ref: b3d4a4197954c21ac78b68c58dff8f84fe743ea2
dir: /palisade.c/
/* -*- indent-tabs-mode: nil; tab-width: 1000 -*- */ /* * palisade.c: Nikoli's `Five Cells' puzzle. * * See http://nikoli.co.jp/en/puzzles/five_cells.html */ /* TODO: * * - better solver: implement the sketched-out deductions * * - improve the victory flash? * - the LINE_NOs look ugly against COL_FLASH. * - white-blink the edges (instead), a la loopy? */ #include <assert.h> #include <ctype.h> #include <stdarg.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "puzzles.h" #define setmem(ptr, byte, len) memset((ptr), (byte), (len) * sizeof (ptr)[0]) #define scopy(dst, src, len) memcpy((dst), (src), (len) * sizeof (dst)[0]) #define dupmem(p, n) memcpy(smalloc(n * sizeof (*p)), p, n * sizeof (*p)) #define snewa(ptr, len) (ptr) = smalloc((len) * sizeof (*ptr)) #define clone(ptr) (dupmem((ptr), 1)) static char *string(int n, const char *fmt, ...) { va_list va; char *ret; int m; va_start(va, fmt); m = vsprintf(snewa(ret, n + 1), fmt, va); va_end(va); if (m > n) fatal("memory corruption"); return ret; } struct game_params { int w, h, k; }; typedef signed char clue; typedef unsigned char borderflag; typedef struct shared_state { game_params params; clue *clues; int refcount; } shared_state; struct game_state { shared_state *shared; borderflag *borders; /* length w*h */ bool completed, cheated; }; #define DEFAULT_PRESET 0 static struct game_params presets[] = { {5, 5, 5}, {8, 6, 6}, {10, 8, 8}, {15, 12, 10} /* I definitely want 5x5n5 since that gives "Five Cells" its name. * But how about the others? By which criteria do I choose? */ }; static game_params *default_params(void) { return clone(&presets[DEFAULT_PRESET]); } static bool game_fetch_preset(int i, char **name, game_params **params) { if (i < 0 || i >= lenof(presets)) return false; *params = clone(&presets[i]); *name = string(60, "%d x %d, regions of size %d", presets[i].w, presets[i].h, presets[i].k); return true; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { return clone(params); } static void decode_params(game_params *params, char const *string) { params->w = params->h = params->k = atoi(string); while (*string && isdigit((unsigned char)*string)) ++string; if (*string == 'x') { params->h = atoi(++string); while (*string && isdigit((unsigned char)*string)) ++string; } if (*string == 'n') params->k = atoi(++string); } static char *encode_params(const game_params *params, bool full) { return string(40, "%dx%dn%d", params->w, params->h, params->k); } #define CONFIG(i, nm, ty, iv, sv) \ (ret[i].name = nm, ret[i].type = ty, ret[i].ival = iv, ret[i].sval = sv) static config_item *game_configure(const game_params *params) { config_item *ret = snewn(4, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; ret[0].u.string.sval = string(20, "%d", params->w); ret[1].name = "Height"; ret[1].type = C_STRING; ret[1].u.string.sval = string(20, "%d", params->h); ret[2].name = "Region size"; ret[2].type = C_STRING; ret[2].u.string.sval = string(20, "%d", params->k); ret[3].name = NULL; ret[3].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *params = snew(game_params); params->w = atoi(cfg[0].u.string.sval); params->h = atoi(cfg[1].u.string.sval); params->k = atoi(cfg[2].u.string.sval); return params; } /* +---+ << The one possible domino (up to symmetry). +---+---+ * | 3 | | 3 | 3 | * | | If two dominos are adjacent as depicted here >> +---+---+ * | 3 | then it's ambiguous whether the edge between | 3 | 3 | * +---+ the dominos is horizontal or vertical. +---+---+ */ static const char *validate_params(const game_params *params, bool full) { int w = params->w, h = params->h, k = params->k, wh = w * h; if (k < 1) return "Region size must be at least one"; if (w < 1) return "Width must be at least one"; if (h < 1) return "Height must be at least one"; if (wh % k) return "Region size must divide grid area"; if (!full) return NULL; /* succeed partial validation */ /* MAYBE FIXME: we (just?) don't have the UI for winning these. */ if (k == wh) return "Region size must be less than the grid area"; assert (k < wh); /* or wh % k != 0 */ if (k == 2 && w != 1 && h != 1) return "Region size can't be two