My favourite kind of patch, from James H: one which decreases the
[sgt/puzzles] / galaxies.c
1 /*
2 * galaxies.c: implementation of 'Tentai Show' from Nikoli,
3 * also sometimes called 'Spiral Galaxies'.
4 *
5 * Notes:
6 *
7 * Grid is stored as size (2n-1), holding edges as well as spaces
8 * (and thus vertices too, at edge intersections).
9 *
10 * Any dot will thus be positioned at one of our grid points,
11 * which saves any faffing with half-of-a-square stuff.
12 *
13 * Edges have on/off state; obviously the actual edges of the
14 * board are fixed to on, and everything else starts as off.
15 *
16 * TTD:
17 * Cleverer solver
18 * Think about how to display remote groups of tiles?
19 *
20 * Bugs:
21 *
22 * Notable puzzle IDs:
23 *
24 * Nikoli's example [web site has wrong highlighting]
25 * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/):
26 * 5x5:eBbbMlaBbOEnf
27 *
28 * The 'spiral galaxies puzzles are NP-complete' paper
29 * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf):
30 * 7x7:chpgdqqqoezdddki
31 *
32 * Puzzle competition pdf examples
33 * (at http://www.puzzleratings.org/Yurekli2006puz.pdf):
34 * 6x6:EDbaMucCohbrecEi
35 * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci
36 * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi
37 *
38 */
39
40 #include <stdio.h>
41 #include <stdlib.h>
42 #include <string.h>
43 #include <assert.h>
44 #include <ctype.h>
45 #include <math.h>
46
47 #include "puzzles.h"
48
49 #ifdef DEBUGGING
50 #define solvep debug
51 #else
52 int solver_show_working;
53 #define solvep(x) do { if (solver_show_working) { printf x; } } while(0)
54 #endif
55
56 #ifdef STANDALONE_PICTURE_GENERATOR
57 /*
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
62 * different colours.
63 *
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.
67 *
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
70 * fiddly.)
71 */
72 static int *picture;
73 #endif
74
75 enum {
76 COL_BACKGROUND,
77 COL_WHITEBG,
78 COL_BLACKBG,
79 COL_WHITEDOT,
80 COL_BLACKDOT,
81 COL_GRID,
82 COL_EDGE,
83 COL_ARROW,
84 NCOLOURS
85 };
86
87 #define DIFFLIST(A) \
88 A(NORMAL,Normal,n) \
89 A(UNREASONABLE,Unreasonable,u)
90
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
95 enum { DIFFLIST(ENUM)
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)
101
102 struct game_params {
103 /* X and Y is the area of the board as seen by
104 * the user, not the (2n+1) area the game uses. */
105 int w, h, diff;
106 };
107
108 enum { s_tile, s_edge, s_vertex };
109
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
116 #define F_SCRATCH 64
117 #define F_MULTIPLE 128
118 #define F_DOT_HOLD 256
119 #define F_GOOD 512
120
121 typedef struct space {
122 int x, y; /* its position */
123 int type;
124 unsigned int flags;
125 int dotx, doty; /* if flags & F_TILE_ASSOC */
126 int nassoc; /* if flags & F_DOT */
127 } space;
128
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))
133
134 #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)])
135 #define SPACE(s,x,y) GRID(s,grid,x,y)
136
137 struct game_state {
138 int w, h; /* size from params */
139 int sx, sy; /* allocated size, (2x-1)*(2y-1) */
140 space *grid;
141 int completed, used_solve;
142 int ndots;
143 space **dots;
144
145 midend *me; /* to call supersede_game_desc */
146 int cdiff; /* difficulty of current puzzle (for status bar),
147 or -1 if stale. */
148 };
149
150 /* ----------------------------------------------------------
151 * Game parameters and presets
152 */
153
154 /* make up some sensible default sizes */
155
156 #define DEFAULT_PRESET 0
157
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 },
163 };
164
165 static int game_fetch_preset(int i, char **name, game_params **params)
166 {
167 game_params *ret;
168 char buf[80];
169
170 if (i < 0 || i >= lenof(galaxies_presets))
171 return FALSE;
172
173 ret = snew(game_params);
174 *ret = galaxies_presets[i]; /* structure copy */
175
176 sprintf(buf, "%dx%d %s", ret->w, ret->h,
177 galaxies_diffnames[ret->diff]);
178
179 if (name) *name = dupstr(buf);
180 *params = ret;
181 return TRUE;
182 }
183
184 static game_params *default_params(void)
185 {
186 game_params *ret;
187 game_fetch_preset(DEFAULT_PRESET, NULL, &ret);
188 return ret;
189 }
190
191 static void free_params(game_params *params)
192 {
193 sfree(params);
194 }
195
196 static game_params *dup_params(game_params *params)
197 {
198 game_params *ret = snew(game_params);
199 *ret = *params; /* structure copy */
200 return ret;
201 }
202
203 static void decode_params(game_params *params, char const *string)
204 {
205 params->h = params->w = atoi(string);
206 params->diff = DIFF_NORMAL;
207 while (*string && isdigit((unsigned char)*string)) string++;
208 if (*string == 'x') {
209 string++;
210 params->h = atoi(string);
211 while (*string && isdigit((unsigned char)*string)) string++;
212 }
213 if (*string == 'd') {
214 int i;
215 string++;
216 for (i = 0; i <= DIFF_UNREASONABLE; i++)
217 if (*string == galaxies_diffchars[i])
218 params->diff = i;
219 if (*string) string++;
220 }
221 }
222
223 static char *encode_params(game_params *params, int full)
224 {
225 char str[80];
226 sprintf(str, "%dx%d", params->w, params->h);
227 if (full)
228 sprintf(str + strlen(str), "d%c", galaxies_diffchars[params->diff]);
229 return dupstr(str);
230 }
231
232 static config_item *game_configure(game_params *params)
233 {
234 config_item *ret;
235 char buf[80];
236
237 ret = snewn(4, config_item);
238
239 ret[0].name = "Width";
240 ret[0].type = C_STRING;
241 sprintf(buf, "%d", params->w);
242 ret[0].sval = dupstr(buf);
243 ret[0].ival = 0;
244
245 ret[1].name = "Height";
246 ret[1].type = C_STRING;
247 sprintf(buf, "%d", params->h);
248 ret[1].sval = dupstr(buf);
249 ret[1].ival = 0;
250
251 ret[2].name = "Difficulty";
252 ret[2].type = C_CHOICES;
253 ret[2].sval = DIFFCONFIG;
254 ret[2].ival = params->diff;
255
256 ret[3].name = NULL;
257 ret[3].type = C_END;
258 ret[3].sval = NULL;
259 ret[3].ival = 0;
260
261 return ret;
262 }
263
264 static game_params *custom_params(config_item *cfg)
265 {
266 game_params *ret = snew(game_params);
267
268 ret->w = atoi(cfg[0].sval);
269 ret->h = atoi(cfg[1].sval);
270 ret->diff = cfg[2].ival;
271
272 return ret;
273 }
274
275 static char *validate_params(game_params *params, int full)
276 {
277 if (params->w < 3 || params->h < 3)
278 return "Width and height must both be at least 3";
279 /*
280 * This shouldn't be able to happen at all, since decode_params
281 * and custom_params will never generate anything that isn't
282 * within range.
283 */
284 assert(params->diff <= DIFF_UNREASONABLE);
285
286 return NULL;
287 }
288
289 /* ----------------------------------------------------------
290 * Game utility functions.
291 */
292
293 static void add_dot(space *space) {
294 assert(!(space->flags & F_DOT));
295 space->flags |= F_DOT;
296 space->nassoc = 0;
297 }
298
299 static void remove_dot(space *space) {
300 assert(space->flags & F_DOT);
301 space->flags &= ~F_DOT;
302 }
303
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;
308 tile->dotx = -1;
309 tile->doty = -1;
310 }
311 }
312
313 static void add_assoc(game_state *state, space *tile, space *dot) {
314 remove_assoc(state, tile);
315
316 #ifdef STANDALONE_PICTURE_GENERATOR
317 if (picture)
318 assert(!picture[(tile->y/2) * state->w + (tile->x/2)] ==
319 !(dot->flags & F_DOT_BLACK));
320 #endif
321 tile->flags |= F_TILE_ASSOC;
322 tile->dotx = dot->x;
323 tile->doty = dot->y;
324 dot->nassoc++;
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));*/
327 }
328
329 static struct space *sp2dot(game_state *state, int x, int y)
330 {
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);
334 }
335
336 #define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
337
338 static char *game_text_format(game_state *state)
339 {
340 int maxlen = (state->sx+1)*state->sy, x, y;
341 char *ret, *p;
342 space *sp;
343
344 ret = snewn(maxlen+1, char);
345 p = ret;
346
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)
351 *p++ = 'o';
352 #if 0
353 else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK))
354 *p++ = (sp->flags & F_MULTIPLE) ? 'M' :
355 (sp->flags & F_REACHABLE) ? 'R' : 'X';
356 #endif
357 else {
358 switch (sp->type) {
359 case s_tile:
360 if (sp->flags & F_TILE_ASSOC) {
361 space *dot = sp2dot(state, sp->x, sp->y);
362 if (dot->flags & F_DOT)
363 *p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W';
364 else
365 *p++ = '?'; /* association with not-a-dot. */
366 } else
367 *p++ = ' ';
368 break;
369
370 case s_vertex:
371 *p++ = '+';
372 break;
373
374 case s_edge:
375 if (sp->flags & F_EDGE_SET)
376 *p++ = (IS_VERTICAL_EDGE(x)) ? '|' : '-';
377 else
378 *p++ = ' ';
379 break;
380
381 default:
382 assert(!"shouldn't get here!");
383 }
384 }
385 }
386 *p++ = '\n';
387 }
388
389 assert(p - ret == maxlen);
390 *p = '\0';
391
392 return ret;
393 }
394
395 static void dbg_state(game_state *state)
396 {
397 #ifdef DEBUGGING
398 char *temp = game_text_format(state);
399 debug(("%s\n", temp));
400 sfree(temp);
401 #endif
402 }
403
404 /* Space-enumeration callbacks should all return 1 for 'progress made',
405 * -1 for 'impossible', and 0 otherwise. */
406 typedef int (*space_cb)(game_state *state, space *sp, void *ctx);
407
408 #define IMPOSSIBLE_QUITS 1
409
410 static int foreach_sub(game_state *state, space_cb cb, unsigned int f,
411 void *ctx, int startx, int starty)
412 {
413 int x, y, progress = 0, impossible = 0, ret;
414 space *sp;
415
416 for (y = starty; y < state->sy; y += 2) {
417 sp = &SPACE(state, startx, y);
418 for (x = startx; x < state->sx; x += 2) {
419 ret = cb(state, sp, ctx);
420 if (ret == -1) {
421 if (f & IMPOSSIBLE_QUITS) return -1;
422 impossible = -1;
423 } else if (ret == 1) {
424 progress = 1;
425 }
426 sp += 2;
427 }
428 }
429 return impossible ? -1 : progress;
430 }
431
432 static int foreach_tile(game_state *state, space_cb cb, unsigned int f,
433 void *ctx)
434 {
435 return foreach_sub(state, cb, f, ctx, 1, 1);
436 }
437
438 static int foreach_edge(game_state *state, space_cb cb, unsigned int f,
439 void *ctx)
440 {
441 int ret1, ret2;
442
443 ret1 = foreach_sub(state, cb, f, ctx, 0, 1);
444 ret2 = foreach_sub(state, cb, f, ctx, 1, 0);
445
446 if (ret1 == -1 || ret2 == -1) return -1;
447 return (ret1 || ret2) ? 1 : 0;
448 }
449
450 #if 0
451 static int foreach_vertex(game_state *state, space_cb cb, unsigned int f,
452 void *ctx)
453 {
454 return foreach_sub(state, cb, f, ctx, 0, 0);
455 }
456 #endif
457
458 #if 0
459 static int is_same_assoc(game_state *state,
460 int x1, int y1, int x2, int y2)
461 {
462 struct space *s1, *s2;
463
464 if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2))
465 return 0;
466
467 s1 = &SPACE(state, x1, y1);
468 s2 = &SPACE(state, x2, y2);
469 assert(s1->type == s_tile && s2->type == s_tile);
470 if ((s1->flags & F_TILE_ASSOC) && (s2->flags & F_TILE_ASSOC) &&
471 s1->dotx == s2->dotx && s1->doty == s2->doty)
472 return 1;
473 return 0; /* 0 if not same or not both associated. */
474 }
475 #endif
476
477 #if 0
478 static int edges_into_vertex(game_state *state,
479 int x, int y)
480 {
481 int dx, dy, nx, ny, count = 0;
482
483 assert(SPACE(state, x, y).type == s_vertex);
484 for (dx = -1; dx <= 1; dx++) {
485 for (dy = -1; dy <= 1; dy++) {
486 if (dx != 0 && dy != 0) continue;
487 if (dx == 0 && dy == 0) continue;
488
489 nx = x+dx; ny = y+dy;
490 if (!INGRID(state, nx, ny)) continue;
491 assert(SPACE(state, nx, ny).type == s_edge);
492 if (SPACE(state, nx, ny).flags & F_EDGE_SET)
493 count++;
494 }
495 }
496 return count;
497 }
498 #endif
499
500 static struct space *space_opposite_dot(struct game_state *state,
501 struct space *sp, struct space *dot)
502 {
503 int dx, dy, tx, ty;
504 space *sp2;
505
506 dx = sp->x - dot->x;
507 dy = sp->y - dot->y;
508 tx = dot->x - dx;
509 ty = dot->y - dy;
510 if (!INGRID(state, tx, ty)) return NULL;
511
512 sp2 = &SPACE(state, tx, ty);
513 assert(sp2->type == sp->type);
514 return sp2;
515 }
516
517 static struct space *tile_opposite(struct game_state *state, struct space *sp)
518 {
519 struct space *dot;
520
521 assert(sp->flags & F_TILE_ASSOC);
522 dot = &SPACE(state, sp->dotx, sp->doty);
523 return space_opposite_dot(state, sp, dot);
524 }
525
526 static int dotfortile(game_state *state, space *tile, space *dot)
527 {
528 space *tile_opp = space_opposite_dot(state, tile, dot);
529
530 if (!tile_opp) return 0; /* opposite would be off grid */
531 if (tile_opp->flags & F_TILE_ASSOC &&
532 (tile_opp->dotx != dot->x || tile_opp->doty != dot->y))
533 return 0; /* opposite already associated with diff. dot */
534 return 1;
535 }
536
537 static void adjacencies(struct game_state *state, struct space *sp,
538 struct space **a1s, struct space **a2s)
539 {
540 int dxs[4] = {-1, 1, 0, 0}, dys[4] = {0, 0, -1, 1};
541 int n, x, y;
542
543 /* this function needs optimising. */
544
545 for (n = 0; n < 4; n++) {
546 x = sp->x+dxs[n];
547 y = sp->y+dys[n];
548
549 if (INGRID(state, x, y)) {
550 a1s[n] = &SPACE(state, x, y);
551
552 x += dxs[n]; y += dys[n];
553
554 if (INGRID(state, x, y))
555 a2s[n] = &SPACE(state, x, y);
556 else
557 a2s[n] = NULL;
558 } else {
559 a1s[n] = a2s[n] = NULL;
560 }
561 }
562 }
563
564 static int outline_tile_fordot(game_state *state, space *tile, int mark)
565 {
566 struct space *tadj[4], *eadj[4];
567 int i, didsth = 0, edge, same;
568
569 assert(tile->type == s_tile);
570 adjacencies(state, tile, eadj, tadj);
571 for (i = 0; i < 4; i++) {
572 if (!eadj[i]) continue;
573
574 edge = (eadj[i]->flags & F_EDGE_SET) ? 1 : 0;
575 if (tadj[i]) {
576 if (!(tile->flags & F_TILE_ASSOC))
577 same = (tadj[i]->flags & F_TILE_ASSOC) ? 0 : 1;
578 else
579 same = ((tadj[i]->flags & F_TILE_ASSOC) &&
580 tile->dotx == tadj[i]->dotx &&
581 tile->doty == tadj[i]->doty) ? 1 : 0;
582 } else
583 same = 0;
584
585 if (!edge && !same) {
586 if (mark) eadj[i]->flags |= F_EDGE_SET;
587 didsth = 1;
588 } else if (edge && same) {
589 if (mark) eadj[i]->flags &= ~F_EDGE_SET;
590 didsth = 1;
591 }
592 }
593 return didsth;
594 }
595
596 static void tiles_from_edge(struct game_state *state,
597 struct space *sp, struct space **ts)
598 {
599 int xs[2], ys[2];
600
601 if (IS_VERTICAL_EDGE(sp->x)) {
602 xs[0] = sp->x-1; ys[0] = sp->y;
603 xs[1] = sp->x+1; ys[1] = sp->y;
604 } else {
605 xs[0] = sp->x; ys[0] = sp->y-1;
606 xs[1] = sp->x; ys[1] = sp->y+1;
607 }
608 ts[0] = INGRID(state, xs[0], ys[0]) ? &SPACE(state, xs[0], ys[0]) : NULL;
609 ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL;
610 }
611
612 /* Returns a move string for use by 'solve', including the initial
613 * 'S' if issolve is true. */
614 static char *diff_game(game_state *src, game_state *dest, int issolve)
615 {
616 int movelen = 0, movesize = 256, x, y, len;
617 char *move = snewn(movesize, char), buf[80], *sep = "";
618 char achar = issolve ? 'a' : 'A';
619 space *sps, *spd;
620
621 assert(src->sx == dest->sx && src->sy == dest->sy);
622
623 if (issolve) {
624 move[movelen++] = 'S';
625 sep = ";";
626 }
627 move[movelen] = '\0';
628 for (x = 0; x < src->sx; x++) {
629 for (y = 0; y < src->sy; y++) {
630 sps = &SPACE(src, x, y);
631 spd = &SPACE(dest, x, y);
632
633 assert(sps->type == spd->type);
634
635 len = 0;
636 if (sps->type == s_tile) {
637 if ((sps->flags & F_TILE_ASSOC) &&
638 (spd->flags & F_TILE_ASSOC)) {
639 if (sps->dotx != spd->dotx ||
640 sps->doty != spd->doty)
641 /* Both associated; change association, if different */
642 len = sprintf(buf, "%s%c%d,%d,%d,%d", sep,
643 (int)achar, x, y, spd->dotx, spd->doty);
644 } else if (sps->flags & F_TILE_ASSOC)
645 /* Only src associated; remove. */
646 len = sprintf(buf, "%sU%d,%d", sep, x, y);
647 else if (spd->flags & F_TILE_ASSOC)
648 /* Only dest associated; add. */
649 len = sprintf(buf, "%s%c%d,%d,%d,%d", sep,
650 (int)achar, x, y, spd->dotx, spd->doty);
651 } else if (sps->type == s_edge) {
652 if ((sps->flags & F_EDGE_SET) != (spd->flags & F_EDGE_SET))
653 /* edge flags are different; flip them. */
654 len = sprintf(buf, "%sE%d,%d", sep, x, y);
655 }
656 if (len) {
657 if (movelen + len >= movesize) {
658 movesize = movelen + len + 256;
659 move = sresize(move, movesize, char);
660 }
661 strcpy(move + movelen, buf);
662 movelen += len;
663 sep = ";";
664 }
665 }
666 }
667 debug(("diff_game src then dest:\n"));
668 dbg_state(src);
669 dbg_state(dest);
670 debug(("diff string %s\n", move));
671 return move;
672 }
673
674 /* Returns 1 if a dot here would not be too close to any other dots
675 * (and would avoid other game furniture). */
676 static int dot_is_possible(game_state *state, space *sp, int allow_assoc)
677 {
678 int bx = 0, by = 0, dx, dy;
679 space *adj;
680 #ifdef STANDALONE_PICTURE_GENERATOR
681 int col = -1;
682 #endif
683
684 switch (sp->type) {
685 case s_tile:
686 bx = by = 1; break;
687 case s_edge:
688 if (IS_VERTICAL_EDGE(sp->x)) {
689 bx = 2; by = 1;
690 } else {
691 bx = 1; by = 2;
692 }
693 break;
694 case s_vertex:
695 bx = by = 2; break;
696 }
697
698 for (dx = -bx; dx <= bx; dx++) {
699 for (dy = -by; dy <= by; dy++) {
700 if (!INGRID(state, sp->x+dx, sp->y+dy)) continue;
701
702 adj = &SPACE(state, sp->x+dx, sp->y+dy);
703
704 #ifdef STANDALONE_PICTURE_GENERATOR
705 /*
706 * Check that all the squares we're looking at have the
707 * same colour.
708 */
709 if (picture) {
710 if (adj->type == s_tile) {
711 int c = picture[(adj->y / 2) * state->w + (adj->x / 2)];
712 if (col < 0)
713 col = c;
714 if (c != col)
715 return 0; /* colour mismatch */
716 }
717 }
718 #endif
719
720 if (!allow_assoc && (adj->flags & F_TILE_ASSOC))
721 return 0;
722
723 if (dx != 0 || dy != 0) {
724 /* Other than our own square, no dots nearby. */
725 if (adj->flags & (F_DOT))
726 return 0;
727 }
728
729 /* We don't want edges within our rectangle
730 * (but don't care about edges on the edge) */
731 if (abs(dx) < bx && abs(dy) < by &&
732 adj->flags & F_EDGE_SET)
733 return 0;
734 }
735 }
736 return 1;
737 }
738
739 /* ----------------------------------------------------------
740 * Game generation, structure creation, and descriptions.
741 */
742
743 static game_state *blank_game(int w, int h)
744 {
745 game_state *state = snew(game_state);
746 int x, y;
747
748 state->w = w;
749 state->h = h;
750
751 state->sx = (w*2)+1;
752 state->sy = (h*2)+1;
753 state->grid = snewn(state->sx * state->sy, struct space);
754 state->completed = state->used_solve = 0;
755
756 for (x = 0; x < state->sx; x++) {
757 for (y = 0; y < state->sy; y++) {
758 struct space *sp = &SPACE(state, x, y);
759 memset(sp, 0, sizeof(struct space));
760 sp->x = x;
761 sp->y = y;
762 if ((x % 2) == 0 && (y % 2) == 0)
763 sp->type = s_vertex;
764 else if ((x % 2) == 0 || (y % 2) == 0) {
765 sp->type = s_edge;
766 if (x == 0 || y == 0 || x == state->sx-1 || y == state->sy-1)
767 sp->flags |= F_EDGE_SET;
768 } else
769 sp->type = s_tile;
770 }
771 }
772
773 state->ndots = 0;
774 state->dots = NULL;
775
776 state->me = NULL; /* filled in by new_game. */
777 state->cdiff = -1;
778
779 return state;
780 }
781
782 static void game_update_dots(game_state *state)
783 {
784 int i, n, sz = state->sx * state->sy;
785
786 if (state->dots) sfree(state->dots);
787 state->ndots = 0;
788
789 for (i = 0; i < sz; i++) {
790 if (state->grid[i].flags & F_DOT) state->ndots++;
791 }
792 state->dots = snewn(state->ndots, space *);
793 n = 0;
794 for (i = 0; i < sz; i++) {
795 if (state->grid[i].flags & F_DOT)
796 state->dots[n++] = &state->grid[i];
797 }
798 }
799
800 static void clear_game(game_state *state, int cleardots)
801 {
802 int x, y;
803
804 /* don't erase edge flags around outline! */
805 for (x = 1; x < state->sx-1; x++) {
806 for (y = 1; y < state->sy-1; y++) {
807 if (cleardots)
808 SPACE(state, x, y).flags = 0;
809 else
810 SPACE(state, x, y).flags &= (F_DOT|F_DOT_BLACK);
811 }
812 }
813 if (cleardots) game_update_dots(state);
814 }
815
816 static game_state *dup_game(game_state *state)
817 {
818 game_state *ret = blank_game(state->w, state->h);
819
820 ret->completed = state->completed;
821 ret->used_solve = state->used_solve;
822
823 memcpy(ret->grid, state->grid,
824 ret->sx*ret->sy*sizeof(struct space));
825
826 game_update_dots(ret);
827
828 ret->me = state->me;
829 ret->cdiff = state->cdiff;
830
831 return ret;
832 }
833
834 static void free_game(game_state *state)
835 {
836 if (state->dots) sfree(state->dots);
837 sfree(state->grid);
838 sfree(state);
839 }
840
841 /* Game description is a sequence of letters representing the number
842 * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot,
843 * and A-Y for a black dot. 'z' is 25 spaces (and no dot).
844 *
845 * I know it's a bitch to generate by hand, so we provide
846 * an edit mode.
847 */
848
849 static char *encode_game(game_state *state)
850 {
851 char *desc, *p;
852 int run, x, y, area;
853 unsigned int f;
854
855 area = (state->sx-2) * (state->sy-2);
856
857 desc = snewn(area, char);
858 p = desc;
859 run = 0;
860 for (y = 1; y < state->sy-1; y++) {
861 for (x = 1; x < state->sx-1; x++) {
862 f = SPACE(state, x, y).flags;
863
864 /* a/A is 0 spaces between, b/B is 1 space, ...
865 * y/Y is 24 spaces, za/zA is 25 spaces, ...
866 * It's easier to count from 0 because we then
867 * don't have to special-case the top left-hand corner
868 * (which could be a dot with 0 spaces before it). */
869 if (!(f & F_DOT))
870 run++;
871 else {
872 while (run > 24) {
873 *p++ = 'z';
874 run -= 25;
875 }
876 *p++ = ((f & F_DOT_BLACK) ? 'A' : 'a') + run;
877 run = 0;
878 }
879 }
880 }
881 assert(p - desc < area);
882 *p++ = '\0';
883 desc = sresize(desc, p - desc, char);
884
885 return desc;
886 }
887
888 struct movedot {
889 int op;
890 space *olddot, *newdot;
891 };
892
893 enum { MD_CHECK, MD_MOVE };
894
895 static int movedot_cb(game_state *state, space *tile, void *vctx)
896 {
897 struct movedot *md = (struct movedot *)vctx;
898 space *newopp = NULL;
899
900 assert(tile->type == s_tile);
901 assert(md->olddot && md->newdot);
902
903 if (!(tile->flags & F_TILE_ASSOC)) return 0;
904 if (tile->dotx != md->olddot->x || tile->doty != md->olddot->y)
905 return 0;
906
907 newopp = space_opposite_dot(state, tile, md->newdot);
908
909 switch (md->op) {
910 case MD_CHECK:
911 /* If the tile is associated with the old dot, check its
912 * opposite wrt the _new_ dot is empty or same assoc. */
913 if (!newopp) return -1; /* no new opposite */
914 if (newopp->flags & F_TILE_ASSOC) {
915 if (newopp->dotx != md->olddot->x ||
916 newopp->doty != md->olddot->y)
917 return -1; /* associated, but wrong dot. */
918 }
919 #ifdef STANDALONE_PICTURE_GENERATOR
920 if (picture) {
921 /*
922 * Reject if either tile and the dot don't match in colour.
923 */
924 if (!(picture[(tile->y/2) * state->w + (tile->x/2)]) ^
925 !(md->newdot->flags & F_DOT_BLACK))
926 return -1;
927 if (!(picture[(newopp->y/2) * state->w + (newopp->x/2)]) ^
928 !(md->newdot->flags & F_DOT_BLACK))
929 return -1;
930 }
931 #endif
932 break;
933
934 case MD_MOVE:
935 /* Move dot associations: anything that was associated
936 * with the old dot, and its opposite wrt the new dot,
937 * become associated with the new dot. */
938 assert(newopp);
939 debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n",
940 tile->x, tile->y, newopp->x, newopp->y,
941 md->newdot->x, md->newdot->y));
942 add_assoc(state, tile, md->newdot);
943 add_assoc(state, newopp, md->newdot);
944 return 1; /* we did something! */
945 }
946 return 0;
947 }
948
949 /* For the given dot, first see if we could expand it into all the given
950 * extra spaces (by checking for empty spaces on the far side), and then
951 * see if we can move the dot to shift the CoG to include the new spaces.
952 */
953 static int dot_expand_or_move(game_state *state, space *dot,
954 space **toadd, int nadd)
955 {
956 space *tileopp;
957 int i, ret, nnew, cx, cy;
958 struct movedot md;
959
960 debug(("dot_expand_or_move: %d tiles for dot %d,%d\n",
961 nadd, dot->x, dot->y));
962 for (i = 0; i < nadd; i++)
963 debug(("dot_expand_or_move: dot %d,%d\n",
964 toadd[i]->x, toadd[i]->y));
965 assert(dot->flags & F_DOT);
966
967 #ifdef STANDALONE_PICTURE_GENERATOR
968 if (picture) {
969 /*
970 * Reject the expansion totally if any of the new tiles are
971 * the wrong colour.
972 */
973 for (i = 0; i < nadd; i++) {
974 if (!(picture[(toadd[i]->y/2) * state->w + (toadd[i]->x/2)]) ^
975 !(dot->flags & F_DOT_BLACK))
976 return 0;
977 }
978 }
979 #endif
980
981 /* First off, could we just expand the current dot's tile to cover
982 * the space(s) passed in and their opposites? */
983 for (i = 0; i < nadd; i++) {
984 tileopp = space_opposite_dot(state, toadd[i], dot);
985 if (!tileopp) goto noexpand;
986 if (tileopp->flags & F_TILE_ASSOC) goto noexpand;
987 #ifdef STANDALONE_PICTURE_GENERATOR
988 if (picture) {
989 /*
990 * The opposite tiles have to be the right colour as well.
991 */
992 if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
993 !(dot->flags & F_DOT_BLACK))
994 goto noexpand;
995 }
996 #endif
997 }
998 /* OK, all spaces have valid empty opposites: associate spaces and
999 * opposites with our dot. */
1000 for (i = 0; i < nadd; i++) {
1001 tileopp = space_opposite_dot(state, toadd[i], dot);
1002 add_assoc(state, toadd[i], dot);
1003 add_assoc(state, tileopp, dot);
1004 debug(("Added associations %d,%d and %d,%d --> %d,%d\n",
1005 toadd[i]->x, toadd[i]->y,
1006 tileopp->x, tileopp->y,
1007 dot->x, dot->y));
1008 dbg_state(state);
1009 }
1010 return 1;
1011
1012 noexpand:
1013 /* Otherwise, try to move dot so as to encompass given spaces: */
1014 /* first, calculate the 'centre of gravity' of the new dot. */
1015 nnew = dot->nassoc + nadd; /* number of tiles assoc. with new dot. */
1016 cx = dot->x * dot->nassoc;
1017 cy = dot->y * dot->nassoc;
1018 for (i = 0; i < nadd; i++) {
1019 cx += toadd[i]->x;
1020 cy += toadd[i]->y;
1021 }
1022 /* If the CoG isn't a whole number, it's not possible. */
1023 if ((cx % nnew) != 0 || (cy % nnew) != 0) {
1024 debug(("Unable to move dot %d,%d, CoG not whole number.\n",
1025 dot->x, dot->y));
1026 return 0;
1027 }
1028 cx /= nnew; cy /= nnew;
1029
1030 /* Check whether all spaces in the old tile would have a good
1031 * opposite wrt the new dot. */
1032 md.olddot = dot;
1033 md.newdot = &SPACE(state, cx, cy);
1034 md.op = MD_CHECK;
1035 ret = foreach_tile(state, movedot_cb, IMPOSSIBLE_QUITS, &md);
1036 if (ret == -1) {
1037 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1038 dot->x, dot->y));
1039 return 0;
1040 }
1041 /* Also check whether all spaces we're adding would have a good
1042 * opposite wrt the new dot. */
1043 for (i = 0; i < nadd; i++) {
1044 tileopp = space_opposite_dot(state, toadd[i], md.newdot);
1045 if (tileopp && (tileopp->flags & F_TILE_ASSOC) &&
1046 (tileopp->dotx != dot->x || tileopp->doty != dot->y)) {
1047 tileopp = NULL;
1048 }
1049 if (!tileopp) {
1050 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1051 dot->x, dot->y));
1052 return 0;
1053 }
1054 #ifdef STANDALONE_PICTURE_GENERATOR
1055 if (picture) {
1056 if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
1057 !(dot->flags & F_DOT_BLACK))
1058 return 0;
1059 }
1060 #endif
1061 }
1062
1063 /* If we've got here, we're ok. First, associate all of 'toadd'
1064 * with the _old_ dot (so they'll get fixed up, with their opposites,
1065 * in the next step). */
1066 for (i = 0; i < nadd; i++) {
1067 debug(("Associating to-add %d,%d with old dot %d,%d.\n",
1068 toadd[i]->x, toadd[i]->y, dot->x, dot->y));
1069 add_assoc(state, toadd[i], dot);
1070 }
1071
1072 /* Finally, move the dot and fix up all the old associations. */
1073 debug(("Moving dot at %d,%d to %d,%d\n",
1074 dot->x, dot->y, md.newdot->x, md.newdot->y));
1075 {
1076 #ifdef STANDALONE_PICTURE_GENERATOR
1077 int f = dot->flags & F_DOT_BLACK;
1078 #endif
1079 remove_dot(dot);
1080 add_dot(md.newdot);
1081 #ifdef STANDALONE_PICTURE_GENERATOR
1082 md.newdot->flags |= f;
1083 #endif
1084 }
1085
1086 md.op = MD_MOVE;
1087 ret = foreach_tile(state, movedot_cb, 0, &md);
1088 assert(ret == 1);
1089 dbg_state(state);
1090
1091 return 1;
1092 }
1093
1094 /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */
1095 #define MAX_TOADD 4
1096 #define MAX_OUTSIDE 8
1097
1098 #define MAX_TILE_PERC 20
1099
1100 static int generate_try_block(game_state *state, random_state *rs,
1101 int x1, int y1, int x2, int y2)
1102 {
1103 int x, y, nadd = 0, nout = 0, i, maxsz;
1104 space *sp, *toadd[MAX_TOADD], *outside[MAX_OUTSIDE], *dot;
1105
1106 if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) return 0;
1107
1108 /* We limit the maximum size of tiles to be ~2*sqrt(area); so,
1109 * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid
1110 * nothing >40 tiles. */
1111 maxsz = (int)sqrt((double)(state->w * state->h)) * 2;
1112 debug(("generate_try_block, maxsz %d\n", maxsz));
1113
1114 /* Make a static list of the spaces; if any space is already
1115 * associated then quit immediately. */
1116 for (x = x1; x <= x2; x += 2) {
1117 for (y = y1; y <= y2; y += 2) {
1118 assert(nadd < MAX_TOADD);
1119 sp = &SPACE(state, x, y);
1120 assert(sp->type == s_tile);
1121 if (sp->flags & F_TILE_ASSOC) return 0;
1122 toadd[nadd++] = sp;
1123 }
1124 }
1125
1126 /* Make a list of the spaces outside of our block, and shuffle it. */
1127 #define OUTSIDE(x, y) do { \
1128 if (INGRID(state, (x), (y))) { \
1129 assert(nout < MAX_OUTSIDE); \
1130 outside[nout++] = &SPACE(state, (x), (y)); \
1131 } \
1132 } while(0)
1133 for (x = x1; x <= x2; x += 2) {
1134 OUTSIDE(x, y1-2);
1135 OUTSIDE(x, y2+2);
1136 }
1137 for (y = y1; y <= y2; y += 2) {
1138 OUTSIDE(x1-2, y);
1139 OUTSIDE(x2+2, y);
1140 }
1141 shuffle(outside, nout, sizeof(space *), rs);
1142
1143 for (i = 0; i < nout; i++) {
1144 if (!(outside[i]->flags & F_TILE_ASSOC)) continue;
1145 dot = &SPACE(state, outside[i]->dotx, outside[i]->doty);
1146 if (dot->nassoc >= maxsz) {
1147 debug(("Not adding to dot %d,%d, large enough (%d) already.\n",
1148 dot->x, dot->y, dot->nassoc));
1149 continue;
1150 }
1151 if (dot_expand_or_move(state, dot, toadd, nadd)) return 1;
1152 }
1153 return 0;
1154 }
1155
1156 #ifdef STANDALONE_SOLVER
1157 int maxtries;
1158 #define MAXTRIES maxtries
1159 #else
1160 #define MAXTRIES 50
1161 #endif
1162
1163 static int solver_obvious_dot(game_state *state,space *dot);
1164
1165 #define GP_DOTS 1
1166
1167 static void generate_pass(game_state *state, random_state *rs, int *scratch,
1168 int perc, unsigned int flags)
1169 {
1170 int sz = state->sx*state->sy, nspc, i, ret;
1171
1172 shuffle(scratch, sz, sizeof(int), rs);
1173
1174 /* This bug took me a, er, little while to track down. On PalmOS,
1175 * which has 16-bit signed ints, puzzles over about 9x9 started
1176 * failing to generate because the nspc calculation would start
1177 * to overflow, causing the dots not to be filled in properly. */
1178 nspc = (int)(((long)perc * (long)sz) / 100L);
1179 debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n",
1180 perc, nspc, state->sx, state->sy, flags));
1181
1182 for (i = 0; i < nspc; i++) {
1183 space *sp = &state->grid[scratch[i]];
1184 int x1 = sp->x, y1 = sp->y, x2 = sp->x, y2 = sp->y;
1185
1186 if (sp->type == s_edge) {
1187 if (IS_VERTICAL_EDGE(sp->x)) {
1188 x1--; x2++;
1189 } else {
1190 y1--; y2++;
1191 }
1192 }
1193 if (sp->type != s_vertex) {
1194 /* heuristic; expanding from vertices tends to generate lots of
1195 * too-big regions of tiles. */
1196 if (generate_try_block(state, rs, x1, y1, x2, y2))
1197 continue; /* we expanded successfully. */
1198 }
1199
1200 if (!(flags & GP_DOTS)) continue;
1201
1202 if ((sp->type == s_edge) && (i % 2)) {
1203 debug(("Omitting edge %d,%d as half-of.\n", sp->x, sp->y));
1204 continue;
1205 }
1206
1207 /* If we've got here we might want to put a dot down. Check
1208 * if we can, and add one if so. */
1209 if (dot_is_possible(state, sp, 0)) {
1210 add_dot(sp);
1211 #ifdef STANDALONE_PICTURE_GENERATOR
1212 if (picture) {
1213 if (picture[(sp->y/2) * state->w + (sp->x/2)])
1214 sp->flags |= F_DOT_BLACK;
1215 }
1216 #endif
1217 ret = solver_obvious_dot(state, sp);
1218 assert(ret != -1);
1219 debug(("Added dot (and obvious associations) at %d,%d\n",
1220 sp->x, sp->y));
1221 dbg_state(state);
1222 }
1223 }
1224 dbg_state(state);
1225 }
1226
1227 static int check_complete(game_state *state, int *dsf, int *colours);
1228 static int solver_state(game_state *state, int maxdiff);
1229
1230 static char *new_game_desc(game_params *params, random_state *rs,
1231 char **aux, int interactive)
1232 {
1233 game_state *state = blank_game(params->w, params->h), *copy;
1234 char *desc;
1235 int *scratch, sz = state->sx*state->sy, i;
1236 int diff, ntries = 0, cc;
1237
1238 /* Random list of squares to try and process, one-by-one. */
1239 scratch = snewn(sz, int);
1240 for (i = 0; i < sz; i++) scratch[i] = i;
1241
1242 generate:
1243 clear_game(state, 1);
1244 ntries++;
1245
1246 /* generate_pass(state, rs, scratch, 10, GP_DOTS); */
1247 /* generate_pass(state, rs, scratch, 100, 0); */
1248 generate_pass(state, rs, scratch, 100, GP_DOTS);
1249
1250 game_update_dots(state);
1251
1252 #ifdef DEBUGGING
1253 {
1254 char *tmp = encode_game(state);
1255 debug(("new_game_desc state %dx%d:%s\n", params->w, params->h, tmp));
1256 sfree(tmp);
1257 }
1258 #endif
1259
1260 for (i = 0; i < state->sx*state->sy; i++)
1261 if (state->grid[i].type == s_tile)
1262 outline_tile_fordot(state, &state->grid[i], TRUE);
1263 cc = check_complete(state, NULL, NULL);
1264 assert(cc);
1265
1266 copy = dup_game(state);
1267 clear_game(copy, 0);
1268 dbg_state(copy);
1269 diff = solver_state(copy, params->diff);
1270 free_game(copy);
1271
1272 assert(diff != DIFF_IMPOSSIBLE);
1273 if (diff != params->diff) {
1274 /*
1275 * We'll grudgingly accept a too-easy puzzle, but we must
1276 * _not_ permit a too-hard one (one which the solver
1277 * couldn't handle at all).
1278 */
1279 if (diff > params->diff ||
1280 ntries < MAXTRIES) goto generate;
1281 }
1282
1283 #ifdef STANDALONE_PICTURE_GENERATOR
1284 /*
1285 * Postprocessing pass to prevent excessive numbers of adjacent
1286 * singletons. Iterate over all edges in random shuffled order;
1287 * for each edge that separates two regions, investigate
1288 * whether removing that edge and merging the regions would
1289 * still yield a valid and soluble puzzle. (The two regions
1290 * must also be the same colour, of course.) If so, do it.
1291 *
1292 * This postprocessing pass is slow (due to repeated solver
1293 * invocations), and seems to be unnecessary during normal
1294 * unconstrained game generation. However, when generating a
1295 * game under colour constraints, excessive singletons seem to
1296 * turn up more often, so it's worth doing this.
1297 */
1298 {
1299 int *posns, nposns;
1300 int i, j, newdiff;
1301 game_state *copy2;
1302
1303 nposns = params->w * (params->h+1) + params->h * (params->w+1);
1304 posns = snewn(nposns, int);
1305 for (i = j = 0; i < state->sx*state->sy; i++)
1306 if (state->grid[i].type == s_edge)
1307 posns[j++] = i;
1308 assert(j == nposns);
1309
1310 shuffle(posns, nposns, sizeof(*posns), rs);
1311
1312 for (i = 0; i < nposns; i++) {
1313 int x, y, x0, y0, x1, y1, cx, cy, cn, cx0, cy0, cx1, cy1, tx, ty;
1314 space *s0, *s1, *ts, *d0, *d1, *dn;
1315 int ok;
1316
1317 /* Coordinates of edge space */
1318 x = posns[i] % state->sx;
1319 y = posns[i] / state->sx;
1320
1321 /* Coordinates of square spaces on either side of edge */
1322 x0 = ((x+1) & ~1) - 1; /* round down to next odd number */
1323 y0 = ((y+1) & ~1) - 1;
1324 x1 = 2*x-x0; /* and reflect about x to get x1 */
1325 y1 = 2*y-y0;
1326
1327 if (!INGRID(state, x0, y0) || !INGRID(state, x1, y1))
1328 continue; /* outermost edge of grid */
1329 s0 = &SPACE(state, x0, y0);
1330 s1 = &SPACE(state, x1, y1);
1331 assert(s0->type == s_tile && s1->type == s_tile);
1332
1333 if (s0->dotx == s1->dotx && s0->doty == s1->doty)
1334 continue; /* tiles _already_ owned by same dot */
1335
1336 d0 = &SPACE(state, s0->dotx, s0->doty);
1337 d1 = &SPACE(state, s1->dotx, s1->doty);
1338
1339 if ((d0->flags ^ d1->flags) & F_DOT_BLACK)
1340 continue; /* different colours: cannot merge */
1341
1342 /*
1343 * Work out where the centre of gravity of the new
1344 * region would be.
1345 */
1346 cx = d0->nassoc * d0->x + d1->nassoc * d1->x;
1347 cy = d0->nassoc * d0->y + d1->nassoc * d1->y;
1348 cn = d0->nassoc + d1->nassoc;
1349 if (cx % cn || cy % cn)
1350 continue; /* CoG not at integer coordinates */
1351 cx /= cn;
1352 cy /= cn;
1353 assert(INUI(state, cx, cy));
1354
1355 /*
1356 * Ensure that the CoG would actually be _in_ the new
1357 * region, by verifying that all its surrounding tiles
1358 * belong to one or other of our two dots.
1359 */
1360 cx0 = ((cx+1) & ~1) - 1; /* round down to next odd number */
1361 cy0 = ((cy+1) & ~1) - 1;
1362 cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */
1363 cy1 = 2*cy-cy0;
1364 ok = TRUE;
1365 for (ty = cy0; ty <= cy1; ty += 2)
1366 for (tx = cx0; tx <= cx1; tx += 2) {
1367 ts = &SPACE(state, tx, ty);
1368 assert(ts->type == s_tile);
1369 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1370 (ts->dotx != d1->x || ts->doty != d1->y))
1371 ok = FALSE;
1372 }
1373 if (!ok)
1374 continue;
1375
1376 /*
1377 * Verify that for every tile in either source region,
1378 * that tile's image in the new CoG is also in one of
1379 * the two source regions.
1380 */
1381 for (ty = 1; ty < state->sy; ty += 2) {
1382 for (tx = 1; tx < state->sx; tx += 2) {
1383 int tx1, ty1;
1384
1385 ts = &SPACE(state, tx, ty);
1386 assert(ts->type == s_tile);
1387 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1388 (ts->dotx != d1->x || ts->doty != d1->y))
1389 continue; /* not part of these tiles anyway */
1390 tx1 = 2*cx-tx;
1391 ty1 = 2*cy-ty;
1392 if (!INGRID(state, tx1, ty1)) {
1393 ok = FALSE;
1394 break;
1395 }
1396 ts = &SPACE(state, cx+cx-tx, cy+cy-ty);
1397 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1398 (ts->dotx != d1->x || ts->doty != d1->y)) {
1399 ok = FALSE;
1400 break;
1401 }
1402 }
1403 if (!ok)
1404 break;
1405 }
1406 if (!ok)
1407 continue;
1408
1409 /*
1410 * Now we're clear to attempt the merge. We take a copy
1411 * of the game state first, so we can revert it easily
1412 * if the resulting puzzle turns out to have become
1413 * insoluble.
1414 */
1415 copy2 = dup_game(state);
1416
1417 remove_dot(d0);
1418 remove_dot(d1);
1419 dn = &SPACE(state, cx, cy);
1420 add_dot(dn);
1421 dn->flags |= (d0->flags & F_DOT_BLACK);
1422 for (ty = 1; ty < state->sy; ty += 2) {
1423 for (tx = 1; tx < state->sx; tx += 2) {
1424 ts = &SPACE(state, tx, ty);
1425 assert(ts->type == s_tile);
1426 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1427 (ts->dotx != d1->x || ts->doty != d1->y))
1428 continue; /* not part of these tiles anyway */
1429 add_assoc(state, ts, dn);
1430 }
1431 }
1432
1433 copy = dup_game(state);
1434 clear_game(copy, 0);
1435 dbg_state(copy);
1436 newdiff = solver_state(copy, params->diff);
1437 free_game(copy);
1438 if (diff == newdiff) {
1439 /* Still just as soluble. Let the merge stand. */
1440 free_game(copy2);
1441 } else {
1442 /* Became insoluble. Revert. */
1443 free_game(state);
1444 state = copy2;
1445 }
1446 }
1447 }
1448 #endif
1449
1450 desc = encode_game(state);
1451 #ifndef STANDALONE_SOLVER
1452 debug(("new_game_desc generated: \n"));
1453 dbg_state(state);
1454 #endif
1455
1456 free_game(state);
1457 sfree(scratch);
1458
1459 return desc;
1460 }
1461
1462 static int solver_obvious(game_state *state);
1463
1464 static int dots_too_close(game_state *state)
1465 {
1466 /* Quick-and-dirty check, using half the solver:
1467 * solver_obvious will only fail if the dots are
1468 * too close together, so dot-proximity associations
1469 * overlap. */
1470 game_state *tmp = dup_game(state);
1471 int ret = solver_obvious(tmp);
1472 free_game(tmp);
1473 return (ret == -1) ? 1 : 0;
1474 }
1475
1476 static game_state *load_game(game_params *params, char *desc,
1477 char **why_r)
1478 {
1479 game_state *state = blank_game(params->w, params->h);
1480 char *why = NULL;
1481 int i, x, y, n;
1482 unsigned int df;
1483
1484 i = 0;
1485 while (*desc) {
1486 n = *desc++;
1487 if (n == 'z') {
1488 i += 25;
1489 continue;
1490 }
1491 if (n >= 'a' && n <= 'y') {
1492 i += n - 'a';
1493 df = 0;
1494 } else if (n >= 'A' && n <= 'Y') {
1495 i += n - 'A';
1496 df = F_DOT_BLACK;
1497 } else {
1498 why = "Invalid characters in game description"; goto fail;
1499 }
1500 /* if we got here we incremented i and have a dot to add. */
1501 y = (i / (state->sx-2)) + 1;
1502 x = (i % (state->sx-2)) + 1;
1503 if (!INUI(state, x, y)) {
1504 why = "Too much data to fit in grid"; goto fail;
1505 }
1506 add_dot(&SPACE(state, x, y));
1507 SPACE(state, x, y).flags |= df;
1508 i++;
1509 }
1510 game_update_dots(state);
1511
1512 if (dots_too_close(state)) {
1513 why = "Dots too close together"; goto fail;
1514 }
1515
1516 return state;
1517
1518 fail:
1519 free_game(state);
1520 if (why_r) *why_r = why;
1521 return NULL;
1522 }
1523
1524 static char *validate_desc(game_params *params, char *desc)
1525 {
1526 char *why = NULL;
1527 game_state *dummy = load_game(params, desc, &why);
1528 if (dummy) {
1529 free_game(dummy);
1530 assert(!why);
1531 } else
1532 assert(why);
1533 return why;
1534 }
1535
1536 static game_state *new_game(midend *me, game_params *params, char *desc)
1537 {
1538 game_state *state = load_game(params, desc, NULL);
1539 if (!state) {
1540 assert("Unable to load ?validated game.");
1541 return NULL;
1542 }
1543 #ifdef EDITOR
1544 state->me = me;
1545 #endif
1546 return state;
1547 }
1548
1549 /* ----------------------------------------------------------
1550 * Solver and all its little wizards.
