b760b8bd |
1 | /* |
2 | * pearl.c: Nikoli's `Masyu' puzzle. |
3 | */ |
4 | |
5 | /* |
6 | * TODO: |
7 | * |
8 | * - Keyboard-control cursor. (Would probably have to address both |
9 | * square centres, for laying multiple edges at a time in a |
10 | * drag-like style, and grid edges for marking particular line |
11 | * segments as no-go.) |
12 | * |
13 | * - Generation is still pretty slow, due to difficulty coming up in |
14 | * the first place with a loop that makes a soluble puzzle even |
15 | * with all possible clues filled in. |
16 | * + A possible alternative strategy to further tuning of the |
17 | * existing loop generator would be to throw the entire |
18 | * mechanism out and instead write a different generator from |
19 | * scratch which evolves the solution along with the puzzle: |
20 | * place a few clues, nail down a bit of the loop, place another |
21 | * clue, nail down some more, etc. However, I don't have a |
22 | * detailed plan for any such mechanism, so it may be a pipe |
23 | * dream. |
24 | */ |
25 | |
26 | #include <stdio.h> |
27 | #include <stdlib.h> |
28 | #include <string.h> |
29 | #include <assert.h> |
30 | #include <ctype.h> |
31 | #include <math.h> |
32 | |
33 | #include "puzzles.h" |
34 | #include "grid.h" |
35 | #include "loopgen.h" |
36 | |
37 | #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0) |
38 | |
39 | #define NOCLUE 0 |
40 | #define CORNER 1 |
41 | #define STRAIGHT 2 |
42 | |
43 | #define R 1 |
44 | #define U 2 |
45 | #define L 4 |
46 | #define D 8 |
47 | |
48 | #define DX(d) ( ((d)==R) - ((d)==L) ) |
49 | #define DY(d) ( ((d)==D) - ((d)==U) ) |
50 | |
51 | #define F(d) (((d << 2) | (d >> 2)) & 0xF) |
52 | #define C(d) (((d << 3) | (d >> 1)) & 0xF) |
53 | #define A(d) (((d << 1) | (d >> 3)) & 0xF) |
54 | |
55 | #define LR (L | R) |
56 | #define RL (R | L) |
57 | #define UD (U | D) |
58 | #define DU (D | U) |
59 | #define LU (L | U) |
60 | #define UL (U | L) |
61 | #define LD (L | D) |
62 | #define DL (D | L) |
63 | #define RU (R | U) |
64 | #define UR (U | R) |
65 | #define RD (R | D) |
66 | #define DR (D | R) |
67 | #define BLANK 0 |
68 | #define UNKNOWN 15 |
69 | |
70 | #define bLR (1 << LR) |
71 | #define bRL (1 << RL) |
72 | #define bUD (1 << UD) |
73 | #define bDU (1 << DU) |
74 | #define bLU (1 << LU) |
75 | #define bUL (1 << UL) |
76 | #define bLD (1 << LD) |
77 | #define bDL (1 << DL) |
78 | #define bRU (1 << RU) |
79 | #define bUR (1 << UR) |
80 | #define bRD (1 << RD) |
81 | #define bDR (1 << DR) |
82 | #define bBLANK (1 << BLANK) |
83 | |
84 | enum { |
85 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
86 | COL_BLACK, COL_WHITE, |
87 | COL_ERROR, COL_GRID, COL_FLASH, |
88 | COL_DRAGON, COL_DRAGOFF, |
89 | NCOLOURS |
90 | }; |
91 | |
92 | /* Macro ickery copied from slant.c */ |
93 | #define DIFFLIST(A) \ |
94 | A(EASY,Easy,e) \ |
95 | A(TRICKY,Tricky,t) |
96 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
97 | #define TITLE(upper,title,lower) #title, |
98 | #define ENCODE(upper,title,lower) #lower |
99 | #define CONFIG(upper,title,lower) ":" #title |
100 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
101 | static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" }; |
102 | static char const pearl_diffchars[] = DIFFLIST(ENCODE); |
103 | #define DIFFCONFIG DIFFLIST(CONFIG) |
104 | |
105 | struct game_params { |
106 | int w, h; |
107 | int difficulty; |
108 | int nosolve; /* XXX remove me! */ |
109 | }; |
110 | |
111 | struct shared_state { |
112 | int w, h, sz; |
113 | char *clues; /* size w*h */ |
114 | int refcnt; |
115 | }; |
116 | |
117 | #define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \ |
118 | (gy) >= 0 && (gy) < (state)->shared->h) |
119 | struct game_state { |
120 | struct shared_state *shared; |
121 | char *lines; /* size w*h: lines placed */ |
122 | char *errors; /* size w*h: errors detected */ |
123 | char *marks; /* size w*h: 'no line here' marks placed. */ |
124 | int completed, used_solve; |
125 | int loop_length; /* filled in by check_completion when complete. */ |
126 | }; |
127 | |
128 | #define DEFAULT_PRESET 3 |
129 | |
130 | static const struct game_params pearl_presets[] = { |
131 | {6, 6, DIFF_EASY}, |
132 | {6, 6, DIFF_TRICKY}, |
133 | {8, 8, DIFF_EASY}, |
134 | {8, 8, DIFF_TRICKY}, |
135 | {10, 10, DIFF_EASY}, |
136 | {10, 10, DIFF_TRICKY}, |
137 | {12, 8, DIFF_EASY}, |
138 | {12, 8, DIFF_TRICKY}, |
139 | }; |
140 | |
141 | static game_params *default_params(void) |
142 | { |
143 | game_params *ret = snew(game_params); |
144 | |
145 | *ret = pearl_presets[DEFAULT_PRESET]; |
146 | ret->nosolve = FALSE; |
147 | |
148 | return ret; |
149 | } |
150 | |
151 | static int game_fetch_preset(int i, char **name, game_params **params) |
152 | { |
153 | game_params *ret; |
154 | char buf[64]; |
155 | |
156 | if (i < 0 || i >= lenof(pearl_presets)) return FALSE; |
157 | |
158 | ret = default_params(); |
159 | *ret = pearl_presets[i]; /* struct copy */ |
160 | *params = ret; |
161 | |
162 | sprintf(buf, "%dx%d %s", |
163 | pearl_presets[i].w, pearl_presets[i].h, |
164 | pearl_diffnames[pearl_presets[i].difficulty]); |
165 | *name = dupstr(buf); |
166 | |
167 | return TRUE; |
168 | } |
169 | |
170 | static void free_params(game_params *params) |
171 | { |
172 | sfree(params); |
173 | } |
174 | |
175 | static game_params *dup_params(game_params *params) |
176 | { |
177 | game_params *ret = snew(game_params); |
178 | *ret = *params; /* structure copy */ |
179 | return ret; |
180 | } |
181 | |
182 | static void decode_params(game_params *ret, char const *string) |
183 | { |
184 | ret->w = ret->h = atoi(string); |
185 | while (*string && isdigit((unsigned char) *string)) ++string; |
186 | if (*string == 'x') { |
187 | string++; |
188 | ret->h = atoi(string); |
189 | while (*string && isdigit((unsigned char)*string)) string++; |
190 | } |
191 | |
192 | ret->difficulty = DIFF_EASY; |
193 | if (*string == 'd') { |
194 | int i; |
195 | string++; |
196 | for (i = 0; i < DIFFCOUNT; i++) |
197 | if (*string == pearl_diffchars[i]) |
198 | ret->difficulty = i; |
199 | if (*string) string++; |
200 | } |
201 | |
202 | ret->nosolve = FALSE; |
203 | if (*string == 'n') { |
204 | ret->nosolve = TRUE; |
205 | string++; |
206 | } |
207 | } |
208 | |
209 | static char *encode_params(game_params *params, int full) |
210 | { |
211 | char buf[256]; |
212 | sprintf(buf, "%dx%d", params->w, params->h); |
213 | if (full) |
214 | sprintf(buf + strlen(buf), "d%c%s", |
215 | pearl_diffchars[params->difficulty], |
216 | params->nosolve ? "n" : ""); |
217 | return dupstr(buf); |
218 | } |
219 | |
220 | static config_item *game_configure(game_params *params) |
221 | { |
222 | config_item *ret; |
223 | char buf[64]; |
224 | |
225 | ret = snewn(5, config_item); |
226 | |
227 | ret[0].name = "Width"; |
228 | ret[0].type = C_STRING; |
229 | sprintf(buf, "%d", params->w); |
230 | ret[0].sval = dupstr(buf); |
231 | ret[0].ival = 0; |
232 | |
233 | ret[1].name = "Height"; |
234 | ret[1].type = C_STRING; |
235 | sprintf(buf, "%d", params->h); |
236 | ret[1].sval = dupstr(buf); |
237 | ret[1].ival = 0; |
238 | |
239 | ret[2].name = "Difficulty"; |
240 | ret[2].type = C_CHOICES; |
241 | ret[2].sval = DIFFCONFIG; |
242 | ret[2].ival = params->difficulty; |
243 | |
244 | ret[3].name = "Allow unsoluble"; |
245 | ret[3].type = C_BOOLEAN; |
246 | ret[3].sval = NULL; |
247 | ret[3].ival = params->nosolve; |
248 | |
249 | ret[4].name = NULL; |
250 | ret[4].type = C_END; |
251 | ret[4].sval = NULL; |
252 | ret[4].ival = 0; |
253 | |
254 | return ret; |
255 | } |
256 | |
257 | static game_params *custom_params(config_item *cfg) |
258 | { |
259 | game_params *ret = snew(game_params); |
260 | |
261 | ret->w = atoi(cfg[0].sval); |
262 | ret->h = atoi(cfg[1].sval); |
263 | ret->difficulty = cfg[2].ival; |
264 | ret->nosolve = cfg[3].ival; |
265 | |
266 | return ret; |
267 | } |
268 | |
269 | static char *validate_params(game_params *params, int full) |
270 | { |
271 | if (params->w < 5) return "Width must be at least five"; |
272 | if (params->h < 5) return "Height must be at least five"; |
273 | if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT) |
274 | return "Unknown difficulty level"; |
275 | |
276 | return NULL; |
277 | } |
278 | |
279 | /* ---------------------------------------------------------------------- |
280 | * Solver. |
281 | */ |
282 | |
283 | int pearl_solve(int w, int h, char *clues, char *result, |
284 | int difficulty, int partial) |
285 | { |
286 | int W = 2*w+1, H = 2*h+1; |
287 | short *workspace; |
288 | int *dsf, *dsfsize; |
289 | int x, y, b, d; |
290 | int ret = -1; |
291 | |
292 | /* |
293 | * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature |
294 | * of the square (x,y), as a logical OR of bitfields. |
295 | * |
296 | * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates |
297 | * whether the horizontal edge between (x,y) and (x+1,y) is |
298 | * connected (1), disconnected (2) or unknown (3). |
299 | * |
300 | * workspace[(2*y+1)*W+(2*x)], indicates the same about the |
301 | * vertical edge between (x,y) and (x,y+1). |
302 | * |
303 | * Initially, every square is considered capable of being in |
304 | * any of the seven possible states (two straights, four |
305 | * corners and empty), except those corresponding to clue |
306 | * squares which are more restricted. |
307 | * |
308 | * Initially, all edges are unknown, except the ones around the |
309 | * grid border which are known to be disconnected. |
310 | */ |
311 | workspace = snewn(W*H, short); |
312 | for (x = 0; x < W*H; x++) |
313 | workspace[x] = 0; |
314 | /* Square states */ |
315 | for (y = 0; y < h; y++) |
316 | for (x = 0; x < w; x++) |
317 | switch (clues[y*w+x]) { |
318 | case CORNER: |
319 | workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD; |
320 | break; |
321 | case STRAIGHT: |
322 | workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD; |
323 | break; |
324 | default: |
325 | workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK; |
326 | break; |
327 | } |
328 | /* Horizontal edges */ |
329 | for (y = 0; y <= h; y++) |
330 | for (x = 0; x < w; x++) |
331 | workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3); |
332 | /* Vertical edges */ |
333 | for (y = 0; y < h; y++) |
334 | for (x = 0; x <= w; x++) |
335 | workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3); |
336 | |
337 | /* |
338 | * We maintain a dsf of connected squares, together with a |
339 | * count of the size of each equivalence class. |
340 | */ |
341 | dsf = snewn(w*h, int); |
342 | dsfsize = snewn(w*h, int); |
343 | |
344 | /* |
345 | * Now repeatedly try to find something we can do. |
346 | */ |
347 | while (1) { |
348 | int done_something = FALSE; |
349 | |
350 | #ifdef SOLVER_DIAGNOSTICS |
351 | for (y = 0; y < H; y++) { |
352 | for (x = 0; x < W; x++) |
353 | printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]); |
354 | printf("\n"); |
355 | } |
356 | #endif |
357 | |
358 | /* |
359 | * Go through the square state words, and discard any |
360 | * square state which is inconsistent with known facts |
361 | * about the edges around the square. |
362 | */ |
363 | for (y = 0; y < h; y++) |
364 | for (x = 0; x < w; x++) { |
365 | for (b = 0; b < 0xD; b++) |
366 | if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) { |
367 | /* |
368 | * If any edge of this square is known to |
369 | * be connected when state b would require |
370 | * it disconnected, or vice versa, discard |
371 | * the state. |
372 | */ |
373 | for (d = 1; d <= 8; d += d) { |
374 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
375 | if (workspace[ey*W+ex] == |
376 | ((b & d) ? 2 : 1)) { |
377 | workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b); |
378 | #ifdef SOLVER_DIAGNOSTICS |
379 | printf("edge (%d,%d)-(%d,%d) rules out state" |
380 | " %d for square (%d,%d)\n", |
381 | ex/2, ey/2, (ex+1)/2, (ey+1)/2, |
382 | b, x, y); |
383 | #endif |
384 | done_something = TRUE; |
385 | break; |
386 | } |
387 | } |
388 | } |
389 | |
390 | /* |
391 | * Consistency check: each square must have at |
392 | * least one state left! |
393 | */ |
394 | if (!workspace[(2*y+1)*W+(2*x+1)]) { |
395 | #ifdef SOLVER_DIAGNOSTICS |
396 | printf("edge check at (%d,%d): inconsistency\n", x, y); |
397 | #endif |
398 | ret = 0; |
399 | goto cleanup; |
400 | } |
401 | } |
402 | |
403 | /* |
404 | * Now go through the states array again, and nail down any |
405 | * unknown edge if one of its neighbouring squares makes it |
406 | * known. |
407 | */ |
408 | for (y = 0; y < h; y++) |
409 | for (x = 0; x < w; x++) { |
410 | int edgeor = 0, edgeand = 15; |
411 | |
412 | for (b = 0; b < 0xD; b++) |
413 | if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) { |
414 | edgeor |= b; |
415 | edgeand &= b; |
416 | } |
417 | |
418 | /* |
419 | * Now any bit clear in edgeor marks a disconnected |
420 | * edge, and any bit set in edgeand marks a |
421 | * connected edge. |
422 | */ |
423 | |
424 | /* First check consistency: neither bit is both! */ |
425 | if (edgeand & ~edgeor) { |
426 | #ifdef SOLVER_DIAGNOSTICS |
427 | printf("square check at (%d,%d): inconsistency\n", x, y); |
428 | #endif |
429 | ret = 0; |
430 | goto cleanup; |
431 | } |
432 | |
433 | for (d = 1; d <= 8; d += d) { |
434 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
435 | |
436 | if (!(edgeor & d) && workspace[ey*W+ex] == 3) { |
437 | workspace[ey*W+ex] = 2; |
438 | done_something = TRUE; |
439 | #ifdef SOLVER_DIAGNOSTICS |
440 | printf("possible states of square (%d,%d) force edge" |
441 | " (%d,%d)-(%d,%d) to be disconnected\n", |
442 | x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
443 | #endif |
444 | } else if ((edgeand & d) && workspace[ey*W+ex] == 3) { |
445 | workspace[ey*W+ex] = 1; |
446 | done_something = TRUE; |
447 | #ifdef SOLVER_DIAGNOSTICS |
448 | printf("possible states of square (%d,%d) force edge" |
449 | " (%d,%d)-(%d,%d) to be connected\n", |
450 | x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
451 | #endif |
452 | } |
453 | } |
454 | } |
455 | |
456 | if (done_something) |
457 | continue; |
458 | |
459 | /* |
460 | * Now for longer-range clue-based deductions (using the |
461 | * rules that a corner clue must connect to two straight |
462 | * squares, and a straight clue must connect to at least |
463 | * one corner square). |
464 | */ |
465 | for (y = 0; y < h; y++) |
466 | for (x = 0; x < w; x++) |
467 | switch (clues[y*w+x]) { |
468 | case CORNER: |
469 | for (d = 1; d <= 8; d += d) { |
470 | int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d); |
471 | int fx = ex + DX(d), fy = ey + DY(d); |
472 | int type = d | F(d); |
473 | |
474 | if (workspace[ey*W+ex] == 1) { |
475 | /* |
476 | * If a corner clue is connected on any |
477 | * edge, then we can immediately nail |
478 | * down the square beyond that edge as |
479 | * being a straight in the appropriate |
480 | * direction. |
481 | */ |
482 | if (workspace[fy*W+fx] != (1<<type)) { |
483 | workspace[fy*W+fx] = (1<<type); |
484 | done_something = TRUE; |
485 | #ifdef SOLVER_DIAGNOSTICS |
486 | printf("corner clue at (%d,%d) forces square " |
487 | "(%d,%d) into state %d\n", x, y, |
488 | fx/2, fy/2, type); |
489 | #endif |
490 | |
491 | } |
492 | } else if (workspace[ey*W+ex] == 3) { |
493 | /* |
494 | * Conversely, if a corner clue is |
495 | * separated by an unknown edge from a |
496 | * square which _cannot_ be a straight |
497 | * in the appropriate direction, we can |
498 | * mark that edge as disconnected. |
499 | */ |
500 | if (!(workspace[fy*W+fx] & (1<<type))) { |
501 | workspace[ey*W+ex] = 2; |
502 | done_something = TRUE; |
503 | #ifdef SOLVER_DIAGNOSTICS |
504 | printf("corner clue at (%d,%d), plus square " |
505 | "(%d,%d) not being state %d, " |
506 | "disconnects edge (%d,%d)-(%d,%d)\n", |
507 | x, y, fx/2, fy/2, type, |
508 | ex/2, ey/2, (ex+1)/2, (ey+1)/2); |
509 | #endif |
510 | |
511 | } |
512 | } |
513 | } |
514 | |
515 | break; |
516 | case STRAIGHT: |
517 | /* |
518 | * If a straight clue is between two squares |
519 | * neither of which is capable of being a |
520 | * corner connected to it, then the straight |
521 | * clue cannot point in that direction. |
522 | */ |
523 | for (d = 1; d <= 2; d += d) { |
524 | int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d); |
525 | int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d); |
526 | int type = d | F(d); |
527 | |
528 | if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type))) |
529 | continue; |
530 | |
531 | if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) | |
532 | (1<<(F(d)|C(d))))) && |
533 | !(workspace[gy*W+gx] & ((1<<( d |A(d))) | |
534 | (1<<( d |C(d)))))) { |
535 | workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type); |
536 | done_something = TRUE; |
537 | #ifdef SOLVER_DIAGNOSTICS |
538 | printf("straight clue at (%d,%d) cannot corner at " |
539 | "(%d,%d) or (%d,%d) so is not state %d\n", |
540 | x, y, fx/2, fy/2, gx/2, gy/2, type); |
541 | #endif |
542 | } |
543 | |
544 | } |
545 | |
546 | /* |
547 | * If a straight clue with known direction is |
548 | * connected on one side to a known straight, |
549 | * then on the other side it must be a corner. |
550 | */ |
551 | for (d = 1; d <= 8; d += d) { |
