2 * map.c: Game involving four-colouring a map.
9 * - more solver brains?
10 * - better four-colouring algorithm?
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 :-)
29 #define THREE (FOUR-1)
34 * Ghastly run-time configuration option, just for Gareth (again).
36 static int flash_type
= -1;
37 static float flash_length
;
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.
46 A(RECURSE,Unreasonable,u)
47 #define ENUM(upper,title,lower) DIFF_ ## upper,
48 #define TITLE(upper,title,lower) #title,
49 #define ENCODE(upper,title,lower) #lower
50 #define CONFIG(upper,title,lower) ":" #title
51 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
52 static char const *const map_diffnames
[] = { DIFFLIST(TITLE
) };
53 static char const map_diffchars
[] = DIFFLIST(ENCODE
);
54 #define DIFFCONFIG DIFFLIST(CONFIG)
56 enum { TE
, BE
, LE
, RE
}; /* top/bottom/left/right edges */
61 COL_0
, COL_1
, COL_2
, COL_3
,
62 COL_ERROR
, COL_ERRTEXT
,
77 int *edgex
, *edgey
; /* positions of a point on each edge */
84 int completed
, cheated
;
87 static game_params
*default_params(void)
89 game_params
*ret
= snew(game_params
);
94 ret
->diff
= DIFF_NORMAL
;
99 static const struct game_params map_presets
[] = {
100 {20, 15, 30, DIFF_EASY
},
101 {20, 15, 30, DIFF_NORMAL
},
102 {30, 25, 75, DIFF_NORMAL
},
105 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
110 if (i
< 0 || i
>= lenof(map_presets
))
113 ret
= snew(game_params
);
114 *ret
= map_presets
[i
];
116 sprintf(str
, "%dx%d, %d regions, %s", ret
->w
, ret
->h
, ret
->n
,
117 map_diffnames
[ret
->diff
]);
124 static void free_params(game_params
*params
)
129 static game_params
*dup_params(game_params
*params
)
131 game_params
*ret
= snew(game_params
);
132 *ret
= *params
; /* structure copy */
136 static void decode_params(game_params
*params
, char const *string
)
138 char const *p
= string
;
141 while (*p
&& isdigit((unsigned char)*p
)) p
++;
145 while (*p
&& isdigit((unsigned char)*p
)) p
++;
147 params
->h
= params
->w
;
152 while (*p
&& (*p
== '.' || isdigit((unsigned char)*p
))) p
++;
154 params
->n
= params
->w
* params
->h
/ 8;
159 for (i
= 0; i
< DIFFCOUNT
; i
++)
160 if (*p
== map_diffchars
[i
])
166 static char *encode_params(game_params
*params
, int full
)
170 sprintf(ret
, "%dx%dn%d", params
->w
, params
->h
, params
->n
);
172 sprintf(ret
+ strlen(ret
), "d%c", map_diffchars
[params
->diff
]);
177 static config_item
*game_configure(game_params
*params
)
182 ret
= snewn(5, config_item
);
184 ret
[0].name
= "Width";
185 ret
[0].type
= C_STRING
;
186 sprintf(buf
, "%d", params
->w
);
187 ret
[0].sval
= dupstr(buf
);
190 ret
[1].name
= "Height";
191 ret
[1].type
= C_STRING
;
192 sprintf(buf
, "%d", params
->h
);
193 ret
[1].sval
= dupstr(buf
);
196 ret
[2].name
= "Regions";
197 ret
[2].type
= C_STRING
;
198 sprintf(buf
, "%d", params
->n
);
199 ret
[2].sval
= dupstr(buf
);
202 ret
[3].name
= "Difficulty";
203 ret
[3].type
= C_CHOICES
;
204 ret
[3].sval
= DIFFCONFIG
;
205 ret
[3].ival
= params
->diff
;
215 static game_params
*custom_params(config_item
*cfg
)
217 game_params
*ret
= snew(game_params
);
219 ret
->w
= atoi(cfg
[0].sval
);
220 ret
->h
= atoi(cfg
[1].sval
);
221 ret
->n
= atoi(cfg
[2].sval
);
222 ret
->diff
= cfg
[3].ival
;
227 static char *validate_params(game_params
*params
, int full
)
229 if (params
->w
< 2 || params
->h
< 2)
230 return "Width and height must be at least two";
232 return "Must have at least five regions";
233 if (params
->n
> params
->w
* params
->h
)
234 return "Too many regions to fit in grid";
238 /* ----------------------------------------------------------------------
239 * Cumulative frequency table functions.
243 * Initialise a cumulative frequency table. (Hardly worth writing
244 * this function; all it does is to initialise everything in the
247 static void cf_init(int *table
, int n
)
251 for (i
= 0; i
< n
; i
++)
256 * Increment the count of symbol `sym' by `count'.
258 static void cf_add(int *table
, int n
, int sym
, int count
)
275 * Cumulative frequency lookup: return the total count of symbols
276 * with value less than `sym'.
278 static int cf_clookup(int *table
, int n
, int sym
)
280 int bit
, index
, limit
, count
;
285 assert(0 < sym
&& sym
<= n
);
287 count
= table
[0]; /* start with the whole table size */
297 * Find the least number with its lowest set bit in this
298 * position which is greater than or equal to sym.
300 index
= ((sym
+ bit
- 1) &~ (bit
* 2 - 1)) + bit
;
303 count
-= table
[index
];
314 * Single frequency lookup: return the count of symbol `sym'.
316 static int cf_slookup(int *table
, int n
, int sym
)
320 assert(0 <= sym
&& sym
< n
);
324 for (bit
= 1; sym
+bit
< n
&& !(sym
& bit
); bit
<<= 1)
325 count
-= table
[sym
+bit
];
331 * Return the largest symbol index such that the cumulative
332 * frequency up to that symbol is less than _or equal to_ count.
334 static int cf_whichsym(int *table
, int n
, int count
) {
337 assert(count
>= 0 && count
< table
[0]);
348 if (count
>= top
- table
[sym
+bit
])
351 top
-= table
[sym
+bit
];
360 /* ----------------------------------------------------------------------
363 * FIXME: this isn't entirely optimal at present, because it
364 * inherently prioritises growing the largest region since there
365 * are more squares adjacent to it. This acts as a destabilising
366 * influence leading to a few large regions and mostly small ones.
367 * It might be better to do it some other way.
370 #define WEIGHT_INCREASED 2 /* for increased perimeter */
371 #define WEIGHT_DECREASED 4 /* for decreased perimeter */
372 #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */
375 * Look at a square and decide which colours can be extended into
378 * If called with index < 0, it adds together one of
379 * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each
380 * colour that has a valid extension (according to the effect that
381 * it would have on the perimeter of the region being extended) and
382 * returns the overall total.
384 * If called with index >= 0, it returns one of the possible
385 * colours depending on the value of index, in such a way that the
386 * number of possible inputs which would give rise to a given
387 * return value correspond to the weight of that value.
389 static int extend_options(int w
, int h
, int n
, int *map
,
390 int x
, int y
, int index
)
396 if (map
[y
*w
+x
] >= 0) {
398 return 0; /* can't do this square at all */
402 * Fetch the eight neighbours of this square, in order around
405 for (dy
= -1; dy
<= +1; dy
++)
406 for (dx
= -1; dx
<= +1; dx
++) {
407 int index
= (dy
< 0 ?
6-dx
: dy
> 0 ?
2+dx
: 2*(1+dx
));
408 if (x
+dx
>= 0 && x
+dx
< w
&& y
+dy
>= 0 && y
+dy
< h
)
409 col
[index
] = map
[(y
+dy
)*w
+(x
+dx
)];
415 * Iterate over each colour that might be feasible.
417 * FIXME: this routine currently has O(n) running time. We
418 * could turn it into O(FOUR) by only bothering to iterate over
419 * the colours mentioned in the four neighbouring squares.
422 for (c
= 0; c
< n
; c
++) {
423 int count
, neighbours
, runs
;
426 * One of the even indices of col (representing the
427 * orthogonal neighbours of this square) must be equal to
428 * c, or else this square is not adjacent to region c and
429 * obviously cannot become an extension of it at this time.
