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1/* 2 * bridges.c: Implementation of the Nikoli game 'Bridges'. 3 * 4 * Things still to do: 5 * 6 * - The solver's algorithmic design is not really ideal. It makes 7 * use of the same data representation as gameplay uses, which 8 * often looks like a tempting reuse of code but isn't always a 9 * good idea. In this case, it's unpleasant that each edge of the 10 * graph ends up represented as multiple squares on a grid, with 11 * flags indicating when edges and non-edges cross; that's useful 12 * when the result can be directly translated into positions of 13 * graphics on the display, but in purely internal work it makes 14 * even simple manipulations during solving more painful than they 15 * should be, and complex ones have no choice but to modify the 16 * data structures temporarily, test things, and put them back. I 17 * envisage a complete solver rewrite along the following lines: 18 * + We have a collection of vertices (islands) and edges 19 * (potential bridge locations, i.e. pairs of horizontal or 20 * vertical islands with no other island in between). 21 * + Each edge has an associated list of edges that cross it, and 22 * hence with which it is mutually exclusive. 23 * + For each edge, we track the min and max number of bridges we 24 * currently think possible. 25 * + For each vertex, we track the number of _liberties_ it has, 26 * i.e. its clue number minus the min bridge count for each edge 27 * out of it. 28 * + We also maintain a dsf that identifies sets of vertices which 29 * are connected components of the puzzle so far, and for each 30 * equivalence class we track the total number of liberties for 31 * that component. (The dsf mechanism will also already track 32 * the size of each component, i.e. number of islands.) 33 * + So incrementing the min for an edge requires processing along 34 * the lines of: 35 * - set the max for all edges crossing that one to zero 36 * - decrement the liberty count for the vertex at each end, 37 * and also for each vertex's equivalence class (NB they may 38 * be the same class) 39 * - unify the two equivalence classes if they're not already, 40 * and if so, set the liberty count for the new class to be 41 * the sum of the previous two. 42 * + Decrementing the max is much easier, however. 43 * + With this data structure the really fiddly stuff in stage3() 44 * becomes more or less trivial, because it's now a quick job to 45 * find out whether an island would form an isolated subgraph if 46 * connected to a given subset of its neighbours: 47 * - identify the connected components containing the test 48 * vertex and its putative new neighbours (but be careful not 49 * to count a component more than once if two or more of the 50 * vertices involved are already in the same one) 51 * - find the sum of those components' liberty counts, and also 52 * the total number of islands involved 53 * - if the total liberty count of the connected components is 54 * exactly equal to twice the number of edges we'd be adding 55 * (of course each edge destroys two liberties, one at each 56 * end) then these components would become a subgraph with 57 * zero liberties if connected together. 58 * - therefore, if that subgraph also contains fewer than the 59 * total number of islands, it's disallowed. 60 * - As mentioned in stage3(), once we've identified such a 61 * disallowed pattern, we have two choices for what to do 62 * with it: if the candidate set of neighbours has size 1 we 63 * can reduce the max for the edge to that one neighbour, 64 * whereas if its complement has size 1 we can increase the 65 * min for the edge to the _omitted_ neighbour. 66 * 67 * - write a recursive solver? 68 */ 69 70#include <stdio.h> 71#include <stdlib.h> 72#include <string.h> 73#include <assert.h> 74#include <ctype.h> 75#include <limits.h> 76#ifdef NO_TGMATH_H 77# include <math.h> 78#else 79# include <tgmath.h> 80#endif 81 82#include "puzzles.h" 83 84#undef DRAW_GRID 85 86/* --- structures for params, state, etc. --- */ 87 88#define MAX_BRIDGES 4 89 90#define PREFERRED_TILE_SIZE 24 91#define TILE_SIZE (ds->tilesize) 92#define BORDER (TILE_SIZE / 2) 93 94#define COORD(x) ( (x) * TILE_SIZE + BORDER ) 95#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) 96 97#define FLASH_TIME 0.50F 98 99enum { 100 COL_BACKGROUND, 101 COL_FOREGROUND, 102 COL_HIGHLIGHT, COL_LOWLIGHT, 103 COL_SELECTED, COL_MARK, 104 COL_HINT, COL_GRID, 105 COL_WARNING, 106 COL_CURSOR, 107 NCOLOURS 108}; 109 110enum { 111 PREF_SHOW_HINTS, 112 N_PREF_ITEMS 113}; 114 115struct game_params { 116 int w, h, maxb; 117 int islands, expansion; /* %age of island squares, %age chance of expansion */ 118 bool allowloops; 119 int difficulty; 120}; 121 122/* general flags used by all structs */ 123#define G_ISLAND 0x0001 124#define G_LINEV 0x0002 /* contains a vert. line */ 125#define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */ 126#define G_LINE (G_LINEV|G_LINEH) 127#define G_MARKV 0x0008 128#define G_MARKH 0x0010 129#define G_MARK (G_MARKV|G_MARKH) 130#define G_NOLINEV 0x0020 131#define G_NOLINEH 0x0040 132#define G_NOLINE (G_NOLINEV|G_NOLINEH) 133 134/* flags used by the error checker */ 135#define G_WARN 0x0080 136 137/* flags used by the solver etc. */ 138#define G_SWEEP 0x1000 139 140#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) 141#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) 142 143typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */ 144 145struct solver_state { 146 DSF *dsf, *tmpdsf; 147 int *comptspaces, *tmpcompspaces; 148 int refcount; 149}; 150 151/* state->gridi is an optimisation; it stores the pointer to the island 152 * structs indexed by (x,y). It's not strictly necessary (we could use 153 * find234 instead), but Purify showed that board generation (mostly the solver) 154 * was spending 60% of its time in find234. */ 155 156struct surrounds { /* cloned from lightup.c */ 157 struct { int x, y, dx, dy, off; } points[4]; 158 int npoints, nislands; 159}; 160 161struct island { 162 game_state *state; 163 int x, y, count; 164 struct surrounds adj; 165}; 166 167struct game_state { 168 int w, h, maxb; 169 bool completed, solved; 170 bool allowloops; 171 grid_type *grid; 172 struct island *islands; 173 int n_islands, n_islands_alloc; 174 game_params params; /* used by the aux solver. */ 175#define N_WH_ARRAYS 5 176 char *wha, *possv, *possh, *lines, *maxv, *maxh; 177 struct island **gridi; 178 struct solver_state *solver; /* refcounted */ 179}; 180 181#define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type)) 182 183#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) 184 185#define DINDEX(x,y) ((y)*state->w + (x)) 186 187#define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)]) 188#define IDX(s,g,i) ((s)->g[(i)]) 189#define GRID(s,x,y) INDEX(s,grid,x,y) 190#define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y))) 191#define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y))) 192 193#define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0) 194 195#define WITHIN2(x,min,max) ((x) >= (min) && (x) <= (max)) 196#define WITHIN(x,min,max) ((min) > (max) ? \ 197 WITHIN2(x,max,min) : WITHIN2(x,min,max)) 198 199/* --- island struct and tree support functions --- */ 200 201#define ISLAND_ORTH(is,j,f,df) \ 202 (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df)) 203 204#define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx) 205#define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy) 206 207static void fixup_islands_for_realloc(game_state *state) 208{ 209 int i; 210 211 for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL; 212 for (i = 0; i < state->n_islands; i++) { 213 struct island *is = &state->islands[i]; 214 is->state = state; 215 INDEX(state, gridi, is->x, is->y) = is; 216 } 217} 218 219static bool game_can_format_as_text_now(const game_params *params) 220{ 221 return true; 222} 223 224static char *game_text_format(const game_state *state) 225{ 226 int x, y, len, nl; 227 char *ret, *p; 228 struct island *is; 229 grid_type grid; 230 231 len = (state->h) * (state->w+1) + 1; 232 ret = snewn(len, char); 233 p = ret; 234 235 for (y = 0; y < state->h; y++) { 236 for (x = 0; x < state->w; x++) { 237 grid = GRID(state,x,y); 238 nl = INDEX(state,lines,x,y); 239 is = INDEX(state, gridi, x, y); 240 if (is) { 241 *p++ = '0' + is->count; 242 } else if (grid & G_LINEV) { 243 *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */ 244 } else if (grid & G_LINEH) { 245 *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~'; 246 } else { 247 *p++ = '.'; 248 } 249 } 250 *p++ = '\n'; 251 } 252 *p++ = '\0'; 253 254 assert(p - ret == len); 255 return ret; 256} 257 258static void debug_state(game_state *state) 259{ 260 char *textversion = game_text_format(state); 261 debug(("%s", textversion)); 262 sfree(textversion); 263} 264 265/*static void debug_possibles(game_state *state) 266{ 267 int x, y; 268 debug(("possh followed by possv\n")); 269 for (y = 0; y < state->h; y++) { 270 for (x = 0; x < state->w; x++) { 271 debug(("%d", POSSIBLES(state, 1, x, y))); 272 } 273 debug((" ")); 274 for (x = 0; x < state->w; x++) { 275 debug(("%d", POSSIBLES(state, 0, x, y))); 276 } 277 debug(("\n")); 278 } 279 debug(("\n")); 280 for (y = 0; y < state->h; y++) { 281 for (x = 0; x < state->w; x++) { 282 debug(("%d", MAXIMUM(state, 1, x, y))); 283 } 284 debug((" ")); 285 for (x = 0; x < state->w; x++) { 286 debug(("%d", MAXIMUM(state, 0, x, y))); 287 } 288 debug(("\n")); 289 } 290 debug(("\n")); 291}*/ 292 293static void island_set_surrounds(struct island *is) 294{ 295 assert(INGRID(is->state,is->x,is->y)); 296 is->adj.npoints = is->adj.nislands = 0; 297#define ADDPOINT(cond,ddx,ddy) do {\ 298 if (cond) { \ 299 is->adj.points[is->adj.npoints].x = is->x+(ddx); \ 300 is->adj.points[is->adj.npoints].y = is->y+(ddy); \ 301 is->adj.points[is->adj.npoints].dx = (ddx); \ 302 is->adj.points[is->adj.npoints].dy = (ddy); \ 303 is->adj.points[is->adj.npoints].off = 0; \ 304 is->adj.npoints++; \ 305 } } while(0) 306 ADDPOINT(is->x > 0, -1, 0); 307 ADDPOINT(is->x < (is->state->w-1), +1, 0); 308 ADDPOINT(is->y > 0, 0, -1); 309 ADDPOINT(is->y < (is->state->h-1), 0, +1); 310} 311 312static void island_find_orthogonal(struct island *is) 313{ 314 /* fills in the rest of the 'surrounds' structure, assuming 315 * all other islands are now in place. */ 316 int i, x, y, dx, dy, off; 317 318 is->adj.nislands = 0; 319 for (i = 0; i < is->adj.npoints; i++) { 320 dx = is->adj.points[i].dx; 321 dy = is->adj.points[i].dy; 322 x = is->x + dx; 323 y = is->y + dy; 324 off = 1; 325 is->adj.points[i].off = 0; 326 while (INGRID(is->state, x, y)) { 327 if (GRID(is->state, x, y) & G_ISLAND) { 328 is->adj.points[i].off = off; 329 is->adj.nislands++; 330 /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n", 331 is->x, is->y, off, dx, dy, 332 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/ 333 goto foundisland; 334 } 335 off++; x += dx; y += dy; 336 } 337foundisland: 338 ; 339 } 340} 341 342static bool island_hasbridge(struct island *is, int direction) 343{ 344 int x = is->adj.points[direction].x; 345 int y = is->adj.points[direction].y; 346 grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; 347 348 if (GRID(is->state, x, y) & gline) return true; 349 return false; 350} 351 352static struct island *island_find_connection(struct island *is, int adjpt) 353{ 354 struct island *is_r; 355 356 assert(adjpt < is->adj.npoints); 357 if (!is->adj.points[adjpt].off) return NULL; 358 if (!island_hasbridge(is, adjpt)) return NULL; 359 360 is_r = INDEX(is->state, gridi, 361 ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt)); 362 assert(is_r); 363 364 return is_r; 365} 366 367static struct island *island_add(game_state *state, int x, int y, int count) 368{ 369 struct island *is; 370 bool realloced = false; 371 372 assert(!(GRID(state,x,y) & G_ISLAND)); 373 GRID(state,x,y) |= G_ISLAND; 374 375 state->n_islands++; 376 if (state->n_islands > state->n_islands_alloc) { 377 state->n_islands_alloc = state->n_islands * 2; 378 state->islands = 379 sresize(state->islands, state->n_islands_alloc, struct island); 380 realloced = true; 381 } 382 is = &state->islands[state->n_islands-1]; 383 384 memset(is, 0, sizeof(struct island)); 385 is->state = state; 386 is->x = x; 387 is->y = y; 388 is->count = count; 389 island_set_surrounds(is); 390 391 if (realloced) 392 fixup_islands_for_realloc(state); 393 else 394 INDEX(state, gridi, x, y) = is; 395 396 return is; 397} 398 399 400/* n = -1 means 'flip NOLINE flags [and set line to 0].' */ 401static void island_join(struct island *i1, struct island *i2, int n, bool is_max) 402{ 403 game_state *state = i1->state; 404 int s, e, x, y; 405 406 assert(i1->state == i2->state); 407 assert(n >= -1 && n <= i1->state->maxb); 408 409 if (i1->x == i2->x) { 410 x = i1->x; 411 if (i1->y < i2->y) { 412 s = i1->y+1; e = i2->y-1; 413 } else { 414 s = i2->y+1; e = i1->y-1; 415 } 416 for (y = s; y <= e; y++) { 417 if (is_max) { 418 INDEX(state,maxv,x,y) = n; 419 } else { 420 if (n < 0) { 421 GRID(state,x,y) ^= G_NOLINEV; 422 } else if (n == 0) { 423 GRID(state,x,y) &= ~G_LINEV; 424 } else { 425 GRID(state,x,y) |= G_LINEV; 426 INDEX(state,lines,x,y) = n; 427 } 428 } 429 } 430 } else if (i1->y == i2->y) { 431 y = i1->y; 432 if (i1->x < i2->x) { 433 s = i1->x+1; e = i2->x-1; 434 } else { 435 s = i2->x+1; e = i1->x-1; 436 } 437 for (x = s; x <= e; x++) { 438 if (is_max) { 439 INDEX(state,maxh,x,y) = n; 440 } else { 441 if (n < 0) { 442 GRID(state,x,y) ^= G_NOLINEH; 443 } else if (n == 0) { 444 GRID(state,x,y) &= ~G_LINEH; 445 } else { 446 GRID(state,x,y) |= G_LINEH; 447 INDEX(state,lines,x,y) = n; 448 } 449 } 450 } 451 } else { 452 assert(!"island_join: islands not orthogonal."); 453 } 454} 455 456/* Counts the number of bridges currently attached to the island. */ 457static int island_countbridges(struct island *is) 458{ 459 int i, c = 0; 460 461 for (i = 0; i < is->adj.npoints; i++) { 462 c += GRIDCOUNT(is->state, 463 is->adj.points[i].x, is->adj.points[i].y, 464 is->adj.points[i].dx ? G_LINEH : G_LINEV); 465 } 466 /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/ 467 return c; 468} 469 470static int island_adjspace(struct island *is, bool marks, int missing, 471 int direction) 472{ 473 int x, y, poss, curr, dx; 474 grid_type gline, mline; 475 476 x = is->adj.points[direction].x; 477 y = is->adj.points[direction].y; 478 dx = is->adj.points[direction].dx; 479 gline = dx ? G_LINEH : G_LINEV; 480 481 if (marks) { 482 mline = dx ? G_MARKH : G_MARKV; 483 if (GRID(is->state,x,y) & mline) return 0; 484 } 485 poss = POSSIBLES(is->state, dx, x, y); 486 poss = min(poss, missing); 487 488 curr = GRIDCOUNT(is->state, x, y, gline); 489 poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr); 490 491 return poss; 492} 493 494/* Counts the number of bridge spaces left around the island; 495 * expects the possibles to be up-to-date. */ 496static int island_countspaces(struct island *is, bool marks) 497{ 498 int i, c = 0, missing; 499 500 missing = is->count - island_countbridges(is); 501 if (missing < 0) return 0; 502 503 for (i = 0; i < is->adj.npoints; i++) { 504 c += island_adjspace(is, marks, missing, i); 505 } 506 return c; 507} 508 509/* Returns a bridge count rather than a boolean */ 510static int island_isadj(struct island *is, int direction) 511{ 512 int x, y; 513 grid_type gline, mline; 514 515 x = is->adj.points[direction].x; 516 y = is->adj.points[direction].y; 517 518 mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV; 519 gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; 520 if (GRID(is->state, x, y) & mline) { 521 /* If we're marked (i.e. the thing to attach to is complete) 522 * only count an adjacency if we're already attached. */ 523 return GRIDCOUNT(is->state, x, y, gline); 524 } else { 525 /* If we're unmarked, count possible adjacency iff it's 526 * flagged as POSSIBLE. */ 527 return POSSIBLES(is->state, is->adj.points[direction].dx, x, y); 528 } 529 return 0; 530} 531 532/* Counts the no. of possible adjacent islands (including islands 533 * we're already connected to). */ 534static int island_countadj(struct island *is) 535{ 536 int i, nadj = 0; 537 538 for (i = 0; i < is->adj.npoints; i++) { 539 if (island_isadj(is, i)) nadj++; 540 } 541 return nadj; 542} 543 544static void island_togglemark(struct island *is) 545{ 546 int i, j, x, y, o; 547 struct island *is_loop; 548 549 /* mark the island... */ 550 GRID(is->state, is->x, is->y) ^= G_MARK; 551 552 /* ...remove all marks on non-island squares... */ 553 for (x = 0; x < is->state->w; x++) { 554 for (y = 0; y < is->state->h; y++) { 555 if (!(GRID(is->state, x, y) & G_ISLAND)) 556 GRID(is->state, x, y) &= ~G_MARK; 557 } 558 } 559 560 /* ...and add marks to squares around marked islands. */ 561 for (i = 0; i < is->state->n_islands; i++) { 562 is_loop = &is->state->islands[i]; 563 if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK)) 564 continue; 565 566 for (j = 0; j < is_loop->adj.npoints; j++) { 567 /* if this direction takes us to another island, mark all 568 * squares between the two islands. */ 569 if (!is_loop->adj.points[j].off) continue; 570 assert(is_loop->adj.points[j].off > 1); 571 for (o = 1; o < is_loop->adj.points[j].off; o++) { 572 GRID(is_loop->state, 573 is_loop->x + is_loop->adj.points[j].dx*o, 574 is_loop->y + is_loop->adj.points[j].dy*o) |= 575 is_loop->adj.points[j].dy ? G_MARKV : G_MARKH; 576 } 577 } 578 } 579} 580 581static bool island_impossible(struct island *is, bool strict) 582{ 583 int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc; 584 int i, poss; 585 struct island *is_orth; 586 587 if (nspc < 0) { 588 debug(("island at (%d,%d) impossible because full.\n", is->x, is->y)); 589 return true; /* too many bridges */ 590 } else if ((curr + island_countspaces(is, false)) < is->count) { 591 debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y)); 592 return true; /* impossible to create enough bridges */ 593 } else if (strict && curr < is->count) { 594 debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y)); 595 return true; /* not enough bridges and island is locked */ 596 } 597 598 /* Count spaces in surrounding islands. */ 599 nsurrspc = 0; 600 for (i = 0; i < is->adj.npoints; i++) { 601 int ifree, dx = is->adj.points[i].dx; 602 603 if (!is->adj.points[i].off) continue; 604 poss = POSSIBLES(is->state, dx, 605 is->adj.points[i].x, is->adj.points[i].y); 606 if (poss == 0) continue; 607 is_orth = INDEX(is->state, gridi, 608 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)); 609 assert(is_orth); 610 611 ifree = is_orth->count - island_countbridges(is_orth); 612 if (ifree > 0) { 613 /* 614 * ifree is the number of bridges unfilled in the other 615 * island, which is clearly an upper bound on the number 616 * of extra bridges this island may run to it. 617 * 618 * Another upper bound is the number of bridges unfilled 619 * on the specific line between here and there. We must 620 * take the minimum of both. 621 */ 622 int bmax = MAXIMUM(is->state, dx, 623 is->adj.points[i].x, is->adj.points[i].y); 624 int bcurr = GRIDCOUNT(is->state, 625 is->adj.points[i].x, is->adj.points[i].y, 626 dx ? G_LINEH : G_LINEV); 627 assert(bcurr <= bmax); 628 nsurrspc += min(ifree, bmax - bcurr); 629 } 630 } 631 if (nsurrspc < nspc) { 632 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", 633 is->x, is->y, nsurrspc, nspc)); 634 return true; /* not enough spaces around surrounding islands to fill this one. */ 635 } 636 637 return false; 638} 639 640/* --- Game parameter functions --- */ 641 642#define DEFAULT_PRESET 0 643 644static const struct game_params bridges_presets[] = { 645 { 7, 7, 2, 30, 10, 1, 0 }, 646 { 7, 7, 2, 30, 10, 1, 1 }, 647 { 7, 7, 2, 30, 10, 1, 2 }, 648 { 10, 10, 2, 30, 10, 1, 0 }, 649 { 10, 10, 2, 30, 10, 1, 1 }, 650 { 10, 10, 2, 30, 10, 1, 2 }, 651 { 15, 15, 2, 30, 10, 1, 0 }, 652 { 15, 15, 2, 30, 10, 1, 1 }, 653 { 15, 15, 2, 30, 10, 1, 2 }, 654}; 655 656static game_params *default_params(void) 657{ 658 game_params *ret = snew(game_params); 659 *ret = bridges_presets[DEFAULT_PRESET]; 660 661 return ret; 662} 663 664static bool game_fetch_preset(int i, char **name, game_params **params) 665{ 666 game_params *ret; 667 char buf[80]; 668 669 if (i < 0 || i >= lenof(bridges_presets)) 670 return false; 671 672 ret = default_params(); 673 *ret = bridges_presets[i]; 674 *params = ret; 675 676 sprintf(buf, "%dx%d %s", ret->w, ret->h, 677 ret->difficulty == 0 ? "easy" : 678 ret->difficulty == 1 ? "medium" : "hard"); 679 *name = dupstr(buf); 680 681 return true; 682} 683 684static void free_params(game_params *params) 685{ 686 sfree(params); 687} 688 689static game_params *dup_params(const game_params *params) 690{ 691 game_params *ret = snew(game_params); 692 *ret = *params; /* structure copy */ 693 return ret; 694} 695 696#define EATNUM(x) do { \ 697 (x) = atoi(string); \ 698 while (*string && isdigit((unsigned char)*string)) string++; \ 699} while(0) 700 701static void decode_params(game_params *params, char const *string) 702{ 703 EATNUM(params->w); 704 params->h = params->w; 705 if (*string == 'x') { 706 string++; 707 EATNUM(params->h); 708 } 709 if (*string == 'i') { 710 string++; 711 EATNUM(params->islands); 712 } 713 if (*string == 'e') { 714 string++; 715 EATNUM(params->expansion); 716 } 717 if (*string == 'm') { 718 string++; 719 EATNUM(params->maxb); 720 } 721 params->allowloops = true; 722 if (*string == 'L') { 723 string++; 724 params->allowloops = false; 725 } 726 if (*string == 'd') { 727 string++; 728 EATNUM(params->difficulty); 729 } 730} 731 732static char *encode_params(const game_params *params, bool full) 733{ 734 char buf[80]; 735 736 if (full) { 737 sprintf(buf, "%dx%di%de%dm%d%sd%d", 738 params->w, params->h, params->islands, params->expansion, 739 params->maxb, params->allowloops ? "" : "L", 740 params->difficulty); 741 } else { 742 sprintf(buf, "%dx%dm%d%s", params->w, params->h, 743 params->maxb, params->allowloops ? "" : "L"); 744 } 745 return dupstr(buf); 746} 747 748static config_item *game_configure(const game_params *params) 749{ 750 config_item *ret; 751 char buf[80]; 752 753 ret = snewn(8, config_item); 754 755 ret[0].name = "Width"; 756 ret[0].type = C_STRING; 757 sprintf(buf, "%d", params->w); 758 ret[0].u.string.sval = dupstr(buf); 759 760 ret[1].name = "Height"; 761 ret[1].type = C_STRING; 762 sprintf(buf, "%d", params->h); 763 ret[1].u.string.sval = dupstr(buf); 764 765 ret[2].name = "Difficulty"; 766 ret[2].type = C_CHOICES; 767 ret[2].u.choices.choicenames = ":Easy:Medium:Hard"; 768 ret[2].u.choices.selected = params->difficulty; 769 770 ret[3].name = "Allow loops"; 771 ret[3].type = C_BOOLEAN; 772 ret[3].u.boolean.bval = params->allowloops; 773 774 ret[4].name = "Max. bridges per direction"; 775 ret[4].type = C_CHOICES; 776 ret[4].u.choices.choicenames = ":1:2:3:4"; /* keep up-to-date with 777 * MAX_BRIDGES */ 778 ret[4].u.choices.selected = params->maxb - 1; 779 780 ret[5].name = "%age of island squares"; 781 ret[5].type = C_CHOICES; 782 ret[5].u.choices.choicenames = ":5%:10%:15%:20%:25%:30%"; 783 ret[5].u.choices.selected = (params->islands / 5)-1; 784 785 ret[6].name = "Expansion factor (%age)"; 786 ret[6].type = C_CHOICES; 787 ret[6].u.choices.choicenames = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%"; 788 ret[6].u.choices.selected = params->expansion / 10; 789 790 ret[7].name = NULL; 791 ret[7].type = C_END; 792 793 return ret; 794} 795 796static game_params *custom_params(const config_item *cfg) 797{ 798 game_params *ret = snew(game_params); 799 800 ret->w = atoi(cfg[0].u.string.sval); 801 ret->h = atoi(cfg[1].u.string.sval); 802 ret->difficulty = cfg[2].u.choices.selected; 803 ret->allowloops = cfg[3].u.boolean.bval; 804 ret->maxb = cfg[4].u.choices.selected + 1; 805 ret->islands = (cfg[5].u.choices.selected + 1) * 5; 806 ret->expansion = cfg[6].u.choices.selected * 10; 807 808 return ret; 809} 810 811static const char *validate_params(const game_params *params, bool full) 812{ 813 if (params->w < 3 || params->h < 3) 814 return "Width and height must be at least 3"; 815 if (params->w > INT_MAX / params->h) 816 return "Width times height must not be unreasonably large"; 817 if (params->maxb < 1 || params->maxb > MAX_BRIDGES) 818 return "Too many bridges."; 819 if (full) { 820 if (params->islands <= 0 || params->islands > 30) 821 return "%age of island squares must be between 1% and 30%"; 822 if (params->expansion < 0 || params->expansion > 100) 823 return "Expansion factor must be between 0 and 100"; 824 } 825 return NULL; 826} 827 828/* --- Game encoding and differences --- */ 829 830static char *encode_game(game_state *state) 831{ 832 char *ret, *p; 833 int wh = state->w*state->h, run, x, y; 834 struct island *is; 835 836 ret = snewn(wh + 1, char); 837 p = ret; 838 run = 0; 839 for (y = 0; y < state->h; y++) { 840 for (x = 0; x < state->w; x++) { 841 is = INDEX(state, gridi, x, y); 842 if (is) { 843 if (run) { 844 *p++ = ('a'-1) + run; 845 run = 0; 846 } 847 if (is->count < 10) 848 *p++ = '0' + is->count; 849 else 850 *p++ = 'A' + (is->count - 10); 851 } else { 852 if (run == 26) { 853 *p++ = ('a'-1) + run; 854 run = 0; 855 } 856 run++; 857 } 858 } 859 } 860 if (run) { 861 *p++ = ('a'-1) + run; 862 run = 0; 863 } 864 *p = '\0'; 865 assert(p - ret <= wh); 866 867 return ret; 868} 869 870static char *game_state_diff(const game_state *src, const game_state *dest) 871{ 872 int movesize = 256, movelen = 0; 873 char *move = snewn(movesize, char), buf[80]; 874 int i, d, x, y, len; 875 grid_type gline, nline; 876 struct island *is_s, *is_d, *is_orth; 877 878#define APPEND do { \ 879 if (movelen + len >= movesize) { \ 880 movesize = movelen + len + 256; \ 881 move = sresize(move, movesize, char); \ 882 } \ 883 strcpy(move + movelen, buf); \ 884 movelen += len; \ 885} while(0) 886 887 move[movelen++] = 'S'; 888 move[movelen] = '\0'; 889 890 assert(src->n_islands == dest->n_islands); 891 892 for (i = 0; i < src->n_islands; i++) { 893 is_s = &src->islands[i]; 894 is_d = &dest->islands[i]; 895 assert(is_s->x == is_d->x); 896 assert(is_s->y == is_d->y); 897 assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */ 898 899 for (d = 0; d < is_s->adj.npoints; d++) { 900 if (is_s->adj.points[d].dx == -1 || 901 is_s->adj.points[d].dy == -1) continue; 902 903 x = is_s->adj.points[d].x; 904 y = is_s->adj.points[d].y; 905 gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV; 906 nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV; 907 is_orth = INDEX(dest, gridi, 908 ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d)); 909 910 if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) { 911 assert(is_orth); 912 len = sprintf(buf, ";L%d,%d,%d,%d,%d", 913 is_s->x, is_s->y, is_orth->x, is_orth->y, 914 GRIDCOUNT(dest, x, y, gline)); 915 APPEND; 916 } 917 if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) { 918 assert(is_orth); 919 len = sprintf(buf, ";N%d,%d,%d,%d", 920 is_s->x, is_s->y, is_orth->x, is_orth->y); 921 APPEND; 922 } 923 } 924 if ((GRID(src, is_s->x, is_s->y) & G_MARK) != 925 (GRID(dest, is_d->x, is_d->y) & G_MARK)) { 926 len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y); 927 APPEND; 928 } 929 } 930 return move; 931} 932 933/* --- Game setup and solving utilities --- */ 934 935/* This function is optimised; a Quantify showed that lots of grid-generation time 936 * (>50%) was spent in here. Hence the IDX() stuff. */ 937 938static void map_update_possibles(game_state *state) 939{ 940 int x, y, s, e, i, np, maxb, w = state->w, idx; 941 bool bl; 942 struct island *is_s = NULL, *is_f = NULL; 943 944 /* Run down vertical stripes [un]setting possv... */ 945 for (x = 0; x < state->w; x++) { 946 idx = x; 947 s = e = -1; 948 bl = false; 949 maxb = state->params.maxb; /* placate optimiser */ 950 /* Unset possible flags until we find an island. */ 951 for (y = 0; y < state->h; y++) { 952 is_s = IDX(state, gridi, idx); 953 if (is_s) { 954 maxb = is_s->count; 955 break; 956 } 957 958 IDX(state, possv, idx) = 0; 959 idx += w; 960 } 961 for (; y < state->h; y++) { 962 maxb = min(maxb, IDX(state, maxv, idx)); 963 is_f = IDX(state, gridi, idx); 964 if (is_f) { 965 assert(is_s); 966 np = min(maxb, is_f->count); 967 968 if (s != -1) { 969 for (i = s; i <= e; i++) { 970 INDEX(state, possv, x, i) = bl ? 0 : np; 971 } 972 } 973 s = y+1; 974 bl = false; 975 is_s = is_f; 976 maxb = is_s->count; 977 } else { 978 e = y; 979 if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = true; 980 } 981 idx += w; 982 } 983 if (s != -1) { 984 for (i = s; i <= e; i++) 985 INDEX(state, possv, x, i) = 0; 986 } 987 } 988 989 /* ...and now do horizontal stripes [un]setting possh. */ 990 /* can we lose this clone'n'hack? */ 991 for (y = 0; y < state->h; y++) { 992 idx = y*w; 993 s = e = -1; 994 bl = false; 995 maxb = state->params.maxb; /* placate optimiser */ 996 for (x = 0; x < state->w; x++) { 997 is_s = IDX(state, gridi, idx); 998 if (is_s) { 999 maxb = is_s->count; 1000 break; 1001 } 1002 1003 IDX(state, possh, idx) = 0; 1004 idx += 1; 1005 } 1006 for (; x < state->w; x++) { 1007 maxb = min(maxb, IDX(state, maxh, idx)); 1008 is_f = IDX(state, gridi, idx); 1009 if (is_f) { 1010 assert(is_s); 1011 np = min(maxb, is_f->count); 1012 1013 if (s != -1) { 1014 for (i = s; i <= e; i++) { 1015 INDEX(state, possh, i, y) = bl ? 0 : np; 1016 } 1017 } 1018 s = x+1; 1019 bl = false; 1020 is_s = is_f; 1021 maxb = is_s->count; 1022 } else { 1023 e = x; 1024 if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = true; 1025 } 1026 idx += 1; 1027 } 1028 if (s != -1) { 1029 for (i = s; i <= e; i++) 1030 INDEX(state, possh, i, y) = 0; 1031 } 1032 } 1033} 1034 1035static void map_count(game_state *state) 1036{ 1037 int i, n, ax, ay; 1038 grid_type flag, grid; 1039 struct island *is; 1040 1041 for (i = 0; i < state->n_islands; i++) { 1042 is = &state->islands[i]; 1043 is->count = 0; 1044 for (n = 0; n < is->adj.npoints; n++) { 1045 ax = is->adj.points[n].x; 1046 ay = is->adj.points[n].y; 1047 flag = (ax == is->x) ? G_LINEV : G_LINEH; 1048 grid = GRID(state,ax,ay); 1049 if (grid & flag) { 1050 is->count += INDEX(state,lines,ax,ay); 1051 } 1052 } 1053 } 1054} 1055 1056static void map_find_orthogonal(game_state *state) 1057{ 1058 int i; 1059 1060 for (i = 0; i < state->n_islands; i++) { 1061 island_find_orthogonal(&state->islands[i]); 1062 } 1063} 1064 1065struct bridges_neighbour_ctx { 1066 game_state *state; 1067 int i, n, neighbours[4]; 1068}; 1069static int bridges_neighbour(int vertex, void *vctx) 1070{ 1071 struct bridges_neighbour_ctx *ctx = (struct bridges_neighbour_ctx *)vctx; 1072 if (vertex >= 0) { 1073 game_state *state = ctx->state; 1074 int w = state->w, x = vertex % w, y = vertex / w; 1075 grid_type grid = GRID(state, x, y), gline = grid & G_LINE; 1076 struct island *is; 1077 int x1, y1, x2, y2, i; 1078 1079 ctx->i = ctx->n = 0; 1080 1081 is = INDEX(state, gridi, x, y); 1082 if (is) { 1083 for (i = 0; i < is->adj.npoints; i++) { 1084 gline = is->adj.points[i].dx ? G_LINEH : G_LINEV; 1085 if (GRID(state, is->adj.points[i].x, 1086 is->adj.points[i].y) & gline) { 1087 ctx->neighbours[ctx->n++] = 1088 (is->adj.points[i].y * w + is->adj.points[i].x); 1089 } 1090 } 1091 } else if (gline) { 1092 if (gline & G_LINEV) { 1093 x1 = x2 = x; 1094 y1 = y-1; y2 = y+1; 1095 } else { 1096 x1 = x-1; x2 = x+1; 1097 y1 = y2 = y; 1098 } 1099 /* Non-island squares with edges in should never be 1100 * pointing off the edge of the grid. */ 1101 assert(INGRID(state, x1, y1)); 1102 assert(INGRID(state, x2, y2)); 1103 if (GRID(state, x1, y1) & (gline | G_ISLAND)) 1104 ctx->neighbours[ctx->n++] = y1 * w + x1; 1105 if (GRID(state, x2, y2) & (gline | G_ISLAND)) 1106 ctx->neighbours[ctx->n++] = y2 * w + x2; 1107 } 1108 } 1109 1110 if (ctx->i < ctx->n) 1111 return ctx->neighbours[ctx->i++]; 1112 else 1113 return -1; 1114} 1115 1116static bool map_hasloops(game_state *state, bool mark) 1117{ 1118 int x, y; 1119 struct findloopstate *fls; 1120 struct bridges_neighbour_ctx ctx; 1121 bool ret; 1122 1123 fls = findloop_new_state(state->w * state->h); 1124 ctx.state = state; 1125 ret = findloop_run(fls, state->w * state->h, bridges_neighbour, &ctx); 1126 1127 if (mark) { 1128 for (y = 0; y < state->h; y++) { 1129 for (x = 0; x < state->w; x++) { 1130 int u, v; 1131 1132 u = y * state->w + x; 1133 for (v = bridges_neighbour(u, &ctx); v >= 0; 1134 v = bridges_neighbour(-1, &ctx)) 1135 if (findloop_is_loop_edge(fls, u, v)) 1136 GRID(state,x,y) |= G_WARN; 1137 } 1138 } 1139 } 1140 1141 findloop_free_state(fls); 1142 return ret; 1143} 1144 1145static void map_group(game_state *state) 1146{ 1147 int i, d1, d2; 1148 int x, y, x2, y2; 1149 DSF *dsf = state->solver->dsf; 1150 struct island *is, *is_join; 1151 1152 /* Initialise dsf. */ 1153 dsf_reinit(dsf); 1154 1155 /* For each island, find connected islands right or down 1156 * and merge the dsf for the island squares as well as the 1157 * bridge squares. */ 1158 for (x = 0; x < state->w; x++) { 1159 for (y = 0; y < state->h; y++) { 1160 GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */ 1161 1162 is = INDEX(state, gridi, x, y); 1163 if (!is) continue; 1164 d1 = DINDEX(x,y); 1165 for (i = 0; i < is->adj.npoints; i++) { 1166 /* only want right/down */ 1167 if (is->adj.points[i].dx == -1 || 1168 is->adj.points[i].dy == -1) continue; 1169 1170 is_join = island_find_connection(is, i); 1171 if (!is_join) continue; 1172 1173 d2 = DINDEX(is_join->x, is_join->y); 1174 if (dsf_equivalent(dsf, d1, d2)) { 1175 ; /* we have a loop. See comment in map_hasloops. */ 1176 /* However, we still want to merge all squares joining 1177 * this side-that-makes-a-loop. */ 1178 } 1179 /* merge all squares between island 1 and island 2. */ 1180 for (x2 = x; x2 <= is_join->x; x2++) { 1181 for (y2 = y; y2 <= is_join->y; y2++) { 1182 d2 = DINDEX(x2,y2); 1183 if (d1 != d2) dsf_merge(dsf,d1,d2); 1184 } 1185 } 1186 } 1187 } 1188 } 1189} 1190 1191static bool map_group_check(game_state *state, int canon, bool warn, 1192 int *nislands_r) 1193{ 1194 DSF *dsf = state->solver->dsf; 1195 int nislands = 0; 1196 int x, y, i; 1197 bool allfull = true; 1198 struct island *is; 1199 1200 for (i = 0; i < state->n_islands; i++) { 1201 is = &state->islands[i]; 1202 if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue; 1203 1204 GRID(state, is->x, is->y) |= G_SWEEP; 1205 nislands++; 1206 if (island_countbridges(is) != is->count) 1207 allfull = false; 1208 } 1209 if (warn && allfull && nislands != state->n_islands) { 1210 /* we're full and this island group isn't the whole set. 1211 * Mark all squares with this dsf canon as ERR. */ 1212 for (x = 0; x < state->w; x++) { 1213 for (y = 0; y < state->h; y++) { 1214 if (dsf_canonify(dsf, DINDEX(x,y)) == canon) { 1215 GRID(state,x,y) |= G_WARN; 1216 } 1217 } 1218 } 1219 1220 } 1221 if (nislands_r) *nislands_r = nislands; 1222 return allfull; 1223} 1224 1225static bool map_group_full(game_state *state, int *ngroups_r) 1226{ 1227 DSF *dsf = state->solver->dsf; 1228 int ngroups = 0; 1229 int i; 1230 bool anyfull = false; 1231 struct island *is; 1232 1233 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */ 1234 1235 for (i = 0; i < state->n_islands; i++) { 1236 is = &state->islands[i]; 1237 if (GRID(state,is->x,is->y) & G_SWEEP) continue; 1238 1239 ngroups++; 1240 if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), 1241 true, NULL)) 1242 anyfull = true; 1243 } 1244 1245 *ngroups_r = ngroups; 1246 return anyfull; 1247} 1248 1249static bool map_check(game_state *state) 1250{ 1251 int ngroups; 1252 1253 /* Check for loops, if necessary. */ 1254 if (!state->allowloops) { 1255 if (map_hasloops(state, true)) 1256 return false; 1257 } 1258 1259 /* Place islands into island groups and check for early 1260 * satisfied-groups. */ 1261 map_group(state); /* clears WARN and SWEEP */ 1262 if (map_group_full(state, &ngroups)) { 1263 if (ngroups == 1) return true; 1264 } 1265 return false; 1266} 1267 1268static void map_clear(game_state *state) 1269{ 1270 int x, y; 1271 1272 for (x = 0; x < state->w; x++) { 1273 for (y = 0; y < state->h; y++) { 1274 /* clear most flags; might want to be slightly more careful here. */ 1275 GRID(state,x,y) &= G_ISLAND; 1276 } 1277 } 1278} 1279 1280static void solve_join(struct island *is, int direction, int n, bool is_max) 1281{ 1282 struct island *is_orth; 1283 int d1, d2; 1284 DSF *dsf = is->state->solver->dsf; 1285 game_state *state = is->state; /* for DINDEX */ 1286 1287 is_orth = INDEX(is->state, gridi, 1288 ISLAND_ORTHX(is, direction), 1289 ISLAND_ORTHY(is, direction)); 1290 assert(is_orth); 1291 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n", 1292 is->x, is->y, is_orth->x, is_orth->y, n));*/ 1293 island_join(is, is_orth, n, is_max); 1294 1295 if (n > 0 && !is_max) { 1296 d1 = DINDEX(is->x, is->y); 1297 d2 = DINDEX(is_orth->x, is_orth->y); 1298 if (!dsf_equivalent(dsf, d1, d2)) 1299 dsf_merge(dsf, d1, d2); 1300 } 1301} 1302 1303static int solve_fillone(struct island *is) 1304{ 1305 int i, nadded = 0; 1306 1307 debug(("solve_fillone for island (%d,%d).\n", is->x, is->y)); 1308 1309 for (i = 0; i < is->adj.npoints; i++) { 1310 if (island_isadj(is, i)) { 1311 if (island_hasbridge(is, i)) { 1312 /* already attached; do nothing. */; 1313 } else { 1314 solve_join(is, i, 1, false); 1315 nadded++; 1316 } 1317 } 1318 } 1319 return nadded; 1320} 1321 1322static int solve_fill(struct island *is) 1323{ 1324 /* for each unmarked adjacent, make sure we convert every possible bridge 1325 * to a real one, and then work out the possibles afresh. */ 1326 int i, nnew, ncurr, nadded = 0, missing; 1327 1328 debug(("solve_fill for island (%d,%d).\n", is->x, is->y)); 1329 1330 missing = is->count - island_countbridges(is); 1331 if (missing < 0) return 0; 1332 1333 /* very like island_countspaces. */ 1334 for (i = 0; i < is->adj.npoints; i++) { 1335 nnew = island_adjspace(is, true, missing, i); 1336 if (nnew) { 1337 ncurr = GRIDCOUNT(is->state, 1338 is->adj.points[i].x, is->adj.points[i].y, 1339 is->adj.points[i].dx ? G_LINEH : G_LINEV); 1340 1341 solve_join(is, i, nnew + ncurr, false); 1342 nadded += nnew; 1343 } 1344 } 1345 return nadded; 1346} 1347 1348static bool solve_island_stage1(struct island *is, bool *didsth_r) 1349{ 1350 int bridges = island_countbridges(is); 1351 int nspaces = island_countspaces(is, true); 1352 int nadj = island_countadj(is); 1353 bool didsth = false; 1354 1355 assert(didsth_r); 1356 1357 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n", 1358 is->x, is->y, bridges, is->count, nspaces, nadj));*/ 1359 if (bridges > is->count) { 1360 /* We only ever add bridges when we're sure they fit, or that's 1361 * the only place they can go. If we've added bridges such that 1362 * another island has become wrong, the puzzle must not have had 1363 * a solution. */ 1364 debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y)); 1365 return false; 1366 } else if (bridges == is->count) { 1367 /* This island is full. Make sure it's marked (and update 1368 * possibles if we did). */ 1369 if (!(GRID(is->state, is->x, is->y) & G_MARK)) { 1370 debug(("...marking island (%d,%d) as full.\n", is->x, is->y)); 1371 island_togglemark(is); 1372 didsth = true; 1373 } 1374 } else if (GRID(is->state, is->x, is->y) & G_MARK) { 1375 debug(("...island (%d,%d) is marked but unfinished!\n", 1376 is->x, is->y)); 1377 return false; /* island has been marked unfinished; no solution from here. */ 1378 } else { 1379 /* This is the interesting bit; we try and fill in more information 1380 * about this island. */ 1381 if (is->count == bridges + nspaces) { 1382 if (solve_fill(is) > 0) didsth = true; 1383 } else if (is->count > ((nadj-1) * is->state->maxb)) { 1384 /* must have at least one bridge in each possible direction. */ 1385 if (solve_fillone(is) > 0) didsth = true; 1386 } 1387 } 1388 if (didsth) { 1389 map_update_possibles(is->state); 1390 *didsth_r = true; 1391 } 1392 return true; 1393} 1394 1395/* returns true if a new line here would cause a loop. */ 1396static bool solve_island_checkloop(struct island *is, int direction) 1397{ 1398 struct island *is_orth; 1399 DSF *dsf = is->state->solver->dsf; 1400 int d1, d2; 1401 game_state *state = is->state; 1402 1403 if (is->state->allowloops) 1404 return false; /* don't care anyway */ 1405 if (island_hasbridge(is, direction)) 1406 return false; /* already has a bridge */ 1407 if (island_isadj(is, direction) == 0) 1408 return false; /* no adj island */ 1409 1410 is_orth = INDEX(is->state, gridi, 1411 ISLAND_ORTHX(is,direction), 1412 ISLAND_ORTHY(is,direction)); 1413 if (!is_orth) return false; 1414 1415 d1 = DINDEX(is->x, is->y); 1416 d2 = DINDEX(is_orth->x, is_orth->y); 1417 if (dsf_equivalent(dsf, d1, d2)) { 1418 /* two islands are connected already; don't join them. */ 1419 return true; 1420 } 1421 return false; 1422} 1423 1424static bool solve_island_stage2(struct island *is, bool *didsth_r) 1425{ 1426 int navail = 0, nadj, i; 1427 bool added = false, removed = false; 1428 1429 assert(didsth_r); 1430 1431 for (i = 0; i < is->adj.npoints; i++) { 1432 if (solve_island_checkloop(is, i)) { 1433 debug(("removing possible loop at (%d,%d) direction %d.\n", 1434 is->x, is->y, i)); 1435 solve_join(is, i, -1, false); 1436 map_update_possibles(is->state); 1437 removed = true; 1438 } else { 1439 navail += island_isadj(is, i); 1440 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n", 1441 is->x, is->y, 1442 is->adj.points[i].dx, is->adj.points[i].dy, 1443 island_isadj(is, i)));*/ 1444 } 1445 } 1446 1447 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/ 1448 1449 for (i = 0; i < is->adj.npoints; i++) { 1450 if (!island_hasbridge(is, i)) { 1451 nadj = island_isadj(is, i); 1452 if (nadj > 0 && (navail - nadj) < is->count) { 1453 /* we couldn't now complete the island without at 1454 * least one bridge here; put it in. */ 1455 /*debug(("nadj %d, navail %d, is->count %d.\n", 1456 nadj, navail, is->count));*/ 1457 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n", 1458 is->x, is->y, 1459 is->adj.points[i].dx, is->adj.points[i].dy)); 1460 solve_join(is, i, 1, false); 1461 added = true; 1462 /*debug_state(is->state); 1463 debug_possibles(is->state);*/ 1464 } 1465 } 1466 } 1467 if (added) map_update_possibles(is->state); 1468 if (added || removed) *didsth_r = true; 1469 return true; 1470} 1471 1472static bool solve_island_subgroup(struct island *is, int direction) 1473{ 1474 struct island *is_join; 1475 int nislands; 1476 DSF *dsf = is->state->solver->dsf; 1477 game_state *state = is->state; 1478 1479 debug(("..checking subgroups.\n")); 1480 1481 /* if is isn't full, return 0. */ 1482 if (island_countbridges(is) < is->count) { 1483 debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); 1484 return false; 1485 } 1486 1487 if (direction >= 0) { 1488 is_join = INDEX(state, gridi, 1489 ISLAND_ORTHX(is, direction), 1490 ISLAND_ORTHY(is, direction)); 1491 assert(is_join); 1492 1493 /* if is_join isn't full, return 0. */ 1494 if (island_countbridges(is_join) < is_join->count) { 1495 debug(("...dest island (%d,%d) not full.\n", 1496 is_join->x, is_join->y)); 1497 return false; 1498 } 1499 } 1500 1501 /* Check group membership for is->dsf; if it's full return 1. */ 1502 if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), 1503 false, &nislands)) { 1504 if (nislands < state->n_islands) { 1505 /* we have a full subgroup that isn't the whole set. 1506 * This isn't allowed. */ 1507 debug(("island at (%d,%d) makes full subgroup, disallowing.\n", 1508 is->x, is->y)); 1509 return true; 1510 } else { 1511 debug(("...has finished puzzle.\n")); 1512 } 1513 } 1514 return false; 1515} 1516 1517static bool solve_island_impossible(game_state *state) 1518{ 1519 struct island *is; 1520 int i; 1521 1522 /* If any islands are impossible, return 1. */ 1523 for (i = 0; i < state->n_islands; i++) { 1524 is = &state->islands[i]; 1525 if (island_impossible(is, false)) { 1526 debug(("island at (%d,%d) has become impossible, disallowing.\n", 1527 is->x, is->y)); 1528 return true; 1529 } 1530 } 1531 return false; 1532} 1533 1534/* Bear in mind that this function is really rather inefficient. */ 1535static bool solve_island_stage3(struct island *is, bool *didsth_r) 1536{ 1537 int i, n, x, y, missing, spc, curr, maxb; 1538 bool didsth = false; 1539 struct solver_state *ss = is->state->solver; 1540 1541 assert(didsth_r); 1542 1543 missing = is->count - island_countbridges(is); 1544 if (missing <= 0) return true; 1545 1546 for (i = 0; i < is->adj.npoints; i++) { 1547 x = is->adj.points[i].x; 1548 y = is->adj.points[i].y; 1549 spc = island_adjspace(is, true, missing, i); 1550 if (spc == 0) continue; 1551 1552 curr = GRIDCOUNT(is->state, x, y, 1553 is->adj.points[i].dx ? G_LINEH : G_LINEV); 1554 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n", 1555 is->x, is->y, curr+1, curr+spc)); 1556 1557 /* Now we know that this island could have more bridges, 1558 * to bring the total from curr+1 to curr+spc. */ 1559 maxb = -1; 1560 /* We have to squirrel the dsf away and restore it afterwards; 1561 * it is additive only, and can't be removed from. */ 1562 dsf_copy(ss->tmpdsf, ss->dsf); 1563 for (n = curr+1; n <= curr+spc; n++) { 1564 solve_join(is, i, n, false); 1565 map_update_possibles(is->state); 1566 1567 if (solve_island_subgroup(is, i) || 1568 solve_island_impossible(is->state)) { 1569 maxb = n-1; 1570 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", 1571 is->x, is->y, 1572 is->adj.points[i].dx, is->adj.points[i].dy, 1573 maxb)); 1574 break; 1575 } 1576 } 1577 solve_join(is, i, curr, false); /* put back to before. */ 1578 dsf_copy(ss->dsf, ss->tmpdsf); 1579 1580 if (maxb != -1) { 1581 /*debug_state(is->state);*/ 1582 if (maxb == 0) { 1583 debug(("...adding NOLINE.\n")); 1584 solve_join(is, i, -1, false); /* we can't have any bridges here. */ 1585 } else { 1586 debug(("...setting maximum\n")); 1587 solve_join(is, i, maxb, true); 1588 } 1589 didsth = true; 1590 } 1591 map_update_possibles(is->state); 1592 } 1593 1594 for (i = 0; i < is->adj.npoints; i++) { 1595 /* 1596 * Now check to see if any currently empty direction must have 1597 * at least one bridge in order to avoid forming an isolated 1598 * subgraph. This differs from the check above in that it 1599 * considers multiple target islands. For example: 1600 * 1601 * 2 2 4 1602 * 1 3 2 1603 * 3 1604 * 4 1605 * 1606 * The example on the left can be handled by the above loop: 1607 * it will observe that connecting the central 2 twice to the 1608 * left would form an isolated subgraph, and hence it will 1609 * restrict that 2 to at most one bridge in that direction. 1610 * But the example on the right won't be handled by that loop, 1611 * because the deduction requires us to imagine connecting the 1612 * 3 to _both_ the 1 and 2 at once to form an isolated 1613 * subgraph. 1614 * 1615 * This pass is necessary _as well_ as the above one, because 1616 * neither can do the other's job. In the left one, 1617 * restricting the direction which _would_ cause trouble can 1618 * be done even if it's not yet clear which of the remaining 1619 * directions has to have a compensatory bridge; whereas the 1620 * pass below that can handle the right-hand example does need 1621 * to know what direction to point the necessary bridge in. 1622 * 1623 * Neither pass can handle the most general case, in which we 1624 * observe that an arbitrary subset of an island's neighbours 1625 * would form an isolated subgraph with it if it connected 1626 * maximally to them, and hence that at least one bridge must 1627 * point to some neighbour outside that subset but we don't 1628 * know which neighbour. To handle that, we'd have to have a 1629 * richer data format for the solver, which could cope with 1630 * recording the idea that at least one of two edges must have 1631 * a bridge. 1632 */ 1633 bool got = false; 1634 int before[4]; 1635 int j; 1636 1637 spc = island_adjspace(is, true, missing, i); 1638 if (spc == 0) continue; 1639 1640 for (j = 0; j < is->adj.npoints; j++) 1641 before[j] = GRIDCOUNT(is->state, 1642 is->adj.points[j].x, 1643 is->adj.points[j].y, 1644 is->adj.points[j].dx ? G_LINEH : G_LINEV); 1645 if (before[i] != 0) continue; /* this idea is pointless otherwise */ 1646 1647 dsf_copy(ss->tmpdsf, ss->dsf); 1648 1649 for (j = 0; j < is->adj.npoints; j++) { 1650 spc = island_adjspace(is, true, missing, j); 1651 if (spc == 0) continue; 1652 if (j == i) continue; 1653 solve_join(is, j, before[j] + spc, false); 1654 } 1655 map_update_possibles(is->state); 1656 1657 if (solve_island_subgroup(is, -1)) 1658 got = true; 1659 1660 for (j = 0; j < is->adj.npoints; j++) 1661 solve_join(is, j, before[j], false); 1662 dsf_copy(ss->dsf, ss->tmpdsf); 1663 1664 if (got) { 1665 debug(("island at (%d,%d) must connect in direction (%d,%d) to" 1666 " avoid full subgroup.\n", 1667 is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy)); 1668 solve_join(is, i, 1, false); 1669 didsth = true; 1670 } 1671 1672 map_update_possibles(is->state); 1673 } 1674 1675 if (didsth) *didsth_r = didsth; 1676 return true; 1677} 1678 1679#define CONTINUE_IF_FULL do { \ 1680if (GRID(state, is->x, is->y) & G_MARK) { \ 1681 /* island full, don't try fixing it */ \ 1682 continue; \ 1683} } while(0) 1684 1685static int solve_sub(game_state *state, int difficulty, int depth) 1686{ 1687 struct island *is; 1688 int i; 1689 1690 while (1) { 1691 bool didsth = false; 1692 1693 /* First island iteration: things we can work out by looking at 1694 * properties of the island as a whole. */ 1695 for (i = 0; i < state->n_islands; i++) { 1696 is = &state->islands[i]; 1697 if (!solve_island_stage1(is, &didsth)) return 0; 1698 } 1699 if (didsth) continue; 1700 else if (difficulty < 1) break; 1701 1702 /* Second island iteration: thing we can work out by looking at 1703 * properties of individual island connections. */ 1704 for (i = 0; i < state->n_islands; i++) { 1705 is = &state->islands[i]; 1706 CONTINUE_IF_FULL; 1707 if (!solve_island_stage2(is, &didsth)) return 0; 1708 } 1709 if (didsth) continue; 1710 else if (difficulty < 2) break; 1711 1712 /* Third island iteration: things we can only work out by looking 1713 * at groups of islands. */ 1714 for (i = 0; i < state->n_islands; i++) { 1715 is = &state->islands[i]; 1716 if (!solve_island_stage3(is, &didsth)) return 0; 1717 } 1718 if (didsth) continue; 1719 else if (difficulty < 3) break; 1720 1721 /* If we can be bothered, write a recursive solver to finish here. */ 1722 break; 1723 } 1724 if (map_check(state)) return 1; /* solved it */ 1725 return 0; 1726} 1727 1728static void solve_for_hint(game_state *state) 1729{ 1730 map_group(state); 1731 solve_sub(state, 10, 0); 1732} 1733 1734static int solve_from_scratch(game_state *state, int difficulty) 1735{ 1736 map_clear(state); 1737 map_group(state); 1738 map_update_possibles(state); 1739 return solve_sub(state, difficulty, 0); 1740} 1741 1742/* --- New game functions --- */ 1743 1744static game_state *new_state(const game_params *params) 1745{ 1746 game_state *ret = snew(game_state); 1747 int wh = params->w * params->h, i; 1748 1749 ret->w = params->w; 1750 ret->h = params->h; 1751 ret->allowloops = params->allowloops; 1752 ret->maxb = params->maxb; 1753 ret->params = *params; 1754 1755 ret->grid = snewn(wh, grid_type); 1756 memset(ret->grid, 0, GRIDSZ(ret)); 1757 1758 ret->wha = snewn(wh*N_WH_ARRAYS, char); 1759 memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char)); 1760 1761 ret->possv = ret->wha; 1762 ret->possh = ret->wha + wh; 1763 ret->lines = ret->wha + wh*2; 1764 ret->maxv = ret->wha + wh*3; 1765 ret->maxh = ret->wha + wh*4; 1766 1767 memset(ret->maxv, ret->maxb, wh*sizeof(char)); 1768 memset(ret->maxh, ret->maxb, wh*sizeof(char)); 1769 1770 ret->islands = NULL; 1771 ret->n_islands = 0; 1772 ret->n_islands_alloc = 0; 1773 1774 ret->gridi = snewn(wh, struct island *); 1775 for (i = 0; i < wh; i++) ret->gridi[i] = NULL; 1776 1777 ret->solved = false; 1778 ret->completed = false; 1779 1780 ret->solver = snew(struct solver_state); 1781 ret->solver->dsf = dsf_new(wh); 1782 ret->solver->tmpdsf = dsf_new(wh); 1783 1784 ret->solver->refcount = 1; 1785 1786 return ret; 1787} 1788 1789static game_state *dup_game(const game_state *state) 1790{ 1791 game_state *ret = snew(game_state); 1792 int wh = state->w*state->h; 1793 1794 ret->w = state->w; 1795 ret->h = state->h; 1796 ret->allowloops = state->allowloops; 1797 ret->maxb = state->maxb; 1798 ret->params = state->params; 1799 1800 ret->grid = snewn(wh, grid_type); 1801 memcpy(ret->grid, state->grid, GRIDSZ(ret)); 1802 1803 ret->wha = snewn(wh*N_WH_ARRAYS, char); 1804 memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char)); 1805 1806 ret->possv = ret->wha; 1807 ret->possh = ret->wha + wh; 1808 ret->lines = ret->wha + wh*2; 1809 ret->maxv = ret->wha + wh*3; 1810 ret->maxh = ret->wha + wh*4; 1811 1812 ret->islands = snewn(state->n_islands, struct island); 1813 memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island)); 1814 ret->n_islands = ret->n_islands_alloc = state->n_islands; 1815 1816 ret->gridi = snewn(wh, struct island *); 1817 fixup_islands_for_realloc(ret); 1818 1819 ret->solved = state->solved; 1820 ret->completed = state->completed; 1821 1822 ret->solver = state->solver; 1823 ret->solver->refcount++; 1824 1825 return ret; 1826} 1827 1828static void free_game(game_state *state) 1829{ 1830 if (--state->solver->refcount <= 0) { 1831 dsf_free(state->solver->dsf); 1832 dsf_free(state->solver->tmpdsf); 1833 sfree(state->solver); 1834 } 1835 1836 sfree(state->islands); 1837 sfree(state->gridi); 1838 1839 sfree(state->wha); 1840 1841 sfree(state->grid); 1842 sfree(state); 1843} 1844 1845#define MAX_NEWISLAND_TRIES 50 1846#define MIN_SENSIBLE_ISLANDS 3 1847 1848#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) 1849 1850static char *new_game_desc(const game_params *params, random_state *rs, 1851 char **aux, bool interactive) 1852{ 1853 game_state *tobuild = NULL; 1854 int i, j, wh = params->w * params->h, x, y, dx, dy; 1855 int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy; 1856 int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad; 1857 struct island *is, *is2; 1858 char *ret; 1859 unsigned int echeck; 1860 1861 /* pick a first island position randomly. */ 1862generate: 1863 if (tobuild) free_game(tobuild); 1864 tobuild = new_state(params); 1865 1866 x = random_upto(rs, params->w); 1867 y = random_upto(rs, params->h); 1868 island_add(tobuild, x, y, 0); 1869 ni_curr = 1; 1870 ni_bad = 0; 1871 debug(("Created initial island at (%d,%d).\n", x, y)); 1872 1873 while (ni_curr < ni_req) { 1874 /* Pick a random island to try and extend from. */ 1875 i = random_upto(rs, tobuild->n_islands); 1876 is = &tobuild->islands[i]; 1877 1878 /* Pick a random direction to extend in. */ 1879 j = random_upto(rs, is->adj.npoints); 1880 dx = is->adj.points[j].x - is->x; 1881 dy = is->adj.points[j].y - is->y; 1882 1883 /* Find out limits of where we could put a new island. */ 1884 joinx = joiny = -1; 1885 minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */ 1886 x = is->x+dx; y = is->y+dy; 1887 if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { 1888 /* already a line next to the island, continue. */ 1889 goto bad; 1890 } 1891 while (1) { 1892 if (x < 0 || x >= params->w || y < 0 || y >= params->h) { 1893 /* got past the edge; put a possible at the island 1894 * and exit. */ 1895 maxx = x-dx; maxy = y-dy; 1896 goto foundmax; 1897 } 1898 if (GRID(tobuild,x,y) & G_ISLAND) { 1899 /* could join up to an existing island... */ 1900 joinx = x; joiny = y; 1901 /* ... or make a new one 2 spaces away. */ 1902 maxx = x - 2*dx; maxy = y - 2*dy; 1903 goto foundmax; 1904 } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { 1905 /* could make a new one 1 space away from the line. */ 1906 maxx = x - dx; maxy = y - dy; 1907 goto foundmax; 1908 } 1909 x += dx; y += dy; 1910 } 1911 1912foundmax: 1913 debug(("Island at (%d,%d) with d(%d,%d) has new positions " 1914 "(%d,%d) -> (%d,%d), join (%d,%d).\n", 1915 is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny)); 1916 /* Now we know where we could either put a new island 1917 * (between min and max), or (if loops are allowed) could join on 1918 * to an existing island (at join). */ 1919 if (params->allowloops && joinx != -1 && joiny != -1) { 1920 if (random_upto(rs, 100) < (unsigned long)params->expansion) { 1921 is2 = INDEX(tobuild, gridi, joinx, joiny); 1922 debug(("Joining island at (%d,%d) to (%d,%d).\n", 1923 is->x, is->y, is2->x, is2->y)); 1924 goto join; 1925 } 1926 } 1927 diffx = (maxx - minx) * dx; 1928 diffy = (maxy - miny) * dy; 1929 if (diffx < 0 || diffy < 0) goto bad; 1930 if (random_upto(rs,100) < (unsigned long)params->expansion) { 1931 newx = maxx; newy = maxy; 1932 debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy)); 1933 } else { 1934 newx = minx + random_upto(rs,diffx+1)*dx; 1935 newy = miny + random_upto(rs,diffy+1)*dy; 1936 debug(("Creating new island at (%d,%d).\n", newx, newy)); 1937 } 1938 /* check we're not next to island in the other orthogonal direction. */ 1939 if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) || 1940 (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) { 1941 debug(("New location is adjacent to island, skipping.\n")); 1942 goto bad; 1943 } 1944 is2 = island_add(tobuild, newx, newy, 0); 1945 /* Must get is again at this point; the array might have 1946 * been realloced by island_add... */ 1947 is = &tobuild->islands[i]; /* ...but order will not change. */ 1948 1949 ni_curr++; ni_bad = 0; 1950join: 1951 island_join(is, is2, random_upto(rs, tobuild->maxb)+1, false); 1952 debug_state(tobuild); 1953 continue; 1954 1955bad: 1956 ni_bad++; 1957 if (ni_bad > MAX_NEWISLAND_TRIES) { 1958 debug(("Unable to create any new islands after %d tries; " 1959 "created %d [%d%%] (instead of %d [%d%%] requested).\n", 1960 MAX_NEWISLAND_TRIES, 1961 ni_curr, ni_curr * 100 / wh, 1962 ni_req, ni_req * 100 / wh)); 1963 goto generated; 1964 } 1965 } 1966 1967generated: 1968 if (ni_curr == 1) { 1969 debug(("Only generated one island (!), retrying.\n")); 1970 goto generate; 1971 } 1972 /* Check we have at least one island on each extremity of the grid. */ 1973 echeck = 0; 1974 for (x = 0; x < params->w; x++) { 1975 if (INDEX(tobuild, gridi, x, 0)) echeck |= 1; 1976 if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2; 1977 } 1978 for (y = 0; y < params->h; y++) { 1979 if (INDEX(tobuild, gridi, 0, y)) echeck |= 4; 1980 if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8; 1981 } 1982 if (echeck != 15) { 1983 debug(("Generated grid doesn't fill to sides, retrying.\n")); 1984 goto generate; 1985 } 1986 1987 map_count(tobuild); 1988 map_find_orthogonal(tobuild); 1989 1990 if (params->difficulty > 0) { 1991 if ((ni_curr > MIN_SENSIBLE_ISLANDS) && 1992 (solve_from_scratch(tobuild, params->difficulty-1) > 0)) { 1993 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", 1994 params->difficulty-1)); 1995 goto generate; 1996 } 1997 } 1998 1999 if (solve_from_scratch(tobuild, params->difficulty) == 0) { 2000 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n", 2001 params->difficulty)); 2002 goto generate; 2003 } 2004 2005 /* ... tobuild is now solved. We rely on this making the diff for aux. */ 2006 debug_state(tobuild); 2007 ret = encode_game(tobuild); 2008 { 2009 game_state *clean = dup_game(tobuild); 2010 map_clear(clean); 2011 map_update_possibles(clean); 2012 *aux = game_state_diff(clean, tobuild); 2013 free_game(clean); 2014 } 2015 free_game(tobuild); 2016 2017 return ret; 2018} 2019 2020static const char *validate_desc(const game_params *params, const char *desc) 2021{ 2022 int i, j, wh = params->w * params->h, nislands = 0; 2023 bool *last_row = snewn(params->w, bool); 2024 2025 memset(last_row, 0, params->w * sizeof(bool)); 2026 for (i = 0; i < wh; i++) { 2027 if ((*desc >= '1' && *desc <= '9') || (*desc >= 'A' && *desc <= 'G')) { 2028 nislands++; 2029 /* Look for other islands to the left and above. */ 2030 if ((i % params->w > 0 && last_row[i % params->w - 1]) || 2031 last_row[i % params->w]) { 2032 sfree(last_row); 2033 return "Game description contains joined islands"; 2034 } 2035 last_row[i % params->w] = true; 2036 } else if (*desc >= 'a' && *desc <= 'z') { 2037 for (j = 0; j < *desc - 'a' + 1; j++) 2038 last_row[(i + j) % params->w] = false; 2039 i += *desc - 'a'; /* plus the i++ */ 2040 } else if (!*desc) { 2041 sfree(last_row); 2042 return "Game description shorter than expected"; 2043 } else { 2044 sfree(last_row); 2045 return "Game description contains unexpected character"; 2046 } 2047 desc++; 2048 } 2049 sfree(last_row); 2050 if (*desc || i > wh) 2051 return "Game description longer than expected"; 2052 if (nislands < 2) 2053 return "Game description has too few islands"; 2054 2055 return NULL; 2056} 2057 2058static game_state *new_game_sub(const game_params *params, const char *desc) 2059{ 2060 game_state *state = new_state(params); 2061 int x, y, run = 0; 2062 2063 debug(("new_game[_sub]: desc = '%s'.\n", desc)); 2064 2065 for (y = 0; y < params->h; y++) { 2066 for (x = 0; x < params->w; x++) { 2067 char c = '\0'; 2068 2069 if (run == 0) { 2070 c = *desc++; 2071 assert(c != 'S'); 2072 if (c >= 'a' && c <= 'z') 2073 run = c - 'a' + 1; 2074 } 2075 2076 if (run > 0) { 2077 c = 'S'; 2078 run--; 2079 } 2080 2081 switch (c) { 2082 case '1': case '2': case '3': case '4': 2083 case '5': case '6': case '7': case '8': case '9': 2084 island_add(state, x, y, (c - '0')); 2085 break; 2086 2087 case 'A': case 'B': case 'C': case 'D': 2088 case 'E': case 'F': case 'G': 2089 island_add(state, x, y, (c - 'A') + 10); 2090 break; 2091 2092 case 'S': 2093 /* empty square */ 2094 break; 2095 2096 default: 2097 assert(!"Malformed desc."); 2098 break; 2099 } 2100 } 2101 } 2102 if (*desc) assert(!"Over-long desc."); 2103 2104 map_find_orthogonal(state); 2105 map_update_possibles(state); 2106 2107 return state; 2108} 2109 2110static game_state *new_game(midend *me, const game_params *params, 2111 const char *desc) 2112{ 2113 return new_game_sub(params, desc); 2114} 2115 2116struct game_ui { 2117 int dragx_src, dragy_src; /* source; -1 means no drag */ 2118 int dragx_dst, dragy_dst; /* src's closest orth island. */ 2119 grid_type todraw; 2120 bool dragging, drag_is_noline; 2121 int nlines; 2122 2123 int cur_x, cur_y; /* cursor position */ 2124 bool cur_visible; 2125 bool show_hints; 2126}; 2127 2128static char *ui_cancel_drag(game_ui *ui) 2129{ 2130 ui->dragx_src = ui->dragy_src = -1; 2131 ui->dragx_dst = ui->dragy_dst = -1; 2132 ui->dragging = false; 2133 return MOVE_UI_UPDATE; 2134} 2135 2136static game_ui *new_ui(const game_state *state) 2137{ 2138 game_ui *ui = snew(game_ui); 2139 ui_cancel_drag(ui); 2140 if (state != NULL) { 2141 ui->cur_x = state->islands[0].x; 2142 ui->cur_y = state->islands[0].y; 2143 } 2144 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); 2145 ui->show_hints = false; 2146 return ui; 2147} 2148 2149static config_item *get_prefs(game_ui *ui) 2150{ 2151 config_item *ret; 2152 2153 ret = snewn(N_PREF_ITEMS+1, config_item); 2154 2155 ret[PREF_SHOW_HINTS].name = "Show possible bridge locations"; 2156 ret[PREF_SHOW_HINTS].kw = "show-hints"; 2157 ret[PREF_SHOW_HINTS].type = C_BOOLEAN; 2158 ret[PREF_SHOW_HINTS].u.boolean.bval = ui->show_hints; 2159 2160 ret[N_PREF_ITEMS].name = NULL; 2161 ret[N_PREF_ITEMS].type = C_END; 2162 2163 return ret; 2164} 2165 2166static void set_prefs(game_ui *ui, const config_item *cfg) 2167{ 2168 ui->show_hints = cfg[PREF_SHOW_HINTS].u.boolean.bval; 2169} 2170 2171static void free_ui(game_ui *ui) 2172{ 2173 sfree(ui); 2174} 2175 2176static void game_changed_state(game_ui *ui, const game_state *oldstate, 2177 const game_state *newstate) 2178{ 2179} 2180 2181static const char *current_key_label(const game_ui *ui, 2182 const game_state *state, int button) 2183{ 2184 if (IS_CURSOR_SELECT(button)) { 2185 if (!ui->cur_visible) 2186 return ""; /* Actually shows cursor. */ 2187 if (ui->dragging || button == CURSOR_SELECT2) 2188 return "Finished"; 2189 if (GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND) 2190 return "Select"; 2191 } 2192 return ""; 2193} 2194 2195struct game_drawstate { 2196 int tilesize; 2197 int w, h; 2198 unsigned long *grid, *newgrid; 2199 int *lv, *lh; 2200 bool started, dragging; 2201}; 2202 2203 2204static void game_get_cursor_location(const game_ui *ui, 2205 const game_drawstate *ds, 2206 const game_state *state, 2207 const game_params *params, 2208 int *x, int *y, int *w, int *h) 2209{ 2210 if(ui->cur_visible) { 2211 *x = COORD(ui->cur_x); 2212 *y = COORD(ui->cur_y); 2213 *w = *h = TILE_SIZE; 2214 } 2215} 2216 2217/* 2218 * The contents of ds->grid are complicated, because of the circular 2219 * islands which overlap their own grid square into neighbouring 2220 * squares. An island square can contain pieces of the bridges in all 2221 * directions, and conversely a bridge square can be intruded on by 2222 * islands from any direction. 2223 * 2224 * So we define one group of flags describing what's important about 2225 * an island, and another describing a bridge. Island squares' entries 2226 * in ds->grid contain one of the former and four of the latter; bridge 2227 * squares, four of the former and _two_ of the latter - because a 2228 * horizontal and vertical 'bridge' can cross, when one of them is a 2229 * 'no bridge here' pencil mark. 2230 * 2231 * Bridge flags need to indicate 0-4 actual bridges (3 bits), a 'no 2232 * bridge' row of crosses, or a grey hint line; that's 7 2233 * possibilities, so 3 bits suffice. But then we also need to vary the 2234 * colours: the bridges can turn COL_WARNING if they're part of a loop 2235 * in no-loops mode, COL_HIGHLIGHT during a victory flash, or 2236 * COL_SELECTED if they're the bridge the user is currently dragging, 2237 * so that's 2 more bits for foreground colour. Also bridges can be 2238 * backed by COL_MARK if they're locked by the user, so that's one 2239 * more bit, making 6 bits per bridge direction. 2240 * 2241 * Island flags omit the actual island clue (it never changes during 2242 * the game, so doesn't have to be stored in ds->grid to check against 2243 * the previous version), so they just need to include 2 bits for 2244 * foreground colour (an island can be normal, COL_HIGHLIGHT during 2245 * victory, COL_WARNING if its clue is unsatisfiable, or COL_SELECTED 2246 * if it's part of the user's drag) and 2 bits for background (normal, 2247 * COL_MARK for a locked island, COL_CURSOR for the keyboard cursor). 2248 * That's 4 bits per island direction. We must also indicate whether 2249 * no island is present at all (in the case where the island is 2250 * potentially intruding into the side of a line square), which we do 2251 * using the unused 4th value of the background field. 2252 * 2253 * So an island square needs 4 + 4*6 = 28 bits, while a bridge square 2254 * needs 4*4 + 2*6 = 28 bits too. Both only just fit in 32 bits, which 2255 * is handy, because otherwise we'd have to faff around forever with 2256 * little structs! 2257 */ 2258/* Flags for line data */ 2259#define DL_COUNTMASK 0x07 2260#define DL_COUNT_CROSS 0x06 2261#define DL_COUNT_HINT 0x07 2262#define DL_COLMASK 0x18 2263#define DL_COL_NORMAL 0x00 2264#define DL_COL_WARNING 0x08 2265#define DL_COL_FLASH 0x10 2266#define DL_COL_SELECTED 0x18 2267#define DL_LOCK 0x20 2268#define DL_MASK 0x3F 2269/* Flags for island data */ 2270#define DI_COLMASK 0x03 2271#define DI_COL_NORMAL 0x00 2272#define DI_COL_FLASH 0x01 2273#define DI_COL_WARNING 0x02 2274#define DI_COL_SELECTED 0x03 2275#define DI_BGMASK 0x0C 2276#define DI_BG_NO_ISLAND 0x00 2277#define DI_BG_NORMAL 0x04 2278#define DI_BG_MARK 0x08 2279#define DI_BG_CURSOR 0x0C 2280#define DI_MASK 0x0F 2281/* Shift counts for the format of a 32-bit word in an island square */ 2282#define D_I_ISLAND_SHIFT 0 2283#define D_I_LINE_SHIFT_L 4 2284#define D_I_LINE_SHIFT_R 10 2285#define D_I_LINE_SHIFT_U 16 2286#define D_I_LINE_SHIFT_D 24 2287/* Shift counts for the format of a 32-bit word in a line square */ 2288#define D_L_ISLAND_SHIFT_L 0 2289#define D_L_ISLAND_SHIFT_R 4 2290#define D_L_ISLAND_SHIFT_U 8 2291#define D_L_ISLAND_SHIFT_D 12 2292#define D_L_LINE_SHIFT_H 16 2293#define D_L_LINE_SHIFT_V 22 2294 2295static char *update_drag_dst(const game_state *state, game_ui *ui, 2296 const game_drawstate *ds, int nx, int ny) 2297{ 2298 int ox, oy, dx, dy, i, currl, maxb; 2299 struct island *is; 2300 grid_type gtype, ntype, mtype, curr; 2301 2302 if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; 2303 2304 ui->dragx_dst = -1; 2305 ui->dragy_dst = -1; 2306 2307 /* work out which of the four directions we're closest to... */ 2308 ox = COORD(ui->dragx_src) + TILE_SIZE/2; 2309 oy = COORD(ui->dragy_src) + TILE_SIZE/2; 2310 2311 if (abs(nx-ox) < abs(ny-oy)) { 2312 dx = 0; 2313 dy = (ny-oy) < 0 ? -1 : 1; 2314 if (!INGRID(state, ui->dragx_src+dx, ui->dragy_src+dy)) 2315 return MOVE_UI_UPDATE; 2316 gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV; 2317 maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy); 2318 } else { 2319 dy = 0; 2320 dx = (nx-ox) < 0 ? -1 : 1; 2321 if (!INGRID(state, ui->dragx_src+dx, ui->dragy_src+dy)) 2322 return MOVE_UI_UPDATE; 2323 gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH; 2324 maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy); 2325 } 2326 if (ui->drag_is_noline) { 2327 ui->todraw = ntype; 2328 } else { 2329 curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy); 2330 currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy); 2331 2332 if (curr & gtype) { 2333 if (currl == maxb) { 2334 ui->todraw = 0; 2335 ui->nlines = 0; 2336 } else { 2337 ui->todraw = gtype; 2338 ui->nlines = currl + 1; 2339 } 2340 } else { 2341 ui->todraw = gtype; 2342 ui->nlines = 1; 2343 } 2344 } 2345 2346 /* ... and see if there's an island off in that direction. */ 2347 is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); 2348 for (i = 0; i < is->adj.npoints; i++) { 2349 if (is->adj.points[i].off == 0) continue; 2350 curr = GRID(state, is->x+dx, is->y+dy); 2351 if (curr & mtype) continue; /* don't allow changes to marked lines. */ 2352 if (ui->drag_is_noline) { 2353 if (curr & gtype) continue; /* no no-line where already a line */ 2354 } else { 2355 if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */ 2356 if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */ 2357 } 2358 2359 if (is->adj.points[i].dx == dx && 2360 is->adj.points[i].dy == dy) { 2361 ui->dragx_dst = ISLAND_ORTHX(is,i); 2362 ui->dragy_dst = ISLAND_ORTHY(is,i); 2363 } 2364 } 2365 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n", 2366 ui->dragx_src, ui->dragy_src, dx, dy, 2367 ui->dragx_dst, ui->dragy_dst));*/ 2368 return MOVE_UI_UPDATE; 2369} 2370 2371static char *finish_drag(const game_state *state, game_ui *ui) 2372{ 2373 char buf[80]; 2374 2375 if (ui->dragx_src == -1 || ui->dragy_src == -1) 2376 return NULL; 2377 if (ui->dragx_dst == -1 || ui->dragy_dst == -1) 2378 return ui_cancel_drag(ui); 2379 2380 if (ui->drag_is_noline) { 2381 sprintf(buf, "N%d,%d,%d,%d", 2382 ui->dragx_src, ui->dragy_src, 2383 ui->dragx_dst, ui->dragy_dst); 2384 } else { 2385 sprintf(buf, "L%d,%d,%d,%d,%d", 2386 ui->dragx_src, ui->dragy_src, 2387 ui->dragx_dst, ui->dragy_dst, ui->nlines); 2388 } 2389 2390 ui_cancel_drag(ui); 2391 2392 return dupstr(buf); 2393} 2394 2395static char *interpret_move(const game_state *state, game_ui *ui, 2396 const game_drawstate *ds, 2397 int x, int y, int button) 2398{ 2399 int gx = FROMCOORD(x), gy = FROMCOORD(y); 2400 char buf[80], *ret; 2401 grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0; 2402 bool shift = button & MOD_SHFT, control = button & MOD_CTRL; 2403 button = STRIP_BUTTON_MODIFIERS(button); 2404 2405 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { 2406 if (!INGRID(state, gx, gy)) return MOVE_UNUSED; 2407 ui->cur_visible = false; 2408 if (ggrid & G_ISLAND) { 2409 ui->dragx_src = gx; 2410 ui->dragy_src = gy; 2411 return MOVE_UI_UPDATE; 2412 } else 2413 return ui_cancel_drag(ui); 2414 } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { 2415 if (INGRID(state, ui->dragx_src, ui->dragy_src) 2416 && (gx != ui->dragx_src || gy != ui->dragy_src) 2417 && !(GRID(state,ui->dragx_src,ui->dragy_src) & G_MARK)) { 2418 ui->dragging = true; 2419 ui->drag_is_noline = (button == RIGHT_DRAG); 2420 return update_drag_dst(state, ui, ds, x, y); 2421 } else { 2422 /* cancel a drag when we go back to the starting point */ 2423 ui->dragx_dst = -1; 2424 ui->dragy_dst = -1; 2425 return MOVE_UI_UPDATE; 2426 } 2427 } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { 2428 if (ui->dragging) { 2429 return finish_drag(state, ui); 2430 } else { 2431 if (!INGRID(state, ui->dragx_src, ui->dragy_src) 2432 || gx != ui->dragx_src || gy != ui->dragy_src) { 2433 return ui_cancel_drag(ui); 2434 } 2435 ui_cancel_drag(ui); 2436 if (!INGRID(state, gx, gy)) return MOVE_UNUSED; 2437 if (!(GRID(state, gx, gy) & G_ISLAND)) return MOVE_NO_EFFECT; 2438 sprintf(buf, "M%d,%d", gx, gy); 2439 return dupstr(buf); 2440 } 2441 } else if (button == 'h' || button == 'H') { 2442 game_state *solved = dup_game(state); 2443 solve_for_hint(solved); 2444 ret = game_state_diff(state, solved); 2445 free_game(solved); 2446 return ret; 2447 } else if (IS_CURSOR_MOVE(button)) { 2448 ui->cur_visible = true; 2449 if (control || shift) { 2450 ui->dragx_src = ui->cur_x; 2451 ui->dragy_src = ui->cur_y; 2452 ui->dragging = true; 2453 ui->drag_is_noline = !control; 2454 } 2455 if (ui->dragging) { 2456 int nx = ui->cur_x, ny = ui->cur_y; 2457 2458 move_cursor(button, &nx, &ny, state->w, state->h, false, NULL); 2459 if (nx == ui->cur_x && ny == ui->cur_y) 2460 return MOVE_NO_EFFECT; 2461 update_drag_dst(state, ui, ds, 2462 COORD(nx)+TILE_SIZE/2, 2463 COORD(ny)+TILE_SIZE/2); 2464 return finish_drag(state, ui); 2465 } else { 2466 int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0; 2467 int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0; 2468 int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy); 2469 int dir, orth, nx = x, ny = y; 2470 2471 /* 'orthorder' is a tweak to ensure that if you press RIGHT and 2472 * happen to move upwards, when you press LEFT you then tend 2473 * downwards (rather than upwards again). */ 2474 int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1; 2475 2476 /* This attempts to find an island in the direction you're 2477 * asking for, broadly speaking. If you ask to go right, for 2478 * example, it'll look for islands to the right and slightly 2479 * above or below your current horiz. position, allowing 2480 * further above/below the further away it searches. */ 2481 2482 assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND); 2483 /* currently this is depth-first (so orthogonally-adjacent 2484 * islands across the other side of the grid will be moved to 2485 * before closer islands slightly offset). Swap the order of 2486 * these two loops to change to breadth-first search. */ 2487 for (orth = 0; ; orth++) { 2488 bool oingrid = false; 2489 for (dir = 1; ; dir++) { 2490 bool dingrid = false; 2491 2492 if (orth > dir) continue; /* only search in cone outwards. */ 2493 2494 nx = ui->cur_x + dir*dx + orth*dorthx*orthorder; 2495 ny = ui->cur_y + dir*dy + orth*dorthy*orthorder; 2496 if (INGRID(state, nx, ny)) { 2497 dingrid = true; 2498 oingrid = true; 2499 if (GRID(state, nx, ny) & G_ISLAND) goto found; 2500 } 2501 2502 nx = ui->cur_x + dir*dx - orth*dorthx*orthorder; 2503 ny = ui->cur_y + dir*dy - orth*dorthy*orthorder; 2504 if (INGRID(state, nx, ny)) { 2505 dingrid = true; 2506 oingrid = true; 2507 if (GRID(state, nx, ny) & G_ISLAND) goto found; 2508 } 2509 2510 if (!dingrid) break; 2511 } 2512 if (!oingrid) return MOVE_UI_UPDATE; 2513 } 2514 /* not reached */ 2515 2516found: 2517 ui->cur_x = nx; 2518 ui->cur_y = ny; 2519 return MOVE_UI_UPDATE; 2520 } 2521 } else if (IS_CURSOR_SELECT(button)) { 2522 if (!ui->cur_visible) { 2523 ui->cur_visible = true; 2524 return MOVE_UI_UPDATE; 2525 } 2526 if (ui->dragging || button == CURSOR_SELECT2) { 2527 ui_cancel_drag(ui); 2528 if (ui->dragx_dst == -1 && ui->dragy_dst == -1) { 2529 sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y); 2530 return dupstr(buf); 2531 } else 2532 return MOVE_UI_UPDATE; 2533 } else { 2534 grid_type v = GRID(state, ui->cur_x, ui->cur_y); 2535 if (v & G_ISLAND) { 2536 ui->dragging = true; 2537 ui->dragx_src = ui->cur_x; 2538 ui->dragy_src = ui->cur_y; 2539 ui->dragx_dst = ui->dragy_dst = -1; 2540 ui->drag_is_noline = (button == CURSOR_SELECT2); 2541 return MOVE_UI_UPDATE; 2542 } 2543 } 2544 } else if ((button >= '0' && button <= '9') || 2545 (button >= 'a' && button <= 'f') || 2546 (button >= 'A' && button <= 'F')) { 2547 /* jump to island with .count == number closest to cur_{x,y} */ 2548 int best_x = -1, best_y = -1, best_sqdist = -1, number = -1, i; 2549 2550 if (button >= '0' && button <= '9') 2551 number = (button == '0' ? 16 : button - '0'); 2552 else if (button >= 'a' && button <= 'f') 2553 number = 10 + button - 'a'; 2554 else if (button >= 'A' && button <= 'F') 2555 number = 10 + button - 'A'; 2556 2557 if (!ui->cur_visible) { 2558 ui->cur_visible = true; 2559 return MOVE_UI_UPDATE; 2560 } 2561 2562 for (i = 0; i < state->n_islands; ++i) { 2563 int x = state->islands[i].x, y = state->islands[i].y; 2564 int dx = x - ui->cur_x, dy = y - ui->cur_y; 2565 int sqdist = dx*dx + dy*dy; 2566 2567 if (state->islands[i].count != number) 2568 continue; 2569 if (x == ui->cur_x && y == ui->cur_y) 2570 continue; 2571 2572 /* new_game() reads the islands in row-major order, so by 2573 * breaking ties in favor of `first in state->islands' we 2574 * also break ties by `lexicographically smallest (y, x)'. 2575 * Thus, there's a stable pattern to how ties are broken 2576 * which the user can learn and use to navigate faster. */ 2577 if (best_sqdist == -1 || sqdist < best_sqdist) { 2578 best_x = x; 2579 best_y = y; 2580 best_sqdist = sqdist; 2581 } 2582 } 2583 if (best_x != -1 && best_y != -1) { 2584 ui->cur_x = best_x; 2585 ui->cur_y = best_y; 2586 return MOVE_UI_UPDATE; 2587 } else 2588 return MOVE_NO_EFFECT; 2589 } else if (button == 'g' || button == 'G') { 2590 ui->show_hints = !ui->show_hints; 2591 return MOVE_UI_UPDATE; 2592 } 2593 2594 return MOVE_UNUSED; 2595} 2596 2597static game_state *execute_move(const game_state *state, const char *move) 2598{ 2599 game_state *ret = dup_game(state); 2600 int x1, y1, x2, y2, nl, n; 2601 struct island *is1, *is2; 2602 char c; 2603 2604 debug(("execute_move: %s\n", move)); 2605 2606 if (!*move) goto badmove; 2607 while (*move) { 2608 c = *move++; 2609 if (c == 'S') { 2610 ret->solved = true; 2611 n = 0; 2612 } else if (c == 'L') { 2613 if (sscanf(move, "%d,%d,%d,%d,%d%n", 2614 &x1, &y1, &x2, &y2, &nl, &n) != 5) 2615 goto badmove; 2616 if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) 2617 goto badmove; 2618 /* Precisely one co-ordinate must differ between islands. */ 2619 if ((x1 != x2) + (y1 != y2) != 1) goto badmove; 2620 is1 = INDEX(ret, gridi, x1, y1); 2621 is2 = INDEX(ret, gridi, x2, y2); 2622 if (!is1 || !is2) goto badmove; 2623 if (nl < 0 || nl > state->maxb) goto badmove; 2624 island_join(is1, is2, nl, false); 2625 } else if (c == 'N') { 2626 if (sscanf(move, "%d,%d,%d,%d%n", 2627 &x1, &y1, &x2, &y2, &n) != 4) 2628 goto badmove; 2629 if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2)) 2630 goto badmove; 2631 if ((x1 != x2) + (y1 != y2) != 1) goto badmove; 2632 is1 = INDEX(ret, gridi, x1, y1); 2633 is2 = INDEX(ret, gridi, x2, y2); 2634 if (!is1 || !is2) goto badmove; 2635 island_join(is1, is2, -1, false); 2636 } else if (c == 'M') { 2637 if (sscanf(move, "%d,%d%n", 2638 &x1, &y1, &n) != 2) 2639 goto badmove; 2640 if (!INGRID(ret, x1, y1)) 2641 goto badmove; 2642 is1 = INDEX(ret, gridi, x1, y1); 2643 if (!is1) goto badmove; 2644 island_togglemark(is1); 2645 } else 2646 goto badmove; 2647 2648 move += n; 2649 if (*move == ';') 2650 move++; 2651 else if (*move) goto badmove; 2652 } 2653 2654 map_update_possibles(ret); 2655 if (map_check(ret)) { 2656 debug(("Game completed.\n")); 2657 ret->completed = true; 2658 } 2659 return ret; 2660 2661badmove: 2662 debug(("%s: unrecognised move.\n", move)); 2663 free_game(ret); 2664 return NULL; 2665} 2666 2667static char *solve_game(const game_state *state, const game_state *currstate, 2668 const char *aux, const char **error) 2669{ 2670 char *ret; 2671 game_state *solved; 2672 2673 if (aux) { 2674 debug(("solve_game: aux = %s\n", aux)); 2675 solved = execute_move(state, aux); 2676 if (!solved) { 2677 *error = "Generated aux string is not a valid move (!)."; 2678 return NULL; 2679 } 2680 } else { 2681 solved = dup_game(state); 2682 /* solve with max strength... */ 2683 if (solve_from_scratch(solved, 10) == 0) { 2684 free_game(solved); 2685 *error = "Game does not have a (non-recursive) solution."; 2686 return NULL; 2687 } 2688 } 2689 ret = game_state_diff(currstate, solved); 2690 free_game(solved); 2691 debug(("solve_game: ret = %s\n", ret)); 2692 return ret; 2693} 2694 2695/* ---------------------------------------------------------------------- 2696 * Drawing routines. 2697 */ 2698 2699static void game_compute_size(const game_params *params, int tilesize, 2700 const game_ui *ui, int *x, int *y) 2701{ 2702 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 2703 struct { int tilesize; } ads, *ds = &ads; 2704 ads.tilesize = tilesize; 2705 2706 *x = TILE_SIZE * params->w + 2 * BORDER; 2707 *y = TILE_SIZE * params->h + 2 * BORDER; 2708} 2709 2710static void game_set_size(drawing *dr, game_drawstate *ds, 2711 const game_params *params, int tilesize) 2712{ 2713 ds->tilesize = tilesize; 2714} 2715 2716static float *game_colours(frontend *fe, int *ncolours) 2717{ 2718 float *ret = snewn(3 * NCOLOURS, float); 2719 int i; 2720 2721 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); 2722 2723 for (i = 0; i < 3; i++) { 2724 ret[COL_FOREGROUND * 3 + i] = 0.0F; 2725 ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; 2726 ret[COL_GRID * 3 + i] = 2727 (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F; 2728 ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i]; 2729 } 2730 ret[COL_WARNING * 3 + 0] = 1.0F; 2731 ret[COL_WARNING * 3 + 1] = 0.25F; 2732 ret[COL_WARNING * 3 + 2] = 0.25F; 2733 2734 ret[COL_SELECTED * 3 + 0] = 0.25F; 2735 ret[COL_SELECTED * 3 + 1] = 1.00F; 2736 ret[COL_SELECTED * 3 + 2] = 0.25F; 2737 2738 ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F); 2739 ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F; 2740 ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F; 2741 2742 *ncolours = NCOLOURS; 2743 return ret; 2744} 2745 2746static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) 2747{ 2748 struct game_drawstate *ds = snew(struct game_drawstate); 2749 int wh = state->w*state->h; 2750 int i; 2751 2752 ds->tilesize = 0; 2753 ds->w = state->w; 2754 ds->h = state->h; 2755 ds->started = false; 2756 ds->dragging = false; 2757 ds->grid = snewn(wh, unsigned long); 2758 for (i = 0; i < wh; i++) 2759 ds->grid[i] = ~0UL; 2760 ds->newgrid = snewn(wh, unsigned long); 2761 ds->lv = snewn(wh, int); 2762 ds->lh = snewn(wh, int); 2763 memset(ds->lv, 0, wh*sizeof(int)); 2764 memset(ds->lh, 0, wh*sizeof(int)); 2765 2766 return ds; 2767} 2768 2769static void game_free_drawstate(drawing *dr, game_drawstate *ds) 2770{ 2771 sfree(ds->lv); 2772 sfree(ds->lh); 2773 sfree(ds->newgrid); 2774 sfree(ds->grid); 2775 sfree(ds); 2776} 2777 2778#define LINE_WIDTH (TILE_SIZE/8) 2779#define TS8(x) (((x)*TILE_SIZE)/8) 2780 2781#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2)) 2782 2783static bool between_island(const game_state *state, int sx, int sy, 2784 int dx, int dy) 2785{ 2786 int x = sx - dx, y = sy - dy; 2787 2788 while (INGRID(state, x, y)) { 2789 if (GRID(state, x, y) & G_ISLAND) goto found; 2790 x -= dx; y -= dy; 2791 } 2792 return false; 2793found: 2794 x = sx + dx, y = sy + dy; 2795 while (INGRID(state, x, y)) { 2796 if (GRID(state, x, y) & G_ISLAND) return true; 2797 x += dx; y += dy; 2798 } 2799 return false; 2800} 2801 2802static void lines_lvlh(const game_state *state, const game_ui *ui, 2803 int x, int y, grid_type v, int *lv_r, int *lh_r) 2804{ 2805 int lh = 0, lv = 0; 2806 2807 if (v & G_LINEV) lv = INDEX(state,lines,x,y); 2808 if (v & G_LINEH) lh = INDEX(state,lines,x,y); 2809 2810 if (ui->show_hints) { 2811 if (between_island(state, x, y, 0, 1) && !lv) lv = 1; 2812 if (between_island(state, x, y, 1, 0) && !lh) lh = 1; 2813 } 2814 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/ 2815 *lv_r = lv; *lh_r = lh; 2816} 2817 2818static void draw_cross(drawing *dr, game_drawstate *ds, 2819 int ox, int oy, int col) 2820{ 2821 int off = TS8(2); 2822 draw_line(dr, ox, oy, ox+off, oy+off, col); 2823 draw_line(dr, ox+off, oy, ox, oy+off, col); 2824} 2825 2826static void draw_general_line(drawing *dr, game_drawstate *ds, 2827 int ox, int oy, int fx, int fy, int ax, int ay, 2828 int len, unsigned long ldata, int which) 2829{ 2830 /* 2831 * Draw one direction of lines in a square. To permit the same 2832 * code to handle horizontal and vertical lines, fx,fy are the 2833 * 'forward' direction (along the lines) and ax,ay are the 2834 * 'across' direction. 2835 * 2836 * We draw the white background for a locked bridge if (which & 2837 * 1), and draw the bridges themselves if (which & 2). This 2838 * permits us to get two overlapping locked bridges right without 2839 * one of them erasing part of the other. 2840 */ 2841 int fg; 2842 2843 fg = ((ldata & DL_COUNTMASK) == DL_COUNT_HINT ? COL_HINT : 2844 (ldata & DL_COLMASK) == DL_COL_SELECTED ? COL_SELECTED : 2845 (ldata & DL_COLMASK) == DL_COL_FLASH ? COL_HIGHLIGHT : 2846 (ldata & DL_COLMASK) == DL_COL_WARNING ? COL_WARNING : 2847 COL_FOREGROUND); 2848 2849 if ((ldata & DL_COUNTMASK) == DL_COUNT_CROSS) { 2850 draw_cross(dr, ds, 2851 ox + TS8(1)*fx + TS8(3)*ax, 2852 oy + TS8(1)*fy + TS8(3)*ay, fg); 2853 draw_cross(dr, ds, 2854 ox + TS8(5)*fx + TS8(3)*ax, 2855 oy + TS8(5)*fy + TS8(3)*ay, fg); 2856 } else if ((ldata & DL_COUNTMASK) != 0) { 2857 int lh, lw, gw, bw, i, loff; 2858 2859 lh = (ldata & DL_COUNTMASK); 2860 if (lh == DL_COUNT_HINT) 2861 lh = 1; 2862 2863 lw = gw = LINE_WIDTH; 2864 while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE) 2865 gw--; 2866 2867 loff = OFFSET(bw); 2868 2869 if (which & 1) { 2870 if ((ldata & DL_LOCK) && fg != COL_HINT) 2871 draw_rect(dr, ox + loff*ax, oy + loff*ay, 2872 len*fx+bw*ax, len*fy+bw*ay, COL_MARK); 2873 } 2874 if (which & 2) { 2875 for (i = 0; i < lh; i++, loff += lw + gw) 2876 draw_rect(dr, ox + (loff+gw)*ax, oy + (loff+gw)*ay, 2877 len*fx+lw*ax, len*fy+lw*ay, fg); 2878 } 2879 } 2880} 2881 2882static void draw_hline(drawing *dr, game_drawstate *ds, 2883 int ox, int oy, int w, unsigned long vdata, int which) 2884{ 2885 draw_general_line(dr, ds, ox, oy, 1, 0, 0, 1, w, vdata, which); 2886} 2887 2888static void draw_vline(drawing *dr, game_drawstate *ds, 2889 int ox, int oy, int h, unsigned long vdata, int which) 2890{ 2891 draw_general_line(dr, ds, ox, oy, 0, 1, 1, 0, h, vdata, which); 2892} 2893 2894#define ISLAND_RADIUS ((TILE_SIZE*12)/20) 2895#define ISLAND_NUMSIZE(clue) \ 2896 (((clue) < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10) 2897 2898static void draw_island(drawing *dr, game_drawstate *ds, 2899 int ox, int oy, int clue, unsigned long idata) 2900{ 2901 int half, orad, irad, fg, bg; 2902 2903 if ((idata & DI_BGMASK) == DI_BG_NO_ISLAND) 2904 return; 2905 2906 half = TILE_SIZE/2; 2907 orad = ISLAND_RADIUS; 2908 irad = orad - LINE_WIDTH; 2909 fg = ((idata & DI_COLMASK) == DI_COL_SELECTED ? COL_SELECTED : 2910 (idata & DI_COLMASK) == DI_COL_WARNING ? COL_WARNING : 2911 (idata & DI_COLMASK) == DI_COL_FLASH ? COL_HIGHLIGHT : 2912 COL_FOREGROUND); 2913 bg = ((idata & DI_BGMASK) == DI_BG_CURSOR ? COL_CURSOR : 2914 (idata & DI_BGMASK) == DI_BG_MARK ? COL_MARK : 2915 COL_BACKGROUND); 2916 2917 /* draw a thick circle */ 2918 draw_circle(dr, ox+half, oy+half, orad, fg, fg); 2919 draw_circle(dr, ox+half, oy+half, irad, bg, bg); 2920 2921 if (clue > 0) { 2922 char str[32]; 2923 int textcolour = (fg == COL_SELECTED ? COL_FOREGROUND : fg); 2924 sprintf(str, "%d", clue); 2925 draw_text(dr, ox+half, oy+half, FONT_VARIABLE, ISLAND_NUMSIZE(clue), 2926 ALIGN_VCENTRE | ALIGN_HCENTRE, textcolour, str); 2927 } 2928} 2929 2930static void draw_island_tile(drawing *dr, game_drawstate *ds, 2931 int x, int y, int clue, unsigned long data) 2932{ 2933 int ox = COORD(x), oy = COORD(y); 2934 int which; 2935 2936 clip(dr, ox, oy, TILE_SIZE, TILE_SIZE); 2937 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 2938 2939 /* 2940 * Because of the possibility of incoming bridges just about 2941 * meeting at one corner, we must split the line-drawing into 2942 * background and foreground segments. 2943 */ 2944 for (which = 1; which <= 2; which <<= 1) { 2945 draw_hline(dr, ds, ox, oy, TILE_SIZE/2, 2946 (data >> D_I_LINE_SHIFT_L) & DL_MASK, which); 2947 draw_hline(dr, ds, ox + TILE_SIZE - TILE_SIZE/2, oy, TILE_SIZE/2, 2948 (data >> D_I_LINE_SHIFT_R) & DL_MASK, which); 2949 draw_vline(dr, ds, ox, oy, TILE_SIZE/2, 2950 (data >> D_I_LINE_SHIFT_U) & DL_MASK, which); 2951 draw_vline(dr, ds, ox, oy + TILE_SIZE - TILE_SIZE/2, TILE_SIZE/2, 2952 (data >> D_I_LINE_SHIFT_D) & DL_MASK, which); 2953 } 2954 draw_island(dr, ds, ox, oy, clue, (data >> D_I_ISLAND_SHIFT) & DI_MASK); 2955 2956 unclip(dr); 2957 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); 2958} 2959 2960static void draw_line_tile(drawing *dr, game_drawstate *ds, 2961 int x, int y, unsigned long data) 2962{ 2963 int ox = COORD(x), oy = COORD(y); 2964 unsigned long hdata, vdata; 2965 2966 clip(dr, ox, oy, TILE_SIZE, TILE_SIZE); 2967 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 2968 2969 /* 2970 * We have to think about which of the horizontal and vertical 2971 * line to draw first, if both exist. 2972 * 2973 * The rule is that hint lines are drawn at the bottom, then 2974 * NOLINE crosses, then actual bridges. The enumeration in the 2975 * DL_COUNTMASK field is set up so that this drops out of a 2976 * straight comparison between the two. 2977 * 2978 * Since lines crossing in this type of square cannot both be 2979 * actual bridges, there's no need to pass a nontrivial 'which' 2980 * parameter to draw_[hv]line. 2981 */ 2982 hdata = (data >> D_L_LINE_SHIFT_H) & DL_MASK; 2983 vdata = (data >> D_L_LINE_SHIFT_V) & DL_MASK; 2984 if ((hdata & DL_COUNTMASK) > (vdata & DL_COUNTMASK)) { 2985 draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3); 2986 draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3); 2987 } else { 2988 draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3); 2989 draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3); 2990 } 2991 2992 /* 2993 * The islands drawn at the edges of a line tile don't need clue 2994 * numbers. 2995 */ 2996 draw_island(dr, ds, ox - TILE_SIZE, oy, -1, 2997 (data >> D_L_ISLAND_SHIFT_L) & DI_MASK); 2998 draw_island(dr, ds, ox + TILE_SIZE, oy, -1, 2999 (data >> D_L_ISLAND_SHIFT_R) & DI_MASK); 3000 draw_island(dr, ds, ox, oy - TILE_SIZE, -1, 3001 (data >> D_L_ISLAND_SHIFT_U) & DI_MASK); 3002 draw_island(dr, ds, ox, oy + TILE_SIZE, -1, 3003 (data >> D_L_ISLAND_SHIFT_D) & DI_MASK); 3004 3005 unclip(dr); 3006 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); 3007} 3008 3009static void draw_edge_tile(drawing *dr, game_drawstate *ds, 3010 int x, int y, int dx, int dy, unsigned long data) 3011{ 3012 int ox = COORD(x), oy = COORD(y); 3013 int cx = ox, cy = oy, cw = TILE_SIZE, ch = TILE_SIZE; 3014 3015 if (dy) { 3016 if (dy > 0) 3017 cy += TILE_SIZE/2; 3018 ch -= TILE_SIZE/2; 3019 } else { 3020 if (dx > 0) 3021 cx += TILE_SIZE/2; 3022 cw -= TILE_SIZE/2; 3023 } 3024 clip(dr, cx, cy, cw, ch); 3025 draw_rect(dr, cx, cy, cw, ch, COL_BACKGROUND); 3026 3027 draw_island(dr, ds, ox + TILE_SIZE*dx, oy + TILE_SIZE*dy, -1, 3028 (data >> D_I_ISLAND_SHIFT) & DI_MASK); 3029 3030 unclip(dr); 3031 draw_update(dr, cx, cy, cw, ch); 3032} 3033 3034static void game_redraw(drawing *dr, game_drawstate *ds, 3035 const game_state *oldstate, const game_state *state, 3036 int dir, const game_ui *ui, 3037 float animtime, float flashtime) 3038{ 3039 int x, y, lv, lh; 3040 grid_type v; 3041 bool flash = false; 3042 struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL; 3043 3044 if (flashtime) { 3045 int f = (int)(flashtime * 5 / FLASH_TIME); 3046 if (f == 1 || f == 3) flash = true; 3047 } 3048 3049 /* Clear screen, if required. */ 3050 if (!ds->started) { 3051#ifdef DRAW_GRID 3052 draw_rect_outline(dr, 3053 COORD(0)-1, COORD(0)-1, 3054 TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2, 3055 COL_GRID); 3056#endif 3057 draw_update(dr, 0, 0, 3058 TILE_SIZE * ds->w + 2 * BORDER, 3059 TILE_SIZE * ds->h + 2 * BORDER); 3060 ds->started = true; 3061 } 3062 3063 if (ui->dragx_src != -1 && ui->dragy_src != -1) { 3064 ds->dragging = true; 3065 is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); 3066 assert(is_drag_src); 3067 if (ui->dragx_dst != -1 && ui->dragy_dst != -1) { 3068 is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst); 3069 assert(is_drag_dst); 3070 } 3071 } else 3072 ds->dragging = false; 3073 3074 /* 3075 * Set up ds->newgrid with the current grid contents. 3076 */ 3077 for (x = 0; x < ds->w; x++) 3078 for (y = 0; y < ds->h; y++) 3079 INDEX(ds,newgrid,x,y) = 0; 3080 3081 for (x = 0; x < ds->w; x++) { 3082 for (y = 0; y < ds->h; y++) { 3083 v = GRID(state, x, y); 3084 3085 if (v & G_ISLAND) { 3086 /* 3087 * An island square. Compute the drawing data for the 3088 * island, and put it in this square and surrounding 3089 * squares. 3090 */ 3091 unsigned long idata = 0; 3092 3093 is = INDEX(state, gridi, x, y); 3094 3095 if (flash) 3096 idata |= DI_COL_FLASH; 3097 if (is_drag_src && (is == is_drag_src || 3098 (is_drag_dst && is == is_drag_dst))) 3099 idata |= DI_COL_SELECTED; 3100 else if (island_impossible(is, v & G_MARK) || (v & G_WARN)) 3101 idata |= DI_COL_WARNING; 3102 else 3103 idata |= DI_COL_NORMAL; 3104 3105 if (ui->cur_visible && 3106 ui->cur_x == is->x && ui->cur_y == is->y) 3107 idata |= DI_BG_CURSOR; 3108 else if (v & G_MARK) 3109 idata |= DI_BG_MARK; 3110 else 3111 idata |= DI_BG_NORMAL; 3112 3113 INDEX(ds,newgrid,x,y) |= idata << D_I_ISLAND_SHIFT; 3114 if (x > 0 && !(GRID(state,x-1,y) & G_ISLAND)) 3115 INDEX(ds,newgrid,x-1,y) |= idata << D_L_ISLAND_SHIFT_R; 3116 if (x+1 < state->w && !(GRID(state,x+1,y) & G_ISLAND)) 3117 INDEX(ds,newgrid,x+1,y) |= idata << D_L_ISLAND_SHIFT_L; 3118 if (y > 0 && !(GRID(state,x,y-1) & G_ISLAND)) 3119 INDEX(ds,newgrid,x,y-1) |= idata << D_L_ISLAND_SHIFT_D; 3120 if (y+1 < state->h && !(GRID(state,x,y+1) & G_ISLAND)) 3121 INDEX(ds,newgrid,x,y+1) |= idata << D_L_ISLAND_SHIFT_U; 3122 } else { 3123 unsigned long hdata, vdata; 3124 bool selh = false, selv = false; 3125 3126 /* 3127 * A line (non-island) square. Compute the drawing 3128 * data for any horizontal and vertical lines in the 3129 * square, and put them in this square's entry and 3130 * optionally those for neighbouring islands too. 3131 */ 3132 3133 if (is_drag_dst && 3134 WITHIN(x,is_drag_src->x, is_drag_dst->x) && 3135 WITHIN(y,is_drag_src->y, is_drag_dst->y)) { 3136 if (is_drag_src->x != is_drag_dst->x) 3137 selh = true; 3138 else 3139 selv = true; 3140 } 3141 lines_lvlh(state, ui, x, y, v, &lv, &lh); 3142 3143 hdata = (v & G_NOLINEH ? DL_COUNT_CROSS : 3144 v & G_LINEH ? lh : 3145 (ui->show_hints && 3146 between_island(state,x,y,1,0)) ? DL_COUNT_HINT : 0); 3147 vdata = (v & G_NOLINEV ? DL_COUNT_CROSS : 3148 v & G_LINEV ? lv : 3149 (ui->show_hints && 3150 between_island(state,x,y,0,1)) ? DL_COUNT_HINT : 0); 3151 3152 hdata |= (flash ? DL_COL_FLASH : 3153 v & G_WARN ? DL_COL_WARNING : 3154 selh ? DL_COL_SELECTED : 3155 DL_COL_NORMAL); 3156 vdata |= (flash ? DL_COL_FLASH : 3157 v & G_WARN ? DL_COL_WARNING : 3158 selv ? DL_COL_SELECTED : 3159 DL_COL_NORMAL); 3160 3161 if (v & G_MARKH) 3162 hdata |= DL_LOCK; 3163 if (v & G_MARKV) 3164 vdata |= DL_LOCK; 3165 3166 INDEX(ds,newgrid,x,y) |= hdata << D_L_LINE_SHIFT_H; 3167 INDEX(ds,newgrid,x,y) |= vdata << D_L_LINE_SHIFT_V; 3168 if (x > 0 && (GRID(state,x-1,y) & G_ISLAND)) 3169 INDEX(ds,newgrid,x-1,y) |= hdata << D_I_LINE_SHIFT_R; 3170 if (x+1 < state->w && (GRID(state,x+1,y) & G_ISLAND)) 3171 INDEX(ds,newgrid,x+1,y) |= hdata << D_I_LINE_SHIFT_L; 3172 if (y > 0 && (GRID(state,x,y-1) & G_ISLAND)) 3173 INDEX(ds,newgrid,x,y-1) |= vdata << D_I_LINE_SHIFT_D; 3174 if (y+1 < state->h && (GRID(state,x,y+1) & G_ISLAND)) 3175 INDEX(ds,newgrid,x,y+1) |= vdata << D_I_LINE_SHIFT_U; 3176 } 3177 } 3178 } 3179 3180 /* 3181 * Now go through and draw any changed grid square. 3182 */ 3183 for (x = 0; x < ds->w; x++) { 3184 for (y = 0; y < ds->h; y++) { 3185 unsigned long newval = INDEX(ds,newgrid,x,y); 3186 if (INDEX(ds,grid,x,y) != newval) { 3187 v = GRID(state, x, y); 3188 if (v & G_ISLAND) { 3189 is = INDEX(state, gridi, x, y); 3190 draw_island_tile(dr, ds, x, y, is->count, newval); 3191 3192 /* 3193 * If this tile is right at the edge of the grid, 3194 * we must also draw the part of the island that 3195 * goes completely out of bounds. We don't bother 3196 * keeping separate entries in ds->newgrid for 3197 * these tiles; it's easier just to redraw them 3198 * iff we redraw their parent island tile. 3199 */ 3200 if (x == 0) 3201 draw_edge_tile(dr, ds, x-1, y, +1, 0, newval); 3202 if (y == 0) 3203 draw_edge_tile(dr, ds, x, y-1, 0, +1, newval); 3204 if (x == state->w-1) 3205 draw_edge_tile(dr, ds, x+1, y, -1, 0, newval); 3206 if (y == state->h-1) 3207 draw_edge_tile(dr, ds, x, y+1, 0, -1, newval); 3208 } else { 3209 draw_line_tile(dr, ds, x, y, newval); 3210 } 3211 INDEX(ds,grid,x,y) = newval; 3212 } 3213 } 3214 } 3215} 3216 3217static float game_anim_length(const game_state *oldstate, 3218 const game_state *newstate, int dir, game_ui *ui) 3219{ 3220 return 0.0F; 3221} 3222 3223static float game_flash_length(const game_state *oldstate, 3224 const game_state *newstate, int dir, game_ui *ui) 3225{ 3226 if (!oldstate->completed && newstate->completed && 3227 !oldstate->solved && !newstate->solved) 3228 return FLASH_TIME; 3229 3230 return 0.0F; 3231} 3232 3233static int game_status(const game_state *state) 3234{ 3235 return state->completed ? +1 : 0; 3236} 3237 3238static void game_print_size(const game_params *params, const game_ui *ui, 3239 float *x, float *y) 3240{ 3241 int pw, ph; 3242 3243 /* 10mm squares by default. */ 3244 game_compute_size(params, 1000, ui, &pw, &ph); 3245 *x = pw / 100.0F; 3246 *y = ph / 100.0F; 3247} 3248 3249static void game_print(drawing *dr, const game_state *state, const game_ui *ui, 3250 int ts) 3251{ 3252 int ink = print_mono_colour(dr, 0); 3253 int paper = print_mono_colour(dr, 1); 3254 int x, y, cx, cy, i, nl; 3255 int loff; 3256 grid_type grid; 3257 3258 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 3259 game_drawstate ads, *ds = &ads; 3260 ads.tilesize = ts; 3261 3262 /* I don't think this wants a border. */ 3263 3264 /* Bridges */ 3265 loff = ts / (8 * sqrt((state->params.maxb - 1))); 3266 print_line_width(dr, ts / 12); 3267 for (x = 0; x < state->w; x++) { 3268 for (y = 0; y < state->h; y++) { 3269 cx = COORD(x); cy = COORD(y); 3270 grid = GRID(state,x,y); 3271 nl = INDEX(state,lines,x,y); 3272 3273 if (grid & G_ISLAND) continue; 3274 if (grid & G_LINEV) { 3275 for (i = 0; i < nl; i++) 3276 draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy, 3277 cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink); 3278 } 3279 if (grid & G_LINEH) { 3280 for (i = 0; i < nl; i++) 3281 draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff, 3282 cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink); 3283 } 3284 } 3285 } 3286 3287 /* Islands */ 3288 for (i = 0; i < state->n_islands; i++) { 3289 char str[32]; 3290 struct island *is = &state->islands[i]; 3291 grid = GRID(state, is->x, is->y); 3292 cx = COORD(is->x) + ts/2; 3293 cy = COORD(is->y) + ts/2; 3294 3295 draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink); 3296 3297 sprintf(str, "%d", is->count); 3298 draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is->count), 3299 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); 3300 } 3301} 3302 3303#ifdef COMBINED 3304#define thegame bridges 3305#endif 3306 3307const struct game thegame = { 3308 "Bridges", "games.bridges", "bridges", 3309 default_params, 3310 game_fetch_preset, NULL, 3311 decode_params, 3312 encode_params, 3313 free_params, 3314 dup_params, 3315 true, game_configure, custom_params, 3316 validate_params, 3317 new_game_desc, 3318 validate_desc, 3319 new_game, 3320 dup_game, 3321 free_game, 3322 true, solve_game, 3323 true, game_can_format_as_text_now, game_text_format, 3324 get_prefs, set_prefs, 3325 new_ui, 3326 free_ui, 3327 NULL, /* encode_ui */ 3328 NULL, /* decode_ui */ 3329 NULL, /* game_request_keys */ 3330 game_changed_state, 3331 current_key_label, 3332 interpret_move, 3333 execute_move, 3334 PREFERRED_TILE_SIZE, game_compute_size, game_set_size, 3335 game_colours, 3336 game_new_drawstate, 3337 game_free_drawstate, 3338 game_redraw, 3339 game_anim_length, 3340 game_flash_length, 3341 game_get_cursor_location, 3342 game_status, 3343 true, false, game_print_size, game_print, 3344 false, /* wants_statusbar */ 3345 false, NULL, /* timing_state */ 3346 REQUIRE_RBUTTON, /* flags */ 3347}; 3348 3349/* vim: set shiftwidth=4 tabstop=8: */