1551 */
1552
1553 int solver_recurse_depth;
1554
1555 typedef struct solver_ctx {
1556 game_state *state;
1557 int sz; /* state->sx * state->sy */
1558 space **scratch; /* size sz */
1559
1560 } solver_ctx;
1561
1562 static solver_ctx *new_solver(game_state *state)
1563 {
1564 solver_ctx *sctx = snew(solver_ctx);
1565 sctx->state = state;
1566 sctx->sz = state->sx*state->sy;
1567 sctx->scratch = snewn(sctx->sz, space *);
1568 return sctx;
1569 }
1570
1571 static void free_solver(solver_ctx *sctx)
1572 {
1573 sfree(sctx->scratch);
1574 sfree(sctx);
1575 }
1576
1577 /* Solver ideas so far:
1578 *
1579 * For any empty space, work out how many dots it could associate
1580 * with:
1581 * it needs line-of-sight
1582 * it needs an empty space on the far side
1583 * any adjacent lines need corresponding line possibilities.
1584 */
1585
1586 /* The solver_ctx should keep a list of dot positions, for quicker looping.
1587 *
1588 * Solver techniques, in order of difficulty:
1589 * obvious adjacency to dots
1590 * transferring tiles to opposite side
1591 * transferring lines to opposite side
1592 * one possible dot for a given tile based on opposite availability
1593 * tile with 3 definite edges next to an associated tile must associate
1594 with same dot.
1595 *
1596 * one possible dot for a given tile based on line-of-sight
1597 */
1598
1599 static int solver_add_assoc(game_state *state, space *tile, int dx, int dy,
1600 const char *why)
1601 {
1602 space *dot, *tile_opp;
1603
1604 dot = &SPACE(state, dx, dy);
1605 tile_opp = space_opposite_dot(state, tile, dot);
1606
1607 assert(tile->type == s_tile);
1608 if (tile->flags & F_TILE_ASSOC) {
1609 if ((tile->dotx != dx) || (tile->doty != dy)) {
1610 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1611 "already --> %d,%d.\n",
1612 solver_recurse_depth*4, "",
1613 tile->x, tile->y, dx, dy, why,
1614 tile->dotx, tile->doty));
1615 return -1;
1616 }
1617 return 0; /* no-op */
1618 }
1619 if (!tile_opp) {
1620 solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n",
1621 solver_recurse_depth*4, "", tile->x, tile->y, dx, dy));
1622 return -1;
1623 }
1624 if (tile_opp->flags & F_TILE_ASSOC &&
1625 (tile_opp->dotx != dx || tile_opp->doty != dy)) {
1626 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1627 "opposite already --> %d,%d.\n",
1628 solver_recurse_depth*4, "",
1629 tile->x, tile->y, dx, dy, why,
1630 tile_opp->dotx, tile_opp->doty));
1631 return -1;
1632 }
1633
1634 add_assoc(state, tile, dot);
1635 add_assoc(state, tile_opp, dot);
1636 solvep(("%*sSetting %d,%d --> %d,%d (%s).\n",
1637 solver_recurse_depth*4, "",
1638 tile->x, tile->y,dx, dy, why));
1639 solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n",
1640 solver_recurse_depth*4, "",
1641 tile_opp->x, tile_opp->y, dx, dy, why));
1642 return 1;
1643 }
1644
1645 static int solver_obvious_dot(game_state *state, space *dot)
1646 {
1647 int dx, dy, ret, didsth = 0;
1648 space *tile;
1649
1650 debug(("%*ssolver_obvious_dot for %d,%d.\n",
1651 solver_recurse_depth*4, "", dot->x, dot->y));
1652
1653 assert(dot->flags & F_DOT);
1654 for (dx = -1; dx <= 1; dx++) {
1655 for (dy = -1; dy <= 1; dy++) {
1656 if (!INGRID(state, dot->x+dx, dot->y+dy)) continue;
1657
1658 tile = &SPACE(state, dot->x+dx, dot->y+dy);
1659 if (tile->type == s_tile) {
1660 ret = solver_add_assoc(state, tile, dot->x, dot->y,
1661 "next to dot");
1662 if (ret < 0) return -1;
1663 if (ret > 0) didsth = 1;
1664 }
1665 }
1666 }
1667 return didsth;
1668 }
1669
1670 static int solver_obvious(game_state *state)
1671 {
1672 int i, didsth = 0, ret;
1673
1674 debug(("%*ssolver_obvious.\n", solver_recurse_depth*4, ""));
1675
1676 for (i = 0; i < state->ndots; i++) {
1677 ret = solver_obvious_dot(state, state->dots[i]);
1678 if (ret < 0) return -1;
1679 if (ret > 0) didsth = 1;
1680 }
1681 return didsth;
1682 }
1683
1684 static int solver_lines_opposite_cb(game_state *state, space *edge, void *ctx)
1685 {
1686 int didsth = 0, n, dx, dy;
1687 space *tiles[2], *tile_opp, *edge_opp;
1688
1689 assert(edge->type == s_edge);
1690
1691 tiles_from_edge(state, edge, tiles);
1692
1693 /* if tiles[0] && tiles[1] && they're both associated
1694 * and they're both associated with different dots,
1695 * ensure the line is set. */
1696 if (!(edge->flags & F_EDGE_SET) &&
1697 tiles[0] && tiles[1] &&
1698 (tiles[0]->flags & F_TILE_ASSOC) &&
1699 (tiles[1]->flags & F_TILE_ASSOC) &&
1700 (tiles[0]->dotx != tiles[1]->dotx ||
1701 tiles[0]->doty != tiles[1]->doty)) {
1702 /* No edge, but the two adjacent tiles are both
1703 * associated with different dots; add the edge. */
1704 solvep(("%*sSetting edge %d,%d - tiles different dots.\n",
1705 solver_recurse_depth*4, "", edge->x, edge->y));
1706 edge->flags |= F_EDGE_SET;
1707 didsth = 1;
1708 }
1709
1710 if (!(edge->flags & F_EDGE_SET)) return didsth;
1711 for (n = 0; n < 2; n++) {
1712 if (!tiles[n]) continue;
1713 assert(tiles[n]->type == s_tile);
1714 if (!(tiles[n]->flags & F_TILE_ASSOC)) continue;
1715
1716 tile_opp = tile_opposite(state, tiles[n]);
1717 if (!tile_opp) {
1718 solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d"
1719 " with no opposite.\n",
1720 solver_recurse_depth*4, "",
1721 edge->x, edge->y, tiles[n]->x, tiles[n]->y));
1722 /* edge of tile has no opposite edge (off grid?);
1723 * this is impossible. */
1724 return -1;
1725 }
1726
1727 dx = tiles[n]->x - edge->x;
1728 dy = tiles[n]->y - edge->y;
1729 assert(INGRID(state, tile_opp->x+dx, tile_opp->y+dy));
1730 edge_opp = &SPACE(state, tile_opp->x+dx, tile_opp->y+dy);
1731 if (!(edge_opp->flags & F_EDGE_SET)) {
1732 solvep(("%*sSetting edge %d,%d as opposite %d,%d\n",
1733 solver_recurse_depth*4, "",
1734 tile_opp->x-dx, tile_opp->y-dy, edge->x, edge->y));
1735 edge_opp->flags |= F_EDGE_SET;
1736 didsth = 1;
1737 }
1738 }
1739 return didsth;
1740 }
1741
1742 static int solver_spaces_oneposs_cb(game_state *state, space *tile, void *ctx)
1743 {
1744 int n, eset, ret;
1745 struct space *edgeadj[4], *tileadj[4];
1746 int dotx, doty;
1747
1748 assert(tile->type == s_tile);
1749 if (tile->flags & F_TILE_ASSOC) return 0;
1750
1751 adjacencies(state, tile, edgeadj, tileadj);
1752
1753 /* Empty tile. If each edge is either set, or associated with
1754 * the same dot, we must also associate with dot. */
1755 eset = 0; dotx = -1; doty = -1;
1756 for (n = 0; n < 4; n++) {
1757 assert(edgeadj[n]);
1758 assert(edgeadj[n]->type == s_edge);
1759 if (edgeadj[n]->flags & F_EDGE_SET) {
1760 eset++;
1761 } else {
1762 assert(tileadj[n]);
1763 assert(tileadj[n]->type == s_tile);
1764
1765 /* If an adjacent tile is empty we can't make any deductions.*/
1766 if (!(tileadj[n]->flags & F_TILE_ASSOC))
1767 return 0;
1768
1769 /* If an adjacent tile is assoc. with a different dot
1770 * we can't make any deductions. */
1771 if (dotx != -1 && doty != -1 &&
1772 (tileadj[n]->dotx != dotx ||
1773 tileadj[n]->doty != doty))
1774 return 0;
1775
1776 dotx = tileadj[n]->dotx;
1777 doty = tileadj[n]->doty;
1778 }
1779 }
1780 if (eset == 4) {
1781 solvep(("%*simpossible: empty tile %d,%d has 4 edges\n",
1782 solver_recurse_depth*4, "",
1783 tile->x, tile->y));
1784 return -1;
1785 }
1786 assert(dotx != -1 && doty != -1);
1787
1788 ret = solver_add_assoc(state, tile, dotx, doty, "rest are edges");
1789 if (ret == -1) return -1;
1790 assert(ret != 0); /* really should have done something. */
1791
1792 return 1;
1793 }
1794
1795 /* Improved algorithm for tracking line-of-sight from dots, and not spaces.
1796 *
1797 * The solver_ctx already stores a list of dots: the algorithm proceeds by
1798 * expanding outwards from each dot in turn, expanding first to the boundary
1799 * of its currently-connected tile and then to all empty tiles that could see
1800 * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker.
1801 *
1802 * Expansion will happen by (symmetrically opposite) pairs of squares; if
1803 * a square hasn't an opposite number there's no point trying to expand through
1804 * it. Empty tiles will therefore also be tagged in pairs.
1805 *
1806 * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot,
1807 * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag)
1808 * because we're looking for single-dot possibilities.
1809 *
1810 * Once we've gone through all the dots, any which still have a 'can see dot'
1811 * tag get associated with that dot (because it must have been the only one);
1812 * any without any tag (i.e. that could see _no_ dots) cause an impossibility
1813 * marked.
1814 *
1815 * The expansion will happen each time with a stored list of (space *) pairs,
1816 * rather than a mark-and-sweep idea; that's horrifically inefficient.
1817 *
1818 * expansion algorithm:
1819 *
1820 * * allocate list of (space *) the size of s->sx*s->sy.
1821 * * allocate second grid for (flags, dotx, doty) size of sx*sy.
1822 *
1823 * clear second grid (flags = 0, all dotx and doty = 0)
1824 * flags: F_REACHABLE, F_MULTIPLE
1825 *
1826 *
1827 * * for each dot, start with one pair of tiles that are associated with it --
1828 * * vertex --> (dx+1, dy+1), (dx-1, dy-1)
1829 * * edge --> (adj1, adj2)
1830 * * tile --> (tile, tile) ???
1831 * * mark that pair of tiles with F_MARK, clear all other F_MARKs.
1832 * * add two tiles to start of list.
1833 *
1834 * set start = 0, end = next = 2
1835 *
1836 * from (start to end-1, step 2) {
1837 * * we have two tiles (t1, t2), opposites wrt our dot.
1838 * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge):
1839 * * work out at2 as the opposite to at1
1840 * * assert at1 and at2 have the same F_MARK values.
1841 * * if at1 & F_MARK ignore it (we've been there on a previous sweep)
1842 * * if either are associated with a different dot
1843 * * mark both with F_MARK (so we ignore them later)
1844 * * otherwise (assoc. with our dot, or empty):
1845 * * mark both with F_MARK
1846 * * add their space * values to the end of the list, set next += 2.
1847 * }
1848 *
1849 * if (end == next)
1850 * * we didn't add any new squares; exit the loop.
1851 * else
1852 * * set start = next+1, end = next. go round again
1853 *
1854 * We've finished expanding from the dot. Now, for each square we have
1855 * in our list (--> each square with F_MARK):
1856 * * if the tile is empty:
1857 * * if F_REACHABLE was already set
1858 * * set F_MULTIPLE
1859 * * otherwise
1860 * * set F_REACHABLE, set dotx and doty to our dot.
1861 *
1862 * Then, continue the whole thing for each dot in turn.
1863 *
1864 * Once we've done for each dot, go through the entire grid looking for
1865 * empty tiles: for each empty tile:
1866 * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double)
1867 * if !F_REACHABLE, return as impossible.
