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- /*
- * 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: */
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