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].u.string.sval = dupstr(buf);
392 ret[1].name = "Height";
393 ret[1].type = C_STRING;
394 sprintf(buf, "%d", params->h);
395 ret[1].u.string.sval = dupstr(buf);
397 ret[2].name = "Start and end in corners";
398 ret[2].type = C_BOOLEAN;
399 ret[2].u.boolean.bval = params->force_corner_start;
407 static game_params *custom_params(const config_item *cfg)
409 game_params *ret = snew(game_params);
411 ret->w = atoi(cfg[0].u.string.sval);
412 ret->h = atoi(cfg[1].u.string.sval);
413 ret->force_corner_start = cfg[2].u.boolean.bval;
418 static const char *validate_params(const game_params *params, int full)
420 if (params->w < 1) return "Width must be at least one";
421 if (params->h < 1) return "Height must be at least one";
422 if (full && params->w == 1 && params->h == 1)
423 /* The UI doesn't let us move these from unsolved to solved,
424 * so we disallow generating (but not playing) them. */
425 return "Width and height cannot both be one";
429 /* --- Game description string generation and unpicking --- */
431 static void blank_game_into(game_state *state)
433 memset(state->dirs, 0, state->n*sizeof(int));
434 memset(state->nums, 0, state->n*sizeof(int));
435 memset(state->flags, 0, state->n*sizeof(unsigned int));
436 memset(state->next, -1, state->n*sizeof(int));
437 memset(state->prev, -1, state->n*sizeof(int));
438 memset(state->numsi, -1, (state->n+1)*sizeof(int));
441 static game_state *blank_game(int w, int h)
443 game_state *state = snew(game_state);
445 memset(state, 0, sizeof(game_state));
450 state->dirs = snewn(state->n, int);
451 state->nums = snewn(state->n, int);
452 state->flags = snewn(state->n, unsigned int);
453 state->next = snewn(state->n, int);
454 state->prev = snewn(state->n, int);
455 state->dsf = snew_dsf(state->n);
456 state->numsi = snewn(state->n+1, int);
458 blank_game_into(state);
463 static void dup_game_to(game_state *to, const game_state *from)
465 to->completed = from->completed;
466 to->used_solve = from->used_solve;
467 to->impossible = from->impossible;
469 memcpy(to->dirs, from->dirs, to->n*sizeof(int));
470 memcpy(to->flags, from->flags, to->n*sizeof(unsigned int));
471 memcpy(to->nums, from->nums, to->n*sizeof(int));
473 memcpy(to->next, from->next, to->n*sizeof(int));
474 memcpy(to->prev, from->prev, to->n*sizeof(int));
476 memcpy(to->dsf, from->dsf, to->n*sizeof(int));
477 memcpy(to->numsi, from->numsi, (to->n+1)*sizeof(int));
480 static game_state *dup_game(const game_state *state)
482 game_state *ret = blank_game(state->w, state->h);
483 dup_game_to(ret, state);
487 static void free_game(game_state *state)
499 static void unpick_desc(const game_params *params, const char *desc,
500 game_state **sout, const char **mout)
502 game_state *state = blank_game(params->w, params->h);
503 const char *msg = NULL;
509 msg = "Game description longer than expected";
514 if (isdigit((unsigned char)c)) {
515 num = (num*10) + (int)(c-'0');
516 if (num > state->n) {
517 msg = "Number too large";
520 } else if ((c-'a') >= 0 && (c-'a') < DIR_MAX) {
521 state->nums[i] = num;
522 state->flags[i] = num ? FLAG_IMMUTABLE : 0;
525 state->dirs[i] = c - 'a';
528 msg = "Game description shorter than expected";
531 msg = "Game description contains unexpected characters";
537 msg = "Game description shorter than expected";
542 if (msg) { /* sth went wrong. */
543 if (mout) *mout = msg;
546 if (mout) *mout = NULL;
547 if (sout) *sout = state;
548 else free_game(state);
552 static char *generate_desc(game_state *state, int issolve)
557 ret = NULL; retlen = 0;
559 ret = sresize(ret, 2, char);
560 ret[0] = 'S'; ret[1] = '\0';
563 for (i = 0; i < state->n; i++) {
565 k = sprintf(buf, "%d%c", state->nums[i], (int)(state->dirs[i]+'a'));
567 k = sprintf(buf, "%c", (int)(state->dirs[i]+'a'));
568 ret = sresize(ret, retlen + k + 1, char);
569 strcpy(ret + retlen, buf);
575 /* --- Game generation --- */
577 /* Fills in preallocated arrays ai (indices) and ad (directions)
578 * showing all non-numbered cells adjacent to index i, returns length */
579 /* This function has been somewhat optimised... */
580 static int cell_adj(game_state *state, int i, int *ai, int *ad)
582 int n = 0, a, x, y, sx, sy, dx, dy, newi;
583 int w = state->w, h = state->h;
585 sx = i % w; sy = i / w;
587 for (a = 0; a < DIR_MAX; a++) {
589 dx = dxs[a]; dy = dys[a];
592 if (x < 0 || y < 0 || x >= w || y >= h) break;
595 if (state->nums[newi] == 0) {
605 static int new_game_fill(game_state *state, random_state *rs,
606 int headi, int taili)
608 int nfilled, an, ret = 0, j;
611 aidx = snewn(state->n, int);
612 adir = snewn(state->n, int);
614 debug(("new_game_fill: headi=%d, taili=%d.", headi, taili));
616 memset(state->nums, 0, state->n*sizeof(int));
618 state->nums[headi] = 1;
619 state->nums[taili] = state->n;
621 state->dirs[taili] = 0;
623 assert(state->n > 1);
625 while (nfilled < state->n) {
626 /* Try and expand _from_ headi; keep going if there's only one
628 an = cell_adj(state, headi, aidx, adir);
630 if (an == 0) goto done;
631 j = random_upto(rs, an);
632 state->dirs[headi] = adir[j];
633 state->nums[aidx[j]] = state->nums[headi] + 1;
636 an = cell_adj(state, headi, aidx, adir);
639 if (nfilled == state->n) break;
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);
804 /* this shouldn't happen (validate_params), but let's play it safe */
805 if (params->w == 1 && params->h == 1) return dupstr("1a");
808 blank_game_into(state);
810 /* keep trying until we fill successfully. */
812 if (params->force_corner_start) {
817 headi = random_upto(rs, state->n);
818 taili = random_upto(rs, state->n);
819 } while (headi == taili);
821 } while (!new_game_fill(state, rs, headi, taili));
823 debug_state("Filled game:", state);
825 assert(state->nums[headi] <= state->n);
826 assert(state->nums[taili] <= state->n);
828 state->flags[headi] |= FLAG_IMMUTABLE;
829 state->flags[taili] |= FLAG_IMMUTABLE;
831 /* This will have filled in directions and _all_ numbers.