unless width or height is one"; return NULL; /* succeed full validation */ } /* --- Solver ------------------------------------------------------- */ /* the solver may write at will to these arrays, but shouldn't free them */ /* it's up to the client to dup/free as needed */ typedef struct solver_ctx { const game_params *params; /* also in shared_state */ clue *clues; /* also in shared_state */ borderflag *borders; /* also in game_state */ int *dsf; /* particular to the solver */ } solver_ctx; /* Deductions: * * - If two adjacent clues do not have a border between them, this * gives a lower limit on the size of their region (which is also an * upper limit if both clues are 3). Rule out any non-border which * would make its region either too large or too small. * * - If a clue, k, is adjacent to k borders or (4 - k) non-borders, * the remaining edges incident to the clue are readily decided. * * - If a region has only one other region (e.g. square) to grow into * and it's not of full size yet, grow it into that one region. * * - If two regions are adjacent and their combined size would be too * large, put an edge between them. * * - If a border is adjacent to two non-borders, its last vertex-mate * must also be a border. If a maybe-border is adjacent to three * nonborders, the maybe-border is a non-border. * * - If a clue square is adjacent to several squares belonging to the * same region, and enabling (disabling) those borders would violate * the clue, those borders must be disabled (enabled). * * - If there's a path crossing only non-borders between two squares, * the maybe-border between them is a non-border. * (This is implicitly computed in the dsf representation) */ /* TODO deductions: * * If a vertex is adjacent to a LINE_YES and (4-3)*LINE_NO, at least * one of the last two edges are LINE_YES. If they're adjacent to a * 1, then the other two edges incident to that 1 are LINE_NO. * * For each square: set all as unknown, then for each k-omino and each * way of placing it on that square, if that way is consistent with * the board, mark its edges and interior as possible LINE_YES and * LINE_NO, respectively. When all k-ominos are through, see what * isn't possible and remove those impossibilities from the board. * (Sounds pretty nasty for k > 4 or so.) * * A black-bordered subregion must have a size divisible by k. So, * draw a graph with one node per dsf component and edges between * those dsf components which have adjacent squares. Identify cut * vertices and edges. If a cut-vertex-delimited component contains a * number of squares not divisible by k, cut vertex not included, then * the cut vertex must belong to the component. If it has exactly one * edge _out_ of the component, the line(s) corresponding to that edge * are all LINE_YES (i.e. a BORDER()). * (This sounds complicated, but visually it is rather easy.) * * [Look at loopy and see how the at-least/-most k out of m edges * thing is done. See how it is propagated across multiple squares.] */ #define EMPTY (~0) #define BIT(i) (1 << (i)) #define BORDER(i) BIT(i) #define BORDER_U BORDER(0) #define BORDER_R BORDER(1) #define BORDER_D BORDER(2) #define BORDER_L BORDER(3) #define FLIP(i) ((i) ^ 2) #define BORDER_MASK (BORDER_U|BORDER_R|BORDER_D|BORDER_L) #define DISABLED(border) ((border) << 4) #define UNDISABLED(border) ((border) >> 4) static const int dx[4] = { 0, +1, 0, -1}; static const int dy[4] = {-1, 0, +1, 0}; static const int bitcount[16] = {0,1,1,2,1,2,2,3,1,2,2,3,2,3,3,4}; /* bitcount[x & BORDER_MASK] == number of enabled borders */ #define COMPUTE_J (-1) static void connect(solver_ctx *ctx, int i, int j) { dsf_merge(ctx->dsf, i, j); } static bool connected(solver_ctx *ctx, int i, int j, int dir) { if (j == COMPUTE_J) j = i + dx[dir] + ctx->params->w*dy[dir]; return dsf_canonify(ctx->dsf, i) == dsf_canonify(ctx->dsf, j); } static void disconnect(solver_ctx *ctx, int i, int j, int dir) { if (j == COMPUTE_J) j = i + dx[dir] + ctx->params->w*dy[dir]; ctx->borders[i] |= BORDER(dir); ctx->borders[j] |= BORDER(FLIP(dir)); } static bool disconnected(solver_ctx *ctx, int i, int j, int dir) { assert (j == COMPUTE_J || j == i + dx[dir] + ctx->params->w*dy[dir]); return ctx->borders[i] & BORDER(dir); } static bool maybe(solver_ctx *ctx, int i, int j, int dir) { assert (j == COMPUTE_J || j == i + dx[dir] + ctx->params->w*dy[dir]); return !disconnected(ctx, i, j, dir) && !connected(ctx, i, j, dir); /* the ordering is important: disconnected works for invalid * squares (i.e. out of bounds), connected doesn't. */ } static void solver_connected_clues_versus_region_size(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir; /* If i is connected to j and i has borders with p of the * remaining three squares and j with q of the remaining three * squares, then the region has size at least 1+(3-p) + 1+(3-q). * If p = q = 3 then the region has size exactly 2. */ for (i = 0; i < wh; ++i) { if (ctx->clues[i] == EMPTY) continue; for (dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (disconnected(ctx, i, j, dir)) continue; if (ctx->clues[j] == EMPTY) continue; if ((8 - ctx->clues[i] - ctx->clues[j] > ctx->params->k) || (ctx->clues[i] == 3 && ctx->clues[j] == 3 && ctx->params->k != 2)) { disconnect(ctx, i, j, dir); /* changed = true, but this is a one-shot... */ } } } } static bool solver_number_exhausted(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir, off; bool changed = false; for (i = 0; i < wh; ++i) { if (ctx->clues[i] == EMPTY) continue; if (bitcount[(ctx->borders[i] & BORDER_MASK)] == ctx->clues[i]) { for (dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (!maybe(ctx, i, j, dir)) continue; connect(ctx, i, j); changed = true; } continue; } for (off = dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (!disconnected(ctx, i, j, dir) && connected(ctx, i, j, dir)) ++off; /* ^^^ bounds checking before ^^^^^ */ } if (ctx->clues[i] == 4 - off) for (dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (!maybe(ctx, i, j, dir)) continue; disconnect(ctx, i, j, dir); changed = true; } } return changed; } static bool solver_not_too_big(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir; bool changed = false; for (i = 0; i < wh; ++i) { int size = dsf_size(ctx->dsf, i); for (dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (!maybe(ctx, i, j, dir)) continue; if (size + dsf_size(ctx->dsf, j) <= ctx->params->k) continue; disconnect(ctx, i, j, dir); changed = true; } } return changed; } static bool solver_not_too_small(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dir; int *outs, k = ctx->params->k, ci; bool changed = false; snewa(outs, wh); setmem(outs, -1, wh); for (i = 0; i < wh; ++i) { ci = dsf_canonify(ctx->dsf, i); if (dsf_size(ctx->dsf, ci) == k) continue; for (dir = 0; dir < 4; ++dir) { int j = i + dx[dir] + w*dy[dir]; if (!maybe(ctx, i, j, dir)) continue; if (outs[ci] == -1) outs[ci] = dsf_canonify(ctx->dsf, j); else if (outs[ci] != dsf_canonify(ctx->dsf, j)) outs[ci] = -2; } } for (i = 0; i < wh; ++i) { int j = outs[i]; if (i != dsf_canonify(ctx->dsf, i)) continue; if (j < 0) continue; connect(ctx, i, j); /* only one place for i to grow */ changed = true; } sfree(outs); return changed; } static bool solver_no_dangling_edges(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, r, c; bool changed = false; /* for each vertex */ for (r = 1; r < h; ++r) for (c = 1; c < w; ++c) { int i = r * w + c, j = i - w - 1, noline = 0, dir; int squares[4], e = -1, f = -1, de = -1, df = -1; /* feels hacky: I align these with BORDER_[U0 R1 D2 L3] */ squares[1] = squares[2] = j; squares[0] = squares[3] = i; /* for each edge adjacent to the vertex */ for (dir = 0; dir < 4; ++dir) if (!connected(ctx, squares[dir], COMPUTE_J, dir)) { df = dir; f = squares[df]; if (e != -1) continue; e = f; de = df; } else ++noline; if (4 - noline == 1) { assert (e != -1); disconnect(ctx, e, COMPUTE_J, de); changed = true; continue; } if (4 - noline != 2) continue; assert (e != -1); assert (f != -1); if (ctx->borders[e] & BORDER(de)) { if (!