2 * galaxies.c: implementation of 'Tentai Show' from Nikoli,
3 * also sometimes called 'Spiral Galaxies'.
7 * Grid is stored as size (2n-1), holding edges as well as spaces
8 * (and thus vertices too, at edge intersections).
10 * Any dot will thus be positioned at one of our grid points,
11 * which saves any faffing with half-of-a-square stuff.
13 * Edges have on/off state; obviously the actual edges of the
14 * board are fixed to on, and everything else starts as off.
18 * Think about how to display remote groups of tiles?
24 * Nikoli's example [web site has wrong highlighting]
25 * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/):
28 * The 'spiral galaxies puzzles are NP-complete' paper
29 * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf):
30 * 7x7:chpgdqqqoezdddki
32 * Puzzle competition pdf examples
33 * (at http://www.puzzleratings.org/Yurekli2006puz.pdf):
34 * 6x6:EDbaMucCohbrecEi
35 * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci
36 * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi
52 int solver_show_working
;
53 #define solvep(x) do { if (solver_show_working) { printf x; } } while(0)
70 A(UNREASONABLE,Unreasonable,u)
72 #define ENUM(upper,title,lower) DIFF_ ## upper,
73 #define TITLE(upper,title,lower) #title,
74 #define ENCODE(upper,title,lower) #lower
75 #define CONFIG(upper,title,lower) ":" #title
77 DIFF_IMPOSSIBLE
, DIFF_AMBIGUOUS
, DIFF_UNFINISHED
, DIFF_MAX
};
78 static char const *const galaxies_diffnames
[] = {
79 DIFFLIST(TITLE
) "Impossible", "Ambiguous", "Unfinished" };
80 static char const galaxies_diffchars
[] = DIFFLIST(ENCODE
);
81 #define DIFFCONFIG DIFFLIST(CONFIG)
84 /* X and Y is the area of the board as seen by
85 * the user, not the (2n+1) area the game uses. */
89 enum { s_tile
, s_edge
, s_vertex
};
91 #define F_DOT 1 /* there's a dot here */
92 #define F_EDGE_SET 2 /* the edge is set */
93 #define F_TILE_ASSOC 4 /* this tile is associated with a dot. */
94 #define F_DOT_BLACK 8 /* (ui only) dot is black. */
95 #define F_MARK 16 /* scratch flag */
96 #define F_REACHABLE 32
98 #define F_MULTIPLE 128
99 #define F_DOT_HOLD 256
102 typedef struct space
{
103 int x
, y
; /* its position */
106 int dotx
, doty
; /* if flags & F_TILE_ASSOC */
107 int nassoc
; /* if flags & F_DOT */
110 #define INGRID(s,x,y) ((x) >= 0 && (y) >= 0 && \
111 (x) < (state)->sx && (y) < (state)->sy)
112 #define INUI(s,x,y) ((x) > 0 && (y) > 0 && \
113 (x) < ((state)->sx-1) && (y) < ((state)->sy-1))
115 #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)])
116 #define SPACE(s,x,y) GRID(s,grid,x,y)
119 int w
, h
; /* size from params */
120 int sx
, sy
; /* allocated size, (2x-1)*(2y-1) */
122 int completed
, used_solve
;
126 midend
*me
; /* to call supersede_game_desc */
127 int cdiff
; /* difficulty of current puzzle (for status bar),
131 /* ----------------------------------------------------------
132 * Game parameters and presets
135 /* make up some sensible default sizes */
137 #define DEFAULT_PRESET 0
139 static const game_params galaxies_presets
[] = {
140 { 7, 7, DIFF_NORMAL
},
141 { 7, 7, DIFF_UNREASONABLE
},
142 { 10, 10, DIFF_NORMAL
},
143 { 15, 15, DIFF_NORMAL
},
146 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
151 if (i
< 0 || i
>= lenof(galaxies_presets
))
154 ret
= snew(game_params
);
155 *ret
= galaxies_presets
[i
]; /* structure copy */
157 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
158 galaxies_diffnames
[ret
->diff
]);
160 if (name
) *name
= dupstr(buf
);
165 static game_params
*default_params(void)
168 game_fetch_preset(DEFAULT_PRESET
, NULL
, &ret
);
172 static void free_params(game_params
*params
)
177 static game_params
*dup_params(game_params
*params
)
179 game_params
*ret
= snew(game_params
);
180 *ret
= *params
; /* structure copy */
184 static void decode_params(game_params
*params
, char const *string
)
186 params
->h
= params
->w
= atoi(string
);
187 params
->diff
= DIFF_NORMAL
;
188 while (*string
&& isdigit((unsigned char)*string
)) string
++;
189 if (*string
== 'x') {
191 params
->h
= atoi(string
);
192 while (*string
&& isdigit((unsigned char)*string
)) string
++;
194 if (*string
== 'd') {
197 for (i
= 0; i
<= DIFF_UNREASONABLE
; i
++)
198 if (*string
== galaxies_diffchars
[i
])
200 if (*string
) string
++;
204 static char *encode_params(game_params
*params
, int full
)
207 sprintf(str
, "%dx%d", params
->w
, params
->h
);
209 sprintf(str
+ strlen(str
), "d%c", galaxies_diffchars
[params
->diff
]);
213 static config_item
*game_configure(game_params
*params
)
218 ret
= snewn(4, config_item
);
220 ret
[0].name
= "Width";
221 ret
[0].type
= C_STRING
;
222 sprintf(buf
, "%d", params
->w
);
223 ret
[0].sval
= dupstr(buf
);
226 ret
[1].name
= "Height";
227 ret
[1].type
= C_STRING
;
228 sprintf(buf
, "%d", params
->h
);
229 ret
[1].sval
= dupstr(buf
);
232 ret
[2].name
= "Difficulty";
233 ret
[2].type
= C_CHOICES
;
234 ret
[2].sval
= DIFFCONFIG
;
235 ret
[2].ival
= params
->diff
;
245 static game_params
*custom_params(config_item
*cfg
)
247 game_params
*ret
= snew(game_params
);
249 ret
->w
= atoi(cfg
[0].sval
);
250 ret
->h
= atoi(cfg
[1].sval
);
251 ret
->diff
= cfg
[2].ival
;
256 static char *validate_params(game_params
*params
, int full
)
258 if (params
->w
< 3 || params
->h
< 3)
259 return "Width and height must both be at least 3";
261 * This shouldn't be able to happen at all, since decode_params
262 * and custom_params will never generate anything that isn't
265 assert(params
->diff
<= DIFF_UNREASONABLE
);
270 /* ----------------------------------------------------------
271 * Game utility functions.
274 static void add_dot(space
*space
) {
275 assert(!(space
->flags
& F_DOT
));
276 space
->flags
|= F_DOT
;
280 static void remove_dot(space
*space
) {
281 assert(space
->flags
& F_DOT
);
282 space
->flags
&= ~F_DOT
;
285 static void remove_assoc(game_state
*state
, space
*tile
) {
286 if (tile
->flags
& F_TILE_ASSOC
) {
287 SPACE(state
, tile
->dotx
, tile
->doty
).nassoc
--;
288 tile
->flags
&= ~F_TILE_ASSOC
;
294 static void add_assoc(game_state
*state
, space
*tile
, space
*dot
) {
295 remove_assoc(state
, tile
);
297 tile
->flags
|= F_TILE_ASSOC
;
301 debug(("add_assoc sp %d %d --> dot %d,%d, new nassoc %d.\n",
302 tile
->x
, tile
->y
, dot
->x
, dot
->y
, dot
->nassoc
));
305 static struct space
*sp2dot(game_state
*state
, int x
, int y
)
307 struct space
*sp
= &SPACE(state
, x
, y
);
308 if (!(sp
->flags
& F_TILE_ASSOC
)) return NULL
;
309 return &SPACE(state
, sp
->dotx
, sp
->doty
);
312 #define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
314 static char *game_text_format(game_state
*state
)
316 int maxlen
= (state
->sx
+1)*state
->sy
, x
, y
;
320 ret
= snewn(maxlen
+1, char);
323 for (y
= 0; y
< state
->sy
; y
++) {
324 for (x
= 0; x
< state
->sx
; x
++) {
325 sp
= &SPACE(state
, x
, y
);
326 if (sp
->flags
& F_DOT
)
328 else if (sp
->flags
& (F_REACHABLE
|F_MULTIPLE
|F_MARK
))
329 *p
++ = (sp
->flags
& F_MULTIPLE
) ?
'M' :
330 (sp
->flags
& F_REACHABLE
) ?
'R' : 'X';
334 if (sp
->flags
& F_TILE_ASSOC
) {
335 space
*dot
= sp2dot(state
, sp
->x
, sp
->y
);
336 if (dot
->flags
& F_DOT
)
337 *p
++ = (dot
->flags
& F_DOT_BLACK
) ?
'B' : 'W';
339 *p
++ = '?'; /* association with not-a-dot. */
349 if (sp
->flags
& F_EDGE_SET
)
350 *p
++ = (IS_VERTICAL_EDGE(x
)) ?
'|' : '-';
356 assert(!"shouldn't get here!");
363 assert(p
- ret
== maxlen
);
369 static void dbg_state(game_state
*state
)
372 char *temp
= game_text_format(state
);
373 debug(("%s\n", temp
));
378 /* Space-enumeration callbacks should all return 1 for 'progress made',
379 * -1 for 'impossible', and 0 otherwise. */
380 typedef int (*space_cb
)(game_state
*state
, space
*sp
, void *ctx
);
382 #define IMPOSSIBLE_QUITS 1
384 static int foreach_sub(game_state
*state
, space_cb cb
, unsigned int f
,
385 void *ctx
, int startx
, int starty
)
387 int x
, y
, progress
= 0, impossible
= 0, ret
;
390 for (y
= starty
; y
< state
->sy
; y
+= 2) {
391 sp
= &SPACE(state
, startx
, y
);
392 for (x
= startx
; x
< state
->sx
; x
+= 2) {
393 ret
= cb(state
, sp
, ctx
);
395 if (f
& IMPOSSIBLE_QUITS
) return -1;
397 } else if (ret
== 1) {
403 return impossible ?
-1 : progress
;
406 static int foreach_tile(game_state
*state
, space_cb cb
, unsigned int f
,
409 return foreach_sub(state
, cb
, f
, ctx
, 1, 1);
412 static int foreach_edge(game_state
*state
, space_cb cb
, unsigned int f
,
417 ret1
= foreach_sub(state
, cb
, f
, ctx
, 0, 1);
418 ret2
= foreach_sub(state
, cb
, f
, ctx
, 1, 0);
420 if (ret1
== -1 || ret2
== -1) return -1;
421 return (ret1
|| ret2
) ?
1 : 0;
425 static int foreach_vertex(game_state
*state
, space_cb cb
, unsigned int f
,
428 return foreach_sub(state
, cb
, f
, ctx
, 0, 0);
433 static int is_same_assoc(game_state
*state
,
434 int x1
, int y1
, int x2
, int y2
)
436 struct space
*s1
, *s2
;
438 if (!INGRID(state
, x1
, y1
) || !INGRID(state
, x2
, y2
))
441 s1
= &SPACE(state
, x1
, y1
);
442 s2
= &SPACE(state
, x2
, y2
);
443 assert(s1
->type
== s_tile
&& s2
->type
== s_tile
);
444 if ((s1
->flags
& F_TILE_ASSOC
) && (s2
->flags
& F_TILE_ASSOC
) &&
445 s1
->dotx
== s2
->dotx
&& s1
->doty
== s2
->doty
)
447 return 0; /* 0 if not same or not both associated. */
452 static int edges_into_vertex(game_state
*state
,
455 int dx
, dy
, nx
, ny
, count
= 0;
457 assert(SPACE(state
, x
, y
).type
== s_vertex
);
458 for (dx
= -1; dx
<= 1; dx
++) {
459 for (dy
= -1; dy
<= 1; dy
++) {
460 if (dx
!= 0 && dy
!= 0) continue;
461 if (dx
== 0 && dy
== 0) continue;
463 nx
= x
+dx
; ny
= y
+dy
;
464 if (!INGRID(state
, nx
, ny
)) continue;
465 assert(SPACE(state
, nx
, ny
).type
== s_edge
);
466 if (SPACE(state
, nx
, ny
).flags
& F_EDGE_SET
)
474 static struct space
*space_opposite_dot(struct game_state
*state
,
475 struct space
*sp
, struct space
*dot
)
484 if (!INGRID(state
, tx
, ty
)) return NULL
;
486 sp2
= &SPACE(state
, tx
, ty
);
487 assert(sp2
->type
== sp
->type
);
491 static struct space
*tile_opposite(struct game_state
*state
, struct space
*sp
)
495 assert(sp
->flags
& F_TILE_ASSOC
);
496 dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
497 return space_opposite_dot(state
, sp
, dot
);
500 static int dotfortile(game_state
*state
, space
*tile
, space
*dot
)
502 space
*tile_opp
= space_opposite_dot(state
, tile
, dot
);
504 if (!tile_opp
) return 0; /* opposite would be off grid */
505 if (tile_opp
->flags
& F_TILE_ASSOC
&&
506 (tile_opp
->dotx
!= dot
->x
|| tile_opp
->doty
!= dot
->y
))
507 return 0; /* opposite already associated with diff. dot */
511 static void adjacencies(struct game_state
*state
, struct space
*sp
,
512 struct space
**a1s
, struct space
**a2s
)
514 int dxs
[4] = {-1, 1, 0, 0}, dys
[4] = {0, 0, -1, 1};
517 /* this function needs optimising. */
519 for (n
= 0; n
< 4; n
++) {
523 if (INGRID(state
, x
, y
)) {
524 a1s
[n
] = &SPACE(state
, x
, y
);
526 x
+= dxs
[n
]; y
+= dys
[n
];
528 if (INGRID(state
, x
, y
))
529 a2s
[n
] = &SPACE(state
, x
, y
);
533 a1s
[n
] = a2s
[n
] = NULL
;
538 static int outline_tile_fordot(game_state
*state
, space
*tile
, int mark
)
540 struct space
*tadj
[4], *eadj
[4];
541 int i
, didsth
= 0, edge
, same
;
543 assert(tile
->type
== s_tile
);
544 adjacencies(state
, tile
, eadj
, tadj
);
545 for (i
= 0; i
< 4; i
++) {
546 if (!eadj
[i
]) continue;
548 edge
= (eadj
[i
]->flags
& F_EDGE_SET
) ?
