ref: dce37199985f332ddfe4a1b3fb065efb358a8fb1
dir: /signpost.c/
/* * signpost.c: implementation of the janko game 'arrow path' */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <limits.h> #ifdef NO_TGMATH_H # include <math.h> #else # include <tgmath.h> #endif #include "puzzles.h" #define PREFERRED_TILE_SIZE 48 #define TILE_SIZE (ds->tilesize) #define BLITTER_SIZE TILE_SIZE #define BORDER (TILE_SIZE / 2) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) #define FLASH_SPIN 0.7F #define NBACKGROUNDS 16 enum { COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN, COL_ARROW, COL_ARROW_BG_DIM, COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID, COL_B0, /* background colours */ COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */ COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */ COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */ NCOLOURS = COL_B0 + 4*NBACKGROUNDS }; struct game_params { int w, h; bool force_corner_start; }; enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX }; static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" }; static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 }; static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 }; #define DIR_OPPOSITE(d) ((d+4)%8) struct game_state { int w, h, n; bool completed, used_solve, impossible; int *dirs; /* direction enums, size n */ int *nums; /* numbers, size n */ unsigned int *flags; /* flags, size n */ int *next, *prev; /* links to other cell indexes, size n (-1 absent) */ DSF *dsf; /* connects regions with a dsf. */ int *numsi; /* for each number, which index is it in? (-1 absent) */ }; #define FLAG_IMMUTABLE 1 #define FLAG_ERROR 2 /* --- Generally useful functions --- */ #define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n) static int whichdir(int fromx, int fromy, int tox, int toy) { int i, dx, dy; dx = tox - fromx; dy = toy - fromy; if (dx && dy && abs(dx) != abs(dy)) return -1; if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */ if (dy) dy = dy / abs(dy); /* ditto */ for (i = 0; i < DIR_MAX; i++) { if (dx == dxs[i] && dy == dys[i]) return i; } return -1; } static int whichdiri(game_state *state, int fromi, int toi) { int w = state->w; return whichdir(fromi%w, fromi/w, toi%w, toi/w); } static bool ispointing(const game_state *state, int fromx, int fromy, int tox, int toy) { int w = state->w, dir = state->dirs[fromy*w+fromx]; /* (by convention) squares do not point to themselves. */ if (fromx == tox && fromy == toy) return false; /* the final number points to nothing. */ if (state->nums[fromy*w + fromx] == state->n) return false; while (1) { if (!INGRID(state, fromx, fromy)) return false; if (fromx == tox && fromy == toy) return true; fromx += dxs[dir]; fromy += dys[dir]; } return false; /* not reached */ } static bool ispointingi(game_state *state, int fromi, int toi) { int w = state->w; return ispointing(state, fromi%w, fromi/w, toi%w, toi/w); } /* Taking the number 'num', work out the gap between it and the next * available number up or down (depending on d). Return true if the * region at (x,y) will fit in that gap. */ static bool move_couldfit( const game_state *state, int num, int d, int x, int y) { int n, gap, i = y*state->w+x, sz; assert(d != 0); /* The 'gap' is the number of missing numbers in the grid between * our number and the next one in the sequence (up or down), or * the end of the sequence (if we happen not to have 1/n present) */ for (n = num + d, gap = 0; ISREALNUM(state, n) && state->numsi[n] == -1; n += d, gap++) ; /* empty loop */ if (gap == 0) { /* no gap, so the only allowable move is that that directly * links the two numbers. */ n = state->nums[i]; return n != num+d; } if (state->prev[i] == -1 && state->next[i] == -1) return true; /* single unconnected square, always OK */ sz = dsf_size(state->dsf, i); return sz <= gap; } static bool isvalidmove(const game_state *state, bool clever, int fromx, int fromy, int tox, int toy) { int w = state->w, from = fromy*w+fromx, to = toy*w+tox; int nfrom, nto; if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy)) return false; /* can only move where we point */ if (!ispointing(state, fromx, fromy, tox, toy)) return false; nfrom = state->nums[from]; nto = state->nums[to]; /* can't move _from_ the preset final number, or _to_ the preset 1. */ if (((nfrom == state->n) && (state->flags[from] & FLAG_IMMUTABLE)) || ((nto == 1) && (state->flags[to] & FLAG_IMMUTABLE))) return false; /* can't create a new connection between cells in the same region * as that would create a loop. */ if (dsf_equivalent(state->dsf, from, to)) return false; /* if both cells are actual numbers, can't drag if we're not * one digit apart. */ if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) { if (nfrom != nto-1) return false; } else if (clever && ISREALNUM(state, nfrom)) { if (!move_couldfit(state, nfrom, +1, tox, toy)) return false; } else if (clever && ISREALNUM(state, nto)) { if (!move_couldfit(state, nto, -1, fromx, fromy)) return false; } return true; } static void makelink(game_state *state, int from, int to) { if (state->next[from] != -1) state->prev[state->next[from]] = -1; state->next[from] = to; if (state->prev[to] != -1) state->next[state->prev[to]] = -1; state->prev[to] = from; } static bool game_can_format_as_text_now(const game_params *params) { if (params->w * params->h >= 100) return false; return true; } static char *game_text_format(const game_state *state) { int len = state->h * 2 * (4*state->w + 1) + state->h + 2; int x, y, i, num, n, set; char *ret, *p; p = ret = snewn(len, char); for (y = 0; y < state->h; y++) { for (x = 0; x < state->h; x++) { i = y*state->w+x; *p++ = dirstrings[state->dirs[i]][0]; *p++ = dirstrings[state->dirs[i]][1]; *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' '; *p++ = ' '; } *p++ = '\n'; for (x = 0; x < state->h; x++) { i = y*state->w+x; num = state->nums[i]; if (num == 0) { *p++ = ' '; *p++ = ' '; *p++ = ' '; } else { n = num % (state->n+1); set = num / (state->n+1); assert(n <= 99); /* two digits only! */ if (set != 0) *p++ = set+'a'-1; *p++ = (n >= 10) ? ('0' + (n/10)) : ' '; *p++ = '0' + (n%10); if (set == 0) *p++ = ' '; } *p++ = ' '; } *p++ = '\n'; *p++ = '\n'; } *p++ = '\0'; return ret; } static void debug_state(const char *desc, game_state *state) { #ifdef DEBUGGING char *dbg; if (state->n >= 100) { debug(("[ no game_text_format for this size ]")); return; } dbg = game_text_format(state); debug(("%s\n%s", desc, dbg)); sfree(dbg); #endif } static void strip_nums(game_state *state) { int i; for (i = 0; i < state->n; i++) { if (!(state->flags[i] & FLAG_IMMUTABLE)) state->nums[i] = 0; } memset(state->next, -1, state->n*sizeof(int)); memset(state->prev, -1, state->n*sizeof(int)); memset(state->numsi, -1, (state->n+1)*sizeof(int)); dsf_reinit(state->dsf); } static bool check_nums(game_state *orig, game_state *copy, bool only_immutable) { int i; bool ret = true; assert(copy->n == orig->n); for (i = 0; i < copy->n; i++) { if (only_immutable && !(copy->flags[i] & FLAG_IMMUTABLE)) continue; assert(copy->nums[i] >= 0); assert(copy->nums[i] <= copy->n); if (copy->nums[i] != orig->nums[i]) { debug(("check_nums: (%d,%d) copy=%d, orig=%d.", i%orig->w, i/orig->w, copy->nums[i], orig->nums[i])); ret = false; } } return ret; } /* --- Game parameter/presets functions --- */ static game_params *default_params(void) { game_params *ret = snew(game_params); ret->w = ret->h = 4; ret->force_corner_start = true; return ret; } static const struct game_params signpost_presets[] = { { 4, 4, 1 }, { 4, 4, 0 }, { 5, 5, 1 }, { 5, 5, 0 }, { 6, 6, 1 }, { 7, 7, 1 } }; static bool game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char buf[80]; if (i < 0 || i >= lenof(signpost_presets)) return false; ret = default_params(); *ret = signpost_presets[i]; *params = ret; sprintf(buf, "%dx%d%s", ret->w, ret->h, ret->force_corner_start ? "" : ", free ends"); *name = dupstr(buf); return true; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *ret, char const *string) { ret->w = ret->h = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; } ret->force_corner_start = false; if (*string == 'c') { string++; ret->force_corner_start = true; } } static char *encode_params(const game_params *params, bool full) { char data[256]; if (full) sprintf(data, "%dx%d%s", params->w, params->h, params->force_corner_start ? "c" : ""); else sprintf(data, "%dx%d", params->w, params->h); return dupstr(data); } static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; ret = snewn(4, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; sprintf(buf, "%d", params->w); ret[0].u.string.sval = dupstr(buf); ret[1].name = "Height"; ret[1].type = C_STRING; sprintf(buf, "%d", params->h); ret[1].u.string.sval = dupstr(buf); ret[2].name = "Start and end in corners"; ret[2].type = C_BOOLEAN; ret[2].u.boolean.bval = params->force_corner_start; ret[3].name = NULL; ret[3].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); ret->w = atoi(cfg[0].u.string.sval); ret->h = atoi(cfg[1].u.string.sval); ret->force_corner_start = cfg[2].u.boolean.bval; return ret; } static const char *validate_params(const game_params *params, bool full) { if (params->w < 1) return "Width must be at least one"; if (params->h < 1) return "Height must be at least one"; if (params->w > INT_MAX / params->h) return "Width times height must not be unreasonably large"; if (full && params->w == 1 && params->h == 1) /* The UI doesn't let us move these from unsolved to solved, * so we disallow generating (but not playing) them. */ return "Width and height cannot both be one"; return NULL; } /* --- Game description string generation and unpicking --- */ static void blank_game_into(game_state *state) { memset(state->dirs, 0, state->n*sizeof(int)); memset(state->nums, 0, state->n*sizeof(int)); memset(state->flags, 0, state->n*sizeof(unsigned int)); memset(state->next, -1, state->n*sizeof(int)); memset(state->prev, -1, state->n*sizeof(int)); memset(state->numsi, -1, (state->n+1)*sizeof(int)); } static game_state *blank_game(int w, int h) { game_state *state = snew(game_state); memset(state, 0, sizeof(game_state)); state->w = w; state->h = h; state->n = w*h; state->dirs = snewn(state->n, int); state->nums = snewn(state->n, int); state->flags = snewn(state->n, unsigned int); state->next = snewn(state->n, int); state->prev = snewn(state->n, int); state->dsf = dsf_new(state->n); state->numsi = snewn(state->n+1, int); blank_game_into(state); return state; } static void dup_game_to(game_state *to, const game_state *from) { to->completed = from->completed; to->used_solve = from->used_solve; to->impossible = from->impossible; memcpy(to->dirs, from->dirs, to->n*sizeof(int)); memcpy(to->flags, from->flags, to->n*sizeof(unsigned int)); memcpy(to->nums, from->nums, to->n*sizeof(int)); memcpy(to->next, from->next, to->n*sizeof(int)); memcpy(to->prev, from->prev, to->n*sizeof(int)); dsf_copy(to->dsf, from->dsf); memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int)); } static game_state *dup_game(const game_state *state) { game_state *ret = blank_game(state->w, state->h); dup_game_to(ret, state); return ret; } static void free_game(game_state *state) { sfree(state->dirs); sfree(state->nums); sfree(state->flags); sfree(state->next); sfree(state->prev); dsf_free(state->dsf); sfree(state->numsi); sfree(state); } static void unpick_desc(const game_params *params, const char *desc, game_state **sout, const char **mout) { game_state *state = blank_game(params->w, params->h); const char *msg = NULL; char c; int num = 0, i = 0; while (*desc) { if (i >= state->n) { msg = "Game description longer than expected"; goto done; } c = *desc; if (isdigit((unsigned char)c)) { num = (num*10) + (int)(c-'0'); if (num > state->n) { msg = "Number too large"; goto done; } } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) { state->nums[i] = num; state->flags[i] = num ? FLAG_IMMUTABLE : 0; num = 0; state->dirs[i] = c - 'a'; i++; } else if (!*desc) { msg = "Game description shorter than expected"; goto done; } else { msg = "Game description contains unexpected characters"; goto done; } desc++; } if (i < state->n) { msg = "Game description shorter than expected"; goto done; } done: if (msg) { /* sth went wrong. */ if (mout) *mout = msg; free_game(state); } else { if (mout) *mout = NULL; if (sout) *sout = state; else free_game(state); } } static char *generate_desc(game_state *state, bool issolve) { char *ret, buf[80]; int retlen, i, k; ret = NULL; retlen = 0; if (issolve) { ret = sresize(ret, 2, char); ret[0] = 'S'; ret[1] = '\0'; retlen += 1; } for (i = 0; i < state->n; i++) { if (state->nums[i]) k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a')); else k = sprintf(buf, "%c", (int)(state->dirs[i]+'a')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); retlen += k; } return ret; } /* --- Game generation --- */ /* Fills in preallocated arrays ai (indices) and ad (directions) * showing all non-numbered cells adjacent to index i, returns length */ /* This function has been somewhat optimised... */ static int cell_adj(game_state *state, int i, int *ai, int *ad) { int n = 0, a, x, y, sx, sy, dx, dy, newi; int w = state->w, h = state->h; sx = i % w; sy = i / w; for (a = 0; a < DIR_MAX; a++) { x = sx; y = sy; dx = dxs[a]; dy = dys[a]; while (1) { x += dx; y += dy; if (x < 0 || y < 0 || x >= w || y >= h) break; newi = y*w + x; if (state->nums[newi] == 0) { ai[n] = newi; ad[n] = a; n++; } } } return n; } static bool new_game_fill(game_state *state, random_state *rs, int headi, int taili) { int nfilled, an, j; bool ret = false; int *aidx, *adir; aidx = snewn(state->n, int); adir = snewn(state->n, int); debug(("new_game_fill: headi=%d, taili=%d.", headi, taili)); memset(state->nums, 0, state->n*sizeof(int)); state->nums[headi] = 1; state->nums[taili] = state->n; state->dirs[taili] = 0; nfilled = 2; assert(state->n > 1); while (nfilled < state->n) { /* Try and expand _from_ headi; keep going if there's only one * place to go to. */ an = cell_adj(state, headi, aidx, adir); do { if (an == 0) goto done; j = random_upto(rs, an); state->dirs[headi] = adir[j]; state->nums[aidx[j]] = state->nums[headi] + 1; nfilled++; headi = aidx[j]; an = cell_adj(state, headi, aidx, adir); } while (an == 1); if (nfilled == state->n) break; /* Try and expand _to_ taili; keep going if there's only one * place to go to. */ an = cell_adj(state, taili, aidx, adir); do { if (an == 0) goto done; j = random_upto(rs, an); state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]); state->nums[aidx[j]] = state->nums[taili] - 1; nfilled++; taili = aidx[j]; an = cell_adj(state, taili, aidx, adir); } while (an == 1); } /* If we get here we have headi and taili set but unconnected * by direction: we need to set headi's direction so as to point * at taili. */ state->dirs[headi] = whichdiri(state, headi, taili); /* it could happen that our last two weren't in line; if that's the * case, we have to start again. */ if (state->dirs[headi] != -1) ret = true; done: sfree(aidx); sfree(adir); return ret; } /* Better generator: with the 'generate, sprinkle numbers, solve, * repeat' algorithm we're _never_ generating anything greater than * 6x6, and spending all of our time in new_game_fill (and very little * in solve_state). * * So, new generator steps: * generate the grid, at random (same as now). Numbers 1 and N get immutable flag immediately. * squirrel that away for the solved state. * * (solve:) Try and solve it. * If we solved it, we're done: * generate the description from current immutable numbers, * free stuff that needs freeing, * return description + solved state. * If we didn't solve it: * count #tiles in state we've made deductions about. * while (1): * randomise a scratch array. * for each index in scratch (in turn): * if the cell isn't empty, continue (through scratch array) * set number + immutable in state. * try and solve state. * if we've solved it, we're done. * otherwise, count #tiles. If it's more than we had before: * good, break from this loop and re-randomise. * otherwise (number didn't help): * remove number and try next in scratch array. * if we've got to the end of the scratch array, no luck: free everything we need to, and go back to regenerate the grid. */ static int solve_state(game_state *state); static void debug_desc(const char *what, game_state *state) { #if DEBUGGING { char *desc = generate_desc(state, 0); debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc)); sfree(desc); } #endif } /* Expects a fully-numbered game_state on input, and makes sure * FLAG_IMMUTABLE is only set on those numbers we need to solve * (as for a real new-game); returns true if it managed * this (such that it could solve it), or false if not. */ static bool new_game_strip(game_state *state, random_state *rs) { int *scratch, i, j; bool ret = true; game_state *copy = dup_game(state); debug(("new_game_strip.")); strip_nums(copy); debug_desc("Stripped", copy); if (solve_state(copy) > 0) { debug(("new_game_strip: soluble immediately after strip.")); free_game(copy); return true; } scratch = snewn(state->n, int); for (i = 0; i < state->n; i++) scratch[i] = i; shuffle(scratch, state->n, sizeof(int), rs); /* This is scungy. It might just be quick enough. * It goes through, adding set numbers in empty squares * until either we run out of empty squares (in the one * we're half-solving) or else we solve it properly. * NB that we run the entire solver each time, which * strips the grid beforehand; we will save time if we * avoid that. */ for (i = 0; i < state->n; i++) { j = scratch[i]; if (copy->nums[j] > 0 && copy->nums[j] <= state->n) continue; /* already solved to a real number here. */ assert(state->nums[j] <= state->n); debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).", state->nums[j], j%state->w, j/state->w)); copy->nums[j] = state->nums[j]; copy->flags[j] |= FLAG_IMMUTABLE; state->flags[j] |= FLAG_IMMUTABLE; debug_state("Copy of state: ", copy); strip_nums(copy); if (solve_state(copy) > 0) goto solved; assert(check_nums(state, copy, true)); } ret = false; goto done; solved: debug(("new_game_strip: now solved.")); /* Since we added basically at random, try now to remove numbers * and see if we can still solve it; if we can (still), really * remove the number. Make sure we don't remove the anchor numbers * 1 and N. */ for (i = 0; i < state->n; i++) { j = scratch[i]; if ((state->flags[j] & FLAG_IMMUTABLE) && (state->nums[j] != 1 && state->nums[j] != state->n)) { debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).", state->nums[j], j%state->w, j/state->w)); state->flags[j] &= ~FLAG_IMMUTABLE; dup_game_to(copy, state); strip_nums(copy); if (solve_state(copy) > 0) { assert(check_nums(state, copy, false)); debug(("new_game_strip: OK, removing number")); } else { assert(state->nums[j] <= state->n); debug(("new_game_strip: cannot solve, putting IMMUTABLE back.")); copy->nums[j] = state->nums[j]; state->flags[j] |= FLAG_IMMUTABLE; } } } done: debug(("new_game_strip: %ssuccessful.", ret ? "" : "not ")); sfree(scratch); free_game(copy); return ret; } static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { game_state *state = blank_game(params->w, params->h); char *ret; int headi, taili; /* this shouldn't happen (validate_params), but let's play it safe */ if (params->w == 1 && params->h == 1) return dupstr("1a"); generate: blank_game_into(state); /* keep trying until we fill successfully. */ do { if (params->force_corner_start) { headi = 0; taili = state->n-1; } else { do { headi = random_upto(rs, state->n); taili = random_upto(rs, state->n); } while (headi == taili); } } while (!new_game_fill(state, rs, headi, taili)); debug_state("Filled game:", state); assert(state->nums[headi] <= state->n); assert(state->nums[taili] <= state->n); state->flags[headi] |= FLAG_IMMUTABLE; state->flags[taili] |= FLAG_IMMUTABLE; /* This will have filled in directions and _all_ numbers. * Store the game definition for this, as the solved-state. */ if (!new_game_strip(state, rs)) { goto generate; } strip_nums(state); { game_state *tosolve = dup_game(state); assert(solve_state(tosolve) > 0); free_game(tosolve); } ret = generate_desc(state, false); free_game(state); return ret; } static const char *validate_desc(const game_params *params, const char *desc) { const char *ret = NULL; unpick_desc(params, desc, NULL, &ret); return ret; } /* --- Linked-list and numbers array --- */ /* Assuming numbers are always up-to-date, there are only four possibilities * for regions changing after a single valid move: * * 1) two differently-coloured regions being combined (the resulting colouring * should be based on the larger of the two regions) * 2) a numbered region having a single number added to the start (the * region's colour will remain, and the numbers will shift by 1) * 3) a numbered region having a single number added to the end (the * region's colour and numbering remains as-is) * 4) two unnumbered squares being joined (will pick the smallest unused set * of colours to use for the new region). * * There should never be any complications with regions containing 3 colours * being combined, since two of those colours should have been merged on a * previous move. * * Most of the complications are in ensuring we don't accidentally set two * regions with the same colour (e.g. if a region was split). If this happens * we always try and give the largest original portion the original colour. */ #define COLOUR(a) ((a) / (state->n+1)) #define START(c) ((c) * (state->n+1)) struct head_meta { int i; /* position */ int sz; /* size of region */ int start; /* region start number preferred, or 0 if !preference */ int preference; /* 0 if we have no preference (and should just pick one) */ const char *why; }; static void head_number(game_state *state, int i, struct head_meta *head) { int off = 0, ss, j = i, c, n, sz; /* Insist we really were passed the head of a chain. */ assert(state->prev[i] == -1 && state->next[i] != -1); head->i = i; head->sz = dsf_size(state->dsf, i); head->why = NULL; /* Search through this chain looking for real numbers, checking that * they match up (if there are more than one). */ head->preference = 0; while (j != -1) { if (state->flags[j] & FLAG_IMMUTABLE) { ss = state->nums[j] - off; if (!head->preference) { head->start = ss; head->preference = 1; head->why = "contains cell with immutable number"; } else if (head->start != ss) { debug(("head_number: chain with non-sequential numbers!")); state->impossible = true; } } off++; j = state->next[j]; assert(j != i); /* we have created a loop, obviously wrong */ } if (head->preference) goto done; if (state->nums[i] == 0 && state->nums[state->next[i]] > state->n) { /* (probably) empty cell onto the head of a coloured region: * make sure we start at a 0 offset. */ head->start = START(COLOUR(state->nums[state->next[i]])); head->preference = 1; head->why = "adding blank cell to head of numbered region"; } else if (state->nums[i] <= state->n) { /* if we're 0 we're probably just blank -- but even if we're a * (real) numbered region, we don't have an immutable number * in it (any more) otherwise it'd have been caught above, so * reassign the colour. */ head->start = 0; head->preference = 0; head->why = "lowest available colour group"; } else { c = COLOUR(state->nums[i]); n = 1; sz = dsf_size(state->dsf, i); j = i; while (state->next[j] != -1) { j = state->next[j]; if (state->nums[j] == 0 && state->next[j] == -1) { head->start = START(c); head->preference = 1; head->why = "adding blank cell to end of numbered region"; goto done; } if (COLOUR(state->nums[j]) == c) n++; else { int start_alternate = START(COLOUR(state->nums[j])); if (n < (sz - n)) { head->start = start_alternate; head->preference = 1; head->why = "joining two coloured regions, swapping to larger colour"; } else { head->start = START(c); head->preference = 1; head->why = "joining two coloured regions, taking largest"; } goto done; } } /* If we got here then we may have split a region into * two; make sure we don't assign a colour we've already used. */ if (c == 0) { /* not convinced this shouldn't be an assertion failure here. */ head->start = 0; head->preference = 0; } else { head->start = START(c); head->preference = 1; } head->why = "got to end of coloured region"; } done: assert(head->why != NULL); if (head->preference) debug(("Chain at (%d,%d) numbered for preference at %d (colour %d): %s.", head->i%state->w, head->i/state->w, head->start, COLOUR(head->start), head->why)); else debug(("Chain at (%d,%d) using next available colour: %s.", head->i%state->w, head->i/state->w, head->why)); } #if 0 static void debug_numbers(game_state *state) { int i, w=state->w; for (i = 0; i < state->n; i++) { debug(("(%d,%d) --> (%d,%d) --> (%d,%d)", state->prev[i]==-1 ? -1 : state->prev[i]%w, state->prev[i]==-1 ? -1 : state->prev[i]/w, i%w, i/w, state->next[i]==-1 ? -1 : state->next[i]%w, state->next[i]==-1 ? -1 : state->next[i]/w)); } w = w+1; } #endif static void connect_numbers(game_state *state) { int i, di, dni; dsf_reinit(state->dsf); for (i = 0; i < state->n; i++) { if (state->next[i] != -1) { assert(state->prev[state->next[i]] == i); di = dsf_canonify(state->dsf, i); dni = dsf_canonify(state->dsf, state->next[i]); if (di == dni) { debug(("connect_numbers: chain forms a loop.")); state->impossible = true; } dsf_merge(state->dsf, di, dni); } } } static int compare_heads(const void *a, const void *b) { const struct head_meta *ha = (const struct head_meta *)a; const struct head_meta *hb = (const struct head_meta *)b; /* Heads with preferred colours first... */ if (ha->preference && !hb->preference) return -1; if (hb->preference && !ha->preference) return 1; /* ...then heads with low colours first... */ if (ha->start < hb->start) return -1; if (ha->start > hb->start) return 1; /* ... then large regions first... */ if (ha->sz > hb->sz) return -1; if (ha->sz < hb->sz) return 1; /* ... then position. */ if (ha->i > hb->i) return -1; if (ha->i < hb->i) return 1; return 0; } static int lowest_start(game_state *state, struct head_meta *heads, int nheads) { int n, c; /* NB start at 1: colour 0 is real numbers */ for (c = 1; c < state->n; c++) { for (n = 0; n < nheads; n++) { if (COLOUR(heads[n].start) == c) goto used; } return c; used: ; } assert(!"No available colours!"); return 0; } static void update_numbers(game_state *state) { int i, j, n, nnum, nheads; struct head_meta *heads = snewn(state->n, struct head_meta); for (n = 0; n < state->n; n++) state->numsi[n] = -1; for (i = 0; i < state->n; i++) { if (state->flags[i] & FLAG_IMMUTABLE) { assert(state->nums[i] > 0); assert(state->nums[i] <= state->n); state->numsi[state->nums[i]] = i; } else if (state->prev[i] == -1 && state->next[i] == -1) state->nums[i] = 0; } connect_numbers(state); /* Construct an array of the heads of all current regions, together * with their preferred colours. */ nheads = 0; for (i = 0; i < state->n; i++) { /* Look for a cell that is the start of a chain * (has a next but no prev). */ if (state->prev[i] != -1 || state->next[i] == -1) continue; head_number(state, i, &heads[nheads++]); } /* Sort that array: * - heads with preferred colours first, then * - heads with low colours first, then * - large regions first */ qsort(heads, nheads, sizeof(struct head_meta), compare_heads); /* Remove duplicate-coloured regions. */ for (n = nheads-1; n >= 0; n--) { /* order is important! */ if ((n != 0) && (heads[n].start == heads[n-1].start)) { /* We have a duplicate-coloured region: since we're * sorted in size order and this is not the first * of its colour it's not the largest: recolour it. */ heads[n].start = START(lowest_start(state, heads, nheads)); heads[n].preference = -1; /* '-1' means 'was duplicate' */ } else if (!heads[n].preference) { assert(heads[n].start == 0); heads[n].start = START(lowest_start(state, heads, nheads)); } } debug(("Region colouring after duplicate removal:")); for (n = 0; n < nheads; n++) { debug((" Chain at (%d,%d) sz %d numbered at %d (colour %d): %s%s", heads[n].i % state->w, heads[n].i / state->w, heads[n].sz, heads[n].start, COLOUR(heads[n].start), heads[n].why, heads[n].preference == 0 ? " (next available)" : heads[n].preference < 0 ? " (duplicate, next available)" : "")); nnum = heads[n].start; j = heads[n].i; while (j != -1) { if (!(state->flags[j] & FLAG_IMMUTABLE)) { if (nnum > 0 && nnum <= state->n) state->numsi[nnum] = j; state->nums[j] = nnum; } nnum++; j = state->next[j]; assert(j != heads[n].i); /* loop?! */ } } /*debug_numbers(state);*/ sfree(heads); } static bool check_completion(game_state *state, bool mark_errors) { int n, j, k; bool error = false, complete; /* NB This only marks errors that are possible to perpetrate with * the current UI in interpret_move. Things like forming loops in * linked sections and having numbers not add up should be forbidden * by the code elsewhere, so we don't bother marking those (because * it would add lots of tricky drawing code for very little gain). */ if (mark_errors) { for (j = 0; j < state->n; j++) state->flags[j] &= ~FLAG_ERROR; } /* Search for repeated numbers. */ for (j = 0; j < state->n; j++) { if (state->nums[j] > 0 && state->nums[j] <= state->n) { for (k = j+1; k < state->n; k++) { if (state->nums[k] == state->nums[j]) { if (mark_errors) { state->flags[j] |= FLAG_ERROR; state->flags[k] |= FLAG_ERROR; } error = true; } } } } /* Search and mark numbers n not pointing to n+1; if any numbers * are missing we know we've not completed. */ complete = true; for (n = 1; n < state->n; n++) { if (state->numsi[n] == -1 || state->numsi[n+1] == -1) complete = false; else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) { if (mark_errors) { state->flags[state->numsi[n]] |= FLAG_ERROR; state->flags[state->numsi[n+1]] |= FLAG_ERROR; } error = true; } else { /* make sure the link is explicitly made here; for instance, this * is nice if the user drags from 2 out (making 3) and a 4 is also * visible; this ensures that the link from 3 to 4 is also made. */ if (mark_errors) makelink(state, state->numsi[n], state->numsi[n+1]); } } /* Search and mark numbers less than 0, or 0 with links. */ for (n = 1; n < state->n; n++) { if ((state->nums[n] < 0) || (state->nums[n] == 0 && (state->next[n] != -1 || state->prev[n] != -1))) { error = true; if (mark_errors) state->flags[n] |= FLAG_ERROR; } } if (error) return false; return complete; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = NULL; unpick_desc(params, desc, &state, NULL); if (!state) assert(!"new_game failed to unpick"); update_numbers(state); check_completion(state, true); /* update any auto-links */ return state; } /* --- Solver --- */ /* If a tile has a single tile it can link _to_, or there's only a single * location that can link to a given tile, fill that link in. */ static int solve_single(game_state *state, game_state *copy, int *from) { int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0; /* The from array is a list of 'which square can link _to_ us'; * we start off with from as '-1' (meaning 'not found'); if we find * something that can link to us it is set to that index, and then if * we find another we set it to -2. */ memset(from, -1, state->n*sizeof(int)); /* poss is 'can I link to anything' with the same meanings. */ for (i = 0; i < state->n; i++) { if (state->next[i] != -1) continue; if (state->nums[i] == state->n) continue; /* no next from last no. */ d = state->dirs[i]; poss = -1; sx = x = i%w; sy = y = i/w; while (1) { x += dxs[d]; y += dys[d]; if (!INGRID(state, x, y)) break; if (!isvalidmove(state, true, sx, sy, x, y)) continue; /* can't link to somewhere with a back-link we would have to * break (the solver just doesn't work like this). */ j = y*w+x; if (state->prev[j] != -1) continue; if (state->nums[i] > 0 && state->nums[j] > 0 && state->nums[i] <= state->n && state->nums[j] <= state->n && state->nums[j] == state->nums[i]+1) { debug(("Solver: forcing link through existing consecutive numbers.")); poss = j; from[j] = i; break; } /* if there's been a valid move already, we have to move on; * we can't make any deductions here. */ poss = (poss == -1) ? j : -2; /* Modify the from array as described above (which is enumerating * what points to 'j' in a similar way). */ from[j] = (from[j] == -1) ? i : -2; } if (poss == -2) { /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/ ; } else if (poss == -1) { debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy)); copy->impossible = true; return -1; } else { debug(("Solver: linking (%d,%d) to only possible next (%d,%d).", sx, sy, poss%w, poss/w)); makelink(copy, i, poss); nlinks++; } } for (i = 0; i < state->n; i++) { if (state->prev[i] != -1) continue; if (state->nums[i] == 1) continue; /* no prev from 1st no. */ x = i%w; y = i/w; if (from[i] == -1) { debug(("Solver: nowhere possible to link to (%d,%d)", x, y)); copy->impossible = true; return -1; } else if (from[i] == -2) { /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/ ; } else { debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).", from[i]%w, from[i]/w, x, y)); makelink(copy, from[i], i); nlinks++; } } return nlinks; } /* Returns 1 if we managed to solve it, 0 otherwise. */ static int solve_state(game_state *state) { game_state *copy = dup_game(state); int *scratch = snewn(state->n, int), ret; debug_state("Before solver: ", state); while (1) { update_numbers(state); if (solve_single(state, copy, scratch)) { dup_game_to(state, copy); if (state->impossible) break; else continue; } break; } free_game(copy); sfree(scratch); update_numbers(state); ret = state->impossible ? -1 : check_completion(state, false); debug(("Solver finished: %s", ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved")); debug_state("After solver: ", state); return ret; } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { game_state *tosolve; char *ret = NULL; int result; tosolve = dup_game(currstate); result = solve_state(tosolve); if (result > 0) ret = generate_desc(tosolve, true); free_game(tosolve); if (ret) return ret; tosolve = dup_game(state); result = solve_state(tosolve); if (result < 0) *error = "Puzzle is impossible."; else if (result == 0) *error = "Unable to solve puzzle."; else ret = generate_desc(tosolve, true); free_game(tosolve); return ret; } /* --- UI and move routines. --- */ struct game_ui { int cx, cy; bool cshow; bool dragging, drag_is_from; int sx, sy; /* grid coords of start cell */ int dx, dy; /* pixel coords of drag posn */ /* * Trivial and foolish configurable option done on purest whim. * With this option enabled, the victory flash is done by rotating * each square in the opposite direction from its immediate * neighbours, so that they behave like a field of interlocking * gears. With it disabled, they all rotate in the same direction. * Choose for yourself which is more brain-twisting :-) */ bool gear_mode; }; static void legacy_prefs_override(struct game_ui *ui_out) { static bool initialised = false; static int gear_mode = -1; if (!initialised) { initialised = true; gear_mode = getenv_bool("SIGNPOST_GEARS", -1); } if (gear_mode != -1) ui_out->gear_mode = gear_mode; } static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); /* NB: if this is ever changed to as to require more than a structure * copy to clone, there's code that needs fixing in game_redraw too. */ ui->cx = ui->cy = 0; ui->cshow = getenv_bool("PUZZLES_SHOW_CURSOR", false); ui->dragging = false; ui->sx = ui->sy = ui->dx = ui->dy = 0; ui->gear_mode = false; legacy_prefs_override(ui); return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static config_item *get_prefs(game_ui *ui) { config_item *ret; ret = snewn(2, config_item); ret[0].name = "Victory rotation effect"; ret[0].kw = "flash-type"; ret[0].type = C_CHOICES; ret[0].u.choices.choicenames = ":Unidirectional:Meshing gears"; ret[0].u.choices.choicekws = ":unidirectional:gears"; ret[0].u.choices.selected = ui->gear_mode; ret[1].name = NULL; ret[1].type = C_END; return ret; } static void set_prefs(game_ui *ui, const config_item *cfg) { ui->gear_mode = cfg[0].u.choices.selected; } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { if (!oldstate->completed && newstate->completed) { ui->cshow = false; ui->dragging = false; } } static const char *current_key_label(const game_ui *ui, const game_state *state, int button) { if (IS_CURSOR_SELECT(button) && ui->cshow) { if (ui->dragging) { if (ui->drag_is_from) { if (isvalidmove(state, false, ui->sx, ui->sy, ui->cx, ui->cy)) return "To here"; } else { if (isvalidmove(state, false, ui->cx, ui->cy, ui->sx, ui->sy)) return "From here"; } return "Cancel"; } else { return button == CURSOR_SELECT ? "From here" : "To here"; } } return ""; } struct game_drawstate { int tilesize; bool started, solved; int w, h, n; int *nums, *dirp; unsigned int *f; double angle_offset; bool dragging; int dx, dy; blitter *dragb; }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int mx, int my, int button) { int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w; char buf[80]; if (IS_CURSOR_MOVE(button)) { move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, false); ui->cshow = true; if (ui->dragging) { ui->dx = COORD(ui->cx) + TILE_SIZE/2; ui->dy = COORD(ui->cy) + TILE_SIZE/2; } return MOVE_UI_UPDATE; } else if (IS_CURSOR_SELECT(button)) { if (!ui->cshow) ui->cshow = true; else if (ui->dragging) { ui->dragging = false; if (ui->sx == ui->cx && ui->sy == ui->cy) return MOVE_UI_UPDATE; if (ui->drag_is_from) { if (!isvalidmove(state, false, ui->sx, ui->sy, ui->cx, ui->cy)) return MOVE_UI_UPDATE; sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy); } else { if (!isvalidmove(state, false, ui->cx, ui->cy, ui->sx, ui->sy)) return MOVE_UI_UPDATE; sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy); } return dupstr(buf); } else { ui->dragging = true; ui->sx = ui->cx; ui->sy = ui->cy; ui->dx = COORD(ui->cx) + TILE_SIZE/2; ui->dy = COORD(ui->cy) + TILE_SIZE/2; ui->drag_is_from = (button == CURSOR_SELECT); } return MOVE_UI_UPDATE; } if (IS_MOUSE_DOWN(button)) { if (ui->cshow) { ui->cshow = false; ui->dragging = false; } assert(!ui->dragging); if (!INGRID(state, x, y)) return NULL; if (button == LEFT_BUTTON) { /* disallow dragging from the final number. */ if ((state->nums[y*w+x] == state->n) && (state->flags[y*w+x] & FLAG_IMMUTABLE)) return NULL; } else if (button == RIGHT_BUTTON) { /* disallow dragging to the first number. */ if ((state->nums[y*w+x] == 1) && (state->flags[y*w+x] & FLAG_IMMUTABLE)) return NULL; } ui->dragging = true; ui->drag_is_from = (button == LEFT_BUTTON); ui->sx = x; ui->sy = y; ui->dx = mx; ui->dy = my; ui->cshow = false; return MOVE_UI_UPDATE; } else if (IS_MOUSE_DRAG(button) && ui->dragging) { ui->dx = mx; ui->dy = my; return MOVE_UI_UPDATE; } else if (IS_MOUSE_RELEASE(button) && ui->dragging) { ui->dragging = false; if (ui->sx == x && ui->sy == y) return MOVE_UI_UPDATE; /* single click */ if (!INGRID(state, x, y)) { int si = ui->sy*w+ui->sx; if (state->prev[si] == -1 && state->next[si] == -1) return MOVE_UI_UPDATE; sprintf(buf, "%c%d,%d", (int)(ui->drag_is_from ? 'C' : 'X'), ui->sx, ui->sy); return dupstr(buf); } if (ui->drag_is_from) { if (!isvalidmove(state, false, ui->sx, ui->sy, x, y)) return MOVE_UI_UPDATE; sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y); } else { if (!isvalidmove(state, false, x, y, ui->sx, ui->sy)) return MOVE_UI_UPDATE; sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy); } return dupstr(buf); } /* else if (button == 'H' || button == 'h') return dupstr("H"); */ else if ((button == 'x' || button == 'X') && ui->cshow) { int si = ui->cy*w + ui->cx; if (state->prev[si] == -1 && state->next[si] == -1) return MOVE_UI_UPDATE; sprintf(buf, "%c%d,%d", (int)((button == 'x') ? 'C' : 'X'), ui->cx, ui->cy); return dupstr(buf); } return NULL; } static void unlink_cell(game_state *state, int si) { debug(("Unlinking (%d,%d).", si%state->w, si/state->w)); if (state->prev[si] != -1) { debug((" ... removing prev link from (%d,%d).", state->prev[si]%state->w, state->prev[si]/state->w)); state->next[state->prev[si]] = -1; state->prev[si] = -1; } if (state->next[si] != -1) { debug((" ... removing next link to (%d,%d).", state->next[si]%state->w, state->next[si]/state->w)); state->prev[state->next[si]] = -1; state->next[si] = -1; } } static game_state *execute_move(const game_state *state, const char *move) { game_state *ret = NULL; int sx, sy, ex, ey, si, ei, w = state->w; char c; debug(("move: %s", move)); if (move[0] == 'S') { game_params p; game_state *tmp; const char *valid; int i; p.w = state->w; p.h = state->h; valid = validate_desc(&p, move+1); if (valid) { debug(("execute_move: move not valid: %s", valid)); return NULL; } ret = dup_game(state); tmp = new_game(NULL, &p, move+1); for (i = 0; i < state->n; i++) { ret->prev[i] = tmp->prev[i]; ret->next[i] = tmp->next[i]; } free_game(tmp); ret->used_solve = true; } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) { if (!isvalidmove(state, false, sx, sy, ex, ey)) return NULL; ret = dup_game(state); si = sy*w+sx; ei = ey*w+ex; makelink(ret, si, ei); } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) { int sset; if (c != 'C' && c != 'X') return NULL; if (!INGRID(state, sx, sy)) return NULL; si = sy*w+sx; if (state->prev[si] == -1 && state->next[si] == -1) return NULL; ret = dup_game(state); sset = state->nums[si] / (state->n+1); if (c == 'C' || (c == 'X' && sset == 0)) { /* Unlink the single cell we dragged from the board. */ unlink_cell(ret, si); } else { int i, set; for (i = 0; i < state->n; i++) { /* Unlink all cells in the same set as the one we dragged * from the board. */ if (state->nums[i] == 0) continue; set = state->nums[i] / (state->n+1); if (set != sset) continue; unlink_cell(ret, i); } } } else if (strcmp(move, "H") == 0) { ret = dup_game(state); solve_state(ret); } if (ret) { update_numbers(ret); if (check_completion(ret, true)) ret->completed = true; } return ret; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(const game_params *params, int tilesize, const game_ui *ui, int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize, order; } ads, *ds = &ads; ads.tilesize = tilesize; *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; assert(TILE_SIZE > 0); assert(!ds->dragb); ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE); } /* Colours chosen from the webby palette to work as a background to black text, * W then some plausible approximation to pastelly ROYGBIV; we then interpolate * between consecutive pairs to give another 8 (and then the drawing routine * will reuse backgrounds). */ static const unsigned long bgcols[8] = { 0xffffff, /* white */ 0xffa07a, /* lightsalmon */ 0x98fb98, /* green */ 0x7fffd4, /* aquamarine */ 0x9370db, /* medium purple */ 0xffa500, /* orange */ 0x87cefa, /* lightskyblue */ 0xffff00, /* yellow */ }; static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int c, i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { ret[COL_NUMBER * 3 + i] = 0.0F; ret[COL_ARROW * 3 + i] = 0.0F; ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F; } ret[COL_NUMBER_SET * 3 + 0] = 0.0F; ret[COL_NUMBER_SET * 3 + 1] = 0.0F; ret[COL_NUMBER_SET * 3 + 2] = 0.9F; ret[COL_ERROR * 3 + 0] = 1.0F; ret[COL_ERROR * 3 + 1] = 0.0F; ret[COL_ERROR * 3 + 2] = 0.0F; ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F; ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F; ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F; for (c = 0; c < 8; c++) { ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F; ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F; ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F; } for (c = 0; c < 8; c++) { for (i = 0; i < 3; i++) { ret[(COL_B0 + 8 + c) * 3 + i] = (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F; } } #define average(r,a,b,w) do { \ for (i = 0; i < 3; i++) \ ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \ } while (0) average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F); average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F); for (c = 0; c < NBACKGROUNDS; c++) { /* I assume here that COL_ARROW and COL_NUMBER are the same. * Otherwise I'd need two sets of COL_M*. */ average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F); average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F); average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F); } *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; ds->tilesize = 0; ds->started = false; ds->solved = false; ds->w = state->w; ds->h = state->h; ds->n = state->n; ds->nums = snewn(state->n, int); ds->dirp = snewn(state->n, int); ds->f = snewn(state->n, unsigned int); for (i = 0; i < state->n; i++) { ds->nums[i] = 0; ds->dirp[i] = -1; ds->f[i] = 0; } ds->angle_offset = 0.0F; ds->dragging = false; ds->dx = ds->dy = 0; ds->dragb = NULL; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->nums); sfree(ds->dirp); sfree(ds->f); if (ds->dragb) blitter_free(dr, ds->dragb); sfree(ds); } /* cx, cy are top-left corner. sz is the 'radius' of the arrow. * ang is in radians, clockwise from 0 == straight up. */ static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang, int cfill, int cout) { int coords[14]; int xdx, ydx, xdy, ydy, xdx3, xdy3; double s = sin(ang), c = cos(ang); xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz; xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz; xdx = (int)(sz * (c + 1) + 0.5) - sz; xdy = (int)(sz * (s + 1) + 0.5) - sz; ydx = -xdy; ydy = xdx; coords[2*0 + 0] = cx - ydx; coords[2*0 + 1] = cy - ydy; coords[2*1 + 0] = cx + xdx; coords[2*1 + 1] = cy + xdy; coords[2*2 + 0] = cx + xdx3; coords[2*2 + 1] = cy + xdy3; coords[2*3 + 0] = cx + xdx3 + ydx; coords[2*3 + 1] = cy + xdy3 + ydy; coords[2*4 + 0] = cx - xdx3 + ydx; coords[2*4 + 1] = cy - xdy3 + ydy; coords[2*5 + 0] = cx - xdx3; coords[2*5 + 1] = cy - xdy3; coords[2*6 + 0] = cx - xdx; coords[2*6 + 1] = cy - xdy; draw_polygon(dr, coords, 7, cfill, cout); } static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir, int cfill, int cout, double angle_offset) { double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset; draw_arrow(dr, cx, cy, sz, ang, cfill, cout); } /* cx, cy are centre coordinates.. */ static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints, int cfill, int cout, double angle_offset) { int *coords, n; double a, r; assert(npoints > 0); coords = snewn(npoints * 2 * 2, int); for (n = 0; n < npoints * 2; n++) { a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset; r = (n % 2) ? (double)rad/2.0 : (double)rad; /* We're rotating the point at (0, -r) by a degrees */ coords[2*n+0] = cx + (int)( r * sin(a)); coords[2*n+1] = cy + (int)(-r * cos(a)); } draw_polygon(dr, coords, npoints*2, cfill, cout); sfree(coords); } static int num2col(game_drawstate *ds, int num) { int set = num / (ds->n+1); if (num <= 0 || set == 0) return COL_B0; return COL_B0 + 1 + ((set-1) % 15); } #define ARROW_HALFSZ (7 * TILE_SIZE / 32) #define F_CUR 0x001 /* Cursor on this tile. */ #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */ #define F_ERROR 0x004 /* Tile marked in error. */ #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */ #define F_ARROW_POINT 0x010 /* Tile points to other tile */ #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */ #define F_DIM 0x040 /* Tile is dim */ static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty, int dir, int dirp, int num, unsigned int f, double angle_offset, int print_ink) { int cb = TILE_SIZE / 16, textsz; char buf[20]; int arrowcol, sarrowcol, setcol, textcol; int acx, acy, asz; bool empty = false; if (num == 0 && !(f & F_ARROW_POINT) && !(f & F_ARROW_INPOINT)) { empty = true; /* * We don't display text in empty cells: typically these are * signified by num=0. However, in some cases a cell could * have had the number 0 assigned to it if the user made an * error (e.g. tried to connect a chain of length 5 to the * immutable number 4) so we _do_ display the 0 if the cell * has a link in or a link out. */ } /* Calculate colours. */ if (print_ink >= 0) { /* * We're printing, so just do everything in black. */ arrowcol = textcol = print_ink; setcol = sarrowcol = -1; /* placate optimiser */ } else { setcol = empty ? COL_BACKGROUND : num2col(ds, num); #define dim(fg,bg) ( \ (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \ (bg) + COL_D0 - COL_B0 \ ) #define mid(fg,bg) ( \ (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \ (bg) + COL_M0 - COL_B0 \ ) #define dimbg(bg) ( \ (bg)==COL_BACKGROUND ? COL_BACKGROUND : \ (bg) + COL_X0 - COL_B0 \ ) if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN; else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol); else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol); else arrowcol = COL_ARROW; if ((f & F_ERROR) && !(f & F_IMMUTABLE)) textcol = COL_ERROR; else { if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET; else textcol = COL_NUMBER; if (f & F_DIM) textcol = dim(textcol, setcol); else if (((f & F_ARROW_POINT) || num==ds->n) && ((f & F_ARROW_INPOINT) || num==1)) textcol = mid(textcol, setcol); } if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol); else sarrowcol = COL_ARROW; } /* Clear tile background */ if (print_ink < 0) { draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE, (f & F_DIM) ? dimbg(setcol) : setcol); } /* Draw large (outwards-pointing) arrow. */ asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */ acx = tx+TILE_SIZE/2+asz; /* centre x */ acy = ty+TILE_SIZE/2+asz; /* centre y */ if (num == ds->n && (f & F_IMMUTABLE)) draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset); else draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset); if (print_ink < 0 && (f & F_CUR)) draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR); /* Draw dot iff this tile requires a predecessor and doesn't have one. */ if (print_ink < 0) { acx = tx+TILE_SIZE/2-asz; acy = ty+TILE_SIZE/2+asz; if (!(f & F_ARROW_INPOINT) && num != 1) { draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol); } } /* Draw text (number or set). */ if (!empty) { int set = (num <= 0) ? 0 : num / (ds->n+1); char *p = buf; if (set == 0 || num <= 0) { sprintf(buf, "%d", num); } else { int n = num % (ds->n+1); p += sizeof(buf) - 1; if (n != 0) { sprintf(buf, "+%d", n); /* Just to get the length... */ p -= strlen(buf); sprintf(p, "+%d", n); } else { *p = '\0'; } do { set--; p--; *p = (char)((set % 26)+'a'); set /= 26; } while (set); } textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(p)); draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz, ALIGN_VCENTRE | ALIGN_HLEFT, textcol, p); } if (print_ink < 0) { draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID); draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE); } } static void draw_drag_indicator(drawing *dr, game_drawstate *ds, const game_state *state, const game_ui *ui, bool validdrag) { int dir, w = ds->w, acol = COL_ARROW; int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy); double ang; if (validdrag) { /* If we could move here, lock the arrow to the appropriate direction. */ dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx]; ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */ } else { /* Draw an arrow pointing away from/towards the origin cell. */ int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2; double tana, offset; double xdiff = abs(ox - ui->dx), ydiff = abs(oy - ui->dy); if (xdiff == 0) { ang = (oy > ui->dy) ? 0.0F : PI; } else if (ydiff == 0) { ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F; } else { if (ui->dx > ox && ui->dy < oy) { tana = xdiff / ydiff; offset = 0.0F; } else if (ui->dx > ox && ui->dy > oy) { tana = ydiff / xdiff; offset = PI/2.0F; } else if (ui->dx < ox && ui->dy > oy) { tana = xdiff / ydiff; offset = PI; } else { tana = ydiff / xdiff; offset = 3.0F * PI / 2.0F; } ang = atan(tana) + offset; } if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */ } draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol); } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int x, y, i, w = ds->w, dirp; bool force = false; unsigned int f; double angle_offset = 0.0; game_state *postdrop = NULL; if (flashtime > 0.0F) angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN); if (angle_offset != ds->angle_offset) { ds->angle_offset = angle_offset; force = true; } if (ds->dragging) { assert(ds->dragb); blitter_load(dr, ds->dragb, ds->dx, ds->dy); draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE); ds->dragging = false; } /* If an in-progress drag would make a valid move if finished, we * reflect that move in the board display. We let interpret_move do * most of the heavy lifting for us: we have to copy the game_ui so * as not to stomp on the real UI's drag state. */ if (ui->dragging) { game_ui uicopy = *ui; char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE); if (movestr != NULL && strcmp(movestr, "") != 0) { postdrop = execute_move(state, movestr); sfree(movestr); state = postdrop; } } if (!ds->started) { int aw = TILE_SIZE * state->w; int ah = TILE_SIZE * state->h; draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID); draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER); } for (x = 0; x < state->w; x++) { for (y = 0; y < state->h; y++) { i = y*w + x; f = 0; dirp = -1; if (ui->cshow && x == ui->cx && y == ui->cy) f |= F_CUR; if (ui->dragging) { if (x == ui->sx && y == ui->sy) f |= F_DRAG_SRC; else if (ui->drag_is_from) { if (!ispointing(state, ui->sx, ui->sy, x, y)) f |= F_DIM; } else { if (!ispointing(state, x, y, ui->sx, ui->sy)) f |= F_DIM; } } if (state->impossible || state->nums[i] < 0 || state->flags[i] & FLAG_ERROR) f |= F_ERROR; if (state->flags[i] & FLAG_IMMUTABLE) f |= F_IMMUTABLE; if (state->next[i] != -1) f |= F_ARROW_POINT; if (state->prev[i] != -1) { /* Currently the direction here is from our square _back_ * to its previous. We could change this to give the opposite * sense to the direction. */ f |= F_ARROW_INPOINT; dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w); } if (state->nums[i] != ds->nums[i] || f != ds->f[i] || dirp != ds->dirp[i] || force || !ds->started) { int sign = (ui->gear_mode ? 