1868 *
1869 */
1870
1871 /* Returns 1 if this tile is either already associated with this dot,
1872 * or blank. */
1873 static int solver_expand_checkdot(space *tile, space *dot)
1874 {
1875 if (!(tile->flags & F_TILE_ASSOC)) return 1;
1876 if (tile->dotx == dot->x && tile->doty == dot->y) return 1;
1877 return 0;
1878 }
1879
1880 static void solver_expand_fromdot(game_state *state, space *dot, solver_ctx *sctx)
1881 {
1882 int i, j, x, y, start, end, next;
1883 space *sp;
1884
1885 /* Clear the grid of the (space) flags we'll use. */
1886
1887 /* This is well optimised; analysis showed that:
1888 for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK;
1889 took up ~85% of the total function time! */
1890 for (y = 1; y < state->sy; y += 2) {
1891 sp = &SPACE(state, 1, y);
1892 for (x = 1; x < state->sx; x += 2, sp += 2)
1893 sp->flags &= ~F_MARK;
1894 }
1895
1896 /* Seed the list of marked squares with two that must be associated
1897 * with our dot (possibly the same space) */
1898 if (dot->type == s_tile) {
1899 sctx->scratch[0] = sctx->scratch[1] = dot;
1900 } else if (dot->type == s_edge) {
1901 tiles_from_edge(state, dot, sctx->scratch);
1902 } else if (dot->type == s_vertex) {
1903 /* pick two of the opposite ones arbitrarily. */
1904 sctx->scratch[0] = &SPACE(state, dot->x-1, dot->y-1);
1905 sctx->scratch[1] = &SPACE(state, dot->x+1, dot->y+1);
1906 }
1907 assert(sctx->scratch[0]->flags & F_TILE_ASSOC);
1908 assert(sctx->scratch[1]->flags & F_TILE_ASSOC);
1909
1910 sctx->scratch[0]->flags |= F_MARK;
1911 sctx->scratch[1]->flags |= F_MARK;
1912
1913 debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n",
1914 solver_recurse_depth*4, "", dot->x, dot->y,
1915 sctx->scratch[0]->x, sctx->scratch[0]->y,
1916 sctx->scratch[1]->x, sctx->scratch[1]->y));
1917
1918 start = 0; end = 2; next = 2;
1919
1920 expand:
1921 debug(("%*sexpand: start %d, end %d, next %d\n",
1922 solver_recurse_depth*4, "", start, end, next));
1923 for (i = start; i < end; i += 2) {
1924 space *t1 = sctx->scratch[i]/*, *t2 = sctx->scratch[i+1]*/;
1925 space *edges[4], *tileadj[4], *tileadj2;
1926
1927 adjacencies(state, t1, edges, tileadj);
1928
1929 for (j = 0; j < 4; j++) {
1930 assert(edges[j]);
1931 if (edges[j]->flags & F_EDGE_SET) continue;
1932 assert(tileadj[j]);
1933
1934 if (tileadj[j]->flags & F_MARK) continue; /* seen before. */
1935
1936 /* We have a tile adjacent to t1; find its opposite. */
1937 tileadj2 = space_opposite_dot(state, tileadj[j], dot);
1938 if (!tileadj2) {
1939 debug(("%*sMarking %d,%d, no opposite.\n",
1940 solver_recurse_depth*4, "",
1941 tileadj[j]->x, tileadj[j]->y));
1942 tileadj[j]->flags |= F_MARK;
1943 continue; /* no opposite, so mark for next time. */
1944 }
1945 /* If the tile had an opposite we should have either seen both of
1946 * these, or neither of these, before. */
1947 assert(!(tileadj2->flags & F_MARK));
1948
1949 if (solver_expand_checkdot(tileadj[j], dot) &&
1950 solver_expand_checkdot(tileadj2, dot)) {
1951 /* Both tiles could associate with this dot; add them to
1952 * our list. */
1953 debug(("%*sAdding %d,%d and %d,%d to possibles list.\n",
1954 solver_recurse_depth*4, "",
1955 tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y));
1956 sctx->scratch[next++] = tileadj[j];
1957 sctx->scratch[next++] = tileadj2;
1958 }
1959 /* Either way, we've seen these tiles already so mark them. */
1960 debug(("%*sMarking %d,%d and %d,%d.\n",
1961 solver_recurse_depth*4, "",
1962 tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y));
1963 tileadj[j]->flags |= F_MARK;
1964 tileadj2->flags |= F_MARK;
1965 }
1966 }
1967 if (next > end) {
1968 /* We added more squares; go back and try again. */
1969 start = end; end = next; goto expand;
1970 }
1971
1972 /* We've expanded as far as we can go. Now we update the main flags
1973 * on all tiles we've expanded into -- if they were empty, we have
1974 * found possible associations for this dot. */
1975 for (i = 0; i < end; i++) {
1976 if (sctx->scratch[i]->flags & F_TILE_ASSOC) continue;
1977 if (sctx->scratch[i]->flags & F_REACHABLE) {
1978 /* This is (at least) the second dot this tile could
1979 * associate with. */
1980 debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n",
1981 solver_recurse_depth*4, "",
1982 sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y));
1983 sctx->scratch[i]->flags |= F_MULTIPLE;
1984 } else {
1985 /* This is the first (possibly only) dot. */
1986 debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n",
1987 solver_recurse_depth*4, "",
1988 sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y));
1989 sctx->scratch[i]->flags |= F_REACHABLE;
1990 sctx->scratch[i]->dotx = dot->x;
1991 sctx->scratch[i]->doty = dot->y;
1992 }
1993 }
1994 dbg_state(state);
1995 }
1996
1997 static int solver_expand_postcb(game_state *state, space *tile, void *ctx)
1998 {
1999 assert(tile->type == s_tile);
2000
2001 if (tile->flags & F_TILE_ASSOC) return 0;
2002
2003 if (!(tile->flags & F_REACHABLE)) {
2004 solvep(("%*simpossible: space (%d,%d) can reach no dots.\n",
2005 solver_recurse_depth*4, "", tile->x, tile->y));
2006 return -1;
2007 }
2008 if (tile->flags & F_MULTIPLE) return 0;
2009
2010 return solver_add_assoc(state, tile, tile->dotx, tile->doty,
2011 "single possible dot after expansion");
2012 }
2013
2014 static int solver_expand_dots(game_state *state, solver_ctx *sctx)
2015 {
2016 int i;
2017
2018 for (i = 0; i < sctx->sz; i++)
2019 state->grid[i].flags &= ~(F_REACHABLE|F_MULTIPLE);
2020
2021 for (i = 0; i < state->ndots; i++)
2022 solver_expand_fromdot(state, state->dots[i], sctx);
2023
2024 return foreach_tile(state, solver_expand_postcb, IMPOSSIBLE_QUITS, sctx);
2025 }
2026
2027 struct recurse_ctx {
2028 space *best;
2029 int bestn;
2030 };
2031
2032 static int solver_recurse_cb(game_state *state, space *tile, void *ctx)
2033 {
2034 struct recurse_ctx *rctx = (struct recurse_ctx *)ctx;
2035 int i, n = 0;
2036
2037 assert(tile->type == s_tile);
2038 if (tile->flags & F_TILE_ASSOC) return 0;
2039
2040 /* We're unassociated: count up all the dots we could associate with. */
2041 for (i = 0; i < state->ndots; i++) {
2042 if (dotfortile(state, tile, state->dots[i]))
2043 n++;
2044 }
2045 if (n > rctx->bestn) {
2046 rctx->bestn = n;
2047 rctx->best = tile;
2048 }
2049 return 0;
2050 }
2051
2052 static int solver_state(game_state *state, int maxdiff);
2053
2054 #define MAXRECURSE 5
2055
2056 static int solver_recurse(game_state *state, int maxdiff)
2057 {
2058 int diff = DIFF_IMPOSSIBLE, ret, n, gsz = state->sx * state->sy;
2059 space *ingrid, *outgrid = NULL, *bestopp;
2060 struct recurse_ctx rctx;
2061
2062 if (solver_recurse_depth >= MAXRECURSE) {
2063 solvep(("Limiting recursion to %d, returning.", MAXRECURSE));
2064 return DIFF_UNFINISHED;
2065 }
2066
2067 /* Work out the cell to recurse on; go through all unassociated tiles
2068 * and find which one has the most possible dots it could associate
2069 * with. */
2070 rctx.best = NULL;
2071 rctx.bestn = 0;
2072
2073 foreach_tile(state, solver_recurse_cb, 0, &rctx);
2074 if (rctx.bestn == 0) return DIFF_IMPOSSIBLE; /* or assert? */
2075 assert(rctx.best);
2076
2077 solvep(("%*sRecursing around %d,%d, with %d possible dots.\n",
2078 solver_recurse_depth*4, "",
2079 rctx.best->x, rctx.best->y, rctx.bestn));
2080
2081 #ifdef STANDALONE_SOLVER
2082 solver_recurse_depth++;
2083 #endif
2084
2085 ingrid = snewn(gsz, struct space);
2086 memcpy(ingrid, state->grid, gsz * sizeof(struct space));
2087
2088 for (n = 0; n < state->ndots; n++) {
2089 memcpy(state->grid, ingrid, gsz * sizeof(struct space));
2090
2091 if (!dotfortile(state, rctx.best, state->dots[n])) continue;
2092
2093 /* set cell (temporarily) pointing to that dot. */
2094 solver_add_assoc(state, rctx.best,
2095 state->dots[n]->x, state->dots[n]->y,
2096 "Attempting for recursion");
2097
2098 ret = solver_state(state, maxdiff);
2099
2100 if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE) {
2101 /* we found our first solved grid; copy it away. */
2102 assert(!outgrid);
2103 outgrid = snewn(gsz, struct space);
2104 memcpy(outgrid, state->grid, gsz * sizeof(struct space));
2105 }
2106 /* reset cell back to unassociated. */
2107 bestopp = tile_opposite(state, rctx.best);
2108 assert(bestopp && bestopp->flags & F_TILE_ASSOC);
2109
2110 remove_assoc(state, rctx.best);
2111 remove_assoc(state, bestopp);
2112
2113 if (ret == DIFF_AMBIGUOUS || ret == DIFF_UNFINISHED)
2114 diff = ret;
2115 else if (ret == DIFF_IMPOSSIBLE)
2116 /* no change */;
2117 else {
2118 /* precisely one solution */
2119 if (diff == DIFF_IMPOSSIBLE)
2120 diff = DIFF_UNREASONABLE;
2121 else
2122 diff = DIFF_AMBIGUOUS;
2123 }
2124 /* if we've found >1 solution, or ran out of recursion,
2125 * give up immediately. */
2126 if (diff == DIFF_AMBIGUOUS || diff == DIFF_UNFINISHED)
2127 break;
2128 }
2129
2130 #ifdef STANDALONE_SOLVER
2131 solver_recurse_depth--;
2132 #endif
2133
2134 if (outgrid) {
2135 /* we found (at least one) soln; copy it back to state */
2136 memcpy(state->grid, outgrid, gsz * sizeof(struct space));
2137 sfree(outgrid);
2138 }
2139 sfree(ingrid);
2140 return diff;
2141 }
2142
2143 static int solver_state(game_state *state, int maxdiff)
2144 {
2145 solver_ctx *sctx = new_solver(state);
2146 int ret, diff = DIFF_NORMAL;
2147
2148 #ifdef STANDALONE_PICTURE_GENERATOR
2149 /* hack, hack: set picture to NULL during solving so that add_assoc
2150 * won't complain when we attempt recursive guessing and guess wrong */
2151 int *savepic = picture;
2152 picture = NULL;
2153 #endif
2154
2155 ret = solver_obvious(state);
2156 if (ret < 0) {
2157 diff = DIFF_IMPOSSIBLE;
2158 goto got_result;
2159 }
2160
2161 #define CHECKRET(d) do { \
2162 if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \
2163 if (ret > 0) { diff = max(diff, (d)); goto cont; } \
2164 } while(0)
2165
2166 while (1) {
2167 cont:
2168 ret = foreach_edge(state, solver_lines_opposite_cb,
2169 IMPOSSIBLE_QUITS, sctx);
2170 CHECKRET(DIFF_NORMAL);
2171
2172 ret = foreach_tile(state, solver_spaces_oneposs_cb,
2173 IMPOSSIBLE_QUITS, sctx);
2174 CHECKRET(DIFF_NORMAL);
2175
2176 ret = solver_expand_dots(state, sctx);
2177 CHECKRET(DIFF_NORMAL);
2178
2179 if (maxdiff <= DIFF_NORMAL)
2180 break;
2181
2182 /* harder still? */
2183
2184 /* if we reach here, we've made no deductions, so we terminate. */
2185 break;
2186 }
2187
2188 if (check_complete(state, NULL, NULL)) goto got_result;
2189
2190 diff = (maxdiff >= DIFF_UNREASONABLE) ?
2191 solver_recurse(state, maxdiff) : DIFF_UNFINISHED;
2192
2193 got_result:
2194 free_solver(sctx);
2195 #ifndef STANDALONE_SOLVER
2196 debug(("solver_state ends, diff %s:\n", galaxies_diffnames[diff]));
2197 dbg_state(state);
2198 #endif
2199
2200 #ifdef STANDALONE_PICTURE_GENERATOR
2201 picture = savepic;
2202 #endif
2203
2204 return diff;
2205 }
2206
2207 #ifndef EDITOR
2208 static char *solve_game(game_state *state, game_state *currstate,
2209 char *aux, char **error)
2210 {
2211 game_state *tosolve;
2212 char *ret;
2213 int i;
2214 int diff;
2215
2216 tosolve = dup_game(currstate);
2217 diff = solver_state(tosolve, DIFF_UNREASONABLE);
2218 if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) {
2219 debug(("solve_game solved with current state.\n"));
2220 goto solved;
2221 }
2222 free_game(tosolve);
2223
2224 tosolve = dup_game(state);
2225 diff = solver_state(tosolve, DIFF_UNREASONABLE);
2226 if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) {
2227 debug(("solve_game solved with original state.\n"));
2228 goto solved;
2229 }
2230 free_game(tosolve);
2231
2232 return NULL;
2233
2234 solved:
2235 /*
2236 * Clear tile associations: the solution will only include the
2237 * edges.
2238 */
2239 for (i = 0; i < tosolve->sx*tosolve->sy; i++)
2240 tosolve->grid[i].flags &= ~F_TILE_ASSOC;
2241 ret = diff_game(currstate, tosolve, 1);
2242 free_game(tosolve);
2243 return ret;
2244 }
2245 #endif
2246
2247 /* ----------------------------------------------------------
2248 * User interface.
2249 */
2250
2251 struct game_ui {
2252 int dragging;
2253 int dx, dy; /* pixel coords of drag pos. */
2254 int dotx, doty; /* grid coords of dot we're dragging from. */
2255 int srcx, srcy; /* grid coords of drag start */
2256 };
2257
2258 static game_ui *new_ui(game_state *state)
2259 {
2260 game_ui *ui = snew(game_ui);
2261 ui->dragging = FALSE;
2262 return ui;
2263 }
2264
2265 static void free_ui(game_ui *ui)
2266 {
2267 sfree(ui);
2268 }
2269
2270 static char *encode_ui(game_ui *ui)
2271 {
2272 return NULL;
2273 }
2274
2275 static void decode_ui(game_ui *ui, char *encoding)
2276 {
2277 }
2278
2279 static void game_changed_state(game_ui *ui, game_state *oldstate,
2280 game_state *newstate)
2281 {
2282 }
2283
2284 #define FLASH_TIME 0.15F
2285
2286 #define PREFERRED_TILE_SIZE 32
2287 #define TILE_SIZE (ds->tilesize)
2288 #define DOT_SIZE (TILE_SIZE / 4)
2289 #define EDGE_THICKNESS (max(TILE_SIZE / 16, 2))
2290 #define BORDER TILE_SIZE
2291
2292 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
2293 #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER )
2294 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
2295
2296 #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
2297 #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
2298
2299 struct game_drawstate {
2300 int started;
2301 int w, h;
2302 int tilesize;
2303 unsigned long *grid;
2304 int *dx, *dy;
2305 blitter *bl;
2306
2307 int dragging, dragx, dragy;
2308
2309 int *colour_scratch;
2310 };
2311
2312 #define CORNER_TOLERANCE 0.15F
2313 #define CENTRE_TOLERANCE 0.15F
2314
2315 /*
2316 * Round FP coordinates to the centre of the nearest edge.
2317 */
2318 #ifndef EDITOR
2319 static void coord_round_to_edge(float x, float y, int *xr, int *yr)
2320 {
2321 float xs, ys, xv, yv, dx, dy;
2322
2323 /*
2324 * Find the nearest square-centre.
2325 */
2326 xs = (float)floor(x) + 0.5F;
2327 ys = (float)floor(y) + 0.5F;
2328
2329 /*
2330 * Find the nearest grid vertex.
2331 */
2332 xv = (float)floor(x + 0.5F);
2333 yv = (float)floor(y + 0.5F);
2334
2335 /*
2336 * Determine whether the horizontal or vertical edge from that
2337 * vertex alongside that square is closer to us, by comparing
2338 * distances from the square cente.
2339 */
2340 dx = (float)fabs(x - xs);
2341 dy = (float)fabs(y - ys);
2342 if (dx > dy) {
2343 /* Vertical edge: x-coord of corner,
2344 * y-coord of square centre. */
2345 *xr = 2 * (int)xv;
2346 *yr = 1 + 2 * (int)floor(ys);
2347 } else {
2348 /* Horizontal edge: x-coord of square centre,
2349 * y-coord of corner. */
2350 *xr = 1 + 2 * (int)floor(xs);
2351 *yr = 2 * (int)yv;
2352 }
2353 }
2354 #endif
2355
2356 #ifdef EDITOR
2357 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2358 int x, int y, int button)
2359 {
2360 char buf[80];
2361 int px, py;
2362 struct space *sp;
2363
2364 px = 2*FROMCOORD((float)x) + 0.5;
2365 py = 2*FROMCOORD((float)y) + 0.5;
2366
2367 state->cdiff = -1;
2368
2369 if (button == 'C' || button == 'c') return dupstr("C");
2370
2371 if (button == 'S' || button == 's') {
2372 char *ret;
2373 game_state *tmp = dup_game(state);
2374 state->cdiff = solver_state(tmp, DIFF_UNREASONABLE-1);
2375 ret = diff_game(state, tmp, 0);
2376 free_game(tmp);
2377 return ret;
2378 }
2379
2380 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2381 if (!INUI(state, px, py)) return NULL;
2382 sp = &SPACE(state, px, py);
2383 if (!dot_is_possible(state, sp, 1)) return NULL;
2384 sprintf(buf, "%c%d,%d",
2385 (char)((button == LEFT_BUTTON) ? 'D' : 'd'), px, py);
2386 return dupstr(buf);
2387 }
2388
2389 return NULL;
2390 }
2391 #else
2392 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2393 int x, int y, int button)
2394 {
2395 /* UI operations (play mode):
2396 *
2397 * Toggle edge (set/unset) (left-click on edge)
2398 * Associate space with dot (left-drag from dot)
2399 * Unassociate space (left-drag from space off grid)
2400 * Autofill lines around shape? (right-click?)
2401 *
2402 * (edit mode; will clear all lines/associations)
2403 *
2404 * Add or remove dot (left-click)
2405 */
2406 char buf[80];
2407 const char *sep;
2408 int px, py;
2409 struct space *sp, *dot;
2410
2411 if (button == 'H' || button == 'h') {
2412 char *ret;
2413 game_state *tmp = dup_game(state);
2414 solver_obvious(tmp);
2415 ret = diff_game(state, tmp, 0);
2416 free_game(tmp);
2417 return ret;
2418 }
2419
2420 if (button == LEFT_BUTTON) {
2421 coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y),
2422 &px, &py);
2423
2424 if (!INUI(state, px, py)) return NULL;
2425
2426 sp = &SPACE(state, px, py);
2427 assert(sp->type == s_edge);
2428 {
2429 sprintf(buf, "E%d,%d", px, py);
2430 return dupstr(buf);
2431 }
2432 } else if (button == RIGHT_BUTTON) {
2433 int px1, py1;
2434
2435 px = (int)(2*FROMCOORD((float)x) + 0.5);
2436 py = (int)(2*FROMCOORD((float)y) + 0.5);
2437
2438 dot = NULL;
2439
2440 /*
2441 * If there's a dot anywhere nearby, we pick up an arrow
2442 * pointing at that dot.
2443 */
2444 for (py1 = py-1; py1 <= py+1; py1++)
2445 for (px1 = px-1; px1 <= px+1; px1++) {
2446 if (px1 >= 0 && px1 < state->sx &&
2447 py1 >= 0 && py1 < state->sy &&
2448 x >= SCOORD(px1-1) && x < SCOORD(px1+1) &&
2449 y >= SCOORD(py1-1) && y < SCOORD(py1+1) &&
2450 SPACE(state, px1, py1).flags & F_DOT) {
2451 /*
2452 * Found a dot. Begin a drag from it.
2453 */
2454 dot = &SPACE(state, px1, py1);
2455 ui->srcx = px1;
2456 ui->srcy = py1;
2457 goto done; /* multi-level break */
2458 }
2459 }
2460
2461 /*
2462 * Otherwise, find the nearest _square_, and pick up the
2463 * same arrow as it's got on it, if any.
2464 */
2465 if (!dot) {
2466 px = 2*FROMCOORD(x+TILE_SIZE) - 1;
2467 py = 2*FROMCOORD(y+TILE_SIZE) - 1;
2468 if (px >= 0 && px < state->sx && py >= 0 && py < state->sy) {
2469 sp = &SPACE(state, px, py);
2470 if (sp->flags & F_TILE_ASSOC) {
2471 dot = &SPACE(state, sp->dotx, sp->doty);
2472 ui->srcx = px;
2473 ui->srcy = py;
2474 }
2475 }
2476 }
2477
2478 done:
2479 /*
2480 * Now, if we've managed to find a dot, begin a drag.
2481 */
2482 if (dot) {
2483 ui->dragging = TRUE;
2484 ui->dx = x;
2485 ui->dy = y;
2486 ui->dotx = dot->x;
2487 ui->doty = dot->y;
2488 return "";
2489 }
2490 } else if (button == RIGHT_DRAG && ui->dragging) {
2491 /* just move the drag coords. */
2492 ui->dx = x;
2493 ui->dy = y;
2494 return "";
2495 } else if (button == RIGHT_RELEASE && ui->dragging) {
2496 ui->dragging = FALSE;
2497
2498 /*
2499 * Drags are always targeted at a single square.
2500 */
2501 px = 2*FROMCOORD(x+TILE_SIZE) - 1;
2502 py = 2*FROMCOORD(y+TILE_SIZE) - 1;
2503
2504 /*
2505 * Dragging an arrow on to the same square it started from
2506 * is a null move; just update the ui and finish.
2507 */
2508 if (px == ui->srcx && py == ui->srcy)
2509 return "";
2510
2511 sep = "";
2512 buf[0] = '\0';
2513
2514 /*
2515 * Otherwise, we remove the arrow from its starting
2516 * square if we didn't start from a dot...
2517 */
2518 if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
2519 SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
2520 sprintf(buf + strlen(buf), "%sU%d,%d", sep, ui->srcx, ui->srcy);
2521 sep = ";";
2522 }
2523
2524 /*
2525 * ... and if the square we're moving it _to_ is valid, we
2526 * add one there instead.
2527 */
2528 if (INUI(state, px, py)) {
2529 sp = &SPACE(state, px, py);
2530
2531 if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC))
2532 sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
2533 sep, px, py, ui->dotx, ui->doty);
2534 }
2535
2536 if (buf[0])
2537 return dupstr(buf);
2538 else
2539 return "";
2540 }
2541
2542 return NULL;
2543 }
2544 #endif
2545
2546 static int check_complete(game_state *state, int *dsf, int *colours)
2547 {
2548 int w = state->w, h = state->h;
2549 int x, y, i, ret;
2550
2551 int free_dsf;
2552 struct sqdata {
2553 int minx, miny, maxx, maxy;
2554 int cx, cy;
2555 int valid, colour;
2556 } *sqdata;
2557
2558 if (!dsf) {
2559 dsf = snew_dsf(w*h);
2560 free_dsf = TRUE;
2561 } else {
2562 dsf_init(dsf, w*h);
2563 free_dsf = FALSE;
2564 }
2565
2566 /*
2567 * During actual game play, completion checking is done on the
2568 * basis of the edges rather than the square associations. So
2569 * first we must go through the grid figuring out the connected
2570 * components into which the edges divide it.
2571 */
2572 for (y = 0; y < h; y++)
2573 for (x = 0; x < w; x++) {
2574 if (y+1 < h && !(SPACE(state, 2*x+1, 2*y+2).flags & F_EDGE_SET))
2575 dsf_merge(dsf, y*w+x, (y+1)*w+x);
2576 if (x+1 < w && !(SPACE(state, 2*x+2, 2*y+1).flags & F_EDGE_SET))
2577 dsf_merge(dsf, y*w+x, y*w+(x+1));
2578 }
2579
2580 /*
2581 * That gives us our connected components. Now, for each
2582 * component, decide whether it's _valid_. A valid component is
2583 * one which:
2584 *
2585 * - is 180-degree rotationally symmetric
2586 * - has a dot at its centre of symmetry
2587 * - has no other dots anywhere within it (including on its
2588 * boundary)
2589 * - contains no internal edges (i.e. edges separating two
2590 * squares which are both part of the component).
2591 */
2592
2593 /*
2594 * First, go through the grid finding the bounding box of each
2595 * component.
2596 */
2597 sqdata = snewn(w*h, struct sqdata);
2598 for (i = 0; i < w*h; i++) {
2599 sqdata[i].minx = w+1;
2600 sqdata[i].miny = h+1;
2601 sqdata[i].maxx = sqdata[i].maxy = -1;
2602 sqdata[i].valid = FALSE;
2603 }
2604 for (y = 0; y < h; y++)
2605 for (x = 0; x < w; x++) {
2606 i = dsf_canonify(dsf, y*w+x);
2607 if (sqdata[i].minx > x)
2608 sqdata[i].minx = x;
2609 if (sqdata[i].maxx < x)
2610 sqdata[i].maxx = x;
2611 if (sqdata[i].miny > y)
2612 sqdata[i].miny = y;
2613 if (sqdata[i].maxy < y)
2614 sqdata[i].maxy = y;
2615 sqdata[i].valid = TRUE;
2616 }
2617
2618 /*
2619 * Now we're in a position to loop over each actual component
2620 * and figure out where its centre of symmetry has to be if
2621 * it's anywhere.
2622 */
2623 for (i = 0; i < w*h; i++)
2624 if (sqdata[i].valid) {
2625 sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1;
2626 sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1;
2627 if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT))
2628 sqdata[i].valid = FALSE; /* no dot at centre of symmetry */
2629 if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK)
2630 sqdata[i].colour = 2;
2631 else
2632 sqdata[i].colour = 1;
2633 }
2634
2635 /*
2636 * Now we loop over the whole grid again, this time finding
2637 * extraneous dots (any dot which wholly or partially overlaps
2638 * a square and is not at the centre of symmetry of that
2639 * square's component disqualifies the component from validity)
2640 * and extraneous edges (any edge separating two squares
2641 * belonging to the same component also disqualifies that
2642 * component).
2643 */
2644 for (y = 1; y < state->sy-1; y++)
2645 for (x = 1; x < state->sx-1; x++) {
2646 space *sp = &SPACE(state, x, y);
2647
2648 if (sp->flags & F_DOT) {
2649 /*
2650 * There's a dot here. Use it to disqualify any
2651 * component which deserves it.
2652 */
2653 int cx, cy;
2654 for (cy = (y-1) >> 1; cy <= y >> 1; cy++)
2655 for (cx = (x-1) >> 1; cx <= x >> 1; cx++) {
2656 i = dsf_canonify(dsf, cy*w+cx);
2657 if (x != sqdata[i].cx || y != sqdata[i].cy)
2658 sqdata[i].valid = FALSE;
2659 }
2660 }
2661
2662 if (sp->flags & F_EDGE_SET) {
2663 /*
2664 * There's an edge here. Use it to disqualify a
2665 * component if necessary.
2666 */
2667 int cx1 = (x-1) >> 1, cx2 = x >> 1;
2668 int cy1 = (y-1) >> 1, cy2 = y >> 1;
2669 assert((cx1==cx2) ^ (cy1==cy2));
2670 i = dsf_canonify(dsf, cy1*w+cx1);
2671 if (i == dsf_canonify(dsf, cy2*w+cx2))
2672 sqdata[i].valid = FALSE;
2673 }
2674 }
2675
2676 /*
2677 * And finally we test rotational symmetry: for each square in
2678 * the grid, find which component it's in, test that that
2679 * component also has a square in the symmetric position, and
2680 * disqualify it if it doesn't.
2681 */
2682 for (y = 0; y < h; y++)
2683 for (x = 0; x < w; x++) {
2684 int x2, y2;
2685
2686 i = dsf_canonify(dsf, y*w+x);
2687
2688 x2 = sqdata[i].cx - 1 - x;
2689 y2 = sqdata[i].cy - 1 - y;
2690 if (i != dsf_canonify(dsf, y2*w+x2))
2691 sqdata[i].valid = FALSE;
2692 }
2693
2694 /*
2695 * That's it. We now have all the connected components marked
2696 * as valid or not valid. So now we return a `colours' array if
2697 * we were asked for one, and also we return an overall
2698 * true/false value depending on whether _every_ square in the
2699 * grid is part of a valid component.
2700 */
2701 ret = TRUE;
2702 for (i = 0; i < w*h; i++) {
2703 int ci = dsf_canonify(dsf, i);
2704 int thisok = sqdata[ci].valid;
2705 if (colours)
2706 colours[i] = thisok ? sqdata[ci].colour : 0;
2707 ret = ret && thisok;
2708 }
2709
2710 sfree(sqdata);
2711 if (free_dsf)
2712 sfree(dsf);
2713
2714 return ret;
2715 }
2716
2717 static game_state *execute_move(game_state *state, char *move)
2718 {
2719 int x, y, ax, ay, n, dx, dy;
2720 game_state *ret = dup_game(state);
2721 struct space *sp, *dot;
2722
2723 debug(("%s\n", move));
2724
2725 while (*move) {
2726 char c = *move;
2727 if (c == 'E' || c == 'U' || c == 'M'
2728 #ifdef EDITOR
2729 || c == 'D' || c == 'd'
2730 #endif
2731 ) {
2732 move++;
2733 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
2734 !INUI(state, x, y))
2735 goto badmove;
2736
2737 sp = &SPACE(ret, x, y);
2738 #ifdef EDITOR
2739 if (c == 'D' || c == 'd') {
2740 unsigned int currf, newf, maskf;
2741
2742 if (!dot_is_possible(state, sp, 1)) goto badmove;
2743
2744 newf = F_DOT | (c == 'd' ? F_DOT_BLACK : 0);
2745 currf = GRID(ret, grid, x, y).flags;
2746 maskf = F_DOT | F_DOT_BLACK;
2747 /* if we clicked 'white dot':
2748 * white --> empty, empty --> white, black --> white.
2749 * if we clicker 'black dot':
2750 * black --> empty, empty --> black, white --> black.
2751 */
2752 if (currf & maskf) {
2753 sp->flags &= ~maskf;
2754 if ((currf & maskf) != newf)
2755 sp->flags |= newf;
2756 } else
2757 sp->flags |= newf;
2758 sp->nassoc = 0; /* edit-mode disallows associations. */
2759 game_update_dots(ret);
2760 } else
2761 #endif
2762 if (c == 'E') {
2763 if (sp->type != s_edge) goto badmove;
2764 sp->flags ^= F_EDGE_SET;
2765 } else if (c == 'U') {
2766 if (sp->type != s_tile || !(sp->flags & F_TILE_ASSOC))
2767 goto badmove;
2768 remove_assoc(ret, sp);
2769 } else if (c == 'M') {
2770 if (!(sp->flags & F_DOT)) goto badmove;
2771 sp->flags ^= F_DOT_HOLD;
2772 }
2773 move += n;
2774 } else if (c == 'A' || c == 'a') {
2775 move++;
2776 if (sscanf(move, "%d,%d,%d,%d%n", &x, &y, &ax, &ay, &n) != 4 ||
2777 x < 1 || y < 1 || x >= (state->sx-1) || y >= (state->sy-1) ||
2778 ax < 1 || ay < 1 || ax >= (state->sx-1) || ay >= (state->sy-1))
2779 goto badmove;
2780
2781 dot = &GRID(ret, grid, ax, ay);
2782 if (!(dot->flags & F_DOT))goto badmove;
2783 if (dot->flags & F_DOT_HOLD) goto badmove;
2784
2785 for (dx = -1; dx <= 1; dx++) {
2786 for (dy = -1; dy <= 1; dy++) {
2787 sp = &GRID(ret, grid, x+dx, y+dy);
2788 if (sp->type != s_tile) continue;
2789 if (sp->flags & F_TILE_ASSOC) {
2790 space *dot = &SPACE(state, sp->dotx, sp->doty);
2791 if (dot->flags & F_DOT_HOLD) continue;
2792 }
2793 add_assoc(state, sp, dot);
2794 }
2795 }
2796 move += n;
2797 #ifdef EDITOR
2798 } else if (c == 'C') {
2799 move++;
2800 clear_game(ret, 1);
2801 #endif
2802 } else if (c == 'S') {
2803 move++;
2804 ret->used_solve = 1;
2805 } else
2806 goto badmove;
2807
2808 if (*move == ';')
2809 move++;
2810 else if (*move)
2811 goto badmove;
2812 }
2813 if (check_complete(ret, NULL, NULL))
2814 ret->completed = 1;
2815 return ret;
2816
2817 badmove:
2818 free_game(ret);
2819 return NULL;
2820 }
2821
2822 /* ----------------------------------------------------------------------
2823 * Drawing routines.
2824 */
2825
2826 /* Lines will be much smaller size than squares; say, 1/8 the size?
2827 *
2828 * Need a 'top-left corner of location XxY' to take this into account;
2829 * alternaticaly, that could give the middle of that location, and the
2830 * drawing code would just know the expected dimensions.
2831 *
2832 * We also need something to take a click and work out what it was
2833 * we were interested in. Clicking on vertices is required because
2834 * we may want to drag from them, for example.
2835 */
2836
2837 static void game_compute_size(game_params *params, int sz,
2838 int *x, int *y)
2839 {
2840 struct { int tilesize, w, h; } ads, *ds = &ads;
2841
2842 ds->tilesize = sz;
2843 ds->w = params->w;
2844 ds->h = params->h;
2845
2846 *x = DRAW_WIDTH;
2847 *y = DRAW_HEIGHT;
2848 }
2849
2850 static void game_set_size(drawing *dr, game_drawstate *ds,
2851 game_params *params, int sz)
2852 {
2853 ds->tilesize = sz;
2854
2855 assert(TILE_SIZE > 0);
2856
2857 assert(!ds->bl);
2858 ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
2859 }
2860
2861 static float *game_colours(frontend *fe, int *ncolours)
2862 {
2863 float *ret = snewn(3 * NCOLOURS, float);
2864 int i;
2865
2866 /*
2867 * We call game_mkhighlight to ensure the background colour
2868 * isn't completely white. We don't actually use the high- and
2869 * lowlight colours it generates.
2870 */
2871 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_WHITEBG, COL_BLACKBG);
2872
2873 for (i = 0; i < 3; i++) {
2874 /*
2875 * Currently, white dots and white-background squares are
2876 * both pure white.
2877 */
2878 ret[COL_WHITEDOT * 3 + i] = 1.0F;
2879 ret[COL_WHITEBG * 3 + i] = 1.0F;
2880
2881 /*
2882 * But black-background squares are a dark grey, whereas
2883 * black dots are really black.
2884 */
2885 ret[COL_BLACKDOT * 3 + i] = 0.0F;
2886 ret[COL_BLACKBG * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.3F;
2887
2888 /*
2889 * In unfilled squares, we draw a faint gridwork.
2890 */
2891 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
2892
2893 /*
2894 * Edges and arrows are filled in in pure black.
2895 */
2896 ret[COL_EDGE * 3 + i] = 0.0F;
2897 ret[COL_ARROW * 3 + i] = 0.0F;
2898 }
2899
2900 #ifdef EDITOR
2901 /* tinge the edit background to bluey */
2902 ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
2903 ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
2904 ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F;
2905 if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F;
2906 #endif
2907
2908 *ncolours = NCOLOURS;
2909 return ret;
2910 }
2911
2912 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2913 {
2914 struct game_drawstate *ds = snew(struct game_drawstate);
2915 int i;
2916
2917 ds->started = 0;
2918 ds->w = state->w;
2919 ds->h = state->h;
2920
2921 ds->grid = snewn(ds->w*ds->h, unsigned long);
2922 for (i = 0; i < ds->w*ds->h; i++)
2923 ds->grid[i] = 0xFFFFFFFFUL;
2924 ds->dx = snewn(ds->w*ds->h, int);
2925 ds->dy = snewn(ds->w*ds->h, int);
2926
2927 ds->bl = NULL;
2928 ds->dragging = FALSE;
2929 ds->dragx = ds->dragy = 0;
2930
2931 ds->colour_scratch = snewn(ds->w * ds->h, int);
2932
2933 return ds;
2934 }
2935
2936 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2937 {
2938 sfree(ds->colour_scratch);
2939 if (ds->bl) blitter_free(dr, ds->bl);
2940 sfree(ds->dx);
2941 sfree(ds->dy);
2942 sfree(ds->grid);
2943 sfree(ds);
2944 }
2945
2946 #define DRAW_EDGE_L 0x0001
2947 #define DRAW_EDGE_R 0x0002
2948 #define DRAW_EDGE_U 0x0004
2949 #define DRAW_EDGE_D 0x0008
2950 #define DRAW_CORNER_UL 0x0010
2951 #define DRAW_CORNER_UR 0x0020
2952 #define DRAW_CORNER_DL 0x0040
2953 #define DRAW_CORNER_DR 0x0080
2954 #define DRAW_WHITE 0x0100
2955 #define DRAW_BLACK 0x0200
2956 #define DRAW_ARROW 0x0400
2957 #define DOT_SHIFT_C 11
2958 #define DOT_SHIFT_M 2
2959 #define DOT_WHITE 1UL
2960 #define DOT_BLACK 2UL
2961
2962 /*
2963 * Draw an arrow centred on (cx,cy), pointing in the direction
2964 * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
2965 */
2966 static void draw_arrow(drawing *dr, game_drawstate *ds,
2967 int cx, int cy, int ddx, int ddy)
2968 {
2969 float vlen = (float)sqrt(ddx*ddx+ddy*ddy);
2970 float xdx = ddx/vlen, xdy = ddy/vlen;
2971 float ydx = -xdy, ydy = xdx;
2972 int e1x = cx + (int)(xdx*TILE_SIZE/3), e1y = cy + (int)(xdy*TILE_SIZE/3);
2973 int e2x = cx - (int)(xdx*TILE_SIZE/3), e2y = cy - (int)(xdy*TILE_SIZE/3);
2974 int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8);
2975 int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8);
2976
2977 draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW);
2978 draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW);
2979 draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW);
2980 }
2981
2982 static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
2983 unsigned long flags, int ddx, int ddy)
2984 {
2985 int lx = COORD(x), ly = COORD(y);
2986 int dx, dy;
2987 int gridcol;
2988
2989 clip(dr, lx, ly, TILE_SIZE, TILE_SIZE);
2990
2991 /*
2992 * Draw the tile background.
2993 */
2994 draw_rect(dr, lx, ly, TILE_SIZE, TILE_SIZE,
2995 (flags & DRAW_WHITE ? COL_WHITEBG :
2996 flags & DRAW_BLACK ? COL_BLACKBG : COL_BACKGROUND));
2997
2998 /*
2999 * Draw the grid.
3000 */
3001 gridcol = (flags & DRAW_BLACK ? COL_BLACKDOT : COL_GRID);
3002 draw_rect(dr, lx, ly, 1, TILE_SIZE, gridcol);
3003 draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol);
3004
3005 /*
3006 * Draw the arrow.
3007 */
3008 if (flags & DRAW_ARROW)
3009 draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy);
3010
3011 /*
3012 * Draw the edges.
3013 */
3014 if (flags & DRAW_EDGE_L)
3015 draw_rect(dr, lx, ly, EDGE_THICKNESS, TILE_SIZE, COL_EDGE);
3016 if (flags & DRAW_EDGE_R)
3017 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly,
3018 EDGE_THICKNESS - 1, TILE_SIZE, COL_EDGE);
3019 if (flags & DRAW_EDGE_U)
3020 draw_rect(dr, lx, ly, TILE_SIZE, EDGE_THICKNESS, COL_EDGE);
3021 if (flags & DRAW_EDGE_D)
3022 draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1,
3023 TILE_SIZE, EDGE_THICKNESS - 1, COL_EDGE);
3024 if (flags & DRAW_CORNER_UL)
3025 draw_rect(dr, lx, ly, EDGE_THICKNESS, EDGE_THICKNESS, COL_EDGE);
3026 if (flags & DRAW_CORNER_UR)
3027 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly,
3028 EDGE_THICKNESS - 1, EDGE_THICKNESS, COL_EDGE);
3029 if (flags & DRAW_CORNER_DL)
3030 draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1,
3031 EDGE_THICKNESS, EDGE_THICKNESS - 1, COL_EDGE);
3032 if (flags & DRAW_CORNER_DR)
3033 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1,
3034 ly + TILE_SIZE - EDGE_THICKNESS + 1,
3035 EDGE_THICKNESS - 1, EDGE_THICKNESS - 1, COL_EDGE);
3036
3037 /*
3038 * Draw the dots.
3039 */
3040 for (dy = 0; dy < 3; dy++)
3041 for (dx = 0; dx < 3; dx++) {
3042 int dotval = (flags >> (DOT_SHIFT_C + DOT_SHIFT_M*(dy*3+dx)));
3043 dotval &= (1 << DOT_SHIFT_M)-1;
3044
3045 if (dotval)
3046 draw_circle(dr, lx+dx*TILE_SIZE/2, ly+dy*TILE_SIZE/2,
3047 DOT_SIZE,
3048 (dotval == 1 ? COL_WHITEDOT : COL_BLACKDOT),
3049 COL_BLACKDOT);
3050 }
3051
3052 unclip(dr);
3053 draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE);
3054 }
3055
3056 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
3057 game_state *state, int dir, game_ui *ui,
3058 float animtime, float flashtime)
3059 {
3060 int w = ds->w, h = ds->h;
3061 int x, y, flashing = FALSE;
3062
3063 if (flashtime > 0) {
3064 int frame = (int)(flashtime / FLASH_TIME);
3065 flashing = (frame % 2 == 0);
3066 }
3067
3068 if (ds->dragging) {
3069 assert(ds->bl);
3070 blitter_load(dr, ds->bl, ds->dragx, ds->dragy);
3071 draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
3072 ds->dragging = FALSE;
3073 }
3074
3075 if (!ds->started) {
3076 draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND);
3077 draw_rect(dr, BORDER - EDGE_THICKNESS + 1, BORDER - EDGE_THICKNESS + 1,
3078 w*TILE_SIZE + EDGE_THICKNESS*2 - 1,
3079 h*TILE_SIZE + EDGE_THICKNESS*2 - 1, COL_EDGE);
3080 draw_update(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT);
3081 ds->started = TRUE;
3082 }
3083
3084 check_complete(state, NULL, ds->colour_scratch);
3085
3086 for (y = 0; y < h; y++)
3087 for (x = 0; x < w; x++) {
3088 unsigned long flags = 0;
3089 int ddx = 0, ddy = 0;
3090 space *sp;
3091 int dx, dy;
3092
3093 /*
3094 * Set up the flags for this square. Firstly, see if we
3095 * have edges.
3096 */
3097 if (SPACE(state, x*2, y*2+1).flags & F_EDGE_SET)
3098 flags |= DRAW_EDGE_L;
3099 if (SPACE(state, x*2+2, y*2+1).flags & F_EDGE_SET)
3100 flags |= DRAW_EDGE_R;
3101 if (SPACE(state, x*2+1, y*2).flags & F_EDGE_SET)
3102 flags |= DRAW_EDGE_U;
3103 if (SPACE(state, x*2+1, y*2+2).flags & F_EDGE_SET)
3104 flags |= DRAW_EDGE_D;
3105
3106 /*
3107 * Also, mark corners of neighbouring edges.
3108 */
3109 if ((x > 0 && SPACE(state, x*2-1, y*2).flags & F_EDGE_SET) ||
3110 (y > 0 && SPACE(state, x*2, y*2-1).flags & F_EDGE_SET))
3111 flags |= DRAW_CORNER_UL;
3112 if ((x+1 < w && SPACE(state, x*2+3, y*2).flags & F_EDGE_SET) ||
3113 (y > 0 && SPACE(state, x*2+2, y*2-1).flags & F_EDGE_SET))
3114 flags |= DRAW_CORNER_UR;
3115 if ((x > 0 && SPACE(state, x*2-1, y*2+2).flags & F_EDGE_SET) ||
3116 (y+1 < h && SPACE(state, x*2, y*2+3).flags & F_EDGE_SET))
3117 flags |= DRAW_CORNER_DL;
3118 if ((x+1 < w && SPACE(state, x*2+3, y*2+2).flags & F_EDGE_SET) ||
3119 (y+1 < h && SPACE(state, x*2+2, y*2+3).flags & F_EDGE_SET))
3120 flags |= DRAW_CORNER_DR;
3121
3122 /*
3123 * If this square is part of a valid region, paint it
3124 * that region's colour. Exception: if we're flashing,
3125 * everything goes briefly back to background colour.
3126 */
3127 sp = &SPACE(state, x*2+1, y*2+1);
3128 if (ds->colour_scratch[y*w+x] && !flashing) {
3129 flags |= (ds->colour_scratch[y*w+x] == 2 ?
3130 DRAW_BLACK : DRAW_WHITE);
3131 }
3132
3133 /*
3134 * If this square is associated with a dot but it isn't
3135 * part of a valid region, draw an arrow in it pointing
3136 * in the direction of that dot.
3137 *
3138 * Exception: if this is the source point of an active
3139 * drag, we don't draw the arrow.
3140 */
3141 if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) {
3142 if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) {
3143 /* don't do it */
3144 } else if (sp->doty != y*2+1 || sp->dotx != x*2+1) {
3145 flags |= DRAW_ARROW;
3146 ddy = sp->doty - (y*2+1);
3147 ddx = sp->dotx - (x*2+1);
3148 }
3149 }
3150
3151 /*
3152 * Now go through the nine possible places we could
3153 * have dots.
3154 */
3155 for (dy = 0; dy < 3; dy++)
3156 for (dx = 0; dx < 3; dx++) {
3157 sp = &SPACE(state, x*2+dx, y*2+dy);
3158 if (sp->flags & F_DOT) {
3159 unsigned long dotval = (sp->flags & F_DOT_BLACK ?
3160 DOT_BLACK : DOT_WHITE);
3161 flags |= dotval << (DOT_SHIFT_C +
3162 DOT_SHIFT_M*(dy*3+dx));
3163 }
3164 }
3165
3166 /*
3167 * Now we have everything we're going to need. Draw the
3168 * square.
3169 */
3170 if (ds->grid[y*w+x] != flags ||
3171 ds->dx[y*w+x] != ddx ||
3172 ds->dy[y*w+x] != ddy) {
3173 draw_square(dr, ds, x, y, flags, ddx, ddy);
3174 ds->grid[y*w+x] = flags;
3175 ds->dx[y*w+x] = ddx;
3176 ds->dy[y*w+x] = ddy;
3177 }
3178 }
3179
3180 if (ui->dragging) {
3181 ds->dragging = TRUE;
3182 ds->dragx = ui->dx - TILE_SIZE/2;
3183 ds->dragy = ui->dy - TILE_SIZE/2;
3184 blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
3185 draw_arrow(dr, ds, ui->dx, ui->dy,
3186 SCOORD(ui->dotx) - ui->dx,
3187 SCOORD(ui->doty) - ui->dy);
3188 }
3189 #ifdef EDITOR
3190 {
3191 char buf[256];
3192 if (state->cdiff != -1)
3193 sprintf(buf, "Puzzle is %s.", galaxies_diffnames[state->cdiff]);
3194 else
3195 buf[0] = '\0';
3196 status_bar(dr, buf);
3197 }
3198 #endif
3199 }
3200
3201 static float game_anim_length(game_state *oldstate, game_state *newstate,
3202 int dir, game_ui *ui)
3203 {
3204 return 0.0F;
3205 }
3206
3207 static float game_flash_length(game_state *oldstate, game_state *newstate,
3208 int dir, game_ui *ui)
3209 {
3210 if ((!oldstate->completed && newstate->completed) &&
3211 !(newstate->used_solve))
3212 return 3 * FLASH_TIME;
3213 else
3214 return 0.0F;
3215 }
3216
3217 static int game_timing_state(game_state *state, game_ui *ui)
3218 {
3219 return TRUE;
3220 }
3221
3222 #ifndef EDITOR
3223 static void game_print_size(game_params *params, float *x, float *y)
3224 {
3225 int pw, ph;
3226
3227 /*
3228 * 8mm squares by default. (There isn't all that much detail
3229 * that needs to go in each square.)
3230 */
3231 game_compute_size(params, 800, &pw, &ph);
3232 *x = pw / 100.0F;
3233 *y = ph / 100.0F;
3234 }
3235
3236 static void game_print(drawing *dr, game_state *state, int sz)
3237 {
3238 int w = state->w, h = state->h;
3239 int white, black, blackish;
3240 int x, y, i, j;
3241 int *colours, *dsf;
3242 int *coords = NULL;
3243 int ncoords = 0, coordsize = 0;
3244
3245 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
3246 game_drawstate ads, *ds = &ads;
3247 ds->tilesize = sz;
3248
3249 white = print_grey_colour(dr, HATCH_CLEAR, 1.0F);
3250 black = print_grey_colour(dr, HATCH_SOLID, 0.0F);
3251 blackish = print_grey_colour(dr, HATCH_X, 0.5F);
3252
3253 /*
3254 * Get the completion information.
3255 */
3256 dsf = snewn(w * h, int);
3257 colours = snewn(w * h, int);
3258 check_complete(state, dsf, colours);
3259
3260 /*
3261 * Draw the grid.
