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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 | * Possible future solver enhancements: |
14 | * |
15 | * - There's an interesting deductive technique which makes use |
16 | * of topology rather than just graph theory. Each _face_ in |
17 | * the grid is either inside or outside the loop; you can tell |
18 | * that two faces are on the same side of the loop if they're |
19 | * separated by a LINE_NO (or, more generally, by a path |
20 | * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), |
21 | * and on the opposite side of the loop if they're separated by |
22 | * a LINE_YES (or an odd number of LINE_YESes and no |
23 | * LINE_UNKNOWNs). Oh, and any face separated from the outside |
24 | * of the grid by a LINE_YES or a LINE_NO is on the inside or |
25 | * outside respectively. So if you can track this for all |
26 | * faces, you figure out the state of the line between a pair |
27 | * once their relative insideness is known. |
28 | * + The way I envisage this working is simply to keep an edsf |
29 | * of all _faces_, which indicates whether they're on |
30 | * opposite sides of the loop from one another. We also |
31 | * include a special entry in the edsf for the infinite |
32 | * exterior "face". |
33 | * + So, the simple way to do this is to just go through the |
34 | * edges: every time we see an edge in a state other than |
35 | * LINE_UNKNOWN which separates two faces that aren't in the |
36 | * same edsf class, we can rectify that by merging the |
37 | * classes. Then, conversely, an edge in LINE_UNKNOWN state |
38 | * which separates two faces that _are_ in the same edsf |
39 | * class can immediately have its state determined. |
40 | * + But you can go one better, if you're prepared to loop |
41 | * over all _pairs_ of edges. Suppose we have edges A and B, |
42 | * which respectively separate faces A1,A2 and B1,B2. |
43 | * Suppose that A,B are in the same edge-edsf class and that |
44 | * A1,B1 (wlog) are in the same face-edsf class; then we can |
45 | * immediately place A2,B2 into the same face-edsf class (as |
46 | * each other, not as A1 and A2) one way round or the other. |
47 | * And conversely again, if A1,B1 are in the same face-edsf |
48 | * class and so are A2,B2, then we can put A,B into the same |
49 | * face-edsf class. |
50 | * * Of course, this deduction requires a quadratic-time |
51 | * loop over all pairs of edges in the grid, so it should |
52 | * be reserved until there's nothing easier left to be |
53 | * done. |
54 | * |
55 | * - The generalised grid support has made me (SGT) notice a |
56 | * possible extension to the loop-avoidance code. When you have |
57 | * a path of connected edges such that no other edges at all |
58 | * are incident on any vertex in the middle of the path - or, |
59 | * alternatively, such that any such edges are already known to |
60 | * be LINE_NO - then you know those edges are either all |
61 | * LINE_YES or all LINE_NO. Hence you can mentally merge the |
62 | * entire path into a single long curly edge for the purposes |
63 | * of loop avoidance, and look directly at whether or not the |
64 | * extreme endpoints of the path are connected by some other |
65 | * route. I find this coming up fairly often when I play on the |
66 | * octagonal grid setting, so it might be worth implementing in |
67 | * the solver. |
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68 | * |
69 | * - (Just a speed optimisation.) Consider some todo list queue where every |
70 | * time we modify something we mark it for consideration by other bits of |
71 | * the solver, to save iteration over things that have already been done. |
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72 | */ |
73 | |
74 | #include <stdio.h> |
75 | #include <stdlib.h> |
7126ca41 |
76 | #include <stddef.h> |
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77 | #include <string.h> |
78 | #include <assert.h> |
79 | #include <ctype.h> |
80 | #include <math.h> |
81 | |
82 | #include "puzzles.h" |
83 | #include "tree234.h" |
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84 | #include "grid.h" |
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85 | |
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86 | /* Debugging options */ |
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87 | |
88 | /* |
89 | #define DEBUG_CACHES |
90 | #define SHOW_WORKING |
91 | #define DEBUG_DLINES |
92 | */ |
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93 | |
94 | /* ---------------------------------------------------------------------- |
95 | * Struct, enum and function declarations |
96 | */ |
97 | |
98 | enum { |
99 | COL_BACKGROUND, |
100 | COL_FOREGROUND, |
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101 | COL_LINEUNKNOWN, |
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102 | COL_HIGHLIGHT, |
103 | COL_MISTAKE, |
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104 | COL_SATISFIED, |
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105 | NCOLOURS |
106 | }; |
107 | |
108 | struct game_state { |
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109 | grid *game_grid; |
110 | |
111 | /* Put -1 in a face that doesn't get a clue */ |
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112 | signed char *clues; |
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113 | |
114 | /* Array of line states, to store whether each line is |
115 | * YES, NO or UNKNOWN */ |
116 | char *lines; |
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117 | |
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118 | unsigned char *line_errors; |
119 | |
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120 | int solved; |
121 | int cheated; |
122 | |
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123 | /* Used in game_text_format(), so that it knows what type of |
124 | * grid it's trying to render as ASCII text. */ |
125 | int grid_type; |
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126 | }; |
127 | |
128 | enum solver_status { |
129 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
130 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
131 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
132 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
133 | }; |
134 | |
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135 | /* ------ Solver state ------ */ |
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136 | typedef struct solver_state { |
137 | game_state *state; |
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138 | enum solver_status solver_status; |
139 | /* NB looplen is the number of dots that are joined together at a point, ie a |
140 | * looplen of 1 means there are no lines to a particular dot */ |
141 | int *looplen; |
142 | |
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143 | /* Difficulty level of solver. Used by solver functions that want to |
144 | * vary their behaviour depending on the requested difficulty level. */ |
145 | int diff; |
146 | |
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147 | /* caches */ |
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148 | char *dot_yes_count; |
149 | char *dot_no_count; |
150 | char *face_yes_count; |
151 | char *face_no_count; |
152 | char *dot_solved, *face_solved; |
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153 | int *dotdsf; |
154 | |
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155 | /* Information for Normal level deductions: |
156 | * For each dline, store a bitmask for whether we know: |
157 | * (bit 0) at least one is YES |
158 | * (bit 1) at most one is YES */ |
159 | char *dlines; |
160 | |
161 | /* Hard level information */ |
162 | int *linedsf; |
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163 | } solver_state; |
164 | |
165 | /* |
166 | * Difficulty levels. I do some macro ickery here to ensure that my |
167 | * enum and the various forms of my name list always match up. |
168 | */ |
169 | |
170 | #define DIFFLIST(A) \ |
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171 | A(EASY,Easy,e) \ |
172 | A(NORMAL,Normal,n) \ |
173 | A(TRICKY,Tricky,t) \ |
174 | A(HARD,Hard,h) |
175 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
176 | #define TITLE(upper,title,lower) #title, |
177 | #define ENCODE(upper,title,lower) #lower |
178 | #define CONFIG(upper,title,lower) ":" #title |
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179 | enum { DIFFLIST(ENUM) DIFF_MAX }; |
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180 | static char const *const diffnames[] = { DIFFLIST(TITLE) }; |
181 | static char const diffchars[] = DIFFLIST(ENCODE); |
182 | #define DIFFCONFIG DIFFLIST(CONFIG) |
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183 | |
184 | /* |
185 | * Solver routines, sorted roughly in order of computational cost. |
186 | * The solver will run the faster deductions first, and slower deductions are |
187 | * only invoked when the faster deductions are unable to make progress. |
188 | * Each function is associated with a difficulty level, so that the generated |
189 | * puzzles are solvable by applying only the functions with the chosen |
190 | * difficulty level or lower. |
191 | */ |
192 | #define SOLVERLIST(A) \ |
193 | A(trivial_deductions, DIFF_EASY) \ |
194 | A(dline_deductions, DIFF_NORMAL) \ |
195 | A(linedsf_deductions, DIFF_HARD) \ |
196 | A(loop_deductions, DIFF_EASY) |
197 | #define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *); |
198 | #define SOLVER_FN(fn,diff) &fn, |
199 | #define SOLVER_DIFF(fn,diff) diff, |
200 | SOLVERLIST(SOLVER_FN_DECL) |
201 | static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) }; |
202 | static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) }; |
203 | const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs); |
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204 | |
205 | struct game_params { |
206 | int w, h; |
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207 | int diff; |
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208 | int type; |
209 | |
210 | /* Grid generation is expensive, so keep a (ref-counted) reference to the |
211 | * grid for these parameters, and only generate when required. */ |
212 | grid *game_grid; |
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213 | }; |
214 | |
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215 | /* line_drawstate is the same as line_state, but with the extra ERROR |
216 | * possibility. The drawing code copies line_state to line_drawstate, |
217 | * except in the case that the line is an error. */ |
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218 | enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO }; |
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219 | enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN, |
220 | DS_LINE_NO, DS_LINE_ERROR }; |
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221 | |
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222 | #define OPP(line_state) \ |
223 | (2 - line_state) |
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224 | |
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225 | |
226 | struct game_drawstate { |
227 | int started; |
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228 | int tilesize; |
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229 | int flashing; |
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230 | char *lines; |
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231 | char *clue_error; |
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232 | char *clue_satisfied; |
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233 | }; |
234 | |
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235 | static char *validate_desc(game_params *params, char *desc); |
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236 | static int dot_order(const game_state* state, int i, char line_type); |
237 | static int face_order(const game_state* state, int i, char line_type); |
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238 | static solver_state *solve_game_rec(const solver_state *sstate); |
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239 | |
240 | #ifdef DEBUG_CACHES |
241 | static void check_caches(const solver_state* sstate); |
242 | #else |
243 | #define check_caches(s) |
244 | #endif |
245 | |
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246 | /* ------- List of grid generators ------- */ |
247 | #define GRIDLIST(A) \ |
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248 | A(Squares,grid_new_square,3,3) \ |
249 | A(Triangular,grid_new_triangular,3,3) \ |
250 | A(Honeycomb,grid_new_honeycomb,3,3) \ |
251 | A(Snub-Square,grid_new_snubsquare,3,3) \ |
252 | A(Cairo,grid_new_cairo,3,4) \ |
253 | A(Great-Hexagonal,grid_new_greathexagonal,3,3) \ |
254 | A(Octagonal,grid_new_octagonal,3,3) \ |
255 | A(Kites,grid_new_kites,3,3) |
256 | |
257 | #define GRID_NAME(title,fn,amin,omin) #title, |
258 | #define GRID_CONFIG(title,fn,amin,omin) ":" #title |
259 | #define GRID_FN(title,fn,amin,omin) &fn, |
260 | #define GRID_SIZES(title,fn,amin,omin) \ |
261 | {amin, omin, \ |
262 | "Width and height for this grid type must both be at least " #amin, \ |
263 | "At least one of width and height for this grid type must be at least " #omin,}, |
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264 | static char const *const gridnames[] = { GRIDLIST(GRID_NAME) }; |
265 | #define GRID_CONFIGS GRIDLIST(GRID_CONFIG) |
266 | static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) }; |
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267 | #define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0])) |
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268 | static const struct { |
269 | int amin, omin; |
270 | char *aerr, *oerr; |
271 | } grid_size_limits[] = { GRIDLIST(GRID_SIZES) }; |
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272 | |
273 | /* Generates a (dynamically allocated) new grid, according to the |
274 | * type and size requested in params. Does nothing if the grid is already |
275 | * generated. The allocated grid is owned by the params object, and will be |
276 | * freed in free_params(). */ |
277 | static void params_generate_grid(game_params *params) |
278 | { |
279 | if (!params->game_grid) { |
280 | params->game_grid = grid_fns[params->type](params->w, params->h); |
281 | } |
282 | } |
283 | |
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284 | /* ---------------------------------------------------------------------- |
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285 | * Preprocessor magic |
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286 | */ |
287 | |
288 | /* General constants */ |
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289 | #define PREFERRED_TILE_SIZE 32 |
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290 | #define BORDER(tilesize) ((tilesize) / 2) |
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291 | #define FLASH_TIME 0.5F |
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292 | |
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293 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
294 | |
295 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
296 | ((field) |= (1<<(bit)), TRUE)) |
297 | |
298 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
299 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
300 | |
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301 | #define CLUE2CHAR(c) \ |
302 | ((c < 0) ? ' ' : c + '0') |
303 | |
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304 | /* ---------------------------------------------------------------------- |
305 | * General struct manipulation and other straightforward code |
306 | */ |
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307 | |
308 | static game_state *dup_game(game_state *state) |
309 | { |
310 | game_state *ret = snew(game_state); |
311 | |
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312 | ret->game_grid = state->game_grid; |
313 | ret->game_grid->refcount++; |
314 | |
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315 | ret->solved = state->solved; |
316 | ret->cheated = state->cheated; |
317 | |
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318 | ret->clues = snewn(state->game_grid->num_faces, signed char); |
319 | memcpy(ret->clues, state->clues, state->game_grid->num_faces); |
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320 | |
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321 | ret->lines = snewn(state->game_grid->num_edges, char); |
322 | memcpy(ret->lines, state->lines, state->game_grid->num_edges); |
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323 | |
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324 | ret->line_errors = snewn(state->game_grid->num_edges, unsigned char); |
325 | memcpy(ret->line_errors, state->line_errors, state->game_grid->num_edges); |
326 | |
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327 | ret->grid_type = state->grid_type; |
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328 | return ret; |
329 | } |
330 | |
331 | static void free_game(game_state *state) |
332 | { |
333 | if (state) { |
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334 | grid_free(state->game_grid); |
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335 | sfree(state->clues); |
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336 | sfree(state->lines); |
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337 | sfree(state->line_errors); |
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338 | sfree(state); |
339 | } |
340 | } |
341 | |
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342 | static solver_state *new_solver_state(game_state *state, int diff) { |
343 | int i; |
344 | int num_dots = state->game_grid->num_dots; |
345 | int num_faces = state->game_grid->num_faces; |
346 | int num_edges = state->game_grid->num_edges; |
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347 | solver_state *ret = snew(solver_state); |
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348 | |
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349 | ret->state = dup_game(state); |
350 | |
351 | ret->solver_status = SOLVER_INCOMPLETE; |
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352 | ret->diff = diff; |
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353 | |
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354 | ret->dotdsf = snew_dsf(num_dots); |
355 | ret->looplen = snewn(num_dots, int); |
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356 | |
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357 | for (i = 0; i < num_dots; i++) { |
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358 | ret->looplen[i] = 1; |
359 | } |
360 | |
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361 | ret->dot_solved = snewn(num_dots, char); |
362 | ret->face_solved = snewn(num_faces, char); |
363 | memset(ret->dot_solved, FALSE, num_dots); |
364 | memset(ret->face_solved, FALSE, num_faces); |
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365 | |
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366 | ret->dot_yes_count = snewn(num_dots, char); |
367 | memset(ret->dot_yes_count, 0, num_dots); |
