Terribly cunning approach to making the pencil marks look nicer,
[sgt/puzzles] / map.c
1 /*
2 * map.c: Game involving four-colouring a map.
3 */
4
5 /*
6 * TODO:
7 *
8 * - clue marking
9 * - better four-colouring algorithm?
10 * - ability to drag a set of pencil marks?
11 */
12
13 #include <stdio.h>
14 #include <stdlib.h>
15 #include <string.h>
16 #include <assert.h>
17 #include <ctype.h>
18 #include <math.h>
19
20 #include "puzzles.h"
21
22 /*
23 * In standalone solver mode, `verbose' is a variable which can be
24 * set by command-line option; in debugging mode it's simply always
25 * true.
26 */
27 #if defined STANDALONE_SOLVER
28 #define SOLVER_DIAGNOSTICS
29 int verbose = FALSE;
30 #elif defined SOLVER_DIAGNOSTICS
31 #define verbose TRUE
32 #endif
33
34 /*
35 * I don't seriously anticipate wanting to change the number of
36 * colours used in this game, but it doesn't cost much to use a
37 * #define just in case :-)
38 */
39 #define FOUR 4
40 #define THREE (FOUR-1)
41 #define FIVE (FOUR+1)
42 #define SIX (FOUR+2)
43
44 /*
45 * Ghastly run-time configuration option, just for Gareth (again).
46 */
47 static int flash_type = -1;
48 static float flash_length;
49
50 /*
51 * Difficulty levels. I do some macro ickery here to ensure that my
52 * enum and the various forms of my name list always match up.
53 */
54 #define DIFFLIST(A) \
55 A(EASY,Easy,e) \
56 A(NORMAL,Normal,n) \
57 A(HARD,Hard,h) \
58 A(RECURSE,Unreasonable,u)
59 #define ENUM(upper,title,lower) DIFF_ ## upper,
60 #define TITLE(upper,title,lower) #title,
61 #define ENCODE(upper,title,lower) #lower
62 #define CONFIG(upper,title,lower) ":" #title
63 enum { DIFFLIST(ENUM) DIFFCOUNT };
64 static char const *const map_diffnames[] = { DIFFLIST(TITLE) };
65 static char const map_diffchars[] = DIFFLIST(ENCODE);
66 #define DIFFCONFIG DIFFLIST(CONFIG)
67
68 enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */
69
70 enum {
71 COL_BACKGROUND,
72 COL_GRID,
73 COL_0, COL_1, COL_2, COL_3,
74 COL_ERROR, COL_ERRTEXT,
75 NCOLOURS
76 };
77
78 struct game_params {
79 int w, h, n, diff;
80 };
81
82 struct map {
83 int refcount;
84 int *map;
85 int *graph;
86 int n;
87 int ngraph;
88 int *immutable;
89 int *edgex, *edgey; /* position of a point on each edge */
90 int *regionx, *regiony; /* position of a point in each region */
91 };
92
93 struct game_state {
94 game_params p;
95 struct map *map;
96 int *colouring, *pencil;
97 int completed, cheated;
98 };
99
100 static game_params *default_params(void)
101 {
102 game_params *ret = snew(game_params);
103
104 ret->w = 20;
105 ret->h = 15;
106 ret->n = 30;
107 ret->diff = DIFF_NORMAL;
108
109 return ret;
110 }
111
112 static const struct game_params map_presets[] = {
113 {20, 15, 30, DIFF_EASY},
114 {20, 15, 30, DIFF_NORMAL},
115 {20, 15, 30, DIFF_HARD},
116 {20, 15, 30, DIFF_RECURSE},
117 {30, 25, 75, DIFF_NORMAL},
118 {30, 25, 75, DIFF_HARD},
119 };
120
121 static int game_fetch_preset(int i, char **name, game_params **params)
122 {
123 game_params *ret;
124 char str[80];
125
126 if (i < 0 || i >= lenof(map_presets))
127 return FALSE;
128
129 ret = snew(game_params);
130 *ret = map_presets[i];
131
132 sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n,
133 map_diffnames[ret->diff]);
134
135 *name = dupstr(str);
136 *params = ret;
137 return TRUE;
138 }
139
140 static void free_params(game_params *params)
141 {
142 sfree(params);
143 }
144
145 static game_params *dup_params(game_params *params)
146 {
147 game_params *ret = snew(game_params);
148 *ret = *params; /* structure copy */
149 return ret;
150 }
151
152 static void decode_params(game_params *params, char const *string)
153 {
154 char const *p = string;
155
156 params->w = atoi(p);
157 while (*p && isdigit((unsigned char)*p)) p++;
158 if (*p == 'x') {
159 p++;
160 params->h = atoi(p);
161 while (*p && isdigit((unsigned char)*p)) p++;
162 } else {
163 params->h = params->w;
164 }
165 if (*p == 'n') {
166 p++;
167 params->n = atoi(p);
168 while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
169 } else {
170 params->n = params->w * params->h / 8;
171 }
172 if (*p == 'd') {
173 int i;
174 p++;
175 for (i = 0; i < DIFFCOUNT; i++)
176 if (*p == map_diffchars[i])
177 params->diff = i;
178 if (*p) p++;
179 }
180 }
181
182 static char *encode_params(game_params *params, int full)
183 {
184 char ret[400];
185
186 sprintf(ret, "%dx%dn%d", params->w, params->h, params->n);
187 if (full)
188 sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]);
189
190 return dupstr(ret);
191 }
192
193 static config_item *game_configure(game_params *params)
194 {
195 config_item *ret;
196 char buf[80];
197
198 ret = snewn(5, config_item);
199
200 ret[0].name = "Width";
201 ret[0].type = C_STRING;
202 sprintf(buf, "%d", params->w);
203 ret[0].sval = dupstr(buf);
204 ret[0].ival = 0;
205
206 ret[1].name = "Height";
207 ret[1].type = C_STRING;
208 sprintf(buf, "%d", params->h);
209 ret[1].sval = dupstr(buf);
210 ret[1].ival = 0;
211
212 ret[2].name = "Regions";
213 ret[2].type = C_STRING;
214 sprintf(buf, "%d", params->n);
215 ret[2].sval = dupstr(buf);
216 ret[2].ival = 0;
217
218 ret[3].name = "Difficulty";
219 ret[3].type = C_CHOICES;
220 ret[3].sval = DIFFCONFIG;
221 ret[3].ival = params->diff;
222
223 ret[4].name = NULL;
224 ret[4].type = C_END;
225 ret[4].sval = NULL;
226 ret[4].ival = 0;
227
228 return ret;
229 }
230
231 static game_params *custom_params(config_item *cfg)
232 {
233 game_params *ret = snew(game_params);
234
235 ret->w = atoi(cfg[0].sval);
236 ret->h = atoi(cfg[1].sval);
237 ret->n = atoi(cfg[2].sval);
238 ret->diff = cfg[3].ival;
239
240 return ret;
241 }
242
243 static char *validate_params(game_params *params, int full)
244 {
245 if (params->w < 2 || params->h < 2)
246 return "Width and height must be at least two";
247 if (params->n < 5)
248 return "Must have at least five regions";
249 if (params->n > params->w * params->h)
250 return "Too many regions to fit in grid";
251 return NULL;
252 }
253
254 /* ----------------------------------------------------------------------
255 * Cumulative frequency table functions.
256 */
257
258 /*
259 * Initialise a cumulative frequency table. (Hardly worth writing
260 * this function; all it does is to initialise everything in the
261 * array to zero.)
262 */
263 static void cf_init(int *table, int n)
264 {
265 int i;
266
267 for (i = 0; i < n; i++)
268 table[i] = 0;
269 }
270
271 /*
272 * Increment the count of symbol `sym' by `count'.
273 */
274 static void cf_add(int *table, int n, int sym, int count)
275 {
276 int bit;
277
278 bit = 1;
279 while (sym != 0) {
280 if (sym & bit) {
281 table[sym] += count;
282 sym &= ~bit;
283 }
284 bit <<= 1;
285 }
286
287 table[0] += count;
288 }
289
290 /*
291 * Cumulative frequency lookup: return the total count of symbols
292 * with value less than `sym'.
293 */
294 static int cf_clookup(int *table, int n, int sym)
295 {
296 int bit, index, limit, count;
297
298 if (sym == 0)
299 return 0;
300
301 assert(0 < sym && sym <= n);
302
303 count = table[0]; /* start with the whole table size */
304
305 bit = 1;
306 while (bit < n)
307 bit <<= 1;
308
309 limit = n;
310
311 while (bit > 0) {
312 /*
313 * Find the least number with its lowest set bit in this
314 * position which is greater than or equal to sym.
315 */
316 index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit;
317
318 if (index < limit) {
319 count -= table[index];
320 limit = index;
321 }
322
323 bit >>= 1;
324 }
325
326 return count;
327 }
328
329 /*
330 * Single frequency lookup: return the count of symbol `sym'.
331 */
332 static int cf_slookup(int *table, int n, int sym)
333 {
334 int count, bit;
335
336 assert(0 <= sym && sym < n);
337
338 count = table[sym];
339
340 for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1)
341 count -= table[sym+bit];
342
343 return count;
344 }
345
346 /*
347 * Return the largest symbol index such that the cumulative
348 * frequency up to that symbol is less than _or equal to_ count.
349 */
350 static int cf_whichsym(int *table, int n, int count) {
351 int bit, sym, top;
352
353 assert(count >= 0 && count < table[0]);
354
355 bit = 1;
356 while (bit < n)
357 bit <<= 1;
358
359 sym = 0;
360 top = table[0];
361
362 while (bit > 0) {
363 if (sym+bit < n) {
364 if (count >= top - table[sym+bit])
365 sym += bit;
366 else
367 top -= table[sym+bit];
368 }
369
370 bit >>= 1;
371 }
372
373 return sym;
374 }
375
376 /* ----------------------------------------------------------------------
377 * Map generation.
378 *
379 * FIXME: this isn't entirely optimal at present, because it
380 * inherently prioritises growing the largest region since there
381 * are more squares adjacent to it. This acts as a destabilising
382 * influence leading to a few large regions and mostly small ones.
383 * It might be better to do it some other way.
384 */
385
386 #define WEIGHT_INCREASED 2 /* for increased perimeter */
387 #define WEIGHT_DECREASED 4 /* for decreased perimeter */
388 #define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */
389
390 /*
391 * Look at a square and decide which colours can be extended into
392 * it.
393 *
394 * If called with index < 0, it adds together one of
395 * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each
396 * colour that has a valid extension (according to the effect that
397 * it would have on the perimeter of the region being extended) and
398 * returns the overall total.
399 *
400 * If called with index >= 0, it returns one of the possible
401 * colours depending on the value of index, in such a way that the
402 * number of possible inputs which would give rise to a given
403 * return value correspond to the weight of that value.
404 */
405 static int extend_options(int w, int h, int n, int *map,
406 int x, int y, int index)
407 {
408 int c, i, dx, dy;
409 int col[8];
410 int total = 0;
411
412 if (map[y*w+x] >= 0) {
413 assert(index < 0);
414 return 0; /* can't do this square at all */
415 }
416
417 /*
418 * Fetch the eight neighbours of this square, in order around
419 * the square.
420 */
421 for (dy = -1; dy <= +1; dy++)
422 for (dx = -1; dx <= +1; dx++) {
423 int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx));
424 if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h)
425 col[index] = map[(y+dy)*w+(x+dx)];
426 else
427 col[index] = -1;
428 }
429
430 /*
431 * Iterate over each colour that might be feasible.
432 *
433 * FIXME: this routine currently has O(n) running time. We
434 * could turn it into O(FOUR) by only bothering to iterate over
435 * the colours mentioned in the four neighbouring squares.
436 */
437
438 for (c = 0; c < n; c++) {
439 int count, neighbours, runs;
440
441 /*
442 * One of the even indices of col (representing the
443 * orthogonal neighbours of this square) must be equal to
444 * c, or else this square is not adjacent to region c and
445 * obviously cannot become an extension of it at this time.
446 */
447 neighbours = 0;
448 for (i = 0; i < 8; i += 2)
449 if (col[i] == c)
450 neighbours++;
451 if (!neighbours)
452 continue;
453
454 /*
455 * Now we know this square is adjacent to region c. The
456 * next question is, would extending it cause the region to
457 * become non-simply-connected? If so, we mustn't do it.
458 *
459 * We determine this by looking around col to see if we can
460 * find more than one separate run of colour c.
