2 * galaxies.c: implementation of 'Tentai Show' from Nikoli,
3 * also sometimes called 'Spiral Galaxies'.
7 * Grid is stored as size (2n-1), holding edges as well as spaces
8 * (and thus vertices too, at edge intersections).
10 * Any dot will thus be positioned at one of our grid points,
11 * which saves any faffing with half-of-a-square stuff.
13 * Edges have on/off state; obviously the actual edges of the
14 * board are fixed to on, and everything else starts as off.
18 * Think about how to display remote groups of tiles?
24 * Nikoli's example [web site has wrong highlighting]
25 * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/):
28 * The 'spiral galaxies puzzles are NP-complete' paper
29 * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf):
30 * 7x7:chpgdqqqoezdddki
32 * Puzzle competition pdf examples
33 * (at http://www.puzzleratings.org/Yurekli2006puz.pdf):
34 * 6x6:EDbaMucCohbrecEi
35 * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci
36 * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi
52 int solver_show_working
;
53 #define solvep(x) do { if (solver_show_working) { printf x; } } while(0)
56 #ifdef STANDALONE_PICTURE_GENERATOR
58 * Dirty hack to enable the generator to construct a game ID which
59 * solves to a specified black-and-white bitmap. We define a global
60 * variable here which gives the desired colour of each square, and
61 * we arrange that the grid generator never merges squares of
64 * The bitmap as stored here is a simple int array (at these sizes
65 * it isn't worth doing fiddly bit-packing). picture[y*w+x] is 1
66 * iff the pixel at (x,y) is intended to be black.
68 * (It might be nice to be able to specify some pixels as
69 * don't-care, to give the generator more leeway. But that might be
89 A(UNREASONABLE,Unreasonable,u)
91 #define ENUM(upper,title,lower) DIFF_ ## upper,
92 #define TITLE(upper,title,lower) #title,
93 #define ENCODE(upper,title,lower) #lower
94 #define CONFIG(upper,title,lower) ":" #title
96 DIFF_IMPOSSIBLE
, DIFF_AMBIGUOUS
, DIFF_UNFINISHED
, DIFF_MAX
};
97 static char const *const galaxies_diffnames
[] = {
98 DIFFLIST(TITLE
) "Impossible", "Ambiguous", "Unfinished" };
99 static char const galaxies_diffchars
[] = DIFFLIST(ENCODE
);
100 #define DIFFCONFIG DIFFLIST(CONFIG)
103 /* X and Y is the area of the board as seen by
104 * the user, not the (2n+1) area the game uses. */
108 enum { s_tile
, s_edge
, s_vertex
};
110 #define F_DOT 1 /* there's a dot here */
111 #define F_EDGE_SET 2 /* the edge is set */
112 #define F_TILE_ASSOC 4 /* this tile is associated with a dot. */
113 #define F_DOT_BLACK 8 /* (ui only) dot is black. */
114 #define F_MARK 16 /* scratch flag */
115 #define F_REACHABLE 32
117 #define F_MULTIPLE 128
118 #define F_DOT_HOLD 256
121 typedef struct space
{
122 int x
, y
; /* its position */
125 int dotx
, doty
; /* if flags & F_TILE_ASSOC */
126 int nassoc
; /* if flags & F_DOT */
129 #define INGRID(s,x,y) ((x) >= 0 && (y) >= 0 && \
130 (x) < (state)->sx && (y) < (state)->sy)
131 #define INUI(s,x,y) ((x) > 0 && (y) > 0 && \
132 (x) < ((state)->sx-1) && (y) < ((state)->sy-1))
134 #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)])
135 #define SPACE(s,x,y) GRID(s,grid,x,y)
138 int w
, h
; /* size from params */
139 int sx
, sy
; /* allocated size, (2x-1)*(2y-1) */
141 int completed
, used_solve
;
145 midend
*me
; /* to call supersede_game_desc */
146 int cdiff
; /* difficulty of current puzzle (for status bar),
150 /* ----------------------------------------------------------
151 * Game parameters and presets
154 /* make up some sensible default sizes */
156 #define DEFAULT_PRESET 0
158 static const game_params galaxies_presets
[] = {
159 { 7, 7, DIFF_NORMAL
},
160 { 7, 7, DIFF_UNREASONABLE
},
161 { 10, 10, DIFF_NORMAL
},
162 { 15, 15, DIFF_NORMAL
},
165 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
170 if (i
< 0 || i
>= lenof(galaxies_presets
))
173 ret
= snew(game_params
);
174 *ret
= galaxies_presets
[i
]; /* structure copy */
176 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
177 galaxies_diffnames
[ret
->diff
]);
179 if (name
) *name
= dupstr(buf
);
184 static game_params
*default_params(void)
187 game_fetch_preset(DEFAULT_PRESET
, NULL
, &ret
);
191 static void free_params(game_params
*params
)
196 static game_params
*dup_params(game_params
*params
)
198 game_params
*ret
= snew(game_params
);
199 *ret
= *params
; /* structure copy */
203 static void decode_params(game_params
*params
, char const *string
)
205 params
->h
= params
->w
= atoi(string
);
206 params
->diff
= DIFF_NORMAL
;
207 while (*string
&& isdigit((unsigned char)*string
)) string
++;
208 if (*string
== 'x') {
210 params
->h
= atoi(string
);
211 while (*string
&& isdigit((unsigned char)*string
)) string
++;
213 if (*string
== 'd') {
216 for (i
= 0; i
<= DIFF_UNREASONABLE
; i
++)
217 if (*string
== galaxies_diffchars
[i
])
219 if (*string
) string
++;
223 static char *encode_params(game_params
*params
, int full
)
226 sprintf(str
, "%dx%d", params
->w
, params
->h
);
228 sprintf(str
+ strlen(str
), "d%c", galaxies_diffchars
[params
->diff
]);
232 static config_item
*game_configure(game_params
*params
)
237 ret
= snewn(4, config_item
);
239 ret
[0].name
= "Width";
240 ret
[0].type
= C_STRING
;
241 sprintf(buf
, "%d", params
->w
);
242 ret
[0].sval
= dupstr(buf
);
245 ret
[1].name
= "Height";
246 ret
[1].type
= C_STRING
;
247 sprintf(buf
, "%d", params
->h
);
248 ret
[1].sval
= dupstr(buf
);
251 ret
[2].name
= "Difficulty";
252 ret
[2].type
= C_CHOICES
;
253 ret
[2].sval
= DIFFCONFIG
;
254 ret
[2].ival
= params
->diff
;
264 static game_params
*custom_params(config_item
*cfg
)
266 game_params
*ret
= snew(game_params
);
268 ret
->w
= atoi(cfg
[0].sval
);
269 ret
->h
= atoi(cfg
[1].sval
);
270 ret
->diff
= cfg
[2].ival
;
275 static char *validate_params(game_params
*params
, int full
)
277 if (params
->w
< 3 || params
->h
< 3)
278 return "Width and height must both be at least 3";
280 * This shouldn't be able to happen at all, since decode_params
281 * and custom_params will never generate anything that isn't
284 assert(params
->diff
<= DIFF_UNREASONABLE
);
289 /* ----------------------------------------------------------
290 * Game utility functions.
293 static void add_dot(space
*space
) {
294 assert(!(space
->flags
& F_DOT
));
295 space
->flags
|= F_DOT
;
299 static void remove_dot(space
*space
) {
300 assert(space
->flags
& F_DOT
);
301 space
->flags
&= ~F_DOT
;
304 static void remove_assoc(game_state
*state
, space
*tile
) {
305 if (tile
->flags
& F_TILE_ASSOC
) {
306 SPACE(state
, tile
->dotx
, tile
->doty
).nassoc
--;
307 tile
->flags
&= ~F_TILE_ASSOC
;
313 static void add_assoc(game_state
*state
, space
*tile
, space
*dot
) {
314 remove_assoc(state
, tile
);
316 #ifdef STANDALONE_PICTURE_GENERATOR
318 assert(!picture
[(tile
->y
/2) * state
->w
+ (tile
->x
/2)] ==
319 !(dot
->flags
& F_DOT_BLACK
));
321 tile
->flags
|= F_TILE_ASSOC
;
325 /*debug(("add_assoc sp %d %d --> dot %d,%d, new nassoc %d.\n",
326 tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/
329 static struct space
*sp2dot(game_state
*state
, int x
, int y
)
331 struct space
*sp
= &SPACE(state
, x
, y
);
332 if (!(sp
->flags
& F_TILE_ASSOC
)) return NULL
;
333 return &SPACE(state
, sp
->dotx
, sp
->doty
);
336 #define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
338 static char *game_text_format(game_state
*state
)
340 int maxlen
= (state
->sx
+1)*state
->sy
, x
, y
;
344 ret
= snewn(maxlen
+1, char);
347 for (y
= 0; y
< state
->sy
; y
++) {
348 for (x
= 0; x
< state
->sx
; x
++) {
349 sp
= &SPACE(state
, x
, y
);
350 if (sp
->flags
& F_DOT
)
352 else if (sp
->flags
& (F_REACHABLE
|F_MULTIPLE
|F_MARK
))
353 *p
++ = (sp
->flags
& F_MULTIPLE
) ?
'M' :
354 (sp
->flags
& F_REACHABLE
) ?
'R' : 'X';
358 if (sp
->flags
& F_TILE_ASSOC
) {
359 space
*dot
= sp2dot(state
, sp
->x
, sp
->y
);
360 if (dot
->flags
& F_DOT
)
361 *p
++ = (dot
->flags
& F_DOT_BLACK
) ?
'B' : 'W';
363 *p
++ = '?'; /* association with not-a-dot. */
373 if (sp
->flags
& F_EDGE_SET
)
374 *p
++ = (IS_VERTICAL_EDGE(x
)) ?
'|' : '-';
380 assert(!"shouldn't get here!");
387 assert(p
- ret
== maxlen
);
393 static void dbg_state(game_state
*state
)
396 char *temp
= game_text_format(state
);
397 debug(("%s\n", temp
));
402 /* Space-enumeration callbacks should all return 1 for 'progress made',
403 * -1 for 'impossible', and 0 otherwise. */
404 typedef int (*space_cb
)(game_state
*state
, space
*sp
, void *ctx
);
406 #define IMPOSSIBLE_QUITS 1
408 static int foreach_sub(game_state
*state
, space_cb cb
, unsigned int f
,
409 void *ctx
, int startx
, int starty
)
411 int x
, y
, progress
= 0, impossible
= 0, ret
;
414 for (y
= starty
; y
< state
->sy
; y
+= 2) {
415 sp
= &SPACE(state
, startx
, y
);
416 for (x
= startx
; x
< state
->sx
; x
+= 2) {
417 ret
= cb(state
, sp
, ctx
);
419 if (f
& IMPOSSIBLE_QUITS
) return -1;
421 } else if (ret
== 1) {
427 return impossible ?
-1 : progress
;
430 static int foreach_tile(game_state
*state
, space_cb cb
, unsigned int f
,
433 return foreach_sub(state
, cb
, f
, ctx
, 1, 1);
436 static int foreach_edge(game_state
*state
, space_cb cb
, unsigned int f
,
441 ret1
= foreach_sub(state
, cb
, f
, ctx
, 0, 1);
442 ret2
= foreach_sub(state
, cb
, f
, ctx
, 1, 0);
444 if (ret1
== -1 || ret2
== -1) return -1;
445 return (ret1
|| ret2
) ?
1 : 0;
449 static int foreach_vertex(game_state
*state
, space_cb cb
, unsigned int f
,
452 return foreach_sub(state
, cb
, f
, ctx
, 0, 0);
457 static int is_same_assoc(game_state
*state
,
458 int x1
, int y1
, int x2
, int y2
)
460 struct space
*s1
, *s2
;
462 if (!INGRID(state
, x1
, y1
) || !INGRID(state
, x2
, y2
))
465 s1
= &SPACE(state
, x1
, y1
);
466 s2
= &SPACE(state
, x2
, y2
);
467 assert(s1
->type
== s_tile
&& s2
->type
== s_tile
);
468 if ((s1
->flags
& F_TILE_ASSOC
) && (s2
->flags
& F_TILE_ASSOC
) &&
469 s1
->dotx
== s2
->dotx
&& s1
->doty
== s2
->doty
)
471 return 0; /* 0 if not same or not both associated. */
476 static int edges_into_vertex(game_state
*state
,
479 int dx
, dy
, nx
, ny
, count
= 0;
481 assert(SPACE(state
, x
, y
).type
== s_vertex
);
482 for (dx
= -1; dx
<= 1; dx
++) {
483 for (dy
= -1; dy
<= 1; dy
++) {
484 if (dx
!= 0 && dy
!= 0) continue;
485 if (dx
== 0 && dy
== 0) continue;
487 nx
= x
+dx
; ny
= y
+dy
;
488 if (!INGRID(state
, nx
, ny
)) continue;
489 assert(SPACE(state
, nx
, ny
).type
== s_edge
);
490 if (SPACE(state
, nx
, ny
).flags
& F_EDGE_SET
)
498 static struct space
*space_opposite_dot(struct game_state
*state
,
499 struct space
*sp
, struct space
*dot
)
508 if (!INGRID(state
, tx
, ty
)) return NULL
;
510 sp2
= &SPACE(state
, tx
, ty
);
511 assert(sp2
->type
== sp
->type
);
515 static struct space
*tile_opposite(struct game_state
*state
, struct space
*sp
)
519 assert(sp
->flags
& F_TILE_ASSOC
);
520 dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
521 return space_opposite_dot(state
, sp
, dot
);
524 static int dotfortile(game_state
*state
, space
*tile
, space
*dot
)
526 space
*tile_opp
= space_opposite_dot(state
, tile
, dot
);
528 if (!tile_opp
) return 0; /* opposite would be off grid */
529 if (tile_opp
->flags
& F_TILE_ASSOC
&&
530 (tile_opp
->dotx
!= dot
->x
|| tile_opp
->doty
!= dot
->y
))
531 return 0; /* opposite already associated with diff. dot */
535 static void adjacencies(struct game_state
*state
, struct space
*sp
,
536 struct space
**a1s
, struct space
**a2s
)
538 int dxs
[4] = {-1, 1, 0, 0}, dys
[4] = {0, 0, -1, 1};
541 /* this function needs optimising. */
543 for (n
= 0; n
< 4; n
++) {
547 if (INGRID(state
, x
, y
)) {
548 a1s
[n
] = &SPACE(state
, x
, y
);
550 x
+= dxs
[n
]; y
+= dys
[n
];
552 if (INGRID(state
, x
, y
))
553 a2s
[n
] = &SPACE(state
, x
, y
);
557 a1s
[n
] = a2s
[n
] = NULL
;
562 static int outline_tile_fordot(game_state
*state
, space
*tile
, int mark
)
564 struct space
*tadj
[4], *eadj
[4];
565 int i
, didsth
= 0, edge
, same
;
567 assert(tile
->type
== s_tile
);
568 adjacencies(state
, tile
, eadj
, tadj
);
569 for (i
= 0; i
< 4; i
++) {
570 if (!eadj
[i
]) continue;
572 edge
= (eadj
[i
]->flags
& F_EDGE_SET
) ?