368 | ret->dot_no_count = snewn(num_dots, char); |
369 | memset(ret->dot_no_count, 0, num_dots); |
370 | ret->face_yes_count = snewn(num_faces, char); |
371 | memset(ret->face_yes_count, 0, num_faces); |
372 | ret->face_no_count = snewn(num_faces, char); |
373 | memset(ret->face_no_count, 0, num_faces); |
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374 | |
375 | if (diff < DIFF_NORMAL) { |
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376 | ret->dlines = NULL; |
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377 | } else { |
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378 | ret->dlines = snewn(2*num_edges, char); |
379 | memset(ret->dlines, 0, 2*num_edges); |
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380 | } |
381 | |
382 | if (diff < DIFF_HARD) { |
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383 | ret->linedsf = NULL; |
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384 | } else { |
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385 | ret->linedsf = snew_dsf(state->game_grid->num_edges); |
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386 | } |
387 | |
388 | return ret; |
389 | } |
390 | |
391 | static void free_solver_state(solver_state *sstate) { |
392 | if (sstate) { |
393 | free_game(sstate->state); |
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394 | sfree(sstate->dotdsf); |
395 | sfree(sstate->looplen); |
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396 | sfree(sstate->dot_solved); |
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397 | sfree(sstate->face_solved); |
398 | sfree(sstate->dot_yes_count); |
399 | sfree(sstate->dot_no_count); |
400 | sfree(sstate->face_yes_count); |
401 | sfree(sstate->face_no_count); |
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402 | |
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403 | /* OK, because sfree(NULL) is a no-op */ |
404 | sfree(sstate->dlines); |
405 | sfree(sstate->linedsf); |
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406 | |
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407 | sfree(sstate); |
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408 | } |
409 | } |
410 | |
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411 | static solver_state *dup_solver_state(const solver_state *sstate) { |
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412 | game_state *state = sstate->state; |
413 | int num_dots = state->game_grid->num_dots; |
414 | int num_faces = state->game_grid->num_faces; |
415 | int num_edges = state->game_grid->num_edges; |
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416 | solver_state *ret = snew(solver_state); |
417 | |
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418 | ret->state = state = dup_game(sstate->state); |
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419 | |
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420 | ret->solver_status = sstate->solver_status; |
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421 | ret->diff = sstate->diff; |
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422 | |
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423 | ret->dotdsf = snewn(num_dots, int); |
424 | ret->looplen = snewn(num_dots, int); |
425 | memcpy(ret->dotdsf, sstate->dotdsf, |
426 | num_dots * sizeof(int)); |
427 | memcpy(ret->looplen, sstate->looplen, |
428 | num_dots * sizeof(int)); |
429 | |
430 | ret->dot_solved = snewn(num_dots, char); |
431 | ret->face_solved = snewn(num_faces, char); |
432 | memcpy(ret->dot_solved, sstate->dot_solved, num_dots); |
433 | memcpy(ret->face_solved, sstate->face_solved, num_faces); |
434 | |
435 | ret->dot_yes_count = snewn(num_dots, char); |
436 | memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots); |
437 | ret->dot_no_count = snewn(num_dots, char); |
438 | memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots); |
439 | |
440 | ret->face_yes_count = snewn(num_faces, char); |
441 | memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces); |
442 | ret->face_no_count = snewn(num_faces, char); |
443 | memcpy(ret->face_no_count, sstate->face_no_count, num_faces); |
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444 | |
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445 | if (sstate->dlines) { |
446 | ret->dlines = snewn(2*num_edges, char); |
447 | memcpy(ret->dlines, sstate->dlines, |
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448 | 2*num_edges); |
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449 | } else { |
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450 | ret->dlines = NULL; |
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451 | } |
452 | |
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453 | if (sstate->linedsf) { |
454 | ret->linedsf = snewn(num_edges, int); |
455 | memcpy(ret->linedsf, sstate->linedsf, |
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456 | num_edges * sizeof(int)); |
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457 | } else { |
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458 | ret->linedsf = NULL; |
121aae4b |
459 | } |
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460 | |
461 | return ret; |
462 | } |
463 | |
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464 | static game_params *default_params(void) |
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465 | { |
121aae4b |
466 | game_params *ret = snew(game_params); |
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467 | |
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468 | #ifdef SLOW_SYSTEM |
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469 | ret->h = 7; |
470 | ret->w = 7; |
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471 | #else |
472 | ret->h = 10; |
473 | ret->w = 10; |
474 | #endif |
475 | ret->diff = DIFF_EASY; |
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476 | ret->type = 0; |
477 | |
478 | ret->game_grid = NULL; |
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479 | |
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480 | return ret; |
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481 | } |
482 | |
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483 | static game_params *dup_params(game_params *params) |
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484 | { |
121aae4b |
485 | game_params *ret = snew(game_params); |
7c95608a |
486 | |
121aae4b |
487 | *ret = *params; /* structure copy */ |
7c95608a |
488 | if (ret->game_grid) { |
489 | ret->game_grid->refcount++; |
490 | } |
121aae4b |
491 | return ret; |
492 | } |
6193da8d |
493 | |
121aae4b |
494 | static const game_params presets[] = { |
b1535c90 |
495 | #ifdef SMALL_SCREEN |
496 | { 7, 7, DIFF_EASY, 0, NULL }, |
497 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
498 | { 7, 7, DIFF_HARD, 0, NULL }, |
499 | { 7, 7, DIFF_HARD, 1, NULL }, |
500 | { 7, 7, DIFF_HARD, 2, NULL }, |
501 | { 5, 5, DIFF_HARD, 3, NULL }, |
502 | { 7, 7, DIFF_HARD, 4, NULL }, |
503 | { 5, 4, DIFF_HARD, 5, NULL }, |
504 | { 5, 5, DIFF_HARD, 6, NULL }, |
505 | { 5, 5, DIFF_HARD, 7, NULL }, |
506 | #else |
7c95608a |
507 | { 7, 7, DIFF_EASY, 0, NULL }, |
508 | { 10, 10, DIFF_EASY, 0, NULL }, |
509 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
510 | { 10, 10, DIFF_NORMAL, 0, NULL }, |
511 | { 7, 7, DIFF_HARD, 0, NULL }, |
512 | { 10, 10, DIFF_HARD, 0, NULL }, |
513 | { 10, 10, DIFF_HARD, 1, NULL }, |
514 | { 12, 10, DIFF_HARD, 2, NULL }, |
515 | { 7, 7, DIFF_HARD, 3, NULL }, |
516 | { 9, 9, DIFF_HARD, 4, NULL }, |
517 | { 5, 4, DIFF_HARD, 5, NULL }, |
518 | { 7, 7, DIFF_HARD, 6, NULL }, |
519 | { 5, 5, DIFF_HARD, 7, NULL }, |
b1535c90 |
520 | #endif |
121aae4b |
521 | }; |
6193da8d |
522 | |
121aae4b |
523 | static int game_fetch_preset(int i, char **name, game_params **params) |
6193da8d |
524 | { |
1a739e2f |
525 | game_params *tmppar; |
121aae4b |
526 | char buf[80]; |
6193da8d |
527 | |
121aae4b |
528 | if (i < 0 || i >= lenof(presets)) |
529 | return FALSE; |
6193da8d |
530 | |
1a739e2f |
531 | tmppar = snew(game_params); |
532 | *tmppar = presets[i]; |
533 | *params = tmppar; |
7c95608a |
534 | sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w, |
535 | gridnames[tmppar->type], diffnames[tmppar->diff]); |
121aae4b |
536 | *name = dupstr(buf); |
537 | |
538 | return TRUE; |
6193da8d |
539 | } |
540 | |
541 | static void free_params(game_params *params) |
542 | { |
7c95608a |
543 | if (params->game_grid) { |
544 | grid_free(params->game_grid); |
545 | } |
6193da8d |
546 | sfree(params); |
547 | } |
548 | |
549 | static void decode_params(game_params *params, char const *string) |
550 | { |
7c95608a |
551 | if (params->game_grid) { |
552 | grid_free(params->game_grid); |
553 | params->game_grid = NULL; |
554 | } |
6193da8d |
555 | params->h = params->w = atoi(string); |
c0eb17ce |
556 | params->diff = DIFF_EASY; |
6193da8d |
557 | while (*string && isdigit((unsigned char)*string)) string++; |
558 | if (*string == 'x') { |
559 | string++; |
560 | params->h = atoi(string); |
121aae4b |
561 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
562 | } |
7c95608a |
563 | if (*string == 't') { |
6193da8d |
564 | string++; |
7c95608a |
565 | params->type = atoi(string); |
121aae4b |
566 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
567 | } |
c0eb17ce |
568 | if (*string == 'd') { |
569 | int i; |
c0eb17ce |
570 | string++; |
121aae4b |
571 | for (i = 0; i < DIFF_MAX; i++) |
572 | if (*string == diffchars[i]) |
573 | params->diff = i; |
574 | if (*string) string++; |
c0eb17ce |
575 | } |
6193da8d |
576 | } |
577 | |
578 | static char *encode_params(game_params *params, int full) |
579 | { |
580 | char str[80]; |
7c95608a |
581 | sprintf(str, "%dx%dt%d", params->w, params->h, params->type); |
6193da8d |
582 | if (full) |
7c95608a |
583 | sprintf(str + strlen(str), "d%c", diffchars[params->diff]); |
6193da8d |
584 | return dupstr(str); |
585 | } |
586 | |
587 | static config_item *game_configure(game_params *params) |
588 | { |
589 | config_item *ret; |
590 | char buf[80]; |
591 | |
7c95608a |
592 | ret = snewn(5, config_item); |
6193da8d |
593 | |
594 | ret[0].name = "Width"; |
595 | ret[0].type = C_STRING; |
596 | sprintf(buf, "%d", params->w); |
597 | ret[0].sval = dupstr(buf); |
598 | ret[0].ival = 0; |
599 | |
600 | ret[1].name = "Height"; |
601 | ret[1].type = C_STRING; |
602 | sprintf(buf, "%d", params->h); |
603 | ret[1].sval = dupstr(buf); |
604 | ret[1].ival = 0; |
605 | |
7c95608a |
606 | ret[2].name = "Grid type"; |
c0eb17ce |
607 | ret[2].type = C_CHOICES; |
7c95608a |
608 | ret[2].sval = GRID_CONFIGS; |
609 | ret[2].ival = params->type; |
6193da8d |
610 | |
7c95608a |
611 | ret[3].name = "Difficulty"; |
612 | ret[3].type = C_CHOICES; |
613 | ret[3].sval = DIFFCONFIG; |
614 | ret[3].ival = params->diff; |
615 | |
616 | ret[4].name = NULL; |
617 | ret[4].type = C_END; |
618 | ret[4].sval = NULL; |
619 | ret[4].ival = 0; |
6193da8d |
620 | |
621 | return ret; |
622 | } |
623 | |
624 | static game_params *custom_params(config_item *cfg) |
625 | { |
626 | game_params *ret = snew(game_params); |
627 | |
628 | ret->w = atoi(cfg[0].sval); |
629 | ret->h = atoi(cfg[1].sval); |
7c95608a |
630 | ret->type = cfg[2].ival; |
631 | ret->diff = cfg[3].ival; |
6193da8d |
632 | |
7c95608a |
633 | ret->game_grid = NULL; |
6193da8d |
634 | return ret; |
635 | } |
636 | |
637 | static char *validate_params(game_params *params, int full) |
638 | { |
7c95608a |
639 | if (params->type < 0 || params->type >= NUM_GRID_TYPES) |
640 | return "Illegal grid type"; |
e3c9e042 |
641 | if (params->w < grid_size_limits[params->type].amin || |
642 | params->h < grid_size_limits[params->type].amin) |
643 | return grid_size_limits[params->type].aerr; |
644 | if (params->w < grid_size_limits[params->type].omin && |
645 | params->h < grid_size_limits[params->type].omin) |
646 | return grid_size_limits[params->type].oerr; |
c0eb17ce |
647 | |
648 | /* |
649 | * This shouldn't be able to happen at all, since decode_params |
650 | * and custom_params will never generate anything that isn't |
651 | * within range. |
652 | */ |
1a739e2f |
653 | assert(params->diff < DIFF_MAX); |
c0eb17ce |
654 | |
6193da8d |
655 | return NULL; |
656 | } |
657 | |
121aae4b |
658 | /* Returns a newly allocated string describing the current puzzle */ |
659 | static char *state_to_text(const game_state *state) |
6193da8d |
660 | { |
7c95608a |
661 | grid *g = state->game_grid; |
121aae4b |
662 | char *retval; |
7c95608a |
663 | int num_faces = g->num_faces; |
664 | char *description = snewn(num_faces + 1, char); |
121aae4b |
665 | char *dp = description; |
666 | int empty_count = 0; |
7c95608a |
667 | int i; |
6193da8d |
668 | |
7c95608a |
669 | for (i = 0; i < num_faces; i++) { |
670 | if (state->clues[i] < 0) { |
121aae4b |
671 | if (empty_count > 25) { |
672 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
673 | empty_count = 0; |
674 | } |
675 | empty_count++; |
676 | } else { |
677 | if (empty_count) { |
678 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
679 | empty_count = 0; |
680 | } |
7c95608a |
681 | dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i])); |
121aae4b |
682 | } |
683 | } |
6193da8d |
684 | |
121aae4b |
685 | if (empty_count) |
1a739e2f |
686 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
121aae4b |
687 | |
688 | retval = dupstr(description); |
689 | sfree(description); |
690 | |
691 | return retval; |
6193da8d |
692 | } |
693 | |
121aae4b |
694 | /* We require that the params pass the test in validate_params and that the |
695 | * description fills the entire game area */ |
696 | static char *validate_desc(game_params *params, char *desc) |
6193da8d |
697 | { |
121aae4b |
698 | int count = 0; |
7c95608a |
699 | grid *g; |
700 | params_generate_grid(params); |
701 | g = params->game_grid; |
6193da8d |
702 | |
121aae4b |
703 | for (; *desc; ++desc) { |
704 | if (*desc >= '0' && *desc <= '9') { |
705 | count++; |
706 | continue; |
707 | } |
708 | if (*desc >= 'a') { |
709 | count += *desc - 'a' + 1; |
710 | continue; |
711 | } |
712 | return "Unknown character in description"; |
6193da8d |
713 | } |
714 | |
7c95608a |
715 | if (count < g->num_faces) |
121aae4b |
716 | return "Description too short for board size"; |
7c95608a |
717 | if (count > g->num_faces) |
121aae4b |
718 | return "Description too long for board size"; |
6193da8d |
719 | |
121aae4b |
720 | return NULL; |
6193da8d |
721 | } |
722 | |
121aae4b |
723 | /* Sums the lengths of the numbers in range [0,n) */ |
724 | /* See equivalent function in solo.c for justification of this. */ |
725 | static int len_0_to_n(int n) |
6193da8d |
726 | { |
121aae4b |
727 | int len = 1; /* Counting 0 as a bit of a special case */ |
728 | int i; |
729 | |
730 | for (i = 1; i < n; i *= 10) { |
731 | len += max(n - i, 0); |
6193da8d |
732 | } |
121aae4b |
733 | |
734 | return len; |
6193da8d |
735 | } |
736 | |
121aae4b |
737 | static char *encode_solve_move(const game_state *state) |
738 | { |
7c95608a |
739 | int len; |
121aae4b |
740 | char *ret, *p; |
7c95608a |
741 | int i; |
742 | int num_edges = state->game_grid->num_edges; |
743 | |
121aae4b |
744 | /* This is going to return a string representing the moves needed to set |
745 | * every line in a grid to be the same as the ones in 'state'. The exact |
746 | * length of this string is predictable. */ |
6193da8d |
747 | |
121aae4b |
748 | len = 1; /* Count the 'S' prefix */ |
7c95608a |
749 | /* Numbers in all lines */ |
750 | len += len_0_to_n(num_edges); |
751 | /* For each line we also have a letter */ |
752 | len += num_edges; |
6193da8d |
753 | |
121aae4b |
754 | ret = snewn(len + 1, char); |
755 | p = ret; |
6193da8d |
756 | |
121aae4b |
757 | p += sprintf(p, "S"); |
6193da8d |
758 | |
7c95608a |
759 | for (i = 0; i < num_edges; i++) { |
760 | switch (state->lines[i]) { |
761 | case LINE_YES: |
762 | p += sprintf(p, "%dy", i); |
763 | break; |
764 | case LINE_NO: |
765 | p += sprintf(p, "%dn", i); |
766 | break; |
6193da8d |
767 | } |
6193da8d |
768 | } |
121aae4b |
769 | |
770 | /* No point in doing sums like that if they're going to be wrong */ |
771 | assert(strlen(ret) <= (size_t)len); |
772 | return ret; |
6193da8d |
773 | } |
774 | |
121aae4b |
775 | static game_ui *new_ui(game_state *state) |
6193da8d |
776 | { |
121aae4b |
777 | return NULL; |
778 | } |
6193da8d |
779 | |
121aae4b |
780 | static void free_ui(game_ui *ui) |
781 | { |
782 | } |
6193da8d |
783 | |
121aae4b |
784 | static char *encode_ui(game_ui *ui) |
785 | { |
786 | return NULL; |
787 | } |
6193da8d |
788 | |
121aae4b |
789 | static void decode_ui(game_ui *ui, char *encoding) |
790 | { |
791 | } |
6193da8d |
792 | |
121aae4b |
793 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
794 | game_state *newstate) |
795 | { |
796 | } |
6193da8d |
797 | |
121aae4b |
798 | static void game_compute_size(game_params *params, int tilesize, |
799 | int *x, int *y) |
800 | { |
7c95608a |
801 | grid *g; |
1515b973 |
802 | int grid_width, grid_height, rendered_width, rendered_height; |
803 | |
7c95608a |
804 | params_generate_grid(params); |
805 | g = params->game_grid; |
1515b973 |
806 | grid_width = g->highest_x - g->lowest_x; |
807 | grid_height = g->highest_y - g->lowest_y; |
7c95608a |
808 | /* multiply first to minimise rounding error on integer division */ |
1515b973 |
809 | rendered_width = grid_width * tilesize / g->tilesize; |
810 | rendered_height = grid_height * tilesize / g->tilesize; |
7c95608a |
811 | *x = rendered_width + 2 * BORDER(tilesize) + 1; |
812 | *y = rendered_height + 2 * BORDER(tilesize) + 1; |
121aae4b |
813 | } |
6193da8d |
814 | |
121aae4b |
815 | static void game_set_size(drawing *dr, game_drawstate *ds, |
7c95608a |
816 | game_params *params, int tilesize) |
121aae4b |
817 | { |
818 | ds->tilesize = tilesize; |
121aae4b |
819 | } |
6193da8d |
820 | |
121aae4b |
821 | static float *game_colours(frontend *fe, int *ncolours) |
822 | { |
823 | float *ret = snewn(4 * NCOLOURS, float); |
6193da8d |
824 | |
121aae4b |
825 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
826 | |
827 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
828 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
829 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
830 | |
7c95608a |
831 | ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; |
832 | ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; |
833 | ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; |
834 | |
121aae4b |
835 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
836 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
837 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
838 | |
839 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
840 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
841 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
842 | |
7c95608a |
843 | ret[COL_SATISFIED * 3 + 0] = 0.0F; |
844 | ret[COL_SATISFIED * 3 + 1] = 0.0F; |
845 | ret[COL_SATISFIED * 3 + 2] = 0.0F; |
846 | |
121aae4b |
847 | *ncolours = NCOLOURS; |
848 | return ret; |
849 | } |
850 | |
851 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
852 | { |
853 | struct game_drawstate *ds = snew(struct game_drawstate); |
7c95608a |
854 | int num_faces = state->game_grid->num_faces; |
