2 * signpost.c: implementation of the janko game 'arrow path'
14 #define PREFERRED_TILE_SIZE 48
15 #define TILE_SIZE (ds->tilesize)
16 #define BLITTER_SIZE TILE_SIZE
17 #define BORDER (TILE_SIZE / 2)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
22 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
24 #define FLASH_SPIN 0.7F
26 #define NBACKGROUNDS 16
29 COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
30 COL_GRID, COL_CURSOR, COL_ERROR, COL_DRAG_ORIGIN,
31 COL_ARROW, COL_ARROW_BG_DIM,
32 COL_NUMBER, COL_NUMBER_SET, COL_NUMBER_SET_MID,
33 COL_B0, /* background colours */
34 COL_M0 = COL_B0 + 1*NBACKGROUNDS, /* mid arrow colours */
35 COL_D0 = COL_B0 + 2*NBACKGROUNDS, /* dim arrow colours */
36 COL_X0 = COL_B0 + 3*NBACKGROUNDS, /* dim arrow colours */
37 NCOLOURS = COL_B0 + 4*NBACKGROUNDS
42 int force_corner_start;
45 enum { DIR_N = 0, DIR_NE, DIR_E, DIR_SE, DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_MAX };
46 static const char *dirstrings[8] = { "N ", "NE", "E ", "SE", "S ", "SW", "W ", "NW" };
48 static const int dxs[DIR_MAX] = { 0, 1, 1, 1, 0, -1, -1, -1 };
49 static const int dys[DIR_MAX] = { -1, -1, 0, 1, 1, 1, 0, -1 };
51 #define DIR_OPPOSITE(d) ((d+4)%8)
55 int completed, used_solve, impossible;
56 int *dirs; /* direction enums, size n */
57 int *nums; /* numbers, size n */
58 unsigned int *flags; /* flags, size n */
59 int *next, *prev; /* links to other cell indexes, size n (-1 absent) */
60 int *dsf; /* connects regions with a dsf. */
61 int *numsi; /* for each number, which index is it in? (-1 absent) */
64 #define FLAG_IMMUTABLE 1
67 /* --- Generally useful functions --- */
69 #define ISREALNUM(state, num) ((num) > 0 && (num) <= (state)->n)
71 static int whichdir(int fromx, int fromy, int tox, int toy)
78 if (dx && dy && abs(dx) != abs(dy)) return -1;
80 if (dx) dx = dx / abs(dx); /* limit to (-1, 0, 1) */
81 if (dy) dy = dy / abs(dy); /* ditto */
83 for (i = 0; i < DIR_MAX; i++) {
84 if (dx == dxs[i] && dy == dys[i]) return i;
89 static int whichdiri(game_state *state, int fromi, int toi)
92 return whichdir(fromi%w, fromi/w, toi%w, toi/w);
95 static int ispointing(game_state *state, int fromx, int fromy, int tox, int toy)
97 int w = state->w, dir = state->dirs[fromy*w+fromx];
99 /* (by convention) squares do not point to themselves. */
100 if (fromx == tox && fromy == toy) return 0;
102 /* the final number points to nothing. */
103 if (state->nums[fromy*w + fromx] == state->n) return 0;
106 if (!INGRID(state, fromx, fromy)) return 0;
107 if (fromx == tox && fromy == toy) return 1;
108 fromx += dxs[dir]; fromy += dys[dir];
110 return 0; /* not reached */
113 static int ispointingi(game_state *state, int fromi, int toi)
116 return ispointing(state, fromi%w, fromi/w, toi%w, toi/w);
119 /* Taking the number 'num', work out the gap between it and the next
120 * available number up or down (depending on d). Return 1 if the region
121 * at (x,y) will fit in that gap, or 0 otherwise. */
122 static int move_couldfit(game_state *state, int num, int d, int x, int y)
124 int n, gap, i = y*state->w+x, sz;
127 /* The 'gap' is the number of missing numbers in the grid between
128 * our number and the next one in the sequence (up or down), or
129 * the end of the sequence (if we happen not to have 1/n present) */
130 for (n = num + d, gap = 0;
131 ISREALNUM(state, n) && state->numsi[n] == -1;
132 n += d, gap++) ; /* empty loop */
135 /* no gap, so the only allowable move is that that directly
136 * links the two numbers. */
138 return (n == num+d) ? 0 : 1;
140 if (state->prev[i] == -1 && state->next[i] == -1)
141 return 1; /* single unconnected square, always OK */
143 sz = dsf_size(state->dsf, i);
144 return (sz > gap) ? 0 : 1;
147 static int isvalidmove(game_state *state, int clever,
148 int fromx, int fromy, int tox, int toy)
150 int w = state->w, from = fromy*w+fromx, to = toy*w+tox;
153 if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy))
156 /* can only move where we point */
157 if (!ispointing(state, fromx, fromy, tox, toy))
160 nfrom = state->nums[from]; nto = state->nums[to];
162 /* can't move _from_ the final number, or _to_ the 1. */
163 if (nfrom == state->n || nto == 1)
166 /* can't create a new connection between cells in the same region
167 * as that would create a loop. */
168 if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to))
171 /* if both cells are actual numbers, can't drag if we're not
172 * one digit apart. */
173 if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) {
176 } else if (clever && ISREALNUM(state, nfrom)) {
177 if (!move_couldfit(state, nfrom, +1, tox, toy))
179 } else if (clever && ISREALNUM(state, nto)) {
180 if (!move_couldfit(state, nto, -1, fromx, fromy))
187 static void makelink(game_state *state, int from, int to)
189 if (state->next[from] != -1)
190 state->prev[state->next[from]] = -1;
191 state->next[from] = to;
193 if (state->prev[to] != -1)
194 state->next[state->prev[to]] = -1;
195 state->prev[to] = from;
198 static int game_can_format_as_text_now(game_params *params)
200 if (params->w * params->h >= 100) return 0;
204 static char *game_text_format(game_state *state)
206 int len = state->h * 2 * (4*state->w + 1) + state->h + 2;
207 int x, y, i, num, n, set;
210 p = ret = snewn(len, char);
212 for (y = 0; y < state->h; y++) {
213 for (x = 0; x < state->h; x++) {
215 *p++ = dirstrings[state->dirs[i]][0];
216 *p++ = dirstrings[state->dirs[i]][1];
217 *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' ';
221 for (x = 0; x < state->h; x++) {
223 num = state->nums[i];
229 n = num % (state->n+1);
230 set = num / (state->n+1);
232 assert(n <= 99); /* two digits only! */
237 *p++ = (n >= 10) ? ('0' + (n/10)) : ' ';
253 static void debug_state(const char *desc, game_state *state)
257 if (state->n >= 100) {
258 debug(("[ no game_text_format for this size ]"));
261 dbg = game_text_format(state);
262 debug(("%s\n%s", desc, dbg));
268 static void strip_nums(game_state *state) {
270 for (i = 0; i < state->n; i++) {
271 if (!(state->flags[i] & FLAG_IMMUTABLE))
274 memset(state->next, -1, state->n*sizeof(int));
275 memset(state->prev, -1, state->n*sizeof(int));
276 memset(state->numsi, -1, (state->n+1)*sizeof(int));
277 dsf_init(state->dsf, state->n);
280 static int check_nums(game_state *orig, game_state *copy, int only_immutable)
283 assert(copy->n == orig->n);
284 for (i = 0; i < copy->n; i++) {
285 if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue;
286 assert(copy->nums[i] >= 0);
287 assert(copy->nums[i] <= copy->n);
288 if (copy->nums[i] != orig->nums[i]) {
289 debug(("check_nums: (%d,%d) copy=%d, orig=%d.",
290 i%orig->w, i/orig->w, copy->nums[i], orig->nums[i]));
297 /* --- Game parameter/presets functions --- */
299 static game_params *default_params(void)
301 game_params *ret = snew(game_params);
303 ret->force_corner_start = 1;
308 static const struct game_params signpost_presets[] = {
317 static int game_fetch_preset(int i, char **name, game_params **params)
