2 * bridges.c: Implementation of the Nikoli game 'Bridges'.
6 * - The solver's algorithmic design is not really ideal. It makes
7 * use of the same data representation as gameplay uses, which
8 * often looks like a tempting reuse of code but isn't always a
9 * good idea. In this case, it's unpleasant that each edge of the
10 * graph ends up represented as multiple squares on a grid, with
11 * flags indicating when edges and non-edges cross; that's useful
12 * when the result can be directly translated into positions of
13 * graphics on the display, but in purely internal work it makes
14 * even simple manipulations during solving more painful than they
15 * should be, and complex ones have no choice but to modify the
16 * data structures temporarily, test things, and put them back. I
17 * envisage a complete solver rewrite along the following lines:
18 * + We have a collection of vertices (islands) and edges
19 * (potential bridge locations, i.e. pairs of horizontal or
20 * vertical islands with no other island in between).
21 * + Each edge has an associated list of edges that cross it, and
22 * hence with which it is mutually exclusive.
23 * + For each edge, we track the min and max number of bridges we
24 * currently think possible.
25 * + For each vertex, we track the number of _liberties_ it has,
26 * i.e. its clue number minus the min bridge count for each edge
28 * + We also maintain a dsf that identifies sets of vertices which
29 * are connected components of the puzzle so far, and for each
30 * equivalence class we track the total number of liberties for
31 * that component. (The dsf mechanism will also already track
32 * the size of each component, i.e. number of islands.)
33 * + So incrementing the min for an edge requires processing along
35 * - set the max for all edges crossing that one to zero
36 * - decrement the liberty count for the vertex at each end,
37 * and also for each vertex's equivalence class (NB they may
39 * - unify the two equivalence classes if they're not already,
40 * and if so, set the liberty count for the new class to be
41 * the sum of the previous two.
42 * + Decrementing the max is much easier, however.
43 * + With this data structure the really fiddly stuff in stage3()
44 * becomes more or less trivial, because it's now a quick job to
45 * find out whether an island would form an isolated subgraph if
46 * connected to a given subset of its neighbours:
47 * - identify the connected components containing the test
48 * vertex and its putative new neighbours (but be careful not
49 * to count a component more than once if two or more of the
50 * vertices involved are already in the same one)
51 * - find the sum of those components' liberty counts, and also
52 * the total number of islands involved
53 * - if the total liberty count of the connected components is
54 * exactly equal to twice the number of edges we'd be adding
55 * (of course each edge destroys two liberties, one at each
56 * end) then these components would become a subgraph with
57 * zero liberties if connected together.
58 * - therefore, if that subgraph also contains fewer than the
59 * total number of islands, it's disallowed.
60 * - As mentioned in stage3(), once we've identified such a
61 * disallowed pattern, we have two choices for what to do
62 * with it: if the candidate set of neighbours has size 1 we
63 * can reduce the max for the edge to that one neighbour,
64 * whereas if its complement has size 1 we can increase the
65 * min for the edge to the _omitted_ neighbour.
67 * - write a recursive solver?
79 /* Turn this on for hints about which lines are considered possibilities. */
82 /* --- structures for params, state, etc. --- */
86 #define PREFERRED_TILE_SIZE 24
87 #define TILE_SIZE (ds->tilesize)
88 #define BORDER (TILE_SIZE / 2)
90 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
91 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
93 #define FLASH_TIME 0.50F
98 COL_HIGHLIGHT, COL_LOWLIGHT,
99 COL_SELECTED, COL_MARK,
108 int islands, expansion; /* %age of island squares, %age chance of expansion */
109 int allowloops, difficulty;
112 /* general flags used by all structs */
113 #define G_ISLAND 0x0001
114 #define G_LINEV 0x0002 /* contains a vert. line */
115 #define G_LINEH 0x0004 /* contains a horiz. line (mutex with LINEV) */
116 #define G_LINE (G_LINEV|G_LINEH)
117 #define G_MARKV 0x0008
118 #define G_MARKH 0x0010
119 #define G_MARK (G_MARKV|G_MARKH)
120 #define G_NOLINEV 0x0020
121 #define G_NOLINEH 0x0040
122 #define G_NOLINE (G_NOLINEV|G_NOLINEH)
124 /* flags used by the error checker */
125 #define G_WARN 0x0080
127 /* flags used by the solver etc. */
128 #define G_SWEEP 0x1000
130 #define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
131 #define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
133 typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */
135 struct solver_state {
136 int *dsf, *comptspaces;
137 int *tmpdsf, *tmpcompspaces;
141 /* state->gridi is an optimisation; it stores the pointer to the island
142 * structs indexed by (x,y). It's not strictly necessary (we could use
143 * find234 instead), but Purify showed that board generation (mostly the solver)
144 * was spending 60% of its time in find234. */
146 struct surrounds { /* cloned from lightup.c */
147 struct { int x, y, dx, dy, off; } points[4];
148 int npoints, nislands;
154 struct surrounds adj;
158 int w, h, completed, solved, allowloops, maxb;
160 struct island *islands;
161 int n_islands, n_islands_alloc;
162 game_params params; /* used by the aux solver. */
163 #define N_WH_ARRAYS 5
164 char *wha, *possv, *possh, *lines, *maxv, *maxh;
165 struct island **gridi;
166 struct solver_state *solver; /* refcounted */
169 #define GRIDSZ(s) ((s)->w * (s)->h * sizeof(grid_type))
171 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
173 #define DINDEX(x,y) ((y)*state->w + (x))
175 #define INDEX(s,g,x,y) ((s)->g[(y)*((s)->w) + (x)])
176 #define IDX(s,g,i) ((s)->g[(i)])
177 #define GRID(s,x,y) INDEX(s,grid,x,y)
178 #define POSSIBLES(s,dx,x,y) ((dx) ? (INDEX(s,possh,x,y)) : (INDEX(s,possv,x,y)))
179 #define MAXIMUM(s,dx,x,y) ((dx) ? (INDEX(s,maxh,x,y)) : (INDEX(s,maxv,x,y)))
181 #define GRIDCOUNT(s,x,y,f) ((GRID(s,x,y) & (f)) ? (INDEX(s,lines,x,y)) : 0)
183 #define WITHIN2(x,min,max) (((x) < (min)) ? 0 : (((x) > (max)) ? 0 : 1))
184 #define WITHIN(x,min,max) ((min) > (max) ? \
185 WITHIN2(x,max,min) : WITHIN2(x,min,max))
187 /* --- island struct and tree support functions --- */
189 #define ISLAND_ORTH(is,j,f,df) \
190 (is->f + (is->adj.points[(j)].off*is->adj.points[(j)].df))
192 #define ISLAND_ORTHX(is,j) ISLAND_ORTH(is,j,x,dx)
193 #define ISLAND_ORTHY(is,j) ISLAND_ORTH(is,j,y,dy)
195 static void fixup_islands_for_realloc(game_state *state)
199 for (i = 0; i < state->w*state->h; i++) state->gridi[i] = NULL;
200 for (i = 0; i < state->n_islands; i++) {
201 struct island *is = &state->islands[i];
203 INDEX(state, gridi, is->x, is->y) = is;
207 static int game_can_format_as_text_now(const game_params *params)
212 static char *game_text_format(const game_state *state)
219 len = (state->h) * (state->w+1) + 1;
220 ret = snewn(len, char);
223 for (y = 0; y < state->h; y++) {
224 for (x = 0; x < state->w; x++) {
225 grid = GRID(state,x,y);
226 nl = INDEX(state,lines,x,y);
227 is = INDEX(state, gridi, x, y);
229 *p++ = '0' + is->count;
230 } else if (grid & G_LINEV) {
231 *p++ = (nl > 1) ? '"' : (nl == 1) ? '|' : '!'; /* gaah, want a double-bar. */
232 } else if (grid & G_LINEH) {
233 *p++ = (nl > 1) ? '=' : (nl == 1) ? '-' : '~';
242 assert(p - ret == len);
246 static void debug_state(game_state *state)
248 char *textversion = game_text_format(state);
249 debug(("%s", textversion));
253 /*static void debug_possibles(game_state *state)
256 debug(("possh followed by possv\n"));
257 for (y = 0; y < state->h; y++) {
258 for (x = 0; x < state->w; x++) {
259 debug(("%d", POSSIBLES(state, 1, x, y)));
262 for (x = 0; x < state->w; x++) {
263 debug(("%d", POSSIBLES(state, 0, x, y)));
268 for (y = 0; y < state->h; y++) {
269 for (x = 0; x < state->w; x++) {
270 debug(("%d", MAXIMUM(state, 1, x, y)));
273 for (x = 0; x < state->w; x++) {
274 debug(("%d", MAXIMUM(state, 0, x, y)));
281 static void island_set_surrounds(struct island *is)
283 assert(INGRID(is->state,is->x,is->y));
284 is->adj.npoints = is->adj.nislands = 0;
285 #define ADDPOINT(cond,ddx,ddy) do {\
287 is->adj.points[is->adj.npoints].x = is->x+(ddx); \
288 is->adj.points[is->adj.npoints].y = is->y+(ddy); \
289 is->adj.points[is->adj.npoints].dx = (ddx); \
290 is->adj.points[is->adj.npoints].dy = (ddy); \
291 is->adj.points[is->adj.npoints].off = 0; \
294 ADDPOINT(is->x > 0, -1, 0);
295 ADDPOINT(is->x < (is->state->w-1), +1, 0);
296 ADDPOINT(is->y > 0, 0, -1);
297 ADDPOINT(is->y < (is->state->h-1), 0, +1);
300 static void island_find_orthogonal(struct island *is)
302 /* fills in the rest of the 'surrounds' structure, assuming
303 * all other islands are now in place. */
304 int i, x, y, dx, dy, off;
306 is->adj.nislands = 0;
307 for (i = 0; i < is->adj.npoints; i++) {
308 dx = is->adj.points[i].dx;
309 dy = is->adj.points[i].dy;
313 is->adj.points[i].off = 0;
314 while (INGRID(is->state, x, y)) {
315 if (GRID(is->state, x, y) & G_ISLAND) {
316 is->adj.points[i].off = off;
318 /*debug(("island (%d,%d) has orth is. %d*(%d,%d) away at (%d,%d).\n",
319 is->x, is->y, off, dx, dy,
320 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i)));*/
323 off++; x += dx; y += dy;
330 static int island_hasbridge(struct island *is, int direction)
332 int x = is->adj.points[direction].x;
333 int y = is->adj.points[direction].y;
334 grid_type gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV;
336 if (GRID(is->state, x, y) & gline) return 1;
340 static struct island *island_find_connection(struct island *is, int adjpt)
344 assert(adjpt < is->adj.npoints);
345 if (!is->adj.points[adjpt].off) return NULL;
346 if (!island_hasbridge(is, adjpt)) return NULL;
348 is_r = INDEX(is->state, gridi,
349 ISLAND_ORTHX(is, adjpt), ISLAND_ORTHY(is, adjpt));
355 static struct island *island_add(game_state *state, int x, int y, int count)
360 assert(!(GRID(state,x,y) & G_ISLAND));
361 GRID(state,x,y) |= G_ISLAND;
364 if (state->n_islands > state->n_islands_alloc) {
365 state->n_islands_alloc = state->n_islands * 2;
367 sresize(state->islands, state->n_islands_alloc, struct island);
370 is = &state->islands[state->n_islands-1];
372 memset(is, 0, sizeof(struct island));
377 island_set_surrounds(is);
380 fixup_islands_for_realloc(state);
382 INDEX(state, gridi, x, y) = is;
388 /* n = -1 means 'flip NOLINE flags [and set line to 0].' */
389 static void island_join(struct island *i1, struct island *i2, int n, int is_max)
391 game_state *state = i1->state;
394 assert(i1->state == i2->state);
395 assert(n >= -1 && n <= i1->state->maxb);
397 if (i1->x == i2->x) {
400 s = i1->y+1; e = i2->y-1;
402 s = i2->y+1; e = i1->y-1;
404 for (y = s; y <= e; y++) {
406 INDEX(state,maxv,x,y) = n;
409 GRID(state,x,y) ^= G_NOLINEV;
411 GRID(state,x,y) &= ~G_LINEV;
413 GRID(state,x,y) |= G_LINEV;
414 INDEX(state,lines,x,y) = n;
418 } else if (i1->y == i2->y) {
421 s = i1->x+1; e = i2->x-1;
423 s = i2->x+1; e = i1->x-1;
425 for (x = s; x <= e; x++) {
427 INDEX(state,maxh,x,y) = n;
430 GRID(state,x,y) ^= G_NOLINEH;
432 GRID(state,x,y) &= ~G_LINEH;
434 GRID(state,x,y) |= G_LINEH;
435 INDEX(state,lines,x,y) = n;
440 assert(!"island_join: islands not orthogonal.");
444 /* Counts the number of bridges currently attached to the island. */
445 static int island_countbridges(struct island *is)
449 for (i = 0; i < is->adj.npoints; i++) {
450 c += GRIDCOUNT(is->state,
451 is->adj.points[i].x, is->adj.points[i].y,
452 is->adj.points[i].dx ? G_LINEH : G_LINEV);
454 /*debug(("island count for (%d,%d) is %d.\n", is->x, is->y, c));*/
458 static int island_adjspace(struct island *is, int marks, int missing,
461 int x, y, poss, curr, dx;
462 grid_type gline, mline;
464 x = is->adj.points[direction].x;
465 y = is->adj.points[direction].y;
466 dx = is->adj.points[direction].dx;
467 gline = dx ? G_LINEH : G_LINEV;
470 mline = dx ? G_MARKH : G_MARKV;
471 if (GRID(is->state,x,y) & mline) return 0;
473 poss = POSSIBLES(is->state, dx, x, y);
474 poss = min(poss, missing);
476 curr = GRIDCOUNT(is->state, x, y, gline);
477 poss = min(poss, MAXIMUM(is->state, dx, x, y) - curr);
482 /* Counts the number of bridge spaces left around the island;
483 * expects the possibles to be up-to-date. */
484 static int island_countspaces(struct island *is, int marks)
486 int i, c = 0, missing;
488 missing = is->count - island_countbridges(is);
489 if (missing < 0) return 0;
491 for (i = 0; i < is->adj.npoints; i++) {
492 c += island_adjspace(is, marks, missing, i);
497 static int island_isadj(struct island *is, int direction)
500 grid_type gline, mline;
502 x = is->adj.points[direction].x;
503 y = is->adj.points[direction].y;
505 mline = is->adj.points[direction].dx ? G_MARKH : G_MARKV;
506 gline = is->adj.points[direction].dx ? G_LINEH : G_LINEV;
507 if (GRID(is->state, x, y) & mline) {
508 /* If we're marked (i.e. the thing to attach to is complete)
509 * only count an adjacency if we're already attached. */
510 return GRIDCOUNT(is->state, x, y, gline);
512 /* If we're unmarked, count possible adjacency iff it's
513 * flagged as POSSIBLE. */
514 return POSSIBLES(is->state, is->adj.points[direction].dx, x, y);
519 /* Counts the no. of possible adjacent islands (including islands
520 * we're already connected to). */
521 static int island_countadj(struct island *is)
525 for (i = 0; i < is->adj.npoints; i++) {
526 if (island_isadj(is, i)) nadj++;
531 static void island_togglemark(struct island *is)
534 struct island *is_loop;
536 /* mark the island... */
537 GRID(is->state, is->x, is->y) ^= G_MARK;
539 /* ...remove all marks on non-island squares... */
540 for (x = 0; x < is->state->w; x++) {
541 for (y = 0; y < is->state->h; y++) {
542 if (!(GRID(is->state, x, y) & G_ISLAND))
543 GRID(is->state, x, y) &= ~G_MARK;
547 /* ...and add marks to squares around marked islands. */
548 for (i = 0; i < is->state->n_islands; i++) {
549 is_loop = &is->state->islands[i];
550 if (!(GRID(is_loop->state, is_loop->x, is_loop->y) & G_MARK))
553 for (j = 0; j < is_loop->adj.npoints; j++) {
554 /* if this direction takes us to another island, mark all
555 * squares between the two islands. */
556 if (!is_loop->adj.points[j].off) continue;
557 assert(is_loop->adj.points[j].off > 1);
558 for (o = 1; o < is_loop->adj.points[j].off; o++) {
560 is_loop->x + is_loop->adj.points[j].dx*o,
561 is_loop->y + is_loop->adj.points[j].dy*o) |=
562 is_loop->adj.points[j].dy ? G_MARKV : G_MARKH;
568 static int island_impossible(struct island *is, int strict)
570 int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
572 struct island *is_orth;
575 debug(("island at (%d,%d) impossible because full.\n", is->x, is->y));
576 return 1; /* too many bridges */
577 } else if ((curr + island_countspaces(is, 0)) < is->count) {
578 debug(("island at (%d,%d) impossible because not enough spaces.\n", is->x, is->y));
579 return 1; /* impossible to create enough bridges */
580 } else if (strict && curr < is->count) {
581 debug(("island at (%d,%d) impossible because locked.\n", is->x, is->y));
582 return 1; /* not enough bridges and island is locked */
585 /* Count spaces in surrounding islands. */
587 for (i = 0; i < is->adj.npoints; i++) {
588 int ifree, dx = is->adj.points[i].dx;
590 if (!is->adj.points[i].off) continue;
591 poss = POSSIBLES(is->state, dx,
592 is->adj.points[i].x, is->adj.points[i].y);
593 if (poss == 0) continue;
594 is_orth = INDEX(is->state, gridi,
595 ISLAND_ORTHX(is,i), ISLAND_ORTHY(is,i));
598 ifree = is_orth->count - island_countbridges(is_orth);
601 * ifree is the number of bridges unfilled in the other
602 * island, which is clearly an upper bound on the number
603 * of extra bridges this island may run to it.
605 * Another upper bound is the number of bridges unfilled
606 * on the specific line between here and there. We must
607 * take the minimum of both.
609 int bmax = MAXIMUM(is->state, dx,
610 is->adj.points[i].x, is->adj.points[i].y);
611 int bcurr = GRIDCOUNT(is->state,
612 is->adj.points[i].x, is->adj.points[i].y,
613 dx ? G_LINEH : G_LINEV);
614 assert(bcurr <= bmax);
615 nsurrspc += min(ifree, bmax - bcurr);
618 if (nsurrspc < nspc) {
619 debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
620 is->x, is->y, nsurrspc, nspc));
621 return 1; /* not enough spaces around surrounding islands to fill this one. */
627 /* --- Game parameter functions --- */
629 #define DEFAULT_PRESET 0
631 const struct game_params bridges_presets[] = {
632 { 7, 7, 2, 30, 10, 1, 0 },
633 { 7, 7, 2, 30, 10, 1, 1 },
634 { 7, 7, 2, 30, 10, 1, 2 },
635 { 10, 10, 2, 30, 10, 1, 0 },
636 { 10, 10, 2, 30, 10, 1, 1 },
637 { 10, 10, 2, 30, 10, 1, 2 },
638 { 15, 15, 2, 30, 10, 1, 0 },
639 { 15, 15, 2, 30, 10, 1, 1 },
640 { 15, 15, 2, 30, 10, 1, 2 },
643 static game_params *default_params(void)
645 game_params *ret = snew(game_params);
646 *ret = bridges_presets[DEFAULT_PRESET];
651 static int game_fetch_preset(int i, char **name, game_params **params)
656 if (i < 0 || i >= lenof(bridges_presets))
659 ret = default_params();
660 *ret = bridges_presets[i];
663 sprintf(buf, "%dx%d %s", ret->w, ret->h,
664 ret->difficulty == 0 ? "easy" :
665 ret->difficulty == 1 ? "medium" : "hard");
671 static void free_params(game_params *params)
676 static game_params *dup_params(const game_params *params)
678 game_params *ret = snew(game_params);
679 *ret = *params; /* structure copy */
683 #define EATNUM(x) do { \
684 (x) = atoi(string); \
685 while (*string && isdigit((unsigned char)*string)) string++; \
688 static void decode_params(game_params *params, char const *string)
691 params->h = params->w;
692 if (*string == 'x') {
696 if (*string == 'i') {
698 EATNUM(params->islands);
700 if (*string == 'e') {
702 EATNUM(params->expansion);
704 if (*string == 'm') {
706 EATNUM(params->maxb);
708 params->allowloops = 1;
709 if (*string == 'L') {
711 params->allowloops = 0;
713 if (*string == 'd') {
715 EATNUM(params->difficulty);
719 static char *encode_params(const game_params *params, int full)
724 sprintf(buf, "%dx%di%de%dm%d%sd%d",
725 params->w, params->h, params->islands, params->expansion,
726 params->maxb, params->allowloops ? "" : "L",
729 sprintf(buf, "%dx%dm%d%s", params->w, params->h,
730 params->maxb, params->allowloops ? "" : "L");
735 static config_item *game_configure(const game_params *params)
740 ret = snewn(8, config_item);
742 ret[0].name = "Width";
743 ret[0].type = C_STRING;
744 sprintf(buf, "%d", params->w);
745 ret[0].sval = dupstr(buf);
748 ret[1].name = "Height";
749 ret[1].type = C_STRING;
