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1 | /* |
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2 | * loopy.c: |
3 | * |
4 | * An implementation of the Nikoli game 'Loop the loop'. |
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5 | * (c) Mike Pinna, 2005, 2006 |
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6 | * Substantially rewritten to allowing for more general types of grid. |
7 | * (c) Lambros Lambrou 2008 |
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8 | * |
9 | * vim: set shiftwidth=4 :set textwidth=80: |
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10 | */ |
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11 | |
12 | /* |
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13 | * |
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14 | * - There's an interesting deductive technique which makes use of topology |
15 | * rather than just graph theory. Each _square_ in the grid is either inside |
16 | * or outside the loop; you can tell that two squares are on the same side |
17 | * of the loop if they're separated by an x (or, more generally, by a path |
18 | * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), and on the |
19 | * opposite side of the loop if they're separated by a line (or an odd |
20 | * number of LINE_YESes and no LINE_UNKNOWNs). Oh, and any square separated |
21 | * from the outside of the grid by a LINE_YES or a LINE_NO is on the inside |
22 | * or outside respectively. So if you can track this for all squares, you |
23 | * figure out the state of the line between a pair once their relative |
24 | * insideness is known. |
25 | * |
26 | * - (Just a speed optimisation.) Consider some todo list queue where every |
27 | * time we modify something we mark it for consideration by other bits of |
28 | * the solver, to save iteration over things that have already been done. |
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29 | */ |
30 | |
31 | #include <stdio.h> |
32 | #include <stdlib.h> |
33 | #include <string.h> |
34 | #include <assert.h> |
35 | #include <ctype.h> |
36 | #include <math.h> |
37 | |
38 | #include "puzzles.h" |
39 | #include "tree234.h" |
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40 | #include "grid.h" |
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41 | |
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42 | /* Debugging options */ |
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43 | |
44 | /* |
45 | #define DEBUG_CACHES |
46 | #define SHOW_WORKING |
47 | #define DEBUG_DLINES |
48 | */ |
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49 | |
50 | /* ---------------------------------------------------------------------- |
51 | * Struct, enum and function declarations |
52 | */ |
53 | |
54 | enum { |
55 | COL_BACKGROUND, |
56 | COL_FOREGROUND, |
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57 | COL_LINEUNKNOWN, |
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58 | COL_HIGHLIGHT, |
59 | COL_MISTAKE, |
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60 | COL_SATISFIED, |
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61 | NCOLOURS |
62 | }; |
63 | |
64 | struct game_state { |
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65 | grid *game_grid; |
66 | |
67 | /* Put -1 in a face that doesn't get a clue */ |
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68 | signed char *clues; |
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69 | |
70 | /* Array of line states, to store whether each line is |
71 | * YES, NO or UNKNOWN */ |
72 | char *lines; |
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73 | |
74 | int solved; |
75 | int cheated; |
76 | |
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77 | /* Used in game_text_format(), so that it knows what type of |
78 | * grid it's trying to render as ASCII text. */ |
79 | int grid_type; |
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80 | }; |
81 | |
82 | enum solver_status { |
83 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
84 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
85 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
86 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
87 | }; |
88 | |
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89 | /* ------ Solver state ------ */ |
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90 | typedef struct normal { |
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91 | /* For each dline, store a bitmask for whether we know: |
92 | * (bit 0) at least one is YES |
93 | * (bit 1) at most one is YES */ |
94 | char *dlines; |
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95 | } normal_mode_state; |
96 | |
97 | typedef struct hard { |
98 | int *linedsf; |
99 | } hard_mode_state; |
100 | |
101 | typedef struct solver_state { |
102 | game_state *state; |
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103 | enum solver_status solver_status; |
104 | /* NB looplen is the number of dots that are joined together at a point, ie a |
105 | * looplen of 1 means there are no lines to a particular dot */ |
106 | int *looplen; |
107 | |
108 | /* caches */ |
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109 | char *dot_yes_count; |
110 | char *dot_no_count; |
111 | char *face_yes_count; |
112 | char *face_no_count; |
113 | char *dot_solved, *face_solved; |
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114 | int *dotdsf; |
115 | |
116 | normal_mode_state *normal; |
117 | hard_mode_state *hard; |
118 | } solver_state; |
119 | |
120 | /* |
121 | * Difficulty levels. I do some macro ickery here to ensure that my |
122 | * enum and the various forms of my name list always match up. |
123 | */ |
124 | |
125 | #define DIFFLIST(A) \ |
126 | A(EASY,Easy,e,easy_mode_deductions) \ |
127 | A(NORMAL,Normal,n,normal_mode_deductions) \ |
128 | A(HARD,Hard,h,hard_mode_deductions) |
129 | #define ENUM(upper,title,lower,fn) DIFF_ ## upper, |
130 | #define TITLE(upper,title,lower,fn) #title, |
131 | #define ENCODE(upper,title,lower,fn) #lower |
132 | #define CONFIG(upper,title,lower,fn) ":" #title |
133 | #define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *); |
134 | #define SOLVER_FN(upper,title,lower,fn) &fn, |
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135 | enum { DIFFLIST(ENUM) DIFF_MAX }; |
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136 | static char const *const diffnames[] = { DIFFLIST(TITLE) }; |
137 | static char const diffchars[] = DIFFLIST(ENCODE); |
138 | #define DIFFCONFIG DIFFLIST(CONFIG) |
139 | DIFFLIST(SOLVER_FN_DECL); |
140 | static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) }; |
141 | |
142 | struct game_params { |
143 | int w, h; |
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144 | int diff; |
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145 | int type; |
146 | |
147 | /* Grid generation is expensive, so keep a (ref-counted) reference to the |
148 | * grid for these parameters, and only generate when required. */ |
149 | grid *game_grid; |
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150 | }; |
151 | |
152 | enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO }; |
153 | |
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154 | #define OPP(line_state) \ |
155 | (2 - line_state) |
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156 | |
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157 | |
158 | struct game_drawstate { |
159 | int started; |
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160 | int tilesize; |
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161 | int flashing; |
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162 | char *lines; |
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163 | char *clue_error; |
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164 | char *clue_satisfied; |
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165 | }; |
166 | |
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167 | static char *validate_desc(game_params *params, char *desc); |
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168 | static int dot_order(const game_state* state, int i, char line_type); |
169 | static int face_order(const game_state* state, int i, char line_type); |
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170 | static solver_state *solve_game_rec(const solver_state *sstate, |
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171 | int diff); |
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172 | |
173 | #ifdef DEBUG_CACHES |
174 | static void check_caches(const solver_state* sstate); |
175 | #else |
176 | #define check_caches(s) |
177 | #endif |
178 | |
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179 | /* ------- List of grid generators ------- */ |
180 | #define GRIDLIST(A) \ |
181 | A(Squares,grid_new_square) \ |
182 | A(Triangular,grid_new_triangular) \ |
183 | A(Honeycomb,grid_new_honeycomb) \ |
184 | A(Snub-Square,grid_new_snubsquare) \ |
185 | A(Cairo,grid_new_cairo) \ |
186 | A(Great-Hexagonal,grid_new_greathexagonal) \ |
187 | A(Octagonal,grid_new_octagonal) \ |
188 | A(Kites,grid_new_kites) |
189 | |
190 | #define GRID_NAME(title,fn) #title, |
191 | #define GRID_CONFIG(title,fn) ":" #title |
192 | #define GRID_FN(title,fn) &fn, |
193 | static char const *const gridnames[] = { GRIDLIST(GRID_NAME) }; |
194 | #define GRID_CONFIGS GRIDLIST(GRID_CONFIG) |
195 | static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) }; |
196 | static const int NUM_GRID_TYPES = sizeof(grid_fns) / sizeof(grid_fns[0]); |
197 | |
198 | /* Generates a (dynamically allocated) new grid, according to the |
199 | * type and size requested in params. Does nothing if the grid is already |
200 | * generated. The allocated grid is owned by the params object, and will be |
201 | * freed in free_params(). */ |
202 | static void params_generate_grid(game_params *params) |
203 | { |
204 | if (!params->game_grid) { |
205 | params->game_grid = grid_fns[params->type](params->w, params->h); |
206 | } |
207 | } |
208 | |
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209 | /* ---------------------------------------------------------------------- |
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210 | * Preprocessor magic |
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211 | */ |
212 | |
213 | /* General constants */ |
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214 | #define PREFERRED_TILE_SIZE 32 |
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215 | #define BORDER(tilesize) ((tilesize) / 2) |
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216 | #define FLASH_TIME 0.5F |
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217 | |
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218 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
219 | |
220 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
221 | ((field) |= (1<<(bit)), TRUE)) |
222 | |
223 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
224 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
225 | |
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226 | #define CLUE2CHAR(c) \ |
227 | ((c < 0) ? ' ' : c + '0') |
228 | |
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229 | /* ---------------------------------------------------------------------- |
230 | * General struct manipulation and other straightforward code |
231 | */ |
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232 | |
233 | static game_state *dup_game(game_state *state) |
234 | { |
235 | game_state *ret = snew(game_state); |
236 | |
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237 | ret->game_grid = state->game_grid; |
238 | ret->game_grid->refcount++; |
239 | |
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240 | ret->solved = state->solved; |
241 | ret->cheated = state->cheated; |
242 | |
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243 | ret->clues = snewn(state->game_grid->num_faces, signed char); |
244 | memcpy(ret->clues, state->clues, state->game_grid->num_faces); |
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245 | |
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246 | ret->lines = snewn(state->game_grid->num_edges, char); |
247 | memcpy(ret->lines, state->lines, state->game_grid->num_edges); |
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248 | |
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249 | ret->grid_type = state->grid_type; |
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250 | return ret; |
251 | } |
252 | |
253 | static void free_game(game_state *state) |
254 | { |
255 | if (state) { |
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256 | grid_free(state->game_grid); |
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257 | sfree(state->clues); |
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258 | sfree(state->lines); |
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259 | sfree(state); |
260 | } |
261 | } |
262 | |
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263 | static solver_state *new_solver_state(game_state *state, int diff) { |
264 | int i; |
265 | int num_dots = state->game_grid->num_dots; |
266 | int num_faces = state->game_grid->num_faces; |
267 | int num_edges = state->game_grid->num_edges; |
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268 | solver_state *ret = snew(solver_state); |
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269 | |
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270 | ret->state = dup_game(state); |
271 | |
272 | ret->solver_status = SOLVER_INCOMPLETE; |
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273 | |
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274 | ret->dotdsf = snew_dsf(num_dots); |
275 | ret->looplen = snewn(num_dots, int); |
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276 | |
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277 | for (i = 0; i < num_dots; i++) { |
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278 | ret->looplen[i] = 1; |
279 | } |
280 | |
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281 | ret->dot_solved = snewn(num_dots, char); |
282 | ret->face_solved = snewn(num_faces, char); |
283 | memset(ret->dot_solved, FALSE, num_dots); |
284 | memset(ret->face_solved, FALSE, num_faces); |
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285 | |
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286 | ret->dot_yes_count = snewn(num_dots, char); |
287 | memset(ret->dot_yes_count, 0, num_dots); |
288 | ret->dot_no_count = snewn(num_dots, char); |
289 | memset(ret->dot_no_count, 0, num_dots); |
290 | ret->face_yes_count = snewn(num_faces, char); |
291 | memset(ret->face_yes_count, 0, num_faces); |
292 | ret->face_no_count = snewn(num_faces, char); |
293 | memset(ret->face_no_count, 0, num_faces); |
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294 | |
295 | if (diff < DIFF_NORMAL) { |
296 | ret->normal = NULL; |
297 | } else { |
298 | ret->normal = snew(normal_mode_state); |
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299 | ret->normal->dlines = snewn(2*num_edges, char); |
300 | memset(ret->normal->dlines, 0, 2*num_edges); |
121aae4b |
301 | } |
302 | |
303 | if (diff < DIFF_HARD) { |
304 | ret->hard = NULL; |
305 | } else { |
306 | ret->hard = snew(hard_mode_state); |
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307 | ret->hard->linedsf = snew_dsf(state->game_grid->num_edges); |
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308 | } |
309 | |
310 | return ret; |
311 | } |
312 | |
313 | static void free_solver_state(solver_state *sstate) { |
314 | if (sstate) { |
315 | free_game(sstate->state); |
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316 | sfree(sstate->dotdsf); |
317 | sfree(sstate->looplen); |
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318 | sfree(sstate->dot_solved); |
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319 | sfree(sstate->face_solved); |
320 | sfree(sstate->dot_yes_count); |
321 | sfree(sstate->dot_no_count); |
322 | sfree(sstate->face_yes_count); |
323 | sfree(sstate->face_no_count); |
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324 | |
325 | if (sstate->normal) { |
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326 | sfree(sstate->normal->dlines); |
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327 | sfree(sstate->normal); |
328 | } |
329 | |
330 | if (sstate->hard) { |
331 | sfree(sstate->hard->linedsf); |
332 | sfree(sstate->hard); |
333 | } |
334 | |
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335 | sfree(sstate); |
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336 | } |
337 | } |
338 | |
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339 | static solver_state *dup_solver_state(const solver_state *sstate) { |
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340 | game_state *state = sstate->state; |
341 | int num_dots = state->game_grid->num_dots; |
342 | int num_faces = state->game_grid->num_faces; |
343 | int num_edges = state->game_grid->num_edges; |
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344 | solver_state *ret = snew(solver_state); |
345 | |
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346 | ret->state = state = dup_game(sstate->state); |
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347 | |
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348 | ret->solver_status = sstate->solver_status; |
349 | |
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350 | ret->dotdsf = snewn(num_dots, int); |
351 | ret->looplen = snewn(num_dots, int); |
352 | memcpy(ret->dotdsf, sstate->dotdsf, |
353 | num_dots * sizeof(int)); |
354 | memcpy(ret->looplen, sstate->looplen, |
355 | num_dots * sizeof(int)); |
356 | |
357 | ret->dot_solved = snewn(num_dots, char); |
358 | ret->face_solved = snewn(num_faces, char); |
359 | memcpy(ret->dot_solved, sstate->dot_solved, num_dots); |
360 | memcpy(ret->face_solved, sstate->face_solved, num_faces); |
361 | |
362 | ret->dot_yes_count = snewn(num_dots, char); |
363 | memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots); |
364 | ret->dot_no_count = snewn(num_dots, char); |
365 | memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots); |
366 | |
367 | ret->face_yes_count = snewn(num_faces, char); |
368 | memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces); |
369 | ret->face_no_count = snewn(num_faces, char); |
370 | memcpy(ret->face_no_count, sstate->face_no_count, num_faces); |
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371 | |
372 | if (sstate->normal) { |
373 | ret->normal = snew(normal_mode_state); |
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374 | ret->normal->dlines = snewn(2*num_edges, char); |
375 | memcpy(ret->normal->dlines, sstate->normal->dlines, |
376 | 2*num_edges); |
121aae4b |
377 | } else { |
378 | ret->normal = NULL; |
379 | } |
380 | |
381 | if (sstate->hard) { |
382 | ret->hard = snew(hard_mode_state); |
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383 | ret->hard->linedsf = snewn(num_edges, int); |
384 | memcpy(ret->hard->linedsf, sstate->hard->linedsf, |
385 | num_edges * sizeof(int)); |
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386 | } else { |
387 | ret->hard = NULL; |
388 | } |
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389 | |
390 | return ret; |
391 | } |
392 | |
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393 | static game_params *default_params(void) |
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394 | { |
121aae4b |
395 | game_params *ret = snew(game_params); |
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396 | |
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397 | #ifdef SLOW_SYSTEM |
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398 | ret->h = 7; |
399 | ret->w = 7; |
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400 | #else |
401 | ret->h = 10; |
402 | ret->w = 10; |
403 | #endif |
404 | ret->diff = DIFF_EASY; |
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405 | ret->type = 0; |
406 | |
407 | ret->game_grid = NULL; |
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408 | |
121aae4b |
409 | return ret; |
6193da8d |
410 | } |
411 | |
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412 | static game_params *dup_params(game_params *params) |
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413 | { |
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414 | game_params *ret = snew(game_params); |
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415 | |
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416 | *ret = *params; /* structure copy */ |
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417 | if (ret->game_grid) { |
418 | ret->game_grid->refcount++; |
419 | } |
121aae4b |
420 | return ret; |
421 | } |
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422 | |
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423 | static const game_params presets[] = { |
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424 | { 7, 7, DIFF_EASY, 0, NULL }, |
425 | { 10, 10, DIFF_EASY, 0, NULL }, |
426 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
427 | { 10, 10, DIFF_NORMAL, 0, NULL }, |
428 | { 7, 7, DIFF_HARD, 0, NULL }, |
429 | { 10, 10, DIFF_HARD, 0, NULL }, |
430 | { 10, 10, DIFF_HARD, 1, NULL }, |
431 | { 12, 10, DIFF_HARD, 2, NULL }, |
432 | { 7, 7, DIFF_HARD, 3, NULL }, |
433 | { 9, 9, DIFF_HARD, 4, NULL }, |
434 | { 5, 4, DIFF_HARD, 5, NULL }, |
435 | { 7, 7, DIFF_HARD, 6, NULL }, |
436 | { 5, 5, DIFF_HARD, 7, NULL }, |
121aae4b |
437 | }; |
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438 | |
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439 | static int game_fetch_preset(int i, char **name, game_params **params) |
6193da8d |
440 | { |
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441 | game_params *tmppar; |
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442 | char buf[80]; |
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443 | |
121aae4b |
444 | if (i < 0 || i >= lenof(presets)) |
445 | return FALSE; |
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446 | |
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447 | tmppar = snew(game_params); |
448 | *tmppar = presets[i]; |
449 | *params = tmppar; |
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450 | sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w, |
451 | gridnames[tmppar->type], diffnames[tmppar->diff]); |
121aae4b |
452 | *name = dupstr(buf); |
453 | |
454 | return TRUE; |
6193da8d |
455 | } |
456 | |
457 | static void free_params(game_params *params) |
458 | { |
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459 | if (params->game_grid) { |
460 | grid_free(params->game_grid); |
461 | } |
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462 | sfree(params); |
463 | } |
464 | |
465 | static void decode_params(game_params *params, char const *string) |
466 | { |
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467 | if (params->game_grid) { |
468 | grid_free(params->game_grid); |
469 | params->game_grid = NULL; |
470 | } |
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471 | params->h = params->w = atoi(string); |
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472 | params->diff = DIFF_EASY; |
6193da8d |
473 | while (*string && isdigit((unsigned char)*string)) string++; |
474 | if (*string == 'x') { |
475 | string++; |
476 | params->h = atoi(string); |
121aae4b |
477 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
478 | } |
7c95608a |
479 | if (*string == 't') { |
6193da8d |
480 | string++; |
7c95608a |
481 | params->type = atoi(string); |
121aae4b |
482 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
483 | } |
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484 | if (*string == 'd') { |
485 | int i; |
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486 | string++; |
121aae4b |
487 | for (i = 0; i < DIFF_MAX; i++) |
488 | if (*string == diffchars[i]) |
489 | params->diff = i; |
490 | if (*string) string++; |
c0eb17ce |
491 | } |
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492 | } |
493 | |
494 | static char *encode_params(game_params *params, int full) |
495 | { |
496 | char str[80]; |
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497 | sprintf(str, "%dx%dt%d", params->w, params->h, params->type); |
6193da8d |
498 | if (full) |
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499 | sprintf(str + strlen(str), "d%c", diffchars[params->diff]); |
6193da8d |
500 | return dupstr(str); |
501 | } |
502 | |
503 | static config_item *game_configure(game_params *params) |
504 | { |
505 | config_item *ret; |
506 | char buf[80]; |
507 | |
7c95608a |
508 | ret = snewn(5, config_item); |
6193da8d |
509 | |
510 | ret[0].name = "Width"; |
511 | ret[0].type = C_STRING; |
512 | sprintf(buf, "%d", params->w); |
513 | ret[0].sval = dupstr(buf); |
514 | ret[0].ival = 0; |
515 | |
516 | ret[1].name = "Height"; |
517 | ret[1].type = C_STRING; |
518 | sprintf(buf, "%d", params->h); |
519 | ret[1].sval = dupstr(buf); |
520 | ret[1].ival = 0; |
521 | |
7c95608a |
522 | ret[2].name = "Grid type"; |
c0eb17ce |
523 | ret[2].type = C_CHOICES; |
7c95608a |
524 | ret[2].sval = GRID_CONFIGS; |
525 | ret[2].ival = params->type; |
6193da8d |
526 | |
7c95608a |
527 | ret[3].name = "Difficulty"; |
528 | ret[3].type = C_CHOICES; |
529 | ret[3].sval = DIFFCONFIG; |
530 | ret[3].ival = params->diff; |
531 | |
532 | ret[4].name = NULL; |
533 | ret[4].type = C_END; |
534 | ret[4].sval = NULL; |
535 | ret[4].ival = 0; |
6193da8d |
536 | |
537 | return ret; |
538 | } |
539 | |
540 | static game_params *custom_params(config_item *cfg) |
541 | { |
542 | game_params *ret = snew(game_params); |
543 | |
544 | ret->w = atoi(cfg[0].sval); |
545 | ret->h = atoi(cfg[1].sval); |
7c95608a |
546 | ret->type = cfg[2].ival; |
547 | ret->diff = cfg[3].ival; |
6193da8d |
548 | |
7c95608a |
549 | ret->game_grid = NULL; |
6193da8d |
550 | return ret; |
551 | } |
552 | |
553 | static char *validate_params(game_params *params, int full) |
554 | { |
7c95608a |
555 | if (params->w < 3 || params->h < 3) |
556 | return "Width and height must both be at least 3"; |
557 | if (params->type < 0 || params->type >= NUM_GRID_TYPES) |
558 | return "Illegal grid type"; |
c0eb17ce |
559 | |
560 | /* |
561 | * This shouldn't be able to happen at all, since decode_params |
562 | * and custom_params will never generate anything that isn't |
563 | * within range. |
564 | */ |
1a739e2f |
565 | assert(params->diff < DIFF_MAX); |
c0eb17ce |
566 | |
6193da8d |
567 | return NULL; |
568 | } |
569 | |
121aae4b |
570 | /* Returns a newly allocated string describing the current puzzle */ |
571 | static char *state_to_text(const game_state *state) |
6193da8d |
572 | { |
7c95608a |
573 | grid *g = state->game_grid; |
121aae4b |
574 | char *retval; |
7c95608a |
575 | int num_faces = g->num_faces; |
576 | char *description = snewn(num_faces + 1, char); |
121aae4b |
577 | char *dp = description; |
578 | int empty_count = 0; |
7c95608a |
579 | int i; |
6193da8d |
580 | |
7c95608a |
581 | for (i = 0; i < num_faces; i++) { |
582 | if (state->clues[i] < 0) { |
121aae4b |
583 | if (empty_count > 25) { |
584 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
585 | empty_count = 0; |
586 | } |
587 | empty_count++; |
588 | } else { |
589 | if (empty_count) { |
590 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
591 | empty_count = 0; |
592 | } |
7c95608a |
593 | dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i])); |
121aae4b |
594 | } |
595 | } |
6193da8d |
596 | |
121aae4b |
597 | if (empty_count) |
1a739e2f |
598 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
121aae4b |
599 | |
600 | retval = dupstr(description); |
601 | sfree(description); |
602 | |
603 | return retval; |
6193da8d |
604 | } |
605 | |
121aae4b |
606 | /* We require that the params pass the test in validate_params and that the |
607 | * description fills the entire game area */ |
608 | static char *validate_desc(game_params *params, char *desc) |
6193da8d |
609 | { |
121aae4b |
610 | int count = 0; |
7c95608a |
611 | grid *g; |
612 | params_generate_grid(params); |
613 | g = params->game_grid; |
6193da8d |
614 | |
121aae4b |
615 | for (; *desc; ++desc) { |
616 | if (*desc >= '0' && *desc <= '9') { |
617 | count++; |
618 | continue; |
619 | } |
620 | if (*desc >= 'a') { |
621 | count += *desc - 'a' + 1; |
622 | continue; |
623 | } |
624 | return "Unknown character in description"; |
6193da8d |
625 | } |
626 | |
7c95608a |
627 | if (count < g->num_faces) |
121aae4b |
628 | return "Description too short for board size"; |
7c95608a |
629 | if (count > g->num_faces) |
121aae4b |
630 | return "Description too long for board size"; |
6193da8d |
631 | |
121aae4b |
632 | return NULL; |
6193da8d |
633 | } |
634 | |
121aae4b |
635 | /* Sums the lengths of the numbers in range [0,n) */ |
636 | /* See equivalent function in solo.c for justification of this. */ |
637 | static int len_0_to_n(int n) |
6193da8d |
638 | { |
121aae4b |
639 | int len = 1; /* Counting 0 as a bit of a special case */ |
640 | int i; |
641 | |
642 | for (i = 1; i < n; i *= 10) { |
643 | len += max(n - i, 0); |
6193da8d |
644 | } |
121aae4b |
645 | |
646 | return len; |
6193da8d |
647 | } |
648 | |
121aae4b |
649 | static char *encode_solve_move(const game_state *state) |
650 | { |
7c95608a |
651 | int len; |
121aae4b |
652 | char *ret, *p; |
7c95608a |
653 | int i; |
654 | int num_edges = state->game_grid->num_edges; |
655 | |
121aae4b |
656 | /* This is going to return a string representing the moves needed to set |
657 | * every line in a grid to be the same as the ones in 'state'. The exact |
658 | * length of this string is predictable. */ |
6193da8d |
659 | |
121aae4b |
660 | len = 1; /* Count the 'S' prefix */ |
7c95608a |
661 | /* Numbers in all lines */ |
662 | len += len_0_to_n(num_edges); |
663 | /* For each line we also have a letter */ |
664 | len += num_edges; |
6193da8d |
665 | |
121aae4b |
666 | ret = snewn(len + 1, char); |
667 | p = ret; |
6193da8d |
668 | |
121aae4b |
669 | p += sprintf(p, "S"); |
6193da8d |
670 | |
7c95608a |
671 | for (i = 0; i < num_edges; i++) { |
672 | switch (state->lines[i]) { |
673 | case LINE_YES: |
674 | p += sprintf(p, "%dy", i); |
675 | break; |
676 | case LINE_NO: |
677 | p += sprintf(p, "%dn", i); |
678 | break; |
6193da8d |
679 | } |
6193da8d |
680 | } |
121aae4b |
681 | |
682 | /* No point in doing sums like that if they're going to be wrong */ |
683 | assert(strlen(ret) <= (size_t)len); |
684 | return ret; |
6193da8d |
685 | } |
686 | |
121aae4b |
687 | static game_ui *new_ui(game_state *state) |
6193da8d |
688 | { |
121aae4b |
689 | return NULL; |
690 | } |
6193da8d |
691 | |
121aae4b |
692 | static void free_ui(game_ui *ui) |
693 | { |
694 | } |
6193da8d |
695 | |
121aae4b |
696 | static char *encode_ui(game_ui *ui) |
697 | { |
698 | return NULL; |
699 | } |
6193da8d |
700 | |
121aae4b |
701 | static void decode_ui(game_ui *ui, char *encoding) |
702 | { |
703 | } |
6193da8d |
704 | |
121aae4b |
705 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
706 | game_state *newstate) |
707 | { |
708 | } |
6193da8d |
709 | |
121aae4b |
710 | static void game_compute_size(game_params *params, int tilesize, |
711 | int *x, int *y) |
712 | { |
7c95608a |
713 | grid *g; |
1515b973 |
714 | int grid_width, grid_height, rendered_width, rendered_height; |
715 | |
7c95608a |
716 | params_generate_grid(params); |
717 | g = params->game_grid; |
1515b973 |
718 | grid_width = g->highest_x - g->lowest_x; |
719 | grid_height = g->highest_y - g->lowest_y; |
7c95608a |
720 | /* multiply first to minimise rounding error on integer division */ |
1515b973 |
721 | rendered_width = grid_width * tilesize / g->tilesize; |
722 | rendered_height = grid_height * tilesize / g->tilesize; |
7c95608a |
723 | *x = rendered_width + 2 * BORDER(tilesize) + 1; |
724 | *y = rendered_height + 2 * BORDER(tilesize) + 1; |
121aae4b |
725 | } |
6193da8d |
726 | |
121aae4b |
727 | static void game_set_size(drawing *dr, game_drawstate *ds, |
7c95608a |
728 | game_params *params, int tilesize) |
121aae4b |
729 | { |
730 | ds->tilesize = tilesize; |
121aae4b |
731 | } |
6193da8d |
732 | |
121aae4b |
733 | static float *game_colours(frontend *fe, int *ncolours) |
734 | { |
735 | float *ret = snewn(4 * NCOLOURS, float); |
6193da8d |
736 | |
121aae4b |
737 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
738 | |
739 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
740 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
741 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
742 | |
7c95608a |
743 | ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; |
744 | ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; |
