2 * bridges.c: Implementation of the Nikoli game 'Bridges'.
6 * * write a recursive solver?
18 /* Turn this on for hints about which lines are considered possibilities. */
22 /* --- structures for params, state, etc. --- */
26 #define PREFERRED_TILE_SIZE 24
27 #define TILE_SIZE (ds->tilesize)
28 #define BORDER (TILE_SIZE / 2)
30 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
31 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
33 #define FLASH_TIME 0.50F
38 COL_HIGHLIGHT
, COL_LOWLIGHT
,
39 COL_SELECTED
, COL_MARK
,
48 int islands
, expansion
; /* %age of island squares, %age chance of expansion */
49 int allowloops
, difficulty
;
52 /* general flags used by all structs */
53 #define G_ISLAND 0x0001
54 #define G_LINEV 0x0002 /* contains a vert. line */
55 #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */
56 #define G_LINE (G_LINEV|G_LINEH)
57 #define G_MARKV 0x0008
58 #define G_MARKH 0x0010
59 #define G_MARK (G_MARKV|G_MARKH)
60 #define G_NOLINEV 0x0020
61 #define G_NOLINEH 0x0040
62 #define G_NOLINE (G_NOLINEV|G_NOLINEH)
64 /* flags used by the drawstate */
65 #define G_ISSEL 0x0080
66 #define G_REDRAW 0x0100
67 #define G_FLASH 0x0200
69 #define G_CURSOR 0x0800
71 /* flags used by the solver etc. */
72 #define G_SWEEP 0x1000
74 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
75 #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
77 typedef unsigned int grid_type
; /* change me later if we invent > 16 bits of flags. */
84 /* state->gridi is an optimisation; it stores the pointer to the island
85 * structs indexed by (x,y). It's not strictly necessary (we could use
86 * find234 instead), but Purify showed that board generation (mostly the solver)
87 * was spending 60% of its time in find234. */
89 struct surrounds
{ /* cloned from lightup.c */
90 struct { int x
, y
, dx
, dy
, off
; } points
[4];
91 int npoints
, nislands
;
101 int w
, h
, completed
, solved
, allowloops
, maxb
;
102 grid_type
*grid
, *scratch
;
103 struct island
*islands
;
104 int n_islands
, n_islands_alloc
;
105 game_params params
; /* used by the aux solver. */
106 #define N_WH_ARRAYS 5
107 char *wha
, *possv
, *possh
, *lines
, *maxv
, *maxh
;
108 struct island
**gridi
;
109 struct solver_state
*solver
; /* refcounted */
112 #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type))
114 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
116 #define DINDEX(x,y) ((y)*state->w + (x))
118 #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)])
119 #define IDX(s,g,i) ((s)->g[(i)])
120 #define GRID(s,x,y) INDEX(s,grid,x,y)
121 #define SCRATCH(s,x,y) INDEX(s,scratch,x,y)
122 #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y)))
123 #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y)))
125 #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0)
127 #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1))
128 #define WITHIN(x,min,max) ((min) > (max) ? \
129 WITHIN2(x,max,min) : WITHIN2(x,min,max))
131 /* --- island struct and tree support functions --- */
133 #define ISLAND_ORTH(is,j,f,df) \
134 (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df))
136 #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx)
137 #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy)
139 static void fixup_islands_for_realloc(game_state
*state
)
143 for (i
= 0; i
< state
->w
*state
->h
; i
++) state
->gridi
[i
] = NULL
;
144 for (i
= 0; i
< state
->n_islands
; i
++) {
145 struct island
*is
= &state
->islands
[i
];
147 INDEX(state
, gridi
, is
->x
, is
->y
) = is
;
151 static int game_can_format_as_text_now(game_params
*params
)
156 static char *game_text_format(game_state
*state
)
163 len
= (state
->h
) * (state
->w
+1) + 1;
164 ret
= snewn(len
, char);
167 for (y
= 0; y
< state
->h
; y
++) {
168 for (x
= 0; x
< state
->w
; x
++) {
169 grid
= GRID(state
,x
,y
);
170 nl
= INDEX(state
,lines
,x
,y
);
171 is
= INDEX(state
, gridi
, x
, y
);
173 *p
++ = '0' + is
->count
;
174 } else if (grid
& G_LINEV
) {
175 *p
++ = (nl
> 1) ?
'"' : (nl
== 1) ?
'|' : '!'; /* gaah, want a double-bar. */
176 } else if (grid
& G_LINEH
) {
177 *p
++ = (nl
> 1) ?
'=' : (nl
== 1) ?
'-' : '~';
186 assert(p
- ret
== len
);
190 static void debug_state(game_state
*state
)
192 char *textversion
= game_text_format(state
);
193 debug(("%s", textversion
));
197 /*static void debug_possibles(game_state *state)
200 debug(("possh followed by possv\n"));
201 for (y = 0; y < state->h; y++) {
202 for (x = 0; x < state->w; x++) {
203 debug(("%d", POSSIBLES(state, 1, x, y)));
206 for (x = 0; x < state->w; x++) {
207 debug(("%d", POSSIBLES(state, 0, x, y)));
212 for (y = 0; y < state->h; y++) {
213 for (x = 0; x < state->w; x++) {
214 debug(("%d", MAXIMUM(state, 1, x, y)));
217 for (x = 0; x < state->w; x++) {
218 debug(("%d", MAXIMUM(state, 0, x, y)));
225 static void island_set_surrounds(struct island
*is
)
227 assert(INGRID(is
->state
,is
->x
,is
->y
));
228 is
->adj
.npoints
= is
->adj
.nislands
= 0;
229 #define ADDPOINT(cond,ddx,ddy) do {\
231 is->adj.points[is->adj.npoints].x = is->x+(ddx); \
232 is->adj.points[is->adj.npoints].y = is->y+(ddy); \
233 is->adj.points[is->adj.npoints].dx = (ddx); \
234 is->adj.points[is->adj.npoints].dy = (ddy); \
235 is->adj.points[is->adj.npoints].off = 0; \
238 ADDPOINT(is
->x
> 0, -1, 0);
239 ADDPOINT(is
->x
< (is
->state
->w
-1), +1, 0);
240 ADDPOINT(is
->y
> 0, 0, -1);
241 ADDPOINT(is
->y
< (is
->state
->h
-1), 0, +1);
244 static void island_find_orthogonal(struct island
*is
)
246 /* fills in the rest of the 'surrounds' structure, assuming
247 * all other islands are now in place. */
248 int i
, x
, y
, dx
, dy
, off
;
250 is
->adj
.nislands
= 0;
251 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
252 dx
= is
->adj
.points
[i
].dx
;
253 dy
= is
->adj
.points
[i
].dy
;
257 is
->adj
.points
[i
].off
= 0;
258 while (INGRID(is
->state
, x
, y
)) {
259 if (GRID(is
->state
, x
, y
) & G_ISLAND
) {
260 is
->adj
.points
[i
].off
= off
;
262 /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n",
263 is->x, is->y, off, dx, dy,
264 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/
267 off
++; x
+= dx
; y
+= dy
;
274 static int island_hasbridge(struct island
*is
, int direction
)
276 int x
= is
->adj
.points
[direction
].x
;
277 int y
= is
->adj
.points
[direction
].y
;
278 grid_type gline
= is
->adj
.points
[direction
].dx ? G_LINEH
: G_LINEV
;
280 if (GRID(is
->state
, x
, y
) & gline
) return 1;
284 static struct island
*island_find_connection(struct island
*is
, int adjpt
)
288 assert(adjpt
< is
->adj
.npoints
);
289 if (!is
->adj
.points
[adjpt
].off
) return NULL
;
290 if (!island_hasbridge(is
, adjpt
)) return NULL
;
292 is_r
= INDEX(is
->state
, gridi
,
293 ISLAND_ORTHX(is
, adjpt
), ISLAND_ORTHY(is
, adjpt
));
299 static struct island
*island_add(game_state
*state
, int x
, int y
, int count
)
304 assert(!(GRID(state
,x
,y
) & G_ISLAND
));
305 GRID(state
,x
,y
) |= G_ISLAND
;
308 if (state
->n_islands
> state
->n_islands_alloc
) {
309 state
->n_islands_alloc
= state
->n_islands
* 2;
311 sresize(state
->islands
, state
->n_islands_alloc
, struct island
);
314 is
= &state
->islands
[state
->n_islands
-1];
316 memset(is
, 0, sizeof(struct island
));
321 island_set_surrounds(is
);
324 fixup_islands_for_realloc(state
);
326 INDEX(state
, gridi
, x
, y
) = is
;
332 /* n = -1 means 'flip NOLINE flags [and set line to 0].' */
333 static void island_join(struct island
*i1
, struct island
*i2
, int n
, int is_max
)
335 game_state
*state
= i1
->state
;
338 assert(i1
->state
== i2
->state
);
339 assert(n
>= -1 && n
<= i1
->state
->maxb
);
341 if (i1
->x
== i2
->x
) {
344 s
= i1
->y
+1; e
= i2
->y
-1;
346 s
= i2
->y
+1; e
= i1
->y
-1;
348 for (y
= s
; y
<= e
; y
++) {
350 INDEX(state
,maxv
,x
,y
) = n
;
353 GRID(state
,x
,y
) ^= G_NOLINEV
;
355 GRID(state
,x
,y
) &= ~G_LINEV
;
357 GRID(state
,x
,y
) |= G_LINEV
;
358 INDEX(state
,lines
,x
,y
) = n
;
362 } else if (i1
->y
== i2
->y
) {
365 s
= i1
->x
+1; e
= i2
->x
-1;
367 s
= i2
->x
+1; e
= i1
->x
-1;
369 for (x
= s
; x
<= e
; x
++) {
371 INDEX(state
,maxh
,x
,y
) = n
;
374 GRID(state
,x
,y
) ^= G_NOLINEH
;
376 GRID(state
,x
,y
) &= ~G_LINEH
;
378 GRID(state
,x
,y
) |= G_LINEH
;
379 INDEX(state
,lines
,x
,y
) = n
;
384 assert(!"island_join: islands not orthogonal.");
388 /* Counts the number of bridges currently attached to the island. */
389 static int island_countbridges(struct island
*is
)
393 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
394 c
+= GRIDCOUNT(is
->state
,
395 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
396 is
->adj
.points
[i
].dx ? G_LINEH
: G_LINEV
);
398 /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/
402 static int island_adjspace(struct island
*is
, int marks
, int missing
,
405 int x
, y
, poss
, curr
, dx
;
406 grid_type gline
, mline
;
408 x
= is
->adj
.points
[direction
].x
;
409 y
= is
->adj
.points
[direction
].y
;
410 dx
= is
->adj
.points
[direction
].dx
;
411 gline
= dx ? G_LINEH
: G_LINEV
;
414 mline
= dx ? G_MARKH
: G_MARKV
;
415 if (GRID(is
->state
,x
,y
) & mline
) return 0;
417 poss
= POSSIBLES(is
->state
, dx
, x
, y
);
418 poss
= min(poss
, missing
);
420 curr
= GRIDCOUNT(is
->state
, x
, y
, gline
);
421 poss
= min(poss
, MAXIMUM(is
->state
, dx
, x
, y
) - curr
);
426 /* Counts the number of bridge spaces left around the island;
427 * expects the possibles to be up-to-date. */
428 static int island_countspaces(struct island
*is
, int marks
)
430 int i
, c
= 0, missing
;
432 missing
= is
->count
- island_countbridges(is
);
433 if (missing
< 0) return 0;
435 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
436 c
+= island_adjspace(is
, marks
, missing
, i
);
441 static int island_isadj(struct island
*is
, int direction
)
444 grid_type gline
, mline
;
446 x
= is
->adj
.points
[direction
].x
;
447 y
= is
->adj
.points
[direction
].y
;
449 mline
= is
->adj
.points
[direction
].dx ? G_MARKH
: G_MARKV
;
450 gline
= is
->adj
.points
[direction
].dx ? G_LINEH
: G_LINEV
;
451 if (GRID(is
->state
, x
, y
) & mline
) {
452 /* If we're marked (i.e. the thing to attach to is complete)
453 * only count an adjacency if we're already attached. */
454 return GRIDCOUNT(is
->state
, x
, y
, gline
);
456 /* If we're unmarked, count possible adjacency iff it's
457 * flagged as POSSIBLE. */
458 return POSSIBLES(is
->state
, is
->adj
.points
[direction
].dx
, x
, y
);
463 /* Counts the no. of possible adjacent islands (including islands
464 * we're already connected to). */
465 static int island_countadj(struct island
*is
)
469 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
470 if (island_isadj(is
, i
)) nadj
++;
475 static void island_togglemark(struct island
*is
)
478 struct island
*is_loop
;
480 /* mark the island... */
481 GRID(is
->state
, is
->x
, is
->y
) ^= G_MARK
;
483 /* ...remove all marks on non-island squares... */
484 for (x
= 0; x
< is
->state
->w
; x
++) {
485 for (y
= 0; y
< is
->state
->h
; y
++) {
486 if (!(GRID(is
->state
, x
, y
) & G_ISLAND
))
487 GRID(is
->state
, x
, y
) &= ~G_MARK
;
491 /* ...and add marks to squares around marked islands. */
492 for (i
= 0; i
< is
->state
->n_islands
; i
++) {
493 is_loop
= &is
->state
->islands
[i
];
494 if (!(GRID(is_loop
->state
, is_loop
->x
, is_loop
->y
) & G_MARK
))
497 for (j
= 0; j
< is_loop
->adj
.npoints
; j
++) {
498 /* if this direction takes us to another island, mark all
499 * squares between the two islands. */
500 if (!is_loop
->adj
.points
[j
].off
) continue;
501 assert(is_loop
->adj
.points
[j
].off
> 1);
502 for (o
= 1; o
< is_loop
->adj
.points
[j
].off
; o
++) {
504 is_loop
->x
+ is_loop
->adj
.points
[j
].dx
*o
,
505 is_loop
->y
+ is_loop
->adj
.points
[j
].dy
*o
) |=
506 is_loop
->adj
.points
[j
].dy ? G_MARKV
: G_MARKH
;
512 static int island_impossible(struct island
*is
, int strict
)
514 int curr
= island_countbridges(is
), nspc
= is
->count
- curr
, nsurrspc
;
516 struct island
*is_orth
;
519 debug(("island at (%d,%d) impossible because full.\n", is
->x
, is
->y
));
520 return 1; /* too many bridges */
521 } else if ((curr
+ island_countspaces(is
, 0)) < is
->count
) {
522 debug(("island at (%d,%d) impossible because not enough spaces.\n", is
->x
, is
->y
));
523 return 1; /* impossible to create enough bridges */
524 } else if (strict
&& curr
< is
->count
) {
525 debug(("island at (%d,%d) impossible because locked.\n", is
->x
, is
->y
));
526 return 1; /* not enough bridges and island is locked */
529 /* Count spaces in surrounding islands. */
531 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
532 int ifree
, dx
= is
->adj
.points
[i
].dx
;
534 if (!is
->adj
.points
[i
].off
) continue;
535 poss
= POSSIBLES(is
->state
, dx
,
536 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
537 if (poss
== 0) continue;
538 is_orth
= INDEX(is
->state
, gridi
,
539 ISLAND_ORTHX(is
,i
), ISLAND_ORTHY(is
,i
));
542 ifree
= is_orth
->count
- island_countbridges(is_orth
);
545 * ifree is the number of bridges unfilled in the other
546 * island, which is clearly an upper bound on the number
547 * of extra bridges this island may run to it.
549 * Another upper bound is the number of bridges unfilled
550 * on the specific line between here and there. We must
551 * take the minimum of both.
553 int bmax
= MAXIMUM(is
->state
, dx
,
554 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
555 int bcurr
= GRIDCOUNT(is
->state
,
556 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
557 dx ? G_LINEH
: G_LINEV
);
558 assert(bcurr
<= bmax
);
559 nsurrspc
+= min(ifree
, bmax
- bcurr
);
562 if (nsurrspc
< nspc
) {
563 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
564 is
->x
, is
->y
, nsurrspc
, nspc
));
565 return 1; /* not enough spaces around surrounding islands to fill this one. */
571 /* --- Game parameter functions --- */
573 #define DEFAULT_PRESET 0
575 const struct game_params bridges_presets
[] = {
576 { 7, 7, 2, 30, 10, 1, 0 },
577 { 7, 7, 2, 30, 10, 1, 1 },
578 { 7, 7, 2, 30, 10, 1, 2 },
579 { 10, 10, 2, 30, 10, 1, 0 },
580 { 10, 10, 2, 30, 10, 1, 1 },
581 { 10, 10, 2, 30, 10, 1, 2 },
582 { 15, 15, 2, 30, 10, 1, 0 },
583 { 15, 15, 2, 30, 10, 1, 1 },
584 { 15, 15, 2, 30, 10, 1, 2 },
587 static game_params
*default_params(void)
589 game_params
*ret
= snew(game_params
);
590 *ret
= bridges_presets
[DEFAULT_PRESET
];
595 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
600 if (i
< 0 || i
>= lenof(bridges_presets
))
603 ret
= default_params();
604 *ret
= bridges_presets
[i
];
607 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
608 ret
->difficulty
== 0 ?
"easy" :
609 ret
->difficulty
== 1 ?
"medium" : "hard");
615 static void free_params(game_params
*params
)
620 static game_params
*dup_params(game_params
*params
)
622 game_params
*ret
= snew(game_params
);
623 *ret
= *params
; /* structure copy */
627 #define EATNUM(x) do { \
628 (x) = atoi(string); \
629 while (*string && isdigit((unsigned char)*string)) string++; \
632 static void decode_params(game_params
*params
, char const *string
)
635 params
->h
= params
->w
;
636 if (*string
== 'x') {
640 if (*string
== 'i') {
642 EATNUM(params
->islands
);
644 if (*string
== 'e') {
646 EATNUM(params
->expansion
);
648 if (*string
== 'm') {
650 EATNUM(params
->maxb
);
652 params
->allowloops
= 1;
653 if (*string
== 'L') {
655 params
->allowloops
= 0;
657 if (*string
== 'd') {
659 EATNUM(params
->difficulty
);
663 static char *encode_params(game_params
*params
, int full
)
668 sprintf(buf
, "%dx%di%de%dm%d%sd%d",
669 params
->w
, params
->h
, params
->islands
, params
->expansion
,
670 params
->maxb
, params
->allowloops ?
"" : "L",
673 sprintf(buf
, "%dx%dm%d%s", params
->w
, params
->h
,
674 params
->maxb
, params
->allowloops ?