322 if (i < 0 || i >= lenof(signpost_presets))
325 ret = default_params();
326 *ret = signpost_presets[i];
329 sprintf(buf, "%dx%d%s", ret->w, ret->h,
330 ret->force_corner_start ? "" : ", free ends");
336 static void free_params(game_params *params)
341 static game_params *dup_params(game_params *params)
343 game_params *ret = snew(game_params);
344 *ret = *params; /* structure copy */
348 static void decode_params(game_params *ret, char const *string)
350 ret->w = ret->h = atoi(string);
351 while (*string && isdigit((unsigned char)*string)) string++;
352 if (*string == 'x') {
354 ret->h = atoi(string);
355 while (*string && isdigit((unsigned char)*string)) string++;
357 ret->force_corner_start = 0;
358 if (*string == 'c') {
360 ret->force_corner_start = 1;
365 static char *encode_params(game_params *params, int full)
370 sprintf(data, "%dx%d%s", params->w, params->h,
371 params->force_corner_start ? "c" : "");
373 sprintf(data, "%dx%d", params->w, params->h);
378 static config_item *game_configure(game_params *params)
383 ret = snewn(4, config_item);
385 ret[0].name = "Width";
386 ret[0].type = C_STRING;
387 sprintf(buf, "%d", params->w);
388 ret[0].sval = dupstr(buf);
391 ret[1].name = "Height";
392 ret[1].type = C_STRING;
393 sprintf(buf, "%d", params->h);
394 ret[1].sval = dupstr(buf);
397 ret[2].name = "Start and end in corners";
398 ret[2].type = C_BOOLEAN;
400 ret[2].ival = params->force_corner_start;
410 static game_params *custom_params(config_item *cfg)
412 game_params *ret = snew(game_params);
414 ret->w = atoi(cfg[0].sval);
415 ret->h = atoi(cfg[1].sval);
416 ret->force_corner_start = cfg[2].ival;
421 static char *validate_params(game_params *params, int full)
423 if (params->w < 2 || params->h < 2)
424 return "Width and height must both be at least two";
429 /* --- Game description string generation and unpicking --- */
431 static void blank_game_into(game_state *state)
433 memset(state->dirs, 0, state->n*sizeof(int));
434 memset(state->nums, 0, state->n*sizeof(int));
435 memset(state->flags, 0, state->n*sizeof(unsigned int));
436 memset(state->next, -1, state->n*sizeof(int));
437 memset(state->prev, -1, state->n*sizeof(int));
438 memset(state->numsi, -1, (state->n+1)*sizeof(int));
441 static game_state *blank_game(int w, int h)
443 game_state *state = snew(game_state);
445 memset(state, 0, sizeof(game_state));
450 state->dirs = snewn(state->n, int);
451 state->nums = snewn(state->n, int);
452 state->flags = snewn(state->n, unsigned int);
453 state->next = snewn(state->n, int);
454 state->prev = snewn(state->n, int);
455 state->dsf = snew_dsf(state->n);
456 state->numsi = snewn(state->n+1, int);
458 blank_game_into(state);
463 static void dup_game_to(game_state *to, game_state *from)
465 to->completed = from->completed;
466 to->used_solve = from->used_solve;
467 to->impossible = from->impossible;
469 memcpy(to->dirs, from->dirs, to->n*sizeof(int));
470 memcpy(to->flags, from->flags, to->n*sizeof(unsigned int));
471 memcpy(to->nums, from->nums, to->n*sizeof(int));
473 memcpy(to->next, from->next, to->n*sizeof(int));
474 memcpy(to->prev, from->prev, to->n*sizeof(int));
476 memcpy(to->dsf, from->dsf, to->n*sizeof(int));
477 memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int));
480 static game_state *dup_game(game_state *state)
482 game_state *ret = blank_game(state->w, state->h);
483 dup_game_to(ret, state);
487 static void free_game(game_state *state)
499 static void unpick_desc(game_params *params, char *desc,
500 game_state **sout, char **mout)
502 game_state *state = blank_game(params->w, params->h);
508 msg = "Game description longer than expected";
514 num = (num*10) + (int)(c-'0');
515 if (num > state->n) {
516 msg = "Number too large";
519 } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) {
520 state->nums[i] = num;
521 state->flags[i] = num ? FLAG_IMMUTABLE : 0;
524 state->dirs[i] = c - 'a';
527 msg = "Game description shorter than expected";
530 msg = "Game description contains unexpected characters";
536 msg = "Game description shorter than expected";
541 if (msg) { /* sth went wrong. */
542 if (mout) *mout = msg;
545 if (mout) *mout = NULL;
546 if (sout) *sout = state;
547 else free_game(state);
551 static char *generate_desc(game_state *state, int issolve)
556 ret = NULL; retlen = 0;
558 ret = sresize(ret, 2, char);
559 ret[0] = 'S'; ret[1] = '\0';
562 for (i = 0; i < state->n; i++) {
564 k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a'));
566 k = sprintf(buf, "%c", (int)(state->dirs[i]+'a'));
567 ret = sresize(ret, retlen + k + 1, char);
568 strcpy(ret + retlen, buf);
574 /* --- Game generation --- */
576 /* Fills in preallocated arrays ai (indices) and ad (directions)
577 * showing all non-numbered cells adjacent to index i, returns length */
578 /* This function has been somewhat optimised... */
579 static int cell_adj(game_state *state, int i, int *ai, int *ad)
581 int n = 0, a, x, y, sx, sy, dx, dy, newi;
582 int w = state->w, h = state->h;
584 sx = i % w; sy = i / w;
586 for (a = 0; a < DIR_MAX; a++) {
588 dx = dxs[a]; dy = dys[a];
591 if (x < 0 || y < 0 || x >= w || y >= h) break;
594 if (state->nums[newi] == 0) {
604 static int new_game_fill(game_state *state, random_state *rs,
605 int headi, int taili)
607 int nfilled, an, ret = 0, j;
610 aidx = snewn(state->n, int);
611 adir = snewn(state->n, int);
613 debug(("new_game_fill: headi=%d, taili=%d.", headi, taili));
615 memset(state->nums, 0, state->n*sizeof(int));
617 state->nums[headi] = 1;
618 state->nums[taili] = state->n;
620 state->dirs[taili] = 0;
623 while (nfilled < state->n) {
624 /* Try and expand _from_ headi; keep going if there's only one
626 an = cell_adj(state, headi, aidx, adir);
628 if (an == 0) goto done;
629 j = random_upto(rs, an);
630 state->dirs[headi] = adir[j];
631 state->nums[aidx[j]] = state->nums[headi] + 1;
634 an = cell_adj(state, headi, aidx, adir);
637 /* Try and expand _to_ taili; keep going if there's only one
639 an = cell_adj(state, taili, aidx, adir);
641 if (an == 0) goto done;
642 j = random_upto(rs, an);
643 state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]);
644 state->nums[aidx[j]] = state->nums[taili] - 1;
647 an = cell_adj(state, taili, aidx, adir);
650 /* If we get here we have headi and taili set but unconnected
651 * by direction: we need to set headi's direction so as to point
653 state->dirs[headi] = whichdiri(state, headi, taili);
655 /* it could happen that our last two weren't in line; if that's the
656 * case, we have to start again. */
657 if (state->dirs[headi] != -1) ret = 1;
665 /* Better generator: with the 'generate, sprinkle numbers, solve,
666 * repeat' algorithm we're _never_ generating anything greater than
667 * 6x6, and spending all of our time in new_game_fill (and very little
670 * So, new generator steps:
671 * generate the grid, at random (same as now). Numbers 1 and N get
672 immutable flag immediately.
673 * squirrel that away for the solved state.
675 * (solve:) Try and solve it.
676 * If we solved it, we're done:
677 * generate the description from current immutable numbers,
678 * free stuff that needs freeing,
679 * return description + solved state.
680 * If we didn't solve it:
681 * count #tiles in state we've made deductions about.
683 * randomise a scratch array.
684 * for each index in scratch (in turn):
685 * if the cell isn't empty, continue (through scratch array)
686 * set number + immutable in state.
687 * try and solve state.
688 * if we've solved it, we're done.
689 * otherwise, count #tiles. If it's more than we had before:
690 * good, break from this loop and re-randomise.
691 * otherwise (number didn't help):
692 * remove number and try next in scratch array.
693 * if we've got to the end of the scratch array, no luck:
694 free everything we need to, and go back to regenerate the grid.
697 static int solve_state(game_state *state);
699 static void debug_desc(const char *what, game_state *state)
703 char *desc = generate_desc(state, 0);
704 debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc));
710 /* Expects a fully-numbered game_state on input, and makes sure
711 * FLAG_IMMUTABLE is only set on those numbers we need to solve
712 * (as for a real new-game); returns 1 if it managed
713 * this (such that it could solve it), or 0 if not. */
714 static int new_game_strip(game_state *state, random_state *rs)
716 int *scratch, i, j, ret = 1;
717 game_state *copy = dup_game(state);
719 debug(("new_game_strip."));
722 debug_desc("Stripped", copy);
724 if (solve_state(copy) > 0) {
725 debug(("new_game_strip: soluble immediately after strip."));
730 scratch = snewn(state->n, int);
731 for (i = 0; i < state->n; i++) scratch[i] = i;
732 shuffle(scratch, state->n, sizeof(int), rs);
734 /* This is scungy. It might just be quick enough.
735 * It goes through, adding set numbers in empty squares
736 * until either we run out of empty squares (in the one
737 * we're half-solving) or else we solve it properly.
738 * NB that we run the entire solver each time, which
739 * strips the grid beforehand; we will save time if we
741 for (i = 0; i < state->n; i++) {
743 if (copy->nums[j] > 0 && copy->nums[j] <= state->n)
744 continue; /* already solved to a real number here. */
745 assert(state->nums[j] <= state->n);
746 debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).",
747 state->nums[j], j%state->w, j/state->w));
748 copy->nums[j] = state->nums[j];
749 copy->flags[j] |= FLAG_IMMUTABLE;
750 state->flags[j] |= FLAG_IMMUTABLE;
751 debug_state("Copy of state: ", copy);
752 if (solve_state(copy) > 0) goto solved;
753 assert(check_nums(state, copy, 1));
759 debug(("new_game_strip: now solved."));
760 /* Since we added basically at random, try now to remove numbers
761 * and see if we can still solve it; if we can (still), really
762 * remove the number. Make sure we don't remove the anchor numbers
764 for (i = 0; i < state->n; i++) {
766 if ((state->flags[j] & FLAG_IMMUTABLE) &&
767 (state->nums[j] != 1 && state->nums[j] != state->n)) {
768 debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).",
769 state->nums[j], j%state->w, j/state->w));
770 state->flags[j] &= ~FLAG_IMMUTABLE;
771 dup_game_to(copy, state);
773 if (solve_state(copy) > 0) {
774 assert(check_nums(state, copy, 0));
775 debug(("new_game_strip: OK, removing number"));
777 assert(state->nums[j] <= state->n);
778 debug(("new_game_strip: cannot solve, putting IMMUTABLE back."));
779 copy->nums[j] = state->nums[j];
780 state->flags[j] |= FLAG_IMMUTABLE;
786 debug(("new_game_strip: %ssuccessful.", ret ? "" : "not "));
792 static char *new_game_desc(game_params *params, random_state *rs,
793 char **aux, int interactive)
795 game_state *state = blank_game(params->w, params->h);
800 blank_game_into(state);
802 /* keep trying until we fill successfully. */
804 if (params->force_corner_start) {
809 headi = random_upto(rs, state->n);
810 taili = random_upto(rs, state->n);
811 } while (headi == taili);
813 } while (!new_game_fill(state, rs, headi, taili));
815 debug_state("Filled game:", state);
817 assert(state->nums[headi] <= state->n);
818 assert(state->nums[taili] <= state->n);
820 state->flags[headi] |= FLAG_IMMUTABLE;
821 state->flags[taili] |= FLAG_IMMUTABLE;
823 /* This will have filled in directions and _all_ numbers.
824 * Store the game definition for this, as the solved-state. */
825 if (!new_game_strip(state, rs)) {
830 game_state *tosolve = dup_game(state);
831 assert(solve_state(tosolve) > 0);
834 ret = generate_desc(state, 0);
839 static char *validate_desc(game_params *params, char *desc)
843 unpick_desc(params, desc, NULL, &ret);
847 /* --- Linked-list and numbers array --- */
849 /* Assuming numbers are always up-to-date, there are only four possibilities
850 * for regions changing:
852 * 1) two differently-coloured regions being combined (the resulting colouring
853 * should be based on the larger of the two regions)
854 * 2) a numbered region having a single number added to the start (the
855 * region's colour will remain, and the numbers will shift by 1)
856 * 3) a numbered region having a single number added to the end (the
857 * region's colour and numbering remains as-is)
858 * 4) two unnumbered squares being joined (will pick the smallest unused set
859 * of colours to use for the new region).
861 * There should never be any complications with regions containing 3 colours
862 * being combined, since two of those colours should have been merged on a
866 /* New algorithm for working out numbering:
868 * At start, only remove numbers from cells with neither prev nor next.
869 * Search for all cells with !prev && next (head of chain); for each one:
870 * Search the group for a 'real' number: if we find one the num. for
871 the head of the chain is trivial.
872 * Otherwise, if we _don't_ have a number already:
873 * If head->next has a number, that number is the one we should use
874 * Otherwise pick the smallest unused colour set.
875 * and if we _do_ have a number already:
876 * Work out the size of this group (the dsf must already have been set up)
877 * Start enumerating through the group counting squares that have the
879 * If we reach a square with a different colour, work out which set is
880 bigger (ncol1 vs ncol2 == sz-ncol1), and use that colour
881 * If we reached a square with no colour (or the end of the group, which
882 would be weird under the circumstances) just keep the existing colour.
885 #define COLOUR(a) ((a) / (state->n+1))
886 #define START(c) ((c) * (state->n+1))
888 static int lowest_start(game_state *state, int *scratch)
892 /* Fill in 'scratch' array with the currently-used colours... */
893 memset(scratch, 0, state->n * sizeof(int));
894 for (i = 0; i < state->n; i++) {
895 if (state->nums[i] != 0)
896 scratch[COLOUR(state->nums[i])] = 1;
898 /* ... and return the first one that was unused. */
899 for (c = 1; c < state->n; c++) { /* NB start at 1 */
903 assert(!"shouldn't get here");
904 return -1; /* suyb */
907 static int used_colour(game_state *state, int i, int start)
910 for (j = 0; j < i; j++) {
911 if (state->nums[j] == start)
917 static int head_number(game_state *state, int i, int *scratch)
919 int off = 0, found = 0, start, ss, j = i, c, n, sz;
920 const char *why = NULL;
922 assert(state->prev[i] == -1 && state->next[i] != -1);
924 /* Search through this chain looking for real numbers, checking that
925 * they match up (if there are more than one). */
927 if (state->flags[j] & FLAG_IMMUTABLE) {
928 ss = state->nums[j] - off;
932 why = "contains cell with immutable number";
933 } else if (start != ss) {
934 debug(("head_number: chain with non-sequential numbers!"));
935 state->impossible = 1;
940 assert(j != i); /* we have created a loop, obviously wrong */
942 if (found) goto done;
944 if (state->nums[i] == 0) {
945 if (state->nums[state->next[i]] != 0) {
946 /* make sure we start at a 0 offset. */
947 start = START(COLOUR(state->nums[state->next[i]]));
948 why = "adding blank cell to head of numbered region";
950 start = lowest_start(state, scratch);
951 why = "lowest available colour group";
955 c = COLOUR(state->nums[i]);
957 sz = dsf_size(state->dsf, i);
959 while (state->next[j] != -1) {
961 if (state->nums[j] == 0) {
964 why = "adding blank cell to end of numbered region";
967 if (COLOUR(state->nums[j]) == c)
970 int start_alternate = START(COLOUR(state->nums[j]));
971 if (n < (sz - n) && !used_colour(state, i, start_alternate)) {
972 start = start_alternate;
973 why = "joining two coloured regions, swapping to larger colour";
976 why = "joining two coloured regions, taking largest";
982 /* If we got here then we may have split a region into
983 * two; make sure we don't assign a colour we've already used. */
985 start = (c == 0) ? lowest_start(state, scratch) : START(c);
986 why = "got to end of coloured region";
989 if (used_colour(state, i, start)) {
990 start = lowest_start(state, scratch);
991 why = "split region in two, lowest available colour group";
996 assert(found && why != NULL);
997 debug(("Chain at (%d,%d) numbered at %d: %s.",
998 i%state->w, i/state->w, start, why));
1003 static void debug_numbers(game_state *state)
1007 for (i = 0; i < state->n; i++) {
1008 debug(("(%d,%d) --> (%d,%d) --> (%d,%d)",
1009 state->prev[i]==-1 ? -1 : state->prev[i]%w,
1010 state->prev[i]==-1 ? -1 : state->prev[i]/w,
1012 state->next[i]==-1 ? -1 : state->next[i]%w,
1013 state->next[i]==-1 ? -1 : state->next[i]/w));
1019 static void connect_numbers(game_state *state)
1023 dsf_init(state->dsf, state->n);
1024 for (i = 0; i < state->n; i++) {
1025 if (state->next[i] != -1) {
1026 assert(state->prev[state->next[i]] == i);
1027 di = dsf_canonify(state->dsf, i);
1028 dni = dsf_canonify(state->dsf, state->next[i]);
1030 debug(("connect_numbers: chain forms a loop."));
1031 state->impossible = 1;
1033 dsf_merge(state->dsf, di, dni);
1038 static void update_numbers(game_state *state)
1041 int *scratch = snewn(state->n, int);
1043 for (i = 0; i < state->n; i++)
1044 state->numsi[i] = -1;
1046 for (i = 0; i < state->n; i++) {
1047 if (state->flags[i] & FLAG_IMMUTABLE) {
1048 assert(state->nums[i] >= 0);
1049 assert(state->nums[i] <= state->n);
1050 state->numsi[state->nums[i]] = i;
1052 else if (state->prev[i] == -1 && state->next[i] == -1)
1055 connect_numbers(state);
1057 for (i = 0; i < state->n; i++) {
1058 /* Look for a cell that is the start of a chain
1059 * (has a next but no prev). */
1060 if (state->prev[i] != -1 || state->next[i] == -1) continue;
1062 nnum = head_number(state, i, scratch);
1065 if (nnum > 0 && nnum <= state->n)
1066 state->numsi[nnum] = j;
1067 state->nums[j] = nnum++;
1069 assert(j != i); /* loop?! */
1072 /*debug_numbers(state);*/
1076 static int check_completion(game_state *state, int mark_errors)
1078 int n, j, k, error = 0, complete;
1080 /* NB This only marks errors that are possible to perpetrate with
1081 * the current UI in interpret_move. Things like forming loops in
1082 * linked sections and having numbers not add up should be forbidden
1083 * by the code elsewhere, so we don't bother marking those (because
1084 * it would add lots of tricky drawing code for very little gain). */
1086 for (j = 0; j < state->n; j++)
1087 state->flags[j] &= ~FLAG_ERROR;
1090 /* Search for repeated numbers. */
1091 for (j = 0; j < state->n; j++) {
1092 if (state->nums[j] > 0 && state->nums[j] <= state->n) {
1093 for (k = j+1; k < state->n; k++) {
1094 if (state->nums[k] == state->nums[j]) {
1096 state->flags[j] |= FLAG_ERROR;
1097 state->flags[k] |= FLAG_ERROR;
1105 /* Search and mark numbers n not pointing to n+1; if any numbers
1106 * are missing we know we've not completed. */
1108 for (n = 1; n < state->n; n++) {
1109 if (state->numsi[n] == -1 || state->numsi[n+1] == -1)
1111 else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) {
1113 state->flags[state->numsi[n]] |= FLAG_ERROR;
1114 state->flags[state->numsi[n+1]] |= FLAG_ERROR;
1118 /* make sure the link is explicitly made here; for instance, this
1119 * is nice if the user drags from 2 out (making 3) and a 4 is also
1120 * visible; this ensures that the link from 3 to 4 is also made. */
1122 makelink(state, state->numsi[n], state->numsi[n+1]);
1126 /* Search and mark numbers less than 0, or 0 with links. */
1127 for (n = 1; n < state->n; n++) {
1128 if ((state->nums[n] < 0) ||
1129 (state->nums[n] == 0 &&
1130 (state->next[n] != -1 || state->prev[n] != -1))) {
1133 state->flags[n] |= FLAG_ERROR;
1137 if (error) return 0;
1140 static game_state *new_game(midend *me, game_params *params, char *desc)
1142 game_state *state = NULL;
1144 unpick_desc(params, desc, &state, NULL);
1145 if (!state) assert(!"new_game failed to unpick");
1147 update_numbers(state);
1148 check_completion(state, 1); /* update any auto-links */
1153 /* --- Solver --- */
1155 /* If a tile has a single tile it can link _to_, or there's only a single
1156 * location that can link to a given tile, fill that link in. */
1157 static int solve_single(game_state *state, game_state *copy, int *from)
1159 int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0;
1161 /* The from array is a list of 'which square can link _to_ us';
1162 * we start off with from as '-1' (meaning 'not found'); if we find
1163 * something that can link to us it is set to that index, and then if
1164 * we find another we set it to -2. */
1166 memset(from, -1, state->n*sizeof(int));
1168 /* poss is 'can I link to anything' with the same meanings. */
1170 for (i = 0; i < state->n; i++) {
1171 if (state->next[i] != -1) continue;
1172 if (state->nums[i] == state->n) continue; /* no next from last no. */
1176 sx = x = i%w; sy = y = i/w;
1178 x += dxs[d]; y += dys[d];
1179 if (!INGRID(state, x, y)) break;
1180 if (!isvalidmove(state, 1, sx, sy, x, y)) continue;
1182 /* can't link to somewhere with a back-link we would have to
1183 * break (the solver just doesn't work like this). */
1185 if (state->prev[j] != -1) continue;
1187 if (state->nums[i] > 0 && state->nums[j] > 0 &&
1188 state->nums[i] <= state->n && state->nums[j] <= state->n &&
1189 state->nums[j] == state->nums[i]+1) {
1190 debug(("Solver: forcing link through existing consecutive numbers."));
1196 /* if there's been a valid move already, we have to move on;
1197 * we can't make any deductions here. */
1198 poss = (poss == -1) ? j : -2;
1200 /* Modify the from array as described above (which is enumerating
1201 * what points to 'j' in a similar way). */
1202 from[j] = (from[j] == -1) ? i : -2;
1205 /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/
1207 } else if (poss == -1) {
1208 debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy));
1209 copy->impossible = 1;
1212 debug(("Solver: linking (%d,%d) to only possible next (%d,%d).",
1213 sx, sy, poss%w, poss/w));
1214 makelink(copy, i, poss);
1219 for (i = 0; i < state->n; i++) {
1220 if (state->prev[i] != -1) continue;
1221 if (state->nums[i] == 1) continue; /* no prev from 1st no. */
1224 if (from[i] == -1) {
1225 debug(("Solver: nowhere possible to link to (%d,%d)", x, y));
1226 copy->impossible = 1;
1228 } else if (from[i] == -2) {
1229 /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/
1232 debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).",
1233 from[i]%w, from[i]/w, x, y));
1234 makelink(copy, from[i], i);
1242 /* Returns 1 if we managed to solve it, 0 otherwise. */
1243 static int solve_state(game_state *state)
1245 game_state *copy = dup_game(state);
1246 int *scratch = snewn(state->n, int), ret;
1248 debug_state("Before solver: ", state);
1251 update_numbers(state);
1253 if (solve_single(state, copy, scratch)) {
1254 dup_game_to(state, copy);
1255 if (state->impossible) break; else continue;
1262 update_numbers(state);
1263 ret = state->impossible ? -1 : check_completion(state, 0);
1264 debug(("Solver finished: %s",
1265 ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved"));
1266 debug_state("After solver: ", state);
1270 static char *solve_game(game_state *state, game_state *currstate,
1271 char *aux, char **error)
1273 game_state *tosolve;
1277 tosolve = dup_game(currstate);
1278 result = solve_state(tosolve);
1280 ret = generate_desc(tosolve, 1);
1282 if (ret) return ret;
1284 tosolve = dup_game(state);
1285 result = solve_state(tosolve);
1287 *error = "Puzzle is impossible.";
1288 else if (result == 0)
1289 *error = "Unable to solve puzzle.";
1291 ret = generate_desc(tosolve, 1);
1298 /* --- UI and move routines. --- */
1304 int dragging, drag_is_from;
1305 int sx, sy; /* grid coords of start cell */
1306 int dx, dy; /* pixel coords of drag posn */
1309 static game_ui *new_ui(game_state *state)
1311 game_ui *ui = snew(game_ui);
1313 /* NB: if this is ever changed to as to require more than a structure
1314 * copy to clone, there's code that needs fixing in game_redraw too. */
1316 ui->cx = ui->cy = ui->cshow = 0;
1319 ui->sx = ui->sy = ui->dx = ui->dy = 0;
1324 static void free_ui(game_ui *ui)
1329 static char *encode_ui(game_ui *ui)
1334 static void decode_ui(game_ui *ui, char *encoding)
1338 static void game_changed_state(game_ui *ui, game_state *oldstate,
1339 game_state *newstate)
1341 if (!oldstate->completed && newstate->completed)
1342 ui->cshow = ui->dragging = 0;
1345 struct game_drawstate {
1346 int tilesize, started, solved;
1350 double angle_offset;
1352 int dragging, dx, dy;
1356 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1357 int mx, int my, int button)
1359 int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w;
1362 if (IS_CURSOR_MOVE(button)) {
1363 move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0);
1366 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1367 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1370 } else if (IS_CURSOR_SELECT(button)) {
1373 else if (ui->dragging) {
1374 ui->dragging = FALSE;
1375 if (ui->sx == ui->cx && ui->sy == ui->cy) return "";
1376 if (ui->drag_is_from) {
1377 if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return "";
1378 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy);
1380 if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return "";
1381 sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy);
1385 ui->dragging = TRUE;
1388 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1389 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1390 ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0;
1394 if (IS_MOUSE_DOWN(button)) {
1396 ui->cshow = ui->dragging = 0;
1398 assert(!ui->dragging);
1399 if (!INGRID(state, x, y)) return NULL;
1401 if (button == LEFT_BUTTON) {
1402 /* disallow dragging from the final number. */
1403 if (state->nums[y*w+x] == state->n) return NULL;
1404 } else if (button == RIGHT_BUTTON) {
1405 /* disallow dragging to the first number. */
1406 if (state->nums[y*w+x] == 1) return NULL;
1409 ui->dragging = TRUE;
1410 ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0;
1417 } else if (IS_MOUSE_DRAG(button) && ui->dragging) {
1421 } else if (IS_MOUSE_RELEASE(button) && ui->dragging) {
1422 ui->dragging = FALSE;
1423 if (ui->sx == x && ui->sy == y) return ""; /* single click */
1425 if (!INGRID(state, x, y)) {
1426 int si = ui->sy*w+ui->sx;
1427 if (state->prev[si] == -1 && state->next[si] == -1)
1429 sprintf(buf, "%c%d,%d",
1430 ui->drag_is_from ? 'C' : 'X', ui->sx, ui->sy);
1434 if (ui->drag_is_from) {
1435 if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return "";
1436 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y);
1438 if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return "";
1439 sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy);
1442 } /* else if (button == 'H' || button == 'h')
1443 return dupstr("H"); */
1444 else if ((button == 'x' || button == 'X') && ui->cshow) {
1445 int si = ui->cy*w + ui->cx;
1446 if (state->prev[si] == -1 && state->next[si] == -1)
1448 sprintf(buf, "%c%d,%d",
1449 (button == 'x') ? 'C' : 'X', ui->cx, ui->cy);
1456 static void unlink_cell(game_state *state, int si)
1458 debug(("Unlinking (%d,%d).", si%state->w, si/state->w));
1459 if (state->prev[si] != -1) {
1460 debug((" ... removing prev link from (%d,%d).",
1461 state->prev[si]%state->w, state->prev[si]/state->w));
1462 state->next[state->prev[si]] = -1;
1463 state->prev[si] = -1;
1465 if (state->next[si] != -1) {
1466 debug((" ... removing next link to (%d,%d).",
1467 state->next[si]%state->w, state->next[si]/state->w));
1468 state->prev[state->next[si]] = -1;
1469 state->next[si] = -1;
1473 static game_state *execute_move(game_state *state, char *move)
1475 game_state *ret = NULL;
1476 int sx, sy, ex, ey, si, ei, w = state->w;
1479 debug(("move: %s", move));
1481 if (move[0] == 'S') {
1487 p.w = state->w; p.h = state->h;
1488 valid = validate_desc(&p, move+1);
1490 debug(("execute_move: move not valid: %s", valid));
1493 ret = dup_game(state);
1494 tmp = new_game(NULL, &p, move+1);
1495 for (i = 0; i < state->n; i++) {
1496 ret->prev[i] = tmp->prev[i];
1497 ret->next[i] = tmp->next[i];
1500 ret->used_solve = 1;
1501 } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) {
1502 if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL;
1504 ret = dup_game(state);
1506 si = sy*w+sx; ei = ey*w+ex;
1507 makelink(ret, si, ei);
1508 } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) {
1509 if (c != 'C' && c != 'X') return NULL;
1510 if (!INGRID(state, sx, sy)) return NULL;
1512 if (state->prev[si] == -1 && state->next[si] == -1)
1515 ret = dup_game(state);
1518 /* Unlink the single cell we dragged from the board. */
1519 unlink_cell(ret, si);
1521 int i, set, sset = state->nums[si] / (state->n+1);
1522 for (i = 0; i < state->n; i++) {
1523 /* Unlink all cells in the same set as the one we dragged
1524 * from the board. */
1526 if (state->nums[i] == 0) continue;
1527 set = state->nums[i] / (state->n+1);
1528 if (set != sset) continue;
1530 unlink_cell(ret, i);
1533 } else if (strcmp(move, "H") == 0) {
1534 ret = dup_game(state);
1538 update_numbers(ret);
1539 if (check_completion(ret, 1)) ret->completed = 1;
1545 /* ----------------------------------------------------------------------
1549 static void game_compute_size(game_params *params, int tilesize,
1552 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1553 struct { int tilesize, order; } ads, *ds = &ads;
1554 ads.tilesize = tilesize;
1556 *x = TILE_SIZE * params->w + 2 * BORDER;
1557 *y = TILE_SIZE * params->h + 2 * BORDER;
1560 static void game_set_size(drawing *dr, game_drawstate *ds,
1561 game_params *params, int tilesize)
1563 ds->tilesize = tilesize;
1564 assert(TILE_SIZE > 0);
1567 ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE);
1570 /* Colours chosen from the webby palette to work as a background to black text,
1571 * W then some plausible approximation to pastelly ROYGBIV; we then interpolate
1572 * between consecutive pairs to give another 8 (and then the drawing routine
1573 * will reuse backgrounds). */
1574 static const unsigned long bgcols[8] = {
1575 0xffffff, /* white */
1576 0xffa07a, /* lightsalmon */
1577 0x98fb98, /* green */
1578 0x7fffd4, /* aquamarine */
1579 0x9370db, /* medium purple */
1580 0xffa500, /* orange */
1581 0x87cefa, /* lightskyblue */
1582 0xffff00, /* yellow */
1585 static float *game_colours(frontend *fe, int *ncolours)
1587 float *ret = snewn(3 * NCOLOURS, float);
1590 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1592 for (i = 0; i < 3; i++) {
1593 ret[COL_NUMBER * 3 + i] = 0.0F;
1594 ret[COL_ARROW * 3 + i] = 0.0F;
1595 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1596 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F;
1598 ret[COL_NUMBER_SET * 3 + 0] = 0.0F;
1599 ret[COL_NUMBER_SET * 3 + 1] = 0.0F;
1600 ret[COL_NUMBER_SET * 3 + 2] = 0.9F;
1602 ret[COL_ERROR * 3 + 0] = 1.0F;
1603 ret[COL_ERROR * 3 + 1] = 0.0F;
1604 ret[COL_ERROR * 3 + 2] = 0.0F;
1606 ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F;
1607 ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F;
1608 ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F;
1610 for (c = 0; c < 8; c++) {
1611 ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F;
1612 ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F;
1613 ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F;
1615 for (c = 0; c < 8; c++) {
1616 for (i = 0; i < 3; i++) {
1617 ret[(COL_B0 + 8 + c) * 3 + i] =
1618 (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F;
1622 #define average(r,a,b,w) do { \
1623 for (i = 0; i < 3; i++) \
1624 ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \
1626 average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F);
1627 average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F);
1628 for (c = 0; c < NBACKGROUNDS; c++) {
1629 /* I assume here that COL_ARROW and COL_NUMBER are the same.
1630 * Otherwise I'd need two sets of COL_M*. */
1631 average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F);
1632 average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F);
1633 average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F);
1636 *ncolours = NCOLOURS;
1640 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1642 struct game_drawstate *ds = snew(struct game_drawstate);
1645 ds->tilesize = ds->started = ds->solved = 0;
1650 ds->nums = snewn(state->n, int);
1651 ds->dirp = snewn(state->n, int);
1652 ds->f = snewn(state->n, unsigned int);
1653 for (i = 0; i < state->n; i++) {
1659 ds->angle_offset = 0.0F;
1661 ds->dragging = ds->dx = ds->dy = 0;
1667 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1672 if (ds->dragb) blitter_free(dr, ds->dragb);
1677 /* cx, cy are top-left corner. sz is the 'radius' of the arrow.
1678 * ang is in radians, clockwise from 0 == straight up. */
1679 static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang,
1680 int cfill, int cout)
1683 int xdx, ydx, xdy, ydy, xdx3, xdy3;
1684 double s = sin(ang), c = cos(ang);
1686 xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz;
1687 xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz;
1688 xdx = (int)(sz * (c + 1) + 0.5) - sz;
1689 xdy = (int)(sz * (s + 1) + 0.5) - sz;
1694 coords[2*0 + 0] = cx - ydx;
1695 coords[2*0 + 1] = cy - ydy;
1696 coords[2*1 + 0] = cx + xdx;
1697 coords[2*1 + 1] = cy + xdy;
1698 coords[2*2 + 0] = cx + xdx3;
1699 coords[2*2 + 1] = cy + xdy3;
1700 coords[2*3 + 0] = cx + xdx3 + ydx;
1701 coords[2*3 + 1] = cy + xdy3 + ydy;
1702 coords[2*4 + 0] = cx - xdx3 + ydx;
1703 coords[2*4 + 1] = cy - xdy3 + ydy;
1704 coords[2*5 + 0] = cx - xdx3;
1705 coords[2*5 + 1] = cy - xdy3;
1706 coords[2*6 + 0] = cx - xdx;
1707 coords[2*6 + 1] = cy - xdy;
1709 draw_polygon(dr, coords, 7, cfill, cout);
1712 static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir,
1713 int cfill, int cout, double angle_offset)
1715 double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset;
1716 draw_arrow(dr, cx, cy, sz, ang, cfill, cout);
1719 /* cx, cy are centre coordinates.. */
1720 static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints,
1721 int cfill, int cout, double angle_offset)
1726 assert(npoints > 0);
1728 coords = snewn(npoints * 2 * 2, int);
1730 for (n = 0; n < npoints * 2; n++) {
1731 a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset;
1732 r = (n % 2) ? (double)rad/2.0 : (double)rad;
1734 /* We're rotating the point at (0, -r) by a degrees */
1735 coords[2*n+0] = cx + (int)( r * sin(a));
1736 coords[2*n+1] = cy + (int)(-r * cos(a));
1738 draw_polygon(dr, coords, npoints*2, cfill, cout);
1742 static int num2col(game_drawstate *ds, int num)
1744 int set = num / (ds->n+1);
1746 if (num <= 0) return COL_B0;
1747 return COL_B0 + (set % 16);
1750 #define ARROW_HALFSZ (7 * TILE_SIZE / 32)
1752 #define F_CUR 0x001 /* Cursor on this tile. */
1753 #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */
1754 #define F_ERROR 0x004 /* Tile marked in error. */
1755 #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */
1756 #define F_ARROW_POINT 0x010 /* Tile points to other tile */
1757 #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */
1758 #define F_DIM 0x040 /* Tile is dim */
1760 static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
1761 int dir, int dirp, int num, unsigned int f,
1762 double angle_offset, int print_ink)
1764 int cb = TILE_SIZE / 16, textsz;
1766 int arrowcol, sarrowcol, setcol, textcol;
1767 int acx, acy, asz, empty = 0;
1769 if (num == 0 && !(f & F_ARROW_POINT) && !(f & F_ARROW_INPOINT)) {
1772 * We don't display text in empty cells: typically these are
1773 * signified by num=0. However, in some cases a cell could
1774 * have had the number 0 assigned to it if the user made an
1775 * error (e.g. tried to connect a chain of length 5 to the
1776 * immutable number 4) so we _do_ display the 0 if the cell
1777 * has a link in or a link out.
1781 /* Calculate colours. */
1783 if (print_ink >= 0) {
1785 * We're printing, so just do everything in black.
1787 arrowcol = textcol = print_ink;
1788 setcol = sarrowcol = -1; /* placate optimiser */
1791 setcol = empty ? COL_BACKGROUND : num2col(ds, num);
1793 #define dim(fg,bg) ( \
1794 (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \
1795 (bg) + COL_D0 - COL_B0 \
1798 #define mid(fg,bg) ( \
1799 (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \
1800 (bg) + COL_M0 - COL_B0 \
1803 #define dimbg(bg) ( \
1804 (bg)==COL_BACKGROUND ? COL_BACKGROUND : \
1805 (bg) + COL_X0 - COL_B0 \
1808 if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN;
1809 else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol);
1810 else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol);
1811 else arrowcol = COL_ARROW;
1813 if (f & (F_ERROR)) textcol = COL_ERROR;
1815 if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET;
1816 else textcol = COL_NUMBER;
1818 if (f & F_DIM) textcol = dim(textcol, setcol);
1819 else if (((f & F_ARROW_POINT) || num==ds->n) &&
1820 ((f & F_ARROW_INPOINT) || num==1))
1821 textcol = mid(textcol, setcol);
1824 if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol);
1825 else sarrowcol = COL_ARROW;
1828 /* Clear tile background */
1830 if (print_ink < 0) {
1831 draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE,
1832 (f & F_DIM) ? dimbg(setcol) : setcol);
1835 /* Draw large (outwards-pointing) arrow. */
1837 asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */
1838 acx = tx+TILE_SIZE/2+asz; /* centre x */
1839 acy = ty+TILE_SIZE/2+asz; /* centre y */
1841 if (num == ds->n && (f & F_IMMUTABLE))
1842 draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset);
1844 draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset);
1845 if (print_ink < 0 && (f & F_CUR))
1846 draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR);
1848 /* Draw dot iff this tile requires a predecessor and doesn't have one. */
1850 if (print_ink < 0) {
1851 acx = tx+TILE_SIZE/2-asz;
1852 acy = ty+TILE_SIZE/2+asz;
1854 if (!(f & F_ARROW_INPOINT) && num != 1) {
1855 draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol);
1859 /* Draw text (number or set). */
1862 int set = (num <= 0) ? 0 : num / (ds->n+1);
1864 if (set == 0 || num <= 0) {
1865 sprintf(buf, "%d", num);
1867 int n = num % (ds->n+1);
1870 sprintf(buf, "%c", (int)(set+'a'-1));
1872 sprintf(buf, "%c+%d", (int)(set+'a'-1), n);
1874 textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(buf));
1875 draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz,
1876 ALIGN_VCENTRE | ALIGN_HLEFT, textcol, buf);
1879 if (print_ink < 0) {
1880 draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID);
1881 draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE);
1885 static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
1886 game_state *state, game_ui *ui, int validdrag)
1888 int dir, w = ds->w, acol = COL_ARROW;
1889 int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy);
1893 /* If we could move here, lock the arrow to the appropriate direction. */
1894 dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx];
1896 ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */
1898 /* Draw an arrow pointing away from/towards the origin cell. */
1899 int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2;
1900 double tana, offset;
1901 double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy);
1904 ang = (oy > ui->dy) ? 0.0F : PI;
1905 } else if (ydiff == 0) {
1906 ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F;
1908 if (ui->dx > ox && ui->dy < oy) {
1909 tana = xdiff / ydiff;
1911 } else if (ui->dx > ox && ui->dy > oy) {
1912 tana = ydiff / xdiff;
1914 } else if (ui->dx < ox && ui->dy > oy) {
1915 tana = xdiff / ydiff;
1918 tana = ydiff / xdiff;
1919 offset = 3.0F * PI / 2.0F;
1921 ang = atan(tana) + offset;
1924 if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */
1927 draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol);
1930 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1931 game_state *state, int dir, game_ui *ui,
1932 float animtime, float flashtime)
1934 int x, y, i, w = ds->w, dirp, force = 0;
1936 double angle_offset = 0.0;
1937 game_state *postdrop = NULL;
1939 if (flashtime > 0.0F)
1940 angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN);
1941 if (angle_offset != ds->angle_offset) {
1942 ds->angle_offset = angle_offset;
1948 blitter_load(dr, ds->dragb, ds->dx, ds->dy);
1949 draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE);
1950 ds->dragging = FALSE;
1953 /* If an in-progress drag would make a valid move if finished, we
1954 * reflect that move in the board display. We let interpret_move do
1955 * most of the heavy lifting for us: we have to copy the game_ui so
1956 * as not to stomp on the real UI's drag state. */
1958 game_ui uicopy = *ui;
1959 char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE);
1961 if (movestr != NULL && strcmp(movestr, "") != 0) {
1962 postdrop = execute_move(state, movestr);
1970 int aw = TILE_SIZE * state->w;
1971 int ah = TILE_SIZE * state->h;
1972 draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND);
1973 draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID);
1974 draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER);
1976 for (x = 0; x < state->w; x++) {
1977 for (y = 0; y < state->h; y++) {
1982 if (ui->cshow && x == ui->cx && y == ui->cy)
1986 if (x == ui->sx && y == ui->sy)
1988 else if (ui->drag_is_from) {
1989 if (!ispointing(state, ui->sx, ui->sy, x, y))
1992 if (!ispointing(state, x, y, ui->sx, ui->sy))
1997 if (state->impossible ||
1998 state->nums[i] < 0 || state->flags[i] & FLAG_ERROR)
2000 if (state->flags[i] & FLAG_IMMUTABLE)
2003 if (state->next[i] != -1)
2006 if (state->prev[i] != -1) {
2007 /* Currently the direction here is from our square _back_
2008 * to its previous. We could change this to give the opposite
2009 * sense to the direction. */
2010 f |= F_ARROW_INPOINT;
2011 dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w);
2014 if (state->nums[i] != ds->nums[i] ||
2015 f != ds->f[i] || dirp != ds->dirp[i] ||
2016 force || !ds->started) {
2018 BORDER + x * TILE_SIZE,
2019 BORDER + y * TILE_SIZE,
2020 state->dirs[i], dirp, state->nums[i], f,
2022 ds->nums[i] = state->nums[i];
2029 ds->dragging = TRUE;
2030 ds->dx = ui->dx - BLITTER_SIZE/2;
2031 ds->dy = ui->dy - BLITTER_SIZE/2;
2032 blitter_save(dr, ds->dragb, ds->dx, ds->dy);
2034 draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0);
2036 if (postdrop) free_game(postdrop);
2037 if (!ds->started) ds->started = TRUE;
2040 static float game_anim_length(game_state *oldstate, game_state *newstate,
2041 int dir, game_ui *ui)
2046 static float game_flash_length(game_state *oldstate, game_state *newstate,
2047 int dir, game_ui *ui)
2049 if (!oldstate->completed &&
2050 newstate->completed && !newstate->used_solve)
2056 static int game_timing_state(game_state *state, game_ui *ui)
2061 static void game_print_size(game_params *params, float *x, float *y)
2065 game_compute_size(params, 1300, &pw, &ph);
2070 static void game_print(drawing *dr, game_state *state, int tilesize)
2072 int ink = print_mono_colour(dr, 0);
2075 /* Fake up just enough of a drawstate */
2076 game_drawstate ads, *ds = &ads;
2077 ds->tilesize = tilesize;
2083 print_line_width(dr, TILE_SIZE / 40);
2084 for (x = 1; x < state->w; x++)
2085 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink);
2086 for (y = 1; y < state->h; y++)
2087 draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink);
2088 print_line_width(dr, 2*TILE_SIZE / 40);
2089 draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w,
2090 TILE_SIZE*state->h, ink);
2093 * Arrows and numbers.
2095 print_line_width(dr, 0);
2096 for (y = 0; y < state->h; y++)
2097 for (x = 0; x < state->w; x++)
2098 tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x],
2099 0, state->nums[y*state->w+x], 0, 0.0, ink);
2103 #define thegame signpost
2106 const struct game thegame = {
2107 "Signpost", "games.signpost", "signpost",
2114 TRUE, game_configure, custom_params,
2122 TRUE, game_can_format_as_text_now, game_text_format,
2130 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2133 game_free_drawstate,
2137 TRUE, FALSE, game_print_size, game_print,
2138 FALSE, /* wants_statusbar */
2139 FALSE, game_timing_state,
2140 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
2143 #ifdef STANDALONE_SOLVER
2148 const char *quis = NULL;
2151 void usage(FILE *out) {
2152 fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis);
2155 static void cycle_seed(char **seedstr, random_state *rs)
2161 newseed[0] = '1' + (char)random_upto(rs, 9);
2162 for (j = 1; j < 15; j++)
2163 newseed[j] = '0' + (char)random_upto(rs, 10);
2165 *seedstr = dupstr(newseed);
2168 static void start_soak(game_params *p, char *seedstr)
2170 time_t tt_start, tt_now, tt_last;
2173 long n = 0, nnums = 0, i;
2176 tt_start = tt_now = time(NULL);
2177 printf("Soak-generating a %dx%d grid.\n", p->w, p->h);
2180 rs = random_new(seedstr, strlen(seedstr));
2181 desc = thegame.new_desc(p, rs, &aux, 0);
2183 state = thegame.new_game(NULL, p, desc);
2184 for (i = 0; i < state->n; i++) {
2185 if (state->flags[i] & FLAG_IMMUTABLE)
2188 thegame.free_game(state);
2191 cycle_seed(&seedstr, rs);
2195 tt_last = time(NULL);
2196 if (tt_last > tt_now) {
2198 printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n",
2200 (double)n / ((double)tt_now - tt_start),
2201 (double)nnums / (double)n,
2202 ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) );
2207 static void process_desc(char *id)
2209 char *desc, *err, *solvestr;
2213 printf("%s\n ", id);
2215 desc = strchr(id, ':');
2217 fprintf(stderr, "%s: expecting game description.", quis);
2223 p = thegame.default_params();
2224 thegame.decode_params(p, id);
2225 err = thegame.validate_params(p, 1);
2227 fprintf(stderr, "%s: %s", quis, err);
2228 thegame.free_params(p);
2232 err = thegame.validate_desc(p, desc);
2234 fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
2235 thegame.free_params(p);
2239 s = thegame.new_game(NULL, p, desc);
2241 solvestr = thegame.solve(s, s, NULL, &err);
2243 fprintf(stderr, "%s\n", err);
2245 printf("Puzzle is soluble.\n");
2247 thegame.free_game(s);
2248 thegame.free_params(p);
2251 int main(int argc, const char *argv[])
2253 char *id = NULL, *desc, *err, *aux = NULL;
2254 int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i;
2255 char *seedstr = NULL, newseed[16];
2257 setvbuf(stdout, NULL, _IONBF, 0);
2260 while (--argc > 0) {
2261 char *p = (char*)(*++argv);
2262 if (!strcmp(p, "-v") || !strcmp(p, "--verbose"))
2264 else if (!strcmp(p, "--stdin"))
2266 else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2267 seedstr = dupstr(*++argv);
2269 } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) {
2272 } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
2274 } else if (*p == '-') {
2275 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2283 sprintf(newseed, "%lu", time(NULL));
2284 seedstr = dupstr(newseed);
2286 if (id || !stdin_desc) {
2287 if (id && strchr(id, ':')) {
2288 /* Parameters and description passed on cmd-line:
2289 * try and solve it. */
2292 /* No description passed on cmd-line: decode parameters
2293 * (with optional seed too) */
2295 game_params *p = thegame.default_params();
2298 char *cmdseed = strchr(id, '#');
2302 seedstr = dupstr(cmdseed);
2305 thegame.decode_params(p, id);
2308 err = thegame.validate_params(p, 1);
2310 fprintf(stderr, "%s: %s", quis, err);
2311 thegame.free_params(p);
2315 /* We have a set of valid parameters; either soak with it
2316 * or generate a single game description and print to stdout. */
2318 start_soak(p, seedstr);
2320 char *pstring = thegame.encode_params(p, 0);
2322 for (i = 0; i < n; i++) {
2323 random_state *rs = random_new(seedstr, strlen(seedstr));
2325 if (verbose) printf("%s#%s\n", pstring, seedstr);
2326 desc = thegame.new_desc(p, rs, &aux, 0);
2327 printf("%s:%s\n", pstring, desc);
2330 cycle_seed(&seedstr, rs);
2337 thegame.free_params(p);
2344 while (fgets(buf, sizeof(buf), stdin)) {
2345 buf[strcspn(buf, "\r\n")] = '\0';
2357 /* vim: set shiftwidth=4 tabstop=8: */