From 4cbcbfca0b518d18045d620d8cd797d0e581dd7a Mon Sep 17 00:00:00 2001 From: simon Date: Mon, 15 Feb 2010 21:09:09 +0000 Subject: [PATCH] New puzzle! Setting what might be a record for how long we've sat on a puzzle before it was ready to commit, here is 'Signpost': a clone of janko.at's "Arrow Path", by James Harvey. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@8861 cda61777-01e9-0310-a592-d414129be87e --- icons/Makefile | 5 +- icons/signpost.sav | 23 + puzzles.but | 80 ++ signpost.R | 23 + signpost.c | 2333 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 5 files changed, 2462 insertions(+), 2 deletions(-) create mode 100644 icons/signpost.sav create mode 100644 signpost.R create mode 100644 signpost.c diff --git a/icons/Makefile b/icons/Makefile index de60483..3e79c76 100644 --- a/icons/Makefile +++ b/icons/Makefile @@ -2,8 +2,8 @@ PUZZLES = blackbox bridges cube dominosa fifteen filling flip galaxies guess \ inertia keen lightup loopy magnets map mines net netslide pattern \ - pegs rect samegame singles sixteen slant solo tents towers twiddle \ - unequal untangle + pegs rect samegame signpost singles sixteen slant solo tents towers \ + twiddle unequal untangle BASE = $(patsubst %,%-base.png,$(PUZZLES)) WEB = $(patsubst %,%-web.png,$(PUZZLES)) @@ -71,6 +71,7 @@ netslide-ibase.png : override CROP=289x289 144x144+0+0 pattern-ibase.png : override CROP=384x384 223x223+0+0 pegs-ibase.png : override CROP=263x263 147x147+116+0 rect-ibase.png : override CROP=205x205 115x115+90+0 +signpost-ibase.png : override CROP=240x240 98x98+23+23 singles-ibase.png : override CROP=224x224 98x98+15+15 sixteen-ibase.png : override CROP=288x288 144x144+144+144 slant-ibase.png : override CROP=321x321 160x160+160+160 diff --git a/icons/signpost.sav b/icons/signpost.sav new file mode 100644 index 0000000..9ad1958 --- /dev/null +++ b/icons/signpost.sav @@ -0,0 +1,23 @@ +SAVEFILE:41:Simon Tatham's Portable Puzzle Collection +VERSION :1:1 +GAME :8:Signpost +PARAMS :4:4x4c +CPARAMS :4:4x4c +SEED :15:230468784719861 +DESC :19:1eceebecfbfhgcaa16a +NSTATES :2:15 +STATEPOS:2:11 +MOVE :8:L2,1-3,1 +MOVE :8:L0,1-1,0 +MOVE :8:L2,2-1,1 +MOVE :8:L1,2-0,3 +MOVE :8:L0,2-2,0 +MOVE :8:L1,3-1,2 +MOVE :8:L1,1-1,3 +MOVE :8:L1,0-3,0 +MOVE :8:L0,0-0,1 +MOVE :8:L3,0-3,2 +MOVE :8:L3,2-0,2 +MOVE :8:L3,1-2,2 +MOVE :8:L2,3-2,1 +MOVE :8:L2,0-2,3 diff --git a/puzzles.but b/puzzles.but index 4ce7ba0..59cb128 100644 --- a/puzzles.but +++ b/puzzles.but @@ -2774,6 +2774,86 @@ row/column counts. time, making the puzzle more difficult. +\C{signpost} \i{Signpost} + +\cfg{winhelp-topic}{games.signpost} + +You have a grid of squares; each square (except the last one) +contains an arrow, and some squares also contain numbers. Your job +is to connect the squares to form a continuous list of numbers +starting at 1 and linked in the direction of the arrows \dash so the +arrow inside the square with the number 1 will point to the square +containing the number 2, which will point to the square containing +the number 3, etc. Each square can be any distance away from the +previous one, as long as it is somewhere in the direction of the +arrow. + +By convention the first and last numbers are shown; one or more +interim numbers may also appear at the beginning. + +Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it +\q{Pfeilpfad} (\q{arrow path}). + +Signpost was contributed to this collection by James Harvey. + +\B{janko-arrowpath} +\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm} + +\H{signpost-controls} \I{controls, for Signpost}Signpost controls + +To play Signpost, you connect squares together by dragging from one +square to another, indicating that they are adjacent in the +sequence. Drag with the left button from a square to its successor, +or with the right button from a square to its predecessor. + +If you connect together two squares in this way and one of them has +a number in it, the appropriate number will appear in the other +square. If you connect two non-numbered squares, they will be +assigned temporary algebraic labels: on the first occasion, they +will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1}, +and so on. Connecting more squares on to the ends of such a chain +will cause them all to be labelled with the same letter. + +When you left-click or right-click in a square, the legal squares to +connect it to will be shown. + +The arrow in each square starts off black, and goes grey once you +connect the square to its successor. Also, each square which needs a +predecessor has a small dot in the bottom left corner, which +vanishes once you link a square to it. So your aim is always to +connect a square with a black arrow to a square with a dot. + +To remove any links for a particular square (both incoming and +outgoing), left-drag it off the grid. To remove a whole chain, +right-drag any square in the chain off the grid. + +You can also use the cursor keys to move around the grid squares and +lines. Pressing the return key when over a square starts a link +operation, and pressing the return key again over a square will +finish the link, if allowable. Pressing the space bar over a square +will show the other squares pointing to it, and allow you to form a +backward link, and pressing the space bar again cancels this. + +(All the actions described in \k{common-actions} are also available.) + +\H{signpost-parameters} \I{parameters, for Signpost}Signpost parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Width}, \e{Height} + +\dd Size of grid in squares. There will be half \e{Width} \by \e{Height} +dominoes in the grid: if this number is odd then one square will be blank. + +(Grids with at least one odd dimension tend to be easier to solve.) + +\dt \e{Force start/end to corners} + +\dd If true, the start and end squares are always placed in opposite corners +(the start at the top left, and the end at the bottom right). If false the start +and end squares are placed randomly (although always both shown). + \A{licence} \I{MIT licence}\ii{Licence} diff --git a/signpost.R b/signpost.R new file mode 100644 index 0000000..6305fde --- /dev/null +++ b/signpost.R @@ -0,0 +1,23 @@ +# -*- makefile -*- + +SIGNPOST_EXTRA = dsf + +signpost : [X] GTK COMMON signpost SIGNPOST_EXTRA signpost-icon|no-icon +signpost : [G] WINDOWS COMMON signpost SIGNPOST_EXTRA signpost.res|noicon.res + +signpostsolver : [U] signpost[STANDALONE_SOLVER] SIGNPOST_EXTRA STANDALONE m.lib +signpostsolver : [C] signpost[STANDALONE_SOLVER] SIGNPOST_EXTRA STANDALONE + +ALL += signpost[COMBINED] SIGNPOST_EXTRA + +!begin gtk +GAMES += signpost +!end + +!begin >list.c + A(signpost) \ +!end + +!begin >wingames.lst +signpost.exe:Signpost +!end diff --git a/signpost.c b/signpost.c new file mode 100644 index 0000000..365a9e9 --- /dev/null +++ b/signpost.c @@ -0,0 +1,2333 @@ +/* + * signpost.c: implementation of the janko game 'arrow path' + * + * Remaining troublesome games: + * + * 4x4#438520052525454 + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" + +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) +#define BLITTER_SIZE TILE_SIZE +#define BORDER (TILE_SIZE / 2) + +#define COORD(x) ( (x) * TILE_SIZE + BORDER ) +#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) + +#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) + +#define FLASH_SPIN 0.7F + +#define NBACKGROUNDS 16 + +enum { + COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, + COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN, + COL_ARROW, COL_ARROW_BG_DIM, + COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID, + COL_B0, /* background colours */ + COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */ + COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */ + COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */ + NCOLOURS = COL_B0 + 4*NBACKGROUNDS +}; + +struct game_params { + int w, h; + int force_corner_start; +}; + +enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX }; +static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" }; + +static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 }; +static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 }; + +#define DIR_OPPOSITE(d) ((d+4)%8) + +struct game_state { + int w, h, n; + int completed, used_solve, impossible; + int *dirs; /* direction enums, size n */ + int *nums; /* numbers, size n */ + unsigned int *flags; /* flags, size n */ + int *next, *prev; /* links to other cell indexes, size n (-1 absent) */ + int *dsf; /* connects regions with a dsf. */ + int *numsi; /* for each number, which index is it in? (-1 absent) */ +}; + +#define FLAG_IMMUTABLE 1 +#define FLAG_ERROR 2 + +/* --- Generally useful functions --- */ + +#define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n) + +static int whichdir(int fromx, int fromy, int tox, int toy) +{ + int i, dx, dy; + + dx = tox - fromx; + dy = toy - fromy; + + if (dx && dy && abs(dx) != abs(dy)) return -1; + + if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */ + if (dy) dy = dy / abs(dy); /* ditto */ + + for (i = 0; i < DIR_MAX; i++) { + if (dx == dxs[i] && dy == dys[i]) return i; + } + return -1; +} + +static int whichdiri(game_state *state, int fromi, int toi) +{ + int w = state->w; + return whichdir(fromi%w, fromi/w, toi%w, toi/w); +} + +static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy) +{ + int w = state->w, dir = state->dirs[fromy*w+fromx]; + + /* (by convention) squares do not point to themselves. */ + if (fromx == tox && fromy == toy) return 0; + + /* the final number points to nothing. */ + if (state->nums[fromy*w + fromx] == state->n) return 0; + + while (1) { + if (!INGRID(state, fromx, fromy)) return 0; + if (fromx == tox && fromy == toy) return 1; + fromx += dxs[dir]; fromy += dys[dir]; + } + return 0; /* not reached */ +} + +static int ispointingi(game_state *state, int fromi, int toi) +{ + int w = state->w; + return ispointing(state, fromi%w, fromi/w, toi%w, toi/w); +} + +/* Taking the number 'num', work out the gap between it and the next + * available number up or down (depending on d). Return 1 if the region + * at (x,y) will fit in that gap, or 0 otherwise. */ +static int move_couldfit(game_state *state, int num, int d, int x, int y) +{ + int n, gap, i = y*state->w+x, sz; + + assert(d != 0); + /* The 'gap' is the number of missing numbers in the grid between + * our number and the next one in the sequence (up or down), or + * the end of the sequence (if we happen not to have 1/n present) */ + for (n = num + d, gap = 0; + ISREALNUM(state, n) && state->numsi[n] == -1; + n += d, gap++) ; /* empty loop */ + + if (gap == 0) { + /* no gap, so the only allowable move is that that directly + * links the two numbers. */ + n = state->nums[i]; + return (n == num+d) ? 0 : 1; + } + if (state->prev[i] == -1 && state->next[i] == -1) + return 1; /* single unconnected square, always OK */ + + sz = dsf_size(state->dsf, i); + return (sz > gap) ? 0 : 1; +} + +static int isvalidmove(game_state *state, int clever, + int fromx, int fromy, int tox, int toy) +{ + int w = state->w, from = fromy*w+fromx, to = toy*w+tox; + int nfrom, nto; + + if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy)) + return 0; + + /* can only move where we point */ + if (!ispointing(state, fromx, fromy, tox, toy)) + return 0; + + nfrom = state->nums[from]; nto = state->nums[to]; + + /* can't move _from_ the final number, or _to_ the 1. */ + if (nfrom == state->n || nto == 1) + return 0; + + /* can't create a new connection between cells in the same region + * as that would create a loop. */ + if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to)) + return 0; + + /* if both cells are actual numbers, can't drag if we're not + * one digit apart. */ + if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) { + if (nfrom != nto-1) + return 0; + } else if (clever && ISREALNUM(state, nfrom)) { + if (!move_couldfit(state, nfrom, +1, tox, toy)) + return 0; + } else if (clever && ISREALNUM(state, nto)) { + if (!move_couldfit(state, nto, -1, fromx, fromy)) + return 0; + } + + return 1; +} + +static void makelink(game_state *state, int from, int to) +{ + if (state->next[from] != -1) + state->prev[state->next[from]] = -1; + state->next[from] = to; + + if (state->prev[to] != -1) + state->next[state->prev[to]] = -1; + state->prev[to] = from; +} + +static int game_can_format_as_text_now(game_params *params) +{ + if (params->w * params->h >= 100) return 0; + return 1; +} + +static char *game_text_format(game_state *state) +{ + int len = state->h * 2 * (4*state->w + 1) + state->h + 2; + int x, y, i, num, n, set; + char *ret, *p; + + p = ret = snewn(len, char); + + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->h; x++) { + i = y*state->w+x; + *p++ = dirstrings[state->dirs[i]][0]; + *p++ = dirstrings[state->dirs[i]][1]; + *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' '; + *p++ = ' '; + } + *p++ = '\n'; + for (x = 0; x < state->h; x++) { + i = y*state->w+x; + num = state->nums[i]; + if (num == 0) { + *p++ = ' '; + *p++ = ' '; + *p++ = ' '; + } else { + n = num % (state->n+1); + set = num / (state->n+1); + + assert(n <= 99); /* two digits only! */ + + if (set != 0) + *p++ = set+'a'-1; + + *p++ = (n >= 10) ? ('0' + (n/10)) : ' '; + *p++ = '0' + (n%10); + + if (set == 0) + *p++ = ' '; + } + *p++ = ' '; + } + *p++ = '\n'; + *p++ = '\n'; + } + *p++ = '\0'; + + return ret; +} + +static void debug_state(const char *desc, game_state *state) +{ +#ifdef DEBUGGING + char *dbg; + if (state->n >= 100) { + debug(("[ no game_text_format for this size ]")); + return; + } + dbg = game_text_format(state); + debug(("%s\n%s", desc, dbg)); + sfree(dbg); +#endif +} + + +static void strip_nums(game_state *state) { + int i; + for (i = 0; i < state->n; i++) { + if (!(state->flags[i] & FLAG_IMMUTABLE)) + state->nums[i] = 0; + } + memset(state->next, -1, state->n*sizeof(int)); + memset(state->prev, -1, state->n*sizeof(int)); + memset(state->numsi, -1, (state->n+1)*sizeof(int)); + dsf_init(state->dsf, state->n); +} + +static int check_nums(game_state *orig, game_state *copy, int only_immutable) +{ + int i, ret = 1; + assert(copy->n == orig->n); + for (i = 0; i < copy->n; i++) { + if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue; + assert(copy->nums[i] >= 0); + assert(copy->nums[i] <= copy->n); + if (copy->nums[i] != orig->nums[i]) { + debug(("check_nums: (%d,%d) copy=%d, orig=%d.", + i%orig->w, i/orig->w, copy->nums[i], orig->nums[i])); + ret = 0; + } + } + return ret; +} + +/* --- Game parameter/presets functions --- */ + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + ret->w = ret->h = 4; + ret->force_corner_start = 1; + + return ret; +} + +static const struct game_params signpost_presets[] = { + { 4, 4, 1 }, + { 4, 4, 0 }, + { 5, 5, 1 }, + { 5, 5, 0 }, + { 6, 6, 1 }, + { 7, 7, 1 } +}; + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret; + char buf[80]; + + if (i < 0 || i >= lenof(signpost_presets)) + return FALSE; + + ret = default_params(); + *ret = signpost_presets[i]; + *params = ret; + + sprintf(buf, "%dx%d%s", ret->w, ret->h, + ret->force_corner_start ? "" : ", free ends"); + *name = dupstr(buf); + + return TRUE; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *ret, char const *string) +{ + ret->w = ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) string++; + if (*string == 'x') { + string++; + ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) string++; + } + ret->force_corner_start = 0; + if (*string == 'c') { + string++; + ret->force_corner_start = 1; + } + +} + +static char *encode_params(game_params *params, int full) +{ + char data[256]; + + if (full) + sprintf(data, "%dx%d%s", params->w, params->h, + params->force_corner_start ? "c" : ""); + else + sprintf(data, "%dx%d", params->w, params->h); + + return dupstr(data); +} + +static config_item *game_configure(game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(4, config_item); + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->w); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->h); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Start and end in corners"; + ret[2].type = C_BOOLEAN; + ret[2].sval = NULL; + ret[2].ival = params->force_corner_start; + + ret[3].name = NULL; + ret[3].type = C_END; + ret[3].sval = NULL; + ret[3].ival = 0; + + return ret; +} + +static game_params *custom_params(config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->w = atoi(cfg[0].sval); + ret->h = atoi(cfg[1].sval); + ret->force_corner_start = cfg[2].ival; + + return ret; +} + +static char *validate_params(game_params *params, int full) +{ + if (params->w < 2 || params->h < 2) + return "Width and height must both be at least two"; + + return NULL; +} + +/* --- Game description string generation and unpicking --- */ + +static void blank_game_into(game_state *state) +{ + memset(state->dirs, 0, state->n*sizeof(int)); + memset(state->nums, 0, state->n*sizeof(int)); + memset(state->flags, 0, state->n*sizeof(unsigned int)); + memset(state->next, -1, state->n*sizeof(int)); + memset(state->prev, -1, state->n*sizeof(int)); + memset(state->numsi, -1, (state->n+1)*sizeof(int)); +} + +static game_state *blank_game(int w, int h) +{ + game_state *state = snew(game_state); + + memset(state, 0, sizeof(game_state)); + state->w = w; + state->h = h; + state->n = w*h; + + state->dirs = snewn(state->n, int); + state->nums = snewn(state->n, int); + state->flags = snewn(state->n, unsigned int); + state->next = snewn(state->n, int); + state->prev = snewn(state->n, int); + state->dsf = snew_dsf(state->n); + state->numsi = snewn(state->n+1, int); + + blank_game_into(state); + + return state; +} + +static void dup_game_to(game_state *to, game_state *from) +{ + to->completed = from->completed; + to->used_solve = from->used_solve; + to->impossible = from->impossible; + + memcpy(to->dirs, from->dirs, to->n*sizeof(int)); + memcpy(to->flags, from->flags, to->n*sizeof(unsigned int)); + memcpy(to->nums, from->nums, to->n*sizeof(int)); + + memcpy(to->next, from->next, to->n*sizeof(int)); + memcpy(to->prev, from->prev, to->n*sizeof(int)); + + memcpy(to->dsf, from->dsf, to->n*sizeof(int)); + memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int)); +} + +static game_state *dup_game(game_state *state) +{ + game_state *ret = blank_game(state->w, state->h); + dup_game_to(ret, state); + return ret; +} + +static void free_game(game_state *state) +{ + sfree(state->dirs); + sfree(state->nums); + sfree(state->flags); + sfree(state->next); + sfree(state->prev); + sfree(state->dsf); + sfree(state->numsi); + sfree(state); +} + +static void unpick_desc(game_params *params, char *desc, + game_state **sout, char **mout) +{ + game_state *state = blank_game(params->w, params->h); + char *msg = NULL, c; + int num = 0, i = 0; + + while (*desc) { + if (i >= state->n) { + msg = "Game description longer than expected"; + goto done; + } + + c = *desc; + if (isdigit(c)) { + num = (num*10) + (int)(c-'0'); + if (num > state->n) { + msg = "Number too large"; + goto done; + } + } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) { + state->nums[i] = num; + state->flags[i] = num ? FLAG_IMMUTABLE : 0; + num = 0; + + state->dirs[i] = c - 'a'; + i++; + } else if (!*desc) { + msg = "Game description shorter than expected"; + goto done; + } else { + msg = "Game description contains unexpected characters"; + goto done; + } + desc++; + } + if (i < state->n) { + msg = "Game description shorter than expected"; + goto done; + } + +done: + if (msg) { /* sth went wrong. */ + if (mout) *mout = msg; + free_game(state); + } else { + if (mout) *mout = NULL; + if (sout) *sout = state; + else free_game(state); + } +} + +static char *generate_desc(game_state *state, int issolve) +{ + char *ret, buf[80]; + int retlen, i, k; + + ret = NULL; retlen = 0; + if (issolve) { + ret = sresize(ret, 2, char); + ret[0] = 'S'; ret[1] = '\0'; + retlen += 1; + } + for (i = 0; i < state->n; i++) { + if (state->nums[i]) + k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a')); + else + k = sprintf(buf, "%c", (int)(state->dirs[i]+'a')); + ret = sresize(ret, retlen + k + 1, char); + strcpy(ret + retlen, buf); + retlen += k; + } + return ret; +} + +/* --- Game generation --- */ + +/* Fills in preallocated arrays ai (indices) and ad (directions) + * showing all non-numbered cells adjacent to index i, returns length */ +/* This function has been somewhat optimised... */ +static int cell_adj(game_state *state, int i, int *ai, int *ad) +{ + int n = 0, a, x, y, sx, sy, dx, dy, newi; + int w = state->w, h = state->h; + + sx = i % w; sy = i / w; + + for (a = 0; a < DIR_MAX; a++) { + x = sx; y = sy; + dx = dxs[a]; dy = dys[a]; + while (1) { + x += dx; y += dy; + if (x < 0 || y < 0 || x >= w || y >= h) break; + + newi = y*w + x; + if (state->nums[newi] == 0) { + ai[n] = newi; + ad[n] = a; + n++; + } + } + } + return n; +} + +static int new_game_fill(game_state *state, random_state *rs, + int headi, int taili) +{ + int nfilled, an, ret = 0, j; + int *aidx, *adir; + + aidx = snewn(state->n, int); + adir = snewn(state->n, int); + + debug(("new_game_fill: headi=%d, taili=%d.", headi, taili)); + + memset(state->nums, 0, state->n*sizeof(int)); + + state->nums[headi] = 1; + state->nums[taili] = state->n; + + state->dirs[taili] = 0; + nfilled = 2; + + while (nfilled < state->n) { + /* Try and expand _from_ headi; keep going if there's only one + * place to go to. */ + an = cell_adj(state, headi, aidx, adir); + do { + if (an == 0) goto done; + j = random_upto(rs, an); + state->dirs[headi] = adir[j]; + state->nums[aidx[j]] = state->nums[headi] + 1; + nfilled++; + headi = aidx[j]; + an = cell_adj(state, headi, aidx, adir); + } while (an == 1); + + /* Try and expand _to_ taili; keep going if there's only one + * place to go to. */ + an = cell_adj(state, taili, aidx, adir); + do { + if (an == 0) goto done; + j = random_upto(rs, an); + state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]); + state->nums[aidx[j]] = state->nums[taili] - 1; + nfilled++; + taili = aidx[j]; + an = cell_adj(state, taili, aidx, adir); + } while (an == 1); + } + /* If we get here we have headi and taili set but unconnected + * by direction: we need to set headi's direction so as to point + * at taili. */ + state->dirs[headi] = whichdiri(state, headi, taili); + + /* it could happen that our last two weren't in line; if that's the + * case, we have to start again. */ + if (state->dirs[headi] != -1) ret = 1; + +done: + sfree(aidx); + sfree(adir); + return ret; +} + +/* Better generator: with the 'generate, sprinkle numbers, solve, + * repeat' algorithm we're _never_ generating anything greater than + * 6x6, and spending all of our time in new_game_fill (and very little + * in solve_state). + * + * So, new generator steps: + * generate the grid, at random (same as now). Numbers 1 and N get + immutable flag immediately. + * squirrel that away for the solved state. + * + * (solve:) Try and solve it. + * If we solved it, we're done: + * generate the description from current immutable numbers, + * free stuff that needs freeing, + * return description + solved state. + * If we didn't solve it: + * count #tiles in state we've made deductions about. + * while (1): + * randomise a scratch array. + * for each index in scratch (in turn): + * if the cell isn't empty, continue (through scratch array) + * set number + immutable in state. + * try and solve state. + * if we've solved it, we're done. + * otherwise, count #tiles. If it's more than we had before: + * good, break from this loop and re-randomise. + * otherwise (number didn't help): + * remove number and try next in scratch array. + * if we've got to the end of the scratch array, no luck: + free everything we need to, and go back to regenerate the grid. + */ + +static int solve_state(game_state *state); + +static void debug_desc(const char *what, game_state *state) +{ +#if DEBUGGING + { + char *desc = generate_desc(state, 0); + debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc)); + sfree(desc); + } +#endif +} + +/* Expects a fully-numbered game_state on input, and makes sure + * FLAG_IMMUTABLE is only set on those numbers we need to solve + * (as for a real new-game); returns 1 if it managed + * this (such that it could solve it), or 0 if not. */ +static int new_game_strip(game_state *state, random_state *rs) +{ + int *scratch, i, j, ret = 1; + game_state *copy = dup_game(state); + + debug(("new_game_strip.")); + + strip_nums(copy); + debug_desc("Stripped", copy); + + if (solve_state(copy) > 0) { + debug(("new_game_strip: soluble immediately after strip.")); + free_game(copy); + return 1; + } + + scratch = snewn(state->n, int); + for (i = 0; i < state->n; i++) scratch[i] = i; + shuffle(scratch, state->n, sizeof(int), rs); + + /* This is scungy. It might just be quick enough. + * It goes through, adding set numbers in empty squares + * until either we run out of empty squares (in the one + * we're half-solving) or else we solve it properly. + * NB that we run the entire solver each time, which + * strips the grid beforehand; we will save time if we + * avoid that. */ + for (i = 0; i < state->n; i++) { + j = scratch[i]; + if (copy->nums[j] > 0 && copy->nums[j] <= state->n) + continue; /* already solved to a real number here. */ + assert(state->nums[j] <= state->n); + debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).", + state->nums[j], j%state->w, j/state->w)); + copy->nums[j] = state->nums[j]; + copy->flags[j] |= FLAG_IMMUTABLE; + state->flags[j] |= FLAG_IMMUTABLE; + debug_state("Copy of state: ", copy); + if (solve_state(copy) > 0) goto solved; + assert(check_nums(state, copy, 1)); + } + ret = 0; + goto done; + +solved: + debug(("new_game_strip: now solved.")); + /* Since we added basically at random, try now to remove numbers + * and see if we can still solve it; if we can (still), really + * remove the number. Make sure we don't remove the anchor numbers + * 1 and N. */ + for (i = 0; i < state->n; i++) { + j = scratch[i]; + if ((state->flags[j] & FLAG_IMMUTABLE) && + (state->nums[j] != 1 && state->nums[j] != state->n)) { + debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).", + state->nums[j], j%state->w, j/state->w)); + state->flags[j] &= ~FLAG_IMMUTABLE; + dup_game_to(copy, state); + strip_nums(copy); + if (solve_state(copy) > 0) { + assert(check_nums(state, copy, 0)); + debug(("new_game_strip: OK, removing number")); + } else { + assert(state->nums[j] <= state->n); + debug(("new_game_strip: cannot solve, putting IMMUTABLE back.")); + copy->nums[j] = state->nums[j]; + state->flags[j] |= FLAG_IMMUTABLE; + } + } + } + +done: + debug(("new_game_strip: %ssuccessful.", ret ? "" : "not ")); + sfree(scratch); + free_game(copy); + return ret; +} + +static char *new_game_desc(game_params *params, random_state *rs, + char **aux, int interactive) +{ + game_state *state = blank_game(params->w, params->h); + char *ret; + int headi, taili; + +generate: + blank_game_into(state); + + /* keep trying until we fill successfully. */ + do { + if (params->force_corner_start) { + headi = 0; + taili = state->n-1; + } else { + do { + headi = random_upto(rs, state->n); + taili = random_upto(rs, state->n); + } while (headi == taili); + } + } while (!new_game_fill(state, rs, headi, taili)); + + debug_state("Filled game:", state); + + assert(state->nums[headi] <= state->n); + assert(state->nums[taili] <= state->n); + + state->flags[headi] |= FLAG_IMMUTABLE; + state->flags[taili] |= FLAG_IMMUTABLE; + + /* This will have filled in directions and _all_ numbers. + * Store the game definition for this, as the solved-state. */ + if (!new_game_strip(state, rs)) { + goto generate; + } + strip_nums(state); + { + game_state *tosolve = dup_game(state); + assert(solve_state(tosolve) > 0); + free_game(tosolve); + } + ret = generate_desc(state, 0); + free_game(state); + return ret; +} + +static char *validate_desc(game_params *params, char *desc) +{ + char *ret = NULL; + + unpick_desc(params, desc, NULL, &ret); + return ret; +} + +/* --- Linked-list and numbers array --- */ + +/* Assuming numbers are always up-to-date, there are only four possibilities + * for regions changing: + * + * 1) two differently-coloured regions being combined (the resulting colouring + * should be based on the larger of the two regions) + * 2) a numbered region having a single number added to the start (the + * region's colour will remain, and the numbers will shift by 1) + * 3) a numbered region having a single number added to the end (the + * region's colour and numbering remains as-is) + * 4) two unnumbered squares being joined (will pick the smallest unused set + * of colours to use for the new region). + * + * There should never be any complications with regions containing 3 colours + * being combined, since two of those colours should have been merged on a + * previous move. + */ + +/* New algorithm for working out numbering: + * + * At start, only remove numbers from cells with neither prev nor next. + * Search for all cells with !prev && next (head of chain); for each one: + * Search the group for a 'real' number: if we find one the num. for + the head of the chain is trivial. + * Otherwise, if we _don't_ have a number already: + * If head->next has a number, that number is the one we should use + * Otherwise pick the smallest unused colour set. + * and if we _do_ have a number already: + * Work out the size of this group (the dsf must already have been set up) + * Start enumerating through the group counting squares that have the + same colouring as us + * If we reach a square with a different colour, work out which set is + bigger (ncol1 vs ncol2 == sz-ncol1), and use that colour + * If we reached a square with no colour (or the end of the group, which + would be weird under the circumstances) just keep the existing colour. + */ + +#define COLOUR(a) ((a) / (state->n+1)) +#define START(c) ((c) * (state->n+1)) + +static int lowest_start(game_state *state, int *scratch) +{ + int i, c; + + /* Fill in 'scratch' array with the currently-used colours... */ + memset(scratch, 0, state->n * sizeof(int)); + for (i = 0; i < state->n; i++) { + if (state->nums[i] != 0) + scratch[COLOUR(state->nums[i])] = 1; + } + /* ... and return the first one that was unused. */ + for (c = 1; c < state->n; c++) { /* NB start at 1 */ + if (scratch[c] == 0) + return START(c); + } + assert(!"shouldn't get here"); + return -1; /* suyb */ +} + +static int used_colour(game_state *state, int i, int start) +{ + int j; + for (j = 0; j < i; j++) { + if (state->nums[j] == start) + return 1; + } + return 0; +} + +static int head_number(game_state *state, int i, int *scratch) +{ + int off = 0, start = -1, ss, j = i, c, n, sz; + const char *why = NULL; + + assert(state->prev[i] == -1 && state->next[i] != -1); + + /* Search through this chain looking for real numbers, checking that + * they match up (if there are more than one). */ + while (j != -1) { + if (state->flags[j] & FLAG_IMMUTABLE) { + ss = state->nums[j] - off; + if (start == -1) { + start = ss; + why = "contains cell with immutable number"; + } else if (start != ss) { + debug(("head_number: chain with non-sequential numbers.")); + state->impossible = 1; + } + } + off++; + j = state->next[j]; + assert(j != i); /* we have created a loop, obviously wrong */ + } + if (start != -1) goto found; + + if (state->nums[i] == 0) { + if (state->nums[state->next[i]] != 0) { + /* make sure we start at a 0 offset. */ + start = START(COLOUR(state->nums[state->next[i]])); + why = "adding blank cell to head of numbered region"; + } else { + start = lowest_start(state, scratch); + why = "lowest available colour group"; + } + } else { + c = COLOUR(state->nums[i]); + n = 1; + sz = dsf_size(state->dsf, i); + j = i; + while (state->next[j] != -1) { + j = state->next[j]; + if (state->nums[j] == 0) { + start = START(c); + why = "adding blank cell to end of numbered region"; + break; + } + if (COLOUR(state->nums[j]) == c) + n++; + else { + int start_alternate = START(COLOUR(state->nums[j])); + if (n < (sz - n) && !used_colour(state, i, start_alternate)) { + start = start_alternate; + why = "joining two coloured regions, swapping to larger colour"; + } else { + start = START(c); + why = "joining two coloured regions, taking largest"; + } + break; + } + } + /* If we got here then we may have split a region into + * two; make sure we don't assign a colour we've already used. */ + if (start == -1) { + start = (c == 0) ? lowest_start(state, scratch) : START(c); + why = "got to end of coloured region"; + } + if (used_colour(state, i, start)) { + start = lowest_start(state, scratch); + why = "split region in two, lowest available colour group"; + } + } + +found: + assert(start != -1 && why != NULL); + debug(("Chain at (%d,%d) numbered at %d: %s.", + i%state->w, i/state->w, start, why)); + return start; +} + +#if 0 +static void debug_numbers(game_state *state) +{ + int i, w=state->w; + + for (i = 0; i < state->n; i++) { + debug(("(%d,%d) --> (%d,%d) --> (%d,%d)", + state->prev[i]==-1 ? -1 : state->prev[i]%w, + state->prev[i]==-1 ? -1 : state->prev[i]/w, + i%w, i/w, + state->next[i]==-1 ? -1 : state->next[i]%w, + state->next[i]==-1 ? -1 : state->next[i]/w)); + } + w = w+1; +} +#endif + +static void connect_numbers(game_state *state) +{ + int i, di, dni; + + dsf_init(state->dsf, state->n); + for (i = 0; i < state->n; i++) { + if (state->next[i] != -1) { + assert(state->prev[state->next[i]] == i); + di = dsf_canonify(state->dsf, i); + dni = dsf_canonify(state->dsf, state->next[i]); + if (di == dni) { + debug(("connect_numbers: chain forms a loop.")); + state->impossible = 1; + } + dsf_merge(state->dsf, di, dni); + } + } +} + +static void update_numbers(game_state *state) +{ + int i, j, nnum; + int *scratch = snewn(state->n, int); + + for (i = 0; i < state->n; i++) { + assert(state->nums[i] >= 0); + state->numsi[i] = -1; + } + + for (i = 0; i < state->n; i++) { + if (state->flags[i] & FLAG_IMMUTABLE) { + assert(state->nums[i] >= 0); + assert(state->nums[i] <= state->n); + state->numsi[state->nums[i]] = i; + } + else if (state->prev[i] == -1 && state->next[i] == -1) + state->nums[i] = 0; + } + connect_numbers(state); + + for (i = 0; i < state->n; i++) { + /* Look for a cell that is the start of a chain + * (has a next but no prev). */ + if (state->prev[i] != -1 || state->next[i] == -1) continue; + + nnum = head_number(state, i, scratch); + j = i; + while (j != -1) { + if (nnum > 0 && nnum <= state->n) + state->numsi[nnum] = j; + state->nums[j] = nnum++; + j = state->next[j]; + assert(j != i); /* loop?! */ + } + } + /*debug_numbers(state);*/ + sfree(scratch); +} + +static int check_completion(game_state *state, int mark_errors) +{ + int n, j, k, error = 0, complete; + + /* NB This only marks errors that are possible to perpetrate with + * the current UI in interpret_move. Things like forming loops in + * linked sections and having numbers not add up should be forbidden + * by the code elsewhere, so we don't bother marking those (because + * it would add lots of tricky drawing code for very little gain). */ + if (mark_errors) { + for (j = 0; j < state->n; j++) + state->flags[j] &= ~FLAG_ERROR; + } + + /* Search for repeated numbers. */ + for (j = 0; j < state->n; j++) { + if (state->nums[j] > 0 && state->nums[j] <= state->n) { + for (k = j+1; k < state->n; k++) { + if (state->nums[k] == state->nums[j]) { + if (mark_errors) { + state->flags[j] |= FLAG_ERROR; + state->flags[k] |= FLAG_ERROR; + } + error = 1; + } + } + } + } + + /* Search and mark numbers n not pointing to n+1; if any numbers + * are missing we know we've not completed. */ + complete = 1; + for (n = 1; n < state->n; n++) { + if (state->numsi[n] == -1 || state->numsi[n+1] == -1) + complete = 0; + else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) { + if (mark_errors) { + state->flags[state->numsi[n]] |= FLAG_ERROR; + state->flags[state->numsi[n+1]] |= FLAG_ERROR; + } + error = 1; + } else { + /* make sure the link is explicitly made here; for instance, this + * is nice if the user drags from 2 out (making 3) and a 4 is also + * visible; this ensures that the link from 3 to 4 is also made. */ + if (mark_errors) + makelink(state, state->numsi[n], state->numsi[n+1]); + } + } + + if (error) return 0; + return complete; +} +static game_state *new_game(midend *me, game_params *params, char *desc) +{ + game_state *state = NULL; + + unpick_desc(params, desc, &state, NULL); + if (!state) assert(!"new_game failed to unpick"); + + update_numbers(state); + check_completion(state, 1); /* update any auto-links */ + + return state; +} + +/* --- Solver --- */ + +/* If a tile has a single tile it can link _to_, or there's only a single + * location that can link to a given tile, fill that link in. */ +static int solve_single(game_state *state, game_state *copy, int *from) +{ + int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0; + + /* The from array is a list of 'which square can link _to_ us'; + * we start off with from as '-1' (meaning 'not found'); if we find + * something that can link to us it is set to that index, and then if + * we find another we set it to -2. */ + + memset(from, -1, state->n*sizeof(int)); + + /* poss is 'can I link to anything' with the same meanings. */ + + for (i = 0; i < state->n; i++) { + if (state->next[i] != -1) continue; + if (state->nums[i] == state->n) continue; /* no next from last no. */ + + d = state->dirs[i]; + poss = -1; + sx = x = i%w; sy = y = i/w; + while (1) { + x += dxs[d]; y += dys[d]; + if (!INGRID(state, x, y)) break; + if (!isvalidmove(state, 1, sx, sy, x, y)) continue; + + /* can't link to somewhere with a back-link we would have to + * break (the solver just doesn't work like this). */ + j = y*w+x; + if (state->prev[j] != -1) continue; + + if (state->nums[i] > 0 && state->nums[j] > 0 && + state->nums[i] <= state->n && state->nums[j] <= state->n && + state->nums[j] == state->nums[i]+1) { + debug(("Solver: forcing link through existing consecutive numbers.")); + poss = j; + from[j] = i; + break; + } + + /* if there's been a valid move already, we have to move on; + * we can't make any deductions here. */ + poss = (poss == -1) ? j : -2; + + /* Modify the from array as described above (which is enumerating + * what points to 'j' in a similar way). */ + from[j] = (from[j] == -1) ? i : -2; + } + if (poss == -2) { + /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/ + ; + } else if (poss == -1) { + debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy)); + copy->impossible = 1; + return -1; + } else { + debug(("Solver: linking (%d,%d) to only possible next (%d,%d).", + sx, sy, poss%w, poss/w)); + makelink(copy, i, poss); + nlinks++; + } + } + + for (i = 0; i < state->n; i++) { + if (state->prev[i] != -1) continue; + if (state->nums[i] == 1) continue; /* no prev from 1st no. */ + + x = i%w; y = i/w; + if (from[i] == -1) { + debug(("Solver: nowhere possible to link to (%d,%d)", x, y)); + copy->impossible = 1; + return -1; + } else if (from[i] == -2) { + /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/ + ; + } else { + debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).", + from[i]%w, from[i]/w, x, y)); + makelink(copy, from[i], i); + nlinks++; + } + } + + return nlinks; +} + +/* Returns 1 if we managed to solve it, 0 otherwise. */ +static int solve_state(game_state *state) +{ + game_state *copy = dup_game(state); + int *scratch = snewn(state->n, int), ret; + + debug_state("Before solver: ", state); + + while (1) { + update_numbers(state); + + if (solve_single(state, copy, scratch)) { + dup_game_to(state, copy); + if (state->impossible) break; else continue; + } + break; + } + free_game(copy); + sfree(scratch); + + update_numbers(state); + ret = state->impossible ? -1 : check_completion(state, 0); + debug(("Solver finished: %s", + ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved")); + debug_state("After solver: ", state); + return ret; +} + +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) +{ + game_state *tosolve; + char *ret = NULL; + int result; + + tosolve = dup_game(currstate); + result = solve_state(tosolve); + if (result > 0) + ret = generate_desc(tosolve, 1); + free_game(tosolve); + if (ret) return ret; + + tosolve = dup_game(state); + result = solve_state(tosolve); + if (result < 0) + *error = "Puzzle is impossible."; + else if (result == 0) + *error = "Unable to solve puzzle."; + else + ret = generate_desc(tosolve, 1); + + free_game(tosolve); + + return ret; +} + +/* --- UI and move routines. --- */ + + +struct game_ui { + int cx, cy, cshow; + + int dragging, drag_is_from; + int sx, sy; /* grid coords of start cell */ + int dx, dy; /* pixel coords of drag posn */ +}; + +static game_ui *new_ui(game_state *state) +{ + game_ui *ui = snew(game_ui); + + /* NB: if this is ever changed to as to require more than a structure + * copy to clone, there's code that needs fixing in game_redraw too. */ + + ui->cx = ui->cy = ui->cshow = 0; + + ui->dragging = 0; + ui->sx = ui->sy = ui->dx = ui->dy = 0; + + return ui; +} + +static void free_ui(game_ui *ui) +{ + sfree(ui); +} + +static char *encode_ui(game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ + if (!oldstate->completed && newstate->completed) + ui->cshow = ui->dragging = 0; +} + +struct game_drawstate { + int tilesize, started, solved; + int w, h, n; + int *nums, *dirp; + unsigned int *f; + double angle_offset; + + int dragging, dx, dy; + blitter *dragb; +}; + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int mx, int my, int button) +{ + int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w; + char buf[80]; + + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0); + ui->cshow = 1; + if (ui->dragging) { + ui->dx = COORD(ui->cx) + TILE_SIZE/2; + ui->dy = COORD(ui->cy) + TILE_SIZE/2; + } + return ""; + } else if (IS_CURSOR_SELECT(button)) { + if (!ui->cshow) + ui->cshow = 1; + else if (ui->dragging) { + ui->dragging = FALSE; + if (ui->sx == ui->cx && ui->sy == ui->cy) return ""; + if (ui->drag_is_from) { + if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return ""; + sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy); + } else { + if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return ""; + sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy); + } + return dupstr(buf); + } else { + ui->dragging = TRUE; + ui->sx = ui->cx; + ui->sy = ui->cy; + ui->dx = COORD(ui->cx) + TILE_SIZE/2; + ui->dy = COORD(ui->cy) + TILE_SIZE/2; + ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0; + } + return ""; + } + if (IS_MOUSE_DOWN(button)) { + if (ui->cshow) { + ui->cshow = ui->dragging = 0; + } + assert(!ui->dragging); + if (!INGRID(state, x, y)) return NULL; + + if (button == LEFT_BUTTON) { + /* disallow dragging from the final number. */ + if (state->nums[y*w+x] == state->n) return NULL; + } else if (button == RIGHT_BUTTON) { + /* disallow dragging to the first number. */ + if (state->nums[y*w+x] == 1) return NULL; + } + + ui->dragging = TRUE; + ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0; + ui->sx = x; + ui->sy = y; + ui->dx = mx; + ui->dy = my; + ui->cshow = 0; + return ""; + } else if (IS_MOUSE_DRAG(button) && ui->dragging) { + ui->dx = mx; + ui->dy = my; + return ""; + } else if (IS_MOUSE_RELEASE(button) && ui->dragging) { + ui->dragging = FALSE; + if (ui->sx == x && ui->sy == y) return ""; /* single click */ + + if (!INGRID(state, x, y)) { + int si = ui->sy*w+ui->sx; + if (state->prev[si] == -1 && state->next[si] == -1) + return ""; + sprintf(buf, "%c%d,%d", + ui->drag_is_from ? 'C' : 'X', ui->sx, ui->sy); + return dupstr(buf); + } + + if (ui->drag_is_from) { + if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return ""; + sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y); + } else { + if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return ""; + sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy); + } + return dupstr(buf); + } /* else if (button == 'H' || button == 'h') + return dupstr("H"); */ + else if ((button == 'x' || button == 'X') && ui->cshow) { + int si = ui->cy*w + ui->cx; + if (state->prev[si] == -1 && state->next[si] == -1) + return ""; + sprintf(buf, "%c%d,%d", + (button == 'x') ? 'C' : 'X', ui->cx, ui->cy); + return dupstr(buf); + } + + return NULL; +} + +static void unlink_cell(game_state *state, int si) +{ + debug(("Unlinking (%d,%d).", si%state->w, si/state->w)); + if (state->prev[si] != -1) { + debug((" ... removing prev link from (%d,%d).", + state->prev[si]%state->w, state->prev[si]/state->w)); + state->next[state->prev[si]] = -1; + state->prev[si] = -1; + } + if (state->next[si] != -1) { + debug((" ... removing next link to (%d,%d).", + state->next[si]%state->w, state->next[si]/state->w)); + state->prev[state->next[si]] = -1; + state->next[si] = -1; + } +} + +static game_state *execute_move(game_state *state, char *move) +{ + game_state *ret = NULL; + int sx, sy, ex, ey, si, ei, w = state->w; + char c; + + debug(("move: %s", move)); + + if (move[0] == 'S') { + game_params p; + game_state *tmp; + char *valid; + int i; + + p.w = state->w; p.h = state->h; + valid = validate_desc(&p, move+1); + if (valid) { + debug(("execute_move: move not valid: %s", valid)); + return NULL; + } + ret = dup_game(state); + tmp = new_game(NULL, &p, move+1); + for (i = 0; i < state->n; i++) { + ret->prev[i] = tmp->prev[i]; + ret->next[i] = tmp->next[i]; + } + free_game(tmp); + ret->used_solve = 1; + } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) { + if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL; + + ret = dup_game(state); + + si = sy*w+sx; ei = ey*w+ex; + makelink(ret, si, ei); + } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) { + if (c != 'C' && c != 'X') return NULL; + if (!INGRID(state, sx, sy)) return NULL; + si = sy*w+sx; + if (state->prev[si] == -1 && state->next[si] == -1) + return NULL; + + ret = dup_game(state); + + if (c == 'C') { + /* Unlink the single cell we dragged from the board. */ + unlink_cell(ret, si); + } else { + int i, set, sset = state->nums[si] / (state->n+1); + for (i = 0; i < state->n; i++) { + /* Unlink all cells in the same set as the one we dragged + * from the board. */ + + if (state->nums[i] == 0) continue; + set = state->nums[i] / (state->n+1); + if (set != sset) continue; + + unlink_cell(ret, i); + } + } + } else if (strcmp(move, "H") == 0) { + ret = dup_game(state); + solve_state(ret); + } + if (ret) { + update_numbers(ret); + if (check_completion(ret, 1)) ret->completed = 1; + } + + return ret; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize, order; } ads, *ds = &ads; + ads.tilesize = tilesize; + + *x = TILE_SIZE * params->w + 2 * BORDER; + *y = TILE_SIZE * params->h + 2 * BORDER; +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; + assert(TILE_SIZE > 0); + + assert(!ds->dragb); + ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE); +} + +/* Colours chosen from the webby palette to work as a background to black text, + * W then some plausible approximation to pastelly ROYGBIV; we then interpolate + * between consecutive pairs to give another 8 (and then the drawing routine + * will reuse backgrounds). */ +static const unsigned long bgcols[8] = { + 0xffffff, /* white */ + 0xffa07a, /* lightsalmon */ + 0x98fb98, /* green */ + 0x7fffd4, /* aquamarine */ + 0x9370db, /* medium purple */ + 0xffa500, /* orange */ + 0x87cefa, /* lightskyblue */ + 0xffff00, /* yellow */ +}; + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + int c, i; + + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + + for (i = 0; i < 3; i++) { + ret[COL_NUMBER * 3 + i] = 0.0F; + ret[COL_ARROW * 3 + i] = 0.0F; + ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; + ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F; + } + ret[COL_NUMBER_SET * 3 + 0] = 0.0F; + ret[COL_NUMBER_SET * 3 + 1] = 0.0F; + ret[COL_NUMBER_SET * 3 + 2] = 0.9F; + + ret[COL_ERROR * 3 + 0] = 1.0F; + ret[COL_ERROR * 3 + 1] = 0.0F; + ret[COL_ERROR * 3 + 2] = 0.0F; + + ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F; + ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F; + ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F; + + for (c = 0; c < 8; c++) { + ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F; + ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F; + ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F; + } + for (c = 0; c < 8; c++) { + for (i = 0; i < 3; i++) { + ret[(COL_B0 + 8 + c) * 3 + i] = + (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F; + } + } + +#define average(r,a,b,w) do { \ + for (i = 0; i < 3; i++) \ + ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \ +} while (0) + average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F); + average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F); + for (c = 0; c < NBACKGROUNDS; c++) { + /* I assume here that COL_ARROW and COL_NUMBER are the same. + * Otherwise I'd need two sets of COL_M*. */ + average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F); + average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F); + average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F); + } + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + int i; + + ds->tilesize = ds->started = ds->solved = 0; + ds->w = state->w; + ds->h = state->h; + ds->n = state->n; + + ds->nums = snewn(state->n, int); + ds->dirp = snewn(state->n, int); + ds->f = snewn(state->n, unsigned int); + for (i = 0; i < state->n; i++) { + ds->nums[i] = 0; + ds->dirp[i] = -1; + ds->f[i] = 0; + } + + ds->angle_offset = 0.0F; + + ds->dragging = ds->dx = ds->dy = 0; + ds->dragb = NULL; + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + sfree(ds->nums); + sfree(ds->dirp); + sfree(ds->f); + if (ds->dragb) blitter_free(dr, ds->dragb); + + sfree(ds); +} + +/* cx, cy are top-left corner. sz is the 'radius' of the arrow. + * ang is in radians, clockwise from 0 == straight up. */ +static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang, + int cfill, int cout) +{ + int coords[14]; + int xdx, ydx, xdy, ydy, xdx3, xdy3; + double s = sin(ang), c = cos(ang); + + xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz; + xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz; + xdx = (int)(sz * (c + 1) + 0.5) - sz; + xdy = (int)(sz * (s + 1) + 0.5) - sz; + ydx = -xdy; + ydy = xdx; + + + coords[2*0 + 0] = cx - ydx; + coords[2*0 + 1] = cy - ydy; + coords[2*1 + 0] = cx + xdx; + coords[2*1 + 1] = cy + xdy; + coords[2*2 + 0] = cx + xdx3; + coords[2*2 + 1] = cy + xdy3; + coords[2*3 + 0] = cx + xdx3 + ydx; + coords[2*3 + 1] = cy + xdy3 + ydy; + coords[2*4 + 0] = cx - xdx3 + ydx; + coords[2*4 + 1] = cy - xdy3 + ydy; + coords[2*5 + 0] = cx - xdx3; + coords[2*5 + 1] = cy - xdy3; + coords[2*6 + 0] = cx - xdx; + coords[2*6 + 1] = cy - xdy; + + draw_polygon(dr, coords, 7, cfill, cout); +} + +static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir, + int cfill, int cout, double angle_offset) +{ + double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset; + draw_arrow(dr, cx, cy, sz, ang, cfill, cout); +} + +/* cx, cy are centre coordinates.. */ +static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints, + int cfill, int cout, double angle_offset) +{ + int *coords, n; + double a, r; + + assert(npoints > 0); + + coords = snewn(npoints * 2 * 2, int); + + for (n = 0; n < npoints * 2; n++) { + a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset; + r = (n % 2) ? (double)rad/2.0 : (double)rad; + + /* We're rotating the point at (0, -r) by a degrees */ + coords[2*n+0] = cx + (int)( r * sin(a)); + coords[2*n+1] = cy + (int)(-r * cos(a)); + } + draw_polygon(dr, coords, npoints*2, cfill, cout); + sfree(coords); +} + +static int num2col(game_drawstate *ds, int num) +{ + int set = num / (ds->n+1); + + if (num <= 0) return COL_BACKGROUND; + return COL_B0 + (set % 16); +} + +#define ARROW_HALFSZ (7 * TILE_SIZE / 32) + +#define F_CUR 0x001 /* Cursor on this tile. */ +#define F_DRAG_SRC 0x002 /* Tile is source of a drag. */ +#define F_ERROR 0x004 /* Tile marked in error. */ +#define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */ +#define F_ARROW_POINT 0x010 /* Tile points to other tile */ +#define F_ARROW_INPOINT 0x020 /* Other tile points in here. */ +#define F_DIM 0x040 /* Tile is dim */ + +static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty, + int dir, int dirp, int num, unsigned int f, + double angle_offset, int print_ink) +{ + int cb = TILE_SIZE / 16, textsz; + char buf[20]; + int arrowcol, sarrowcol, setcol, textcol; + int n = num % (ds->n+1), set = num / (ds->n+1); + int acx, acy, asz; + + /* Calculate colours. */ + + if (print_ink >= 0) { + /* + * We're printing, so just do everything in black. + */ + arrowcol = textcol = print_ink; + setcol = sarrowcol = -1; /* placate optimiser */ + } else { + + setcol = num2col(ds, num); + +#define dim(fg,bg) ( \ + (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \ + (bg) + COL_D0 - COL_B0 \ + ) + +#define mid(fg,bg) ( \ + (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \ + (bg) + COL_M0 - COL_B0 \ + ) + +#define dimbg(bg) ( \ + (bg)==COL_BACKGROUND ? COL_BACKGROUND : \ + (bg) + COL_X0 - COL_B0 \ + ) + + if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN; + else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol); + else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol); + else arrowcol = COL_ARROW; + + if (f & (F_ERROR)) textcol = COL_ERROR; + else { + if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET; + else textcol = COL_NUMBER; + + if (f & F_DIM) textcol = dim(textcol, setcol); + else if (((f & F_ARROW_POINT) || num==ds->n) && + ((f & F_ARROW_INPOINT) || num==1)) + textcol = mid(textcol, setcol); + } + + if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol); + else sarrowcol = COL_ARROW; + } + + /* Clear tile background */ + + if (print_ink < 0) { + draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE, + (f & F_DIM) ? dimbg(setcol) : setcol); + } + + /* Draw large (outwards-pointing) arrow. */ + + asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */ + acx = tx+TILE_SIZE/2+asz; /* centre x */ + acy = ty+TILE_SIZE/2+asz; /* centre y */ + + if (num == ds->n && (f & F_IMMUTABLE)) + draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset); + else + draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset); + if (print_ink < 0 && (f & F_CUR)) + draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR); + + /* Draw dot iff this tile requires a predecessor and doesn't have one. */ + + if (print_ink < 0) { + acx = tx+TILE_SIZE/2-asz; + acy = ty+TILE_SIZE/2+asz; + + if (!(f & F_ARROW_INPOINT) && num != 1) { + draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol); + } + } + + /* Draw text (number or set). */ + + if (num != 0) { + assert(num > 0); + if (set == 0) { + sprintf(buf, "%d", n); + } else { + if (n == 0) + sprintf(buf, "%c", (int)(set+'a'-1)); + else + sprintf(buf, "%c+%d", (int)(set+'a'-1), n); + } + textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(buf)); + draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz, + ALIGN_VCENTRE | ALIGN_HLEFT, textcol, buf); + } + + if (print_ink < 0) { + draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID); + draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE); + } +} + +static void draw_drag_indicator(drawing *dr, game_drawstate *ds, + game_state *state, game_ui *ui, int validdrag) +{ + int dir, w = ds->w, acol = COL_ARROW; + int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy); + double ang; + + if (validdrag) { + /* If we could move here, lock the arrow to the appropriate direction. */ + dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx]; + + ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */ + } else { + /* Draw an arrow pointing away from/towards the origin cell. */ + int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2; + double tana, offset; + double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy); + + if (xdiff == 0) { + ang = (oy > ui->dy) ? 0.0F : PI; + } else if (ydiff == 0) { + ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F; + } else { + if (ui->dx > ox && ui->dy < oy) { + tana = xdiff / ydiff; + offset = 0.0F; + } else if (ui->dx > ox && ui->dy > oy) { + tana = ydiff / xdiff; + offset = PI/2.0F; + } else if (ui->dx < ox && ui->dy > oy) { + tana = xdiff / ydiff; + offset = PI; + } else { + tana = ydiff / xdiff; + offset = 3.0F * PI / 2.0F; + } + ang = atan(tana) + offset; + } + + if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */ + + } + draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, + game_state *state, int dir, game_ui *ui, + float animtime, float flashtime) +{ + int x, y, i, w = ds->w, dirp, force = 0; + unsigned int f; + double angle_offset = 0.0; + game_state *postdrop = NULL; + + if (flashtime > 0.0F) + angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN); + if (angle_offset != ds->angle_offset) { + ds->angle_offset = angle_offset; + force = 1; + } + + if (ds->dragging) { + assert(ds->dragb); + blitter_load(dr, ds->dragb, ds->dx, ds->dy); + draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE); + ds->dragging = FALSE; + } + + /* If an in-progress drag would make a valid move if finished, we + * reflect that move in the board display. We let interpret_move do + * most of the heavy lifting for us: we have to copy the game_ui so + * as not to stomp on the real UI's drag state. */ + if (ui->dragging) { + game_ui uicopy = *ui; + char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE); + + if (movestr != NULL && strcmp(movestr, "") != 0) { + postdrop = execute_move(state, movestr); + sfree(movestr); + + state = postdrop; + } + } + + if (!ds->started) { + int aw = TILE_SIZE * state->w; + int ah = TILE_SIZE * state->h; + draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND); + draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID); + draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER); + } + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + i = y*w + x; + f = 0; + dirp = -1; + + if (ui->cshow && x == ui->cx && y == ui->cy) + f |= F_CUR; + + if (ui->dragging) { + if (x == ui->sx && y == ui->sy) + f |= F_DRAG_SRC; + else if (ui->drag_is_from) { + if (!ispointing(state, ui->sx, ui->sy, x, y)) + f |= F_DIM; + } else { + if (!ispointing(state, x, y, ui->sx, ui->sy)) + f |= F_DIM; + } + } + + if (state->impossible || + state->nums[i] < 0 || state->flags[i] & FLAG_ERROR) + f |= F_ERROR; + if (state->flags[i] & FLAG_IMMUTABLE) + f |= F_IMMUTABLE; + + if (state->next[i] != -1) + f |= F_ARROW_POINT; + + if (state->prev[i] != -1) { + /* Currently the direction here is from our square _back_ + * to its previous. We could change this to give the opposite + * sense to the direction. */ + f |= F_ARROW_INPOINT; + dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w); + } + + if (state->nums[i] != ds->nums[i] || + f != ds->f[i] || dirp != ds->dirp[i] || + force || !ds->started) { + tile_redraw(dr, ds, + BORDER + x * TILE_SIZE, + BORDER + y * TILE_SIZE, + state->dirs[i], dirp, state->nums[i], f, + angle_offset, -1); + ds->nums[i] = state->nums[i]; + ds->f[i] = f; + ds->dirp[i] = dirp; + } + } + } + if (ui->dragging) { + ds->dragging = TRUE; + ds->dx = ui->dx - BLITTER_SIZE/2; + ds->dy = ui->dy - BLITTER_SIZE/2; + blitter_save(dr, ds->dragb, ds->dx, ds->dy); + + draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0); + } + if (postdrop) free_game(postdrop); + if (!ds->started) ds->started = TRUE; +} + +static float game_anim_length(game_state *oldstate, game_state *newstate, + int dir, game_ui *ui) +{ + return 0.0F; +} + +static float game_flash_length(game_state *oldstate, game_state *newstate, + int dir, game_ui *ui) +{ + if (!oldstate->completed && + newstate->completed && !newstate->used_solve) + return FLASH_SPIN; + else + return 0.0F; +} + +static int game_timing_state(game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(game_params *params, float *x, float *y) +{ + int pw, ph; + + game_compute_size(params, 1300, &pw, &ph); + *x = pw / 100.0F; + *y = ph / 100.0F; +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ + int ink = print_mono_colour(dr, 0); + int x, y; + + /* Fake up just enough of a drawstate */ + game_drawstate ads, *ds = &ads; + ds->tilesize = tilesize; + ds->n = state->n; + + /* + * Border and grid. + */ + print_line_width(dr, TILE_SIZE / 40); + for (x = 1; x < state->w; x++) + draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink); + for (y = 1; y < state->h; y++) + draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink); + print_line_width(dr, 2*TILE_SIZE / 40); + draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w, + TILE_SIZE*state->h, ink); + + /* + * Arrows and numbers. + */ + print_line_width(dr, 0); + for (y = 0; y < state->h; y++) + for (x = 0; x < state->w; x++) + tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x], + 0, state->nums[y*state->w+x], 0, 0.0, ink); +} + +#ifdef COMBINED +#define thegame signpost +#endif + +const struct game thegame = { + "Signpost", "games.signpost", "signpost", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + TRUE, solve_game, + TRUE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ + FALSE, game_timing_state, + REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ +}; + +#ifdef STANDALONE_SOLVER + +#include +#include + +const char *quis = NULL; +int verbose = 0; + +void usage(FILE *out) { + fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] |\n", quis); +} + +static void cycle_seed(char **seedstr, random_state *rs) +{ + char newseed[16]; + int j; + + newseed[15] = '\0'; + newseed[0] = '1' + (char)random_upto(rs, 9); + for (j = 1; j < 15; j++) + newseed[j] = '0' + (char)random_upto(rs, 10); + sfree(*seedstr); + *seedstr = dupstr(newseed); +} + +static void start_soak(game_params *p, char *seedstr) +{ + time_t tt_start, tt_now, tt_last; + char *desc, *aux; + random_state *rs; + long n = 0, nnums = 0, i; + game_state *state; + + tt_start = tt_now = time(NULL); + printf("Soak-generating a %dx%d grid.\n", p->w, p->h); + + while (1) { + rs = random_new(seedstr, strlen(seedstr)); + desc = thegame.new_desc(p, rs, &aux, 0); + + state = thegame.new_game(NULL, p, desc); + for (i = 0; i < state->n; i++) { + if (state->flags[i] & FLAG_IMMUTABLE) + nnums++; + } + thegame.free_game(state); + + sfree(desc); + cycle_seed(&seedstr, rs); + random_free(rs); + + n++; + tt_last = time(NULL); + if (tt_last > tt_now) { + tt_now = tt_last; + printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n", + n, + (double)n / ((double)tt_now - tt_start), + (double)nnums / (double)n, + ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) ); + } + } +} + +static void process_desc(char *id) +{ + char *desc, *err, *solvestr; + game_params *p; + game_state *s; + + printf("%s\n ", id); + + desc = strchr(id, ':'); + if (!desc) { + fprintf(stderr, "%s: expecting game description.", quis); + exit(1); + } + + *desc++ = '\0'; + + p = thegame.default_params(); + thegame.decode_params(p, id); + err = thegame.validate_params(p, 1); + if (err) { + fprintf(stderr, "%s: %s", quis, err); + thegame.free_params(p); + return; + } + + err = thegame.validate_desc(p, desc); + if (err) { + fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); + thegame.free_params(p); + return; + } + + s = thegame.new_game(NULL, p, desc); + + solvestr = thegame.solve(s, s, NULL, &err); + if (!solvestr) + fprintf(stderr, "%s\n", err); + else + printf("Puzzle is soluble.\n"); + + thegame.free_game(s); + thegame.free_params(p); +} + +int main(int argc, const char *argv[]) +{ + char *id = NULL, *desc, *err, *aux = NULL; + int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i; + char *seedstr = NULL, newseed[16]; + + setvbuf(stdout, NULL, _IONBF, 0); + + quis = argv[0]; + while (--argc > 0) { + char *p = (char*)(*++argv); + if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) + verbose = 1; + else if (!strcmp(p, "--stdin")) + stdin_desc = 1; + else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { + seedstr = dupstr(*++argv); + argc--; + } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) { + n = atoi(*++argv); + argc--; + } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { + soak = 1; + } else if (*p == '-') { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + usage(stderr); + exit(1); + } else { + id = p; + } + } + + sprintf(newseed, "%lu", time(NULL)); + seedstr = dupstr(newseed); + + if (id || !stdin_desc) { + if (id && strchr(id, ':')) { + /* Parameters and description passed on cmd-line: + * try and solve it. */ + process_desc(id); + } else { + /* No description passed on cmd-line: decode parameters + * (with optional seed too) */ + + game_params *p = thegame.default_params(); + + if (id) { + char *cmdseed = strchr(id, '#'); + if (cmdseed) { + *cmdseed++ = '\0'; + sfree(seedstr); + seedstr = dupstr(cmdseed); + } + + thegame.decode_params(p, id); + } + + err = thegame.validate_params(p, 1); + if (err) { + fprintf(stderr, "%s: %s", quis, err); + thegame.free_params(p); + exit(1); + } + + /* We have a set of valid parameters; either soak with it + * or generate a single game description and print to stdout. */ + if (soak) + start_soak(p, seedstr); + else { + char *pstring = thegame.encode_params(p, 0); + + for (i = 0; i < n; i++) { + random_state *rs = random_new(seedstr, strlen(seedstr)); + + if (verbose) printf("%s#%s\n", pstring, seedstr); + desc = thegame.new_desc(p, rs, &aux, 0); + printf("%s:%s\n", pstring, desc); + sfree(desc); + + cycle_seed(&seedstr, rs); + + random_free(rs); + } + + sfree(pstring); + } + thegame.free_params(p); + } + } + + if (stdin_desc) { + char buf[4096]; + + while (fgets(buf, sizeof(buf), stdin)) { + buf[strcspn(buf, "\r\n")] = '\0'; + process_desc(buf); + } + } + sfree(seedstr); + + return 0; +} + +#endif + + +/* vim: set shiftwidth=4 tabstop=8: */ -- 2.11.0