1564 * Drop minimum difficulty if necessary.
1565 */
1566 if (mindiff > 0 && (n < 9 || n > 2*wh/3)) {
1567 if (tries-- <= 0)
1568 mindiff = 0; /* give up and go for Easy */
1569 }
1570 continue;
1571 }
1572
1573 break;
1574 }
1575
1576 /*
1577 * Encode as a game ID. We do this by:
1578 *
1579 * - first going along the horizontal edges row by row, and
1580 * then the vertical edges column by column
1581 * - encoding the lengths of runs of edges and runs of
1582 * non-edges
1583 * - the decoder will reconstitute the region boundaries from
1584 * this and automatically number them the same way we did
1585 * - then we encode the initial region colours in a Slant-like
1586 * fashion (digits 0-3 interspersed with letters giving
1587 * lengths of runs of empty spaces).
1588 */
1589 retlen = retsize = 0;
1590 ret = NULL;
1591
1592 {
1593 int run, pv;
1594
1595 /*
1596 * Start with a notional non-edge, so that there'll be an
1597 * explicit `a' to distinguish the case where we start with
1598 * an edge.
1599 */
1600 run = 1;
1601 pv = 0;
1602
1603 for (i = 0; i < w*(h-1) + (w-1)*h; i++) {
1604 int x, y, dx, dy, v;
1605
1606 if (i < w*(h-1)) {
1607 /* Horizontal edge. */
1608 y = i / w;
1609 x = i % w;
1610 dx = 0;
1611 dy = 1;
1612 } else {
1613 /* Vertical edge. */
1614 x = (i - w*(h-1)) / h;
1615 y = (i - w*(h-1)) % h;
1616 dx = 1;
1617 dy = 0;
1618 }
1619
1620 if (retlen + 10 >= retsize) {
1621 retsize = retlen + 256;
1622 ret = sresize(ret, retsize, char);
1623 }
1624
1625 v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]);
1626
1627 if (pv != v) {
1628 ret[retlen++] = 'a'-1 + run;
1629 run = 1;
1630 pv = v;
1631 } else {
1632 /*
1633 * 'z' is a special case in this encoding. Rather
1634 * than meaning a run of 26 and a state switch, it
1635 * means a run of 25 and _no_ state switch, because
1636 * otherwise there'd be no way to encode runs of
1637 * more than 26.
1638 */
1639 if (run == 25) {
1640 ret[retlen++] = 'z';
1641 run = 0;
1642 }
1643 run++;
1644 }
1645 }
1646
1647 ret[retlen++] = 'a'-1 + run;
1648 ret[retlen++] = ',';
1649
1650 run = 0;
1651 for (i = 0; i < n; i++) {
1652 if (retlen + 10 >= retsize) {
1653 retsize = retlen + 256;
1654 ret = sresize(ret, retsize, char);
1655 }
1656
1657 if (colouring[i] < 0) {
1658 /*
1659 * In _this_ encoding, 'z' is a run of 26, since
1660 * there's no implicit state switch after each run.
1661 * Confusingly different, but more compact.
1662 */
1663 if (run == 26) {
1664 ret[retlen++] = 'z';
1665 run = 0;
1666 }
1667 run++;
1668 } else {
1669 if (run > 0)
1670 ret[retlen++] = 'a'-1 + run;
1671 ret[retlen++] = '0' + colouring[i];
1672 run = 0;
1673 }
1674 }
1675 if (run > 0)
1676 ret[retlen++] = 'a'-1 + run;
1677 ret[retlen] = '\0';
1678
1679 assert(retlen < retsize);
1680 }
1681
1682 free_scratch(sc);
1683 sfree(regions);
1684 sfree(colouring2);
1685 sfree(colouring);
1686 sfree(graph);
1687 sfree(map);
1688
1689 return ret;
1690 }
1691
1692 static char *parse_edge_list(game_params *params, char **desc, int *map)
1693 {
1694 int w = params->w, h = params->h, wh = w*h, n = params->n;
1695 int i, k, pos, state;
1696 char *p = *desc;
1697
1698 for (i = 0; i < wh; i++)
1699 map[wh+i] = i;
1700
1701 pos = -1;
1702 state = 0;
1703
1704 /*
1705 * Parse the game description to get the list of edges, and
1706 * build up a disjoint set forest as we go (by identifying
1707 * pairs of squares whenever the edge list shows a non-edge).
1708 */
1709 while (*p && *p != ',') {
1710 if (*p < 'a' || *p > 'z')
1711 return "Unexpected character in edge list";
1712 if (*p == 'z')
1713 k = 25;
1714 else
1715 k = *p - 'a' + 1;
1716 while (k-- > 0) {
1717 int x, y, dx, dy;
1718
1719 if (pos < 0) {
1720 pos++;
1721 continue;
1722 } else if (pos < w*(h-1)) {
1723 /* Horizontal edge. */
1724 y = pos / w;
1725 x = pos % w;
1726 dx = 0;
1727 dy = 1;
1728 } else if (pos < 2*wh-w-h) {
1729 /* Vertical edge. */
1730 x = (pos - w*(h-1)) / h;
1731 y = (pos - w*(h-1)) % h;
1732 dx = 1;
1733 dy = 0;
1734 } else
1735 return "Too much data in edge list";
1736 if (!state)
1737 dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx));
1738
1739 pos++;
1740 }
1741 if (*p != 'z')
1742 state = !state;
1743 p++;
1744 }
1745 assert(pos <= 2*wh-w-h);
1746 if (pos < 2*wh-w-h)
1747 return "Too little data in edge list";
1748
1749 /*
1750 * Now go through again and allocate region numbers.
1751 */
1752 pos = 0;
1753 for (i = 0; i < wh; i++)
1754 map[i] = -1;
1755 for (i = 0; i < wh; i++) {
1756 k = dsf_canonify(map+wh, i);
1757 if (map[k] < 0)
1758 map[k] = pos++;
1759 map[i] = map[k];
1760 }
1761 if (pos != n)
1762 return "Edge list defines the wrong number of regions";
1763
1764 *desc = p;
1765
1766 return NULL;
1767 }
1768
1769 static char *validate_desc(game_params *params, char *desc)
1770 {
1771 int w = params->w, h = params->h, wh = w*h, n = params->n;
1772 int area;
1773 int *map;
1774 char *ret;
1775
1776 map = snewn(2*wh, int);
1777 ret = parse_edge_list(params, &desc, map);
1778 if (ret)
1779 return ret;
1780 sfree(map);
1781
1782 if (*desc != ',')
1783 return "Expected comma before clue list";
1784 desc++; /* eat comma */
1785
1786 area = 0;
1787 while (*desc) {
1788 if (*desc >= '0' && *desc < '0'+FOUR)
1789 area++;
1790 else if (*desc >= 'a' && *desc <= 'z')
1791 area += *desc - 'a' + 1;
1792 else
1793 return "Unexpected character in clue list";
1794 desc++;
1795 }
1796 if (area < n)
1797 return "Too little data in clue list";
1798 else if (area > n)
1799 return "Too much data in clue list";
1800
1801 return NULL;
1802 }
1803
1804 static game_state *new_game(midend *me, game_params *params, char *desc)
1805 {
1806 int w = params->w, h = params->h, wh = w*h, n = params->n;
1807 int i, pos;
1808 char *p;
1809 game_state *state = snew(game_state);
1810
1811 state->p = *params;
1812 state->colouring = snewn(n, int);
1813 for (i = 0; i < n; i++)
1814 state->colouring[i] = -1;
1815 state->pencil = snewn(n, int);
1816 for (i = 0; i < n; i++)
1817 state->pencil[i] = 0;
1818
1819 state->completed = state->cheated = FALSE;
1820
1821 state->map = snew(struct map);
1822 state->map->refcount = 1;
1823 state->map->map = snewn(wh*4, int);
1824 state->map->graph = snewn(n*n, int);
1825 state->map->n = n;
1826 state->map->immutable = snewn(n, int);
1827 for (i = 0; i < n; i++)
1828 state->map->immutable[i] = FALSE;
1829
1830 p = desc;
1831
1832 {
1833 char *ret;
1834 ret = parse_edge_list(params, &p, state->map->map);
1835 assert(!ret);
1836 }
1837
1838 /*
1839 * Set up the other three quadrants in `map'.
1840 */
1841 for (i = wh; i < 4*wh; i++)
1842 state->map->map[i] = state->map->map[i % wh];
1843
1844 assert(*p == ',');
1845 p++;
1846
1847 /*
1848 * Now process the clue list.
1849 */
1850 pos = 0;
1851 while (*p) {
1852 if (*p >= '0' && *p < '0'+FOUR) {
1853 state->colouring[pos] = *p - '0';
1854 state->map->immutable[pos] = TRUE;
1855 pos++;
1856 } else {
1857 assert(*p >= 'a' && *p <= 'z');
1858 pos += *p - 'a' + 1;
1859 }
1860 p++;
1861 }
1862 assert(pos == n);
1863
1864 state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph);
1865
1866 /*
1867 * Attempt to smooth out some of the more jagged region
1868 * outlines by the judicious use of diagonally divided squares.
1869 */
1870 {
1871 random_state *rs = random_new(desc, strlen(desc));
1872 int *squares = snewn(wh, int);
1873 int done_something;
1874
1875 for (i = 0; i < wh; i++)
1876 squares[i] = i;
1877 shuffle(squares, wh, sizeof(*squares), rs);
1878
1879 do {
1880 done_something = FALSE;
1881 for (i = 0; i < wh; i++) {
1882 int y = squares[i] / w, x = squares[i] % w;
1883 int c = state->map->map[y*w+x];
1884 int tc, bc, lc, rc;
1885
1886 if (x == 0 || x == w-1 || y == 0 || y == h-1)
1887 continue;
1888
1889 if (state->map->map[TE * wh + y*w+x] !=
1890 state->map->map[BE * wh + y*w+x])
1891 continue;
1892
1893 tc = state->map->map[BE * wh + (y-1)*w+x];
1894 bc = state->map->map[TE * wh + (y+1)*w+x];
1895 lc = state->map->map[RE * wh + y*w+(x-1)];
1896 rc = state->map->map[LE * wh + y*w+(x+1)];
1897
1898 /*
1899 * If this square is adjacent on two sides to one
1900 * region and on the other two sides to the other
1901 * region, and is itself one of the two regions, we can
1902 * adjust it so that it's a diagonal.
1903 */
1904 if (tc != bc && (tc == c || bc == c)) {
1905 if ((lc == tc && rc == bc) ||
1906 (lc == bc && rc == tc)) {
1907 state->map->map[TE * wh + y*w+x] = tc;
1908 state->map->map[BE * wh + y*w+x] = bc;
1909 state->map->map[LE * wh + y*w+x] = lc;
1910 state->map->map[RE * wh + y*w+x] = rc;
1911 done_something = TRUE;
1912 }
1913 }
1914 }
1915 } while (done_something);
1916 sfree(squares);
1917 random_free(rs);
1918 }
1919
1920 /*
1921 * Analyse the map to find a canonical line segment
1922 * corresponding to each edge, and a canonical point
1923 * corresponding to each region. The former are where we'll
1924 * eventually put error markers; the latter are where we'll put
1925 * per-region flags such as numbers (when in diagnostic mode).
1926 */
1927 {
1928 int *bestx, *besty, *an, pass;
1929 float *ax, *ay, *best;
1930
1931 ax = snewn(state->map->ngraph + n, float);
1932 ay = snewn(state->map->ngraph + n, float);
1933 an = snewn(state->map->ngraph + n, int);
1934 bestx = snewn(state->map->ngraph + n, int);
1935 besty = snewn(state->map->ngraph + n, int);
1936 best = snewn(state->map->ngraph + n, float);
1937
1938 for (i = 0; i < state->map->ngraph + n; i++) {
1939 bestx[i] = besty[i] = -1;
1940 best[i] = 2*(w+h)+1;
1941 ax[i] = ay[i] = 0.0F;
1942 an[i] = 0;
1943 }
1944
1945 /*
1946 * We make two passes over the map, finding all the line
1947 * segments separating regions and all the suitable points
1948 * within regions. In the first pass, we compute the
1949 * _average_ x and y coordinate of all the points in a
1950 * given class; in the second pass, for each such average
1951 * point, we find the candidate closest to it and call that
1952 * canonical.
1953 *
1954 * Line segments are considered to have coordinates in
1955 * their centre. Thus, at least one coordinate for any line
1956 * segment is always something-and-a-half; so we store our
1957 * coordinates as twice their normal value.
1958 */
1959 for (pass = 0; pass < 2; pass++) {
1960 int x, y;
1961
1962 for (y = 0; y < h; y++)
1963 for (x = 0; x < w; x++) {
1964 int ex[4], ey[4], ea[4], eb[4], en = 0;
1965
1966 /*
1967 * Look for an edge to the right of this
1968 * square, an edge below it, and an edge in the
1969 * middle of it. Also look to see if the point
1970 * at the bottom right of this square is on an
1971 * edge (and isn't a place where more than two
1972 * regions meet).
1973 */
1974 if (x+1 < w) {
1975 /* right edge */
1976 ea[en] = state->map->map[RE * wh + y*w+x];
1977 eb[en] = state->map->map[LE * wh + y*w+(x+1)];
1978 ex[en] = (x+1)*2;
1979 ey[en] = y*2+1;
1980 en++;
1981 }
1982 if (y+1 < h) {
1983 /* bottom edge */
1984 ea[en] = state->map->map[BE * wh + y*w+x];
1985 eb[en] = state->map->map[TE * wh + (y+1)*w+x];
1986 ex[en] = x*2+1;
1987 ey[en] = (y+1)*2;
1988 en++;
1989 }
1990 /* diagonal edge */
1991 ea[en] = state->map->map[TE * wh + y*w+x];
1992 eb[en] = state->map->map[BE * wh + y*w+x];
1993 ex[en] = x*2+1;
1994 ey[en] = y*2+1;
1995 en++;
1996
1997 if (x+1 < w && y+1 < h) {
1998 /* bottom right corner */
1999 int oct[8], othercol, nchanges;
2000 oct[0] = state->map->map[RE * wh + y*w+x];
2001 oct[1] = state->map->map[LE * wh + y*w+(x+1)];
2002 oct[2] = state->map->map[BE * wh + y*w+(x+1)];
2003 oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)];
2004 oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)];
2005 oct[5] = state->map->map[RE * wh + (y+1)*w+x];
2006 oct[6] = state->map->map[TE * wh + (y+1)*w+x];
2007 oct[7] = state->map->map[BE * wh + y*w+x];
2008
2009 othercol = -1;
2010 nchanges = 0;
2011 for (i = 0; i < 8; i++) {
2012 if (oct[i] != oct[0]) {
2013 if (othercol < 0)
2014 othercol = oct[i];
2015 else if (othercol != oct[i])
2016 break; /* three colours at this point */
2017 }
2018 if (oct[i] != oct[(i+1) & 7])
2019 nchanges++;
2020 }
2021
2022 /*
2023 * Now if there are exactly two regions at
2024 * this point (not one, and not three or
2025 * more), and only two changes around the
2026 * loop, then this is a valid place to put
2027 * an error marker.
2028 */
2029 if (i == 8 && othercol >= 0 && nchanges == 2) {
2030 ea[en] = oct[0];
2031 eb[en] = othercol;
2032 ex[en] = (x+1)*2;
2033 ey[en] = (y+1)*2;
2034 en++;
2035 }
2036
2037 /*
2038 * If there's exactly _one_ region at this
2039 * point, on the other hand, it's a valid
2040 * place to put a region centre.
2041 */
2042 if (othercol < 0) {
2043 ea[en] = eb[en] = oct[0];
2044 ex[en] = (x+1)*2;
2045 ey[en] = (y+1)*2;
2046 en++;
2047 }
2048 }
2049
2050 /*
2051 * Now process the points we've found, one by
2052 * one.
2053 */
2054 for (i = 0; i < en; i++) {
2055 int emin = min(ea[i], eb[i]);
2056 int emax = max(ea[i], eb[i]);
2057 int gindex;
2058
2059 if (emin != emax) {
2060 /* Graph edge */
2061 gindex =
2062 graph_edge_index(state->map->graph, n,
2063 state->map->ngraph, emin,
2064 emax);
2065 } else {
2066 /* Region number */
2067 gindex = state->map->ngraph + emin;
2068 }
2069
2070 assert(gindex >= 0);
2071
2072 if (pass == 0) {
2073 /*
2074 * In pass 0, accumulate the values
2075 * we'll use to compute the average
2076 * positions.
2077 */
2078 ax[gindex] += ex[i];
2079 ay[gindex] += ey[i];
2080 an[gindex] += 1.0F;
2081 } else {
2082 /*
2083 * In pass 1, work out whether this
2084 * point is closer to the average than
2085 * the last one we've seen.
2086 */
2087 float dx, dy, d;
2088
2089 assert(an[gindex] > 0);
2090 dx = ex[i] - ax[gindex];
2091 dy = ey[i] - ay[gindex];
2092 d = sqrt(dx*dx + dy*dy);
2093 if (d < best[gindex]) {
2094 best[gindex] = d;
2095 bestx[gindex] = ex[i];
2096 besty[gindex] = ey[i];
2097 }
2098 }
2099 }
2100 }
2101
2102 if (pass == 0) {
2103 for (i = 0; i < state->map->ngraph + n; i++)
2104 if (an[i] > 0) {
2105 ax[i] /= an[i];
2106 ay[i] /= an[i];
2107 }
2108 }
2109 }
2110
2111 state->map->edgex = snewn(state->map->ngraph, int);
2112 state->map->edgey = snewn(state->map->ngraph, int);
2113 memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int));
2114 memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int));
2115
2116 state->map->regionx = snewn(n, int);
2117 state->map->regiony = snewn(n, int);
2118 memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int));
2119 memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int));
2120
2121 for (i = 0; i < state->map->ngraph; i++)
2122 if (state->map->edgex[i] < 0) {
2123 /* Find the other representation of this edge. */
2124 int e = state->map->graph[i];
2125 int iprime = graph_edge_index(state->map->graph, n,
2126 state->map->ngraph, e%n, e/n);
2127 assert(state->map->edgex[iprime] >= 0);
2128 state->map->edgex[i] = state->map->edgex[iprime];
2129 state->map->edgey[i] = state->map->edgey[iprime];
2130 }
2131
2132 sfree(ax);
2133 sfree(ay);
2134 sfree(an);
2135 sfree(best);
2136 sfree(bestx);
2137 sfree(besty);
2138 }
2139
2140 return state;
2141 }
2142
2143 static game_state *dup_game(game_state *state)
2144 {
2145 game_state *ret = snew(game_state);
2146
2147 ret->p = state->p;
2148 ret->colouring = snewn(state->p.n, int);
2149 memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int));
2150 ret->pencil = snewn(state->p.n, int);
2151 memcpy(ret->pencil, state->pencil, state->p.n * sizeof(int));
2152 ret->map = state->map;
2153 ret->map->refcount++;
2154 ret->completed = state->completed;
2155 ret->cheated = state->cheated;
2156
2157 return ret;
2158 }
2159
2160 static void free_game(game_state *state)
2161 {
2162 if (--state->map->refcount <= 0) {
2163 sfree(state->map->map);
2164 sfree(state->map->graph);
2165 sfree(state->map->immutable);
2166 sfree(state->map->edgex);
2167 sfree(state->map->edgey);
2168 sfree(state->map->regionx);
2169 sfree(state->map->regiony);
2170 sfree(state->map);
2171 }
2172 sfree(state->pencil);
2173 sfree(state->colouring);
2174 sfree(state);
2175 }
2176
2177 static char *solve_game(game_state *state, game_state *currstate,
2178 char *aux, char **error)
2179 {
2180 if (!aux) {
2181 /*
2182 * Use the solver.
