X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e5ab926fcb4c906364925d17c706c313a4913bea..efdb908d51a58cf7e46bdcf7e4d7ec405eede69d:/bridges.c diff --git a/bridges.c b/bridges.c index be173ff..6a677e3 100644 --- a/bridges.c +++ b/bridges.c @@ -16,7 +16,6 @@ #include "puzzles.h" /* Turn this on for hints about which lines are considered possibilities. */ -#undef DRAW_HINTS #undef DRAW_GRID #undef DRAW_DSF @@ -40,6 +39,7 @@ enum { COL_SELECTED, COL_MARK, COL_HINT, COL_GRID, COL_WARNING, + COL_CURSOR, NCOLOURS }; @@ -66,9 +66,10 @@ struct game_params { #define G_REDRAW 0x0100 #define G_FLASH 0x0200 #define G_WARN 0x0400 +#define G_CURSOR 0x0800 /* flags used by the solver etc. */ -#define G_SWEEP 0x0800 +#define G_SWEEP 0x1000 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) @@ -147,6 +148,11 @@ static void fixup_islands_for_realloc(game_state *state) } } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { int x, y, len, nl; @@ -507,7 +513,6 @@ static int island_impossible(struct island *is, int strict) { int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc; int i, poss; - grid_type v; struct island *is_orth; if (nspc < 0) { @@ -527,7 +532,6 @@ static int island_impossible(struct island *is, int strict) int ifree, dx = is->adj.points[i].dx; if (!is->adj.points[i].off) continue; - v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y); poss = POSSIBLES(is->state, dx, is->adj.points[i].x, is->adj.points[i].y); if (poss == 0) continue; @@ -536,9 +540,24 @@ static int island_impossible(struct island *is, int strict) assert(is_orth); ifree = is_orth->count - island_countbridges(is_orth); - if (ifree > 0) - nsurrspc += min(ifree, MAXIMUM(is->state, dx, - is->adj.points[i].x, is->adj.points[i].y)); + if (ifree > 0) { + /* + * ifree is the number of bridges unfilled in the other + * island, which is clearly an upper bound on the number + * of extra bridges this island may run to it. + * + * Another upper bound is the number of bridges unfilled + * on the specific line between here and there. We must + * take the minimum of both. + */ + int bmax = MAXIMUM(is->state, dx, + is->adj.points[i].x, is->adj.points[i].y); + int bcurr = GRIDCOUNT(is->state, + is->adj.points[i].x, is->adj.points[i].y, + dx ? G_LINEH : G_LINEV); + assert(bcurr <= bmax); + nsurrspc += min(ifree, bmax - bcurr); + } } if (nsurrspc < nspc) { debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", @@ -1064,8 +1083,7 @@ static void map_group(game_state *state) struct island *is, *is_join; /* Initialise dsf. */ - for (i = 0; i < wh; i++) - dsf[i] = i; + dsf_init(dsf, wh); /* For each island, find connected islands right or down * and merge the dsf for the island squares as well as the @@ -1487,11 +1505,11 @@ static int solve_island_stage3(struct island *is, int *didsth_r) if (maxb == 0) { debug(("...adding NOLINE.\n")); solve_join(is, i, -1, 0); /* we can't have any bridges here. */ - didsth = 1; } else { debug(("...setting maximum\n")); solve_join(is, i, maxb, 1); } + didsth = 1; } map_update_possibles(is->state); } @@ -1602,9 +1620,8 @@ static game_state *new_state(game_params *params) ret->solved = ret->completed = 0; ret->solver = snew(struct solver_state); - ret->solver->dsf = snewn(wh, int); + ret->solver->dsf = snew_dsf(wh); ret->solver->tmpdsf = snewn(wh, int); - for (i = 0; i < wh; i++) ret->solver->dsf[i] = i; ret->solver->refcount = 1; @@ -1671,6 +1688,7 @@ static void free_game(game_state *state) } #define MAX_NEWISLAND_TRIES 50 +#define MIN_SENSIBLE_ISLANDS 3 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) @@ -1680,7 +1698,7 @@ static char *new_game_desc(game_params *params, random_state *rs, game_state *tobuild = NULL; int i, j, wh = params->w * params->h, x, y, dx, dy; int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy; - int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad; + int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad; struct island *is, *is2; char *ret; unsigned int echeck; @@ -1815,7 +1833,8 @@ generated: map_find_orthogonal(tobuild); if (params->difficulty > 0) { - if (solve_from_scratch(tobuild, params->difficulty-1) > 0) { + if ((ni_curr > MIN_SENSIBLE_ISLANDS) && + (solve_from_scratch(tobuild, params->difficulty-1) > 0)) { debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", params->difficulty-1)); goto generate; @@ -1933,6 +1952,9 @@ struct game_ui { int dragx_dst, dragy_dst; /* src's closest orth island. */ grid_type todraw; int dragging, drag_is_noline, nlines; + + int cur_x, cur_y, cur_visible; /* cursor position */ + int show_hints; }; static char *ui_cancel_drag(game_ui *ui) @@ -1947,6 +1969,10 @@ static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); ui_cancel_drag(ui); + ui->cur_x = state->islands[0].x; + ui->cur_y = state->islands[0].y; + ui->cur_visible = 0; + ui->show_hints = 0; return ui; } @@ -1975,6 +2001,7 @@ struct game_drawstate { grid_type *grid; int *lv, *lh; int started, dragging; + int show_hints; }; static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, @@ -2082,6 +2109,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { if (!INGRID(state, gx, gy)) return NULL; + ui->cur_visible = 0; if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) { ui->dragx_src = gx; ui->dragy_src = gy; @@ -2115,6 +2143,96 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ret = game_state_diff(state, solved); free_game(solved); return ret; + } else if (IS_CURSOR_MOVE(button)) { + ui->cur_visible = 1; + if (ui->dragging) { + int nx = ui->cur_x, ny = ui->cur_y; + + move_cursor(button, &nx, &ny, state->w, state->h, 0); + update_drag_dst(state, ui, ds, + COORD(nx)+TILE_SIZE/2, + COORD(ny)+TILE_SIZE/2); + return finish_drag(state, ui); + } else { + int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0; + int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0; + int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy); + int dir, orth, nx = x, ny = y; + + /* 'orthorder' is a tweak to ensure that if you press RIGHT and + * happen to move upwards, when you press LEFT you then tend + * downwards (rather than upwards again). */ + int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1; + + /* This attempts to find an island in the direction you're + * asking for, broadly speaking. If you ask to go right, for + * example, it'll look for islands to the right and slightly + * above or below your current horiz. position, allowing + * further above/below the further away it searches. */ + + assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND); + /* currently this is depth-first (so orthogonally-adjacent + * islands across the other side of the grid will be moved to + * before closer islands slightly offset). Swap the order of + * these two loops to change to breadth-first search. */ + for (orth = 0; ; orth++) { + int oingrid = 0; + for (dir = 1; ; dir++) { + int dingrid = 0; + + if (orth > dir) continue; /* only search in cone outwards. */ + + nx = ui->cur_x + dir*dx + orth*dorthx*orthorder; + ny = ui->cur_y + dir*dy + orth*dorthy*orthorder; + if (INGRID(state, nx, ny)) { + dingrid = oingrid = 1; + if (GRID(state, nx, ny) & G_ISLAND) goto found; + } + + nx = ui->cur_x + dir*dx - orth*dorthx*orthorder; + ny = ui->cur_y + dir*dy - orth*dorthy*orthorder; + if (INGRID(state, nx, ny)) { + dingrid = oingrid = 1; + if (GRID(state, nx, ny) & G_ISLAND) goto found; + } + + if (!dingrid) break; + } + if (!oingrid) return ""; + } + /* not reached */ + +found: + ui->cur_x = nx; + ui->cur_y = ny; + return ""; + } + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (ui->dragging) { + ui_cancel_drag(ui); + if (ui->dragx_dst == -1 && ui->dragy_dst == -1) { + sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } else + return ""; + } else { + grid_type v = GRID(state, ui->cur_x, ui->cur_y); + if (v & G_ISLAND) { + ui->dragging = 1; + ui->dragx_src = ui->cur_x; + ui->dragy_src = ui->cur_y; + ui->dragx_dst = ui->dragy_dst = -1; + ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0; + return ""; + } + } + } else if (button == 'g' || button == 'G') { + ui->show_hints = 1 - ui->show_hints; + return ""; } return NULL; @@ -2139,6 +2257,8 @@ static game_state *execute_move(game_state *state, char *move) if (sscanf(move, "%d,%d,%d,%d,%d%n", &x1, &y1, &x2, &y2, &nl, &n) != 5) goto badmove; + if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) + goto badmove; is1 = INDEX(ret, gridi, x1, y1); is2 = INDEX(ret, gridi, x2, y2); if (!is1 || !is2) goto badmove; @@ -2148,6 +2268,8 @@ static game_state *execute_move(game_state *state, char *move) if (sscanf(move, "%d,%d,%d,%d%n", &x1, &y1, &x2, &y2, &n) != 4) goto badmove; + if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) + goto badmove; is1 = INDEX(ret, gridi, x1, y1); is2 = INDEX(ret, gridi, x2, y2); if (!is1 || !is2) goto badmove; @@ -2156,6 +2278,8 @@ static game_state *execute_move(game_state *state, char *move) if (sscanf(move, "%d,%d%n", &x1, &y1, &n) != 2) goto badmove; + if (!INGRID(ret, x1, y1)) + goto badmove; is1 = INDEX(ret, gridi, x1, y1); if (!is1) goto badmove; island_togglemark(is1); @@ -2252,6 +2376,10 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_SELECTED * 3 + 1] = 1.00F; ret[COL_SELECTED * 3 + 2] = 0.25F; + ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); + ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; + ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; + *ncolours = NCOLOURS; return ret; } @@ -2271,6 +2399,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) ds->lh = snewn(wh, int); memset(ds->lv, 0, wh*sizeof(int)); memset(ds->lh, 0, wh*sizeof(int)); + ds->show_hints = 0; return ds; } @@ -2322,7 +2451,25 @@ static void line_cross(drawing *dr, game_drawstate *ds, draw_line(dr, ox+off, oy, ox, oy+off, col); } -static void lines_lvlh(game_state *state, int x, int y, grid_type v, +static int between_island(game_state *state, int sx, int sy, int dx, int dy) +{ + int x = sx - dx, y = sy - dy; + + while (INGRID(state, x, y)) { + if (GRID(state, x, y) & G_ISLAND) goto found; + x -= dx; y -= dy; + } + return 0; +found: + x = sx + dx, y = sy + dy; + while (INGRID(state, x, y)) { + if (GRID(state, x, y) & G_ISLAND) return 1; + x += dx; y += dy; + } + return 0; +} + +static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v, int *lv_r, int *lh_r) { int lh = 0, lv = 0; @@ -2330,14 +2477,10 @@ static void lines_lvlh(game_state *state, int x, int y, grid_type v, if (v & G_LINEV) lv = INDEX(state,lines,x,y); if (v & G_LINEH) lh = INDEX(state,lines,x,y); -#ifdef DRAW_HINTS - if (INDEX(state, possv, x, y) && !lv) { - lv = INDEX(state, possv, x, y); + if (ui->show_hints) { + if (between_island(state, x, y, 0, 1) && !lv) lv = 1; + if (between_island(state, x, y, 1, 0) && !lh) lh = 1; } - if (INDEX(state, possh, x, y) && !lh) { - lh = INDEX(state, possh, x, y); - } -#endif /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/ *lv_r = lv; *lh_r = lh; } @@ -2349,7 +2492,7 @@ static void dsf_debug_draw(drawing *dr, #ifdef DRAW_DSF int ts = TILE_SIZE/2; int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2; - char str[10]; + char str[32]; sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y))); draw_text(dr, ox, oy, FONT_VARIABLE, ts, @@ -2373,13 +2516,17 @@ static void lines_redraw(drawing *dr, } draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); + /*if (v & G_CURSOR) + draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4, + TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/ -#ifdef DRAW_HINTS - if (INDEX(state, possv, x, y) && !(v & G_LINEV)) - vcol = COL_HINT; - if (INDEX(state, possh, x, y) && !(v & G_LINEH)) - hcol = COL_HINT; -#endif + + if (ui->show_hints) { + if (between_island(state, x, y, 0, 1) && !(v & G_LINEV)) + vcol = COL_HINT; + if (between_island(state, x, y, 1, 0) && !(v & G_LINEH)) + hcol = COL_HINT; + } #ifdef DRAW_GRID draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); #endif @@ -2392,10 +2539,11 @@ static void lines_redraw(drawing *dr, line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw); line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw); } - if (lv) - lines_vert(dr, ds, ox, oy, lv, vcol, v); - if (lh) - lines_horiz(dr, ds, ox, oy, lh, hcol, v); + /* if we're drawing a real line and a hint, make sure we draw the real + * line on top. */ + if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v); + if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v); + if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v); dsf_debug_draw(dr, state, ds, x, y); draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); @@ -2419,8 +2567,9 @@ static void island_redraw(drawing *dr, int tcol = (v & G_FLASH) ? COL_HIGHLIGHT : (v & G_WARN) ? COL_WARNING : COL_FOREGROUND; int col = (v & G_ISSEL) ? COL_SELECTED : tcol; - int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND; - char str[10]; + int bg = (v & G_CURSOR) ? COL_CURSOR : + (v & G_MARK) ? COL_MARK : COL_BACKGROUND; + char str[32]; #ifdef DRAW_GRID draw_rect_outline(dr, COORD(is->x), COORD(is->y), @@ -2481,6 +2630,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } else ds->dragging = 0; + if (ui->show_hints != ds->show_hints) { + force = 1; + ds->show_hints = ui->show_hints; + } + /* Draw all lines (and hints, if we want), but *not* islands. */ for (x = 0; x < ds->w; x++) { for (y = 0; y < ds->h; y++) { @@ -2494,7 +2648,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, WITHIN(y,is_drag_src->y, is_drag_dst->y)) v |= G_ISSEL; } - lines_lvlh(state, x, y, v, &lv, &lh); + lines_lvlh(state, ui, x, y, v, &lv, &lh); + + /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) + v |= G_CURSOR;*/ if (v != dsv || lv != INDEX(ds,lv,x,y) || @@ -2530,6 +2687,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, if (island_impossible(is, v & G_MARK)) v |= G_WARN; + if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y) + v |= G_CURSOR; + if ((v != GRID(ds, is->x, is->y)) || force || redraw) { GRID(ds,is->x,is->y) = v; island_redraw(dr, state, ds, is, v); @@ -2553,6 +2713,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_status(game_state *state) +{ + return state->completed ? +1 : 0; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -2564,8 +2729,8 @@ static void game_print_size(game_params *params, float *x, float *y) /* 10mm squares by default. */ game_compute_size(params, 1000, &pw, &ph); - *x = pw / 100.0; - *y = ph / 100.0; + *x = pw / 100.0F; + *y = ph / 100.0F; } static void game_print(drawing *dr, game_state *state, int ts) @@ -2573,7 +2738,7 @@ static void game_print(drawing *dr, game_state *state, int ts) int ink = print_mono_colour(dr, 0); int paper = print_mono_colour(dr, 1); int x, y, cx, cy, i, nl; - int loff = ts/8; + int loff; grid_type grid; /* Ick: fake up `ds->tilesize' for macro expansion purposes */ @@ -2583,6 +2748,7 @@ static void game_print(drawing *dr, game_state *state, int ts) /* I don't think this wants a border. */ /* Bridges */ + loff = ts / (8 * sqrt((state->params.maxb - 1))); print_line_width(dr, ts / 12); for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { @@ -2592,27 +2758,21 @@ static void game_print(drawing *dr, game_state *state, int ts) if (grid & G_ISLAND) continue; if (grid & G_LINEV) { - if (nl > 1) { - draw_line(dr, cx+ts/2-loff, cy, cx+ts/2-loff, cy+ts, ink); - draw_line(dr, cx+ts/2+loff, cy, cx+ts/2+loff, cy+ts, ink); - } else { - draw_line(dr, cx+ts/2, cy, cx+ts/2, cy+ts, ink); - } + for (i = 0; i < nl; i++) + draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy, + cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink); } if (grid & G_LINEH) { - if (nl > 1) { - draw_line(dr, cx, cy+ts/2-loff, cx+ts, cy+ts/2-loff, ink); - draw_line(dr, cx, cy+ts/2+loff, cx+ts, cy+ts/2+loff, ink); - } else { - draw_line(dr, cx, cy+ts/2, cx+ts, cy+ts/2, ink); - } + for (i = 0; i < nl; i++) + draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff, + cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink); } } } /* Islands */ for (i = 0; i < state->n_islands; i++) { - char str[10]; + char str[32]; struct island *is = &state->islands[i]; grid = GRID(state, is->x, is->y); cx = COORD(is->x) + ts/2; @@ -2631,7 +2791,7 @@ static void game_print(drawing *dr, game_state *state, int ts) #endif const struct game thegame = { - "Bridges", "games.bridges", + "Bridges", "games.bridges", "bridges", default_params, game_fetch_preset, decode_params, @@ -2646,7 +2806,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -2661,10 +2821,11 @@ 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, - 0, /* flags */ + REQUIRE_RBUTTON, /* flags */ }; /* vim: set shiftwidth=4 tabstop=8: */