832 * Store the game definition for this, as the solved-state. */
833 if (!new_game_strip(state, rs)) {
838 game_state *tosolve = dup_game(state);
839 assert(solve_state(tosolve) > 0);
842 ret = generate_desc(state, 0);
847 static const char *validate_desc(const game_params *params, const char *desc)
849 const char *ret = NULL;
851 unpick_desc(params, desc, NULL, &ret);
855 /* --- Linked-list and numbers array --- */
857 /* Assuming numbers are always up-to-date, there are only four possibilities
858 * for regions changing after a single valid move:
860 * 1) two differently-coloured regions being combined (the resulting colouring
861 * should be based on the larger of the two regions)
862 * 2) a numbered region having a single number added to the start (the
863 * region's colour will remain, and the numbers will shift by 1)
864 * 3) a numbered region having a single number added to the end (the
865 * region's colour and numbering remains as-is)
866 * 4) two unnumbered squares being joined (will pick the smallest unused set
867 * of colours to use for the new region).
869 * There should never be any complications with regions containing 3 colours
870 * being combined, since two of those colours should have been merged on a
873 * Most of the complications are in ensuring we don't accidentally set two
874 * regions with the same colour (e.g. if a region was split). If this happens
875 * we always try and give the largest original portion the original colour.
878 #define COLOUR(a) ((a) / (state->n+1))
879 #define START(c) ((c) * (state->n+1))
882 int i; /* position */
883 int sz; /* size of region */
884 int start; /* region start number preferred, or 0 if !preference */
885 int preference; /* 0 if we have no preference (and should just pick one) */
889 static void head_number(game_state *state, int i, struct head_meta *head)
891 int off = 0, ss, j = i, c, n, sz;
893 /* Insist we really were passed the head of a chain. */
894 assert(state->prev[i] == -1 && state->next[i] != -1);
897 head->sz = dsf_size(state->dsf, i);
900 /* Search through this chain looking for real numbers, checking that
901 * they match up (if there are more than one). */
902 head->preference = 0;
904 if (state->flags[j] & FLAG_IMMUTABLE) {
905 ss = state->nums[j] - off;
906 if (!head->preference) {
908 head->preference = 1;
909 head->why = "contains cell with immutable number";
910 } else if (head->start != ss) {
911 debug(("head_number: chain with non-sequential numbers!"));
912 state->impossible = 1;
917 assert(j != i); /* we have created a loop, obviously wrong */
919 if (head->preference) goto done;
921 if (state->nums[i] == 0 && state->nums[state->next[i]] > state->n) {
922 /* (probably) empty cell onto the head of a coloured region:
923 * make sure we start at a 0 offset. */
924 head->start = START(COLOUR(state->nums[state->next[i]]));
925 head->preference = 1;
926 head->why = "adding blank cell to head of numbered region";
927 } else if (state->nums[i] <= state->n) {
928 /* if we're 0 we're probably just blank -- but even if we're a
929 * (real) numbered region, we don't have an immutable number
930 * in it (any more) otherwise it'd have been caught above, so
931 * reassign the colour. */
933 head->preference = 0;
934 head->why = "lowest available colour group";
936 c = COLOUR(state->nums[i]);
938 sz = dsf_size(state->dsf, i);
940 while (state->next[j] != -1) {
942 if (state->nums[j] == 0 && state->next[j] == -1) {
943 head->start = START(c);
944 head->preference = 1;
945 head->why = "adding blank cell to end of numbered region";
948 if (COLOUR(state->nums[j]) == c)
951 int start_alternate = START(COLOUR(state->nums[j]));
953 head->start = start_alternate;
954 head->preference = 1;
955 head->why = "joining two coloured regions, swapping to larger colour";
957 head->start = START(c);
958 head->preference = 1;
959 head->why = "joining two coloured regions, taking largest";
964 /* If we got here then we may have split a region into
965 * two; make sure we don't assign a colour we've already used. */
967 /* not convinced this shouldn't be an assertion failure here. */
969 head->preference = 0;
971 head->start = START(c);
972 head->preference = 1;
974 head->why = "got to end of coloured region";
978 assert(head->why != NULL);
979 if (head->preference)
980 debug(("Chain at (%d,%d) numbered for preference at %d (colour %d): %s.",
981 head->i%state->w, head->i/state->w,
982 head->start, COLOUR(head->start), head->why));
984 debug(("Chain at (%d,%d) using next available colour: %s.",
985 head->i%state->w, head->i/state->w,
990 static void debug_numbers(game_state *state)
994 for (i = 0; i < state->n; i++) {
995 debug(("(%d,%d) --> (%d,%d) --> (%d,%d)",
996 state->prev[i]==-1 ? -1 : state->prev[i]%w,
997 state->prev[i]==-1 ? -1 : state->prev[i]/w,
999 state->next[i]==-1 ? -1 : state->next[i]%w,
1000 state->next[i]==-1 ? -1 : state->next[i]/w));
1006 static void connect_numbers(game_state *state)
1010 dsf_init(state->dsf, state->n);
1011 for (i = 0; i < state->n; i++) {
1012 if (state->next[i] != -1) {
1013 assert(state->prev[state->next[i]] == i);
1014 di = dsf_canonify(state->dsf, i);
1015 dni = dsf_canonify(state->dsf, state->next[i]);
1017 debug(("connect_numbers: chain forms a loop."));
1018 state->impossible = 1;
1020 dsf_merge(state->dsf, di, dni);
1025 static int compare_heads(const void *a, const void *b)
1027 struct head_meta *ha = (struct head_meta *)a;
1028 struct head_meta *hb = (struct head_meta *)b;
1030 /* Heads with preferred colours first... */
1031 if (ha->preference && !hb->preference) return -1;
1032 if (hb->preference && !ha->preference) return 1;
1034 /* ...then heads with low colours first... */
1035 if (ha->start < hb->start) return -1;
1036 if (ha->start > hb->start) return 1;
1038 /* ... then large regions first... */
1039 if (ha->sz > hb->sz) return -1;
1040 if (ha->sz < hb->sz) return 1;
1042 /* ... then position. */