1 : 0;
574 if (!(tile
->flags
& F_TILE_ASSOC
))
575 same
= (tadj
[i
]->flags
& F_TILE_ASSOC
) ?
0 : 1;
577 same
= ((tadj
[i
]->flags
& F_TILE_ASSOC
) &&
578 tile
->dotx
== tadj
[i
]->dotx
&&
579 tile
->doty
== tadj
[i
]->doty
) ?
1 : 0;
583 if (!edge
&& !same
) {
584 if (mark
) eadj
[i
]->flags
|= F_EDGE_SET
;
586 } else if (edge
&& same
) {
587 if (mark
) eadj
[i
]->flags
&= ~F_EDGE_SET
;
594 static void tiles_from_edge(struct game_state
*state
,
595 struct space
*sp
, struct space
**ts
)
599 if (IS_VERTICAL_EDGE(sp
->x
)) {
600 xs
[0] = sp
->x
-1; ys
[0] = sp
->y
;
601 xs
[1] = sp
->x
+1; ys
[1] = sp
->y
;
603 xs
[0] = sp
->x
; ys
[0] = sp
->y
-1;
604 xs
[1] = sp
->x
; ys
[1] = sp
->y
+1;
606 ts
[0] = INGRID(state
, xs
[0], ys
[0]) ?
&SPACE(state
, xs
[0], ys
[0]) : NULL
;
607 ts
[1] = INGRID(state
, xs
[1], ys
[1]) ?
&SPACE(state
, xs
[1], ys
[1]) : NULL
;
610 /* Check all tiles are associated with something, and all shapes
611 * are the correct symmetry (i.e. all tiles have a matching tile
612 * the opposite direction from the dot) */
613 static int cccb_assoc(game_state
*state
, space
*tile
, void *unused
)
615 assert(tile
->type
== s_tile
);
617 if (!(tile
->flags
& F_TILE_ASSOC
)) return -1;
626 static int dgs_cb_check(game_state
*state
, space
*tile
, void *vctx
)
628 struct dgs_ctx
*ctx
= (struct dgs_ctx
*)vctx
;
631 if (!(tile
->flags
& F_TILE_ASSOC
)) return 0;
632 if (tile
->dotx
!= ctx
->dot
->x
||
633 tile
->doty
!= ctx
->dot
->y
) return 0;
637 /* Check this tile has an opposite associated with same dot. */
638 opp
= tile_opposite(state
, tile
);
639 if (!opp
|| !(opp
->flags
& F_TILE_ASSOC
)) return -1;
640 if (opp
->dotx
!= tile
->dotx
|| opp
->doty
!= tile
->doty
) return -1;
642 /* Check its edges are correct */
643 if (outline_tile_fordot(state
, tile
, 0) == 1)
644 return -1; /* there was some fixing required, we're wrong. */
649 static int dot_good_shape(game_state
*state
, space
*dot
, int mark
)
656 if (mark
) dot
->flags
&= ~F_GOOD
;
658 if (foreach_tile(state
, dgs_cb_check
, 0, &ctx
) == -1)
660 if (ctx
.ndots
== 0) return 0; /* no dots assoc. with tile. */
663 debug(("marking dot %d,%d good tile.\n", dot
->x
, dot
->y
));
664 dot
->flags
|= F_GOOD
;
669 static int check_complete(game_state
*state
, int mark_errors
)
673 /* Are all tiles associated? */
674 if (foreach_tile(state
, cccb_assoc
, 0, NULL
) == -1)
677 /* Check all dots are associated, and their tiles are well-formed. */
678 for (i
= 0; i
< state
->ndots
; i
++) {
679 if (!dot_good_shape(state
, state
->dots
[i
], mark_errors
))
683 /*if (complete == 1) printf("Complete!\n");*/
687 /* Returns a move string for use by 'solve'; if you don't want the
688 * initial 'S;' use ret[2]. */
689 static char *diff_game(game_state
*src
, game_state
*dest
, int issolve
)
691 int movelen
= 0, movesize
= 256, x
, y
, len
;
692 char *move
= snewn(movesize
, char), buf
[80], *sep
= "";
693 char achar
= issolve ?
'a' : 'A';
696 assert(src
->sx
== dest
->sx
&& src
->sy
== dest
->sy
);
699 move
[movelen
++] = 'S';
702 move
[movelen
] = '\0';
703 for (x
= 0; x
< src
->sx
; x
++) {
704 for (y
= 0; y
< src
->sy
; y
++) {
705 sps
= &SPACE(src
, x
, y
);
706 spd
= &SPACE(dest
, x
, y
);
708 assert(sps
->type
== spd
->type
);
711 if (sps
->type
== s_tile
) {
712 if ((sps
->flags
& F_TILE_ASSOC
) &&
713 (spd
->flags
& F_TILE_ASSOC
)) {
714 if (sps
->dotx
!= spd
->dotx
||
715 sps
->doty
!= spd
->doty
)
716 /* Both associated; change association, if different */
717 len
= sprintf(buf
, "%s%c%d,%d,%d,%d", sep
,
718 (int)achar
, x
, y
, spd
->dotx
, spd
->doty
);
719 } else if (sps
->flags
& F_TILE_ASSOC
)
720 /* Only src associated; remove. */
721 len
= sprintf(buf
, "%sU%d,%d", sep
, x
, y
);
722 else if (spd
->flags
& F_TILE_ASSOC
)
723 /* Only dest associated; add. */
724 len
= sprintf(buf
, "%s%c%d,%d,%d,%d", sep
,
725 (int)achar
, x
, y
, spd
->dotx
, spd
->doty
);
726 } else if (sps
->type
== s_edge
) {
727 if ((sps
->flags
& F_EDGE_SET
) != (spd
->flags
& F_EDGE_SET
))
728 /* edge flags are different; flip them. */
729 len
= sprintf(buf
, "%sE%d,%d", sep
, x
, y
);
732 if (movelen
+ len
>= movesize
) {
733 movesize
= movelen
+ len
+ 256;
734 move
= sresize(move
, movesize
, char);
736 strcpy(move
+ movelen
, buf
);
742 debug(("diff_game src then dest:\n"));
745 debug(("diff string %s\n", move
));
749 /* Returns 1 if a dot here would not be too close to any other dots
750 * (and would avoid other game furniture). */
751 static int dot_is_possible(game_state
*state
, space
*sp
, int allow_assoc
)
753 int bx
= 0, by
= 0, dx
, dy
;
755 #ifdef STANDALONE_PICTURE_GENERATOR
763 if (IS_VERTICAL_EDGE(sp
->x
)) {
773 for (dx
= -bx
; dx
<= bx
; dx
++) {
774 for (dy
= -by
; dy
<= by
; dy
++) {
775 if (!INGRID(state
, sp
->x
+dx
, sp
->y
+dy
)) continue;
777 adj
= &SPACE(state
, sp
->x
+dx
, sp
->y
+dy
);
779 #ifdef STANDALONE_PICTURE_GENERATOR
781 * Check that all the squares we're looking at have the
785 if (adj
->type
== s_tile
) {
786 int c
= picture
[(adj
->y
/ 2) * state
->w
+ (adj
->x
/ 2)];
790 return 0; /* colour mismatch */
795 if (!allow_assoc
&& (adj
->flags
& F_TILE_ASSOC
))
798 if (dx
!= 0 || dy
!= 0) {
799 /* Other than our own square, no dots nearby. */
800 if (adj
->flags
& (F_DOT
))
804 /* We don't want edges within our rectangle
805 * (but don't care about edges on the edge) */
806 if (abs(dx
) < bx
&& abs(dy
) < by
&&
807 adj
->flags
& F_EDGE_SET
)
814 /* ----------------------------------------------------------
815 * Game generation, structure creation, and descriptions.
818 static game_state
*blank_game(int w
, int h
)
820 game_state
*state
= snew(game_state
);
828 state
->grid
= snewn(state
->sx
* state
->sy
, struct space
);
829 state
->completed
= state
->used_solve
= 0;
831 for (x
= 0; x
< state
->sx
; x
++) {
832 for (y
= 0; y
< state
->sy
; y
++) {
833 struct space
*sp
= &SPACE(state
, x
, y
);
834 memset(sp
, 0, sizeof(struct space
));
837 if ((x
% 2) == 0 && (y
% 2) == 0)
839 else if ((x
% 2) == 0 || (y
% 2) == 0) {
841 if (x
== 0 || y
== 0 || x
== state
->sx
-1 || y
== state
->sy
-1)
842 sp
->flags
|= F_EDGE_SET
;
851 state
->me
= NULL
; /* filled in by new_game. */
857 static void game_update_dots(game_state
*state
)
859 int i
, n
, sz
= state
->sx
* state
->sy
;
861 if (state
->dots
) sfree(state
->dots
);
864 for (i
= 0; i
< sz
; i
++) {
865 if (state
->grid
[i
].flags
& F_DOT
) state
->ndots
++;
867 state
->dots
= snewn(state
->ndots
, space
*);
869 for (i
= 0; i
< sz
; i
++) {
870 if (state
->grid
[i
].flags
& F_DOT
)
871 state
->dots
[n
++] = &state
->grid
[i
];
875 static void clear_game(game_state
*state
, int cleardots
)
879 /* don't erase edge flags around outline! */
880 for (x
= 1; x
< state
->sx
-1; x
++) {
881 for (y
= 1; y
< state
->sy
-1; y
++) {
883 SPACE(state
, x
, y
).flags
= 0;
885 SPACE(state
, x
, y
).flags
&= (F_DOT
|F_DOT_BLACK
);
888 if (cleardots
) game_update_dots(state
);
891 static game_state
*dup_game(game_state
*state
)
893 game_state
*ret
= blank_game(state
->w
, state
->h
);
895 ret
->completed
= state
->completed
;
896 ret
->used_solve
= state
->used_solve
;
898 memcpy(ret
->grid
, state
->grid
,
899 ret
->sx
*ret
->sy
*sizeof(struct space
));
901 game_update_dots(ret
);
904 ret
->cdiff
= state
->cdiff
;
909 static void free_game(game_state
*state
)
911 if (state
->dots
) sfree(state
->dots
);
916 /* Game description is a sequence of letters representing the number
917 * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot,
918 * and A-Y for a black dot. 'z' is 25 spaces (and no dot).
920 * I know it's a bitch to generate by hand, so we provide
924 static char *encode_game(game_state
*state
)
930 area
= (state
->sx
-2) * (state
->sy
-2);
932 desc
= snewn(area
, char);
935 for (y
= 1; y
< state
->sy
-1; y
++) {
936 for (x
= 1; x
< state
->sx
-1; x
++) {
937 f
= SPACE(state
, x
, y
).flags
;
939 /* a/A is 0 spaces between, b/B is 1 space, ...
940 * y/Y is 24 spaces, za/zA is 25 spaces, ...
941 * It's easier to count from 0 because we then
942 * don't have to special-case the top left-hand corner
943 * (which could be a dot with 0 spaces before it). */
951 *p
++ = ((f
& F_DOT_BLACK
) ?
'A' : 'a') + run
;
956 assert(p
- desc
< area
);
958 desc
= sresize(desc
, p
- desc
, char);
965 space
*olddot
, *newdot
;
968 enum { MD_CHECK
, MD_MOVE
};
970 static int movedot_cb(game_state
*state
, space
*tile
, void *vctx
)
972 struct movedot
*md
= (struct movedot
*)vctx
;
973 space
*newopp
= NULL
;
975 assert(tile
->type
== s_tile
);
976 assert(md
->olddot
&& md
->newdot
);
978 if (!(tile
->flags
& F_TILE_ASSOC
)) return 0;
979 if (tile
->dotx
!= md
->olddot
->x
|| tile
->doty
!= md
->olddot
->y
)
982 newopp
= space_opposite_dot(state
, tile
, md
->newdot
);
986 /* If the tile is associated with the old dot, check its
987 * opposite wrt the _new_ dot is empty or same assoc. */
988 if (!newopp
) return -1; /* no new opposite */
989 if (newopp
->flags
& F_TILE_ASSOC
) {
990 if (newopp
->dotx
!= md
->olddot
->x
||
991 newopp
->doty
!= md
->olddot
->y
)
992 return -1; /* associated, but wrong dot. */
994 #ifdef STANDALONE_PICTURE_GENERATOR
997 * Reject if either tile and the dot don't match in colour.
999 if (!(picture
[(tile
->y
/2) * state
->w
+ (tile
->x
/2)]) ^
1000 !(md
->newdot
->flags
& F_DOT_BLACK
))
1002 if (!(picture
[(newopp
->y
/2) * state
->w
+ (newopp
->x
/2)]) ^
1003 !(md
->newdot
->flags
& F_DOT_BLACK
))
1010 /* Move dot associations: anything that was associated
1011 * with the old dot, and its opposite wrt the new dot,
1012 * become associated with the new dot. */
1014 debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n",
1015 tile
->x
, tile
->y
, newopp
->x
, newopp
->y
,
1016 md
->newdot
->x
, md
->newdot
->y
));
1017 add_assoc(state
, tile
, md
->newdot
);
1018 add_assoc(state
, newopp
, md
->newdot
);
1019 return 1; /* we did something! */
1024 /* For the given dot, first see if we could expand it into all the given
1025 * extra spaces (by checking for empty spaces on the far side), and then
1026 * see if we can move the dot to shift the CoG to include the new spaces.
1028 static int dot_expand_or_move(game_state
*state
, space
*dot
,
1029 space
**toadd
, int nadd
)
1032 int i
, ret
, nnew
, cx
, cy
;
1035 debug(("dot_expand_or_move: %d tiles for dot %d,%d\n",
1036 nadd
, dot
->x
, dot
->y
));
1037 for (i
= 0; i
< nadd
; i
++)
1038 debug(("dot_expand_or_move: dot %d,%d\n",
1039 toadd
[i
]->x
, toadd
[i
]->y
));
1040 assert(dot
->flags
& F_DOT
);
1042 #ifdef STANDALONE_PICTURE_GENERATOR
1045 * Reject the expansion totally if any of the new tiles are
1048 for (i
= 0; i
< nadd
; i
++) {
1049 if (!(picture
[(toadd
[i
]->y
/2) * state
->w
+ (toadd
[i
]->x
/2)]) ^
1050 !(dot
->flags
& F_DOT_BLACK
))
1056 /* First off, could we just expand the current dot's tile to cover
1057 * the space(s) passed in and their opposites? */
1058 for (i
= 0; i
< nadd
; i
++) {
1059 tileopp
= space_opposite_dot(state
, toadd
[i
], dot
);
1060 if (!tileopp
) goto noexpand
;
1061 if (tileopp
->flags
& F_TILE_ASSOC
) goto noexpand
;
1062 #ifdef STANDALONE_PICTURE_GENERATOR
1065 * The opposite tiles have to be the right colour as well.
