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. */
23 /* --- structures for params, state, etc. --- */
27 #define PREFERRED_TILE_SIZE 24
28 #define TILE_SIZE (ds->tilesize)
29 #define BORDER (TILE_SIZE / 2)
31 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
32 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
34 #define FLASH_TIME 0.50F
39 COL_HIGHLIGHT
, COL_LOWLIGHT
,
40 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
70 /* flags used by the solver etc. */
71 #define G_SWEEP 0x0800
73 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
74 #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
76 typedef unsigned int grid_type
; /* change me later if we invent > 16 bits of flags. */
83 /* state->gridi is an optimisation; it stores the pointer to the island
84 * structs indexed by (x,y). It's not strictly necessary (we could use
85 * find234 instead), but Purify showed that board generation (mostly the solver)
86 * was spending 60% of its time in find234. */
88 struct surrounds
{ /* cloned from lightup.c */
89 struct { int x
, y
, dx
, dy
, off
; } points
[4];
90 int npoints
, nislands
;
100 int w
, h
, completed
, solved
, allowloops
, maxb
;
101 grid_type
*grid
, *scratch
;
102 struct island
*islands
;
103 int n_islands
, n_islands_alloc
;
104 game_params params
; /* used by the aux solver. */
105 #define N_WH_ARRAYS 5
106 char *wha
, *possv
, *possh
, *lines
, *maxv
, *maxh
;
107 struct island
**gridi
;
108 struct solver_state
*solver
; /* refcounted */
111 #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type))
113 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
115 #define DINDEX(x,y) ((y)*state->w + (x))
117 #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)])
118 #define IDX(s,g,i) ((s)->g[(i)])
119 #define GRID(s,x,y) INDEX(s,grid,x,y)
120 #define SCRATCH(s,x,y) INDEX(s,scratch,x,y)
121 #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y)))
122 #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y)))
124 #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0)
126 #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1))
127 #define WITHIN(x,min,max) ((min) > (max) ? \
128 WITHIN2(x,max,min) : WITHIN2(x,min,max))
130 /* --- island struct and tree support functions --- */
132 #define ISLAND_ORTH(is,j,f,df) \
133 (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df))
135 #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx)
136 #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy)
138 static void fixup_islands_for_realloc(game_state
*state
)
142 for (i
= 0; i
< state
->w
*state
->h
; i
++) state
->gridi
[i
] = NULL
;
143 for (i
= 0; i
< state
->n_islands
; i
++) {
144 struct island
*is
= &state
->islands
[i
];
146 INDEX(state
, gridi
, is
->x
, is
->y
) = is
;
150 static int game_can_format_as_text_now(game_params
*params
)
155 static char *game_text_format(game_state
*state
)
162 len
= (state
->h
) * (state
->w
+1) + 1;
163 ret
= snewn(len
, char);
166 for (y
= 0; y
< state
->h
; y
++) {
167 for (x
= 0; x
< state
->w
; x
++) {
168 grid
= GRID(state
,x
,y
);
169 nl
= INDEX(state
,lines
,x
,y
);
170 is
= INDEX(state
, gridi
, x
, y
);
172 *p
++ = '0' + is
->count
;
173 } else if (grid
& G_LINEV
) {
174 *p
++ = (nl
> 1) ? '"' : (nl
== 1) ? '|' : '!'; /* gaah, want a double-bar. */
175 } else if (grid
& G_LINEH
) {
176 *p
++ = (nl
> 1) ? '=' : (nl
== 1) ? '-' : '~';
185 assert(p
- ret
== len
);
189 static void debug_state(game_state
*state
)
191 char *textversion
= game_text_format(state
);
192 debug(("%s", textversion
));
196 /*static void debug_possibles(game_state *state)
199 debug(("possh followed by possv\n"));
200 for (y = 0; y < state->h; y++) {
201 for (x = 0; x < state->w; x++) {
202 debug(("%d", POSSIBLES(state, 1, x, y)));
205 for (x = 0; x < state->w; x++) {
206 debug(("%d", POSSIBLES(state, 0, x, y)));
211 for (y = 0; y < state->h; y++) {
212 for (x = 0; x < state->w; x++) {
213 debug(("%d", MAXIMUM(state, 1, x, y)));
216 for (x = 0; x < state->w; x++) {
217 debug(("%d", MAXIMUM(state, 0, x, y)));
224 static void island_set_surrounds(struct island
*is
)
226 assert(INGRID(is
->state
,is
->x
,is
->y
));
227 is
->adj
.npoints
= is
->adj
.nislands
= 0;
228 #define ADDPOINT(cond,ddx,ddy) do {\
230 is->adj.points[is->adj.npoints].x = is->x+(ddx); \
231 is->adj.points[is->adj.npoints].y = is->y+(ddy); \
232 is->adj.points[is->adj.npoints].dx = (ddx); \
233 is->adj.points[is->adj.npoints].dy = (ddy); \
234 is->adj.points[is->adj.npoints].off = 0; \
237 ADDPOINT(is
->x
> 0, -1, 0);
238 ADDPOINT(is
->x
< (is
->state
->w
-1), +1, 0);
239 ADDPOINT(is
->y
> 0, 0, -1);
240 ADDPOINT(is
->y
< (is
->state
->h
-1), 0, +1);
243 static void island_find_orthogonal(struct island
*is
)
245 /* fills in the rest of the 'surrounds' structure, assuming
246 * all other islands are now in place. */
247 int i
, x
, y
, dx
, dy
, off
;
249 is
->adj
.nislands
= 0;
250 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
251 dx
= is
->adj
.points
[i
].dx
;
252 dy
= is
->adj
.points
[i
].dy
;
256 is
->adj
.points
[i
].off
= 0;
257 while (INGRID(is
->state
, x
, y
)) {
258 if (GRID(is
->state
, x
, y
) & G_ISLAND
) {
259 is
->adj
.points
[i
].off
= off
;
261 /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n",
262 is->x, is->y, off, dx, dy,
263 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/
266 off
++; x
+= dx
; y
+= dy
;
273 static int island_hasbridge(struct island
*is
, int direction
)
275 int x
= is
->adj
.points
[direction
].x
;
276 int y
= is
->adj
.points
[direction
].y
;
277 grid_type gline
= is
->adj
.points
[direction
].dx
? G_LINEH
: G_LINEV
;
279 if (GRID(is
->state
, x
, y
) & gline
) return 1;
283 static struct island
*island_find_connection(struct island
*is
, int adjpt
)
287 assert(adjpt
< is
->adj
.npoints
);
288 if (!is
->adj
.points
[adjpt
].off
) return NULL
;
289 if (!island_hasbridge(is
, adjpt
)) return NULL
;
291 is_r
= INDEX(is
->state
, gridi
,
292 ISLAND_ORTHX(is
, adjpt
), ISLAND_ORTHY(is
, adjpt
));
298 static struct island
*island_add(game_state
*state
, int x
, int y
, int count
)
303 assert(!(GRID(state
,x
,y
) & G_ISLAND
));
304 GRID(state
,x
,y
) |= G_ISLAND
;
307 if (state
->n_islands
> state
->n_islands_alloc
) {
308 state
->n_islands_alloc
= state
->n_islands
* 2;
310 sresize(state
->islands
, state
->n_islands_alloc
, struct island
);
313 is
= &state
->islands
[state
->n_islands
-1];
315 memset(is
, 0, sizeof(struct island
));
320 island_set_surrounds(is
);
323 fixup_islands_for_realloc(state
);
325 INDEX(state
, gridi
, x
, y
) = is
;
331 /* n = -1 means 'flip NOLINE flags [and set line to 0].' */
332 static void island_join(struct island
*i1
, struct island
*i2
, int n
, int is_max
)
334 game_state
*state
= i1
->state
;
337 assert(i1
->state
== i2
->state
);
338 assert(n
>= -1 && n
<= i1
->state
->maxb
);
340 if (i1
->x
== i2
->x
) {
343 s
= i1
->y
+1; e
= i2
->y
-1;
345 s
= i2
->y
+1; e
= i1
->y
-1;
347 for (y
= s
; y
<= e
; y
++) {
349 INDEX(state
,maxv
,x
,y
) = n
;
352 GRID(state
,x
,y
) ^= G_NOLINEV
;
354 GRID(state
,x
,y
) &= ~G_LINEV
;
356 GRID(state
,x
,y
) |= G_LINEV
;
357 INDEX(state
,lines
,x
,y
) = n
;
361 } else if (i1
->y
== i2
->y
) {
364 s
= i1
->x
+1; e
= i2
->x
-1;
366 s
= i2
->x
+1; e
= i1
->x
-1;
368 for (x
= s
; x
<= e
; x
++) {
370 INDEX(state
,maxh
,x
,y
) = n
;
373 GRID(state
,x
,y
) ^= G_NOLINEH
;
375 GRID(state
,x
,y
) &= ~G_LINEH
;
377 GRID(state
,x
,y
) |= G_LINEH
;
378 INDEX(state
,lines
,x
,y
) = n
;
383 assert(!"island_join: islands not orthogonal.");
387 /* Counts the number of bridges currently attached to the island. */
388 static int island_countbridges(struct island
*is
)
392 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
393 c
+= GRIDCOUNT(is
->state
,
394 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
395 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
397 /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/
401 static int island_adjspace(struct island
*is
, int marks
, int missing
,
404 int x
, y
, poss
, curr
, dx
;
405 grid_type gline
, mline
;
407 x
= is
->adj
.points
[direction
].x
;
408 y
= is
->adj
.points
[direction
].y
;
409 dx
= is
->adj
.points
[direction
].dx
;
410 gline
= dx
? G_LINEH
: G_LINEV
;
413 mline
= dx
? G_MARKH
: G_MARKV
;
414 if (GRID(is
->state
,x
,y
) & mline
) return 0;
416 poss
= POSSIBLES(is
->state
, dx
, x
, y
);
417 poss
= min(poss
, missing
);
