ref: 362bf8d450b6de02f8175afe979e2bca36d48c67
parent: bd0a357047a933bbe9359eb7d320439029a20112
author: Simon Tatham <anakin@pobox.com>
date: Sun Feb 8 11:23:32 EST 2015
New puzzle from James Harvey: 'Tracks'.
--- a/.gitignore
+++ b/.gitignore
@@ -56,6 +56,7 @@
/solosolver
/tents
/tentssolver
+/tracks
/towers
/towerssolver
/twiddle
--- /dev/null
+++ b/html/tracks.html
@@ -1,0 +1,19 @@
+Tracks
+<p>
+Complete the track from A to B so that the rows and
+columns contain the same number of track segments as are indicated in the
+clues to the top and right of the grid. There are only straight and
+90-degree curved rail sections, and the track may not cross itself.
+<p>
+Left-click on an edge between two squares to add a track segment between
+the two squares. Right-click on an edge to add a cross on the edge,
+indicating no track is possible there.
+<p>
+Left-click in a square to add a colour indicator showing that you know the
+square must contain a track, even if you don't know which edges it crosses
+yet. Right-click in a square to add a cross indicating it contains no
+track segment.
+<p>
+Left- or right-drag between squares to lay a straight line of is-track or
+is-not-track indicators, useful for filling in rows or columns to match the
+clue.
--- a/icons/Makefile
+++ b/icons/Makefile
@@ -4,7 +4,7 @@
galaxies guess inertia keen lightup loopy magnets map mines \
net netslide pattern pearl pegs range rect samegame \
signpost singles sixteen slant solo tents towers twiddle \
- undead unequal unruly untangle
+ tracks undead unequal unruly untangle
BASE = $(patsubst %,%-base.png,$(PUZZLES))
WEB = $(patsubst %,%-web.png,$(PUZZLES))
@@ -81,6 +81,7 @@
solo-ibase.png : override CROP=481x481 145x145+24+24
tents-ibase.png : override CROP=320x320 165x165+142+0
towers-ibase.png : override CROP=300x300 102x102+151+6
+tracks-ibase.png : override CROP=246x246 118x118+6+6
twiddle-ibase.png : override CROP=192x192 102x102+69+21
undead-ibase.png : override CROP=416x480 192x192+16+80
unequal-ibase.png : override CROP=208x208 104x104+104+104
--- /dev/null
+++ b/icons/tracks.sav
@@ -1,0 +1,31 @@
+SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
+VERSION :1:1
+GAME :12:Train Tracks
+PARAMS :5:6x6dt
+CPARAMS :5:6x6dt
+SEED :15:145870397370785
+DESC :31:l6t9b,3,2,1,S4,5,4,2,6,S3,2,3,3
+NSTATES :2:23
+STATEPOS:2:20
+MOVE :5:TD0,0
+MOVE :5:TR0,0
+MOVE :5:TL5,5
+MOVE :5:TU5,5
+MOVE :29:TS1,1;TS2,1;TS3,1;TS4,1;TS5,1
+MOVE :29:NS2,0;NS2,2;NS2,3;NS2,4;NS2,5
+MOVE :5:TU1,1
+MOVE :17:NS0,3;NS0,4;NS0,5
+MOVE :23:NS1,2;NS1,3;NS1,4;NS1,5
+MOVE :5:TL2,1
+MOVE :5:TL3,1
+MOVE :5:TS4,4
+MOVE :5:TS3,4
+MOVE :17:NS3,0;NS4,0;NS5,0
+MOVE :5:TS4,2
+MOVE :5:TS4,3
+MOVE :5:TU3,4
+MOVE :5:TL4,4
+MOVE :5:TL5,1
+MOVE :5:TU5,2
+MOVE :5:NS5,3
+MOVE :5:NS3,2
--- a/puzzles.but
+++ b/puzzles.but
@@ -3183,6 +3183,62 @@
}
+\C{tracks} \i{Tracks}
+
+\cfg{winhelp-topic}{games.tracks}
+
+You are given a grid of squares, some of which are filled with train
+tracks. You need to complete the track from A to B so that the rows and
+columns contain the same number of track segments as are indicated in the
+clues to the top and right of the grid.
+
+There are only straight and 90 degree curved rails, and the track may not
+cross itself.
+
+Tracks was contributed to this collection by James Harvey.
+
+\H{tracks-controls} \I{controls, for Tracks}Tracks controls
+
+Left-clicking on an edge between two squares adds a track segment between
+the two squares. Right-clicking on an edge adds a cross on the edge,
+indicating no track is possible there.
+
+Left-clicking in a square adds a colour indicator showing that you know the
+square must contain a track, even if you don't know which edges it crosses
+yet. Right-clicking in a square adds a cross indicating it contains no
+track segment.
+
+Left- or right-dragging between squares allows you to lay a straight line
+of is-track or is-not-track indicators, useful for filling in rows or
+columns to match the clue.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{tracks-parameters} \I{parameters, for Tracks}Tracks parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of the grid, in squares.
+
+\dt \e{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle: at Tricky level,
+you are required to make more deductions regarding disregarding moves
+that would lead to impossible crossings later.
+
+\dt \e{Disallow consecutive 1 clues}
+
+\dd Controls whether the Tracks game generation permits two adjacent
+rows or columns to have a 1 clue, or permits the row or column of the
+track's endpoint to have a 1 clue. By default this is not permitted,
+to avoid long straight boring segments of track and make the games
+more twiddly and interesting. If you want to restore the possibility,
+turn this option off.
+
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2014 Simon Tatham.
--- /dev/null
+++ b/tracks.R
@@ -1,0 +1,21 @@
+# -*- makefile -*-
+
+TRACKS_EXTRA = dsf
+
+tracks : [X] GTK COMMON tracks TRACKS_EXTRA tracks-icon|no-icon
+
+tracks : [G] WINDOWS COMMON tracks TRACKS_EXTRA tracks.res|noicon.res
+
+ALL += tracks[COMBINED] TRACKS_EXTRA
+
+!begin gtk
+GAMES += tracks
+!end
+
+!begin >list.c
+ A(tracks) \
+!end
+
+!begin >gamedesc.txt
+tracks:tracks.exe:Tracks:Path-finding railway track puzzle:Fill in the railway track according to the clues.
+!end
--- /dev/null
+++ b/tracks.c
@@ -1,0 +1,2607 @@
+/*
+ * Implementation of 'Train Tracks', a puzzle from the Times on Saturday.
+ *
+ * "Lay tracks to enable the train to travel from village A to village B.
+ * The numbers indicate how many sections of rail go in each row and
+ * column. There are only straight rails and curved rails. The track
+ * cannot cross itself."
+ *
+ * Puzzles:
+ * #9 8x8:d9s5c6zgAa,1,4,1,4,4,3,S3,5,2,2,4,S5,3,3,5,1
+ * #112 8x8:w6x5mAa,1,3,1,4,6,4,S4,3,3,4,5,2,4,2,S5,1
+ * #113 8x8:gCx5xAf,1,S4,2,5,4,6,2,3,4,2,5,2,S4,4,5,1
+ * #114 8x8:p5fAzkAb,1,6,3,3,3,S6,2,3,5,4,S3,3,5,1,5,1
+ * #115 8x8:zi9d5tAb,1,3,4,5,3,S4,2,4,2,6,2,3,6,S3,3,1
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/* --- Game parameters --- */
+
+/*
+ * 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(TRICKY,Tricky,t)
+
+#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 tracks_diffnames[] = { DIFFLIST(TITLE) };
+static char const tracks_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+struct game_params {
+ int w, h, diff, single_ones;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 8;
+ ret->diff = DIFF_TRICKY;
+ ret->single_ones = TRUE;
+
+ return ret;
+}
+
+static const struct game_params tracks_presets[] = {
+ {8, 8, DIFF_EASY, 1},
+ {8, 8, DIFF_TRICKY, 1},
+ {10, 8, DIFF_EASY, 1},
+ {10, 8, DIFF_TRICKY, 1 },
+ {10, 10, DIFF_EASY, 1},
+ {10, 10, DIFF_TRICKY, 1},
+ {15, 10, DIFF_EASY, 1},
+ {15, 10, DIFF_TRICKY, 1},
+ {15, 15, DIFF_EASY, 1},
+ {15, 15, DIFF_TRICKY, 1},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(tracks_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = tracks_presets[i];
+
+ sprintf(str, "%dx%d %s", ret->w, ret->h, tracks_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)
+{
+ params->w = params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'd') {
+ int i;
+ string++;
+ params->diff = DIFF_TRICKY;
+ for (i = 0; i < DIFFCOUNT; i++)
+ if (*string == tracks_diffchars[i])
+ params->diff = i;
+ if (*string) string++;
+ }
+ params->single_ones = TRUE;
+ if (*string == 'o') {
+ params->single_ones = FALSE;
+ string++;
+ }
+
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char buf[120];
+
+ sprintf(buf, "%dx%d", params->w, params->h);
+ if (full)
+ sprintf(buf + strlen(buf), "d%c%s",
+ tracks_diffchars[params->diff],
+ params->single_ones ? "" : "o");
+ return dupstr(buf);
+}
+
+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 = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = DIFFCONFIG;
+ ret[2].ival = params->diff;
+
+ ret[3].name = "Disallow consecutive 1 clues";
+ ret[3].type = C_BOOLEAN;
+ ret[3].ival = params->single_ones;
+
+ 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->diff = cfg[2].ival;
+ ret->single_ones = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ /*
+ * Generating anything under 4x4 runs into trouble of one kind
+ * or another.
+ */
+ if (params->w < 4 || params->h < 4)
+ return "Width and height must both be at least four";
+ return NULL;
+}
+
+/* --- Game state --- */
+
+/* flag usage copied from pearl */
+
+#define R 1
+#define U 2
+#define L 4
+#define D 8
+
+#define MOVECHAR(m) ((m==R)?'R':(m==U)?'U':(m==L)?'L':(m==D)?'D':'?')