1043 if (ha->i > hb->i) return -1;
1044 if (ha->i < hb->i) return 1;
1049 static int lowest_start(game_state *state, struct head_meta *heads, int nheads)
1053 /* NB start at 1: colour 0 is real numbers */
1054 for (c = 1; c < state->n; c++) {
1055 for (n = 0; n < nheads; n++) {
1056 if (COLOUR(heads[n].start) == c)
1063 assert(!"No available colours!");
1067 static void update_numbers(game_state *state)
1069 int i, j, n, nnum, nheads;
1070 struct head_meta *heads = snewn(state->n, struct head_meta);
1072 for (n = 0; n < state->n; n++)
1073 state->numsi[n] = -1;
1075 for (i = 0; i < state->n; i++) {
1076 if (state->flags[i] & FLAG_IMMUTABLE) {
1077 assert(state->nums[i] > 0);
1078 assert(state->nums[i] <= state->n);
1079 state->numsi[state->nums[i]] = i;
1081 else if (state->prev[i] == -1 && state->next[i] == -1)
1084 connect_numbers(state);
1086 /* Construct an array of the heads of all current regions, together
1087 * with their preferred colours. */
1089 for (i = 0; i < state->n; i++) {
1090 /* Look for a cell that is the start of a chain
1091 * (has a next but no prev). */
1092 if (state->prev[i] != -1 || state->next[i] == -1) continue;
1094 head_number(state, i, &heads[nheads++]);
1098 * - heads with preferred colours first, then
1099 * - heads with low colours first, then
1100 * - large regions first
1102 qsort(heads, nheads, sizeof(struct head_meta), compare_heads);
1104 /* Remove duplicate-coloured regions. */
1105 for (n = nheads-1; n >= 0; n--) { /* order is important! */
1106 if ((n != 0) && (heads[n].start == heads[n-1].start)) {
1107 /* We have a duplicate-coloured region: since we're
1108 * sorted in size order and this is not the first
1109 * of its colour it's not the largest: recolour it. */
1110 heads[n].start = START(lowest_start(state, heads, nheads));
1111 heads[n].preference = -1; /* '-1' means 'was duplicate' */
1113 else if (!heads[n].preference) {
1114 assert(heads[n].start == 0);
1115 heads[n].start = START(lowest_start(state, heads, nheads));
1119 debug(("Region colouring after duplicate removal:"));
1121 for (n = 0; n < nheads; n++) {
1122 debug((" Chain at (%d,%d) sz %d numbered at %d (colour %d): %s%s",
1123 heads[n].i % state->w, heads[n].i / state->w, heads[n].sz,
1124 heads[n].start, COLOUR(heads[n].start), heads[n].why,
1125 heads[n].preference == 0 ? " (next available)" :
1126 heads[n].preference < 0 ? " (duplicate, next available)" : ""));
1128 nnum = heads[n].start;
1131 if (!(state->flags[j] & FLAG_IMMUTABLE)) {
1132 if (nnum > 0 && nnum <= state->n)
1133 state->numsi[nnum] = j;
1134 state->nums[j] = nnum;
1138 assert(j != heads[n].i); /* loop?! */
1141 /*debug_numbers(state);*/
1145 static int check_completion(game_state *state, int mark_errors)
1147 int n, j, k, error = 0, complete;
1149 /* NB This only marks errors that are possible to perpetrate with
1150 * the current UI in interpret_move. Things like forming loops in
1151 * linked sections and having numbers not add up should be forbidden
1152 * by the code elsewhere, so we don't bother marking those (because
1153 * it would add lots of tricky drawing code for very little gain). */
1155 for (j = 0; j < state->n; j++)
1156 state->flags[j] &= ~FLAG_ERROR;
1159 /* Search for repeated numbers. */
1160 for (j = 0; j < state->n; j++) {
1161 if (state->nums[j] > 0 && state->nums[j] <= state->n) {
1162 for (k = j+1; k < state->n; k++) {
1163 if (state->nums[k] == state->nums[j]) {
1165 state->flags[j] |= FLAG_ERROR;
1166 state->flags[k] |= FLAG_ERROR;
1174 /* Search and mark numbers n not pointing to n+1; if any numbers
1175 * are missing we know we've not completed. */
1177 for (n = 1; n < state->n; n++) {
1178 if (state->numsi[n] == -1 || state->numsi[n+1] == -1)
1180 else if (!ispointingi(state, state->numsi[n], state->numsi[n+1])) {
1182 state->flags[state->numsi[n]] |= FLAG_ERROR;
1183 state->flags[state->numsi[n+1]] |= FLAG_ERROR;
1187 /* make sure the link is explicitly made here; for instance, this
1188 * is nice if the user drags from 2 out (making 3) and a 4 is also
1189 * visible; this ensures that the link from 3 to 4 is also made. */
1191 makelink(state, state->numsi[n], state->numsi[n+1]);
1195 /* Search and mark numbers less than 0, or 0 with links. */
1196 for (n = 1; n < state->n; n++) {
1197 if ((state->nums[n] < 0) ||
1198 (state->nums[n] == 0 &&
1199 (state->next[n] != -1 || state->prev[n] != -1))) {
1202 state->flags[n] |= FLAG_ERROR;
1206 if (error) return 0;
1209 static game_state *new_game(midend *me, const game_params *params,
1212 game_state *state = NULL;
1214 unpick_desc(params, desc, &state, NULL);
1215 if (!state) assert(!"new_game failed to unpick");
1217 update_numbers(state);
1218 check_completion(state, 1); /* update any auto-links */
1223 /* --- Solver --- */
1225 /* If a tile has a single tile it can link _to_, or there's only a single
1226 * location that can link to a given tile, fill that link in. */
1227 static int solve_single(game_state *state, game_state *copy, int *from)
1229 int i, j, sx, sy, x, y, d, poss, w=state->w, nlinks = 0;
1231 /* The from array is a list of 'which square can link _to_ us';
1232 * we start off with from as '-1' (meaning 'not found'); if we find
1233 * something that can link to us it is set to that index, and then if
1234 * we find another we set it to -2. */
1236 memset(from, -1, state->n*sizeof(int));
1238 /* poss is 'can I link to anything' with the same meanings. */
1240 for (i = 0; i < state->n; i++) {
1241 if (state->next[i] != -1) continue;
1242 if (state->nums[i] == state->n) continue; /* no next from last no. */
1246 sx = x = i%w; sy = y = i/w;
1248 x += dxs[d]; y += dys[d];
1249 if (!INGRID(state, x, y)) break;
1250 if (!isvalidmove(state, 1, sx, sy, x, y)) continue;
1252 /* can't link to somewhere with a back-link we would have to
1253 * break (the solver just doesn't work like this). */
1255 if (state->prev[j] != -1) continue;
1257 if (state->nums[i] > 0 && state->nums[j] > 0 &&
1258 state->nums[i] <= state->n && state->nums[j] <= state->n &&
1259 state->nums[j] == state->nums[i]+1) {
1260 debug(("Solver: forcing link through existing consecutive numbers."));
1266 /* if there's been a valid move already, we have to move on;
1267 * we can't make any deductions here. */
1268 poss = (poss == -1) ? j : -2;
1270 /* Modify the from array as described above (which is enumerating
1271 * what points to 'j' in a similar way). */
1272 from[j] = (from[j] == -1) ? i : -2;
1275 /*debug(("Solver: (%d,%d) has multiple possible next squares.", sx, sy));*/
1277 } else if (poss == -1) {
1278 debug(("Solver: nowhere possible for (%d,%d) to link to.", sx, sy));
1279 copy->impossible = 1;
1282 debug(("Solver: linking (%d,%d) to only possible next (%d,%d).",
1283 sx, sy, poss%w, poss/w));
1284 makelink(copy, i, poss);
1289 for (i = 0; i < state->n; i++) {
1290 if (state->prev[i] != -1) continue;
1291 if (state->nums[i] == 1) continue; /* no prev from 1st no. */
1294 if (from[i] == -1) {
1295 debug(("Solver: nowhere possible to link to (%d,%d)", x, y));
1296 copy->impossible = 1;
1298 } else if (from[i] == -2) {
1299 /*debug(("Solver: (%d,%d) has multiple possible prev squares.", x, y));*/
1302 debug(("Solver: linking only possible prev (%d,%d) to (%d,%d).",
1303 from[i]%w, from[i]/w, x, y));
1304 makelink(copy, from[i], i);
1312 /* Returns 1 if we managed to solve it, 0 otherwise. */
1313 static int solve_state(game_state *state)
1315 game_state *copy = dup_game(state);
1316 int *scratch = snewn(state->n, int), ret;
1318 debug_state("Before solver: ", state);
1321 update_numbers(state);
1323 if (solve_single(state, copy, scratch)) {
1324 dup_game_to(state, copy);
1325 if (state->impossible) break; else continue;
1332 update_numbers(state);
1333 ret = state->impossible ? -1 : check_completion(state, 0);
1334 debug(("Solver finished: %s",
1335 ret < 0 ? "impossible" : ret > 0 ? "solved" : "not solved"));
1336 debug_state("After solver: ", state);
1340 static char *solve_game(const game_state *state, const game_state *currstate,
1341 const char *aux, const char **error)
1343 game_state *tosolve;
1347 tosolve = dup_game(currstate);
1348 result = solve_state(tosolve);
1350 ret = generate_desc(tosolve, 1);
1352 if (ret) return ret;
1354 tosolve = dup_game(state);
1355 result = solve_state(tosolve);
1357 *error = "Puzzle is impossible.";
1358 else if (result == 0)
1359 *error = "Unable to solve puzzle.";
1361 ret = generate_desc(tosolve, 1);
1368 /* --- UI and move routines. --- */
1374 int dragging, drag_is_from;
1375 int sx, sy; /* grid coords of start cell */
1376 int dx, dy; /* pixel coords of drag posn */
1379 static game_ui *new_ui(const game_state *state)
1381 game_ui *ui = snew(game_ui);
1383 /* NB: if this is ever changed to as to require more than a structure
1384 * copy to clone, there's code that needs fixing in game_redraw too. */
1386 ui->cx = ui->cy = ui->cshow = 0;
1389 ui->sx = ui->sy = ui->dx = ui->dy = 0;
1394 static void free_ui(game_ui *ui)
1399 static char *encode_ui(const game_ui *ui)
1404 static void decode_ui(game_ui *ui, const char *encoding)
1408 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1409 const game_state *newstate)
1411 if (!oldstate->completed && newstate->completed)
1412 ui->cshow = ui->dragging = 0;
1415 struct game_drawstate {
1416 int tilesize, started, solved;
1420 double angle_offset;
1422 int dragging, dx, dy;
1426 static char *interpret_move(const game_state *state, game_ui *ui,
1427 const game_drawstate *ds,
1428 int mx, int my, int button)
1430 int x = FROMCOORD(mx), y = FROMCOORD(my), w = state->w;
1433 if (IS_CURSOR_MOVE(button)) {
1434 move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 0);
1437 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1438 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1441 } else if (IS_CURSOR_SELECT(button)) {
1444 else if (ui->dragging) {
1445 ui->dragging = FALSE;
1446 if (ui->sx == ui->cx && ui->sy == ui->cy) return UI_UPDATE;
1447 if (ui->drag_is_from) {
1448 if (!isvalidmove(state, 0, ui->sx, ui->sy, ui->cx, ui->cy))
1450 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, ui->cx, ui->cy);
1452 if (!isvalidmove(state, 0, ui->cx, ui->cy, ui->sx, ui->sy))
1454 sprintf(buf, "L%d,%d-%d,%d", ui->cx, ui->cy, ui->sx, ui->sy);
1458 ui->dragging = TRUE;
1461 ui->dx = COORD(ui->cx) + TILE_SIZE/2;
1462 ui->dy = COORD(ui->cy) + TILE_SIZE/2;
1463 ui->drag_is_from = (button == CURSOR_SELECT) ? 1 : 0;
1467 if (IS_MOUSE_DOWN(button)) {
1469 ui->cshow = ui->dragging = 0;
1471 assert(!ui->dragging);
1472 if (!INGRID(state, x, y)) return NULL;
1474 if (button == LEFT_BUTTON) {
1475 /* disallow dragging from the final number. */
1476 if ((state->nums[y*w+x] == state->n) &&
1477 (state->flags[y*w+x] & FLAG_IMMUTABLE))
1479 } else if (button == RIGHT_BUTTON) {
1480 /* disallow dragging to the first number. */
1481 if ((state->nums[y*w+x] == 1) &&
1482 (state->flags[y*w+x] & FLAG_IMMUTABLE))
1486 ui->dragging = TRUE;
1487 ui->drag_is_from = (button == LEFT_BUTTON) ? 1 : 0;
1494 } else if (IS_MOUSE_DRAG(button) && ui->dragging) {
1498 } else if (IS_MOUSE_RELEASE(button) && ui->dragging) {
1499 ui->dragging = FALSE;
1500 if (ui->sx == x && ui->sy == y) return UI_UPDATE; /* single click */
1502 if (!INGRID(state, x, y)) {
1503 int si = ui->sy*w+ui->sx;
1504 if (state->prev[si] == -1 && state->next[si] == -1)
1506 sprintf(buf, "%c%d,%d",
1507 (int)(ui->drag_is_from ? 'C' : 'X'), ui->sx, ui->sy);
1511 if (ui->drag_is_from) {
1512 if (!isvalidmove(state, 0, ui->sx, ui->sy, x, y))
1514 sprintf(buf, "L%d,%d-%d,%d", ui->sx, ui->sy, x, y);
1516 if (!isvalidmove(state, 0, x, y, ui->sx, ui->sy))
1518 sprintf(buf, "L%d,%d-%d,%d", x, y, ui->sx, ui->sy);
1521 } /* else if (button == 'H' || button == 'h')
1522 return dupstr("H"); */
1523 else if ((button == 'x' || button == 'X') && ui->cshow) {
1524 int si = ui->cy*w + ui->cx;
1525 if (state->prev[si] == -1 && state->next[si] == -1)
1527 sprintf(buf, "%c%d,%d",
1528 (int)((button == 'x') ? 'C' : 'X'), ui->cx, ui->cy);
1535 static void unlink_cell(game_state *state, int si)
1537 debug(("Unlinking (%d,%d).", si%state->w, si/state->w));
1538 if (state->prev[si] != -1) {
1539 debug((" ... removing prev link from (%d,%d).",
1540 state->prev[si]%state->w, state->prev[si]/state->w));
1541 state->next[state->prev[si]] = -1;
1542 state->prev[si] = -1;
1544 if (state->next[si] != -1) {
1545 debug((" ... removing next link to (%d,%d).",
1546 state->next[si]%state->w, state->next[si]/state->w));
1547 state->prev[state->next[si]] = -1;
1548 state->next[si] = -1;
1552 static game_state *execute_move(const game_state *state, const char *move)
1554 game_state *ret = NULL;
1555 int sx, sy, ex, ey, si, ei, w = state->w;
1558 debug(("move: %s", move));
1560 if (move[0] == 'S') {
1566 p.w = state->w; p.h = state->h;
1567 valid = validate_desc(&p, move+1);
1569 debug(("execute_move: move not valid: %s", valid));
1572 ret = dup_game(state);
1573 tmp = new_game(NULL, &p, move+1);
1574 for (i = 0; i < state->n; i++) {
1575 ret->prev[i] = tmp->prev[i];
1576 ret->next[i] = tmp->next[i];
1579 ret->used_solve = 1;
1580 } else if (sscanf(move, "L%d,%d-%d,%d", &sx, &sy, &ex, &ey) == 4) {
1581 if (!isvalidmove(state, 0, sx, sy, ex, ey)) return NULL;
1583 ret = dup_game(state);
1585 si = sy*w+sx; ei = ey*w+ex;
1586 makelink(ret, si, ei);
1587 } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) {
1590 if (c != 'C' && c != 'X') return NULL;
1591 if (!INGRID(state, sx, sy)) return NULL;
1593 if (state->prev[si] == -1 && state->next[si] == -1)
1596 ret = dup_game(state);
1598 sset = state->nums[si] / (state->n+1);
1599 if (c == 'C' || (c == 'X' && sset == 0)) {
1600 /* Unlink the single cell we dragged from the board. */
1601 unlink_cell(ret, si);
1604 for (i = 0; i < state->n; i++) {
1605 /* Unlink all cells in the same set as the one we dragged
1606 * from the board. */
1608 if (state->nums[i] == 0) continue;
1609 set = state->nums[i] / (state->n+1);
1610 if (set != sset) continue;
1612 unlink_cell(ret, i);
1615 } else if (strcmp(move, "H") == 0) {
1616 ret = dup_game(state);
1620 update_numbers(ret);
1621 if (check_completion(ret, 1)) ret->completed = 1;
1627 /* ----------------------------------------------------------------------
1631 static void game_compute_size(const game_params *params, int tilesize,
1634 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1635 struct { int tilesize, order; } ads, *ds = &ads;
1636 ads.tilesize = tilesize;
1638 *x = TILE_SIZE * params->w + 2 * BORDER;
1639 *y = TILE_SIZE * params->h + 2 * BORDER;
1642 static void game_set_size(drawing *dr, game_drawstate *ds,
1643 const game_params *params, int tilesize)
1645 ds->tilesize = tilesize;
1646 assert(TILE_SIZE > 0);
1649 ds->dragb = blitter_new(dr, BLITTER_SIZE, BLITTER_SIZE);
1652 /* Colours chosen from the webby palette to work as a background to black text,
1653 * W then some plausible approximation to pastelly ROYGBIV; we then interpolate
1654 * between consecutive pairs to give another 8 (and then the drawing routine
1655 * will reuse backgrounds). */
1656 static const unsigned long bgcols[8] = {
1657 0xffffff, /* white */
1658 0xffa07a, /* lightsalmon */
1659 0x98fb98, /* green */
1660 0x7fffd4, /* aquamarine */
1661 0x9370db, /* medium purple */
1662 0xffa500, /* orange */
1663 0x87cefa, /* lightskyblue */
1664 0xffff00, /* yellow */
1667 static float *game_colours(frontend *fe, int *ncolours)
1669 float *ret = snewn(3 * NCOLOURS, float);
1672 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1674 for (i = 0; i < 3; i++) {
1675 ret[COL_NUMBER * 3 + i] = 0.0F;
1676 ret[COL_ARROW * 3 + i] = 0.0F;
1677 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1678 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.3F;
1680 ret[COL_NUMBER_SET * 3 + 0] = 0.0F;
1681 ret[COL_NUMBER_SET * 3 + 1] = 0.0F;
1682 ret[COL_NUMBER_SET * 3 + 2] = 0.9F;
1684 ret[COL_ERROR * 3 + 0] = 1.0F;
1685 ret[COL_ERROR * 3 + 1] = 0.0F;
1686 ret[COL_ERROR * 3 + 2] = 0.0F;
1688 ret[COL_DRAG_ORIGIN * 3 + 0] = 0.2F;
1689 ret[COL_DRAG_ORIGIN * 3 + 1] = 1.0F;
1690 ret[COL_DRAG_ORIGIN * 3 + 2] = 0.2F;
1692 for (c = 0; c < 8; c++) {
1693 ret[(COL_B0 + c) * 3 + 0] = (float)((bgcols[c] & 0xff0000) >> 16) / 256.0F;
1694 ret[(COL_B0 + c) * 3 + 1] = (float)((bgcols[c] & 0xff00) >> 8) / 256.0F;
1695 ret[(COL_B0 + c) * 3 + 2] = (float)((bgcols[c] & 0xff)) / 256.0F;
1697 for (c = 0; c < 8; c++) {
1698 for (i = 0; i < 3; i++) {
1699 ret[(COL_B0 + 8 + c) * 3 + i] =
1700 (ret[(COL_B0 + c) * 3 + i] + ret[(COL_B0 + c + 1) * 3 + i]) / 2.0F;
1704 #define average(r,a,b,w) do { \
1705 for (i = 0; i < 3; i++) \
1706 ret[(r)*3+i] = ret[(a)*3+i] + w * (ret[(b)*3+i] - ret[(a)*3+i]); \
1708 average(COL_ARROW_BG_DIM, COL_BACKGROUND, COL_ARROW, 0.1F);
1709 average(COL_NUMBER_SET_MID, COL_B0, COL_NUMBER_SET, 0.3F);
1710 for (c = 0; c < NBACKGROUNDS; c++) {
1711 /* I assume here that COL_ARROW and COL_NUMBER are the same.
1712 * Otherwise I'd need two sets of COL_M*. */
1713 average(COL_M0 + c, COL_B0 + c, COL_NUMBER, 0.3F);
1714 average(COL_D0 + c, COL_B0 + c, COL_NUMBER, 0.1F);
1715 average(COL_X0 + c, COL_BACKGROUND, COL_B0 + c, 0.5F);
1718 *ncolours = NCOLOURS;
1722 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1724 struct game_drawstate *ds = snew(struct game_drawstate);
1727 ds->tilesize = ds->started = ds->solved = 0;
1732 ds->nums = snewn(state->n, int);
1733 ds->dirp = snewn(state->n, int);
1734 ds->f = snewn(state->n, unsigned int);
1735 for (i = 0; i < state->n; i++) {
1741 ds->angle_offset = 0.0F;
1743 ds->dragging = ds->dx = ds->dy = 0;
1749 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1754 if (ds->dragb) blitter_free(dr, ds->dragb);
1759 /* cx, cy are top-left corner. sz is the 'radius' of the arrow.
