2 * galaxies.c: implementation of 'Tentai Show' from Nikoli,
3 * also sometimes called 'Spiral Galaxies'.
7 * Grid is stored as size (2n-1), holding edges as well as spaces
8 * (and thus vertices too, at edge intersections).
10 * Any dot will thus be positioned at one of our grid points,
11 * which saves any faffing with half-of-a-square stuff.
13 * Edges have on/off state; obviously the actual edges of the
14 * board are fixed to on, and everything else starts as off.
18 * Think about how to display remote groups of tiles?
24 * Nikoli's example [web site has wrong highlighting]
25 * (at http://www.nikoli.co.jp/en/puzzles/astronomical_show/):
28 * The 'spiral galaxies puzzles are NP-complete' paper
29 * (at http://www.stetson.edu/~efriedma/papers/spiral.pdf):
30 * 7x7:chpgdqqqoezdddki
32 * Puzzle competition pdf examples
33 * (at http://www.puzzleratings.org/Yurekli2006puz.pdf):
34 * 6x6:EDbaMucCohbrecEi
35 * 10x10:beFbufEEzowDlxldibMHezBQzCdcFzjlci
36 * 13x13:dCemIHFFkJajjgDfdbdBzdzEgjccoPOcztHjBczLDjczqktJjmpreivvNcggFi
52 int solver_show_working;
53 #define solvep(x) do { if (solver_show_working) { printf x; } } while(0)
56 #ifdef STANDALONE_PICTURE_GENERATOR
58 * Dirty hack to enable the generator to construct a game ID which
59 * solves to a specified black-and-white bitmap. We define a global
60 * variable here which gives the desired colour of each square, and
61 * we arrange that the grid generator never merges squares of
64 * The bitmap as stored here is a simple int array (at these sizes
65 * it isn't worth doing fiddly bit-packing). picture[y*w+x] is 1
66 * iff the pixel at (x,y) is intended to be black.
68 * (It might be nice to be able to specify some pixels as
69 * don't-care, to give the generator more leeway. But that might be
89 A(UNREASONABLE,Unreasonable,u)
91 #define ENUM(upper,title,lower) DIFF_ ## upper,
92 #define TITLE(upper,title,lower) #title,
93 #define ENCODE(upper,title,lower) #lower
94 #define CONFIG(upper,title,lower) ":" #title
96 DIFF_IMPOSSIBLE, DIFF_AMBIGUOUS, DIFF_UNFINISHED, DIFF_MAX };
97 static char const *const galaxies_diffnames[] = {
98 DIFFLIST(TITLE) "Impossible", "Ambiguous", "Unfinished" };
99 static char const galaxies_diffchars[] = DIFFLIST(ENCODE);
100 #define DIFFCONFIG DIFFLIST(CONFIG)
103 /* X and Y is the area of the board as seen by
104 * the user, not the (2n+1) area the game uses. */
108 enum { s_tile, s_edge, s_vertex };
110 #define F_DOT 1 /* there's a dot here */
111 #define F_EDGE_SET 2 /* the edge is set */
112 #define F_TILE_ASSOC 4 /* this tile is associated with a dot. */
113 #define F_DOT_BLACK 8 /* (ui only) dot is black. */
114 #define F_MARK 16 /* scratch flag */
115 #define F_REACHABLE 32
117 #define F_MULTIPLE 128
118 #define F_DOT_HOLD 256
121 typedef struct space {
122 int x, y; /* its position */
125 int dotx, doty; /* if flags & F_TILE_ASSOC */
126 int nassoc; /* if flags & F_DOT */
129 #define INGRID(s,x,y) ((x) >= 0 && (y) >= 0 && \
130 (x) < (state)->sx && (y) < (state)->sy)
131 #define INUI(s,x,y) ((x) > 0 && (y) > 0 && \
132 (x) < ((state)->sx-1) && (y) < ((state)->sy-1))
134 #define GRID(s,g,x,y) ((s)->g[((y)*(s)->sx)+(x)])
135 #define SPACE(s,x,y) GRID(s,grid,x,y)
138 int w, h; /* size from params */
139 int sx, sy; /* allocated size, (2x-1)*(2y-1) */
141 int completed, used_solve;
145 midend *me; /* to call supersede_game_desc */
146 int cdiff; /* difficulty of current puzzle (for status bar),
150 /* ----------------------------------------------------------
151 * Game parameters and presets
154 /* make up some sensible default sizes */
156 #define DEFAULT_PRESET 0
158 static const game_params galaxies_presets[] = {
159 { 7, 7, DIFF_NORMAL },
160 { 7, 7, DIFF_UNREASONABLE },
161 { 10, 10, DIFF_NORMAL },
162 { 15, 15, DIFF_NORMAL },
165 static int game_fetch_preset(int i, char **name, game_params **params)
170 if (i < 0 || i >= lenof(galaxies_presets))
173 ret = snew(game_params);
174 *ret = galaxies_presets[i]; /* structure copy */
176 sprintf(buf, "%dx%d %s", ret->w, ret->h,
177 galaxies_diffnames[ret->diff]);
179 if (name) *name = dupstr(buf);
184 static game_params *default_params(void)
187 game_fetch_preset(DEFAULT_PRESET, NULL, &ret);
191 static void free_params(game_params *params)
196 static game_params *dup_params(game_params *params)
198 game_params *ret = snew(game_params);
199 *ret = *params; /* structure copy */
203 static void decode_params(game_params *params, char const *string)
205 params->h = params->w = atoi(string);
206 params->diff = DIFF_NORMAL;
207 while (*string && isdigit((unsigned char)*string)) string++;
208 if (*string == 'x') {
210 params->h = atoi(string);
211 while (*string && isdigit((unsigned char)*string)) string++;
213 if (*string == 'd') {
216 for (i = 0; i <= DIFF_UNREASONABLE; i++)
217 if (*string == galaxies_diffchars[i])
219 if (*string) string++;
223 static char *encode_params(game_params *params, int full)
226 sprintf(str, "%dx%d", params->w, params->h);
228 sprintf(str + strlen(str), "d%c", galaxies_diffchars[params->diff]);
232 static config_item *game_configure(game_params *params)
237 ret = snewn(4, config_item);
239 ret[0].name = "Width";
240 ret[0].type = C_STRING;
241 sprintf(buf, "%d", params->w);
242 ret[0].sval = dupstr(buf);
245 ret[1].name = "Height";
246 ret[1].type = C_STRING;
247 sprintf(buf, "%d", params->h);
248 ret[1].sval = dupstr(buf);
251 ret[2].name = "Difficulty";
252 ret[2].type = C_CHOICES;
253 ret[2].sval = DIFFCONFIG;
254 ret[2].ival = params->diff;
264 static game_params *custom_params(config_item *cfg)
266 game_params *ret = snew(game_params);
268 ret->w = atoi(cfg[0].sval);
269 ret->h = atoi(cfg[1].sval);
270 ret->diff = cfg[2].ival;
275 static char *validate_params(game_params *params, int full)
277 if (params->w < 3 || params->h < 3)
278 return "Width and height must both be at least 3";
280 * This shouldn't be able to happen at all, since decode_params
281 * and custom_params will never generate anything that isn't
284 assert(params->diff <= DIFF_UNREASONABLE);
289 /* ----------------------------------------------------------
290 * Game utility functions.
293 static void add_dot(space *space) {
294 assert(!(space->flags & F_DOT));
295 space->flags |= F_DOT;
299 static void remove_dot(space *space) {
300 assert(space->flags & F_DOT);
301 space->flags &= ~F_DOT;
304 static void remove_assoc(game_state *state, space *tile) {
305 if (tile->flags & F_TILE_ASSOC) {
306 SPACE(state, tile->dotx, tile->doty).nassoc--;
307 tile->flags &= ~F_TILE_ASSOC;
313 static void add_assoc(game_state *state, space *tile, space *dot) {
314 remove_assoc(state, tile);
316 #ifdef STANDALONE_PICTURE_GENERATOR
318 assert(!picture[(tile->y/2) * state->w + (tile->x/2)] ==
319 !(dot->flags & F_DOT_BLACK));
321 tile->flags |= F_TILE_ASSOC;
325 /*debug(("add_assoc sp %d %d --> dot %d,%d, new nassoc %d.\n",
326 tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/
329 static struct space *sp2dot(game_state *state, int x, int y)
331 struct space *sp = &SPACE(state, x, y);
332 if (!(sp->flags & F_TILE_ASSOC)) return NULL;
333 return &SPACE(state, sp->dotx, sp->doty);
336 #define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
338 static int game_can_format_as_text_now(game_params *params)
343 static char *game_text_format(game_state *state)
345 int maxlen = (state->sx+1)*state->sy, x, y;
349 ret = snewn(maxlen+1, char);
352 for (y = 0; y < state->sy; y++) {
353 for (x = 0; x < state->sx; x++) {
354 sp = &SPACE(state, x, y);
355 if (sp->flags & F_DOT)
358 else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK))
359 *p++ = (sp->flags & F_MULTIPLE) ? 'M' :
360 (sp->flags & F_REACHABLE) ? 'R' : 'X';
365 if (sp->flags & F_TILE_ASSOC) {
366 space *dot = sp2dot(state, sp->x, sp->y);
367 if (dot->flags & F_DOT)
368 *p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W';
370 *p++ = '?'; /* association with not-a-dot. */
380 if (sp->flags & F_EDGE_SET)
381 *p++ = (IS_VERTICAL_EDGE(x)) ? '|' : '-';
387 assert(!"shouldn't get here!");
394 assert(p - ret == maxlen);
400 static void dbg_state(game_state *state)
403 char *temp = game_text_format(state);
404 debug(("%s\n", temp));
409 /* Space-enumeration callbacks should all return 1 for 'progress made',
410 * -1 for 'impossible', and 0 otherwise. */
411 typedef int (*space_cb)(game_state *state, space *sp, void *ctx);
413 #define IMPOSSIBLE_QUITS 1
415 static int foreach_sub(game_state *state, space_cb cb, unsigned int f,
416 void *ctx, int startx, int starty)
418 int x, y, progress = 0, impossible = 0, ret;
421 for (y = starty; y < state->sy; y += 2) {
422 sp = &SPACE(state, startx, y);
423 for (x = startx; x < state->sx; x += 2) {
424 ret = cb(state, sp, ctx);
426 if (f & IMPOSSIBLE_QUITS) return -1;
428 } else if (ret == 1) {
434 return impossible ? -1 : progress;
437 static int foreach_tile(game_state *state, space_cb cb, unsigned int f,
440 return foreach_sub(state, cb, f, ctx, 1, 1);
443 static int foreach_edge(game_state *state, space_cb cb, unsigned int f,
448 ret1 = foreach_sub(state, cb, f, ctx, 0, 1);
449 ret2 = foreach_sub(state, cb, f, ctx, 1, 0);
451 if (ret1 == -1 || ret2 == -1) return -1;
452 return (ret1 || ret2) ? 1 : 0;
456 static int foreach_vertex(game_state *state, space_cb cb, unsigned int f,
459 return foreach_sub(state, cb, f, ctx, 0, 0);
464 static int is_same_assoc(game_state *state,
465 int x1, int y1, int x2, int y2)
467 struct space *s1, *s2;
469 if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2))
472 s1 = &SPACE(state, x1, y1);
473 s2 = &SPACE(state, x2, y2);
474 assert(s1->type == s_tile && s2->type == s_tile);
475 if ((s1->flags & F_TILE_ASSOC) && (s2->flags & F_TILE_ASSOC) &&
476 s1->dotx == s2->dotx && s1->doty == s2->doty)
478 return 0; /* 0 if not same or not both associated. */
483 static int edges_into_vertex(game_state *state,
486 int dx, dy, nx, ny, count = 0;
488 assert(SPACE(state, x, y).type == s_vertex);
489 for (dx = -1; dx <= 1; dx++) {
490 for (dy = -1; dy <= 1; dy++) {
491 if (dx != 0 && dy != 0) continue;
492 if (dx == 0 && dy == 0) continue;
494 nx = x+dx; ny = y+dy;
495 if (!INGRID(state, nx, ny)) continue;
496 assert(SPACE(state, nx, ny).type == s_edge);
497 if (SPACE(state, nx, ny).flags & F_EDGE_SET)
505 static struct space *space_opposite_dot(struct game_state *state,
506 struct space *sp, struct space *dot)