+
+#define DX(d) ( ((d)==R) - ((d)==L) )
+#define DY(d) ( ((d)==D) - ((d)==U) )
+
+#define F(d) (((d << 2) | (d >> 2)) & 0xF)
+#define C(d) (((d << 3) | (d >> 1)) & 0xF)
+#define A(d) (((d << 1) | (d >> 3)) & 0xF)
+
+#define LR (L | R)
+#define RL (R | L)
+#define UD (U | D)
+#define DU (D | U)
+#define LU (L | U)
+#define UL (U | L)
+#define LD (L | D)
+#define DL (D | L)
+#define RU (R | U)
+#define UR (U | R)
+#define RD (R | D)
+#define DR (D | R)
+#define ALLDIR 15
+#define BLANK 0
+#define UNKNOWN 15
+
+int nbits[] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
+
+/* square grid flags */
+#define S_TRACK 1 /* a track passes through this square (--> 2 edges) */
+#define S_NOTRACK 2 /* no track passes through this square */
+#define S_ERROR 4
+#define S_CLUE 8
+#define S_MARK 16
+
+#define S_TRACK_SHIFT 16 /* U/D/L/R flags for edge track indicators */
+#define S_NOTRACK_SHIFT 20 /* U/D/L/R flags for edge no-track indicators */
+
+/* edge grid flags */
+#define E_TRACK 1 /* a track passes through this edge */
+#define E_NOTRACK 2 /* no track passes through this edge */
+
+struct numbers {
+ int refcount;
+ int *numbers; /* sz w+h */
+ int row_s, col_s; /* stations: TODO think about multiple lines
+ (for bigger grids)? */
+};
+
+#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->p.w && \
+ (gy) >= 0 && (gy) < (state)->p.h)
+
+struct game_state {
+ game_params p;
+ unsigned int *sflags; /* size w*h */
+ struct numbers *numbers;
+ int *num_errors; /* size w+h */
+ int completed, used_solve, impossible;
+};
+
+/* Return the four directions in which a particular edge flag is set, around a square. */
+int S_E_DIRS(const game_state *state, int sx, int sy, unsigned int eflag) {
+ return (state->sflags[sy*state->p.w+sx] >>
+ ((eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT)) & ALLDIR;
+}
+
+/* Count the number of a particular edge flag around a grid square. */
+int S_E_COUNT(const game_state *state, int sx, int sy, unsigned int eflag) {
+ return nbits[S_E_DIRS(state, sx, sy, eflag)];
+}
+
+/* Return the two flags (E_TRACK and/or E_NOTRACK) set on a specific
+ * edge of a square. */
+unsigned S_E_FLAGS(const game_state *state, int sx, int sy, int d) {
+ unsigned f = state->sflags[sy*state->p.w+sx];
+ int t = (f & (d << S_TRACK_SHIFT)), nt = (f & (d << S_NOTRACK_SHIFT));
+ return (t ? E_TRACK : 0) | (nt ? E_NOTRACK : 0);
+}
+
+int S_E_ADJ(const game_state *state, int sx, int sy, int d, int *ax, int *ay, unsigned int *ad) {
+ if (d == L && sx > 0) { *ax = sx-1; *ay = sy; *ad = R; return 1; }
+ if (d == R && sx < state->p.w-1) { *ax = sx+1; *ay = sy; *ad = L; return 1; }
+ if (d == U && sy > 0) { *ax = sx; *ay = sy-1; *ad = D; return 1; }
+ if (d == D && sy < state->p.h-1) { *ax = sx; *ay = sy+1; *ad = U; return 1; }
+
+ return 0;
+}
+
+/* Sets flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
+void S_E_SET(game_state *state, int sx, int sy, int d, unsigned int eflag) {
+ unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
+ int ax, ay;
+
+ state->sflags[sy*state->p.w+sx] |= (d << shift);
+
+ if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
+ state->sflags[ay*state->p.w+ax] |= (ad << shift);
+ }
+}
+
+/* Clears flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
+void S_E_CLEAR(game_state *state, int sx, int sy, int d, unsigned int eflag) {
+ unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
+ int ax, ay;
+
+ state->sflags[sy*state->p.w+sx] &= ~(d << shift);
+
+ if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
+ state->sflags[ay*state->p.w+ax] &= ~(ad << shift);
+ }
+}
+
+static void clear_game(game_state *state)
+{
+ int w = state->p.w, h = state->p.h;
+
+ memset(state->sflags, 0, w*h * sizeof(unsigned int));
+
+ memset(state->numbers->numbers, 0, (w+h) * sizeof(int));
+ state->numbers->col_s = state->numbers->row_s = -1;
+
+ memset(state->num_errors, 0, (w+h) * sizeof(int));
+
+ state->completed = state->used_solve = state->impossible = FALSE;
+}
+
+static game_state *blank_game(const game_params *params)
+{
+ game_state *state = snew(game_state);
+ int w = params->w, h = params->h;
+
+ state->p = *params;
+
+ state->sflags = snewn(w*h, unsigned int);
+
+ state->numbers = snew(struct numbers);
+ state->numbers->refcount = 1;
+ state->numbers->numbers = snewn(w+h, int);
+
+ state->num_errors = snewn(w+h, int);
+
+ clear_game(state);
+
+ return state;
+}
+
+static void copy_game_flags(const game_state *src, game_state *dest)
+{
+ int w = src->p.w, h = src->p.h;
+
+ memcpy(dest->sflags, src->sflags, w*h*sizeof(unsigned int));
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ int w = state->p.w, h = state->p.h;
+ game_state *ret = snew(game_state);
+
+ ret->p = state->p; /* structure copy */
+
+ ret->sflags = snewn(w*h, unsigned int);
+ copy_game_flags(state, ret);
+
+ ret->numbers = state->numbers;
+ state->numbers->refcount++;
+ ret->num_errors = snewn(w+h, int);
+ memcpy(ret->num_errors, state->num_errors, (w+h)*sizeof(int));
+
+ ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+ ret->impossible = state->impossible;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (--state->numbers->refcount <= 0) {
+ sfree(state->numbers->numbers);
+ sfree(state->numbers);
+ }
+ sfree(state->num_errors);
+ sfree(state->sflags);
+ sfree(state);
+}
+
+#define NDIRS 4
+const unsigned int dirs_const[] = { U, D, L, R };
+
+static unsigned int find_direction(game_state *state, random_state *rs,
+ int x, int y)
+{
+ int i, nx, ny, w=state->p.w, h=state->p.h;
+ unsigned int dirs[NDIRS];
+
+ memcpy(dirs, dirs_const, sizeof(dirs));
+ shuffle(dirs, NDIRS, sizeof(*dirs), rs);
+ for (i = 0; i < NDIRS; i++) {
+ nx = x + DX(dirs[i]);
+ ny = y + DY(dirs[i]);
+ if (nx >= 0 && nx < w && ny == h) {
+ /* off the bottom of the board: we've finished the path. */
+ return dirs[i];
+ } else if (!INGRID(state, nx, ny)) {
+ /* off the board: can't move here */
+ continue;
+ } else if (S_E_COUNT(state, nx, ny, E_TRACK) > 0) {
+ /* already tracks here: can't move */
+ continue;
+ }
+ return dirs[i];
+ }
+ return 0; /* no possible directions left. */
+}
+
+static int check_completion(game_state *state, int mark);
+
+static void lay_path(game_state *state, random_state *rs)
+{
+ int px, py, w=state->p.w, h=state->p.h;
+ unsigned int d;
+
+start:
+ clear_game(state);
+
+ /* pick a random entry point, lay its left edge */
+ state->numbers->row_s = py = random_upto(rs, h);
+ px = 0;
+ S_E_SET(state, px, py, L, E_TRACK);
+
+ while (INGRID(state, px, py)) {
+ d = find_direction(state, rs, px, py);
+ if (d == 0)
+ goto start; /* nowhere else to go, restart */
+
+ S_E_SET(state, px, py, d, E_TRACK);
+ px += DX(d);
+ py += DY(d);
+ }
+ /* double-check we got to the right place */
+ assert(px >= 0 && px < w && py == h);
+
+ state->numbers->col_s = px;
+}
+
+static int tracks_solve(game_state *state, int diff);
+static void debug_state(game_state *state, const char *what);
+
+/* Clue-setting algorithm:
+
+ - first lay clues randomly until it's soluble
+ - then remove clues randomly if removing them doesn't affect solubility
+
+ - We start with two clues, one at each path entrance.
+
+ More details:
+ - start with an array of all square i positions
+ - if the grid is already soluble by a level easier than we've requested,
+ go back and make a new grid
+ - if the grid is already soluble by our requested difficulty level, skip
+ the clue-laying step
+ - count the number of flags the solver managed to place, remember this.
+
+ - to lay clues:
+ - shuffle the i positions
+ - for each possible clue position:
+ - copy the solved board, strip it
+ - take the next position, add a clue there on the copy
+ - try and solve the copy
+ - if it's soluble by a level easier than we've requested, continue (on
+ to next clue position: putting a clue here makes it too easy)
+ - if it's soluble by our difficulty level, we're done:
+ - put the clue flag into the solved board
+ - go to strip-clues.
+ - if the solver didn't manage to place any more flags, continue (on to next
+ clue position: putting a clue here didn't help he solver)
+ - otherwise put the clue flag in the original board, and go on to the next
+ clue position
+ - if we get here and we've not solved it yet, we never will (did we really
+ fill _all_ the clues in?!). Go back and make a new grid.
+
+ - to strip clues:
+ - shuffle the i positions
+ - for each possible clue position:
+ - if the solved grid doesn't have a clue here, skip
+ - copy the solved board, remove this clue, strip it
+ - try and solve the copy
+ - assert that it is not soluble by a level easier than we've requested
+ - (because this should never happen)
+ - if this is (still) soluble by our difficulty level:
+ - remove this clue from the solved board, it's redundant (with the other
+ clues)
+
+ - that should be it.
+*/
+
+static game_state *copy_and_strip(const game_state *state, game_state *ret, int flipcluei)
+{
+ int i, j, w = state->p.w, h = state->p.h;
+
+ copy_game_flags(state, ret);
+
+ /* Add/remove a clue before stripping, if required */
+
+ if (flipcluei != -1)
+ ret->sflags[flipcluei] ^= S_CLUE;
+
+ /* All squares that are not clue squares have square track info erased, and some edge flags.. */
+
+ for (i = 0; i < w*h; i++) {
+ if (!(ret->sflags[i] & S_CLUE)) {
+ ret->sflags[i] &= ~(S_TRACK|S_NOTRACK|S_ERROR|S_MARK);
+ for (j = 0; j < 4; j++) {
+ unsigned f = 1<<j;
+ int xx = i%w + DX(f), yy = i/w + DY(f);
+ if (!INGRID(state, xx, yy) || !(ret->sflags[yy*w+xx] & S_CLUE)) {
+ /* only erase an edge flag if neither side of the edge is S_CLUE. */
+ S_E_CLEAR(ret, i%w, i/w, f, E_TRACK);
+ S_E_CLEAR(ret, i%w, i/w, f, E_NOTRACK);
+ }
+ }
+ }
+ }
+ return ret;
+}
+
+static int solve_progress(const game_state *state) {
+ int i, w = state->p.w, h = state->p.h, progress = 0;
+
+ /* Work out how many flags the solver managed to set (either TRACK
+ or NOTRACK) and return this as a progress measure, to check whether
+ a partially-solved board gets any further than a previous partially-
+ solved board. */
+
+ for (i = 0; i < w*h; i++) {
+ if (state->sflags[i] & S_TRACK) progress++;
+ if (state->sflags[i] & S_NOTRACK) progress++;
+ progress += S_E_COUNT(state, i%w, i/w, E_TRACK);
+ progress += S_E_COUNT(state, i%w, i/w, E_NOTRACK);
+ }
+ return progress;
+}
+
+static int check_phantom_moves(const game_state *state) {
+ int x, y, i;
+
+ /* Check that this state won't show 'phantom moves' at the start of the
+ * game: squares which have multiple edge flags set but no clue flag
+ * cause a piece of track to appear that isn't on a clue square. */
+
+ for (x = 0; x < state->p.w; x++) {
+ for (y = 0; y < state->p.h; y++) {
+ i = y*state->p.w+x;
+ if (state->sflags[i] & S_CLUE)
+ continue;
+ if (S_E_COUNT(state, x, y, E_TRACK) > 1)
+ return 1; /* found one! */
+ }
+ }
+ return 0;
+}
+
+static int add_clues(game_state *state, random_state *rs, int diff)
+{
+ int i, j, pi, w = state->p.w, h = state->p.h, progress, ret = 0, sr;
+ int *positions = snewn(w*h, int), npositions = 0;
+ int *nedges_previous_solve = snewn(w*h, int);
+ game_state *scratch = dup_game(state);
+
+ debug_state(state, "gen: Initial board");
+
+ debug(("gen: Adding clues..."));
+
+ /* set up the shuffly-position grid for later, used for adding clues:
+ * we only bother adding clues where any edges are set. */
+ for (i = 0; i < w*h; i++) {
+ if (S_E_DIRS(state, i%w, i/w, E_TRACK) != 0) {
+ positions[npositions++] = i;
+ }
+ nedges_previous_solve[i] = 0;
+ }
+
+ /* First, check whether the puzzle is already either too easy, or just right */
+ scratch = copy_and_strip(state, scratch, -1);
+ if (diff > 0) {
+ sr = tracks_solve(scratch, diff-1);
+ if (sr < 0)
+ assert(!"Generator should not have created impossible puzzle");
+ if (sr > 0) {
+ ret = -1; /* already too easy, even without adding clues. */
+ debug(("gen: ...already too easy, need new board."));
+ goto done;
+ }
+ }
+ sr = tracks_solve(scratch, diff);
+ if (sr < 0)
+ assert(!"Generator should not have created impossible puzzle");
+ if (sr > 0) {
+ ret = 1; /* already soluble without any extra clues. */
+ debug(("gen: ...soluble without clues, nothing to do."));
+ goto done;
+ }
+ debug_state(scratch, "gen: Initial part-solved state: ");
+ progress = solve_progress(scratch);
+ debug(("gen: Initial solve progress is %d", progress));
+
+ /* First, lay clues until we're soluble. */
+ shuffle(positions, npositions, sizeof(int), rs);
+ for (pi = 0; pi < npositions; pi++) {
+ i = positions[pi]; /* pick a random position */
+ if (state->sflags[i] & S_CLUE)
+ continue; /* already a clue here (entrance location?) */
+ if (nedges_previous_solve[i] == 2)
+ continue; /* no point putting a clue here, we could solve both edges
+ with the previous set of clues */
+
+ /* set a clue in that position (on a copy of the board) and test solubility */
+ scratch = copy_and_strip(state, scratch, i);
+
+ if (check_phantom_moves(scratch))
+ continue; /* adding a clue here would add phantom track */
+
+ if (diff > 0) {
+ if (tracks_solve(scratch, diff-1) > 0) {
+ continue; /* adding a clue here makes it too easy */
+ }
+ }
+ if (tracks_solve(scratch, diff) > 0) {
+ /* we're now soluble (and we weren't before): add this clue, and then
+ start stripping clues */
+ debug(("gen: ...adding clue at (%d,%d), now soluble", i%w, i/w));
+ state->sflags[i] |= S_CLUE;
+ goto strip_clues;
+ }
+ if (solve_progress(scratch) > progress) {
+ /* We've made more progress solving: add this clue, then. */
+ progress = solve_progress(scratch);
+ debug(("gen: ... adding clue at (%d,%d), new progress %d", i%w, i/w, progress));
+ state->sflags[i] |= S_CLUE;
+
+ for (j = 0; j < w*h; j++)
+ nedges_previous_solve[j] = S_E_COUNT(scratch, j%w, j/w, E_TRACK);
+ }
+ }
+ /* If we got here we didn't ever manage to make the puzzle soluble
+ (without making it too easily soluble, that is): give up. */
+
+ debug(("gen: Unable to make soluble with clues, need new board."));
+ ret = -1;
+ goto done;
+
+strip_clues:
+ debug(("gen: Stripping clues."));
+
+ /* Now, strip redundant clues (i.e. those without which the puzzle is still
+ soluble) */
+ shuffle(positions, npositions, sizeof(int), rs);
+ for (pi = 0; pi < npositions; pi++) {
+ i = positions[pi]; /* pick a random position */
+ if (!(state->sflags[i] & S_CLUE))
+ continue; /* no clue here to strip */
+ if ((i%w == 0 && i/w == state->numbers->row_s) ||
+ (i/w == (h-1) && i%w == state->numbers->col_s))
+ continue; /* don't strip clues at entrance/exit */
+
+ scratch = copy_and_strip(state, scratch, i);
+ if (check_phantom_moves(scratch))
+ continue; /* removing a clue here would add phantom track */
+
+ if (tracks_solve(scratch, diff) > 0) {
+ debug(("gen: ... removing clue at (%d,%d), still soluble without it", i%w, i/w));
+ state->sflags[i] &= ~S_CLUE; /* still soluble without this clue. */
+ }
+ }
+ debug(("gen: Finished stripping clues."));
+ ret = 1;
+
+done:
+ sfree(positions);
+ free_game(scratch);
+ return ret;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int i, j, w = params->w, h = params->h, x, y, ret;
+ game_state *state;
+ char *desc, *p;
+ game_params adjusted_params;
+
+ /*
+ * 4x4 Tricky cannot be generated, so fall back to Easy.
+ */
+ if (w == 4 && h == 4 && params->diff > DIFF_EASY) {
+ adjusted_params = *params; /* structure copy */
+ adjusted_params.diff = DIFF_EASY;
+ params = &adjusted_params;
+ }
+
+ state = blank_game(params);
+
+ /* --- lay the random path */
+
+newpath:
+ lay_path(state, rs);
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
+ state->sflags[y*w + x] |= S_TRACK;
+ }
+ if ((x == 0 && y == state->numbers->row_s) ||
+ (y == (h-1) && x == state->numbers->col_s)) {
+ state->sflags[y*w + x] |= S_CLUE;
+ }
+ }
+ }
+
+ /* --- Update the clue numbers based on the tracks we have generated. */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ if (state->sflags[y*w + x] & S_TRACK) {
+ state->numbers->numbers[x]++;
+ state->numbers->numbers[y+w]++;
+ }
+ }
+ }
+ for (i = 0; i < w+h; i++) {
+ if (state->numbers->numbers[i] == 0)
+ goto newpath; /* too boring */
+ }
+
+ if (params->single_ones) {
+ int last_was_one = 1, is_one; /* (disallow 1 clue at entry point) */
+ for (i = 0; i < w+h; i++) {
+ is_one = (state->numbers->numbers[i] == 1);
+ if (is_one && last_was_one)
+ goto newpath; /* disallow consecutive 1 clues. */
+ last_was_one = is_one;
+ }
+ if (state->numbers->numbers[w+h-1] == 1)
+ goto newpath; /* (disallow 1 clue at exit point) */
+ }
+
+ /* --- Add clues to make a soluble puzzle */
+ ret = add_clues(state, rs, params->diff);
+ if (ret != 1) goto newpath; /* couldn't make it soluble, or too easy */
+
+ /* --- Generate the game desc based on the generated grid. */
+ desc = snewn(w*h*3 + (w+h)*5, char);
+ for (i = j = 0; i < w*h; i++) {
+ if (!(state->sflags[i] & S_CLUE) && j > 0 &&
+ desc[j-1] >= 'a' && desc[j-1] < 'z')
+ desc[j-1]++;
+ else if (!(state->sflags[i] & S_CLUE))
+ desc[j++] = 'a';
+ else {
+ unsigned int f = S_E_DIRS(state, i%w, i/w, E_TRACK);
+ desc[j++] = (f < 10) ? ('0' + f) : ('A' + (f-10));
+ }
+ }
+
+ p = desc + j;
+ for (x = 0; x < w; x++) {
+ p += sprintf(p, ",%s%d", x == state->numbers->col_s ? "S" : "",
+ state->numbers->numbers[x]);
+ }
+ for (y = 0; y < h; y++) {
+ p += sprintf(p, ",%s%d", y == state->numbers->row_s ? "S" : "",
+ state->numbers->numbers[y+w]);
+ }
+ *p++ = '\0';
+
+ ret = tracks_solve(state, DIFFCOUNT);
+ assert(ret >= 0);
+ free_game(state);
+
+ debug(("new_game_desc: %s", desc));
+ return desc;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int i = 0, w = params->w, h = params->h, in = 0, out = 0;
+
+ while (*desc) {
+ unsigned int f = 0;
+ if (*desc >= '0' && *desc <= '9')
+ f = (*desc - '0');
+ else if (*desc >= 'A' && *desc <= 'F')
+ f = (*desc - 'A' + 10);
+ else if (*desc >= 'a' && *desc <= 'z')
+ i += *desc - 'a';
+ else
+ return "Game description contained unexpected characters";
+
+ if (f != 0) {
+ if (nbits[f] != 2)
+ return "Clue did not provide 2 direction flags";
+ }
+ i++;
+ desc++;
+ if (i == w*h) break;
+ }
+ for (i = 0; i < w+h; i++) {
+ if (!*desc)
+ return "Not enough numbers given after grid specification";
+ else if (*desc != ',')
+ return "Invalid character in number list";
+ desc++;
+ if (*desc == 'S') {
+ if (i < w)
+ out++;
+ else
+ in++;
+ desc++;
+ }
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+ }
+ if (in != 1 || out != 1)
+ return "Puzzle must have one entrance and one exit";
+ if (*desc)
+ return "Unexpected additional character at end of game description";
+ return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params, const char *desc)
+{
+ game_state *state = blank_game(params);
+ int w = params->w, h = params->h, i = 0;
+
+ while (*desc) {
+ unsigned int f = 0;
+ if (*desc >= '0' && *desc <= '9')
+ f = (*desc - '0');
+ else if (*desc >= 'A' && *desc <= 'F')
+ f = (*desc - 'A' + 10);
+ else if (*desc >= 'a' && *desc <= 'z')
+ i += *desc - 'a';
+
+ if (f != 0) {
+ int x = i % w, y = i / w;
+ assert(f < 16);
+ assert(nbits[f] == 2);
+
+ state->sflags[i] |= (S_TRACK | S_CLUE);
+ if (f & U) S_E_SET(state, x, y, U, E_TRACK);
+ if (f & D) S_E_SET(state, x, y, D, E_TRACK);
+ if (f & L) S_E_SET(state, x, y, L, E_TRACK);
+ if (f & R) S_E_SET(state, x, y, R, E_TRACK);
+ }
+ i++;
+ desc++;
+ if (i == w*h) break;
+ }
+ for (i = 0; i < w+h; i++) {
+ assert(*desc == ',');
+ desc++;
+
+ if (*desc == 'S') {
+ if (i < w)
+ state->numbers->col_s = i;
+ else
+ state->numbers->row_s = i-w;
+ desc++;
+ }
+ state->numbers->numbers[i] = atoi(desc);
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
+ }
+
+ assert(!*desc);
+
+ return state;
+}
+
+static int solve_set_sflag(game_state *state, int x, int y,
+ unsigned int f, const char *why)
+{
+ int w = state->p.w, i = y*w + x;
+
+ if (state->sflags[i] & f)
+ return 0;
+ debug(("solve: square (%d,%d) -> %s: %s",
+ x, y, (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
+ if (state->sflags[i] & (f == S_TRACK ? S_NOTRACK : S_TRACK)) {
+ debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
+ state->impossible = TRUE;
+ }
+ state->sflags[i] |= f;
+ return 1;
+}
+
+static int solve_set_eflag(game_state *state, int x, int y, int d,
+ unsigned int f, const char *why)
+{
+ int sf = S_E_FLAGS(state, x, y, d);
+
+ if (sf & f)
+ return 0;
+ debug(("solve: edge (%d,%d)/%c -> %s: %s", x, y,
+ (d == U) ? 'U' : (d == D) ? 'D' : (d == L) ? 'L' : 'R',
+ (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
+ if (sf & (f == E_TRACK ? E_NOTRACK : E_TRACK)) {
+ debug(("solve: opposite flag already set there, marking IMPOSSIBLE"));
+ state->impossible = TRUE;
+ }
+ S_E_SET(state, x, y, d, f);
+ return 1;
+}
+
+static int solve_update_flags(game_state *state)
+{
+ int x, y, i, w = state->p.w, h = state->p.h, did = 0;
+
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ /* If a square is NOTRACK, all four edges must be. */
+ if (state->sflags[y*w + x] & S_NOTRACK) {
+ for (i = 0; i < 4; i++) {
+ unsigned int d = 1<<i;
+ did += solve_set_eflag(state, x, y, d, E_NOTRACK, "edges around NOTRACK");
+ }
+ }
+
+ /* If 3 or more edges around a square are NOTRACK, the square is. */
+ if (S_E_COUNT(state, x, y, E_NOTRACK) >= 3) {
+ did += solve_set_sflag(state, x, y, S_NOTRACK, "square has >2 NOTRACK edges");
+ }
+
+ /* If any edge around a square is TRACK, the square is. */
+ if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
+ did += solve_set_sflag(state, x, y, S_TRACK, "square has TRACK edge");
+ }
+
+ /* If a square is TRACK and 2 edges are NOTRACK,
+ the other two edges must be TRACK. */
+ if ((state->sflags[y*w + x] & S_TRACK) &&
+ (S_E_COUNT(state, x, y, E_NOTRACK) == 2) &&
+ (S_E_COUNT(state, x, y, E_TRACK) < 2)) {
+ for (i = 0; i < 4; i++) {
+ unsigned int d = 1<<i;
+ if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
+ did += solve_set_eflag(state, x, y, d, E_TRACK,
+ "TRACK square/2 NOTRACK edges");
+ }
+ }
+ }
+
+ /* If a square is TRACK and 2 edges are TRACK, the other two
+ must be NOTRACK. */
+ if ((state->sflags[y*w + x] & S_TRACK) &&
+ (S_E_COUNT(state, x, y, E_TRACK) == 2) &&
+ (S_E_COUNT(state, x, y, E_NOTRACK) < 2)) {
+ for (i = 0; i < 4; i++) {
+ unsigned int d = 1<<i;
+ if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
+ did += solve_set_eflag(state, x, y, d, E_NOTRACK,
+ "TRACK square/2 TRACK edges");
+ }
+ }
+ }
+ }
+ }
+ return did;
+}
+
+static int solve_count_col(game_state *state, int col, unsigned int f)
+{
+ int i, n, c = 0, h = state->p.h, w = state->p.w;
+ for (n = 0, i = col; n < h; n++, i += w) {
+ if (state->sflags[i] & f) c++;
+ }
+ return c;
+}
+
+static int solve_count_row(game_state *state, int row, unsigned int f)
+{
+ int i, n, c = 0, w = state->p.w;
+ for (n = 0, i = w*row; n < state->p.w; n++, i++) {
+ if (state->sflags[i] & f) c++;
+ }
+ return c;
+}
+
+static int solve_count_clues_sub(game_state *state, int si, int id, int n,
+ int target, const char *what)
+{
+ int ctrack = 0, cnotrack = 0, did = 0, j, i, w = state->p.w;
+
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (state->sflags[i] & S_TRACK)
+ ctrack++;
+ if (state->sflags[i] & S_NOTRACK)
+ cnotrack++;
+ }
+ if (ctrack == target) {
+ /* everything that's not S_TRACK must be S_NOTRACK. */
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (!(state->sflags[i] & S_TRACK))
+ did += solve_set_sflag(state, i%w, i/w, S_NOTRACK, what);
+ }
+ }
+ if (cnotrack == (n-target)) {
+ /* everything that's not S_NOTRACK must be S_TRACK. */
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (!(state->sflags[i] & S_NOTRACK))
+ did += solve_set_sflag(state, i%w, i/w, S_TRACK, what);
+ }
+ }
+ return did;
+}
+
+static int solve_count_clues(game_state *state)
+{
+ int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+ for (x = 0; x < w; x++) {
+ target = state->numbers->numbers[x];
+ did += solve_count_clues_sub(state, x, w, h, target, "col count");
+ }
+ for (y = 0; y < h; y++) {
+ target = state->numbers->numbers[w+y];
+ did += solve_count_clues_sub(state, y*w, 1, w, target, "row count");
+ }
+ return did;
+}
+
+static int solve_check_single_sub(game_state *state, int si, int id, int n,
+ int target, unsigned int perpf,
+ const char *what)
+{
+ int ctrack = 0, nperp = 0, did = 0, j, i, w = state->p.w;
+ int n1edge = 0, i1edge = 0, ox, oy, x, y;
+ unsigned int impossible = 0;
+
+ /* For rows or columns which only have one more square to put a track in, we
+ know the only way a new track section could be there would be to run
+ perpendicular to the track (otherwise we'd need at least two free squares).
+ So, if there is nowhere we can run perpendicular to the track (e.g. because
+ we're on an edge) we know the extra track section much be on one end of an
+ existing section. */
+
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (state->sflags[i] & S_TRACK)
+ ctrack++;
+ impossible = S_E_DIRS(state, i%w, i/w, E_NOTRACK);
+ if ((perpf & impossible) == 0)
+ nperp++;
+ if (S_E_COUNT(state, i%w, i/w, E_TRACK) <= 1) {
+ n1edge++;
+ i1edge = i;
+ }
+ }
+ if (ctrack != (target-1)) return 0;
+ if (nperp > 0 || n1edge != 1) return 0;
+
+ debug(("check_single from (%d,%d): 1 match from (%d,%d)",
+ si%w, si/w, i1edge%w, i1edge/w));
+
+ /* We have a match: anything that's more than 1 away from this square
+ cannot now contain a track. */
+ ox = i1edge%w;
+ oy = i1edge/w;
+ for (j = 0, i = si; j < n; j++, i += id) {
+ x = i%w;
+ y = i/w;
+ if (abs(ox-x) > 1 || abs(oy-y) > 1) {
+ if (!state->sflags[i] & S_TRACK)
+ did += solve_set_sflag(state, x, y, S_NOTRACK, what);
+ }
+ }
+
+ return did;
+}
+
+static int solve_check_single(game_state *state)
+{
+ int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+ for (x = 0; x < w; x++) {
+ target = state->numbers->numbers[x];
+ did += solve_check_single_sub(state, x, w, h, target, R|L, "single on col");
+ }
+ for (y = 0; y < h; y++) {
+ target = state->numbers->numbers[w+y];
+ did += solve_check_single_sub(state, y*w, 1, w, target, U|D, "single on row");
+ }
+ return did;
+}
+
+static int solve_check_loose_sub(game_state *state, int si, int id, int n,
+ int target, unsigned int perpf,
+ const char *what)
+{
+ int nperp = 0, nloose = 0, e2count = 0, did = 0, i, j, k;
+ int w = state->p.w;
+ unsigned int parf = ALLDIR & (~perpf);
+
+ for (j = 0, i = si; j < n; j++, i += id) {
+ int fcount = S_E_COUNT(state, i%w, i/w, E_TRACK);
+ if (fcount == 2)
+ e2count++; /* this cell has 2 definite edges */
+ state->sflags[i] &= ~S_MARK;
+ if (fcount == 1 && (parf & S_E_DIRS(state, i%w, i/w, E_TRACK))) {
+ nloose++; /* this cell has a loose end (single flag set parallel
+ to the direction of this row/column) */
+ state->sflags[i] |= S_MARK; /* mark loose ends */
+ }
+ if (fcount != 2 && !(perpf & S_E_DIRS(state, i%w, i/w, E_NOTRACK)))
+ nperp++; /* we could lay perpendicular across this cell */
+ }
+
+ if (nloose > (target - e2count)) {
+ debug(("check %s from (%d,%d): more loose (%d) than empty (%d), IMPOSSIBLE",
+ what, si%w, si/w, nloose, target-e2count));
+ state->impossible = TRUE;
+ }
+ if (nloose > 0 && nloose == (target - e2count)) {
+ debug(("check %s from (%d,%d): nloose = empty (%d), forcing loners out.",
+ what, si%w, si/w, nloose));
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (!(state->sflags[i] & S_MARK))
+ continue; /* skip non-loose ends */
+ if (j > 0 && state->sflags[i-id] & S_MARK)
+ continue; /* next to other loose end, could join up */
+ if (j < (n-1) && state->sflags[i+id] & S_MARK)
+ continue; /* ditto */
+
+ for (k = 0; k < 4; k++) {
+ if ((parf & (1<<k)) &&
+ !(S_E_DIRS(state, i%w, i/w, E_TRACK) & (1<<k))) {
+ /* set as NOTRACK the edge parallel to the row/column that's
+ not already set. */
+ did += solve_set_eflag(state, i%w, i/w, 1<<k, E_NOTRACK, what);
+ }
+ }
+ }
+ }
+ if (nloose == 1 && (target - e2count) == 2 && nperp == 0) {
+ debug(("check %s from (%d,%d): 1 loose end, 2 empty squares, forcing parallel",
+ what, si%w, si/w));
+ for (j = 0, i = si; j < n; j++, i += id) {
+ if (!(state->sflags[i] & S_MARK))
+ continue; /* skip non-loose ends */
+ for (k = 0; k < 4; k++) {
+ if (parf & (1<<k))
+ did += solve_set_eflag(state, i%w, i/w, 1<<k, E_TRACK, what);
+ }
+ }
+ }
+
+ return did;
+}
+
+static int solve_check_loose_ends(game_state *state)
+{
+ int w = state->p.w, h = state->p.h, x, y, target, did = 0;
+
+ for (x = 0; x < w; x++) {
+ target = state->numbers->numbers[x];
+ did += solve_check_loose_sub(state, x, w, h, target, R|L, "loose on col");
+ }
+ for (y = 0; y < h; y++) {
+ target = state->numbers->numbers[w+y];
+ did += solve_check_loose_sub(state, y*w, 1, w, target, U|D, "loose on row");
+ }
+ return did;
+}
+
+static int solve_check_loop_sub(game_state *state, int x, int y, int dir,
+ int *dsf, int startc, int endc)
+{
+ int w = state->p.w, h = state->p.h, i = y*w+x, j, k, satisfied = 1;
+
+ j = (y+DY(dir))*w + (x+DX(dir));
+
+ assert(i < w*h && j < w*h);
+
+ if ((state->sflags[i] & S_TRACK) &&
+ (state->sflags[j] & S_TRACK) &&
+ !(S_E_DIRS(state, x, y, E_TRACK) & dir) &&
+ !(S_E_DIRS(state, x, y, E_NOTRACK) & dir)) {
+ int ic = dsf_canonify(dsf, i), jc = dsf_canonify(dsf, j);
+ if (ic == jc) {
+ return solve_set_eflag(state, x, y, dir, E_NOTRACK, "would close loop");
+ }
+ if ((ic == startc && jc == endc) || (ic == endc && jc == startc)) {
+ debug(("Adding link at (%d,%d) would join start to end", x, y));
+ /* We mustn't join the start to the end if:
+ - there are other bits of track that aren't attached to either end
+ - the clues are not fully satisfied yet
+ */
+ for (k = 0; k < w*h; k++) {
+ if (state->sflags[k] & S_TRACK &&
+ dsf_canonify(dsf, k) != startc && dsf_canonify(dsf, k) != endc) {
+ return solve_set_eflag(state, x, y, dir, E_NOTRACK,
+ "joins start to end but misses tracks");
+ }
+ }
+ for (k = 0; k < w; k++) {
+ int target = state->numbers->numbers[k];
+ int ntracks = solve_count_col(state, k, S_TRACK);
+ if (ntracks < target) satisfied = 0;
+ }
+ for (k = 0; k < h; k++) {
+ int target = state->numbers->numbers[w+k];
+ int ntracks = solve_count_row(state, k, S_TRACK);
+ if (ntracks < target) satisfied = 0;
+ }
+ if (!satisfied) {
+ return solve_set_eflag(state, x, y, dir, E_NOTRACK,
+ "joins start to end with incomplete clues");
+ }
+ }
+ }
+ return 0;
+}
+
+static int solve_check_loop(game_state *state)
+{
+ int w = state->p.w, h = state->p.h, x, y, i, j, did = 0;
+ int *dsf, startc, endc;
+
+ /* TODO eventually we should pull this out into a solver struct and keep it
+ updated as we connect squares. For now we recreate it every time we try
+ this particular solver step. */
+ dsf = snewn(w*h, int);
+ dsf_init(dsf, w*h);
+
+ /* Work out the connectedness of the current loop set. */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ i = y*w + x;
+ if (x < (w-1) && S_E_DIRS(state, x, y, E_TRACK) & R) {
+ /* connection to the right... */
+ j = y*w + (x+1);
+ assert(i < w*h && j < w*h);
+ dsf_merge(dsf, i, j);
+ }
+ if (y < (h-1) && S_E_DIRS(state, x, y, E_TRACK) & D) {
+ /* connection down... */
+ j = (y+1)*w + x;
+ assert(i < w*h && j < w*h);
+ dsf_merge(dsf, i, j);
+ }
+ /* NB no need to check up and left because they'll have been checked
+ by the other side. */
+ }
+ }
+
+ startc = dsf_canonify(dsf, state->numbers->row_s*w);
+ endc = dsf_canonify(dsf, (h-1)*w+state->numbers->col_s);
+
+ /* Now look at all adjacent squares that are both S_TRACK: if connecting
+ any of them would complete a loop (i.e. they're both the same dsf class
+ already) then that edge must be NOTRACK. */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ if (x < (w-1))
+ did += solve_check_loop_sub(state, x, y, R, dsf, startc, endc);
+ if (y < (h-1))
+ did += solve_check_loop_sub(state, x, y, D, dsf, startc, endc);
+ }
+ }
+
+ sfree(dsf);
+
+ return did;
+}
+
+static void solve_discount_edge(game_state *state, int x, int y, int d)
+{
+ if (S_E_DIRS(state, x, y, E_TRACK) & d) {
+ assert(state->sflags[y*state->p.w + x] & S_CLUE);
+ return; /* (only) clue squares can have outer edges set. */
+ }
+ solve_set_eflag(state, x, y, d, E_NOTRACK, "outer edge");
+}
+
+static int tracks_solve(game_state *state, int diff)
+{
+ int didsth, x, y, w = state->p.w, h = state->p.h;
+
+ debug(("solve..."));
+ state->impossible = FALSE;
+
+ /* Set all the outer border edges as no-track. */
+ for (x = 0; x < w; x++) {
+ solve_discount_edge(state, x, 0, U);
+ solve_discount_edge(state, x, h-1, D);
+ }
+ for (y = 0; y < h; y++) {
+ solve_discount_edge(state, 0, y, L);
+ solve_discount_edge(state, w-1, y, R);
+ }
+
+ while (1) {
+ didsth = 0;
+
+ didsth += solve_update_flags(state);
+ didsth += solve_count_clues(state);
+ didsth += solve_check_loop(state);
+
+ if (diff >= DIFF_TRICKY) {
+ didsth += solve_check_single(state);
+ didsth += solve_check_loose_ends(state);
+ }
+
+ if (!didsth || state->impossible) break;
+ }
+
+ return state->impossible ? -1 : check_completion(state, FALSE) ? 1 : 0;
+}
+
+static char *move_string_diff(const game_state *before, const game_state *after, int issolve)
+{
+ int w = after->p.w, h = after->p.h, i, j;
+ char *move = snewn(w*h*40, char), *p = move;
+ const char *sep = "";
+ unsigned int otf, ntf, onf, nnf;
+
+ if (issolve) {
+ *p++ = 'S';
+ sep = ";";
+ }
+ for (i = 0; i < w*h; i++) {
+ otf = S_E_DIRS(before, i%w, i/w, E_TRACK);
+ ntf = S_E_DIRS(after, i%w, i/w, E_TRACK);
+ onf = S_E_DIRS(before, i%w, i/w, E_NOTRACK);
+ nnf = S_E_DIRS(after, i%w, i/w, E_NOTRACK);
+
+ for (j = 0; j < 4; j++) {
+ unsigned df = 1<<j;
+ if ((otf & df) != (ntf & df)) {
+ p += sprintf(p, "%s%c%c%d,%d", sep,
+ (ntf & df) ? 'T' : 't', MOVECHAR(df), i%w, i/w);
+ sep = ";";
+ }
+ if ((onf & df) != (nnf & df)) {
+ p += sprintf(p, "%s%c%c%d,%d", sep,
+ (nnf & df) ? 'N' : 'n', MOVECHAR(df), i%w, i/w);
+ sep = ";";
+ }
+ }
+
+ if ((before->sflags[i] & S_NOTRACK) != (after->sflags[i] & S_NOTRACK)) {
+ p += sprintf(p, "%s%cS%d,%d", sep,
+ (after->sflags[i] & S_NOTRACK) ? 'N' : 'n', i%w, i/w);
+ sep = ";";
+ }
+ if ((before->sflags[i] & S_TRACK) != (after->sflags[i] & S_TRACK)) {
+ p += sprintf(p, "%s%cS%d,%d", sep,
+ (after->sflags[i] & S_TRACK) ? 'T' : 't', i%w, i/w);
+ sep = ";";
+ }
+ }
+ *p++ = '\0';
+ move = sresize(move, p - move, char);
+
+ return move;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ game_state *solved;
+ int ret;
+ char *move;
+
+ solved = dup_game(currstate);
+ ret = tracks_solve(solved, DIFFCOUNT);
+ if (ret < 1) {
+ free_game(solved);
+ solved = dup_game(state);
+ ret = tracks_solve(solved, DIFFCOUNT);
+ }
+
+ if (ret < 1) {
+ *error = "Unable to find solution";
+ move = NULL;
+ } else {
+ move = move_string_diff(currstate, solved, TRUE);
+ }
+
+ free_game(solved);
+ return move;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ char *ret, *p;
+ int x, y, len, w = state->p.w, h = state->p.h;
+
+ len = ((w*2) + 4) * ((h*2)+4) + 2;
+ ret = snewn(len+1, char);
+ p = ret;
+
+ /* top line: column clues */
+ *p++ = ' ';
+ *p++ = ' ';
+ for (x = 0; x < w; x++) {
+ *p++ = (state->numbers->numbers[x] < 10 ?
+ '0' + state->numbers->numbers[x] :
+ 'A' + state->numbers->numbers[x] - 10);
+ *p++ = ' ';
+ }
+ *p++ = '\n';
+
+ /* second line: top edge */
+ *p++ = ' ';
+ *p++ = '+';
+ for (x = 0; x < w*2-1; x++)
+ *p++ = '-';
+ *p++ = '+';
+ *p++ = '\n';
+
+ /* grid rows: one line of squares, one line of edges. */
+ for (y = 0; y < h; y++) {
+ /* grid square line */
+ *p++ = (y == state->numbers->row_s) ? 'A' : ' ';
+ *p++ = (y == state->numbers->row_s) ? '-' : '|';
+
+ for (x = 0; x < w; x++) {
+ unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
+ if (state->sflags[y*w+x] & S_CLUE) *p++ = 'C';
+ else if (f == LU || f == RD) *p++ = '/';
+ else if (f == LD || f == RU) *p++ = '\\';
+ else if (f == UD) *p++ = '|';
+ else if (f == RL) *p++ = '-';
+ else if (state->sflags[y*w+x] & S_NOTRACK) *p++ = 'x';
+ else *p++ = ' ';
+
+ if (x < w-1) {
+ *p++ = (f & R) ? '-' : ' ';
+ } else
+ *p++ = '|';
+ }
+ *p++ = (state->numbers->numbers[w+y] < 10 ?
