mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Files
3156 lines
100 KiB
C
3156 lines
100 KiB
C
/*
|
|
* Implementation of 'Train Tracks', a puzzle from the Times on Saturday.
|
|
*
|
|
* "Lay tracks to enable the train to travel from village A to village B.
|
|
* The numbers indicate how many sections of rail go in each row and
|
|
* column. There are only straight rails and curved rails. The track
|
|
* cannot cross itself."
|
|
*
|
|
* Puzzles:
|
|
* #9 8x8:d9s5c6zgAa,1,4,1,4,4,3,S3,5,2,2,4,S5,3,3,5,1
|
|
* #112 8x8:w6x5mAa,1,3,1,4,6,4,S4,3,3,4,5,2,4,2,S5,1
|
|
* #113 8x8:gCx5xAf,1,S4,2,5,4,6,2,3,4,2,5,2,S4,4,5,1
|
|
* #114 8x8:p5fAzkAb,1,6,3,3,3,S6,2,3,5,4,S3,3,5,1,5,1
|
|
* #115 8x8:zi9d5tAb,1,3,4,5,3,S4,2,4,2,6,2,3,6,S3,3,1
|
|
* #942 8x8:n5iCfAzAe,2,2,S5,5,3,5,4,5,4,5,2,S5,3,4,5,3
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <assert.h>
|
|
#include <ctype.h>
|
|
#include <limits.h>
|
|
#include <math.h>
|
|
|
|
#include "puzzles.h"
|
|
|
|
/* --- Game parameters --- */
|
|
|
|
/*
|
|
* Difficulty levels. I do some macro ickery here to ensure that my
|
|
* enum and the various forms of my name list always match up.
|
|
*/
|
|
#define DIFFLIST(A) \
|
|
A(EASY,Easy,e) \
|
|
A(TRICKY,Tricky,t) \
|
|
A(HARD,Hard,h) \
|
|
/* end of list */
|
|
|
|
#define ENUM(upper,title,lower) DIFF_ ## upper,
|
|
#define TITLE(upper,title,lower) #title,
|
|
#define ENCODE(upper,title,lower) #lower
|
|
#define CONFIG(upper,title,lower) ":" #title
|
|
enum { DIFFLIST(ENUM) DIFFCOUNT };
|
|
static char const *const tracks_diffnames[] = { DIFFLIST(TITLE) };
|
|
static char const tracks_diffchars[] = DIFFLIST(ENCODE);
|
|
#define DIFFCONFIG DIFFLIST(CONFIG)
|
|
|
|
struct game_params {
|
|
int w, h, diff;
|
|
bool single_ones;
|
|
};
|
|
|
|
static game_params *default_params(void)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
|
|
ret->w = ret->h = 8;
|
|
ret->diff = DIFF_TRICKY;
|
|
ret->single_ones = true;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static const struct game_params tracks_presets[] = {
|
|
{8, 8, DIFF_EASY, 1},
|
|
{8, 8, DIFF_TRICKY, 1},
|
|
{10, 8, DIFF_EASY, 1},
|
|
{10, 8, DIFF_TRICKY, 1 },
|
|
{10, 10, DIFF_EASY, 1},
|
|
{10, 10, DIFF_TRICKY, 1},
|
|
{10, 10, DIFF_HARD, 1},
|
|
{15, 10, DIFF_EASY, 1},
|
|
{15, 10, DIFF_TRICKY, 1},
|
|
{15, 15, DIFF_EASY, 1},
|
|
{15, 15, DIFF_TRICKY, 1},
|
|
{15, 15, DIFF_HARD, 1},
|
|
};
|
|
|
|
static bool game_fetch_preset(int i, char **name, game_params **params)
|
|
{
|
|
game_params *ret;
|
|
char str[80];
|
|
|
|
if (i < 0 || i >= lenof(tracks_presets))
|
|
return false;
|
|
|
|
ret = snew(game_params);
|
|
*ret = tracks_presets[i];
|
|
|
|
sprintf(str, "%dx%d %s", ret->w, ret->h, tracks_diffnames[ret->diff]);
|
|
|
|
*name = dupstr(str);
|
|
*params = ret;
|
|
return true;
|
|
}
|
|
|
|
static void free_params(game_params *params)
|
|
{
|
|
sfree(params);
|
|
}
|
|
|
|
static game_params *dup_params(const game_params *params)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
*ret = *params; /* structure copy */
|
|
return ret;
|
|
}
|
|
|
|
static void decode_params(game_params *params, char const *string)
|
|
{
|
|
params->w = params->h = atoi(string);
|
|
while (*string && isdigit((unsigned char)*string)) string++;
|
|
if (*string == 'x') {
|
|
string++;
|
|
params->h = atoi(string);
|
|
while (*string && isdigit((unsigned char)*string)) string++;
|
|
}
|
|
if (*string == 'd') {
|
|
int i;
|
|
string++;
|
|
params->diff = DIFF_TRICKY;
|
|
for (i = 0; i < DIFFCOUNT; i++)
|
|
if (*string == tracks_diffchars[i])
|
|
params->diff = i;
|
|
if (*string) string++;
|
|
}
|
|
params->single_ones = true;
|
|
if (*string == 'o') {
|
|
params->single_ones = false;
|
|
string++;
|
|
}
|
|
|
|
}
|
|
|
|
static char *encode_params(const game_params *params, bool full)
|
|
{
|
|
char buf[120];
|
|
|
|
sprintf(buf, "%dx%d", params->w, params->h);
|
|
if (full)
|
|
sprintf(buf + strlen(buf), "d%c%s",
|
|
tracks_diffchars[params->diff],
|
|
params->single_ones ? "" : "o");
|
|
return dupstr(buf);
|
|
}
|
|
|
|
static config_item *game_configure(const game_params *params)
|
|
{
|
|
config_item *ret;
|
|
char buf[80];
|
|
|
|
ret = snewn(5, config_item);
|
|
|
|
ret[0].name = "Width";
|
|
ret[0].type = C_STRING;
|
|
sprintf(buf, "%d", params->w);
|
|
ret[0].u.string.sval = dupstr(buf);
|
|
|
|
ret[1].name = "Height";
|
|
ret[1].type = C_STRING;
|
|
sprintf(buf, "%d", params->h);
|
|
ret[1].u.string.sval = dupstr(buf);
|
|
|
|
ret[2].name = "Difficulty";
|
|
ret[2].type = C_CHOICES;
|
|
ret[2].u.choices.choicenames = DIFFCONFIG;
|
|
ret[2].u.choices.selected = params->diff;
|
|
|
|
ret[3].name = "Disallow consecutive 1 clues";
|
|
ret[3].type = C_BOOLEAN;
|
|
ret[3].u.boolean.bval = params->single_ones;
|
|
|
|
ret[4].name = NULL;
|
|
ret[4].type = C_END;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static game_params *custom_params(const config_item *cfg)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
|
|
ret->w = atoi(cfg[0].u.string.sval);
|
|
ret->h = atoi(cfg[1].u.string.sval);
|
|
ret->diff = cfg[2].u.choices.selected;
|
|
ret->single_ones = cfg[3].u.boolean.bval;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static const char *validate_params(const game_params *params, bool full)
|
|
{
|
|
/*
|
|
* Generating anything under 4x4 runs into trouble of one kind
|
|
* or another.
|
|
*/
|
|
if (params->w < 4 || params->h < 4)
|
|
return "Width and height must both be at least four";
|
|
if (params->w > INT_MAX / params->h)
|
|
return "Width times height must not be unreasonably large";
|
|
return NULL;
|
|
}
|
|
|
|
/* --- Game state --- */
|
|
|
|
/* flag usage copied from pearl */
|
|
|
|
#define R 1
|
|
#define U 2
|
|
#define L 4
|
|
#define D 8
|
|
|
|
#define MOVECHAR(m) ((m==R)?'R':(m==U)?'U':(m==L)?'L':(m==D)?'D':'?')
|
|
|
|
#define DX(d) ( ((d)==R) - ((d)==L) )
|
|
#define DY(d) ( ((d)==D) - ((d)==U) )
|
|
|
|
#define F(d) (((d << 2) | (d >> 2)) & 0xF)
|
|
#define C(d) (((d << 3) | (d >> 1)) & 0xF)
|
|
#define A(d) (((d << 1) | (d >> 3)) & 0xF)
|
|
|
|
#define LR (L | R)
|
|
#define RL (R | L)
|
|
#define UD (U | D)
|
|
#define DU (D | U)
|
|
#define LU (L | U)
|
|
#define UL (U | L)
|
|
#define LD (L | D)
|
|
#define DL (D | L)
|
|
#define RU (R | U)
|
|
#define UR (U | R)
|
|
#define RD (R | D)
|
|
#define DR (D | R)
|
|
#define ALLDIR 15
|
|
#define BLANK 0
|
|
#define UNKNOWN 15
|
|
|
|
static const int nbits[] = { 0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4 };
|
|
|
|
/* square grid flags */
|
|
#define S_TRACK 1 /* a track passes through this square (--> 2 edges) */
|
|
#define S_NOTRACK 2 /* no track passes through this square */
|
|
#define S_ERROR 4
|
|
#define S_CLUE 8
|
|
#define S_MARK 16
|
|
|
|
#define S_FLASH_SHIFT 8 /* Position of tile in solved track */
|
|
#define S_FLASH_WIDTH 8 /* Width of above sub-field */
|
|
#define S_FLASH_MASK ((1 << S_FLASH_WIDTH) - 1)
|
|
#define S_TRACK_SHIFT 16 /* U/D/L/R flags for edge track indicators */
|
|
#define S_NOTRACK_SHIFT 20 /* U/D/L/R flags for edge no-track indicators */
|
|
|
|
/* edge grid flags */
|
|
#define E_TRACK 1 /* a track passes through this edge */
|
|
#define E_NOTRACK 2 /* no track passes through this edge */
|
|
|
|
struct numbers {
|
|
int refcount;
|
|
int *numbers; /* sz w+h */
|
|
int row_s, col_s; /* stations: TODO think about multiple lines
|
|
(for bigger grids)? */
|
|
};
|
|
|
|
#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->p.w && \
|
|
(gy) >= 0 && (gy) < (state)->p.h)
|
|
|
|
struct game_state {
|
|
game_params p;
|
|
unsigned int *sflags; /* size w*h */
|
|
struct numbers *numbers;
|
|
int *num_errors; /* size w+h */
|
|
bool completed, used_solve, impossible;
|
|
};
|
|
|
|
/* Return the four directions in which a particular edge flag is set, around a square. */
|
|
static int S_E_DIRS(const game_state *state, int sx, int sy,
|
|
unsigned int eflag) {
|
|
return (state->sflags[sy*state->p.w+sx] >>
|
|
((eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT)) & ALLDIR;
|
|
}
|
|
|
|
/* Count the number of a particular edge flag around a grid square. */
|
|
static int S_E_COUNT(const game_state *state, int sx, int sy,
|
|
unsigned int eflag) {
|
|
return nbits[S_E_DIRS(state, sx, sy, eflag)];
|
|
}
|
|
|
|
/* Return the two flags (E_TRACK and/or E_NOTRACK) set on a specific
|
|
* edge of a square. */
|
|
static unsigned S_E_FLAGS(const game_state *state, int sx, int sy, int d) {
|
|
unsigned f = state->sflags[sy*state->p.w+sx];
|
|
int t = (f & (d << S_TRACK_SHIFT)), nt = (f & (d << S_NOTRACK_SHIFT));
|
|
return (t ? E_TRACK : 0) | (nt ? E_NOTRACK : 0);
|
|
}
|
|
|
|
static bool S_E_ADJ(const game_state *state, int sx, int sy, int d, int *ax,
|
|
int *ay, unsigned int *ad) {
|
|
if (d == L && sx > 0) { *ax = sx-1; *ay = sy; *ad = R; return true; }
|
|
if (d == R && sx < state->p.w-1) { *ax = sx+1; *ay = sy; *ad = L; return true; }
|
|
if (d == U && sy > 0) { *ax = sx; *ay = sy-1; *ad = D; return true; }
|
|
if (d == D && sy < state->p.h-1) { *ax = sx; *ay = sy+1; *ad = U; return true; }
|
|
|
|
return false;
|
|
}
|
|
|
|
/* Sets flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
|
|
static void S_E_SET(game_state *state, int sx, int sy, int d,
|
|
unsigned int eflag) {
|
|
unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
|
|
int ax, ay;
|
|
|
|
state->sflags[sy*state->p.w+sx] |= (d << shift);
|
|
|
|
if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
|
|
state->sflags[ay*state->p.w+ax] |= (ad << shift);
|
|
}
|
|
}
|
|
|
|
/* Clears flag (E_TRACK or E_NOTRACK) on a given edge of a square. */
|
|
static void S_E_CLEAR(game_state *state, int sx, int sy, int d,
|
|
unsigned int eflag) {
|
|
unsigned shift = (eflag == E_TRACK) ? S_TRACK_SHIFT : S_NOTRACK_SHIFT, ad;
|
|
int ax, ay;
|
|
|
|
state->sflags[sy*state->p.w+sx] &= ~(d << shift);
|
|
|
|
if (S_E_ADJ(state, sx, sy, d, &ax, &ay, &ad)) {
|
|
state->sflags[ay*state->p.w+ax] &= ~(ad << shift);
|
|
}
|
|
}
|
|
|
|
static void clear_game(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
|
|
memset(state->sflags, 0, w*h * sizeof(unsigned int));
|
|
|
|
memset(state->numbers->numbers, 0, (w+h) * sizeof(int));
|
|
state->numbers->col_s = state->numbers->row_s = -1;
|
|
|
|
memset(state->num_errors, 0, (w+h) * sizeof(int));
|
|
|
|
state->completed = state->used_solve = state->impossible = false;
|
|
}
|
|
|
|
static game_state *blank_game(const game_params *params)
|
|
{
|
|
game_state *state = snew(game_state);
|
|
int w = params->w, h = params->h;
|
|
|
|
state->p = *params;
|
|
|
|
state->sflags = snewn(w*h, unsigned int);
|
|
|
|
state->numbers = snew(struct numbers);
|
|
state->numbers->refcount = 1;
|
|
state->numbers->numbers = snewn(w+h, int);
|
|
|
|
state->num_errors = snewn(w+h, int);
|
|
|
|
clear_game(state);
|
|
|
|
return state;
|
|
}
|
|
|
|
static void copy_game_flags(const game_state *src, game_state *dest)
|
|
{
|
|
int w = src->p.w, h = src->p.h;
|
|
|
|
memcpy(dest->sflags, src->sflags, w*h*sizeof(unsigned int));
|
|
}
|
|
|
|
static game_state *dup_game(const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->p = state->p; /* structure copy */
|
|
|
|
ret->sflags = snewn(w*h, unsigned int);
|
|
copy_game_flags(state, ret);
|
|
|
|
ret->numbers = state->numbers;
|
|
state->numbers->refcount++;
|
|
ret->num_errors = snewn(w+h, int);
|
|
memcpy(ret->num_errors, state->num_errors, (w+h)*sizeof(int));
|
|
|
|
ret->completed = state->completed;
|
|
ret->used_solve = state->used_solve;
|
|
ret->impossible = state->impossible;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
if (--state->numbers->refcount <= 0) {
|
|
sfree(state->numbers->numbers);
|
|
sfree(state->numbers);
|
|
}
|
|
sfree(state->num_errors);
|
|
sfree(state->sflags);
|
|
sfree(state);
|
|
}
|
|
|
|
#define NDIRS 4
|
|
static const unsigned int dirs_const[] = { U, D, L, R };
|
|
|
|
static unsigned int find_direction(game_state *state, random_state *rs,
|
|
int x, int y)
|
|
{
|
|
int i, nx, ny, w=state->p.w, h=state->p.h;
|
|
unsigned int dirs[NDIRS];
|
|
|
|
memcpy(dirs, dirs_const, sizeof(dirs));
|
|
shuffle(dirs, NDIRS, sizeof(*dirs), rs);
|
|
for (i = 0; i < NDIRS; i++) {
|
|
nx = x + DX(dirs[i]);
|
|
ny = y + DY(dirs[i]);
|
|
if (nx >= 0 && nx < w && ny == h) {
|
|
/* off the bottom of the board: we've finished the path. */
|
|
return dirs[i];
|
|
} else if (!INGRID(state, nx, ny)) {
|
|
/* off the board: can't move here */
|
|
continue;
|
|
} else if (S_E_COUNT(state, nx, ny, E_TRACK) > 0) {
|
|
/* already tracks here: can't move */
|
|
continue;
|
|
}
|
|
return dirs[i];
|
|
}
|
|
return 0; /* no possible directions left. */
|
|
}
|
|
|
|
static bool check_completion(game_state *state, bool mark);
|
|
|
|
static void lay_path(game_state *state, random_state *rs)
|
|
{
|
|
int px, py, w=state->p.w, h=state->p.h;
|
|
unsigned int d;
|
|
|
|
start:
|
|
clear_game(state);
|
|
|
|
/* pick a random entry point, lay its left edge */
|
|
state->numbers->row_s = py = random_upto(rs, h);
|
|
px = 0;
|
|
S_E_SET(state, px, py, L, E_TRACK);
|
|
|
|
while (INGRID(state, px, py)) {
|
|
d = find_direction(state, rs, px, py);
|
|
if (d == 0)
|
|
goto start; /* nowhere else to go, restart */
|
|
|
|
S_E_SET(state, px, py, d, E_TRACK);
|
|
px += DX(d);
|
|
py += DY(d);
|
|
}
|
|
/* double-check we got to the right place */
|
|
assert(px >= 0 && px < w && py == h);
|
|
|
|
state->numbers->col_s = px;
|
|
}
|
|
|
|
static int tracks_solve(game_state *state, int diff, int *max_diff_out);
|
|
static void debug_state(game_state *state, const char *what);
|
|
|
|
/* Clue-setting algorithm:
|
|
|
|
- first lay clues randomly until it's soluble
|
|
- then remove clues randomly if removing them doesn't affect solubility
|
|
|
|
- We start with two clues, one at each path entrance.
|
|
|
|
More details:
|
|
- start with an array of all square i positions
|
|
- if the grid is already soluble by a level easier than we've requested,
|
|
go back and make a new grid
|
|
- if the grid is already soluble by our requested difficulty level, skip
|
|
the clue-laying step
|
|
- count the number of flags the solver managed to place, remember this.
|
|
|
|
- to lay clues:
|
|
- shuffle the i positions
|
|
- for each possible clue position:
|
|
- copy the solved board, strip it
|
|
- take the next position, add a clue there on the copy
|
|
- try and solve the copy
|
|
- if it's soluble by a level easier than we've requested, continue (on
|
|
to next clue position: putting a clue here makes it too easy)
|
|
- if it's soluble by our difficulty level, we're done:
|
|
- put the clue flag into the solved board
|
|
- go to strip-clues.
|
|
- if the solver didn't manage to place any more flags, continue (on to next
|
|
clue position: putting a clue here didn't help he solver)
|
|
- otherwise put the clue flag in the original board, and go on to the next
|
|
clue position
|
|
- if we get here and we've not solved it yet, we never will (did we really
|
|
fill _all_ the clues in?!). Go back and make a new grid.
|
|
|
|
- to strip clues:
|
|
- shuffle the i positions
|
|
- for each possible clue position:
|
|
- if the solved grid doesn't have a clue here, skip
|
|
- copy the solved board, remove this clue, strip it
|
|
- try and solve the copy
|
|
- assert that it is not soluble by a level easier than we've requested
|
|
- (because this should never happen)
|
|
- if this is (still) soluble by our difficulty level:
|
|
- remove this clue from the solved board, it's redundant (with the other
|
|
clues)
|
|
|
|
- that should be it.
|
|
*/
|
|
|
|
static game_state *copy_and_strip(const game_state *state, game_state *ret, int flipcluei)
|
|
{
|
|
int i, j, w = state->p.w, h = state->p.h;
|
|
|
|
copy_game_flags(state, ret);
|
|
|
|
/* Add/remove a clue before stripping, if required */
|
|
|
|
if (flipcluei != -1)
|
|
ret->sflags[flipcluei] ^= S_CLUE;
|
|
|
|
/* All squares that are not clue squares have square track info erased, and some edge flags.. */
|
|
|
|
for (i = 0; i < w*h; i++) {
|
|
if (!(ret->sflags[i] & S_CLUE)) {
|
|
ret->sflags[i] &= ~(S_TRACK|S_NOTRACK|S_ERROR|S_MARK);
|
|
for (j = 0; j < 4; j++) {
|
|
unsigned f = 1<<j;
|
|
int xx = i%w + DX(f), yy = i/w + DY(f);
|
|
if (!INGRID(state, xx, yy) || !(ret->sflags[yy*w+xx] & S_CLUE)) {
|
|
/* only erase an edge flag if neither side of the edge is S_CLUE. */
|
|
S_E_CLEAR(ret, i%w, i/w, f, E_TRACK);
|
|
S_E_CLEAR(ret, i%w, i/w, f, E_NOTRACK);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
#include <stdarg.h>
|
|
static FILE *solver_diagnostics_fp = NULL;
|
|
static void solver_diagnostic(const char *fmt, ...)
|
|
{
|
|
va_list ap;
|
|
va_start(ap, fmt);
|
|
vfprintf(solver_diagnostics_fp, fmt, ap);
|
|
va_end(ap);
|
|
fputc('\n', solver_diagnostics_fp);
|
|
}
|
|
#define solverdebug(printf_params) do { \
|
|
if (solver_diagnostics_fp) { \
|
|
solver_diagnostic printf_params; \
|
|
} \
|
|
} while (0)
|
|
#else
|
|
#define solverdebug(printf_params) ((void)0)
|
|
#endif
|
|
|
|
static int solve_progress(const game_state *state) {
|
|
int i, w = state->p.w, h = state->p.h, progress = 0;
|
|
|
|
/* Work out how many flags the solver managed to set (either TRACK
|
|
or NOTRACK) and return this as a progress measure, to check whether
|
|
a partially-solved board gets any further than a previous partially-
|
|
solved board. */
|
|
|
|
for (i = 0; i < w*h; i++) {
|
|
if (state->sflags[i] & S_TRACK) progress++;
|
|
if (state->sflags[i] & S_NOTRACK) progress++;
|
|
progress += S_E_COUNT(state, i%w, i/w, E_TRACK);
|
|
progress += S_E_COUNT(state, i%w, i/w, E_NOTRACK);
|
|
}
|
|
return progress;
|
|
}
|
|
|
|
static bool check_phantom_moves(const game_state *state) {
|
|
int x, y, i;
|
|
|
|
/* Check that this state won't show 'phantom moves' at the start of the
|
|
* game: squares which have multiple edge flags set but no clue flag
|
|
* cause a piece of track to appear that isn't on a clue square. */
|
|
|
|
for (x = 0; x < state->p.w; x++) {
|
|
for (y = 0; y < state->p.h; y++) {
|
|
i = y*state->p.w+x;
|
|
if (state->sflags[i] & S_CLUE)
|
|
continue;
|
|
if (S_E_COUNT(state, x, y, E_TRACK) > 1)
|
|
return true; /* found one! */
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static int add_clues(game_state *state, random_state *rs, int diff)
|
|
{
|
|
int i, j, pi, w = state->p.w, h = state->p.h, progress, ret = 0, sr;
|
|
int *positions = snewn(w*h, int), npositions = 0;
|
|
int *nedges_previous_solve = snewn(w*h, int);
|
|
game_state *scratch = dup_game(state);
|
|
int diff_used;
|
|
|
|
debug_state(state, "gen: Initial board");
|
|
|
|
debug(("gen: Adding clues..."));
|
|
|
|
/* set up the shuffly-position grid for later, used for adding clues:
|
|
* we only bother adding clues where any edges are set. */
|
|
for (i = 0; i < w*h; i++) {
|
|
if (S_E_DIRS(state, i%w, i/w, E_TRACK) != 0) {
|
|
positions[npositions++] = i;
|
|
}
|
|
nedges_previous_solve[i] = 0;
|
|
}
|
|
|
|
/* First, check whether the puzzle is already either too easy, or just right */
|
|
scratch = copy_and_strip(state, scratch, -1);
|
|
sr = tracks_solve(scratch, diff, &diff_used);
|
|
if (diff_used < diff) {
|
|
ret = -1; /* already too easy, even without adding clues. */
|
|
debug(("gen: ...already too easy, need new board."));
|
|
goto done;
|
|
}
|
|
|
|
if (sr < 0)
|
|
assert(!"Generator should not have created impossible puzzle");
|
|
if (sr > 0) {
|
|
ret = 1; /* already soluble without any extra clues. */
|
|
debug(("gen: ...soluble without clues, nothing to do."));
|
|
goto done;
|
|
}
|
|
debug_state(scratch, "gen: Initial part-solved state: ");
|
|
progress = solve_progress(scratch);
|
|
debug(("gen: Initial solve progress is %d", progress));
|
|
|
|
/* First, lay clues until we're soluble. */
|
|
shuffle(positions, npositions, sizeof(int), rs);
|
|
for (pi = 0; pi < npositions; pi++) {
|
|
i = positions[pi]; /* pick a random position */
|
|
if (state->sflags[i] & S_CLUE)
|
|
continue; /* already a clue here (entrance location?) */
|
|
if (nedges_previous_solve[i] == 2)
|
|
continue; /* no point putting a clue here, we could solve both edges
|
|
with the previous set of clues */
|
|
|
|
/* set a clue in that position (on a copy of the board) and test solubility */
|
|
scratch = copy_and_strip(state, scratch, i);
|
|
|
|
if (check_phantom_moves(scratch))
|
|
continue; /* adding a clue here would add phantom track */
|
|
|
|
if (tracks_solve(scratch, diff, &diff_used) > 0) {
|
|
if (diff_used < diff) {
|
|
continue; /* adding a clue here makes it too easy */
|
|
}
|
|
/* we're now soluble (and we weren't before): add this clue, and then
|
|
start stripping clues */
|
|
debug(("gen: ...adding clue at (%d,%d), now soluble", i%w, i/w));
|
|
state->sflags[i] |= S_CLUE;
|
|
goto strip_clues;
|
|
}
|
|
if (solve_progress(scratch) > progress) {
|
|
/* We've made more progress solving: add this clue, then. */
|
|
progress = solve_progress(scratch);
|
|
debug(("gen: ... adding clue at (%d,%d), new progress %d", i%w, i/w, progress));
|
|
state->sflags[i] |= S_CLUE;
|
|
|
|
for (j = 0; j < w*h; j++)
|
|
nedges_previous_solve[j] = S_E_COUNT(scratch, j%w, j/w, E_TRACK);
|
|
}
|
|
}
|
|
/* If we got here we didn't ever manage to make the puzzle soluble
|
|
(without making it too easily soluble, that is): give up. */
|
|
|
|
debug(("gen: Unable to make soluble with clues, need new board."));
|
|
ret = -1;
|
|
goto done;
|
|
|
|
strip_clues:
|
|
debug(("gen: Stripping clues."));
|
|
|
|
/* Now, strip redundant clues (i.e. those without which the puzzle is still
|
|
soluble) */
|
|
shuffle(positions, npositions, sizeof(int), rs);
|
|
for (pi = 0; pi < npositions; pi++) {
|
|
i = positions[pi]; /* pick a random position */
|
|
if (!(state->sflags[i] & S_CLUE))
|
|
continue; /* no clue here to strip */
|
|
if ((i%w == 0 && i/w == state->numbers->row_s) ||
|
|
(i/w == (h-1) && i%w == state->numbers->col_s))
|
|
continue; /* don't strip clues at entrance/exit */
|
|
|
|
scratch = copy_and_strip(state, scratch, i);
|
|
if (check_phantom_moves(scratch))
|
|
continue; /* removing a clue here would add phantom track */
|
|
|
|
if (tracks_solve(scratch, diff, NULL) > 0) {
|
|
debug(("gen: ... removing clue at (%d,%d), still soluble without it", i%w, i/w));
|
|
state->sflags[i] &= ~S_CLUE; /* still soluble without this clue. */
|
|
}
|
|
}
|
|
debug(("gen: Finished stripping clues."));
|
|
ret = 1;
|
|
|
|
done:
|
|
sfree(positions);
|
|
sfree(nedges_previous_solve);
|
|
free_game(scratch);
|
|
return ret;
|
|
}
|
|
|
|
static char *new_game_desc(const game_params *params, random_state *rs,
|
|
char **aux, bool interactive)
|
|
{
|
|
int i, j, w = params->w, h = params->h, x, y, ret;
|
|
game_state *state;
|
|
char *desc, *p;
|
|
game_params adjusted_params;
|
|
|
|
/*
|
|
* 4x4 Tricky cannot be generated, so fall back to Easy.
|
|
*/
|
|
if (w == 4 && h == 4 && params->diff > DIFF_EASY) {
|
|
adjusted_params = *params; /* structure copy */
|
|
adjusted_params.diff = DIFF_EASY;
|
|
params = &adjusted_params;
|
|
}
|
|
|
|
state = blank_game(params);
|
|
|
|
/* --- lay the random path */
|
|
|
|
newpath:
|
|
lay_path(state, rs);
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
|
|
state->sflags[y*w + x] |= S_TRACK;
|
|
}
|
|
if ((x == 0 && y == state->numbers->row_s) ||
|
|
(y == (h-1) && x == state->numbers->col_s)) {
|
|
state->sflags[y*w + x] |= S_CLUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* --- Update the clue numbers based on the tracks we have generated. */
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
if (state->sflags[y*w + x] & S_TRACK) {
|
|
state->numbers->numbers[x]++;
|
|
state->numbers->numbers[y+w]++;
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < w+h; i++) {
|
|
if (state->numbers->numbers[i] == 0)
|
|
goto newpath; /* too boring */
|
|
}
|
|
|
|
if (params->single_ones) {
|
|
bool last_was_one = true, is_one; /* disallow 1 clue at entry point */
|
|
for (i = 0; i < w+h; i++) {
|
|
is_one = (state->numbers->numbers[i] == 1);
|
|
if (is_one && last_was_one)
|
|
goto newpath; /* disallow consecutive 1 clues. */
|
|
last_was_one = is_one;
|
|
}
|
|
if (state->numbers->numbers[w+h-1] == 1)
|
|
goto newpath; /* (disallow 1 clue at exit point) */
|
|
}
|
|
|
|
/* --- Add clues to make a soluble puzzle */
|
|
ret = add_clues(state, rs, params->diff);
|
|
if (ret != 1) goto newpath; /* couldn't make it soluble, or too easy */
|
|
|
|
/* --- Generate the game desc based on the generated grid. */
|
|
desc = snewn(w*h*3 + (w+h)*5, char);
|
|
for (i = j = 0; i < w*h; i++) {
|
|
if (!(state->sflags[i] & S_CLUE) && j > 0 &&
|
|
desc[j-1] >= 'a' && desc[j-1] < 'z')
|
|
desc[j-1]++;
|
|
else if (!(state->sflags[i] & S_CLUE))
|
|
desc[j++] = 'a';
|
|
else {
|
|
unsigned int f = S_E_DIRS(state, i%w, i/w, E_TRACK);
|
|
desc[j++] = (f < 10) ? ('0' + f) : ('A' + (f-10));
|
|
}
|
|
}
|
|
|
|
p = desc + j;
|
|
for (x = 0; x < w; x++) {
|
|
p += sprintf(p, ",%s%d", x == state->numbers->col_s ? "S" : "",
|
|
state->numbers->numbers[x]);
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
p += sprintf(p, ",%s%d", y == state->numbers->row_s ? "S" : "",
|
|
state->numbers->numbers[y+w]);
|
|
}
|
|
*p++ = '\0';
|
|
|
|
ret = tracks_solve(state, DIFFCOUNT, NULL);
|
|
assert(ret >= 0);
|
|
free_game(state);
|
|
|
|
debug(("new_game_desc: %s", desc));
|
|
return desc;
|
|
}
|
|
|
|
static const char *validate_desc(const game_params *params, const char *desc)
|
|
{
|
|
int i = 0, w = params->w, h = params->h, in = 0, out = 0;
|
|
|
|
while (*desc) {
|
|
unsigned int f = 0;
|
|
if (*desc >= '0' && *desc <= '9')
|
|
f = (*desc - '0');
|
|
else if (*desc >= 'A' && *desc <= 'F')
|
|
f = (*desc - 'A' + 10);
|
|
else if (*desc >= 'a' && *desc <= 'z')
|
|
i += *desc - 'a';
|
|
else
|
|
return "Game description contained unexpected characters";
|
|
|
|
if (f != 0) {
|
|
if (nbits[f] != 2)
|
|
return "Clue did not provide 2 direction flags";
|
|
}
|
|
i++;
|
|
desc++;
|
|
if (i == w*h) break;
|
|
}
|
|
for (i = 0; i < w+h; i++) {
|
|
if (!*desc)
|
|
return "Not enough numbers given after grid specification";
|
|
else if (*desc != ',')
|
|
return "Invalid character in number list";
|
|
desc++;
|
|
if (*desc == 'S') {
|
|
if (i < w)
|
|
out++;
|
|
else
|
|
in++;
|
|
desc++;
|
|
}
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
if (in != 1 || out != 1)
|
|
return "Puzzle must have one entrance and one exit";
|
|
if (*desc)
|
|
return "Unexpected additional character at end of game description";
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, const game_params *params, const char *desc)
|
|
{
|
|
game_state *state = blank_game(params);
|
|
int w = params->w, h = params->h, i = 0;
|
|
|
|
while (*desc) {
|
|
unsigned int f = 0;
|
|
if (*desc >= '0' && *desc <= '9')
|
|
f = (*desc - '0');
|
|
else if (*desc >= 'A' && *desc <= 'F')
|
|
f = (*desc - 'A' + 10);
|
|
else if (*desc >= 'a' && *desc <= 'z')
|
|
i += *desc - 'a';
|
|
|
|
if (f != 0) {
|
|
int x = i % w, y = i / w;
|
|
assert(f < 16);
|
|
assert(nbits[f] == 2);
|
|
|
|
state->sflags[i] |= (S_TRACK | S_CLUE);
|
|
if (f & U) S_E_SET(state, x, y, U, E_TRACK);
|
|
if (f & D) S_E_SET(state, x, y, D, E_TRACK);
|
|
if (f & L) S_E_SET(state, x, y, L, E_TRACK);
|
|
if (f & R) S_E_SET(state, x, y, R, E_TRACK);
|
|
}
|
|
i++;
|
|
desc++;
|
|
if (i == w*h) break;
|
|
}
|
|
for (i = 0; i < w+h; i++) {
|
|
assert(*desc == ',');
|
|
desc++;
|
|
|
|
if (*desc == 'S') {
|
|
if (i < w)
|
|
state->numbers->col_s = i;
|
|
else
|
|
state->numbers->row_s = i-w;
|
|
desc++;
|
|
}
|
|
state->numbers->numbers[i] = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
|
|
assert(!*desc);
|
|
|
|
return state;
|
|
}
|
|
|
|
struct solver_scratch {
|
|
int *dsf;
|
|
};
|
|
|
|
static int solve_set_sflag(game_state *state, int x, int y,
|
|
unsigned int f, const char *why)
|
|
{
|
|
int w = state->p.w, i = y*w + x;
|
|
|
|
if (state->sflags[i] & f)
|
|
return 0;
|
|
solverdebug(("square (%d,%d) -> %s: %s",
|
|
x, y, (f == S_TRACK ? "TRACK" : "NOTRACK"), why));
|
|
if (state->sflags[i] & (f == S_TRACK ? S_NOTRACK : S_TRACK)) {
|
|
solverdebug(("opposite flag already set there, marking IMPOSSIBLE"));
|
|
state->impossible = true;
|
|
}
|
|
state->sflags[i] |= f;
|
|
return 1;
|
|
}
|
|
|
|
static int solve_set_eflag(game_state *state, int x, int y, int d,
|
|
unsigned int f, const char *why)
|
|
{
|
|
int sf = S_E_FLAGS(state, x, y, d);
|
|
|
|
if (sf & f)
|
|
return 0;
|
|
solverdebug(("edge (%d,%d)/%c -> %s: %s", x, y,
|
|
(d == U) ? 'U' : (d == D) ? 'D' : (d == L) ? 'L' : 'R',
|
|
(f == S_TRACK ? "TRACK" : "NOTRACK"), why));
|
|
if (sf & (f == E_TRACK ? E_NOTRACK : E_TRACK)) {
|
|
solverdebug(("opposite flag already set there, marking IMPOSSIBLE"));
|
|
state->impossible = true;
|
|
}
|
|
S_E_SET(state, x, y, d, f);
|
|
return 1;
|
|
}
|
|
|
|
static int solve_update_flags(game_state *state)
|
|
{
|
|
int x, y, i, w = state->p.w, h = state->p.h, did = 0;
|
|
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
/* If a square is NOTRACK, all four edges must be. */
|
|
if (state->sflags[y*w + x] & S_NOTRACK) {
|
|
for (i = 0; i < 4; i++) {
|
|
unsigned int d = 1<<i;
|
|
did += solve_set_eflag(state, x, y, d, E_NOTRACK, "edges around NOTRACK");
|
|
}
|
|
}
|
|
|
|
/* If 3 or more edges around a square are NOTRACK, the square is. */
|
|
if (S_E_COUNT(state, x, y, E_NOTRACK) >= 3) {
|
|
did += solve_set_sflag(state, x, y, S_NOTRACK, "square has >2 NOTRACK edges");
|
|
}
|
|
|
|
/* If any edge around a square is TRACK, the square is. */
|
|
if (S_E_COUNT(state, x, y, E_TRACK) > 0) {
|
|
did += solve_set_sflag(state, x, y, S_TRACK, "square has TRACK edge");
|
|
}
|
|
|
|
/* If a square is TRACK and 2 edges are NOTRACK,
|
|
the other two edges must be TRACK. */
|
|
if ((state->sflags[y*w + x] & S_TRACK) &&
|
|
(S_E_COUNT(state, x, y, E_NOTRACK) == 2) &&
|
|
(S_E_COUNT(state, x, y, E_TRACK) < 2)) {
|
|
for (i = 0; i < 4; i++) {
|
|
unsigned int d = 1<<i;
|
|
if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
|
|
did += solve_set_eflag(state, x, y, d, E_TRACK,
|
|
"TRACK square/2 NOTRACK edges");
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If a square is TRACK and 2 edges are TRACK, the other two
|
|
must be NOTRACK. */
|
|
if ((state->sflags[y*w + x] & S_TRACK) &&
|
|
(S_E_COUNT(state, x, y, E_TRACK) == 2) &&
|
|
(S_E_COUNT(state, x, y, E_NOTRACK) < 2)) {
|
|
for (i = 0; i < 4; i++) {
|
|
unsigned int d = 1<<i;
|
|
if (!(S_E_FLAGS(state, x, y, d) & (E_TRACK|E_NOTRACK))) {
|
|
did += solve_set_eflag(state, x, y, d, E_NOTRACK,
|
|
"TRACK square/2 TRACK edges");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_count_col(game_state *state, int col, unsigned int f)
|
|
{
|
|
int i, n, c = 0, h = state->p.h, w = state->p.w;
|
|
for (n = 0, i = col; n < h; n++, i += w) {
|
|
if (state->sflags[i] & f) c++;
|
|
}
|
|
return c;
|
|
}
|
|
|
|
static int solve_count_row(game_state *state, int row, unsigned int f)
|
|
{
|
|
int i, n, c = 0, w = state->p.w;
|
|
for (n = 0, i = w*row; n < state->p.w; n++, i++) {
|
|
if (state->sflags[i] & f) c++;
|
|
}
|
|
return c;
|
|
}
|
|
|
|
static int solve_count_clues_sub(game_state *state, int si, int id, int n,
|
|
int target, const char *what)
|
|
{
|
|
int ctrack = 0, cnotrack = 0, did = 0, j, i, w = state->p.w;
|
|
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (state->sflags[i] & S_TRACK)
|
|
ctrack++;
|
|
if (state->sflags[i] & S_NOTRACK)
|
|
cnotrack++;
|
|
}
|
|
if (ctrack == target) {
|
|
/* everything that's not S_TRACK must be S_NOTRACK. */
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (!(state->sflags[i] & S_TRACK))
|
|
did += solve_set_sflag(state, i%w, i/w, S_NOTRACK, what);
|
|
}
|
|
}
|
|
if (cnotrack == (n-target)) {
|
|
/* everything that's not S_NOTRACK must be S_TRACK. */
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (!(state->sflags[i] & S_NOTRACK))
|
|
did += solve_set_sflag(state, i%w, i/w, S_TRACK, what);
|
|
}
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_count_clues(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, target, did = 0;
|
|
|
|
for (x = 0; x < w; x++) {
|
|
target = state->numbers->numbers[x];
|
|
did += solve_count_clues_sub(state, x, w, h, target, "col count");
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
target = state->numbers->numbers[w+y];
|
|
did += solve_count_clues_sub(state, y*w, 1, w, target, "row count");
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_single_sub(game_state *state, int si, int id, int n,
|
|
int target, unsigned int perpf,
|
|
const char *what)
|
|
{
|
|
int ctrack = 0, nperp = 0, did = 0, j, i, w = state->p.w;
|
|
int n1edge = 0, i1edge = 0, ox, oy, x, y;
|
|
unsigned int impossible = 0;
|
|
|
|
/* For rows or columns which only have one more square to put a track in, we
|
|
know the only way a new track section could be there would be to run
|
|
perpendicular to the track (otherwise we'd need at least two free squares).
|
|
So, if there is nowhere we can run perpendicular to the track (e.g. because
|
|
we're on an edge) we know the extra track section much be on one end of an
|
|
existing section. */
|
|
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (state->sflags[i] & S_TRACK)
|
|
ctrack++;
|
|
impossible = S_E_DIRS(state, i%w, i/w, E_NOTRACK);
|
|
if ((perpf & impossible) == 0)
|
|
nperp++;
|
|
if (S_E_COUNT(state, i%w, i/w, E_TRACK) <= 1) {
|
|
n1edge++;
|
|
i1edge = i;
|
|
}
|
|
}
|
|
if (ctrack != (target-1)) return 0;
|
|
if (nperp > 0 || n1edge != 1) return 0;
|
|
|
|
solverdebug(("check_single from (%d,%d): 1 match from (%d,%d)",
|
|
si%w, si/w, i1edge%w, i1edge/w));
|
|
|
|
/* We have a match: anything that's more than 1 away from this square
|
|
cannot now contain a track. */
|
|
ox = i1edge%w;
|
|
oy = i1edge/w;
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
x = i%w;
|
|
y = i/w;
|
|
if (abs(ox-x) > 1 || abs(oy-y) > 1) {
|
|
if (!(state->sflags[i] & S_TRACK))
|
|
did += solve_set_sflag(state, x, y, S_NOTRACK, what);
|
|
}
|
|
}
|
|
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_single(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, target, did = 0;
|
|
|
|
for (x = 0; x < w; x++) {
|
|
target = state->numbers->numbers[x];
|
|
did += solve_check_single_sub(state, x, w, h, target, R|L, "single on col");
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
target = state->numbers->numbers[w+y];
|
|
did += solve_check_single_sub(state, y*w, 1, w, target, U|D, "single on row");
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_loose_sub(game_state *state, int si, int id, int n,
|
|
int target, unsigned int perpf,
|
|
const char *what)
|
|
{
|
|
int nperp = 0, nloose = 0, e2count = 0, did = 0, i, j, k;
|
|
int w = state->p.w;
|
|
unsigned int parf = ALLDIR & (~perpf);
|
|
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
int fcount = S_E_COUNT(state, i%w, i/w, E_TRACK);
|
|
if (fcount == 2)
|
|
e2count++; /* this cell has 2 definite edges */
|
|
state->sflags[i] &= ~S_MARK;
|
|
if (fcount == 1 && (parf & S_E_DIRS(state, i%w, i/w, E_TRACK))) {
|
|
nloose++; /* this cell has a loose end (single flag set parallel
|
|
to the direction of this row/column) */
|
|
state->sflags[i] |= S_MARK; /* mark loose ends */
|
|
}
|
|
if (fcount != 2 && !(perpf & S_E_DIRS(state, i%w, i/w, E_NOTRACK)))
|
|
nperp++; /* we could lay perpendicular across this cell */
|
|
}
|
|
|
|
if (nloose > (target - e2count)) {
|
|
solverdebug(("check %s from (%d,%d): more loose (%d) than empty (%d), IMPOSSIBLE",
|
|
what, si%w, si/w, nloose, target-e2count));
|
|
state->impossible = true;
|
|
}
|
|
if (nloose > 0 && nloose == (target - e2count)) {
|
|
solverdebug(("check %s from (%d,%d): nloose = empty (%d), forcing loners out.",
|
|
what, si%w, si/w, nloose));
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (!(state->sflags[i] & S_MARK))
|
|
continue; /* skip non-loose ends */
|
|
if (j > 0 && state->sflags[i-id] & S_MARK)
|
|
continue; /* next to other loose end, could join up */
|
|
if (j < (n-1) && state->sflags[i+id] & S_MARK)
|
|
continue; /* ditto */
|
|
|
|
for (k = 0; k < 4; k++) {
|
|
if ((parf & (1<<k)) &&
|
|
!(S_E_DIRS(state, i%w, i/w, E_TRACK) & (1<<k))) {
|
|
/* set as NOTRACK the edge parallel to the row/column that's
|
|
not already set. */
|
|
did += solve_set_eflag(state, i%w, i/w, 1<<k, E_NOTRACK, what);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (nloose == 1 && (target - e2count) == 2 && nperp == 0) {
|
|
solverdebug(("check %s from (%d,%d): 1 loose end, 2 empty squares, forcing parallel",
|
|
what, si%w, si/w));
|
|
for (j = 0, i = si; j < n; j++, i += id) {
|
|
if (!(state->sflags[i] & S_MARK))
|
|
continue; /* skip non-loose ends */
|
|
for (k = 0; k < 4; k++) {
|
|
if (parf & (1<<k))
|
|
did += solve_set_eflag(state, i%w, i/w, 1<<k, E_TRACK, what);
|
|
}
|
|
}
|
|
}
|
|
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_loose_ends(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, target, did = 0;
|
|
|
|
for (x = 0; x < w; x++) {
|
|
target = state->numbers->numbers[x];
|
|
did += solve_check_loose_sub(state, x, w, h, target, R|L, "loose on col");
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
target = state->numbers->numbers[w+y];
|
|
did += solve_check_loose_sub(state, y*w, 1, w, target, U|D, "loose on row");
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static void solve_check_neighbours_count(
|
|
game_state *state, int start, int step, int n, int clueindex,
|
|
bool *onefill, bool *oneempty)
|
|
{
|
|
int to_fill = state->numbers->numbers[clueindex];
|
|
int to_empty = n - to_fill;
|
|
int i;
|
|
for (i = 0; i < n; i++) {
|
|
int p = start + i*step;
|
|
if (state->sflags[p] & S_TRACK)
|
|
to_fill--;
|
|
if (state->sflags[p] & S_NOTRACK)
|
|
to_empty--;
|
|
}
|
|
*onefill = (to_fill == 1);
|
|
*oneempty = (to_empty == 1);
|
|
}
|
|
|
|
static int solve_check_neighbours_try(game_state *state, int x, int y,
|
|
int X, int Y, bool onefill,
|
|
bool oneempty, unsigned dir,
|
|
const char *what)
|
|
{
|
|
int w = state->p.w, p = y*w+x, P = Y*w+X;
|
|
|
|
/*
|
|
* We're given a neighbouring pair of squares p,P, with 'dir'
|
|
* being the direction from the former to the latter. We aim to
|
|
* spot situations in which, if p is a track square, then P must
|
|
* also be one (because p doesn't have enough free exits to avoid
|
|
* using the one that goes towards P).
|
|
*
|
|
* Then, if the target number of track squares on their shared
|
|
* row/column says that there's only one track square left to
|
|
* place, it can't be p, because P would have to be one too,
|
|
* violating the clue. So in that situation we can mark p as
|
|
* unfilled. Conversely, if there's only one _non_-track square
|
|
* left to place, it can't be P, so we can mark P as filled.
|
|
*/
|
|
|
|
if ((state->sflags[p] | state->sflags[P]) & (S_TRACK | S_NOTRACK))
|
|
return 0; /* no need: we already know something about these squares */
|
|
|
|
int possible_exits_except_dir = nbits[
|
|
ALLDIR & ~dir & ~S_E_DIRS(state, x, y, E_NOTRACK)];
|
|
if (possible_exits_except_dir >= 2)
|
|
return 0; /* square p need not connect to P, even if it is filled */
|
|
|
|
/* OK, now we know that if p is filled, P must be filled too. */
|
|
|
|
int did = 0;
|
|
if (onefill) {
|
|
/* But at most one of them can be filled, so it can't be p. */
|
|
state->sflags[p] |= S_NOTRACK;
|
|
solverdebug(("square (%d,%d) -> NOTRACK: otherwise, that and (%d,%d) "
|
|
"would make too many TRACK in %s", x, y, X, Y, what));
|
|
did++;
|
|
}
|
|
if (oneempty) {
|
|
/* Alternatively, at least one of them _must_ be filled, so P
|
|
* must be. */
|
|
state->sflags[P] |= S_TRACK;
|
|
solverdebug(("square (%d,%d) -> TRACK: otherwise, that and (%d,%d) "
|
|
"would make too many NOTRACK in %s", X, Y, x, y, what));
|
|
did++;
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_neighbours(game_state *state, bool both_ways)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, did = 0;
|
|
bool onefill, oneempty;
|
|
|
|
for (x = 0; x < w; x++) {
|
|
solve_check_neighbours_count(state, x, w, h, x, &onefill, &oneempty);
|
|
if (!both_ways)
|
|
oneempty = false; /* disable the harder version of the deduction */
|
|
if (!onefill && !oneempty)
|
|
continue;
|
|
for (y = 0; y+1 < h; y++) {
|
|
did += solve_check_neighbours_try(state, x, y, x, y+1,
|
|
onefill, oneempty, D, "column");
|
|
did += solve_check_neighbours_try(state, x, y+1, x, y,
|
|
onefill, oneempty, U, "column");
|
|
}
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
solve_check_neighbours_count(state, y*w, 1, w, w+y,
|
|
&onefill, &oneempty);
|
|
if (!both_ways)
|
|
oneempty = false; /* disable the harder version of the deduction */
|
|
if (!onefill && !oneempty)
|
|
continue;
|
|
for (x = 0; x+1 < w; x++) {
|
|
did += solve_check_neighbours_try(state, x, y, x+1, y,
|
|
onefill, oneempty, R, "row");
|
|
did += solve_check_neighbours_try(state, x+1, y, x, y,
|
|
onefill, oneempty, L, "row");
|
|
}
|
|
}
|
|
return did;
|
|
}
|
|
|
|
static int solve_check_loop_sub(game_state *state, int x, int y, int dir,
|
|
int *dsf, int startc, int endc)
|
|
{
|
|
int w = state->p.w, h = state->p.h, i = y*w+x, j, k;
|
|
bool satisfied = true;
|
|
|
|
j = (y+DY(dir))*w + (x+DX(dir));
|
|
|
|
assert(i < w*h && j < w*h);
|
|
|
|
if ((state->sflags[i] & S_TRACK) &&
|
|
(state->sflags[j] & S_TRACK) &&
|
|
!(S_E_DIRS(state, x, y, E_TRACK) & dir) &&
|
|
!(S_E_DIRS(state, x, y, E_NOTRACK) & dir)) {
|
|
int ic = dsf_canonify(dsf, i), jc = dsf_canonify(dsf, j);
|
|
if (ic == jc) {
|
|
return solve_set_eflag(state, x, y, dir, E_NOTRACK, "would close loop");
|
|
}
|
|
if ((ic == startc && jc == endc) || (ic == endc && jc == startc)) {
|
|
solverdebug(("Adding link at (%d,%d) would join start to end", x, y));
|
|
/* We mustn't join the start to the end if:
|
|
- there are other bits of track that aren't attached to either end
|
|
- the clues are not fully satisfied yet
|
|
*/
|
|
for (k = 0; k < w*h; k++) {
|
|
if (state->sflags[k] & S_TRACK &&
|
|
dsf_canonify(dsf, k) != startc && dsf_canonify(dsf, k) != endc) {
|
|
return solve_set_eflag(state, x, y, dir, E_NOTRACK,
|
|
"joins start to end but misses tracks");
|
|
}
|
|
}
|
|
for (k = 0; k < w; k++) {
|
|
int target = state->numbers->numbers[k];
|
|
int ntracks = solve_count_col(state, k, S_TRACK);
|
|
if (ntracks < target) satisfied = false;
|
|
}
|
|
for (k = 0; k < h; k++) {
|
|
int target = state->numbers->numbers[w+k];
|
|
int ntracks = solve_count_row(state, k, S_TRACK);
|
|
if (ntracks < target) satisfied = false;
|
|
}
|
|
if (!satisfied) {
|
|
return solve_set_eflag(state, x, y, dir, E_NOTRACK,
|
|
"joins start to end with incomplete clues");
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static int solve_check_loop(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, i, j, did = 0;
|
|
int *dsf, startc, endc;
|
|
|
|
/* TODO eventually we should pull this out into a solver struct and keep it
|
|
updated as we connect squares. For now we recreate it every time we try
|
|
this particular solver step. */
|
|
dsf = snewn(w*h, int);
|
|
dsf_init(dsf, w*h);
|
|
|
|
/* Work out the connectedness of the current loop set. */
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
i = y*w + x;
|
|
if (x < (w-1) && S_E_DIRS(state, x, y, E_TRACK) & R) {
|
|
/* connection to the right... */
|
|
j = y*w + (x+1);
|
|
assert(i < w*h && j < w*h);
|
|
dsf_merge(dsf, i, j);
|
|
}
|
|
if (y < (h-1) && S_E_DIRS(state, x, y, E_TRACK) & D) {
|
|
/* connection down... */
|
|
j = (y+1)*w + x;
|
|
assert(i < w*h && j < w*h);
|
|
dsf_merge(dsf, i, j);
|
|
}
|
|
/* NB no need to check up and left because they'll have been checked
|
|
by the other side. */
|
|
}
|
|
}
|
|
|
|
startc = dsf_canonify(dsf, state->numbers->row_s*w);
|
|
endc = dsf_canonify(dsf, (h-1)*w+state->numbers->col_s);
|
|
|
|
/* Now look at all adjacent squares that are both S_TRACK: if connecting
|
|
any of them would complete a loop (i.e. they're both the same dsf class
|
|
already) then that edge must be NOTRACK. */
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
if (x < (w-1))
|
|
did += solve_check_loop_sub(state, x, y, R, dsf, startc, endc);
|
|
if (y < (h-1))
|
|
did += solve_check_loop_sub(state, x, y, D, dsf, startc, endc);
|
|
}
|
|
}
|
|
|
|
sfree(dsf);
|
|
|
|
return did;
|
|
}
|
|
|
|
static void solve_discount_edge(game_state *state, int x, int y, int d)
|
|
{
|
|
if (S_E_DIRS(state, x, y, E_TRACK) & d) {
|
|
assert(state->sflags[y*state->p.w + x] & S_CLUE);
|
|
return; /* (only) clue squares can have outer edges set. */
|
|
}
|
|
solve_set_eflag(state, x, y, d, E_NOTRACK, "outer edge");
|
|
}
|
|
|
|
static int solve_bridge_sub(game_state *state, int x, int y, int d,
|
|
struct solver_scratch *sc)
|
|
{
|
|
/*
|
|
* Imagine a graph on the squares of the grid, with an edge
|
|
* connecting neighbouring squares only if it's not yet known
|
|
* whether there's a track between them.
|
|
*
|
|
* This function is called if the edge between x,y and X,Y is a
|
|
* bridge in that graph: that is, it's not part of any loop in the
|
|
* graph, or equivalently, removing it would increase the number
|
|
* of connected components in the graph.
|
|
*
|
|
* In that situation, we can fill in the edge by a parity
|
|
* argument. Construct a closed loop of edges in the grid, all of
|
|
* whose states are known except this one. The track starts and
|
|
* ends outside this loop, so it must cross the boundary of the
|
|
* loop an even number of times. So if we count up how many times
|
|
* the track is known to cross the edges of our loop, then we can
|
|
* fill in the last edge in whichever way makes that number even.
|
|
*
|
|
* In fact, there's not even any need to go to the effort of
|
|
* constructing a _single_ closed loop. The simplest thing is to
|
|
* delete the bridge edge from the graph, find a connected
|
|
* component of the reduced graph whose boundary includes that
|
|
* edge, and take every edge separating that component from
|
|
* another. This may not lead to _exactly one_ cycle - the
|
|
* component could be non-simply connected and have a hole in the
|
|
* middle - but that doesn't matter, because the same parity
|
|
* constraint applies just as well with more than one disjoint
|
|
* loop.
