diff options
Diffstat (limited to 'apps/plugins/puzzles/map.c')
| -rw-r--r-- | apps/plugins/puzzles/map.c | 3340 |
1 files changed, 0 insertions, 3340 deletions
diff --git a/apps/plugins/puzzles/map.c b/apps/plugins/puzzles/map.c deleted file mode 100644 index 6e9c125..0000000 --- a/apps/plugins/puzzles/map.c +++ /dev/null @@ -1,3340 +0,0 @@ -/* - * map.c: Game involving four-colouring a map. - */ - -/* - * TODO: - * - * - clue marking - * - better four-colouring algorithm? - */ - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include "rbassert.h" -#include <ctype.h> -#include <math.h> - -#include "puzzles.h" - -/* - * In standalone solver mode, `verbose' is a variable which can be - * set by command-line option; in debugging mode it's simply always - * true. - */ -#if defined STANDALONE_SOLVER -#define SOLVER_DIAGNOSTICS -int verbose = FALSE; -#elif defined SOLVER_DIAGNOSTICS -#define verbose TRUE -#endif - -/* - * I don't seriously anticipate wanting to change the number of - * colours used in this game, but it doesn't cost much to use a - * #define just in case :-) - */ -#define FOUR 4 -#define THREE (FOUR-1) -#define FIVE (FOUR+1) -#define SIX (FOUR+2) - -/* - * Ghastly run-time configuration option, just for Gareth (again). - */ -static int flash_type = -1; -static float flash_length; - -/* - * Difficulty levels. I do some macro ickery here to ensure that my - * enum and the various forms of my name list always match up. - */ -#define DIFFLIST(A) \ - A(EASY,Easy,e) \ - A(NORMAL,Normal,n) \ - A(HARD,Hard,h) \ - A(RECURSE,Unreasonable,u) -#define ENUM(upper,title,lower) DIFF_ ## upper, -#define TITLE(upper,title,lower) #title, -#define ENCODE(upper,title,lower) #lower -#define CONFIG(upper,title,lower) ":" #title -enum { DIFFLIST(ENUM) DIFFCOUNT }; -static char const *const map_diffnames[] = { DIFFLIST(TITLE) }; -static char const map_diffchars[] = DIFFLIST(ENCODE); -#define DIFFCONFIG DIFFLIST(CONFIG) - -enum { TE, BE, LE, RE }; /* top/bottom/left/right edges */ - -enum { - COL_BACKGROUND, - COL_GRID, - COL_0, COL_1, COL_2, COL_3, - COL_ERROR, COL_ERRTEXT, - NCOLOURS -}; - -struct game_params { - int w, h, n, diff; -}; - -struct map { - int refcount; - int *map; - int *graph; - int n; - int ngraph; - int *immutable; - int *edgex, *edgey; /* position of a point on each edge */ - int *regionx, *regiony; /* position of a point in each region */ -}; - -struct game_state { - game_params p; - struct map *map; - int *colouring, *pencil; - int completed, cheated; -}; - -static game_params *default_params(void) -{ - game_params *ret = snew(game_params); - -#ifdef PORTRAIT_SCREEN - ret->w = 16; - ret->h = 18; -#else - ret->w = 20; - ret->h = 15; -#endif - ret->n = 30; - ret->diff = DIFF_NORMAL; - - return ret; -} - -static const struct game_params map_presets[] = { -#ifdef PORTRAIT_SCREEN - {16, 18, 30, DIFF_EASY}, - {16, 18, 30, DIFF_NORMAL}, - {16, 18, 30, DIFF_HARD}, - {16, 18, 30, DIFF_RECURSE}, - {25, 30, 75, DIFF_NORMAL}, - {25, 30, 75, DIFF_HARD}, -#else - {20, 15, 30, DIFF_EASY}, - {20, 15, 30, DIFF_NORMAL}, - {20, 15, 30, DIFF_HARD}, - {20, 15, 30, DIFF_RECURSE}, - {30, 25, 75, DIFF_NORMAL}, - {30, 25, 75, DIFF_HARD}, -#endif -}; - -static int game_fetch_preset(int i, char **name, game_params **params) -{ - game_params *ret; - char str[80]; - - if (i < 0 || i >= lenof(map_presets)) - return FALSE; - - ret = snew(game_params); - *ret = map_presets[i]; - - sprintf(str, "%dx%d, %d regions, %s", ret->w, ret->h, ret->n, - map_diffnames[ret->diff]); - - *name = dupstr(str); - *params = ret; - 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; -} - -static void decode_params(game_params *params, char const *string) -{ - char const *p = string; - - params->w = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - if (*p == 'x') { - p++; - params->h = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - } else { - params->h = params->w; - } - if (*p == 'n') { - p++; - params->n = atoi(p); - while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++; - } else { - params->n = params->w * params->h / 8; - } - if (*p == 'd') { - int i; - p++; - for (i = 0; i < DIFFCOUNT; i++) - if (*p == map_diffchars[i]) - params->diff = i; - if (*p) p++; - } -} - -static char *encode_params(const game_params *params, int full) -{ - char ret[400]; - - sprintf(ret, "%dx%dn%d", params->w, params->h, params->n); - if (full) - sprintf(ret + strlen(ret), "d%c", map_diffchars[params->diff]); - - return dupstr(ret); -} - -static config_item *game_configure(const game_params *params) -{ - config_item *ret; - char buf[80]; - - ret = snewn(5, 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 = "Regions"; - ret[2].type = C_STRING; - sprintf(buf, "%d", params->n); - ret[2].sval = dupstr(buf); - ret[2].ival = 0; - - ret[3].name = "Difficulty"; - ret[3].type = C_CHOICES; - ret[3].sval = DIFFCONFIG; - ret[3].ival = params->diff; - - ret[4].name = NULL; - ret[4].type = C_END; - ret[4].sval = NULL; - ret[4].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->n = atoi(cfg[2].sval); - ret->diff = cfg[3].ival; - - return ret; -} - -static char *validate_params(const game_params *params, int full) -{ - if (params->w < 2 || params->h < 2) - return "Width and height must be at least two"; - if (params->n < 5) - return "Must have at least five regions"; - if (params->n > params->w * params->h) - return "Too many regions to fit in grid"; - return NULL; -} - -/* ---------------------------------------------------------------------- - * Cumulative frequency table functions. - */ - -/* - * Initialise a cumulative frequency table. (Hardly worth writing - * this function; all it does is to initialise everything in the - * array to zero.) - */ -static void cf_init(int *table, int n) -{ - int i; - - for (i = 0; i < n; i++) - table[i] = 0; -} - -/* - * Increment the count of symbol `sym' by `count'. - */ -static void cf_add(int *table, int n, int sym, int count) -{ - int bit; - - bit = 1; - while (sym != 0) { - if (sym & bit) { - table[sym] += count; - sym &= ~bit; - } - bit <<= 1; - } - - table[0] += count; -} - -/* - * Cumulative frequency lookup: return the total count of symbols - * with value less than `sym'. - */ -static int cf_clookup(int *table, int n, int sym) -{ - int bit, index, limit, count; - - if (sym == 0) - return 0; - - assert(0 < sym && sym <= n); - - count = table[0]; /* start with the whole table size */ - - bit = 1; - while (bit < n) - bit <<= 1; - - limit = n; - - while (bit > 0) { - /* - * Find the least number with its lowest set bit in this - * position which is greater than or equal to sym. - */ - index = ((sym + bit - 1) &~ (bit * 2 - 1)) + bit; - - if (index < limit) { - count -= table[index]; - limit = index; - } - - bit >>= 1; - } - - return count; -} - -/* - * Single frequency lookup: return the count of symbol `sym'. - */ -static int cf_slookup(int *table, int n, int sym) -{ - int count, bit; - - assert(0 <= sym && sym < n); - - count = table[sym]; - - for (bit = 1; sym+bit < n && !(sym & bit); bit <<= 1) - count -= table[sym+bit]; - - return count; -} - -/* - * Return the largest symbol index such that the cumulative - * frequency up to that symbol is less than _or equal to_ count. - */ -static int cf_whichsym(int *table, int n, int count) { - int bit, sym, top; - - assert(count >= 0 && count < table[0]); - - bit = 1; - while (bit < n) - bit <<= 1; - - sym = 0; - top = table[0]; - - while (bit > 0) { - if (sym+bit < n) { - if (count >= top - table[sym+bit]) - sym += bit; - else - top -= table[sym+bit]; - } - - bit >>= 1; - } - - return sym; -} - -/* ---------------------------------------------------------------------- - * Map generation. - * - * FIXME: this isn't entirely optimal at present, because it - * inherently prioritises growing the largest region since there - * are more squares adjacent to it. This acts as a destabilising - * influence leading to a few large regions and mostly small ones. - * It might be better to do it some other way. - */ - -#define WEIGHT_INCREASED 2 /* for increased perimeter */ -#define WEIGHT_DECREASED 4 /* for decreased perimeter */ -#define WEIGHT_UNCHANGED 3 /* for unchanged perimeter */ - -/* - * Look at a square and decide which colours can be extended into - * it. - * - * If called with index < 0, it adds together one of - * WEIGHT_INCREASED, WEIGHT_DECREASED or WEIGHT_UNCHANGED for each - * colour that has a valid extension (according to the effect that - * it would have on the perimeter of the region being extended) and - * returns the overall total. - * - * If called with index >= 0, it returns one of the possible - * colours depending on the value of index, in such a way that the - * number of possible inputs which would give rise to a given - * return value correspond to the weight of that value. - */ -static int extend_options(int w, int h, int n, int *map, - int x, int y, int index) -{ - int c, i, dx, dy; - int col[8]; - int total = 0; - - if (map[y*w+x] >= 0) { - assert(index < 0); - return 0; /* can't do this square at all */ - } - - /* - * Fetch the eight neighbours of this square, in order around - * the square. - */ - for (dy = -1; dy <= +1; dy++) - for (dx = -1; dx <= +1; dx++) { - int index = (dy < 0 ? 6-dx : dy > 0 ? 