#define solvep(x) do { if (solver_show_working) { printf x; } } while(0)
#endif
+#ifdef STANDALONE_PICTURE_GENERATOR
+/*
+ * Dirty hack to enable the generator to construct a game ID which
+ * solves to a specified black-and-white bitmap. We define a global
+ * variable here which gives the desired colour of each square, and
+ * we arrange that the grid generator never merges squares of
+ * different colours.
+ *
+ * The bitmap as stored here is a simple int array (at these sizes
+ * it isn't worth doing fiddly bit-packing). picture[y*w+x] is 1
+ * iff the pixel at (x,y) is intended to be black.
+ *
+ * (It might be nice to be able to specify some pixels as
+ * don't-care, to give the generator more leeway. But that might be
+ * fiddly.)
+ */
+static int *picture;
+#endif
+
enum {
COL_BACKGROUND,
COL_WHITEBG,
COL_GRID,
COL_EDGE,
COL_ARROW,
+ COL_CURSOR,
NCOLOURS
};
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char str[80];
sprintf(str, "%dx%d", params->w, params->h);
return dupstr(str);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 3 || params->h < 3)
return "Width and height must both be at least 3";
space->flags &= ~F_DOT;
}
-static void remove_assoc(game_state *state, space *tile) {
+static void remove_assoc(const game_state *state, space *tile) {
if (tile->flags & F_TILE_ASSOC) {
SPACE(state, tile->dotx, tile->doty).nassoc--;
tile->flags &= ~F_TILE_ASSOC;
}
}
-static void add_assoc(game_state *state, space *tile, space *dot) {
+static void add_assoc(const game_state *state, space *tile, space *dot) {
remove_assoc(state, tile);
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture)
+ assert(!picture[(tile->y/2) * state->w + (tile->x/2)] ==
+ !(dot->flags & F_DOT_BLACK));
+#endif
tile->flags |= F_TILE_ASSOC;
tile->dotx = dot->x;
tile->doty = dot->y;
tile->x, tile->y, dot->x, dot->y, dot->nassoc));*/
}
-static struct space *sp2dot(game_state *state, int x, int y)
+static struct space *sp2dot(const game_state *state, int x, int y)
{
struct space *sp = &SPACE(state, x, y);
if (!(sp->flags & F_TILE_ASSOC)) return NULL;
#define IS_VERTICAL_EDGE(x) ((x % 2) == 0)
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
int maxlen = (state->sx+1)*state->sy, x, y;
char *ret, *p;
sp = &SPACE(state, x, y);
if (sp->flags & F_DOT)
*p++ = 'o';
+#if 0
else if (sp->flags & (F_REACHABLE|F_MULTIPLE|F_MARK))
*p++ = (sp->flags & F_MULTIPLE) ? 'M' :
(sp->flags & F_REACHABLE) ? 'R' : 'X';
+#endif
else {
switch (sp->type) {
case s_tile:
if (sp->flags & F_TILE_ASSOC) {
space *dot = sp2dot(state, sp->x, sp->y);
- if (dot->flags & F_DOT)
+ if (dot && dot->flags & F_DOT)
*p++ = (dot->flags & F_DOT_BLACK) ? 'B' : 'W';
else
*p++ = '?'; /* association with not-a-dot. */
return ret;
}
-static void dbg_state(game_state *state)
+static void dbg_state(const game_state *state)
{
#ifdef DEBUGGING
char *temp = game_text_format(state);
ts[1] = INGRID(state, xs[1], ys[1]) ? &SPACE(state, xs[1], ys[1]) : NULL;
}
- /* Check all tiles are associated with something, and all shapes
- * are the correct symmetry (i.e. all tiles have a matching tile
- * the opposite direction from the dot) */
-static int cccb_assoc(game_state *state, space *tile, void *unused)
-{
- assert(tile->type == s_tile);
-
- if (!(tile->flags & F_TILE_ASSOC)) return -1;
- return 0;
-}
-
-struct dgs_ctx {
- space *dot;
- int ndots;
-};
-
-static int dgs_cb_check(game_state *state, space *tile, void *vctx)
-{
- struct dgs_ctx *ctx = (struct dgs_ctx *)vctx;
- space *opp;
-
- if (!(tile->flags & F_TILE_ASSOC)) return 0;
- if (tile->dotx != ctx->dot->x ||
- tile->doty != ctx->dot->y) return 0;
-
- ctx->ndots += 1;
-
- /* Check this tile has an opposite associated with same dot. */
