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
);
547 * ifree is the number of bridges unfilled in the other
548 * island, which is clearly an upper bound on the number
549 * of extra bridges this island may run to it.
551 * Another upper bound is the number of bridges unfilled
552 * on the specific line between here and there. We must
553 * take the minimum of both.
555 int bmax
= MAXIMUM(is
->state
, dx
,
556 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
557 int bcurr
= GRIDCOUNT(is
->state
,
558 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
559 dx
? G_LINEH
: G_LINEV
);
560 assert(bcurr
<= bmax
);
561 nsurrspc
+= min(ifree
, bmax
- bcurr
);
564 if (nsurrspc
< nspc
) {
565 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
566 is
->x
, is
->y
, nsurrspc
, nspc
));
567 return 1; /* not enough spaces around surrounding islands to fill this one. */
573 /* --- Game parameter functions --- */
575 #define DEFAULT_PRESET 0
577 const struct game_params bridges_presets
[] = {
578 { 7, 7, 2, 30, 10, 1, 0 },
579 { 7, 7, 2, 30, 10, 1, 1 },
580 { 7, 7, 2, 30, 10, 1, 2 },
581 { 10, 10, 2, 30, 10, 1, 0 },
582 { 10, 10, 2, 30, 10, 1, 1 },
583 { 10, 10, 2, 30, 10, 1, 2 },
584 { 15, 15, 2, 30, 10, 1, 0 },
585 { 15, 15, 2, 30, 10, 1, 1 },
586 { 15, 15, 2, 30, 10, 1, 2 },
589 static game_params
*default_params(void)
591 game_params
*ret
= snew(game_params
);
592 *ret
= bridges_presets
[DEFAULT_PRESET
];
597 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
602 if (i
< 0 || i
>= lenof(bridges_presets
))
605 ret
= default_params();
606 *ret
= bridges_presets
[i
];
609 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
610 ret
->difficulty
== 0 ? "easy" :
611 ret
->difficulty
== 1 ? "medium" : "hard");
617 static void free_params(game_params
*params
)
622 static game_params
*dup_params(game_params
*params
)
624 game_params
*ret
= snew(game_params
);
625 *ret
= *params
; /* structure copy */
629 #define EATNUM(x) do { \
630 (x) = atoi(string); \
631 while (*string && isdigit((unsigned char)*string)) string++; \
634 static void decode_params(game_params
*params
, char const *string
)
637 params
->h
= params
->w
;
638 if (*string
== 'x') {
642 if (*string
== 'i') {
644 EATNUM(params
->islands
);
646 if (*string
== 'e') {
648 EATNUM(params
->expansion
);
650 if (*string
== 'm') {
652 EATNUM(params
->maxb
);
654 params
->allowloops
= 1;
655 if (*string
== 'L') {
657 params
->allowloops
= 0;
659 if (*string
== 'd') {
661 EATNUM(params
->difficulty
);
665 static char *encode_params(game_params
*params
, int full
)
670 sprintf(buf
, "%dx%di%de%dm%d%sd%d",
671 params
->w
, params
->h
, params
->islands
, params
->expansion
,
672 params
->maxb
, params
->allowloops
? "" : "L",
675 sprintf(buf
, "%dx%dm%d%s", params
->w
, params
->h
,
676 params
->maxb
, params
->allowloops
? "" : "L");
681 static config_item
*game_configure(game_params
*params
)
686 ret
= snewn(8, config_item
);
688 ret
[0].name
= "Width";
689 ret
[0].type
= C_STRING
;
690 sprintf(buf
, "%d", params
->w
);
691 ret
[0].sval
= dupstr(buf
);
694 ret
[1].name
= "Height";
695 ret
[1].type
= C_STRING
;
696 sprintf(buf
, "%d", params
->h
);
697 ret
[1].sval
= dupstr(buf
);
700 ret
[2].name
= "Difficulty";
701 ret
[2].type
= C_CHOICES
;
702 ret
[2].sval
= ":Easy:Medium:Hard";
703 ret
[2].ival
= params
->difficulty
;
705 ret
[3].name
= "Allow loops";
706 ret
[3].type
= C_BOOLEAN
;
708 ret
[3].ival
= params
->allowloops
;
710 ret
[4].name
= "Max. bridges per direction";
711 ret
[4].type
= C_CHOICES
;
712 ret
[4].sval
= ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
713 ret
[4].ival
= params
->maxb
- 1;
715 ret
[5].name
= "%age of island squares";
716 ret
[5].type
= C_CHOICES
;
717 ret
[5].sval
= ":5%:10%:15%:20%:25%:30%";
718 ret
[5].ival
= (params
->islands
/ 5)-1;
720 ret
[6].name
= "Expansion factor (%age)";
721 ret
[6].type
= C_CHOICES
;
722 ret
[6].sval
= ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
723 ret
[6].ival
= params
->expansion
/ 10;
733 static game_params
*custom_params(config_item
*cfg
)
735 game_params
*ret
= snew(game_params
);
737 ret
->w
= atoi(cfg
[0].sval
);
738 ret
->h
= atoi(cfg
[1].sval
);
739 ret
->difficulty
= cfg
[2].ival
;
740 ret
->allowloops
= cfg
[3].ival
;
741 ret
->maxb
= cfg
[4].ival
+ 1;
742 ret
->islands
= (cfg
[5].ival
+ 1) * 5;
743 ret
->expansion
= cfg
[6].ival
* 10;
748 static char *validate_params(game_params
*params
, int full
)
750 if (params
->w
< 3 || params
->h
< 3)
751 return "Width and height must be at least 3";
752 if (params
->maxb
< 1 || params
->maxb
> MAX_BRIDGES
)
753 return "Too many bridges.";
755 if (params
->islands
<= 0 || params
->islands
> 30)
756 return "%age of island squares must be between 1% and 30%";
757 if (params
->expansion
< 0 || params
->expansion
> 100)
758 return "Expansion factor must be between 0 and 100";
763 /* --- Game encoding and differences --- */
765 static char *encode_game(game_state
*state
)
768 int wh
= state
->w
*state
->h
, run
, x
, y
;
771 ret
= snewn(wh
+ 1, char);
774 for (y
= 0; y
< state
->h
; y
++) {
775 for (x
= 0; x
< state
->w
; x
++) {
776 is
= INDEX(state
, gridi
, x
, y
);
779 *p
++ = ('a'-1) + run
;
783 *p
++ = '0' + is
->count
;
785 *p
++ = 'A' + (is
->count
- 10);
788 *p
++ = ('a'-1) + run
;
796 *p
++ = ('a'-1) + run
;
800 assert(p
- ret
<= wh
);
805 static char *game_state_diff(game_state
*src
, game_state
*dest
)
807 int movesize
= 256, movelen
= 0;
808 char *move
= snewn(movesize
, char), buf
[80];
810 grid_type gline
, nline
;
811 struct island
*is_s
, *is_d
, *is_orth
;
813 #define APPEND do { \
814 if (movelen + len >= movesize) { \
815 movesize = movelen + len + 256; \
816 move = sresize(move, movesize, char); \
818 strcpy(move + movelen, buf); \
822 move
[movelen
++] = 'S';
823 move
[movelen
] = '\0';
825 assert(src
->n_islands
== dest
->n_islands
);
827 for (i
= 0; i
< src
->n_islands
; i
++) {
828 is_s
= &src
->islands
[i
];
829 is_d
= &dest
->islands
[i
];
830 assert(is_s
->x
== is_d
->x
);
831 assert(is_s
->y
== is_d
->y
);
832 assert(is_s
->adj
.npoints
== is_d
->adj
.npoints
); /* more paranoia */
834 for (d
= 0; d
< is_s
->adj
.npoints
; d
++) {
835 if (is_s
->adj
.points
[d
].dx
== -1 ||
836 is_s
->adj
.points
[d
].dy
== -1) continue;
838 x
= is_s
->adj
.points
[d
].x
;
839 y
= is_s
->adj
.points
[d
].y
;
840 gline
= is_s
->adj
.points
[d
].dx
? G_LINEH
: G_LINEV
;
841 nline
= is_s
->adj
.points
[d
].dx
? G_NOLINEH
: G_NOLINEV
;
842 is_orth
= INDEX(dest
, gridi
,
843 ISLAND_ORTHX(is_d
, d
), ISLAND_ORTHY(is_d
, d
));
845 if (GRIDCOUNT(src
, x
, y
, gline
) != GRIDCOUNT(dest
, x
, y
, gline
)) {
847 len
= sprintf(buf
, ";L%d,%d,%d,%d,%d",
848 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
,
849 GRIDCOUNT(dest
, x
, y
, gline
));