1 : 0;
550 if (!(tile
->flags
& F_TILE_ASSOC
))
551 same
= (tadj
[i
]->flags
& F_TILE_ASSOC
) ?
0 : 1;
553 same
= ((tadj
[i
]->flags
& F_TILE_ASSOC
) &&
554 tile
->dotx
== tadj
[i
]->dotx
&&
555 tile
->doty
== tadj
[i
]->doty
) ?
1 : 0;
559 if (!edge
&& !same
) {
560 if (mark
) eadj
[i
]->flags
|= F_EDGE_SET
;
562 } else if (edge
&& same
) {
563 if (mark
) eadj
[i
]->flags
&= ~F_EDGE_SET
;
570 static void tiles_from_edge(struct game_state
*state
,
571 struct space
*sp
, struct space
**ts
)
575 if (IS_VERTICAL_EDGE(sp
->x
)) {
576 xs
[0] = sp
->x
-1; ys
[0] = sp
->y
;
577 xs
[1] = sp
->x
+1; ys
[1] = sp
->y
;
579 xs
[0] = sp
->x
; ys
[0] = sp
->y
-1;
580 xs
[1] = sp
->x
; ys
[1] = sp
->y
+1;
582 ts
[0] = INGRID(state
, xs
[0], ys
[0]) ?
&SPACE(state
, xs
[0], ys
[0]) : NULL
;
583 ts
[1] = INGRID(state
, xs
[1], ys
[1]) ?
&SPACE(state
, xs
[1], ys
[1]) : NULL
;
586 /* Check all tiles are associated with something, and all shapes
587 * are the correct symmetry (i.e. all tiles have a matching tile
588 * the opposite direction from the dot) */
589 static int cccb_assoc(game_state
*state
, space
*tile
, void *unused
)
591 assert(tile
->type
== s_tile
);
593 if (!(tile
->flags
& F_TILE_ASSOC
)) return -1;
602 static int dgs_cb_check(game_state
*state
, space
*tile
, void *vctx
)
604 struct dgs_ctx
*ctx
= (struct dgs_ctx
*)vctx
;
607 if (!(tile
->flags
& F_TILE_ASSOC
)) return 0;
608 if (tile
->dotx
!= ctx
->dot
->x
||
609 tile
->doty
!= ctx
->dot
->y
) return 0;
613 /* Check this tile has an opposite associated with same dot. */
614 opp
= tile_opposite(state
, tile
);
615 if (!opp
|| !(opp
->flags
& F_TILE_ASSOC
)) return -1;
616 if (opp
->dotx
!= tile
->dotx
|| opp
->doty
!= tile
->doty
) return -1;
618 /* Check its edges are correct */
619 if (outline_tile_fordot(state
, tile
, 0) == 1)
620 return -1; /* there was some fixing required, we're wrong. */
625 static int dot_good_shape(game_state
*state
, space
*dot
, int mark
)
632 if (mark
) dot
->flags
&= ~F_GOOD
;
634 if (foreach_tile(state
, dgs_cb_check
, 0, &ctx
) == -1)
636 if (ctx
.ndots
== 0) return 0; /* no dots assoc. with tile. */
639 debug(("marking dot %d,%d good tile.\n", dot
->x
, dot
->y
));
640 dot
->flags
|= F_GOOD
;
645 static int check_complete(game_state
*state
, int mark_errors
)
649 /* Are all tiles associated? */
650 if (foreach_tile(state
, cccb_assoc
, 0, NULL
) == -1)
653 /* Check all dots are associated, and their tiles are well-formed. */
654 for (i
= 0; i
< state
->ndots
; i
++) {
655 if (!dot_good_shape(state
, state
->dots
[i
], mark_errors
))
659 /*if (complete == 1) printf("Complete!\n");*/
663 /* Returns a move string for use by 'solve'; if you don't want the
664 * initial 'S;' use ret[2]. */
665 static char *diff_game(game_state
*src
, game_state
*dest
, int issolve
)
667 int movelen
= 0, movesize
= 256, x
, y
, len
;
668 char *move
= snewn(movesize
, char), buf
[80], *sep
= "";
669 char achar
= issolve ?
'a' : 'A';
672 assert(src
->sx
== dest
->sx
&& src
->sy
== dest
->sy
);
675 move
[movelen
++] = 'S';
678 move
[movelen
] = '\0';
679 for (x
= 0; x
< src
->sx
; x
++) {
680 for (y
= 0; y
< src
->sy
; y
++) {
681 sps
= &SPACE(src
, x
, y
);
682 spd
= &SPACE(dest
, x
, y
);
684 assert(sps
->type
== spd
->type
);
687 if (sps
->type
== s_tile
) {
688 if ((sps
->flags
& F_TILE_ASSOC
) &&
689 (spd
->flags
& F_TILE_ASSOC
)) {
690 if (sps
->dotx
!= spd
->dotx
||
691 sps
->doty
!= spd
->doty
)
692 /* Both associated; change association, if different */
693 len
= sprintf(buf
, "%s%c%d,%d,%d,%d", sep
,
694 (int)achar
, x
, y
, spd
->dotx
, spd
->doty
);
695 } else if (sps
->flags
& F_TILE_ASSOC
)
696 /* Only src associated; remove. */
697 len
= sprintf(buf
, "%sU%d,%d", sep
, x
, y
);
698 else if (spd
->flags
& F_TILE_ASSOC
)
699 /* Only dest associated; add. */
700 len
= sprintf(buf
, "%s%c%d,%d,%d,%d", sep
,
701 (int)achar
, x
, y
, spd
->dotx
, spd
->doty
);
702 } else if (sps
->type
== s_edge
) {
703 if ((sps
->flags
& F_EDGE_SET
) != (spd
->flags
& F_EDGE_SET
))
704 /* edge flags are different; flip them. */
705 len
= sprintf(buf
, "%sE%d,%d", sep
, x
, y
);
708 if (movelen
+ len
>= movesize
) {
709 movesize
= movelen
+ len
+ 256;
710 move
= sresize(move
, movesize
, char);
712 strcpy(move
+ movelen
, buf
);
718 debug(("diff_game src then dest:\n"));
721 debug(("diff string %s\n", move
));
725 /* Returns 1 if a dot here would not be too close to any other dots
726 * (and would avoid other game furniture). */
727 static int dot_is_possible(game_state
*state
, space
*sp
, int allow_assoc
)
729 int bx
= 0, by
= 0, dx
, dy
;
736 if (IS_VERTICAL_EDGE(sp
->x
)) {
746 for (dx
= -bx
; dx
<= bx
; dx
++) {
747 for (dy
= -by
; dy
<= by
; dy
++) {
748 if (!INGRID(state
, sp
->x
+dx
, sp
->y
+dy
)) continue;
750 adj
= &SPACE(state
, sp
->x
+dx
, sp
->y
+dy
);
752 if (!allow_assoc
&& (adj
->flags
& F_TILE_ASSOC
))
755 if (dx
!= 0 || dy
!= 0) {
756 /* Other than our own square, no dots nearby. */
757 if (adj
->flags
& (F_DOT
))
761 /* We don't want edges within our rectangle
762 * (but don't care about edges on the edge) */
763 if (abs(dx
) < bx
&& abs(dy
) < by
&&
764 adj
->flags
& F_EDGE_SET
)
771 /* ----------------------------------------------------------
772 * Game generation, structure creation, and descriptions.
775 static game_state
*blank_game(int w
, int h
)
777 game_state
*state
= snew(game_state
);
785 state
->grid
= snewn(state
->sx
* state
->sy
, struct space
);
786 state
->completed
= state
->used_solve
= 0;
788 for (x
= 0; x
< state
->sx
; x
++) {
789 for (y
= 0; y
< state
->sy
; y
++) {
790 struct space
*sp
= &SPACE(state
, x
, y
);
791 memset(sp
, 0, sizeof(struct space
));
794 if ((x
% 2) == 0 && (y
% 2) == 0)
796 else if ((x
% 2) == 0 || (y
% 2) == 0) {
798 if (x
== 0 || y
== 0 || x
== state
->sx
-1 || y
== state
->sy
-1)
799 sp
->flags
|= F_EDGE_SET
;
808 state
->me
= NULL
; /* filled in by new_game. */
814 static void game_update_dots(game_state
*state
)
816 int i
, n
, sz
= state
->sx
* state
->sy
;
818 if (state
->dots
) sfree(state
->dots
);
821 for (i
= 0; i
< sz
; i
++) {
822 if (state
->grid
[i
].flags
& F_DOT
) state
->ndots
++;
824 state
->dots
= snewn(state
->ndots
, space
*);
826 for (i
= 0; i
< sz
; i
++) {
827 if (state
->grid
[i
].flags
& F_DOT
)
828 state
->dots
[n
++] = &state
->grid
[i
];
832 static void clear_game(game_state
*state
, int cleardots
)
836 /* don't erase edge flags around outline! */
837 for (x
= 1; x
< state
->sx
-1; x
++) {
838 for (y
= 1; y
< state
->sy
-1; y
++) {
840 SPACE(state
, x
, y
).flags
= 0;
842 SPACE(state
, x
, y
).flags
&= (F_DOT
|F_DOT_BLACK
);
845 if (cleardots
) game_update_dots(state
);
848 static game_state
*dup_game(game_state
*state
)
850 game_state
*ret
= blank_game(state
->w
, state
->h
);
852 ret
->completed
= state
->completed
;
853 ret
->used_solve
= state
->used_solve
;
855 memcpy(ret
->grid
, state
->grid
,
856 ret
->sx
*ret
->sy
*sizeof(struct space
));
858 game_update_dots(ret
);
861 ret
->cdiff
= state
->cdiff
;
866 static void free_game(game_state
*state
)
868 if (state
->dots
) sfree(state
->dots
);
873 /* Game description is a sequence of letters representing the number
874 * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot,
875 * and A-Y for a black dot. 'z' is 25 spaces (and no dot).
877 * I know it's a bitch to generate by hand, so we provide
881 static char *encode_game(game_state
*state
)
887 area
= (state
->sx
-2) * (state
->sy
-2);
889 desc
= snewn(area
, char);
892 for (y
= 1; y
< state
->sy
-1; y
++) {
893 for (x
= 1; x
< state
->sx
-1; x
++) {
894 f
= SPACE(state
, x
, y
).flags
;
896 /* a/A is 0 spaces between, b/B is 1 space, ...
897 * y/Y is 24 spaces, za/zA is 25 spaces, ...
898 * It's easier to count from 0 because we then
899 * don't have to special-case the top left-hand corner
900 * (which could be a dot with 0 spaces before it). */
908 *p
++ = ((f
& F_DOT_BLACK
) ?
'A' : 'a') + run
;
913 assert(p
- desc
< area
);
915 desc
= sresize(desc
, p
- desc
, char);
922 space
*olddot
, *newdot
;
925 enum { MD_CHECK
, MD_MOVE
};
927 static int movedot_cb(game_state
*state
, space
*tile
, void *vctx
)
929 struct movedot
*md
= (struct movedot
*)vctx
;
930 space
*newopp
= NULL
;
932 assert(tile
->type
== s_tile
);
933 assert(md
->olddot
&& md
->newdot
);
935 if (!(tile
->flags
& F_TILE_ASSOC
)) return 0;
936 if (tile
->dotx
!= md
->olddot
->x
|| tile
->doty
!= md
->olddot
->y
)
939 newopp
= space_opposite_dot(state
, tile
, md
->newdot
);
943 /* If the tile is associated with the old dot, check its
944 * opposite wrt the _new_ dot is empty or same assoc. */
945 if (!newopp
) return -1; /* no new opposite */
946 if (newopp
->flags
& F_TILE_ASSOC
) {
947 if (newopp
->dotx
!= md
->olddot
->x
||
948 newopp
->doty
!= md
->olddot
->y
)
949 return -1; /* associated, but wrong dot. */
954 /* Move dot associations: anything that was associated
955 * with the old dot, and its opposite wrt the new dot,
956 * become associated with the new dot. */
958 debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n",
959 tile
->x
, tile
->y
, newopp
->x
, newopp
->y
,
960 md
->newdot
->x
, md
->newdot
->y
));
961 add_assoc(state
, tile
, md
->newdot
);
962 add_assoc(state
, newopp
, md
->newdot
);
963 return 1; /* we did something! */
968 /* For the given dot, first see if we could expand it into all the given
969 * extra spaces (by checking for empty spaces on the far side), and then
970 * see if we can move the dot to shift the CoG to include the new spaces.
