summaryrefslogtreecommitdiff
path: root/apps/plugins/puzzles/src/bridges.c
diff options
context:
space:
mode:
authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/bridges.c
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
downloadrockbox-881746789a489fad85aae8317555f73dbe261556.zip
rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz
rockbox-881746789a489fad85aae8317555f73dbe261556.tar.bz2
rockbox-881746789a489fad85aae8317555f73dbe261556.tar.xz
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/bridges.c')
-rw-r--r--apps/plugins/puzzles/src/bridges.c3262
1 files changed, 3262 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/bridges.c b/apps/plugins/puzzles/src/bridges.c
new file mode 100644
index 0000000..6975208
--- /dev/null
+++ b/apps/plugins/puzzles/src/bridges.c
@@ -0,0 +1,3262 @@
+/*
+ * bridges.c: Implementation of the Nikoli game 'Bridges'.
+ *
+ * Things still to do:
+ *
+ * - The solver's algorithmic design is not really ideal. It makes
+ * use of the same data representation as gameplay uses, which
+ * often looks like a tempting reuse of code but isn't always a
+ * good idea. In this case, it's unpleasant that each edge of the
+ * graph ends up represented as multiple squares on a grid, with
+ * flags indicating when edges and non-edges cross; that's useful
+ * when the result can be directly translated into positions of
+ * graphics on the display, but in purely internal work it makes
+ * even simple manipulations during solving more painful than they
+ * should be, and complex ones have no choice but to modify the
+ * data structures temporarily, test things, and put them back. I
+ * envisage a complete solver rewrite along the following lines:
+ * + We have a collection of vertices (islands) and edges
+ * (potential bridge locations, i.e. pairs of horizontal or
+ * vertical islands with no other island in between).
+ * + Each edge has an associated list of edges that cross it, and
+ * hence with which it is mutually exclusive.
+ * + For each edge, we track the min and max number of bridges we
+ * currently think possible.
+ * + For each vertex, we track the number of _liberties_ it has,
+ * i.e. its clue number minus the min bridge count for each edge
+ * out of it.
+ * + We also maintain a dsf that identifies sets of vertices which
+ * are connected components of the puzzle so far, and for each
+ * equivalence class we track the total number of liberties for
+ * that component. (The dsf mechanism will also already track
+ * the size of each component, i.e. number of islands.)
+ * + So incrementing the min for an edge requires processing along
+ * the lines of:
+ * - set the max for all edges crossing that one to zero
+ * - decrement the liberty count for the vertex at each end,
+ * and also for each vertex's equivalence class (NB they may
+ * be the same class)
+ * - unify the two equivalence classes if they're not already,
+ * and if so, set the liberty count for the new class to be
+ * the sum of the previous two.
+ * + Decrementing the max is much easier, however.
+ * + With this data structure the really fiddly stuff in stage3()
+ * becomes more or less trivial, because it's now a quick job to
+ * find out whether an island would form an isolated subgraph if
+ * connected to a given subset of its neighbours:
+ * - identify the connected components containing the test
+ * vertex and its putative new neighbours (but be careful not
+ * to count a component more than once if two or more of the
+ * vertices involved are already in the same one)
+ * - find the sum of those components' liberty counts, and also
+ * the total number of islands involved
+ * - if the total liberty count of the connected components is
+ * exactly equal to twice the number of edges we'd be adding
+ * (of course each edge destroys two liberties, one at each
+ * end) then these components would become a subgraph with
+ * zero liberties if connected together.
+ * - therefore, if that subgraph also contains fewer than the
+ * total number of islands, it's disallowed.
+ * - As mentioned in stage3(), once we've identified such a
+ * disallowed pattern, we have two choices for what to do
+ * with it: if the candidate set of neighbours has size 1 we
+ * can reduce the max for the edge to that one neighbour,
+ * whereas if its complement has size 1 we can increase the
+ * min for the edge to the _omitted_ neighbour.
+ *
+ * - write a recursive solver?
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/* Turn this on for hints about which lines are considered possibilities. */
+#undef DRAW_GRID
+
+/* --- structures for params, state, etc. --- */
+
+#define MAX_BRIDGES 4
+
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
+
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define FLASH_TIME 0.50F
+
+enum {
+ COL_BACKGROUND,
+ COL_FOREGROUND,
+ COL_HIGHLIGHT, COL_LOWLIGHT,
+ COL_SELECTED, COL_MARK,
+ COL_HINT, COL_GRID,
+ COL_WARNING,
+ COL_CURSOR,
+ NCOLOURS
+};
+
+struct game_params {
+ int w, h, maxb;
+ int islands, expansion; /* %age of island squares, %age chance of expansion */
+ int allowloops, difficulty;
+};
+
+/* general flags used by all structs */
+#define G_ISLAND 0x0001
+#define G_LINEV 0x0002 /* contains a vert. line */
+#define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */
+#define G_LINE (G_LINEV|G_LINEH)
+#define G_MARKV 0x0008
+#define G_MARKH 0x0010
+#define G_MARK (G_MARKV|G_MARKH)
+#define G_NOLINEV 0x0020
+#define G_NOLINEH 0x0040
+#define G_NOLINE (G_NOLINEV|G_NOLINEH)
+
+/* flags used by the error checker */
+#define G_WARN 0x0080
+
+/* flags used by the solver etc. */
+#define G_SWEEP 0x1000
+
+#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
+#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
+
+typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */
+
+struct solver_state {
+ int *dsf, *comptspaces;
+ int *tmpdsf, *tmpcompspaces;
+ int refcount;
+};
+
+/* state->gridi is an optimisation; it stores the pointer to the island
+ * structs indexed by (x,y). It's not strictly necessary (we could use
+ * find234 instead), but Purify showed that board generation (mostly the solver)
+ * was spending 60% of its time in find234. */
+
+struct surrounds { /* cloned from lightup.c */
+ struct { int x, y, dx, dy, off; } points[4];
+ int npoints, nislands;
+};
+
+struct island {
+ game_state *state;
+ int x, y, count;
+ struct surrounds adj;
+};
+
+struct game_state {
+ int w, h, completed, solved, allowloops, maxb;
+ grid_type *grid;
+ struct island *islands;
+ int n_islands, n_islands_alloc;
+ game_params params; /* used by the aux solver. */
+#define N_WH_ARRAYS 5
+ char *wha, *possv, *possh, *lines, *maxv, *maxh;
+ struct island **gridi;
+ struct solver_state *solver; /* refcounted */
+};
+
+#define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type))
+
+#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
+
+#define DINDEX(x,y) ((y)*state->w + (x))
+
+#define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)])
+#define IDX(s,g,i) ((s)->g[(i)])
+#define GRID(s,x,y) INDEX(s,grid,x,y)
+#define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y)))
+#define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y)))
+
+#define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0)
+
+#define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1))
+#define WITHIN(x,min,max) ((min) > (max) ? \
+ WITHIN2(x,max,min) : WITHIN2(x,min,max))
+
+/* --- island struct and tree support functions --- */
+
+#define ISLAND_ORTH(is,j,f,df) \
+ (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df))
+
+#define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx)
+#define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy)
+
+static void fixup_islands_for_realloc(game_state *state)
+{
+ int i;
+
+ for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL;
+ for (i = 0; i < state->n_islands; i++) {
+ struct island *is = &state->islands[i];
+ is->state = state;
+ INDEX(state, gridi, is->x, is->y) = is;
+ }
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int x, y, len, nl;
+ char *ret, *p;
+ struct island *is;
+ grid_type grid;
+
+ len = (state->h) * (state->w+1) + 1;
+ ret = snewn(len, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ grid = GRID(state,x,y);
+ nl = INDEX(state,lines,x,y);
+ is = INDEX(state, gridi, x, y);
+ if (is) {
+ *p++ = '0' + is->count;
+ } else if (grid & G_LINEV) {
+ *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */
+ } else if (grid & G_LINEH) {
+ *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~';
+ } else {
+ *p++ = '.';
+ }
+ }
+ *p++ = '\n';
+ }
+ *p++ = '\0';
+
+ assert(p - ret == len);
+ return ret;
+}
+
+static void debug_state(game_state *state)
+{
+ char *textversion = game_text_format(state);
+ debug(("%s", textversion));
+ sfree(textversion);
+}
+
+/*static void debug_possibles(game_state *state)
+{
+ int x, y;
+ debug(("possh followed by possv\n"));
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ debug(("%d", POSSIBLES(state, 1, x, y)));
+ }
+ debug((" "));
+ for (x = 0; x < state->w; x++) {
+ debug(("%d", POSSIBLES(state, 0, x, y)));
+ }
+ debug(("\n"));
+ }
+ debug(("\n"));
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ debug(("%d", MAXIMUM(state, 1, x, y)));
+ }
+ debug((" "));
+ for (x = 0; x < state->w; x++) {
+ debug(("%d", MAXIMUM(state, 0, x, y)));
+ }
+ debug(("\n"));
+ }
+ debug(("\n"));
+}*/
+
+static void island_set_surrounds(struct island *is)
+{
+ assert(INGRID(is->state,is->x,is->y));
+ is->adj.npoints = is->adj.nislands = 0;
+#define ADDPOINT(cond,ddx,ddy) do {\
+ if (cond) { \
+ is->adj.points[is->adj.npoints].x = is->x+(ddx); \
+ is->adj.points[is->adj.npoints].y = is->y+(ddy); \
+ is->adj.points[is->adj.npoints].dx = (ddx); \
+ is->adj.points[is->adj.npoints].dy = (ddy); \
+ is->adj.points[is->adj.npoints].off = 0; \
+ is->adj.npoints++; \
+ } } while(0)
+ ADDPOINT(is->x > 0, -1, 0);
+ ADDPOINT(is->x < (is->state->w-1), +1, 0);
+ ADDPOINT(is->y > 0, 0, -1);
+ ADDPOINT(is->y < (is->state->h-1), 0, +1);
+}
+
+static void island_find_orthogonal(struct island *is)
+{
+ /* fills in the rest of the 'surrounds' structure, assuming
+ * all other islands are now in place. */
+ int i, x, y, dx, dy, off;
+
+ is->adj.nislands = 0;
+ for (i = 0; i < is->adj.npoints; i++) {
+ dx = is->adj.points[i].dx;
+ dy = is->adj.points[i].dy;
+ x = is->x + dx;
+ y = is->y + dy;
+ off = 1;
+ is->adj.points[i].off = 0;
+ while (INGRID(is->state, x, y)) {
+ if (GRID(is->state, x, y) & G_ISLAND) {
+ is->adj.points[i].off = off;
+ is->adj.nislands++;
+ /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n",
+ is->x, is->y, off, dx, dy,
+ ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/
+ goto foundisland;
+ }
+ off++; x += dx; y += dy;
+ }
+foundisland:
+ ;
+ }
+}
+
+static int island_hasbridge(struct island *is, int direction)
+{
+ int x = is->adj.points[direction].x;
+ int y = is->adj.points[direction].y;
+ grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV;
+
+ if (GRID(is->state, x, y) & gline) return 1;
+ return 0;
+}
+
+static struct island *island_find_connection(struct island *is, int adjpt)
+{
+ struct island *is_r;
+
+ assert(adjpt < is->adj.npoints);
+ if (!is->adj.points[adjpt].off) return NULL;
+ if (!island_hasbridge(is, adjpt)) return NULL;
+
+ is_r = INDEX(is->state, gridi,
+ ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt));
+ assert(is_r);
+
+ return is_r;
+}
+
+static struct island *island_add(game_state *state, int x, int y, int count)
+{
+ struct island *is;
+ int realloced = 0;
+
+ assert(!(GRID(state,x,y) & G_ISLAND));
+ GRID(state,x,y) |= G_ISLAND;
+
+ state->n_islands++;
+ if (state->n_islands > state->n_islands_alloc) {
+ state->n_islands_alloc = state->n_islands * 2;
+ state->islands =
+ sresize(state->islands, state->n_islands_alloc, struct island);
+ realloced = 1;
+ }
+ is = &state->islands[state->n_islands-1];
+
+ memset(is, 0, sizeof(struct island));
+ is->state = state;
+ is->x = x;
+ is->y = y;
+ is->count = count;
+ island_set_surrounds(is);
+
+ if (realloced)
+ fixup_islands_for_realloc(state);
+ else
+ INDEX(state, gridi, x, y) = is;
+
+ return is;
+}
+
+
+/* n = -1 means 'flip NOLINE flags [and set line to 0].' */
+static void island_join(struct island *i1, struct island *i2, int n, int is_max)
+{
+ game_state *state = i1->state;
+ int s, e, x, y;
+
+ assert(i1->state == i2->state);
+ assert(n >= -1 && n <= i1->state->maxb);
+
+ if (i1->x == i2->x) {
+ x = i1->x;
+ if (i1->y < i2->y) {
+ s = i1->y+1; e = i2->y-1;
+ } else {
+ s = i2->y+1; e = i1->y-1;
+ }
+ for (y = s; y <= e; y++) {
+ if (is_max) {
+ INDEX(state,maxv,x,y) = n;
+ } else {
+ if (n < 0) {
+ GRID(state,x,y) ^= G_NOLINEV;
+ } else if (n == 0) {
+ GRID(state,x,y) &= ~G_LINEV;
+ } else {
+ GRID(state,x,y) |= G_LINEV;
+ INDEX(state,lines,x,y) = n;
+ }
+ }
+ }
+ } else if (i1->y == i2->y) {
+ y = i1->y;
+ if (i1->x < i2->x) {
+ s = i1->x+1; e = i2->x-1;
+ } else {
+ s = i2->x+1; e = i1->x-1;
+ }
+ for (x = s; x <= e; x++) {
+ if (is_max) {
+ INDEX(state,maxh,x,y) = n;
+ } else {
+ if (n < 0) {
+ GRID(state,x,y) ^= G_NOLINEH;
+ } else if (n == 0) {
+ GRID(state,x,y) &= ~G_LINEH;
+ } else {
+ GRID(state,x,y) |= G_LINEH;
+ INDEX(state,lines,x,y) = n;
+ }
+ }
+ }
+ } else {
+ assert(!"island_join: islands not orthogonal.");
+ }
+}
+
+/* Counts the number of bridges currently attached to the island. */
+static int island_countbridges(struct island *is)
+{
+ int i, c = 0;
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ c += GRIDCOUNT(is->state,
+ is->adj.points[i].x, is->adj.points[i].y,
+ is->adj.points[i].dx ? G_LINEH : G_LINEV);
+ }
+ /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/
+ return c;
+}
+
+static int island_adjspace(struct island *is, int marks, int missing,
+ int direction)
+{
+ int x, y, poss, curr, dx;
+ grid_type gline, mline;
+
+ x = is->adj.points[direction].x;
+ y = is->adj.points[direction].y;
+ dx = is->adj.points[direction].dx;
+ gline = dx ? G_LINEH : G_LINEV;
+
+ if (marks) {
+ mline = dx ? G_MARKH : G_MARKV;
+ if (GRID(is->state,x,y) & mline) return 0;
+ }
+ poss = POSSIBLES(is->state, dx, x, y);
+ poss = min(poss, missing);
+
+ curr = GRIDCOUNT(is->state, x, y, gline);
+ poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr);
+
+ return poss;
+}
+
+/* Counts the number of bridge spaces left around the island;
+ * expects the possibles to be up-to-date. */
+static int island_countspaces(struct island *is, int marks)
+{
+ int i, c = 0, missing;
+
+ missing = is->count - island_countbridges(is);
+ if (missing < 0) return 0;
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ c += island_adjspace(is, marks, missing, i);
+ }
+ return c;
+}
+
+static int island_isadj(struct island *is, int direction)
+{
+ int x, y;
+ grid_type gline, mline;
+
+ x = is->adj.points[direction].x;
+ y = is->adj.points[direction].y;
+
+ mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV;
+ gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV;
+ if (GRID(is->state, x, y) & mline) {
+ /* If we're marked (i.e. the thing to attach to is complete)
+ * only count an adjacency if we're already attached. */
+ return GRIDCOUNT(is->state, x, y, gline);
+ } else {
+ /* If we're unmarked, count possible adjacency iff it's
+ * flagged as POSSIBLE. */
+ return POSSIBLES(is->state, is->adj.points[direction].dx, x, y);
+ }
+ return 0;
+}
+
+/* Counts the no. of possible adjacent islands (including islands
+ * we're already connected to). */
+static int island_countadj(struct island *is)
+{
+ int i, nadj = 0;
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ if (island_isadj(is, i)) nadj++;
+ }
+ return nadj;
+}
+
+static void island_togglemark(struct island *is)
+{
+ int i, j, x, y, o;
+ struct island *is_loop;
+
+ /* mark the island... */
+ GRID(is->state, is->x, is->y) ^= G_MARK;
+
+ /* ...remove all marks on non-island squares... */
+ for (x = 0; x < is->state->w; x++) {
+ for (y = 0; y < is->state->h; y++) {
+ if (!(GRID(is->state, x, y) & G_ISLAND))
+ GRID(is->state, x, y) &= ~G_MARK;
+ }
+ }
+
+ /* ...and add marks to squares around marked islands. */
+ for (i = 0; i < is->state->n_islands; i++) {
+ is_loop = &is->state->islands[i];
+ if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK))
+ continue;
+
+ for (j = 0; j < is_loop->adj.npoints; j++) {
+ /* if this direction takes us to another island, mark all
+ * squares between the two islands. */
+ if (!is_loop->adj.points[j].off) continue;
+ assert(is_loop->adj.points[j].off > 1);
+ for (o = 1; o < is_loop->adj.points[j].off; o++) {
+ GRID(is_loop->state,
+ is_loop->x + is_loop->adj.points[j].dx*o,
+ is_loop->y + is_loop->adj.points[j].dy*o) |=
+ is_loop->adj.points[j].dy ? G_MARKV : G_MARKH;
+ }
+ }
+ }
+}
+
+static int island_impossible(struct island *is, int strict)
+{
+ int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
+ int i, poss;
+ struct island *is_orth;
+
+ if (nspc < 0) {
+ debug(("island at (%d,%d) impossible because full.\n", is->x, is->y));
+ return 1; /* too many bridges */
+ } else if ((curr + island_countspaces(is, 0)) < is->count) {
+ debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y));
+ return 1; /* impossible to create enough bridges */
+ } else if (strict && curr < is->count) {
+ debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y));
+ return 1; /* not enough bridges and island is locked */
+ }
+
+ /* Count spaces in surrounding islands. */
+ nsurrspc = 0;
+ for (i = 0; i < is->adj.npoints; i++) {
+ int ifree, dx = is->adj.points[i].dx;
+
+ if (!is->adj.points[i].off) continue;
+ poss = POSSIBLES(is->state, dx,
+ is->adj.points[i].x, is->adj.points[i].y);
+ if (poss == 0) continue;
+ is_orth = INDEX(is->state, gridi,
+ ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i));
+ assert(is_orth);
+
+ ifree = is_orth->count - island_countbridges(is_orth);
+ if (ifree > 0) {
+ /*
+ * ifree is the number of bridges unfilled in the other
+ * island, which is clearly an upper bound on the number
+ * of extra bridges this island may run to it.
+ *
+ * Another upper bound is the number of bridges unfilled
+ * on the specific line between here and there. We must
+ * take the minimum of both.
+ */
+ int bmax = MAXIMUM(is->state, dx,
+ is->adj.points[i].x, is->adj.points[i].y);
+ int bcurr = GRIDCOUNT(is->state,
+ is->adj.points[i].x, is->adj.points[i].y,
+ dx ? G_LINEH : G_LINEV);
+ assert(bcurr <= bmax);
+ nsurrspc += min(ifree, bmax - bcurr);
+ }
+ }
+ if (nsurrspc < nspc) {
+ debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
+ is->x, is->y, nsurrspc, nspc));
+ return 1; /* not enough spaces around surrounding islands to fill this one. */
+ }
+
+ return 0;
+}
+
+/* --- Game parameter functions --- */
+
+#define DEFAULT_PRESET 0
+
+const struct game_params bridges_presets[] = {
+ { 7, 7, 2, 30, 10, 1, 0 },
+ { 7, 7, 2, 30, 10, 1, 1 },
+ { 7, 7, 2, 30, 10, 1, 2 },
+ { 10, 10, 2, 30, 10, 1, 0 },
+ { 10, 10, 2, 30, 10, 1, 1 },
+ { 10, 10, 2, 30, 10, 1, 2 },
+ { 15, 15, 2, 30, 10, 1, 0 },
+ { 15, 15, 2, 30, 10, 1, 1 },
+ { 15, 15, 2, 30, 10, 1, 2 },
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+ *ret = bridges_presets[DEFAULT_PRESET];
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(bridges_presets))
+ return FALSE;
+
+ ret = default_params();
+ *ret = bridges_presets[i];
+ *params = ret;
+
+ sprintf(buf, "%dx%d %s", ret->w, ret->h,
+ ret->difficulty == 0 ? "easy" :
+ ret->difficulty == 1 ? "medium" : "hard");
+ *name = dupstr(buf);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+#define EATNUM(x) do { \
+ (x) = atoi(string); \
+ while (*string && isdigit((unsigned char)*string)) string++; \
+} while(0)
+
+static void decode_params(game_params *params, char const *string)
+{
+ EATNUM(params->w);
+ params->h = params->w;
+ if (*string == 'x') {
+ string++;
+ EATNUM(params->h);
+ }
+ if (*string == 'i') {
+ string++;
+ EATNUM(params->islands);
+ }
+ if (*string == 'e') {
+ string++;
+ EATNUM(params->expansion);
+ }
+ if (*string == 'm') {
+ string++;
+ EATNUM(params->maxb);
+ }
+ params->allowloops = 1;
+ if (*string == 'L') {
+ string++;
+ params->allowloops = 0;
+ }
+ if (*string == 'd') {
+ string++;
+ EATNUM(params->difficulty);
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char buf[80];
+
+ if (full) {
+ sprintf(buf, "%dx%di%de%dm%d%sd%d",
+ params->w, params->h, params->islands, params->expansion,
+ params->maxb, params->allowloops ? "" : "L",
+ params->difficulty);
+ } else {
+ sprintf(buf, "%dx%dm%d%s", params->w, params->h,
+ params->maxb, params->allowloops ? "" : "L");
+ }
+ return dupstr(buf);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(8, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = ":Easy:Medium:Hard";
+ ret[2].ival = params->difficulty;
+
+ ret[3].name = "Allow loops";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->allowloops;
+
+ ret[4].name = "Max. bridges per direction";
+ ret[4].type = C_CHOICES;
+ ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
+ ret[4].ival = params->maxb - 1;
+
+ ret[5].name = "%age of island squares";
+ ret[5].type = C_CHOICES;
+ ret[5].sval = ":5%:10%:15%:20%:25%:30%";
+ ret[5].ival = (params->islands / 5)-1;
+
+ ret[6].name = "Expansion factor (%age)";
+ ret[6].type = C_CHOICES;
+ ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
+ ret[6].ival = params->expansion / 10;
+
+ ret[7].name = NULL;
+ ret[7].type = C_END;
+ ret[7].sval = NULL;
+ ret[7].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->difficulty = cfg[2].ival;
+ ret->allowloops = cfg[3].ival;
+ ret->maxb = cfg[4].ival + 1;
+ ret->islands = (cfg[5].ival + 1) * 5;
+ ret->expansion = cfg[6].ival * 10;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 3 || params->h < 3)
+ return "Width and height must be at least 3";
+ if (params->maxb < 1 || params->maxb > MAX_BRIDGES)
+ return "Too many bridges.";
+ if (full) {
+ if (params->islands <= 0 || params->islands > 30)
+ return "%age of island squares must be between 1% and 30%";
+ if (params->expansion < 0 || params->expansion > 100)
+ return "Expansion factor must be between 0 and 100";
+ }
+ return NULL;
+}
+
+/* --- Game encoding and differences --- */
+
+static char *encode_game(game_state *state)
+{
+ char *ret, *p;
+ int wh = state->w*state->h, run, x, y;
+ struct island *is;
+
+ ret = snewn(wh + 1, char);
+ p = ret;
+ run = 0;
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ is = INDEX(state, gridi, x, y);
+ if (is) {
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ if (is->count < 10)
+ *p++ = '0' + is->count;
+ else
+ *p++ = 'A' + (is->count - 10);
+ } else {
+ if (run == 26) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ run++;
+ }
+ }
+ }
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ *p = '\0';
+ assert(p - ret <= wh);
+
+ return ret;
+}
+
+static char *game_state_diff(const game_state *src, const game_state *dest)
+{
+ int movesize = 256, movelen = 0;
+ char *move = snewn(movesize, char), buf[80];
+ int i, d, x, y, len;
+ grid_type gline, nline;
+ struct island *is_s, *is_d, *is_orth;
+
+#define APPEND do { \
+ if (movelen + len >= movesize) { \
+ movesize = movelen + len + 256; \
+ move = sresize(move, movesize, char); \
+ } \
+ strcpy(move + movelen, buf); \
+ movelen += len; \
+} while(0)
+
+ move[movelen++] = 'S';
+ move[movelen] = '\0';
+
+ assert(src->n_islands == dest->n_islands);
+
+ for (i = 0; i < src->n_islands; i++) {
+ is_s = &src->islands[i];
+ is_d = &dest->islands[i];
+ assert(is_s->x == is_d->x);
+ assert(is_s->y == is_d->y);
+ assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */
+
+ for (d = 0; d < is_s->adj.npoints; d++) {
+ if (is_s->adj.points[d].dx == -1 ||
+ is_s->adj.points[d].dy == -1) continue;
+
+ x = is_s->adj.points[d].x;
+ y = is_s->adj.points[d].y;
+ gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV;
+ nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV;
+ is_orth = INDEX(dest, gridi,
+ ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d));
+
+ if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) {
+ assert(is_orth);
+ len = sprintf(buf, ";L%d,%d,%d,%d,%d",
+ is_s->x, is_s->y, is_orth->x, is_orth->y,
+ GRIDCOUNT(dest, x, y, gline));
+ APPEND;
+ }
+ if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) {
+ assert(is_orth);
+ len = sprintf(buf, ";N%d,%d,%d,%d",
+ is_s->x, is_s->y, is_orth->x, is_orth->y);
+ APPEND;
+ }
+ }
+ if ((GRID(src, is_s->x, is_s->y) & G_MARK) !=
+ (GRID(dest, is_d->x, is_d->y) & G_MARK)) {
+ len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y);
+ APPEND;
+ }
+ }
+ return move;
+}
+
+/* --- Game setup and solving utilities --- */
+
+/* This function is optimised; a Quantify showed that lots of grid-generation time
+ * (>50%) was spent in here. Hence the IDX() stuff. */
+
+static void map_update_possibles(game_state *state)
+{
+ int x, y, s, e, bl, i, np, maxb, w = state->w, idx;
+ struct island *is_s = NULL, *is_f = NULL;
+
+ /* Run down vertical stripes [un]setting possv... */
+ for (x = 0; x < state->w; x++) {
+ idx = x;
+ s = e = -1;
+ bl = 0;
+ maxb = state->params.maxb; /* placate optimiser */
+ /* Unset possible flags until we find an island. */
+ for (y = 0; y < state->h; y++) {
+ is_s = IDX(state, gridi, idx);
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
+
+ IDX(state, possv, idx) = 0;
+ idx += w;
+ }
+ for (; y < state->h; y++) {
+ maxb = min(maxb, IDX(state, maxv, idx));
+ is_f = IDX(state, gridi, idx);
+ if (is_f) {
+ assert(is_s);
+ np = min(maxb, is_f->count);
+
+ if (s != -1) {
+ for (i = s; i <= e; i++) {
+ INDEX(state, possv, x, i) = bl ? 0 : np;
+ }
+ }
+ s = y+1;
+ bl = 0;
+ is_s = is_f;
+ maxb = is_s->count;
+ } else {
+ e = y;
+ if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1;
+ }
+ idx += w;
+ }
+ if (s != -1) {
+ for (i = s; i <= e; i++)
+ INDEX(state, possv, x, i) = 0;
+ }
+ }
+
+ /* ...and now do horizontal stripes [un]setting possh. */
+ /* can we lose this clone'n'hack? */
+ for (y = 0; y < state->h; y++) {
+ idx = y*w;
+ s = e = -1;
+ bl = 0;
+ maxb = state->params.maxb; /* placate optimiser */
+ for (x = 0; x < state->w; x++) {
+ is_s = IDX(state, gridi, idx);
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
+
+ IDX(state, possh, idx) = 0;
+ idx += 1;
+ }
+ for (; x < state->w; x++) {
+ maxb = min(maxb, IDX(state, maxh, idx));
+ is_f = IDX(state, gridi, idx);
+ if (is_f) {
+ assert(is_s);
+ np = min(maxb, is_f->count);
+
+ if (s != -1) {
+ for (i = s; i <= e; i++) {
+ INDEX(state, possh, i, y) = bl ? 0 : np;
+ }
+ }
+ s = x+1;
+ bl = 0;
+ is_s = is_f;
+ maxb = is_s->count;
+ } else {
+ e = x;
+ if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1;
+ }
+ idx += 1;
+ }
+ if (s != -1) {
+ for (i = s; i <= e; i++)
+ INDEX(state, possh, i, y) = 0;
+ }
+ }
+}
+
+static void map_count(game_state *state)
+{
+ int i, n, ax, ay;
+ grid_type flag, grid;
+ struct island *is;
+
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ is->count = 0;
+ for (n = 0; n < is->adj.npoints; n++) {
+ ax = is->adj.points[n].x;
+ ay = is->adj.points[n].y;
+ flag = (ax == is->x) ? G_LINEV : G_LINEH;
+ grid = GRID(state,ax,ay);
+ if (grid & flag) {
+ is->count += INDEX(state,lines,ax,ay);
+ }
+ }
+ }
+}
+
+static void map_find_orthogonal(game_state *state)
+{
+ int i;
+
+ for (i = 0; i < state->n_islands; i++) {
+ island_find_orthogonal(&state->islands[i]);
+ }
+}
+
+struct bridges_neighbour_ctx {
+ game_state *state;
+ int i, n, neighbours[4];
+};
+static int bridges_neighbour(int vertex, void *vctx)
+{
+ struct bridges_neighbour_ctx *ctx = (struct bridges_neighbour_ctx *)vctx;
+ if (vertex >= 0) {
+ game_state *state = ctx->state;
+ int w = state->w, x = vertex % w, y = vertex / w;
+ grid_type grid = GRID(state, x, y), gline = grid & G_LINE;
+ struct island *is;
+ int x1, y1, x2, y2, i;
+
+ ctx->i = ctx->n = 0;
+
+ is = INDEX(state, gridi, x, y);
+ if (is) {
+ for (i = 0; i < is->adj.npoints; i++) {
+ gline = is->adj.points[i].dx ? G_LINEH : G_LINEV;
+ if (GRID(state, is->adj.points[i].x,
+ is->adj.points[i].y) & gline) {
+ ctx->neighbours[ctx->n++] =
+ (is->adj.points[i].y * w + is->adj.points[i].x);
+ }
+ }
+ } else if (gline) {
+ if (gline & G_LINEV) {
+ x1 = x2 = x;
+ y1 = y-1; y2 = y+1;
+ } else {
+ x1 = x-1; x2 = x+1;
+ y1 = y2 = y;
+ }
+ /* Non-island squares with edges in should never be
+ * pointing off the edge of the grid. */
+ assert(INGRID(state, x1, y1));
+ assert(INGRID(state, x2, y2));
+ if (GRID(state, x1, y1) & (gline | G_ISLAND))
+ ctx->neighbours[ctx->n++] = y1 * w + x1;
+ if (GRID(state, x2, y2) & (gline | G_ISLAND))
+ ctx->neighbours[ctx->n++] = y2 * w + x2;
+ }
+ }
+
+ if (ctx->i < ctx->n)
+ return ctx->neighbours[ctx->i++];
+ else
+ return -1;
+}
+
+static int map_hasloops(game_state *state, int mark)
+{
+ int x, y;
+ struct findloopstate *fls;
+ struct bridges_neighbour_ctx ctx;
+ int ret;
+
+ fls = findloop_new_state(state->w * state->h);
+ ctx.state = state;
+ ret = findloop_run(fls, state->w * state->h, bridges_neighbour, &ctx);
+
+ if (mark) {
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int u, v;
+
+ u = y * state->w + x;
+ for (v = bridges_neighbour(u, &ctx); v >= 0;
+ v = bridges_neighbour(-1, &ctx))
+ if (findloop_is_loop_edge(fls, u, v))
+ GRID(state,x,y) |= G_WARN;
+ }
+ }
+ }
+
+ findloop_free_state(fls);
+ return ret;
+}
+
+static void map_group(game_state *state)
+{
+ int i, wh = state->w*state->h, d1, d2;
+ int x, y, x2, y2;
+ int *dsf = state->solver->dsf;
+ struct island *is, *is_join;
+
+ /* Initialise dsf. */
+ dsf_init(dsf, wh);
+
+ /* For each island, find connected islands right or down
+ * and merge the dsf for the island squares as well as the
+ * bridge squares. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */
+
+ is = INDEX(state, gridi, x, y);
+ if (!is) continue;
+ d1 = DINDEX(x,y);
+ for (i = 0; i < is->adj.npoints; i++) {
+ /* only want right/down */
+ if (is->adj.points[i].dx == -1 ||
+ is->adj.points[i].dy == -1) continue;
+
+ is_join = island_find_connection(is, i);
+ if (!is_join) continue;
+
+ d2 = DINDEX(is_join->x, is_join->y);
+ if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) {
+ ; /* we have a loop. See comment in map_hasloops. */
+ /* However, we still want to merge all squares joining
+ * this side-that-makes-a-loop. */
+ }
+ /* merge all squares between island 1 and island 2. */
+ for (x2 = x; x2 <= is_join->x; x2++) {
+ for (y2 = y; y2 <= is_join->y; y2++) {
+ d2 = DINDEX(x2,y2);
+ if (d1 != d2) dsf_merge(dsf,d1,d2);
+ }
+ }
+ }
+ }
+ }
+}
+
+static int map_group_check(game_state *state, int canon, int warn,
+ int *nislands_r)
+{
+ int *dsf = state->solver->dsf, nislands = 0;
+ int x, y, i, allfull = 1;
+ struct island *is;
+
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue;
+
+ GRID(state, is->x, is->y) |= G_SWEEP;
+ nislands++;
+ if (island_countbridges(is) != is->count)
+ allfull = 0;
+ }
+ if (warn && allfull && nislands != state->n_islands) {
+ /* we're full and this island group isn't the whole set.
+ * Mark all squares with this dsf canon as ERR. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (dsf_canonify(dsf, DINDEX(x,y)) == canon) {
+ GRID(state,x,y) |= G_WARN;
+ }
+ }
+ }
+
+ }
+ if (nislands_r) *nislands_r = nislands;
+ return allfull;
+}
+
+static int map_group_full(game_state *state, int *ngroups_r)
+{
+ int *dsf = state->solver->dsf, ngroups = 0;
+ int i, anyfull = 0;
+ struct island *is;
+
+ /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
+
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ if (GRID(state,is->x,is->y) & G_SWEEP) continue;
+
+ ngroups++;
+ if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)),
+ 1, NULL))
+ anyfull = 1;
+ }
+
+ *ngroups_r = ngroups;
+ return anyfull;
+}
+
+static int map_check(game_state *state)
+{
+ int ngroups;
+
+ /* Check for loops, if necessary. */
+ if (!state->allowloops) {
+ if (map_hasloops(state, 1))
+ return 0;
+ }
+
+ /* Place islands into island groups and check for early
+ * satisfied-groups. */
+ map_group(state); /* clears WARN and SWEEP */
+ if (map_group_full(state, &ngroups)) {
+ if (ngroups == 1) return 1;
+ }
+ return 0;
+}
+
+static void map_clear(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ /* clear most flags; might want to be slightly more careful here. */
+ GRID(state,x,y) &= G_ISLAND;
+ }
+ }
+}
+
+static void solve_join(struct island *is, int direction, int n, int is_max)
+{
+ struct island *is_orth;
+ int d1, d2, *dsf = is->state->solver->dsf;
+ game_state *state = is->state; /* for DINDEX */
+
+ is_orth = INDEX(is->state, gridi,
+ ISLAND_ORTHX(is, direction),
+ ISLAND_ORTHY(is, direction));
+ assert(is_orth);
+ /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
+ is->x, is->y, is_orth->x, is_orth->y, n));*/
+ island_join(is, is_orth, n, is_max);
+
+ if (n > 0 && !is_max) {
+ d1 = DINDEX(is->x, is->y);
+ d2 = DINDEX(is_orth->x, is_orth->y);
+ if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2))
+ dsf_merge(dsf, d1, d2);
+ }
+}
+
+static int solve_fillone(struct island *is)
+{
+ int i, nadded = 0;
+
+ debug(("solve_fillone for island (%d,%d).\n", is->x, is->y));
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ if (island_isadj(is, i)) {
+ if (island_hasbridge(is, i)) {
+ /* already attached; do nothing. */;
+ } else {
+ solve_join(is, i, 1, 0);
+ nadded++;
+ }
+ }
+ }
+ return nadded;
+}
+
+static int solve_fill(struct island *is)
+{
+ /* for each unmarked adjacent, make sure we convert every possible bridge
+ * to a real one, and then work out the possibles afresh. */
+ int i, nnew, ncurr, nadded = 0, missing;
+
+ debug(("solve_fill for island (%d,%d).\n", is->x, is->y));
+
+ missing = is->count - island_countbridges(is);
+ if (missing < 0) return 0;
+
+ /* very like island_countspaces. */
+ for (i = 0; i < is->adj.npoints; i++) {
+ nnew = island_adjspace(is, 1, missing, i);
+ if (nnew) {
+ ncurr = GRIDCOUNT(is->state,
+ is->adj.points[i].x, is->adj.points[i].y,
+ is->adj.points[i].dx ? G_LINEH : G_LINEV);
+
+ solve_join(is, i, nnew + ncurr, 0);
+ nadded += nnew;
+ }
+ }
+ return nadded;
+}
+
+static int solve_island_stage1(struct island *is, int *didsth_r)
+{
+ int bridges = island_countbridges(is);
+ int nspaces = island_countspaces(is, 1);
+ int nadj = island_countadj(is);
+ int didsth = 0;
+
+ assert(didsth_r);
+
+ /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
+ is->x, is->y, bridges, is->count, nspaces, nadj));*/
+ if (bridges > is->count) {
+ /* We only ever add bridges when we're sure they fit, or that's
+ * the only place they can go. If we've added bridges such that
+ * another island has become wrong, the puzzle must not have had
+ * a solution. */
+ debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y));
+ return 0;
+ } else if (bridges == is->count) {
+ /* This island is full. Make sure it's marked (and update
+ * possibles if we did). */
+ if (!(GRID(is->state, is->x, is->y) & G_MARK)) {
+ debug(("...marking island (%d,%d) as full.\n", is->x, is->y));
+ island_togglemark(is);
+ didsth = 1;
+ }
+ } else if (GRID(is->state, is->x, is->y) & G_MARK) {
+ debug(("...island (%d,%d) is marked but unfinished!\n",
+ is->x, is->y));
+ return 0; /* island has been marked unfinished; no solution from here. */
+ } else {
+ /* This is the interesting bit; we try and fill in more information
+ * about this island. */
+ if (is->count == bridges + nspaces) {
+ if (solve_fill(is) > 0) didsth = 1;
+ } else if (is->count > ((nadj-1) * is->state->maxb)) {
+ /* must have at least one bridge in each possible direction. */
+ if (solve_fillone(is) > 0) didsth = 1;
+ }
+ }
+ if (didsth) {
+ map_update_possibles(is->state);
+ *didsth_r = 1;
+ }
+ return 1;
+}
+
+/* returns non-zero if a new line here would cause a loop. */
+static int solve_island_checkloop(struct island *is, int direction)
+{
+ struct island *is_orth;
+ int *dsf = is->state->solver->dsf, d1, d2;
+ game_state *state = is->state;
+
+ if (is->state->allowloops) return 0; /* don't care anyway */
+ if (island_hasbridge(is, direction)) return 0; /* already has a bridge */
+ if (island_isadj(is, direction) == 0) return 0; /* no adj island */
+
+ is_orth = INDEX(is->state, gridi,
+ ISLAND_ORTHX(is,direction),
+ ISLAND_ORTHY(is,direction));
+ if (!is_orth) return 0;
+
+ d1 = DINDEX(is->x, is->y);
+ d2 = DINDEX(is_orth->x, is_orth->y);
+ if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) {
+ /* two islands are connected already; don't join them. */
+ return 1;
+ }
+ return 0;
+}
+
+static int solve_island_stage2(struct island *is, int *didsth_r)
+{
+ int added = 0, removed = 0, navail = 0, nadj, i;
+
+ assert(didsth_r);
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ if (solve_island_checkloop(is, i)) {
+ debug(("removing possible loop at (%d,%d) direction %d.\n",
+ is->x, is->y, i));
+ solve_join(is, i, -1, 0);
+ map_update_possibles(is->state);
+ removed = 1;
+ } else {
+ navail += island_isadj(is, i);
+ /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
+ is->x, is->y,
+ is->adj.points[i].dx, is->adj.points[i].dy,
+ island_isadj(is, i)));*/
+ }
+ }
+
+ /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ if (!island_hasbridge(is, i)) {
+ nadj = island_isadj(is, i);
+ if (nadj > 0 && (navail - nadj) < is->count) {
+ /* we couldn't now complete the island without at
+ * least one bridge here; put it in. */
+ /*debug(("nadj %d, navail %d, is->count %d.\n",
+ nadj, navail, is->count));*/
+ debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
+ is->x, is->y,
+ is->adj.points[i].dx, is->adj.points[i].dy));
+ solve_join(is, i, 1, 0);
+ added = 1;
+ /*debug_state(is->state);
+ debug_possibles(is->state);*/
+ }
+ }
+ }
+ if (added) map_update_possibles(is->state);
+ if (added || removed) *didsth_r = 1;
+ return 1;
+}
+
+static int solve_island_subgroup(struct island *is, int direction)
+{
+ struct island *is_join;
+ int nislands, *dsf = is->state->solver->dsf;
+ game_state *state = is->state;
+
+ debug(("..checking subgroups.\n"));
+
+ /* if is isn't full, return 0. */
+ if (island_countbridges(is) < is->count) {
+ debug(("...orig island (%d,%d) not full.\n", is->x, is->y));
+ return 0;
+ }
+
+ if (direction >= 0) {
+ is_join = INDEX(state, gridi,
+ ISLAND_ORTHX(is, direction),
+ ISLAND_ORTHY(is, direction));
+ assert(is_join);
+
+ /* if is_join isn't full, return 0. */
+ if (island_countbridges(is_join) < is_join->count) {
+ debug(("...dest island (%d,%d) not full.\n",
+ is_join->x, is_join->y));
+ return 0;
+ }
+ }
+
+ /* Check group membership for is->dsf; if it's full return 1. */
+ if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)),
+ 0, &nislands)) {
+ if (nislands < state->n_islands) {
+ /* we have a full subgroup that isn't the whole set.
+ * This isn't allowed. */
+ debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
+ is->x, is->y));
+ return 1;
+ } else {
+ debug(("...has finished puzzle.\n"));
+ }
+ }
+ return 0;
+}
+
+static int solve_island_impossible(game_state *state)
+{
+ struct island *is;
+ int i;
+
+ /* If any islands are impossible, return 1. */
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ if (island_impossible(is, 0)) {
+ debug(("island at (%d,%d) has become impossible, disallowing.\n",
+ is->x, is->y));
+ return 1;
+ }
+ }
+ return 0;
+}
+
+/* Bear in mind that this function is really rather inefficient. */
+static int solve_island_stage3(struct island *is, int *didsth_r)
+{
+ int i, n, x, y, missing, spc, curr, maxb, didsth = 0;
+ int wh = is->state->w * is->state->h;
+ struct solver_state *ss = is->state->solver;
+
+ assert(didsth_r);
+
+ missing = is->count - island_countbridges(is);
+ if (missing <= 0) return 1;
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ x = is->adj.points[i].x;
+ y = is->adj.points[i].y;
+ spc = island_adjspace(is, 1, missing, i);
+ if (spc == 0) continue;
+
+ curr = GRIDCOUNT(is->state, x, y,
+ is->adj.points[i].dx ? G_LINEH : G_LINEV);
+ debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
+ is->x, is->y, curr+1, curr+spc));
+
+ /* Now we know that this island could have more bridges,
+ * to bring the total from curr+1 to curr+spc. */
+ maxb = -1;
+ /* We have to squirrel the dsf away and restore it afterwards;
+ * it is additive only, and can't be removed from. */
+ memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
+ for (n = curr+1; n <= curr+spc; n++) {
+ solve_join(is, i, n, 0);
+ map_update_possibles(is->state);
+
+ if (solve_island_subgroup(is, i) ||
+ solve_island_impossible(is->state)) {
+ maxb = n-1;
+ debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
+ is->x, is->y,
+ is->adj.points[i].dx, is->adj.points[i].dy,
+ maxb));
+ break;
+ }
+ }
+ solve_join(is, i, curr, 0); /* put back to before. */
+ memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
+
+ if (maxb != -1) {
+ /*debug_state(is->state);*/
+ if (maxb == 0) {
+ debug(("...adding NOLINE.\n"));
+ solve_join(is, i, -1, 0); /* we can't have any bridges here. */
+ } else {
+ debug(("...setting maximum\n"));
+ solve_join(is, i, maxb, 1);
+ }
+ didsth = 1;
+ }
+ map_update_possibles(is->state);
+ }
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ /*
+ * Now check to see if any currently empty direction must have
+ * at least one bridge in order to avoid forming an isolated
+ * subgraph. This differs from the check above in that it
+ * considers multiple target islands. For example:
+ *
+ * 2 2 4
+ * 1 3 2
+ * 3
+ * 4
+ *
+ * The example on the left can be handled by the above loop:
+ * it will observe that connecting the central 2 twice to the
+ * left would form an isolated subgraph, and hence it will
+ * restrict that 2 to at most one bridge in that direction.
+ * But the example on the right won't be handled by that loop,
+ * because the deduction requires us to imagine connecting the
+ * 3 to _both_ the 1 and 2 at once to form an isolated
+ * subgraph.
+ *
+ * This pass is necessary _as well_ as the above one, because
+ * neither can do the other's job. In the left one,
+ * restricting the direction which _would_ cause trouble can
+ * be done even if it's not yet clear which of the remaining
+ * directions has to have a compensatory bridge; whereas the
+ * pass below that can handle the right-hand example does need
+ * to know what direction to point the necessary bridge in.
+ *
+ * Neither pass can handle the most general case, in which we
+ * observe that an arbitrary subset of an island's neighbours
+ * would form an isolated subgraph with it if it connected
+ * maximally to them, and hence that at least one bridge must
+ * point to some neighbour outside that subset but we don't
+ * know which neighbour. To handle that, we'd have to have a
+ * richer data format for the solver, which could cope with
+ * recording the idea that at least one of two edges must have
+ * a bridge.
+ */
+ int got = 0;
+ int before[4];
+ int j;
+
+ spc = island_adjspace(is, 1, missing, i);
+ if (spc == 0) continue;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ before[j] = GRIDCOUNT(is->state,
+ is->adj.points[j].x,
+ is->adj.points[j].y,
+ is->adj.points[j].dx ? G_LINEH : G_LINEV);
+ if (before[i] != 0) continue; /* this idea is pointless otherwise */
+
+ memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
+
+ for (j = 0; j < is->adj.npoints; j++) {
+ spc = island_adjspace(is, 1, missing, j);
+ if (spc == 0) continue;
+ if (j == i) continue;
+ solve_join(is, j, before[j] + spc, 0);
+ }
+ map_update_possibles(is->state);
+
+ if (solve_island_subgroup(is, -1))
+ got = 1;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ solve_join(is, j, before[j], 0);
+ memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
+
+ if (got) {
+ debug(("island at (%d,%d) must connect in direction (%d,%d) to"
+ " avoid full subgroup.\n",
+ is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy));
+ solve_join(is, i, 1, 0);
+ didsth = 1;
+ }
+
+ map_update_possibles(is->state);
+ }
+
+ if (didsth) *didsth_r = didsth;
+ return 1;
+}
+
+#define CONTINUE_IF_FULL do { \
+if (GRID(state, is->x, is->y) & G_MARK) { \
+ /* island full, don't try fixing it */ \
+ continue; \
+} } while(0)
+
+static int solve_sub(game_state *state, int difficulty, int depth)
+{
+ struct island *is;
+ int i, didsth;
+
+ while (1) {
+ didsth = 0;
+
+ /* First island iteration: things we can work out by looking at
+ * properties of the island as a whole. */
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ if (!solve_island_stage1(is, &didsth)) return 0;
+ }
+ if (didsth) continue;
+ else if (difficulty < 1) break;
+
+ /* Second island iteration: thing we can work out by looking at
+ * properties of individual island connections. */
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ CONTINUE_IF_FULL;
+ if (!solve_island_stage2(is, &didsth)) return 0;
+ }
+ if (didsth) continue;
+ else if (difficulty < 2) break;
+
+ /* Third island iteration: things we can only work out by looking
+ * at groups of islands. */
+ for (i = 0; i < state->n_islands; i++) {
+ is = &state->islands[i];
+ if (!solve_island_stage3(is, &didsth)) return 0;
+ }
+ if (didsth) continue;
+ else if (difficulty < 3) break;
+
+ /* If we can be bothered, write a recursive solver to finish here. */
+ break;
+ }
+ if (map_check(state)) return 1; /* solved it */
+ return 0;
+}
+
+static void solve_for_hint(game_state *state)
+{
+ map_group(state);
+ solve_sub(state, 10, 0);
+}
+
+static int solve_from_scratch(game_state *state, int difficulty)
+{
+ map_clear(state);
+ map_group(state);
+ map_update_possibles(state);
+ return solve_sub(state, difficulty, 0);
+}
+
+/* --- New game functions --- */
+
+static game_state *new_state(const game_params *params)
+{
+ game_state *ret = snew(game_state);
+ int wh = params->w * params->h, i;
+
+ ret->w = params->w;
+ ret->h = params->h;
+ ret->allowloops = params->allowloops;
+ ret->maxb = params->maxb;
+ ret->params = *params;
+
+ ret->grid = snewn(wh, grid_type);
+ memset(ret->grid, 0, GRIDSZ(ret));
+
+ ret->wha = snewn(wh*N_WH_ARRAYS, char);
+ memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char));
+
+ ret->possv = ret->wha;
+ ret->possh = ret->wha + wh;
+ ret->lines = ret->wha + wh*2;
+ ret->maxv = ret->wha + wh*3;
+ ret->maxh = ret->wha + wh*4;
+
+ memset(ret->maxv, ret->maxb, wh*sizeof(char));
+ memset(ret->maxh, ret->maxb, wh*sizeof(char));
+
+ ret->islands = NULL;
+ ret->n_islands = 0;
+ ret->n_islands_alloc = 0;
+
+ ret->gridi = snewn(wh, struct island *);
+ for (i = 0; i < wh; i++) ret->gridi[i] = NULL;
+
+ ret->solved = ret->completed = 0;
+
+ ret->solver = snew(struct solver_state);
+ ret->solver->dsf = snew_dsf(wh);
+ ret->solver->tmpdsf = snewn(wh, int);
+
+ ret->solver->refcount = 1;
+
+ return ret;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+ int wh = state->w*state->h;
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->allowloops = state->allowloops;
+ ret->maxb = state->maxb;
+ ret->params = state->params;
+
+ ret->grid = snewn(wh, grid_type);
+ memcpy(ret->grid, state->grid, GRIDSZ(ret));
+
+ ret->wha = snewn(wh*N_WH_ARRAYS, char);
+ memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char));
+
+ ret->possv = ret->wha;
+ ret->possh = ret->wha + wh;
+ ret->lines = ret->wha + wh*2;
+ ret->maxv = ret->wha + wh*3;
+ ret->maxh = ret->wha + wh*4;
+
+ ret->islands = snewn(state->n_islands, struct island);
+ memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island));
+ ret->n_islands = ret->n_islands_alloc = state->n_islands;
+
+ ret->gridi = snewn(wh, struct island *);
+ fixup_islands_for_realloc(ret);
+
+ ret->solved = state->solved;
+ ret->completed = state->completed;
+
+ ret->solver = state->solver;
+ ret->solver->refcount++;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (--state->solver->refcount <= 0) {
+ sfree(state->solver->dsf);
+ sfree(state->solver->tmpdsf);
+ sfree(state->solver);
+ }
+
+ sfree(state->islands);
+ sfree(state->gridi);
+
+ sfree(state->wha);
+
+ sfree(state->grid);
+ sfree(state);
+}
+
+#define MAX_NEWISLAND_TRIES 50
+#define MIN_SENSIBLE_ISLANDS 3
+
+#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ game_state *tobuild = NULL;
+ int i, j, wh = params->w * params->h, x, y, dx, dy;
+ int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
+ int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
+ struct island *is, *is2;
+ char *ret;
+ unsigned int echeck;
+
+ /* pick a first island position randomly. */
+generate:
+ if (tobuild) free_game(tobuild);
+ tobuild = new_state(params);
+
+ x = random_upto(rs, params->w);
+ y = random_upto(rs, params->h);
+ island_add(tobuild, x, y, 0);
+ ni_curr = 1;
+ ni_bad = 0;
+ debug(("Created initial island at (%d,%d).\n", x, y));
+
+ while (ni_curr < ni_req) {
+ /* Pick a random island to try and extend from. */
+ i = random_upto(rs, tobuild->n_islands);
+ is = &tobuild->islands[i];
+
+ /* Pick a random direction to extend in. */
+ j = random_upto(rs, is->adj.npoints);
+ dx = is->adj.points[j].x - is->x;
+ dy = is->adj.points[j].y - is->y;
+
+ /* Find out limits of where we could put a new island. */
+ joinx = joiny = -1;
+ minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */
+ x = is->x+dx; y = is->y+dy;
+ if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) {
+ /* already a line next to the island, continue. */
+ goto bad;
+ }
+ while (1) {
+ if (x < 0 || x >= params->w || y < 0 || y >= params->h) {
+ /* got past the edge; put a possible at the island
+ * and exit. */
+ maxx = x-dx; maxy = y-dy;
+ goto foundmax;
+ }
+ if (GRID(tobuild,x,y) & G_ISLAND) {
+ /* could join up to an existing island... */
+ joinx = x; joiny = y;
+ /* ... or make a new one 2 spaces away. */
+ maxx = x - 2*dx; maxy = y - 2*dy;
+ goto foundmax;
+ } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) {
+ /* could make a new one 1 space away from the line. */
+ maxx = x - dx; maxy = y - dy;
+ goto foundmax;
+ }
+ x += dx; y += dy;
+ }
+
+foundmax:
+ debug(("Island at (%d,%d) with d(%d,%d) has new positions "
+ "(%d,%d) -> (%d,%d), join (%d,%d).\n",
+ is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny));
+ /* Now we know where we could either put a new island
+ * (between min and max), or (if loops are allowed) could join on
+ * to an existing island (at join). */
+ if (params->allowloops && joinx != -1 && joiny != -1) {
+ if (random_upto(rs, 100) < (unsigned long)params->expansion) {
+ is2 = INDEX(tobuild, gridi, joinx, joiny);
+ debug(("Joining island at (%d,%d) to (%d,%d).\n",
+ is->x, is->y, is2->x, is2->y));
+ goto join;
+ }
+ }
+ diffx = (maxx - minx) * dx;
+ diffy = (maxy - miny) * dy;
+ if (diffx < 0 || diffy < 0) goto bad;
+ if (random_upto(rs,100) < (unsigned long)params->expansion) {
+ newx = maxx; newy = maxy;
+ debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy));
+ } else {
+ newx = minx + random_upto(rs,diffx+1)*dx;
+ newy = miny + random_upto(rs,diffy+1)*dy;
+ debug(("Creating new island at (%d,%d).\n", newx, newy));
+ }
+ /* check we're not next to island in the other orthogonal direction. */
+ if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) ||
+ (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) {
+ debug(("New location is adjacent to island, skipping.\n"));
+ goto bad;
+ }
+ is2 = island_add(tobuild, newx, newy, 0);
+ /* Must get is again at this point; the array might have
+ * been realloced by island_add... */
+ is = &tobuild->islands[i]; /* ...but order will not change. */
+
+ ni_curr++; ni_bad = 0;
+join:
+ island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0);
+ debug_state(tobuild);
+ continue;
+
+bad:
+ ni_bad++;
+ if (ni_bad > MAX_NEWISLAND_TRIES) {
+ debug(("Unable to create any new islands after %d tries; "
+ "created %d [%d%%] (instead of %d [%d%%] requested).\n",
+ MAX_NEWISLAND_TRIES,
+ ni_curr, ni_curr * 100 / wh,
+ ni_req, ni_req * 100 / wh));
+ goto generated;
+ }
+ }
+
+generated:
+ if (ni_curr == 1) {
+ debug(("Only generated one island (!), retrying.\n"));
+ goto generate;
+ }
+ /* Check we have at least one island on each extremity of the grid. */
+ echeck = 0;
+ for (x = 0; x < params->w; x++) {
+ if (INDEX(tobuild, gridi, x, 0)) echeck |= 1;
+ if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2;
+ }
+ for (y = 0; y < params->h; y++) {
+ if (INDEX(tobuild, gridi, 0, y)) echeck |= 4;
+ if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8;
+ }
+ if (echeck != 15) {
+ debug(("Generated grid doesn't fill to sides, retrying.\n"));
+ goto generate;
+ }
+
+ map_count(tobuild);
+ map_find_orthogonal(tobuild);
+
+ if (params->difficulty > 0) {
+ if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
+ (solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
+ debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
+ params->difficulty-1));
+ goto generate;
+ }
+ }
+
+ if (solve_from_scratch(tobuild, params->difficulty) == 0) {
+ debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
+ params->difficulty));
+ goto generate;
+ }
+
+ /* ... tobuild is now solved. We rely on this making the diff for aux. */
+ debug_state(tobuild);
+ ret = encode_game(tobuild);
+ {
+ game_state *clean = dup_game(tobuild);
+ map_clear(clean);
+ map_update_possibles(clean);
+ *aux = game_state_diff(clean, tobuild);
+ free_game(clean);
+ }
+ free_game(tobuild);
+
+ return ret;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int i, wh = params->w * params->h;
+
+ for (i = 0; i < wh; i++) {
+ if (*desc >= '1' && *desc <= '9')
+ /* OK */;
+ else if (*desc >= 'a' && *desc <= 'z')
+ i += *desc - 'a'; /* plus the i++ */
+ else if (*desc >= 'A' && *desc <= 'G')
+ /* OK */;
+ else if (*desc == 'V' || *desc == 'W' ||
+ *desc == 'X' || *desc == 'Y' ||
+ *desc == 'H' || *desc == 'I' ||
+ *desc == 'J' || *desc == 'K')
+ /* OK */;
+ else if (!*desc)
+ return "Game description shorter than expected";
+ else
+ return "Game description contains unexpected character";
+ desc++;
+ }
+ if (*desc || i > wh)
+ return "Game description longer than expected";
+
+ return NULL;
+}
+
+static game_state *new_game_sub(const game_params *params, const char *desc)
+{
+ game_state *state = new_state(params);
+ int x, y, run = 0;
+
+ debug(("new_game[_sub]: desc = '%s'.\n", desc));
+
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ char c = '\0';
+
+ if (run == 0) {
+ c = *desc++;
+ assert(c != 'S');
+ if (c >= 'a' && c <= 'z')
+ run = c - 'a' + 1;
+ }
+
+ if (run > 0) {
+ c = 'S';
+ run--;
+ }
+
+ switch (c) {
+ case '1': case '2': case '3': case '4':
+ case '5': case '6': case '7': case '8': case '9':
+ island_add(state, x, y, (c - '0'));
+ break;
+
+ case 'A': case 'B': case 'C': case 'D':
+ case 'E': case 'F': case 'G':
+ island_add(state, x, y, (c - 'A') + 10);
+ break;
+
+ case 'S':
+ /* empty square */
+ break;
+
+ default:
+ assert(!"Malformed desc.");
+ break;
+ }
+ }
+ }
+ if (*desc) assert(!"Over-long desc.");
+
+ map_find_orthogonal(state);
+ map_update_possibles(state);
+
+ return state;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ return new_game_sub(params, desc);
+}
+
+struct game_ui {
+ int dragx_src, dragy_src; /* source; -1 means no drag */
+ int dragx_dst, dragy_dst; /* src's closest orth island. */
+ grid_type todraw;
+ int dragging, drag_is_noline, nlines;
+
+ int cur_x, cur_y, cur_visible; /* cursor position */
+ int show_hints;
+};
+
+static char *ui_cancel_drag(game_ui *ui)
+{
+ ui->dragx_src = ui->dragy_src = -1;
+ ui->dragx_dst = ui->dragy_dst = -1;
+ ui->dragging = 0;
+ return "";
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui_cancel_drag(ui);
+ ui->cur_x = state->islands[0].x;
+ ui->cur_y = state->islands[0].y;
+ ui->cur_visible = 0;
+ ui->show_hints = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int tilesize;
+ int w, h;
+ unsigned long *grid, *newgrid;
+ int *lv, *lh;
+ int started, dragging;
+};
+
+/*
+ * The contents of ds->grid are complicated, because of the circular
+ * islands which overlap their own grid square into neighbouring
+ * squares. An island square can contain pieces of the bridges in all
+ * directions, and conversely a bridge square can be intruded on by
+ * islands from any direction.
+ *
+ * So we define one group of flags describing what's important about
+ * an island, and another describing a bridge. Island squares' entries
+ * in ds->grid contain one of the former and four of the latter; bridge
+ * squares, four of the former and _two_ of the latter - because a
+ * horizontal and vertical 'bridge' can cross, when one of them is a
+ * 'no bridge here' pencil mark.
+ *
+ * Bridge flags need to indicate 0-4 actual bridges (3 bits), a 'no
+ * bridge' row of crosses, or a grey hint line; that's 7
+ * possibilities, so 3 bits suffice. But then we also need to vary the
+ * colours: the bridges can turn COL_WARNING if they're part of a loop
+ * in no-loops mode, COL_HIGHLIGHT during a victory flash, or
+ * COL_SELECTED if they're the bridge the user is currently dragging,
+ * so that's 2 more bits for foreground colour. Also bridges can be
+ * backed by COL_MARK if they're locked by the user, so that's one
+ * more bit, making 6 bits per bridge direction.
+ *
+ * Island flags omit the actual island clue (it never changes during
+ * the game, so doesn't have to be stored in ds->grid to check against
+ * the previous version), so they just need to include 2 bits for
+ * foreground colour (an island can be normal, COL_HIGHLIGHT during
+ * victory, COL_WARNING if its clue is unsatisfiable, or COL_SELECTED
+ * if it's part of the user's drag) and 2 bits for background (normal,
+ * COL_MARK for a locked island, COL_CURSOR for the keyboard cursor).
+ * That's 4 bits per island direction. We must also indicate whether
+ * no island is present at all (in the case where the island is
+ * potentially intruding into the side of a line square), which we do
+ * using the unused 4th value of the background field.
+ *
+ * So an island square needs 4 + 4*6 = 28 bits, while a bridge square
+ * needs 4*4 + 2*6 = 28 bits too. Both only just fit in 32 bits, which
+ * is handy, because otherwise we'd have to faff around forever with
+ * little structs!
+ */
+/* Flags for line data */
+#define DL_COUNTMASK 0x07
+#define DL_COUNT_CROSS 0x06
+#define DL_COUNT_HINT 0x07
+#define DL_COLMASK 0x18
+#define DL_COL_NORMAL 0x00
+#define DL_COL_WARNING 0x08
+#define DL_COL_FLASH 0x10
+#define DL_COL_SELECTED 0x18
+#define DL_LOCK 0x20
+#define DL_MASK 0x3F
+/* Flags for island data */
+#define DI_COLMASK 0x03
+#define DI_COL_NORMAL 0x00
+#define DI_COL_FLASH 0x01
+#define DI_COL_WARNING 0x02
+#define DI_COL_SELECTED 0x03
+#define DI_BGMASK 0x0C
+#define DI_BG_NO_ISLAND 0x00
+#define DI_BG_NORMAL 0x04
+#define DI_BG_MARK 0x08
+#define DI_BG_CURSOR 0x0C
+#define DI_MASK 0x0F
+/* Shift counts for the format of a 32-bit word in an island square */
+#define D_I_ISLAND_SHIFT 0
+#define D_I_LINE_SHIFT_L 4
+#define D_I_LINE_SHIFT_R 10
+#define D_I_LINE_SHIFT_U 16
+#define D_I_LINE_SHIFT_D 24
+/* Shift counts for the format of a 32-bit word in a line square */
+#define D_L_ISLAND_SHIFT_L 0
+#define D_L_ISLAND_SHIFT_R 4
+#define D_L_ISLAND_SHIFT_U 8
+#define D_L_ISLAND_SHIFT_D 12
+#define D_L_LINE_SHIFT_H 16
+#define D_L_LINE_SHIFT_V 22
+
+static char *update_drag_dst(const game_state *state, game_ui *ui,
+ const game_drawstate *ds, int nx, int ny)
+{
+ int ox, oy, dx, dy, i, currl, maxb;
+ struct island *is;
+ grid_type gtype, ntype, mtype, curr;
+
+ if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL;
+
+ ui->dragx_dst = -1;
+ ui->dragy_dst = -1;
+
+ /* work out which of the four directions we're closest to... */
+ ox = COORD(ui->dragx_src) + TILE_SIZE/2;
+ oy = COORD(ui->dragy_src) + TILE_SIZE/2;
+
+ if (abs(nx-ox) < abs(ny-oy)) {
+ dx = 0;
+ dy = (ny-oy) < 0 ? -1 : 1;
+ gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV;
+ maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy);
+ } else {
+ dy = 0;
+ dx = (nx-ox) < 0 ? -1 : 1;
+ gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH;
+ maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy);
+ }
+ if (ui->drag_is_noline) {
+ ui->todraw = ntype;
+ } else {
+ curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy);
+ currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy);
+
+ if (curr & gtype) {
+ if (currl == maxb) {
+ ui->todraw = 0;
+ ui->nlines = 0;
+ } else {
+ ui->todraw = gtype;
+ ui->nlines = currl + 1;
+ }
+ } else {
+ ui->todraw = gtype;
+ ui->nlines = 1;
+ }
+ }
+
+ /* ... and see if there's an island off in that direction. */
+ is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src);
+ for (i = 0; i < is->adj.npoints; i++) {
+ if (is->adj.points[i].off == 0) continue;
+ curr = GRID(state, is->x+dx, is->y+dy);
+ if (curr & mtype) continue; /* don't allow changes to marked lines. */
+ if (ui->drag_is_noline) {
+ if (curr & gtype) continue; /* no no-line where already a line */
+ } else {
+ if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */
+ if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */
+ }
+
+ if (is->adj.points[i].dx == dx &&
+ is->adj.points[i].dy == dy) {
+ ui->dragx_dst = ISLAND_ORTHX(is,i);
+ ui->dragy_dst = ISLAND_ORTHY(is,i);
+ }
+ }
+ /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
+ ui->dragx_src, ui->dragy_src, dx, dy,
+ ui->dragx_dst, ui->dragy_dst));*/
+ return "";
+}
+
+static char *finish_drag(const game_state *state, game_ui *ui)
+{
+ char buf[80];
+
+ if (ui->dragx_src == -1 || ui->dragy_src == -1)
+ return NULL;
+ if (ui->dragx_dst == -1 || ui->dragy_dst == -1)
+ return ui_cancel_drag(ui);
+
+ if (ui->drag_is_noline) {
+ sprintf(buf, "N%d,%d,%d,%d",
+ ui->dragx_src, ui->dragy_src,
+ ui->dragx_dst, ui->dragy_dst);
+ } else {
+ sprintf(buf, "L%d,%d,%d,%d,%d",
+ ui->dragx_src, ui->dragy_src,
+ ui->dragx_dst, ui->dragy_dst, ui->nlines);
+ }
+
+ ui_cancel_drag(ui);
+
+ return dupstr(buf);
+}
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int gx = FROMCOORD(x), gy = FROMCOORD(y);
+ char buf[80], *ret;
+ grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0;
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL;
+ button &= ~MOD_MASK;
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (!INGRID(state, gx, gy)) return NULL;
+ ui->cur_visible = 0;
+ if (ggrid & G_ISLAND) {
+ ui->dragx_src = gx;
+ ui->dragy_src = gy;
+ return "";
+ } else
+ return ui_cancel_drag(ui);
+ } else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
+ if (INGRID(state, ui->dragx_src, ui->dragy_src)
+ && (gx != ui->dragx_src || gy != ui->dragy_src)
+ && !(GRID(state,ui->dragx_src,ui->dragy_src) & G_MARK)) {
+ ui->dragging = 1;
+ ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0;
+ return update_drag_dst(state, ui, ds, x, y);
+ } else {
+ /* cancel a drag when we go back to the starting point */
+ ui->dragx_dst = -1;
+ ui->dragy_dst = -1;
+ return "";
+ }
+ } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ if (ui->dragging) {
+ return finish_drag(state, ui);
+ } else {
+ if (!INGRID(state, ui->dragx_src, ui->dragy_src)
+ || gx != ui->dragx_src || gy != ui->dragy_src) {
+ return ui_cancel_drag(ui);
+ }
+ ui_cancel_drag(ui);
+ if (!INGRID(state, gx, gy)) return NULL;
+ if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL;
+ sprintf(buf, "M%d,%d", gx, gy);
+ return dupstr(buf);
+ }
+ } else if (button == 'h' || button == 'H') {
+ game_state *solved = dup_game(state);
+ solve_for_hint(solved);
+ ret = game_state_diff(state, solved);
+ free_game(solved);
+ return ret;
+ } else if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+ if (control || shift) {
+ ui->dragx_src = ui->cur_x;
+ ui->dragy_src = ui->cur_y;
+ ui->dragging = TRUE;
+ ui->drag_is_noline = !control;
+ }
+ if (ui->dragging) {
+ int nx = ui->cur_x, ny = ui->cur_y;
+
+ move_cursor(button, &nx, &ny, state->w, state->h, 0);
+ if (nx == ui->cur_x && ny == ui->cur_y)
+ return NULL;
+ update_drag_dst(state, ui, ds,
+ COORD(nx)+TILE_SIZE/2,
+ COORD(ny)+TILE_SIZE/2);
+ return finish_drag(state, ui);
+ } else {
+ int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
+ int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
+ int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
+ int dir, orth, nx = x, ny = y;
+
+ /* 'orthorder' is a tweak to ensure that if you press RIGHT and
+ * happen to move upwards, when you press LEFT you then tend
+ * downwards (rather than upwards again). */
+ int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
+
+ /* This attempts to find an island in the direction you're
+ * asking for, broadly speaking. If you ask to go right, for
+ * example, it'll look for islands to the right and slightly
+ * above or below your current horiz. position, allowing
+ * further above/below the further away it searches. */
+
+ assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
+ /* currently this is depth-first (so orthogonally-adjacent
+ * islands across the other side of the grid will be moved to
+ * before closer islands slightly offset). Swap the order of
+ * these two loops to change to breadth-first search. */
+ for (orth = 0; ; orth++) {
+ int oingrid = 0;
+ for (dir = 1; ; dir++) {
+ int dingrid = 0;
+
+ if (orth > dir) continue; /* only search in cone outwards. */
+
+ nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+
+ nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+
+ if (!dingrid) break;
+ }
+ if (!oingrid) return "";
+ }
+ /* not reached */
+
+found:
+ ui->cur_x = nx;
+ ui->cur_y = ny;
+ return "";
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->dragging || button == CURSOR_SELECT2) {
+ ui_cancel_drag(ui);
+ if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
+ sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ } else
+ return "";
+ } else {
+ grid_type v = GRID(state, ui->cur_x, ui->cur_y);
+ if (v & G_ISLAND) {
+ ui->dragging = 1;
+ ui->dragx_src = ui->cur_x;
+ ui->dragy_src = ui->cur_y;
+ ui->dragx_dst = ui->dragy_dst = -1;
+ ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
+ return "";
+ }
+ }
+ } else if ((button >= '0' && button <= '9') ||
+ (button >= 'a' && button <= 'f') ||
+ (button >= 'A' && button <= 'F')) {
+ /* jump to island with .count == number closest to cur_{x,y} */
+ int best_x = -1, best_y = -1, best_sqdist = -1, number = -1, i;
+
+ if (button >= '0' && button <= '9')
+ number = (button == '0' ? 16 : button - '0');
+ else if (button >= 'a' && button <= 'f')
+ number = 10 + button - 'a';
+ else if (button >= 'A' && button <= 'F')
+ number = 10 + button - 'A';
+
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ for (i = 0; i < state->n_islands; ++i) {
+ int x = state->islands[i].x, y = state->islands[i].y;
+ int dx = x - ui->cur_x, dy = y - ui->cur_y;
+ int sqdist = dx*dx + dy*dy;
+
+ if (state->islands[i].count != number)
+ continue;
+ if (x == ui->cur_x && y == ui->cur_y)
+ continue;
+
+ /* new_game() reads the islands in row-major order, so by
+ * breaking ties in favor of `first in state->islands' we
+ * also break ties by `lexicographically smallest (y, x)'.