852 if ((GRID(src
,x
,y
) & nline
) != (GRID(dest
, x
, y
) & nline
)) {
854 len
= sprintf(buf
, ";N%d,%d,%d,%d",
855 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
);
859 if ((GRID(src
, is_s
->x
, is_s
->y
) & G_MARK
) !=
860 (GRID(dest
, is_d
->x
, is_d
->y
) & G_MARK
)) {
861 len
= sprintf(buf
, ";M%d,%d", is_s
->x
, is_s
->y
);
868 /* --- Game setup and solving utilities --- */
870 /* This function is optimised; a Quantify showed that lots of grid-generation time
871 * (>50%) was spent in here. Hence the IDX() stuff. */
873 static void map_update_possibles(game_state
*state
)
875 int x
, y
, s
, e
, bl
, i
, np
, maxb
, w
= state
->w
, idx
;
876 struct island
*is_s
= NULL
, *is_f
= NULL
;
878 /* Run down vertical stripes [un]setting possv... */
879 for (x
= 0; x
< state
->w
; x
++) {
883 /* Unset possible flags until we find an island. */
884 for (y
= 0; y
< state
->h
; y
++) {
885 is_s
= IDX(state
, gridi
, idx
);
888 IDX(state
, possv
, idx
) = 0;
891 for (; y
< state
->h
; y
++) {
892 is_f
= IDX(state
, gridi
, idx
);
895 maxb
= IDX(state
, maxv
, idx
);
896 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
899 for (i
= s
; i
<= e
; i
++) {
900 INDEX(state
, possv
, x
, i
) = bl
? 0 : np
;
908 if (IDX(state
,grid
,idx
) & (G_LINEH
|G_NOLINEV
)) bl
= 1;
913 for (i
= s
; i
<= e
; i
++)
914 INDEX(state
, possv
, x
, i
) = 0;
918 /* ...and now do horizontal stripes [un]setting possh. */
919 /* can we lose this clone'n'hack? */
920 for (y
= 0; y
< state
->h
; y
++) {
924 for (x
= 0; x
< state
->w
; x
++) {
925 is_s
= IDX(state
, gridi
, idx
);
928 IDX(state
, possh
, idx
) = 0;
931 for (; x
< state
->w
; x
++) {
932 is_f
= IDX(state
, gridi
, idx
);
935 maxb
= IDX(state
, maxh
, idx
);
936 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
939 for (i
= s
; i
<= e
; i
++) {
940 INDEX(state
, possh
, i
, y
) = bl
? 0 : np
;
948 if (IDX(state
,grid
,idx
) & (G_LINEV
|G_NOLINEH
)) bl
= 1;
953 for (i
= s
; i
<= e
; i
++)
954 INDEX(state
, possh
, i
, y
) = 0;
959 static void map_count(game_state
*state
)
962 grid_type flag
, grid
;
965 for (i
= 0; i
< state
->n_islands
; i
++) {
966 is
= &state
->islands
[i
];
968 for (n
= 0; n
< is
->adj
.npoints
; n
++) {
969 ax
= is
->adj
.points
[n
].x
;
970 ay
= is
->adj
.points
[n
].y
;
971 flag
= (ax
== is
->x
) ? G_LINEV
: G_LINEH
;
972 grid
= GRID(state
,ax
,ay
);
974 is
->count
+= INDEX(state
,lines
,ax
,ay
);
980 static void map_find_orthogonal(game_state
*state
)
984 for (i
= 0; i
< state
->n_islands
; i
++) {
985 island_find_orthogonal(&state
->islands
[i
]);
989 static int grid_degree(game_state
*state
, int x
, int y
, int *nx_r
, int *ny_r
)
991 grid_type grid
= SCRATCH(state
, x
, y
), gline
= grid
& G_LINE
;
993 int x1
, y1
, x2
, y2
, c
= 0, i
, nx
, ny
;
995 nx
= ny
= -1; /* placate optimiser */
996 is
= INDEX(state
, gridi
, x
, y
);
998 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
999 gline
= is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
;
1001 is
->adj
.points
[i
].x
,
1002 is
->adj
.points
[i
].y
) & gline
) {
1003 nx
= is
->adj
.points
[i
].x
;
1004 ny
= is
->adj
.points
[i
].y
;
1009 if (gline
& G_LINEV
) {
1016 /* Non-island squares with edges in should never be pointing off the
1017 * edge of the grid. */
1018 assert(INGRID(state
, x1
, y1
));
1019 assert(INGRID(state
, x2
, y2
));
1020 if (SCRATCH(state
, x1
, y1
) & (gline
| G_ISLAND
)) {
1021 nx
= x1
; ny
= y1
; c
++;
1023 if (SCRATCH(state
, x2
, y2
) & (gline
| G_ISLAND
)) {
1024 nx
= x2
; ny
= y2
; c
++;
1028 assert(nx
!= -1 && ny
!= -1); /* paranoia */
1029 *nx_r
= nx
; *ny_r
= ny
;
1034 static int map_hasloops(game_state
*state
, int mark
)
1036 int x
, y
, ox
, oy
, nx
= 0, ny
= 0, loop
= 0;
1038 memcpy(state
->scratch
, state
->grid
, GRIDSZ(state
));
1040 /* This algorithm is actually broken; if there are two loops connected
1041 * by bridges this will also highlight bridges. The correct algorithm
1042 * uses a dsf and a two-pass edge-detection algorithm (see check_correct
1043 * in slant.c); this is BALGE for now, especially since disallow-loops
1044 * is not the default for this puzzle. If we want to fix this later then
1045 * copy the alg in slant.c to the empty statement in map_group. */
1047 /* Remove all 1-degree edges. */
1048 for (y
= 0; y
< state
->h
; y
++) {
1049 for (x
= 0; x
< state
->w
; x
++) {
1051 while (grid_degree(state
, ox
, oy
, &nx
, &ny
) == 1) {
1052 /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/
1053 SCRATCH(state
, ox
, oy
) &= ~(G_LINE
|G_ISLAND
);
1058 /* Mark any remaining edges as G_WARN, if required. */
1059 for (x
= 0; x
< state
->w
; x
++) {
1060 for (y
= 0; y
< state
->h
; y
++) {
1061 if (GRID(state
,x
,y
) & G_ISLAND
) continue;
1063 if (SCRATCH(state
, x
, y
) & G_LINE
) {
1065 /*debug(("hasloops: marking loop square at (%d,%d).\n",
1067 GRID(state
,x
,y
) |= G_WARN
;
1070 return 1; /* short-cut as soon as we find one */
1073 GRID(state
,x
,y
) &= ~G_WARN
;
1080 static void map_group(game_state
*state
)
1082 int i
, wh
= state
->w
*state
->h
, d1
, d2
;
1084 int *dsf
= state
->solver
->dsf
;
1085 struct island
*is
, *is_join
;
1087 /* Initialise dsf. */
1090 /* For each island, find connected islands right or down
1091 * and merge the dsf for the island squares as well as the
1092 * bridge squares. */
1093 for (x
= 0; x
< state
->w
; x
++) {
1094 for (y
= 0; y
< state
->h
; y
++) {
1095 GRID(state
,x
,y
) &= ~(G_SWEEP
|G_WARN
); /* for group_full. */
1097 is
= INDEX(state
, gridi
, x
, y
);
1100 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1101 /* only want right/down */
1102 if (is
->adj
.points
[i
].dx
== -1 ||
1103 is
->adj
.points
[i
].dy
== -1) continue;
1105 is_join
= island_find_connection(is
, i
);
1106 if (!is_join
) continue;
1108 d2
= DINDEX(is_join
->x
, is_join
->y
);
1109 if (dsf_canonify(dsf
,d1
) == dsf_canonify(dsf
,d2
)) {
1110 ; /* we have a loop. See comment in map_hasloops. */
1111 /* However, we still want to merge all squares joining
1112 * this side-that-makes-a-loop. */
1114 /* merge all squares between island 1 and island 2. */
1115 for (x2
= x
; x2
<= is_join
->x
; x2
++) {
1116 for (y2
= y
; y2
<= is_join
->y
; y2
++) {
1118 if (d1
!= d2
) dsf_merge(dsf
,d1
,d2
);
1126 static int map_group_check(game_state
*state
, int canon
, int warn
,
1129 int *dsf
= state
->solver
->dsf
, nislands
= 0;
1130 int x
, y
, i
, allfull
= 1;
1133 for (i
= 0; i
< state
->n_islands
; i
++) {
1134 is
= &state
->islands
[i
];
1135 if (dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)) != canon
) continue;
1137 GRID(state
, is
->x
, is
->y
) |= G_SWEEP
;
1139 if (island_countbridges(is
) != is
->count
)
1142 if (warn
&& allfull
&& nislands
!= state
->n_islands
) {
1143 /* we're full and this island group isn't the whole set.