432 for (i
= 0; i
< 8; i
+= 2)
439 * Now we know this square is adjacent to region c. The
440 * next question is, would extending it cause the region to
441 * become non-simply-connected? If so, we mustn't do it.
443 * We determine this by looking around col to see if we can
444 * find more than one separate run of colour c.
447 for (i
= 0; i
< 8; i
++)
448 if (col
[i
] == c
&& col
[(i
+1) & 7] != c
)
456 * This square is a possibility. Determine its effect on
457 * the region's perimeter (computed from the number of
458 * orthogonal neighbours - 1 means a perimeter increase, 3
459 * a decrease, 2 no change; 4 is impossible because the
460 * region would already not be simply connected) and we're
463 assert(neighbours
> 0 && neighbours
< 4);
464 count
= (neighbours
== 1 ? WEIGHT_INCREASED
:
465 neighbours
== 2 ? WEIGHT_UNCHANGED
: WEIGHT_DECREASED
);
468 if (index
>= 0 && index
< count
)
479 static void genmap(int w
, int h
, int n
, int *map
, random_state
*rs
)
486 tmp
= snewn(wh
, int);
489 * Clear the map, and set up `tmp' as a list of grid indices.
491 for (i
= 0; i
< wh
; i
++) {
497 * Place the region seeds by selecting n members from `tmp'.
500 for (i
= 0; i
< n
; i
++) {
501 int j
= random_upto(rs
, k
);
507 * Re-initialise `tmp' as a cumulative frequency table. This
508 * will store the number of possible region colours we can
509 * extend into each square.
514 * Go through the grid and set up the initial cumulative
517 for (y
= 0; y
< h
; y
++)
518 for (x
= 0; x
< w
; x
++)
519 cf_add(tmp
, wh
, y
*w
+x
,
520 extend_options(w
, h
, n
, map
, x
, y
, -1));
523 * Now repeatedly choose a square we can extend a region into,
527 int k
= random_upto(rs
, tmp
[0]);
532 sq
= cf_whichsym(tmp
, wh
, k
);
533 k
-= cf_clookup(tmp
, wh
, sq
);
536 colour
= extend_options(w
, h
, n
, map
, x
, y
, k
);
541 * Re-scan the nine cells around the one we've just
544 for (yy
= max(y
-1, 0); yy
< min(y
+2, h
); yy
++)
545 for (xx
= max(x
-1, 0); xx
< min(x
+2, w
); xx
++) {
546 cf_add(tmp
, wh
, yy
*w
+xx
,
547 -cf_slookup(tmp
, wh
, yy
*w
+xx
) +
548 extend_options(w
, h
, n
, map
, xx
, yy
, -1));
553 * Finally, go through and normalise the region labels into
554 * order, meaning that indistinguishable maps are actually
557 for (i
= 0; i
< n
; i
++)
560 for (i
= 0; i
< wh
; i
++) {
564 map
[i
] = tmp
[map
[i
]];
570 /* ----------------------------------------------------------------------
571 * Functions to handle graphs.
575 * Having got a map in a square grid, convert it into a graph
578 static int gengraph(int w
, int h
, int n
, int *map
, int *graph
)
583 * Start by setting the graph up as an adjacency matrix. We'll
584 * turn it into a list later.
586 for (i
= 0; i
< n
*n
; i
++)
590 * Iterate over the map looking for all adjacencies.
592 for (y
= 0; y
< h
; y
++)
593 for (x
= 0; x
< w
; x
++) {
596 if (x
+1 < w
&& (vx
= map
[y
*w
+(x
+1)]) != v
)
597 graph
[v
*n
+vx
] = graph
[vx
*n
+v
] = 1;
598 if (y
+1 < h
&& (vy
= map
[(y
+1)*w
+x
]) != v
)
599 graph
[v
*n
+vy
] = graph
[vy
*n
+v
] = 1;
603 * Turn the matrix into a list.
605 for (i
= j
= 0; i
< n
*n
; i
++)
612 static int graph_edge_index(int *graph
, int n
, int ngraph
, int i
, int j
)
619 while (top
- bot
> 1) {
620 mid
= (top
+ bot
) / 2;
623 else if (graph
[mid
] < v
)
631 #define graph_adjacent(graph, n, ngraph, i, j) \
632 (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0)
634 static int graph_vertex_start(int *graph
, int n
, int ngraph
, int i
)
641 while (top
- bot
> 1) {
642 mid
= (top
+ bot
) / 2;
651 /* ----------------------------------------------------------------------
652 * Generate a four-colouring of a graph.
654 * FIXME: it would be nice if we could convert this recursion into
655 * pseudo-recursion using some sort of explicit stack array, for
656 * the sake of the Palm port and its limited stack.
659 static int fourcolour_recurse(int *graph
, int n
, int ngraph
,
660 int *colouring
, int *scratch
, random_state
*rs
)
662 int nfree
, nvert
, start
, i
, j
, k
, c
, ci
;
666 * Find the smallest number of free colours in any uncoloured
667 * vertex, and count the number of such vertices.
670 nfree
= FIVE
; /* start off bigger than FOUR! */
672 for (i
= 0; i
< n
; i
++)
673 if (colouring
[i
] < 0 && scratch
[i
*FIVE
+FOUR
] <= nfree
) {
674 if (nfree
> scratch
[i
*FIVE
+FOUR
]) {
675 nfree
= scratch
[i
*FIVE
+FOUR
];
682 * If there aren't any uncoloured vertices at all, we're done.
685 return TRUE
; /* we've got a colouring! */
688 * Pick a random vertex in that set.
690 j
= random_upto(rs
, nvert
);
691 for (i
= 0; i
< n
; i
++)
692 if (colouring
[i
] < 0 && scratch
[i
*FIVE
+FOUR
] == nfree
)
696 start
= graph_vertex_start(graph
, n
, ngraph
, i
);
699 * Loop over the possible colours for i, and recurse for each
703 for (c
= 0; c
< FOUR
; c
++)
704 if (scratch
[i
*FIVE
+c
] == 0)
706 shuffle(cs
, ci
, sizeof(*cs
), rs
);
712 * Fill in this colour.
717 * Update the scratch space to reflect a new neighbour
718 * of this colour for each neighbour of vertex i.
720 for (j
= start
; j
< ngraph
&& graph
[j
] < n
*(i
+1); j
++) {
722 if (scratch
[k
*FIVE
+c
] == 0)
723 scratch
[k
*FIVE
+FOUR
]--;
730 if (fourcolour_recurse(graph
, n
, ngraph
, colouring
, scratch
, rs
))
731 return TRUE
; /* got one! */
734 * If that didn't work, clean up and try again with a
737 for (j
= start
; j
< ngraph
&& graph
[j
] < n
*(i
+1); j
++) {
740 if (scratch
[k
*FIVE
+c
] == 0)
741 scratch
[k
*FIVE
+FOUR
]++;
747 * If we reach here, we were unable to find a colouring at all.
748 * (This doesn't necessarily mean the Four Colour Theorem is
749 * violated; it might just mean we've gone down a dead end and
750 * need to back up and look somewhere else. It's only an FCT
751 * violation if we get all the way back up to the top level and
757 static void fourcolour(int *graph
, int n
, int ngraph
, int *colouring
,
764 * For each vertex and each colour, we store the number of
765 * neighbours that have that colour. Also, we store the number
766 * of free colours for the vertex.
768 scratch
= snewn(n
* FIVE
, int);
769 for (i
= 0; i
< n
* FIVE
; i
++)
770 scratch
[i
] = (i
% FIVE
== FOUR ? FOUR
: 0);
773 * Clear the colouring to start with.
775 for (i
= 0; i
< n
; i
++)
778 i
= fourcolour_recurse(graph
, n
, ngraph
, colouring
, scratch
, rs
);
779 assert(i
); /* by the Four Colour Theorem :-) */
784 /* ----------------------------------------------------------------------
785 * Non-recursive solver.
788 struct solver_scratch
{
789 unsigned char *possible
; /* bitmap of colours for each region */
796 static struct solver_scratch
*new_scratch(int *graph
, int n
, int ngraph
)
798 struct solver_scratch
*sc
;
800 sc
= snew(struct solver_scratch
);
804 sc
->possible
= snewn(n
, unsigned char);
810 static void free_scratch(struct solver_scratch
*sc
)
816 static int place_colour(struct solver_scratch
*sc
,
817 int *colouring
, int index
, int colour
)
819 int *graph
= sc
->graph
, n
= sc
->n
, ngraph
= sc
->ngraph
;
822 if (!(sc
->possible
[index
] & (1 << colour
)))
823 return FALSE
; /* can't do it */
825 sc
->possible
[index
] = 1 << colour
;
826 colouring
[index
] = colour
;
829 * Rule out this colour from all the region's neighbours.
831 for (j
= graph_vertex_start(graph
, n
, ngraph
, index
);
832 j
< ngraph
&& graph
[j
] < n
*(index
+1); j
++) {
833 k
= graph
[j
] - index
*n
;
834 sc
->possible
[k
] &= ~(1 << colour
);
841 * Returns 0 for impossible, 1 for success, 2 for failure to
842 * converge (i.e. puzzle is either ambiguous or just too
845 static int map_solver(struct solver_scratch
*sc
,
846 int *graph
, int n
, int ngraph
, int *colouring
,
852 * Initialise scratch space.
854 for (i
= 0; i
< n
; i
++)
855 sc
->possible
[i
] = (1 << FOUR
) - 1;
860 for (i
= 0; i
< n
; i
++)
861 if (colouring
[i
] >= 0) {
862 if (!place_colour(sc
, colouring
, i
, colouring
[i
]))
863 return 0; /* the clues aren't even consistent! */
867 * Now repeatedly loop until we find nothing further to do.
870 int done_something
= FALSE
;
872 if (difficulty
< DIFF_EASY
)
873 break; /* can't do anything at all! */
876 * Simplest possible deduction: find a region with only one
879 for (i
= 0; i
< n
; i
++) if (colouring
[i
] < 0) {
880 int p
= sc
->possible
[i
];
883 return 0; /* puzzle is inconsistent */
885 if ((p
& (p
-1)) == 0) { /* p is a power of two */
887 for (c
= 0; c
< FOUR
; c
++)
891 if (!place_colour(sc
, colouring
, i
, c
))
892 return 0; /* found puzzle to be inconsistent */
893 done_something
= TRUE
;
900 if (difficulty
< DIFF_NORMAL
)
901 break; /* can't do anything harder */
904 * Failing that, go up one level. Look for pairs of regions
905 * which (a) both have the same pair of possible colours,
906 * (b) are adjacent to one another, (c) are adjacent to the
907 * same region, and (d) that region still thinks it has one
908 * or both of those possible colours.
910 * Simplest way to do this is by going through the graph
911 * edge by edge, so that we start with property (b) and
912 * then look for (a) and finally (c) and (d).
914 for (i
= 0; i
< ngraph
; i
++) {
915 int j1
= graph
[i
] / n
, j2
= graph
[i
] % n
;
919 continue; /* done it already, other way round */
921 if (colouring
[j1
] >= 0 || colouring
[j2
] >= 0)
922 continue; /* they're not undecided */
924 if (sc
->possible
[j1
] != sc
->possible
[j2
])
925 continue; /* they don't have the same possibles */
927 v
= sc
->possible
[j1
];
929 * See if v contains exactly two set bits.
931 v2
= v
& -v
; /* find lowest set bit */
932 v2
= v
& ~v2
; /* clear it */
933 if (v2
== 0 || (v2
& (v2
-1)) != 0) /* not power of 2 */
937 * We've found regions j1 and j2 satisfying properties
938 * (a) and (b): they have two possible colours between
939 * them, and since they're adjacent to one another they
940 * must use _both_ those colours between them.
941 * Therefore, if they are both adjacent to any other
942 * region then that region cannot be either colour.
944 * Go through the neighbours of j1 and see if any are
947 for (j
= graph_vertex_start(graph
, n
, ngraph
, j1
);
948 j
< ngraph
&& graph
[j
] < n
*(j1
+1); j
++) {
950 if (graph_adjacent(graph
, n
, ngraph
, k
, j2
) &&
951 (sc
->possible
[k
] & v
)) {
952 sc
->possible
[k
] &= ~v
;
953 done_something
= TRUE
;
963 * See if we've got a complete solution, and return if so.
965 for (i
= 0; i
< n
; i
++)
966 if (colouring
[i
] < 0)
969 return 1; /* success! */
972 * If recursion is not permissible, we now give up.
974 if (difficulty
< DIFF_RECURSE
)
975 return 2; /* unable to complete */
978 * Now we've got to do something recursive. So first hunt for a
979 * currently-most-constrained region.
983 struct solver_scratch
*rsc
;
984 int *subcolouring
, *origcolouring
;
986 int we_already_got_one
;
991 for (i
= 0; i
< n
; i
++) if (colouring
[i
] < 0) {
992 int p
= sc
->possible
[i
];
993 enum { compile_time_assertion
= 1 / (FOUR
<= 4) };
996 /* Count the set bits. */
997 c
= (p
& 5) + ((p
>> 1) & 5);
998 c
= (c
& 3) + ((c
>> 2) & 3);
999 assert(c
> 1); /* or colouring[i] would be >= 0 */
1007 assert(best
>= 0); /* or we'd be solved already */
1010 * Now iterate over the possible colours for this region.
1012 rsc
= new_scratch(graph
, n
, ngraph
);
1013 rsc
->depth
= sc
->depth
+ 1;
1014 origcolouring
= snewn(n
, int);
1015 memcpy(origcolouring
, colouring
, n
* sizeof(int));
1016 subcolouring
= snewn(n
, int);
1017 we_already_got_one
= FALSE
;
1020 for (i
= 0; i
< FOUR
; i
++) {
1021 if (!(sc
->possible
[best
] & (1 << i
)))
1024 memcpy(subcolouring
, origcolouring
, n
* sizeof(int));
1025 subcolouring
[best
] = i
;
1026 subret
= map_solver(rsc
, graph
, n
, ngraph
,
1027 subcolouring
, difficulty
);
1030 * If this possibility turned up more than one valid
1031 * solution, or if it turned up one and we already had
1032 * one, we're definitely ambiguous.
1034 if (subret
== 2 || (subret
== 1 && we_already_got_one
)) {
1040 * If this possibility turned up one valid solution and
1041 * it's the first we've seen, copy it into the output.
1044 memcpy(colouring
, subcolouring
, n
* sizeof(int));
1045 we_already_got_one
= TRUE
;
1050 * Otherwise, this guess led to a contradiction, so we
1055 sfree(subcolouring
);
1062 /* ----------------------------------------------------------------------
1063 * Game generation main function.
1066 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1067 char **aux
, int interactive
)
1069 struct solver_scratch
*sc
= NULL
;
1070 int *map
, *graph
, ngraph
, *colouring
, *colouring2
, *regions
;
1071 int i
, j
, w
, h
, n
, solveret
, cfreq
[FOUR
];
1074 #ifdef GENERATION_DIAGNOSTICS
1078 int retlen
, retsize
;
1087 map
= snewn(wh
, int);
1088 graph
= snewn(n
*n
, int);
1089 colouring
= snewn(n
, int);
1090 colouring2
= snewn(n
, int);
1091 regions
= snewn(n
, int);
1094 * This is the minimum difficulty below which we'll completely
1095 * reject a map design. Normally we set this to one below the
1096 * requested difficulty, ensuring that we have the right
1097 * result. However, for particularly dense maps or maps with
1098 * particularly few regions it might not be possible to get the
1099 * desired difficulty, so we will eventually drop this down to
1100 * -1 to indicate that any old map will do.
1102 mindiff
= params
->diff
;
1110 genmap(w
, h
, n
, map
, rs
);
1112 #ifdef GENERATION_DIAGNOSTICS
1113 for (y
= 0; y
< h
; y
++) {
1114 for (x
= 0; x
< w
; x
++) {
1119 putchar('a' + v
-36);
1121 putchar('A' + v
-10);
1130 * Convert the map into a graph.
1132 ngraph
= gengraph(w
, h
, n
, map
, graph
);
1134 #ifdef GENERATION_DIAGNOSTICS
1135 for (i
= 0; i
< ngraph
; i
++)
1136 printf("%d-%d\n", graph
[i
]/n
, graph
[i
]%n
);
1142 fourcolour(graph
, n
, ngraph
, colouring
, rs
);
1144 #ifdef GENERATION_DIAGNOSTICS
1145 for (i
= 0; i
< n
; i
++)
1146 printf("%d: %d\n", i
, colouring
[i
]);
1148 for (y
= 0; y
< h
; y
++) {
1149 for (x
= 0; x
< w
; x
++) {
1150 int v
= colouring
[map
[y
*w
+x
]];
1152 putchar('a' + v
-36);
1154 putchar('A' + v
-10);
1163 * Encode the solution as an aux string.
1165 if (*aux
) /* in case we've come round again */
1167 retlen
= retsize
= 0;
1169 for (i
= 0; i
< n
; i
++) {
1172 if (colouring
[i
] < 0)
1175 len
= sprintf(buf
, "%s%d:%d", i ?
";" : "S;", colouring
[i
], i
);
1176 if (retlen
+ len
>= retsize
) {
1177 retsize
= retlen
+ len
+ 256;
1178 ret
= sresize(ret
, retsize
, char);
1180 strcpy(ret
+ retlen
, buf
);
1186 * Remove the region colours one by one, keeping
1187 * solubility. Also ensure that there always remains at
1188 * least one region of every colour, so that the user can
1189 * drag from somewhere.
1191 for (i
= 0; i
< FOUR
; i
++)
1193 for (i
= 0; i
< n
; i
++) {
1195 cfreq
[colouring
[i
]]++;
1197 for (i
= 0; i
< FOUR
; i
++)
1201 shuffle(regions
, n
, sizeof(*regions
), rs
);
1203 if (sc
) free_scratch(sc
);
1204 sc
= new_scratch(graph
, n
, ngraph
);
1206 for (i
= 0; i
< n
; i
++) {
1209 if (cfreq
[colouring
[j
]] == 1)
1210 continue; /* can't remove last region of colour */
1212 memcpy(colouring2
, colouring
, n
*sizeof(int));
1214 solveret
= map_solver(sc
, graph
, n
, ngraph
, colouring2
,
1216 assert(solveret
>= 0); /* mustn't be impossible! */
1217 if (solveret
== 1) {
1218 cfreq
[colouring
[j
]]--;
1223 #ifdef GENERATION_DIAGNOSTICS
1224 for (i
= 0; i
< n
; i
++)
1225 if (colouring
[i
] >= 0) {
1229 putchar('a' + i
-36);
1231 putchar('A' + i
-10);
1234 printf(": %d\n", colouring
[i
]);
1239 * Finally, check that the puzzle is _at least_ as hard as
1240 * required, and indeed that it isn't already solved.
1241 * (Calling map_solver with negative difficulty ensures the
1242 * latter - if a solver which _does nothing_ can't solve
1243 * it, it's too easy!)
1245 memcpy(colouring2
, colouring
, n
*sizeof(int));
1246 if (map_solver(sc
, graph
, n
, ngraph
, colouring2
,
1247 mindiff
- 1) == 1) {
1249 * Drop minimum difficulty if necessary.
1251 if (mindiff
> 0 && (n
< 9 || n
> 2*wh
/3)) {
1253 mindiff
= 0; /* give up and go for Easy */
1262 * Encode as a game ID. We do this by:
1264 * - first going along the horizontal edges row by row, and
1265 * then the vertical edges column by column
1266 * - encoding the lengths of runs of edges and runs of
1268 * - the decoder will reconstitute the region boundaries from
1269 * this and automatically number them the same way we did
1270 * - then we encode the initial region colours in a Slant-like
1271 * fashion (digits 0-3 interspersed with letters giving
1272 * lengths of runs of empty spaces).
1274 retlen
= retsize
= 0;
1281 * Start with a notional non-edge, so that there'll be an
1282 * explicit `a' to distinguish the case where we start with
1288 for (i
= 0; i
< w
*(h
-1) + (w
-1)*h
; i
++) {
1289 int x
, y
, dx
, dy
, v
;
1292 /* Horizontal edge. */
1298 /* Vertical edge. */
1299 x
= (i
- w
*(h
-1)) / h
;
1300 y
= (i
- w
*(h
-1)) % h
;
1305 if (retlen
+ 10 >= retsize
) {
1306 retsize
= retlen
+ 256;
1307 ret
= sresize(ret
, retsize
, char);
1310 v
= (map
[y
*w
+x
] != map
[(y
+dy
)*w
+(x
+dx
)]);
1313 ret
[retlen
++] = 'a'-1 + run
;
1318 * 'z' is a special case in this encoding. Rather
1319 * than meaning a run of 26 and a state switch, it
1320 * means a run of 25 and _no_ state switch, because
1321 * otherwise there'd be no way to encode runs of
1325 ret
[retlen
++] = 'z';
1332 ret
[retlen
++] = 'a'-1 + run
;
1333 ret
[retlen
++] = ',';
1336 for (i
= 0; i
< n
; i
++) {
1337 if (retlen
+ 10 >= retsize
) {
1338 retsize
= retlen
+ 256;
1339 ret
= sresize(ret
, retsize
, char);
1342 if (colouring
[i
] < 0) {
1344 * In _this_ encoding, 'z' is a run of 26, since
1345 * there's no implicit state switch after each run.
1346 * Confusingly different, but more compact.
1349 ret
[retlen
++] = 'z';
1355 ret
[retlen
++] = 'a'-1 + run
;
1356 ret
[retlen
++] = '0' + colouring
[i
];
1361 ret
[retlen
++] = 'a'-1 + run
;
1364 assert(retlen
< retsize
);
1377 static char *parse_edge_list(game_params
*params
, char **desc
, int *map
)
1379 int w
= params
->w
, h
= params
->h
, wh
= w
*h
, n
= params
->n
;
1380 int i
, k
, pos
, state
;
1383 for (i
= 0; i
< wh
; i
++)
1390 * Parse the game description to get the list of edges, and
1391 * build up a disjoint set forest as we go (by identifying
1392 * pairs of squares whenever the edge list shows a non-edge).
1394 while (*p
&& *p
!= ',') {
1395 if (*p
< 'a' || *p
> 'z')
1396 return "Unexpected character in edge list";
1407 } else if (pos
< w
*(h
-1)) {
1408 /* Horizontal edge. */
1413 } else if (pos
< 2*wh
-w
-h
) {
1414 /* Vertical edge. */
1415 x
= (pos
- w
*(h
-1)) / h
;
1416 y
= (pos
- w
*(h
-1)) % h
;
1420 return "Too much data in edge list";
1422 dsf_merge(map
+wh
, y
*w
+x
, (y
+dy
)*w
+(x
+dx
));
1430 assert(pos
<= 2*wh
-w
-h
);
1432 return "Too little data in edge list";
1435 * Now go through again and allocate region numbers.
1438 for (i
= 0; i
< wh
; i
++)
1440 for (i
= 0; i
< wh
; i
++) {
1441 k
= dsf_canonify(map
+wh
, i
);
1447 return "Edge list defines the wrong number of regions";
1454 static char *validate_desc(game_params
*params
, char *desc
)
1456 int w
= params
->w
, h
= params
->h
, wh
= w
*h
, n
= params
->n
;
1461 map
= snewn(2*wh
, int);
1462 ret
= parse_edge_list(params
, &desc
, map
);
1468 return "Expected comma before clue list";
1469 desc
++; /* eat comma */
1473 if (*desc
>= '0' && *desc
< '0'+FOUR
)
1475 else if (*desc
>= 'a' && *desc
<= 'z')
1476 area
+= *desc
- 'a' + 1;
1478 return "Unexpected character in clue list";
1482 return "Too little data in clue list";
1484 return "Too much data in clue list";
1489 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1491 int w
= params
->w
, h
= params
->h
, wh
= w
*h
, n
= params
->n
;
1494 game_state
*state
= snew(game_state
);
1497 state
->colouring
= snewn(n
, int);
1498 for (i
= 0; i
< n
; i
++)
1499 state
->colouring
[i
] = -1;
1501 state
->completed
= state
->cheated
= FALSE
;
1503 state
->map
= snew(struct map
);
1504 state
->map
->refcount
= 1;
1505 state
->map
->map
= snewn(wh
*4, int);
1506 state
->map
->graph
= snewn(n
*n
, int);
1508 state
->map
->immutable
= snewn(n
, int);
1509 for (i
= 0; i
< n
; i
++)
1510 state
->map
->immutable
[i
] = FALSE
;
1516 ret
= parse_edge_list(params
, &p
, state
->map
->map
);
1521 * Set up the other three quadrants in `map'.
1523 for (i
= wh
; i
< 4*wh
; i
++)
1524 state
->map
->map
[i
] = state
->map
->map
[i
% wh
];
1530 * Now process the clue list.
1534 if (*p
>= '0' && *p
< '0'+FOUR
) {
1535 state
->colouring
[pos
] = *p
- '0';
1536 state
->map
->immutable
[pos
] = TRUE
;
1539 assert(*p
>= 'a' && *p
<= 'z');
1540 pos
+= *p
- 'a' + 1;
1546 state
->map
->ngraph
= gengraph(w
, h
, n
, state
->map
->map
, state
->map
->graph
);
1549 * Attempt to smooth out some of the more jagged region
1550 * outlines by the judicious use of diagonally divided squares.
1553 random_state
*rs
= random_init(desc
, strlen(desc
));
1554 int *squares
= snewn(wh
, int);
1557 for (i
= 0; i
< wh
; i
++)
1559 shuffle(squares
, wh
, sizeof(*squares
), rs
);
1562 done_something
= FALSE
;
1563 for (i
= 0; i
< wh
; i
++) {
1564 int y
= squares
[i
] / w
, x
= squares
[i
] % w
;
1565 int c
= state
->map
->map
[y
*w
+x
];
1568 if (x
== 0 || x
== w
-1 || y
== 0 || y
== h
-1)
1571 if (state
->map
->map
[TE
* wh
+ y
*w
+x
] !=
1572 state
->map
->map
[BE
* wh
+ y
*w
+x
])
1575 tc
= state
->map
->map
[BE
* wh
+ (y
-1)*w
+x
];
1576 bc
= state
->map
->map
[TE
* wh
+ (y
+1)*w
+x
];
1577 lc
= state
->map
->map
[RE
* wh
+ y
*w
+(x
-1)];
1578 rc
= state
->map
->map
[LE
* wh
+ y
*w
+(x
+1)];
1581 * If this square is adjacent on two sides to one
1582 * region and on the other two sides to the other
1583 * region, and is itself one of the two regions, we can
1584 * adjust it so that it's a diagonal.
1586 if (tc
!= bc
&& (tc
== c
|| bc
== c
)) {
1587 if ((lc
== tc
&& rc
== bc
) ||
1588 (lc
== bc
&& rc
== tc
)) {
1589 state
->map
->map
[TE
* wh
+ y
*w
+x
] = tc
;
1590 state
->map
->map
[BE
* wh
+ y
*w
+x
] = bc
;
1591 state
->map
->map
[LE
* wh
+ y
*w
+x
] = lc
;
1592 state
->map
->map
[RE
* wh
+ y
*w
+x
] = rc
;
1593 done_something
= TRUE
;
1597 } while (done_something
);
1603 * Analyse the map to find a canonical line segment
1604 * corresponding to each edge. These are where we'll eventually
1605 * put error markers.
1608 int *bestx
, *besty
, *an
, pass
;
1609 float *ax
, *ay
, *best
;
1611 ax
= snewn(state
->map
->ngraph
, float);
1612 ay
= snewn(state
->map
->ngraph
, float);
1613 an
= snewn(state
->map
->ngraph
, int);
1614 bestx
= snewn(state
->map
->ngraph
, int);
1615 besty
= snewn(state
->map
->ngraph
, int);
1616 best
= snewn(state
->map
->ngraph
, float);
1618 for (i
= 0; i
< state
->map
->ngraph
; i
++) {
1619 bestx
[i
] = besty
[i
] = -1;
1620 best
[i
] = 2*(w
+h
)+1;
1621 ax
[i
] = ay
[i
] = 0.0F
;
1626 * We make two passes over the map, finding all the line
1627 * segments separating regions. In the first pass, we
1628 * compute the _average_ x and y coordinate of all the line
1629 * segments separating each pair of regions; in the second
1630 * pass, for each such average point, we find the line
1631 * segment closest to it and call that canonical.
1633 * Line segments are considered to have coordinates in
1634 * their centre. Thus, at least one coordinate for any line
1635 * segment is always something-and-a-half; so we store our
1636 * coordinates as twice their normal value.
1638 for (pass
= 0; pass
< 2; pass
++) {
1641 for (y
= 0; y
< h
; y
++)
1642 for (x
= 0; x
< w
; x
++) {
1643 int ex
[4], ey
[4], ea
[4], eb
[4], en
= 0;
1646 * Look for an edge to the right of this
1647 * square, an edge below it, and an edge in the
1648 * middle of it. Also look to see if the point
1649 * at the bottom right of this square is on an
1650 * edge (and isn't a place where more than two
1655 ea
[en
] = state
->map
->map
[RE
* wh
+ y
*w
+x
];
1656 eb
[en
] = state
->map
->map
[LE
* wh
+ y
*w
+(x
+1)];
1657 if (ea
[en
] != eb
[en
]) {
1665 ea
[en
] = state
->map
->map
[BE
* wh
+ y
*w
+x
];
1666 eb
[en
] = state
->map
->map
[TE
* wh
+ (y
+1)*w
+x
];
1667 if (ea
[en
] != eb
[en
]) {
1674 ea
[en
] = state
->map
->map
[TE
* wh
+ y
*w
+x
];
1675 eb
[en
] = state
->map
->map
[BE
* wh
+ y
*w
+x
];
1676 if (ea
[en
] != eb
[en
]) {
1681 if (x
+1 < w
&& y
+1 < h
) {
1682 /* bottom right corner */
1683 int oct
[8], othercol
, nchanges
;
1684 oct
[0] = state
->map
->map
[RE
* wh
+ y
*w
+x
];
1685 oct
[1] = state
->map
->map
[LE
* wh
+ y
*w
+(x
+1)];
1686 oct
[2] = state
->map
->map
[BE
* wh
+ y
*w
+(x
+1)];
1687 oct
[3] = state
->map
->map
[TE
* wh
+ (y
+1)*w
+(x
+1)];
1688 oct
[4] = state
->map
->map
[LE
* wh
+ (y
+1)*w
+(x
+1)];
1689 oct
[5] = state
->map
->map
[RE
* wh
+ (y
+1)*w
+x
];
1690 oct
[6] = state
->map
->map
[TE
* wh
+ (y
+1)*w
+x
];
1691 oct
[7] = state
->map
->map
[BE
* wh
+ y
*w
+x
];
1695 for (i
= 0; i
< 8; i
++) {
1696 if (oct
[i
] != oct
[0]) {
1699 else if (othercol
!= oct
[i
])
1700 break; /* three colours at this point */
1702 if (oct
[i
] != oct
[(i
+1) & 7])
1707 * Now if there are exactly two regions at
1708 * this point (not one, and not three or
1709 * more), and only two changes around the
1710 * loop, then this is a valid place to put
1713 if (i
== 8 && othercol
>= 0 && nchanges
== 2) {
1723 * Now process the edges we've found, one by
1726 for (i
= 0; i
< en
; i
++) {
1727 int emin
= min(ea
[i
], eb
[i
]);
1728 int emax
= max(ea
[i
], eb
[i
]);
1730 graph_edge_index(state
->map
->graph
, n
,
1731 state
->map
->ngraph
, emin
, emax
);
1733 assert(gindex
>= 0);
1737 * In pass 0, accumulate the values
1738 * we'll use to compute the average
1741 ax
[gindex
] += ex
[i
];
1742 ay
[gindex
] += ey
[i
];
1746 * In pass 1, work out whether this
1747 * point is closer to the average than
1748 * the last one we've seen.
1752 assert(an
[gindex
] > 0);
1753 dx
= ex
[i
] - ax
[gindex
];
1754 dy
= ey
[i
] - ay
[gindex
];
1755 d
= sqrt(dx
*dx
+ dy
*dy
);
1756 if (d
< best
[gindex
]) {
1758 bestx
[gindex
] = ex
[i
];
1759 besty
[gindex
] = ey
[i
];
1766 for (i
= 0; i
< state
->map
->ngraph
; i
++)
1774 state
->map
->edgex
= bestx
;
1775 state
->map
->edgey
= besty
;
1777 for (i
= 0; i
< state
->map
->ngraph
; i
++)
1778 if (state
->map
->edgex
[i
] < 0) {
1779 /* Find the other representation of this edge. */
1780 int e
= state
->map
->graph
[i
];
1781 int iprime
= graph_edge_index(state
->map
->graph
, n
,
1782 state
->map
->ngraph
, e
%n
, e
/n
);
1783 assert(state
->map
->edgex
[iprime
] >= 0);
1784 state
->map
->edgex
[i
] = state
->map
->edgex
[iprime
];
1785 state
->map
->edgey
[i
] = state
->map
->edgey
[iprime
];
1797 static game_state
*dup_game(game_state
*state
)
1799 game_state
*ret
= snew(game_state
);
1802 ret
->colouring
= snewn(state
->p
.n
, int);
1803 memcpy(ret
->colouring
, state
->colouring
, state
->p
.n
* sizeof(int));
1804 ret
->map
= state
->map
;
1805 ret
->map
->refcount
++;
1806 ret
->completed
= state
->completed
;
1807 ret
->cheated
= state
->cheated
;
1812 static void free_game(game_state
*state
)
1814 if (--state
->map
->refcount
<= 0) {
1815 sfree(state
->map
->map
);
1816 sfree(state
->map
->graph
);
1817 sfree(state
->map
->immutable
);
1818 sfree(state
->map
->edgex
);
1819 sfree(state
->map
->edgey
);
1822 sfree(state
->colouring
);
1826 static char *solve_game(game_state
*state
, game_state
*currstate
,
1827 char *aux
, char **error
)
1834 struct solver_scratch
*sc
;
1838 int retlen
, retsize
;
1840 colouring
= snewn(state
->map
->n
, int);
1841 memcpy(colouring
, state
->colouring
, state
->map
->n
* sizeof(int));
1843 sc
= new_scratch(state
->map
->graph
, state
->map
->n
, state
->map
->ngraph
);
1844 sret
= map_solver(sc
, state
->map
->graph
, state
->map
->n
,
1845 state
->map
->ngraph
, colouring
, DIFFCOUNT
-1);
1851 *error
= "Puzzle is inconsistent";
1853 *error
= "Unable to find a unique solution for this puzzle";
1858 ret
= snewn(retsize
, char);
1862 for (i
= 0; i
< state
->map
->n
; i
++) {
1865 assert(colouring
[i
] >= 0);
1866 if (colouring
[i
] == currstate
->colouring
[i
])
1868 assert(!state
->map
->immutable
[i
]);
1870 len
= sprintf(buf
, ";%d:%d", colouring
[i
], i
);
1871 if (retlen
+ len
>= retsize
) {
1872 retsize
= retlen
+ len
+ 256;
1873 ret
= sresize(ret
, retsize
, char);
1875 strcpy(ret
+ retlen
, buf
);
1886 static char *game_text_format(game_state
*state
)
1892 int drag_colour
; /* -1 means no drag active */
1896 static game_ui
*new_ui(game_state
*state
)
1898 game_ui
*ui
= snew(game_ui
);
1899 ui
->dragx
= ui
->dragy
= -1;
1900 ui
->drag_colour
= -2;
1904 static void free_ui(game_ui
*ui
)
1909 static char *encode_ui(game_ui
*ui
)
1914 static void decode_ui(game_ui
*ui
, char *encoding
)
1918 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1919 game_state
*newstate
)
1923 struct game_drawstate
{
1925 unsigned short *drawn
, *todraw
;
1927 int dragx
, dragy
, drag_visible
;
1931 /* Flags in `drawn'. */
1932 #define ERR_BASE 0x0080
1933 #define ERR_MASK 0xFF80
1935 #define TILESIZE (ds->tilesize)
1936 #define BORDER (TILESIZE)
1937 #define COORD(x) ( (x) * TILESIZE + BORDER )
1938 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1940 static int region_from_coords(game_state
*state
, game_drawstate
*ds
,
1943 int w
= state
->p
.w
, h
= state
->p
.h
, wh
= w
*h
/*, n = state->p.n */;
1944 int tx
= FROMCOORD(x
), ty
= FROMCOORD(y
);
1945 int dx
= x
- COORD(tx
), dy
= y
- COORD(ty
);
1948 if (tx
< 0 || tx
>= w
|| ty
< 0 || ty
>= h
)
1949 return -1; /* border */
1951 quadrant
= 2 * (dx
> dy
) + (TILESIZE
- dx
> dy
);
1952 quadrant
= (quadrant
== 0 ? BE
:
1953 quadrant
== 1 ? LE
:
1954 quadrant
== 2 ? RE
: TE
);
1956 return state
->map
->map
[quadrant
* wh
+ ty
*w
+tx
];
1959 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1960 int x
, int y
, int button
)
1964 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1965 int r
= region_from_coords(state
, ds
, x
, y
);
1968 ui
->drag_colour
= state
->colouring
[r
];
1970 ui
->drag_colour
= -1;
1976 if ((button
== LEFT_DRAG
|| button
== RIGHT_DRAG
) &&
1977 ui
->drag_colour
> -2) {
1983 if ((button
== LEFT_RELEASE
|| button
== RIGHT_RELEASE
) &&
1984 ui
->drag_colour
> -2) {
1985 int r
= region_from_coords(state
, ds
, x
, y
);
1986 int c
= ui
->drag_colour
;
1989 * Cancel the drag, whatever happens.
1991 ui
->drag_colour
= -2;
1992 ui
->dragx
= ui
->dragy
= -1;
1995 return ""; /* drag into border; do nothing else */
1997 if (state
->map
->immutable
[r
])
1998 return ""; /* can't change this region */
2000 if (state
->colouring
[r
] == c
)
2001 return ""; /* don't _need_ to change this region */
2003 sprintf(buf
, "%c:%d", (int)(c
< 0 ?
'C' : '0' + c
), r
);
2010 static game_state
*execute_move(game_state
*state
, char *move
)
2013 game_state
*ret
= dup_game(state
);
2018 if ((c
== 'C' || (c
>= '0' && c
< '0'+FOUR
)) &&
2019 sscanf(move
+1, ":%d%n", &k
, &adv
) == 1 &&
2020 k
>= 0 && k
< state
->p
.n
) {
2022 ret
->colouring
[k
] = (c
== 'C' ?
-1 : c
- '0');
2023 } else if (*move
== 'S') {
2025 ret
->cheated
= TRUE
;
2031 if (*move
&& *move
!= ';') {
2040 * Check for completion.
2042 if (!ret
->completed
) {
2045 for (i
= 0; i
< n
; i
++)
2046 if (ret
->colouring
[i
] < 0) {
2052 for (i
= 0; i
< ret
->map
->ngraph
; i
++) {
2053 int j
= ret
->map
->graph
[i
] / n
;
2054 int k
= ret
->map
->graph
[i
] % n
;
2055 if (ret
->colouring
[j
] == ret
->colouring
[k
]) {
2063 ret
->completed
= TRUE
;
2069 /* ----------------------------------------------------------------------
2073 static void game_compute_size(game_params
*params
, int tilesize
,
2076 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2077 struct { int tilesize
; } ads
, *ds
= &ads
;
2078 ads
.tilesize
= tilesize
;
2080 *x
= params
->w
* TILESIZE
+ 2 * BORDER
+ 1;
2081 *y
= params
->h
* TILESIZE
+ 2 * BORDER
+ 1;
2084 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2085 game_params
*params
, int tilesize
)
2087 ds
->tilesize
= tilesize
;
2090 blitter_free(dr
, ds
->bl
);
2091 ds
->bl
= blitter_new(dr
, TILESIZE
+3, TILESIZE
+3);
2094 const float map_colours
[FOUR
][3] = {
2098 {0.55F
, 0.45F
, 0.35F
},
2100 const int map_hatching
[FOUR
] = {
2101 HATCH_VERT
, HATCH_SLASH
, HATCH_HORIZ
, HATCH_BACKSLASH
2104 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2106 float *ret
= snewn(3 * NCOLOURS
, float);
2108 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2110 ret
[COL_GRID
* 3 + 0] = 0.0F
;
2111 ret
[COL_GRID
* 3 + 1] = 0.0F
;
2112 ret
[COL_GRID
* 3 + 2] = 0.0F
;
2114 memcpy(ret
+ COL_0
* 3, map_colours
[0], 3 * sizeof(float));
2115 memcpy(ret
+ COL_1
* 3, map_colours
[1], 3 * sizeof(float));
2116 memcpy(ret
+ COL_2
* 3, map_colours
[2], 3 * sizeof(float));
2117 memcpy(ret
+ COL_3
* 3, map_colours
[3], 3 * sizeof(float));
2119 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
2120 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
2121 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
2123 ret
[COL_ERRTEXT
* 3 + 0] = 1.0F
;
2124 ret
[COL_ERRTEXT
* 3 + 1] = 1.0F
;
2125 ret
[COL_ERRTEXT
* 3 + 2] = 1.0F
;
2127 *ncolours
= NCOLOURS
;
2131 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2133 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2137 ds
->drawn
= snewn(state
->p
.w
* state
->p
.h
, unsigned short);
2138 for (i
= 0; i
< state
->p
.w
* state
->p
.h
; i
++)
2139 ds
->drawn
[i
] = 0xFFFF;
2140 ds
->todraw
= snewn(state
->p
.w
* state
->p
.h
, unsigned short);
2141 ds
->started
= FALSE
;
2143 ds
->drag_visible
= FALSE
;
2144 ds
->dragx
= ds
->dragy
= -1;
2149 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2154 blitter_free(dr
, ds
->bl
);
2158 static void draw_error(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
2166 coords
[0] = x
- TILESIZE
*2/5;
2169 coords
[3] = y
- TILESIZE
*2/5;
2170 coords
[4] = x
+ TILESIZE
*2/5;
2173 coords
[7] = y
+ TILESIZE
*2/5;
2174 draw_polygon(dr
, coords
, 4, COL_ERROR
, COL_GRID
);
2177 * Draw an exclamation mark in the diamond. This turns out to
2178 * look unpleasantly off-centre if done via draw_text, so I do
2179 * it by hand on the basis that exclamation marks aren't that
2180 * difficult to draw...
2183 yext
= TILESIZE
*2/5 - (xext
*2+2);
2184 draw_rect(dr
, x
-xext
, y
-yext
, xext
*2+1, yext
*2+1 - (xext
*3),
2186 draw_rect(dr
, x
-xext
, y
+yext
-xext
*2+1, xext
*2+1, xext
*2, COL_ERRTEXT
);
2189 static void draw_square(drawing
*dr
, game_drawstate
*ds
,
2190 game_params
*params
, struct map
*map
,
2191 int x
, int y
, int v
)
2193 int w
= params
->w
, h
= params
->h
, wh
= w
*h
;
2194 int tv
, bv
, xo
, yo
, errs
;
2196 errs
= v
& ERR_MASK
;
2201 clip(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
);
2204 * Draw the region colour.
2206 draw_rect(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
,
2207 (tv
== FOUR ? COL_BACKGROUND
: COL_0
+ tv
));
2209 * Draw the second region colour, if this is a diagonally
2212 if (map
->map
[TE
* wh
+ y
*w
+x
] != map
->map
[BE
* wh
+ y
*w
+x
]) {
2214 coords
[0] = COORD(x
)-1;
2215 coords
[1] = COORD(y
+1)+1;
2216 if (map
->map
[LE
* wh
+ y
*w
+x
] == map
->map
[TE
* wh
+ y
*w
+x
])
2217 coords
[2] = COORD(x
+1)+1;
2219 coords
[2] = COORD(x
)-1;
2220 coords
[3] = COORD(y
)-1;
2221 coords
[4] = COORD(x
+1)+1;
2222 coords
[5] = COORD(y
+1)+1;
2223 draw_polygon(dr
, coords
, 3,
2224 (bv
== FOUR ? COL_BACKGROUND
: COL_0
+ bv
), COL_GRID
);
2228 * Draw the grid lines, if required.
2230 if (x
<= 0 || map
->map
[RE
*wh
+y
*w
+(x
-1)] != map
->map
[LE
*wh
+y
*w
+x
])
2231 draw_rect(dr
, COORD(x
), COORD(y
), 1, TILESIZE
, COL_GRID
);
2232 if (y
<= 0 || map
->map
[BE
*wh
+(y
-1)*w
+x
] != map
->map
[TE
*wh
+y
*w
+x
])
2233 draw_rect(dr
, COORD(x
), COORD(y
), TILESIZE
, 1, COL_GRID
);
2234 if (x
<= 0 || y
<= 0 ||
2235 map
->map
[RE
*wh
+(y
-1)*w
+(x
-1)] != map
->map
[TE
*wh
+y
*w
+x
] ||
2236 map
->map
[BE
*wh
+(y
-1)*w
+(x
-1)] != map
->map
[LE
*wh
+y
*w
+x
])
2237 draw_rect(dr
, COORD(x
), COORD(y
), 1, 1, COL_GRID
);
2240 * Draw error markers.
2242 for (yo
= 0; yo
< 3; yo
++)
2243 for (xo
= 0; xo
< 3; xo
++)
2244 if (errs
& (ERR_BASE
<< (yo
*3+xo
)))
2246 (COORD(x
)*2+TILESIZE
*xo
)/2,
2247 (COORD(y
)*2+TILESIZE
*yo
)/2);
2251 draw_update(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
);
2254 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2255 game_state
*state
, int dir
, game_ui
*ui
,
2256 float animtime
, float flashtime
)
2258 int w
= state
->p
.w
, h
= state
->p
.h
, wh
= w
*h
, n
= state
->p
.n
;
2262 if (ds
->drag_visible
) {
2263 blitter_load(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
2264 draw_update(dr
, ds
->dragx
, ds
->dragy
, TILESIZE
+ 3, TILESIZE
+ 3);
2265 ds
->drag_visible
= FALSE
;
2269 * The initial contents of the window are not guaranteed and
2270 * can vary with front ends. To be on the safe side, all games
2271 * should start by drawing a big background-colour rectangle
2272 * covering the whole window.
2277 game_compute_size(&state
->p
, TILESIZE
, &ww
, &wh
);
2278 draw_rect(dr
, 0, 0, ww
, wh
, COL_BACKGROUND
);
2279 draw_rect(dr
, COORD(0), COORD(0), w
*TILESIZE
+1, h
*TILESIZE
+1,
2282 draw_update(dr
, 0, 0, ww
, wh
);
2287 if (flash_type
== 1)
2288 flash
= (int)(flashtime
* FOUR
/ flash_length
);
2290 flash
= 1 + (int)(flashtime
* THREE
/ flash_length
);
2295 * Set up the `todraw' array.
2297 for (y
= 0; y
< h
; y
++)
2298 for (x
= 0; x
< w
; x
++) {
2299 int tv
= state
->colouring
[state
->map
->map
[TE
* wh
+ y
*w
+x
]];
2300 int bv
= state
->colouring
[state
->map
->map
[BE
* wh
+ y
*w
+x
]];
2309 if (flash_type
== 1) {
2314 } else if (flash_type
== 2) {
2319 tv
= (tv
+ flash
) % FOUR
;
2321 bv
= (bv
+ flash
) % FOUR
;
2327 ds
->todraw
[y
*w
+x
] = v
;
2331 * Add error markers to the `todraw' array.
2333 for (i
= 0; i
< state
->map
->ngraph
; i
++) {
2334 int v1
= state
->map
->graph
[i
] / n
;
2335 int v2
= state
->map
->graph
[i
] % n
;
2338 if (state
->colouring
[v1
] < 0 || state
->colouring
[v2
] < 0)
2340 if (state
->colouring
[v1
] != state
->colouring
[v2
])
2343 x
= state
->map
->edgex
[i
];
2344 y
= state
->map
->edgey
[i
];
2349 ds
->todraw
[y
*w
+x
] |= ERR_BASE
<< (yo
*3+xo
);
2352 ds
->todraw
[y
*w
+(x
-1)] |= ERR_BASE
<< (yo
*3+2);
2356 ds
->todraw
[(y
-1)*w
+x
] |= ERR_BASE
<< (2*3+xo
);
2358 if (xo
== 0 && yo
== 0) {
2359 assert(x
> 0 && y
> 0);
2360 ds
->todraw
[(y
-1)*w
+(x
-1)] |= ERR_BASE
<< (2*3+2);
2365 * Now actually draw everything.
2367 for (y
= 0; y
< h
; y
++)
2368 for (x
= 0; x
< w
; x
++) {
2369 int v
= ds
->todraw
[y
*w
+x
];
2370 if (ds
->drawn
[y
*w
+x
] != v
) {
2371 draw_square(dr
, ds
, &state
->p
, state
->map
, x
, y
, v
);
2372 ds
->drawn
[y
*w
+x
] = v
;
2377 * Draw the dragged colour blob if any.
2379 if (ui
->drag_colour
> -2) {
2380 ds
->dragx
= ui
->dragx
- TILESIZE
/2 - 2;
2381 ds
->dragy
= ui
->dragy
- TILESIZE
/2 - 2;
2382 blitter_save(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
2383 draw_circle(dr
, ui
->dragx
, ui
->dragy
, TILESIZE
/2,
2384 (ui
->drag_colour
< 0 ? COL_BACKGROUND
:
2385 COL_0
+ ui
->drag_colour
), COL_GRID
);
2386 draw_update(dr
, ds
->dragx
, ds
->dragy
, TILESIZE
+ 3, TILESIZE
+ 3);
2387 ds
->drag_visible
= TRUE
;
2391 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2392 int dir
, game_ui
*ui
)
2397 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2398 int dir
, game_ui
*ui
)
2400 if (!oldstate
->completed
&& newstate
->completed
&&
2401 !oldstate
->cheated
&& !newstate
->cheated
) {
2402 if (flash_type
< 0) {
2403 char *env
= getenv("MAP_ALTERNATIVE_FLASH");
2405 flash_type
= atoi(env
);
2408 flash_length
= (flash_type
== 1 ?
0.50 : 0.30);
2410 return flash_length
;
2415 static int game_wants_statusbar(void)
2420 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2425 static void game_print_size(game_params
*params
, float *x
, float *y
)
2430 * I'll use 4mm squares by default, I think. Simplest way to
2431 * compute this size is to compute the pixel puzzle size at a
2432 * given tile size and then scale.
2434 game_compute_size(params
, 400, &pw
, &ph
);
2439 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2441 int w
= state
->p
.w
, h
= state
->p
.h
, wh
= w
*h
, n
= state
->p
.n
;
2442 int ink
, c
[FOUR
], i
;
2444 int *coords
, ncoords
, coordsize
;
2446 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2447 struct { int tilesize
; } ads
, *ds
= &ads
;
2448 ads
.tilesize
= tilesize
;
2450 ink
= print_mono_colour(dr
, 0);
2451 for (i
= 0; i
< FOUR
; i
++)
2452 c
[i
] = print_rgb_colour(dr
, map_hatching
[i
], map_colours
[i
][0],
2453 map_colours
[i
][1], map_colours
[i
][2]);
2458 print_line_width(dr
, TILESIZE
/ 16);
2461 * Draw a single filled polygon around each region.
2463 for (r
= 0; r
< n
; r
++) {
2464 int octants
[8], lastdir
, d1
, d2
, ox
, oy
;
2467 * Start by finding a point on the region boundary. Any
2468 * point will do. To do this, we'll search for a square
2469 * containing the region and then decide which corner of it
2473 for (y
= 0; y
< h
; y
++) {
2474 for (x
= 0; x
< w
; x
++) {
2475 if (state
->map
->map
[wh
*0+y
*w
+x
] == r
||
2476 state
->map
->map
[wh
*1+y
*w
+x
] == r
||
2477 state
->map
->map
[wh
*2+y
*w
+x
] == r
||
2478 state
->map
->map
[wh
*3+y
*w
+x
] == r
)
2484 assert(y
< h
&& x
< w
); /* we must have found one somewhere */
2486 * This is the first square in lexicographic order which
2487 * contains part of this region. Therefore, one of the top
2488 * two corners of the square must be what we're after. The
2489 * only case in which it isn't the top left one is if the
2490 * square is diagonally divided and the region is in the
2491 * bottom right half.
2493 if (state
->map
->map
[wh
*TE
+y
*w
+x
] != r
&&
2494 state
->map
->map
[wh
*LE
+y
*w
+x
] != r
)
2495 x
++; /* could just as well have done y++ */
2498 * Now we have a point on the region boundary. Trace around
2499 * the region until we come back to this point,
2500 * accumulating coordinates for a polygon draw operation as
2510 * There are eight possible directions we could head in
2511 * from here. We identify them by octant numbers, and
2512 * we also use octant numbers to identify the spaces
2525 octants
[0] = x
<w
&& y
>0 ? state
->map
->map
[wh
*LE
+(y
-1)*w
+x
] : -1;
2526 octants
[1] = x
<w
&& y
>0 ? state
->map
->map
[wh
*BE
+(y
-1)*w
+x
] : -1;
2527 octants
[2] = x
<w
&& y
<h ? state
->map
->map
[wh
*TE
+y
*w
+x
] : -1;
2528 octants
[3] = x
<w
&& y
<h ? state
->map
->map
[wh
*LE
+y
*w
+x
] : -1;
2529 octants
[4] = x
>0 && y
<h ? state
->map
->map
[wh
*RE
+y
*w
+(x
-1)] : -1;
2530 octants
[5] = x
>0 && y
<h ? state
->map
->map
[wh
*TE
+y
*w
+(x
-1)] : -1;
2531 octants
[6] = x
>0 && y
>0 ? state
->map
->map
[wh
*BE
+(y
-1)*w
+(x
-1)] :-1;
2532 octants
[7] = x
>0 && y
>0 ? state
->map
->map
[wh
*RE
+(y
-1)*w
+(x
-1)] :-1;
2535 for (i
= 0; i
< 8; i
++)
2536 if ((octants
[i
] == r
) ^ (octants
[(i
+1)%8] == r
)) {
2543 /* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */
2544 assert(d1
!= -1 && d2
!= -1);
2549 * Now we're heading in direction d1. Save the current
2552 if (ncoords
+ 2 > coordsize
) {
2554 coords
= sresize(coords
, coordsize
, int);
2556 coords
[ncoords
++] = COORD(x
);
2557 coords
[ncoords
++] = COORD(y
);
2560 * Compute the new coordinates.
2562 x
+= (d1
% 4 == 3 ?
0 : d1
< 4 ?
+1 : -1);
2563 y
+= (d1
% 4 == 1 ?
0 : d1
> 1 && d1
< 5 ?
+1 : -1);
2564 assert(x
>= 0 && x
<= w
&& y
>= 0 && y
<= h
);
2567 } while (x
!= ox
|| y
!= oy
);
2569 draw_polygon(dr
, coords
, ncoords
/2,
2570 state
->colouring
[r
] >= 0 ?
2571 c
[state
->colouring
[r
]] : -1, ink
);
2580 const struct game thegame
= {
2588 TRUE
, game_configure
, custom_params
,
2596 FALSE
, game_text_format
,
2604 20, game_compute_size
, game_set_size
,
2607 game_free_drawstate
,
2611 TRUE
, TRUE
, game_print_size
, game_print
,
2612 game_wants_statusbar
,
2613 FALSE
, game_timing_state
,
2614 0, /* mouse_priorities */