855 | int num_edges = state->game_grid->num_edges; |
121aae4b |
856 | |
7c95608a |
857 | ds->tilesize = 0; |
121aae4b |
858 | ds->started = 0; |
7c95608a |
859 | ds->lines = snewn(num_edges, char); |
860 | ds->clue_error = snewn(num_faces, char); |
861 | ds->clue_satisfied = snewn(num_faces, char); |
121aae4b |
862 | ds->flashing = 0; |
863 | |
7c95608a |
864 | memset(ds->lines, LINE_UNKNOWN, num_edges); |
865 | memset(ds->clue_error, 0, num_faces); |
866 | memset(ds->clue_satisfied, 0, num_faces); |
121aae4b |
867 | |
868 | return ds; |
869 | } |
870 | |
871 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
872 | { |
873 | sfree(ds->clue_error); |
7c95608a |
874 | sfree(ds->clue_satisfied); |
875 | sfree(ds->lines); |
121aae4b |
876 | sfree(ds); |
877 | } |
878 | |
879 | static int game_timing_state(game_state *state, game_ui *ui) |
880 | { |
881 | return TRUE; |
882 | } |
883 | |
884 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
885 | int dir, game_ui *ui) |
886 | { |
887 | return 0.0F; |
888 | } |
889 | |
7c95608a |
890 | static int game_can_format_as_text_now(game_params *params) |
891 | { |
892 | if (params->type != 0) |
893 | return FALSE; |
894 | return TRUE; |
895 | } |
896 | |
121aae4b |
897 | static char *game_text_format(game_state *state) |
898 | { |
7c95608a |
899 | int w, h, W, H; |
900 | int x, y, i; |
901 | int cell_size; |
902 | char *ret; |
903 | grid *g = state->game_grid; |
904 | grid_face *f; |
905 | |
906 | assert(state->grid_type == 0); |
907 | |
908 | /* Work out the basic size unit */ |
909 | f = g->faces; /* first face */ |
910 | assert(f->order == 4); |
911 | /* The dots are ordered clockwise, so the two opposite |
912 | * corners are guaranteed to span the square */ |
913 | cell_size = abs(f->dots[0]->x - f->dots[2]->x); |
914 | |
915 | w = (g->highest_x - g->lowest_x) / cell_size; |
916 | h = (g->highest_y - g->lowest_y) / cell_size; |
917 | |
918 | /* Create a blank "canvas" to "draw" on */ |
919 | W = 2 * w + 2; |
920 | H = 2 * h + 1; |
921 | ret = snewn(W * H + 1, char); |
922 | for (y = 0; y < H; y++) { |
923 | for (x = 0; x < W-1; x++) { |
924 | ret[y*W + x] = ' '; |
121aae4b |
925 | } |
7c95608a |
926 | ret[y*W + W-1] = '\n'; |
927 | } |
928 | ret[H*W] = '\0'; |
929 | |
930 | /* Fill in edge info */ |
931 | for (i = 0; i < g->num_edges; i++) { |
932 | grid_edge *e = g->edges + i; |
933 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
934 | int x1 = (e->dot1->x - g->lowest_x) / cell_size; |
935 | int x2 = (e->dot2->x - g->lowest_x) / cell_size; |
936 | int y1 = (e->dot1->y - g->lowest_y) / cell_size; |
937 | int y2 = (e->dot2->y - g->lowest_y) / cell_size; |
938 | /* Midpoint, in canvas coordinates (canvas coordinates are just twice |
939 | * cell coordinates) */ |
940 | x = x1 + x2; |
941 | y = y1 + y2; |
942 | switch (state->lines[i]) { |
943 | case LINE_YES: |
944 | ret[y*W + x] = (y1 == y2) ? '-' : '|'; |
945 | break; |
946 | case LINE_NO: |
947 | ret[y*W + x] = 'x'; |
948 | break; |
949 | case LINE_UNKNOWN: |
950 | break; /* already a space */ |
951 | default: |
952 | assert(!"Illegal line state"); |
121aae4b |
953 | } |
121aae4b |
954 | } |
7c95608a |
955 | |
956 | /* Fill in clues */ |
957 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
958 | int x1, x2, y1, y2; |
959 | |
7c95608a |
960 | f = g->faces + i; |
961 | assert(f->order == 4); |
962 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
1515b973 |
963 | x1 = (f->dots[0]->x - g->lowest_x) / cell_size; |
964 | x2 = (f->dots[2]->x - g->lowest_x) / cell_size; |
965 | y1 = (f->dots[0]->y - g->lowest_y) / cell_size; |
966 | y2 = (f->dots[2]->y - g->lowest_y) / cell_size; |
7c95608a |
967 | /* Midpoint, in canvas coordinates */ |
968 | x = x1 + x2; |
969 | y = y1 + y2; |
970 | ret[y*W + x] = CLUE2CHAR(state->clues[i]); |
121aae4b |
971 | } |
121aae4b |
972 | return ret; |
973 | } |
974 | |
975 | /* ---------------------------------------------------------------------- |
976 | * Debug code |
977 | */ |
978 | |
979 | #ifdef DEBUG_CACHES |
980 | static void check_caches(const solver_state* sstate) |
981 | { |
7c95608a |
982 | int i; |
121aae4b |
983 | const game_state *state = sstate->state; |
7c95608a |
984 | const grid *g = state->game_grid; |
121aae4b |
985 | |
7c95608a |
986 | for (i = 0; i < g->num_dots; i++) { |
987 | assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]); |
988 | assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]); |
121aae4b |
989 | } |
990 | |
7c95608a |
991 | for (i = 0; i < g->num_faces; i++) { |
992 | assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]); |
993 | assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]); |
121aae4b |
994 | } |
995 | } |
996 | |
997 | #if 0 |
998 | #define check_caches(s) \ |
999 | do { \ |
1000 | fprintf(stderr, "check_caches at line %d\n", __LINE__); \ |
1001 | check_caches(s); \ |
1002 | } while (0) |
1003 | #endif |
1004 | #endif /* DEBUG_CACHES */ |
1005 | |
1006 | /* ---------------------------------------------------------------------- |
1007 | * Solver utility functions |
1008 | */ |
1009 | |
7c95608a |
1010 | /* Sets the line (with index i) to the new state 'line_new', and updates |
1011 | * the cached counts of any affected faces and dots. |
1012 | * Returns TRUE if this actually changed the line's state. */ |
1013 | static int solver_set_line(solver_state *sstate, int i, |
1014 | enum line_state line_new |
121aae4b |
1015 | #ifdef SHOW_WORKING |
7c95608a |
1016 | , const char *reason |
121aae4b |
1017 | #endif |
7c95608a |
1018 | ) |
121aae4b |
1019 | { |
1020 | game_state *state = sstate->state; |
7c95608a |
1021 | grid *g; |
1022 | grid_edge *e; |
121aae4b |
1023 | |
1024 | assert(line_new != LINE_UNKNOWN); |
1025 | |
1026 | check_caches(sstate); |
1027 | |
7c95608a |
1028 | if (state->lines[i] == line_new) { |
1029 | return FALSE; /* nothing changed */ |
121aae4b |
1030 | } |
7c95608a |
1031 | state->lines[i] = line_new; |
121aae4b |
1032 | |
1033 | #ifdef SHOW_WORKING |
7c95608a |
1034 | fprintf(stderr, "solver: set line [%d] to %s (%s)\n", |
1035 | i, line_new == LINE_YES ? "YES" : "NO", |
121aae4b |
1036 | reason); |
1037 | #endif |
1038 | |
7c95608a |
1039 | g = state->game_grid; |
1040 | e = g->edges + i; |
1041 | |
1042 | /* Update the cache for both dots and both faces affected by this. */ |
121aae4b |
1043 | if (line_new == LINE_YES) { |
7c95608a |
1044 | sstate->dot_yes_count[e->dot1 - g->dots]++; |
1045 | sstate->dot_yes_count[e->dot2 - g->dots]++; |
1046 | if (e->face1) { |
1047 | sstate->face_yes_count[e->face1 - g->faces]++; |
1048 | } |
1049 | if (e->face2) { |
1050 | sstate->face_yes_count[e->face2 - g->faces]++; |
1051 | } |
121aae4b |
1052 | } else { |
7c95608a |
1053 | sstate->dot_no_count[e->dot1 - g->dots]++; |
1054 | sstate->dot_no_count[e->dot2 - g->dots]++; |
1055 | if (e->face1) { |
1056 | sstate->face_no_count[e->face1 - g->faces]++; |
1057 | } |
1058 | if (e->face2) { |
1059 | sstate->face_no_count[e->face2 - g->faces]++; |
1060 | } |
1061 | } |
1062 | |
121aae4b |
1063 | check_caches(sstate); |
7c95608a |
1064 | return TRUE; |
121aae4b |
1065 | } |
1066 | |
1067 | #ifdef SHOW_WORKING |
7c95608a |
1068 | #define solver_set_line(a, b, c) \ |
1069 | solver_set_line(a, b, c, __FUNCTION__) |
121aae4b |
1070 | #endif |
1071 | |
1072 | /* |
1073 | * Merge two dots due to the existence of an edge between them. |
1074 | * Updates the dsf tracking equivalence classes, and keeps track of |
1075 | * the length of path each dot is currently a part of. |
1076 | * Returns TRUE if the dots were already linked, ie if they are part of a |
1077 | * closed loop, and false otherwise. |
1078 | */ |
7c95608a |
1079 | static int merge_dots(solver_state *sstate, int edge_index) |
121aae4b |
1080 | { |
1081 | int i, j, len; |
7c95608a |
1082 | grid *g = sstate->state->game_grid; |
1083 | grid_edge *e = g->edges + edge_index; |
121aae4b |
1084 | |
7c95608a |
1085 | i = e->dot1 - g->dots; |
1086 | j = e->dot2 - g->dots; |
121aae4b |
1087 | |
1088 | i = dsf_canonify(sstate->dotdsf, i); |
1089 | j = dsf_canonify(sstate->dotdsf, j); |
1090 | |
1091 | if (i == j) { |
1092 | return TRUE; |
1093 | } else { |
1094 | len = sstate->looplen[i] + sstate->looplen[j]; |
1095 | dsf_merge(sstate->dotdsf, i, j); |
1096 | i = dsf_canonify(sstate->dotdsf, i); |
1097 | sstate->looplen[i] = len; |
1098 | return FALSE; |
1099 | } |
1100 | } |
1101 | |
121aae4b |
1102 | /* Merge two lines because the solver has deduced that they must be either |
1103 | * identical or opposite. Returns TRUE if this is new information, otherwise |
1104 | * FALSE. */ |
7c95608a |
1105 | static int merge_lines(solver_state *sstate, int i, int j, int inverse |
121aae4b |
1106 | #ifdef SHOW_WORKING |
1107 | , const char *reason |
1108 | #endif |
7c95608a |
1109 | ) |
121aae4b |
1110 | { |
7c95608a |
1111 | int inv_tmp; |
121aae4b |
1112 | |
7c95608a |
1113 | assert(i < sstate->state->game_grid->num_edges); |
1114 | assert(j < sstate->state->game_grid->num_edges); |
121aae4b |
1115 | |
315e47b9 |
1116 | i = edsf_canonify(sstate->linedsf, i, &inv_tmp); |
121aae4b |
1117 | inverse ^= inv_tmp; |
315e47b9 |
1118 | j = edsf_canonify(sstate->linedsf, j, &inv_tmp); |
121aae4b |
1119 | inverse ^= inv_tmp; |
1120 | |
315e47b9 |
1121 | edsf_merge(sstate->linedsf, i, j, inverse); |
121aae4b |
1122 | |
1123 | #ifdef SHOW_WORKING |
1124 | if (i != j) { |
7c95608a |
1125 | fprintf(stderr, "%s [%d] [%d] %s(%s)\n", |
1126 | __FUNCTION__, i, j, |
121aae4b |
1127 | inverse ? "inverse " : "", reason); |
1128 | } |
1129 | #endif |
1130 | return (i != j); |
1131 | } |
1132 | |
1133 | #ifdef SHOW_WORKING |
7c95608a |
1134 | #define merge_lines(a, b, c, d) \ |
1135 | merge_lines(a, b, c, d, __FUNCTION__) |
121aae4b |
1136 | #endif |
1137 | |
1138 | /* Count the number of lines of a particular type currently going into the |
7c95608a |
1139 | * given dot. */ |
1140 | static int dot_order(const game_state* state, int dot, char line_type) |
121aae4b |
1141 | { |
1142 | int n = 0; |
7c95608a |
1143 | grid *g = state->game_grid; |
1144 | grid_dot *d = g->dots + dot; |
1145 | int i; |
121aae4b |
1146 | |
7c95608a |
1147 | for (i = 0; i < d->order; i++) { |
1148 | grid_edge *e = d->edges[i]; |
1149 | if (state->lines[e - g->edges] == line_type) |
121aae4b |
1150 | ++n; |
1151 | } |
121aae4b |
1152 | return n; |
1153 | } |
1154 | |
1155 | /* Count the number of lines of a particular type currently surrounding the |
7c95608a |
1156 | * given face */ |
1157 | static int face_order(const game_state* state, int face, char line_type) |
121aae4b |
1158 | { |
1159 | int n = 0; |
7c95608a |
1160 | grid *g = state->game_grid; |
1161 | grid_face *f = g->faces + face; |
1162 | int i; |
121aae4b |
1163 | |
7c95608a |
1164 | for (i = 0; i < f->order; i++) { |
1165 | grid_edge *e = f->edges[i]; |
1166 | if (state->lines[e - g->edges] == line_type) |
1167 | ++n; |
1168 | } |
121aae4b |
1169 | return n; |
1170 | } |
1171 | |
7c95608a |
1172 | /* Set all lines bordering a dot of type old_type to type new_type |
121aae4b |
1173 | * Return value tells caller whether this function actually did anything */ |
7c95608a |
1174 | static int dot_setall(solver_state *sstate, int dot, |
1175 | char old_type, char new_type) |
121aae4b |
1176 | { |
1177 | int retval = FALSE, r; |
1178 | game_state *state = sstate->state; |
7c95608a |
1179 | grid *g; |
1180 | grid_dot *d; |
1181 | int i; |
1182 | |
121aae4b |
1183 | if (old_type == new_type) |
1184 | return FALSE; |
1185 | |
7c95608a |
1186 | g = state->game_grid; |
1187 | d = g->dots + dot; |
121aae4b |
1188 | |
7c95608a |
1189 | for (i = 0; i < d->order; i++) { |
1190 | int line_index = d->edges[i] - g->edges; |
1191 | if (state->lines[line_index] == old_type) { |
1192 | r = solver_set_line(sstate, line_index, new_type); |
1193 | assert(r == TRUE); |
1194 | retval = TRUE; |
1195 | } |
121aae4b |
1196 | } |
121aae4b |
1197 | return retval; |
1198 | } |
1199 | |
7c95608a |
1200 | /* Set all lines bordering a face of type old_type to type new_type */ |
1201 | static int face_setall(solver_state *sstate, int face, |
1202 | char old_type, char new_type) |
121aae4b |
1203 | { |
7c95608a |
1204 | int retval = FALSE, r; |
121aae4b |
1205 | game_state *state = sstate->state; |
7c95608a |
1206 | grid *g; |
1207 | grid_face *f; |
1208 | int i; |
121aae4b |
1209 | |
7c95608a |
1210 | if (old_type == new_type) |
1211 | return FALSE; |
1212 | |
1213 | g = state->game_grid; |
1214 | f = g->faces + face; |
121aae4b |
1215 | |
7c95608a |
1216 | for (i = 0; i < f->order; i++) { |
1217 | int line_index = f->edges[i] - g->edges; |
1218 | if (state->lines[line_index] == old_type) { |
1219 | r = solver_set_line(sstate, line_index, new_type); |
1220 | assert(r == TRUE); |
1221 | retval = TRUE; |
1222 | } |
1223 | } |
1224 | return retval; |
121aae4b |
1225 | } |
1226 | |
1227 | /* ---------------------------------------------------------------------- |
1228 | * Loop generation and clue removal |
1229 | */ |
1230 | |
7126ca41 |
1231 | /* We're going to store lists of current candidate faces for colouring black |
1232 | * or white. |
7c95608a |
1233 | * Each face gets a 'score', which tells us how adding that face right |
7126ca41 |
1234 | * now would affect the curliness of the solution loop. We're trying to |
7c95608a |
1235 | * maximise that quantity so will bias our random selection of faces to |
7126ca41 |
1236 | * colour those with high scores */ |
1237 | struct face_score { |
1238 | int white_score; |
1239 | int black_score; |
121aae4b |
1240 | unsigned long random; |
7126ca41 |
1241 | /* No need to store a grid_face* here. The 'face_scores' array will |
1242 | * be a list of 'face_score' objects, one for each face of the grid, so |
1243 | * the position (index) within the 'face_scores' array will determine |
1244 | * which face corresponds to a particular face_score. |
1245 | * Having a single 'face_scores' array for all faces simplifies memory |
1246 | * management, and probably improves performance, because we don't have to |
1247 | * malloc/free each individual face_score, and we don't have to maintain |
1248 | * a mapping from grid_face* pointers to face_score* pointers. |
1249 | */ |
121aae4b |
1250 | }; |
1251 | |
7126ca41 |
1252 | static int generic_sort_cmpfn(void *v1, void *v2, size_t offset) |
121aae4b |
1253 | { |
7126ca41 |
1254 | struct face_score *f1 = v1; |
1255 | struct face_score *f2 = v2; |
121aae4b |
1256 | int r; |
1257 | |
7126ca41 |
1258 | r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset); |
121aae4b |
1259 | if (r) { |
1260 | return r; |
1261 | } |
1262 | |
7c95608a |
1263 | if (f1->random < f2->random) |
121aae4b |
1264 | return -1; |
7c95608a |
1265 | else if (f1->random > f2->random) |
121aae4b |
1266 | return 1; |
1267 | |
1268 | /* |
7c95608a |
1269 | * It's _just_ possible that two faces might have been given |
121aae4b |
1270 | * the same random value. In that situation, fall back to |
7126ca41 |
1271 | * comparing based on the positions within the face_scores list. |
7c95608a |
1272 | * This introduces a tiny directional bias, but not a significant one. |
121aae4b |
1273 | */ |
7126ca41 |
1274 | return f1 - f2; |
1275 | } |
1276 | |
1277 | static int white_sort_cmpfn(void *v1, void *v2) |
1278 | { |
1279 | return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score)); |
1280 | } |
1281 | |
1282 | static int black_sort_cmpfn(void *v1, void *v2) |
1283 | { |
1284 | return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score)); |
121aae4b |
1285 | } |
1286 | |
7126ca41 |
1287 | enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK }; |
7c95608a |
1288 | |
1289 | /* face should be of type grid_face* here. */ |
7126ca41 |
1290 | #define FACE_COLOUR(face) \ |
1291 | ( (face) == NULL ? FACE_BLACK : \ |
7c95608a |
1292 | board[(face) - g->faces] ) |
1293 | |
1294 | /* 'board' is an array of these enums, indicating which faces are |
7126ca41 |
1295 | * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK. |
1296 | * Returns whether it's legal to colour the given face with this colour. */ |
1297 | static int can_colour_face(grid *g, char* board, int face_index, |
1298 | enum face_colour colour) |
7c95608a |
1299 | { |
1300 | int i, j; |
1301 | grid_face *test_face = g->faces + face_index; |
1302 | grid_face *starting_face, *current_face; |
1303 | int transitions; |
7126ca41 |
1304 | int current_state, s; /* booleans: equal or not-equal to 'colour' */ |
1305 | int found_same_coloured_neighbour = FALSE; |
1306 | assert(board[face_index] != colour); |
7c95608a |
1307 | |
7126ca41 |
1308 | /* Can only consider a face for colouring if it's adjacent to a face |
1309 | * with the same colour. */ |
7c95608a |
1310 | for (i = 0; i < test_face->order; i++) { |
1311 | grid_edge *e = test_face->edges[i]; |
1312 | grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; |
7126ca41 |
1313 | if (FACE_COLOUR(f) == colour) { |
1314 | found_same_coloured_neighbour = TRUE; |
7c95608a |
1315 | break; |
1316 | } |
1317 | } |
7126ca41 |
1318 | if (!found_same_coloured_neighbour) |
7c95608a |
1319 | return FALSE; |
1320 | |
7126ca41 |
1321 | /* Need to avoid creating a loop of faces of this colour around some |
1322 | * differently-coloured faces. |
1323 | * Also need to avoid meeting a same-coloured face at a corner, with |
1324 | * other-coloured faces in between. Here's a simple test that (I believe) |
1325 | * takes care of both these conditions: |
7c95608a |
1326 | * |
1327 | * Take the circular path formed by this face's edges, and inflate it |
1328 | * slightly outwards. Imagine walking around this path and consider |
1329 | * the faces that you visit in sequence. This will include all faces |
1330 | * touching the given face, either along an edge or just at a corner. |
7126ca41 |
1331 | * Count the number of 'colour'/not-'colour' transitions you encounter, as |
1332 | * you walk along the complete loop. This will obviously turn out to be |
1333 | * an even number. |
1334 | * If 0, we're either in the middle of an "island" of this colour (should |
1335 | * be impossible as we're not supposed to create black or white loops), |
1336 | * or we're about to start a new island - also not allowed. |
1337 | * If 4 or greater, there are too many separate coloured regions touching |
1338 | * this face, and colouring it would create a loop or a corner-violation. |
7c95608a |
1339 | * The only allowed case is when the count is exactly 2. */ |
1340 | |
1341 | /* i points to a dot around the test face. |
1342 | * j points to a face around the i^th dot. |
1343 | * The current face will always be: |
1344 | * test_face->dots[i]->faces[j] |
1345 | * We assume dots go clockwise around the test face, |
1346 | * and faces go clockwise around dots. */ |
1347 | i = j = 0; |
1348 | starting_face = test_face->dots[0]->faces[0]; |
1349 | if (starting_face == test_face) { |
1350 | j = 1; |
1351 | starting_face = test_face->dots[0]->faces[1]; |
1352 | } |
1353 | current_face = starting_face; |
1354 | transitions = 0; |
7126ca41 |
1355 | current_state = (FACE_COLOUR(current_face) == colour); |
7c95608a |
1356 | |
1357 | do { |
1358 | /* Advance to next face. |
1359 | * Need to loop here because it might take several goes to |
1360 | * find it. */ |
1361 | while (TRUE) { |