1760 * ang is in radians, clockwise from 0 == straight up. */
1761 static void draw_arrow(drawing *dr, int cx, int cy, int sz, double ang,
1762 int cfill, int cout)
1765 int xdx, ydx, xdy, ydy, xdx3, xdy3;
1766 double s = sin(ang), c = cos(ang);
1768 xdx3 = (int)(sz * (c/3 + 1) + 0.5) - sz;
1769 xdy3 = (int)(sz * (s/3 + 1) + 0.5) - sz;
1770 xdx = (int)(sz * (c + 1) + 0.5) - sz;
1771 xdy = (int)(sz * (s + 1) + 0.5) - sz;
1776 coords[2*0 + 0] = cx - ydx;
1777 coords[2*0 + 1] = cy - ydy;
1778 coords[2*1 + 0] = cx + xdx;
1779 coords[2*1 + 1] = cy + xdy;
1780 coords[2*2 + 0] = cx + xdx3;
1781 coords[2*2 + 1] = cy + xdy3;
1782 coords[2*3 + 0] = cx + xdx3 + ydx;
1783 coords[2*3 + 1] = cy + xdy3 + ydy;
1784 coords[2*4 + 0] = cx - xdx3 + ydx;
1785 coords[2*4 + 1] = cy - xdy3 + ydy;
1786 coords[2*5 + 0] = cx - xdx3;
1787 coords[2*5 + 1] = cy - xdy3;
1788 coords[2*6 + 0] = cx - xdx;
1789 coords[2*6 + 1] = cy - xdy;
1791 draw_polygon(dr, coords, 7, cfill, cout);
1794 static void draw_arrow_dir(drawing *dr, int cx, int cy, int sz, int dir,
1795 int cfill, int cout, double angle_offset)
1797 double ang = 2.0 * PI * (double)dir / 8.0 + angle_offset;
1798 draw_arrow(dr, cx, cy, sz, ang, cfill, cout);
1801 /* cx, cy are centre coordinates.. */
1802 static void draw_star(drawing *dr, int cx, int cy, int rad, int npoints,
1803 int cfill, int cout, double angle_offset)
1808 assert(npoints > 0);
1810 coords = snewn(npoints * 2 * 2, int);
1812 for (n = 0; n < npoints * 2; n++) {
1813 a = 2.0 * PI * ((double)n / ((double)npoints * 2.0)) + angle_offset;
1814 r = (n % 2) ? (double)rad/2.0 : (double)rad;
1816 /* We're rotating the point at (0, -r) by a degrees */
1817 coords[2*n+0] = cx + (int)( r * sin(a));
1818 coords[2*n+1] = cy + (int)(-r * cos(a));
1820 draw_polygon(dr, coords, npoints*2, cfill, cout);
1824 static int num2col(game_drawstate *ds, int num)
1826 int set = num / (ds->n+1);
1828 if (num <= 0 || set == 0) return COL_B0;
1829 return COL_B0 + 1 + ((set-1) % 15);
1832 #define ARROW_HALFSZ (7 * TILE_SIZE / 32)
1834 #define F_CUR 0x001 /* Cursor on this tile. */
1835 #define F_DRAG_SRC 0x002 /* Tile is source of a drag. */
1836 #define F_ERROR 0x004 /* Tile marked in error. */
1837 #define F_IMMUTABLE 0x008 /* Tile (number) is immutable. */
1838 #define F_ARROW_POINT 0x010 /* Tile points to other tile */
1839 #define F_ARROW_INPOINT 0x020 /* Other tile points in here. */
1840 #define F_DIM 0x040 /* Tile is dim */
1842 static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
1843 int dir, int dirp, int num, unsigned int f,
1844 double angle_offset, int print_ink)
1846 int cb = TILE_SIZE / 16, textsz;
1848 int arrowcol, sarrowcol, setcol, textcol;
1849 int acx, acy, asz, empty = 0;
1851 if (num == 0 && !(f & F_ARROW_POINT) && !(f & F_ARROW_INPOINT)) {
1854 * We don't display text in empty cells: typically these are
1855 * signified by num=0. However, in some cases a cell could
1856 * have had the number 0 assigned to it if the user made an
1857 * error (e.g. tried to connect a chain of length 5 to the
1858 * immutable number 4) so we _do_ display the 0 if the cell
1859 * has a link in or a link out.
1863 /* Calculate colours. */
1865 if (print_ink >= 0) {
1867 * We're printing, so just do everything in black.
1869 arrowcol = textcol = print_ink;
1870 setcol = sarrowcol = -1; /* placate optimiser */
1873 setcol = empty ? COL_BACKGROUND : num2col(ds, num);
1875 #define dim(fg,bg) ( \
1876 (bg)==COL_BACKGROUND ? COL_ARROW_BG_DIM : \
1877 (bg) + COL_D0 - COL_B0 \
1880 #define mid(fg,bg) ( \
1881 (fg)==COL_NUMBER_SET ? COL_NUMBER_SET_MID : \
1882 (bg) + COL_M0 - COL_B0 \
1885 #define dimbg(bg) ( \
1886 (bg)==COL_BACKGROUND ? COL_BACKGROUND : \
1887 (bg) + COL_X0 - COL_B0 \
1890 if (f & F_DRAG_SRC) arrowcol = COL_DRAG_ORIGIN;
1891 else if (f & F_DIM) arrowcol = dim(COL_ARROW, setcol);
1892 else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol);
1893 else arrowcol = COL_ARROW;
1895 if ((f & F_ERROR) && !(f & F_IMMUTABLE)) textcol = COL_ERROR;
1897 if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET;
1898 else textcol = COL_NUMBER;
1900 if (f & F_DIM) textcol = dim(textcol, setcol);
1901 else if (((f & F_ARROW_POINT) || num==ds->n) &&
1902 ((f & F_ARROW_INPOINT) || num==1))
1903 textcol = mid(textcol, setcol);
1906 if (f & F_DIM) sarrowcol = dim(COL_ARROW, setcol);
1907 else sarrowcol = COL_ARROW;
1910 /* Clear tile background */
1912 if (print_ink < 0) {
1913 draw_rect(dr, tx, ty, TILE_SIZE, TILE_SIZE,
1914 (f & F_DIM) ? dimbg(setcol) : setcol);
1917 /* Draw large (outwards-pointing) arrow. */
1919 asz = ARROW_HALFSZ; /* 'radius' of arrow/star. */
1920 acx = tx+TILE_SIZE/2+asz; /* centre x */
1921 acy = ty+TILE_SIZE/2+asz; /* centre y */
1923 if (num == ds->n && (f & F_IMMUTABLE))
1924 draw_star(dr, acx, acy, asz, 5, arrowcol, arrowcol, angle_offset);
1926 draw_arrow_dir(dr, acx, acy, asz, dir, arrowcol, arrowcol, angle_offset);
1927 if (print_ink < 0 && (f & F_CUR))
1928 draw_rect_corners(dr, acx, acy, asz+1, COL_CURSOR);
1930 /* Draw dot iff this tile requires a predecessor and doesn't have one. */
1932 if (print_ink < 0) {
1933 acx = tx+TILE_SIZE/2-asz;
1934 acy = ty+TILE_SIZE/2+asz;
1936 if (!(f & F_ARROW_INPOINT) && num != 1) {
1937 draw_circle(dr, acx, acy, asz / 4, sarrowcol, sarrowcol);
1941 /* Draw text (number or set). */
1944 int set = (num <= 0) ? 0 : num / (ds->n+1);
1947 if (set == 0 || num <= 0) {
1948 sprintf(buf, "%d", num);
1950 int n = num % (ds->n+1);
1951 p += sizeof(buf) - 1;
1954 sprintf(buf, "+%d", n); /* Just to get the length... */
1956 sprintf(p, "+%d", n);
1963 *p = (char)((set % 26)+'a');
1967 textsz = min(2*asz, (TILE_SIZE - 2 * cb) / (int)strlen(p));
1968 draw_text(dr, tx + cb, ty + TILE_SIZE/4, FONT_VARIABLE, textsz,
1969 ALIGN_VCENTRE | ALIGN_HLEFT, textcol, p);
1972 if (print_ink < 0) {
1973 draw_rect_outline(dr, tx, ty, TILE_SIZE, TILE_SIZE, COL_GRID);
1974 draw_update(dr, tx, ty, TILE_SIZE, TILE_SIZE);
1978 static void draw_drag_indicator(drawing *dr, game_drawstate *ds,
1979 const game_state *state, const game_ui *ui,
1982 int dir, w = ds->w, acol = COL_ARROW;
1983 int fx = FROMCOORD(ui->dx), fy = FROMCOORD(ui->dy);
1987 /* If we could move here, lock the arrow to the appropriate direction. */
1988 dir = ui->drag_is_from ? state->dirs[ui->sy*w+ui->sx] : state->dirs[fy*w+fx];
1990 ang = (2.0 * PI * dir) / 8.0; /* similar to calculation in draw_arrow_dir. */
1992 /* Draw an arrow pointing away from/towards the origin cell. */
1993 int ox = COORD(ui->sx) + TILE_SIZE/2, oy = COORD(ui->sy) + TILE_SIZE/2;
1994 double tana, offset;
1995 double xdiff = abs(ox - ui->dx), ydiff = abs(oy - ui->dy);
1998 ang = (oy > ui->dy) ? 0.0F : PI;
1999 } else if (ydiff == 0) {
2000 ang = (ox > ui->dx) ? 3.0F*PI/2.0F : PI/2.0F;
2002 if (ui->dx > ox && ui->dy < oy) {
2003 tana = xdiff / ydiff;
2005 } else if (ui->dx > ox && ui->dy > oy) {
2006 tana = ydiff / xdiff;
2008 } else if (ui->dx < ox && ui->dy > oy) {
2009 tana = xdiff / ydiff;
2012 tana = ydiff / xdiff;
2013 offset = 3.0F * PI / 2.0F;
2015 ang = atan(tana) + offset;
2018 if (!ui->drag_is_from) ang += PI; /* point to origin, not away from. */
2021 draw_arrow(dr, ui->dx, ui->dy, ARROW_HALFSZ, ang, acol, acol);
2024 static void game_redraw(drawing *dr, game_drawstate *ds,
2025 const game_state *oldstate, const game_state *state,
2026 int dir, const game_ui *ui,
2027 float animtime, float flashtime)
2029 int x, y, i, w = ds->w, dirp, force = 0;
2031 double angle_offset = 0.0;
2032 game_state *postdrop = NULL;
2034 if (flashtime > 0.0F)
2035 angle_offset = 2.0 * PI * (flashtime / FLASH_SPIN);
2036 if (angle_offset != ds->angle_offset) {
2037 ds->angle_offset = angle_offset;
2043 blitter_load(dr, ds->dragb, ds->dx, ds->dy);
2044 draw_update(dr, ds->dx, ds->dy, BLITTER_SIZE, BLITTER_SIZE);
2045 ds->dragging = FALSE;
2048 /* If an in-progress drag would make a valid move if finished, we
2049 * reflect that move in the board display. We let interpret_move do
2050 * most of the heavy lifting for us: we have to copy the game_ui so
2051 * as not to stomp on the real UI's drag state. */
2053 game_ui uicopy = *ui;
2054 char *movestr = interpret_move(state, &uicopy, ds, ui->dx, ui->dy, LEFT_RELEASE);
2056 if (movestr != NULL && strcmp(movestr, "") != 0) {
2057 postdrop = execute_move(state, movestr);
2065 int aw = TILE_SIZE * state->w;
2066 int ah = TILE_SIZE * state->h;
2067 draw_rect(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER, COL_BACKGROUND);
2068 draw_rect_outline(dr, BORDER - 1, BORDER - 1, aw + 2, ah + 2, COL_GRID);
2069 draw_update(dr, 0, 0, aw + 2 * BORDER, ah + 2 * BORDER);
2071 for (x = 0; x < state->w; x++) {
2072 for (y = 0; y < state->h; y++) {
2077 if (ui->cshow && x == ui->cx && y == ui->cy)
2081 if (x == ui->sx && y == ui->sy)
2083 else if (ui->drag_is_from) {
2084 if (!ispointing(state, ui->sx, ui->sy, x, y))
2087 if (!ispointing(state, x, y, ui->sx, ui->sy))
2092 if (state->impossible ||
2093 state->nums[i] < 0 || state->flags[i] & FLAG_ERROR)
2095 if (state->flags[i] & FLAG_IMMUTABLE)
2098 if (state->next[i] != -1)
2101 if (state->prev[i] != -1) {
2102 /* Currently the direction here is from our square _back_
2103 * to its previous. We could change this to give the opposite
2104 * sense to the direction. */
2105 f |= F_ARROW_INPOINT;
2106 dirp = whichdir(x, y, state->prev[i]%w, state->prev[i]/w);
2109 if (state->nums[i] != ds->nums[i] ||
2110 f != ds->f[i] || dirp != ds->dirp[i] ||
2111 force || !ds->started) {
2115 * Trivial and foolish configurable option done on
2116 * purest whim. With this option enabled, the
2117 * victory flash is done by rotating each square
2118 * in the opposite direction from its immediate
2119 * neighbours, so that they behave like a field of
2120 * interlocking gears. With it disabled, they all
2121 * rotate in the same direction. Choose for
2122 * yourself which is more brain-twisting :-)
2124 static int gear_mode = -1;
2125 if (gear_mode < 0) {
2126 char *env = getenv("SIGNPOST_GEARS");
2127 gear_mode = (env && (env[0] == 'y' || env[0] == 'Y'));
2130 sign = 1 - 2 * ((x ^ y) & 1);
2135 BORDER + x * TILE_SIZE,
2136 BORDER + y * TILE_SIZE,
2137 state->dirs[i], dirp, state->nums[i], f,
2138 sign * angle_offset, -1);
2139 ds->nums[i] = state->nums[i];
2146 ds->dragging = TRUE;
2147 ds->dx = ui->dx - BLITTER_SIZE/2;
2148 ds->dy = ui->dy - BLITTER_SIZE/2;
2149 blitter_save(dr, ds->dragb, ds->dx, ds->dy);
2151 draw_drag_indicator(dr, ds, state, ui, postdrop ? 1 : 0);
2153 if (postdrop) free_game(postdrop);
2154 if (!ds->started) ds->started = TRUE;
2157 static float game_anim_length(const game_state *oldstate,
2158 const game_state *newstate, int dir, game_ui *ui)
2163 static float game_flash_length(const game_state *oldstate,
2164 const game_state *newstate, int dir, game_ui *ui)
2166 if (!oldstate->completed &&
2167 newstate->completed && !newstate->used_solve)
2173 static int game_status(const game_state *state)
2175 return state->completed ? +1 : 0;
2178 static int game_timing_state(const game_state *state, game_ui *ui)
2183 static void game_print_size(const game_params *params, float *x, float *y)
2187 game_compute_size(params, 1300, &pw, &ph);
2192 static void game_print(drawing *dr, const game_state *state, int tilesize)
2194 int ink = print_mono_colour(dr, 0);
2197 /* Fake up just enough of a drawstate */
2198 game_drawstate ads, *ds = &ads;
2199 ds->tilesize = tilesize;
2205 print_line_width(dr, TILE_SIZE / 40);
2206 for (x = 1; x < state->w; x++)
2207 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(state->h), ink);
2208 for (y = 1; y < state->h; y++)
2209 draw_line(dr, COORD(0), COORD(y), COORD(state->w), COORD(y), ink);
2210 print_line_width(dr, 2*TILE_SIZE / 40);
2211 draw_rect_outline(dr, COORD(0), COORD(0), TILE_SIZE*state->w,
2212 TILE_SIZE*state->h, ink);
2215 * Arrows and numbers.
2217 print_line_width(dr, 0);
2218 for (y = 0; y < state->h; y++)
2219 for (x = 0; x < state->w; x++)
2220 tile_redraw(dr, ds, COORD(x), COORD(y), state->dirs[y*state->w+x],
2221 0, state->nums[y*state->w+x], 0, 0.0, ink);
2225 #define thegame signpost
2228 const struct game thegame = {
2229 "Signpost", "games.signpost", "signpost",
2231 game_fetch_preset, NULL,
2236 TRUE, game_configure, custom_params,
2244 TRUE, game_can_format_as_text_now, game_text_format,
2252 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2255 game_free_drawstate,
2260 TRUE, FALSE, game_print_size, game_print,
2261 FALSE, /* wants_statusbar */
2262 FALSE, game_timing_state,
2263 REQUIRE_RBUTTON, /* flags */
2266 #ifdef STANDALONE_SOLVER
2271 const char *quis = NULL;
2274 void usage(FILE *out) {
2275 fprintf(out, "usage: %s [--stdin] [--soak] [--seed SEED] <params>|<game id>\n", quis);
2278 static void cycle_seed(char **seedstr, random_state *rs)
2284 newseed[0] = '1' + (char)random_upto(rs, 9);
2285 for (j = 1; j < 15; j++)
2286 newseed[j] = '0' + (char)random_upto(rs, 10);
2288 *seedstr = dupstr(newseed);
2291 static void start_soak(game_params *p, char *seedstr)
2293 time_t tt_start, tt_now, tt_last;
2296 long n = 0, nnums = 0, i;
2299 tt_start = tt_now = time(NULL);
2300 printf("Soak-generating a %dx%d grid.\n", p->w, p->h);
2303 rs = random_new(seedstr, strlen(seedstr));
2304 desc = thegame.new_desc(p, rs, &aux, 0);
2306 state = thegame.new_game(NULL, p, desc);
2307 for (i = 0; i < state->n; i++) {
2308 if (state->flags[i] & FLAG_IMMUTABLE)
2311 thegame.free_game(state);
2314 cycle_seed(&seedstr, rs);
2318 tt_last = time(NULL);
2319 if (tt_last > tt_now) {
2321 printf("%ld total, %3.1f/s, %3.1f nums/grid (%3.1f%%).\n",
2323 (double)n / ((double)tt_now - tt_start),
2324 (double)nnums / (double)n,
2325 ((double)nnums * 100.0) / ((double)n * (double)p->w * (double)p->h) );
2330 static void process_desc(char *id)
2332 char *desc, *solvestr;
2337 printf("%s\n ", id);
2339 desc = strchr(id, ':');
2341 fprintf(stderr, "%s: expecting game description.", quis);
2347 p = thegame.default_params();
2348 thegame.decode_params(p, id);
2349 err = thegame.validate_params(p, 1);
2351 fprintf(stderr, "%s: %s", quis, err);
2352 thegame.free_params(p);
2356 err = thegame.validate_desc(p, desc);
2358 fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
2359 thegame.free_params(p);
2363 s = thegame.new_game(NULL, p, desc);
2365 solvestr = thegame.solve(s, s, NULL, &err);
2367 fprintf(stderr, "%s\n", err);
2369 printf("Puzzle is soluble.\n");
2371 thegame.free_game(s);
2372 thegame.free_params(p);
2375 int main(int argc, const char *argv[])
2377 char *id = NULL, *desc, *aux = NULL;
2379 int soak = 0, verbose = 0, stdin_desc = 0, n = 1, i;
2380 char *seedstr = NULL, newseed[16];
2382 setvbuf(stdout, NULL, _IONBF, 0);
2385 while (--argc > 0) {
2386 char *p = (char*)(*++argv);
2387 if (!strcmp(p, "-v") || !strcmp(p, "--verbose"))
2389 else if (!strcmp(p, "--stdin"))
2391 else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2392 seedstr = dupstr(*++argv);
2394 } else if (!strcmp(p, "-n") || !strcmp(p, "--number")) {
2397 } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
2399 } else if (*p == '-') {
2400 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2408 sprintf(newseed, "%lu", (unsigned long) time(NULL));
2409 seedstr = dupstr(newseed);
2411 if (id || !stdin_desc) {
2412 if (id && strchr(id, ':')) {
2413 /* Parameters and description passed on cmd-line:
2414 * try and solve it. */
2417 /* No description passed on cmd-line: decode parameters
2418 * (with optional seed too) */
2420 game_params *p = thegame.default_params();
2423 char *cmdseed = strchr(id, '#');
2427 seedstr = dupstr(cmdseed);
2430 thegame.decode_params(p, id);
2433 err = thegame.validate_params(p, 1);
2435 fprintf(stderr, "%s: %s", quis, err);
2436 thegame.free_params(p);
2440 /* We have a set of valid parameters; either soak with it
2441 * or generate a single game description and print to stdout. */
2443 start_soak(p, seedstr);
2445 char *pstring = thegame.encode_params(p, 0);
2447 for (i = 0; i < n; i++) {
2448 random_state *rs = random_new(seedstr, strlen(seedstr));
2450 if (verbose) printf("%s#%s\n", pstring, seedstr);
2451 desc = thegame.new_desc(p, rs, &aux, 0);
2452 printf("%s:%s\n", pstring, desc);
2455 cycle_seed(&seedstr, rs);
2462 thegame.free_params(p);
2469 while (fgets(buf, sizeof(buf), stdin)) {
2470 buf[strcspn(buf, "\r\n")] = '\0';
2482 /* vim: set shiftwidth=4 tabstop=8: */