|
|
*/
|
|
int w = state->p.w, h = state->p.h, wh = w*h;
|
|
int X = x + DX(d), Y = y + DY(d);
|
|
int xi, yi, di;
|
|
|
|
assert(d == D || d == R);
|
|
|
|
if (!sc->dsf)
|
|
sc->dsf = snew_dsf(wh);
|
|
dsf_init(sc->dsf, wh);
|
|
|
|
for (xi = 0; xi < w; xi++) {
|
|
for (yi = 0; yi < h; yi++) {
|
|
/* We expect to have been called with X,Y either to the
|
|
* right of x,y or below it, not the other way round. If
|
|
* that were not true, the tests in this loop to exclude
|
|
* the bridge edge would have to be twice as annoying. */
|
|
|
|
if (yi+1 < h && !S_E_FLAGS(state, xi, yi, D) &&
|
|
!(xi == x && yi == y && xi == X && yi+1 == Y))
|
|
dsf_merge(sc->dsf, yi*w+xi, (yi+1)*w+xi);
|
|
|
|
if (xi+1 < w && !S_E_FLAGS(state, xi, yi, R) &&
|
|
!(xi == x && yi == y && xi+1 == X && yi == Y))
|
|
dsf_merge(sc->dsf, yi*w+xi, yi*w+(xi+1));
|
|
}
|
|
}
|
|
|
|
int component = dsf_canonify(sc->dsf, y*w+x);
|
|
int parity = 0;
|
|
for (xi = 0; xi < w; xi++) {
|
|
for (yi = 0; yi < h; yi++) {
|
|
if (dsf_canonify(sc->dsf, yi*w+xi) != component)
|
|
continue;
|
|
for (di = 1; di < 16; di *= 2) {
|
|
int Xi = xi + DX(di), Yi = yi + DY(di);
|
|
if ((Xi < 0 || Xi >= w || Yi < 0 || Yi >= h ||
|
|
dsf_canonify(sc->dsf, Yi*w+Xi) != component) &&
|
|
(S_E_DIRS(state, xi, yi, E_TRACK) & di))
|
|
parity ^= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
solve_set_eflag(state, x, y, d, parity ? E_TRACK : E_NOTRACK, "parity");
|
|
return 1;
|
|
}
|
|
|
|
struct solve_bridge_neighbour_ctx {
|
|
game_state *state;
|
|
int x, y, dirs;
|
|
};
|
|
static int solve_bridge_neighbour(int vertex, void *vctx)
|
|
{
|
|
struct solve_bridge_neighbour_ctx *ctx =
|
|
(struct solve_bridge_neighbour_ctx *)vctx;
|
|
int w = ctx->state->p.w;
|
|
|
|
if (vertex >= 0) {
|
|
ctx->x = vertex % w;
|
|
ctx->y = vertex / w;
|
|
ctx->dirs = ALLDIR
|
|
& ~S_E_DIRS(ctx->state, ctx->x, ctx->y, E_TRACK)
|
|
& ~S_E_DIRS(ctx->state, ctx->x, ctx->y, E_NOTRACK);
|
|
}
|
|
unsigned dir = ctx->dirs & -ctx->dirs; /* isolate lowest set bit */
|
|
if (!dir)
|
|
return -1;
|
|
ctx->dirs &= ~dir;
|
|
int xr = ctx->x + DX(dir), yr = ctx->y + DY(dir);
|
|
assert(0 <= xr && xr < w);
|
|
assert(0 <= yr && yr < ctx->state->p.h);
|
|
return yr * w + xr;
|
|
}
|
|
|
|
static int solve_check_bridge_parity(game_state *state,
|
|
struct solver_scratch *sc)
|
|
{
|
|
int w = state->p.w, h = state->p.h, wh = w*h;
|
|
struct findloopstate *fls;
|
|
struct solve_bridge_neighbour_ctx ctx[1];
|
|
int x, y, did = 0;
|
|
|
|
ctx->state = state;
|
|
fls = findloop_new_state(wh);
|
|
findloop_run(fls, wh, solve_bridge_neighbour, ctx);
|
|
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
if (y+1 < h && !findloop_is_loop_edge(fls, y*w+x, (y+1)*w+x))
|
|
did += solve_bridge_sub(state, x, y, D, sc);
|
|
if (x+1 < w && !findloop_is_loop_edge(fls, y*w+x, y*w+(x+1)))
|
|
did += solve_bridge_sub(state, x, y, R, sc);
|
|
}
|
|
}
|
|
|
|
findloop_free_state(fls);
|
|
|
|
return did;
|
|
}
|
|
|
|
static int tracks_solve(game_state *state, int diff, int *max_diff_out)
|
|
{
|
|
int x, y, w = state->p.w, h = state->p.h;
|
|
struct solver_scratch sc[1];
|
|
int max_diff = DIFF_EASY;
|
|
|
|
sc->dsf = NULL;
|
|
|
|
debug(("solve..."));
|
|
state->impossible = false;
|
|
|
|
/* Set all the outer border edges as no-track. */
|
|
for (x = 0; x < w; x++) {
|
|
solve_discount_edge(state, x, 0, U);
|
|
solve_discount_edge(state, x, h-1, D);
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
solve_discount_edge(state, 0, y, L);
|
|
solve_discount_edge(state, w-1, y, R);
|
|
}
|
|
|
|
while (!state->impossible) {
|
|
|
|
/* Can't use do ... while (0) because we need a 'continue' in this macro */
|
|
#define TRY(curr_diff, funcall) \
|
|
if (diff >= (curr_diff) && (funcall)) { \
|
|
if (max_diff < curr_diff) \
|
|
max_diff = curr_diff; \
|
|
continue; \
|
|
} else ((void)0)
|
|
|
|
TRY(DIFF_EASY, solve_update_flags(state));
|
|
TRY(DIFF_EASY, solve_count_clues(state));
|
|
TRY(DIFF_EASY, solve_check_loop(state));
|
|
|
|
TRY(DIFF_TRICKY, solve_check_single(state));
|
|
TRY(DIFF_TRICKY, solve_check_loose_ends(state));
|
|
TRY(DIFF_TRICKY, solve_check_neighbours(state, false));
|
|
|
|
TRY(DIFF_HARD, solve_check_neighbours(state, true));
|
|
TRY(DIFF_HARD, solve_check_bridge_parity(state, sc));
|
|
|
|
#undef TRY
|
|
|
|
break;
|
|
}
|
|
|
|
sfree(sc->dsf);
|
|
|
|
if (max_diff_out)
|
|
*max_diff_out = max_diff;
|
|
|
|
return state->impossible ? -1 : check_completion(state, false) ? 1 : 0;
|
|
}
|
|
|
|
static char *move_string_diff(const game_state *before, const game_state *after, bool issolve)
|
|
{
|
|
int w = after->p.w, h = after->p.h, i, j;
|
|
char *move = snewn(w*h*40, char), *p = move;
|
|
const char *sep = "";
|
|
unsigned int otf, ntf, onf, nnf;
|
|
|
|
if (issolve) {
|
|
*p++ = 'S';
|
|
sep = ";";
|
|
}
|
|
for (i = 0; i < w*h; i++) {
|
|
otf = S_E_DIRS(before, i%w, i/w, E_TRACK);
|
|
ntf = S_E_DIRS(after, i%w, i/w, E_TRACK);
|
|
onf = S_E_DIRS(before, i%w, i/w, E_NOTRACK);
|
|
nnf = S_E_DIRS(after, i%w, i/w, E_NOTRACK);
|
|
|
|
for (j = 0; j < 4; j++) {
|
|
unsigned df = 1<<j;
|
|
if ((otf & df) != (ntf & df)) {
|
|
p += sprintf(p, "%s%c%c%d,%d", sep,
|
|
(ntf & df) ? 'T' : 't', MOVECHAR(df), i%w, i/w);
|
|
sep = ";";
|
|
}
|
|
if ((onf & df) != (nnf & df)) {
|
|
p += sprintf(p, "%s%c%c%d,%d", sep,
|
|
(nnf & df) ? 'N' : 'n', MOVECHAR(df), i%w, i/w);
|
|
sep = ";";
|
|
}
|
|
}
|
|
|
|
if ((before->sflags[i] & S_NOTRACK) != (after->sflags[i] & S_NOTRACK)) {
|
|
p += sprintf(p, "%s%cS%d,%d", sep,
|
|
(after->sflags[i] & S_NOTRACK) ? 'N' : 'n', i%w, i/w);
|
|
sep = ";";
|
|
}
|
|
if ((before->sflags[i] & S_TRACK) != (after->sflags[i] & S_TRACK)) {
|
|
p += sprintf(p, "%s%cS%d,%d", sep,
|
|
(after->sflags[i] & S_TRACK) ? 'T' : 't', i%w, i/w);
|
|
sep = ";";
|
|
}
|
|
}
|
|
*p++ = '\0';
|
|
move = sresize(move, p - move, char);
|
|
|
|
return move;
|
|
}
|
|
|
|
static char *solve_game(const game_state *state, const game_state *currstate,
|
|
const char *aux, const char **error)
|
|
{
|
|
game_state *solved;
|
|
int ret;
|
|
char *move;
|
|
|
|
solved = dup_game(currstate);
|
|
ret = tracks_solve(solved, DIFFCOUNT, NULL);
|
|
if (ret < 1) {
|
|
free_game(solved);
|
|
solved = dup_game(state);
|
|
ret = tracks_solve(solved, DIFFCOUNT, NULL);
|
|
}
|
|
|
|
if (ret < 1) {
|
|
*error = "Unable to find solution";
|
|
move = NULL;
|
|
} else {
|
|
move = move_string_diff(currstate, solved, true);
|
|
}
|
|
|
|
free_game(solved);
|
|
return move;
|
|
}
|
|
|
|
static bool game_can_format_as_text_now(const game_params *params)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static char *game_text_format(const game_state *state)
|
|
{
|
|
char *ret, *p;
|
|
int x, y, len, w = state->p.w, h = state->p.h;
|
|
|
|
len = ((w*2) + 4) * ((h*2)+4) + 2;
|
|
ret = snewn(len+1, char);
|
|
p = ret;
|
|
|
|
/* top line: column clues */
|
|
*p++ = ' ';
|
|
*p++ = ' ';
|
|
for (x = 0; x < w; x++) {
|
|
*p++ = (state->numbers->numbers[x] < 10 ?
|
|
'0' + state->numbers->numbers[x] :
|
|
'A' + state->numbers->numbers[x] - 10);
|
|
*p++ = ' ';
|
|
}
|
|
*p++ = '\n';
|
|
|
|
/* second line: top edge */
|
|
*p++ = ' ';
|
|
*p++ = '+';
|
|
for (x = 0; x < w*2-1; x++)
|
|
*p++ = '-';
|
|
*p++ = '+';
|
|
*p++ = '\n';
|
|
|
|
/* grid rows: one line of squares, one line of edges. */
|
|
for (y = 0; y < h; y++) {
|
|
/* grid square line */
|
|
*p++ = (y == state->numbers->row_s) ? 'A' : ' ';
|
|
*p++ = (y == state->numbers->row_s) ? '-' : '|';
|
|
|
|
for (x = 0; x < w; x++) {
|
|
unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
|
|
if (state->sflags[y*w+x] & S_CLUE) *p++ = 'C';
|
|
else if (f == LU || f == RD) *p++ = '/';
|
|
else if (f == LD || f == RU) *p++ = '\\';
|
|
else if (f == UD) *p++ = '|';
|
|
else if (f == RL) *p++ = '-';
|
|
else if (state->sflags[y*w+x] & S_NOTRACK) *p++ = 'x';
|
|
else *p++ = ' ';
|
|
|
|
if (x < w-1) {
|
|
*p++ = (f & R) ? '-' : ' ';
|
|
} else
|
|
*p++ = '|';
|
|
}
|
|
*p++ = (state->numbers->numbers[w+y] < 10 ?
|
|
'0' + state->numbers->numbers[w+y] :
|
|
'A' + state->numbers->numbers[w+y] - 10);
|
|
*p++ = '\n';
|
|
|
|
if (y == h-1) continue;
|
|
|
|
/* edges line */
|
|
*p++ = ' ';
|
|
*p++ = '|';
|
|
for (x = 0; x < w; x++) {
|
|
unsigned int f = S_E_DIRS(state, x, y, E_TRACK);
|
|
*p++ = (f & D) ? '|' : ' ';
|
|
*p++ = (x < w-1) ? ' ' : '|';
|
|
}
|
|
*p++ = '\n';
|
|
}
|
|
|
|
/* next line: bottom edge */
|
|
*p++ = ' ';
|
|
*p++ = '+';
|
|
for (x = 0; x < w*2-1; x++)
|
|
*p++ = (x == state->numbers->col_s*2) ? '|' : '-';
|
|
*p++ = '+';
|
|
*p++ = '\n';
|
|
|
|
/* final line: bottom clue */
|
|
*p++ = ' ';
|
|
*p++ = ' ';
|
|
for (x = 0; x < w*2-1; x++)
|
|
*p++ = (x == state->numbers->col_s*2) ? 'B' : ' ';
|
|
*p++ = '\n';
|
|
|
|
*p = '\0';
|
|
return ret;
|
|
}
|
|
|
|
static void debug_state(game_state *state, const char *what) {
|
|
char *sstring = game_text_format(state);
|
|
debug(("%s: %s", what, sstring));
|
|
sfree(sstring);
|
|
}
|
|
|
|
static void dsf_update_completion(game_state *state, int ax, int ay,
|
|
char dir, int *dsf)
|
|
{
|
|
int w = state->p.w, ai = ay*w+ax, bx, by, bi;
|
|
|
|
if (!(S_E_DIRS(state, ax, ay, E_TRACK) & dir)) return;
|
|
bx = ax + DX(dir);
|
|
by = ay + DY(dir);
|
|
|
|
if (!INGRID(state, bx, by)) return;
|
|
bi = by*w+bx;
|
|
|
|
dsf_merge(dsf, ai, bi);
|
|
}
|
|
|
|
struct tracks_neighbour_ctx {
|
|
game_state *state;
|
|
int i, n, neighbours[4];
|
|
};
|
|
static int tracks_neighbour(int vertex, void *vctx)
|
|
{
|
|
struct tracks_neighbour_ctx *ctx = (struct tracks_neighbour_ctx *)vctx;
|
|
if (vertex >= 0) {
|
|
game_state *state = ctx->state;
|
|
int w = state->p.w, x = vertex % w, y = vertex / w;
|
|
int dirs = S_E_DIRS(state, x, y, E_TRACK);
|
|
int j;
|
|
|
|
ctx->i = ctx->n = 0;
|
|
|
|
for (j = 0; j < 4; j++) {
|
|
int dir = 1<<j;
|
|
if (dirs & dir) {
|
|
int nx = x + DX(dir), ny = y + DY(dir);
|
|
if (INGRID(state, nx, ny))
|
|
ctx->neighbours[ctx->n++] = ny * w + nx;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (ctx->i < ctx->n)
|
|
return ctx->neighbours[ctx->i++];
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
* The completion flash moves along the track, so we want to label
|
|
* each tile with how far along the track it is. This is represented
|
|
* as an eight-bit field, which is more than enough when the
|
|
* completion flash is only 0.5 s long.
|
|
*/
|
|
static void set_flash_data(game_state *state)
|
|
{
|
|
int ntrack = 0, x, y, n, d;
|
|
const int w = state->p.w;
|
|
|
|
for (x = 0; x < w; x++)
|
|
ntrack += state->numbers->numbers[x];
|
|
n = 0; x = 0; y = state->numbers->row_s; d = R;
|
|
do {
|
|
state->sflags[y*w + x] &= ~(S_FLASH_MASK << S_FLASH_SHIFT);
|
|
state->sflags[y*w + x] |=
|
|
n++ * (S_FLASH_MASK / (ntrack - 1)) << S_FLASH_SHIFT;
|
|
d = F(d); /* Find the direction we just arrived from. */
|
|
d = S_E_DIRS(state, x, y, E_TRACK) & ~d; /* Other track from here. */
|
|
x += DX(d); y += DY(d); /* Move to the next tile. */
|
|
} while (INGRID(state, x, y));
|
|
}
|
|
|
|
static bool check_completion(game_state *state, bool mark)
|
|
{
|
|
int w = state->p.w, h = state->p.h, x, y, i, target;
|
|
bool ret = true, pathret;
|
|
int ntrack, nnotrack, ntrackcomplete;
|
|
int *dsf, pathclass;
|
|
struct findloopstate *fls;
|
|
struct tracks_neighbour_ctx ctx;
|
|
|
|
if (mark) {
|
|
for (i = 0; i < w+h; i++) {
|
|
state->num_errors[i] = 0;
|
|
}
|
|
for (i = 0; i < w*h; i++) {
|
|
state->sflags[i] &= ~S_ERROR;
|
|
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 0) {
|
|
if (S_E_COUNT(state, i%w, i/w, E_TRACK) > 2) {
|
|
ret = false;
|
|
state->sflags[i] |= S_ERROR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
dsf = snewn(w*h, int);
|
|
dsf_init(dsf, w*h);
|
|
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
dsf_update_completion(state, x, y, R, dsf);
|
|
dsf_update_completion(state, x, y, D, dsf);
|
|
}
|
|
}
|
|
|
|
fls = findloop_new_state(w*h);
|
|
ctx.state = state;
|
|
if (findloop_run(fls, w*h, tracks_neighbour, &ctx)) {
|
|
debug(("loop detected, not complete"));
|
|
ret = false; /* no loop allowed */
|
|
if (mark) {
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
int u, v;
|
|
|
|
u = y*w + x;
|
|
for (v = tracks_neighbour(u, &ctx); v >= 0;
|
|
v = tracks_neighbour(-1, &ctx))
|
|
if (findloop_is_loop_edge(fls, u, v))
|
|
state->sflags[y*w+x] |= S_ERROR;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
findloop_free_state(fls);
|
|
|
|
if (mark) {
|
|
pathclass = dsf_canonify(dsf, state->numbers->row_s*w);
|
|
if (pathclass == dsf_canonify(dsf, (h-1)*w + state->numbers->col_s)) {
|
|
/* We have a continuous path between the entrance and the exit: any
|
|
other path must be in error. */
|
|
for (i = 0; i < w*h; i++) {
|
|
if ((dsf_canonify(dsf, i) != pathclass) &&
|
|
((state->sflags[i] & S_TRACK) ||
|
|
(S_E_COUNT(state, i%w, i/w, E_TRACK) > 0))) {
|
|
ret = false;
|
|
state->sflags[i] |= S_ERROR;
|
|
}
|
|
}
|
|
} else {
|
|
/* If we _don't_ have such a path, then certainly the game
|
|
* can't be in a winning state. So even if we're not
|
|
* highlighting any _errors_, we certainly shouldn't
|
|
* return true. */
|
|
ret = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* A cell is 'complete', for the purposes of marking the game as
|
|
* finished, if it has two edges marked as TRACK. But it only has
|
|
* to have one edge marked as TRACK, or be filled in as trackful
|
|
* without any specific edges known, to count towards checking
|
|
* row/column clue errors.
|
|
*
|
|
* This changes if we haven't found any other errors by this
|
|
* point, so the player has constructed a route from A to B. In
|
|
* that case, we highlight any row/column where the actually laid
|
|
* tracks don't match the clue.
|
|
*/
|
|
pathret = ret; /* Do we have a plausible solution so far? */
|
|
for (x = 0; x < w; x++) {
|
|
target = state->numbers->numbers[x];
|
|
ntrack = nnotrack = ntrackcomplete = 0;
|
|
for (y = 0; y < h; y++) {
|
|
if (S_E_COUNT(state, x, y, E_TRACK) > 0 ||
|
|
state->sflags[y*w+x] & S_TRACK)
|
|
ntrack++;
|
|
if (S_E_COUNT(state, x, y, E_TRACK) == 2)
|
|
ntrackcomplete++;
|
|
if (state->sflags[y*w+x] & S_NOTRACK)
|
|
nnotrack++;
|
|
}
|
|
if (mark) {
|
|
if (ntrack > target || nnotrack > (h-target) ||
|
|
(pathret && ntrackcomplete != target)) {
|
|
debug(("col %d error: target %d, track %d, notrack %d, "
|
|
"pathret %d, trackcomplete %d",
|
|
x, target, ntrack, nnotrack, pathret, ntrackcomplete));
|
|
state->num_errors[x] = 1;
|
|
ret = false;
|
|
}
|
|
}
|
|
if (ntrackcomplete != target)
|
|
ret = false;
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
target = state->numbers->numbers[w+y];
|
|
ntrack = nnotrack = ntrackcomplete = 0;
|
|
for (x = 0; x < w; x++) {
|
|
if (S_E_COUNT(state, x, y, E_TRACK) > 0 ||
|
|
state->sflags[y*w+x] & S_TRACK)
|
|
ntrack++;
|
|
if (S_E_COUNT(state, x, y, E_TRACK) == 2)
|
|
ntrackcomplete++;
|
|
if (state->sflags[y*w+x] & S_NOTRACK)
|
|
nnotrack++;
|
|
}
|
|
if (mark) {
|
|
if (ntrack > target || nnotrack > (w-target) ||
|
|
(pathret && ntrackcomplete != target)) {
|
|
debug(("row %d error: target %d, track %d, notrack %d, "
|
|
"pathret %d, trackcomplete %d",
|
|
y, target, ntrack, nnotrack, pathret, ntrackcomplete));
|
|
state->num_errors[w+y] = 1;
|
|
ret = false;
|
|
}
|
|
}
|
|
if (ntrackcomplete != target)
|
|
ret = false;
|
|
}
|
|
|
|
if (mark) {
|
|
state->completed = ret;
|
|
if (ret) set_flash_data(state);
|
|
}
|
|
sfree(dsf);
|
|
return ret;
|
|
}
|
|
|
|
/* Code borrowed from Pearl. */
|
|
|
|
struct game_ui {
|
|
bool dragging, clearing, notrack;
|
|
int drag_sx, drag_sy, drag_ex, drag_ey; /* drag start and end grid coords */
|
|
int clickx, clicky; /* pixel position of initial click */
|
|
|
|
int curx, cury; /* grid position of keyboard cursor; uses half-size grid */
|
|
bool cursor_active; /* true iff cursor is shown */
|
|
};
|
|
|
|
static game_ui *new_ui(const game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
|
|
ui->clearing = false;
|
|
ui->notrack = false;
|
|
ui->dragging = false;
|
|
ui->drag_sx = ui->drag_sy = ui->drag_ex = ui->drag_ey = -1;
|
|
ui->cursor_active = false;
|
|
ui->curx = ui->cury = 1;
|
|
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(const game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, const char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate)
|
|
{
|
|
}
|
|
|
|
#define PREFERRED_TILE_SIZE 33
|
|
#define HALFSZ (ds->sz6*3)
|
|
#define THIRDSZ (ds->sz6*2)
|
|
#define TILE_SIZE (ds->sz6*6)
|
|
|
|
#define MAX_BORDER (TILE_SIZE/8)
|
|
#define LINE_THICK (TILE_SIZE/16)
|
|
#define BORDER (ds->border)
|
|
#define GRID_LINE_TL (ds->grid_line_tl)
|
|
#define GRID_LINE_BR (ds->grid_line_br)
|
|
#define GRID_LINE_ALL (ds->grid_line_all)
|
|
|
|
#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
|
|
#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
|
|
#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) - 1 )
|
|
|
|
#define DS_DSHIFT 4 /* R/U/L/D shift, for drag-in-progress flags */
|
|
|
|
#define DS_ERROR (1 << 8)
|
|
#define DS_CLUE (1 << 9)
|
|
#define DS_NOTRACK (1 << 10)
|
|
#define DS_FLASH (1 << 11)
|
|
#define DS_CURSOR (1 << 12) /* cursor in square (centre, or on edge) */
|
|
#define DS_TRACK (1 << 13)
|
|
#define DS_CLEARING (1 << 14)
|
|
|
|
#define DS_NSHIFT 16 /* R/U/L/D shift, for no-track edge flags */
|
|
#define DS_CSHIFT 20 /* R/U/L/D shift, for cursor-on-edge */
|
|
|
|
struct game_drawstate {
|
|
int sz6, border, grid_line_all, grid_line_tl, grid_line_br;
|
|
bool started;
|
|
|
|
int w, h, sz;
|
|
unsigned int *flags, *flags_drag;
|
|
int *num_errors;
|
|
};
|
|
|
|
static void update_ui_drag(const game_state *state, game_ui *ui, int gx, int gy)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int dx = abs(ui->drag_sx - gx), dy = abs(ui->drag_sy - gy);
|
|
|
|
if (dy == 0) {
|
|
ui->drag_ex = gx < 0 ? 0 : gx >= w ? w-1 : gx;
|
|
ui->drag_ey = ui->drag_sy;
|
|
ui->dragging = true;
|
|
} else if (dx == 0) {
|
|
ui->drag_ex = ui->drag_sx;
|
|
ui->drag_ey = gy < 0 ? 0 : gy >= h ? h-1 : gy;
|
|
ui->dragging = true;
|
|
} else {
|
|
ui->drag_ex = ui->drag_sx;
|
|
ui->drag_ey = ui->drag_sy;
|
|
ui->dragging = false;
|
|
}
|
|
}
|
|
|
|
static bool ui_can_flip_edge(const game_state *state, int x, int y, int dir,
|
|
bool notrack)
|
|
{
|
|
int w = state->p.w /*, h = state->shared->h, sz = state->shared->sz */;
|
|
int x2 = x + DX(dir);
|
|
int y2 = y + DY(dir);
|
|
unsigned int sf1, sf2, ef;
|
|
|
|
if (!INGRID(state, x, y) || !INGRID(state, x2, y2))
|
|
return false;
|
|
|
|
sf1 = state->sflags[y*w + x];
|
|
sf2 = state->sflags[y2*w + x2];
|
|
if ( !notrack && ((sf1 & S_CLUE) || (sf2 & S_CLUE)) )
|
|
return false;
|
|
|
|
ef = S_E_FLAGS(state, x, y, dir);
|
|
if (notrack) {
|
|
/* if we're going to _set_ NOTRACK (i.e. the flag is currently unset),
|
|
make sure the edge is not already set to TRACK. The adjacent squares
|
|
could be set to TRACK, because we don't know which edges the general
|
|
square setting refers to. */
|
|
if (!(ef & E_NOTRACK) && (ef & E_TRACK))
|
|
return false;
|
|
} else {
|
|
if (!(ef & E_TRACK)) {
|
|
/* if we're going to _set_ TRACK, make sure neither adjacent square nor
|
|
the edge itself is already set to NOTRACK. */
|
|
if ((sf1 & S_NOTRACK) || (sf2 & S_NOTRACK) || (ef & E_NOTRACK))
|
|
return false;
|
|
/* if we're going to _set_ TRACK, make sure neither adjacent square has
|
|
2 track flags already. */
|
|
if ((S_E_COUNT(state, x, y, E_TRACK) >= 2) ||
|
|
(S_E_COUNT(state, x2, y2, E_TRACK) >= 2))
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static bool ui_can_flip_square(const game_state *state, int x, int y, bool notrack)
|
|
{
|
|
int w = state->p.w, trackc;
|
|
unsigned sf;
|
|
|
|
if (!INGRID(state, x, y)) return false;
|
|
sf = state->sflags[y*w+x];
|
|
trackc = S_E_COUNT(state, x, y, E_TRACK);
|
|
|
|
if (sf & S_CLUE) return false;
|
|
|
|
if (notrack) {
|
|
/* If we're setting S_NOTRACK, we cannot have either S_TRACK or any E_TRACK. */
|
|
if (!(sf & S_NOTRACK) && ((sf & S_TRACK) || (trackc > 0)))
|
|
return false;
|
|
} else {
|
|
/* If we're setting S_TRACK, we cannot have any S_NOTRACK (we could have
|
|
E_NOTRACK, though, because one or two wouldn't rule out a track) */
|
|
if (!(sf & S_TRACK) && (sf & S_NOTRACK))
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static const char *current_key_label(const game_ui *ui,
|
|
const game_state *state, int button)
|
|
{
|
|
if (IS_CURSOR_SELECT(button) && ui->cursor_active) {
|
|
int gx = ui->curx / 2, gy = ui->cury / 2;
|
|
int w = state->p.w;
|
|
int direction =
|
|
((ui->curx % 2) == 0) ? L : ((ui->cury % 2) == 0) ? U : 0;
|
|
if (direction &&
|
|
ui_can_flip_edge(state, gx, gy, direction,
|
|
button == CURSOR_SELECT2)) {
|
|
unsigned ef = S_E_FLAGS(state, gx, gy, direction);
|
|
switch (button) {
|
|
case CURSOR_SELECT: return (ef & E_TRACK) ? "Clear" : "Track";
|
|
case CURSOR_SELECT2: return (ef & E_NOTRACK) ? "Clear" : "X";
|
|
}
|
|
}
|
|
if (!direction &&
|
|
ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2)) {
|
|
unsigned sf = state->sflags[gy*w+gx];
|
|
switch (button) {
|
|
case CURSOR_SELECT: return (sf & S_TRACK) ? "Clear" : "Track";
|
|
case CURSOR_SELECT2: return (sf & S_NOTRACK) ? "Clear" : "X";
|
|
}
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
static char *edge_flip_str(const game_state *state, int x, int y, int dir, bool notrack, char *buf) {
|
|
unsigned ef = S_E_FLAGS(state, x, y, dir);
|
|
char c;
|
|
|
|
if (notrack)
|
|
c = (ef & E_NOTRACK) ? 'n' : 'N';
|
|
else
|
|
c = (ef & E_TRACK) ? 't' : 'T';
|
|
|
|
sprintf(buf, "%c%c%d,%d", c, MOVECHAR(dir), x, y);
|
|
return dupstr(buf);
|
|
}
|
|
|
|
static char *square_flip_str(const game_state *state, int x, int y, bool notrack, char *buf) {
|
|
unsigned f = state->sflags[y*state->p.w+x];
|
|
char c;
|
|
|
|
if (notrack)
|
|
c = (f & E_NOTRACK) ? 'n' : 'N';
|
|
else
|
|
c = (f & E_TRACK) ? 't' : 'T';
|
|
|
|
sprintf(buf, "%cS%d,%d", c, x, y);
|
|
return dupstr(buf);
|
|
}
|
|
|
|
#define SIGN(x) ((x<0) ? -1 : (x>0))
|
|
|
|
static game_state *copy_and_apply_drag(const game_state *state, const game_ui *ui)
|
|
{
|
|
game_state *after = dup_game(state);
|
|
int x1, y1, x2, y2, x, y, w = state->p.w;
|
|
unsigned f = ui->notrack ? S_NOTRACK : S_TRACK, ff;
|
|
|
|
x1 = min(ui->drag_sx, ui->drag_ex); x2 = max(ui->drag_sx, ui->drag_ex);
|
|
y1 = min(ui->drag_sy, ui->drag_ey); y2 = max(ui->drag_sy, ui->drag_ey);
|
|
|
|
/* actually either x1 == x2, or y1 == y2, but it's easier just to code
|
|
the nested loop. */
|
|
for (x = x1; x <= x2; x++) {
|
|
for (y = y1; y <= y2; y++) {
|
|
ff = state->sflags[y*w+x];
|
|
if (ui->clearing && !(ff & f))
|
|
continue; /* nothing to do, clearing and already clear */
|
|
else if (!ui->clearing && (ff & f))
|
|
continue; /* nothing to do, setting and already set */
|
|
else if (ui_can_flip_square(state, x, y, ui->notrack))
|
|
after->sflags[y*w+x] ^= f;
|
|
}
|
|
}
|
|
return after;
|
|
}
|
|
|
|
#define KEY_DIRECTION(btn) (\
|
|
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
|
|
(btn) == CURSOR_LEFT ? L : R)
|
|
|
|
static char *interpret_move(const game_state *state, game_ui *ui,
|
|
const game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int w = state->p.w, h = state->p.h, direction;
|
|
int gx = FROMCOORD(x), gy = FROMCOORD(y);
|
|
char tmpbuf[80];
|
|
|
|
/* --- mouse operations --- */
|
|
|
|
if (IS_MOUSE_DOWN(button)) {
|
|
ui->cursor_active = false;
|
|
ui->dragging = false;
|
|
|
|
if (!INGRID(state, gx, gy)) {
|
|
/* can't drag from off grid */
|
|
return NULL;
|
|
}
|
|
|
|
if (button == RIGHT_BUTTON) {
|
|
ui->notrack = true;
|
|
ui->clearing = state->sflags[gy*w+gx] & S_NOTRACK;
|
|
} else {
|
|
ui->notrack = false;
|
|
ui->clearing = state->sflags[gy*w+gx] & S_TRACK;
|
|
}
|
|
|
|
ui->clickx = x;
|
|
ui->clicky = y;
|
|
ui->drag_sx = ui->drag_ex = gx;
|
|
ui->drag_sy = ui->drag_ey = gy;
|
|
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
if (IS_MOUSE_DRAG(button)) {
|
|
ui->cursor_active = false;
|
|
update_ui_drag(state, ui, gx, gy);
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
if (IS_MOUSE_RELEASE(button)) {
|
|
ui->cursor_active = false;
|
|
if (ui->dragging &&
|
|
(ui->drag_sx != ui->drag_ex || ui->drag_sy != ui->drag_ey)) {
|
|
game_state *dragged = copy_and_apply_drag(state, ui);
|
|
char *ret = move_string_diff(state, dragged, false);
|
|
|
|
ui->dragging = false;
|
|
free_game(dragged);
|
|
|
|
return ret;
|
|
} else {
|
|
int cx, cy;
|
|
|
|
/* We might still have been dragging (and just done a one-
|
|
* square drag): cancel drag, so undo doesn't make it like
|
|
* a drag-in-progress. */
|
|
ui->dragging = false;
|
|
|
|
/* Click (or tiny drag). Work out which edge we were
|
|
* closest to. */
|
|
|
|
/*
|
|
* We process clicks based on the mouse-down location,
|
|
* because that's more natural for a user to carefully
|
|
* control than the mouse-up.
|
|
*/
|
|
x = ui->clickx;
|
|
y = ui->clicky;
|
|
|
|
cx = CENTERED_COORD(gx);
|
|
cy = CENTERED_COORD(gy);
|
|
|
|
if (!INGRID(state, gx, gy) || FROMCOORD(x) != gx || FROMCOORD(y) != gy)
|
|
return UI_UPDATE;
|
|
|
|
if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
|
|
if (ui_can_flip_square(state, gx, gy, button == RIGHT_RELEASE))
|
|
return square_flip_str(state, gx, gy, button == RIGHT_RELEASE, tmpbuf);
|
|
return UI_UPDATE;
|
|
} else {
|
|
if (abs(x-cx) < abs(y-cy)) {
|
|
/* Closest to top/bottom edge. */
|
|
direction = (y < cy) ? U : D;
|
|
} else {
|
|
/* Closest to left/right edge. */
|
|
direction = (x < cx) ? L : R;
|
|
}
|
|
if (ui_can_flip_edge(state, gx, gy, direction,
|
|
button == RIGHT_RELEASE))
|
|
return edge_flip_str(state, gx, gy, direction,
|
|
button == RIGHT_RELEASE, tmpbuf);
|
|
else
|
|
return UI_UPDATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* --- cursor/keyboard operations --- */
|
|
|
|
if (IS_CURSOR_MOVE(button)) {
|
|
int dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
|
|
int dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
|
|
|
|
if (!ui->cursor_active) {
|
|
ui->cursor_active = true;
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
ui->curx = ui->curx + dx;
|
|
ui->cury = ui->cury + dy;
|
|
if ((ui->curx % 2 == 0) && (ui->cury % 2 == 0)) {
|
|
/* disallow cursor on square corners: centres and edges only */
|
|
ui->curx += dx; ui->cury += dy;
|
|
}
|
|
ui->curx = min(max(ui->curx, 1), 2*w-1);
|
|
ui->cury = min(max(ui->cury, 1), 2*h-1);
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
if (IS_CURSOR_SELECT(button)) {
|
|
if (!ui->cursor_active) {
|
|
ui->cursor_active = true;
|
|
return UI_UPDATE;
|
|
}
|
|
/* click on square corner does nothing (shouldn't get here) */
|
|
if ((ui->curx % 2) == 0 && (ui->cury % 2 == 0))
|
|
return UI_UPDATE;
|
|
|
|
gx = ui->curx / 2;
|
|
gy = ui->cury / 2;
|
|
direction = ((ui->curx % 2) == 0) ? L : ((ui->cury % 2) == 0) ? U : 0;
|
|
|
|
if (direction &&
|
|
ui_can_flip_edge(state, gx, gy, direction, button == CURSOR_SELECT2))
|
|
return edge_flip_str(state, gx, gy, direction, button == CURSOR_SELECT2, tmpbuf);
|
|
else if (!direction &&
|
|
ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2))
|
|
return square_flip_str(state, gx, gy, button == CURSOR_SELECT2, tmpbuf);
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
#if 0
|
|
/* helps to debug the solver */
|
|
if (button == 'H' || button == 'h')
|
|
return dupstr("H");
|
|
#endif
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *execute_move(const game_state *state, const char *move)
|
|
{
|
|
int w = state->p.w, x, y, n, i;
|
|
char c, d;
|
|
unsigned f;
|
|
game_state *ret = dup_game(state);
|
|
|
|
/* this is breaking the bank on GTK, which vsprintf's into a fixed-size buffer
|
|
* which is 4096 bytes long. vsnprintf needs a feature-test macro to use, faff. */
|
|
/*debug(("move: %s\n", move));*/
|
|
|
|
while (*move) {
|
|
c = *move;
|
|
if (c == 'S') {
|
|
ret->used_solve = true;
|
|
move++;
|
|
} else if (c == 'T' || c == 't' || c == 'N' || c == 'n') {
|
|
/* set track, clear track; set notrack, clear notrack */
|
|
move++;
|
|
if (sscanf(move, "%c%d,%d%n", &d, &x, &y, &n) != 3)
|
|
goto badmove;
|
|
if (!INGRID(state, x, y)) goto badmove;
|
|
|
|
f = (c == 'T' || c == 't') ? S_TRACK : S_NOTRACK;
|
|
|
|
if (d == 'S') {
|
|
if (c == 'T' || c == 'N')
|
|
ret->sflags[y*w+x] |= f;
|
|
else
|
|
ret->sflags[y*w+x] &= ~f;
|
|
} else if (d == 'U' || d == 'D' || d == 'L' || d == 'R') {
|
|
for (i = 0; i < 4; i++) {
|
|
unsigned df = 1<<i;
|
|
|
|
if (MOVECHAR(df) == d) {
|
|
if (c == 'T' || c == 'N')
|
|
S_E_SET(ret, x, y, df, f);
|
|
else
|
|
S_E_CLEAR(ret, x, y, df, f);
|
|
}
|
|
}
|
|
} else
|
|
goto badmove;
|
|
move += n;
|
|
} else if (c == 'H') {
|
|
tracks_solve(ret, DIFFCOUNT, NULL);
|
|
move++;
|
|
} else {
|
|
goto badmove;
|
|
}
|
|
if (*move == ';')
|
|
move++;
|
|
else if (*move)
|
|
goto badmove;
|
|
}
|
|
|
|
check_completion(ret, true);
|
|
|
|
return ret;
|
|
|
|
badmove:
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
#define FLASH_TIME 0.5F
|
|
|
|
static void game_compute_size(const game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
/* Ick: fake up `ds->sz6' and `ds->border` for macro expansion purposes */
|
|
struct {
|
|
int sz6, border;
|
|
} ads, *ds = &ads;
|
|
ads.sz6 = tilesize/6;
|
|
ads.border = MAX_BORDER;
|
|
/*
|
|
* Allow a reduced border at small tile sizes because the steps
|
|
* are quite large and it's better to have a thin border than
|
|
* to go down to a smaller tile size.
|
|
*/
|
|
if (ads.border <= 5)
|
|
ads.border = min(tilesize % 6, MAX_BORDER);
|
|
*x = (params->w+2) * TILE_SIZE + 2 * BORDER;
|
|
*y = (params->h+2) * TILE_SIZE + 2 * BORDER;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
const game_params *params, int tilesize)
|
|
{
|
|
ds->sz6 = tilesize/6;
|
|
ds->border = MAX_BORDER;
|
|
if (ds->border <= 5)
|
|
ds->border = min(tilesize % 6, MAX_BORDER);
|
|
ds->grid_line_all = max(LINE_THICK, 1);
|
|
ds->grid_line_br = ds->grid_line_all / 2;
|
|
ds->grid_line_tl = ds->grid_line_all - ds->grid_line_br;
|
|
}
|
|
|
|
enum {
|
|
COL_BACKGROUND, COL_TRACK_BACKGROUND,
|
|
COL_GRID, COL_CLUE, COL_CURSOR,
|
|
COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
|
|
COL_DRAGON, COL_DRAGOFF,
|
|
COL_ERROR, COL_FLASH, COL_ERROR_BACKGROUND,
|
|
NCOLOURS
|
|
};
|
|
|
|
static float *game_colours(frontend *fe, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
int i;
|
|
|
|
game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_TRACK_BACKGROUND);
|
|
colour_mix(&ret[COL_BACKGROUND*3], &ret[COL_TRACK_BACKGROUND*3], 0.5F,
|
|
&ret[COL_GRID*3]);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
|
|
ret[COL_TRACK * 3 + i] = 0.5F;
|
|
ret[COL_CLUE * 3 + i] = 0.0F;
|
|
ret[COL_CURSOR * 3 + i] = 0.3F;
|
|
ret[COL_ERROR_BACKGROUND * 3 + i] = 1.0F;
|
|
}
|
|
|
|
ret[COL_SLEEPER * 3 + 0] = 0.5F;
|
|
ret[COL_SLEEPER * 3 + 1] = 0.4F;
|
|
ret[COL_SLEEPER * 3 + 2] = 0.1F;
|
|
|
|
ret[COL_ERROR * 3 + 0] = 1.0F;
|
|
ret[COL_ERROR * 3 + 1] = 0.0F;
|
|
ret[COL_ERROR * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_DRAGON * 3 + 0] = 0.0F;
|
|
ret[COL_DRAGON * 3 + 1] = 0.0F;
|
|
ret[COL_DRAGON * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_DRAGOFF * 3 + 0] = 0.8F;
|
|
ret[COL_DRAGOFF * 3 + 1] = 0.8F;
|
|
ret[COL_DRAGOFF * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_FLASH * 3 + 0] = 1.0F;
|
|
ret[COL_FLASH * 3 + 1] = 1.0F;
|
|
ret[COL_FLASH * 3 + 2] = 1.0F;
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->sz6 = 0;
|
|
ds->started = false;
|
|
|
|
ds->w = state->p.w;
|
|
ds->h = state->p.h;
|
|
ds->sz = ds->w*ds->h;
|
|
ds->flags = snewn(ds->sz, unsigned int);
|
|
ds->flags_drag = snewn(ds->sz, unsigned int);
|
|
for (i = 0; i < ds->sz; i++)
|
|
ds->flags[i] = ds->flags_drag[i] = 0;
|
|
|
|
ds->num_errors = snewn(ds->w+ds->h, int);
|
|
for (i = 0; i < ds->w+ds->h; i++)
|
|
ds->num_errors[i] = 0;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->flags);
|
|
sfree(ds->flags_drag);
|
|
sfree(ds->num_errors);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_circle_sleepers(drawing *dr, game_drawstate *ds,
|
|
float cx, float cy, float r2, float thickness, int c)
|
|
{
|
|
float qr6 = (float)PI/12, qr3 = (float)PI/6, th, x1, y1, x2, y2;
|
|
float t6 = THIRDSZ/2.0F, r1 = t6;
|
|
int i;
|
|
|
|
for (i = 0; i < 12; i++) {
|
|
th = qr6 + (i*qr3);
|
|
x1 = r1*(float)cos(th);
|
|
x2 = r2*(float)cos(th);
|
|
y1 = r1*(float)sin(th);
|
|
y2 = r2*(float)sin(th);
|
|
draw_thick_line(dr, thickness, cx+x1, cy+y1, cx+x2, cy+y2, c);
|
|
}
|
|
}
|
|
|
|
static void draw_thick_circle_outline(drawing *dr, float thickness,
|
|
float cx, float cy, float r,
|
|
int colour)
|
|
{
|
|
float circ4 = 0.5F * (float)PI * r, ang, x1, y1, x2, y2;
|
|
int i, nseg;
|
|
|
|
nseg = (int)(circ4 / 4.0F)*4; /* ensure a quarter-circle has a whole #segs */
|
|
ang = 2.0F*(float)PI / nseg;
|
|
|
|
for (i = 0; i < nseg; i++) {
|
|
float th = ang * i, th2 = ang * (i+1);
|
|
x1 = cx + r*(float)cos(th);
|
|
x2 = cx + r*(float)cos(th2);
|
|
y1 = cy + r*(float)sin(th);
|
|
y2 = cy + r*(float)sin(th2);
|
|
debug(("circ outline: x=%.2f -> %.2f, thick=%.2f", x1, x2, thickness));
|
|
draw_thick_line(dr, thickness, x1, y1, x2, y2, colour);
|
|
}
|
|
}
|
|
|
|
static void draw_tracks_specific(drawing *dr, game_drawstate *ds,
|
|
int x, int y, unsigned int flags,
|
|
int ctrack, int csleeper)
|
|
{
|
|
float ox = (float)COORD(x), oy = (float)COORD(y), cx, cy;
|
|
float t1 = (float)TILE_SIZE, t3 = TILE_SIZE/3.0F, t6 = TILE_SIZE/6.0F;
|
|
int d, i;
|
|
float thick_track = TILE_SIZE/8.0F, thick_sleeper = TILE_SIZE/12.0F;
|
|
|
|
if (flags == LR) {
|
|
for (i = 1; i <= 7; i+=2) {
|
|
cx = ox + TILE_SIZE/8.0F*i;
|
|
draw_thick_line(dr, thick_sleeper,
|
|
cx, oy+t6, cx, oy+t6+2*t3, csleeper);
|
|
}
|
|
draw_thick_line(dr, thick_track, ox, oy + t3, ox + TILE_SIZE, oy + t3, ctrack);
|
|
draw_thick_line(dr, thick_track, ox, oy + 2*t3, ox + TILE_SIZE, oy + 2*t3, ctrack);
|
|
return;
|
|
}
|
|
if (flags == UD) {
|
|
for (i = 1; i <= 7; i+=2) {
|
|
cy = oy + TILE_SIZE/8.0F*i;
|
|
draw_thick_line(dr, thick_sleeper,
|
|
ox+t6, cy, ox+t6+2*t3, cy, csleeper);
|
|
}
|
|
debug(("vert line: x=%.2f, thick=%.2f", ox + t3, thick_track));
|
|
draw_thick_line(dr, thick_track, ox + t3, oy, ox + t3, oy + TILE_SIZE, ctrack);
|
|
draw_thick_line(dr, thick_track, ox + 2*t3, oy, ox + 2*t3, oy + TILE_SIZE, ctrack);
|
|
return;
|
|
}
|
|
if (flags == UL || flags == DL || flags == UR || flags == DR) {
|
|
cx = (flags & L) ? ox : ox + TILE_SIZE;
|
|
cy = (flags & U) ? oy : oy + TILE_SIZE;
|
|
|
|
draw_circle_sleepers(dr, ds, cx, cy, (float)(5*t6), thick_sleeper, csleeper);
|
|
|
|
draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
|
|
2*t3, ctrack);
|
|
draw_thick_circle_outline(dr, thick_track, (float)cx, (float)cy,
|
|
t3, ctrack);
|
|
|
|
return;
|
|
}
|
|
|
|
for (d = 1; d < 16; d *= 2) {
|
|
float ox1 = 0, ox2 = 0, oy1 = 0, oy2 = 0;
|
|
|
|
if (!(flags & d)) continue;
|
|
|
|
for (i = 1; i <= 2; i++) {
|
|
if (d == L) {
|
|
ox1 = 0;
|
|
ox2 = thick_track;
|
|
oy1 = oy2 = i*t3;
|
|
} else if (d == R) {
|
|
ox1 = t1;
|
|
ox2 = t1 - thick_track;
|
|
oy1 = oy2 = i*t3;
|
|
} else if (d == U) {
|
|
ox1 = ox2 = i*t3;
|
|
oy1 = 0;
|
|
oy2 = thick_track;
|
|
} else if (d == D) {
|
|
ox1 = ox2 = i*t3;
|
|
oy1 = t1;
|
|
oy2 = t1 - thick_track;
|
|
}
|
|
draw_thick_line(dr, thick_track, ox+ox1, oy+oy1, ox+ox2, oy+oy2, ctrack);
|
|
}
|
|
}
|
|
}
|
|
|
|
static unsigned int best_bits(unsigned int flags, unsigned int flags_drag, int *col)
|
|
{
|
|
int nb_orig = nbits[flags & ALLDIR], nb_drag = nbits[flags_drag & ALLDIR];
|
|
|
|
if (nb_orig > nb_drag) {
|
|
*col = COL_DRAGOFF;
|
|
return flags & ALLDIR;
|
|
} else if (nb_orig < nb_drag) {
|
|
*col = COL_DRAGON;
|
|
return flags_drag & ALLDIR;
|
|
}
|
|
return flags & ALLDIR; /* same number of bits: no special colour. */
|
|
}
|
|
|
|
static void draw_square(drawing *dr, game_drawstate *ds,
|
|
int x, int y, unsigned int flags, unsigned int flags_drag)
|
|
{
|
|
int t2 = HALFSZ, t16 = HALFSZ/4, off;
|
|
int ox = COORD(x), oy = COORD(y), cx = ox + t2, cy = oy + t2, d, c;
|
|
int bg = (flags & DS_TRACK) ? COL_TRACK_BACKGROUND : COL_BACKGROUND;
|
|
unsigned int flags_best;
|
|
|
|
assert(dr);
|
|
|
|
/* Clip to the grid square. */
|
|
clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
|
|
|
/* Clear the square so that it's got an appropriately-sized border
|
|
* in COL_GRID and a central area in the right background colour. */
|
|
best_bits((flags & DS_TRACK) == DS_TRACK,
|
|
(flags_drag & DS_TRACK) == DS_TRACK, &bg);
|
|
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
|
|
draw_rect(dr, ox + GRID_LINE_TL, oy + GRID_LINE_TL,
|
|
TILE_SIZE - GRID_LINE_ALL, TILE_SIZE - GRID_LINE_ALL, bg);
|
|
|
|
/* More outlines for clue squares. */
|
|
if (flags & DS_CURSOR) {
|
|
int curx, cury, curw, curh;
|
|
|
|
off = t16;
|
|
curx = ox + off; cury = oy + off;
|
|
curw = curh = TILE_SIZE - (2*off) + 1;
|
|
|
|
if (flags & (U << DS_CSHIFT)) {
|
|
cury = oy - off; curh = 2*off + 1;
|
|
} else if (flags & (D << DS_CSHIFT)) {
|
|
cury = oy + TILE_SIZE - off; curh = 2*off + 1;
|
|
} else if (flags & (L << DS_CSHIFT)) {
|
|
curx = ox - off; curw = 2*off + 1;
|
|
} else if (flags & (R << DS_CSHIFT)) {
|
|
curx = ox + TILE_SIZE - off; curw = 2*off + 1;
|
|
}
|
|
|
|
draw_rect_outline(dr, curx, cury, curw, curh, COL_CURSOR);
|
|
}
|
|
|
|
/* Draw tracks themselves */
|
|
c = (flags & DS_ERROR) ? COL_ERROR :
|
|
(flags & DS_FLASH) ? COL_FLASH :
|
|
(flags & DS_CLUE) ? COL_TRACK_CLUE : COL_TRACK;
|
|
flags_best = best_bits(flags, flags_drag, &c);
|
|
draw_tracks_specific(dr, ds, x, y, flags_best, c, COL_SLEEPER);
|
|
|
|
/* Draw no-track marks, if present, in square and on edges. */
|
|
c = COL_TRACK;
|
|
flags_best = best_bits((flags & DS_NOTRACK) == DS_NOTRACK,
|
|
(flags_drag & DS_NOTRACK) == DS_NOTRACK, &c);
|
|
if (flags_best) {
|
|
off = HALFSZ/2;
|
|
draw_thick_line(dr, LINE_THICK, cx - off, cy - off, cx + off, cy + off, c);
|
|
draw_thick_line(dr, LINE_THICK, cx - off, cy + off, cx + off, cy - off, c);
|
|
}
|
|
|
|
c = COL_TRACK;
|
|
flags_best = best_bits(flags >> DS_NSHIFT, flags_drag >> DS_NSHIFT, &c);
|
|
for (d = 1; d < 16; d *= 2) {
|
|
off = t16;
|
|
cx = ox + t2;
|
|
cy = oy + t2;
|
|
|
|
if (flags_best & d) {
|
|
cx += (d == R) ? t2 : (d == L) ? -t2 : 0;
|
|
cy += (d == D) ? t2 : (d == U) ? -t2 : 0;
|
|
|
|
draw_thick_line(dr, LINE_THICK, cx - off, cy - off, cx + off, cy + off, c);
|
|
draw_thick_line(dr, LINE_THICK, cx - off, cy + off, cx + off, cy - off, c);
|
|
}
|
|
}
|
|
|
|
unclip(dr);
|
|
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
|
|
}
|
|
|
|
static void draw_clue(drawing *dr, game_drawstate *ds, int w, int clue, int i, int col, int bg)
|
|
{
|
|
int cx, cy, tsz = TILE_SIZE/2;
|
|
char buf[20];
|
|
|
|
if (i < w) {
|
|
cx = CENTERED_COORD(i);
|
|
cy = CENTERED_COORD(-1);
|
|
} else {
|
|
cx = CENTERED_COORD(w);
|
|
cy = CENTERED_COORD(i-w);
|
|
}
|
|
|
|
if (bg >= 0)
|
|
draw_rect(dr, cx - tsz + GRID_LINE_TL, cy - tsz + GRID_LINE_TL,
|
|
TILE_SIZE - GRID_LINE_ALL, TILE_SIZE - GRID_LINE_ALL, bg);
|
|
sprintf(buf, "%d", clue);
|
|
draw_text(dr, cx, cy, FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
|
|
col, buf);
|
|
draw_update(dr, cx - tsz + GRID_LINE_TL, cy - tsz + GRID_LINE_TL,
|
|
TILE_SIZE - GRID_LINE_ALL, TILE_SIZE - GRID_LINE_ALL);
|
|
}
|
|
|
|
static void draw_loop_ends(drawing *dr, game_drawstate *ds,
|
|
const game_state *state, int c)
|
|
{
|
|
int tsz = TILE_SIZE/2;
|
|
|
|
draw_text(dr, CENTERED_COORD(-1), CENTERED_COORD(state->numbers->row_s),
|
|
FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
|
|
c, "A");
|
|
|
|
draw_text(dr, CENTERED_COORD(state->numbers->col_s), CENTERED_COORD(state->p.h),
|
|
FONT_VARIABLE, tsz, ALIGN_VCENTRE|ALIGN_HCENTRE,
|
|
c, "B");
|
|
}
|
|
|
|
static unsigned int s2d_flags(const game_state *state, int x, int y, const game_ui *ui)
|
|
{
|
|
unsigned int f;
|
|
int w = state->p.w;
|
|
|
|
f = S_E_DIRS(state, x, y, E_TRACK);
|
|
f |= (S_E_DIRS(state, x, y, E_NOTRACK) << DS_NSHIFT);
|
|
|
|
if (state->sflags[y*w+x] & S_ERROR)
|
|
f |= DS_ERROR;
|
|
if (state->sflags[y*w+x] & S_CLUE)
|
|
f |= DS_CLUE;
|
|
if (state->sflags[y*w+x] & S_NOTRACK)
|
|
f |= DS_NOTRACK;
|
|
if ((state->sflags[y*w+x] & S_TRACK) || (S_E_COUNT(state, x, y, E_TRACK) > 0))
|
|
f |= DS_TRACK;
|
|
|
|
if (ui->cursor_active) {
|
|
if (ui->curx >= x*2 && ui->curx <= (x+1)*2 &&
|
|
ui->cury >= y*2 && ui->cury <= (y+1)*2) {
|
|
f |= DS_CURSOR;
|
|
if (ui->curx == x*2) f |= (L << DS_CSHIFT);
|
|
if (ui->curx == (x+1)*2) f |= (R << DS_CSHIFT);
|
|
if (ui->cury == y*2) f |= (U << DS_CSHIFT);
|
|
if (ui->cury == (y+1)*2) f |= (D << DS_CSHIFT);
|
|
}
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
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 i, x, y, flashing, w = ds->w, h = ds->h;
|
|
bool force = false;
|
|
game_state *drag_state = NULL;
|
|
|
|
if (!ds->started) {
|
|
draw_loop_ends(dr, ds, state, COL_CLUE);
|
|
|
|
draw_rect(dr, COORD(0) - GRID_LINE_BR, COORD(0) - GRID_LINE_BR,
|
|
ds->w * TILE_SIZE + GRID_LINE_ALL,
|
|
ds->h * TILE_SIZE + GRID_LINE_ALL, COL_GRID);
|
|
|
|
draw_update(dr, 0, 0, (w+2)*TILE_SIZE + 2*BORDER, (h+2)*TILE_SIZE + 2*BORDER);
|
|
|
|
ds->started = true;
|
|
force = true;
|
|
}
|
|
|
|
for (i = 0; i < w+h; i++) {
|
|
if (force || (state->num_errors[i] != ds->num_errors[i])) {
|
|
ds->num_errors[i] = state->num_errors[i];
|
|
draw_clue(dr, ds, w, state->numbers->numbers[i], i,
|
|
ds->num_errors[i] ? COL_ERROR : COL_CLUE,
|
|
ds->num_errors[i] ? COL_ERROR_BACKGROUND : COL_BACKGROUND);
|
|
}
|
|
}
|
|
|
|
if (ui->dragging)
|
|
drag_state = copy_and_apply_drag(state, ui);
|
|
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
unsigned int f, f_d;
|
|
|
|
flashing = 0;
|
|
if (flashtime > 0) {
|
|
float flashpos =
|
|
(state->sflags[y*w+x] >> S_FLASH_SHIFT & S_FLASH_MASK) /
|
|
(float)S_FLASH_MASK;
|
|
if (flashtime > FLASH_TIME / 2 * flashpos &&
|
|
flashtime <= FLASH_TIME / 2 * (flashpos + 1.0F))
|
|
flashing = DS_FLASH;
|
|
}
|
|
|
|
f = s2d_flags(state, x, y, ui) | flashing;
|
|
f_d = drag_state ? s2d_flags(drag_state, x, y, ui) : f;
|
|
|
|
if (f != ds->flags[y*w+x] || f_d != ds->flags_drag[y*w+x] || force) {
|
|
ds->flags[y*w+x] = f;
|
|
ds->flags_drag[y*w+x] = f_d;
|
|
draw_square(dr, ds, x, y, f, f_d);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (drag_state) free_game(drag_state);
|
|
}
|
|
|
|
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(const game_state *oldstate, const game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->completed &&
|
|
newstate->completed && !newstate->used_solve)
|
|
return FLASH_TIME;
|
|
else
|
|
return 0.0F;
|
|
}
|
|
|
|
static void game_get_cursor_location(const game_ui *ui,
|
|
const game_drawstate *ds,
|
|
const game_state *state,
|
|
const game_params *params,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
if(ui->cursor_active) {
|
|
int off = HALFSZ / 4;
|
|
int cx = COORD(ui->curx / 2) + off;
|
|
int cy = COORD(ui->cury / 2) + off;
|
|
int cw, ch;
|
|
cw = ch = TILE_SIZE - (2*off) + 1;
|
|
|
|
if(ui->curx % 2 == 0) {
|
|
/* left border */
|
|
cx -= off;
|
|
cw = 2 * off + 1;
|
|
}
|
|
if(ui->cury % 2 == 0) {
|
|
/* upper border */
|
|
cy -= off;
|
|
ch = 2 * off + 1;
|
|
}
|
|
|
|
*x = cx;
|
|
*y = cy;
|
|
*w = cw;
|
|
*h = ch;
|
|
}
|
|
}
|
|
|
|
static int game_status(const game_state *state)
|
|
{
|
|
return state->completed ? +1 : 0;
|
|
}
|
|
|
|
static bool game_timing_state(const game_state *state, game_ui *ui)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static void game_print_size(const game_params *params, float *x, float *y)
|
|
{
|
|
int pw, ph;
|
|
|
|
/* The Times uses 7mm squares */
|
|
game_compute_size(params, 700, &pw, &ph);
|
|
*x = pw / 100.0F;
|
|
*y = ph / 100.0F;
|
|
}
|
|
|
|
static void game_print(drawing *dr, const game_state *state, int tilesize)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int black = print_mono_colour(dr, 0), grey = print_grey_colour(dr, 0.5F);
|
|
int x, y, i;
|
|
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
game_drawstate ads, *ds = &ads;
|
|
game_set_size(dr, ds, NULL, tilesize);
|
|
|
|
/* Grid, then border (second so it is on top) */
|
|
print_line_width(dr, TILE_SIZE / 24);
|
|
for (x = 1; x < w; x++)
|
|
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), grey);
|
|
for (y = 1; y < h; y++)
|
|
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), grey);
|
|
|
|
print_line_width(dr, TILE_SIZE / 16);
|
|
draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, black);
|
|
|
|
print_line_width(dr, TILE_SIZE / 24);
|
|
|
|
/* clue numbers, and loop ends */
|
|
for (i = 0; i < w+h; i++)
|
|
draw_clue(dr, ds, w, state->numbers->numbers[i], i, black, -1);
|
|
draw_loop_ends(dr, ds, state, black);
|
|
|
|
/* clue tracks / solution */
|
|
for (x = 0; x < w; x++) {
|
|
for (y = 0; y < h; y++) {
|
|
clip(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
|
|
draw_tracks_specific(dr, ds, x, y, S_E_DIRS(state, x, y, E_TRACK),
|
|
black, grey);
|
|
unclip(dr);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame tracks
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Train Tracks", "games.tracks", "tracks",
|
|
default_params,
|
|
game_fetch_preset, NULL,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
true, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
true, solve_game,
|
|
true, game_can_format_as_text_now, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
NULL, /* game_request_keys */
|
|
game_changed_state,
|
|
current_key_label,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_get_cursor_location,
|
|
game_status,
|
|
true, false, game_print_size, game_print,
|
|
false, /* wants_statusbar */
|
|
false, game_timing_state,
|
|
0, /* flags */
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
game_params *p;
|
|
game_state *s;
|
|
char *id = NULL, *desc;
|
|
int maxdiff = DIFFCOUNT, diff_used;
|
|
const char *err;
|
|
bool diagnostics = false, grade = false;
|
|
int retd;
|
|
|
|
while (--argc > 0) {
|
|
char *p = *++argv;
|
|
if (!strcmp(p, "-v")) {
|
|
diagnostics = true;
|
|
} else if (!strcmp(p, "-g")) {
|
|
grade = true;
|
|
} else if (!strncmp(p, "-d", 2) && p[2] && !p[3]) {
|
|
int i;
|
|
bool bad = true;
|
|
for (i = 0; i < lenof(tracks_diffchars); i++)
|
|
if (tracks_diffchars[i] == p[2]) {
|
|
bad = false;
|
|
maxdiff = i;
|
|
break;
|
|
}
|
|
if (bad) {
|
|
fprintf(stderr, "%s: unrecognised difficulty `%c'\n",
|
|
argv[0], p[2]);
|
|
return 1;
|
|
}
|
|
} else if (*p == '-') {
|
|
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
|
|
return 1;
|
|
} else {
|
|
id = p;
|
|
}
|
|
}
|
|
|
|
if (!id) {
|
|
fprintf(stderr, "usage: %s [-v | -g] <game_id>\n", argv[0]);
|
|
return 1;
|
|
}
|
|
|
|
desc = strchr(id, ':');
|
|
if (!desc) {
|
|
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
|
|
return 1;
|
|
}
|
|
*desc++ = '\0';
|
|
|
|
p = default_params();
|
|
decode_params(p, id);
|
|
err = validate_desc(p, desc);
|
|
if (err) {
|
|
fprintf(stderr, "%s: %s\n", argv[0], err);
|
|
return 1;
|
|
}
|
|
s = new_game(NULL, p, desc);
|
|
|
|
solver_diagnostics_fp = (diagnostics ? stdout : NULL);
|
|
retd = tracks_solve(s, maxdiff, &diff_used);
|
|
if (retd < 0) {
|
|
printf("Puzzle is inconsistent\n");
|
|
} else if (grade) {
|
|
printf("Difficulty rating: %s\n",
|
|
(retd == 0 ? "Ambiguous" : tracks_diffnames[diff_used]));
|
|
} else {
|
|
char *text = game_text_format(s);
|
|
fputs(text, stdout);
|
|
sfree(text);
|
|
if (retd == 0)
|
|
printf("Could not deduce a unique solution\n");
|
|
}
|
|
free_game(s);
|
|
free_params(p);
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vim: set shiftwidth=4 tabstop=8: */
|