1362 | j++; |
1363 | if (j == test_face->dots[i]->order) |
1364 | j = 0; |
1365 | |
1366 | if (test_face->dots[i]->faces[j] == test_face) { |
1367 | /* Advance to next dot round test_face, then |
1368 | * find current_face around new dot |
1369 | * and advance to the next face clockwise */ |
1370 | i++; |
1371 | if (i == test_face->order) |
1372 | i = 0; |
1373 | for (j = 0; j < test_face->dots[i]->order; j++) { |
1374 | if (test_face->dots[i]->faces[j] == current_face) |
1375 | break; |
1376 | } |
1377 | /* Must actually find current_face around new dot, |
1378 | * or else something's wrong with the grid. */ |
1379 | assert(j != test_face->dots[i]->order); |
1380 | /* Found, so advance to next face and try again */ |
1381 | } else { |
1382 | break; |
1383 | } |
1384 | } |
1385 | /* (i,j) are now advanced to next face */ |
1386 | current_face = test_face->dots[i]->faces[j]; |
7126ca41 |
1387 | s = (FACE_COLOUR(current_face) == colour); |
7c95608a |
1388 | if (s != current_state) { |
1389 | ++transitions; |
1390 | current_state = s; |
1391 | if (transitions > 2) |
1392 | return FALSE; /* no point in continuing */ |
1393 | } |
1394 | } while (current_face != starting_face); |
121aae4b |
1395 | |
7c95608a |
1396 | return (transitions == 2) ? TRUE : FALSE; |
1397 | } |
121aae4b |
1398 | |
7126ca41 |
1399 | /* Count the number of neighbours of 'face', having colour 'colour' */ |
1400 | static int face_num_neighbours(grid *g, char *board, grid_face *face, |
1401 | enum face_colour colour) |
7c95608a |
1402 | { |
7126ca41 |
1403 | int colour_count = 0; |
7c95608a |
1404 | int i; |
1405 | grid_face *f; |
1406 | grid_edge *e; |
1407 | for (i = 0; i < face->order; i++) { |
1408 | e = face->edges[i]; |
1409 | f = (e->face1 == face) ? e->face2 : e->face1; |
7126ca41 |
1410 | if (FACE_COLOUR(f) == colour) |
1411 | ++colour_count; |
7c95608a |
1412 | } |
7126ca41 |
1413 | return colour_count; |
7c95608a |
1414 | } |
121aae4b |
1415 | |
7126ca41 |
1416 | /* The 'score' of a face reflects its current desirability for selection |
1417 | * as the next face to colour white or black. We want to encourage moving |
1418 | * into grey areas and increasing loopiness, so we give scores according to |
1419 | * how many of the face's neighbours are currently coloured the same as the |
1420 | * proposed colour. */ |
1421 | static int face_score(grid *g, char *board, grid_face *face, |
1422 | enum face_colour colour) |
1423 | { |
1424 | /* Simple formula: score = 0 - num. same-coloured neighbours, |
1425 | * so a higher score means fewer same-coloured neighbours. */ |
1426 | return -face_num_neighbours(g, board, face, colour); |
1427 | } |
1428 | |
1429 | /* Generate a new complete set of clues for the given game_state. |
1430 | * The method is to generate a WHITE/BLACK colouring of all the faces, |
1431 | * such that the WHITE faces will define the inside of the path, and the |
1432 | * BLACK faces define the outside. |
1433 | * To do this, we initially colour all faces GREY. The infinite space outside |
1434 | * the grid is coloured BLACK, and we choose a random face to colour WHITE. |
1435 | * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY |
1436 | * faces, until the grid is filled with BLACK/WHITE. As we grow the regions, |
1437 | * we avoid creating loops of a single colour, to preserve the topological |
1438 | * shape of the WHITE and BLACK regions. |
1439 | * We also try to make the boundary as loopy and twisty as possible, to avoid |
1440 | * generating paths that are uninteresting. |
1441 | * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY |
1442 | * face that can be coloured with that colour (without violating the |
1443 | * topological shape of that region). It's not obvious, but I think this |
1444 | * algorithm is guaranteed to terminate without leaving any GREY faces behind. |
1445 | * Indeed, if there are any GREY faces at all, both the WHITE and BLACK |
1446 | * regions can be grown. |
1447 | * This is checked using assert()ions, and I haven't seen any failures yet. |
1448 | * |
1449 | * Hand-wavy proof: imagine what can go wrong... |
1450 | * |
1451 | * Could the white faces get completely cut off by the black faces, and still |
1452 | * leave some grey faces remaining? |
1453 | * No, because then the black faces would form a loop around both the white |
1454 | * faces and the grey faces, which is disallowed because we continually |
1455 | * maintain the correct topological shape of the black region. |
1456 | * Similarly, the black faces can never get cut off by the white faces. That |
1457 | * means both the WHITE and BLACK regions always have some room to grow into |
1458 | * the GREY regions. |
1459 | * Could it be that we can't colour some GREY face, because there are too many |
1460 | * WHITE/BLACK transitions as we walk round the face? (see the |
1461 | * can_colour_face() function for details) |
1462 | * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk |
1463 | * around the face. The two WHITE faces would be connected by a WHITE path, |
1464 | * and the BLACK faces would be connected by a BLACK path. These paths would |
1465 | * have to cross, which is impossible. |
1466 | * Another thing that could go wrong: perhaps we can't find any GREY face to |
1467 | * colour WHITE, because it would create a loop-violation or a corner-violation |
1468 | * with the other WHITE faces? |
1469 | * This is a little bit tricky to prove impossible. Imagine you have such a |
1470 | * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop |
1471 | * or corner violation). |
1472 | * That would cut all the non-white area into two blobs. One of those blobs |
1473 | * must be free of BLACK faces (because the BLACK stuff is a connected blob). |
1474 | * So we have a connected GREY area, completely surrounded by WHITE |
1475 | * (including the GREY face we've tentatively coloured WHITE). |
1476 | * A well-known result in graph theory says that you can always find a GREY |
1477 | * face whose removal leaves the remaining GREY area connected. And it says |
1478 | * there are at least two such faces, so we can always choose the one that |
1479 | * isn't the "tentative" GREY face. Colouring that face WHITE leaves |
1480 | * everything nice and connected, including that "tentative" GREY face which |
1481 | * acts as a gateway to the rest of the non-WHITE grid. |
1482 | */ |
121aae4b |
1483 | static void add_full_clues(game_state *state, random_state *rs) |
1484 | { |
7c95608a |
1485 | signed char *clues = state->clues; |
121aae4b |
1486 | char *board; |
7c95608a |
1487 | grid *g = state->game_grid; |
7126ca41 |
1488 | int i, j; |
7c95608a |
1489 | int num_faces = g->num_faces; |
7126ca41 |
1490 | struct face_score *face_scores; /* Array of face_score objects */ |
1491 | struct face_score *fs; /* Points somewhere in the above list */ |
1492 | struct grid_face *cur_face; |
1493 | tree234 *lightable_faces_sorted; |
1494 | tree234 *darkable_faces_sorted; |
1495 | int *face_list; |
1496 | int do_random_pass; |
7c95608a |
1497 | |
1498 | board = snewn(num_faces, char); |
121aae4b |
1499 | |
1500 | /* Make a board */ |
7126ca41 |
1501 | memset(board, FACE_GREY, num_faces); |
1502 | |
1503 | /* Create and initialise the list of face_scores */ |
1504 | face_scores = snewn(num_faces, struct face_score); |
1505 | for (i = 0; i < num_faces; i++) { |
1506 | face_scores[i].random = random_bits(rs, 31); |
1507 | } |
1508 | |
1509 | /* Colour a random, finite face white. The infinite face is implicitly |
1510 | * coloured black. Together, they will seed the random growth process |
1511 | * for the black and white areas. */ |
1512 | i = random_upto(rs, num_faces); |
1513 | board[i] = FACE_WHITE; |
7c95608a |
1514 | |
1515 | /* We need a way of favouring faces that will increase our loopiness. |
1516 | * We do this by maintaining a list of all candidate faces sorted by |
1517 | * their score and choose randomly from that with appropriate skew. |
1518 | * In order to avoid consistently biasing towards particular faces, we |
121aae4b |
1519 | * need the sort order _within_ each group of scores to be completely |
1520 | * random. But it would be abusing the hospitality of the tree234 data |
1521 | * structure if our comparison function were nondeterministic :-). So with |
7c95608a |
1522 | * each face we associate a random number that does not change during a |
121aae4b |
1523 | * particular run of the generator, and use that as a secondary sort key. |
7c95608a |
1524 | * Yes, this means we will be biased towards particular random faces in |
121aae4b |
1525 | * any one run but that doesn't actually matter. */ |
7c95608a |
1526 | |
7126ca41 |
1527 | lightable_faces_sorted = newtree234(white_sort_cmpfn); |
1528 | darkable_faces_sorted = newtree234(black_sort_cmpfn); |
121aae4b |
1529 | |
7126ca41 |
1530 | /* Initialise the lists of lightable and darkable faces. This is |
1531 | * slightly different from the code inside the while-loop, because we need |
1532 | * to check every face of the board (the grid structure does not keep a |
1533 | * list of the infinite face's neighbours). */ |
1534 | for (i = 0; i < num_faces; i++) { |
1535 | grid_face *f = g->faces + i; |
1536 | struct face_score *fs = face_scores + i; |
1537 | if (board[i] != FACE_GREY) continue; |
1538 | /* We need the full colourability check here, it's not enough simply |
1539 | * to check neighbourhood. On some grids, a neighbour of the infinite |
1540 | * face is not necessarily darkable. */ |
1541 | if (can_colour_face(g, board, i, FACE_BLACK)) { |
1542 | fs->black_score = face_score(g, board, f, FACE_BLACK); |
1543 | add234(darkable_faces_sorted, fs); |
1544 | } |
1545 | if (can_colour_face(g, board, i, FACE_WHITE)) { |
1546 | fs->white_score = face_score(g, board, f, FACE_WHITE); |
1547 | add234(lightable_faces_sorted, fs); |
1548 | } |
1549 | } |
7c95608a |
1550 | |
7126ca41 |
1551 | /* Colour faces one at a time until no more faces are colourable. */ |
121aae4b |
1552 | while (TRUE) |
1553 | { |
7126ca41 |
1554 | enum face_colour colour; |
1555 | struct face_score *fs_white, *fs_black; |
1556 | int c_lightable = count234(lightable_faces_sorted); |
1557 | int c_darkable = count234(darkable_faces_sorted); |
1558 | if (c_lightable == 0) { |
1559 | /* No more lightable faces. Because of how the algorithm |
1560 | * works, there should be no more darkable faces either. */ |
1561 | assert(c_darkable == 0); |
1562 | break; |
1563 | } |
121aae4b |
1564 | |
7126ca41 |
1565 | fs_white = (struct face_score *)index234(lightable_faces_sorted, 0); |
1566 | fs_black = (struct face_score *)index234(darkable_faces_sorted, 0); |
121aae4b |
1567 | |
7126ca41 |
1568 | /* Choose a colour, and colour the best available face |
1569 | * with that colour. */ |
1570 | colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK; |
121aae4b |
1571 | |
7126ca41 |
1572 | if (colour == FACE_WHITE) |
1573 | fs = fs_white; |
1574 | else |
1575 | fs = fs_black; |
1576 | assert(fs); |
1577 | i = fs - face_scores; |
1578 | assert(board[i] == FACE_GREY); |
1579 | board[i] = colour; |
1580 | |
1581 | /* Remove this newly-coloured face from the lists. These lists should |
1582 | * only contain grey faces. */ |
1583 | del234(lightable_faces_sorted, fs); |
1584 | del234(darkable_faces_sorted, fs); |
1585 | |
1586 | /* Remember which face we've just coloured */ |
1587 | cur_face = g->faces + i; |
1588 | |
1589 | /* The face we've just coloured potentially affects the colourability |
1590 | * and the scores of any neighbouring faces (touching at a corner or |
1591 | * edge). So the search needs to be conducted around all faces |
1592 | * touching the one we've just lit. Iterate over its corners, then |
1593 | * over each corner's faces. For each such face, we remove it from |
1594 | * the lists, recalculate any scores, then add it back to the lists |
1595 | * (depending on whether it is lightable, darkable or both). */ |
1596 | for (i = 0; i < cur_face->order; i++) { |
1597 | grid_dot *d = cur_face->dots[i]; |
7c95608a |
1598 | for (j = 0; j < d->order; j++) { |
7126ca41 |
1599 | grid_face *f = d->faces[j]; |
1600 | int fi; /* face index of f */ |
1601 | |
1602 | if (f == NULL) |
121aae4b |
1603 | continue; |
7126ca41 |
1604 | if (f == cur_face) |
7c95608a |
1605 | continue; |
7126ca41 |
1606 | |
1607 | /* If the face is already coloured, it won't be on our |
1608 | * lightable/darkable lists anyway, so we can skip it without |
1609 | * bothering with the removal step. */ |
1610 | if (FACE_COLOUR(f) != FACE_GREY) continue; |
1611 | |
1612 | /* Find the face index and face_score* corresponding to f */ |
1613 | fi = f - g->faces; |
1614 | fs = face_scores + fi; |
1615 | |
1616 | /* Remove from lightable list if it's in there. We do this, |
1617 | * even if it is still lightable, because the score might |
1618 | * be different, and we need to remove-then-add to maintain |
1619 | * correct sort order. */ |
1620 | del234(lightable_faces_sorted, fs); |
1621 | if (can_colour_face(g, board, fi, FACE_WHITE)) { |
1622 | fs->white_score = face_score(g, board, f, FACE_WHITE); |
1623 | add234(lightable_faces_sorted, fs); |
121aae4b |
1624 | } |
7126ca41 |
1625 | /* Do the same for darkable list. */ |
1626 | del234(darkable_faces_sorted, fs); |
1627 | if (can_colour_face(g, board, fi, FACE_BLACK)) { |
1628 | fs->black_score = face_score(g, board, f, FACE_BLACK); |
1629 | add234(darkable_faces_sorted, fs); |
121aae4b |
1630 | } |
1631 | } |
1632 | } |
121aae4b |
1633 | } |
1634 | |
1635 | /* Clean up */ |
7c95608a |
1636 | freetree234(lightable_faces_sorted); |
7126ca41 |
1637 | freetree234(darkable_faces_sorted); |
1638 | sfree(face_scores); |
1639 | |
1640 | /* The next step requires a shuffled list of all faces */ |
1641 | face_list = snewn(num_faces, int); |
1642 | for (i = 0; i < num_faces; ++i) { |
1643 | face_list[i] = i; |
1644 | } |
1645 | shuffle(face_list, num_faces, sizeof(int), rs); |
1646 | |
1647 | /* The above loop-generation algorithm can often leave large clumps |
1648 | * of faces of one colour. In extreme cases, the resulting path can be |
1649 | * degenerate and not very satisfying to solve. |
1650 | * This next step alleviates this problem: |
1651 | * Go through the shuffled list, and flip the colour of any face we can |
1652 | * legally flip, and which is adjacent to only one face of the opposite |
1653 | * colour - this tends to grow 'tendrils' into any clumps. |
1654 | * Repeat until we can find no more faces to flip. This will |
1655 | * eventually terminate, because each flip increases the loop's |
1656 | * perimeter, which cannot increase for ever. |
1657 | * The resulting path will have maximal loopiness (in the sense that it |
1658 | * cannot be improved "locally". Unfortunately, this allows a player to |
1659 | * make some illicit deductions. To combat this (and make the path more |
1660 | * interesting), we do one final pass making random flips. */ |
1661 | |
1662 | /* Set to TRUE for final pass */ |
1663 | do_random_pass = FALSE; |
1664 | |
1665 | while (TRUE) { |
1666 | /* Remember whether a flip occurred during this pass */ |
1667 | int flipped = FALSE; |
1668 | |
1669 | for (i = 0; i < num_faces; ++i) { |
1670 | int j = face_list[i]; |
1671 | enum face_colour opp = |
1672 | (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE; |
1673 | if (can_colour_face(g, board, j, opp)) { |
1674 | grid_face *face = g->faces +j; |
1675 | if (do_random_pass) { |
1676 | /* final random pass */ |
1677 | if (!random_upto(rs, 10)) |
1678 | board[j] = opp; |
1679 | } else { |
1680 | /* normal pass - flip when neighbour count is 1 */ |
1681 | if (face_num_neighbours(g, board, face, opp) == 1) { |
1682 | board[j] = opp; |
1683 | flipped = TRUE; |
1684 | } |
1685 | } |
1686 | } |
1687 | } |
1688 | |
1689 | if (do_random_pass) break; |
1690 | if (!flipped) do_random_pass = TRUE; |
1691 | } |
1692 | |
1693 | sfree(face_list); |
7c95608a |
1694 | |
1695 | /* Fill out all the clues by initialising to 0, then iterating over |
1696 | * all edges and incrementing each clue as we find edges that border |
7126ca41 |
1697 | * between BLACK/WHITE faces. While we're at it, we verify that the |
1698 | * algorithm does work, and there aren't any GREY faces still there. */ |
7c95608a |
1699 | memset(clues, 0, num_faces); |
1700 | for (i = 0; i < g->num_edges; i++) { |
1701 | grid_edge *e = g->edges + i; |
1702 | grid_face *f1 = e->face1; |
1703 | grid_face *f2 = e->face2; |
7126ca41 |
1704 | enum face_colour c1 = FACE_COLOUR(f1); |
1705 | enum face_colour c2 = FACE_COLOUR(f2); |
1706 | assert(c1 != FACE_GREY); |
1707 | assert(c2 != FACE_GREY); |
1708 | if (c1 != c2) { |
7c95608a |
1709 | if (f1) clues[f1 - g->faces]++; |
1710 | if (f2) clues[f2 - g->faces]++; |
1711 | } |
121aae4b |
1712 | } |
1713 | |
1714 | sfree(board); |
1715 | } |
1716 | |
7c95608a |
1717 | |
1a739e2f |
1718 | static int game_has_unique_soln(const game_state *state, int diff) |
121aae4b |
1719 | { |
1720 | int ret; |
1721 | solver_state *sstate_new; |
1722 | solver_state *sstate = new_solver_state((game_state *)state, diff); |
7c95608a |
1723 | |
315e47b9 |
1724 | sstate_new = solve_game_rec(sstate); |
121aae4b |
1725 | |
1726 | assert(sstate_new->solver_status != SOLVER_MISTAKE); |
1727 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
1728 | |
1729 | free_solver_state(sstate_new); |
1730 | free_solver_state(sstate); |
1731 | |
1732 | return ret; |
1733 | } |
1734 | |
7c95608a |
1735 | |
121aae4b |
1736 | /* Remove clues one at a time at random. */ |
7c95608a |
1737 | static game_state *remove_clues(game_state *state, random_state *rs, |
1a739e2f |
1738 | int diff) |
121aae4b |
1739 | { |
7c95608a |
1740 | int *face_list; |
1741 | int num_faces = state->game_grid->num_faces; |
121aae4b |
1742 | game_state *ret = dup_game(state), *saved_ret; |
1743 | int n; |
121aae4b |
1744 | |
1745 | /* We need to remove some clues. We'll do this by forming a list of all |
1746 | * available clues, shuffling it, then going along one at a |
1747 | * time clearing each clue in turn for which doing so doesn't render the |
1748 | * board unsolvable. */ |
7c95608a |
1749 | face_list = snewn(num_faces, int); |
1750 | for (n = 0; n < num_faces; ++n) { |
1751 | face_list[n] = n; |
121aae4b |
1752 | } |
1753 | |
7c95608a |
1754 | shuffle(face_list, num_faces, sizeof(int), rs); |
121aae4b |
1755 | |
7c95608a |
1756 | for (n = 0; n < num_faces; ++n) { |
1757 | saved_ret = dup_game(ret); |
1758 | ret->clues[face_list[n]] = -1; |
121aae4b |
1759 | |
1760 | if (game_has_unique_soln(ret, diff)) { |
1761 | free_game(saved_ret); |
1762 | } else { |
1763 | free_game(ret); |
1764 | ret = saved_ret; |
1765 | } |
1766 | } |
7c95608a |
1767 | sfree(face_list); |
121aae4b |
1768 | |
1769 | return ret; |
1770 | } |
1771 | |
7c95608a |
1772 | |
121aae4b |
1773 | static char *new_game_desc(game_params *params, random_state *rs, |
1774 | char **aux, int interactive) |
1775 | { |
1776 | /* solution and description both use run-length encoding in obvious ways */ |
1777 | char *retval; |
7c95608a |
1778 | grid *g; |
1779 | game_state *state = snew(game_state); |
1780 | game_state *state_new; |
1781 | params_generate_grid(params); |
1782 | state->game_grid = g = params->game_grid; |
1783 | g->refcount++; |