745 | ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; |
746 | |
121aae4b |
747 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
748 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
749 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
750 | |
751 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
752 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
753 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
754 | |
7c95608a |
755 | ret[COL_SATISFIED * 3 + 0] = 0.0F; |
756 | ret[COL_SATISFIED * 3 + 1] = 0.0F; |
757 | ret[COL_SATISFIED * 3 + 2] = 0.0F; |
758 | |
121aae4b |
759 | *ncolours = NCOLOURS; |
760 | return ret; |
761 | } |
762 | |
763 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
764 | { |
765 | struct game_drawstate *ds = snew(struct game_drawstate); |
7c95608a |
766 | int num_faces = state->game_grid->num_faces; |
767 | int num_edges = state->game_grid->num_edges; |
121aae4b |
768 | |
7c95608a |
769 | ds->tilesize = 0; |
121aae4b |
770 | ds->started = 0; |
7c95608a |
771 | ds->lines = snewn(num_edges, char); |
772 | ds->clue_error = snewn(num_faces, char); |
773 | ds->clue_satisfied = snewn(num_faces, char); |
121aae4b |
774 | ds->flashing = 0; |
775 | |
7c95608a |
776 | memset(ds->lines, LINE_UNKNOWN, num_edges); |
777 | memset(ds->clue_error, 0, num_faces); |
778 | memset(ds->clue_satisfied, 0, num_faces); |
121aae4b |
779 | |
780 | return ds; |
781 | } |
782 | |
783 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
784 | { |
785 | sfree(ds->clue_error); |
7c95608a |
786 | sfree(ds->clue_satisfied); |
787 | sfree(ds->lines); |
121aae4b |
788 | sfree(ds); |
789 | } |
790 | |
791 | static int game_timing_state(game_state *state, game_ui *ui) |
792 | { |
793 | return TRUE; |
794 | } |
795 | |
796 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
797 | int dir, game_ui *ui) |
798 | { |
799 | return 0.0F; |
800 | } |
801 | |
7c95608a |
802 | static int game_can_format_as_text_now(game_params *params) |
803 | { |
804 | if (params->type != 0) |
805 | return FALSE; |
806 | return TRUE; |
807 | } |
808 | |
121aae4b |
809 | static char *game_text_format(game_state *state) |
810 | { |
7c95608a |
811 | int w, h, W, H; |
812 | int x, y, i; |
813 | int cell_size; |
814 | char *ret; |
815 | grid *g = state->game_grid; |
816 | grid_face *f; |
817 | |
818 | assert(state->grid_type == 0); |
819 | |
820 | /* Work out the basic size unit */ |
821 | f = g->faces; /* first face */ |
822 | assert(f->order == 4); |
823 | /* The dots are ordered clockwise, so the two opposite |
824 | * corners are guaranteed to span the square */ |
825 | cell_size = abs(f->dots[0]->x - f->dots[2]->x); |
826 | |
827 | w = (g->highest_x - g->lowest_x) / cell_size; |
828 | h = (g->highest_y - g->lowest_y) / cell_size; |
829 | |
830 | /* Create a blank "canvas" to "draw" on */ |
831 | W = 2 * w + 2; |
832 | H = 2 * h + 1; |
833 | ret = snewn(W * H + 1, char); |
834 | for (y = 0; y < H; y++) { |
835 | for (x = 0; x < W-1; x++) { |
836 | ret[y*W + x] = ' '; |
121aae4b |
837 | } |
7c95608a |
838 | ret[y*W + W-1] = '\n'; |
839 | } |
840 | ret[H*W] = '\0'; |
841 | |
842 | /* Fill in edge info */ |
843 | for (i = 0; i < g->num_edges; i++) { |
844 | grid_edge *e = g->edges + i; |
845 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
846 | int x1 = (e->dot1->x - g->lowest_x) / cell_size; |
847 | int x2 = (e->dot2->x - g->lowest_x) / cell_size; |
848 | int y1 = (e->dot1->y - g->lowest_y) / cell_size; |
849 | int y2 = (e->dot2->y - g->lowest_y) / cell_size; |
850 | /* Midpoint, in canvas coordinates (canvas coordinates are just twice |
851 | * cell coordinates) */ |
852 | x = x1 + x2; |
853 | y = y1 + y2; |
854 | switch (state->lines[i]) { |
855 | case LINE_YES: |
856 | ret[y*W + x] = (y1 == y2) ? '-' : '|'; |
857 | break; |
858 | case LINE_NO: |
859 | ret[y*W + x] = 'x'; |
860 | break; |
861 | case LINE_UNKNOWN: |
862 | break; /* already a space */ |
863 | default: |
864 | assert(!"Illegal line state"); |
121aae4b |
865 | } |
121aae4b |
866 | } |
7c95608a |
867 | |
868 | /* Fill in clues */ |
869 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
870 | int x1, x2, y1, y2; |
871 | |
7c95608a |
872 | f = g->faces + i; |
873 | assert(f->order == 4); |
874 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
1515b973 |
875 | x1 = (f->dots[0]->x - g->lowest_x) / cell_size; |
876 | x2 = (f->dots[2]->x - g->lowest_x) / cell_size; |
877 | y1 = (f->dots[0]->y - g->lowest_y) / cell_size; |
878 | y2 = (f->dots[2]->y - g->lowest_y) / cell_size; |
7c95608a |
879 | /* Midpoint, in canvas coordinates */ |
880 | x = x1 + x2; |
881 | y = y1 + y2; |
882 | ret[y*W + x] = CLUE2CHAR(state->clues[i]); |
121aae4b |
883 | } |
121aae4b |
884 | return ret; |
885 | } |
886 | |
887 | /* ---------------------------------------------------------------------- |
888 | * Debug code |
889 | */ |
890 | |
891 | #ifdef DEBUG_CACHES |
892 | static void check_caches(const solver_state* sstate) |
893 | { |
7c95608a |
894 | int i; |
121aae4b |
895 | const game_state *state = sstate->state; |
7c95608a |
896 | const grid *g = state->game_grid; |
121aae4b |
897 | |
7c95608a |
898 | for (i = 0; i < g->num_dots; i++) { |
899 | assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]); |
900 | assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]); |
121aae4b |
901 | } |
902 | |
7c95608a |
903 | for (i = 0; i < g->num_faces; i++) { |
904 | assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]); |
905 | assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]); |
121aae4b |
906 | } |
907 | } |
908 | |
909 | #if 0 |
910 | #define check_caches(s) \ |
911 | do { \ |
912 | fprintf(stderr, "check_caches at line %d\n", __LINE__); \ |
913 | check_caches(s); \ |
914 | } while (0) |
915 | #endif |
916 | #endif /* DEBUG_CACHES */ |
917 | |
918 | /* ---------------------------------------------------------------------- |
919 | * Solver utility functions |
920 | */ |
921 | |
7c95608a |
922 | /* Sets the line (with index i) to the new state 'line_new', and updates |
923 | * the cached counts of any affected faces and dots. |
924 | * Returns TRUE if this actually changed the line's state. */ |
925 | static int solver_set_line(solver_state *sstate, int i, |
926 | enum line_state line_new |
121aae4b |
927 | #ifdef SHOW_WORKING |
7c95608a |
928 | , const char *reason |
121aae4b |
929 | #endif |
7c95608a |
930 | ) |
121aae4b |
931 | { |
932 | game_state *state = sstate->state; |
7c95608a |
933 | grid *g; |
934 | grid_edge *e; |
121aae4b |
935 | |
936 | assert(line_new != LINE_UNKNOWN); |
937 | |
938 | check_caches(sstate); |
939 | |
7c95608a |
940 | if (state->lines[i] == line_new) { |
941 | return FALSE; /* nothing changed */ |
121aae4b |
942 | } |
7c95608a |
943 | state->lines[i] = line_new; |
121aae4b |
944 | |
945 | #ifdef SHOW_WORKING |
7c95608a |
946 | fprintf(stderr, "solver: set line [%d] to %s (%s)\n", |
947 | i, line_new == LINE_YES ? "YES" : "NO", |
121aae4b |
948 | reason); |
949 | #endif |
950 | |
7c95608a |
951 | g = state->game_grid; |
952 | e = g->edges + i; |
953 | |
954 | /* Update the cache for both dots and both faces affected by this. */ |
121aae4b |
955 | if (line_new == LINE_YES) { |
7c95608a |
956 | sstate->dot_yes_count[e->dot1 - g->dots]++; |
957 | sstate->dot_yes_count[e->dot2 - g->dots]++; |
958 | if (e->face1) { |
959 | sstate->face_yes_count[e->face1 - g->faces]++; |
960 | } |
961 | if (e->face2) { |
962 | sstate->face_yes_count[e->face2 - g->faces]++; |
963 | } |
121aae4b |
964 | } else { |
7c95608a |
965 | sstate->dot_no_count[e->dot1 - g->dots]++; |
966 | sstate->dot_no_count[e->dot2 - g->dots]++; |
967 | if (e->face1) { |
968 | sstate->face_no_count[e->face1 - g->faces]++; |
969 | } |
970 | if (e->face2) { |
971 | sstate->face_no_count[e->face2 - g->faces]++; |
972 | } |
973 | } |
974 | |
121aae4b |
975 | check_caches(sstate); |
7c95608a |
976 | return TRUE; |
121aae4b |
977 | } |
978 | |
979 | #ifdef SHOW_WORKING |
7c95608a |
980 | #define solver_set_line(a, b, c) \ |
981 | solver_set_line(a, b, c, __FUNCTION__) |
121aae4b |
982 | #endif |
983 | |
984 | /* |
985 | * Merge two dots due to the existence of an edge between them. |
986 | * Updates the dsf tracking equivalence classes, and keeps track of |
987 | * the length of path each dot is currently a part of. |
988 | * Returns TRUE if the dots were already linked, ie if they are part of a |
989 | * closed loop, and false otherwise. |
990 | */ |
7c95608a |
991 | static int merge_dots(solver_state *sstate, int edge_index) |
121aae4b |
992 | { |
993 | int i, j, len; |
7c95608a |
994 | grid *g = sstate->state->game_grid; |
995 | grid_edge *e = g->edges + edge_index; |
121aae4b |
996 | |
7c95608a |
997 | i = e->dot1 - g->dots; |
998 | j = e->dot2 - g->dots; |
121aae4b |
999 | |
1000 | i = dsf_canonify(sstate->dotdsf, i); |
1001 | j = dsf_canonify(sstate->dotdsf, j); |
1002 | |
1003 | if (i == j) { |
1004 | return TRUE; |
1005 | } else { |
1006 | len = sstate->looplen[i] + sstate->looplen[j]; |
1007 | dsf_merge(sstate->dotdsf, i, j); |
1008 | i = dsf_canonify(sstate->dotdsf, i); |
1009 | sstate->looplen[i] = len; |
1010 | return FALSE; |
1011 | } |
1012 | } |
1013 | |
121aae4b |
1014 | /* Merge two lines because the solver has deduced that they must be either |
1015 | * identical or opposite. Returns TRUE if this is new information, otherwise |
1016 | * FALSE. */ |
7c95608a |
1017 | static int merge_lines(solver_state *sstate, int i, int j, int inverse |
121aae4b |
1018 | #ifdef SHOW_WORKING |
1019 | , const char *reason |
1020 | #endif |
7c95608a |
1021 | ) |
121aae4b |
1022 | { |
7c95608a |
1023 | int inv_tmp; |
121aae4b |
1024 | |
7c95608a |
1025 | assert(i < sstate->state->game_grid->num_edges); |
1026 | assert(j < sstate->state->game_grid->num_edges); |
121aae4b |
1027 | |
121aae4b |
1028 | i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp); |
1029 | inverse ^= inv_tmp; |
1030 | j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp); |
1031 | inverse ^= inv_tmp; |
1032 | |
1033 | edsf_merge(sstate->hard->linedsf, i, j, inverse); |
1034 | |
1035 | #ifdef SHOW_WORKING |
1036 | if (i != j) { |
7c95608a |
1037 | fprintf(stderr, "%s [%d] [%d] %s(%s)\n", |
1038 | __FUNCTION__, i, j, |
121aae4b |
1039 | inverse ? "inverse " : "", reason); |
1040 | } |
1041 | #endif |
1042 | return (i != j); |
1043 | } |
1044 | |
1045 | #ifdef SHOW_WORKING |
7c95608a |
1046 | #define merge_lines(a, b, c, d) \ |
1047 | merge_lines(a, b, c, d, __FUNCTION__) |
121aae4b |
1048 | #endif |
1049 | |
1050 | /* Count the number of lines of a particular type currently going into the |
7c95608a |
1051 | * given dot. */ |
1052 | static int dot_order(const game_state* state, int dot, char line_type) |
121aae4b |
1053 | { |
1054 | int n = 0; |
7c95608a |
1055 | grid *g = state->game_grid; |
1056 | grid_dot *d = g->dots + dot; |
1057 | int i; |
121aae4b |
1058 | |
7c95608a |
1059 | for (i = 0; i < d->order; i++) { |
1060 | grid_edge *e = d->edges[i]; |
1061 | if (state->lines[e - g->edges] == line_type) |
121aae4b |
1062 | ++n; |
1063 | } |
121aae4b |
1064 | return n; |
1065 | } |
1066 | |
1067 | /* Count the number of lines of a particular type currently surrounding the |
7c95608a |
1068 | * given face */ |
1069 | static int face_order(const game_state* state, int face, char line_type) |
121aae4b |
1070 | { |
1071 | int n = 0; |
7c95608a |
1072 | grid *g = state->game_grid; |
1073 | grid_face *f = g->faces + face; |
1074 | int i; |
121aae4b |
1075 | |
7c95608a |
1076 | for (i = 0; i < f->order; i++) { |
1077 | grid_edge *e = f->edges[i]; |
1078 | if (state->lines[e - g->edges] == line_type) |
1079 | ++n; |
1080 | } |
121aae4b |
1081 | return n; |
1082 | } |
1083 | |
7c95608a |
1084 | /* Set all lines bordering a dot of type old_type to type new_type |
121aae4b |
1085 | * Return value tells caller whether this function actually did anything */ |
7c95608a |
1086 | static int dot_setall(solver_state *sstate, int dot, |
1087 | char old_type, char new_type) |
121aae4b |
1088 | { |
1089 | int retval = FALSE, r; |
1090 | game_state *state = sstate->state; |
7c95608a |
1091 | grid *g; |
1092 | grid_dot *d; |
1093 | int i; |
1094 | |
121aae4b |
1095 | if (old_type == new_type) |
1096 | return FALSE; |
1097 | |
7c95608a |
1098 | g = state->game_grid; |
1099 | d = g->dots + dot; |
121aae4b |
1100 | |
7c95608a |
1101 | for (i = 0; i < d->order; i++) { |
1102 | int line_index = d->edges[i] - g->edges; |
1103 | if (state->lines[line_index] == old_type) { |
1104 | r = solver_set_line(sstate, line_index, new_type); |
1105 | assert(r == TRUE); |
1106 | retval = TRUE; |
1107 | } |
121aae4b |
1108 | } |
121aae4b |
1109 | return retval; |
1110 | } |
1111 | |
7c95608a |
1112 | /* Set all lines bordering a face of type old_type to type new_type */ |
1113 | static int face_setall(solver_state *sstate, int face, |
1114 | char old_type, char new_type) |
121aae4b |
1115 | { |
7c95608a |
1116 | int retval = FALSE, r; |
121aae4b |
1117 | game_state *state = sstate->state; |
7c95608a |
1118 | grid *g; |
1119 | grid_face *f; |
1120 | int i; |
121aae4b |
1121 | |
7c95608a |
1122 | if (old_type == new_type) |
1123 | return FALSE; |
1124 | |
1125 | g = state->game_grid; |
1126 | f = g->faces + face; |
121aae4b |
1127 | |
7c95608a |
1128 | for (i = 0; i < f->order; i++) { |
1129 | int line_index = f->edges[i] - g->edges; |
1130 | if (state->lines[line_index] == old_type) { |
1131 | r = solver_set_line(sstate, line_index, new_type); |
1132 | assert(r == TRUE); |
1133 | retval = TRUE; |
1134 | } |
1135 | } |
1136 | return retval; |
121aae4b |
1137 | } |
1138 | |
1139 | /* ---------------------------------------------------------------------- |
1140 | * Loop generation and clue removal |
1141 | */ |
1142 | |
7c95608a |
1143 | /* We're going to store a list of current candidate faces for lighting. |
1144 | * Each face gets a 'score', which tells us how adding that face right |
121aae4b |
1145 | * now would affect the length of the solution loop. We're trying to |
7c95608a |
1146 | * maximise that quantity so will bias our random selection of faces to |
121aae4b |
1147 | * light towards those with high scores */ |
7c95608a |
1148 | struct face { |
121aae4b |
1149 | int score; |
1150 | unsigned long random; |
7c95608a |
1151 | grid_face *f; |
121aae4b |
1152 | }; |
1153 | |
7c95608a |
1154 | static int get_face_cmpfn(void *v1, void *v2) |
121aae4b |
1155 | { |
7c95608a |
1156 | struct face *f1 = v1; |
1157 | struct face *f2 = v2; |
1158 | /* These grid_face pointers always point into the same list of |
1159 | * 'grid_face's, so it's valid to subtract them. */ |
1160 | return f1->f - f2->f; |
121aae4b |
1161 | } |
1162 | |
7c95608a |
1163 | static int face_sort_cmpfn(void *v1, void *v2) |
121aae4b |
1164 | { |
7c95608a |
1165 | struct face *f1 = v1; |
1166 | struct face *f2 = v2; |
121aae4b |
1167 | int r; |
1168 | |
7c95608a |
1169 | r = f2->score - f1->score; |
121aae4b |
1170 | if (r) { |
1171 | return r; |
1172 | } |
1173 | |
7c95608a |
1174 | if (f1->random < f2->random) |
121aae4b |
1175 | return -1; |
7c95608a |
1176 | else if (f1->random > f2->random) |
121aae4b |
1177 | return 1; |
1178 | |
1179 | /* |
7c95608a |
1180 | * It's _just_ possible that two faces might have been given |
121aae4b |
1181 | * the same random value. In that situation, fall back to |
7c95608a |
1182 | * comparing based on the positions within the grid's face-list. |
1183 | * This introduces a tiny directional bias, but not a significant one. |
121aae4b |
1184 | */ |
7c95608a |
1185 | return get_face_cmpfn(f1, f2); |
121aae4b |
1186 | } |
1187 | |
7c95608a |
1188 | enum { FACE_LIT, FACE_UNLIT }; |
1189 | |
1190 | /* face should be of type grid_face* here. */ |
1191 | #define FACE_LIT_STATE(face) \ |
1192 | ( (face) == NULL ? FACE_UNLIT : \ |
1193 | board[(face) - g->faces] ) |
1194 | |
1195 | /* 'board' is an array of these enums, indicating which faces are |
1196 | * currently lit. Returns whether it's legal to light up the |
1197 | * given face. */ |
1198 | static int can_light_face(grid *g, char* board, int face_index) |
1199 | { |
1200 | int i, j; |
1201 | grid_face *test_face = g->faces + face_index; |
1202 | grid_face *starting_face, *current_face; |
1203 | int transitions; |
1204 | int current_state, s; |
1205 | int found_lit_neighbour = FALSE; |
1206 | assert(board[face_index] == FACE_UNLIT); |
1207 | |
1208 | /* Can only consider a face for lighting if it's adjacent to an |
1209 | * already lit face. */ |
1210 | for (i = 0; i < test_face->order; i++) { |
1211 | grid_edge *e = test_face->edges[i]; |
1212 | grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; |
1213 | if (FACE_LIT_STATE(f) == FACE_LIT) { |
1214 | found_lit_neighbour = TRUE; |
1215 | break; |
1216 | } |
1217 | } |
1218 | if (!found_lit_neighbour) |
1219 | return FALSE; |
1220 | |
1221 | /* Need to avoid creating a loop of lit faces around some unlit faces. |
1222 | * Also need to avoid meeting another lit face at a corner, with |
1223 | * unlit faces in between. Here's a simple test that (I believe) takes |
1224 | * care of both these conditions: |
1225 | * |
1226 | * Take the circular path formed by this face's edges, and inflate it |
1227 | * slightly outwards. Imagine walking around this path and consider |
1228 | * the faces that you visit in sequence. This will include all faces |
1229 | * touching the given face, either along an edge or just at a corner. |
1230 | * Count the number of LIT/UNLIT transitions you encounter, as you walk |
1231 | * along the complete loop. This will obviously turn out to be an even |
1232 | * number. |
1233 | * If 0, we're either in a completely unlit zone, or this face is a hole |
1234 | * in a completely lit zone. If the former, we would create a brand new |
1235 | * island by lighting this face. And the latter ought to be impossible - |
1236 | * it would mean there's already a lit loop, so something went wrong |
1237 | * earlier. |
1238 | * If 4 or greater, there are too many separate lit regions touching this |
1239 | * face, and lighting it up would create a loop or a corner-violation. |
1240 | * The only allowed case is when the count is exactly 2. */ |
1241 | |
1242 | /* i points to a dot around the test face. |
1243 | * j points to a face around the i^th dot. |
1244 | * The current face will always be: |
1245 | * test_face->dots[i]->faces[j] |
1246 | * We assume dots go clockwise around the test face, |
1247 | * and faces go clockwise around dots. */ |
1248 | i = j = 0; |
1249 | starting_face = test_face->dots[0]->faces[0]; |
1250 | if (starting_face == test_face) { |
1251 | j = 1; |
1252 | starting_face = test_face->dots[0]->faces[1]; |
1253 | } |
1254 | current_face = starting_face; |
1255 | transitions = 0; |
1256 | current_state = FACE_LIT_STATE(current_face); |
1257 | |
1258 | do { |
1259 | /* Advance to next face. |
1260 | * Need to loop here because it might take several goes to |
1261 | * find it. */ |
1262 | while (TRUE) { |
1263 | j++; |
1264 | if (j == test_face->dots[i]->order) |
1265 | j = 0; |
1266 | |
1267 | if (test_face->dots[i]->faces[j] == test_face) { |
1268 | /* Advance to next dot round test_face, then |
1269 | * find current_face around new dot |
1270 | * and advance to the next face clockwise */ |
1271 | i++; |
1272 | if (i == test_face->order) |
1273 | i = 0; |
1274 | for (j = 0; j < test_face->dots[i]->order; j++) { |
1275 | if (test_face->dots[i]->faces[j] == current_face) |
1276 | break; |
1277 | } |
1278 | /* Must actually find current_face around new dot, |
1279 | * or else something's wrong with the grid. */ |
1280 | assert(j != test_face->dots[i]->order); |
1281 | /* Found, so advance to next face and try again */ |
1282 | } else { |
1283 | break; |
1284 | } |
1285 | } |
1286 | /* (i,j) are now advanced to next face */ |
1287 | current_face = test_face->dots[i]->faces[j]; |
1288 | s = FACE_LIT_STATE(current_face); |
1289 | if (s != current_state) { |
1290 | ++transitions; |
1291 | current_state = s; |
1292 | if (transitions > 2) |
1293 | return FALSE; /* no point in continuing */ |
1294 | } |
1295 | } while (current_face != starting_face); |
121aae4b |
1296 | |
7c95608a |
1297 | return (transitions == 2) ? TRUE : FALSE; |
1298 | } |
121aae4b |
1299 | |
7c95608a |
1300 | /* The 'score' of a face reflects its current desirability for selection |
1301 | * as the next face to light. We want to encourage moving into uncharted |
1302 | * areas so we give scores according to how many of the face's neighbours |
1303 | * are currently unlit. */ |
1304 | static int face_score(grid *g, char *board, grid_face *face) |
1305 | { |
1306 | /* Simple formula: score = neighbours unlit - neighbours lit */ |
1307 | int lit_count = 0, unlit_count = 0; |
1308 | int i; |
1309 | grid_face *f; |
1310 | grid_edge *e; |
1311 | for (i = 0; i < face->order; i++) { |
1312 | e = face->edges[i]; |
1313 | f = (e->face1 == face) ? e->face2 : e->face1; |
1314 | if (FACE_LIT_STATE(f) == FACE_LIT) |
1315 | ++lit_count; |
1316 | else |
1317 | ++unlit_count; |
1318 | } |
1319 | return unlit_count - lit_count; |
1320 | } |
121aae4b |
1321 | |
7c95608a |
1322 | /* Generate a new complete set of clues for the given game_state. */ |
121aae4b |
1323 | static void add_full_clues(game_state *state, random_state *rs) |
1324 | { |
7c95608a |
1325 | signed char *clues = state->clues; |
121aae4b |
1326 | char *board; |
7c95608a |
1327 | grid *g = state->game_grid; |
1328 | int i, j, c; |
1329 | int num_faces = g->num_faces; |
1330 | int first_time = TRUE; |
121aae4b |
1331 | |
7c95608a |
1332 | struct face *face, *tmpface; |
1333 | struct face face_pos; |
121aae4b |
1334 | |
1335 | /* These will contain exactly the same information, sorted into different |
1336 | * orders */ |
7c95608a |
1337 | tree234 *lightable_faces_sorted, *lightable_faces_gettable; |
1338 | |
1339 | #define IS_LIGHTING_CANDIDATE(i) \ |
1340 | (board[i] == FACE_UNLIT && \ |
1341 | can_light_face(g, board, i)) |
1342 | |
1343 | board = snewn(num_faces, char); |
121aae4b |
1344 | |
1345 | /* Make a board */ |
7c95608a |
1346 | memset(board, FACE_UNLIT, num_faces); |
1347 | |
1348 | /* We need a way of favouring faces that will increase our loopiness. |
1349 | * We do this by maintaining a list of all candidate faces sorted by |
1350 | * their score and choose randomly from that with appropriate skew. |
1351 | * In order to avoid consistently biasing towards particular faces, we |
121aae4b |
1352 | * need the sort order _within_ each group of scores to be completely |
1353 | * random. But it would be abusing the hospitality of the tree234 data |
1354 | * structure if our comparison function were nondeterministic :-). So with |
7c95608a |
1355 | * each face we associate a random number that does not change during a |
121aae4b |
1356 | * particular run of the generator, and use that as a secondary sort key. |
7c95608a |
1357 | * Yes, this means we will be biased towards particular random faces in |
121aae4b |
1358 | * any one run but that doesn't actually matter. */ |
7c95608a |
1359 | |
1360 | lightable_faces_sorted = newtree234(face_sort_cmpfn); |
1361 | lightable_faces_gettable = newtree234(get_face_cmpfn); |
1362 | #define ADD_FACE(f) \ |
121aae4b |
1363 | do { \ |
7c95608a |
1364 | struct face *x = add234(lightable_faces_sorted, f); \ |
1365 | assert(x == f); \ |
1366 | x = add234(lightable_faces_gettable, f); \ |
1367 | assert(x == f); \ |
121aae4b |
1368 | } while (0) |
1369 | |
7c95608a |
1370 | #define REMOVE_FACE(f) \ |
121aae4b |
1371 | do { \ |
7c95608a |
1372 | struct face *x = del234(lightable_faces_sorted, f); \ |
1373 | assert(x); \ |
1374 | x = del234(lightable_faces_gettable, f); \ |
1375 | assert(x); \ |
121aae4b |
1376 | } while (0) |
7c95608a |
1377 | |
1378 | /* Light faces one at a time until the board is interesting enough */ |
121aae4b |
1379 | while (TRUE) |
1380 | { |
7c95608a |
1381 | if (first_time) { |
1382 | first_time = FALSE; |
1383 | /* lightable_faces_xxx are empty, so start the process by |
1384 | * lighting up the middle face. These tree234s should |
1385 | * remain empty, consistent with what would happen if |
1386 | * first_time were FALSE. */ |
1387 | board[g->middle_face - g->faces] = FACE_LIT; |
1388 | face = snew(struct face); |
1389 | face->f = g->middle_face; |
1390 | /* No need to initialise any more of 'face' here, no other fields |
1391 | * are used in this case. */ |
1392 | } else { |
1393 | /* We have count234(lightable_faces_gettable) possibilities, and in |
1394 | * lightable_faces_sorted they are sorted with the most desirable |
1395 | * first. */ |
1396 | c = count234(lightable_faces_sorted); |
1397 | if (c == 0) |
1398 | break; |
1399 | assert(c == count234(lightable_faces_gettable)); |
121aae4b |
1400 | |
7c95608a |
1401 | /* Check that the best face available is any good */ |
1402 | face = (struct face *)index234(lightable_faces_sorted, 0); |
1403 | assert(face); |
121aae4b |
1404 | |
7c95608a |
1405 | /* |
1406 | * The situation for a general grid is slightly different from |
1407 | * a square grid. Decreasing the perimeter should be allowed |
1408 | * sometimes (think about creating a hexagon of lit triangles, |
1409 | * for example). For if it were _never_ done, then the user would |
1410 | * be able to illicitly deduce certain things. So we do it |
1411 | * sometimes but not always. |
1412 | */ |
1413 | if (face->score <= 0 && random_upto(rs, 2) == 0) { |
1414 | break; |
1415 | } |
121aae4b |
1416 | |
7c95608a |
1417 | assert(face->f); /* not the infinite face */ |
1418 | assert(FACE_LIT_STATE(face->f) == FACE_UNLIT); |
121aae4b |
1419 | |
7c95608a |
1420 | /* Update data structures */ |
1421 | /* Light up the face and remove it from the lists */ |
1422 | board[face->f - g->faces] = FACE_LIT; |
1423 | REMOVE_FACE(face); |
1424 | } |
121aae4b |
1425 | |
7c95608a |
1426 | /* The face we've just lit up potentially affects the lightability |
1427 | * of any neighbouring faces (touching at a corner or edge). So the |
1428 | * search needs to be conducted around all faces touching the one |
1429 | * we've just lit. Iterate over its corners, then over each corner's |
1430 | * faces. */ |
1431 | for (i = 0; i < face->f->order; i++) { |
1432 | grid_dot *d = face->f->dots[i]; |
1433 | for (j = 0; j < d->order; j++) { |
1434 | grid_face *f2 = d->faces[j]; |
1435 | if (f2 == NULL) |
121aae4b |
1436 | continue; |
7c95608a |
1437 | if (f2 == face->f) |
1438 | continue; |
1439 | face_pos.f = f2; |
1440 | tmpface = find234(lightable_faces_gettable, &face_pos, NULL); |
1441 | if (tmpface) { |
1442 | assert(tmpface->f == face_pos.f); |
1443 | assert(FACE_LIT_STATE(tmpface->f) == FACE_UNLIT); |
1444 | REMOVE_FACE(tmpface); |
121aae4b |
1445 | } else { |
7c95608a |
1446 | tmpface = snew(struct face); |
1447 | tmpface->f = face_pos.f; |
1448 | tmpface->random = random_bits(rs, 31); |
121aae4b |
1449 | } |
7c95608a |
1450 | tmpface->score = face_score(g, board, tmpface->f); |
121aae4b |
1451 | |
7c95608a |
1452 | if (IS_LIGHTING_CANDIDATE(tmpface->f - g->faces)) { |
1453 | ADD_FACE(tmpface); |
121aae4b |
1454 | } else { |
7c95608a |
1455 | sfree(tmpface); |
121aae4b |
1456 | } |
1457 | } |
1458 | } |
7c95608a |
1459 | sfree(face); |
121aae4b |
1460 | } |
1461 | |
1462 | /* Clean up */ |
7c95608a |
1463 | while ((face = delpos234(lightable_faces_gettable, 0)) != NULL) |
1464 | sfree(face); |
1465 | freetree234(lightable_faces_gettable); |
1466 | freetree234(lightable_faces_sorted); |
1467 | |
1468 | /* Fill out all the clues by initialising to 0, then iterating over |
1469 | * all edges and incrementing each clue as we find edges that border |
1470 | * between LIT/UNLIT faces */ |
1471 | memset(clues, 0, num_faces); |
1472 | for (i = 0; i < g->num_edges; i++) { |
1473 | grid_edge *e = g->edges + i; |
1474 | grid_face *f1 = e->face1; |
1475 | grid_face *f2 = e->face2; |
1476 | if (FACE_LIT_STATE(f1) != FACE_LIT_STATE(f2)) { |
1477 | if (f1) clues[f1 - g->faces]++; |
1478 | if (f2) clues[f2 - g->faces]++; |
1479 | } |
121aae4b |
1480 | } |
1481 | |
1482 | sfree(board); |
1483 | } |
1484 | |
7c95608a |
1485 | |
1a739e2f |
1486 | static int game_has_unique_soln(const game_state *state, int diff) |
121aae4b |
1487 | { |
1488 | int ret; |
1489 | solver_state *sstate_new; |
1490 | solver_state *sstate = new_solver_state((game_state *)state, diff); |
7c95608a |
1491 | |
121aae4b |
1492 | sstate_new = solve_game_rec(sstate, diff); |
1493 | |
1494 | assert(sstate_new->solver_status != SOLVER_MISTAKE); |
1495 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
1496 | |
1497 | free_solver_state(sstate_new); |
1498 | free_solver_state(sstate); |
1499 | |
1500 | return ret; |
1501 | } |
1502 | |
7c95608a |
1503 | |
121aae4b |
1504 | /* Remove clues one at a time at random. */ |
7c95608a |
1505 | static game_state *remove_clues(game_state *state, random_state *rs, |
1a739e2f |
1506 | int diff) |
121aae4b |
1507 | { |
7c95608a |
1508 | int *face_list; |
1509 | int num_faces = state->game_grid->num_faces; |
121aae4b |
1510 | game_state *ret = dup_game(state), *saved_ret; |
1511 | int n; |
121aae4b |
1512 | |
1513 | /* We need to remove some clues. We'll do this by forming a list of all |
1514 | * available clues, shuffling it, then going along one at a |
1515 | * time clearing each clue in turn for which doing so doesn't render the |
1516 | * board unsolvable. */ |
7c95608a |
1517 | face_list = snewn(num_faces, int); |
1518 | for (n = 0; n < num_faces; ++n) { |
1519 | face_list[n] = n; |
121aae4b |
1520 | } |
1521 | |
7c95608a |
1522 | shuffle(face_list, num_faces, sizeof(int), rs); |
121aae4b |
1523 | |
7c95608a |
1524 | for (n = 0; n < num_faces; ++n) { |
1525 | saved_ret = dup_game(ret); |
1526 | ret->clues[face_list[n]] = -1; |
121aae4b |
1527 | |
1528 | if (game_has_unique_soln(ret, diff)) { |
1529 | free_game(saved_ret); |
1530 | } else { |
1531 | free_game(ret); |
1532 | ret = saved_ret; |
1533 | } |
1534 | } |
7c95608a |
1535 | sfree(face_list); |
121aae4b |
1536 | |
1537 | return ret; |
1538 | } |
1539 | |
7c95608a |
1540 | |
121aae4b |
1541 | static char *new_game_desc(game_params *params, random_state *rs, |
1542 | char **aux, int interactive) |
1543 | { |
1544 | /* solution and description both use run-length encoding in obvious ways */ |
1545 | char *retval; |
7c95608a |
1546 | grid *g; |
1547 | game_state *state = snew(game_state); |
1548 | game_state *state_new; |
1549 | params_generate_grid(params); |
1550 | state->game_grid = g = params->game_grid; |
1551 | g->refcount++; |
1552 | state->clues = snewn(g->num_faces, signed char); |
1553 | state->lines = snewn(g->num_edges, char); |
121aae4b |
1554 | |
7c95608a |
1555 | state->grid_type = params->type; |
121aae4b |
1556 | |
7c95608a |
1557 | newboard_please: |
121aae4b |
1558 | |
7c95608a |
1559 | memset(state->lines, LINE_UNKNOWN, g->num_edges); |
121aae4b |
1560 | |
1561 | state->solved = state->cheated = FALSE; |
121aae4b |
1562 | |
1563 | /* Get a new random solvable board with all its clues filled in. Yes, this |
1564 | * can loop for ever if the params are suitably unfavourable, but |
1565 | * preventing games smaller than 4x4 seems to stop this happening */ |
121aae4b |
1566 | do { |
1567 | add_full_clues(state, rs); |
1568 | } while (!game_has_unique_soln(state, params->diff)); |
1569 | |
1570 | state_new = remove_clues(state, rs, params->diff); |
1571 | free_game(state); |
1572 | state = state_new; |
1573 | |
7c95608a |
1574 | |
121aae4b |
1575 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1a739e2f |
1576 | #ifdef SHOW_WORKING |
121aae4b |
1577 | fprintf(stderr, "Rejecting board, it is too easy\n"); |
1a739e2f |
1578 | #endif |
121aae4b |
1579 | goto newboard_please; |
1580 | } |
1581 | |
1582 | retval = state_to_text(state); |
1583 | |
1584 | free_game(state); |
7c95608a |
1585 | |
121aae4b |
1586 | assert(!validate_desc(params, retval)); |
1587 | |
1588 | return retval; |
1589 | } |
1590 | |
1591 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1592 | { |
7c95608a |
1593 | int i; |
121aae4b |
1594 | game_state *state = snew(game_state); |
1595 | int empties_to_make = 0; |
1596 | int n; |
1597 | const char *dp = desc; |
7c95608a |
1598 | grid *g; |
1515b973 |
1599 | int num_faces, num_edges; |
1600 | |
7c95608a |
1601 | params_generate_grid(params); |
1602 | state->game_grid = g = params->game_grid; |
1603 | g->refcount++; |
1515b973 |
1604 | num_faces = g->num_faces; |
1605 | num_edges = g->num_edges; |
121aae4b |
1606 | |
7c95608a |
1607 | state->clues = snewn(num_faces, signed char); |
1608 | state->lines = snewn(num_edges, char); |
121aae4b |
1609 | |
1610 | state->solved = state->cheated = FALSE; |
1611 | |
7c95608a |
1612 | state->grid_type = params->type; |
1613 | |
1614 | for (i = 0; i < num_faces; i++) { |
121aae4b |
1615 | if (empties_to_make) { |
1616 | empties_to_make--; |
