b760b8bd |
1 | /* |
2 | * pearl.c: Nikoli's `Masyu' puzzle. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
773628a0 |
8 | * - The current keyboard cursor mechanism works well on ordinary PC |
9 | * keyboards, but for platforms with only arrow keys and a select |
10 | * button or two, we may at some point need a simpler one which can |
11 | * handle 'x' markings without needing shift keys. For instance, a |
12 | * cursor with twice the grid resolution, so that it can range |
13 | * across face centres, edge centres and vertices; 'clicks' on face |
14 | * centres begin a drag as currently, clicks on edges toggle |
15 | * markings, and clicks on vertices are ignored (but it would be |
16 | * too confusing not to let the cursor rest on them). But I'm |
17 | * pretty sure that would be less pleasant to play on a full |
18 | * keyboard, so probably a #ifdef would be the thing. |
b760b8bd |
19 | * |
20 | * - Generation is still pretty slow, due to difficulty coming up in |
21 | * the first place with a loop that makes a soluble puzzle even |
22 | * with all possible clues filled in. |
23 | * + A possible alternative strategy to further tuning of the |
24 | * existing loop generator would be to throw the entire |
25 | * mechanism out and instead write a different generator from |
26 | * scratch which evolves the solution along with the puzzle: |
27 | * place a few clues, nail down a bit of the loop, place another |
28 | * clue, nail down some more, etc. However, I don't have a |
29 | * detailed plan for any such mechanism, so it may be a pipe |
30 | * dream. |
31 | */ |
32 | |
33 | #include <stdio.h> |
34 | #include <stdlib.h> |
35 | #include <string.h> |
36 | #include <assert.h> |
37 | #include <ctype.h> |
38 | #include <math.h> |
39 | |
40 | #include "puzzles.h" |
41 | #include "grid.h" |
42 | #include "loopgen.h" |
43 | |
44 | #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0) |
45 | |
46 | #define NOCLUE 0 |
47 | #define CORNER 1 |
48 | #define STRAIGHT 2 |
49 | |
50 | #define R 1 |
51 | #define U 2 |
52 | #define L 4 |
53 | #define D 8 |
54 | |
55 | #define DX(d) ( ((d)==R) - ((d)==L) ) |
56 | #define DY(d) ( ((d)==D) - ((d)==U) ) |
57 | |
58 | #define F(d) (((d << 2) | (d >> 2)) & 0xF) |
59 | #define C(d) (((d << 3) | (d >> 1)) & 0xF) |
60 | #define A(d) (((d << 1) | (d >> 3)) & 0xF) |
61 | |
62 | #define LR (L | R) |
63 | #define RL (R | L) |
64 | #define UD (U | D) |
65 | #define DU (D | U) |
66 | #define LU (L | U) |
67 | #define UL (U | L) |
68 | #define LD (L | D) |
69 | #define DL (D | L) |
70 | #define RU (R | U) |
71 | #define UR (U | R) |
72 | #define RD (R | D) |
73 | #define DR (D | R) |
74 | #define BLANK 0 |
75 | #define UNKNOWN 15 |
76 | |
77 | #define bLR (1 << LR) |
78 | #define bRL (1 << RL) |
79 | #define bUD (1 << UD) |
80 | #define bDU (1 << DU) |
81 | #define bLU (1 << LU) |
82 | #define bUL (1 << UL) |
83 | #define bLD (1 << LD) |
84 | #define bDL (1 << DL) |
85 | #define bRU (1 << RU) |
86 | #define bUR (1 << UR) |
87 | #define bRD (1 << RD) |
88 | #define bDR (1 << DR) |
89 | #define bBLANK (1 << BLANK) |
90 | |
91 | enum { |
92 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
773628a0 |
93 | COL_CURSOR_BACKGROUND = COL_LOWLIGHT, |
b760b8bd |
94 | COL_BLACK, COL_WHITE, |
95 | COL_ERROR, COL_GRID, COL_FLASH, |
96 | COL_DRAGON, COL_DRAGOFF, |
97 | NCOLOURS |
98 | }; |
99 | |
100 | /* Macro ickery copied from slant.c */ |
101 | #define DIFFLIST(A) \ |
102 | A(EASY,Easy,e) \ |
103 | A(TRICKY,Tricky,t) |
104 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
105 | #define TITLE(upper,title,lower) #title, |
106 | #define ENCODE(upper,title,lower) #lower |
107 | #define CONFIG(upper,title,lower) ":" #title |
108 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
109 | static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" }; |
110 | static char const pearl_diffchars[] = DIFFLIST(ENCODE); |
111 | #define DIFFCONFIG DIFFLIST(CONFIG) |
112 | |
113 | struct game_params { |
114 | int w, h; |
115 | int difficulty; |
116 | int nosolve; /* XXX remove me! */ |
117 | }; |
118 | |
119 | struct shared_state { |
120 | int w, h, sz; |
121 | char *clues; /* size w*h */ |
122 | int refcnt; |
123 | }; |
124 | |
125 | #define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \ |
126 | (gy) >= 0 && (gy) < (state)->shared->h) |
127 | struct game_state { |
128 | struct shared_state *shared; |
129 | char *lines; /* size w*h: lines placed */ |
130 | char *errors; /* size w*h: errors detected */ |
131 | char *marks; /* size w*h: 'no line here' marks placed. */ |
132 | int completed, used_solve; |
133 | int loop_length; /* filled in by check_completion when complete. */ |
134 | }; |
135 | |
136 | #define DEFAULT_PRESET 3 |
137 | |
138 | static const struct game_params pearl_presets[] = { |
139 | {6, 6, DIFF_EASY}, |
140 | {6, 6, DIFF_TRICKY}, |
141 | {8, 8, DIFF_EASY}, |
142 | {8, 8, DIFF_TRICKY}, |
143 | {10, 10, DIFF_EASY}, |
144 | {10, 10, DIFF_TRICKY}, |
145 | {12, 8, DIFF_EASY}, |
146 | {12, 8, DIFF_TRICKY}, |
147 | }; |
148 | |
149 | static game_params *default_params(void) |
150 | { |
151 | game_params *ret = snew(game_params); |
152 | |
153 | *ret = pearl_presets[DEFAULT_PRESET]; |
154 | ret->nosolve = FALSE; |
155 | |
156 | return ret; |
157 | } |
158 | |
159 | static int game_fetch_preset(int i, char **name, game_params **params) |
160 | { |
161 | game_params *ret; |
162 | char buf[64]; |
163 | |
164 | if (i < 0 || i >= lenof(pearl_presets)) return FALSE; |
165 | |
166 | ret = default_params(); |
167 | *ret = pearl_presets[i]; /* struct copy */ |
168 | *params = ret; |
169 | |
170 | sprintf(buf, "%dx%d %s", |
171 | pearl_presets[i].w, pearl_presets[i].h, |
172 | pearl_diffnames[pearl_presets[i].difficulty]); |
173 | *name = dupstr(buf); |
174 | |
175 | return TRUE; |
176 | } |
177 | |
178 | static void free_params(game_params *params) |
179 | { |
180 | sfree(params); |
181 | } |
182 | |
183 | static game_params *dup_params(game_params *params) |
184 | { |
185 | game_params *ret = snew(game_params); |
186 | *ret = *params; /* structure copy */ |
187 | return ret; |
188 | } |
189 | |
190 | static void decode_params(game_params *ret, char const *string) |
191 | { |
192 | ret->w = ret->h = atoi(string); |
193 | while (*string && isdigit((unsigned char) *string)) ++string; |
194 | if (*string == 'x') { |
195 | string++; |
196 | ret->h = atoi(string); |
197 | while (*string && isdigit((unsigned char)*string)) string++; |
198 | } |
199 | |
200 | ret->difficulty = DIFF_EASY; |
201 | if (*string == 'd') { |
202 | int i; |
203 | string++; |
204 | for (i = 0; i < DIFFCOUNT; i++) |
205 | if (*string == pearl_diffchars[i]) |
206 | ret->difficulty = i; |
207 | if (*string) string++; |
208 | } |
209 | |
210 | ret->nosolve = FALSE; |
211 | if (*string == 'n') { |
212 | ret->nosolve = TRUE; |
213 | string++; |
214 | } |
215 | } |
216 | |
217 | static char *encode_params(game_params *params, int full) |
218 | { |
219 | char buf[256]; |
220 | sprintf(buf, "%dx%d", params->w, params->h); |
221 | if (full) |
222 | sprintf(buf + strlen(buf), "d%c%s", |
223 | pearl_diffchars[params->difficulty], |
224 | params->nosolve ? "n" : ""); |
225 | return dupstr(buf); |
226 | } |
227 | |
228 | static config_item *game_configure(game_params *params) |
229 | { |
230 | config_item *ret; |
231 | char buf[64]; |
232 | |
233 | ret = snewn(5, config_item); |
234 | |
235 | ret[0].name = "Width"; |
236 | ret[0].type = C_STRING; |
237 | sprintf(buf, "%d", params->w); |
238 | ret[0].sval = dupstr(buf); |
239 | ret[0].ival = 0; |
240 | |
241 | ret[1].name = "Height"; |
242 | ret[1].type = C_STRING; |
243 | sprintf(buf, "%d", params->h); |
244 | ret[1].sval = dupstr(buf); |
245 | ret[1].ival = 0; |
246 | |
247 | ret[2].name = "Difficulty"; |
248 | ret[2].type = C_CHOICES; |
249 | ret[2].sval = DIFFCONFIG; |
250 | ret[2].ival = params->difficulty; |
251 | |
252 | ret[3].name = "Allow unsoluble"; |
253 | ret[3].type = C_BOOLEAN; |
254 | ret[3].sval = NULL; |
255 | ret[3].ival = params->nosolve; |
256 | |
257 | ret[4].name = NULL; |
258 | ret[4].type = C_END; |
259 | ret[4].sval = NULL; |
260 | ret[4].ival = 0; |
261 | |
262 | return ret; |
263 | } |
264 | |
265 | static game_params *custom_params(config_item *cfg) |
266 | { |
267 | game_params *ret = snew(game_params); |
268 | |
269 | ret->w = atoi(cfg[0].sval); |
270 | ret->h = atoi(cfg[1].sval); |
271 | ret->difficulty = cfg[2].ival; |
272 | ret->nosolve = cfg[3].ival; |
273 | |
274 | return ret; |
275 | } |
276 | |
277 | static char *validate_params(game_params *params, int full) |
278 | { |
279 | if (params->w < 5) return "Width must be at least five"; |
280 | if (params->h < 5) return "Height must be at least five"; |
281 | if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT) |
282 | return "Unknown difficulty level"; |
283 | |
284 | return NULL; |
285 | } |
286 | |
287 | /* ---------------------------------------------------------------------- |
288 | * Solver. |
289 | */ |
290 | |
291 | int pearl_solve(int w, int h, char *clues, char *result, |
292 | int difficulty, int partial) |
293 | { |
294 | int W = 2*w+1, H = 2*h+1; |
295 | short *workspace; |
296 | int *dsf, *dsfsize; |
297 | int x, y, b, d; |
298 | int ret = -1; |
299 | |
300 | /* |
301 | * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature |
302 | * of the square (x,y), as a logical OR of bitfields. |
303 | * |
304 | * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates |
305 | * whether the horizontal edge between (x,y) and (x+1,y) is |
306 | * connected (1), disconnected (2) or unknown (3). |
307 | * |
308 | * workspace[(2*y+1)*W+(2*x)], indicates the same about the |
309 | * vertical edge between (x,y) and (x,y+1). |
310 | * |
311 | * Initially, every square is considered capable of being in |
312 | * any of the seven possible states (two straights, four |
313 | * corners and empty), except those corresponding to clue |
314 | * squares which are more restricted. |
315 | * |
316 | * Initially, all edges are unknown, except the ones around the |
317 | * grid border which are known to be disconnected. |
318 | */ |
319 | workspace = snewn(W*H, short); |
320 | for (x = 0; x < W*H; x++) |
321 | workspace[x] = 0; |
322 | /* Square states */ |
323 | for (y = 0; y < h; y++) |
324 | for (x = 0; x < w; x++) |
325 | switch (clues[y*w+x]) { |
326 | case CORNER: |
327 | workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD; |
328 | break; |
329 | case STRAIGHT: |
330 | workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD; |
331 | break; |
332 | default: |
333 | workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK; |
334 | break; |
335 | } |
336 | /* Horizontal edges */ |
337 | for (y = 0; y <= h; y++) |
338 | for (x = 0; x < w; x++) |
339 | workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3); |
340 | /* Vertical edges */ |
341 | for (y = 0; y < h; y++) |
342 | for (x = 0; x <= w; x++) |
343 | workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3); |
344 | |
345 | /* |
346 | * We maintain a dsf of connected squares, together with a |
347 | * count of the size of each equivalence class. |
348 | */ |
349 | dsf = snewn(w*h, int); |
350 | dsfsize = snewn(w*h, int); |
351 | |
352 | /* |
353 | * Now repeatedly try to find something we can do. |
354 | */ |
355 | while (1) { |
356 | int done_something = FALSE; |
357 | |
358 | #ifdef SOLVER_DIAGNOSTICS |
359 | for (y = 0; y < H; y++) { |
360 | for (x = 0; x < W; x++) |
361 | printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]); |
362 | printf("\n"); |
363 | } |
364 | #endif |
365 | |
366 | /* |
367 | * Go through the square state words, and discard any |
368 | * square state which is inconsistent with known facts |
369 | * about the edges around the square. |
370 | */ |
371 | for (y = 0; y < h; y++) |
372 | for (x = 0; x < w; x++) { |
373 | for (b = 0; b < 0xD; b++) |
374 | if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) { |
375 | /* |
376 | * If any edge of this square is known to |
377 | * be connected when state b would require |
378 | * it disconnected, or vice versa, discard |
379 | * the state. |
380 | */ |
381 | for (d = 1; d <= 8; d += d) { |
382 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
383 | if (workspace[ey*W+ex] == |
384 | ((b & d) ? 2 : 1)) { |
385 | workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b); |
386 | #ifdef SOLVER_DIAGNOSTICS |
387 | printf("edge (%d,%d)-(%d,%d) rules out state" |
388 | " %d for square (%d,%d)\n", |
389 | ex/2, ey/2, (ex+1)/2, (ey+1)/2, |
390 | b, x, y); |
391 | #endif |
392 | done_something = TRUE; |
393 | break; |
394 | } |
395 | } |
396 | } |
397 | |
398 | /* |
399 | * Consistency check: each square must have at |
400 | * least one state left! |
401 | */ |
402 | if (!workspace[(2*y+1)*W+(2*x+1)]) { |
403 | #ifdef SOLVER_DIAGNOSTICS |
404 | printf("edge check at (%d,%d): inconsistency\n", x, y); |
405 | #endif |
406 | ret = 0; |
407 | goto cleanup; |
408 | } |
409 | } |
410 | |
411 | /* |
412 | * Now go through the states array again, and nail down any |
413 | * unknown edge if one of its neighbouring squares makes it |
414 | * known. |
415 | */ |
416 | for (y = 0; y < h; y++) |
417 | for (x = 0; x < w; x++) { |
418 | int edgeor = 0, edgeand = 15; |
419 | |
420 | for (b = 0; b < 0xD; b++) |
421 | if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) { |
422 | edgeor |= b; |
423 | edgeand &= b; |
424 | } |
425 | |
426 | /* |
427 | * Now any bit clear in edgeor marks a disconnected |
428 | * edge, and any bit set in edgeand marks a |
429 | * connected edge. |
430 | */ |
431 | |
432 | /* First check consistency: neither bit is both! */ |
433 | if (edgeand & ~edgeor) { |
434 | #ifdef SOLVER_DIAGNOSTICS |
435 | printf("square check at (%d,%d): inconsistency\n", x, y); |
436 | #endif |
437 | ret = 0; |
438 | goto cleanup; |
439 | } |
440 | |
441 | for (d = 1; d <= 8; d += d) { |
442 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
443 | |
444 | if (!(edgeor & d) && workspace[ey*W+ex] == 3) { |
445 | workspace[ey*W+ex] = 2; |
446 | done_something = TRUE; |
447 | #ifdef SOLVER_DIAGNOSTICS |
448 | printf("possible states of square (%d,%d) force edge" |
449 | " (%d,%d)-(%d,%d) to be disconnected\n", |
450 | x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
451 | #endif |
452 | } else if ((edgeand & d) && workspace[ey*W+ex] == 3) { |
453 | workspace[ey*W+ex] = 1; |
454 | done_something = TRUE; |
455 | #ifdef SOLVER_DIAGNOSTICS |
456 | printf("possible states of square (%d,%d) force edge" |
457 | " (%d,%d)-(%d,%d) to be connected\n", |
458 | x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
459 | #endif |
460 | } |
461 | } |
462 | } |
463 | |
464 | if (done_something) |
465 | continue; |
466 | |
467 | /* |
468 | * Now for longer-range clue-based deductions (using the |
469 | * rules that a corner clue must connect to two straight |
470 | * squares, and a straight clue must connect to at least |
471 | * one corner square). |
472 | */ |
473 | for (y = 0; y < h; y++) |
474 | for (x = 0; x < w; x++) |
475 | switch (clues[y*w+x]) { |
476 | case CORNER: |
477 | for (d = 1; d <= 8; d += d) { |
478 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
479 | int fx = ex + DX(d), fy = ey + DY(d); |
480 | int type = d | F(d); |
481 | |
482 | if (workspace[ey*W+ex] == 1) { |
483 | /* |
484 | * If a corner clue is connected on any |
485 | * edge, then we can immediately nail |
486 | * down the square beyond that edge as |
487 | * being a straight in the appropriate |
488 | * direction. |
489 | */ |
490 | if (workspace[fy*W+fx] != (1<<type)) { |
491 | workspace[fy*W+fx] = (1<<type); |
492 | done_something = TRUE; |
493 | #ifdef SOLVER_DIAGNOSTICS |
494 | printf("corner clue at (%d,%d) forces square " |
495 | "(%d,%d) into state %d\n", x, y, |
496 | fx/2, fy/2, type); |
497 | #endif |
498 | |
499 | } |
500 | } else if (workspace[ey*W+ex] == 3) { |
501 | /* |
502 | * Conversely, if a corner clue is |
503 | * separated by an unknown edge from a |
504 | * square which _cannot_ be a straight |
505 | * in the appropriate direction, we can |
506 | * mark that edge as disconnected. |
507 | */ |
508 | if (!(workspace[fy*W+fx] & (1<<type))) { |
509 | workspace[ey*W+ex] = 2; |
510 | done_something = TRUE; |
511 | #ifdef SOLVER_DIAGNOSTICS |
512 | printf("corner clue at (%d,%d), plus square " |
513 | "(%d,%d) not being state %d, " |
514 | "disconnects edge (%d,%d)-(%d,%d)\n", |
515 | x, y, fx/2, fy/2, type, |
516 | ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
517 | #endif |
518 | |
519 | } |
520 | } |
521 | } |
522 | |
523 | break; |
524 | case STRAIGHT: |
525 | /* |
526 | * If a straight clue is between two squares |
527 | * neither of which is capable of being a |
528 | * corner connected to it, then the straight |
529 | * clue cannot point in that direction. |
530 | */ |
531 | for (d = 1; d <= 2; d += d) { |
532 | int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d); |
533 | int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d); |
534 | int type = d | F(d); |
535 | |
536 | if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type))) |
537 | continue; |
538 | |
539 | if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) | |
540 | (1<<(F(d)|C(d))))) && |
541 | !(workspace[gy*W+gx] & ((1<<( d |A(d))) | |
542 | (1<<( d |C(d)))))) { |
543 | workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type); |
544 | done_something = TRUE; |
545 | #ifdef SOLVER_DIAGNOSTICS |
546 | printf("straight clue at (%d,%d) cannot corner at " |
547 | "(%d,%d) or (%d,%d) so is not state %d\n", |
548 | x, y, fx/2, fy/2, gx/2, gy/2, type); |
549 | #endif |
550 | } |
551 | |
552 | } |
553 | |
554 | /* |
555 | * If a straight clue with known direction is |
556 | * connected on one side to a known straight, |
557 | * then on the other side it must be a corner. |
558 | */ |
559 | for (d = 1; d <= 8; d += d) { |
560 | int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d); |
561 | int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d); |
562 | int type = d | F(d); |
563 | |
564 | if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type)) |
565 | continue; |
566 | |
567 | if (!(workspace[fy*W+fx] &~ (bLR|bUD)) && |
568 | (workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) { |
569 | workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD); |
570 | done_something = TRUE; |
571 | #ifdef SOLVER_DIAGNOSTICS |
572 | printf("straight clue at (%d,%d) connecting to " |
573 | "straight at (%d,%d) makes (%d,%d) a " |
574 | "corner\n", x, y, fx/2, fy/2, gx/2, gy/2); |
575 | #endif |
576 | } |
577 | |
578 | } |
579 | break; |
580 | } |
581 | |
582 | if (done_something) |
583 | continue; |
584 | |
585 | /* |
586 | * Now detect shortcut loops. |
587 | */ |
588 | |
589 | { |
590 | int nonblanks, loopclass; |
591 | |
592 | dsf_init(dsf, w*h); |
593 | for (x = 0; x < w*h; x++) |
594 | dsfsize[x] = 1; |
595 | |
596 | /* |
597 | * First go through the edge entries and update the dsf |
598 | * of which squares are connected to which others. We |
599 | * also track the number of squares in each equivalence |
600 | * class, and count the overall number of |
601 | * known-non-blank squares. |
602 | * |
603 | * In the process of doing this, we must notice if a |
604 | * loop has already been formed. If it has, we blank |
605 | * out any square which isn't part of that loop |
606 | * (failing a consistency check if any such square does |
607 | * not have BLANK as one of its remaining options) and |
608 | * exit the deduction loop with success. |
609 | */ |
610 | nonblanks = 0; |
611 | loopclass = -1; |
612 | for (y = 1; y < H-1; y++) |
613 | for (x = 1; x < W-1; x++) |
614 | if ((y ^ x) & 1) { |
615 | /* |
616 | * (x,y) are the workspace coordinates of |
617 | * an edge field. Compute the normal-space |
618 | * coordinates of the squares it connects. |
619 | */ |
620 | int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax; |
621 | int bx = x/2, by = y/2, bc = by*w+bx; |
622 | |
623 | /* |
624 | * If the edge is connected, do the dsf |
625 | * thing. |
626 | */ |
627 | if (workspace[y*W+x] == 1) { |
628 | int ae, be; |
629 | |
630 | ae = dsf_canonify(dsf, ac); |
631 | be = dsf_canonify(dsf, bc); |
632 | |
633 | if (ae == be) { |
634 | /* |
635 | * We have a loop! |
636 | */ |
637 | if (loopclass != -1) { |
638 | /* |
639 | * In fact, we have two |
640 | * separate loops, which is |
641 | * doom. |
642 | */ |
643 | #ifdef SOLVER_DIAGNOSTICS |
644 | printf("two loops found in grid!\n"); |
645 | #endif |
646 | ret = 0; |
647 | goto cleanup; |
648 | } |
649 | loopclass = ae; |
650 | } else { |
651 | /* |
652 | * Merge the two equivalence |
653 | * classes. |
654 | */ |
655 | int size = dsfsize[ae] + dsfsize[be]; |
656 | dsf_merge(dsf, ac, bc); |
657 | ae = dsf_canonify(dsf, ac); |
658 | dsfsize[ae] = size; |
659 | } |
660 | } |
661 | } else if ((y & x) & 1) { |
662 | /* |
663 | * (x,y) are the workspace coordinates of a |
664 | * square field. If the square is |
665 | * definitely not blank, count it. |
666 | */ |
667 | if (!(workspace[y*W+x] & bBLANK)) |
668 | nonblanks++; |
669 | } |
670 | |
671 | /* |
672 | * If we discovered an existing loop above, we must now |
673 | * blank every square not part of it, and exit the main |
674 | * deduction loop. |
675 | */ |
676 | if (loopclass != -1) { |
677 | #ifdef SOLVER_DIAGNOSTICS |
678 | printf("loop found in grid!\n"); |
679 | #endif |
680 | for (y = 0; y < h; y++) |
681 | for (x = 0; x < w; x++) |
682 | if (dsf_canonify(dsf, y*w+x) != loopclass) { |
683 | if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) { |
684 | workspace[(y*2+1)*W+(x*2+1)] = bBLANK; |
685 | } else { |
686 | /* |
687 | * This square is not part of the |
688 | * loop, but is known non-blank. We |
689 | * have goofed. |
690 | */ |
691 | #ifdef SOLVER_DIAGNOSTICS |
692 | printf("non-blank square (%d,%d) found outside" |
693 | " loop!\n", x, y); |
694 | #endif |
695 | ret = 0; |
696 | goto cleanup; |
697 | } |
698 | } |
699 | /* |
700 | * And we're done. |
701 | */ |
702 | ret = 1; |
703 | break; |
704 | } |
705 | |
706 | /* Further deductions are considered 'tricky'. */ |
707 | if (difficulty == DIFF_EASY) goto done_deductions; |
708 | |
709 | /* |
710 | * Now go through the workspace again and mark any edge |
711 | * which would cause a shortcut loop (i.e. would |
712 | * connect together two squares in the same equivalence |
713 | * class, and that equivalence class does not contain |
714 | * _all_ the known-non-blank squares currently in the |
715 | * grid) as disconnected. Also, mark any _square state_ |
716 | * which would cause a shortcut loop as disconnected. |
717 | */ |
718 | for (y = 1; y < H-1; y++) |
719 | for (x = 1; x < W-1; x++) |
720 | if ((y ^ x) & 1) { |
721 | /* |
722 | * (x,y) are the workspace coordinates of |
723 | * an edge field. Compute the normal-space |
724 | * coordinates of the squares it connects. |
725 | */ |
726 | int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax; |
727 | int bx = x/2, by = y/2, bc = by*w+bx; |
728 | |
729 | /* |
730 | * If the edge is currently unknown, and |
731 | * sits between two squares in the same |
732 | * equivalence class, and the size of that |
733 | * class is less than nonblanks, then |
734 | * connecting this edge would be a shortcut |
735 | * loop and so we must not do so. |
736 | */ |
737 | if (workspace[y*W+x] == 3) { |
738 | int ae, be; |
739 | |
740 | ae = dsf_canonify(dsf, ac); |
741 | be = dsf_canonify(dsf, bc); |
742 | |
743 | if (ae == be) { |
744 | /* |
745 | * We have a loop. Is it a shortcut? |
746 | */ |
747 | if (dsfsize[ae] < nonblanks) { |
748 | /* |
749 | * Yes! Mark this edge disconnected. |
750 | */ |
751 | workspace[y*W+x] = 2; |
752 | done_something = TRUE; |
753 | #ifdef SOLVER_DIAGNOSTICS |
754 | printf("edge (%d,%d)-(%d,%d) would create" |
755 | " a shortcut loop, hence must be" |
756 | " disconnected\n", x/2, y/2, |
757 | (x+1)/2, (y+1)/2); |
758 | #endif |
759 | } |
760 | } |
761 | } |
762 | } else if ((y & x) & 1) { |
763 | /* |
764 | * (x,y) are the workspace coordinates of a |
765 | * square field. Go through its possible |
766 | * (non-blank) states and see if any gives |
767 | * rise to a shortcut loop. |
768 | * |
769 | * This is slightly fiddly, because we have |
770 | * to check whether this square is already |
771 | * part of the same equivalence class as |
772 | * the things it's joining. |
773 | */ |
774 | int ae = dsf_canonify(dsf, (y/2)*w+(x/2)); |
775 | |
776 | for (b = 2; b < 0xD; b++) |
777 | if (workspace[y*W+x] & (1<<b)) { |
778 | /* |
779 | * Find the equivalence classes of |
780 | * the two squares this one would |
781 | * connect if it were in this |
782 | * state. |
783 | */ |
784 | int e = -1; |
785 | |
786 | for (d = 1; d <= 8; d += d) if (b & d) { |
787 | int xx = x/2 + DX(d), yy = y/2 + DY(d); |
788 | int ee = dsf_canonify(dsf, yy*w+xx); |
789 | |
790 | if (e == -1) |
791 | ee = e; |
792 | else if (e != ee) |
793 | e = -2; |
794 | } |
795 | |
796 | if (e >= 0) { |
797 | /* |
798 | * This square state would form |
799 | * a loop on equivalence class |
800 | * e. Measure the size of that |
801 | * loop, and see if it's a |
802 | * shortcut. |
803 | */ |
804 | int loopsize = dsfsize[e]; |
805 | if (e != ae) |
806 | loopsize++;/* add the square itself */ |
807 | if (loopsize < nonblanks) { |
808 | /* |
809 | * It is! Mark this square |
810 | * state invalid. |
811 | */ |
812 | workspace[y*W+x] &= ~(1<<b); |
813 | done_something = TRUE; |
814 | #ifdef SOLVER_DIAGNOSTICS |
815 | printf("square (%d,%d) would create a " |
816 | "shortcut loop in state %d, " |
817 | "hence cannot be\n", |
818 | x/2, y/2, b); |
819 | #endif |
820 | } |
821 | } |
822 | } |
823 | } |
824 | } |
825 | |
826 | done_deductions: |
827 | |
828 | if (done_something) |
829 | continue; |
830 | |
831 | /* |
832 | * If we reach here, there is nothing left we can do. |
833 | * Return 2 for ambiguous puzzle. |
834 | */ |
835 | ret = 2; |
836 | break; |
837 | } |
838 | |
839 | cleanup: |
840 | |
841 | /* |
842 | * If ret = 1 then we've successfully achieved a solution. This |
843 | * means that we expect every square to be nailed down to |
844 | * exactly one possibility. If this is the case, or if the caller |
845 | * asked for a partial solution anyway, transcribe those |
846 | * possibilities into the result array. |
847 | */ |
848 | if (ret == 1 || partial) { |
849 | for (y = 0; y < h; y++) { |
850 | for (x = 0; x < w; x++) { |
851 | for (b = 0; b < 0xD; b++) |
852 | if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) { |
853 | result[y*w+x] = b; |
854 | break; |
855 | } |
856 | if (ret == 1) assert(b < 0xD); /* we should have had a break by now */ |
857 | } |
858 | } |
859 | } |
860 | |
861 | sfree(dsfsize); |
862 | sfree(dsf); |
863 | sfree(workspace); |
864 | assert(ret >= 0); |
865 | return ret; |
866 | } |
867 | |
868 | /* ---------------------------------------------------------------------- |
869 | * Loop generator. |
870 | */ |
871 | |
872 | /* |
873 | * We use the loop generator code from loopy, hard-coding to a square |
874 | * grid of the appropriate size. Knowing the grid layout and the tile |
875 | * size we can shrink that to our small grid and then make our line |
876 | * layout from the face colour info. |
877 | * |
878 | * We provide a bias function to the loop generator which tries to |
879 | * bias in favour of loops with more scope for Pearl black clues. This |
880 | * seems to improve the success rate of the puzzle generator, in that |
881 | * such loops have a better chance of being soluble with all valid |
882 | * clues put in. |
883 | */ |
884 | |
885 | struct pearl_loopgen_bias_ctx { |
886 | /* |
887 | * Our bias function counts the number of 'black clue' corners |
888 | * (i.e. corners adjacent to two straights) in both the |
889 | * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do |
890 | * this, we must: |
891 | * |
892 | * - track the edges that are part of each of those loops |
893 | * - track the types of vertex in each loop (corner, straight, |
894 | * none) |
895 | * - track the current black-clue status of each vertex in each |
896 | * loop. |
897 | * |
898 | * Each of these chunks of data is updated incrementally from the |
899 | * previous one, to avoid slowdown due to the bias function |
900 | * rescanning the whole grid every time it's called. |
901 | * |
902 | * So we need a lot of separate arrays, plus a tdq for each one, |
903 | * and we must repeat it all twice for the BLACK and WHITE |
904 | * boundaries. |
905 | */ |
906 | struct pearl_loopgen_bias_ctx_boundary { |
907 | int colour; /* FACE_WHITE or FACE_BLACK */ |
908 | |
909 | char *edges; /* is each edge part of the loop? */ |
910 | tdq *edges_todo; |
911 | |
912 | char *vertextypes; /* bits 0-3 == outgoing edge bitmap; |
913 | * bit 4 set iff corner clue. |
914 | * Hence, 0 means non-vertex; |
915 | * nonzero but bit 4 zero = straight. */ |
916 | int *neighbour[2]; /* indices of neighbour vertices in loop */ |
917 | tdq *vertextypes_todo; |
918 | |
919 | char *blackclues; /* is each vertex a black clue site? */ |
920 | tdq *blackclues_todo; |
921 | } boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */ |
922 | |
923 | char *faces; /* remember last-seen colour of each face */ |
924 | tdq *faces_todo; |
925 | |
926 | int score; |
927 | |
928 | grid *g; |
929 | }; |
930 | int pearl_loopgen_bias(void *vctx, char *board, int face) |
931 | { |
932 | struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx; |
933 | grid *g = ctx->g; |
934 | int oldface, newface; |
935 | int i, j, k; |
936 | |
937 | tdq_add(ctx->faces_todo, face); |
938 | while ((j = tdq_remove(ctx->faces_todo)) >= 0) { |
939 | oldface = ctx->faces[j]; |
940 | ctx->faces[j] = newface = board[j]; |
941 | for (i = 0; i < 2; i++) { |
942 | struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; |
943 | int c = b->colour; |
944 | |
945 | /* |
946 | * If the face has changed either from or to colour c, we need |
947 | * to reprocess the edges for this boundary. |
948 | */ |
949 | if (oldface == c || newface == c) { |
950 | grid_face *f = &g->faces[face]; |
951 | for (k = 0; k < f->order; k++) |
952 | tdq_add(b->edges_todo, f->edges[k] - g->edges); |
953 | } |
954 | } |
955 | } |
956 | |
957 | for (i = 0; i < 2; i++) { |
958 | struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; |
959 | int c = b->colour; |
960 | |
961 | /* |
962 | * Go through the to-do list of edges. For each edge, decide |
963 | * anew whether it's part of this boundary or not. Any edge |
964 | * that changes state has to have both its endpoints put on |
965 | * the vertextypes_todo list. |
966 | */ |
967 | while ((j = tdq_remove(b->edges_todo)) >= 0) { |
968 | grid_edge *e = &g->edges[j]; |
969 | int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK; |
970 | int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK; |
971 | int oldedge = b->edges[j]; |
972 | int newedge = (fc1==c) ^ (fc2==c); |
973 | if (oldedge != newedge) { |
974 | b->edges[j] = newedge; |
975 | tdq_add(b->vertextypes_todo, e->dot1 - g->dots); |
976 | tdq_add(b->vertextypes_todo, e->dot2 - g->dots); |
977 | } |
978 | } |
979 | |
980 | /* |
981 | * Go through the to-do list of vertices whose types need |
982 | * refreshing. For each one, decide whether it's a corner, a |
983 | * straight, or a vertex not in the loop, and in the former |
984 | * two cases also work out the indices of its neighbour |
985 | * vertices along the loop. Any vertex that changes state must |
986 | * be put back on the to-do list for deciding if it's a black |
987 | * clue site, and so must its two new neighbours _and_ its two |
988 | * old neighbours. |
989 | */ |
990 | while ((j = tdq_remove(b->vertextypes_todo)) >= 0) { |
991 | grid_dot *d = &g->dots[j]; |
992 | int neighbours[2], type = 0, n = 0; |
993 | |
994 | for (k = 0; k < d->order; k++) { |
995 | grid_edge *e = d->edges[k]; |
996 | grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1); |
997 | /* dir == 0,1,2,3 for an edge going L,U,R,D */ |
998 | int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y); |
999 | int ei = e - g->edges; |
1000 | if (b->edges[ei]) { |
1001 | type |= 1 << dir; |
1002 | neighbours[n] = d2 - g->dots; |
1003 | n++; |
1004 | } |
1005 | } |
1006 | |
1007 | /* |
1008 | * Decide if it's a corner, and set the corner flag if so. |
1009 | */ |
1010 | if (type != 0 && type != 0x5 && type != 0xA) |
1011 | type |= 0x10; |
1012 | |
1013 | if (type != b->vertextypes[j]) { |
1014 | /* |
1015 | * Recompute old neighbours, if any. |
1016 | */ |
1017 | if (b->vertextypes[j]) { |
1018 | tdq_add(b->blackclues_todo, b->neighbour[0][j]); |
1019 | tdq_add(b->blackclues_todo, b->neighbour[1][j]); |
1020 | } |
1021 | /* |
1022 | * Recompute this vertex. |
1023 | */ |
1024 | tdq_add(b->blackclues_todo, j); |
1025 | b->vertextypes[j] = type; |
1026 | /* |
1027 | * Recompute new neighbours, if any. |
1028 | */ |
1029 | if (b->vertextypes[j]) { |
1030 | b->neighbour[0][j] = neighbours[0]; |
1031 | b->neighbour[1][j] = neighbours[1]; |
1032 | tdq_add(b->blackclues_todo, b->neighbour[0][j]); |
1033 | tdq_add(b->blackclues_todo, b->neighbour[1][j]); |
1034 | } |
1035 | } |
1036 | } |
1037 | |
1038 | /* |
1039 | * Go through the list of vertices which we must check to see |
1040 | * if they're black clue sites. Each one is a black clue site |
1041 | * iff it is a corner and its loop neighbours are non-corners. |
1042 | * Adjust the running total of black clues we've counted. |
1043 | */ |
1044 | while ((j = tdq_remove(b->blackclues_todo)) >= 0) { |
1045 | ctx->score -= b->blackclues[j]; |
1046 | b->blackclues[j] = ((b->vertextypes[j] & 0x10) && |
1047 | !((b->vertextypes[b->neighbour[0][j]] | |
1048 | b->vertextypes[b->neighbour[1][j]]) |
1049 | & 0x10)); |
1050 | ctx->score += b->blackclues[j]; |
1051 | } |
1052 | } |
1053 | |
1054 | return ctx->score; |
1055 | } |
1056 | |
1057 | void pearl_loopgen(int w, int h, char *lines, random_state *rs) |
1058 | { |
f875ca4d |
1059 | grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL); |
b760b8bd |
1060 | char *board = snewn(g->num_faces, char); |
1061 | int i, s = g->tilesize; |
1062 | struct pearl_loopgen_bias_ctx biasctx; |
1063 | |
1064 | memset(lines, 0, w*h); |
1065 | |
1066 | /* |
1067 | * Initialise the context for the bias function. Initially we fill |
1068 | * all the to-do lists, so that the first call will scan |
1069 | * everything; thereafter the lists stay empty so we make |
1070 | * incremental changes. |
1071 | */ |
1072 | biasctx.g = g; |
1073 | biasctx.faces = snewn(g->num_faces, char); |
1074 | biasctx.faces_todo = tdq_new(g->num_faces); |
1075 | tdq_fill(biasctx.faces_todo); |
1076 | biasctx.score = 0; |
1077 | memset(biasctx.faces, FACE_GREY, g->num_faces); |
1078 | for (i = 0; i < 2; i++) { |
1079 | biasctx.boundaries[i].edges = snewn(g->num_edges, char); |
1080 | memset(biasctx.boundaries[i].edges, 0, g->num_edges); |
1081 | biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges); |
1082 | tdq_fill(biasctx.boundaries[i].edges_todo); |
1083 | biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char); |
1084 | memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots); |
1085 | biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int); |
1086 | biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int); |
1087 | biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots); |
1088 | tdq_fill(biasctx.boundaries[i].vertextypes_todo); |
1089 | biasctx.boundaries[i].blackclues = snewn(g->num_dots, char); |
1090 | memset(biasctx.boundaries[i].blackclues, 0, g->num_dots); |
1091 | biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots); |
1092 | tdq_fill(biasctx.boundaries[i].blackclues_todo); |
1093 | } |
1094 | biasctx.boundaries[0].colour = FACE_WHITE; |
1095 | biasctx.boundaries[1].colour = FACE_BLACK; |
1096 | generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx); |
1097 | sfree(biasctx.faces); |
1098 | tdq_free(biasctx.faces_todo); |
1099 | for (i = 0; i < 2; i++) { |
1100 | sfree(biasctx.boundaries[i].edges); |
1101 | tdq_free(biasctx.boundaries[i].edges_todo); |
1102 | sfree(biasctx.boundaries[i].vertextypes); |
1103 | sfree(biasctx.boundaries[i].neighbour[0]); |
1104 | sfree(biasctx.boundaries[i].neighbour[1]); |
1105 | tdq_free(biasctx.boundaries[i].vertextypes_todo); |
1106 | sfree(biasctx.boundaries[i].blackclues); |
1107 | tdq_free(biasctx.boundaries[i].blackclues_todo); |
1108 | } |
1109 | |
1110 | for (i = 0; i < g->num_edges; i++) { |
1111 | grid_edge *e = g->edges + i; |
1112 | enum face_colour c1 = FACE_COLOUR(e->face1); |
1113 | enum face_colour c2 = FACE_COLOUR(e->face2); |
1114 | assert(c1 != FACE_GREY); |
1115 | assert(c2 != FACE_GREY); |
1116 | if (c1 != c2) { |
1117 | /* This grid edge is on the loop: lay line along it */ |
1118 | int x1 = e->dot1->x/s, y1 = e->dot1->y/s; |
1119 | int x2 = e->dot2->x/s, y2 = e->dot2->y/s; |
1120 | |
1121 | /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */ |
1122 | if (x1 == x2) { |
1123 | if (y1 > y2) SWAP(y1,y2); |
1124 | |
1125 | assert(y1+1 == y2); |
1126 | lines[y1*w+x1] |= D; |
1127 | lines[y2*w+x1] |= U; |
1128 | } else if (y1 == y2) { |
1129 | if (x1 > x2) SWAP(x1,x2); |
1130 | |
1131 | assert(x1+1 == x2); |
1132 | lines[y1*w+x1] |= R; |
1133 | lines[y1*w+x2] |= L; |
1134 | } else |
1135 | assert(!"grid with diagonal coords?!"); |
1136 | } |
1137 | } |
1138 | |
1139 | grid_free(g); |
1140 | sfree(board); |
1141 | |
1142 | #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS |
1143 | printf("as returned:\n"); |
1144 | for (y = 0; y < h; y++) { |
1145 | for (x = 0; x < w; x++) { |
1146 | int type = lines[y*w+x]; |
1147 | char s[5], *p = s; |
1148 | if (type & L) *p++ = 'L'; |
1149 | if (type & R) *p++ = 'R'; |
1150 | if (type & U) *p++ = 'U'; |
1151 | if (type & D) *p++ = 'D'; |
1152 | *p = '\0'; |
1153 | printf("%3s", s); |
1154 | } |
1155 | printf("\n"); |
1156 | } |
1157 | printf("\n"); |
1158 | #endif |
1159 | } |
1160 | |
1161 | static int new_clues(game_params *params, random_state *rs, |
1162 | char *clues, char *grid) |
1163 | { |
1164 | int w = params->w, h = params->h; |
1165 | int ngen = 0, x, y, d, ret, i; |
1166 | |
1167 | while (1) { |
1168 | ngen++; |
1169 | pearl_loopgen(w, h, grid, rs); |
1170 | |
1171 | #ifdef GENERATION_DIAGNOSTICS |
1172 | printf("grid array:\n"); |
1173 | for (y = 0; y < h; y++) { |
1174 | for (x = 0; x < w; x++) { |
1175 | int type = grid[y*w+x]; |
1176 | char s[5], *p = s; |
1177 | if (type & L) *p++ = 'L'; |
1178 | if (type & R) *p++ = 'R'; |
1179 | if (type & U) *p++ = 'U'; |
1180 | if (type & D) *p++ = 'D'; |
1181 | *p = '\0'; |
1182 | printf("%2s ", s); |
1183 | } |
1184 | printf("\n"); |
1185 | } |
1186 | printf("\n"); |
1187 | #endif |
1188 | |
1189 | /* |
1190 | * Set up the maximal clue array. |
1191 | */ |
1192 | for (y = 0; y < h; y++) |
1193 | for (x = 0; x < w; x++) { |
1194 | int type = grid[y*w+x]; |
1195 | |
1196 | clues[y*w+x] = NOCLUE; |
1197 | |
1198 | if ((bLR|bUD) & (1 << type)) { |
1199 | /* |
1200 | * This is a straight; see if it's a viable |
1201 | * candidate for a straight clue. It qualifies if |
1202 | * at least one of the squares it connects to is a |
1203 | * corner. |
1204 | */ |
1205 | for (d = 1; d <= 8; d += d) if (type & d) { |
1206 | int xx = x + DX(d), yy = y + DY(d); |
1207 | assert(xx >= 0 && xx < w && yy >= 0 && yy < h); |
1208 | if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx])) |
1209 | break; |
1210 | } |
1211 | if (d <= 8) /* we found one */ |
1212 | clues[y*w+x] = STRAIGHT; |
1213 | } else if ((bLU|bLD|bRU|bRD) & (1 << type)) { |
1214 | /* |
1215 | * This is a corner; see if it's a viable candidate |
1216 | * for a corner clue. It qualifies if all the |
1217 | * squares it connects to are straights. |
1218 | */ |
1219 | for (d = 1; d <= 8; d += d) if (type & d) { |
1220 | int xx = x + DX(d), yy = y + DY(d); |
1221 | assert(xx >= 0 && xx < w && yy >= 0 && yy < h); |
1222 | if (!((bLR|bUD) & (1 << grid[yy*w+xx]))) |
1223 | break; |
1224 | } |
1225 | if (d > 8) /* we didn't find a counterexample */ |
1226 | clues[y*w+x] = CORNER; |
1227 | } |
1228 | } |
1229 | |
1230 | #ifdef GENERATION_DIAGNOSTICS |
1231 | printf("clue array:\n"); |
1232 | for (y = 0; y < h; y++) { |
1233 | for (x = 0; x < w; x++) { |
1234 | printf("%c", " *O"[(unsigned char)clues[y*w+x]]); |
1235 | } |
1236 | printf("\n"); |
1237 | } |
1238 | printf("\n"); |
1239 | #endif |
1240 | |
1241 | if (!params->nosolve) { |
1242 | int *cluespace, *straights, *corners; |
1243 | int nstraights, ncorners, nstraightpos, ncornerpos; |
1244 | |
1245 | /* |
1246 | * See if we can solve the puzzle just like this. |
1247 | */ |
1248 | ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE); |
1249 | assert(ret > 0); /* shouldn't be inconsistent! */ |
1250 | if (ret != 1) |
1251 | continue; /* go round and try again */ |
1252 | |
1253 | /* |
1254 | * Check this puzzle isn't too easy. |
1255 | */ |
1256 | if (params->difficulty > DIFF_EASY) { |
1257 | ret = pearl_solve(w, h, clues, grid, params->difficulty-1, FALSE); |
1258 | assert(ret > 0); |
1259 | if (ret == 1) |
1260 | continue; /* too easy: try again */ |
1261 | } |
1262 | |
1263 | /* |
1264 | * Now shuffle the grid points and gradually remove the |
1265 | * clues to find a minimal set which still leaves the |
1266 | * puzzle soluble. |
1267 | * |
1268 | * We preferentially attempt to remove whichever type of |
1269 | * clue is currently most numerous, to combat a general |
1270 | * tendency of plain random generation to bias in favour |
1271 | * of many white clues and few black. |
1272 | * |
1273 | * 'nstraights' and 'ncorners' count the number of clues |
1274 | * of each type currently remaining in the grid; |
1275 | * 'nstraightpos' and 'ncornerpos' count the clues of each |
1276 | * type we have left to try to remove. (Clues which we |
1277 | * have tried and failed to remove are counted by the |
1278 | * former but not the latter.) |
1279 | */ |
1280 | cluespace = snewn(w*h, int); |
1281 | straights = cluespace; |
1282 | nstraightpos = 0; |
1283 | for (i = 0; i < w*h; i++) |
1284 | if (clues[i] == STRAIGHT) |
1285 | straights[nstraightpos++] = i; |
1286 | corners = straights + nstraightpos; |
1287 | ncornerpos = 0; |
1288 | for (i = 0; i < w*h; i++) |
1289 | if (clues[i] == STRAIGHT) |
1290 | corners[ncornerpos++] = i; |
1291 | nstraights = nstraightpos; |
1292 | ncorners = ncornerpos; |
1293 | |
1294 | shuffle(straights, nstraightpos, sizeof(*straights), rs); |
1295 | shuffle(corners, ncornerpos, sizeof(*corners), rs); |
1296 | while (nstraightpos > 0 || ncornerpos > 0) { |
1297 | int cluepos; |
1298 | int clue; |
1299 | |
1300 | /* |
1301 | * Decide which clue to try to remove next. If both |
1302 | * types are available, we choose whichever kind is |
1303 | * currently overrepresented; otherwise we take |
1304 | * whatever we can get. |
1305 | */ |
1306 | if (nstraightpos > 0 && ncornerpos > 0) { |
1307 | if (nstraights >= ncorners) |
1308 | cluepos = straights[--nstraightpos]; |
1309 | else |
1310 | cluepos = straights[--ncornerpos]; |
1311 | } else { |
1312 | if (nstraightpos > 0) |
1313 | cluepos = straights[--nstraightpos]; |
1314 | else |
1315 | cluepos = straights[--ncornerpos]; |
1316 | } |
1317 | |
1318 | y = cluepos / w; |
1319 | x = cluepos % w; |
1320 | |
1321 | clue = clues[y*w+x]; |
1322 | clues[y*w+x] = 0; /* try removing this clue */ |
1323 | |
1324 | ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE); |
1325 | assert(ret > 0); |
1326 | if (ret != 1) |
1327 | clues[y*w+x] = clue; /* oops, put it back again */ |
1328 | } |
1329 | sfree(cluespace); |
1330 | } |
1331 | |
1332 | #ifdef FINISHED_PUZZLE |
1333 | printf("clue array:\n"); |
1334 | for (y = 0; y < h; y++) { |
1335 | for (x = 0; x < w; x++) { |
1336 | printf("%c", " *O"[(unsigned char)clues[y*w+x]]); |
1337 | } |
1338 | printf("\n"); |
1339 | } |
1340 | printf("\n"); |
1341 | #endif |
1342 | |
1343 | break; /* got it */ |
1344 | } |
1345 | |
f4ab9854 |
1346 | debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h)); |
1347 | |
b760b8bd |
1348 | return ngen; |
1349 | } |
1350 | |
1351 | static char *new_game_desc(game_params *params, random_state *rs, |
1352 | char **aux, int interactive) |
1353 | { |
1354 | char *grid, *clues; |
1355 | char *desc; |
f4ab9854 |
1356 | int w = params->w, h = params->h, i, j; |
b760b8bd |
1357 | |
1358 | grid = snewn(w*h, char); |
1359 | clues = snewn(w*h, char); |
1360 | |
f4ab9854 |
1361 | new_clues(params, rs, clues, grid); |
b760b8bd |
1362 | |
1363 | desc = snewn(w * h + 1, char); |
1364 | for (i = j = 0; i < w*h; i++) { |
1365 | if (clues[i] == NOCLUE && j > 0 && |
1366 | desc[j-1] >= 'a' && desc[j-1] < 'z') |
1367 | desc[j-1]++; |
1368 | else if (clues[i] == NOCLUE) |
1369 | desc[j++] = 'a'; |
1370 | else if (clues[i] == CORNER) |
1371 | desc[j++] = 'B'; |
1372 | else if (clues[i] == STRAIGHT) |
1373 | desc[j++] = 'W'; |
1374 | } |
1375 | desc[j] = '\0'; |
1376 | |
1377 | *aux = snewn(w*h+1, char); |
1378 | for (i = 0; i < w*h; i++) |
1379 | (*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10); |
1380 | (*aux)[w*h] = '\0'; |
1381 | |
1382 | sfree(grid); |
1383 | sfree(clues); |
1384 | |
1385 | return desc; |
1386 | } |
1387 | |
1388 | static char *validate_desc(game_params *params, char *desc) |
1389 | { |
1390 | int i, sizesofar; |
1391 | const int totalsize = params->w * params->h; |
1392 | |
1393 | sizesofar = 0; |
1394 | for (i = 0; desc[i]; i++) { |
1395 | if (desc[i] >= 'a' && desc[i] <= 'z') |
1396 | sizesofar += desc[i] - 'a' + 1; |
1397 | else if (desc[i] == 'B' || desc[i] == 'W') |
1398 | sizesofar++; |
1399 | else |
1400 | return "unrecognised character in string"; |
1401 | } |
1402 | |
1403 | if (sizesofar > totalsize) |
1404 | return "string too long"; |
1405 | else if (sizesofar < totalsize) |
1406 | return "string too short"; |
1407 | |
1408 | return NULL; |
1409 | } |
1410 | |
1411 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1412 | { |
1413 | game_state *state = snew(game_state); |
1414 | int i, j, sz = params->w*params->h; |
1415 | |
1416 | state->completed = state->used_solve = FALSE; |
1417 | state->shared = snew(struct shared_state); |
1418 | |
1419 | state->shared->w = params->w; |
1420 | state->shared->h = params->h; |
1421 | state->shared->sz = sz; |
1422 | state->shared->refcnt = 1; |
1423 | state->shared->clues = snewn(sz, char); |
1424 | for (i = j = 0; desc[i]; i++) { |
1425 | assert(j < sz); |
1426 | if (desc[i] >= 'a' && desc[i] <= 'z') { |
1427 | int n = desc[i] - 'a' + 1; |
1428 | assert(j + n <= sz); |
1429 | while (n-- > 0) |
1430 | state->shared->clues[j++] = NOCLUE; |
1431 | } else if (desc[i] == 'B') { |
1432 | state->shared->clues[j++] = CORNER; |
1433 | } else if (desc[i] == 'W') { |
1434 | state->shared->clues[j++] = STRAIGHT; |
1435 | } |
1436 | } |
1437 | |
1438 | state->lines = snewn(sz, char); |
1439 | state->errors = snewn(sz, char); |
1440 | state->marks = snewn(sz, char); |
1441 | for (i = 0; i < sz; i++) |
1442 | state->lines[i] = state->errors[i] = state->marks[i] = BLANK; |
1443 | |
1444 | return state; |
1445 | } |
1446 | |
1447 | static game_state *dup_game(game_state *state) |
1448 | { |
1449 | game_state *ret = snew(game_state); |
1450 | int sz = state->shared->sz, i; |
1451 | |
1452 | ret->shared = state->shared; |
1453 | ret->completed = state->completed; |
1454 | ret->used_solve = state->used_solve; |
1455 | ++ret->shared->refcnt; |
1456 | |
1457 | ret->lines = snewn(sz, char); |
1458 | ret->errors = snewn(sz, char); |
1459 | ret->marks = snewn(sz, char); |
1460 | for (i = 0; i < sz; i++) { |
1461 | ret->lines[i] = state->lines[i]; |
1462 | ret->errors[i] = state->errors[i]; |
1463 | ret->marks[i] = state->marks[i]; |
1464 | } |
1465 | |
1466 | return ret; |
1467 | } |
1468 | |
1469 | static void free_game(game_state *state) |
1470 | { |
1471 | assert(state); |
1472 | if (--state->shared->refcnt == 0) { |
1473 | sfree(state->shared->clues); |
1474 | sfree(state->shared); |
1475 | } |
1476 | sfree(state->lines); |
1477 | sfree(state->errors); |
1478 | sfree(state->marks); |
1479 | sfree(state); |
1480 | } |
1481 | |
1482 | static char nbits[16] = { 0, 1, 1, 2, |
1483 | 1, 2, 2, 3, |
1484 | 1, 2, 2, 3, |
1485 | 2, 3, 3, 4 }; |
1486 | #define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] ) |
1487 | |
1488 | #define ERROR_CLUE 16 |
1489 | |
1490 | static void dsf_update_completion(game_state *state, int *loopclass, |
1491 | int ax, int ay, char dir, |
1492 | int *dsf, int *dsfsize) |
1493 | { |
1494 | int w = state->shared->w /*, h = state->shared->h */; |
1495 | int ac = ay*w+ax, ae, bx, by, bc, be; |
1496 | |
1497 | if (!(state->lines[ac] & dir)) return; /* no link */ |
1498 | bx = ax + DX(dir); by = ay + DY(dir); |
1499 | |
1500 | assert(INGRID(state, bx, by)); /* should not have a link off grid */ |
1501 | |
1502 | bc = by*w+bx; |
1503 | #if 0 |
1504 | assert(state->lines[bc] & F(dir)); /* should have reciprocal link */ |
1505 | #endif |
1506 | /* TODO put above assertion back in once we stop generating partially |
1507 | * soluble puzzles. */ |
1508 | if (!(state->lines[bc] & F(dir))) return; |
1509 | |
1510 | ae = dsf_canonify(dsf, ac); |
1511 | be = dsf_canonify(dsf, bc); |
1512 | |
1513 | if (ae == be) { /* detected a loop! */ |
1514 | if (*loopclass != -1) /* this is the second loop, doom. */ |
1515 | return; |
1516 | *loopclass = ae; |
1517 | } else { |
1518 | int size = dsfsize[ae] + dsfsize[be]; |
1519 | dsf_merge(dsf, ac, bc); |
1520 | ae = dsf_canonify(dsf, ac); |
1521 | dsfsize[ae] = size; |
1522 | } |
1523 | return; |
1524 | } |
1525 | |
1526 | static void check_completion(game_state *state, int mark) |
1527 | { |
1528 | int w = state->shared->w, h = state->shared->h, x, y, i, d; |
1529 | int had_error = FALSE /*, is_complete = FALSE */, loopclass; |
1530 | int *dsf, *dsfsize; |
1531 | |
1532 | if (mark) { |
1533 | for (i = 0; i < w*h; i++) { |
1534 | state->errors[i] = 0; |
1535 | } |
1536 | } |
1537 | |
1538 | #define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0) |
1539 | |
1540 | /* |
1541 | * First of all: we should have one single closed loop, passing through all clues. |
1542 | */ |
1543 | dsf = snewn(w*h, int); |
1544 | dsfsize = snewn(w*h, int); |
1545 | dsf_init(dsf, w*h); |
1546 | for (i = 0; i < w*h; i++) dsfsize[i] = 1; |
1547 | loopclass = -1; |
1548 | |
1549 | for (x = 0; x < w; x++) { |
1550 | for (y = 0; y < h; y++) { |
1551 | dsf_update_completion(state, &loopclass, x, y, R, dsf, dsfsize); |
1552 | dsf_update_completion(state, &loopclass, x, y, D, dsf, dsfsize); |
1553 | } |
1554 | } |
1555 | if (loopclass != -1) { |
1556 | /* We have a loop. Check all squares with lines on. */ |
1557 | for (x = 0; x < w; x++) { |
1558 | for (y = 0; y < h; y++) { |
1559 | if (state->lines[y*w+x] == BLANK) { |
1560 | if (state->shared->clues[y*w+x] != NOCLUE) { |
1561 | /* the loop doesn't include this clue square! */ |
1562 | ERROR(x, y, ERROR_CLUE); |
1563 | } |
1564 | } else { |
1565 | if (dsf_canonify(dsf, y*w+x) != loopclass) { |
1566 | /* these lines are not on the loop: mark them as error. */ |
1567 | ERROR(x, y, state->lines[y*w+x]); |
1568 | } |
1569 | } |
1570 | } |
1571 | } |
1572 | } |
1573 | |
1574 | /* |
1575 | * Second: check no clues are contradicted. |
1576 | */ |
1577 | |
1578 | for (x = 0; x < w; x++) { |
1579 | for (y = 0; y < h; y++) { |
1580 | int type = state->lines[y*w+x]; |
1581 | /* |
1582 | * Check that no square has more than two line segments. |
1583 | */ |
1584 | if (NBITS(type) > 2) { |
1585 | ERROR(x,y,type); |
1586 | } |
1587 | /* |
1588 | * Check that no clues are contradicted. This code is similar to |
1589 | * the code that sets up the maximal clue array for any given |
1590 | * loop. |
1591 | */ |
1592 | if (state->shared->clues[y*w+x] == CORNER) { |
1593 | /* Supposed to be a corner: will find a contradiction if |
1594 | * it actually contains a straight line, or if it touches any |
1595 | * corners. */ |
1596 | if ((bLR|bUD) & (1 << type)) { |
1597 | ERROR(x,y,ERROR_CLUE); /* actually straight */ |
1598 | } |
1599 | for (d = 1; d <= 8; d += d) if (type & d) { |
1600 | int xx = x + DX(d), yy = y + DY(d); |
1601 | if (!INGRID(state, xx, yy)) { |
1602 | ERROR(x,y,d); /* leads off grid */ |
1603 | } else { |
1604 | if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) { |
1605 | ERROR(x,y,ERROR_CLUE); /* touches corner */ |
1606 | } |
1607 | } |
1608 | } |
1609 | } else if (state->shared->clues[y*w+x] == STRAIGHT) { |
1610 | /* Supposed to be straight: will find a contradiction if |
1611 | * it actually contains a corner, or if it only touches |
1612 | * straight lines. */ |
1613 | if ((bLU|bLD|bRU|bRD) & (1 << type)) { |
1614 | ERROR(x,y,ERROR_CLUE); /* actually a corner */ |
1615 | } |
1616 | i = 0; |
1617 | for (d = 1; d <= 8; d += d) if (type & d) { |
1618 | int xx = x + DX(d), yy = y + DY(d); |
1619 | if (!INGRID(state, xx, yy)) { |
1620 | ERROR(x,y,d); /* leads off grid */ |
1621 | } else { |
1622 | if ((bLR|bUD) & (1 << state->lines[yy*w+xx])) |
1623 | i++; /* a straight */ |
1624 | } |
1625 | } |
1626 | if (i >= 2 && NBITS(type) >= 2) { |
1627 | ERROR(x,y,ERROR_CLUE); /* everything touched is straight */ |
1628 | } |
1629 | } |
1630 | } |
1631 | } |
1632 | if (!had_error && loopclass != -1) { |
1633 | state->completed = TRUE; |
1634 | state->loop_length = dsfsize[loopclass]; |
1635 | } else { |
1636 | state->completed = FALSE; |
1637 | } |
1638 | |
1639 | sfree(dsf); |
1640 | sfree(dsfsize); |
1641 | |
1642 | return; |
1643 | } |
1644 | |
1645 | /* completion check: |
1646 | * |
1647 | * - no clues must be contradicted (highlight clue itself in error if so) |
1648 | * - if there is a closed loop it must include every line segment laid |
1649 | * - if there's a smaller closed loop then highlight whole loop as error |
1650 | * - no square must have more than 3 lines radiating from centre point |
1651 | * (highlight all lines in that square as error if so) |
1652 | */ |
1653 | |
1654 | static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines) |
1655 | { |
1656 | int w = state->shared->w, h = state->shared->h, i; |
1657 | char *move = snewn(w*h*40, char), *p = move; |
1658 | |
1659 | *p++ = 'S'; |
1660 | for (i = 0; i < w*h; i++) { |
1661 | if (old_lines[i] != new_lines[i]) { |
1662 | p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w); |
1663 | } |
1664 | } |
1665 | *p++ = '\0'; |
1666 | move = sresize(move, p - move, char); |
1667 | |
1668 | return move; |
1669 | } |
1670 | |
1671 | static char *solve_game(game_state *state, game_state *currstate, |
1672 | char *aux, char **error) |
1673 | { |
1674 | game_state *solved = dup_game(state); |
1675 | int i, ret, sz = state->shared->sz; |
1676 | char *move; |
1677 | |
1678 | if (aux) { |
1679 | for (i = 0; i < sz; i++) { |
1680 | if (aux[i] >= '0' && aux[i] <= '9') |
1681 | solved->lines[i] = aux[i] - '0'; |
1682 | else if (aux[i] >= 'A' && aux[i] <= 'F') |
1683 | solved->lines[i] = aux[i] - 'A' + 10; |
1684 | else { |
1685 | *error = "invalid char in aux"; |
1686 | move = NULL; |
1687 | goto done; |
1688 | } |
1689 | } |
1690 | ret = 1; |
1691 | } else { |
1692 | /* Try to solve with present (half-solved) state first: if there's no |
1693 | * solution from there go back to original state. */ |
1694 | ret = pearl_solve(currstate->shared->w, currstate->shared->h, |
1695 | currstate->shared->clues, solved->lines, |
1696 | DIFFCOUNT, FALSE); |
1697 | if (ret < 1) |
1698 | ret = pearl_solve(state->shared->w, state->shared->h, |
1699 | state->shared->clues, solved->lines, |
1700 | DIFFCOUNT, FALSE); |
1701 | |
1702 | } |
1703 | |
1704 | if (ret < 1) { |
1705 | *error = "Unable to find solution"; |
1706 | move = NULL; |
1707 | } else { |
1708 | move = solve_for_diff(solved, currstate->lines, solved->lines); |
1709 | } |
1710 | |
1711 | done: |
1712 | free_game(solved); |
1713 | return move; |
1714 | } |
1715 | |
1716 | static int game_can_format_as_text_now(game_params *params) |
1717 | { |
1718 | return FALSE; |
1719 | } |
1720 | |
1721 | static char *game_text_format(game_state *state) |
1722 | { |
1723 | return NULL; |
1724 | } |
1725 | |
1726 | struct game_ui { |
1727 | int *dragcoords; /* list of (y*w+x) coords in drag so far */ |
f1992163 |
1728 | int ndragcoords; /* number of entries in dragcoords. |
1729 | * 0 = click but no drag yet. -1 = no drag at all */ |
b760b8bd |
1730 | int clickx, clicky; /* pixel position of initial click */ |
773628a0 |
1731 | |
1732 | int curx, cury; /* grid position of keyboard cursor */ |
1733 | int cursor_active; /* TRUE iff cursor is shown */ |
b760b8bd |
1734 | }; |
1735 | |
1736 | static game_ui *new_ui(game_state *state) |
1737 | { |
1738 | game_ui *ui = snew(game_ui); |
1739 | int sz = state->shared->sz; |
1740 | |
f1992163 |
1741 | ui->ndragcoords = -1; |
b760b8bd |
1742 | ui->dragcoords = snewn(sz, int); |
773628a0 |
1743 | ui->cursor_active = FALSE; |
1744 | ui->curx = ui->cury = 0; |
b760b8bd |
1745 | |
1746 | return ui; |
1747 | } |
1748 | |
1749 | static void free_ui(game_ui *ui) |
1750 | { |
1751 | sfree(ui->dragcoords); |
1752 | sfree(ui); |
1753 | } |
1754 | |
1755 | static char *encode_ui(game_ui *ui) |
1756 | { |
1757 | return NULL; |
1758 | } |
1759 | |
1760 | static void decode_ui(game_ui *ui, char *encoding) |
1761 | { |
1762 | } |
1763 | |
1764 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1765 | game_state *newstate) |
1766 | { |
1767 | } |
1768 | |
1769 | #define PREFERRED_TILE_SIZE 31 |
1770 | #define HALFSZ (ds->halfsz) |
1771 | #define TILE_SIZE (ds->halfsz*2 + 1) |
1772 | |
1773 | #define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2)) |
1774 | |
1775 | #define BORDER_WIDTH (max(TILE_SIZE / 32, 1)) |
1776 | |
1777 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
773628a0 |
1778 | #define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 ) |
b760b8bd |
1779 | #define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) ) |
1780 | |
1781 | #define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */ |
1782 | #define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */ |
1783 | #define DS_MSHIFT 12 /* shift for no-line mark */ |
1784 | |
1785 | #define DS_ERROR_CLUE (1 << 20) |
1786 | #define DS_FLASH (1 << 21) |
773628a0 |
1787 | #define DS_CURSOR (1 << 22) |
b760b8bd |
1788 | |
1789 | enum { GUI_MASYU, GUI_LOOPY }; |
1790 | |
1791 | static int get_gui_style(void) |
1792 | { |
1793 | static int gui_style = -1; |
1794 | |
1795 | if (gui_style == -1) { |
1796 | char *env = getenv("PEARL_GUI_LOOPY"); |
1797 | if (env && (env[0] == 'y' || env[0] == 'Y')) |
1798 | gui_style = GUI_LOOPY; |
1799 | else |
1800 | gui_style = GUI_MASYU; |
1801 | } |
1802 | return gui_style; |
1803 | } |
1804 | |
1805 | struct game_drawstate { |
1806 | int halfsz; |
1807 | int started; |
1808 | |
1809 | int w, h, sz; |
1810 | unsigned int *lflags; /* size w*h */ |
1811 | |
1812 | char *draglines; /* size w*h; lines flipped by current drag */ |
1813 | }; |
1814 | |
1815 | static void update_ui_drag(game_state *state, game_ui *ui, int gx, int gy) |
1816 | { |
1817 | int /* sz = state->shared->sz, */ w = state->shared->w; |
1818 | int i, ox, oy, pos; |
1819 | int lastpos; |
1820 | |
1821 | if (!INGRID(state, gx, gy)) |
1822 | return; /* square is outside grid */ |
1823 | |
f1992163 |
1824 | if (ui->ndragcoords < 0) |
1825 | return; /* drag not in progress anyway */ |
1826 | |
b760b8bd |
1827 | pos = gy * w + gx; |
1828 | |
1829 | lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0]; |
1830 | if (pos == lastpos) |
1831 | return; /* same square as last visited one */ |
1832 | |
1833 | /* Drag confirmed, if it wasn't already. */ |
1834 | if (ui->ndragcoords == 0) |
1835 | ui->ndragcoords = 1; |
1836 | |
1837 | /* |
1838 | * Dragging the mouse into a square that's already been visited by |
1839 | * the drag path so far has the effect of truncating the path back |
1840 | * to that square, so a player can back out part of an uncommitted |
1841 | * drag without having to let go of the mouse. |
1842 | */ |
1843 | for (i = 0; i < ui->ndragcoords; i++) |
1844 | if (pos == ui->dragcoords[i]) { |
1845 | ui->ndragcoords = i+1; |
1846 | return; |
1847 | } |
1848 | |
1849 | /* |
1850 | * Otherwise, dragging the mouse into a square that's a rook-move |
1851 | * away from the last one on the path extends the path. |
1852 | */ |
1853 | oy = ui->dragcoords[ui->ndragcoords-1] / w; |
1854 | ox = ui->dragcoords[ui->ndragcoords-1] % w; |
1855 | if (ox == gx || oy == gy) { |
1856 | int dx = (gx < ox ? -1 : gx > ox ? +1 : 0); |
1857 | int dy = (gy < oy ? -1 : gy > oy ? +1 : 0); |
f335fd51 |
1858 | int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L); |
b760b8bd |
1859 | while (ox != gx || oy != gy) { |
f335fd51 |
1860 | /* |
1861 | * If the drag attempts to cross a 'no line here' mark, |
1862 | * stop there. We physically don't allow the user to drag |
1863 | * over those marks. |
1864 | */ |
1865 | if (state->marks[oy*w+ox] & dir) |
1866 | break; |
b760b8bd |
1867 | ox += dx; |
1868 | oy += dy; |
1869 | ui->dragcoords[ui->ndragcoords++] = oy * w + ox; |
1870 | } |
1871 | } |
1872 | |
1873 | /* |
1874 | * Failing that, we do nothing at all: if the user has dragged |
1875 | * diagonally across the board, they'll just have to return the |
1876 | * mouse to the last known position and do whatever they meant to |
1877 | * do again, more slowly and clearly. |
1878 | */ |
1879 | } |
1880 | |
1881 | /* |
1882 | * Routine shared between interpret_move and game_redraw to work out |
1883 | * the intended effect of a drag path on the grid. |
1884 | * |
1885 | * Call it in a loop, like this: |
1886 | * |
1887 | * int clearing = TRUE; |
1888 | * for (i = 0; i < ui->ndragcoords - 1; i++) { |
1889 | * int sx, sy, dx, dy, dir, oldstate, newstate; |
1890 | * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
1891 | * &dir, &oldstate, &newstate); |
1892 | * |
1893 | * [do whatever is needed to handle the fact that the drag |
1894 | * wants the edge from sx,sy to dx,dy (heading in direction |
1895 | * 'dir' at the sx,sy end) to be changed from state oldstate |
1896 | * to state newstate, each of which equals either 0 or dir] |
1897 | * } |
1898 | */ |
1899 | static void interpret_ui_drag(game_state *state, game_ui *ui, int *clearing, |
1900 | int i, int *sx, int *sy, int *dx, int *dy, |
1901 | int *dir, int *oldstate, int *newstate) |
1902 | { |
1903 | int w = state->shared->w; |
1904 | int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1]; |
1905 | *sy = sp/w; |
1906 | *sx = sp%w; |
1907 | *dy = dp/w; |
1908 | *dx = dp%w; |
1909 | *dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L); |
1910 | *oldstate = state->lines[sp] & *dir; |
1911 | if (*oldstate) { |
1912 | /* |
1913 | * The edge we've dragged over was previously |
1914 | * present. Set it to absent, unless we've already |
1915 | * stopped doing that. |
1916 | */ |
1917 | *newstate = *clearing ? 0 : *dir; |
1918 | } else { |
1919 | /* |
1920 | * The edge we've dragged over was previously |
1921 | * absent. Set it to present, and cancel the |
1922 | * 'clearing' flag so that all subsequent edges in |
1923 | * the drag are set rather than cleared. |
1924 | */ |
1925 | *newstate = *dir; |
1926 | *clearing = FALSE; |
1927 | } |
1928 | } |
1929 | |
773628a0 |
1930 | static char *mark_in_direction(game_state *state, int x, int y, int dir, |
1931 | int ismark, char *buf) |
1932 | { |
1933 | int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */; |
1934 | int x2 = x + DX(dir); |
1935 | int y2 = y + DY(dir); |
1936 | int dir2 = F(dir); |
1937 | char ch = ismark ? 'M' : 'F'; |
1938 | |
1939 | if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return ""; |
1940 | /* disallow laying a mark over a line, or vice versa. */ |
1941 | if (ismark) { |
1942 | if ((state->lines[y*w+x] & dir) || (state->lines[y2*w+x2] & dir2)) |
1943 | return ""; |
1944 | } else { |
1945 | if ((state->marks[y*w+x] & dir) || (state->marks[y2*w+x2] & dir2)) |
1946 | return ""; |
1947 | } |
1948 | |
1949 | sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2); |
1950 | return dupstr(buf); |
1951 | } |
1952 | |
1953 | #define KEY_DIRECTION(btn) (\ |
1954 | (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\ |
1955 | (btn) == CURSOR_LEFT ? L : R) |
1956 | |
b760b8bd |
1957 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1958 | int x, int y, int button) |
1959 | { |
773628a0 |
1960 | int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */; |
b760b8bd |
1961 | int gx = FROMCOORD(x), gy = FROMCOORD(y), i; |
773628a0 |
1962 | int release = FALSE; |
b760b8bd |
1963 | char tmpbuf[80]; |
1964 | |
f60a23b4 |
1965 | if (IS_MOUSE_DOWN(button)) { |
773628a0 |
1966 | ui->cursor_active = FALSE; |
1967 | |
f1992163 |
1968 | if (!INGRID(state, gx, gy)) { |
1969 | ui->ndragcoords = -1; |
1970 | return NULL; |
1971 | } |
b760b8bd |
1972 | |
1973 | ui->clickx = x; ui->clicky = y; |
1974 | ui->dragcoords[0] = gy * w + gx; |
1975 | ui->ndragcoords = 0; /* will be 1 once drag is confirmed */ |
1976 | |
1977 | return ""; |
1978 | } |
1979 | |
f1992163 |
1980 | if (button == LEFT_DRAG && ui->ndragcoords >= 0) { |
b760b8bd |
1981 | update_ui_drag(state, ui, gx, gy); |
1982 | return ""; |
1983 | } |
1984 | |
773628a0 |
1985 | if (IS_MOUSE_RELEASE(button)) release = TRUE; |
1986 | |
1987 | if (IS_CURSOR_MOVE(button & ~MOD_MASK)) { |
1988 | if (!ui->cursor_active) { |
1989 | ui->cursor_active = TRUE; |
1990 | } else if (button & (MOD_SHFT | MOD_CTRL)) { |
1991 | if (ui->ndragcoords > 0) return NULL; |
1992 | ui->ndragcoords = -1; |
1993 | return mark_in_direction(state, ui->curx, ui->cury, |
1994 | KEY_DIRECTION(button & ~MOD_MASK), |
1995 | (button & MOD_SHFT), tmpbuf); |
1996 | } else { |
1997 | move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE); |
1998 | if (ui->ndragcoords >= 0) |
1999 | update_ui_drag(state, ui, ui->curx, ui->cury); |
2000 | } |
2001 | return ""; |
2002 | } |
2003 | |
2004 | if (IS_CURSOR_SELECT(button & ~MOD_MASK)) { |
2005 | if (!ui->cursor_active) { |
2006 | ui->cursor_active = TRUE; |
2007 | return ""; |
2008 | } else if (button == CURSOR_SELECT) { |
2009 | if (ui->ndragcoords == -1) { |
2010 | ui->ndragcoords = 0; |
2011 | ui->dragcoords[0] = ui->cury * w + ui->curx; |
2012 | ui->clickx = CENTERED_COORD(ui->curx); |
2013 | ui->clicky = CENTERED_COORD(ui->cury); |
2014 | return ""; |
2015 | } else release = TRUE; |
2016 | } else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) { |
2017 | ui->ndragcoords = -1; |
2018 | return ""; |
2019 | } |
2020 | } |
2021 | |
2022 | if (release) { |
f1992163 |
2023 | if (ui->ndragcoords > 0) { |
b760b8bd |
2024 | /* End of a drag: process the cached line data. */ |
2025 | int buflen = 0, bufsize = 256, tmplen; |
2026 | char *buf = NULL; |
2027 | const char *sep = ""; |
2028 | int clearing = TRUE; |
2029 | |
2030 | for (i = 0; i < ui->ndragcoords - 1; i++) { |
2031 | int sx, sy, dx, dy, dir, oldstate, newstate; |
2032 | interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
2033 | &dir, &oldstate, &newstate); |
2034 | |
2035 | if (oldstate != newstate) { |
2036 | if (!buf) buf = snewn(bufsize, char); |
2037 | tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep, |
2038 | dir, sx, sy, F(dir), dx, dy); |
2039 | if (buflen + tmplen >= bufsize) { |
2040 | bufsize = (buflen + tmplen) * 5 / 4 + 256; |
2041 | buf = sresize(buf, bufsize, char); |
2042 | } |
2043 | strcpy(buf + buflen, tmpbuf); |
2044 | buflen += tmplen; |
2045 | sep = ";"; |
2046 | } |
2047 | } |
2048 | |
f1992163 |
2049 | ui->ndragcoords = -1; |
b760b8bd |
2050 | |
2051 | return buf ? buf : ""; |
2c12137d |
2052 | } else if (ui->ndragcoords == 0) { |
f60a23b4 |
2053 | /* Click (or tiny drag). Work out which edge we were |
2054 | * closest to. */ |
2055 | int cx, cy; |
b760b8bd |
2056 | |
f1992163 |
2057 | ui->ndragcoords = -1; |
2058 | |
f60a23b4 |
2059 | /* |
2060 | * We process clicks based on the mouse-down location, |
2061 | * because that's more natural for a user to carefully |
2062 | * control than the mouse-up. |
2063 | */ |
2064 | x = ui->clickx; |
2065 | y = ui->clicky; |
2066 | |
2067 | gx = FROMCOORD(x); |
2068 | gy = FROMCOORD(y); |
773628a0 |
2069 | cx = CENTERED_COORD(gx); |
2070 | cy = CENTERED_COORD(gy); |
f60a23b4 |
2071 | |
b760b8bd |
2072 | if (!INGRID(state, gx, gy)) return ""; |
2073 | |
2074 | if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) { |
2075 | /* TODO closer to centre of grid: process as a cell click not an edge click. */ |
2076 | |
2077 | return ""; |
2078 | } else { |
773628a0 |
2079 | int direction; |
b760b8bd |
2080 | if (abs(x-cx) < abs(y-cy)) { |
2081 | /* Closest to top/bottom edge. */ |
773628a0 |
2082 | direction = (y < cy) ? U : D; |
b760b8bd |
2083 | } else { |
2084 | /* Closest to left/right edge. */ |
773628a0 |
2085 | direction = (x < cx) ? L : R; |
b760b8bd |
2086 | } |
773628a0 |
2087 | return mark_in_direction(state, gx, gy, direction, |
2088 | (button == RIGHT_RELEASE), tmpbuf); |
b760b8bd |
2089 | } |
2090 | } |
2091 | } |
2092 | |
2093 | if (button == 'H' || button == 'h') |
2094 | return dupstr("H"); |
2095 | |
b760b8bd |
2096 | return NULL; |
2097 | } |
2098 | |
2099 | static game_state *execute_move(game_state *state, char *move) |
2100 | { |
2101 | int w = state->shared->w, h = state->shared->h; |
2102 | char c; |
2103 | int x, y, l, n; |
2104 | game_state *ret = dup_game(state); |
2105 | |
2106 | debug(("move: %s\n", move)); |
2107 | |
2108 | while (*move) { |
2109 | c = *move; |
2110 | if (c == 'S') { |
2111 | ret->used_solve = TRUE; |
2112 | move++; |
2113 | } else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') { |
2114 | /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */ |
2115 | move++; |
2116 | if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3) |
2117 | goto badmove; |
2118 | if (!INGRID(state, x, y)) goto badmove; |
2119 | if (l < 0 || l > 15) goto badmove; |
2120 | |
b760b8bd |
2121 | if (c == 'L') |
2122 | ret->lines[y*w + x] |= (char)l; |
2123 | else if (c == 'N') |
2124 | ret->lines[y*w + x] &= ~((char)l); |
2125 | else if (c == 'R') { |
2126 | ret->lines[y*w + x] = (char)l; |
2127 | ret->marks[y*w + x] &= ~((char)l); /* erase marks too */ |
2128 | } else if (c == 'F') |
2129 | ret->lines[y*w + x] ^= (char)l; |
2130 | else if (c == 'M') |
2131 | ret->marks[y*w + x] ^= (char)l; |
2132 | |
f335fd51 |
2133 | /* |
2134 | * If we ended up trying to lay a line _over_ a mark, |
2135 | * that's a failed move: interpret_move() should have |
2136 | * ensured we never received a move string like that in |
2137 | * the first place. |
2138 | */ |
2139 | if ((ret->lines[y*w + x] & (char)l) && |
2140 | (ret->marks[y*w + x] & (char)l)) |
2141 | goto badmove; |
2142 | |
b760b8bd |
2143 | move += n; |
2144 | } else if (strcmp(move, "H") == 0) { |
2145 | pearl_solve(ret->shared->w, ret->shared->h, |
2146 | ret->shared->clues, ret->lines, DIFFCOUNT, TRUE); |
2147 | for (n = 0; n < w*h; n++) |
2148 | ret->marks[n] &= ~ret->lines[n]; /* erase marks too */ |
2149 | move++; |
2150 | } else { |
2151 | goto badmove; |
2152 | } |
2153 | if (*move == ';') |
2154 | move++; |
2155 | else if (*move) |
2156 | goto badmove; |
2157 | } |
2158 | |
2159 | check_completion(ret, TRUE); |
2160 | |
2161 | return ret; |
2162 | |
2163 | badmove: |
2164 | free_game(ret); |
2165 | return NULL; |
2166 | } |
2167 | |
2168 | /* ---------------------------------------------------------------------- |
2169 | * Drawing routines. |
2170 | */ |
2171 | |
2172 | #define FLASH_TIME 0.5F |
2173 | |
2174 | static void game_compute_size(game_params *params, int tilesize, |
2175 | int *x, int *y) |
2176 | { |
2177 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2178 | struct { int halfsz; } ads, *ds = &ads; |
2179 | ads.halfsz = (tilesize-1)/2; |
2180 | |
2181 | *x = (params->w) * TILE_SIZE + 2 * BORDER; |
2182 | *y = (params->h) * TILE_SIZE + 2 * BORDER; |
2183 | } |
2184 | |
2185 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2186 | game_params *params, int tilesize) |
2187 | { |
2188 | ds->halfsz = (tilesize-1)/2; |
2189 | } |
2190 | |
2191 | static float *game_colours(frontend *fe, int *ncolours) |
2192 | { |
2193 | float *ret = snewn(3 * NCOLOURS, float); |
2194 | int i; |
2195 | |
2196 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
2197 | |
2198 | for (i = 0; i < 3; i++) { |
2199 | ret[COL_BLACK * 3 + i] = 0.0F; |
2200 | ret[COL_WHITE * 3 + i] = 1.0F; |
2201 | ret[COL_GRID * 3 + i] = 0.4F; |
2202 | } |
2203 | |
2204 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2205 | ret[COL_ERROR * 3 + 1] = 0.0F; |
2206 | ret[COL_ERROR * 3 + 2] = 0.0F; |
2207 | |
2208 | ret[COL_DRAGON * 3 + 0] = 0.0F; |
2209 | ret[COL_DRAGON * 3 + 1] = 0.0F; |
2210 | ret[COL_DRAGON * 3 + 2] = 1.0F; |
2211 | |
2212 | ret[COL_DRAGOFF * 3 + 0] = 0.8F; |
2213 | ret[COL_DRAGOFF * 3 + 1] = 0.8F; |
2214 | ret[COL_DRAGOFF * 3 + 2] = 1.0F; |
2215 | |
2216 | ret[COL_FLASH * 3 + 0] = 1.0F; |
2217 | ret[COL_FLASH * 3 + 1] = 1.0F; |
2218 | ret[COL_FLASH * 3 + 2] = 1.0F; |
2219 | |
2220 | *ncolours = NCOLOURS; |
2221 | |
2222 | return ret; |
2223 | } |
2224 | |
2225 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2226 | { |
2227 | struct game_drawstate *ds = snew(struct game_drawstate); |
2228 | int i; |
2229 | |
2230 | ds->halfsz = 0; |
2231 | ds->started = FALSE; |
2232 | |
2233 | ds->w = state->shared->w; |
2234 | ds->h = state->shared->h; |
2235 | ds->sz = state->shared->sz; |
2236 | ds->lflags = snewn(ds->sz, unsigned int); |
2237 | for (i = 0; i < ds->sz; i++) |
2238 | ds->lflags[i] = 0; |
2239 | |
2240 | ds->draglines = snewn(ds->sz, char); |
2241 | |
2242 | return ds; |
2243 | } |
2244 | |
2245 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2246 | { |
2247 | sfree(ds->draglines); |
2248 | sfree(ds->lflags); |
2249 | sfree(ds); |
2250 | } |
2251 | |
2252 | static void draw_lines_specific(drawing *dr, game_drawstate *ds, |
2253 | int x, int y, unsigned int lflags, |
2254 | unsigned int shift, int c) |
2255 | { |
2256 | int ox = COORD(x), oy = COORD(y); |
2257 | int t2 = HALFSZ, t16 = HALFSZ/4; |
2258 | int cx = ox + t2, cy = oy + t2; |
2259 | int d; |
2260 | |
2261 | /* Draw each of the four directions, where laid (or error, or drag, etc.) */ |
2262 | for (d = 1; d < 16; d *= 2) { |
2263 | int xoff = t2 * DX(d), yoff = t2 * DY(d); |
2264 | int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d))); |
2265 | |
2266 | if ((lflags >> shift) & d) { |
2267 | int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge; |
2268 | int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge; |
2269 | |
2270 | if (c == COL_DRAGOFF && !(lflags & d)) |
2271 | continue; |
2272 | if (c == COL_DRAGON && (lflags & d)) |
2273 | continue; |
2274 | |
2275 | draw_rect(dr, lx, ly, |
2276 | abs(xoff)+2*xnudge+1, |
2277 | abs(yoff)+2*ynudge+1, c); |
2278 | /* end cap */ |
2279 | draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c); |
2280 | } |
2281 | } |
2282 | } |
2283 | |
2284 | static void draw_square(drawing *dr, game_drawstate *ds, game_ui *ui, |
2285 | int x, int y, unsigned int lflags, char clue) |
2286 | { |
2287 | int ox = COORD(x), oy = COORD(y); |
2288 | int t2 = HALFSZ, t16 = HALFSZ/4; |
2289 | int cx = ox + t2, cy = oy + t2; |
2290 | int d; |
2291 | |
2292 | assert(dr); |
2293 | |
2294 | /* Clip to the grid square. */ |
2295 | clip(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
2296 | |
2297 | /* Clear the square. */ |
773628a0 |
2298 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, |
2299 | (lflags & DS_CURSOR) ? |
2300 | COL_CURSOR_BACKGROUND : COL_BACKGROUND); |
2301 | |
b760b8bd |
2302 | |
2303 | if (get_gui_style() == GUI_LOOPY) { |
2304 | /* Draw small dot, underneath any lines. */ |
2305 | draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID); |
2306 | } else { |
2307 | /* Draw outline of grid square */ |
2308 | draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID); |
2309 | draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID); |
2310 | } |
2311 | |
2312 | /* Draw grid: either thin gridlines, or no-line marks. |
2313 | * We draw these first because the thick laid lines should be on top. */ |
2314 | for (d = 1; d < 16; d *= 2) { |
2315 | int xoff = t2 * DX(d), yoff = t2 * DY(d); |
2316 | |
2317 | if ((x == 0 && d == L) || |
2318 | (y == 0 && d == U) || |
2319 | (x == ds->w-1 && d == R) || |
2320 | (y == ds->h-1 && d == D)) |
2321 | continue; /* no gridlines out to the border. */ |
2322 | |
2323 | if ((lflags >> DS_MSHIFT) & d) { |
2324 | /* either a no-line mark ... */ |
2325 | int mx = cx + xoff, my = cy + yoff, msz = t16; |
2326 | |
2327 | draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK); |
2328 | draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK); |
2329 | } else { |
2330 | if (get_gui_style() == GUI_LOOPY) { |
2331 | /* draw grid lines connecting centre of cells */ |
2332 | draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID); |
2333 | } |
2334 | } |
2335 | } |
2336 | |
2337 | /* Draw each of the four directions, where laid (or error, or drag, etc.) |
2338 | * Order is important here, specifically for the eventual colours of the |
2339 | * exposed end caps. */ |
2340 | draw_lines_specific(dr, ds, x, y, lflags, 0, |
2341 | (lflags & DS_FLASH ? COL_FLASH : COL_BLACK)); |
2342 | draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR); |
2343 | draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF); |
2344 | draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON); |
2345 | |
2346 | /* Draw a clue, if present */ |
2347 | if (clue != NOCLUE) { |
2348 | int c = (lflags & DS_FLASH) ? COL_FLASH : |
2711f410 |
2349 | (clue == STRAIGHT) ? COL_WHITE : COL_BLACK; |
b760b8bd |
2350 | |
2351 | if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */ |
2352 | draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR); |
2353 | |
2354 | draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK); |
2355 | } |
2356 | |
2357 | unclip(dr); |
2358 | draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
2359 | } |
2360 | |
2361 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2362 | game_state *state, int dir, game_ui *ui, |
2363 | float animtime, float flashtime) |
2364 | { |
2365 | int w = state->shared->w, h = state->shared->h, sz = state->shared->sz; |
2366 | int x, y, force = 0, flashing = 0; |
2367 | |
2368 | if (!ds->started) { |
2369 | /* |
2370 | * The initial contents of the window are not guaranteed and |
2371 | * can vary with front ends. To be on the safe side, all games |
2372 | * should start by drawing a big background-colour rectangle |
2373 | * covering the whole window. |
2374 | */ |
2375 | draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER, |
2376 | COL_BACKGROUND); |
2377 | |
2378 | if (get_gui_style() == GUI_MASYU) { |
2379 | /* |
2380 | * Smaller black rectangle which is the main grid. |
2381 | */ |
2382 | draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, |
2383 | w*TILE_SIZE + 2*BORDER_WIDTH + 1, |
2384 | h*TILE_SIZE + 2*BORDER_WIDTH + 1, |
2385 | COL_GRID); |
2386 | } |
2387 | |
2388 | draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER); |
2389 | |
2390 | ds->started = TRUE; |
2391 | force = 1; |
2392 | } |
2393 | |
2394 | if (flashtime > 0 && |
2395 | (flashtime <= FLASH_TIME/3 || |
2396 | flashtime >= FLASH_TIME*2/3)) |
2397 | flashing = DS_FLASH; |
2398 | |
2399 | memset(ds->draglines, 0, sz); |
f1992163 |
2400 | if (ui->ndragcoords > 0) { |
b760b8bd |
2401 | int i, clearing = TRUE; |
2402 | for (i = 0; i < ui->ndragcoords - 1; i++) { |
2403 | int sx, sy, dx, dy, dir, oldstate, newstate; |
2404 | interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
2405 | &dir, &oldstate, &newstate); |
2406 | ds->draglines[sy*w+sx] ^= (oldstate ^ newstate); |
2407 | ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate)); |
2408 | } |
2409 | } |
2410 | |
2411 | for (x = 0; x < w; x++) { |
2412 | for (y = 0; y < h; y++) { |
2413 | unsigned int f = (unsigned int)state->lines[y*w+x]; |
2414 | unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D)); |
2415 | |
2416 | f |= eline << DS_ESHIFT; |
2417 | f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT; |
2418 | f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT; |
2419 | |
2420 | if (state->errors[y*w+x] & ERROR_CLUE) |
2421 | f |= DS_ERROR_CLUE; |
2422 | |
2423 | f |= flashing; |
2424 | |
773628a0 |
2425 | if (ui->cursor_active && x == ui->curx && y == ui->cury) |
2426 | f |= DS_CURSOR; |
2427 | |
b760b8bd |
2428 | if (f != ds->lflags[y*w+x] || force) { |
2429 | ds->lflags[y*w+x] = f; |
2430 | draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]); |
2431 | } |
2432 | } |
2433 | } |
2434 | } |
2435 | |
2436 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2437 | int dir, game_ui *ui) |
2438 | { |
2439 | return 0.0F; |
2440 | } |
2441 | |
2442 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2443 | int dir, game_ui *ui) |
2444 | { |
2445 | if (!oldstate->completed && |
2446 | newstate->completed && !newstate->used_solve) |
2447 | return FLASH_TIME; |
2448 | else |
2449 | return 0.0F; |
2450 | } |
2451 | |
2452 | static int game_status(game_state *state) |
2453 | { |
2454 | return state->completed ? +1 : 0; |
2455 | } |
2456 | |
2457 | static int game_timing_state(game_state *state, game_ui *ui) |
2458 | { |
2459 | return TRUE; |
2460 | } |
2461 | |
2462 | static void game_print_size(game_params *params, float *x, float *y) |
2463 | { |
2464 | int pw, ph; |
2465 | |
2466 | /* |
2467 | * I'll use 6mm squares by default. |
2468 | */ |
2469 | game_compute_size(params, 600, &pw, &ph); |
2470 | *x = pw / 100.0F; |
2471 | *y = ph / 100.0F; |
2472 | } |
2473 | |
2474 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2475 | { |
2476 | int w = state->shared->w, h = state->shared->h, x, y; |
2477 | int black = print_mono_colour(dr, 0); |
2478 | int white = print_mono_colour(dr, 1); |
2479 | |
2480 | /* No GUI_LOOPY here: only use the familiar masyu style. */ |
2481 | |
2482 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2483 | game_drawstate *ds = game_new_drawstate(dr, state); |
2484 | game_set_size(dr, ds, NULL, tilesize); |
2485 | |
2486 | /* Draw grid outlines (black). */ |
2487 | for (x = 0; x <= w; x++) |
2488 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black); |
2489 | for (y = 0; y <= h; y++) |
2490 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black); |
2491 | |
2492 | for (x = 0; x < w; x++) { |
2493 | for (y = 0; y < h; y++) { |
2494 | int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ; |
2495 | int clue = state->shared->clues[y*w+x]; |
2496 | |
2497 | draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black); |
2498 | |
2499 | if (clue != NOCLUE) { |
2500 | int c = (clue == CORNER) ? black : white; |
2501 | draw_circle(dr, cx, cy, TILE_SIZE/4, c, black); |
2502 | } |
2503 | } |
2504 | } |
2505 | |
2506 | game_free_drawstate(dr, ds); |
2507 | } |
2508 | |
2509 | #ifdef COMBINED |
2510 | #define thegame pearl |
2511 | #endif |
2512 | |
2513 | const struct game thegame = { |
2514 | "Pearl", "games.pearl", "pearl", |
2515 | default_params, |
2516 | game_fetch_preset, |
2517 | decode_params, |
2518 | encode_params, |
2519 | free_params, |
2520 | dup_params, |
2521 | TRUE, game_configure, custom_params, |
2522 | validate_params, |
2523 | new_game_desc, |
2524 | validate_desc, |
2525 | new_game, |
2526 | dup_game, |
2527 | free_game, |
2528 | TRUE, solve_game, |
2529 | FALSE, game_can_format_as_text_now, game_text_format, |
2530 | new_ui, |
2531 | free_ui, |
2532 | encode_ui, |
2533 | decode_ui, |
2534 | game_changed_state, |
2535 | interpret_move, |
2536 | execute_move, |
2537 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2538 | game_colours, |
2539 | game_new_drawstate, |
2540 | game_free_drawstate, |
2541 | game_redraw, |
2542 | game_anim_length, |
2543 | game_flash_length, |
2544 | game_status, |
2545 | TRUE, FALSE, game_print_size, game_print, |
2546 | FALSE, /* wants_statusbar */ |
2547 | FALSE, game_timing_state, |
2548 | 0, /* flags */ |
2549 | }; |
2550 | |
2551 | #ifdef STANDALONE_SOLVER |
2552 | |
2553 | #include <time.h> |
2554 | #include <stdarg.h> |
2555 | |
2556 | const char *quis = NULL; |
2557 | |
2558 | static void usage(FILE *out) { |
2559 | fprintf(out, "usage: %s <params>\n", quis); |
2560 | } |
2561 | |
2562 | static void pnum(int n, int ntot, const char *desc) |
2563 | { |
2564 | printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); |
2565 | } |
2566 | |
2567 | static void start_soak(game_params *p, random_state *rs, int nsecs) |
2568 | { |
2569 | time_t tt_start, tt_now, tt_last; |
2570 | int n = 0, nsolved = 0, nimpossible = 0, ret; |
2571 | char *grid, *clues; |
2572 | |
2573 | tt_start = tt_last = time(NULL); |
2574 | |
2575 | /* Currently this generates puzzles of any difficulty (trying to solve it |
2576 | * on the maximum difficulty level and not checking it's not too easy). */ |
2577 | printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h); |
2578 | if (nsecs > 0) printf(" for %d seconds", nsecs); |
2579 | printf(".\n"); |
2580 | |
2581 | p->nosolve = TRUE; |
2582 | |
2583 | grid = snewn(p->w*p->h, char); |
2584 | clues = snewn(p->w*p->h, char); |
2585 | |
2586 | while (1) { |
2587 | n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */ |
2588 | |
2589 | ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, FALSE); |
2590 | if (ret <= 0) nimpossible++; |
2591 | if (ret == 1) nsolved++; |
2592 | |
2593 | tt_now = time(NULL); |
2594 | if (tt_now > tt_last) { |
2595 | tt_last = tt_now; |
2596 | |
2597 | printf("%d total, %3.1f/s, ", |
2598 | n, (double)n / ((double)tt_now - tt_start)); |
2599 | pnum(nsolved, n, "solved"); printf(", "); |
2600 | printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start)); |
2601 | if (nimpossible > 0) |
2602 | pnum(nimpossible, n, "impossible"); |
2603 | printf("\n"); |
2604 | } |
2605 | if (nsecs > 0 && (tt_now - tt_start) > nsecs) { |
2606 | printf("\n"); |
2607 | break; |
2608 | } |
2609 | } |
2610 | |
2611 | sfree(grid); |
2612 | sfree(clues); |
2613 | } |
2614 | |
2615 | int main(int argc, const char *argv[]) |
2616 | { |
2617 | game_params *p = NULL; |
2618 | random_state *rs = NULL; |
2619 | time_t seed = time(NULL); |
2620 | char *id = NULL, *err; |
2621 | |
2622 | setvbuf(stdout, NULL, _IONBF, 0); |
2623 | |
2624 | quis = argv[0]; |
2625 | |
2626 | while (--argc > 0) { |
2627 | char *p = (char*)(*++argv); |
2628 | if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { |
2629 | seed = atoi(*++argv); |
2630 | argc--; |
2631 | } else if (*p == '-') { |
2632 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2633 | usage(stderr); |
2634 | exit(1); |
2635 | } else { |
2636 | id = p; |
2637 | } |
2638 | } |
2639 | |
2640 | rs = random_new((void*)&seed, sizeof(time_t)); |
2641 | p = default_params(); |
2642 | |
2643 | if (id) { |
2644 | if (strchr(id, ':')) { |
2645 | fprintf(stderr, "soak takes params only.\n"); |
2646 | goto done; |
2647 | } |
2648 | |
2649 | decode_params(p, id); |
2650 | err = validate_params(p, 1); |
2651 | if (err) { |
2652 | fprintf(stderr, "%s: %s", argv[0], err); |
2653 | goto done; |
2654 | } |
2655 | |
2656 | start_soak(p, rs, 0); /* run forever */ |
2657 | } else { |
2658 | int i; |
2659 | |
2660 | for (i = 5; i <= 12; i++) { |
2661 | p->w = p->h = i; |
2662 | start_soak(p, rs, 5); |
2663 | } |
2664 | } |
2665 | |
2666 | done: |
2667 | free_params(p); |
2668 | random_free(rs); |
2669 | |
2670 | return 0; |
2671 | } |
2672 | |
2673 | #endif |
2674 | |
2675 | /* vim: set shiftwidth=4 tabstop=8: */ |