1144 * Mark all squares with this dsf canon as ERR. */
1145 for (x
= 0; x
< state
->w
; x
++) {
1146 for (y
= 0; y
< state
->h
; y
++) {
1147 if (dsf_canonify(dsf
, DINDEX(x
,y
)) == canon
) {
1148 GRID(state
,x
,y
) |= G_WARN
;
1154 if (nislands_r
) *nislands_r
= nislands
;
1158 static int map_group_full(game_state
*state
, int *ngroups_r
)
1160 int *dsf
= state
->solver
->dsf
, ngroups
= 0;
1164 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
1166 for (i
= 0; i
< state
->n_islands
; i
++) {
1167 is
= &state
->islands
[i
];
1168 if (GRID(state
,is
->x
,is
->y
) & G_SWEEP
) continue;
1171 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1176 *ngroups_r
= ngroups
;
1180 static int map_check(game_state
*state
)
1184 /* Check for loops, if necessary. */
1185 if (!state
->allowloops
) {
1186 if (map_hasloops(state
, 1))
1190 /* Place islands into island groups and check for early
1191 * satisfied-groups. */
1192 map_group(state
); /* clears WARN and SWEEP */
1193 if (map_group_full(state
, &ngroups
)) {
1194 if (ngroups
== 1) return 1;
1199 static void map_clear(game_state
*state
)
1203 for (x
= 0; x
< state
->w
; x
++) {
1204 for (y
= 0; y
< state
->h
; y
++) {
1205 /* clear most flags; might want to be slightly more careful here. */
1206 GRID(state
,x
,y
) &= G_ISLAND
;
1211 static void solve_join(struct island
*is
, int direction
, int n
, int is_max
)
1213 struct island
*is_orth
;
1214 int d1
, d2
, *dsf
= is
->state
->solver
->dsf
;
1215 game_state
*state
= is
->state
; /* for DINDEX */
1217 is_orth
= INDEX(is
->state
, gridi
,
1218 ISLAND_ORTHX(is
, direction
),
1219 ISLAND_ORTHY(is
, direction
));
1221 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
1222 is->x, is->y, is_orth->x, is_orth->y, n));*/
1223 island_join(is
, is_orth
, n
, is_max
);
1225 if (n
> 0 && !is_max
) {
1226 d1
= DINDEX(is
->x
, is
->y
);
1227 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1228 if (dsf_canonify(dsf
, d1
) != dsf_canonify(dsf
, d2
))
1229 dsf_merge(dsf
, d1
, d2
);
1233 static int solve_fillone(struct island
*is
)
1237 debug(("solve_fillone for island (%d,%d).\n", is
->x
, is
->y
));
1239 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1240 if (island_isadj(is
, i
)) {
1241 if (island_hasbridge(is
, i
)) {
1242 /* already attached; do nothing. */;
1244 solve_join(is
, i
, 1, 0);
1252 static int solve_fill(struct island
*is
)
1254 /* for each unmarked adjacent, make sure we convert every possible bridge
1255 * to a real one, and then work out the possibles afresh. */
1256 int i
, nnew
, ncurr
, nadded
= 0, missing
;
1258 debug(("solve_fill for island (%d,%d).\n", is
->x
, is
->y
));
1260 missing
= is
->count
- island_countbridges(is
);
1261 if (missing
< 0) return 0;
1263 /* very like island_countspaces. */
1264 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1265 nnew
= island_adjspace(is
, 1, missing
, i
);
1267 ncurr
= GRIDCOUNT(is
->state
,
1268 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
1269 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1271 solve_join(is
, i
, nnew
+ ncurr
, 0);
1278 static int solve_island_stage1(struct island
*is
, int *didsth_r
)
1280 int bridges
= island_countbridges(is
);
1281 int nspaces
= island_countspaces(is
, 1);
1282 int nadj
= island_countadj(is
);
1287 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
1288 is->x, is->y, bridges, is->count, nspaces, nadj));*/
1289 if (bridges
> is
->count
) {
1290 /* We only ever add bridges when we're sure they fit, or that's
1291 * the only place they can go. If we've added bridges such that
1292 * another island has become wrong, the puzzle must not have had
1294 debug(("...island at (%d,%d) is overpopulated!\n", is
->x
, is
->y
));
1296 } else if (bridges
== is
->count
) {
1297 /* This island is full. Make sure it's marked (and update
1298 * possibles if we did). */
1299 if (!(GRID(is
->state
, is
->x
, is
->y
) & G_MARK
)) {
1300 debug(("...marking island (%d,%d) as full.\n", is
->x
, is
->y
));
1301 island_togglemark(is
);
1304 } else if (GRID(is
->state
, is
->x
, is
->y
) & G_MARK
) {
1305 debug(("...island (%d,%d) is marked but unfinished!\n",
1307 return 0; /* island has been marked unfinished; no solution from here. */
1309 /* This is the interesting bit; we try and fill in more information
1310 * about this island. */
1311 if (is
->count
== bridges
+ nspaces
) {
1312 if (solve_fill(is
) > 0) didsth
= 1;
1313 } else if (is
->count
> ((nadj
-1) * is
->state
->maxb
)) {
1314 /* must have at least one bridge in each possible direction. */
1315 if (solve_fillone(is
) > 0) didsth
= 1;
1319 map_update_possibles(is
->state
);
1325 /* returns non-zero if a new line here would cause a loop. */
1326 static int solve_island_checkloop(struct island
*is
, int direction
)
1328 struct island
*is_orth
;
1329 int *dsf
= is
->state
->solver
->dsf
, d1
, d2
;
1330 game_state
*state
= is
->state
;
1332 if (is
->state
->allowloops
) return 0; /* don't care anyway */
1333 if (island_hasbridge(is
, direction
)) return 0; /* already has a bridge */
1334 if (island_isadj(is
, direction
) == 0) return 0; /* no adj island */
1336 is_orth
= INDEX(is
->state
, gridi
,
1337 ISLAND_ORTHX(is
,direction
),
1338 ISLAND_ORTHY(is
,direction
));
1339 if (!is_orth
) return 0;
1341 d1
= DINDEX(is
->x
, is
->y
);
1342 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1343 if (dsf_canonify(dsf
, d1
) == dsf_canonify(dsf
, d2
)) {
1344 /* two islands are connected already; don't join them. */
1350 static int solve_island_stage2(struct island
*is
, int *didsth_r
)
1352 int added
= 0, removed
= 0, navail
= 0, nadj
, i
;
1356 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1357 if (solve_island_checkloop(is
, i
)) {
1358 debug(("removing possible loop at (%d,%d) direction %d.\n",
1360 solve_join(is
, i
, -1, 0);
1361 map_update_possibles(is
->state
);
1364 navail
+= island_isadj(is
, i
);
1365 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
1367 is->adj.points[i].dx, is->adj.points[i].dy,
1368 island_isadj(is, i)));*/
1372 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
1374 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1375 if (!island_hasbridge(is
, i
)) {
1376 nadj
= island_isadj(is
, i
);
1377 if (nadj
> 0 && (navail
- nadj
) < is
->count
) {
1378 /* we couldn't now complete the island without at
1379 * least one bridge here; put it in. */
1380 /*debug(("nadj %d, navail %d, is->count %d.\n",
1381 nadj, navail, is->count));*/
1382 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
1384 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
));
1385 solve_join(is
, i
, 1, 0);
1387 /*debug_state(is->state);
1388 debug_possibles(is->state);*/
1392 if (added
) map_update_possibles(is
->state
);
1393 if (added
|| removed
) *didsth_r
= 1;
1397 static int solve_island_subgroup(struct island
*is
, int direction
, int n
)
1399 struct island
*is_join
;
1400 int nislands
, *dsf
= is
->state
->solver
->dsf
;
1401 game_state
*state
= is
->state
;
1403 debug(("..checking subgroups.\n"));
1405 /* if is isn't full, return 0. */
1406 if (n
< is
->count
) {
1407 debug(("...orig island (%d,%d) not full.\n", is
->x
, is
->y
));
1411 is_join
= INDEX(state
, gridi
,
1412 ISLAND_ORTHX(is
, direction
),
1413 ISLAND_ORTHY(is
, direction
));
1416 /* if is_join isn't full, return 0. */
1417 if (island_countbridges(is_join
) < is_join
->count
) {
1418 debug(("...dest island (%d,%d) not full.\n", is_join
->x
, is_join
->y
));
1422 /* Check group membership for is->dsf; if it's full return 1. */
1423 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1425 if (nislands
< state
->n_islands
) {
1426 /* we have a full subgroup that isn't the whole set.