419 curr
= GRIDCOUNT(is
->state
, x
, y
, gline
);
420 poss
= min(poss
, MAXIMUM(is
->state
, dx
, x
, y
) - curr
);
425 /* Counts the number of bridge spaces left around the island;
426 * expects the possibles to be up-to-date. */
427 static int island_countspaces(struct island
*is
, int marks
)
429 int i
, c
= 0, missing
;
431 missing
= is
->count
- island_countbridges(is
);
432 if (missing
< 0) return 0;
434 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
435 c
+= island_adjspace(is
, marks
, missing
, i
);
440 static int island_isadj(struct island
*is
, int direction
)
443 grid_type gline
, mline
;
445 x
= is
->adj
.points
[direction
].x
;
446 y
= is
->adj
.points
[direction
].y
;
448 mline
= is
->adj
.points
[direction
].dx
? G_MARKH
: G_MARKV
;
449 gline
= is
->adj
.points
[direction
].dx
? G_LINEH
: G_LINEV
;
450 if (GRID(is
->state
, x
, y
) & mline
) {
451 /* If we're marked (i.e. the thing to attach to is complete)
452 * only count an adjacency if we're already attached. */
453 return GRIDCOUNT(is
->state
, x
, y
, gline
);
455 /* If we're unmarked, count possible adjacency iff it's
456 * flagged as POSSIBLE. */
457 return POSSIBLES(is
->state
, is
->adj
.points
[direction
].dx
, x
, y
);
462 /* Counts the no. of possible adjacent islands (including islands
463 * we're already connected to). */
464 static int island_countadj(struct island
*is
)
468 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
469 if (island_isadj(is
, i
)) nadj
++;
474 static void island_togglemark(struct island
*is
)
477 struct island
*is_loop
;
479 /* mark the island... */
480 GRID(is
->state
, is
->x
, is
->y
) ^= G_MARK
;
482 /* ...remove all marks on non-island squares... */
483 for (x
= 0; x
< is
->state
->w
; x
++) {
484 for (y
= 0; y
< is
->state
->h
; y
++) {
485 if (!(GRID(is
->state
, x
, y
) & G_ISLAND
))
486 GRID(is
->state
, x
, y
) &= ~G_MARK
;
490 /* ...and add marks to squares around marked islands. */
491 for (i
= 0; i
< is
->state
->n_islands
; i
++) {
492 is_loop
= &is
->state
->islands
[i
];
493 if (!(GRID(is_loop
->state
, is_loop
->x
, is_loop
->y
) & G_MARK
))
496 for (j
= 0; j
< is_loop
->adj
.npoints
; j
++) {
497 /* if this direction takes us to another island, mark all
498 * squares between the two islands. */
499 if (!is_loop
->adj
.points
[j
].off
) continue;
500 assert(is_loop
->adj
.points
[j
].off
> 1);
501 for (o
= 1; o
< is_loop
->adj
.points
[j
].off
; o
++) {
503 is_loop
->x
+ is_loop
->adj
.points
[j
].dx
*o
,
504 is_loop
->y
+ is_loop
->adj
.points
[j
].dy
*o
) |=
505 is_loop
->adj
.points
[j
].dy
? G_MARKV
: G_MARKH
;
511 static int island_impossible(struct island
*is
, int strict
)
513 int curr
= island_countbridges(is
), nspc
= is
->count
- curr
, nsurrspc
;
516 struct island
*is_orth
;
519 debug(("island at (%d,%d) impossible because full.\n", is
->x
, is
->y
));
520 return 1; /* too many bridges */
521 } else if ((curr
+ island_countspaces(is
, 0)) < is
->count
) {
522 debug(("island at (%d,%d) impossible because not enough spaces.\n", is
->x
, is
->y
));
523 return 1; /* impossible to create enough bridges */
524 } else if (strict
&& curr
< is
->count
) {
525 debug(("island at (%d,%d) impossible because locked.\n", is
->x
, is
->y
));
526 return 1; /* not enough bridges and island is locked */
529 /* Count spaces in surrounding islands. */
531 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
532 int ifree
, dx
= is
->adj
.points
[i
].dx
;
534 if (!is
->adj
.points
[i
].off
) continue;
535 v
= GRID(is
->state
, is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
536 poss
= POSSIBLES(is
->state
, dx
,
537 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
);
538 if (poss
== 0) continue;
539 is_orth
= INDEX(is
->state
, gridi
,
540 ISLAND_ORTHX(is
,i
), ISLAND_ORTHY(is
,i
));
543 ifree
= is_orth
->count
- island_countbridges(is_orth
);
545 nsurrspc
+= min(ifree
, MAXIMUM(is
->state
, dx
,
546 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
));
548 if (nsurrspc
< nspc
) {
549 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
550 is
->x
, is
->y
, nsurrspc
, nspc
));
551 return 1; /* not enough spaces around surrounding islands to fill this one. */
557 /* --- Game parameter functions --- */
559 #define DEFAULT_PRESET 0
561 const struct game_params bridges_presets
[] = {
562 { 7, 7, 2, 30, 10, 1, 0 },
563 { 7, 7, 2, 30, 10, 1, 1 },
564 { 7, 7, 2, 30, 10, 1, 2 },
565 { 10, 10, 2, 30, 10, 1, 0 },
566 { 10, 10, 2, 30, 10, 1, 1 },
567 { 10, 10, 2, 30, 10, 1, 2 },
568 { 15, 15, 2, 30, 10, 1, 0 },
569 { 15, 15, 2, 30, 10, 1, 1 },
570 { 15, 15, 2, 30, 10, 1, 2 },
573 static game_params
*default_params(void)
575 game_params
*ret
= snew(game_params
);
576 *ret
= bridges_presets
[DEFAULT_PRESET
];
581 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
586 if (i
< 0 || i
>= lenof(bridges_presets
))
589 ret
= default_params();
590 *ret
= bridges_presets
[i
];
593 sprintf(buf
, "%dx%d %s", ret
->w
, ret
->h
,
594 ret
->difficulty
== 0 ? "easy" :
595 ret
->difficulty
== 1 ? "medium" : "hard");
601 static void free_params(game_params
*params
)
606 static game_params
*dup_params(game_params
*params
)
608 game_params
*ret
= snew(game_params
);
609 *ret
= *params
; /* structure copy */
613 #define EATNUM(x) do { \
614 (x) = atoi(string); \
615 while (*string && isdigit((unsigned char)*string)) string++; \
618 static void decode_params(game_params
*params
, char const *string
)
621 params
->h
= params
->w
;
622 if (*string
== 'x') {
626 if (*string
== 'i') {
628 EATNUM(params
->islands
);
630 if (*string
== 'e') {
632 EATNUM(params
->expansion
);
634 if (*string
== 'm') {
636 EATNUM(params
->maxb
);
638 params
->allowloops
= 1;
639 if (*string
== 'L') {
641 params
->allowloops
= 0;
643 if (*string
== 'd') {
645 EATNUM(params
->difficulty
);
649 static char *encode_params(game_params
*params
, int full
)
654 sprintf(buf
, "%dx%di%de%dm%d%sd%d",
655 params
->w
, params
->h
, params
->islands
, params
->expansion
,
656 params
->maxb
, params
->allowloops
? "" : "L",
659 sprintf(buf
, "%dx%dm%d%s", params
->w
, params
->h
,
660 params
->maxb
, params
->allowloops
? "" : "L");
665 static config_item
*game_configure(game_params
*params
)
670 ret
= snewn(8, config_item
);
672 ret
[0].name
= "Width";
673 ret
[0].type
= C_STRING
;
674 sprintf(buf
, "%d", params
->w
);
675 ret
[0].sval
= dupstr(buf
);
678 ret
[1].name
= "Height";
679 ret
[1].type
= C_STRING
;
680 sprintf(buf
, "%d", params
->h
);
681 ret
[1].sval
= dupstr(buf
);
684 ret
[2].name
= "Difficulty";
685 ret
[2].type
= C_CHOICES
;
686 ret
[2].sval
= ":Easy:Medium:Hard";
687 ret
[2].ival
= params
->difficulty
;
689 ret
[3].name
= "Allow loops";
690 ret
[3].type
= C_BOOLEAN
;
692 ret
[3].ival
= params
->allowloops
;
694 ret
[4].name
= "Max. bridges per direction";
695 ret
[4].type
= C_CHOICES
;
696 ret
[4].sval
= ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
697 ret
[4].ival
= params
->maxb
- 1;
699 ret
[5].name
= "%age of island squares";
700 ret
[5].type
= C_CHOICES
;
701 ret
[5].sval
= ":5%:10%:15%:20%:25%:30%";
702 ret
[5].ival
= (params
->islands
/ 5)-1;
704 ret
[6].name
= "Expansion factor (%age)";
705 ret
[6].type
= C_CHOICES
;
706 ret
[6].sval
= ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
707 ret
[6].ival
= params
->expansion
/ 10;
717 static game_params
*custom_params(config_item
*cfg
)
719 game_params
*ret
= snew(game_params
);
721 ret
->w
= atoi(cfg
[0].sval
);
722 ret
->h
= atoi(cfg
[1].sval
);
723 ret
->difficulty
= cfg
[2].ival
;
724 ret
->allowloops
= cfg
[3].ival
;
725 ret
->maxb
= cfg
[4].ival
+ 1;
726 ret
->islands
= (cfg
[5].ival
+ 1) * 5;
727 ret
->expansion
= cfg
[6].ival
* 10;
732 static char *validate_params(game_params
*params
, int full
)
734 if (params
->w
< 3 || params
->h
< 3)
735 return "Width and height must be at least 3";
736 if (params
->maxb
< 1 || params
->maxb
> MAX_BRIDGES
)
737 return "Too many bridges.";
739 if (params
->islands
<= 0 || params
->islands
> 30)
740 return "%age of island squares must be between 1% and 30%";
741 if (params
->expansion
< 0 || params
->expansion
> 100)
742 return "Expansion factor must be between 0 and 100";
747 /* --- Game encoding and differences --- */
749 static char *encode_game(game_state
*state
)
752 int wh
= state
->w
*state
->h
, run
, x
, y
;
755 ret
= snewn(wh
+ 1, char);
758 for (y
= 0; y
< state
->h
; y
++) {
759 for (x
= 0; x
< state
->w
; x
++) {
760 is
= INDEX(state
, gridi
, x
, y
);
763 *p
++ = ('a'-1) + run
;
767 *p
++ = '0' + is
->count
;
769 *p
++ = 'A' + (is
->count
- 10);
772 *p
++ = ('a'-1) + run
;
780 *p
++ = ('a'-1) + run
;
784 assert(p
- ret
<= wh
);
789 static char *game_state_diff(game_state
*src
, game_state
*dest
)
791 int movesize
= 256, movelen
= 0;
792 char *move
= snewn(movesize
, char), buf
[80];
794 grid_type gline
, nline
;
795 struct island
*is_s
, *is_d
, *is_orth
;
797 #define APPEND do { \
798 if (movelen + len >= movesize) { \
799 movesize = movelen + len + 256; \
800 move = sresize(move, movesize, char); \
802 strcpy(move + movelen, buf); \
806 move
[movelen
++] = 'S';
807 move
[movelen
] = '\0';
809 assert(src
->n_islands
== dest
->n_islands
);
811 for (i
= 0; i
< src
->n_islands
; i
++) {
812 is_s
= &src
->islands
[i
];
813 is_d
= &dest
->islands
[i
];
814 assert(is_s
->x
== is_d
->x
);
815 assert(is_s
->y
== is_d
->y
);
816 assert(is_s
->adj
.npoints
== is_d
->adj
.npoints
); /* more paranoia */
818 for (d
= 0; d
< is_s
->adj
.npoints
; d
++) {
819 if (is_s
->adj
.points
[d
].dx
== -1 ||
820 is_s
->adj
.points
[d
].dy
== -1) continue;
822 x
= is_s
->adj
.points
[d
].x
;
823 y
= is_s
->adj
.points
[d
].y
;
824 gline
= is_s
->adj
.points
[d
].dx
? G_LINEH
: G_LINEV
;
825 nline
= is_s
->adj
.points
[d
].dx
? G_NOLINEH
: G_NOLINEV
;
826 is_orth
= INDEX(dest
, gridi
,
827 ISLAND_ORTHX(is_d
, d
), ISLAND_ORTHY(is_d
, d
));
829 if (GRIDCOUNT(src
, x
, y
, gline
) != GRIDCOUNT(dest
, x
, y
, gline
)) {
831 len
= sprintf(buf
, ";L%d,%d,%d,%d,%d",
832 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
,
833 GRIDCOUNT(dest
, x
, y
, gline
));
836 if ((GRID(src
,x
,y
) & nline
) != (GRID(dest
, x
, y
) & nline
)) {
838 len
= sprintf(buf
, ";N%d,%d,%d,%d",
839 is_s
->x
, is_s
->y
, is_orth
->x
, is_orth
->y
);
843 if ((GRID(src
, is_s
->x
, is_s
->y
) & G_MARK
) !=
844 (GRID(dest
, is_d
->x
, is_d
->y
) & G_MARK
)) {
845 len
= sprintf(buf
, ";M%d,%d", is_s
->x
, is_s
->y
);
852 /* --- Game setup and solving utilities --- */
854 /* This function is optimised; a Quantify showed that lots of grid-generation time
855 * (>50%) was spent in here. Hence the IDX() stuff. */
857 static void map_update_possibles(game_state
*state
)
859 int x
, y
, s
, e
, bl
, i
, np
, maxb
, w
= state
->w
, idx
;
860 struct island
*is_s
= NULL
, *is_f
= NULL
;
862 /* Run down vertical stripes [un]setting possv... */
863 for (x
= 0; x
< state
->w
; x
++) {
867 /* Unset possible flags until we find an island. */
868 for (y
= 0; y
< state
->h
; y
++) {
869 is_s
= IDX(state
, gridi
, idx
);
872 IDX(state
, possv
, idx
) = 0;
875 for (; y
< state
->h
; y
++) {
876 is_f
= IDX(state
, gridi
, idx
);
879 maxb
= IDX(state
, maxv
, idx
);
880 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
883 for (i
= s
; i
<= e
; i
++) {
884 INDEX(state
, possv
, x
, i
) = bl
? 0 : np
;
892 if (IDX(state
,grid
,idx
) & (G_LINEH
|G_NOLINEV
)) bl
= 1;
897 for (i
= s
; i
<= e
; i
++)
898 INDEX(state
, possv
, x
, i
) = 0;
902 /* ...and now do horizontal stripes [un]setting possh. */
903 /* can we lose this clone'n'hack? */
904 for (y
= 0; y
< state
->h
; y
++) {
908 for (x
= 0; x
< state
->w
; x
++) {
909 is_s
= IDX(state
, gridi
, idx
);
912 IDX(state
, possh
, idx
) = 0;
915 for (; x
< state
->w
; x
++) {
916 is_f
= IDX(state
, gridi
, idx
);
919 maxb
= IDX(state
, maxh
, idx
);
920 np
= min(maxb
, min(is_s
->count
, is_f
->count
));
923 for (i
= s
; i
<= e
; i
++) {
924 INDEX(state
, possh
, i
, y
) = bl
? 0 : np
;
932 if (IDX(state
,grid
,idx
) & (G_LINEV
|G_NOLINEH
)) bl
= 1;
937 for (i
= s
; i
<= e
; i
++)
938 INDEX(state
, possh
, i
, y
) = 0;
943 static void map_count(game_state
*state
)
946 grid_type flag
, grid
;
949 for (i
= 0; i
< state
->n_islands
; i
++) {
950 is
= &state
->islands
[i
];
952 for (n
= 0; n
< is
->adj
.npoints
; n
++) {
953 ax
= is
->adj
.points
[n
].x
;
954 ay
= is
->adj
.points
[n
].y
;
955 flag
= (ax
== is
->x
) ? G_LINEV
: G_LINEH
;
956 grid
= GRID(state
,ax
,ay
);
958 is
->count
+= INDEX(state
,lines
,ax
,ay
);
964 static void map_find_orthogonal(game_state
*state
)
968 for (i
= 0; i
< state
->n_islands
; i
++) {
969 island_find_orthogonal(&state
->islands
[i
]);
973 static int grid_degree(game_state
*state
, int x
, int y
, int *nx_r
, int *ny_r
)
975 grid_type grid
= SCRATCH(state
, x
, y
), gline
= grid
& G_LINE
;
977 int x1
, y1
, x2
, y2
, c
= 0, i
, nx
, ny
;
979 nx
= ny
= -1; /* placate optimiser */
980 is
= INDEX(state
, gridi
, x
, y
);
982 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
983 gline
= is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
;
986 is
->adj
.points
[i
].y
) & gline
) {
987 nx
= is
->adj
.points
[i
].x
;
988 ny
= is
->adj
.points
[i
].y
;
993 if (gline
& G_LINEV
) {
1000 /* Non-island squares with edges in should never be pointing off the
1001 * edge of the grid. */
1002 assert(INGRID(state
, x1
, y1
));
1003 assert(INGRID(state
, x2
, y2
));
1004 if (SCRATCH(state
, x1
, y1
) & (gline
| G_ISLAND
)) {
1005 nx
= x1
; ny
= y1
; c
++;
1007 if (SCRATCH(state
, x2
, y2
) & (gline
| G_ISLAND
)) {
1008 nx
= x2
; ny
= y2
; c
++;
1012 assert(nx
!= -1 && ny
!= -1); /* paranoia */
1013 *nx_r
= nx
; *ny_r
= ny
;
1018 static int map_hasloops(game_state
*state
, int mark
)
1020 int x
, y
, ox
, oy
, nx
= 0, ny
= 0, loop
= 0;
1022 memcpy(state
->scratch
, state
->grid
, GRIDSZ(state
));
1024 /* This algorithm is actually broken; if there are two loops connected
1025 * by bridges this will also highlight bridges. The correct algorithm
1026 * uses a dsf and a two-pass edge-detection algorithm (see check_correct
1027 * in slant.c); this is BALGE for now, especially since disallow-loops
1028 * is not the default for this puzzle. If we want to fix this later then
1029 * copy the alg in slant.c to the empty statement in map_group. */
1031 /* Remove all 1-degree edges. */
1032 for (y
= 0; y
< state
->h
; y
++) {
1033 for (x
= 0; x
< state
->w
; x
++) {
1035 while (grid_degree(state
, ox
, oy
, &nx
, &ny
) == 1) {
1036 /*debug(("hasloops: removing 1-degree at (%d,%d).\n", ox, oy));*/
1037 SCRATCH(state
, ox
, oy
) &= ~(G_LINE
|G_ISLAND
);
1042 /* Mark any remaining edges as G_WARN, if required. */
1043 for (x
= 0; x
< state
->w
; x
++) {
1044 for (y
= 0; y
< state
->h
; y
++) {
1045 if (GRID(state
,x
,y
) & G_ISLAND
) continue;
1047 if (SCRATCH(state
, x
, y
) & G_LINE
) {
1049 /*debug(("hasloops: marking loop square at (%d,%d).\n",
1051 GRID(state
,x
,y
) |= G_WARN
;
1054 return 1; /* short-cut as soon as we find one */
1057 GRID(state
,x
,y
) &= ~G_WARN
;
1064 static void map_group(game_state
*state
)
1066 int i
, wh
= state
->w
*state
->h
, d1
, d2
;
1068 int *dsf
= state
->solver
->dsf
;
1069 struct island
*is
, *is_join
;
1071 /* Initialise dsf. */
1074 /* For each island, find connected islands right or down
1075 * and merge the dsf for the island squares as well as the
1076 * bridge squares. */
1077 for (x
= 0; x
< state
->w
; x
++) {
1078 for (y
= 0; y
< state
->h
; y
++) {
1079 GRID(state
,x
,y
) &= ~(G_SWEEP
|G_WARN
); /* for group_full. */
1081 is
= INDEX(state
, gridi
, x
, y
);
1084 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1085 /* only want right/down */
1086 if (is
->adj
.points
[i
].dx
== -1 ||
1087 is
->adj
.points
[i
].dy
== -1) continue;
1089 is_join
= island_find_connection(is
, i
);
1090 if (!is_join
) continue;
1092 d2
= DINDEX(is_join
->x
, is_join
->y
);
1093 if (dsf_canonify(dsf
,d1
) == dsf_canonify(dsf
,d2
)) {
1094 ; /* we have a loop. See comment in map_hasloops. */
1095 /* However, we still want to merge all squares joining
1096 * this side-that-makes-a-loop. */
1098 /* merge all squares between island 1 and island 2. */
1099 for (x2
= x
; x2
<= is_join
->x
; x2
++) {
1100 for (y2
= y
; y2
<= is_join
->y
; y2
++) {
1102 if (d1
!= d2
) dsf_merge(dsf
,d1
,d2
);
1110 static int map_group_check(game_state
*state
, int canon
, int warn
,
1113 int *dsf
= state
->solver
->dsf
, nislands
= 0;
1114 int x
, y
, i
, allfull
= 1;
1117 for (i
= 0; i
< state
->n_islands
; i
++) {
1118 is
= &state
->islands
[i
];
1119 if (dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)) != canon
) continue;
1121 GRID(state
, is
->x
, is
->y
) |= G_SWEEP
;
1123 if (island_countbridges(is
) != is
->count
)
1126 if (warn
&& allfull
&& nislands
!= state
->n_islands
) {
1127 /* we're full and this island group isn't the whole set.
1128 * Mark all squares with this dsf canon as ERR. */
1129 for (x
= 0; x
< state
->w
; x
++) {
1130 for (y
= 0; y
< state
->h
; y
++) {
1131 if (dsf_canonify(dsf
, DINDEX(x
,y
)) == canon
) {
1132 GRID(state
,x
,y
) |= G_WARN
;
1138 if (nislands_r
) *nislands_r
= nislands
;
1142 static int map_group_full(game_state
*state
, int *ngroups_r
)
1144 int *dsf
= state
->solver
->dsf
, ngroups
= 0;
1148 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
1150 for (i
= 0; i
< state
->n_islands
; i
++) {
1151 is
= &state
->islands
[i
];
1152 if (GRID(state
,is
->x
,is
->y
) & G_SWEEP
) continue;
1155 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1160 *ngroups_r
= ngroups
;
1164 static int map_check(game_state
*state
)
1168 /* Check for loops, if necessary. */
1169 if (!state
->allowloops
) {
1170 if (map_hasloops(state
, 1))
1174 /* Place islands into island groups and check for early
1175 * satisfied-groups. */
1176 map_group(state
); /* clears WARN and SWEEP */
1177 if (map_group_full(state
, &ngroups
)) {
1178 if (ngroups
== 1) return 1;
1183 static void map_clear(game_state
*state
)
1187 for (x
= 0; x
< state
->w
; x
++) {
1188 for (y
= 0; y
< state
->h
; y
++) {
1189 /* clear most flags; might want to be slightly more careful here. */
1190 GRID(state
,x
,y
) &= G_ISLAND
;
1195 static void solve_join(struct island
*is
, int direction
, int n
, int is_max
)
1197 struct island
*is_orth
;
1198 int d1
, d2
, *dsf
= is
->state
->solver
->dsf
;
1199 game_state
*state
= is
->state
; /* for DINDEX */
1201 is_orth
= INDEX(is
->state
, gridi
,
1202 ISLAND_ORTHX(is
, direction
),
1203 ISLAND_ORTHY(is
, direction
));
1205 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
1206 is->x, is->y, is_orth->x, is_orth->y, n));*/
1207 island_join(is
, is_orth
, n
, is_max
);
1209 if (n
> 0 && !is_max
) {
1210 d1
= DINDEX(is
->x
, is
->y
);
1211 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1212 if (dsf_canonify(dsf
, d1
) != dsf_canonify(dsf
, d2
))
1213 dsf_merge(dsf
, d1
, d2
);
1217 static int solve_fillone(struct island
*is
)
1221 debug(("solve_fillone for island (%d,%d).\n", is
->x
, is
->y
));
1223 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1224 if (island_isadj(is
, i
)) {
1225 if (island_hasbridge(is
, i
)) {
1226 /* already attached; do nothing. */;
1228 solve_join(is
, i
, 1, 0);
1236 static int solve_fill(struct island
*is
)
1238 /* for each unmarked adjacent, make sure we convert every possible bridge
1239 * to a real one, and then work out the possibles afresh. */
1240 int i
, nnew
, ncurr
, nadded
= 0, missing
;
1242 debug(("solve_fill for island (%d,%d).\n", is
->x
, is
->y
));
1244 missing
= is
->count
- island_countbridges(is
);
1245 if (missing
< 0) return 0;
1247 /* very like island_countspaces. */
1248 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1249 nnew
= island_adjspace(is
, 1, missing
, i
);
1251 ncurr
= GRIDCOUNT(is
->state
,
1252 is
->adj
.points
[i
].x
, is
->adj
.points
[i
].y
,
1253 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1255 solve_join(is
, i
, nnew
+ ncurr
, 0);
1262 static int solve_island_stage1(struct island
*is
, int *didsth_r
)
1264 int bridges
= island_countbridges(is
);
1265 int nspaces
= island_countspaces(is
, 1);
1266 int nadj
= island_countadj(is
);
1271 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
1272 is->x, is->y, bridges, is->count, nspaces, nadj));*/
1273 if (bridges
> is
->count
) {
1274 /* We only ever add bridges when we're sure they fit, or that's
1275 * the only place they can go. If we've added bridges such that
1276 * another island has become wrong, the puzzle must not have had
1278 debug(("...island at (%d,%d) is overpopulated!\n", is
->x
, is
->y
));
1280 } else if (bridges
== is
->count
) {
1281 /* This island is full. Make sure it's marked (and update
1282 * possibles if we did). */
1283 if (!(GRID(is
->state
, is
->x
, is
->y
) & G_MARK
)) {
1284 debug(("...marking island (%d,%d) as full.\n", is
->x
, is
->y
));
1285 island_togglemark(is
);
1288 } else if (GRID(is
->state
, is
->x
, is
->y
) & G_MARK
) {
1289 debug(("...island (%d,%d) is marked but unfinished!\n",
1291 return 0; /* island has been marked unfinished; no solution from here. */
1293 /* This is the interesting bit; we try and fill in more information
1294 * about this island. */
1295 if (is
->count
== bridges
+ nspaces
) {
1296 if (solve_fill(is
) > 0) didsth
= 1;
1297 } else if (is
->count
> ((nadj
-1) * is
->state
->maxb
)) {
1298 /* must have at least one bridge in each possible direction. */
1299 if (solve_fillone(is
) > 0) didsth
= 1;
1303 map_update_possibles(is
->state
);
1309 /* returns non-zero if a new line here would cause a loop. */
1310 static int solve_island_checkloop(struct island
*is
, int direction
)
1312 struct island
*is_orth
;
1313 int *dsf
= is
->state
->solver
->dsf
, d1
, d2
;
1314 game_state
*state
= is
->state
;
1316 if (is
->state
->allowloops
) return 0; /* don't care anyway */
1317 if (island_hasbridge(is
, direction
)) return 0; /* already has a bridge */
1318 if (island_isadj(is
, direction
) == 0) return 0; /* no adj island */
1320 is_orth
= INDEX(is
->state
, gridi
,
1321 ISLAND_ORTHX(is
,direction
),
1322 ISLAND_ORTHY(is
,direction
));
1323 if (!is_orth
) return 0;
1325 d1
= DINDEX(is
->x
, is
->y
);
1326 d2
= DINDEX(is_orth
->x
, is_orth
->y
);
1327 if (dsf_canonify(dsf
, d1
) == dsf_canonify(dsf
, d2
)) {
1328 /* two islands are connected already; don't join them. */
1334 static int solve_island_stage2(struct island
*is
, int *didsth_r
)
1336 int added
= 0, removed
= 0, navail
= 0, nadj
, i
;
1340 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1341 if (solve_island_checkloop(is
, i
)) {
1342 debug(("removing possible loop at (%d,%d) direction %d.\n",
1344 solve_join(is
, i
, -1, 0);
1345 map_update_possibles(is
->state
);
1348 navail
+= island_isadj(is
, i
);
1349 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
1351 is->adj.points[i].dx, is->adj.points[i].dy,
1352 island_isadj(is, i)));*/
1356 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
1358 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1359 if (!island_hasbridge(is
, i
)) {
1360 nadj
= island_isadj(is
, i
);
1361 if (nadj
> 0 && (navail
- nadj
) < is
->count
) {
1362 /* we couldn't now complete the island without at
1363 * least one bridge here; put it in. */
1364 /*debug(("nadj %d, navail %d, is->count %d.\n",
1365 nadj, navail, is->count));*/
1366 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
1368 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
));
1369 solve_join(is
, i
, 1, 0);
1371 /*debug_state(is->state);
1372 debug_possibles(is->state);*/
1376 if (added
) map_update_possibles(is
->state
);
1377 if (added
|| removed
) *didsth_r
= 1;
1381 static int solve_island_subgroup(struct island
*is
, int direction
, int n
)
1383 struct island
*is_join
;
1384 int nislands
, *dsf
= is
->state
->solver
->dsf
;
1385 game_state
*state
= is
->state
;
1387 debug(("..checking subgroups.\n"));
1389 /* if is isn't full, return 0. */
1390 if (n
< is
->count
) {
1391 debug(("...orig island (%d,%d) not full.\n", is
->x
, is
->y
));
1395 is_join
= INDEX(state
, gridi
,
1396 ISLAND_ORTHX(is
, direction
),
1397 ISLAND_ORTHY(is
, direction
));
1400 /* if is_join isn't full, return 0. */
1401 if (island_countbridges(is_join
) < is_join
->count
) {
1402 debug(("...dest island (%d,%d) not full.\n", is_join
->x
, is_join
->y
));
1406 /* Check group membership for is->dsf; if it's full return 1. */
1407 if (map_group_check(state
, dsf_canonify(dsf
, DINDEX(is
->x
,is
->y
)),
1409 if (nislands
< state
->n_islands
) {
1410 /* we have a full subgroup that isn't the whole set.
1411 * This isn't allowed. */
1412 debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
1416 debug(("...has finished puzzle.\n"));
1422 static int solve_island_impossible(game_state
*state
)
1427 /* If any islands are impossible, return 1. */
1428 for (i
= 0; i
< state
->n_islands
; i
++) {
1429 is
= &state
->islands
[i
];
1430 if (island_impossible(is
, 0)) {
1431 debug(("island at (%d,%d) has become impossible, disallowing.\n",
1439 /* Bear in mind that this function is really rather inefficient. */
1440 static int solve_island_stage3(struct island
*is
, int *didsth_r
)
1442 int i
, n
, x
, y
, missing
, spc
, curr
, maxb
, didsth
= 0;
1443 int wh
= is
->state
->w
* is
->state
->h
;
1444 struct solver_state
*ss
= is
->state
->solver
;
1448 missing
= is
->count
- island_countbridges(is
);
1449 if (missing
<= 0) return 1;
1451 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
1452 /* We only do right- or down-pointing bridges. */
1453 if (is
->adj
.points
[i
].dx
== -1 ||
1454 is
->adj
.points
[i
].dy
== -1) continue;
1456 x
= is
->adj
.points
[i
].x
;
1457 y
= is
->adj
.points
[i
].y
;
1458 spc
= island_adjspace(is
, 1, missing
, i
);
1459 if (spc
== 0) continue;
1461 curr
= GRIDCOUNT(is
->state
, x
, y
,
1462 is
->adj
.points
[i
].dx
? G_LINEH
: G_LINEV
);
1463 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
1464 is
->x
, is
->y
, curr
+1, curr
+spc
));
1466 /* Now we know that this island could have more bridges,
1467 * to bring the total from curr+1 to curr+spc. */
1469 /* We have to squirrel the dsf away and restore it afterwards;
1470 * it is additive only, and can't be removed from. */
1471 memcpy(ss
->tmpdsf
, ss
->dsf
, wh
*sizeof(int));
1472 for (n
= curr
+1; n
<= curr
+spc
; n
++) {
1473 solve_join(is
, i
, n
, 0);
1474 map_update_possibles(is
->state
);
1476 if (solve_island_subgroup(is
, i
, n
) ||
1477 solve_island_impossible(is
->state
)) {
1479 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
1481 is
->adj
.points
[i
].dx
, is
->adj
.points
[i
].dy
,
1486 solve_join(is
, i
, curr
, 0); /* put back to before. */
1487 memcpy(ss
->dsf
, ss
->tmpdsf
, wh
*sizeof(int));
1490 /*debug_state(is->state);*/
1492 debug(("...adding NOLINE.\n"));
1493 solve_join(is
, i
, -1, 0); /* we can't have any bridges here. */
1496 debug(("...setting maximum\n"));
1497 solve_join(is
, i
, maxb
, 1);
1500 map_update_possibles(is
->state
);
1502 if (didsth
) *didsth_r
= didsth
;
1506 #define CONTINUE_IF_FULL do { \
1507 if (GRID(state, is->x, is->y) & G_MARK) { \
1508 /* island full, don't try fixing it */ \
1512 static int solve_sub(game_state
*state
, int difficulty
, int depth
)
1520 /* First island iteration: things we can work out by looking at
1521 * properties of the island as a whole. */
1522 for (i
= 0; i
< state
->n_islands
; i
++) {
1523 is
= &state
->islands
[i
];
1524 if (!solve_island_stage1(is
, &didsth
)) return 0;
1526 if (didsth
) continue;
1527 else if (difficulty
< 1) break;
1529 /* Second island iteration: thing we can work out by looking at
1530 * properties of individual island connections. */
1531 for (i
= 0; i
< state
->n_islands
; i
++) {
1532 is
= &state
->islands
[i
];
1534 if (!solve_island_stage2(is
, &didsth
)) return 0;
1536 if (didsth
) continue;
1537 else if (difficulty
< 2) break;
1539 /* Third island iteration: things we can only work out by looking
1540 * at groups of islands. */
1541 for (i
= 0; i
< state
->n_islands
; i
++) {
1542 is
= &state
->islands
[i
];
1543 if (!solve_island_stage3(is
, &didsth
)) return 0;
1545 if (didsth
) continue;
1546 else if (difficulty
< 3) break;
1548 /* If we can be bothered, write a recursive solver to finish here. */
1551 if (map_check(state
)) return 1; /* solved it */
1555 static void solve_for_hint(game_state
*state
)
1558 solve_sub(state
, 10, 0);
1561 static int solve_from_scratch(game_state
*state
, int difficulty
)
1565 map_update_possibles(state
);
1566 return solve_sub(state
, difficulty
, 0);
1569 /* --- New game functions --- */
1571 static game_state
*new_state(game_params
*params
)
1573 game_state
*ret
= snew(game_state
);
1574 int wh
= params
->w
* params
->h
, i
;
1578 ret
->allowloops
= params
->allowloops
;
1579 ret
->maxb
= params
->maxb
;
1580 ret
->params
= *params
;
1582 ret
->grid
= snewn(wh
, grid_type
);
1583 memset(ret
->grid
, 0, GRIDSZ(ret
));
1584 ret
->scratch
= snewn(wh
, grid_type
);
1585 memset(ret
->scratch
, 0, GRIDSZ(ret
));
1587 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1588 memset(ret
->wha
, 0, wh
*N_WH_ARRAYS
*sizeof(char));
1590 ret
->possv
= ret
->wha
;
1591 ret
->possh
= ret
->wha
+ wh
;
1592 ret
->lines
= ret
->wha
+ wh
*2;
1593 ret
->maxv
= ret
->wha
+ wh
*3;
1594 ret
->maxh
= ret
->wha
+ wh
*4;
1596 memset(ret
->maxv
, ret
->maxb
, wh
*sizeof(char));
1597 memset(ret
->maxh
, ret
->maxb
, wh
*sizeof(char));
1599 ret
->islands
= NULL
;
1601 ret
->n_islands_alloc
= 0;
1603 ret
->gridi
= snewn(wh
, struct island
*);
1604 for (i
= 0; i
< wh
; i
++) ret
->gridi
[i
] = NULL
;
1606 ret
->solved
= ret
->completed
= 0;
1608 ret
->solver
= snew(struct solver_state
);
1609 ret
->solver
->dsf
= snew_dsf(wh
);
1610 ret
->solver
->tmpdsf
= snewn(wh
, int);
1612 ret
->solver
->refcount
= 1;
1617 static game_state
*dup_game(game_state
*state
)
1619 game_state
*ret
= snew(game_state
);
1620 int wh
= state
->w
*state
->h
;
1624 ret
->allowloops
= state
->allowloops
;
1625 ret
->maxb
= state
->maxb
;
1626 ret
->params
= state
->params
;
1628 ret
->grid
= snewn(wh
, grid_type
);
1629 memcpy(ret
->grid
, state
->grid
, GRIDSZ(ret
));
1630 ret
->scratch
= snewn(wh
, grid_type
);
1631 memcpy(ret
->scratch
, state
->scratch
, GRIDSZ(ret
));
1633 ret
->wha
= snewn(wh
*N_WH_ARRAYS
, char);
1634 memcpy(ret
->wha
, state
->wha
, wh
*N_WH_ARRAYS
*sizeof(char));
1636 ret
->possv
= ret
->wha
;
1637 ret
->possh
= ret
->wha
+ wh
;
1638 ret
->lines
= ret
->wha
+ wh
*2;
1639 ret
->maxv
= ret
->wha
+ wh
*3;
1640 ret
->maxh
= ret
->wha
+ wh
*4;
1642 ret
->islands
= snewn(state
->n_islands
, struct island
);
1643 memcpy(ret
->islands
, state
->islands
, state
->n_islands
* sizeof(struct island
));
1644 ret
->n_islands
= ret
->n_islands_alloc
= state
->n_islands
;
1646 ret
->gridi
= snewn(wh
, struct island
*);
1647 fixup_islands_for_realloc(ret
);
1649 ret
->solved
= state
->solved
;
1650 ret
->completed
= state
->completed
;
1652 ret
->solver
= state
->solver
;
1653 ret
->solver
->refcount
++;
1658 static void free_game(game_state
*state
)
1660 if (--state
->solver
->refcount
<= 0) {
1661 sfree(state
->solver
->dsf
);
1662 sfree(state
->solver
->tmpdsf
);
1663 sfree(state
->solver
);
1666 sfree(state
->islands
);
1667 sfree(state
->gridi
);
1671 sfree(state
->scratch
);
1676 #define MAX_NEWISLAND_TRIES 50
1678 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
1680 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1681 char **aux
, int interactive
)
1683 game_state
*tobuild
= NULL
;
1684 int i
, j
, wh
= params
->w
* params
->h
, x
, y
, dx
, dy
;
1685 int minx
, miny
, maxx
, maxy
, joinx
, joiny
, newx
, newy
, diffx
, diffy
;
1686 int ni_req
= max((params
->islands
* wh
) / 100, 2), ni_curr
, ni_bad
;
1687 struct island
*is
, *is2
;
1689 unsigned int echeck
;
1691 /* pick a first island position randomly. */
1693 if (tobuild
) free_game(tobuild
);
1694 tobuild
= new_state(params
);
1696 x
= random_upto(rs
, params
->w
);
1697 y
= random_upto(rs
, params
->h
);
1698 island_add(tobuild
, x
, y
, 0);
1701 debug(("Created initial island at (%d,%d).\n", x
, y
));
1703 while (ni_curr
< ni_req
) {
1704 /* Pick a random island to try and extend from. */
1705 i
= random_upto(rs
, tobuild
->n_islands
);
1706 is
= &tobuild
->islands
[i
];
1708 /* Pick a random direction to extend in. */
1709 j
= random_upto(rs
, is
->adj
.npoints
);
1710 dx
= is
->adj
.points
[j
].x
- is
->x
;
1711 dy
= is
->adj
.points
[j
].y
- is
->y
;
1713 /* Find out limits of where we could put a new island. */
1715 minx
= is
->x
+ 2*dx
; miny
= is
->y
+ 2*dy
; /* closest is 2 units away. */
1716 x
= is
->x
+dx
; y
= is
->y
+dy
;
1717 if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1718 /* already a line next to the island, continue. */
1722 if (x
< 0 || x
>= params
->w
|| y
< 0 || y
>= params
->h
) {
1723 /* got past the edge; put a possible at the island
1725 maxx
= x
-dx
; maxy
= y
-dy
;
1728 if (GRID(tobuild
,x
,y
) & G_ISLAND
) {
1729 /* could join up to an existing island... */
1730 joinx
= x
; joiny
= y
;
1731 /* ... or make a new one 2 spaces away. */
1732 maxx
= x
- 2*dx
; maxy
= y
- 2*dy
;
1734 } else if (GRID(tobuild
,x
,y
) & (G_LINEV
|G_LINEH
)) {
1735 /* could make a new one 1 space away from the line. */
1736 maxx
= x
- dx
; maxy
= y
- dy
;
1743 debug(("Island at (%d,%d) with d(%d,%d) has new positions "
1744 "(%d,%d) -> (%d,%d), join (%d,%d).\n",
1745 is
->x
, is
->y
, dx
, dy
, minx
, miny
, maxx
, maxy
, joinx
, joiny
));
1746 /* Now we know where we could either put a new island
1747 * (between min and max), or (if loops are allowed) could join on
1748 * to an existing island (at join). */
1749 if (params
->allowloops
&& joinx
!= -1 && joiny
!= -1) {
1750 if (random_upto(rs
, 100) < (unsigned long)params
->expansion
) {
1751 is2
= INDEX(tobuild
, gridi
, joinx
, joiny
);
1752 debug(("Joining island at (%d,%d) to (%d,%d).\n",
1753 is
->x
, is
->y
, is2
->x
, is2
->y
));
1757 diffx
= (maxx
- minx
) * dx
;
1758 diffy
= (maxy
- miny
) * dy
;
1759 if (diffx
< 0 || diffy
< 0) goto bad
;
1760 if (random_upto(rs
,100) < (unsigned long)params
->expansion
) {
1761 newx
= maxx
; newy
= maxy
;
1762 debug(("Creating new island at (%d,%d) (expanded).\n", newx
, newy
));
1764 newx
= minx
+ random_upto(rs
,diffx
+1)*dx
;
1765 newy
= miny
+ random_upto(rs
,diffy
+1)*dy
;
1766 debug(("Creating new island at (%d,%d).\n", newx
, newy
));
1768 /* check we're not next to island in the other orthogonal direction. */
1769 if ((INGRID(tobuild
,newx
+dy
,newy
+dx
) && (GRID(tobuild
,newx
+dy
,newy
+dx
) & G_ISLAND
)) ||
1770 (INGRID(tobuild
,newx
-dy
,newy
-dx
) && (GRID(tobuild
,newx
-dy
,newy
-dx
) & G_ISLAND
))) {
1771 debug(("New location is adjacent to island, skipping.\n"));
1774 is2
= island_add(tobuild
, newx
, newy
, 0);
1775 /* Must get is again at this point; the array might have
1776 * been realloced by island_add... */
1777 is
= &tobuild
->islands
[i
]; /* ...but order will not change. */
1779 ni_curr
++; ni_bad
= 0;
1781 island_join(is
, is2
, random_upto(rs
, tobuild
->maxb
)+1, 0);
1782 debug_state(tobuild
);
1787 if (ni_bad
> MAX_NEWISLAND_TRIES
) {
1788 debug(("Unable to create any new islands after %d tries; "
1789 "created %d [%d%%] (instead of %d [%d%%] requested).\n",
1790 MAX_NEWISLAND_TRIES
,
1791 ni_curr
, ni_curr
* 100 / wh
,
1792 ni_req
, ni_req
* 100 / wh
));
1799 debug(("Only generated one island (!), retrying.\n"));
1802 /* Check we have at least one island on each extremity of the grid. */
1804 for (x
= 0; x
< params
->w
; x
++) {
1805 if (INDEX(tobuild
, gridi
, x
, 0)) echeck
|= 1;
1806 if (INDEX(tobuild
, gridi
, x
, params
->h
-1)) echeck
|= 2;
1808 for (y
= 0; y
< params
->h
; y
++) {
1809 if (INDEX(tobuild
, gridi
, 0, y
)) echeck
|= 4;
1810 if (INDEX(tobuild
, gridi
, params
->w
-1, y
)) echeck
|= 8;
1813 debug(("Generated grid doesn't fill to sides, retrying.\n"));
1818 map_find_orthogonal(tobuild
);
1820 if (params
->difficulty
> 0) {
1821 if (solve_from_scratch(tobuild
, params
->difficulty
-1) > 0) {
1822 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
1823 params
->difficulty
-1));
1828 if (solve_from_scratch(tobuild
, params
->difficulty
) == 0) {
1829 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
1830 params
->difficulty
));
1834 /* ... tobuild is now solved. We rely on this making the diff for aux. */
1835 debug_state(tobuild
);
1836 ret
= encode_game(tobuild
);
1838 game_state
*clean
= dup_game(tobuild
);
1840 map_update_possibles(clean
);
1841 *aux
= game_state_diff(clean
, tobuild
);
1849 static char *validate_desc(game_params
*params
, char *desc
)
1851 int i
, wh
= params
->w
* params
->h
;
1853 for (i
= 0; i
< wh
; i
++) {
1854 if (*desc
>= '1' && *desc
<= '9')
1856 else if (*desc
>= 'a' && *desc
<= 'z')
1857 i
+= *desc
- 'a'; /* plus the i++ */
1858 else if (*desc
>= 'A' && *desc
<= 'G')
1860 else if (*desc
== 'V' || *desc
== 'W' ||
1861 *desc
== 'X' || *desc
== 'Y' ||
1862 *desc
== 'H' || *desc
== 'I' ||
1863 *desc
== 'J' || *desc
== 'K')
1866 return "Game description shorter than expected";
1868 return "Game description containers unexpected character";
1871 if (*desc
|| i
> wh
)
1872 return "Game description longer than expected";
1877 static game_state
*new_game_sub(game_params
*params
, char *desc
)
1879 game_state
*state
= new_state(params
);
1882 debug(("new_game[_sub]: desc = '%s'.\n", desc
));
1884 for (y
= 0; y
< params
->h
; y
++) {
1885 for (x
= 0; x
< params
->w
; x
++) {
1891 if (c
>= 'a' && c
<= 'z')
1901 case '1': case '2': case '3': case '4':
1902 case '5': case '6': case '7': case '8': case '9':
1903 island_add(state
, x
, y
, (c
- '0'));
1906 case 'A': case 'B': case 'C': case 'D':
1907 case 'E': case 'F': case 'G':
1908 island_add(state
, x
, y
, (c
- 'A') + 10);
1916 assert(!"Malformed desc.");
1921 if (*desc
) assert(!"Over-long desc.");
1923 map_find_orthogonal(state
);
1924 map_update_possibles(state
);
1929 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1931 return new_game_sub(params
, desc
);
1935 int dragx_src
, dragy_src
; /* source; -1 means no drag */
1936 int dragx_dst
, dragy_dst
; /* src's closest orth island. */
1938 int dragging
, drag_is_noline
, nlines
;
1941 static char *ui_cancel_drag(game_ui
*ui
)
1943 ui
->dragx_src
= ui
->dragy_src
= -1;
1944 ui
->dragx_dst
= ui
->dragy_dst
= -1;
1949 static game_ui
*new_ui(game_state
*state
)
1951 game_ui
*ui
= snew(game_ui
);
1956 static void free_ui(game_ui
*ui
)
1961 static char *encode_ui(game_ui
*ui
)
1966 static void decode_ui(game_ui
*ui
, char *encoding
)
1970 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1971 game_state
*newstate
)
1975 struct game_drawstate
{
1980 int started
, dragging
;
1983 static char *update_drag_dst(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1986 int ox
, oy
, dx
, dy
, i
, currl
, maxb
;
1988 grid_type gtype
, ntype
, mtype
, curr
;
1990 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1) return NULL
;
1995 /* work out which of the four directions we're closest to... */
1996 ox
= COORD(ui
->dragx_src
) + TILE_SIZE
/2;
1997 oy
= COORD(ui
->dragy_src
) + TILE_SIZE
/2;
1999 if (abs(nx
-ox
) < abs(ny
-oy
)) {
2001 dy
= (ny
-oy
) < 0 ? -1 : 1;
2002 gtype
= G_LINEV
; ntype
= G_NOLINEV
; mtype
= G_MARKV
;
2003 maxb
= INDEX(state
, maxv
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2006 dx
= (nx
-ox
) < 0 ? -1 : 1;
2007 gtype
= G_LINEH
; ntype
= G_NOLINEH
; mtype
= G_MARKH
;
2008 maxb
= INDEX(state
, maxh
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2010 if (ui
->drag_is_noline
) {
2013 curr
= GRID(state
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2014 currl
= INDEX(state
, lines
, ui
->dragx_src
+dx
, ui
->dragy_src
+dy
);
2017 if (currl
== maxb
) {
2022 ui
->nlines
= currl
+ 1;
2030 /* ... and see if there's an island off in that direction. */
2031 is
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2032 for (i
= 0; i
< is
->adj
.npoints
; i
++) {
2033 if (is
->adj
.points
[i
].off
== 0) continue;
2034 curr
= GRID(state
, is
->x
+dx
, is
->y
+dy
);
2035 if (curr
& mtype
) continue; /* don't allow changes to marked lines. */
2036 if (ui
->drag_is_noline
) {
2037 if (curr
& gtype
) continue; /* no no-line where already a line */
2039 if (POSSIBLES(state
, dx
, is
->x
+dx
, is
->y
+dy
) == 0) continue; /* no line if !possible. */
2040 if (curr
& ntype
) continue; /* can't have a bridge where there's a no-line. */
2043 if (is
->adj
.points
[i
].dx
== dx
&&
2044 is
->adj
.points
[i
].dy
== dy
) {
2045 ui
->dragx_dst
= ISLAND_ORTHX(is
,i
);
2046 ui
->dragy_dst
= ISLAND_ORTHY(is
,i
);
2049 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
2050 ui->dragx_src, ui->dragy_src, dx, dy,
2051 ui->dragx_dst, ui->dragy_dst));*/
2055 static char *finish_drag(game_state
*state
, game_ui
*ui
)
2059 if (ui
->dragx_src
== -1 || ui
->dragy_src
== -1)
2061 if (ui
->dragx_dst
== -1 || ui
->dragy_dst
== -1)
2062 return ui_cancel_drag(ui
);
2064 if (ui
->drag_is_noline
) {
2065 sprintf(buf
, "N%d,%d,%d,%d",
2066 ui
->dragx_src
, ui
->dragy_src
,
2067 ui
->dragx_dst
, ui
->dragy_dst
);
2069 sprintf(buf
, "L%d,%d,%d,%d,%d",
2070 ui
->dragx_src
, ui
->dragy_src
,
2071 ui
->dragx_dst
, ui
->dragy_dst
, ui
->nlines
);
2079 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