461 */
462 runs = 0;
463 for (i = 0; i < 8; i++)
464 if (col[i] == c && col[(i+1) & 7] != c)
465 runs++;
466 if (runs > 1)
467 continue;
468
469 assert(runs == 1);
470
471 /*
472 * This square is a possibility. Determine its effect on
473 * the region's perimeter (computed from the number of
474 * orthogonal neighbours - 1 means a perimeter increase, 3
475 * a decrease, 2 no change; 4 is impossible because the
476 * region would already not be simply connected) and we're
477 * done.
478 */
479 assert(neighbours > 0 && neighbours < 4);
480 count = (neighbours == 1 ? WEIGHT_INCREASED :
481 neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED);
482
483 total += count;
484 if (index >= 0 && index < count)
485 return c;
486 else
487 index -= count;
488 }
489
490 assert(index < 0);
491
492 return total;
493 }
494
495 static void genmap(int w, int h, int n, int *map, random_state *rs)
496 {
497 int wh = w*h;
498 int x, y, i, k;
499 int *tmp;
500
501 assert(n <= wh);
502 tmp = snewn(wh, int);
503
504 /*
505 * Clear the map, and set up `tmp' as a list of grid indices.
506 */
507 for (i = 0; i < wh; i++) {
508 map[i] = -1;
509 tmp[i] = i;
510 }
511
512 /*
513 * Place the region seeds by selecting n members from `tmp'.
514 */
515 k = wh;
516 for (i = 0; i < n; i++) {
517 int j = random_upto(rs, k);
518 map[tmp[j]] = i;
519 tmp[j] = tmp[--k];
520 }
521
522 /*
523 * Re-initialise `tmp' as a cumulative frequency table. This
524 * will store the number of possible region colours we can
525 * extend into each square.
526 */
527 cf_init(tmp, wh);
528
529 /*
530 * Go through the grid and set up the initial cumulative
531 * frequencies.
532 */
533 for (y = 0; y < h; y++)
534 for (x = 0; x < w; x++)
535 cf_add(tmp, wh, y*w+x,
536 extend_options(w, h, n, map, x, y, -1));
537
538 /*
539 * Now repeatedly choose a square we can extend a region into,
540 * and do so.
541 */
542 while (tmp[0] > 0) {
543 int k = random_upto(rs, tmp[0]);
544 int sq;
545 int colour;
546 int xx, yy;
547
548 sq = cf_whichsym(tmp, wh, k);
549 k -= cf_clookup(tmp, wh, sq);
550 x = sq % w;
551 y = sq / w;
552 colour = extend_options(w, h, n, map, x, y, k);
553
554 map[sq] = colour;
555
556 /*
557 * Re-scan the nine cells around the one we've just
558 * modified.
559 */
560 for (yy = max(y-1, 0); yy < min(y+2, h); yy++)
561 for (xx = max(x-1, 0); xx < min(x+2, w); xx++) {
562 cf_add(tmp, wh, yy*w+xx,
563 -cf_slookup(tmp, wh, yy*w+xx) +
564 extend_options(w, h, n, map, xx, yy, -1));
565 }
566 }
567
568 /*
569 * Finally, go through and normalise the region labels into
570 * order, meaning that indistinguishable maps are actually
571 * identical.
572 */
573 for (i = 0; i < n; i++)
574 tmp[i] = -1;
575 k = 0;
576 for (i = 0; i < wh; i++) {
577 assert(map[i] >= 0);
578 if (tmp[map[i]] < 0)
579 tmp[map[i]] = k++;
580 map[i] = tmp[map[i]];
581 }
582
583 sfree(tmp);
584 }
585
586 /* ----------------------------------------------------------------------
587 * Functions to handle graphs.
588 */
589
590 /*
591 * Having got a map in a square grid, convert it into a graph
592 * representation.
593 */
594 static int gengraph(int w, int h, int n, int *map, int *graph)
595 {
596 int i, j, x, y;
597
598 /*
599 * Start by setting the graph up as an adjacency matrix. We'll
600 * turn it into a list later.
601 */
602 for (i = 0; i < n*n; i++)
603 graph[i] = 0;
604
605 /*
606 * Iterate over the map looking for all adjacencies.
607 */
608 for (y = 0; y < h; y++)
609 for (x = 0; x < w; x++) {
610 int v, vx, vy;
611 v = map[y*w+x];
612 if (x+1 < w && (vx = map[y*w+(x+1)]) != v)
613 graph[v*n+vx] = graph[vx*n+v] = 1;
614 if (y+1 < h && (vy = map[(y+1)*w+x]) != v)
615 graph[v*n+vy] = graph[vy*n+v] = 1;
616 }
617
618 /*
619 * Turn the matrix into a list.
620 */
621 for (i = j = 0; i < n*n; i++)
622 if (graph[i])
623 graph[j++] = i;
624
625 return j;
626 }
627
628 static int graph_edge_index(int *graph, int n, int ngraph, int i, int j)
629 {
630 int v = i*n+j;
631 int top, bot, mid;
632
633 bot = -1;
634 top = ngraph;
635 while (top - bot > 1) {
636 mid = (top + bot) / 2;
637 if (graph[mid] == v)
638 return mid;
639 else if (graph[mid] < v)
640 bot = mid;
641 else
642 top = mid;
643 }
644 return -1;
645 }
646
647 #define graph_adjacent(graph, n, ngraph, i, j) \
648 (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0)
649
650 static int graph_vertex_start(int *graph, int n, int ngraph, int i)
651 {
652 int v = i*n;
653 int top, bot, mid;
654
655 bot = -1;
656 top = ngraph;
657 while (top - bot > 1) {
658 mid = (top + bot) / 2;
659 if (graph[mid] < v)
660 bot = mid;
661 else
662 top = mid;
663 }
664 return top;
665 }
666
667 /* ----------------------------------------------------------------------
668 * Generate a four-colouring of a graph.
669 *
670 * FIXME: it would be nice if we could convert this recursion into
671 * pseudo-recursion using some sort of explicit stack array, for
672 * the sake of the Palm port and its limited stack.
673 */
674
675 static int fourcolour_recurse(int *graph, int n, int ngraph,
676 int *colouring, int *scratch, random_state *rs)
677 {
678 int nfree, nvert, start, i, j, k, c, ci;
679 int cs[FOUR];
680
681 /*
682 * Find the smallest number of free colours in any uncoloured
683 * vertex, and count the number of such vertices.
684 */
685
686 nfree = FIVE; /* start off bigger than FOUR! */
687 nvert = 0;
688 for (i = 0; i < n; i++)
689 if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) {
690 if (nfree > scratch[i*FIVE+FOUR]) {
691 nfree = scratch[i*FIVE+FOUR];
692 nvert = 0;
693 }
694 nvert++;
695 }
696
697 /*
698 * If there aren't any uncoloured vertices at all, we're done.
699 */
700 if (nvert == 0)
701 return TRUE; /* we've got a colouring! */
702
703 /*
704 * Pick a random vertex in that set.
705 */
706 j = random_upto(rs, nvert);
707 for (i = 0; i < n; i++)
708 if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree)
709 if (j-- == 0)
710 break;
711 assert(i < n);
712 start = graph_vertex_start(graph, n, ngraph, i);
713
714 /*
715 * Loop over the possible colours for i, and recurse for each
716 * one.
717 */
718 ci = 0;
719 for (c = 0; c < FOUR; c++)
720 if (scratch[i*FIVE+c] == 0)
721 cs[ci++] = c;
722 shuffle(cs, ci, sizeof(*cs), rs);
723
724 while (ci-- > 0) {
725 c = cs[ci];
726
727 /*
728 * Fill in this colour.
729 */
730 colouring[i] = c;
731
732 /*
733 * Update the scratch space to reflect a new neighbour
734 * of this colour for each neighbour of vertex i.
735 */
736 for (j = start; j < ngraph && graph[j] < n*(i+1); j++) {
737 k = graph[j] - i*n;
738 if (scratch[k*FIVE+c] == 0)
739 scratch[k*FIVE+FOUR]--;
740 scratch[k*FIVE+c]++;
741 }
742
743 /*
744 * Recurse.
745 */
746 if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs))
747 return TRUE; /* got one! */
748
749 /*
750 * If that didn't work, clean up and try again with a
751 * different colour.
752 */
753 for (j = start; j < ngraph && graph[j] < n*(i+1); j++) {
754 k = graph[j] - i*n;
755 scratch[k*FIVE+c]--;
756 if (scratch[k*FIVE+c] == 0)
757 scratch[k*FIVE+FOUR]++;
758 }
759 colouring[i] = -1;
760 }
761
762 /*
763 * If we reach here, we were unable to find a colouring at all.
764 * (This doesn't necessarily mean the Four Colour Theorem is
765 * violated; it might just mean we've gone down a dead end and
766 * need to back up and look somewhere else. It's only an FCT
767 * violation if we get all the way back up to the top level and
768 * still fail.)
769 */
770 return FALSE;
771 }
772
773 static void fourcolour(int *graph, int n, int ngraph, int *colouring,
774 random_state *rs)
775 {
776 int *scratch;
777 int i;
778
779 /*
780 * For each vertex and each colour, we store the number of
781 * neighbours that have that colour. Also, we store the number
782 * of free colours for the vertex.
783 */
784 scratch = snewn(n * FIVE, int);
785 for (i = 0; i < n * FIVE; i++)
786 scratch[i] = (i % FIVE == FOUR ? FOUR : 0);
787
788 /*
789 * Clear the colouring to start with.
790 */
791 for (i = 0; i < n; i++)
792 colouring[i] = -1;
793
794 i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs);
795 assert(i); /* by the Four Colour Theorem :-) */
796
797 sfree(scratch);
798 }
799
800 /* ----------------------------------------------------------------------
801 * Non-recursive solver.
802 */
803
804 struct solver_scratch {
805 unsigned char *possible; /* bitmap of colours for each region */
806
807 int *graph;
808 int n;
809 int ngraph;
810
811 int *bfsqueue;
812 int *bfscolour;
813 #ifdef SOLVER_DIAGNOSTICS
814 int *bfsprev;
815 #endif
816
817 int depth;
818 };
819
820 static struct solver_scratch *new_scratch(int *graph, int n, int ngraph)
821 {
822 struct solver_scratch *sc;
823
824 sc = snew(struct solver_scratch);
825 sc->graph = graph;
826 sc->n = n;
827 sc->ngraph = ngraph;
828 sc->possible = snewn(n, unsigned char);
829 sc->depth = 0;
830 sc->bfsqueue = snewn(n, int);
831 sc->bfscolour = snewn(n, int);
832 #ifdef SOLVER_DIAGNOSTICS
833 sc->bfsprev = snewn(n, int);
834 #endif
835
836 return sc;
837 }
838
839 static void free_scratch(struct solver_scratch *sc)
840 {
841 sfree(sc->possible);
842 sfree(sc->bfsqueue);
843 sfree(sc->bfscolour);
844 #ifdef SOLVER_DIAGNOSTICS
845 sfree(sc->bfsprev);
846 #endif
847 sfree(sc);
848 }
849
850 /*
851 * Count the bits in a word. Only needs to cope with FOUR bits.
852 */
853 static int bitcount(int word)
854 {
855 assert(FOUR <= 4); /* or this needs changing */
856 word = ((word & 0xA) >> 1) + (word & 0x5);
857 word = ((word & 0xC) >> 2) + (word & 0x3);
858 return word;
859 }
860
861 #ifdef SOLVER_DIAGNOSTICS
862 static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' };
863 #endif
864
865 static int place_colour(struct solver_scratch *sc,
866 int *colouring, int index, int colour
867 #ifdef SOLVER_DIAGNOSTICS
868 , char *verb
869 #endif
870 )
871 {
872 int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph;
873 int j, k;
874
875 if (!(sc->possible[index] & (1 << colour))) {
876 #ifdef SOLVER_DIAGNOSTICS
877 if (verbose)
878 printf("%*scannot place %c in region %d\n", 2*sc->depth, "",
879 colnames[colour], index);
880 #endif
881 return FALSE; /* can't do it */
882 }
883
884 sc->possible[index] = 1 << colour;
885 colouring[index] = colour;
886
887 #ifdef SOLVER_DIAGNOSTICS
888 if (verbose)
889 printf("%*s%s %c in region %d\n", 2*sc->depth, "",
890 verb, colnames[colour], index);
891 #endif
892
893 /*
894 * Rule out this colour from all the region's neighbours.