"" : "L");
679 static config_item
*game_configure(game_params
*params
)
684 ret
= snewn(8, config_item
);
686 ret
[0].name
= "Width";
687 ret
[0].type
= C_STRING
;
688 sprintf(buf
, "%d", params
->w
);
689 ret
[0].sval
= dupstr(buf
);
692 ret
[1].name
= "Height";
693 ret
[1].type
= C_STRING
;
694 sprintf(buf
, "%d", params
->h
);
695 ret
[1].sval
= dupstr(buf
);
698 ret
[2].name
= "Difficulty";
699 ret
[2].type
= C_CHOICES
;
700 ret
[2].sval
= ":Easy:Medium:Hard";
701 ret
[2].ival
= params
->difficulty
;
703 ret
[3].name
= "Allow loops";
704 ret
[3].type
= C_BOOLEAN
;
706 ret
[3].ival
= params
->allowloops
;
708 ret
[4].name
= "Max. bridges per direction";
709 ret
[4].type
= C_CHOICES
;
710 ret
[4].sval
= ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
711 ret
[4].ival
= params
->maxb
- 1;
713 ret
[5].name
= "%age of island squares";
714 ret
[5].type
= C_CHOICES
;
715 ret
[5].sval
= ":5%:10%:15%:20%:25%:30%";
716 ret
[5].ival
= (params
->islands
/ 5)-1;
718 ret
[6].name
= "Expansion factor (%age)";
719 ret
[6].type
= C_CHOICES
;
720 ret
[6].sval
= ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
721 ret
[6].ival
= params
->expansion
/ 10;
731 static game_params
*custom_params(config_item
*cfg
)
733 game_params
*ret
= snew(game_params
);
735 ret
->w
= atoi(cfg
[0].sval
);
736 ret
->h
= atoi(cfg
[1].sval
);
737 ret
->difficulty
= cfg
[2].ival
;
738 ret
->allowloops
= cfg
[3].ival
;
739 ret
->maxb
= cfg
[4].ival
+ 1;
740 ret
->islands
= (cfg
[5].ival
+ 1) * 5;
741 ret
->expansion
= cfg
[6].ival
* 10;
746 static char *validate_params(game_params
*params
, int full
)
748 if (params
->w
< 3 || params
->h
< 3)
749 return "Width and height must be at least 3";
750 if (params
->maxb
< 1 || params
->maxb
> MAX_BRIDGES
)
751 return "Too many bridges.";
753 if (params
->islands
<= 0 || params
->islands
> 30)
754 return "%age of island squares must be between 1% and 30%";
755 if (params
->expansion
< 0 || params
->expansion
> 100)
756 return "Expansion factor must be between 0 and 100";
761 /* --- Game encoding and differences --- */
763 static char *encode_game(game_state
*state
)
766 int wh
= state
->w
*state
->h
, run
, x
, y
;
769 ret
= snewn(wh
+ 1, char);
772 for (y
= 0; y
< state
->h
; y
++) {
773 for (x
= 0; x
< state
->w
; x
++) {
774 is
= INDEX(state
, gridi
, x
, y
);
777 *p
++ = ('a'-1) + run
;
781 *p
++ = '0' + is
->count
;
783 *p
++ = 'A' + (is
->count
- 10);
786 *p
++ = ('a'-1) + run
;
794 *p
++ = ('a'-1) + run
;
798 assert(p
- ret
<= wh
);
803 static char *game_state_diff(game_state
*src
, game_state
*dest
)
805 int movesize
= 256, movelen
= 0;
806 char *move
= snewn(movesize
, char), buf
[80];
808 grid_type gline
, nline
;
809 struct island
*is_s
, *is_d
, *is_orth
;
811 #define APPEND do { \
812 if (movelen + len >= movesize) { \
813 movesize = movelen + len + 256; \
814 move = sresize(move, movesize, char); \
816 strcpy(move + movelen, buf); \
820 move
[movelen
++] = 'S';
821 move
[movelen
] = '\0';
823 assert(src
->n_islands
== dest
->n_islands
);
825 for (i
= 0; i
< src
->n_islands
; i
++) {
826 is_s
= &src
->islands
[i
];
827 is_d
= &dest
->islands
[i
];
828 assert(is_s
->x
== is_d
->x
);
829 assert(is_s
->y
== is_d
->y
);
830 assert(is_s
->adj
.npoints
== is_d
->adj
.npoints
); /* more paranoia */
832 for (d
= 0; d
< is_s
->adj
.npoints
; d
++) {
833 if (is_s
->adj
.points
[d
].dx
== -1 ||
834 is_s
->adj
.points
[d
].dy
== -1) continue;
836 x
= is_s
->adj
.points
[d
].x
;
837 y
= is_s
->adj
.points
[d
].y
;
838 gline
= is_s
->adj
.points
[d
].dx ? G_LINEH
: G_LINEV
;
839 nline
= is_s
->adj
.points
[d
].dx ? G_NOLINEH
: G_NOLINEV
;
840 is_orth
= INDEX(dest
, gridi
,
841 ISLAND_ORTHX(is_d
, d
), ISLAND_ORTHY(is_d
, d
));
843 if (GRIDCOUNT(src
, x
, y
, gline
) != GRIDCOUNT(dest
, x
, y
, gline
)) {
845 len
= sprintf(buf
, ";L%d,%d,%d,%d,%d",
846 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
,
847 GRIDCOUNT(dest
, x
, y
, gline
));
850 if ((GRID(src
,x
,y
) & nline
) != (GRID(dest
, x
, y
) & nline
)) {
852 len
= sprintf(buf
, ";N%d,%d,%d,%d",
853 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
);
857 if ((GRID(src
, is_s
->x
, is_s
->y
) & G_MARK
) !=
858 (GRID(dest
, is_d
->x
, is_d
->y
) & G_MARK
)) {
859 len
= sprintf(buf
, ";M%d,%d", is_s
->x
, is_s
->y
);
866 /* --- Game setup and solving utilities --- */
868 /* This function is optimised; a Quantify showed that lots of grid-generation time
869 * (>50%) was spent in here. Hence the IDX() stuff. */
871 static void map_update_possibles(game_state
*state
)
873 int x
, y
, s
, e
, bl
, i
, np
, maxb
, w
= state
->w
, idx
;
874 struct island
*is_s
= NULL
, *is_f
= NULL
;
876 /* Run down vertical stripes [un]setting possv... */
877 for (x
= 0; x
< state
->w
; x
++) {
881 /* Unset possible flags until we find an island. */
882 for (y
= 0; y
< state
->h
; y
++) {
883 is_s
= IDX(state
, gridi
, idx
);
889 IDX(state
, possv
, idx
) = 0;
892 for (; y
< state
->h
; y
++) {
893 maxb
= min(maxb
, IDX(state
, maxv
, idx
));
894 is_f
= IDX(state
, gridi
, idx
);
897 np
= min(maxb
, is_f
->count
);
900 for (i
= s
; i
<= e
; i
++) {
901 INDEX(state
, possv
, x
, i
) = bl ?
0 : np
;
910 if (IDX(state
,grid
,idx
) & (G_LINEH
|G_NOLINEV
)) bl
= 1;
915 for (i
= s
; i
<= e
; i
++)
916 INDEX(state
, possv
, x
, i
) = 0;
920 /* ...and now do horizontal stripes [un]setting possh. */
921 /* can we lose this clone'n'hack? */
922 for (y
= 0; y
< state
->h
; y
++) {
926 for (x
= 0; x
< state
->w
; x
++) {
927 is_s
= IDX(state
, gridi
, idx
);
933 IDX(state
, possh
, idx
) = 0;
936 for (; x
< state
->w
; x
++) {
937 maxb
= min(maxb
, IDX(state
, maxh
, idx
));
938 is_f
= IDX(state
, gridi
, idx
);
941 np
= min(maxb
, is_f
->count
);
944 for (i
= s
; i
<= e
; i
++) {
945 INDEX(state
, possh
, i
, y
) = bl ?
0 : np
;
954 if (IDX(state
,grid
,idx
) & (G_LINEV
|G_NOLINEH
)) bl
= 1;
959 for (i
= s
; i
<= e
; i
++)
960 INDEX(state
, possh
, i
, y
) = 0;
965 static void map_count(game_state
*state
)
968 grid_type flag
, grid
;
971 for (i
= 0; i
< state
->n_islands
; i
++) {
972 is
= &state
->islands
[i
];
974 for (n
= 0; n
< is
->adj
.npoints
; n
++) {
975 ax
= is
->adj
.points
[n
].x
;
976 ay
= is
->adj
.points
[n
].y
;
977 flag
= (ax
== is
->x
) ? G_LINEV
: G_LINEH
;
978 grid
= GRID(state
,ax
,ay
);
980 is
->count
+= INDEX(state
,lines
,ax
,ay
);
986 static void map_find_orthogonal(game_state
*state
)
990 for (i
= 0; i
< state
->n_islands
; i
++) {
991 island_find_orthogonal(&state
->islands
[i
]);
995 static int grid_degree(game_state
*state
, int x
, int y
, int *nx_r
, int *ny_r
)
997 grid_type grid
= SCRATCH(state
, x
, y
), gline
= grid
& G_LINE
;
999 int x1
, y1
, x2
, y2
, c
= 0, i
, nx
, ny
;
1001 nx
= ny
= -1; /* placate optimiser */
1002 is
= INDEX(state
, gridi
, x
, y
);
1004 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1005 gline
= is
->adj
.points
[i
].dx ? G_LINEH
: G_LINEV
;
1007 is
->adj
.points
[i
].x
,
1008 is
->adj
.points
[i
].y
) & gline
) {
1009 nx
= is
->adj
.points
[i
].x
;
1010 ny
= is
->adj
.points
[i
].y
;
1015 if (gline
& G_LINEV
) {
1022 /* Non-island squares with edges in should never be pointing off the
1023 * edge of the grid. */
1024 assert(INGRID(state
, x1
, y1
));
1025 assert(INGRID(state
, x2
, y2
));
1026 if (SCRATCH(state
, x1
, y1
) & (gline
| G_ISLAND
)) {
1027 nx
= x1
; ny
= y1
; c
++;
1029 if (SCRATCH(state
, x2
, y2
) & (gline
| G_ISLAND
)) {
1030 nx
= x2
; ny
= y2
; c
++;
1034 assert(nx
!= -1 && ny
!= -1); /* paranoia */
1035 *nx_r
= nx
; *ny_r
= ny
;
1040 static int map_hasloops(game_state
*state
, int mark
)
1042 int x
, y
, ox
, oy
, nx
= 0, ny
= 0, loop
= 0;
1044 memcpy(state
->scratch
, state
->grid
, GRIDSZ(state
));
1046 /* This algorithm is actually broken; if there are two loops connected
1047 * by bridges this will also highlight bridges. The correct algorithm
1048 * uses a dsf and a two-pass edge-detection algorithm (see check_correct
1049 * in slant.c); this is BALGE for now, especially since disallow-loops
1050 * is not the default for this puzzle. If we want to fix this later then
1051 * copy the alg in slant.c to the empty statement in map_group. */
1053 /* Remove all 1-degree edges. */
1054 for (y
= 0; y
< state
->h
; y
++) {
1055 for (x
= 0; x
< state
->w
; x
++) {
1057 while (grid_degree(state
, ox
, oy
, &nx
, &ny
) == 1) {
1058 /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/
1059 SCRATCH(state
, ox
, oy
) &= ~(G_LINE
|G_ISLAND
);
1064 /* Mark any remaining edges as G_WARN, if required. */
1065 for (x
= 0; x
< state
->w
; x
++) {
1066 for (y
= 0; y
< state
->h
; y
++) {
1067 if (GRID(state
,x
,y
) & G_ISLAND
) continue;
1069 if (SCRATCH(state
, x
, y
) & G_LINE
) {
1071 /*debug(("hasloops: marking loop square at (%d,%d).\n",
1073 GRID(state
,x
,y
) |= G_WARN
;
1076 return 1; /* short-cut as soon as we find one */
1079 GRID(state
,x
,y
) &= ~G_WARN
;
1086 static void map_group(game_state
*state
)
1088 int i
, wh
= state
->w
*state
->h
, d1
, d2
;
1090 int *dsf
= state
->solver
->dsf
;
1091 struct island
*is
, *is_join
;
1093 /* Initialise dsf. */
1096 /* For each island, find connected islands right or down
1097 * and merge the dsf for the island squares as well as the
1098 * bridge squares. */
1099 for (x
= 0; x
< state
->w
; x
++) {
1100 for (y
= 0; y
< state
->h
; y
++) {
1101 GRID(state
,x
,y
) &= ~(G_SWEEP
|G_WARN
); /* for group_full. */
1103 is
= INDEX(state
, gridi
, x
, y
);
1106 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1107 /* only want right/down */
1108 if (is
->adj
.points
[i
].dx
== -1 ||
1109 is
->adj
.points
[i
].dy
== -1) continue;
1111 is_join
= island_find_connection(is
, i
);
1112 if (!is_join
) continue;
1114 d2
= DINDEX(is_join
->x
, is_join
->y
);
1115 if (dsf_canonify(dsf
,d1
) == dsf_canonify(dsf
,d2
)) {
1116 ; /* we have a loop. See comment in map_hasloops. */
1117 /* However, we still want to merge all squares joining
1118 * this side-that-makes-a-loop. */
1120 /* merge all squares between island 1 and island 2. */
1121 for (x2
= x
; x2
<= is_join
->x
; x2
++) {
1122 for (y2
= y
; y2
<= is_join
->y
; y2
++) {
1124 if (d1
!= d2
) dsf_merge(dsf
,d1
,d2
);
1132 static int map_group_check(game_state
*state
, int canon
, int warn
,
1135 int *dsf
= state
->solver
->dsf
, nislands
= 0;
1136 int x
, y
, i
, allfull
= 1;
1139 for (i
= 0; i
< state
->n_islands
; i
++) {
1140 is
= &state
->islands
[i
];
1141 if (dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)) != canon
) continue;
1143 GRID(state
, is
->x
, is
->y
) |= G_SWEEP
;
1145 if (island_countbridges(is
) != is
->count
)
1148 if (warn
&& allfull
&& nislands
!= state
->n_islands
) {
1149 /* we're full and this island group isn't the whole set.
1150 * Mark all squares with this dsf canon as ERR. */
1151 for (x
= 0; x
< state
->w
; x
++) {
1152 for (y
= 0; y
< state
->h
; y
++) {
1153 if (dsf_canonify(dsf
, DINDEX(x
,y
)) == canon
) {
1154 GRID(state
,x
,y
) |= G_WARN
;
1160 if (nislands_r
) *nislands_r
= nislands
;
1164 static int map_group_full(game_state
*state
, int *ngroups_r
)
1166 int *dsf
= state
->solver
->dsf
, ngroups
= 0;
1170 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
1172 for (i
= 0; i
< state
->n_islands
; i
++) {
1173 is
= &state
->islands
[i
];
1174 if (GRID(state
,is
->x
,is
->y
) & G_SWEEP
) continue;
1177 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1182 *ngroups_r
= ngroups
;
1186 static int map_check(game_state
*state
)
1190 /* Check for loops, if necessary. */
1191 if (!state
->allowloops
) {
1192 if (map_hasloops(state
, 1))
1196 /* Place islands into island groups and check for early
1197 * satisfied-groups. */
1198 map_group(state
); /* clears WARN and SWEEP */
1199 if (map_group_full(state
, &ngroups
)) {
1200 if (ngroups
== 1) return 1;
1205 static void map_clear(game_state
*state
)
1209 for (x
= 0; x
< state
->w
; x
++) {
1210 for (y
= 0; y
< state
->h
; y
++) {
1211 /* clear most flags; might want to be slightly more careful here. */
1212 GRID(state
,x
,y
) &= G_ISLAND
;
1217 static void solve_join(struct island
*is
, int direction
, int n
, int is_max
)
1219 struct island
*is_orth
;
1220 int d1
, d2
, *dsf
= is
->state
->solver
->dsf
;
1221 game_state
*state
= is
->state
; /* for DINDEX */
1223 is_orth
= INDEX(is
->state
, gridi
,
1224 ISLAND_ORTHX(is
, direction
),
1225 ISLAND_ORTHY(is
, direction
));
1227 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
1228 is->x, is->y, is_orth->x, is_orth->y, n));*/
1229 island_join(is
, is_orth
, n
, is_max
);
1231 if (n
> 0 && !is_max
) {
1232 d1
= DINDEX(is
->x
, is
->y
);
1233 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1234 if (dsf_canonify(dsf
, d1
) != dsf_canonify(dsf
, d2
))
1235 dsf_merge(dsf
, d1
, d2
);
1239 static int solve_fillone(struct island
*is
)
1243 debug(("solve_fillone for island (%d,%d).\n", is
->x
, is
->y
));
1245 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1246 if (island_isadj(is
, i
)) {
1247 if (island_hasbridge(is
, i
)) {
1248 /* already attached; do nothing. */;
1250 solve_join(is
, i
, 1, 0);
1258 static int solve_fill(struct island
*is
)
1260 /* for each unmarked adjacent, make sure we convert every possible bridge
1261 * to a real one, and then work out the possibles afresh. */
1262 int i
, nnew
, ncurr
, nadded
= 0, missing
;
1264 debug(("solve_fill for island (%d,%d).\n", is
->x
, is
->y
));
1266 missing
= is
->count
- island_countbridges(is
);
1267 if (missing
< 0) return 0;
1269 /* very like island_countspaces. */
1270 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1271 nnew
= island_adjspace(is
, 1, missing
, i
);
1273 ncurr
= GRIDCOUNT(is
->state
,
1274 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
1275 is
->adj
.points
[i
].dx ? G_LINEH
: G_LINEV
);
1277 solve_join(is
, i
, nnew
+ ncurr
, 0);
1284 static int solve_island_stage1(struct island
*is
, int *didsth_r
)
1286 int bridges
= island_countbridges(is
);
1287 int nspaces
= island_countspaces(is
, 1);
1288 int nadj
= island_countadj(is
);
1293 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
1294 is->x, is->y, bridges, is->count, nspaces, nadj));*/
1295 if (bridges
> is
->count
) {
1296 /* We only ever add bridges when we're sure they fit, or that's
1297 * the only place they can go. If we've added bridges such that
1298 * another island has become wrong, the puzzle must not have had
1300 debug(("...island at (%d,%d) is overpopulated!\n", is
->x
, is
->y
));
1302 } else if (bridges
== is
->count
) {
1303 /* This island is full. Make sure it's marked (and update
1304 * possibles if we did). */
1305 if (!(GRID(is
->state
, is
->x
, is
->y
) & G_MARK
)) {
1306 debug(("...marking island (%d,%d) as full.\n", is
->x
, is
->y
));
1307 island_togglemark(is
);
1310 } else if (GRID(is
->state
, is
->x
, is
->y
) & G_MARK
) {
1311 debug(("...island (%d,%d) is marked but unfinished!\n",
1313 return 0; /* island has been marked unfinished; no solution from here. */
1315 /* This is the interesting bit; we try and fill in more information
1316 * about this island. */
1317 if (is
->count
== bridges
+ nspaces
) {
1318 if (solve_fill(is
) > 0) didsth
= 1;
1319 } else if (is
->count
> ((nadj
-1) * is
->state
->maxb
)) {
1320 /* must have at least one bridge in each possible direction. */
1321 if (solve_fillone(is
) > 0) didsth
= 1;
1325 map_update_possibles(is
->state
);
1331 /* returns non-zero if a new line here would cause a loop. */
1332 static int solve_island_checkloop(struct island
*is
, int direction
)
1334 struct island
*is_orth
;
1335 int *dsf
= is
->state
->solver
->dsf
, d1
, d2
;
1336 game_state
*state
= is
->state
;
1338 if (is
->state
->allowloops
) return 0; /* don't care anyway */
1339 if (island_hasbridge(is
, direction
)) return 0; /* already has a bridge */
1340 if (island_isadj(is
, direction
) == 0) return 0; /* no adj island */
1342 is_orth
= INDEX(is
->state
, gridi
,
1343 ISLAND_ORTHX(is
,direction
),
1344 ISLAND_ORTHY(is
,direction
));
1345 if (!is_orth
) return 0;
1347 d1
= DINDEX(is
->x
, is
->y
);
1348 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1349 if (dsf_canonify(dsf
, d1
) == dsf_canonify(dsf
, d2
)) {
1350 /* two islands are connected already; don't join them. */
1356 static int solve_island_stage2(struct island
*is
, int *didsth_r
)
1358 int added
= 0, removed
= 0, navail
= 0, nadj
, i
;
1362 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1363 if (solve_island_checkloop(is
, i
)) {
1364 debug(("removing possible loop at (%d,%d) direction %d.\n",
1366 solve_join(is
, i
, -1, 0);
1367 map_update_possibles(is
->state
);
1370 navail
+= island_isadj(is
, i
);
1371 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
1373 is->adj.points[i].dx, is->adj.points[i].dy,
1374 island_isadj(is, i)));*/
1378 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
1380 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1381 if (!island_hasbridge(is
, i
)) {
1382 nadj
= island_isadj(is
, i
);
1383 if (nadj
> 0 && (navail
- nadj
) < is
->count
) {
1384 /* we couldn't now complete the island without at
1385 * least one bridge here; put it in. */
1386 /*debug(("nadj %d, navail %d, is->count %d.\n",
1387 nadj, navail, is->count));*/
1388 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
1390 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
));
1391 solve_join(is
, i
, 1, 0);
1393 /*debug_state(is->state);
1394 debug_possibles(is->state);*/
1398 if (added
) map_update_possibles(is
->state
);
1399 if (added
|| removed
) *didsth_r
= 1;
1403 static int solve_island_subgroup(struct island
*is
, int direction
, int n
)
1405 struct island
*is_join
;
1406 int nislands
, *dsf
= is
->state
->solver
->dsf
;
1407 game_state
*state
= is
->state
;
1409 debug(("..checking subgroups.\n"));
1411 /* if is isn't full, return 0. */
1412 if (n
< is
->count
) {
1413 debug(("...orig island (%d,%d) not full.\n", is
->x
, is
->y
));
1417 is_join
= INDEX(state
, gridi
,
1418 ISLAND_ORTHX(is
, direction
),
1419 ISLAND_ORTHY(is
, direction
));
1422 /* if is_join isn't full, return 0. */
1423 if (island_countbridges(is_join
) < is_join
->count
) {
1424 debug(("...dest island (%d,%d) not full.\n", is_join
->x
, is_join
->y
));
1428 /* Check group membership for is->dsf; if it's full return 1. */
1429 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1431 if (nislands
< state
->n_islands
) {
1432 /* we have a full subgroup that isn't the whole set.
1433 * This isn't allowed. */
1434 debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
1438 debug(("...has finished puzzle.\n"));
1444 static int solve_island_impossible(game_state
*state
)
1449 /* If any islands are impossible, return 1. */
1450 for (i
= 0; i
< state
->n_islands
; i
++) {
1451 is
= &state
->islands
[i
];
1452 if (island_impossible(is
, 0)) {
1453 debug(("island at (%d,%d) has become impossible, disallowing.\n",
1461 /* Bear in mind that this function is really rather inefficient. */
1462 static int solve_island_stage3(struct island
*is
, int *didsth_r
)
1464 int i
, n
, x
, y
, missing
, spc
, curr
, maxb
, didsth
= 0;
1465 int wh
= is
->state
->w
* is
->state
->h
;
1466 struct solver_state
*ss
= is
->state
->solver
;
1470 missing
= is
->count
- island_countbridges(is
);
1471 if (missing
<= 0) return 1;
1473 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1474 /* We only do right- or down-pointing bridges. */
1475 if (is
->adj
.points
[i
].dx
== -1 ||
1476 is
->adj
.points
[i
].dy
== -1) continue;
1478 x
= is
->adj
.points
[i
].x
;
1479 y
= is
->adj
.points
[i
].y
;
1480 spc
= island_adjspace(is
, 1, missing
, i
);
1481 if (spc
== 0) continue;
1483 curr
= GRIDCOUNT(is
->state
, x
, y
,
1484 is
->adj
.points
[i
].dx ? G_LINEH
: G_LINEV
);
1485 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
1486 is
->x
, is
->y
, curr
+1, curr
+spc
));
1488 /* Now we know that this island could have more bridges,
1489 * to bring the total from curr+1 to curr+spc. */
1491 /* We have to squirrel the dsf away and restore it afterwards;
1492 * it is additive only, and can't be removed from. */
1493 memcpy(ss
->tmpdsf
, ss
->dsf
, wh
*sizeof(int));
1494 for (n
= curr
+1; n
<= curr
+spc
; n
++) {
1495 solve_join(is
, i
, n
, 0);
1496 map_update_possibles(is
->state
);
1498 if (solve_island_subgroup(is
, i
, n
) ||
1499 solve_island_impossible(is
->state
)) {
1501 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
1503 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
,
1508 solve_join(is
, i
, curr
, 0); /* put back to before. */
1509 memcpy(ss
->dsf
, ss
->tmpdsf
, wh
*sizeof(int));
1512 /*debug_state(is->state);*/
1514 debug(("...adding NOLINE.\n"));
1515 solve_join(is
, i
, -1, 0); /* we can't have any bridges here. */
1517 debug(("...setting maximum\n"));
1518 solve_join(is
, i
, maxb
, 1);
1522 map_update_possibles(is
->state
);
1524 if (didsth
) *didsth_r
= didsth
;
1528 #define CONTINUE_IF_FULL do { \
1529 if (GRID(state, is->x, is->y) & G_MARK) { \
1530 /* island full, don't try fixing it */ \
1534 static int solve_sub(game_state
*state
, int difficulty
, int depth
)
1542 /* First island iteration: things we can work out by looking at
1543 * properties of the island as a whole. */
1544 for (i
= 0; i
< state
->n_islands
; i
++) {
1545 is
= &state
->islands
[i
];
1546 if (!solve_island_stage1(is
, &didsth
)) return 0;
1548 if (didsth
) continue;
1549 else if (difficulty
< 1) break;
1551 /* Second island iteration: thing we can work out by looking at
1552 * properties of individual island connections. */
1553 for (i
= 0; i
< state
->n_islands
; i
++) {
1554 is
= &state
->islands
[i
];
1556 if (!solve_island_stage2(is
, &didsth
)) return 0;
1558 if (didsth
) continue;
1559 else if (difficulty
< 2) break;
1561 /* Third island iteration: things we can only work out by looking
1562 * at groups of islands. */
1563 for (i
= 0; i
< state
->n_islands
; i
++) {
1564 is
= &state
->islands
[i
];
1565 if (!solve_island_stage3(is
, &didsth
)) return 0;
1567 if (didsth
) continue;
1568 else if (difficulty
< 3) break;
1570 /* If we can be bothered, write a recursive solver to finish here. */
1573 if (map_check(state
)) return 1; /* solved it */
1577 static void solve_for_hint(game_state
*state
)
1580 solve_sub(state
, 10, 0);
1583 static int solve_from_scratch(game_state
*state
, int difficulty
)
1587 map_update_possibles(state
);
1588 return solve_sub(state
, difficulty
, 0);
1591 /* --- New game functions --- */
1593 static game_state
*new_state(game_params
*params
)
1595 game_state
*ret
= snew(game_state
);
1596 int wh
= params
->w
* params
->h
, i
;
1600 ret
->allowloops
= params
->allowloops
;
1601 ret
->maxb
= params
->maxb
;
1602 ret
->params
= *params
;
1604 ret
->grid
= snewn(wh
, grid_type
);
1605 memset(ret
->grid
, 0, GRIDSZ(ret
));
1606 ret
->scratch
= snewn(wh
, grid_type
);
1607 memset(ret
->scratch
, 0, GRIDSZ(ret
));
1609 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1610 memset(ret
->wha
, 0, wh
*N_WH_ARRAYS
*sizeof(char));
1612 ret
->possv
= ret
->wha
;
1613 ret
->possh
= ret
->wha
+ wh
;
1614 ret
->lines
= ret
->wha
+ wh
*2;
1615 ret
->maxv
= ret
->wha
+ wh
*3;
1616 ret
->maxh
= ret
->wha
+ wh
*4;
1618 memset(ret
->maxv
, ret
->maxb
, wh
*sizeof(char));
1619 memset(ret
->maxh
, ret
->maxb
, wh
*sizeof(char));
1621 ret
->islands
= NULL
;
1623 ret
->n_islands_alloc
= 0;
1625 ret
->gridi
= snewn(wh
, struct island
*);
1626 for (i
= 0; i
< wh
; i
++) ret
->gridi
[i
] = NULL
;
1628 ret
->solved
= ret
->completed
= 0;
1630 ret
->solver
= snew(struct solver_state
);
1631 ret
->solver
->dsf
= snew_dsf(wh
);
1632 ret
->solver
->tmpdsf
= snewn(wh
, int);
1634 ret
->solver
->refcount
= 1;
1639 static game_state
*dup_game(game_state
*state
)
1641 game_state
*ret
= snew(game_state
);
1642 int wh
= state
->w
*state
->h
;
1646 ret
->allowloops
= state
->allowloops
;
1647 ret
->maxb
= state
->maxb
;
1648 ret
->params
= state
->params
;
1650 ret
->grid
= snewn(wh
, grid_type
);
1651 memcpy(ret
->grid
, state
->grid
, GRIDSZ(ret
));
1652 ret
->scratch
= snewn(wh
, grid_type
);
1653 memcpy(ret
->scratch
, state
->scratch
, GRIDSZ(ret
));
1655 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1656 memcpy(ret
->wha
, state
->wha
, wh
*N_WH_ARRAYS
*sizeof(char));
1658 ret
->possv
= ret
->wha
;
1659 ret
->possh
= ret
->wha
+ wh
;
1660 ret
->lines
= ret
->wha
+ wh
*2;
1661 ret
->maxv
= ret
->wha
+ wh
*3;
1662 ret
->maxh
= ret
->wha
+ wh
*4;
1664 ret
->islands
= snewn(state
->n_islands
, struct island
);
1665 memcpy(ret
->islands
, state
->islands
, state
->n_islands
* sizeof(struct island
));
1666 ret
->n_islands
= ret
->n_islands_alloc
= state
->n_islands
;
1668 ret
->gridi
= snewn(wh
, struct island
*);
1669 fixup_islands_for_realloc(ret
);
1671 ret
->solved
= state
->solved
;
1672 ret
->completed
= state
->completed
;
1674 ret
->solver
= state
->solver
;
1675 ret
->solver
->refcount
++;
1680 static void free_game(game_state
*state
)
1682 if (--state
->solver
->refcount
<= 0) {
1683 sfree(state
->solver
->dsf
);
1684 sfree(state
->solver
->tmpdsf
);
1685 sfree(state
->solver
);
1688 sfree(state
->islands
);
1689 sfree(state
->gridi
);
1693 sfree(state
->scratch
);
1698 #define MAX_NEWISLAND_TRIES 50
1699 #define MIN_SENSIBLE_ISLANDS 3
1701 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
1703 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1704 char **aux
, int interactive
)
1706 game_state
*tobuild
= NULL
;
1707 int i
, j
, wh
= params
->w
* params
->h
, x
, y
, dx
, dy
;
1708 int minx
, miny
, maxx
, maxy
, joinx
, joiny
, newx
, newy
, diffx
, diffy
;
1709 int ni_req
= max((params
->islands
* wh
) / 100, MIN_SENSIBLE_ISLANDS
), ni_curr
, ni_bad
;
1710 struct island
*is
, *is2
;
1712 unsigned int echeck
;
1714 /* pick a first island position randomly. */
1716 if (tobuild
) free_game(tobuild
);
1717 tobuild
= new_state(params
);
1719 x
= random_upto(rs
, params
->w
);
1720 y
= random_upto(rs
, params
->h
);
1721 island_add(tobuild
, x
, y
, 0);
1724 debug(("Created initial island at (%d,%d).\n", x
, y
));
1726 while (ni_curr
< ni_req
) {
1727 /* Pick a random island to try and extend from. */
1728 i
= random_upto(rs
, tobuild
->n_islands
);
1729 is
= &tobuild
->islands
[i
];
1731 /* Pick a random direction to extend in. */
1732 j
= random_upto(rs
, is
->adj
.npoints
);
1733 dx
= is
->adj
.points
[j
].x
- is
->x
;
1734 dy
= is
->adj
.points
[j
].y
- is
->y
;
1736 /* Find out limits of where we could put a new island. */
1738 minx
= is
->x
+ 2*dx
; miny
= is
->y
+ 2*dy
; /* closest is 2 units away. */
1739 x
= is
->x
+dx
; y
= is
->y
+dy
;
1740 if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1741 /* already a line next to the island, continue. */
1745 if (x
< 0 || x
>= params
->w
|| y
< 0 || y
>= params
->h
) {
1746 /* got past the edge; put a possible at the island
1748 maxx
= x
-dx
; maxy
= y
-dy
;
1751 if (GRID(tobuild
,x
,y
) & G_ISLAND
) {
1752 /* could join up to an existing island... */
1753 joinx
= x
; joiny
= y
;
1754 /* ... or make a new one 2 spaces away. */
1755 maxx
= x
- 2*dx
; maxy
= y
- 2*dy
;
1757 } else if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1758 /* could make a new one 1 space away from the line. */
1759 maxx
= x
- dx
; maxy
= y
- dy
;
1766 debug(("Island at (%d,%d) with d(%d,%d) has new positions "
1767 "(%d,%d) -> (%d,%d), join (%d,%d).\n",
1768 is
->x
, is
->y
, dx
, dy
, minx
, miny
, maxx
, maxy
, joinx
, joiny
));
1769 /* Now we know where we could either put a new island
1770 * (between min and max), or (if loops are allowed) could join on
1771 * to an existing island (at join). */
1772 if (params
->allowloops
&& joinx
!= -1 && joiny
!= -1) {
1773 if (random_upto(rs
, 100) < (unsigned long)params
->expansion
) {
1774 is2
= INDEX(tobuild
, gridi
, joinx
, joiny
);
1775 debug(("Joining island at (%d,%d) to (%d,%d).\n",
1776 is
->x
, is
->y
, is2
->x
, is2
->y
));
1780 diffx
= (maxx
- minx
) * dx
;
1781 diffy
= (maxy
- miny
) * dy
;
1782 if (diffx
< 0 || diffy
< 0) goto bad
;
1783 if (random_upto(rs
,100) < (unsigned long)params
->expansion
) {
1784 newx
= maxx
; newy
= maxy
;
1785 debug(("Creating new island at (%d,%d) (expanded).\n", newx
, newy
));
1787 newx
= minx
+ random_upto(rs
,diffx
+1)*dx
;
1788 newy
= miny
+ random_upto(rs
,diffy
+1)*dy
;
1789 debug(("Creating new island at (%d,%d).\n", newx
, newy
));
1791 /* check we're not next to island in the other orthogonal direction. */
1792 if ((INGRID(tobuild
,newx
+dy
,newy
+dx
) && (GRID(tobuild
,newx
+dy
,newy
+dx
) & G_ISLAND
)) ||
1793 (INGRID(tobuild
,newx
-dy
,newy
-dx
) && (GRID(tobuild
,newx
-dy
,newy
-dx
) & G_ISLAND
))) {
1794 debug(("New location is adjacent to island, skipping.\n"));
1797 is2
= island_add(tobuild
, newx
, newy
, 0);
1798 /* Must get is again at this point; the array might have
1799 * been realloced by island_add... */
1800 is
= &tobuild
->islands
[i
]; /* ...but order will not change. */
1802 ni_curr
++; ni_bad
= 0;
1804 island_join(is
, is2
, random_upto(rs
, tobuild
->maxb
)+1, 0);
1805 debug_state(tobuild
);
1810 if (ni_bad
> MAX_NEWISLAND_TRIES
) {
1811 debug(("Unable to create any new islands after %d tries; "
1812 "created %d [%d%%] (instead of %d [%d%%] requested).\n",
1813 MAX_NEWISLAND_TRIES
,
1814 ni_curr
, ni_curr
* 100 / wh
,
1815 ni_req
, ni_req
* 100 / wh
));
1822 debug(("Only generated one island (!), retrying.\n"));
1825 /* Check we have at least one island on each extremity of the grid. */
1827 for (x
= 0; x
< params
->w
; x
++) {
1828 if (INDEX(tobuild
, gridi
, x
, 0)) echeck
|= 1;
1829 if (INDEX(tobuild
, gridi
, x
, params
->h
-1)) echeck
|= 2;
1831 for (y
= 0; y
< params
->h
; y
++) {
1832 if (INDEX(tobuild
, gridi
, 0, y
)) echeck
|= 4;
1833 if (INDEX(tobuild
, gridi
, params
->w
-1, y
)) echeck
|= 8;
1836 debug(("Generated grid doesn't fill to sides, retrying.\n"));
1841 map_find_orthogonal(tobuild
);
1843 if (params
->difficulty
> 0) {
1844 if ((ni_curr
> MIN_SENSIBLE_ISLANDS
) &&
1845 (solve_from_scratch(tobuild
, params
->difficulty
-1) > 0)) {
1846 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
1847 params
->difficulty
-1));
1852 if (solve_from_scratch(tobuild
, params
->difficulty
) == 0) {
1853 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
1854 params
->difficulty
));
1858 /* ... tobuild is now solved. We rely on this making the diff for aux. */
1859 debug_state(tobuild
);
1860 ret
= encode_game(tobuild
);
1862 game_state
*clean
= dup_game(tobuild
);
1864 map_update_possibles(clean
);
1865 *aux
= game_state_diff(clean
, tobuild
);
1873 static char *validate_desc(game_params
*params
, char *desc
)
1875 int i
, wh
= params
->w
* params
->h
;
1877 for (i
= 0; i
< wh
; i
++) {
1878 if (*desc
>= '1' && *desc
<= '9')
1880 else if (*desc
>= 'a' && *desc
<= 'z')
1881 i
+= *desc
- 'a'; /* plus the i++ */
1882 else if (*desc
>= 'A' && *desc
<= 'G')
1884 else if (*desc
== 'V' || *desc
== 'W' ||
1885 *desc
== 'X' || *desc
== 'Y' ||
1886 *desc
== 'H' || *desc
== 'I' ||
1887 *desc
== 'J' || *desc
== 'K')
1890 return "Game description shorter than expected";
1892 return "Game description containers unexpected character";
1895 if (*desc
|| i
> wh
)
1896 return "Game description longer than expected";
1901 static game_state
*new_game_sub(game_params
*params
, char *desc
)
1903 game_state
*state
= new_state(params
);
1906 debug(("new_game[_sub]: desc = '%s'.\n", desc
));
1908 for (y
= 0; y
< params
->h
; y
++) {
1909 for (x
= 0; x
< params
->w
; x
++) {
1915 if (c
>= 'a' && c
<= 'z')
1925 case '1': case '2': case '3': case '4':
1926 case '5': case '6': case '7': case '8': case '9':
1927 island_add(state
, x
, y
, (c
- '0'));
1930 case 'A': case 'B': case 'C': case 'D':
1931 case 'E': case 'F': case 'G':
1932 island_add(state
, x
, y
, (c
- 'A') + 10);
1940 assert(!"Malformed desc.");
1945 if (*desc
) assert(!"Over-long desc.");
1947 map_find_orthogonal(state
);
1948 map_update_possibles(state
);
1953 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1955 return new_game_sub(params
, desc
);
1959 int dragx_src
, dragy_src
; /* source; -1 means no drag */
1960 int dragx_dst
, dragy_dst
; /* src's closest orth island. */
1962 int dragging
, drag_is_noline
, nlines
;
1964 int cur_x
, cur_y
, cur_visible
; /* cursor position */
1968 static char *ui_cancel_drag(game_ui
*ui
)
1970 ui
->dragx_src
= ui
->dragy_src
= -1;
1971 ui
->dragx_dst
= ui
->dragy_dst
= -1;
1976 static game_ui
*new_ui(game_state
*state
)
1978 game_ui
*ui
= snew(game_ui
);
1980 ui
->cur_x
= state
->islands
[0].x
;
1981 ui
->cur_y
= state
->islands
[0].y
;
1982 ui
->cur_visible
= 0;
1987 static void free_ui(game_ui
*ui
)
1992 static char *encode_ui(game_ui
*ui
)
1997 static void decode_ui(game_ui
*ui
, char *encoding
)
2001 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2002 game_state
*newstate
)
2006 struct game_drawstate
{
2011 int started
, dragging
;
2015 static char *update_drag_dst(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2018 int ox
, oy
, dx
, dy
, i
, currl
, maxb
;
2020 grid_type gtype
, ntype
, mtype
, curr
;
2022 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1) return NULL
;
2027 /* work out which of the four directions we're closest to... */
2028 ox
= COORD(ui
->dragx_src
) + TILE_SIZE
/2;
2029 oy
= COORD(ui
->dragy_src
) + TILE_SIZE
/2;
2031 if (abs(nx
-ox
) < abs(ny
-oy
)) {
2033 dy
= (ny
-oy
) < 0 ?
-1 : 1;
2034 gtype
= G_LINEV
; ntype
= G_NOLINEV
; mtype
= G_MARKV
;
2035 maxb
= INDEX(state
, maxv
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2038 dx
= (nx
-ox
) < 0 ?
-1 : 1;
2039 gtype
= G_LINEH
; ntype
= G_NOLINEH
; mtype
= G_MARKH
;
2040 maxb
= INDEX(state
, maxh
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2042 if (ui
->drag_is_noline
) {
2045 curr
= GRID(state
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2046 currl
= INDEX(state
, lines
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2049 if (currl
== maxb
) {
2054 ui
->nlines
= currl
+ 1;
2062 /* ... and see if there's an island off in that direction. */
2063 is
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2064 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
2065 if (is
->adj
.points
[i
].off
== 0) continue;
2066 curr
= GRID(state
, is
->x
+dx
, is
->y
+dy
);
2067 if (curr
& mtype
) continue; /* don't allow changes to marked lines. */
2068 if (ui
->drag_is_noline
) {
2069 if (curr
& gtype
) continue; /* no no-line where already a line */
2071 if (POSSIBLES(state
, dx
, is
->x
+dx
, is
->y
+dy
) == 0) continue; /* no line if !possible. */
2072 if (curr
& ntype
) continue; /* can't have a bridge where there's a no-line. */
2075 if (is
->adj
.points
[i
].dx
== dx
&&
2076 is
->adj
.points
[i
].dy
== dy
) {
2077 ui
->dragx_dst
= ISLAND_ORTHX(is
,i
);
2078 ui
->dragy_dst
= ISLAND_ORTHY(is
,i
);
2081 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
2082 ui->dragx_src, ui->dragy_src, dx, dy,
2083 ui->dragx_dst, ui->dragy_dst));*/
2087 static char *finish_drag(game_state
*state
, game_ui
*ui
)
2091 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1)
2093 if (ui
->dragx_dst
== -1 || ui
->dragy_dst
== -1)
2094 return ui_cancel_drag(ui
);
2096 if (ui
->drag_is_noline
) {
2097 sprintf(buf
, "N%d,%d,%d,%d",
2098 ui
->dragx_src
, ui
->dragy_src
,
2099 ui
->dragx_dst
, ui
->dragy_dst
);
2101 sprintf(buf
, "L%d,%d,%d,%d,%d",
2102 ui
->dragx_src
, ui
->dragy_src
,
2103 ui
->dragx_dst
, ui
->dragy_dst
, ui
->nlines
);
2111 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2112 int x
, int y
, int button
)
2114 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
);
2116 grid_type ggrid
= INGRID(state
,gx
,gy
) ?
GRID(state
,gx
,gy
) : 0;
2118 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2119 if (!INGRID(state
, gx
, gy
)) return NULL
;
2120 ui
->cur_visible
= 0;
2121 if ((ggrid
& G_ISLAND
) && !(ggrid
& G_MARK
)) {
2126 return ui_cancel_drag(ui
);
2127 } else if (button
== LEFT_DRAG
|| button
== RIGHT_DRAG
) {
2128 if (gx
!= ui
->dragx_src
|| gy
!= ui
->dragy_src
) {
2130 ui
->drag_is_noline
= (button
== RIGHT_DRAG
) ?
1 : 0;
2131 return update_drag_dst(state
, ui
, ds
, x
, y
);
2133 /* cancel a drag when we go back to the starting point */
2138 } else if (button
== LEFT_RELEASE
|| button
== RIGHT_RELEASE
) {
2140 return finish_drag(state
, ui
);
2143 if (!INGRID(state
, gx
, gy
)) return NULL
;
2144 if (!(GRID(state
, gx
, gy
) & G_ISLAND
)) return NULL
;
2145 sprintf(buf
, "M%d,%d", gx
, gy
);
2148 } else if (button
== 'h' || button
== 'H') {
2149 game_state
*solved
= dup_game(state
);
2150 solve_for_hint(solved
);
2151 ret
= game_state_diff(state
, solved
);
2154 } else if (IS_CURSOR_MOVE(button
)) {
2155 ui
->cur_visible
= 1;
2157 int nx
= ui
->cur_x
, ny
= ui
->cur_y
;
2159 move_cursor(button
, &nx
, &ny
, state
->w
, state
->h
, 0);
2160 update_drag_dst(state
, ui
, ds
,
2161 COORD(nx
)+TILE_SIZE
/2,
2162 COORD(ny
)+TILE_SIZE
/2);
2163 return finish_drag(state
, ui
);
2165 int dx
= (button
== CURSOR_RIGHT
) ?
+1 : (button
== CURSOR_LEFT
) ?
-1 : 0;
2166 int dy
= (button
== CURSOR_DOWN
) ?
+1 : (button
== CURSOR_UP
) ?
-1 : 0;
2167 int dorthx
= 1 - abs(dx
), dorthy
= 1 - abs(dy
);
2168 int dir
, orth
, nx
= x
, ny
= y
;
2170 /* 'orthorder' is a tweak to ensure that if you press RIGHT and
2171 * happen to move upwards, when you press LEFT you then tend
2172 * downwards (rather than upwards again). */
2173 int orthorder
= (button
== CURSOR_LEFT
|| button
== CURSOR_UP
) ?
1 : -1;
2175 /* This attempts to find an island in the direction you're
2176 * asking for, broadly speaking. If you ask to go right, for
2177 * example, it'll look for islands to the right and slightly
2178 * above or below your current horiz. position, allowing
2179 * further above/below the further away it searches. */
2181 assert(GRID(state
, ui
->cur_x
, ui
->cur_y
) & G_ISLAND
);
2182 /* currently this is depth-first (so orthogonally-adjacent
2183 * islands across the other side of the grid will be moved to
2184 * before closer islands slightly offset). Swap the order of
2185 * these two loops to change to breadth-first search. */
2186 for (orth
= 0; ; orth
++) {
2188 for (dir
= 1; ; dir
++) {
2191 if (orth
> dir
) continue; /* only search in cone outwards. */
2193 nx
= ui
->cur_x
+ dir
*dx
+ orth
*dorthx
*orthorder
;
2194 ny
= ui
->cur_y
+ dir
*dy
+ orth
*dorthy
*orthorder
;
2195 if (INGRID(state
, nx
, ny
)) {
2196 dingrid
= oingrid
= 1;
2197 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2200 nx
= ui
->cur_x
+ dir
*dx
- orth
*dorthx
*orthorder
;
2201 ny
= ui
->cur_y
+ dir
*dy
- orth
*dorthy
*orthorder
;
2202 if (INGRID(state
, nx
, ny
)) {
2203 dingrid
= oingrid
= 1;
2204 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2207 if (!dingrid
) break;
2209 if (!oingrid
) return "";
2218 } else if (IS_CURSOR_SELECT(button
)) {
2219 if (!ui
->cur_visible
) {
2220 ui
->cur_visible
= 1;
2225 if (ui
->dragx_dst
== -1 && ui
->dragy_dst
== -1) {
2226 sprintf(buf
, "M%d,%d", ui
->cur_x
, ui
->cur_y
);
2231 grid_type v
= GRID(state
, ui
->cur_x
, ui
->cur_y
);
2234 ui
->dragx_src
= ui
->cur_x
;
2235 ui
->dragy_src
= ui
->cur_y
;
2236 ui
->dragx_dst
= ui
->dragy_dst
= -1;
2237 ui
->drag_is_noline
= (button
== CURSOR_SELECT2
) ?
1 : 0;
2241 } else if (button
== 'g' || button
== 'G') {
2242 ui
->show_hints
= 1 - ui
->show_hints
;
2249 static game_state
*execute_move(game_state
*state
, char *move
)
2251 game_state
*ret
= dup_game(state
);
2252 int x1
, y1
, x2
, y2
, nl
, n
;
2253 struct island
*is1
, *is2
;
2256 debug(("execute_move: %s\n", move
));
2258 if (!*move
) goto badmove
;
2264 } else if (c
== 'L') {
2265 if (sscanf(move
, "%d,%d,%d,%d,%d%n",
2266 &x1
, &y1
, &x2
, &y2
, &nl
, &n
) != 5)
2268 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2270 is1
= INDEX(ret
, gridi
, x1
, y1
);
2271 is2
= INDEX(ret
, gridi
, x2
, y2
);
2272 if (!is1
|| !is2
) goto badmove
;
2273 if (nl
< 0 || nl
> state
->maxb
) goto badmove
;
2274 island_join(is1
, is2
, nl
, 0);
2275 } else if (c
== 'N') {
2276 if (sscanf(move
, "%d,%d,%d,%d%n",
2277 &x1
, &y1
, &x2
, &y2
, &n
) != 4)
2279 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2281 is1
= INDEX(ret
, gridi
, x1
, y1
);
2282 is2
= INDEX(ret
, gridi
, x2
, y2
);
2283 if (!is1
|| !is2
) goto badmove
;
2284 island_join(is1
, is2
, -1, 0);
2285 } else if (c
== 'M') {
2286 if (sscanf(move
, "%d,%d%n",
2289 if (!INGRID(ret
, x1
, y1
))
2291 is1
= INDEX(ret
, gridi
, x1
, y1
);
2292 if (!is1
) goto badmove
;
2293 island_togglemark(is1
);
2300 else if (*move
) goto badmove
;
2303 map_update_possibles(ret
);
2304 if (map_check(ret
)) {
2305 debug(("Game completed.\n"));
2311 debug(("%s: unrecognised move.\n", move
));
2316 static char *solve_game(game_state
*state
, game_state
*currstate
,
2317 char *aux
, char **error
)
2323 debug(("solve_game: aux = %s\n", aux
));
2324 solved
= execute_move(state
, aux
);
2326 *error
= "Generated aux string is not a valid move (!).";
2330 solved
= dup_game(state
);
2331 /* solve with max strength... */
2332 if (solve_from_scratch(solved
, 10) == 0) {
2334 *error
= "Game does not have a (non-recursive) solution.";
2338 ret
= game_state_diff(currstate
, solved
);
2340 debug(("solve_game: ret = %s\n", ret
));
2344 /* ----------------------------------------------------------------------
2348 static void game_compute_size(game_params
*params
, int tilesize
,
2351 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2352 struct { int tilesize
; } ads
, *ds
= &ads
;
2353 ads
.tilesize
= tilesize
;
2355 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
2356 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
2359 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2360 game_params
*params
, int tilesize
)
2362 ds
->tilesize
= tilesize
;
2365 static float *game_colours(frontend
*fe
, int *ncolours
)
2367 float *ret
= snewn(3 * NCOLOURS
, float);
2370 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2372 for (i
= 0; i
< 3; i
++) {
2373 ret
[COL_FOREGROUND
* 3 + i
] = 0.0F
;
2374 ret
[COL_HINT
* 3 + i
] = ret
[COL_LOWLIGHT
* 3 + i
];
2375 ret
[COL_GRID
* 3 + i
] =
2376 (ret
[COL_HINT
* 3 + i
] + ret
[COL_BACKGROUND
* 3 + i
]) * 0.5F
;
2377 ret
[COL_MARK
* 3 + i
] = ret
[COL_HIGHLIGHT
* 3 + i
];
2379 ret
[COL_WARNING
* 3 + 0] = 1.0F
;
2380 ret
[COL_WARNING
* 3 + 1] = 0.25F
;
2381 ret
[COL_WARNING
* 3 + 2] = 0.25F
;
2383 ret
[COL_SELECTED
* 3 + 0] = 0.25F
;
2384 ret
[COL_SELECTED
* 3 + 1] = 1.00F
;
2385 ret
[COL_SELECTED
* 3 + 2] = 0.25F
;
2387 ret
[COL_CURSOR
* 3 + 0] = min(ret
[COL_BACKGROUND
* 3 + 0] * 1.4F
, 1.0F
);
2388 ret
[COL_CURSOR
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
2389 ret
[COL_CURSOR
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
2391 *ncolours
= NCOLOURS
;
2395 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2397 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2398 int wh
= state
->w
*state
->h
;
2404 ds
->grid
= snewn(wh
, grid_type
);
2405 memset(ds
->grid
, -1, wh
*sizeof(grid_type
));
2406 ds
->lv
= snewn(wh
, int);
2407 ds
->lh
= snewn(wh
, int);
2408 memset(ds
->lv
, 0, wh
*sizeof(int));
2409 memset(ds
->lh
, 0, wh
*sizeof(int));
2415 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2423 #define LINE_WIDTH (TILE_SIZE/8)
2424 #define TS8(x) (((x)*TILE_SIZE)/8)
2426 #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
2428 static void lines_vert(drawing
*dr
, game_drawstate
*ds
,
2429 int ox
, int oy
, int lv
, int col
, grid_type v
)
2431 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2432 while ((bw
= lw
* lv
+ gw
* (lv
+1)) > TILE_SIZE
)
2436 draw_rect(dr
, ox
+ loff
, oy
, bw
, TILE_SIZE
, COL_MARK
);
2437 for (i
= 0; i
< lv
; i
++, loff
+= lw
+ gw
)
2438 draw_rect(dr
, ox
+ loff
+ gw
, oy
, lw
, TILE_SIZE
, col
);
2441 static void lines_horiz(drawing
*dr
, game_drawstate
*ds
,
2442 int ox
, int oy
, int lh
, int col
, grid_type v
)
2444 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2445 while ((bw
= lw
* lh
+ gw
* (lh
+1)) > TILE_SIZE
)
2449 draw_rect(dr
, ox
, oy
+ loff
, TILE_SIZE
, bw
, COL_MARK
);
2450 for (i
= 0; i
< lh
; i
++, loff
+= lw
+ gw
)
2451 draw_rect(dr
, ox
, oy
+ loff
+ gw
, TILE_SIZE
, lw
, col
);
2454 static void line_cross(drawing
*dr
, game_drawstate
*ds
,
2455 int ox
, int oy
, int col
, grid_type v
)
2458 draw_line(dr
, ox
, oy
, ox
+off
, oy
+off
, col
);
2459 draw_line(dr
, ox
+off
, oy
, ox
, oy
+off
, col
);
2462 static int between_island(game_state
*state
, int sx
, int sy
, int dx
, int dy
)
2464 int x
= sx
- dx
, y
= sy
- dy
;
2466 while (INGRID(state
, x
, y
)) {
2467 if (GRID(state
, x
, y
) & G_ISLAND
) goto found
;
2472 x
= sx
+ dx
, y
= sy
+ dy
;
2473 while (INGRID(state
, x
, y
)) {
2474 if (GRID(state
, x
, y
) & G_ISLAND
) return 1;
2480 static void lines_lvlh(game_state
*state
, game_ui
*ui
, int x
, int y
, grid_type v
,
2481 int *lv_r
, int *lh_r
)
2485 if (v
& G_LINEV
) lv
= INDEX(state
,lines
,x
,y
);
2486 if (v
& G_LINEH
) lh
= INDEX(state
,lines
,x
,y
);
2488 if (ui
->show_hints
) {
2489 if (between_island(state
, x
, y
, 0, 1) && !lv
) lv
= 1;
2490 if (between_island(state
, x
, y
, 1, 0) && !lh
) lh
= 1;
2492 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
2493 *lv_r
= lv
; *lh_r
= lh
;
2496 static void dsf_debug_draw(drawing
*dr
,
2497 game_state
*state
, game_drawstate
*ds
,
2501 int ts
= TILE_SIZE
/2;
2502 int ox
= COORD(x
) + ts
/2, oy
= COORD(y
) + ts
/2;
2505 sprintf(str
, "%d", dsf_canonify(state
->solver
->dsf
, DINDEX(x
,y
)));
2506 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ts
,
2507 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_WARNING
, str
);
2511 static void lines_redraw(drawing
*dr
,
2512 game_state
*state
, game_drawstate
*ds
, game_ui
*ui
,
2513 int x
, int y
, grid_type v
, int lv
, int lh
)
2515 int ox
= COORD(x
), oy
= COORD(y
);
2516 int vcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2517 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
, hcol
= vcol
;
2518 grid_type todraw
= v
& G_NOLINE
;
2521 if (ui
->todraw
& G_FLAGSH
) hcol
= COL_SELECTED
;
2522 if (ui
->todraw
& G_FLAGSV
) vcol
= COL_SELECTED
;
2523 todraw
|= ui
->todraw
;
2526 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
2528 draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
2529 TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
2532 if (ui
->show_hints
) {
2533 if (between_island(state
, x
, y
, 0, 1) && !(v
& G_LINEV
))
2535 if (between_island(state
, x
, y
, 1, 0) && !(v
& G_LINEH
))
2539 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2542 if (todraw
& G_NOLINEV
) {
2543 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(1), vcol
, todraw
);
2544 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(5), vcol
, todraw
);
2546 if (todraw
& G_NOLINEH
) {
2547 line_cross(dr
, ds
, ox
+ TS8(1), oy
+ TS8(3), hcol
, todraw
);
2548 line_cross(dr
, ds
, ox
+ TS8(5), oy
+ TS8(3), hcol
, todraw
);
2550 /* if we're drawing a real line and a hint, make sure we draw the real
2552 if (lv
&& vcol
== COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2553 if (lh
) lines_horiz(dr
, ds
, ox
, oy
, lh
, hcol
, v
);
2554 if (lv
&& vcol
!= COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2556 dsf_debug_draw(dr
, state
, ds
, x
, y
);
2557 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2560 #define ISLAND_RADIUS ((TILE_SIZE*12)/20)
2561 #define ISLAND_NUMSIZE(is) \
2562 (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
2564 static void island_redraw(drawing
*dr
,
2565 game_state
*state
, game_drawstate
*ds
,
2566 struct island
*is
, grid_type v
)
2568 /* These overlap the edges of their squares, which is why they're drawn later.
2569 * We know they can't overlap each other because they're not allowed within 2
2570 * squares of each other. */
2571 int half
= TILE_SIZE
/2;
2572 int ox
= COORD(is
->x
) + half
, oy
= COORD(is
->y
) + half
;
2573 int orad
= ISLAND_RADIUS
, irad
= orad
- LINE_WIDTH
;
2574 int updatesz
= orad
*2+1;
2575 int tcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2576 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
;
2577 int col
= (v
& G_ISSEL
) ? COL_SELECTED
: tcol
;
2578 int bg
= (v
& G_CURSOR
) ? COL_CURSOR
:
2579 (v
& G_MARK
) ? COL_MARK
: COL_BACKGROUND
;
2583 draw_rect_outline(dr
, COORD(is
->x
), COORD(is
->y
),
2584 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2587 /* draw a thick circle */
2588 draw_circle(dr
, ox
, oy
, orad
, col
, col
);
2589 draw_circle(dr
, ox
, oy
, irad
, bg
, bg
);
2591 sprintf(str
, "%d", is
->count
);
2592 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2593 ALIGN_VCENTRE
| ALIGN_HCENTRE
, tcol
, str
);
2595 dsf_debug_draw(dr
, state
, ds
, is
->x
, is
->y
);
2596 draw_update(dr
, ox
- orad
, oy
- orad
, updatesz
, updatesz
);
2599 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2600 game_state
*state
, int dir
, game_ui
*ui
,
2601 float animtime
, float flashtime
)
2603 int x
, y
, force
= 0, i
, j
, redraw
, lv
, lh
;
2604 grid_type v
, dsv
, flash
= 0;
2605 struct island
*is
, *is_drag_src
= NULL
, *is_drag_dst
= NULL
;
2608 int f
= (int)(flashtime
* 5 / FLASH_TIME
);
2609 if (f
== 1 || f
== 3) flash
= G_FLASH
;
2612 /* Clear screen, if required. */
2615 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2616 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2618 draw_rect_outline(dr
,
2619 COORD(0)-1, COORD(0)-1,
2620 TILE_SIZE
* ds
->w
+ 2, TILE_SIZE
* ds
->h
+ 2,
2623 draw_update(dr
, 0, 0,
2624 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2625 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2630 if (ui
->dragx_src
!= -1 && ui
->dragy_src
!= -1) {
2632 is_drag_src
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2633 assert(is_drag_src
);
2634 if (ui
->dragx_dst
!= -1 && ui
->dragy_dst
!= -1) {
2635 is_drag_dst
= INDEX(state
, gridi
, ui
->dragx_dst
, ui
->dragy_dst
);
2636 assert(is_drag_dst
);
2641 if (ui
->show_hints
!= ds
->show_hints
) {
2643 ds
->show_hints
= ui
->show_hints
;
2646 /* Draw all lines (and hints, if we want), but *not* islands. */
2647 for (x
= 0; x
< ds
->w
; x
++) {
2648 for (y
= 0; y
< ds
->h
; y
++) {
2649 v
= GRID(state
, x
, y
) | flash
;
2650 dsv
= GRID(ds
,x
,y
) & ~G_REDRAW
;
2652 if (v
& G_ISLAND
) continue;
2655 if (WITHIN(x
,is_drag_src
->x
, is_drag_dst
->x
) &&
2656 WITHIN(y
,is_drag_src
->y
, is_drag_dst
->y
))
2659 lines_lvlh(state
, ui
, x
, y
, v
, &lv
, &lh
);
2661 /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
2665 lv
!= INDEX(ds
,lv
,x
,y
) ||
2666 lh
!= INDEX(ds
,lh
,x
,y
) ||
2668 GRID(ds
, x
, y
) = v
| G_REDRAW
;
2669 INDEX(ds
,lv
,x
,y
) = lv
;
2670 INDEX(ds
,lh
,x
,y
) = lh
;
2671 lines_redraw(dr
, state
, ds
, ui
, x
, y
, v
, lv
, lh
);
2673 GRID(ds
,x
,y
) &= ~G_REDRAW
;
2678 for (i
= 0; i
< state
->n_islands
; i
++) {
2679 is
= &state
->islands
[i
];
2680 v
= GRID(state
, is
->x
, is
->y
) | flash
;
2683 for (j
= 0; j
< is
->adj
.npoints
; j
++) {
2684 if (GRID(ds
,is
->adj
.points
[j
].x
,is
->adj
.points
[j
].y
) & G_REDRAW
) {
2690 if (is
== is_drag_src
)
2692 else if (is_drag_dst
&& is
== is_drag_dst
)
2696 if (island_impossible(is
, v
& G_MARK
)) v
|= G_WARN
;
2698 if (ui
->cur_visible
&& ui
->cur_x
== is
->x
&& ui
->cur_y
== is
->y
)
2701 if ((v
!= GRID(ds
, is
->x
, is
->y
)) || force
|| redraw
) {
2702 GRID(ds
,is
->x
,is
->y
) = v
;
2703 island_redraw(dr
, state
, ds
, is
, v
);
2708 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2709 int dir
, game_ui
*ui
)
2714 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2715 int dir
, game_ui
*ui
)
2717 if (!oldstate
->completed
&& newstate
->completed
&&
2718 !oldstate
->solved
&& !newstate
->solved
)
2724 static int game_status(game_state
*state
)
2726 return state
->completed ?
+1 : 0;
2729 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2734 static void game_print_size(game_params
*params
, float *x
, float *y
)
2738 /* 10mm squares by default. */
2739 game_compute_size(params
, 1000, &pw
, &ph
);
2744 static void game_print(drawing
*dr
, game_state
*state
, int ts
)
2746 int ink
= print_mono_colour(dr
, 0);
2747 int paper
= print_mono_colour(dr
, 1);
2748 int x
, y
, cx
, cy
, i
, nl
;
2752 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2753 game_drawstate ads
, *ds
= &ads
;
2756 /* I don't think this wants a border. */
2759 loff
= ts
/ (8 * sqrt((state
->params
.maxb
- 1)));
2760 print_line_width(dr
, ts
/ 12);
2761 for (x
= 0; x
< state
->w
; x
++) {
2762 for (y
= 0; y
< state
->h
; y
++) {
2763 cx
= COORD(x
); cy
= COORD(y
);
2764 grid
= GRID(state
,x
,y
);
2765 nl
= INDEX(state
,lines
,x
,y
);
2767 if (grid
& G_ISLAND
) continue;
2768 if (grid
& G_LINEV
) {
2769 for (i
= 0; i
< nl
; i
++)
2770 draw_line(dr
, cx
+ts
/2+(2*i
-nl
+1)*loff
, cy
,
2771 cx
+ts
/2+(2*i
-nl
+1)*loff
, cy
+ts
, ink
);
2773 if (grid
& G_LINEH
) {
2774 for (i
= 0; i
< nl
; i
++)
2775 draw_line(dr
, cx
, cy
+ts
/2+(2*i
-nl
+1)*loff
,
2776 cx
+ts
, cy
+ts
/2+(2*i
-nl
+1)*loff
, ink
);
2782 for (i
= 0; i
< state
->n_islands
; i
++) {
2784 struct island
*is
= &state
->islands
[i
];
2785 grid
= GRID(state
, is
->x
, is
->y
);
2786 cx
= COORD(is
->x
) + ts
/2;
2787 cy
= COORD(is
->y
) + ts
/2;
2789 draw_circle(dr
, cx
, cy
, ISLAND_RADIUS
, paper
, ink
);
2791 sprintf(str
, "%d", is
->count
);
2792 draw_text(dr
, cx
, cy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2793 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
2798 #define thegame bridges
2801 const struct game thegame
= {
2802 "Bridges", "games.bridges", "bridges",
2809 TRUE
, game_configure
, custom_params
,
2817 TRUE
, game_can_format_as_text_now
, game_text_format
,
2825 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2828 game_free_drawstate
,
2833 TRUE
, FALSE
, game_print_size
, game_print
,
2834 FALSE
, /* wants_statusbar */
2835 FALSE
, game_timing_state
,
2836 REQUIRE_RBUTTON
, /* flags */
2839 /* vim: set shiftwidth=4 tabstop=8: */