1784 | state->clues = snewn(g->num_faces, signed char); |
1785 | state->lines = snewn(g->num_edges, char); |
b6bf0adc |
1786 | state->line_errors = snewn(g->num_edges, unsigned char); |
121aae4b |
1787 | |
7c95608a |
1788 | state->grid_type = params->type; |
121aae4b |
1789 | |
7c95608a |
1790 | newboard_please: |
121aae4b |
1791 | |
7c95608a |
1792 | memset(state->lines, LINE_UNKNOWN, g->num_edges); |
b6bf0adc |
1793 | memset(state->line_errors, 0, g->num_edges); |
121aae4b |
1794 | |
1795 | state->solved = state->cheated = FALSE; |
121aae4b |
1796 | |
1797 | /* Get a new random solvable board with all its clues filled in. Yes, this |
1798 | * can loop for ever if the params are suitably unfavourable, but |
1799 | * preventing games smaller than 4x4 seems to stop this happening */ |
121aae4b |
1800 | do { |
1801 | add_full_clues(state, rs); |
1802 | } while (!game_has_unique_soln(state, params->diff)); |
1803 | |
1804 | state_new = remove_clues(state, rs, params->diff); |
1805 | free_game(state); |
1806 | state = state_new; |
1807 | |
7c95608a |
1808 | |
121aae4b |
1809 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1a739e2f |
1810 | #ifdef SHOW_WORKING |
121aae4b |
1811 | fprintf(stderr, "Rejecting board, it is too easy\n"); |
1a739e2f |
1812 | #endif |
121aae4b |
1813 | goto newboard_please; |
1814 | } |
1815 | |
1816 | retval = state_to_text(state); |
1817 | |
1818 | free_game(state); |
7c95608a |
1819 | |
121aae4b |
1820 | assert(!validate_desc(params, retval)); |
1821 | |
1822 | return retval; |
1823 | } |
1824 | |
1825 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1826 | { |
7c95608a |
1827 | int i; |
121aae4b |
1828 | game_state *state = snew(game_state); |
1829 | int empties_to_make = 0; |
1830 | int n; |
1831 | const char *dp = desc; |
7c95608a |
1832 | grid *g; |
1515b973 |
1833 | int num_faces, num_edges; |
1834 | |
7c95608a |
1835 | params_generate_grid(params); |
1836 | state->game_grid = g = params->game_grid; |
1837 | g->refcount++; |
1515b973 |
1838 | num_faces = g->num_faces; |
1839 | num_edges = g->num_edges; |
121aae4b |
1840 | |
7c95608a |
1841 | state->clues = snewn(num_faces, signed char); |
1842 | state->lines = snewn(num_edges, char); |
b6bf0adc |
1843 | state->line_errors = snewn(num_edges, unsigned char); |
121aae4b |
1844 | |
1845 | state->solved = state->cheated = FALSE; |
1846 | |
7c95608a |
1847 | state->grid_type = params->type; |
1848 | |
1849 | for (i = 0; i < num_faces; i++) { |
121aae4b |
1850 | if (empties_to_make) { |
1851 | empties_to_make--; |
7c95608a |
1852 | state->clues[i] = -1; |
121aae4b |
1853 | continue; |
1854 | } |
1855 | |
1856 | assert(*dp); |
1857 | n = *dp - '0'; |
1858 | if (n >= 0 && n < 10) { |
7c95608a |
1859 | state->clues[i] = n; |
121aae4b |
1860 | } else { |
1861 | n = *dp - 'a' + 1; |
1862 | assert(n > 0); |
7c95608a |
1863 | state->clues[i] = -1; |
121aae4b |
1864 | empties_to_make = n - 1; |
1865 | } |
1866 | ++dp; |
1867 | } |
1868 | |
7c95608a |
1869 | memset(state->lines, LINE_UNKNOWN, num_edges); |
b6bf0adc |
1870 | memset(state->line_errors, 0, num_edges); |
121aae4b |
1871 | return state; |
1872 | } |
1873 | |
b6bf0adc |
1874 | /* Calculates the line_errors data, and checks if the current state is a |
1875 | * solution */ |
1876 | static int check_completion(game_state *state) |
1877 | { |
1878 | grid *g = state->game_grid; |
1879 | int *dsf; |
1880 | int num_faces = g->num_faces; |
1881 | int i; |
1882 | int infinite_area, finite_area; |
1883 | int loops_found = 0; |
1884 | int found_edge_not_in_loop = FALSE; |
1885 | |
1886 | memset(state->line_errors, 0, g->num_edges); |
1887 | |
1888 | /* LL implementation of SGT's idea: |
1889 | * A loop will partition the grid into an inside and an outside. |
1890 | * If there is more than one loop, the grid will be partitioned into |
1891 | * even more distinct regions. We can therefore track equivalence of |
1892 | * faces, by saying that two faces are equivalent when there is a non-YES |
1893 | * edge between them. |
1894 | * We could keep track of the number of connected components, by counting |
1895 | * the number of dsf-merges that aren't no-ops. |
1896 | * But we're only interested in 3 separate cases: |
1897 | * no loops, one loop, more than one loop. |
1898 | * |
1899 | * No loops: all faces are equivalent to the infinite face. |
1900 | * One loop: only two equivalence classes - finite and infinite. |
1901 | * >= 2 loops: there are 2 distinct finite regions. |
1902 | * |
1903 | * So we simply make two passes through all the edges. |
1904 | * In the first pass, we dsf-merge the two faces bordering each non-YES |
1905 | * edge. |
1906 | * In the second pass, we look for YES-edges bordering: |
1907 | * a) two non-equivalent faces. |
1908 | * b) two non-equivalent faces, and one of them is part of a different |
1909 | * finite area from the first finite area we've seen. |
1910 | * |
1911 | * An occurrence of a) means there is at least one loop. |
1912 | * An occurrence of b) means there is more than one loop. |
1913 | * Edges satisfying a) are marked as errors. |
1914 | * |
1915 | * While we're at it, we set a flag if we find a YES edge that is not |
1916 | * part of a loop. |
1917 | * This information will help decide, if there's a single loop, whether it |
1918 | * is a candidate for being a solution (that is, all YES edges are part of |
1919 | * this loop). |
1920 | * |
1921 | * If there is a candidate loop, we then go through all clues and check |
1922 | * they are all satisfied. If so, we have found a solution and we can |
1923 | * unmark all line_errors. |
1924 | */ |
1925 | |
1926 | /* Infinite face is at the end - its index is num_faces. |
1927 | * This macro is just to make this obvious! */ |
1928 | #define INF_FACE num_faces |
1929 | dsf = snewn(num_faces + 1, int); |
1930 | dsf_init(dsf, num_faces + 1); |
1931 | |
1932 | /* First pass */ |
1933 | for (i = 0; i < g->num_edges; i++) { |
1934 | grid_edge *e = g->edges + i; |
1935 | int f1 = e->face1 ? e->face1 - g->faces : INF_FACE; |
1936 | int f2 = e->face2 ? e->face2 - g->faces : INF_FACE; |
1937 | if (state->lines[i] != LINE_YES) |
1938 | dsf_merge(dsf, f1, f2); |
1939 | } |
1940 | |
1941 | /* Second pass */ |
1942 | infinite_area = dsf_canonify(dsf, INF_FACE); |
1943 | finite_area = -1; |
1944 | for (i = 0; i < g->num_edges; i++) { |
1945 | grid_edge *e = g->edges + i; |
1946 | int f1 = e->face1 ? e->face1 - g->faces : INF_FACE; |
1947 | int can1 = dsf_canonify(dsf, f1); |
1948 | int f2 = e->face2 ? e->face2 - g->faces : INF_FACE; |
1949 | int can2 = dsf_canonify(dsf, f2); |
1950 | if (state->lines[i] != LINE_YES) continue; |
1951 | |
1952 | if (can1 == can2) { |
1953 | /* Faces are equivalent, so this edge not part of a loop */ |
1954 | found_edge_not_in_loop = TRUE; |
1955 | continue; |
1956 | } |
1957 | state->line_errors[i] = TRUE; |
1958 | if (loops_found == 0) loops_found = 1; |
1959 | |
1960 | /* Don't bother with further checks if we've already found 2 loops */ |
1961 | if (loops_found == 2) continue; |
1962 | |
1963 | if (finite_area == -1) { |
1964 | /* Found our first finite area */ |
1965 | if (can1 != infinite_area) |
1966 | finite_area = can1; |
1967 | else |
1968 | finite_area = can2; |
1969 | } |
1970 | |
1971 | /* Have we found a second area? */ |
1972 | if (finite_area != -1) { |
1973 | if (can1 != infinite_area && can1 != finite_area) { |
1974 | loops_found = 2; |
1975 | continue; |
1976 | } |
1977 | if (can2 != infinite_area && can2 != finite_area) { |
1978 | loops_found = 2; |
1979 | } |
1980 | } |
1981 | } |
1982 | |
1983 | /* |
1984 | printf("loops_found = %d\n", loops_found); |
1985 | printf("found_edge_not_in_loop = %s\n", |
1986 | found_edge_not_in_loop ? "TRUE" : "FALSE"); |
1987 | */ |
1988 | |
1989 | sfree(dsf); /* No longer need the dsf */ |
1990 | |
1991 | /* Have we found a candidate loop? */ |
1992 | if (loops_found == 1 && !found_edge_not_in_loop) { |
1993 | /* Yes, so check all clues are satisfied */ |
1994 | int found_clue_violation = FALSE; |
1995 | for (i = 0; i < num_faces; i++) { |
1996 | int c = state->clues[i]; |
1997 | if (c >= 0) { |
1998 | if (face_order(state, i, LINE_YES) != c) { |
1999 | found_clue_violation = TRUE; |
2000 | break; |
2001 | } |
2002 | } |
2003 | } |
2004 | |
2005 | if (!found_clue_violation) { |
2006 | /* The loop is good */ |
2007 | memset(state->line_errors, 0, g->num_edges); |
2008 | return TRUE; /* No need to bother checking for dot violations */ |
2009 | } |
2010 | } |
2011 | |
2012 | /* Check for dot violations */ |
2013 | for (i = 0; i < g->num_dots; i++) { |
2014 | int yes = dot_order(state, i, LINE_YES); |
2015 | int unknown = dot_order(state, i, LINE_UNKNOWN); |
2016 | if ((yes == 1 && unknown == 0) || (yes >= 3)) { |
2017 | /* violation, so mark all YES edges as errors */ |
2018 | grid_dot *d = g->dots + i; |
2019 | int j; |
2020 | for (j = 0; j < d->order; j++) { |
2021 | int e = d->edges[j] - g->edges; |
2022 | if (state->lines[e] == LINE_YES) |
2023 | state->line_errors[e] = TRUE; |
2024 | } |
2025 | } |
2026 | } |
2027 | return FALSE; |
2028 | } |
121aae4b |
2029 | |
2030 | /* ---------------------------------------------------------------------- |
2031 | * Solver logic |
2032 | * |
2033 | * Our solver modes operate as follows. Each mode also uses the modes above it. |
2034 | * |
2035 | * Easy Mode |
2036 | * Just implement the rules of the game. |
2037 | * |
315e47b9 |
2038 | * Normal and Tricky Modes |
7c95608a |
2039 | * For each (adjacent) pair of lines through each dot we store a bit for |
2040 | * whether at least one of them is on and whether at most one is on. (If we |
2041 | * know both or neither is on that's already stored more directly.) |
121aae4b |
2042 | * |
2043 | * Advanced Mode |
2044 | * Use edsf data structure to make equivalence classes of lines that are |
2045 | * known identical to or opposite to one another. |
2046 | */ |
2047 | |
121aae4b |
2048 | |
7c95608a |
2049 | /* DLines: |
2050 | * For general grids, we consider "dlines" to be pairs of lines joined |
2051 | * at a dot. The lines must be adjacent around the dot, so we can think of |
2052 | * a dline as being a dot+face combination. Or, a dot+edge combination where |
2053 | * the second edge is taken to be the next clockwise edge from the dot. |
2054 | * Original loopy code didn't have this extra restriction of the lines being |
2055 | * adjacent. From my tests with square grids, this extra restriction seems to |
2056 | * take little, if anything, away from the quality of the puzzles. |
2057 | * A dline can be uniquely identified by an edge/dot combination, given that |
2058 | * a dline-pair always goes clockwise around its common dot. The edge/dot |
2059 | * combination can be represented by an edge/bool combination - if bool is |
2060 | * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is |
2061 | * exactly twice the number of edges in the grid - although the dlines |
2062 | * spanning the infinite face are not all that useful to the solver. |
2063 | * Note that, by convention, a dline goes clockwise around its common dot, |
2064 | * which means the dline goes anti-clockwise around its common face. |
2065 | */ |
121aae4b |
2066 | |
7c95608a |
2067 | /* Helper functions for obtaining an index into an array of dlines, given |
2068 | * various information. We assume the grid layout conventions about how |
2069 | * the various lists are interleaved - see grid_make_consistent() for |
2070 | * details. */ |
121aae4b |
2071 | |
7c95608a |
2072 | /* i points to the first edge of the dline pair, reading clockwise around |
2073 | * the dot. */ |
2074 | static int dline_index_from_dot(grid *g, grid_dot *d, int i) |
121aae4b |
2075 | { |
7c95608a |
2076 | grid_edge *e = d->edges[i]; |
121aae4b |
2077 | int ret; |
7c95608a |
2078 | #ifdef DEBUG_DLINES |
2079 | grid_edge *e2; |
2080 | int i2 = i+1; |
2081 | if (i2 == d->order) i2 = 0; |
2082 | e2 = d->edges[i2]; |
2083 | #endif |
2084 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
2085 | #ifdef DEBUG_DLINES |
2086 | printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n", |
2087 | (int)(d - g->dots), i, (int)(e - g->edges), |
2088 | (int)(e2 - g->edges), ret); |
121aae4b |
2089 | #endif |
2090 | return ret; |
2091 | } |
7c95608a |
2092 | /* i points to the second edge of the dline pair, reading clockwise around |
2093 | * the face. That is, the edges of the dline, starting at edge{i}, read |
2094 | * anti-clockwise around the face. By layout conventions, the common dot |
2095 | * of the dline will be f->dots[i] */ |
2096 | static int dline_index_from_face(grid *g, grid_face *f, int i) |
121aae4b |
2097 | { |
7c95608a |
2098 | grid_edge *e = f->edges[i]; |
2099 | grid_dot *d = f->dots[i]; |
121aae4b |
2100 | int ret; |
7c95608a |
2101 | #ifdef DEBUG_DLINES |
2102 | grid_edge *e2; |
2103 | int i2 = i - 1; |
2104 | if (i2 < 0) i2 += f->order; |
2105 | e2 = f->edges[i2]; |
2106 | #endif |
2107 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
2108 | #ifdef DEBUG_DLINES |
2109 | printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n", |
2110 | (int)(f - g->faces), i, (int)(e - g->edges), |
2111 | (int)(e2 - g->edges), ret); |
121aae4b |
2112 | #endif |
2113 | return ret; |
2114 | } |
7c95608a |
2115 | static int is_atleastone(const char *dline_array, int index) |
121aae4b |
2116 | { |
7c95608a |
2117 | return BIT_SET(dline_array[index], 0); |
121aae4b |
2118 | } |
7c95608a |
2119 | static int set_atleastone(char *dline_array, int index) |
121aae4b |
2120 | { |
7c95608a |
2121 | return SET_BIT(dline_array[index], 0); |
121aae4b |
2122 | } |
7c95608a |
2123 | static int is_atmostone(const char *dline_array, int index) |
121aae4b |
2124 | { |
7c95608a |
2125 | return BIT_SET(dline_array[index], 1); |
2126 | } |
2127 | static int set_atmostone(char *dline_array, int index) |
2128 | { |
2129 | return SET_BIT(dline_array[index], 1); |
121aae4b |
2130 | } |
121aae4b |
2131 | |
2132 | static void array_setall(char *array, char from, char to, int len) |
2133 | { |
2134 | char *p = array, *p_old = p; |
2135 | int len_remaining = len; |
2136 | |
2137 | while ((p = memchr(p, from, len_remaining))) { |
2138 | *p = to; |
2139 | len_remaining -= p - p_old; |
2140 | p_old = p; |
2141 | } |
2142 | } |
6193da8d |
2143 | |
7c95608a |
2144 | /* Helper, called when doing dline dot deductions, in the case where we |
2145 | * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between |
2146 | * them (because of dline atmostone/atleastone). |
2147 | * On entry, edge points to the first of these two UNKNOWNs. This function |
2148 | * will find the opposite UNKNOWNS (if they are adjacent to one another) |
2149 | * and set their corresponding dline to atleastone. (Setting atmostone |
2150 | * already happens in earlier dline deductions) */ |
2151 | static int dline_set_opp_atleastone(solver_state *sstate, |
2152 | grid_dot *d, int edge) |
121aae4b |
2153 | { |
7c95608a |
2154 | game_state *state = sstate->state; |
2155 | grid *g = state->game_grid; |
2156 | int N = d->order; |
2157 | int opp, opp2; |
2158 | for (opp = 0; opp < N; opp++) { |
2159 | int opp_dline_index; |
2160 | if (opp == edge || opp == edge+1 || opp == edge-1) |
2161 | continue; |
2162 | if (opp == 0 && edge == N-1) |
2163 | continue; |
2164 | if (opp == N-1 && edge == 0) |
2165 | continue; |
2166 | opp2 = opp + 1; |
2167 | if (opp2 == N) opp2 = 0; |
2168 | /* Check if opp, opp2 point to LINE_UNKNOWNs */ |
2169 | if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN) |
2170 | continue; |
2171 | if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN) |
2172 | continue; |
2173 | /* Found opposite UNKNOWNS and they're next to each other */ |
2174 | opp_dline_index = dline_index_from_dot(g, d, opp); |
315e47b9 |
2175 | return set_atleastone(sstate->dlines, opp_dline_index); |
121aae4b |
2176 | } |
7c95608a |
2177 | return FALSE; |
121aae4b |
2178 | } |
6193da8d |
2179 | |
121aae4b |
2180 | |
7c95608a |
2181 | /* Set pairs of lines around this face which are known to be identical, to |
121aae4b |
2182 | * the given line_state */ |
7c95608a |
2183 | static int face_setall_identical(solver_state *sstate, int face_index, |
2184 | enum line_state line_new) |
121aae4b |
2185 | { |
2186 | /* can[dir] contains the canonical line associated with the line in |
2187 | * direction dir from the square in question. Similarly inv[dir] is |
2188 | * whether or not the line in question is inverse to its canonical |
2189 | * element. */ |
121aae4b |
2190 | int retval = FALSE; |
7c95608a |
2191 | game_state *state = sstate->state; |
2192 | grid *g = state->game_grid; |
2193 | grid_face *f = g->faces + face_index; |
2194 | int N = f->order; |
2195 | int i, j; |
2196 | int can1, can2, inv1, inv2; |
6193da8d |
2197 | |
7c95608a |
2198 | for (i = 0; i < N; i++) { |
2199 | int line1_index = f->edges[i] - g->edges; |
2200 | if (state->lines[line1_index] != LINE_UNKNOWN) |
2201 | continue; |
2202 | for (j = i + 1; j < N; j++) { |
2203 | int line2_index = f->edges[j] - g->edges; |
2204 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2205 | continue; |
6193da8d |
2206 | |
7c95608a |
2207 | /* Found two UNKNOWNS */ |
315e47b9 |
2208 | can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1); |
2209 | can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2); |
7c95608a |
2210 | if (can1 == can2 && inv1 == inv2) { |
2211 | solver_set_line(sstate, line1_index, line_new); |
2212 | solver_set_line(sstate, line2_index, line_new); |
6193da8d |
2213 | } |
2214 | } |
6193da8d |
2215 | } |
121aae4b |
2216 | return retval; |
2217 | } |
2218 | |
7c95608a |
2219 | /* Given a dot or face, and a count of LINE_UNKNOWNs, find them and |
2220 | * return the edge indices into e. */ |
2221 | static void find_unknowns(game_state *state, |
2222 | grid_edge **edge_list, /* Edge list to search (from a face or a dot) */ |
2223 | int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */ |
2224 | int *e /* Returned edge indices */) |
2225 | { |
2226 | int c = 0; |
2227 | grid *g = state->game_grid; |
2228 | while (c < expected_count) { |
2229 | int line_index = *edge_list - g->edges; |
2230 | if (state->lines[line_index] == LINE_UNKNOWN) { |
2231 | e[c] = line_index; |
2232 | c++; |
6193da8d |
2233 | } |
7c95608a |
2234 | ++edge_list; |
6193da8d |
2235 | } |
6193da8d |
2236 | } |
2237 | |
7c95608a |
2238 | /* If we have a list of edges, and we know whether the number of YESs should |
2239 | * be odd or even, and there are only a few UNKNOWNs, we can do some simple |
2240 | * linedsf deductions. This can be used for both face and dot deductions. |
2241 | * Returns the difficulty level of the next solver that should be used, |
2242 | * or DIFF_MAX if no progress was made. */ |
2243 | static int parity_deductions(solver_state *sstate, |
2244 | grid_edge **edge_list, /* Edge list (from a face or a dot) */ |
2245 | int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */ |
2246 | int unknown_count) |
6193da8d |
2247 | { |
121aae4b |
2248 | game_state *state = sstate->state; |
7c95608a |
2249 | int diff = DIFF_MAX; |
315e47b9 |
2250 | int *linedsf = sstate->linedsf; |
7c95608a |
2251 | |
2252 | if (unknown_count == 2) { |
2253 | /* Lines are known alike/opposite, depending on inv. */ |
2254 | int e[2]; |
2255 | find_unknowns(state, edge_list, 2, e); |