1 - 2 * ((x ^ y) & 1) : 1); tile_redraw(dr, ds, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE, state->dirs[i], dirp, state->nums[i], f, sign * angle_offset, -1); ds->nums[i] = state->nums[i]; ds->f[i] = f; ds->dirp[i] = dirp; } } } if (ui->dragging) { ds->dragging = true; ds->dx = ui->dx - BLITTER_SIZE/2; ds->dy = ui->dy - BLITTER_SIZE/2; blitter_save(dr, ds->dragb, ds->dx, ds->dy); draw_drag_indicator(dr, ds, state, ui, postdrop != NULL); } if (postdrop) free_game(postdrop); if (!ds->started) ds->started = true; } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !newstate->used_solve) return FLASH_SPIN; else return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { if(ui->cshow) { *x = COORD(ui->cx); *y = COORD(ui->cy); *w = *h = TILE_SIZE; } } static int game_status(const game_state *state) { return state->completed ? +1 : 0; } static void game_print_size(const game_params *params, const game_ui *ui, float *x, float *y) { int pw, ph; game_compute_size(params, 1300, ui, &pw, &ph); *x = pw / 100.0F; *y = ph / 100.0F; } static void game_print(drawing *dr, const game_state *state, const game_ui *ui, int tilesize) { int ink = print_mono_colour(dr, 0); int x, y; /* Fake up just enough of a drawstate */ game_drawstate ads, *ds = &ads; ds->tilesize = tilesize; ds->n = state->n; /* * Border and grid. */ print_line_width(dr, TILE_SIZE / 40); for (x = 1; x < state->w; x++) draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink); for (y = 1; y < state->h; y++) draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink); print_line_width(dr, 2*TILE_SIZE / 40); draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h, ink); /* * Arrows and numbers. */ print_line_width(dr, 0); for (y = 0; y < state->h; y++) for (x = 0; x < state->w; x++) tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x], 0, state->nums[y*state->w+x], 0, 0.0, ink); } #ifdef COMBINED #define thegame signpost #endif const struct game thegame = { "Signpost", "games.signpost", "signpost", default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, true, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, get_prefs, set_prefs, new_ui, free_ui, NULL, /* encode_ui */ NULL, /* decode_ui */ NULL, /* game_request_keys */ game_changed_state, current_key_label, 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_get_cursor_location, game_status, true, false, game_print_size, game_print, false, /* wants_statusbar */ false, NULL, /* timing_state */ REQUIRE_RBUTTON, /* flags */ }; #ifdef STANDALONE_SOLVER #include <time.h> #include <stdarg.h> static const char *quis = NULL; static void usage(FILE *out) { fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis); } static void cycle_seed(char **seedstr, random_state *rs) { char newseed[16]; int j; newseed[15] = '\0'; newseed[0] = '1' + (char)random_upto(rs, 9); for (j = 1; j < 15; j++) newseed[j] = '0' + (char)random_upto(rs, 10); sfree(*seedstr); *seedstr = dupstr(newseed); } static void start_soak(game_params *p, char *seedstr) { time_t tt_start, tt_now, tt_last; char *desc, *aux; random_state *rs; long n = 0, nnums = 0, i; game_state *state; tt_start = tt_now = time(NULL); printf("Soak-generating a %dx%d grid.\n", p->w, p->h); while (1) { rs = random_new(seedstr, strlen(seedstr)); desc = thegame.new_desc(p, rs, &aux, 0); state = thegame.new_game(NULL, p, desc); for (i = 0; i < state->n; i++) { if (state->flags[i] & FLAG_IMMUTABLE) nnums++; } thegame.free_game(state); sfree(desc); cycle_seed(&seedstr, rs); random_free(rs); n++; tt_last = time(NULL); if (tt_last > tt_now) { tt_now = tt_last; printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n", n, (double)n / ((double)tt_now - tt_start), (double)nnums / (double)n, ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) ); } } } static void process_desc(char *id) { char *desc, *solvestr; const char *err; game_params *p; game_state *s; printf("%s\n ", id); desc = strchr(id, ':'); if (!desc) { fprintf(stderr, "%s: expecting game description.", quis); exit(1); } *desc++ = '\0'; p = thegame.default_params(); thegame.decode_params(p, id); err = thegame.validate_params(p, 1); if (err) { fprintf(stderr, "%s: %s", quis, err); thegame.free_params(p); return; } err = thegame.validate_desc(p, desc); if (err) { fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); thegame.free_params(p); return; } s = thegame.new_game(NULL, p, desc); solvestr = thegame.solve(s, s, NULL, &err); if (!solvestr) fprintf(stderr, "%s\n", err); else printf("Puzzle is soluble.\n"); thegame.free_game(s); thegame.free_params(p); } int main(int argc, char *argv[]) { char *id = NULL, *desc, *aux = NULL; const char *err; bool soak = false, verbose = false, stdin_desc = false; int n = 1, i; char *seedstr = NULL, newseed[16]; setvbuf(stdout, NULL, _IONBF, 0); quis = argv[0]; while (--argc > 0) { char *p = (char*)(*++argv); if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) verbose = true; else if (!strcmp(p, "--stdin")) stdin_desc = true; else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { seedstr = dupstr(*++argv); argc--; } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) { n = atoi(*++argv); argc--; } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { soak = true; } else if (*p == '-') { fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); usage(stderr); exit(1); } else { id = p; } } sprintf(newseed, "%lu", (unsigned long) time(NULL)); seedstr = dupstr(newseed); if (id || !stdin_desc) { if (id && strchr(id, ':')) { /* Parameters and description passed on cmd-line: * try and solve it. */ process_desc(id); } else { /* No description passed on cmd-line: decode parameters * (with optional seed too) */ game_params *p = thegame.default_params(); if (id) { char *cmdseed = strchr(id, '#'); if (cmdseed) { *cmdseed++ = '\0'; sfree(seedstr); seedstr = dupstr(cmdseed); } thegame.decode_params(p, id); } err = thegame.validate_params(p, 1); if (err) { fprintf(stderr, "%s: %s", quis, err); thegame.free_params(p); exit(1); } /* We have a set of valid parameters; either soak with it * or generate a single game description and print to stdout. */ if (soak) start_soak(p, seedstr); else { char *pstring = thegame.encode_params(p, 0); for (i = 0; i < n; i++) { random_state *rs = random_new(seedstr, strlen(seedstr)); if (verbose) printf("%s#%s\n", pstring, seedstr); desc = thegame.new_desc(p, rs, &aux, 0); printf("%s:%s\n", pstring, desc); sfree(desc); cycle_seed(&seedstr, rs); random_free(rs); } sfree(pstring); } thegame.free_params(p); } } if (stdin_desc) { char buf[4096]; while (fgets(buf, sizeof(buf), stdin)) { buf[strcspn(buf, "\r\n")] = '\0'; process_desc(buf); } } sfree(seedstr); return 0; } #endif /* vim: set shiftwidth=4 tabstop=8: */