6193da8d |
1 | /* |
2 | * loopy.c: An implementation of the Nikoli game 'Loop the loop'. |
3 | * (c) Mike Pinna, 2005 |
4 | * |
5 | * vim: set shiftwidth=4 :set textwidth=80: |
6 | */ |
7 | |
8 | /* |
9 | * TODO: |
10 | * |
11 | * - setting very high recursion depth seems to cause memory |
12 | * munching: are we recursing before checking completion, by any |
13 | * chance? |
14 | * |
15 | * - there's an interesting deductive technique which makes use of |
16 | * topology rather than just graph theory. Each _square_ in the |
17 | * grid is either inside or outside the loop; you can tell that |
18 | * two squares are on the same side of the loop if they're |
19 | * separated by an x (or, more generally, by a path crossing no |
20 | * LINE_UNKNOWNs and an even number of LINE_YESes), and on the |
21 | * opposite side of the loop if they're separated by a line (or |
22 | * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and |
23 | * any square separated from the outside of the grid by a |
24 | * LINE_YES or a LINE_NO is on the inside or outside |
25 | * respectively. So if you can track this for all squares, you |
26 | * can occasionally spot that two squares are separated by a |
27 | * LINE_UNKNOWN but their relative insideness is known, and |
28 | * therefore deduce the state of the edge between them. |
29 | * + An efficient way to track this would be by augmenting the |
30 | * disjoint set forest data structure. Each element, along |
31 | * with a pointer to a parent member of its equivalence |
32 | * class, would also carry a one-bit field indicating whether |
33 | * it was equal or opposite to its parent. Then you could |
34 | * keep flipping a bit as you ascended the tree during |
35 | * dsf_canonify(), and hence you'd be able to return the |
36 | * relationship of the input value to its ultimate parent |
37 | * (and also you could then get all those bits right when you |
38 | * went back up the tree rewriting). So you'd be able to |
39 | * query whether any two elements were known-equal, |
40 | * known-opposite, or not-known, and you could add new |
41 | * equalities or oppositenesses to increase your knowledge. |
42 | * (Of course the algorithm would have to fail an assertion |
43 | * if you tried to tell it two things it already knew to be |
44 | * opposite were equal, or vice versa!) |
c0eb17ce |
45 | * This data structure would also be useful in the |
46 | * graph-theoretic part of the solver, where it could be used |
47 | * for storing information about which lines are known-identical |
48 | * or known-opposite. (For example if two lines bordering a 3 |
49 | * are known-identical they must both be LINE_YES, and if they |
50 | * are known-opposite, the *other* two lines bordering that clue |
51 | * must be LINE_YES, etc). This may duplicate some |
52 | * functionality already present in the solver but it is more |
53 | * general and we could remove the old code, so that's no bad |
54 | * thing. |
6193da8d |
55 | */ |
56 | |
57 | #include <stdio.h> |
58 | #include <stdlib.h> |
59 | #include <string.h> |
60 | #include <assert.h> |
61 | #include <ctype.h> |
62 | #include <math.h> |
63 | |
64 | #include "puzzles.h" |
65 | #include "tree234.h" |
66 | |
67 | #define PREFERRED_TILE_SIZE 32 |
68 | #define TILE_SIZE (ds->tilesize) |
69 | #define LINEWIDTH TILE_SIZE / 16 |
70 | #define BORDER (TILE_SIZE / 2) |
71 | |
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72 | #define FLASH_TIME 0.5F |
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73 | |
74 | #define HL_COUNT(state) ((state)->w * ((state)->h + 1)) |
75 | #define VL_COUNT(state) (((state)->w + 1) * (state)->h) |
76 | #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1)) |
77 | #define SQUARE_COUNT(state) ((state)->w * (state)->h) |
78 | |
79 | #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
80 | #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1) |
81 | |
82 | #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
83 | #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j) |
84 | |
85 | #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \ |
86 | (i) <= (state)->w && (j) <= (state)->h) |
87 | |
88 | /* |
89 | * These macros return rvalues only, but can cope with being passed |
90 | * out-of-range coordinates. |
91 | */ |
92 | #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \ |
93 | LINE_NO : LV_ABOVE_DOT(state, i, j)) |
94 | #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \ |
95 | LINE_NO : LV_BELOW_DOT(state, i, j)) |
96 | |
97 | #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \ |
98 | LINE_NO : LV_LEFTOF_DOT(state, i, j)) |
99 | #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\ |
100 | LINE_NO : LV_RIGHTOF_DOT(state, i, j)) |
101 | |
102 | /* |
103 | * These macros expect to be passed valid coordinates, and return |
104 | * lvalues. |
105 | */ |
106 | #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
107 | #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1) |
108 | |
109 | #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
110 | #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j) |
111 | |
112 | #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \ |
113 | j < 0 || j >= (state)->h) ? \ |
114 | ' ' : LV_CLUE_AT(state, i, j)) |
115 | |
116 | #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)]) |
117 | |
118 | #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \ |
119 | dir == LINE_YES ? LINE_NO : LINE_YES) |
120 | |
121 | static char *game_text_format(game_state *state); |
122 | |
123 | enum { |
124 | COL_BACKGROUND, |
125 | COL_FOREGROUND, |
126 | COL_HIGHLIGHT, |
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127 | COL_MISTAKE, |
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128 | NCOLOURS |
129 | }; |
130 | |
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131 | /* |
132 | * Difficulty levels. I do some macro ickery here to ensure that my |
133 | * enum and the various forms of my name list always match up. |
134 | */ |
135 | #define DIFFLIST(A) \ |
136 | A(EASY,Easy,e) \ |
137 | A(NORMAL,Normal,n) |
138 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
139 | #define TITLE(upper,title,lower) #title, |
140 | #define ENCODE(upper,title,lower) #lower |
141 | #define CONFIG(upper,title,lower) ":" #title |
142 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
143 | static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) }; |
144 | static char const loopy_diffchars[] = DIFFLIST(ENCODE); |
145 | #define DIFFCONFIG DIFFLIST(CONFIG) |
146 | |
147 | /* LINE_YES_ERROR is only used in the drawing routine */ |
148 | enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ }; |
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149 | |
150 | enum direction { UP, DOWN, LEFT, RIGHT }; |
151 | |
152 | struct game_params { |
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153 | int w, h, diff, rec; |
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154 | }; |
155 | |
156 | struct game_state { |
157 | int w, h; |
158 | |
159 | /* Put ' ' in a square that doesn't get a clue */ |
160 | char *clues; |
161 | |
162 | /* Arrays of line states, stored left-to-right, top-to-bottom */ |
163 | char *hl, *vl; |
164 | |
165 | int solved; |
166 | int cheated; |
167 | |
168 | int recursion_depth; |
169 | }; |
170 | |
171 | static game_state *dup_game(game_state *state) |
172 | { |
173 | game_state *ret = snew(game_state); |
174 | |
175 | ret->h = state->h; |
176 | ret->w = state->w; |
177 | ret->solved = state->solved; |
178 | ret->cheated = state->cheated; |
179 | |
180 | ret->clues = snewn(SQUARE_COUNT(state), char); |
181 | memcpy(ret->clues, state->clues, SQUARE_COUNT(state)); |
182 | |
183 | ret->hl = snewn(HL_COUNT(state), char); |
184 | memcpy(ret->hl, state->hl, HL_COUNT(state)); |
185 | |
186 | ret->vl = snewn(VL_COUNT(state), char); |
187 | memcpy(ret->vl, state->vl, VL_COUNT(state)); |
188 | |
189 | ret->recursion_depth = state->recursion_depth; |
190 | |
191 | return ret; |
192 | } |
193 | |
194 | static void free_game(game_state *state) |
195 | { |
196 | if (state) { |
197 | sfree(state->clues); |
198 | sfree(state->hl); |
199 | sfree(state->vl); |
200 | sfree(state); |
201 | } |
202 | } |
203 | |
204 | enum solver_status { |
205 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
206 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
207 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
208 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
209 | }; |
210 | |
211 | typedef struct solver_state { |
212 | game_state *state; |
213 | /* XXX dot_atleastone[i,j, dline] is equivalent to */ |
214 | /* dot_atmostone[i,j,OPP_DLINE(dline)] */ |
215 | char *dot_atleastone; |
216 | char *dot_atmostone; |
217 | /* char *dline_identical; */ |
218 | int recursion_remaining; |
219 | enum solver_status solver_status; |
220 | int *dotdsf, *looplen; |
221 | } solver_state; |
222 | |
223 | static solver_state *new_solver_state(game_state *state) { |
224 | solver_state *ret = snew(solver_state); |
225 | int i; |
226 | |
227 | ret->state = dup_game(state); |
228 | |
229 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
230 | memset(ret->dot_atmostone, 0, DOT_COUNT(state)); |
231 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
232 | memset(ret->dot_atleastone, 0, DOT_COUNT(state)); |
233 | |
234 | #if 0 |
235 | dline_identical = snewn(DOT_COUNT(state), char); |
236 | memset(dline_identical, 0, DOT_COUNT(state)); |
237 | #endif |
238 | |
239 | ret->recursion_remaining = state->recursion_depth; |
240 | ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */ |
241 | |
242 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
243 | ret->looplen = snewn(DOT_COUNT(state), int); |
244 | for (i = 0; i < DOT_COUNT(state); i++) { |
245 | ret->dotdsf[i] = i; |
246 | ret->looplen[i] = 1; |
247 | } |
248 | |
249 | return ret; |
250 | } |
251 | |
252 | static void free_solver_state(solver_state *sstate) { |
253 | if (sstate) { |
254 | free_game(sstate->state); |
255 | sfree(sstate->dot_atleastone); |
256 | sfree(sstate->dot_atmostone); |
257 | /* sfree(sstate->dline_identical); */ |
9cfc03b7 |
258 | sfree(sstate->dotdsf); |
259 | sfree(sstate->looplen); |
260 | sfree(sstate); |
6193da8d |
261 | } |
262 | } |
263 | |
264 | static solver_state *dup_solver_state(solver_state *sstate) { |
9cfc03b7 |
265 | game_state *state; |
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266 | |
267 | solver_state *ret = snew(solver_state); |
268 | |
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269 | ret->state = state = dup_game(sstate->state); |
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270 | |
271 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
272 | memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state)); |
273 | |
274 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
275 | memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state)); |
276 | |
277 | #if 0 |
278 | ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char); |
279 | memcpy(ret->dline_identical, state->dot_atmostone, |
280 | (state->w + 1) * (state->h + 1)); |
281 | #endif |
282 | |
283 | ret->recursion_remaining = sstate->recursion_remaining; |
284 | ret->solver_status = sstate->solver_status; |
285 | |
286 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
287 | ret->looplen = snewn(DOT_COUNT(state), int); |
288 | memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int)); |
289 | memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int)); |
290 | |
291 | return ret; |
292 | } |
293 | |
294 | /* |
295 | * Merge two dots due to the existence of an edge between them. |
296 | * Updates the dsf tracking equivalence classes, and keeps track of |
297 | * the length of path each dot is currently a part of. |
298 | */ |
299 | static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2) |
300 | { |
301 | int i, j, len; |
302 | |
303 | i = y1 * (sstate->state->w + 1) + x1; |
304 | j = y2 * (sstate->state->w + 1) + x2; |
305 | |
306 | i = dsf_canonify(sstate->dotdsf, i); |
307 | j = dsf_canonify(sstate->dotdsf, j); |
308 | |
309 | if (i != j) { |
310 | len = sstate->looplen[i] + sstate->looplen[j]; |
311 | dsf_merge(sstate->dotdsf, i, j); |
312 | i = dsf_canonify(sstate->dotdsf, i); |
313 | sstate->looplen[i] = len; |
314 | } |
315 | } |
316 | |
317 | /* Count the number of lines of a particular type currently going into the |
318 | * given dot. Lines going off the edge of the board are assumed fixed no. */ |
319 | static int dot_order(const game_state* state, int i, int j, char line_type) |
320 | { |
321 | int n = 0; |
322 | |
323 | if (i > 0) { |
324 | if (LEFTOF_DOT(state, i, j) == line_type) |
325 | ++n; |
326 | } else { |
327 | if (line_type == LINE_NO) |
328 | ++n; |
329 | } |
330 | if (i < state->w) { |
331 | if (RIGHTOF_DOT(state, i, j) == line_type) |
332 | ++n; |
333 | } else { |
334 | if (line_type == LINE_NO) |
335 | ++n; |
336 | } |
337 | if (j > 0) { |
338 | if (ABOVE_DOT(state, i, j) == line_type) |
339 | ++n; |
340 | } else { |
341 | if (line_type == LINE_NO) |
342 | ++n; |
343 | } |
344 | if (j < state->h) { |
345 | if (BELOW_DOT(state, i, j) == line_type) |
346 | ++n; |
347 | } else { |
348 | if (line_type == LINE_NO) |
349 | ++n; |
350 | } |
351 | |
352 | return n; |
353 | } |
354 | /* Count the number of lines of a particular type currently surrounding the |
355 | * given square */ |
356 | static int square_order(const game_state* state, int i, int j, char line_type) |
357 | { |
358 | int n = 0; |
359 | |
360 | if (ABOVE_SQUARE(state, i, j) == line_type) |
361 | ++n; |
362 | if (BELOW_SQUARE(state, i, j) == line_type) |
363 | ++n; |
364 | if (LEFTOF_SQUARE(state, i, j) == line_type) |
365 | ++n; |
366 | if (RIGHTOF_SQUARE(state, i, j) == line_type) |
367 | ++n; |
368 | |
369 | return n; |
370 | } |
371 | |
372 | /* Set all lines bordering a dot of type old_type to type new_type */ |
373 | static void dot_setall(game_state *state, int i, int j, |
374 | char old_type, char new_type) |
375 | { |
376 | /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */ |
377 | if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) |
378 | LV_LEFTOF_DOT(state, i, j) = new_type; |
379 | if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) |
380 | LV_RIGHTOF_DOT(state, i, j) = new_type; |
381 | if (j > 0 && ABOVE_DOT(state, i, j) == old_type) |
382 | LV_ABOVE_DOT(state, i, j) = new_type; |
383 | if (j < state->h && BELOW_DOT(state, i, j) == old_type) |
384 | LV_BELOW_DOT(state, i, j) = new_type; |
385 | } |
386 | /* Set all lines bordering a square of type old_type to type new_type */ |
387 | static void square_setall(game_state *state, int i, int j, |
388 | char old_type, char new_type) |
389 | { |
390 | if (ABOVE_SQUARE(state, i, j) == old_type) |
391 | ABOVE_SQUARE(state, i, j) = new_type; |
392 | if (BELOW_SQUARE(state, i, j) == old_type) |
393 | BELOW_SQUARE(state, i, j) = new_type; |
394 | if (LEFTOF_SQUARE(state, i, j) == old_type) |
395 | LEFTOF_SQUARE(state, i, j) = new_type; |
396 | if (RIGHTOF_SQUARE(state, i, j) == old_type) |
397 | RIGHTOF_SQUARE(state, i, j) = new_type; |
398 | } |
399 | |
400 | static game_params *default_params(void) |
401 | { |
402 | game_params *ret = snew(game_params); |
403 | |
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404 | #ifdef SLOW_SYSTEM |
405 | ret->h = 4; |
406 | ret->w = 4; |
407 | #else |
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408 | ret->h = 10; |
409 | ret->w = 10; |
3c0ebbe5 |
410 | #endif |
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411 | ret->diff = DIFF_EASY; |
3c0ebbe5 |
412 | ret->rec = 0; |
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413 | |
414 | return ret; |
415 | } |
416 | |
417 | static game_params *dup_params(game_params *params) |
418 | { |
419 | game_params *ret = snew(game_params); |
420 | *ret = *params; /* structure copy */ |
421 | return ret; |
422 | } |
423 | |
424 | static const struct { |
425 | char *desc; |
426 | game_params params; |
427 | } loopy_presets[] = { |
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428 | { "4x4 Easy", { 4, 4, DIFF_EASY, 0 } }, |
429 | { "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } }, |
430 | { "7x7 Easy", { 7, 7, DIFF_EASY, 0 } }, |
431 | { "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } }, |
432 | { "10x10 Easy", { 10, 10, DIFF_EASY, 0 } }, |
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433 | { "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } }, |
0f937981 |
434 | #ifndef SLOW_SYSTEM |
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435 | { "15x15 Easy", { 15, 15, DIFF_EASY, 0 } }, |
0f937981 |
436 | { "15x15 Normal", { 15, 15, DIFF_NORMAL, 0 } }, |
437 | { "30x20 Easy", { 30, 20, DIFF_EASY, 0 } }, |
438 | { "30x20 Normal", { 30, 20, DIFF_NORMAL, 0 } } |
3c0ebbe5 |
439 | #endif |
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440 | }; |
441 | |
442 | static int game_fetch_preset(int i, char **name, game_params **params) |
443 | { |
444 | game_params tmppar; |
445 | |
446 | if (i < 0 || i >= lenof(loopy_presets)) |
447 | return FALSE; |
448 | |
449 | tmppar = loopy_presets[i].params; |
450 | *params = dup_params(&tmppar); |
451 | *name = dupstr(loopy_presets[i].desc); |
452 | |
453 | return TRUE; |
454 | } |
455 | |
456 | static void free_params(game_params *params) |
457 | { |
458 | sfree(params); |
459 | } |
460 | |
461 | static void decode_params(game_params *params, char const *string) |
462 | { |
463 | params->h = params->w = atoi(string); |
464 | params->rec = 0; |
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465 | params->diff = DIFF_EASY; |
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466 | while (*string && isdigit((unsigned char)*string)) string++; |
467 | if (*string == 'x') { |
468 | string++; |
469 | params->h = atoi(string); |
470 | while (*string && isdigit((unsigned char)*string)) string++; |
471 | } |
472 | if (*string == 'r') { |
473 | string++; |
474 | params->rec = atoi(string); |
475 | while (*string && isdigit((unsigned char)*string)) string++; |
476 | } |
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477 | if (*string == 'd') { |
478 | int i; |
479 | |
480 | string++; |
481 | for (i = 0; i < DIFFCOUNT; i++) |
482 | if (*string == loopy_diffchars[i]) |
483 | params->diff = i; |
484 | if (*string) string++; |
485 | } |
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486 | } |
487 | |
488 | static char *encode_params(game_params *params, int full) |
489 | { |
490 | char str[80]; |
491 | sprintf(str, "%dx%d", params->w, params->h); |
492 | if (full) |
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493 | sprintf(str + strlen(str), "r%dd%c", params->rec, |
494 | loopy_diffchars[params->diff]); |
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495 | return dupstr(str); |
496 | } |
497 | |
498 | static config_item *game_configure(game_params *params) |
499 | { |
500 | config_item *ret; |
501 | char buf[80]; |
502 | |
503 | ret = snewn(4, config_item); |
504 | |
505 | ret[0].name = "Width"; |
506 | ret[0].type = C_STRING; |
507 | sprintf(buf, "%d", params->w); |
508 | ret[0].sval = dupstr(buf); |
509 | ret[0].ival = 0; |
510 | |
511 | ret[1].name = "Height"; |
512 | ret[1].type = C_STRING; |
513 | sprintf(buf, "%d", params->h); |
514 | ret[1].sval = dupstr(buf); |
515 | ret[1].ival = 0; |
516 | |
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517 | ret[2].name = "Difficulty"; |
518 | ret[2].type = C_CHOICES; |
519 | ret[2].sval = DIFFCONFIG; |
520 | ret[2].ival = params->diff; |
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521 | |
522 | ret[3].name = NULL; |
523 | ret[3].type = C_END; |
524 | ret[3].sval = NULL; |
525 | ret[3].ival = 0; |
526 | |
527 | return ret; |
528 | } |
529 | |
530 | static game_params *custom_params(config_item *cfg) |
531 | { |
532 | game_params *ret = snew(game_params); |
533 | |
534 | ret->w = atoi(cfg[0].sval); |
535 | ret->h = atoi(cfg[1].sval); |
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536 | ret->rec = 0; |
537 | ret->diff = cfg[2].ival; |
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538 | |
539 | return ret; |
540 | } |
541 | |
542 | static char *validate_params(game_params *params, int full) |
543 | { |
544 | if (params->w < 4 || params->h < 4) |
545 | return "Width and height must both be at least 4"; |
546 | if (params->rec < 0) |
547 | return "Recursion depth can't be negative"; |
c0eb17ce |
548 | |
549 | /* |
550 | * This shouldn't be able to happen at all, since decode_params |
551 | * and custom_params will never generate anything that isn't |
552 | * within range. |
553 | */ |
554 | assert(params->diff >= 0 && params->diff < DIFFCOUNT); |
555 | |
6193da8d |
556 | return NULL; |
557 | } |
558 | |
559 | /* We're going to store a list of current candidate squares for lighting. |
560 | * Each square gets a 'score', which tells us how adding that square right |
561 | * now would affect the length of the solution loop. We're trying to |
562 | * maximise that quantity so will bias our random selection of squares to |
563 | * light towards those with high scores */ |
564 | struct square { |
565 | int score; |
3c0ebbe5 |
566 | unsigned long random; |
6193da8d |
567 | int x, y; |
568 | }; |
569 | |
570 | static int get_square_cmpfn(void *v1, void *v2) |
571 | { |
572 | struct square *s1 = (struct square *)v1; |
573 | struct square *s2 = (struct square *)v2; |
574 | int r; |
575 | |
576 | r = s1->x - s2->x; |
577 | if (r) |
578 | return r; |
579 | |
580 | r = s1->y - s2->y; |
581 | if (r) |
582 | return r; |
583 | |
584 | return 0; |
585 | } |
586 | |
587 | static int square_sort_cmpfn(void *v1, void *v2) |
588 | { |
589 | struct square *s1 = (struct square *)v1; |
590 | struct square *s2 = (struct square *)v2; |
591 | int r; |
592 | |
593 | r = s2->score - s1->score; |
594 | if (r) { |
595 | return r; |
596 | } |
597 | |
3c0ebbe5 |
598 | if (s1->random < s2->random) |
599 | return -1; |
600 | else if (s1->random > s2->random) |
601 | return 1; |
6193da8d |
602 | |
603 | /* |
604 | * It's _just_ possible that two squares might have been given |
605 | * the same random value. In that situation, fall back to |
606 | * comparing based on the coordinates. This introduces a tiny |
607 | * directional bias, but not a significant one. |
608 | */ |
609 | return get_square_cmpfn(v1, v2); |
610 | } |
611 | |
612 | static void print_tree(tree234 *tree) |
613 | { |
614 | #if 0 |
615 | int i = 0; |
616 | struct square *s; |
617 | printf("Print tree:\n"); |
618 | while (i < count234(tree)) { |
619 | s = (struct square *)index234(tree, i); |
620 | assert(s); |
621 | printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random); |
622 | ++i; |
623 | } |
624 | #endif |
625 | } |
626 | |
627 | enum { SQUARE_LIT, SQUARE_UNLIT }; |
628 | |
629 | #define SQUARE_STATE(i, j) \ |
630 | (((i) < 0 || (i) >= params->w || \ |
631 | (j) < 0 || (j) >= params->h) ? \ |
632 | SQUARE_UNLIT : LV_SQUARE_STATE(i,j)) |
633 | |
634 | #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)] |
635 | |
636 | static void print_board(const game_params *params, const char *board) |
637 | { |
638 | #if 0 |
639 | int i,j; |
640 | |
641 | printf(" "); |
642 | for (i = 0; i < params->w; i++) { |
643 | printf("%d", i%10); |
644 | } |
645 | printf("\n"); |
646 | for (j = 0; j < params->h; j++) { |
647 | printf("%d", j%10); |
648 | for (i = 0; i < params->w; i++) { |
649 | printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O'); |
650 | } |
651 | printf("\n"); |
652 | } |
653 | #endif |
654 | } |
655 | |
656 | static char *new_fullyclued_board(game_params *params, random_state *rs) |
657 | { |
658 | char *clues; |
659 | char *board; |
660 | int i, j, a, b, c; |
661 | game_state s; |
662 | game_state *state = &s; |
663 | int board_area = SQUARE_COUNT(params); |
664 | int t; |
665 | |
666 | struct square *square, *tmpsquare, *sq; |
667 | struct square square_pos; |
668 | |
669 | /* These will contain exactly the same information, sorted into different |
670 | * orders */ |
671 | tree234 *lightable_squares_sorted, *lightable_squares_gettable; |
672 | |
673 | #define SQUARE_REACHABLE(i,j) \ |
674 | (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \ |
675 | SQUARE_STATE(i+1, j) == SQUARE_LIT || \ |
676 | SQUARE_STATE(i, j-1) == SQUARE_LIT || \ |
677 | SQUARE_STATE(i, j+1) == SQUARE_LIT), \ |
678 | /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \ |
679 | t) |
680 | |
681 | |
682 | /* One situation in which we may not light a square is if that'll leave one |
683 | * square above/below and one left/right of us unlit, separated by a lit |
684 | * square diagnonal from us */ |
685 | #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \ |
686 | (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \ |
687 | SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \ |
688 | SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \ |
689 | /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n", |
690 | i, j, h, v) : 0,*/ \ |
691 | t) |
692 | |
693 | /* We also may not light a square if it will form a loop of lit squares |
694 | * around some unlit squares, as then the game soln won't have a single |
695 | * loop */ |
696 | #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \ |
697 | (SQUARE_STATE((i)+1, (j)) == lit1 && \ |
698 | SQUARE_STATE((i)-1, (j)) == lit1 && \ |
699 | SQUARE_STATE((i), (j)+1) == lit2 && \ |
700 | SQUARE_STATE((i), (j)-1) == lit2) |
701 | |
702 | #define CAN_LIGHT_SQUARE(i, j) \ |
703 | (SQUARE_REACHABLE(i, j) && \ |
704 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \ |
705 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \ |
706 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \ |
707 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \ |
708 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \ |
709 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT)) |
710 | |
711 | #define IS_LIGHTING_CANDIDATE(i, j) \ |
712 | (SQUARE_STATE(i, j) == SQUARE_UNLIT && \ |
713 | CAN_LIGHT_SQUARE(i,j)) |
714 | |
715 | /* The 'score' of a square reflects its current desirability for selection |
716 | * as the next square to light. We want to encourage moving into uncharted |
717 | * areas so we give scores according to how many of the square's neighbours |
718 | * are currently unlit. */ |
719 | |
720 | /* UNLIT SCORE |
721 | * 3 2 |
722 | * 2 0 |
723 | * 1 -2 |
724 | */ |
725 | #define SQUARE_SCORE(i,j) \ |
726 | (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \ |
727 | (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \ |
728 | (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \ |
729 | (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4) |
730 | |
731 | /* When a square gets lit, this defines how far away from that square we |
732 | * need to go recomputing scores */ |
733 | #define SCORE_DISTANCE 1 |
734 | |
735 | board = snewn(board_area, char); |
736 | clues = snewn(board_area, char); |
737 | |
738 | state->h = params->h; |
739 | state->w = params->w; |
740 | state->clues = clues; |
741 | |
742 | /* Make a board */ |
743 | memset(board, SQUARE_UNLIT, board_area); |
744 | |
745 | /* Seed the board with a single lit square near the middle */ |
746 | i = params->w / 2; |
747 | j = params->h / 2; |
748 | if (params->w & 1 && random_bits(rs, 1)) |
749 | ++i; |
750 | if (params->h & 1 && random_bits(rs, 1)) |
751 | ++j; |
752 | |
753 | LV_SQUARE_STATE(i, j) = SQUARE_LIT; |
754 | |
755 | /* We need a way of favouring squares that will increase our loopiness. |
756 | * We do this by maintaining a list of all candidate squares sorted by |
757 | * their score and choose randomly from that with appropriate skew. |
758 | * In order to avoid consistently biasing towards particular squares, we |
759 | * need the sort order _within_ each group of scores to be completely |
760 | * random. But it would be abusing the hospitality of the tree234 data |
761 | * structure if our comparison function were nondeterministic :-). So with |
762 | * each square we associate a random number that does not change during a |
763 | * particular run of the generator, and use that as a secondary sort key. |
764 | * Yes, this means we will be biased towards particular random squares in |
765 | * any one run but that doesn't actually matter. */ |
766 | |
767 | lightable_squares_sorted = newtree234(square_sort_cmpfn); |
768 | lightable_squares_gettable = newtree234(get_square_cmpfn); |
769 | #define ADD_SQUARE(s) \ |
770 | do { \ |
771 | /* printf("ADD SQUARE: [%d,%d], %d, %d\n", |
772 | s->x, s->y, s->score, s->random);*/ \ |
773 | sq = add234(lightable_squares_sorted, s); \ |
774 | assert(sq == s); \ |
775 | sq = add234(lightable_squares_gettable, s); \ |
776 | assert(sq == s); \ |
777 | } while (0) |
778 | |
779 | #define REMOVE_SQUARE(s) \ |
780 | do { \ |
781 | /* printf("DELETE SQUARE: [%d,%d], %d, %d\n", |
782 | s->x, s->y, s->score, s->random);*/ \ |
783 | sq = del234(lightable_squares_sorted, s); \ |
784 | assert(sq); \ |
785 | sq = del234(lightable_squares_gettable, s); \ |
786 | assert(sq); \ |
787 | } while (0) |
788 | |
789 | #define HANDLE_DIR(a, b) \ |
790 | square = snew(struct square); \ |
791 | square->x = (i)+(a); \ |
792 | square->y = (j)+(b); \ |
793 | square->score = 2; \ |
794 | square->random = random_bits(rs, 31); \ |
795 | ADD_SQUARE(square); |
796 | HANDLE_DIR(-1, 0); |
797 | HANDLE_DIR( 1, 0); |
798 | HANDLE_DIR( 0,-1); |
799 | HANDLE_DIR( 0, 1); |
800 | #undef HANDLE_DIR |
801 | |
802 | /* Light squares one at a time until the board is interesting enough */ |
803 | while (TRUE) |
804 | { |
805 | /* We have count234(lightable_squares) possibilities, and in |
806 | * lightable_squares_sorted they are sorted with the most desirable |
807 | * first. */ |
808 | c = count234(lightable_squares_sorted); |
809 | if (c == 0) |
810 | break; |
811 | assert(c == count234(lightable_squares_gettable)); |
812 | |
813 | /* Check that the best square available is any good */ |
814 | square = (struct square *)index234(lightable_squares_sorted, 0); |
815 | assert(square); |
816 | |
c0c8f264 |
817 | /* |
818 | * We never want to _decrease_ the loop's perimeter. Making |
819 | * moves that leave the perimeter the same is occasionally |
820 | * useful: if it were _never_ done then the user would be |
821 | * able to deduce illicitly that any degree-zero vertex was |
822 | * on the outside of the loop. So we do it sometimes but |
823 | * not always. |
824 | */ |
825 | if (square->score < 0 || (square->score == 0 && |
826 | random_upto(rs, 2) == 0)) |
6193da8d |
827 | break; |
828 | |
829 | print_tree(lightable_squares_sorted); |
830 | assert(square->score == SQUARE_SCORE(square->x, square->y)); |
831 | assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT); |
832 | assert(square->x >= 0 && square->x < params->w); |
833 | assert(square->y >= 0 && square->y < params->h); |
834 | /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */ |
835 | |
836 | /* Update data structures */ |
837 | LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT; |
838 | REMOVE_SQUARE(square); |
839 | |
840 | print_board(params, board); |
841 | |
842 | /* We might have changed the score of any squares up to 2 units away in |
843 | * any direction */ |
844 | for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) { |
845 | for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) { |
846 | if (!a && !b) |
847 | continue; |
848 | square_pos.x = square->x + a; |
849 | square_pos.y = square->y + b; |
850 | /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */ |
851 | if (square_pos.x < 0 || square_pos.x >= params->w || |
852 | square_pos.y < 0 || square_pos.y >= params->h) { |
853 | /* printf(" Out of bounds\n"); */ |
854 | continue; |
855 | } |
856 | tmpsquare = find234(lightable_squares_gettable, &square_pos, |
857 | NULL); |
858 | if (tmpsquare) { |
859 | /* printf(" Removing\n"); */ |
860 | assert(tmpsquare->x == square_pos.x); |
861 | assert(tmpsquare->y == square_pos.y); |
862 | assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) == |
863 | SQUARE_UNLIT); |
864 | REMOVE_SQUARE(tmpsquare); |
865 | } else { |
866 | /* printf(" Creating\n"); */ |
867 | tmpsquare = snew(struct square); |
868 | tmpsquare->x = square_pos.x; |
869 | tmpsquare->y = square_pos.y; |
870 | tmpsquare->random = random_bits(rs, 31); |
871 | } |
872 | tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y); |
873 | |
874 | if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) { |
875 | /* printf(" Adding\n"); */ |
876 | ADD_SQUARE(tmpsquare); |
877 | } else { |
878 | /* printf(" Destroying\n"); */ |
879 | sfree(tmpsquare); |
880 | } |
881 | } |
882 | } |
9cfc03b7 |
883 | sfree(square); |
6193da8d |
884 | /* printf("\n\n"); */ |
885 | } |
886 | |
887 | while ((square = delpos234(lightable_squares_gettable, 0)) != NULL) |
888 | sfree(square); |
889 | freetree234(lightable_squares_gettable); |
890 | freetree234(lightable_squares_sorted); |
891 | |
892 | /* Copy out all the clues */ |
893 | for (j = 0; j < params->h; ++j) { |
894 | for (i = 0; i < params->w; ++i) { |
895 | c = SQUARE_STATE(i, j); |
896 | LV_CLUE_AT(state, i, j) = '0'; |
897 | if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j); |
898 | if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j); |
899 | if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j); |
900 | if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j); |
901 | } |
902 | } |
903 | |
904 | sfree(board); |
905 | return clues; |
906 | } |
907 | |
c0eb17ce |
908 | static solver_state *solve_game_rec(const solver_state *sstate, int diff); |
6193da8d |
909 | |
c0eb17ce |
910 | static int game_has_unique_soln(const game_state *state, int diff) |
6193da8d |
911 | { |
912 | int ret; |
913 | solver_state *sstate_new; |
914 | solver_state *sstate = new_solver_state((game_state *)state); |
915 | |
c0eb17ce |
916 | sstate_new = solve_game_rec(sstate, diff); |
6193da8d |
917 | |
918 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
919 | |
920 | free_solver_state(sstate_new); |
921 | free_solver_state(sstate); |
922 | |
923 | return ret; |
924 | } |
925 | |
926 | /* Remove clues one at a time at random. */ |
c0eb17ce |
927 | static game_state *remove_clues(game_state *state, random_state *rs, int diff) |
6193da8d |
928 | { |
929 | int *square_list, squares; |
930 | game_state *ret = dup_game(state), *saved_ret; |
931 | int n; |
932 | |
933 | /* We need to remove some clues. We'll do this by forming a list of all |
934 | * available equivalence classes, shuffling it, then going along one at a |
935 | * time clearing every member of each equivalence class, where removing a |
936 | * class doesn't render the board unsolvable. */ |
937 | squares = state->w * state->h; |
938 | square_list = snewn(squares, int); |
939 | for (n = 0; n < squares; ++n) { |
940 | square_list[n] = n; |
941 | } |
942 | |
943 | shuffle(square_list, squares, sizeof(int), rs); |
944 | |
945 | for (n = 0; n < squares; ++n) { |
946 | saved_ret = dup_game(ret); |
947 | LV_CLUE_AT(ret, square_list[n] % state->w, |
948 | square_list[n] / state->w) = ' '; |
c0eb17ce |
949 | if (game_has_unique_soln(ret, diff)) { |
6193da8d |
950 | free_game(saved_ret); |
951 | } else { |
952 | free_game(ret); |
953 | ret = saved_ret; |
954 | } |
955 | } |
9cfc03b7 |
956 | sfree(square_list); |
6193da8d |
957 | |
958 | return ret; |
959 | } |
960 | |
961 | static char *validate_desc(game_params *params, char *desc); |
962 | |
963 | static char *new_game_desc(game_params *params, random_state *rs, |
964 | char **aux, int interactive) |
965 | { |
966 | /* solution and description both use run-length encoding in obvious ways */ |
967 | char *retval; |
968 | char *description = snewn(SQUARE_COUNT(params) + 1, char); |
969 | char *dp = description; |
970 | int i, j; |
971 | int empty_count; |
972 | game_state *state = snew(game_state), *state_new; |
973 | |
974 | state->h = params->h; |
975 | state->w = params->w; |
976 | |
977 | state->hl = snewn(HL_COUNT(params), char); |
978 | state->vl = snewn(VL_COUNT(params), char); |
c0eb17ce |
979 | |
980 | newboard_please: |
6193da8d |
981 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
982 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
983 | |
984 | state->solved = state->cheated = FALSE; |
985 | state->recursion_depth = params->rec; |
986 | |
987 | /* Get a new random solvable board with all its clues filled in. Yes, this |
988 | * can loop for ever if the params are suitably unfavourable, but |
989 | * preventing games smaller than 4x4 seems to stop this happening */ |
c0eb17ce |
990 | |
6193da8d |
991 | do { |
992 | state->clues = new_fullyclued_board(params, rs); |
c0eb17ce |
993 | } while (!game_has_unique_soln(state, params->diff)); |
6193da8d |
994 | |
c0eb17ce |
995 | state_new = remove_clues(state, rs, params->diff); |
6193da8d |
996 | free_game(state); |
997 | state = state_new; |
998 | |
c0eb17ce |
999 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1000 | /* Board is too easy */ |
1001 | goto newboard_please; |
1002 | } |
1003 | |
6193da8d |
1004 | empty_count = 0; |
1005 | for (j = 0; j < params->h; ++j) { |
1006 | for (i = 0; i < params->w; ++i) { |
1007 | if (CLUE_AT(state, i, j) == ' ') { |
1008 | if (empty_count > 25) { |
9cfc03b7 |
1009 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1010 | empty_count = 0; |
1011 | } |
1012 | empty_count++; |
1013 | } else { |
1014 | if (empty_count) { |
9cfc03b7 |
1015 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1016 | empty_count = 0; |
1017 | } |
9cfc03b7 |
1018 | dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j))); |
6193da8d |
1019 | } |
1020 | } |
1021 | } |
1022 | if (empty_count) |
9cfc03b7 |
1023 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1024 | |
9cfc03b7 |
1025 | free_game(state); |
6193da8d |
1026 | retval = dupstr(description); |
1027 | sfree(description); |
1028 | |
1029 | assert(!validate_desc(params, retval)); |
1030 | |
1031 | return retval; |
1032 | } |
1033 | |
1034 | /* We require that the params pass the test in validate_params and that the |
1035 | * description fills the entire game area */ |
1036 | static char *validate_desc(game_params *params, char *desc) |
1037 | { |
1038 | int count = 0; |
1039 | |
1040 | for (; *desc; ++desc) { |
1041 | if (*desc >= '0' && *desc <= '9') { |
1042 | count++; |
1043 | continue; |
1044 | } |
1045 | if (*desc >= 'a') { |
1046 | count += *desc - 'a' + 1; |
1047 | continue; |
1048 | } |
1049 | return "Unknown character in description"; |
1050 | } |
1051 | |
1052 | if (count < SQUARE_COUNT(params)) |
1053 | return "Description too short for board size"; |
1054 | if (count > SQUARE_COUNT(params)) |
1055 | return "Description too long for board size"; |
1056 | |
1057 | return NULL; |
1058 | } |
1059 | |
1060 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1061 | { |
1062 | int i,j; |
1063 | game_state *state = snew(game_state); |
1064 | int empties_to_make = 0; |
1065 | int n; |
1066 | const char *dp = desc; |
1067 | |
c0eb17ce |
1068 | state->recursion_depth = 0; /* XXX pending removal, probably */ |
6193da8d |
1069 | |
1070 | state->h = params->h; |
1071 | state->w = params->w; |
1072 | |
1073 | state->clues = snewn(SQUARE_COUNT(params), char); |
1074 | state->hl = snewn(HL_COUNT(params), char); |
1075 | state->vl = snewn(VL_COUNT(params), char); |
1076 | |
1077 | state->solved = state->cheated = FALSE; |
1078 | |
1079 | for (j = 0 ; j < params->h; ++j) { |
1080 | for (i = 0 ; i < params->w; ++i) { |
1081 | if (empties_to_make) { |
1082 | empties_to_make--; |
1083 | LV_CLUE_AT(state, i, j) = ' '; |
1084 | continue; |
1085 | } |
1086 | |
1087 | assert(*dp); |
1088 | n = *dp - '0'; |
1089 | if (n >=0 && n < 10) { |
1090 | LV_CLUE_AT(state, i, j) = *dp; |
1091 | } else { |
1092 | n = *dp - 'a' + 1; |
1093 | assert(n > 0); |
1094 | LV_CLUE_AT(state, i, j) = ' '; |
1095 | empties_to_make = n - 1; |
1096 | } |
1097 | ++dp; |
1098 | } |
1099 | } |
1100 | |
1101 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
1102 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
1103 | |
1104 | return state; |
1105 | } |
1106 | |
1107 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
1108 | |
1109 | /* Starting at dot [i,j] moves around 'state' removing lines until it's clear |
1110 | * whether or not the starting dot was on a loop. Returns boolean specifying |
1111 | * whether a loop was found. loop_status calls this and assumes that if state |
1112 | * has any lines set, this function will always remove at least one. */ |
1113 | static int destructively_find_loop(game_state *state) |
1114 | { |
1115 | int a, b, i, j, new_i, new_j, n; |
1116 | char *lp; |
1117 | |
1118 | lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state)); |
1119 | if (!lp) { |
1120 | /* We know we're going to return false but we have to fulfil our |
1121 | * contract */ |
1122 | lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state)); |
1123 | if (lp) |
1124 | *lp = LINE_NO; |
1125 | |
1126 | return FALSE; |
1127 | } |
1128 | |
1129 | n = lp - state->hl; |
1130 | |
1131 | i = n % state->w; |
1132 | j = n / state->w; |
1133 | |
1134 | assert(i + j * state->w == n); /* because I'm feeling stupid */ |
1135 | /* Save start position */ |
1136 | a = i; |
1137 | b = j; |
1138 | |
1139 | /* Delete one line from the potential loop */ |
1140 | if (LEFTOF_DOT(state, i, j) == LINE_YES) { |
1141 | LV_LEFTOF_DOT(state, i, j) = LINE_NO; |
1142 | i--; |
1143 | } else if (ABOVE_DOT(state, i, j) == LINE_YES) { |
1144 | LV_ABOVE_DOT(state, i, j) = LINE_NO; |
1145 | j--; |
1146 | } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) { |
1147 | LV_RIGHTOF_DOT(state, i, j) = LINE_NO; |
1148 | i++; |
1149 | } else if (BELOW_DOT(state, i, j) == LINE_YES) { |
1150 | LV_BELOW_DOT(state, i, j) = LINE_NO; |
1151 | j++; |
1152 | } else { |
1153 | return FALSE; |
1154 | } |
1155 | |
1156 | do { |
1157 | /* From the current position of [i,j] there needs to be exactly one |
1158 | * line */ |
1159 | new_i = new_j = -1; |
1160 | |
1161 | #define HANDLE_DIR(dir_dot, x, y) \ |
1162 | if (dir_dot(state, i, j) == LINE_YES) { \ |
1163 | if (new_i != -1 || new_j != -1) \ |
1164 | return FALSE; \ |
1165 | new_i = (i)+(x); \ |
1166 | new_j = (j)+(y); \ |
1167 | LV_##dir_dot(state, i, j) = LINE_NO; \ |
1168 | } |
1169 | HANDLE_DIR(ABOVE_DOT, 0, -1); |
1170 | HANDLE_DIR(BELOW_DOT, 0, +1); |
1171 | HANDLE_DIR(LEFTOF_DOT, -1, 0); |
1172 | HANDLE_DIR(RIGHTOF_DOT, +1, 0); |
1173 | #undef HANDLE_DIR |
1174 | if (new_i == -1 || new_j == -1) { |
1175 | return FALSE; |
1176 | } |
1177 | |
1178 | i = new_i; |
1179 | j = new_j; |
1180 | } while (i != a || j != b); |
1181 | |
1182 | return TRUE; |
1183 | } |
1184 | |
1185 | static int loop_status(game_state *state) |
1186 | { |
1187 | int i, j, n; |
1188 | game_state *tmpstate; |
1189 | int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE; |
1190 | |
1191 | #define BAD_LOOP_FOUND \ |
1192 | do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0) |
1193 | |
1194 | /* Repeatedly look for loops until we either run out of lines to consider |
1195 | * or discover for sure that the board fails on the grounds of having no |
1196 | * loop */ |
1197 | tmpstate = dup_game(state); |
1198 | |
1199 | while (TRUE) { |
1200 | if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) && |
1201 | !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) { |
1202 | break; |
1203 | } |
1204 | any_lines_found = TRUE; |
1205 | |
1206 | if (loop_found) |
1207 | BAD_LOOP_FOUND; |
1208 | if (destructively_find_loop(tmpstate)) { |
1209 | loop_found = TRUE; |
1210 | if (non_loop_found) |
1211 | BAD_LOOP_FOUND; |
1212 | } else { |
1213 | non_loop_found = TRUE; |
1214 | } |
1215 | } |
1216 | |
1217 | free_game(tmpstate); |
1218 | |
1219 | if (!any_lines_found) |
1220 | return LOOP_NONE; |
1221 | |
1222 | if (non_loop_found) { |
1223 | assert(!loop_found); /* should have dealt with this already */ |
1224 | return LOOP_NONE; |
1225 | } |
1226 | |
1227 | /* Check that every clue is satisfied */ |
1228 | for (j = 0; j < state->h; ++j) { |
1229 | for (i = 0; i < state->w; ++i) { |
1230 | n = CLUE_AT(state, i, j); |
1231 | if (n != ' ') { |
1232 | if (square_order(state, i, j, LINE_YES) != n - '0') { |
1233 | return LOOP_NOT_SOLN; |
1234 | } |
1235 | } |
1236 | } |
1237 | } |
1238 | |
1239 | return LOOP_SOLN; |
1240 | } |
1241 | |
1242 | /* Sums the lengths of the numbers in range [0,n) */ |
1243 | /* See equivalent function in solo.c for justification of this. */ |
9cfc03b7 |
1244 | static int len_0_to_n(int n) |
6193da8d |
1245 | { |
1246 | int len = 1; /* Counting 0 as a bit of a special case */ |
1247 | int i; |
1248 | |
1249 | for (i = 1; i < n; i *= 10) { |
1250 | len += max(n - i, 0); |
1251 | } |
1252 | |
1253 | return len; |
1254 | } |
1255 | |
1256 | static char *encode_solve_move(const game_state *state) |
1257 | { |
1258 | int len, i, j; |
1259 | char *ret, *p; |
1260 | /* This is going to return a string representing the moves needed to set |
1261 | * every line in a grid to be the same as the ones in 'state'. The exact |
1262 | * length of this string is predictable. */ |
1263 | |
1264 | len = 1; /* Count the 'S' prefix */ |
1265 | /* Numbers in horizontal lines */ |
1266 | /* Horizontal lines, x position */ |
1267 | len += len_0_to_n(state->w) * (state->h + 1); |
1268 | /* Horizontal lines, y position */ |
1269 | len += len_0_to_n(state->h + 1) * (state->w); |
1270 | /* Vertical lines, y position */ |
1271 | len += len_0_to_n(state->h) * (state->w + 1); |
1272 | /* Vertical lines, x position */ |
1273 | len += len_0_to_n(state->w + 1) * (state->h); |
1274 | /* For each line we also have two letters and a comma */ |
1275 | len += 3 * (HL_COUNT(state) + VL_COUNT(state)); |
1276 | |
1277 | ret = snewn(len + 1, char); |
1278 | p = ret; |
1279 | |
1280 | p += sprintf(p, "S"); |
1281 | |
1282 | for (j = 0; j < state->h + 1; ++j) { |
1283 | for (i = 0; i < state->w; ++i) { |
1284 | switch (RIGHTOF_DOT(state, i, j)) { |
1285 | case LINE_YES: |
1286 | p += sprintf(p, "%d,%dhy", i, j); |
1287 | break; |
1288 | case LINE_NO: |
1289 | p += sprintf(p, "%d,%dhn", i, j); |
1290 | break; |
1291 | /* default: */ |
1292 | /* I'm going to forgive this because I think the results |
1293 | * are cute. */ |
1294 | /* assert(!"Solver produced incomplete solution!"); */ |
1295 | } |
1296 | } |
1297 | } |
1298 | |
1299 | for (j = 0; j < state->h; ++j) { |
1300 | for (i = 0; i < state->w + 1; ++i) { |
1301 | switch (BELOW_DOT(state, i, j)) { |
1302 | case LINE_YES: |
1303 | p += sprintf(p, "%d,%dvy", i, j); |
1304 | break; |
1305 | case LINE_NO: |
1306 | p += sprintf(p, "%d,%dvn", i, j); |
1307 | break; |
1308 | /* default: */ |
1309 | /* I'm going to forgive this because I think the results |
1310 | * are cute. */ |
1311 | /* assert(!"Solver produced incomplete solution!"); */ |
1312 | } |
1313 | } |
1314 | } |
1315 | |
1316 | /* No point in doing sums like that if they're going to be wrong */ |
c0eb17ce |
1317 | assert(strlen(ret) == (size_t)len); |
9cfc03b7 |
1318 | return ret; |
6193da8d |
1319 | } |
1320 | |
1321 | /* BEGIN SOLVER IMPLEMENTATION */ |
1322 | |
1323 | /* For each pair of lines through each dot we store a bit for whether |
1324 | * exactly one of those lines is ON, and in separate arrays we store whether |
1325 | * at least one is on and whether at most 1 is on. (If we know both or |
1326 | * neither is on that's already stored more directly.) That's six bits per |
1327 | * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */ |
1328 | |
1329 | enum dline { |
1330 | DLINE_VERT = 0, |
1331 | DLINE_HORIZ = 1, |
1332 | DLINE_UL = 2, |
1333 | DLINE_DR = 3, |
1334 | DLINE_UR = 4, |
1335 | DLINE_DL = 5 |
1336 | }; |
1337 | |
1338 | #define OPP_DLINE(dline) (dline ^ 1) |
1339 | |
1340 | |
1341 | #define SQUARE_DLINES \ |
1342 | HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \ |
1343 | HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \ |
1344 | HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \ |
1345 | HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0); |
1346 | |
1347 | #define DOT_DLINES \ |
1348 | HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \ |
1349 | HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \ |
1350 | HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \ |
1351 | HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \ |
1352 | HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \ |
1353 | HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT); |
1354 | |
1355 | static void array_setall(char *array, char from, char to, int len) |
1356 | { |
1357 | char *p = array, *p_old = p; |
1358 | int len_remaining = len; |
1359 | |
1360 | while ((p = memchr(p, from, len_remaining))) { |
1361 | *p = to; |
1362 | len_remaining -= p - p_old; |
1363 | p_old = p; |
1364 | } |
1365 | } |
1366 | |
1367 | |
1368 | static int game_states_equal(const game_state *state1, |
1369 | const game_state *state2) |
1370 | { |
