b5ba72bc |
1 | /* |
2 | * singles.c: implementation of Hitori ('let me alone') from Nikoli. |
3 | * |
4 | * Make single-get able to fetch a specific puzzle ID from menneske.no? |
5 | * |
6 | * www.menneske.no solving methods: |
7 | * |
8 | * Done: |
9 | * SC: if you circle a cell, any cells in same row/col with same no --> black |
10 | * -- solver_op_circle |
11 | * SB: if you make a cell black, any cells around it --> white |
12 | * -- solver_op_blacken |
13 | * ST: 3 identical cells in row, centre is white and outer two black. |
14 | * SP: 2 identical cells with single-cell gap, middle cell is white. |
15 | * -- solver_singlesep (both ST and SP) |
16 | * PI: if you have a pair of same number in row/col, any other |
17 | * cells of same number must be black. |
18 | * -- solve_doubles |
19 | * CC: if you have a black on edge one cell away from corner, cell |
20 | * on edge diag. adjacent must be white. |
21 | * CE: if you have 2 black cells of triangle on edge, third cell must |
22 | * be white. |
23 | * QM: if you have 3 black cells of diagonal square in middle, fourth |
24 | * cell must be white. |
25 | * -- solve_allblackbutone (CC, CE, and QM). |
26 | * QC: a corner with 4 identical numbers (or 2 and 2) must have the |
27 | * corner cell (and cell diagonal to that) black. |
28 | * TC: a corner with 3 identical numbers (with the L either way) |
29 | * must have the apex of L black, and other two white. |
30 | * DC: a corner with 2 identical numbers in domino can set a white |
31 | * cell along wall. |
32 | * -- solve_corners (QC, TC, DC) |
33 | * IP: pair with one-offset-pair force whites by offset pair |
34 | * -- solve_offsetpair |
35 | * MC: any cells diag. adjacent to black cells that would split board |
36 | * into separate white regions must be white. |
37 | * -- solve_removesplits |
38 | * |
39 | * Still to do: |
40 | * |
41 | * TEP: 3 pairs of dominos parallel to side, can mark 4 white cells |
42 | * alongside. |
43 | * DEP: 2 pairs of dominos parallel to side, can mark 2 white cells. |
44 | * FI: if you have two sets of double-cells packed together, singles |
45 | * in that row/col must be white (qv. PI) |
46 | * QuM: four identical cells (or 2 and 2) in middle of grid only have |
47 | * two possible solutions each. |
48 | * FDE: doubles one row/column away from edge can force a white cell. |
49 | * FDM: doubles in centre (next to bits of diag. square) can force a white cell. |
50 | * MP: two pairs with same number between force number to black. |
51 | * CnC: if circling a cell leads to impossible board, cell is black. |
52 | * MC: if we have two possiblilities, can we force a white circle? |
53 | * |
54 | */ |
55 | |
56 | #include <stdio.h> |
57 | #include <stdlib.h> |
58 | #include <string.h> |
59 | #include <assert.h> |
60 | #include <ctype.h> |
61 | #include <math.h> |
62 | |
63 | #include "puzzles.h" |
64 | #include "latin.h" |
65 | |
66 | #ifdef STANDALONE_SOLVER |
67 | int verbose = 0; |
68 | #endif |
69 | |
70 | #define PREFERRED_TILE_SIZE 32 |
71 | #define TILE_SIZE (ds->tilesize) |
72 | #define BORDER (TILE_SIZE / 2) |
73 | |
74 | #define CRAD ((TILE_SIZE / 2) - 1) |
75 | #define TEXTSZ ((14*CRAD/10) - 1) /* 2 * sqrt(2) of CRAD */ |
76 | |
77 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
78 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
79 | |
80 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
81 | |
82 | #define FLASH_TIME 0.7F |
83 | |
84 | enum { |
85 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
86 | COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID, |
87 | COL_CURSOR, COL_ERROR, |
88 | NCOLOURS |
89 | }; |
90 | |
91 | struct game_params { |
92 | int w, h, diff; |
93 | }; |
94 | |
95 | #define F_BLACK 0x1 |
96 | #define F_CIRCLE 0x2 |
97 | #define F_ERROR 0x4 |
98 | #define F_SCRATCH 0x8 |
99 | |
100 | struct game_state { |
101 | int w, h, n, o; /* n = w*h; o = max(w, h) */ |
102 | int completed, used_solve, impossible; |
103 | int *nums; /* size w*h */ |
104 | unsigned int *flags; /* size w*h */ |
105 | }; |
106 | |
107 | /* top, right, bottom, left */ |
108 | static const int dxs[4] = { 0, 1, 0, -1 }; |
109 | static const int dys[4] = { -1, 0, 1, 0 }; |
110 | |
111 | /* --- Game parameters and preset functions --- */ |
112 | |
113 | #define DIFFLIST(A) \ |
114 | A(EASY,Easy,e) \ |
115 | A(TRICKY,Tricky,k) |
116 | |
117 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
118 | #define TITLE(upper,title,lower) #title, |
119 | #define ENCODE(upper,title,lower) #lower |
120 | #define CONFIG(upper,title,lower) ":" #title |
121 | |
122 | enum { DIFFLIST(ENUM) DIFF_MAX, DIFF_ANY }; |
123 | static char const *const singles_diffnames[] = { DIFFLIST(TITLE) }; |
124 | static char const singles_diffchars[] = DIFFLIST(ENCODE); |
125 | #define DIFFCOUNT lenof(singles_diffchars) |
126 | #define DIFFCONFIG DIFFLIST(CONFIG) |
127 | |
128 | static game_params *default_params(void) |
129 | { |
130 | game_params *ret = snew(game_params); |
131 | ret->w = ret->h = 5; |
132 | ret->diff = DIFF_EASY; |
133 | |
134 | return ret; |
135 | } |
136 | |
137 | static const struct game_params singles_presets[] = { |
138 | { 5, 5, DIFF_EASY }, |
139 | { 5, 5, DIFF_TRICKY }, |
140 | { 6, 6, DIFF_EASY }, |
141 | { 6, 6, DIFF_TRICKY }, |
142 | { 8, 8, DIFF_EASY }, |
143 | { 8, 8, DIFF_TRICKY }, |
144 | { 10, 10, DIFF_EASY }, |
145 | { 10, 10, DIFF_TRICKY }, |
146 | { 12, 12, DIFF_EASY }, |
147 | { 12, 12, DIFF_TRICKY } |
148 | }; |
149 | |
150 | static int game_fetch_preset(int i, char **name, game_params **params) |
151 | { |
152 | game_params *ret; |
153 | char buf[80]; |
154 | |
155 | if (i < 0 || i >= lenof(singles_presets)) |
156 | return FALSE; |
157 | |
158 | ret = default_params(); |
159 | *ret = singles_presets[i]; |
160 | *params = ret; |
161 | |
162 | sprintf(buf, "%dx%d %s", ret->w, ret->h, singles_diffnames[ret->diff]); |
163 | *name = dupstr(buf); |
164 | |
165 | return TRUE; |
166 | } |
167 | |
168 | static void free_params(game_params *params) |
169 | { |
170 | sfree(params); |
171 | } |
172 | |
173 | static game_params *dup_params(game_params *params) |
174 | { |
175 | game_params *ret = snew(game_params); |
176 | *ret = *params; /* structure copy */ |
177 | return ret; |
178 | } |
179 | |
180 | static void decode_params(game_params *ret, char const *string) |
181 | { |
182 | char const *p = string; |
183 | int i; |
184 | |
185 | ret->w = ret->h = atoi(p); |
186 | while (*p && isdigit((unsigned char)*p)) p++; |
187 | if (*p == 'x') { |
188 | p++; |
189 | ret->h = atoi(p); |
190 | while (*p && isdigit((unsigned char)*p)) p++; |
191 | } |
192 | if (*p == 'd') { |
193 | ret->diff = DIFF_MAX; /* which is invalid */ |
194 | p++; |
195 | for (i = 0; i < DIFFCOUNT; i++) { |
196 | if (*p == singles_diffchars[i]) |
197 | ret->diff = i; |
198 | } |
199 | p++; |
200 | } |
201 | } |
202 | |
203 | static char *encode_params(game_params *params, int full) |
204 | { |
205 | char data[256]; |
206 | |
207 | if (full) |
208 | sprintf(data, "%dx%dd%c", params->w, params->h, singles_diffchars[params->diff]); |
209 | else |
210 | sprintf(data, "%dx%d", params->w, params->h); |
211 | |
212 | return dupstr(data); |
213 | } |
214 | |
215 | static config_item *game_configure(game_params *params) |
216 | { |
217 | config_item *ret; |
218 | char buf[80]; |
219 | |
220 | ret = snewn(4, config_item); |
221 | |
222 | ret[0].name = "Width"; |
223 | ret[0].type = C_STRING; |
224 | sprintf(buf, "%d", params->w); |
225 | ret[0].sval = dupstr(buf); |
226 | ret[0].ival = 0; |
227 | |
228 | ret[1].name = "Height"; |
229 | ret[1].type = C_STRING; |
230 | sprintf(buf, "%d", params->h); |
231 | ret[1].sval = dupstr(buf); |
232 | ret[1].ival = 0; |
233 | |
234 | ret[2].name = "Difficulty"; |
235 | ret[2].type = C_CHOICES; |
236 | ret[2].sval = DIFFCONFIG; |
237 | ret[2].ival = params->diff; |
238 | |
239 | ret[3].name = NULL; |
240 | ret[3].type = C_END; |
241 | ret[3].sval = NULL; |
242 | ret[3].ival = 0; |
243 | |
244 | return ret; |
245 | } |
246 | |
247 | static game_params *custom_params(config_item *cfg) |
248 | { |
249 | game_params *ret = snew(game_params); |
250 | |
251 | ret->w = atoi(cfg[0].sval); |
252 | ret->h = atoi(cfg[1].sval); |
253 | ret->diff = cfg[2].ival; |
254 | |
255 | return ret; |
256 | } |
257 | |
258 | static char *validate_params(game_params *params, int full) |
259 | { |
260 | if (params->w < 2 || params->h < 2) |
261 | return "Width and neight must be at least two"; |
262 | if (params->w > 10+26+26 || params->h > 10+26+26) |
263 | return "Puzzle is too large"; |
264 | if (full) { |
265 | if (params->diff < 0 || params->diff >= DIFF_MAX) |
266 | return "Unknown difficulty rating"; |
267 | } |
268 | |
269 | return NULL; |
270 | } |
271 | |
272 | /* --- Game description string generation and unpicking --- */ |
273 | |
274 | static game_state *blank_game(int w, int h) |
275 | { |
276 | game_state *state = snew(game_state); |
277 | |
278 | memset(state, 0, sizeof(game_state)); |
279 | state->w = w; |
280 | state->h = h; |
281 | state->n = w*h; |
282 | state->o = max(w,h); |
283 | |
284 | state->completed = state->used_solve = state->impossible = 0; |
285 | |
286 | state->nums = snewn(state->n, int); |
287 | state->flags = snewn(state->n, unsigned int); |
288 | |
289 | memset(state->nums, 0, state->n*sizeof(int)); |
290 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
291 | |
292 | return state; |
293 | } |
294 | |
295 | static game_state *dup_game(game_state *state) |
296 | { |
297 | game_state *ret = blank_game(state->w, state->h); |
298 | |
299 | ret->completed = state->completed; |
300 | ret->used_solve = state->used_solve; |
301 | ret->impossible = state->impossible; |
302 | |
303 | memcpy(ret->nums, state->nums, state->n*sizeof(int)); |
304 | memcpy(ret->flags, state->flags, state->n*sizeof(unsigned int)); |
305 | |
306 | return ret; |
307 | } |
308 | |
309 | static void free_game(game_state *state) |
310 | { |
311 | sfree(state->nums); |
312 | sfree(state->flags); |
313 | sfree(state); |
314 | } |
315 | |
316 | static char n2c(int num) { |
317 | if (num < 10) |
318 | return '0' + num; |
319 | else if (num < 10+26) |
320 | return 'a' + num - 10; |
321 | else |
322 | return 'A' + num - 10 - 26; |
323 | return '?'; |
324 | } |
325 | |
326 | static int c2n(char c) { |
327 | if (isdigit(c)) |
328 | return (int)(c - '0'); |
329 | else if (c >= 'a' && c <= 'z') |
330 | return (int)(c - 'a' + 10); |
331 | else if (c >= 'A' && c <= 'Z') |
332 | return (int)(c - 'A' + 10 + 26); |
333 | return -1; |
334 | } |
335 | |
336 | static void unpick_desc(game_params *params, char *desc, |
337 | game_state **sout, char **mout) |
338 | { |
339 | game_state *state = blank_game(params->w, params->h); |
340 | char *msg = NULL; |
341 | int num = 0, i = 0; |
342 | |
343 | if (strlen(desc) != state->n) { |
344 | msg = "Game description is wrong length"; |
345 | goto done; |
346 | } |
347 | for (i = 0; i < state->n; i++) { |
348 | num = c2n(desc[i]); |
349 | if (num <= 0 || num > state->o) { |
350 | msg = "Game description contains unexpected characters"; |
351 | goto done; |
352 | } |
353 | state->nums[i] = num; |
354 | } |
355 | done: |
356 | if (msg) { /* sth went wrong. */ |
357 | if (mout) *mout = msg; |
358 | free_game(state); |
359 | } else { |
360 | if (mout) *mout = NULL; |
361 | if (sout) *sout = state; |
362 | else free_game(state); |
363 | } |
364 | } |
365 | |
366 | static char *generate_desc(game_state *state, int issolve) |
367 | { |
368 | char *ret = snewn(state->n+1+(issolve?1:0), char); |
369 | int i, p=0; |
370 | |
371 | if (issolve) |
372 | ret[p++] = 'S'; |
373 | for (i = 0; i < state->n; i++) |
374 | ret[p++] = n2c(state->nums[i]); |
375 | ret[p] = '\0'; |
376 | return ret; |
377 | } |
378 | |
379 | /* --- Useful game functions (completion, etc.) --- */ |
380 | |
381 | static int game_can_format_as_text_now(game_params *params) |
382 | { |
383 | return TRUE; |
384 | } |
385 | |
386 | static char *game_text_format(game_state *state) |
387 | { |
388 | int len, x, y, i; |
389 | char *ret, *p; |
390 | |
391 | len = (state->w)*2; /* one row ... */ |
392 | len = len * (state->h*2); /* ... h rows, including gaps ... */ |
393 | len += 1; /* ... final NL */ |
394 | p = ret = snewn(len, char); |
395 | |
396 | for (y = 0; y < state->h; y++) { |
397 | for (x = 0; x < state->w; x++) { |
398 | i = y*state->w + x; |
399 | if (x > 0) *p++ = ' '; |
400 | *p++ = (state->flags[i] & F_BLACK) ? '*' : n2c(state->nums[i]); |
401 | } |
402 | *p++ = '\n'; |
403 | for (x = 0; x < state->w; x++) { |
404 | i = y*state->w + x; |
405 | if (x > 0) *p++ = ' '; |
406 | *p++ = (state->flags[i] & F_CIRCLE) ? '~' : ' '; |
407 | } |
408 | *p++ = '\n'; |
409 | } |
410 | *p++ = '\0'; |
411 | assert(p - ret == len); |
412 | |
413 | return ret; |
414 | } |
415 | |
416 | static void debug_state(const char *desc, game_state *state) { |
417 | char *dbg = game_text_format(state); |
418 | debug(("%s:\n%s", desc, dbg)); |
419 | sfree(dbg); |
420 | } |
421 | |
422 | static void connect_if_same(game_state *state, int *dsf, int i1, int i2) |
423 | { |
424 | int c1, c2; |
425 | |
426 | if ((state->flags[i1] & F_BLACK) != (state->flags[i2] & F_BLACK)) |
427 | return; |
428 | |
429 | c1 = dsf_canonify(dsf, i1); |
430 | c2 = dsf_canonify(dsf, i2); |
431 | dsf_merge(dsf, c1, c2); |
432 | } |
433 | |
434 | static void connect_dsf(game_state *state, int *dsf) |
435 | { |
436 | int x, y, i; |
437 | |
438 | /* Construct a dsf array for connected blocks; connections |
439 | * tracked to right and down. */ |
440 | dsf_init(dsf, state->n); |
441 | for (x = 0; x < state->w; x++) { |
442 | for (y = 0; y < state->h; y++) { |
443 | i = y*state->w + x; |
444 | |
445 | if (x < state->w-1) |
446 | connect_if_same(state, dsf, i, i+1); /* right */ |
447 | if (y < state->h-1) |
448 | connect_if_same(state, dsf, i, i+state->w); /* down */ |
449 | } |
450 | } |
451 | } |
452 | |
453 | static int check_rowcol(game_state *state, int starti, int di, int sz, int mark_errors) |
454 | { |
455 | int nerr = 0, n, m, i, j; |
456 | |
457 | /* if any circled numbers have identical non-circled numbers on |
458 | * same row/column, error (non-circled) |
459 | * if any circled numbers in same column are same number, highlight them. |
460 | * if any rows/columns have >1 of same number, not complete. */ |
461 | |
462 | for (n = 0, i = starti; n < sz; n++, i += di) { |
463 | if (state->flags[i] & F_BLACK) continue; |
464 | for (m = n+1, j = i+di; m < sz; m++, j += di) { |
465 | if (state->flags[j] & F_BLACK) continue; |
466 | if (state->nums[i] != state->nums[j]) continue; |
467 | |
468 | nerr++; /* ok, we have two numbers the same in a row. */ |
469 | if (!mark_errors) continue; |
470 | |
471 | /* If we have two circles in the same row around |
472 | * two identical numbers, they are _both_ wrong. */ |
473 | if ((state->flags[i] & F_CIRCLE) && |
474 | (state->flags[j] & F_CIRCLE)) { |
475 | state->flags[i] |= F_ERROR; |
476 | state->flags[j] |= F_ERROR; |
477 | } |
478 | /* Otherwise, if we have a circle, any other identical |
479 | * numbers in that row are obviously wrong. We don't |
480 | * highlight this, however, since it makes the process |
481 | * of solving the puzzle too easy (you circle a number |
482 | * and it promptly tells you which numbers to blacken! */ |
483 | #if 0 |
484 | else if (state->flags[i] & F_CIRCLE) |
485 | state->flags[j] |= F_ERROR; |
486 | else if (state->flags[j] & F_CIRCLE) |
487 | state->flags[i] |= F_ERROR; |
488 | #endif |
489 | } |
490 | } |
491 | return nerr; |
492 | } |
493 | |
494 | static int check_complete(game_state *state, int mark_errors) |
495 | { |
496 | int *dsf = snewn(state->n, int); |
497 | int x, y, i, error = 0, nwhite, w = state->w, h = state->h; |
498 | |
499 | if (mark_errors) { |
500 | for (i = 0; i < state->n; i++) |
501 | state->flags[i] &= ~F_ERROR; |
502 | } |
503 | connect_dsf(state, dsf); |
504 | |
505 | /* Mark any black squares in groups of >1 as errors. |
506 | * Count number of white squares. */ |
507 | nwhite = 0; |
508 | for (i = 0; i < state->n; i++) { |
509 | if (state->flags[i] & F_BLACK) { |
510 | if (dsf_size(dsf, i) > 1) { |
511 | error += 1; |
512 | if (mark_errors) |
513 | state->flags[i] |= F_ERROR; |
514 | } |
515 | } else |
516 | nwhite += 1; |
517 | } |
518 | |
519 | /* Check attributes of white squares, row- and column-wise. */ |
520 | for (x = 0; x < w; x++) /* check cols from (x,0) */ |
521 | error += check_rowcol(state, x, w, h, mark_errors); |
522 | for (y = 0; y < h; y++) /* check rows from (0,y) */ |
523 | error += check_rowcol(state, y*w, 1, w, mark_errors); |
524 | |
525 | /* mark (all) white regions as an error if there is more than one. |
526 | * may want to make this less in-your-face (by only marking |
527 | * the smallest region as an error, for example -- but what if we |
528 | * have two regions of identical size?) */ |
529 | for (i = 0; i < state->n; i++) { |
530 | if (!(state->flags[i] & F_BLACK) && |
531 | dsf_size(dsf, i) < nwhite) { |
532 | error += 1; |
533 | if (mark_errors) |
534 | state->flags[i] |= F_ERROR; |
535 | } |
536 | } |
537 | |
538 | sfree(dsf); |
539 | return (error > 0) ? 0 : 1; |
540 | } |
541 | |
542 | static char *game_state_diff(game_state *src, game_state *dst, int issolve) |
543 | { |
544 | char *ret = NULL, buf[80], c; |
545 | int retlen = 0, x, y, i, k; |
546 | unsigned int fmask = F_BLACK | F_CIRCLE; |
547 | |
548 | assert(src->n == dst->n); |
549 | |
550 | if (issolve) { |
551 | ret = sresize(ret, 3, char); |
552 | ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0'; |
553 | retlen += 2; |
554 | } |
555 | |
556 | for (x = 0; x < dst->w; x++) { |
557 | for (y = 0; y < dst->h; y++) { |
558 | i = y*dst->w + x; |
559 | if ((src->flags[i] & fmask) != (dst->flags[i] & fmask)) { |
560 | assert((dst->flags[i] & fmask) != fmask); |
561 | if (dst->flags[i] & F_BLACK) |
562 | c = 'B'; |
563 | else if (dst->flags[i] & F_CIRCLE) |
564 | c = 'C'; |
565 | else |
566 | c = 'E'; |
567 | k = sprintf(buf, "%c%d,%d;", (int)c, x, y); |
568 | ret = sresize(ret, retlen + k + 1, char); |
569 | strcpy(ret + retlen, buf); |
570 | retlen += k; |
571 | } |
572 | } |
573 | } |
574 | return ret; |
575 | } |
576 | |
577 | /* --- Solver --- */ |
578 | |
579 | enum { BLACK, CIRCLE }; |
580 | |
581 | struct solver_op { |
582 | int x, y, op; /* op one of BLACK or CIRCLE. */ |
583 | const char *desc; /* must be non-malloced. */ |
584 | }; |
585 | |
586 | struct solver_state { |
587 | struct solver_op *ops; |
588 | int n_ops, n_alloc; |
589 | int *scratch; |
590 | }; |
591 | |
592 | static struct solver_state *solver_state_new(game_state *state) |
593 | { |
594 | struct solver_state *ss = snew(struct solver_state); |
595 | |
596 | ss->ops = NULL; |
597 | ss->n_ops = ss->n_alloc = 0; |
598 | ss->scratch = snewn(state->n, int); |
599 | |
600 | return ss; |
601 | } |
602 | |
603 | static void solver_state_free(struct solver_state *ss) |
604 | { |
605 | sfree(ss->scratch); |
606 | if (ss->ops) sfree(ss->ops); |
607 | sfree(ss); |
608 | } |
609 | |
610 | static void solver_op_add(struct solver_state *ss, int x, int y, int op, const char *desc) |
611 | { |
612 | struct solver_op *sop; |
613 | |
614 | if (ss->n_alloc < ss->n_ops + 1) { |
615 | ss->n_alloc = (ss->n_alloc + 1) * 2; |
616 | ss->ops = sresize(ss->ops, ss->n_alloc, struct solver_op); |
617 | } |
618 | sop = &(ss->ops[ss->n_ops++]); |
619 | sop->x = x; sop->y = y; sop->op = op; sop->desc = desc; |
620 | debug(("added solver op %s ('%s') at (%d,%d)", |
621 | op == BLACK ? "BLACK" : "CIRCLE", desc, x, y)); |
622 | } |
623 | |
624 | static void solver_op_circle(game_state *state, struct solver_state *ss, |
625 | int x, int y) |
626 | { |
627 | int i = y*state->w + x; |
628 | |
629 | if (!INGRID(state, x, y)) return; |
630 | if (state->flags[i] & F_BLACK) { |
631 | debug(("... solver wants to add auto-circle on black (%d,%d)", x, y)); |
632 | state->impossible = 1; |
633 | return; |
634 | } |
635 | /* Only add circle op if it's not already circled. */ |
636 | if (!(state->flags[i] & F_CIRCLE)) { |
637 | solver_op_add(ss, x, y, CIRCLE, "SB - adjacent to black square"); |
638 | } |
639 | } |
640 | |
641 | static void solver_op_blacken(game_state *state, struct solver_state *ss, |
642 | int x, int y, int num) |
643 | { |
644 | int i = y*state->w + x; |
645 | |
646 | if (!INGRID(state, x, y)) return; |
647 | if (state->nums[i] != num) return; |
648 | if (state->flags[i] & F_CIRCLE) { |
649 | debug(("... solver wants to add auto-black on circled(%d,%d)", x, y)); |
650 | state->impossible = 1; |
651 | return; |
652 | } |
653 | /* Only add black op if it's not already black. */ |
654 | if (!(state->flags[i] & F_BLACK)) { |
655 | solver_op_add(ss, x, y, BLACK, "SC - number on same row/col as circled"); |
656 | } |
657 | } |
658 | |
659 | static int solver_ops_do(game_state *state, struct solver_state *ss) |
660 | { |
661 | int next_op = 0, i, x, y, n_ops = 0; |
662 | struct solver_op op; |
663 | |
664 | /* Care here: solver_op_* may call solver_op_add which may extend the |
665 | * ss->n_ops. */ |
666 | |
667 | while (next_op < ss->n_ops) { |
668 | op = ss->ops[next_op++]; /* copy this away, it may get reallocated. */ |
669 | i = op.y*state->w + op.x; |
670 | |
671 | if (op.op == BLACK) { |
672 | if (state->flags[i] & F_CIRCLE) { |
673 | debug(("Solver wants to blacken circled square (%d,%d)!", op.x, op.y)); |
674 | state->impossible = 1; |
675 | return n_ops; |
676 | } |
677 | if (!(state->flags[i] & F_BLACK)) { |
678 | debug(("... solver adding black at (%d,%d): %s", op.x, op.y, op.desc)); |
679 | #ifdef STANDALONE_SOLVER |
680 | if (verbose) |
681 | printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc); |
682 | #endif |
683 | state->flags[i] |= F_BLACK; |
684 | /*debug_state("State after adding black", state);*/ |
685 | n_ops++; |
686 | solver_op_circle(state, ss, op.x-1, op.y); |
687 | solver_op_circle(state, ss, op.x+1, op.y); |
688 | solver_op_circle(state, ss, op.x, op.y-1); |
689 | solver_op_circle(state, ss, op.x, op.y+1); |
690 | } |
691 | } else { |
692 | if (state->flags[i] & F_BLACK) { |
693 | debug(("Solver wants to circle blackened square (%d,%d)!", op.x, op.y)); |
694 | state->impossible = 1; |
695 | return n_ops; |
696 | } |
697 | if (!(state->flags[i] & F_CIRCLE)) { |
698 | debug(("... solver adding circle at (%d,%d): %s", op.x, op.y, op.desc)); |
699 | #ifdef STANDALONE_SOLVER |
700 | if (verbose) |
701 | printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc); |
702 | #endif |
703 | state->flags[i] |= F_CIRCLE; |
704 | /*debug_state("State after adding circle", state);*/ |
705 | n_ops++; |
706 | for (x = 0; x < state->w; x++) { |
707 | if (x != op.x) |
708 | solver_op_blacken(state, ss, x, op.y, state->nums[i]); |
709 | } |
710 | for (y = 0; y < state->h; y++) { |
711 | if (y != op.y) |
712 | solver_op_blacken(state, ss, op.x, y, state->nums[i]); |
713 | } |
714 | } |
715 | } |
716 | } |
717 | ss->n_ops = 0; |
718 | return n_ops; |
719 | } |
720 | |
721 | /* If the grid has two identical numbers with one cell between them, the inner |
722 | * cell _must_ be white (and thus circled); (at least) one of the two must be |
723 | * black (since they're in the same column or row) and thus the middle cell is |
724 | * next to a black cell. */ |
725 | static int solve_singlesep(game_state *state, struct solver_state *ss) |
726 | { |
727 | int x, y, i, ir, irr, id, idd, n_ops = ss->n_ops; |
728 | |
729 | for (x = 0; x < state->w; x++) { |
730 | for (y = 0; y < state->h; y++) { |
731 | i = y*state->w + x; |
732 | |
733 | /* Cell two to our right? */ |
734 | ir = i + 1; irr = ir + 1; |
735 | if (x < (state->w-2) && |
736 | state->nums[i] == state->nums[irr] && |
737 | !(state->flags[ir] & F_CIRCLE)) { |
738 | solver_op_add(ss, x+1, y, CIRCLE, "SP/ST - between identical nums"); |
739 | } |
740 | /* Cell two below us? */ |
741 | id = i + state->w; idd = id + state->w; |
742 | if (y < (state->h-2) && |
743 | state->nums[i] == state->nums[idd] && |
744 | !(state->flags[id] & F_CIRCLE)) { |
745 | solver_op_add(ss, x, y+1, CIRCLE, "SP/ST - between identical nums"); |
746 | } |
747 | } |
748 | } |
749 | return ss->n_ops - n_ops; |
750 | } |
751 | |
752 | /* If we have two identical numbers next to each other (in a row or column), |
753 | * any other identical numbers in that column must be black. */ |
754 | static int solve_doubles(game_state *state, struct solver_state *ss) |
755 | { |
756 | int x, y, i, ii, n_ops = ss->n_ops, xy; |
757 | |
758 | for (y = 0, i = 0; y < state->h; y++) { |
759 | for (x = 0; x < state->w; x++, i++) { |
760 | assert(i == y*state->w+x); |
761 | if (state->flags[i] & F_BLACK) continue; |
762 | |
763 | ii = i+1; /* check cell to our right. */ |
764 | if (x < (state->w-1) && |
765 | !(state->flags[ii] & F_BLACK) && |
766 | state->nums[i] == state->nums[ii]) { |
767 | for (xy = 0; xy < state->w; xy++) { |
768 | if (xy == x || xy == (x+1)) continue; |
769 | if (state->nums[y*state->w + xy] == state->nums[i] && |
770 | !(state->flags[y*state->w + xy] & F_BLACK)) |
771 | solver_op_add(ss, xy, y, BLACK, "PI - same row as pair"); |
772 | } |
773 | } |
774 | |
775 | ii = i+state->w; /* check cell below us */ |
776 | if (y < (state->h-1) && |
777 | !(state->flags[ii] & F_BLACK) && |
778 | state->nums[i] == state->nums[ii]) { |
779 | for (xy = 0; xy < state->h; xy++) { |
780 | if (xy == y || xy == (y+1)) continue; |
781 | if (state->nums[xy*state->w + x] == state->nums[i] && |
782 | !(state->flags[xy*state->w + x] & F_BLACK)) |
783 | solver_op_add(ss, x, xy, BLACK, "PI - same col as pair"); |
784 | } |
785 | } |
786 | } |
787 | } |
788 | return ss->n_ops - n_ops; |
789 | } |
790 | |
791 | /* If a white square has all-but-one possible adjacent squares black, the |
792 | * one square left over must be white. */ |
793 | static int solve_allblackbutone(game_state *state, struct solver_state *ss) |
794 | { |
795 | int x, y, i, n_ops = ss->n_ops, xd, yd, id, ifree; |
796 | int dis[4], d; |
797 | |
798 | dis[0] = -state->w; |
799 | dis[1] = 1; |
800 | dis[2] = state->w; |
801 | dis[3] = -1; |
802 | |
803 | for (y = 0, i = 0; y < state->h; y++) { |
804 | for (x = 0; x < state->w; x++, i++) { |
805 | assert(i == y*state->w+x); |
806 | if (state->flags[i] & F_BLACK) continue; |
807 | |
808 | ifree = -1; |
809 | for (d = 0; d < 4; d++) { |
810 | xd = x + dxs[d]; yd = y + dys[d]; id = i + dis[d]; |
811 | if (!INGRID(state, xd, yd)) continue; |
812 | |
813 | if (state->flags[id] & F_CIRCLE) |
814 | goto skip; /* this cell already has a way out */ |
815 | if (!(state->flags[id] & F_BLACK)) { |
816 | if (ifree != -1) |
817 | goto skip; /* this cell has >1 white cell around it. */ |
818 | ifree = id; |
819 | } |
820 | } |
821 | if (ifree != -1) |
822 | solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE, |
823 | "CC/CE/QM: white cell with single non-black around it"); |
824 | else { |
825 | debug(("White cell with no escape at (%d,%d)", x, y)); |
826 | state->impossible = 1; |
827 | return 0; |
828 | } |
829 | skip: ; |
830 | } |
831 | } |
832 | return ss->n_ops - n_ops; |
833 | } |
834 | |
835 | /* If we have 4 numbers the same in a 2x2 corner, the far corner and the |
836 | * diagonally-adjacent square must both be black. |
837 | * If we have 3 numbers the same in a 2x2 corner, the apex of the L |
838 | * thus formed must be black. |
839 | * If we have 2 numbers the same in a 2x2 corner, the non-same cell |
840 | * one away from the corner must be white. */ |
841 | static void solve_corner(game_state *state, struct solver_state *ss, |
842 | int x, int y, int dx, int dy) |
843 | { |
844 | int is[4], ns[4], xx, yy, w = state->w; |
845 | |
846 | for (yy = 0; yy < 2; yy++) { |
847 | for (xx = 0; xx < 2; xx++) { |
848 | is[yy*2+xx] = (y + dy*yy) * w + (x + dx*xx); |
849 | ns[yy*2+xx] = state->nums[is[yy*2+xx]]; |
850 | } |
851 | } /* order is now (corner, side 1, side 2, inner) */ |
852 | |
853 | if (ns[0] == ns[1] && ns[0] == ns[2] && ns[0] == ns[3]) { |
854 | solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "QC: corner with 4 matching"); |
855 | solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "QC: corner with 4 matching"); |
856 | } else if (ns[0] == ns[1] && ns[0] == ns[2]) { |
857 | /* corner and 2 sides: apex is corner. */ |
858 | solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "TC: corner apex from 3 matching"); |
859 | } else if (ns[1] == ns[2] && ns[1] == ns[3]) { |
860 | /* side, side, fourth: apex is fourth. */ |
861 | solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "TC: inside apex from 3 matching"); |
862 | } else if (ns[0] == ns[1] || ns[1] == ns[3]) { |
863 | /* either way here we match the non-identical side. */ |
864 | solver_op_add(ss, is[2]%w, is[2]/w, CIRCLE, "DC: corner with 2 matching"); |
865 | } else if (ns[0] == ns[2] || ns[2] == ns[3]) { |
866 | /* ditto */ |
867 | solver_op_add(ss, is[1]%w, is[1]/w, CIRCLE, "DC: corner with 2 matching"); |
868 | } |
869 | } |
870 | |
871 | static int solve_corners(game_state *state, struct solver_state *ss) |
872 | { |
873 | int n_ops = ss->n_ops; |
874 | |
875 | solve_corner(state, ss, 0, 0, 1, 1); |
876 | solve_corner(state, ss, state->w-1, 0, -1, 1); |
877 | solve_corner(state, ss, state->w-1, state->h-1, -1, -1); |
878 | solve_corner(state, ss, 0, state->h-1, 1, -1); |
879 | |
880 | return ss->n_ops - n_ops; |
881 | } |
882 | |
883 | /* If you have the following situation: |
884 | * ... |
885 | * ...x A x x y A x... |
886 | * ...x B x x B y x... |
887 | * ... |
888 | * then both squares marked 'y' must be white. One of the left-most A or B must |
889 | * be white (since two side-by-side black cells are disallowed), which means |
890 | * that the corresponding right-most A or B must be black (since you can't |
891 | * have two of the same number on one line); thus, the adjacent squares |
892 | * to that right-most A or B must be white, which include the two marked 'y' |
893 | * in either case. |
894 | * Obviously this works in any row or column. It also works if A == B. |
895 | * It doesn't work for the degenerate case: |
896 | * ...x A A x x |
897 | * ...x B y x x |
898 | * where the square marked 'y' isn't necessarily white (consider the left-most A |
899 | * is black). |
900 | * |
901 | * */ |
902 | static void solve_offsetpair_pair(game_state *state, struct solver_state *ss, |
903 | int x1, int y1, int x2, int y2) |
904 | { |
905 | int ox, oy, w = state->w, ax, ay, an, d, dx[2], dy[2], dn, xd, yd; |
906 | |
907 | if (x1 == x2) { /* same column */ |
908 | ox = 1; oy = 0; |
909 | } else { |
910 | assert(y1 == y2); |
911 | ox = 0; oy = 1; |
912 | } |
913 | |
914 | /* We try adjacent to (x1,y1) and the two diag. adjacent to (x2, y2). |
915 | * We expect to be called twice, once each way around. */ |
916 | ax = x1+ox; ay = y1+oy; |
917 | assert(INGRID(state, ax, ay)); |
918 | an = state->nums[ay*w + ax]; |
919 | |
920 | dx[0] = x2 + ox + oy; dx[1] = x2 + ox - oy; |
921 | dy[0] = y2 + oy + ox; dy[1] = y2 + oy - ox; |
922 | |
923 | for (d = 0; d < 2; d++) { |
924 | if (INGRID(state, dx[d], dy[d]) && (dx[d] != ax || dy[d] != ay)) { |
925 | /* The 'dx != ax || dy != ay' removes the degenerate case, |
926 | * mentioned above. */ |
927 | dn = state->nums[dy[d]*w + dx[d]]; |
928 | if (an == dn) { |
929 | /* We have a match; so (WLOG) the 'A' marked above are at |
930 | * (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */ |
931 | debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)", |
932 | state->nums[y1*w + x1], x1, y1, x2, y2)); |
933 | debug((" and: %d at (%d,%d) and (%d,%d)", |
934 | an, ax, ay, dx[d], dy[d])); |
935 | |
936 | xd = dx[d] - x2; yd = dy[d] - y2; |
937 | solver_op_add(ss, x2 + xd, y2, CIRCLE, "IP: next to offset-pair"); |
938 | solver_op_add(ss, x2, y2 + yd, CIRCLE, "IP: next to offset-pair"); |
939 | } |
940 | } |
941 | } |
942 | } |
943 | |
944 | static int solve_offsetpair(game_state *state, struct solver_state *ss) |
945 | { |
946 | int n_ops = ss->n_ops, x, xx, y, yy, n1, n2; |
947 | |
948 | for (x = 0; x < state->w-1; x++) { |
949 | for (y = 0; y < state->h; y++) { |
950 | n1 = state->nums[y*state->w + x]; |
951 | for (yy = y+1; yy < state->h; yy++) { |
952 | n2 = state->nums[yy*state->w + x]; |
953 | if (n1 == n2) { |
954 | solve_offsetpair_pair(state, ss, x, y, x, yy); |
955 | solve_offsetpair_pair(state, ss, x, yy, x, y); |
956 | } |
957 | } |
958 | } |
959 | } |
960 | for (y = 0; y < state->h-1; y++) { |
961 | for (x = 0; x < state->w; x++) { |
962 | n1 = state->nums[y*state->w + x]; |
963 | for (xx = x+1; xx < state->w; xx++) { |
964 | n2 = state->nums[y*state->w + xx]; |
965 | if (n1 == n2) { |
966 | solve_offsetpair_pair(state, ss, x, y, xx, y); |
967 | solve_offsetpair_pair(state, ss, xx, y, x, y); |
968 | } |
969 | } |
970 | } |
971 | } |
972 | return ss->n_ops - n_ops; |
973 | } |
974 | |
975 | static int solve_hassinglewhiteregion(game_state *state, struct solver_state *ss) |
976 | { |
977 | int i, j, nwhite = 0, lwhite = -1, szwhite, start, end, next, a, d, x, y; |
978 | |
979 | for (i = 0; i < state->n; i++) { |
980 | if (!(state->flags[i] & F_BLACK)) { |
981 | nwhite++; |
982 | lwhite = i; |
983 | } |
984 | state->flags[i] &= ~F_SCRATCH; |
985 | } |
986 | if (lwhite == -1) { |
987 | debug(("solve_hassinglewhite: no white squares found!")); |
988 | state->impossible = 1; |
989 | return 0; |
990 | } |
991 | /* We don't use connect_dsf here; it's too slow, and there's a quicker |
992 | * algorithm if all we want is the size of one region. */ |
993 | /* Having written this, this algorithm is only about 5% faster than |
994 | * using a dsf. */ |
995 | memset(ss->scratch, -1, state->n * sizeof(int)); |
996 | ss->scratch[0] = lwhite; |
997 | state->flags[lwhite] |= F_SCRATCH; |
998 | start = 0; end = next = 1; |
999 | while (start < end) { |
1000 | for (a = start; a < end; a++) { |
1001 | i = ss->scratch[a]; assert(i != -1); |
1002 | for (d = 0; d < 4; d++) { |
1003 | x = (i % state->w) + dxs[d]; |
1004 | y = (i / state->w) + dys[d]; |
1005 | j = y*state->w + x; |
1006 | if (!INGRID(state, x, y)) continue; |
1007 | if (state->flags[j] & (F_BLACK | F_SCRATCH)) continue; |
1008 | ss->scratch[next++] = j; |
1009 | state->flags[j] |= F_SCRATCH; |
1010 | } |
1011 | } |
1012 | start = end; end = next; |
1013 | } |
1014 | szwhite = next; |
1015 | return (szwhite == nwhite) ? 1 : 0; |
1016 | } |
1017 | |
1018 | static void solve_removesplits_check(game_state *state, struct solver_state *ss, |
1019 | int x, int y) |
1020 | { |
1021 | int i = y*state->w + x, issingle; |
1022 | |
1023 | if (!INGRID(state, x, y)) return; |
1024 | if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) |
1025 | return; |
1026 | |
1027 | /* If putting a black square at (x,y) would make the white region |
1028 | * non-contiguous, it must be circled. */ |
1029 | state->flags[i] |= F_BLACK; |
1030 | issingle = solve_hassinglewhiteregion(state, ss); |
1031 | state->flags[i] &= ~F_BLACK; |
1032 | |
1033 | if (!issingle) |
1034 | solver_op_add(ss, x, y, CIRCLE, "MC: black square here would split white region"); |
1035 | } |
1036 | |
1037 | /* For all black squares, search in squares diagonally adjacent to see if |
1038 | * we can rule out putting a black square there (because it would make the |
1039 | * white region non-contiguous). */ |
1040 | /* This function is likely to be somewhat slow. */ |
1041 | static int solve_removesplits(game_state *state, struct solver_state *ss) |
1042 | { |
1043 | int i, x, y, n_ops = ss->n_ops; |
1044 | |
1045 | if (!solve_hassinglewhiteregion(state, ss)) { |
1046 | debug(("solve_removesplits: white region is not contiguous at start!")); |
1047 | state->impossible = 1; |
1048 | return 0; |
1049 | } |
1050 | |
1051 | for (i = 0; i < state->n; i++) { |
1052 | if (!(state->flags[i] & F_BLACK)) continue; |
1053 | |
1054 | x = i%state->w; y = i/state->w; |
1055 | solve_removesplits_check(state, ss, x-1, y-1); |
1056 | solve_removesplits_check(state, ss, x+1, y-1); |
1057 | solve_removesplits_check(state, ss, x+1, y+1); |
1058 | solve_removesplits_check(state, ss, x-1, y+1); |
1059 | } |
1060 | return ss->n_ops - n_ops; |
1061 | } |
1062 | |
1063 | /* |
1064 | * This function performs a solver step that isn't implicit in the rules |
1065 | * of the game and is thus treated somewhat differently. |
1066 | * |
1067 | * It marks cells whose number does not exist elsewhere in its row/column |
1068 | * with circles. As it happens the game generator here does mean that this |
1069 | * is always correct, but it's a solving method that people should not have |
1070 | * to rely upon (except in the hidden 'sneaky' difficulty setting) and so |
1071 | * all grids at 'tricky' and above are checked to make sure that the grid |
1072 | * is no easier if this solving step is performed beforehand. |
1073 | * |
1074 | * Calling with ss=NULL just returns the number of sneaky deductions that |
1075 | * would have been made. |
1076 | */ |
1077 | static int solve_sneaky(game_state *state, struct solver_state *ss) |
1078 | { |
1079 | int i, ii, x, xx, y, yy, nunique = 0; |
1080 | |
1081 | /* Clear SCRATCH flags. */ |
1082 | for (i = 0; i < state->n; i++) state->flags[i] &= ~F_SCRATCH; |
1083 | |
1084 | for (x = 0; x < state->w; x++) { |
1085 | for (y = 0; y < state->h; y++) { |
1086 | i = y*state->w + x; |
1087 | |
1088 | /* Check for duplicate numbers on our row, mark (both) if so */ |
1089 | for (xx = x; xx < state->w; xx++) { |
1090 | ii = y*state->w + xx; |
1091 | if (i == ii) continue; |
1092 | |
1093 | if (state->nums[i] == state->nums[ii]) { |
1094 | state->flags[i] |= F_SCRATCH; |
1095 | state->flags[ii] |= F_SCRATCH; |
1096 | } |
1097 | } |
1098 | |
1099 | /* Check for duplicate numbers on our col, mark (both) if so */ |
1100 | for (yy = y; yy < state->h; yy++) { |
1101 | ii = yy*state->w + x; |
1102 | if (i == ii) continue; |
1103 | |
1104 | if (state->nums[i] == state->nums[ii]) { |
1105 | state->flags[i] |= F_SCRATCH; |
1106 | state->flags[ii] |= F_SCRATCH; |
1107 | } |
1108 | } |
1109 | } |
1110 | } |
1111 | |
1112 | /* Any cell with no marking has no duplicates on its row or column: |
1113 | * set its CIRCLE. */ |
1114 | for (i = 0; i < state->n; i++) { |
1115 | if (!(state->flags[i] & F_SCRATCH)) { |
1116 | if (ss) solver_op_add(ss, i%state->w, i/state->w, CIRCLE, |
1117 | "SNEAKY: only one of its number in row and col"); |
1118 | nunique += 1; |
1119 | } else |
1120 | state->flags[i] &= ~F_SCRATCH; |
1121 | } |
1122 | return nunique; |
1123 | } |
1124 | |
1125 | static int solve_specific(game_state *state, int diff, int sneaky) |
1126 | { |
1127 | struct solver_state *ss = solver_state_new(state); |
1128 | |
1129 | if (sneaky) solve_sneaky(state, ss); |
1130 | |
1131 | /* Some solver operations we only have to perform once -- |
1132 | * they're only based on the numbers available, and not black |
1133 | * squares or circles which may be added later. */ |
1134 | |
1135 | solve_singlesep(state, ss); /* never sets impossible */ |
1136 | solve_doubles(state, ss); /* ditto */ |
1137 | solve_corners(state, ss); /* ditto */ |
1138 | |
1139 | if (diff >= DIFF_TRICKY) |
1140 | solve_offsetpair(state, ss); /* ditto */ |
1141 | |
1142 | while (1) { |
1143 | if (ss->n_ops > 0) solver_ops_do(state, ss); |
1144 | if (state->impossible) break; |
1145 | |
1146 | if (solve_allblackbutone(state, ss) > 0) continue; |
1147 | if (state->impossible) break; |
1148 | |
1149 | if (diff >= DIFF_TRICKY) { |
1150 | if (solve_removesplits(state, ss) > 0) continue; |
1151 | if (state->impossible) break; |
1152 | } |
1153 | |
1154 | break; |
1155 | } |
1156 | |
1157 | solver_state_free(ss); |
1158 | return state->impossible ? -1 : check_complete(state, 0); |
1159 | } |
1160 | |
1161 | static char *solve_game(game_state *state, game_state *currstate, |
1162 | char *aux, char **error) |
1163 | { |
1164 | game_state *solved = dup_game(currstate); |
1165 | char *move = NULL; |
1166 | |
1167 | if (solve_specific(solved, DIFF_ANY, 0)) goto solved; |
1168 | free_game(solved); |
1169 | |
1170 | solved = dup_game(state); |
1171 | if (solve_specific(solved, DIFF_ANY, 0)) goto solved; |
1172 | free_game(solved); |
1173 | |
1174 | *error = "Unable to solve puzzle."; |
1175 | return NULL; |
1176 | |
1177 | solved: |
1178 | move = game_state_diff(currstate, solved, 1); |
1179 | free_game(solved); |
1180 | return move; |
1181 | } |
1182 | |
1183 | /* --- Game generation --- */ |
1184 | |
1185 | /* A correctly completed Hitori board is essentially a latin square |
1186 | * (no duplicated numbers in any row or column) with black squares |
1187 | * added such that no black square touches another, and the white |
1188 | * squares make a contiguous region. |
1189 | * |
1190 | * So we can generate it by: |
1191 | * constructing a latin square |
1192 | * adding black squares at random (minding the constraints) |
1193 | * altering the numbers under the new black squares such that |
1194 | the solver gets a headstart working out where they are. |
1195 | */ |
1196 | |
1197 | static int new_game_is_good(game_params *params, |
1198 | game_state *state, game_state *tosolve) |
1199 | { |
1200 | int sret, sret_easy = 0; |
1201 | |
1202 | memcpy(tosolve->nums, state->nums, state->n * sizeof(int)); |
1203 | memset(tosolve->flags, 0, state->n * sizeof(unsigned int)); |
1204 | tosolve->completed = tosolve->impossible = 0; |
1205 | |
1206 | /* |
1207 | * We try and solve it twice, once at our requested difficulty level |
1208 | * (ensuring it's soluble at all) and once at the level below (if |
1209 | * it exists), which we hope to fail: if you can also solve it at |
1210 | * the level below then it's too easy and we have to try again. |
1211 | * |
1212 | * With this puzzle in particular there's an extra finesse, which is |
1213 | * that we check that the generated puzzle isn't too easy _with |
1214 | * an extra solver step first_, which is the 'sneaky' mode of deductions |
1215 | * (asserting that any number which fulfils the latin-square rules |
1216 | * on its row/column must be white). This is an artefact of the |
1217 | * generation process and not implicit in the rules, so we don't want |
1218 | * people to be able to use it to make the puzzle easier. |
1219 | */ |
1220 | |
1221 | assert(params->diff < DIFF_MAX); |
1222 | sret = solve_specific(tosolve, params->diff, 0); |
1223 | if (params->diff > DIFF_EASY) { |
1224 | memset(tosolve->flags, 0, state->n * sizeof(unsigned int)); |
1225 | tosolve->completed = tosolve->impossible = 0; |
1226 | |
1227 | /* this is the only time the 'sneaky' flag is set to 1. */ |
1228 | sret_easy = solve_specific(tosolve, params->diff-1, 1); |
1229 | } |
1230 | |
1231 | if (sret <= 0 || sret_easy > 0) { |
1232 | debug(("Generated puzzle %s at chosen difficulty %s", |
1233 | sret <= 0 ? "insoluble" : "too easy", |
1234 | singles_diffnames[params->diff])); |
1235 | return 0; |
1236 | } |
1237 | return 1; |
1238 | } |
1239 | |
1240 | #define MAXTRIES 20 |
1241 | |
1242 | static int best_black_col(game_state *state, random_state *rs, int *scratch, |
1243 | int i, int *rownums, int *colnums) |
1244 | { |
1245 | int w = state->w, x = i%w, y = i/w, j, o = state->o; |
1246 | |
1247 | /* Randomise the list of numbers to try. */ |
1248 | for (i = 0; i < o; i++) scratch[i] = i; |
1249 | shuffle(scratch, o, sizeof(int), rs); |
1250 | |
1251 | /* Try each number in turn, first giving preference to removing |
1252 | * latin-square characteristics (i.e. those numbers which only |
1253 | * occur once in a row/column). The '&&' here, although intuitively |
1254 | * wrong, results in a smaller number of 'sneaky' deductions on |
1255 | * solvable boards. */ |
1256 | for (i = 0; i < o; i++) { |
1257 | j = scratch[i] + 1; |
1258 | if (rownums[y*o + j-1] == 1 && colnums[x*o + j-1] == 1) |
1259 | return j; |
1260 | } |
1261 | |
1262 | /* Then try each number in turn returning the first one that's |
1263 | * not actually unique in its row/column (see comment below) */ |
1264 | for (i = 0; i < o; i++) { |
1265 | j = scratch[i] + 1; |
1266 | if (rownums[y*o + j-1] != 0 || colnums[x*o + j-1] != 0) |
1267 | return j; |
1268 | } |
1269 | assert(!"unable to place number under black cell."); |
1270 | return 0; |
1271 | } |
1272 | |
1273 | static char *new_game_desc(game_params *params, random_state *rs, |
1274 | char **aux, int interactive) |
1275 | { |
1276 | game_state *state = blank_game(params->w, params->h); |
1277 | game_state *tosolve = blank_game(params->w, params->h); |
1278 | int i, j, *scratch, *rownums, *colnums, x, y, ntries; |
1279 | int w = state->w, h = state->h, o = state->o; |
1280 | char *ret; |
1281 | digit *latin; |
1282 | struct solver_state *ss = solver_state_new(state); |
1283 | |
1284 | scratch = snewn(state->n, int); |
1285 | rownums = snewn(h*o, int); |
1286 | colnums = snewn(w*o, int); |
1287 | |
1288 | generate: |
1289 | ss->n_ops = 0; |
1290 | debug(("Starting game generation, size %dx%d", w, h)); |
1291 | |
1292 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
1293 | |
1294 | /* First, generate the latin rectangle. |
1295 | * The order of this, o, is max(w,h). */ |
1296 | latin = latin_generate_rect(w, h, rs); |
1297 | for (i = 0; i < state->n; i++) |
1298 | state->nums[i] = (int)latin[i]; |
1299 | sfree(latin); |
1300 | debug_state("State after latin square", state); |
1301 | |
1302 | /* Add black squares at random, using bits of solver as we go (to lay |
1303 | * white squares), until we can lay no more blacks. */ |
1304 | for (i = 0; i < state->n; i++) |
1305 | scratch[i] = i; |
1306 | shuffle(scratch, state->n, sizeof(int), rs); |
1307 | for (j = 0; j < state->n; j++) { |
1308 | i = scratch[j]; |
1309 | if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) { |
1310 | debug(("generator skipping (%d,%d): %s", i%w, i/w, |
1311 | (state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK")); |
1312 | continue; /* solver knows this must be one or the other already. */ |
1313 | } |
1314 | |
1315 | /* Add a random black cell... */ |
1316 | solver_op_add(ss, i%w, i/w, BLACK, "Generator: adding random black cell"); |
1317 | solver_ops_do(state, ss); |
1318 | |
1319 | /* ... and do as well as we know how to lay down whites that are now forced. */ |
1320 | solve_allblackbutone(state, ss); |
1321 | solver_ops_do(state, ss); |
1322 | |
1323 | solve_removesplits(state, ss); |
1324 | solver_ops_do(state, ss); |
1325 | |
1326 | if (state->impossible) { |
1327 | debug(("generator made impossible, restarting...")); |
1328 | goto generate; |
1329 | } |
1330 | } |
1331 | debug_state("State after adding blacks", state); |
1332 | |
1333 | /* Now we know which squares are white and which are black, we lay numbers |
1334 | * under black squares at random, except that the number must appear in |
1335 | * white cells at least once more in the same column or row as that [black] |
1336 | * square. That's necessary to avoid multiple solutions, where blackening |
1337 | * squares in the finished puzzle becomes optional. We use two arrays: |
1338 | * |
1339 | * rownums[ROW * o + NUM-1] is the no. of white cells containing NUM in y=ROW |
1340 | * colnums[COL * o + NUM-1] is the no. of white cells containing NUM in x=COL |
1341 | */ |
1342 | |
1343 | memset(rownums, 0, h*o * sizeof(int)); |
1344 | memset(colnums, 0, w*o * sizeof(int)); |
1345 | for (i = 0; i < state->n; i++) { |
1346 | if (state->flags[i] & F_BLACK) continue; |
1347 | j = state->nums[i]; |
1348 | x = i%w; y = i/w; |
1349 | rownums[y * o + j-1] += 1; |
1350 | colnums[x * o + j-1] += 1; |
1351 | } |
1352 | |
1353 | ntries = 0; |
1354 | randomise: |
1355 | for (i = 0; i < state->n; i++) { |
1356 | if (!(state->flags[i] & F_BLACK)) continue; |
1357 | state->nums[i] = best_black_col(state, rs, scratch, i, rownums, colnums); |
1358 | } |
1359 | debug_state("State after adding numbers", state); |
1360 | |
1361 | /* DIFF_ANY just returns whatever we first generated, for testing purposes. */ |
1362 | if (params->diff != DIFF_ANY && |
1363 | !new_game_is_good(params, state, tosolve)) { |
1364 | ntries++; |
1365 | if (ntries > MAXTRIES) { |
1366 | debug(("Ran out of randomisation attempts, re-generating.")); |
1367 | goto generate; |
1368 | } |
1369 | debug(("Re-randomising numbers under black squares.")); |
1370 | goto randomise; |
1371 | } |
1372 | |
1373 | ret = generate_desc(state, 0); |
1374 | |
1375 | free_game(tosolve); |
1376 | free_game(state); |
1377 | solver_state_free(ss); |
1378 | sfree(scratch); |
1379 | sfree(rownums); |
1380 | sfree(colnums); |
1381 | |
1382 | return ret; |
1383 | } |
1384 | |
1385 | static char *validate_desc(game_params *params, char *desc) |
1386 | { |
1387 | char *ret = NULL; |
1388 | |
1389 | unpick_desc(params, desc, NULL, &ret); |
1390 | return ret; |
1391 | } |
1392 | |
1393 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1394 | { |
1395 | game_state *state = NULL; |
1396 | |
1397 | unpick_desc(params, desc, &state, NULL); |
1398 | if (!state) assert(!"new_game failed to unpick"); |
1399 | return state; |
1400 | } |
1401 | |
1402 | /* --- Game UI and move routines --- */ |
1403 | |
1404 | struct game_ui { |
1405 | int cx, cy, cshow; |
1406 | int show_black_nums; |
1407 | }; |
1408 | |
1409 | static game_ui *new_ui(game_state *state) |
1410 | { |
1411 | game_ui *ui = snew(game_ui); |
1412 | |
1413 | ui->cx = ui->cy = ui->cshow = 0; |
1414 | ui->show_black_nums = 0; |
1415 | |
1416 | return ui; |
1417 | } |
1418 | |
1419 | static void free_ui(game_ui *ui) |
1420 | { |
1421 | sfree(ui); |
1422 | } |
1423 | |
1424 | static char *encode_ui(game_ui *ui) |
1425 | { |
1426 | return NULL; |
1427 | } |
1428 | |
1429 | static void decode_ui(game_ui *ui, char *encoding) |
1430 | { |
1431 | } |
1432 | |
1433 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1434 | game_state *newstate) |
1435 | { |
1436 | if (!oldstate->completed && newstate->completed) |
1437 | ui->cshow = 0; |
1438 | } |
1439 | |
1440 | #define DS_BLACK 0x1 |
1441 | #define DS_CIRCLE 0x2 |
1442 | #define DS_CURSOR 0x4 |
1443 | #define DS_BLACK_NUM 0x8 |
1444 | #define DS_ERROR 0x10 |
1445 | #define DS_FLASH 0x20 |
1446 | #define DS_IMPOSSIBLE 0x40 |
1447 | |
1448 | struct game_drawstate { |
1449 | int tilesize, started, solved; |
1450 | int w, h, n; |
1451 | |
1452 | unsigned int *flags; |
1453 | }; |
1454 | |
1455 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1456 | int mx, int my, int button) |
1457 | { |
1458 | char buf[80], c; |
1459 | int i, x = FROMCOORD(mx), y = FROMCOORD(my); |
1460 | enum { NONE, TOGGLE_BLACK, TOGGLE_CIRCLE, UI } action = NONE; |
1461 | |
1462 | if (IS_CURSOR_MOVE(button)) { |
1463 | move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 1); |
1464 | ui->cshow = 1; |
1465 | action = UI; |
1466 | } else if (IS_CURSOR_SELECT(button)) { |
1467 | x = ui->cx; y = ui->cy; |
1468 | if (!ui->cshow) { |
1469 | action = UI; |
1470 | ui->cshow = 1; |
1471 | } |
1472 | if (button == CURSOR_SELECT) { |
1473 | action = TOGGLE_BLACK; |
1474 | } else if (button == CURSOR_SELECT2) { |
1475 | action = TOGGLE_CIRCLE; |
1476 | } |
1477 | } else if (IS_MOUSE_DOWN(button)) { |
1478 | if (ui->cshow) { |
1479 | ui->cshow = 0; |
1480 | action = UI; |
1481 | } |
1482 | if (!INGRID(state, x, y)) { |
1483 | ui->show_black_nums = 1 - ui->show_black_nums; |
1484 | action = UI; /* this wants to be a per-game option. */ |
1485 | } else if (button == LEFT_BUTTON) { |
1486 | action = TOGGLE_BLACK; |
1487 | } else if (button == RIGHT_BUTTON) { |
1488 | action = TOGGLE_CIRCLE; |
1489 | } |
1490 | } |
1491 | if (action == UI) return ""; |
1492 | |
1493 | if (action == TOGGLE_BLACK || action == TOGGLE_CIRCLE) { |
1494 | i = y * state->w + x; |
1495 | if (state->flags[i] & (F_BLACK | F_CIRCLE)) |
1496 | c = 'E'; |
1497 | else |
1498 | c = (action == TOGGLE_BLACK) ? 'B' : 'C'; |
1499 | sprintf(buf, "%c%d,%d", (int)c, x, y); |
1500 | return dupstr(buf); |
1501 | } |
1502 | |
1503 | return NULL; |
1504 | } |
1505 | |
1506 | static game_state *execute_move(game_state *state, char *move) |
1507 | { |
1508 | game_state *ret = dup_game(state); |
1509 | int x, y, i, n; |
1510 | |
1511 | debug(("move: %s", move)); |
1512 | |
1513 | while (*move) { |
1514 | char c = *move; |
1515 | if (c == 'B' || c == 'C' || c == 'E') { |
1516 | move++; |
1517 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1518 | !INGRID(state, x, y)) |
1519 | goto badmove; |
1520 | |
1521 | i = y*ret->w + x; |
1522 | ret->flags[i] &= ~(F_CIRCLE | F_BLACK); /* empty first, always. */ |
1523 | if (c == 'B') |
1524 | ret->flags[i] |= F_BLACK; |
1525 | else if (c == 'C') |
1526 | ret->flags[i] |= F_CIRCLE; |
1527 | move += n; |
1528 | } else if (c == 'S') { |
1529 | move++; |
1530 | ret->used_solve = 1; |
1531 | } else |
1532 | goto badmove; |
1533 | |
1534 | if (*move == ';') |
1535 | move++; |
1536 | else if (*move) |
1537 | goto badmove; |
1538 | } |
1539 | if (check_complete(ret, 1)) ret->completed = 1; |
1540 | return ret; |
1541 | |
1542 | badmove: |
1543 | free_game(ret); |
1544 | return NULL; |
1545 | } |
1546 | |
1547 | /* ---------------------------------------------------------------------- |
1548 | * Drawing routines. |
1549 | */ |
1550 | |
1551 | static void game_compute_size(game_params *params, int tilesize, |
1552 | int *x, int *y) |
1553 | { |
1554 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1555 | struct { int tilesize; } ads, *ds = &ads; |
1556 | ads.tilesize = tilesize; |
1557 | |
1558 | *x = TILE_SIZE * params->w + 2 * BORDER; |
1559 | *y = TILE_SIZE * params->h + 2 * BORDER; |
1560 | } |
1561 | |
1562 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1563 | game_params *params, int tilesize) |
1564 | { |
1565 | ds->tilesize = tilesize; |
1566 | } |
1567 | |
1568 | static float *game_colours(frontend *fe, int *ncolours) |
1569 | { |
1570 | float *ret = snewn(3 * NCOLOURS, float); |
1571 | int i; |
1572 | |
1573 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
1574 | for (i = 0; i < 3; i++) { |
1575 | ret[COL_BLACK * 3 + i] = 0.0F; |
1576 | ret[COL_BLACKNUM * 3 + i] = 0.4F; |
1577 | ret[COL_WHITE * 3 + i] = 1.0F; |
1578 | ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; |
1579 | } |
1580 | ret[COL_CURSOR * 3 + 0] = 0.2F; |
1581 | ret[COL_CURSOR * 3 + 1] = 0.8F; |
1582 | ret[COL_CURSOR * 3 + 2] = 0.0F; |
1583 | |
1584 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1585 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1586 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1587 | |
1588 | *ncolours = NCOLOURS; |
1589 | return ret; |
1590 | } |
1591 | |
1592 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1593 | { |
1594 | struct game_drawstate *ds = snew(struct game_drawstate); |
1595 | |
1596 | ds->tilesize = ds->started = ds->solved = 0; |
1597 | ds->w = state->w; |
1598 | ds->h = state->h; |
1599 | ds->n = state->n; |
1600 | |
1601 | ds->flags = snewn(state->n, unsigned int); |
1602 | |
1603 | memset(ds->flags, 0, state->n*sizeof(unsigned int)); |
1604 | |
1605 | return ds; |
1606 | } |
1607 | |
1608 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1609 | { |
1610 | sfree(ds->flags); |
1611 | sfree(ds); |
1612 | } |
1613 | |
1614 | static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y, |
1615 | int num, unsigned int f) |
1616 | { |
1617 | int tcol, bg, dnum, cx, cy, tsz; |
1618 | char buf[32]; |
1619 | |
1620 | if (f & DS_BLACK) { |
1621 | bg = (f & DS_ERROR) ? COL_ERROR : COL_BLACK; |
1622 | tcol = COL_BLACKNUM; |
1623 | dnum = (f & DS_BLACK_NUM) ? 1 : 0; |
1624 | } else { |
1625 | bg = (f & DS_FLASH) ? COL_LOWLIGHT : COL_BACKGROUND; |
1626 | tcol = (f & DS_ERROR) ? COL_ERROR : COL_BLACK; |
1627 | dnum = 1; |
1628 | } |
1629 | |
1630 | cx = x + TILE_SIZE/2; cy = y + TILE_SIZE/2; |
1631 | |
1632 | draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg); |
1633 | draw_rect_outline(dr, x, y, TILE_SIZE, TILE_SIZE, |
1634 | (f & DS_IMPOSSIBLE) ? COL_ERROR : COL_GRID); |
1635 | |
1636 | if (f & DS_CIRCLE) { |
1637 | draw_circle(dr, cx, cy, CRAD, tcol, tcol); |
1638 | draw_circle(dr, cx, cy, CRAD-1, bg, tcol); |
1639 | } |
1640 | |
1641 | if (dnum) { |
1642 | sprintf(buf, "%d", num); |
1643 | if (strlen(buf) == 1) |
1644 | tsz = TEXTSZ; |
1645 | else |
1646 | tsz = (CRAD*2 - 1) / strlen(buf); |
1647 | draw_text(dr, cx, cy, FONT_VARIABLE, tsz, |
1648 | ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, buf); |
1649 | } |
1650 | |
1651 | if (f & DS_CURSOR) |
1652 | draw_rect_corners(dr, cx, cy, TEXTSZ/2, COL_CURSOR); |
1653 | |
1654 | draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); |
1655 | } |
1656 | |
1657 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1658 | game_state *state, int dir, game_ui *ui, |
1659 | float animtime, float flashtime) |
1660 | { |
1661 | int x, y, i, flash; |
1662 | unsigned int f; |
1663 | |
1664 | flash = (int)(flashtime * 5 / FLASH_TIME) % 2; |
1665 | |
1666 | if (!ds->started) { |
1667 | int wsz = TILE_SIZE * state->w + 2 * BORDER; |
1668 | int hsz = TILE_SIZE * state->h + 2 * BORDER; |
1669 | draw_rect(dr, 0, 0, wsz, hsz, COL_BACKGROUND); |
1670 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
1671 | TILE_SIZE * state->w + 2, TILE_SIZE * state->h + 2, |
1672 | COL_GRID); |
1673 | draw_update(dr, 0, 0, wsz, hsz); |
1674 | } |
1675 | for (x = 0; x < state->w; x++) { |
1676 | for (y = 0; y < state->h; y++) { |
1677 | i = y*state->w + x; |
1678 | f = 0; |
1679 | |
1680 | if (flash) f |= DS_FLASH; |
1681 | if (state->impossible) f |= DS_IMPOSSIBLE; |
1682 | |
1683 | if (ui->cshow && x == ui->cx && y == ui->cy) |
1684 | f |= DS_CURSOR; |
1685 | if (state->flags[i] & F_BLACK) { |
1686 | f |= DS_BLACK; |
1687 | if (ui->show_black_nums) f |= DS_BLACK_NUM; |
1688 | } |
1689 | if (state->flags[i] & F_CIRCLE) |
1690 | f |= DS_CIRCLE; |
1691 | if (state->flags[i] & F_ERROR) |
1692 | f |= DS_ERROR; |
1693 | |
1694 | if (!ds->started || ds->flags[i] != f) { |
1695 | tile_redraw(dr, ds, COORD(x), COORD(y), |
1696 | state->nums[i], f); |
1697 | ds->flags[i] = f; |
1698 | } |
1699 | } |
1700 | } |
1701 | ds->started = 1; |
1702 | } |
1703 | |
1704 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1705 | int dir, game_ui *ui) |
1706 | { |
1707 | return 0.0F; |
1708 | } |
1709 | |
1710 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1711 | int dir, game_ui *ui) |
1712 | { |
1713 | if (!oldstate->completed && |
1714 | newstate->completed && !newstate->used_solve) |
1715 | return FLASH_TIME; |
1716 | return 0.0F; |
1717 | } |
1718 | |
1719 | static int game_timing_state(game_state *state, game_ui *ui) |
1720 | { |
1721 | return TRUE; |
1722 | } |
1723 | |
1724 | static void game_print_size(game_params *params, float *x, float *y) |
1725 | { |
1726 | int pw, ph; |
1727 | |
1728 | /* 8mm squares by default. */ |
1729 | game_compute_size(params, 800, &pw, &ph); |
1730 | *x = pw / 100.0F; |
1731 | *y = ph / 100.0F; |
1732 | } |
1733 | |
1734 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1735 | { |
1736 | int ink = print_mono_colour(dr, 0); |
1737 | int paper = print_mono_colour(dr, 1); |
1738 | int x, y, ox, oy, i; |
1739 | char buf[32]; |
1740 | |
1741 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1742 | game_drawstate ads, *ds = &ads; |
1743 | game_set_size(dr, ds, NULL, tilesize); |
1744 | |
1745 | print_line_width(dr, 2 * TILE_SIZE / 40); |
1746 | |
1747 | for (x = 0; x < state->w; x++) { |
1748 | for (y = 0; y < state->h; y++) { |
1749 | ox = COORD(x); oy = COORD(y); |
1750 | i = y*state->w+x; |
1751 | |
1752 | if (state->flags[i] & F_BLACK) { |
1753 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink); |
1754 | } else { |
1755 | draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink); |
1756 | |
1757 | if (state->flags[i] & DS_CIRCLE) |
1758 | draw_circle(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, CRAD, |
1759 | paper, ink); |
1760 | |
1761 | sprintf(buf, "%d", state->nums[i]); |
1762 | draw_text(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, FONT_VARIABLE, |
1763 | TEXTSZ/strlen(buf), ALIGN_VCENTRE | ALIGN_HCENTRE, |
1764 | ink, buf); |
1765 | } |
1766 | } |
1767 | } |
1768 | } |
1769 | |
1770 | #ifdef COMBINED |
1771 | #define thegame singles |
1772 | #endif |
1773 | |
1774 | const struct game thegame = { |
1775 | "Singles", "games.singles", "singles", |
1776 | default_params, |
1777 | game_fetch_preset, |
1778 | decode_params, |
1779 | encode_params, |
1780 | free_params, |
1781 | dup_params, |
1782 | TRUE, game_configure, custom_params, |
1783 | validate_params, |
1784 | new_game_desc, |
1785 | validate_desc, |
1786 | new_game, |
1787 | dup_game, |
1788 | free_game, |
1789 | TRUE, solve_game, |
1790 | TRUE, game_can_format_as_text_now, game_text_format, |
1791 | new_ui, |
1792 | free_ui, |
1793 | encode_ui, |
1794 | decode_ui, |
1795 | game_changed_state, |
1796 | interpret_move, |
1797 | execute_move, |
1798 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
1799 | game_colours, |
1800 | game_new_drawstate, |
1801 | game_free_drawstate, |
1802 | game_redraw, |
1803 | game_anim_length, |
1804 | game_flash_length, |
1805 | TRUE, FALSE, game_print_size, game_print, |
1806 | FALSE, /* wants_statusbar */ |
1807 | FALSE, game_timing_state, |
1808 | REQUIRE_RBUTTON, /* flags */ |
1809 | }; |
1810 | |
1811 | #ifdef STANDALONE_SOLVER |
1812 | |
1813 | #include <time.h> |
1814 | #include <stdarg.h> |
1815 | |
1816 | static void start_soak(game_params *p, random_state *rs) |
1817 | { |
1818 | time_t tt_start, tt_now, tt_last; |
1819 | char *desc, *aux; |
1820 | game_state *s; |
1821 | int i, n = 0, ndiff[DIFF_MAX], diff, sret, nblack = 0, nsneaky = 0; |
1822 | |
1823 | tt_start = tt_now = time(NULL); |
1824 | |
1825 | printf("Soak-testing a %dx%d grid.\n", p->w, p->h); |
1826 | p->diff = DIFF_ANY; |
1827 | |
1828 | memset(ndiff, 0, DIFF_MAX * sizeof(int)); |
1829 | |
1830 | while (1) { |
1831 | n++; |
1832 | desc = new_game_desc(p, rs, &aux, 0); |
1833 | s = new_game(NULL, p, desc); |
1834 | nsneaky += solve_sneaky(s, NULL); |
1835 | |
1836 | for (diff = 0; diff < DIFF_MAX; diff++) { |
1837 | memset(s->flags, 0, s->n * sizeof(unsigned int)); |
1838 | s->completed = s->impossible = 0; |
1839 | sret = solve_specific(s, diff, 0); |
1840 | if (sret > 0) { |
1841 | ndiff[diff]++; |
1842 | break; |
1843 | } else if (sret < 0) |
1844 | fprintf(stderr, "Impossible! %s\n", desc); |
1845 | } |
1846 | for (i = 0; i < s->n; i++) { |
1847 | if (s->flags[i] & F_BLACK) nblack++; |
1848 | } |
1849 | free_game(s); |
1850 | sfree(desc); |
1851 | |
1852 | tt_last = time(NULL); |
1853 | if (tt_last > tt_now) { |
1854 | tt_now = tt_last; |
1855 | printf("%d total, %3.1f/s, bl/sn %3.1f%%/%3.1f%%: ", |
1856 | n, (double)n / ((double)tt_now - tt_start), |
1857 | ((double)nblack * 100.0) / (double)(n * p->w * p->h), |
1858 | ((double)nsneaky * 100.0) / (double)(n * p->w * p->h)); |
1859 | for (diff = 0; diff < DIFF_MAX; diff++) { |
1860 | if (diff > 0) printf(", "); |
1861 | printf("%d (%3.1f%%) %s", |
1862 | ndiff[diff], (double)ndiff[diff] * 100.0 / (double)n, |
1863 | singles_diffnames[diff]); |
1864 | } |
1865 | printf("\n"); |
1866 | } |
1867 | } |
1868 | } |
1869 | |
1870 | int main(int argc, char **argv) |
1871 | { |
1872 | char *id = NULL, *desc, *desc_gen = NULL, *tgame, *err, *aux; |
1873 | game_state *s = NULL; |
1874 | game_params *p = NULL; |
1875 | int soln, soak = 0, ret = 1; |
1876 | time_t seed = time(NULL); |
1877 | random_state *rs = NULL; |
1878 | |
1879 | setvbuf(stdout, NULL, _IONBF, 0); |
1880 | |
1881 | while (--argc > 0) { |
1882 | char *p = *++argv; |
1883 | if (!strcmp(p, "-v")) { |
1884 | verbose = 1; |
1885 | } else if (!strcmp(p, "--soak")) { |
1886 | soak = 1; |
1887 | } else if (!strcmp(p, "--seed")) { |
1888 | if (argc == 0) { |
1889 | fprintf(stderr, "%s: --seed needs an argument", argv[0]); |
1890 | goto done; |
1891 | } |
1892 | seed = (time_t)atoi(*++argv); |
1893 | argc--; |
1894 | } else if (*p == '-') { |
1895 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
1896 | return 1; |
1897 | } else { |
1898 | id = p; |
1899 | } |
1900 | } |
1901 | |
1902 | rs = random_new((void*)&seed, sizeof(time_t)); |
1903 | |
1904 | if (!id) { |
1905 | fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]); |
1906 | goto done; |
1907 | } |
1908 | desc = strchr(id, ':'); |
1909 | if (desc) *desc++ = '\0'; |
1910 | |
1911 | p = default_params(); |
1912 | decode_params(p, id); |
1913 | err = validate_params(p, 1); |
1914 | if (err) { |
1915 | fprintf(stderr, "%s: %s", argv[0], err); |
1916 | goto done; |
1917 | } |
1918 | |
1919 | if (soak) { |
1920 | if (desc) { |
1921 | fprintf(stderr, "%s: --soak only needs params, not game desc.\n", argv[0]); |
1922 | goto done; |
1923 | } |
1924 | start_soak(p, rs); |
1925 | } else { |
1926 | if (!desc) desc = desc_gen = new_game_desc(p, rs, &aux, 0); |
1927 | |
1928 | err = validate_desc(p, desc); |
1929 | if (err) { |
1930 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1931 | free_params(p); |
1932 | goto done; |
1933 | } |
1934 | s = new_game(NULL, p, desc); |
1935 | |
1936 | if (verbose) { |
1937 | tgame = game_text_format(s); |
1938 | printf(tgame); |
1939 | sfree(tgame); |
1940 | } |
1941 | |
1942 | soln = solve_specific(s, DIFF_ANY, 0); |
1943 | tgame = game_text_format(s); |
1944 | printf(tgame); |
1945 | sfree(tgame); |
1946 | printf("Game was %s.\n\n", |
1947 | soln < 0 ? "impossible" : soln > 0 ? "solved" : "not solved"); |
1948 | } |
1949 | ret = 0; |
1950 | |
1951 | done: |
1952 | if (desc_gen) sfree(desc_gen); |
1953 | if (p) free_params(p); |
1954 | if (s) free_game(s); |
1955 | if (rs) random_free(rs); |
1956 | |
1957 | return ret; |
1958 | } |
1959 | |
1960 | #endif |
1961 | |
1962 | |
1963 | /* vim: set shiftwidth=4 tabstop=8: */ |