7c95608a |
1617 | state->clues[i] = -1; |
121aae4b |
1618 | continue; |
1619 | } |
1620 | |
1621 | assert(*dp); |
1622 | n = *dp - '0'; |
1623 | if (n >= 0 && n < 10) { |
7c95608a |
1624 | state->clues[i] = n; |
121aae4b |
1625 | } else { |
1626 | n = *dp - 'a' + 1; |
1627 | assert(n > 0); |
7c95608a |
1628 | state->clues[i] = -1; |
121aae4b |
1629 | empties_to_make = n - 1; |
1630 | } |
1631 | ++dp; |
1632 | } |
1633 | |
7c95608a |
1634 | memset(state->lines, LINE_UNKNOWN, num_edges); |
121aae4b |
1635 | |
1636 | return state; |
1637 | } |
1638 | |
1639 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
1640 | |
1641 | /* ---------------------------------------------------------------------- |
1642 | * Solver logic |
1643 | * |
1644 | * Our solver modes operate as follows. Each mode also uses the modes above it. |
1645 | * |
1646 | * Easy Mode |
1647 | * Just implement the rules of the game. |
1648 | * |
1649 | * Normal Mode |
7c95608a |
1650 | * For each (adjacent) pair of lines through each dot we store a bit for |
1651 | * whether at least one of them is on and whether at most one is on. (If we |
1652 | * know both or neither is on that's already stored more directly.) |
121aae4b |
1653 | * |
1654 | * Advanced Mode |
1655 | * Use edsf data structure to make equivalence classes of lines that are |
1656 | * known identical to or opposite to one another. |
1657 | */ |
1658 | |
121aae4b |
1659 | |
7c95608a |
1660 | /* DLines: |
1661 | * For general grids, we consider "dlines" to be pairs of lines joined |
1662 | * at a dot. The lines must be adjacent around the dot, so we can think of |
1663 | * a dline as being a dot+face combination. Or, a dot+edge combination where |
1664 | * the second edge is taken to be the next clockwise edge from the dot. |
1665 | * Original loopy code didn't have this extra restriction of the lines being |
1666 | * adjacent. From my tests with square grids, this extra restriction seems to |
1667 | * take little, if anything, away from the quality of the puzzles. |
1668 | * A dline can be uniquely identified by an edge/dot combination, given that |
1669 | * a dline-pair always goes clockwise around its common dot. The edge/dot |
1670 | * combination can be represented by an edge/bool combination - if bool is |
1671 | * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is |
1672 | * exactly twice the number of edges in the grid - although the dlines |
1673 | * spanning the infinite face are not all that useful to the solver. |
1674 | * Note that, by convention, a dline goes clockwise around its common dot, |
1675 | * which means the dline goes anti-clockwise around its common face. |
1676 | */ |
121aae4b |
1677 | |
7c95608a |
1678 | /* Helper functions for obtaining an index into an array of dlines, given |
1679 | * various information. We assume the grid layout conventions about how |
1680 | * the various lists are interleaved - see grid_make_consistent() for |
1681 | * details. */ |
121aae4b |
1682 | |
7c95608a |
1683 | /* i points to the first edge of the dline pair, reading clockwise around |
1684 | * the dot. */ |
1685 | static int dline_index_from_dot(grid *g, grid_dot *d, int i) |
121aae4b |
1686 | { |
7c95608a |
1687 | grid_edge *e = d->edges[i]; |
121aae4b |
1688 | int ret; |
7c95608a |
1689 | #ifdef DEBUG_DLINES |
1690 | grid_edge *e2; |
1691 | int i2 = i+1; |
1692 | if (i2 == d->order) i2 = 0; |
1693 | e2 = d->edges[i2]; |
1694 | #endif |
1695 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
1696 | #ifdef DEBUG_DLINES |
1697 | printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n", |
1698 | (int)(d - g->dots), i, (int)(e - g->edges), |
1699 | (int)(e2 - g->edges), ret); |
121aae4b |
1700 | #endif |
1701 | return ret; |
1702 | } |
7c95608a |
1703 | /* i points to the second edge of the dline pair, reading clockwise around |
1704 | * the face. That is, the edges of the dline, starting at edge{i}, read |
1705 | * anti-clockwise around the face. By layout conventions, the common dot |
1706 | * of the dline will be f->dots[i] */ |
1707 | static int dline_index_from_face(grid *g, grid_face *f, int i) |
121aae4b |
1708 | { |
7c95608a |
1709 | grid_edge *e = f->edges[i]; |
1710 | grid_dot *d = f->dots[i]; |
121aae4b |
1711 | int ret; |
7c95608a |
1712 | #ifdef DEBUG_DLINES |
1713 | grid_edge *e2; |
1714 | int i2 = i - 1; |
1715 | if (i2 < 0) i2 += f->order; |
1716 | e2 = f->edges[i2]; |
1717 | #endif |
1718 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
1719 | #ifdef DEBUG_DLINES |
1720 | printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n", |
1721 | (int)(f - g->faces), i, (int)(e - g->edges), |
1722 | (int)(e2 - g->edges), ret); |
121aae4b |
1723 | #endif |
1724 | return ret; |
1725 | } |
7c95608a |
1726 | static int is_atleastone(const char *dline_array, int index) |
121aae4b |
1727 | { |
7c95608a |
1728 | return BIT_SET(dline_array[index], 0); |
121aae4b |
1729 | } |
7c95608a |
1730 | static int set_atleastone(char *dline_array, int index) |
121aae4b |
1731 | { |
7c95608a |
1732 | return SET_BIT(dline_array[index], 0); |
121aae4b |
1733 | } |
7c95608a |
1734 | static int is_atmostone(const char *dline_array, int index) |
121aae4b |
1735 | { |
7c95608a |
1736 | return BIT_SET(dline_array[index], 1); |
1737 | } |
1738 | static int set_atmostone(char *dline_array, int index) |
1739 | { |
1740 | return SET_BIT(dline_array[index], 1); |
121aae4b |
1741 | } |
121aae4b |
1742 | |
1743 | static void array_setall(char *array, char from, char to, int len) |
1744 | { |
1745 | char *p = array, *p_old = p; |
1746 | int len_remaining = len; |
1747 | |
1748 | while ((p = memchr(p, from, len_remaining))) { |
1749 | *p = to; |
1750 | len_remaining -= p - p_old; |
1751 | p_old = p; |
1752 | } |
1753 | } |
6193da8d |
1754 | |
7c95608a |
1755 | /* Helper, called when doing dline dot deductions, in the case where we |
1756 | * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between |
1757 | * them (because of dline atmostone/atleastone). |
1758 | * On entry, edge points to the first of these two UNKNOWNs. This function |
1759 | * will find the opposite UNKNOWNS (if they are adjacent to one another) |
1760 | * and set their corresponding dline to atleastone. (Setting atmostone |
1761 | * already happens in earlier dline deductions) */ |
1762 | static int dline_set_opp_atleastone(solver_state *sstate, |
1763 | grid_dot *d, int edge) |
121aae4b |
1764 | { |
7c95608a |
1765 | game_state *state = sstate->state; |
1766 | grid *g = state->game_grid; |
1767 | int N = d->order; |
1768 | int opp, opp2; |
1769 | for (opp = 0; opp < N; opp++) { |
1770 | int opp_dline_index; |
1771 | if (opp == edge || opp == edge+1 || opp == edge-1) |
1772 | continue; |
1773 | if (opp == 0 && edge == N-1) |
1774 | continue; |
1775 | if (opp == N-1 && edge == 0) |
1776 | continue; |
1777 | opp2 = opp + 1; |
1778 | if (opp2 == N) opp2 = 0; |
1779 | /* Check if opp, opp2 point to LINE_UNKNOWNs */ |
1780 | if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN) |
1781 | continue; |
1782 | if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN) |
1783 | continue; |
1784 | /* Found opposite UNKNOWNS and they're next to each other */ |
1785 | opp_dline_index = dline_index_from_dot(g, d, opp); |
1786 | return set_atleastone(sstate->normal->dlines, opp_dline_index); |
121aae4b |
1787 | } |
7c95608a |
1788 | return FALSE; |
121aae4b |
1789 | } |
6193da8d |
1790 | |
121aae4b |
1791 | |
7c95608a |
1792 | /* Set pairs of lines around this face which are known to be identical, to |
121aae4b |
1793 | * the given line_state */ |
7c95608a |
1794 | static int face_setall_identical(solver_state *sstate, int face_index, |
1795 | enum line_state line_new) |
121aae4b |
1796 | { |
1797 | /* can[dir] contains the canonical line associated with the line in |
1798 | * direction dir from the square in question. Similarly inv[dir] is |
1799 | * whether or not the line in question is inverse to its canonical |
1800 | * element. */ |
121aae4b |
1801 | int retval = FALSE; |
7c95608a |
1802 | game_state *state = sstate->state; |
1803 | grid *g = state->game_grid; |
1804 | grid_face *f = g->faces + face_index; |
1805 | int N = f->order; |
1806 | int i, j; |
1807 | int can1, can2, inv1, inv2; |
6193da8d |
1808 | |
7c95608a |
1809 | for (i = 0; i < N; i++) { |
1810 | int line1_index = f->edges[i] - g->edges; |
1811 | if (state->lines[line1_index] != LINE_UNKNOWN) |
1812 | continue; |
1813 | for (j = i + 1; j < N; j++) { |
1814 | int line2_index = f->edges[j] - g->edges; |
1815 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
1816 | continue; |
6193da8d |
1817 | |
7c95608a |
1818 | /* Found two UNKNOWNS */ |
1819 | can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1); |
1820 | can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2); |
1821 | if (can1 == can2 && inv1 == inv2) { |
1822 | solver_set_line(sstate, line1_index, line_new); |
1823 | solver_set_line(sstate, line2_index, line_new); |
6193da8d |
1824 | } |
1825 | } |
6193da8d |
1826 | } |
121aae4b |
1827 | return retval; |
1828 | } |
1829 | |
7c95608a |
1830 | /* Given a dot or face, and a count of LINE_UNKNOWNs, find them and |
1831 | * return the edge indices into e. */ |
1832 | static void find_unknowns(game_state *state, |
1833 | grid_edge **edge_list, /* Edge list to search (from a face or a dot) */ |
1834 | int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */ |
1835 | int *e /* Returned edge indices */) |
1836 | { |
1837 | int c = 0; |
1838 | grid *g = state->game_grid; |
1839 | while (c < expected_count) { |
1840 | int line_index = *edge_list - g->edges; |
1841 | if (state->lines[line_index] == LINE_UNKNOWN) { |
1842 | e[c] = line_index; |
1843 | c++; |
6193da8d |
1844 | } |
7c95608a |
1845 | ++edge_list; |
6193da8d |
1846 | } |
6193da8d |
1847 | } |
1848 | |
7c95608a |
1849 | /* If we have a list of edges, and we know whether the number of YESs should |
1850 | * be odd or even, and there are only a few UNKNOWNs, we can do some simple |
1851 | * linedsf deductions. This can be used for both face and dot deductions. |
1852 | * Returns the difficulty level of the next solver that should be used, |
1853 | * or DIFF_MAX if no progress was made. */ |
1854 | static int parity_deductions(solver_state *sstate, |
1855 | grid_edge **edge_list, /* Edge list (from a face or a dot) */ |
1856 | int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */ |
1857 | int unknown_count) |
6193da8d |
1858 | { |
121aae4b |
1859 | game_state *state = sstate->state; |
7c95608a |
1860 | int diff = DIFF_MAX; |
1861 | int *linedsf = sstate->hard->linedsf; |
1862 | |
1863 | if (unknown_count == 2) { |
1864 | /* Lines are known alike/opposite, depending on inv. */ |
1865 | int e[2]; |
1866 | find_unknowns(state, edge_list, 2, e); |
1867 | if (merge_lines(sstate, e[0], e[1], total_parity)) |
1868 | diff = min(diff, DIFF_HARD); |
1869 | } else if (unknown_count == 3) { |
1870 | int e[3]; |
1871 | int can[3]; /* canonical edges */ |
1872 | int inv[3]; /* whether can[x] is inverse to e[x] */ |
1873 | find_unknowns(state, edge_list, 3, e); |
1874 | can[0] = edsf_canonify(linedsf, e[0], inv); |
1875 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
1876 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
1877 | if (can[0] == can[1]) { |
1878 | if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ? |
1879 | LINE_YES : LINE_NO)) |
1880 | diff = min(diff, DIFF_EASY); |
1881 | } |
1882 | if (can[0] == can[2]) { |
1883 | if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ? |
1884 | LINE_YES : LINE_NO)) |
1885 | diff = min(diff, DIFF_EASY); |
1886 | } |
1887 | if (can[1] == can[2]) { |
1888 | if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ? |
1889 | LINE_YES : LINE_NO)) |
1890 | diff = min(diff, DIFF_EASY); |
1891 | } |
1892 | } else if (unknown_count == 4) { |
1893 | int e[4]; |
1894 | int can[4]; /* canonical edges */ |
1895 | int inv[4]; /* whether can[x] is inverse to e[x] */ |
1896 | find_unknowns(state, edge_list, 4, e); |
1897 | can[0] = edsf_canonify(linedsf, e[0], inv); |
1898 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
1899 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
1900 | can[3] = edsf_canonify(linedsf, e[3], inv+3); |
1901 | if (can[0] == can[1]) { |
1902 | if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1])) |
1903 | diff = min(diff, DIFF_HARD); |
1904 | } else if (can[0] == can[2]) { |
1905 | if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2])) |
1906 | diff = min(diff, DIFF_HARD); |
1907 | } else if (can[0] == can[3]) { |
1908 | if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3])) |
1909 | diff = min(diff, DIFF_HARD); |
1910 | } else if (can[1] == can[2]) { |
1911 | if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2])) |
1912 | diff = min(diff, DIFF_HARD); |
1913 | } else if (can[1] == can[3]) { |
1914 | if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3])) |
1915 | diff = min(diff, DIFF_HARD); |
1916 | } else if (can[2] == can[3]) { |
1917 | if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3])) |
1918 | diff = min(diff, DIFF_HARD); |
6193da8d |
1919 | } |
1920 | } |
7c95608a |
1921 | return diff; |
6193da8d |
1922 | } |
1923 | |
7c95608a |
1924 | |
121aae4b |
1925 | /* |
7c95608a |
1926 | * These are the main solver functions. |
121aae4b |
1927 | * |
1928 | * Their return values are diff values corresponding to the lowest mode solver |
1929 | * that would notice the work that they have done. For example if the normal |
1930 | * mode solver adds actual lines or crosses, it will return DIFF_EASY as the |
1931 | * easy mode solver might be able to make progress using that. It doesn't make |
1932 | * sense for one of them to return a diff value higher than that of the |
7c95608a |
1933 | * function itself. |
121aae4b |
1934 | * |
1935 | * Each function returns the lowest value it can, as early as possible, in |
1936 | * order to try and pass as much work as possible back to the lower level |
1937 | * solvers which progress more quickly. |
1938 | */ |
6193da8d |
1939 | |
121aae4b |
1940 | /* PROPOSED NEW DESIGN: |
1941 | * We have a work queue consisting of 'events' notifying us that something has |
1942 | * happened that a particular solver mode might be interested in. For example |
1943 | * the hard mode solver might do something that helps the normal mode solver at |
1944 | * dot [x,y] in which case it will enqueue an event recording this fact. Then |
1945 | * we pull events off the work queue, and hand each in turn to the solver that |
1946 | * is interested in them. If a solver reports that it failed we pass the same |
1947 | * event on to progressively more advanced solvers and the loop detector. Once |
1948 | * we've exhausted an event, or it has helped us progress, we drop it and |
1949 | * continue to the next one. The events are sorted first in order of solver |
1950 | * complexity (easy first) then order of insertion (oldest first). |
1951 | * Once we run out of events we loop over each permitted solver in turn |
1952 | * (easiest first) until either a deduction is made (and an event therefore |
1953 | * emerges) or no further deductions can be made (in which case we've failed). |
1954 | * |
7c95608a |
1955 | * QUESTIONS: |
121aae4b |
1956 | * * How do we 'loop over' a solver when both dots and squares are concerned. |
1957 | * Answer: first all squares then all dots. |
1958 | */ |
1959 | |
1960 | static int easy_mode_deductions(solver_state *sstate) |
6193da8d |
1961 | { |
7c95608a |
1962 | int i, current_yes, current_no; |
1963 | game_state *state = sstate->state; |
1964 | grid *g = state->game_grid; |
1a739e2f |
1965 | int diff = DIFF_MAX; |
6193da8d |
1966 | |
7c95608a |
1967 | /* Per-face deductions */ |
1968 | for (i = 0; i < g->num_faces; i++) { |
1969 | grid_face *f = g->faces + i; |
1970 | |
1971 | if (sstate->face_solved[i]) |
121aae4b |
1972 | continue; |
6193da8d |
1973 | |
7c95608a |
1974 | current_yes = sstate->face_yes_count[i]; |
1975 | current_no = sstate->face_no_count[i]; |
c0eb17ce |
1976 | |
7c95608a |
1977 | if (current_yes + current_no == f->order) { |
1978 | sstate->face_solved[i] = TRUE; |
121aae4b |
1979 | continue; |
1980 | } |
6193da8d |
1981 | |
7c95608a |
1982 | if (state->clues[i] < 0) |
121aae4b |
1983 | continue; |
6193da8d |
1984 | |
7c95608a |
1985 | if (state->clues[i] < current_yes) { |
121aae4b |
1986 | sstate->solver_status = SOLVER_MISTAKE; |
1987 | return DIFF_EASY; |
1988 | } |
7c95608a |
1989 | if (state->clues[i] == current_yes) { |
1990 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO)) |
121aae4b |
1991 | diff = min(diff, DIFF_EASY); |
7c95608a |
1992 | sstate->face_solved[i] = TRUE; |
121aae4b |
1993 | continue; |
1994 | } |
c0eb17ce |
1995 | |
7c95608a |
1996 | if (f->order - state->clues[i] < current_no) { |
121aae4b |
1997 | sstate->solver_status = SOLVER_MISTAKE; |
1998 | return DIFF_EASY; |
1999 | } |
7c95608a |
2000 | if (f->order - state->clues[i] == current_no) { |
2001 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES)) |
121aae4b |
2002 | diff = min(diff, DIFF_EASY); |
7c95608a |
2003 | sstate->face_solved[i] = TRUE; |
121aae4b |
2004 | continue; |
2005 | } |
2006 | } |
6193da8d |
2007 | |
121aae4b |
2008 | check_caches(sstate); |
6193da8d |
2009 | |
121aae4b |
2010 | /* Per-dot deductions */ |
7c95608a |
2011 | for (i = 0; i < g->num_dots; i++) { |
2012 | grid_dot *d = g->dots + i; |
2013 | int yes, no, unknown; |
2014 | |
2015 | if (sstate->dot_solved[i]) |
121aae4b |
2016 | continue; |
c0eb17ce |
2017 | |
7c95608a |
2018 | yes = sstate->dot_yes_count[i]; |
2019 | no = sstate->dot_no_count[i]; |
2020 | unknown = d->order - yes - no; |
2021 | |
2022 | if (yes == 0) { |
2023 | if (unknown == 0) { |
2024 | sstate->dot_solved[i] = TRUE; |
2025 | } else if (unknown == 1) { |
2026 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
121aae4b |
2027 | diff = min(diff, DIFF_EASY); |
7c95608a |
2028 | sstate->dot_solved[i] = TRUE; |
2029 | } |
2030 | } else if (yes == 1) { |
2031 | if (unknown == 0) { |
121aae4b |
2032 | sstate->solver_status = SOLVER_MISTAKE; |
2033 | return DIFF_EASY; |
7c95608a |
2034 | } else if (unknown == 1) { |
2035 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES); |
2036 | diff = min(diff, DIFF_EASY); |
2037 | } |
2038 | } else if (yes == 2) { |
2039 | if (unknown > 0) { |
2040 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
2041 | diff = min(diff, DIFF_EASY); |
2042 | } |
2043 | sstate->dot_solved[i] = TRUE; |
2044 | } else { |
2045 | sstate->solver_status = SOLVER_MISTAKE; |
2046 | return DIFF_EASY; |
6193da8d |
2047 | } |
2048 | } |
6193da8d |
2049 | |
121aae4b |
2050 | check_caches(sstate); |
6193da8d |
2051 | |
121aae4b |
2052 | return diff; |
6193da8d |
2053 | } |
2054 | |
121aae4b |
2055 | static int normal_mode_deductions(solver_state *sstate) |
6193da8d |
2056 | { |
121aae4b |
2057 | game_state *state = sstate->state; |
7c95608a |
2058 | grid *g = state->game_grid; |
2059 | char *dlines = sstate->normal->dlines; |
2060 | int i; |
1a739e2f |
2061 | int diff = DIFF_MAX; |
6193da8d |
2062 | |
7c95608a |
2063 | /* ------ Face deductions ------ */ |
2064 | |
2065 | /* Given a set of dline atmostone/atleastone constraints, need to figure |
2066 | * out if we can deduce any further info. For more general faces than |
2067 | * squares, this turns out to be a tricky problem. |
2068 | * The approach taken here is to define (per face) NxN matrices: |
2069 | * "maxs" and "mins". |
2070 | * The entries maxs(j,k) and mins(j,k) define the upper and lower limits |
2071 | * for the possible number of edges that are YES between positions j and k |
2072 | * going clockwise around the face. Can think of j and k as marking dots |
2073 | * around the face (recall the labelling scheme: edge0 joins dot0 to dot1, |
2074 | * edge1 joins dot1 to dot2 etc). |
2075 | * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing |
2076 | * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j} |
2077 | * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to |
2078 | * the dline atmostone/atleastone status for edges j and j+1. |
2079 | * |
2080 | * Then we calculate the remaining entries recursively. We definitely |
2081 | * know that |
2082 | * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k. |
2083 | * This is because any valid placement of YESs between j and k must give |
2084 | * a valid placement between j and u, and also between u and k. |
2085 | * I believe it's sufficient to use just the two values of u: |
2086 | * j+1 and j+2. Seems to work well in practice - the bounds we compute |
2087 | * are rigorous, even if they might not be best-possible. |
2088 | * |
2089 | * Once we have maxs and mins calculated, we can make inferences about |
2090 | * each dline{j,j+1} by looking at the possible complementary edge-counts |
2091 | * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue. |
2092 | * As well as dlines, we can make similar inferences about single edges. |
2093 | * For example, consider a pentagon with clue 3, and we know at most one |
2094 | * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES. |
2095 | * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so |
2096 | * that final edge would have to be YES to make the count up to 3. |
2097 | */ |
121aae4b |
2098 | |
7c95608a |
2099 | /* Much quicker to allocate arrays on the stack than the heap, so |
2100 | * define the largest possible face size, and base our array allocations |
2101 | * on that. We check this with an assertion, in case someone decides to |
2102 | * make a grid which has larger faces than this. Note, this algorithm |
2103 | * could get quite expensive if there are many large faces. */ |
2104 | #define MAX_FACE_SIZE 8 |
2105 | |
2106 | for (i = 0; i < g->num_faces; i++) { |
2107 | int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2108 | int mins[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2109 | grid_face *f = g->faces + i; |
2110 | int N = f->order; |
2111 | int j,m; |
2112 | int clue = state->clues[i]; |
2113 | assert(N <= MAX_FACE_SIZE); |
2114 | if (sstate->face_solved[i]) |
6193da8d |
2115 | continue; |
7c95608a |
2116 | if (clue < 0) continue; |
2117 | |
2118 | /* Calculate the (j,j+1) entries */ |
2119 | for (j = 0; j < N; j++) { |
2120 | int edge_index = f->edges[j] - g->edges; |
2121 | int dline_index; |
2122 | enum line_state line1 = state->lines[edge_index]; |
2123 | enum line_state line2; |
2124 | int tmp; |
2125 | int k = j + 1; |
2126 | if (k >= N) k = 0; |
2127 | maxs[j][k] = (line1 == LINE_NO) ? 0 : 1; |
2128 | mins[j][k] = (line1 == LINE_YES) ? 1 : 0; |
2129 | /* Calculate the (j,j+2) entries */ |
2130 | dline_index = dline_index_from_face(g, f, k); |
2131 | edge_index = f->edges[k] - g->edges; |
2132 | line2 = state->lines[edge_index]; |
2133 | k++; |
2134 | if (k >= N) k = 0; |
2135 | |
2136 | /* max */ |
2137 | tmp = 2; |
2138 | if (line1 == LINE_NO) tmp--; |
2139 | if (line2 == LINE_NO) tmp--; |
2140 | if (tmp == 2 && is_atmostone(dlines, dline_index)) |
2141 | tmp = 1; |
2142 | maxs[j][k] = tmp; |
2143 | |
2144 | /* min */ |
2145 | tmp = 0; |
2146 | if (line1 == LINE_YES) tmp++; |
2147 | if (line2 == LINE_YES) tmp++; |
2148 | if (tmp == 0 && is_atleastone(dlines, dline_index)) |
2149 | tmp = 1; |
2150 | mins[j][k] = tmp; |
2151 | } |
121aae4b |
2152 | |
7c95608a |
2153 | /* Calculate the (j,j+m) entries for m between 3 and N-1 */ |
2154 | for (m = 3; m < N; m++) { |
2155 | for (j = 0; j < N; j++) { |
2156 | int k = j + m; |
2157 | int u = j + 1; |
2158 | int v = j + 2; |
2159 | int tmp; |
2160 | if (k >= N) k -= N; |
2161 | if (u >= N) u -= N; |
2162 | if (v >= N) v -= N; |
2163 | maxs[j][k] = maxs[j][u] + maxs[u][k]; |
2164 | mins[j][k] = mins[j][u] + mins[u][k]; |
2165 | tmp = maxs[j][v] + maxs[v][k]; |
2166 | maxs[j][k] = min(maxs[j][k], tmp); |
2167 | tmp = mins[j][v] + mins[v][k]; |
2168 | mins[j][k] = max(mins[j][k], tmp); |
2169 | } |
2170 | } |
121aae4b |
2171 | |
7c95608a |
2172 | /* See if we can make any deductions */ |
2173 | for (j = 0; j < N; j++) { |
2174 | int k; |
2175 | grid_edge *e = f->edges[j]; |
2176 | int line_index = e - g->edges; |
2177 | int dline_index; |
121aae4b |
2178 | |
7c95608a |
2179 | if (state->lines[line_index] != LINE_UNKNOWN) |
2180 | continue; |
2181 | k = j + 1; |
2182 | if (k >= N) k = 0; |
121aae4b |
2183 | |
7c95608a |
2184 | /* minimum YESs in the complement of this edge */ |
2185 | if (mins[k][j] > clue) { |
2186 | sstate->solver_status = SOLVER_MISTAKE; |
2187 | return DIFF_EASY; |
2188 | } |
2189 | if (mins[k][j] == clue) { |
2190 | /* setting this edge to YES would make at least |
2191 | * (clue+1) edges - contradiction */ |
2192 | solver_set_line(sstate, line_index, LINE_NO); |
2193 | diff = min(diff, DIFF_EASY); |
2194 | } |
2195 | if (maxs[k][j] < clue - 1) { |
2196 | sstate->solver_status = SOLVER_MISTAKE; |
2197 | return DIFF_EASY; |
2198 | } |
2199 | if (maxs[k][j] == clue - 1) { |
2200 | /* Only way to satisfy the clue is to set edge{j} as YES */ |
2201 | solver_set_line(sstate, line_index, LINE_YES); |
2202 | diff = min(diff, DIFF_EASY); |
2203 | } |
2204 | |
2205 | /* Now see if we can make dline deduction for edges{j,j+1} */ |
2206 | e = f->edges[k]; |
2207 | if (state->lines[e - g->edges] != LINE_UNKNOWN) |
2208 | /* Only worth doing this for an UNKNOWN,UNKNOWN pair. |
2209 | * Dlines where one of the edges is known, are handled in the |
2210 | * dot-deductions */ |
2211 | continue; |
2212 | |
2213 | dline_index = dline_index_from_face(g, f, k); |
2214 | k++; |
2215 | if (k >= N) k = 0; |
2216 | |
2217 | /* minimum YESs in the complement of this dline */ |
2218 | if (mins[k][j] > clue - 2) { |
2219 | /* Adding 2 YESs would break the clue */ |
2220 | if (set_atmostone(dlines, dline_index)) |
2221 | diff = min(diff, DIFF_NORMAL); |
2222 | } |
2223 | /* maximum YESs in the complement of this dline */ |
2224 | if (maxs[k][j] < clue) { |
2225 | /* Adding 2 NOs would mean not enough YESs */ |
2226 | if (set_atleastone(dlines, dline_index)) |
2227 | diff = min(diff, DIFF_NORMAL); |
2228 | } |
6193da8d |
2229 | } |
6193da8d |
2230 | } |
2231 | |
121aae4b |
2232 | if (diff < DIFF_NORMAL) |
2233 | return diff; |
6193da8d |
2234 | |
7c95608a |
2235 | /* ------ Dot deductions ------ */ |
6193da8d |
2236 | |
7c95608a |
2237 | for (i = 0; i < g->num_dots; i++) { |
2238 | grid_dot *d = g->dots + i; |
2239 | int N = d->order; |
2240 | int yes, no, unknown; |
2241 | int j; |
2242 | if (sstate->dot_solved[i]) |
2243 | continue; |
2244 | yes = sstate->dot_yes_count[i]; |
2245 | no = sstate->dot_no_count[i]; |
2246 | unknown = N - yes - no; |
2247 | |
2248 | for (j = 0; j < N; j++) { |
2249 | int k; |
2250 | int dline_index; |
2251 | int line1_index, line2_index; |
2252 | enum line_state line1, line2; |
2253 | k = j + 1; |
2254 | if (k >= N) k = 0; |
2255 | dline_index = dline_index_from_dot(g, d, j); |
2256 | line1_index = d->edges[j] - g->edges; |
2257 | line2_index = d->edges[k] - g->edges; |
2258 | line1 = state->lines[line1_index]; |
2259 | line2 = state->lines[line2_index]; |
2260 | |
2261 | /* Infer dline state from line state */ |
2262 | if (line1 == LINE_NO || line2 == LINE_NO) { |
2263 | if (set_atmostone(dlines, dline_index)) |
2264 | diff = min(diff, DIFF_NORMAL); |
2265 | } |
2266 | if (line1 == LINE_YES || line2 == LINE_YES) { |
2267 | if (set_atleastone(dlines, dline_index)) |
2268 | diff = min(diff, DIFF_NORMAL); |
2269 | } |
2270 | /* Infer line state from dline state */ |
2271 | if (is_atmostone(dlines, dline_index)) { |
2272 | if (line1 == LINE_YES && line2 == LINE_UNKNOWN) { |
2273 | solver_set_line(sstate, line2_index, LINE_NO); |
2274 | diff = min(diff, DIFF_EASY); |
2275 | } |
2276 | if (line2 == LINE_YES && line1 == LINE_UNKNOWN) { |
2277 | solver_set_line(sstate, line1_index, LINE_NO); |
2278 | diff = min(diff, DIFF_EASY); |
2279 | } |
2280 | } |
2281 | if (is_atleastone(dlines, dline_index)) { |
2282 | if (line1 == LINE_NO && line2 == LINE_UNKNOWN) { |
2283 | solver_set_line(sstate, line2_index, LINE_YES); |
2284 | diff = min(diff, DIFF_EASY); |
2285 | } |
2286 | if (line2 == LINE_NO && line1 == LINE_UNKNOWN) { |
2287 | solver_set_line(sstate, line1_index, LINE_YES); |
2288 | diff = min(diff, DIFF_EASY); |
2289 | } |
2290 | } |
2291 | /* Deductions that depend on the numbers of lines. |
2292 | * Only bother if both lines are UNKNOWN, otherwise the |
2293 | * easy-mode solver (or deductions above) would have taken |
2294 | * care of it. */ |
2295 | if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN) |
2296 | continue; |
6193da8d |
2297 | |
7c95608a |
2298 | if (yes == 0 && unknown == 2) { |
2299 | /* Both these unknowns must be identical. If we know |
2300 | * atmostone or atleastone, we can make progress. */ |
2301 | if (is_atmostone(dlines, dline_index)) { |
2302 | solver_set_line(sstate, line1_index, LINE_NO); |
2303 | solver_set_line(sstate, line2_index, LINE_NO); |
2304 | diff = min(diff, DIFF_EASY); |
2305 | } |
2306 | if (is_atleastone(dlines, dline_index)) { |
2307 | solver_set_line(sstate, line1_index, LINE_YES); |
2308 | solver_set_line(sstate, line2_index, LINE_YES); |
2309 | diff = min(diff, DIFF_EASY); |
2310 | } |
2311 | } |
2312 | if (yes == 1) { |
2313 | if (set_atmostone(dlines, dline_index)) |
2314 | diff = min(diff, DIFF_NORMAL); |
2315 | if (unknown == 2) { |
2316 | if (set_atleastone(dlines, dline_index)) |
2317 | diff = min(diff, DIFF_NORMAL); |
2318 | } |
121aae4b |
2319 | } |
6193da8d |
2320 | |
7c95608a |
2321 | /* If we have atleastone set for this dline, infer |
2322 | * atmostone for each "opposite" dline (that is, each |
2323 | * dline without edges in common with this one). |
2324 | * Again, this test is only worth doing if both these |
2325 | * lines are UNKNOWN. For if one of these lines were YES, |
2326 | * the (yes == 1) test above would kick in instead. */ |
2327 | if (is_atleastone(dlines, dline_index)) { |
2328 | int opp; |
2329 | for (opp = 0; opp < N; opp++) { |
2330 | int opp_dline_index; |
2331 | if (opp == j || opp == j+1 || opp == j-1) |
2332 | continue; |
2333 | if (j == 0 && opp == N-1) |
2334 | continue; |
2335 | if (j == N-1 && opp == 0) |
2336 | continue; |
2337 | opp_dline_index = dline_index_from_dot(g, d, opp); |
2338 | if (set_atmostone(dlines, opp_dline_index)) |
2339 | diff = min(diff, DIFF_NORMAL); |
2340 | } |
6193da8d |
2341 | |
7c95608a |
2342 | if (yes == 0 && is_atmostone(dlines, dline_index)) { |
2343 | /* This dline has *exactly* one YES and there are no |
2344 | * other YESs. This allows more deductions. */ |
2345 | if (unknown == 3) { |
2346 | /* Third unknown must be YES */ |
2347 | for (opp = 0; opp < N; opp++) { |
2348 | int opp_index; |
2349 | if (opp == j || opp == k) |
2350 | continue; |
2351 | opp_index = d->edges[opp] - g->edges; |
2352 | if (state->lines[opp_index] == LINE_UNKNOWN) { |
2353 | solver_set_line(sstate, opp_index, LINE_YES); |
2354 | diff = min(diff, DIFF_EASY); |
121aae4b |
2355 | } |
2356 | } |
7c95608a |
2357 | } else if (unknown == 4) { |
2358 | /* Exactly one of opposite UNKNOWNS is YES. We've |
2359 | * already set atmostone, so set atleastone as well. |
2360 | */ |
2361 | if (dline_set_opp_atleastone(sstate, d, j)) |
2362 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2363 | } |
121aae4b |
2364 | } |
6193da8d |
2365 | } |
6193da8d |
2366 | } |
121aae4b |
2367 | } |
121aae4b |
2368 | return diff; |
6193da8d |
2369 | } |
2370 | |
121aae4b |
2371 | static int hard_mode_deductions(solver_state *sstate) |
6193da8d |
2372 | { |
121aae4b |
2373 | game_state *state = sstate->state; |
7c95608a |
2374 | grid *g = state->game_grid; |
2375 | char *dlines = sstate->normal->dlines; |
2376 | int i; |
1a739e2f |
2377 | int diff = DIFF_MAX; |
7c95608a |
2378 | int diff_tmp; |
121aae4b |
2379 | |
7c95608a |
2380 | /* ------ Face deductions ------ */ |
6193da8d |
2381 | |
7c95608a |
2382 | /* A fully-general linedsf deduction seems overly complicated |
2383 | * (I suspect the problem is NP-complete, though in practice it might just |
2384 | * be doable because faces are limited in size). |
2385 | * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are |
2386 | * known to be identical. If setting them both to YES (or NO) would break |
2387 | * the clue, set them to NO (or YES). */ |
121aae4b |
2388 | |
7c95608a |
2389 | for (i = 0; i < g->num_faces; i++) { |
2390 | int N, yes, no, unknown; |
2391 | int clue; |
6193da8d |
2392 | |
7c95608a |
2393 | if (sstate->face_solved[i]) |
121aae4b |
2394 | continue; |
7c95608a |
2395 | clue = state->clues[i]; |
2396 | if (clue < 0) |
121aae4b |
2397 | continue; |
6193da8d |
2398 | |
7c95608a |
2399 | N = g->faces[i].order; |
2400 | yes = sstate->face_yes_count[i]; |
2401 | if (yes + 1 == clue) { |
2402 | if (face_setall_identical(sstate, i, LINE_NO)) |