1371 | /* This deliberately doesn't check _all_ fields, just the ones that make a |
1372 | * game state 'interesting' from the POV of the solver */ |
1373 | /* XXX review this */ |
1374 | if (state1 == state2) |
1375 | return 1; |
1376 | |
1377 | if (!state1 || !state2) |
1378 | return 0; |
1379 | |
1380 | if (state1->w != state2->w || state1->h != state2->h) |
1381 | return 0; |
1382 | |
1383 | if (memcmp(state1->hl, state2->hl, HL_COUNT(state1))) |
1384 | return 0; |
1385 | |
1386 | if (memcmp(state1->vl, state2->vl, VL_COUNT(state1))) |
1387 | return 0; |
1388 | |
1389 | return 1; |
1390 | } |
1391 | |
1392 | static int solver_states_equal(const solver_state *sstate1, |
1393 | const solver_state *sstate2) |
1394 | { |
1395 | if (!sstate1) { |
1396 | if (!sstate2) |
1397 | return TRUE; |
1398 | else |
1399 | return FALSE; |
1400 | } |
1401 | |
1402 | if (!game_states_equal(sstate1->state, sstate2->state)) { |
1403 | return 0; |
1404 | } |
1405 | |
1406 | /* XXX fields missing, needs review */ |
1407 | /* XXX we're deliberately not looking at solver_state as it's only a cache */ |
1408 | |
1409 | if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone, |
1410 | DOT_COUNT(sstate1->state))) { |
1411 | return 0; |
1412 | } |
1413 | |
1414 | if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone, |
1415 | DOT_COUNT(sstate1->state))) { |
1416 | return 0; |
1417 | } |
1418 | |
1419 | /* handle dline_identical here */ |
1420 | |
1421 | return 1; |
1422 | } |
1423 | |
1424 | static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j, |
1425 | enum line_state line_old, enum line_state line_new) |
1426 | { |
1427 | game_state *state = sstate->state; |
1428 | |
1429 | /* First line in dline */ |
1430 | switch (dl) { |
1431 | case DLINE_UL: |
1432 | case DLINE_UR: |
1433 | case DLINE_VERT: |
1434 | if (j > 0 && ABOVE_DOT(state, i, j) == line_old) |
1435 | LV_ABOVE_DOT(state, i, j) = line_new; |
1436 | break; |
1437 | case DLINE_DL: |
1438 | case DLINE_DR: |
1439 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) |
1440 | LV_BELOW_DOT(state, i, j) = line_new; |
1441 | break; |
1442 | case DLINE_HORIZ: |
1443 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) |
1444 | LV_LEFTOF_DOT(state, i, j) = line_new; |
1445 | break; |
1446 | } |
1447 | |
1448 | /* Second line in dline */ |
1449 | switch (dl) { |
1450 | case DLINE_UL: |
1451 | case DLINE_DL: |
1452 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) |
1453 | LV_LEFTOF_DOT(state, i, j) = line_new; |
1454 | break; |
1455 | case DLINE_UR: |
1456 | case DLINE_DR: |
1457 | case DLINE_HORIZ: |
1458 | if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old) |
1459 | LV_RIGHTOF_DOT(state, i, j) = line_new; |
1460 | break; |
1461 | case DLINE_VERT: |
1462 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) |
1463 | LV_BELOW_DOT(state, i, j) = line_new; |
1464 | break; |
1465 | } |
1466 | } |
1467 | |
1468 | static void update_solver_status(solver_state *sstate) |
1469 | { |
1470 | if (sstate->solver_status == SOLVER_INCOMPLETE) { |
1471 | switch (loop_status(sstate->state)) { |
1472 | case LOOP_NONE: |
1473 | sstate->solver_status = SOLVER_INCOMPLETE; |
1474 | break; |
1475 | case LOOP_SOLN: |
1476 | if (sstate->solver_status != SOLVER_AMBIGUOUS) |
1477 | sstate->solver_status = SOLVER_SOLVED; |
1478 | break; |
1479 | case LOOP_NOT_SOLN: |
1480 | sstate->solver_status = SOLVER_MISTAKE; |
1481 | break; |
1482 | } |
1483 | } |
1484 | } |
1485 | |
c0eb17ce |
1486 | #if 0 |
1487 | /* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0} |
1488 | * {0,-1} or {0,1} */ |
1489 | static int line_status_from_point(const game_state *state, |
1490 | int x, int y, int dx, int dy) |
1491 | { |
1492 | if (dx == -1 && dy == 0) |
1493 | return LEFTOF_DOT(state, x, y); |
1494 | if (dx == 1 && dy == 0) |
1495 | return RIGHTOF_DOT(state, x, y); |
1496 | if (dx == 0 && dy == -1) |
1497 | return ABOVE_DOT(state, x, y); |
1498 | if (dx == 0 && dy == 1) |
1499 | return BELOW_DOT(state, x, y); |
1500 | |
1501 | assert(!"Illegal dx or dy in line_status_from_point"); |
1502 | return 0; |
1503 | } |
1504 | #endif |
6193da8d |
1505 | |
1506 | /* This will return a dynamically allocated solver_state containing the (more) |
1507 | * solved grid */ |
c0eb17ce |
1508 | static solver_state *solve_game_rec(const solver_state *sstate_start, int diff) |
6193da8d |
1509 | { |
1510 | int i, j; |
1511 | int current_yes, current_no, desired; |
1512 | solver_state *sstate, *sstate_saved, *sstate_tmp; |
1513 | int t; |
1514 | /* char *text; */ |
1515 | solver_state *sstate_rec_solved; |
1516 | int recursive_soln_count; |
1517 | |
1518 | #if 0 |
1519 | printf("solve_game_rec: recursion_remaining = %d\n", |
1520 | sstate_start->recursion_remaining); |
1521 | #endif |
1522 | |
1523 | sstate = dup_solver_state((solver_state *)sstate_start); |
1524 | |
1525 | #if 0 |
1526 | text = game_text_format(sstate->state); |
1527 | printf("%s\n", text); |
1528 | sfree(text); |
1529 | #endif |
1530 | |
1531 | #define RETURN_IF_SOLVED \ |
1532 | do { \ |
1533 | update_solver_status(sstate); \ |
1534 | if (sstate->solver_status != SOLVER_INCOMPLETE) { \ |
1535 | free_solver_state(sstate_saved); \ |
1536 | return sstate; \ |
1537 | } \ |
1538 | } while (0) |
1539 | |
c0eb17ce |
1540 | #define FOUND_MISTAKE \ |
1541 | do { \ |
1542 | sstate->solver_status = SOLVER_MISTAKE; \ |
1543 | free_solver_state(sstate_saved); \ |
1544 | return sstate; \ |
1545 | } while (0) |
1546 | |
1547 | |
6193da8d |
1548 | sstate_saved = NULL; |
1549 | RETURN_IF_SOLVED; |
1550 | |
1551 | nonrecursive_solver: |
1552 | |
1553 | while (1) { |
1554 | sstate_saved = dup_solver_state(sstate); |
1555 | |
1556 | /* First we do the 'easy' work, that might cause concrete results */ |
1557 | |
1558 | /* Per-square deductions */ |
1559 | for (j = 0; j < sstate->state->h; ++j) { |
1560 | for (i = 0; i < sstate->state->w; ++i) { |
1561 | /* Begin rules that look at the clue (if there is one) */ |
1562 | desired = CLUE_AT(sstate->state, i, j); |
1563 | if (desired == ' ') |
1564 | continue; |
1565 | desired = desired - '0'; |
1566 | current_yes = square_order(sstate->state, i, j, LINE_YES); |
1567 | current_no = square_order(sstate->state, i, j, LINE_NO); |
1568 | |
c0eb17ce |
1569 | if (desired < current_yes) |
1570 | FOUND_MISTAKE; |
1571 | if (desired == current_yes) { |
6193da8d |
1572 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
1573 | continue; |
1574 | } |
1575 | |
c0eb17ce |
1576 | if (4 - desired < current_no) |
1577 | FOUND_MISTAKE; |
1578 | if (4 - desired == current_no) { |
6193da8d |
1579 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); |
1580 | } |
1581 | } |
1582 | } |
1583 | |
1584 | RETURN_IF_SOLVED; |
1585 | |
1586 | /* Per-dot deductions */ |
1587 | for (j = 0; j < sstate->state->h + 1; ++j) { |
1588 | for (i = 0; i < sstate->state->w + 1; ++i) { |
1589 | switch (dot_order(sstate->state, i, j, LINE_YES)) { |
1590 | case 0: |
1591 | if (dot_order(sstate->state, i, j, LINE_NO) == 3) { |
1592 | dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
1593 | } |
1594 | break; |
1595 | case 1: |
1596 | switch (dot_order(sstate->state, i, j, LINE_NO)) { |
1597 | #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \ |
1598 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
1599 | if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \ |
1600 | sstate->dot_howmany \ |
1601 | [i + (sstate->state->w + 1) * j] |= 1<<dline; \ |
1602 | } \ |
1603 | } |
1604 | case 1: |
c0eb17ce |
1605 | if (diff > DIFF_EASY) { |
6193da8d |
1606 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1607 | H1(dline, dir1_dot, dir2_dot, dot_atleastone) |
c0eb17ce |
1608 | /* 1 yes, 1 no, so exactly one of unknowns is |
1609 | * yes */ |
1610 | DOT_DLINES; |
6193da8d |
1611 | #undef HANDLE_DLINE |
c0eb17ce |
1612 | } |
6193da8d |
1613 | /* fall through */ |
1614 | case 0: |
c0eb17ce |
1615 | if (diff > DIFF_EASY) { |
6193da8d |
1616 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1617 | H1(dline, dir1_dot, dir2_dot, dot_atmostone) |
c0eb17ce |
1618 | /* 1 yes, fewer than 2 no, so at most one of |
1619 | * unknowns is yes */ |
1620 | DOT_DLINES; |
6193da8d |
1621 | #undef HANDLE_DLINE |
c0eb17ce |
1622 | } |
6193da8d |
1623 | #undef H1 |
1624 | break; |
1625 | case 2: /* 1 yes, 2 no */ |
1626 | dot_setall(sstate->state, i, j, |
1627 | LINE_UNKNOWN, LINE_YES); |
1628 | break; |
1629 | } |
1630 | break; |
1631 | case 2: |
6193da8d |
1632 | dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
c0eb17ce |
1633 | break; |
1634 | case 3: |
1635 | FOUND_MISTAKE; |
1636 | break; |
6193da8d |
1637 | } |
c0eb17ce |
1638 | if (diff > DIFF_EASY) { |
6193da8d |
1639 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1640 | if (sstate->dot_atleastone \ |
1641 | [i + (sstate->state->w + 1) * j] & 1<<dline) { \ |
1642 | sstate->dot_atmostone \ |
1643 | [i + (sstate->state->w + 1) * j] |= 1<<OPP_DLINE(dline); \ |
1644 | } |
c0eb17ce |
1645 | /* If at least one of a dline in a dot is YES, at most one |
1646 | * of the opposite dline to that dot must be YES. */ |
1647 | DOT_DLINES; |
1648 | } |
6193da8d |
1649 | #undef HANDLE_DLINE |
1650 | } |
1651 | } |
1652 | |
1653 | /* More obscure per-square operations */ |
1654 | for (j = 0; j < sstate->state->h; ++j) { |
1655 | for (i = 0; i < sstate->state->w; ++i) { |
1656 | #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \ |
1657 | if (sstate->dot_howmany[i+a + (sstate->state->w + 1) * (j+b)] &\ |
1658 | 1<<dline) { \ |
1659 | t = dir1_sq(sstate->state, i, j); \ |
1660 | if (t == line_query) \ |
1661 | dir2_sq(sstate->state, i, j) = line_set; \ |
1662 | else { \ |
1663 | t = dir2_sq(sstate->state, i, j); \ |
1664 | if (t == line_query) \ |
1665 | dir1_sq(sstate->state, i, j) = line_set; \ |
1666 | } \ |
1667 | } |
c0eb17ce |
1668 | if (diff > DIFF_EASY) { |
6193da8d |
1669 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1670 | H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \ |
1671 | LINE_YES, LINE_NO) |
c0eb17ce |
1672 | /* If at most one of the DLINE is on, and one is definitely |
1673 | * on, set the other to definitely off */ |
1674 | SQUARE_DLINES; |
6193da8d |
1675 | #undef HANDLE_DLINE |
c0eb17ce |
1676 | } |
6193da8d |
1677 | |
c0eb17ce |
1678 | if (diff > DIFF_EASY) { |
6193da8d |
1679 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1680 | H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \ |
1681 | LINE_NO, LINE_YES) |
c0eb17ce |
1682 | /* If at least one of the DLINE is on, and one is definitely |
1683 | * off, set the other to definitely on */ |
1684 | SQUARE_DLINES; |
6193da8d |
1685 | #undef HANDLE_DLINE |
c0eb17ce |
1686 | } |
6193da8d |
1687 | #undef H1 |
1688 | |
1689 | switch (CLUE_AT(sstate->state, i, j)) { |
1690 | case '0': |
1691 | case '1': |
c0eb17ce |
1692 | if (diff > DIFF_EASY) { |
6193da8d |
1693 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1694 | /* At most one of any DLINE can be set */ \ |
1695 | sstate->dot_atmostone \ |
1696 | [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \ |
1697 | /* This DLINE provides enough YESes to solve the clue */\ |
1698 | if (sstate->dot_atleastone \ |
1699 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
1700 | 1<<dline) { \ |
1701 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
1702 | i+(1-a), j+(1-b), \ |
1703 | LINE_UNKNOWN, LINE_NO); \ |
1704 | } |
c0eb17ce |
1705 | SQUARE_DLINES; |
6193da8d |
1706 | #undef HANDLE_DLINE |
c0eb17ce |
1707 | } |
6193da8d |
1708 | break; |
1709 | case '2': |
c0eb17ce |
1710 | if (diff > DIFF_EASY) { |
6193da8d |
1711 | #define H1(dline, dot_at1one, dot_at2one, a, b) \ |
1712 | if (sstate->dot_at1one \ |
1713 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
1714 | 1<<dline) { \ |
1715 | sstate->dot_at2one \ |
1716 | [i+(1-a) + (sstate->state->w + 1) * (j+(1-b))] |= \ |
1717 | 1<<OPP_DLINE(dline); \ |
1718 | } |
1719 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1720 | H1(dline, dot_atleastone, dot_atmostone, a, b); \ |
1721 | H1(dline, dot_atmostone, dot_atleastone, a, b); |
c0eb17ce |
1722 | /* If at least one of one DLINE is set, at most one |
1723 | * of the opposing one is and vice versa */ |
1724 | SQUARE_DLINES; |
1725 | } |
6193da8d |
1726 | #undef HANDLE_DLINE |
1727 | #undef H1 |
1728 | break; |
1729 | case '3': |
1730 | case '4': |
c0eb17ce |
1731 | if (diff > DIFF_EASY) { |
6193da8d |
1732 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1733 | /* At least one of any DLINE can be set */ \ |
1734 | sstate->dot_atleastone \ |
1735 | [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \ |
1736 | /* This DLINE provides enough NOs to solve the clue */ \ |
1737 | if (sstate->dot_atmostone \ |
1738 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
1739 | 1<<dline) { \ |
1740 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
1741 | i+(1-a), j+(1-b), \ |
1742 | LINE_UNKNOWN, LINE_YES); \ |
1743 | } |
c0eb17ce |
1744 | SQUARE_DLINES; |
6193da8d |
1745 | #undef HANDLE_DLINE |
c0eb17ce |
1746 | } |
6193da8d |
1747 | break; |
1748 | } |
1749 | } |
1750 | } |
1751 | |
1752 | if (solver_states_equal(sstate, sstate_saved)) { |
1753 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
1754 | int d; |
1755 | |
1756 | /* |
1757 | * Go through the grid and update for all the new edges. |
1758 | * Since merge_dots() is idempotent, the simplest way to |
1759 | * do this is just to update for _all_ the edges. |
1760 | * |
1761 | * Also, while we're here, we count the edges, count the |
1762 | * clues, count the satisfied clues, and count the |
1763 | * satisfied-minus-one clues. |
1764 | */ |
1765 | for (j = 0; j <= sstate->state->h; ++j) { |
1766 | for (i = 0; i <= sstate->state->w; ++i) { |
1767 | if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) { |
1768 | merge_dots(sstate, i, j, i+1, j); |
1769 | edgecount++; |
1770 | } |
1771 | if (BELOW_DOT(sstate->state, i, j) == LINE_YES) { |
1772 | merge_dots(sstate, i, j, i, j+1); |
1773 | edgecount++; |
1774 | } |
1775 | |
1776 | if (CLUE_AT(sstate->state, i, j) != ' ') { |
1777 | int c = CLUE_AT(sstate->state, i, j) - '0'; |
1778 | int o = square_order(sstate->state, i, j, LINE_YES); |
1779 | if (o == c) |
1780 | satclues++; |
1781 | else if (o == c-1) |
1782 | sm1clues++; |
1783 | clues++; |
1784 | } |
1785 | } |
1786 | } |
1787 | |
1788 | /* |
1789 | * Now go through looking for LINE_UNKNOWN edges which |
1790 | * connect two dots that are already in the same |
1791 | * equivalence class. If we find one, test to see if the |
1792 | * loop it would create is a solution. |
1793 | */ |
1794 | for (j = 0; j <= sstate->state->h; ++j) { |
1795 | for (i = 0; i <= sstate->state->w; ++i) { |
1796 | for (d = 0; d < 2; d++) { |
1797 | int i2, j2, eqclass, val; |
1798 | |
1799 | if (d == 0) { |
1800 | if (RIGHTOF_DOT(sstate->state, i, j) != |
1801 | LINE_UNKNOWN) |
1802 | continue; |
1803 | i2 = i+1; |
1804 | j2 = j; |
1805 | } else { |
1806 | if (BELOW_DOT(sstate->state, i, j) != |
1807 | LINE_UNKNOWN) |
1808 | continue; |
1809 | i2 = i; |
1810 | j2 = j+1; |
1811 | } |
1812 | |
1813 | eqclass = dsf_canonify(sstate->dotdsf, |
1814 | j * (sstate->state->w+1) + i); |
1815 | if (eqclass != dsf_canonify(sstate->dotdsf, |
1816 | j2 * (sstate->state->w+1) + |
1817 | i2)) |
1818 | continue; |
1819 | |
1820 | val = LINE_NO; /* loop is bad until proven otherwise */ |
1821 | |
1822 | /* |
1823 | * This edge would form a loop. Next |
1824 | * question: how long would the loop be? |
1825 | * Would it equal the total number of edges |
1826 | * (plus the one we'd be adding if we added |
1827 | * it)? |
1828 | */ |
1829 | if (sstate->looplen[eqclass] == edgecount + 1) { |
1830 | int sm1_nearby; |
1831 | int cx, cy; |
1832 | |
1833 | /* |
1834 | * This edge would form a loop which |
1835 | * took in all the edges in the entire |
1836 | * grid. So now we need to work out |
1837 | * whether it would be a valid solution |
1838 | * to the puzzle, which means we have to |
1839 | * check if it satisfies all the clues. |
1840 | * This means that every clue must be |
1841 | * either satisfied or satisfied-minus- |
1842 | * 1, and also that the number of |
1843 | * satisfied-minus-1 clues must be at |
1844 | * most two and they must lie on either |
1845 | * side of this edge. |
1846 | */ |
1847 | sm1_nearby = 0; |
1848 | cx = i - (j2-j); |
1849 | cy = j - (i2-i); |
1850 | if (CLUE_AT(sstate->state, cx,cy) != ' ' && |
1851 | square_order(sstate->state, cx,cy, LINE_YES) == |
1852 | CLUE_AT(sstate->state, cx,cy) - '0' - 1) |
1853 | sm1_nearby++; |
1854 | if (CLUE_AT(sstate->state, i, j) != ' ' && |
1855 | square_order(sstate->state, i, j, LINE_YES) == |
1856 | CLUE_AT(sstate->state, i, j) - '0' - 1) |
1857 | sm1_nearby++; |
1858 | if (sm1clues == sm1_nearby && |
1859 | sm1clues + satclues == clues) |
1860 | val = LINE_YES; /* loop is good! */ |
1861 | } |
1862 | |
1863 | /* |
1864 | * Right. Now we know that adding this edge |
1865 | * would form a loop, and we know whether |
1866 | * that loop would be a viable solution or |
1867 | * not. |
1868 | * |
1869 | * If adding this edge produces a solution, |
1870 | * then we know we've found _a_ solution but |
1871 | * we don't know that it's _the_ solution - |
1872 | * if it were provably the solution then |
1873 | * we'd have deduced this edge some time ago |
1874 | * without the need to do loop detection. So |
1875 | * in this state we return SOLVER_AMBIGUOUS, |
1876 | * which has the effect that hitting Solve |
1877 | * on a user-provided puzzle will fill in a |
1878 | * solution but using the solver to |
1879 | * construct new puzzles won't consider this |
1880 | * a reasonable deduction for the user to |
1881 | * make. |
1882 | */ |
1883 | if (d == 0) |
1884 | LV_RIGHTOF_DOT(sstate->state, i, j) = val; |
1885 | else |
1886 | LV_BELOW_DOT(sstate->state, i, j) = val; |
1887 | if (val == LINE_YES) { |
1888 | sstate->solver_status = SOLVER_AMBIGUOUS; |
1889 | goto finished_loop_checking; |
1890 | } |
1891 | } |
1892 | } |
1893 | } |
1894 | |
1895 | finished_loop_checking: |
1896 | |
1897 | RETURN_IF_SOLVED; |
1898 | } |
1899 | |
1900 | if (solver_states_equal(sstate, sstate_saved)) { |
1901 | /* Solver has stopped making progress so we terminate */ |
1902 | free_solver_state(sstate_saved); |
1903 | break; |
1904 | } |
1905 | |
1906 | free_solver_state(sstate_saved); |
1907 | } |
1908 | |
1909 | if (sstate->solver_status == SOLVER_SOLVED || |
1910 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
1911 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
1912 | array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO, |
1913 | HL_COUNT(sstate->state)); |
1914 | array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO, |
1915 | VL_COUNT(sstate->state)); |
1916 | return sstate; |
1917 | } |
1918 | |
1919 | /* Perform recursive calls */ |
1920 | if (sstate->recursion_remaining) { |
6193da8d |
1921 | sstate_saved = dup_solver_state(sstate); |
1922 | |
c0eb17ce |
1923 | sstate->recursion_remaining--; |
1924 | |
6193da8d |
1925 | recursive_soln_count = 0; |
1926 | sstate_rec_solved = NULL; |
1927 | |
1928 | /* Memory management: |
1929 | * sstate_saved won't be modified but needs to be freed when we have |
1930 | * finished with it. |
1931 | * sstate is expected to contain our 'best' solution by the time we |
1932 | * finish this section of code. It's the thing we'll try adding lines |
1933 | * to, seeing if they make it more solvable. |
1934 | * If sstate_rec_solved is non-NULL, it will supersede sstate |
1935 | * eventually. sstate_tmp should not hold a value persistently. |
1936 | */ |
1937 | |
1938 | /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware |
1939 | * of the possibility of additional solutions. So as soon as we have a |
1940 | * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but |
1941 | * if we get a SOLVER_SOLVED we want to keep trying in case we find |
1942 | * further solutions and have to mark it ambiguous. |
1943 | */ |
1944 | |
1945 | #define DO_RECURSIVE_CALL(dir_dot) \ |
1946 | if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
1947 | debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \ |
1948 | LV_##dir_dot(sstate->state, i, j) = LINE_YES; \ |
c0eb17ce |
1949 | sstate_tmp = solve_game_rec(sstate, diff); \ |
6193da8d |
1950 | switch (sstate_tmp->solver_status) { \ |
1951 | case SOLVER_AMBIGUOUS: \ |
1952 | debug(("Solver ambiguous, returning\n")); \ |
1953 | sstate_rec_solved = sstate_tmp; \ |
1954 | goto finished_recursion; \ |
1955 | case SOLVER_SOLVED: \ |
1956 | switch (++recursive_soln_count) { \ |
1957 | case 1: \ |
1958 | debug(("One solution found\n")); \ |
1959 | sstate_rec_solved = sstate_tmp; \ |
1960 | break; \ |
1961 | case 2: \ |
1962 | debug(("Ambiguous solutions found\n")); \ |
1963 | free_solver_state(sstate_tmp); \ |
1964 | sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\ |
1965 | goto finished_recursion; \ |
1966 | default: \ |
1967 | assert(!"recursive_soln_count out of range"); \ |
1968 | break; \ |
1969 | } \ |
1970 | break; \ |
1971 | case SOLVER_MISTAKE: \ |
1972 | debug(("Non-solution found\n")); \ |
1973 | free_solver_state(sstate_tmp); \ |
1974 | free_solver_state(sstate_saved); \ |
1975 | LV_##dir_dot(sstate->state, i, j) = LINE_NO; \ |
1976 | goto nonrecursive_solver; \ |
1977 | case SOLVER_INCOMPLETE: \ |
1978 | debug(("Recursive step inconclusive\n")); \ |
1979 | free_solver_state(sstate_tmp); \ |
1980 | break; \ |
1981 | } \ |
1982 | free_solver_state(sstate); \ |
1983 | sstate = dup_solver_state(sstate_saved); \ |
1984 | } |
1985 | |
1986 | for (j = 0; j < sstate->state->h + 1; ++j) { |
1987 | for (i = 0; i < sstate->state->w + 1; ++i) { |
1988 | /* Only perform recursive calls on 'loose ends' */ |
1989 | if (dot_order(sstate->state, i, j, LINE_YES) == 1) { |
c0eb17ce |
1990 | DO_RECURSIVE_CALL(LEFTOF_DOT); |
1991 | DO_RECURSIVE_CALL(RIGHTOF_DOT); |
1992 | DO_RECURSIVE_CALL(ABOVE_DOT); |
1993 | DO_RECURSIVE_CALL(BELOW_DOT); |
6193da8d |
1994 | } |
1995 | } |
1996 | } |
1997 | |
1998 | finished_recursion: |
1999 | |
2000 | if (sstate_rec_solved) { |
2001 | free_solver_state(sstate); |
2002 | sstate = sstate_rec_solved; |
2003 | } |
2004 | } |
2005 | |
2006 | return sstate; |
2007 | } |
2008 | |
2009 | /* XXX bits of solver that may come in handy one day */ |
2010 | #if 0 |
2011 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
2012 | /* dline from this dot that's entirely unknown must have |
2013 | * both lines identical */ \ |
2014 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \ |
2015 | dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
2016 | sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \ |
2017 | 1<<dline; \ |
2018 | } else if (sstate->dline_identical[i + |
2019 | (sstate->state->w + 1) * j] &\ |
2020 | 1<<dline) { \ |
2021 | /* If they're identical and one is known do the obvious |
2022 | * thing */ \ |
2023 | t = dir1_dot(sstate->state, i, j); \ |
2024 | if (t != LINE_UNKNOWN) \ |
2025 | dir2_dot(sstate->state, i, j) = t; \ |
2026 | else { \ |
2027 | t = dir2_dot(sstate->state, i, j); \ |
2028 | if (t != LINE_UNKNOWN) \ |
2029 | dir1_dot(sstate->state, i, j) = t; \ |
2030 | } \ |
2031 | } \ |
2032 | DOT_DLINES; |
2033 | #undef HANDLE_DLINE |
2034 | #endif |
2035 | |
2036 | #if 0 |
2037 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
2038 | if (sstate->dline_identical[i+a + \ |
2039 | (sstate->state->w + 1) * (j+b)] &\ |
2040 | 1<<dline) { \ |
2041 | dir1_sq(sstate->state, i, j) = LINE_YES; \ |
2042 | dir2_sq(sstate->state, i, j) = LINE_YES; \ |
2043 | } |
2044 | /* If two lines are the same they must be on */ |
2045 | SQUARE_DLINES; |
2046 | #undef HANDLE_DLINE |
2047 | #endif |
2048 | |
2049 | |
2050 | #if 0 |
2051 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
2052 | if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \ |
2053 | 1<<dline) { \ |
2054 | if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \ |
2055 | CLUE_AT(sstate->state, i, j) - '0') { \ |
2056 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \ |
2057 | /* XXX the following may overwrite known data! */ \ |
2058 | dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
2059 | dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
2060 | } \ |
2061 | } |
2062 | SQUARE_DLINES; |
2063 | #undef HANDLE_DLINE |
2064 | #endif |
2065 | |
2066 | #if 0 |
2067 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
2068 | if (sstate->dline_identical[i+a + |
2069 | (sstate->state->w + 1) * (j+b)] &\ |
2070 | 1<<dline) { \ |
2071 | dir1_sq(sstate->state, i, j) = LINE_NO; \ |
2072 | dir2_sq(sstate->state, i, j) = LINE_NO; \ |
2073 | } |
2074 | /* If two lines are the same they must be off */ |
2075 | SQUARE_DLINES; |
2076 | #undef HANDLE_DLINE |
2077 | #endif |
2078 | |
2079 | static char *solve_game(game_state *state, game_state *currstate, |
2080 | char *aux, char **error) |
2081 | { |
2082 | char *soln = NULL; |
2083 | solver_state *sstate, *new_sstate; |
2084 | |
2085 | sstate = new_solver_state(state); |
c0eb17ce |
2086 | new_sstate = solve_game_rec(sstate, DIFFCOUNT); |
6193da8d |
2087 | |
2088 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
2089 | soln = encode_solve_move(new_sstate->state); |
2090 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
2091 | soln = encode_solve_move(new_sstate->state); |
2092 | /**error = "Solver found ambiguous solutions"; */ |
2093 | } else { |
2094 | soln = encode_solve_move(new_sstate->state); |
2095 | /**error = "Solver failed"; */ |
2096 | } |
2097 | |
2098 | free_solver_state(new_sstate); |
2099 | free_solver_state(sstate); |
2100 | |
2101 | return soln; |
2102 | } |
2103 | |
2104 | static char *game_text_format(game_state *state) |
2105 | { |
2106 | int i, j; |
2107 | int len; |
2108 | char *ret, *rp; |
2109 | |
2110 | len = (2 * state->w + 2) * (2 * state->h + 1); |
2111 | rp = ret = snewn(len + 1, char); |
2112 | |
2113 | #define DRAW_HL \ |
2114 | switch (ABOVE_SQUARE(state, i, j)) { \ |
2115 | case LINE_YES: \ |
2116 | rp += sprintf(rp, " -"); \ |
2117 | break; \ |
2118 | case LINE_NO: \ |
2119 | rp += sprintf(rp, " x"); \ |
2120 | break; \ |
2121 | case LINE_UNKNOWN: \ |
2122 | rp += sprintf(rp, " "); \ |
2123 | break; \ |
2124 | default: \ |
2125 | assert(!"Illegal line state for HL");\ |
2126 | } |
2127 | |
2128 | #define DRAW_VL \ |
2129 | switch (LEFTOF_SQUARE(state, i, j)) {\ |
2130 | case LINE_YES: \ |
2131 | rp += sprintf(rp, "|"); \ |
2132 | break; \ |
2133 | case LINE_NO: \ |
2134 | rp += sprintf(rp, "x"); \ |
2135 | break; \ |
2136 | case LINE_UNKNOWN: \ |
2137 | rp += sprintf(rp, " "); \ |
2138 | break; \ |
2139 | default: \ |
2140 | assert(!"Illegal line state for VL");\ |
2141 | } |
2142 | |
2143 | for (j = 0; j < state->h; ++j) { |
2144 | for (i = 0; i < state->w; ++i) { |
2145 | DRAW_HL; |
2146 | } |
2147 | rp += sprintf(rp, " \n"); |
2148 | for (i = 0; i < state->w; ++i) { |
2149 | DRAW_VL; |
9cfc03b7 |
2150 | rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j))); |
6193da8d |
2151 | } |
2152 | DRAW_VL; |
2153 | rp += sprintf(rp, "\n"); |
2154 | } |
2155 | for (i = 0; i < state->w; ++i) { |
2156 | DRAW_HL; |
2157 | } |
2158 | rp += sprintf(rp, " \n"); |
2159 | |
2160 | assert(strlen(ret) == len); |
2161 | return ret; |
2162 | } |
2163 | |
2164 | static game_ui *new_ui(game_state *state) |
2165 | { |
2166 | return NULL; |
2167 | } |
2168 | |
2169 | static void free_ui(game_ui *ui) |
2170 | { |
2171 | } |
2172 | |
2173 | static char *encode_ui(game_ui *ui) |
2174 | { |
2175 | return NULL; |
2176 | } |
2177 | |
2178 | static void decode_ui(game_ui *ui, char *encoding) |
2179 | { |
2180 | } |
2181 | |
2182 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2183 | game_state *newstate) |
2184 | { |
2185 | } |
2186 | |
2187 | struct game_drawstate { |
2188 | int started; |
2189 | int tilesize; |
2190 | int flashing; |
2191 | char *hl, *vl; |
c0eb17ce |
2192 | char *clue_error; |
6193da8d |
2193 | }; |
2194 | |
2195 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2196 | int x, int y, int button) |
2197 | { |
2198 | int hl_selected; |
2199 | int i, j, p, q; |
2200 | char *ret, buf[80]; |
2201 | char button_char = ' '; |
2202 | enum line_state old_state; |
2203 | |
2204 | button &= ~MOD_MASK; |
2205 | |
2206 | /* Around each line is a diamond-shaped region where points within that |
2207 | * region are closer to this line than any other. We assume any click |
2208 | * within a line's diamond was meant for that line. It would all be a lot |
2209 | * simpler if the / and % operators respected modulo arithmetic properly |
2210 | * for negative numbers. */ |
2211 | |
2212 | x -= BORDER; |
2213 | y -= BORDER; |
2214 | |
2215 | /* Get the coordinates of the square the click was in */ |
2216 | i = (x + TILE_SIZE) / TILE_SIZE - 1; |
2217 | j = (y + TILE_SIZE) / TILE_SIZE - 1; |
2218 | |
2219 | /* Get the precise position inside square [i,j] */ |
2220 | p = (x + TILE_SIZE) % TILE_SIZE; |
2221 | q = (y + TILE_SIZE) % TILE_SIZE; |
2222 | |
2223 | /* After this bit of magic [i,j] will correspond to the point either above |
2224 | * or to the left of the line selected */ |
2225 | if (p > q) { |
2226 | if (TILE_SIZE - p > q) { |
2227 | hl_selected = TRUE; |
2228 | } else { |
2229 | hl_selected = FALSE; |
2230 | ++i; |
2231 | } |
2232 | } else { |
2233 | if (TILE_SIZE - q > p) { |
2234 | hl_selected = FALSE; |
2235 | } else { |
2236 | hl_selected = TRUE; |
2237 | ++j; |
2238 | } |
2239 | } |
2240 | |
2241 | if (i < 0 || j < 0) |
2242 | return NULL; |
2243 | |
2244 | if (hl_selected) { |
2245 | if (i >= state->w || j >= state->h + 1) |
2246 | return NULL; |
2247 | } else { |
2248 | if (i >= state->w + 1 || j >= state->h) |
2249 | return NULL; |
2250 | } |
2251 | |
2252 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
2253 | /* Maybe will add mouse drag support some time */ |
2254 | if (hl_selected) |
2255 | old_state = RIGHTOF_DOT(state, i, j); |
2256 | else |
2257 | old_state = BELOW_DOT(state, i, j); |
2258 | |
2259 | switch (button) { |
2260 | case LEFT_BUTTON: |
2261 | switch (old_state) { |
2262 | case LINE_UNKNOWN: |
2263 | button_char = 'y'; |
2264 | break; |
2265 | case LINE_YES: |
2266 | case LINE_NO: |
2267 | button_char = 'u'; |
2268 | break; |
2269 | } |
2270 | break; |
2271 | case MIDDLE_BUTTON: |
2272 | button_char = 'u'; |
2273 | break; |
2274 | case RIGHT_BUTTON: |
2275 | switch (old_state) { |
2276 | case LINE_UNKNOWN: |
2277 | button_char = 'n'; |
2278 | break; |
2279 | case LINE_NO: |
2280 | case LINE_YES: |
2281 | button_char = 'u'; |
2282 | break; |
2283 | } |
2284 | break; |
2285 | default: |
2286 | return NULL; |
2287 | } |
2288 | |
2289 | |
9cfc03b7 |
2290 | sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char); |
6193da8d |
2291 | ret = dupstr(buf); |
2292 | |
2293 | return ret; |
2294 | } |
2295 | |
2296 | static game_state *execute_move(game_state *state, char *move) |
2297 | { |
2298 | int i, j; |
2299 | game_state *newstate = dup_game(state); |
2300 | |
2301 | if (move[0] == 'S') { |
2302 | move++; |
2303 | newstate->cheated = TRUE; |
2304 | } |
2305 | |
2306 | while (*move) { |
2307 | i = atoi(move); |
2308 | move = strchr(move, ','); |
2309 | if (!move) |
2310 | goto fail; |
2311 | j = atoi(++move); |
2312 | move += strspn(move, "1234567890"); |
2313 | switch (*(move++)) { |
2314 | case 'h': |
2315 | if (i >= newstate->w || j > newstate->h) |
2316 | goto fail; |
2317 | switch (*(move++)) { |
2318 | case 'y': |
2319 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES; |
2320 | break; |
2321 | case 'n': |
2322 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO; |
2323 | break; |
2324 | case 'u': |
2325 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN; |
2326 | break; |
2327 | default: |
2328 | goto fail; |
2329 | } |
2330 | break; |
2331 | case 'v': |
2332 | if (i > newstate->w || j >= newstate->h) |
2333 | goto fail; |
2334 | switch (*(move++)) { |
2335 | case 'y': |
2336 | LV_BELOW_DOT(newstate, i, j) = LINE_YES; |
2337 | break; |
2338 | case 'n': |
2339 | LV_BELOW_DOT(newstate, i, j) = LINE_NO; |
2340 | break; |
2341 | case 'u': |
2342 | LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN; |
2343 | break; |
2344 | default: |
2345 | goto fail; |
2346 | } |
2347 | break; |
2348 | default: |
2349 | goto fail; |
2350 | } |
2351 | } |
2352 | |
2353 | /* |
2354 | * Check for completion. |
2355 | */ |
67d5174b |
2356 | i = 0; /* placate optimiser */ |
6193da8d |
2357 | for (j = 0; j <= newstate->h; j++) { |
2358 | for (i = 0; i < newstate->w; i++) |
2359 | if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES) |
2360 | break; |
2361 | if (i < newstate->w) |
2362 | break; |
2363 | } |
2364 | if (j <= newstate->h) { |
2365 | int prevdir = 'R'; |
2366 | int x = i, y = j; |
2367 | int looplen, count; |
2368 | |
2369 | /* |
2370 | * We've found a horizontal edge at (i,j). Follow it round |
2371 | * to see if it's part of a loop. |
2372 | */ |
2373 | looplen = 0; |
2374 | while (1) { |
2375 | int order = dot_order(newstate, x, y, LINE_YES); |
2376 | if (order != 2) |
2377 | goto completion_check_done; |
2378 | |
2379 | if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') { |
2380 | x--; |
2381 | prevdir = 'R'; |
2382 | } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES && |
2383 | prevdir != 'R') { |
2384 | x++; |
2385 | prevdir = 'L'; |
2386 | } else if (ABOVE_DOT(newstate, x, y) == LINE_YES && |
2387 | prevdir != 'U') { |
2388 | y--; |
2389 | prevdir = 'D'; |
2390 | } else if (BELOW_DOT(newstate, x, y) == LINE_YES && |
2391 | prevdir != 'D') { |
2392 | y++; |
2393 | prevdir = 'U'; |
2394 | } else { |
2395 | assert(!"Can't happen"); /* dot_order guarantees success */ |
2396 | } |
2397 | |
2398 | looplen++; |
2399 | |
2400 | if (x == i && y == j) |
2401 | break; |
2402 | } |
2403 | |
2404 | if (x != i || y != j || looplen == 0) |
2405 | goto completion_check_done; |
2406 | |
2407 | /* |
2408 | * We've traced our way round a loop, and we know how many |
2409 | * line segments were involved. Count _all_ the line |
2410 | * segments in the grid, to see if the loop includes them |
2411 | * all. |
2412 | */ |
2413 | count = 0; |
2414 | for (j = 0; j <= newstate->h; j++) |
2415 | for (i = 0; i <= newstate->w; i++) |
2416 | count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) + |
2417 | (BELOW_DOT(newstate, i, j) == LINE_YES)); |
2418 | assert(count >= looplen); |
2419 | if (count != looplen) |
2420 | goto completion_check_done; |
2421 | |
2422 | /* |
2423 | * The grid contains one closed loop and nothing else. |
2424 | * Check that all the clues are satisfied. |
2425 | */ |
2426 | for (j = 0; j < newstate->h; ++j) { |
2427 | for (i = 0; i < newstate->w; ++i) { |
2428 | int n = CLUE_AT(newstate, i, j); |
2429 | if (n != ' ') { |
2430 | if (square_order(newstate, i, j, LINE_YES) != n - '0') { |
2431 | goto completion_check_done; |
2432 | } |
2433 | } |
2434 | } |
2435 | } |
2436 | |
2437 | /* |
2438 | * Completed! |
2439 | */ |
2440 | newstate->solved = TRUE; |
2441 | } |
2442 | |
2443 | completion_check_done: |
2444 | return newstate; |
2445 | |
2446 | fail: |
2447 | free_game(newstate); |
2448 | return NULL; |
2449 | } |
2450 | |
2451 | /* ---------------------------------------------------------------------- |
2452 | * Drawing routines. |
2453 | */ |
2454 | |
2455 | #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1) |
2456 | |
2457 | static void game_compute_size(game_params *params, int tilesize, |
2458 | int *x, int *y) |
2459 | { |
2460 | struct { int tilesize; } ads, *ds = &ads; |
2461 | ads.tilesize = tilesize; |
2462 | |
2463 | *x = SIZE(params->w); |
2464 | *y = SIZE(params->h); |
2465 | } |
2466 | |
2467 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2468 | game_params *params, int tilesize) |
2469 | { |
2470 | ds->tilesize = tilesize; |
2471 | } |
2472 | |
2473 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
2474 | { |
2475 | float *ret = snewn(4 * NCOLOURS, float); |
2476 | |
2477 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2478 | |
2479 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
2480 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
2481 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
2482 | |
2483 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2484 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2485 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2486 | |
c0eb17ce |
2487 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
2488 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
2489 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
2490 | |
6193da8d |
2491 | *ncolours = NCOLOURS; |
2492 | return ret; |
2493 | } |
2494 | |
2495 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2496 | { |
2497 | struct game_drawstate *ds = snew(struct game_drawstate); |
2498 | |
2499 | ds->tilesize = 0; |
2500 | ds->started = 0; |
2501 | ds->hl = snewn(HL_COUNT(state), char); |
2502 | ds->vl = snewn(VL_COUNT(state), char); |
c0eb17ce |
2503 | ds->clue_error = snewn(SQUARE_COUNT(state), char); |
6193da8d |
2504 | ds->flashing = 0; |
2505 | |
2506 | memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state)); |
2507 | memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state)); |
c0eb17ce |
2508 | memset(ds->clue_error, 0, SQUARE_COUNT(state)); |
6193da8d |
2509 | |
2510 | return ds; |
2511 | } |
2512 | |
2513 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2514 | { |
c0eb17ce |
2515 | sfree(ds->clue_error); |
6193da8d |
2516 | sfree(ds->hl); |
2517 | sfree(ds->vl); |
2518 | sfree(ds); |
2519 | } |
2520 | |
2521 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2522 | game_state *state, int dir, game_ui *ui, |
2523 | float animtime, float flashtime) |
2524 | { |
c0eb17ce |
2525 | int i, j, n; |
6193da8d |
2526 | int w = state->w, h = state->h; |
2527 | char c[2]; |
2528 | int line_colour, flash_changed; |
c0eb17ce |
2529 | int clue_mistake; |
6193da8d |
2530 | |
2531 | if (!ds->started) { |
2532 | /* |
2533 | * The initial contents of the window are not guaranteed and |
2534 | * can vary with front ends. To be on the safe side, all games |
2535 | * should start by drawing a big background-colour rectangle |
2536 | * covering the whole window. |
2537 | */ |
2538 | draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND); |
2539 | |
2540 | /* Draw dots */ |
2541 | for (j = 0; j < h + 1; ++j) { |
2542 | for (i = 0; i < w + 1; ++i) { |
2543 | draw_rect(dr, |
2544 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
2545 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
2546 | LINEWIDTH, LINEWIDTH, COL_FOREGROUND); |
2547 | } |
2548 | } |
2549 | |
2550 | /* Draw clues */ |
2551 | for (j = 0; j < h; ++j) { |
2552 | for (i = 0; i < w; ++i) { |
2553 | c[0] = CLUE_AT(state, i, j); |
2554 | c[1] = '\0'; |
2555 | draw_text(dr, |
2556 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
2557 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
2558 | FONT_VARIABLE, TILE_SIZE/2, |
2559 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
2560 | } |
2561 | } |
2562 | draw_update(dr, 0, 0, |
2563 | state->w * TILE_SIZE + 2*BORDER + 1, |
2564 | state->h * TILE_SIZE + 2*BORDER + 1); |
2565 | ds->started = TRUE; |
2566 | } |
2567 | |
2568 | if (flashtime > 0 && |
2569 | (flashtime <= FLASH_TIME/3 || |
2570 | flashtime >= FLASH_TIME*2/3)) { |
2571 | flash_changed = !ds->flashing; |
2572 | ds->flashing = TRUE; |
2573 | line_colour = COL_HIGHLIGHT; |
2574 | } else { |
2575 | flash_changed = ds->flashing; |
2576 | ds->flashing = FALSE; |
2577 | line_colour = COL_FOREGROUND; |
2578 | } |
2579 | |
2580 | #define CROSS_SIZE (3 * LINEWIDTH / 2) |
2581 | |
c0eb17ce |
2582 | /* Redraw clue colours if necessary */ |
2583 | for (j = 0; j < h; ++j) { |
2584 | for (i = 0; i < w; ++i) { |
2585 | c[0] = CLUE_AT(state, i, j); |
2586 | c[1] = '\0'; |
2587 | if (c[0] == ' ') |
2588 | continue; |
2589 | |
2590 | n = c[0] - '0'; |
2591 | assert(n >= 0 && n <= 4); |
2592 | |
2593 | clue_mistake = (square_order(state, i, j, LINE_YES) > n || |
2594 | square_order(state, i, j, LINE_NO ) > (4-n)); |
2595 | |
0f937981 |
2596 | if (clue_mistake != ds->clue_error[j * w + i]) { |
c0eb17ce |
2597 | draw_rect(dr, |
2598 | BORDER + i * TILE_SIZE + CROSS_SIZE, |
2599 | BORDER + j * TILE_SIZE + CROSS_SIZE, |
2600 | TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2, |
2601 | COL_BACKGROUND); |
2602 | draw_text(dr, |
2603 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
2604 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
2605 | FONT_VARIABLE, TILE_SIZE/2, |
2606 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2607 | clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c); |
2608 | draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER, |
2609 | TILE_SIZE, TILE_SIZE); |
2610 | |
0f937981 |
2611 | ds->clue_error[j * w + i] = clue_mistake; |
c0eb17ce |
2612 | } |
2613 | } |
2614 | } |
2615 | |
2616 | /* I've also had a request to colour lines red if they make a non-solution |
2617 | * loop, or if more than two lines go into any point. I think that would |
2618 | * be good some time. */ |
2619 | |
6193da8d |
2620 | #define CLEAR_VL(i, j) do { \ |
2621 | draw_rect(dr, \ |
2622 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
444203b4 |
2623 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
6193da8d |
2624 | CROSS_SIZE * 2, \ |
2625 | TILE_SIZE - LINEWIDTH, \ |
2626 | COL_BACKGROUND); \ |
2627 | draw_update(dr, \ |
2628 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
2629 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2630 | CROSS_SIZE*2, \ |
2631 | TILE_SIZE + CROSS_SIZE*2); \ |
2632 | } while (0) |
2633 | |
2634 | #define CLEAR_HL(i, j) do { \ |
2635 | draw_rect(dr, \ |
444203b4 |
2636 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
6193da8d |
2637 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2638 | TILE_SIZE - LINEWIDTH, \ |
2639 | CROSS_SIZE * 2, \ |
2640 | COL_BACKGROUND); \ |
2641 | draw_update(dr, \ |
2642 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
2643 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2644 | TILE_SIZE + CROSS_SIZE*2, \ |
2645 | CROSS_SIZE*2); \ |
2646 | } while (0) |
2647 | |
2648 | /* Vertical lines */ |
2649 | for (j = 0; j < h; ++j) { |
2650 | for (i = 0; i < w + 1; ++i) { |
2651 | switch (BELOW_DOT(state, i, j)) { |
2652 | case LINE_UNKNOWN: |
2653 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
2654 | CLEAR_VL(i, j); |
2655 | } |
2656 | break; |
2657 | case LINE_YES: |
2658 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) || |
2659 | flash_changed) { |
2660 | CLEAR_VL(i, j); |
2661 | draw_rect(dr, |
2662 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
444203b4 |
2663 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
6193da8d |
2664 | LINEWIDTH, TILE_SIZE - LINEWIDTH, |
2665 | line_colour); |
2666 | } |
2667 | break; |
2668 | case LINE_NO: |
2669 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
2670 | CLEAR_VL(i, j); |
2671 | draw_line(dr, |
2672 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
2673 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2674 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
2675 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2676 | COL_FOREGROUND); |
2677 | draw_line(dr, |
2678 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
2679 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2680 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
2681 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2682 | COL_FOREGROUND); |
2683 | } |
2684 | break; |
2685 | } |
2686 | ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j); |
2687 | } |
2688 | } |
2689 | |
2690 | /* Horizontal lines */ |
2691 | for (j = 0; j < h + 1; ++j) { |
2692 | for (i = 0; i < w; ++i) { |
2693 | switch (RIGHTOF_DOT(state, i, j)) { |
2694 | case LINE_UNKNOWN: |
2695 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
2696 | CLEAR_HL(i, j); |
2697 | } |
2698 | break; |
2699 | case LINE_YES: |
2700 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) || |
2701 | flash_changed) { |
2702 | CLEAR_HL(i, j); |
2703 | draw_rect(dr, |
444203b4 |
2704 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
6193da8d |
2705 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
2706 | TILE_SIZE - LINEWIDTH, LINEWIDTH, |
2707 | line_colour); |
2708 | break; |
2709 | } |
2710 | case LINE_NO: |
2711 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
2712 | CLEAR_HL(i, j); |
2713 | draw_line(dr, |
2714 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2715 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
2716 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2717 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
2718 | COL_FOREGROUND); |
2719 | draw_line(dr, |
2720 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2721 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
2722 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2723 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
2724 | COL_FOREGROUND); |
2725 | break; |
2726 | } |
2727 | } |
2728 | ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j); |
2729 | } |
2730 | } |
2731 | } |
2732 | |
2733 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2734 | int dir, game_ui *ui) |
2735 | { |
2736 | return 0.0F; |
2737 | } |
2738 | |
2739 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2740 | int dir, game_ui *ui) |
2741 | { |
2742 | if (!oldstate->solved && newstate->solved && |
2743 | !oldstate->cheated && !newstate->cheated) { |
2744 | return FLASH_TIME; |
2745 | } |
2746 | |
2747 | return 0.0F; |
2748 | } |
2749 | |
2750 | static int game_wants_statusbar(void) |
2751 | { |
2752 | return FALSE; |
2753 | } |
2754 | |
2755 | static int game_timing_state(game_state *state, game_ui *ui) |
2756 | { |
2757 | return TRUE; |
2758 | } |
2759 | |
2760 | static void game_print_size(game_params *params, float *x, float *y) |
2761 | { |
2762 | int pw, ph; |
2763 | |
2764 | /* |
2765 | * I'll use 7mm squares by default. |
2766 | */ |
2767 | game_compute_size(params, 700, &pw, &ph); |
2768 | *x = pw / 100.0F; |
2769 | *y = ph / 100.0F; |
2770 | } |
2771 | |
2772 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2773 | { |
2774 | int w = state->w, h = state->h; |
2775 | int ink = print_mono_colour(dr, 0); |
2776 | int x, y; |
2777 | game_drawstate ads, *ds = &ads; |
2778 | ds->tilesize = tilesize; |
2779 | |
2780 | /* |
2781 | * Dots. I'll deliberately make the dots a bit wider than the |
2782 | * lines, so you can still see them. (And also because it's |
2783 | * annoyingly tricky to make them _exactly_ the same size...) |
2784 | */ |
2785 | for (y = 0; y <= h; y++) |
2786 | for (x = 0; x <= w; x++) |
2787 | draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE, |
2788 | LINEWIDTH, ink, ink); |
2789 | |
2790 | /* |
2791 | * Clues. |
2792 | */ |
2793 | for (y = 0; y < h; y++) |
2794 | for (x = 0; x < w; x++) |
2795 | if (CLUE_AT(state, x, y) != ' ') { |
2796 | char c[2]; |
2797 | |
2798 | c[0] = CLUE_AT(state, x, y); |
2799 | c[1] = '\0'; |
2800 | draw_text(dr, |
2801 | BORDER + x * TILE_SIZE + TILE_SIZE/2, |
2802 | BORDER + y * TILE_SIZE + TILE_SIZE/2, |
2803 | FONT_VARIABLE, TILE_SIZE/2, |
2804 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
2805 | } |
2806 | |
2807 | /* |
2808 | * Lines. (At the moment, I'm not bothering with crosses.) |
2809 | */ |
2810 | for (y = 0; y <= h; y++) |
2811 | for (x = 0; x < w; x++) |
2812 | if (RIGHTOF_DOT(state, x, y) == LINE_YES) |
2813 | draw_rect(dr, BORDER + x * TILE_SIZE, |
2814 | BORDER + y * TILE_SIZE - LINEWIDTH/2, |
2815 | TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink); |
2816 | for (y = 0; y < h; y++) |
2817 | for (x = 0; x <= w; x++) |
2818 | if (BELOW_DOT(state, x, y) == LINE_YES) |
2819 | draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2, |
2820 | BORDER + y * TILE_SIZE, |
2821 | (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink); |
2822 | } |
2823 | |
2824 | #ifdef COMBINED |
2825 | #define thegame loopy |
2826 | #endif |
2827 | |
2828 | const struct game thegame = { |
2829 | "Loopy", "games.loopy", |
2830 | default_params, |
2831 | game_fetch_preset, |
2832 | decode_params, |
2833 | encode_params, |
2834 | free_params, |
2835 | dup_params, |
2836 | TRUE, game_configure, custom_params, |
2837 | validate_params, |
2838 | new_game_desc, |
2839 | validate_desc, |
2840 | new_game, |
2841 | dup_game, |
2842 | free_game, |
2843 | 1, solve_game, |
2844 | TRUE, game_text_format, |
2845 | new_ui, |
2846 | free_ui, |
2847 | encode_ui, |
2848 | decode_ui, |
2849 | game_changed_state, |
2850 | interpret_move, |
2851 | execute_move, |
2852 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2853 | game_colours, |
2854 | game_new_drawstate, |
2855 | game_free_drawstate, |
2856 | game_redraw, |
2857 | game_anim_length, |
2858 | game_flash_length, |
2859 | TRUE, FALSE, game_print_size, game_print, |
2860 | game_wants_statusbar, |
2861 | FALSE, game_timing_state, |
2862 | 0, /* mouse_priorities */ |
2863 | }; |