552 | int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d); |
553 | int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d); |
554 | int type = d | F(d); |
555 | |
556 | if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type)) |
557 | continue; |
558 | |
559 | if (!(workspace[fy*W+fx] &~ (bLR|bUD)) && |
560 | (workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) { |
561 | workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD); |
562 | done_something = TRUE; |
563 | #ifdef SOLVER_DIAGNOSTICS |
564 | printf("straight clue at (%d,%d) connecting to " |
565 | "straight at (%d,%d) makes (%d,%d) a " |
566 | "corner\n", x, y, fx/2, fy/2, gx/2, gy/2); |
567 | #endif |
568 | } |
569 | |
570 | } |
571 | break; |
572 | } |
573 | |
574 | if (done_something) |
575 | continue; |
576 | |
577 | /* |
578 | * Now detect shortcut loops. |
579 | */ |
580 | |
581 | { |
582 | int nonblanks, loopclass; |
583 | |
584 | dsf_init(dsf, w*h); |
585 | for (x = 0; x < w*h; x++) |
586 | dsfsize[x] = 1; |
587 | |
588 | /* |
589 | * First go through the edge entries and update the dsf |
590 | * of which squares are connected to which others. We |
591 | * also track the number of squares in each equivalence |
592 | * class, and count the overall number of |
593 | * known-non-blank squares. |
594 | * |
595 | * In the process of doing this, we must notice if a |
596 | * loop has already been formed. If it has, we blank |
597 | * out any square which isn't part of that loop |
598 | * (failing a consistency check if any such square does |
599 | * not have BLANK as one of its remaining options) and |
600 | * exit the deduction loop with success. |
601 | */ |
602 | nonblanks = 0; |
603 | loopclass = -1; |
604 | for (y = 1; y < H-1; y++) |
605 | for (x = 1; x < W-1; x++) |
606 | if ((y ^ x) & 1) { |
607 | /* |
608 | * (x,y) are the workspace coordinates of |
609 | * an edge field. Compute the normal-space |
610 | * coordinates of the squares it connects. |
611 | */ |
612 | int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax; |
613 | int bx = x/2, by = y/2, bc = by*w+bx; |
614 | |
615 | /* |
616 | * If the edge is connected, do the dsf |
617 | * thing. |
618 | */ |
619 | if (workspace[y*W+x] == 1) { |
620 | int ae, be; |
621 | |
622 | ae = dsf_canonify(dsf, ac); |
623 | be = dsf_canonify(dsf, bc); |
624 | |
625 | if (ae == be) { |
626 | /* |
627 | * We have a loop! |
628 | */ |
629 | if (loopclass != -1) { |
630 | /* |
631 | * In fact, we have two |
632 | * separate loops, which is |
633 | * doom. |
634 | */ |
635 | #ifdef SOLVER_DIAGNOSTICS |
636 | printf("two loops found in grid!\n"); |
637 | #endif |
638 | ret = 0; |
639 | goto cleanup; |
640 | } |
641 | loopclass = ae; |
642 | } else { |
643 | /* |
644 | * Merge the two equivalence |
645 | * classes. |
646 | */ |
647 | int size = dsfsize[ae] + dsfsize[be]; |
648 | dsf_merge(dsf, ac, bc); |
649 | ae = dsf_canonify(dsf, ac); |
650 | dsfsize[ae] = size; |
651 | } |
652 | } |
653 | } else if ((y & x) & 1) { |
654 | /* |
655 | * (x,y) are the workspace coordinates of a |
656 | * square field. If the square is |
657 | * definitely not blank, count it. |
658 | */ |
659 | if (!(workspace[y*W+x] & bBLANK)) |
660 | nonblanks++; |
661 | } |
662 | |
663 | /* |
664 | * If we discovered an existing loop above, we must now |
665 | * blank every square not part of it, and exit the main |
666 | * deduction loop. |
667 | */ |
668 | if (loopclass != -1) { |
669 | #ifdef SOLVER_DIAGNOSTICS |
670 | printf("loop found in grid!\n"); |
671 | #endif |
672 | for (y = 0; y < h; y++) |
673 | for (x = 0; x < w; x++) |
674 | if (dsf_canonify(dsf, y*w+x) != loopclass) { |
675 | if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) { |
676 | workspace[(y*2+1)*W+(x*2+1)] = bBLANK; |
677 | } else { |
678 | /* |
679 | * This square is not part of the |
680 | * loop, but is known non-blank. We |
681 | * have goofed. |
682 | */ |
683 | #ifdef SOLVER_DIAGNOSTICS |
684 | printf("non-blank square (%d,%d) found outside" |
685 | " loop!\n", x, y); |
686 | #endif |
687 | ret = 0; |
688 | goto cleanup; |
689 | } |
690 | } |
691 | /* |
692 | * And we're done. |
693 | */ |
694 | ret = 1; |
695 | break; |
696 | } |
697 | |
698 | /* Further deductions are considered 'tricky'. */ |
699 | if (difficulty == DIFF_EASY) goto done_deductions; |
700 | |
701 | /* |
702 | * Now go through the workspace again and mark any edge |
703 | * which would cause a shortcut loop (i.e. would |
704 | * connect together two squares in the same equivalence |
705 | * class, and that equivalence class does not contain |
706 | * _all_ the known-non-blank squares currently in the |
707 | * grid) as disconnected. Also, mark any _square state_ |
708 | * which would cause a shortcut loop as disconnected. |
709 | */ |
710 | for (y = 1; y < H-1; y++) |
711 | for (x = 1; x < W-1; x++) |
712 | if ((y ^ x) & 1) { |
713 | /* |
714 | * (x,y) are the workspace coordinates of |
715 | * an edge field. Compute the normal-space |
716 | * coordinates of the squares it connects. |
717 | */ |
718 | int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax; |
719 | int bx = x/2, by = y/2, bc = by*w+bx; |
720 | |
721 | /* |
722 | * If the edge is currently unknown, and |
723 | * sits between two squares in the same |
724 | * equivalence class, and the size of that |
725 | * class is less than nonblanks, then |
726 | * connecting this edge would be a shortcut |
727 | * loop and so we must not do so. |
728 | */ |
729 | if (workspace[y*W+x] == 3) { |
730 | int ae, be; |
731 | |
732 | ae = dsf_canonify(dsf, ac); |
733 | be = dsf_canonify(dsf, bc); |
734 | |
735 | if (ae == be) { |
736 | /* |
737 | * We have a loop. Is it a shortcut? |
738 | */ |
739 | if (dsfsize[ae] < nonblanks) { |
740 | /* |
741 | * Yes! Mark this edge disconnected. |
742 | */ |
743 | workspace[y*W+x] = 2; |
744 | done_something = TRUE; |
745 | #ifdef SOLVER_DIAGNOSTICS |
746 | printf("edge (%d,%d)-(%d,%d) would create" |
747 | " a shortcut loop, hence must be" |
748 | " disconnected\n", x/2, y/2, |
749 | (x+1)/2, (y+1)/2); |
750 | #endif |
751 | } |
752 | } |
753 | } |
754 | } else if ((y & x) & 1) { |
755 | /* |
756 | * (x,y) are the workspace coordinates of a |
757 | * square field. Go through its possible |
758 | * (non-blank) states and see if any gives |
759 | * rise to a shortcut loop. |
760 | * |
761 | * This is slightly fiddly, because we have |
762 | * to check whether this square is already |
763 | * part of the same equivalence class as |
764 | * the things it's joining. |
765 | */ |
766 | int ae = dsf_canonify(dsf, (y/2)*w+(x/2)); |
767 | |
768 | for (b = 2; b < 0xD; b++) |
769 | if (workspace[y*W+x] & (1<<b)) { |
770 | /* |
771 | * Find the equivalence classes of |
772 | * the two squares this one would |
773 | * connect if it were in this |
774 | * state. |
775 | */ |
776 | int e = -1; |
777 | |
778 | for (d = 1; d <= 8; d += d) if (b & d) { |
779 | int xx = x/2 + DX(d), yy = y/2 + DY(d); |
780 | int ee = dsf_canonify(dsf, yy*w+xx); |
781 | |
782 | if (e == -1) |
783 | ee = e; |
784 | else if (e != ee) |
785 | e = -2; |
786 | } |
787 | |
788 | if (e >= 0) { |
789 | /* |
790 | * This square state would form |
791 | * a loop on equivalence class |
792 | * e. Measure the size of that |
793 | * loop, and see if it's a |
794 | * shortcut. |
795 | */ |
796 | int loopsize = dsfsize[e]; |
797 | if (e != ae) |
798 | loopsize++;/* add the square itself */ |
799 | if (loopsize < nonblanks) { |
800 | /* |
801 | * It is! Mark this square |
802 | * state invalid. |
803 | */ |
804 | workspace[y*W+x] &= ~(1<<b); |
805 | done_something = TRUE; |
806 | #ifdef SOLVER_DIAGNOSTICS |
807 | printf("square (%d,%d) would create a " |
808 | "shortcut loop in state %d, " |
809 | "hence cannot be\n", |
810 | x/2, y/2, b); |
811 | #endif |
812 | } |
813 | } |
814 | } |
815 | } |
816 | } |
817 | |
818 | done_deductions: |
819 | |
820 | if (done_something) |
821 | continue; |
822 | |
823 | /* |
824 | * If we reach here, there is nothing left we can do. |
825 | * Return 2 for ambiguous puzzle. |
826 | */ |
827 | ret = 2; |
828 | break; |
829 | } |
830 | |
831 | cleanup: |
832 | |
833 | /* |
834 | * If ret = 1 then we've successfully achieved a solution. This |
835 | * means that we expect every square to be nailed down to |
836 | * exactly one possibility. If this is the case, or if the caller |
837 | * asked for a partial solution anyway, transcribe those |
838 | * possibilities into the result array. |
839 | */ |
840 | if (ret == 1 || partial) { |
841 | for (y = 0; y < h; y++) { |
842 | for (x = 0; x < w; x++) { |
843 | for (b = 0; b < 0xD; b++) |