750 sprintf(buf, "%d", params->h);
751 ret[1].sval = dupstr(buf);
754 ret[2].name = "Difficulty";
755 ret[2].type = C_CHOICES;
756 ret[2].sval = ":Easy:Medium:Hard";
757 ret[2].ival = params->difficulty;
759 ret[3].name = "Allow loops";
760 ret[3].type = C_BOOLEAN;
762 ret[3].ival = params->allowloops;
764 ret[4].name = "Max. bridges per direction";
765 ret[4].type = C_CHOICES;
766 ret[4].sval = ":1:2:3:4"; /* keep up-to-date with MAX_BRIDGES */
767 ret[4].ival = params->maxb - 1;
769 ret[5].name = "%age of island squares";
770 ret[5].type = C_CHOICES;
771 ret[5].sval = ":5%:10%:15%:20%:25%:30%";
772 ret[5].ival = (params->islands / 5)-1;
774 ret[6].name = "Expansion factor (%age)";
775 ret[6].type = C_CHOICES;
776 ret[6].sval = ":0%:10%:20%:30%:40%:50%:60%:70%:80%:90%:100%";
777 ret[6].ival = params->expansion / 10;
787 static game_params *custom_params(const config_item *cfg)
789 game_params *ret = snew(game_params);
791 ret->w = atoi(cfg[0].sval);
792 ret->h = atoi(cfg[1].sval);
793 ret->difficulty = cfg[2].ival;
794 ret->allowloops = cfg[3].ival;
795 ret->maxb = cfg[4].ival + 1;
796 ret->islands = (cfg[5].ival + 1) * 5;
797 ret->expansion = cfg[6].ival * 10;
802 static char *validate_params(const game_params *params, int full)
804 if (params->w < 3 || params->h < 3)
805 return "Width and height must be at least 3";
806 if (params->maxb < 1 || params->maxb > MAX_BRIDGES)
807 return "Too many bridges.";
809 if (params->islands <= 0 || params->islands > 30)
810 return "%age of island squares must be between 1% and 30%";
811 if (params->expansion < 0 || params->expansion > 100)
812 return "Expansion factor must be between 0 and 100";
817 /* --- Game encoding and differences --- */
819 static char *encode_game(game_state *state)
822 int wh = state->w*state->h, run, x, y;
825 ret = snewn(wh + 1, char);
828 for (y = 0; y < state->h; y++) {
829 for (x = 0; x < state->w; x++) {
830 is = INDEX(state, gridi, x, y);
833 *p++ = ('a'-1) + run;
837 *p++ = '0' + is->count;
839 *p++ = 'A' + (is->count - 10);
842 *p++ = ('a'-1) + run;
850 *p++ = ('a'-1) + run;
854 assert(p - ret <= wh);
859 static char *game_state_diff(const game_state *src, const game_state *dest)
861 int movesize = 256, movelen = 0;
862 char *move = snewn(movesize, char), buf[80];
864 grid_type gline, nline;
865 struct island *is_s, *is_d, *is_orth;
867 #define APPEND do { \
868 if (movelen + len >= movesize) { \
869 movesize = movelen + len + 256; \
870 move = sresize(move, movesize, char); \
872 strcpy(move + movelen, buf); \
876 move[movelen++] = 'S';
877 move[movelen] = '\0';
879 assert(src->n_islands == dest->n_islands);
881 for (i = 0; i < src->n_islands; i++) {
882 is_s = &src->islands[i];
883 is_d = &dest->islands[i];
884 assert(is_s->x == is_d->x);
885 assert(is_s->y == is_d->y);
886 assert(is_s->adj.npoints == is_d->adj.npoints); /* more paranoia */
888 for (d = 0; d < is_s->adj.npoints; d++) {
889 if (is_s->adj.points[d].dx == -1 ||
890 is_s->adj.points[d].dy == -1) continue;
892 x = is_s->adj.points[d].x;
893 y = is_s->adj.points[d].y;
894 gline = is_s->adj.points[d].dx ? G_LINEH : G_LINEV;
895 nline = is_s->adj.points[d].dx ? G_NOLINEH : G_NOLINEV;
896 is_orth = INDEX(dest, gridi,
897 ISLAND_ORTHX(is_d, d), ISLAND_ORTHY(is_d, d));
899 if (GRIDCOUNT(src, x, y, gline) != GRIDCOUNT(dest, x, y, gline)) {
901 len = sprintf(buf, ";L%d,%d,%d,%d,%d",
902 is_s->x, is_s->y, is_orth->x, is_orth->y,
903 GRIDCOUNT(dest, x, y, gline));
906 if ((GRID(src,x,y) & nline) != (GRID(dest, x, y) & nline)) {
908 len = sprintf(buf, ";N%d,%d,%d,%d",
909 is_s->x, is_s->y, is_orth->x, is_orth->y);
913 if ((GRID(src, is_s->x, is_s->y) & G_MARK) !=
914 (GRID(dest, is_d->x, is_d->y) & G_MARK)) {
915 len = sprintf(buf, ";M%d,%d", is_s->x, is_s->y);
922 /* --- Game setup and solving utilities --- */
924 /* This function is optimised; a Quantify showed that lots of grid-generation time
925 * (>50%) was spent in here. Hence the IDX() stuff. */
927 static void map_update_possibles(game_state *state)
929 int x, y, s, e, bl, i, np, maxb, w = state->w, idx;
930 struct island *is_s = NULL, *is_f = NULL;
932 /* Run down vertical stripes [un]setting possv... */
933 for (x = 0; x < state->w; x++) {
937 maxb = state->params.maxb; /* placate optimiser */
938 /* Unset possible flags until we find an island. */
939 for (y = 0; y < state->h; y++) {
940 is_s = IDX(state, gridi, idx);
946 IDX(state, possv, idx) = 0;
949 for (; y < state->h; y++) {
950 maxb = min(maxb, IDX(state, maxv, idx));
951 is_f = IDX(state, gridi, idx);
954 np = min(maxb, is_f->count);
957 for (i = s; i <= e; i++) {
958 INDEX(state, possv, x, i) = bl ? 0 : np;
967 if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1;
972 for (i = s; i <= e; i++)
973 INDEX(state, possv, x, i) = 0;
977 /* ...and now do horizontal stripes [un]setting possh. */
978 /* can we lose this clone'n'hack? */
979 for (y = 0; y < state->h; y++) {
983 maxb = state->params.maxb; /* placate optimiser */
984 for (x = 0; x < state->w; x++) {
985 is_s = IDX(state, gridi, idx);
991 IDX(state, possh, idx) = 0;
994 for (; x < state->w; x++) {
995 maxb = min(maxb, IDX(state, maxh, idx));
996 is_f = IDX(state, gridi, idx);
999 np = min(maxb, is_f->count);
1002 for (i = s; i <= e; i++) {
1003 INDEX(state, possh, i, y) = bl ? 0 : np;
1012 if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1;
1017 for (i = s; i <= e; i++)
1018 INDEX(state, possh, i, y) = 0;
1023 static void map_count(game_state *state)
1026 grid_type flag, grid;
1029 for (i = 0; i < state->n_islands; i++) {
1030 is = &state->islands[i];
1032 for (n = 0; n < is->adj.npoints; n++) {
1033 ax = is->adj.points[n].x;
1034 ay = is->adj.points[n].y;
1035 flag = (ax == is->x) ? G_LINEV : G_LINEH;
1036 grid = GRID(state,ax,ay);
1038 is->count += INDEX(state,lines,ax,ay);
1044 static void map_find_orthogonal(game_state *state)
1048 for (i = 0; i < state->n_islands; i++) {
1049 island_find_orthogonal(&state->islands[i]);
1053 struct bridges_neighbour_ctx {
1055 int i, n, neighbours[4];
1057 static int bridges_neighbour(int vertex, void *vctx)
1059 struct bridges_neighbour_ctx *ctx = (struct bridges_neighbour_ctx *)vctx;
1061 game_state *state = ctx->state;
1062 int w = state->w, x = vertex % w, y = vertex / w;
1063 grid_type grid = GRID(state, x, y), gline = grid & G_LINE;
1065 int x1, y1, x2, y2, i;
1067 ctx->i = ctx->n = 0;
1069 is = INDEX(state, gridi, x, y);
1071 for (i = 0; i < is->adj.npoints; i++) {
1072 gline = is->adj.points[i].dx ? G_LINEH : G_LINEV;
1073 if (GRID(state, is->adj.points[i].x,
1074 is->adj.points[i].y) & gline) {
1075 ctx->neighbours[ctx->n++] =
1076 (is->adj.points[i].y * w + is->adj.points[i].x);
1080 if (gline & G_LINEV) {
1087 /* Non-island squares with edges in should never be
1088 * pointing off the edge of the grid. */
1089 assert(INGRID(state, x1, y1));
1090 assert(INGRID(state, x2, y2));
1091 if (GRID(state, x1, y1) & (gline | G_ISLAND))
1092 ctx->neighbours[ctx->n++] = y1 * w + x1;
1093 if (GRID(state, x2, y2) & (gline | G_ISLAND))
1094 ctx->neighbours[ctx->n++] = y2 * w + x2;
1098 if (ctx->i < ctx->n)
1099 return ctx->neighbours[ctx->i++];
1104 static int map_hasloops(game_state *state, int mark)
1107 struct findloopstate *fls;
1108 struct bridges_neighbour_ctx ctx;
1111 fls = findloop_new_state(state->w * state->h);
1113 ret = findloop_run(fls, state->w * state->h, bridges_neighbour, &ctx);
1116 for (y = 0; y < state->h; y++) {
1117 for (x = 0; x < state->w; x++) {
1120 u = y * state->w + x;
1121 for (v = bridges_neighbour(u, &ctx); v >= 0;
1122 v = bridges_neighbour(-1, &ctx))
1123 if (findloop_is_loop_edge(fls, u, v))
1124 GRID(state,x,y) |= G_WARN;
1129 findloop_free_state(fls);
1133 static void map_group(game_state *state)
1135 int i, wh = state->w*state->h, d1, d2;
1137 int *dsf = state->solver->dsf;
1138 struct island *is, *is_join;
1140 /* Initialise dsf. */
1143 /* For each island, find connected islands right or down
1144 * and merge the dsf for the island squares as well as the
1145 * bridge squares. */
1146 for (x = 0; x < state->w; x++) {
1147 for (y = 0; y < state->h; y++) {
1148 GRID(state,x,y) &= ~(G_SWEEP|G_WARN); /* for group_full. */
1150 is = INDEX(state, gridi, x, y);
1153 for (i = 0; i < is->adj.npoints; i++) {
1154 /* only want right/down */
1155 if (is->adj.points[i].dx == -1 ||
1156 is->adj.points[i].dy == -1) continue;
1158 is_join = island_find_connection(is, i);
1159 if (!is_join) continue;
1161 d2 = DINDEX(is_join->x, is_join->y);
1162 if (dsf_canonify(dsf,d1) == dsf_canonify(dsf,d2)) {
1163 ; /* we have a loop. See comment in map_hasloops. */
1164 /* However, we still want to merge all squares joining
1165 * this side-that-makes-a-loop. */
1167 /* merge all squares between island 1 and island 2. */
1168 for (x2 = x; x2 <= is_join->x; x2++) {
1169 for (y2 = y; y2 <= is_join->y; y2++) {
1171 if (d1 != d2) dsf_merge(dsf,d1,d2);
1179 static int map_group_check(game_state *state, int canon, int warn,
1182 int *dsf = state->solver->dsf, nislands = 0;
1183 int x, y, i, allfull = 1;
1186 for (i = 0; i < state->n_islands; i++) {
1187 is = &state->islands[i];
1188 if (dsf_canonify(dsf, DINDEX(is->x,is->y)) != canon) continue;
1190 GRID(state, is->x, is->y) |= G_SWEEP;
1192 if (island_countbridges(is) != is->count)
1195 if (warn && allfull && nislands != state->n_islands) {
1196 /* we're full and this island group isn't the whole set.
1197 * Mark all squares with this dsf canon as ERR. */
1198 for (x = 0; x < state->w; x++) {
1199 for (y = 0; y < state->h; y++) {
1200 if (dsf_canonify(dsf, DINDEX(x,y)) == canon) {
1201 GRID(state,x,y) |= G_WARN;
1207 if (nislands_r) *nislands_r = nislands;
1211 static int map_group_full(game_state *state, int *ngroups_r)
1213 int *dsf = state->solver->dsf, ngroups = 0;
1217 /* NB this assumes map_group (or sth else) has cleared G_SWEEP. */
1219 for (i = 0; i < state->n_islands; i++) {
1220 is = &state->islands[i];
1221 if (GRID(state,is->x,is->y) & G_SWEEP) continue;
1224 if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)),
1229 *ngroups_r = ngroups;
1233 static int map_check(game_state *state)
1237 /* Check for loops, if necessary. */
1238 if (!state->allowloops) {
1239 if (map_hasloops(state, 1))
1243 /* Place islands into island groups and check for early
1244 * satisfied-groups. */
1245 map_group(state); /* clears WARN and SWEEP */
1246 if (map_group_full(state, &ngroups)) {
1247 if (ngroups == 1) return 1;
1252 static void map_clear(game_state *state)
1256 for (x = 0; x < state->w; x++) {
1257 for (y = 0; y < state->h; y++) {
1258 /* clear most flags; might want to be slightly more careful here. */
1259 GRID(state,x,y) &= G_ISLAND;
1264 static void solve_join(struct island *is, int direction, int n, int is_max)
1266 struct island *is_orth;
1267 int d1, d2, *dsf = is->state->solver->dsf;
1268 game_state *state = is->state; /* for DINDEX */
1270 is_orth = INDEX(is->state, gridi,
1271 ISLAND_ORTHX(is, direction),
1272 ISLAND_ORTHY(is, direction));
1274 /*debug(("...joining (%d,%d) to (%d,%d) with %d bridge(s).\n",
1275 is->x, is->y, is_orth->x, is_orth->y, n));*/
1276 island_join(is, is_orth, n, is_max);
1278 if (n > 0 && !is_max) {
1279 d1 = DINDEX(is->x, is->y);
1280 d2 = DINDEX(is_orth->x, is_orth->y);
1281 if (dsf_canonify(dsf, d1) != dsf_canonify(dsf, d2))
1282 dsf_merge(dsf, d1, d2);
1286 static int solve_fillone(struct island *is)
1290 debug(("solve_fillone for island (%d,%d).\n", is->x, is->y));
1292 for (i = 0; i < is->adj.npoints; i++) {
1293 if (island_isadj(is, i)) {
1294 if (island_hasbridge(is, i)) {
1295 /* already attached; do nothing. */;
1297 solve_join(is, i, 1, 0);
1305 static int solve_fill(struct island *is)
1307 /* for each unmarked adjacent, make sure we convert every possible bridge
1308 * to a real one, and then work out the possibles afresh. */
1309 int i, nnew, ncurr, nadded = 0, missing;
1311 debug(("solve_fill for island (%d,%d).\n", is->x, is->y));
1313 missing = is->count - island_countbridges(is);
1314 if (missing < 0) return 0;
1316 /* very like island_countspaces. */
1317 for (i = 0; i < is->adj.npoints; i++) {
1318 nnew = island_adjspace(is, 1, missing, i);
1320 ncurr = GRIDCOUNT(is->state,
1321 is->adj.points[i].x, is->adj.points[i].y,
1322 is->adj.points[i].dx ? G_LINEH : G_LINEV);
1324 solve_join(is, i, nnew + ncurr, 0);
1331 static int solve_island_stage1(struct island *is, int *didsth_r)
1333 int bridges = island_countbridges(is);
1334 int nspaces = island_countspaces(is, 1);
1335 int nadj = island_countadj(is);
1340 /*debug(("island at (%d,%d) filled %d/%d (%d spc) nadj %d\n",
1341 is->x, is->y, bridges, is->count, nspaces, nadj));*/
1342 if (bridges > is->count) {
1343 /* We only ever add bridges when we're sure they fit, or that's
1344 * the only place they can go. If we've added bridges such that
1345 * another island has become wrong, the puzzle must not have had
1347 debug(("...island at (%d,%d) is overpopulated!\n", is->x, is->y));
1349 } else if (bridges == is->count) {
1350 /* This island is full. Make sure it's marked (and update
1351 * possibles if we did). */
1352 if (!(GRID(is->state, is->x, is->y) & G_MARK)) {
1353 debug(("...marking island (%d,%d) as full.\n", is->x, is->y));
1354 island_togglemark(is);
1357 } else if (GRID(is->state, is->x, is->y) & G_MARK) {
1358 debug(("...island (%d,%d) is marked but unfinished!\n",
1360 return 0; /* island has been marked unfinished; no solution from here. */
1362 /* This is the interesting bit; we try and fill in more information
1363 * about this island. */
1364 if (is->count == bridges + nspaces) {
1365 if (solve_fill(is) > 0) didsth = 1;
1366 } else if (is->count > ((nadj-1) * is->state->maxb)) {
1367 /* must have at least one bridge in each possible direction. */
1368 if (solve_fillone(is) > 0) didsth = 1;
1372 map_update_possibles(is->state);
1378 /* returns non-zero if a new line here would cause a loop. */
1379 static int solve_island_checkloop(struct island *is, int direction)
1381 struct island *is_orth;
1382 int *dsf = is->state->solver->dsf, d1, d2;
1383 game_state *state = is->state;
1385 if (is->state->allowloops) return 0; /* don't care anyway */
1386 if (island_hasbridge(is, direction)) return 0; /* already has a bridge */
1387 if (island_isadj(is, direction) == 0) return 0; /* no adj island */
1389 is_orth = INDEX(is->state, gridi,
1390 ISLAND_ORTHX(is,direction),
1391 ISLAND_ORTHY(is,direction));
1392 if (!is_orth) return 0;
1394 d1 = DINDEX(is->x, is->y);
1395 d2 = DINDEX(is_orth->x, is_orth->y);
1396 if (dsf_canonify(dsf, d1) == dsf_canonify(dsf, d2)) {
1397 /* two islands are connected already; don't join them. */
1403 static int solve_island_stage2(struct island *is, int *didsth_r)
1405 int added = 0, removed = 0, navail = 0, nadj, i;
1409 for (i = 0; i < is->adj.npoints; i++) {
1410 if (solve_island_checkloop(is, i)) {
1411 debug(("removing possible loop at (%d,%d) direction %d.\n",
1413 solve_join(is, i, -1, 0);
1414 map_update_possibles(is->state);
1417 navail += island_isadj(is, i);
1418 /*debug(("stage2: navail for (%d,%d) direction (%d,%d) is %d.\n",
1420 is->adj.points[i].dx, is->adj.points[i].dy,
1421 island_isadj(is, i)));*/
1425 /*debug(("island at (%d,%d) navail %d: checking...\n", is->x, is->y, navail));*/
1427 for (i = 0; i < is->adj.npoints; i++) {
1428 if (!island_hasbridge(is, i)) {
1429 nadj = island_isadj(is, i);
1430 if (nadj > 0 && (navail - nadj) < is->count) {
1431 /* we couldn't now complete the island without at
1432 * least one bridge here; put it in. */
1433 /*debug(("nadj %d, navail %d, is->count %d.\n",
1434 nadj, navail, is->count));*/
1435 debug(("island at (%d,%d) direction (%d,%d) must have 1 bridge\n",
1437 is->adj.points[i].dx, is->adj.points[i].dy));
1438 solve_join(is, i, 1, 0);
1440 /*debug_state(is->state);
1441 debug_possibles(is->state);*/
1445 if (added) map_update_possibles(is->state);
1446 if (added || removed) *didsth_r = 1;
1450 static int solve_island_subgroup(struct island *is, int direction)
1452 struct island *is_join;
1453 int nislands, *dsf = is->state->solver->dsf;
1454 game_state *state = is->state;
1456 debug(("..checking subgroups.\n"));
1458 /* if is isn't full, return 0. */
1459 if (island_countbridges(is) < is->count) {
1460 debug(("...orig island (%d,%d) not full.\n", is->x, is->y));
1464 if (direction >= 0) {
1465 is_join = INDEX(state, gridi,
1466 ISLAND_ORTHX(is, direction),
1467 ISLAND_ORTHY(is, direction));
1470 /* if is_join isn't full, return 0. */
1471 if (island_countbridges(is_join) < is_join->count) {
1472 debug(("...dest island (%d,%d) not full.\n",
1473 is_join->x, is_join->y));
1478 /* Check group membership for is->dsf; if it's full return 1. */
1479 if (map_group_check(state, dsf_canonify(dsf, DINDEX(is->x,is->y)),
1481 if (nislands < state->n_islands) {
1482 /* we have a full subgroup that isn't the whole set.
1483 * This isn't allowed. */
1484 debug(("island at (%d,%d) makes full subgroup, disallowing.\n",
1488 debug(("...has finished puzzle.\n"));
1494 static int solve_island_impossible(game_state *state)
1499 /* If any islands are impossible, return 1. */
1500 for (i = 0; i < state->n_islands; i++) {
1501 is = &state->islands[i];
1502 if (island_impossible(is, 0)) {
1503 debug(("island at (%d,%d) has become impossible, disallowing.\n",
1511 /* Bear in mind that this function is really rather inefficient. */
1512 static int solve_island_stage3(struct island *is, int *didsth_r)
1514 int i, n, x, y, missing, spc, curr, maxb, didsth = 0;
1515 int wh = is->state->w * is->state->h;
1516 struct solver_state *ss = is->state->solver;
1520 missing = is->count - island_countbridges(is);
1521 if (missing <= 0) return 1;
1523 for (i = 0; i < is->adj.npoints; i++) {
1524 x = is->adj.points[i].x;
1525 y = is->adj.points[i].y;
1526 spc = island_adjspace(is, 1, missing, i);
1527 if (spc == 0) continue;
1529 curr = GRIDCOUNT(is->state, x, y,
1530 is->adj.points[i].dx ? G_LINEH : G_LINEV);
1531 debug(("island at (%d,%d) s3, trying %d - %d bridges.\n",
1532 is->x, is->y, curr+1, curr+spc));
1534 /* Now we know that this island could have more bridges,
1535 * to bring the total from curr+1 to curr+spc. */
1537 /* We have to squirrel the dsf away and restore it afterwards;
1538 * it is additive only, and can't be removed from. */
1539 memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
1540 for (n = curr+1; n <= curr+spc; n++) {
1541 solve_join(is, i, n, 0);
1542 map_update_possibles(is->state);
1544 if (solve_island_subgroup(is, i) ||
1545 solve_island_impossible(is->state)) {
1547 debug(("island at (%d,%d) d(%d,%d) new max of %d bridges:\n",
1549 is->adj.points[i].dx, is->adj.points[i].dy,
1554 solve_join(is, i, curr, 0); /* put back to before. */
1555 memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
1558 /*debug_state(is->state);*/
1560 debug(("...adding NOLINE.\n"));
1561 solve_join(is, i, -1, 0); /* we can't have any bridges here. */
1563 debug(("...setting maximum\n"));
1564 solve_join(is, i, maxb, 1);
1568 map_update_possibles(is->state);
1571 for (i = 0; i < is->adj.npoints; i++) {
1573 * Now check to see if any currently empty direction must have
1574 * at least one bridge in order to avoid forming an isolated
1575 * subgraph. This differs from the check above in that it
1576 * considers multiple target islands. For example:
1583 * The example on the left can be handled by the above loop:
1584 * it will observe that connecting the central 2 twice to the
1585 * left would form an isolated subgraph, and hence it will
1586 * restrict that 2 to at most one bridge in that direction.
1587 * But the example on the right won't be handled by that loop,
1588 * because the deduction requires us to imagine connecting the
1589 * 3 to _both_ the 1 and 2 at once to form an isolated
1592 * This pass is necessary _as well_ as the above one, because
1593 * neither can do the other's job. In the left one,
1594 * restricting the direction which _would_ cause trouble can
1595 * be done even if it's not yet clear which of the remaining
1596 * directions has to have a compensatory bridge; whereas the
1597 * pass below that can handle the right-hand example does need
1598 * to know what direction to point the necessary bridge in.
1600 * Neither pass can handle the most general case, in which we
1601 * observe that an arbitrary subset of an island's neighbours
1602 * would form an isolated subgraph with it if it connected
1603 * maximally to them, and hence that at least one bridge must
1604 * point to some neighbour outside that subset but we don't
1605 * know which neighbour. To handle that, we'd have to have a
1606 * richer data format for the solver, which could cope with
1607 * recording the idea that at least one of two edges must have
1614 spc = island_adjspace(is, 1, missing, i);
1615 if (spc == 0) continue;
1617 for (j = 0; j < is->adj.npoints; j++)
1618 before[j] = GRIDCOUNT(is->state,
1619 is->adj.points[j].x,
1620 is->adj.points[j].y,
1621 is->adj.points[j].dx ? G_LINEH : G_LINEV);
1622 if (before[i] != 0) continue; /* this idea is pointless otherwise */
1624 memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
1626 for (j = 0; j < is->adj.npoints; j++) {
1627 spc = island_adjspace(is, 1, missing, j);
1628 if (spc == 0) continue;
1629 if (j == i) continue;
1630 solve_join(is, j, before[j] + spc, 0);
1632 map_update_possibles(is->state);
1634 if (solve_island_subgroup(is, -1))
1637 for (j = 0; j < is->adj.npoints; j++)
1638 solve_join(is, j, before[j], 0);
1639 memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
1642 debug(("island at (%d,%d) must connect in direction (%d,%d) to"
1643 " avoid full subgroup.\n",
1644 is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy));
1645 solve_join(is, i, 1, 0);
1649 map_update_possibles(is->state);
1652 if (didsth) *didsth_r = didsth;
1656 #define CONTINUE_IF_FULL do { \
1657 if (GRID(state, is->x, is->y) & G_MARK) { \
1658 /* island full, don't try fixing it */ \
1662 static int solve_sub(game_state *state, int difficulty, int depth)
1670 /* First island iteration: things we can work out by looking at
1671 * properties of the island as a whole. */
1672 for (i = 0; i < state->n_islands; i++) {
1673 is = &state->islands[i];
1674 if (!solve_island_stage1(is, &didsth)) return 0;
1676 if (didsth) continue;
1677 else if (difficulty < 1) break;
1679 /* Second island iteration: thing we can work out by looking at
1680 * properties of individual island connections. */
1681 for (i = 0; i < state->n_islands; i++) {
1682 is = &state->islands[i];
1684 if (!solve_island_stage2(is, &didsth)) return 0;
1686 if (didsth) continue;
1687 else if (difficulty < 2) break;
1689 /* Third island iteration: things we can only work out by looking
1690 * at groups of islands. */
1691 for (i = 0; i < state->n_islands; i++) {
1692 is = &state->islands[i];
1693 if (!solve_island_stage3(is, &didsth)) return 0;
1695 if (didsth) continue;
1696 else if (difficulty < 3) break;
1698 /* If we can be bothered, write a recursive solver to finish here. */
1701 if (map_check(state)) return 1; /* solved it */
1705 static void solve_for_hint(game_state *state)
1708 solve_sub(state, 10, 0);
1711 static int solve_from_scratch(game_state *state, int difficulty)
1715 map_update_possibles(state);
1716 return solve_sub(state, difficulty, 0);
1719 /* --- New game functions --- */
1721 static game_state *new_state(const game_params *params)
1723 game_state *ret = snew(game_state);
1724 int wh = params->w * params->h, i;
1728 ret->allowloops = params->allowloops;
1729 ret->maxb = params->maxb;
1730 ret->params = *params;
1732 ret->grid = snewn(wh, grid_type);
1733 memset(ret->grid, 0, GRIDSZ(ret));
1735 ret->wha = snewn(wh*N_WH_ARRAYS, char);
1736 memset(ret->wha, 0, wh*N_WH_ARRAYS*sizeof(char));
1738 ret->possv = ret->wha;
1739 ret->possh = ret->wha + wh;
1740 ret->lines = ret->wha + wh*2;
1741 ret->maxv = ret->wha + wh*3;
1742 ret->maxh = ret->wha + wh*4;
1744 memset(ret->maxv, ret->maxb, wh*sizeof(char));
1745 memset(ret->maxh, ret->maxb, wh*sizeof(char));
1747 ret->islands = NULL;
1749 ret->n_islands_alloc = 0;
1751 ret->gridi = snewn(wh, struct island *);
1752 for (i = 0; i < wh; i++) ret->gridi[i] = NULL;
1754 ret->solved = ret->completed = 0;
1756 ret->solver = snew(struct solver_state);
1757 ret->solver->dsf = snew_dsf(wh);
1758 ret->solver->tmpdsf = snewn(wh, int);
1760 ret->solver->refcount = 1;
1765 static game_state *dup_game(const game_state *state)
1767 game_state *ret = snew(game_state);
1768 int wh = state->w*state->h;
1772 ret->allowloops = state->allowloops;
1773 ret->maxb = state->maxb;
1774 ret->params = state->params;
1776 ret->grid = snewn(wh, grid_type);
1777 memcpy(ret->grid, state->grid, GRIDSZ(ret));
1779 ret->wha = snewn(wh*N_WH_ARRAYS, char);
1780 memcpy(ret->wha, state->wha, wh*N_WH_ARRAYS*sizeof(char));
1782 ret->possv = ret->wha;
1783 ret->possh = ret->wha + wh;
1784 ret->lines = ret->wha + wh*2;
1785 ret->maxv = ret->wha + wh*3;
1786 ret->maxh = ret->wha + wh*4;
1788 ret->islands = snewn(state->n_islands, struct island);
1789 memcpy(ret->islands, state->islands, state->n_islands * sizeof(struct island));
1790 ret->n_islands = ret->n_islands_alloc = state->n_islands;
1792 ret->gridi = snewn(wh, struct island *);
1793 fixup_islands_for_realloc(ret);
1795 ret->solved = state->solved;
1796 ret->completed = state->completed;
1798 ret->solver = state->solver;
1799 ret->solver->refcount++;
1804 static void free_game(game_state *state)
1806 if (--state->solver->refcount <= 0) {
1807 sfree(state->solver->dsf);
1808 sfree(state->solver->tmpdsf);
1809 sfree(state->solver);
1812 sfree(state->islands);
1813 sfree(state->gridi);
1821 #define MAX_NEWISLAND_TRIES 50
1822 #define MIN_SENSIBLE_ISLANDS 3
1824 #define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
1826 static char *new_game_desc(const game_params *params, random_state *rs,
1827 char **aux, int interactive)
1829 game_state *tobuild = NULL;
1830 int i, j, wh = params->w * params->h, x, y, dx, dy;
1831 int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
1832 int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
1833 struct island *is, *is2;
1835 unsigned int echeck;
1837 /* pick a first island position randomly. */
1839 if (tobuild) free_game(tobuild);
1840 tobuild = new_state(params);
1842 x = random_upto(rs, params->w);
1843 y = random_upto(rs, params->h);
1844 island_add(tobuild, x, y, 0);
1847 debug(("Created initial island at (%d,%d).\n", x, y));
1849 while (ni_curr < ni_req) {
1850 /* Pick a random island to try and extend from. */
1851 i = random_upto(rs, tobuild->n_islands);
1852 is = &tobuild->islands[i];
1854 /* Pick a random direction to extend in. */
1855 j = random_upto(rs, is->adj.npoints);
1856 dx = is->adj.points[j].x - is->x;
1857 dy = is->adj.points[j].y - is->y;
1859 /* Find out limits of where we could put a new island. */
1861 minx = is->x + 2*dx; miny = is->y + 2*dy; /* closest is 2 units away. */
1862 x = is->x+dx; y = is->y+dy;
1863 if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) {
1864 /* already a line next to the island, continue. */
1868 if (x < 0 || x >= params->w || y < 0 || y >= params->h) {
1869 /* got past the edge; put a possible at the island
1871 maxx = x-dx; maxy = y-dy;
1874 if (GRID(tobuild,x,y) & G_ISLAND) {
1875 /* could join up to an existing island... */
1876 joinx = x; joiny = y;
1877 /* ... or make a new one 2 spaces away. */
1878 maxx = x - 2*dx; maxy = y - 2*dy;
1880 } else if (GRID(tobuild,x,y) & (G_LINEV|G_LINEH)) {
1881 /* could make a new one 1 space away from the line. */
1882 maxx = x - dx; maxy = y - dy;
1889 debug(("Island at (%d,%d) with d(%d,%d) has new positions "
1890 "(%d,%d) -> (%d,%d), join (%d,%d).\n",
1891 is->x, is->y, dx, dy, minx, miny, maxx, maxy, joinx, joiny));
1892 /* Now we know where we could either put a new island
1893 * (between min and max), or (if loops are allowed) could join on
1894 * to an existing island (at join). */
1895 if (params->allowloops && joinx != -1 && joiny != -1) {
1896 if (random_upto(rs, 100) < (unsigned long)params->expansion) {
1897 is2 = INDEX(tobuild, gridi, joinx, joiny);
1898 debug(("Joining island at (%d,%d) to (%d,%d).\n",
1899 is->x, is->y, is2->x, is2->y));
1903 diffx = (maxx - minx) * dx;
1904 diffy = (maxy - miny) * dy;
1905 if (diffx < 0 || diffy < 0) goto bad;
1906 if (random_upto(rs,100) < (unsigned long)params->expansion) {
1907 newx = maxx; newy = maxy;
1908 debug(("Creating new island at (%d,%d) (expanded).\n", newx, newy));
1910 newx = minx + random_upto(rs,diffx+1)*dx;
1911 newy = miny + random_upto(rs,diffy+1)*dy;
1912 debug(("Creating new island at (%d,%d).\n", newx, newy));
1914 /* check we're not next to island in the other orthogonal direction. */
1915 if ((INGRID(tobuild,newx+dy,newy+dx) && (GRID(tobuild,newx+dy,newy+dx) & G_ISLAND)) ||
1916 (INGRID(tobuild,newx-dy,newy-dx) && (GRID(tobuild,newx-dy,newy-dx) & G_ISLAND))) {
1917 debug(("New location is adjacent to island, skipping.\n"));
1920 is2 = island_add(tobuild, newx, newy, 0);
1921 /* Must get is again at this point; the array might have
1922 * been realloced by island_add... */
1923 is = &tobuild->islands[i]; /* ...but order will not change. */
1925 ni_curr++; ni_bad = 0;
1927 island_join(is, is2, random_upto(rs, tobuild->maxb)+1, 0);
1928 debug_state(tobuild);
1933 if (ni_bad > MAX_NEWISLAND_TRIES) {
1934 debug(("Unable to create any new islands after %d tries; "
1935 "created %d [%d%%] (instead of %d [%d%%] requested).\n",
1936 MAX_NEWISLAND_TRIES,
1937 ni_curr, ni_curr * 100 / wh,
1938 ni_req, ni_req * 100 / wh));
1945 debug(("Only generated one island (!), retrying.\n"));
1948 /* Check we have at least one island on each extremity of the grid. */
1950 for (x = 0; x < params->w; x++) {
1951 if (INDEX(tobuild, gridi, x, 0)) echeck |= 1;
1952 if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2;
1954 for (y = 0; y < params->h; y++) {
1955 if (INDEX(tobuild, gridi, 0, y)) echeck |= 4;
1956 if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8;
1959 debug(("Generated grid doesn't fill to sides, retrying.\n"));
1964 map_find_orthogonal(tobuild);
1966 if (params->difficulty > 0) {
1967 if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
1968 (solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
1969 debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
1970 params->difficulty-1));
1975 if (solve_from_scratch(tobuild, params->difficulty) == 0) {
1976 debug(("Grid not solvable at difficulty %d, (too hard); retrying.\n",
1977 params->difficulty));
1981 /* ... tobuild is now solved. We rely on this making the diff for aux. */
1982 debug_state(tobuild);
1983 ret = encode_game(tobuild);
1985 game_state *clean = dup_game(tobuild);
1987 map_update_possibles(clean);
1988 *aux = game_state_diff(clean, tobuild);
1996 static char *validate_desc(const game_params *params, const char *desc)
1998 int i, wh = params->w * params->h;
2000 for (i = 0; i < wh; i++) {
2001 if (*desc >= '1' && *desc <= '9')
2003 else if (*desc >= 'a' && *desc <= 'z')
2004 i += *desc - 'a'; /* plus the i++ */
2005 else if (*desc >= 'A' && *desc <= 'G')
2007 else if (*desc == 'V' || *desc == 'W' ||
2008 *desc == 'X' || *desc == 'Y' ||
2009 *desc == 'H' || *desc == 'I' ||
2010 *desc == 'J' || *desc == 'K')
2013 return "Game description shorter than expected";
2015 return "Game description contains unexpected character";
2018 if (*desc || i > wh)
2019 return "Game description longer than expected";
2024 static game_state *new_game_sub(const game_params *params, const char *desc)
2026 game_state *state = new_state(params);
2029 debug(("new_game[_sub]: desc = '%s'.\n", desc));
2031 for (y = 0; y < params->h; y++) {
2032 for (x = 0; x < params->w; x++) {
2038 if (c >= 'a' && c <= 'z')
2048 case '1': case '2': case '3': case '4':
2049 case '5': case '6': case '7': case '8': case '9':
2050 island_add(state, x, y, (c - '0'));
2053 case 'A': case 'B': case 'C': case 'D':
2054 case 'E': case 'F': case 'G':
2055 island_add(state, x, y, (c - 'A') + 10);
2063 assert(!"Malformed desc.");
2068 if (*desc) assert(!"Over-long desc.");
2070 map_find_orthogonal(state);
2071 map_update_possibles(state);
2076 static game_state *new_game(midend *me, const game_params *params,
2079 return new_game_sub(params, desc);
2083 int dragx_src, dragy_src; /* source; -1 means no drag */
2084 int dragx_dst, dragy_dst; /* src's closest orth island. */
2086 int dragging, drag_is_noline, nlines;
2088 int cur_x, cur_y, cur_visible; /* cursor position */
2092 static char *ui_cancel_drag(game_ui *ui)
2094 ui->dragx_src = ui->dragy_src = -1;
2095 ui->dragx_dst = ui->dragy_dst = -1;
2100 static game_ui *new_ui(const game_state *state)
2102 game_ui *ui = snew(game_ui);
2104 ui->cur_x = state->islands[0].x;
2105 ui->cur_y = state->islands[0].y;
2106 ui->cur_visible = 0;
2111 static void free_ui(game_ui *ui)
2116 static char *encode_ui(const game_ui *ui)
2121 static void decode_ui(game_ui *ui, const char *encoding)
2125 static void game_changed_state(game_ui *ui, const game_state *oldstate,
2126 const game_state *newstate)
2130 struct game_drawstate {
2133 unsigned long *grid, *newgrid;
2135 int started, dragging;
2139 * The contents of ds->grid are complicated, because of the circular
2140 * islands which overlap their own grid square into neighbouring
2141 * squares. An island square can contain pieces of the bridges in all
2142 * directions, and conversely a bridge square can be intruded on by
2143 * islands from any direction.
2145 * So we define one group of flags describing what's important about
2146 * an island, and another describing a bridge. Island squares' entries
2147 * in ds->grid contain one of the former and four of the latter; bridge
2148 * squares, four of the former and _two_ of the latter - because a
2149 * horizontal and vertical 'bridge' can cross, when one of them is a
2150 * 'no bridge here' pencil mark.
2152 * Bridge flags need to indicate 0-4 actual bridges (3 bits), a 'no
2153 * bridge' row of crosses, or a grey hint line; that's 7
2154 * possibilities, so 3 bits suffice. But then we also need to vary the
2155 * colours: the bridges can turn COL_WARNING if they're part of a loop
2156 * in no-loops mode, COL_HIGHLIGHT during a victory flash, or
2157 * COL_SELECTED if they're the bridge the user is currently dragging,
2158 * so that's 2 more bits for foreground colour. Also bridges can be
2159 * backed by COL_MARK if they're locked by the user, so that's one
2160 * more bit, making 6 bits per bridge direction.
2162 * Island flags omit the actual island clue (it never changes during
2163 * the game, so doesn't have to be stored in ds->grid to check against
2164 * the previous version), so they just need to include 2 bits for
2165 * foreground colour (an island can be normal, COL_HIGHLIGHT during
2166 * victory, COL_WARNING if its clue is unsatisfiable, or COL_SELECTED
2167 * if it's part of the user's drag) and 2 bits for background (normal,
2168 * COL_MARK for a locked island, COL_CURSOR for the keyboard cursor).
2169 * That's 4 bits per island direction. We must also indicate whether
2170 * no island is present at all (in the case where the island is
2171 * potentially intruding into the side of a line square), which we do
2172 * using the unused 4th value of the background field.
2174 * So an island square needs 4 + 4*6 = 28 bits, while a bridge square
2175 * needs 4*4 + 2*6 = 28 bits too. Both only just fit in 32 bits, which
2176 * is handy, because otherwise we'd have to faff around forever with
2179 /* Flags for line data */
2180 #define DL_COUNTMASK 0x07
2181 #define DL_COUNT_CROSS 0x06
2182 #define DL_COUNT_HINT 0x07
2183 #define DL_COLMASK 0x18
2184 #define DL_COL_NORMAL 0x00
2185 #define DL_COL_WARNING 0x08
2186 #define DL_COL_FLASH 0x10
2187 #define DL_COL_SELECTED 0x18
2188 #define DL_LOCK 0x20
2189 #define DL_MASK 0x3F
2190 /* Flags for island data */
2191 #define DI_COLMASK 0x03
2192 #define DI_COL_NORMAL 0x00
2193 #define DI_COL_FLASH 0x01
2194 #define DI_COL_WARNING 0x02
2195 #define DI_COL_SELECTED 0x03
2196 #define DI_BGMASK 0x0C
2197 #define DI_BG_NO_ISLAND 0x00
2198 #define DI_BG_NORMAL 0x04
2199 #define DI_BG_MARK 0x08
2200 #define DI_BG_CURSOR 0x0C
2201 #define DI_MASK 0x0F
2202 /* Shift counts for the format of a 32-bit word in an island square */
2203 #define D_I_ISLAND_SHIFT 0
2204 #define D_I_LINE_SHIFT_L 4
2205 #define D_I_LINE_SHIFT_R 10
2206 #define D_I_LINE_SHIFT_U 16
2207 #define D_I_LINE_SHIFT_D 24
2208 /* Shift counts for the format of a 32-bit word in a line square */
2209 #define D_L_ISLAND_SHIFT_L 0
2210 #define D_L_ISLAND_SHIFT_R 4
2211 #define D_L_ISLAND_SHIFT_U 8
2212 #define D_L_ISLAND_SHIFT_D 12
2213 #define D_L_LINE_SHIFT_H 16
2214 #define D_L_LINE_SHIFT_V 22
2216 static char *update_drag_dst(const game_state *state, game_ui *ui,
2217 const game_drawstate *ds, int nx, int ny)
2219 int ox, oy, dx, dy, i, currl, maxb;
2221 grid_type gtype, ntype, mtype, curr;
2223 if (ui->dragx_src == -1 || ui->dragy_src == -1) return NULL;
2228 /* work out which of the four directions we're closest to... */
2229 ox = COORD(ui->dragx_src) + TILE_SIZE/2;
2230 oy = COORD(ui->dragy_src) + TILE_SIZE/2;
2232 if (abs(nx-ox) < abs(ny-oy)) {
2234 dy = (ny-oy) < 0 ? -1 : 1;
2235 gtype = G_LINEV; ntype = G_NOLINEV; mtype = G_MARKV;
2236 maxb = INDEX(state, maxv, ui->dragx_src+dx, ui->dragy_src+dy);
2239 dx = (nx-ox) < 0 ? -1 : 1;
2240 gtype = G_LINEH; ntype = G_NOLINEH; mtype = G_MARKH;
2241 maxb = INDEX(state, maxh, ui->dragx_src+dx, ui->dragy_src+dy);
2243 if (ui->drag_is_noline) {
2246 curr = GRID(state, ui->dragx_src+dx, ui->dragy_src+dy);
2247 currl = INDEX(state, lines, ui->dragx_src+dx, ui->dragy_src+dy);
2250 if (currl == maxb) {
2255 ui->nlines = currl + 1;
2263 /* ... and see if there's an island off in that direction. */
2264 is = INDEX(state, gridi, ui->dragx_src, ui->dragy_src);
2265 for (i = 0; i < is->adj.npoints; i++) {
2266 if (is->adj.points[i].off == 0) continue;
2267 curr = GRID(state, is->x+dx, is->y+dy);
2268 if (curr & mtype) continue; /* don't allow changes to marked lines. */
2269 if (ui->drag_is_noline) {
2270 if (curr & gtype) continue; /* no no-line where already a line */
2272 if (POSSIBLES(state, dx, is->x+dx, is->y+dy) == 0) continue; /* no line if !possible. */
2273 if (curr & ntype) continue; /* can't have a bridge where there's a no-line. */
2276 if (is->adj.points[i].dx == dx &&
2277 is->adj.points[i].dy == dy) {
2278 ui->dragx_dst = ISLAND_ORTHX(is,i);
2279 ui->dragy_dst = ISLAND_ORTHY(is,i);
2282 /*debug(("update_drag src (%d,%d) d(%d,%d) dst (%d,%d)\n",
2283 ui->dragx_src, ui->dragy_src, dx, dy,
2284 ui->dragx_dst, ui->dragy_dst));*/
2288 static char *finish_drag(const game_state *state, game_ui *ui)
2292 if (ui->dragx_src == -1 || ui->dragy_src == -1)
2294 if (ui->dragx_dst == -1 || ui->dragy_dst == -1)
2295 return ui_cancel_drag(ui);
2297 if (ui->drag_is_noline) {
2298 sprintf(buf, "N%d,%d,%d,%d",
2299 ui->dragx_src, ui->dragy_src,
2300 ui->dragx_dst, ui->dragy_dst);
2302 sprintf(buf, "L%d,%d,%d,%d,%d",
2303 ui->dragx_src, ui->dragy_src,
2304 ui->dragx_dst, ui->dragy_dst, ui->nlines);
2312 static char *interpret_move(const game_state *state, game_ui *ui,
2313 const game_drawstate *ds,
2314 int x, int y, int button)
2316 int gx = FROMCOORD(x), gy = FROMCOORD(y);
2318 grid_type ggrid = INGRID(state,gx,gy) ? GRID(state,gx,gy) : 0;
2319 int shift = button & MOD_SHFT, control = button & MOD_CTRL;
2320 button &= ~MOD_MASK;
2322 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2323 if (!INGRID(state, gx, gy)) return NULL;
2324 ui->cur_visible = 0;
2325 if (ggrid & G_ISLAND) {
2330 return ui_cancel_drag(ui);
2331 } else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
2332 if (INGRID(state, ui->dragx_src, ui->dragy_src)
2333 && (gx != ui->dragx_src || gy != ui->dragy_src)
2334 && !(GRID(state,ui->dragx_src,ui->dragy_src) & G_MARK)) {
2336 ui->drag_is_noline = (button == RIGHT_DRAG) ? 1 : 0;
2337 return update_drag_dst(state, ui, ds, x, y);
2339 /* cancel a drag when we go back to the starting point */
2344 } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
2346 return finish_drag(state, ui);
2348 if (!INGRID(state, ui->dragx_src, ui->dragy_src)
2349 || gx != ui->dragx_src || gy != ui->dragy_src) {
2350 return ui_cancel_drag(ui);
2353 if (!INGRID(state, gx, gy)) return NULL;
2354 if (!(GRID(state, gx, gy) & G_ISLAND)) return NULL;
2355 sprintf(buf, "M%d,%d", gx, gy);
2358 } else if (button == 'h' || button == 'H') {
2359 game_state *solved = dup_game(state);
2360 solve_for_hint(solved);
2361 ret = game_state_diff(state, solved);
2364 } else if (IS_CURSOR_MOVE(button)) {
2365 ui->cur_visible = 1;
2366 if (control || shift) {
2367 ui->dragx_src = ui->cur_x;
2368 ui->dragy_src = ui->cur_y;
2369 ui->dragging = TRUE;
2370 ui->drag_is_noline = !control;
2373 int nx = ui->cur_x, ny = ui->cur_y;
2375 move_cursor(button, &nx, &ny, state->w, state->h, 0);
2376 if (nx == ui->cur_x && ny == ui->cur_y)
2378 update_drag_dst(state, ui, ds,
2379 COORD(nx)+TILE_SIZE/2,
2380 COORD(ny)+TILE_SIZE/2);
2381 return finish_drag(state, ui);
2383 int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
2384 int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
2385 int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
2386 int dir, orth, nx = x, ny = y;
2388 /* 'orthorder' is a tweak to ensure that if you press RIGHT and
2389 * happen to move upwards, when you press LEFT you then tend
2390 * downwards (rather than upwards again). */
2391 int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
2393 /* This attempts to find an island in the direction you're
2394 * asking for, broadly speaking. If you ask to go right, for
2395 * example, it'll look for islands to the right and slightly
2396 * above or below your current horiz. position, allowing
2397 * further above/below the further away it searches. */
2399 assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
2400 /* currently this is depth-first (so orthogonally-adjacent
2401 * islands across the other side of the grid will be moved to
2402 * before closer islands slightly offset). Swap the order of
2403 * these two loops to change to breadth-first search. */
2404 for (orth = 0; ; orth++) {
2406 for (dir = 1; ; dir++) {
2409 if (orth > dir) continue; /* only search in cone outwards. */
2411 nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
2412 ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
2413 if (INGRID(state, nx, ny)) {
2414 dingrid = oingrid = 1;
2415 if (GRID(state, nx, ny) & G_ISLAND) goto found;
2418 nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
2419 ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
2420 if (INGRID(state, nx, ny)) {
2421 dingrid = oingrid = 1;
2422 if (GRID(state, nx, ny) & G_ISLAND) goto found;
2425 if (!dingrid) break;
2427 if (!oingrid) return "";
2436 } else if (IS_CURSOR_SELECT(button)) {
2437 if (!ui->cur_visible) {
2438 ui->cur_visible = 1;
2441 if (ui->dragging || button == CURSOR_SELECT2) {
2443 if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
2444 sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
2449 grid_type v = GRID(state, ui->cur_x, ui->cur_y);
2452 ui->dragx_src = ui->cur_x;
2453 ui->dragy_src = ui->cur_y;
2454 ui->dragx_dst = ui->dragy_dst = -1;
2455 ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
2459 } else if ((button >= '0' && button <= '9') ||
2460 (button >= 'a' && button <= 'f') ||
2461 (button >= 'A' && button <= 'F')) {
2462 /* jump to island with .count == number closest to cur_{x,y} */
2463 int best_x = -1, best_y = -1, best_sqdist = -1, number = -1, i;
2465 if (button >= '0' && button <= '9')
2466 number = (button == '0' ? 16 : button - '0');
2467 else if (button >= 'a' && button <= 'f')
2468 number = 10 + button - 'a';
2469 else if (button >= 'A' && button <= 'F')
2470 number = 10 + button - 'A';
2472 if (!ui->cur_visible) {
2473 ui->cur_visible = 1;
2477 for (i = 0; i < state->n_islands; ++i) {
2478 int x = state->islands[i].x, y = state->islands[i].y;
2479 int dx = x - ui->cur_x, dy = y - ui->cur_y;
2480 int sqdist = dx*dx + dy*dy;
2482 if (state->islands[i].count != number)
2484 if (x == ui->cur_x && y == ui->cur_y)
2487 /* new_game() reads the islands in row-major order, so by
2488 * breaking ties in favor of `first in state->islands' we
2489 * also break ties by `lexicographically smallest (y, x)'.
2490 * Thus, there's a stable pattern to how ties are broken
2491 * which the user can learn and use to navigate faster. */
2492 if (best_sqdist == -1 || sqdist < best_sqdist) {
2495 best_sqdist = sqdist;
2498 if (best_x != -1 && best_y != -1) {
2504 } else if (button == 'g' || button == 'G') {
2505 ui->show_hints = 1 - ui->show_hints;
2512 static game_state *execute_move(const game_state *state, const char *move)
2514 game_state *ret = dup_game(state);
2515 int x1, y1, x2, y2, nl, n;
2516 struct island *is1, *is2;
2519 debug(("execute_move: %s\n", move));
2521 if (!*move) goto badmove;
2527 } else if (c == 'L') {
2528 if (sscanf(move, "%d,%d,%d,%d,%d%n",
2529 &x1, &y1, &x2, &y2, &nl, &n) != 5)
2531 if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
2533 is1 = INDEX(ret, gridi, x1, y1);
2534 is2 = INDEX(ret, gridi, x2, y2);
2535 if (!is1 || !is2) goto badmove;
2536 if (nl < 0 || nl > state->maxb) goto badmove;
2537 island_join(is1, is2, nl, 0);
2538 } else if (c == 'N') {
2539 if (sscanf(move, "%d,%d,%d,%d%n",
2540 &x1, &y1, &x2, &y2, &n) != 4)
2542 if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
2544 is1 = INDEX(ret, gridi, x1, y1);
2545 is2 = INDEX(ret, gridi, x2, y2);
2546 if (!is1 || !is2) goto badmove;
2547 island_join(is1, is2, -1, 0);
2548 } else if (c == 'M') {
2549 if (sscanf(move, "%d,%d%n",
2552 if (!INGRID(ret, x1, y1))
2554 is1 = INDEX(ret, gridi, x1, y1);
2555 if (!is1) goto badmove;
2556 island_togglemark(is1);
2563 else if (*move) goto badmove;
2566 map_update_possibles(ret);
2567 if (map_check(ret)) {
2568 debug(("Game completed.\n"));
2574 debug(("%s: unrecognised move.\n", move));
2579 static char *solve_game(const game_state *state, const game_state *currstate,
2580 const char *aux, char **error)
2586 debug(("solve_game: aux = %s\n", aux));
2587 solved = execute_move(state, aux);
2589 *error = "Generated aux string is not a valid move (!).";
2593 solved = dup_game(state);
2594 /* solve with max strength... */
2595 if (solve_from_scratch(solved, 10) == 0) {
2597 *error = "Game does not have a (non-recursive) solution.";
2601 ret = game_state_diff(currstate, solved);
2603 debug(("solve_game: ret = %s\n", ret));
2607 /* ----------------------------------------------------------------------
2611 static void game_compute_size(const game_params *params, int tilesize,
2614 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2615 struct { int tilesize; } ads, *ds = &ads;
2616 ads.tilesize = tilesize;
2618 *x = TILE_SIZE * params->w + 2 * BORDER;
2619 *y = TILE_SIZE * params->h + 2 * BORDER;
2622 static void game_set_size(drawing *dr, game_drawstate *ds,
2623 const game_params *params, int tilesize)
2625 ds->tilesize = tilesize;
2628 static float *game_colours(frontend *fe, int *ncolours)
2630 float *ret = snewn(3 * NCOLOURS, float);
2633 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
2635 for (i = 0; i < 3; i++) {
2636 ret[COL_FOREGROUND * 3 + i] = 0.0F;
2637 ret[COL_HINT * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
2638 ret[COL_GRID * 3 + i] =
2639 (ret[COL_HINT * 3 + i] + ret[COL_BACKGROUND * 3 + i]) * 0.5F;
2640 ret[COL_MARK * 3 + i] = ret[COL_HIGHLIGHT * 3 + i];
2642 ret[COL_WARNING * 3 + 0] = 1.0F;
2643 ret[COL_WARNING * 3 + 1] = 0.25F;
2644 ret[COL_WARNING * 3 + 2] = 0.25F;
2646 ret[COL_SELECTED * 3 + 0] = 0.25F;
2647 ret[COL_SELECTED * 3 + 1] = 1.00F;
2648 ret[COL_SELECTED * 3 + 2] = 0.25F;
2650 ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
2651 ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
2652 ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
2654 *ncolours = NCOLOURS;
2658 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
2660 struct game_drawstate *ds = snew(struct game_drawstate);
2661 int wh = state->w*state->h;
2669 ds->grid = snewn(wh, unsigned long);
2670 for (i = 0; i < wh; i++)
2672 ds->newgrid = snewn(wh, unsigned long);
2673 ds->lv = snewn(wh, int);
2674 ds->lh = snewn(wh, int);
2675 memset(ds->lv, 0, wh*sizeof(int));
2676 memset(ds->lh, 0, wh*sizeof(int));
2681 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2690 #define LINE_WIDTH (TILE_SIZE/8)
2691 #define TS8(x) (((x)*TILE_SIZE)/8)
2693 #define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
2695 static int between_island(const game_state *state, int sx, int sy,
2698 int x = sx - dx, y = sy - dy;
2700 while (INGRID(state, x, y)) {
2701 if (GRID(state, x, y) & G_ISLAND) goto found;
2706 x = sx + dx, y = sy + dy;
2707 while (INGRID(state, x, y)) {
2708 if (GRID(state, x, y) & G_ISLAND) return 1;
2714 static void lines_lvlh(const game_state *state, const game_ui *ui,
2715 int x, int y, grid_type v, int *lv_r, int *lh_r)
2719 if (v & G_LINEV) lv = INDEX(state,lines,x,y);
2720 if (v & G_LINEH) lh = INDEX(state,lines,x,y);
2722 if (ui->show_hints) {
2723 if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
2724 if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
2726 /*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
2727 *lv_r = lv; *lh_r = lh;
2730 static void draw_cross(drawing *dr, game_drawstate *ds,
2731 int ox, int oy, int col)
2734 draw_line(dr, ox, oy, ox+off, oy+off, col);
2735 draw_line(dr, ox+off, oy, ox, oy+off, col);
2738 static void draw_general_line(drawing *dr, game_drawstate *ds,
2739 int ox, int oy, int fx, int fy, int ax, int ay,
2740 int len, unsigned long ldata, int which)
2743 * Draw one direction of lines in a square. To permit the same
2744 * code to handle horizontal and vertical lines, fx,fy are the
2745 * 'forward' direction (along the lines) and ax,ay are the
2746 * 'across' direction.
2748 * We draw the white background for a locked bridge if (which &
2749 * 1), and draw the bridges themselves if (which & 2). This
2750 * permits us to get two overlapping locked bridges right without
2751 * one of them erasing part of the other.
2755 fg = ((ldata & DL_COUNTMASK) == DL_COUNT_HINT ? COL_HINT :
2756 (ldata & DL_COLMASK) == DL_COL_SELECTED ? COL_SELECTED :
2757 (ldata & DL_COLMASK) == DL_COL_FLASH ? COL_HIGHLIGHT :
2758 (ldata & DL_COLMASK) == DL_COL_WARNING ? COL_WARNING :
2761 if ((ldata & DL_COUNTMASK) == DL_COUNT_CROSS) {
2763 ox + TS8(1)*fx + TS8(3)*ax,
2764 oy + TS8(1)*fy + TS8(3)*ay, fg);
2766 ox + TS8(5)*fx + TS8(3)*ax,
2767 oy + TS8(5)*fy + TS8(3)*ay, fg);
2768 } else if ((ldata & DL_COUNTMASK) != 0) {
2769 int lh, lw, gw, bw, i, loff;
2771 lh = (ldata & DL_COUNTMASK);
2772 if (lh == DL_COUNT_HINT)
2775 lw = gw = LINE_WIDTH;
2776 while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
2782 if ((ldata & DL_LOCK) && fg != COL_HINT)
2783 draw_rect(dr, ox + loff*ax, oy + loff*ay,
2784 len*fx+bw*ax, len*fy+bw*ay, COL_MARK);
2787 for (i = 0; i < lh; i++, loff += lw + gw)
2788 draw_rect(dr, ox + (loff+gw)*ax, oy + (loff+gw)*ay,
2789 len*fx+lw*ax, len*fy+lw*ay, fg);
2794 static void draw_hline(drawing *dr, game_drawstate *ds,
2795 int ox, int oy, int w, unsigned long vdata, int which)
2797 draw_general_line(dr, ds, ox, oy, 1, 0, 0, 1, w, vdata, which);
2800 static void draw_vline(drawing *dr, game_drawstate *ds,
2801 int ox, int oy, int h, unsigned long vdata, int which)
2803 draw_general_line(dr, ds, ox, oy, 0, 1, 1, 0, h, vdata, which);
2806 #define ISLAND_RADIUS ((TILE_SIZE*12)/20)
2807 #define ISLAND_NUMSIZE(clue) \
2808 (((clue) < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
2810 static void draw_island(drawing *dr, game_drawstate *ds,
2811 int ox, int oy, int clue, unsigned long idata)
2813 int half, orad, irad, fg, bg;
2815 if ((idata & DI_BGMASK) == DI_BG_NO_ISLAND)
2819 orad = ISLAND_RADIUS;
2820 irad = orad - LINE_WIDTH;
2821 fg = ((idata & DI_COLMASK) == DI_COL_SELECTED ? COL_SELECTED :
2822 (idata & DI_COLMASK) == DI_COL_WARNING ? COL_WARNING :
2823 (idata & DI_COLMASK) == DI_COL_FLASH ? COL_HIGHLIGHT :
2825 bg = ((idata & DI_BGMASK) == DI_BG_CURSOR ? COL_CURSOR :
2826 (idata & DI_BGMASK) == DI_BG_MARK ? COL_MARK :
2829 /* draw a thick circle */
2830 draw_circle(dr, ox+half, oy+half, orad, fg, fg);
2831 draw_circle(dr, ox+half, oy+half, irad, bg, bg);
2835 int textcolour = (fg == COL_SELECTED ? COL_FOREGROUND : fg);
2836 sprintf(str, "%d", clue);
2837 draw_text(dr, ox+half, oy+half, FONT_VARIABLE, ISLAND_NUMSIZE(clue),
2838 ALIGN_VCENTRE | ALIGN_HCENTRE, textcolour, str);
2842 static void draw_island_tile(drawing *dr, game_drawstate *ds,
2843 int x, int y, int clue, unsigned long data)
2845 int ox = COORD(x), oy = COORD(y);
2848 clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2849 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
2852 * Because of the possibility of incoming bridges just about
2853 * meeting at one corner, we must split the line-drawing into
2854 * background and foreground segments.
2856 for (which = 1; which <= 2; which <<= 1) {
2857 draw_hline(dr, ds, ox, oy, TILE_SIZE/2,
2858 (data >> D_I_LINE_SHIFT_L) & DL_MASK, which);
2859 draw_hline(dr, ds, ox + TILE_SIZE - TILE_SIZE/2, oy, TILE_SIZE/2,
2860 (data >> D_I_LINE_SHIFT_R) & DL_MASK, which);
2861 draw_vline(dr, ds, ox, oy, TILE_SIZE/2,
2862 (data >> D_I_LINE_SHIFT_U) & DL_MASK, which);
2863 draw_vline(dr, ds, ox, oy + TILE_SIZE - TILE_SIZE/2, TILE_SIZE/2,
2864 (data >> D_I_LINE_SHIFT_D) & DL_MASK, which);
2866 draw_island(dr, ds, ox, oy, clue, (data >> D_I_ISLAND_SHIFT) & DI_MASK);
2869 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2872 static void draw_line_tile(drawing *dr, game_drawstate *ds,
2873 int x, int y, unsigned long data)
2875 int ox = COORD(x), oy = COORD(y);
2876 unsigned long hdata, vdata;
2878 clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2879 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
2882 * We have to think about which of the horizontal and vertical
2883 * line to draw first, if both exist.