3262 */
3263 print_line_width(dr, TILE_SIZE / 64);
3264 for (x = 1; x < w; x++)
3265 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black);
3266 for (y = 1; y < h; y++)
3267 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black);
3268
3269 /*
3270 * Shade the completed regions. Just in case any particular
3271 * printing platform deals badly with adjacent
3272 * similarly-hatched regions, we'll fill each one as a single
3273 * polygon.
3274 */
3275 for (i = 0; i < w*h; i++) {
3276 j = dsf_canonify(dsf, i);
3277 if (colours[j] != 0) {
3278 int dx, dy, t;
3279
3280 /*
3281 * This is the first square we've run into belonging to
3282 * this polyomino, which means an edge of the polyomino
3283 * is certain to be to our left. (After we finish
3284 * tracing round it, we'll set the colours[] entry to
3285 * zero to prevent accidentally doing it again.)
3286 */
3287
3288 x = i % w;
3289 y = i / w;
3290 dx = -1;
3291 dy = 0;
3292 ncoords = 0;
3293 while (1) {
3294 /*
3295 * We are currently sitting on square (x,y), which
3296 * we know to be in our polyomino, and we also know
3297 * that (x+dx,y+dy) is not. The way I visualise
3298 * this is that we're standing to the right of a
3299 * boundary line, stretching our left arm out to
3300 * point to the exterior square on the far side.
3301 */
3302
3303 /*
3304 * First, check if we've gone round the entire
3305 * polyomino.
3306 */
3307 if (ncoords > 0 &&
3308 (x == i%w && y == i/w && dx == -1 && dy == 0))
3309 break;
3310
3311 /*
3312 * Add to our coordinate list the coordinate
3313 * backwards and to the left of where we are.
3314 */
3315 if (ncoords + 2 > coordsize) {
3316 coordsize = (ncoords * 3 / 2) + 64;
3317 coords = sresize(coords, coordsize, int);
3318 }
3319 coords[ncoords++] = COORD((2*x+1 + dx + dy) / 2);
3320 coords[ncoords++] = COORD((2*y+1 + dy - dx) / 2);
3321
3322 /*
3323 * Follow the edge round. If the square directly in
3324 * front of us is not part of the polyomino, we
3325 * turn right; if it is and so is the square in
3326 * front of (x+dx,y+dy), we turn left; otherwise we
3327 * go straight on.
3328 */
3329 if (x-dy < 0 || x-dy >= w || y+dx < 0 || y+dx >= h ||
3330 dsf_canonify(dsf, (y+dx)*w+(x-dy)) != j) {
3331 /* Turn right. */
3332 t = dx;
3333 dx = -dy;
3334 dy = t;
3335 } else if (x+dx-dy >= 0 && x+dx-dy < w &&
3336 y+dy+dx >= 0 && y+dy+dx < h &&
3337 dsf_canonify(dsf, (y+dy+dx)*w+(x+dx-dy)) == j) {
3338 /* Turn left. */
3339 x += dx;
3340 y += dy;
3341 t = dx;
3342 dx = dy;
3343 dy = -t;
3344 x -= dx;
3345 y -= dy;
3346 } else {
3347 /* Straight on. */
3348 x -= dy;
3349 y += dx;
3350 }
3351 }
3352
3353 /*
3354 * Now we have our polygon complete, so fill it.
3355 */
3356 draw_polygon(dr, coords, ncoords/2,
3357 colours[j] == 2 ? blackish : -1, black);
3358
3359 /*
3360 * And mark this polyomino as done.
3361 */
3362 colours[j] = 0;
3363 }
3364 }
3365
3366 /*
3367 * Draw the edges.
3368 */
3369 for (y = 0; y <= h; y++)
3370 for (x = 0; x <= w; x++) {
3371 if (x < w && SPACE(state, x*2+1, y*2).flags & F_EDGE_SET)
3372 draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS,
3373 EDGE_THICKNESS * 2 + TILE_SIZE, EDGE_THICKNESS * 2,
3374 black);
3375 if (y < h && SPACE(state, x*2, y*2+1).flags & F_EDGE_SET)
3376 draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS,
3377 EDGE_THICKNESS * 2, EDGE_THICKNESS * 2 + TILE_SIZE,
3378 black);
3379 }
3380
3381 /*
3382 * Draw the dots.
3383 */
3384 for (y = 0; y <= 2*h; y++)
3385 for (x = 0; x <= 2*w; x++)
3386 if (SPACE(state, x, y).flags & F_DOT) {
3387 draw_circle(dr, (int)COORD(x/2.0), (int)COORD(y/2.0), DOT_SIZE,
3388 (SPACE(state, x, y).flags & F_DOT_BLACK ?
3389 black : white), black);
3390 }
3391
3392 sfree(dsf);
3393 sfree(colours);
3394 sfree(coords);
3395 }
3396 #endif
3397
3398 #ifdef COMBINED
3399 #define thegame galaxies
3400 #endif
3401
3402 const struct game thegame = {
3403 "Galaxies", "games.galaxies", "galaxies",
3404 default_params,
3405 game_fetch_preset,
3406 decode_params,
3407 encode_params,
3408 free_params,
3409 dup_params,
3410 TRUE, game_configure, custom_params,
3411 validate_params,
3412 new_game_desc,
3413 validate_desc,
3414 new_game,
3415 dup_game,
3416 free_game,
3417 #ifdef EDITOR
3418 FALSE, NULL,
3419 #else
3420 TRUE, solve_game,
3421 #endif
3422 TRUE, game_text_format,
3423 new_ui,
3424 free_ui,
3425 encode_ui,
3426 decode_ui,
3427 game_changed_state,
3428 interpret_move,
3429 execute_move,
3430 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3431 game_colours,
3432 game_new_drawstate,
3433 game_free_drawstate,
3434 game_redraw,
3435 game_anim_length,
3436 game_flash_length,
3437 #ifdef EDITOR
3438 FALSE, FALSE, NULL, NULL,
3439 TRUE, /* wants_statusbar */
3440 #else
3441 TRUE, FALSE, game_print_size, game_print,
3442 FALSE, /* wants_statusbar */
3443 #endif
3444 FALSE, game_timing_state,
3445 REQUIRE_RBUTTON, /* flags */
3446 };
3447
3448 #ifdef STANDALONE_SOLVER
3449
3450 const char *quis;
3451
3452 #include <time.h>
3453
3454 static void usage_exit(const char *msg)
3455 {
3456 if (msg)
3457 fprintf(stderr, "%s: %s\n", quis, msg);
3458 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
3459 exit(1);
3460 }
3461
3462 static void dump_state(game_state *state)
3463 {
3464 char *temp = game_text_format(state);
3465 printf("%s\n", temp);
3466 sfree(temp);
3467 }
3468
3469 static int gen(game_params *p, random_state *rs, int debug)
3470 {
3471 char *desc;
3472 int diff;
3473 game_state *state;
3474
3475 #ifndef DEBUGGING
3476 solver_show_working = debug;
3477 #endif
3478 printf("Generating a %dx%d %s puzzle.\n",
3479 p->w, p->h, galaxies_diffnames[p->diff]);
3480
3481 desc = new_game_desc(p, rs, NULL, 0);
3482 state = new_game(NULL, p, desc);
3483 dump_state(state);
3484
3485 diff = solver_state(state, DIFF_UNREASONABLE);
3486 printf("Generated %s game %dx%d:%s\n",
3487 galaxies_diffnames[diff], p->w, p->h, desc);
3488 dump_state(state);
3489
3490 free_game(state);
3491 sfree(desc);
3492
3493 return diff;
3494 }
3495
3496 static void soak(game_params *p, random_state *rs)
3497 {
3498 time_t tt_start, tt_now, tt_last;
3499 char *desc;
3500 game_state *st;
3501 int diff, n = 0, i, diffs[DIFF_MAX], ndots = 0, nspaces = 0;
3502
3503 #ifndef DEBUGGING
3504 solver_show_working = 0;
3505 #endif
3506 tt_start = tt_now = time(NULL);
3507 for (i = 0; i < DIFF_MAX; i++) diffs[i] = 0;
3508 maxtries = 1;
3509
3510 printf("Soak-generating a %dx%d grid, max. diff %s.\n",
3511 p->w, p->h, galaxies_diffnames[p->diff]);
3512 printf(" [");
3513 for (i = 0; i < DIFF_MAX; i++)
3514 printf("%s%s", (i == 0) ? "" : ", ", galaxies_diffnames[i]);
3515 printf("]\n");
3516
3517 while (1) {
3518 desc = new_game_desc(p, rs, NULL, 0);
3519 st = new_game(NULL, p, desc);
3520 diff = solver_state(st, p->diff);
3521 nspaces += st->w*st->h;
3522 for (i = 0; i < st->sx*st->sy; i++)
3523 if (st->grid[i].flags & F_DOT) ndots++;
3524 free_game(st);
3525 sfree(desc);
3526
3527 diffs[diff]++;
3528 n++;
3529 tt_last = time(NULL);
3530 if (tt_last > tt_now) {
3531 tt_now = tt_last;
3532 printf("%d total, %3.1f/s, [",
3533 n, (double)n / ((double)tt_now - tt_start));
3534 for (i = 0; i < DIFF_MAX; i++)
3535 printf("%s%.1f%%", (i == 0) ? "" : ", ",
3536 100.0 * ((double)diffs[i] / (double)n));
3537 printf("], %.1f%% dots\n",
3538 100.0 * ((double)ndots / (double)nspaces));
3539 }
3540 }
3541 }
3542
3543 int main(int argc, char **argv)
3544 {
3545 game_params *p;
3546 char *id = NULL, *desc, *err;
3547 game_state *s;
3548 int diff, do_soak = 0, verbose = 0;
3549 random_state *rs;
3550 time_t seed = time(NULL);
3551
3552 quis = argv[0];
3553 while (--argc > 0) {
3554 char *p = *++argv;
3555 if (!strcmp(p, "-v")) {
3556 verbose = 1;
3557 } else if (!strcmp(p, "--seed")) {
3558 if (argc == 0) usage_exit("--seed needs an argument");
3559 seed = (time_t)atoi(*++argv);
3560 argc--;
3561 } else if (!strcmp(p, "--soak")) {
3562 do_soak = 1;
3563 } else if (*p == '-') {
3564 usage_exit("unrecognised option");
3565 } else {
3566 id = p;
3567 }
3568 }
3569
3570 maxtries = 50;
3571
3572 p = default_params();
3573 rs = random_new((void*)&seed, sizeof(time_t));
3574
3575 if (do_soak) {
3576 if (!id) usage_exit("need one argument for --soak");
3577 decode_params(p, *argv);
3578 soak(p, rs);
3579 return 0;
3580 }
3581
3582 if (!id) {
3583 while (1) {
3584 p->w = random_upto(rs, 15) + 3;
3585 p->h = random_upto(rs, 15) + 3;
3586 p->diff = random_upto(rs, DIFF_UNREASONABLE);
3587 diff = gen(p, rs, 0);
3588 }
3589 return 0;
3590 }
3591
3592 desc = strchr(id, ':');
3593 if (!desc) {
3594 decode_params(p, id);
3595 gen(p, rs, verbose);
3596 } else {
3597 #ifndef DEBUGGING
3598 solver_show_working = 1;
3599 #endif
3600 *desc++ = '\0';
3601 decode_params(p, id);
3602 err = validate_desc(p, desc);
3603 if (err) {
3604 fprintf(stderr, "%s: %s\n", argv[0], err);
3605 exit(1);
3606 }
3607 s = new_game(NULL, p, desc);
3608 diff = solver_state(s, DIFF_UNREASONABLE);
3609 dump_state(s);
3610 printf("Puzzle is %s.\n", galaxies_diffnames[diff]);
3611 free_game(s);
3612 }
3613
3614 free_params(p);
3615
3616 return 0;
3617 }
3618
3619 #endif
3620
3621 #ifdef STANDALONE_PICTURE_GENERATOR
3622
3623 /*
3624 * Main program for the standalone picture generator. To use it,
3625 * simply provide it with an XBM-format bitmap file (note XBM, not
3626 * XPM) on standard input, and it will output a game ID in return.
3627 * For example:
3628 *
3629 * $ ./galaxiespicture < badly-drawn-cat.xbm
3630 * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg
3631 *
3632 * If you want a puzzle with a non-standard difficulty level, pass
3633 * a partial parameters string as a command-line argument (e.g.
3634 * `./galaxiespicture du < foo.xbm', where `du' is the same suffix
3635 * which if it appeared in a random-seed game ID would set the
3636 * difficulty level to Unreasonable). However, be aware that if the
3637 * generator fails to produce an adequately difficult puzzle too
3638 * many times then it will give up and return an easier one (just
3639 * as it does during normal GUI play). To be sure you really have
3640 * the difficulty you asked for, use galaxiessolver to
3641 * double-check.
3642 *
3643 * (Perhaps I ought to include an option to make this standalone
3644 * generator carry on looping until it really does get the right
3645 * difficulty. Hmmm.)
3646 */
3647
3648 #include <time.h>
3649
3650 int main(int argc, char **argv)
3651 {
3652 game_params *par;
3653 char *params, *desc;
3654 random_state *rs;
3655 time_t seed = time(NULL);
3656 char buf[4096];
3657 int i;
3658 int x, y;
3659
3660 par = default_params();
3661 if (argc > 1)
3662 decode_params(par, argv[1]); /* get difficulty */
3663 par->w = par->h = -1;
3664
3665 /*
3666 * Now read an XBM file from standard input. This is simple and
3667 * hacky and will do very little error detection, so don't feed
3668 * it bogus data.
3669 */
3670 picture = NULL;
3671 x = y = 0;
3672 while (fgets(buf, sizeof(buf), stdin)) {
3673 buf[strcspn(buf, "\r\n")] = '\0';
3674 if (!strncmp(buf, "#define", 7)) {
3675 /*
3676 * Lines starting `#define' give the width and height.
3677 */
3678 char *num = buf + strlen(buf);
3679 char *symend;
3680
3681 while (num > buf && isdigit((unsigned char)num[-1]))
3682 num--;
3683 symend = num;
3684 while (symend > buf && isspace((unsigned char)symend[-1]))
3685 symend--;
3686
3687 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
3688 par->w = atoi(num);
3689 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
3690 par->h = atoi(num);
3691 } else {
3692 /*
3693 * Otherwise, break the string up into words and take
3694 * any word of the form `0x' plus hex digits to be a
3695 * byte.
3696 */
3697 char *p, *wordstart;
3698
3699 if (!picture) {
3700 if (par->w < 0 || par->h < 0) {
3701 printf("failed to read width and height\n");
3702 return 1;
3703 }
3704 picture = snewn(par->w * par->h, int);
3705 for (i = 0; i < par->w * par->h; i++)
3706 picture[i] = -1;
3707 }
3708
3709 p = buf;
3710 while (*p) {
3711 while (*p && (*p == ',' || isspace((unsigned char)*p)))
3712 p++;
3713 wordstart = p;
3714 while (*p && !(*p == ',' || *p == '}' ||
3715 isspace((unsigned char)*p)))
3716 p++;
3717 if (*p)
3718 *p++ = '\0';
3719
3720 if (wordstart[0] == '0' &&
3721 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
3722 !wordstart[2 + strspn(wordstart+2,
3723 "0123456789abcdefABCDEF")]) {
3724 unsigned long byte = strtoul(wordstart+2, NULL, 16);
3725 for (i = 0; i < 8; i++) {
3726 int bit = (byte >> i) & 1;
3727 if (y < par->h && x < par->w)
3728 picture[y * par->w + x] = bit;
3729 x++;
3730 }
3731
3732 if (x >= par->w) {
3733 x = 0;
3734 y++;
3735 }
3736 }
3737 }
3738 }
3739 }
3740
3741 for (i = 0; i < par->w * par->h; i++)
3742 if (picture[i] < 0) {
3743 fprintf(stderr, "failed to read enough bitmap data\n");
3744 return 1;
3745 }
3746
3747 rs = random_new((void*)&seed, sizeof(time_t));
3748
3749 desc = new_game_desc(par, rs, NULL, FALSE);
3750 params = encode_params(par, FALSE);
3751 printf("%s:%s\n", params, desc);
3752
3753 sfree(desc);
3754 sfree(params);
3755 free_params(par);
3756 random_free(rs);
3757
3758 return 0;
3759 }
3760
3761 #endif
3762
3763 /* vim: set shiftwidth=4 tabstop=8: */