2183 */
2184 int *colouring;
2185 struct solver_scratch *sc;
2186 int sret;
2187 int i;
2188 char *ret, buf[80];
2189 int retlen, retsize;
2190
2191 colouring = snewn(state->map->n, int);
2192 memcpy(colouring, state->colouring, state->map->n * sizeof(int));
2193
2194 sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph);
2195 sret = map_solver(sc, state->map->graph, state->map->n,
2196 state->map->ngraph, colouring, DIFFCOUNT-1);
2197 free_scratch(sc);
2198
2199 if (sret != 1) {
2200 sfree(colouring);
2201 if (sret == 0)
2202 *error = "Puzzle is inconsistent";
2203 else
2204 *error = "Unable to find a unique solution for this puzzle";
2205 return NULL;
2206 }
2207
2208 retsize = 64;
2209 ret = snewn(retsize, char);
2210 strcpy(ret, "S");
2211 retlen = 1;
2212
2213 for (i = 0; i < state->map->n; i++) {
2214 int len;
2215
2216 assert(colouring[i] >= 0);
2217 if (colouring[i] == currstate->colouring[i])
2218 continue;
2219 assert(!state->map->immutable[i]);
2220
2221 len = sprintf(buf, ";%d:%d", colouring[i], i);
2222 if (retlen + len >= retsize) {
2223 retsize = retlen + len + 256;
2224 ret = sresize(ret, retsize, char);
2225 }
2226 strcpy(ret + retlen, buf);
2227 retlen += len;
2228 }
2229
2230 sfree(colouring);
2231
2232 return ret;
2233 }
2234 return dupstr(aux);
2235 }
2236
2237 static char *game_text_format(game_state *state)
2238 {
2239 return NULL;
2240 }
2241
2242 struct game_ui {
2243 /*
2244 * drag_colour:
2245 *
2246 * - -2 means no drag currently active.
2247 * - >=0 means we're dragging a solid colour.
2248 * - -1 means we're dragging a blank space, and drag_pencil
2249 * might or might not add some pencil-mark stipples to that.
2250 */
2251 int drag_colour;
2252 int drag_pencil;
2253 int dragx, dragy;
2254 int show_numbers;
2255 };
2256
2257 static game_ui *new_ui(game_state *state)
2258 {
2259 game_ui *ui = snew(game_ui);
2260 ui->dragx = ui->dragy = -1;
2261 ui->drag_colour = -2;
2262 ui->show_numbers = FALSE;
2263 return ui;
2264 }
2265
2266 static void free_ui(game_ui *ui)
2267 {
2268 sfree(ui);
2269 }
2270
2271 static char *encode_ui(game_ui *ui)
2272 {
2273 return NULL;
2274 }
2275
2276 static void decode_ui(game_ui *ui, char *encoding)
2277 {
2278 }
2279
2280 static void game_changed_state(game_ui *ui, game_state *oldstate,
2281 game_state *newstate)
2282 {
2283 }
2284
2285 struct game_drawstate {
2286 int tilesize;
2287 unsigned long *drawn, *todraw;
2288 int started;
2289 int dragx, dragy, drag_visible;
2290 blitter *bl;
2291 };
2292
2293 /* Flags in `drawn'. */
2294 #define ERR_BASE 0x00800000L
2295 #define ERR_MASK 0xFF800000L
2296 #define PENCIL_T_BASE 0x00080000L
2297 #define PENCIL_T_MASK 0x00780000L
2298 #define PENCIL_B_BASE 0x00008000L
2299 #define PENCIL_B_MASK 0x00078000L
2300 #define PENCIL_MASK 0x007F8000L
2301 #define SHOW_NUMBERS 0x00004000L
2302
2303 #define TILESIZE (ds->tilesize)
2304 #define BORDER (TILESIZE)
2305 #define COORD(x) ( (x) * TILESIZE + BORDER )
2306 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
2307
2308 static int region_from_coords(game_state *state, game_drawstate *ds,
2309 int x, int y)
2310 {
2311 int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
2312 int tx = FROMCOORD(x), ty = FROMCOORD(y);
2313 int dx = x - COORD(tx), dy = y - COORD(ty);
2314 int quadrant;
2315
2316 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
2317 return -1; /* border */
2318
2319 quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy);
2320 quadrant = (quadrant == 0 ? BE :
2321 quadrant == 1 ? LE :
2322 quadrant == 2 ? RE : TE);
2323
2324 return state->map->map[quadrant * wh + ty*w+tx];
2325 }
2326
2327 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2328 int x, int y, int button)
2329 {
2330 char *bufp, buf[256];
2331
2332 /*
2333 * Enable or disable numeric labels on regions.
2334 */
2335 if (button == 'l' || button == 'L') {
2336 ui->show_numbers = !ui->show_numbers;
2337 return "";
2338 }
2339
2340 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2341 int r = region_from_coords(state, ds, x, y);
2342
2343 if (r >= 0) {
2344 ui->drag_colour = state->colouring[r];
2345 ui->drag_pencil = state->pencil[r];
2346 if (ui->drag_colour >= 0)
2347 ui->drag_pencil = 0; /* should be already, but double-check */
2348 } else {
2349 ui->drag_colour = -1;
2350 ui->drag_pencil = 0;
2351 }
2352 ui->dragx = x;
2353 ui->dragy = y;
2354 return "";
2355 }
2356
2357 if ((button == LEFT_DRAG || button == RIGHT_DRAG) &&
2358 ui->drag_colour > -2) {
2359 ui->dragx = x;
2360 ui->dragy = y;
2361 return "";
2362 }
2363
2364 if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
2365 ui->drag_colour > -2) {
2366 int r = region_from_coords(state, ds, x, y);
2367 int c = ui->drag_colour;
2368 int p = ui->drag_pencil;
2369 int oldp;
2370
2371 /*
2372 * Cancel the drag, whatever happens.
2373 */
2374 ui->drag_colour = -2;
2375 ui->dragx = ui->dragy = -1;
2376
2377 if (r < 0)
2378 return ""; /* drag into border; do nothing else */
2379
2380 if (state->map->immutable[r])
2381 return ""; /* can't change this region */
2382
2383 if (state->colouring[r] == c && state->pencil[r] == p)
2384 return ""; /* don't _need_ to change this region */
2385
2386 if (button == RIGHT_RELEASE) {
2387 if (state->colouring[r] >= 0) {
2388 /* Can't pencil on a coloured region */
2389 return "";
2390 } else if (c >= 0) {
2391 /* Right-dragging from colour to blank toggles one pencil */
2392 p = state->pencil[r] ^ (1 << c);
2393 c = -1;
2394 }
2395 /* Otherwise, right-dragging from blank to blank is equivalent
2396 * to left-dragging. */
2397 }
2398
2399 bufp = buf;
2400 oldp = state->pencil[r];
2401 if (c != state->colouring[r]) {
2402 bufp += sprintf(bufp, ";%c:%d", (int)(c < 0 ? 'C' : '0' + c), r);
2403 if (c >= 0)
2404 oldp = 0;
2405 }
2406 if (p != oldp) {
2407 int i;
2408 for (i = 0; i < FOUR; i++)
2409 if ((oldp ^ p) & (1 << i))
2410 bufp += sprintf(bufp, ";p%c:%d", (int)('0' + i), r);
2411 }
2412
2413 return dupstr(buf+1); /* ignore first semicolon */
2414 }
2415
2416 return NULL;
2417 }
2418
2419 static game_state *execute_move(game_state *state, char *move)
2420 {
2421 int n = state->p.n;
2422 game_state *ret = dup_game(state);
2423 int c, k, adv, i;
2424
2425 while (*move) {
2426 int pencil = FALSE;
2427
2428 c = *move;
2429 if (c == 'p') {
2430 pencil = TRUE;
2431 c = *++move;
2432 }
2433 if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) &&
2434 sscanf(move+1, ":%d%n", &k, &adv) == 1 &&
2435 k >= 0 && k < state->p.n) {
2436 move += 1 + adv;
2437 if (pencil) {
2438 if (ret->colouring[k] >= 0) {
2439 free_game(ret);
2440 return NULL;
2441 }
2442 if (c == 'C')
2443 ret->pencil[k] = 0;
2444 else
2445 ret->pencil[k] ^= 1 << (c - '0');
2446 } else {
2447 ret->colouring[k] = (c == 'C' ? -1 : c - '0');
2448 ret->pencil[k] = 0;
2449 }
2450 } else if (*move == 'S') {
2451 move++;
2452 ret->cheated = TRUE;
2453 } else {
2454 free_game(ret);
2455 return NULL;
2456 }
2457
2458 if (*move && *move != ';') {
2459 free_game(ret);
2460 return NULL;
2461 }
2462 if (*move)
2463 move++;
2464 }
2465
2466 /*
2467 * Check for completion.
2468 */
2469 if (!ret->completed) {
2470 int ok = TRUE;
2471
2472 for (i = 0; i < n; i++)
2473 if (ret->colouring[i] < 0) {
2474 ok = FALSE;
2475 break;
2476 }
2477
2478 if (ok) {
2479 for (i = 0; i < ret->map->ngraph; i++) {
2480 int j = ret->map->graph[i] / n;
2481 int k = ret->map->graph[i] % n;
2482 if (ret->colouring[j] == ret->colouring[k]) {
2483 ok = FALSE;
2484 break;
2485 }
2486 }
2487 }
2488
2489 if (ok)
2490 ret->completed = TRUE;
2491 }
2492
2493 return ret;
2494 }
2495
2496 /* ----------------------------------------------------------------------
2497 * Drawing routines.
2498 */
2499
2500 static void game_compute_size(game_params *params, int tilesize,
2501 int *x, int *y)
2502 {
2503 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2504 struct { int tilesize; } ads, *ds = &ads;
2505 ads.tilesize = tilesize;
2506
2507 *x = params->w * TILESIZE + 2 * BORDER + 1;
2508 *y = params->h * TILESIZE + 2 * BORDER + 1;
2509 }
2510
2511 static void game_set_size(drawing *dr, game_drawstate *ds,
2512 game_params *params, int tilesize)
2513 {
2514 ds->tilesize = tilesize;
2515
2516 assert(!ds->bl); /* set_size is never called twice */
2517 ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3);
2518 }
2519
2520 const float map_colours[FOUR][3] = {
2521 {0.7F, 0.5F, 0.4F},
2522 {0.8F, 0.7F, 0.4F},
2523 {0.5F, 0.6F, 0.4F},
2524 {0.55F, 0.45F, 0.35F},
2525 };
2526 const int map_hatching[FOUR] = {
2527 HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
2528 };
2529
2530 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2531 {
2532 float *ret = snewn(3 * NCOLOURS, float);
2533
2534 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2535
2536 ret[COL_GRID * 3 + 0] = 0.0F;
2537 ret[COL_GRID * 3 + 1] = 0.0F;
2538 ret[COL_GRID * 3 + 2] = 0.0F;
2539
2540 memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float));
2541 memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float));
2542 memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float));
2543 memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float));
2544
2545 ret[COL_ERROR * 3 + 0] = 1.0F;
2546 ret[COL_ERROR * 3 + 1] = 0.0F;
2547 ret[COL_ERROR * 3 + 2] = 0.0F;
2548
2549 ret[COL_ERRTEXT * 3 + 0] = 1.0F;
2550 ret[COL_ERRTEXT * 3 + 1] = 1.0F;
2551 ret[COL_ERRTEXT * 3 + 2] = 1.0F;
2552
2553 *ncolours = NCOLOURS;
2554 return ret;
2555 }
2556
2557 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2558 {
2559 struct game_drawstate *ds = snew(struct game_drawstate);
2560 int i;
2561
2562 ds->tilesize = 0;
2563 ds->drawn = snewn(state->p.w * state->p.h, unsigned long);
2564 for (i = 0; i < state->p.w * state->p.h; i++)
2565 ds->drawn[i] = 0xFFFFL;
2566 ds->todraw = snewn(state->p.w * state->p.h, unsigned long);
2567 ds->started = FALSE;
2568 ds->bl = NULL;
2569 ds->drag_visible = FALSE;
2570 ds->dragx = ds->dragy = -1;
2571
2572 return ds;
2573 }
2574
2575 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2576 {
2577 sfree(ds->drawn);
2578 sfree(ds->todraw);
2579 if (ds->bl)
2580 blitter_free(dr, ds->bl);
2581 sfree(ds);
2582 }
2583
2584 static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
2585 {
2586 int coords[8];
2587 int yext, xext;
2588
2589 /*
2590 * Draw a diamond.
2591 */
2592 coords[0] = x - TILESIZE*2/5;
2593 coords[1] = y;
2594 coords[2] = x;
2595 coords[3] = y - TILESIZE*2/5;
2596 coords[4] = x + TILESIZE*2/5;
2597 coords[5] = y;
2598 coords[6] = x;
2599 coords[7] = y + TILESIZE*2/5;
2600 draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
2601
2602 /*
2603 * Draw an exclamation mark in the diamond. This turns out to
2604 * look unpleasantly off-centre if done via draw_text, so I do
2605 * it by hand on the basis that exclamation marks aren't that
2606 * difficult to draw...
2607 */
2608 xext = TILESIZE/16;
2609 yext = TILESIZE*2/5 - (xext*2+2);
2610 draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
2611 COL_ERRTEXT);
2612 draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
2613 }
2614
2615 static void draw_square(drawing *dr, game_drawstate *ds,
2616 game_params *params, struct map *map,
2617 int x, int y, unsigned long v)
2618 {
2619 int w = params->w, h = params->h, wh = w*h;
2620 int tv, bv, xo, yo, i, j, oldj;
2621 unsigned long errs, pencil, show_numbers;
2622
2623 errs = v & ERR_MASK;
2624 v &= ~ERR_MASK;
2625 pencil = v & PENCIL_MASK;
2626 v &= ~PENCIL_MASK;
2627 show_numbers = v & SHOW_NUMBERS;
2628 v &= ~SHOW_NUMBERS;
2629 tv = v / FIVE;
2630 bv = v % FIVE;
2631
2632 clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
2633
2634 /*
2635 * Draw the region colour.
2636 */
2637 draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
2638 (tv == FOUR ? COL_BACKGROUND : COL_0 + tv));
2639 /*
2640 * Draw the second region colour, if this is a diagonally
2641 * divided square.
2642 */
2643 if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) {
2644 int coords[6];
2645 coords[0] = COORD(x)-1;
2646 coords[1] = COORD(y+1)+1;
2647 if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x])
2648 coords[2] = COORD(x+1)+1;
2649 else
2650 coords[2] = COORD(x)-1;
2651 coords[3] = COORD(y)-1;
2652 coords[4] = COORD(x+1)+1;
2653 coords[5] = COORD(y+1)+1;
2654 draw_polygon(dr, coords, 3,
2655 (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID);
2656 }
2657
2658 /*
2659 * Draw `pencil marks'. Currently we arrange these in a square
2660 * formation, which means we may be in trouble if the value of
2661 * FOUR changes later...
2662 */
2663 assert(FOUR == 4);
2664 for (yo = 0; yo < 4; yo++)
2665 for (xo = 0; xo < 4; xo++) {
2666 int te = map->map[TE * wh + y*w+x];
2667 int e, ee, c;
2668
2669 e = (yo < xo && yo < 3-xo ? TE :
2670 yo > xo && yo > 3-xo ? BE :
2671 xo < 2 ? LE : RE);
2672 ee = map->map[e * wh + y*w+x];
2673
2674 if (xo != (yo * 2 + 1) % 5)
2675 continue;
2676 c = yo;
2677
2678 if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c)))
2679 continue;
2680
2681 if (yo == xo &&
2682 (map->map[TE * wh + y*w+x] != map->map[LE * wh + y*w+x]))
2683 continue; /* avoid TL-BR diagonal line */
2684 if (yo == 3-xo &&
2685 (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x]))
2686 continue; /* avoid BL-TR diagonal line */
2687
2688 draw_circle(dr, COORD(x) + (xo+1)*TILESIZE/5,
2689 COORD(y) + (yo+1)*TILESIZE/5,
2690 TILESIZE/7, COL_0 + c, COL_0 + c);
2691 }
2692
2693 /*
2694 * Draw the grid lines, if required.
2695 */
2696 if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x])
2697 draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID);
2698 if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x])
2699 draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID);
2700 if (x <= 0 || y <= 0 ||
2701 map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] ||
2702 map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x])
2703 draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
2704
2705 /*
2706 * Draw error markers.
2707 */
2708 for (yo = 0; yo < 3; yo++)
2709 for (xo = 0; xo < 3; xo++)
2710 if (errs & (ERR_BASE << (yo*3+xo)))
2711 draw_error(dr, ds,
2712 (COORD(x)*2+TILESIZE*xo)/2,
2713 (COORD(y)*2+TILESIZE*yo)/2);
2714
2715 /*
2716 * Draw region numbers, if desired.
2717 */
2718 if (show_numbers) {
2719 oldj = -1;
2720 for (i = 0; i < 2; i++) {
2721 j = map->map[(i?BE:TE)*wh+y*w+x];
2722 if (oldj == j)
2723 continue;
2724 oldj = j;
2725
2726 xo = map->regionx[j] - 2*x;
2727 yo = map->regiony[j] - 2*y;
2728 if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) {
2729 char buf[80];
2730 sprintf(buf, "%d", j);
2731 draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2,
2732 (COORD(y)*2+TILESIZE*yo)/2,
2733 FONT_VARIABLE, 3*TILESIZE/5,
2734 ALIGN_HCENTRE|ALIGN_VCENTRE,
2735 COL_GRID, buf);
2736 }
2737 }
2738 }
2739
2740 unclip(dr);
2741
2742 draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
2743 }
2744
2745 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2746 game_state *state, int dir, game_ui *ui,
2747 float animtime, float flashtime)
2748 {
2749 int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
2750 int x, y, i;
2751 int flash;
2752
2753 if (ds->drag_visible) {
2754 blitter_load(dr, ds->bl, ds->dragx, ds->dragy);
2755 draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
2756 ds->drag_visible = FALSE;
2757 }
2758
2759 /*
2760 * The initial contents of the window are not guaranteed and
2761 * can vary with front ends. To be on the safe side, all games
2762 * should start by drawing a big background-colour rectangle
2763 * covering the whole window.
2764 */
2765 if (!ds->started) {
2766 int ww, wh;
2767
2768 game_compute_size(&state->p, TILESIZE, &ww, &wh);
2769 draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
2770 draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1,
2771 COL_GRID);
2772
2773 draw_update(dr, 0, 0, ww, wh);
2774 ds->started = TRUE;
2775 }
2776
2777 if (flashtime) {
2778 if (flash_type == 1)
2779 flash = (int)(flashtime * FOUR / flash_length);
2780 else
2781 flash = 1 + (int)(flashtime * THREE / flash_length);
2782 } else
2783 flash = -1;
2784
2785 /*
2786 * Set up the `todraw' array.
2787 */
2788 for (y = 0; y < h; y++)
2789 for (x = 0; x < w; x++) {
2790 int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
2791 int bv = state->colouring[state->map->map[BE * wh + y*w+x]];
2792 unsigned long v;
2793
2794 if (tv < 0)
2795 tv = FOUR;
2796 if (bv < 0)
2797 bv = FOUR;
2798
2799 if (flash >= 0) {
2800 if (flash_type == 1) {
2801 if (tv == flash)
2802 tv = FOUR;
2803 if (bv == flash)
2804 bv = FOUR;
2805 } else if (flash_type == 2) {
2806 if (flash % 2)
2807 tv = bv = FOUR;
2808 } else {
2809 if (tv != FOUR)
2810 tv = (tv + flash) % FOUR;
2811 if (bv != FOUR)
2812 bv = (bv + flash) % FOUR;
2813 }
2814 }
2815
2816 v = tv * FIVE + bv;
2817
2818 /*
2819 * Add pencil marks.
2820 */
2821 for (i = 0; i < FOUR; i++) {
2822 if (state->colouring[state->map->map[TE * wh + y*w+x]] < 0 &&
2823 (state->pencil[state->map->map[TE * wh + y*w+x]] & (1<<i)))
2824 v |= PENCIL_T_BASE << i;
2825 if (state->colouring[state->map->map[BE * wh + y*w+x]] < 0 &&
2826 (state->pencil[state->map->map[BE * wh + y*w+x]] & (1<<i)))
2827 v |= PENCIL_B_BASE << i;
2828 }
2829
2830 if (ui->show_numbers)
2831 v |= SHOW_NUMBERS;
2832
2833 ds->todraw[y*w+x] = v;
2834 }
2835
2836 /*
2837 * Add error markers to the `todraw' array.
2838 */
2839 for (i = 0; i < state->map->ngraph; i++) {
2840 int v1 = state->map->graph[i] / n;
2841 int v2 = state->map->graph[i] % n;
2842 int xo, yo;
2843
2844 if (state->colouring[v1] < 0 || state->colouring[v2] < 0)
2845 continue;
2846 if (state->colouring[v1] != state->colouring[v2])
2847 continue;
2848
2849 x = state->map->edgex[i];
2850 y = state->map->edgey[i];
2851
2852 xo = x % 2; x /= 2;
2853 yo = y % 2; y /= 2;
2854
2855 ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo);
2856 if (xo == 0) {
2857 assert(x > 0);
2858 ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2);
2859 }
2860 if (yo == 0) {
2861 assert(y > 0);
2862 ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo);
2863 }
2864 if (xo == 0 && yo == 0) {
2865 assert(x > 0 && y > 0);
2866 ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2);
2867 }
2868 }
2869
2870 /*
2871 * Now actually draw everything.
2872 */
2873 for (y = 0; y < h; y++)
2874 for (x = 0; x < w; x++) {
2875 unsigned long v = ds->todraw[y*w+x];
2876 if (ds->drawn[y*w+x] != v) {
2877 draw_square(dr, ds, &state->p, state->map, x, y, v);
2878 ds->drawn[y*w+x] = v;
2879 }
2880 }
2881
2882 /*
2883 * Draw the dragged colour blob if any.
2884 */
2885 if (ui->drag_colour > -2) {
2886 ds->dragx = ui->dragx - TILESIZE/2 - 2;
2887 ds->dragy = ui->dragy - TILESIZE/2 - 2;
2888 blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
2889 draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
2890 (ui->drag_colour < 0 ? COL_BACKGROUND :
2891 COL_0 + ui->drag_colour), COL_GRID);
2892 for (i = 0; i < FOUR; i++)
2893 if (ui->drag_pencil & (1 << i))
2894 draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10,
2895 ui->dragy + (i*2-3) * TILESIZE/10,
2896 TILESIZE/8, COL_0 + i, COL_0 + i);
2897 draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
2898 ds->drag_visible = TRUE;
2899 }
2900 }
2901
2902 static float game_anim_length(game_state *oldstate, game_state *newstate,
2903 int dir, game_ui *ui)
2904 {
2905 return 0.0F;
2906 }
2907
2908 static float game_flash_length(game_state *oldstate, game_state *newstate,
2909 int dir, game_ui *ui)
2910 {
2911 if (!oldstate->completed && newstate->completed &&
2912 !oldstate->cheated && !newstate->cheated) {
2913 if (flash_type < 0) {
2914 char *env = getenv("MAP_ALTERNATIVE_FLASH");
2915 if (env)
2916 flash_type = atoi(env);
2917 else
2918 flash_type = 0;
2919 flash_length = (flash_type == 1 ? 0.50 : 0.30);
2920 }
2921 return flash_length;
2922 } else
2923 return 0.0F;
2924 }
2925
2926 static int game_wants_statusbar(void)
2927 {
2928 return FALSE;
2929 }
2930
2931 static int game_timing_state(game_state *state, game_ui *ui)
2932 {
2933 return TRUE;
2934 }
2935
2936 static void game_print_size(game_params *params, float *x, float *y)
2937 {
2938 int pw, ph;
2939
2940 /*
2941 * I'll use 4mm squares by default, I think. Simplest way to
2942 * compute this size is to compute the pixel puzzle size at a
2943 * given tile size and then scale.
2944 */
2945 game_compute_size(params, 400, &pw, &ph);
2946 *x = pw / 100.0;
2947 *y = ph / 100.0;
2948 }
2949
2950 static void game_print(drawing *dr, game_state *state, int tilesize)
2951 {
2952 int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
2953 int ink, c[FOUR], i;
2954 int x, y, r;
2955 int *coords, ncoords, coordsize;
2956
2957 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2958 struct { int tilesize; } ads, *ds = &ads;
2959 /* We can't call game_set_size() here because we don't want a blitter */
2960 ads.tilesize = tilesize;
2961
2962 ink = print_mono_colour(dr, 0);
2963 for (i = 0; i < FOUR; i++)
2964 c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0],
2965 map_colours[i][1], map_colours[i][2]);
2966
2967 coordsize = 0;
2968 coords = NULL;
2969
2970 print_line_width(dr, TILESIZE / 16);
2971
2972 /*
2973 * Draw a single filled polygon around each region.
2974 */
2975 for (r = 0; r < n; r++) {
2976 int octants[8], lastdir, d1, d2, ox, oy;
2977
2978 /*
2979 * Start by finding a point on the region boundary. Any
2980 * point will do. To do this, we'll search for a square
2981 * containing the region and then decide which corner of it
2982 * to use.
2983 */
2984 x = w;
2985 for (y = 0; y < h; y++) {
2986 for (x = 0; x < w; x++) {
2987 if (state->map->map[wh*0+y*w+x] == r ||
2988 state->map->map[wh*1+y*w+x] == r ||
2989 state->map->map[wh*2+y*w+x] == r ||
2990 state->map->map[wh*3+y*w+x] == r)
2991 break;
2992 }
2993 if (x < w)
2994 break;
2995 }
2996 assert(y < h && x < w); /* we must have found one somewhere */
2997 /*
2998 * This is the first square in lexicographic order which
2999 * contains part of this region. Therefore, one of the top
3000 * two corners of the square must be what we're after. The
3001 * only case in which it isn't the top left one is if the
3002 * square is diagonally divided and the region is in the
3003 * bottom right half.
3004 */
3005 if (state->map->map[wh*TE+y*w+x] != r &&
3006 state->map->map[wh*LE+y*w+x] != r)
3007 x++; /* could just as well have done y++ */
3008
3009 /*
3010 * Now we have a point on the region boundary. Trace around
3011 * the region until we come back to this point,
3012 * accumulating coordinates for a polygon draw operation as
3013 * we go.
3014 */
3015 lastdir = -1;
3016 ox = x;
3017 oy = y;
3018 ncoords = 0;
3019
3020 do {
3021 /*
3022 * There are eight possible directions we could head in
3023 * from here. We identify them by octant numbers, and
3024 * we also use octant numbers to identify the spaces
3025 * between them:
3026 *
3027 * 6 7 0
3028 * \ 7|0 /
3029 * \ | /
3030 * 6 \|/ 1
3031 * 5-----+-----1
3032 * 5 /|\ 2
3033 * / | \
3034 * / 4|3 \
3035 * 4 3 2
3036 */
3037 octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1;
3038 octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1;
3039 octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1;
3040 octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1;
3041 octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1;
3042 octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1;
3043 octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1;
3044 octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1;
3045
3046 d1 = d2 = -1;
3047 for (i = 0; i < 8; i++)
3048 if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) {
3049 assert(d2 == -1);
3050 if (d1 == -1)
3051 d1 = i;
3052 else
3053 d2 = i;
3054 }
3055
3056 assert(d1 != -1 && d2 != -1);
3057 if (d1 == lastdir)
3058 d1 = d2;
3059
3060 /*
3061 * Now we're heading in direction d1. Save the current
3062 * coordinates.
3063 */
3064 if (ncoords + 2 > coordsize) {
3065 coordsize += 128;
3066 coords = sresize(coords, coordsize, int);
3067 }
3068 coords[ncoords++] = COORD(x);
3069 coords[ncoords++] = COORD(y);
3070
3071 /*
3072 * Compute the new coordinates.
3073 */
3074 x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1);
3075 y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1);
3076 assert(x >= 0 && x <= w && y >= 0 && y <= h);
3077
3078 lastdir = d1 ^ 4;
3079 } while (x != ox || y != oy);
3080
3081 draw_polygon(dr, coords, ncoords/2,
3082 state->colouring[r] >= 0 ?
3083 c[state->colouring[r]] : -1, ink);
3084 }
3085 sfree(coords);
3086 }
3087
3088 #ifdef COMBINED
3089 #define thegame map
3090 #endif
3091
3092 const struct game thegame = {
3093 "Map", "games.map",
3094 default_params,
3095 game_fetch_preset,
3096 decode_params,
3097 encode_params,
3098 free_params,
3099 dup_params,
3100 TRUE, game_configure, custom_params,
3101 validate_params,
3102 new_game_desc,
3103 validate_desc,
3104 new_game,
3105 dup_game,
3106 free_game,
3107 TRUE, solve_game,
3108 FALSE, game_text_format,
3109 new_ui,
3110 free_ui,
3111 encode_ui,
3112 decode_ui,
3113 game_changed_state,
3114 interpret_move,
3115 execute_move,
3116 20, game_compute_size, game_set_size,
3117 game_colours,
3118 game_new_drawstate,
3119 game_free_drawstate,
3120 game_redraw,
3121 game_anim_length,
3122 game_flash_length,
3123 TRUE, TRUE, game_print_size, game_print,
3124 game_wants_statusbar,
3125 FALSE, game_timing_state,
3126 0, /* mouse_priorities */
3127 };
3128
3129 #ifdef STANDALONE_SOLVER
3130
3131 int main(int argc, char **argv)
3132 {
3133 game_params *p;
3134 game_state *s;
3135 char *id = NULL, *desc, *err;
3136 int grade = FALSE;
3137 int ret, diff, really_verbose = FALSE;
3138 struct solver_scratch *sc;
3139 int i;
3140
3141 while (--argc > 0) {
3142 char *p = *++argv;
3143 if (!strcmp(p, "-v")) {
3144 really_verbose = TRUE;
3145 } else if (!strcmp(p, "-g")) {
3146 grade = TRUE;
3147 } else if (*p == '-') {
3148 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
3149 return 1;
3150 } else {
3151 id = p;
3152 }
3153 }
3154
3155 if (!id) {
3156 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
3157 return 1;
3158 }
3159
3160 desc = strchr(id, ':');
3161 if (!desc) {
3162 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3163 return 1;
3164 }
3165 *desc++ = '\0';
3166
3167 p = default_params();
3168 decode_params(p, id);
3169 err = validate_desc(p, desc);
3170 if (err) {
3171 fprintf(stderr, "%s: %s\n", argv[0], err);
3172 return 1;
3173 }
3174 s = new_game(NULL, p, desc);
3175
3176 sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph);
3177
3178 /*
3179 * When solving an Easy puzzle, we don't want to bother the
3180 * user with Hard-level deductions. For this reason, we grade
3181 * the puzzle internally before doing anything else.
3182 */
3183 ret = -1; /* placate optimiser */
3184 for (diff = 0; diff < DIFFCOUNT; diff++) {
3185 for (i = 0; i < s->map->n; i++)
3186 if (!s->map->immutable[i])
3187 s->colouring[i] = -1;
3188 ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
3189 s->colouring, diff);
3190 if (ret < 2)
3191 break;
3192 }
3193
3194 if (diff == DIFFCOUNT) {
3195 if (grade)
3196 printf("Difficulty rating: harder than Hard, or ambiguous\n");
3197 else
3198 printf("Unable to find a unique solution\n");
3199 } else {
3200 if (grade) {
3201 if (ret == 0)
3202 printf("Difficulty rating: impossible (no solution exists)\n");
3203 else if (ret == 1)
3204 printf("Difficulty rating: %s\n", map_diffnames[diff]);
3205 } else {
3206 verbose = really_verbose;
3207 for (i = 0; i < s->map->n; i++)
3208 if (!s->map->immutable[i])
3209 s->colouring[i] = -1;
3210 ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
3211 s->colouring, diff);
3212 if (ret == 0)
3213 printf("Puzzle is inconsistent\n");
3214 else {
3215 int col = 0;
3216
3217 for (i = 0; i < s->map->n; i++) {
3218 printf("%5d <- %c%c", i, colnames[s->colouring[i]],
3219 (col < 6 && i+1 < s->map->n ? ' ' : '\n'));
3220 if (++col == 7)
3221 col = 0;
3222 }
3223 }
3224 }
3225 }
3226
3227 return 0;
3228 }
3229
3230 #endif