2256 | if (merge_lines(sstate, e[0], e[1], total_parity)) |
2257 | diff = min(diff, DIFF_HARD); |
2258 | } else if (unknown_count == 3) { |
2259 | int e[3]; |
2260 | int can[3]; /* canonical edges */ |
2261 | int inv[3]; /* whether can[x] is inverse to e[x] */ |
2262 | find_unknowns(state, edge_list, 3, e); |
2263 | can[0] = edsf_canonify(linedsf, e[0], inv); |
2264 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
2265 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
2266 | if (can[0] == can[1]) { |
2267 | if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ? |
2268 | LINE_YES : LINE_NO)) |
2269 | diff = min(diff, DIFF_EASY); |
2270 | } |
2271 | if (can[0] == can[2]) { |
2272 | if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ? |
2273 | LINE_YES : LINE_NO)) |
2274 | diff = min(diff, DIFF_EASY); |
2275 | } |
2276 | if (can[1] == can[2]) { |
2277 | if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ? |
2278 | LINE_YES : LINE_NO)) |
2279 | diff = min(diff, DIFF_EASY); |
2280 | } |
2281 | } else if (unknown_count == 4) { |
2282 | int e[4]; |
2283 | int can[4]; /* canonical edges */ |
2284 | int inv[4]; /* whether can[x] is inverse to e[x] */ |
2285 | find_unknowns(state, edge_list, 4, e); |
2286 | can[0] = edsf_canonify(linedsf, e[0], inv); |
2287 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
2288 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
2289 | can[3] = edsf_canonify(linedsf, e[3], inv+3); |
2290 | if (can[0] == can[1]) { |
2291 | if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1])) |
2292 | diff = min(diff, DIFF_HARD); |
2293 | } else if (can[0] == can[2]) { |
2294 | if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2])) |
2295 | diff = min(diff, DIFF_HARD); |
2296 | } else if (can[0] == can[3]) { |
2297 | if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3])) |
2298 | diff = min(diff, DIFF_HARD); |
2299 | } else if (can[1] == can[2]) { |
2300 | if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2])) |
2301 | diff = min(diff, DIFF_HARD); |
2302 | } else if (can[1] == can[3]) { |
2303 | if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3])) |
2304 | diff = min(diff, DIFF_HARD); |
2305 | } else if (can[2] == can[3]) { |
2306 | if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3])) |
2307 | diff = min(diff, DIFF_HARD); |
6193da8d |
2308 | } |
2309 | } |
7c95608a |
2310 | return diff; |
6193da8d |
2311 | } |
2312 | |
7c95608a |
2313 | |
121aae4b |
2314 | /* |
7c95608a |
2315 | * These are the main solver functions. |
121aae4b |
2316 | * |
2317 | * Their return values are diff values corresponding to the lowest mode solver |
2318 | * that would notice the work that they have done. For example if the normal |
2319 | * mode solver adds actual lines or crosses, it will return DIFF_EASY as the |
2320 | * easy mode solver might be able to make progress using that. It doesn't make |
2321 | * sense for one of them to return a diff value higher than that of the |
7c95608a |
2322 | * function itself. |
121aae4b |
2323 | * |
2324 | * Each function returns the lowest value it can, as early as possible, in |
2325 | * order to try and pass as much work as possible back to the lower level |
2326 | * solvers which progress more quickly. |
2327 | */ |
6193da8d |
2328 | |
121aae4b |
2329 | /* PROPOSED NEW DESIGN: |
2330 | * We have a work queue consisting of 'events' notifying us that something has |
2331 | * happened that a particular solver mode might be interested in. For example |
2332 | * the hard mode solver might do something that helps the normal mode solver at |
2333 | * dot [x,y] in which case it will enqueue an event recording this fact. Then |
2334 | * we pull events off the work queue, and hand each in turn to the solver that |
2335 | * is interested in them. If a solver reports that it failed we pass the same |
2336 | * event on to progressively more advanced solvers and the loop detector. Once |
2337 | * we've exhausted an event, or it has helped us progress, we drop it and |
2338 | * continue to the next one. The events are sorted first in order of solver |
2339 | * complexity (easy first) then order of insertion (oldest first). |
2340 | * Once we run out of events we loop over each permitted solver in turn |
2341 | * (easiest first) until either a deduction is made (and an event therefore |
2342 | * emerges) or no further deductions can be made (in which case we've failed). |
2343 | * |
7c95608a |
2344 | * QUESTIONS: |
121aae4b |
2345 | * * How do we 'loop over' a solver when both dots and squares are concerned. |
2346 | * Answer: first all squares then all dots. |
2347 | */ |
2348 | |
315e47b9 |
2349 | static int trivial_deductions(solver_state *sstate) |
6193da8d |
2350 | { |
7c95608a |
2351 | int i, current_yes, current_no; |
2352 | game_state *state = sstate->state; |
2353 | grid *g = state->game_grid; |
1a739e2f |
2354 | int diff = DIFF_MAX; |
6193da8d |
2355 | |
7c95608a |
2356 | /* Per-face deductions */ |
2357 | for (i = 0; i < g->num_faces; i++) { |
2358 | grid_face *f = g->faces + i; |
2359 | |
2360 | if (sstate->face_solved[i]) |
121aae4b |
2361 | continue; |
6193da8d |
2362 | |
7c95608a |
2363 | current_yes = sstate->face_yes_count[i]; |
2364 | current_no = sstate->face_no_count[i]; |
c0eb17ce |
2365 | |
7c95608a |
2366 | if (current_yes + current_no == f->order) { |
2367 | sstate->face_solved[i] = TRUE; |
121aae4b |
2368 | continue; |
2369 | } |
6193da8d |
2370 | |
7c95608a |
2371 | if (state->clues[i] < 0) |
121aae4b |
2372 | continue; |
6193da8d |
2373 | |
7c95608a |
2374 | if (state->clues[i] < current_yes) { |
121aae4b |
2375 | sstate->solver_status = SOLVER_MISTAKE; |
2376 | return DIFF_EASY; |
2377 | } |
7c95608a |
2378 | if (state->clues[i] == current_yes) { |
2379 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO)) |
121aae4b |
2380 | diff = min(diff, DIFF_EASY); |
7c95608a |
2381 | sstate->face_solved[i] = TRUE; |
121aae4b |
2382 | continue; |
2383 | } |
c0eb17ce |
2384 | |
7c95608a |
2385 | if (f->order - state->clues[i] < current_no) { |
121aae4b |
2386 | sstate->solver_status = SOLVER_MISTAKE; |
2387 | return DIFF_EASY; |
2388 | } |
7c95608a |
2389 | if (f->order - state->clues[i] == current_no) { |
2390 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES)) |
121aae4b |
2391 | diff = min(diff, DIFF_EASY); |
7c95608a |
2392 | sstate->face_solved[i] = TRUE; |
121aae4b |
2393 | continue; |
2394 | } |
2395 | } |
6193da8d |
2396 | |
121aae4b |
2397 | check_caches(sstate); |
6193da8d |
2398 | |
121aae4b |
2399 | /* Per-dot deductions */ |
7c95608a |
2400 | for (i = 0; i < g->num_dots; i++) { |
2401 | grid_dot *d = g->dots + i; |
2402 | int yes, no, unknown; |
2403 | |
2404 | if (sstate->dot_solved[i]) |
121aae4b |
2405 | continue; |
c0eb17ce |
2406 | |
7c95608a |
2407 | yes = sstate->dot_yes_count[i]; |
2408 | no = sstate->dot_no_count[i]; |
2409 | unknown = d->order - yes - no; |
2410 | |
2411 | if (yes == 0) { |
2412 | if (unknown == 0) { |
2413 | sstate->dot_solved[i] = TRUE; |
2414 | } else if (unknown == 1) { |
2415 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
121aae4b |
2416 | diff = min(diff, DIFF_EASY); |
7c95608a |
2417 | sstate->dot_solved[i] = TRUE; |
2418 | } |
2419 | } else if (yes == 1) { |
2420 | if (unknown == 0) { |
121aae4b |
2421 | sstate->solver_status = SOLVER_MISTAKE; |
2422 | return DIFF_EASY; |
7c95608a |
2423 | } else if (unknown == 1) { |
2424 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES); |
2425 | diff = min(diff, DIFF_EASY); |
2426 | } |
2427 | } else if (yes == 2) { |
2428 | if (unknown > 0) { |
2429 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
2430 | diff = min(diff, DIFF_EASY); |
2431 | } |
2432 | sstate->dot_solved[i] = TRUE; |
2433 | } else { |
2434 | sstate->solver_status = SOLVER_MISTAKE; |
2435 | return DIFF_EASY; |
6193da8d |
2436 | } |
2437 | } |
6193da8d |
2438 | |
121aae4b |
2439 | check_caches(sstate); |
6193da8d |
2440 | |
121aae4b |
2441 | return diff; |
6193da8d |
2442 | } |
2443 | |
315e47b9 |
2444 | static int dline_deductions(solver_state *sstate) |
6193da8d |
2445 | { |
121aae4b |
2446 | game_state *state = sstate->state; |
7c95608a |
2447 | grid *g = state->game_grid; |
315e47b9 |
2448 | char *dlines = sstate->dlines; |
7c95608a |
2449 | int i; |
1a739e2f |
2450 | int diff = DIFF_MAX; |
6193da8d |
2451 | |
7c95608a |
2452 | /* ------ Face deductions ------ */ |
2453 | |
2454 | /* Given a set of dline atmostone/atleastone constraints, need to figure |
2455 | * out if we can deduce any further info. For more general faces than |
2456 | * squares, this turns out to be a tricky problem. |
2457 | * The approach taken here is to define (per face) NxN matrices: |
2458 | * "maxs" and "mins". |
2459 | * The entries maxs(j,k) and mins(j,k) define the upper and lower limits |
2460 | * for the possible number of edges that are YES between positions j and k |
2461 | * going clockwise around the face. Can think of j and k as marking dots |
2462 | * around the face (recall the labelling scheme: edge0 joins dot0 to dot1, |
2463 | * edge1 joins dot1 to dot2 etc). |
2464 | * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing |
2465 | * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j} |
2466 | * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to |
2467 | * the dline atmostone/atleastone status for edges j and j+1. |
2468 | * |
2469 | * Then we calculate the remaining entries recursively. We definitely |
2470 | * know that |
2471 | * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k. |
2472 | * This is because any valid placement of YESs between j and k must give |
2473 | * a valid placement between j and u, and also between u and k. |
2474 | * I believe it's sufficient to use just the two values of u: |
2475 | * j+1 and j+2. Seems to work well in practice - the bounds we compute |
2476 | * are rigorous, even if they might not be best-possible. |
2477 | * |
2478 | * Once we have maxs and mins calculated, we can make inferences about |
2479 | * each dline{j,j+1} by looking at the possible complementary edge-counts |
2480 | * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue. |
2481 | * As well as dlines, we can make similar inferences about single edges. |
2482 | * For example, consider a pentagon with clue 3, and we know at most one |
2483 | * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES. |
2484 | * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so |
2485 | * that final edge would have to be YES to make the count up to 3. |
2486 | */ |
121aae4b |
2487 | |
7c95608a |
2488 | /* Much quicker to allocate arrays on the stack than the heap, so |
2489 | * define the largest possible face size, and base our array allocations |
2490 | * on that. We check this with an assertion, in case someone decides to |
2491 | * make a grid which has larger faces than this. Note, this algorithm |
2492 | * could get quite expensive if there are many large faces. */ |
2493 | #define MAX_FACE_SIZE 8 |
2494 | |
2495 | for (i = 0; i < g->num_faces; i++) { |
2496 | int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2497 | int mins[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2498 | grid_face *f = g->faces + i; |
2499 | int N = f->order; |
2500 | int j,m; |
2501 | int clue = state->clues[i]; |
2502 | assert(N <= MAX_FACE_SIZE); |
2503 | if (sstate->face_solved[i]) |
6193da8d |
2504 | continue; |
7c95608a |
2505 | if (clue < 0) continue; |
2506 | |
2507 | /* Calculate the (j,j+1) entries */ |
2508 | for (j = 0; j < N; j++) { |
2509 | int edge_index = f->edges[j] - g->edges; |
2510 | int dline_index; |
2511 | enum line_state line1 = state->lines[edge_index]; |
2512 | enum line_state line2; |
2513 | int tmp; |
2514 | int k = j + 1; |
2515 | if (k >= N) k = 0; |
2516 | maxs[j][k] = (line1 == LINE_NO) ? 0 : 1; |
2517 | mins[j][k] = (line1 == LINE_YES) ? 1 : 0; |
2518 | /* Calculate the (j,j+2) entries */ |
2519 | dline_index = dline_index_from_face(g, f, k); |
2520 | edge_index = f->edges[k] - g->edges; |
2521 | line2 = state->lines[edge_index]; |
2522 | k++; |
2523 | if (k >= N) k = 0; |
2524 | |
2525 | /* max */ |
2526 | tmp = 2; |
2527 | if (line1 == LINE_NO) tmp--; |
2528 | if (line2 == LINE_NO) tmp--; |
2529 | if (tmp == 2 && is_atmostone(dlines, dline_index)) |
2530 | tmp = 1; |
2531 | maxs[j][k] = tmp; |
2532 | |
2533 | /* min */ |
2534 | tmp = 0; |
2535 | if (line1 == LINE_YES) tmp++; |
2536 | if (line2 == LINE_YES) tmp++; |
2537 | if (tmp == 0 && is_atleastone(dlines, dline_index)) |
2538 | tmp = 1; |
2539 | mins[j][k] = tmp; |
2540 | } |
121aae4b |
2541 | |
7c95608a |
2542 | /* Calculate the (j,j+m) entries for m between 3 and N-1 */ |
2543 | for (m = 3; m < N; m++) { |
2544 | for (j = 0; j < N; j++) { |
2545 | int k = j + m; |
2546 | int u = j + 1; |
2547 | int v = j + 2; |
2548 | int tmp; |
2549 | if (k >= N) k -= N; |
2550 | if (u >= N) u -= N; |
2551 | if (v >= N) v -= N; |
2552 | maxs[j][k] = maxs[j][u] + maxs[u][k]; |
2553 | mins[j][k] = mins[j][u] + mins[u][k]; |
2554 | tmp = maxs[j][v] + maxs[v][k]; |
2555 | maxs[j][k] = min(maxs[j][k], tmp); |
2556 | tmp = mins[j][v] + mins[v][k]; |
2557 | mins[j][k] = max(mins[j][k], tmp); |
2558 | } |
2559 | } |
121aae4b |
2560 | |
7c95608a |
2561 | /* See if we can make any deductions */ |
2562 | for (j = 0; j < N; j++) { |
2563 | int k; |
2564 | grid_edge *e = f->edges[j]; |
2565 | int line_index = e - g->edges; |
2566 | int dline_index; |
121aae4b |
2567 | |
7c95608a |
2568 | if (state->lines[line_index] != LINE_UNKNOWN) |
2569 | continue; |
2570 | k = j + 1; |
2571 | if (k >= N) k = 0; |
121aae4b |
2572 | |
7c95608a |
2573 | /* minimum YESs in the complement of this edge */ |
2574 | if (mins[k][j] > clue) { |
2575 | sstate->solver_status = SOLVER_MISTAKE; |
2576 | return DIFF_EASY; |
2577 | } |
2578 | if (mins[k][j] == clue) { |
2579 | /* setting this edge to YES would make at least |
2580 | * (clue+1) edges - contradiction */ |
2581 | solver_set_line(sstate, line_index, LINE_NO); |
2582 | diff = min(diff, DIFF_EASY); |
2583 | } |
2584 | if (maxs[k][j] < clue - 1) { |
2585 | sstate->solver_status = SOLVER_MISTAKE; |
2586 | return DIFF_EASY; |
2587 | } |
2588 | if (maxs[k][j] == clue - 1) { |
2589 | /* Only way to satisfy the clue is to set edge{j} as YES */ |
2590 | solver_set_line(sstate, line_index, LINE_YES); |
2591 | diff = min(diff, DIFF_EASY); |
2592 | } |
2593 | |
315e47b9 |
2594 | /* More advanced deduction that allows propagation along diagonal |
2595 | * chains of faces connected by dots, for example, 3-2-...-2-3 |
2596 | * in square grids. */ |
2597 | if (sstate->diff >= DIFF_TRICKY) { |
2598 | /* Now see if we can make dline deduction for edges{j,j+1} */ |
2599 | e = f->edges[k]; |
2600 | if (state->lines[e - g->edges] != LINE_UNKNOWN) |
2601 | /* Only worth doing this for an UNKNOWN,UNKNOWN pair. |
2602 | * Dlines where one of the edges is known, are handled in the |
2603 | * dot-deductions */ |
2604 | continue; |
2605 | |
2606 | dline_index = dline_index_from_face(g, f, k); |
2607 | k++; |
2608 | if (k >= N) k = 0; |
2609 | |
2610 | /* minimum YESs in the complement of this dline */ |
2611 | if (mins[k][j] > clue - 2) { |
2612 | /* Adding 2 YESs would break the clue */ |
2613 | if (set_atmostone(dlines, dline_index)) |
2614 | diff = min(diff, DIFF_NORMAL); |
2615 | } |
2616 | /* maximum YESs in the complement of this dline */ |
2617 | if (maxs[k][j] < clue) { |
2618 | /* Adding 2 NOs would mean not enough YESs */ |
2619 | if (set_atleastone(dlines, dline_index)) |
2620 | diff = min(diff, DIFF_NORMAL); |
2621 | } |
7c95608a |
2622 | } |
6193da8d |
2623 | } |
6193da8d |
2624 | } |
2625 | |
121aae4b |
2626 | if (diff < DIFF_NORMAL) |
2627 | return diff; |
6193da8d |
2628 | |
7c95608a |
2629 | /* ------ Dot deductions ------ */ |
6193da8d |
2630 | |
7c95608a |
2631 | for (i = 0; i < g->num_dots; i++) { |
2632 | grid_dot *d = g->dots + i; |
2633 | int N = d->order; |
2634 | int yes, no, unknown; |
2635 | int j; |
2636 | if (sstate->dot_solved[i]) |
2637 | continue; |
2638 | yes = sstate->dot_yes_count[i]; |
2639 | no = sstate->dot_no_count[i]; |
2640 | unknown = N - yes - no; |
2641 | |
2642 | for (j = 0; j < N; j++) { |
2643 | int k; |
2644 | int dline_index; |
2645 | int line1_index, line2_index; |
2646 | enum line_state line1, line2; |
2647 | k = j + 1; |
2648 | if (k >= N) k = 0; |
2649 | dline_index = dline_index_from_dot(g, d, j); |
2650 | line1_index = d->edges[j] - g->edges; |
2651 | line2_index = d->edges[k] - g->edges; |
2652 | line1 = state->lines[line1_index]; |
2653 | line2 = state->lines[line2_index]; |
2654 | |
2655 | /* Infer dline state from line state */ |
2656 | if (line1 == LINE_NO || line2 == LINE_NO) { |
2657 | if (set_atmostone(dlines, dline_index)) |
2658 | diff = min(diff, DIFF_NORMAL); |
2659 | } |
2660 | if (line1 == LINE_YES || line2 == LINE_YES) { |
2661 | if (set_atleastone(dlines, dline_index)) |
2662 | diff = min(diff, DIFF_NORMAL); |
2663 | } |
2664 | /* Infer line state from dline state */ |
2665 | if (is_atmostone(dlines, dline_index)) { |
2666 | if (line1 == LINE_YES && line2 == LINE_UNKNOWN) { |
2667 | solver_set_line(sstate, line2_index, LINE_NO); |
2668 | diff = min(diff, DIFF_EASY); |
2669 | } |
2670 | if (line2 == LINE_YES && line1 == LINE_UNKNOWN) { |
2671 | solver_set_line(sstate, line1_index, LINE_NO); |
2672 | diff = min(diff, DIFF_EASY); |
2673 | } |
2674 | } |
2675 | if (is_atleastone(dlines, dline_index)) { |
2676 | if (line1 == LINE_NO && line2 == LINE_UNKNOWN) { |
2677 | solver_set_line(sstate, line2_index, LINE_YES); |
2678 | diff = min(diff, DIFF_EASY); |
2679 | } |
2680 | if (line2 == LINE_NO && line1 == LINE_UNKNOWN) { |
2681 | solver_set_line(sstate, line1_index, LINE_YES); |
2682 | diff = min(diff, DIFF_EASY); |
2683 | } |
2684 | } |
2685 | /* Deductions that depend on the numbers of lines. |
2686 | * Only bother if both lines are UNKNOWN, otherwise the |
2687 | * easy-mode solver (or deductions above) would have taken |
2688 | * care of it. */ |
2689 | if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN) |
2690 | continue; |
6193da8d |
2691 | |
7c95608a |
2692 | if (yes == 0 && unknown == 2) { |
2693 | /* Both these unknowns must be identical. If we know |
2694 | * atmostone or atleastone, we can make progress. */ |
2695 | if (is_atmostone(dlines, dline_index)) { |
2696 | solver_set_line(sstate, line1_index, LINE_NO); |
2697 | solver_set_line(sstate, line2_index, LINE_NO); |
2698 | diff = min(diff, DIFF_EASY); |
2699 | } |
2700 | if (is_atleastone(dlines, dline_index)) { |
2701 | solver_set_line(sstate, line1_index, LINE_YES); |
2702 | solver_set_line(sstate, line2_index, LINE_YES); |
2703 | diff = min(diff, DIFF_EASY); |
2704 | } |
2705 | } |
2706 | if (yes == 1) { |
2707 | if (set_atmostone(dlines, dline_index)) |
2708 | diff = min(diff, DIFF_NORMAL); |
2709 | if (unknown == 2) { |
2710 | if (set_atleastone(dlines, dline_index)) |
2711 | diff = min(diff, DIFF_NORMAL); |
2712 | } |
121aae4b |
2713 | } |
6193da8d |
2714 | |
315e47b9 |
2715 | /* More advanced deduction that allows propagation along diagonal |
2716 | * chains of faces connected by dots, for example: 3-2-...-2-3 |
2717 | * in square grids. */ |
2718 | if (sstate->diff >= DIFF_TRICKY) { |
2719 | /* If we have atleastone set for this dline, infer |
2720 | * atmostone for each "opposite" dline (that is, each |
2721 | * dline without edges in common with this one). |
2722 | * Again, this test is only worth doing if both these |
2723 | * lines are UNKNOWN. For if one of these lines were YES, |
2724 | * the (yes == 1) test above would kick in instead. */ |
2725 | if (is_atleastone(dlines, dline_index)) { |
2726 | int opp; |
2727 | for (opp = 0; opp < N; opp++) { |
2728 | int opp_dline_index; |
2729 | if (opp == j || opp == j+1 || opp == j-1) |
2730 | continue; |
2731 | if (j == 0 && opp == N-1) |
2732 | continue; |
2733 | if (j == N-1 && opp == 0) |
2734 | continue; |
2735 | opp_dline_index = dline_index_from_dot(g, d, opp); |
2736 | if (set_atmostone(dlines, opp_dline_index)) |
2737 | diff = min(diff, DIFF_NORMAL); |
2738 | } |
2739 | if (yes == 0 && is_atmostone(dlines, dline_index)) { |
2740 | /* This dline has *exactly* one YES and there are no |
2741 | * other YESs. This allows more deductions. */ |
2742 | if (unknown == 3) { |
2743 | /* Third unknown must be YES */ |
2744 | for (opp = 0; opp < N; opp++) { |
2745 | int opp_index; |
2746 | if (opp == j || opp == k) |
2747 | continue; |
2748 | opp_index = d->edges[opp] - g->edges; |
2749 | if (state->lines[opp_index] == LINE_UNKNOWN) { |
2750 | solver_set_line(sstate, opp_index, |
2751 | LINE_YES); |
2752 | diff = min(diff, DIFF_EASY); |
2753 | } |
121aae4b |
2754 | } |
315e47b9 |
2755 | } else if (unknown == 4) { |
2756 | /* Exactly one of opposite UNKNOWNS is YES. We've |
2757 | * already set atmostone, so set atleastone as |
2758 | * well. |
2759 | */ |
2760 | if (dline_set_opp_atleastone(sstate, d, j)) |
2761 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2762 | } |
2763 | } |
121aae4b |
2764 | } |
6193da8d |
2765 | } |
6193da8d |
2766 | } |
121aae4b |
2767 | } |
121aae4b |
2768 | return diff; |
6193da8d |
2769 | } |
2770 | |
315e47b9 |
2771 | static int linedsf_deductions(solver_state *sstate) |
6193da8d |
2772 | { |
121aae4b |
2773 | game_state *state = sstate->state; |
7c95608a |
2774 | grid *g = state->game_grid; |
315e47b9 |
2775 | char *dlines = sstate->dlines; |
7c95608a |
2776 | int i; |
1a739e2f |
2777 | int diff = DIFF_MAX; |
7c95608a |
2778 | int diff_tmp; |
121aae4b |
2779 | |
7c95608a |
2780 | /* ------ Face deductions ------ */ |
6193da8d |
2781 | |
7c95608a |
2782 | /* A fully-general linedsf deduction seems overly complicated |
2783 | * (I suspect the problem is NP-complete, though in practice it might just |
2784 | * be doable because faces are limited in size). |
2785 | * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are |
2786 | * known to be identical. If setting them both to YES (or NO) would break |
2787 | * the clue, set them to NO (or YES). */ |
121aae4b |
2788 | |
7c95608a |
2789 | for (i = 0; i < g->num_faces; i++) { |
2790 | int N, yes, no, unknown; |
2791 | int clue; |
6193da8d |
2792 | |
7c95608a |
2793 | if (sstate->face_solved[i]) |
121aae4b |
2794 | continue; |
7c95608a |
2795 | clue = state->clues[i]; |
2796 | if (clue < 0) |
121aae4b |
2797 | continue; |
6193da8d |
2798 | |
7c95608a |
2799 | N = g->faces[i].order; |
2800 | yes = sstate->face_yes_count[i]; |
2801 | if (yes + 1 == clue) { |
2802 | if (face_setall_identical(sstate, i, LINE_NO)) |
2803 | diff = min(diff, DIFF_EASY); |
121aae4b |
2804 | } |
7c95608a |
2805 | no = sstate->face_no_count[i]; |
2806 | if (no + 1 == N - clue) { |
2807 | if (face_setall_identical(sstate, i, LINE_YES)) |
2808 | diff = min(diff, DIFF_EASY); |
6193da8d |
2809 | } |
6193da8d |
2810 | |
7c95608a |
2811 | /* Reload YES count, it might have changed */ |
2812 | yes = sstate->face_yes_count[i]; |
2813 | unknown = N - no - yes; |
2814 | |
2815 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2816 | * parity of lines. */ |
2817 | diff_tmp = parity_deductions(sstate, g->faces[i].edges, |
2818 | (clue - yes) % 2, unknown); |
2819 | diff = min(diff, diff_tmp); |
2820 | } |
2821 | |
2822 | /* ------ Dot deductions ------ */ |
2823 | for (i = 0; i < g->num_dots; i++) { |
2824 | grid_dot *d = g->dots + i; |
2825 | int N = d->order; |
2826 | int j; |
2827 | int yes, no, unknown; |
2828 | /* Go through dlines, and do any dline<->linedsf deductions wherever |
2829 | * we find two UNKNOWNS. */ |
2830 | for (j = 0; j < N; j++) { |
2831 | int dline_index = dline_index_from_dot(g, d, j); |
2832 | int line1_index; |
2833 | int line2_index; |
2834 | int can1, can2, inv1, inv2; |
2835 | int j2; |
2836 | line1_index = d->edges[j] - g->edges; |
2837 | if (state->lines[line1_index] != LINE_UNKNOWN) |
121aae4b |
2838 | continue; |
7c95608a |
2839 | j2 = j + 1; |
2840 | if (j2 == N) j2 = 0; |
2841 | line2_index = d->edges[j2] - g->edges; |
2842 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2843 | continue; |
7c95608a |
2844 | /* Infer dline flags from linedsf */ |
315e47b9 |
2845 | can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1); |
2846 | can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2); |
7c95608a |
2847 | if (can1 == can2 && inv1 != inv2) { |
2848 | /* These are opposites, so set dline atmostone/atleastone */ |
2849 | if (set_atmostone(dlines, dline_index)) |
2850 | diff = min(diff, DIFF_NORMAL); |
2851 | if (set_atleastone(dlines, dline_index)) |
2852 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2853 | continue; |
7c95608a |
2854 | } |
2855 | /* Infer linedsf from dline flags */ |
2856 | if (is_atmostone(dlines, dline_index) |
2857 | && is_atleastone(dlines, dline_index)) { |
2858 | if (merge_lines(sstate, line1_index, line2_index, 1)) |
121aae4b |
2859 | diff = min(diff, DIFF_HARD); |
121aae4b |
2860 | } |
2861 | } |
7c95608a |
2862 | |
2863 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2864 | * parity of lines. */ |
2865 | yes = sstate->dot_yes_count[i]; |
2866 | no = sstate->dot_no_count[i]; |
2867 | unknown = N - yes - no; |
2868 | diff_tmp = parity_deductions(sstate, d->edges, |
2869 | yes % 2, unknown); |
2870 | diff = min(diff, diff_tmp); |
121aae4b |
2871 | } |
6193da8d |
2872 | |
7c95608a |
2873 | /* ------ Edge dsf deductions ------ */ |
2874 | |
2875 | /* If the state of a line is known, deduce the state of its canonical line |
2876 | * too, and vice versa. */ |
2877 | for (i = 0; i < g->num_edges; i++) { |
2878 | int can, inv; |
2879 | enum line_state s; |
315e47b9 |
2880 | can = edsf_canonify(sstate->linedsf, i, &inv); |
7c95608a |
2881 | if (can == i) |
2882 | continue; |
2883 | s = sstate->state->lines[can]; |
2884 | if (s != LINE_UNKNOWN) { |
2885 | if (solver_set_line(sstate, i, inv ? OPP(s) : s)) |
2886 | diff = min(diff, DIFF_EASY); |
2887 | } else { |
2888 | s = sstate->state->lines[i]; |
2889 | if (s != LINE_UNKNOWN) { |
2890 | if (solver_set_line(sstate, can, inv ? OPP(s) : s)) |
121aae4b |
2891 | diff = min(diff, DIFF_EASY); |
2892 | } |
2893 | } |
2894 | } |
6193da8d |
2895 | |
121aae4b |
2896 | return diff; |
2897 | } |
6193da8d |
2898 | |
121aae4b |
2899 | static int loop_deductions(solver_state *sstate) |
2900 | { |
2901 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
2902 | game_state *state = sstate->state; |
7c95608a |
2903 | grid *g = state->game_grid; |
2904 | int shortest_chainlen = g->num_dots; |
121aae4b |
2905 | int loop_found = FALSE; |
121aae4b |
2906 | int dots_connected; |
2907 | int progress = FALSE; |
7c95608a |
2908 | int i; |
6193da8d |
2909 | |
121aae4b |
2910 | /* |
2911 | * Go through the grid and update for all the new edges. |
2912 | * Since merge_dots() is idempotent, the simplest way to |
2913 | * do this is just to update for _all_ the edges. |
7c95608a |
2914 | * Also, while we're here, we count the edges. |
121aae4b |
2915 | */ |
7c95608a |
2916 | for (i = 0; i < g->num_edges; i++) { |
2917 | if (state->lines[i] == LINE_YES) { |
2918 | loop_found |= merge_dots(sstate, i); |
121aae4b |
2919 | edgecount++; |
2920 | } |
7c95608a |
2921 | } |
6193da8d |
2922 | |
7c95608a |
2923 | /* |
2924 | * Count the clues, count the satisfied clues, and count the |
2925 | * satisfied-minus-one clues. |
2926 | */ |
2927 | for (i = 0; i < g->num_faces; i++) { |
2928 | int c = state->clues[i]; |
2929 | if (c >= 0) { |
2930 | int o = sstate->face_yes_count[i]; |
121aae4b |
2931 | if (o == c) |
2932 | satclues++; |
2933 | else if (o == c-1) |
2934 | sm1clues++; |
2935 | clues++; |
2936 | } |
2937 | } |
6193da8d |
2938 | |
7c95608a |
2939 | for (i = 0; i < g->num_dots; ++i) { |
2940 | dots_connected = |
121aae4b |
2941 | sstate->looplen[dsf_canonify(sstate->dotdsf, i)]; |
2942 | if (dots_connected > 1) |
2943 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
6193da8d |
2944 | } |
6193da8d |
2945 | |
121aae4b |
2946 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
6c42c563 |
2947 | |
121aae4b |
2948 | if (satclues == clues && shortest_chainlen == edgecount) { |
2949 | sstate->solver_status = SOLVER_SOLVED; |
2950 | /* This discovery clearly counts as progress, even if we haven't |
2951 | * just added any lines or anything */ |
7c95608a |
2952 | progress = TRUE; |
121aae4b |
2953 | goto finished_loop_deductionsing; |
2954 | } |
6193da8d |
2955 | |
121aae4b |
2956 | /* |
2957 | * Now go through looking for LINE_UNKNOWN edges which |
2958 | * connect two dots that are already in the same |
2959 | * equivalence class. If we find one, test to see if the |
2960 | * loop it would create is a solution. |
2961 | */ |
7c95608a |
2962 | for (i = 0; i < g->num_edges; i++) { |
2963 | grid_edge *e = g->edges + i; |
2964 | int d1 = e->dot1 - g->dots; |
2965 | int d2 = e->dot2 - g->dots; |
2966 | int eqclass, val; |
2967 | if (state->lines[i] != LINE_UNKNOWN) |
2968 | continue; |
121aae4b |
2969 | |
7c95608a |
2970 | eqclass = dsf_canonify(sstate->dotdsf, d1); |
2971 | if (eqclass != dsf_canonify(sstate->dotdsf, d2)) |
2972 | continue; |
121aae4b |
2973 | |
7c95608a |
2974 | val = LINE_NO; /* loop is bad until proven otherwise */ |
6193da8d |
2975 | |
7c95608a |
2976 | /* |
2977 | * This edge would form a loop. Next |
2978 | * question: how long would the loop be? |
2979 | * Would it equal the total number of edges |
2980 | * (plus the one we'd be adding if we added |
2981 | * it)? |
2982 | */ |
2983 | if (sstate->looplen[eqclass] == edgecount + 1) { |
2984 | int sm1_nearby; |
121aae4b |
2985 | |
2986 | /* |
7c95608a |
2987 | * This edge would form a loop which |
2988 | * took in all the edges in the entire |
2989 | * grid. So now we need to work out |
2990 | * whether it would be a valid solution |
2991 | * to the puzzle, which means we have to |
2992 | * check if it satisfies all the clues. |
2993 | * This means that every clue must be |
2994 | * either satisfied or satisfied-minus- |
2995 | * 1, and also that the number of |
2996 | * satisfied-minus-1 clues must be at |
2997 | * most two and they must lie on either |
2998 | * side of this edge. |
121aae4b |
2999 | */ |
7c95608a |
3000 | sm1_nearby = 0; |
3001 | if (e->face1) { |
3002 | int f = e->face1 - g->faces; |
3003 | int c = state->clues[f]; |
3004 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
121aae4b |
3005 | sm1_nearby++; |
6c42c563 |
3006 | } |
7c95608a |
3007 | if (e->face2) { |
3008 | int f = e->face2 - g->faces; |
3009 | int c = state->clues[f]; |
3010 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
3011 | sm1_nearby++; |
6c42c563 |
3012 | } |
7c95608a |
3013 | if (sm1clues == sm1_nearby && |
3014 | sm1clues + satclues == clues) { |
3015 | val = LINE_YES; /* loop is good! */ |
6c42c563 |
3016 | } |
121aae4b |
3017 | } |
7c95608a |
3018 | |
3019 | /* |
3020 | * Right. Now we know that adding this edge |
3021 | * would form a loop, and we know whether |
3022 | * that loop would be a viable solution or |
3023 | * not. |
3024 | * |
3025 | * If adding this edge produces a solution, |
3026 | * then we know we've found _a_ solution but |
3027 | * we don't know that it's _the_ solution - |
3028 | * if it were provably the solution then |
3029 | * we'd have deduced this edge some time ago |
3030 | * without the need to do loop detection. So |
3031 | * in this state we return SOLVER_AMBIGUOUS, |
3032 | * which has the effect that hitting Solve |
3033 | * on a user-provided puzzle will fill in a |
3034 | * solution but using the solver to |
3035 | * construct new puzzles won't consider this |
3036 | * a reasonable deduction for the user to |
3037 | * make. |
3038 | */ |
3039 | progress = solver_set_line(sstate, i, val); |
3040 | assert(progress == TRUE); |
3041 | if (val == LINE_YES) { |
3042 | sstate->solver_status = SOLVER_AMBIGUOUS; |
3043 | goto finished_loop_deductionsing; |
3044 | } |
6193da8d |
3045 | } |
6193da8d |
3046 | |
7c95608a |
3047 | finished_loop_deductionsing: |
121aae4b |
3048 | return progress ? DIFF_EASY : DIFF_MAX; |
c0eb17ce |
3049 | } |
6193da8d |
3050 | |
3051 | /* This will return a dynamically allocated solver_state containing the (more) |
3052 | * solved grid */ |
315e47b9 |
3053 | static solver_state *solve_game_rec(const solver_state *sstate_start) |
121aae4b |
3054 | { |
315e47b9 |
3055 | solver_state *sstate; |
6193da8d |
3056 | |
315e47b9 |
3057 | /* Index of the solver we should call next. */ |
3058 | int i = 0; |
3059 | |
3060 | /* As a speed-optimisation, we avoid re-running solvers that we know |
3061 | * won't make any progress. This happens when a high-difficulty |
3062 | * solver makes a deduction that can only help other high-difficulty |
3063 | * solvers. |
3064 | * For example: if a new 'dline' flag is set by dline_deductions, the |
3065 | * trivial_deductions solver cannot do anything with this information. |
3066 | * If we've already run the trivial_deductions solver (because it's |
3067 | * earlier in the list), there's no point running it again. |
3068 | * |
3069 | * Therefore: if a solver is earlier in the list than "threshold_index", |
3070 | * we don't bother running it if it's difficulty level is less than |
3071 | * "threshold_diff". |
3072 | */ |
3073 | int threshold_diff = 0; |
3074 | int threshold_index = 0; |
3075 | |
121aae4b |
3076 | sstate = dup_solver_state(sstate_start); |
7c95608a |
3077 | |
121aae4b |
3078 | check_caches(sstate); |
6193da8d |
3079 | |
315e47b9 |
3080 | while (i < NUM_SOLVERS) { |
121aae4b |
3081 | if (sstate->solver_status == SOLVER_MISTAKE) |
3082 | return sstate; |
7c95608a |
3083 | if (sstate->solver_status == SOLVER_SOLVED || |
121aae4b |
3084 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
315e47b9 |
3085 | /* solver finished */ |
121aae4b |
3086 | break; |
3087 | } |
99dd160e |
3088 | |
315e47b9 |
3089 | if ((solver_diffs[i] >= threshold_diff || i >= threshold_index) |
3090 | && solver_diffs[i] <= sstate->diff) { |
3091 | /* current_solver is eligible, so use it */ |
3092 | int next_diff = solver_fns[i](sstate); |
3093 | if (next_diff != DIFF_MAX) { |
3094 | /* solver made progress, so use new thresholds and |
3095 | * start again at top of list. */ |
3096 | threshold_diff = next_diff; |
3097 | threshold_index = i; |
3098 | i = 0; |
3099 | continue; |
3100 | } |
3101 | } |
3102 | /* current_solver is ineligible, or failed to make progress, so |
3103 | * go to the next solver in the list */ |
3104 | i++; |
3105 | } |
121aae4b |
3106 | |
3107 | if (sstate->solver_status == SOLVER_SOLVED || |
3108 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
3109 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
7c95608a |
3110 | array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO, |
3111 | sstate->state->game_grid->num_edges); |
121aae4b |
3112 | return sstate; |
3113 | } |
6193da8d |
3114 | |
121aae4b |
3115 | return sstate; |
6193da8d |
3116 | } |
3117 | |
6193da8d |
3118 | static char *solve_game(game_state *state, game_state *currstate, |
3119 | char *aux, char **error) |
3120 | { |
3121 | char *soln = NULL; |
3122 | solver_state *sstate, *new_sstate; |
3123 | |
121aae4b |
3124 | sstate = new_solver_state(state, DIFF_MAX); |
315e47b9 |
3125 | new_sstate = solve_game_rec(sstate); |
6193da8d |
3126 | |
3127 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
3128 | soln = encode_solve_move(new_sstate->state); |
3129 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
3130 | soln = encode_solve_move(new_sstate->state); |
3131 | /**error = "Solver found ambiguous solutions"; */ |
3132 | } else { |
3133 | soln = encode_solve_move(new_sstate->state); |
3134 | /**error = "Solver failed"; */ |
3135 | } |
3136 | |
3137 | free_solver_state(new_sstate); |
3138 | free_solver_state(sstate); |
3139 | |
3140 | return soln; |
3141 | } |
3142 | |
121aae4b |
3143 | /* ---------------------------------------------------------------------- |
3144 | * Drawing and mouse-handling |
3145 | */ |
6193da8d |
3146 | |
3147 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
3148 | int x, int y, int button) |
3149 | { |
7c95608a |
3150 | grid *g = state->game_grid; |
3151 | grid_edge *e; |
3152 | int i; |
6193da8d |
3153 | char *ret, buf[80]; |
3154 | char button_char = ' '; |
3155 | enum line_state old_state; |
3156 | |
3157 | button &= ~MOD_MASK; |
3158 | |
7c95608a |
3159 | /* Convert mouse-click (x,y) to grid coordinates */ |
3160 | x -= BORDER(ds->tilesize); |
3161 | y -= BORDER(ds->tilesize); |
3162 | x = x * g->tilesize / ds->tilesize; |
3163 | y = y * g->tilesize / ds->tilesize; |
3164 | x += g->lowest_x; |
3165 | y += g->lowest_y; |
6193da8d |
3166 | |
7c95608a |
3167 | e = grid_nearest_edge(g, x, y); |
3168 | if (e == NULL) |
6193da8d |
3169 | return NULL; |
3170 | |
7c95608a |
3171 | i = e - g->edges; |
6193da8d |
3172 | |
3173 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
3174 | /* Maybe will add mouse drag support some time */ |
7c95608a |
3175 | old_state = state->lines[i]; |
6193da8d |
3176 | |
3177 | switch (button) { |
7c95608a |
3178 | case LEFT_BUTTON: |
3179 | switch (old_state) { |
3180 | case LINE_UNKNOWN: |
3181 | button_char = 'y'; |
3182 | break; |
3183 | case LINE_YES: |
3184 | case LINE_NO: |
3185 | button_char = 'u'; |
3186 | break; |
3187 | } |
3188 | break; |
3189 | case MIDDLE_BUTTON: |
3190 | button_char = 'u'; |
3191 | break; |
3192 | case RIGHT_BUTTON: |
3193 | switch (old_state) { |
3194 | case LINE_UNKNOWN: |
3195 | button_char = 'n'; |
3196 | break; |
3197 | case LINE_NO: |
3198 | case LINE_YES: |
3199 | button_char = 'u'; |
3200 | break; |
3201 | } |
3202 | break; |
3203 | default: |
3204 | return NULL; |
3205 | } |
3206 | |
3207 | |
3208 | sprintf(buf, "%d%c", i, (int)button_char); |
6193da8d |
3209 | ret = dupstr(buf); |
3210 | |
3211 | return ret; |
3212 | } |
3213 | |
3214 | static game_state *execute_move(game_state *state, char *move) |
3215 | { |
7c95608a |
3216 | int i; |
6193da8d |
3217 | game_state *newstate = dup_game(state); |
3218 | |
3219 | if (move[0] == 'S') { |
3220 | move++; |
3221 | newstate->cheated = TRUE; |
3222 | } |
3223 | |
3224 | while (*move) { |
3225 | i = atoi(move); |
6193da8d |
3226 | move += strspn(move, "1234567890"); |
3227 | switch (*(move++)) { |
7c95608a |
3228 | case 'y': |
3229 | newstate->lines[i] = LINE_YES; |
3230 | break; |
3231 | case 'n': |
3232 | newstate->lines[i] = LINE_NO; |
3233 | break; |
3234 | case 'u': |
3235 | newstate->lines[i] = LINE_UNKNOWN; |
3236 | break; |
3237 | default: |
3238 | goto fail; |
6193da8d |
3239 | } |
3240 | } |
3241 | |
3242 | /* |
3243 | * Check for completion. |
3244 | */ |
b6bf0adc |
3245 | if (check_completion(newstate)) |
121aae4b |
3246 | newstate->solved = TRUE; |
6193da8d |
3247 | |
6193da8d |
3248 | return newstate; |
3249 | |
7c95608a |
3250 | fail: |
6193da8d |
3251 | free_game(newstate); |
3252 | return NULL; |
3253 | } |
3254 | |
3255 | /* ---------------------------------------------------------------------- |
3256 | * Drawing routines. |
3257 | */ |
7c95608a |
3258 | |
3259 | /* Convert from grid coordinates to screen coordinates */ |
3260 | static void grid_to_screen(const game_drawstate *ds, const grid *g, |
3261 | int grid_x, int grid_y, int *x, int *y) |
3262 | { |
3263 | *x = grid_x - g->lowest_x; |
3264 | *y = grid_y - g->lowest_y; |
3265 | *x = *x * ds->tilesize / g->tilesize; |
3266 | *y = *y * ds->tilesize / g->tilesize; |
3267 | *x += BORDER(ds->tilesize); |
3268 | *y += BORDER(ds->tilesize); |
3269 | } |
3270 | |
3271 | /* Returns (into x,y) position of centre of face for rendering the text clue. |
3272 | */ |
3273 | static void face_text_pos(const game_drawstate *ds, const grid *g, |
3274 | const grid_face *f, int *x, int *y) |
3275 | { |
3276 | int i; |
3277 | |
3278 | /* Simplest solution is the centroid. Might not work in some cases. */ |
3279 | |
3280 | /* Another algorithm to look into: |
3281 | * Find the midpoints of the sides, find the bounding-box, |
3282 | * then take the centre of that. */ |
3283 | |
3284 | /* Best solution probably involves incentres (inscribed circles) */ |
3285 | |
3286 | int sx = 0, sy = 0; /* sums */ |
3287 | for (i = 0; i < f->order; i++) { |
3288 | grid_dot *d = f->dots[i]; |
3289 | sx += d->x; |
3290 | sy += d->y; |
3291 | } |
3292 | sx /= f->order; |
3293 | sy /= f->order; |
3294 | |
3295 | /* convert to screen coordinates */ |
3296 | grid_to_screen(ds, g, sx, sy, x, y); |
3297 | } |
3298 | |
6193da8d |
3299 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
3300 | game_state *state, int dir, game_ui *ui, |
3301 | float animtime, float flashtime) |
3302 | { |
7c95608a |
3303 | grid *g = state->game_grid; |
3304 | int border = BORDER(ds->tilesize); |
3305 | int i, n; |
6193da8d |
3306 | char c[2]; |
3307 | int line_colour, flash_changed; |
c0eb17ce |
3308 | int clue_mistake; |
7c95608a |
3309 | int clue_satisfied; |
6193da8d |
3310 | |
3311 | if (!ds->started) { |
3312 | /* |
3313 | * The initial contents of the window are not guaranteed and |
3314 | * can vary with front ends. To be on the safe side, all games |
3315 | * should start by drawing a big background-colour rectangle |
3316 | * covering the whole window. |
3317 | */ |
7c95608a |
3318 | int grid_width = g->highest_x - g->lowest_x; |
3319 | int grid_height = g->highest_y - g->lowest_y; |
3320 | int w = grid_width * ds->tilesize / g->tilesize; |
3321 | int h = grid_height * ds->tilesize / g->tilesize; |
6bb2af84 |
3322 | draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1, |
3323 | COL_BACKGROUND); |
6193da8d |
3324 | |
3325 | /* Draw clues */ |
7c95608a |
3326 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
3327 | grid_face *f; |
3328 | int x, y; |
3329 | |
7c95608a |
3330 | c[0] = CLUE2CHAR(state->clues[i]); |
121aae4b |
3331 | c[1] = '\0'; |
1515b973 |
3332 | f = g->faces + i; |
7c95608a |
3333 | face_text_pos(ds, g, f, &x, &y); |
3334 | draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2, |
121aae4b |
3335 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
6193da8d |
3336 | } |
7c95608a |
3337 | draw_update(dr, 0, 0, w + 2 * border, h + 2 * border); |
6193da8d |
3338 | } |
3339 | |
7c95608a |
3340 | if (flashtime > 0 && |
6193da8d |
3341 | (flashtime <= FLASH_TIME/3 || |
3342 | flashtime >= FLASH_TIME*2/3)) { |
3343 | flash_changed = !ds->flashing; |
3344 | ds->flashing = TRUE; |
6193da8d |
3345 | } else { |
3346 | flash_changed = ds->flashing; |
3347 | ds->flashing = FALSE; |
6193da8d |
3348 | } |
3349 | |
7c95608a |
3350 | /* Some platforms may perform anti-aliasing, which may prevent clean |
3351 | * repainting of lines when the colour is changed. |
3352 | * If a line needs to be over-drawn in a different colour, erase a |
3353 | * bounding-box around the line, then flag all nearby objects for redraw. |
3354 | */ |
3355 | if (ds->started) { |
3466f373 |
3356 | const char redraw_flag = (char)(1<<7); |
7c95608a |
3357 | for (i = 0; i < g->num_edges; i++) { |
b6bf0adc |
3358 | char prev_ds = (ds->lines[i] & ~redraw_flag); |
3359 | char new_ds = state->lines[i]; |
3360 | if (state->line_errors[i]) |
3361 | new_ds = DS_LINE_ERROR; |
3362 | |
7c95608a |
3363 | /* If we're changing state, AND |
3364 | * the previous state was a coloured line */ |
b6bf0adc |
3365 | if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) { |
7c95608a |
3366 | grid_edge *e = g->edges + i; |
3367 | int x1 = e->dot1->x; |
3368 | int y1 = e->dot1->y; |
3369 | int x2 = e->dot2->x; |
3370 | int y2 = e->dot2->y; |
3371 | int xmin, xmax, ymin, ymax; |
3372 | int j; |
3373 | grid_to_screen(ds, g, x1, y1, &x1, &y1); |
3374 | grid_to_screen(ds, g, x2, y2, &x2, &y2); |
3375 | /* Allow extra margin for dots, and thickness of lines */ |
3376 | xmin = min(x1, x2) - 2; |
3377 | xmax = max(x1, x2) + 2; |
3378 | ymin = min(y1, y2) - 2; |
3379 | ymax = max(y1, y2) + 2; |
3380 | /* For testing, I find it helpful to change COL_BACKGROUND |
3381 | * to COL_SATISFIED here. */ |
3382 | draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, |
3383 | COL_BACKGROUND); |
3384 | draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); |
3385 | |
3386 | /* Mark nearby lines for redraw */ |
3387 | for (j = 0; j < e->dot1->order; j++) |
3388 | ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag; |
3389 | for (j = 0; j < e->dot2->order; j++) |
3390 | ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag; |
3391 | /* Mark nearby clues for redraw. Use a value that is |
3392 | * neither TRUE nor FALSE for this. */ |
3393 | if (e->face1) |
3394 | ds->clue_error[e->face1 - g->faces] = 2; |
3395 | if (e->face2) |
3396 | ds->clue_error[e->face2 - g->faces] = 2; |
3397 | } |
3398 | } |
3399 | } |
3400 | |
c0eb17ce |
3401 | /* Redraw clue colours if necessary */ |
7c95608a |
3402 | for (i = 0; i < g->num_faces; i++) { |
3403 | grid_face *f = g->faces + i; |
3404 | int sides = f->order; |
3405 | int j; |
3406 | n = state->clues[i]; |
121aae4b |
3407 | if (n < 0) |
3408 | continue; |
c0eb17ce |
3409 | |
7c95608a |
3410 | c[0] = CLUE2CHAR(n); |
121aae4b |
3411 | c[1] = '\0'; |
3412 | |
7c95608a |
3413 | clue_mistake = (face_order(state, i, LINE_YES) > n || |
3414 | face_order(state, i, LINE_NO ) > (sides-n)); |
3415 | |
3416 | clue_satisfied = (face_order(state, i, LINE_YES) == n && |
3417 | face_order(state, i, LINE_NO ) == (sides-n)); |
3418 | |
3419 | if (clue_mistake != ds->clue_error[i] |
3420 | || clue_satisfied != ds->clue_satisfied[i]) { |
3421 | int x, y; |
3422 | face_text_pos(ds, g, f, &x, &y); |
3423 | /* There seems to be a certain amount of trial-and-error |
3424 | * involved in working out the correct bounding-box for |
3425 | * the text. */ |
3426 | draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3427 | ds->tilesize/2 + 2, ds->tilesize/2 + 5, |
121aae4b |
3428 | COL_BACKGROUND); |
7c95608a |
3429 | draw_text(dr, x, y, |
3430 | FONT_VARIABLE, ds->tilesize/2, |
3431 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
3432 | clue_mistake ? COL_MISTAKE : |
3433 | clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c); |
3434 | draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3435 | ds->tilesize/2 + 2, ds->tilesize/2 + 5); |
3436 | |
3437 | ds->clue_error[i] = clue_mistake; |
3438 | ds->clue_satisfied[i] = clue_satisfied; |
3439 | |
3440 | /* Sometimes, the bounding-box encroaches into the surrounding |
3441 | * lines (particularly if the window is resized fairly small). |
3442 | * So redraw them. */ |
3443 | for (j = 0; j < f->order; j++) |
3444 | ds->lines[f->edges[j] - g->edges] = -1; |
c0eb17ce |
3445 | } |
3446 | } |
3447 | |
7c95608a |
3448 | /* Lines */ |
3449 | for (i = 0; i < g->num_edges; i++) { |
3450 | grid_edge *e = g->edges + i; |
3451 | int x1, x2, y1, y2; |
3452 | int xmin, ymin, xmax, ymax; |
b6bf0adc |
3453 | char new_ds, need_draw; |
3454 | new_ds = state->lines[i]; |
3455 | if (state->line_errors[i]) |
3456 | new_ds = DS_LINE_ERROR; |
3457 | need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE; |
7c95608a |
3458 | if (flash_changed && (state->lines[i] == LINE_YES)) |
3459 | need_draw = TRUE; |
3460 | if (!ds->started) |
3461 | need_draw = TRUE; /* draw everything at the start */ |
b6bf0adc |
3462 | ds->lines[i] = new_ds; |
7c95608a |
3463 | if (!need_draw) |
3464 | continue; |
b6bf0adc |
3465 | if (state->line_errors[i]) |
3466 | line_colour = COL_MISTAKE; |
3467 | else if (state->lines[i] == LINE_UNKNOWN) |
7c95608a |
3468 | line_colour = COL_LINEUNKNOWN; |
3469 | else if (state->lines[i] == LINE_NO) |
3470 | line_colour = COL_BACKGROUND; |
3471 | else if (ds->flashing) |
3472 | line_colour = COL_HIGHLIGHT; |
3473 | else |
3474 | line_colour = COL_FOREGROUND; |
3475 | |
3476 | /* Convert from grid to screen coordinates */ |
3477 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3478 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3479 | |
3480 | xmin = min(x1, x2); |
3481 | xmax = max(x1, x2); |
3482 | ymin = min(y1, y2); |
3483 | ymax = max(y1, y2); |
3484 | |
3485 | if (line_colour != COL_BACKGROUND) { |
3486 | /* (dx, dy) points roughly from (x1, y1) to (x2, y2). |
3487 | * The line is then "fattened" in a (roughly) perpendicular |
3488 | * direction to create a thin rectangle. */ |
3489 | int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0); |
3490 | int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0); |
3466f373 |
3491 | int points[8]; |
3492 | points[0] = x1 + dy; |
3493 | points[1] = y1 - dx; |
3494 | points[2] = x1 - dy; |
3495 | points[3] = y1 + dx; |
3496 | points[4] = x2 - dy; |
3497 | points[5] = y2 + dx; |
3498 | points[6] = x2 + dy; |
3499 | points[7] = y2 - dx; |
7c95608a |
3500 | draw_polygon(dr, points, 4, line_colour, line_colour); |
3501 | } |
3502 | if (ds->started) { |
3503 | /* Draw dots at ends of the line */ |
3504 | draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND); |
3505 | draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3506 | } |
7c95608a |
3507 | draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4); |
6193da8d |
3508 | } |
3509 | |
7c95608a |
3510 | /* Draw dots */ |
3511 | if (!ds->started) { |
3512 | for (i = 0; i < g->num_dots; i++) { |
3513 | grid_dot *d = g->dots + i; |
3514 | int x, y; |
3515 | grid_to_screen(ds, g, d->x, d->y, &x, &y); |
3516 | draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3517 | } |
3518 | } |
7c95608a |
3519 | ds->started = TRUE; |
6193da8d |
3520 | } |
3521 | |
6193da8d |
3522 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3523 | int dir, game_ui *ui) |
3524 | { |
3525 | if (!oldstate->solved && newstate->solved && |
3526 | !oldstate->cheated && !newstate->cheated) { |
3527 | return FLASH_TIME; |
3528 | } |
3529 | |
3530 | return 0.0F; |
3531 | } |
3532 | |
6193da8d |
3533 | static void game_print_size(game_params *params, float *x, float *y) |
3534 | { |
3535 | int pw, ph; |
3536 | |
3537 | /* |
7c95608a |
3538 | * I'll use 7mm "squares" by default. |
6193da8d |
3539 | */ |
3540 | game_compute_size(params, 700, &pw, &ph); |
3541 | *x = pw / 100.0F; |
3542 | *y = ph / 100.0F; |
3543 | } |
3544 | |
3545 | static void game_print(drawing *dr, game_state *state, int tilesize) |
3546 | { |
6193da8d |
3547 | int ink = print_mono_colour(dr, 0); |
7c95608a |
3548 | int i; |
6193da8d |
3549 | game_drawstate ads, *ds = &ads; |
7c95608a |
3550 | grid *g = state->game_grid; |
4413ef0f |
3551 | |
3552 | game_set_size(dr, ds, NULL, tilesize); |
6193da8d |
3553 | |
7c95608a |
3554 | for (i = 0; i < g->num_dots; i++) { |
3555 | int x, y; |
3556 | grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y); |
3557 | draw_circle(dr, x, y, ds->tilesize / 15, ink, ink); |
121aae4b |
3558 | } |
6193da8d |
3559 | |
3560 | /* |
3561 | * Clues. |
3562 | */ |
7c95608a |
3563 | for (i = 0; i < g->num_faces; i++) { |
3564 | grid_face *f = g->faces + i; |
3565 | int clue = state->clues[i]; |
3566 | if (clue >= 0) { |
121aae4b |
3567 | char c[2]; |
7c95608a |
3568 | int x, y; |
3569 | c[0] = CLUE2CHAR(clue); |
121aae4b |
3570 | c[1] = '\0'; |
7c95608a |
3571 | face_text_pos(ds, g, f, &x, &y); |
3572 | draw_text(dr, x, y, |
3573 | FONT_VARIABLE, ds->tilesize / 2, |
121aae4b |
3574 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
3575 | } |
3576 | } |
6193da8d |
3577 | |
3578 | /* |
7c95608a |
3579 | * Lines. |
6193da8d |
3580 | */ |
7c95608a |
3581 | for (i = 0; i < g->num_edges; i++) { |
3582 | int thickness = (state->lines[i] == LINE_YES) ? 30 : 150; |
3583 | grid_edge *e = g->edges + i; |
3584 | int x1, y1, x2, y2; |
3585 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3586 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3587 | if (state->lines[i] == LINE_YES) |
3588 | { |
3589 | /* (dx, dy) points from (x1, y1) to (x2, y2). |
3590 | * The line is then "fattened" in a perpendicular |
3591 | * direction to create a thin rectangle. */ |
3592 | double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2)); |
3593 | double dx = (x2 - x1) / d; |
3594 | double dy = (y2 - y1) / d; |
1515b973 |
3595 | int points[8]; |
3596 | |
7c95608a |
3597 | dx = (dx * ds->tilesize) / thickness; |
3598 | dy = (dy * ds->tilesize) / thickness; |
b1535c90 |
3599 | points[0] = x1 + (int)dy; |
3600 | points[1] = y1 - (int)dx; |
3601 | points[2] = x1 - (int)dy; |
3602 | points[3] = y1 + (int)dx; |
3603 | points[4] = x2 - (int)dy; |
3604 | points[5] = y2 + (int)dx; |
3605 | points[6] = x2 + (int)dy; |
3606 | points[7] = y2 - (int)dx; |
7c95608a |
3607 | draw_polygon(dr, points, 4, ink, ink); |
3608 | } |
3609 | else |
3610 | { |
3611 | /* Draw a dotted line */ |
3612 | int divisions = 6; |
3613 | int j; |
3614 | for (j = 1; j < divisions; j++) { |
3615 | /* Weighted average */ |
3616 | int x = (x1 * (divisions -j) + x2 * j) / divisions; |
3617 | int y = (y1 * (divisions -j) + y2 * j) / divisions; |
3618 | draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink); |
3619 | } |
3620 | } |
121aae4b |
3621 | } |
6193da8d |
3622 | } |
3623 | |
3624 | #ifdef COMBINED |
3625 | #define thegame loopy |
3626 | #endif |
3627 | |
3628 | const struct game thegame = { |
750037d7 |
3629 | "Loopy", "games.loopy", "loopy", |
6193da8d |
3630 | default_params, |
3631 | game_fetch_preset, |
3632 | decode_params, |
3633 | encode_params, |
3634 | free_params, |
3635 | dup_params, |
3636 | TRUE, game_configure, custom_params, |
3637 | validate_params, |
3638 | new_game_desc, |
3639 | validate_desc, |
3640 | new_game, |
3641 | dup_game, |
3642 | free_game, |
3643 | 1, solve_game, |
fa3abef5 |
3644 | TRUE, game_can_format_as_text_now, game_text_format, |
6193da8d |
3645 | new_ui, |
3646 | free_ui, |
3647 | encode_ui, |
3648 | decode_ui, |
3649 | game_changed_state, |
3650 | interpret_move, |
3651 | execute_move, |
3652 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3653 | game_colours, |
3654 | game_new_drawstate, |
3655 | game_free_drawstate, |
3656 | game_redraw, |
3657 | game_anim_length, |
3658 | game_flash_length, |
3659 | TRUE, FALSE, game_print_size, game_print, |
121aae4b |
3660 | FALSE /* wants_statusbar */, |
6193da8d |
3661 | FALSE, game_timing_state, |
121aae4b |
3662 | 0, /* mouse_priorities */ |
6193da8d |
3663 | }; |
5ca89681 |
3664 | |
3665 | #ifdef STANDALONE_SOLVER |
3666 | |
3667 | /* |
3668 | * Half-hearted standalone solver. It can't output the solution to |
3669 | * anything but a square puzzle, and it can't log the deductions |
3670 | * it makes either. But it can solve square puzzles, and more |
3671 | * importantly it can use its solver to grade the difficulty of |
3672 | * any puzzle you give it. |
3673 | */ |
3674 | |
3675 | #include <stdarg.h> |
3676 | |
3677 | int main(int argc, char **argv) |
3678 | { |
3679 | game_params *p; |
3680 | game_state *s; |
3681 | char *id = NULL, *desc, *err; |
3682 | int grade = FALSE; |
3683 | int ret, diff; |
3684 | #if 0 /* verbose solver not supported here (yet) */ |
3685 | int really_verbose = FALSE; |
3686 | #endif |
3687 | |
3688 | while (--argc > 0) { |
3689 | char *p = *++argv; |
3690 | #if 0 /* verbose solver not supported here (yet) */ |
3691 | if (!strcmp(p, "-v")) { |
3692 | really_verbose = TRUE; |
3693 | } else |
3694 | #endif |
3695 | if (!strcmp(p, "-g")) { |
3696 | grade = TRUE; |
3697 | } else if (*p == '-') { |
3698 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
3699 | return 1; |
3700 | } else { |
3701 | id = p; |
3702 | } |
3703 | } |
3704 | |
3705 | if (!id) { |
3706 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
3707 | return 1; |
3708 | } |
3709 | |
3710 | desc = strchr(id, ':'); |
3711 | if (!desc) { |
3712 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
3713 | return 1; |
3714 | } |
3715 | *desc++ = '\0'; |
3716 | |
3717 | p = default_params(); |
3718 | decode_params(p, id); |
3719 | err = validate_desc(p, desc); |
3720 | if (err) { |
3721 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3722 | return 1; |
3723 | } |
3724 | s = new_game(NULL, p, desc); |
3725 | |
3726 | /* |
3727 | * When solving an Easy puzzle, we don't want to bother the |
3728 | * user with Hard-level deductions. For this reason, we grade |
3729 | * the puzzle internally before doing anything else. |
3730 | */ |
3731 | ret = -1; /* placate optimiser */ |
3732 | for (diff = 0; diff < DIFF_MAX; diff++) { |
3733 | solver_state *sstate_new; |
3734 | solver_state *sstate = new_solver_state((game_state *)s, diff); |
3735 | |
315e47b9 |
3736 | sstate_new = solve_game_rec(sstate); |
5ca89681 |
3737 | |
3738 | if (sstate_new->solver_status == SOLVER_MISTAKE) |
3739 | ret = 0; |
3740 | else if (sstate_new->solver_status == SOLVER_SOLVED) |
3741 | ret = 1; |
3742 | else |
3743 | ret = 2; |
3744 | |
3745 | free_solver_state(sstate_new); |
3746 | free_solver_state(sstate); |
3747 | |
3748 | if (ret < 2) |
3749 | break; |
3750 | } |
3751 | |
3752 | if (diff == DIFF_MAX) { |
3753 | if (grade) |
3754 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
3755 | else |
3756 | printf("Unable to find a unique solution\n"); |
3757 | } else { |
3758 | if (grade) { |
3759 | if (ret == 0) |
3760 | printf("Difficulty rating: impossible (no solution exists)\n"); |
3761 | else if (ret == 1) |
3762 | printf("Difficulty rating: %s\n", diffnames[diff]); |
3763 | } else { |
3764 | solver_state *sstate_new; |
3765 | solver_state *sstate = new_solver_state((game_state *)s, diff); |
3766 | |
3767 | /* If we supported a verbose solver, we'd set verbosity here */ |
3768 | |
315e47b9 |
3769 | sstate_new = solve_game_rec(sstate); |
5ca89681 |
3770 | |
3771 | if (sstate_new->solver_status == SOLVER_MISTAKE) |
3772 | printf("Puzzle is inconsistent\n"); |
3773 | else { |
3774 | assert(sstate_new->solver_status == SOLVER_SOLVED); |
3775 | if (s->grid_type == 0) { |
3776 | fputs(game_text_format(sstate_new->state), stdout); |
3777 | } else { |
3778 | printf("Unable to output non-square grids\n"); |
3779 | } |
3780 | } |
3781 | |
3782 | free_solver_state(sstate_new); |
3783 | free_solver_state(sstate); |
3784 | } |
3785 | } |
3786 | |
3787 | return 0; |
3788 | } |
3789 | |
3790 | #endif |