844 | if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) { |
845 | result[y*w+x] = b; |
846 | break; |
847 | } |
848 | if (ret == 1) assert(b < 0xD); /* we should have had a break by now */ |
849 | } |
850 | } |
851 | } |
852 | |
853 | sfree(dsfsize); |
854 | sfree(dsf); |
855 | sfree(workspace); |
856 | assert(ret >= 0); |
857 | return ret; |
858 | } |
859 | |
860 | /* ---------------------------------------------------------------------- |
861 | * Loop generator. |
862 | */ |
863 | |
864 | /* |
865 | * We use the loop generator code from loopy, hard-coding to a square |
866 | * grid of the appropriate size. Knowing the grid layout and the tile |
867 | * size we can shrink that to our small grid and then make our line |
868 | * layout from the face colour info. |
869 | * |
870 | * We provide a bias function to the loop generator which tries to |
871 | * bias in favour of loops with more scope for Pearl black clues. This |
872 | * seems to improve the success rate of the puzzle generator, in that |
873 | * such loops have a better chance of being soluble with all valid |
874 | * clues put in. |
875 | */ |
876 | |
877 | struct pearl_loopgen_bias_ctx { |
878 | /* |
879 | * Our bias function counts the number of 'black clue' corners |
880 | * (i.e. corners adjacent to two straights) in both the |
881 | * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do |
882 | * this, we must: |
883 | * |
884 | * - track the edges that are part of each of those loops |
885 | * - track the types of vertex in each loop (corner, straight, |
886 | * none) |
887 | * - track the current black-clue status of each vertex in each |
888 | * loop. |
889 | * |
890 | * Each of these chunks of data is updated incrementally from the |
891 | * previous one, to avoid slowdown due to the bias function |
892 | * rescanning the whole grid every time it's called. |
893 | * |
894 | * So we need a lot of separate arrays, plus a tdq for each one, |
895 | * and we must repeat it all twice for the BLACK and WHITE |
896 | * boundaries. |
897 | */ |
898 | struct pearl_loopgen_bias_ctx_boundary { |
899 | int colour; /* FACE_WHITE or FACE_BLACK */ |
900 | |
901 | char *edges; /* is each edge part of the loop? */ |
902 | tdq *edges_todo; |
903 | |
904 | char *vertextypes; /* bits 0-3 == outgoing edge bitmap; |
905 | * bit 4 set iff corner clue. |
906 | * Hence, 0 means non-vertex; |
907 | * nonzero but bit 4 zero = straight. */ |
908 | int *neighbour[2]; /* indices of neighbour vertices in loop */ |
909 | tdq *vertextypes_todo; |
910 | |
911 | char *blackclues; /* is each vertex a black clue site? */ |
912 | tdq *blackclues_todo; |
913 | } boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */ |
914 | |
915 | char *faces; /* remember last-seen colour of each face */ |
916 | tdq *faces_todo; |
917 | |
918 | int score; |
919 | |
920 | grid *g; |
921 | }; |
922 | int pearl_loopgen_bias(void *vctx, char *board, int face) |
923 | { |
924 | struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx; |
925 | grid *g = ctx->g; |
926 | int oldface, newface; |
927 | int i, j, k; |
928 | |
929 | tdq_add(ctx->faces_todo, face); |
930 | while ((j = tdq_remove(ctx->faces_todo)) >= 0) { |
931 | oldface = ctx->faces[j]; |
932 | ctx->faces[j] = newface = board[j]; |
933 | for (i = 0; i < 2; i++) { |
934 | struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; |
935 | int c = b->colour; |
936 | |
937 | /* |
938 | * If the face has changed either from or to colour c, we need |
939 | * to reprocess the edges for this boundary. |
940 | */ |
941 | if (oldface == c || newface == c) { |
942 | grid_face *f = &g->faces[face]; |
943 | for (k = 0; k < f->order; k++) |
944 | tdq_add(b->edges_todo, f->edges[k] - g->edges); |
945 | } |
946 | } |
947 | } |
948 | |
949 | for (i = 0; i < 2; i++) { |
950 | struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; |
951 | int c = b->colour; |
952 | |
953 | /* |
954 | * Go through the to-do list of edges. For each edge, decide |
955 | * anew whether it's part of this boundary or not. Any edge |
956 | * that changes state has to have both its endpoints put on |
957 | * the vertextypes_todo list. |
958 | */ |
959 | while ((j = tdq_remove(b->edges_todo)) >= 0) { |
960 | grid_edge *e = &g->edges[j]; |
961 | int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK; |
962 | int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK; |
963 | int oldedge = b->edges[j]; |
964 | int newedge = (fc1==c) ^ (fc2==c); |
965 | if (oldedge != newedge) { |
966 | b->edges[j] = newedge; |
967 | tdq_add(b->vertextypes_todo, e->dot1 - g->dots); |
968 | tdq_add(b->vertextypes_todo, e->dot2 - g->dots); |
969 | } |
970 | } |
971 | |
972 | /* |
973 | * Go through the to-do list of vertices whose types need |
974 | * refreshing. For each one, decide whether it's a corner, a |
975 | * straight, or a vertex not in the loop, and in the former |
976 | * two cases also work out the indices of its neighbour |
977 | * vertices along the loop. Any vertex that changes state must |
978 | * be put back on the to-do list for deciding if it's a black |
979 | * clue site, and so must its two new neighbours _and_ its two |
980 | * old neighbours. |
981 | */ |
982 | while ((j = tdq_remove(b->vertextypes_todo)) >= 0) { |
983 | grid_dot *d = &g->dots[j]; |
984 | int neighbours[2], type = 0, n = 0; |
985 | |
986 | for (k = 0; k < d->order; k++) { |
987 | grid_edge *e = d->edges[k]; |
988 | grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1); |
989 | /* dir == 0,1,2,3 for an edge going L,U,R,D */ |
990 | int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y); |
991 | int ei = e - g->edges; |
992 | if (b->edges[ei]) { |
993 | type |= 1 << dir; |
994 | neighbours[n] = d2 - g->dots; |
995 | n++; |
996 | } |
997 | } |
998 | |
999 | /* |
1000 | * Decide if it's a corner, and set the corner flag if so. |
1001 | */ |
1002 | if (type != 0 && type != 0x5 && type != 0xA) |
1003 | type |= 0x10; |
1004 | |
1005 | if (type != b->vertextypes[j]) { |
1006 | /* |
1007 | * Recompute old neighbours, if any. |
1008 | */ |
1009 | if (b->vertextypes[j]) { |
1010 | tdq_add(b->blackclues_todo, b->neighbour[0][j]); |
1011 | tdq_add(b->blackclues_todo, b->neighbour[1][j]); |
1012 | } |
1013 | /* |
1014 | * Recompute this vertex. |
1015 | */ |
1016 | tdq_add(b->blackclues_todo, j); |
1017 | b->vertextypes[j] = type; |
1018 | /* |
1019 | * Recompute new neighbours, if any. |
1020 | */ |
1021 | if (b->vertextypes[j]) { |
1022 | b->neighbour[0][j] = neighbours[0]; |
1023 | b->neighbour[1][j] = neighbours[1]; |
1024 | tdq_add(b->blackclues_todo, b->neighbour[0][j]); |
1025 | tdq_add(b->blackclues_todo, b->neighbour[1][j]); |
1026 | } |
1027 | } |
1028 | } |
1029 | |
1030 | /* |
1031 | * Go through the list of vertices which we must check to see |
1032 | * if they're black clue sites. Each one is a black clue site |
1033 | * iff it is a corner and its loop neighbours are non-corners. |
1034 | * Adjust the running total of black clues we've counted. |
1035 | */ |
1036 | while ((j = tdq_remove(b->blackclues_todo)) >= 0) { |
1037 | ctx->score -= b->blackclues[j]; |
1038 | b->blackclues[j] = ((b->vertextypes[j] & 0x10) && |
1039 | !((b->vertextypes[b->neighbour[0][j]] | |
1040 | b->vertextypes[b->neighbour[1][j]]) |
1041 | & 0x10)); |
1042 | ctx->score += b->blackclues[j]; |
1043 | } |
1044 | } |
1045 | |
1046 | return ctx->score; |
1047 | } |
1048 | |
1049 | void pearl_loopgen(int w, int h, char *lines, random_state *rs) |
1050 | { |
f875ca4d |
1051 | grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL); |
b760b8bd |
1052 | char *board = snewn(g->num_faces, char); |
1053 | int i, s = g->tilesize; |
1054 | struct pearl_loopgen_bias_ctx biasctx; |
1055 | |
1056 | memset(lines, 0, w*h); |
1057 | |
1058 | /* |
1059 | * Initialise the context for the bias function. Initially we fill |
1060 | * all the to-do lists, so that the first call will scan |
1061 | * everything; thereafter the lists stay empty so we make |
1062 | * incremental changes. |
1063 | */ |
1064 | biasctx.g = g; |
1065 | biasctx.faces = snewn(g->num_faces, char); |
1066 | biasctx.faces_todo = tdq_new(g->num_faces); |
1067 | tdq_fill(biasctx.faces_todo); |
1068 | biasctx.score = 0; |
1069 | memset(biasctx.faces, FACE_GREY, g->num_faces); |
1070 | for (i = 0; i < 2; i++) { |
1071 | biasctx.boundaries[i].edges = snewn(g->num_edges, char); |
1072 | memset(biasctx.boundaries[i].edges, 0, g->num_edges); |
1073 | biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges); |
1074 | tdq_fill(biasctx.boundaries[i].edges_todo); |
1075 | biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char); |
1076 | memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots); |
1077 | biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int); |
1078 | biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int); |
1079 | biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots); |
1080 | tdq_fill(biasctx.boundaries[i].vertextypes_todo); |
1081 | biasctx.boundaries[i].blackclues = snewn(g->num_dots, char); |
1082 | memset(biasctx.boundaries[i].blackclues, 0, g->num_dots); |
1083 | biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots); |
1084 | tdq_fill(biasctx.boundaries[i].blackclues_todo); |
1085 | } |
1086 | biasctx.boundaries[0].colour = FACE_WHITE; |
1087 | biasctx.boundaries[1].colour = FACE_BLACK; |
1088 | generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx); |
1089 | sfree(biasctx.faces); |
1090 | tdq_free(biasctx.faces_todo); |
1091 | for (i = 0; i < 2; i++) { |
1092 | sfree(biasctx.boundaries[i].edges); |
1093 | tdq_free(biasctx.boundaries[i].edges_todo); |
1094 | sfree(biasctx.boundaries[i].vertextypes); |
1095 | sfree(biasctx.boundaries[i].neighbour[0]); |
1096 | sfree(biasctx.boundaries[i].neighbour[1]); |
1097 | tdq_free(biasctx.boundaries[i].vertextypes_todo); |
1098 | sfree(biasctx.boundaries[i].blackclues); |
1099 | tdq_free(biasctx.boundaries[i].blackclues_todo); |
1100 | } |
1101 | |
1102 | for (i = 0; i < g->num_edges; i++) { |
1103 | grid_edge *e = g->edges + i; |
1104 | enum face_colour c1 = FACE_COLOUR(e->face1); |
1105 | enum face_colour c2 = FACE_COLOUR(e->face2); |
1106 | assert(c1 != FACE_GREY); |
1107 | assert(c2 != FACE_GREY); |
1108 | if (c1 != c2) { |
1109 | /* This grid edge is on the loop: lay line along it */ |
1110 | int x1 = e->dot1->x/s, y1 = e->dot1->y/s; |
1111 | int x2 = e->dot2->x/s, y2 = e->dot2->y/s; |
1112 | |
1113 | /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */ |
1114 | if (x1 == x2) { |
1115 | if (y1 > y2) SWAP(y1,y2); |
1116 | |
1117 | assert(y1+1 == y2); |
1118 | lines[y1*w+x1] |= D; |
1119 | lines[y2*w+x1] |= U; |
1120 | } else if (y1 == y2) { |
1121 | if (x1 > x2) SWAP(x1,x2); |
1122 | |
1123 | assert(x1+1 == x2); |
1124 | lines[y1*w+x1] |= R; |
1125 | lines[y1*w+x2] |= L; |
1126 | } else |
1127 | assert(!"grid with diagonal coords?!"); |
1128 | } |
1129 | } |
1130 | |
1131 | grid_free(g); |
1132 | sfree(board); |
1133 | |
1134 | #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS |
1135 | printf("as returned:\n"); |
1136 | for (y = 0; y < h; y++) { |
1137 | for (x = 0; x < w; x++) { |
1138 | int type = lines[y*w+x]; |
1139 | char s[5], *p = s; |
1140 | if (type & L) *p++ = 'L'; |
1141 | if (type & R) *p++ = 'R'; |
1142 | if (type & U) *p++ = 'U'; |
1143 | if (type & D) *p++ = 'D'; |
1144 | *p = '\0'; |
1145 | printf("%3s", s); |
1146 | } |
1147 | printf("\n"); |
1148 | } |
1149 | printf("\n"); |
1150 | #endif |
1151 | } |
1152 | |
1153 | static int new_clues(game_params *params, random_state *rs, |
1154 | char *clues, char *grid) |
1155 | { |
1156 | int w = params->w, h = params->h; |
1157 | int ngen = 0, x, y, d, ret, i; |
1158 | |
1159 | while (1) { |
1160 | ngen++; |
1161 | pearl_loopgen(w, h, grid, rs); |
1162 | |
1163 | #ifdef GENERATION_DIAGNOSTICS |
1164 | printf("grid array:\n"); |
1165 | for (y = 0; y < h; y++) { |
1166 | for (x = 0; x < w; x++) { |
1167 | int type = grid[y*w+x]; |
1168 | char s[5], *p = s; |
1169 | if (type & L) *p++ = 'L'; |
1170 | if (type & R) *p++ = 'R'; |
1171 | if (type & U) *p++ = 'U'; |
1172 | if (type & D) *p++ = 'D'; |
1173 | *p = '\0'; |
1174 | printf("%2s ", s); |
1175 | } |
1176 | printf("\n"); |
1177 | } |
1178 | printf("\n"); |
1179 | #endif |
1180 | |
1181 | /* |
1182 | * Set up the maximal clue array. |
1183 | */ |
1184 | for (y = 0; y < h; y++) |
1185 | for (x = 0; x < w; x++) { |
1186 | int type = grid[y*w+x]; |
1187 | |
1188 | clues[y*w+x] = NOCLUE; |
1189 | |
1190 | if ((bLR|bUD) & (1 << type)) { |
1191 | /* |
1192 | * This is a straight; see if it's a viable |
1193 | * candidate for a straight clue. It qualifies if |
1194 | * at least one of the squares it connects to is a |
1195 | * corner. |
1196 | */ |
1197 | for (d = 1; d <= 8; d += d) if (type & d) { |
1198 | int xx = x + DX(d), yy = y + DY(d); |
1199 | assert(xx >= 0 && xx < w && yy >= 0 && yy < h); |
1200 | if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx])) |
1201 | break; |
1202 | } |
1203 | if (d <= 8) /* we found one */ |
1204 | clues[y*w+x] = STRAIGHT; |
1205 | } else if ((bLU|bLD|bRU|bRD) & (1 << type)) { |
1206 | /* |
1207 | * This is a corner; see if it's a viable candidate |
1208 | * for a corner clue. It qualifies if all the |
1209 | * squares it connects to are straights. |
1210 | */ |
1211 | for (d = 1; d <= 8; d += d) if (type & d) { |
1212 | int xx = x + DX(d), yy = y + DY(d); |
1213 | assert(xx >= 0 && xx < w && yy >= 0 && yy < h); |
1214 | if (!((bLR|bUD) & (1 << grid[yy*w+xx]))) |
1215 | break; |
1216 | } |
1217 | if (d > 8) /* we didn't find a counterexample */ |
1218 | clues[y*w+x] = CORNER; |
1219 | } |
1220 | } |
1221 | |
1222 | #ifdef GENERATION_DIAGNOSTICS |
1223 | printf("clue array:\n"); |
1224 | for (y = 0; y < h; y++) { |
1225 | for (x = 0; x < w; x++) { |
1226 | printf("%c", " *O"[(unsigned char)clues[y*w+x]]); |
1227 | } |
1228 | printf("\n"); |
1229 | } |
1230 | printf("\n"); |
1231 | #endif |
1232 | |
1233 | if (!params->nosolve) { |
1234 | int *cluespace, *straights, *corners; |
1235 | int nstraights, ncorners, nstraightpos, ncornerpos; |
1236 | |
1237 | /* |
1238 | * See if we can solve the puzzle just like this. |
1239 | */ |
1240 | ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE); |
1241 | assert(ret > 0); /* shouldn't be inconsistent! */ |
1242 | if (ret != 1) |
1243 | continue; /* go round and try again */ |
1244 | |
1245 | /* |
1246 | * Check this puzzle isn't too easy. |
1247 | */ |
1248 | if (params->difficulty > DIFF_EASY) { |
1249 | ret = pearl_solve(w, h, clues, grid, params->difficulty-1, FALSE); |
1250 | assert(ret > 0); |
1251 | if (ret == 1) |
1252 | continue; /* too easy: try again */ |
1253 | } |
1254 | |
1255 | /* |
1256 | * Now shuffle the grid points and gradually remove the |
1257 | * clues to find a minimal set which still leaves the |
1258 | * puzzle soluble. |
1259 | * |
1260 | * We preferentially attempt to remove whichever type of |
1261 | * clue is currently most numerous, to combat a general |
1262 | * tendency of plain random generation to bias in favour |
1263 | * of many white clues and few black. |
1264 | * |
1265 | * 'nstraights' and 'ncorners' count the number of clues |
1266 | * of each type currently remaining in the grid; |
1267 | * 'nstraightpos' and 'ncornerpos' count the clues of each |
1268 | * type we have left to try to remove. (Clues which we |
1269 | * have tried and failed to remove are counted by the |
1270 | * former but not the latter.) |
1271 | */ |
1272 | cluespace = snewn(w*h, int); |
1273 | straights = cluespace; |
1274 | nstraightpos = 0; |
1275 | for (i = 0; i < w*h; i++) |
1276 | if (clues[i] == STRAIGHT) |
1277 | straights[nstraightpos++] = i; |
1278 | corners = straights + nstraightpos; |
1279 | ncornerpos = 0; |
1280 | for (i = 0; i < w*h; i++) |
1281 | if (clues[i] == STRAIGHT) |
1282 | corners[ncornerpos++] = i; |
1283 | nstraights = nstraightpos; |
1284 | ncorners = ncornerpos; |
1285 | |
1286 | shuffle(straights, nstraightpos, sizeof(*straights), rs); |
1287 | shuffle(corners, ncornerpos, sizeof(*corners), rs); |
1288 | while (nstraightpos > 0 || ncornerpos > 0) { |
1289 | int cluepos; |
1290 | int clue; |
1291 | |
1292 | /* |
1293 | * Decide which clue to try to remove next. If both |
1294 | * types are available, we choose whichever kind is |
1295 | * currently overrepresented; otherwise we take |
1296 | * whatever we can get. |
1297 | */ |
1298 | if (nstraightpos > 0 && ncornerpos > 0) { |
1299 | if (nstraights >= ncorners) |
1300 | cluepos = straights[--nstraightpos]; |
1301 | else |
1302 | cluepos = straights[--ncornerpos]; |
1303 | } else { |
1304 | if (nstraightpos > 0) |
1305 | cluepos = straights[--nstraightpos]; |
1306 | else |
1307 | cluepos = straights[--ncornerpos]; |
1308 | } |
1309 | |
1310 | y = cluepos / w; |
1311 | x = cluepos % w; |
1312 | |
1313 | clue = clues[y*w+x]; |
1314 | clues[y*w+x] = 0; /* try removing this clue */ |
1315 | |
1316 | ret = pearl_solve(w, h, clues, grid, params->difficulty, FALSE); |
1317 | assert(ret > 0); |
1318 | if (ret != 1) |
1319 | clues[y*w+x] = clue; /* oops, put it back again */ |
1320 | } |
1321 | sfree(cluespace); |
1322 | } |
1323 | |
1324 | #ifdef FINISHED_PUZZLE |
1325 | printf("clue array:\n"); |
1326 | for (y = 0; y < h; y++) { |