1067 if (!(picture
[(tileopp
->y
/2) * state
->w
+ (tileopp
->x
/2)]) ^
1068 !(dot
->flags
& F_DOT_BLACK
))
1073 /* OK, all spaces have valid empty opposites: associate spaces and
1074 * opposites with our dot. */
1075 for (i
= 0; i
< nadd
; i
++) {
1076 tileopp
= space_opposite_dot(state
, toadd
[i
], dot
);
1077 add_assoc(state
, toadd
[i
], dot
);
1078 add_assoc(state
, tileopp
, dot
);
1079 debug(("Added associations %d,%d and %d,%d --> %d,%d\n",
1080 toadd
[i
]->x
, toadd
[i
]->y
,
1081 tileopp
->x
, tileopp
->y
,
1088 /* Otherwise, try to move dot so as to encompass given spaces: */
1089 /* first, calculate the 'centre of gravity' of the new dot. */
1090 nnew
= dot
->nassoc
+ nadd
; /* number of tiles assoc. with new dot. */
1091 cx
= dot
->x
* dot
->nassoc
;
1092 cy
= dot
->y
* dot
->nassoc
;
1093 for (i
= 0; i
< nadd
; i
++) {
1097 /* If the CoG isn't a whole number, it's not possible. */
1098 if ((cx
% nnew
) != 0 || (cy
% nnew
) != 0) {
1099 debug(("Unable to move dot %d,%d, CoG not whole number.\n",
1103 cx
/= nnew
; cy
/= nnew
;
1105 /* Check whether all spaces in the old tile would have a good
1106 * opposite wrt the new dot. */
1108 md
.newdot
= &SPACE(state
, cx
, cy
);
1110 ret
= foreach_tile(state
, movedot_cb
, IMPOSSIBLE_QUITS
, &md
);
1112 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1116 /* Also check whether all spaces we're adding would have a good
1117 * opposite wrt the new dot. */
1118 for (i
= 0; i
< nadd
; i
++) {
1119 tileopp
= space_opposite_dot(state
, toadd
[i
], md
.newdot
);
1120 if (tileopp
&& (tileopp
->flags
& F_TILE_ASSOC
) &&
1121 (tileopp
->dotx
!= dot
->x
|| tileopp
->doty
!= dot
->y
)) {
1125 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1129 #ifdef STANDALONE_PICTURE_GENERATOR
1131 if (!(picture
[(tileopp
->y
/2) * state
->w
+ (tileopp
->x
/2)]) ^
1132 !(dot
->flags
& F_DOT_BLACK
))
1138 /* If we've got here, we're ok. First, associate all of 'toadd'
1139 * with the _old_ dot (so they'll get fixed up, with their opposites,
1140 * in the next step). */
1141 for (i
= 0; i
< nadd
; i
++) {
1142 debug(("Associating to-add %d,%d with old dot %d,%d.\n",
1143 toadd
[i
]->x
, toadd
[i
]->y
, dot
->x
, dot
->y
));
1144 add_assoc(state
, toadd
[i
], dot
);
1147 /* Finally, move the dot and fix up all the old associations. */
1148 debug(("Moving dot at %d,%d to %d,%d\n",
1149 dot
->x
, dot
->y
, md
.newdot
->x
, md
.newdot
->y
));
1151 #ifdef STANDALONE_PICTURE_GENERATOR
1152 int f
= dot
->flags
& F_DOT_BLACK
;
1156 #ifdef STANDALONE_PICTURE_GENERATOR
1157 md
.newdot
->flags
|= f
;
1162 ret
= foreach_tile(state
, movedot_cb
, 0, &md
);
1169 /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */
1171 #define MAX_OUTSIDE 8
1173 #define MAX_TILE_PERC 20
1175 static int generate_try_block(game_state
*state
, random_state
*rs
,
1176 int x1
, int y1
, int x2
, int y2
)
1178 int x
, y
, nadd
= 0, nout
= 0, i
, maxsz
;
1179 space
*sp
, *toadd
[MAX_TOADD
], *outside
[MAX_OUTSIDE
], *dot
;
1181 if (!INGRID(state
, x1
, y1
) || !INGRID(state
, x2
, y2
)) return 0;
1183 /* We limit the maximum size of tiles to be ~2*sqrt(area); so,
1184 * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid
1185 * nothing >40 tiles. */
1186 maxsz
= (int)sqrt((double)(state
->w
* state
->h
)) * 2;
1187 debug(("generate_try_block, maxsz %d\n", maxsz
));
1189 /* Make a static list of the spaces; if any space is already
1190 * associated then quit immediately. */
1191 for (x
= x1
; x
<= x2
; x
+= 2) {
1192 for (y
= y1
; y
<= y2
; y
+= 2) {
1193 assert(nadd
< MAX_TOADD
);
1194 sp
= &SPACE(state
, x
, y
);
1195 assert(sp
->type
== s_tile
);
1196 if (sp
->flags
& F_TILE_ASSOC
) return 0;
1201 /* Make a list of the spaces outside of our block, and shuffle it. */
1202 #define OUTSIDE(x, y) do { \
1203 if (INGRID(state, (x), (y))) { \
1204 assert(nout < MAX_OUTSIDE); \
1205 outside[nout++] = &SPACE(state, (x), (y)); \
1208 for (x
= x1
; x
<= x2
; x
+= 2) {
1212 for (y
= y1
; y
<= y2
; y
+= 2) {
1216 shuffle(outside
, nout
, sizeof(space
*), rs
);
1218 for (i
= 0; i
< nout
; i
++) {
1219 if (!(outside
[i
]->flags
& F_TILE_ASSOC
)) continue;
1220 dot
= &SPACE(state
, outside
[i
]->dotx
, outside
[i
]->doty
);
1221 if (dot
->nassoc
>= maxsz
) {
1222 debug(("Not adding to dot %d,%d, large enough (%d) already.\n",
1223 dot
->x
, dot
->y
, dot
->nassoc
));
1226 if (dot_expand_or_move(state
, dot
, toadd
, nadd
)) return 1;
1231 #ifdef STANDALONE_SOLVER
1233 #define MAXTRIES maxtries
1238 static int solver_obvious_dot(game_state
*state
,space
*dot
);
1242 static void generate_pass(game_state
*state
, random_state
*rs
, int *scratch
,
1243 int perc
, unsigned int flags
)
1245 int sz
= state
->sx
*state
->sy
, nspc
, i
, ret
;
1247 shuffle(scratch
, sz
, sizeof(int), rs
);
1249 /* This bug took me a, er, little while to track down. On PalmOS,
1250 * which has 16-bit signed ints, puzzles over about 9x9 started
1251 * failing to generate because the nspc calculation would start
1252 * to overflow, causing the dots not to be filled in properly. */
1253 nspc
= (int)(((long)perc
* (long)sz
) / 100L);
1254 debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n",
1255 perc
, nspc
, state
->sx
, state
->sy
, flags
));
1257 for (i
= 0; i
< nspc
; i
++) {
1258 space
*sp
= &state
->grid
[scratch
[i
]];
1259 int x1
= sp
->x
, y1
= sp
->y
, x2
= sp
->x
, y2
= sp
->y
;
1261 if (sp
->type
== s_edge
) {
1262 if (IS_VERTICAL_EDGE(sp
->x
)) {
1268 if (sp
->type
!= s_vertex
) {
1269 /* heuristic; expanding from vertices tends to generate lots of
1270 * too-big regions of tiles. */
1271 if (generate_try_block(state
, rs
, x1
, y1
, x2
, y2
))
1272 continue; /* we expanded successfully. */
1275 if (!(flags
& GP_DOTS
)) continue;
1277 if ((sp
->type
== s_edge
) && (i
% 2)) {
1278 debug(("Omitting edge %d,%d as half-of.\n", sp
->x
, sp
->y
));
1282 /* If we've got here we might want to put a dot down. Check
1283 * if we can, and add one if so. */
1284 if (dot_is_possible(state
, sp
, 0)) {
1286 #ifdef STANDALONE_PICTURE_GENERATOR
1288 if (picture
[(sp
->y
/2) * state
->w
+ (sp
->x
/2)])
1289 sp
->flags
|= F_DOT_BLACK
;
1292 ret
= solver_obvious_dot(state
, sp
);
1294 debug(("Added dot (and obvious associations) at %d,%d\n",
1302 static int solver_state(game_state
*state
, int maxdiff
);
1304 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1305 char **aux
, int interactive
)
1307 game_state
*state
= blank_game(params
->w
, params
->h
), *copy
;
1309 int *scratch
, sz
= state
->sx
*state
->sy
, i
;
1310 int diff
, ntries
= 0;
1312 /* Random list of squares to try and process, one-by-one. */
1313 scratch
= snewn(sz
, int);
1314 for (i
= 0; i
< sz
; i
++) scratch
[i
] = i
;
1317 clear_game(state
, 1);
1320 /* generate_pass(state, rs, scratch, 10, GP_DOTS); */
1321 /* generate_pass(state, rs, scratch, 100, 0); */
1322 generate_pass(state
, rs
, scratch
, 100, GP_DOTS
);
1324 game_update_dots(state
);
1328 char *tmp
= encode_game(state
);
1329 debug(("new_game_desc state %dx%d:%s\n", params
->w
, params
->h
, tmp
));
1334 for (i
= 0; i
< state
->sx
*state
->sy
; i
++)
1335 if (state
->grid
[i
].type
== s_tile
)
1336 outline_tile_fordot(state
, &state
->grid
[i
], TRUE
);
1337 assert(check_complete(state
, FALSE
));
1339 copy
= dup_game(state
);
1340 clear_game(copy
, 0);
1342 diff
= solver_state(copy
, params
->diff
);
1345 assert(diff
!= DIFF_IMPOSSIBLE
);
1346 if (diff
!= params
->diff
) {
1348 * We'll grudgingly accept a too-easy puzzle, but we must
1349 * _not_ permit a too-hard one (one which the solver
1350 * couldn't handle at all).
1352 if (diff
> params
->diff
||
1353 ntries
< MAXTRIES
) goto generate
;
1356 #ifdef STANDALONE_PICTURE_GENERATOR
1358 * Postprocessing pass to prevent excessive numbers of adjacent
1359 * singletons. Iterate over all edges in random shuffled order;
1360 * for each edge that separates two regions, investigate
1361 * whether removing that edge and merging the regions would
1362 * still yield a valid and soluble puzzle. (The two regions
1363 * must also be the same colour, of course.) If so, do it.
1365 * This postprocessing pass is slow (due to repeated solver
1366 * invocations), and seems to be unnecessary during normal
1367 * unconstrained game generation. However, when generating a
1368 * game under colour constraints, excessive singletons seem to
1369 * turn up more often, so it's worth doing this.
1376 nposns
= params
->w
* (params
->h
+1) + params
->h
* (params
->w
+1);
1377 posns
= snewn(nposns
, int);
1378 for (i
= j
= 0; i
< state
->sx
*state
->sy
; i
++)
1379 if (state
->grid
[i
].type
== s_edge
)
1381 assert(j
== nposns
);
1383 shuffle(posns
, nposns
, sizeof(*posns
), rs
);
1385 for (i
= 0; i
< nposns
; i
++) {
1386 int x
, y
, x0
, y0
, x1
, y1
, cx
, cy
, cn
, cx0
, cy0
, cx1
, cy1
, tx
, ty
;
1387 space
*s0
, *s1
, *ts
, *d0
, *d1
, *dn
;
1390 /* Coordinates of edge space */
1391 x
= posns
[i
] % state
->sx
;
1392 y
= posns
[i
] / state
->sx
;
1394 /* Coordinates of square spaces on either side of edge */
1395 x0
= ((x
+1) & ~1) - 1; /* round down to next odd number */
1396 y0
= ((y
+1) & ~1) - 1;
1397 x1
= 2*x
-x0
; /* and reflect about x to get x1 */
1400 if (!INGRID(state
, x0
, y0
) || !INGRID(state
, x1
, y1
))
1401 continue; /* outermost edge of grid */
1402 s0
= &SPACE(state
, x0
, y0
);
1403 s1
= &SPACE(state
, x1
, y1
);
1404 assert(s0
->type
== s_tile
&& s1
->type
== s_tile
);
1406 if (s0
->dotx
== s1
->dotx
&& s0
->doty
== s1
->doty
)
1407 continue; /* tiles _already_ owned by same dot */
1409 d0
= &SPACE(state
, s0
->dotx
, s0
->doty
);
1410 d1
= &SPACE(state
, s1
->dotx
, s1
->doty
);
1412 if ((d0
->flags
^ d1
->flags
) & F_DOT_BLACK
)
1413 continue; /* different colours: cannot merge */
1416 * Work out where the centre of gravity of the new
1419 cx
= d0
->nassoc
* d0
->x
+ d1
->nassoc
* d1
->x
;
1420 cy
= d0
->nassoc
* d0
->y
+ d1
->nassoc
* d1
->y
;
1421 cn
= d0
->nassoc
+ d1
->nassoc
;
1422 if (cx
% cn
|| cy
% cn
)
1423 continue; /* CoG not at integer coordinates */
1426 assert(INUI(state
, cx
, cy
));
1429 * Ensure that the CoG would actually be _in_ the new
1430 * region, by verifying that all its surrounding tiles
1431 * belong to one or other of our two dots.
1433 cx0
= ((cx
+1) & ~1) - 1; /* round down to next odd number */
1434 cy0
= ((cy
+1) & ~1) - 1;
1435 cx1
= 2*cx
-cx0
; /* and reflect about cx to get cx1 */
1438 for (ty
= cy0
; ty
<= cy1
; ty
+= 2)
1439 for (tx
= cx0
; tx
<= cx1
; tx
+= 2) {
1440 ts
= &SPACE(state
, tx
, ty
);
1441 assert(ts
->type
== s_tile
);
1442 if ((ts
->dotx
!= d0
->x
|| ts
->doty
!= d0
->y
) &&
1443 (ts
->dotx
!= d1
->x
|| ts
->doty
!= d1
->y
))
1450 * Verify that for every tile in either source region,
1451 * that tile's image in the new CoG is also in one of
1452 * the two source regions.
1454 for (ty
= 1; ty
< state
->sy
; ty
+= 2) {
1455 for (tx
= 1; tx
< state
->sx
; tx
+= 2) {
1458 ts
= &SPACE(state
, tx
, ty
);
1459 assert(ts
->type
== s_tile
);
1460 if ((ts
->dotx
!= d0
->x
|| ts
->doty
!= d0
->y
) &&
1461 (ts
->dotx
!= d1
->x
|| ts
->doty
!= d1
->y
))
1462 continue; /* not part of these tiles anyway */
1465 if (!INGRID(state
, tx1
, ty1
)) {
1469 ts
= &SPACE(state
, cx
+cx
-tx
, cy
+cy
-ty
);
1470 if ((ts
->dotx
!= d0
->x
|| ts
->doty
!= d0
->y
) &&
1471 (ts
->dotx
!= d1
->x
|| ts
->doty
!= d1
->y
)) {
1483 * Now we're clear to attempt the merge. We take a copy
1484 * of the game state first, so we can revert it easily
1485 * if the resulting puzzle turns out to have become
1488 copy2
= dup_game(state
);
1492 dn
= &SPACE(state
, cx
, cy
);
1494 dn
->flags
|= (d0
->flags
& F_DOT_BLACK
);
1495 for (ty
= 1; ty
< state
->sy
; ty
+= 2) {
1496 for (tx
= 1; tx
< state
->sx
; tx
+= 2) {
1497 ts
= &SPACE(state
, tx
, ty
);
1498 assert(ts
->type
== s_tile
);
1499 if ((ts
->dotx
!= d0
->x
|| ts
->doty
!= d0
->y
) &&
1500 (ts
->dotx
!= d1
->x
|| ts
->doty
!= d1
->y
))
1501 continue; /* not part of these tiles anyway */
1502 add_assoc(state
, ts
, dn
);
1506 copy
= dup_game(state
);
1507 clear_game(copy
, 0);
1509 newdiff
= solver_state(copy
, params
->diff
);
1511 if (diff
== newdiff
) {
1512 /* Still just as soluble. Let the merge stand. */
1515 /* Became insoluble. Revert. */
1523 desc
= encode_game(state
);
1524 #ifndef STANDALONE_SOLVER
1525 debug(("new_game_desc generated: \n"));
1535 static int solver_obvious(game_state
*state
);
1537 static int dots_too_close(game_state
*state
)
1539 /* Quick-and-dirty check, using half the solver:
1540 * solver_obvious will only fail if the dots are
1541 * too close together, so dot-proximity associations
1543 game_state
*tmp
= dup_game(state
);
1544 int ret
= solver_obvious(tmp
);
1546 return (ret
== -1) ?
1 : 0;
1549 static game_state
*load_game(game_params
*params
, char *desc
,
1552 game_state
*state
= blank_game(params
->w
, params
->h
);
1564 if (n
>= 'a' && n
<= 'y') {
1567 } else if (n
>= 'A' && n
<= 'Y') {
1571 why
= "Invalid characters in game description"; goto fail
;
1573 /* if we got here we incremented i and have a dot to add. */
1574 y
= (i
/ (state
->sx
-2)) + 1;
1575 x
= (i
% (state
->sx
-2)) + 1;
1576 if (!INUI(state
, x
, y
)) {
1577 why
= "Too much data to fit in grid"; goto fail
;
1579 add_dot(&SPACE(state
, x
, y
));
1580 SPACE(state
, x
, y
).flags
|= df
;
1583 game_update_dots(state
);
1585 if (dots_too_close(state
)) {
1586 why
= "Dots too close together"; goto fail
;
1593 if (why_r
) *why_r
= why
;
1597 static char *validate_desc(game_params
*params
, char *desc
)
1600 game_state
*dummy
= load_game(params
, desc
, &why
);
1609 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1611 game_state
*state
= load_game(params
, desc
, NULL
);
1613 assert("Unable to load ?validated game.");
1622 /* ----------------------------------------------------------
1623 * Solver and all its little wizards.
1626 int solver_recurse_depth
;
1628 typedef struct solver_ctx
{
1630 int sz
; /* state->sx * state->sy */
1631 space
**scratch
; /* size sz */
1635 static solver_ctx
*new_solver(game_state
*state
)
1637 solver_ctx
*sctx
= snew(solver_ctx
);
1638 sctx
->state
= state
;
1639 sctx
->sz
= state
->sx
*state
->sy
;
1640 sctx
->scratch
= snewn(sctx
->sz
, space
*);
1644 static void free_solver(solver_ctx
*sctx
)
1646 sfree(sctx
->scratch
);
1650 /* Solver ideas so far:
1652 * For any empty space, work out how many dots it could associate
1654 * it needs line-of-sight
1655 * it needs an empty space on the far side
1656 * any adjacent lines need corresponding line possibilities.
1659 /* The solver_ctx should keep a list of dot positions, for quicker looping.
1661 * Solver techniques, in order of difficulty:
1662 * obvious adjacency to dots
1663 * transferring tiles to opposite side
1664 * transferring lines to opposite side
1665 * one possible dot for a given tile based on opposite availability
1666 * tile with 3 definite edges next to an associated tile must associate
1669 * one possible dot for a given tile based on line-of-sight
1672 static int solver_add_assoc(game_state
*state
, space
*tile
, int dx
, int dy
,
1675 space
*dot
, *tile_opp
;
1677 dot
= &SPACE(state
, dx
, dy
);
1678 tile_opp
= space_opposite_dot(state
, tile
, dot
);
1680 assert(tile
->type
== s_tile
);
1681 if (tile
->flags
& F_TILE_ASSOC
) {
1682 if ((tile
->dotx
!= dx
) || (tile
->doty
!= dy
)) {
1683 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1684 "already --> %d,%d.\n",
1685 solver_recurse_depth
*4, "",
1686 tile
->x
, tile
->y
, dx
, dy
, why
,
1687 tile
->dotx
, tile
->doty
));
1690 return 0; /* no-op */
1693 solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n",
1694 solver_recurse_depth
*4, "", tile
->x
, tile
->y
, dx
, dy
));
1697 if (tile_opp
->flags
& F_TILE_ASSOC
&&
1698 (tile_opp
->dotx
!= dx
|| tile_opp
->doty
!= dy
)) {
1699 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1700 "opposite already --> %d,%d.\n",
1701 solver_recurse_depth
*4, "",
1702 tile
->x
, tile
->y
, dx
, dy
, why
,
1703 tile_opp
->dotx
, tile_opp
->doty
));
1707 add_assoc(state
, tile
, dot
);
1708 add_assoc(state
, tile_opp
, dot
);
1709 solvep(("%*sSetting %d,%d --> %d,%d (%s).\n",
1710 solver_recurse_depth
*4, "",
1711 tile
->x
, tile
->y
,dx
, dy
, why
));
1712 solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n",
1713 solver_recurse_depth
*4, "",
1714 tile_opp
->x
, tile_opp
->y
, dx
, dy
, why
));
1718 static int solver_obvious_dot(game_state
*state
, space
*dot
)
1720 int dx
, dy
, ret
, didsth
= 0;
1723 debug(("%*ssolver_obvious_dot for %d,%d.\n",
1724 solver_recurse_depth
*4, "", dot
->x
, dot
->y
));
1726 assert(dot
->flags
& F_DOT
);
1727 for (dx
= -1; dx
<= 1; dx
++) {
1728 for (dy
= -1; dy
<= 1; dy
++) {
1729 if (!INGRID(state
, dot
->x
+dx
, dot
->y
+dy
)) continue;
1731 tile
= &SPACE(state
, dot
->x
+dx
, dot
->y
+dy
);
1732 if (tile
->type
== s_tile
) {
1733 ret
= solver_add_assoc(state
, tile
, dot
->x
, dot
->y
,
1735 if (ret
< 0) return -1;
1736 if (ret
> 0) didsth
= 1;
1743 static int solver_obvious(game_state
*state
)
1745 int i
, didsth
= 0, ret
;
1747 debug(("%*ssolver_obvious.\n", solver_recurse_depth
*4, ""));
1749 for (i
= 0; i
< state
->ndots
; i
++) {
1750 ret
= solver_obvious_dot(state
, state
->dots
[i
]);
1751 if (ret
< 0) return -1;
1752 if (ret
> 0) didsth
= 1;
1757 static int solver_lines_opposite_cb(game_state
*state
, space
*edge
, void *ctx
)
1759 int didsth
= 0, n
, dx
, dy
;
1760 space
*tiles
[2], *tile_opp
, *edge_opp
;
1762 assert(edge
->type
== s_edge
);
1764 tiles_from_edge(state
, edge
, tiles
);
1766 /* if tiles[0] && tiles[1] && they're both associated
1767 * and they're both associated with different dots,
1768 * ensure the line is set. */
1769 if (!(edge
->flags
& F_EDGE_SET
) &&
1770 tiles
[0] && tiles
[1] &&
1771 (tiles
[0]->flags
& F_TILE_ASSOC
) &&
1772 (tiles
[1]->flags
& F_TILE_ASSOC
) &&
1773 (tiles
[0]->dotx
!= tiles
[1]->dotx
||
1774 tiles
[0]->doty
!= tiles
[1]->doty
)) {
1775 /* No edge, but the two adjacent tiles are both
1776 * associated with different dots; add the edge. */
1777 solvep(("%*sSetting edge %d,%d - tiles different dots.\n",
1778 solver_recurse_depth
*4, "", edge
->x
, edge
->y
));
1779 edge
->flags
|= F_EDGE_SET
;
1783 if (!(edge
->flags
& F_EDGE_SET
)) return didsth
;
1784 for (n
= 0; n
< 2; n
++) {
1785 if (!tiles
[n
]) continue;
1786 assert(tiles
[n
]->type
== s_tile
);
1787 if (!(tiles
[n
]->flags
& F_TILE_ASSOC
)) continue;
1789 tile_opp
= tile_opposite(state
, tiles
[n
]);
1791 solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d"
1792 " with no opposite.\n",
1793 solver_recurse_depth
*4, "",
1794 edge
->x
, edge
->y
, tiles
[n
]->x
, tiles
[n
]->y
));
1795 /* edge of tile has no opposite edge (off grid?);
1796 * this is impossible. */
1800 dx
= tiles
[n
]->x
- edge
->x
;
1801 dy
= tiles
[n
]->y
- edge
->y
;
1802 assert(INGRID(state
, tile_opp
->x
+dx
, tile_opp
->y
+dy
));
1803 edge_opp
= &SPACE(state
, tile_opp
->x
+dx
, tile_opp
->y
+dy
);
1804 if (!(edge_opp
->flags
& F_EDGE_SET
)) {
1805 solvep(("%*sSetting edge %d,%d as opposite %d,%d\n",
1806 solver_recurse_depth
*4, "",
1807 tile_opp
->x
-dx
, tile_opp
->y
-dy
, edge
->x
, edge
->y
));
1808 edge_opp
->flags
|= F_EDGE_SET
;
1815 static int solver_spaces_oneposs_cb(game_state
*state
, space
*tile
, void *ctx
)
1818 struct space
*edgeadj
[4], *tileadj
[4];
1821 assert(tile
->type
== s_tile
);
1822 if (tile
->flags
& F_TILE_ASSOC
) return 0;
1824 adjacencies(state
, tile
, edgeadj
, tileadj
);
1826 /* Empty tile. If each edge is either set, or associated with
1827 * the same dot, we must also associate with dot. */
1828 eset
= 0; dotx
= -1; doty
= -1;
1829 for (n
= 0; n
< 4; n
++) {
1831 assert(edgeadj
[n
]->type
== s_edge
);
1832 if (edgeadj
[n
]->flags
& F_EDGE_SET
) {
1836 assert(tileadj
[n
]->type
== s_tile
);
1838 /* If an adjacent tile is empty we can't make any deductions.*/
1839 if (!(tileadj
[n
]->flags
& F_TILE_ASSOC
))
1842 /* If an adjacent tile is assoc. with a different dot
1843 * we can't make any deductions. */
1844 if (dotx
!= -1 && doty
!= -1 &&
1845 (tileadj
[n
]->dotx
!= dotx
||
1846 tileadj
[n
]->doty
!= doty
))
1849 dotx
= tileadj
[n
]->dotx
;
1850 doty
= tileadj
[n
]->doty
;
1854 solvep(("%*simpossible: empty tile %d,%d has 4 edges\n",
1855 solver_recurse_depth
*4, "",
1859 assert(dotx
!= -1 && doty
!= -1);
1861 ret
= solver_add_assoc(state
, tile
, dotx
, doty
, "rest are edges");
1862 if (ret
== -1) return -1;
1863 assert(ret
!= 0); /* really should have done something. */
1868 /* Improved algorithm for tracking line-of-sight from dots, and not spaces.
1870 * The solver_ctx already stores a list of dots: the algorithm proceeds by
1871 * expanding outwards from each dot in turn, expanding first to the boundary
1872 * of its currently-connected tile and then to all empty tiles that could see
1873 * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker.
1875 * Expansion will happen by (symmetrically opposite) pairs of squares; if
1876 * a square hasn't an opposite number there's no point trying to expand through
1877 * it. Empty tiles will therefore also be tagged in pairs.
1879 * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot,
1880 * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag)
1881 * because we're looking for single-dot possibilities.
1883 * Once we've gone through all the dots, any which still have a 'can see dot'
1884 * tag get associated with that dot (because it must have been the only one);
1885 * any without any tag (i.e. that could see _no_ dots) cause an impossibility
1888 * The expansion will happen each time with a stored list of (space *) pairs,
1889 * rather than a mark-and-sweep idea; that's horrifically inefficient.
1891 * expansion algorithm:
1893 * * allocate list of (space *) the size of s->sx*s->sy.
1894 * * allocate second grid for (flags, dotx, doty) size of sx*sy.
1896 * clear second grid (flags = 0, all dotx and doty = 0)
1897 * flags: F_REACHABLE, F_MULTIPLE
1900 * * for each dot, start with one pair of tiles that are associated with it --
1901 * * vertex --> (dx+1, dy+1), (dx-1, dy-1)
1902 * * edge --> (adj1, adj2)
1903 * * tile --> (tile, tile) ???
1904 * * mark that pair of tiles with F_MARK, clear all other F_MARKs.
1905 * * add two tiles to start of list.
1907 * set start = 0, end = next = 2
1909 * from (start to end-1, step 2) {
1910 * * we have two tiles (t1, t2), opposites wrt our dot.
1911 * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge):
1912 * * work out at2 as the opposite to at1
1913 * * assert at1 and at2 have the same F_MARK values.
1914 * * if at1 & F_MARK ignore it (we've been there on a previous sweep)
1915 * * if either are associated with a different dot
1916 * * mark both with F_MARK (so we ignore them later)
1917 * * otherwise (assoc. with our dot, or empty):
1918 * * mark both with F_MARK
1919 * * add their space * values to the end of the list, set next += 2.
1923 * * we didn't add any new squares; exit the loop.
1925 * * set start = next+1, end = next. go round again
1927 * We've finished expanding from the dot. Now, for each square we have
1928 * in our list (--> each square with F_MARK):
1929 * * if the tile is empty:
1930 * * if F_REACHABLE was already set
1933 * * set F_REACHABLE, set dotx and doty to our dot.
1935 * Then, continue the whole thing for each dot in turn.
1937 * Once we've done for each dot, go through the entire grid looking for
1938 * empty tiles: for each empty tile:
1939 * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double)
1940 * if !F_REACHABLE, return as impossible.
1944 /* Returns 1 if this tile is either already associated with this dot,
1946 static int solver_expand_checkdot(space
*tile
, space
*dot
)
1948 if (!(tile
->flags
& F_TILE_ASSOC
)) return 1;
1949 if (tile
->dotx
== dot
->x
&& tile
->doty
== dot
->y
) return 1;
1953 static void solver_expand_fromdot(game_state
*state
, space
*dot
, solver_ctx
*sctx
)
1955 int i
, j
, x
, y
, start
, end
, next
;
1958 /* Clear the grid of the (space) flags we'll use. */
1960 /* This is well optimised; analysis showed that:
1961 for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK;
1962 took up ~85% of the total function time! */
1963 for (y
= 1; y
< state
->sy
; y
+= 2) {
1964 sp
= &SPACE(state
, 1, y
);
1965 for (x
= 1; x
< state
->sx
; x
+= 2, sp
+= 2)
1966 sp
->flags
&= ~F_MARK
;
1969 /* Seed the list of marked squares with two that must be associated
1970 * with our dot (possibly the same space) */
1971 if (dot
->type
== s_tile
) {
1972 sctx
->scratch
[0] = sctx
->scratch
[1] = dot
;
1973 } else if (dot
->type
== s_edge
) {
1974 tiles_from_edge(state
, dot
, sctx
->scratch
);
1975 } else if (dot
->type
== s_vertex
) {
1976 /* pick two of the opposite ones arbitrarily. */
1977 sctx
->scratch
[0] = &SPACE(state
, dot
->x
-1, dot
->y
-1);
1978 sctx
->scratch
[1] = &SPACE(state
, dot
->x
+1, dot
->y
+1);
1980 assert(sctx
->scratch
[0]->flags
& F_TILE_ASSOC
);
1981 assert(sctx
->scratch
[1]->flags
& F_TILE_ASSOC
);
1983 sctx
->scratch
[0]->flags
|= F_MARK
;
1984 sctx
->scratch
[1]->flags
|= F_MARK
;
1986 debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n",
1987 solver_recurse_depth
*4, "", dot
->x
, dot
->y
,
1988 sctx
->scratch
[0]->x
, sctx
->scratch
[0]->y
,
1989 sctx
->scratch
[1]->x
, sctx
->scratch
[1]->y
));
1991 start
= 0; end
= 2; next
= 2;
1994 debug(("%*sexpand: start %d, end %d, next %d\n",
1995 solver_recurse_depth
*4, "", start
, end
, next
));
1996 for (i
= start
; i
< end
; i
+= 2) {
1997 space
*t1
= sctx
->scratch
[i
]/*, *t2 = sctx->scratch[i+1]*/;
1998 space
*edges
[4], *tileadj
[4], *tileadj2
;
2000 adjacencies(state
, t1
, edges
, tileadj
);
2002 for (j
= 0; j
< 4; j
++) {
2004 if (edges
[j
]->flags
& F_EDGE_SET
) continue;
2007 if (tileadj
[j
]->flags
& F_MARK
) continue; /* seen before. */
2009 /* We have a tile adjacent to t1; find its opposite. */
2010 tileadj2
= space_opposite_dot(state
, tileadj
[j
], dot
);
2012 debug(("%*sMarking %d,%d, no opposite.\n",
2013 solver_recurse_depth
*4, "",
2014 tileadj
[j
]->x
, tileadj
[j
]->y
));
2015 tileadj
[j
]->flags
|= F_MARK
;
2016 continue; /* no opposite, so mark for next time. */
2018 /* If the tile had an opposite we should have either seen both of
2019 * these, or neither of these, before. */
2020 assert(!(tileadj2
->flags
& F_MARK
));
2022 if (solver_expand_checkdot(tileadj
[j
], dot
) &&
2023 solver_expand_checkdot(tileadj2
, dot
)) {
2024 /* Both tiles could associate with this dot; add them to
2026 debug(("%*sAdding %d,%d and %d,%d to possibles list.\n",
2027 solver_recurse_depth
*4, "",
2028 tileadj
[j
]->x
, tileadj
[j
]->y
, tileadj2
->x
, tileadj2
->y
));
2029 sctx
->scratch
[next
++] = tileadj
[j
];
2030 sctx
->scratch
[next
++] = tileadj2
;
2032 /* Either way, we've seen these tiles already so mark them. */
2033 debug(("%*sMarking %d,%d and %d,%d.\n",
2034 solver_recurse_depth
*4, "",
2035 tileadj
[j
]->x
, tileadj
[j
]->y
, tileadj2
->x
, tileadj2
->y
));
2036 tileadj
[j
]->flags
|= F_MARK
;
2037 tileadj2
->flags
|= F_MARK
;
2041 /* We added more squares; go back and try again. */
2042 start
= end
; end
= next
; goto expand
;
2045 /* We've expanded as far as we can go. Now we update the main flags
2046 * on all tiles we've expanded into -- if they were empty, we have
2047 * found possible associations for this dot. */
2048 for (i
= 0; i
< end
; i
++) {
2049 if (sctx
->scratch
[i
]->flags
& F_TILE_ASSOC
) continue;
2050 if (sctx
->scratch
[i
]->flags
& F_REACHABLE
) {
2051 /* This is (at least) the second dot this tile could
2052 * associate with. */
2053 debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n",
2054 solver_recurse_depth
*4, "",
2055 sctx
->scratch
[i
]->x
, sctx
->scratch
[i
]->y
, dot
->x
, dot
->y
));
2056 sctx
->scratch
[i
]->flags
|= F_MULTIPLE
;
2058 /* This is the first (possibly only) dot. */
2059 debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n",
2060 solver_recurse_depth
*4, "",
2061 sctx
->scratch
[i
]->x
, sctx
->scratch
[i
]->y
, dot
->x
, dot
->y
));
2062 sctx
->scratch
[i
]->flags
|= F_REACHABLE
;
2063 sctx
->scratch
[i
]->dotx
= dot
->x
;
2064 sctx
->scratch
[i
]->doty
= dot
->y
;
2070 static int solver_expand_postcb(game_state
*state
, space
*tile
, void *ctx
)
2072 assert(tile
->type
== s_tile
);
2074 if (tile
->flags
& F_TILE_ASSOC
) return 0;
2076 if (!(tile
->flags
& F_REACHABLE
)) {
2077 solvep(("%*simpossible: space (%d,%d) can reach no dots.\n",
2078 solver_recurse_depth
*4, "", tile
->x
, tile
->y
));
2081 if (tile
->flags
& F_MULTIPLE
) return 0;
2083 return solver_add_assoc(state
, tile
, tile
->dotx
, tile
->doty
,
2084 "single possible dot after expansion");
2087 static int solver_expand_dots(game_state
*state
, solver_ctx
*sctx
)
2091 for (i
= 0; i
< sctx
->sz
; i
++)
2092 state
->grid
[i
].flags
&= ~(F_REACHABLE
|F_MULTIPLE
);
2094 for (i
= 0; i
< state
->ndots
; i
++)
2095 solver_expand_fromdot(state
, state
->dots
[i
], sctx
);
2097 return foreach_tile(state
, solver_expand_postcb
, IMPOSSIBLE_QUITS
, sctx
);
2100 struct recurse_ctx
{
2105 static int solver_recurse_cb(game_state
*state
, space
*tile
, void *ctx
)
2107 struct recurse_ctx
*rctx
= (struct recurse_ctx
*)ctx
;
2110 assert(tile
->type
== s_tile
);
2111 if (tile
->flags
& F_TILE_ASSOC
) return 0;
2113 /* We're unassociated: count up all the dots we could associate with. */
2114 for (i
= 0; i
< state
->ndots
; i
++) {
2115 if (dotfortile(state
, tile
, state
->dots
[i
]))
2118 if (n
> rctx
->bestn
) {
2125 static int solver_state(game_state
*state
, int maxdiff
);
2127 #define MAXRECURSE 5
2129 static int solver_recurse(game_state
*state
, int maxdiff
)
2131 int diff
= DIFF_IMPOSSIBLE
, ret
, n
, gsz
= state
->sx
* state
->sy
;
2132 space
*ingrid
, *outgrid
= NULL
, *bestopp
;
2133 struct recurse_ctx rctx
;
2135 if (solver_recurse_depth
>= MAXRECURSE
) {
2136 solvep(("Limiting recursion to %d, returning.", MAXRECURSE
));
2137 return DIFF_UNFINISHED
;
2140 /* Work out the cell to recurse on; go through all unassociated tiles
2141 * and find which one has the most possible dots it could associate
2146 foreach_tile(state
, solver_recurse_cb
, 0, &rctx
);
2147 if (rctx
.bestn
== 0) return DIFF_IMPOSSIBLE
; /* or assert? */
2150 solvep(("%*sRecursing around %d,%d, with %d possible dots.\n",
2151 solver_recurse_depth
*4, "",
2152 rctx
.best
->x
, rctx
.best
->y
, rctx
.bestn
));
2154 #ifdef STANDALONE_SOLVER
2155 solver_recurse_depth
++;
2158 ingrid
= snewn(gsz
, struct space
);
2159 memcpy(ingrid
, state
->grid
, gsz
* sizeof(struct space
));
2161 for (n
= 0; n
< state
->ndots
; n
++) {
2162 memcpy(state
->grid
, ingrid
, gsz
* sizeof(struct space
));
2164 if (!dotfortile(state
, rctx
.best
, state
->dots
[n
])) continue;
2166 /* set cell (temporarily) pointing to that dot. */
2167 solver_add_assoc(state
, rctx
.best
,
2168 state
->dots
[n
]->x
, state
->dots
[n
]->y
,
2169 "Attempting for recursion");
2171 ret
= solver_state(state
, maxdiff
);
2173 if (diff
== DIFF_IMPOSSIBLE
&& ret
!= DIFF_IMPOSSIBLE
) {
2174 /* we found our first solved grid; copy it away. */
2176 outgrid
= snewn(gsz
, struct space
);
2177 memcpy(outgrid
, state
->grid
, gsz
* sizeof(struct space
));
2179 /* reset cell back to unassociated. */
2180 bestopp
= tile_opposite(state
, rctx
.best
);
2181 assert(bestopp
&& bestopp
->flags
& F_TILE_ASSOC
);
2183 remove_assoc(state
, rctx
.best
);
2184 remove_assoc(state
, bestopp
);
2186 if (ret
== DIFF_AMBIGUOUS
|| ret
== DIFF_UNFINISHED
)
2188 else if (ret
== DIFF_IMPOSSIBLE
)
2191 /* precisely one solution */
2192 if (diff
== DIFF_IMPOSSIBLE
)
2193 diff
= DIFF_UNREASONABLE
;
2195 diff
= DIFF_AMBIGUOUS
;
2197 /* if we've found >1 solution, or ran out of recursion,
2198 * give up immediately. */
2199 if (diff
== DIFF_AMBIGUOUS
|| diff
== DIFF_UNFINISHED
)
2203 #ifdef STANDALONE_SOLVER
2204 solver_recurse_depth
--;
2208 /* we found (at least one) soln; copy it back to state */
2209 memcpy(state
->grid
, outgrid
, gsz
* sizeof(struct space
));
2216 static int solver_state(game_state
*state
, int maxdiff
)
2218 solver_ctx
*sctx
= new_solver(state
);
2219 int ret
, diff
= DIFF_NORMAL
;
2221 #ifdef STANDALONE_PICTURE_GENERATOR
2222 /* hack, hack: set picture to NULL during solving so that add_assoc
2223 * won't complain when we attempt recursive guessing and guess wrong */
2224 int *savepic
= picture
;
2228 ret
= solver_obvious(state
);
2230 diff
= DIFF_IMPOSSIBLE
;
2234 #define CHECKRET(d) do { \
2235 if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \
2236 if (ret > 0) { diff = max(diff, (d)); goto cont; } \
2241 ret
= foreach_edge(state
, solver_lines_opposite_cb
,
2242 IMPOSSIBLE_QUITS
, sctx
);
2243 CHECKRET(DIFF_NORMAL
);
2245 ret
= foreach_tile(state
, solver_spaces_oneposs_cb
,
2246 IMPOSSIBLE_QUITS
, sctx
);
2247 CHECKRET(DIFF_NORMAL
);
2249 ret
= solver_expand_dots(state
, sctx
);
2250 CHECKRET(DIFF_NORMAL
);
2252 if (maxdiff
<= DIFF_NORMAL
)
2257 /* if we reach here, we've made no deductions, so we terminate. */
2261 if (check_complete(state
, 0)) goto got_result
;
2263 diff
= (maxdiff
>= DIFF_UNREASONABLE
) ?
2264 solver_recurse(state
, maxdiff
) : DIFF_UNFINISHED
;
2268 #ifndef STANDALONE_SOLVER
2269 debug(("solver_state ends:\n"));
2273 #ifdef STANDALONE_PICTURE_GENERATOR
2281 static char *solve_game(game_state
*state
, game_state
*currstate
,
2282 char *aux
, char **error
)
2284 game_state
*tosolve
;
2289 tosolve
= dup_game(currstate
);
2290 diff
= solver_state(tosolve
, DIFF_UNREASONABLE
);
2291 if (diff
!= DIFF_UNFINISHED
&& diff
!= DIFF_IMPOSSIBLE
) {
2292 debug(("solve_game solved with current state.\n"));
2297 tosolve
= dup_game(state
);
2298 diff
= solver_state(tosolve
, DIFF_UNREASONABLE
);
2299 if (diff
!= DIFF_UNFINISHED
&& diff
!= DIFF_IMPOSSIBLE
) {
2300 debug(("solve_game solved with original state.\n"));
2309 * Clear tile associations: the solution will only include the
2312 for (i
= 0; i
< tosolve
->sx
*tosolve
->sy
; i
++)
2313 tosolve
->grid
[i
].flags
&= ~F_TILE_ASSOC
;
2314 ret
= diff_game(currstate
, tosolve
, 1);
2320 /* ----------------------------------------------------------
2326 int dx
, dy
; /* pixel coords of drag pos. */
2327 int dotx
, doty
; /* grid coords of dot we're dragging from. */
2328 int srcx
, srcy
; /* grid coords of drag start */
2331 static game_ui
*new_ui(game_state
*state
)
2333 game_ui
*ui
= snew(game_ui
);
2334 ui
->dragging
= FALSE
;
2338 static void free_ui(game_ui
*ui
)
2343 static char *encode_ui(game_ui
*ui
)
2348 static void decode_ui(game_ui
*ui
, char *encoding
)
2352 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2353 game_state
*newstate
)
2357 #define FLASH_TIME 0.15F
2359 #define PREFERRED_TILE_SIZE 32
2360 #define TILE_SIZE (ds->tilesize)
2361 #define DOT_SIZE (TILE_SIZE / 4)
2362 #define EDGE_THICKNESS (max(TILE_SIZE / 16, 2))
2363 #define BORDER TILE_SIZE
2365 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
2366 #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER )
2367 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
2369 #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
2370 #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
2372 struct game_drawstate
{
2376 unsigned long *grid
;
2380 int dragging
, dragx
, dragy
;
2382 int *colour_scratch
;
2385 #define CORNER_TOLERANCE 0.15F
2386 #define CENTRE_TOLERANCE 0.15F
2389 * Round FP coordinates to the centre of the nearest edge.