2885 * The rule is that hint lines are drawn at the bottom, then
2886 * NOLINE crosses, then actual bridges. The enumeration in the
2887 * DL_COUNTMASK field is set up so that this drops out of a
2888 * straight comparison between the two.
2890 * Since lines crossing in this type of square cannot both be
2891 * actual bridges, there's no need to pass a nontrivial 'which'
2892 * parameter to draw_[hv]line.
2894 hdata = (data >> D_L_LINE_SHIFT_H) & DL_MASK;
2895 vdata = (data >> D_L_LINE_SHIFT_V) & DL_MASK;
2896 if ((hdata & DL_COUNTMASK) > (vdata & DL_COUNTMASK)) {
2897 draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
2898 draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
2900 draw_vline(dr, ds, ox, oy, TILE_SIZE, vdata, 3);
2901 draw_hline(dr, ds, ox, oy, TILE_SIZE, hdata, 3);
2905 * The islands drawn at the edges of a line tile don't need clue
2908 draw_island(dr, ds, ox - TILE_SIZE, oy, -1,
2909 (data >> D_L_ISLAND_SHIFT_L) & DI_MASK);
2910 draw_island(dr, ds, ox + TILE_SIZE, oy, -1,
2911 (data >> D_L_ISLAND_SHIFT_R) & DI_MASK);
2912 draw_island(dr, ds, ox, oy - TILE_SIZE, -1,
2913 (data >> D_L_ISLAND_SHIFT_U) & DI_MASK);
2914 draw_island(dr, ds, ox, oy + TILE_SIZE, -1,
2915 (data >> D_L_ISLAND_SHIFT_D) & DI_MASK);
2918 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2921 static void draw_edge_tile(drawing *dr, game_drawstate *ds,
2922 int x, int y, int dx, int dy, unsigned long data)
2924 int ox = COORD(x), oy = COORD(y);
2925 int cx = ox, cy = oy, cw = TILE_SIZE, ch = TILE_SIZE;
2936 clip(dr, cx, cy, cw, ch);
2937 draw_rect(dr, cx, cy, cw, ch, COL_BACKGROUND);
2939 draw_island(dr, ds, ox + TILE_SIZE*dx, oy + TILE_SIZE*dy, -1,
2940 (data >> D_I_ISLAND_SHIFT) & DI_MASK);
2943 draw_update(dr, cx, cy, cw, ch);
2946 static void game_redraw(drawing *dr, game_drawstate *ds,
2947 const game_state *oldstate, const game_state *state,
2948 int dir, const game_ui *ui,
2949 float animtime, float flashtime)
2952 grid_type v, flash = 0;
2953 struct island *is, *is_drag_src = NULL, *is_drag_dst = NULL;
2956 int f = (int)(flashtime * 5 / FLASH_TIME);
2957 if (f == 1 || f == 3) flash = TRUE;
2960 /* Clear screen, if required. */
2963 TILE_SIZE * ds->w + 2 * BORDER,
2964 TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
2966 draw_rect_outline(dr,
2967 COORD(0)-1, COORD(0)-1,
2968 TILE_SIZE * ds->w + 2, TILE_SIZE * ds->h + 2,
2971 draw_update(dr, 0, 0,
2972 TILE_SIZE * ds->w + 2 * BORDER,
2973 TILE_SIZE * ds->h + 2 * BORDER);
2977 if (ui->dragx_src != -1 && ui->dragy_src != -1) {
2979 is_drag_src = INDEX(state, gridi, ui->dragx_src, ui->dragy_src);
2980 assert(is_drag_src);
2981 if (ui->dragx_dst != -1 && ui->dragy_dst != -1) {
2982 is_drag_dst = INDEX(state, gridi, ui->dragx_dst, ui->dragy_dst);
2983 assert(is_drag_dst);
2989 * Set up ds->newgrid with the current grid contents.
2991 for (x = 0; x < ds->w; x++)
2992 for (y = 0; y < ds->h; y++)
2993 INDEX(ds,newgrid,x,y) = 0;
2995 for (x = 0; x < ds->w; x++) {
2996 for (y = 0; y < ds->h; y++) {
2997 v = GRID(state, x, y);
3001 * An island square. Compute the drawing data for the
3002 * island, and put it in this square and surrounding
3005 unsigned long idata = 0;
3007 is = INDEX(state, gridi, x, y);
3010 idata |= DI_COL_FLASH;
3011 if (is_drag_src && (is == is_drag_src ||
3012 (is_drag_dst && is == is_drag_dst)))
3013 idata |= DI_COL_SELECTED;
3014 else if (island_impossible(is, v & G_MARK) || (v & G_WARN))
3015 idata |= DI_COL_WARNING;
3017 idata |= DI_COL_NORMAL;
3019 if (ui->cur_visible &&
3020 ui->cur_x == is->x && ui->cur_y == is->y)
3021 idata |= DI_BG_CURSOR;
3022 else if (v & G_MARK)
3023 idata |= DI_BG_MARK;
3025 idata |= DI_BG_NORMAL;
3027 INDEX(ds,newgrid,x,y) |= idata << D_I_ISLAND_SHIFT;
3028 if (x > 0 && !(GRID(state,x-1,y) & G_ISLAND))
3029 INDEX(ds,newgrid,x-1,y) |= idata << D_L_ISLAND_SHIFT_R;
3030 if (x+1 < state->w && !(GRID(state,x+1,y) & G_ISLAND))
3031 INDEX(ds,newgrid,x+1,y) |= idata << D_L_ISLAND_SHIFT_L;
3032 if (y > 0 && !(GRID(state,x,y-1) & G_ISLAND))
3033 INDEX(ds,newgrid,x,y-1) |= idata << D_L_ISLAND_SHIFT_D;
3034 if (y+1 < state->h && !(GRID(state,x,y+1) & G_ISLAND))
3035 INDEX(ds,newgrid,x,y+1) |= idata << D_L_ISLAND_SHIFT_U;
3037 unsigned long hdata, vdata;
3038 int selh = FALSE, selv = FALSE;
3041 * A line (non-island) square. Compute the drawing
3042 * data for any horizontal and vertical lines in the
3043 * square, and put them in this square's entry and
3044 * optionally those for neighbouring islands too.
3048 WITHIN(x,is_drag_src->x, is_drag_dst->x) &&
3049 WITHIN(y,is_drag_src->y, is_drag_dst->y)) {
3050 if (is_drag_src->x != is_drag_dst->x)
3055 lines_lvlh(state, ui, x, y, v, &lv, &lh);
3057 hdata = (v & G_NOLINEH ? DL_COUNT_CROSS :
3060 between_island(state,x,y,1,0)) ? DL_COUNT_HINT : 0);
3061 vdata = (v & G_NOLINEV ? DL_COUNT_CROSS :
3064 between_island(state,x,y,0,1)) ? DL_COUNT_HINT : 0);
3066 hdata |= (flash ? DL_COL_FLASH :
3067 v & G_WARN ? DL_COL_WARNING :
3068 selh ? DL_COL_SELECTED :
3070 vdata |= (flash ? DL_COL_FLASH :
3071 v & G_WARN ? DL_COL_WARNING :
3072 selv ? DL_COL_SELECTED :
3080 INDEX(ds,newgrid,x,y) |= hdata << D_L_LINE_SHIFT_H;
3081 INDEX(ds,newgrid,x,y) |= vdata << D_L_LINE_SHIFT_V;
3082 if (x > 0 && (GRID(state,x-1,y) & G_ISLAND))
3083 INDEX(ds,newgrid,x-1,y) |= hdata << D_I_LINE_SHIFT_R;
3084 if (x+1 < state->w && (GRID(state,x+1,y) & G_ISLAND))
3085 INDEX(ds,newgrid,x+1,y) |= hdata << D_I_LINE_SHIFT_L;
3086 if (y > 0 && (GRID(state,x,y-1) & G_ISLAND))
3087 INDEX(ds,newgrid,x,y-1) |= vdata << D_I_LINE_SHIFT_D;
3088 if (y+1 < state->h && (GRID(state,x,y+1) & G_ISLAND))
3089 INDEX(ds,newgrid,x,y+1) |= vdata << D_I_LINE_SHIFT_U;
3095 * Now go through and draw any changed grid square.
3097 for (x = 0; x < ds->w; x++) {
3098 for (y = 0; y < ds->h; y++) {
3099 unsigned long newval = INDEX(ds,newgrid,x,y);
3100 if (INDEX(ds,grid,x,y) != newval) {
3101 v = GRID(state, x, y);
3103 is = INDEX(state, gridi, x, y);
3104 draw_island_tile(dr, ds, x, y, is->count, newval);
3107 * If this tile is right at the edge of the grid,
3108 * we must also draw the part of the island that
3109 * goes completely out of bounds. We don't bother
3110 * keeping separate entries in ds->newgrid for
3111 * these tiles; it's easier just to redraw them
3112 * iff we redraw their parent island tile.
3115 draw_edge_tile(dr, ds, x-1, y, +1, 0, newval);
3117 draw_edge_tile(dr, ds, x, y-1, 0, +1, newval);
3118 if (x == state->w-1)
3119 draw_edge_tile(dr, ds, x+1, y, -1, 0, newval);
3120 if (y == state->h-1)
3121 draw_edge_tile(dr, ds, x, y+1, 0, -1, newval);
3123 draw_line_tile(dr, ds, x, y, newval);
3125 INDEX(ds,grid,x,y) = newval;
3131 static float game_anim_length(const game_state *oldstate,
3132 const game_state *newstate, int dir, game_ui *ui)
3137 static float game_flash_length(const game_state *oldstate,
3138 const game_state *newstate, int dir, game_ui *ui)
3140 if (!oldstate->completed && newstate->completed &&
3141 !oldstate->solved && !newstate->solved)
3147 static int game_status(const game_state *state)
3149 return state->completed ? +1 : 0;
3152 static int game_timing_state(const game_state *state, game_ui *ui)
3157 static void game_print_size(const game_params *params, float *x, float *y)
3161 /* 10mm squares by default. */
3162 game_compute_size(params, 1000, &pw, &ph);
3167 static void game_print(drawing *dr, const game_state *state, int ts)
3169 int ink = print_mono_colour(dr, 0);
3170 int paper = print_mono_colour(dr, 1);
3171 int x, y, cx, cy, i, nl;
3175 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
3176 game_drawstate ads, *ds = &ads;
3179 /* I don't think this wants a border. */
3182 loff = ts / (8 * sqrt((state->params.maxb - 1)));
3183 print_line_width(dr, ts / 12);
3184 for (x = 0; x < state->w; x++) {
3185 for (y = 0; y < state->h; y++) {
3186 cx = COORD(x); cy = COORD(y);
3187 grid = GRID(state,x,y);
3188 nl = INDEX(state,lines,x,y);
3190 if (grid & G_ISLAND) continue;
3191 if (grid & G_LINEV) {
3192 for (i = 0; i < nl; i++)
3193 draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy,
3194 cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink);
3196 if (grid & G_LINEH) {
3197 for (i = 0; i < nl; i++)
3198 draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff,
3199 cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink);
3205 for (i = 0; i < state->n_islands; i++) {
3207 struct island *is = &state->islands[i];
3208 grid = GRID(state, is->x, is->y);
3209 cx = COORD(is->x) + ts/2;
3210 cy = COORD(is->y) + ts/2;
3212 draw_circle(dr, cx, cy, ISLAND_RADIUS, paper, ink);
3214 sprintf(str, "%d", is->count);
3215 draw_text(dr, cx, cy, FONT_VARIABLE, ISLAND_NUMSIZE(is->count),
3216 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
3221 #define thegame bridges
3224 const struct game thegame = {
3225 "Bridges", "games.bridges", "bridges",
3227 game_fetch_preset, NULL,
3232 TRUE, game_configure, custom_params,
3240 TRUE, game_can_format_as_text_now, game_text_format,
3248 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3251 game_free_drawstate,
3256 TRUE, FALSE, game_print_size, game_print,
3257 FALSE, /* wants_statusbar */
3258 FALSE, game_timing_state,
3259 REQUIRE_RBUTTON, /* flags */
3262 /* vim: set shiftwidth=4 tabstop=8: */