(ctx->borders[f] & BORDER(df))) { disconnect(ctx, f, COMPUTE_J, df); changed = true; } } else if (ctx->borders[f] & BORDER(df)) { disconnect(ctx, e, COMPUTE_J, de); changed = true; } } return changed; } static bool solver_equivalent_edges(solver_ctx *ctx) { int w = ctx->params->w, h = ctx->params->h, wh = w*h, i, dirj; bool changed = false; /* if a square is adjacent to two connected squares, the two * borders (i,j) and (i,k) are either both on or both off. */ for (i = 0; i < wh; ++i) { int n_on = 0, n_off = 0; if (ctx->clues[i] < 1 || ctx->clues[i] > 3) continue; if (ctx->clues[i] == 2 /* don't need it otherwise */) for (dirj = 0; dirj < 4; ++dirj) { int j = i + dx[dirj] + w*dy[dirj]; if (disconnected(ctx, i, j, dirj)) ++n_on; else if (connected(ctx, i, j, dirj)) ++n_off; } for (dirj = 0; dirj < 4; ++dirj) { int j = i + dx[dirj] + w*dy[dirj], dirk; if (!maybe(ctx, i, j, dirj)) continue; for (dirk = dirj + 1; dirk < 4; ++dirk) { int k = i + dx[dirk] + w*dy[dirk]; if (!maybe(ctx, i, k, dirk)) continue; if (!connected(ctx, j, k, -1)) continue; if (n_on + 2 > ctx->clues[i]) { connect(ctx, i, j); connect(ctx, i, k); changed = true; } else if (n_off + 2 > 4 - ctx->clues[i]) { disconnect(ctx, i, j, dirj); disconnect(ctx, i, k, dirk); changed = true; } } } } return changed; } #define UNVISITED 6 /* build connected components in `dsf', along the lines of `borders'. */ static void dfs_dsf(int i, int w, borderflag *border, int *dsf, bool black) { int dir; for (dir = 0; dir < 4; ++dir) { int ii = i + dx[dir] + w*dy[dir], bdir = BORDER(dir); if (black ? (border[i] & bdir) : !(border[i] & DISABLED(bdir))) continue; if (dsf[ii] != UNVISITED) continue; dsf_merge(dsf, i, ii); dfs_dsf(ii, w, border, dsf, black); } } static bool is_solved(const game_params *params, clue *clues, borderflag *border) { int w = params->w, h = params->h, wh = w*h, k = params->k; int i, x, y; int *dsf = snew_dsf(wh); assert (dsf[0] == UNVISITED); /* check: UNVISITED and dsf.c match up */ /* * A game is solved if: * * - the borders drawn on the grid divide it into connected * components such that every square is in a component of the * correct size * - the borders also satisfy the clue set */ for (i = 0; i < wh; ++i) { if (dsf[i] == UNVISITED) dfs_dsf(i, params->w, border, dsf, true); if (dsf_size(dsf, i) != k) goto error; if (clues[i] == EMPTY) continue; if (clues[i] != bitcount[border[i] & BORDER_MASK]) goto error; } /* * ... and thirdly: * * - there are no *stray* borders, in that every border is * actually part of the division between two components. * Otherwise you could cheat by finding a subdivision which did * not *exceed* any clue square's counter, and then adding a * few extra edges. */ for (y = 0; y < h; y++) { for (x = 0; x < w; x++) { if (x+1 < w && (border[y*w+x] & BORDER_R) && dsf_canonify(dsf, y*w+x) == dsf_canonify(dsf, y*w+(x+1))) goto error; if (y+1 < h && (border[y*w+x] & BORDER_D) && dsf_canonify(dsf, y*w+x) == dsf_canonify(dsf, (y+1)*w+x)) goto error; } } sfree(dsf); return true; error: sfree(dsf); return false; } static bool solver(const game_params *params, clue *clues, borderflag *borders) { int w = params->w, h = params->h, wh = w*h; bool changed; solver_ctx ctx; ctx.params = params; ctx.clues = clues; ctx.borders = borders; ctx.dsf = snew_dsf(wh); solver_connected_clues_versus_region_size(&ctx); /* idempotent */ do { changed = false; changed |= solver_number_exhausted(&ctx); changed |= solver_not_too_big(&ctx); changed |= solver_not_too_small(&ctx); changed |= solver_no_dangling_edges(&ctx); changed |= solver_equivalent_edges(&ctx); } while (changed); sfree(ctx.dsf); return is_solved(params, clues, borders); } /* --- Generator ---------------------------------------------------- */ static void init_borders(int w, int h, borderflag *borders) { int r, c; setmem(borders, 0, w*h); for (c = 0; c < w; ++c) { borders[c] |= BORDER_U; borders[w*h-1 - c] |= BORDER_D; } for (r = 0; r < h; ++r) { borders[r*w] |= BORDER_L; borders[w*h-1 - r*w] |= BORDER_R; } } #define OUT_OF_BOUNDS(x, y, w, h) \ ((x) < 0 || (x) >= (w) || (y) < 0 || (y) >= (h)) #define xshuffle(ptr, len, rs) shuffle((ptr), (len), sizeof (ptr)[0], (rs)) static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { int w = params->w, h = params->h, wh = w*h, k = params->k; clue *numbers = snewn(wh + 1, clue); borderflag *rim = snewn(wh, borderflag); borderflag *scratch_borders = snewn(wh, borderflag); char *soln = snewa(*aux, wh + 2); int *shuf = snewn(wh, int); int *dsf = NULL, i, r, c; int attempts = 0; for (i = 0; i < wh; ++i) shuf[i] = i; xshuffle(shuf, wh, rs); init_borders(w, h, rim); assert (!('@' & BORDER_MASK)); *soln++ = 'S'; soln[wh] = '\0'; do { ++attempts; setmem(soln, '@', wh); sfree(dsf); dsf = divvy_rectangle(w, h, k, rs); for (r = 0; r < h; ++r) for (c = 0; c < w; ++c) { int i = r * w + c, dir; numbers[i] = 0; for (dir = 0; dir < 4; ++dir) { int rr = r + dy[dir], cc = c + dx[dir], ii = rr * w + cc; if (OUT_OF_BOUNDS(cc, rr, w, h) || dsf_canonify(dsf, i) != dsf_canonify(dsf, ii)) { ++numbers[i]; soln[i] |= BORDER(dir); } } } scopy(scratch_borders, rim, wh); } while (!solver(params, numbers, scratch_borders)); for (i = 0; i < wh; ++i) { int j = shuf[i]; clue copy = numbers[j]; scopy(scratch_borders, rim, wh); numbers[j] = EMPTY; /* strip away unnecssary clues */ if (!solver(params, numbers, scratch_borders)) numbers[j] = copy; } numbers[wh] = '\0'; sfree(scratch_borders); sfree(rim); sfree(shuf); sfree(dsf); char *output = snewn(wh + 1, char), *p = output; r = 0; for (i = 0; i < wh; ++i) { if (numbers[i] != EMPTY) { while (r) { while (r > 26) { *p++ = 'z'; r -= 26; } *p++ = 'a'-1 + r; r = 0; } *p++ = '0' + numbers[i]; } else ++r; } *p++ = '\0'; sfree(numbers); return sresize(output, p - output, char); } static const char *validate_desc(const game_params *params, const char *desc) { int w = params->w, h = params->h, wh = w*h, squares = 0; for (/* nop */; *desc; ++desc) { if (islower((unsigned char)*desc)) { squares += *desc - 'a' + 1; } else if (isdigit((unsigned char)*desc)) { if (*desc > '4') { static char buf[] = "Invalid (too large) number: '5'"; assert (isdigit((unsigned char)buf[lenof(buf) - 3])); buf[lenof(buf) - 3] = *desc; /* ... or 6, 7, 8, 9 :-) */ return buf; } ++squares; } else if (isprint((unsigned char)*desc)) { static char buf[] = "Invalid character in data: '?'"; buf[lenof(buf) - 3] = *desc; return buf; } else return "Invalid (unprintable) character in data"; } if (squares > wh) return "Data describes too many squares"; return NULL; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { int w = params->w, h = params->h, wh = w*h, i; game_state *state = snew(game_state); state->shared = snew(shared_state); state->shared->refcount = 1; state->shared->params = *params; /* struct copy */ snewa(state->shared->clues, wh); setmem(state->shared->clues, EMPTY, wh); for (i = 0; *desc; ++desc) { if (isdigit((unsigned char)*desc)) state->shared->clues[i++] = *desc - '0'; else if (isalpha((unsigned char)*desc)) i += *desc - 'a' + 1; } snewa(state->borders, wh); init_borders(w, h, state->borders); state->completed = (params->k == wh); state->cheated = false; return state; } static game_state *dup_game(const game_state *state) { int wh = state->shared->params.w * state->shared->params.h; game_state *ret = snew(game_state); ret->borders = dupmem(state->borders, wh); ret->shared = state->shared; ++ret->shared->refcount; ret->completed = state->completed; ret->cheated = state->cheated; return ret; } static void free_game(game_state *state) { if (--state->shared->refcount == 0) { sfree(state->shared->clues); sfree(state->shared); } sfree(state->borders); sfree(state); } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { int w = state->shared->params.w, h = state->shared->params.h, wh = w*h; borderflag *move; if (aux) return dupstr(aux); snewa(move, wh + 2); move[0] = 'S'; init_borders(w, h, move + 1); move[wh + 1] = '\0'; if (solver(&state->shared->params, state->shared->clues, move + 1)) { int i; for (i = 0; i < wh; i++) move[i+1] |= '@'; /* turn into sensible ASCII */ return (char *) move; } *error = "Sorry, I can't solve this puzzle"; sfree(move); return NULL; { /* compile-time-assert (borderflag is-a-kind-of char). * * depends on zero-size arrays being disallowed. GCC says * ISO C forbids this, pointing to [-Werror=edantic]. Also, * it depends on type-checking of (obviously) dead code. */ borderflag b[sizeof (borderflag) == sizeof (char)]; char c = b[0]; b[0] = c; /* we could at least in principle put this anywhere, but it * seems silly to not put it where the assumption is used. */ } } static bool game_can_format_as_text_now(const game_params *params) { return true; } static char *game_text_format(const game_state *state) { int w = state->shared->params.w, h = state->shared->params.h, r, c; int cw = 4, ch = 2, gw = cw*w + 2, gh = ch * h + 1, len = gw * gh; char *board; setmem(snewa(board, len + 1), ' ', len); for (r = 0; r < h; ++r) { for (c = 0; c < w; ++c) { int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2; int i = r * w + c, clue = state->shared->clues[i]; if (clue != EMPTY) board[center] = '0' + clue; board[cell] = '+'; if (state->borders[i] & BORDER_U) setmem(board + cell + 1, '-', cw - 1); else if (state->borders[i] & DISABLED(BORDER_U)) board[cell + cw / 2] = 'x'; if (state->borders[i] & BORDER_L) board[cell + gw] = '|'; else if (state->borders[i] & DISABLED(BORDER_L)) board[cell + gw] = 'x'; } for (c = 0; c < ch; ++c) { board[(r*ch + c)*gw + gw - 2] = c ? '|' : '+'; board[(r*ch + c)*gw + gw - 1] = '\n'; } } scopy(board + len - gw, board, gw); board[len] = '\0'; return board; } struct game_ui { int x, y; bool show; }; static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui->x = ui->y = 0; ui->show = false; 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) { assert (encoding == NULL); } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { } typedef unsigned short dsflags; struct game_drawstate { int tilesize; dsflags *grid; }; #define TILESIZE (ds->tilesize) #define MARGIN (ds->tilesize / 2) #define WIDTH (3*TILESIZE/32 > 1 ? 3*TILESIZE/32 : 1) #define CENTER ((ds->tilesize / 2) + WIDTH/2) #define FROMCOORD(x) (((x) - MARGIN) / TILESIZE) enum {MAYBE_LEFT, MAYBE_RIGHT, ON_LEFT, ON_RIGHT, OFF_LEFT, OFF_RIGHT}; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int w = state->shared->params.w, h = state->shared->params.h; bool control = button & MOD_CTRL, shift = button & MOD_SHFT; button &= ~MOD_MASK; if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { int gx = FROMCOORD(x), gy = FROMCOORD(y), possible = BORDER_MASK; int px = (x - MARGIN) % TILESIZE, py = (y - MARGIN) % TILESIZE; int hx, hy, dir, i; if (OUT_OF_BOUNDS(gx, gy, w, h)) return NULL; ui->x = gx; ui->y = gy; /* find edge closest to click point */ possible &=~ (2*px < TILESIZE ? BORDER_R : BORDER_L); possible &=~ (2*py < TILESIZE ? BORDER_D : BORDER_U); px = min(px, TILESIZE - px); py = min(py, TILESIZE - py); possible &=~ (px < py ? (BORDER_U|BORDER_D) : (BORDER_L|BORDER_R)); for (dir = 0; dir < 4 && BORDER(dir) != possible; ++dir); if (dir == 4) return NULL; /* there's not exactly one such edge */ hx = gx + dx[dir]; hy = gy + dy[dir]; if (OUT_OF_BOUNDS(hx, hy, w, h)) return NULL; ui->show = false; i = gy * w + gx; switch ((button == RIGHT_BUTTON) | ((state->borders[i] & BORDER(dir)) >> dir << 1) | ((state->borders[i] & DISABLED(BORDER(dir))) >> dir >> 2)) { case MAYBE_LEFT: case ON_LEFT: case ON_RIGHT: return string(80, "F%d,%d,%dF%d,%d,%d", gx, gy, BORDER(dir), hx, hy, BORDER(FLIP(dir))); case MAYBE_RIGHT: case OFF_LEFT: case OFF_RIGHT: return string(80, "F%d,%d,%dF%d,%d,%d", gx, gy, DISABLED(BORDER(dir)), hx, hy, DISABLED(BORDER(FLIP(dir)))); } } if (IS_CURSOR_MOVE(button)) { ui->show = true; if (control || shift) { borderflag flag = 0, newflag; int dir, i = ui->y * w + ui->x; x = ui->x; y = ui->y; move_cursor(button, &x, &y, w, h, false); if (OUT_OF_BOUNDS(x, y, w, h)) return NULL; for (dir = 0; dir < 4; ++dir) if (dx[dir] == x - ui->x && dy[dir] == y - ui->y) break; if (dir == 4) return NULL; /* how the ... ?! */ if (control) flag |= BORDER(dir); if (shift) flag |= DISABLED(BORDER(dir)); newflag = state->borders[i] ^ flag; if (newflag & BORDER(dir) && newflag & DISABLED(BORDER(dir))) return NULL; newflag = 0; if (control) newflag |= BORDER(FLIP(dir)); if (shift) newflag |= DISABLED(BORDER(FLIP(dir))); return string(80, "F%d,%d,%dF%d,%d,%d", ui->x, ui->y, flag, x, y, newflag); } else { move_cursor(button, &ui->x, &ui->y, w, h, false); return UI_UPDATE; } } return NULL; } static game_state *execute_move(const game_state *state, const char *move) { int w = state->shared->params.w, h = state->shared->params.h, wh = w * h; game_state *ret = dup_game(state); int nchars, x, y, flag; if (*move == 'S') { int i; ++move; for (i = 0; i < wh && move[i]; ++i) ret->borders[i] = (move[i] & BORDER_MASK) | DISABLED(~move[i] & BORDER_MASK); if (i < wh || move[i]) return NULL; /* leaks `ret', then we die */ ret->cheated = ret->completed = true; return ret; } while (sscanf(move, "F%d,%d,%d%n", &x, &y, &flag, &nchars) == 3 && !OUT_OF_BOUNDS(x, y, w, h)) { move += nchars; ret->borders[y*w + x] ^= flag; } if (*move) return NULL; /* leaks `ret', then we die */ if (!ret->completed) ret->completed = is_solved(&ret->shared->params, ret->shared->clues, ret->borders); return ret; } /* --- Drawing routines --------------------------------------------- */ static void game_compute_size(const game_params *params, int tilesize, int *x, int *y) { *x = (params->w + 1) * tilesize; *y = (params->h + 1) * tilesize; } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; } enum { COL_BACKGROUND, COL_FLASH, COL_GRID, COL_CLUE = COL_GRID, COL_LINE_YES = COL_GRID, COL_LINE_MAYBE, COL_LINE_NO, COL_ERROR, NCOLOURS }; #define COLOUR(i, r, g, b) \ ((ret[3*(i)+0] = (r)), (ret[3*(i)+1] = (g)), (ret[3*(i)+2] = (b))) #define DARKER 0.9F static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_FLASH); COLOUR(COL_GRID, 0.0F, 0.0F, 0.0F); /* black */ COLOUR(COL_ERROR, 1.0F, 0.0F, 0.0F); /* red */ COLOUR(COL_LINE_MAYBE, /* yellow */ ret[COL_BACKGROUND*3 + 0] * DARKER, ret[COL_BACKGROUND*3 + 1] * DARKER, 0.0F); COLOUR(COL_LINE_NO, ret[COL_BACKGROUND*3 + 0] * DARKER, ret[COL_BACKGROUND*3 + 1] * DARKER, ret[COL_BACKGROUND*3 + 2] * DARKER); *ncolours = NCOLOURS; return ret; } #undef COLOUR #define BORDER_ERROR(x) ((x) << 8) #define F_ERROR_U BORDER_ERROR(BORDER_U) /* BIT( 8) */ #define F_ERROR_R BORDER_ERROR(BORDER_R) /* BIT( 9) */ #define F_ERROR_D BORDER_ERROR(BORDER_D) /* BIT(10) */ #define F_ERROR_L BORDER_ERROR(BORDER_L) /* BIT(11) */ #define F_ERROR_CLUE BIT(12) #define F_FLASH BIT(13) #define F_CURSOR BIT(14) static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); ds->tilesize = 0; ds->grid = NULL; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->grid); sfree(ds); } #define COLOUR(border) \ (flags & BORDER_ERROR((border)) ? COL_ERROR : \ flags & (border) ? COL_LINE_YES : \ flags & DISABLED((border)) ? COL_LINE_NO : \ COL_LINE_MAYBE) static void draw_tile(drawing *dr, game_drawstate *ds, int r, int c, dsflags flags, int clue) { int x = MARGIN + TILESIZE * c, y = MARGIN + TILESIZE * r; clip(dr, x, y, TILESIZE + WIDTH, TILESIZE + WIDTH); /* { */ draw_rect(dr, x + WIDTH, y + WIDTH, TILESIZE - WIDTH, TILESIZE - WIDTH, (flags & F_FLASH ? COL_FLASH : COL_BACKGROUND)); if (flags & F_CURSOR) draw_rect_corners(dr, x + CENTER, y + CENTER, TILESIZE / 3, COL_GRID); if (clue != EMPTY) { char buf[2]; buf[0] = '0' + clue; buf[1] = '\0'; draw_text(dr, x + CENTER, y + CENTER, FONT_VARIABLE, TILESIZE / 2, ALIGN_VCENTRE | ALIGN_HCENTRE, (flags & F_ERROR_CLUE ? COL_ERROR : COL_CLUE), buf); } #define ts TILESIZE #define w WIDTH draw_rect(dr, x + w, y, ts - w, w, COLOUR(BORDER_U)); draw_rect(dr, x + ts, y + w, w, ts - w, COLOUR(BORDER_R)); draw_rect(dr, x + w, y + ts, ts - w, w, COLOUR(BORDER_D)); draw_rect(dr, x, y + w, w, ts - w, COLOUR(BORDER_L)); #undef ts #undef w unclip(dr); /* } */ draw_update(dr, x, y, TILESIZE + WIDTH, TILESIZE + WIDTH); } #define FLASH_TIME 0.7F static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int w = state->shared->params.w, h = state->shared->params.h, wh = w*h; int r, c, i, flash = ((int) (flashtime * 5 / FLASH_TIME)) % 2; int *black_border_dsf = snew_dsf(wh), *yellow_border_dsf = snew_dsf(wh); int k = state->shared->params.k; if (!ds->grid) { char buf[40]; int bgw = (w+1) * ds->tilesize, bgh = (h+1) * ds->tilesize; for (r = 0; r <= h; ++r) for (c = 0; c <= w; ++c) draw_rect(dr, MARGIN + TILESIZE * c, MARGIN + TILESIZE * r, WIDTH, WIDTH, COL_GRID); draw_update(dr, 0, 0, bgw, bgh); snewa(ds->grid, wh); setmem(ds->grid, ~0, wh); sprintf(buf, "Region size: %d", state->shared->params.k); status_bar(dr, buf); } for (i = 0; i < wh; ++i) { if (black_border_dsf[i] == UNVISITED) dfs_dsf(i, w, state->borders, black_border_dsf, true); if (yellow_border_dsf[i] == UNVISITED) dfs_dsf(i, w, state->borders, yellow_border_dsf, false); } for (r = 0; r < h; ++r) for (c = 0; c < w; ++c) { int i = r * w + c, clue = state->shared->clues[i], flags, dir; int on = bitcount[state->borders[i] & BORDER_MASK]; int off = bitcount[(state->borders[i] >> 4) & BORDER_MASK]; flags = state->borders[i]; if (flash) flags |= F_FLASH; if (clue != EMPTY && (on > clue || clue > 4 - off)) flags |= F_ERROR_CLUE; if (ui->show && ui->x == c && ui->y == r) flags |= F_CURSOR; /* border errors */ for (dir = 0; dir < 4; ++dir) { int rr = r + dy[dir], cc = c + dx[dir], ii = rr * w + cc; if (OUT_OF_BOUNDS(cc, rr, w, h)) continue; /* we draw each border twice, except the outermost * big border, so we have to check for errors on * both sides of each border.*/ if (/* region too large */ ((dsf_size(yellow_border_dsf, i) > k || dsf_size(yellow_border_dsf, ii) > k) && (dsf_canonify(yellow_border_dsf, i) != dsf_canonify(yellow_border_dsf, ii))) || /* region too small */ ((dsf_size(black_border_dsf, i) < k || dsf_size(black_border_dsf, ii) < k) && dsf_canonify(black_border_dsf, i) != dsf_canonify(black_border_dsf, ii)) || /* dangling borders within a single region */ ((state->borders[i] & BORDER(dir)) && /* we know it's a single region because there's a * path crossing no border from i to ii... */ (dsf_canonify(yellow_border_dsf, i) == dsf_canonify(yellow_border_dsf, ii) || /* or because any such border would be an error */ (dsf_size(black_border_dsf, i) <= k && dsf_canonify(black_border_dsf, i) == dsf_canonify(black_border_dsf, ii))))) flags |= BORDER_ERROR(BORDER(dir)); } if (flags == ds->grid[i]) continue; ds->grid[i] = flags; draw_tile(dr, ds, r, c, ds->grid[i], clue); } sfree(black_border_dsf); sfree(yellow_border_dsf); } 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 (newstate->completed && !newstate->cheated && !oldstate->completed) return FLASH_TIME; 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->show) { *x = MARGIN + TILESIZE * ui->x; *y = MARGIN + TILESIZE * ui->y; *w = *h = TILESIZE; } } 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) { assert (!"this shouldn't get called"); return false; /* placate optimiser */ } static void game_print_size(const game_params *params, float *x, float *y) { int pw, ph; game_compute_size(params, 700, &pw, &ph); /* 7mm, like loopy */ *x = pw / 100.0F; *y = ph / 100.0F; } static void print_line(drawing *dr, int x1, int y1, int x2, int y2, int colour, bool full) { if (!full) { int i, subdivisions = 8; for (i = 1; i < subdivisions; ++i) { int x = (x1 * (subdivisions - i) + x2 * i) / subdivisions; int y = (y1 * (subdivisions - i) + y2 * i) / subdivisions; draw_circle(dr, x, y, 3, colour, colour); } } else draw_line(dr, x1, y1, x2, y2, colour); } static void game_print(drawing *dr, const game_state *state, int tilesize) { int w = state->shared->params.w, h = state->shared->params.h; int ink = print_mono_colour(dr, 0); game_drawstate for_tilesize_macros, *ds = &for_tilesize_macros; int r, c; ds->tilesize = tilesize; for (r = 0; r < h; ++r) for (c = 0; c < w; ++c) { int x = MARGIN + TILESIZE * c, y = MARGIN + TILESIZE * r; int i = r * w + c, clue = state->shared->clues[i]; if (clue != EMPTY) { char buf[2]; buf[0] = '0' + clue; buf[1] = '\0'; draw_text(dr, x + CENTER, y + CENTER, FONT_VARIABLE, TILESIZE / 2, ALIGN_VCENTRE | ALIGN_HCENTRE, ink, buf); } #define ts TILESIZE #define FULL(DIR) (state->borders[i] & (BORDER_ ## DIR)) print_line(dr, x, y, x + ts, y, ink, FULL(U)); print_line(dr, x + ts, y, x + ts, y + ts, ink, FULL(R)); print_line(dr, x, y + ts, x + ts, y + ts, ink, FULL(D)); print_line(dr, x, y, x, y + ts, ink, FULL(L)); #undef ts #undef FULL } for (r = 1; r < h; ++r) for (c = 1; c < w; ++c) { int j = r * w + c, i = j - 1 - w; int x = MARGIN + TILESIZE * c, y = MARGIN + TILESIZE * r; if (state->borders[i] & (BORDER_D|BORDER_R)) continue; if (state->borders[j] & (BORDER_U|BORDER_L)) continue; draw_circle(dr, x, y, 3, ink, ink); } } #ifdef COMBINED #define thegame palisade #endif const struct game thegame = { "Palisade", "games.palisade", "palisade", 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, NULL, /* current_key_label */ interpret_move, execute_move, 48, 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, true, /* wants_statusbar */ false, game_timing_state, 0, /* flags */ };