- opp = tile_opposite(state, tile);
- if (!opp || !(opp->flags & F_TILE_ASSOC)) return -1;
- if (opp->dotx != tile->dotx || opp->doty != tile->doty) return -1;
-
- /* Check its edges are correct */
- if (outline_tile_fordot(state, tile, 0) == 1)
- return -1; /* there was some fixing required, we're wrong. */
-
- return 0;
-}
-
-static int dot_good_shape(game_state *state, space *dot, int mark)
-{
- struct dgs_ctx ctx;
-
- ctx.dot = dot;
- ctx.ndots = 0;
-
- if (mark) dot->flags &= ~F_GOOD;
-
- if (foreach_tile(state, dgs_cb_check, 0, &ctx) == -1)
- return 0;
- if (ctx.ndots == 0) return 0; /* no dots assoc. with tile. */
-
- if (mark) {
- debug(("marking dot %d,%d good tile.\n", dot->x, dot->y));
- dot->flags |= F_GOOD;
- }
- return 1;
-}
-
-static int check_complete(game_state *state, int mark_errors)
-{
- int i, complete = 1;
-
- /* Are all tiles associated? */
- if (foreach_tile(state, cccb_assoc, 0, NULL) == -1)
- complete = 0;
-
- /* Check all dots are associated, and their tiles are well-formed. */
- for (i = 0; i < state->ndots; i++) {
- if (!dot_good_shape(state, state->dots[i], mark_errors))
- complete = 0;
- }
-
- /*if (complete == 1) printf("Complete!\n");*/
- return complete;
-}
-
-/* Returns a move string for use by 'solve'; if you don't want the
- * initial 'S;' use ret[2]. */
-static char *diff_game(game_state *src, game_state *dest, int issolve)
+/* Returns a move string for use by 'solve', including the initial
+ * 'S' if issolve is true. */
+static char *diff_game(const game_state *src, const game_state *dest,
+ int issolve)
{
int movelen = 0, movesize = 256, x, y, len;
char *move = snewn(movesize, char), buf[80], *sep = "";
{
int bx = 0, by = 0, dx, dy;
space *adj;
+#ifdef STANDALONE_PICTURE_GENERATOR
+ int col = -1;
+#endif
switch (sp->type) {
case s_tile:
adj = &SPACE(state, sp->x+dx, sp->y+dy);
- if (!allow_assoc && (adj->flags & F_TILE_ASSOC))
- return 0;
+#ifdef STANDALONE_PICTURE_GENERATOR
+ /*
+ * Check that all the squares we're looking at have the
+ * same colour.
+ */
+ if (picture) {
+ if (adj->type == s_tile) {
+ int c = picture[(adj->y / 2) * state->w + (adj->x / 2)];
+ if (col < 0)
+ col = c;
+ if (c != col)
+ return 0; /* colour mismatch */
+ }
+ }
+#endif
+
+ if (!allow_assoc && (adj->flags & F_TILE_ASSOC))
+ return 0;
if (dx != 0 || dy != 0) {
/* Other than our own square, no dots nearby. */
if (cleardots) game_update_dots(state);
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->w, state->h);
newopp->doty != md->olddot->y)
return -1; /* associated, but wrong dot. */
}
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture) {
+ /*
+ * Reject if either tile and the dot don't match in colour.
+ */
+ if (!(picture[(tile->y/2) * state->w + (tile->x/2)]) ^
+ !(md->newdot->flags & F_DOT_BLACK))
+ return -1;
+ if (!(picture[(newopp->y/2) * state->w + (newopp->x/2)]) ^
+ !(md->newdot->flags & F_DOT_BLACK))
+ return -1;
+ }
+#endif
break;
case MD_MOVE:
toadd[i]->x, toadd[i]->y));
assert(dot->flags & F_DOT);
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture) {
+ /*
+ * Reject the expansion totally if any of the new tiles are
+ * the wrong colour.
+ */
+ for (i = 0; i < nadd; i++) {
+ if (!(picture[(toadd[i]->y/2) * state->w + (toadd[i]->x/2)]) ^
+ !(dot->flags & F_DOT_BLACK))
+ return 0;
+ }
+ }
+#endif
+
/* First off, could we just expand the current dot's tile to cover
* the space(s) passed in and their opposites? */
for (i = 0; i < nadd; i++) {
tileopp = space_opposite_dot(state, toadd[i], dot);
if (!tileopp) goto noexpand;
if (tileopp->flags & F_TILE_ASSOC) goto noexpand;
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture) {
+ /*
+ * The opposite tiles have to be the right colour as well.
+ */
+ if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
+ !(dot->flags & F_DOT_BLACK))
+ goto noexpand;
+ }
+#endif
}
/* OK, all spaces have valid empty opposites: associate spaces and
* opposites with our dot. */
noexpand:
/* Otherwise, try to move dot so as to encompass given spaces: */
- /* first, alculate the 'centre of gravity' of the new dot. */
+ /* first, calculate the 'centre of gravity' of the new dot. */
nnew = dot->nassoc + nadd; /* number of tiles assoc. with new dot. */
cx = dot->x * dot->nassoc;
cy = dot->y * dot->nassoc;
dot->x, dot->y));
return 0;
}
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture) {
+ if (!(picture[(tileopp->y/2) * state->w + (tileopp->x/2)]) ^
+ !(dot->flags & F_DOT_BLACK))
+ return 0;
+ }
+#endif
}
/* If we've got here, we're ok. First, associate all of 'toadd'
/* Finally, move the dot and fix up all the old associations. */
debug(("Moving dot at %d,%d to %d,%d\n",
dot->x, dot->y, md.newdot->x, md.newdot->y));
- remove_dot(dot);
- add_dot(md.newdot);
+ {
+#ifdef STANDALONE_PICTURE_GENERATOR
+ int f = dot->flags & F_DOT_BLACK;
+#endif
+ remove_dot(dot);
+ add_dot(md.newdot);
+#ifdef STANDALONE_PICTURE_GENERATOR
+ md.newdot->flags |= f;
+#endif
+ }
md.op = MD_MOVE;
ret = foreach_tile(state, movedot_cb, 0, &md);
* if we can, and add one if so. */
if (dot_is_possible(state, sp, 0)) {
add_dot(sp);
+#ifdef STANDALONE_PICTURE_GENERATOR
+ if (picture) {
+ if (picture[(sp->y/2) * state->w + (sp->x/2)])
+ sp->flags |= F_DOT_BLACK;
+ }
+#endif
ret = solver_obvious_dot(state, sp);
assert(ret != -1);
debug(("Added dot (and obvious associations) at %d,%d\n",
dbg_state(state);
}
+static int check_complete(const game_state *state, int *dsf, int *colours);
static int solver_state(game_state *state, int maxdiff);
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
game_state *state = blank_game(params->w, params->h), *copy;
char *desc;
int *scratch, sz = state->sx*state->sy, i;
- int diff, ntries = 0;
+ int diff, ntries = 0, cc;
/* Random list of squares to try and process, one-by-one. */
scratch = snewn(sz, int);
}
#endif
+ for (i = 0; i < state->sx*state->sy; i++)
+ if (state->grid[i].type == s_tile)
+ outline_tile_fordot(state, &state->grid[i], TRUE);
+ cc = check_complete(state, NULL, NULL);
+ assert(cc);
+
copy = dup_game(state);
clear_game(copy, 0);
dbg_state(copy);
ntries < MAXTRIES) goto generate;
}
+#ifdef STANDALONE_PICTURE_GENERATOR
+ /*
+ * Postprocessing pass to prevent excessive numbers of adjacent
+ * singletons. Iterate over all edges in random shuffled order;
+ * for each edge that separates two regions, investigate
+ * whether removing that edge and merging the regions would
+ * still yield a valid and soluble puzzle. (The two regions
+ * must also be the same colour, of course.) If so, do it.
+ *
+ * This postprocessing pass is slow (due to repeated solver
+ * invocations), and seems to be unnecessary during normal
+ * unconstrained game generation. However, when generating a
+ * game under colour constraints, excessive singletons seem to
+ * turn up more often, so it's worth doing this.
+ */
+ {
+ int *posns, nposns;
+ int i, j, newdiff;
+ game_state *copy2;
+
+ nposns = params->w * (params->h+1) + params->h * (params->w+1);
+ posns = snewn(nposns, int);
+ for (i = j = 0; i < state->sx*state->sy; i++)
+ if (state->grid[i].type == s_edge)
+ posns[j++] = i;
+ assert(j == nposns);
+
+ shuffle(posns, nposns, sizeof(*posns), rs);
+
+ for (i = 0; i < nposns; i++) {
+ int x, y, x0, y0, x1, y1, cx, cy, cn, cx0, cy0, cx1, cy1, tx, ty;
+ space *s0, *s1, *ts, *d0, *d1, *dn;
+ int ok;
+
+ /* Coordinates of edge space */
+ x = posns[i] % state->sx;
+ y = posns[i] / state->sx;
+
+ /* Coordinates of square spaces on either side of edge */
+ x0 = ((x+1) & ~1) - 1; /* round down to next odd number */
+ y0 = ((y+1) & ~1) - 1;
+ x1 = 2*x-x0; /* and reflect about x to get x1 */
+ y1 = 2*y-y0;
+
+ if (!INGRID(state, x0, y0) || !INGRID(state, x1, y1))
+ continue; /* outermost edge of grid */
+ s0 = &SPACE(state, x0, y0);
+ s1 = &SPACE(state, x1, y1);
+ assert(s0->type == s_tile && s1->type == s_tile);
+
+ if (s0->dotx == s1->dotx && s0->doty == s1->doty)
+ continue; /* tiles _already_ owned by same dot */
+
+ d0 = &SPACE(state, s0->dotx, s0->doty);
+ d1 = &SPACE(state, s1->dotx, s1->doty);
+
+ if ((d0->flags ^ d1->flags) & F_DOT_BLACK)
+ continue; /* different colours: cannot merge */
+
+ /*
+ * Work out where the centre of gravity of the new
+ * region would be.
