#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,
static void add_assoc(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;
{
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. */
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",
}
#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);
+ assert(check_complete(state, FALSE));
+
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;
+ }
+ }
+ }
+#endif
+
desc = encode_game(state);
#ifndef STANDALONE_SOLVER
debug(("new_game_desc generated: \n"));
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;
dbg_state(state);
#endif
+#ifdef STANDALONE_PICTURE_GENERATOR
+ picture = savepic;
+#endif
+
return diff;
}
#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: */