2+dx : 2*(1+dx)); - if (x+dx >= 0 && x+dx < w && y+dy >= 0 && y+dy < h) - col[index] = map[(y+dy)*w+(x+dx)]; - else - col[index] = -1; - } - - /* - * Iterate over each colour that might be feasible. - * - * FIXME: this routine currently has O(n) running time. We - * could turn it into O(FOUR) by only bothering to iterate over - * the colours mentioned in the four neighbouring squares. - */ - - for (c = 0; c < n; c++) { - int count, neighbours, runs; - - /* - * One of the even indices of col (representing the - * orthogonal neighbours of this square) must be equal to - * c, or else this square is not adjacent to region c and - * obviously cannot become an extension of it at this time. - */ - neighbours = 0; - for (i = 0; i < 8; i += 2) - if (col[i] == c) - neighbours++; - if (!neighbours) - continue; - - /* - * Now we know this square is adjacent to region c. The - * next question is, would extending it cause the region to - * become non-simply-connected? If so, we mustn't do it. - * - * We determine this by looking around col to see if we can - * find more than one separate run of colour c. - */ - runs = 0; - for (i = 0; i < 8; i++) - if (col[i] == c && col[(i+1) & 7] != c) - runs++; - if (runs > 1) - continue; - - assert(runs == 1); - - /* - * This square is a possibility. Determine its effect on - * the region's perimeter (computed from the number of - * orthogonal neighbours - 1 means a perimeter increase, 3 - * a decrease, 2 no change; 4 is impossible because the - * region would already not be simply connected) and we're - * done. - */ - assert(neighbours > 0 && neighbours < 4); - count = (neighbours == 1 ? WEIGHT_INCREASED : - neighbours == 2 ? WEIGHT_UNCHANGED : WEIGHT_DECREASED); - - total += count; - if (index >= 0 && index < count) - return c; - else - index -= count; - } - - assert(index < 0); - - return total; -} - -static void genmap(int w, int h, int n, int *map, random_state *rs) -{ - int wh = w*h; - int x, y, i, k; - int *tmp; - - assert(n <= wh); - tmp = snewn(wh, int); - - /* - * Clear the map, and set up `tmp' as a list of grid indices. - */ - for (i = 0; i < wh; i++) { - map[i] = -1; - tmp[i] = i; - } - - /* - * Place the region seeds by selecting n members from `tmp'. - */ - k = wh; - for (i = 0; i < n; i++) { - int j = random_upto(rs, k); - map[tmp[j]] = i; - tmp[j] = tmp[--k]; - } - - /* - * Re-initialise `tmp' as a cumulative frequency table. This - * will store the number of possible region colours we can - * extend into each square. - */ - cf_init(tmp, wh); - - /* - * Go through the grid and set up the initial cumulative - * frequencies. - */ - for (y = 0; y < h; y++) - for (x = 0; x < w; x++) - cf_add(tmp, wh, y*w+x, - extend_options(w, h, n, map, x, y, -1)); - - /* - * Now repeatedly choose a square we can extend a region into, - * and do so. - */ - while (tmp[0] > 0) { - int k = random_upto(rs, tmp[0]); - int sq; - int colour; - int xx, yy; - - sq = cf_whichsym(tmp, wh, k); - k -= cf_clookup(tmp, wh, sq); - x = sq % w; - y = sq / w; - colour = extend_options(w, h, n, map, x, y, k); - - map[sq] = colour; - - /* - * Re-scan the nine cells around the one we've just - * modified. - */ - for (yy = max(y-1, 0); yy < min(y+2, h); yy++) - for (xx = max(x-1, 0); xx < min(x+2, w); xx++) { - cf_add(tmp, wh, yy*w+xx, - -cf_slookup(tmp, wh, yy*w+xx) + - extend_options(w, h, n, map, xx, yy, -1)); - } - } - - /* - * Finally, go through and normalise the region labels into - * order, meaning that indistinguishable maps are actually - * identical. - */ - for (i = 0; i < n; i++) - tmp[i] = -1; - k = 0; - for (i = 0; i < wh; i++) { - assert(map[i] >= 0); - if (tmp[map[i]] < 0) - tmp[map[i]] = k++; - map[i] = tmp[map[i]]; - } - - sfree(tmp); -} - -/* ---------------------------------------------------------------------- - * Functions to handle graphs. - */ - -/* - * Having got a map in a square grid, convert it into a graph - * representation. - */ -static int gengraph(int w, int h, int n, int *map, int *graph) -{ - int i, j, x, y; - - /* - * Start by setting the graph up as an adjacency matrix. We'll - * turn it into a list later. - */ - for (i = 0; i < n*n; i++) - graph[i] = 0; - - /* - * Iterate over the map looking for all adjacencies. - */ - for (y = 0; y < h; y++) - for (x = 0; x < w; x++) { - int v, vx, vy; - v = map[y*w+x]; - if (x+1 < w && (vx = map[y*w+(x+1)]) != v) - graph[v*n+vx] = graph[vx*n+v] = 1; - if (y+1 < h && (vy = map[(y+1)*w+x]) != v) - graph[v*n+vy] = graph[vy*n+v] = 1; - } - - /* - * Turn the matrix into a list. - */ - for (i = j = 0; i < n*n; i++) - if (graph[i]) - graph[j++] = i; - - return j; -} - -static int graph_edge_index(int *graph, int n, int ngraph, int i, int j) -{ - int v = i*n+j; - int top, bot, mid; - - bot = -1; - top = ngraph; - while (top - bot > 1) { - mid = (top + bot) / 2; - if (graph[mid] == v) - return mid; - else if (graph[mid] < v) - bot = mid; - else - top = mid; - } - return -1; -} - -#define graph_adjacent(graph, n, ngraph, i, j) \ - (graph_edge_index((graph), (n), (ngraph), (i), (j)) >= 0) - -static int graph_vertex_start(int *graph, int n, int ngraph, int i) -{ - int v = i*n; - int top, bot, mid; - - bot = -1; - top = ngraph; - while (top - bot > 1) { - mid = (top + bot) / 2; - if (graph[mid] < v) - bot = mid; - else - top = mid; - } - return top; -} - -/* ---------------------------------------------------------------------- - * Generate a four-colouring of a graph. - * - * FIXME: it would be nice if we could convert this recursion into - * pseudo-recursion using some sort of explicit stack array, for - * the sake of the Palm port and its limited stack. - */ - -static int fourcolour_recurse(int *graph, int n, int ngraph, - int *colouring, int *scratch, random_state *rs) -{ - int nfree, nvert, start, i, j, k, c, ci; - int cs[FOUR]; - - /* - * Find the smallest number of free colours in any uncoloured - * vertex, and count the number of such vertices. - */ - - nfree = FIVE; /* start off bigger than FOUR! */ - nvert = 0; - for (i = 0; i < n; i++) - if (colouring[i] < 0 && scratch[i*FIVE+FOUR] <= nfree) { - if (nfree > scratch[i*FIVE+FOUR]) { - nfree = scratch[i*FIVE+FOUR]; - nvert = 0; - } - nvert++; - } - - /* - * If there aren't any uncoloured vertices at all, we're done. - */ - if (nvert == 0) - return TRUE; /* we've got a colouring! */ - - /* - * Pick a random vertex in that set. - */ - j = random_upto(rs, nvert); - for (i = 0; i < n; i++) - if (colouring[i] < 0 && scratch[i*FIVE+FOUR] == nfree) - if (j-- == 0) - break; - assert(i < n); - start = graph_vertex_start(graph, n, ngraph, i); - - /* - * Loop over the possible colours for i, and recurse for each - * one. - */ - ci = 0; - for (c = 0; c < FOUR; c++) - if (scratch[i*FIVE+c] == 0) - cs[ci++] = c; - shuffle(cs, ci, sizeof(*cs), rs); - - while (ci-- > 0) { - c = cs[ci]; - - /* - * Fill in this colour. - */ - colouring[i] = c; - - /* - * Update the scratch space to reflect a new neighbour - * of this colour for each neighbour of vertex i. - */ - for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { - k = graph[j] - i*n; - if (scratch[k*FIVE+c] == 0) - scratch[k*FIVE+FOUR]--; - scratch[k*FIVE+c]++; - } - - /* - * Recurse. - */ - if (fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs)) - return TRUE; /* got one! */ - - /* - * If that didn't work, clean up and try again with a - * different colour. - */ - for (j = start; j < ngraph && graph[j] < n*(i+1); j++) { - k = graph[j] - i*n; - scratch[k*FIVE+c]--; - if (scratch[k*FIVE+c] == 0) - scratch[k*FIVE+FOUR]++; - } - colouring[i] = -1; - } - - /* - * If we reach here, we were unable to find a colouring at all. - * (This doesn't necessarily mean the Four Colour Theorem is - * violated; it might just mean we've gone down a dead end and - * need to back up and look somewhere else. It's only an FCT - * violation if we get all the way back up to the top level and - * still fail.) - */ - return FALSE; -} - -static void fourcolour(int *graph, int n, int ngraph, int *colouring, - random_state *rs) -{ - int *scratch; - int i; - - /* - * For each vertex and each colour, we store the number of - * neighbours that have that colour. Also, we store the number - * of free colours for the vertex. - */ - scratch = snewn(n * FIVE, int); - for (i = 0; i < n * FIVE; i++) - scratch[i] = (i % FIVE == FOUR ? FOUR : 0); - - /* - * Clear the colouring to start with. - */ - for (i = 0; i < n; i++) - colouring[i] = -1; - - i = fourcolour_recurse(graph, n, ngraph, colouring, scratch, rs); - assert(i); /* by the Four Colour Theorem :-) */ - - sfree(scratch); -} - -/* ---------------------------------------------------------------------- - * Non-recursive solver. - */ - -struct solver_scratch { - unsigned char *possible; /* bitmap of colours for each region */ - - int *graph; - int n; - int ngraph; - - int *bfsqueue; - int *bfscolour; -#ifdef SOLVER_DIAGNOSTICS - int *bfsprev; -#endif - - int depth; -}; - -static struct solver_scratch *new_scratch(int *graph, int n, int ngraph) -{ - struct solver_scratch *sc; - - sc = snew(struct solver_scratch); - sc->graph = graph; - sc->n = n; - sc->ngraph = ngraph; - sc->possible = snewn(n, unsigned char); - sc->depth = 0; - sc->bfsqueue = snewn(n, int); - sc->bfscolour = snewn(n, int); -#ifdef SOLVER_DIAGNOSTICS - sc->bfsprev = snewn(n, int); -#endif - - return sc; -} - -static void free_scratch(struct solver_scratch *sc) -{ - sfree(sc->possible); - sfree(sc->bfsqueue); - sfree(sc->bfscolour); -#ifdef SOLVER_DIAGNOSTICS - sfree(sc->bfsprev); -#endif - sfree(sc); -} - -/* - * Count the bits in a word. Only needs to cope with FOUR bits. - */ -static int bitcount(int word) -{ - assert(FOUR <= 4); /* or this needs changing */ - word = ((word & 0xA) >> 1) + (word & 0x5); - word = ((word & 0xC) >> 2) + (word & 0x3); - return word; -} - -#ifdef SOLVER_DIAGNOSTICS -static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' }; -#endif - -static int place_colour(struct solver_scratch *sc, - int *colouring, int index, int colour -#ifdef SOLVER_DIAGNOSTICS - , char *verb -#endif - ) -{ - int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph; - int j, k; - - if (!(sc->possible[index] & (1 << colour))) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*scannot place %c in region %d\n", 2*sc->depth, "", - colnames[colour], index); -#endif - return FALSE; /* can't do it */ - } - - sc->possible[index] = 1 << colour; - colouring[index] = colour; - -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*s%s %c in region %d\n", 2*sc->depth, "", - verb, colnames[colour], index); -#endif - - /* - * Rule out this colour from all the region's neighbours. - */ - for (j = graph_vertex_start(graph, n, ngraph, index); - j < ngraph && graph[j] < n*(index+1); j++) { - k = graph[j] - index*n; -#ifdef SOLVER_DIAGNOSTICS - if (verbose && (sc->possible[k] & (1 << colour))) - printf("%*s ruling out %c in region %d\n", 2*sc->depth, "", - colnames[colour], k); -#endif - sc->possible[k] &= ~(1 << colour); - } - - return TRUE; -} - -#ifdef SOLVER_DIAGNOSTICS -static char *colourset(char *buf, int set) -{ - int i; - char *p = buf; - char *sep = ""; - - for (i = 0; i < FOUR; i++) - if (set & (1 << i)) { - p += sprintf(p, "%s%c", sep, colnames[i]); - sep = ","; - } - - return buf; -} -#endif - -/* - * Returns 0 for impossible, 1 for success, 2 for failure to - * converge (i.e. puzzle is either ambiguous or just too - * difficult). - */ -static int map_solver(struct solver_scratch *sc, - int *graph, int n, int ngraph, int *colouring, - int difficulty) -{ - int i; - - if (sc->depth == 0) { - /* - * Initialise scratch space. - */ - for (i = 0; i < n; i++) - sc->possible[i] = (1 << FOUR) - 1; - - /* - * Place clues. - */ - for (i = 0; i < n; i++) - if (colouring[i] >= 0) { - if (!place_colour(sc, colouring, i, colouring[i] -#ifdef SOLVER_DIAGNOSTICS - , "initial clue:" -#endif - )) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*sinitial clue set is inconsistent\n", - 2*sc->depth, ""); -#endif - return 0; /* the clues aren't even consistent! */ - } - } - } - - /* - * Now repeatedly loop until we find nothing further to do. - */ - while (1) { - int done_something = FALSE; - - if (difficulty < DIFF_EASY) - break; /* can't do anything at all! */ - - /* - * Simplest possible deduction: find a region with only one - * possible colour. - */ - for (i = 0; i < n; i++) if (colouring[i] < 0) { - int p = sc->possible[i]; - - if (p == 0) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*sregion %d has no possible colours left\n", - 2*sc->depth, "", i); -#endif - return 0; /* puzzle is inconsistent */ - } - - if ((p & (p-1)) == 0) { /* p is a power of two */ - int c, ret; - for (c = 0; c < FOUR; c++) - if (p == (1 << c)) - break; - assert(c < FOUR); - ret = place_colour(sc, colouring, i, c -#ifdef SOLVER_DIAGNOSTICS - , "placing" -#endif - ); - /* - * place_colour() can only fail if colour c was not - * even a _possibility_ for region i, and we're - * pretty sure it was because we checked before - * calling place_colour(). So we can safely assert - * here rather than having to return a nice - * friendly error code. - */ - assert(ret); - done_something = TRUE; - } - } - - if (done_something) - continue; - - if (difficulty < DIFF_NORMAL) - break; /* can't do anything harder */ - - /* - * Failing that, go up one level. Look for pairs of regions - * which (a) both have the same pair of possible colours, - * (b) are adjacent to one another, (c) are adjacent to the - * same region, and (d) that region still thinks it has one - * or both of those possible colours. - * - * Simplest way to do this is by going through the graph - * edge by edge, so that we start with property (b) and - * then look for (a) and finally (c) and (d). - */ - for (i = 0; i < ngraph; i++) { - int j1 = graph[i] / n, j2 = graph[i] % n; - int j, k, v, v2; -#ifdef SOLVER_DIAGNOSTICS - int started = FALSE; -#endif - - if (j1 > j2) - continue; /* done it already, other way round */ - - if (colouring[j1] >= 0 || colouring[j2] >= 0) - continue; /* they're not undecided */ - - if (sc->possible[j1] != sc->possible[j2]) - continue; /* they don't have the same possibles */ - - v = sc->possible[j1]; - /* - * See if v contains exactly two set bits. - */ - v2 = v & -v; /* find lowest set bit */ - v2 = v & ~v2; /* clear it */ - if (v2 == 0 || (v2 & (v2-1)) != 0) /* not power of 2 */ - continue; - - /* - * We've found regions j1 and j2 satisfying properties - * (a) and (b): they have two possible colours between - * them, and since they're adjacent to one another they - * must use _both_ those colours between them. - * Therefore, if they are both adjacent to any other - * region then that region cannot be either colour. - * - * Go through the neighbours of j1 and see if any are - * shared with j2. - */ - for (j = graph_vertex_start(graph, n, ngraph, j1); - j < ngraph && graph[j] < n*(j1+1); j++) { - k = graph[j] - j1*n; - if (graph_adjacent(graph, n, ngraph, k, j2) && - (sc->possible[k] & v)) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) { - char buf[80]; - if (!started) - printf("%*sadjacent regions %d,%d share colours" - " %s\n", 2*sc->depth, "", j1, j2, - colourset(buf, v)); - started = TRUE; - printf("%*s ruling out %s in region %d\n",2*sc->depth, - "", colourset(buf, sc->possible[k] & v), k); - } -#endif - sc->possible[k] &= ~v; - done_something = TRUE; - } - } - } - - if (done_something) - continue; - - if (difficulty < DIFF_HARD) - break; /* can't do anything harder */ - - /* - * Right; now we get creative. Now we're going to look for - * `forcing chains'. A forcing chain is a path through the - * graph with the following properties: - * - * (a) Each vertex on the path has precisely two possible - * colours. - * - * (b) Each pair of vertices which are adjacent on the - * path share at least one possible colour in common. - * - * (c) Each vertex in the middle of the path shares _both_ - * of its colours with at least one of its neighbours - * (not the same one with both neighbours). - * - * These together imply that at least one of the possible - * colour choices at one end of the path forces _all_ the - * rest of the colours along the path. In order to make - * real use of this, we need further properties: - * - * (c) Ruling out some colour C from the vertex at one end - * of the path forces the vertex at the other end to - * take colour C. - * - * (d) The two end vertices are mutually adjacent to some - * third vertex. - * - * (e) That third vertex currently has C as a possibility. - * - * If we can find all of that lot, we can deduce that at - * least one of the two ends of the forcing chain has - * colour C, and that therefore the mutually adjacent third - * vertex does not. - * - * To find forcing chains, we're going to start a bfs at - * each suitable vertex of the graph, once for each of its - * two possible colours. - */ - for (i = 0; i < n; i++) { - int c; - - if (colouring[i] >= 0 || bitcount(sc->possible[i]) != 2) - continue; - - for (c = 0; c < FOUR; c++) - if (sc->possible[i] & (1 << c)) { - int j, k, gi, origc, currc, head, tail; - /* - * Try a bfs from this vertex, ruling out - * colour c. - * - * Within this loop, we work in colour bitmaps - * rather than actual colours, because - * converting back and forth is a needless - * computational expense. - */ - - origc = 1 << c; - - for (j = 0; j < n; j++) { - sc->bfscolour[j] = -1; -#ifdef SOLVER_DIAGNOSTICS - sc->bfsprev[j] = -1; -#endif - } - head = tail = 0; - sc->bfsqueue[tail++] = i; - sc->bfscolour[i] = sc->possible[i] &~ origc; - - while (head < tail) { - j = sc->bfsqueue[head++]; - currc = sc->bfscolour[j]; - - /* - * Try neighbours of j. - */ - for (gi = graph_vertex_start(graph, n, ngraph, j); - gi < ngraph && graph[gi] < n*(j+1); gi++) { - k = graph[gi] - j*n; - - /* - * To continue with the bfs in vertex - * k, we need k to be - * (a) not already visited - * (b) have two possible colours - * (c) those colours include currc. - */ - - if (sc->bfscolour[k] < 0 && - colouring[k] < 0 && - bitcount(sc->possible[k]) == 2 && - (sc->possible[k] & currc)) { - sc->bfsqueue[tail++] = k; - sc->bfscolour[k] = - sc->possible[k] &~ currc; -#ifdef SOLVER_DIAGNOSTICS - sc->bfsprev[k] = j; -#endif - } - - /* - * One other possibility is that k - * might be the region in which we can - * make a real deduction: if it's - * adjacent to i, contains currc as a - * possibility, and currc is equal to - * the original colour we ruled out. - */ - if (currc == origc && - graph_adjacent(graph, n, ngraph, k, i) && - (sc->possible[k] & currc)) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) { - char buf[80], *sep = ""; - int r; - - printf("%*sforcing chain, colour %s, ", - 2*sc->depth, "", - colourset(buf, origc)); - for (r = j; r != -1; r = sc->bfsprev[r]) { - printf("%s%d", sep, r); - sep = "-"; - } - printf("\n%*s ruling out %s in region" - " %d\n", 2*sc->depth, "", - colourset(buf, origc), k); - } -#endif - sc->possible[k] &= ~origc; - done_something = TRUE; - } - } - } - - assert(tail <= n); - } - } - - if (!done_something) - break; - } - - /* - * See if we've got a complete solution, and return if so. - */ - for (i = 0; i < n; i++) - if (colouring[i] < 0) - break; - if (i == n) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*sone solution found\n", 2*sc->depth, ""); -#endif - return 1; /* success! */ - } - - /* - * If recursion is not permissible, we now give up. - */ - if (difficulty < DIFF_RECURSE) { -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*sunable to proceed further without recursion\n", - 2*sc->depth, ""); -#endif - return 2; /* unable to complete */ - } - - /* - * Now we've got to do something recursive. So first hunt for a - * currently-most-constrained region. - */ - { - int best, bestc; - struct solver_scratch *rsc; - int *subcolouring, *origcolouring; - int ret, subret; - int we_already_got_one; - - best = -1; - bestc = FIVE; - - for (i = 0; i < n; i++) if (colouring[i] < 0) { - int p = sc->possible[i]; - enum { compile_time_assertion = 1 / (FOUR <= 4) }; - int c; - - /* Count the set bits. */ - c = (p & 5) + ((p >> 1) & 5); - c = (c & 3) + ((c >> 2) & 3); - assert(c > 1); /* or colouring[i] would be >= 0 */ - - if (c < bestc) { - best = i; - bestc = c; - } - } - - assert(best >= 0); /* or we'd be solved already */ - -#ifdef SOLVER_DIAGNOSTICS - if (verbose) - printf("%*srecursing on region %d\n", 2*sc->depth, "", best); -#endif - - /* - * Now iterate over the possible colours for this region. - */ - rsc = new_scratch(graph, n, ngraph); - rsc->depth = sc->depth + 1; - origcolouring = snewn(n, int); - memcpy(origcolouring, colouring, n * sizeof(int)); - subcolouring = snewn(n, int); - we_already_got_one = FALSE; - ret = 0; - - for (i = 0; i < FOUR; i++) { - if (!(sc->possible[best] & (1 << i))) - continue; - - memcpy(rsc->possible, sc->possible, n); - memcpy(subcolouring, origcolouring, n * sizeof(int)); - - place_colour(rsc, subcolouring, best, i -#ifdef SOLVER_DIAGNOSTICS - , "trying" -#endif - ); - - subret = map_solver(rsc, graph, n, ngraph, - subcolouring, difficulty); - -#ifdef SOLVER_DIAGNOSTICS - if (verbose) { - printf("%*sretracting %c in region %d; found %s\n", - 2*sc->depth, "", colnames[i], best, - subret == 0 ? "no solutions" : - subret == 1 ? "one solution" : "multiple solutions"); - } -#endif - - /* - * If this possibility turned up more than one valid - * solution, or if it turned up one and we already had - * one, we're definitely ambiguous. - */ - if (subret == 2 || (subret == 1 && we_already_got_one)) { - ret = 2; - break; - } - - /* - * If this possibility turned up one valid solution and - * it's the first we've seen, copy it into the output. - */ - if (subret == 1) { - memcpy(colouring, subcolouring, n * sizeof(int)); - we_already_got_one = TRUE; - ret = 1; - } - - /* - * Otherwise, this guess led to a contradiction, so we - * do nothing. - */ - } - - sfree(origcolouring); - sfree(subcolouring); - free_scratch(rsc); - -#ifdef SOLVER_DIAGNOSTICS - if (verbose && sc->depth == 0) { - printf("%*s%s found\n", - 2*sc->depth, "", - ret == 0 ? "no solutions" : - ret == 1 ? "one solution" : "multiple solutions"); - } -#endif - return ret; - } -} - -/* ---------------------------------------------------------------------- - * Game generation main function. - */ - -static char *new_game_desc(const game_params *params, random_state *rs, - char **aux, int interactive) -{ - struct solver_scratch *sc = NULL; - int *map, *graph, ngraph, *colouring, *colouring2, *regions; - int i, j, w, h, n, solveret, cfreq[FOUR]; - int wh; - int mindiff, tries; -#ifdef GENERATION_DIAGNOSTICS - int x, y; -#endif - char *ret, buf[80]; - int retlen, retsize; - - w = params->w; - h = params->h; - n = params->n; - wh = w*h; - - *aux = NULL; - - map = snewn(wh, int); - graph = snewn(n*n, int); - colouring = snewn(n, int); - colouring2 = snewn(n, int); - regions = snewn(n, int); - - /* - * This is the minimum difficulty below which we'll completely - * reject a map design. Normally we set this to one below the - * requested difficulty, ensuring that we have the right - * result. However, for particularly dense maps or maps with - * particularly few regions it might not be possible to get the - * desired difficulty, so we will eventually drop this down to - * -1 to indicate that any old map will do. - */ - mindiff = params->diff; - tries = 50; - - while (1) { - - /* - * Create the map. - */ - genmap(w, h, n, map, rs); - -#ifdef GENERATION_DIAGNOSTICS - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - int v = map[y*w+x]; - if (v >= 62) - putchar('!'); - else if (v >= 36) - putchar('a' + v-36); - else if (v >= 10) - putchar('A' + v-10); - else - putchar('0' + v); - } - putchar('\n'); - } -#endif - - /* - * Convert the map into a graph. - */ - ngraph = gengraph(w, h, n, map, graph); - -#ifdef GENERATION_DIAGNOSTICS - for (i = 0; i < ngraph; i++) - printf("%d-%d\n", graph[i]/n, graph[i]%n); -#endif - - /* - * Colour the map. - */ - fourcolour(graph, n, ngraph, colouring, rs); - -#ifdef GENERATION_DIAGNOSTICS - for (i = 0; i < n; i++) - printf("%d: %d\n", i, colouring[i]); - - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - int v = colouring[map[y*w+x]]; - if (v >= 36) - putchar('a' + v-36); - else if (v >= 10) - putchar('A' + v-10); - else - putchar('0' + v); - } - putchar('\n'); - } -#endif - - /* - * Encode the solution as an aux string. - */ - if (*aux) /* in case we've come round again */ - sfree(*aux); - retlen = retsize = 0; - ret = NULL; - for (i = 0; i < n; i++) { - int len; - - if (colouring[i] < 0) - continue; - - len = sprintf(buf, "%s%d:%d", i ? ";" : "S;", colouring[i], i); - if (retlen + len >= retsize) { - retsize = retlen + len + 256; - ret = sresize(ret, retsize, char); - } - strcpy(ret + retlen, buf); - retlen += len; - } - *aux = ret; - - /* - * Remove the region colours one by one, keeping - * solubility. Also ensure that there always remains at - * least one region of every colour, so that the user can - * drag from somewhere. - */ - for (i = 0; i < FOUR; i++) - cfreq[i] = 0; - for (i = 0; i < n; i++) { - regions[i] = i; - cfreq[colouring[i]]++; - } - for (i = 0; i < FOUR; i++) - if (cfreq[i] == 0) - continue; - - shuffle(regions, n, sizeof(*regions), rs); - - if (sc) free_scratch(sc); - sc = new_scratch(graph, n, ngraph); - - for (i = 0; i < n; i++) { - j = regions[i]; - - if (cfreq[colouring[j]] == 1) - continue; /* can't remove last region of colour */ - - memcpy(colouring2, colouring, n*sizeof(int)); - colouring2[j] = -1; - solveret = map_solver(sc, graph, n, ngraph, colouring2, - params->diff); - assert(solveret >= 0); /* mustn't be impossible! */ - if (solveret == 1) { - cfreq[colouring[j]]--; - colouring[j] = -1; - } - } - -#ifdef GENERATION_DIAGNOSTICS - for (i = 0; i < n; i++) - if (colouring[i] >= 0) { - if (i >= 62) - putchar('!'); - else if (i >= 36) - putchar('a' + i-36); - else if (i >= 10) - putchar('A' + i-10); - else - putchar('0' + i); - printf(": %d\n", colouring[i]); - } -#endif - - /* - * Finally, check that the puzzle is _at least_ as hard as - * required, and indeed that it isn't already solved. - * (Calling map_solver with negative difficulty ensures the - * latter - if a solver which _does nothing_ can solve it, - * it's too easy!) - */ - memcpy(colouring2, colouring, n*sizeof(int)); - if (map_solver(sc, graph, n, ngraph, colouring2, - mindiff - 1) == 1) { - /* - * Drop minimum difficulty if necessary. - */ - if (mindiff > 0 && (n < 9 || n > 2*wh/3)) { - if (tries-- <= 0) - mindiff = 0; /* give up and go for Easy */ - } - continue; - } - - break; - } - - /* - * Encode as a game ID. We do this by: - * - * - first going along the horizontal edges row by row, and - * then the vertical edges column by column - * - encoding the lengths of runs of edges and runs of - * non-edges - * - the decoder will reconstitute the region boundaries from - * this and automatically number them the same way we did - * - then we encode the initial region colours in a Slant-like - * fashion (digits 0-3 interspersed with letters giving - * lengths of runs of empty spaces). - */ - retlen = retsize = 0; - ret = NULL; - - { - int run, pv; - - /* - * Start with a notional non-edge, so that there'll be an - * explicit `a' to distinguish the case where we start with - * an edge. - */ - run = 1; - pv = 0; - - for (i = 0; i < w*(h-1) + (w-1)*h; i++) { - int x, y, dx, dy, v; - - if (i < w*(h-1)) { - /* Horizontal edge. */ - y = i / w; - x = i % w; - dx = 0; - dy = 1; - } else { - /* Vertical edge. */ - x = (i - w*(h-1)) / h; - y = (i - w*(h-1)) % h; - dx = 1; - dy = 0; - } - - if (retlen + 10 >= retsize) { - retsize = retlen + 256; - ret = sresize(ret, retsize, char); - } - - v = (map[y*w+x] != map[(y+dy)*w+(x+dx)]); - - if (pv != v) { - ret[retlen++] = 'a'-1 + run; - run = 1; - pv = v; - } else { - /* - * 'z' is a special case in this encoding. Rather - * than meaning a run of 26 and a state switch, it - * means a run of 25 and _no_ state switch, because - * otherwise there'd be no way to encode runs of - * more than 26. - */ - if (run == 25) { - ret[retlen++] = 'z'; - run = 0; - } - run++; - } - } - - ret[retlen++] = 'a'-1 + run; - ret[retlen++] = ','; - - run = 0; - for (i = 0; i < n; i++) { - if (retlen + 10 >= retsize) { - retsize = retlen + 256; - ret = sresize(ret, retsize, char); - } - - if (colouring[i] < 0) { - /* - * In _this_ encoding, 'z' is a run of 26, since - * there's no implicit state switch after each run. - * Confusingly different, but more compact. - */ - if (run == 26) { - ret[retlen++] = 'z'; - run = 0; - } - run++; - } else { - if (run > 0) - ret[retlen++] = 'a'-1 + run; - ret[retlen++] = '0' + colouring[i]; - run = 0; - } - } - if (run > 0) - ret[retlen++] = 'a'-1 + run; - ret[retlen] = '\0'; - - assert(retlen < retsize); - } - - free_scratch(sc); - sfree(regions); - sfree(colouring2); - sfree(colouring); - sfree(graph); - sfree(map); - - return ret; -} - -static char *parse_edge_list(const game_params *params, const char **desc, - int *map) -{ - int w = params->w, h = params->h, wh = w*h, n = params->n; - int i, k, pos, state; - const char *p = *desc; - - dsf_init(map+wh, wh); - - pos = -1; - state = 0; - - /* - * Parse the game description to get the list of edges, and - * build up a disjoint set forest as we go (by identifying - * pairs of squares whenever the edge list shows a non-edge). - */ - while (*p && *p != ',') { - if (*p < 'a' || *p > 'z') - return "Unexpected character in edge list"; - if (*p == 'z') - k = 25; - else - k = *p - 'a' + 1; - while (k-- > 0) { - int x, y, dx, dy; - - if (pos < 0) { - pos++; - continue; - } else if (pos < w*(h-1)) { - /* Horizontal edge. */ - y = pos / w; - x = pos % w; - dx = 0; - dy = 1; - } else if (pos < 2*wh-w-h) { - /* Vertical edge. */ - x = (pos - w*(h-1)) / h; - y = (pos - w*(h-1)) % h; - dx = 1; - dy = 0; - } else - return "Too much data in edge list"; - if (!state) - dsf_merge(map+wh, y*w+x, (y+dy)*w+(x+dx)); - - pos++; - } - if (*p != 'z') - state = !state; - p++; - } - assert(pos <= 2*wh-w-h); - if (pos < 2*wh-w-h) - return "Too little data in edge list"; - - /* - * Now go through again and allocate region numbers. - */ - pos = 0; - for (i = 0; i < wh; i++) - map[i] = -1; - for (i = 0; i < wh; i++) { - k = dsf_canonify(map+wh, i); - if (map[k] < 0) - map[k] = pos++; - map[i] = map[k]; - } - if (pos != n) - return "Edge list defines the wrong number of regions"; - - *desc = p; - - return NULL; -} - -static char *validate_desc(const game_params *params, const char *desc) -{ - int w = params->w, h = params->h, wh = w*h, n = params->n; - int area; - int *map; - char *ret; - - map = snewn(2*wh, int); - ret = parse_edge_list(params, &desc, map); - sfree(map); - if (ret) - return ret; - - if (*desc != ',') - return "Expected comma before clue list"; - desc++; /* eat comma */ - - area = 0; - while (*desc) { - if (*desc >= '0' && *desc < '0'+FOUR) - area++; - else if (*desc >= 'a' && *desc <= 'z') - area += *desc - 'a' + 1; - else - return "Unexpected character in clue list"; - desc++; - } - if (area < n) - return "Too little data in clue list"; - else if (area > n) - return "Too much data in clue list"; - - return NULL; -} - -static game_state *new_game(midend *me, const game_params *params, - const char *desc) -{ - int w = params->w, h = params->h, wh = w*h, n = params->n; - int i, pos; - const char *p; - game_state *state = snew(game_state); - - state->p = *params; - state->colouring = snewn(n, int); - for (i = 0; i < n; i++) - state->colouring[i] = -1; - state->pencil = snewn(n, int); - for (i = 0; i < n; i++) - state->pencil[i] = 0; - - state->completed = state->cheated = FALSE; - - state->map = snew(struct map); - state->map->refcount = 1; - state->map->map = snewn(wh*4, int); - state->map->graph = snewn(n*n, int); - state->map->n = n; - state->map->immutable = snewn(n, int); - for (i = 0; i < n; i++) - state->map->immutable[i] = FALSE; - - p = desc; - - { - char *ret; - ret = parse_edge_list(params, &p, state->map->map); - assert(!ret); - } - - /* - * Set up the other three quadrants in `map'. - */ - for (i = wh; i < 4*wh; i++) - state->map->map[i] = state->map->map[i % wh]; - - assert(*p == ','); - p++; - - /* - * Now process the clue list. - */ - pos = 0; - while (*p) { - if (*p >= '0' && *p < '0'+FOUR) { - state->colouring[pos] = *p - '0'; - state->map->immutable[pos] = TRUE; - pos++; - } else { - assert(*p >= 'a' && *p <= 'z'); - pos += *p - 'a' + 1; - } - p++; - } - assert(pos == n); - - state->map->ngraph = gengraph(w, h, n, state->map->map, state->map->graph); - - /* - * Attempt to smooth out some of the more jagged region - * outlines by the judicious use of diagonally divided squares. - */ - { - random_state *rs = random_new(desc, strlen(desc)); - int *squares = snewn(wh, int); - int done_something; - - for (i = 0; i < wh; i++) - squares[i] = i; - shuffle(squares, wh, sizeof(*squares), rs); - - do { - done_something = FALSE; - for (i = 0; i < wh; i++) { - int y = squares[i] / w, x = squares[i] % w; - int c = state->map->map[y*w+x]; - int tc, bc, lc, rc; - - if (x == 0 || x == w-1 || y == 0 || y == h-1) - continue; - - if (state->map->map[TE * wh + y*w+x] != - state->map->map[BE * wh + y*w+x]) - continue; - - tc = state->map->map[BE * wh + (y-1)*w+x]; - bc = state->map->map[TE * wh + (y+1)*w+x]; - lc = state->map->map[RE * wh + y*w+(x-1)]; - rc = state->map->map[LE * wh + y*w+(x+1)]; - - /* - * If this square is adjacent on two sides to one - * region and on the other two sides to the other - * region, and is itself one of the two regions, we can - * adjust it so that it's a diagonal. - */ - if (tc != bc && (tc == c || bc == c)) { - if ((lc == tc && rc == bc) || - (lc == bc && rc == tc)) { - state->map->map[TE * wh + y*w+x] = tc; - state->map->map[BE * wh + y*w+x] = bc; - state->map->map[LE * wh + y*w+x] = lc; - state->map->map[RE * wh + y*w+x] = rc; - done_something = TRUE; - } - } - } - } while (done_something); - sfree(squares); - random_free(rs); - } - - /* - * Analyse the map to find a canonical line segment - * corresponding to each edge, and a canonical point - * corresponding to each region. The former are where we'll - * eventually put error markers; the latter are where we'll put - * per-region flags such as numbers (when in diagnostic mode). - */ - { - int *bestx, *besty, *an, pass; - float *ax, *ay, *best; - - ax = snewn(state->map->ngraph + n, float); - ay = snewn(state->map->ngraph + n, float); - an = snewn(state->map->ngraph + n, int); - bestx = snewn(state->map->ngraph + n, int); - besty = snewn(state->map->ngraph + n, int); - best = snewn(state->map->ngraph + n, float); - - for (i = 0; i < state->map->ngraph + n; i++) { - bestx[i] = besty[i] = -1; - best[i] = (float)(2*(w+h)+1); - ax[i] = ay[i] = 0.0F; - an[i] = 0; - } - - /* - * We make two passes over the map, finding all the line - * segments separating regions and all the suitable points - * within regions. In the first pass, we compute the - * _average_ x and y coordinate of all the points in a - * given class; in the second pass, for each such average - * point, we find the candidate closest to it and call that - * canonical. - * - * Line segments are considered to have coordinates in - * their centre. Thus, at least one coordinate for any line - * segment is always something-and-a-half; so we store our - * coordinates as twice their normal value. - */ - for (pass = 0; pass < 2; pass++) { - int x, y; - - for (y = 0; y < h; y++) - for (x = 0; x < w; x++) { - int ex[4], ey[4], ea[4], eb[4], en = 0; - - /* - * Look for an edge to the right of this - * square, an edge below it, and an edge in the - * middle of it. Also look to see if the point - * at the bottom right of this square is on an - * edge (and isn't a place where more than two - * regions meet). - */ - if (x+1 < w) { - /* right edge */ - ea[en] = state->map->map[RE * wh + y*w+x]; - eb[en] = state->map->map[LE * wh + y*w+(x+1)]; - ex[en] = (x+1)*2; - ey[en] = y*2+1; - en++; - } - if (y+1 < h) { - /* bottom edge */ - ea[en] = state->map->map[BE * wh + y*w+x]; - eb[en] = state->map->map[TE * wh + (y+1)*w+x]; - ex[en] = x*2+1; - ey[en] = (y+1)*2; - en++; - } - /* diagonal edge */ - ea[en] = state->map->map[TE * wh + y*w+x]; - eb[en] = state->map->map[BE * wh + y*w+x]; - ex[en] = x*2+1; - ey[en] = y*2+1; - en++; - - if (x+1 < w && y+1 < h) { - /* bottom right corner */ - int oct[8], othercol, nchanges; - oct[0] = state->map->map[RE * wh + y*w+x]; - oct[1] = state->map->map[LE * wh + y*w+(x+1)]; - oct[2] = state->map->map[BE * wh + y*w+(x+1)]; - oct[3] = state->map->map[TE * wh + (y+1)*w+(x+1)]; - oct[4] = state->map->map[LE * wh + (y+1)*w+(x+1)]; - oct[5] = state->map->map[RE * wh + (y+1)*w+x]; - oct[6] = state->map->map[TE * wh + (y+1)*w+x]; - oct[7] = state->map->map[BE * wh + y*w+x]; - - othercol = -1; - nchanges = 0; - for (i = 0; i < 8; i++) { - if (oct[i] != oct[0]) { - if (othercol < 0) - othercol = oct[i]; - else if (othercol != oct[i]) - break; /* three colours at this point */ - } - if (oct[i] != oct[(i+1) & 7]) - nchanges++; - } - - /* - * Now if there are exactly two regions at - * this point (not one, and not three or - * more), and only two changes around the - * loop, then this is a valid place to put - * an error marker. - */ - if (i == 8 && othercol >= 0 && nchanges == 2) { - ea[en] = oct[0]; - eb[en] = othercol; - ex[en] = (x+1)*2; - ey[en] = (y+1)*2; - en++; - } - - /* - * If there's exactly _one_ region at this - * point, on the other hand, it's a valid - * place to put a region centre. - */ - if (othercol < 0) { - ea[en] = eb[en] = oct[0]; - ex[en] = (x+1)*2; - ey[en] = (y+1)*2; - en++; - } - } - - /* - * Now process the points we've found, one by - * one. - */ - for (i = 0; i < en; i++) { - int emin = min(ea[i], eb[i]); - int emax = max(ea[i], eb[i]); - int gindex; - - if (emin != emax) { - /* Graph edge */ - gindex = - graph_edge_index(state->map->graph, n, - state->map->ngraph, emin, - emax); - } else { - /* Region number */ - gindex = state->map->ngraph + emin; - } - - assert(gindex >= 0); - - if (pass == 0) { - /* - * In pass 0, accumulate the values - * we'll use to compute the average - * positions. - */ - ax[gindex] += ex[i]; - ay[gindex] += ey[i]; - an[gindex] += 1; - } else { - /* - * In pass 1, work out whether this - * point is closer to the average than - * the last one we've seen. - */ - float dx, dy, d; - - assert(an[gindex] > 0); - dx = ex[i] - ax[gindex]; - dy = ey[i] - ay[gindex]; - d = (float)sqrt(dx*dx + dy*dy); - if (d < best[gindex]) { - best[gindex] = d; - bestx[gindex] = ex[i]; - besty[gindex] = ey[i]; - } - } - } - } - - if (pass == 0) { - for (i = 0; i < state->map->ngraph + n; i++) - if (an[i] > 0) { - ax[i] /= an[i]; - ay[i] /= an[i]; - } - } - } - - state->map->edgex = snewn(state->map->ngraph, int); - state->map->edgey = snewn(state->map->ngraph, int); - memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int)); - memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int)); - - state->map->regionx = snewn(n, int); - state->map->regiony = snewn(n, int); - memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int)); - memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int)); - - for (i = 0; i < state->map->ngraph; i++) - if (state->map->edgex[i] < 0) { - /* Find the other representation of this edge. */ - int e = state->map->graph[i]; - int iprime = graph_edge_index(state->map->graph, n, - state->map->ngraph, e%n, e/n); - assert(state->map->edgex[iprime] >= 0); - state->map->edgex[i] = state->map->edgex[iprime]; - state->map->edgey[i] = state->map->edgey[iprime]; - } - - sfree(ax); - sfree(ay); - sfree(an); - sfree(best); - sfree(bestx); - sfree(besty); - } - - return state; -} - -static game_state *dup_game(const game_state *state) -{ - game_state *ret = snew(game_state); - - ret->p = state->p; - ret->colouring = snewn(state->p.n, int); - memcpy(ret->colouring, state->colouring, state->p.n * sizeof(int)); - ret->pencil = snewn(state->p.n, int); - memcpy(ret->pencil, state->pencil, state->p.n * sizeof(int)); - ret->map = state->map; - ret->map->refcount++; - ret->completed = state->completed; - ret->cheated = state->cheated; - - return ret; -} - -static void free_game(game_state *state) -{ - if (--state->map->refcount <= 0) { - sfree(state->map->map); - sfree(state->map->graph); - sfree(state->map->immutable); - sfree(state->map->edgex); - sfree(state->map->edgey); - sfree(state->map->regionx); - sfree(state->map->regiony); - sfree(state->map); - } - sfree(state->pencil); - sfree(state->colouring); - sfree(state); -} - -static char *solve_game(const game_state *state, const game_state *currstate, - const char *aux, char **error) -{ - if (!aux) { - /* - * Use the solver. - */ - int *colouring; - struct solver_scratch *sc; - int sret; - int i; - char *ret, buf[80]; - int retlen, retsize; - - colouring = snewn(state->map->n, int); - memcpy(colouring, state->colouring, state->map->n * sizeof(int)); - - sc = new_scratch(state->map->graph, state->map->n, state->map->ngraph); - sret = map_solver(sc, state->map->graph, state->map->n, - state->map->ngraph, colouring, DIFFCOUNT-1); - free_scratch(sc); - - if (sret != 1) { - sfree(colouring); - if (sret == 0) - *error = "Puzzle is inconsistent"; - else - *error = "Unable to find a unique solution for this puzzle"; - return NULL; - } - - retsize = 64; - ret = snewn(retsize, char); - strcpy(ret, "S"); - retlen = 1; - - for (i = 0; i < state->map->n; i++) { - int len; - - assert(colouring[i] >= 0); - if (colouring[i] == currstate->colouring[i]) - continue; - assert(!state->map->immutable[i]); - - len = sprintf(buf, ";%d:%d", colouring[i], i); - if (retlen + len >= retsize) { - retsize = retlen + len + 256; - ret = sresize(ret, retsize, char); - } - strcpy(ret + retlen, buf); - retlen += len; - } - - sfree(colouring); - - return ret; - } - return dupstr(aux); -} - -static int game_can_format_as_text_now(const game_params *params) -{ - return TRUE; -} - -static char *game_text_format(const game_state *state) -{ - return NULL; -} - -struct game_ui { - /* - * drag_colour: - * - * - -2 means no drag currently active. - * - >=0 means we're dragging a solid colour. - * - -1 means we're dragging a blank space, and drag_pencil - * might or might not add some pencil-mark stipples to that. - */ - int drag_colour; - int drag_pencil; - int dragx, dragy; - int show_numbers; - - int cur_x, cur_y, cur_visible, cur_moved, cur_lastmove; -}; - -static game_ui *new_ui(const game_state *state) -{ - game_ui *ui = snew(game_ui); - ui->dragx = ui->dragy = -1; - ui->drag_colour = -2; - ui->drag_pencil = 0; - ui->show_numbers = FALSE; - ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_moved = 0; - ui->cur_lastmove = 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; - unsigned long *drawn, *todraw; - int started; - int dragx, dragy, drag_visible; - blitter *bl; -}; - -/* Flags in `drawn'. */ -#define ERR_BASE 0x00800000L -#define ERR_MASK 0xFF800000L -#define PENCIL_T_BASE 0x00080000L -#define PENCIL_T_MASK 0x00780000L -#define PENCIL_B_BASE 0x00008000L -#define PENCIL_B_MASK 0x00078000L -#define PENCIL_MASK 0x007F8000L -#define SHOW_NUMBERS 0x00004000L - -#define TILESIZE (ds->tilesize) -#define BORDER (TILESIZE) -#define COORD(x) ( (x) * TILESIZE + BORDER ) -#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) - - /* - * EPSILON_FOO are epsilons added to absolute cursor position by - * cursor movement, such that in pathological cases (e.g. a very - * small diamond-shaped area) it's relatively easy to select the - * region you wanted. - */ - -#define EPSILON_X(button) (((button) == CURSOR_RIGHT) ? +1 : \ - ((button) == CURSOR_LEFT) ? -1 : 0) -#define EPSILON_Y(button) (((button) == CURSOR_DOWN) ? +1 : \ - ((button) == CURSOR_UP) ? -1 : 0) - - -static int region_from_coords(const game_state *state, - const game_drawstate *ds, int x, int y) -{ - int w = state->p.w, h = state->p.h, wh = w*h /*, n = state->p.n */; - int tx = FROMCOORD(x), ty = FROMCOORD(y); - int dx = x - COORD(tx), dy = y - COORD(ty); - int quadrant; - - if (tx < 0 || tx >= w || ty < 0 || ty >= h) - return -1; /* border */ - - quadrant = 2 * (dx > dy) + (TILESIZE - dx > dy); - quadrant = (quadrant == 0 ? BE : - quadrant == 1 ? LE : - quadrant == 2 ? RE : TE); - - return state->map->map[quadrant * wh + ty*w+tx]; -} - -static char *interpret_move(const game_state *state, game_ui *ui, - const game_drawstate *ds, - int x, int y, int button) -{ - char *bufp, buf[256]; - int alt_button; - - /* - * Enable or disable numeric labels on regions. - */ - if (button == 'l' || button == 'L') { - ui->show_numbers = !ui->show_numbers; - return ""; - } - - if (IS_CURSOR_MOVE(button)) { - move_cursor(button, &ui->cur_x, &ui->cur_y, state->p.w, state->p.h, 0); - ui->cur_visible = 1; - ui->cur_moved = 1; - ui->cur_lastmove = button; - ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(button); - ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(button); - return ""; - } - if (IS_CURSOR_SELECT(button)) { - if (!ui->cur_visible) { - ui->dragx = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove); - ui->dragy = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove); - ui->cur_visible = 1; - return ""; - } - if (ui->drag_colour == -2) { /* not currently cursor-dragging, start. */ - int r = region_from_coords(state, ds, ui->dragx, ui->dragy); - if (r >= 0) { - ui->drag_colour = state->colouring[r]; - ui->drag_pencil = (ui->drag_colour >= 0) ? 0 : state->pencil[r]; - } else { - ui->drag_colour = -1; - ui->drag_pencil = 0; - } - ui->cur_moved = 0; - return ""; - } else { /* currently cursor-dragging; drop the colour in the new region. */ - x = COORD(ui->cur_x) + TILESIZE/2 + EPSILON_X(ui->cur_lastmove); - y = COORD(ui->cur_y) + TILESIZE/2 + EPSILON_Y(ui->cur_lastmove); - alt_button = (button == CURSOR_SELECT2) ? 1 : 0; - /* Double-select removes current colour. */ - if (!ui->cur_moved) ui->drag_colour = -1; - goto drag_dropped; - } - } - - if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { - int r = region_from_coords(state, ds, x, y); - - if (r >= 0) { - ui->drag_colour = state->colouring[r]; - ui->drag_pencil = state->pencil[r]; - if (ui->drag_colour >= 0) - ui->drag_pencil = 0; /* should be already, but double-check */ - } else { - ui->drag_colour = -1; - ui->drag_pencil = 0; - } - ui->dragx = x; - ui->dragy = y; - ui->cur_visible = 0; - return ""; - } - - if ((button == LEFT_DRAG || button == RIGHT_DRAG) && - ui->drag_colour > -2) { - ui->dragx = x; - ui->dragy = y; - return ""; - } - - if ((button == LEFT_RELEASE || button == RIGHT_RELEASE) && - ui->drag_colour > -2) { - alt_button = (button == RIGHT_RELEASE) ? 1 : 0; - goto drag_dropped; - } - - return NULL; - -drag_dropped: - { - int r = region_from_coords(state, ds, x, y); - int c = ui->drag_colour; - int p = ui->drag_pencil; - int oldp; - - /* - * Cancel the drag, whatever happens. - */ - ui->drag_colour = -2; - - if (r < 0) - return ""; /* drag into border; do nothing else */ - - if (state->map->immutable[r]) - return ""; /* can't change this region */ - - if (state->colouring[r] == c && state->pencil[r] == p) - return ""; /* don't _need_ to change this region */ - - if (alt_button) { - if (state->colouring[r] >= 0) { - /* Can't pencil on a coloured region */ - return ""; - } else if (c >= 0) { - /* Right-dragging from colour to blank toggles one pencil */ - p = state->pencil[r] ^ (1 << c); - c = -1; - } - /* Otherwise, right-dragging from blank to blank is equivalent - * to left-dragging. */ - } - - bufp = buf; - oldp = state->pencil[r]; - if (c != state->colouring[r]) { - bufp += sprintf(bufp, ";%c:%d", (int)(c < 0 ? 'C' : '0' + c), r); - if (c >= 0) - oldp = 0; - } - if (p != oldp) { - int i; - for (i = 0; i < FOUR; i++) - if ((oldp ^ p) & (1 << i)) - bufp += sprintf(bufp, ";p%c:%d", (int)('0' + i), r); - } - - return dupstr(buf+1); /* ignore first semicolon */ - } -} - -static game_state *execute_move(const game_state *state, const char *move) -{ - int n = state->p.n; - game_state *ret = dup_game(state); - int c, k, adv, i; - - while (*move) { - int pencil = FALSE; - - c = *move; - if (c == 'p') { - pencil = TRUE; - c = *++move; - } - if ((c == 'C' || (c >= '0' && c < '0'+FOUR)) && - sscanf(move+1, ":%d%n", &k, &adv) == 1 && - k >= 0 && k < state->p.n) { - move += 1 + adv; - if (pencil) { - if (ret->colouring[k] >= 0) { - free_game(ret); - return NULL; - } - if (c == 'C') - ret->pencil[k] = 0; - else - ret->pencil[k] ^= 1 << (c - '0'); - } else { - ret->colouring[k] = (c == 'C' ? -1 : c - '0'); - ret->pencil[k] = 0; - } - } else if (*move == 'S') { - move++; - ret->cheated = TRUE; - } else { - free_game(ret); - return NULL; - } - - if (*move && *move != ';') { - free_game(ret); - return NULL; - } - if (*move) - move++; - } - - /* - * Check for completion. - */ - if (!ret->completed) { - int ok = TRUE; - - for (i = 0; i < n; i++) - if (ret->colouring[i] < 0) { - ok = FALSE; - break; - } - - if (ok) { - for (i = 0; i < ret->map->ngraph; i++) { - int j = ret->map->graph[i] / n; - int k = ret->map->graph[i] % n; - if (ret->colouring[j] == ret->colouring[k]) { - ok = FALSE; - break; - } - } - } - - if (ok) - ret->completed = TRUE; - } - - 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 = params->w * TILESIZE + 2 * BORDER + 1; - *y = params->h * TILESIZE + 2 * BORDER + 1; -} - -static void game_set_size(drawing *dr, game_drawstate *ds, - const game_params *params, int tilesize) -{ - ds->tilesize = tilesize; - - assert(!ds->bl); /* set_size is never called twice */ - ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3); -} - -const float map_colours[FOUR][3] = { -#ifdef VIVID_COLOURS - /* Use more vivid colours (e.g. on the Pocket PC) */ - {0.75F, 0.25F, 0.25F}, - {0.3F, 0.7F, 0.3F}, - {0.3F, 0.3F, 0.7F}, - {0.85F, 0.85F, 0.1F}, -#else - {0.7F, 0.5F, 0.4F}, - {0.8F, 0.7F, 0.4F}, - {0.5F, 0.6F, 0.4F}, - {0.55F, 0.45F, 0.35F}, -#endif -}; -const int map_hatching[FOUR] = { - HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH -}; - -static float *game_colours(frontend *fe, int *ncolours) -{ - float *ret = snewn(3 * NCOLOURS, float); - - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - - ret[COL_GRID * 3 + 0] = 0.0F; - ret[COL_GRID * 3 + 1] = 0.0F; - ret[COL_GRID * 3 + 2] = 0.0F; - - memcpy(ret + COL_0 * 3, map_colours[0], 3 * sizeof(float)); - memcpy(ret + COL_1 * 3, map_colours[1], 3 * sizeof(float)); - memcpy(ret + COL_2 * 3, map_colours[2], 3 * sizeof(float)); - memcpy(ret + COL_3 * 3, map_colours[3], 3 * sizeof(float)); - - ret[COL_ERROR * 3 + 0] = 1.0F; - ret[COL_ERROR * 3 + 1] = 0.0F; - ret[COL_ERROR * 3 + 2] = 0.0F; - - ret[COL_ERRTEXT * 3 + 0] = 1.0F; - ret[COL_ERRTEXT * 3 + 1] = 1.0F; - ret[COL_ERRTEXT * 3 + 2] = 1.0F; - - *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 i; - - ds->tilesize = 0; - ds->drawn = snewn(state->p.w * state->p.h, unsigned long); - for (i = 0; i < state->p.w * state->p.h; i++) - ds->drawn[i] = 0xFFFFL; - ds->todraw = snewn(state->p.w * state->p.h, unsigned long); - ds->started = FALSE; - ds->bl = NULL; - ds->drag_visible = FALSE; - ds->dragx = ds->dragy = -1; - - return ds; -} - -static void game_free_drawstate(drawing *dr, game_drawstate *ds) -{ - sfree(ds->drawn); - sfree(ds->todraw); - if (ds->bl) - blitter_free(dr, ds->bl); - sfree(ds); -} - -static void draw_error(drawing *dr, game_drawstate *ds, int x, int y) -{ - int coords[8]; - int yext, xext; - - /* - * Draw a diamond. - */ - coords[0] = x - TILESIZE*2/5; - coords[1] = y; - coords[2] = x; - coords[3] = y - TILESIZE*2/5; - coords[4] = x + TILESIZE*2/5; - coords[5] = y; - coords[6] = x; - coords[7] = y + TILESIZE*2/5; - draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID); - - /* - * Draw an exclamation mark in the diamond. This turns out to - * look unpleasantly off-centre if done via draw_text, so I do - * it by hand on the basis that exclamation marks aren't that - * difficult to draw... - */ - xext = TILESIZE/16; - yext = TILESIZE*2/5 - (xext*2+2); - draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3), - COL_ERRTEXT); - draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT); -} - -static void draw_square(drawing *dr, game_drawstate *ds, - const game_params *params, struct map *map, - int x, int y, unsigned long v) -{ - int w = params->w, h = params->h, wh = w*h; - int tv, bv, xo, yo, i, j, oldj; - unsigned long errs, pencil, show_numbers; - - errs = v & ERR_MASK; - v &= ~ERR_MASK; - pencil = v & PENCIL_MASK; - v &= ~PENCIL_MASK; - show_numbers = v & SHOW_NUMBERS; - v &= ~SHOW_NUMBERS; - tv = v / FIVE; - bv = v % FIVE; - - clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); - - /* - * Draw the region colour. - */ - draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, - (tv == FOUR ? COL_BACKGROUND : COL_0 + tv)); - /* - * Draw the second region colour, if this is a diagonally - * divided square. - */ - if (map->map[TE * wh + y*w+x] != map->map[BE * wh + y*w+x]) { - int coords[6]; - coords[0] = COORD(x)-1; - coords[1] = COORD(y+1)+1; - if (map->map[LE * wh + y*w+x] == map->map[TE * wh + y*w+x]) - coords[2] = COORD(x+1)+1; - else - coords[2] = COORD(x)-1; - coords[3] = COORD(y)-1; - coords[4] = COORD(x+1)+1; - coords[5] = COORD(y+1)+1; - draw_polygon(dr, coords, 3, - (bv == FOUR ? COL_BACKGROUND : COL_0 + bv), COL_GRID); - } - - /* - * Draw `pencil marks'. Currently we arrange these in a square - * formation, which means we may be in trouble if the value of - * FOUR changes later... - */ - assert(FOUR == 4); - for (yo = 0; yo < 4; yo++) - for (xo = 0; xo < 4; xo++) { - int te = map->map[TE * wh + y*w+x]; - int e, ee, c; - - e = (yo < xo && yo < 3-xo ? TE : - yo > xo && yo > 3-xo ? BE : - xo < 2 ? LE : RE); - ee = map->map[e * wh + y*w+x]; - - if (xo != (yo * 2 + 1) % 5) - continue; - c = yo; - - if (!(pencil & ((ee == te ? PENCIL_T_BASE : PENCIL_B_BASE) << c))) - continue; - - if (yo == xo && - (map->map[TE * wh + y*w+x] != map->map[LE * wh + y*w+x])) - continue; /* avoid TL-BR diagonal line */ - if (yo == 3-xo && - (map->map[TE * wh + y*w+x] != map->map[RE * wh + y*w+x])) - continue; /* avoid BL-TR diagonal line */ - - draw_circle(dr, COORD(x) + (xo+1)*TILESIZE/5, - COORD(y) + (yo+1)*TILESIZE/5, - TILESIZE/7, COL_0 + c, COL_0 + c); - } - - /* - * Draw the grid lines, if required. - */ - if (x <= 0 || map->map[RE*wh+y*w+(x-1)] != map->map[LE*wh+y*w+x]) - draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE, COL_GRID); - if (y <= 0 || map->map[BE*wh+(y-1)*w+x] != map->map[TE*wh+y*w+x]) - draw_rect(dr, COORD(x), COORD(y), TILESIZE, 1, COL_GRID); - if (x <= 0 || y <= 0 || - map->map[RE*wh+(y-1)*w+(x-1)] != map->map[TE*wh+y*w+x] || - map->map[BE*wh+(y-1)*w+(x-1)] != map->map[LE*wh+y*w+x]) - draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); - - /* - * Draw error markers. - */ - for (yo = 0; yo < 3; yo++) - for (xo = 0; xo < 3; xo++) - if (errs & (ERR_BASE << (yo*3+xo))) - draw_error(dr, ds, - (COORD(x)*2+TILESIZE*xo)/2, - (COORD(y)*2+TILESIZE*yo)/2); - - /* - * Draw region numbers, if desired. - */ - if (show_numbers) { - oldj = -1; - for (i = 0; i < 2; i++) { - j = map->map[(i?BE:TE)*wh+y*w+x]; - if (oldj == j) - continue; - oldj = j; - - xo = map->regionx[j] - 2*x; - yo = map->regiony[j] - 2*y; - if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) { - char buf[80]; - sprintf(buf, "%d", j); - draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2, - (COORD(y)*2+TILESIZE*yo)/2, - FONT_VARIABLE, 3*TILESIZE/5, - ALIGN_HCENTRE|ALIGN_VCENTRE, - COL_GRID, buf); - } - } - } - - unclip(dr); - - draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); -} - -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 w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; - int x, y, i; - int flash; - - if (ds->drag_visible) { - blitter_load(dr, ds->bl, ds->dragx, ds->dragy); - draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); - ds->drag_visible = FALSE; - } - - /* - * The initial contents of the window are not guaranteed and - * can vary with front ends. To be on the safe side, all games - * should start by drawing a big background-colour rectangle - * covering the whole window. - */ - if (!ds->started) { - int ww, wh; - - game_compute_size(&state->p, TILESIZE, &ww, &wh); - draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); - draw_rect(dr, COORD(0), COORD(0), w*TILESIZE+1, h*TILESIZE+1, - COL_GRID); - - draw_update(dr, 0, 0, ww, wh); - ds->started = TRUE; - } - - if (flashtime) { - if (flash_type == 1) - flash = (int)(flashtime * FOUR / flash_length); - else - flash = 1 + (int)(flashtime * THREE / flash_length); - } else - flash = -1; - - /* - * Set up the `todraw' array. - */ - for (y = 0; y < h; y++) - for (x = 0; x < w; x++) { - int tv = state->colouring[state->map->map[TE * wh + y*w+x]]; - int bv = state->colouring[state->map->map[BE * wh + y*w+x]]; - unsigned long v; - - if (tv < 0) - tv = FOUR; - if (bv < 0) - bv = FOUR; - - if (flash >= 0) { - if (flash_type == 1) { - if (tv == flash) - tv = FOUR; - if (bv == flash) - bv = FOUR; - } else if (flash_type == 2) { - if (flash % 2) - tv = bv = FOUR; - } else { - if (tv != FOUR) - tv = (tv + flash) % FOUR; - if (bv != FOUR) - bv = (bv + flash) % FOUR; - } - } - - v = tv * FIVE + bv; - - /* - * Add pencil marks. - */ - for (i = 0; i < FOUR; i++) { - if (state->colouring[state->map->map[TE * wh + y*w+x]] < 0 && - (state->pencil[state->map->map[TE * wh + y*w+x]] & (1<<i))) - v |= PENCIL_T_BASE << i; - if (state->colouring[state->map->map[BE * wh + y*w+x]] < 0 && - (state->pencil[state->map->map[BE * wh + y*w+x]] & (1<<i))) - v |= PENCIL_B_BASE << i; - } - - if (ui->show_numbers) - v |= SHOW_NUMBERS; - - ds->todraw[y*w+x] = v; - } - - /* - * Add error markers to the `todraw' array. - */ - for (i = 0; i < state->map->ngraph; i++) { - int v1 = state->map->graph[i] / n; - int v2 = state->map->graph[i] % n; - int xo, yo; - - if (state->colouring[v1] < 0 || state->colouring[v2] < 0) - continue; - if (state->colouring[v1] != state->colouring[v2]) - continue; - - x = state->map->edgex[i]; - y = state->map->edgey[i]; - - xo = x % 2; x /= 2; - yo = y % 2; y /= 2; - - ds->todraw[y*w+x] |= ERR_BASE << (yo*3+xo); - if (xo == 0) { - assert(x > 0); - ds->todraw[y*w+(x-1)] |= ERR_BASE << (yo*3+2); - } - if (yo == 0) { - assert(y > 0); - ds->todraw[(y-1)*w+x] |= ERR_BASE << (2*3+xo); - } - if (xo == 0 && yo == 0) { - assert(x > 0 && y > 0); - ds->todraw[(y-1)*w+(x-1)] |= ERR_BASE << (2*3+2); - } - } - - /* - * Now actually draw everything. - */ - for (y = 0; y < h; y++) - for (x = 0; x < w; x++) { - unsigned long v = ds->todraw[y*w+x]; - if (ds->drawn[y*w+x] != v) { - draw_square(dr, ds, &state->p, state->map, x, y, v); - ds->drawn[y*w+x] = v; - } - } - - /* - * Draw the dragged colour blob if any. - */ - if ((ui->drag_colour > -2) || ui->cur_visible) { - int bg, iscur = 0; - if (ui->drag_colour >= 0) - bg = COL_0 + ui->drag_colour; - else if (ui->drag_colour == -1) { - bg = COL_BACKGROUND; - } else { - int r = region_from_coords(state, ds, ui->dragx, ui->dragy); - int c = (r < 0) ? -1 : state->colouring[r]; - assert(ui->cur_visible); - /*bg = COL_GRID;*/ - bg = (c < 0) ? COL_BACKGROUND : COL_0 + c; - iscur = 1; - } - - ds->dragx = ui->dragx - TILESIZE/2 - 2; - ds->dragy = ui->dragy - TILESIZE/2 - 2; - blitter_save(dr, ds->bl, ds->dragx, ds->dragy); - draw_circle(dr, ui->dragx, ui->dragy, - iscur ? TILESIZE/4 : TILESIZE/2, bg, COL_GRID); - for (i = 0; i < FOUR; i++) - if (ui->drag_pencil & (1 << i)) - draw_circle(dr, ui->dragx + ((i*4+2)%10-3) * TILESIZE/10, - ui->dragy + (i*2-3) * TILESIZE/10, - TILESIZE/8, COL_0 + i, COL_0 + i); - draw_update(dr, ds->dragx, ds->dragy, TILESIZE + 3, TILESIZE + 3); - ds->drag_visible = TRUE; - } -} - -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->cheated && !newstate->cheated) { - if (flash_type < 0) { - char *env = getenv("MAP_ALTERNATIVE_FLASH"); - if (env) - flash_type = atoi(env); - else - flash_type = 0; - flash_length = (flash_type == 1 ? 0.50F : 0.30F); - } - return flash_length; - } else - 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; - - /* - * I'll use 4mm squares by default, I think. Simplest way to - * compute this size is to compute the pixel puzzle size at a - * given tile size and then scale. - */ - game_compute_size(params, 400, &pw, &ph); - *x = pw / 100.0F; - *y = ph / 100.0F; -} - -static void game_print(drawing *dr, const game_state *state, int tilesize) -{ - int w = state->p.w, h = state->p.h, wh = w*h, n = state->p.n; - int ink, c[FOUR], i; - int x, y, r; - int *coords, ncoords, coordsize; - - /* Ick: fake up `ds->tilesize' for macro expansion purposes */ - struct { int tilesize; } ads, *ds = &ads; - /* We can't call game_set_size() here because we don't want a blitter */ - ads.tilesize = tilesize; - - ink = print_mono_colour(dr, 0); - for (i = 0; i < FOUR; i++) - c[i] = print_rgb_hatched_colour(dr, map_colours[i][0], - map_colours[i][1], map_colours[i][2], - map_hatching[i]); - - coordsize = 0; - coords = NULL; - - print_line_width(dr, TILESIZE / 16); - - /* - * Draw a single filled polygon around each region. - */ - for (r = 0; r < n; r++) { - int octants[8], lastdir, d1, d2, ox, oy; - - /* - * Start by finding a point on the region boundary. Any - * point will do. To do this, we'll search for a square - * containing the region and then decide which corner of it - * to use. - */ - x = w; - for (y = 0; y < h; y++) { - for (x = 0; x < w; x++) { - if (state->map->map[wh*0+y*w+x] == r || - state->map->map[wh*1+y*w+x] == r || - state->map->map[wh*2+y*w+x] == r || - state->map->map[wh*3+y*w+x] == r) - break; - } - if (x < w) - break; - } - assert(y < h && x < w); /* we must have found one somewhere */ - /* - * This is the first square in lexicographic order which - * contains part of this region. Therefore, one of the top - * two corners of the square must be what we're after. The - * only case in which it isn't the top left one is if the - * square is diagonally divided and the region is in the - * bottom right half. - */ - if (state->map->map[wh*TE+y*w+x] != r && - state->map->map[wh*LE+y*w+x] != r) - x++; /* could just as well have done y++ */ - - /* - * Now we have a point on the region boundary. Trace around - * the region until we come back to this point, - * accumulating coordinates for a polygon draw operation as - * we go. - */ - lastdir = -1; - ox = x; - oy = y; - ncoords = 0; - - do { - /* - * There are eight possible directions we could head in - * from here. We identify them by octant numbers, and - * we also use octant numbers to identify the spaces - * between them: - * - * 6 7 0 - * \ 7|0 / - * \ | / - * 6 \|/ 1 - * 5-----+-----1 - * 5 /|\ 2 - * / | \ - * / 4|3 \ - * 4 3 2 - */ - octants[0] = x<w && y>0 ? state->map->map[wh*LE+(y-1)*w+x] : -1; - octants[1] = x<w && y>0 ? state->map->map[wh*BE+(y-1)*w+x] : -1; - octants[2] = x<w && y<h ? state->map->map[wh*TE+y*w+x] : -1; - octants[3] = x<w && y<h ? state->map->map[wh*LE+y*w+x] : -1; - octants[4] = x>0 && y<h ? state->map->map[wh*RE+y*w+(x-1)] : -1; - octants[5] = x>0 && y<h ? state->map->map[wh*TE+y*w+(x-1)] : -1; - octants[6] = x>0 && y>0 ? state->map->map[wh*BE+(y-1)*w+(x-1)] :-1; - octants[7] = x>0 && y>0 ? state->map->map[wh*RE+(y-1)*w+(x-1)] :-1; - - d1 = d2 = -1; - for (i = 0; i < 8; i++) - if ((octants[i] == r) ^ (octants[(i+1)%8] == r)) { - assert(d2 == -1); - if (d1 == -1) - d1 = i; - else - d2 = i; - } - - assert(d1 != -1 && d2 != -1); - if (d1 == lastdir) - d1 = d2; - - /* - * Now we're heading in direction d1. Save the current - * coordinates. - */ - if (ncoords + 2 > coordsize) { - coordsize += 128; - coords = sresize(coords, coordsize, int); - } - coords[ncoords++] = COORD(x); - coords[ncoords++] = COORD(y); - - /* - * Compute the new coordinates. - */ - x += (d1 % 4 == 3 ? 0 : d1 < 4 ? +1 : -1); - y += (d1 % 4 == 1 ? 0 : d1 > 1 && d1 < 5 ? +1 : -1); - assert(x >= 0 && x <= w && y >= 0 && y <= h); - - lastdir = d1 ^ 4; - } while (x != ox || y != oy); - - draw_polygon(dr, coords, ncoords/2, - state->colouring[r] >= 0 ? - c[state->colouring[r]] : -1, ink); - } - sfree(coords); -} - -#ifdef COMBINED -#define thegame map -#endif - -const struct game thegame = { - "Map", "games.map", "map", - default_params, - game_fetch_preset, - decode_params, - encode_params, - free_params, - dup_params, - TRUE, game_configure, custom_params, - validate_params, - new_game_desc, - validate_desc, - new_game, - dup_game, - free_game, - TRUE, solve_game, - FALSE, game_can_format_as_text_now, game_text_format, - new_ui, - free_ui, - encode_ui, - decode_ui, - game_changed_state, - interpret_move, - execute_move, - 20, 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, TRUE, game_print_size, game_print, - FALSE, /* wants_statusbar */ - FALSE, game_timing_state, - 0, /* flags */ -}; - -#ifdef STANDALONE_SOLVER - -int main(int argc, char **argv) -{ - game_params *p; - game_state *s; - char *id = NULL, *desc, *err; - int grade = FALSE; - int ret, diff, really_verbose = FALSE; - struct solver_scratch *sc; - int i; - - while (--argc > 0) { - char *p = *++argv; - if (!strcmp(p, "-v")) { - really_verbose = TRUE; - } else if (!strcmp(p, "-g")) { - grade = TRUE; - } else if (*p == '-') { - fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); - return 1; - } else { - id = p; - } - } - - if (!id) { - fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); - return 1; - } - - desc = strchr(id, ':'); - if (!desc) { - fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); - return 1; - } - *desc++ = '\0'; - - p = default_params(); - decode_params(p, id); - err = validate_desc(p, desc); - if (err) { - fprintf(stderr, "%s: %s\n", argv[0], err); - return 1; - } - s = new_game(NULL, p, desc); - - sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph); - - /* - * When solving an Easy puzzle, we don't want to bother the - * user with Hard-level deductions. For this reason, we grade - * the puzzle internally before doing anything else. - */ - ret = -1; /* placate optimiser */ - for (diff = 0; diff < DIFFCOUNT; diff++) { - for (i = 0; i < s->map->n; i++) - if (!s->map->immutable[i]) - s->colouring[i] = -1; - ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph, - s->colouring, diff); - if (ret < 2) - break; - } - - if (diff == DIFFCOUNT) { - if (grade) - printf("Difficulty rating: harder than Hard, or ambiguous\n"); - else - printf("Unable to find a unique solution\n"); - } else { - if (grade) { - if (ret == 0) - printf("Difficulty rating: impossible (no solution exists)\n"); - else if (ret == 1) - printf("Difficulty rating: %s\n", map_diffnames[diff]); - } else { - verbose = really_verbose; - for (i = 0; i < s->map->n; i++) - if (!s->map->immutable[i]) - s->colouring[i] = -1; - ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph, - s->colouring, diff); - if (ret == 0) - printf("Puzzle is inconsistent\n"); - else { - int col = 0; - - for (i = 0; i < s->map->n; i++) { - printf("%5d <- %c%c", i, colnames[s->colouring[i]], - (col < 6 && i+1 < s->map->n ? ' ' : '\n')); - if (++col == 7) - col = 0; - } - } - } - } - - return 0; -} - -#endif - -/* vim: set shiftwidth=4 tabstop=8: */ |