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inertia.c
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inertia.c
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/*
* inertia.c: Game involving navigating round a grid picking up
* gems.
*
* Game rules and basic generator design by Ben Olmstead.
* This re-implementation was written by Simon Tatham.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <limits.h>
#ifdef NO_TGMATH_H
# include <math.h>
#else
# include <tgmath.h>
#endif
#include "puzzles.h"
/* Used in the game_state */
#define BLANK 'b'
#define GEM 'g'
#define MINE 'm'
#define STOP 's'
#define WALL 'w'
/* Used in the game IDs */
#define START 'S'
/* Used in the game generation */
#define POSSGEM 'G'
/* Used only in the game_drawstate*/
#define UNDRAWN '?'
#define DIRECTIONS 8
#define DP1 (DIRECTIONS+1)
#define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 )
#define DY(dir) ( DX((dir)+6) )
/*
* Lvalue macro which expects x and y to be in range.
*/
#define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] )
/*
* Rvalue macro which can cope with x and y being out of range.
*/
#define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \
WALL : LV_AT(w, h, grid, x, y) )
enum {
COL_BACKGROUND,
COL_OUTLINE,
COL_HIGHLIGHT,
COL_LOWLIGHT,
COL_PLAYER,
COL_DEAD_PLAYER,
COL_MINE,
COL_GEM,
COL_WALL,
COL_HINT,
NCOLOURS
};
struct game_params {
int w, h;
};
typedef struct soln {
int refcount;
int len;
unsigned char *list;
} soln;
struct game_state {
game_params p;
int px, py;
int gems;
char *grid;
int distance_moved;
bool dead;
bool cheated;
int solnpos;
soln *soln;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = 10;
#ifdef PORTRAIT_SCREEN
ret->h = 10;
#else
ret->h = 8;
#endif
return ret;
}
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 const struct game_params inertia_presets[] = {
#ifdef PORTRAIT_SCREEN
{ 10, 10 },
{ 12, 12 },
{ 16, 16 },
#else
{ 10, 8 },
{ 15, 12 },
{ 20, 16 },
#endif
};
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params p, *ret;
char *retname;
char namebuf[80];
if (i < 0 || i >= lenof(inertia_presets))
return false;
p = inertia_presets[i];
ret = dup_params(&p);
sprintf(namebuf, "%dx%d", ret->w, ret->h);
retname = dupstr(namebuf);
*params = ret;
*name = retname;
return true;
}
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);
}
}
static char *encode_params(const game_params *params, bool full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
return dupstr(data);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(3, 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 = NULL;
ret[2].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);
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
/*
* Avoid completely degenerate cases which only have one
* row/column. We probably could generate completable puzzles
* of that shape, but they'd be forced to be extremely boring
* and at large sizes would take a while to happen upon at
* random as well.
*/
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
if (params->w > INT_MAX / params->h)
return "Width times height must not be unreasonably large";
/*
* The grid construction algorithm creates 1/5 as many gems as
* grid squares, and must create at least one gem to have an
* actual puzzle. However, an area-five grid is ruled out by
* the above constraint, so the practical minimum is six.
*/
if (params->w * params->h < 6)
return "Grid area must be at least six squares";
return NULL;
}
/* ----------------------------------------------------------------------
* Solver used by grid generator.
*/
struct solver_scratch {
bool *reachable_from, *reachable_to;
int *positions;
};
static struct solver_scratch *new_scratch(int w, int h)
{
struct solver_scratch *sc = snew(struct solver_scratch);
sc->reachable_from = snewn(w * h * DIRECTIONS, bool);
sc->reachable_to = snewn(w * h * DIRECTIONS, bool);
sc->positions = snewn(w * h * DIRECTIONS, int);
return sc;
}
static void free_scratch(struct solver_scratch *sc)
{
sfree(sc->reachable_from);
sfree(sc->reachable_to);
sfree(sc->positions);
sfree(sc);
}
static bool can_go(int w, int h, char *grid,
int x1, int y1, int dir1, int x2, int y2, int dir2)
{
/*
* Returns true if we can transition directly from (x1,y1)
* going in direction dir1, to (x2,y2) going in direction dir2.
*/
/*
* If we're actually in the middle of an unoccupyable square,
* we cannot make any move.
*/
if (AT(w, h, grid, x1, y1) == WALL ||
AT(w, h, grid, x1, y1) == MINE)
return false;
/*
* If a move is capable of stopping at x1,y1,dir1, and x2,y2 is
* the same coordinate as x1,y1, then we can make the
* transition (by stopping and changing direction).
*
* For this to be the case, we have to either have a wall
* beyond x1,y1,dir1, or have a stop on x1,y1.
*/
if (x2 == x1 && y2 == y1 &&
(AT(w, h, grid, x1, y1) == STOP ||
AT(w, h, grid, x1, y1) == START ||
AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL))
return true;
/*
* If a move is capable of continuing here, then x1,y1,dir1 can
* move one space further on.
*/
if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 &&
(AT(w, h, grid, x2, y2) == BLANK ||
AT(w, h, grid, x2, y2) == GEM ||
AT(w, h, grid, x2, y2) == STOP ||
AT(w, h, grid, x2, y2) == START))
return true;
/*
* That's it.
*/
return false;
}
static int find_gem_candidates(int w, int h, char *grid,
struct solver_scratch *sc)
{
int wh = w*h;
int head, tail;
int sx, sy, gx, gy, gd, pass, possgems;
/*
* This function finds all the candidate gem squares, which are
* precisely those squares which can be picked up on a loop
* from the starting point back to the starting point. Doing
* this may involve passing through such a square in the middle
* of a move; so simple breadth-first search over the _squares_
* of the grid isn't quite adequate, because it might be that
* we can only reach a gem from the start by moving over it in
* one direction, but can only return to the start if we were
* moving over it in another direction.
*
* Instead, we BFS over a space which mentions each grid square
* eight times - once for each direction. We also BFS twice:
* once to find out what square+direction pairs we can reach
* _from_ the start point, and once to find out what pairs we
* can reach the start point from. Then a square is reachable
* if any of the eight directions for that square has both
* flags set.
*/
memset(sc->reachable_from, 0, wh * DIRECTIONS * sizeof(bool));
memset(sc->reachable_to, 0, wh * DIRECTIONS * sizeof(bool));
/*
* Find the starting square.
*/
sx = -1; /* placate optimiser */
for (sy = 0; sy < h; sy++) {
for (sx = 0; sx < w; sx++)
if (AT(w, h, grid, sx, sy) == START)
break;
if (sx < w)
break;
}
assert(sy < h);
for (pass = 0; pass < 2; pass++) {
bool *reachable = (pass == 0 ? sc->reachable_from : sc->reachable_to);
int sign = (pass == 0 ? +1 : -1);
int dir;
#ifdef SOLVER_DIAGNOSTICS
printf("starting pass %d\n", pass);
#endif
/*
* `head' and `tail' are indices within sc->positions which
* track the list of board positions left to process.
*/
head = tail = 0;
for (dir = 0; dir < DIRECTIONS; dir++) {
int index = (sy*w+sx)*DIRECTIONS+dir;
sc->positions[tail++] = index;
reachable[index] = true;
#ifdef SOLVER_DIAGNOSTICS
printf("starting point %d,%d,%d\n", sx, sy, dir);
#endif
}
/*
* Now repeatedly pick an element off the list and process
* it.
*/
while (head < tail) {
int index = sc->positions[head++];
int dir = index % DIRECTIONS;
int x = (index / DIRECTIONS) % w;
int y = index / (w * DIRECTIONS);
int n, x2, y2, d2, i2;
#ifdef SOLVER_DIAGNOSTICS
printf("processing point %d,%d,%d\n", x, y, dir);
#endif
/*
* The places we attempt to switch to here are:
* - each possible direction change (all the other
* directions in this square)
* - one step further in the direction we're going (or
* one step back, if we're in the reachable_to pass).
*/
for (n = -1; n < DIRECTIONS; n++) {
if (n < 0) {
x2 = x + sign * DX(dir);
y2 = y + sign * DY(dir);
d2 = dir;
} else {
x2 = x;
y2 = y;
d2 = n;
}
i2 = (y2*w+x2)*DIRECTIONS+d2;
if (x2 >= 0 && x2 < w &&
y2 >= 0 && y2 < h &&
!reachable[i2]) {
bool ok;
#ifdef SOLVER_DIAGNOSTICS
printf(" trying point %d,%d,%d", x2, y2, d2);
#endif
if (pass == 0)
ok = can_go(w, h, grid, x, y, dir, x2, y2, d2);
else
ok = can_go(w, h, grid, x2, y2, d2, x, y, dir);
#ifdef SOLVER_DIAGNOSTICS
printf(" - %sok\n", ok ? "" : "not ");
#endif
if (ok) {
sc->positions[tail++] = i2;
reachable[i2] = true;
}
}
}
}
}
/*
* And that should be it. Now all we have to do is find the
* squares for which there exists _some_ direction such that
* the square plus that direction form a tuple which is both
* reachable from the start and reachable to the start.
*/
possgems = 0;
for (gy = 0; gy < h; gy++)
for (gx = 0; gx < w; gx++)
if (AT(w, h, grid, gx, gy) == BLANK) {
for (gd = 0; gd < DIRECTIONS; gd++) {
int index = (gy*w+gx)*DIRECTIONS+gd;
if (sc->reachable_from[index] && sc->reachable_to[index]) {
#ifdef SOLVER_DIAGNOSTICS
printf("space at %d,%d is reachable via"
" direction %d\n", gx, gy, gd);
#endif
LV_AT(w, h, grid, gx, gy) = POSSGEM;
possgems++;
break;
}
}
}
return possgems;
}
/* ----------------------------------------------------------------------
* Grid generation code.
*/
static char *gengrid(int w, int h, random_state *rs)
{
int wh = w*h;
char *grid = snewn(wh+1, char);
struct solver_scratch *sc = new_scratch(w, h);
int maxdist_threshold, tries;
maxdist_threshold = 2;
tries = 0;
while (1) {
int i, j;
int possgems;
int *dist, *list, head, tail, maxdist;
/*
* We're going to fill the grid with the five basic piece
* types in about 1/5 proportion. For the moment, though,
* we leave out the gems, because we'll put those in
* _after_ we run the solver to tell us where the viable
* locations are.
*/
i = 0;
for (j = 0; j < wh/5; j++)
grid[i++] = WALL;
for (j = 0; j < wh/5; j++)
grid[i++] = STOP;
for (j = 0; j < wh/5; j++)
grid[i++] = MINE;
assert(i < wh);
grid[i++] = START;
while (i < wh)
grid[i++] = BLANK;
shuffle(grid, wh, sizeof(*grid), rs);
/*
* Find the viable gem locations, and immediately give up
* and try again if there aren't enough of them.
*/
possgems = find_gem_candidates(w, h, grid, sc);
if (possgems < wh/5)
continue;
/*
* We _could_ now select wh/5 of the POSSGEMs and set them
* to GEM, and have a viable level. However, there's a
* chance that a large chunk of the level will turn out to
* be unreachable, so first we test for that.
*
* We do this by finding the largest distance from any
* square to the nearest POSSGEM, by breadth-first search.
* If this is above a critical threshold, we abort and try
* again.
*
* (This search is purely geometric, without regard to
* walls and long ways round.)
*/
dist = sc->positions;
list = sc->positions + wh;
for (i = 0; i < wh; i++)
dist[i] = -1;
head = tail = 0;
for (i = 0; i < wh; i++)
if (grid[i] == POSSGEM) {
dist[i] = 0;
list[tail++] = i;
}
maxdist = 0;
while (head < tail) {
int pos, x, y, d;
pos = list[head++];
if (maxdist < dist[pos])
maxdist = dist[pos];
x = pos % w;
y = pos / w;
for (d = 0; d < DIRECTIONS; d++) {
int x2, y2, p2;
x2 = x + DX(d);
y2 = y + DY(d);
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) {
p2 = y2*w+x2;
if (dist[p2] < 0) {
dist[p2] = dist[pos] + 1;
list[tail++] = p2;
}
}
}
}
assert(head == wh && tail == wh);
/*
* Now abandon this grid and go round again if maxdist is
* above the required threshold.
*
* We can safely start the threshold as low as 2. As we
* accumulate failed generation attempts, we gradually
* raise it as we get more desperate.
*/
if (maxdist > maxdist_threshold) {
tries++;
if (tries == 50) {
maxdist_threshold++;
tries = 0;
}
continue;
}
/*
* Now our reachable squares are plausibly evenly
* distributed over the grid. I'm not actually going to
* _enforce_ that I place the gems in such a way as not to
* increase that maxdist value; I'm now just going to trust
* to the RNG to pick a sensible subset of the POSSGEMs.
*/
j = 0;
for (i = 0; i < wh; i++)
if (grid[i] == POSSGEM)
list[j++] = i;
shuffle(list, j, sizeof(*list), rs);
for (i = 0; i < j; i++)
grid[list[i]] = (i < wh/5 ? GEM : BLANK);
break;
}
free_scratch(sc);
grid[wh] = '\0';
return grid;
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
return gengrid(params->w, params->h, rs);
}
static const char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, wh = w*h;
int starts = 0, gems = 0, i;
for (i = 0; i < wh; i++) {
if (!desc[i])
return "Not enough data to fill grid";
if (desc[i] != WALL && desc[i] != START && desc[i] != STOP &&
desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK)
return "Unrecognised character in game description";
if (desc[i] == START)
starts++;
if (desc[i] == GEM)
gems++;
}
if (desc[i])
return "Too much data to fill grid";
if (starts < 1)
return "No starting square specified";
if (starts > 1)
return "More than one starting square specified";
if (gems < 1)
return "No gems specified";
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;
int i;
game_state *state = snew(game_state);
state->p = *params; /* structure copy */
state->grid = snewn(wh, char);
assert(strlen(desc) == wh);
memcpy(state->grid, desc, wh);
state->px = state->py = -1;
state->gems = 0;
for (i = 0; i < wh; i++) {
if (state->grid[i] == START) {
state->grid[i] = STOP;
state->px = i % w;
state->py = i / w;
} else if (state->grid[i] == GEM) {
state->gems++;
}
}
assert(state->gems > 0);
assert(state->px >= 0 && state->py >= 0);
state->distance_moved = 0;
state->dead = false;
state->cheated = false;
state->solnpos = 0;
state->soln = NULL;
return state;
}
static game_state *dup_game(const game_state *state)
{
int w = state->p.w, h = state->p.h, wh = w*h;
game_state *ret = snew(game_state);
ret->p = state->p;
ret->px = state->px;
ret->py = state->py;
ret->gems = state->gems;
ret->grid = snewn(wh, char);
ret->distance_moved = state->distance_moved;
ret->dead = false;
memcpy(ret->grid, state->grid, wh);
ret->cheated = state->cheated;
ret->soln = state->soln;
if (ret->soln)
ret->soln->refcount++;
ret->solnpos = state->solnpos;
return ret;
}
static void free_game(game_state *state)
{
if (state->soln && --state->soln->refcount == 0) {
sfree(state->soln->list);
sfree(state->soln);
}
sfree(state->grid);
sfree(state);
}
/*
* Internal function used by solver.
*/
static int move_goes_to(int w, int h, char *grid, int x, int y, int d)
{
int dr;
/*
* See where we'd get to if we made this move.
*/
dr = -1; /* placate optimiser */
while (1) {
if (AT(w, h, grid, x+DX(d), y+DY(d)) == WALL) {
dr = DIRECTIONS; /* hit a wall, so end up stationary */
break;
}
x += DX(d);
y += DY(d);
if (AT(w, h, grid, x, y) == STOP) {
dr = DIRECTIONS; /* hit a stop, so end up stationary */
break;
}
if (AT(w, h, grid, x, y) == GEM) {
dr = d; /* hit a gem, so we're still moving */
break;
}
if (AT(w, h, grid, x, y) == MINE)
return -1; /* hit a mine, so move is invalid */
}
assert(dr >= 0);
return (y*w+x)*DP1+dr;
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
int w = currstate->p.w, h = currstate->p.h, wh = w*h;
int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
int nedges;
int *dist, *dist2, *list;
int *unvisited;
int circuitlen, circuitsize;
int head, tail, pass, i, j, n, x, y, d, dd;
const char *err;
char *soln, *p;
/*
* Before anything else, deal with the special case in which
* all the gems are already collected.
*/
for (i = 0; i < wh; i++)
if (currstate->grid[i] == GEM)
break;
if (i == wh) {
*error = "Game is already solved";
return NULL;
}
/*
* Solving Inertia is a question of first building up the graph
* of where you can get to from where, and secondly finding a
* tour of the graph which takes in every gem.
*
* This is of course a close cousin of the travelling salesman
* problem, which is NP-complete; so I rather doubt that any
* _optimal_ tour can be found in plausible time. Hence I'll
* restrict myself to merely finding a not-too-bad one.
*
* First construct the graph, by bfsing out move by move from
* the current player position. Graph vertices will be
* - every endpoint of a move (place the ball can be
* stationary)
* - every gem (place the ball can go through in motion).
* Vertices of this type have an associated direction, since
* if a gem can be collected by sliding through it in two
* different directions it doesn't follow that you can
* change direction at it.
*
* I'm going to refer to a non-directional vertex as
* (y*w+x)*DP1+DIRECTIONS, and a directional one as
* (y*w+x)*DP1+d.
*/
/*
* nodeindex[] maps node codes as shown above to numeric
* indices in the nodes[] array.
*/
nodeindex = snewn(DP1*wh, int);
for (i = 0; i < DP1*wh; i++)
nodeindex[i] = -1;
/*
* Do the bfs to find all the interesting graph nodes.
*/
nodes = snewn(DP1*wh, int);
head = tail = 0;
nodes[tail] = (currstate->py * w + currstate->px) * DP1 + DIRECTIONS;
nodeindex[nodes[0]] = tail;
tail++;
while (head < tail) {
int nc = nodes[head++], nnc;
d = nc % DP1;
/*
* Plot all possible moves from this node. If the node is
* directed, there's only one.
*/
for (dd = 0; dd < DIRECTIONS; dd++) {
x = nc / DP1;
y = x / w;
x %= w;
if (d < DIRECTIONS && d != dd)
continue;
nnc = move_goes_to(w, h, currstate->grid, x, y, dd);
if (nnc >= 0 && nnc != nc) {
if (nodeindex[nnc] < 0) {
nodes[tail] = nnc;
nodeindex[nnc] = tail;
tail++;
}
}
}
}
n = head;
/*
* Now we know how many nodes we have, allocate the edge array
* and go through setting up the edges.
*/
edges = snewn(DIRECTIONS*n, int);
edgei = snewn(n+1, int);
nedges = 0;
for (i = 0; i < n; i++) {
int nc = nodes[i];
edgei[i] = nedges;
d = nc % DP1;
x = nc / DP1;
y = x / w;
x %= w;
for (dd = 0; dd < DIRECTIONS; dd++) {
int nnc;
if (d >= DIRECTIONS || d == dd) {
nnc = move_goes_to(w, h, currstate->grid, x, y, dd);
if (nnc >= 0 && nnc != nc)
edges[nedges++] = nodeindex[nnc];
}
}
}
edgei[n] = nedges;
/*
* Now set up the backedges array.
*/
backedges = snewn(nedges, int);
backedgei = snewn(n+1, int);
for (i = j = 0; i < nedges; i++) {
while (j+1 < n && i >= edgei[j+1])
j++;
backedges[i] = edges[i] * n + j;
}
qsort(backedges, nedges, sizeof(int), compare_integers);
backedgei[0] = 0;
for (i = j = 0; i < nedges; i++) {
int k = backedges[i] / n;
backedges[i] %= n;
while (j < k)
backedgei[++j] = i;
}
backedgei[n] = nedges;
/*
* Set up the initial tour. At all times, our tour is a circuit
* of graph vertices (which may, and probably will often,
* repeat vertices). To begin with, it's got exactly one vertex
* in it, which is the player's current starting point.
*/
circuitsize = 256;
circuit = snewn(circuitsize, int);
circuitlen = 0;
circuit[circuitlen++] = 0; /* node index 0 is the starting posn */
/*
* Track which gems are as yet unvisited.
*/
unvisited = snewn(wh, int);
for (i = 0; i < wh; i++)
unvisited[i] = false;
for (i = 0; i < wh; i++)
if (currstate->grid[i] == GEM)
unvisited[i] = true;
/*
* Allocate space for doing bfses inside the main loop.
*/
dist = snewn(n, int);
dist2 = snewn(n, int);
list = snewn(n, int);
err = NULL;
soln = NULL;
/*
* Now enter the main loop, in each iteration of which we
* extend the tour to take in an as yet uncollected gem.
*/
while (1) {
int target, n1, n2, bestdist, extralen, targetpos;
#ifdef TSP_DIAGNOSTICS
printf("circuit is");
for (i = 0; i < circuitlen; i++) {
int nc = nodes[circuit[i]];
printf(" (%d,%d,%d)", nc/DP1%w, nc/(DP1*w), nc%DP1);
}
printf("\n");
printf("moves are ");
x = nodes[circuit[0]] / DP1 % w;
y = nodes[circuit[0]] / DP1 / w;
for (i = 1; i < circuitlen; i++) {
int x2, y2, dx, dy;
if (nodes[circuit[i]] % DP1 != DIRECTIONS)
continue;
x2 = nodes[circuit[i]] / DP1 % w;
y2 = nodes[circuit[i]] / DP1 / w;
dx = (x2 > x ? +1 : x2 < x ? -1 : 0);
dy = (y2 > y ? +1 : y2 < y ? -1 : 0);
for (d = 0; d < DIRECTIONS; d++)
if (DX(d) == dx && DY(d) == dy)
printf("%c", "89632147"[d]);
x = x2;
y = y2;
}
printf("\n");
#endif
/*
* First, start a pair of bfses at _every_ vertex currently
* in the tour, and extend them outwards to find the
* nearest as yet unreached gem vertex.
*
* This is largely a heuristic: we could pick _any_ doubly
* reachable node here and still get a valid tour as
* output. I hope that picking a nearby one will result in
* generally good tours.
*/
for (pass = 0; pass < 2; pass++) {
int *ep = (pass == 0 ? edges : backedges);
int *ei = (pass == 0 ? edgei : backedgei);
int *dp = (pass == 0 ? dist : dist2);
head = tail = 0;
for (i = 0; i < n; i++)
dp[i] = -1;
for (i = 0; i < circuitlen; i++) {
int ni = circuit[i];
if (dp[ni] < 0) {
dp[ni] = 0;
list[tail++] = ni;
}
}
while (head < tail) {
int ni = list[head++];
for (i = ei[ni]; i < ei[ni+1]; i++) {
int ti = ep[i];
if (ti >= 0 && dp[ti] < 0) {
dp[ti] = dp[ni] + 1;
list[tail++] = ti;
}
}
}
}
/* Now find the nearest unvisited gem. */
bestdist = -1;
target = -1;
for (i = 0; i < n; i++) {
if (unvisited[nodes[i] / DP1] &&
dist[i] >= 0 && dist2[i] >= 0) {
int thisdist = dist[i] + dist2[i];
if (bestdist < 0 || bestdist > thisdist) {
bestdist = thisdist;
target = i;
}
}
}
if (target < 0) {
/*
* If we get to here, we haven't found a gem we can get
* at all, which means we terminate this loop.
*/
break;
}
/*
* Now we have a graph vertex at list[tail-1] which is an
* unvisited gem. We want to add that vertex to our tour.
* So we run two more breadth-first searches: one starting
* from that vertex and following forward edges, and
* another starting from the same vertex and following