X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/8719c2e7d9245278ab694369b971caa7567b2f06..HEAD:/loopy.c diff --git a/loopy.c b/loopy.c index de4d6a4..0ee1098 100644 --- a/loopy.c +++ b/loopy.c @@ -82,6 +82,7 @@ #include "puzzles.h" #include "tree234.h" #include "grid.h" +#include "loopgen.h" /* Debugging options */ @@ -107,7 +108,7 @@ enum { }; struct game_state { - grid *game_grid; + grid *game_grid; /* ref-counted (internally) */ /* Put -1 in a face that doesn't get a clue */ signed char *clues; @@ -201,16 +202,12 @@ static char const diffchars[] = DIFFLIST(ENCODE); SOLVERLIST(SOLVER_FN_DECL) static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) }; static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) }; -const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs); +static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs); struct game_params { int w, h; int diff; int type; - - /* Grid generation is expensive, so keep a (ref-counted) reference to the - * grid for these parameters, and only generate when required. */ - grid *game_grid; }; /* line_drawstate is the same as line_state, but with the extra ERROR @@ -228,6 +225,7 @@ struct game_drawstate { int started; int tilesize; int flashing; + int *textx, *texty; char *lines; char *clue_error; char *clue_satisfied; @@ -246,26 +244,31 @@ static void check_caches(const solver_state* sstate); /* ------- List of grid generators ------- */ #define GRIDLIST(A) \ - A(Squares,grid_new_square,3,3) \ - A(Triangular,grid_new_triangular,3,3) \ - A(Honeycomb,grid_new_honeycomb,3,3) \ - A(Snub-Square,grid_new_snubsquare,3,3) \ - A(Cairo,grid_new_cairo,3,4) \ - A(Great-Hexagonal,grid_new_greathexagonal,3,3) \ - A(Octagonal,grid_new_octagonal,3,3) \ - A(Kites,grid_new_kites,3,3) - -#define GRID_NAME(title,fn,amin,omin) #title, -#define GRID_CONFIG(title,fn,amin,omin) ":" #title -#define GRID_FN(title,fn,amin,omin) &fn, -#define GRID_SIZES(title,fn,amin,omin) \ + A(Squares,GRID_SQUARE,3,3) \ + A(Triangular,GRID_TRIANGULAR,3,3) \ + A(Honeycomb,GRID_HONEYCOMB,3,3) \ + A(Snub-Square,GRID_SNUBSQUARE,3,3) \ + A(Cairo,GRID_CAIRO,3,4) \ + A(Great-Hexagonal,GRID_GREATHEXAGONAL,3,3) \ + A(Octagonal,GRID_OCTAGONAL,3,3) \ + A(Kites,GRID_KITE,3,3) \ + A(Floret,GRID_FLORET,1,2) \ + A(Dodecagonal,GRID_DODECAGONAL,2,2) \ + A(Great-Dodecagonal,GRID_GREATDODECAGONAL,2,2) \ + A(Penrose (kite/dart),GRID_PENROSE_P2,3,3) \ + A(Penrose (rhombs),GRID_PENROSE_P3,3,3) + +#define GRID_NAME(title,type,amin,omin) #title, +#define GRID_CONFIG(title,type,amin,omin) ":" #title +#define GRID_TYPE(title,type,amin,omin) type, +#define GRID_SIZES(title,type,amin,omin) \ {amin, omin, \ "Width and height for this grid type must both be at least " #amin, \ "At least one of width and height for this grid type must be at least " #omin,}, static char const *const gridnames[] = { GRIDLIST(GRID_NAME) }; #define GRID_CONFIGS GRIDLIST(GRID_CONFIG) -static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) }; -#define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0])) +static grid_type grid_types[] = { GRIDLIST(GRID_TYPE) }; +#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0])) static const struct { int amin, omin; char *aerr, *oerr; @@ -273,13 +276,10 @@ static const struct { /* Generates a (dynamically allocated) new grid, according to the * type and size requested in params. Does nothing if the grid is already - * generated. The allocated grid is owned by the params object, and will be - * freed in free_params(). */ -static void params_generate_grid(game_params *params) + * generated. */ +static grid *loopy_generate_grid(game_params *params, char *grid_desc) { - if (!params->game_grid) { - params->game_grid = grid_fns[params->type](params->w, params->h); - } + return grid_new(grid_types[params->type], params->w, params->h, grid_desc); } /* ---------------------------------------------------------------------- @@ -300,7 +300,7 @@ static void params_generate_grid(game_params *params) ((field) &= ~(1<<(bit)), TRUE) : FALSE) #define CLUE2CHAR(c) \ - ((c < 0) ? ' ' : c + '0') + ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A') /* ---------------------------------------------------------------------- * General struct manipulation and other straightforward code @@ -476,8 +476,6 @@ static game_params *default_params(void) ret->diff = DIFF_EASY; ret->type = 0; - ret->game_grid = NULL; - return ret; } @@ -486,38 +484,45 @@ static game_params *dup_params(game_params *params) game_params *ret = snew(game_params); *ret = *params; /* structure copy */ - if (ret->game_grid) { - ret->game_grid->refcount++; - } return ret; } static const game_params presets[] = { #ifdef SMALL_SCREEN - { 7, 7, DIFF_EASY, 0, NULL }, - { 7, 7, DIFF_NORMAL, 0, NULL }, - { 7, 7, DIFF_HARD, 0, NULL }, - { 7, 7, DIFF_HARD, 1, NULL }, - { 7, 7, DIFF_HARD, 2, NULL }, - { 5, 5, DIFF_HARD, 3, NULL }, - { 7, 7, DIFF_HARD, 4, NULL }, - { 5, 4, DIFF_HARD, 5, NULL }, - { 5, 5, DIFF_HARD, 6, NULL }, - { 5, 5, DIFF_HARD, 7, NULL }, + { 7, 7, DIFF_EASY, 0 }, + { 7, 7, DIFF_NORMAL, 0 }, + { 7, 7, DIFF_HARD, 0 }, + { 7, 7, DIFF_HARD, 1 }, + { 7, 7, DIFF_HARD, 2 }, + { 5, 5, DIFF_HARD, 3 }, + { 7, 7, DIFF_HARD, 4 }, + { 5, 4, DIFF_HARD, 5 }, + { 5, 5, DIFF_HARD, 6 }, + { 5, 5, DIFF_HARD, 7 }, + { 3, 3, DIFF_HARD, 8 }, + { 3, 3, DIFF_HARD, 9 }, + { 3, 3, DIFF_HARD, 10 }, + { 6, 6, DIFF_HARD, 11 }, + { 6, 6, DIFF_HARD, 12 }, #else - { 7, 7, DIFF_EASY, 0, NULL }, - { 10, 10, DIFF_EASY, 0, NULL }, - { 7, 7, DIFF_NORMAL, 0, NULL }, - { 10, 10, DIFF_NORMAL, 0, NULL }, - { 7, 7, DIFF_HARD, 0, NULL }, - { 10, 10, DIFF_HARD, 0, NULL }, - { 10, 10, DIFF_HARD, 1, NULL }, - { 12, 10, DIFF_HARD, 2, NULL }, - { 7, 7, DIFF_HARD, 3, NULL }, - { 9, 9, DIFF_HARD, 4, NULL }, - { 5, 4, DIFF_HARD, 5, NULL }, - { 7, 7, DIFF_HARD, 6, NULL }, - { 5, 5, DIFF_HARD, 7, NULL }, + { 7, 7, DIFF_EASY, 0 }, + { 10, 10, DIFF_EASY, 0 }, + { 7, 7, DIFF_NORMAL, 0 }, + { 10, 10, DIFF_NORMAL, 0 }, + { 7, 7, DIFF_HARD, 0 }, + { 10, 10, DIFF_HARD, 0 }, + { 10, 10, DIFF_HARD, 1 }, + { 12, 10, DIFF_HARD, 2 }, + { 7, 7, DIFF_HARD, 3 }, + { 9, 9, DIFF_HARD, 4 }, + { 5, 4, DIFF_HARD, 5 }, + { 7, 7, DIFF_HARD, 6 }, + { 5, 5, DIFF_HARD, 7 }, + { 5, 5, DIFF_HARD, 8 }, + { 5, 4, DIFF_HARD, 9 }, + { 5, 4, DIFF_HARD, 10 }, + { 10, 10, DIFF_HARD, 11 }, + { 10, 10, DIFF_HARD, 12 } #endif }; @@ -541,18 +546,11 @@ static int game_fetch_preset(int i, char **name, game_params **params) static void free_params(game_params *params) { - if (params->game_grid) { - grid_free(params->game_grid); - } sfree(params); } static void decode_params(game_params *params, char const *string) { - if (params->game_grid) { - grid_free(params->game_grid); - params->game_grid = NULL; - } params->h = params->w = atoi(string); params->diff = DIFF_EASY; while (*string && isdigit((unsigned char)*string)) string++; @@ -631,7 +629,6 @@ static game_params *custom_params(config_item *cfg) ret->type = cfg[2].ival; ret->diff = cfg[3].ival; - ret->game_grid = NULL; return ret; } @@ -692,17 +689,47 @@ static char *state_to_text(const game_state *state) return retval; } +#define GRID_DESC_SEP '_' + +/* Splits up a (optional) grid_desc from the game desc. Returns the + * grid_desc (which needs freeing) and updates the desc pointer to + * start of real desc, or returns NULL if no desc. */ +static char *extract_grid_desc(char **desc) +{ + char *sep = strchr(*desc, GRID_DESC_SEP), *gd; + int gd_len; + + if (!sep) return NULL; + + gd_len = sep - (*desc); + gd = snewn(gd_len+1, char); + memcpy(gd, *desc, gd_len); + gd[gd_len] = '\0'; + + *desc = sep+1; + + return gd; +} + /* We require that the params pass the test in validate_params and that the * description fills the entire game area */ static char *validate_desc(game_params *params, char *desc) { int count = 0; grid *g; - params_generate_grid(params); - g = params->game_grid; + char *grid_desc, *ret; + + /* It's pretty inefficient to do this just for validation. All we need to + * know is the precise number of faces. */ + grid_desc = extract_grid_desc(&desc); + ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc); + if (ret) return ret; + + g = loopy_generate_grid(params, grid_desc); + if (grid_desc) sfree(grid_desc); for (; *desc; ++desc) { - if (*desc >= '0' && *desc <= '9') { + if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) { count++; continue; } @@ -718,6 +745,8 @@ static char *validate_desc(game_params *params, char *desc) if (count > g->num_faces) return "Description too long for board size"; + grid_free(g); + return NULL; } @@ -799,16 +828,15 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, static void game_compute_size(game_params *params, int tilesize, int *x, int *y) { - grid *g; int grid_width, grid_height, rendered_width, rendered_height; + int g_tilesize; + + grid_compute_size(grid_types[params->type], params->w, params->h, + &g_tilesize, &grid_width, &grid_height); - params_generate_grid(params); - g = params->game_grid; - grid_width = g->highest_x - g->lowest_x; - grid_height = g->highest_y - g->lowest_y; /* multiply first to minimise rounding error on integer division */ - rendered_width = grid_width * tilesize / g->tilesize; - rendered_height = grid_height * tilesize / g->tilesize; + rendered_width = grid_width * tilesize / g_tilesize; + rendered_height = grid_height * tilesize / g_tilesize; *x = rendered_width + 2 * BORDER(tilesize) + 1; *y = rendered_height + 2 * BORDER(tilesize) + 1; } @@ -829,8 +857,14 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_FOREGROUND * 3 + 1] = 0.0F; ret[COL_FOREGROUND * 3 + 2] = 0.0F; - ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; - ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; + /* + * We want COL_LINEUNKNOWN to be a yellow which is a bit darker + * than the background. (I previously set it to 0.8,0.8,0, but + * found that this went badly with the 0.8,0.8,0.8 favoured as a + * background by the Java frontend.) + */ + ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F; + ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F; ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; @@ -862,23 +896,30 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) struct game_drawstate *ds = snew(struct game_drawstate); int num_faces = state->game_grid->num_faces; int num_edges = state->game_grid->num_edges; + int i; ds->tilesize = 0; ds->started = 0; ds->lines = snewn(num_edges, char); ds->clue_error = snewn(num_faces, char); ds->clue_satisfied = snewn(num_faces, char); + ds->textx = snewn(num_faces, int); + ds->texty = snewn(num_faces, int); ds->flashing = 0; memset(ds->lines, LINE_UNKNOWN, num_edges); memset(ds->clue_error, 0, num_faces); memset(ds->clue_satisfied, 0, num_faces); + for (i = 0; i < num_faces; i++) + ds->textx[i] = ds->texty[i] = -1; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { + sfree(ds->textx); + sfree(ds->texty); sfree(ds->clue_error); sfree(ds->clue_satisfied); sfree(ds->lines); @@ -1237,476 +1278,20 @@ static int face_setall(solver_state *sstate, int face, * Loop generation and clue removal */ -/* We're going to store lists of current candidate faces for colouring black - * or white. - * Each face gets a 'score', which tells us how adding that face right - * now would affect the curliness of the solution loop. We're trying to - * maximise that quantity so will bias our random selection of faces to - * colour those with high scores */ -struct face_score { - int white_score; - int black_score; - unsigned long random; - /* No need to store a grid_face* here. The 'face_scores' array will - * be a list of 'face_score' objects, one for each face of the grid, so - * the position (index) within the 'face_scores' array will determine - * which face corresponds to a particular face_score. - * Having a single 'face_scores' array for all faces simplifies memory - * management, and probably improves performance, because we don't have to - * malloc/free each individual face_score, and we don't have to maintain - * a mapping from grid_face* pointers to face_score* pointers. - */ -}; - -static int generic_sort_cmpfn(void *v1, void *v2, size_t offset) -{ - struct face_score *f1 = v1; - struct face_score *f2 = v2; - int r; - - r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset); - if (r) { - return r; - } - - if (f1->random < f2->random) - return -1; - else if (f1->random > f2->random) - return 1; - - /* - * It's _just_ possible that two faces might have been given - * the same random value. In that situation, fall back to - * comparing based on the positions within the face_scores list. - * This introduces a tiny directional bias, but not a significant one. - */ - return f1 - f2; -} - -static int white_sort_cmpfn(void *v1, void *v2) -{ - return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score)); -} - -static int black_sort_cmpfn(void *v1, void *v2) -{ - return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score)); -} - -enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK }; - -/* face should be of type grid_face* here. */ -#define FACE_COLOUR(face) \ - ( (face) == NULL ? FACE_BLACK : \ - board[(face) - g->faces] ) - -/* 'board' is an array of these enums, indicating which faces are - * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK. - * Returns whether it's legal to colour the given face with this colour. */ -static int can_colour_face(grid *g, char* board, int face_index, - enum face_colour colour) -{ - int i, j; - grid_face *test_face = g->faces + face_index; - grid_face *starting_face, *current_face; - int transitions; - int current_state, s; /* booleans: equal or not-equal to 'colour' */ - int found_same_coloured_neighbour = FALSE; - assert(board[face_index] != colour); - - /* Can only consider a face for colouring if it's adjacent to a face - * with the same colour. */ - for (i = 0; i < test_face->order; i++) { - grid_edge *e = test_face->edges[i]; - grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; - if (FACE_COLOUR(f) == colour) { - found_same_coloured_neighbour = TRUE; - break; - } - } - if (!found_same_coloured_neighbour) - return FALSE; - - /* Need to avoid creating a loop of faces of this colour around some - * differently-coloured faces. - * Also need to avoid meeting a same-coloured face at a corner, with - * other-coloured faces in between. Here's a simple test that (I believe) - * takes care of both these conditions: - * - * Take the circular path formed by this face's edges, and inflate it - * slightly outwards. Imagine walking around this path and consider - * the faces that you visit in sequence. This will include all faces - * touching the given face, either along an edge or just at a corner. - * Count the number of 'colour'/not-'colour' transitions you encounter, as - * you walk along the complete loop. This will obviously turn out to be - * an even number. - * If 0, we're either in the middle of an "island" of this colour (should - * be impossible as we're not supposed to create black or white loops), - * or we're about to start a new island - also not allowed. - * If 4 or greater, there are too many separate coloured regions touching - * this face, and colouring it would create a loop or a corner-violation. - * The only allowed case is when the count is exactly 2. */ - - /* i points to a dot around the test face. - * j points to a face around the i^th dot. - * The current face will always be: - * test_face->dots[i]->faces[j] - * We assume dots go clockwise around the test face, - * and faces go clockwise around dots. */ - i = j = 0; - starting_face = test_face->dots[0]->faces[0]; - if (starting_face == test_face) { - j = 1; - starting_face = test_face->dots[0]->faces[1]; - } - current_face = starting_face; - transitions = 0; - current_state = (FACE_COLOUR(current_face) == colour); - - do { - /* Advance to next face. - * Need to loop here because it might take several goes to - * find it. */ - while (TRUE) { - j++; - if (j == test_face->dots[i]->order) - j = 0; - - if (test_face->dots[i]->faces[j] == test_face) { - /* Advance to next dot round test_face, then - * find current_face around new dot - * and advance to the next face clockwise */ - i++; - if (i == test_face->order) - i = 0; - for (j = 0; j < test_face->dots[i]->order; j++) { - if (test_face->dots[i]->faces[j] == current_face) - break; - } - /* Must actually find current_face around new dot, - * or else something's wrong with the grid. */ - assert(j != test_face->dots[i]->order); - /* Found, so advance to next face and try again */ - } else { - break; - } - } - /* (i,j) are now advanced to next face */ - current_face = test_face->dots[i]->faces[j]; - s = (FACE_COLOUR(current_face) == colour); - if (s != current_state) { - ++transitions; - current_state = s; - if (transitions > 2) - return FALSE; /* no point in continuing */ - } - } while (current_face != starting_face); - - return (transitions == 2) ? TRUE : FALSE; -} - -/* Count the number of neighbours of 'face', having colour 'colour' */ -static int face_num_neighbours(grid *g, char *board, grid_face *face, - enum face_colour colour) -{ - int colour_count = 0; - int i; - grid_face *f; - grid_edge *e; - for (i = 0; i < face->order; i++) { - e = face->edges[i]; - f = (e->face1 == face) ? e->face2 : e->face1; - if (FACE_COLOUR(f) == colour) - ++colour_count; - } - return colour_count; -} - -/* The 'score' of a face reflects its current desirability for selection - * as the next face to colour white or black. We want to encourage moving - * into grey areas and increasing loopiness, so we give scores according to - * how many of the face's neighbours are currently coloured the same as the - * proposed colour. */ -static int face_score(grid *g, char *board, grid_face *face, - enum face_colour colour) -{ - /* Simple formula: score = 0 - num. same-coloured neighbours, - * so a higher score means fewer same-coloured neighbours. */ - return -face_num_neighbours(g, board, face, colour); -} - -/* Generate a new complete set of clues for the given game_state. - * The method is to generate a WHITE/BLACK colouring of all the faces, - * such that the WHITE faces will define the inside of the path, and the - * BLACK faces define the outside. - * To do this, we initially colour all faces GREY. The infinite space outside - * the grid is coloured BLACK, and we choose a random face to colour WHITE. - * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY - * faces, until the grid is filled with BLACK/WHITE. As we grow the regions, - * we avoid creating loops of a single colour, to preserve the topological - * shape of the WHITE and BLACK regions. - * We also try to make the boundary as loopy and twisty as possible, to avoid - * generating paths that are uninteresting. - * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY - * face that can be coloured with that colour (without violating the - * topological shape of that region). It's not obvious, but I think this - * algorithm is guaranteed to terminate without leaving any GREY faces behind. - * Indeed, if there are any GREY faces at all, both the WHITE and BLACK - * regions can be grown. - * This is checked using assert()ions, and I haven't seen any failures yet. - * - * Hand-wavy proof: imagine what can go wrong... - * - * Could the white faces get completely cut off by the black faces, and still - * leave some grey faces remaining? - * No, because then the black faces would form a loop around both the white - * faces and the grey faces, which is disallowed because we continually - * maintain the correct topological shape of the black region. - * Similarly, the black faces can never get cut off by the white faces. That - * means both the WHITE and BLACK regions always have some room to grow into - * the GREY regions. - * Could it be that we can't colour some GREY face, because there are too many - * WHITE/BLACK transitions as we walk round the face? (see the - * can_colour_face() function for details) - * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk - * around the face. The two WHITE faces would be connected by a WHITE path, - * and the BLACK faces would be connected by a BLACK path. These paths would - * have to cross, which is impossible. - * Another thing that could go wrong: perhaps we can't find any GREY face to - * colour WHITE, because it would create a loop-violation or a corner-violation - * with the other WHITE faces? - * This is a little bit tricky to prove impossible. Imagine you have such a - * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop - * or corner violation). - * That would cut all the non-white area into two blobs. One of those blobs - * must be free of BLACK faces (because the BLACK stuff is a connected blob). - * So we have a connected GREY area, completely surrounded by WHITE - * (including the GREY face we've tentatively coloured WHITE). - * A well-known result in graph theory says that you can always find a GREY - * face whose removal leaves the remaining GREY area connected. And it says - * there are at least two such faces, so we can always choose the one that - * isn't the "tentative" GREY face. Colouring that face WHITE leaves - * everything nice and connected, including that "tentative" GREY face which - * acts as a gateway to the rest of the non-WHITE grid. - */ static void add_full_clues(game_state *state, random_state *rs) { signed char *clues = state->clues; - char *board; grid *g = state->game_grid; - int i, j; - int num_faces = g->num_faces; - struct face_score *face_scores; /* Array of face_score objects */ - struct face_score *fs; /* Points somewhere in the above list */ - struct grid_face *cur_face; - tree234 *lightable_faces_sorted; - tree234 *darkable_faces_sorted; - int *face_list; - int do_random_pass; - - board = snewn(num_faces, char); - - /* Make a board */ - memset(board, FACE_GREY, num_faces); - - /* Create and initialise the list of face_scores */ - face_scores = snewn(num_faces, struct face_score); - for (i = 0; i < num_faces; i++) { - face_scores[i].random = random_bits(rs, 31); - face_scores[i].black_score = face_scores[i].white_score = 0; - } - - /* Colour a random, finite face white. The infinite face is implicitly - * coloured black. Together, they will seed the random growth process - * for the black and white areas. */ - i = random_upto(rs, num_faces); - board[i] = FACE_WHITE; - - /* We need a way of favouring faces that will increase our loopiness. - * We do this by maintaining a list of all candidate faces sorted by - * their score and choose randomly from that with appropriate skew. - * In order to avoid consistently biasing towards particular faces, we - * need the sort order _within_ each group of scores to be completely - * random. But it would be abusing the hospitality of the tree234 data - * structure if our comparison function were nondeterministic :-). So with - * each face we associate a random number that does not change during a - * particular run of the generator, and use that as a secondary sort key. - * Yes, this means we will be biased towards particular random faces in - * any one run but that doesn't actually matter. */ - - lightable_faces_sorted = newtree234(white_sort_cmpfn); - darkable_faces_sorted = newtree234(black_sort_cmpfn); - - /* Initialise the lists of lightable and darkable faces. This is - * slightly different from the code inside the while-loop, because we need - * to check every face of the board (the grid structure does not keep a - * list of the infinite face's neighbours). */ - for (i = 0; i < num_faces; i++) { - grid_face *f = g->faces + i; - struct face_score *fs = face_scores + i; - if (board[i] != FACE_GREY) continue; - /* We need the full colourability check here, it's not enough simply - * to check neighbourhood. On some grids, a neighbour of the infinite - * face is not necessarily darkable. */ - if (can_colour_face(g, board, i, FACE_BLACK)) { - fs->black_score = face_score(g, board, f, FACE_BLACK); - add234(darkable_faces_sorted, fs); - } - if (can_colour_face(g, board, i, FACE_WHITE)) { - fs->white_score = face_score(g, board, f, FACE_WHITE); - add234(lightable_faces_sorted, fs); - } - } - - /* Colour faces one at a time until no more faces are colourable. */ - while (TRUE) - { - enum face_colour colour; - struct face_score *fs_white, *fs_black; - int c_lightable = count234(lightable_faces_sorted); - int c_darkable = count234(darkable_faces_sorted); - if (c_lightable == 0) { - /* No more lightable faces. Because of how the algorithm - * works, there should be no more darkable faces either. */ - assert(c_darkable == 0); - break; - } - - fs_white = (struct face_score *)index234(lightable_faces_sorted, 0); - fs_black = (struct face_score *)index234(darkable_faces_sorted, 0); - - /* Choose a colour, and colour the best available face - * with that colour. */ - colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK; - - if (colour == FACE_WHITE) - fs = fs_white; - else - fs = fs_black; - assert(fs); - i = fs - face_scores; - assert(board[i] == FACE_GREY); - board[i] = colour; - - /* Remove this newly-coloured face from the lists. These lists should - * only contain grey faces. */ - del234(lightable_faces_sorted, fs); - del234(darkable_faces_sorted, fs); - - /* Remember which face we've just coloured */ - cur_face = g->faces + i; - - /* The face we've just coloured potentially affects the colourability - * and the scores of any neighbouring faces (touching at a corner or - * edge). So the search needs to be conducted around all faces - * touching the one we've just lit. Iterate over its corners, then - * over each corner's faces. For each such face, we remove it from - * the lists, recalculate any scores, then add it back to the lists - * (depending on whether it is lightable, darkable or both). */ - for (i = 0; i < cur_face->order; i++) { - grid_dot *d = cur_face->dots[i]; - for (j = 0; j < d->order; j++) { - grid_face *f = d->faces[j]; - int fi; /* face index of f */ - - if (f == NULL) - continue; - if (f == cur_face) - continue; - - /* If the face is already coloured, it won't be on our - * lightable/darkable lists anyway, so we can skip it without - * bothering with the removal step. */ - if (FACE_COLOUR(f) != FACE_GREY) continue; - - /* Find the face index and face_score* corresponding to f */ - fi = f - g->faces; - fs = face_scores + fi; - - /* Remove from lightable list if it's in there. We do this, - * even if it is still lightable, because the score might - * be different, and we need to remove-then-add to maintain - * correct sort order. */ - del234(lightable_faces_sorted, fs); - if (can_colour_face(g, board, fi, FACE_WHITE)) { - fs->white_score = face_score(g, board, f, FACE_WHITE); - add234(lightable_faces_sorted, fs); - } - /* Do the same for darkable list. */ - del234(darkable_faces_sorted, fs); - if (can_colour_face(g, board, fi, FACE_BLACK)) { - fs->black_score = face_score(g, board, f, FACE_BLACK); - add234(darkable_faces_sorted, fs); - } - } - } - } - - /* Clean up */ - freetree234(lightable_faces_sorted); - freetree234(darkable_faces_sorted); - sfree(face_scores); - - /* The next step requires a shuffled list of all faces */ - face_list = snewn(num_faces, int); - for (i = 0; i < num_faces; ++i) { - face_list[i] = i; - } - shuffle(face_list, num_faces, sizeof(int), rs); - - /* The above loop-generation algorithm can often leave large clumps - * of faces of one colour. In extreme cases, the resulting path can be - * degenerate and not very satisfying to solve. - * This next step alleviates this problem: - * Go through the shuffled list, and flip the colour of any face we can - * legally flip, and which is adjacent to only one face of the opposite - * colour - this tends to grow 'tendrils' into any clumps. - * Repeat until we can find no more faces to flip. This will - * eventually terminate, because each flip increases the loop's - * perimeter, which cannot increase for ever. - * The resulting path will have maximal loopiness (in the sense that it - * cannot be improved "locally". Unfortunately, this allows a player to - * make some illicit deductions. To combat this (and make the path more - * interesting), we do one final pass making random flips. */ - - /* Set to TRUE for final pass */ - do_random_pass = FALSE; - - while (TRUE) { - /* Remember whether a flip occurred during this pass */ - int flipped = FALSE; - - for (i = 0; i < num_faces; ++i) { - int j = face_list[i]; - enum face_colour opp = - (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE; - if (can_colour_face(g, board, j, opp)) { - grid_face *face = g->faces +j; - if (do_random_pass) { - /* final random pass */ - if (!random_upto(rs, 10)) - board[j] = opp; - } else { - /* normal pass - flip when neighbour count is 1 */ - if (face_num_neighbours(g, board, face, opp) == 1) { - board[j] = opp; - flipped = TRUE; - } - } - } - } - - if (do_random_pass) break; - if (!flipped) do_random_pass = TRUE; - } + char *board = snewn(g->num_faces, char); + int i; - sfree(face_list); + generate_loop(g, board, rs, NULL, NULL); /* Fill out all the clues by initialising to 0, then iterating over * all edges and incrementing each clue as we find edges that border * between BLACK/WHITE faces. While we're at it, we verify that the * algorithm does work, and there aren't any GREY faces still there. */ - memset(clues, 0, num_faces); + memset(clues, 0, g->num_faces); for (i = 0; i < g->num_edges; i++) { grid_edge *e = g->edges + i; grid_face *f1 = e->face1; @@ -1720,7 +1305,6 @@ static void add_full_clues(game_state *state, random_state *rs) if (f2) clues[f2 - g->faces]++; } } - sfree(board); } @@ -1784,13 +1368,14 @@ static char *new_game_desc(game_params *params, random_state *rs, char **aux, int interactive) { /* solution and description both use run-length encoding in obvious ways */ - char *retval; + char *retval, *game_desc, *grid_desc; grid *g; game_state *state = snew(game_state); game_state *state_new; - params_generate_grid(params); - state->game_grid = g = params->game_grid; - g->refcount++; + + grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs); + state->game_grid = g = loopy_generate_grid(params, grid_desc); + state->clues = snewn(g->num_faces, signed char); state->lines = snewn(g->num_edges, char); state->line_errors = snewn(g->num_edges, unsigned char); @@ -1823,10 +1408,19 @@ static char *new_game_desc(game_params *params, random_state *rs, goto newboard_please; } - retval = state_to_text(state); + game_desc = state_to_text(state); free_game(state); + if (grid_desc) { + retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char); + sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc); + sfree(grid_desc); + sfree(game_desc); + } else { + retval = game_desc; + } + assert(!validate_desc(params, retval)); return retval; @@ -1837,14 +1431,18 @@ static game_state *new_game(midend *me, game_params *params, char *desc) int i; game_state *state = snew(game_state); int empties_to_make = 0; - int n; - const char *dp = desc; + int n,n2; + const char *dp; + char *grid_desc; grid *g; int num_faces, num_edges; - params_generate_grid(params); - state->game_grid = g = params->game_grid; - g->refcount++; + grid_desc = extract_grid_desc(&desc); + state->game_grid = g = loopy_generate_grid(params, grid_desc); + if (grid_desc) sfree(grid_desc); + + dp = desc; + num_faces = g->num_faces; num_edges = g->num_edges; @@ -1865,8 +1463,11 @@ static game_state *new_game(midend *me, game_params *params, char *desc) assert(*dp); n = *dp - '0'; + n2 = *dp - 'A' + 10; if (n >= 0 && n < 10) { state->clues[i] = n; + } else if (n2 >= 10 && n2 < 36) { + state->clues[i] = n2; } else { n = *dp - 'a' + 1; assert(n > 0); @@ -2381,6 +1982,13 @@ static int trivial_deductions(solver_state *sstate) if (state->clues[i] < 0) continue; + /* + * This code checks whether the numeric clue on a face is so + * large as to permit all its remaining LINE_UNKNOWNs to be + * filled in as LINE_YES, or alternatively so small as to + * permit them all to be filled in as LINE_NO. + */ + if (state->clues[i] < current_yes) { sstate->solver_status = SOLVER_MISTAKE; return DIFF_EASY; @@ -2402,6 +2010,57 @@ static int trivial_deductions(solver_state *sstate) sstate->face_solved[i] = TRUE; continue; } + + if (f->order - state->clues[i] == current_no + 1 && + f->order - current_yes - current_no > 2) { + /* + * One small refinement to the above: we also look for any + * adjacent pair of LINE_UNKNOWNs around the face with + * some LINE_YES incident on it from elsewhere. If we find + * one, then we know that pair of LINE_UNKNOWNs can't + * _both_ be LINE_YES, and hence that pushes us one line + * closer to being able to determine all the rest. + */ + int j, k, e1, e2, e, d; + + for (j = 0; j < f->order; j++) { + e1 = f->edges[j] - g->edges; + e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges; + + if (g->edges[e1].dot1 == g->edges[e2].dot1 || + g->edges[e1].dot1 == g->edges[e2].dot2) { + d = g->edges[e1].dot1 - g->dots; + } else { + assert(g->edges[e1].dot2 == g->edges[e2].dot1 || + g->edges[e1].dot2 == g->edges[e2].dot2); + d = g->edges[e1].dot2 - g->dots; + } + + if (state->lines[e1] == LINE_UNKNOWN && + state->lines[e2] == LINE_UNKNOWN) { + for (k = 0; k < g->dots[d].order; k++) { + int e = g->dots[d].edges[k] - g->edges; + if (state->lines[e] == LINE_YES) + goto found; /* multi-level break */ + } + } + } + continue; + + found: + /* + * If we get here, we've found such a pair of edges, and + * they're e1 and e2. + */ + for (j = 0; j < f->order; j++) { + e = f->edges[j] - g->edges; + if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) { + int r = solver_set_line(sstate, e, LINE_YES); + assert(r); + diff = min(diff, DIFF_EASY); + } + } + } } check_caches(sstate); @@ -2500,7 +2159,7 @@ static int dline_deductions(solver_state *sstate) * on that. We check this with an assertion, in case someone decides to * make a grid which has larger faces than this. Note, this algorithm * could get quite expensive if there are many large faces. */ -#define MAX_FACE_SIZE 8 +#define MAX_FACE_SIZE 12 for (i = 0; i < g->num_faces; i++) { int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE]; @@ -3154,7 +2813,7 @@ static char *solve_game(game_state *state, game_state *currstate, * Drawing and mouse-handling */ -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { grid *g = state->game_grid; @@ -3191,6 +2850,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, button_char = 'y'; break; case LINE_YES: +#ifdef STYLUS_BASED + button_char = 'n'; + break; +#endif case LINE_NO: button_char = 'u'; break; @@ -3205,6 +2868,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, button_char = 'n'; break; case LINE_NO: +#ifdef STYLUS_BASED + button_char = 'y'; + break; +#endif case LINE_YES: button_char = 'u'; break; @@ -3283,72 +2950,284 @@ static void grid_to_screen(const game_drawstate *ds, const grid *g, /* Returns (into x,y) position of centre of face for rendering the text clue. */ static void face_text_pos(const game_drawstate *ds, const grid *g, - const grid_face *f, int *x, int *y) + grid_face *f, int *xret, int *yret) { - int i; + int faceindex = f - g->faces; - /* Simplest solution is the centroid. Might not work in some cases. */ + /* + * Return the cached position for this face, if we've already + * worked it out. + */ + if (ds->textx[faceindex] >= 0) { + *xret = ds->textx[faceindex]; + *yret = ds->texty[faceindex]; + return; + } - /* Another algorithm to look into: - * Find the midpoints of the sides, find the bounding-box, - * then take the centre of that. */ + /* + * Otherwise, use the incentre computed by grid.c and convert it + * to screen coordinates. + */ + grid_find_incentre(f); + grid_to_screen(ds, g, f->ix, f->iy, + &ds->textx[faceindex], &ds->texty[faceindex]); - /* Best solution probably involves incentres (inscribed circles) */ + *xret = ds->textx[faceindex]; + *yret = ds->texty[faceindex]; +} - int sx = 0, sy = 0; /* sums */ - for (i = 0; i < f->order; i++) { - grid_dot *d = f->dots[i]; - sx += d->x; - sy += d->y; +static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f, + int *x, int *y, int *w, int *h) +{ + int xx, yy; + face_text_pos(ds, g, f, &xx, &yy); + + /* There seems to be a certain amount of trial-and-error involved + * in working out the correct bounding-box for the text. */ + + *x = xx - ds->tilesize/4 - 1; + *y = yy - ds->tilesize/4 - 3; + *w = ds->tilesize/2 + 2; + *h = ds->tilesize/2 + 5; +} + +static void game_redraw_clue(drawing *dr, game_drawstate *ds, + game_state *state, int i) +{ + grid *g = state->game_grid; + grid_face *f = g->faces + i; + int x, y; + char c[3]; + + if (state->clues[i] < 10) { + c[0] = CLUE2CHAR(state->clues[i]); + c[1] = '\0'; + } else { + sprintf(c, "%d", state->clues[i]); + } + + face_text_pos(ds, g, f, &x, &y); + draw_text(dr, x, y, + FONT_VARIABLE, ds->tilesize/2, + ALIGN_VCENTRE | ALIGN_HCENTRE, + ds->clue_error[i] ? COL_MISTAKE : + ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c); +} + +static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e, + int *x, int *y, int *w, int *h) +{ + int x1 = e->dot1->x; + int y1 = e->dot1->y; + int x2 = e->dot2->x; + int y2 = e->dot2->y; + int xmin, xmax, ymin, ymax; + + grid_to_screen(ds, g, x1, y1, &x1, &y1); + grid_to_screen(ds, g, x2, y2, &x2, &y2); + /* Allow extra margin for dots, and thickness of lines */ + xmin = min(x1, x2) - 2; + xmax = max(x1, x2) + 2; + ymin = min(y1, y2) - 2; + ymax = max(y1, y2) + 2; + + *x = xmin; + *y = ymin; + *w = xmax - xmin + 1; + *h = ymax - ymin + 1; +} + +static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d, + int *x, int *y, int *w, int *h) +{ + int x1, y1; + + grid_to_screen(ds, g, d->x, d->y, &x1, &y1); + + *x = x1 - 2; + *y = y1 - 2; + *w = 5; + *h = 5; +} + +static const int loopy_line_redraw_phases[] = { + COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE +}; +#define NPHASES lenof(loopy_line_redraw_phases) + +static void game_redraw_line(drawing *dr, game_drawstate *ds, + game_state *state, int i, int phase) +{ + grid *g = state->game_grid; + grid_edge *e = g->edges + i; + int x1, x2, y1, y2; + int line_colour; + + if (state->line_errors[i]) + line_colour = COL_MISTAKE; + else if (state->lines[i] == LINE_UNKNOWN) + line_colour = COL_LINEUNKNOWN; + else if (state->lines[i] == LINE_NO) + line_colour = COL_FAINT; + else if (ds->flashing) + line_colour = COL_HIGHLIGHT; + else + line_colour = COL_FOREGROUND; + if (line_colour != loopy_line_redraw_phases[phase]) + return; + + /* Convert from grid to screen coordinates */ + grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); + grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); + + if (line_colour == COL_FAINT) { + static int draw_faint_lines = -1; + if (draw_faint_lines < 0) { + char *env = getenv("LOOPY_FAINT_LINES"); + draw_faint_lines = (!env || (env[0] == 'y' || + env[0] == 'Y')); + } + if (draw_faint_lines) + draw_line(dr, x1, y1, x2, y2, line_colour); + } else { + draw_thick_line(dr, 3.0, + x1 + 0.5, y1 + 0.5, + x2 + 0.5, y2 + 0.5, + line_colour); } - sx /= f->order; - sy /= f->order; +} + +static void game_redraw_dot(drawing *dr, game_drawstate *ds, + game_state *state, int i) +{ + grid *g = state->game_grid; + grid_dot *d = g->dots + i; + int x, y; - /* convert to screen coordinates */ - grid_to_screen(ds, g, sx, sy, x, y); + grid_to_screen(ds, g, d->x, d->y, &x, &y); + draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); +} + +static int boxes_intersect(int x0, int y0, int w0, int h0, + int x1, int y1, int w1, int h1) +{ + /* + * Two intervals intersect iff neither is wholly on one side of + * the other. Two boxes intersect iff their horizontal and + * vertical intervals both intersect. + */ + return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0); +} + +static void game_redraw_in_rect(drawing *dr, game_drawstate *ds, + game_state *state, int x, int y, int w, int h) +{ + grid *g = state->game_grid; + int i, phase; + int bx, by, bw, bh; + + clip(dr, x, y, w, h); + draw_rect(dr, x, y, w, h, COL_BACKGROUND); + + for (i = 0; i < g->num_faces; i++) { + if (state->clues[i] >= 0) { + face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_clue(dr, ds, state, i); + } + } + for (phase = 0; phase < NPHASES; phase++) { + for (i = 0; i < g->num_edges; i++) { + edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_line(dr, ds, state, i, phase); + } + } + for (i = 0; i < g->num_dots; i++) { + dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_dot(dr, ds, state, i); + } + + unclip(dr); + draw_update(dr, x, y, w, h); } static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { +#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */ + grid *g = state->game_grid; int border = BORDER(ds->tilesize); - int i, n; - char c[2]; - int line_colour, flash_changed; - int clue_mistake; - int clue_satisfied; + int i; + int flash_changed; + int redraw_everything = FALSE; + + int edges[REDRAW_OBJECTS_LIMIT], nedges = 0; + int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0; + + /* Redrawing is somewhat involved. + * + * An update can theoretically affect an arbitrary number of edges + * (consider, for example, completing or breaking a cycle which doesn't + * satisfy all the clues -- we'll switch many edges between error and + * normal states). On the other hand, redrawing the whole grid takes a + * while, making the game feel sluggish, and many updates are actually + * quite well localized. + * + * This redraw algorithm attempts to cope with both situations gracefully + * and correctly. For localized changes, we set a clip rectangle, fill + * it with background, and then redraw (a plausible but conservative + * guess at) the objects which intersect the rectangle; if several + * objects need redrawing, we'll do them individually. However, if lots + * of objects are affected, we'll just redraw everything. + * + * The reason for all of this is that it's just not safe to do the redraw + * piecemeal. If you try to draw an antialiased diagonal line over + * itself, you get a slightly thicker antialiased diagonal line, which + * looks rather ugly after a while. + * + * So, we take two passes over the grid. The first attempts to work out + * what needs doing, and the second actually does it. + */ if (!ds->started) { + redraw_everything = TRUE; /* - * The initial contents of the window are not guaranteed and - * can vary with front ends. To be on the safe side, all games - * should start by drawing a big background-colour rectangle - * covering the whole window. + * But we must still go through the upcoming loops, so that we + * set up stuff in ds correctly for the initial redraw. */ - int grid_width = g->highest_x - g->lowest_x; - int grid_height = g->highest_y - g->lowest_y; - int w = grid_width * ds->tilesize / g->tilesize; - int h = grid_height * ds->tilesize / g->tilesize; - draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1, - COL_BACKGROUND); + } - /* Draw clues */ - for (i = 0; i < g->num_faces; i++) { - grid_face *f; - int x, y; + /* First, trundle through the faces. */ + for (i = 0; i < g->num_faces; i++) { + grid_face *f = g->faces + i; + int sides = f->order; + int clue_mistake; + int clue_satisfied; + int n = state->clues[i]; + if (n < 0) + continue; - c[0] = CLUE2CHAR(state->clues[i]); - c[1] = '\0'; - f = g->faces + i; - face_text_pos(ds, g, f, &x, &y); - draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2, - ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); + clue_mistake = (face_order(state, i, LINE_YES) > n || + face_order(state, i, LINE_NO ) > (sides-n)); + clue_satisfied = (face_order(state, i, LINE_YES) == n && + face_order(state, i, LINE_NO ) == (sides-n)); + + if (clue_mistake != ds->clue_error[i] || + clue_satisfied != ds->clue_satisfied[i]) { + ds->clue_error[i] = clue_mistake; + ds->clue_satisfied[i] = clue_satisfied; + if (nfaces == REDRAW_OBJECTS_LIMIT) + redraw_everything = TRUE; + else + faces[nfaces++] = i; } - draw_update(dr, 0, 0, w + 2 * border, h + 2 * border); } + /* Work out what the flash state needs to be. */ if (flashtime > 0 && (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3)) { @@ -3359,184 +3238,50 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, ds->flashing = FALSE; } - /* Some platforms may perform anti-aliasing, which may prevent clean - * repainting of lines when the colour is changed. - * If a line needs to be over-drawn in a different colour, erase a - * bounding-box around the line, then flag all nearby objects for redraw. - */ - if (ds->started) { - const char redraw_flag = (char)(1<<7); - for (i = 0; i < g->num_edges; i++) { - char prev_ds = (ds->lines[i] & ~redraw_flag); - char new_ds = state->lines[i]; - if (state->line_errors[i]) - new_ds = DS_LINE_ERROR; - - /* If we're changing state, AND - * the previous state was a coloured line */ - if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) { - grid_edge *e = g->edges + i; - int x1 = e->dot1->x; - int y1 = e->dot1->y; - int x2 = e->dot2->x; - int y2 = e->dot2->y; - int xmin, xmax, ymin, ymax; - int j; - grid_to_screen(ds, g, x1, y1, &x1, &y1); - grid_to_screen(ds, g, x2, y2, &x2, &y2); - /* Allow extra margin for dots, and thickness of lines */ - xmin = min(x1, x2) - 2; - xmax = max(x1, x2) + 2; - ymin = min(y1, y2) - 2; - ymax = max(y1, y2) + 2; - /* For testing, I find it helpful to change COL_BACKGROUND - * to COL_SATISFIED here. */ - draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, - COL_BACKGROUND); - draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); - - /* Mark nearby lines for redraw */ - for (j = 0; j < e->dot1->order; j++) - ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag; - for (j = 0; j < e->dot2->order; j++) - ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag; - /* Mark nearby clues for redraw. Use a value that is - * neither TRUE nor FALSE for this. */ - if (e->face1) - ds->clue_error[e->face1 - g->faces] = 2; - if (e->face2) - ds->clue_error[e->face2 - g->faces] = 2; - } + /* Now, trundle through the edges. */ + for (i = 0; i < g->num_edges; i++) { + char new_ds = + state->line_errors[i] ? DS_LINE_ERROR : state->lines[i]; + if (new_ds != ds->lines[i] || + (flash_changed && state->lines[i] == LINE_YES)) { + ds->lines[i] = new_ds; + if (nedges == REDRAW_OBJECTS_LIMIT) + redraw_everything = TRUE; + else + edges[nedges++] = i; } } - /* Redraw clue colours if necessary */ - for (i = 0; i < g->num_faces; i++) { - grid_face *f = g->faces + i; - int sides = f->order; - int j; - n = state->clues[i]; - if (n < 0) - continue; - - c[0] = CLUE2CHAR(n); - c[1] = '\0'; - - clue_mistake = (face_order(state, i, LINE_YES) > n || - face_order(state, i, LINE_NO ) > (sides-n)); - - clue_satisfied = (face_order(state, i, LINE_YES) == n && - face_order(state, i, LINE_NO ) == (sides-n)); + /* Pass one is now done. Now we do the actual drawing. */ + if (redraw_everything) { + int grid_width = g->highest_x - g->lowest_x; + int grid_height = g->highest_y - g->lowest_y; + int w = grid_width * ds->tilesize / g->tilesize; + int h = grid_height * ds->tilesize / g->tilesize; - if (clue_mistake != ds->clue_error[i] - || clue_satisfied != ds->clue_satisfied[i]) { - int x, y; - face_text_pos(ds, g, f, &x, &y); - /* There seems to be a certain amount of trial-and-error - * involved in working out the correct bounding-box for - * the text. */ - draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, - ds->tilesize/2 + 2, ds->tilesize/2 + 5, - COL_BACKGROUND); - draw_text(dr, x, y, - FONT_VARIABLE, ds->tilesize/2, - ALIGN_VCENTRE | ALIGN_HCENTRE, - clue_mistake ? COL_MISTAKE : - clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c); - draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, - ds->tilesize/2 + 2, ds->tilesize/2 + 5); + game_redraw_in_rect(dr, ds, state, + 0, 0, w + 2*border + 1, h + 2*border + 1); + } else { - ds->clue_error[i] = clue_mistake; - ds->clue_satisfied[i] = clue_satisfied; + /* Right. Now we roll up our sleeves. */ - /* Sometimes, the bounding-box encroaches into the surrounding - * lines (particularly if the window is resized fairly small). - * So redraw them. */ - for (j = 0; j < f->order; j++) - ds->lines[f->edges[j] - g->edges] = -1; - } - } + for (i = 0; i < nfaces; i++) { + grid_face *f = g->faces + faces[i]; + int x, y, w, h; - /* Lines */ - for (i = 0; i < g->num_edges; i++) { - grid_edge *e = g->edges + i; - int x1, x2, y1, y2; - int xmin, ymin, xmax, ymax; - char new_ds, need_draw; - new_ds = state->lines[i]; - if (state->line_errors[i]) - new_ds = DS_LINE_ERROR; - need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE; - if (flash_changed && (state->lines[i] == LINE_YES)) - need_draw = TRUE; - if (!ds->started) - need_draw = TRUE; /* draw everything at the start */ - ds->lines[i] = new_ds; - if (!need_draw) - continue; - if (state->line_errors[i]) - line_colour = COL_MISTAKE; - else if (state->lines[i] == LINE_UNKNOWN) - line_colour = COL_LINEUNKNOWN; - else if (state->lines[i] == LINE_NO) - line_colour = COL_FAINT; - else if (ds->flashing) - line_colour = COL_HIGHLIGHT; - else - line_colour = COL_FOREGROUND; + face_text_bbox(ds, g, f, &x, &y, &w, &h); + game_redraw_in_rect(dr, ds, state, x, y, w, h); + } - /* Convert from grid to screen coordinates */ - grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); - grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); + for (i = 0; i < nedges; i++) { + grid_edge *e = g->edges + edges[i]; + int x, y, w, h; - xmin = min(x1, x2); - xmax = max(x1, x2); - ymin = min(y1, y2); - ymax = max(y1, y2); - - if (line_colour == COL_FAINT) { - static int draw_faint_lines = -1; - if (draw_faint_lines < 0) { - char *env = getenv("LOOPY_FAINT_LINES"); - draw_faint_lines = (!env || (env[0] == 'y' || - env[0] == 'Y')); - } - if (draw_faint_lines) - draw_line(dr, x1, y1, x2, y2, line_colour); - } else { - /* (dx, dy) points roughly from (x1, y1) to (x2, y2). - * The line is then "fattened" in a (roughly) perpendicular - * direction to create a thin rectangle. */ - int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0); - int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0); - int points[8]; - points[0] = x1 + dy; - points[1] = y1 - dx; - points[2] = x1 - dy; - points[3] = y1 + dx; - points[4] = x2 - dy; - points[5] = y2 + dx; - points[6] = x2 + dy; - points[7] = y2 - dx; - draw_polygon(dr, points, 4, line_colour, line_colour); - } - if (ds->started) { - /* Draw dots at ends of the line */ - draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND); - draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND); - } - draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4); + edge_bbox(ds, g, e, &x, &y, &w, &h); + game_redraw_in_rect(dr, ds, state, x, y, w, h); + } } - /* Draw dots */ - if (!ds->started) { - for (i = 0; i < g->num_dots; i++) { - grid_dot *d = g->dots + i; - int x, y; - grid_to_screen(ds, g, d->x, d->y, &x, &y); - draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); - } - } ds->started = TRUE; } @@ -3551,6 +3296,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_status(game_state *state) +{ + return state->solved ? +1 : 0; +} + static void game_print_size(game_params *params, float *x, float *y) { int pw, ph; @@ -3570,7 +3320,11 @@ static void game_print(drawing *dr, game_state *state, int tilesize) game_drawstate ads, *ds = &ads; grid *g = state->game_grid; - game_set_size(dr, ds, NULL, tilesize); + ds->tilesize = tilesize; + ds->textx = snewn(g->num_faces, int); + ds->texty = snewn(g->num_faces, int); + for (i = 0; i < g->num_faces; i++) + ds->textx[i] = ds->texty[i] = -1; for (i = 0; i < g->num_dots; i++) { int x, y; @@ -3640,6 +3394,9 @@ static void game_print(drawing *dr, game_state *state, int tilesize) } } } + + sfree(ds->textx); + sfree(ds->texty); } #ifdef COMBINED @@ -3677,6 +3434,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, TRUE, FALSE, game_print_size, game_print, FALSE /* wants_statusbar */, FALSE, game_timing_state, @@ -3809,3 +3567,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */