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(const game_state *state, int fromx, int fromy,
98 int w = state->w, dir = state->dirs[fromy*w+fromx];
100 /* (by convention) squares do not point to themselves. */
101 if (fromx == tox && fromy == toy) return 0;
103 /* the final number points to nothing. */
104 if (state->nums[fromy*w + fromx] == state->n) return 0;
107 if (!INGRID(state, fromx, fromy)) return 0;
108 if (fromx == tox && fromy == toy) return 1;
109 fromx += dxs[dir]; fromy += dys[dir];
111 return 0; /* not reached */
114 static int ispointingi(game_state *state, int fromi, int toi)
117 return ispointing(state, fromi%w, fromi/w, toi%w, toi/w);
120 /* Taking the number 'num', work out the gap between it and the next
121 * available number up or down (depending on d). Return 1 if the region
122 * at (x,y) will fit in that gap, or 0 otherwise. */
123 static int move_couldfit(const game_state *state, int num, int d, int x, int y)
125 int n, gap, i = y*state->w+x, sz;
128 /* The 'gap' is the number of missing numbers in the grid between
129 * our number and the next one in the sequence (up or down), or
130 * the end of the sequence (if we happen not to have 1/n present) */
131 for (n = num + d, gap = 0;
132 ISREALNUM(state, n) && state->numsi[n] == -1;
133 n += d, gap++) ; /* empty loop */
136 /* no gap, so the only allowable move is that that directly
137 * links the two numbers. */
139 return (n == num+d) ? 0 : 1;
141 if (state->prev[i] == -1 && state->next[i] == -1)
142 return 1; /* single unconnected square, always OK */
144 sz = dsf_size(state->dsf, i);
145 return (sz > gap) ? 0 : 1;
148 static int isvalidmove(const game_state *state, int clever,
149 int fromx, int fromy, int tox, int toy)
151 int w = state->w, from = fromy*w+fromx, to = toy*w+tox;
154 if (!INGRID(state, fromx, fromy) || !INGRID(state, tox, toy))
157 /* can only move where we point */
158 if (!ispointing(state, fromx, fromy, tox, toy))
161 nfrom = state->nums[from]; nto = state->nums[to];
163 /* can't move _from_ the preset final number, or _to_ the preset 1. */
164 if (((nfrom == state->n) && (state->flags[from] & FLAG_IMMUTABLE)) ||
165 ((nto == 1) && (state->flags[to] & FLAG_IMMUTABLE)))
168 /* can't create a new connection between cells in the same region
169 * as that would create a loop. */
170 if (dsf_canonify(state->dsf, from) == dsf_canonify(state->dsf, to))
173 /* if both cells are actual numbers, can't drag if we're not
174 * one digit apart. */
175 if (ISREALNUM(state, nfrom) && ISREALNUM(state, nto)) {
178 } else if (clever && ISREALNUM(state, nfrom)) {
179 if (!move_couldfit(state, nfrom, +1, tox, toy))
181 } else if (clever && ISREALNUM(state, nto)) {
182 if (!move_couldfit(state, nto, -1, fromx, fromy))
189 static void makelink(game_state *state, int from, int to)
191 if (state->next[from] != -1)
192 state->prev[state->next[from]] = -1;
193 state->next[from] = to;
195 if (state->prev[to] != -1)
196 state->next[state->prev[to]] = -1;
197 state->prev[to] = from;
200 static int game_can_format_as_text_now(const game_params *params)
202 if (params->w * params->h >= 100) return 0;
206 static char *game_text_format(const game_state *state)
208 int len = state->h * 2 * (4*state->w + 1) + state->h + 2;
209 int x, y, i, num, n, set;
212 p = ret = snewn(len, char);
214 for (y = 0; y < state->h; y++) {
215 for (x = 0; x < state->h; x++) {
217 *p++ = dirstrings[state->dirs[i]][0];
218 *p++ = dirstrings[state->dirs[i]][1];
219 *p++ = (state->flags[i] & FLAG_IMMUTABLE) ? 'I' : ' ';
223 for (x = 0; x < state->h; x++) {
225 num = state->nums[i];
231 n = num % (state->n+1);
232 set = num / (state->n+1);
234 assert(n <= 99); /* two digits only! */
239 *p++ = (n >= 10) ? ('0' + (n/10)) : ' ';
255 static void debug_state(const char *desc, game_state *state)
259 if (state->n >= 100) {
260 debug(("[ no game_text_format for this size ]"));
263 dbg = game_text_format(state);
264 debug(("%s\n%s", desc, dbg));
270 static void strip_nums(game_state *state) {
272 for (i = 0; i < state->n; i++) {
273 if (!(state->flags[i] & FLAG_IMMUTABLE))
276 memset(state->next, -1, state->n*sizeof(int));
277 memset(state->prev, -1, state->n*sizeof(int));
278 memset(state->numsi, -1, (state->n+1)*sizeof(int));
279 dsf_init(state->dsf, state->n);
282 static int check_nums(game_state *orig, game_state *copy, int only_immutable)
285 assert(copy->n == orig->n);
286 for (i = 0; i < copy->n; i++) {
287 if (only_immutable && !copy->flags[i] & FLAG_IMMUTABLE) continue;
288 assert(copy->nums[i] >= 0);
289 assert(copy->nums[i] <= copy->n);
290 if (copy->nums[i] != orig->nums[i]) {
291 debug(("check_nums: (%d,%d) copy=%d, orig=%d.",
292 i%orig->w, i/orig->w, copy->nums[i], orig->nums[i]));
299 /* --- Game parameter/presets functions --- */
301 static game_params *default_params(void)
303 game_params *ret = snew(game_params);
305 ret->force_corner_start = 1;
310 static const struct game_params signpost_presets[] = {
319 static int game_fetch_preset(int i, char **name, game_params **params)
324 if (i < 0 || i >= lenof(signpost_presets))
327 ret = default_params();
328 *ret = signpost_presets[i];
331 sprintf(buf, "%dx%d%s", ret->w, ret->h,
332 ret->force_corner_start ? "" : ", free ends");
338 static void free_params(game_params *params)
343 static game_params *dup_params(const game_params *params)
345 game_params *ret = snew(game_params);
346 *ret = *params; /* structure copy */
350 static void decode_params(game_params *ret, char const *string)
352 ret->w = ret->h = atoi(string);
353 while (*string && isdigit((unsigned char)*string)) string++;
354 if (*string == 'x') {
356 ret->h = atoi(string);
357 while (*string && isdigit((unsigned char)*string)) string++;
359 ret->force_corner_start = 0;
360 if (*string == 'c') {
362 ret->force_corner_start = 1;
367 static char *encode_params(const game_params *params, int full)
372 sprintf(data, "%dx%d%s", params->w, params->h,
373 params->force_corner_start ? "c" : "");
375 sprintf(data, "%dx%d", params->w, params->h);
380 static config_item *game_configure(const game_params *params)
385 ret = snewn(4, config_item);
387 ret[0].name = "Width";
388 ret[0].type = C_STRING;
389 sprintf(buf, "%d", params->w);
390 ret[0].sval = dupstr(buf);
393 ret[1].name = "Height";
394 ret[1].type = C_STRING;
395 sprintf(buf, "%d", params->h);
396 ret[1].sval = dupstr(buf);
399 ret[2].name = "Start and end in corners";
400 ret[2].type = C_BOOLEAN;
402 ret[2].ival = params->force_corner_start;
412 static game_params *custom_params(const config_item *cfg)
414 game_params *ret = snew(game_params);
416 ret->w = atoi(cfg[0].sval);
417 ret->h = atoi(cfg[1].sval);
418 ret->force_corner_start = cfg[2].ival;
423 static char *validate_params(const game_params *params, int full)
425 if (params->w < 2 || params->h < 2)
426 return "Width and height must both be at least two";
427 if (params->w == 2 && params->h == 2) /* leads to generation hang */
428 return "Width and height cannot both be two";
433 /* --- Game description string generation and unpicking --- */
435 static void blank_game_into(game_state *state)
437 memset(state->dirs, 0, state->n*sizeof(int));
438 memset(state->nums, 0, state->n*sizeof(int));
439 memset(state->flags, 0, state->n*sizeof(unsigned int));
440 memset(state->next, -1, state->n*sizeof(int));
441 memset(state->prev, -1, state->n*sizeof(int));
442 memset(state->numsi, -1, (state->n+1)*sizeof(int));
445 static game_state *blank_game(int w, int h)
447 game_state *state = snew(game_state);
449 memset(state, 0, sizeof(game_state));
454 state->dirs = snewn(state->n, int);
455 state->nums = snewn(state->n, int);
456 state->flags = snewn(state->n, unsigned int);
457 state->next = snewn(state->n, int);
458 state->prev = snewn(state->n, int);
459 state->dsf = snew_dsf(state->n);
460 state->numsi = snewn(state->n+1, int);
462 blank_game_into(state);
467 static void dup_game_to(game_state *to, const game_state *from)
469 to->completed = from->completed;
470 to->used_solve = from->used_solve;
471 to->impossible = from->impossible;
473 memcpy(to->dirs, from->dirs, to->n*sizeof(int));
474 memcpy(to->flags, from->flags, to->n*sizeof(unsigned int));
475 memcpy(to->nums, from->nums, to->n*sizeof(int));
477 memcpy(to->next, from->next, to->n*sizeof(int));
478 memcpy(to->prev, from->prev, to->n*sizeof(int));
480 memcpy(to->dsf, from->dsf, to->n*sizeof(int));
481 memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int));
484 static game_state *dup_game(const game_state *state)
486 game_state *ret = blank_game(state->w, state->h);
487 dup_game_to(ret, state);
491 static void free_game(game_state *state)
503 static void unpick_desc(const game_params *params, const char *desc,
504 game_state **sout, char **mout)
506 game_state *state = blank_game(params->w, params->h);
512 msg = "Game description longer than expected";
517 if (isdigit((unsigned char)c)) {
518 num = (num*10) + (int)(c-'0');
519 if (num > state->n) {
520 msg = "Number too large";
523 } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) {
524 state->nums[i] = num;
525 state->flags[i] = num ? FLAG_IMMUTABLE : 0;
528 state->dirs[i] = c - 'a';
531 msg = "Game description shorter than expected";
534 msg = "Game description contains unexpected characters";
540 msg = "Game description shorter than expected";
545 if (msg) { /* sth went wrong. */
546 if (mout) *mout = msg;
549 if (mout) *mout = NULL;
550 if (sout) *sout = state;
551 else free_game(state);
555 static char *generate_desc(game_state *state, int issolve)
560 ret = NULL; retlen = 0;
562 ret = sresize(ret, 2, char);
563 ret[0] = 'S'; ret[1] = '\0';
566 for (i = 0; i < state->n; i++) {
568 k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a'));
570 k = sprintf(buf, "%c", (int)(state->dirs[i]+'a'));
571 ret = sresize(ret, retlen + k + 1, char);
572 strcpy(ret + retlen, buf);
578 /* --- Game generation --- */
580 /* Fills in preallocated arrays ai (indices) and ad (directions)
581 * showing all non-numbered cells adjacent to index i, returns length */
582 /* This function has been somewhat optimised... */
583 static int cell_adj(game_state *state, int i, int *ai, int *ad)
585 int n = 0, a, x, y, sx, sy, dx, dy, newi;
586 int w = state->w, h = state->h;
588 sx = i % w; sy = i / w;
590 for (a = 0; a < DIR_MAX; a++) {
592 dx = dxs[a]; dy = dys[a];
595 if (x < 0 || y < 0 || x >= w || y >= h) break;
598 if (state->nums[newi] == 0) {
608 static int new_game_fill(game_state *state, random_state *rs,
609 int headi, int taili)
611 int nfilled, an, ret = 0, j;
614 aidx = snewn(state->n, int);
615 adir = snewn(state->n, int);
617 debug(("new_game_fill: headi=%d, taili=%d.", headi, taili));
619 memset(state->nums, 0, state->n*sizeof(int));
621 state->nums[headi] = 1;
622 state->nums[taili] = state->n;
624 state->dirs[taili] = 0;
627 while (nfilled < state->n) {
628 /* Try and expand _from_ headi; keep going if there's only one
630 an = cell_adj(state, headi, aidx, adir);
632 if (an == 0) goto done;
633 j = random_upto(rs, an);
634 state->dirs[headi] = adir[j];
635 state->nums[aidx[j]] = state->nums[headi] + 1;
638 an = cell_adj(state, headi, aidx, adir);
641 /* Try and expand _to_ taili; keep going if there's only one
643 an = cell_adj(state, taili, aidx, adir);
645 if (an == 0) goto done;
646 j = random_upto(rs, an);
647 state->dirs[aidx[j]] = DIR_OPPOSITE(adir[j]);
648 state->nums[aidx[j]] = state->nums[taili] - 1;
651 an = cell_adj(state, taili, aidx, adir);
654 /* If we get here we have headi and taili set but unconnected
655 * by direction: we need to set headi's direction so as to point
657 state->dirs[headi] = whichdiri(state, headi, taili);
659 /* it could happen that our last two weren't in line; if that's the
660 * case, we have to start again. */
661 if (state->dirs[headi] != -1) ret = 1;
669 /* Better generator: with the 'generate, sprinkle numbers, solve,
670 * repeat' algorithm we're _never_ generating anything greater than
671 * 6x6, and spending all of our time in new_game_fill (and very little
674 * So, new generator steps:
675 * generate the grid, at random (same as now). Numbers 1 and N get
676 immutable flag immediately.
677 * squirrel that away for the solved state.
679 * (solve:) Try and solve it.
680 * If we solved it, we're done:
681 * generate the description from current immutable numbers,
682 * free stuff that needs freeing,
683 * return description + solved state.
684 * If we didn't solve it:
685 * count #tiles in state we've made deductions about.
687 * randomise a scratch array.
688 * for each index in scratch (in turn):
689 * if the cell isn't empty, continue (through scratch array)
690 * set number + immutable in state.
691 * try and solve state.
692 * if we've solved it, we're done.
693 * otherwise, count #tiles. If it's more than we had before:
694 * good, break from this loop and re-randomise.
695 * otherwise (number didn't help):
696 * remove number and try next in scratch array.
697 * if we've got to the end of the scratch array, no luck:
698 free everything we need to, and go back to regenerate the grid.
701 static int solve_state(game_state *state);
703 static void debug_desc(const char *what, game_state *state)
707 char *desc = generate_desc(state, 0);
708 debug(("%s game state: %dx%d:%s", what, state->w, state->h, desc));
714 /* Expects a fully-numbered game_state on input, and makes sure
715 * FLAG_IMMUTABLE is only set on those numbers we need to solve
716 * (as for a real new-game); returns 1 if it managed
717 * this (such that it could solve it), or 0 if not. */
718 static int new_game_strip(game_state *state, random_state *rs)
720 int *scratch, i, j, ret = 1;
721 game_state *copy = dup_game(state);
723 debug(("new_game_strip."));
726 debug_desc("Stripped", copy);
728 if (solve_state(copy) > 0) {
729 debug(("new_game_strip: soluble immediately after strip."));
734 scratch = snewn(state->n, int);
735 for (i = 0; i < state->n; i++) scratch[i] = i;
736 shuffle(scratch, state->n, sizeof(int), rs);
738 /* This is scungy. It might just be quick enough.
739 * It goes through, adding set numbers in empty squares
740 * until either we run out of empty squares (in the one
741 * we're half-solving) or else we solve it properly.
742 * NB that we run the entire solver each time, which
743 * strips the grid beforehand; we will save time if we
745 for (i = 0; i < state->n; i++) {
747 if (copy->nums[j] > 0 && copy->nums[j] <= state->n)
748 continue; /* already solved to a real number here. */
749 assert(state->nums[j] <= state->n);
750 debug(("new_game_strip: testing add IMMUTABLE number %d at square (%d,%d).",
751 state->nums[j], j%state->w, j/state->w));
752 copy->nums[j] = state->nums[j];
753 copy->flags[j] |= FLAG_IMMUTABLE;
754 state->flags[j] |= FLAG_IMMUTABLE;
755 debug_state("Copy of state: ", copy);
757 if (solve_state(copy) > 0) goto solved;
758 assert(check_nums(state, copy, 1));
764 debug(("new_game_strip: now solved."));
765 /* Since we added basically at random, try now to remove numbers
766 * and see if we can still solve it; if we can (still), really
767 * remove the number. Make sure we don't remove the anchor numbers
769 for (i = 0; i < state->n; i++) {
771 if ((state->flags[j] & FLAG_IMMUTABLE) &&
772 (state->nums[j] != 1 && state->nums[j] != state->n)) {
773 debug(("new_game_strip: testing remove IMMUTABLE number %d at square (%d,%d).",
774 state->nums[j], j%state->w, j/state->w));
775 state->flags[j] &= ~FLAG_IMMUTABLE;
776 dup_game_to(copy, state);
778 if (solve_state(copy) > 0) {
779 assert(check_nums(state, copy, 0));
780 debug(("new_game_strip: OK, removing number"));
782 assert(state->nums[j] <= state->n);
783 debug(("new_game_strip: cannot solve, putting IMMUTABLE back."));
784 copy->nums[j] = state->nums[j];
785 state->flags[j] |= FLAG_IMMUTABLE;
791 debug(("new_game_strip: %ssuccessful.", ret ? "" : "not "));
797 static char *new_game_desc(const game_params *params, random_state *rs,
798 char **aux, int interactive)
800 game_state *state = blank_game(params->w, params->h);
805 blank_game_into(state);
807 /* keep trying until we fill successfully. */
809 if (params->force_corner_start) {
814 headi = random_upto(rs, state->n);
815 taili = random_upto(rs, state->n);
816 } while (headi == taili);
818 } while (!new_game_fill(state, rs, headi, taili));
820 debug_state("Filled game:", state);
822 assert(state->nums[headi] <= state->n);
823 assert(state->nums[taili] <= state->n);
825 state->flags[headi] |= FLAG_IMMUTABLE;
826 state->flags[taili] |= FLAG_IMMUTABLE;
828 /* This will have filled in directions and _all_ numbers.
829 * Store the game definition for this, as the solved-state. */
830 if (!new_game_strip(state, rs)) {
835 game_state *tosolve = dup_game(state);
836 assert(solve_state(tosolve) > 0);
839 ret = generate_desc(state, 0);
844 static char *validate_desc(const game_params *params, const char *desc)
848 unpick_desc(params, desc, NULL, &ret);
852 /* --- Linked-list and numbers array --- */
854 /* Assuming numbers are always up-to-date, there are only four possibilities
855 * for regions changing after a single valid move:
857 * 1) two differently-coloured regions being combined (the resulting colouring
858 * should be based on the larger of the two regions)
859 * 2) a numbered region having a single number added to the start (the
860 * region's colour will remain, and the numbers will shift by 1)
861 * 3) a numbered region having a single number added to the end (the
862 * region's colour and numbering remains as-is)
863 * 4) two unnumbered squares being joined (will pick the smallest unused set
864 * of colours to use for the new region).
866 * There should never be any complications with regions containing 3 colours
867 * being combined, since two of those colours should have been merged on a
870 * Most of the complications are in ensuring we don't accidentally set two
871 * regions with the same colour (e.g. if a region was split). If this happens
872 * we always try and give the largest original portion the original colour.
875 #define COLOUR(a) ((a) / (state->n+1))
876 #define START(c) ((c) * (state->n+1))
879 int i; /* position */
880 int sz; /* size of region */
881 int start; /* region start number preferred, or 0 if !preference */
882 int preference; /* 0 if we have no preference (and should just pick one) */
886 static void head_number(game_state *state, int i, struct head_meta *head)
888 int off = 0, ss, j = i, c, n, sz;
890 /* Insist we really were passed the head of a chain. */
891 assert(state->prev[i] == -1 && state->next[i] != -1);
894 head->sz = dsf_size(state->dsf, i);
897 /* Search through this chain looking for real numbers, checking that
898 * they match up (if there are more than one). */
899 head->preference = 0;
901 if (state->flags[j] & FLAG_IMMUTABLE) {
902 ss = state->nums[j] - off;
903 if (!head->preference) {
905 head->preference = 1;
906 head->why = "contains cell with immutable number";
907 } else if (head->start != ss) {
908 debug(("head_number: chain with non-sequential numbers!"));
909 state->impossible = 1;
914 assert(j != i); /* we have created a loop, obviously wrong */
916 if (head->preference) goto done;
918 if (state->nums[i] == 0 && state->nums[state->next[i]] > state->n) {
919 /* (probably) empty cell onto the head of a coloured region:
920 * make sure we start at a 0 offset. */
921 head->start = START(COLOUR(state->nums[state->next[i]]));
922 head->preference = 1;
923 head->why = "adding blank cell to head of numbered region";
924 } else if (state->nums[i] <= state->n) {
925 /* if we're 0 we're probably just blank -- but even if we're a
926 * (real) numbered region, we don't have an immutable number
927 * in it (any more) otherwise it'd have been caught above, so
928 * reassign the colour. */
930 head->preference = 0;
931 head->why = "lowest available colour group";
933 c = COLOUR(state->nums[i]);
935 sz = dsf_size(state->dsf, i);
937 while (state->next[j] != -1) {
939 if (state->nums[j] == 0 && state->next[j] == -1) {
940 head->start = START(c);
941 head->preference = 1;
942 head->why = "adding blank cell to end of numbered region";
945 if (COLOUR(state->nums[j]) == c)
948 int start_alternate = START(COLOUR(state->nums[j]));
950 head->start = start_alternate;
951 head->preference = 1;
952 head->why = "joining two coloured regions, swapping to larger colour";
954 head->start = START(c);
955 head->preference = 1;
956 head->why = "joining two coloured regions, taking largest";
961 /* If we got here then we may have split a region into
962 * two; make sure we don't assign a colour we've already used. */
964 /* not convinced this shouldn't be an assertion failure here. */
966 head->preference = 0;
968 head->start = START(c);
969 head->preference = 1;
971 head->why = "got to end of coloured region";
975 assert(head->why != NULL);
976 if (head->preference)
977 debug(("Chain at (%d,%d) numbered for preference at %d (colour %d): %s.",
978 head->i%state->w, head->i/state->w,
979 head->start, COLOUR(head->start), head->why));
981 debug(("Chain at (%d,%d) using next available colour: %s.",
982 head->i%state->w, head->i/state->w,
987 static void debug_numbers(game_state *state)
991 for (i = 0; i < state->n; i++) {
992 debug(("(%d,%d) --> (%d,%d) --> (%d,%d)",
993 state->prev[i]==-1 ? -1 : state->prev[i]%w,
994 state->prev[i]==-1 ? -1 : state->prev[i]/w,
996 state->next[i]==-1 ? -1 : state->next[i]%w,
997 state->next[i]==-1 ? -1 : state->next[i]/w));
1003 static void connect_numbers(game_state *state)
1007 dsf_init(state->dsf, state->n);
1008 for (i = 0; i < state->n; i++) {
1009 if (state->next[i] != -1) {
1010 assert(state->prev[state->next[i]] == i);
1011 di = dsf_canonify(state->dsf, i);
1012 dni = dsf_canonify(state->dsf, state->next[i]);
1014 debug(("connect_numbers: chain forms a loop."));
1015 state->impossible = 1;
1017 dsf_merge(state->dsf, di, dni);
1022 static int compare_heads(const void *a, const void *b)
1024 struct head_meta *ha = (struct head_meta *)a;
1025 struct head_meta *hb = (struct head_meta *)b;
1027 /* Heads with preferred colours first... */
1028 if (ha->preference && !hb->preference) return -1;
1029 if (hb->preference && !ha->preference) return 1;
1031 /* ...then heads with low colours first... */
1032 if (ha->start < hb->start) return -1;
1033 if (ha->start > hb->start) return 1;
1035 /* ... then large regions first... */
1036 if (ha->sz > hb->sz) return -1;
1037 if (ha->sz < hb->sz) return 1;
1039 /* ... then position. */
1040 if (ha->i > hb->i) return -1;
1041 if (ha->i < hb->i) return 1;
1046 static int lowest_start(game_state *state, struct head_meta *heads, int nheads)
1050 /* NB start at 1: colour 0 is real numbers */
1051 for (c = 1; c < state->n; c++) {
1052 for (n = 0; n < nheads; n++) {
1053 if (COLOUR(heads[n].start) == c)
1060 assert(!"No available colours!");
1064 static void update_numbers(game_state *state)
1066 int i, j, n, nnum, nheads;
1067 struct head_meta *heads = snewn(state->n, struct head_meta);
1069 for (n = 0; n < state->n; n++)
1070 state->numsi[n] = -1;
1072 for (i = 0; i < state->n; i++) {
1073 if (state->flags[i] & FLAG_IMMUTABLE) {
1074 assert(state->nums[i] > 0);
1075 assert(state->nums[i] <= state->n);
1076 state->numsi[state->nums[i]] = i;
1078 else if (state->prev[i] == -1 && state->next[i] == -1)
1081 connect_numbers(state);
1083 /* Construct an array of the heads of all current regions, together
1084 * with their preferred colours. */
1086 for (i = 0; i < state->n; i++) {
1087 /* Look for a cell that is the start of a chain
1088 * (has a next but no prev). */
1089 if (state->prev[i] != -1 || state->next[i] == -1) continue;
1091 head_number(state, i, &heads[nheads++]);
1095 * - heads with preferred colours first, then
1096 * - heads with low colours first, then
1097 * - large regions first
1099 qsort(heads, nheads, sizeof(struct head_meta), compare_heads);
1101 /* Remove duplicate-coloured regions. */
1102 for (n = nheads-1; n >= 0; n--) { /* order is important! */
1103 if ((n != 0) && (heads[n].start == heads[n-1].start)) {
1104 /* We have a duplicate-coloured region: since we're
1105 * sorted in size order and this is not the first
1106 * of its colour it's not the largest: recolour it. */
1107 heads[n].start = START(lowest_start(state, heads, nheads));
1108 heads[n].preference = -1; /* '-1' means 'was duplicate' */
1110 else if (!heads[n].preference) {
1111 assert(heads[n].start == 0);
1112 heads[n].start = START(lowest_start(state, heads, nheads));
1116 debug(("Region colouring after duplicate removal:"));
1118 for (n = 0; n < nheads; n++) {
1119 debug((" Chain at (%d,%d) sz %d numbered at %d (colour %d): %s%s",
1120 heads[n].i % state->w, heads[n].i / state->w, heads[n].sz,
1121 heads[n].start, COLOUR(heads[n].start), heads[n].why,
1122 heads[n].preference == 0 ? " (next available)" :
1123 heads[n].preference < 0 ? " (duplicate, next available)" : ""));
1125 nnum = heads[n].start;
1128 if (!(state->flags[j] & FLAG_IMMUTABLE)) {
1129 if (nnum > 0 && nnum <= state->n)
1130 state->numsi[nnum] = j;
1131 state->nums[j] = nnum;
1135 assert(j != heads[n].i); /* loop?! */
1138 /*debug_numbers(state);*/
1142 static int check_completion(game_state *state, int mark_errors)
1144 int n, j, k, error = 0, complete;
1146 /* NB This only marks errors that are possible to perpetrate with
1147 * the current UI in interpret_move. Things like forming loops in
1148 * linked sections and having numbers not add up should be forbidden
1149 * by the code elsewhere, so we don't bother marking those (because
1150 * it would add lots of tricky drawing code for very little gain). */
1152 for (j = 0; j < state->n; j++)
1153 state->flags[j] &= ~FLAG_ERROR;
1156 /* Search for repeated numbers. */
1157 for (j = 0; j < state->n; j++) {
1158 if (state->nums[j] > 0 && state->nums[j] <= state->n) {
1159 for (k = j+1; k < state->n; k++) {
1160 if (state->nums[k] == state->nums[j]) {
1162 state->flags[j] |= FLAG_ERROR;
1163 state->flags[k] |= FLAG_ERROR;
1171 /* Search and mark numbers n not pointing to n+1; if any numbers
1172 * are missing we know we've not completed. */
1174 for (n = 1; n < state->n; n++) {
1175 if (state->numsi[n] == -1 || state->numsi[n+1] == -1)
1177 else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) {
1179 state->flags[state->numsi[n]] |= FLAG_ERROR;
1180 state->flags[state->numsi[n+1]] |= FLAG_ERROR;
1184 /* make sure the link is explicitly made here; for instance, this
1185 * is nice if the user drags from 2 out (making 3) and a 4 is also
1186 * visible; this ensures that the link from 3 to 4 is also made. */
1188 makelink(state, state->numsi[n], state->numsi[n+1]);
1192 /* Search and mark numbers less than 0, or 0 with links. */
1193 for (n = 1; n < state->n; n++) {
1194 if ((state->nums[n] < 0) ||
1195 (state->nums[n] == 0 &&
1196 (state->next[n] != -1 || state->prev[n] != -1))) {
1199 state->flags[n] |= FLAG_ERROR;
1203 if (error) return 0;
1206 static game_state *new_game(midend *me, const game_params *params,
1209 game_state *state = NULL;
1211 unpick_desc(params, desc, &state, NULL);
1212 if (!state) assert(!"new_game failed to unpick");
1214 update_numbers(state);
1215 check_completion(state, 1); /* update any auto-links */
1220 /* --- Solver --- */
1222 /* If a tile has a single tile it can link _to_, or there's only a single
1223 * location that can link to a given tile, fill that link in. */
1224 static int solve_single(game_state *state, game_state *copy, int *from)
1226 int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0;
1228 /* The from array is a list of 'which square can link _to_ us';
1229 * we start off with from as '-1' (meaning 'not found'); if we find
1230 * something that can link to us it is set to that index, and then if
1231 * we find another we set it to -2. */
1233 memset(from, -1, state->n*sizeof(int));
1235 /* poss is 'can I link to anything' with the same meanings. */
1237 for (i = 0; i < state->n; i++) {
1238 if (state->next[i] != -1) continue;
1239 if (state->nums[i] == state->n) continue; /* no next from last no. */
1243 sx = x = i%w; sy = y = i/w;
1245 x += dxs[d]; y += dys[d];
1246 if (!INGRID(state, x, y)) break;
1247 if (!isvalidmove(state, 1, sx, sy, x, y)) continue;
1249 /* can't link to somewhere with a back-link we would have to
1250 * break (the solver just doesn't work like this). */
1252 if (state->prev[j] != -1) continue;
1254 if (state->nums[i] > 0 && state->nums[j] > 0 &&
1255 state->nums[i] <= state->n && state->nums[j] <= state->n &&
1256 state->nums[j] == state->nums[i]+1) {
1257 debug(("Solver: forcing link through existing consecutive numbers."));
1263 /* if there's been a valid move already, we have to move on;
1264 * we can't make any deductions here. */
1265 poss = (poss == -1) ? j : -2;
1267 /* Modify the from array as described above (which is enumerating
1268 * what points to 'j' in a similar way). */
1269 from[j] = (from[j] == -1) ? i : -2;
1272 /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/
1274 } else if (poss == -1) {
1275 debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy));
1276 copy->impossible = 1;
1279 debug(("Solver: linking (%d,%d) to only possible next (%d,%d).",
1280 sx, sy, poss%w, poss/w));
1281 makelink(copy, i, poss);
1286 for (i = 0; i < state->n; i++) {
1287 if (state->prev[i] != -1) continue;
1288 if (state->nums[i] == 1) continue; /* no prev from 1st no. */
1291 if (from[i] == -1) {
1292 debug(("Solver: nowhere possible to link to (%d,%d)", x, y));
1293 copy->impossible = 1;
1295 } else if (from[i] == -2) {
1296 /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/
1299 debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).",
1300 from[i]%w, from[i]/w, x, y));
1301 makelink(copy, from[i], i);
1309 /* Returns 1 if we managed to solve it, 0 otherwise. */
1310 static int solve_state(game_state *state)
1312 game_state *copy = dup_game(state);
1313 int *scratch = snewn(state->n, int), ret;
1315 debug_state("Before solver: ", state);
1318 update_numbers(state);
1320 if (solve_single(state, copy, scratch)) {
1321 dup_game_to(state, copy);
1322 if (state->impossible) break; else continue;
1329 update_numbers(state);
1330 ret = state->impossible ? -1 : check_completion(state, 0);
1331 debug(("Solver finished: %s",
1332 ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved"));
1333 debug_state("After solver: ", state);
1337 static char *solve_game(const game_state *state, const game_state *currstate,
1338 const char *aux, char **error)
1340 game_state *tosolve;
1344 tosolve = dup_game(currstate);
1345 result = solve_state(tosolve);
1347 ret = generate_desc(tosolve, 1);
1349 if (ret) return ret;
1351 tosolve = dup_game(state);
1352 result = solve_state(tosolve);
1354 *error = "Puzzle is impossible.";
1355 else if (result == 0)
1356 *error = "Unable to solve puzzle.";
1358 ret = generate_desc(tosolve, 1);
1365 /* --- UI and move routines. --- */
1371 int dragging, drag_is_from;
1372 int sx, sy; /* grid coords of start cell */
1373 int dx, dy; /* pixel coords of drag posn */
1376 static game_ui *new_ui(const game_state *state)
1378 game_ui *ui = snew(game_ui);
1380 /* NB: if this is ever changed to as to require more than a structure
1381 * copy to clone, there's code that needs fixing in game_redraw too. */
1383 ui->cx = ui->cy = ui->cshow = 0;
1386 ui->sx = ui->sy = ui->dx = ui->dy = 0;
1391 static void free_ui(game_ui *ui)
1396 static char *encode_ui(const game_ui *ui)
1401 static void decode_ui(game_ui *ui, const char *encoding)
1405 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1406 const game_state *newstate)
1408 if (!oldstate->completed && newstate->completed)
1409 ui->cshow = ui->dragging = 0;
1412 struct game_drawstate {
1413 int tilesize, started, solved;
1417 double angle_offset;
1419 int dragging, dx, dy;
1423 static char *interpret_move(const game_state *state, game_ui *ui,
1424 const game_drawstate *ds,
1425 int mx, int my, int button)
1427 int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w;
1430 if (IS_CURSOR_MOVE(button)) {
1431 move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0);
1434 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1435 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1438 } else if (IS_CURSOR_SELECT(button)) {
1441 else if (ui->dragging) {
1442 ui->dragging = FALSE;
1443 if (ui->sx == ui->cx && ui->sy == ui->cy) return "";
1444 if (ui->drag_is_from) {
1445 if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy)) return "";
1446 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy);
1448 if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy)) return "";
1449 sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy);
1453 ui->dragging = TRUE;
1456 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1457 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1458 ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0;
1462 if (IS_MOUSE_DOWN(button)) {
1464 ui->cshow = ui->dragging = 0;
1466 assert(!ui->dragging);
1467 if (!INGRID(state, x, y)) return NULL;
1469 if (button == LEFT_BUTTON) {
1470 /* disallow dragging from the final number. */
1471 if ((state->nums[y*w+x] == state->n) &&
1472 (state->flags[y*w+x] & FLAG_IMMUTABLE))
1474 } else if (button == RIGHT_BUTTON) {
1475 /* disallow dragging to the first number. */
1476 if ((state->nums[y*w+x] == 1) &&
1477 (state->flags[y*w+x] & FLAG_IMMUTABLE))
1481 ui->dragging = TRUE;
1482 ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0;
1489 } else if (IS_MOUSE_DRAG(button) && ui->dragging) {
1493 } else if (IS_MOUSE_RELEASE(button) && ui->dragging) {
1494 ui->dragging = FALSE;
1495 if (ui->sx == x && ui->sy == y) return ""; /* single click */
1497 if (!INGRID(state, x, y)) {
1498 int si = ui->sy*w+ui->sx;
1499 if (state->prev[si] == -1 && state->next[si] == -1)
1501 sprintf(buf, "%c%d,%d",
1502 (int)(ui->drag_is_from ? 'C' : 'X'), ui->sx, ui->sy);
1506 if (ui->drag_is_from) {
1507 if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y)) return "";
1508 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y);
1510 if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy)) return "";
1511 sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy);
1514 } /* else if (button == 'H' || button == 'h')
1515 return dupstr("H"); */
1516 else if ((button == 'x' || button == 'X') && ui->cshow) {
1517 int si = ui->cy*w + ui->cx;
1518 if (state->prev[si] == -1 && state->next[si] == -1)
1520 sprintf(buf, "%c%d,%d",
1521 (int)((button == 'x') ? 'C' : 'X'), ui->cx, ui->cy);
1528 static void unlink_cell(game_state *state, int si)
1530 debug(("Unlinking (%d,%d).", si%state->w, si/state->w));
1531 if (state->prev[si] != -1) {
1532 debug((" ... removing prev link from (%d,%d).",
1533 state->prev[si]%state->w, state->prev[si]/state->w));
1534 state->next[state->prev[si]] = -1;
1535 state->prev[si] = -1;
1537 if (state->next[si] != -1) {
1538 debug((" ... removing next link to (%d,%d).",
1539 state->next[si]%state->w, state->next[si]/state->w));
1540 state->prev[state->next[si]] = -1;
1541 state->next[si] = -1;
1545 static game_state *execute_move(const game_state *state, const char *move)
1547 game_state *ret = NULL;
1548 int sx, sy, ex, ey, si, ei, w = state->w;
1551 debug(("move: %s", move));
1553 if (move[0] == 'S') {
1559 p.w = state->w; p.h = state->h;
1560 valid = validate_desc(&p, move+1);
1562 debug(("execute_move: move not valid: %s", valid));
1565 ret = dup_game(state);
1566 tmp = new_game(NULL, &p, move+1);
1567 for (i = 0; i < state->n; i++) {
1568 ret->prev[i] = tmp->prev[i];
1569 ret->next[i] = tmp->next[i];
1572 ret->used_solve = 1;
1573 } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) {
1574 if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL;
1576 ret = dup_game(state);
1578 si = sy*w+sx; ei = ey*w+ex;
1579 makelink(ret, si, ei);
1580 } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) {
1581 if (c != 'C' && c != 'X') return NULL;
1582 if (!INGRID(state, sx, sy)) return NULL;
1584 if (state->prev[si] == -1 && state->next[si] == -1)