2403 | diff = min(diff, DIFF_EASY); |
121aae4b |
2404 | } |
7c95608a |
2405 | no = sstate->face_no_count[i]; |
2406 | if (no + 1 == N - clue) { |
2407 | if (face_setall_identical(sstate, i, LINE_YES)) |
2408 | diff = min(diff, DIFF_EASY); |
6193da8d |
2409 | } |
6193da8d |
2410 | |
7c95608a |
2411 | /* Reload YES count, it might have changed */ |
2412 | yes = sstate->face_yes_count[i]; |
2413 | unknown = N - no - yes; |
2414 | |
2415 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2416 | * parity of lines. */ |
2417 | diff_tmp = parity_deductions(sstate, g->faces[i].edges, |
2418 | (clue - yes) % 2, unknown); |
2419 | diff = min(diff, diff_tmp); |
2420 | } |
2421 | |
2422 | /* ------ Dot deductions ------ */ |
2423 | for (i = 0; i < g->num_dots; i++) { |
2424 | grid_dot *d = g->dots + i; |
2425 | int N = d->order; |
2426 | int j; |
2427 | int yes, no, unknown; |
2428 | /* Go through dlines, and do any dline<->linedsf deductions wherever |
2429 | * we find two UNKNOWNS. */ |
2430 | for (j = 0; j < N; j++) { |
2431 | int dline_index = dline_index_from_dot(g, d, j); |
2432 | int line1_index; |
2433 | int line2_index; |
2434 | int can1, can2, inv1, inv2; |
2435 | int j2; |
2436 | line1_index = d->edges[j] - g->edges; |
2437 | if (state->lines[line1_index] != LINE_UNKNOWN) |
121aae4b |
2438 | continue; |
7c95608a |
2439 | j2 = j + 1; |
2440 | if (j2 == N) j2 = 0; |
2441 | line2_index = d->edges[j2] - g->edges; |
2442 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2443 | continue; |
7c95608a |
2444 | /* Infer dline flags from linedsf */ |
2445 | can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1); |
2446 | can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2); |
2447 | if (can1 == can2 && inv1 != inv2) { |
2448 | /* These are opposites, so set dline atmostone/atleastone */ |
2449 | if (set_atmostone(dlines, dline_index)) |
2450 | diff = min(diff, DIFF_NORMAL); |
2451 | if (set_atleastone(dlines, dline_index)) |
2452 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2453 | continue; |
7c95608a |
2454 | } |
2455 | /* Infer linedsf from dline flags */ |
2456 | if (is_atmostone(dlines, dline_index) |
2457 | && is_atleastone(dlines, dline_index)) { |
2458 | if (merge_lines(sstate, line1_index, line2_index, 1)) |
121aae4b |
2459 | diff = min(diff, DIFF_HARD); |
121aae4b |
2460 | } |
2461 | } |
7c95608a |
2462 | |
2463 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2464 | * parity of lines. */ |
2465 | yes = sstate->dot_yes_count[i]; |
2466 | no = sstate->dot_no_count[i]; |
2467 | unknown = N - yes - no; |
2468 | diff_tmp = parity_deductions(sstate, d->edges, |
2469 | yes % 2, unknown); |
2470 | diff = min(diff, diff_tmp); |
121aae4b |
2471 | } |
6193da8d |
2472 | |
7c95608a |
2473 | /* ------ Edge dsf deductions ------ */ |
2474 | |
2475 | /* If the state of a line is known, deduce the state of its canonical line |
2476 | * too, and vice versa. */ |
2477 | for (i = 0; i < g->num_edges; i++) { |
2478 | int can, inv; |
2479 | enum line_state s; |
2480 | can = edsf_canonify(sstate->hard->linedsf, i, &inv); |
2481 | if (can == i) |
2482 | continue; |
2483 | s = sstate->state->lines[can]; |
2484 | if (s != LINE_UNKNOWN) { |
2485 | if (solver_set_line(sstate, i, inv ? OPP(s) : s)) |
2486 | diff = min(diff, DIFF_EASY); |
2487 | } else { |
2488 | s = sstate->state->lines[i]; |
2489 | if (s != LINE_UNKNOWN) { |
2490 | if (solver_set_line(sstate, can, inv ? OPP(s) : s)) |
121aae4b |
2491 | diff = min(diff, DIFF_EASY); |
2492 | } |
2493 | } |
2494 | } |
6193da8d |
2495 | |
121aae4b |
2496 | return diff; |
2497 | } |
6193da8d |
2498 | |
121aae4b |
2499 | static int loop_deductions(solver_state *sstate) |
2500 | { |
2501 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
2502 | game_state *state = sstate->state; |
7c95608a |
2503 | grid *g = state->game_grid; |
2504 | int shortest_chainlen = g->num_dots; |
121aae4b |
2505 | int loop_found = FALSE; |
121aae4b |
2506 | int dots_connected; |
2507 | int progress = FALSE; |
7c95608a |
2508 | int i; |
6193da8d |
2509 | |
121aae4b |
2510 | /* |
2511 | * Go through the grid and update for all the new edges. |
2512 | * Since merge_dots() is idempotent, the simplest way to |
2513 | * do this is just to update for _all_ the edges. |
7c95608a |
2514 | * Also, while we're here, we count the edges. |
121aae4b |
2515 | */ |
7c95608a |
2516 | for (i = 0; i < g->num_edges; i++) { |
2517 | if (state->lines[i] == LINE_YES) { |
2518 | loop_found |= merge_dots(sstate, i); |
121aae4b |
2519 | edgecount++; |
2520 | } |
7c95608a |
2521 | } |
6193da8d |
2522 | |
7c95608a |
2523 | /* |
2524 | * Count the clues, count the satisfied clues, and count the |
2525 | * satisfied-minus-one clues. |
2526 | */ |
2527 | for (i = 0; i < g->num_faces; i++) { |
2528 | int c = state->clues[i]; |
2529 | if (c >= 0) { |
2530 | int o = sstate->face_yes_count[i]; |
121aae4b |
2531 | if (o == c) |
2532 | satclues++; |
2533 | else if (o == c-1) |
2534 | sm1clues++; |
2535 | clues++; |
2536 | } |
2537 | } |
6193da8d |
2538 | |
7c95608a |
2539 | for (i = 0; i < g->num_dots; ++i) { |
2540 | dots_connected = |
121aae4b |
2541 | sstate->looplen[dsf_canonify(sstate->dotdsf, i)]; |
2542 | if (dots_connected > 1) |
2543 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
6193da8d |
2544 | } |
6193da8d |
2545 | |
121aae4b |
2546 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
6c42c563 |
2547 | |
121aae4b |
2548 | if (satclues == clues && shortest_chainlen == edgecount) { |
2549 | sstate->solver_status = SOLVER_SOLVED; |
2550 | /* This discovery clearly counts as progress, even if we haven't |
2551 | * just added any lines or anything */ |
7c95608a |
2552 | progress = TRUE; |
121aae4b |
2553 | goto finished_loop_deductionsing; |
2554 | } |
6193da8d |
2555 | |
121aae4b |
2556 | /* |
2557 | * Now go through looking for LINE_UNKNOWN edges which |
2558 | * connect two dots that are already in the same |
2559 | * equivalence class. If we find one, test to see if the |
2560 | * loop it would create is a solution. |
2561 | */ |
7c95608a |
2562 | for (i = 0; i < g->num_edges; i++) { |
2563 | grid_edge *e = g->edges + i; |
2564 | int d1 = e->dot1 - g->dots; |
2565 | int d2 = e->dot2 - g->dots; |
2566 | int eqclass, val; |
2567 | if (state->lines[i] != LINE_UNKNOWN) |
2568 | continue; |
121aae4b |
2569 | |
7c95608a |
2570 | eqclass = dsf_canonify(sstate->dotdsf, d1); |
2571 | if (eqclass != dsf_canonify(sstate->dotdsf, d2)) |
2572 | continue; |
121aae4b |
2573 | |
7c95608a |
2574 | val = LINE_NO; /* loop is bad until proven otherwise */ |
6193da8d |
2575 | |
7c95608a |
2576 | /* |
2577 | * This edge would form a loop. Next |
2578 | * question: how long would the loop be? |
2579 | * Would it equal the total number of edges |
2580 | * (plus the one we'd be adding if we added |
2581 | * it)? |
2582 | */ |
2583 | if (sstate->looplen[eqclass] == edgecount + 1) { |
2584 | int sm1_nearby; |
121aae4b |
2585 | |
2586 | /* |
7c95608a |
2587 | * This edge would form a loop which |
2588 | * took in all the edges in the entire |
2589 | * grid. So now we need to work out |
2590 | * whether it would be a valid solution |
2591 | * to the puzzle, which means we have to |
2592 | * check if it satisfies all the clues. |
2593 | * This means that every clue must be |
2594 | * either satisfied or satisfied-minus- |
2595 | * 1, and also that the number of |
2596 | * satisfied-minus-1 clues must be at |
2597 | * most two and they must lie on either |
2598 | * side of this edge. |
121aae4b |
2599 | */ |
7c95608a |
2600 | sm1_nearby = 0; |
2601 | if (e->face1) { |
2602 | int f = e->face1 - g->faces; |
2603 | int c = state->clues[f]; |
2604 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
121aae4b |
2605 | sm1_nearby++; |
6c42c563 |
2606 | } |
7c95608a |
2607 | if (e->face2) { |
2608 | int f = e->face2 - g->faces; |
2609 | int c = state->clues[f]; |
2610 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
2611 | sm1_nearby++; |
6c42c563 |
2612 | } |
7c95608a |
2613 | if (sm1clues == sm1_nearby && |
2614 | sm1clues + satclues == clues) { |
2615 | val = LINE_YES; /* loop is good! */ |
6c42c563 |
2616 | } |
121aae4b |
2617 | } |
7c95608a |
2618 | |
2619 | /* |
2620 | * Right. Now we know that adding this edge |
2621 | * would form a loop, and we know whether |
2622 | * that loop would be a viable solution or |
2623 | * not. |
2624 | * |
2625 | * If adding this edge produces a solution, |
2626 | * then we know we've found _a_ solution but |
2627 | * we don't know that it's _the_ solution - |
2628 | * if it were provably the solution then |
2629 | * we'd have deduced this edge some time ago |
2630 | * without the need to do loop detection. So |
2631 | * in this state we return SOLVER_AMBIGUOUS, |
2632 | * which has the effect that hitting Solve |
2633 | * on a user-provided puzzle will fill in a |
2634 | * solution but using the solver to |
2635 | * construct new puzzles won't consider this |
2636 | * a reasonable deduction for the user to |
2637 | * make. |
2638 | */ |
2639 | progress = solver_set_line(sstate, i, val); |
2640 | assert(progress == TRUE); |
2641 | if (val == LINE_YES) { |
2642 | sstate->solver_status = SOLVER_AMBIGUOUS; |
2643 | goto finished_loop_deductionsing; |
2644 | } |
6193da8d |
2645 | } |
6193da8d |
2646 | |
7c95608a |
2647 | finished_loop_deductionsing: |
121aae4b |
2648 | return progress ? DIFF_EASY : DIFF_MAX; |
c0eb17ce |
2649 | } |
6193da8d |
2650 | |
2651 | /* This will return a dynamically allocated solver_state containing the (more) |
2652 | * solved grid */ |
7c95608a |
2653 | static solver_state *solve_game_rec(const solver_state *sstate_start, |
1a739e2f |
2654 | int diff) |
121aae4b |
2655 | { |
7c95608a |
2656 | solver_state *sstate, *sstate_saved; |
121aae4b |
2657 | int solver_progress; |
2658 | game_state *state; |
6193da8d |
2659 | |
121aae4b |
2660 | /* Indicates which solver we should call next. This is a sensible starting |
2661 | * point */ |
2662 | int current_solver = DIFF_EASY, next_solver; |
121aae4b |
2663 | sstate = dup_solver_state(sstate_start); |
7c95608a |
2664 | |
121aae4b |
2665 | /* Cache the values of some variables for readability */ |
2666 | state = sstate->state; |
c0eb17ce |
2667 | |
121aae4b |
2668 | sstate_saved = NULL; |
6193da8d |
2669 | |
121aae4b |
2670 | solver_progress = FALSE; |
99dd160e |
2671 | |
121aae4b |
2672 | check_caches(sstate); |
6193da8d |
2673 | |
121aae4b |
2674 | do { |
121aae4b |
2675 | if (sstate->solver_status == SOLVER_MISTAKE) |
2676 | return sstate; |
2677 | |
121aae4b |
2678 | next_solver = solver_fns[current_solver](sstate); |
2679 | |
2680 | if (next_solver == DIFF_MAX) { |
121aae4b |
2681 | if (current_solver < diff && current_solver + 1 < DIFF_MAX) { |
2682 | /* Try next beefier solver */ |
2683 | next_solver = current_solver + 1; |
2684 | } else { |
121aae4b |
2685 | next_solver = loop_deductions(sstate); |
2686 | } |
2687 | } |
2688 | |
7c95608a |
2689 | if (sstate->solver_status == SOLVER_SOLVED || |
121aae4b |
2690 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
2691 | /* fprintf(stderr, "Solver completed\n"); */ |
2692 | break; |
2693 | } |
99dd160e |
2694 | |
121aae4b |
2695 | /* Once we've looped over all permitted solvers then the loop |
2696 | * deductions without making any progress, we'll exit this while loop */ |
2697 | current_solver = next_solver; |
2698 | } while (current_solver < DIFF_MAX); |
2699 | |
2700 | if (sstate->solver_status == SOLVER_SOLVED || |
2701 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
2702 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
7c95608a |
2703 | array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO, |
2704 | sstate->state->game_grid->num_edges); |
121aae4b |
2705 | return sstate; |
2706 | } |
6193da8d |
2707 | |
121aae4b |
2708 | return sstate; |
6193da8d |
2709 | } |
2710 | |
6193da8d |
2711 | static char *solve_game(game_state *state, game_state *currstate, |
2712 | char *aux, char **error) |
2713 | { |
2714 | char *soln = NULL; |
2715 | solver_state *sstate, *new_sstate; |
2716 | |
121aae4b |
2717 | sstate = new_solver_state(state, DIFF_MAX); |
2718 | new_sstate = solve_game_rec(sstate, DIFF_MAX); |
6193da8d |
2719 | |
2720 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
2721 | soln = encode_solve_move(new_sstate->state); |
2722 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
2723 | soln = encode_solve_move(new_sstate->state); |
2724 | /**error = "Solver found ambiguous solutions"; */ |
2725 | } else { |
2726 | soln = encode_solve_move(new_sstate->state); |
2727 | /**error = "Solver failed"; */ |
2728 | } |
2729 | |
2730 | free_solver_state(new_sstate); |
2731 | free_solver_state(sstate); |
2732 | |
2733 | return soln; |
2734 | } |
2735 | |
121aae4b |
2736 | /* ---------------------------------------------------------------------- |
2737 | * Drawing and mouse-handling |
2738 | */ |
6193da8d |
2739 | |
2740 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2741 | int x, int y, int button) |
2742 | { |
7c95608a |
2743 | grid *g = state->game_grid; |
2744 | grid_edge *e; |
2745 | int i; |
6193da8d |
2746 | char *ret, buf[80]; |
2747 | char button_char = ' '; |
2748 | enum line_state old_state; |
2749 | |
2750 | button &= ~MOD_MASK; |
2751 | |
7c95608a |
2752 | /* Convert mouse-click (x,y) to grid coordinates */ |
2753 | x -= BORDER(ds->tilesize); |
2754 | y -= BORDER(ds->tilesize); |
2755 | x = x * g->tilesize / ds->tilesize; |
2756 | y = y * g->tilesize / ds->tilesize; |
2757 | x += g->lowest_x; |
2758 | y += g->lowest_y; |
6193da8d |
2759 | |
7c95608a |
2760 | e = grid_nearest_edge(g, x, y); |
2761 | if (e == NULL) |
6193da8d |
2762 | return NULL; |
2763 | |
7c95608a |
2764 | i = e - g->edges; |
6193da8d |
2765 | |
2766 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
2767 | /* Maybe will add mouse drag support some time */ |
7c95608a |
2768 | old_state = state->lines[i]; |
6193da8d |
2769 | |
2770 | switch (button) { |
7c95608a |
2771 | case LEFT_BUTTON: |
2772 | switch (old_state) { |
2773 | case LINE_UNKNOWN: |
2774 | button_char = 'y'; |
2775 | break; |
2776 | case LINE_YES: |
2777 | case LINE_NO: |
2778 | button_char = 'u'; |
2779 | break; |
2780 | } |
2781 | break; |
2782 | case MIDDLE_BUTTON: |
2783 | button_char = 'u'; |
2784 | break; |
2785 | case RIGHT_BUTTON: |
2786 | switch (old_state) { |
2787 | case LINE_UNKNOWN: |
2788 | button_char = 'n'; |
2789 | break; |
2790 | case LINE_NO: |
2791 | case LINE_YES: |
2792 | button_char = 'u'; |
2793 | break; |
2794 | } |
2795 | break; |
2796 | default: |
2797 | return NULL; |
2798 | } |
2799 | |
2800 | |
2801 | sprintf(buf, "%d%c", i, (int)button_char); |
6193da8d |
2802 | ret = dupstr(buf); |
2803 | |
2804 | return ret; |
2805 | } |
2806 | |
2807 | static game_state *execute_move(game_state *state, char *move) |
2808 | { |
7c95608a |
2809 | int i; |
6193da8d |
2810 | game_state *newstate = dup_game(state); |
7c95608a |
2811 | grid *g = state->game_grid; |
6193da8d |
2812 | |
2813 | if (move[0] == 'S') { |
2814 | move++; |
2815 | newstate->cheated = TRUE; |
2816 | } |
2817 | |
2818 | while (*move) { |
2819 | i = atoi(move); |
6193da8d |
2820 | move += strspn(move, "1234567890"); |
2821 | switch (*(move++)) { |
7c95608a |
2822 | case 'y': |
2823 | newstate->lines[i] = LINE_YES; |
2824 | break; |
2825 | case 'n': |
2826 | newstate->lines[i] = LINE_NO; |
2827 | break; |
2828 | case 'u': |
2829 | newstate->lines[i] = LINE_UNKNOWN; |
2830 | break; |
2831 | default: |
2832 | goto fail; |
6193da8d |
2833 | } |
2834 | } |
2835 | |
2836 | /* |
2837 | * Check for completion. |
2838 | */ |
7c95608a |
2839 | for (i = 0; i < g->num_edges; i++) { |
2840 | if (newstate->lines[i] == LINE_YES) |
121aae4b |
2841 | break; |
6193da8d |
2842 | } |
7c95608a |
2843 | if (i < g->num_edges) { |
121aae4b |
2844 | int looplen, count; |
7c95608a |
2845 | grid_edge *start_edge = g->edges + i; |
2846 | grid_edge *e = start_edge; |
2847 | grid_dot *d = e->dot1; |
121aae4b |
2848 | /* |
7c95608a |
2849 | * We've found an edge i. Follow it round |
121aae4b |
2850 | * to see if it's part of a loop. |
2851 | */ |
2852 | looplen = 0; |
2853 | while (1) { |
7c95608a |
2854 | int j; |
2855 | int order = dot_order(newstate, d - g->dots, LINE_YES); |
121aae4b |
2856 | if (order != 2) |
2857 | goto completion_check_done; |
2858 | |
7c95608a |
2859 | /* Find other edge around this dot */ |
2860 | for (j = 0; j < d->order; j++) { |