+ '0' + state->numbers->numbers[w+y] :
+ 'A' + state->numbers->numbers[w+y] - 10);
+ *p++ = '\n';
+
+ if (y == h-1) continue;
+
+ /* edges line */
+ *p++ = ' ';
+ *p++ = '|';
+ for (x = 0; x < w; x++) {
+ unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
+ *p++ = (f & D) ? '|' : ' ';
+ *p++ = (x < w-1) ? ' ' : '|';
+ }
+ *p++ = '\n';
+ }
+
+ /* next line: bottom edge */
+ *p++ = ' ';
+ *p++ = '+';
+ for (x = 0; x < w*2-1; x++)
+ *p++ = (x == state->numbers->col_s*2) ? '|' : '-';
+ *p++ = '+';
+ *p++ = '\n';
+
+ /* final line: bottom clue */
+ *p++ = ' ';
+ *p++ = ' ';
+ for (x = 0; x < w*2-1; x++)
+ *p++ = (x == state->numbers->col_s*2) ? 'B' : ' ';
+ *p++ = '\n';
+
+ *p = '\0';
+ return ret;
+}
+
+static void debug_state(game_state *state, const char *what) {
+ char *sstring = game_text_format(state);
+ debug(("%s: %s", what, sstring));
+ sfree(sstring);
+}
+
+static void dsf_update_completion(game_state *state, int *loopclass,
+ int ax, int ay, char dir,
+ int *dsf)
+{
+ int w = state->p.w, ai = ay*w+ax, bx, by, bi, ac, bc;
+
+ if (!(S_E_DIRS(state, ax, ay, E_TRACK) & dir)) return;
+ bx = ax + DX(dir);
+ by = ay + DY(dir);
+
+ if (!INGRID(state, bx, by)) return;
+ bi = by*w+bx;
+
+ ac = dsf_canonify(dsf, ai);
+ bc = dsf_canonify(dsf, bi);
+
+ if (ac == bc) {
+ /* loop detected */
+ *loopclass = ac;
+ } else {
+ dsf_merge(dsf, ai, bi);
+ }
+}
+
+static int check_completion(game_state *state, int mark)
+{
+ int w = state->p.w, h = state->p.h, x, y, i, target, ret = TRUE;
+ int ntrack, nnotrack;
+ int *dsf, loopclass, pathclass;
+
+ if (mark) {
+ for (i = 0; i < w+h; i++) {
+ state->num_errors[i] = 0;
+ }
+ for (i = 0; i < w*h; i++) {
+ state->sflags[i] &= ~S_ERROR;
+ if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
+ if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2)
+ state->sflags[i] |= S_ERROR;
+ }
+ }
+ }
+
+ /* A cell is 'complete' if it has any edges marked as TRACK. */
+ for (x = 0; x < w; x++) {
+ target = state->numbers->numbers[x];
+ ntrack = nnotrack = 0;
+ for (y = 0; y < h; y++) {
+ if (S_E_COUNT(state, x, y, E_TRACK) > 0)
+ ntrack++;
+ if (state->sflags[y*w+x] & S_NOTRACK)
+ nnotrack++;
+ }
+ if (mark) {
+ if (ntrack > target || nnotrack > (h-target)) {
+ debug(("col %d error: target %d, track %d, notrack %d",
+ x, target, ntrack, nnotrack));
+ state->num_errors[x] = 1;
+ }
+ }
+ if (ntrack != target)
+ ret = FALSE;
+ }
+ for (y = 0; y < h; y++) {
+ target = state->numbers->numbers[w+y];
+ ntrack = nnotrack = 0;
+ for (x = 0; x < w; x++) {
+ if (S_E_COUNT(state, x, y, E_TRACK) == 2)
+ ntrack++;
+ if (state->sflags[y*w+x] & S_NOTRACK)
+ nnotrack++;
+ }
+ if (mark) {
+ if (ntrack > target || nnotrack > (w-target)) {
+ debug(("row %d error: target %d, track %d, notrack %d",
+ y, target, ntrack, nnotrack));
+ state->num_errors[w+y] = 1;
+ }
+ }
+ if (ntrack != target)
+ ret = FALSE;
+ }
+
+ dsf = snewn(w*h, int);
+ dsf_init(dsf, w*h);
+ loopclass = -1;
+
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ dsf_update_completion(state, &loopclass, x, y, R, dsf);
+ dsf_update_completion(state, &loopclass, x, y, D, dsf);
+ }
+ }
+ if (loopclass != -1) {
+ debug(("loop detected, not complete"));
+ ret = FALSE; /* no loop allowed */
+ if (mark) {
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ /* TODO this will only highlight the first loop found */
+ if (dsf_canonify(dsf, y*w + x) == loopclass) {
+ state->sflags[y*w+x] |= S_ERROR;
+ }
+ }
+ }
+ }
+ }
+ if (mark) {
+ pathclass = dsf_canonify(dsf, state->numbers->row_s*w);
+ if (pathclass == dsf_canonify(dsf, (h-1)*w + state->numbers->col_s)) {
+ /* We have a continuous path between the entrance and the exit: any
+ other path must be in error. */
+ for (i = 0; i < w*h; i++) {
+ if ((dsf_canonify(dsf, i) != pathclass) &&
+ ((state->sflags[i] & S_TRACK) ||
+ (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0)))
+ state->sflags[i] |= S_ERROR;
+ }
+ }
+ }
+
+ if (mark)
+ state->completed = ret;
+ sfree(dsf);
+ return ret;
+}
+
+/* Code borrowed from Pearl. */
+
+struct game_ui {
+ int dragging, clearing, notrack;
+ int drag_sx, drag_sy, drag_ex, drag_ey; /* drag start and end grid coords */
+ int clickx, clicky; /* pixel position of initial click */
+
+ int curx, cury; /* grid position of keyboard cursor; uses half-size grid */
+ int cursor_active; /* TRUE iff cursor is shown */
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+
+ ui->clearing = ui->notrack = ui->dragging = 0;
+ ui->drag_sx = ui->drag_sy = ui->drag_ex = ui->drag_ey = -1;
+ ui->cursor_active = FALSE;
+ ui->curx = ui->cury = 1;
+
+ 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)
+{
+}
+
+#define PREFERRED_TILE_SIZE 30
+#define HALFSZ (ds->sz6*3)
+#define THIRDSZ (ds->sz6*2)
+#define TILE_SIZE (ds->sz6*6)
+
+#define BORDER (TILE_SIZE/8)
+#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
+
+#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
+#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
+#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) - 1 )
+
+#define DS_DSHIFT 4 /* R/U/L/D shift, for drag-in-progress flags */
+
+#define DS_ERROR (1 << 8)
+#define DS_CLUE (1 << 9)
+#define DS_NOTRACK (1 << 10)
+#define DS_FLASH (1 << 11)
+#define DS_CURSOR (1 << 12) /* cursor in square (centre, or on edge) */
+#define DS_TRACK (1 << 13)
+#define DS_CLEARING (1 << 14)
+
+#define DS_NSHIFT 16 /* R/U/L/D shift, for no-track edge flags */
+#define DS_CSHIFT 20 /* R/U/L/D shift, for cursor-on-edge */
+
+struct game_drawstate {
+ int sz6;
+ int started;
+
+ int w, h, sz;
+ unsigned int *flags, *flags_drag;
+ int *num_errors;
+};
+
+static void update_ui_drag(const game_state *state, game_ui *ui, int gx, int gy)
+{
+ int w = state->p.w, h = state->p.h;
+ int dx = abs(ui->drag_sx - gx), dy = abs(ui->drag_sy - gy);
+
+ if (dy == 0) {
+ ui->drag_ex = gx < 0 ? 0 : gx >= w ? w-1 : gx;
+ ui->drag_ey = ui->drag_sy;
+ ui->dragging = TRUE;
+ } else if (dx == 0) {
+ ui->drag_ex = ui->drag_sx;
+ ui->drag_ey = gy < 0 ? 0 : gy >= h ? h-1 : gy;
+ ui->dragging = TRUE;
+ } else {
+ ui->drag_ex = ui->drag_sx;
+ ui->drag_ey = ui->drag_sy;
+ ui->dragging = FALSE;
+ }
+}
+
+static int ui_can_flip_edge(const game_state *state, int x, int y, int dir,
+ int notrack)
+{
+ int w = state->p.w /*, h = state->shared->h, sz = state->shared->sz */;
+ int x2 = x + DX(dir);
+ int y2 = y + DY(dir);
+ unsigned int sf1, sf2, ef;
+
+ if (!INGRID(state, x, y) || !INGRID(state, x2, y2))
+ return FALSE;
+
+ sf1 = state->sflags[y*w + x];
+ sf2 = state->sflags[y2*w + x2];
+ if ( !notrack && ((sf1 & S_CLUE) || (sf2 & S_CLUE)) )
+ return FALSE;
+
+ ef = S_E_FLAGS(state, x, y, dir);
+ if (notrack) {
+ /* if we're going to _set_ NOTRACK (i.e. the flag is currently unset),
+ make sure the edge is not already set to TRACK. The adjacent squares
+ could be set to TRACK, because we don't know which edges the general
+ square setting refers to. */
+ if (!(ef & E_NOTRACK) && (ef & E_TRACK))
+ return FALSE;
+ } else {
+ if (!(ef & E_TRACK)) {
+ /* if we're going to _set_ TRACK, make sure neither adjacent square nor
+ the edge itself is already set to NOTRACK. */
+ if ((sf1 & S_NOTRACK) || (sf2 & S_NOTRACK) || (ef & E_NOTRACK))
+ return FALSE;
+ /* if we're going to _set_ TRACK, make sure neither adjacent square has
+ 2 track flags already. */
+ if ((S_E_COUNT(state, x, y, E_TRACK) >= 2) ||
+ (S_E_COUNT(state, x2, y2, E_TRACK) >= 2))
+ return FALSE;
+ }
+ }
+ return TRUE;
+}
+
+static int ui_can_flip_square(const game_state *state, int x, int y, int notrack)
+{
+ int w = state->p.w, trackc;
+ unsigned sf;
+
+ if (!INGRID(state, x, y)) return FALSE;
+ sf = state->sflags[y*w+x];
+ trackc = S_E_COUNT(state, x, y, E_TRACK);
+
+ if (sf & S_CLUE) return FALSE;
+
+ if (notrack) {
+ /* If we're setting S_NOTRACK, we cannot have either S_TRACK or any E_TRACK. */
+ if (!(sf & S_NOTRACK) && ((sf & S_TRACK) || (trackc > 0)))
+ return FALSE;
+ } else {
+ /* If we're setting S_TRACK, we cannot have any S_NOTRACK (we could have
+ E_NOTRACK, though, because one or two wouldn't rule out a track) */
+ if (!(sf & S_TRACK) && (sf & S_NOTRACK))
+ return FALSE;
+ }
+ return TRUE;
+}
+
+static char *edge_flip_str(const game_state *state, int x, int y, int dir, int notrack, char *buf) {
+ unsigned ef = S_E_FLAGS(state, x, y, dir);
+ char c;
+
+ if (notrack)
+ c = (ef & E_NOTRACK) ? 'n' : 'N';
+ else
+ c = (ef & E_TRACK) ? 't' : 'T';
+
+ sprintf(buf, "%c%c%d,%d", c, MOVECHAR(dir), x, y);
+ return dupstr(buf);
+}
+
+static char *square_flip_str(const game_state *state, int x, int y, int notrack, char *buf) {
+ unsigned f = state->sflags[y*state->p.w+x];
+ char c;
+
+ if (notrack)
+ c = (f & E_NOTRACK) ? 'n' : 'N';
+ else
+ c = (f & E_TRACK) ? 't' : 'T';
+
+ sprintf(buf, "%cS%d,%d", c, x, y);
+ return dupstr(buf);
+}
+
+#define SIGN(x) ((x<0) ? -1 : (x>0))
+
+static game_state *copy_and_apply_drag(const game_state *state, const game_ui *ui)
+{
+ game_state *after = dup_game(state);
+ int x1, y1, x2, y2, x, y, w = state->p.w;
+ unsigned f = ui->notrack ? S_NOTRACK : S_TRACK, ff;
+
+ x1 = min(ui->drag_sx, ui->drag_ex); x2 = max(ui->drag_sx, ui->drag_ex);
+ y1 = min(ui->drag_sy, ui->drag_ey); y2 = max(ui->drag_sy, ui->drag_ey);
+
+ /* actually either x1 == x2, or y1 == y2, but it's easier just to code
+ the nested loop. */
+ for (x = x1; x <= x2; x++) {
+ for (y = y1; y <= y2; y++) {
+ ff = state->sflags[y*w+x];
+ if (ui->clearing && !(ff & f))
+ continue; /* nothing to do, clearing and already clear */
+ else if (!ui->clearing && (ff & f))
+ continue; /* nothing to do, setting and already set */
+ else if (ui_can_flip_square(state, x, y, ui->notrack))
+ after->sflags[y*w+x] ^= f;
+ }
+ }
+ return after;
+}
+
+#define KEY_DIRECTION(btn) (\
+ (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
+ (btn) == CURSOR_LEFT ? L : R)
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->p.w, h = state->p.h, direction;
+ int gx = FROMCOORD(x), gy = FROMCOORD(y);
+ char tmpbuf[80];
+
+ /* --- mouse operations --- */
+
+ if (IS_MOUSE_DOWN(button)) {
+ ui->cursor_active = FALSE;
+ ui->dragging = FALSE;
+
+ if (!INGRID(state, gx, gy)) {
+ /* can't drag from off grid */
+ return NULL;
+ }
+
+ if (button == RIGHT_BUTTON) {
+ ui->notrack = TRUE;
+ ui->clearing = state->sflags[gy*w+gx] & S_NOTRACK;
+ } else {
+ ui->notrack = FALSE;
+ ui->clearing = state->sflags[gy*w+gx] & S_TRACK;
+ }
+
+ ui->clickx = x;
+ ui->clicky = y;
+ ui->drag_sx = ui->drag_ex = gx;
+ ui->drag_sy = ui->drag_ey = gy;
+
+ return "";
+ }
+
+ if (IS_MOUSE_DRAG(button)) {
+ ui->cursor_active = FALSE;
+ update_ui_drag(state, ui, gx, gy);
+ return "";
+ }
+
+ if (IS_MOUSE_RELEASE(button)) {
+ ui->cursor_active = FALSE;
+ if (ui->dragging &&
+ (ui->drag_sx != ui->drag_ex || ui->drag_sy != ui->drag_ey)) {
+ game_state *dragged = copy_and_apply_drag(state, ui);
+ char *ret = move_string_diff(state, dragged, FALSE);
+
+ ui->dragging = 0;
+ free_game(dragged);
+
+ return ret;
+ } else {
+ int cx, cy;
+
+ /* We might still have been dragging (and just done a one-
+ * square drag): cancel drag, so undo doesn't make it like
+ * a drag-in-progress. */
+ ui->dragging = 0;
+
+ /* Click (or tiny drag). Work out which edge we were
+ * closest to. */
+
+ /*
+ * We process clicks based on the mouse-down location,
+ * because that's more natural for a user to carefully
+ * control than the mouse-up.
+ */
+ x = ui->clickx;
+ y = ui->clicky;
+
+ cx = CENTERED_COORD(gx);
+ cy = CENTERED_COORD(gy);
+
+ if (!INGRID(state, gx, gy) || FROMCOORD(x) != gx || FROMCOORD(y) != gy)
+ return "";
+
+ if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
+ if (ui_can_flip_square(state, gx, gy, button == RIGHT_RELEASE))
+ return square_flip_str(state, gx, gy, button == RIGHT_RELEASE, tmpbuf);
+ return "";
+ } else {
+ if (abs(x-cx) < abs(y-cy)) {
+ /* Closest to top/bottom edge. */
+ direction = (y < cy) ? U : D;
+ } else {
+ /* Closest to left/right edge. */
+ direction = (x < cx) ? L : R;
+ }
+ if (ui_can_flip_edge(state, gx, gy, direction,
+ button == RIGHT_RELEASE))
+ return edge_flip_str(state, gx, gy, direction,
+ button == RIGHT_RELEASE, tmpbuf);
+ else
+ return "";
+ }
+ }
+ }
+
+ /* --- cursor/keyboard operations --- */
+
+ if (IS_CURSOR_MOVE(button)) {
+ int dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
+ int dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
+
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ return "";
+ }
+
+ ui->curx = ui->curx + dx;
+ ui->cury = ui->cury + dy;
+ if ((ui->curx % 2 == 0) && (ui->cury % 2 == 0)) {
+ /* disallow cursor on square corners: centres and edges only */
+ ui->curx += dx; ui->cury += dy;
+ }
+ ui->curx = min(max(ui->curx, 1), 2*w-1);
+ ui->cury = min(max(ui->cury, 1), 2*h-1);
+ return "";
+ }
+
+ if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ return "";
+ }
+ /* click on square corner does nothing (shouldn't get here) */
+ if ((ui->curx % 2) == 0 && (ui->cury % 2 == 0))
+ return "";
+
+ gx = ui->curx / 2;
+ gy = ui->cury / 2;
+ direction = ((ui->curx % 2) == 0) ? L : ((ui->cury % 2) == 0) ? U : 0;
+
+ if (direction &&
+ ui_can_flip_edge(state, gx, gy, direction, button == CURSOR_SELECT2))
+ return edge_flip_str(state, gx, gy, direction, button == CURSOR_SELECT2, tmpbuf);
+ else if (!direction &&
+ ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2))
+ return square_flip_str(state, gx, gy, button == CURSOR_SELECT2, tmpbuf);
+ return "";
+ }
+
+#if 0
+ /* helps to debug the solver */
+ if (button == 'H' || button == 'h')
+ return dupstr("H");
+#endif
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int w = state->p.w, x, y, n, i;
+ char c, d;
+ unsigned f;
+ game_state *ret = dup_game(state);
+
+ /* this is breaking the bank on GTK, which vsprintf's into a fixed-size buffer
+ * which is 4096 bytes long. vsnprintf needs a feature-test macro to use, faff. */
+ /*debug(("move: %s\n", move));*/
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ ret->used_solve = TRUE;
+ move++;
+ } else if (c == 'T' || c == 't' || c == 'N' || c == 'n') {
+ /* set track, clear track; set notrack, clear notrack */
+ move++;
+ if (sscanf(move, "%c%d,%d%n", &d, &x, &y, &n) != 3)
+ goto badmove;
+ if (!INGRID(state, x, y)) goto badmove;
+
+ f = (c == 'T' || c == 't') ? S_TRACK : S_NOTRACK;
+
+ if (d == 'S') {
+ if (c == 'T' || c == 'N')
+ ret->sflags[y*w+x] |= f;
+ else
+ ret->sflags[y*w+x] &= ~f;
+ } else if (d == 'U' || d == 'D' || d == 'L' || d == 'R') {
+ for (i = 0; i < 4; i++) {
+ unsigned df = 1<<i;
+
+ if (MOVECHAR(df) == d) {
+ if (c == 'T' || c == 'N')
+ S_E_SET(ret, x, y, df, f);
+ else
+ S_E_CLEAR(ret, x, y, df, f);
+ }
+ }
+ } else
+ goto badmove;
+ move += n;
+ } else if (c == 'H') {
+ tracks_solve(ret, DIFFCOUNT);
+ move++;
+ } else {
+ goto badmove;
+ }
+ if (*move == ';')
+ move++;
+ else if (*move)
+ goto badmove;
+ }
+
+ check_completion(ret, TRUE);
+
+ return ret;
+
+ badmove:
+ free_game(ret);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define FLASH_TIME 0.5F
+
+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 sz6;
+ } ads, *ds = &ads;
+ ads.sz6 = tilesize/6;
+
+ *x = (params->w+2) * TILE_SIZE + 2 * BORDER;
+ *y = (params->h+2) * TILE_SIZE + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->sz6 = tilesize/6;
+}
+
+enum {
+ COL_BACKGROUND, COL_LOWLIGHT, COL_HIGHLIGHT,
+ COL_TRACK_BACKGROUND = COL_LOWLIGHT,
+ COL_GRID, COL_CLUE, COL_CURSOR,
+ COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
+ COL_DRAGON, COL_DRAGOFF,
+ COL_ERROR, COL_FLASH,
+ NCOLOURS
+};
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
+ ret[COL_TRACK * 3 + i] = 0.5F;
+ ret[COL_CLUE * 3 + i] = 0.0F;
+ ret[COL_GRID * 3 + i] = 0.75F;
+ ret[COL_CURSOR * 3 + i] = 0.6F;
+ }
+
+ ret[COL_SLEEPER * 3 + 0] = 0.5F;
+ ret[COL_SLEEPER * 3 + 1] = 0.4F;
+ ret[COL_SLEEPER * 3 + 2] = 0.1F;
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_DRAGON * 3 + 0] = 0.0F;
+ ret[COL_DRAGON * 3 + 1] = 0.0F;
+ ret[COL_DRAGON * 3 + 2] = 1.0F;
+
+ ret[COL_DRAGOFF * 3 + 0] = 0.8F;
+ ret[COL_DRAGOFF * 3 + 1] = 0.8F;
+ ret[COL_DRAGOFF * 3 + 2] = 1.0F;
+
+ ret[COL_FLASH * 3 + 0] = 1.0F;
+ ret[COL_FLASH * 3 + 1] = 1.0F;
+ ret[COL_FLASH * 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->sz6 = 0;
+ ds->started = FALSE;
+
+ ds->w = state->p.w;
+ ds->h = state->p.h;
+ ds->sz = ds->w*ds->h;
+ ds->flags = snewn(ds->sz, unsigned int);
+ ds->flags_drag = snewn(ds->sz, unsigned int);
+ for (i = 0; i < ds->sz; i++)
+ ds->flags[i] = ds->flags_drag[i] = 0;
+
+ ds->num_errors = snewn(ds->w+ds->h, int);
+ for (i = 0; i < ds->w+ds->h; i++)
+ ds->num_errors[i] = 0;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->flags);
+ sfree(ds->flags_drag);
+ sfree(ds->num_errors);
+ sfree(ds);
+}
+
+static void draw_circle_sleepers(drawing *dr, game_drawstate *ds,
+ float cx, float cy, float r2, float thickness, int c)
+{
+ float qr6 = (float)PI/12, qr3 = (float)PI/6, th, x1, y1, x2, y2;
+ float t6 = THIRDSZ/2.0F, r1 = t6;
+ int i;
+
+ for (i = 0; i < 12; i++) {
+ th = qr6 + (i*qr3);
+ x1 = r1*(float)cos(th);
+ x2 = r2*(float)cos(th);
+ y1 = r1*(float)sin(th);
+ y2 = r2*(float)sin(th);
+ draw_thick_line(dr, thickness, cx+x1, cy+y1, cx+x2, cy+y2, c);
+ }
+}
+
+static void draw_thick_circle_outline(drawing *dr, float thickness,
+ float cx, float cy, float r,
+ int colour)
+{
+ float circ4 = 0.5F * (float)PI * r, ang, x1, y1, x2, y2;
+ int i, nseg;
+
+ nseg = (int)(circ4 / 4.0F)*4; /* ensure a quarter-circle has a whole #segs */
+ ang = 2.0F*(float)PI / nseg;
+
+ for (i = 0; i < nseg; i++) {
+ float th = ang * i, th2 = ang * (i+1);
+ x1 = cx + r*(float)cos(th);
+ x2 = cx + r*(float)cos(th2);
+ y1 = cy + r*(float)sin(th);
+ y2 = cy + r*(float)sin(th2);
+ debug(("circ outline: x=%.2f -> %.2f, thick=%.2f", x1, x2, thickness));
+ draw_thick_line(dr, thickness, x1, y1, x2, y2, colour);
+ }
+}
+
+static void draw_tracks_specific(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned int flags,
+ int ctrack, int csleeper)
+{
+ float ox = (float)COORD(x), oy = (float)COORD(y), cx, cy;
+ float t1 = (float)TILE_SIZE, t3 = TILE_SIZE/3.0F, t6 = TILE_SIZE/6.0F;
+ int d, i;
+ float thick_track = TILE_SIZE/8.0F, thick_sleeper = TILE_SIZE/12.0F;
+
+ if (flags == LR) {
+ for (i = 1; i <= 7; i+=2) {
+ cx = ox + TILE_SIZE/8.0F*i;
+ draw_thick_line(dr, thick_sleeper,
+ cx, oy+t6, cx, oy+t6+2*t3, csleeper);
+ }
+ draw_thick_line(dr, thick_track, ox, oy + t3, ox + TILE_SIZE, oy + t3, ctrack);
+ draw_thick_line(dr, thick_track, ox, oy + 2*t3, ox + TILE_SIZE, oy + 2*t3, ctrack);
+ return;
+ }
+ if (flags == UD) {
+ for (i = 1; i <= 7; i+=2) {
+ cy = oy + TILE_SIZE/8.0F*i;
+ draw_thick_line(dr, thick_sleeper,
+ ox+t6, cy, ox+t6+2*t3, cy, csleeper);
+ }
+ debug(("vert line: x=%.2f, thick=%.2f", ox + t3, thick_track));
+ draw_thick_line(dr, thick_track, ox + t3, oy, ox + t3, oy + TILE_SIZE, ctrack);
+ draw_thick_line(dr, thick_track, ox + 2*t3, oy, ox + 2*t3, oy + TILE_SIZE, ctrack);
+ return;
+ }
+ if (flags == UL || flags == DL || flags == UR || flags == DR) {
+ cx = (flags & L) ? ox : ox + TILE_SIZE;
+ cy = (flags & U) ? oy : oy + TILE_SIZE;
+
+ draw_circle_sleepers(dr, ds, cx, cy, (float)(5*t6), thick_sleeper, csleeper);
+
+ draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
+ 2*t3, ctrack);
+ draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
+ t3, ctrack);
+
+ return;
+ }
+
+ for (d = 1; d < 16; d *= 2) {
+ float ox1 = 0, ox2 = 0, oy1 = 0, oy2 = 0;
+
+ if (!(flags & d)) continue;
+
+ for (i = 1; i <= 2; i++) {
+ if (d == L) {
+ ox1 = 0;
+ ox2 = thick_track;
+ oy1 = oy2 = i*t3;
+ } else if (d == R) {
+ ox1 = t1;
+ ox2 = t1 - thick_track;
+ oy1 = oy2 = i*t3;
+ } else if (d == U) {
+ ox1 = ox2 = i*t3;
+ oy1 = 0;
+ oy2 = thick_track;
+ } else if (d == D) {
+ ox1 = ox2 = i*t3;
+ oy1 = t1;
+ oy2 = t1 - thick_track;
+ }
+ draw_thick_line(dr, thick_track, ox+ox1, oy+oy1, ox+ox2, oy+oy2, ctrack);
+ }
+ }
+}
+
+static unsigned int best_bits(unsigned int flags, unsigned int flags_drag, int *col)
+{
+ int nb_orig = nbits[flags & ALLDIR], nb_drag = nbits[flags_drag & ALLDIR];
+
+ if (nb_orig > nb_drag) {
+ *col = COL_DRAGOFF;
+ return flags & ALLDIR;
+ } else if (nb_orig < nb_drag) {
+ *col = COL_DRAGON;
+ return flags_drag & ALLDIR;
+ }
+ return flags & ALLDIR; /* same number of bits: no special colour. */
+}
+
+static void draw_square(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned int flags, unsigned int flags_drag)
+{
+ int t2 = HALFSZ, t16 = HALFSZ/4, off;
+ int ox = COORD(x), oy = COORD(y), cx = ox + t2, cy = oy + t2, d, c;
+ int bg = (flags & DS_TRACK) ? COL_TRACK_BACKGROUND : COL_BACKGROUND;
+ unsigned int flags_best;
+
+ assert(dr);
+
+ /* Clip to the grid square. */
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+
+ /* Clear the square. */
+ best_bits((flags & DS_TRACK) == DS_TRACK,
+ (flags_drag & DS_TRACK) == DS_TRACK, &bg);
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, bg);
+
+ /* Draw outline of grid square */
+ draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID);
+ draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID);
+
+ /* More outlines for clue squares. */
+ if (flags & DS_CURSOR) {
+ int curx, cury, curw, curh;
+
+ off = t16;
+ curx = ox + off; cury = oy + off;
+ curw = curh = TILE_SIZE - (2*off) + 1;
+
+ if (flags & (U << DS_CSHIFT)) {
+ cury = oy - off; curh = 2*off + 1;
+ } else if (flags & (D << DS_CSHIFT)) {
+ cury = oy + TILE_SIZE - off; curh = 2*off + 1;
+ } else if (flags & (L << DS_CSHIFT)) {
+ curx = ox - off; curw = 2*off + 1;
+ } else if (flags & (R << DS_CSHIFT)) {
+ curx = ox + TILE_SIZE - off; curw = 2*off + 1;
+ }
+
+ draw_rect_outline(dr, curx, cury, curw, curh, COL_GRID);
+ }
+
+ /* Draw tracks themselves */
+ c = (flags & DS_ERROR) ? COL_ERROR :
+ (flags & DS_FLASH) ? COL_FLASH :
+ (flags & DS_CLUE) ? COL_TRACK_CLUE : COL_TRACK;
+ flags_best = best_bits(flags, flags_drag, &c);
+ draw_tracks_specific(dr, ds, x, y, flags_best, c, COL_SLEEPER);
+
+ /* Draw no-track marks, if present, in square and on edges. */
+ c = COL_TRACK;
+ flags_best = best_bits((flags & DS_NOTRACK) == DS_NOTRACK,
+ (flags_drag & DS_NOTRACK) == DS_NOTRACK, &c);
+ if (flags_best) {
+ off = HALFSZ/2;
+ draw_line(dr, cx - off, cy - off, cx + off, cy + off, c);
+ draw_line(dr, cx - off, cy + off, cx + off, cy - off, c);
+ }
+
+ c = COL_TRACK;
+ flags_best = best_bits(flags >> DS_NSHIFT, flags_drag >> DS_NSHIFT, &c);
+ for (d = 1; d < 16; d *= 2) {
+ off = t16;
+ cx = ox + t2;
+ cy = oy + t2;
+
+ if (flags_best & d) {
+ cx += (d == R) ? t2 : (d == L) ? -t2 : 0;
+ cy += (d == D) ? t2 : (d == U) ? -t2 : 0;
+
+ draw_line(dr, cx - off, cy - off, cx + off, cy + off, c);
+ draw_line(dr, cx - off, cy + off, cx + off, cy - off, c);
+ }
+ }
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_clue(drawing *dr, game_drawstate *ds, int w, int clue, int i, int col)
+{
+ int cx, cy, tsz = TILE_SIZE/2;
+ char buf[20];
+
+ if (i < w) {
+ cx = CENTERED_COORD(i);
+ cy = CENTERED_COORD(-1);
+ } else {
+ cx = CENTERED_COORD(w);
+ cy = CENTERED_COORD(i-w);
+ }
+
+ draw_rect(dr, cx - tsz + BORDER, cy - tsz + BORDER,
+ TILE_SIZE - BORDER, TILE_SIZE - BORDER, COL_BACKGROUND);
+ sprintf(buf, "%d", clue);
+ draw_text(dr, cx, cy, FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+ col, buf);
+ draw_update(dr, cx - tsz, cy - tsz, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_loop_ends(drawing *dr, game_drawstate *ds,
+ const game_state *state, int c)
+{
+ int tsz = TILE_SIZE/2;
+
+ draw_text(dr, CENTERED_COORD(-1), CENTERED_COORD(state->numbers->row_s),
+ FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+ c, "A");
+
+ draw_text(dr, CENTERED_COORD(state->numbers->col_s), CENTERED_COORD(state->p.h),
+ FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
+ c, "B");
+}
+
+static unsigned int s2d_flags(const game_state *state, int x, int y, const game_ui *ui)
+{
+ unsigned int f;
+ int w = state->p.w;
+
+ f = S_E_DIRS(state, x, y, E_TRACK);
+ f |= (S_E_DIRS(state, x, y, E_NOTRACK) << DS_NSHIFT);
+
+ if (state->sflags[y*w+x] & S_ERROR)
+ f |= DS_ERROR;
+ if (state->sflags[y*w+x] & S_CLUE)
+ f |= DS_CLUE;
+ if (state->sflags[y*w+x] & S_NOTRACK)
+ f |= DS_NOTRACK;
+ if ((state->sflags[y*w+x] & S_TRACK) || (S_E_COUNT(state, x, y, E_TRACK) > 0))
+ f |= DS_TRACK;
+
+ if (ui->cursor_active) {
+ if (ui->curx >= x*2 && ui->curx <= (x+1)*2 &&
+ ui->cury >= y*2 && ui->cury <= (y+1)*2) {
+ f |= DS_CURSOR;
+ if (ui->curx == x*2) f |= (L << DS_CSHIFT);
+ if (ui->curx == (x+1)*2) f |= (R << DS_CSHIFT);
+ if (ui->cury == y*2) f |= (U << DS_CSHIFT);
+ if (ui->cury == (y+1)*2) f |= (D << DS_CSHIFT);
+ }
+ }
+
+ return f;
+}
+
+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 i, x, y, force = 0, flashing = 0, w = ds->w, h = ds->h;
+ game_state *drag_state = NULL;
+
+ if (!ds->started) {
+ /*
+ * 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.
+ */
+ draw_rect(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER,
+ COL_BACKGROUND);
+
+ draw_loop_ends(dr, ds, state, COL_CLUE);
+
+ draw_line(dr, COORD(ds->w), COORD(0), COORD(ds->w), COORD(ds->h), COL_GRID);
+ draw_line(dr, COORD(0), COORD(ds->h), COORD(ds->w), COORD(ds->h), COL_GRID);
+
+ draw_update(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER);
+
+ ds->started = TRUE;
+ force = 1;
+ }
+
+ for (i = 0; i < w+h; i++) {
+ if (force || (state->num_errors[i] != ds->num_errors[i])) {
+ ds->num_errors[i] = state->num_errors[i];
+ draw_clue(dr, ds, w, state->numbers->numbers[i], i,
+ ds->num_errors[i] ? COL_ERROR : COL_CLUE);
+ }
+ }
+
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3))
+ flashing = DS_FLASH;
+
+ if (ui->dragging)
+ drag_state = copy_and_apply_drag(state, ui);
+
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ unsigned int f, f_d;
+
+ f = s2d_flags(state, x, y, ui) | flashing;
+ f_d = drag_state ? s2d_flags(drag_state, x, y, ui) : f;
+
+ if (f != ds->flags[y*w+x] || f_d != ds->flags_drag[y*w+x] || force) {
+ ds->flags[y*w+x] = f;
+ ds->flags_drag[y*w+x] = f_d;
+ draw_square(dr, ds, x, y, f, f_d);
+ }
+ }
+ }
+
+ if (drag_state) free_game(drag_state);
+}
+
+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 && !newstate->used_solve)
+ return FLASH_TIME;
+ 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;
+
+ /* The Times uses 7mm squares */
+ game_compute_size(params, 700, &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;
+ int black = print_mono_colour(dr, 0), grey = print_grey_colour(dr, 0.5F);
+ int x, y, i;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /* Grid, then border (second so it is on top) */
+ print_line_width(dr, TILE_SIZE / 24);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), grey);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), grey);
+
+ print_line_width(dr, TILE_SIZE / 16);
+ draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, black);
+
+ print_line_width(dr, TILE_SIZE / 24);
+
+ /* clue numbers, and loop ends */
+ for (i = 0; i < w+h; i++)
+ draw_clue(dr, ds, w, state->numbers->numbers[i], i, black);
+ draw_loop_ends(dr, ds, state, black);
+
+ /* clue tracks / solution */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ clip(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
+ draw_tracks_specific(dr, ds, x, y, S_E_DIRS(state, x, y, E_TRACK),
+ black, grey);
+ unclip(dr);
+ }
+ }
+}
+
+#ifdef COMBINED
+#define thegame tracks
+#endif
+
+const struct game thegame = {
+ "Train Tracks", "games.tracks", "tracks",
+ 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,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */