From e7c63b022fd899a7b5e2eb48b0c60b201952789d Mon Sep 17 00:00:00 2001 From: simon Date: Fri, 21 Oct 2005 08:07:31 +0000 Subject: [PATCH] New puzzle from James H: `Bridges', another Nikoli job. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6409 cda61777-01e9-0310-a592-d414129be87e --- Recipe | 9 +- bridges.c | 2674 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ list.c | 2 + puzzles.but | 129 +++ 4 files changed, 2811 insertions(+), 3 deletions(-) create mode 100644 bridges.c diff --git a/Recipe b/Recipe index 31885ca..9bdd30e 100644 --- a/Recipe +++ b/Recipe @@ -26,11 +26,12 @@ SLANT = slant dsf MAP = map dsf LOOPY = loopy tree234 dsf LIGHTUP = lightup combi -TENTS = tents maxflow +TENTS = tents maxflow +BRIDGES = bridges dsf ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle + MINES samegame FLIP guess PEGS dominosa UNTANGLE blackbox SLANT - + LIGHTUP MAP LOOPY inertia TENTS + + LIGHTUP MAP LOOPY inertia TENTS BRIDGES GTK = gtk printing ps @@ -57,6 +58,7 @@ map : [X] GTK COMMON MAP loopy : [X] GTK COMMON LOOPY inertia : [X] GTK COMMON inertia tents : [X] GTK COMMON TENTS +bridges : [X] GTK COMMON BRIDGES # Auxiliary command-line programs. STANDALONE = nullfe random misc malloc @@ -102,6 +104,7 @@ map : [G] WINDOWS COMMON MAP loopy : [G] WINDOWS COMMON LOOPY inertia : [G] WINDOWS COMMON inertia tents : [G] WINDOWS COMMON TENTS +bridges : [G] WINDOWS COMMON BRIDGES # Mac OS X unified application containing all the puzzles. Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL @@ -194,7 +197,7 @@ install: for i in cube net netslide fifteen sixteen twiddle \ pattern rect solo mines samegame flip guess \ pegs dominosa untangle blackbox slant lightup \ - map loopy inertia tents; do \ + map loopy inertia tents bridges; do \ $(INSTALL_PROGRAM) -m 755 $$i $(DESTDIR)$(gamesdir)/$$i \ || exit 1; \ done diff --git a/bridges.c b/bridges.c new file mode 100644 index 0000000..d12c1e4 --- /dev/null +++ b/bridges.c @@ -0,0 +1,2674 @@ +/* + * bridges.c: Implementation of the Nikoli game 'Bridges'. + * + * Things still to do: + * + * * write a recursive solver? + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" + +/* Turn this on for hints about which lines are considered possibilities. */ +#undef DRAW_HINTS +#undef DRAW_GRID +#undef DRAW_DSF + +/* --- structures for params, state, etc. --- */ + +#define MAX_BRIDGES 4 + +#define PREFERRED_TILE_SIZE 24 +#define TILE_SIZE (ds->tilesize) +#define BORDER (TILE_SIZE / 2) + +#define COORD(x) ( (x) * TILE_SIZE + BORDER ) +#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) + +#define FLASH_TIME 0.50F + +enum { + COL_BACKGROUND, + COL_FOREGROUND, + COL_HIGHLIGHT, COL_LOWLIGHT, + COL_SELECTED, COL_MARK, + COL_HINT, COL_GRID, + COL_WARNING, + NCOLOURS +}; + +struct game_params { + int w, h, maxb; + int islands, expansion; /* %age of island squares, %age chance of expansion */ + int allowloops, difficulty; +}; + +/* general flags used by all structs */ +#define G_ISLAND 0x0001 +#define G_LINEV 0x0002 /* contains a vert. line */ +#define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */ +#define G_LINE (G_LINEV|G_LINEH) +#define G_MARKV 0x0008 +#define G_MARKH 0x0010 +#define G_MARK (G_MARKV|G_MARKH) +#define G_NOLINEV 0x0020 +#define G_NOLINEH 0x0040 +#define G_NOLINE (G_NOLINEV|G_NOLINEH) + +/* flags used by the drawstate */ +#define G_ISSEL 0x0080 +#define G_REDRAW 0x0100 +#define G_FLASH 0x0200 +#define G_WARN 0x0400 + +/* flags used by the solver etc. */ +#define G_SWEEP 0x0800 + +#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) +#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) + +typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */ + +struct solver_state { + int *dsf, *tmpdsf; + int refcount; +}; + +/* state->gridi is an optimisation; it stores the pointer to the island + * structs indexed by (x,y). It's not strictly necessary (we could use + * find234 instead), but Purify showed that board generation (mostly the solver) + * was spending 60% of its time in find234. */ + +struct surrounds { /* cloned from lightup.c */ + struct { int x, y, dx, dy, off; } points[4]; + int npoints, nislands; +}; + +struct island { + game_state *state; + int x, y, count; + struct surrounds adj; +}; + +struct game_state { + int w, h, completed, solved, allowloops, maxb; + grid_type *grid, *scratch; + struct island *islands; + int n_islands, n_islands_alloc; + game_params params; /* used by the aux solver. */ +#define N_WH_ARRAYS 5 + char *wha, *possv, *possh, *lines, *maxv, *maxh; + struct island **gridi; + struct solver_state *solver; /* refcounted */ +}; + +#define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type)) + +#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) + +#define DINDEX(x,y) ((y)*state->w + (x)) + +#define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)]) +#define IDX(s,g,i) ((s)->g[(i)]) +#define GRID(s,x,y) INDEX(s,grid,x,y) +#define SCRATCH(s,x,y) INDEX(s,scratch,x,y) +#define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y))) +#define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y))) + +#define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0) + +#define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1)) +#define WITHIN(x,min,max) ((min) > (max) ? \ + WITHIN2(x,max,min) : WITHIN2(x,min,max)) + +/* --- island struct and tree support functions --- */ + +#define ISLAND_ORTH(is,j,f,df) \ + (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df)) + +#define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx) +#define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy) + +static void fixup_islands_for_realloc(game_state *state) +{ + int i; + + for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL; + for (i = 0; i < state->n_islands; i++) { + struct island *is = &state->islands[i]; + is->state = state; + INDEX(state, gridi, is->x, is->y) = is; + } +} + +static char *game_text_format(game_state *state) +{ + int x, y, len, nl; + char *ret, *p; + struct island *is; + grid_type grid; + + len = (state->h) * (state->w+1) + 1; + ret = snewn(len, char); + p = ret; + + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + grid = GRID(state,x,y); + nl = INDEX(state,lines,x,y); + is = INDEX(state, gridi, x, y); + if (is) { + *p++ = '0' + is->count; + } else if (grid & G_LINEV) { + *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */ + } else if (grid & G_LINEH) { + *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~'; + } else { + *p++ = '.'; + } + } + *p++ = '\n'; + } + *p++ = '\0'; + + assert(p - ret == len); + return ret; +} + +static void debug_state(game_state *state) +{ + char *textversion = game_text_format(state); + debug(("%s", textversion)); + sfree(textversion); +} + +/*static void debug_possibles(game_state *state) +{ + int x, y; + debug(("possh followed by possv\n")); + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + debug(("%d", POSSIBLES(state, 1, x, y))); + } + debug((" ")); + for (x = 0; x < state->w; x++) { + debug(("%d", POSSIBLES(state, 0, x, y))); + } + debug(("\n")); + } + debug(("\n")); + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + debug(("%d", MAXIMUM(state, 1, x, y))); + } + debug((" ")); + for (x = 0; x < state->w; x++) { + debug(("%d", MAXIMUM(state, 0, x, y))); + } + debug(("\n")); + } + debug(("\n")); +}*/ + +static void island_set_surrounds(struct island *is) +{ + assert(INGRID(is->state,is->x,is->y)); + is->adj.npoints = is->adj.nislands = 0; +#define ADDPOINT(cond,ddx,ddy) do {\ + if (cond) { \ + is->adj.points[is->adj.npoints].x = is->x+(ddx); \ + is->adj.points[is->adj.npoints].y = is->y+(ddy); \ + is->adj.points[is->adj.npoints].dx = (ddx); \ + is->adj.points[is->adj.npoints].dy = (ddy); \ + is->adj.points[is->adj.npoints].off = 0; \ + is->adj.npoints++; \ + } } while(0) + ADDPOINT(is->x > 0, -1, 0); + ADDPOINT(is->x < (is->state->w-1), +1, 0); + ADDPOINT(is->y > 0, 0, -1); + ADDPOINT(is->y < (is->state->h-1), 0, +1); +} + +static void island_find_orthogonal(struct island *is) +{ + /* fills in the rest of the 'surrounds' structure, assuming + * all other islands are now in place. */ + int i, x, y, dx, dy, off; + + is->adj.nislands = 0; + for (i = 0; i < is->adj.npoints; i++) { + dx = is->adj.points[i].dx; + dy = is->adj.points[i].dy; + x = is->x + dx; + y = is->y + dy; + off = 1; + is->adj.points[i].off = 0; + while (INGRID(is->state, x, y)) { + if (GRID(is->state, x, y) & G_ISLAND) { + is->adj.points[i].off = off; + is->adj.nislands++; + /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n", + is->x, is->y, off, dx, dy, + ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/ + goto foundisland; + } + off++; x += dx; y += dy; + } +foundisland: + ; + } +} + +static int island_hasbridge(struct island *is, int direction) +{ + int x = is->adj.points[direction].x; + int y = is->adj.points[direction].y; + grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; + + if (GRID(is->state, x, y) & gline) return 1; + return 0; +} + +static struct island *island_find_connection(struct island *is, int adjpt) +{ + struct island *is_r; + + assert(adjpt < is->adj.npoints); + if (!is->adj.points[adjpt].off) return NULL; + if (!island_hasbridge(is, adjpt)) return NULL; + + is_r = INDEX(is->state, gridi, + ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt)); + assert(is_r); + + return is_r; +} + +static struct island *island_add(game_state *state, int x, int y, int count) +{ + struct island *is; + int realloced = 0; + + assert(!(GRID(state,x,y) & G_ISLAND)); + GRID(state,x,y) |= G_ISLAND; + + state->n_islands++; + if (state->n_islands > state->n_islands_alloc) { + state->n_islands_alloc = state->n_islands * 2; + state->islands = + sresize(state->islands, state->n_islands_alloc, struct island); + realloced = 1; + } + is = &state->islands[state->n_islands-1]; + + memset(is, 0, sizeof(struct island)); + is->state = state; + is->x = x; + is->y = y; + is->count = count; + island_set_surrounds(is); + + if (realloced) + fixup_islands_for_realloc(state); + else + INDEX(state, gridi, x, y) = is; + + return is; +} + + +/* n = -1 means 'flip NOLINE flags [and set line to 0].' */ +static void island_join(struct island *i1, struct island *i2, int n, int is_max) +{ + game_state *state = i1->state; + int s, e, x, y; + + assert(i1->state == i2->state); + assert(n >= -1 && n <= i1->state->maxb); + + if (i1->x == i2->x) { + x = i1->x; + if (i1->y < i2->y) { + s = i1->y+1; e = i2->y-1; + } else { + s = i2->y+1; e = i1->y-1; + } + for (y = s; y <= e; y++) { + if (is_max) { + INDEX(state,maxv,x,y) = n; + } else { + if (n < 0) { + GRID(state,x,y) ^= G_NOLINEV; + } else if (n == 0) { + GRID(state,x,y) &= ~G_LINEV; + } else { + GRID(state,x,y) |= G_LINEV; + INDEX(state,lines,x,y) = n; + } + } + } + } else if (i1->y == i2->y) { + y = i1->y; + if (i1->x < i2->x) { + s = i1->x+1; e = i2->x-1; + } else { + s = i2->x+1; e = i1->x-1; + } + for (x = s; x <= e; x++) { + if (is_max) { + INDEX(state,maxh,x,y) = n; + } else { + if (n < 0) { + GRID(state,x,y) ^= G_NOLINEH; + } else if (n == 0) { + GRID(state,x,y) &= ~G_LINEH; + } else { + GRID(state,x,y) |= G_LINEH; + INDEX(state,lines,x,y) = n; + } + } + } + } else { + assert(!"island_join: islands not orthogonal."); + } +} + +/* Counts the number of bridges currently attached to the island. */ +static int island_countbridges(struct island *is) +{ + int i, c = 0; + + for (i = 0; i < is->adj.npoints; i++) { + c += GRIDCOUNT(is->state, + is->adj.points[i].x, is->adj.points[i].y, + is->adj.points[i].dx ? G_LINEH : G_LINEV); + } + /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/ + return c; +} + +static int island_adjspace(struct island *is, int marks, int missing, + int direction) +{ + int x, y, poss, curr, dx; + grid_type gline, mline; + + x = is->adj.points[direction].x; + y = is->adj.points[direction].y; + dx = is->adj.points[direction].dx; + gline = dx ? G_LINEH : G_LINEV; + + if (marks) { + mline = dx ? G_MARKH : G_MARKV; + if (GRID(is->state,x,y) & mline) return 0; + } + poss = POSSIBLES(is->state, dx, x, y); + poss = min(poss, missing); + + curr = GRIDCOUNT(is->state, x, y, gline); + poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr); + + return poss; +} + +/* Counts the number of bridge spaces left around the island; + * expects the possibles to be up-to-date. */ +static int island_countspaces(struct island *is, int marks) +{ + int i, c = 0, missing; + + missing = is->count - island_countbridges(is); + if (missing < 0) return 0; + + for (i = 0; i < is->adj.npoints; i++) { + c += island_adjspace(is, marks, missing, i); + } + return c; +} + +static int island_isadj(struct island *is, int direction) +{ + int x, y; + grid_type gline, mline; + + x = is->adj.points[direction].x; + y = is->adj.points[direction].y; + + mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV; + gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; + if (GRID(is->state, x, y) & mline) { + /* If we're marked (i.e. the thing to attach to is complete) + * only count an adjacency if we're already attached. */ + return GRIDCOUNT(is->state, x, y, gline); + } else { + /* If we're unmarked, count possible adjacency iff it's + * flagged as POSSIBLE. */ + return POSSIBLES(is->state, is->adj.points[direction].dx, x, y); + } + return 0; +} + +/* Counts the no. of possible adjacent islands (including islands + * we're already connected to). */ +static int island_countadj(struct island *is) +{ + int i, nadj = 0; + + for (i = 0; i < is->adj.npoints; i++) { + if (island_isadj(is, i)) nadj++; + } + return nadj; +} + +static void island_togglemark(struct island *is) +{ + int i, j, x, y, o; + struct island *is_loop; + + /* mark the island... */ + GRID(is->state, is->x, is->y) ^= G_MARK; + + /* ...remove all marks on non-island squares... */ + for (x = 0; x < is->state->w; x++) { + for (y = 0; y < is->state->h; y++) { + if (!(GRID(is->state, x, y) & G_ISLAND)) + GRID(is->state, x, y) &= ~G_MARK; + } + } + + /* ...and add marks to squares around marked islands. */ + for (i = 0; i < is->state->n_islands; i++) { + is_loop = &is->state->islands[i]; + if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK)) + continue; + + for (j = 0; j < is_loop->adj.npoints; j++) { + /* if this direction takes us to another island, mark all + * squares between the two islands. */ + if (!is_loop->adj.points[j].off) continue; + assert(is_loop->adj.points[j].off > 1); + for (o = 1; o < is_loop->adj.points[j].off; o++) { + GRID(is_loop->state, + is_loop->x + is_loop->adj.points[j].dx*o, + is_loop->y + is_loop->adj.points[j].dy*o) |= + is_loop->adj.points[j].dy ? G_MARKV : G_MARKH; + } + } + } +} + +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) { + debug(("island at (%d,%d) impossible because full.\n", is->x, is->y)); + return 1; /* too many bridges */ + } else if ((curr + island_countspaces(is, 0)) < is->count) { + debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y)); + return 1; /* impossible to create enough bridges */ + } else if (strict && curr < is->count) { + debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y)); + return 1; /* not enough bridges and island is locked */ + } + + /* Count spaces in surrounding islands. */ + nsurrspc = 0; + for (i = 0; i < is->adj.npoints; i++) { + 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; + is_orth = INDEX(is->state, gridi, + ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)); + 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 (nsurrspc < nspc) { + debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", + is->x, is->y, nsurrspc, nspc)); + return 1; /* not enough spaces around surrounding islands to fill this one. */ + } + + return 0; +} + +/* --- Game parameter functions --- */ + +#define DEFAULT_PRESET 0 + +const struct game_params bridges_presets[] = { + { 7, 7, 2, 30, 10, 1, 0 }, + { 7, 7, 2, 30, 10, 1, 1 }, + { 7, 7, 2, 30, 10, 1, 2 }, + { 10, 10, 2, 30, 10, 1, 0 }, + { 10, 10, 2, 30, 10, 1, 1 }, + { 10, 10, 2, 30, 10, 1, 2 }, + { 15, 15, 2, 30, 10, 1, 0 }, + { 15, 15, 2, 30, 10, 1, 1 }, + { 15, 15, 2, 30, 10, 1, 2 }, +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + *ret = bridges_presets[DEFAULT_PRESET]; + + return ret; +} + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret; + char buf[80]; + + if (i < 0 || i >= lenof(bridges_presets)) + return FALSE; + + ret = default_params(); + *ret = bridges_presets[i]; + *params = ret; + + sprintf(buf, "%dx%d %s", ret->w, ret->h, + ret->difficulty == 0 ? "easy" : + ret->difficulty == 1 ? "medium" : "hard"); + *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; +} + +#define EATNUM(x) do { \ + (x) = atoi(string); \ + while (*string && isdigit((unsigned char)*string)) string++; \ +} while(0) + +static void decode_params(game_params *params, char const *string) +{ + EATNUM(params->w); + params->h = params->w; + if (*string == 'x') { + string++; + EATNUM(params->h); + } + if (*string == 'i') { + string++; + EATNUM(params->islands); + } + if (*string == 'e') { + string++; + EATNUM(params->expansion); + } + if (*string == 'm') { + string++; + EATNUM(params->maxb); + } + params->allowloops = 1; + if (*string == 'L') { + string++; + params->allowloops = 0; + } + if (*string == 'd') { + string++; + EATNUM(params->difficulty); + } +} + +static char *encode_params(game_params *params, int full) +{ + char buf[80]; + + if (full) { + sprintf(buf, "%dx%di%de%dm%d%sd%d", + params->w, params->h, params->islands, params->expansion, + params->maxb, params->allowloops ? "" : "L", + params->difficulty); + } else { + sprintf(buf, "%dx%dm%d%s", params->w, params->h, + params->maxb, params->allowloops ? "" : "L"); + } + return dupstr(buf); +} + +static config_item *game_configure(game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(8, 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 = "Difficulty"; + ret[2].type = C_CHOICES; + ret[2].sval = ":Easy:Medium:Hard"; + ret[2].ival = params->difficulty; + + ret[3].name = "Allow loops"; + ret[3].type = C_BOOLEAN; + ret[3].sval = NULL; + ret[3].ival = params->allowloops; + + ret[4].name = "Max. bridges per direction"; + ret[4].type = C_CHOICES; + ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */ + ret[4].ival = params->maxb - 1; + + ret[5].name = "%age of island squares"; + ret[5].type = C_CHOICES; + ret[5].sval = ":5%:10%:15%:20%:25%:30%"; + ret[5].ival = (params->islands / 5)-1; + + ret[6].name = "Expansion factor (%age)"; + ret[6].type = C_CHOICES; + ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%"; + ret[6].ival = params->expansion / 10; + + ret[7].name = NULL; + ret[7].type = C_END; + ret[7].sval = NULL; + ret[7].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->difficulty = cfg[2].ival; + ret->allowloops = cfg[3].ival; + ret->maxb = cfg[4].ival + 1; + ret->islands = (cfg[5].ival + 1) * 5; + ret->expansion = cfg[6].ival * 10; + + return ret; +} + +static char *validate_params(game_params *params, int full) +{ + if (params->w < 3 || params->h < 3) + return "Width and height must be at least 3"; + if (params->maxb < 1 || params->maxb > MAX_BRIDGES) + return "Too many bridges."; + if (full) { + if (params->islands <= 0 || params->islands > 30) + return "%age of island squares must be between 1% and 30%"; + if (params->expansion < 0 || params->expansion > 100) + return "Expansion factor must be between 0 and 100"; + } + return NULL; +} + +/* --- Game encoding and differences --- */ + +static char *encode_game(game_state *state) +{ + char *ret, *p; + int wh = state->w*state->h, run, x, y; + struct island *is; + + ret = snewn(wh + 1, char); + p = ret; + run = 0; + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + is = INDEX(state, gridi, x, y); + if (is) { + if (run) { + *p++ = ('a'-1) + run; + run = 0; + } + if (is->count < 10) + *p++ = '0' + is->count; + else + *p++ = 'A' + (is->count - 10); + } else { + if (run == 26) { + *p++ = ('a'-1) + run; + run = 0; + } + run++; + } + } + } + if (run) { + *p++ = ('a'-1) + run; + run = 0; + } + *p = '\0'; + assert(p - ret <= wh); + + return ret; +} + +static char *game_state_diff(game_state *src, game_state *dest) +{ + int movesize = 256, movelen = 0; + char *move = snewn(movesize, char), buf[80]; + int i, d, x, y, len; + grid_type gline, nline; + struct island *is_s, *is_d, *is_orth; + +#define APPEND do { \ + if (movelen + len >= movesize) { \ + movesize = movelen + len + 256; \ + move = sresize(move, movesize, char); \ + } \ + strcpy(move + movelen, buf); \ + movelen += len; \ +} while(0) + + move[movelen++] = 'S'; + move[movelen] = '\0'; + + assert(src->n_islands == dest->n_islands); + + for (i = 0; i < src->n_islands; i++) { + is_s = &src->islands[i]; + is_d = &dest->islands[i]; + assert(is_s->x == is_d->x); + assert(is_s->y == is_d->y); + assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */ + + for (d = 0; d < is_s->adj.npoints; d++) { + if (is_s->adj.points[d].dx == -1 || + is_s->adj.points[d].dy == -1) continue; + + x = is_s->adj.points[d].x; + y = is_s->adj.points[d].y; + gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV; + nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV; + is_orth = INDEX(dest, gridi, + ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d)); + + if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) { + assert(is_orth); + len = sprintf(buf, ";L%d,%d,%d,%d,%d", + is_s->x, is_s->y, is_orth->x, is_orth->y, + GRIDCOUNT(dest, x, y, gline)); + APPEND; + } + if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) { + assert(is_orth); + len = sprintf(buf, ";N%d,%d,%d,%d", + is_s->x, is_s->y, is_orth->x, is_orth->y); + APPEND; + } + } + if ((GRID(src, is_s->x, is_s->y) & G_MARK) != + (GRID(dest, is_d->x, is_d->y) & G_MARK)) { + len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y); + APPEND; + } + } + return move; +} + +/* --- Game setup and solving utilities --- */ + +/* This function is optimised; a Quantify showed that lots of grid-generation time + * (>50%) was spent in here. Hence the IDX() stuff. */ + +static void map_update_possibles(game_state *state) +{ + int x, y, s, e, bl, i, np, maxb, w = state->w, idx; + struct island *is_s = NULL, *is_f = NULL; + + /* Run down vertical stripes [un]setting possv... */ + for (x = 0; x < state->w; x++) { + idx = x; + s = e = -1; + bl = 0; + /* Unset possible flags until we find an island. */ + for (y = 0; y < state->h; y++) { + is_s = IDX(state, gridi, idx); + if (is_s) break; + + IDX(state, possv, idx) = 0; + idx += w; + } + for (; y < state->h; y++) { + is_f = IDX(state, gridi, idx); + if (is_f) { + assert(is_s); + maxb = IDX(state, maxv, idx); + np = min(maxb, min(is_s->count, is_f->count)); + + if (s != -1) { + for (i = s; i <= e; i++) { + INDEX(state, possv, x, i) = bl ? 0 : np; + } + } + s = y+1; + bl = 0; + is_s = is_f; + } else { + e = y; + if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1; + } + idx += w; + } + if (s != -1) { + for (i = s; i <= e; i++) + INDEX(state, possv, x, i) = 0; + } + } + + /* ...and now do horizontal stripes [un]setting possh. */ + /* can we lose this clone'n'hack? */ + for (y = 0; y < state->h; y++) { + idx = y*w; + s = e = -1; + bl = 0; + for (x = 0; x < state->w; x++) { + is_s = IDX(state, gridi, idx); + if (is_s) break; + + IDX(state, possh, idx) = 0; + idx += 1; + } + for (; x < state->w; x++) { + is_f = IDX(state, gridi, idx); + if (is_f) { + assert(is_s); + maxb = IDX(state, maxh, idx); + np = min(maxb, min(is_s->count, is_f->count)); + + if (s != -1) { + for (i = s; i <= e; i++) { + INDEX(state, possh, i, y) = bl ? 0 : np; + } + } + s = x+1; + bl = 0; + is_s = is_f; + } else { + e = x; + if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1; + } + idx += 1; + } + if (s != -1) { + for (i = s; i <= e; i++) + INDEX(state, possh, i, y) = 0; + } + } +} + +static void map_count(game_state *state) +{ + int i, n, ax, ay; + grid_type flag, grid; + struct island *is; + + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + is->count = 0; + for (n = 0; n < is->adj.npoints; n++) { + ax = is->adj.points[n].x; + ay = is->adj.points[n].y; + flag = (ax == is->x) ? G_LINEV : G_LINEH; + grid = GRID(state,ax,ay); + if (grid & flag) { + is->count += INDEX(state,lines,ax,ay); + } + } + } +} + +static void map_find_orthogonal(game_state *state) +{ + int i; + + for (i = 0; i < state->n_islands; i++) { + island_find_orthogonal(&state->islands[i]); + } +} + +static int grid_degree(game_state *state, int x, int y, int *nx_r, int *ny_r) +{ + grid_type grid = SCRATCH(state, x, y), gline = grid & G_LINE; + struct island *is; + int x1, y1, x2, y2, c = 0, i, nx, ny; + + nx = ny = -1; /* placate optimiser */ + is = INDEX(state, gridi, x, y); + if (is) { + for (i = 0; i < is->adj.npoints; i++) { + gline = is->adj.points[i].dx ? G_LINEH : G_LINEV; + if (SCRATCH(state, + is->adj.points[i].x, + is->adj.points[i].y) & gline) { + nx = is->adj.points[i].x; + ny = is->adj.points[i].y; + c++; + } + } + } else if (gline) { + if (gline & G_LINEV) { + x1 = x2 = x; + y1 = y-1; y2 = y+1; + } else { + x1 = x-1; x2 = x+1; + y1 = y2 = y; + } + /* Non-island squares with edges in should never be pointing off the + * edge of the grid. */ + assert(INGRID(state, x1, y1)); + assert(INGRID(state, x2, y2)); + if (SCRATCH(state, x1, y1) & (gline | G_ISLAND)) { + nx = x1; ny = y1; c++; + } + if (SCRATCH(state, x2, y2) & (gline | G_ISLAND)) { + nx = x2; ny = y2; c++; + } + } + if (c == 1) { + assert(nx != -1 && ny != -1); /* paranoia */ + *nx_r = nx; *ny_r = ny; + } + return c; +} + +static int map_hasloops(game_state *state, int mark) +{ + int x, y, ox, oy, nx, ny, loop = 0; + + memcpy(state->scratch, state->grid, GRIDSZ(state)); + + /* This algorithm is actually broken; if there are two loops connected + * by bridges this will also highlight bridges. The correct algorithm + * uses a dsf and a two-pass edge-detection algorithm (see check_correct + * in slant.c); this is BALGE for now, especially since disallow-loops + * is not the default for this puzzle. If we want to fix this later then + * copy the alg in slant.c to the empty statement in map_group. */ + + /* Remove all 1-degree edges. */ + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + ox = x; oy = y; + while (grid_degree(state, ox, oy, &nx, &ny) == 1) { + /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/ + SCRATCH(state, ox, oy) &= ~(G_LINE|G_ISLAND); + ox = nx; oy = ny; + } + } + } + /* Mark any remaining edges as G_WARN, if required. */ + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + if (GRID(state,x,y) & G_ISLAND) continue; + + if (SCRATCH(state, x, y) & G_LINE) { + if (mark) { + /*debug(("hasloops: marking loop square at (%d,%d).\n", + x, y));*/ + GRID(state,x,y) |= G_WARN; + loop = 1; + } else + return 1; /* short-cut as soon as we find one */ + } else { + if (mark) + GRID(state,x,y) &= ~G_WARN; + } + } + } + return loop; +} + +static void map_group(game_state *state) +{ + int i, wh = state->w*state->h, d1, d2; + int x, y, x2, y2; + int *dsf = state->solver->dsf; + struct island *is, *is_join; + + /* Initialise dsf. */ + for (i = 0; i < wh; i++) + dsf[i] = i; + + /* For each island, find connected islands right or down + * and merge the dsf for the island squares as well as the + * bridge squares. */ + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */ + + is = INDEX(state, gridi, x, y); + if (!is) continue; + d1 = DINDEX(x,y); + for (i = 0; i < is->adj.npoints; i++) { + /* only want right/down */ + if (is->adj.points[i].dx == -1 || + is->adj.points[i].dy == -1) continue; + + is_join = island_find_connection(is, i); + if (!is_join) continue; + + d2 = DINDEX(is_join->x, is_join->y); + if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) { + ; /* we have a loop. See comment in map_hasloops. */ + /* However, we still want to merge all squares joining + * this side-that-makes-a-loop. */ + } + /* merge all squares between island 1 and island 2. */ + for (x2 = x; x2 <= is_join->x; x2++) { + for (y2 = y; y2 <= is_join->y; y2++) { + d2 = DINDEX(x2,y2); + if (d1 != d2) dsf_merge(dsf,d1,d2); + } + } + } + } + } +} + +static int map_group_check(game_state *state, int canon, int warn, + int *nislands_r) +{ + int *dsf = state->solver->dsf, nislands = 0; + int x, y, i, allfull = 1; + struct island *is; + + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue; + + GRID(state, is->x, is->y) |= G_SWEEP; + nislands++; + if (island_countbridges(is) != is->count) + allfull = 0; + } + if (warn && allfull && nislands != state->n_islands) { + /* we're full and this island group isn't the whole set. + * Mark all squares with this dsf canon as ERR. */ + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + if (dsf_canonify(dsf, DINDEX(x,y)) == canon) { + GRID(state,x,y) |= G_WARN; + } + } + } + + } + if (nislands_r) *nislands_r = nislands; + return allfull; +} + +static int map_group_full(game_state *state, int *ngroups_r) +{ + int *dsf = state->solver->dsf, ngroups = 0; + int i, anyfull = 0; + struct island *is; + + /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */ + + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + if (GRID(state,is->x,is->y) & G_SWEEP) continue; + + ngroups++; + if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), + 1, NULL)) + anyfull = 1; + } + + *ngroups_r = ngroups; + return anyfull; +} + +static int map_check(game_state *state) +{ + int ngroups; + + /* Check for loops, if necessary. */ + if (!state->allowloops) { + if (map_hasloops(state, 1)) + return 0; + } + + /* Place islands into island groups and check for early + * satisfied-groups. */ + map_group(state); /* clears WARN and SWEEP */ + if (map_group_full(state, &ngroups)) { + if (ngroups == 1) return 1; + } + return 0; +} + +static void map_clear(game_state *state) +{ + int x, y; + + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + /* clear most flags; might want to be slightly more careful here. */ + GRID(state,x,y) &= G_ISLAND; + } + } +} + +static void solve_join(struct island *is, int direction, int n, int is_max) +{ + struct island *is_orth; + int d1, d2, *dsf = is->state->solver->dsf; + game_state *state = is->state; /* for DINDEX */ + + is_orth = INDEX(is->state, gridi, + ISLAND_ORTHX(is, direction), + ISLAND_ORTHY(is, direction)); + assert(is_orth); + /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n", + is->x, is->y, is_orth->x, is_orth->y, n));*/ + island_join(is, is_orth, n, is_max); + + if (n > 0 && !is_max) { + d1 = DINDEX(is->x, is->y); + d2 = DINDEX(is_orth->x, is_orth->y); + if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2)) + dsf_merge(dsf, d1, d2); + } +} + +static int solve_fillone(struct island *is) +{ + int i, nadded = 0; + + debug(("solve_fillone for island (%d,%d).\n", is->x, is->y)); + + for (i = 0; i < is->adj.npoints; i++) { + if (island_isadj(is, i)) { + if (island_hasbridge(is, i)) { + /* already attached; do nothing. */; + } else { + solve_join(is, i, 1, 0); + nadded++; + } + } + } + return nadded; +} + +static int solve_fill(struct island *is) +{ + /* for each unmarked adjacent, make sure we convert every possible bridge + * to a real one, and then work out the possibles afresh. */ + int i, nnew, ncurr, nadded = 0, missing; + + debug(("solve_fill for island (%d,%d).\n", is->x, is->y)); + + missing = is->count - island_countbridges(is); + if (missing < 0) return 0; + + /* very like island_countspaces. */ + for (i = 0; i < is->adj.npoints; i++) { + nnew = island_adjspace(is, 1, missing, i); + if (nnew) { + ncurr = GRIDCOUNT(is->state, + is->adj.points[i].x, is->adj.points[i].y, + is->adj.points[i].dx ? G_LINEH : G_LINEV); + + solve_join(is, i, nnew + ncurr, 0); + nadded += nnew; + } + } + return nadded; +} + +static int solve_island_stage1(struct island *is, int *didsth_r) +{ + int bridges = island_countbridges(is); + int nspaces = island_countspaces(is, 1); + int nadj = island_countadj(is); + int didsth = 0; + + assert(didsth_r); + + /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n", + is->x, is->y, bridges, is->count, nspaces, nadj));*/ + if (bridges > is->count) { + /* We only ever add bridges when we're sure they fit, or that's + * the only place they can go. If we've added bridges such that + * another island has become wrong, the puzzle must not have had + * a solution. */ + debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y)); + return 0; + } else if (bridges == is->count) { + /* This island is full. Make sure it's marked (and update + * possibles if we did). */ + if (!(GRID(is->state, is->x, is->y) & G_MARK)) { + debug(("...marking island (%d,%d) as full.\n", is->x, is->y)); + island_togglemark(is); + didsth = 1; + } + } else if (GRID(is->state, is->x, is->y) & G_MARK) { + debug(("...island (%d,%d) is marked but unfinished!\n", + is->x, is->y)); + return 0; /* island has been marked unfinished; no solution from here. */ + } else { + /* This is the interesting bit; we try and fill in more information + * about this island. */ + if (is->count == bridges + nspaces) { + if (solve_fill(is) > 0) didsth = 1; + } else if (is->count > ((nadj-1) * is->state->maxb)) { + /* must have at least one bridge in each possible direction. */ + if (solve_fillone(is) > 0) didsth = 1; + } + } + if (didsth) { + map_update_possibles(is->state); + *didsth_r = 1; + } + return 1; +} + +/* returns non-zero if a new line here would cause a loop. */ +static int solve_island_checkloop(struct island *is, int direction) +{ + struct island *is_orth; + int *dsf = is->state->solver->dsf, d1, d2; + game_state *state = is->state; + + if (is->state->allowloops) return 0; /* don't care anyway */ + if (island_hasbridge(is, direction)) return 0; /* already has a bridge */ + if (island_isadj(is, direction) == 0) return 0; /* no adj island */ + + is_orth = INDEX(is->state, gridi, + ISLAND_ORTHX(is,direction), + ISLAND_ORTHY(is,direction)); + if (!is_orth) return 0; + + d1 = DINDEX(is->x, is->y); + d2 = DINDEX(is_orth->x, is_orth->y); + if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) { + /* two islands are connected already; don't join them. */ + return 1; + } + return 0; +} + +static int solve_island_stage2(struct island *is, int *didsth_r) +{ + int added = 0, removed = 0, navail = 0, nadj, i; + + assert(didsth_r); + + for (i = 0; i < is->adj.npoints; i++) { + if (solve_island_checkloop(is, i)) { + debug(("removing possible loop at (%d,%d) direction %d.\n", + is->x, is->y, i)); + solve_join(is, i, -1, 0); + map_update_possibles(is->state); + removed = 1; + } else { + navail += island_isadj(is, i); + /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n", + is->x, is->y, + is->adj.points[i].dx, is->adj.points[i].dy, + island_isadj(is, i)));*/ + } + } + + /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/ + + for (i = 0; i < is->adj.npoints; i++) { + if (!island_hasbridge(is, i)) { + nadj = island_isadj(is, i); + if (nadj > 0 && (navail - nadj) < is->count) { + /* we couldn't now complete the island without at + * least one bridge here; put it in. */ + /*debug(("nadj %d, navail %d, is->count %d.\n", + nadj, navail, is->count));*/ + debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n", + is->x, is->y, + is->adj.points[i].dx, is->adj.points[i].dy)); + solve_join(is, i, 1, 0); + added = 1; + /*debug_state(is->state); + debug_possibles(is->state);*/ + } + } + } + if (added) map_update_possibles(is->state); + if (added || removed) *didsth_r = 1; + return 1; +} + +static int solve_island_subgroup(struct island *is, int direction, int n) +{ + struct island *is_join; + int nislands, *dsf = is->state->solver->dsf; + game_state *state = is->state; + + debug(("..checking subgroups.\n")); + + /* if is isn't full, return 0. */ + if (n < is->count) { + debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); + return 0; + } + + is_join = INDEX(state, gridi, + ISLAND_ORTHX(is, direction), + ISLAND_ORTHY(is, direction)); + assert(is_join); + + /* if is_join isn't full, return 0. */ + if (island_countbridges(is_join) < is_join->count) { + debug(("...dest island (%d,%d) not full.\n", is_join->x, is_join->y)); + return 0; + } + + /* Check group membership for is->dsf; if it's full return 1. */ + if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), + 0, &nislands)) { + if (nislands < state->n_islands) { + /* we have a full subgroup that isn't the whole set. + * This isn't allowed. */ + debug(("island at (%d,%d) makes full subgroup, disallowing.\n", + is->x, is->y, n)); + return 1; + } else { + debug(("...has finished puzzle.\n")); + } + } + return 0; +} + +static int solve_island_impossible(game_state *state) +{ + struct island *is; + int i; + + /* If any islands are impossible, return 1. */ + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + if (island_impossible(is, 0)) { + debug(("island at (%d,%d) has become impossible, disallowing.\n", + is->x, is->y)); + return 1; + } + } + return 0; +} + +/* Bear in mind that this function is really rather inefficient. */ +static int solve_island_stage3(struct island *is, int *didsth_r) +{ + int i, n, x, y, missing, spc, curr, maxb, didsth = 0; + int wh = is->state->w * is->state->h; + struct solver_state *ss = is->state->solver; + + assert(didsth_r); + + missing = is->count - island_countbridges(is); + if (missing <= 0) return 1; + + for (i = 0; i < is->adj.npoints; i++) { + /* We only do right- or down-pointing bridges. */ + if (is->adj.points[i].dx == -1 || + is->adj.points[i].dy == -1) continue; + + x = is->adj.points[i].x; + y = is->adj.points[i].y; + spc = island_adjspace(is, 1, missing, i); + if (spc == 0) continue; + + curr = GRIDCOUNT(is->state, x, y, + is->adj.points[i].dx ? G_LINEH : G_LINEV); + debug(("island at (%d,%d) s3, trying %d - %d bridges.\n", + is->x, is->y, curr+1, curr+spc)); + + /* Now we know that this island could have more bridges, + * to bring the total from curr+1 to curr+spc. */ + maxb = -1; + /* We have to squirrel the dsf away and restore it afterwards; + * it is additive only, and can't be removed from. */ + memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int)); + for (n = curr+1; n <= curr+spc; n++) { + solve_join(is, i, n, 0); + map_update_possibles(is->state); + + if (solve_island_subgroup(is, i, n) || + solve_island_impossible(is->state)) { + maxb = n-1; + debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", + is->x, is->y, + is->adj.points[i].dx, is->adj.points[i].dy, + maxb)); + break; + } + } + solve_join(is, i, curr, 0); /* put back to before. */ + memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int)); + + if (maxb != -1) { + /*debug_state(is->state);*/ + 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); + } + } + map_update_possibles(is->state); + } + if (didsth) *didsth_r = didsth; + return 1; +} + +#define CONTINUE_IF_FULL do { \ +if (GRID(state, is->x, is->y) & G_MARK) { \ + /* island full, don't try fixing it */ \ + continue; \ +} } while(0) + +static int solve_sub(game_state *state, int difficulty, int depth) +{ + struct island *is; + int i, didsth; + + while (1) { + didsth = 0; + + /* First island iteration: things we can work out by looking at + * properties of the island as a whole. */ + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + if (!solve_island_stage1(is, &didsth)) return 0; + } + if (didsth) continue; + else if (difficulty < 1) break; + + /* Second island iteration: thing we can work out by looking at + * properties of individual island connections. */ + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + CONTINUE_IF_FULL; + if (!solve_island_stage2(is, &didsth)) return 0; + } + if (didsth) continue; + else if (difficulty < 2) break; + + /* Third island iteration: things we can only work out by looking + * at groups of islands. */ + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + if (!solve_island_stage3(is, &didsth)) return 0; + } + if (didsth) continue; + else if (difficulty < 3) break; + + /* If we can be bothered, write a recursive solver to finish here. */ + break; + } + if (map_check(state)) return 1; /* solved it */ + return 0; +} + +static void solve_for_hint(game_state *state) +{ + map_group(state); + solve_sub(state, 10, 0); +} + +static int solve_from_scratch(game_state *state, int difficulty) +{ + map_clear(state); + map_group(state); + map_update_possibles(state); + return solve_sub(state, difficulty, 0); +} + +/* --- New game functions --- */ + +static game_state *new_state(game_params *params) +{ + game_state *ret = snew(game_state); + int wh = params->w * params->h, i; + + ret->w = params->w; + ret->h = params->h; + ret->allowloops = params->allowloops; + ret->maxb = params->maxb; + ret->params = *params; + + ret->grid = snewn(wh, grid_type); + memset(ret->grid, 0, GRIDSZ(ret)); + ret->scratch = snewn(wh, grid_type); + memset(ret->scratch, 0, GRIDSZ(ret)); + + ret->wha = snewn(wh*N_WH_ARRAYS, char); + memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char)); + + ret->possv = ret->wha; + ret->possh = ret->wha + wh; + ret->lines = ret->wha + wh*2; + ret->maxv = ret->wha + wh*3; + ret->maxh = ret->wha + wh*4; + + memset(ret->maxv, ret->maxb, wh*sizeof(char)); + memset(ret->maxh, ret->maxb, wh*sizeof(char)); + + ret->islands = NULL; + ret->n_islands = 0; + ret->n_islands_alloc = 0; + + ret->gridi = snewn(wh, struct island *); + for (i = 0; i < wh; i++) ret->gridi[i] = NULL; + + ret->solved = ret->completed = 0; + + ret->solver = snew(struct solver_state); + ret->solver->dsf = snewn(wh, int); + ret->solver->tmpdsf = snewn(wh, int); + for (i = 0; i < wh; i++) ret->solver->dsf[i] = i; + + ret->solver->refcount = 1; + + return ret; +} + +static game_state *dup_game(game_state *state) +{ + game_state *ret = snew(game_state); + int wh = state->w*state->h; + + ret->w = state->w; + ret->h = state->h; + ret->allowloops = state->allowloops; + ret->maxb = state->maxb; + ret->params = state->params; + + ret->grid = snewn(wh, grid_type); + memcpy(ret->grid, state->grid, GRIDSZ(ret)); + ret->scratch = snewn(wh, grid_type); + memcpy(ret->scratch, state->scratch, GRIDSZ(ret)); + + ret->wha = snewn(wh*N_WH_ARRAYS, char); + memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char)); + + ret->possv = ret->wha; + ret->possh = ret->wha + wh; + ret->lines = ret->wha + wh*2; + ret->maxv = ret->wha + wh*3; + ret->maxh = ret->wha + wh*4; + + ret->islands = snewn(state->n_islands, struct island); + memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island)); + ret->n_islands = ret->n_islands_alloc = state->n_islands; + + ret->gridi = snewn(wh, struct island *); + fixup_islands_for_realloc(ret); + + ret->solved = state->solved; + ret->completed = state->completed; + + ret->solver = state->solver; + ret->solver->refcount++; + + return ret; +} + +static void free_game(game_state *state) +{ + if (--state->solver->refcount <= 0) { + sfree(state->solver->dsf); + sfree(state->solver->tmpdsf); + sfree(state->solver); + } + + sfree(state->islands); + sfree(state->gridi); + + sfree(state->wha); + + sfree(state->scratch); + sfree(state->grid); + sfree(state); +} + +#define MAX_NEWISLAND_TRIES 50 + +#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) + +static char *new_game_desc(game_params *params, random_state *rs, + char **aux, int interactive) +{ + 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; + struct island *is, *is2; + char *ret; + unsigned int echeck; + + /* pick a first island position randomly. */ +generate: + if (tobuild) free_game(tobuild); + tobuild = new_state(params); + + x = random_upto(rs, params->w); + y = random_upto(rs, params->h); + island_add(tobuild, x, y, 0); + ni_curr = 1; + ni_bad = 0; + debug(("Created initial island at (%d,%d).\n", x, y)); + + while (ni_curr < ni_req) { + /* Pick a random island to try and extend from. */ + i = random_upto(rs, tobuild->n_islands); + is = &tobuild->islands[i]; + + /* Pick a random direction to extend in. */ + j = random_upto(rs, is->adj.npoints); + dx = is->adj.points[j].x - is->x; + dy = is->adj.points[j].y - is->y; + + /* Find out limits of where we could put a new island. */ + joinx = joiny = -1; + minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */ + x = is->x+dx; y = is->y+dy; + if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { + /* already a line next to the island, continue. */ + goto bad; + } + while (1) { + if (x < 0 || x >= params->w || y < 0 || y >= params->h) { + /* got past the edge; put a possible at the island + * and exit. */ + maxx = x-dx; maxy = y-dy; + goto foundmax; + } + if (GRID(tobuild,x,y) & G_ISLAND) { + /* could join up to an existing island... */ + joinx = x; joiny = y; + /* ... or make a new one 2 spaces away. */ + maxx = x - 2*dx; maxy = y - 2*dy; + goto foundmax; + } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { + /* could make a new one 1 space away from the line. */ + maxx = x - dx; maxy = y - dy; + goto foundmax; + } + x += dx; y += dy; + } + +foundmax: + debug(("Island at (%d,%d) with d(%d,%d) has new positions " + "(%d,%d) -> (%d,%d), join (%d,%d).\n", + is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny)); + /* Now we know where we could either put a new island + * (between min and max), or (if loops are allowed) could join on + * to an existing island (at join). */ + if (params->allowloops && joinx != -1 && joiny != -1) { + if (random_upto(rs, 100) < (unsigned long)params->expansion) { + is2 = INDEX(tobuild, gridi, joinx, joiny); + debug(("Joining island at (%d,%d) to (%d,%d).\n", + is->x, is->y, is2->x, is2->y)); + goto join; + } + } + diffx = (maxx - minx) * dx; + diffy = (maxy - miny) * dy; + if (diffx < 0 || diffy < 0) goto bad; + if (random_upto(rs,100) < (unsigned long)params->expansion) { + newx = maxx; newy = maxy; + debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy)); + } else { + newx = minx + random_upto(rs,diffx+1)*dx; + newy = miny + random_upto(rs,diffy+1)*dy; + debug(("Creating new island at (%d,%d).\n", newx, newy)); + } + /* check we're not next to island in the other orthogonal direction. */ + if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) || + (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) { + debug(("New location is adjacent to island, skipping.\n")); + goto bad; + } + is2 = island_add(tobuild, newx, newy, 0); + /* Must get is again at this point; the array might have + * been realloced by island_add... */ + is = &tobuild->islands[i]; /* ...but order will not change. */ + + ni_curr++; ni_bad = 0; +join: + island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0); + debug_state(tobuild); + continue; + +bad: + ni_bad++; + if (ni_bad > MAX_NEWISLAND_TRIES) { + debug(("Unable to create any new islands after %d tries; " + "created %d [%d%%] (instead of %d [%d%%] requested).\n", + MAX_NEWISLAND_TRIES, + ni_curr, ni_curr * 100 / wh, + ni_req, ni_req * 100 / wh)); + goto generated; + } + } + +generated: + if (ni_curr == 1) { + debug(("Only generated one island (!), retrying.\n")); + goto generate; + } + /* Check we have at least one island on each extremity of the grid. */ + echeck = 0; + for (x = 0; x < params->w; x++) { + if (INDEX(tobuild, gridi, x, 0)) echeck |= 1; + if (INDEX(tobuild, gridi, x, params->w-1)) echeck |= 2; + } + for (y = 0; y < params->h; y++) { + if (INDEX(tobuild, gridi, 0, y)) echeck |= 4; + if (INDEX(tobuild, gridi, params->h-1, y)) echeck |= 8; + } + if (echeck != 15) { + debug(("Generated grid doesn't fill to sides, retrying.\n")); + goto generate; + } + + map_count(tobuild); + map_find_orthogonal(tobuild); + + if (params->difficulty > 0) { + if (solve_from_scratch(tobuild, params->difficulty-1) > 0) { + debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", + params->difficulty-1)); + goto generate; + } + } + + if (solve_from_scratch(tobuild, params->difficulty) == 0) { + debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n", + params->difficulty)); + goto generate; + } + + /* ... tobuild is now solved. We rely on this making the diff for aux. */ + debug_state(tobuild); + ret = encode_game(tobuild); + { + game_state *clean = dup_game(tobuild); + map_clear(clean); + map_update_possibles(clean); + *aux = game_state_diff(clean, tobuild); + free_game(clean); + } + free_game(tobuild); + + return ret; +} + +static char *validate_desc(game_params *params, char *desc) +{ + int i, wh = params->w * params->h; + + for (i = 0; i < wh; i++) { + if (*desc >= '1' && *desc <= '9') + /* OK */; + else if (*desc >= 'a' && *desc <= 'z') + i += *desc - 'a'; /* plus the i++ */ + else if (*desc >= 'A' && *desc <= 'G') + /* OK */; + else if (*desc == 'V' || *desc == 'W' || + *desc == 'X' || *desc == 'Y' || + *desc == 'H' || *desc == 'I' || + *desc == 'J' || *desc == 'K') + /* OK */; + else if (!*desc) + return "Game description shorter than expected"; + else + return "Game description containers unexpected character"; + desc++; + } + if (*desc || i > wh) + return "Game description longer than expected"; + + return NULL; +} + +static game_state *new_game_sub(game_params *params, char *desc) +{ + game_state *state = new_state(params); + int x, y, run = 0; + + debug(("new_game[_sub]: desc = '%s'.\n", desc)); + + for (y = 0; y < params->h; y++) { + for (x = 0; x < params->w; x++) { + char c = '\0'; + + if (run == 0) { + c = *desc++; + assert(c != 'S'); + if (c >= 'a' && c <= 'z') + run = c - 'a' + 1; + } + + if (run > 0) { + c = 'S'; + run--; + } + + switch (c) { + case '1': case '2': case '3': case '4': + case '5': case '6': case '7': case '8': case '9': + island_add(state, x, y, (c - '0')); + break; + + case 'A': case 'B': case 'C': case 'D': + case 'E': case 'F': case 'G': + island_add(state, x, y, (c - 'A') + 10); + break; + + case 'S': + /* empty square */ + break; + + default: + assert(!"Malformed desc."); + break; + } + } + } + if (*desc) assert(!"Over-long desc."); + + map_find_orthogonal(state); + map_update_possibles(state); + + return state; +} + +static game_state *new_game(midend *me, game_params *params, char *desc) +{ + return new_game_sub(params, desc); +} + +struct game_ui { + int dragx_src, dragy_src; /* source; -1 means no drag */ + int dragx_dst, dragy_dst; /* src's closest orth island. */ + grid_type todraw; + int dragging, drag_is_noline, nlines; +}; + +static char *ui_cancel_drag(game_ui *ui) +{ + ui->dragx_src = ui->dragy_src = -1; + ui->dragx_dst = ui->dragy_dst = -1; + ui->dragging = 0; + return ""; +} + +static game_ui *new_ui(game_state *state) +{ + game_ui *ui = snew(game_ui); + ui_cancel_drag(ui); + 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) +{ +} + +struct game_drawstate { + int tilesize; + int w, h; + grid_type *grid; + int *lv, *lh; + int started, dragging; +}; + +static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, + int nx, int ny) +{ + int ox, oy, dx, dy, i, currl, maxb; + struct island *is; + grid_type gtype, ntype, mtype, curr; + + if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; + + ui->dragx_dst = -1; + ui->dragy_dst = -1; + + /* work out which of the four directions we're closest to... */ + ox = COORD(ui->dragx_src) + TILE_SIZE/2; + oy = COORD(ui->dragy_src) + TILE_SIZE/2; + + if (abs(nx-ox) < abs(ny-oy)) { + dx = 0; + dy = (ny-oy) < 0 ? -1 : 1; + gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV; + maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy); + } else { + dy = 0; + dx = (nx-ox) < 0 ? -1 : 1; + gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH; + maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy); + } + if (ui->drag_is_noline) { + ui->todraw = ntype; + } else { + curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy); + currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy); + + if (curr & gtype) { + if (currl == maxb) { + ui->todraw = 0; + ui->nlines = 0; + } else { + ui->todraw = gtype; + ui->nlines = currl + 1; + } + } else { + ui->todraw = gtype; + ui->nlines = 1; + } + } + + /* ... and see if there's an island off in that direction. */ + is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); + for (i = 0; i < is->adj.npoints; i++) { + if (is->adj.points[i].off == 0) continue; + curr = GRID(state, is->x+dx, is->y+dy); + if (curr & mtype) continue; /* don't allow changes to marked lines. */ + if (ui->drag_is_noline) { + if (curr & gtype) continue; /* no no-line where already a line */ + } else { + if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */ + if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */ + } + + if (is->adj.points[i].dx == dx && + is->adj.points[i].dy == dy) { + ui->dragx_dst = ISLAND_ORTHX(is,i); + ui->dragy_dst = ISLAND_ORTHY(is,i); + } + } + /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n", + ui->dragx_src, ui->dragy_src, dx, dy, + ui->dragx_dst, ui->dragy_dst));*/ + return ""; +} + +static char *finish_drag(game_state *state, game_ui *ui) +{ + char buf[80]; + + if (ui->dragx_src == -1 || ui->dragy_src == -1) + return NULL; + if (ui->dragx_dst == -1 || ui->dragy_dst == -1) + return ui_cancel_drag(ui); + + if (ui->drag_is_noline) { + sprintf(buf, "N%d,%d,%d,%d", + ui->dragx_src, ui->dragy_src, + ui->dragx_dst, ui->dragy_dst); + } else { + sprintf(buf, "L%d,%d,%d,%d,%d", + ui->dragx_src, ui->dragy_src, + ui->dragx_dst, ui->dragy_dst, ui->nlines); + } + + ui_cancel_drag(ui); + + return dupstr(buf); +} + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int gx = FROMCOORD(x), gy = FROMCOORD(y); + char buf[80], *ret; + grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0; + + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + if (!INGRID(state, gx, gy)) return NULL; + if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) { + ui->dragx_src = gx; + ui->dragy_src = gy; + return ""; + } else + return ui_cancel_drag(ui); + } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { + if (gx != ui->dragx_src || gy != ui->dragy_src) { + ui->dragging = 1; + ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0; + return update_drag_dst(state, ui, ds, x, y); + } else { + /* cancel a drag when we go back to the starting point */ + ui->dragx_dst = -1; + ui->dragy_dst = -1; + return ""; + } + } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { + if (ui->dragging) { + return finish_drag(state, ui); + } else { + ui_cancel_drag(ui); + if (!INGRID(state, gx, gy)) return NULL; + if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL; + sprintf(buf, "M%d,%d", gx, gy); + return dupstr(buf); + } + } else if (button == 'h' || button == 'H') { + game_state *solved = dup_game(state); + solve_for_hint(solved); + ret = game_state_diff(state, solved); + free_game(solved); + return ret; + } + + return NULL; +} + +static game_state *execute_move(game_state *state, char *move) +{ + game_state *ret = dup_game(state); + int x1, y1, x2, y2, nl, n; + struct island *is1, *is2; + char c; + + debug(("execute_move: %s\n", move)); + + if (!*move) goto badmove; + while (*move) { + c = *move++; + if (c == 'S') { + ret->solved = TRUE; + n = 0; + } else if (c == 'L') { + if (sscanf(move, "%d,%d,%d,%d,%d%n", + &x1, &y1, &x2, &y2, &nl, &n) != 5) + goto badmove; + is1 = INDEX(ret, gridi, x1, y1); + is2 = INDEX(ret, gridi, x2, y2); + if (!is1 || !is2) goto badmove; + if (nl < 0 || nl > state->maxb) goto badmove; + island_join(is1, is2, nl, 0); + } else if (c == 'N') { + if (sscanf(move, "%d,%d,%d,%d%n", + &x1, &y1, &x2, &y2, &n) != 4) + goto badmove; + is1 = INDEX(ret, gridi, x1, y1); + is2 = INDEX(ret, gridi, x2, y2); + if (!is1 || !is2) goto badmove; + island_join(is1, is2, -1, 0); + } else if (c == 'M') { + if (sscanf(move, "%d,%d%n", + &x1, &y1, &n) != 2) + goto badmove; + is1 = INDEX(ret, gridi, x1, y1); + if (!is1) goto badmove; + island_togglemark(is1); + } else + goto badmove; + + move += n; + if (*move == ';') + move++; + else if (*move) goto badmove; + } + + map_update_possibles(ret); + if (map_check(ret)) { + debug(("Game completed.\n")); + ret->completed = 1; + } + return ret; + +badmove: + debug(("%s: unrecognised move.\n", move)); + free_game(ret); + return NULL; +} + +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) +{ + char *ret; + game_state *solved; + + if (aux) { + debug(("solve_game: aux = %s\n", aux)); + solved = execute_move(state, aux); + if (!solved) { + *error = "Generated aux string is not a valid move (!)."; + return NULL; + } + } else { + solved = dup_game(state); + /* solve with max strength... */ + if (solve_from_scratch(solved, 10) == 0) { + free_game(solved); + *error = "Game does not have a (non-recursive) solution."; + return NULL; + } + } + ret = game_state_diff(currstate, solved); + free_game(solved); + debug(("solve_game: ret = %s\n", ret)); + 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; } 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; +} + +static float *game_colours(frontend *fe, game_state *state, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + int i; + + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + + for (i = 0; i < 3; i++) { + ret[COL_FOREGROUND * 3 + i] = 0.0F; + ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; + ret[COL_GRID * 3 + i] = + (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F; + ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i]; + } + ret[COL_WARNING * 3 + 0] = 1.0F; + ret[COL_WARNING * 3 + 1] = 0.25F; + ret[COL_WARNING * 3 + 2] = 0.25F; + + ret[COL_SELECTED * 3 + 0] = 0.25F; + ret[COL_SELECTED * 3 + 1] = 1.00F; + ret[COL_SELECTED * 3 + 2] = 0.25F; + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + int wh = state->w*state->h; + + ds->tilesize = 0; + ds->w = state->w; + ds->h = state->h; + ds->started = 0; + ds->grid = snewn(wh, grid_type); + memset(ds->grid, -1, wh*sizeof(grid_type)); + ds->lv = snewn(wh, int); + ds->lh = snewn(wh, int); + memset(ds->lv, 0, wh*sizeof(int)); + memset(ds->lh, 0, wh*sizeof(int)); + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + sfree(ds->lv); + sfree(ds->lh); + sfree(ds->grid); + sfree(ds); +} + +#define LINE_WIDTH (TILE_SIZE/8) +#define TS8(x) (((x)*TILE_SIZE)/8) + +#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2)) + +static void line_vert(drawing *dr, game_drawstate *ds, + int ox, int oy, int col, grid_type v) +{ + int lw = LINE_WIDTH; + if (v & G_MARKV) + draw_rect(dr, ox-lw, oy, lw*3, TILE_SIZE, COL_MARK); + draw_rect(dr, ox, oy, lw, TILE_SIZE, col); +} + +static void line_horiz(drawing *dr, game_drawstate *ds, + int ox, int oy, int col, grid_type v) +{ + int lw = LINE_WIDTH; + if (v & G_MARKH) + draw_rect(dr, ox, oy-lw, TILE_SIZE, lw*3, COL_MARK); + draw_rect(dr, ox, oy, TILE_SIZE, lw, col); +} + +static void line_cross(drawing *dr, game_drawstate *ds, + int ox, int oy, int col, grid_type v) +{ + int off = TS8(2); + draw_line(dr, ox, oy, ox+off, oy+off, col); + draw_line(dr, ox+off, oy, ox, oy+off, col); +} + +static void lines_lvlh(game_state *state, int x, int y, grid_type v, + int *lv_r, int *lh_r) +{ + int lh = 0, lv = 0; + + 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 (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; +} + +static void dsf_debug_draw(drawing *dr, + game_state *state, game_drawstate *ds, + int x, int y) +{ +#ifdef DRAW_DSF + int ts = TILE_SIZE/2; + int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2; + char str[10]; + + sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y))); + draw_text(dr, ox, oy, FONT_VARIABLE, ts, + ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str); +#endif +} + +static void lines_redraw(drawing *dr, + game_state *state, game_drawstate *ds, game_ui *ui, + int x, int y, grid_type v, int lv, int lh) +{ + int lw = LINE_WIDTH, bw; + int ox = COORD(x), oy = COORD(y), loff, i; + int vcol = (v & G_FLASH) ? COL_HIGHLIGHT : + (v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol; + grid_type todraw = v & G_NOLINE; + + if (v & G_ISSEL) { + if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED; + if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED; + todraw |= ui->todraw; + } + + draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); + +#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 +#ifdef DRAW_GRID + draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); +#endif + + if (todraw & G_NOLINEV) { + line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw); + line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw); + } + if (todraw & G_NOLINEH) { + 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) { + bw = (lv*2-1) * lw; + for (i = 0, loff = OFFSET(bw); i < lv; i++, loff += lw*2) + line_vert(dr, ds, ox + loff, oy, vcol, v); + } + if (lh) { + bw = (lh*2-1) * lw; + for (i = 0, loff = OFFSET(bw); i < lh; i++, loff += lw*2) + line_horiz(dr, ds, ox, oy + loff, hcol, v); + } + + dsf_debug_draw(dr, state, ds, x, y); + draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); +} + +#define ISLAND_RADIUS ((TILE_SIZE*13)/20) +#define ISLAND_NUMSIZE(is) \ + (((is)->count < 10) ? TILE_SIZE : (TILE_SIZE*8)/10) + +static void island_redraw(drawing *dr, + game_state *state, game_drawstate *ds, + struct island *is, grid_type v) +{ + /* These overlap the edges of their squares, which is why they're drawn later. + * We know they can't overlap each other because they're not allowed within 2 + * squares of each other. */ + int half = TILE_SIZE/2; + int ox = COORD(is->x) + half, oy = COORD(is->y) + half; + int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH; + int updatesz = orad*2+1; + 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]; + +#ifdef DRAW_GRID + draw_rect_outline(dr, COORD(is->x), COORD(is->y), + TILE_SIZE, TILE_SIZE, COL_GRID); +#endif + + /* draw a thick circle */ + draw_circle(dr, ox, oy, orad, col, col); + draw_circle(dr, ox, oy, irad, bg, bg); + + sprintf(str, "%d", is->count); + draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is), + ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); + + dsf_debug_draw(dr, state, ds, is->x, is->y); + draw_update(dr, ox - orad, oy - orad, updatesz, updatesz); +} + +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, force = 0, i, j, redraw, lv, lh; + grid_type v, dsv, flash = 0; + struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL; + + if (flashtime) { + int f = (int)(flashtime * 5 / FLASH_TIME); + if (f == 1 || f == 3) flash = G_FLASH; + } + + /* Clear screen, if required. */ + if (!ds->started) { + draw_rect(dr, 0, 0, + TILE_SIZE * ds->w + 2 * BORDER, + TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); +#ifdef DRAW_GRID + draw_rect_outline(dr, + COORD(0)-1, COORD(0)-1, + TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2, + COL_GRID); +#endif + draw_update(dr, 0, 0, + TILE_SIZE * ds->w + 2 * BORDER, + TILE_SIZE * ds->h + 2 * BORDER); + ds->started = 1; + force = 1; + } + + if (ui->dragx_src != -1 && ui->dragy_src != -1) { + ds->dragging = 1; + is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); + assert(is_drag_src); + if (ui->dragx_dst != -1 && ui->dragy_dst != -1) { + is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst); + assert(is_drag_dst); + } + } else + ds->dragging = 0; + + /* 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++) { + v = GRID(state, x, y) | flash; + dsv = GRID(ds,x,y) & ~G_REDRAW; + + if (v & G_ISLAND) continue; + + if (is_drag_dst) { + if (WITHIN(x,is_drag_src->x, is_drag_dst->x) && + WITHIN(y,is_drag_src->y, is_drag_dst->y)) + v |= G_ISSEL; + } + lines_lvlh(state, x, y, v, &lv, &lh); + + if (v != dsv || + lv != INDEX(ds,lv,x,y) || + lh != INDEX(ds,lh,x,y) || + force) { + GRID(ds, x, y) = v | G_REDRAW; + INDEX(ds,lv,x,y) = lv; + INDEX(ds,lh,x,y) = lh; + lines_redraw(dr, state, ds, ui, x, y, v, lv, lh); + } else + GRID(ds,x,y) &= ~G_REDRAW; + } + } + + /* Draw islands. */ + for (i = 0; i < state->n_islands; i++) { + is = &state->islands[i]; + v = GRID(state, is->x, is->y) | flash; + + redraw = 0; + for (j = 0; j < is->adj.npoints; j++) { + if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) { + redraw = 1; + } + } + + if (is_drag_src) { + if (is == is_drag_src) + v |= G_ISSEL; + else if (is_drag_dst && is == is_drag_dst) + v |= G_ISSEL; + } + + if (island_impossible(is, v & G_MARK)) v |= G_WARN; + + if ((v != GRID(ds, is->x, is->y)) || force || redraw) { + GRID(ds,is->x,is->y) = v; + island_redraw(dr, state, ds, is, v); + } + } +} + +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 && + !oldstate->solved && !newstate->solved) + return FLASH_TIME; + + return 0.0F; +} + +static int game_wants_statusbar(void) +{ + return FALSE; +} + +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; + + /* 10mm squares by default. */ + game_compute_size(params, 1000, &pw, &ph); + *x = pw / 100.0; + *y = ph / 100.0; +} + +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; + grid_type grid; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + ads.tilesize = ts; + + /* I don't think this wants a border. */ + + /* Bridges */ + print_line_width(dr, ts / 12); + for (x = 0; x < state->w; x++) { + for (y = 0; y < state->h; y++) { + cx = COORD(x); cy = COORD(y); + grid = GRID(state,x,y); + nl = INDEX(state,lines,x,y); + + 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); + } + } + 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); + } + } + } + } + + /* Islands */ + for (i = 0; i < state->n_islands; i++) { + char str[10]; + struct island *is = &state->islands[i]; + grid = GRID(state, is->x, is->y); + cx = COORD(is->x) + ts/2; + cy = COORD(is->y) + ts/2; + + draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink); + + sprintf(str, "%d", is->count); + draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is), + ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); + } +} + +#ifdef COMBINED +#define thegame bridges +#endif + +const struct game thegame = { + "Bridges", "games.bridges", + 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_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, + game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ +}; + +/* vim: set shiftwidth=4 tabstop=8: */ diff --git a/list.c b/list.c index 71b1673..b1f1323 100644 --- a/list.c +++ b/list.c @@ -18,6 +18,7 @@ echo -e '};\n\nconst int gamecount = lenof(gamelist);' */ extern const game blackbox; +extern const game bridges; extern const game cube; extern const game dominosa; extern const game fifteen; @@ -43,6 +44,7 @@ extern const game untangle; const game *gamelist[] = { &blackbox, + &bridges, &cube, &dominosa, &fifteen, diff --git a/puzzles.but b/puzzles.but index 5a31676..878a186 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1859,6 +1859,135 @@ puzzles require more complex deductions, but at present none of the available difficulty levels requires guesswork or backtracking. +\C{bridges} \i{Bridges} + +\cfg{winhelp-topic}{games.bridges} + +You have a set of islands distributed across the playing area. Each +island contains a number. Your aim is to connect the islands +together with bridges, in such a way that: + +\b Bridges run horizontally or vertically. + +\b The number of bridges terminating at any island is equal to the +number written in that island. + +\b Two bridges may run in parallel between the same two islands, but +no more than two may do so. + +\b No bridge crosses another bridge. + +\b All the islands are connected together. + +There are some configurable alternative modes, which involve +changing the parallel-bridge limit to something other than 2, and +introducing the additional constraint that no sequence of bridges +may form a loop from one island back to the same island. The rules +stated above are the default ones. + +Credit for this puzzle goes to \i{Nikoli} \k{nikoli-bridges}. + +Bridges was contributed to this collection by James Harvey. + +\B{nikoli-bridges} +\W{http://www.nikoli.co.jp/puzzles/14/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/14/index-e.htm} + +\H{bridges-controls} \i{Bridges controls} + +\IM{Bridges controls} controls, for Bridges + +To place a bridge between two islands, click the mouse down on one +island and drag it towards the other. You do not need to drag all +the way to the other island; you only need to move the mouse far +enough for the intended bridge direction to be unambiguous. (So you +can keep the mouse near the starting island and conveniently throw +bridges out from it in many directions.) + +Doing this again when a bridge is already present will add another +parallel bridge. If there are already as many bridges between the +two islands as permitted by the current game rules (i.e. two by +default), the same dragging action will remove all of them. + +If you want to remind yourself that two islands definitely \e{do +not} have a bridge between them, you can right-drag between them in +the same way to draw a \q{non-bridge} marker. + +If you think you have finished with an island (i.e. you have placed +all its bridges and are confident that they are in the right +places), you can mark the island as finished by left-clicking on it. +This will highlight it and all the bridges connected to it, and you +will be prevented from accidentally modifying any of those bridges +in future. Left-clicking again on a highlighted island will unmark +it and restore your ability to modify it. + +Violations of the puzzle rules will be marked in red: + +\b An island with too many bridges will be highlighted in red. + +\b An island with too few bridges will be highlighted in red if it +is definitely an error (as opposed to merely not being finished +yet): if adding enough bridges would involve having to cross another +bridge or remove a non-bridge marker, or if the island has been +highlighted as complete. + +\b A group of islands and bridges may be highlighted in red if it is +a closed subset of the puzzle with no way to connect it to the rest +of the islands. For example, if you directly connect two 1s together +with a bridge and they are not the only two islands on the grid, +they will light up red to indicate that such a group cannot be +contained in any valid solution. + +\b If you have selected the (non-default) option to disallow loops +in the solution, a group of bridges which forms a loop will be +highlighted. + +(All the actions described in \k{common-actions} are also available.) + +\H{bridges-parameters} \I{parameters, for Bridges}Bridges 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. + +\dt \e{Difficulty} + +\dd Difficulty level of puzzle. + +\dt \e{Allow loops} + +\dd This is set by default. If cleared, puzzles will be generated in +such a way that they are always soluble without creating a loop, and +solutions which do involve a loop will be disallowed. + +\dt \e{Max. bridges per direction} + +\dd Maximum number of bridges in any particular direction. The +default is 2, but you can change it to 1, 3 or 4. In general, fewer +is easier. + +\dt \e{%age of island squares} + +\dd Gives a rough percentage of islands the generator will try and +lay before finishing the puzzle. Certain layouts will not manage to +lay enough islands; this is an upper bound. + +\dt \e{Expansion factor (%age)} + +\dd The grid generator works by picking an existing island at random +(after first creating an initial island somewhere). It then decides +on a direction (at random), and then works out how far it could +extend before creating another island. This parameter determines how +likely it is to extend as far as it can, rather than choosing +somewhere closer. + +High expansion factors usually mean easier puzzles with fewer +possible islands; low expansion factors can create lots of +tightly-packed islands. + + \A{licence} \I{MIT licence}\ii{Licence} This software is \i{copyright} 2004-2005 Simon Tatham. -- 2.11.0