2861 | grid_edge *e2 = d->edges[j]; |
2862 | if (e2 != e && newstate->lines[e2 - g->edges] == LINE_YES) |
2863 | break; |
121aae4b |
2864 | } |
7c95608a |
2865 | assert(j != d->order); /* dot_order guarantees success */ |
121aae4b |
2866 | |
7c95608a |
2867 | e = d->edges[j]; |
2868 | d = (e->dot1 == d) ? e->dot2 : e->dot1; |
121aae4b |
2869 | looplen++; |
2870 | |
7c95608a |
2871 | if (e == start_edge) |
121aae4b |
2872 | break; |
2873 | } |
2874 | |
121aae4b |
2875 | /* |
2876 | * We've traced our way round a loop, and we know how many |
2877 | * line segments were involved. Count _all_ the line |
2878 | * segments in the grid, to see if the loop includes them |
2879 | * all. |
2880 | */ |
2881 | count = 0; |
7c95608a |
2882 | for (i = 0; i < g->num_edges; i++) { |
2883 | if (newstate->lines[i] == LINE_YES) |
2884 | count++; |
121aae4b |
2885 | } |
2886 | assert(count >= looplen); |
2887 | if (count != looplen) |
2888 | goto completion_check_done; |
2889 | |
2890 | /* |
2891 | * The grid contains one closed loop and nothing else. |
2892 | * Check that all the clues are satisfied. |
2893 | */ |
7c95608a |
2894 | for (i = 0; i < g->num_faces; i++) { |
2895 | int c = newstate->clues[i]; |
2896 | if (c >= 0) { |
2897 | if (face_order(newstate, i, LINE_YES) != c) { |
121aae4b |
2898 | goto completion_check_done; |
2899 | } |
2900 | } |
2901 | } |
2902 | |
2903 | /* |
2904 | * Completed! |
2905 | */ |
2906 | newstate->solved = TRUE; |
6193da8d |
2907 | } |
2908 | |
7c95608a |
2909 | completion_check_done: |
6193da8d |
2910 | return newstate; |
2911 | |
7c95608a |
2912 | fail: |
6193da8d |
2913 | free_game(newstate); |
2914 | return NULL; |
2915 | } |
2916 | |
2917 | /* ---------------------------------------------------------------------- |
2918 | * Drawing routines. |
2919 | */ |
7c95608a |
2920 | |
2921 | /* Convert from grid coordinates to screen coordinates */ |
2922 | static void grid_to_screen(const game_drawstate *ds, const grid *g, |
2923 | int grid_x, int grid_y, int *x, int *y) |
2924 | { |
2925 | *x = grid_x - g->lowest_x; |
2926 | *y = grid_y - g->lowest_y; |
2927 | *x = *x * ds->tilesize / g->tilesize; |
2928 | *y = *y * ds->tilesize / g->tilesize; |
2929 | *x += BORDER(ds->tilesize); |
2930 | *y += BORDER(ds->tilesize); |
2931 | } |
2932 | |
2933 | /* Returns (into x,y) position of centre of face for rendering the text clue. |
2934 | */ |
2935 | static void face_text_pos(const game_drawstate *ds, const grid *g, |
2936 | const grid_face *f, int *x, int *y) |
2937 | { |
2938 | int i; |
2939 | |
2940 | /* Simplest solution is the centroid. Might not work in some cases. */ |
2941 | |
2942 | /* Another algorithm to look into: |
2943 | * Find the midpoints of the sides, find the bounding-box, |
2944 | * then take the centre of that. */ |
2945 | |
2946 | /* Best solution probably involves incentres (inscribed circles) */ |
2947 | |
2948 | int sx = 0, sy = 0; /* sums */ |
2949 | for (i = 0; i < f->order; i++) { |
2950 | grid_dot *d = f->dots[i]; |
2951 | sx += d->x; |
2952 | sy += d->y; |
2953 | } |
2954 | sx /= f->order; |
2955 | sy /= f->order; |
2956 | |
2957 | /* convert to screen coordinates */ |
2958 | grid_to_screen(ds, g, sx, sy, x, y); |
2959 | } |
2960 | |
6193da8d |
2961 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2962 | game_state *state, int dir, game_ui *ui, |
2963 | float animtime, float flashtime) |
2964 | { |
7c95608a |
2965 | grid *g = state->game_grid; |
2966 | int border = BORDER(ds->tilesize); |
2967 | int i, n; |
6193da8d |
2968 | char c[2]; |
2969 | int line_colour, flash_changed; |
c0eb17ce |
2970 | int clue_mistake; |
7c95608a |
2971 | int clue_satisfied; |
6193da8d |
2972 | |
2973 | if (!ds->started) { |
2974 | /* |
2975 | * The initial contents of the window are not guaranteed and |
2976 | * can vary with front ends. To be on the safe side, all games |
2977 | * should start by drawing a big background-colour rectangle |
2978 | * covering the whole window. |
2979 | */ |
7c95608a |
2980 | int grid_width = g->highest_x - g->lowest_x; |
2981 | int grid_height = g->highest_y - g->lowest_y; |
2982 | int w = grid_width * ds->tilesize / g->tilesize; |
2983 | int h = grid_height * ds->tilesize / g->tilesize; |
2984 | draw_rect(dr, 0, 0, w + 2 * border, h + 2 * border, COL_BACKGROUND); |
6193da8d |
2985 | |
2986 | /* Draw clues */ |
7c95608a |
2987 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
2988 | grid_face *f; |
2989 | int x, y; |
2990 | |
7c95608a |
2991 | c[0] = CLUE2CHAR(state->clues[i]); |
121aae4b |
2992 | c[1] = '\0'; |
1515b973 |
2993 | f = g->faces + i; |
7c95608a |
2994 | face_text_pos(ds, g, f, &x, &y); |
2995 | draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2, |
121aae4b |
2996 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
6193da8d |
2997 | } |
7c95608a |
2998 | draw_update(dr, 0, 0, w + 2 * border, h + 2 * border); |
6193da8d |
2999 | } |
3000 | |
7c95608a |
3001 | if (flashtime > 0 && |
6193da8d |
3002 | (flashtime <= FLASH_TIME/3 || |
3003 | flashtime >= FLASH_TIME*2/3)) { |
3004 | flash_changed = !ds->flashing; |
3005 | ds->flashing = TRUE; |
6193da8d |
3006 | } else { |
3007 | flash_changed = ds->flashing; |
3008 | ds->flashing = FALSE; |
6193da8d |
3009 | } |
3010 | |
7c95608a |
3011 | /* Some platforms may perform anti-aliasing, which may prevent clean |
3012 | * repainting of lines when the colour is changed. |
3013 | * If a line needs to be over-drawn in a different colour, erase a |
3014 | * bounding-box around the line, then flag all nearby objects for redraw. |
3015 | */ |
3016 | if (ds->started) { |
3017 | const char redraw_flag = 1<<7; |
3018 | for (i = 0; i < g->num_edges; i++) { |
3019 | /* If we're changing state, AND |
3020 | * the previous state was a coloured line */ |
3021 | if ((state->lines[i] != (ds->lines[i] & ~redraw_flag)) && |
3022 | ((ds->lines[i] & ~redraw_flag) != LINE_NO)) { |
3023 | grid_edge *e = g->edges + i; |
3024 | int x1 = e->dot1->x; |
3025 | int y1 = e->dot1->y; |
3026 | int x2 = e->dot2->x; |
3027 | int y2 = e->dot2->y; |
3028 | int xmin, xmax, ymin, ymax; |
3029 | int j; |
3030 | grid_to_screen(ds, g, x1, y1, &x1, &y1); |
3031 | grid_to_screen(ds, g, x2, y2, &x2, &y2); |
3032 | /* Allow extra margin for dots, and thickness of lines */ |
3033 | xmin = min(x1, x2) - 2; |
3034 | xmax = max(x1, x2) + 2; |
3035 | ymin = min(y1, y2) - 2; |
3036 | ymax = max(y1, y2) + 2; |
3037 | /* For testing, I find it helpful to change COL_BACKGROUND |
3038 | * to COL_SATISFIED here. */ |
3039 | draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, |
3040 | COL_BACKGROUND); |
3041 | draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); |
3042 | |
3043 | /* Mark nearby lines for redraw */ |
3044 | for (j = 0; j < e->dot1->order; j++) |
3045 | ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag; |
3046 | for (j = 0; j < e->dot2->order; j++) |
3047 | ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag; |
3048 | /* Mark nearby clues for redraw. Use a value that is |
3049 | * neither TRUE nor FALSE for this. */ |
3050 | if (e->face1) |
3051 | ds->clue_error[e->face1 - g->faces] = 2; |
3052 | if (e->face2) |
3053 | ds->clue_error[e->face2 - g->faces] = 2; |
3054 | } |
3055 | } |
3056 | } |
3057 | |
c0eb17ce |
3058 | /* Redraw clue colours if necessary */ |
7c95608a |
3059 | for (i = 0; i < g->num_faces; i++) { |
3060 | grid_face *f = g->faces + i; |
3061 | int sides = f->order; |
3062 | int j; |
3063 | n = state->clues[i]; |
121aae4b |
3064 | if (n < 0) |
3065 | continue; |
c0eb17ce |
3066 | |
7c95608a |
3067 | c[0] = CLUE2CHAR(n); |
121aae4b |
3068 | c[1] = '\0'; |
3069 | |
7c95608a |
3070 | clue_mistake = (face_order(state, i, LINE_YES) > n || |
3071 | face_order(state, i, LINE_NO ) > (sides-n)); |
3072 | |
3073 | clue_satisfied = (face_order(state, i, LINE_YES) == n && |
3074 | face_order(state, i, LINE_NO ) == (sides-n)); |
3075 | |
3076 | if (clue_mistake != ds->clue_error[i] |
3077 | || clue_satisfied != ds->clue_satisfied[i]) { |
3078 | int x, y; |
3079 | face_text_pos(ds, g, f, &x, &y); |
3080 | /* There seems to be a certain amount of trial-and-error |
3081 | * involved in working out the correct bounding-box for |
3082 | * the text. */ |
3083 | draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3084 | ds->tilesize/2 + 2, ds->tilesize/2 + 5, |
121aae4b |
3085 | COL_BACKGROUND); |
7c95608a |
3086 | draw_text(dr, x, y, |
3087 | FONT_VARIABLE, ds->tilesize/2, |
3088 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
3089 | clue_mistake ? COL_MISTAKE : |
3090 | clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c); |
3091 | draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3092 | ds->tilesize/2 + 2, ds->tilesize/2 + 5); |
3093 | |
3094 | ds->clue_error[i] = clue_mistake; |
3095 | ds->clue_satisfied[i] = clue_satisfied; |
3096 | |
3097 | /* Sometimes, the bounding-box encroaches into the surrounding |
3098 | * lines (particularly if the window is resized fairly small). |
3099 | * So redraw them. */ |
3100 | for (j = 0; j < f->order; j++) |
3101 | ds->lines[f->edges[j] - g->edges] = -1; |
c0eb17ce |
3102 | } |
3103 | } |
3104 | |
3105 | /* I've also had a request to colour lines red if they make a non-solution |
3106 | * loop, or if more than two lines go into any point. I think that would |
3107 | * be good some time. */ |
3108 | |
7c95608a |
3109 | /* Lines */ |
3110 | for (i = 0; i < g->num_edges; i++) { |
3111 | grid_edge *e = g->edges + i; |
3112 | int x1, x2, y1, y2; |
3113 | int xmin, ymin, xmax, ymax; |
3114 | int need_draw = (state->lines[i] != ds->lines[i]) ? TRUE : FALSE; |
3115 | if (flash_changed && (state->lines[i] == LINE_YES)) |
3116 | need_draw = TRUE; |
3117 | if (!ds->started) |
3118 | need_draw = TRUE; /* draw everything at the start */ |
3119 | ds->lines[i] = state->lines[i]; |
3120 | if (!need_draw) |
3121 | continue; |
3122 | if (state->lines[i] == LINE_UNKNOWN) |
3123 | line_colour = COL_LINEUNKNOWN; |
3124 | else if (state->lines[i] == LINE_NO) |
3125 | line_colour = COL_BACKGROUND; |
3126 | else if (ds->flashing) |
3127 | line_colour = COL_HIGHLIGHT; |
3128 | else |
3129 | line_colour = COL_FOREGROUND; |
3130 | |
3131 | /* Convert from grid to screen coordinates */ |
3132 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3133 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3134 | |
3135 | xmin = min(x1, x2); |
3136 | xmax = max(x1, x2); |
3137 | ymin = min(y1, y2); |
3138 | ymax = max(y1, y2); |
3139 | |
3140 | if (line_colour != COL_BACKGROUND) { |
3141 | /* (dx, dy) points roughly from (x1, y1) to (x2, y2). |
3142 | * The line is then "fattened" in a (roughly) perpendicular |
3143 | * direction to create a thin rectangle. */ |
3144 | int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0); |
3145 | int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0); |
3146 | int points[] = { |
3147 | x1 + dy, y1 - dx, |
3148 | x1 - dy, y1 + dx, |
3149 | x2 - dy, y2 + dx, |
3150 | x2 + dy, y2 - dx |
3151 | }; |
3152 | draw_polygon(dr, points, 4, line_colour, line_colour); |
3153 | } |
3154 | if (ds->started) { |
3155 | /* Draw dots at ends of the line */ |
3156 | draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND); |
3157 | draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3158 | } |
7c95608a |
3159 | draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4); |
6193da8d |
3160 | } |
3161 | |
7c95608a |
3162 | /* Draw dots */ |
3163 | if (!ds->started) { |
3164 | for (i = 0; i < g->num_dots; i++) { |
3165 | grid_dot *d = g->dots + i; |
3166 | int x, y; |
3167 | grid_to_screen(ds, g, d->x, d->y, &x, &y); |
3168 | draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3169 | } |
3170 | } |
7c95608a |
3171 | ds->started = TRUE; |
6193da8d |
3172 | } |
3173 | |
6193da8d |
3174 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3175 | int dir, game_ui *ui) |
3176 | { |
3177 | if (!oldstate->solved && newstate->solved && |
3178 | !oldstate->cheated && !newstate->cheated) { |
3179 | return FLASH_TIME; |
3180 | } |
3181 | |
3182 | return 0.0F; |
3183 | } |
3184 | |
6193da8d |
3185 | static void game_print_size(game_params *params, float *x, float *y) |
3186 | { |
3187 | int pw, ph; |
3188 | |
3189 | /* |
7c95608a |
3190 | * I'll use 7mm "squares" by default. |
6193da8d |
3191 | */ |
3192 | game_compute_size(params, 700, &pw, &ph); |
3193 | *x = pw / 100.0F; |
3194 | *y = ph / 100.0F; |
3195 | } |
3196 | |
3197 | static void game_print(drawing *dr, game_state *state, int tilesize) |
3198 | { |
6193da8d |
3199 | int ink = print_mono_colour(dr, 0); |
7c95608a |
3200 | int i; |
6193da8d |
3201 | game_drawstate ads, *ds = &ads; |
7c95608a |
3202 | grid *g = state->game_grid; |
4413ef0f |
3203 | |
3204 | game_set_size(dr, ds, NULL, tilesize); |
6193da8d |
3205 | |
7c95608a |
3206 | for (i = 0; i < g->num_dots; i++) { |
3207 | int x, y; |
3208 | grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y); |
3209 | draw_circle(dr, x, y, ds->tilesize / 15, ink, ink); |
121aae4b |
3210 | } |
6193da8d |
3211 | |
3212 | /* |
3213 | * Clues. |
3214 | */ |
7c95608a |
3215 | for (i = 0; i < g->num_faces; i++) { |
3216 | grid_face *f = g->faces + i; |
3217 | int clue = state->clues[i]; |
3218 | if (clue >= 0) { |
121aae4b |
3219 | char c[2]; |
7c95608a |
3220 | int x, y; |
3221 | c[0] = CLUE2CHAR(clue); |
121aae4b |
3222 | c[1] = '\0'; |
7c95608a |
3223 | face_text_pos(ds, g, f, &x, &y); |
3224 | draw_text(dr, x, y, |
3225 | FONT_VARIABLE, ds->tilesize / 2, |
121aae4b |
3226 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
3227 | } |
3228 | } |
6193da8d |
3229 | |
3230 | /* |
7c95608a |
3231 | * Lines. |
6193da8d |
3232 | */ |
7c95608a |
3233 | for (i = 0; i < g->num_edges; i++) { |
3234 | int thickness = (state->lines[i] == LINE_YES) ? 30 : 150; |
3235 | grid_edge *e = g->edges + i; |
3236 | int x1, y1, x2, y2; |
3237 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3238 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3239 | if (state->lines[i] == LINE_YES) |
3240 | { |
3241 | /* (dx, dy) points from (x1, y1) to (x2, y2). |
3242 | * The line is then "fattened" in a perpendicular |
3243 | * direction to create a thin rectangle. */ |
3244 | double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2)); |
3245 | double dx = (x2 - x1) / d; |
3246 | double dy = (y2 - y1) / d; |
1515b973 |
3247 | int points[8]; |
3248 | |
7c95608a |
3249 | dx = (dx * ds->tilesize) / thickness; |
3250 | dy = (dy * ds->tilesize) / thickness; |
1515b973 |
3251 | points[0] = x1 + dy; |
3252 | points[1] = y1 - dx; |
3253 | points[2] = x1 - dy; |
3254 | points[3] = y1 + dx; |
3255 | points[4] = x2 - dy; |
3256 | points[5] = y2 + dx; |
3257 | points[6] = x2 + dy; |
3258 | points[7] = y2 - dx; |
7c95608a |
3259 | draw_polygon(dr, points, 4, ink, ink); |
3260 | } |
3261 | else |
3262 | { |
3263 | /* Draw a dotted line */ |
3264 | int divisions = 6; |
3265 | int j; |
3266 | for (j = 1; j < divisions; j++) { |
3267 | /* Weighted average */ |
3268 | int x = (x1 * (divisions -j) + x2 * j) / divisions; |
3269 | int y = (y1 * (divisions -j) + y2 * j) / divisions; |
3270 | draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink); |
3271 | } |
3272 | } |
121aae4b |
3273 | } |
6193da8d |
3274 | } |
3275 | |
3276 | #ifdef COMBINED |
3277 | #define thegame loopy |
3278 | #endif |
3279 | |
3280 | const struct game thegame = { |
750037d7 |
3281 | "Loopy", "games.loopy", "loopy", |
6193da8d |
3282 | default_params, |
3283 | game_fetch_preset, |
3284 | decode_params, |
3285 | encode_params, |
3286 | free_params, |
3287 | dup_params, |
3288 | TRUE, game_configure, custom_params, |
3289 | validate_params, |
3290 | new_game_desc, |
3291 | validate_desc, |
3292 | new_game, |
3293 | dup_game, |
3294 | free_game, |
3295 | 1, solve_game, |
fa3abef5 |
3296 | TRUE, game_can_format_as_text_now, game_text_format, |
6193da8d |
3297 | new_ui, |
3298 | free_ui, |
3299 | encode_ui, |
3300 | decode_ui, |
3301 | game_changed_state, |
3302 | interpret_move, |
3303 | execute_move, |
3304 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3305 | game_colours, |
3306 | game_new_drawstate, |
3307 | game_free_drawstate, |
3308 | game_redraw, |
3309 | game_anim_length, |
3310 | game_flash_length, |
3311 | TRUE, FALSE, game_print_size, game_print, |
121aae4b |
3312 | FALSE /* wants_statusbar */, |
6193da8d |
3313 | FALSE, game_timing_state, |
121aae4b |
3314 | 0, /* mouse_priorities */ |
6193da8d |
3315 | }; |