1427 * This isn't allowed. */
1428 debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
1432 debug(("...has finished puzzle.\n"));
1438 static int solve_island_impossible(game_state
*state
)
1443 /* If any islands are impossible, return 1. */
1444 for (i
= 0; i
< state
->n_islands
; i
++) {
1445 is
= &state
->islands
[i
];
1446 if (island_impossible(is
, 0)) {
1447 debug(("island at (%d,%d) has become impossible, disallowing.\n",
1455 /* Bear in mind that this function is really rather inefficient. */
1456 static int solve_island_stage3(struct island
*is
, int *didsth_r
)
1458 int i
, n
, x
, y
, missing
, spc
, curr
, maxb
, didsth
= 0;
1459 int wh
= is
->state
->w
* is
->state
->h
;
1460 struct solver_state
*ss
= is
->state
->solver
;
1464 missing
= is
->count
- island_countbridges(is
);
1465 if (missing
<= 0) return 1;
1467 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1468 /* We only do right- or down-pointing bridges. */
1469 if (is
->adj
.points
[i
].dx
== -1 ||
1470 is
->adj
.points
[i
].dy
== -1) continue;
1472 x
= is
->adj
.points
[i
].x
;
1473 y
= is
->adj
.points
[i
].y
;
1474 spc
= island_adjspace(is
, 1, missing
, i
);
1475 if (spc
== 0) continue;
1477 curr
= GRIDCOUNT(is
->state
, x
, y
,
1478 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1479 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
1480 is
->x
, is
->y
, curr
+1, curr
+spc
));
1482 /* Now we know that this island could have more bridges,
1483 * to bring the total from curr+1 to curr+spc. */
1485 /* We have to squirrel the dsf away and restore it afterwards;
1486 * it is additive only, and can't be removed from. */
1487 memcpy(ss
->tmpdsf
, ss
->dsf
, wh
*sizeof(int));
1488 for (n
= curr
+1; n
<= curr
+spc
; n
++) {
1489 solve_join(is
, i
, n
, 0);
1490 map_update_possibles(is
->state
);
1492 if (solve_island_subgroup(is
, i
, n
) ||
1493 solve_island_impossible(is
->state
)) {
1495 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
1497 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
,
1502 solve_join(is
, i
, curr
, 0); /* put back to before. */
1503 memcpy(ss
->dsf
, ss
->tmpdsf
, wh
*sizeof(int));
1506 /*debug_state(is->state);*/
1508 debug(("...adding NOLINE.\n"));
1509 solve_join(is
, i
, -1, 0); /* we can't have any bridges here. */
1512 debug(("...setting maximum\n"));
1513 solve_join(is
, i
, maxb
, 1);
1516 map_update_possibles(is
->state
);
1518 if (didsth
) *didsth_r
= didsth
;
1522 #define CONTINUE_IF_FULL do { \
1523 if (GRID(state, is->x, is->y) & G_MARK) { \
1524 /* island full, don't try fixing it */ \
1528 static int solve_sub(game_state
*state
, int difficulty
, int depth
)
1536 /* First island iteration: things we can work out by looking at
1537 * properties of the island as a whole. */
1538 for (i
= 0; i
< state
->n_islands
; i
++) {
1539 is
= &state
->islands
[i
];
1540 if (!solve_island_stage1(is
, &didsth
)) return 0;
1542 if (didsth
) continue;
1543 else if (difficulty
< 1) break;
1545 /* Second island iteration: thing we can work out by looking at
1546 * properties of individual island connections. */
1547 for (i
= 0; i
< state
->n_islands
; i
++) {
1548 is
= &state
->islands
[i
];
1550 if (!solve_island_stage2(is
, &didsth
)) return 0;
1552 if (didsth
) continue;
1553 else if (difficulty
< 2) break;
1555 /* Third island iteration: things we can only work out by looking
1556 * at groups of islands. */
1557 for (i
= 0; i
< state
->n_islands
; i
++) {
1558 is
= &state
->islands
[i
];
1559 if (!solve_island_stage3(is
, &didsth
)) return 0;
1561 if (didsth
) continue;
1562 else if (difficulty
< 3) break;
1564 /* If we can be bothered, write a recursive solver to finish here. */
1567 if (map_check(state
)) return 1; /* solved it */
1571 static void solve_for_hint(game_state
*state
)
1574 solve_sub(state
, 10, 0);
1577 static int solve_from_scratch(game_state
*state
, int difficulty
)
1581 map_update_possibles(state
);
1582 return solve_sub(state
, difficulty
, 0);
1585 /* --- New game functions --- */
1587 static game_state
*new_state(game_params
*params
)
1589 game_state
*ret
= snew(game_state
);
1590 int wh
= params
->w
* params
->h
, i
;
1594 ret
->allowloops
= params
->allowloops
;
1595 ret
->maxb
= params
->maxb
;
1596 ret
->params
= *params
;
1598 ret
->grid
= snewn(wh
, grid_type
);
1599 memset(ret
->grid
, 0, GRIDSZ(ret
));
1600 ret
->scratch
= snewn(wh
, grid_type
);
1601 memset(ret
->scratch
, 0, GRIDSZ(ret
));
1603 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1604 memset(ret
->wha
, 0, wh
*N_WH_ARRAYS
*sizeof(char));
1606 ret
->possv
= ret
->wha
;
1607 ret
->possh
= ret
->wha
+ wh
;
1608 ret
->lines
= ret
->wha
+ wh
*2;
1609 ret
->maxv
= ret
->wha
+ wh
*3;
1610 ret
->maxh
= ret
->wha
+ wh
*4;
1612 memset(ret
->maxv
, ret
->maxb
, wh
*sizeof(char));
1613 memset(ret
->maxh
, ret
->maxb
, wh
*sizeof(char));
1615 ret
->islands
= NULL
;
1617 ret
->n_islands_alloc
= 0;
1619 ret
->gridi
= snewn(wh
, struct island
*);
1620 for (i
= 0; i
< wh
; i
++) ret
->gridi
[i
] = NULL
;
1622 ret
->solved
= ret
->completed
= 0;
1624 ret
->solver
= snew(struct solver_state
);
1625 ret
->solver
->dsf
= snew_dsf(wh
);
1626 ret
->solver
->tmpdsf
= snewn(wh
, int);
1628 ret
->solver
->refcount
= 1;
1633 static game_state
*dup_game(game_state
*state
)
1635 game_state
*ret
= snew(game_state
);
1636 int wh
= state
->w
*state
->h
;
1640 ret
->allowloops
= state
->allowloops
;
1641 ret
->maxb
= state
->maxb
;
1642 ret
->params
= state
->params
;
1644 ret
->grid
= snewn(wh
, grid_type
);
1645 memcpy(ret
->grid
, state
->grid
, GRIDSZ(ret
));
1646 ret
->scratch
= snewn(wh
, grid_type
);
1647 memcpy(ret
->scratch
, state
->scratch
, GRIDSZ(ret
));
1649 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1650 memcpy(ret
->wha
, state
->wha
, wh
*N_WH_ARRAYS
*sizeof(char));
1652 ret
->possv
= ret
->wha
;
1653 ret
->possh
= ret
->wha
+ wh
;
1654 ret
->lines
= ret
->wha
+ wh
*2;
1655 ret
->maxv
= ret
->wha
+ wh
*3;
1656 ret
->maxh
= ret
->wha
+ wh
*4;
1658 ret
->islands
= snewn(state
->n_islands
, struct island
);
1659 memcpy(ret
->islands
, state
->islands
, state
->n_islands
* sizeof(struct island
));
1660 ret
->n_islands
= ret
->n_islands_alloc
= state
->n_islands
;
1662 ret
->gridi
= snewn(wh
, struct island
*);
1663 fixup_islands_for_realloc(ret
);
1665 ret
->solved
= state
->solved
;
1666 ret
->completed
= state
->completed
;
1668 ret
->solver
= state
->solver
;
1669 ret
->solver
->refcount
++;
1674 static void free_game(game_state
*state
)
1676 if (--state
->solver
->refcount
<= 0) {
1677 sfree(state
->solver
->dsf
);
1678 sfree(state
->solver
->tmpdsf
);
1679 sfree(state
->solver
);
1682 sfree(state
->islands
);
1683 sfree(state
->gridi
);
1687 sfree(state
->scratch
);
1692 #define MAX_NEWISLAND_TRIES 50
1693 #define MIN_SENSIBLE_ISLANDS 3
1695 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
1697 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1698 char **aux
, int interactive
)
1700 game_state
*tobuild
= NULL
;
1701 int i
, j
, wh
= params
->w
* params
->h
, x
, y
, dx
, dy
;
1702 int minx
, miny
, maxx
, maxy
, joinx
, joiny
, newx
, newy
, diffx
, diffy
;
1703 int ni_req
= max((params
->islands
* wh
) / 100, MIN_SENSIBLE_ISLANDS
), ni_curr
, ni_bad
;
1704 struct island
*is
, *is2
;
1706 unsigned int echeck
;
1708 /* pick a first island position randomly. */
1710 if (tobuild
) free_game(tobuild
);
1711 tobuild
= new_state(params
);
1713 x
= random_upto(rs
, params
->w
);
1714 y
= random_upto(rs
, params
->h
);
1715 island_add(tobuild
, x
, y
, 0);
1718 debug(("Created initial island at (%d,%d).\n", x
, y
));
1720 while (ni_curr
< ni_req
) {
1721 /* Pick a random island to try and extend from. */
1722 i
= random_upto(rs
, tobuild
->n_islands
);
1723 is
= &tobuild
->islands
[i
];
1725 /* Pick a random direction to extend in. */
1726 j
= random_upto(rs
, is
->adj
.npoints
);
1727 dx
= is
->adj
.points
[j
].x
- is
->x
;
1728 dy
= is
->adj
.points
[j
].y
- is
->y
;
1730 /* Find out limits of where we could put a new island. */
1732 minx
= is
->x
+ 2*dx
; miny
= is
->y
+ 2*dy
; /* closest is 2 units away. */
1733 x
= is
->x
+dx
; y
= is
->y
+dy
;
1734 if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1735 /* already a line next to the island, continue. */
1739 if (x
< 0 || x
>= params
->w
|| y
< 0 || y
>= params
->h
) {
1740 /* got past the edge; put a possible at the island
1742 maxx
= x
-dx
; maxy
= y
-dy
;
1745 if (GRID(tobuild
,x
,y
) & G_ISLAND
) {
1746 /* could join up to an existing island... */
1747 joinx
= x
; joiny
= y
;
1748 /* ... or make a new one 2 spaces away. */
1749 maxx
= x
- 2*dx
; maxy
= y
- 2*dy
;
1751 } else if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1752 /* could make a new one 1 space away from the line. */
1753 maxx
= x
- dx
; maxy
= y
- dy
;
1760 debug(("Island at (%d,%d) with d(%d,%d) has new positions "
1761 "(%d,%d) -> (%d,%d), join (%d,%d).\n",
1762 is
->x
, is
->y
, dx
, dy
, minx
, miny
, maxx
, maxy
, joinx
, joiny
));
1763 /* Now we know where we could either put a new island
1764 * (between min and max), or (if loops are allowed) could join on
1765 * to an existing island (at join). */
1766 if (params
->allowloops
&& joinx
!= -1 && joiny
!= -1) {
1767 if (random_upto(rs
, 100) < (unsigned long)params
->expansion
) {
1768 is2
= INDEX(tobuild
, gridi
, joinx
, joiny
);
1769 debug(("Joining island at (%d,%d) to (%d,%d).\n",
1770 is
->x
, is
->y
, is2
->x
, is2
->y
));
1774 diffx
= (maxx
- minx
) * dx
;
1775 diffy
= (maxy
- miny
) * dy
;
1776 if (diffx
< 0 || diffy
< 0) goto bad
;
1777 if (random_upto(rs
,100) < (unsigned long)params
->expansion
) {
1778 newx
= maxx
; newy
= maxy
;
1779 debug(("Creating new island at (%d,%d) (expanded).\n", newx
, newy
));
1781 newx
= minx
+ random_upto(rs
,diffx
+1)*dx
;
1782 newy
= miny
+ random_upto(rs
,diffy
+1)*dy
;
1783 debug(("Creating new island at (%d,%d).\n", newx
, newy
));
1785 /* check we're not next to island in the other orthogonal direction. */
1786 if ((INGRID(tobuild
,newx
+dy
,newy
+dx
) && (GRID(tobuild
,newx
+dy
,newy
+dx
) & G_ISLAND
)) ||
1787 (INGRID(tobuild
,newx
-dy
,newy
-dx
) && (GRID(tobuild
,newx
-dy
,newy
-dx
) & G_ISLAND
))) {
1788 debug(("New location is adjacent to island, skipping.\n"));
1791 is2
= island_add(tobuild
, newx
, newy
, 0);
1792 /* Must get is again at this point; the array might have
1793 * been realloced by island_add... */
1794 is
= &tobuild
->islands
[i
]; /* ...but order will not change. */
1796 ni_curr
++; ni_bad
= 0;
1798 island_join(is
, is2
, random_upto(rs
, tobuild
->maxb
)+1, 0);
1799 debug_state(tobuild
);
1804 if (ni_bad
> MAX_NEWISLAND_TRIES
) {
1805 debug(("Unable to create any new islands after %d tries; "
1806 "created %d [%d%%] (instead of %d [%d%%] requested).\n",
1807 MAX_NEWISLAND_TRIES
,
1808 ni_curr
, ni_curr
* 100 / wh
,
1809 ni_req
, ni_req
* 100 / wh
));
1816 debug(("Only generated one island (!), retrying.\n"));
1819 /* Check we have at least one island on each extremity of the grid. */
1821 for (x
= 0; x
< params
->w
; x
++) {
1822 if (INDEX(tobuild
, gridi
, x
, 0)) echeck
|= 1;
1823 if (INDEX(tobuild
, gridi
, x
, params
->h
-1)) echeck
|= 2;
1825 for (y
= 0; y
< params
->h
; y
++) {
1826 if (INDEX(tobuild
, gridi
, 0, y
)) echeck
|= 4;
1827 if (INDEX(tobuild
, gridi
, params
->w
-1, y
)) echeck
|= 8;
1830 debug(("Generated grid doesn't fill to sides, retrying.\n"));
1835 map_find_orthogonal(tobuild
);
1837 if (params
->difficulty
> 0) {
1838 if ((ni_curr
> MIN_SENSIBLE_ISLANDS
) &&
1839 (solve_from_scratch(tobuild
, params
->difficulty
-1) > 0)) {
1840 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
1841 params
->difficulty
-1));
1846 if (solve_from_scratch(tobuild
, params
->difficulty
) == 0) {
1847 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
1848 params
->difficulty
));
1852 /* ... tobuild is now solved. We rely on this making the diff for aux. */
1853 debug_state(tobuild
);
1854 ret
= encode_game(tobuild
);
1856 game_state
*clean
= dup_game(tobuild
);
1858 map_update_possibles(clean
);
1859 *aux
= game_state_diff(clean
, tobuild
);
1867 static char *validate_desc(game_params
*params
, char *desc
)
1869 int i
, wh
= params
->w
* params
->h
;
1871 for (i
= 0; i
< wh
; i
++) {
1872 if (*desc
>= '1' && *desc
<= '9')
1874 else if (*desc
>= 'a' && *desc
<= 'z')
1875 i
+= *desc
- 'a'; /* plus the i++ */
1876 else if (*desc
>= 'A' && *desc
<= 'G')
1878 else if (*desc
== 'V' || *desc
== 'W' ||
1879 *desc
== 'X' || *desc
== 'Y' ||
1880 *desc
== 'H' || *desc
== 'I' ||
1881 *desc
== 'J' || *desc
== 'K')
1884 return "Game description shorter than expected";
1886 return "Game description containers unexpected character";
1889 if (*desc
|| i
> wh
)
1890 return "Game description longer than expected";
1895 static game_state
*new_game_sub(game_params
*params
, char *desc
)
1897 game_state
*state
= new_state(params
);
1900 debug(("new_game[_sub]: desc = '%s'.\n", desc
));
1902 for (y
= 0; y
< params
->h
; y
++) {
1903 for (x
= 0; x
< params
->w
; x
++) {
1909 if (c
>= 'a' && c
<= 'z')
1919 case '1': case '2': case '3': case '4':
1920 case '5': case '6': case '7': case '8': case '9':
1921 island_add(state
, x
, y
, (c
- '0'));
1924 case 'A': case 'B': case 'C': case 'D':
1925 case 'E': case 'F': case 'G':
1926 island_add(state
, x
, y
, (c
- 'A') + 10);
1934 assert(!"Malformed desc.");
1939 if (*desc
) assert(!"Over-long desc.");
1941 map_find_orthogonal(state
);
1942 map_update_possibles(state
);
1947 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1949 return new_game_sub(params
, desc
);
1953 int dragx_src
, dragy_src
; /* source; -1 means no drag */
1954 int dragx_dst
, dragy_dst
; /* src's closest orth island. */
1956 int dragging
, drag_is_noline
, nlines
;
1958 int cur_x
, cur_y
, cur_visible
; /* cursor position */
1962 static char *ui_cancel_drag(game_ui
*ui
)
1964 ui
->dragx_src
= ui
->dragy_src
= -1;
1965 ui
->dragx_dst
= ui
->dragy_dst
= -1;
1970 static game_ui
*new_ui(game_state
*state
)
1972 game_ui
*ui
= snew(game_ui
);
1974 ui
->cur_x
= state
->islands
[0].x
;
1975 ui
->cur_y
= state
->islands
[0].y
;
1976 ui
->cur_visible
= 0;
1981 static void free_ui(game_ui
*ui
)
1986 static char *encode_ui(game_ui
*ui
)
1991 static void decode_ui(game_ui
*ui
, char *encoding
)
1995 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1996 game_state
*newstate
)
2000 struct game_drawstate
{
2005 int started
, dragging
;
2009 static char *update_drag_dst(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2012 int ox
, oy
, dx
, dy
, i
, currl
, maxb
;
2014 grid_type gtype
, ntype
, mtype
, curr
;
2016 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1) return NULL
;
2021 /* work out which of the four directions we're closest to... */
2022 ox
= COORD(ui
->dragx_src
) + TILE_SIZE
/2;
2023 oy
= COORD(ui
->dragy_src
) + TILE_SIZE
/2;
2025 if (abs(nx
-ox
) < abs(ny
-oy
)) {
2027 dy
= (ny
-oy
) < 0 ? -1 : 1;
2028 gtype
= G_LINEV
; ntype
= G_NOLINEV
; mtype
= G_MARKV
;
2029 maxb
= INDEX(state
, maxv
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2032 dx
= (nx
-ox
) < 0 ? -1 : 1;
2033 gtype
= G_LINEH
; ntype
= G_NOLINEH
; mtype
= G_MARKH
;
2034 maxb
= INDEX(state
, maxh
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2036 if (ui
->drag_is_noline
) {
2039 curr
= GRID(state
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2040 currl
= INDEX(state
, lines
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2043 if (currl
== maxb
) {
2048 ui
->nlines
= currl
+ 1;
2056 /* ... and see if there's an island off in that direction. */
2057 is
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2058 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
2059 if (is
->adj
.points
[i
].off
== 0) continue;
2060 curr
= GRID(state
, is
->x
+dx
, is
->y
+dy
);
2061 if (curr
& mtype
) continue; /* don't allow changes to marked lines. */
2062 if (ui
->drag_is_noline
) {
2063 if (curr
& gtype
) continue; /* no no-line where already a line */
2065 if (POSSIBLES(state
, dx
, is
->x
+dx
, is
->y
+dy
) == 0) continue; /* no line if !possible. */
2066 if (curr
& ntype
) continue; /* can't have a bridge where there's a no-line. */
2069 if (is
->adj
.points
[i
].dx
== dx
&&
2070 is
->adj
.points
[i
].dy
== dy
) {
2071 ui
->dragx_dst
= ISLAND_ORTHX(is
,i
);
2072 ui
->dragy_dst
= ISLAND_ORTHY(is
,i
);
2075 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
2076 ui->dragx_src, ui->dragy_src, dx, dy,
2077 ui->dragx_dst, ui->dragy_dst));*/
2081 static char *finish_drag(game_state
*state
, game_ui
*ui
)
2085 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1)
2087 if (ui
->dragx_dst
== -1 || ui
->dragy_dst
== -1)
2088 return ui_cancel_drag(ui
);
2090 if (ui
->drag_is_noline
) {
2091 sprintf(buf
, "N%d,%d,%d,%d",
2092 ui
->dragx_src
, ui
->dragy_src
,
2093 ui
->dragx_dst
, ui
->dragy_dst
);
2095 sprintf(buf
, "L%d,%d,%d,%d,%d",
2096 ui
->dragx_src
, ui
->dragy_src
,
2097 ui
->dragx_dst
, ui
->dragy_dst
, ui
->nlines
);
2105 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2106 int x
, int y
, int button
)
2108 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
);
2110 grid_type ggrid
= INGRID(state
,gx
,gy
) ? GRID(state
,gx
,gy
) : 0;
2112 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2113 if (!INGRID(state
, gx
, gy
)) return NULL
;
2114 ui
->cur_visible
= 0;
2115 if ((ggrid
& G_ISLAND
) && !(ggrid
& G_MARK
)) {
2120 return ui_cancel_drag(ui
);
2121 } else if (button
== LEFT_DRAG
|| button
== RIGHT_DRAG
) {
2122 if (gx
!= ui
->dragx_src
|| gy
!= ui
->dragy_src
) {
2124 ui
->drag_is_noline
= (button
== RIGHT_DRAG
) ? 1 : 0;
2125 return update_drag_dst(state
, ui
, ds
, x
, y
);
2127 /* cancel a drag when we go back to the starting point */
2132 } else if (button
== LEFT_RELEASE
|| button
== RIGHT_RELEASE
) {
2134 return finish_drag(state
, ui
);
2137 if (!INGRID(state
, gx
, gy
)) return NULL
;
2138 if (!(GRID(state
, gx
, gy
) & G_ISLAND
)) return NULL
;
2139 sprintf(buf
, "M%d,%d", gx
, gy
);
2142 } else if (button
== 'h' || button
== 'H') {
2143 game_state
*solved
= dup_game(state
);
2144 solve_for_hint(solved
);
2145 ret
= game_state_diff(state
, solved
);
2148 } else if (IS_CURSOR_MOVE(button
)) {
2149 ui
->cur_visible
= 1;
2151 int nx
= ui
->cur_x
, ny
= ui
->cur_y
;
2153 move_cursor(button
, &nx
, &ny
, state
->w
, state
->h
, 0);
2154 update_drag_dst(state
, ui
, ds
,
2155 COORD(nx
)+TILE_SIZE
/2,
2156 COORD(ny
)+TILE_SIZE
/2);
2157 return finish_drag(state
, ui
);
2159 int dx
= (button
== CURSOR_RIGHT
) ? +1 : (button
== CURSOR_LEFT
) ? -1 : 0;
2160 int dy
= (button
== CURSOR_DOWN
) ? +1 : (button
== CURSOR_UP
) ? -1 : 0;
2161 int dorthx
= 1 - abs(dx
), dorthy
= 1 - abs(dy
);
2162 int dir
, orth
, nx
= x
, ny
= y
;
2164 /* 'orthorder' is a tweak to ensure that if you press RIGHT and
2165 * happen to move upwards, when you press LEFT you then tend
2166 * downwards (rather than upwards again). */
2167 int orthorder
= (button
== CURSOR_LEFT
|| button
== CURSOR_UP
) ? 1 : -1;
2169 /* This attempts to find an island in the direction you're
2170 * asking for, broadly speaking. If you ask to go right, for
2171 * example, it'll look for islands to the right and slightly
2172 * above or below your current horiz. position, allowing
2173 * further above/below the further away it searches. */
2175 assert(GRID(state
, ui
->cur_x
, ui
->cur_y
) & G_ISLAND
);
2176 /* currently this is depth-first (so orthogonally-adjacent
2177 * islands across the other side of the grid will be moved to
2178 * before closer islands slightly offset). Swap the order of
2179 * these two loops to change to breadth-first search. */
2180 for (orth
= 0; ; orth
++) {
2182 for (dir
= 1; ; dir
++) {
2185 if (orth
> dir
) continue; /* only search in cone outwards. */
2187 nx
= ui
->cur_x
+ dir
*dx
+ orth
*dorthx
*orthorder
;
2188 ny
= ui
->cur_y
+ dir
*dy
+ orth
*dorthy
*orthorder
;
2189 if (INGRID(state
, nx
, ny
)) {
2190 dingrid
= oingrid
= 1;
2191 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2194 nx
= ui
->cur_x
+ dir
*dx
- orth
*dorthx
*orthorder
;
2195 ny
= ui
->cur_y
+ dir
*dy
- orth
*dorthy
*orthorder
;
2196 if (INGRID(state
, nx
, ny
)) {
2197 dingrid
= oingrid
= 1;
2198 if (GRID(state
, nx
, ny
) & G_ISLAND
) goto found
;
2201 if (!dingrid
) break;
2203 if (!oingrid
) return "";
2212 } else if (IS_CURSOR_SELECT(button
)) {
2213 if (!ui
->cur_visible
) {
2214 ui
->cur_visible
= 1;
2219 if (ui
->dragx_dst
== -1 && ui
->dragy_dst
== -1) {
2220 sprintf(buf
, "M%d,%d", ui
->cur_x
, ui
->cur_y
);
2225 grid_type v
= GRID(state
, ui
->cur_x
, ui
->cur_y
);
2228 ui
->dragx_src
= ui
->cur_x
;
2229 ui
->dragy_src
= ui
->cur_y
;
2230 ui
->dragx_dst
= ui
->dragy_dst
= -1;
2231 ui
->drag_is_noline
= (button
== CURSOR_SELECT2
) ? 1 : 0;
2235 } else if (button
== 'g' || button
== 'G') {
2236 ui
->show_hints
= 1 - ui
->show_hints
;
2243 static game_state
*execute_move(game_state
*state
, char *move
)
2245 game_state
*ret
= dup_game(state
);
2246 int x1
, y1
, x2
, y2
, nl
, n
;
2247 struct island
*is1
, *is2
;
2250 debug(("execute_move: %s\n", move
));
2252 if (!*move
) goto badmove
;
2258 } else if (c
== 'L') {
2259 if (sscanf(move
, "%d,%d,%d,%d,%d%n",
2260 &x1
, &y1
, &x2
, &y2
, &nl
, &n
) != 5)
2262 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2264 is1
= INDEX(ret
, gridi
, x1
, y1
);
2265 is2
= INDEX(ret
, gridi
, x2
, y2
);
2266 if (!is1
|| !is2
) goto badmove
;
2267 if (nl
< 0 || nl
> state
->maxb
) goto badmove
;
2268 island_join(is1
, is2
, nl
, 0);
2269 } else if (c
== 'N') {
2270 if (sscanf(move
, "%d,%d,%d,%d%n",
2271 &x1
, &y1
, &x2
, &y2
, &n
) != 4)
2273 if (!INGRID(ret
, x1
, y1
) || !INGRID(ret
, x2
, y2
))
2275 is1
= INDEX(ret
, gridi
, x1
, y1
);
2276 is2
= INDEX(ret
, gridi
, x2
, y2
);
2277 if (!is1
|| !is2
) goto badmove
;
2278 island_join(is1
, is2
, -1, 0);
2279 } else if (c
== 'M') {
2280 if (sscanf(move
, "%d,%d%n",
2283 if (!INGRID(ret
, x1
, y1
))
2285 is1
= INDEX(ret
, gridi
, x1
, y1
);
2286 if (!is1
) goto badmove
;
2287 island_togglemark(is1
);
2294 else if (*move
) goto badmove
;
2297 map_update_possibles(ret
);
2298 if (map_check(ret
)) {
2299 debug(("Game completed.\n"));
2305 debug(("%s: unrecognised move.\n", move
));
2310 static char *solve_game(game_state
*state
, game_state
*currstate
,
2311 char *aux
, char **error
)
2317 debug(("solve_game: aux = %s\n", aux
));
2318 solved
= execute_move(state
, aux
);
2320 *error
= "Generated aux string is not a valid move (!).";
2324 solved
= dup_game(state
);
2325 /* solve with max strength... */
2326 if (solve_from_scratch(solved
, 10) == 0) {
2328 *error
= "Game does not have a (non-recursive) solution.";
2332 ret
= game_state_diff(currstate
, solved
);
2334 debug(("solve_game: ret = %s\n", ret
));
2338 /* ----------------------------------------------------------------------
2342 static void game_compute_size(game_params
*params
, int tilesize
,
2345 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2346 struct { int tilesize
; } ads
, *ds
= &ads
;
2347 ads
.tilesize
= tilesize
;
2349 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
2350 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
2353 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2354 game_params
*params
, int tilesize
)
2356 ds
->tilesize
= tilesize
;
2359 static float *game_colours(frontend
*fe
, int *ncolours
)
2361 float *ret
= snewn(3 * NCOLOURS
, float);
2364 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2366 for (i
= 0; i
< 3; i
++) {
2367 ret
[COL_FOREGROUND
* 3 + i
] = 0.0F
;
2368 ret
[COL_HINT
* 3 + i
] = ret
[COL_LOWLIGHT
* 3 + i
];
2369 ret
[COL_GRID
* 3 + i
] =
2370 (ret
[COL_HINT
* 3 + i
] + ret
[COL_BACKGROUND
* 3 + i
]) * 0.5F
;
2371 ret
[COL_MARK
* 3 + i
] = ret
[COL_HIGHLIGHT
* 3 + i
];
2373 ret
[COL_WARNING
* 3 + 0] = 1.0F
;
2374 ret
[COL_WARNING
* 3 + 1] = 0.25F
;
2375 ret
[COL_WARNING
* 3 + 2] = 0.25F
;
2377 ret
[COL_SELECTED
* 3 + 0] = 0.25F
;
2378 ret
[COL_SELECTED
* 3 + 1] = 1.00F
;
2379 ret
[COL_SELECTED
* 3 + 2] = 0.25F
;
2381 ret
[COL_CURSOR
* 3 + 0] = min(ret
[COL_BACKGROUND
* 3 + 0] * 1.4F
, 1.0F
);
2382 ret
[COL_CURSOR
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
2383 ret
[COL_CURSOR
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
2385 *ncolours
= NCOLOURS
;
2389 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2391 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2392 int wh
= state
->w
*state
->h
;
2398 ds
->grid
= snewn(wh
, grid_type
);
2399 memset(ds
->grid
, -1, wh
*sizeof(grid_type
));
2400 ds
->lv
= snewn(wh
, int);
2401 ds
->lh
= snewn(wh
, int);
2402 memset(ds
->lv
, 0, wh
*sizeof(int));
2403 memset(ds
->lh
, 0, wh
*sizeof(int));
2409 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2417 #define LINE_WIDTH (TILE_SIZE/8)
2418 #define TS8(x) (((x)*TILE_SIZE)/8)
2420 #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
2422 static void lines_vert(drawing
*dr
, game_drawstate
*ds
,
2423 int ox
, int oy
, int lv
, int col
, grid_type v
)
2425 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2426 while ((bw
= lw
* lv
+ gw
* (lv
+1)) > TILE_SIZE
)
2430 draw_rect(dr
, ox
+ loff
, oy
, bw
, TILE_SIZE
, COL_MARK
);
2431 for (i
= 0; i
< lv
; i
++, loff
+= lw
+ gw
)
2432 draw_rect(dr
, ox
+ loff
+ gw
, oy
, lw
, TILE_SIZE
, col
);
2435 static void lines_horiz(drawing
*dr
, game_drawstate
*ds
,
2436 int ox
, int oy
, int lh
, int col
, grid_type v
)
2438 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2439 while ((bw
= lw
* lh
+ gw
* (lh
+1)) > TILE_SIZE
)
2443 draw_rect(dr
, ox
, oy
+ loff
, TILE_SIZE
, bw
, COL_MARK
);
2444 for (i
= 0; i
< lh
; i
++, loff
+= lw
+ gw
)
2445 draw_rect(dr
, ox
, oy
+ loff
+ gw
, TILE_SIZE
, lw
, col
);
2448 static void line_cross(drawing
*dr
, game_drawstate
*ds
,
2449 int ox
, int oy
, int col
, grid_type v
)
2452 draw_line(dr
, ox
, oy
, ox
+off
, oy
+off
, col
);
2453 draw_line(dr
, ox
+off
, oy
, ox
, oy
+off
, col
);
2456 static int between_island(game_state
*state
, int sx
, int sy
, int dx
, int dy
)
2458 int x
= sx
- dx
, y
= sy
- dy
;
2460 while (INGRID(state
, x
, y
)) {
2461 if (GRID(state
, x
, y
) & G_ISLAND
) goto found
;
2466 x
= sx
+ dx
, y
= sy
+ dy
;
2467 while (INGRID(state
, x
, y
)) {
2468 if (GRID(state
, x
, y
) & G_ISLAND
) return 1;
2474 static void lines_lvlh(game_state
*state
, game_ui
*ui
, int x
, int y
, grid_type v
,
2475 int *lv_r
, int *lh_r
)
2479 if (v
& G_LINEV
) lv
= INDEX(state
,lines
,x
,y
);
2480 if (v
& G_LINEH
) lh
= INDEX(state
,lines
,x
,y
);
2482 if (ui
->show_hints
) {
2483 if (between_island(state
, x
, y
, 0, 1) && !lv
) lv
= 1;
2484 if (between_island(state
, x
, y
, 1, 0) && !lh
) lh
= 1;
2486 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
2487 *lv_r
= lv
; *lh_r
= lh
;
2490 static void dsf_debug_draw(drawing
*dr
,
2491 game_state
*state
, game_drawstate
*ds
,
2495 int ts
= TILE_SIZE
/2;
2496 int ox
= COORD(x
) + ts
/2, oy
= COORD(y
) + ts
/2;
2499 sprintf(str
, "%d", dsf_canonify(state
->solver
->dsf
, DINDEX(x
,y
)));
2500 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ts
,
2501 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_WARNING
, str
);
2505 static void lines_redraw(drawing
*dr
,
2506 game_state
*state
, game_drawstate
*ds
, game_ui
*ui
,
2507 int x
, int y
, grid_type v
, int lv
, int lh
)
2509 int ox
= COORD(x
), oy
= COORD(y
);
2510 int vcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2511 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
, hcol
= vcol
;
2512 grid_type todraw
= v
& G_NOLINE
;
2515 if (ui
->todraw
& G_FLAGSH
) hcol
= COL_SELECTED
;
2516 if (ui
->todraw
& G_FLAGSV
) vcol
= COL_SELECTED
;
2517 todraw
|= ui
->todraw
;
2520 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
2522 draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
2523 TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
2526 if (ui
->show_hints
) {
2527 if (between_island(state
, x
, y
, 0, 1) && !(v
& G_LINEV
))
2529 if (between_island(state
, x
, y
, 1, 0) && !(v
& G_LINEH
))
2533 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2536 if (todraw
& G_NOLINEV
) {
2537 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(1), vcol
, todraw
);
2538 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(5), vcol
, todraw
);
2540 if (todraw
& G_NOLINEH
) {
2541 line_cross(dr
, ds
, ox
+ TS8(1), oy
+ TS8(3), hcol
, todraw
);
2542 line_cross(dr
, ds
, ox
+ TS8(5), oy
+ TS8(3), hcol
, todraw
);
2544 /* if we're drawing a real line and a hint, make sure we draw the real
2546 if (lv
&& vcol
== COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2547 if (lh
) lines_horiz(dr
, ds
, ox
, oy
, lh
, hcol
, v
);
2548 if (lv
&& vcol
!= COL_HINT
) lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2550 dsf_debug_draw(dr
, state
, ds
, x
, y
);
2551 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2554 #define ISLAND_RADIUS ((TILE_SIZE*12)/20)
2555 #define ISLAND_NUMSIZE(is) \
2556 (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
2558 static void island_redraw(drawing
*dr
,
2559 game_state
*state
, game_drawstate
*ds
,
2560 struct island
*is
, grid_type v
)
2562 /* These overlap the edges of their squares, which is why they're drawn later.
2563 * We know they can't overlap each other because they're not allowed within 2
2564 * squares of each other. */
2565 int half
= TILE_SIZE
/2;
2566 int ox
= COORD(is
->x
) + half
, oy
= COORD(is
->y
) + half
;
2567 int orad
= ISLAND_RADIUS
, irad
= orad
- LINE_WIDTH
;
2568 int updatesz
= orad
*2+1;
2569 int tcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2570 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
;
2571 int col
= (v
& G_ISSEL
) ? COL_SELECTED
: tcol
;
2572 int bg
= (v
& G_CURSOR
) ? COL_CURSOR
:
2573 (v
& G_MARK
) ? COL_MARK
: COL_BACKGROUND
;
2577 draw_rect_outline(dr
, COORD(is
->x
), COORD(is
->y
),
2578 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2581 /* draw a thick circle */
2582 draw_circle(dr
, ox
, oy
, orad
, col
, col
);
2583 draw_circle(dr
, ox
, oy
, irad
, bg
, bg
);
2585 sprintf(str
, "%d", is
->count
);
2586 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2587 ALIGN_VCENTRE
| ALIGN_HCENTRE
, tcol
, str
);
2589 dsf_debug_draw(dr
, state
, ds
, is
->x
, is
->y
);
2590 draw_update(dr
, ox
- orad
, oy
- orad
, updatesz
, updatesz
);
2593 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2594 game_state
*state
, int dir
, game_ui
*ui
,
2595 float animtime
, float flashtime
)
2597 int x
, y
, force
= 0, i
, j
, redraw
, lv
, lh
;
2598 grid_type v
, dsv
, flash
= 0;
2599 struct island
*is
, *is_drag_src
= NULL
, *is_drag_dst
= NULL
;
2602 int f
= (int)(flashtime
* 5 / FLASH_TIME
);
2603 if (f
== 1 || f
== 3) flash
= G_FLASH
;
2606 /* Clear screen, if required. */
2609 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2610 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2612 draw_rect_outline(dr
,
2613 COORD(0)-1, COORD(0)-1,
2614 TILE_SIZE
* ds
->w
+ 2, TILE_SIZE
* ds
->h
+ 2,
2617 draw_update(dr
, 0, 0,
2618 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2619 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2624 if (ui
->dragx_src
!= -1 && ui
->dragy_src
!= -1) {
2626 is_drag_src
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2627 assert(is_drag_src
);
2628 if (ui
->dragx_dst
!= -1 && ui
->dragy_dst
!= -1) {
2629 is_drag_dst
= INDEX(state
, gridi
, ui
->dragx_dst
, ui
->dragy_dst
);
2630 assert(is_drag_dst
);
2635 if (ui
->show_hints
!= ds
->show_hints
) {
2637 ds
->show_hints
= ui
->show_hints
;
2640 /* Draw all lines (and hints, if we want), but *not* islands. */
2641 for (x
= 0; x
< ds
->w
; x
++) {
2642 for (y
= 0; y
< ds
->h
; y
++) {
2643 v
= GRID(state
, x
, y
) | flash
;
2644 dsv
= GRID(ds
,x
,y
) & ~G_REDRAW
;
2646 if (v
& G_ISLAND
) continue;
2649 if (WITHIN(x
,is_drag_src
->x
, is_drag_dst
->x
) &&
2650 WITHIN(y
,is_drag_src
->y
, is_drag_dst
->y
))
2653 lines_lvlh(state
, ui
, x
, y
, v
, &lv
, &lh
);
2655 /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
2659 lv
!= INDEX(ds
,lv
,x
,y
) ||
2660 lh
!= INDEX(ds
,lh
,x
,y
) ||
2662 GRID(ds
, x
, y
) = v
| G_REDRAW
;
2663 INDEX(ds
,lv
,x
,y
) = lv
;
2664 INDEX(ds
,lh
,x
,y
) = lh
;
2665 lines_redraw(dr
, state
, ds
, ui
, x
, y
, v
, lv
, lh
);
2667 GRID(ds
,x
,y
) &= ~G_REDRAW
;
2672 for (i
= 0; i
< state
->n_islands
; i
++) {
2673 is
= &state
->islands
[i
];
2674 v
= GRID(state
, is
->x
, is
->y
) | flash
;
2677 for (j
= 0; j
< is
->adj
.npoints
; j
++) {
2678 if (GRID(ds
,is
->adj
.points
[j
].x
,is
->adj
.points
[j
].y
) & G_REDRAW
) {
2684 if (is
== is_drag_src
)
2686 else if (is_drag_dst
&& is
== is_drag_dst
)
2690 if (island_impossible(is
, v
& G_MARK
)) v
|= G_WARN
;
2692 if (ui
->cur_visible
&& ui
->cur_x
== is
->x
&& ui
->cur_y
== is
->y
)
2695 if ((v
!= GRID(ds
, is
->x
, is
->y
)) || force
|| redraw
) {
2696 GRID(ds
,is
->x
,is
->y
) = v
;
2697 island_redraw(dr
, state
, ds
, is
, v
);
2702 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2703 int dir
, game_ui
*ui
)
2708 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2709 int dir
, game_ui
*ui
)
2711 if (!oldstate
->completed
&& newstate
->completed
&&
2712 !oldstate
->solved
&& !newstate
->solved
)
2718 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2723 static void game_print_size(game_params
*params
, float *x
, float *y
)
2727 /* 10mm squares by default. */
2728 game_compute_size(params
, 1000, &pw
, &ph
);
2733 static void game_print(drawing
*dr
, game_state
*state
, int ts
)
2735 int ink
= print_mono_colour(dr
, 0);
2736 int paper
= print_mono_colour(dr
, 1);
2737 int x
, y
, cx
, cy
, i
, nl
;
2741 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2742 game_drawstate ads
, *ds
= &ads
;
2745 /* I don't think this wants a border. */
2748 print_line_width(dr
, ts
/ 12);
2749 for (x
= 0; x
< state
->w
; x
++) {
2750 for (y
= 0; y
< state
->h
; y
++) {
2751 cx
= COORD(x
); cy
= COORD(y
);
2752 grid
= GRID(state
,x
,y
);
2753 nl
= INDEX(state
,lines
,x
,y
);
2755 if (grid
& G_ISLAND
) continue;
2756 if (grid
& G_LINEV
) {
2758 draw_line(dr
, cx
+ts
/2-loff
, cy
, cx
+ts
/2-loff
, cy
+ts
, ink
);
2759 draw_line(dr
, cx
+ts
/2+loff
, cy
, cx
+ts
/2+loff
, cy
+ts
, ink
);
2761 draw_line(dr
, cx
+ts
/2, cy
, cx
+ts
/2, cy
+ts
, ink
);
2764 if (grid
& G_LINEH
) {
2766 draw_line(dr
, cx
, cy
+ts
/2-loff
, cx
+ts
, cy
+ts
/2-loff
, ink
);
2767 draw_line(dr
, cx
, cy
+ts
/2+loff
, cx
+ts
, cy
+ts
/2+loff
, ink
);
2769 draw_line(dr
, cx
, cy
+ts
/2, cx
+ts
, cy
+ts
/2, ink
);
2776 for (i
= 0; i
< state
->n_islands
; i
++) {
2778 struct island
*is
= &state
->islands
[i
];
2779 grid
= GRID(state
, is
->x
, is
->y
);
2780 cx
= COORD(is
->x
) + ts
/2;
2781 cy
= COORD(is
->y
) + ts
/2;
2783 draw_circle(dr
, cx
, cy
, ISLAND_RADIUS
, paper
, ink
);
2785 sprintf(str
, "%d", is
->count
);
2786 draw_text(dr
, cx
, cy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2787 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
2792 #define thegame bridges
2795 const struct game thegame
= {
2796 "Bridges", "games.bridges", "bridges",
2803 TRUE
, game_configure
, custom_params
,
2811 TRUE
, game_can_format_as_text_now
, game_text_format
,
2819 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2822 game_free_drawstate
,
2826 TRUE
, FALSE
, game_print_size
, game_print
,
2827 FALSE
, /* wants_statusbar */
2828 FALSE
, game_timing_state
,
2829 REQUIRE_RBUTTON
, /* flags */
2832 /* vim: set shiftwidth=4 tabstop=8: */