2392 static void coord_round_to_edge(float x
, float y
, int *xr
, int *yr
)
2394 float xs
, ys
, xv
, yv
, dx
, dy
;
2397 * Find the nearest square-centre.
2399 xs
= (float)floor(x
) + 0.5F
;
2400 ys
= (float)floor(y
) + 0.5F
;
2403 * Find the nearest grid vertex.
2405 xv
= (float)floor(x
+ 0.5F
);
2406 yv
= (float)floor(y
+ 0.5F
);
2409 * Determine whether the horizontal or vertical edge from that
2410 * vertex alongside that square is closer to us, by comparing
2411 * distances from the square cente.
2413 dx
= (float)fabs(x
- xs
);
2414 dy
= (float)fabs(y
- ys
);
2416 /* Vertical edge: x-coord of corner,
2417 * y-coord of square centre. */
2419 *yr
= 1 + 2 * (int)floor(ys
);
2421 /* Horizontal edge: x-coord of square centre,
2422 * y-coord of corner. */
2423 *xr
= 1 + 2 * (int)floor(xs
);
2430 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2431 int x
, int y
, int button
)
2437 px
= 2*FROMCOORD((float)x
) + 0.5;
2438 py
= 2*FROMCOORD((float)y
) + 0.5;
2442 if (button
== 'C' || button
== 'c') return dupstr("C");
2444 if (button
== 'S' || button
== 's') {
2446 game_state
*tmp
= dup_game(state
);
2447 state
->cdiff
= solver_state(tmp
, DIFF_UNREASONABLE
-1);
2448 ret
= diff_game(state
, tmp
, 0);
2453 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2454 if (!INUI(state
, px
, py
)) return NULL
;
2455 sp
= &SPACE(state
, px
, py
);
2456 if (!dot_is_possible(state
, sp
, 1)) return NULL
;
2457 sprintf(buf
, "%c%d,%d",
2458 (char)((button
== LEFT_BUTTON
) ?
'D' : 'd'), px
, py
);
2465 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2466 int x
, int y
, int button
)
2468 /* UI operations (play mode):
2470 * Toggle edge (set/unset) (left-click on edge)
2471 * Associate space with dot (left-drag from dot)
2472 * Unassociate space (left-drag from space off grid)
2473 * Autofill lines around shape? (right-click?)
2475 * (edit mode; will clear all lines/associations)
2477 * Add or remove dot (left-click)
2482 struct space
*sp
, *dot
;
2484 if (button
== 'H' || button
== 'h') {
2486 game_state
*tmp
= dup_game(state
);
2487 solver_obvious(tmp
);
2488 ret
= diff_game(state
, tmp
, 0);
2493 if (button
== LEFT_BUTTON
) {
2494 coord_round_to_edge(FROMCOORD((float)x
), FROMCOORD((float)y
),
2497 if (!INUI(state
, px
, py
)) return NULL
;
2499 sp
= &SPACE(state
, px
, py
);
2500 assert(sp
->type
== s_edge
);
2502 sprintf(buf
, "E%d,%d", px
, py
);
2505 } else if (button
== RIGHT_BUTTON
) {
2508 px
= (int)(2*FROMCOORD((float)x
) + 0.5);
2509 py
= (int)(2*FROMCOORD((float)y
) + 0.5);
2514 * If there's a dot anywhere nearby, we pick up an arrow
2515 * pointing at that dot.
2517 for (py1
= py
-1; py1
<= py
+1; py1
++)
2518 for (px1
= px
-1; px1
<= px
+1; px1
++) {
2519 if (px1
>= 0 && px1
< state
->sx
&&
2520 py1
>= 0 && py1
< state
->sy
&&
2521 x
>= SCOORD(px1
-1) && x
< SCOORD(px1
+1) &&
2522 y
>= SCOORD(py1
-1) && y
< SCOORD(py1
+1) &&
2523 SPACE(state
, px1
, py1
).flags
& F_DOT
) {
2525 * Found a dot. Begin a drag from it.
2527 dot
= &SPACE(state
, px1
, py1
);
2530 goto done
; /* multi-level break */
2535 * Otherwise, find the nearest _square_, and pick up the
2536 * same arrow as it's got on it, if any.
2539 px
= 2*FROMCOORD(x
+TILE_SIZE
) - 1;
2540 py
= 2*FROMCOORD(y
+TILE_SIZE
) - 1;
2541 if (px
>= 0 && px
< state
->sx
&& py
>= 0 && py
< state
->sy
) {
2542 sp
= &SPACE(state
, px
, py
);
2543 if (sp
->flags
& F_TILE_ASSOC
) {
2544 dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
2553 * Now, if we've managed to find a dot, begin a drag.
2556 ui
->dragging
= TRUE
;
2563 } else if (button
== RIGHT_DRAG
&& ui
->dragging
) {
2564 /* just move the drag coords. */
2568 } else if (button
== RIGHT_RELEASE
&& ui
->dragging
) {
2569 ui
->dragging
= FALSE
;
2572 * Drags are always targeted at a single square.
2574 px
= 2*FROMCOORD(x
+TILE_SIZE
) - 1;
2575 py
= 2*FROMCOORD(y
+TILE_SIZE
) - 1;
2578 * Dragging an arrow on to the same square it started from
2579 * is a null move; just update the ui and finish.
2581 if (px
== ui
->srcx
&& py
== ui
->srcy
)
2588 * Otherwise, we remove the arrow from its starting
2589 * square if we didn't start from a dot...
2591 if ((ui
->srcx
!= ui
->dotx
|| ui
->srcy
!= ui
->doty
) &&
2592 SPACE(state
, ui
->srcx
, ui
->srcy
).flags
& F_TILE_ASSOC
) {
2593 sprintf(buf
+ strlen(buf
), "%sU%d,%d", sep
, ui
->srcx
, ui
->srcy
);
2598 * ... and if the square we're moving it _to_ is valid, we
2599 * add one there instead.
2601 if (INUI(state
, px
, py
)) {
2602 sp
= &SPACE(state
, px
, py
);
2604 if (!(sp
->flags
& F_DOT
) && !(sp
->flags
& F_TILE_ASSOC
))
2605 sprintf(buf
+ strlen(buf
), "%sA%d,%d,%d,%d",
2606 sep
, px
, py
, ui
->dotx
, ui
->doty
);
2619 static int check_complete_in_play(game_state
*state
, int *dsf
, int *colours
)
2621 int w
= state
->w
, h
= state
->h
;
2626 int minx
, miny
, maxx
, maxy
;
2632 dsf
= snew_dsf(w
*h
);
2640 * During actual game play, completion checking is done on the
2641 * basis of the edges rather than the square associations. So
2642 * first we must go through the grid figuring out the connected
2643 * components into which the edges divide it.
2645 for (y
= 0; y
< h
; y
++)
2646 for (x
= 0; x
< w
; x
++) {
2647 if (y
+1 < h
&& !(SPACE(state
, 2*x
+1, 2*y
+2).flags
& F_EDGE_SET
))
2648 dsf_merge(dsf
, y
*w
+x
, (y
+1)*w
+x
);
2649 if (x
+1 < w
&& !(SPACE(state
, 2*x
+2, 2*y
+1).flags
& F_EDGE_SET
))
2650 dsf_merge(dsf
, y
*w
+x
, y
*w
+(x
+1));
2654 * That gives us our connected components. Now, for each
2655 * component, decide whether it's _valid_. A valid component is
2658 * - is 180-degree rotationally symmetric
2659 * - has a dot at its centre of symmetry
2660 * - has no other dots anywhere within it (including on its
2662 * - contains no internal edges (i.e. edges separating two
2663 * squares which are both part of the component).
2667 * First, go through the grid finding the bounding box of each
2670 sqdata
= snewn(w
*h
, struct sqdata
);
2671 for (i
= 0; i
< w
*h
; i
++) {
2672 sqdata
[i
].minx
= w
+1;
2673 sqdata
[i
].miny
= h
+1;
2674 sqdata
[i
].maxx
= sqdata
[i
].maxy
= -1;
2675 sqdata
[i
].valid
= FALSE
;
2677 for (y
= 0; y
< h
; y
++)
2678 for (x
= 0; x
< w
; x
++) {
2679 i
= dsf_canonify(dsf
, y
*w
+x
);
2680 if (sqdata
[i
].minx
> x
)
2682 if (sqdata
[i
].maxx
< x
)
2684 if (sqdata
[i
].miny
> y
)
2686 if (sqdata
[i
].maxy
< y
)
2688 sqdata
[i
].valid
= TRUE
;
2692 * Now we're in a position to loop over each actual component
2693 * and figure out where its centre of symmetry has to be if
2696 for (i
= 0; i
< w
*h
; i
++)
2697 if (sqdata
[i
].valid
) {
2698 sqdata
[i
].cx
= sqdata
[i
].minx
+ sqdata
[i
].maxx
+ 1;
2699 sqdata
[i
].cy
= sqdata
[i
].miny
+ sqdata
[i
].maxy
+ 1;
2700 if (!(SPACE(state
, sqdata
[i
].cx
, sqdata
[i
].cy
).flags
& F_DOT
))
2701 sqdata
[i
].valid
= FALSE
; /* no dot at centre of symmetry */
2702 if (SPACE(state
, sqdata
[i
].cx
, sqdata
[i
].cy
).flags
& F_DOT_BLACK
)
2703 sqdata
[i
].colour
= 2;
2705 sqdata
[i
].colour
= 1;
2709 * Now we loop over the whole grid again, this time finding
2710 * extraneous dots (any dot which wholly or partially overlaps
2711 * a square and is not at the centre of symmetry of that
2712 * square's component disqualifies the component from validity)
2713 * and extraneous edges (any edge separating two squares
2714 * belonging to the same component also disqualifies that
2717 for (y
= 1; y
< state
->sy
-1; y
++)
2718 for (x
= 1; x
< state
->sx
-1; x
++) {
2719 space
*sp
= &SPACE(state
, x
, y
);
2721 if (sp
->flags
& F_DOT
) {
2723 * There's a dot here. Use it to disqualify any
2724 * component which deserves it.
2727 for (cy
= (y
-1) >> 1; cy
<= y
>> 1; cy
++)
2728 for (cx
= (x
-1) >> 1; cx
<= x
>> 1; cx
++) {
2729 i
= dsf_canonify(dsf
, cy
*w
+cx
);
2730 if (x
!= sqdata
[i
].cx
|| y
!= sqdata
[i
].cy
)
2731 sqdata
[i
].valid
= FALSE
;
2735 if (sp
->flags
& F_EDGE_SET
) {
2737 * There's an edge here. Use it to disqualify a
2738 * component if necessary.
2740 int cx1
= (x
-1) >> 1, cx2
= x
>> 1;
2741 int cy1
= (y
-1) >> 1, cy2
= y
>> 1;
2742 assert((cx1
==cx2
) ^ (cy1
==cy2
));
2743 i
= dsf_canonify(dsf
, cy1
*w
+cx1
);
2744 if (i
== dsf_canonify(dsf
, cy2
*w
+cx2
))
2745 sqdata
[i
].valid
= FALSE
;
2750 * And finally we test rotational symmetry: for each square in
2751 * the grid, find which component it's in, test that that
2752 * component also has a square in the symmetric position, and
2753 * disqualify it if it doesn't.
2755 for (y
= 0; y
< h
; y
++)
2756 for (x
= 0; x
< w
; x
++) {
2759 i
= dsf_canonify(dsf
, y
*w
+x
);
2761 x2
= sqdata
[i
].cx
- 1 - x
;
2762 y2
= sqdata
[i
].cy
- 1 - y
;
2763 if (i
!= dsf_canonify(dsf
, y2
*w
+x2
))
2764 sqdata
[i
].valid
= FALSE
;
2768 * That's it. We now have all the connected components marked
2769 * as valid or not valid. So now we return a `colours' array if
2770 * we were asked for one, and also we return an overall
2771 * true/false value depending on whether _every_ square in the
2772 * grid is part of a valid component.
2775 for (i
= 0; i
< w
*h
; i
++) {
2776 int ci
= dsf_canonify(dsf
, i
);
2777 int thisok
= sqdata
[ci
].valid
;
2779 colours
[i
] = thisok ? sqdata
[ci
].colour
: 0;
2780 ret
= ret
&& thisok
;
2790 static game_state
*execute_move(game_state
*state
, char *move
)
2792 int x
, y
, ax
, ay
, n
, dx
, dy
;
2793 game_state
*ret
= dup_game(state
);
2794 struct space
*sp
, *dot
;
2796 debug(("%s\n", move
));
2800 if (c
== 'E' || c
== 'U' || c
== 'M'
2802 || c
== 'D' || c
== 'd'
2806 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
2810 sp
= &SPACE(ret
, x
, y
);
2812 if (c
== 'D' || c
== 'd') {
2813 unsigned int currf
, newf
, maskf
;
2815 if (!dot_is_possible(state
, sp
, 1)) goto badmove
;
2817 newf
= F_DOT
| (c
== 'd' ? F_DOT_BLACK
: 0);
2818 currf
= GRID(ret
, grid
, x
, y
).flags
;
2819 maskf
= F_DOT
| F_DOT_BLACK
;
2820 /* if we clicked 'white dot':
2821 * white --> empty, empty --> white, black --> white.
2822 * if we clicker 'black dot':
2823 * black --> empty, empty --> black, white --> black.
2825 if (currf
& maskf
) {
2826 sp
->flags
&= ~maskf
;
2827 if ((currf
& maskf
) != newf
)
2831 sp
->nassoc
= 0; /* edit-mode disallows associations. */
2832 game_update_dots(ret
);
2836 if (sp
->type
!= s_edge
) goto badmove
;
2837 sp
->flags
^= F_EDGE_SET
;
2838 } else if (c
== 'U') {
2839 if (sp
->type
!= s_tile
|| !(sp
->flags
& F_TILE_ASSOC
))
2841 remove_assoc(ret
, sp
);
2842 } else if (c
== 'M') {
2843 if (!(sp
->flags
& F_DOT
)) goto badmove
;
2844 sp
->flags
^= F_DOT_HOLD
;
2847 } else if (c
== 'A' || c
== 'a') {
2849 if (sscanf(move
, "%d,%d,%d,%d%n", &x
, &y
, &ax
, &ay
, &n
) != 4 ||
2850 x
< 1 || y
< 1 || x
>= (state
->sx
-1) || y
>= (state
->sy
-1) ||
2851 ax
< 1 || ay
< 1 || ax
>= (state
->sx
-1) || ay
>= (state
->sy
-1))
2854 dot
= &GRID(ret
, grid
, ax
, ay
);
2855 if (!(dot
->flags
& F_DOT
))goto badmove
;
2856 if (dot
->flags
& F_DOT_HOLD
) goto badmove
;
2858 for (dx
= -1; dx
<= 1; dx
++) {
2859 for (dy
= -1; dy
<= 1; dy
++) {
2860 sp
= &GRID(ret
, grid
, x
+dx
, y
+dy
);
2861 if (sp
->type
!= s_tile
) continue;
2862 if (sp
->flags
& F_TILE_ASSOC
) {
2863 space
*dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
2864 if (dot
->flags
& F_DOT_HOLD
) continue;
2866 add_assoc(state
, sp
, dot
);
2871 } else if (c
== 'C') {
2875 } else if (c
== 'S') {
2877 ret
->used_solve
= 1;
2886 if (check_complete_in_play(ret
, NULL
, NULL
))
2895 /* ----------------------------------------------------------------------
2899 /* Lines will be much smaller size than squares; say, 1/8 the size?
2901 * Need a 'top-left corner of location XxY' to take this into account;
2902 * alternaticaly, that could give the middle of that location, and the
2903 * drawing code would just know the expected dimensions.
2905 * We also need something to take a click and work out what it was
2906 * we were interested in. Clicking on vertices is required because
2907 * we may want to drag from them, for example.
2910 static void game_compute_size(game_params
*params
, int sz
,
2913 struct { int tilesize
, w
, h
; } ads
, *ds
= &ads
;
2923 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2924 game_params
*params
, int sz
)
2928 assert(TILE_SIZE
> 0);
2931 ds
->bl
= blitter_new(dr
, TILE_SIZE
, TILE_SIZE
);
2934 static float *game_colours(frontend
*fe
, int *ncolours
)
2936 float *ret
= snewn(3 * NCOLOURS
, float);
2940 * We call game_mkhighlight to ensure the background colour
2941 * isn't completely white. We don't actually use the high- and
2942 * lowlight colours it generates.
2944 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_WHITEBG
, COL_BLACKBG
);
2946 for (i
= 0; i
< 3; i
++) {
2948 * Currently, white dots and white-background squares are
2951 ret
[COL_WHITEDOT
* 3 + i
] = 1.0F
;
2952 ret
[COL_WHITEBG
* 3 + i
] = 1.0F
;
2955 * But black-background squares are a dark grey, whereas
2956 * black dots are really black.
2958 ret
[COL_BLACKDOT
* 3 + i
] = 0.0F
;
2959 ret
[COL_BLACKBG
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.3F
;
2962 * In unfilled squares, we draw a faint gridwork.
2964 ret
[COL_GRID
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
2967 * Edges and arrows are filled in in pure black.
2969 ret
[COL_EDGE
* 3 + i
] = 0.0F
;
2970 ret
[COL_ARROW
* 3 + i
] = 0.0F
;
2974 /* tinge the edit background to bluey */
2975 ret
[COL_BACKGROUND
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
2976 ret
[COL_BACKGROUND
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
2977 ret
[COL_BACKGROUND
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 0] * 1.4F
;
2978 if (ret
[COL_BACKGROUND
* 3 + 2] > 1.0F
) ret
[COL_BACKGROUND
* 3 + 2] = 1.0F
;
2981 *ncolours
= NCOLOURS
;
2985 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2987 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2994 ds
->grid
= snewn(ds
->w
*ds
->h
, unsigned long);
2995 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
2996 ds
->grid
[i
] = 0xFFFFFFFFUL
;
2997 ds
->dx
= snewn(ds
->w
*ds
->h
, int);
2998 ds
->dy
= snewn(ds
->w
*ds
->h
, int);
3001 ds
->dragging
= FALSE
;
3002 ds
->dragx
= ds
->dragy
= 0;
3004 ds
->colour_scratch
= snewn(ds
->w
* ds
->h
, int);
3009 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
3011 sfree(ds
->colour_scratch
);
3012 if (ds
->bl
) blitter_free(dr
, ds
->bl
);
3019 #define DRAW_EDGE_L 0x0001
3020 #define DRAW_EDGE_R 0x0002
3021 #define DRAW_EDGE_U 0x0004
3022 #define DRAW_EDGE_D 0x0008
3023 #define DRAW_CORNER_UL 0x0010
3024 #define DRAW_CORNER_UR 0x0020
3025 #define DRAW_CORNER_DL 0x0040
3026 #define DRAW_CORNER_DR 0x0080
3027 #define DRAW_WHITE 0x0100
3028 #define DRAW_BLACK 0x0200
3029 #define DRAW_ARROW 0x0400
3030 #define DOT_SHIFT_C 11
3031 #define DOT_SHIFT_M 2
3032 #define DOT_WHITE 1UL
3033 #define DOT_BLACK 2UL
3036 * Draw an arrow centred on (cx,cy), pointing in the direction
3037 * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
3039 static void draw_arrow(drawing
*dr
, game_drawstate
*ds
,
3040 int cx
, int cy
, int ddx
, int ddy
)
3042 float vlen
= (float)sqrt(ddx
*ddx
+ddy
*ddy
);
3043 float xdx
= ddx
/vlen
, xdy
= ddy
/vlen
;
3044 float ydx
= -xdy
, ydy
= xdx
;
3045 int e1x
= cx
+ (int)(xdx
*TILE_SIZE
/3), e1y
= cy
+ (int)(xdy
*TILE_SIZE
/3);
3046 int e2x
= cx
- (int)(xdx
*TILE_SIZE
/3), e2y
= cy
- (int)(xdy
*TILE_SIZE
/3);
3047 int adx
= (int)((ydx
-xdx
)*TILE_SIZE
/8), ady
= (int)((ydy
-xdy
)*TILE_SIZE
/8);
3048 int adx2
= (int)((-ydx
-xdx
)*TILE_SIZE
/8), ady2
= (int)((-ydy
-xdy
)*TILE_SIZE
/8);
3050 draw_line(dr
, e1x
, e1y
, e2x
, e2y
, COL_ARROW
);
3051 draw_line(dr
, e1x
, e1y
, e1x
+adx
, e1y
+ady
, COL_ARROW
);
3052 draw_line(dr
, e1x
, e1y
, e1x
+adx2
, e1y
+ady2
, COL_ARROW
);
3055 static void draw_square(drawing
*dr
, game_drawstate
*ds
, int x
, int y
,
3056 unsigned long flags
, int ddx
, int ddy
)
3058 int lx
= COORD(x
), ly
= COORD(y
);
3062 clip(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
);
3065 * Draw the tile background.
3067 draw_rect(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
,
3068 (flags
& DRAW_WHITE ? COL_WHITEBG
:
3069 flags
& DRAW_BLACK ? COL_BLACKBG
: COL_BACKGROUND
));
3074 gridcol
= (flags
& DRAW_BLACK ? COL_BLACKDOT
: COL_GRID
);
3075 draw_rect(dr
, lx
, ly
, 1, TILE_SIZE
, gridcol
);
3076 draw_rect(dr
, lx
, ly
, TILE_SIZE
, 1, gridcol
);
3081 if (flags
& DRAW_ARROW
)
3082 draw_arrow(dr
, ds
, lx
+ TILE_SIZE
/2, ly
+ TILE_SIZE
/2, ddx
, ddy
);
3087 if (flags
& DRAW_EDGE_L
)
3088 draw_rect(dr
, lx
, ly
, EDGE_THICKNESS
, TILE_SIZE
, COL_EDGE
);
3089 if (flags
& DRAW_EDGE_R
)
3090 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1, ly
,
3091 EDGE_THICKNESS
- 1, TILE_SIZE
, COL_EDGE
);
3092 if (flags
& DRAW_EDGE_U
)
3093 draw_rect(dr
, lx
, ly
, TILE_SIZE
, EDGE_THICKNESS
, COL_EDGE
);
3094 if (flags
& DRAW_EDGE_D
)
3095 draw_rect(dr
, lx
, ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
3096 TILE_SIZE
, EDGE_THICKNESS
- 1, COL_EDGE
);
3097 if (flags
& DRAW_CORNER_UL
)
3098 draw_rect(dr
, lx
, ly
, EDGE_THICKNESS
, EDGE_THICKNESS
, COL_EDGE
);
3099 if (flags
& DRAW_CORNER_UR
)
3100 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1, ly
,
3101 EDGE_THICKNESS
- 1, EDGE_THICKNESS
, COL_EDGE
);
3102 if (flags
& DRAW_CORNER_DL
)
3103 draw_rect(dr
, lx
, ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
3104 EDGE_THICKNESS
, EDGE_THICKNESS
- 1, COL_EDGE
);
3105 if (flags
& DRAW_CORNER_DR
)
3106 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
3107 ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
3108 EDGE_THICKNESS
- 1, EDGE_THICKNESS
- 1, COL_EDGE
);
3113 for (dy
= 0; dy
< 3; dy
++)
3114 for (dx
= 0; dx
< 3; dx
++) {
3115 int dotval
= (flags
>> (DOT_SHIFT_C
+ DOT_SHIFT_M
*(dy
*3+dx
)));
3116 dotval
&= (1 << DOT_SHIFT_M
)-1;
3119 draw_circle(dr
, lx
+dx
*TILE_SIZE
/2, ly
+dy
*TILE_SIZE
/2,
3121 (dotval
== 1 ? COL_WHITEDOT
: COL_BLACKDOT
),
3126 draw_update(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
);
3129 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
3130 game_state
*state
, int dir
, game_ui
*ui
,
3131 float animtime
, float flashtime
)
3133 int w
= ds
->w
, h
= ds
->h
;
3134 int x
, y
, flashing
= FALSE
;
3136 if (flashtime
> 0) {
3137 int frame
= (int)(flashtime
/ FLASH_TIME
);
3138 flashing
= (frame
% 2 == 0);
3143 blitter_load(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
3144 draw_update(dr
, ds
->dragx
, ds
->dragy
, TILE_SIZE
, TILE_SIZE
);
3145 ds
->dragging
= FALSE
;
3149 draw_rect(dr
, 0, 0, DRAW_WIDTH
, DRAW_HEIGHT
, COL_BACKGROUND
);
3150 draw_rect(dr
, BORDER
- EDGE_THICKNESS
+ 1, BORDER
- EDGE_THICKNESS
+ 1,
3151 w
*TILE_SIZE
+ EDGE_THICKNESS
*2 - 1,
3152 h
*TILE_SIZE
+ EDGE_THICKNESS
*2 - 1, COL_EDGE
);
3153 draw_update(dr
, 0, 0, DRAW_WIDTH
, DRAW_HEIGHT
);
3157 check_complete_in_play(state
, NULL
, ds
->colour_scratch
);
3159 for (y
= 0; y
< h
; y
++)
3160 for (x
= 0; x
< w
; x
++) {
3161 unsigned long flags
= 0;
3162 int ddx
= 0, ddy
= 0;
3167 * Set up the flags for this square. Firstly, see if we
3170 if (SPACE(state
, x
*2, y
*2+1).flags
& F_EDGE_SET
)
3171 flags
|= DRAW_EDGE_L
;
3172 if (SPACE(state
, x
*2+2, y
*2+1).flags
& F_EDGE_SET
)
3173 flags
|= DRAW_EDGE_R
;
3174 if (SPACE(state
, x
*2+1, y
*2).flags
& F_EDGE_SET
)
3175 flags
|= DRAW_EDGE_U
;
3176 if (SPACE(state
, x
*2+1, y
*2+2).flags
& F_EDGE_SET
)
3177 flags
|= DRAW_EDGE_D
;
3180 * Also, mark corners of neighbouring edges.
3182 if ((x
> 0 && SPACE(state
, x
*2-1, y
*2).flags
& F_EDGE_SET
) ||
3183 (y
> 0 && SPACE(state
, x
*2, y
*2-1).flags
& F_EDGE_SET
))
3184 flags
|= DRAW_CORNER_UL
;
3185 if ((x
+1 < w
&& SPACE(state
, x
*2+3, y
*2).flags
& F_EDGE_SET
) ||
3186 (y
> 0 && SPACE(state
, x
*2+2, y
*2-1).flags
& F_EDGE_SET
))
3187 flags
|= DRAW_CORNER_UR
;
3188 if ((x
> 0 && SPACE(state
, x
*2-1, y
*2+2).flags
& F_EDGE_SET
) ||
3189 (y
+1 < h
&& SPACE(state
, x
*2, y
*2+3).flags
& F_EDGE_SET
))
3190 flags
|= DRAW_CORNER_DL
;
3191 if ((x
+1 < w
&& SPACE(state
, x
*2+3, y
*2+2).flags
& F_EDGE_SET
) ||
3192 (y
+1 < h
&& SPACE(state
, x
*2+2, y
*2+3).flags
& F_EDGE_SET
))
3193 flags
|= DRAW_CORNER_DR
;
3196 * If this square is part of a valid region, paint it
3197 * that region's colour. Exception: if we're flashing,
3198 * everything goes briefly back to background colour.
3200 sp
= &SPACE(state
, x
*2+1, y
*2+1);
3201 if (ds
->colour_scratch
[y
*w
+x
] && !flashing
) {
3202 flags
|= (ds
->colour_scratch
[y
*w
+x
] == 2 ?
3203 DRAW_BLACK
: DRAW_WHITE
);
3207 * If this square is associated with a dot but it isn't
3208 * part of a valid region, draw an arrow in it pointing
3209 * in the direction of that dot.
3211 * Exception: if this is the source point of an active
3212 * drag, we don't draw the arrow.
3214 if ((sp
->flags
& F_TILE_ASSOC
) && !ds
->colour_scratch
[y
*w
+x
]) {
3215 if (ui
->dragging
&& ui
->srcx
== x
*2+1 && ui
->srcy
== y
*2+1) {
3217 } else if (sp
->doty
!= y
*2+1 || sp
->dotx
!= x
*2+1) {
3218 flags
|= DRAW_ARROW
;
3219 ddy
= sp
->doty
- (y
*2+1);
3220 ddx
= sp
->dotx
- (x
*2+1);
3225 * Now go through the nine possible places we could
3228 for (dy
= 0; dy
< 3; dy
++)
3229 for (dx
= 0; dx
< 3; dx
++) {
3230 sp
= &SPACE(state
, x
*2+dx
, y
*2+dy
);
3231 if (sp
->flags
& F_DOT
) {
3232 unsigned long dotval
= (sp
->flags
& F_DOT_BLACK ?
3233 DOT_BLACK
: DOT_WHITE
);
3234 flags
|= dotval
<< (DOT_SHIFT_C
+
3235 DOT_SHIFT_M
*(dy
*3+dx
));
3240 * Now we have everything we're going to need. Draw the
3243 if (ds
->grid
[y
*w
+x
] != flags
||
3244 ds
->dx
[y
*w
+x
] != ddx
||
3245 ds
->dy
[y
*w
+x
] != ddy
) {
3246 draw_square(dr
, ds
, x
, y
, flags
, ddx
, ddy
);
3247 ds
->grid
[y
*w
+x
] = flags
;
3248 ds
->dx
[y
*w
+x
] = ddx
;
3249 ds
->dy
[y
*w
+x
] = ddy
;
3254 ds
->dragging
= TRUE
;
3255 ds
->dragx
= ui
->dx
- TILE_SIZE
/2;
3256 ds
->dragy
= ui
->dy
- TILE_SIZE
/2;
3257 blitter_save(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
3258 draw_arrow(dr
, ds
, ui
->dx
, ui
->dy
,
3259 SCOORD(ui
->dotx
) - ui
->dx
,
3260 SCOORD(ui
->doty
) - ui
->dy
);
3265 if (state
->cdiff
!= -1)
3266 sprintf(buf
, "Puzzle is %s.", galaxies_diffnames
[state
->cdiff
]);
3269 status_bar(dr
, buf
);
3274 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
3275 int dir
, game_ui
*ui
)
3280 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
3281 int dir
, game_ui
*ui
)
3283 if ((!oldstate
->completed
&& newstate
->completed
) &&
3284 !(newstate
->used_solve
))
3285 return 3 * FLASH_TIME
;
3290 static int game_timing_state(game_state
*state
, game_ui
*ui
)
3296 static void game_print_size(game_params
*params
, float *x
, float *y
)
3301 * 8mm squares by default. (There isn't all that much detail
3302 * that needs to go in each square.)
3304 game_compute_size(params
, 800, &pw
, &ph
);
3309 static void game_print(drawing
*dr
, game_state
*state
, int sz
)
3311 int w
= state
->w
, h
= state
->h
;
3312 int white
, black
, blackish
;
3316 int ncoords
= 0, coordsize
= 0;
3318 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
3319 game_drawstate ads
, *ds
= &ads
;
3322 white
= print_grey_colour(dr
, HATCH_CLEAR
, 1.0F
);
3323 black
= print_grey_colour(dr
, HATCH_SOLID
, 0.0F
);
3324 blackish
= print_grey_colour(dr
, HATCH_X
, 0.5F
);
3327 * Get the completion information.
3329 dsf
= snewn(w
* h
, int);
3330 colours
= snewn(w
* h
, int);
3331 check_complete_in_play(state
, dsf
, colours
);
3336 print_line_width(dr
, TILE_SIZE
/ 64);
3337 for (x
= 1; x
< w
; x
++)
3338 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), black
);
3339 for (y
= 1; y
< h
; y
++)
3340 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), black
);
3343 * Shade the completed regions. Just in case any particular
3344 * printing platform deals badly with adjacent
3345 * similarly-hatched regions, we'll fill each one as a single
3348 for (i
= 0; i
< w
*h
; i
++) {
3349 j
= dsf_canonify(dsf
, i
);
3350 if (colours
[j
] != 0) {
3354 * This is the first square we've run into belonging to
3355 * this polyomino, which means an edge of the polyomino
3356 * is certain to be to our left. (After we finish
3357 * tracing round it, we'll set the colours[] entry to
3358 * zero to prevent accidentally doing it again.)
3368 * We are currently sitting on square (x,y), which
3369 * we know to be in our polyomino, and we also know
3370 * that (x+dx,y+dy) is not. The way I visualise
3371 * this is that we're standing to the right of a
3372 * boundary line, stretching our left arm out to
3373 * point to the exterior square on the far side.
3377 * First, check if we've gone round the entire
3381 (x
== i
%w
&& y
== i
/w
&& dx
== -1 && dy
== 0))
3385 * Add to our coordinate list the coordinate
3386 * backwards and to the left of where we are.
3388 if (ncoords
+ 2 > coordsize
) {
3389 coordsize
= (ncoords
* 3 / 2) + 64;
3390 coords
= sresize(coords
, coordsize
, int);
3392 coords
[ncoords
++] = COORD((2*x
+1 + dx
+ dy
) / 2);
3393 coords
[ncoords
++] = COORD((2*y
+1 + dy
- dx
) / 2);
3396 * Follow the edge round. If the square directly in
3397 * front of us is not part of the polyomino, we
3398 * turn right; if it is and so is the square in
3399 * front of (x+dx,y+dy), we turn left; otherwise we
3402 if (x
-dy
< 0 || x
-dy
>= w
|| y
+dx
< 0 || y
+dx
>= h
||
3403 dsf_canonify(dsf
, (y
+dx
)*w
+(x
-dy
)) != j
) {
3408 } else if (x
+dx
-dy
>= 0 && x
+dx
-dy
< w
&&
3409 y
+dy
+dx
>= 0 && y
+dy
+dx
< h
&&
3410 dsf_canonify(dsf
, (y
+dy
+dx
)*w
+(x
+dx
-dy
)) == j
) {
3427 * Now we have our polygon complete, so fill it.
3429 draw_polygon(dr
, coords
, ncoords
/2,
3430 colours
[j
] == 2 ? blackish
: -1, black
);
3433 * And mark this polyomino as done.
3442 for (y
= 0; y
<= h
; y
++)
3443 for (x
= 0; x
<= w
; x
++) {
3444 if (x
< w
&& SPACE(state
, x
*2+1, y
*2).flags
& F_EDGE_SET
)
3445 draw_rect(dr
, COORD(x
)-EDGE_THICKNESS
, COORD(y
)-EDGE_THICKNESS
,
3446 EDGE_THICKNESS
* 2 + TILE_SIZE
, EDGE_THICKNESS
* 2,
3448 if (y
< h
&& SPACE(state
, x
*2, y
*2+1).flags
& F_EDGE_SET
)
3449 draw_rect(dr
, COORD(x
)-EDGE_THICKNESS
, COORD(y
)-EDGE_THICKNESS
,
3450 EDGE_THICKNESS
* 2, EDGE_THICKNESS
* 2 + TILE_SIZE
,
3457 for (y
= 0; y
<= 2*h
; y
++)
3458 for (x
= 0; x
<= 2*w
; x
++)
3459 if (SPACE(state
, x
, y
).flags
& F_DOT
) {
3460 draw_circle(dr
, (int)COORD(x
/2.0), (int)COORD(y
/2.0), DOT_SIZE
,
3461 (SPACE(state
, x
, y
).flags
& F_DOT_BLACK ?
3462 black
: white
), black
);
3472 #define thegame galaxies
3475 const struct game thegame
= {
3476 "Galaxies", "games.galaxies", "galaxies",
3483 TRUE
, game_configure
, custom_params
,
3495 TRUE
, game_text_format
,
3503 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
3506 game_free_drawstate
,
3511 FALSE
, FALSE
, NULL
, NULL
,
3512 TRUE
, /* wants_statusbar */
3514 TRUE
, FALSE
, game_print_size
, game_print
,
3515 FALSE
, /* wants_statusbar */
3517 FALSE
, game_timing_state
,
3518 REQUIRE_RBUTTON
, /* flags */
3521 #ifdef STANDALONE_SOLVER
3527 static void usage_exit(const char *msg
)
3530 fprintf(stderr
, "%s: %s\n", quis
, msg
);
3531 fprintf(stderr
, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis
);
3535 static void dump_state(game_state
*state
)
3537 char *temp
= game_text_format(state
);
3538 printf("%s\n", temp
);
3542 static int gen(game_params
*p
, random_state
*rs
, int debug
)
3549 solver_show_working
= debug
;
3551 printf("Generating a %dx%d %s puzzle.\n",
3552 p
->w
, p
->h
, galaxies_diffnames
[p
->diff
]);
3554 desc
= new_game_desc(p
, rs
, NULL
, 0);
3555 state
= new_game(NULL
, p
, desc
);
3558 diff
= solver_state(state
, DIFF_UNREASONABLE
);
3559 printf("Generated %s game %dx%d:%s\n",
3560 galaxies_diffnames
[diff
], p
->w
, p
->h
, desc
);
3569 static void soak(game_params
*p
, random_state
*rs
)
3571 time_t tt_start
, tt_now
, tt_last
;
3574 int diff
, n
= 0, i
, diffs
[DIFF_MAX
], ndots
= 0, nspaces
= 0;
3577 solver_show_working
= 0;
3579 tt_start
= tt_now
= time(NULL
);
3580 for (i
= 0; i
< DIFF_MAX
; i
++) diffs
[i
] = 0;
3583 printf("Soak-generating a %dx%d grid, max. diff %s.\n",
3584 p
->w
, p
->h
, galaxies_diffnames
[p
->diff
]);
3586 for (i
= 0; i
< DIFF_MAX
; i
++)
3587 printf("%s%s", (i
== 0) ?
"" : ", ", galaxies_diffnames
[i
]);
3591 desc
= new_game_desc(p
, rs
, NULL
, 0);
3592 st
= new_game(NULL
, p
, desc
);
3593 diff
= solver_state(st
, p
->diff
);
3594 nspaces
+= st
->w
*st
->h
;
3595 for (i
= 0; i
< st
->sx
*st
->sy
; i
++)
3596 if (st
->grid
[i
].flags
& F_DOT
) ndots
++;
3602 tt_last
= time(NULL
);
3603 if (tt_last
> tt_now
) {
3605 printf("%d total, %3.1f/s, [",
3606 n
, (double)n
/ ((double)tt_now
- tt_start
));
3607 for (i
= 0; i
< DIFF_MAX
; i
++)
3608 printf("%s%.1f%%", (i
== 0) ?
"" : ", ",
3609 100.0 * ((double)diffs
[i
] / (double)n
));
3610 printf("], %.1f%% dots\n",
3611 100.0 * ((double)ndots
/ (double)nspaces
));
3616 int main(int argc
, char **argv
)
3619 char *id
= NULL
, *desc
, *err
;
3621 int diff
, do_soak
= 0, verbose
= 0;
3623 time_t seed
= time(NULL
);
3626 while (--argc
> 0) {
3628 if (!strcmp(p
, "-v")) {
3630 } else if (!strcmp(p
, "--seed")) {
3631 if (argc
== 0) usage_exit("--seed needs an argument");
3632 seed
= (time_t)atoi(*++argv
);
3634 } else if (!strcmp(p
, "--soak")) {
3636 } else if (*p
== '-') {
3637 usage_exit("unrecognised option");
3645 p
= default_params();
3646 rs
= random_new((void*)&seed
, sizeof(time_t));
3649 if (!id
) usage_exit("need one argument for --soak");
3650 decode_params(p
, *argv
);
3657 p
->w
= random_upto(rs
, 15) + 3;
3658 p
->h
= random_upto(rs
, 15) + 3;
3659 p
->diff
= random_upto(rs
, DIFF_UNREASONABLE
);
3660 diff
= gen(p
, rs
, 0);
3665 desc
= strchr(id
, ':');
3667 decode_params(p
, id
);
3668 gen(p
, rs
, verbose
);
3671 solver_show_working
= 1;
3674 decode_params(p
, id
);
3675 err
= validate_desc(p
, desc
);
3677 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
3680 s
= new_game(NULL
, p
, desc
);
3681 diff
= solver_state(s
, DIFF_UNREASONABLE
);
3683 printf("Puzzle is %s.\n", galaxies_diffnames
[diff
]);
3694 #ifdef STANDALONE_PICTURE_GENERATOR
3697 * Main program for the standalone picture generator. To use it,
3698 * simply provide it with an XBM-format bitmap file (note XBM, not
3699 * XPM) on standard input, and it will output a game ID in return.
3702 * $ ./galaxiespicture < badly-drawn-cat.xbm
3703 * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg
3705 * If you want a puzzle with a non-standard difficulty level, pass
3706 * a partial parameters string as a command-line argument (e.g.
3707 * `./galaxiespicture du < foo.xbm', where `du' is the same suffix
3708 * which if it appeared in a random-seed game ID would set the
3709 * difficulty level to Unreasonable). However, be aware that if the
3710 * generator fails to produce an adequately difficult puzzle too
3711 * many times then it will give up and return an easier one (just
3712 * as it does during normal GUI play). To be sure you really have
3713 * the difficulty you asked for, use galaxiessolver to
3716 * (Perhaps I ought to include an option to make this standalone
3717 * generator carry on looping until it really does get the right
3718 * difficulty. Hmmm.)
3723 int main(int argc
, char **argv
)
3726 char *params
, *desc
;
3728 time_t seed
= time(NULL
);
3733 par
= default_params();
3735 decode_params(par
, argv
[1]); /* get difficulty */
3736 par
->w
= par
->h
= -1;
3739 * Now read an XBM file from standard input. This is simple and
3740 * hacky and will do very little error detection, so don't feed
3745 while (fgets(buf
, sizeof(buf
), stdin
)) {
3746 buf
[strcspn(buf
, "\r\n")] = '\0';
3747 if (!strncmp(buf
, "#define", 7)) {
3749 * Lines starting `#define' give the width and height.
3751 char *num
= buf
+ strlen(buf
);
3754 while (num
> buf
&& isdigit((unsigned char)num
[-1]))
3757 while (symend
> buf
&& isspace((unsigned char)symend
[-1]))
3760 if (symend
-5 >= buf
&& !strncmp(symend
-5, "width", 5))
3762 else if (symend
-6 >= buf
&& !strncmp(symend
-6, "height", 6))
3766 * Otherwise, break the string up into words and take
3767 * any word of the form `0x' plus hex digits to be a
3770 char *p
, *wordstart
;
3773 if (par
->w
< 0 || par
->h
< 0) {
3774 printf("failed to read width and height\n");
3777 picture
= snewn(par
->w
* par
->h
, int);
3778 for (i
= 0; i
< par
->w
* par
->h
; i
++)
3784 while (*p
&& (*p
== ',' || isspace((unsigned char)*p
)))
3787 while (*p
&& !(*p
== ',' || *p
== '}' ||
3788 isspace((unsigned char)*p
)))
3793 if (wordstart
[0] == '0' &&
3794 (wordstart
[1] == 'x' || wordstart
[1] == 'X') &&
3795 !wordstart
[2 + strspn(wordstart
+2,
3796 "0123456789abcdefABCDEF")]) {
3797 unsigned long byte
= strtoul(wordstart
+2, NULL
, 16);
3798 for (i
= 0; i
< 8; i
++) {
3799 int bit
= (byte
>> i
) & 1;
3800 if (y
< par
->h
&& x
< par
->w
)
3801 picture
[y
* par
->w
+ x
] = bit
;
3814 for (i
= 0; i
< par
->w
* par
->h
; i
++)
3815 if (picture
[i
] < 0) {
3816 fprintf(stderr
, "failed to read enough bitmap data\n");
3820 rs
= random_new((void*)&seed
, sizeof(time_t));
3822 desc
= new_game_desc(par
, rs
, NULL
, FALSE
);
3823 params
= encode_params(par
, FALSE
);
3824 printf("%s:%s\n", params
, desc
);
3836 /* vim: set shiftwidth=4 tabstop=8: */