2
* signpost.c: implementation of the janko game 'arrow path'
14
#define PREFERRED_TILE_SIZE 48
15
#define TILE_SIZE (ds->tilesize)
16
#define BLITTER_SIZE TILE_SIZE
17
#define BORDER (TILE_SIZE / 2)
19
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
20
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
22
#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
24
#define FLASH_SPIN 0.7F
26
#define NBACKGROUNDS 16
29
COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
30
COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN,
31
COL_ARROW, COL_ARROW_BG_DIM,
32
COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID,
33
COL_B0, /* background colours */
34
COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */
35
COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */
36
COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */
37
NCOLOURS = COL_B0 + 4*NBACKGROUNDS
42
int force_corner_start;
45
enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX };
46
static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" };
48
static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 };
49
static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 };
51
#define DIR_OPPOSITE(d) ((d+4)%8)
55
int completed, used_solve, impossible;
56
int *dirs; /* direction enums, size n */
57
int *nums; /* numbers, size n */
58
unsigned int *flags; /* flags, size n */
59
int *next, *prev; /* links to other cell indexes, size n (-1 absent) */
60
int *dsf; /* connects regions with a dsf. */
61
int *numsi; /* for each number, which index is it in? (-1 absent) */
64
#define FLAG_IMMUTABLE 1
67
/* --- Generally useful functions --- */
69
#define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n)
71
static int whichdir(int fromx, int fromy, int tox, int toy)
78
if (dx && dy && abs(dx) != abs(dy)) return -1;
80
if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */
81
if (dy) dy = dy / abs(dy); /* ditto */
83
for (i = 0; i < DIR_MAX; i++) {
84
if (dx == dxs[i] && dy == dys[i]) return i;
89
static int whichdiri(game_state *state, int fromi, int toi)
92
return whichdir(fromi%w, fromi/w, toi%w, toi/w);
95
static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy)
97
int w = state->w, dir = state->dirs[fromy*w+fromx];
99
/* (by convention) squares do not point to themselves. */
100
if (fromx == tox && fromy == toy) return 0;
102
/* the final number points to nothing. */
103
if (state->nums[fromy*w + fromx] == state->n) return 0;
106
if (!INGRID(state, fromx, fromy)) return 0;
107
if (fromx == tox && fromy == toy) return 1;
108
fromx += dxs[dir]; fromy += dys[dir];
110
return 0; /* not reached */
113
static int ispointingi(game_state *state, int fromi, int toi)
116
return ispointing(state, fromi%w, fromi/w, toi%w, toi/w);
119
/* Taking the number 'num', work out the gap between it and the next
120
* available number up or down (depending on d). Return 1 if the region
121
* at (x,y) will fit in that gap, or 0 otherwise. */
122
static int move_couldfit(game_state *state, int num, int d, int x, int y)
124
int n, gap, i = y*state->w+x, sz;
127
/* The 'gap' is the number of missing numbers in the grid between
128
* our number and the next one in the sequence (up or down), or
129
* the end of the sequence (if we happen not to have 1/n present) */
130
for (n = num + d, gap = 0;
131
ISREALNUM(state, n) && state->numsi[n] == -1;
132
n += d, gap++) ; /* empty loop */
135
/* no gap, so the only allowable move is that that directly
136
* links the two numbers. */
138
return (n == num+d) ? 0 : 1;
140
if (state->prev[i] == -1 && state->next[i] == -1)
141
return 1; /* single unconnected square, always OK */
143
sz = dsf_size(state->dsf, i);
144
return (sz > gap) ? 0 : 1;
147
static int isvalidmove(game_state *state, int clever,
148
int fromx, int fromy, int tox, int toy)
150
int w = state->w, from = fromy*w+fromx, to = toy*w+tox;
153
if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy))
156
/* can only move where we point */
157
if (!ispointing(state, fromx, fromy, tox, toy))
160
nfrom = state->nums[from]; nto = state->nums[to];
162
/* can't move _from_ the preset final number, or _to_ the preset 1. */
163
if (((nfrom == state->n) && (state->flags[from] & FLAG_IMMUTABLE)) ||
164
((nto == 1) && (state->flags[to] & FLAG_IMMUTABLE)))
167
/* can't create a new connection between cells in the same region
168
* as that would create a loop. */
169
if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to))
172
/* if both cells are actual numbers, can't drag if we're not
173
* one digit apart. */
174
if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) {
177
} else if (clever && ISREALNUM(state, nfrom)) {
178
if (!move_couldfit(state, nfrom, +1, tox, toy))
180
} else if (clever && ISREALNUM(state, nto)) {
181
if (!move_couldfit(state, nto, -1, fromx, fromy))
188
static void makelink(game_state *state, int from, int to)
190
if (state->next[from] != -1)
191
state->prev[state->next[from]] = -1;
192
state->next[from] = to;
194
if (state->prev[to] != -1)
195
state->next[state->prev[to]] = -1;
196
state->prev[to] = from;
199
static int game_can_format_as_text_now(game_params *params)
201
if (params->w * params->h >= 100) return 0;
205
static char *game_text_format(game_state *state)
207
int len = state->h * 2 * (4*state->w + 1) + state->h + 2;
208
int x, y, i, num, n, set;
211
p = ret = snewn(len, char);
213
for (y = 0; y < state->h; y++) {
214
for (x = 0; x < state->h; x++) {
216
*p++ = dirstrings[state->dirs[i]][0];
217
*p++ = dirstrings[state->dirs[i]][1];
218
*p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' ';
222
for (x = 0; x < state->h; x++) {
224
num = state->nums[i];
230
n = num % (state->n+1);
231
set = num / (state->n+1);
233
assert(n <= 99); /* two digits only! */
238
*p++ = (n >= 10) ? ('0' + (n/10)) : ' ';
254
static void debug_state(const char *desc, game_state *state)
258
if (state->n >= 100) {
259
debug(("[ no game_text_format for this size ]"));
262
dbg = game_text_format(state);
263
debug(("%s\n%s", desc, dbg));
269
static void strip_nums(game_state *state) {
271
for (i = 0; i < state->n; i++) {
272
if (!(state->flags[i] & FLAG_IMMUTABLE))
275
memset(state->next, -1, state->n*sizeof(int));
276
memset(state->prev, -1, state->n*sizeof(int));
277
memset(state->numsi, -1, (state->n+1)*sizeof(int));
278
dsf_init(state->dsf, state->n);
281
static int check_nums(game_state *orig, game_state *copy, int only_immutable)
284
assert(copy->n == orig->n);
285
for (i = 0; i < copy->n; i++) {
286
if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue;
287
assert(copy->nums[i] >= 0);
288
assert(copy->nums[i] <= copy->n);
289
if (copy->nums[i] != orig->nums[i]) {
290
debug(("check_nums: (%d,%d) copy=%d, orig=%d.",
291
i%orig->w, i/orig->w, copy->nums[i], orig->nums[i]));
298
/* --- Game parameter/presets functions --- */
300
static game_params *default_params(void)
302
game_params *ret = snew(game_params);
304
ret->force_corner_start = 1;
309
static const struct game_params signpost_presets[] = {
318
static int game_fetch_preset(int i, char **name, game_params **params)
323
if (i < 0 || i >= lenof(signpost_presets))
326
ret = default_params();
327
*ret = signpost_presets[i];
330
sprintf(buf, "%dx%d%s", ret->w, ret->h,
331
ret->force_corner_start ? "" : ", free ends");
337
static void free_params(game_params *params)
342
static game_params *dup_params(game_params *params)
344
game_params *ret = snew(game_params);
345
*ret = *params; /* structure copy */
349
static void decode_params(game_params *ret, char const *string)
351
ret->w = ret->h = atoi(string);
352
while (*string && isdigit((unsigned char)*string)) string++;
353
if (*string == 'x') {
355
ret->h = atoi(string);
356
while (*string && isdigit((unsigned char)*string)) string++;
358
ret->force_corner_start = 0;
359
if (*string == 'c') {
361
ret->force_corner_start = 1;
366
static char *encode_params(game_params *params, int full)
371
sprintf(data, "%dx%d%s", params->w, params->h,
372
params->force_corner_start ? "c" : "");
374
sprintf(data, "%dx%d", params->w, params->h);
379
static config_item *game_configure(game_params *params)
384
ret = snewn(4, config_item);
386
ret[0].name = "Width";
387
ret[0].type = C_STRING;
388
sprintf(buf, "%d", params->w);
389
ret[0].sval = dupstr(buf);
392
ret[1].name = "Height";
393
ret[1].type = C_STRING;
394
sprintf(buf, "%d", params->h);
395
ret[1].sval = dupstr(buf);
398
ret[2].name = "Start and end in corners";
399
ret[2].type = C_BOOLEAN;
401
ret[2].ival = params->force_corner_start;
411
static game_params *custom_params(config_item *cfg)
413
game_params *ret = snew(game_params);
415
ret->w = atoi(cfg[0].sval);
416
ret->h = atoi(cfg[1].sval);
417
ret->force_corner_start = cfg[2].ival;
422
static char *validate_params(game_params *params, int full)
424
if (params->w < 2 || params->h < 2)
425
return "Width and height must both be at least two";
426
if (params->w == 2 && params->h == 2) /* leads to generation hang */
427
return "Width and height cannot both be two";
432
/* --- Game description string generation and unpicking --- */
434
static void blank_game_into(game_state *state)
436
memset(state->dirs, 0, state->n*sizeof(int));
437
memset(state->nums, 0, state->n*sizeof(int));
438
memset(state->flags, 0, state->n*sizeof(unsigned int));
439
memset(state->next, -1, state->n*sizeof(int));
440
memset(state->prev, -1, state->n*sizeof(int));
441
memset(state->numsi, -1, (state->n+1)*sizeof(int));
444
static game_state *blank_game(int w, int h)
446
game_state *state = snew(game_state);
448
memset(state, 0, sizeof(game_state));
453
state->dirs = snewn(state->n, int);
454
state->nums = snewn(state->n, int);
455
state->flags = snewn(state->n, unsigned int);
456
state->next = snewn(state->n, int);
457
state->prev = snewn(state->n, int);
458
state->dsf = snew_dsf(state->n);
459
state->numsi = snewn(state->n+1, int);
461
blank_game_into(state);
466
static void dup_game_to(game_state *to, game_state *from)
468
to->completed = from->completed;
469
to->used_solve = from->used_solve;
470
to->impossible = from->impossible;
472
memcpy(to->dirs, from->dirs, to->n*sizeof(int));
473
memcpy(to->flags, from->flags, to->n*sizeof(unsigned int));
474
memcpy(to->nums, from->nums, to->n*sizeof(int));
476
memcpy(to->next, from->next, to->n*sizeof(int));
477
memcpy(to->prev, from->prev, to->n*sizeof(int));
479
memcpy(to->dsf, from->dsf, to->n*sizeof(int));
480
memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int));
483
static game_state *dup_game(game_state *state)
485
game_state *ret = blank_game(state->w, state->h);
486
dup_game_to(ret, state);
490
static void free_game(game_state *state)
502
static void unpick_desc(game_params *params, char *desc,
503
game_state **sout, char **mout)
505
game_state *state = blank_game(params->w, params->h);
511
msg = "Game description longer than expected";
516
if (isdigit((unsigned char)c)) {
517
num = (num*10) + (int)(c-'0');
518
if (num > state->n) {
519
msg = "Number too large";
522
} else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) {
523
state->nums[i] = num;
524
state->flags[i] = num ? FLAG_IMMUTABLE : 0;
527
state->dirs[i] = c - 'a';
530
msg = "Game description shorter than expected";
533
msg = "Game description contains unexpected characters";
539
msg = "Game description shorter than expected";
544
if (msg) { /* sth went wrong. */
545
if (mout) *mout = msg;
548
if (mout) *mout = NULL;
549
if (sout) *sout = state;
550
else free_game(state);
554
static char *generate_desc(game_state *state, int issolve)
559
ret = NULL; retlen = 0;
561
ret = sresize(ret, 2, char);
562
ret[0] = 'S'; ret[1] = '\0';
565
for (i = 0; i < state->n; i++) {
567
k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a'));
569
k = sprintf(buf, "%c", (int)(state->dirs[i]+'a'));
570
ret = sresize(ret, retlen + k + 1, char);
571
strcpy(ret + retlen, buf);
577
/* --- Game generation --- */
579
/* Fills in preallocated arrays ai (indices) and ad (directions)
580
* showing all non-numbered cells adjacent to index i, returns length */
581
/* This function has been somewhat optimised... */
582
static int cell_adj(game_state *state, int i, int *ai, int *ad)
584
int n = 0, a, x, y, sx, sy, dx, dy, newi;
585
int w = state->w, h = state->h;
587
sx = i % w; sy = i / w;
589
for (a = 0; a < DIR_MAX; a++) {
591
dx = dxs[a]; dy = dys[a];
594
if (x < 0 || y < 0 || x >= w || y >= h) break;
597
if (state->nums[newi] == 0) {
607
static int new_game_fill(game_state *state, random_state *rs,
608
int headi, int taili)
610
int nfilled, an, ret = 0, j;
613
aidx = snewn(state->n, int);
614
adir = snewn(state->n, int);
616
debug(("new_game_fill: headi=%d, taili=%d.", headi, taili));
618
memset(state->nums, 0, state->n*sizeof(int));
620
state->nums[headi] = 1;
621
state->nums[taili] = state->n;
623
state->dirs[taili] = 0;
626
while (nfilled < state->n) {
627
/* Try and expand _from_ headi; keep going if there's only one
629
an = cell_adj(state, headi, aidx, adir);
631
if (an == 0) goto done;
632
j = random_upto(rs, an);
633
state->dirs[headi] = adir[j];
634
state->nums[aidx[j]] = state->nums[headi] + 1;
637
an = cell_adj(state, headi, aidx, adir);
640
/* Try and expand _to_ taili; keep going if there's only one
642
an = cell_adj(state, taili, aidx, adir);
644
if (an == 0) goto done;
645
j = random_upto(rs, an);
646
state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]);
647
state->nums[aidx[j]] = state->nums[taili] - 1;
650
an = cell_adj(state, taili, aidx, adir);
653
/* If we get here we have headi and taili set but unconnected
654
* by direction: we need to set headi's direction so as to point
656
state->dirs[headi] = whichdiri(state, headi, taili);
658
/* it could happen that our last two weren't in line; if that's the
659
* case, we have to start again. */
660
if (state->dirs[headi] != -1) ret = 1;
668
/* Better generator: with the 'generate, sprinkle numbers, solve,
669
* repeat' algorithm we're _never_ generating anything greater than
670
* 6x6, and spending all of our time in new_game_fill (and very little
673
* So, new generator steps:
674
* generate the grid, at random (same as now). Numbers 1 and N get
675
immutable flag immediately.
676
* squirrel that away for the solved state.
678
* (solve:) Try and solve it.
679
* If we solved it, we're done:
680
* generate the description from current immutable numbers,
681
* free stuff that needs freeing,
682
* return description + solved state.
683
* If we didn't solve it:
684
* count #tiles in state we've made deductions about.
686
* randomise a scratch array.
687
* for each index in scratch (in turn):
688
* if the cell isn't empty, continue (through scratch array)
689
* set number + immutable in state.
690
* try and solve state.
691
* if we've solved it, we're done.
692
* otherwise, count #tiles. If it's more than we had before:
693
* good, break from this loop and re-randomise.
694
* otherwise (number didn't help):
695
* remove number and try next in scratch array.
696
* if we've got to the end of the scratch array, no luck:
697
free everything we need to, and go back to regenerate the grid.
700
static int solve_state(game_state *state);
702
static void debug_desc(const char *what, game_state *state)
706
char *desc = generate_desc(state, 0);
707
debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc));
713
/* Expects a fully-numbered game_state on input, and makes sure
714
* FLAG_IMMUTABLE is only set on those numbers we need to solve
715
* (as for a real new-game); returns 1 if it managed
716
* this (such that it could solve it), or 0 if not. */
717
static int new_game_strip(game_state *state, random_state *rs)
719
int *scratch, i, j, ret = 1;
720
game_state *copy = dup_game(state);
722
debug(("new_game_strip."));
725
debug_desc("Stripped", copy);
727
if (solve_state(copy) > 0) {
728
debug(("new_game_strip: soluble immediately after strip."));
733
scratch = snewn(state->n, int);
734
for (i = 0; i < state->n; i++) scratch[i] = i;
735
shuffle(scratch, state->n, sizeof(int), rs);
737
/* This is scungy. It might just be quick enough.
738
* It goes through, adding set numbers in empty squares
739
* until either we run out of empty squares (in the one
740
* we're half-solving) or else we solve it properly.
741
* NB that we run the entire solver each time, which
742
* strips the grid beforehand; we will save time if we
744
for (i = 0; i < state->n; i++) {
746
if (copy->nums[j] > 0 && copy->nums[j] <= state->n)
747
continue; /* already solved to a real number here. */
748
assert(state->nums[j] <= state->n);
749
debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).",
750
state->nums[j], j%state->w, j/state->w));
751
copy->nums[j] = state->nums[j];
752
copy->flags[j] |= FLAG_IMMUTABLE;
753
state->flags[j] |= FLAG_IMMUTABLE;
754
debug_state("Copy of state: ", copy);
756
if (solve_state(copy) > 0) goto solved;
757
assert(check_nums(state, copy, 1));
763
debug(("new_game_strip: now solved."));
764
/* Since we added basically at random, try now to remove numbers
765
* and see if we can still solve it; if we can (still), really
766
* remove the number. Make sure we don't remove the anchor numbers
768
for (i = 0; i < state->n; i++) {
770
if ((state->flags[j] & FLAG_IMMUTABLE) &&
771
(state->nums[j] != 1 && state->nums[j] != state->n)) {
772
debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).",
773
state->nums[j], j%state->w, j/state->w));
774
state->flags[j] &= ~FLAG_IMMUTABLE;
775
dup_game_to(copy, state);
777
if (solve_state(copy) > 0) {
778
assert(check_nums(state, copy, 0));
779
debug(("new_game_strip: OK, removing number"));
781
assert(state->nums[j] <= state->n);
782
debug(("new_game_strip: cannot solve, putting IMMUTABLE back."));
783
copy->nums[j] = state->nums[j];
784
state->flags[j] |= FLAG_IMMUTABLE;
790
debug(("new_game_strip: %ssuccessful.", ret ? "" : "not "));
796
static char *new_game_desc(game_params *params, random_state *rs,
797
char **aux, int interactive)
799
game_state *state = blank_game(params->w, params->h);
804
blank_game_into(state);
806
/* keep trying until we fill successfully. */
808
if (params->force_corner_start) {
813
headi = random_upto(rs, state->n);
814
taili = random_upto(rs, state->n);
815
} while (headi == taili);
817
} while (!new_game_fill(state, rs, headi, taili));
819
debug_state("Filled game:", state);
821
assert(state->nums[headi] <= state->n);
822
assert(state->nums[taili] <= state->n);
824
state->flags[headi] |= FLAG_IMMUTABLE;
825
state->flags[taili] |= FLAG_IMMUTABLE;
827
/* This will have filled in directions and _all_ numbers.
828
* Store the game definition for this, as the solved-state. */
829
if (!new_game_strip(state, rs)) {
834
game_state *tosolve = dup_game(state);
835
assert(solve_state(tosolve) > 0);
838
ret = generate_desc(state, 0);
843
static char *validate_desc(game_params *params, char *desc)
847
unpick_desc(params, desc, NULL, &ret);
851
/* --- Linked-list and numbers array --- */
853
/* Assuming numbers are always up-to-date, there are only four possibilities
854
* for regions changing after a single valid move:
856
* 1) two differently-coloured regions being combined (the resulting colouring
857
* should be based on the larger of the two regions)
858
* 2) a numbered region having a single number added to the start (the
859
* region's colour will remain, and the numbers will shift by 1)
860
* 3) a numbered region having a single number added to the end (the
861
* region's colour and numbering remains as-is)
862
* 4) two unnumbered squares being joined (will pick the smallest unused set
863
* of colours to use for the new region).
865
* There should never be any complications with regions containing 3 colours
866
* being combined, since two of those colours should have been merged on a
869
* Most of the complications are in ensuring we don't accidentally set two
870
* regions with the same colour (e.g. if a region was split). If this happens
871
* we always try and give the largest original portion the original colour.
874
#define COLOUR(a) ((a) / (state->n+1))
875
#define START(c) ((c) * (state->n+1))
878
int i; /* position */
879
int sz; /* size of region */
880
int start; /* region start number preferred, or 0 if !preference */
881
int preference; /* 0 if we have no preference (and should just pick one) */
885
static void head_number(game_state *state, int i, struct head_meta *head)
887
int off = 0, ss, j = i, c, n, sz;
889
/* Insist we really were passed the head of a chain. */
890
assert(state->prev[i] == -1 && state->next[i] != -1);
893
head->sz = dsf_size(state->dsf, i);
896
/* Search through this chain looking for real numbers, checking that
897
* they match up (if there are more than one). */
898
head->preference = 0;
900
if (state->flags[j] & FLAG_IMMUTABLE) {
901
ss = state->nums[j] - off;
902
if (!head->preference) {
904
head->preference = 1;
905
head->why = "contains cell with immutable number";
906
} else if (head->start != ss) {
907
debug(("head_number: chain with non-sequential numbers!"));
908
state->impossible = 1;
913
assert(j != i); /* we have created a loop, obviously wrong */
915
if (head->preference) goto done;
917
if (state->nums[i] == 0 && state->nums[state->next[i]] > state->n) {
918
/* (probably) empty cell onto the head of a coloured region:
919
* make sure we start at a 0 offset. */
920
head->start = START(COLOUR(state->nums[state->next[i]]));
921
head->preference = 1;
922
head->why = "adding blank cell to head of numbered region";
923
} else if (state->nums[i] <= state->n) {
924
/* if we're 0 we're probably just blank -- but even if we're a
925
* (real) numbered region, we don't have an immutable number
926
* in it (any more) otherwise it'd have been caught above, so
927
* reassign the colour. */
929
head->preference = 0;
930
head->why = "lowest available colour group";
932
c = COLOUR(state->nums[i]);
934
sz = dsf_size(state->dsf, i);
936
while (state->next[j] != -1) {
938
if (state->nums[j] == 0 && state->next[j] == -1) {
939
head->start = START(c);
940
head->preference = 1;
941
head->why = "adding blank cell to end of numbered region";
944
if (COLOUR(state->nums[j]) == c)
947
int start_alternate = START(COLOUR(state->nums[j]));
949
head->start = start_alternate;
950
head->preference = 1;
951
head->why = "joining two coloured regions, swapping to larger colour";
953
head->start = START(c);
954
head->preference = 1;
955
head->why = "joining two coloured regions, taking largest";
960
/* If we got here then we may have split a region into
961
* two; make sure we don't assign a colour we've already used. */
963
/* not convinced this shouldn't be an assertion failure here. */
965
head->preference = 0;
967
head->start = START(c);
968
head->preference = 1;
970
head->why = "got to end of coloured region";
974
assert(head->why != NULL);
975
if (head->preference)
976
debug(("Chain at (%d,%d) numbered for preference at %d (colour %d): %s.",
977
head->i%state->w, head->i/state->w,
978
head->start, COLOUR(head->start), head->why));
980
debug(("Chain at (%d,%d) using next available colour: %s.",
981
head->i%state->w, head->i/state->w,
986
static void debug_numbers(game_state *state)
990
for (i = 0; i < state->n; i++) {
991
debug(("(%d,%d) --> (%d,%d) --> (%d,%d)",
992
state->prev[i]==-1 ? -1 : state->prev[i]%w,
993
state->prev[i]==-1 ? -1 : state->prev[i]/w,
995
state->next[i]==-1 ? -1 : state->next[i]%w,
996
state->next[i]==-1 ? -1 : state->next[i]/w));
1002
static void connect_numbers(game_state *state)
1006
dsf_init(state->dsf, state->n);
1007
for (i = 0; i < state->n; i++) {
1008
if (state->next[i] != -1) {
1009
assert(state->prev[state->next[i]] == i);
1010
di = dsf_canonify(state->dsf, i);
1011
dni = dsf_canonify(state->dsf, state->next[i]);
1013
debug(("connect_numbers: chain forms a loop."));
1014
state->impossible = 1;
1016
dsf_merge(state->dsf, di, dni);
1021
static int compare_heads(const void *a, const void *b)
1023
struct head_meta *ha = (struct head_meta *)a;
1024
struct head_meta *hb = (struct head_meta *)b;
1026
/* Heads with preferred colours first... */
1027
if (ha->preference && !hb->preference) return -1;
1028
if (hb->preference && !ha->preference) return 1;
1030
/* ...then heads with low colours first... */
1031
if (ha->start < hb->start) return -1;
1032
if (ha->start > hb->start) return 1;
1034
/* ... then large regions first... */
1035
if (ha->sz > hb->sz) return -1;
1036
if (ha->sz < hb->sz) return 1;
1038
/* ... then position. */
1039
if (ha->i > hb->i) return -1;
1040
if (ha->i < hb->i) return 1;
1045
static int lowest_start(game_state *state, struct head_meta *heads, int nheads)
1049
/* NB start at 1: colour 0 is real numbers */
1050
for (c = 1; c < state->n; c++) {
1051
for (n = 0; n < nheads; n++) {
1052
if (COLOUR(heads[n].start) == c)
1059
assert(!"No available colours!");
1063
static void update_numbers(game_state *state)
1065
int i, j, n, nnum, nheads;
1066
struct head_meta *heads = snewn(state->n, struct head_meta);
1068
for (n = 0; n < state->n; n++)
1069
state->numsi[n] = -1;
1071
for (i = 0; i < state->n; i++) {
1072
if (state->flags[i] & FLAG_IMMUTABLE) {
1073
assert(state->nums[i] > 0);
1074
assert(state->nums[i] <= state->n);
1075
state->numsi[state->nums[i]] = i;
1077
else if (state->prev[i] == -1 && state->next[i] == -1)
1080
connect_numbers(state);
1082
/* Construct an array of the heads of all current regions, together
1083
* with their preferred colours. */
1085
for (i = 0; i < state->n; i++) {
1086
/* Look for a cell that is the start of a chain
1087
* (has a next but no prev). */
1088
if (state->prev[i] != -1 || state->next[i] == -1) continue;
1090
head_number(state, i, &heads[nheads++]);
1094
* - heads with preferred colours first, then
1095
* - heads with low colours first, then
1096
* - large regions first
1098
qsort(heads, nheads, sizeof(struct head_meta), compare_heads);
1100
/* Remove duplicate-coloured regions. */
1101
for (n = nheads-1; n >= 0; n--) { /* order is important! */
1102
if ((n != 0) && (heads[n].start == heads[n-1].start)) {
1103
/* We have a duplicate-coloured region: since we're
1104
* sorted in size order and this is not the first
1105
* of its colour it's not the largest: recolour it. */
1106
heads[n].start = START(lowest_start(state, heads, nheads));
1107
heads[n].preference = -1; /* '-1' means 'was duplicate' */
1109
else if (!heads[n].preference) {
1110
assert(heads[n].start == 0);
1111
heads[n].start = START(lowest_start(state, heads, nheads));
1115
debug(("Region colouring after duplicate removal:"));
1117
for (n = 0; n < nheads; n++) {
1118
debug((" Chain at (%d,%d) sz %d numbered at %d (colour %d): %s%s",
1119
heads[n].i % state->w, heads[n].i / state->w, heads[n].sz,
1120
heads[n].start, COLOUR(heads[n].start), heads[n].why,
1121
heads[n].preference == 0 ? " (next available)" :
1122
heads[n].preference < 0 ? " (duplicate, next available)" : ""));
1124
nnum = heads[n].start;
1127
if (!(state->flags[j] & FLAG_IMMUTABLE)) {
1128
if (nnum > 0 && nnum <= state->n)
1129
state->numsi[nnum] = j;
1130
state->nums[j] = nnum;
1134
assert(j != heads[n].i); /* loop?! */
1137
/*debug_numbers(state);*/
1141
static int check_completion(game_state *state, int mark_errors)
1143
int n, j, k, error = 0, complete;
1145
/* NB This only marks errors that are possible to perpetrate with
1146
* the current UI in interpret_move. Things like forming loops in
1147
* linked sections and having numbers not add up should be forbidden
1148
* by the code elsewhere, so we don't bother marking those (because
1149
* it would add lots of tricky drawing code for very little gain). */
1151
for (j = 0; j < state->n; j++)
1152
state->flags[j] &= ~FLAG_ERROR;
1155
/* Search for repeated numbers. */
1156
for (j = 0; j < state->n; j++) {
1157
if (state->nums[j] > 0 && state->nums[j] <= state->n) {
1158
for (k = j+1; k < state->n; k++) {
1159
if (state->nums[k] == state->nums[j]) {
1161
state->flags[j] |= FLAG_ERROR;
1162
state->flags[k] |= FLAG_ERROR;
1170
/* Search and mark numbers n not pointing to n+1; if any numbers
1171
* are missing we know we've not completed. */
1173
for (n = 1; n < state->n; n++) {
1174
if (state->numsi[n] == -1 || state->numsi[n+1] == -1)
1176
else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) {
1178
state->flags[state->numsi[n]] |= FLAG_ERROR;
1179
state->flags[state->numsi[n+1]] |= FLAG_ERROR;
1183
/* make sure the link is explicitly made here; for instance, this
1184
* is nice if the user drags from 2 out (making 3) and a 4 is also
1185
* visible; this ensures that the link from 3 to 4 is also made. */
1187
makelink(state, state->numsi[n], state->numsi[n+1]);
1191
/* Search and mark numbers less than 0, or 0 with links. */
1192
for (n = 1; n < state->n; n++) {
1193
if ((state->nums[n] < 0) ||
1194
(state->nums[n] == 0 &&
1195
(state->next[n] != -1 || state->prev[n] != -1))) {
1198
state->flags[n] |= FLAG_ERROR;
1202
if (error) return 0;
1205
static game_state *new_game(midend *me, game_params *params, char *desc)
1207
game_state *state = NULL;
1209
unpick_desc(params, desc, &state, NULL);
1210
if (!state) assert(!"new_game failed to unpick");
1212
update_numbers(state);
1213
check_completion(state, 1); /* update any auto-links */
1218
/* --- Solver --- */
1220
/* If a tile has a single tile it can link _to_, or there's only a single
1221
* location that can link to a given tile, fill that link in. */
1222
static int solve_single(game_state *state, game_state *copy, int *from)
1224
int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0;
1226
/* The from array is a list of 'which square can link _to_ us';
1227
* we start off with from as '-1' (meaning 'not found'); if we find
1228
* something that can link to us it is set to that index, and then if
1229
* we find another we set it to -2. */
1231
memset(from, -1, state->n*sizeof(int));
1233
/* poss is 'can I link to anything' with the same meanings. */
1235
for (i = 0; i < state->n; i++) {
1236
if (state->next[i] != -1) continue;
1237
if (state->nums[i] == state->n) continue; /* no next from last no. */
1241
sx = x = i%w; sy = y = i/w;
1243
x += dxs[d]; y += dys[d];
1244
if (!INGRID(state, x, y)) break;
1245
if (!isvalidmove(state, 1, sx, sy, x, y)) continue;
1247
/* can't link to somewhere with a back-link we would have to
1248
* break (the solver just doesn't work like this). */
1250
if (state->prev[j] != -1) continue;
1252
if (state->nums[i] > 0 && state->nums[j] > 0 &&
1253
state->nums[i] <= state->n && state->nums[j] <= state->n &&
1254
state->nums[j] == state->nums[i]+1) {
1255
debug(("Solver: forcing link through existing consecutive numbers."));
1261
/* if there's been a valid move already, we have to move on;
1262
* we can't make any deductions here. */
1263
poss = (poss == -1) ? j : -2;
1265
/* Modify the from array as described above (which is enumerating
1266
* what points to 'j' in a similar way). */
1267
from[j] = (from[j] == -1) ? i : -2;
1270
/*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/
1272
} else if (poss == -1) {
1273
debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy));
1274
copy->impossible = 1;
1277
debug(("Solver: linking (%d,%d) to only possible next (%d,%d).",
1278
sx, sy, poss%w, poss/w));
1279
makelink(copy, i, poss);
1284
for (i = 0; i < state->n; i++) {
1285
if (state->prev[i] != -1) continue;
1286
if (state->nums[i] == 1) continue; /* no prev from 1st no. */
1289
if (from[i] == -1) {
1290
debug(("Solver: nowhere possible to link to (%d,%d)", x, y));
1291
copy->impossible = 1;
1293
} else if (from[i] == -2) {
1294
/*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/
1297
debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).",
1298
from[i]%w, from[i]/w, x, y));
1299
makelink(copy, from[i], i);
1307
/* Returns 1 if we managed to solve it, 0 otherwise. */
1308
static int solve_state(game_state *state)
1310
game_state *copy = dup_game(state);
1311
int *scratch = snewn(state->n, int), ret;
1313
debug_state("Before solver: ", state);
1316
update_numbers(state);
1318
if (solve_single(state, copy, scratch)) {
1319
dup_game_to(state, copy);
1320
if (state->impossible) break; else continue;
1327
update_numbers(state);
1328
ret = state->impossible ? -1 : check_completion(state, 0);
1329
debug(("Solver finished: %s",
1330
ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved"));
1331
debug_state("After solver: ", state);
1335
static char *solve_game(game_state *state, game_state *currstate,
1336
char *aux, char **error)
1338
game_state *tosolve;
1342
tosolve = dup_game(currstate);
1343
result = solve_state(tosolve);
1345
ret = generate_desc(tosolve, 1);
1347
if (ret) return ret;
1349
tosolve = dup_game(state);
1350
result = solve_state(tosolve);
1352
*error = "Puzzle is impossible.";
1353
else if (result == 0)
1354
*error = "Unable to solve puzzle.";
1356
ret = generate_desc(tosolve, 1);
1363
/* --- UI and move routines. --- */
1369
int dragging, drag_is_from;
1370
int sx, sy; /* grid coords of start cell */
1371
int dx, dy; /* pixel coords of drag posn */
1374
static game_ui *new_ui(game_state *state)
1376
game_ui *ui = snew(game_ui);
1378
/* NB: if this is ever changed to as to require more than a structure
1379
* copy to clone, there's code that needs fixing in game_redraw too. */
1381
ui->cx = ui->cy = ui->cshow = 0;
1384
ui->sx = ui->sy = ui->dx = ui->dy = 0;
1389
static void free_ui(game_ui *ui)
1394
static char *encode_ui(game_ui *ui)
1399
static void decode_ui(game_ui *ui, char *encoding)
1403
static void game_changed_state(game_ui *ui, game_state *oldstate,
1404
game_state *newstate)
1406
if (!oldstate->completed && newstate->completed)
1407
ui->cshow = ui->dragging = 0;
1410
struct game_drawstate {
1411
int tilesize, started, solved;
1415
double angle_offset;
1417
int dragging, dx, dy;
1421
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1422
int mx, int my, int button)
1424
int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w;
1427
if (IS_CURSOR_MOVE(button)) {
1428
move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0);
1431
ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1432
ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1435
} else if (IS_CURSOR_SELECT(button)) {
1438
else if (ui->dragging) {
1439
ui->dragging = FALSE;
1440
if (ui->sx == ui->cx && ui->sy == ui->cy) return "";
1441
if (ui->drag_is_from) {
1442
if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return "";
1443
sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy);
1445
if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return "";
1446
sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy);
1450
ui->dragging = TRUE;
1453
ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1454
ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1455
ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0;
1459
if (IS_MOUSE_DOWN(button)) {
1461
ui->cshow = ui->dragging = 0;
1463
assert(!ui->dragging);
1464
if (!INGRID(state, x, y)) return NULL;
1466
if (button == LEFT_BUTTON) {
1467
/* disallow dragging from the final number. */
1468
if ((state->nums[y*w+x] == state->n) &&
1469
(state->flags[y*w+x] & FLAG_IMMUTABLE))
1471
} else if (button == RIGHT_BUTTON) {
1472
/* disallow dragging to the first number. */
1473
if ((state->nums[y*w+x] == 1) &&
1474
(state->flags[y*w+x] & FLAG_IMMUTABLE))
1478
ui->dragging = TRUE;
1479
ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0;
1486
} else if (IS_MOUSE_DRAG(button) && ui->dragging) {
1490
} else if (IS_MOUSE_RELEASE(button) && ui->dragging) {
1491
ui->dragging = FALSE;
1492
if (ui->sx == x && ui->sy == y) return ""; /* single click */
1494
if (!INGRID(state, x, y)) {
1495
int si = ui->sy*w+ui->sx;
1496
if (state->prev[si] == -1 && state->next[si] == -1)
1498
sprintf(buf, "%c%d,%d",
1499
ui->drag_is_from ? 'C' : 'X', ui->sx, ui->sy);
1503
if (ui->drag_is_from) {
1504
if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return "";
1505
sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y);
1507
if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return "";
1508
sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy);
1511
} /* else if (button == 'H' || button == 'h')
1512
return dupstr("H"); */
1513
else if ((button == 'x' || button == 'X') && ui->cshow) {
1514
int si = ui->cy*w + ui->cx;
1515
if (state->prev[si] == -1 && state->next[si] == -1)
1517
sprintf(buf, "%c%d,%d",
1518
(button == 'x') ? 'C' : 'X', ui->cx, ui->cy);
1525
static void unlink_cell(game_state *state, int si)
1527
debug(("Unlinking (%d,%d).", si%state->w, si/state->w));
1528
if (state->prev[si] != -1) {
1529
debug((" ... removing prev link from (%d,%d).",
1530
state->prev[si]%state->w, state->prev[si]/state->w));
1531
state->next[state->prev[si]] = -1;
1532
state->prev[si] = -1;
1534
if (state->next[si] != -1) {
1535
debug((" ... removing next link to (%d,%d).",
1536
state->next[si]%state->w, state->next[si]/state->w));
1537
state->prev[state->next[si]] = -1;
1538
state->next[si] = -1;
1542
static game_state *execute_move(game_state *state, char *move)
1544
game_state *ret = NULL;
1545
int sx, sy, ex, ey, si, ei, w = state->w;
1548
debug(("move: %s", move));
1550
if (move[0] == 'S') {
1556
p.w = state->w; p.h = state->h;
1557
valid = validate_desc(&p, move+1);
1559
debug(("execute_move: move not valid: %s", valid));
1562
ret = dup_game(state);
1563
tmp = new_game(NULL, &p, move+1);
1564
for (i = 0; i < state->n; i++) {
1565
ret->prev[i] = tmp->prev[i];
1566
ret->next[i] = tmp->next[i];
1569
ret->used_solve = 1;
1570
} else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) {
1571
if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL;
1573
ret = dup_game(state);
1575
si = sy*w+sx; ei = ey*w+ex;
1576
makelink(ret, si, ei);
1577
} else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) {
1578
if (c != 'C' && c != 'X') return NULL;
1579
if (!INGRID(state, sx, sy)) return NULL;
1581
if (state->prev[si] == -1 && state->next[si] == -1)
1584
ret = dup_game(state);
1587
/* Unlink the single cell we dragged from the board. */
1588
unlink_cell(ret, si);
1590
int i, set, sset = state->nums[si] / (state->n+1);
1591
for (i = 0; i < state->n; i++) {
1592
/* Unlink all cells in the same set as the one we dragged
1593
* from the board. */
1595
if (state->nums[i] == 0) continue;
1596
set = state->nums[i] / (state->n+1);
1597
if (set != sset) continue;
1599
unlink_cell(ret, i);
1602
} else if (strcmp(move, "H") == 0) {
1603
ret = dup_game(state);
1607
update_numbers(ret);
1608
if (check_completion(ret, 1)) ret->completed = 1;
1614
/* ----------------------------------------------------------------------
1618
static void game_compute_size(game_params *params, int tilesize,
1621
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
1622
struct { int tilesize, order; } ads, *ds = &ads;
1623
ads.tilesize = tilesize;
1625
*x = TILE_SIZE * params->w + 2 * BORDER;
1626
*y = TILE_SIZE * params->h + 2 * BORDER;
1629
static void game_set_size(drawing *dr, game_drawstate *ds,
1630
game_params *params, int tilesize)
1632
ds->tilesize = tilesize;
1633
assert(TILE_SIZE > 0);
1636
ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE);
1639
/* Colours chosen from the webby palette to work as a background to black text,
1640
* W then some plausible approximation to pastelly ROYGBIV; we then interpolate
1641
* between consecutive pairs to give another 8 (and then the drawing routine
1642
* will reuse backgrounds). */
1643
static const unsigned long bgcols[8] = {
1644
0xffffff, /* white */
1645
0xffa07a, /* lightsalmon */
1646
0x98fb98, /* green */
1647
0x7fffd4, /* aquamarine */
1648
0x9370db, /* medium purple */
1649
0xffa500, /* orange */
1650
0x87cefa, /* lightskyblue */
1651
0xffff00, /* yellow */
1654
static float *game_colours(frontend *fe, int *ncolours)
1656
float *ret = snewn(3 * NCOLOURS, float);
1659
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1661
for (i = 0; i < 3; i++) {
1662
ret[COL_NUMBER * 3 + i] = 0.0F;
1663
ret[COL_ARROW * 3 + i] = 0.0F;
1664
ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1665
ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F;
1667
ret[COL_NUMBER_SET * 3 + 0] = 0.0F;
1668
ret[COL_NUMBER_SET * 3 + 1] = 0.0F;
1669
ret[COL_NUMBER_SET * 3 + 2] = 0.9F;
1671
ret[COL_ERROR * 3 + 0] = 1.0F;
1672
ret[COL_ERROR * 3 + 1] = 0.0F;
1673
ret[COL_ERROR * 3 + 2] = 0.0F;
1675
ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F;
1676
ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F;
1677
ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F;
1679
for (c = 0; c < 8; c++) {
1680
ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F;
1681
ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F;
1682
ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F;
1684
for (c = 0; c < 8; c++) {
1685
for (i = 0; i < 3; i++) {
1686
ret[(COL_B0 + 8 + c) * 3 + i] =
1687
(ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F;
1691
#define average(r,a,b,w) do { \
1692
for (i = 0; i < 3; i++) \
1693
ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \
1695
average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F);
1696
average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F);
1697
for (c = 0; c < NBACKGROUNDS; c++) {
1698
/* I assume here that COL_ARROW and COL_NUMBER are the same.
1699
* Otherwise I'd need two sets of COL_M*. */
1700
average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F);
1701
average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F);
1702
average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F);
1705
*ncolours = NCOLOURS;
1709
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1711
struct game_drawstate *ds = snew(struct game_drawstate);
1714
ds->tilesize = ds->started = ds->solved = 0;
1719
ds->nums = snewn(state->n, int);
1720
ds->dirp = snewn(state->n, int);
1721
ds->f = snewn(state->n, unsigned int);
1722
for (i = 0; i < state->n; i++) {
1728
ds->angle_offset = 0.0F;
1730
ds->dragging = ds->dx = ds->dy = 0;
1736
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1741
if (ds->dragb) blitter_free(dr, ds->dragb);
1746
/* cx, cy are top-left corner. sz is the 'radius' of the arrow.
1747
* ang is in radians, clockwise from 0 == straight up. */
1748
static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang,
1749
int cfill, int cout)
1752
int xdx, ydx, xdy, ydy, xdx3, xdy3;
1753
double s = sin(ang), c = cos(ang);
1755
xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz;
1756
xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz;
1757
xdx = (int)(sz * (c + 1) + 0.5) - sz;
1758
xdy = (int)(sz * (s + 1) + 0.5) - sz;
1763
coords[2*0 + 0] = cx - ydx;
1764
coords[2*0 + 1] = cy - ydy;
1765
coords[2*1 + 0] = cx + xdx;
1766
coords[2*1 + 1] = cy + xdy;
1767
coords[2*2 + 0] = cx + xdx3;
1768
coords[2*2 + 1] = cy + xdy3;
1769
coords[2*3 + 0] = cx + xdx3 + ydx;
1770
coords[2*3 + 1] = cy + xdy3 + ydy;
1771
coords[2*4 + 0] = cx - xdx3 + ydx;
1772
coords[2*4 + 1] = cy - xdy3 + ydy;
1773
coords[2*5 + 0] = cx - xdx3;
1774
coords[2*5 + 1] = cy - xdy3;
1775
coords[2*6 + 0] = cx - xdx;
1776
coords[2*6 + 1] = cy - xdy;
1778
draw_polygon(dr, coords, 7, cfill, cout);
1781
static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir,
1782
int cfill, int cout, double angle_offset)
1784
double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset;
1785
draw_arrow(dr, cx, cy, sz, ang, cfill, cout);
1788
/* cx, cy are centre coordinates.. */
1789
static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints,
1790
int cfill, int cout, double angle_offset)
1795
assert(npoints > 0);
1797
coords = snewn(npoints * 2 * 2, int);
1799
for (n = 0; n < npoints * 2; n++) {
1800
a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset;
1801
r = (n % 2) ? (double)rad/2.0 : (double)rad;
1803
/* We're rotating the point at (0, -r) by a degrees */
1804
coords[2*n+0] = cx + (int)( r * sin(a));
1805
coords[2*n+1] = cy + (int)(-r * cos(a));
1807
draw_polygon(dr, coords, npoints*2, cfill, cout);
1811
static int num2col(game_drawstate *ds, int num)
1813
int set = num / (ds->n+1);
1815
if (num <= 0) return COL_B0;
1816
return COL_B0 + (set % 16);
1819
#define ARROW_HALFSZ (7 * TILE_SIZE / 32)
1821
#define F_CUR 0x001 /* Cursor on this tile. */
1822
#define F_DRAG_SRC 0x002 /* Tile is source of a drag. */
1823
#define F_ERROR 0x004 /* Tile marked in error. */
1824
#define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */
1825
#define F_ARROW_POINT 0x010 /* Tile points to other tile */
1826
#define F_ARROW_INPOINT 0x020 /* Other tile points in here. */
1827
#define F_DIM 0x040 /* Tile is dim */
1829
static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
1830
int dir, int dirp, int num, unsigned int f,
1831
double angle_offset, int print_ink)
1833
int cb = TILE_SIZE / 16, textsz;
1835
int arrowcol, sarrowcol, setcol, textcol;
1836
int acx, acy, asz, empty = 0;
1838
if (num == 0 && !(f & F_ARROW_POINT) && !(f & F_ARROW_INPOINT)) {
1841
* We don't display text in empty cells: typically these are
1842
* signified by num=0. However, in some cases a cell could
1843
* have had the number 0 assigned to it if the user made an
1844
* error (e.g. tried to connect a chain of length 5 to the
1845
* immutable number 4) so we _do_ display the 0 if the cell
1846
* has a link in or a link out.
1850
/* Calculate colours. */
1852
if (print_ink >= 0) {
1854
* We're printing, so just do everything in black.
1856
arrowcol = textcol = print_ink;
1857
setcol = sarrowcol = -1; /* placate optimiser */
1860
setcol = empty ? COL_BACKGROUND : num2col(ds, num);
1862
#define dim(fg,bg) ( \
1863
(bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \
1864
(bg) + COL_D0 - COL_B0 \
1867
#define mid(fg,bg) ( \
1868
(fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \
1869
(bg) + COL_M0 - COL_B0 \
1872
#define dimbg(bg) ( \
1873
(bg)==COL_BACKGROUND ? COL_BACKGROUND : \
1874
(bg) + COL_X0 - COL_B0 \
1877
if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN;
1878
else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol);
1879
else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol);
1880
else arrowcol = COL_ARROW;
1882
if ((f & F_ERROR) && !(f & F_IMMUTABLE)) textcol = COL_ERROR;
1884
if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET;
1885
else textcol = COL_NUMBER;
1887
if (f & F_DIM) textcol = dim(textcol, setcol);
1888
else if (((f & F_ARROW_POINT) || num==ds->n) &&
1889
((f & F_ARROW_INPOINT) || num==1))
1890
textcol = mid(textcol, setcol);
1893
if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol);
1894
else sarrowcol = COL_ARROW;
1897
/* Clear tile background */
1899
if (print_ink < 0) {
1900
draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE,
1901
(f & F_DIM) ? dimbg(setcol) : setcol);
1904
/* Draw large (outwards-pointing) arrow. */
1906
asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */
1907
acx = tx+TILE_SIZE/2+asz; /* centre x */
1908
acy = ty+TILE_SIZE/2+asz; /* centre y */
1910
if (num == ds->n && (f & F_IMMUTABLE))
1911
draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset);
1913
draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset);
1914
if (print_ink < 0 && (f & F_CUR))
1915
draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR);
1917
/* Draw dot iff this tile requires a predecessor and doesn't have one. */
1919
if (print_ink < 0) {
1920
acx = tx+TILE_SIZE/2-asz;
1921
acy = ty+TILE_SIZE/2+asz;
1923
if (!(f & F_ARROW_INPOINT) && num != 1) {
1924
draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol);
1928
/* Draw text (number or set). */
1931
int set = (num <= 0) ? 0 : num / (ds->n+1);
1933
if (set == 0 || num <= 0) {
1934
sprintf(buf, "%d", num);
1936
int n = num % (ds->n+1);
1939
sprintf(buf, "%c", (int)(set+'a'-1));
1941
sprintf(buf, "%c+%d", (int)(set+'a'-1), n);
1943
textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(buf));
1944
draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz,
1945
ALIGN_VCENTRE | ALIGN_HLEFT, textcol, buf);
1948
if (print_ink < 0) {
1949
draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID);
1950
draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE);
1954
static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
1955
game_state *state, game_ui *ui, int validdrag)
1957
int dir, w = ds->w, acol = COL_ARROW;
1958
int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy);
1962
/* If we could move here, lock the arrow to the appropriate direction. */
1963
dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx];
1965
ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */
1967
/* Draw an arrow pointing away from/towards the origin cell. */
1968
int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2;
1969
double tana, offset;
1970
double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy);
1973
ang = (oy > ui->dy) ? 0.0F : PI;
1974
} else if (ydiff == 0) {
1975
ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F;
1977
if (ui->dx > ox && ui->dy < oy) {
1978
tana = xdiff / ydiff;
1980
} else if (ui->dx > ox && ui->dy > oy) {
1981
tana = ydiff / xdiff;
1983
} else if (ui->dx < ox && ui->dy > oy) {
1984
tana = xdiff / ydiff;
1987
tana = ydiff / xdiff;
1988
offset = 3.0F * PI / 2.0F;
1990
ang = atan(tana) + offset;
1993
if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */
1996
draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol);
1999
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2000
game_state *state, int dir, game_ui *ui,
2001
float animtime, float flashtime)
2003
int x, y, i, w = ds->w, dirp, force = 0;
2005
double angle_offset = 0.0;
2006
game_state *postdrop = NULL;
2008
if (flashtime > 0.0F)
2009
angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN);
2010
if (angle_offset != ds->angle_offset) {
2011
ds->angle_offset = angle_offset;
2017
blitter_load(dr, ds->dragb, ds->dx, ds->dy);
2018
draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE);
2019
ds->dragging = FALSE;
2022
/* If an in-progress drag would make a valid move if finished, we
2023
* reflect that move in the board display. We let interpret_move do
2024
* most of the heavy lifting for us: we have to copy the game_ui so
2025
* as not to stomp on the real UI's drag state. */
2027
game_ui uicopy = *ui;
2028
char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE);
2030
if (movestr != NULL && strcmp(movestr, "") != 0) {
2031
postdrop = execute_move(state, movestr);
2039
int aw = TILE_SIZE * state->w;
2040
int ah = TILE_SIZE * state->h;
2041
draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND);
2042
draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID);
2043
draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER);
2045
for (x = 0; x < state->w; x++) {
2046
for (y = 0; y < state->h; y++) {
2051
if (ui->cshow && x == ui->cx && y == ui->cy)
2055
if (x == ui->sx && y == ui->sy)
2057
else if (ui->drag_is_from) {
2058
if (!ispointing(state, ui->sx, ui->sy, x, y))
2061
if (!ispointing(state, x, y, ui->sx, ui->sy))
2066
if (state->impossible ||
2067
state->nums[i] < 0 || state->flags[i] & FLAG_ERROR)
2069
if (state->flags[i] & FLAG_IMMUTABLE)
2072
if (state->next[i] != -1)
2075
if (state->prev[i] != -1) {
2076
/* Currently the direction here is from our square _back_
2077
* to its previous. We could change this to give the opposite
2078
* sense to the direction. */
2079
f |= F_ARROW_INPOINT;
2080
dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w);
2083
if (state->nums[i] != ds->nums[i] ||
2084
f != ds->f[i] || dirp != ds->dirp[i] ||
2085
force || !ds->started) {
2087
BORDER + x * TILE_SIZE,
2088
BORDER + y * TILE_SIZE,
2089
state->dirs[i], dirp, state->nums[i], f,
2091
ds->nums[i] = state->nums[i];
2098
ds->dragging = TRUE;
2099
ds->dx = ui->dx - BLITTER_SIZE/2;
2100
ds->dy = ui->dy - BLITTER_SIZE/2;
2101
blitter_save(dr, ds->dragb, ds->dx, ds->dy);
2103
draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0);
2105
if (postdrop) free_game(postdrop);
2106
if (!ds->started) ds->started = TRUE;
2109
static float game_anim_length(game_state *oldstate, game_state *newstate,
2110
int dir, game_ui *ui)
2115
static float game_flash_length(game_state *oldstate, game_state *newstate,
2116
int dir, game_ui *ui)
2118
if (!oldstate->completed &&
2119
newstate->completed && !newstate->used_solve)
2125
static int game_timing_state(game_state *state, game_ui *ui)
2130
static void game_print_size(game_params *params, float *x, float *y)
2134
game_compute_size(params, 1300, &pw, &ph);
2139
static void game_print(drawing *dr, game_state *state, int tilesize)
2141
int ink = print_mono_colour(dr, 0);
2144
/* Fake up just enough of a drawstate */
2145
game_drawstate ads, *ds = &ads;
2146
ds->tilesize = tilesize;
2152
print_line_width(dr, TILE_SIZE / 40);
2153
for (x = 1; x < state->w; x++)
2154
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink);
2155
for (y = 1; y < state->h; y++)
2156
draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink);
2157
print_line_width(dr, 2*TILE_SIZE / 40);
2158
draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w,
2159
TILE_SIZE*state->h, ink);
2162
* Arrows and numbers.
2164
print_line_width(dr, 0);
2165
for (y = 0; y < state->h; y++)
2166
for (x = 0; x < state->w; x++)
2167
tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x],
2168
0, state->nums[y*state->w+x], 0, 0.0, ink);
2172
#define thegame signpost
2175
const struct game thegame = {
2176
"Signpost", "games.signpost", "signpost",
2183
TRUE, game_configure, custom_params,
2191
TRUE, game_can_format_as_text_now, game_text_format,
2199
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2202
game_free_drawstate,
2206
TRUE, FALSE, game_print_size, game_print,
2207
FALSE, /* wants_statusbar */
2208
FALSE, game_timing_state,
2209
REQUIRE_RBUTTON, /* flags */
2212
#ifdef STANDALONE_SOLVER
2217
const char *quis = NULL;
2220
void usage(FILE *out) {
2221
fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis);
2224
static void cycle_seed(char **seedstr, random_state *rs)
2230
newseed[0] = '1' + (char)random_upto(rs, 9);
2231
for (j = 1; j < 15; j++)
2232
newseed[j] = '0' + (char)random_upto(rs, 10);
2234
*seedstr = dupstr(newseed);
2237
static void start_soak(game_params *p, char *seedstr)
2239
time_t tt_start, tt_now, tt_last;
2242
long n = 0, nnums = 0, i;
2245
tt_start = tt_now = time(NULL);
2246
printf("Soak-generating a %dx%d grid.\n", p->w, p->h);
2249
rs = random_new(seedstr, strlen(seedstr));
2250
desc = thegame.new_desc(p, rs, &aux, 0);
2252
state = thegame.new_game(NULL, p, desc);
2253
for (i = 0; i < state->n; i++) {
2254
if (state->flags[i] & FLAG_IMMUTABLE)
2257
thegame.free_game(state);
2260
cycle_seed(&seedstr, rs);
2264
tt_last = time(NULL);
2265
if (tt_last > tt_now) {
2267
printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n",
2269
(double)n / ((double)tt_now - tt_start),
2270
(double)nnums / (double)n,
2271
((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) );
2276
static void process_desc(char *id)
2278
char *desc, *err, *solvestr;
2282
printf("%s\n ", id);
2284
desc = strchr(id, ':');
2286
fprintf(stderr, "%s: expecting game description.", quis);
2292
p = thegame.default_params();
2293
thegame.decode_params(p, id);
2294
err = thegame.validate_params(p, 1);
2296
fprintf(stderr, "%s: %s", quis, err);
2297
thegame.free_params(p);
2301
err = thegame.validate_desc(p, desc);
2303
fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
2304
thegame.free_params(p);
2308
s = thegame.new_game(NULL, p, desc);
2310
solvestr = thegame.solve(s, s, NULL, &err);
2312
fprintf(stderr, "%s\n", err);
2314
printf("Puzzle is soluble.\n");
2316
thegame.free_game(s);
2317
thegame.free_params(p);
2320
int main(int argc, const char *argv[])
2322
char *id = NULL, *desc, *err, *aux = NULL;
2323
int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i;
2324
char *seedstr = NULL, newseed[16];
2326
setvbuf(stdout, NULL, _IONBF, 0);
2329
while (--argc > 0) {
2330
char *p = (char*)(*++argv);
2331
if (!strcmp(p, "-v") || !strcmp(p, "--verbose"))
2333
else if (!strcmp(p, "--stdin"))
2335
else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2336
seedstr = dupstr(*++argv);
2338
} else if (!strcmp(p, "-n") || !strcmp(p, "--number")) {
2341
} else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
2343
} else if (*p == '-') {
2344
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2352
sprintf(newseed, "%lu", time(NULL));
2353
seedstr = dupstr(newseed);
2355
if (id || !stdin_desc) {
2356
if (id && strchr(id, ':')) {
2357
/* Parameters and description passed on cmd-line:
2358
* try and solve it. */
2361
/* No description passed on cmd-line: decode parameters
2362
* (with optional seed too) */
2364
game_params *p = thegame.default_params();
2367
char *cmdseed = strchr(id, '#');
2371
seedstr = dupstr(cmdseed);
2374
thegame.decode_params(p, id);
2377
err = thegame.validate_params(p, 1);
2379
fprintf(stderr, "%s: %s", quis, err);
2380
thegame.free_params(p);
2384
/* We have a set of valid parameters; either soak with it
2385
* or generate a single game description and print to stdout. */
2387
start_soak(p, seedstr);
2389
char *pstring = thegame.encode_params(p, 0);
2391
for (i = 0; i < n; i++) {
2392
random_state *rs = random_new(seedstr, strlen(seedstr));
2394
if (verbose) printf("%s#%s\n", pstring, seedstr);
2395
desc = thegame.new_desc(p, rs, &aux, 0);
2396
printf("%s:%s\n", pstring, desc);
2399
cycle_seed(&seedstr, rs);
2406
thegame.free_params(p);
2413
while (fgets(buf, sizeof(buf), stdin)) {
2414
buf[strcspn(buf, "\r\n")] = '\0';
2426
/* vim: set shiftwidth=4 tabstop=8: */