1587 ret = dup_game(state);
1590 /* Unlink the single cell we dragged from the board. */
1591 unlink_cell(ret, si);
1593 int i, set, sset = state->nums[si] / (state->n+1);
1594 for (i = 0; i < state->n; i++) {
1595 /* Unlink all cells in the same set as the one we dragged
1596 * from the board. */
1598 if (state->nums[i] == 0) continue;
1599 set = state->nums[i] / (state->n+1);
1600 if (set != sset) continue;
1602 unlink_cell(ret, i);
1605 } else if (strcmp(move, "H") == 0) {
1606 ret = dup_game(state);
1610 update_numbers(ret);
1611 if (check_completion(ret, 1)) ret->completed = 1;
1617 /* ----------------------------------------------------------------------
1621 static void game_compute_size(const game_params *params, int tilesize,
1624 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1625 struct { int tilesize, order; } ads, *ds = &ads;
1626 ads.tilesize = tilesize;
1628 *x = TILE_SIZE * params->w + 2 * BORDER;
1629 *y = TILE_SIZE * params->h + 2 * BORDER;
1632 static void game_set_size(drawing *dr, game_drawstate *ds,
1633 const game_params *params, int tilesize)
1635 ds->tilesize = tilesize;
1636 assert(TILE_SIZE > 0);
1639 ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE);
1642 /* Colours chosen from the webby palette to work as a background to black text,
1643 * W then some plausible approximation to pastelly ROYGBIV; we then interpolate
1644 * between consecutive pairs to give another 8 (and then the drawing routine
1645 * will reuse backgrounds). */
1646 static const unsigned long bgcols[8] = {
1647 0xffffff, /* white */
1648 0xffa07a, /* lightsalmon */
1649 0x98fb98, /* green */
1650 0x7fffd4, /* aquamarine */
1651 0x9370db, /* medium purple */
1652 0xffa500, /* orange */
1653 0x87cefa, /* lightskyblue */
1654 0xffff00, /* yellow */
1657 static float *game_colours(frontend *fe, int *ncolours)
1659 float *ret = snewn(3 * NCOLOURS, float);
1662 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1664 for (i = 0; i < 3; i++) {
1665 ret[COL_NUMBER * 3 + i] = 0.0F;
1666 ret[COL_ARROW * 3 + i] = 0.0F;
1667 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1668 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F;
1670 ret[COL_NUMBER_SET * 3 + 0] = 0.0F;
1671 ret[COL_NUMBER_SET * 3 + 1] = 0.0F;
1672 ret[COL_NUMBER_SET * 3 + 2] = 0.9F;
1674 ret[COL_ERROR * 3 + 0] = 1.0F;
1675 ret[COL_ERROR * 3 + 1] = 0.0F;
1676 ret[COL_ERROR * 3 + 2] = 0.0F;
1678 ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F;
1679 ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F;
1680 ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F;
1682 for (c = 0; c < 8; c++) {
1683 ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F;
1684 ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F;
1685 ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F;
1687 for (c = 0; c < 8; c++) {
1688 for (i = 0; i < 3; i++) {
1689 ret[(COL_B0 + 8 + c) * 3 + i] =
1690 (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F;
1694 #define average(r,a,b,w) do { \
1695 for (i = 0; i < 3; i++) \
1696 ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \
1698 average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F);
1699 average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F);
1700 for (c = 0; c < NBACKGROUNDS; c++) {
1701 /* I assume here that COL_ARROW and COL_NUMBER are the same.
1702 * Otherwise I'd need two sets of COL_M*. */
1703 average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F);
1704 average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F);
1705 average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F);
1708 *ncolours = NCOLOURS;
1712 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1714 struct game_drawstate *ds = snew(struct game_drawstate);
1717 ds->tilesize = ds->started = ds->solved = 0;
1722 ds->nums = snewn(state->n, int);
1723 ds->dirp = snewn(state->n, int);
1724 ds->f = snewn(state->n, unsigned int);
1725 for (i = 0; i < state->n; i++) {
1731 ds->angle_offset = 0.0F;
1733 ds->dragging = ds->dx = ds->dy = 0;
1739 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1744 if (ds->dragb) blitter_free(dr, ds->dragb);
1749 /* cx, cy are top-left corner. sz is the 'radius' of the arrow.
1750 * ang is in radians, clockwise from 0 == straight up. */
1751 static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang,
1752 int cfill, int cout)
1755 int xdx, ydx, xdy, ydy, xdx3, xdy3;
1756 double s = sin(ang), c = cos(ang);
1758 xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz;
1759 xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz;
1760 xdx = (int)(sz * (c + 1) + 0.5) - sz;
1761 xdy = (int)(sz * (s + 1) + 0.5) - sz;
1766 coords[2*0 + 0] = cx - ydx;
1767 coords[2*0 + 1] = cy - ydy;
1768 coords[2*1 + 0] = cx + xdx;
1769 coords[2*1 + 1] = cy + xdy;
1770 coords[2*2 + 0] = cx + xdx3;
1771 coords[2*2 + 1] = cy + xdy3;
1772 coords[2*3 + 0] = cx + xdx3 + ydx;
1773 coords[2*3 + 1] = cy + xdy3 + ydy;
1774 coords[2*4 + 0] = cx - xdx3 + ydx;
1775 coords[2*4 + 1] = cy - xdy3 + ydy;
1776 coords[2*5 + 0] = cx - xdx3;
1777 coords[2*5 + 1] = cy - xdy3;
1778 coords[2*6 + 0] = cx - xdx;
1779 coords[2*6 + 1] = cy - xdy;
1781 draw_polygon(dr, coords, 7, cfill, cout);
1784 static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir,
1785 int cfill, int cout, double angle_offset)
1787 double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset;
1788 draw_arrow(dr, cx, cy, sz, ang, cfill, cout);
1791 /* cx, cy are centre coordinates.. */
1792 static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints,
1793 int cfill, int cout, double angle_offset)
1798 assert(npoints > 0);
1800 coords = snewn(npoints * 2 * 2, int);
1802 for (n = 0; n < npoints * 2; n++) {
1803 a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset;
1804 r = (n % 2) ? (double)rad/2.0 : (double)rad;
1806 /* We're rotating the point at (0, -r) by a degrees */
1807 coords[2*n+0] = cx + (int)( r * sin(a));
1808 coords[2*n+1] = cy + (int)(-r * cos(a));
1810 draw_polygon(dr, coords, npoints*2, cfill, cout);
1814 static int num2col(game_drawstate *ds, int num)
1816 int set = num / (ds->n+1);
1818 if (num <= 0 || set == 0) return COL_B0;
1819 return COL_B0 + 1 + ((set-1) % 15);
1822 #define ARROW_HALFSZ (7 * TILE_SIZE / 32)
1824 #define F_CUR 0x001 /* Cursor on this tile. */
1825 #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */
1826 #define F_ERROR 0x004 /* Tile marked in error. */
1827 #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */
1828 #define F_ARROW_POINT 0x010 /* Tile points to other tile */
1829 #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */
1830 #define F_DIM 0x040 /* Tile is dim */
1832 static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
1833 int dir, int dirp, int num, unsigned int f,
1834 double angle_offset, int print_ink)
1836 int cb = TILE_SIZE / 16, textsz;
1838 int arrowcol, sarrowcol, setcol, textcol;
1839 int acx, acy, asz, empty = 0;
1841 if (num == 0 && !(f & F_ARROW_POINT) && !(f & F_ARROW_INPOINT)) {
1844 * We don't display text in empty cells: typically these are
1845 * signified by num=0. However, in some cases a cell could
1846 * have had the number 0 assigned to it if the user made an
1847 * error (e.g. tried to connect a chain of length 5 to the
1848 * immutable number 4) so we _do_ display the 0 if the cell
1849 * has a link in or a link out.
1853 /* Calculate colours. */
1855 if (print_ink >= 0) {
1857 * We're printing, so just do everything in black.
1859 arrowcol = textcol = print_ink;
1860 setcol = sarrowcol = -1; /* placate optimiser */
1863 setcol = empty ? COL_BACKGROUND : num2col(ds, num);
1865 #define dim(fg,bg) ( \
1866 (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \
1867 (bg) + COL_D0 - COL_B0 \
1870 #define mid(fg,bg) ( \
1871 (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \
1872 (bg) + COL_M0 - COL_B0 \
1875 #define dimbg(bg) ( \
1876 (bg)==COL_BACKGROUND ? COL_BACKGROUND : \
1877 (bg) + COL_X0 - COL_B0 \
1880 if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN;
1881 else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol);
1882 else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol);
1883 else arrowcol = COL_ARROW;
1885 if ((f & F_ERROR) && !(f & F_IMMUTABLE)) textcol = COL_ERROR;
1887 if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET;
1888 else textcol = COL_NUMBER;
1890 if (f & F_DIM) textcol = dim(textcol, setcol);
1891 else if (((f & F_ARROW_POINT) || num==ds->n) &&
1892 ((f & F_ARROW_INPOINT) || num==1))
1893 textcol = mid(textcol, setcol);
1896 if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol);
1897 else sarrowcol = COL_ARROW;
1900 /* Clear tile background */
1902 if (print_ink < 0) {
1903 draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE,
1904 (f & F_DIM) ? dimbg(setcol) : setcol);
1907 /* Draw large (outwards-pointing) arrow. */
1909 asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */
1910 acx = tx+TILE_SIZE/2+asz; /* centre x */
1911 acy = ty+TILE_SIZE/2+asz; /* centre y */
1913 if (num == ds->n && (f & F_IMMUTABLE))
1914 draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset);
1916 draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset);
1917 if (print_ink < 0 && (f & F_CUR))
1918 draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR);
1920 /* Draw dot iff this tile requires a predecessor and doesn't have one. */
1922 if (print_ink < 0) {
1923 acx = tx+TILE_SIZE/2-asz;
1924 acy = ty+TILE_SIZE/2+asz;
1926 if (!(f & F_ARROW_INPOINT) && num != 1) {
1927 draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol);
1931 /* Draw text (number or set). */
1934 int set = (num <= 0) ? 0 : num / (ds->n+1);
1937 if (set == 0 || num <= 0) {
1938 sprintf(buf, "%d", num);
1940 int n = num % (ds->n+1);
1941 p += sizeof(buf) - 1;
1944 sprintf(buf, "+%d", n); /* Just to get the length... */
1946 sprintf(p, "+%d", n);
1953 *p = (char)((set % 26)+'a');
1957 textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(p));
1958 draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz,
1959 ALIGN_VCENTRE | ALIGN_HLEFT, textcol, p);
1962 if (print_ink < 0) {
1963 draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID);
1964 draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE);
1968 static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
1969 const game_state *state, const game_ui *ui,
1972 int dir, w = ds->w, acol = COL_ARROW;
1973 int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy);
1977 /* If we could move here, lock the arrow to the appropriate direction. */
1978 dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx];
1980 ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */
1982 /* Draw an arrow pointing away from/towards the origin cell. */
1983 int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2;
1984 double tana, offset;
1985 double xdiff = fabs(ox - ui->dx), ydiff = fabs(oy - ui->dy);
1988 ang = (oy > ui->dy) ? 0.0F : PI;
1989 } else if (ydiff == 0) {
1990 ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F;
1992 if (ui->dx > ox && ui->dy < oy) {
1993 tana = xdiff / ydiff;
1995 } else if (ui->dx > ox && ui->dy > oy) {
1996 tana = ydiff / xdiff;
1998 } else if (ui->dx < ox && ui->dy > oy) {
1999 tana = xdiff / ydiff;
2002 tana = ydiff / xdiff;
2003 offset = 3.0F * PI / 2.0F;
2005 ang = atan(tana) + offset;
2008 if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */
2011 draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol);
2014 static void game_redraw(drawing *dr, game_drawstate *ds,
2015 const game_state *oldstate, const game_state *state,
2016 int dir, const game_ui *ui,
2017 float animtime, float flashtime)
2019 int x, y, i, w = ds->w, dirp, force = 0;
2021 double angle_offset = 0.0;
2022 game_state *postdrop = NULL;
2024 if (flashtime > 0.0F)
2025 angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN);
2026 if (angle_offset != ds->angle_offset) {
2027 ds->angle_offset = angle_offset;
2033 blitter_load(dr, ds->dragb, ds->dx, ds->dy);
2034 draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE);
2035 ds->dragging = FALSE;
2038 /* If an in-progress drag would make a valid move if finished, we
2039 * reflect that move in the board display. We let interpret_move do
2040 * most of the heavy lifting for us: we have to copy the game_ui so
2041 * as not to stomp on the real UI's drag state. */
2043 game_ui uicopy = *ui;
2044 char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE);
2046 if (movestr != NULL && strcmp(movestr, "") != 0) {
2047 postdrop = execute_move(state, movestr);
2055 int aw = TILE_SIZE * state->w;
2056 int ah = TILE_SIZE * state->h;
2057 draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND);
2058 draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID);
2059 draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER);
2061 for (x = 0; x < state->w; x++) {
2062 for (y = 0; y < state->h; y++) {
2067 if (ui->cshow && x == ui->cx && y == ui->cy)
2071 if (x == ui->sx && y == ui->sy)
2073 else if (ui->drag_is_from) {
2074 if (!ispointing(state, ui->sx, ui->sy, x, y))
2077 if (!ispointing(state, x, y, ui->sx, ui->sy))
2082 if (state->impossible ||
2083 state->nums[i] < 0 || state->flags[i] & FLAG_ERROR)
2085 if (state->flags[i] & FLAG_IMMUTABLE)
2088 if (state->next[i] != -1)
2091 if (state->prev[i] != -1) {
2092 /* Currently the direction here is from our square _back_
2093 * to its previous. We could change this to give the opposite
2094 * sense to the direction. */
2095 f |= F_ARROW_INPOINT;
2096 dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w);
2099 if (state->nums[i] != ds->nums[i] ||
2100 f != ds->f[i] || dirp != ds->dirp[i] ||
2101 force || !ds->started) {
2105 * Trivial and foolish configurable option done on
2106 * purest whim. With this option enabled, the
2107 * victory flash is done by rotating each square
2108 * in the opposite direction from its immediate
2109 * neighbours, so that they behave like a field of