+ */
+ cx = d0->nassoc * d0->x + d1->nassoc * d1->x;
+ cy = d0->nassoc * d0->y + d1->nassoc * d1->y;
+ cn = d0->nassoc + d1->nassoc;
+ if (cx % cn || cy % cn)
+ continue; /* CoG not at integer coordinates */
+ cx /= cn;
+ cy /= cn;
+ assert(INUI(state, cx, cy));
+
+ /*
+ * Ensure that the CoG would actually be _in_ the new
+ * region, by verifying that all its surrounding tiles
+ * belong to one or other of our two dots.
+ */
+ cx0 = ((cx+1) & ~1) - 1; /* round down to next odd number */
+ cy0 = ((cy+1) & ~1) - 1;
+ cx1 = 2*cx-cx0; /* and reflect about cx to get cx1 */
+ cy1 = 2*cy-cy0;
+ ok = TRUE;
+ for (ty = cy0; ty <= cy1; ty += 2)
+ for (tx = cx0; tx <= cx1; tx += 2) {
+ ts = &SPACE(state, tx, ty);
+ assert(ts->type == s_tile);
+ if ((ts->dotx != d0->x || ts->doty != d0->y) &&
+ (ts->dotx != d1->x || ts->doty != d1->y))
+ ok = FALSE;
+ }
+ if (!ok)
+ continue;
+
+ /*
+ * Verify that for every tile in either source region,
+ * that tile's image in the new CoG is also in one of
+ * the two source regions.
+ */
+ for (ty = 1; ty < state->sy; ty += 2) {
+ for (tx = 1; tx < state->sx; tx += 2) {
+ int tx1, ty1;
+
+ ts = &SPACE(state, tx, ty);
+ assert(ts->type == s_tile);
+ if ((ts->dotx != d0->x || ts->doty != d0->y) &&
+ (ts->dotx != d1->x || ts->doty != d1->y))
+ continue; /* not part of these tiles anyway */
+ tx1 = 2*cx-tx;
+ ty1 = 2*cy-ty;
+ if (!INGRID(state, tx1, ty1)) {
+ ok = FALSE;
+ break;
+ }
+ ts = &SPACE(state, cx+cx-tx, cy+cy-ty);
+ if ((ts->dotx != d0->x || ts->doty != d0->y) &&
+ (ts->dotx != d1->x || ts->doty != d1->y)) {
+ ok = FALSE;
+ break;
+ }
+ }
+ if (!ok)
+ break;
+ }
+ if (!ok)
+ continue;
+
+ /*
+ * Now we're clear to attempt the merge. We take a copy
+ * of the game state first, so we can revert it easily
+ * if the resulting puzzle turns out to have become
+ * insoluble.
+ */
+ copy2 = dup_game(state);
+
+ remove_dot(d0);
+ remove_dot(d1);
+ dn = &SPACE(state, cx, cy);
+ add_dot(dn);
+ dn->flags |= (d0->flags & F_DOT_BLACK);
+ for (ty = 1; ty < state->sy; ty += 2) {
+ for (tx = 1; tx < state->sx; tx += 2) {
+ ts = &SPACE(state, tx, ty);
+ assert(ts->type == s_tile);
+ if ((ts->dotx != d0->x || ts->doty != d0->y) &&
+ (ts->dotx != d1->x || ts->doty != d1->y))
+ continue; /* not part of these tiles anyway */
+ add_assoc(state, ts, dn);
+ }
+ }
+
+ copy = dup_game(state);
+ clear_game(copy, 0);
+ dbg_state(copy);
+ newdiff = solver_state(copy, params->diff);
+ free_game(copy);
+ if (diff == newdiff) {
+ /* Still just as soluble. Let the merge stand. */
+ free_game(copy2);
+ } else {
+ /* Became insoluble. Revert. */
+ free_game(state);
+ state = copy2;
+ }
+ }
+ sfree(posns);
+ }
+#endif
+
desc = encode_game(state);
#ifndef STANDALONE_SOLVER
debug(("new_game_desc generated: \n"));
return (ret == -1) ? 1 : 0;
}
-static game_state *load_game(game_params *params, char *desc,
+static game_state *load_game(const game_params *params, const char *desc,
char **why_r)
{
game_state *state = blank_game(params->w, params->h);
return NULL;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
return why;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = load_game(params, desc, NULL);
if (!state) {
solver_ctx *sctx = new_solver(state);
int ret, diff = DIFF_NORMAL;
+#ifdef STANDALONE_PICTURE_GENERATOR
+ /* hack, hack: set picture to NULL during solving so that add_assoc
+ * won't complain when we attempt recursive guessing and guess wrong */
+ int *savepic = picture;
+ picture = NULL;
+#endif
+
ret = solver_obvious(state);
if (ret < 0) {
diff = DIFF_IMPOSSIBLE;
break;
}
- if (check_complete(state, 0)) goto got_result;
+ if (check_complete(state, NULL, NULL)) goto got_result;
diff = (maxdiff >= DIFF_UNREASONABLE) ?
solver_recurse(state, maxdiff) : DIFF_UNFINISHED;
got_result:
free_solver(sctx);
#ifndef STANDALONE_SOLVER
- debug(("solver_state ends:\n"));
+ debug(("solver_state ends, diff %s:\n", galaxies_diffnames[diff]));
dbg_state(state);
#endif
+#ifdef STANDALONE_PICTURE_GENERATOR
+ picture = savepic;
+#endif
+
return diff;
}
#ifndef EDITOR
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
game_state *tosolve;
char *ret;
int dx, dy; /* pixel coords of drag pos. */
int dotx, doty; /* grid coords of dot we're dragging from. */
int srcx, srcy; /* grid coords of drag start */
+ int cur_x, cur_y, cur_visible;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->dragging = FALSE;
+ ui->cur_x = ui->cur_y = 1;
+ ui->cur_visible = 0;
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
#define DRAW_WIDTH (BORDER * 2 + ds->w * TILE_SIZE)
#define DRAW_HEIGHT (BORDER * 2 + ds->h * TILE_SIZE)
+#define CURSOR_SIZE DOT_SIZE
+
struct game_drawstate {
int started;
int w, h;
int dragging, dragx, dragy;
int *colour_scratch;
+
+ int cx, cy, cur_visible;
+ blitter *cur_bl;
};
#define CORNER_TOLERANCE 0.15F
#endif
#ifdef EDITOR
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
char buf[80];
int px, py;
return NULL;
}
#else
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
/* UI operations (play mode):
*
* Add or remove dot (left-click)
*/
char buf[80];
- const char *sep;
+ const char *sep = "";
int px, py;
struct space *sp, *dot;
+ buf[0] = '\0';
+
if (button == 'H' || button == 'h') {
char *ret;
game_state *tmp = dup_game(state);
}
if (button == LEFT_BUTTON) {
+ ui->cur_visible = 0;
coord_round_to_edge(FROMCOORD((float)x), FROMCOORD((float)y),
&px, &py);
} else if (button == RIGHT_BUTTON) {
int px1, py1;
+ ui->cur_visible = 0;
+
px = (int)(2*FROMCOORD((float)x) + 0.5);
py = (int)(2*FROMCOORD((float)y) + 0.5);
for (py1 = py-1; py1 <= py+1; py1++)
for (px1 = px-1; px1 <= px+1; px1++) {
if (px1 >= 0 && px1 < state->sx &&
- py1 >= 0 && py1 < state->sx &&
+ py1 >= 0 && py1 < state->sy &&
x >= SCOORD(px1-1) && x < SCOORD(px1+1) &&
y >= SCOORD(py1-1) && y < SCOORD(py1+1) &&
SPACE(state, px1, py1).flags & F_DOT) {
if (!dot) {
px = 2*FROMCOORD(x+TILE_SIZE) - 1;
py = 2*FROMCOORD(y+TILE_SIZE) - 1;
- if (px >= 0 && px < state->sx && py >= 0 && py < state->sx) {
+ if (px >= 0 && px < state->sx && py >= 0 && py < state->sy) {
sp = &SPACE(state, px, py);
if (sp->flags & F_TILE_ASSOC) {
dot = &SPACE(state, sp->dotx, sp->doty);
if (px == ui->srcx && py == ui->srcy)
return "";
- sep = "";
- buf[0] = '\0';
-
/*
* Otherwise, we remove the arrow from its starting
* square if we didn't start from a dot...
return dupstr(buf);
else
return "";
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->sx-1, state->sy-1, 0);
+ if (ui->cur_x < 1) ui->cur_x = 1;
+ if (ui->cur_y < 1) ui->cur_y = 1;
+ ui->cur_visible = 1;
+ if (ui->dragging) {
+ ui->dx = SCOORD(ui->cur_x);
+ ui->dy = SCOORD(ui->cur_y);
+ }
+ return "";
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ sp = &SPACE(state, ui->cur_x, ui->cur_y);
+ if (ui->dragging) {
+ ui->dragging = FALSE;
+
+ if ((ui->srcx != ui->dotx || ui->srcy != ui->doty) &&
+ SPACE(state, ui->srcx, ui->srcy).flags & F_TILE_ASSOC) {
+ sprintf(buf, "%sU%d,%d", sep, ui->srcx, ui->srcy);
+ sep = ";";
+ }
+ if (sp->type == s_tile && !(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC)) {
+ sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
+ sep, ui->cur_x, ui->cur_y, ui->dotx, ui->doty);
+ }
+ return dupstr(buf);
+ } else if (sp->flags & F_DOT) {
+ ui->dragging = TRUE;
+ ui->dx = SCOORD(ui->cur_x);
+ ui->dy = SCOORD(ui->cur_y);
+ ui->dotx = ui->srcx = ui->cur_x;
+ ui->doty = ui->srcy = ui->cur_y;
+ return "";
+ } else if (sp->flags & F_TILE_ASSOC) {
+ assert(sp->type == s_tile);
+ ui->dragging = TRUE;
+ ui->dx = SCOORD(ui->cur_x);
+ ui->dy = SCOORD(ui->cur_y);
+ ui->dotx = sp->dotx;
+ ui->doty = sp->doty;
+ ui->srcx = ui->cur_x;
+ ui->srcy = ui->cur_y;
+ return "";
+ } else if (sp->type == s_edge) {
+ sprintf(buf, "E%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ }
}
return NULL;
}
#endif
-static int check_complete_in_play(game_state *state, int *dsf, int *colours)
+static int check_complete(const game_state *state, int *dsf, int *colours)
{
int w = state->w, h = state->h;
int x, y, i, ret;
*/
for (i = 0; i < w*h; i++)
if (sqdata[i].valid) {
- sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1;
- sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1;
+ int cx, cy;
+ cx = sqdata[i].cx = sqdata[i].minx + sqdata[i].maxx + 1;
+ cy = sqdata[i].cy = sqdata[i].miny + sqdata[i].maxy + 1;
if (!(SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT))
sqdata[i].valid = FALSE; /* no dot at centre of symmetry */
+ if (dsf_canonify(dsf, (cy-1)/2*w+(cx-1)/2) != i ||
+ dsf_canonify(dsf, (cy)/2*w+(cx-1)/2) != i ||
+ dsf_canonify(dsf, (cy-1)/2*w+(cx)/2) != i ||
+ dsf_canonify(dsf, (cy)/2*w+(cx)/2) != i)
+ sqdata[i].valid = FALSE; /* dot at cx,cy isn't ours */
if (SPACE(state, sqdata[i].cx, sqdata[i].cy).flags & F_DOT_BLACK)
sqdata[i].colour = 2;
else
return ret;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int x, y, ax, ay, n, dx, dy;
game_state *ret = dup_game(state);
else if (*move)
goto badmove;
}
- if (check_complete_in_play(ret, NULL, NULL))
+ if (check_complete(ret, NULL, NULL))
ret->completed = 1;
return ret;
* we may want to drag from them, for example.
*/
-static void game_compute_size(game_params *params, int sz,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int sz,
+ int *x, int *y)
{
struct { int tilesize, w, h; } ads, *ds = &ads;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int sz)
+ const game_params *params, int sz)
{
ds->tilesize = sz;
assert(!ds->bl);
ds->bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
+
+ assert(!ds->cur_bl);
+ ds->cur_bl = blitter_new(dr, TILE_SIZE, TILE_SIZE);
}
static float *game_colours(frontend *fe, int *ncolours)
/* tinge the edit background to bluey */
ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
- ret[COL_BACKGROUND * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 1.4F;
- if (ret[COL_BACKGROUND * 3 + 2] > 1.0F) ret[COL_BACKGROUND * 3 + 2] = 1.0F;
+ ret[COL_BACKGROUND * 3 + 2] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
#endif
+ ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
+ ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->colour_scratch = snewn(ds->w * ds->h, int);
+ ds->cur_bl = NULL;
+ ds->cx = ds->cy = 0;
+ ds->cur_visible = 0;
+
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
+ if (ds->cur_bl) blitter_free(dr, ds->cur_bl);
sfree(ds->colour_scratch);
if (ds->bl) blitter_free(dr, ds->bl);
sfree(ds->dx);
#define DRAW_WHITE 0x0100
#define DRAW_BLACK 0x0200
#define DRAW_ARROW 0x0400
-#define DOT_SHIFT_C 11
+#define DRAW_CURSOR 0x0800
+#define DOT_SHIFT_C 12
#define DOT_SHIFT_M 2
#define DOT_WHITE 1UL
#define DOT_BLACK 2UL
* (ddx,ddy). (I.e. pointing at the point (cx+ddx, cy+ddy).
*/
static void draw_arrow(drawing *dr, game_drawstate *ds,
- int cx, int cy, int ddx, int ddy)
+ int cx, int cy, int ddx, int ddy, int col)
{
float vlen = (float)sqrt(ddx*ddx+ddy*ddy);
float xdx = ddx/vlen, xdy = ddy/vlen;
int adx = (int)((ydx-xdx)*TILE_SIZE/8), ady = (int)((ydy-xdy)*TILE_SIZE/8);
int adx2 = (int)((-ydx-xdx)*TILE_SIZE/8), ady2 = (int)((-ydy-xdy)*TILE_SIZE/8);
- draw_line(dr, e1x, e1y, e2x, e2y, COL_ARROW);
- draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, COL_ARROW);
- draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, COL_ARROW);
+ draw_line(dr, e1x, e1y, e2x, e2y, col);
+ draw_line(dr, e1x, e1y, e1x+adx, e1y+ady, col);
+ draw_line(dr, e1x, e1y, e1x+adx2, e1y+ady2, col);
}
static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
draw_rect(dr, lx, ly, TILE_SIZE, 1, gridcol);
/*
- * Draw the arrow.
+ * Draw the arrow, if present, or the cursor, if here.
*/
if (flags & DRAW_ARROW)
- draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy);
+ draw_arrow(dr, ds, lx + TILE_SIZE/2, ly + TILE_SIZE/2, ddx, ddy,
+ (flags & DRAW_CURSOR) ? COL_CURSOR : COL_ARROW);
+ else if (flags & DRAW_CURSOR)
+ draw_rect_outline(dr,
+ lx + TILE_SIZE/2 - CURSOR_SIZE,
+ ly + TILE_SIZE/2 - CURSOR_SIZE,
+ 2*CURSOR_SIZE+1, 2*CURSOR_SIZE+1,
+ COL_CURSOR);
/*
* Draw the edges.
draw_update(dr, lx, ly, TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int w = ds->w, h = ds->h;
int x, y, flashing = FALSE;
draw_update(dr, ds->dragx, ds->dragy, TILE_SIZE, TILE_SIZE);
ds->dragging = FALSE;
}
+ if (ds->cur_visible) {
+ assert(ds->cur_bl);
+ blitter_load(dr, ds->cur_bl, ds->cx, ds->cy);
+ draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
+ ds->cur_visible = FALSE;
+ }
if (!ds->started) {
draw_rect(dr, 0, 0, DRAW_WIDTH, DRAW_HEIGHT, COL_BACKGROUND);
ds->started = TRUE;
}
- check_complete_in_play(state, NULL, ds->colour_scratch);
+ check_complete(state, NULL, ds->colour_scratch);
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
}
}
+ /*
+ * Now work out if we have to draw a cursor for this square;
+ * cursors-on-lines are taken care of below.
+ */
+ if (ui->cur_visible &&
+ ui->cur_x == x*2+1 && ui->cur_y == y*2+1 &&
+ !(SPACE(state, x*2+1, y*2+1).flags & F_DOT))
+ flags |= DRAW_CURSOR;
+
/*
* Now we have everything we're going to need. Draw the
* square.
}
}
+ /*
+ * Draw a cursor. This secondary blitter is much less invasive than trying
+ * to fix up all of the rest of the code with sufficient flags to be able to
+ * display this sensibly.
+ */
+ if (ui->cur_visible) {
+ space *sp = &SPACE(state, ui->cur_x, ui->cur_y);
+ ds->cur_visible = TRUE;
+ ds->cx = SCOORD(ui->cur_x) - CURSOR_SIZE;
+ ds->cy = SCOORD(ui->cur_y) - CURSOR_SIZE;
+ blitter_save(dr, ds->cur_bl, ds->cx, ds->cy);
+ if (sp->flags & F_DOT) {
+ /* draw a red dot (over the top of whatever would be there already) */
+ draw_circle(dr, SCOORD(ui->cur_x), SCOORD(ui->cur_y), DOT_SIZE,
+ COL_CURSOR, COL_BLACKDOT);
+ } else if (sp->type != s_tile) {
+ /* draw an edge/vertex square; tile cursors are dealt with above. */
+ int dx = (ui->cur_x % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
+ int dy = (ui->cur_y % 2) ? CURSOR_SIZE : CURSOR_SIZE/3;
+ int x1 = SCOORD(ui->cur_x)-dx, y1 = SCOORD(ui->cur_y)-dy;
+ int xs = dx*2+1, ys = dy*2+1;
+
+ draw_rect(dr, x1, y1, xs, ys, COL_CURSOR);
+ }
+ draw_update(dr, ds->cx, ds->cy, CURSOR_SIZE*2+1, CURSOR_SIZE*2+1);
+ }
+
if (ui->dragging) {
ds->dragging = TRUE;
ds->dragx = ui->dx - TILE_SIZE/2;
blitter_save(dr, ds->bl, ds->dragx, ds->dragy);
draw_arrow(dr, ds, ui->dx, ui->dy,
SCOORD(ui->dotx) - ui->dx,
- SCOORD(ui->doty) - ui->dy);
+ SCOORD(ui->doty) - ui->dy, COL_ARROW);
}
#ifdef EDITOR
{
#endif
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if ((!oldstate->completed && newstate->completed) &&
!(newstate->used_solve))
return 0.0F;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
#ifndef EDITOR
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int sz)
+static void game_print(drawing *dr, const game_state *state, int sz)
{
int w = state->w, h = state->h;
int white, black, blackish;
game_drawstate ads, *ds = &ads;
ds->tilesize = sz;
- white = print_grey_colour(dr, HATCH_CLEAR, 1.0F);
- black = print_grey_colour(dr, HATCH_SOLID, 0.0F);
- blackish = print_grey_colour(dr, HATCH_X, 0.5F);
+ white = print_mono_colour(dr, 1);
+ black = print_mono_colour(dr, 0);
+ blackish = print_hatched_colour(dr, HATCH_X);
/*
* Get the completion information.
*/
dsf = snewn(w * h, int);
colours = snewn(w * h, int);
- check_complete_in_play(state, dsf, colours);
+ check_complete(state, dsf, colours);
/*
* Draw the grid.
#else
TRUE, solve_game,
#endif
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
#ifdef EDITOR
FALSE, FALSE, NULL, NULL,
TRUE, /* wants_statusbar */
#endif
+#ifdef STANDALONE_PICTURE_GENERATOR
+
+/*
+ * Main program for the standalone picture generator. To use it,
+ * simply provide it with an XBM-format bitmap file (note XBM, not
+ * XPM) on standard input, and it will output a game ID in return.
+ * For example:
+ *
+ * $ ./galaxiespicture < badly-drawn-cat.xbm
+ * 11x11:eloMBLzFeEzLNMWifhaWYdDbixCymBbBMLoDdewGg
+ *
+ * If you want a puzzle with a non-standard difficulty level, pass
+ * a partial parameters string as a command-line argument (e.g.
+ * `./galaxiespicture du < foo.xbm', where `du' is the same suffix
+ * which if it appeared in a random-seed game ID would set the
+ * difficulty level to Unreasonable). However, be aware that if the
+ * generator fails to produce an adequately difficult puzzle too
+ * many times then it will give up and return an easier one (just
+ * as it does during normal GUI play). To be sure you really have
+ * the difficulty you asked for, use galaxiessolver to
+ * double-check.
+ *
+ * (Perhaps I ought to include an option to make this standalone
+ * generator carry on looping until it really does get the right
+ * difficulty. Hmmm.)
+ */
+
+#include <time.h>
+
+int main(int argc, char **argv)
+{
+ game_params *par;
+ char *params, *desc;
+ random_state *rs;
+ time_t seed = time(NULL);
+ char buf[4096];
+ int i;
+ int x, y;
+
+ par = default_params();
+ if (argc > 1)
+ decode_params(par, argv[1]); /* get difficulty */
+ par->w = par->h = -1;
+
+ /*
+ * Now read an XBM file from standard input. This is simple and
+ * hacky and will do very little error detection, so don't feed
+ * it bogus data.
+ */
+ picture = NULL;
+ x = y = 0;
+ while (fgets(buf, sizeof(buf), stdin)) {
+ buf[strcspn(buf, "\r\n")] = '\0';
+ if (!strncmp(buf, "#define", 7)) {
+ /*
+ * Lines starting `#define' give the width and height.
+ */
+ char *num = buf + strlen(buf);
+ char *symend;
+
+ while (num > buf && isdigit((unsigned char)num[-1]))
+ num--;
+ symend = num;
+ while (symend > buf && isspace((unsigned char)symend[-1]))
+ symend--;
+
+ if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
+ par->w = atoi(num);
+ else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
+ par->h = atoi(num);
+ } else {
+ /*
+ * Otherwise, break the string up into words and take
+ * any word of the form `0x' plus hex digits to be a
+ * byte.
+ */
+ char *p, *wordstart;
+
+ if (!picture) {
+ if (par->w < 0 || par->h < 0) {
+ printf("failed to read width and height\n");
+ return 1;
+ }
+ picture = snewn(par->w * par->h, int);
+ for (i = 0; i < par->w * par->h; i++)
+ picture[i] = -1;
+ }
+
+ p = buf;
+ while (*p) {
+ while (*p && (*p == ',' || isspace((unsigned char)*p)))
+ p++;
+ wordstart = p;
+ while (*p && !(*p == ',' || *p == '}' ||
+ isspace((unsigned char)*p)))
+ p++;
+ if (*p)
+ *p++ = '\0';
+
+ if (wordstart[0] == '0' &&
+ (wordstart[1] == 'x' || wordstart[1] == 'X') &&
+ !wordstart[2 + strspn(wordstart+2,
+ "0123456789abcdefABCDEF")]) {
+ unsigned long byte = strtoul(wordstart+2, NULL, 16);
+ for (i = 0; i < 8; i++) {
+ int bit = (byte >> i) & 1;
+ if (y < par->h && x < par->w)
+ picture[y * par->w + x] = bit;
+ x++;
+ }
+
+ if (x >= par->w) {
+ x = 0;
+ y++;
+ }
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < par->w * par->h; i++)
+ if (picture[i] < 0) {
+ fprintf(stderr, "failed to read enough bitmap data\n");
+ return 1;
+ }
+
+ rs = random_new((void*)&seed, sizeof(time_t));
+
+ desc = new_game_desc(par, rs, NULL, FALSE);
+ params = encode_params(par, FALSE);
+ printf("%s:%s\n", params, desc);
+
+ sfree(desc);
+ sfree(params);
+ free_params(par);
+ random_free(rs);
+
+ return 0;
+}
+
+#endif
+
/* vim: set shiftwidth=4 tabstop=8: */