972 static int dot_expand_or_move(game_state
*state
, space
*dot
,
973 space
**toadd
, int nadd
)
976 int i
, ret
, nnew
, cx
, cy
;
979 debug(("dot_expand_or_move: %d tiles for dot %d,%d\n",
980 nadd
, dot
->x
, dot
->y
));
981 for (i
= 0; i
< nadd
; i
++)
982 debug(("dot_expand_or_move: dot %d,%d\n",
983 toadd
[i
]->x
, toadd
[i
]->y
));
984 assert(dot
->flags
& F_DOT
);
986 /* First off, could we just expand the current dot's tile to cover
987 * the space(s) passed in and their opposites? */
988 for (i
= 0; i
< nadd
; i
++) {
989 tileopp
= space_opposite_dot(state
, toadd
[i
], dot
);
990 if (!tileopp
) goto noexpand
;
991 if (tileopp
->flags
& F_TILE_ASSOC
) goto noexpand
;
993 /* OK, all spaces have valid empty opposites: associate spaces and
994 * opposites with our dot. */
995 for (i
= 0; i
< nadd
; i
++) {
996 tileopp
= space_opposite_dot(state
, toadd
[i
], dot
);
997 add_assoc(state
, toadd
[i
], dot
);
998 add_assoc(state
, tileopp
, dot
);
999 debug(("Added associations %d,%d and %d,%d --> %d,%d\n",
1000 toadd
[i
]->x
, toadd
[i
]->y
,
1001 tileopp
->x
, tileopp
->y
,
1008 /* Otherwise, try to move dot so as to encompass given spaces: */
1009 /* first, alculate the 'centre of gravity' of the new dot. */
1010 nnew
= dot
->nassoc
+ nadd
; /* number of tiles assoc. with new dot. */
1011 cx
= dot
->x
* dot
->nassoc
;
1012 cy
= dot
->y
* dot
->nassoc
;
1013 for (i
= 0; i
< nadd
; i
++) {
1017 /* If the CoG isn't a whole number, it's not possible. */
1018 if ((cx
% nnew
) != 0 || (cy
% nnew
) != 0) {
1019 debug(("Unable to move dot %d,%d, CoG not whole number.\n",
1023 cx
/= nnew
; cy
/= nnew
;
1025 /* Check whether all spaces in the old tile would have a good
1026 * opposite wrt the new dot. */
1028 md
.newdot
= &SPACE(state
, cx
, cy
);
1030 ret
= foreach_tile(state
, movedot_cb
, IMPOSSIBLE_QUITS
, &md
);
1032 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1036 /* Also check whether all spaces we're adding would have a good
1037 * opposite wrt the new dot. */
1038 for (i
= 0; i
< nadd
; i
++) {
1039 tileopp
= space_opposite_dot(state
, toadd
[i
], md
.newdot
);
1040 if (tileopp
&& (tileopp
->flags
& F_TILE_ASSOC
) &&
1041 (tileopp
->dotx
!= dot
->x
|| tileopp
->doty
!= dot
->y
)) {
1045 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1051 /* If we've got here, we're ok. First, associate all of 'toadd'
1052 * with the _old_ dot (so they'll get fixed up, with their opposites,
1053 * in the next step). */
1054 for (i
= 0; i
< nadd
; i
++) {
1055 debug(("Associating to-add %d,%d with old dot %d,%d.\n",
1056 toadd
[i
]->x
, toadd
[i
]->y
, dot
->x
, dot
->y
));
1057 add_assoc(state
, toadd
[i
], dot
);
1060 /* Finally, move the dot and fix up all the old associations. */
1061 debug(("Moving dot at %d,%d to %d,%d\n",
1062 dot
->x
, dot
->y
, md
.newdot
->x
, md
.newdot
->y
));
1067 ret
= foreach_tile(state
, movedot_cb
, 0, &md
);
1074 /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */
1076 #define MAX_OUTSIDE 8
1078 #define MAX_TILE_PERC 20
1080 static int generate_try_block(game_state
*state
, random_state
*rs
,
1081 int x1
, int y1
, int x2
, int y2
)
1083 int x
, y
, nadd
= 0, nout
= 0, i
, maxsz
;
1084 space
*sp
, *toadd
[MAX_TOADD
], *outside
[MAX_OUTSIDE
], *dot
;
1086 if (!INGRID(state
, x1
, y1
) || !INGRID(state
, x2
, y2
)) return 0;
1088 /* We limit the maximum size of tiles to be ~2*sqrt(area); so,
1089 * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid
1090 * nothing >40 tiles. */
1091 maxsz
= (int)sqrt((double)(state
->w
* state
->h
)) * 2;
1092 debug(("generate_try_block, maxsz %d\n", maxsz
));
1094 /* Make a static list of the spaces; if any space is already
1095 * associated then quit immediately. */
1096 for (x
= x1
; x
<= x2
; x
+= 2) {
1097 for (y
= y1
; y
<= y2
; y
+= 2) {
1098 assert(nadd
< MAX_TOADD
);
1099 sp
= &SPACE(state
, x
, y
);
1100 assert(sp
->type
== s_tile
);
1101 if (sp
->flags
& F_TILE_ASSOC
) return 0;
1106 /* Make a list of the spaces outside of our block, and shuffle it. */
1107 #define OUTSIDE(x, y) do { \
1108 if (INGRID(state, (x), (y))) { \
1109 assert(nout < MAX_OUTSIDE); \
1110 outside[nout++] = &SPACE(state, (x), (y)); \
1113 for (x
= x1
; x
<= x2
; x
+= 2) {
1117 for (y
= y1
; y
<= y2
; y
+= 2) {
1121 shuffle(outside
, nout
, sizeof(space
*), rs
);
1123 for (i
= 0; i
< nout
; i
++) {
1124 if (!(outside
[i
]->flags
& F_TILE_ASSOC
)) continue;
1125 dot
= &SPACE(state
, outside
[i
]->dotx
, outside
[i
]->doty
);
1126 if (dot
->nassoc
>= maxsz
) {
1127 debug(("Not adding to dot %d,%d, large enough (%d) already.\n",
1128 dot
->x
, dot
->y
, dot
->nassoc
));
1131 if (dot_expand_or_move(state
, dot
, toadd
, nadd
)) return 1;
1136 #ifdef STANDALONE_SOLVER
1138 #define MAXTRIES maxtries
1143 static int solver_obvious_dot(game_state
*state
,space
*dot
);
1147 static void generate_pass(game_state
*state
, random_state
*rs
, int *scratch
,
1148 int perc
, unsigned int flags
)
1150 int sz
= state
->sx
*state
->sy
, nspc
, i
, ret
;
1152 shuffle(scratch
, sz
, sizeof(int), rs
);
1154 /* This bug took me a, er, little while to track down. On PalmOS,
1155 * which has 16-bit signed ints, puzzles over about 9x9 started
1156 * failing to generate because the nspc calculation would start
1157 * to overflow, causing the dots not to be filled in properly. */
1158 nspc
= (int)(((long)perc
* (long)sz
) / 100L);
1159 debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n",
1160 perc
, nspc
, state
->sx
, state
->sy
, flags
));
1162 for (i
= 0; i
< nspc
; i
++) {
1163 space
*sp
= &state
->grid
[scratch
[i
]];
1164 int x1
= sp
->x
, y1
= sp
->y
, x2
= sp
->x
, y2
= sp
->y
;
1166 if (sp
->type
== s_edge
) {
1167 if (IS_VERTICAL_EDGE(sp
->x
)) {
1173 if (sp
->type
!= s_vertex
) {
1174 /* heuristic; expanding from vertices tends to generate lots of
1175 * too-big regions of tiles. */
1176 if (generate_try_block(state
, rs
, x1
, y1
, x2
, y2
))
1177 continue; /* we expanded successfully. */
1180 if (!(flags
& GP_DOTS
)) continue;
1182 if ((sp
->type
== s_edge
) && (i
% 2)) {
1183 debug(("Omitting edge %d,%d as half-of.\n", sp
->x
, sp
->y
));
1187 /* If we've got here we might want to put a dot down. Check
1188 * if we can, and add one if so. */
1189 if (dot_is_possible(state
, sp
, 0)) {
1191 ret
= solver_obvious_dot(state
, sp
);
1193 debug(("Added dot (and obvious associations) at %d,%d\n",
1201 static int solver_state(game_state
*state
, int maxdiff
);
1203 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1204 char **aux
, int interactive
)
1206 game_state
*state
= blank_game(params
->w
, params
->h
), *copy
;
1208 int *scratch
, sz
= state
->sx
*state
->sy
, i
;
1209 int diff
, ntries
= 0;
1211 /* Random list of squares to try and process, one-by-one. */
1212 scratch
= snewn(sz
, int);
1213 for (i
= 0; i
< sz
; i
++) scratch
[i
] = i
;
1216 clear_game(state
, 1);
1219 /* generate_pass(state, rs, scratch, 10, GP_DOTS); */
1220 /* generate_pass(state, rs, scratch, 100, 0); */
1221 generate_pass(state
, rs
, scratch
, 100, GP_DOTS
);
1223 game_update_dots(state
);
1227 char *tmp
= encode_game(state
);
1228 debug(("new_game_desc state %dx%d:%s\n", params
->w
, params
->h
, tmp
));
1233 copy
= dup_game(state
);
1234 clear_game(copy
, 0);
1236 diff
= solver_state(copy
, params
->diff
);
1239 assert(diff
!= DIFF_IMPOSSIBLE
);
1240 if (diff
!= params
->diff
) {
1242 * We'll grudgingly accept a too-easy puzzle, but we must
1243 * _not_ permit a too-hard one (one which the solver
1244 * couldn't handle at all).
1246 if (diff
> params
->diff
||
1247 ntries
< MAXTRIES
) goto generate
;
1250 desc
= encode_game(state
);
1251 #ifndef STANDALONE_SOLVER
1252 debug(("new_game_desc generated: \n"));
1262 static int solver_obvious(game_state
*state
);
1264 static int dots_too_close(game_state
*state
)
1266 /* Quick-and-dirty check, using half the solver:
1267 * solver_obvious will only fail if the dots are
1268 * too close together, so dot-proximity associations
1270 game_state
*tmp
= dup_game(state
);
1271 int ret
= solver_obvious(tmp
);
1273 return (ret
== -1) ?
1 : 0;
1276 static game_state
*load_game(game_params
*params
, char *desc
,
1279 game_state
*state
= blank_game(params
->w
, params
->h
);
1291 if (n
>= 'a' && n
<= 'y') {
1294 } else if (n
>= 'A' && n
<= 'Y') {
1298 why
= "Invalid characters in game description"; goto fail
;
1300 /* if we got here we incremented i and have a dot to add. */
1301 y
= (i
/ (state
->sx
-2)) + 1;
1302 x
= (i
% (state
->sx
-2)) + 1;
1303 if (!INUI(state
, x
, y
)) {
1304 why
= "Too much data to fit in grid"; goto fail
;
1306 add_dot(&SPACE(state
, x
, y
));
1307 SPACE(state
, x
, y
).flags
|= df
;
1310 game_update_dots(state
);
1312 if (dots_too_close(state
)) {
1313 why
= "Dots too close together"; goto fail
;
1320 if (why_r
) *why_r
= why
;
1324 static char *validate_desc(game_params
*params
, char *desc
)
1327 game_state
*dummy
= load_game(params
, desc
, &why
);
1336 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1338 game_state
*state
= load_game(params
, desc
, NULL
);
1340 assert("Unable to load ?validated game.");
1349 /* ----------------------------------------------------------
1350 * Solver and all its little wizards.
1353 int solver_recurse_depth
;
1355 typedef struct solver_ctx
{
1357 int sz
; /* state->sx * state->sy */
1358 space
**scratch
; /* size sz */
1362 static solver_ctx
*new_solver(game_state
*state
)
1364 solver_ctx
*sctx
= snew(solver_ctx
);
1365 sctx
->state
= state
;
1366 sctx
->sz
= state
->sx
*state
->sy
;
1367 sctx
->scratch
= snewn(sctx
->sz
, space
*);
1371 static void free_solver(solver_ctx
*sctx
)
1373 sfree(sctx
->scratch
);
1377 /* Solver ideas so far:
1379 * For any empty space, work out how many dots it could associate
1381 * it needs line-of-sight
1382 * it needs an empty space on the far side
1383 * any adjacent lines need corresponding line possibilities.
1386 /* The solver_ctx should keep a list of dot positions, for quicker looping.
1388 * Solver techniques, in order of difficulty:
1389 * obvious adjacency to dots
1390 * transferring tiles to opposite side
1391 * transferring lines to opposite side
1392 * one possible dot for a given tile based on opposite availability
1393 * tile with 3 definite edges next to an associated tile must associate
1396 * one possible dot for a given tile based on line-of-sight
1399 static int solver_add_assoc(game_state
*state
, space
*tile
, int dx
, int dy
,
1402 space
*dot
, *tile_opp
;
1404 dot
= &SPACE(state
, dx
, dy
);
1405 tile_opp
= space_opposite_dot(state
, tile
, dot
);
1407 assert(tile
->type
== s_tile
);
1408 if (tile
->flags
& F_TILE_ASSOC
) {
1409 if ((tile
->dotx
!= dx
) || (tile
->doty
!= dy
)) {
1410 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1411 "already --> %d,%d.\n",
1412 solver_recurse_depth
*4, "",
1413 tile
->x
, tile
->y
, dx
, dy
, why
,
1414 tile
->dotx
, tile
->doty
));
1417 return 0; /* no-op */
1420 solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n",
1421 solver_recurse_depth
*4, "", tile
->x
, tile
->y
, dx
, dy
));
1424 if (tile_opp
->flags
& F_TILE_ASSOC
&&
1425 (tile_opp
->dotx
!= dx
|| tile_opp
->doty
!= dy
)) {
1426 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1427 "opposite already --> %d,%d.\n",
1428 solver_recurse_depth
*4, "",
1429 tile
->x
, tile
->y
, dx
, dy
, why
,
1430 tile_opp
->dotx
, tile_opp
->doty
));
1434 add_assoc(state
, tile
, dot
);
1435 add_assoc(state
, tile_opp
, dot
);
1436 solvep(("%*sSetting %d,%d --> %d,%d (%s).\n",
1437 solver_recurse_depth
*4, "",
1438 tile
->x
, tile
->y
,dx
, dy
, why
));
1439 solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n",
1440 solver_recurse_depth
*4, "",
1441 tile_opp
->x
, tile_opp
->y
, dx
, dy
, why
));
1445 static int solver_obvious_dot(game_state
*state
, space
*dot
)
1447 int dx
, dy
, ret
, didsth
= 0;
1450 debug(("%*ssolver_obvious_dot for %d,%d.\n",
1451 solver_recurse_depth
*4, "", dot
->x
, dot
->y
));
1453 assert(dot
->flags
& F_DOT
);
1454 for (dx
= -1; dx
<= 1; dx
++) {
1455 for (dy
= -1; dy
<= 1; dy
++) {
1456 if (!INGRID(state
, dot
->x
+dx
, dot
->y
+dy
)) continue;
1458 tile
= &SPACE(state
, dot
->x
+dx
, dot
->y
+dy
);
1459 if (tile
->type
== s_tile
) {
1460 ret
= solver_add_assoc(state
, tile
, dot
->x
, dot
->y
,
1462 if (ret
< 0) return -1;
1463 if (ret
> 0) didsth
= 1;
1470 static int solver_obvious(game_state
*state
)
1472 int i
, didsth
= 0, ret
;
1474 debug(("%*ssolver_obvious.\n", solver_recurse_depth
*4, ""));
1476 for (i
= 0; i
< state
->ndots
; i
++) {
1477 ret
= solver_obvious_dot(state
, state
->dots
[i
]);
1478 if (ret
< 0) return -1;
1479 if (ret
> 0) didsth
= 1;
1484 static int solver_lines_opposite_cb(game_state
*state
, space
*edge
, void *ctx
)
1486 int didsth
= 0, n
, dx
, dy
;
1487 space
*tiles
[2], *tile_opp
, *edge_opp
;
1489 assert(edge
->type
== s_edge
);
1491 tiles_from_edge(state
, edge
, tiles
);
1493 /* if tiles[0] && tiles[1] && they're both associated
1494 * and they're both associated with different dots,
1495 * ensure the line is set. */
1496 if (!(edge
->flags
& F_EDGE_SET
) &&
1497 tiles
[0] && tiles
[1] &&
1498 (tiles
[0]->flags
& F_TILE_ASSOC
) &&
1499 (tiles
[1]->flags
& F_TILE_ASSOC
) &&
1500 (tiles
[0]->dotx
!= tiles
[1]->dotx
||
1501 tiles
[0]->doty
!= tiles
[1]->doty
)) {
1502 /* No edge, but the two adjacent tiles are both
1503 * associated with different dots; add the edge. */
1504 solvep(("%*sSetting edge %d,%d - tiles different dots.\n",
1505 solver_recurse_depth
*4, "", edge
->x
, edge
->y
));
1506 edge
->flags
|= F_EDGE_SET
;
1510 if (!(edge
->flags
& F_EDGE_SET
)) return didsth
;
1511 for (n
= 0; n
< 2; n
++) {
1512 if (!tiles
[n
]) continue;
1513 assert(tiles
[n
]->type
== s_tile
);
1514 if (!(tiles
[n
]->flags
& F_TILE_ASSOC
)) continue;
1516 tile_opp
= tile_opposite(state
, tiles
[n
]);
1518 solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d"
1519 " with no opposite.\n",
1520 solver_recurse_depth
*4, "",
1521 edge
->x
, edge
->y
, tiles
[n
]->x
, tiles
[n
]->y
));
1522 /* edge of tile has no opposite edge (off grid?);
1523 * this is impossible. */
1527 dx
= tiles
[n
]->x
- edge
->x
;
1528 dy
= tiles
[n
]->y
- edge
->y
;
1529 assert(INGRID(state
, tile_opp
->x
+dx
, tile_opp
->y
+dy
));
1530 edge_opp
= &SPACE(state
, tile_opp
->x
+dx
, tile_opp
->y
+dy
);
1531 if (!(edge_opp
->flags
& F_EDGE_SET
)) {
1532 solvep(("%*sSetting edge %d,%d as opposite %d,%d\n",
1533 solver_recurse_depth
*4, "",
1534 tile_opp
->x
-dx
, tile_opp
->y
-dy
, edge
->x
, edge
->y
));
1535 edge_opp
->flags
|= F_EDGE_SET
;
1542 static int solver_spaces_oneposs_cb(game_state
*state
, space
*tile
, void *ctx
)
1545 struct space
*edgeadj
[4], *tileadj
[4];
1548 assert(tile
->type
== s_tile
);
1549 if (tile
->flags
& F_TILE_ASSOC
) return 0;
1551 adjacencies(state
, tile
, edgeadj
, tileadj
);
1553 /* Empty tile. If each edge is either set, or associated with
1554 * the same dot, we must also associate with dot. */
1555 eset
= 0; dotx
= -1; doty
= -1;
1556 for (n
= 0; n
< 4; n
++) {
1558 assert(edgeadj
[n
]->type
== s_edge
);
1559 if (edgeadj
[n
]->flags
& F_EDGE_SET
) {
1563 assert(tileadj
[n
]->type
== s_tile
);
1565 /* If an adjacent tile is empty we can't make any deductions.*/
1566 if (!(tileadj
[n
]->flags
& F_TILE_ASSOC
))
1569 /* If an adjacent tile is assoc. with a different dot
1570 * we can't make any deductions. */
1571 if (dotx
!= -1 && doty
!= -1 &&
1572 (tileadj
[n
]->dotx
!= dotx
||
1573 tileadj
[n
]->doty
!= doty
))
1576 dotx
= tileadj
[n
]->dotx
;
1577 doty
= tileadj
[n
]->doty
;
1581 solvep(("%*simpossible: empty tile %d,%d has 4 edges\n",
1582 solver_recurse_depth
*4, "",
1586 assert(dotx
!= -1 && doty
!= -1);
1588 ret
= solver_add_assoc(state
, tile
, dotx
, doty
, "rest are edges");
1589 if (ret
== -1) return -1;
1590 assert(ret
!= 0); /* really should have done something. */
1595 /* Improved algorithm for tracking line-of-sight from dots, and not spaces.
1597 * The solver_ctx already stores a list of dots: the algorithm proceeds by
1598 * expanding outwards from each dot in turn, expanding first to the boundary
1599 * of its currently-connected tile and then to all empty tiles that could see
1600 * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker.
1602 * Expansion will happen by (symmetrically opposite) pairs of squares; if
1603 * a square hasn't an opposite number there's no point trying to expand through
1604 * it. Empty tiles will therefore also be tagged in pairs.
1606 * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot,
1607 * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag)
1608 * because we're looking for single-dot possibilities.
1610 * Once we've gone through all the dots, any which still have a 'can see dot'
1611 * tag get associated with that dot (because it must have been the only one);
1612 * any without any tag (i.e. that could see _no_ dots) cause an impossibility
1615 * The expansion will happen each time with a stored list of (space *) pairs,
1616 * rather than a mark-and-sweep idea; that's horrifically inefficient.
1618 * expansion algorithm:
1620 * * allocate list of (space *) the size of s->sx*s->sy.
1621 * * allocate second grid for (flags, dotx, doty) size of sx*sy.
1623 * clear second grid (flags = 0, all dotx and doty = 0)
1624 * flags: F_REACHABLE, F_MULTIPLE
1627 * * for each dot, start with one pair of tiles that are associated with it --
1628 * * vertex --> (dx+1, dy+1), (dx-1, dy-1)
1629 * * edge --> (adj1, adj2)
1630 * * tile --> (tile, tile) ???
1631 * * mark that pair of tiles with F_MARK, clear all other F_MARKs.
1632 * * add two tiles to start of list.
1634 * set start = 0, end = next = 2
1636 * from (start to end-1, step 2) {
1637 * * we have two tiles (t1, t2), opposites wrt our dot.
1638 * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge):
1639 * * work out at2 as the opposite to at1
1640 * * assert at1 and at2 have the same F_MARK values.
1641 * * if at1 & F_MARK ignore it (we've been there on a previous sweep)
1642 * * if either are associated with a different dot
1643 * * mark both with F_MARK (so we ignore them later)
1644 * * otherwise (assoc. with our dot, or empty):
1645 * * mark both with F_MARK
1646 * * add their space * values to the end of the list, set next += 2.
1650 * * we didn't add any new squares; exit the loop.
1652 * * set start = next+1, end = next. go round again
1654 * We've finished expanding from the dot. Now, for each square we have
1655 * in our list (--> each square with F_MARK):
1656 * * if the tile is empty:
1657 * * if F_REACHABLE was already set
1660 * * set F_REACHABLE, set dotx and doty to our dot.
1662 * Then, continue the whole thing for each dot in turn.
1664 * Once we've done for each dot, go through the entire grid looking for
1665 * empty tiles: for each empty tile:
1666 * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double)
1667 * if !F_REACHABLE, return as impossible.