+ * Thus, there's a stable pattern to how ties are broken
+ * which the user can learn and use to navigate faster. */
+ if (best_sqdist == -1 || sqdist < best_sqdist) {
+ best_x = x;
+ best_y = y;
+ best_sqdist = sqdist;
+ }
+ }
+ if (best_x != -1 && best_y != -1) {
+ ui->cur_x = best_x;
+ ui->cur_y = best_y;
+ return "";
+ } else
+ return NULL;
+ } else if (button == 'g' || button == 'G') {
+ ui->show_hints = 1 - ui->show_hints;
+ return "";
+ }
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ game_state *ret = dup_game(state);
+ int x1, y1, x2, y2, nl, n;
+ struct island *is1, *is2;
+ char c;
+
+ debug(("execute_move: %s\n", move));
+
+ if (!*move) goto badmove;
+ while (*move) {
+ c = *move++;
+ if (c == 'S') {
+ ret->solved = TRUE;
+ n = 0;
+ } else if (c == 'L') {
+ if (sscanf(move, "%d,%d,%d,%d,%d%n",
+ &x1, &y1, &x2, &y2, &nl, &n) != 5)
+ goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
+ is1 = INDEX(ret, gridi, x1, y1);
+ is2 = INDEX(ret, gridi, x2, y2);
+ if (!is1 || !is2) goto badmove;
+ if (nl < 0 || nl > state->maxb) goto badmove;
+ island_join(is1, is2, nl, 0);
+ } else if (c == 'N') {
+ if (sscanf(move, "%d,%d,%d,%d%n",
+ &x1, &y1, &x2, &y2, &n) != 4)
+ goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
+ is1 = INDEX(ret, gridi, x1, y1);
+ is2 = INDEX(ret, gridi, x2, y2);
+ if (!is1 || !is2) goto badmove;
+ island_join(is1, is2, -1, 0);
+ } else if (c == 'M') {
+ if (sscanf(move, "%d,%d%n",
+ &x1, &y1, &n) != 2)
+ goto badmove;
+ if (!INGRID(ret, x1, y1))
+ goto badmove;
+ is1 = INDEX(ret, gridi, x1, y1);
+ if (!is1) goto badmove;
+ island_togglemark(is1);
+ } else
+ goto badmove;
+
+ move += n;
+ if (*move == ';')
+ move++;
+ else if (*move) goto badmove;
+ }
+
+ map_update_possibles(ret);
+ if (map_check(ret)) {
+ debug(("Game completed.\n"));
+ ret->completed = 1;
+ }
+ return ret;
+
+badmove:
+ debug(("%s: unrecognised move.\n", move));
+ free_game(ret);
+ return NULL;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ char *ret;
+ game_state *solved;
+
+ if (aux) {
+ debug(("solve_game: aux = %s\n", aux));
+ solved = execute_move(state, aux);
+ if (!solved) {
+ *error = "Generated aux string is not a valid move (!).";
+ return NULL;
+ }
+ } else {
+ solved = dup_game(state);
+ /* solve with max strength... */
+ if (solve_from_scratch(solved, 10) == 0) {
+ free_game(solved);
+ *error = "Game does not have a (non-recursive) solution.";
+ return NULL;
+ }
+ }
+ ret = game_state_diff(currstate, solved);
+ free_game(solved);
+ debug(("solve_game: ret = %s\n", ret));
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_FOREGROUND * 3 + i] = 0.0F;
+ ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
+ ret[COL_GRID * 3 + i] =
+ (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F;
+ ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i];
+ }
+ ret[COL_WARNING * 3 + 0] = 1.0F;
+ ret[COL_WARNING * 3 + 1] = 0.25F;
+ ret[COL_WARNING * 3 + 2] = 0.25F;
+
+ ret[COL_SELECTED * 3 + 0] = 0.25F;
+ ret[COL_SELECTED * 3 + 1] = 1.00F;
+ ret[COL_SELECTED * 3 + 2] = 0.25F;
+
+ ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
+ ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int wh = state->w*state->h;
+ int i;
+
+ ds->tilesize = 0;
+ ds->w = state->w;
+ ds->h = state->h;
+ ds->started = 0;
+ ds->dragging = 0;
+ ds->grid = snewn(wh, unsigned long);
+ for (i = 0; i < wh; i++)
+ ds->grid[i] = ~0UL;
+ ds->newgrid = snewn(wh, unsigned long);
+ ds->lv = snewn(wh, int);
+ ds->lh = snewn(wh, int);
+ memset(ds->lv, 0, wh*sizeof(int));
+ memset(ds->lh, 0, wh*sizeof(int));
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->lv);
+ sfree(ds->lh);
+ sfree(ds->newgrid);
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+#define LINE_WIDTH (TILE_SIZE/8)
+#define TS8(x) (((x)*TILE_SIZE)/8)
+
+#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
+
+static int between_island(const game_state *state, int sx, int sy,
+ int dx, int dy)
+{
+ int x = sx - dx, y = sy - dy;
+
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) goto found;
+ x -= dx; y -= dy;
+ }
+ return 0;
+found:
+ x = sx + dx, y = sy + dy;
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) return 1;
+ x += dx; y += dy;
+ }
+ return 0;
+}
+
+static void lines_lvlh(const game_state *state, const game_ui *ui,
+ int x, int y, grid_type v, int *lv_r, int *lh_r)
+{
+ int lh = 0, lv = 0;
+
+ if (v & G_LINEV) lv = INDEX(state,lines,x,y);
+ if (v & G_LINEH) lh = INDEX(state,lines,x,y);
+
+ if (ui->show_hints) {
+ if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
+ if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
+ }
+ /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
+ *lv_r = lv; *lh_r = lh;
+}
+
+static void draw_cross(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int col)
+{
+ int off = TS8(2);
+ draw_line(dr, ox, oy, ox+off, oy+off, col);
+ draw_line(dr, ox+off, oy, ox, oy+off, col);
+}
+
+static void draw_general_line(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int fx, int fy, int ax, int ay,
+ int len, unsigned long ldata, int which)
+{
+ /*
+ * Draw one direction of lines in a square. To permit the same
+ * code to handle horizontal and vertical lines, fx,fy are the
+ * 'forward' direction (along the lines) and ax,ay are the
+ * 'across' direction.
+ *
+ * We draw the white background for a locked bridge if (which &
+ * 1), and draw the bridges themselves if (which & 2). This
+ * permits us to get two overlapping locked bridges right without
+ * one of them erasing part of the other.
+ */
+ int fg;
+
+ fg = ((ldata & DL_COUNTMASK) == DL_COUNT_HINT ? COL_HINT :
+ (ldata & DL_COLMASK) == DL_COL_SELECTED ? COL_SELECTED :
+ (ldata & DL_COLMASK) == DL_COL_FLASH ? COL_HIGHLIGHT :
+ (ldata & DL_COLMASK) == DL_COL_WARNING ? COL_WARNING :
+ COL_FOREGROUND);
+
+ if ((ldata & DL_COUNTMASK) == DL_COUNT_CROSS) {
+ draw_cross(dr, ds,
+ ox + TS8(1)*fx + TS8(3)*ax,
+ oy + TS8(1)*fy + TS8(3)*ay, fg);
+ draw_cross(dr, ds,
+ ox + TS8(5)*fx + TS8(3)*ax,
+ oy + TS8(5)*fy + TS8(3)*ay, fg);
+ } else if ((ldata & DL_COUNTMASK) != 0) {
+ int lh, lw, gw, bw, i, loff;
+
+ lh = (ldata & DL_COUNTMASK);
+ if (lh == DL_COUNT_HINT)
+ lh = 1;
+
+ lw = gw = LINE_WIDTH;
+ while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
+ gw--;
+
+ loff = OFFSET(bw);
+
+ if (which & 1) {
+ if ((ldata & DL_LOCK) && fg != COL_HINT)
+ draw_rect(dr, ox + loff*ax, oy + loff*ay,
+ len*fx+bw*ax, len*fy+bw*ay, COL_MARK);
+ }
+ if (which & 2) {
+ for (i = 0; i < lh; i++, loff += lw + gw)
+ draw_rect(dr, ox + (loff+gw)*ax, oy + (loff+gw)*ay,
+ len*fx+lw*ax, len*fy+lw*ay, fg);
+ }
+ }
+}
+
+static void draw_hline(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int w, unsigned long vdata, int which)
+{
+ draw_general_line(dr, ds, ox, oy, 1, 0, 0, 1, w, vdata, which);
+}
+
+static void draw_vline(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int h, unsigned long vdata, int which)
+{
+ draw_general_line(dr, ds, ox, oy, 0, 1, 1, 0, h, vdata, which);
+}
+
+#define ISLAND_RADIUS ((TILE_SIZE*12)/20)
+#define ISLAND_NUMSIZE(clue) \
+ (((clue) < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
+
+static void draw_island(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int clue, unsigned long idata)
+{
+ int half, orad, irad, fg, bg;
+
+ if ((idata & DI_BGMASK) == DI_BG_NO_ISLAND)
+ return;
+
+ half = TILE_SIZE/2;
+ orad = ISLAND_RADIUS;
+ irad = orad - LINE_WIDTH;
+ fg = ((idata & DI_COLMASK) == DI_COL_SELECTED ? COL_SELECTED :
+ (idata & DI_COLMASK) == DI_COL_WARNING ? COL_WARNING :
+ (idata & DI_COLMASK) == DI_COL_FLASH ? COL_HIGHLIGHT :
+ COL_FOREGROUND);
+ bg = ((idata & DI_BGMASK) == DI_BG_CURSOR ? COL_CURSOR :
+ (idata & DI_BGMASK) == DI_BG_MARK ? COL_MARK :
+ COL_BACKGROUND);
+
+ /* draw a thick circle */
+ draw_circle(dr, ox+half, oy+half, orad, fg, fg);
+ draw_circle(dr, ox+half, oy+half, irad, bg, bg);
+
+ if (clue > 0) {
+ char str[32];
+ int textcolour = (fg == COL_SELECTED ? COL_FOREGROUND : fg);
+ sprintf(str, "%d", clue);
+ draw_text(dr, ox+half, oy+half, FONT_VARIABLE, ISLAND_NUMSIZE(clue),
+ ALIGN_VCENTRE | ALIGN_HCENTRE, textcolour, str);
+ }
+}
+
+static void draw_island_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, int clue, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int which;
+
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ /*
+ * Because of the possibility of incoming bridges just about
+ * meeting at one corner, we must split the line-drawing into
+ * background and foreground segments.
+ */
+ for (which = 1; which <= 2; which <<= 1) {
+ draw_hline(dr, ds, ox, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_L) & DL_MASK, which);
+ draw_hline(dr, ds, ox + TILE_SIZE - TILE_SIZE/2, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_R) & DL_MASK, which);
+ draw_vline(dr, ds, ox, oy, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_U) & DL_MASK, which);
+ draw_vline(dr, ds, ox, oy + TILE_SIZE - TILE_SIZE/2, TILE_SIZE/2,
+ (data >> D_I_LINE_SHIFT_D) & DL_MASK, which);
+ }
+ draw_island(dr, ds, ox, oy, clue, (data >> D_I_ISLAND_SHIFT) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_line_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ unsigned long hdata, vdata;
+
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ /*
+ * We have to think about which of the horizontal and vertical
+ * line to draw first, if both exist.
+ *
+ * The rule is that hint lines are drawn at the bottom, then
+ * NOLINE crosses, then actual bridges. The enumeration in the
+ * DL_COUNTMASK field is set up so that this drops out of a
+ * straight comparison between the two.
+ *
+ * Since lines crossing in this type of square cannot both be
+ * actual bridges, there's no need to pass a nontrivial 'which'
+ * parameter to draw_[hv]line.
+ */
+ hdata = (data >> D_L_LINE_SHIFT_H) & DL_MASK;
+ vdata = (data >> D_L_LINE_SHIFT_V) & DL_MASK;
+ if ((hdata & DL_COUNTMASK) > (vdata & DL_COUNTMASK)) {
+ draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
+ draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
+ } else {
+ draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
+ draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
+ }
+
+ /*
+ * The islands drawn at the edges of a line tile don't need clue
+ * numbers.
+ */
+ draw_island(dr, ds, ox - TILE_SIZE, oy, -1,
+ (data >> D_L_ISLAND_SHIFT_L) & DI_MASK);
+ draw_island(dr, ds, ox + TILE_SIZE, oy, -1,
+ (data >> D_L_ISLAND_SHIFT_R) & DI_MASK);
+ draw_island(dr, ds, ox, oy - TILE_SIZE, -1,
+ (data >> D_L_ISLAND_SHIFT_U) & DI_MASK);
+ draw_island(dr, ds, ox, oy + TILE_SIZE, -1,
+ (data >> D_L_ISLAND_SHIFT_D) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_edge_tile(drawing *dr, game_drawstate *ds,
+ int x, int y, int dx, int dy, unsigned long data)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int cx = ox, cy = oy, cw = TILE_SIZE, ch = TILE_SIZE;
+
+ if (dy) {
+ if (dy > 0)
+ cy += TILE_SIZE/2;
+ ch -= TILE_SIZE/2;
+ } else {
+ if (dx > 0)
+ cx += TILE_SIZE/2;
+ cw -= TILE_SIZE/2;
+ }
+ clip(dr, cx, cy, cw, ch);
+ draw_rect(dr, cx, cy, cw, ch, COL_BACKGROUND);
+
+ draw_island(dr, ds, ox + TILE_SIZE*dx, oy + TILE_SIZE*dy, -1,
+ (data >> D_I_ISLAND_SHIFT) & DI_MASK);
+
+ unclip(dr);
+ draw_update(dr, cx, cy, cw, ch);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int x, y, lv, lh;
+ grid_type v, flash = 0;
+ struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL;
+
+ if (flashtime) {
+ int f = (int)(flashtime * 5 / FLASH_TIME);
+ if (f == 1 || f == 3) flash = TRUE;
+ }
+
+ /* Clear screen, if required. */
+ if (!ds->started) {
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
+#ifdef DRAW_GRID
+ draw_rect_outline(dr,
+ COORD(0)-1, COORD(0)-1,
+ TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2,
+ COL_GRID);
+#endif
+ draw_update(dr, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER);
+ ds->started = 1;
+ }
+
+ if (ui->dragx_src != -1 && ui->dragy_src != -1) {
+ ds->dragging = 1;
+ is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src);
+ assert(is_drag_src);
+ if (ui->dragx_dst != -1 && ui->dragy_dst != -1) {
+ is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst);
+ assert(is_drag_dst);
+ }
+ } else
+ ds->dragging = 0;
+
+ /*
+ * Set up ds->newgrid with the current grid contents.
+ */
+ for (x = 0; x < ds->w; x++)
+ for (y = 0; y < ds->h; y++)
+ INDEX(ds,newgrid,x,y) = 0;
+
+ for (x = 0; x < ds->w; x++) {
+ for (y = 0; y < ds->h; y++) {
+ v = GRID(state, x, y);
+
+ if (v & G_ISLAND) {
+ /*
+ * An island square. Compute the drawing data for the
+ * island, and put it in this square and surrounding
+ * squares.
+ */
+ unsigned long idata = 0;
+
+ is = INDEX(state, gridi, x, y);
+
+ if (flash)
+ idata |= DI_COL_FLASH;
+ if (is_drag_src && (is == is_drag_src ||
+ (is_drag_dst && is == is_drag_dst)))
+ idata |= DI_COL_SELECTED;
+ else if (island_impossible(is, v & G_MARK) || (v & G_WARN))
+ idata |= DI_COL_WARNING;
+ else
+ idata |= DI_COL_NORMAL;
+
+ if (ui->cur_visible &&
+ ui->cur_x == is->x && ui->cur_y == is->y)
+ idata |= DI_BG_CURSOR;
+ else if (v & G_MARK)
+ idata |= DI_BG_MARK;
+ else
+ idata |= DI_BG_NORMAL;
+
+ INDEX(ds,newgrid,x,y) |= idata << D_I_ISLAND_SHIFT;
+ if (x > 0 && !(GRID(state,x-1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x-1,y) |= idata << D_L_ISLAND_SHIFT_R;
+ if (x+1 < state->w && !(GRID(state,x+1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x+1,y) |= idata << D_L_ISLAND_SHIFT_L;
+ if (y > 0 && !(GRID(state,x,y-1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y-1) |= idata << D_L_ISLAND_SHIFT_D;
+ if (y+1 < state->h && !(GRID(state,x,y+1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y+1) |= idata << D_L_ISLAND_SHIFT_U;
+ } else {
+ unsigned long hdata, vdata;
+ int selh = FALSE, selv = FALSE;
+
+ /*
+ * A line (non-island) square. Compute the drawing
+ * data for any horizontal and vertical lines in the
+ * square, and put them in this square's entry and
+ * optionally those for neighbouring islands too.
+ */
+
+ if (is_drag_dst &&
+ WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
+ WITHIN(y,is_drag_src->y, is_drag_dst->y)) {
+ if (is_drag_src->x != is_drag_dst->x)
+ selh = TRUE;
+ else
+ selv = TRUE;
+ }
+ lines_lvlh(state, ui, x, y, v, &lv, &lh);
+
+ hdata = (v & G_NOLINEH ? DL_COUNT_CROSS :
+ v & G_LINEH ? lh :
+ (ui->show_hints &&
+ between_island(state,x,y,1,0)) ? DL_COUNT_HINT : 0);
+ vdata = (v & G_NOLINEV ? DL_COUNT_CROSS :
+ v & G_LINEV ? lv :
+ (ui->show_hints &&
+ between_island(state,x,y,0,1)) ? DL_COUNT_HINT : 0);
+
+ hdata |= (flash ? DL_COL_FLASH :
+ v & G_WARN ? DL_COL_WARNING :
+ selh ? DL_COL_SELECTED :
+ DL_COL_NORMAL);
+ vdata |= (flash ? DL_COL_FLASH :
+ v & G_WARN ? DL_COL_WARNING :
+ selv ? DL_COL_SELECTED :
+ DL_COL_NORMAL);
+
+ if (v & G_MARKH)
+ hdata |= DL_LOCK;
+ if (v & G_MARKV)
+ vdata |= DL_LOCK;
+
+ INDEX(ds,newgrid,x,y) |= hdata << D_L_LINE_SHIFT_H;
+ INDEX(ds,newgrid,x,y) |= vdata << D_L_LINE_SHIFT_V;
+ if (x > 0 && (GRID(state,x-1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x-1,y) |= hdata << D_I_LINE_SHIFT_R;
+ if (x+1 < state->w && (GRID(state,x+1,y) & G_ISLAND))
+ INDEX(ds,newgrid,x+1,y) |= hdata << D_I_LINE_SHIFT_L;
+ if (y > 0 && (GRID(state,x,y-1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y-1) |= vdata << D_I_LINE_SHIFT_D;
+ if (y+1 < state->h && (GRID(state,x,y+1) & G_ISLAND))
+ INDEX(ds,newgrid,x,y+1) |= vdata << D_I_LINE_SHIFT_U;
+ }
+ }
+ }
+
+ /*
+ * Now go through and draw any changed grid square.
+ */
+ for (x = 0; x < ds->w; x++) {
+ for (y = 0; y < ds->h; y++) {
+ unsigned long newval = INDEX(ds,newgrid,x,y);
+ if (INDEX(ds,grid,x,y) != newval) {
+ v = GRID(state, x, y);
+ if (v & G_ISLAND) {
+ is = INDEX(state, gridi, x, y);
+ draw_island_tile(dr, ds, x, y, is->count, newval);
+
+ /*
+ * If this tile is right at the edge of the grid,
+ * we must also draw the part of the island that
+ * goes completely out of bounds. We don't bother
+ * keeping separate entries in ds->newgrid for
+ * these tiles; it's easier just to redraw them
+ * iff we redraw their parent island tile.
+ */
+ if (x == 0)
+ draw_edge_tile(dr, ds, x-1, y, +1, 0, newval);
+ if (y == 0)
+ draw_edge_tile(dr, ds, x, y-1, 0, +1, newval);
+ if (x == state->w-1)
+ draw_edge_tile(dr, ds, x+1, y, -1, 0, newval);
+ if (y == state->h-1)
+ draw_edge_tile(dr, ds, x, y+1, 0, -1, newval);
+ } else {
+ draw_line_tile(dr, ds, x, y, newval);
+ }
+ INDEX(ds,grid,x,y) = newval;
+ }
+ }
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->solved && !newstate->solved)
+ return FLASH_TIME;
+
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /* 10mm squares by default. */
+ game_compute_size(params, 1000, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int ts)
+{
+ int ink = print_mono_colour(dr, 0);
+ int paper = print_mono_colour(dr, 1);
+ int x, y, cx, cy, i, nl;
+ int loff;
+ grid_type grid;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ ads.tilesize = ts;
+
+ /* I don't think this wants a border. */
+
+ /* Bridges */
+ loff = ts / (8 * sqrt((state->params.maxb - 1)));
+ print_line_width(dr, ts / 12);
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ cx = COORD(x); cy = COORD(y);
+ grid = GRID(state,x,y);
+ nl = INDEX(state,lines,x,y);
+
+ if (grid & G_ISLAND) continue;
+ if (grid & G_LINEV) {
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy,
+ cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink);
+ }
+ if (grid & G_LINEH) {
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff,
+ cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink);
+ }
+ }
+ }
+
+ /* Islands */
+ for (i = 0; i < state->n_islands; i++) {
+ char str[32];
+ struct island *is = &state->islands[i];
+ grid = GRID(state, is->x, is->y);
+ cx = COORD(is->x) + ts/2;
+ cy = COORD(is->y) + ts/2;
+
+ draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink);
+
+ sprintf(str, "%d", is->count);
+ draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is->count),
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
+ }
+}
+
+#ifdef COMBINED
+#define thegame bridges
+#endif
+
+const struct game thegame = {
+ "Bridges", "games.bridges", "bridges",
+ default_params,
+ game_fetch_preset, NULL,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ REQUIRE_RBUTTON, /* flags */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */