/* * bridges.c: Implementation of the Nikoli game 'Bridges'. * * Things still to do: * * * write a recursive solver? */ #include #include #include #include #include #include #include #include "puzzles.h" /* Turn this on for hints about which lines are considered possibilities. */ #undef DRAW_HINTS #undef DRAW_GRID #undef DRAW_DSF /* --- structures for params, state, etc. --- */ #define MAX_BRIDGES 4 #define PREFERRED_TILE_SIZE 24 #define TILE_SIZE (ds->tilesize) #define BORDER (TILE_SIZE / 2) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) #define FLASH_TIME 0.50F enum { COL_BACKGROUND, COL_FOREGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, COL_SELECTED, COL_MARK, COL_HINT, COL_GRID, COL_WARNING, NCOLOURS }; struct game_params { int w, h, maxb; int islands, expansion; /* %age of island squares, %age chance of expansion */ int allowloops, difficulty; }; /* general flags used by all structs */ #define G_ISLAND 0x0001 #define G_LINEV 0x0002 /* contains a vert. line */ #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */ #define G_LINE (G_LINEV|G_LINEH) #define G_MARKV 0x0008 #define G_MARKH 0x0010 #define G_MARK (G_MARKV|G_MARKH) #define G_NOLINEV 0x0020 #define G_NOLINEH 0x0040 #define G_NOLINE (G_NOLINEV|G_NOLINEH) /* flags used by the drawstate */ #define G_ISSEL 0x0080 #define G_REDRAW 0x0100 #define G_FLASH 0x0200 #define G_WARN 0x0400 /* flags used by the solver etc. */ #define G_SWEEP 0x0800 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH) #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV) typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */ struct solver_state { int *dsf, *tmpdsf; int refcount; }; /* state->gridi is an optimisation; it stores the pointer to the island * structs indexed by (x,y). It's not strictly necessary (we could use * find234 instead), but Purify showed that board generation (mostly the solver) * was spending 60% of its time in find234. */ struct surrounds { /* cloned from lightup.c */ struct { int x, y, dx, dy, off; } points[4]; int npoints, nislands; }; struct island { game_state *state; int x, y, count; struct surrounds adj; }; struct game_state { int w, h, completed, solved, allowloops, maxb; grid_type *grid, *scratch; struct island *islands; int n_islands, n_islands_alloc; game_params params; /* used by the aux solver. */ #define N_WH_ARRAYS 5 char *wha, *possv, *possh, *lines, *maxv, *maxh; struct island **gridi; struct solver_state *solver; /* refcounted */ }; #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type)) #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) #define DINDEX(x,y) ((y)*state->w + (x)) #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)]) #define IDX(s,g,i) ((s)->g[(i)]) #define GRID(s,x,y) INDEX(s,grid,x,y) #define SCRATCH(s,x,y) INDEX(s,scratch,x,y) #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y))) #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y))) #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0) #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1)) #define WITHIN(x,min,max) ((min) > (max) ? \ WITHIN2(x,max,min) : WITHIN2(x,min,max)) /* --- island struct and tree support functions --- */ #define ISLAND_ORTH(is,j,f,df) \ (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df)) #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx) #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy) static void fixup_islands_for_realloc(game_state *state) { int i; for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL; for (i = 0; i < state->n_islands; i++) { struct island *is = &state->islands[i]; is->state = state; INDEX(state, gridi, is->x, is->y) = is; } } static char *game_text_format(game_state *state) { int x, y, len, nl; char *ret, *p; struct island *is; grid_type grid; len = (state->h) * (state->w+1) + 1; ret = snewn(len, char); p = ret; for (y = 0; y < state->h; y++) { for (x = 0; x < state->w; x++) { grid = GRID(state,x,y); nl = INDEX(state,lines,x,y); is = INDEX(state, gridi, x, y); if (is) { *p++ = '0' + is->count; } else if (grid & G_LINEV) { *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */ } else if (grid & G_LINEH) { *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~'; } else { *p++ = '.'; } } *p++ = '\n'; } *p++ = '\0'; assert(p - ret == len); return ret; } static void debug_state(game_state *state) { char *textversion = game_text_format(state); debug(("%s", textversion)); sfree(textversion); } /*static void debug_possibles(game_state *state) { int x, y; debug(("possh followed by possv\n")); for (y = 0; y < state->h; y++) { for (x = 0; x < state->w; x++) { debug(("%d", POSSIBLES(state, 1, x, y))); } debug((" ")); for (x = 0; x < state->w; x++) { debug(("%d", POSSIBLES(state, 0, x, y))); } debug(("\n")); } debug(("\n")); for (y = 0; y < state->h; y++) { for (x = 0; x < state->w; x++) { debug(("%d", MAXIMUM(state, 1, x, y))); } debug((" ")); for (x = 0; x < state->w; x++) { debug(("%d", MAXIMUM(state, 0, x, y))); } debug(("\n")); } debug(("\n")); }*/ static void island_set_surrounds(struct island *is) { assert(INGRID(is->state,is->x,is->y)); is->adj.npoints = is->adj.nislands = 0; #define ADDPOINT(cond,ddx,ddy) do {\ if (cond) { \ is->adj.points[is->adj.npoints].x = is->x+(ddx); \ is->adj.points[is->adj.npoints].y = is->y+(ddy); \ is->adj.points[is->adj.npoints].dx = (ddx); \ is->adj.points[is->adj.npoints].dy = (ddy); \ is->adj.points[is->adj.npoints].off = 0; \ is->adj.npoints++; \ } } while(0) ADDPOINT(is->x > 0, -1, 0); ADDPOINT(is->x < (is->state->w-1), +1, 0); ADDPOINT(is->y > 0, 0, -1); ADDPOINT(is->y < (is->state->h-1), 0, +1); } static void island_find_orthogonal(struct island *is) { /* fills in the rest of the 'surrounds' structure, assuming * all other islands are now in place. */ int i, x, y, dx, dy, off; is->adj.nislands = 0; for (i = 0; i < is->adj.npoints; i++) { dx = is->adj.points[i].dx; dy = is->adj.points[i].dy; x = is->x + dx; y = is->y + dy; off = 1; is->adj.points[i].off = 0; while (INGRID(is->state, x, y)) { if (GRID(is->state, x, y) & G_ISLAND) { is->adj.points[i].off = off; is->adj.nislands++; /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n", is->x, is->y, off, dx, dy, ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/ goto foundisland; } off++; x += dx; y += dy; } foundisland: ; } } static int island_hasbridge(struct island *is, int direction) { int x = is->adj.points[direction].x; int y = is->adj.points[direction].y; grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; if (GRID(is->state, x, y) & gline) return 1; return 0; } static struct island *island_find_connection(struct island *is, int adjpt) { struct island *is_r; assert(adjpt < is->adj.npoints); if (!is->adj.points[adjpt].off) return NULL; if (!island_hasbridge(is, adjpt)) return NULL; is_r = INDEX(is->state, gridi, ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt)); assert(is_r); return is_r; } static struct island *island_add(game_state *state, int x, int y, int count) { struct island *is; int realloced = 0; assert(!(GRID(state,x,y) & G_ISLAND)); GRID(state,x,y) |= G_ISLAND; state->n_islands++; if (state->n_islands > state->n_islands_alloc) { state->n_islands_alloc = state->n_islands * 2; state->islands = sresize(state->islands, state->n_islands_alloc, struct island); realloced = 1; } is = &state->islands[state->n_islands-1]; memset(is, 0, sizeof(struct island)); is->state = state; is->x = x; is->y = y; is->count = count; island_set_surrounds(is); if (realloced) fixup_islands_for_realloc(state); else INDEX(state, gridi, x, y) = is; return is; } /* n = -1 means 'flip NOLINE flags [and set line to 0].' */ static void island_join(struct island *i1, struct island *i2, int n, int is_max) { game_state *state = i1->state; int s, e, x, y; assert(i1->state == i2->state); assert(n >= -1 && n <= i1->state->maxb); if (i1->x == i2->x) { x = i1->x; if (i1->y < i2->y) { s = i1->y+1; e = i2->y-1; } else { s = i2->y+1; e = i1->y-1; } for (y = s; y <= e; y++) { if (is_max) { INDEX(state,maxv,x,y) = n; } else { if (n < 0) { GRID(state,x,y) ^= G_NOLINEV; } else if (n == 0) { GRID(state,x,y) &= ~G_LINEV; } else { GRID(state,x,y) |= G_LINEV; INDEX(state,lines,x,y) = n; } } } } else if (i1->y == i2->y) { y = i1->y; if (i1->x < i2->x) { s = i1->x+1; e = i2->x-1; } else { s = i2->x+1; e = i1->x-1; } for (x = s; x <= e; x++) { if (is_max) { INDEX(state,maxh,x,y) = n; } else { if (n < 0) { GRID(state,x,y) ^= G_NOLINEH; } else if (n == 0) { GRID(state,x,y) &= ~G_LINEH; } else { GRID(state,x,y) |= G_LINEH; INDEX(state,lines,x,y) = n; } } } } else { assert(!"island_join: islands not orthogonal."); } } /* Counts the number of bridges currently attached to the island. */ static int island_countbridges(struct island *is) { int i, c = 0; for (i = 0; i < is->adj.npoints; i++) { c += GRIDCOUNT(is->state, is->adj.points[i].x, is->adj.points[i].y, is->adj.points[i].dx ? G_LINEH : G_LINEV); } /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/ return c; } static int island_adjspace(struct island *is, int marks, int missing, int direction) { int x, y, poss, curr, dx; grid_type gline, mline; x = is->adj.points[direction].x; y = is->adj.points[direction].y; dx = is->adj.points[direction].dx; gline = dx ? G_LINEH : G_LINEV; if (marks) { mline = dx ? G_MARKH : G_MARKV; if (GRID(is->state,x,y) & mline) return 0; } poss = POSSIBLES(is->state, dx, x, y); poss = min(poss, missing); curr = GRIDCOUNT(is->state, x, y, gline); poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr); return poss; } /* Counts the number of bridge spaces left around the island; * expects the possibles to be up-to-date. */ static int island_countspaces(struct island *is, int marks) { int i, c = 0, missing; missing = is->count - island_countbridges(is); if (missing < 0) return 0; for (i = 0; i < is->adj.npoints; i++) { c += island_adjspace(is, marks, missing, i); } return c; } static int island_isadj(struct island *is, int direction) { int x, y; grid_type gline, mline; x = is->adj.points[direction].x; y = is->adj.points[direction].y; mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV; gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV; if (GRID(is->state, x, y) & mline) { /* If we're marked (i.e. the thing to attach to is complete) * only count an adjacency if we're already attached. */ return GRIDCOUNT(is->state, x, y, gline); } else { /* If we're unmarked, count possible adjacency iff it's * flagged as POSSIBLE. */ return POSSIBLES(is->state, is->adj.points[direction].dx, x, y); } return 0; } /* Counts the no. of possible adjacent islands (including islands * we're already connected to). */ static int island_countadj(struct island *is) { int i, nadj = 0; for (i = 0; i < is->adj.npoints; i++) { if (island_isadj(is, i)) nadj++; } return nadj; } static void island_togglemark(struct island *is) { int i, j, x, y, o; struct island *is_loop; /* mark the island... */ GRID(is->state, is->x, is->y) ^= G_MARK; /* ...remove all marks on non-island squares... */ for (x = 0; x < is->state->w; x++) { for (y = 0; y < is->state->h; y++) { if (!(GRID(is->state, x, y) & G_ISLAND)) GRID(is->state, x, y) &= ~G_MARK; } } /* ...and add marks to squares around marked islands. */ for (i = 0; i < is->state->n_islands; i++) { is_loop = &is->state->islands[i]; if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK)) continue; for (j = 0; j < is_loop->adj.npoints; j++) { /* if this direction takes us to another island, mark all * squares between the two islands. */ if (!is_loop->adj.points[j].off) continue; assert(is_loop->adj.points[j].off > 1); for (o = 1; o < is_loop->adj.points[j].off; o++) { GRID(is_loop->state, is_loop->x + is_loop->adj.points[j].dx*o, is_loop->y + is_loop->adj.points[j].dy*o) |= is_loop->adj.points[j].dy ? G_MARKV : G_MARKH; } } } } static int island_impossible(struct island *is, int strict) { int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc; int i, poss; grid_type v; struct island *is_orth; if (nspc < 0) { debug(("island at (%d,%d) impossible because full.\n", is->x, is->y)); return 1; /* too many bridges */ } else if ((curr + island_countspaces(is, 0)) < is->count) { debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y)); return 1; /* impossible to create enough bridges */ } else if (strict && curr < is->count) { debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y)); return 1; /* not enough bridges and island is locked */ } /* Count spaces in surrounding islands. */ nsurrspc = 0; for (i = 0; i < is->adj.npoints; i++) { int ifree, dx = is->adj.points[i].dx; if (!is->adj.points[i].off) continue; v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y); poss = POSSIBLES(is->state, dx, is->adj.points[i].x, is->adj.points[i].y); if (poss == 0) continue; is_orth = INDEX(is->state, gridi, ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)); assert(is_orth); ifree = is_orth->count - island_countbridges(is_orth); if (ifree > 0) nsurrspc += min(ifree, MAXIMUM(is->state, dx, is->adj.points[i].x, is->adj.points[i].y)); } if (nsurrspc < nspc) { debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n", is->x, is->y, nsurrspc, nspc)); return 1; /* not enough spaces around surrounding islands to fill this one. */ } return 0; } /* --- Game parameter functions --- */ #define DEFAULT_PRESET 0 const struct game_params bridges_presets[] = { { 7, 7, 2, 30, 10, 1, 0 }, { 7, 7, 2, 30, 10, 1, 1 }, { 7, 7, 2, 30, 10, 1, 2 }, { 10, 10, 2, 30, 10, 1, 0 }, { 10, 10, 2, 30, 10, 1, 1 }, { 10, 10, 2, 30, 10, 1, 2 }, { 15, 15, 2, 30, 10, 1, 0 }, { 15, 15, 2, 30, 10, 1, 1 }, { 15, 15, 2, 30, 10, 1, 2 }, }; static game_params *default_params(void) { game_params *ret = snew(game_params); game_params def = bridges_presets[DEFAULT_PRESET]; ret->w = configuration_get_int ("bridges", "width", def.w); ret->h = configuration_get_int ("bridges", "height", def.h); ret->difficulty = configuration_get_int ("bridges", "difficulty", def.difficulty); ret->allowloops = configuration_get_bool ("bridges", "allow_loops", def.allowloops); ret->maxb = configuration_get_int ("bridges", "maxb", def.maxb); ret->islands = configuration_get_int ("bridges", "islands", def.islands); ret->expansion = configuration_get_int ("bridges", "expansion", def.expansion); return ret; } static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char buf[80]; if (i < 0 || i >= lenof(bridges_presets)) return FALSE; ret = default_params(); *ret = bridges_presets[i]; *params = ret; sprintf(buf, "%dx%d %s", ret->w, ret->h, ret->difficulty == 0 ? "easy" : ret->difficulty == 1 ? "medium" : "hard"); *name = g_strdup (buf); return TRUE; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } #define EATNUM(x) do { \ (x) = atoi(string); \ while (*string && isdigit((unsigned char)*string)) string++; \ } while(0) static void decode_params(game_params *params, char const *string) { EATNUM(params->w); params->h = params->w; if (*string == 'x') { string++; EATNUM(params->h); } if (*string == 'i') { string++; EATNUM(params->islands); } if (*string == 'e') { string++; EATNUM(params->expansion); } if (*string == 'm') { string++; EATNUM(params->maxb); } params->allowloops = 1; if (*string == 'L') { string++; params->allowloops = 0; } if (*string == 'd') { string++; EATNUM(params->difficulty); } } static char *encode_params(game_params *params, int full) { if (full) { return g_strdup_printf("%dx%di%de%dm%d%sd%d", params->w, params->h, params->islands, params->expansion, params->maxb, params->allowloops ? "" : "L", params->difficulty); } else { return g_strdup_printf("%dx%dm%d%s", params->w, params->h, params->maxb, params->allowloops ? "" : "L"); } } static config_item *game_configure(game_params *params) { config_item *ret; ret = g_new (config_item, 8); ret[0].name = N_("Width"); ret[0].type = C_INTEGER; ret[0].sval = NULL; ret[0].ival = params->w; ret[1].name = N_("Height"); ret[1].type = C_INTEGER; ret[1].sval = NULL; ret[1].ival = params->h; ret[2].name = N_("Difficulty"); ret[2].type = C_CHOICES; ret[2].sval = N_(":Easy:Medium:Hard"); ret[2].ival = params->difficulty; ret[3].name = N_("Allow loops"); ret[3].type = C_BOOLEAN; ret[3].sval = NULL; ret[3].ival = params->allowloops; ret[4].name = N_("Max. bridges per direction"); ret[4].type = C_CHOICES; ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */ ret[4].ival = params->maxb - 1; ret[5].name = N_("Percentage of island squares"); ret[5].type = C_CHOICES; ret[5].sval = ":5%:10%:15%:20%:25%:30%"; ret[5].ival = (params->islands / 5)-1; ret[6].name = N_("Expansion factor"); ret[6].type = C_CHOICES; ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%"; ret[6].ival = params->expansion / 10; ret[7].name = NULL; ret[7].type = C_END; ret[7].sval = NULL; ret[7].ival = 0; return ret; } static game_params *custom_params(config_item *cfg) { game_params *ret = g_new (game_params, 1); ret->w = cfg[0].ival; ret->h = cfg[1].ival; ret->difficulty = cfg[2].ival; ret->allowloops = cfg[3].ival; ret->maxb = cfg[4].ival + 1; ret->islands = (cfg[5].ival + 1) * 5; ret->expansion = cfg[6].ival * 10; return ret; } static void store_params(game_params *params) { configuration_set_int ("bridges", "width", params->w); configuration_set_int ("bridges", "height", params->h); configuration_set_int ("bridges", "difficulty", params->difficulty); configuration_set_bool ("bridges", "allow_loops", params->allowloops); configuration_set_int ("bridges", "maxb", params->maxb); configuration_set_int ("bridges", "islands", params->islands); configuration_set_int ("bridges", "expansion", params->expansion); } static char *validate_params(game_params *params, int full) { if (params->w < 3 || params->h < 3) { g_print ("width: %d height: %d\n", params->w, params->h); return "Width and height must be at least 3"; } if (params->maxb < 1 || params->maxb > MAX_BRIDGES) return "Too many bridges."; if (full) { if (params->islands <= 0 || params->islands > 30) return "%age of island squares must be between 1% and 30%"; if (params->expansion < 0 || params->expansion > 100) return "Expansion factor must be between 0 and 100"; } return NULL; } /* --- Game encoding and differences --- */ static char *encode_game(game_state *state) { char *ret, *p; int wh = state->w*state->h, run, x, y; struct island *is; ret = snewn(wh + 1, char); p = ret; run = 0; for (y = 0; y < state->h; y++) { for (x = 0; x < state->w; x++) { is = INDEX(state, gridi, x, y); if (is) { if (run) { *p++ = ('a'-1) + run; run = 0; } if (is->count < 10) *p++ = '0' + is->count; else *p++ = 'A' + (is->count - 10); } else { if (run == 26) { *p++ = ('a'-1) + run; run = 0; } run++; } } } if (run) { *p++ = ('a'-1) + run; run = 0; } *p = '\0'; assert(p - ret <= wh); return ret; } static char *game_state_diff(game_state *src, game_state *dest) { int movesize = 256, movelen = 0; char *move = snewn(movesize, char), buf[80]; int i, d, x, y, len; grid_type gline, nline; struct island *is_s, *is_d, *is_orth; #define APPEND do { \ if (movelen + len >= movesize) { \ movesize = movelen + len + 256; \ move = sresize(move, movesize, char); \ } \ strcpy(move + movelen, buf); \ movelen += len; \ } while(0) move[movelen++] = 'S'; move[movelen] = '\0'; assert(src->n_islands == dest->n_islands); for (i = 0; i < src->n_islands; i++) { is_s = &src->islands[i]; is_d = &dest->islands[i]; assert(is_s->x == is_d->x); assert(is_s->y == is_d->y); assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */ for (d = 0; d < is_s->adj.npoints; d++) { if (is_s->adj.points[d].dx == -1 || is_s->adj.points[d].dy == -1) continue; x = is_s->adj.points[d].x; y = is_s->adj.points[d].y; gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV; nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV; is_orth = INDEX(dest, gridi, ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d)); if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) { assert(is_orth); len = sprintf(buf, ";L%d,%d,%d,%d,%d", is_s->x, is_s->y, is_orth->x, is_orth->y, GRIDCOUNT(dest, x, y, gline)); APPEND; } if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) { assert(is_orth); len = sprintf(buf, ";N%d,%d,%d,%d", is_s->x, is_s->y, is_orth->x, is_orth->y); APPEND; } } if ((GRID(src, is_s->x, is_s->y) & G_MARK) != (GRID(dest, is_d->x, is_d->y) & G_MARK)) { len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y); APPEND; } } return move; } /* --- Game setup and solving utilities --- */ /* This function is optimised; a Quantify showed that lots of grid-generation time * (>50%) was spent in here. Hence the IDX() stuff. */ static void map_update_possibles(game_state *state) { int x, y, s, e, bl, i, np, maxb, w = state->w, idx; struct island *is_s = NULL, *is_f = NULL; /* Run down vertical stripes [un]setting possv... */ for (x = 0; x < state->w; x++) { idx = x; s = e = -1; bl = 0; /* Unset possible flags until we find an island. */ for (y = 0; y < state->h; y++) { is_s = IDX(state, gridi, idx); if (is_s) break; IDX(state, possv, idx) = 0; idx += w; } for (; y < state->h; y++) { is_f = IDX(state, gridi, idx); if (is_f) { assert(is_s); maxb = IDX(state, maxv, idx); np = min(maxb, min(is_s->count, is_f->count)); if (s != -1) { for (i = s; i <= e; i++) { INDEX(state, possv, x, i) = bl ? 0 : np; } } s = y+1; bl = 0; is_s = is_f; } else { e = y; if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1; } idx += w; } if (s != -1) { for (i = s; i <= e; i++) INDEX(state, possv, x, i) = 0; } } /* ...and now do horizontal stripes [un]setting possh. */ /* can we lose this clone'n'hack? */ for (y = 0; y < state->h; y++) { idx = y*w; s = e = -1; bl = 0; for (x = 0; x < state->w; x++) { is_s = IDX(state, gridi, idx); if (is_s) break; IDX(state, possh, idx) = 0; idx += 1; } for (; x < state->w; x++) { is_f = IDX(state, gridi, idx); if (is_f) { assert(is_s); maxb = IDX(state, maxh, idx); np = min(maxb, min(is_s->count, is_f->count)); if (s != -1) { for (i = s; i <= e; i++) { INDEX(state, possh, i, y) = bl ? 0 : np; } } s = x+1; bl = 0; is_s = is_f; } else { e = x; if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1; } idx += 1; } if (s != -1) { for (i = s; i <= e; i++) INDEX(state, possh, i, y) = 0; } } } static void map_count(game_state *state) { int i, n, ax, ay; grid_type flag, grid; struct island *is; for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; is->count = 0; for (n = 0; n < is->adj.npoints; n++) { ax = is->adj.points[n].x; ay = is->adj.points[n].y; flag = (ax == is->x) ? G_LINEV : G_LINEH; grid = GRID(state,ax,ay); if (grid & flag) { is->count += INDEX(state,lines,ax,ay); } } } } static void map_find_orthogonal(game_state *state) { int i; for (i = 0; i < state->n_islands; i++) { island_find_orthogonal(&state->islands[i]); } } static int grid_degree(game_state *state, int x, int y, int *nx_r, int *ny_r) { grid_type grid = SCRATCH(state, x, y), gline = grid & G_LINE; struct island *is; int x1, y1, x2, y2, c = 0, i, nx, ny; nx = ny = -1; /* placate optimiser */ is = INDEX(state, gridi, x, y); if (is) { for (i = 0; i < is->adj.npoints; i++) { gline = is->adj.points[i].dx ? G_LINEH : G_LINEV; if (SCRATCH(state, is->adj.points[i].x, is->adj.points[i].y) & gline) { nx = is->adj.points[i].x; ny = is->adj.points[i].y; c++; } } } else if (gline) { if (gline & G_LINEV) { x1 = x2 = x; y1 = y-1; y2 = y+1; } else { x1 = x-1; x2 = x+1; y1 = y2 = y; } /* Non-island squares with edges in should never be pointing off the * edge of the grid. */ assert(INGRID(state, x1, y1)); assert(INGRID(state, x2, y2)); if (SCRATCH(state, x1, y1) & (gline | G_ISLAND)) { nx = x1; ny = y1; c++; } if (SCRATCH(state, x2, y2) & (gline | G_ISLAND)) { nx = x2; ny = y2; c++; } } if (c == 1) { assert(nx != -1 && ny != -1); /* paranoia */ *nx_r = nx; *ny_r = ny; } return c; } static int map_hasloops(game_state *state, int mark) { int x, y, ox, oy, nx = 0, ny = 0, loop = 0; memcpy(state->scratch, state->grid, GRIDSZ(state)); /* This algorithm is actually broken; if there are two loops connected * by bridges this will also highlight bridges. The correct algorithm * uses a dsf and a two-pass edge-detection algorithm (see check_correct * in slant.c); this is BALGE for now, especially since disallow-loops * is not the default for this puzzle. If we want to fix this later then * copy the alg in slant.c to the empty statement in map_group. */ /* Remove all 1-degree edges. */ for (y = 0; y < state->h; y++) { for (x = 0; x < state->w; x++) { ox = x; oy = y; while (grid_degree(state, ox, oy, &nx, &ny) == 1) { /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/ SCRATCH(state, ox, oy) &= ~(G_LINE|G_ISLAND); ox = nx; oy = ny; } } } /* Mark any remaining edges as G_WARN, if required. */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { if (GRID(state,x,y) & G_ISLAND) continue; if (SCRATCH(state, x, y) & G_LINE) { if (mark) { /*debug(("hasloops: marking loop square at (%d,%d).\n", x, y));*/ GRID(state,x,y) |= G_WARN; loop = 1; } else return 1; /* short-cut as soon as we find one */ } else { if (mark) GRID(state,x,y) &= ~G_WARN; } } } return loop; } static void map_group(game_state *state) { int i, wh = state->w*state->h, d1, d2; int x, y, x2, y2; int *dsf = state->solver->dsf; struct island *is, *is_join; /* Initialise dsf. */ dsf_init(dsf, wh); /* For each island, find connected islands right or down * and merge the dsf for the island squares as well as the * bridge squares. */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */ is = INDEX(state, gridi, x, y); if (!is) continue; d1 = DINDEX(x,y); for (i = 0; i < is->adj.npoints; i++) { /* only want right/down */ if (is->adj.points[i].dx == -1 || is->adj.points[i].dy == -1) continue; is_join = island_find_connection(is, i); if (!is_join) continue; d2 = DINDEX(is_join->x, is_join->y); if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) { ; /* we have a loop. See comment in map_hasloops. */ /* However, we still want to merge all squares joining * this side-that-makes-a-loop. */ } /* merge all squares between island 1 and island 2. */ for (x2 = x; x2 <= is_join->x; x2++) { for (y2 = y; y2 <= is_join->y; y2++) { d2 = DINDEX(x2,y2); if (d1 != d2) dsf_merge(dsf,d1,d2); } } } } } } static int map_group_check(game_state *state, int canon, int warn, int *nislands_r) { int *dsf = state->solver->dsf, nislands = 0; int x, y, i, allfull = 1; struct island *is; for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue; GRID(state, is->x, is->y) |= G_SWEEP; nislands++; if (island_countbridges(is) != is->count) allfull = 0; } if (warn && allfull && nislands != state->n_islands) { /* we're full and this island group isn't the whole set. * Mark all squares with this dsf canon as ERR. */ for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { if (dsf_canonify(dsf, DINDEX(x,y)) == canon) { GRID(state,x,y) |= G_WARN; } } } } if (nislands_r) *nislands_r = nislands; return allfull; } static int map_group_full(game_state *state, int *ngroups_r) { int *dsf = state->solver->dsf, ngroups = 0; int i, anyfull = 0; struct island *is; /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; if (GRID(state,is->x,is->y) & G_SWEEP) continue; ngroups++; if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), 1, NULL)) anyfull = 1; } *ngroups_r = ngroups; return anyfull; } static int map_check(game_state *state) { int ngroups; /* Check for loops, if necessary. */ if (!state->allowloops) { if (map_hasloops(state, 1)) return 0; } /* Place islands into island groups and check for early * satisfied-groups. */ map_group(state); /* clears WARN and SWEEP */ if (map_group_full(state, &ngroups)) { if (ngroups == 1) return 1; } return 0; } static void map_clear(game_state *state) { int x, y; for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { /* clear most flags; might want to be slightly more careful here. */ GRID(state,x,y) &= G_ISLAND; } } } static void solve_join(struct island *is, int direction, int n, int is_max) { struct island *is_orth; int d1, d2, *dsf = is->state->solver->dsf; game_state *state = is->state; /* for DINDEX */ is_orth = INDEX(is->state, gridi, ISLAND_ORTHX(is, direction), ISLAND_ORTHY(is, direction)); assert(is_orth); /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n", is->x, is->y, is_orth->x, is_orth->y, n));*/ island_join(is, is_orth, n, is_max); if (n > 0 && !is_max) { d1 = DINDEX(is->x, is->y); d2 = DINDEX(is_orth->x, is_orth->y); if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2)) dsf_merge(dsf, d1, d2); } } static int solve_fillone(struct island *is) { int i, nadded = 0; debug(("solve_fillone for island (%d,%d).\n", is->x, is->y)); for (i = 0; i < is->adj.npoints; i++) { if (island_isadj(is, i)) { if (island_hasbridge(is, i)) { /* already attached; do nothing. */; } else { solve_join(is, i, 1, 0); nadded++; } } } return nadded; } static int solve_fill(struct island *is) { /* for each unmarked adjacent, make sure we convert every possible bridge * to a real one, and then work out the possibles afresh. */ int i, nnew, ncurr, nadded = 0, missing; debug(("solve_fill for island (%d,%d).\n", is->x, is->y)); missing = is->count - island_countbridges(is); if (missing < 0) return 0; /* very like island_countspaces. */ for (i = 0; i < is->adj.npoints; i++) { nnew = island_adjspace(is, 1, missing, i); if (nnew) { ncurr = GRIDCOUNT(is->state, is->adj.points[i].x, is->adj.points[i].y, is->adj.points[i].dx ? G_LINEH : G_LINEV); solve_join(is, i, nnew + ncurr, 0); nadded += nnew; } } return nadded; } static int solve_island_stage1(struct island *is, int *didsth_r) { int bridges = island_countbridges(is); int nspaces = island_countspaces(is, 1); int nadj = island_countadj(is); int didsth = 0; assert(didsth_r); /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n", is->x, is->y, bridges, is->count, nspaces, nadj));*/ if (bridges > is->count) { /* We only ever add bridges when we're sure they fit, or that's * the only place they can go. If we've added bridges such that * another island has become wrong, the puzzle must not have had * a solution. */ debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y)); return 0; } else if (bridges == is->count) { /* This island is full. Make sure it's marked (and update * possibles if we did). */ if (!(GRID(is->state, is->x, is->y) & G_MARK)) { debug(("...marking island (%d,%d) as full.\n", is->x, is->y)); island_togglemark(is); didsth = 1; } } else if (GRID(is->state, is->x, is->y) & G_MARK) { debug(("...island (%d,%d) is marked but unfinished!\n", is->x, is->y)); return 0; /* island has been marked unfinished; no solution from here. */ } else { /* This is the interesting bit; we try and fill in more information * about this island. */ if (is->count == bridges + nspaces) { if (solve_fill(is) > 0) didsth = 1; } else if (is->count > ((nadj-1) * is->state->maxb)) { /* must have at least one bridge in each possible direction. */ if (solve_fillone(is) > 0) didsth = 1; } } if (didsth) { map_update_possibles(is->state); *didsth_r = 1; } return 1; } /* returns non-zero if a new line here would cause a loop. */ static int solve_island_checkloop(struct island *is, int direction) { struct island *is_orth; int *dsf = is->state->solver->dsf, d1, d2; game_state *state = is->state; if (is->state->allowloops) return 0; /* don't care anyway */ if (island_hasbridge(is, direction)) return 0; /* already has a bridge */ if (island_isadj(is, direction) == 0) return 0; /* no adj island */ is_orth = INDEX(is->state, gridi, ISLAND_ORTHX(is,direction), ISLAND_ORTHY(is,direction)); if (!is_orth) return 0; d1 = DINDEX(is->x, is->y); d2 = DINDEX(is_orth->x, is_orth->y); if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) { /* two islands are connected already; don't join them. */ return 1; } return 0; } static int solve_island_stage2(struct island *is, int *didsth_r) { int added = 0, removed = 0, navail = 0, nadj, i; assert(didsth_r); for (i = 0; i < is->adj.npoints; i++) { if (solve_island_checkloop(is, i)) { debug(("removing possible loop at (%d,%d) direction %d.\n", is->x, is->y, i)); solve_join(is, i, -1, 0); map_update_possibles(is->state); removed = 1; } else { navail += island_isadj(is, i); /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n", is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy, island_isadj(is, i)));*/ } } /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/ for (i = 0; i < is->adj.npoints; i++) { if (!island_hasbridge(is, i)) { nadj = island_isadj(is, i); if (nadj > 0 && (navail - nadj) < is->count) { /* we couldn't now complete the island without at * least one bridge here; put it in. */ /*debug(("nadj %d, navail %d, is->count %d.\n", nadj, navail, is->count));*/ debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n", is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy)); solve_join(is, i, 1, 0); added = 1; /*debug_state(is->state); debug_possibles(is->state);*/ } } } if (added) map_update_possibles(is->state); if (added || removed) *didsth_r = 1; return 1; } static int solve_island_subgroup(struct island *is, int direction, int n) { struct island *is_join; int nislands, *dsf = is->state->solver->dsf; game_state *state = is->state; debug(("..checking subgroups.\n")); /* if is isn't full, return 0. */ if (n < is->count) { debug(("...orig island (%d,%d) not full.\n", is->x, is->y)); return 0; } is_join = INDEX(state, gridi, ISLAND_ORTHX(is, direction), ISLAND_ORTHY(is, direction)); assert(is_join); /* if is_join isn't full, return 0. */ if (island_countbridges(is_join) < is_join->count) { debug(("...dest island (%d,%d) not full.\n", is_join->x, is_join->y)); return 0; } /* Check group membership for is->dsf; if it's full return 1. */ if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)), 0, &nislands)) { if (nislands < state->n_islands) { /* we have a full subgroup that isn't the whole set. * This isn't allowed. */ debug(("island at (%d,%d) makes full subgroup, disallowing.\n", is->x, is->y, n)); return 1; } else { debug(("...has finished puzzle.\n")); } } return 0; } static int solve_island_impossible(game_state *state) { struct island *is; int i; /* If any islands are impossible, return 1. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; if (island_impossible(is, 0)) { debug(("island at (%d,%d) has become impossible, disallowing.\n", is->x, is->y)); return 1; } } return 0; } /* Bear in mind that this function is really rather inefficient. */ static int solve_island_stage3(struct island *is, int *didsth_r) { int i, n, x, y, missing, spc, curr, maxb, didsth = 0; int wh = is->state->w * is->state->h; struct solver_state *ss = is->state->solver; assert(didsth_r); missing = is->count - island_countbridges(is); if (missing <= 0) return 1; for (i = 0; i < is->adj.npoints; i++) { /* We only do right- or down-pointing bridges. */ if (is->adj.points[i].dx == -1 || is->adj.points[i].dy == -1) continue; x = is->adj.points[i].x; y = is->adj.points[i].y; spc = island_adjspace(is, 1, missing, i); if (spc == 0) continue; curr = GRIDCOUNT(is->state, x, y, is->adj.points[i].dx ? G_LINEH : G_LINEV); debug(("island at (%d,%d) s3, trying %d - %d bridges.\n", is->x, is->y, curr+1, curr+spc)); /* Now we know that this island could have more bridges, * to bring the total from curr+1 to curr+spc. */ maxb = -1; /* We have to squirrel the dsf away and restore it afterwards; * it is additive only, and can't be removed from. */ memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int)); for (n = curr+1; n <= curr+spc; n++) { solve_join(is, i, n, 0); map_update_possibles(is->state); if (solve_island_subgroup(is, i, n) || solve_island_impossible(is->state)) { maxb = n-1; debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n", is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy, maxb)); break; } } solve_join(is, i, curr, 0); /* put back to before. */ memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int)); if (maxb != -1) { /*debug_state(is->state);*/ if (maxb == 0) { debug(("...adding NOLINE.\n")); solve_join(is, i, -1, 0); /* we can't have any bridges here. */ didsth = 1; } else { debug(("...setting maximum\n")); solve_join(is, i, maxb, 1); } } map_update_possibles(is->state); } if (didsth) *didsth_r = didsth; return 1; } #define CONTINUE_IF_FULL do { \ if (GRID(state, is->x, is->y) & G_MARK) { \ /* island full, don't try fixing it */ \ continue; \ } } while(0) static int solve_sub(game_state *state, int difficulty, int depth) { struct island *is; int i, didsth; while (1) { didsth = 0; /* First island iteration: things we can work out by looking at * properties of the island as a whole. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; if (!solve_island_stage1(is, &didsth)) return 0; } if (didsth) continue; else if (difficulty < 1) break; /* Second island iteration: thing we can work out by looking at * properties of individual island connections. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; CONTINUE_IF_FULL; if (!solve_island_stage2(is, &didsth)) return 0; } if (didsth) continue; else if (difficulty < 2) break; /* Third island iteration: things we can only work out by looking * at groups of islands. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; if (!solve_island_stage3(is, &didsth)) return 0; } if (didsth) continue; else if (difficulty < 3) break; /* If we can be bothered, write a recursive solver to finish here. */ break; } if (map_check(state)) return 1; /* solved it */ return 0; } static void solve_for_hint(game_state *state) { map_group(state); solve_sub(state, 10, 0); } static int solve_from_scratch(game_state *state, int difficulty) { map_clear(state); map_group(state); map_update_possibles(state); return solve_sub(state, difficulty, 0); } /* --- New game functions --- */ static game_state *new_state(game_params *params) { game_state *ret = snew(game_state); int wh = params->w * params->h, i; ret->w = params->w; ret->h = params->h; ret->allowloops = params->allowloops; ret->maxb = params->maxb; ret->params = *params; ret->grid = snewn(wh, grid_type); memset(ret->grid, 0, GRIDSZ(ret)); ret->scratch = snewn(wh, grid_type); memset(ret->scratch, 0, GRIDSZ(ret)); ret->wha = snewn(wh*N_WH_ARRAYS, char); memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char)); ret->possv = ret->wha; ret->possh = ret->wha + wh; ret->lines = ret->wha + wh*2; ret->maxv = ret->wha + wh*3; ret->maxh = ret->wha + wh*4; memset(ret->maxv, ret->maxb, wh*sizeof(char)); memset(ret->maxh, ret->maxb, wh*sizeof(char)); ret->islands = NULL; ret->n_islands = 0; ret->n_islands_alloc = 0; ret->gridi = snewn(wh, struct island *); for (i = 0; i < wh; i++) ret->gridi[i] = NULL; ret->solved = ret->completed = 0; ret->solver = snew(struct solver_state); ret->solver->dsf = snew_dsf(wh); ret->solver->tmpdsf = snewn(wh, int); ret->solver->refcount = 1; return ret; } static game_state *dup_game(game_state *state) { game_state *ret = snew(game_state); int wh = state->w*state->h; ret->w = state->w; ret->h = state->h; ret->allowloops = state->allowloops; ret->maxb = state->maxb; ret->params = state->params; ret->grid = snewn(wh, grid_type); memcpy(ret->grid, state->grid, GRIDSZ(ret)); ret->scratch = snewn(wh, grid_type); memcpy(ret->scratch, state->scratch, GRIDSZ(ret)); ret->wha = snewn(wh*N_WH_ARRAYS, char); memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char)); ret->possv = ret->wha; ret->possh = ret->wha + wh; ret->lines = ret->wha + wh*2; ret->maxv = ret->wha + wh*3; ret->maxh = ret->wha + wh*4; ret->islands = snewn(state->n_islands, struct island); memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island)); ret->n_islands = ret->n_islands_alloc = state->n_islands; ret->gridi = snewn(wh, struct island *); fixup_islands_for_realloc(ret); ret->solved = state->solved; ret->completed = state->completed; ret->solver = state->solver; ret->solver->refcount++; return ret; } static void free_game(game_state *state) { if (--state->solver->refcount <= 0) { sfree(state->solver->dsf); sfree(state->solver->tmpdsf); sfree(state->solver); } sfree(state->islands); sfree(state->gridi); sfree(state->wha); sfree(state->scratch); sfree(state->grid); sfree(state); } #define MAX_NEWISLAND_TRIES 50 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0) static char *new_game_desc(game_params *params, random_state *rs, char **aux, int interactive) { game_state *tobuild = NULL; int i, j, wh = params->w * params->h, x, y, dx, dy; int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy; int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad; struct island *is, *is2; char *ret; unsigned int echeck; /* pick a first island position randomly. */ generate: if (tobuild) free_game(tobuild); tobuild = new_state(params); x = random_upto(rs, params->w); y = random_upto(rs, params->h); island_add(tobuild, x, y, 0); ni_curr = 1; ni_bad = 0; debug(("Created initial island at (%d,%d).\n", x, y)); while (ni_curr < ni_req) { /* Pick a random island to try and extend from. */ i = random_upto(rs, tobuild->n_islands); is = &tobuild->islands[i]; /* Pick a random direction to extend in. */ j = random_upto(rs, is->adj.npoints); dx = is->adj.points[j].x - is->x; dy = is->adj.points[j].y - is->y; /* Find out limits of where we could put a new island. */ joinx = joiny = -1; minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */ x = is->x+dx; y = is->y+dy; if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { /* already a line next to the island, continue. */ goto bad; } while (1) { if (x < 0 || x >= params->w || y < 0 || y >= params->h) { /* got past the edge; put a possible at the island * and exit. */ maxx = x-dx; maxy = y-dy; goto foundmax; } if (GRID(tobuild,x,y) & G_ISLAND) { /* could join up to an existing island... */ joinx = x; joiny = y; /* ... or make a new one 2 spaces away. */ maxx = x - 2*dx; maxy = y - 2*dy; goto foundmax; } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) { /* could make a new one 1 space away from the line. */ maxx = x - dx; maxy = y - dy; goto foundmax; } x += dx; y += dy; } foundmax: debug(("Island at (%d,%d) with d(%d,%d) has new positions " "(%d,%d) -> (%d,%d), join (%d,%d).\n", is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny)); /* Now we know where we could either put a new island * (between min and max), or (if loops are allowed) could join on * to an existing island (at join). */ if (params->allowloops && joinx != -1 && joiny != -1) { if (random_upto(rs, 100) < (unsigned long)params->expansion) { is2 = INDEX(tobuild, gridi, joinx, joiny); debug(("Joining island at (%d,%d) to (%d,%d).\n", is->x, is->y, is2->x, is2->y)); goto join; } } diffx = (maxx - minx) * dx; diffy = (maxy - miny) * dy; if (diffx < 0 || diffy < 0) goto bad; if (random_upto(rs,100) < (unsigned long)params->expansion) { newx = maxx; newy = maxy; debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy)); } else { newx = minx + random_upto(rs,diffx+1)*dx; newy = miny + random_upto(rs,diffy+1)*dy; debug(("Creating new island at (%d,%d).\n", newx, newy)); } /* check we're not next to island in the other orthogonal direction. */ if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) || (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) { debug(("New location is adjacent to island, skipping.\n")); goto bad; } is2 = island_add(tobuild, newx, newy, 0); /* Must get is again at this point; the array might have * been realloced by island_add... */ is = &tobuild->islands[i]; /* ...but order will not change. */ ni_curr++; ni_bad = 0; join: island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0); debug_state(tobuild); continue; bad: ni_bad++; if (ni_bad > MAX_NEWISLAND_TRIES) { debug(("Unable to create any new islands after %d tries; " "created %d [%d%%] (instead of %d [%d%%] requested).\n", MAX_NEWISLAND_TRIES, ni_curr, ni_curr * 100 / wh, ni_req, ni_req * 100 / wh)); goto generated; } } generated: if (ni_curr == 1) { debug(("Only generated one island (!), retrying.\n")); goto generate; } /* Check we have at least one island on each extremity of the grid. */ echeck = 0; for (x = 0; x < params->w; x++) { if (INDEX(tobuild, gridi, x, 0)) echeck |= 1; if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2; } for (y = 0; y < params->h; y++) { if (INDEX(tobuild, gridi, 0, y)) echeck |= 4; if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8; } if (echeck != 15) { debug(("Generated grid doesn't fill to sides, retrying.\n")); goto generate; } map_count(tobuild); map_find_orthogonal(tobuild); if (params->difficulty > 0) { if (solve_from_scratch(tobuild, params->difficulty-1) > 0) { debug(("Grid is solvable at difficulty %d (too easy); retrying.\n", params->difficulty-1)); goto generate; } } if (solve_from_scratch(tobuild, params->difficulty) == 0) { debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n", params->difficulty)); goto generate; } /* ... tobuild is now solved. We rely on this making the diff for aux. */ debug_state(tobuild); ret = encode_game(tobuild); { game_state *clean = dup_game(tobuild); map_clear(clean); map_update_possibles(clean); *aux = game_state_diff(clean, tobuild); free_game(clean); } free_game(tobuild); return ret; } static char *validate_desc(game_params *params, char *desc) { int i, wh = params->w * params->h; for (i = 0; i < wh; i++) { if (*desc >= '1' && *desc <= '9') /* OK */; else if (*desc >= 'a' && *desc <= 'z') i += *desc - 'a'; /* plus the i++ */ else if (*desc >= 'A' && *desc <= 'G') /* OK */; else if (*desc == 'V' || *desc == 'W' || *desc == 'X' || *desc == 'Y' || *desc == 'H' || *desc == 'I' || *desc == 'J' || *desc == 'K') /* OK */; else if (!*desc) return "Game description shorter than expected"; else return "Game description containers unexpected character"; desc++; } if (*desc || i > wh) return "Game description longer than expected"; return NULL; } static game_state *new_game_sub(game_params *params, char *desc) { game_state *state = new_state(params); int x, y, run = 0; debug(("new_game[_sub]: desc = '%s'.\n", desc)); for (y = 0; y < params->h; y++) { for (x = 0; x < params->w; x++) { char c = '\0'; if (run == 0) { c = *desc++; assert(c != 'S'); if (c >= 'a' && c <= 'z') run = c - 'a' + 1; } if (run > 0) { c = 'S'; run--; } switch (c) { case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': island_add(state, x, y, (c - '0')); break; case 'A': case 'B': case 'C': case 'D': case 'E': case 'F': case 'G': island_add(state, x, y, (c - 'A') + 10); break; case 'S': /* empty square */ break; default: assert(!"Malformed desc."); break; } } } if (*desc) assert(!"Over-long desc."); map_find_orthogonal(state); map_update_possibles(state); return state; } static game_state *new_game(midend *me, game_params *params, char *desc) { return new_game_sub(params, desc); } struct game_ui { int dragx_src, dragy_src; /* source; -1 means no drag */ int dragx_dst, dragy_dst; /* src's closest orth island. */ grid_type todraw; int dragging, drag_is_noline, nlines; }; static char *ui_cancel_drag(game_ui *ui) { ui->dragx_src = ui->dragy_src = -1; ui->dragx_dst = ui->dragy_dst = -1; ui->dragging = 0; return ""; } static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); ui_cancel_drag(ui); return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static char *encode_ui(game_ui *ui) { return NULL; } static void decode_ui(game_ui *ui, char *encoding) { } static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { } struct game_drawstate { int tilesize; int w, h; grid_type *grid; int *lv, *lh; int started, dragging; }; static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds, int nx, int ny) { int ox, oy, dx, dy, i, currl, maxb; struct island *is; grid_type gtype, ntype, mtype, curr; if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; ui->dragx_dst = -1; ui->dragy_dst = -1; /* work out which of the four directions we're closest to... */ ox = COORD(ui->dragx_src) + TILE_SIZE/2; oy = COORD(ui->dragy_src) + TILE_SIZE/2; if (abs(nx-ox) < abs(ny-oy)) { dx = 0; dy = (ny-oy) < 0 ? -1 : 1; gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV; maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy); } else { dy = 0; dx = (nx-ox) < 0 ? -1 : 1; gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH; maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy); } if (ui->drag_is_noline) { ui->todraw = ntype; } else { curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy); currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy); if (curr & gtype) { if (currl == maxb) { ui->todraw = 0; ui->nlines = 0; } else { ui->todraw = gtype; ui->nlines = currl + 1; } } else { ui->todraw = gtype; ui->nlines = 1; } } /* ... and see if there's an island off in that direction. */ is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); for (i = 0; i < is->adj.npoints; i++) { if (is->adj.points[i].off == 0) continue; curr = GRID(state, is->x+dx, is->y+dy); if (curr & mtype) continue; /* don't allow changes to marked lines. */ if (ui->drag_is_noline) { if (curr & gtype) continue; /* no no-line where already a line */ } else { if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */ if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */ } if (is->adj.points[i].dx == dx && is->adj.points[i].dy == dy) { ui->dragx_dst = ISLAND_ORTHX(is,i); ui->dragy_dst = ISLAND_ORTHY(is,i); } } /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n", ui->dragx_src, ui->dragy_src, dx, dy, ui->dragx_dst, ui->dragy_dst));*/ return ""; } static char *finish_drag(game_state *state, game_ui *ui) { char *buf; if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL; if (ui->dragx_dst == -1 || ui->dragy_dst == -1) return ui_cancel_drag(ui); if (ui->drag_is_noline) { buf = g_strdup_printf("N%d,%d,%d,%d", ui->dragx_src, ui->dragy_src, ui->dragx_dst, ui->dragy_dst); } else { buf = g_strdup_printf("L%d,%d,%d,%d,%d", ui->dragx_src, ui->dragy_src, ui->dragx_dst, ui->dragy_dst, ui->nlines); } ui_cancel_drag(ui); return buf; } static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { int gx = FROMCOORD(x), gy = FROMCOORD(y); char buf[80], *ret; grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0; if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { if (!INGRID(state, gx, gy)) return NULL; if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) { ui->dragx_src = gx; ui->dragy_src = gy; return ""; } else return ui_cancel_drag(ui); } else if (button == LEFT_DRAG || button == RIGHT_DRAG) { if (gx != ui->dragx_src || gy != ui->dragy_src) { ui->dragging = 1; ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0; return update_drag_dst(state, ui, ds, x, y); } else { /* cancel a drag when we go back to the starting point */ ui->dragx_dst = -1; ui->dragy_dst = -1; return ""; } } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) { if (ui->dragging) { return finish_drag(state, ui); } else { ui_cancel_drag(ui); if (!INGRID(state, gx, gy)) return NULL; if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL; return g_strdup_printf("M%d,%d", gx, gy); } } else if (button == 'h' || button == 'H') { game_state *solved = dup_game(state); solve_for_hint(solved); ret = game_state_diff(state, solved); free_game(solved); return ret; } return NULL; } static game_state *execute_move(game_state *state, char *move) { game_state *ret = dup_game(state); int x1, y1, x2, y2, nl, n; struct island *is1, *is2; char c; debug(("execute_move: %s\n", move)); if (!*move) goto badmove; while (*move) { c = *move++; if (c == 'S') { ret->solved = TRUE; n = 0; } else if (c == 'L') { if (sscanf(move, "%d,%d,%d,%d,%d%n", &x1, &y1, &x2, &y2, &nl, &n) != 5) goto badmove; is1 = INDEX(ret, gridi, x1, y1); is2 = INDEX(ret, gridi, x2, y2); if (!is1 || !is2) goto badmove; if (nl < 0 || nl > state->maxb) goto badmove; island_join(is1, is2, nl, 0); } else if (c == 'N') { if (sscanf(move, "%d,%d,%d,%d%n", &x1, &y1, &x2, &y2, &n) != 4) goto badmove; is1 = INDEX(ret, gridi, x1, y1); is2 = INDEX(ret, gridi, x2, y2); if (!is1 || !is2) goto badmove; island_join(is1, is2, -1, 0); } else if (c == 'M') { if (sscanf(move, "%d,%d%n", &x1, &y1, &n) != 2) goto badmove; is1 = INDEX(ret, gridi, x1, y1); if (!is1) goto badmove; island_togglemark(is1); } else goto badmove; move += n; if (*move == ';') move++; else if (*move) goto badmove; } map_update_possibles(ret); if (map_check(ret)) { debug(("Game completed.\n")); ret->completed = 1; } return ret; badmove: debug(("%s: unrecognised move.\n", move)); free_game(ret); return NULL; } static char *solve_game(game_state *state, game_state *currstate, char *aux, char **error) { char *ret; game_state *solved; if (aux) { debug(("solve_game: aux = %s\n", aux)); solved = execute_move(state, aux); if (!solved) { *error = "Generated aux string is not a valid move (!)."; return NULL; } } else { solved = dup_game(state); /* solve with max strength... */ if (solve_from_scratch(solved, 10) == 0) { free_game(solved); *error = "Game does not have a (non-recursive) solution."; return NULL; } } ret = game_state_diff(currstate, solved); free_game(solved); debug(("solve_game: ret = %s\n", ret)); return ret; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(game_params *params, int tilesize, int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize; } ads, *ds = &ads; ads.tilesize = tilesize; *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } static void game_set_size(drawing *dr, game_drawstate *ds, game_params *params, int tilesize) { ds->tilesize = tilesize; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { ret[COL_FOREGROUND * 3 + i] = 0.0F; ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; ret[COL_GRID * 3 + i] = (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F; ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i]; } ret[COL_WARNING * 3 + 0] = 1.0F; ret[COL_WARNING * 3 + 1] = 0.25F; ret[COL_WARNING * 3 + 2] = 0.25F; ret[COL_SELECTED * 3 + 0] = 0.25F; ret[COL_SELECTED * 3 + 1] = 1.00F; ret[COL_SELECTED * 3 + 2] = 0.25F; *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int wh = state->w*state->h; ds->tilesize = 0; ds->w = state->w; ds->h = state->h; ds->started = 0; ds->grid = snewn(wh, grid_type); memset(ds->grid, -1, wh*sizeof(grid_type)); ds->lv = snewn(wh, int); ds->lh = snewn(wh, int); memset(ds->lv, 0, wh*sizeof(int)); memset(ds->lh, 0, wh*sizeof(int)); return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->lv); sfree(ds->lh); sfree(ds->grid); sfree(ds); } #define LINE_WIDTH (TILE_SIZE/8) #define TS8(x) (((x)*TILE_SIZE)/8) #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2)) static void lines_vert(drawing *dr, game_drawstate *ds, int ox, int oy, int lv, int col, grid_type v) { int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE) gw--; loff = OFFSET(bw); if (v & G_MARKV) draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK); for (i = 0; i < lv; i++, loff += lw + gw) draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col); } static void lines_horiz(drawing *dr, game_drawstate *ds, int ox, int oy, int lh, int col, grid_type v) { int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff; while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE) gw--; loff = OFFSET(bw); if (v & G_MARKH) draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK); for (i = 0; i < lh; i++, loff += lw + gw) draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col); } static void line_cross(drawing *dr, game_drawstate *ds, int ox, int oy, int col, grid_type v) { int off = TS8(2); draw_line(dr, ox, oy, ox+off, oy+off, col); draw_line(dr, ox+off, oy, ox, oy+off, col); } static void lines_lvlh(game_state *state, int x, int y, grid_type v, int *lv_r, int *lh_r) { int lh = 0, lv = 0; if (v & G_LINEV) lv = INDEX(state,lines,x,y); if (v & G_LINEH) lh = INDEX(state,lines,x,y); #ifdef DRAW_HINTS if (INDEX(state, possv, x, y) && !lv) { lv = INDEX(state, possv, x, y); } if (INDEX(state, possh, x, y) && !lh) { lh = INDEX(state, possh, x, y); } #endif /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/ *lv_r = lv; *lh_r = lh; } static void dsf_debug_draw(drawing *dr, game_state *state, game_drawstate *ds, int x, int y) { #ifdef DRAW_DSF int ts = TILE_SIZE/2; int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2; char str[10]; sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y))); draw_text(dr, ox, oy, FONT_VARIABLE, ts, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_WARNING, str); #endif } static void lines_redraw(drawing *dr, game_state *state, game_drawstate *ds, game_ui *ui, int x, int y, grid_type v, int lv, int lh) { int ox = COORD(x), oy = COORD(y); int vcol = (v & G_FLASH) ? COL_HIGHLIGHT : (v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol; grid_type todraw = v & G_NOLINE; if (v & G_ISSEL) { if (ui->todraw & G_FLAGSH) hcol = COL_SELECTED; if (ui->todraw & G_FLAGSV) vcol = COL_SELECTED; todraw |= ui->todraw; } draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); #ifdef DRAW_HINTS if (INDEX(state, possv, x, y) && !(v & G_LINEV)) vcol = COL_HINT; if (INDEX(state, possh, x, y) && !(v & G_LINEH)) hcol = COL_HINT; #endif #ifdef DRAW_GRID draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); #endif if (todraw & G_NOLINEV) { line_cross(dr, ds, ox + TS8(3), oy + TS8(1), vcol, todraw); line_cross(dr, ds, ox + TS8(3), oy + TS8(5), vcol, todraw); } if (todraw & G_NOLINEH) { line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw); line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw); } if (lv) lines_vert(dr, ds, ox, oy, lv, vcol, v); if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v); dsf_debug_draw(dr, state, ds, x, y); draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); } #define ISLAND_RADIUS ((TILE_SIZE*12)/20) #define ISLAND_NUMSIZE(is) \ (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10) static void island_redraw(drawing *dr, game_state *state, game_drawstate *ds, struct island *is, grid_type v) { /* These overlap the edges of their squares, which is why they're drawn later. * We know they can't overlap each other because they're not allowed within 2 * squares of each other. */ int half = TILE_SIZE/2; int ox = COORD(is->x) + half, oy = COORD(is->y) + half; int orad = ISLAND_RADIUS, irad = orad - LINE_WIDTH; int updatesz = orad*2+1; int tcol = (v & G_FLASH) ? COL_HIGHLIGHT : (v & G_WARN) ? COL_WARNING : COL_FOREGROUND; int col = (v & G_ISSEL) ? COL_SELECTED : tcol; int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND; char str[10]; #ifdef DRAW_GRID draw_rect_outline(dr, COORD(is->x), COORD(is->y), TILE_SIZE, TILE_SIZE, COL_GRID); #endif /* draw a thick circle */ draw_circle(dr, ox, oy, orad, col, col); draw_circle(dr, ox, oy, irad, bg, bg); sprintf(str, "%d", is->count); draw_text(dr, ox, oy, FONT_VARIABLE, ISLAND_NUMSIZE(is), ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, str); dsf_debug_draw(dr, state, ds, is->x, is->y); draw_update(dr, ox - orad, oy - orad, updatesz, updatesz); } static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { int x, y, force = 0, i, j, redraw, lv, lh; grid_type v, dsv, flash = 0; struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL; if (flashtime) { int f = (int)(flashtime * 5 / FLASH_TIME); if (f == 1 || f == 3) flash = G_FLASH; } /* Clear screen, if required. */ if (!ds->started) { draw_rect(dr, 0, 0, TILE_SIZE * ds->w + 2 * BORDER, TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); #ifdef DRAW_GRID draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2, COL_GRID); #endif draw_update(dr, 0, 0, TILE_SIZE * ds->w + 2 * BORDER, TILE_SIZE * ds->h + 2 * BORDER); ds->started = 1; force = 1; } if (ui->dragx_src != -1 && ui->dragy_src != -1) { ds->dragging = 1; is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src); assert(is_drag_src); if (ui->dragx_dst != -1 && ui->dragy_dst != -1) { is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst); assert(is_drag_dst); } } else ds->dragging = 0; /* Draw all lines (and hints, if we want), but *not* islands. */ for (x = 0; x < ds->w; x++) { for (y = 0; y < ds->h; y++) { v = GRID(state, x, y) | flash; dsv = GRID(ds,x,y) & ~G_REDRAW; if (v & G_ISLAND) continue; if (is_drag_dst) { if (WITHIN(x,is_drag_src->x, is_drag_dst->x) && WITHIN(y,is_drag_src->y, is_drag_dst->y)) v |= G_ISSEL; } lines_lvlh(state, x, y, v, &lv, &lh); if (v != dsv || lv != INDEX(ds,lv,x,y) || lh != INDEX(ds,lh,x,y) || force) { GRID(ds, x, y) = v | G_REDRAW; INDEX(ds,lv,x,y) = lv; INDEX(ds,lh,x,y) = lh; lines_redraw(dr, state, ds, ui, x, y, v, lv, lh); } else GRID(ds,x,y) &= ~G_REDRAW; } } /* Draw islands. */ for (i = 0; i < state->n_islands; i++) { is = &state->islands[i]; v = GRID(state, is->x, is->y) | flash; redraw = 0; for (j = 0; j < is->adj.npoints; j++) { if (GRID(ds,is->adj.points[j].x,is->adj.points[j].y) & G_REDRAW) { redraw = 1; } } if (is_drag_src) { if (is == is_drag_src) v |= G_ISSEL; else if (is_drag_dst && is == is_drag_dst) v |= G_ISSEL; } if (island_impossible(is, v & G_MARK)) v |= G_WARN; if ((v != GRID(ds, is->x, is->y)) || force || redraw) { GRID(ds,is->x,is->y) = v; island_redraw(dr, state, ds, is, v); } } } static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->solved && !newstate->solved) return FLASH_TIME; return 0.0F; } static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } static void game_print_size(game_params *params, float *x, float *y) { int pw, ph; /* 10mm squares by default. */ game_compute_size(params, 1000, &pw, &ph); *x = pw / 100.0; *y = ph / 100.0; } static void game_print(drawing *dr, game_state *state, int ts) { int ink = print_mono_colour(dr, 0); int paper = print_mono_colour(dr, 1); int x, y, cx, cy, i, nl; int loff = ts/8; grid_type grid; /* Ick: fake up `ds->tilesize' for macro expansion purposes */ game_drawstate ads, *ds = &ads; ads.tilesize = ts; /* I don't think this wants a border. */ /* Bridges */ print_line_width(dr, ts / 12); for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { cx = COORD(x); cy = COORD(y); grid = GRID(state,x,y); nl = INDEX(state,lines,x,y); if (grid & G_ISLAND) continue; if (grid & G_LINEV) { if (nl > 1) { draw_line(dr, cx+ts/2-loff, cy, cx+ts/2-loff, cy+ts, ink); draw_line(dr, cx+ts/2+loff, cy, cx+ts/2+loff, cy+ts, ink); } else { draw_line(dr, cx+ts/2, cy, cx+ts/2, cy+ts, ink); } } if (grid & G_LINEH) { if (nl > 1) { draw_line(dr, cx, cy+ts/2-loff, cx+ts, cy+ts/2-loff, ink); draw_line(dr, cx, cy+ts/2+loff, cx+ts, cy+ts/2+loff, ink); } else { draw_line(dr, cx, cy+ts/2, cx+ts, cy+ts/2, ink); } } } } /* Islands */ for (i = 0; i < state->n_islands; i++) { char str[10]; struct island *is = &state->islands[i]; grid = GRID(state, is->x, is->y); cx = COORD(is->x) + ts/2; cy = COORD(is->y) + ts/2; draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink); sprintf(str, "%d", is->count); draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is), ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); } } #ifdef COMBINED #define thegame bridges #endif const struct game thegame = { "Bridges", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, TRUE, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, TRUE, solve_game, TRUE, game_text_format, new_ui, free_ui, encode_ui, decode_ui, game_changed_state, interpret_move, execute_move, PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, TRUE, FALSE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state, 0, /* flags */ store_params, }; /* vim: set shiftwidth=4 tabstop=8: */