1671 /* Returns 1 if this tile is either already associated with this dot,
1673 static int solver_expand_checkdot(space
*tile
, space
*dot
)
1675 if (!(tile
->flags
& F_TILE_ASSOC
)) return 1;
1676 if (tile
->dotx
== dot
->x
&& tile
->doty
== dot
->y
) return 1;
1680 static void solver_expand_fromdot(game_state
*state
, space
*dot
, solver_ctx
*sctx
)
1682 int i
, j
, x
, y
, start
, end
, next
;
1685 /* Clear the grid of the (space) flags we'll use. */
1687 /* This is well optimised; analysis showed that:
1688 for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK;
1689 took up ~85% of the total function time! */
1690 for (y
= 1; y
< state
->sy
; y
+= 2) {
1691 sp
= &SPACE(state
, 1, y
);
1692 for (x
= 1; x
< state
->sx
; x
+= 2, sp
+= 2)
1693 sp
->flags
&= ~F_MARK
;
1696 /* Seed the list of marked squares with two that must be associated
1697 * with our dot (possibly the same space) */
1698 if (dot
->type
== s_tile
) {
1699 sctx
->scratch
[0] = sctx
->scratch
[1] = dot
;
1700 } else if (dot
->type
== s_edge
) {
1701 tiles_from_edge(state
, dot
, sctx
->scratch
);
1702 } else if (dot
->type
== s_vertex
) {
1703 /* pick two of the opposite ones arbitrarily. */
1704 sctx
->scratch
[0] = &SPACE(state
, dot
->x
-1, dot
->y
-1);
1705 sctx
->scratch
[1] = &SPACE(state
, dot
->x
+1, dot
->y
+1);
1707 assert(sctx
->scratch
[0]->flags
& F_TILE_ASSOC
);
1708 assert(sctx
->scratch
[1]->flags
& F_TILE_ASSOC
);
1710 sctx
->scratch
[0]->flags
|= F_MARK
;
1711 sctx
->scratch
[1]->flags
|= F_MARK
;
1713 debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n",
1714 solver_recurse_depth
*4, "", dot
->x
, dot
->y
,
1715 sctx
->scratch
[0]->x
, sctx
->scratch
[0]->y
,
1716 sctx
->scratch
[1]->x
, sctx
->scratch
[1]->y
));
1718 start
= 0; end
= 2; next
= 2;
1721 debug(("%*sexpand: start %d, end %d, next %d\n",
1722 solver_recurse_depth
*4, "", start
, end
, next
));
1723 for (i
= start
; i
< end
; i
+= 2) {
1724 space
*t1
= sctx
->scratch
[i
]/*, *t2 = sctx->scratch[i+1]*/;
1725 space
*edges
[4], *tileadj
[4], *tileadj2
;
1727 adjacencies(state
, t1
, edges
, tileadj
);
1729 for (j
= 0; j
< 4; j
++) {
1731 if (edges
[j
]->flags
& F_EDGE_SET
) continue;
1734 if (tileadj
[j
]->flags
& F_MARK
) continue; /* seen before. */
1736 /* We have a tile adjacent to t1; find its opposite. */
1737 tileadj2
= space_opposite_dot(state
, tileadj
[j
], dot
);
1739 debug(("%*sMarking %d,%d, no opposite.\n",
1740 solver_recurse_depth
*4, "",
1741 tileadj
[j
]->x
, tileadj
[j
]->y
));
1742 tileadj
[j
]->flags
|= F_MARK
;
1743 continue; /* no opposite, so mark for next time. */
1745 /* If the tile had an opposite we should have either seen both of
1746 * these, or neither of these, before. */
1747 assert(!(tileadj2
->flags
& F_MARK
));
1749 if (solver_expand_checkdot(tileadj
[j
], dot
) &&
1750 solver_expand_checkdot(tileadj2
, dot
)) {
1751 /* Both tiles could associate with this dot; add them to
1753 debug(("%*sAdding %d,%d and %d,%d to possibles list.\n",
1754 solver_recurse_depth
*4, "",
1755 tileadj
[j
]->x
, tileadj
[j
]->y
, tileadj2
->x
, tileadj2
->y
));
1756 sctx
->scratch
[next
++] = tileadj
[j
];
1757 sctx
->scratch
[next
++] = tileadj2
;
1759 /* Either way, we've seen these tiles already so mark them. */
1760 debug(("%*sMarking %d,%d and %d,%d.\n",
1761 solver_recurse_depth
*4, "",
1762 tileadj
[j
]->x
, tileadj
[j
]->y
, tileadj2
->x
, tileadj2
->y
));
1763 tileadj
[j
]->flags
|= F_MARK
;
1764 tileadj2
->flags
|= F_MARK
;
1768 /* We added more squares; go back and try again. */
1769 start
= end
; end
= next
; goto expand
;
1772 /* We've expanded as far as we can go. Now we update the main flags
1773 * on all tiles we've expanded into -- if they were empty, we have
1774 * found possible associations for this dot. */
1775 for (i
= 0; i
< end
; i
++) {
1776 if (sctx
->scratch
[i
]->flags
& F_TILE_ASSOC
) continue;
1777 if (sctx
->scratch
[i
]->flags
& F_REACHABLE
) {
1778 /* This is (at least) the second dot this tile could
1779 * associate with. */
1780 debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n",
1781 solver_recurse_depth
*4, "",
1782 sctx
->scratch
[i
]->x
, sctx
->scratch
[i
]->y
, dot
->x
, dot
->y
));
1783 sctx
->scratch
[i
]->flags
|= F_MULTIPLE
;
1785 /* This is the first (possibly only) dot. */
1786 debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n",
1787 solver_recurse_depth
*4, "",
1788 sctx
->scratch
[i
]->x
, sctx
->scratch
[i
]->y
, dot
->x
, dot
->y
));
1789 sctx
->scratch
[i
]->flags
|= F_REACHABLE
;
1790 sctx
->scratch
[i
]->dotx
= dot
->x
;
1791 sctx
->scratch
[i
]->doty
= dot
->y
;
1797 static int solver_expand_postcb(game_state
*state
, space
*tile
, void *ctx
)
1799 assert(tile
->type
== s_tile
);
1801 if (tile
->flags
& F_TILE_ASSOC
) return 0;
1803 if (!(tile
->flags
& F_REACHABLE
)) {
1804 solvep(("%*simpossible: space (%d,%d) can reach no dots.\n",
1805 solver_recurse_depth
*4, "", tile
->x
, tile
->y
));
1808 if (tile
->flags
& F_MULTIPLE
) return 0;
1810 return solver_add_assoc(state
, tile
, tile
->dotx
, tile
->doty
,
1811 "single possible dot after expansion");
1814 static int solver_expand_dots(game_state
*state
, solver_ctx
*sctx
)
1818 for (i
= 0; i
< sctx
->sz
; i
++)
1819 state
->grid
[i
].flags
&= ~(F_REACHABLE
|F_MULTIPLE
);
1821 for (i
= 0; i
< state
->ndots
; i
++)
1822 solver_expand_fromdot(state
, state
->dots
[i
], sctx
);
1824 return foreach_tile(state
, solver_expand_postcb
, IMPOSSIBLE_QUITS
, sctx
);
1827 struct recurse_ctx
{
1832 static int solver_recurse_cb(game_state
*state
, space
*tile
, void *ctx
)
1834 struct recurse_ctx
*rctx
= (struct recurse_ctx
*)ctx
;
1837 assert(tile
->type
== s_tile
);
1838 if (tile
->flags
& F_TILE_ASSOC
) return 0;
1840 /* We're unassociated: count up all the dots we could associate with. */
1841 for (i
= 0; i
< state
->ndots
; i
++) {
1842 if (dotfortile(state
, tile
, state
->dots
[i
]))
1845 if (n
> rctx
->bestn
) {
1852 static int solver_state(game_state
*state
, int maxdiff
);
1854 #define MAXRECURSE 5
1856 static int solver_recurse(game_state
*state
, int maxdiff
)
1858 int diff
= DIFF_IMPOSSIBLE
, ret
, n
, gsz
= state
->sx
* state
->sy
;
1859 space
*ingrid
, *outgrid
= NULL
, *bestopp
;
1860 struct recurse_ctx rctx
;
1862 if (solver_recurse_depth
>= MAXRECURSE
) {
1863 solvep(("Limiting recursion to %d, returning.", MAXRECURSE
));
1864 return DIFF_UNFINISHED
;
1867 /* Work out the cell to recurse on; go through all unassociated tiles
1868 * and find which one has the most possible dots it could associate
1873 foreach_tile(state
, solver_recurse_cb
, 0, &rctx
);
1874 if (rctx
.bestn
== 0) return DIFF_IMPOSSIBLE
; /* or assert? */
1877 solvep(("%*sRecursing around %d,%d, with %d possible dots.\n",
1878 solver_recurse_depth
*4, "",
1879 rctx
.best
->x
, rctx
.best
->y
, rctx
.bestn
));
1881 #ifdef STANDALONE_SOLVER
1882 solver_recurse_depth
++;
1885 ingrid
= snewn(gsz
, struct space
);
1886 memcpy(ingrid
, state
->grid
, gsz
* sizeof(struct space
));
1888 for (n
= 0; n
< state
->ndots
; n
++) {
1889 memcpy(state
->grid
, ingrid
, gsz
* sizeof(struct space
));
1891 if (!dotfortile(state
, rctx
.best
, state
->dots
[n
])) continue;
1893 /* set cell (temporarily) pointing to that dot. */
1894 solver_add_assoc(state
, rctx
.best
,
1895 state
->dots
[n
]->x
, state
->dots
[n
]->y
,
1896 "Attempting for recursion");
1898 ret
= solver_state(state
, maxdiff
);
1900 if (diff
== DIFF_IMPOSSIBLE
&& ret
!= DIFF_IMPOSSIBLE
) {
1901 /* we found our first solved grid; copy it away. */
1903 outgrid
= snewn(gsz
, struct space
);
1904 memcpy(outgrid
, state
->grid
, gsz
* sizeof(struct space
));
1906 /* reset cell back to unassociated. */
1907 bestopp
= tile_opposite(state
, rctx
.best
);
1908 assert(bestopp
&& bestopp
->flags
& F_TILE_ASSOC
);
1910 remove_assoc(state
, rctx
.best
);
1911 remove_assoc(state
, bestopp
);
1913 if (ret
== DIFF_AMBIGUOUS
|| ret
== DIFF_UNFINISHED
)
1915 else if (ret
== DIFF_IMPOSSIBLE
)
1918 /* precisely one solution */
1919 if (diff
== DIFF_IMPOSSIBLE
)
1920 diff
= DIFF_UNREASONABLE
;
1922 diff
= DIFF_AMBIGUOUS
;
1924 /* if we've found >1 solution, or ran out of recursion,
1925 * give up immediately. */
1926 if (diff
== DIFF_AMBIGUOUS
|| diff
== DIFF_UNFINISHED
)
1930 #ifdef STANDALONE_SOLVER
1931 solver_recurse_depth
--;
1935 /* we found (at least one) soln; copy it back to state */
1936 memcpy(state
->grid
, outgrid
, gsz
* sizeof(struct space
));
1943 static int solver_state(game_state
*state
, int maxdiff
)
1945 solver_ctx
*sctx
= new_solver(state
);
1946 int ret
, diff
= DIFF_NORMAL
;
1948 ret
= solver_obvious(state
);
1950 diff
= DIFF_IMPOSSIBLE
;
1954 #define CHECKRET(d) do { \
1955 if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \
1956 if (ret > 0) { diff = max(diff, (d)); goto cont; } \
1961 ret
= foreach_edge(state
, solver_lines_opposite_cb
,
1962 IMPOSSIBLE_QUITS
, sctx
);
1963 CHECKRET(DIFF_NORMAL
);
1965 ret
= foreach_tile(state
, solver_spaces_oneposs_cb
,
1966 IMPOSSIBLE_QUITS
, sctx
);
1967 CHECKRET(DIFF_NORMAL
);
1969 ret
= solver_expand_dots(state
, sctx
);
1970 CHECKRET(DIFF_NORMAL
);
1972 if (maxdiff
<= DIFF_NORMAL
)
1977 /* if we reach here, we've made no deductions, so we terminate. */
1981 if (check_complete(state
, 0)) goto got_result
;
1983 diff
= (maxdiff
>= DIFF_UNREASONABLE
) ?
1984 solver_recurse(state
, maxdiff
) : DIFF_UNFINISHED
;
1988 #ifndef STANDALONE_SOLVER
1989 debug(("solver_state ends:\n"));
1997 static char *solve_game(game_state
*state
, game_state
*currstate
,
1998 char *aux
, char **error
)
2000 game_state
*tosolve
;
2005 tosolve
= dup_game(currstate
);
2006 diff
= solver_state(tosolve
, DIFF_UNREASONABLE
);
2007 if (diff
!= DIFF_UNFINISHED
&& diff
!= DIFF_IMPOSSIBLE
) {
2008 debug(("solve_game solved with current state.\n"));
2013 tosolve
= dup_game(state
);
2014 diff
= solver_state(tosolve
, DIFF_UNREASONABLE
);
2015 if (diff
!= DIFF_UNFINISHED
&& diff
!= DIFF_IMPOSSIBLE
) {
2016 debug(("solve_game solved with original state.\n"));
2025 * Clear tile associations: the solution will only include the
2028 for (i
= 0; i
< tosolve
->sx
*tosolve
->sy
; i
++)
2029 tosolve
->grid
[i
].flags
&= ~F_TILE_ASSOC
;
2030 ret
= diff_game(currstate
, tosolve
, 1);
2036 /* ----------------------------------------------------------
2042 int dx
, dy
; /* pixel coords of drag pos. */
2043 int dotx
, doty
; /* grid coords of dot we're dragging from. */
2044 int srcx
, srcy
; /* grid coords of drag start */
2047 static game_ui
*new_ui(game_state
*state
)
2049 game_ui
*ui
= snew(game_ui
);
2050 ui
->dragging
= FALSE
;
2054 static void free_ui(game_ui
*ui
)
2059 static char *encode_ui(game_ui
*ui
)
2064 static void decode_ui(game_ui
*ui
, char *encoding
)
2068 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2069 game_state
*newstate
)
2073 #define FLASH_TIME 0.15F
2075 #define PREFERRED_TILE_SIZE 32
2076 #define TILE_SIZE (ds->tilesize)
2077 #define DOT_SIZE (TILE_SIZE / 4)
2078 #define EDGE_THICKNESS (TILE_SIZE / 16)
2079 #define BORDER TILE_SIZE
2081 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
2082 #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER )
2083 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
2085 #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
2086 #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
2088 struct game_drawstate
{
2092 unsigned long *grid
;
2096 int dragging
, dragx
, dragy
;
2098 int *colour_scratch
;
2101 #define CORNER_TOLERANCE 0.15F
2102 #define CENTRE_TOLERANCE 0.15F
2105 * Round FP coordinates to the centre of the nearest edge.
2108 static void coord_round_to_edge(float x
, float y
, int *xr
, int *yr
)
2110 float xs
, ys
, xv
, yv
, dx
, dy
;
2113 * Find the nearest square-centre.
2115 xs
= (float)floor(x
) + 0.5F
;
2116 ys
= (float)floor(y
) + 0.5F
;
2119 * Find the nearest grid vertex.
2121 xv
= (float)floor(x
+ 0.5F
);
2122 yv
= (float)floor(y
+ 0.5F
);
2125 * Determine whether the horizontal or vertical edge from that
2126 * vertex alongside that square is closer to us, by comparing
2127 * distances from the square cente.
2129 dx
= (float)fabs(x
- xs
);
2130 dy
= (float)fabs(y
- ys
);
2132 /* Vertical edge: x-coord of corner,
2133 * y-coord of square centre. */
2135 *yr
= 1 + 2 * (int)floor(ys
);
2137 /* Horizontal edge: x-coord of square centre,
2138 * y-coord of corner. */
2139 *xr
= 1 + 2 * (int)floor(xs
);
2146 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2147 int x
, int y
, int button
)
2153 px
= 2*FROMCOORD((float)x
) + 0.5;
2154 py
= 2*FROMCOORD((float)y
) + 0.5;
2158 if (button
== 'C' || button
== 'c') return dupstr("C");
2160 if (button
== 'S' || button
== 's') {
2162 game_state
*tmp
= dup_game(state
);
2163 state
->cdiff
= solver_state(tmp
, DIFF_UNREASONABLE
-1);
2164 ret
= diff_game(state
, tmp
, 0);
2169 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2170 if (!INUI(state
, px
, py
)) return NULL
;
2171 sp
= &SPACE(state
, px
, py
);
2172 if (!dot_is_possible(state
, sp
, 1)) return NULL
;
2173 sprintf(buf
, "%c%d,%d",
2174 (char)((button
== LEFT_BUTTON
) ?