2110 * interlocking gears. With it disabled, they all
2111 * rotate in the same direction. Choose for
2112 * yourself which is more brain-twisting :-)
2114 static int gear_mode = -1;
2115 if (gear_mode < 0) {
2116 char *env = getenv("SIGNPOST_GEARS");
2117 gear_mode = (env && (env[0] == 'y' || env[0] == 'Y'));
2120 sign = 1 - 2 * ((x ^ y) & 1);
2125 BORDER + x * TILE_SIZE,
2126 BORDER + y * TILE_SIZE,
2127 state->dirs[i], dirp, state->nums[i], f,
2128 sign * angle_offset, -1);
2129 ds->nums[i] = state->nums[i];
2136 ds->dragging = TRUE;
2137 ds->dx = ui->dx - BLITTER_SIZE/2;
2138 ds->dy = ui->dy - BLITTER_SIZE/2;
2139 blitter_save(dr, ds->dragb, ds->dx, ds->dy);
2141 draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0);
2143 if (postdrop) free_game(postdrop);
2144 if (!ds->started) ds->started = TRUE;
2147 static float game_anim_length(const game_state *oldstate,
2148 const game_state *newstate, int dir, game_ui *ui)
2153 static float game_flash_length(const game_state *oldstate,
2154 const game_state *newstate, int dir, game_ui *ui)
2156 if (!oldstate->completed &&
2157 newstate->completed && !newstate->used_solve)
2163 static int game_status(const game_state *state)
2165 return state->completed ? +1 : 0;
2168 static int game_timing_state(const game_state *state, game_ui *ui)
2173 static void game_print_size(const game_params *params, float *x, float *y)
2177 game_compute_size(params, 1300, &pw, &ph);
2182 static void game_print(drawing *dr, const game_state *state, int tilesize)
2184 int ink = print_mono_colour(dr, 0);
2187 /* Fake up just enough of a drawstate */
2188 game_drawstate ads, *ds = &ads;
2189 ds->tilesize = tilesize;
2195 print_line_width(dr, TILE_SIZE / 40);
2196 for (x = 1; x < state->w; x++)
2197 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink);
2198 for (y = 1; y < state->h; y++)
2199 draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink);
2200 print_line_width(dr, 2*TILE_SIZE / 40);
2201 draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w,
2202 TILE_SIZE*state->h, ink);
2205 * Arrows and numbers.
2207 print_line_width(dr, 0);
2208 for (y = 0; y < state->h; y++)
2209 for (x = 0; x < state->w; x++)
2210 tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x],
2211 0, state->nums[y*state->w+x], 0, 0.0, ink);
2215 #define thegame signpost
2218 const struct game thegame = {
2219 "Signpost", "games.signpost", "signpost",
2226 TRUE, game_configure, custom_params,
2234 TRUE, game_can_format_as_text_now, game_text_format,
2242 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2245 game_free_drawstate,
2250 TRUE, FALSE, game_print_size, game_print,
2251 FALSE, /* wants_statusbar */
2252 FALSE, game_timing_state,
2253 REQUIRE_RBUTTON, /* flags */
2256 #ifdef STANDALONE_SOLVER
2261 const char *quis = NULL;
2264 void usage(FILE *out) {
2265 fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis);
2268 static void cycle_seed(char **seedstr, random_state *rs)
2274 newseed[0] = '1' + (char)random_upto(rs, 9);
2275 for (j = 1; j < 15; j++)
2276 newseed[j] = '0' + (char)random_upto(rs, 10);
2278 *seedstr = dupstr(newseed);
2281 static void start_soak(game_params *p, char *seedstr)
2283 time_t tt_start, tt_now, tt_last;
2286 long n = 0, nnums = 0, i;
2289 tt_start = tt_now = time(NULL);
2290 printf("Soak-generating a %dx%d grid.\n", p->w, p->h);
2293 rs = random_new(seedstr, strlen(seedstr));
2294 desc = thegame.new_desc(p, rs, &aux, 0);
2296 state = thegame.new_game(NULL, p, desc);
2297 for (i = 0; i < state->n; i++) {
2298 if (state->flags[i] & FLAG_IMMUTABLE)
2301 thegame.free_game(state);
2304 cycle_seed(&seedstr, rs);
2308 tt_last = time(NULL);
2309 if (tt_last > tt_now) {
2311 printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n",
2313 (double)n / ((double)tt_now - tt_start),
2314 (double)nnums / (double)n,
2315 ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) );
2320 static void process_desc(char *id)
2322 char *desc, *err, *solvestr;
2326 printf("%s\n ", id);
2328 desc = strchr(id, ':');
2330 fprintf(stderr, "%s: expecting game description.", quis);
2336 p = thegame.default_params();
2337 thegame.decode_params(p, id);
2338 err = thegame.validate_params(p, 1);
2340 fprintf(stderr, "%s: %s", quis, err);
2341 thegame.free_params(p);
2345 err = thegame.validate_desc(p, desc);
2347 fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
2348 thegame.free_params(p);
2352 s = thegame.new_game(NULL, p, desc);
2354 solvestr = thegame.solve(s, s, NULL, &err);
2356 fprintf(stderr, "%s\n", err);
2358 printf("Puzzle is soluble.\n");
2360 thegame.free_game(s);
2361 thegame.free_params(p);
2364 int main(int argc, const char *argv[])
2366 char *id = NULL, *desc, *err, *aux = NULL;
2367 int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i;
2368 char *seedstr = NULL, newseed[16];
2370 setvbuf(stdout, NULL, _IONBF, 0);
2373 while (--argc > 0) {
2374 char *p = (char*)(*++argv);
2375 if (!strcmp(p, "-v") || !strcmp(p, "--verbose"))
2377 else if (!strcmp(p, "--stdin"))
2379 else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2380 seedstr = dupstr(*++argv);
2382 } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) {
2385 } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
2387 } else if (*p == '-') {
2388 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2396 sprintf(newseed, "%lu", time(NULL));
2397 seedstr = dupstr(newseed);
2399 if (id || !stdin_desc) {
2400 if (id && strchr(id, ':')) {
2401 /* Parameters and description passed on cmd-line:
2402 * try and solve it. */
2405 /* No description passed on cmd-line: decode parameters
2406 * (with optional seed too) */
2408 game_params *p = thegame.default_params();
2411 char *cmdseed = strchr(id, '#');
2415 seedstr = dupstr(cmdseed);
2418 thegame.decode_params(p, id);
2421 err = thegame.validate_params(p, 1);
2423 fprintf(stderr, "%s: %s", quis, err);
2424 thegame.free_params(p);
2428 /* We have a set of valid parameters; either soak with it
2429 * or generate a single game description and print to stdout. */
2431 start_soak(p, seedstr);
2433 char *pstring = thegame.encode_params(p, 0);
2435 for (i = 0; i < n; i++) {
2436 random_state *rs = random_new(seedstr, strlen(seedstr));
2438 if (verbose) printf("%s#%s\n", pstring, seedstr);
2439 desc = thegame.new_desc(p, rs, &aux, 0);
2440 printf("%s:%s\n", pstring, desc);
2443 cycle_seed(&seedstr, rs);
2450 thegame.free_params(p);
2457 while (fgets(buf, sizeof(buf), stdin)) {
2458 buf[strcspn(buf, "\r\n")] = '\0';
2470 /* vim: set shiftwidth=4 tabstop=8: */