2 * bridges.c: Implementation of the Nikoli game 'Bridges'.
6 * * write a recursive solver?
18 /* Turn this on for hints about which lines are considered possibilities. */
22 /* --- structures for params, state, etc. --- */
26 #define PREFERRED_TILE_SIZE 24
27 #define TILE_SIZE (ds->tilesize)
28 #define BORDER (TILE_SIZE / 2)
30 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
31 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
33 #define FLASH_TIME 0.50F
38 COL_HIGHLIGHT
, COL_LOWLIGHT
,
39 COL_SELECTED
, COL_MARK
,
48 int islands
, expansion
; /* %age of island squares, %age chance of expansion */
49 int allowloops
, difficulty
;
52 /* general flags used by all structs */
53 #define G_ISLAND 0x0001
54 #define G_LINEV 0x0002 /* contains a vert. line */
55 #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */
56 #define G_LINE (G_LINEV|G_LINEH)
57 #define G_MARKV 0x0008
58 #define G_MARKH 0x0010
59 #define G_MARK (G_MARKV|G_MARKH)
60 #define G_NOLINEV 0x0020
61 #define G_NOLINEH 0x0040
62 #define G_NOLINE (G_NOLINEV|G_NOLINEH)
64 /* flags used by the drawstate */
65 #define G_ISSEL 0x0080
66 #define G_REDRAW 0x0100
67 #define G_FLASH 0x0200
69 #define G_CURSOR 0x0800
71 /* flags used by the solver etc. */
72 #define G_SWEEP 0x1000
74 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
75 #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
77 typedef unsigned int grid_type
; /* change me later if we invent > 16 bits of flags. */
84 /* state->gridi is an optimisation; it stores the pointer to the island
85 * structs indexed by (x,y). It's not strictly necessary (we could use
86 * find234 instead), but Purify showed that board generation (mostly the solver)
87 * was spending 60% of its time in find234. */
89 struct surrounds
{ /* cloned from lightup.c */
90 struct { int x
, y
, dx
, dy
, off
; } points
[4];
91 int npoints
, nislands
;
101 int w
, h
, completed
, solved
, allowloops
, maxb
;
102 grid_type
*grid
, *scratch
;
103 struct island
*islands
;
104 int n_islands
, n_islands_alloc
;
105 game_params params
; /* used by the aux solver. */
106 #define N_WH_ARRAYS 5
107 char *wha
, *possv
, *possh
, *lines
, *maxv
, *maxh
;
108 struct island
**gridi
;
109 struct solver_state
*solver
; /* refcounted */
112 #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type))
114 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
116 #define DINDEX(x,y) ((y)*state->w + (x))
118 #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)])
119 #define IDX(s,g,i) ((s)->g[(i)])
120 #define GRID(s,x,y) INDEX(s,grid,x,y)
121 #define SCRATCH(s,x,y) INDEX(s,scratch,x,y)
122 #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y)))
123 #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y)))
125 #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0)
127 #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1))
128 #define WITHIN(x,min,max) ((min) > (max) ? \
129 WITHIN2(x,max,min) : WITHIN2(x,min,max))
131 /* --- island struct and tree support functions --- */
133 #define ISLAND_ORTH(is,j,f,df) \
134 (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df))
136 #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx)
137 #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy)
139 static void fixup_islands_for_realloc(game_state
*state
)
143 for (i
= 0; i
< state
->w
*state
->h
; i
++) state
->gridi
[i
] = NULL
;
144 for (i
= 0; i
< state
->n_islands
; i
++) {
145 struct island
*is
= &state
->islands
[i
];
147 INDEX(state
, gridi
, is
->x
, is
->y
) = is
;
151 static int game_can_format_as_text_now(game_params
*params
)
156 static char *game_text_format(game_state
*state
)
163 len
= (state
->h
) * (state
->w
+1) + 1;
164 ret
= snewn(len
, char);
167 for (y
= 0; y
< state
->h
; y
++) {
168 for (x
= 0; x
< state
->w
; x
++) {
169 grid
= GRID(state
,x
,y
);
170 nl
= INDEX(state
,lines
,x
,y
);
171 is
= INDEX(state
, gridi
, x
, y
);
173 *p
++ = '0' + is
->count
;
174 } else if (grid
& G_LINEV
) {
175 *p
++ = (nl
> 1) ? '"' : (nl
== 1) ? '|' : '!'; /* gaah, want a double-bar. */
176 } else if (grid
& G_LINEH
) {
177 *p
++ = (nl
> 1) ? '=' : (nl
== 1) ? '-' : '~';
186 assert(p
- ret
== len
);
190 static void debug_state(game_state
*state
)
192 char *textversion
= game_text_format(state
);
193 debug(("%s", textversion
));
197 /*static void debug_possibles(game_state *state)
200 debug(("possh followed by possv\n"));
201 for (y = 0; y < state->h; y++) {
202 for (x = 0; x < state->w; x++) {
203 debug(("%d", POSSIBLES(state, 1, x, y)));
206 for (x = 0; x < state->w; x++) {
207 debug(("%d", POSSIBLES(state, 0, x, y)));
212 for (y = 0; y < state->h; y++) {
213 for (x = 0; x < state->w; x++) {
214 debug(("%d", MAXIMUM(state, 1, x, y)));
217 for (x = 0; x < state->w; x++) {
218 debug(("%d", MAXIMUM(state, 0, x, y)));
225 static void island_set_surrounds(struct island
*is
)
227 assert(INGRID(is
->state
,is
->x
,is
->y
));
228 is
->adj
.npoints
= is
->adj
.nislands
= 0;
229 #define ADDPOINT(cond,ddx,ddy) do {\
231 is->adj.points[is->adj.npoints].x = is->x+(ddx); \
232 is->adj.points[is->adj.npoints].y = is->y+(ddy); \
233 is->adj.points[is->adj.npoints].dx = (ddx); \
234 is->adj.points[is->adj.npoints].dy = (ddy); \
235 is->adj.points[is->adj.npoints].off = 0; \
238 ADDPOINT(is
->x
> 0, -1, 0);
239 ADDPOINT(is
->x
< (is
->state
->w
-1), +1, 0);
240 ADDPOINT(is
->y
> 0, 0, -1);
241 ADDPOINT(is
->y
< (is
->state
->h
-1), 0, +1);
244 static void island_find_orthogonal(struct island
*is
)
246 /* fills in the rest of the 'surrounds' structure, assuming
247 * all other islands are now in place. */
248 int i
, x
, y
, dx
, dy
, off
;
250 is
->adj
.nislands
= 0;
251 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
252 dx
= is
->adj
.points
[i
].dx
;
253 dy
= is
->adj
.points
[i
].dy
;
257 is
->adj
.points
[i
].off
= 0;
258 while (INGRID(is
->state
, x
, y
)) {
259 if (GRID(is
->state
, x
, y
) & G_ISLAND
) {
260 is
->adj
.points
[i
].off
= off
;
262 /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n",
263 is->x, is->y, off, dx, dy,
264 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/
267 off
++; x
+= dx
; y
+= dy
;
274 static int island_hasbridge(struct island
*is
, int direction
)
276 int x
= is
->adj
.points
[direction
].x
;
277 int y
= is
->adj
.points
[direction
].y
;
278 grid_type gline
= is
->adj
.points
[direction
].dx
? G_LINEH
: G_LINEV
;
280 if (GRID(is
->state
, x
, y
) & gline
) return 1;
284 static struct island
*island_find_connection(struct island
*is
, int adjpt
)
288 assert(adjpt
< is
->adj
.npoints
);
289 if (!is
->adj
.points
[adjpt
].off
) return NULL
;
290 if (!island_hasbridge(is
, adjpt
)) return NULL
;
292 is_r
= INDEX(is
->state
, gridi
,
293 ISLAND_ORTHX(is
, adjpt
), ISLAND_ORTHY(is
, adjpt
));
299 static struct island
*island_add(game_state
*state
, int x
, int y
, int count
)
304 assert(!(GRID(state
,x
,y
) & G_ISLAND
));
305 GRID(state
,x
,y
) |= G_ISLAND
;
308 if (state
->n_islands
> state
->n_islands_alloc
) {
309 state
->n_islands_alloc
= state
->n_islands
* 2;
311 sresize(state
->islands
, state
->n_islands_alloc
, struct island
);
314 is
= &state
->islands
[state
->n_islands
-1];
316 memset(is
, 0, sizeof(struct island
));
321 island_set_surrounds(is
);
324 fixup_islands_for_realloc(state
);
326 INDEX(state
, gridi
, x
, y
) = is
;
332 /* n = -1 means 'flip NOLINE flags [and set line to 0].' */
333 static void island_join(struct island
*i1
, struct island
*i2
, int n
, int is_max
)
335 game_state
*state
= i1
->state
;
338 assert(i1
->state
== i2
->state
);
339 assert(n
>= -1 && n
<= i1
->state
->maxb
);
341 if (i1
->x
== i2
->x
) {
344 s
= i1
->y
+1; e
= i2
->y
-1;
346 s
= i2
->y
+1; e
= i1
->y
-1;
348 for (y
= s
; y
<= e
; y
++) {
350 INDEX(state
,maxv
,x
,y
) = n
;
353 GRID(state
,x
,y
) ^= G_NOLINEV
;
355 GRID(state
,x
,y
) &= ~G_LINEV
;
357 GRID(state
,x
,y
) |= G_LINEV
;
358 INDEX(state
,lines
,x
,y
) = n
;
362 } else if (i1
->y
== i2
->y
) {
365 s
= i1
->x
+1; e
= i2
->x
-1;
367 s
= i2
->x
+1; e
= i1
->x
-1;
369 for (x
= s
; x
<= e
; x
++) {
371 INDEX(state
,maxh
,x
,y
) = n
;
374 GRID(state
,x
,y
) ^= G_NOLINEH
;
376 GRID(state
,x
,y
) &= ~G_LINEH
;
378 GRID(state
,x
,y
) |= G_LINEH
;
379 INDEX(state
,lines
,x
,y
) = n
;
384 assert(!"island_join: islands not orthogonal.");
388 /* Counts the number of bridges currently attached to the island. */
389 static int island_countbridges(struct island
*is
)
393 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
394 c
+= GRIDCOUNT(is
->state
,
395 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
396 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
398 /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/
402 static int island_adjspace(struct island
*is
, int marks
, int missing
,
405 int x
, y
, poss
, curr
, dx
;
406 grid_type gline
, mline
;
408 x
= is
->adj
.points
[direction
].x
;
409 y
= is
->adj
.points
[direction
].y
;
410 dx
= is
->adj
.points
[direction
].dx
;
411 gline
= dx
? G_LINEH
: G_LINEV
;
414 mline
= dx
? G_MARKH
: G_MARKV
;
415 if (GRID(is
->state
,x
,y
) & mline
) return 0;
417 poss
= POSSIBLES(is
->state
, dx
, x
, y
);
418 poss
= min(poss
, missing
);
420 curr
= GRIDCOUNT(is
->state
, x
, y
, gline
);
421 poss
= min(poss
, MAXIMUM(is
->state
, dx
, x
, y
) - curr
);
426 /* Counts the number of bridge spaces left around the island;
427 * expects the possibles to be up-to-date. */
428 static int island_countspaces(struct island
*is
, int marks
)
430 int i
, c
= 0, missing
;
432 missing
= is
->count
- island_countbridges(is
);
433 if (missing
< 0) return 0;
435 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
436 c
+= island_adjspace(is
, marks
, missing
, i
);
441 static int island_isadj(struct island
*is
, int direction
)
444 grid_type gline
, mline
;
446 x
= is
->adj
.points
[direction
].x
;
447 y
= is
->adj
.points
[direction
].y
;
449 mline
= is
->adj
.points
[direction
].dx
? G_MARKH
: G_MARKV
;
450 gline
= is
->adj
.points
[direction
].dx
? G_LINEH
: G_LINEV
;
451 if (GRID(is
->state
, x
, y
) & mline
) {
452 /* If we're marked (i.e. the thing to attach to is complete)
453 * only count an adjacency if we're already attached. */
454 return GRIDCOUNT(is
->state
, x
, y
, gline
);
456 /* If we're unmarked, count possible adjacency iff it's
457 * flagged as POSSIBLE. */
458 return POSSIBLES(is
->state
, is
->adj
.points
[direction
].dx
, x
, y
);
463 /* Counts the no. of possible adjacent islands (including islands
464 * we're already connected to). */
465 static int island_countadj(struct island
*is
)
469 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
470 if (island_isadj(is
, i
)) nadj
++;
475 static void island_togglemark(struct island
*is
)
478 struct island
*is_loop
;
480 /* mark the island... */
481 GRID(is
->state
, is
->x
, is
->y
) ^= G_MARK
;
483 /* ...remove all marks on non-island squares... */
484 for (x
= 0; x
< is
->state
->w
; x
++) {
485 for (y
= 0; y
< is
->state
->h
; y
++) {
486 if (!(GRID(is
->state
, x
, y
) & G_ISLAND
))
487 GRID(is
->state
, x
, y
) &= ~G_MARK
;
491 /* ...and add marks to squares around marked islands. */
492 for (i
= 0; i
< is
->state
->n_islands
; i
++) {
493 is_loop
= &is
->state
->islands
[i
];
494 if (!(GRID(is_loop
->state
, is_loop
->x
, is_loop
->y
) & G_MARK
))
497 for (j
= 0; j
< is_loop
->adj
.npoints
; j
++) {
498 /* if this direction takes us to another island, mark all
499 * squares between the two islands. */
500 if (!is_loop
->adj
.points
[j
].off
) continue;
501 assert(is_loop
->adj
.points
[j
].off
> 1);
502 for (o
= 1; o
< is_loop
->adj
.points
[j
].off
; o
++) {
504 is_loop
->x
+ is_loop
->adj
.points
[j
].dx
*o
,
505 is_loop
->y
+ is_loop
->adj
.points
[j
].dy
*o
) |=
506 is_loop
->adj
.points
[j
].dy
? G_MARKV
: G_MARKH
;
512 static int island_impossible(struct island
*is
, int strict
)
514 int curr
= island_countbridges(is
), nspc
= is
->count
- curr
, nsurrspc
;
517 struct island
*is_orth
;
520 debug(("island at (%d,%d) impossible because full.\n", is
->x
, is
->y
));
521 return 1; /* too many bridges */
522 } else if ((curr
+ island_countspaces(is
, 0)) < is
->count
) {
523 debug(("island at (%d,%d) impossible because not enough spaces.\n", is
->x
, is
->y
));
524 return 1; /* impossible to create enough bridges */
525 } else if (strict
&& curr
< is
->count
) {
526 debug(("island at (%d,%d) impossible because locked.\n", is
->x
, is
->y
));
527 return 1; /* not enough bridges and island is locked */
530 /* Count spaces in surrounding islands. */
532 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
533 int ifree
, dx
= is
->adj
.points
[i
].dx
;
535 if (!is
->adj
.points
[i
].off
) continue;
536 v
= GRID(is
->state
, is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
537 poss
= POSSIBLES(is
->state
, dx
,
538 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
539 if (poss
== 0) continue;
540 is_orth
= INDEX(is
->state
, gridi
,
541 ISLAND_ORTHX(is
,i
), ISLAND_ORTHY(is
,i
));
544 ifree
= is_orth
->count
- island_countbridges(is_orth
);
546 nsurrspc
+= min(ifree
, MAXIMUM(is
->state
, dx
,
547 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
));
549 if (nsurrspc
< nspc
) {
550 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
551 is
->x
, is
->y
, nsurrspc
, nspc
));
552 return 1; /* not enough spaces around surrounding islands to fill this one. */
558 /* --- Game parameter functions --- */
560 #define DEFAULT_PRESET 0
562 const struct game_params bridges_presets
[] = {
563 { 7, 7, 2, 30, 10, 1, 0 },
564 { 7, 7, 2, 30, 10, 1, 1 },
565 { 7, 7, 2, 30, 10, 1, 2 },
566 { 10, 10, 2, 30, 10, 1, 0 },
567 { 10, 10, 2, 30, 10, 1, 1 },
568 { 10, 10, 2, 30, 10, 1, 2 },
569 { 15, 15, 2, 30, 10, 1, 0 },
570 { 15, 15, 2, 30, 10, 1, 1 },
571 { 15, 15, 2, 30, 10, 1, 2 },
574 static game_params
*default_params(void)
576 game_params
*ret
= snew(game_params
);
577 *ret
= bridges_presets
[DEFAULT_PRESET
];
582 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
587 if (i
< 0 || i
>= lenof(bridges_presets
))
590 ret
= default_params();
591 *ret
= bridges_presets
[i
];
594 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
595 ret
->difficulty
== 0 ? "easy" :
596 ret
->difficulty
== 1 ? "medium" : "hard");
602 static void free_params(game_params
*params
)
607 static game_params
*dup_params(game_params
*params
)
609 game_params
*ret
= snew(game_params
);
610 *ret
= *params
; /* structure copy */
614 #define EATNUM(x) do { \
615 (x) = atoi(string); \
616 while (*string && isdigit((unsigned char)*string)) string++; \
619 static void decode_params(game_params
*params
, char const *string
)
622 params
->h
= params
->w
;
623 if (*string
== 'x') {
627 if (*string
== 'i') {
629 EATNUM(params
->islands
);
631 if (*string
== 'e') {
633 EATNUM(params
->expansion
);
635 if (*string
== 'm') {
637 EATNUM(params
->maxb
);
639 params
->allowloops
= 1;
640 if (*string
== 'L') {
642 params
->allowloops
= 0;
644 if (*string
== 'd') {
646 EATNUM(params
->difficulty
);
650 static char *encode_params(game_params
*params
, int full
)
655 sprintf(buf
, "%dx%di%de%dm%d%sd%d",
656 params
->w
, params
->h
, params
->islands
, params
->expansion
,
657 params
->maxb
, params
->allowloops
? "" : "L",
660 sprintf(buf
, "%dx%dm%d%s", params
->w
, params
->h
,
661 params
->maxb
, params
->allowloops
? "" : "L");
666 static config_item
*game_configure(game_params
*params
)
671 ret
= snewn(8, config_item
);
673 ret
[0].name
= "Width";
674 ret
[0].type
= C_STRING
;
675 sprintf(buf
, "%d", params
->w
);
676 ret
[0].sval
= dupstr(buf
);
679 ret
[1].name
= "Height";
680 ret
[1].type
= C_STRING
;
681 sprintf(buf
, "%d", params
->h
);
682 ret
[1].sval
= dupstr(buf
);
685 ret
[2].name
= "Difficulty";
686 ret
[2].type
= C_CHOICES
;
687 ret
[2].sval
= ":Easy:Medium:Hard";
688 ret
[2].ival
= params
->difficulty
;
690 ret
[3].name
= "Allow loops";
691 ret
[3].type
= C_BOOLEAN
;
693 ret
[3].ival
= params
->allowloops
;
695 ret
[4].name
= "Max. bridges per direction";
696 ret
[4].type
= C_CHOICES
;
697 ret
[4].sval
= ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
698 ret
[4].ival
= params
->maxb
- 1;
700 ret
[5].name
= "%age of island squares";
701 ret
[5].type
= C_CHOICES
;
702 ret
[5].sval
= ":5%:10%:15%:20%:25%:30%";
703 ret
[5].ival
= (params
->islands
/ 5)-1;
705 ret
[6].name
= "Expansion factor (%age)";
706 ret
[6].type
= C_CHOICES
;
707 ret
[6].sval
= ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
708 ret
[6].ival
= params
->expansion
/ 10;
718 static game_params
*custom_params(config_item
*cfg
)
720 game_params
*ret
= snew(game_params
);
722 ret
->w
= atoi(cfg
[0].sval
);
723 ret
->h
= atoi(cfg
[1].sval
);
724 ret
->difficulty
= cfg
[2].ival
;
725 ret
->allowloops
= cfg
[3].ival
;
726 ret
->maxb
= cfg
[4].ival
+ 1;
727 ret
->islands
= (cfg
[5].ival
+ 1) * 5;
728 ret
->expansion
= cfg
[6].ival
* 10;
733 static char *validate_params(game_params
*params
, int full
)
735 if (params
->w
< 3 || params
->h
< 3)
736 return "Width and height must be at least 3";
737 if (params
->maxb
< 1 || params
->maxb
> MAX_BRIDGES
)
738 return "Too many bridges.";
740 if (params
->islands
<= 0 || params
->islands
> 30)
741 return "%age of island squares must be between 1% and 30%";
742 if (params
->expansion
< 0 || params
->expansion
> 100)
743 return "Expansion factor must be between 0 and 100";
748 /* --- Game encoding and differences --- */
750 static char *encode_game(game_state
*state
)
753 int wh
= state
->w
*state
->h
, run
, x
, y
;
756 ret
= snewn(wh
+ 1, char);
759 for (y
= 0; y
< state
->h
; y
++) {
760 for (x
= 0; x
< state
->w
; x
++) {
761 is
= INDEX(state
, gridi
, x
, y
);
764 *p
++ = ('a'-1) + run
;
768 *p
++ = '0' + is
->count
;
770 *p
++ = 'A' + (is
->count
- 10);
773 *p
++ = ('a'-1) + run
;
781 *p
++ = ('a'-1) + run
;
785 assert(p
- ret
<= wh
);
790 static char *game_state_diff(game_state
*src
, game_state
*dest
)
792 int movesize
= 256, movelen
= 0;
793 char *move
= snewn(movesize
, char), buf
[80];
795 grid_type gline
, nline
;
796 struct island
*is_s
, *is_d
, *is_orth
;
798 #define APPEND do { \
799 if (movelen + len >= movesize) { \
800 movesize = movelen + len + 256; \
801 move = sresize(move, movesize, char); \
803 strcpy(move + movelen, buf); \
807 move
[movelen
++] = 'S';
808 move
[movelen
] = '\0';
810 assert(src
->n_islands
== dest
->n_islands
);
812 for (i
= 0; i
< src
->n_islands
; i
++) {
813 is_s
= &src
->islands
[i
];
814 is_d
= &dest
->islands
[i
];
815 assert(is_s
->x
== is_d
->x
);
816 assert(is_s
->y
== is_d
->y
);
817 assert(is_s
->adj
.npoints
== is_d
->adj
.npoints
); /* more paranoia */
819 for (d
= 0; d
< is_s
->adj
.npoints
; d
++) {
820 if (is_s
->adj
.points
[d
].dx
== -1 ||
821 is_s
->adj
.points
[d
].dy
== -1) continue;
823 x
= is_s
->adj
.points
[d
].x
;
824 y
= is_s
->adj
.points
[d
].y
;
825 gline
= is_s
->adj
.points
[d
].dx
? G_LINEH
: G_LINEV
;
826 nline
= is_s
->adj
.points
[d
].dx
? G_NOLINEH
: G_NOLINEV
;
827 is_orth
= INDEX(dest
, gridi
,
828 ISLAND_ORTHX(is_d
, d
), ISLAND_ORTHY(is_d
, d
));
830 if (GRIDCOUNT(src
, x
, y
, gline
) != GRIDCOUNT(dest
, x
, y
, gline
)) {
832 len
= sprintf(buf
, ";L%d,%d,%d,%d,%d",
833 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
,
834 GRIDCOUNT(dest
, x
, y
, gline
));
837 if ((GRID(src
,x
,y
) & nline
) != (GRID(dest
, x
, y
) & nline
)) {
839 len
= sprintf(buf
, ";N%d,%d,%d,%d",
840 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
);
844 if ((GRID(src
, is_s
->x
, is_s
->y
) & G_MARK
) !=
845 (GRID(dest
, is_d
->x
, is_d
->y
) & G_MARK
)) {
846 len
= sprintf(buf
, ";M%d,%d", is_s
->x
, is_s
->y
);
853 /* --- Game setup and solving utilities --- */
855 /* This function is optimised; a Quantify showed that lots of grid-generation time
856 * (>50%) was spent in here. Hence the IDX() stuff. */
858 static void map_update_possibles(game_state
*state
)
860 int x
, y
, s
, e
, bl
, i
, np
, maxb
, w
= state
->w
, idx
;
861 struct island
*is_s
= NULL
, *is_f
= NULL
;
863 /* Run down vertical stripes [un]setting possv... */
864 for (x
= 0; x
< state
->w
; x
++) {
868 /* Unset possible flags until we find an island. */
869 for (y
= 0; y
< state
->h
; y
++) {
870 is_s
= IDX(state
, gridi
, idx
);
873 IDX(state
, possv
, idx
) = 0;
876 for (; y
< state
->h
; y
++) {
877 is_f
= IDX(state
, gridi
, idx
);
880 maxb
= IDX(state
, maxv
, idx
);
881 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
884 for (i
= s
; i
<= e
; i
++) {
885 INDEX(state
, possv
, x
, i
) = bl
? 0 : np
;
893 if (IDX(state
,grid
,idx
) & (G_LINEH
|G_NOLINEV
)) bl
= 1;
898 for (i
= s
; i
<= e
; i
++)
899 INDEX(state
, possv
, x
, i
) = 0;
903 /* ...and now do horizontal stripes [un]setting possh. */
904 /* can we lose this clone'n'hack? */
905 for (y
= 0; y
< state
->h
; y
++) {
909 for (x
= 0; x
< state
->w
; x
++) {
910 is_s
= IDX(state
, gridi
, idx
);
913 IDX(state
, possh
, idx
) = 0;
916 for (; x
< state
->w
; x
++) {
917 is_f
= IDX(state
, gridi
, idx
);
920 maxb
= IDX(state
, maxh
, idx
);
921 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
924 for (i
= s
; i
<= e
; i
++) {
925 INDEX(state
, possh
, i
, y
) = bl
? 0 : np
;
933 if (IDX(state
,grid
,idx
) & (G_LINEV
|G_NOLINEH
)) bl
= 1;
938 for (i
= s
; i
<= e
; i
++)
939 INDEX(state
, possh
, i
, y
) = 0;
944 static void map_count(game_state
*state
)
947 grid_type flag
, grid
;
950 for (i
= 0; i
< state
->n_islands
; i
++) {
951 is
= &state
->islands
[i
];
953 for (n
= 0; n
< is
->adj
.npoints
; n
++) {
954 ax
= is
->adj
.points
[n
].x
;
955 ay
= is
->adj
.points
[n
].y
;
956 flag
= (ax
== is
->x
) ? G_LINEV
: G_LINEH
;
957 grid
= GRID(state
,ax
,ay
);
959 is
->count
+= INDEX(state
,lines
,ax
,ay
);
965 static void map_find_orthogonal(game_state
*state
)
969 for (i
= 0; i
< state
->n_islands
; i
++) {
970 island_find_orthogonal(&state
->islands
[i
]);
974 static int grid_degree(game_state
*state
, int x
, int y
, int *nx_r
, int *ny_r
)
976 grid_type grid
= SCRATCH(state
, x
, y
), gline
= grid
& G_LINE
;
978 int x1
, y1
, x2
, y2
, c
= 0, i
, nx
, ny
;
980 nx
= ny
= -1; /* placate optimiser */
981 is
= INDEX(state
, gridi
, x
, y
);
983 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
984 gline
= is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
;
987 is
->adj
.points
[i
].y
) & gline
) {
988 nx
= is
->adj
.points
[i
].x
;
989 ny
= is
->adj
.points
[i
].y
;
994 if (gline
& G_LINEV
) {
1001 /* Non-island squares with edges in should never be pointing off the
1002 * edge of the grid. */
1003 assert(INGRID(state
, x1
, y1
));
1004 assert(INGRID(state
, x2
, y2
));
1005 if (SCRATCH(state
, x1
, y1
) & (gline
| G_ISLAND
)) {
1006 nx
= x1
; ny
= y1
; c
++;
1008 if (SCRATCH(state
, x2
, y2
) & (gline
| G_ISLAND
)) {
1009 nx
= x2
; ny
= y2
; c
++;
1013 assert(nx
!= -1 && ny
!= -1); /* paranoia */
1014 *nx_r
= nx
; *ny_r
= ny
;
1019 static int map_hasloops(game_state
*state
, int mark
)
1021 int x
, y
, ox
, oy
, nx
= 0, ny
= 0, loop
= 0;
1023 memcpy(state
->scratch
, state
->grid
, GRIDSZ(state
));
1025 /* This algorithm is actually broken; if there are two loops connected
1026 * by bridges this will also highlight bridges. The correct algorithm
1027 * uses a dsf and a two-pass edge-detection algorithm (see check_correct
1028 * in slant.c); this is BALGE for now, especially since disallow-loops
1029 * is not the default for this puzzle. If we want to fix this later then
1030 * copy the alg in slant.c to the empty statement in map_group. */
1032 /* Remove all 1-degree edges. */
1033 for (y
= 0; y
< state
->h
; y
++) {
1034 for (x
= 0; x
< state
->w
; x
++) {
1036 while (grid_degree(state
, ox
, oy
, &nx
, &ny
) == 1) {
1037 /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/
1038 SCRATCH(state
, ox
, oy
) &= ~(G_LINE
|G_ISLAND
);
1043 /* Mark any remaining edges as G_WARN, if required. */
1044 for (x
= 0; x
< state
->w
; x
++) {
1045 for (y
= 0; y
< state
->h
; y
++) {
1046 if (GRID(state
,x
,y
) & G_ISLAND
) continue;
1048 if (SCRATCH(state
, x
, y
) & G_LINE
) {
1050 /*debug(("hasloops: marking loop square at (%d,%d).\n",
1052 GRID(state
,x
,y
) |= G_WARN
;
1055 return 1; /* short-cut as soon as we find one */
1058 GRID(state
,x
,y
) &= ~G_WARN
;
1065 static void map_group(game_state
*state
)
1067 int i
, wh
= state
->w
*state
->h
, d1
, d2
;
1069 int *dsf
= state
->solver
->dsf
;
1070 struct island
*is
, *is_join
;
1072 /* Initialise dsf. */
1075 /* For each island, find connected islands right or down
1076 * and merge the dsf for the island squares as well as the
1077 * bridge squares. */
1078 for (x
= 0; x
< state
->w
; x
++) {
1079 for (y
= 0; y
< state
->h
; y
++) {
1080 GRID(state
,x
,y
) &= ~(G_SWEEP
|G_WARN
); /* for group_full. */
1082 is
= INDEX(state
, gridi
, x
, y
);
1085 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1086 /* only want right/down */
1087 if (is
->adj
.points
[i
].dx
== -1 ||
1088 is
->adj
.points
[i
].dy
== -1) continue;
1090 is_join
= island_find_connection(is
, i
);
1091 if (!is_join
) continue;
1093 d2
= DINDEX(is_join
->x
, is_join
->y
);
1094 if (dsf_canonify(dsf
,d1
) == dsf_canonify(dsf
,d2
)) {
1095 ; /* we have a loop. See comment in map_hasloops. */
1096 /* However, we still want to merge all squares joining
1097 * this side-that-makes-a-loop. */
1099 /* merge all squares between island 1 and island 2. */
1100 for (x2
= x
; x2
<= is_join
->x
; x2
++) {
1101 for (y2
= y
; y2
<= is_join
->y
; y2
++) {
1103 if (d1
!= d2
) dsf_merge(dsf
,d1
,d2
);
1111 static int map_group_check(game_state
*state
, int canon
, int warn
,
1114 int *dsf
= state
->solver
->dsf
, nislands
= 0;
1115 int x
, y
, i
, allfull
= 1;
1118 for (i
= 0; i
< state
->n_islands
; i
++) {
1119 is
= &state
->islands
[i
];
1120 if (dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)) != canon
) continue;
1122 GRID(state
, is
->x
, is
->y
) |= G_SWEEP
;
1124 if (island_countbridges(is
) != is
->count
)
1127 if (warn
&& allfull
&& nislands
!= state
->n_islands
) {
1128 /* we're full and this island group isn't the whole set.
1129 * Mark all squares with this dsf canon as ERR. */
1130 for (x
= 0; x
< state
->w
; x
++) {
1131 for (y
= 0; y
< state
->h
; y
++) {
1132 if (dsf_canonify(dsf
, DINDEX(x
,y
)) == canon
) {
1133 GRID(state
,x
,y
) |= G_WARN
;
1139 if (nislands_r
) *nislands_r
= nislands
;
1143 static int map_group_full(game_state
*state
, int *ngroups_r
)
1145 int *dsf
= state
->solver
->dsf
, ngroups
= 0;
1149 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
1151 for (i
= 0; i
< state
->n_islands
; i
++) {
1152 is
= &state
->islands
[i
];
1153 if (GRID(state
,is
->x
,is
->y
) & G_SWEEP
) continue;
1156 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1161 *ngroups_r
= ngroups
;
1165 static int map_check(game_state
*state
)
1169 /* Check for loops, if necessary. */
1170 if (!state
->allowloops
) {
1171 if (map_hasloops(state
, 1))
1175 /* Place islands into island groups and check for early
1176 * satisfied-groups. */
1177 map_group(state
); /* clears WARN and SWEEP */
1178 if (map_group_full(state
, &ngroups
)) {
1179 if (ngroups
== 1) return 1;
1184 static void map_clear(game_state
*state
)
1188 for (x
= 0; x
< state
->w
; x
++) {
1189 for (y
= 0; y
< state
->h
; y
++) {
1190 /* clear most flags; might want to be slightly more careful here. */
1191 GRID(state
,x
,y
) &= G_ISLAND
;
1196 static void solve_join(struct island
*is
, int direction
, int n
, int is_max
)
1198 struct island
*is_orth
;
1199 int d1
, d2
, *dsf
= is
->state
->solver
->dsf
;
1200 game_state
*state
= is
->state
; /* for DINDEX */
1202 is_orth
= INDEX(is
->state
, gridi
,
1203 ISLAND_ORTHX(is
, direction
),
1204 ISLAND_ORTHY(is
, direction
));
1206 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
1207 is->x, is->y, is_orth->x, is_orth->y, n));*/
1208 island_join(is
, is_orth
, n
, is_max
);
1210 if (n
> 0 && !is_max
) {
1211 d1
= DINDEX(is
->x
, is
->y
);
1212 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1213 if (dsf_canonify(dsf
, d1
) != dsf_canonify(dsf
, d2
))
1214 dsf_merge(dsf
, d1
, d2
);
1218 static int solve_fillone(struct island
*is
)
1222 debug(("solve_fillone for island (%d,%d).\n", is
->x
, is
->y
));
1224 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1225 if (island_isadj(is
, i
)) {
1226 if (island_hasbridge(is
, i
)) {
1227 /* already attached; do nothing. */;
1229 solve_join(is
, i
, 1, 0);
1237 static int solve_fill(struct island
*is
)
1239 /* for each unmarked adjacent, make sure we convert every possible bridge
1240 * to a real one, and then work out the possibles afresh. */
1241 int i
, nnew
, ncurr
, nadded
= 0, missing
;
1243 debug(("solve_fill for island (%d,%d).\n", is
->x
, is
->y
));
1245 missing
= is
->count
- island_countbridges(is
);
1246 if (missing
< 0) return 0;
1248 /* very like island_countspaces. */
1249 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1250 nnew
= island_adjspace(is
, 1, missing
, i
);
1252 ncurr
= GRIDCOUNT(is
->state
,
1253 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
1254 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1256 solve_join(is
, i
, nnew
+ ncurr
, 0);
1263 static int solve_island_stage1(struct island
*is
, int *didsth_r
)
1265 int bridges
= island_countbridges(is
);
1266 int nspaces
= island_countspaces(is
, 1);
1267 int nadj
= island_countadj(is
);
1272 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
1273 is->x, is->y, bridges, is->count, nspaces, nadj));*/
1274 if (bridges
> is
->count
) {
1275 /* We only ever add bridges when we're sure they fit, or that's
1276 * the only place they can go. If we've added bridges such that
1277 * another island has become wrong, the puzzle must not have had
1279 debug(("...island at (%d,%d) is overpopulated!\n", is
->x
, is
->y
));
1281 } else if (bridges
== is
->count
) {
1282 /* This island is full. Make sure it's marked (and update
1283 * possibles if we did). */
1284 if (!(GRID(is
->state
, is
->x
, is
->y
) & G_MARK
)) {
1285 debug(("...marking island (%d,%d) as full.\n", is
->x
, is
->y
));
1286 island_togglemark(is
);
1289 } else if (GRID(is
->state
, is
->x
, is
->y
) & G_MARK
) {
1290 debug(("...island (%d,%d) is marked but unfinished!\n",
1292 return 0; /* island has been marked unfinished; no solution from here. */
1294 /* This is the interesting bit; we try and fill in more information
1295 * about this island. */
1296 if (is
->count
== bridges
+ nspaces
) {
1297 if (solve_fill(is
) > 0) didsth
= 1;
1298 } else if (is
->count
> ((nadj
-1) * is
->state
->maxb
)) {
1299 /* must have at least one bridge in each possible direction. */
1300 if (solve_fillone(is
) > 0) didsth
= 1;
1304 map_update_possibles(is
->state
);
1310 /* returns non-zero if a new line here would cause a loop. */
1311 static int solve_island_checkloop(struct island
*is
, int direction
)
1313 struct island
*is_orth
;
1314 int *dsf
= is
->state
->solver
->dsf
, d1
, d2
;
1315 game_state
*state
= is
->state
;
1317 if (is
->state
->allowloops
) return 0; /* don't care anyway */
1318 if (island_hasbridge(is
, direction
)) return 0; /* already has a bridge */
1319 if (island_isadj(is
, direction
) == 0) return 0; /* no adj island */
1321 is_orth
= INDEX(is
->state
, gridi
,
1322 ISLAND_ORTHX(is
,direction
),
1323 ISLAND_ORTHY(is
,direction
));
1324 if (!is_orth
) return 0;
1326 d1
= DINDEX(is
->x
, is
->y
);
1327 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1328 if (dsf_canonify(dsf
, d1
) == dsf_canonify(dsf
, d2
)) {
1329 /* two islands are connected already; don't join them. */
1335 static int solve_island_stage2(struct island
*is
, int *didsth_r
)
1337 int added
= 0, removed
= 0, navail
= 0, nadj
, i
;
1341 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1342 if (solve_island_checkloop(is
, i
)) {
1343 debug(("removing possible loop at (%d,%d) direction %d.\n",
1345 solve_join(is
, i
, -1, 0);
1346 map_update_possibles(is
->state
);
1349 navail
+= island_isadj(is
, i
);
1350 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
1352 is->adj.points[i].dx, is->adj.points[i].dy,
1353 island_isadj(is, i)));*/
1357 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
1359 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1360 if (!island_hasbridge(is
, i
)) {
1361 nadj
= island_isadj(is
, i
);
1362 if (nadj
> 0 && (navail
- nadj
) < is
->count
) {
1363 /* we couldn't now complete the island without at
1364 * least one bridge here; put it in. */
1365 /*debug(("nadj %d, navail %d, is->count %d.\n",
1366 nadj, navail, is->count));*/
1367 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
1369 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
));
1370 solve_join(is
, i
, 1, 0);
1372 /*debug_state(is->state);
1373 debug_possibles(is->state);*/
1377 if (added
) map_update_possibles(is
->state
);
1378 if (added
|| removed
) *didsth_r
= 1;
1382 static int solve_island_subgroup(struct island
*is
, int direction
, int n
)
1384 struct island
*is_join
;
1385 int nislands
, *dsf
= is
->state
->solver
->dsf
;
1386 game_state
*state
= is
->state
;
1388 debug(("..checking subgroups.\n"));
1390 /* if is isn't full, return 0. */
1391 if (n
< is
->count
) {
1392 debug(("...orig island (%d,%d) not full.\n", is
->x
, is
->y
));
1396 is_join
= INDEX(state
, gridi
,
1397 ISLAND_ORTHX(is
, direction
),
1398 ISLAND_ORTHY(is
, direction
));
1401 /* if is_join isn't full, return 0. */
1402 if (island_countbridges(is_join
) < is_join
->count
) {
1403 debug(("...dest island (%d,%d) not full.\n", is_join
->x
, is_join
->y
));
1407 /* Check group membership for is->dsf; if it's full return 1. */
1408 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1410 if (nislands
< state
->n_islands
) {
1411 /* we have a full subgroup that isn't the whole set.
1412 * This isn't allowed. */
1413 debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
1417 debug(("...has finished puzzle.\n"));
1423 static int solve_island_impossible(game_state
*state
)
1428 /* If any islands are impossible, return 1. */
1429 for (i
= 0; i
< state
->n_islands
; i
++) {
1430 is
= &state
->islands
[i
];
1431 if (island_impossible(is
, 0)) {
1432 debug(("island at (%d,%d) has become impossible, disallowing.\n",
1440 /* Bear in mind that this function is really rather inefficient. */
1441 static int solve_island_stage3(struct island
*is
, int *didsth_r
)
1443 int i
, n
, x
, y
, missing
, spc
, curr
, maxb
, didsth
= 0;
1444 int wh
= is
->state
->w
* is
->state
->h
;
1445 struct solver_state
*ss
= is
->state
->solver
;
1449 missing
= is
->count
- island_countbridges(is
);
1450 if (missing
<= 0) return 1;
1452 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1453 /* We only do right- or down-pointing bridges. */
1454 if (is
->adj
.points
[i
].dx
== -1 ||
1455 is
->adj
.points
[i
].dy
== -1) continue;
1457 x
= is
->adj
.points
[i
].x
;
1458 y
= is
->adj
.points
[i
].y
;
1459 spc
= island_adjspace(is
, 1, missing
, i
);
1460 if (spc
== 0) continue;
1462 curr
= GRIDCOUNT(is
->state
, x
, y
,
1463 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1464 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
1465 is
->x
, is
->y
, curr
+1, curr
+spc
));
1467 /* Now we know that this island could have more bridges,
1468 * to bring the total from curr+1 to curr+spc. */
1470 /* We have to squirrel the dsf away and restore it afterwards;
1471 * it is additive only, and can't be removed from. */
1472 memcpy(ss
->tmpdsf
, ss
->dsf
, wh
*sizeof(int));
1473 for (n
= curr
+1; n
<= curr
+spc
; n
++) {
1474 solve_join(is
, i
, n
, 0);
1475 map_update_possibles(is
->state
);
1477 if (solve_island_subgroup(is
, i
, n
) ||
1478 solve_island_impossible(is
->state
)) {
1480 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
1482 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
,
1487 solve_join(is
, i
, curr
, 0); /* put back to before. */
1488 memcpy(ss
->dsf
, ss
->tmpdsf
, wh
*sizeof(int));
1491 /*debug_state(is->state);*/
1493 debug(("...adding NOLINE.\n"));
1494 solve_join(is
, i
, -1, 0); /* we can't have any bridges here. */
1497 debug(("...setting maximum\n"));
1498 solve_join(is
, i
, maxb
, 1);
1501 map_update_possibles(is
->state
);
1503 if (didsth
) *didsth_r
= didsth
;
1507 #define CONTINUE_IF_FULL do { \
1508 if (GRID(state, is->x, is->y) & G_MARK) { \
1509 /* island full, don't try fixing it */ \
1513 static int solve_sub(game_state
*state
, int difficulty
, int depth
)
1521 /* First island iteration: things we can work out by looking at
1522 * properties of the island as a whole. */
1523 for (i
= 0; i
< state
->n_islands
; i
++) {
1524 is
= &state
->islands
[i
];
1525 if (!solve_island_stage1(is
, &didsth
)) return 0;
1527 if (didsth
) continue;
1528 else if (difficulty
< 1) break;
1530 /* Second island iteration: thing we can work out by looking at
1531 * properties of individual island connections. */
1532 for (i
= 0; i
< state
->n_islands
; i
++) {
1533 is
= &state
->islands
[i
];
1535 if (!solve_island_stage2(is
, &didsth
)) return 0;
1537 if (didsth
) continue;
1538 else if (difficulty
< 2) break;
1540 /* Third island iteration: things we can only work out by looking
1541 * at groups of islands. */
1542 for (i
= 0; i
< state
->n_islands
; i
++) {
1543 is
= &state
->islands
[i
];
1544 if (!solve_island_stage3(is
, &didsth
)) return 0;
1546 if (didsth
) continue;
1547 else if (difficulty
< 3) break;
1549 /* If we can be bothered, write a recursive solver to finish here. */
1552 if (map_check(state
)) return 1; /* solved it */
1556 static void solve_for_hint(game_state
*state
)
1559 solve_sub(state
, 10, 0);
1562 static int solve_from_scratch(game_state
*state
, int difficulty
)
1566 map_update_possibles(state
);
1567 return solve_sub(state
, difficulty
, 0);
1570 /* --- New game functions --- */
1572 static game_state
*new_state(game_params
*params
)
1574 game_state
*ret
= snew(game_state
);
1575 int wh
= params
->w
* params
->h
, i
;
1579 ret
->allowloops
= params
->allowloops
;
1580 ret
->maxb
= params
->maxb
;
1581 ret
->params
= *params
;
1583 ret
->grid
= snewn(wh
, grid_type
);
1584 memset(ret
->grid
, 0, GRIDSZ(ret
));
1585 ret
->scratch
= snewn(wh
, grid_type
);
1586 memset(ret
->scratch
, 0, GRIDSZ(ret
));
1588 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1589 memset(ret
->wha
, 0, wh
*N_WH_ARRAYS
*sizeof(char));
1591 ret
->possv
= ret
->wha
;
1592 ret
->possh
= ret
->wha
+ wh
;
1593 ret
->lines
= ret
->wha
+ wh
*2;
1594 ret
->maxv
= ret
->wha
+ wh
*3;
1595 ret
->maxh
= ret
->wha
+ wh
*4;
1597 memset(ret
->maxv
, ret
->maxb
, wh
*sizeof(char));
1598 memset(ret
->maxh
, ret
->maxb
, wh
*sizeof(char));
1600 ret
->islands
= NULL
;
1602 ret
->n_islands_alloc
= 0;
1604 ret
->gridi
= snewn(wh
, struct island
*);
1605 for (i
= 0; i
< wh
; i
++) ret
->gridi
[i
] = NULL
;
1607 ret
->solved
= ret
->completed
= 0;
1609 ret
->solver
= snew(struct solver_state
);
1610 ret
->solver
->dsf
= snew_dsf(wh
);
1611 ret
->solver
->tmpdsf
= snewn(wh
, int);
1613 ret
->solver
->refcount
= 1;
1618 static game_state
*dup_game(game_state
*state
)
1620 game_state
*ret
= snew(game_state
);
1621 int wh
= state
->w
*state
->h
;
1625 ret
->allowloops
= state
->allowloops
;
1626 ret
->maxb
= state
->maxb
;
1627 ret
->params
= state
->params
;
1629 ret
->grid
= snewn(wh
, grid_type
);
1630 memcpy(ret
->grid
, state
->grid
, GRIDSZ(ret
));
1631 ret
->scratch
= snewn(wh
, grid_type
);
1632 memcpy(ret
->scratch
, state
->scratch
, GRIDSZ(ret
));
1634 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1635 memcpy(ret
->wha
, state
->wha
, wh
*N_WH_ARRAYS
*sizeof(char));
1637 ret
->possv
= ret
->wha
;
1638 ret
->possh
= ret
->wha
+ wh
;
1639 ret
->lines
= ret
->wha
+ wh
*2;
1640 ret
->maxv
= ret
->wha
+ wh
*3;
1641 ret
->maxh
= ret
->wha
+ wh
*4;
1643 ret
->islands
= snewn(state
->n_islands
, struct island
);
1644 memcpy(ret
->islands
, state
->islands
, state
->n_islands
* sizeof(struct island
));
1645 ret
->n_islands
= ret
->n_islands_alloc
= state
->n_islands
;
1647 ret
->gridi
= snewn(wh
, struct island
*);
1648 fixup_islands_for_realloc(ret
);
1650 ret
->solved
= state
->solved
;
1651 ret
->completed
= state
->completed
;
1653 ret
->solver
= state
->solver
;
1654 ret
->solver
->refcount
++;
1659 static void free_game(game_state
*state
)
1661 if (--state
->solver
->refcount
<= 0) {
1662 sfree(state
->solver
->dsf
);
1663 sfree(state
->solver
->tmpdsf
);
1664 sfree(state
->solver
);
1667 sfree(state
->islands
);
1668 sfree(state
->gridi
);
1672 sfree(state
->scratch
);
1677 #define MAX_NEWISLAND_TRIES 50
1678 #define MIN_SENSIBLE_ISLANDS 3
1680 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
1682 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1683 char **aux
, int interactive
)
1685 game_state
*tobuild
= NULL
;
1686 int i
, j
, wh
= params
->w
* params
->h
, x
, y
, dx
, dy
;
1687 int minx
, miny
, maxx
, maxy
, joinx
, joiny
, newx
, newy
, diffx
, diffy
;
1688 int ni_req
= max((params
->islands
* wh
) / 100, MIN_SENSIBLE_ISLANDS
), ni_curr
, ni_bad
;
1689 struct island
*is
, *is2
;
1691 unsigned int echeck
;
1693 /* pick a first island position randomly. */
1695 if (tobuild
) free_game(tobuild
);
1696 tobuild
= new_state(params
);
1698 x
= random_upto(rs
, params
->w
);
1699 y
= random_upto(rs
, params
->h
);
1700 island_add(tobuild
, x
, y
, 0);
1703 debug(("Created initial island at (%d,%d).\n", x
, y
));
1705 while (ni_curr
< ni_req
) {
1706 /* Pick a random island to try and extend from. */
1707 i
= random_upto(rs
, tobuild
->n_islands
);
1708 is
= &tobuild
->islands
[i
];
1710 /* Pick a random direction to extend in. */
1711 j
= random_upto(rs
, is
->adj
.npoints
);
1712 dx
= is
->adj
.points
[j
].x
- is
->x
;
1713 dy
= is
->adj
.points
[j
].y
- is
->y
;
1715 /* Find out limits of where we could put a new island. */
1717 minx
= is
->x
+ 2*dx
; miny
= is
->y
+ 2*dy
; /* closest is 2 units away. */
1718 x
= is
->x
+dx
; y
= is
->y
+dy
;
1719 if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1720 /* already a line next to the island, continue. */
1724 if (x
< 0 || x
>= params
->w
|| y
< 0 || y
>= params
->h
) {
1725 /* got past the edge; put a possible at the island
1727 maxx
= x
-dx
; maxy
= y
-dy
;
1730 if (GRID(tobuild
,x
,y
) & G_ISLAND
) {
1731 /* could join up to an existing island... */
1732 joinx
= x
; joiny
= y
;
1733 /* ... or make a new one 2 spaces away. */
1734 maxx
= x
- 2*dx
; maxy
= y
- 2*dy
;
1736 } else if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1737 /* could make a new one 1 space away from the line. */
1738 maxx
= x
- dx
; maxy
= y
- dy
;
1745 debug(("Island at (%d,%d) with d(%d,%d) has new positions "
1746 "(%d,%d) -> (%d,%d), join (%d,%d).\n",
1747 is
->x
, is
->y
, dx
, dy
, minx
, miny
, maxx
, maxy
, joinx
, joiny
));
1748 /* Now we know where we could either put a new island
1749 * (between min and max), or (if loops are allowed) could join on
1750 * to an existing island (at join). */
1751 if (params
->allowloops
&& joinx
!= -1 && joiny
!= -1) {
1752 if (random_upto(rs
, 100) < (unsigned long)params
->expansion
) {
1753 is2
= INDEX(tobuild
, gridi
, joinx
, joiny
);
1754 debug(("Joining island at (%d,%d) to (%d,%d).\n",
1755 is
->x
, is
->y
, is2
->x
, is2
->y
));
1759 diffx
= (maxx
- minx
) * dx
;
1760 diffy
= (maxy
- miny
) * dy
;
1761 if (diffx
< 0 || diffy
< 0) goto bad
;
1762 if (random_upto(rs
,100) < (unsigned long)params
->expansion
) {
1763 newx
= maxx
; newy
= maxy
;
1764 debug(("Creating new island at (%d,%d) (expanded).\n", newx
, newy
));
1766 newx
= minx
+ random_upto(rs
,diffx
+1)*dx
;
1767 newy
= miny
+ random_upto(rs
,diffy
+1)*dy
;
1768 debug(("Creating new island at (%d,%d).\n", newx
, newy
));
1770 /* check we're not next to island in the other orthogonal direction. */
1771 if ((INGRID(tobuild
,newx
+dy
,newy
+dx
) && (GRID(tobuild
,newx
+dy
,newy
+dx
) & G_ISLAND
)) ||
1772 (INGRID(tobuild
,newx
-dy
,newy
-dx
) && (GRID(tobuild
,newx
-dy
,newy
-dx
) & G_ISLAND
))) {
1773 debug(("New location is adjacent to island, skipping.\n"));
1776 is2
= island_add(tobuild
, newx
, newy
, 0);
1777 /* Must get is again at this point; the array might have
1778 * been realloced by island_add... */
1779 is
= &tobuild
->islands
[i
]; /* ...but order will not change. */
1781 ni_curr
++; ni_bad
= 0;
1783 island_join(is
, is2
, random_upto(rs
, tobuild
->maxb
)+1, 0);
1784 debug_state(tobuild
);
1789 if (ni_bad
> MAX_NEWISLAND_TRIES
) {
1790 debug(("Unable to create any new islands after %d tries; "
1791 "created %d [%d%%] (instead of %d [%d%%] requested).\n",
1792 MAX_NEWISLAND_TRIES
,
1793 ni_curr
, ni_curr
* 100 / wh
,
1794 ni_req
, ni_req
* 100 / wh
));
1801 debug(("Only generated one island (!), retrying.\n"));
1804 /* Check we have at least one island on each extremity of the grid. */
1806 for (x
= 0; x
< params
->w
; x
++) {
1807 if (INDEX(tobuild
, gridi
, x
, 0)) echeck
|= 1;
1808 if (INDEX(tobuild
, gridi
, x
, params
->h
-1)) echeck
|= 2;
1810 for (y
= 0; y
< params
->h
; y
++) {
1811 if (INDEX(tobuild
, gridi
, 0, y
)) echeck
|= 4;
1812 if (INDEX(tobuild
, gridi
, params
->w
-1, y
)) echeck
|= 8;
1815 debug(("Generated grid doesn't fill to sides, retrying.\n"));
1820 map_find_orthogonal(tobuild
);
1822 if (params
->difficulty
> 0) {
1823 if ((ni_curr
> MIN_SENSIBLE_ISLANDS
) &&
1824 (solve_from_scratch(tobuild
, params
->difficulty
-1) > 0)) {
1825 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
1826 params
->difficulty
-1));
1831 if (solve_from_scratch(tobuild
, params
->difficulty
) == 0) {
1832 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
1833 params
->difficulty
));
1837 /* ... tobuild is now solved. We rely on this making the diff for aux. */
1838 debug_state(tobuild
);
1839 ret
= encode_game(tobuild
);
1841 game_state
*clean
= dup_game(tobuild
);
1843 map_update_possibles(clean
);
1844 *aux
= game_state_diff(clean
, tobuild
);
1852 static char *validate_desc(game_params
*params
, char *desc
)
1854 int i
, wh
= params
->w
* params
->h
;
1856 for (i
= 0; i
< wh
; i
++) {
1857 if (*desc
>= '1' && *desc
<= '9')
1859 else if (*desc
>= 'a' && *desc
<= 'z')
1860 i
+= *desc
- 'a'; /* plus the i++ */
1861 else if (*desc
>= 'A' && *desc
<= 'G')
1863 else if (*desc
== 'V' || *desc
== 'W' ||
1864 *desc
== 'X' || *desc
== 'Y' ||
1865 *desc
== 'H' || *desc
== 'I' ||
1866 *desc
== 'J' || *desc
== 'K')
1869 return "Game description shorter than expected";
1871 return "Game description containers unexpected character";
1874 if (*desc
|| i
> wh
)
1875 return "Game description longer than expected";
1880 static game_state
*new_game_sub(game_params
*params
, char *desc
)
1882 game_state
*state
= new_state(params
);
1885 debug(("new_game[_sub]: desc = '%s'.\n", desc
));
1887 for (y
= 0; y
< params
->h
; y
++) {
1888 for (x
= 0; x
< params
->w
; x
++) {
1894 if (c
>= 'a' && c
<= 'z')
1904 case '1': case '2': case '3': case '4':
1905 case '5': case '6': case '7': case '8': case '9':
1906 island_add(state
, x
, y
, (c
- '0'));
1909 case 'A': case 'B': case 'C': case 'D':
1910 case 'E': case 'F': case 'G':
1911 island_add(state
, x
, y
, (c
- 'A') + 10);
1919 assert(!"Malformed desc.");
1924 if (*desc
) assert(!"Over-long desc.");
1926 map_find_orthogonal(state
);
1927 map_update_possibles(state
);
1932 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1934 return new_game_sub(params
, desc
);
1938 int dragx_src
, dragy_src
; /* source; -1 means no drag */
1939 int dragx_dst
, dragy_dst
; /* src's closest orth island. */
1941 int dragging
, drag_is_noline
, nlines
;
1943 int cur_x
, cur_y
, cur_visible
; /* cursor position */
1947 static char *ui_cancel_drag(game_ui
*ui
)
1949 ui
->dragx_src
= ui
->dragy_src
= -1;
1950 ui
->dragx_dst
= ui
->dragy_dst
= -1;
1955 static game_ui
*new_ui(game_state
*state
)
1957 game_ui
*ui
= snew(game_ui
);
1959 ui
->cur_x
= state
->islands
[0].x
;
1960 ui
->cur_y
= state
->islands
[0].y
;
1961 ui
->cur_visible
= 0;
1966 static void free_ui(game_ui
*ui
)
1971 static char *encode_ui(game_ui
*ui
)
1976 static void decode_ui(game_ui
*ui
, char *encoding
)
1980 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1981 game_state
*newstate
)
1985 struct game_drawstate
{
1990 int started
, dragging
;
1994 static char *update_drag_dst(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1997 int ox
, oy
, dx
, dy
, i
, currl
, maxb
;
1999 grid_type gtype
, ntype
, mtype
, curr
;
2001 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1) return NULL
;
2006 /* work out which of the four directions we're closest to... */
2007 ox
= COORD(ui
->dragx_src
) + TILE_SIZE
/2;
2008 oy
= COORD(ui
->dragy_src
) + TILE_SIZE
/2;
2010 if (abs(nx
-ox
) < abs(ny
-oy
)) {
2012 dy
= (ny
-oy
) < 0 ? -1 : 1;
2013 gtype
= G_LINEV
; ntype
= G_NOLINEV
; mtype
= G_MARKV
;
2014 maxb
= INDEX(state
, maxv
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2017 dx
= (nx
-ox
) < 0 ? -1 : 1;
2018 gtype
= G_LINEH
; ntype
= G_NOLINEH
; mtype
= G_MARKH
;
2019 maxb
= INDEX(state
, maxh
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2021 if (ui
->drag_is_noline
) {
2024 curr
= GRID(state
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2025 currl
= INDEX(state
, lines
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2028 if (currl
== maxb
) {
2033 ui
->nlines
= currl
+ 1;
2041 /* ... and see if there's an island off in that direction. */
2042 is
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2043 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
2044 if (is
->adj
.points
[i
].off
== 0) continue;
2045 curr
= GRID(state
, is
->x
+dx
, is
->y
+dy
);
2046 if (curr
& mtype
) continue; /* don't allow changes to marked lines. */
2047 if (ui
->drag_is_noline
) {
2048 if (curr
& gtype
) continue; /* no no-line where already a line */
2050 if (POSSIBLES(state
, dx
, is
->x
+dx
, is
->y
+dy
) == 0) continue; /* no line if !possible. */
2051 if (curr
& ntype
) continue; /* can't have a bridge where there's a no-line. */
2054 if (is
->adj
.points
[i
].dx
== dx
&&
2055 is
->adj
.points
[i
].dy
== dy
) {
2056 ui
->dragx_dst
= ISLAND_ORTHX(is
,i
);
2057 ui
->dragy_dst
= ISLAND_ORTHY(is
,i
);
2060 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
2061 ui->dragx_src, ui->dragy_src, dx, dy,
2062 ui->dragx_dst, ui->dragy_dst));*/
2066 static char *finish_drag(game_state
*state
, game_ui
*ui
)
2070 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1)
2072 if (ui
->dragx_dst
== -1 || ui
->dragy_dst
== -1)
2073 return ui_cancel_drag(ui
);
2075 if (ui
->drag_is_noline
) {
2076 sprintf(buf
, "N%d,%d,%d,%d",
2077 ui
->dragx_src
, ui
->dragy_src
,
2078 ui
->dragx_dst
, ui
->dragy_dst
);
2080 sprintf(buf
, "L%d,%d,%d,%d,%d",
2081 ui
->dragx_src
, ui
->dragy_src
,
2082 ui
->dragx_dst
, ui
->dragy_dst
, ui
->nlines
);
2090 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2091 int x
, int y
, int button
)
2093 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
);
2095 grid_type ggrid
= INGRID(state
,gx
,gy
) ? GRID(state
,gx
,gy
) : 0;
2097 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2098 if (!INGRID(state
, gx
, gy
)) return NULL
;
2099 ui
->cur_visible
= 0;
2100 if ((ggrid
& G_ISLAND
) && !(ggrid
& G_MARK
)) {
2105 return ui_cancel_drag(ui
);
2106 } else if (button
== LEFT_DRAG
|| button
== RIGHT_DRAG
) {
2107 if (gx
!= ui
->dragx_src
|| gy
!= ui
->dragy_src
) {
2109 ui
->drag_is_noline
= (button
== RIGHT_DRAG
) ? 1 : 0;
2110 return update_drag_dst(state
, ui
, ds
, x
, y
);
2112 /* cancel a drag when we go back to the starting point */
2117 } else if (button
== LEFT_RELEASE
|| button
== RIGHT_RELEASE
) {
2119 return finish_drag(state
, ui
);
2122 if (!INGRID(state
, gx
, gy
)) return NULL
;
2123 if (!(GRID(state
, gx
, gy
) & G_ISLAND
)) return NULL
;
2124 sprintf(buf
, "M%d,%d", gx
, gy
);
2127 } else if (button
== 'h' || button
== 'H') {
2128 game_state
*solved
= dup_game(state
);
2129 solve_for_hint(solved
);
2130 ret
= game_state_diff(state
, solved
);
2133 } else if (IS_CURSOR_MOVE(button
)) {
2134 ui
->cur_visible
= 1;
2136 int nx
= ui
->cur_x
, ny
= ui
->cur_y
;
2138 move_cursor(button
, &nx
, &ny
, state
->w
, state
->h
, 0);
2139 update_drag_dst(state
, ui
, ds
,
2140 COORD(nx
)+TILE_SIZE
/2,
2141 COORD(ny
)+TILE_SIZE
/2);
2142 return finish_drag(state
, ui
);
2144 int dx
= (button
== CURSOR_RIGHT
) ? +1 : (button
== CURSOR_LEFT
) ? -1 : 0;
2145 int dy
= (button
== CURSOR_DOWN
) ? +1 : (button
== CURSOR_UP
) ? -1 : 0;
2146 int dorthx
= 1 - abs(dx
), dorthy
= 1 - abs(dy
);
2147 int dir
, orth
, nx
= x
, ny
= y
;
2149 /* 'orthorder' is a tweak to ensure that if you press RIGHT and
2150 * happen to move upwards, when you press LEFT you then tend
2151 * downwards (rather than upwards again). */
2152 int orthorder
= (button
== CURSOR_LEFT
|| button
== CURSOR_UP
) ? 1 : -1;
2154 /* This attempts to find an island in the direction you're
2155 * asking for, broadly speaking. If you ask to go right, for
2156 * example, it'll look for islands to the right and slightly
2157 * above or below your current horiz. position, allowing
2158 * further above/below the further away it searches. */
2160 assert(GRID(state
, ui
->cur_x
, ui
->cur_y
) & G_ISLAND
);
2161 /* currently this is depth-first (so orthogonally-adjacent
2162 * islands across the other side of the grid will be moved to
2163 * before closer islands slightly offset). Swap the order of
2164 * these two loops to change to breadth-first search. */
2165 for (orth
= 0; ; orth
++) {
2167 for (dir
= 1; ; dir
++) {
2170 if (orth
> dir
) continue; /* only search in cone outwards. */
2172 nx
= ui
->cur_x
+ dir
*dx
+ orth
*dorthx
*orthorder
;
2173 ny
= ui
->cur_y
+ dir
*dy
+ orth
*dorthy
*orthorder
;
2174 if (INGRID(state
, nx
, ny
)) {
2175 dingrid
= oingrid
= 1;
2176 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2179 nx
= ui
->cur_x
+ dir
*dx
- orth
*dorthx
*orthorder
;
2180 ny
= ui
->cur_y
+ dir
*dy
- orth
*dorthy
*orthorder
;
2181 if (INGRID(state
, nx
, ny
)) {
2182 dingrid
= oingrid
= 1;
2183 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2186 if (!dingrid
) break;
2188 if (!oingrid
) return "";
2197 } else if (IS_CURSOR_SELECT(button
)) {
2198 if (!ui
->cur_visible
) {
2199 ui
->cur_visible
= 1;
2204 if (ui
->dragx_dst
== -1 && ui
->dragy_dst
== -1) {
2205 sprintf(buf
, "M%d,%d", ui
->cur_x
, ui
->cur_y
);
2210 grid_type v
= GRID(state
, ui
->cur_x
, ui
->cur_y
);
2213 ui
->dragx_src
= ui
->cur_x
;
2214 ui
->dragy_src
= ui
->cur_y
;
2215 ui
->dragx_dst
= ui
->dragy_dst
= -1;
2216 ui
->drag_is_noline
= (button
== CURSOR_SELECT2
) ? 1 : 0;
2220 } else if (button
== 'g' || button
== 'G') {
2221 ui
->show_hints
= 1 - ui
->show_hints
;
2228 static game_state
*execute_move(game_state
*state
, char *move
)
2230 game_state
*ret
= dup_game(state
);
2231 int x1
, y1
, x2
, y2
, nl
, n
;
2232 struct island
*is1
, *is2
;
2235 debug(("execute_move: %s\n", move
));
2237 if (!*move
) goto badmove
;
2243 } else if (c
== 'L') {
2244 if (sscanf(move
, "%d,%d,%d,%d,%d%n",
2245 &x1
, &y1
, &x2
, &y2
, &nl
, &n
) != 5)
2247 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2249 is1
= INDEX(ret
, gridi
, x1
, y1
);
2250 is2
= INDEX(ret
, gridi
, x2
, y2
);
2251 if (!is1
|| !is2
) goto badmove
;
2252 if (nl
< 0 || nl
> state
->maxb
) goto badmove
;
2253 island_join(is1
, is2
, nl
, 0);
2254 } else if (c
== 'N') {
2255 if (sscanf(move
, "%d,%d,%d,%d%n",
2256 &x1
, &y1
, &x2
, &y2
, &n
) != 4)
2258 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2260 is1
= INDEX(ret
, gridi
, x1
, y1
);
2261 is2
= INDEX(ret
, gridi
, x2
, y2
);
2262 if (!is1
|| !is2
) goto badmove
;
2263 island_join(is1
, is2
, -1, 0);
2264 } else if (c
== 'M') {
2265 if (sscanf(move
, "%d,%d%n",
2268 if (!INGRID(ret
, x1
, y1
))
2270 is1
= INDEX(ret
, gridi
, x1
, y1
);
2271 if (!is1
) goto badmove
;
2272 island_togglemark(is1
);
2279 else if (*move
) goto badmove
;
2282 map_update_possibles(ret
);
2283 if (map_check(ret
)) {
2284 debug(("Game completed.\n"));
2290 debug(("%s: unrecognised move.\n", move
));
2295 static char *solve_game(game_state
*state
, game_state
*currstate
,
2296 char *aux
, char **error
)
2302 debug(("solve_game: aux = %s\n", aux
));
2303 solved
= execute_move(state
, aux
);
2305 *error
= "Generated aux string is not a valid move (!).";
2309 solved
= dup_game(state
);
2310 /* solve with max strength... */
2311 if (solve_from_scratch(solved
, 10) == 0) {
2313 *error
= "Game does not have a (non-recursive) solution.";
2317 ret
= game_state_diff(currstate
, solved
);
2319 debug(("solve_game: ret = %s\n", ret
));
2323 /* ----------------------------------------------------------------------
2327 static void game_compute_size(game_params
*params
, int tilesize
,
2330 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2331 struct { int tilesize
; } ads
, *ds
= &ads
;
2332 ads
.tilesize
= tilesize
;
2334 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
2335 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
2338 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2339 game_params
*params
, int tilesize
)
2341 ds
->tilesize
= tilesize
;
2344 static float *game_colours(frontend
*fe
, int *ncolours
)
2346 float *ret
= snewn(3 * NCOLOURS
, float);
2349 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2351 for (i
= 0; i
< 3; i
++) {
2352 ret
[COL_FOREGROUND
* 3 + i
] = 0.0F
;
2353 ret
[COL_HINT
* 3 + i
] = ret
[COL_LOWLIGHT
* 3 + i
];
2354 ret
[COL_GRID
* 3 + i
] =
2355 (ret
[COL_HINT
* 3 + i
] + ret
[COL_BACKGROUND
* 3 + i
]) * 0.5F
;
2356 ret
[COL_MARK
* 3 + i
] = ret
[COL_HIGHLIGHT
* 3 + i
];
2358 ret
[COL_WARNING
* 3 + 0] = 1.0F
;
2359 ret
[COL_WARNING
* 3 + 1] = 0.25F
;
2360 ret
[COL_WARNING
* 3 + 2] = 0.25F
;
2362 ret
[COL_SELECTED
* 3 + 0] = 0.25F
;
2363 ret
[COL_SELECTED
* 3 + 1] = 1.00F
;
2364 ret
[COL_SELECTED
* 3 + 2] = 0.25F
;
2366 ret
[COL_CURSOR
* 3 + 0] = min(ret
[COL_BACKGROUND
* 3 + 0] * 1.4F
, 1.0F
);
2367 ret
[COL_CURSOR
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
2368 ret
[COL_CURSOR
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
2370 *ncolours
= NCOLOURS
;
2374 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2376 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2377 int wh
= state
->w
*state
->h
;
2383 ds
->grid
= snewn(wh
, grid_type
);
2384 memset(ds
->grid
, -1, wh
*sizeof(grid_type
));
2385 ds
->lv
= snewn(wh
, int);
2386 ds
->lh
= snewn(wh
, int);
2387 memset(ds
->lv
, 0, wh
*sizeof(int));
2388 memset(ds
->lh
, 0, wh
*sizeof(int));
2394 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2402 #define LINE_WIDTH (TILE_SIZE/8)
2403 #define TS8(x) (((x)*TILE_SIZE)/8)
2405 #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
2407 static void lines_vert(drawing
*dr
, game_drawstate
*ds
,
2408 int ox
, int oy
, int lv
, int col
, grid_type v
)
2410 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2411 while ((bw
= lw
* lv
+ gw
* (lv
+1)) > TILE_SIZE
)
2415 draw_rect(dr
, ox
+ loff
, oy
, bw
, TILE_SIZE
, COL_MARK
);
2416 for (i
= 0; i
< lv
; i
++, loff
+= lw
+ gw
)
2417 draw_rect(dr
, ox
+ loff
+ gw
, oy
, lw
, TILE_SIZE
, col
);
2420 static void lines_horiz(drawing
*dr
, game_drawstate
*ds
,
2421 int ox
, int oy
, int lh
, int col
, grid_type v
)
2423 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2424 while ((bw
= lw
* lh
+ gw
* (lh
+1)) > TILE_SIZE
)
2428 draw_rect(dr
, ox
, oy
+ loff
, TILE_SIZE
, bw
, COL_MARK
);
2429 for (i
= 0; i
< lh
; i
++, loff
+= lw
+ gw
)
2430 draw_rect(dr
, ox
, oy
+ loff
+ gw
, TILE_SIZE
, lw
, col
);
2433 static void line_cross(drawing
*dr
, game_drawstate
*ds
,
2434 int ox
, int oy
, int col
, grid_type v
)
2437 draw_line(dr
, ox
, oy
, ox
+off
, oy
+off
, col
);
2438 draw_line(dr
, ox
+off
, oy
, ox
, oy
+off
, col
);
2441 static int between_island(game_state
*state
, int sx
, int sy
, int dx
, int dy
)
2443 int x
= sx
- dx
, y
= sy
- dy
;
2445 while (INGRID(state
, x
, y
)) {
2446 if (GRID(state
, x
, y
) & G_ISLAND
) goto found
;
2451 x
= sx
+ dx
, y
= sy
+ dy
;
2452 while (INGRID(state
, x
, y
)) {
2453 if (GRID(state
, x
, y
) & G_ISLAND
) return 1;
2459 static void lines_lvlh(game_state
*state
, game_ui
*ui
, int x
, int y
, grid_type v
,
2460 int *lv_r
, int *lh_r
)
2464 if (v
& G_LINEV
) lv
= INDEX(state
,lines
,x
,y
);
2465 if (v
& G_LINEH
) lh
= INDEX(state
,lines
,x
,y
);
2467 if (ui
->show_hints
) {
2468 if (between_island(state
, x
, y
, 0, 1) && !lv
) lv
= 1;
2469 if (between_island(state
, x
, y
, 1, 0) && !lh
) lh
= 1;
2471 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
2472 *lv_r
= lv
; *lh_r
= lh
;
2475 static void dsf_debug_draw(drawing
*dr
,
2476 game_state
*state
, game_drawstate
*ds
,
2480 int ts
= TILE_SIZE
/2;
2481 int ox
= COORD(x
) + ts
/2, oy
= COORD(y
) + ts
/2;
2484 sprintf(str
, "%d", dsf_canonify(state
->solver
->dsf
, DINDEX(x
,y
)));
2485 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ts
,
2486 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_WARNING
, str
);
2490 static void lines_redraw(drawing
*dr
,
2491 game_state
*state
, game_drawstate
*ds
, game_ui
*ui
,
2492 int x
, int y
, grid_type v
, int lv
, int lh
)
2494 int ox
= COORD(x
), oy
= COORD(y
);
2495 int vcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2496 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
, hcol
= vcol
;
2497 grid_type todraw
= v
& G_NOLINE
;
2500 if (ui
->todraw
& G_FLAGSH
) hcol
= COL_SELECTED
;
2501 if (ui
->todraw
& G_FLAGSV
) vcol
= COL_SELECTED
;
2502 todraw
|= ui
->todraw
;
2505 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
2507 draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
2508 TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
2511 if (ui
->show_hints
) {
2512 if (between_island(state
, x
, y
, 0, 1) && !(v
& G_LINEV
))
2514 if (between_island(state
, x
, y
, 1, 0) && !(v
& G_LINEH
))
2518 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2521 if (todraw
& G_NOLINEV
) {
2522 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(1), vcol
, todraw
);
2523 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(5), vcol
, todraw
);
2525 if (todraw
& G_NOLINEH
) {
2526 line_cross(dr
, ds
, ox
+ TS8(1), oy
+ TS8(3), hcol
, todraw
);
2527 line_cross(dr
, ds
, ox
+ TS8(5), oy
+ TS8(3), hcol
, todraw
);
2529 /* if we're drawing a real line and a hint, make sure we draw the real
2531 if (lv
&& vcol
== COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2532 if (lh
) lines_horiz(dr
, ds
, ox
, oy
, lh
, hcol
, v
);
2533 if (lv
&& vcol
!= COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2535 dsf_debug_draw(dr
, state
, ds
, x
, y
);
2536 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2539 #define ISLAND_RADIUS ((TILE_SIZE*12)/20)
2540 #define ISLAND_NUMSIZE(is) \
2541 (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
2543 static void island_redraw(drawing
*dr
,
2544 game_state
*state
, game_drawstate
*ds
,
2545 struct island
*is
, grid_type v
)
2547 /* These overlap the edges of their squares, which is why they're drawn later.
2548 * We know they can't overlap each other because they're not allowed within 2
2549 * squares of each other. */
2550 int half
= TILE_SIZE
/2;
2551 int ox
= COORD(is
->x
) + half
, oy
= COORD(is
->y
) + half
;
2552 int orad
= ISLAND_RADIUS
, irad
= orad
- LINE_WIDTH
;
2553 int updatesz
= orad
*2+1;
2554 int tcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2555 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
;
2556 int col
= (v
& G_ISSEL
) ? COL_SELECTED
: tcol
;
2557 int bg
= (v
& G_CURSOR
) ? COL_CURSOR
:
2558 (v
& G_MARK
) ? COL_MARK
: COL_BACKGROUND
;
2562 draw_rect_outline(dr
, COORD(is
->x
), COORD(is
->y
),
2563 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2566 /* draw a thick circle */
2567 draw_circle(dr
, ox
, oy
, orad
, col
, col
);
2568 draw_circle(dr
, ox
, oy
, irad
, bg
, bg
);
2570 sprintf(str
, "%d", is
->count
);
2571 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2572 ALIGN_VCENTRE
| ALIGN_HCENTRE
, tcol
, str
);
2574 dsf_debug_draw(dr
, state
, ds
, is
->x
, is
->y
);
2575 draw_update(dr
, ox
- orad
, oy
- orad
, updatesz
, updatesz
);
2578 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2579 game_state
*state
, int dir
, game_ui
*ui
,
2580 float animtime
, float flashtime
)
2582 int x
, y
, force
= 0, i
, j
, redraw
, lv
, lh
;
2583 grid_type v
, dsv
, flash
= 0;
2584 struct island
*is
, *is_drag_src
= NULL
, *is_drag_dst
= NULL
;
2587 int f
= (int)(flashtime
* 5 / FLASH_TIME
);
2588 if (f
== 1 || f
== 3) flash
= G_FLASH
;
2591 /* Clear screen, if required. */
2594 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2595 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2597 draw_rect_outline(dr
,
2598 COORD(0)-1, COORD(0)-1,
2599 TILE_SIZE
* ds
->w
+ 2, TILE_SIZE
* ds
->h
+ 2,
2602 draw_update(dr
, 0, 0,
2603 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2604 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2609 if (ui
->dragx_src
!= -1 && ui
->dragy_src
!= -1) {
2611 is_drag_src
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2612 assert(is_drag_src
);
2613 if (ui
->dragx_dst
!= -1 && ui
->dragy_dst
!= -1) {
2614 is_drag_dst
= INDEX(state
, gridi
, ui
->dragx_dst
, ui
->dragy_dst
);
2615 assert(is_drag_dst
);
2620 if (ui
->show_hints
!= ds
->show_hints
) {
2622 ds
->show_hints
= ui
->show_hints
;
2625 /* Draw all lines (and hints, if we want), but *not* islands. */
2626 for (x
= 0; x
< ds
->w
; x
++) {
2627 for (y
= 0; y
< ds
->h
; y
++) {
2628 v
= GRID(state
, x
, y
) | flash
;
2629 dsv
= GRID(ds
,x
,y
) & ~G_REDRAW
;
2631 if (v
& G_ISLAND
) continue;
2634 if (WITHIN(x
,is_drag_src
->x
, is_drag_dst
->x
) &&
2635 WITHIN(y
,is_drag_src
->y
, is_drag_dst
->y
))
2638 lines_lvlh(state
, ui
, x
, y
, v
, &lv
, &lh
);
2640 /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
2644 lv
!= INDEX(ds
,lv
,x
,y
) ||
2645 lh
!= INDEX(ds
,lh
,x
,y
) ||
2647 GRID(ds
, x
, y
) = v
| G_REDRAW
;
2648 INDEX(ds
,lv
,x
,y
) = lv
;
2649 INDEX(ds
,lh
,x
,y
) = lh
;
2650 lines_redraw(dr
, state
, ds
, ui
, x
, y
, v
, lv
, lh
);
2652 GRID(ds
,x
,y
) &= ~G_REDRAW
;
2657 for (i
= 0; i
< state
->n_islands
; i
++) {
2658 is
= &state
->islands
[i
];
2659 v
= GRID(state
, is
->x
, is
->y
) | flash
;
2662 for (j
= 0; j
< is
->adj
.npoints
; j
++) {
2663 if (GRID(ds
,is
->adj
.points
[j
].x
,is
->adj
.points
[j
].y
) & G_REDRAW
) {
2669 if (is
== is_drag_src
)
2671 else if (is_drag_dst
&& is
== is_drag_dst
)
2675 if (island_impossible(is
, v
& G_MARK
)) v
|= G_WARN
;
2677 if (ui
->cur_visible
&& ui
->cur_x
== is
->x
&& ui
->cur_y
== is
->y
)
2680 if ((v
!= GRID(ds
, is
->x
, is
->y
)) || force
|| redraw
) {
2681 GRID(ds
,is
->x
,is
->y
) = v
;
2682 island_redraw(dr
, state
, ds
, is
, v
);
2687 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2688 int dir
, game_ui
*ui
)
2693 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2694 int dir
, game_ui
*ui
)
2696 if (!oldstate
->completed
&& newstate
->completed
&&
2697 !oldstate
->solved
&& !newstate
->solved
)
2703 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2708 static void game_print_size(game_params
*params
, float *x
, float *y
)
2712 /* 10mm squares by default. */
2713 game_compute_size(params
, 1000, &pw
, &ph
);
2718 static void game_print(drawing
*dr
, game_state
*state
, int ts
)
2720 int ink
= print_mono_colour(dr
, 0);
2721 int paper
= print_mono_colour(dr
, 1);
2722 int x
, y
, cx
, cy
, i
, nl
;
2726 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2727 game_drawstate ads
, *ds
= &ads
;
2730 /* I don't think this wants a border. */
2733 print_line_width(dr
, ts
/ 12);
2734 for (x
= 0; x
< state
->w
; x
++) {
2735 for (y
= 0; y
< state
->h
; y
++) {
2736 cx
= COORD(x
); cy
= COORD(y
);
2737 grid
= GRID(state
,x
,y
);
2738 nl
= INDEX(state
,lines
,x
,y
);
2740 if (grid
& G_ISLAND
) continue;
2741 if (grid
& G_LINEV
) {
2743 draw_line(dr
, cx
+ts
/2-loff
, cy
, cx
+ts
/2-loff
, cy
+ts
, ink
);
2744 draw_line(dr
, cx
+ts
/2+loff
, cy
, cx
+ts
/2+loff
, cy
+ts
, ink
);
2746 draw_line(dr
, cx
+ts
/2, cy
, cx
+ts
/2, cy
+ts
, ink
);
2749 if (grid
& G_LINEH
) {
2751 draw_line(dr
, cx
, cy
+ts
/2-loff
, cx
+ts
, cy
+ts
/2-loff
, ink
);
2752 draw_line(dr
, cx
, cy
+ts
/2+loff
, cx
+ts
, cy
+ts
/2+loff
, ink
);
2754 draw_line(dr
, cx
, cy
+ts
/2, cx
+ts
, cy
+ts
/2, ink
);
2761 for (i
= 0; i
< state
->n_islands
; i
++) {
2763 struct island
*is
= &state
->islands
[i
];
2764 grid
= GRID(state
, is
->x
, is
->y
);
2765 cx
= COORD(is
->x
) + ts
/2;
2766 cy
= COORD(is
->y
) + ts
/2;
2768 draw_circle(dr
, cx
, cy
, ISLAND_RADIUS
, paper
, ink
);
2770 sprintf(str
, "%d", is
->count
);
2771 draw_text(dr
, cx
, cy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2772 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
2777 #define thegame bridges
2780 const struct game thegame
= {
2781 "Bridges", "games.bridges", "bridges",
2788 TRUE
, game_configure
, custom_params
,
2796 TRUE
, game_can_format_as_text_now
, game_text_format
,
2804 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2807 game_free_drawstate
,
2811 TRUE
, FALSE
, game_print_size
, game_print
,
2812 FALSE
, /* wants_statusbar */
2813 FALSE
, game_timing_state
,
2814 REQUIRE_RBUTTON
, /* flags */
2817 /* vim: set shiftwidth=4 tabstop=8: */