515 if (!INGRID(state, tx, ty)) return NULL;
517 sp2 = &SPACE(state, tx, ty);
518 assert(sp2->type == sp->type);
522 static struct space *tile_opposite(struct game_state *state, struct space *sp)
526 assert(sp->flags & F_TILE_ASSOC);
527 dot = &SPACE(state, sp->dotx, sp->doty);
528 return space_opposite_dot(state, sp, dot);
531 static int dotfortile(game_state *state, space *tile, space *dot)
533 space *tile_opp = space_opposite_dot(state, tile, dot);
535 if (!tile_opp) return 0; /* opposite would be off grid */
536 if (tile_opp->flags & F_TILE_ASSOC &&
537 (tile_opp->dotx != dot->x || tile_opp->doty != dot->y))
538 return 0; /* opposite already associated with diff. dot */
542 static void adjacencies(struct game_state *state, struct space *sp,
543 struct space **a1s, struct space **a2s)
545 int dxs[4] = {-1, 1, 0, 0}, dys[4] = {0, 0, -1, 1};
548 /* this function needs optimising. */
550 for (n = 0; n < 4; n++) {
554 if (INGRID(state, x, y)) {
555 a1s[n] = &SPACE(state, x, y);
557 x += dxs[n]; y += dys[n];
559 if (INGRID(state, x, y))
560 a2s[n] = &SPACE(state, x, y);
564 a1s[n] = a2s[n] = NULL;
569 static int outline_tile_fordot(game_state *state, space *tile, int mark)
571 struct space *tadj[4], *eadj[4];
572 int i, didsth = 0, edge, same;
574 assert(tile->type == s_tile);
575 adjacencies(state, tile, eadj, tadj);
576 for (i = 0; i < 4; i++) {
577 if (!eadj[i]) continue;
579 edge = (eadj[i]->flags & F_EDGE_SET) ? 1 : 0;
581 if (!(tile->flags & F_TILE_ASSOC))
582 same = (tadj[i]->flags & F_TILE_ASSOC) ? 0 : 1;
584 same = ((tadj[i]->flags & F_TILE_ASSOC) &&
585 tile->dotx == tadj[i]->dotx &&
586 tile->doty == tadj[i]->doty) ? 1 : 0;
590 if (!edge && !same) {
591 if (mark) eadj[i]->flags |= F_EDGE_SET;
593 } else if (edge && same) {
594 if (mark) eadj[i]->flags &= ~F_EDGE_SET;
601 static void tiles_from_edge(struct game_state *state,
602 struct space *sp, struct space **ts)
606 if (IS_VERTICAL_EDGE(sp->x)) {
607 xs[0] = sp->x-1; ys[0] = sp->y;
608 xs[1] = sp->x+1; ys[1] = sp->y;
610 xs[0] = sp->x; ys[0] = sp->y-1;
611 xs[1] = sp->x; ys[1] = sp->y+1;
613 ts[0] = INGRID(state, xs[0], ys[0]) ? &SPACE(state, xs[0], ys[0]) : NULL;
614 ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL;
617 /* Returns a move string for use by 'solve', including the initial
618 * 'S' if issolve is true. */
619 static char *diff_game(game_state *src, game_state *dest, int issolve)
621 int movelen = 0, movesize = 256, x, y, len;
622 char *move = snewn(movesize, char), buf[80], *sep = "";
623 char achar = issolve ? 'a' : 'A';
626 assert(src->sx == dest->sx && src->sy == dest->sy);
629 move[movelen++] = 'S';
632 move[movelen] = '\0';
633 for (x = 0; x < src->sx; x++) {
634 for (y = 0; y < src->sy; y++) {
635 sps = &SPACE(src, x, y);
636 spd = &SPACE(dest, x, y);
638 assert(sps->type == spd->type);
641 if (sps->type == s_tile) {
642 if ((sps->flags & F_TILE_ASSOC) &&
643 (spd->flags & F_TILE_ASSOC)) {
644 if (sps->dotx != spd->dotx ||
645 sps->doty != spd->doty)
646 /* Both associated; change association, if different */
647 len = sprintf(buf, "%s%c%d,%d,%d,%d", sep,
648 (int)achar, x, y, spd->dotx, spd->doty);
649 } else if (sps->flags & F_TILE_ASSOC)
650 /* Only src associated; remove. */
651 len = sprintf(buf, "%sU%d,%d", sep, x, y);
652 else if (spd->flags & F_TILE_ASSOC)
653 /* Only dest associated; add. */
654 len = sprintf(buf, "%s%c%d,%d,%d,%d", sep,
655 (int)achar, x, y, spd->dotx, spd->doty);
656 } else if (sps->type == s_edge) {
657 if ((sps->flags & F_EDGE_SET) != (spd->flags & F_EDGE_SET))
658 /* edge flags are different; flip them. */
659 len = sprintf(buf, "%sE%d,%d", sep, x, y);
662 if (movelen + len >= movesize) {
663 movesize = movelen + len + 256;
664 move = sresize(move, movesize, char);
666 strcpy(move + movelen, buf);
672 debug(("diff_game src then dest:\n"));
675 debug(("diff string %s\n", move));
679 /* Returns 1 if a dot here would not be too close to any other dots
680 * (and would avoid other game furniture). */
681 static int dot_is_possible(game_state *state, space *sp, int allow_assoc)
683 int bx = 0, by = 0, dx, dy;
685 #ifdef STANDALONE_PICTURE_GENERATOR
693 if (IS_VERTICAL_EDGE(sp->x)) {
703 for (dx = -bx; dx <= bx; dx++) {
704 for (dy = -by; dy <= by; dy++) {
705 if (!INGRID(state, sp->x+dx, sp->y+dy)) continue;
707 adj = &SPACE(state, sp->x+dx, sp->y+dy);
709 #ifdef STANDALONE_PICTURE_GENERATOR
711 * Check that all the squares we're looking at have the
715 if (adj->type == s_tile) {
716 int c = picture[(adj->y / 2) * state->w + (adj->x / 2)];
720 return 0; /* colour mismatch */
725 if (!allow_assoc && (adj->flags & F_TILE_ASSOC))
728 if (dx != 0 || dy != 0) {
729 /* Other than our own square, no dots nearby. */
730 if (adj->flags & (F_DOT))
734 /* We don't want edges within our rectangle
735 * (but don't care about edges on the edge) */
736 if (abs(dx) < bx && abs(dy) < by &&
737 adj->flags & F_EDGE_SET)
744 /* ----------------------------------------------------------
745 * Game generation, structure creation, and descriptions.
748 static game_state *blank_game(int w, int h)
750 game_state *state = snew(game_state);
758 state->grid = snewn(state->sx * state->sy, struct space);
759 state->completed = state->used_solve = 0;
761 for (x = 0; x < state->sx; x++) {
762 for (y = 0; y < state->sy; y++) {
763 struct space *sp = &SPACE(state, x, y);
764 memset(sp, 0, sizeof(struct space));
767 if ((x % 2) == 0 && (y % 2) == 0)
769 else if ((x % 2) == 0 || (y % 2) == 0) {
771 if (x == 0 || y == 0 || x == state->sx-1 || y == state->sy-1)
772 sp->flags |= F_EDGE_SET;
781 state->me = NULL; /* filled in by new_game. */
787 static void game_update_dots(game_state *state)
789 int i, n, sz = state->sx * state->sy;
791 if (state->dots) sfree(state->dots);
794 for (i = 0; i < sz; i++) {
795 if (state->grid[i].flags & F_DOT) state->ndots++;
797 state->dots = snewn(state->ndots, space *);
799 for (i = 0; i < sz; i++) {
800 if (state->grid[i].flags & F_DOT)
801 state->dots[n++] = &state->grid[i];
805 static void clear_game(game_state *state, int cleardots)
809 /* don't erase edge flags around outline! */
810 for (x = 1; x < state->sx-1; x++) {
811 for (y = 1; y < state->sy-1; y++) {
813 SPACE(state, x, y).flags = 0;
815 SPACE(state, x, y).flags &= (F_DOT|F_DOT_BLACK);
818 if (cleardots) game_update_dots(state);
821 static game_state *dup_game(game_state *state)
823 game_state *ret = blank_game(state->w, state->h);
825 ret->completed = state->completed;
826 ret->used_solve = state->used_solve;
828 memcpy(ret->grid, state->grid,
829 ret->sx*ret->sy*sizeof(struct space));
831 game_update_dots(ret);
834 ret->cdiff = state->cdiff;
839 static void free_game(game_state *state)
841 if (state->dots) sfree(state->dots);
846 /* Game description is a sequence of letters representing the number
847 * of spaces (a = 0, y = 24) before the next dot; a-y for a white dot,
848 * and A-Y for a black dot. 'z' is 25 spaces (and no dot).
850 * I know it's a bitch to generate by hand, so we provide
854 static char *encode_game(game_state *state)
860 area = (state->sx-2) * (state->sy-2);
862 desc = snewn(area, char);
865 for (y = 1; y < state->sy-1; y++) {
866 for (x = 1; x < state->sx-1; x++) {
867 f = SPACE(state, x, y).flags;
869 /* a/A is 0 spaces between, b/B is 1 space, ...
870 * y/Y is 24 spaces, za/zA is 25 spaces, ...
871 * It's easier to count from 0 because we then
872 * don't have to special-case the top left-hand corner
873 * (which could be a dot with 0 spaces before it). */
881 *p++ = ((f & F_DOT_BLACK) ? 'A' : 'a') + run;
886 assert(p - desc < area);
888 desc = sresize(desc, p - desc, char);
895 space *olddot, *newdot;
898 enum { MD_CHECK, MD_MOVE };
900 static int movedot_cb(game_state *state, space *tile, void *vctx)
902 struct movedot *md = (struct movedot *)vctx;
903 space *newopp = NULL;
905 assert(tile->type == s_tile);
906 assert(md->olddot && md->newdot);
908 if (!(tile->flags & F_TILE_ASSOC)) return 0;
909 if (tile->dotx != md->olddot->x || tile->doty != md->olddot->y)
912 newopp = space_opposite_dot(state, tile, md->newdot);
916 /* If the tile is associated with the old dot, check its
917 * opposite wrt the _new_ dot is empty or same assoc. */
918 if (!newopp) return -1; /* no new opposite */
919 if (newopp->flags & F_TILE_ASSOC) {
920 if (newopp->dotx != md->olddot->x ||
921 newopp->doty != md->olddot->y)
922 return -1; /* associated, but wrong dot. */
924 #ifdef STANDALONE_PICTURE_GENERATOR
927 * Reject if either tile and the dot don't match in colour.
929 if (!(picture[(tile->y/2) * state->w + (tile->x/2)]) ^
930 !(md->newdot->flags & F_DOT_BLACK))
932 if (!(picture[(newopp->y/2) * state->w + (newopp->x/2)]) ^
933 !(md->newdot->flags & F_DOT_BLACK))
940 /* Move dot associations: anything that was associated
941 * with the old dot, and its opposite wrt the new dot,
942 * become associated with the new dot. */
944 debug(("Associating %d,%d and %d,%d with new dot %d,%d.\n",
945 tile->x, tile->y, newopp->x, newopp->y,
946 md->newdot->x, md->newdot->y));
947 add_assoc(state, tile, md->newdot);
948 add_assoc(state, newopp, md->newdot);
949 return 1; /* we did something! */
954 /* For the given dot, first see if we could expand it into all the given
955 * extra spaces (by checking for empty spaces on the far side), and then
956 * see if we can move the dot to shift the CoG to include the new spaces.
958 static int dot_expand_or_move(game_state *state, space *dot,
959 space **toadd, int nadd)
962 int i, ret, nnew, cx, cy;
965 debug(("dot_expand_or_move: %d tiles for dot %d,%d\n",
966 nadd, dot->x, dot->y));
967 for (i = 0; i < nadd; i++)
968 debug(("dot_expand_or_move: dot %d,%d\n",
969 toadd[i]->x, toadd[i]->y));
970 assert(dot->flags & F_DOT);
972 #ifdef STANDALONE_PICTURE_GENERATOR
975 * Reject the expansion totally if any of the new tiles are
978 for (i = 0; i < nadd; i++) {
979 if (!(picture[(toadd[i]->y/2) * state->w + (toadd[i]->x/2)]) ^
980 !(dot->flags & F_DOT_BLACK))
986 /* First off, could we just expand the current dot's tile to cover
987 * the space(s) passed in and their opposites? */
988 for (i = 0; i < nadd; i++) {
989 tileopp = space_opposite_dot(state, toadd[i], dot);
990 if (!tileopp) goto noexpand;
991 if (tileopp->flags & F_TILE_ASSOC) goto noexpand;
992 #ifdef STANDALONE_PICTURE_GENERATOR
995 * The opposite tiles have to be the right colour as well.
997 if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
998 !(dot->flags & F_DOT_BLACK))
1003 /* OK, all spaces have valid empty opposites: associate spaces and
1004 * opposites with our dot. */
1005 for (i = 0; i < nadd; i++) {
1006 tileopp = space_opposite_dot(state, toadd[i], dot);
1007 add_assoc(state, toadd[i], dot);
1008 add_assoc(state, tileopp, dot);
1009 debug(("Added associations %d,%d and %d,%d --> %d,%d\n",
1010 toadd[i]->x, toadd[i]->y,
1011 tileopp->x, tileopp->y,
1018 /* Otherwise, try to move dot so as to encompass given spaces: */
1019 /* first, calculate the 'centre of gravity' of the new dot. */
1020 nnew = dot->nassoc + nadd; /* number of tiles assoc. with new dot. */
1021 cx = dot->x * dot->nassoc;
1022 cy = dot->y * dot->nassoc;
1023 for (i = 0; i < nadd; i++) {
1027 /* If the CoG isn't a whole number, it's not possible. */
1028 if ((cx % nnew) != 0 || (cy % nnew) != 0) {
1029 debug(("Unable to move dot %d,%d, CoG not whole number.\n",
1033 cx /= nnew; cy /= nnew;
1035 /* Check whether all spaces in the old tile would have a good
1036 * opposite wrt the new dot. */
1038 md.newdot = &SPACE(state, cx, cy);
1040 ret = foreach_tile(state, movedot_cb, IMPOSSIBLE_QUITS, &md);
1042 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1046 /* Also check whether all spaces we're adding would have a good
1047 * opposite wrt the new dot. */
1048 for (i = 0; i < nadd; i++) {
1049 tileopp = space_opposite_dot(state, toadd[i], md.newdot);
1050 if (tileopp && (tileopp->flags & F_TILE_ASSOC) &&
1051 (tileopp->dotx != dot->x || tileopp->doty != dot->y)) {
1055 debug(("Unable to move dot %d,%d, new dot not symmetrical.\n",
1059 #ifdef STANDALONE_PICTURE_GENERATOR
1061 if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
1062 !(dot->flags & F_DOT_BLACK))
1068 /* If we've got here, we're ok. First, associate all of 'toadd'
1069 * with the _old_ dot (so they'll get fixed up, with their opposites,
1070 * in the next step). */
1071 for (i = 0; i < nadd; i++) {
1072 debug(("Associating to-add %d,%d with old dot %d,%d.\n",
1073 toadd[i]->x, toadd[i]->y, dot->x, dot->y));
1074 add_assoc(state, toadd[i], dot);
1077 /* Finally, move the dot and fix up all the old associations. */
1078 debug(("Moving dot at %d,%d to %d,%d\n",
1079 dot->x, dot->y, md.newdot->x, md.newdot->y));
1081 #ifdef STANDALONE_PICTURE_GENERATOR
1082 int f = dot->flags & F_DOT_BLACK;
1086 #ifdef STANDALONE_PICTURE_GENERATOR
1087 md.newdot->flags |= f;
1092 ret = foreach_tile(state, movedot_cb, 0, &md);
1099 /* Hard-code to a max. of 2x2 squares, for speed (less malloc) */
1101 #define MAX_OUTSIDE 8
1103 #define MAX_TILE_PERC 20
1105 static int generate_try_block(game_state *state, random_state *rs,
1106 int x1, int y1, int x2, int y2)
1108 int x, y, nadd = 0, nout = 0, i, maxsz;
1109 space *sp, *toadd[MAX_TOADD], *outside[MAX_OUTSIDE], *dot;
1111 if (!INGRID(state, x1, y1) || !INGRID(state, x2, y2)) return 0;
1113 /* We limit the maximum size of tiles to be ~2*sqrt(area); so,
1114 * a 5x5 grid shouldn't have anything >10 tiles, a 20x20 grid
1115 * nothing >40 tiles. */
1116 maxsz = (int)sqrt((double)(state->w * state->h)) * 2;
1117 debug(("generate_try_block, maxsz %d\n", maxsz));
1119 /* Make a static list of the spaces; if any space is already
1120 * associated then quit immediately. */
1121 for (x = x1; x <= x2; x += 2) {
1122 for (y = y1; y <= y2; y += 2) {
1123 assert(nadd < MAX_TOADD);
1124 sp = &SPACE(state, x, y);
1125 assert(sp->type == s_tile);
1126 if (sp->flags & F_TILE_ASSOC) return 0;
1131 /* Make a list of the spaces outside of our block, and shuffle it. */
1132 #define OUTSIDE(x, y) do { \
1133 if (INGRID(state, (x), (y))) { \
1134 assert(nout < MAX_OUTSIDE); \
1135 outside[nout++] = &SPACE(state, (x), (y)); \
1138 for (x = x1; x <= x2; x += 2) {
1142 for (y = y1; y <= y2; y += 2) {
1146 shuffle(outside, nout, sizeof(space *), rs);
1148 for (i = 0; i < nout; i++) {
1149 if (!(outside[i]->flags & F_TILE_ASSOC)) continue;
1150 dot = &SPACE(state, outside[i]->dotx, outside[i]->doty);
1151 if (dot->nassoc >= maxsz) {
1152 debug(("Not adding to dot %d,%d, large enough (%d) already.\n",
1153 dot->x, dot->y, dot->nassoc));
1156 if (dot_expand_or_move(state, dot, toadd, nadd)) return 1;
1161 #ifdef STANDALONE_SOLVER
1163 #define MAXTRIES maxtries
1168 static int solver_obvious_dot(game_state *state,space *dot);
1172 static void generate_pass(game_state *state, random_state *rs, int *scratch,
1173 int perc, unsigned int flags)
1175 int sz = state->sx*state->sy, nspc, i, ret;
1177 shuffle(scratch, sz, sizeof(int), rs);
1179 /* This bug took me a, er, little while to track down. On PalmOS,
1180 * which has 16-bit signed ints, puzzles over about 9x9 started
1181 * failing to generate because the nspc calculation would start
1182 * to overflow, causing the dots not to be filled in properly. */
1183 nspc = (int)(((long)perc * (long)sz) / 100L);
1184 debug(("generate_pass: %d%% (%d of %dx%d) squares, flags 0x%x\n",
1185 perc, nspc, state->sx, state->sy, flags));
1187 for (i = 0; i < nspc; i++) {
1188 space *sp = &state->grid[scratch[i]];
1189 int x1 = sp->x, y1 = sp->y, x2 = sp->x, y2 = sp->y;
1191 if (sp->type == s_edge) {
1192 if (IS_VERTICAL_EDGE(sp->x)) {
1198 if (sp->type != s_vertex) {
1199 /* heuristic; expanding from vertices tends to generate lots of
1200 * too-big regions of tiles. */
1201 if (generate_try_block(state, rs, x1, y1, x2, y2))
1202 continue; /* we expanded successfully. */
1205 if (!(flags & GP_DOTS)) continue;
1207 if ((sp->type == s_edge) && (i % 2)) {
1208 debug(("Omitting edge %d,%d as half-of.\n", sp->x, sp->y));
1212 /* If we've got here we might want to put a dot down. Check
1213 * if we can, and add one if so. */
1214 if (dot_is_possible(state, sp, 0)) {
1216 #ifdef STANDALONE_PICTURE_GENERATOR
1218 if (picture[(sp->y/2) * state->w + (sp->x/2)])
1219 sp->flags |= F_DOT_BLACK;
1222 ret = solver_obvious_dot(state, sp);
1224 debug(("Added dot (and obvious associations) at %d,%d\n",
1232 static int check_complete(game_state *state, int *dsf, int *colours);
1233 static int solver_state(game_state *state, int maxdiff);
1235 static char *new_game_desc(game_params *params, random_state *rs,
1236 char **aux, int interactive)
1238 game_state *state = blank_game(params->w, params->h), *copy;
1240 int *scratch, sz = state->sx*state->sy, i;
1241 int diff, ntries = 0, cc;
1243 /* Random list of squares to try and process, one-by-one. */
1244 scratch = snewn(sz, int);
1245 for (i = 0; i < sz; i++) scratch[i] = i;
1248 clear_game(state, 1);
1251 /* generate_pass(state, rs, scratch, 10, GP_DOTS); */
1252 /* generate_pass(state, rs, scratch, 100, 0); */
1253 generate_pass(state, rs, scratch, 100, GP_DOTS);
1255 game_update_dots(state);
1259 char *tmp = encode_game(state);
1260 debug(("new_game_desc state %dx%d:%s\n", params->w, params->h, tmp));
1265 for (i = 0; i < state->sx*state->sy; i++)
1266 if (state->grid[i].type == s_tile)
1267 outline_tile_fordot(state, &state->grid[i], TRUE);
1268 cc = check_complete(state, NULL, NULL);
1271 copy = dup_game(state);
1272 clear_game(copy, 0);
1274 diff = solver_state(copy, params->diff);
1277 assert(diff != DIFF_IMPOSSIBLE);
1278 if (diff != params->diff) {
1280 * We'll grudgingly accept a too-easy puzzle, but we must
1281 * _not_ permit a too-hard one (one which the solver
1282 * couldn't handle at all).
1284 if (diff > params->diff ||
1285 ntries < MAXTRIES) goto generate;
1288 #ifdef STANDALONE_PICTURE_GENERATOR
1290 * Postprocessing pass to prevent excessive numbers of adjacent
1291 * singletons. Iterate over all edges in random shuffled order;
1292 * for each edge that separates two regions, investigate
1293 * whether removing that edge and merging the regions would
1294 * still yield a valid and soluble puzzle. (The two regions
1295 * must also be the same colour, of course.) If so, do it.
1297 * This postprocessing pass is slow (due to repeated solver
1298 * invocations), and seems to be unnecessary during normal
1299 * unconstrained game generation. However, when generating a
1300 * game under colour constraints, excessive singletons seem to
1301 * turn up more often, so it's worth doing this.
1308 nposns = params->w * (params->h+1) + params->h * (params->w+1);
1309 posns = snewn(nposns, int);
1310 for (i = j = 0; i < state->sx*state->sy; i++)
1311 if (state->grid[i].type == s_edge)
1313 assert(j == nposns);
1315 shuffle(posns, nposns, sizeof(*posns), rs);
1317 for (i = 0; i < nposns; i++) {
1318 int x, y, x0, y0, x1, y1, cx, cy, cn, cx0, cy0, cx1, cy1, tx, ty;
1319 space *s0, *s1, *ts, *d0, *d1, *dn;
1322 /* Coordinates of edge space */
1323 x = posns[i] % state->sx;
1324 y = posns[i] / state->sx;
1326 /* Coordinates of square spaces on either side of edge */
1327 x0 = ((x+1) & ~1) - 1; /* round down to next odd number */
1328 y0 = ((y+1) & ~1) - 1;
1329 x1 = 2*x-x0; /* and reflect about x to get x1 */
1332 if (!INGRID(state, x0, y0) || !INGRID(state, x1, y1))
1333 continue; /* outermost edge of grid */
1334 s0 = &SPACE(state, x0, y0);
1335 s1 = &SPACE(state, x1, y1);
1336 assert(s0->type == s_tile && s1->type == s_tile);
1338 if (s0->dotx == s1->dotx && s0->doty == s1->doty)
1339 continue; /* tiles _already_ owned by same dot */
1341 d0 = &SPACE(state, s0->dotx, s0->doty);
1342 d1 = &SPACE(state, s1->dotx, s1->doty);
1344 if ((d0->flags ^ d1->flags) & F_DOT_BLACK)
1345 continue; /* different colours: cannot merge */
1348 * Work out where the centre of gravity of the new
1351 cx = d0->nassoc * d0->x + d1->nassoc * d1->x;
1352 cy = d0->nassoc * d0->y + d1->nassoc * d1->y;
1353 cn = d0->nassoc + d1->nassoc;
1354 if (cx % cn || cy % cn)
1355 continue; /* CoG not at integer coordinates */
1358 assert(INUI(state, cx, cy));
1361 * Ensure that the CoG would actually be _in_ the new
1362 * region, by verifying that all its surrounding tiles
1363 * belong to one or other of our two dots.
1365 cx0 = ((cx+1) & ~1) - 1; /* round down to next odd number */
1366 cy0 = ((cy+1) & ~1) - 1;
1367 cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */
1370 for (ty = cy0; ty <= cy1; ty += 2)
1371 for (tx = cx0; tx <= cx1; tx += 2) {
1372 ts = &SPACE(state, tx, ty);
1373 assert(ts->type == s_tile);
1374 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1375 (ts->dotx != d1->x || ts->doty != d1->y))
1382 * Verify that for every tile in either source region,
1383 * that tile's image in the new CoG is also in one of
1384 * the two source regions.
1386 for (ty = 1; ty < state->sy; ty += 2) {
1387 for (tx = 1; tx < state->sx; tx += 2) {
1390 ts = &SPACE(state, tx, ty);
1391 assert(ts->type == s_tile);
1392 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1393 (ts->dotx != d1->x || ts->doty != d1->y))
1394 continue; /* not part of these tiles anyway */
1397 if (!INGRID(state, tx1, ty1)) {
1401 ts = &SPACE(state, cx+cx-tx, cy+cy-ty);
1402 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1403 (ts->dotx != d1->x || ts->doty != d1->y)) {
1415 * Now we're clear to attempt the merge. We take a copy
1416 * of the game state first, so we can revert it easily
1417 * if the resulting puzzle turns out to have become
1420 copy2 = dup_game(state);
1424 dn = &SPACE(state, cx, cy);
1426 dn->flags |= (d0->flags & F_DOT_BLACK);
1427 for (ty = 1; ty < state->sy; ty += 2) {
1428 for (tx = 1; tx < state->sx; tx += 2) {
1429 ts = &SPACE(state, tx, ty);
1430 assert(ts->type == s_tile);
1431 if ((ts->dotx != d0->x || ts->doty != d0->y) &&
1432 (ts->dotx != d1->x || ts->doty != d1->y))
1433 continue; /* not part of these tiles anyway */
1434 add_assoc(state, ts, dn);
1438 copy = dup_game(state);
1439 clear_game(copy, 0);
1441 newdiff = solver_state(copy, params->diff);
1443 if (diff == newdiff) {
1444 /* Still just as soluble. Let the merge stand. */
1447 /* Became insoluble. Revert. */
1455 desc = encode_game(state);
1456 #ifndef STANDALONE_SOLVER
1457 debug(("new_game_desc generated: \n"));
1467 static int solver_obvious(game_state *state);
1469 static int dots_too_close(game_state *state)
1471 /* Quick-and-dirty check, using half the solver:
1472 * solver_obvious will only fail if the dots are
1473 * too close together, so dot-proximity associations
1475 game_state *tmp = dup_game(state);
1476 int ret = solver_obvious(tmp);
1478 return (ret == -1) ? 1 : 0;
1481 static game_state *load_game(game_params *params, char *desc,
1484 game_state *state = blank_game(params->w, params->h);
1496 if (n >= 'a' && n <= 'y') {
1499 } else if (n >= 'A' && n <= 'Y') {
1503 why = "Invalid characters in game description"; goto fail;
1505 /* if we got here we incremented i and have a dot to add. */
1506 y = (i / (state->sx-2)) + 1;
1507 x = (i % (state->sx-2)) + 1;
1508 if (!INUI(state, x, y)) {
1509 why = "Too much data to fit in grid"; goto fail;
1511 add_dot(&SPACE(state, x, y));
1512 SPACE(state, x, y).flags |= df;
1515 game_update_dots(state);
1517 if (dots_too_close(state)) {
1518 why = "Dots too close together"; goto fail;
1525 if (why_r) *why_r = why;
1529 static char *validate_desc(game_params *params, char *desc)
1532 game_state *dummy = load_game(params, desc, &why);
1541 static game_state *new_game(midend *me, game_params *params, char *desc)
1543 game_state *state = load_game(params, desc, NULL);
1545 assert("Unable to load ?validated game.");
1554 /* ----------------------------------------------------------
1555 * Solver and all its little wizards.
1558 int solver_recurse_depth;
1560 typedef struct solver_ctx {
1562 int sz; /* state->sx * state->sy */
1563 space **scratch; /* size sz */
1567 static solver_ctx *new_solver(game_state *state)
1569 solver_ctx *sctx = snew(solver_ctx);
1570 sctx->state = state;
1571 sctx->sz = state->sx*state->sy;
1572 sctx->scratch = snewn(sctx->sz, space *);
1576 static void free_solver(solver_ctx *sctx)
1578 sfree(sctx->scratch);
1582 /* Solver ideas so far:
1584 * For any empty space, work out how many dots it could associate
1586 * it needs line-of-sight
1587 * it needs an empty space on the far side
1588 * any adjacent lines need corresponding line possibilities.
1591 /* The solver_ctx should keep a list of dot positions, for quicker looping.
1593 * Solver techniques, in order of difficulty:
1594 * obvious adjacency to dots
1595 * transferring tiles to opposite side
1596 * transferring lines to opposite side
1597 * one possible dot for a given tile based on opposite availability
1598 * tile with 3 definite edges next to an associated tile must associate
1601 * one possible dot for a given tile based on line-of-sight
1604 static int solver_add_assoc(game_state *state, space *tile, int dx, int dy,
1607 space *dot, *tile_opp;
1609 dot = &SPACE(state, dx, dy);
1610 tile_opp = space_opposite_dot(state, tile, dot);
1612 assert(tile->type == s_tile);
1613 if (tile->flags & F_TILE_ASSOC) {
1614 if ((tile->dotx != dx) || (tile->doty != dy)) {
1615 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1616 "already --> %d,%d.\n",
1617 solver_recurse_depth*4, "",
1618 tile->x, tile->y, dx, dy, why,
1619 tile->dotx, tile->doty));
1622 return 0; /* no-op */
1625 solvep(("%*s%d,%d --> %d,%d impossible, no opposite tile.\n",
1626 solver_recurse_depth*4, "", tile->x, tile->y, dx, dy));
1629 if (tile_opp->flags & F_TILE_ASSOC &&
1630 (tile_opp->dotx != dx || tile_opp->doty != dy)) {
1631 solvep(("%*sSet %d,%d --> %d,%d (%s) impossible; "
1632 "opposite already --> %d,%d.\n",
1633 solver_recurse_depth*4, "",
1634 tile->x, tile->y, dx, dy, why,
1635 tile_opp->dotx, tile_opp->doty));
1639 add_assoc(state, tile, dot);
1640 add_assoc(state, tile_opp, dot);
1641 solvep(("%*sSetting %d,%d --> %d,%d (%s).\n",
1642 solver_recurse_depth*4, "",
1643 tile->x, tile->y,dx, dy, why));
1644 solvep(("%*sSetting %d,%d --> %d,%d (%s, opposite).\n",
1645 solver_recurse_depth*4, "",
1646 tile_opp->x, tile_opp->y, dx, dy, why));
1650 static int solver_obvious_dot(game_state *state, space *dot)
1652 int dx, dy, ret, didsth = 0;
1655 debug(("%*ssolver_obvious_dot for %d,%d.\n",
1656 solver_recurse_depth*4, "", dot->x, dot->y));
1658 assert(dot->flags & F_DOT);
1659 for (dx = -1; dx <= 1; dx++) {
1660 for (dy = -1; dy <= 1; dy++) {
1661 if (!INGRID(state, dot->x+dx, dot->y+dy)) continue;
1663 tile = &SPACE(state, dot->x+dx, dot->y+dy);
1664 if (tile->type == s_tile) {
1665 ret = solver_add_assoc(state, tile, dot->x, dot->y,
1667 if (ret < 0) return -1;
1668 if (ret > 0) didsth = 1;
1675 static int solver_obvious(game_state *state)
1677 int i, didsth = 0, ret;
1679 debug(("%*ssolver_obvious.\n", solver_recurse_depth*4, ""));
1681 for (i = 0; i < state->ndots; i++) {
1682 ret = solver_obvious_dot(state, state->dots[i]);
1683 if (ret < 0) return -1;
1684 if (ret > 0) didsth = 1;
1689 static int solver_lines_opposite_cb(game_state *state, space *edge, void *ctx)
1691 int didsth = 0, n, dx, dy;
1692 space *tiles[2], *tile_opp, *edge_opp;
1694 assert(edge->type == s_edge);
1696 tiles_from_edge(state, edge, tiles);
1698 /* if tiles[0] && tiles[1] && they're both associated
1699 * and they're both associated with different dots,
1700 * ensure the line is set. */
1701 if (!(edge->flags & F_EDGE_SET) &&
1702 tiles[0] && tiles[1] &&
1703 (tiles[0]->flags & F_TILE_ASSOC) &&
1704 (tiles[1]->flags & F_TILE_ASSOC) &&
1705 (tiles[0]->dotx != tiles[1]->dotx ||
1706 tiles[0]->doty != tiles[1]->doty)) {
1707 /* No edge, but the two adjacent tiles are both
1708 * associated with different dots; add the edge. */
1709 solvep(("%*sSetting edge %d,%d - tiles different dots.\n",
1710 solver_recurse_depth*4, "", edge->x, edge->y));
1711 edge->flags |= F_EDGE_SET;
1715 if (!(edge->flags & F_EDGE_SET)) return didsth;
1716 for (n = 0; n < 2; n++) {
1717 if (!tiles[n]) continue;
1718 assert(tiles[n]->type == s_tile);
1719 if (!(tiles[n]->flags & F_TILE_ASSOC)) continue;
1721 tile_opp = tile_opposite(state, tiles[n]);
1723 solvep(("%*simpossible: edge %d,%d has assoc. tile %d,%d"
1724 " with no opposite.\n",
1725 solver_recurse_depth*4, "",
1726 edge->x, edge->y, tiles[n]->x, tiles[n]->y));
1727 /* edge of tile has no opposite edge (off grid?);
1728 * this is impossible. */
1732 dx = tiles[n]->x - edge->x;
1733 dy = tiles[n]->y - edge->y;
1734 assert(INGRID(state, tile_opp->x+dx, tile_opp->y+dy));
1735 edge_opp = &SPACE(state, tile_opp->x+dx, tile_opp->y+dy);
1736 if (!(edge_opp->flags & F_EDGE_SET)) {
1737 solvep(("%*sSetting edge %d,%d as opposite %d,%d\n",
1738 solver_recurse_depth*4, "",
1739 tile_opp->x-dx, tile_opp->y-dy, edge->x, edge->y));
1740 edge_opp->flags |= F_EDGE_SET;
1747 static int solver_spaces_oneposs_cb(game_state *state, space *tile, void *ctx)
1750 struct space *edgeadj[4], *tileadj[4];
1753 assert(tile->type == s_tile);
1754 if (tile->flags & F_TILE_ASSOC) return 0;
1756 adjacencies(state, tile, edgeadj, tileadj);
1758 /* Empty tile. If each edge is either set, or associated with
1759 * the same dot, we must also associate with dot. */
1760 eset = 0; dotx = -1; doty = -1;
1761 for (n = 0; n < 4; n++) {
1763 assert(edgeadj[n]->type == s_edge);
1764 if (edgeadj[n]->flags & F_EDGE_SET) {
1768 assert(tileadj[n]->type == s_tile);
1770 /* If an adjacent tile is empty we can't make any deductions.*/
1771 if (!(tileadj[n]->flags & F_TILE_ASSOC))
1774 /* If an adjacent tile is assoc. with a different dot
1775 * we can't make any deductions. */
1776 if (dotx != -1 && doty != -1 &&
1777 (tileadj[n]->dotx != dotx ||
1778 tileadj[n]->doty != doty))
1781 dotx = tileadj[n]->dotx;
1782 doty = tileadj[n]->doty;
1786 solvep(("%*simpossible: empty tile %d,%d has 4 edges\n",
1787 solver_recurse_depth*4, "",
1791 assert(dotx != -1 && doty != -1);
1793 ret = solver_add_assoc(state, tile, dotx, doty, "rest are edges");
1794 if (ret == -1) return -1;
1795 assert(ret != 0); /* really should have done something. */
1800 /* Improved algorithm for tracking line-of-sight from dots, and not spaces.
1802 * The solver_ctx already stores a list of dots: the algorithm proceeds by
1803 * expanding outwards from each dot in turn, expanding first to the boundary
1804 * of its currently-connected tile and then to all empty tiles that could see
1805 * it. Empty tiles will be flagged with a 'can see dot <x,y>' sticker.
1807 * Expansion will happen by (symmetrically opposite) pairs of squares; if
1808 * a square hasn't an opposite number there's no point trying to expand through
1809 * it. Empty tiles will therefore also be tagged in pairs.
1811 * If an empty tile already has a 'can see dot <x,y>' tag from a previous dot,
1812 * it (and its partner) gets untagged (or, rather, a 'can see two dots' tag)
1813 * because we're looking for single-dot possibilities.
1815 * Once we've gone through all the dots, any which still have a 'can see dot'
1816 * tag get associated with that dot (because it must have been the only one);
1817 * any without any tag (i.e. that could see _no_ dots) cause an impossibility
1820 * The expansion will happen each time with a stored list of (space *) pairs,
1821 * rather than a mark-and-sweep idea; that's horrifically inefficient.
1823 * expansion algorithm:
1825 * * allocate list of (space *) the size of s->sx*s->sy.
1826 * * allocate second grid for (flags, dotx, doty) size of sx*sy.
1828 * clear second grid (flags = 0, all dotx and doty = 0)
1829 * flags: F_REACHABLE, F_MULTIPLE
1832 * * for each dot, start with one pair of tiles that are associated with it --
1833 * * vertex --> (dx+1, dy+1), (dx-1, dy-1)
1834 * * edge --> (adj1, adj2)
1835 * * tile --> (tile, tile) ???
1836 * * mark that pair of tiles with F_MARK, clear all other F_MARKs.
1837 * * add two tiles to start of list.
1839 * set start = 0, end = next = 2
1841 * from (start to end-1, step 2) {
1842 * * we have two tiles (t1, t2), opposites wrt our dot.
1843 * * for each (at1) sensible adjacent tile to t1 (i.e. not past an edge):
1844 * * work out at2 as the opposite to at1
1845 * * assert at1 and at2 have the same F_MARK values.
1846 * * if at1 & F_MARK ignore it (we've been there on a previous sweep)
1847 * * if either are associated with a different dot
1848 * * mark both with F_MARK (so we ignore them later)
1849 * * otherwise (assoc. with our dot, or empty):
1850 * * mark both with F_MARK
1851 * * add their space * values to the end of the list, set next += 2.
1855 * * we didn't add any new squares; exit the loop.
1857 * * set start = next+1, end = next. go round again
1859 * We've finished expanding from the dot. Now, for each square we have
1860 * in our list (--> each square with F_MARK):
1861 * * if the tile is empty:
1862 * * if F_REACHABLE was already set
1865 * * set F_REACHABLE, set dotx and doty to our dot.
1867 * Then, continue the whole thing for each dot in turn.
1869 * Once we've done for each dot, go through the entire grid looking for
1870 * empty tiles: for each empty tile:
1871 * if F_REACHABLE and not F_MULTIPLE, set that dot (and its double)
1872 * if !F_REACHABLE, return as impossible.
1876 /* Returns 1 if this tile is either already associated with this dot,
1878 static int solver_expand_checkdot(space *tile, space *dot)
1880 if (!(tile->flags & F_TILE_ASSOC)) return 1;
1881 if (tile->dotx == dot->x && tile->doty == dot->y) return 1;
1885 static void solver_expand_fromdot(game_state *state, space *dot, solver_ctx *sctx)
1887 int i, j, x, y, start, end, next;
1890 /* Clear the grid of the (space) flags we'll use. */
1892 /* This is well optimised; analysis showed that:
1893 for (i = 0; i < sctx->sz; i++) state->grid[i].flags &= ~F_MARK;
1894 took up ~85% of the total function time! */
1895 for (y = 1; y < state->sy; y += 2) {
1896 sp = &SPACE(state, 1, y);
1897 for (x = 1; x < state->sx; x += 2, sp += 2)
1898 sp->flags &= ~F_MARK;
1901 /* Seed the list of marked squares with two that must be associated
1902 * with our dot (possibly the same space) */
1903 if (dot->type == s_tile) {
1904 sctx->scratch[0] = sctx->scratch[1] = dot;
1905 } else if (dot->type == s_edge) {
1906 tiles_from_edge(state, dot, sctx->scratch);
1907 } else if (dot->type == s_vertex) {
1908 /* pick two of the opposite ones arbitrarily. */
1909 sctx->scratch[0] = &SPACE(state, dot->x-1, dot->y-1);
1910 sctx->scratch[1] = &SPACE(state, dot->x+1, dot->y+1);
1912 assert(sctx->scratch[0]->flags & F_TILE_ASSOC);
1913 assert(sctx->scratch[1]->flags & F_TILE_ASSOC);
1915 sctx->scratch[0]->flags |= F_MARK;
1916 sctx->scratch[1]->flags |= F_MARK;
1918 debug(("%*sexpand from dot %d,%d seeded with %d,%d and %d,%d.\n",
1919 solver_recurse_depth*4, "", dot->x, dot->y,
1920 sctx->scratch[0]->x, sctx->scratch[0]->y,
1921 sctx->scratch[1]->x, sctx->scratch[1]->y));
1923 start = 0; end = 2; next = 2;
1926 debug(("%*sexpand: start %d, end %d, next %d\n",
1927 solver_recurse_depth*4, "", start, end, next));
1928 for (i = start; i < end; i += 2) {
1929 space *t1 = sctx->scratch[i]/*, *t2 = sctx->scratch[i+1]*/;
1930 space *edges[4], *tileadj[4], *tileadj2;
1932 adjacencies(state, t1, edges, tileadj);
1934 for (j = 0; j < 4; j++) {
1936 if (edges[j]->flags & F_EDGE_SET) continue;
1939 if (tileadj[j]->flags & F_MARK) continue; /* seen before. */
1941 /* We have a tile adjacent to t1; find its opposite. */
1942 tileadj2 = space_opposite_dot(state, tileadj[j], dot);
1944 debug(("%*sMarking %d,%d, no opposite.\n",
1945 solver_recurse_depth*4, "",
1946 tileadj[j]->x, tileadj[j]->y));
1947 tileadj[j]->flags |= F_MARK;
1948 continue; /* no opposite, so mark for next time. */
1950 /* If the tile had an opposite we should have either seen both of
1951 * these, or neither of these, before. */
1952 assert(!(tileadj2->flags & F_MARK));
1954 if (solver_expand_checkdot(tileadj[j], dot) &&
1955 solver_expand_checkdot(tileadj2, dot)) {
1956 /* Both tiles could associate with this dot; add them to
1958 debug(("%*sAdding %d,%d and %d,%d to possibles list.\n",
1959 solver_recurse_depth*4, "",
1960 tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y));
1961 sctx->scratch[next++] = tileadj[j];
1962 sctx->scratch[next++] = tileadj2;
1964 /* Either way, we've seen these tiles already so mark them. */
1965 debug(("%*sMarking %d,%d and %d,%d.\n",
1966 solver_recurse_depth*4, "",
1967 tileadj[j]->x, tileadj[j]->y, tileadj2->x, tileadj2->y));
1968 tileadj[j]->flags |= F_MARK;
1969 tileadj2->flags |= F_MARK;
1973 /* We added more squares; go back and try again. */
1974 start = end; end = next; goto expand;
1977 /* We've expanded as far as we can go. Now we update the main flags
1978 * on all tiles we've expanded into -- if they were empty, we have
1979 * found possible associations for this dot. */
1980 for (i = 0; i < end; i++) {
1981 if (sctx->scratch[i]->flags & F_TILE_ASSOC) continue;
1982 if (sctx->scratch[i]->flags & F_REACHABLE) {
1983 /* This is (at least) the second dot this tile could
1984 * associate with. */
1985 debug(("%*sempty tile %d,%d could assoc. other dot %d,%d\n",
1986 solver_recurse_depth*4, "",
1987 sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y));
1988 sctx->scratch[i]->flags |= F_MULTIPLE;
1990 /* This is the first (possibly only) dot. */
1991 debug(("%*sempty tile %d,%d could assoc. 1st dot %d,%d\n",
1992 solver_recurse_depth*4, "",
1993 sctx->scratch[i]->x, sctx->scratch[i]->y, dot->x, dot->y));
1994 sctx->scratch[i]->flags |= F_REACHABLE;
1995 sctx->scratch[i]->dotx = dot->x;
1996 sctx->scratch[i]->doty = dot->y;
2002 static int solver_expand_postcb(game_state *state, space *tile, void *ctx)
2004 assert(tile->type == s_tile);
2006 if (tile->flags & F_TILE_ASSOC) return 0;
2008 if (!(tile->flags & F_REACHABLE)) {
2009 solvep(("%*simpossible: space (%d,%d) can reach no dots.\n",
2010 solver_recurse_depth*4, "", tile->x, tile->y));
2013 if (tile->flags & F_MULTIPLE) return 0;
2015 return solver_add_assoc(state, tile, tile->dotx, tile->doty,
2016 "single possible dot after expansion");
2019 static int solver_expand_dots(game_state *state, solver_ctx *sctx)
2023 for (i = 0; i < sctx->sz; i++)
2024 state->grid[i].flags &= ~(F_REACHABLE|F_MULTIPLE);
2026 for (i = 0; i < state->ndots; i++)
2027 solver_expand_fromdot(state, state->dots[i], sctx);
2029 return foreach_tile(state, solver_expand_postcb, IMPOSSIBLE_QUITS, sctx);
2032 struct recurse_ctx {
2037 static int solver_recurse_cb(game_state *state, space *tile, void *ctx)
2039 struct recurse_ctx *rctx = (struct recurse_ctx *)ctx;
2042 assert(tile->type == s_tile);
2043 if (tile->flags & F_TILE_ASSOC) return 0;
2045 /* We're unassociated: count up all the dots we could associate with. */
2046 for (i = 0; i < state->ndots; i++) {
2047 if (dotfortile(state, tile, state->dots[i]))
2050 if (n > rctx->bestn) {
2057 static int solver_state(game_state *state, int maxdiff);
2059 #define MAXRECURSE 5
2061 static int solver_recurse(game_state *state, int maxdiff)
2063 int diff = DIFF_IMPOSSIBLE, ret, n, gsz = state->sx * state->sy;
2064 space *ingrid, *outgrid = NULL, *bestopp;
2065 struct recurse_ctx rctx;
2067 if (solver_recurse_depth >= MAXRECURSE) {
2068 solvep(("Limiting recursion to %d, returning.", MAXRECURSE));
2069 return DIFF_UNFINISHED;
2072 /* Work out the cell to recurse on; go through all unassociated tiles
2073 * and find which one has the most possible dots it could associate
2078 foreach_tile(state, solver_recurse_cb, 0, &rctx);
2079 if (rctx.bestn == 0) return DIFF_IMPOSSIBLE; /* or assert? */
2082 solvep(("%*sRecursing around %d,%d, with %d possible dots.\n",
2083 solver_recurse_depth*4, "",
2084 rctx.best->x, rctx.best->y, rctx.bestn));
2086 #ifdef STANDALONE_SOLVER
2087 solver_recurse_depth++;
2090 ingrid = snewn(gsz, struct space);
2091 memcpy(ingrid, state->grid, gsz * sizeof(struct space));
2093 for (n = 0; n < state->ndots; n++) {
2094 memcpy(state->grid, ingrid, gsz * sizeof(struct space));
2096 if (!dotfortile(state, rctx.best, state->dots[n])) continue;
2098 /* set cell (temporarily) pointing to that dot. */
2099 solver_add_assoc(state, rctx.best,
2100 state->dots[n]->x, state->dots[n]->y,
2101 "Attempting for recursion");
2103 ret = solver_state(state, maxdiff);
2105 if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE) {
2106 /* we found our first solved grid; copy it away. */
2108 outgrid = snewn(gsz, struct space);
2109 memcpy(outgrid, state->grid, gsz * sizeof(struct space));
2111 /* reset cell back to unassociated. */
2112 bestopp = tile_opposite(state, rctx.best);
2113 assert(bestopp && bestopp->flags & F_TILE_ASSOC);
2115 remove_assoc(state, rctx.best);
2116 remove_assoc(state, bestopp);
2118 if (ret == DIFF_AMBIGUOUS || ret == DIFF_UNFINISHED)
2120 else if (ret == DIFF_IMPOSSIBLE)
2123 /* precisely one solution */
2124 if (diff == DIFF_IMPOSSIBLE)
2125 diff = DIFF_UNREASONABLE;
2127 diff = DIFF_AMBIGUOUS;
2129 /* if we've found >1 solution, or ran out of recursion,
2130 * give up immediately. */
2131 if (diff == DIFF_AMBIGUOUS || diff == DIFF_UNFINISHED)
2135 #ifdef STANDALONE_SOLVER
2136 solver_recurse_depth--;
2140 /* we found (at least one) soln; copy it back to state */
2141 memcpy(state->grid, outgrid, gsz * sizeof(struct space));
2148 static int solver_state(game_state *state, int maxdiff)
2150 solver_ctx *sctx = new_solver(state);
2151 int ret, diff = DIFF_NORMAL;
2153 #ifdef STANDALONE_PICTURE_GENERATOR
2154 /* hack, hack: set picture to NULL during solving so that add_assoc
2155 * won't complain when we attempt recursive guessing and guess wrong */
2156 int *savepic = picture;
2160 ret = solver_obvious(state);
2162 diff = DIFF_IMPOSSIBLE;
2166 #define CHECKRET(d) do { \
2167 if (ret < 0) { diff = DIFF_IMPOSSIBLE; goto got_result; } \
2168 if (ret > 0) { diff = max(diff, (d)); goto cont; } \
2173 ret = foreach_edge(state, solver_lines_opposite_cb,
2174 IMPOSSIBLE_QUITS, sctx);
2175 CHECKRET(DIFF_NORMAL);
2177 ret = foreach_tile(state, solver_spaces_oneposs_cb,
2178 IMPOSSIBLE_QUITS, sctx);
2179 CHECKRET(DIFF_NORMAL);
2181 ret = solver_expand_dots(state, sctx);
2182 CHECKRET(DIFF_NORMAL);
2184 if (maxdiff <= DIFF_NORMAL)
2189 /* if we reach here, we've made no deductions, so we terminate. */
2193 if (check_complete(state, NULL, NULL)) goto got_result;
2195 diff = (maxdiff >= DIFF_UNREASONABLE) ?
2196 solver_recurse(state, maxdiff) : DIFF_UNFINISHED;
2200 #ifndef STANDALONE_SOLVER
2201 debug(("solver_state ends, diff %s:\n", galaxies_diffnames[diff]));
2205 #ifdef STANDALONE_PICTURE_GENERATOR
2213 static char *solve_game(game_state *state, game_state *currstate,
2214 char *aux, char **error)
2216 game_state *tosolve;
2221 tosolve = dup_game(currstate);
2222 diff = solver_state(tosolve, DIFF_UNREASONABLE);
2223 if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) {
2224 debug(("solve_game solved with current state.\n"));
2229 tosolve = dup_game(state);
2230 diff = solver_state(tosolve, DIFF_UNREASONABLE);
2231 if (diff != DIFF_UNFINISHED && diff != DIFF_IMPOSSIBLE) {
2232 debug(("solve_game solved with original state.\n"));
2241 * Clear tile associations: the solution will only include the
2244 for (i = 0; i < tosolve->sx*tosolve->sy; i++)
2245 tosolve->grid[i].flags &= ~F_TILE_ASSOC;
2246 ret = diff_game(currstate, tosolve, 1);
2252 /* ----------------------------------------------------------
2258 int dx, dy; /* pixel coords of drag pos. */
2259 int dotx, doty; /* grid coords of dot we're dragging from. */
2260 int srcx, srcy; /* grid coords of drag start */
2263 static game_ui *new_ui(game_state *state)
2265 game_ui *ui = snew(game_ui);
2266 ui->dragging = FALSE;
2270 static void free_ui(game_ui *ui)
2275 static char *encode_ui(game_ui *ui)
2280 static void decode_ui(game_ui *ui, char *encoding)
2284 static void game_changed_state(game_ui *ui, game_state *oldstate,
2285 game_state *newstate)
2289 #define FLASH_TIME 0.15F
2291 #define PREFERRED_TILE_SIZE 32
2292 #define TILE_SIZE (ds->tilesize)
2293 #define DOT_SIZE (TILE_SIZE / 4)
2294 #define EDGE_THICKNESS (max(TILE_SIZE / 16, 2))
2295 #define BORDER TILE_SIZE
2297 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
2298 #define SCOORD(x) ( ((x) * TILE_SIZE)/2 + BORDER )
2299 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
2301 #define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
2302 #define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
2304 struct game_drawstate {
2308 unsigned long *grid;
2312 int dragging, dragx, dragy;
2314 int *colour_scratch;
2317 #define CORNER_TOLERANCE 0.15F
2318 #define CENTRE_TOLERANCE 0.15F
2321 * Round FP coordinates to the centre of the nearest edge.
2324 static void coord_round_to_edge(float x, float y, int *xr, int *yr)
2326 float xs, ys, xv, yv, dx, dy;
2329 * Find the nearest square-centre.
2331 xs = (float)floor(x) + 0.5F;
2332 ys = (float)floor(y) + 0.5F;
2335 * Find the nearest grid vertex.
2337 xv = (float)floor(x + 0.5F);
2338 yv = (float)floor(y + 0.5F);
2341 * Determine whether the horizontal or vertical edge from that
2342 * vertex alongside that square is closer to us, by comparing
2343 * distances from the square cente.
2345 dx = (float)fabs(x - xs);
2346 dy = (float)fabs(y - ys);
2348 /* Vertical edge: x-coord of corner,
2349 * y-coord of square centre. */
2351 *yr = 1 + 2 * (int)floor(ys);
2353 /* Horizontal edge: x-coord of square centre,
2354 * y-coord of corner. */
2355 *xr = 1 + 2 * (int)floor(xs);
2362 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2363 int x, int y, int button)
2369 px = 2*FROMCOORD((float)x) + 0.5;
2370 py = 2*FROMCOORD((float)y) + 0.5;
2374 if (button == 'C' || button == 'c') return dupstr("C");
2376 if (button == 'S' || button == 's') {
2378 game_state *tmp = dup_game(state);
2379 state->cdiff = solver_state(tmp, DIFF_UNREASONABLE-1);
2380 ret = diff_game(state, tmp, 0);
2385 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2386 if (!INUI(state, px, py)) return NULL;
2387 sp = &SPACE(state, px, py);
2388 if (!dot_is_possible(state, sp, 1)) return NULL;
2389 sprintf(buf, "%c%d,%d",
2390 (char)((button == LEFT_BUTTON) ? 'D' : 'd'), px, py);
2397 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2398 int x, int y, int button)
2400 /* UI operations (play mode):
2402 * Toggle edge (set/unset) (left-click on edge)
2403 * Associate space with dot (left-drag from dot)
2404 * Unassociate space (left-drag from space off grid)
2405 * Autofill lines around shape? (right-click?)
2407 * (edit mode; will clear all lines/associations)
2409 * Add or remove dot (left-click)
2414 struct space *sp, *dot;
2416 if (button == 'H' || button == 'h') {
2418 game_state *tmp = dup_game(state);
2419 solver_obvious(tmp);
2420 ret = diff_game(state, tmp, 0);
2425 if (button == LEFT_BUTTON) {
2426 coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y),
2429 if (!INUI(state, px, py)) return NULL;
2431 sp = &SPACE(state, px, py);
2432 assert(sp->type == s_edge);
2434 sprintf(buf, "E%d,%d", px, py);
2437 } else if (button == RIGHT_BUTTON) {
2440 px = (int)(2*FROMCOORD((float)x) + 0.5);
2441 py = (int)(2*FROMCOORD((float)y) + 0.5);
2446 * If there's a dot anywhere nearby, we pick up an arrow
2447 * pointing at that dot.
2449 for (py1 = py-1; py1 <= py+1; py1++)
2450 for (px1 = px-1; px1 <= px+1; px1++) {
2451 if (px1 >= 0 && px1 < state->sx &&
2452 py1 >= 0 && py1 < state->sy &&
2453 x >= SCOORD(px1-1) && x < SCOORD(px1+1) &&
2454 y >= SCOORD(py1-1) && y < SCOORD(py1+1) &&
2455 SPACE(state, px1, py1).flags & F_DOT) {
2457 * Found a dot. Begin a drag from it.
2459 dot = &SPACE(state, px1, py1);
2462 goto done; /* multi-level break */
2467 * Otherwise, find the nearest _square_, and pick up the
2468 * same arrow as it's got on it, if any.
2471 px = 2*FROMCOORD(x+TILE_SIZE) - 1;
2472 py = 2*FROMCOORD(y+TILE_SIZE) - 1;
2473 if (px >= 0 && px < state->sx && py >= 0 && py < state->sy) {
2474 sp = &SPACE(state, px, py);
2475 if (sp->flags & F_TILE_ASSOC) {
2476 dot = &SPACE(state, sp->dotx, sp->doty);
2485 * Now, if we've managed to find a dot, begin a drag.
2488 ui->dragging = TRUE;
2495 } else if (button == RIGHT_DRAG && ui->dragging) {
2496 /* just move the drag coords. */
2500 } else if (button == RIGHT_RELEASE && ui->dragging) {
2501 ui->dragging = FALSE;
2504 * Drags are always targeted at a single square.
2506 px = 2*FROMCOORD(x+TILE_SIZE) - 1;
2507 py = 2*FROMCOORD(y+TILE_SIZE) - 1;
2510 * Dragging an arrow on to the same square it started from
2511 * is a null move; just update the ui and finish.
2513 if (px == ui->srcx && py == ui->srcy)
2520 * Otherwise, we remove the arrow from its starting
2521 * square if we didn't start from a dot...
2523 if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
2524 SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
2525 sprintf(buf + strlen(buf), "%sU%d,%d", sep, ui->srcx, ui->srcy);
2530 * ... and if the square we're moving it _to_ is valid, we
2531 * add one there instead.
2533 if (INUI(state, px, py)) {
2534 sp = &SPACE(state, px, py);
2536 if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC))
2537 sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
2538 sep, px, py, ui->dotx, ui->doty);
2551 static int check_complete(game_state *state, int *dsf, int *colours)
2553 int w = state->w, h = state->h;
2558 int minx, miny, maxx, maxy;
2564 dsf = snew_dsf(w*h);
2572 * During actual game play, completion checking is done on the
2573 * basis of the edges rather than the square associations. So
2574 * first we must go through the grid figuring out the connected
2575 * components into which the edges divide it.
2577 for (y = 0; y < h; y++)
2578 for (x = 0; x < w; x++) {
2579 if (y+1 < h && !(SPACE(state, 2*x+1, 2*y+2).flags & F_EDGE_SET))
2580 dsf_merge(dsf, y*w+x, (y+1)*w+x);
2581 if (x+1 < w && !(SPACE(state, 2*x+2, 2*y+1).flags & F_EDGE_SET))
2582 dsf_merge(dsf, y*w+x, y*w+(x+1));
2586 * That gives us our connected components. Now, for each
2587 * component, decide whether it's _valid_. A valid component is
2590 * - is 180-degree rotationally symmetric
2591 * - has a dot at its centre of symmetry
2592 * - has no other dots anywhere within it (including on its
2594 * - contains no internal edges (i.e. edges separating two
2595 * squares which are both part of the component).
2599 * First, go through the grid finding the bounding box of each
2602 sqdata = snewn(w*h, struct sqdata);
2603 for (i = 0; i < w*h; i++) {
2604 sqdata[i].minx = w+1;
2605 sqdata[i].miny = h+1;
2606 sqdata[i].maxx = sqdata[i].maxy = -1;
2607 sqdata[i].valid = FALSE;
2609 for (y = 0; y < h; y++)
2610 for (x = 0; x < w; x++) {
2611 i = dsf_canonify(dsf, y*w+x);
2612 if (sqdata[i].minx > x)
2614 if (sqdata[i].maxx < x)
2616 if (sqdata[i].miny > y)
2618 if (sqdata[i].maxy < y)
2620 sqdata[i].valid = TRUE;
2624 * Now we're in a position to loop over each actual component
2625 * and figure out where its centre of symmetry has to be if
2628 for (i = 0; i < w*h; i++)
2629 if (sqdata[i].valid) {
2631 cx = sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1;
2632 cy = sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1;
2633 if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT))
2634 sqdata[i].valid = FALSE; /* no dot at centre of symmetry */
2635 if (dsf_canonify(dsf, (cy-1)/2*w+(cx-1)/2) != i ||
2636 dsf_canonify(dsf, (cy)/2*w+(cx-1)/2) != i ||
2637 dsf_canonify(dsf, (cy-1)/2*w+(cx)/2) != i ||
2638 dsf_canonify(dsf, (cy)/2*w+(cx)/2) != i)
2639 sqdata[i].valid = FALSE; /* dot at cx,cy isn't ours */
2640 if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK)
2641 sqdata[i].colour = 2;
2643 sqdata[i].colour = 1;
2647 * Now we loop over the whole grid again, this time finding
2648 * extraneous dots (any dot which wholly or partially overlaps
2649 * a square and is not at the centre of symmetry of that
2650 * square's component disqualifies the component from validity)
2651 * and extraneous edges (any edge separating two squares
2652 * belonging to the same component also disqualifies that
2655 for (y = 1; y < state->sy-1; y++)
2656 for (x = 1; x < state->sx-1; x++) {
2657 space *sp = &SPACE(state, x, y);
2659 if (sp->flags & F_DOT) {
2661 * There's a dot here. Use it to disqualify any
2662 * component which deserves it.
2665 for (cy = (y-1) >> 1; cy <= y >> 1; cy++)
2666 for (cx = (x-1) >> 1; cx <= x >> 1; cx++) {
2667 i = dsf_canonify(dsf, cy*w+cx);
2668 if (x != sqdata[i].cx || y != sqdata[i].cy)
2669 sqdata[i].valid = FALSE;
2673 if (sp->flags & F_EDGE_SET) {
2675 * There's an edge here. Use it to disqualify a
2676 * component if necessary.
2678 int cx1 = (x-1) >> 1, cx2 = x >> 1;
2679 int cy1 = (y-1) >> 1, cy2 = y >> 1;
2680 assert((cx1==cx2) ^ (cy1==cy2));
2681 i = dsf_canonify(dsf, cy1*w+cx1);
2682 if (i == dsf_canonify(dsf, cy2*w+cx2))
2683 sqdata[i].valid = FALSE;
2688 * And finally we test rotational symmetry: for each square in
2689 * the grid, find which component it's in, test that that
2690 * component also has a square in the symmetric position, and
2691 * disqualify it if it doesn't.
2693 for (y = 0; y < h; y++)
2694 for (x = 0; x < w; x++) {
2697 i = dsf_canonify(dsf, y*w+x);
2699 x2 = sqdata[i].cx - 1 - x;
2700 y2 = sqdata[i].cy - 1 - y;
2701 if (i != dsf_canonify(dsf, y2*w+x2))
2702 sqdata[i].valid = FALSE;
2706 * That's it. We now have all the connected components marked
2707 * as valid or not valid. So now we return a `colours' array if
2708 * we were asked for one, and also we return an overall
2709 * true/false value depending on whether _every_ square in the
2710 * grid is part of a valid component.
2713 for (i = 0; i < w*h; i++) {
2714 int ci = dsf_canonify(dsf, i);
2715 int thisok = sqdata[ci].valid;
2717 colours[i] = thisok ? sqdata[ci].colour : 0;
2718 ret = ret && thisok;
2728 static game_state *execute_move(game_state *state, char *move)
2730 int x, y, ax, ay, n, dx, dy;
2731 game_state *ret = dup_game(state);
2732 struct space *sp, *dot;
2734 debug(("%s\n", move));
2738 if (c == 'E' || c == 'U' || c == 'M'
2740 || c == 'D' || c == 'd'
2744 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
2748 sp = &SPACE(ret, x, y);
2750 if (c == 'D' || c == 'd') {
2751 unsigned int currf, newf, maskf;
2753 if (!dot_is_possible(state, sp, 1)) goto badmove;
2755 newf = F_DOT | (c == 'd' ? F_DOT_BLACK : 0);
2756 currf = GRID(ret, grid, x, y).flags;
2757 maskf = F_DOT | F_DOT_BLACK;
2758 /* if we clicked 'white dot':
2759 * white --> empty, empty --> white, black --> white.
2760 * if we clicker 'black dot':
2761 * black --> empty, empty --> black, white --> black.
2763 if (currf & maskf) {
2764 sp->flags &= ~maskf;
2765 if ((currf & maskf) != newf)
2769 sp->nassoc = 0; /* edit-mode disallows associations. */
2770 game_update_dots(ret);
2774 if (sp->type != s_edge) goto badmove;
2775 sp->flags ^= F_EDGE_SET;
2776 } else if (c == 'U') {
2777 if (sp->type != s_tile || !(sp->flags & F_TILE_ASSOC))
2779 remove_assoc(ret, sp);
2780 } else if (c == 'M') {
2781 if (!(sp->flags & F_DOT)) goto badmove;
2782 sp->flags ^= F_DOT_HOLD;
2785 } else if (c == 'A' || c == 'a') {
2787 if (sscanf(move, "%d,%d,%d,%d%n", &x, &y, &ax, &ay, &n) != 4 ||
2788 x < 1 || y < 1 || x >= (state->sx-1) || y >= (state->sy-1) ||
2789 ax < 1 || ay < 1 || ax >= (state->sx-1) || ay >= (state->sy-1))
2792 dot = &GRID(ret, grid, ax, ay);
2793 if (!(dot->flags & F_DOT))goto badmove;
2794 if (dot->flags & F_DOT_HOLD) goto badmove;
2796 for (dx = -1; dx <= 1; dx++) {
2797 for (dy = -1; dy <= 1; dy++) {
2798 sp = &GRID(ret, grid, x+dx, y+dy);
2799 if (sp->type != s_tile) continue;
2800 if (sp->flags & F_TILE_ASSOC) {
2801 space *dot = &SPACE(state, sp->dotx, sp->doty);
2802 if (dot->flags & F_DOT_HOLD) continue;
2804 add_assoc(state, sp, dot);
2809 } else if (c == 'C') {
2813 } else if (c == 'S') {
2815 ret->used_solve = 1;
2824 if (check_complete(ret, NULL, NULL))
2833 /* ----------------------------------------------------------------------
2837 /* Lines will be much smaller size than squares; say, 1/8 the size?
2839 * Need a 'top-left corner of location XxY' to take this into account;
2840 * alternaticaly, that could give the middle of that location, and the
2841 * drawing code would just know the expected dimensions.
2843 * We also need something to take a click and work out what it was
2844 * we were interested in. Clicking on vertices is required because
2845 * we may want to drag from them, for example.
2848 static void game_compute_size(game_params *params, int sz,
2851 struct { int tilesize, w, h; } ads, *ds = &ads;
2861 static void game_set_size(drawing *dr, game_drawstate *ds,
2862 game_params *params, int sz)
2866 assert(TILE_SIZE > 0);
2869 ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
2872 static float *game_colours(frontend *fe, int *ncolours)
2874 float *ret = snewn(3 * NCOLOURS, float);
2878 * We call game_mkhighlight to ensure the background colour
2879 * isn't completely white. We don't actually use the high- and
2880 * lowlight colours it generates.
2882 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_WHITEBG, COL_BLACKBG);
2884 for (i = 0; i < 3; i++) {
2886 * Currently, white dots and white-background squares are
2889 ret[COL_WHITEDOT * 3 + i] = 1.0F;
2890 ret[COL_WHITEBG * 3 + i] = 1.0F;
2893 * But black-background squares are a dark grey, whereas
2894 * black dots are really black.
2896 ret[COL_BLACKDOT * 3 + i] = 0.0F;
2897 ret[COL_BLACKBG * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.3F;
2900 * In unfilled squares, we draw a faint gridwork.
2902 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
2905 * Edges and arrows are filled in in pure black.
2907 ret[COL_EDGE * 3 + i] = 0.0F;
2908 ret[COL_ARROW * 3 + i] = 0.0F;
2912 /* tinge the edit background to bluey */
2913 ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
2914 ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
2915 ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F;
2916 if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F;
2919 *ncolours = NCOLOURS;
2923 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2925 struct game_drawstate *ds = snew(struct game_drawstate);
2932 ds->grid = snewn(ds->w*ds->h, unsigned long);
2933 for (i = 0; i < ds->w*ds->h; i++)
2934 ds->grid[i] = 0xFFFFFFFFUL;
2935 ds->dx = snewn(ds->w*ds->h, int);
2936 ds->dy = snewn(ds->w*ds->h, int);
2939 ds->dragging = FALSE;
2940 ds->dragx = ds->dragy = 0;
2942 ds->colour_scratch = snewn(ds->w * ds->h, int);
2947 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2949 sfree(ds->colour_scratch);
2950 if (ds->bl) blitter_free(dr, ds->bl);
2957 #define DRAW_EDGE_L 0x0001
2958 #define DRAW_EDGE_R 0x0002
2959 #define DRAW_EDGE_U 0x0004
2960 #define DRAW_EDGE_D 0x0008
2961 #define DRAW_CORNER_UL 0x0010
2962 #define DRAW_CORNER_UR 0x0020
2963 #define DRAW_CORNER_DL 0x0040
2964 #define DRAW_CORNER_DR 0x0080
2965 #define DRAW_WHITE 0x0100
2966 #define DRAW_BLACK 0x0200
2967 #define DRAW_ARROW 0x0400
2968 #define DOT_SHIFT_C 11
2969 #define DOT_SHIFT_M 2
2970 #define DOT_WHITE 1UL
2971 #define DOT_BLACK 2UL
2974 * Draw an arrow centred on (cx,cy), pointing in the direction
2975 * (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
2977 static void draw_arrow(drawing *dr, game_drawstate *ds,
2978 int cx, int cy, int ddx, int ddy)
2980 float vlen = (float)sqrt(ddx*ddx+ddy*ddy);
2981 float xdx = ddx/vlen, xdy = ddy/vlen;
2982 float ydx = -xdy, ydy = xdx;
2983 int e1x = cx + (int)(xdx*TILE_SIZE/3), e1y = cy + (int)(xdy*TILE_SIZE/3);
2984 int e2x = cx - (int)(xdx*TILE_SIZE/3), e2y = cy - (int)(xdy*TILE_SIZE/3);
2985 int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8);
2986 int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8);
2988 draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW);
2989 draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW);
2990 draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW);
2993 static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
2994 unsigned long flags, int ddx, int ddy)
2996 int lx = COORD(x), ly = COORD(y);
3000 clip(dr, lx, ly, TILE_SIZE, TILE_SIZE);
3003 * Draw the tile background.
3005 draw_rect(dr, lx, ly, TILE_SIZE, TILE_SIZE,
3006 (flags & DRAW_WHITE ? COL_WHITEBG :
3007 flags & DRAW_BLACK ? COL_BLACKBG : COL_BACKGROUND));
3012 gridcol = (flags & DRAW_BLACK ? COL_BLACKDOT : COL_GRID);
3013 draw_rect(dr, lx, ly, 1, TILE_SIZE, gridcol);
3014 draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol);
3019 if (flags & DRAW_ARROW)
3020 draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy);
3025 if (flags & DRAW_EDGE_L)
3026 draw_rect(dr, lx, ly, EDGE_THICKNESS, TILE_SIZE, COL_EDGE);
3027 if (flags & DRAW_EDGE_R)
3028 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly,
3029 EDGE_THICKNESS - 1, TILE_SIZE, COL_EDGE);
3030 if (flags & DRAW_EDGE_U)
3031 draw_rect(dr, lx, ly, TILE_SIZE, EDGE_THICKNESS, COL_EDGE);
3032 if (flags & DRAW_EDGE_D)
3033 draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1,
3034 TILE_SIZE, EDGE_THICKNESS - 1, COL_EDGE);
3035 if (flags & DRAW_CORNER_UL)
3036 draw_rect(dr, lx, ly, EDGE_THICKNESS, EDGE_THICKNESS, COL_EDGE);
3037 if (flags & DRAW_CORNER_UR)
3038 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1, ly,
3039 EDGE_THICKNESS - 1, EDGE_THICKNESS, COL_EDGE);
3040 if (flags & DRAW_CORNER_DL)
3041 draw_rect(dr, lx, ly + TILE_SIZE - EDGE_THICKNESS + 1,
3042 EDGE_THICKNESS, EDGE_THICKNESS - 1, COL_EDGE);
3043 if (flags & DRAW_CORNER_DR)
3044 draw_rect(dr, lx + TILE_SIZE - EDGE_THICKNESS + 1,
3045 ly + TILE_SIZE - EDGE_THICKNESS + 1,
3046 EDGE_THICKNESS - 1, EDGE_THICKNESS - 1, COL_EDGE);
3051 for (dy = 0; dy < 3; dy++)
3052 for (dx = 0; dx < 3; dx++) {
3053 int dotval = (flags >> (DOT_SHIFT_C + DOT_SHIFT_M*(dy*3+dx)));
3054 dotval &= (1 << DOT_SHIFT_M)-1;
3057 draw_circle(dr, lx+dx*TILE_SIZE/2, ly+dy*TILE_SIZE/2,
3059 (dotval == 1 ? COL_WHITEDOT : COL_BLACKDOT),
3064 draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE);
3067 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
3068 game_state *state, int dir, game_ui *ui,
3069 float animtime, float flashtime)
3071 int w = ds->w, h = ds->h;
3072 int x, y, flashing = FALSE;
3074 if (flashtime > 0) {
3075 int frame = (int)(flashtime / FLASH_TIME);
3076 flashing = (frame % 2 == 0);
3081 blitter_load(dr, ds->bl, ds->dragx, ds->dragy);
3082 draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
3083 ds->dragging = FALSE;
3087 draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND);
3088 draw_rect(dr, BORDER - EDGE_THICKNESS + 1, BORDER - EDGE_THICKNESS + 1,
3089 w*TILE_SIZE + EDGE_THICKNESS*2 - 1,
3090 h*TILE_SIZE + EDGE_THICKNESS*2 - 1, COL_EDGE);
3091 draw_update(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT);
3095 check_complete(state, NULL, ds->colour_scratch);
3097 for (y = 0; y < h; y++)
3098 for (x = 0; x < w; x++) {
3099 unsigned long flags = 0;
3100 int ddx = 0, ddy = 0;
3105 * Set up the flags for this square. Firstly, see if we
3108 if (SPACE(state, x*2, y*2+1).flags & F_EDGE_SET)
3109 flags |= DRAW_EDGE_L;
3110 if (SPACE(state, x*2+2, y*2+1).flags & F_EDGE_SET)
3111 flags |= DRAW_EDGE_R;
3112 if (SPACE(state, x*2+1, y*2).flags & F_EDGE_SET)
3113 flags |= DRAW_EDGE_U;
3114 if (SPACE(state, x*2+1, y*2+2).flags & F_EDGE_SET)
3115 flags |= DRAW_EDGE_D;
3118 * Also, mark corners of neighbouring edges.
3120 if ((x > 0 && SPACE(state, x*2-1, y*2).flags & F_EDGE_SET) ||
3121 (y > 0 && SPACE(state, x*2, y*2-1).flags & F_EDGE_SET))
3122 flags |= DRAW_CORNER_UL;
3123 if ((x+1 < w && SPACE(state, x*2+3, y*2).flags & F_EDGE_SET) ||
3124 (y > 0 && SPACE(state, x*2+2, y*2-1).flags & F_EDGE_SET))
3125 flags |= DRAW_CORNER_UR;
3126 if ((x > 0 && SPACE(state, x*2-1, y*2+2).flags & F_EDGE_SET) ||
3127 (y+1 < h && SPACE(state, x*2, y*2+3).flags & F_EDGE_SET))
3128 flags |= DRAW_CORNER_DL;
3129 if ((x+1 < w && SPACE(state, x*2+3, y*2+2).flags & F_EDGE_SET) ||
3130 (y+1 < h && SPACE(state, x*2+2, y*2+3).flags & F_EDGE_SET))
3131 flags |= DRAW_CORNER_DR;
3134 * If this square is part of a valid region, paint it
3135 * that region's colour. Exception: if we're flashing,
3136 * everything goes briefly back to background colour.
3138 sp = &SPACE(state, x*2+1, y*2+1);
3139 if (ds->colour_scratch[y*w+x] && !flashing) {
3140 flags |= (ds->colour_scratch[y*w+x] == 2 ?
3141 DRAW_BLACK : DRAW_WHITE);
3145 * If this square is associated with a dot but it isn't
3146 * part of a valid region, draw an arrow in it pointing
3147 * in the direction of that dot.
3149 * Exception: if this is the source point of an active
3150 * drag, we don't draw the arrow.
3152 if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) {
3153 if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) {
3155 } else if (sp->doty != y*2+1 || sp->dotx != x*2+1) {
3156 flags |= DRAW_ARROW;
3157 ddy = sp->doty - (y*2+1);
3158 ddx = sp->dotx - (x*2+1);
3163 * Now go through the nine possible places we could
3166 for (dy = 0; dy < 3; dy++)
3167 for (dx = 0; dx < 3; dx++) {
3168 sp = &SPACE(state, x*2+dx, y*2+dy);
3169 if (sp->flags & F_DOT) {
3170 unsigned long dotval = (sp->flags & F_DOT_BLACK ?
3171 DOT_BLACK : DOT_WHITE);
3172 flags |= dotval << (DOT_SHIFT_C +
3173 DOT_SHIFT_M*(dy*3+dx));
3178 * Now we have everything we're going to need. Draw the
3181 if (ds->grid[y*w+x] != flags ||
3182 ds->dx[y*w+x] != ddx ||
3183 ds->dy[y*w+x] != ddy) {
3184 draw_square(dr, ds, x, y, flags, ddx, ddy);
3185 ds->grid[y*w+x] = flags;
3186 ds->dx[y*w+x] = ddx;
3187 ds->dy[y*w+x] = ddy;
3192 ds->dragging = TRUE;
3193 ds->dragx = ui->dx - TILE_SIZE/2;
3194 ds->dragy = ui->dy - TILE_SIZE/2;
3195 blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
3196 draw_arrow(dr, ds, ui->dx, ui->dy,
3197 SCOORD(ui->dotx) - ui->dx,
3198 SCOORD(ui->doty) - ui->dy);
3203 if (state->cdiff != -1)
3204 sprintf(buf, "Puzzle is %s.", galaxies_diffnames[state->cdiff]);
3207 status_bar(dr, buf);
3212 static float game_anim_length(game_state *oldstate, game_state *newstate,
3213 int dir, game_ui *ui)
3218 static float game_flash_length(game_state *oldstate, game_state *newstate,
3219 int dir, game_ui *ui)
3221 if ((!oldstate->completed && newstate->completed) &&
3222 !(newstate->used_solve))
3223 return 3 * FLASH_TIME;
3228 static int game_timing_state(game_state *state, game_ui *ui)
3234 static void game_print_size(game_params *params, float *x, float *y)
3239 * 8mm squares by default. (There isn't all that much detail
3240 * that needs to go in each square.)
3242 game_compute_size(params, 800, &pw, &ph);
3247 static void game_print(drawing *dr, game_state *state, int sz)
3249 int w = state->w, h = state->h;
3250 int white, black, blackish;
3254 int ncoords = 0, coordsize = 0;
3256 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
3257 game_drawstate ads, *ds = &ads;
3260 white = print_mono_colour(dr, 1);
3261 black = print_mono_colour(dr, 0);
3262 blackish = print_hatched_colour(dr, HATCH_X);
3265 * Get the completion information.
3267 dsf = snewn(w * h, int);
3268 colours = snewn(w * h, int);
3269 check_complete(state, dsf, colours);
3274 print_line_width(dr, TILE_SIZE / 64);
3275 for (x = 1; x < w; x++)
3276 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black);
3277 for (y = 1; y < h; y++)
3278 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black);
3281 * Shade the completed regions. Just in case any particular
3282 * printing platform deals badly with adjacent
3283 * similarly-hatched regions, we'll fill each one as a single
3286 for (i = 0; i < w*h; i++) {
3287 j = dsf_canonify(dsf, i);
3288 if (colours[j] != 0) {
3292 * This is the first square we've run into belonging to
3293 * this polyomino, which means an edge of the polyomino
3294 * is certain to be to our left. (After we finish
3295 * tracing round it, we'll set the colours[] entry to
3296 * zero to prevent accidentally doing it again.)
3306 * We are currently sitting on square (x,y), which
3307 * we know to be in our polyomino, and we also know
3308 * that (x+dx,y+dy) is not. The way I visualise
3309 * this is that we're standing to the right of a
3310 * boundary line, stretching our left arm out to
3311 * point to the exterior square on the far side.
3315 * First, check if we've gone round the entire
3319 (x == i%w && y == i/w && dx == -1 && dy == 0))
3323 * Add to our coordinate list the coordinate
3324 * backwards and to the left of where we are.
3326 if (ncoords + 2 > coordsize) {
3327 coordsize = (ncoords * 3 / 2) + 64;
3328 coords = sresize(coords, coordsize, int);
3330 coords[ncoords++] = COORD((2*x+1 + dx + dy) / 2);
3331 coords[ncoords++] = COORD((2*y+1 + dy - dx) / 2);
3334 * Follow the edge round. If the square directly in
3335 * front of us is not part of the polyomino, we
3336 * turn right; if it is and so is the square in
3337 * front of (x+dx,y+dy), we turn left; otherwise we
3340 if (x-dy < 0 || x-dy >= w || y+dx < 0 || y+dx >= h ||
3341 dsf_canonify(dsf, (y+dx)*w+(x-dy)) != j) {
3346 } else if (x+dx-dy >= 0 && x+dx-dy < w &&
3347 y+dy+dx >= 0 && y+dy+dx < h &&
3348 dsf_canonify(dsf, (y+dy+dx)*w+(x+dx-dy)) == j) {
3365 * Now we have our polygon complete, so fill it.
3367 draw_polygon(dr, coords, ncoords/2,
3368 colours[j] == 2 ? blackish : -1, black);
3371 * And mark this polyomino as done.
3380 for (y = 0; y <= h; y++)
3381 for (x = 0; x <= w; x++) {
3382 if (x < w && SPACE(state, x*2+1, y*2).flags & F_EDGE_SET)
3383 draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS,
3384 EDGE_THICKNESS * 2 + TILE_SIZE, EDGE_THICKNESS * 2,
3386 if (y < h && SPACE(state, x*2, y*2+1).flags & F_EDGE_SET)
3387 draw_rect(dr, COORD(x)-EDGE_THICKNESS, COORD(y)-EDGE_THICKNESS,
3388 EDGE_THICKNESS * 2, EDGE_THICKNESS * 2 + TILE_SIZE,
3395 for (y = 0; y <= 2*h; y++)
3396 for (x = 0; x <= 2*w; x++)
3397 if (SPACE(state, x, y).flags & F_DOT) {
3398 draw_circle(dr, (int)COORD(x/2.0), (int)COORD(y/2.0), DOT_SIZE,
3399 (SPACE(state, x, y).flags & F_DOT_BLACK ?
3400 black : white), black);
3410 #define thegame galaxies
3413 const struct game thegame = {
3414 "Galaxies", "games.galaxies", "galaxies",
3421 TRUE, game_configure, custom_params,
3433 TRUE, game_can_format_as_text_now, game_text_format,
3441 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3444 game_free_drawstate,
3449 FALSE, FALSE, NULL, NULL,
3450 TRUE, /* wants_statusbar */
3452 TRUE, FALSE, game_print_size, game_print,
3453 FALSE, /* wants_statusbar */
3455 FALSE, game_timing_state,
3456 REQUIRE_RBUTTON, /* flags */
3459 #ifdef STANDALONE_SOLVER
3465 static void usage_exit(const char *msg)
3468 fprintf(stderr, "%s: %s\n", quis, msg);
3469 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
3473 static void dump_state(game_state *state)
3475 char *temp = game_text_format(state);
3476 printf("%s\n", temp);
3480 static int gen(game_params *p, random_state *rs, int debug)
3487 solver_show_working = debug;
3489 printf("Generating a %dx%d %s puzzle.\n",
3490 p->w, p->h, galaxies_diffnames[p->diff]);
3492 desc = new_game_desc(p, rs, NULL, 0);
3493 state = new_game(NULL, p, desc);
3496 diff = solver_state(state, DIFF_UNREASONABLE);
3497 printf("Generated %s game %dx%d:%s\n",
3498 galaxies_diffnames[diff], p->w, p->h, desc);
3507 static void soak(game_params *p, random_state *rs)
3509 time_t tt_start, tt_now, tt_last;
3512 int diff, n = 0, i, diffs[DIFF_MAX], ndots = 0, nspaces = 0;
3515 solver_show_working = 0;
3517 tt_start = tt_now = time(NULL);
3518 for (i = 0; i < DIFF_MAX; i++) diffs[i] = 0;
3521 printf("Soak-generating a %dx%d grid, max. diff %s.\n",
3522 p->w, p->h, galaxies_diffnames[p->diff]);
3524 for (i = 0; i < DIFF_MAX; i++)
3525 printf("%s%s", (i == 0) ? "" : ", ", galaxies_diffnames[i]);
3529 desc = new_game_desc(p, rs, NULL, 0);
3530 st = new_game(NULL, p, desc);
3531 diff = solver_state(st, p->diff);
3532 nspaces += st->w*st->h;
3533 for (i = 0; i < st->sx*st->sy; i++)
3534 if (st->grid[i].flags & F_DOT) ndots++;
3540 tt_last = time(NULL);
3541 if (tt_last > tt_now) {
3543 printf("%d total, %3.1f/s, [",
3544 n, (double)n / ((double)tt_now - tt_start));
3545 for (i = 0; i < DIFF_MAX; i++)
3546 printf("%s%.1f%%", (i == 0) ? "" : ", ",
3547 100.0 * ((double)diffs[i] / (double)n));
3548 printf("], %.1f%% dots\n",
3549 100.0 * ((double)ndots / (double)nspaces));
3554 int main(int argc, char **argv)
3557 char *id = NULL, *desc, *err;
3559 int diff, do_soak = 0, verbose = 0;
3561 time_t seed = time(NULL);
3564 while (--argc > 0) {
3566 if (!strcmp(p, "-v")) {
3568 } else if (!strcmp(p, "--seed")) {
3569 if (argc == 0) usage_exit("--seed needs an argument");
3570 seed = (time_t)atoi(*++argv);
3572 } else if (!strcmp(p, "--soak")) {
3574 } else if (*p == '-') {
3575 usage_exit("unrecognised option");
3583 p = default_params();
3584 rs = random_new((void*)&seed, sizeof(time_t));
3587 if (!id) usage_exit("need one argument for --soak");
3588 decode_params(p, *argv);
3595 p->w = random_upto(rs, 15) + 3;
3596 p->h = random_upto(rs, 15) + 3;
3597 p->diff = random_upto(rs, DIFF_UNREASONABLE);
3598 diff = gen(p, rs, 0);
3603 desc = strchr(id, ':');
3605 decode_params(p, id);
3606 gen(p, rs, verbose);
3609 solver_show_working = 1;
3612 decode_params(p, id);
3613 err = validate_desc(p, desc);
3615 fprintf(stderr, "%s: %s\n", argv[0], err);
3618 s = new_game(NULL, p, desc);
3619 diff = solver_state(s, DIFF_UNREASONABLE);
3621 printf("Puzzle is %s.\n", galaxies_diffnames[diff]);
3632 #ifdef STANDALONE_PICTURE_GENERATOR
3635 * Main program for the standalone picture generator. To use it,
3636 * simply provide it with an XBM-format bitmap file (note XBM, not
3637 * XPM) on standard input, and it will output a game ID in return.
3640 * $ ./galaxiespicture < badly-drawn-cat.xbm
3641 * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg
3643 * If you want a puzzle with a non-standard difficulty level, pass
3644 * a partial parameters string as a command-line argument (e.g.
3645 * `./galaxiespicture du < foo.xbm', where `du' is the same suffix
3646 * which if it appeared in a random-seed game ID would set the
3647 * difficulty level to Unreasonable). However, be aware that if the
3648 * generator fails to produce an adequately difficult puzzle too
3649 * many times then it will give up and return an easier one (just
3650 * as it does during normal GUI play). To be sure you really have
3651 * the difficulty you asked for, use galaxiessolver to
3654 * (Perhaps I ought to include an option to make this standalone
3655 * generator carry on looping until it really does get the right
3656 * difficulty. Hmmm.)
3661 int main(int argc, char **argv)
3664 char *params, *desc;
3666 time_t seed = time(NULL);
3671 par = default_params();
3673 decode_params(par, argv[1]); /* get difficulty */
3674 par->w = par->h = -1;
3677 * Now read an XBM file from standard input. This is simple and
3678 * hacky and will do very little error detection, so don't feed
3683 while (fgets(buf, sizeof(buf), stdin)) {
3684 buf[strcspn(buf, "\r\n")] = '\0';
3685 if (!strncmp(buf, "#define", 7)) {
3687 * Lines starting `#define' give the width and height.
3689 char *num = buf + strlen(buf);
3692 while (num > buf && isdigit((unsigned char)num[-1]))
3695 while (symend > buf && isspace((unsigned char)symend[-1]))
3698 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
3700 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
3704 * Otherwise, break the string up into words and take
3705 * any word of the form `0x' plus hex digits to be a
3708 char *p, *wordstart;
3711 if (par->w < 0 || par->h < 0) {
3712 printf("failed to read width and height\n");
3715 picture = snewn(par->w * par->h, int);
3716 for (i = 0; i < par->w * par->h; i++)
3722 while (*p && (*p == ',' || isspace((unsigned char)*p)))
3725 while (*p && !(*p == ',' || *p == '}' ||
3726 isspace((unsigned char)*p)))
3731 if (wordstart[0] == '0' &&
3732 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
3733 !wordstart[2 + strspn(wordstart+2,
3734 "0123456789abcdefABCDEF")]) {
3735 unsigned long byte = strtoul(wordstart+2, NULL, 16);
3736 for (i = 0; i < 8; i++) {
3737 int bit = (byte >> i) & 1;
3738 if (y < par->h && x < par->w)
3739 picture[y * par->w + x] = bit;
3752 for (i = 0; i < par->w * par->h; i++)
3753 if (picture[i] < 0) {
3754 fprintf(stderr, "failed to read enough bitmap data\n");
3758 rs = random_new((void*)&seed, sizeof(time_t));
3760 desc = new_game_desc(par, rs, NULL, FALSE);
3761 params = encode_params(par, FALSE);
3762 printf("%s:%s\n", params, desc);
3774 /* vim: set shiftwidth=4 tabstop=8: */