2080 int x
, int y
, int button
)
2082 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
);
2084 grid_type ggrid
= INGRID(state
,gx
,gy
) ? GRID(state
,gx
,gy
) : 0;
2086 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
2087 if (!INGRID(state
, gx
, gy
)) return NULL
;
2088 if ((ggrid
& G_ISLAND
) && !(ggrid
& G_MARK
)) {
2093 return ui_cancel_drag(ui
);
2094 } else if (button
== LEFT_DRAG
|| button
== RIGHT_DRAG
) {
2095 if (gx
!= ui
->dragx_src
|| gy
!= ui
->dragy_src
) {
2097 ui
->drag_is_noline
= (button
== RIGHT_DRAG
) ? 1 : 0;
2098 return update_drag_dst(state
, ui
, ds
, x
, y
);
2100 /* cancel a drag when we go back to the starting point */
2105 } else if (button
== LEFT_RELEASE
|| button
== RIGHT_RELEASE
) {
2107 return finish_drag(state
, ui
);
2110 if (!INGRID(state
, gx
, gy
)) return NULL
;
2111 if (!(GRID(state
, gx
, gy
) & G_ISLAND
)) return NULL
;
2112 sprintf(buf
, "M%d,%d", gx
, gy
);
2115 } else if (button
== 'h' || button
== 'H') {
2116 game_state
*solved
= dup_game(state
);
2117 solve_for_hint(solved
);
2118 ret
= game_state_diff(state
, solved
);
2126 static game_state
*execute_move(game_state
*state
, char *move
)
2128 game_state
*ret
= dup_game(state
);
2129 int x1
, y1
, x2
, y2
, nl
, n
;
2130 struct island
*is1
, *is2
;
2133 debug(("execute_move: %s\n", move
));
2135 if (!*move
) goto badmove
;
2141 } else if (c
== 'L') {
2142 if (sscanf(move
, "%d,%d,%d,%d,%d%n",
2143 &x1
, &y1
, &x2
, &y2
, &nl
, &n
) != 5)
2145 is1
= INDEX(ret
, gridi
, x1
, y1
);
2146 is2
= INDEX(ret
, gridi
, x2
, y2
);
2147 if (!is1
|| !is2
) goto badmove
;
2148 if (nl
< 0 || nl
> state
->maxb
) goto badmove
;
2149 island_join(is1
, is2
, nl
, 0);
2150 } else if (c
== 'N') {
2151 if (sscanf(move
, "%d,%d,%d,%d%n",
2152 &x1
, &y1
, &x2
, &y2
, &n
) != 4)
2154 is1
= INDEX(ret
, gridi
, x1
, y1
);
2155 is2
= INDEX(ret
, gridi
, x2
, y2
);
2156 if (!is1
|| !is2
) goto badmove
;
2157 island_join(is1
, is2
, -1, 0);
2158 } else if (c
== 'M') {
2159 if (sscanf(move
, "%d,%d%n",
2162 is1
= INDEX(ret
, gridi
, x1
, y1
);
2163 if (!is1
) goto badmove
;
2164 island_togglemark(is1
);
2171 else if (*move
) goto badmove
;
2174 map_update_possibles(ret
);
2175 if (map_check(ret
)) {
2176 debug(("Game completed.\n"));
2182 debug(("%s: unrecognised move.\n", move
));
2187 static char *solve_game(game_state
*state
, game_state
*currstate
,
2188 char *aux
, char **error
)
2194 debug(("solve_game: aux = %s\n", aux
));
2195 solved
= execute_move(state
, aux
);
2197 *error
= "Generated aux string is not a valid move (!).";
2201 solved
= dup_game(state
);
2202 /* solve with max strength... */
2203 if (solve_from_scratch(solved
, 10) == 0) {
2205 *error
= "Game does not have a (non-recursive) solution.";
2209 ret
= game_state_diff(currstate
, solved
);
2211 debug(("solve_game: ret = %s\n", ret
));
2215 /* ----------------------------------------------------------------------
2219 static void game_compute_size(game_params
*params
, int tilesize
,
2222 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2223 struct { int tilesize
; } ads
, *ds
= &ads
;
2224 ads
.tilesize
= tilesize
;
2226 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
2227 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
2230 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2231 game_params
*params
, int tilesize
)
2233 ds
->tilesize
= tilesize
;
2236 static float *game_colours(frontend
*fe
, int *ncolours
)
2238 float *ret
= snewn(3 * NCOLOURS
, float);
2241 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2243 for (i
= 0; i
< 3; i
++) {
2244 ret
[COL_FOREGROUND
* 3 + i
] = 0.0F
;
2245 ret
[COL_HINT
* 3 + i
] = ret
[COL_LOWLIGHT
* 3 + i
];
2246 ret
[COL_GRID
* 3 + i
] =
2247 (ret
[COL_HINT
* 3 + i
] + ret
[COL_BACKGROUND
* 3 + i
]) * 0.5F
;
2248 ret
[COL_MARK
* 3 + i
] = ret
[COL_HIGHLIGHT
* 3 + i
];
2250 ret
[COL_WARNING
* 3 + 0] = 1.0F
;
2251 ret
[COL_WARNING
* 3 + 1] = 0.25F
;
2252 ret
[COL_WARNING
* 3 + 2] = 0.25F
;
2254 ret
[COL_SELECTED
* 3 + 0] = 0.25F
;
2255 ret
[COL_SELECTED
* 3 + 1] = 1.00F
;
2256 ret
[COL_SELECTED
* 3 + 2] = 0.25F
;
2258 *ncolours
= NCOLOURS
;
2262 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2264 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2265 int wh
= state
->w
*state
->h
;
2271 ds
->grid
= snewn(wh
, grid_type
);
2272 memset(ds
->grid
, -1, wh
*sizeof(grid_type
));
2273 ds
->lv
= snewn(wh
, int);
2274 ds
->lh
= snewn(wh
, int);
2275 memset(ds
->lv
, 0, wh
*sizeof(int));
2276 memset(ds
->lh
, 0, wh
*sizeof(int));
2281 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2289 #define LINE_WIDTH (TILE_SIZE/8)
2290 #define TS8(x) (((x)*TILE_SIZE)/8)
2292 #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
2294 static void lines_vert(drawing
*dr
, game_drawstate
*ds
,
2295 int ox
, int oy
, int lv
, int col
, grid_type v
)
2297 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2298 while ((bw
= lw
* lv
+ gw
* (lv
+1)) > TILE_SIZE
)
2302 draw_rect(dr
, ox
+ loff
, oy
, bw
, TILE_SIZE
, COL_MARK
);
2303 for (i
= 0; i
< lv
; i
++, loff
+= lw
+ gw
)
2304 draw_rect(dr
, ox
+ loff
+ gw
, oy
, lw
, TILE_SIZE
, col
);
2307 static void lines_horiz(drawing
*dr
, game_drawstate
*ds
,
2308 int ox
, int oy
, int lh
, int col
, grid_type v
)
2310 int lw
= LINE_WIDTH
, gw
= LINE_WIDTH
, bw
, i
, loff
;
2311 while ((bw
= lw
* lh
+ gw
* (lh
+1)) > TILE_SIZE
)
2315 draw_rect(dr
, ox
, oy
+ loff
, TILE_SIZE
, bw
, COL_MARK
);
2316 for (i
= 0; i
< lh
; i
++, loff
+= lw
+ gw
)
2317 draw_rect(dr
, ox
, oy
+ loff
+ gw
, TILE_SIZE
, lw
, col
);
2320 static void line_cross(drawing
*dr
, game_drawstate
*ds
,
2321 int ox
, int oy
, int col
, grid_type v
)
2324 draw_line(dr
, ox
, oy
, ox
+off
, oy
+off
, col
);
2325 draw_line(dr
, ox
+off
, oy
, ox
, oy
+off
, col
);
2328 static void lines_lvlh(game_state
*state
, int x
, int y
, grid_type v
,
2329 int *lv_r
, int *lh_r
)
2333 if (v
& G_LINEV
) lv
= INDEX(state
,lines
,x
,y
);
2334 if (v
& G_LINEH
) lh
= INDEX(state
,lines
,x
,y
);
2337 if (INDEX(state
, possv
, x
, y
) && !lv
) {
2338 lv
= INDEX(state
, possv
, x
, y
);
2340 if (INDEX(state
, possh
, x
, y
) && !lh
) {
2341 lh
= INDEX(state
, possh
, x
, y
);
2344 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
2345 *lv_r
= lv
; *lh_r
= lh
;
2348 static void dsf_debug_draw(drawing
*dr
,
2349 game_state
*state
, game_drawstate
*ds
,
2353 int ts
= TILE_SIZE
/2;
2354 int ox
= COORD(x
) + ts
/2, oy
= COORD(y
) + ts
/2;
2357 sprintf(str
, "%d", dsf_canonify(state
->solver
->dsf
, DINDEX(x
,y
)));
2358 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ts
,
2359 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_WARNING
, str
);
2363 static void lines_redraw(drawing
*dr
,
2364 game_state
*state
, game_drawstate
*ds
, game_ui
*ui
,
2365 int x
, int y
, grid_type v
, int lv
, int lh
)
2367 int ox
= COORD(x
), oy
= COORD(y
);
2368 int vcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2369 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
, hcol
= vcol
;
2370 grid_type todraw
= v
& G_NOLINE
;
2373 if (ui
->todraw
& G_FLAGSH
) hcol
= COL_SELECTED
;
2374 if (ui
->todraw
& G_FLAGSV
) vcol
= COL_SELECTED
;
2375 todraw
|= ui
->todraw
;
2378 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
2381 if (INDEX(state
, possv
, x
, y
) && !(v
& G_LINEV
))
2383 if (INDEX(state
, possh
, x
, y
) && !(v
& G_LINEH
))
2387 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2390 if (todraw
& G_NOLINEV
) {
2391 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(1), vcol
, todraw
);
2392 line_cross(dr
, ds
, ox
+ TS8(3), oy
+ TS8(5), vcol
, todraw
);
2394 if (todraw
& G_NOLINEH
) {
2395 line_cross(dr
, ds
, ox
+ TS8(1), oy
+ TS8(3), hcol
, todraw
);
2396 line_cross(dr
, ds
, ox
+ TS8(5), oy
+ TS8(3), hcol
, todraw
);
2399 lines_vert(dr
, ds
, ox
, oy
, lv
, vcol
, v
);
2401 lines_horiz(dr
, ds
, ox
, oy
, lh
, hcol
, v
);
2403 dsf_debug_draw(dr
, state
, ds
, x
, y
);
2404 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2407 #define ISLAND_RADIUS ((TILE_SIZE*12)/20)
2408 #define ISLAND_NUMSIZE(is) \
2409 (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
2411 static void island_redraw(drawing
*dr
,
2412 game_state
*state
, game_drawstate
*ds
,
2413 struct island
*is
, grid_type v
)
2415 /* These overlap the edges of their squares, which is why they're drawn later.
2416 * We know they can't overlap each other because they're not allowed within 2
2417 * squares of each other. */
2418 int half
= TILE_SIZE
/2;
2419 int ox
= COORD(is
->x
) + half
, oy
= COORD(is
->y
) + half
;
2420 int orad
= ISLAND_RADIUS
, irad
= orad
- LINE_WIDTH
;
2421 int updatesz
= orad
*2+1;
2422 int tcol
= (v
& G_FLASH
) ? COL_HIGHLIGHT
:
2423 (v
& G_WARN
) ? COL_WARNING
: COL_FOREGROUND
;
2424 int col
= (v
& G_ISSEL
) ? COL_SELECTED
: tcol
;
2425 int bg
= (v
& G_MARK
) ? COL_MARK
: COL_BACKGROUND
;
2429 draw_rect_outline(dr
, COORD(is
->x
), COORD(is
->y
),
2430 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2433 /* draw a thick circle */
2434 draw_circle(dr
, ox
, oy
, orad
, col
, col
);
2435 draw_circle(dr
, ox
, oy
, irad
, bg
, bg
);
2437 sprintf(str
, "%d", is
->count
);
2438 draw_text(dr
, ox
, oy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2439 ALIGN_VCENTRE
| ALIGN_HCENTRE
, tcol
, str
);
2441 dsf_debug_draw(dr
, state
, ds
, is
->x
, is
->y
);
2442 draw_update(dr
, ox
- orad
, oy
- orad
, updatesz
, updatesz
);
2445 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2446 game_state
*state
, int dir
, game_ui
*ui
,
2447 float animtime
, float flashtime
)
2449 int x
, y
, force
= 0, i
, j
, redraw
, lv
, lh
;
2450 grid_type v
, dsv
, flash
= 0;
2451 struct island
*is
, *is_drag_src
= NULL
, *is_drag_dst
= NULL
;
2454 int f
= (int)(flashtime
* 5 / FLASH_TIME
);
2455 if (f
== 1 || f
== 3) flash
= G_FLASH
;
2458 /* Clear screen, if required. */
2461 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2462 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2464 draw_rect_outline(dr
,
2465 COORD(0)-1, COORD(0)-1,
2466 TILE_SIZE
* ds
->w
+ 2, TILE_SIZE
* ds
->h
+ 2,
2469 draw_update(dr
, 0, 0,
2470 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2471 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2476 if (ui
->dragx_src
!= -1 && ui
->dragy_src
!= -1) {
2478 is_drag_src
= INDEX(state
, gridi
, ui
->dragx_src
, ui
->dragy_src
);
2479 assert(is_drag_src
);
2480 if (ui
->dragx_dst
!= -1 && ui
->dragy_dst
!= -1) {
2481 is_drag_dst
= INDEX(state
, gridi
, ui
->dragx_dst
, ui
->dragy_dst
);
2482 assert(is_drag_dst
);
2487 /* Draw all lines (and hints, if we want), but *not* islands. */
2488 for (x
= 0; x
< ds
->w
; x
++) {
2489 for (y
= 0; y
< ds
->h
; y
++) {
2490 v
= GRID(state
, x
, y
) | flash
;
2491 dsv
= GRID(ds
,x
,y
) & ~G_REDRAW
;
2493 if (v
& G_ISLAND
) continue;
2496 if (WITHIN(x
,is_drag_src
->x
, is_drag_dst
->x
) &&
2497 WITHIN(y
,is_drag_src
->y
, is_drag_dst
->y
))
2500 lines_lvlh(state
, x
, y
, v
, &lv
, &lh
);
2503 lv
!= INDEX(ds
,lv
,x
,y
) ||
2504 lh
!= INDEX(ds
,lh
,x
,y
) ||
2506 GRID(ds
, x
, y
) = v
| G_REDRAW
;
2507 INDEX(ds
,lv
,x
,y
) = lv
;
2508 INDEX(ds
,lh
,x
,y
) = lh
;
2509 lines_redraw(dr
, state
, ds
, ui
, x
, y
, v
, lv
, lh
);
2511 GRID(ds
,x
,y
) &= ~G_REDRAW
;
2516 for (i
= 0; i
< state
->n_islands
; i
++) {
2517 is
= &state
->islands
[i
];
2518 v
= GRID(state
, is
->x
, is
->y
) | flash
;
2521 for (j
= 0; j
< is
->adj
.npoints
; j
++) {
2522 if (GRID(ds
,is
->adj
.points
[j
].x
,is
->adj
.points
[j
].y
) & G_REDRAW
) {
2528 if (is
== is_drag_src
)
2530 else if (is_drag_dst
&& is
== is_drag_dst
)
2534 if (island_impossible(is
, v
& G_MARK
)) v
|= G_WARN
;
2536 if ((v
!= GRID(ds
, is
->x
, is
->y
)) || force
|| redraw
) {
2537 GRID(ds
,is
->x
,is
->y
) = v
;
2538 island_redraw(dr
, state
, ds
, is
, v
);
2543 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2544 int dir
, game_ui
*ui
)
2549 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2550 int dir
, game_ui
*ui
)
2552 if (!oldstate
->completed
&& newstate
->completed
&&
2553 !oldstate
->solved
&& !newstate
->solved
)
2559 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2564 static void game_print_size(game_params
*params
, float *x
, float *y
)
2568 /* 10mm squares by default. */
2569 game_compute_size(params
, 1000, &pw
, &ph
);
2574 static void game_print(drawing
*dr
, game_state
*state
, int ts
)
2576 int ink
= print_mono_colour(dr
, 0);
2577 int paper
= print_mono_colour(dr
, 1);
2578 int x
, y
, cx
, cy
, i
, nl
;
2582 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2583 game_drawstate ads
, *ds
= &ads
;
2586 /* I don't think this wants a border. */
2589 print_line_width(dr
, ts
/ 12);
2590 for (x
= 0; x
< state
->w
; x
++) {
2591 for (y
= 0; y
< state
->h
; y
++) {
2592 cx
= COORD(x
); cy
= COORD(y
);
2593 grid
= GRID(state
,x
,y
);
2594 nl
= INDEX(state
,lines
,x
,y
);
2596 if (grid
& G_ISLAND
) continue;
2597 if (grid
& G_LINEV
) {
2599 draw_line(dr
, cx
+ts
/2-loff
, cy
, cx
+ts
/2-loff
, cy
+ts
, ink
);
2600 draw_line(dr
, cx
+ts
/2+loff
, cy
, cx
+ts
/2+loff
, cy
+ts
, ink
);
2602 draw_line(dr
, cx
+ts
/2, cy
, cx
+ts
/2, cy
+ts
, ink
);
2605 if (grid
& G_LINEH
) {
2607 draw_line(dr
, cx
, cy
+ts
/2-loff
, cx
+ts
, cy
+ts
/2-loff
, ink
);
2608 draw_line(dr
, cx
, cy
+ts
/2+loff
, cx
+ts
, cy
+ts
/2+loff
, ink
);
2610 draw_line(dr
, cx
, cy
+ts
/2, cx
+ts
, cy
+ts
/2, ink
);
2617 for (i
= 0; i
< state
->n_islands
; i
++) {
2619 struct island
*is
= &state
->islands
[i
];
2620 grid
= GRID(state
, is
->x
, is
->y
);
2621 cx
= COORD(is
->x
) + ts
/2;
2622 cy
= COORD(is
->y
) + ts
/2;
2624 draw_circle(dr
, cx
, cy
, ISLAND_RADIUS
, paper
, ink
);
2626 sprintf(str
, "%d", is
->count
);
2627 draw_text(dr
, cx
, cy
, FONT_VARIABLE
, ISLAND_NUMSIZE(is
),
2628 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
2633 #define thegame bridges
2636 const struct game thegame
= {
2637 "Bridges", "games.bridges", "bridges",
2644 TRUE
, game_configure
, custom_params
,
2652 TRUE
, game_can_format_as_text_now
, game_text_format
,
2660 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2663 game_free_drawstate
,
2667 TRUE
, FALSE
, game_print_size
, game_print
,
2668 FALSE
, /* wants_statusbar */
2669 FALSE
, game_timing_state
,
2670 REQUIRE_RBUTTON
, /* flags */
2673 /* vim: set shiftwidth=4 tabstop=8: */