'D' : 'd'), px
, py
);
2181 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2182 int x
, int y
, int button
)
2184 /* UI operations (play mode):
2186 * Toggle edge (set/unset) (left-click on edge)
2187 * Associate space with dot (left-drag from dot)
2188 * Unassociate space (left-drag from space off grid)
2189 * Autofill lines around shape? (right-click?)
2191 * (edit mode; will clear all lines/associations)
2193 * Add or remove dot (left-click)
2198 struct space
*sp
, *dot
;
2200 if (button
== 'H' || button
== 'h' ||
2201 button
== 'S' || button
== 's') {
2203 game_state
*tmp
= dup_game(state
);
2204 if (button
== 'H' || button
== 'h')
2205 solver_obvious(tmp
);
2207 solver_state(tmp
, DIFF_UNREASONABLE
-1);
2208 ret
= diff_game(state
, tmp
, 0);
2213 if (button
== LEFT_BUTTON
) {
2214 coord_round_to_edge(FROMCOORD((float)x
), FROMCOORD((float)y
),
2217 if (!INUI(state
, px
, py
)) return NULL
;
2219 sp
= &SPACE(state
, px
, py
);
2220 assert(sp
->type
== s_edge
);
2222 sprintf(buf
, "E%d,%d", px
, py
);
2225 } else if (button
== RIGHT_BUTTON
) {
2228 px
= (int)(2*FROMCOORD((float)x
) + 0.5);
2229 py
= (int)(2*FROMCOORD((float)y
) + 0.5);
2234 * If there's a dot anywhere nearby, we pick up an arrow
2235 * pointing at that dot.
2237 for (py1
= py
-1; py1
<= py
+1; py1
++)
2238 for (px1
= px
-1; px1
<= px
+1; px1
++) {
2239 if (px1
>= 0 && px1
< state
->sx
&&
2240 py1
>= 0 && py1
< state
->sx
&&
2241 x
>= SCOORD(px1
-1) && x
< SCOORD(px1
+1) &&
2242 y
>= SCOORD(py1
-1) && y
< SCOORD(py1
+1) &&
2243 SPACE(state
, px1
, py1
).flags
& F_DOT
) {
2245 * Found a dot. Begin a drag from it.
2247 dot
= &SPACE(state
, px1
, py1
);
2250 goto done
; /* multi-level break */
2255 * Otherwise, find the nearest _square_, and pick up the
2256 * same arrow as it's got on it, if any.
2259 px
= 2*FROMCOORD(x
+TILE_SIZE
) - 1;
2260 py
= 2*FROMCOORD(y
+TILE_SIZE
) - 1;
2261 if (px
>= 0 && px
< state
->sx
&& py
>= 0 && py
< state
->sx
) {
2262 sp
= &SPACE(state
, px
, py
);
2263 if (sp
->flags
& F_TILE_ASSOC
) {
2264 dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
2273 * Now, if we've managed to find a dot, begin a drag.
2276 ui
->dragging
= TRUE
;
2283 } else if (button
== RIGHT_DRAG
&& ui
->dragging
) {
2284 /* just move the drag coords. */
2288 } else if (button
== RIGHT_RELEASE
&& ui
->dragging
) {
2289 ui
->dragging
= FALSE
;
2292 * Drags are always targeted at a single square.
2294 px
= 2*FROMCOORD(x
+TILE_SIZE
) - 1;
2295 py
= 2*FROMCOORD(y
+TILE_SIZE
) - 1;
2298 * Dragging an arrow on to the same square it started from
2299 * is a null move; just update the ui and finish.
2301 if (px
== ui
->srcx
&& py
== ui
->srcy
)
2308 * Otherwise, we remove the arrow from its starting
2309 * square if we didn't start from a dot...
2311 if ((ui
->srcx
!= ui
->dotx
|| ui
->srcy
!= ui
->doty
) &&
2312 SPACE(state
, ui
->srcx
, ui
->srcy
).flags
& F_TILE_ASSOC
) {
2313 sprintf(buf
+ strlen(buf
), "%sU%d,%d", sep
, ui
->srcx
, ui
->srcy
);
2318 * ... and if the square we're moving it _to_ is valid, we
2319 * add one there instead.
2321 if (INUI(state
, px
, py
)) {
2322 sp
= &SPACE(state
, px
, py
);
2324 if (!(sp
->flags
& F_DOT
) && !(sp
->flags
& F_TILE_ASSOC
))
2325 sprintf(buf
+ strlen(buf
), "%sA%d,%d,%d,%d",
2326 sep
, px
, py
, ui
->dotx
, ui
->doty
);
2339 static int check_complete_in_play(game_state
*state
, int *dsf
, int *colours
)
2341 int w
= state
->w
, h
= state
->h
;
2346 int minx
, miny
, maxx
, maxy
;
2352 dsf
= snew_dsf(w
*h
);
2360 * During actual game play, completion checking is done on the
2361 * basis of the edges rather than the square associations. So
2362 * first we must go through the grid figuring out the connected
2363 * components into which the edges divide it.
2365 for (y
= 0; y
< h
; y
++)
2366 for (x
= 0; x
< w
; x
++) {
2367 if (y
+1 < h
&& !(SPACE(state
, 2*x
+1, 2*y
+2).flags
& F_EDGE_SET
))
2368 dsf_merge(dsf
, y
*w
+x
, (y
+1)*w
+x
);
2369 if (x
+1 < w
&& !(SPACE(state
, 2*x
+2, 2*y
+1).flags
& F_EDGE_SET
))
2370 dsf_merge(dsf
, y
*w
+x
, y
*w
+(x
+1));
2374 * That gives us our connected components. Now, for each
2375 * component, decide whether it's _valid_. A valid component is
2378 * - is 180-degree rotationally symmetric
2379 * - has a dot at its centre of symmetry
2380 * - has no other dots anywhere within it (including on its
2382 * - contains no internal edges (i.e. edges separating two
2383 * squares which are both part of the component).
2387 * First, go through the grid finding the bounding box of each
2390 sqdata
= snewn(w
*h
, struct sqdata
);
2391 for (i
= 0; i
< w
*h
; i
++) {
2392 sqdata
[i
].minx
= w
+1;
2393 sqdata
[i
].miny
= h
+1;
2394 sqdata
[i
].maxx
= sqdata
[i
].maxy
= -1;
2395 sqdata
[i
].valid
= FALSE
;
2397 for (y
= 0; y
< h
; y
++)
2398 for (x
= 0; x
< w
; x
++) {
2399 i
= dsf_canonify(dsf
, y
*w
+x
);
2400 if (sqdata
[i
].minx
> x
)
2402 if (sqdata
[i
].maxx
< x
)
2404 if (sqdata
[i
].miny
> y
)
2406 if (sqdata
[i
].maxy
< y
)
2408 sqdata
[i
].valid
= TRUE
;
2412 * Now we're in a position to loop over each actual component
2413 * and figure out where its centre of symmetry has to be if
2416 for (i
= 0; i
< w
*h
; i
++)
2417 if (sqdata
[i
].valid
) {
2418 sqdata
[i
].cx
= sqdata
[i
].minx
+ sqdata
[i
].maxx
+ 1;
2419 sqdata
[i
].cy
= sqdata
[i
].miny
+ sqdata
[i
].maxy
+ 1;
2420 if (!(SPACE(state
, sqdata
[i
].cx
, sqdata
[i
].cy
).flags
& F_DOT
))
2421 sqdata
[i
].valid
= FALSE
; /* no dot at centre of symmetry */
2422 if (SPACE(state
, sqdata
[i
].cx
, sqdata
[i
].cy
).flags
& F_DOT_BLACK
)
2423 sqdata
[i
].colour
= 2;
2425 sqdata
[i
].colour
= 1;
2429 * Now we loop over the whole grid again, this time finding
2430 * extraneous dots (any dot which wholly or partially overlaps
2431 * a square and is not at the centre of symmetry of that
2432 * square's component disqualifies the component from validity)
2433 * and extraneous edges (any edge separating two squares
2434 * belonging to the same component also disqualifies that
2437 for (y
= 1; y
< state
->sy
-1; y
++)
2438 for (x
= 1; x
< state
->sx
-1; x
++) {
2439 space
*sp
= &SPACE(state
, x
, y
);
2441 if (sp
->flags
& F_DOT
) {
2443 * There's a dot here. Use it to disqualify any
2444 * component which deserves it.
2447 for (cy
= (y
-1) >> 1; cy
<= y
>> 1; cy
++)
2448 for (cx
= (x
-1) >> 1; cx
<= x
>> 1; cx
++) {
2449 i
= dsf_canonify(dsf
, cy
*w
+cx
);
2450 if (x
!= sqdata
[i
].cx
|| y
!= sqdata
[i
].cy
)
2451 sqdata
[i
].valid
= FALSE
;
2455 if (sp
->flags
& F_EDGE_SET
) {
2457 * There's an edge here. Use it to disqualify a
2458 * component if necessary.
2460 int cx1
= (x
-1) >> 1, cx2
= x
>> 1;
2461 int cy1
= (y
-1) >> 1, cy2
= y
>> 1;
2462 assert((cx1
==cx2
) ^ (cy1
==cy2
));
2463 i
= dsf_canonify(dsf
, cy1
*w
+cx1
);
2464 if (i
== dsf_canonify(dsf
, cy2
*w
+cx2
))
2465 sqdata
[i
].valid
= FALSE
;
2470 * And finally we test rotational symmetry: for each square in
2471 * the grid, find which component it's in, test that that
2472 * component also has a square in the symmetric position, and
2473 * disqualify it if it doesn't.
2475 for (y
= 0; y
< h
; y
++)
2476 for (x
= 0; x
< w
; x
++) {
2479 i
= dsf_canonify(dsf
, y
*w
+x
);
2481 x2
= sqdata
[i
].cx
- 1 - x
;
2482 y2
= sqdata
[i
].cy
- 1 - y
;
2483 if (i
!= dsf_canonify(dsf
, y2
*w
+x2
))
2484 sqdata
[i
].valid
= FALSE
;
2488 * That's it. We now have all the connected components marked
2489 * as valid or not valid. So now we return a `colours' array if
2490 * we were asked for one, and also we return an overall
2491 * true/false value depending on whether _every_ square in the
2492 * grid is part of a valid component.
2495 for (i
= 0; i
< w
*h
; i
++) {
2496 int ci
= dsf_canonify(dsf
, i
);
2497 int thisok
= sqdata
[ci
].valid
;
2499 colours
[i
] = thisok ? sqdata
[ci
].colour
: 0;
2500 ret
= ret
&& thisok
;
2510 static game_state
*execute_move(game_state
*state
, char *move
)
2512 int x
, y
, ax
, ay
, n
, dx
, dy
;
2513 game_state
*ret
= dup_game(state
);
2514 struct space
*sp
, *dot
;
2516 debug(("%s\n", move
));
2520 if (c
== 'E' || c
== 'U' || c
== 'M'
2522 || c
== 'D' || c
== 'd'
2526 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
2530 sp
= &SPACE(ret
, x
, y
);
2532 if (c
== 'D' || c
== 'd') {
2533 unsigned int currf
, newf
, maskf
;
2535 if (!dot_is_possible(state
, sp
, 1)) goto badmove
;
2537 newf
= F_DOT
| (c
== 'd' ? F_DOT_BLACK
: 0);
2538 currf
= GRID(ret
, grid
, x
, y
).flags
;
2539 maskf
= F_DOT
| F_DOT_BLACK
;
2540 /* if we clicked 'white dot':
2541 * white --> empty, empty --> white, black --> white.
2542 * if we clicker 'black dot':
2543 * black --> empty, empty --> black, white --> black.
2545 if (currf
& maskf
) {
2546 sp
->flags
&= ~maskf
;
2547 if ((currf
& maskf
) != newf
)
2551 sp
->nassoc
= 0; /* edit-mode disallows associations. */
2552 game_update_dots(ret
);
2556 if (sp
->type
!= s_edge
) goto badmove
;
2557 sp
->flags
^= F_EDGE_SET
;
2558 } else if (c
== 'U') {
2559 if (sp
->type
!= s_tile
|| !(sp
->flags
& F_TILE_ASSOC
))
2561 remove_assoc(ret
, sp
);
2562 } else if (c
== 'M') {
2563 if (!(sp
->flags
& F_DOT
)) goto badmove
;
2564 sp
->flags
^= F_DOT_HOLD
;
2567 } else if (c
== 'A' || c
== 'a') {
2569 if (sscanf(move
, "%d,%d,%d,%d%n", &x
, &y
, &ax
, &ay
, &n
) != 4 ||
2570 x
< 1 || y
< 1 || x
>= (state
->sx
-1) || y
>= (state
->sy
-1) ||
2571 ax
< 1 || ay
< 1 || ax
>= (state
->sx
-1) || ay
>= (state
->sy
-1))
2574 dot
= &GRID(ret
, grid
, ax
, ay
);
2575 if (!(dot
->flags
& F_DOT
))goto badmove
;
2576 if (dot
->flags
& F_DOT_HOLD
) goto badmove
;
2578 for (dx
= -1; dx
<= 1; dx
++) {
2579 for (dy
= -1; dy
<= 1; dy
++) {
2580 sp
= &GRID(ret
, grid
, x
+dx
, y
+dy
);
2581 if (sp
->type
!= s_tile
) continue;
2582 if (sp
->flags
& F_TILE_ASSOC
) {
2583 space
*dot
= &SPACE(state
, sp
->dotx
, sp
->doty
);
2584 if (dot
->flags
& F_DOT_HOLD
) continue;
2586 add_assoc(state
, sp
, dot
);
2591 } else if (c
== 'C') {
2595 } else if (c
== 'S') {
2605 if (check_complete_in_play(ret
, NULL
, NULL
))
2614 /* ----------------------------------------------------------------------
2618 /* Lines will be much smaller size than squares; say, 1/8 the size?
2620 * Need a 'top-left corner of location XxY' to take this into account;
2621 * alternaticaly, that could give the middle of that location, and the
2622 * drawing code would just know the expected dimensions.
2624 * We also need something to take a click and work out what it was
2625 * we were interested in. Clicking on vertices is required because
2626 * we may want to drag from them, for example.
2629 static void game_compute_size(game_params
*params
, int sz
,
2632 struct { int tilesize
, w
, h
; } ads
, *ds
= &ads
;
2642 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2643 game_params
*params
, int sz
)
2647 assert(TILE_SIZE
> 0);
2650 ds
->bl
= blitter_new(dr
, TILE_SIZE
, TILE_SIZE
);
2653 static float *game_colours(frontend
*fe
, int *ncolours
)
2655 float *ret
= snewn(3 * NCOLOURS
, float);
2659 * We call game_mkhighlight to ensure the background colour
2660 * isn't completely white. We don't actually use the high- and
2661 * lowlight colours it generates.
2663 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_WHITEBG
, COL_BLACKBG
);
2665 for (i
= 0; i
< 3; i
++) {
2667 * Currently, white dots and white-background squares are
2670 ret
[COL_WHITEDOT
* 3 + i
] = 1.0F
;
2671 ret
[COL_WHITEBG
* 3 + i
] = 1.0F
;
2674 * But black-background squares are a dark grey, whereas
2675 * black dots are really black.
2677 ret
[COL_BLACKDOT
* 3 + i
] = 0.0F
;
2678 ret
[COL_BLACKBG
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.3F
;
2681 * In unfilled squares, we draw a faint gridwork.
2683 ret
[COL_GRID
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
2686 * Edges and arrows are filled in in pure black.
2688 ret
[COL_EDGE
* 3 + i
] = 0.0F
;
2689 ret
[COL_ARROW
* 3 + i
] = 0.0F
;
2693 /* tinge the edit background to bluey */
2694 ret
[COL_BACKGROUND
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
2695 ret
[COL_BACKGROUND
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
2696 ret
[COL_BACKGROUND
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 0] * 1.4F
;
2697 if (ret
[COL_BACKGROUND
* 3 + 2] > 1.0F
) ret
[COL_BACKGROUND
* 3 + 2] = 1.0F
;
2700 *ncolours
= NCOLOURS
;
2704 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2706 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2713 ds
->grid
= snewn(ds
->w
*ds
->h
, unsigned long);
2714 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
2715 ds
->grid
[i
] = 0xFFFFFFFFUL
;
2716 ds
->dx
= snewn(ds
->w
*ds
->h
, int);
2717 ds
->dy
= snewn(ds
->w
*ds
->h
, int);
2720 ds
->dragging
= FALSE
;
2721 ds
->dragx
= ds
->dragy
= 0;
2723 ds
->colour_scratch
= snewn(ds
->w
* ds
->h
, int);
2728 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2730 sfree(ds
->colour_scratch
);
2731 if (ds
->bl
) blitter_free(dr
, ds
->bl
);
2738 #define DRAW_EDGE_L 0x0001
2739 #define DRAW_EDGE_R 0x0002
2740 #define DRAW_EDGE_U 0x0004
2741 #define DRAW_EDGE_D 0x0008
2742 #define DRAW_CORNER_UL 0x0010
2743 #define DRAW_CORNER_UR 0x0020
2744 #define DRAW_CORNER_DL 0x0040
2745 #define DRAW_CORNER_DR 0x0080
2746 #define DRAW_WHITE 0x0100
2747 #define DRAW_BLACK 0x0200
2748 #define DRAW_ARROW 0x0400
2749 #define DOT_SHIFT_C 11
2750 #define DOT_SHIFT_M 2
2751 #define DOT_WHITE 1UL
2752 #define DOT_BLACK 2UL
2755 * Draw an arrow centred on (cx,cy), pointing in the direction
2756 * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
2758 static void draw_arrow(drawing
*dr
, game_drawstate
*ds
,
2759 int cx
, int cy
, int ddx
, int ddy
)
2761 float vlen
= (float)sqrt(ddx
*ddx
+ddy
*ddy
);
2762 float xdx
= ddx
/vlen
, xdy
= ddy
/vlen
;
2763 float ydx
= -xdy
, ydy
= xdx
;
2764 int e1x
= cx
+ (int)(xdx
*TILE_SIZE
/3), e1y
= cy
+ (int)(xdy
*TILE_SIZE
/3);
2765 int e2x
= cx
- (int)(xdx
*TILE_SIZE
/3), e2y
= cy
- (int)(xdy
*TILE_SIZE
/3);
2766 int adx
= (int)((ydx
-xdx
)*TILE_SIZE
/8), ady
= (int)((ydy
-xdy
)*TILE_SIZE
/8);
2767 int adx2
= (int)((-ydx
-xdx
)*TILE_SIZE
/8), ady2
= (int)((-ydy
-xdy
)*TILE_SIZE
/8);
2769 draw_line(dr
, e1x
, e1y
, e2x
, e2y
, COL_ARROW
);
2770 draw_line(dr
, e1x
, e1y
, e1x
+adx
, e1y
+ady
, COL_ARROW
);
2771 draw_line(dr
, e1x
, e1y
, e1x
+adx2
, e1y
+ady2
, COL_ARROW
);
2774 static void draw_square(drawing
*dr
, game_drawstate
*ds
, int x
, int y
,
2775 unsigned long flags
, int ddx
, int ddy
)
2777 int lx
= COORD(x
), ly
= COORD(y
);
2781 clip(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
);
2784 * Draw the tile background.
2786 draw_rect(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
,
2787 (flags
& DRAW_WHITE ? COL_WHITEBG
:
2788 flags
& DRAW_BLACK ? COL_BLACKBG
: COL_BACKGROUND
));
2793 gridcol
= (flags
& DRAW_BLACK ? COL_BLACKDOT
: COL_GRID
);
2794 draw_rect(dr
, lx
, ly
, 1, TILE_SIZE
, gridcol
);
2795 draw_rect(dr
, lx
, ly
, TILE_SIZE
, 1, gridcol
);
2800 if (flags
& DRAW_ARROW
)
2801 draw_arrow(dr
, ds
, lx
+ TILE_SIZE
/2, ly
+ TILE_SIZE
/2, ddx
, ddy
);
2806 if (flags
& DRAW_EDGE_L
)
2807 draw_rect(dr
, lx
, ly
, EDGE_THICKNESS
, TILE_SIZE
, COL_EDGE
);
2808 if (flags
& DRAW_EDGE_R
)
2809 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1, ly
,
2810 EDGE_THICKNESS
- 1, TILE_SIZE
, COL_EDGE
);
2811 if (flags
& DRAW_EDGE_U
)
2812 draw_rect(dr
, lx
, ly
, TILE_SIZE
, EDGE_THICKNESS
, COL_EDGE
);
2813 if (flags
& DRAW_EDGE_D
)
2814 draw_rect(dr
, lx
, ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
2815 TILE_SIZE
, EDGE_THICKNESS
- 1, COL_EDGE
);
2816 if (flags
& DRAW_CORNER_UL
)
2817 draw_rect(dr
, lx
, ly
, EDGE_THICKNESS
, EDGE_THICKNESS
, COL_EDGE
);
2818 if (flags
& DRAW_CORNER_UR
)
2819 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1, ly
,
2820 EDGE_THICKNESS
- 1, EDGE_THICKNESS
, COL_EDGE
);
2821 if (flags
& DRAW_CORNER_DL
)
2822 draw_rect(dr
, lx
, ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
2823 EDGE_THICKNESS
, EDGE_THICKNESS
- 1, COL_EDGE
);
2824 if (flags
& DRAW_CORNER_DR
)
2825 draw_rect(dr
, lx
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
2826 ly
+ TILE_SIZE
- EDGE_THICKNESS
+ 1,
2827 EDGE_THICKNESS
- 1, EDGE_THICKNESS
- 1, COL_EDGE
);
2832 for (dy
= 0; dy
< 3; dy
++)
2833 for (dx
= 0; dx
< 3; dx
++) {
2834 int dotval
= (flags
>> (DOT_SHIFT_C
+ DOT_SHIFT_M
*(dy
*3+dx
)));
2835 dotval
&= (1 << DOT_SHIFT_M
)-1;
2838 draw_circle(dr
, lx
+dx
*TILE_SIZE
/2, ly
+dy
*TILE_SIZE
/2,
2840 (dotval
== 1 ? COL_WHITEDOT
: COL_BLACKDOT
),
2845 draw_update(dr
, lx
, ly
, TILE_SIZE
, TILE_SIZE
);
2848 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2849 game_state
*state
, int dir
, game_ui
*ui
,
2850 float animtime
, float flashtime
)
2852 int w
= ds
->w
, h
= ds
->h
;
2853 int x
, y
, flashing
= FALSE
;
2855 if (flashtime
> 0) {
2856 int frame
= (int)(flashtime
/ FLASH_TIME
);
2857 flashing
= (frame
% 2 == 0);
2862 blitter_load(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
2863 draw_update(dr
, ds
->dragx
, ds
->dragy
, TILE_SIZE
, TILE_SIZE
);
2864 ds
->dragging
= FALSE
;
2868 draw_rect(dr
, 0, 0, DRAW_WIDTH
, DRAW_HEIGHT
, COL_BACKGROUND
);
2869 draw_rect(dr
, BORDER
- EDGE_THICKNESS
+ 1, BORDER
- EDGE_THICKNESS
+ 1,
2870 w
*TILE_SIZE
+ EDGE_THICKNESS
*2 - 1,
2871 h
*TILE_SIZE
+ EDGE_THICKNESS
*2 - 1, COL_EDGE
);
2872 draw_update(dr
, 0, 0, DRAW_WIDTH
, DRAW_HEIGHT
);
2876 check_complete_in_play(state
, NULL
, ds
->colour_scratch
);
2878 for (y
= 0; y
< h
; y
++)
2879 for (x
= 0; x
< w
; x
++) {
2880 unsigned long flags
= 0;
2881 int ddx
= 0, ddy
= 0;
2886 * Set up the flags for this square. Firstly, see if we
2889 if (SPACE(state
, x
*2, y
*2+1).flags
& F_EDGE_SET
)
2890 flags
|= DRAW_EDGE_L
;
2891 if (SPACE(state
, x
*2+2, y
*2+1).flags
& F_EDGE_SET
)
2892 flags
|= DRAW_EDGE_R
;
2893 if (SPACE(state
, x
*2+1, y
*2).flags
& F_EDGE_SET
)
2894 flags
|= DRAW_EDGE_U
;
2895 if (SPACE(state
, x
*2+1, y
*2+2).flags
& F_EDGE_SET
)
2896 flags
|= DRAW_EDGE_D
;
2899 * Also, mark corners of neighbouring edges.
2901 if ((x
> 0 && SPACE(state
, x
*2-1, y
*2).flags
& F_EDGE_SET
) ||
2902 (y
> 0 && SPACE(state
, x
*2, y
*2-1).flags
& F_EDGE_SET
))
2903 flags
|= DRAW_CORNER_UL
;
2904 if ((x
+1 < w
&& SPACE(state
, x
*2+3, y
*2).flags
& F_EDGE_SET
) ||
2905 (y
> 0 && SPACE(state
, x
*2+2, y
*2-1).flags
& F_EDGE_SET
))
2906 flags
|= DRAW_CORNER_UR
;
2907 if ((x
> 0 && SPACE(state
, x
*2-1, y
*2+2).flags
& F_EDGE_SET
) ||
2908 (y
+1 < h
&& SPACE(state
, x
*2, y
*2+3).flags
& F_EDGE_SET
))
2909 flags
|= DRAW_CORNER_DL
;
2910 if ((x
+1 < w
&& SPACE(state
, x
*2+3, y
*2+2).flags
& F_EDGE_SET
) ||
2911 (y
+1 < h
&& SPACE(state
, x
*2+2, y
*2+3).flags
& F_EDGE_SET
))
2912 flags
|= DRAW_CORNER_DR
;
2915 * If this square is part of a valid region, paint it
2916 * that region's colour. Exception: if we're flashing,
2917 * everything goes briefly back to background colour.
2919 sp
= &SPACE(state
, x
*2+1, y
*2+1);
2920 if (ds
->colour_scratch
[y
*w
+x
] && !flashing
) {
2921 flags
|= (ds
->colour_scratch
[y
*w
+x
] == 2 ?
2922 DRAW_BLACK
: DRAW_WHITE
);
2926 * If this square is associated with a dot but it isn't
2927 * part of a valid region, draw an arrow in it pointing
2928 * in the direction of that dot.
2930 * Exception: if this is the source point of an active
2931 * drag, we don't draw the arrow.
2933 if ((sp
->flags
& F_TILE_ASSOC
) && !ds
->colour_scratch
[y
*w
+x
]) {
2934 if (ui
->dragging
&& ui
->srcx
== x
*2+1 && ui
->srcy
== y
*2+1) {
2936 } else if (sp
->doty
!= y
*2+1 || sp
->dotx
!= x
*2+1) {
2937 flags
|= DRAW_ARROW
;
2938 ddy
= sp
->doty
- (y
*2+1);
2939 ddx
= sp
->dotx
- (x
*2+1);
2944 * Now go through the nine possible places we could
2947 for (dy
= 0; dy
< 3; dy
++)
2948 for (dx
= 0; dx
< 3; dx
++) {
2949 sp
= &SPACE(state
, x
*2+dx
, y
*2+dy
);
2950 if (sp
->flags
& F_DOT
) {
2951 unsigned long dotval
= (sp
->flags
& F_DOT_BLACK ?
2952 DOT_BLACK
: DOT_WHITE
);
2953 flags
|= dotval
<< (DOT_SHIFT_C
+
2954 DOT_SHIFT_M
*(dy
*3+dx
));
2959 * Now we have everything we're going to need. Draw the
2962 if (ds
->grid
[y
*w
+x
] != flags
||
2963 ds
->dx
[y
*w
+x
] != ddx
||
2964 ds
->dy
[y
*w
+x
] != ddy
) {
2965 draw_square(dr
, ds
, x
, y
, flags
, ddx
, ddy
);
2966 ds
->grid
[y
*w
+x
] = flags
;
2967 ds
->dx
[y
*w
+x
] = ddx
;
2968 ds
->dy
[y
*w
+x
] = ddy
;
2973 ds
->dragging
= TRUE
;
2974 ds
->dragx
= ui
->dx
- TILE_SIZE
/2;
2975 ds
->dragy
= ui
->dy
- TILE_SIZE
/2;
2976 blitter_save(dr
, ds
->bl
, ds
->dragx
, ds
->dragy
);
2977 draw_arrow(dr
, ds
, ui
->dx
, ui
->dy
,
2978 SCOORD(ui
->dotx
) - ui
->dx
,
2979 SCOORD(ui
->doty
) - ui
->dy
);
2984 if (state
->cdiff
!= -1)
2985 sprintf(buf
, "Puzzle is %s.", galaxies_diffnames
[state
->cdiff
]);
2988 status_bar(dr
, buf
);
2993 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2994 int dir
, game_ui
*ui
)
2999 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
3000 int dir
, game_ui
*ui
)
3002 if ((!oldstate
->completed
&& newstate
->completed
) &&
3003 !(newstate
->used_solve
))
3004 return 3 * FLASH_TIME
;
3009 static int game_timing_state(game_state
*state
, game_ui
*ui
)
3015 static void game_print_size(game_params
*params
, float *x
, float *y
)
3020 * 8mm squares by default. (There isn't all that much detail
3021 * that needs to go in each square.)
3023 game_compute_size(params
, 800, &pw
, &ph
);
3028 static void game_print(drawing
*dr
, game_state
*state
, int sz
)
3030 int w
= state
->w
, h
= state
->h
;
3031 int white
, black
, blackish
;
3035 int ncoords
= 0, coordsize
= 0;
3037 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
3038 game_drawstate ads
, *ds
= &ads
;
3041 white
= print_grey_colour(dr
, HATCH_CLEAR
, 1.0F
);
3042 black
= print_grey_colour(dr
, HATCH_SOLID
, 0.0F
);
3043 blackish
= print_grey_colour(dr
, HATCH_X
, 0.5F
);
3046 * Get the completion information.
3048 dsf
= snewn(w
* h
, int);
3049 colours
= snewn(w
* h
, int);
3050 check_complete_in_play(state
, dsf
, colours
);
3055 print_line_width(dr
, TILE_SIZE
/ 64);
3056 for (x
= 1; x
< w
; x
++)
3057 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), black
);
3058 for (y
= 1; y
< h
; y
++)
3059 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), black
);
3062 * Shade the completed regions. Just in case any particular
3063 * printing platform deals badly with adjacent
3064 * similarly-hatched regions, we'll fill each one as a single
3067 for (i
= 0; i
< w
*h
; i
++) {
3068 j
= dsf_canonify(dsf
, i
);
3069 if (colours
[j
] != 0) {
3073 * This is the first square we've run into belonging to
3074 * this polyomino, which means an edge of the polyomino
3075 * is certain to be to our left. (After we finish
3076 * tracing round it, we'll set the colours[] entry to
3077 * zero to prevent accidentally doing it again.)
3087 * We are currently sitting on square (x,y), which
3088 * we know to be in our polyomino, and we also know
3089 * that (x+dx,y+dy) is not. The way I visualise
3090 * this is that we're standing to the right of a
3091 * boundary line, stretching our left arm out to
3092 * point to the exterior square on the far side.
3096 * First, check if we've gone round the entire
3100 (x
== i
%w
&& y
== i
/w
&& dx
== -1 && dy
== 0))
3104 * Add to our coordinate list the coordinate
3105 * backwards and to the left of where we are.
3107 if (ncoords
+ 2 > coordsize
) {
3108 coordsize
= (ncoords
* 3 / 2) + 64;
3109 coords
= sresize(coords
, coordsize
, int);
3111 coords
[ncoords
++] = COORD((2*x
+1 + dx
+ dy
) / 2);
3112 coords
[ncoords
++] = COORD((2*y
+1 + dy
- dx
) / 2);
3115 * Follow the edge round. If the square directly in
3116 * front of us is not part of the polyomino, we
3117 * turn right; if it is and so is the square in
3118 * front of (x+dx,y+dy), we turn left; otherwise we
3121 if (x
-dy
< 0 || x
-dy
>= w
|| y
+dx
< 0 || y
+dx
>= h
||
3122 dsf_canonify(dsf
, (y
+dx
)*w
+(x
-dy
)) != j
) {
3127 } else if (x
+dx
-dy
>= 0 && x
+dx
-dy
< w
&&
3128 y
+dy
+dx
>= 0 && y
+dy
+dx
< h
&&
3129 dsf_canonify(dsf
, (y
+dy
+dx
)*w
+(x
+dx
-dy
)) == j
) {
3146 * Now we have our polygon complete, so fill it.
3148 draw_polygon(dr
, coords
, ncoords
/2,
3149 colours
[j
] == 2 ? blackish
: -1, black
);
3152 * And mark this polyomino as done.
3161 for (y
= 0; y
<= h
; y
++)
3162 for (x
= 0; x
<= w
; x
++) {
3163 if (x
< w
&& SPACE(state
, x
*2+1, y
*2).flags
& F_EDGE_SET
)
3164 draw_rect(dr
, COORD(x
)-EDGE_THICKNESS
, COORD(y
)-EDGE_THICKNESS
,
3165 EDGE_THICKNESS
* 2 + TILE_SIZE
, EDGE_THICKNESS
* 2,
3167 if (y
< h
&& SPACE(state
, x
*2, y
*2+1).flags
& F_EDGE_SET
)
3168 draw_rect(dr
, COORD(x
)-EDGE_THICKNESS
, COORD(y
)-EDGE_THICKNESS
,
3169 EDGE_THICKNESS
* 2, EDGE_THICKNESS
* 2 + TILE_SIZE
,
3176 for (y
= 0; y
<= 2*h
; y
++)
3177 for (x
= 0; x
<= 2*w
; x
++)
3178 if (SPACE(state
, x
, y
).flags
& F_DOT
) {
3179 draw_circle(dr
, (int)COORD(x
/2.0), (int)COORD(y
/2.0), DOT_SIZE
,
3180 (SPACE(state
, x
, y
).flags
& F_DOT_BLACK ?
3181 black
: white
), black
);
3191 #define thegame galaxies
3194 const struct game thegame
= {
3195 "Galaxies", "games.galaxies", "galaxies",
3202 TRUE
, game_configure
, custom_params
,
3214 TRUE
, game_text_format
,
3222 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
3225 game_free_drawstate
,
3230 FALSE
, FALSE
, NULL
, NULL
,
3231 TRUE
, /* wants_statusbar */
3233 TRUE
, TRUE
, game_print_size
, game_print
,
3234 FALSE
, /* wants_statusbar */
3236 FALSE
, game_timing_state
,
3240 #ifdef STANDALONE_SOLVER
3246 static void usage_exit(const char *msg
)
3249 fprintf(stderr
, "%s: %s\n", quis
, msg
);
3250 fprintf(stderr
, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis
);
3254 static void dump_state(game_state
*state
)
3256 char *temp
= game_text_format(state
);
3257 printf("%s\n", temp
);
3261 static int gen(game_params
*p
, random_state
*rs
, int debug
)
3268 solver_show_working
= debug
;
3270 printf("Generating a %dx%d %s puzzle.\n",
3271 p
->w
, p
->h
, galaxies_diffnames
[p
->diff
]);
3273 desc
= new_game_desc(p
, rs
, NULL
, 0);
3274 state
= new_game(NULL
, p
, desc
);
3277 diff
= solver_state(state
, DIFF_UNREASONABLE
);
3278 printf("Generated %s game %dx%d:%s\n",
3279 galaxies_diffnames
[diff
], p
->w
, p
->h
, desc
);
3288 static void soak(game_params
*p
, random_state
*rs
)
3290 time_t tt_start
, tt_now
, tt_last
;
3293 int diff
, n
= 0, i
, diffs
[DIFF_MAX
], ndots
= 0, nspaces
= 0;
3296 solver_show_working
= 0;
3298 tt_start
= tt_now
= time(NULL
);
3299 for (i
= 0; i
< DIFF_MAX
; i
++) diffs
[i
] = 0;
3302 printf("Soak-generating a %dx%d grid, max. diff %s.\n",
3303 p
->w
, p
->h
, galaxies_diffnames
[p
->diff
]);
3305 for (i
= 0; i
< DIFF_MAX
; i
++)
3306 printf("%s%s", (i
== 0) ?
"" : ", ", galaxies_diffnames
[i
]);
3310 desc
= new_game_desc(p
, rs
, NULL
, 0);
3311 st
= new_game(NULL
, p
, desc
);
3312 diff
= solver_state(st
, p
->diff
);
3313 nspaces
+= st
->w
*st
->h
;
3314 for (i
= 0; i
< st
->sx
*st
->sy
; i
++)
3315 if (st
->grid
[i
].flags
& F_DOT
) ndots
++;
3321 tt_last
= time(NULL
);
3322 if (tt_last
> tt_now
) {
3324 printf("%d total, %3.1f/s, [",
3325 n
, (double)n
/ ((double)tt_now
- tt_start
));
3326 for (i
= 0; i
< DIFF_MAX
; i
++)
3327 printf("%s%.1f%%", (i
== 0) ?
"" : ", ",
3328 100.0 * ((double)diffs
[i
] / (double)n
));
3329 printf("], %.1f%% dots\n",
3330 100.0 * ((double)ndots
/ (double)nspaces
));
3335 int main(int argc
, char **argv
)
3338 char *id
= NULL
, *desc
, *err
;
3340 int diff
, do_soak
= 0, verbose
= 0;
3342 time_t seed
= time(NULL
);
3345 while (--argc
> 0) {
3347 if (!strcmp(p
, "-v")) {
3349 } else if (!strcmp(p
, "--seed")) {
3350 if (argc
== 0) usage_exit("--seed needs an argument");
3351 seed
= (time_t)atoi(*++argv
);
3353 } else if (!strcmp(p
, "--soak")) {
3355 } else if (*p
== '-') {
3356 usage_exit("unrecognised option");
3364 p
= default_params();
3365 rs
= random_new((void*)&seed
, sizeof(time_t));
3368 if (!id
) usage_exit("need one argument for --soak");
3369 decode_params(p
, *argv
);
3376 p
->w
= random_upto(rs
, 15) + 3;
3377 p
->h
= random_upto(rs
, 15) + 3;
3378 p
->diff
= random_upto(rs
, DIFF_UNREASONABLE
);
3379 diff
= gen(p
, rs
, 0);
3384 desc
= strchr(id
, ':');
3386 decode_params(p
, id
);
3387 gen(p
, rs
, verbose
);
3390 solver_show_working
= 1;
3393 decode_params(p
, id
);
3394 err
= validate_desc(p
, desc
);
3396 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
3399 s
= new_game(NULL
, p
, desc
);
3400 diff
= solver_state(s
, DIFF_UNREASONABLE
);
3402 printf("Puzzle is %s.\n", galaxies_diffnames
[diff
]);
3413 /* vim: set shiftwidth=4 tabstop=8: */