895 */
896 for (j = graph_vertex_start(graph, n, ngraph, index);
897 j < ngraph && graph[j] < n*(index+1); j++) {
898 k = graph[j] - index*n;
899 #ifdef SOLVER_DIAGNOSTICS
900 if (verbose && (sc->possible[k] & (1 << colour)))
901 printf("%*s ruling out %c in region %d\n", 2*sc->depth, "",
902 colnames[colour], k);
903 #endif
904 sc->possible[k] &= ~(1 << colour);
905 }
906
907 return TRUE;
908 }
909
910 #ifdef SOLVER_DIAGNOSTICS
911 static char *colourset(char *buf, int set)
912 {
913 int i;
914 char *p = buf;
915 char *sep = "";
916
917 for (i = 0; i < FOUR; i++)
918 if (set & (1 << i)) {
919 p += sprintf(p, "%s%c", sep, colnames[i]);
920 sep = ",";
921 }
922
923 return buf;
924 }
925 #endif
926
927 /*
928 * Returns 0 for impossible, 1 for success, 2 for failure to
929 * converge (i.e. puzzle is either ambiguous or just too
930 * difficult).
931 */
932 static int map_solver(struct solver_scratch *sc,
933 int *graph, int n, int ngraph, int *colouring,
934 int difficulty)
935 {
936 int i;
937
938 if (sc->depth == 0) {
939 /*
940 * Initialise scratch space.
941 */
942 for (i = 0; i < n; i++)
943 sc->possible[i] = (1 << FOUR) - 1;
944
945 /*
946 * Place clues.
947 */
948 for (i = 0; i < n; i++)
949 if (colouring[i] >= 0) {
950 if (!place_colour(sc, colouring, i, colouring[i]
951 #ifdef SOLVER_DIAGNOSTICS
952 , "initial clue:"
953 #endif
954 )) {
955 #ifdef SOLVER_DIAGNOSTICS
956 if (verbose)
957 printf("%*sinitial clue set is inconsistent\n",
958 2*sc->depth, "");
959 #endif
960 return 0; /* the clues aren't even consistent! */
961 }
962 }
963 }
964
965 /*
966 * Now repeatedly loop until we find nothing further to do.
967 */
968 while (1) {
969 int done_something = FALSE;
970
971 if (difficulty < DIFF_EASY)
972 break; /* can't do anything at all! */
973
974 /*
975 * Simplest possible deduction: find a region with only one
976 * possible colour.
977 */
978 for (i = 0; i < n; i++) if (colouring[i] < 0) {
979 int p = sc->possible[i];
980
981 if (p == 0) {
982 #ifdef SOLVER_DIAGNOSTICS
983 if (verbose)
984 printf("%*sregion %d has no possible colours left\n",
985 2*sc->depth, "", i);
986 #endif
987 return 0; /* puzzle is inconsistent */
988 }
989
990 if ((p & (p-1)) == 0) { /* p is a power of two */
991 int c, ret;
992 for (c = 0; c < FOUR; c++)
993 if (p == (1 << c))
994 break;
995 assert(c < FOUR);
996 ret = place_colour(sc, colouring, i, c
997 #ifdef SOLVER_DIAGNOSTICS
998 , "placing"
999 #endif
1000 );
1001 /*
1002 * place_colour() can only fail if colour c was not
1003 * even a _possibility_ for region i, and we're
1004 * pretty sure it was because we checked before
1005 * calling place_colour(). So we can safely assert
1006 * here rather than having to return a nice
1007 * friendly error code.
1008 */
1009 assert(ret);
1010 done_something = TRUE;
1011 }
1012 }
1013
1014 if (done_something)
1015 continue;
1016
1017 if (difficulty < DIFF_NORMAL)
1018 break; /* can't do anything harder */
1019
1020 /*
1021 * Failing that, go up one level. Look for pairs of regions
1022 * which (a) both have the same pair of possible colours,
1023 * (b) are adjacent to one another, (c) are adjacent to the
1024 * same region, and (d) that region still thinks it has one
1025 * or both of those possible colours.
1026 *
1027 * Simplest way to do this is by going through the graph
1028 * edge by edge, so that we start with property (b) and
1029 * then look for (a) and finally (c) and (d).
1030 */
1031 for (i = 0; i < ngraph; i++) {
1032 int j1 = graph[i] / n, j2 = graph[i] % n;
1033 int j, k, v, v2;
1034 #ifdef SOLVER_DIAGNOSTICS
1035 int started = FALSE;
1036 #endif
1037
1038 if (j1 > j2)
1039 continue; /* done it already, other way round */
1040
1041 if (colouring[j1] >= 0 || colouring[j2] >= 0)
1042 continue; /* they're not undecided */
1043
1044 if (sc->possible[j1] != sc->possible[j2])
1045 continue; /* they don't have the same possibles */
1046
1047 v = sc->possible[j1];
1048 /*
1049 * See if v contains exactly two set bits.
1050 */
1051 v2 = v & -v; /* find lowest set bit */
1052 v2 = v & ~v2; /* clear it */
1053 if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */
1054 continue;
1055
1056 /*
1057 * We've found regions j1 and j2 satisfying properties
1058 * (a) and (b): they have two possible colours between
1059 * them, and since they're adjacent to one another they
1060 * must use _both_ those colours between them.
1061 * Therefore, if they are both adjacent to any other
1062 * region then that region cannot be either colour.
1063 *
1064 * Go through the neighbours of j1 and see if any are
1065 * shared with j2.
1066 */
1067 for (j = graph_vertex_start(graph, n, ngraph, j1);
1068 j < ngraph && graph[j] < n*(j1+1); j++) {
1069 k = graph[j] - j1*n;
1070 if (graph_adjacent(graph, n, ngraph, k, j2) &&
1071 (sc->possible[k] & v)) {
1072 #ifdef SOLVER_DIAGNOSTICS
1073 if (verbose) {
1074 char buf[80];
1075 if (!started)
1076 printf("%*sadjacent regions %d,%d share colours"
1077 " %s\n", 2*sc->depth, "", j1, j2,
1078 colourset(buf, v));
1079 started = TRUE;
1080 printf("%*s ruling out %s in region %d\n",2*sc->depth,
1081 "", colourset(buf, sc->possible[k] & v), k);
1082 }
1083 #endif
1084 sc->possible[k] &= ~v;
1085 done_something = TRUE;
1086 }
1087 }
1088 }
1089
1090 if (done_something)
1091 continue;
1092
1093 if (difficulty < DIFF_HARD)
1094 break; /* can't do anything harder */
1095
1096 /*
1097 * Right; now we get creative. Now we're going to look for
1098 * `forcing chains'. A forcing chain is a path through the
1099 * graph with the following properties:
1100 *
1101 * (a) Each vertex on the path has precisely two possible
1102 * colours.
1103 *
1104 * (b) Each pair of vertices which are adjacent on the
1105 * path share at least one possible colour in common.
1106 *
1107 * (c) Each vertex in the middle of the path shares _both_
1108 * of its colours with at least one of its neighbours
1109 * (not the same one with both neighbours).
1110 *
1111 * These together imply that at least one of the possible
1112 * colour choices at one end of the path forces _all_ the
1113 * rest of the colours along the path. In order to make
1114 * real use of this, we need further properties:
1115 *
1116 * (c) Ruling out some colour C from the vertex at one end
1117 * of the path forces the vertex at the other end to
1118 * take colour C.
1119 *
1120 * (d) The two end vertices are mutually adjacent to some
1121 * third vertex.
1122 *
1123 * (e) That third vertex currently has C as a possibility.
1124 *
1125 * If we can find all of that lot, we can deduce that at
1126 * least one of the two ends of the forcing chain has
1127 * colour C, and that therefore the mutually adjacent third
1128 * vertex does not.
1129 *
1130 * To find forcing chains, we're going to start a bfs at
1131 * each suitable vertex of the graph, once for each of its
1132 * two possible colours.
1133 */
1134 for (i = 0; i < n; i++) {
1135 int c;
1136
1137 if (colouring[i] >= 0 || bitcount(sc->possible[i]) != 2)
1138 continue;
1139
1140 for (c = 0; c < FOUR; c++)
1141 if (sc->possible[i] & (1 << c)) {
1142 int j, k, gi, origc, currc, head, tail;
1143 /*
1144 * Try a bfs from this vertex, ruling out
1145 * colour c.
1146 *
1147 * Within this loop, we work in colour bitmaps
1148 * rather than actual colours, because
1149 * converting back and forth is a needless
1150 * computational expense.
1151 */
1152
1153 origc = 1 << c;
1154
1155 for (j = 0; j < n; j++) {
1156 sc->bfscolour[j] = -1;
1157 #ifdef SOLVER_DIAGNOSTICS
1158 sc->bfsprev[j] = -1;
1159 #endif
1160 }
1161 head = tail = 0;
1162 sc->bfsqueue[tail++] = i;
1163 sc->bfscolour[i] = sc->possible[i] &~ origc;
1164
1165 while (head < tail) {
1166 j = sc->bfsqueue[head++];
1167 currc = sc->bfscolour[j];
1168
1169 /*
1170 * Try neighbours of j.
1171 */
1172 for (gi = graph_vertex_start(graph, n, ngraph, j);
1173 gi < ngraph && graph[gi] < n*(j+1); gi++) {
1174 k = graph[gi] - j*n;
1175
1176 /*
1177 * To continue with the bfs in vertex
1178 * k, we need k to be
1179 * (a) not already visited
1180 * (b) have two possible colours
1181 * (c) those colours include currc.
1182 */
1183
1184 if (sc->bfscolour[k] < 0 &&
1185 colouring[k] < 0 &&
1186 bitcount(sc->possible[k]) == 2 &&
1187 (sc->possible[k] & currc)) {
1188 sc->bfsqueue[tail++] = k;
1189 sc->bfscolour[k] =
1190 sc->possible[k] &~ currc;
1191 #ifdef SOLVER_DIAGNOSTICS
1192 sc->bfsprev[k] = j;
1193 #endif
1194 }
1195
1196 /*
1197 * One other possibility is that k
1198 * might be the region in which we can
1199 * make a real deduction: if it's
1200 * adjacent to i, contains currc as a
1201 * possibility, and currc is equal to
1202 * the original colour we ruled out.
1203 */
1204 if (currc == origc &&
1205 graph_adjacent(graph, n, ngraph, k, i) &&
1206 (sc->possible[k] & currc)) {
1207 #ifdef SOLVER_DIAGNOSTICS
1208 if (verbose) {
1209 char buf[80], *sep = "";
1210 int r;
1211
1212 printf("%*sforcing chain, colour %s, ",
1213 2*sc->depth, "",
1214 colourset(buf, origc));
1215 for (r = j; r != -1; r = sc->bfsprev[r]) {
1216 printf("%s%d", sep, r);
1217 sep = "-";
1218 }
1219 printf("\n%*s ruling out %s in region"
1220 " %d\n", 2*sc->depth, "",
1221 colourset(buf, origc), k);
1222 }
1223 #endif
1224 sc->possible[k] &= ~origc;
1225 done_something = TRUE;
1226 }
1227 }
1228 }
1229
1230 assert(tail <= n);
1231 }
1232 }
1233
1234 if (!done_something)
1235 break;
1236 }
1237
1238 /*
1239 * See if we've got a complete solution, and return if so.
1240 */
1241 for (i = 0; i < n; i++)
1242 if (colouring[i] < 0)
1243 break;
1244 if (i == n) {
1245 #ifdef SOLVER_DIAGNOSTICS
1246 if (verbose)
1247 printf("%*sone solution found\n", 2*sc->depth, "");
1248 #endif
1249 return 1; /* success! */
1250 }
1251
1252 /*
1253 * If recursion is not permissible, we now give up.
1254 */
1255 if (difficulty < DIFF_RECURSE) {
1256 #ifdef SOLVER_DIAGNOSTICS
1257 if (verbose)
1258 printf("%*sunable to proceed further without recursion\n",
1259 2*sc->depth, "");
1260 #endif
1261 return 2; /* unable to complete */
1262 }
1263
1264 /*
1265 * Now we've got to do something recursive. So first hunt for a
1266 * currently-most-constrained region.
1267 */
1268 {
1269 int best, bestc;
1270 struct solver_scratch *rsc;
1271 int *subcolouring, *origcolouring;
1272 int ret, subret;
1273 int we_already_got_one;
1274
1275 best = -1;
1276 bestc = FIVE;
1277
1278 for (i = 0; i < n; i++) if (colouring[i] < 0) {
1279 int p = sc->possible[i];
1280 enum { compile_time_assertion = 1 / (FOUR <= 4) };
1281 int c;
1282
1283 /* Count the set bits. */
1284 c = (p & 5) + ((p >> 1) & 5);
1285 c = (c & 3) + ((c >> 2) & 3);
1286 assert(c > 1); /* or colouring[i] would be >= 0 */
1287
1288 if (c < bestc) {
1289 best = i;
1290 bestc = c;
1291 }
1292 }
1293
1294 assert(best >= 0); /* or we'd be solved already */
1295
1296 #ifdef SOLVER_DIAGNOSTICS
1297 if (verbose)
1298 printf("%*srecursing on region %d\n", 2*sc->depth, "", best);
1299 #endif
1300
1301 /*
1302 * Now iterate over the possible colours for this region.
1303 */
1304 rsc = new_scratch(graph, n, ngraph);
1305 rsc->depth = sc->depth + 1;
1306 origcolouring = snewn(n, int);
1307 memcpy(origcolouring, colouring, n * sizeof(int));
1308 subcolouring = snewn(n, int);
1309 we_already_got_one = FALSE;
1310 ret = 0;
1311
1312 for (i = 0; i < FOUR; i++) {
1313 if (!(sc->possible[best] & (1 << i)))
1314 continue;
1315
1316 memcpy(rsc->possible, sc->possible, n);
1317 memcpy(subcolouring, origcolouring, n * sizeof(int));
1318
1319 place_colour(rsc, subcolouring, best, i
1320 #ifdef SOLVER_DIAGNOSTICS
1321 , "trying"
1322 #endif
1323 );
1324
1325 subret = map_solver(rsc, graph, n, ngraph,
1326 subcolouring, difficulty);
1327
1328 #ifdef SOLVER_DIAGNOSTICS
1329 if (verbose) {
1330 printf("%*sretracting %c in region %d; found %s\n",
1331 2*sc->depth, "", colnames[i], best,
1332 subret == 0 ? "no solutions" :
1333 subret == 1 ? "one solution" : "multiple solutions");
1334 }
1335 #endif
1336
1337 /*
1338 * If this possibility turned up more than one valid
1339 * solution, or if it turned up one and we already had
1340 * one, we're definitely ambiguous.
1341 */
1342 if (subret == 2 || (subret == 1 && we_already_got_one)) {
1343 ret = 2;
1344 break;
1345 }
1346
1347 /*
1348 * If this possibility turned up one valid solution and
1349 * it's the first we've seen, copy it into the output.
1350 */
1351 if (subret == 1) {
1352 memcpy(colouring, subcolouring, n * sizeof(int));
1353 we_already_got_one = TRUE;
1354 ret = 1;
1355 }
1356
1357 /*
1358 * Otherwise, this guess led to a contradiction, so we
1359 * do nothing.
1360 */
1361 }
1362
1363 sfree(subcolouring);
1364 free_scratch(rsc);
1365
1366 #ifdef SOLVER_DIAGNOSTICS
1367 if (verbose && sc->depth == 0) {
1368 printf("%*s%s found\n",
1369 2*sc->depth, "",
1370 ret == 0 ? "no solutions" :
1371 ret == 1 ? "one solution" : "multiple solutions");
1372 }
1373 #endif
1374 return ret;
1375 }
1376 }
1377
1378 /* ----------------------------------------------------------------------
1379 * Game generation main function.
1380 */
1381
1382 static char *new_game_desc(game_params *params, random_state *rs,
1383 char **aux, int interactive)
1384 {
1385 struct solver_scratch *sc = NULL;
1386 int *map, *graph, ngraph, *colouring, *colouring2, *regions;
1387 int i, j, w, h, n, solveret, cfreq[FOUR];
1388 int wh;
1389 int mindiff, tries;
1390 #ifdef GENERATION_DIAGNOSTICS
1391 int x, y;
1392 #endif
1393 char *ret, buf[80];
1394 int retlen, retsize;
1395
1396 w = params->w;
1397 h = params->h;
1398 n = params->n;
1399 wh = w*h;
1400
1401 *aux = NULL;
1402
1403 map = snewn(wh, int);
1404 graph = snewn(n*n, int);
1405 colouring = snewn(n, int);
1406 colouring2 = snewn(n, int);
1407 regions = snewn(n, int);
1408
1409 /*
1410 * This is the minimum difficulty below which we'll completely
1411 * reject a map design. Normally we set this to one below the
1412 * requested difficulty, ensuring that we have the right
1413 * result. However, for particularly dense maps or maps with
1414 * particularly few regions it might not be possible to get the
1415 * desired difficulty, so we will eventually drop this down to
1416 * -1 to indicate that any old map will do.
1417 */
1418 mindiff = params->diff;
1419 tries = 50;
1420
1421 while (1) {
1422
1423 /*
1424 * Create the map.
1425 */
1426 genmap(w, h, n, map, rs);
1427
1428 #ifdef GENERATION_DIAGNOSTICS
1429 for (y = 0; y < h; y++) {
1430 for (x = 0; x < w; x++) {
1431 int v = map[y*w+x];
1432 if (v >= 62)
1433 putchar('!');
1434 else if (v >= 36)
1435 putchar('a' + v-36);
1436 else if (v >= 10)
1437 putchar('A' + v-10);
1438 else
1439 putchar('0' + v);
1440 }
1441 putchar('\n');
1442 }
1443 #endif
1444
1445 /*
1446 * Convert the map into a graph.
1447 */
1448 ngraph = gengraph(w, h, n, map, graph);
1449
1450 #ifdef GENERATION_DIAGNOSTICS
1451 for (i = 0; i < ngraph; i++)
1452 printf("%d-%d\n", graph[i]/n, graph[i]%n);
1453 #endif
1454
1455 /*
1456 * Colour the map.
1457 */
1458 fourcolour(graph, n, ngraph, colouring, rs);
1459
1460 #ifdef GENERATION_DIAGNOSTICS
1461 for (i = 0; i < n; i++)
1462 printf("%d: %d\n", i, colouring[i]);
1463
1464 for (y = 0; y < h; y++) {
1465 for (x = 0; x < w; x++) {
1466 int v = colouring[map[y*w+x]];
1467 if (v >= 36)
1468 putchar('a' + v-36);
1469 else if (v >= 10)
1470 putchar('A' + v-10);
1471 else
1472 putchar('0' + v);
1473 }
1474 putchar('\n');
1475 }
1476 #endif
1477
1478 /*
1479 * Encode the solution as an aux string.
1480 */
1481 if (*aux) /* in case we've come round again */
1482 sfree(*aux);
1483 retlen = retsize = 0;
1484 ret = NULL;
1485 for (i = 0; i < n; i++) {
1486 int len;
1487
1488 if (colouring[i] < 0)
1489 continue;
1490
1491 len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i);
1492 if (retlen + len >= retsize) {
1493 retsize = retlen + len + 256;
1494 ret = sresize(ret, retsize, char);
1495 }
1496 strcpy(ret + retlen, buf);
1497 retlen += len;
1498 }
1499 *aux = ret;
1500
1501 /*
1502 * Remove the region colours one by one, keeping
1503 * solubility. Also ensure that there always remains at
1504 * least one region of every colour, so that the user can
1505 * drag from somewhere.
1506 */
1507 for (i = 0; i < FOUR; i++)
1508 cfreq[i] = 0;
1509 for (i = 0; i < n; i++) {
1510 regions[i] = i;
1511 cfreq[colouring[i]]++;
1512 }
1513 for (i = 0; i < FOUR; i++)
1514 if (cfreq[i] == 0)
1515 continue;
1516
1517 shuffle(regions, n, sizeof(*regions), rs);
1518
1519 if (sc) free_scratch(sc);
1520 sc = new_scratch(graph, n, ngraph);
1521
1522 for (i = 0; i < n; i++) {
1523 j = regions[i];
1524
1525 if (cfreq[colouring[j]] == 1)
1526 continue; /* can't remove last region of colour */
1527
1528 memcpy(colouring2, colouring, n*sizeof(int));
1529 colouring2[j] = -1;
1530 solveret = map_solver(sc, graph, n, ngraph, colouring2,
1531 params->diff);
1532 assert(solveret >= 0); /* mustn't be impossible! */
1533 if (solveret == 1) {
1534 cfreq[colouring[j]]--;
1535 colouring[j] = -1;
1536 }
1537 }
1538
1539 #ifdef GENERATION_DIAGNOSTICS
1540 for (i = 0; i < n; i++)
1541 if (colouring[i] >= 0) {
1542 if (i >= 62)
1543 putchar('!');
1544 else if (i >= 36)
1545 putchar('a' + i-36);
1546 else if (i >= 10)
1547 putchar('A' + i-10);
1548 else
1549 putchar('0' + i);
1550 printf(": %d\n", colouring[i]);
1551 }
1552 #endif
1553
1554 /*
1555 * Finally, check that the puzzle is _at least_ as hard as
1556 * required, and indeed that it isn't already solved.
1557 * (Calling map_solver with negative difficulty ensures the
1558 * latter - if a solver which _does nothing_ can solve it,
1559 * it's too easy!)
1560 */
1561 memcpy(colouring2, colouring, n*sizeof(int));
1562 if (map_solver(sc, graph, n, ngraph, colouring2,
1563 mindiff - 1) == 1) {
1564 /*
1565 * Drop minimum difficulty if necessary.
1566 */
1567 if (mindiff > 0 && (n < 9 || n > 2*wh/3)) {
1568 if (tries-- <= 0)
1569 mindiff = 0; /* give up and go for Easy */
1570 }
1571 continue;
1572 }
1573
1574 break;
1575 }
1576
1577 /*
1578 * Encode as a game ID. We do this by:
1579 *
1580 * - first going along the horizontal edges row by row, and
1581 * then the vertical edges column by column
1582 * - encoding the lengths of runs of edges and runs of
1583 * non-edges
1584 * - the decoder will reconstitute the region boundaries from
1585 * this and automatically number them the same way we did
1586 * - then we encode the initial region colours in a Slant-like
1587 * fashion (digits 0-3 interspersed with letters giving
1588 * lengths of runs of empty spaces).
1589 */
1590 retlen = retsize = 0;
1591 ret = NULL;
1592
1593 {
1594 int run, pv;
1595
1596 /*
1597 * Start with a notional non-edge, so that there'll be an
1598 * explicit `a' to distinguish the case where we start with
1599 * an edge.
1600 */
1601 run = 1;
1602 pv = 0;
1603
1604 for (i = 0; i < w*(h-1) + (w-1)*h; i++) {
1605 int x, y, dx, dy, v;
1606
1607 if (i < w*(h-1)) {
1608 /* Horizontal edge. */
1609 y = i / w;
1610 x = i % w;
1611 dx = 0;
1612 dy = 1;
1613 } else {
1614 /* Vertical edge. */
1615 x = (i - w*(h-1)) / h;
1616 y = (i - w*(h-1)) % h;
1617 dx = 1;
1618 dy = 0;
1619 }
1620
1621 if (retlen + 10 >= retsize) {
1622 retsize = retlen + 256;
1623 ret = sresize(ret, retsize, char);
1624 }
1625
1626 v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]);
1627
1628 if (pv != v) {
1629 ret[retlen++] = 'a'-1 + run;
1630 run = 1;
1631 pv = v;
1632 } else {
1633 /*
1634 * 'z' is a special case in this encoding. Rather
1635 * than meaning a run of 26 and a state switch, it
1636 * means a run of 25 and _no_ state switch, because
1637 * otherwise there'd be no way to encode runs of
1638 * more than 26.
1639 */
1640 if (run == 25) {
1641 ret[retlen++] = 'z';
1642 run = 0;
1643 }
1644 run++;
1645 }
1646 }
1647
1648 ret[retlen++] = 'a'-1 + run;
1649 ret[retlen++] = ',';
1650
1651 run = 0;
1652 for (i = 0; i < n; i++) {
1653 if (retlen + 10 >= retsize) {
1654 retsize = retlen + 256;
1655 ret = sresize(ret, retsize, char);
1656 }
1657
1658 if (colouring[i] < 0) {
1659 /*
1660 * In _this_ encoding, 'z' is a run of 26, since
1661 * there's no implicit state switch after each run.
1662 * Confusingly different, but more compact.
1663 */
1664 if (run == 26) {
1665 ret[retlen++] = 'z';
1666 run = 0;
1667 }
1668 run++;
1669 } else {
1670 if (run > 0)
1671 ret[retlen++] = 'a'-1 + run;
1672 ret[retlen++] = '0' + colouring[i];
1673 run = 0;
1674 }
1675 }
1676 if (run > 0)
1677 ret[retlen++] = 'a'-1 + run;
1678 ret[retlen] = '\0';
1679
1680 assert(retlen < retsize);
1681 }
1682
1683 free_scratch(sc);
1684 sfree(regions);
1685 sfree(colouring2);
1686 sfree(colouring);
1687 sfree(graph);
1688 sfree(map);
1689
1690 return ret;
1691 }
1692
1693 static char *parse_edge_list(game_params *params, char **desc, int *map)
1694 {
1695 int w = params->w, h = params->h, wh = w*h, n = params->n;
1696 int i, k, pos, state;
1697 char *p = *desc;
1698
1699 for (i = 0; i < wh; i++)
1700 map[wh+i] = i;
1701
1702 pos = -1;
1703 state = 0;
1704
1705 /*
1706 * Parse the game description to get the list of edges, and
1707 * build up a disjoint set forest as we go (by identifying
1708 * pairs of squares whenever the edge list shows a non-edge).
1709 */
1710 while (*p && *p != ',') {
1711 if (*p < 'a' || *p > 'z')
1712 return "Unexpected character in edge list";
1713 if (*p == 'z')
1714 k = 25;
1715 else
1716 k = *p - 'a' + 1;
1717 while (k-- > 0) {
1718 int x, y, dx, dy;
1719
1720 if (pos < 0) {
1721 pos++;
1722 continue;
1723 } else if (pos < w*(h-1)) {
1724 /* Horizontal edge. */
1725 y = pos / w;
1726 x = pos % w;
1727 dx = 0;
1728 dy = 1;
1729 } else if (pos < 2*wh-w-h) {
1730 /* Vertical edge. */
1731 x = (pos - w*(h-1)) / h;
1732 y = (pos - w*(h-1)) % h;
1733 dx = 1;
1734 dy = 0;
1735 } else
1736 return "Too much data in edge list";
1737 if (!state)
1738 dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx));
1739
1740 pos++;
1741 }
1742 if (*p != 'z')
1743 state = !state;
1744 p++;
1745 }
1746 assert(pos <= 2*wh-w-h);
1747 if (pos < 2*wh-w-h)
1748 return "Too little data in edge list";
1749
1750 /*
1751 * Now go through again and allocate region numbers.
1752 */
1753 pos = 0;
1754 for (i = 0; i < wh; i++)
1755 map[i] = -1;
1756 for (i = 0; i < wh; i++) {
1757 k = dsf_canonify(map+wh, i);
1758 if (map[k] < 0)
1759 map[k] = pos++;
1760 map[i] = map[k];
1761 }
1762 if (pos != n)
1763 return "Edge list defines the wrong number of regions";
1764
1765 *desc = p;
1766
1767 return NULL;
1768 }
1769
1770 static char *validate_desc(game_params *params, char *desc)
1771 {
1772 int w = params->w, h = params->h, wh = w*h, n = params->n;
1773 int area;
1774 int *map;
1775 char *ret;
1776
1777 map = snewn(2*wh, int);
1778 ret = parse_edge_list(params, &desc, map);
1779 if (ret)
1780 return ret;
1781 sfree(map);
1782
1783 if (*desc != ',')
1784 return "Expected comma before clue list";
1785 desc++; /* eat comma */
1786
1787 area = 0;
1788 while (*desc) {
1789 if (*desc >= '0' && *desc < '0'+FOUR)
1790 area++;
1791 else if (*desc >= 'a' && *desc <= 'z')
1792 area += *desc - 'a' + 1;
1793 else
1794 return "Unexpected character in clue list";
1795 desc++;
1796 }
1797 if (area < n)
1798 return "Too little data in clue list";
1799 else if (area > n)
1800 return "Too much data in clue list";
1801
1802 return NULL;
1803 }
1804
1805 static game_state *new_game(midend *me, game_params *params, char *desc)
1806 {
1807 int w = params->w, h = params->h, wh = w*h, n = params->n;
1808 int i, pos;
1809 char *p;
1810 game_state *state = snew(game_state);
1811
1812 state->p = *params;
1813 state->colouring = snewn(n, int);
1814 for (i = 0; i < n; i++)
1815 state->colouring[i] = -1;
1816 state->pencil = snewn(n, int);
1817 for (i = 0; i < n; i++)
1818 state->pencil[i] = 0;
1819
1820 state->completed = state->cheated = FALSE;
1821
1822 state->map = snew(struct map);
1823 state->map->refcount = 1;
1824 state->map->map = snewn(wh*4, int);
1825 state->map->graph = snewn(n*n, int);
1826 state->map->n = n;
1827 state->map->immutable = snewn(n, int);
1828 for (i = 0; i < n; i++)
1829 state->map->immutable[i] = FALSE;
1830
1831 p = desc;
1832
1833 {
1834 char *ret;
1835 ret = parse_edge_list(params, &p, state->map->map);
1836 assert(!ret);
1837 }
1838
1839 /*
1840 * Set up the other three quadrants in `map'.
1841 */
1842 for (i = wh; i < 4*wh; i++)
1843 state->map->map[i] = state->map->map[i % wh];
1844
1845 assert(*p == ',');
1846 p++;
1847
1848 /*
1849 * Now process the clue list.
1850 */
1851 pos = 0;
1852 while (*p) {
1853 if (*p >= '0' && *p < '0'+FOUR) {
1854 state->colouring[pos] = *p - '0';
1855 state->map->immutable[pos] = TRUE;
1856 pos++;
1857 } else {
1858 assert(*p >= 'a' && *p <= 'z');
1859 pos += *p - 'a' + 1;
1860 }
1861 p++;
1862 }
1863 assert(pos == n);
1864
1865 state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph);
1866
1867 /*
1868 * Attempt to smooth out some of the more jagged region
1869 * outlines by the judicious use of diagonally divided squares.
1870 */
1871 {
1872 random_state *rs = random_init(desc, strlen(desc));
1873 int *squares = snewn(wh, int);
1874 int done_something;
1875
1876 for (i = 0; i < wh; i++)
1877 squares[i] = i;
1878 shuffle(squares, wh, sizeof(*squares), rs);
1879
1880 do {
1881 done_something = FALSE;
1882 for (i = 0; i < wh; i++) {
1883 int y = squares[i] / w, x = squares[i] % w;
1884 int c = state->map->map[y*w+x];
1885 int tc, bc, lc, rc;
1886
1887 if (x == 0 || x == w-1 || y == 0 || y == h-1)
1888 continue;
1889
1890 if (state->map->map[TE * wh + y*w+x] !=
1891 state->map->map[BE * wh + y*w+x])
1892 continue;
1893
1894 tc = state->map->map[BE * wh + (y-1)*w+x];
1895 bc = state->map->map[TE * wh + (y+1)*w+x];
1896 lc = state->map->map[RE * wh + y*w+(x-1)];
1897 rc = state->map->map[LE * wh + y*w+(x+1)];
1898
1899 /*
1900 * If this square is adjacent on two sides to one
1901 * region and on the other two sides to the other
1902 * region, and is itself one of the two regions, we can
1903 * adjust it so that it's a diagonal.
1904 */
1905 if (tc != bc && (tc == c || bc == c)) {
1906 if ((lc == tc && rc == bc) ||
1907 (lc == bc && rc == tc)) {
1908 state->map->map[TE * wh + y*w+x] = tc;
1909 state->map->map[BE * wh + y*w+x] = bc;
1910 state->map->map[LE * wh + y*w+x] = lc;
1911 state->map->map[RE * wh + y*w+x] = rc;
1912 done_something = TRUE;
1913 }
1914 }
1915 }
1916 } while (done_something);
1917 sfree(squares);
1918 random_free(rs);
1919 }
1920
1921 /*
1922 * Analyse the map to find a canonical line segment
1923 * corresponding to each edge, and a canonical point
1924 * corresponding to each region. The former are where we'll
1925 * eventually put error markers; the latter are where we'll put
1926 * per-region flags such as numbers (when in diagnostic mode).
1927 */
1928 {
1929 int *bestx, *besty, *an, pass;
1930 float *ax, *ay, *best;
1931
1932 ax = snewn(state->map->ngraph + n, float);
1933 ay = snewn(state->map->ngraph + n, float);
1934 an = snewn(state->map->ngraph + n, int);
1935 bestx = snewn(state->map->ngraph + n, int);
1936 besty = snewn(state->map->ngraph + n, int);
1937 best = snewn(state->map->ngraph + n, float);
1938
1939 for (i = 0; i < state->map->ngraph + n; i++) {
1940 bestx[i] = besty[i] = -1;
1941 best[i] = 2*(w+h)+1;
1942 ax[i] = ay[i] = 0.0F;
1943 an[i] = 0;
1944 }
1945
1946 /*
1947 * We make two passes over the map, finding all the line
1948 * segments separating regions and all the suitable points
1949 * within regions. In the first pass, we compute the
1950 * _average_ x and y coordinate of all the points in a
1951 * given class; in the second pass, for each such average
1952 * point, we find the candidate closest to it and call that
1953 * canonical.
1954 *
1955 * Line segments are considered to have coordinates in
1956 * their centre. Thus, at least one coordinate for any line
1957 * segment is always something-and-a-half; so we store our
1958 * coordinates as twice their normal value.
1959 */
1960 for (pass = 0; pass < 2; pass++) {
1961 int x, y;
1962
1963 for (y = 0; y < h; y++)
1964 for (x = 0; x < w; x++) {
1965 int ex[4], ey[4], ea[4], eb[4], en = 0;
1966
1967 /*
1968 * Look for an edge to the right of this
1969 * square, an edge below it, and an edge in the
1970 * middle of it. Also look to see if the point
1971 * at the bottom right of this square is on an
1972 * edge (and isn't a place where more than two
1973 * regions meet).
1974 */
1975 if (x+1 < w) {
1976 /* right edge */
1977 ea[en] = state->map->map[RE * wh + y*w+x];
1978 eb[en] = state->map->map[LE * wh + y*w+(x+1)];
1979 ex[en] = (x+1)*2;
1980 ey[en] = y*2+1;
1981 en++;
1982 }
1983 if (y+1 < h) {
1984 /* bottom edge */
1985 ea[en] = state->map->map[BE * wh + y*w+x];
1986 eb[en] = state->map->map[TE * wh + (y+1)*w+x];
1987 ex[en] = x*2+1;
1988 ey[en] = (y+1)*2;
1989 en++;
1990 }
1991 /* diagonal edge */
1992 ea[en] = state->map->map[TE * wh + y*w+x];
1993 eb[en] = state->map->map[BE * wh + y*w+x];
1994 ex[en] = x*2+1;
1995 ey[en] = y*2+1;
1996 en++;
1997
1998 if (x+1 < w && y+1 < h) {
1999 /* bottom right corner */
2000 int oct[8], othercol, nchanges;
2001 oct[0] = state->map->map[RE * wh + y*w+x];
2002 oct[1] = state->map->map[LE * wh + y*w+(x+1)];
2003 oct[2] = state->map->map[BE * wh + y*w+(x+1)];
2004 oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)];
2005 oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)];
2006 oct[5] = state->map->map[RE * wh + (y+1)*w+x];
2007 oct[6] = state->map->map[TE * wh + (y+1)*w+x];
2008 oct[7] = state->map->map[BE * wh + y*w+x];
2009
2010 othercol = -1;
2011 nchanges = 0;
2012 for (i = 0; i < 8; i++) {
2013 if (oct[i] != oct[0]) {
2014 if (othercol < 0)
2015 othercol = oct[i];
2016 else if (othercol != oct[i])
2017 break; /* three colours at this point */
2018 }
2019 if (oct[i] != oct[(i+1) & 7])
2020 nchanges++;
2021 }
2022
2023 /*
2024 * Now if there are exactly two regions at
2025 * this point (not one, and not three or
2026 * more), and only two changes around the
2027 * loop, then this is a valid place to put
2028 * an error marker.
2029 */
2030 if (i == 8 && othercol >= 0 && nchanges == 2) {
2031 ea[en] = oct[0];
2032 eb[en] = othercol;
2033 ex[en] = (x+1)*2;
2034 ey[en] = (y+1)*2;
2035 en++;
2036 }
2037
2038 /*
2039 * If there's exactly _one_ region at this
2040 * point, on the other hand, it's a valid
2041 * place to put a region centre.
2042 */
2043 if (othercol < 0) {
2044 ea[en] = eb[en] = oct[0];
2045 ex[en] = (x+1)*2;
2046 ey[en] = (y+1)*2;
2047 en++;
2048 }
2049 }
2050
2051 /*
2052 * Now process the points we've found, one by
2053 * one.
2054 */
2055 for (i = 0; i < en; i++) {
2056 int emin = min(ea[i], eb[i]);
2057 int emax = max(ea[i], eb[i]);
2058 int gindex;
2059
2060 if (emin != emax) {
2061 /* Graph edge */
2062 gindex =
2063 graph_edge_index(state->map->graph, n,
2064 state->map->ngraph, emin,
2065 emax);
2066 } else {
2067 /* Region number */
2068 gindex = state->map->ngraph + emin;
2069 }
2070
2071 assert(gindex >= 0);
2072
2073 if (pass == 0) {
2074 /*
2075 * In pass 0, accumulate the values
2076 * we'll use to compute the average
2077 * positions.
2078 */
2079 ax[gindex] += ex[i];
2080 ay[gindex] += ey[i];
2081 an[gindex] += 1.0F;
2082 } else {
2083 /*
2084 * In pass 1, work out whether this
2085 * point is closer to the average than
2086 * the last one we've seen.
2087 */
2088 float dx, dy, d;
2089
2090 assert(an[gindex] > 0);
2091 dx = ex[i] - ax[gindex];
2092 dy = ey[i] - ay[gindex];
2093 d = sqrt(dx*dx + dy*dy);
2094 if (d < best[gindex]) {
2095 best[gindex] = d;
2096 bestx[gindex] = ex[i];
2097 besty[gindex] = ey[i];
2098 }
2099 }
2100 }
2101 }
2102
2103 if (pass == 0) {
2104 for (i = 0; i < state->map->ngraph + n; i++)
2105 if (an[i] > 0) {
2106 ax[i] /= an[i];
2107 ay[i] /= an[i];
2108 }
2109 }
2110 }
2111
2112 state->map->edgex = snewn(state->map->ngraph, int);
2113 state->map->edgey = snewn(state->map->ngraph, int);
2114 memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int));
2115 memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int));
2116
2117 state->map->regionx = snewn(n, int);
2118 state->map->regiony = snewn(n, int);
2119 memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int));
2120 memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int));
2121
2122 for (i = 0; i < state->map->ngraph; i++)
2123 if (state->map->edgex[i] < 0) {
2124 /* Find the other representation of this edge. */
2125 int e = state->map->graph[i];
2126 int iprime = graph_edge_index(state->map->graph, n,
2127 state->map->ngraph, e%n, e/n);
2128 assert(state->map->edgex[iprime] >= 0);
2129 state->map->edgex[i] = state->map->edgex[iprime];
2130 state->map->edgey[i] = state->map->edgey[iprime];
2131 }
2132
2133 sfree(ax);
2134 sfree(ay);
2135 sfree(an);
2136 sfree(best);
2137 sfree(bestx);
2138 sfree(besty);
2139 }
2140
2141 return state;
2142 }
2143
2144 static game_state *dup_game(game_state *state)
2145 {
2146 game_state *ret = snew(game_state);
2147
2148 ret->p = state->p;
2149 ret->colouring = snewn(state->p.n, int);
2150 memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int));
2151 ret->pencil = snewn(state->p.n, int);
2152 memcpy(ret->pencil, state->pencil, state->p.n * sizeof(int));
2153 ret->map = state->map;
2154 ret->map->refcount++;
2155 ret->completed = state->completed;
2156 ret->cheated = state->cheated;
2157
2158 return ret;
2159 }
2160
2161 static void free_game(game_state *state)
2162 {
2163 if (--state->map->refcount <= 0) {
2164 sfree(state->map->map);
2165 sfree(state->map->graph);
2166 sfree(state->map->immutable);
2167 sfree(state->map->edgex);
2168 sfree(state->map->edgey);
2169 sfree(state->map->regionx);
2170 sfree(state->map->regiony);
2171 sfree(state->map);
2172 }
2173 sfree(state->colouring);
2174 sfree(state);
2175 }
2176
2177 static char *solve_game(game_state *state, game_state *currstate,
2178 char *aux, char **error)
2179 {
2180 if (!aux) {
2181 /*
2182 * Use the solver.
2183 */
2184 int *colouring;
2185 struct solver_scratch *sc;
2186 int sret;
2187 int i;
2188 char *ret, buf[80];
2189 int retlen, retsize;
2190
2191 colouring = snewn(state->map->n, int);
2192 memcpy(colouring, state->colouring, state->map->n * sizeof(int));
2193
2194 sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph);
2195 sret = map_solver(sc, state->map->graph, state->map->n,
2196 state->map->ngraph, colouring, DIFFCOUNT-1);
2197 free_scratch(sc);
2198
2199 if (sret != 1) {
2200 sfree(colouring);
2201 if (sret == 0)
2202 *error = "Puzzle is inconsistent";
2203 else
2204 *error = "Unable to find a unique solution for this puzzle";
2205 return NULL;
2206 }
2207
2208 retsize = 64;
2209 ret = snewn(retsize, char);
2210 strcpy(ret, "S");
2211 retlen = 1;
2212
2213 for (i = 0; i < state->map->n; i++) {
2214 int len;
2215
2216 assert(colouring[i] >= 0);
2217 if (colouring[i] == currstate->colouring[i])
2218 continue;
2219 assert(!state->map->immutable[i]);
2220
2221 len = sprintf(buf, ";%d:%d", colouring[i], i);
2222 if (retlen + len >= retsize) {
2223 retsize = retlen + len + 256;
2224 ret = sresize(ret, retsize, char);
2225 }
2226 strcpy(ret + retlen, buf);
2227 retlen += len;
2228 }
2229
2230 sfree(colouring);
2231
2232 return ret;
2233 }
2234 return dupstr(aux);
2235 }
2236
2237 static char *game_text_format(game_state *state)
2238 {
2239 return NULL;
2240 }
2241
2242 struct game_ui {
2243 int drag_colour; /* -1 means no drag active */
2244 int dragx, dragy;
2245 int show_numbers;
2246 };
2247
2248 static game_ui *new_ui(game_state *state)
2249 {
2250 game_ui *ui = snew(game_ui);
2251 ui->dragx = ui->dragy = -1;
2252 ui->drag_colour = -2;
2253 ui->show_numbers = FALSE;
2254 return ui;
2255 }
2256
2257 static void free_ui(game_ui *ui)
2258 {
2259 sfree(ui);
2260 }
2261
2262 static char *encode_ui(game_ui *ui)
2263 {
2264 return NULL;
2265 }
2266
2267 static void decode_ui(game_ui *ui, char *encoding)
2268 {
2269 }
2270
2271 static void game_changed_state(game_ui *ui, game_state *oldstate,
2272 game_state *newstate)
2273 {
2274 }
2275
2276 struct game_drawstate {
2277 int tilesize;
2278 unsigned long *drawn, *todraw;
2279 int started;
2280 int dragx, dragy, drag_visible;
2281 blitter *bl;
2282 };
2283
2284 /* Flags in `drawn'. */
2285 #define ERR_BASE 0x00800000L
2286 #define ERR_MASK 0xFF800000L
2287 #define PENCIL_T_BASE 0x00080000L
2288 #define PENCIL_T_MASK 0x00780000L
2289 #define PENCIL_B_BASE 0x00008000L
2290 #define PENCIL_B_MASK 0x00078000L
2291 #define PENCIL_MASK 0x007F8000L
2292 #define SHOW_NUMBERS 0x00004000L
2293
2294 #define TILESIZE (ds->tilesize)
2295 #define BORDER (TILESIZE)
2296 #define COORD(x) ( (x) * TILESIZE + BORDER )
2297 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
2298
2299 static int region_from_coords(game_state *state, game_drawstate *ds,
2300 int x, int y)
2301 {
2302 int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */;
2303 int tx = FROMCOORD(x), ty = FROMCOORD(y);
2304 int dx = x - COORD(tx), dy = y - COORD(ty);
2305 int quadrant;
2306
2307 if (tx < 0 || tx >= w || ty < 0 || ty >= h)
2308 return -1; /* border */
2309
2310 quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy);
2311 quadrant = (quadrant == 0 ? BE :
2312 quadrant == 1 ? LE :
2313 quadrant == 2 ? RE : TE);
2314
2315 return state->map->map[quadrant * wh + ty*w+tx];
2316 }
2317
2318 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2319 int x, int y, int button)
2320 {
2321 char buf[80];
2322
2323 /*
2324 * Enable or disable numeric labels on regions.
2325 */
2326 if (button == 'l' || button == 'L') {
2327 ui->show_numbers = !ui->show_numbers;
2328 return "";
2329 }
2330
2331 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2332 int r = region_from_coords(state, ds, x, y);
2333
2334 if (r >= 0)
2335 ui->drag_colour = state->colouring[r];
2336 else
2337 ui->drag_colour = -1;
2338 ui->dragx = x;
2339 ui->dragy = y;
2340 return "";
2341 }
2342
2343 if ((button == LEFT_DRAG || button == RIGHT_DRAG) &&
2344 ui->drag_colour > -2) {
2345 ui->dragx = x;
2346 ui->dragy = y;
2347 return "";
2348 }
2349
2350 if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) &&
2351 ui->drag_colour > -2) {
2352 int r = region_from_coords(state, ds, x, y);
2353 int c = ui->drag_colour;
2354
2355 /*
2356 * Cancel the drag, whatever happens.
2357 */
2358 ui->drag_colour = -2;
2359 ui->dragx = ui->dragy = -1;
2360
2361 if (r < 0)
2362 return ""; /* drag into border; do nothing else */
2363
2364 if (state->map->immutable[r])
2365 return ""; /* can't change this region */
2366
2367 if (state->colouring[r] == c)
2368 return ""; /* don't _need_ to change this region */
2369
2370 if (button == RIGHT_RELEASE && state->colouring[r] >= 0)
2371 return ""; /* can't pencil on a coloured region */
2372
2373 sprintf(buf, "%s%c:%d", (button == RIGHT_RELEASE ? "p" : ""),
2374 (int)(c < 0 ? 'C' : '0' + c), r);
2375 return dupstr(buf);
2376 }
2377
2378 return NULL;
2379 }
2380
2381 static game_state *execute_move(game_state *state, char *move)
2382 {
2383 int n = state->p.n;
2384 game_state *ret = dup_game(state);
2385 int c, k, adv, i;
2386
2387 while (*move) {
2388 int pencil = FALSE;
2389
2390 c = *move;
2391 if (c == 'p') {
2392 pencil = TRUE;
2393 c = *++move;
2394 }
2395 if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) &&
2396 sscanf(move+1, ":%d%n", &k, &adv) == 1 &&
2397 k >= 0 && k < state->p.n) {
2398 move += 1 + adv;
2399 if (pencil) {
2400 if (ret->colouring[k] >= 0) {
2401 free_game(ret);
2402 return NULL;
2403 }
2404 if (c == 'C')
2405 ret->pencil[k] = 0;
2406 else
2407 ret->pencil[k] ^= 1 << (c - '0');
2408 } else {
2409 ret->colouring[k] = (c == 'C' ? -1 : c - '0');
2410 ret->pencil[k] = 0;
2411 }
2412 } else if (*move == 'S') {
2413 move++;
2414 ret->cheated = TRUE;
2415 } else {
2416 free_game(ret);
2417 return NULL;
2418 }
2419
2420 if (*move && *move != ';') {
2421 free_game(ret);
2422 return NULL;
2423 }
2424 if (*move)
2425 move++;
2426 }
2427
2428 /*
2429 * Check for completion.
2430 */
2431 if (!ret->completed) {
2432 int ok = TRUE;
2433
2434 for (i = 0; i < n; i++)
2435 if (ret->colouring[i] < 0) {
2436 ok = FALSE;
2437 break;
2438 }
2439
2440 if (ok) {
2441 for (i = 0; i < ret->map->ngraph; i++) {
2442 int j = ret->map->graph[i] / n;
2443 int k = ret->map->graph[i] % n;
2444 if (ret->colouring[j] == ret->colouring[k]) {
2445 ok = FALSE;
2446 break;
2447 }
2448 }
2449 }
2450
2451 if (ok)
2452 ret->completed = TRUE;
2453 }
2454
2455 return ret;
2456 }
2457
2458 /* ----------------------------------------------------------------------
2459 * Drawing routines.
2460 */
2461
2462 static void game_compute_size(game_params *params, int tilesize,
2463 int *x, int *y)
2464 {
2465 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2466 struct { int tilesize; } ads, *ds = &ads;
2467 ads.tilesize = tilesize;
2468
2469 *x = params->w * TILESIZE + 2 * BORDER + 1;
2470 *y = params->h * TILESIZE + 2 * BORDER + 1;
2471 }
2472
2473 static void game_set_size(drawing *dr, game_drawstate *ds,
2474 game_params *params, int tilesize)
2475 {
2476 ds->tilesize = tilesize;
2477
2478 if (ds->bl)
2479 blitter_free(dr, ds->bl);
2480 ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3);
2481 }
2482
2483 const float map_colours[FOUR][3] = {
2484 {0.7F, 0.5F, 0.4F},
2485 {0.8F, 0.7F, 0.4F},
2486 {0.5F, 0.6F, 0.4F},
2487 {0.55F, 0.45F, 0.35F},
2488 };
2489 const int map_hatching[FOUR] = {
2490 HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
2491 };
2492
2493 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2494 {
2495 float *ret = snewn(3 * NCOLOURS, float);
2496
2497 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2498
2499 ret[COL_GRID * 3 + 0] = 0.0F;
2500 ret[COL_GRID * 3 + 1] = 0.0F;
2501 ret[COL_GRID * 3 + 2] = 0.0F;
2502
2503 memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float));
2504 memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float));
2505 memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float));
2506 memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float));
2507
2508 ret[COL_ERROR * 3 + 0] = 1.0F;
2509 ret[COL_ERROR * 3 + 1] = 0.0F;
2510 ret[COL_ERROR * 3 + 2] = 0.0F;
2511
2512 ret[COL_ERRTEXT * 3 + 0] = 1.0F;
2513 ret[COL_ERRTEXT * 3 + 1] = 1.0F;
2514 ret[COL_ERRTEXT * 3 + 2] = 1.0F;
2515
2516 *ncolours = NCOLOURS;
2517 return ret;
2518 }
2519
2520 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2521 {
2522 struct game_drawstate *ds = snew(struct game_drawstate);
2523 int i;
2524
2525 ds->tilesize = 0;
2526 ds->drawn = snewn(state->p.w * state->p.h, unsigned long);
2527 for (i = 0; i < state->p.w * state->p.h; i++)
2528 ds->drawn[i] = 0xFFFFL;
2529 ds->todraw = snewn(state->p.w * state->p.h, unsigned long);
2530 ds->started = FALSE;
2531 ds->bl = NULL;
2532 ds->drag_visible = FALSE;
2533 ds->dragx = ds->dragy = -1;
2534
2535 return ds;
2536 }
2537
2538 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2539 {
2540 sfree(ds->drawn);
2541 sfree(ds->todraw);
2542 if (ds->bl)
2543 blitter_free(dr, ds->bl);
2544 sfree(ds);
2545 }
2546
2547 static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
2548 {
2549 int coords[8];
2550 int yext, xext;
2551
2552 /*
2553 * Draw a diamond.
2554 */
2555 coords[0] = x - TILESIZE*2/5;
2556 coords[1] = y;
2557 coords[2] = x;
2558 coords[3] = y - TILESIZE*2/5;
2559 coords[4] = x + TILESIZE*2/5;
2560 coords[5] = y;
2561 coords[6] = x;
2562 coords[7] = y + TILESIZE*2/5;
2563 draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
2564
2565 /*
2566 * Draw an exclamation mark in the diamond. This turns out to
2567 * look unpleasantly off-centre if done via draw_text, so I do
2568 * it by hand on the basis that exclamation marks aren't that
2569 * difficult to draw...
2570 */
2571 xext = TILESIZE/16;
2572 yext = TILESIZE*2/5 - (xext*2+2);
2573 draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
2574 COL_ERRTEXT);
2575 draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
2576 }
2577
2578 static void draw_square(drawing *dr, game_drawstate *ds,
2579 game_params *params, struct map *map,
2580 int x, int y, int v)
2581 {
2582 int w = params->w, h = params->h, wh = w*h;
2583 int tv, bv, xo, yo, errs, pencil, i, j, oldj;
2584 int show_numbers;
2585
2586 errs = v & ERR_MASK;
2587 v &= ~ERR_MASK;
2588 pencil = v & PENCIL_MASK;
2589 v &= ~PENCIL_MASK;
2590 show_numbers = v & SHOW_NUMBERS;
2591 v &= ~SHOW_NUMBERS;
2592 tv = v / FIVE;
2593 bv = v % FIVE;
2594
2595 clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
2596
2597 /*
2598 * Draw the region colour.
2599 */
2600 draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
2601 (tv == FOUR ? COL_BACKGROUND : COL_0 + tv));
2602 /*
2603 * Draw the second region colour, if this is a diagonally
2604 * divided square.
2605 */
2606 if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) {
2607 int coords[6];
2608 coords[0] = COORD(x)-1;
2609 coords[1] = COORD(y+1)+1;
2610 if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x])
2611 coords[2] = COORD(x+1)+1;
2612 else
2613 coords[2] = COORD(x)-1;
2614 coords[3] = COORD(y)-1;
2615 coords[4] = COORD(x+1)+1;
2616 coords[5] = COORD(y+1)+1;
2617 draw_polygon(dr, coords, 3,
2618 (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID);
2619 }
2620
2621 /*
2622 * Draw `pencil marks'. Currently we arrange these in a square
2623 * formation, which means we may be in trouble if the value of
2624 * FOUR changes later...
2625 */
2626 assert(FOUR == 4);
2627 for (yo = 0; yo < 4; yo++)
2628 for (xo = 0; xo < 4; xo++) {
2629 int te = map->map[TE * wh + y*w+x];
2630 int e, ee, c;
2631
2632 e = (yo < xo && yo < 3-xo ? TE :
2633 yo > xo && yo > 3-xo ? BE :
2634 xo < 2 ? LE : RE);
2635 ee = map->map[e * wh + y*w+x];
2636
2637 if (xo != (yo * 2 + 1) % 5)
2638 continue;
2639 c = yo;
2640
2641 if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c)))
2642 continue;
2643
2644 if (yo == xo &&
2645 (map->map[TE * wh + y*w+x] != map->map[LE * wh + y*w+x]))
2646 continue; /* avoid TL-BR diagonal line */
2647 if (yo == 3-xo &&
2648 (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x]))
2649 continue; /* avoid BL-TR diagonal line */
2650
2651 draw_circle(dr, COORD(x) + (xo+1)*TILESIZE/5,
2652 COORD(y) + (yo+1)*TILESIZE/5,
2653 TILESIZE/8, COL_0 + c, COL_0 + c);
2654 }
2655
2656 /*
2657 * Draw the grid lines, if required.
2658 */
2659 if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x])
2660 draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID);
2661 if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x])
2662 draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID);
2663 if (x <= 0 || y <= 0 ||
2664 map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] ||
2665 map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x])
2666 draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
2667
2668 /*
2669 * Draw error markers.
2670 */
2671 for (yo = 0; yo < 3; yo++)
2672 for (xo = 0; xo < 3; xo++)
2673 if (errs & (ERR_BASE << (yo*3+xo)))
2674 draw_error(dr, ds,
2675 (COORD(x)*2+TILESIZE*xo)/2,
2676 (COORD(y)*2+TILESIZE*yo)/2);
2677
2678 /*
2679 * Draw region numbers, if desired.
2680 */
2681 if (show_numbers) {
2682 oldj = -1;
2683 for (i = 0; i < 2; i++) {
2684 j = map->map[(i?BE:TE)*wh+y*w+x];
2685 if (oldj == j)
2686 continue;
2687 oldj = j;
2688
2689 xo = map->regionx[j] - 2*x;
2690 yo = map->regiony[j] - 2*y;
2691 if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) {
2692 char buf[80];
2693 sprintf(buf, "%d", j);
2694 draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2,
2695 (COORD(y)*2+TILESIZE*yo)/2,
2696 FONT_VARIABLE, 3*TILESIZE/5,
2697 ALIGN_HCENTRE|ALIGN_VCENTRE,
2698 COL_GRID, buf);
2699 }
2700 }
2701 }
2702
2703 unclip(dr);
2704
2705 draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
2706 }
2707
2708 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2709 game_state *state, int dir, game_ui *ui,
2710 float animtime, float flashtime)
2711 {
2712 int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
2713 int x, y, i;
2714 int flash;
2715
2716 if (ds->drag_visible) {
2717 blitter_load(dr, ds->bl, ds->dragx, ds->dragy);
2718 draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
2719 ds->drag_visible = FALSE;
2720 }
2721
2722 /*
2723 * The initial contents of the window are not guaranteed and
2724 * can vary with front ends. To be on the safe side, all games
2725 * should start by drawing a big background-colour rectangle
2726 * covering the whole window.
2727 */
2728 if (!ds->started) {
2729 int ww, wh;
2730
2731 game_compute_size(&state->p, TILESIZE, &ww, &wh);
2732 draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
2733 draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1,
2734 COL_GRID);
2735
2736 draw_update(dr, 0, 0, ww, wh);
2737 ds->started = TRUE;
2738 }
2739
2740 if (flashtime) {
2741 if (flash_type == 1)
2742 flash = (int)(flashtime * FOUR / flash_length);
2743 else
2744 flash = 1 + (int)(flashtime * THREE / flash_length);
2745 } else
2746 flash = -1;
2747
2748 /*
2749 * Set up the `todraw' array.
2750 */
2751 for (y = 0; y < h; y++)
2752 for (x = 0; x < w; x++) {
2753 int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
2754 int bv = state->colouring[state->map->map[BE * wh + y*w+x]];
2755 int v;
2756
2757 if (tv < 0)
2758 tv = FOUR;
2759 if (bv < 0)
2760 bv = FOUR;
2761
2762 if (flash >= 0) {
2763 if (flash_type == 1) {
2764 if (tv == flash)
2765 tv = FOUR;
2766 if (bv == flash)
2767 bv = FOUR;
2768 } else if (flash_type == 2) {
2769 if (flash % 2)
2770 tv = bv = FOUR;
2771 } else {
2772 if (tv != FOUR)
2773 tv = (tv + flash) % FOUR;
2774 if (bv != FOUR)
2775 bv = (bv + flash) % FOUR;
2776 }
2777 }
2778
2779 v = tv * FIVE + bv;
2780
2781 /*
2782 * Add pencil marks.
2783 */
2784 for (i = 0; i < FOUR; i++) {
2785 if (state->colouring[state->map->map[TE * wh + y*w+x]] < 0 &&
2786 (state->pencil[state->map->map[TE * wh + y*w+x]] & (1<<i)))
2787 v |= PENCIL_T_BASE << i;
2788 if (state->colouring[state->map->map[BE * wh + y*w+x]] < 0 &&
2789 (state->pencil[state->map->map[BE * wh + y*w+x]] & (1<<i)))
2790 v |= PENCIL_B_BASE << i;
2791 }
2792
2793 if (ui->show_numbers)
2794 v |= SHOW_NUMBERS;
2795
2796 ds->todraw[y*w+x] = v;
2797 }
2798
2799 /*
2800 * Add error markers to the `todraw' array.
2801 */
2802 for (i = 0; i < state->map->ngraph; i++) {
2803 int v1 = state->map->graph[i] / n;
2804 int v2 = state->map->graph[i] % n;
2805 int xo, yo;
2806
2807 if (state->colouring[v1] < 0 || state->colouring[v2] < 0)
2808 continue;
2809 if (state->colouring[v1] != state->colouring[v2])
2810 continue;
2811
2812 x = state->map->edgex[i];
2813 y = state->map->edgey[i];
2814
2815 xo = x % 2; x /= 2;
2816 yo = y % 2; y /= 2;
2817
2818 ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo);
2819 if (xo == 0) {
2820 assert(x > 0);
2821 ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2);
2822 }
2823 if (yo == 0) {
2824 assert(y > 0);
2825 ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo);
2826 }
2827 if (xo == 0 && yo == 0) {
2828 assert(x > 0 && y > 0);
2829 ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2);
2830 }
2831 }
2832
2833 /*
2834 * Now actually draw everything.
2835 */
2836 for (y = 0; y < h; y++)
2837 for (x = 0; x < w; x++) {
2838 int v = ds->todraw[y*w+x];
2839 if (ds->drawn[y*w+x] != v) {
2840 draw_square(dr, ds, &state->p, state->map, x, y, v);
2841 ds->drawn[y*w+x] = v;
2842 }
2843 }
2844
2845 /*
2846 * Draw the dragged colour blob if any.
2847 */
2848 if (ui->drag_colour > -2) {
2849 ds->dragx = ui->dragx - TILESIZE/2 - 2;
2850 ds->dragy = ui->dragy - TILESIZE/2 - 2;
2851 blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
2852 draw_circle(dr, ui->dragx, ui->dragy, TILESIZE/2,
2853 (ui->drag_colour < 0 ? COL_BACKGROUND :
2854 COL_0 + ui->drag_colour), COL_GRID);
2855 draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3);
2856 ds->drag_visible = TRUE;
2857 }
2858 }
2859
2860 static float game_anim_length(game_state *oldstate, game_state *newstate,
2861 int dir, game_ui *ui)
2862 {
2863 return 0.0F;
2864 }
2865
2866 static float game_flash_length(game_state *oldstate, game_state *newstate,
2867 int dir, game_ui *ui)
2868 {
2869 if (!oldstate->completed && newstate->completed &&
2870 !oldstate->cheated && !newstate->cheated) {
2871 if (flash_type < 0) {
2872 char *env = getenv("MAP_ALTERNATIVE_FLASH");
2873 if (env)
2874 flash_type = atoi(env);
2875 else
2876 flash_type = 0;
2877 flash_length = (flash_type == 1 ? 0.50 : 0.30);
2878 }
2879 return flash_length;
2880 } else
2881 return 0.0F;
2882 }
2883
2884 static int game_wants_statusbar(void)
2885 {
2886 return FALSE;
2887 }
2888
2889 static int game_timing_state(game_state *state, game_ui *ui)
2890 {
2891 return TRUE;
2892 }
2893
2894 static void game_print_size(game_params *params, float *x, float *y)
2895 {
2896 int pw, ph;
2897
2898 /*
2899 * I'll use 4mm squares by default, I think. Simplest way to
2900 * compute this size is to compute the pixel puzzle size at a
2901 * given tile size and then scale.
2902 */
2903 game_compute_size(params, 400, &pw, &ph);
2904 *x = pw / 100.0;
2905 *y = ph / 100.0;
2906 }
2907
2908 static void game_print(drawing *dr, game_state *state, int tilesize)
2909 {
2910 int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n;
2911 int ink, c[FOUR], i;
2912 int x, y, r;
2913 int *coords, ncoords, coordsize;
2914
2915 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2916 struct { int tilesize; } ads, *ds = &ads;
2917 ads.tilesize = tilesize;
2918
2919 ink = print_mono_colour(dr, 0);
2920 for (i = 0; i < FOUR; i++)
2921 c[i] = print_rgb_colour(dr, map_hatching[i], map_colours[i][0],
2922 map_colours[i][1], map_colours[i][2]);
2923
2924 coordsize = 0;
2925 coords = NULL;
2926
2927 print_line_width(dr, TILESIZE / 16);
2928
2929 /*
2930 * Draw a single filled polygon around each region.
2931 */
2932 for (r = 0; r < n; r++) {
2933 int octants[8], lastdir, d1, d2, ox, oy;
2934
2935 /*
2936 * Start by finding a point on the region boundary. Any
2937 * point will do. To do this, we'll search for a square
2938 * containing the region and then decide which corner of it
2939 * to use.
2940 */
2941 x = w;
2942 for (y = 0; y < h; y++) {
2943 for (x = 0; x < w; x++) {
2944 if (state->map->map[wh*0+y*w+x] == r ||
2945 state->map->map[wh*1+y*w+x] == r ||
2946 state->map->map[wh*2+y*w+x] == r ||
2947 state->map->map[wh*3+y*w+x] == r)
2948 break;
2949 }
2950 if (x < w)
2951 break;
2952 }
2953 assert(y < h && x < w); /* we must have found one somewhere */
2954 /*
2955 * This is the first square in lexicographic order which
2956 * contains part of this region. Therefore, one of the top
2957 * two corners of the square must be what we're after. The
2958 * only case in which it isn't the top left one is if the
2959 * square is diagonally divided and the region is in the
2960 * bottom right half.
2961 */
2962 if (state->map->map[wh*TE+y*w+x] != r &&
2963 state->map->map[wh*LE+y*w+x] != r)
2964 x++; /* could just as well have done y++ */
2965
2966 /*
2967 * Now we have a point on the region boundary. Trace around
2968 * the region until we come back to this point,
2969 * accumulating coordinates for a polygon draw operation as
2970 * we go.
2971 */
2972 lastdir = -1;
2973 ox = x;
2974 oy = y;
2975 ncoords = 0;
2976
2977 do {
2978 /*
2979 * There are eight possible directions we could head in
2980 * from here. We identify them by octant numbers, and
2981 * we also use octant numbers to identify the spaces
2982 * between them:
2983 *
2984 * 6 7 0
2985 * \ 7|0 /
2986 * \ | /
2987 * 6 \|/ 1
2988 * 5-----+-----1
2989 * 5 /|\ 2
2990 * / | \
2991 * / 4|3 \
2992 * 4 3 2
2993 */
2994 octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1;
2995 octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1;
2996 octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1;
2997 octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1;
2998 octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1;
2999 octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1;
3000 octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1;
3001 octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1;
3002
3003 d1 = d2 = -1;
3004 for (i = 0; i < 8; i++)
3005 if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) {
3006 assert(d2 == -1);
3007 if (d1 == -1)
3008 d1 = i;
3009 else
3010 d2 = i;
3011 }
3012
3013 assert(d1 != -1 && d2 != -1);
3014 if (d1 == lastdir)
3015 d1 = d2;
3016
3017 /*
3018 * Now we're heading in direction d1. Save the current
3019 * coordinates.
3020 */
3021 if (ncoords + 2 > coordsize) {
3022 coordsize += 128;
3023 coords = sresize(coords, coordsize, int);
3024 }
3025 coords[ncoords++] = COORD(x);
3026 coords[ncoords++] = COORD(y);
3027
3028 /*
3029 * Compute the new coordinates.
3030 */
3031 x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1);
3032 y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1);
3033 assert(x >= 0 && x <= w && y >= 0 && y <= h);
3034
3035 lastdir = d1 ^ 4;
3036 } while (x != ox || y != oy);
3037
3038 draw_polygon(dr, coords, ncoords/2,
3039 state->colouring[r] >= 0 ?
3040 c[state->colouring[r]] : -1, ink);
3041 }
3042 sfree(coords);
3043 }
3044
3045 #ifdef COMBINED
3046 #define thegame map
3047 #endif
3048
3049 const struct game thegame = {
3050 "Map", "games.map",
3051 default_params,
3052 game_fetch_preset,
3053 decode_params,
3054 encode_params,
3055 free_params,
3056 dup_params,
3057 TRUE, game_configure, custom_params,
3058 validate_params,
3059 new_game_desc,
3060 validate_desc,
3061 new_game,
3062 dup_game,
3063 free_game,
3064 TRUE, solve_game,
3065 FALSE, game_text_format,
3066 new_ui,
3067 free_ui,
3068 encode_ui,
3069 decode_ui,
3070 game_changed_state,
3071 interpret_move,
3072 execute_move,
3073 20, game_compute_size, game_set_size,
3074 game_colours,
3075 game_new_drawstate,
3076 game_free_drawstate,
3077 game_redraw,
3078 game_anim_length,
3079 game_flash_length,
3080 TRUE, TRUE, game_print_size, game_print,
3081 game_wants_statusbar,
3082 FALSE, game_timing_state,
3083 0, /* mouse_priorities */
3084 };
3085
3086 #ifdef STANDALONE_SOLVER
3087
3088 #include <stdarg.h>
3089
3090 void frontend_default_colour(frontend *fe, float *output) {}
3091 void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
3092 int align, int colour, char *text) {}
3093 void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
3094 void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
3095 void draw_polygon(drawing *dr, int *coords, int npoints,
3096 int fillcolour, int outlinecolour) {}
3097 void draw_circle(drawing *dr, int cx, int cy, int radius,
3098 int fillcolour, int outlinecolour) {}
3099 void clip(drawing *dr, int x, int y, int w, int h) {}
3100 void unclip(drawing *dr) {}
3101 void start_draw(drawing *dr) {}
3102 void draw_update(drawing *dr, int x, int y, int w, int h) {}
3103 void end_draw(drawing *dr) {}
3104 blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
3105 void blitter_free(drawing *dr, blitter *bl) {}
3106 void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
3107 void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
3108 int print_mono_colour(drawing *dr, int grey) { return 0; }
3109 int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
3110 { return 0; }
3111 void print_line_width(drawing *dr, int width) {}
3112
3113 void fatal(char *fmt, ...)
3114 {
3115 va_list ap;
3116
3117 fprintf(stderr, "fatal error: ");
3118
3119 va_start(ap, fmt);
3120 vfprintf(stderr, fmt, ap);
3121 va_end(ap);
3122
3123 fprintf(stderr, "\n");
3124 exit(1);
3125 }
3126
3127 int main(int argc, char **argv)
3128 {
3129 game_params *p;
3130 game_state *s;
3131 char *id = NULL, *desc, *err;
3132 int grade = FALSE;
3133 int ret, diff, really_verbose = FALSE;
3134 struct solver_scratch *sc;
3135 int i;
3136
3137 while (--argc > 0) {
3138 char *p = *++argv;
3139 if (!strcmp(p, "-v")) {
3140 really_verbose = TRUE;
3141 } else if (!strcmp(p, "-g")) {
3142 grade = TRUE;
3143 } else if (*p == '-') {
3144 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
3145 return 1;
3146 } else {
3147 id = p;
3148 }
3149 }
3150
3151 if (!id) {
3152 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
3153 return 1;
3154 }
3155
3156 desc = strchr(id, ':');
3157 if (!desc) {
3158 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3159 return 1;
3160 }
3161 *desc++ = '\0';
3162
3163 p = default_params();
3164 decode_params(p, id);
3165 err = validate_desc(p, desc);
3166 if (err) {
3167 fprintf(stderr, "%s: %s\n", argv[0], err);
3168 return 1;
3169 }
3170 s = new_game(NULL, p, desc);
3171
3172 sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph);
3173
3174 /*
3175 * When solving an Easy puzzle, we don't want to bother the
3176 * user with Hard-level deductions. For this reason, we grade
3177 * the puzzle internally before doing anything else.
3178 */
3179 ret = -1; /* placate optimiser */
3180 for (diff = 0; diff < DIFFCOUNT; diff++) {
3181 for (i = 0; i < s->map->n; i++)
3182 if (!s->map->immutable[i])
3183 s->colouring[i] = -1;
3184 ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
3185 s->colouring, diff);
3186 if (ret < 2)
3187 break;
3188 }
3189
3190 if (diff == DIFFCOUNT) {
3191 if (grade)
3192 printf("Difficulty rating: harder than Hard, or ambiguous\n");
3193 else
3194 printf("Unable to find a unique solution\n");
3195 } else {
3196 if (grade) {
3197 if (ret == 0)
3198 printf("Difficulty rating: impossible (no solution exists)\n");
3199 else if (ret == 1)
3200 printf("Difficulty rating: %s\n", map_diffnames[diff]);
3201 } else {
3202 verbose = really_verbose;
3203 for (i = 0; i < s->map->n; i++)
3204 if (!s->map->immutable[i])
3205 s->colouring[i] = -1;
3206 ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
3207 s->colouring, diff);
3208 if (ret == 0)
3209 printf("Puzzle is inconsistent\n");
3210 else {
3211 int col = 0;
3212
3213 for (i = 0; i < s->map->n; i++) {
3214 printf("%5d <- %c%c", i, colnames[s->colouring[i]],
3215 (col < 6 && i+1 < s->map->n ? ' ' : '\n'));
3216 if (++col == 7)
3217 col = 0;
3218 }
3219 }
3220 }
3221 }
3222
3223 return 0;
3224 }
3225
3226 #endif