1327 | for (x = 0; x < w; x++) { |
1328 | printf("%c", " *O"[(unsigned char)clues[y*w+x]]); |
1329 | } |
1330 | printf("\n"); |
1331 | } |
1332 | printf("\n"); |
1333 | #endif |
1334 | |
1335 | break; /* got it */ |
1336 | } |
1337 | |
f4ab9854 |
1338 | debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h)); |
1339 | |
b760b8bd |
1340 | return ngen; |
1341 | } |
1342 | |
1343 | static char *new_game_desc(game_params *params, random_state *rs, |
1344 | char **aux, int interactive) |
1345 | { |
1346 | char *grid, *clues; |
1347 | char *desc; |
f4ab9854 |
1348 | int w = params->w, h = params->h, i, j; |
b760b8bd |
1349 | |
1350 | grid = snewn(w*h, char); |
1351 | clues = snewn(w*h, char); |
1352 | |
f4ab9854 |
1353 | new_clues(params, rs, clues, grid); |
b760b8bd |
1354 | |
1355 | desc = snewn(w * h + 1, char); |
1356 | for (i = j = 0; i < w*h; i++) { |
1357 | if (clues[i] == NOCLUE && j > 0 && |
1358 | desc[j-1] >= 'a' && desc[j-1] < 'z') |
1359 | desc[j-1]++; |
1360 | else if (clues[i] == NOCLUE) |
1361 | desc[j++] = 'a'; |
1362 | else if (clues[i] == CORNER) |
1363 | desc[j++] = 'B'; |
1364 | else if (clues[i] == STRAIGHT) |
1365 | desc[j++] = 'W'; |
1366 | } |
1367 | desc[j] = '\0'; |
1368 | |
1369 | *aux = snewn(w*h+1, char); |
1370 | for (i = 0; i < w*h; i++) |
1371 | (*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10); |
1372 | (*aux)[w*h] = '\0'; |
1373 | |
1374 | sfree(grid); |
1375 | sfree(clues); |
1376 | |
1377 | return desc; |
1378 | } |
1379 | |
1380 | static char *validate_desc(game_params *params, char *desc) |
1381 | { |
1382 | int i, sizesofar; |
1383 | const int totalsize = params->w * params->h; |
1384 | |
1385 | sizesofar = 0; |
1386 | for (i = 0; desc[i]; i++) { |
1387 | if (desc[i] >= 'a' && desc[i] <= 'z') |
1388 | sizesofar += desc[i] - 'a' + 1; |
1389 | else if (desc[i] == 'B' || desc[i] == 'W') |
1390 | sizesofar++; |
1391 | else |
1392 | return "unrecognised character in string"; |
1393 | } |
1394 | |
1395 | if (sizesofar > totalsize) |
1396 | return "string too long"; |
1397 | else if (sizesofar < totalsize) |
1398 | return "string too short"; |
1399 | |
1400 | return NULL; |
1401 | } |
1402 | |
1403 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1404 | { |
1405 | game_state *state = snew(game_state); |
1406 | int i, j, sz = params->w*params->h; |
1407 | |
1408 | state->completed = state->used_solve = FALSE; |
1409 | state->shared = snew(struct shared_state); |
1410 | |
1411 | state->shared->w = params->w; |
1412 | state->shared->h = params->h; |
1413 | state->shared->sz = sz; |
1414 | state->shared->refcnt = 1; |
1415 | state->shared->clues = snewn(sz, char); |
1416 | for (i = j = 0; desc[i]; i++) { |
1417 | assert(j < sz); |
1418 | if (desc[i] >= 'a' && desc[i] <= 'z') { |
1419 | int n = desc[i] - 'a' + 1; |
1420 | assert(j + n <= sz); |
1421 | while (n-- > 0) |
1422 | state->shared->clues[j++] = NOCLUE; |
1423 | } else if (desc[i] == 'B') { |
1424 | state->shared->clues[j++] = CORNER; |
1425 | } else if (desc[i] == 'W') { |
1426 | state->shared->clues[j++] = STRAIGHT; |
1427 | } |
1428 | } |
1429 | |
1430 | state->lines = snewn(sz, char); |
1431 | state->errors = snewn(sz, char); |
1432 | state->marks = snewn(sz, char); |
1433 | for (i = 0; i < sz; i++) |
1434 | state->lines[i] = state->errors[i] = state->marks[i] = BLANK; |
1435 | |
1436 | return state; |
1437 | } |
1438 | |
1439 | static game_state *dup_game(game_state *state) |
1440 | { |
1441 | game_state *ret = snew(game_state); |
1442 | int sz = state->shared->sz, i; |
1443 | |
1444 | ret->shared = state->shared; |
1445 | ret->completed = state->completed; |
1446 | ret->used_solve = state->used_solve; |
1447 | ++ret->shared->refcnt; |
1448 | |
1449 | ret->lines = snewn(sz, char); |
1450 | ret->errors = snewn(sz, char); |
1451 | ret->marks = snewn(sz, char); |
1452 | for (i = 0; i < sz; i++) { |
1453 | ret->lines[i] = state->lines[i]; |
1454 | ret->errors[i] = state->errors[i]; |
1455 | ret->marks[i] = state->marks[i]; |
1456 | } |
1457 | |
1458 | return ret; |
1459 | } |
1460 | |
1461 | static void free_game(game_state *state) |
1462 | { |
1463 | assert(state); |
1464 | if (--state->shared->refcnt == 0) { |
1465 | sfree(state->shared->clues); |
1466 | sfree(state->shared); |
1467 | } |
1468 | sfree(state->lines); |
1469 | sfree(state->errors); |
1470 | sfree(state->marks); |
1471 | sfree(state); |
1472 | } |
1473 | |
1474 | static char nbits[16] = { 0, 1, 1, 2, |
1475 | 1, 2, 2, 3, |
1476 | 1, 2, 2, 3, |
1477 | 2, 3, 3, 4 }; |
1478 | #define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] ) |
1479 | |
1480 | #define ERROR_CLUE 16 |
1481 | |
1482 | static void dsf_update_completion(game_state *state, int *loopclass, |
1483 | int ax, int ay, char dir, |
1484 | int *dsf, int *dsfsize) |
1485 | { |
1486 | int w = state->shared->w /*, h = state->shared->h */; |
1487 | int ac = ay*w+ax, ae, bx, by, bc, be; |
1488 | |
1489 | if (!(state->lines[ac] & dir)) return; /* no link */ |
1490 | bx = ax + DX(dir); by = ay + DY(dir); |
1491 | |
1492 | assert(INGRID(state, bx, by)); /* should not have a link off grid */ |
1493 | |
1494 | bc = by*w+bx; |
1495 | #if 0 |
1496 | assert(state->lines[bc] & F(dir)); /* should have reciprocal link */ |
1497 | #endif |
1498 | /* TODO put above assertion back in once we stop generating partially |
1499 | * soluble puzzles. */ |
1500 | if (!(state->lines[bc] & F(dir))) return; |
1501 | |
1502 | ae = dsf_canonify(dsf, ac); |
1503 | be = dsf_canonify(dsf, bc); |
1504 | |
1505 | if (ae == be) { /* detected a loop! */ |
1506 | if (*loopclass != -1) /* this is the second loop, doom. */ |
1507 | return; |
1508 | *loopclass = ae; |
1509 | } else { |
1510 | int size = dsfsize[ae] + dsfsize[be]; |
1511 | dsf_merge(dsf, ac, bc); |
1512 | ae = dsf_canonify(dsf, ac); |
1513 | dsfsize[ae] = size; |
1514 | } |
1515 | return; |
1516 | } |
1517 | |
1518 | static void check_completion(game_state *state, int mark) |
1519 | { |
1520 | int w = state->shared->w, h = state->shared->h, x, y, i, d; |
1521 | int had_error = FALSE /*, is_complete = FALSE */, loopclass; |
1522 | int *dsf, *dsfsize; |
1523 | |
1524 | if (mark) { |
1525 | for (i = 0; i < w*h; i++) { |
1526 | state->errors[i] = 0; |
1527 | } |
1528 | } |
1529 | |
1530 | #define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0) |
1531 | |
1532 | /* |
1533 | * First of all: we should have one single closed loop, passing through all clues. |
1534 | */ |
1535 | dsf = snewn(w*h, int); |
1536 | dsfsize = snewn(w*h, int); |
1537 | dsf_init(dsf, w*h); |
1538 | for (i = 0; i < w*h; i++) dsfsize[i] = 1; |
1539 | loopclass = -1; |
1540 | |
1541 | for (x = 0; x < w; x++) { |
1542 | for (y = 0; y < h; y++) { |
1543 | dsf_update_completion(state, &loopclass, x, y, R, dsf, dsfsize); |
1544 | dsf_update_completion(state, &loopclass, x, y, D, dsf, dsfsize); |
1545 | } |
1546 | } |
1547 | if (loopclass != -1) { |
1548 | /* We have a loop. Check all squares with lines on. */ |
1549 | for (x = 0; x < w; x++) { |
1550 | for (y = 0; y < h; y++) { |
1551 | if (state->lines[y*w+x] == BLANK) { |
1552 | if (state->shared->clues[y*w+x] != NOCLUE) { |
1553 | /* the loop doesn't include this clue square! */ |
1554 | ERROR(x, y, ERROR_CLUE); |
1555 | } |
1556 | } else { |
1557 | if (dsf_canonify(dsf, y*w+x) != loopclass) { |
1558 | /* these lines are not on the loop: mark them as error. */ |
1559 | ERROR(x, y, state->lines[y*w+x]); |
1560 | } |
1561 | } |
1562 | } |
1563 | } |
1564 | } |
1565 | |
1566 | /* |
1567 | * Second: check no clues are contradicted. |
1568 | */ |
1569 | |
1570 | for (x = 0; x < w; x++) { |
1571 | for (y = 0; y < h; y++) { |
1572 | int type = state->lines[y*w+x]; |
1573 | /* |
1574 | * Check that no square has more than two line segments. |
1575 | */ |
1576 | if (NBITS(type) > 2) { |
1577 | ERROR(x,y,type); |
1578 | } |
1579 | /* |
1580 | * Check that no clues are contradicted. This code is similar to |
1581 | * the code that sets up the maximal clue array for any given |
1582 | * loop. |
1583 | */ |
1584 | if (state->shared->clues[y*w+x] == CORNER) { |
1585 | /* Supposed to be a corner: will find a contradiction if |
1586 | * it actually contains a straight line, or if it touches any |
1587 | * corners. */ |
1588 | if ((bLR|bUD) & (1 << type)) { |
1589 | ERROR(x,y,ERROR_CLUE); /* actually straight */ |
1590 | } |
1591 | for (d = 1; d <= 8; d += d) if (type & d) { |
1592 | int xx = x + DX(d), yy = y + DY(d); |
1593 | if (!INGRID(state, xx, yy)) { |
1594 | ERROR(x,y,d); /* leads off grid */ |
1595 | } else { |
1596 | if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) { |
1597 | ERROR(x,y,ERROR_CLUE); /* touches corner */ |
1598 | } |
1599 | } |
1600 | } |
1601 | } else if (state->shared->clues[y*w+x] == STRAIGHT) { |
1602 | /* Supposed to be straight: will find a contradiction if |
1603 | * it actually contains a corner, or if it only touches |
1604 | * straight lines. */ |
1605 | if ((bLU|bLD|bRU|bRD) & (1 << type)) { |
1606 | ERROR(x,y,ERROR_CLUE); /* actually a corner */ |
1607 | } |
1608 | i = 0; |
1609 | for (d = 1; d <= 8; d += d) if (type & d) { |
1610 | int xx = x + DX(d), yy = y + DY(d); |
1611 | if (!INGRID(state, xx, yy)) { |
1612 | ERROR(x,y,d); /* leads off grid */ |
1613 | } else { |
1614 | if ((bLR|bUD) & (1 << state->lines[yy*w+xx])) |
1615 | i++; /* a straight */ |
1616 | } |
1617 | } |
1618 | if (i >= 2 && NBITS(type) >= 2) { |
1619 | ERROR(x,y,ERROR_CLUE); /* everything touched is straight */ |
1620 | } |
1621 | } |
1622 | } |
1623 | } |
1624 | if (!had_error && loopclass != -1) { |
1625 | state->completed = TRUE; |
1626 | state->loop_length = dsfsize[loopclass]; |
1627 | } else { |
1628 | state->completed = FALSE; |
1629 | } |
1630 | |
1631 | sfree(dsf); |
1632 | sfree(dsfsize); |
1633 | |
1634 | return; |
1635 | } |
1636 | |
1637 | /* completion check: |
1638 | * |
1639 | * - no clues must be contradicted (highlight clue itself in error if so) |
1640 | * - if there is a closed loop it must include every line segment laid |
1641 | * - if there's a smaller closed loop then highlight whole loop as error |
1642 | * - no square must have more than 3 lines radiating from centre point |
1643 | * (highlight all lines in that square as error if so) |
1644 | */ |
1645 | |
1646 | static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines) |
1647 | { |
1648 | int w = state->shared->w, h = state->shared->h, i; |
1649 | char *move = snewn(w*h*40, char), *p = move; |
1650 | |
1651 | *p++ = 'S'; |
1652 | for (i = 0; i < w*h; i++) { |
1653 | if (old_lines[i] != new_lines[i]) { |
1654 | p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w); |
1655 | } |
1656 | } |
1657 | *p++ = '\0'; |
1658 | move = sresize(move, p - move, char); |
1659 | |
1660 | return move; |
1661 | } |
1662 | |
1663 | static char *solve_game(game_state *state, game_state *currstate, |
1664 | char *aux, char **error) |
1665 | { |
1666 | game_state *solved = dup_game(state); |
1667 | int i, ret, sz = state->shared->sz; |
1668 | char *move; |
1669 | |
1670 | if (aux) { |
1671 | for (i = 0; i < sz; i++) { |
1672 | if (aux[i] >= '0' && aux[i] <= '9') |
1673 | solved->lines[i] = aux[i] - '0'; |
1674 | else if (aux[i] >= 'A' && aux[i] <= 'F') |
1675 | solved->lines[i] = aux[i] - 'A' + 10; |
1676 | else { |
1677 | *error = "invalid char in aux"; |
1678 | move = NULL; |
1679 | goto done; |
1680 | } |
1681 | } |
1682 | ret = 1; |
1683 | } else { |
1684 | /* Try to solve with present (half-solved) state first: if there's no |
1685 | * solution from there go back to original state. */ |
1686 | ret = pearl_solve(currstate->shared->w, currstate->shared->h, |
1687 | currstate->shared->clues, solved->lines, |
1688 | DIFFCOUNT, FALSE); |
1689 | if (ret < 1) |
1690 | ret = pearl_solve(state->shared->w, state->shared->h, |
1691 | state->shared->clues, solved->lines, |
1692 | DIFFCOUNT, FALSE); |
1693 | |
1694 | } |
1695 | |
1696 | if (ret < 1) { |
1697 | *error = "Unable to find solution"; |
1698 | move = NULL; |
1699 | } else { |
1700 | move = solve_for_diff(solved, currstate->lines, solved->lines); |
1701 | } |
1702 | |
1703 | done: |
1704 | free_game(solved); |
1705 | return move; |
1706 | } |
1707 | |
1708 | static int game_can_format_as_text_now(game_params *params) |
1709 | { |
1710 | return FALSE; |
1711 | } |
1712 | |
1713 | static char *game_text_format(game_state *state) |
1714 | { |
1715 | return NULL; |
1716 | } |
1717 | |
1718 | struct game_ui { |
1719 | int *dragcoords; /* list of (y*w+x) coords in drag so far */ |
f1992163 |
1720 | int ndragcoords; /* number of entries in dragcoords. |
1721 | * 0 = click but no drag yet. -1 = no drag at all */ |
b760b8bd |
1722 | int clickx, clicky; /* pixel position of initial click */ |
1723 | }; |
1724 | |
1725 | static game_ui *new_ui(game_state *state) |
1726 | { |
1727 | game_ui *ui = snew(game_ui); |
1728 | int sz = state->shared->sz; |
1729 | |
f1992163 |
1730 | ui->ndragcoords = -1; |
b760b8bd |
1731 | ui->dragcoords = snewn(sz, int); |
1732 | |
1733 | return ui; |
1734 | } |
1735 | |
1736 | static void free_ui(game_ui *ui) |
1737 | { |
1738 | sfree(ui->dragcoords); |
1739 | sfree(ui); |
1740 | } |
1741 | |
1742 | static char *encode_ui(game_ui *ui) |
1743 | { |
1744 | return NULL; |
1745 | } |
1746 | |
1747 | static void decode_ui(game_ui *ui, char *encoding) |
1748 | { |
1749 | } |
1750 | |
1751 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1752 | game_state *newstate) |
1753 | { |
1754 | } |
1755 | |
1756 | #define PREFERRED_TILE_SIZE 31 |
1757 | #define HALFSZ (ds->halfsz) |
1758 | #define TILE_SIZE (ds->halfsz*2 + 1) |
1759 | |
1760 | #define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2)) |
1761 | |
1762 | #define BORDER_WIDTH (max(TILE_SIZE / 32, 1)) |
1763 | |
1764 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
1765 | #define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) ) |
1766 | |
1767 | #define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */ |
1768 | #define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */ |
1769 | #define DS_MSHIFT 12 /* shift for no-line mark */ |
1770 | |
1771 | #define DS_ERROR_CLUE (1 << 20) |
1772 | #define DS_FLASH (1 << 21) |
1773 | |
1774 | enum { GUI_MASYU, GUI_LOOPY }; |
1775 | |
1776 | static int get_gui_style(void) |
1777 | { |
1778 | static int gui_style = -1; |
1779 | |
1780 | if (gui_style == -1) { |
1781 | char *env = getenv("PEARL_GUI_LOOPY"); |
1782 | if (env && (env[0] == 'y' || env[0] == 'Y')) |
1783 | gui_style = GUI_LOOPY; |
1784 | else |
1785 | gui_style = GUI_MASYU; |
1786 | } |
1787 | return gui_style; |
1788 | } |
1789 | |
1790 | struct game_drawstate { |
1791 | int halfsz; |
1792 | int started; |
1793 | |
1794 | int w, h, sz; |
1795 | unsigned int *lflags; /* size w*h */ |
1796 | |
1797 | char *draglines; /* size w*h; lines flipped by current drag */ |
1798 | }; |
1799 | |
1800 | static void update_ui_drag(game_state *state, game_ui *ui, int gx, int gy) |
1801 | { |
1802 | int /* sz = state->shared->sz, */ w = state->shared->w; |
1803 | int i, ox, oy, pos; |
1804 | int lastpos; |
1805 | |
1806 | if (!INGRID(state, gx, gy)) |
1807 | return; /* square is outside grid */ |
1808 | |
f1992163 |
1809 | if (ui->ndragcoords < 0) |
1810 | return; /* drag not in progress anyway */ |
1811 | |
b760b8bd |
1812 | pos = gy * w + gx; |
1813 | |
1814 | lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0]; |
1815 | if (pos == lastpos) |
1816 | return; /* same square as last visited one */ |
1817 | |
1818 | /* Drag confirmed, if it wasn't already. */ |
1819 | if (ui->ndragcoords == 0) |
1820 | ui->ndragcoords = 1; |
1821 | |
1822 | /* |
1823 | * Dragging the mouse into a square that's already been visited by |
1824 | * the drag path so far has the effect of truncating the path back |
1825 | * to that square, so a player can back out part of an uncommitted |
1826 | * drag without having to let go of the mouse. |
1827 | */ |
1828 | for (i = 0; i < ui->ndragcoords; i++) |
1829 | if (pos == ui->dragcoords[i]) { |
1830 | ui->ndragcoords = i+1; |
1831 | return; |
1832 | } |
1833 | |
1834 | /* |
1835 | * Otherwise, dragging the mouse into a square that's a rook-move |
1836 | * away from the last one on the path extends the path. |
1837 | */ |
1838 | oy = ui->dragcoords[ui->ndragcoords-1] / w; |
1839 | ox = ui->dragcoords[ui->ndragcoords-1] % w; |
1840 | if (ox == gx || oy == gy) { |
1841 | int dx = (gx < ox ? -1 : gx > ox ? +1 : 0); |
1842 | int dy = (gy < oy ? -1 : gy > oy ? +1 : 0); |
f335fd51 |
1843 | int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L); |
b760b8bd |
1844 | while (ox != gx || oy != gy) { |
f335fd51 |
1845 | /* |
1846 | * If the drag attempts to cross a 'no line here' mark, |
1847 | * stop there. We physically don't allow the user to drag |
1848 | * over those marks. |
1849 | */ |
1850 | if (state->marks[oy*w+ox] & dir) |
1851 | break; |
b760b8bd |
1852 | ox += dx; |
1853 | oy += dy; |
1854 | ui->dragcoords[ui->ndragcoords++] = oy * w + ox; |
1855 | } |
1856 | } |
1857 | |
1858 | /* |
1859 | * Failing that, we do nothing at all: if the user has dragged |
1860 | * diagonally across the board, they'll just have to return the |
1861 | * mouse to the last known position and do whatever they meant to |
1862 | * do again, more slowly and clearly. |
1863 | */ |
1864 | } |
1865 | |
1866 | /* |
1867 | * Routine shared between interpret_move and game_redraw to work out |
1868 | * the intended effect of a drag path on the grid. |
1869 | * |
1870 | * Call it in a loop, like this: |
1871 | * |
1872 | * int clearing = TRUE; |
1873 | * for (i = 0; i < ui->ndragcoords - 1; i++) { |
1874 | * int sx, sy, dx, dy, dir, oldstate, newstate; |
1875 | * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
1876 | * &dir, &oldstate, &newstate); |
1877 | * |
1878 | * [do whatever is needed to handle the fact that the drag |
1879 | * wants the edge from sx,sy to dx,dy (heading in direction |
1880 | * 'dir' at the sx,sy end) to be changed from state oldstate |
1881 | * to state newstate, each of which equals either 0 or dir] |
1882 | * } |
1883 | */ |
1884 | static void interpret_ui_drag(game_state *state, game_ui *ui, int *clearing, |
1885 | int i, int *sx, int *sy, int *dx, int *dy, |
1886 | int *dir, int *oldstate, int *newstate) |
1887 | { |
1888 | int w = state->shared->w; |
1889 | int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1]; |
1890 | *sy = sp/w; |
1891 | *sx = sp%w; |
1892 | *dy = dp/w; |
1893 | *dx = dp%w; |
1894 | *dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L); |
1895 | *oldstate = state->lines[sp] & *dir; |
1896 | if (*oldstate) { |
1897 | /* |
1898 | * The edge we've dragged over was previously |
1899 | * present. Set it to absent, unless we've already |
1900 | * stopped doing that. |
1901 | */ |
1902 | *newstate = *clearing ? 0 : *dir; |
1903 | } else { |
1904 | /* |
1905 | * The edge we've dragged over was previously |
1906 | * absent. Set it to present, and cancel the |
1907 | * 'clearing' flag so that all subsequent edges in |
1908 | * the drag are set rather than cleared. |
1909 | */ |
1910 | *newstate = *dir; |
1911 | *clearing = FALSE; |
1912 | } |
1913 | } |
1914 | |
1915 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1916 | int x, int y, int button) |
1917 | { |
1918 | int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */; |
1919 | int gx = FROMCOORD(x), gy = FROMCOORD(y), i; |
1920 | char tmpbuf[80]; |
1921 | |
f60a23b4 |
1922 | if (IS_MOUSE_DOWN(button)) { |
f1992163 |
1923 | if (!INGRID(state, gx, gy)) { |
1924 | ui->ndragcoords = -1; |
1925 | return NULL; |
1926 | } |
b760b8bd |
1927 | |
1928 | ui->clickx = x; ui->clicky = y; |
1929 | ui->dragcoords[0] = gy * w + gx; |
1930 | ui->ndragcoords = 0; /* will be 1 once drag is confirmed */ |
1931 | |
1932 | return ""; |
1933 | } |
1934 | |
f1992163 |
1935 | if (button == LEFT_DRAG && ui->ndragcoords >= 0) { |
b760b8bd |
1936 | update_ui_drag(state, ui, gx, gy); |
1937 | return ""; |
1938 | } |
1939 | |
1940 | if (IS_MOUSE_RELEASE(button)) { |
f1992163 |
1941 | if (ui->ndragcoords > 0) { |
b760b8bd |
1942 | /* End of a drag: process the cached line data. */ |
1943 | int buflen = 0, bufsize = 256, tmplen; |
1944 | char *buf = NULL; |
1945 | const char *sep = ""; |
1946 | int clearing = TRUE; |
1947 | |
1948 | for (i = 0; i < ui->ndragcoords - 1; i++) { |
1949 | int sx, sy, dx, dy, dir, oldstate, newstate; |
1950 | interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
1951 | &dir, &oldstate, &newstate); |
1952 | |
1953 | if (oldstate != newstate) { |
1954 | if (!buf) buf = snewn(bufsize, char); |
1955 | tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep, |
1956 | dir, sx, sy, F(dir), dx, dy); |
1957 | if (buflen + tmplen >= bufsize) { |
1958 | bufsize = (buflen + tmplen) * 5 / 4 + 256; |
1959 | buf = sresize(buf, bufsize, char); |
1960 | } |
1961 | strcpy(buf + buflen, tmpbuf); |
1962 | buflen += tmplen; |
1963 | sep = ";"; |
1964 | } |
1965 | } |
1966 | |
f1992163 |
1967 | ui->ndragcoords = -1; |
b760b8bd |
1968 | |
1969 | return buf ? buf : ""; |
2c12137d |
1970 | } else if (ui->ndragcoords == 0) { |
f60a23b4 |
1971 | /* Click (or tiny drag). Work out which edge we were |
1972 | * closest to. */ |
1973 | int cx, cy; |
b760b8bd |
1974 | int gx2, gy2, l1, l2, ismark = (button == RIGHT_RELEASE); |
1975 | char movec = ismark ? 'M' : 'F'; |
1976 | |
f1992163 |
1977 | ui->ndragcoords = -1; |
1978 | |
f60a23b4 |
1979 | /* |
1980 | * We process clicks based on the mouse-down location, |
1981 | * because that's more natural for a user to carefully |
1982 | * control than the mouse-up. |
1983 | */ |
1984 | x = ui->clickx; |
1985 | y = ui->clicky; |
1986 | |
1987 | gx = FROMCOORD(x); |
1988 | gy = FROMCOORD(y); |
1989 | cx = COORD(gx) + TILE_SIZE/2; |
1990 | cy = COORD(gy) + TILE_SIZE/2; |
1991 | |
b760b8bd |
1992 | if (!INGRID(state, gx, gy)) return ""; |
1993 | |
1994 | if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) { |
1995 | /* TODO closer to centre of grid: process as a cell click not an edge click. */ |
1996 | |
1997 | return ""; |
1998 | } else { |
1999 | if (abs(x-cx) < abs(y-cy)) { |
2000 | /* Closest to top/bottom edge. */ |
2001 | l1 = (y < cy) ? U : D; |
2002 | } else { |
2003 | /* Closest to left/right edge. */ |
2004 | l1 = (x < cx) ? L : R; |
2005 | } |
2006 | gx2 = gx + DX(l1); gy2 = gy + DY(l1); |
2007 | l2 = F(l1); |
2008 | |
2009 | if (!INGRID(state, gx, gy) || !INGRID(state, gx2, gy2)) return ""; |
2010 | |
2011 | /* disallow laying a mark over a line, or vice versa. */ |
2012 | if (ismark) { |
2013 | if ((state->lines[gy*w+gx] & l1) || (state->lines[gy2*w+gx2] & l2)) |
2014 | return ""; |
2015 | } else { |
2016 | if ((state->marks[gy*w+gx] & l1) || (state->marks[gy2*w+gx2] & l2)) |
2017 | return ""; |
2018 | } |
2019 | |
2020 | sprintf(tmpbuf, "%c%d,%d,%d;%c%d,%d,%d", |
2021 | movec, l1, gx, gy, movec, l2, gx2, gy2); |
2022 | return dupstr(tmpbuf); |
2023 | } |
2024 | } |
2025 | } |
2026 | |
2027 | if (button == 'H' || button == 'h') |
2028 | return dupstr("H"); |
2029 | |
2030 | /* TODO cursor */ |
2031 | |
2032 | return NULL; |
2033 | } |
2034 | |
2035 | static game_state *execute_move(game_state *state, char *move) |
2036 | { |
2037 | int w = state->shared->w, h = state->shared->h; |
2038 | char c; |
2039 | int x, y, l, n; |
2040 | game_state *ret = dup_game(state); |
2041 | |
2042 | debug(("move: %s\n", move)); |
2043 | |
2044 | while (*move) { |
2045 | c = *move; |
2046 | if (c == 'S') { |
2047 | ret->used_solve = TRUE; |
2048 | move++; |
2049 | } else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') { |
2050 | /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */ |
2051 | move++; |
2052 | if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3) |
2053 | goto badmove; |
2054 | if (!INGRID(state, x, y)) goto badmove; |
2055 | if (l < 0 || l > 15) goto badmove; |
2056 | |
b760b8bd |
2057 | if (c == 'L') |
2058 | ret->lines[y*w + x] |= (char)l; |
2059 | else if (c == 'N') |
2060 | ret->lines[y*w + x] &= ~((char)l); |
2061 | else if (c == 'R') { |
2062 | ret->lines[y*w + x] = (char)l; |
2063 | ret->marks[y*w + x] &= ~((char)l); /* erase marks too */ |
2064 | } else if (c == 'F') |
2065 | ret->lines[y*w + x] ^= (char)l; |
2066 | else if (c == 'M') |
2067 | ret->marks[y*w + x] ^= (char)l; |
2068 | |
f335fd51 |
2069 | /* |
2070 | * If we ended up trying to lay a line _over_ a mark, |
2071 | * that's a failed move: interpret_move() should have |
2072 | * ensured we never received a move string like that in |
2073 | * the first place. |
2074 | */ |
2075 | if ((ret->lines[y*w + x] & (char)l) && |
2076 | (ret->marks[y*w + x] & (char)l)) |
2077 | goto badmove; |
2078 | |
b760b8bd |
2079 | move += n; |
2080 | } else if (strcmp(move, "H") == 0) { |
2081 | pearl_solve(ret->shared->w, ret->shared->h, |
2082 | ret->shared->clues, ret->lines, DIFFCOUNT, TRUE); |
2083 | for (n = 0; n < w*h; n++) |
2084 | ret->marks[n] &= ~ret->lines[n]; /* erase marks too */ |
2085 | move++; |
2086 | } else { |
2087 | goto badmove; |
2088 | } |
2089 | if (*move == ';') |
2090 | move++; |
2091 | else if (*move) |
2092 | goto badmove; |
2093 | } |
2094 | |
2095 | check_completion(ret, TRUE); |
2096 | |
2097 | return ret; |
2098 | |
2099 | badmove: |
2100 | free_game(ret); |
2101 | return NULL; |
2102 | } |
2103 | |
2104 | /* ---------------------------------------------------------------------- |
2105 | * Drawing routines. |
2106 | */ |
2107 | |
2108 | #define FLASH_TIME 0.5F |
2109 | |
2110 | static void game_compute_size(game_params *params, int tilesize, |
2111 | int *x, int *y) |
2112 | { |
2113 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2114 | struct { int halfsz; } ads, *ds = &ads; |
2115 | ads.halfsz = (tilesize-1)/2; |
2116 | |
2117 | *x = (params->w) * TILE_SIZE + 2 * BORDER; |
2118 | *y = (params->h) * TILE_SIZE + 2 * BORDER; |
2119 | } |
2120 | |
2121 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2122 | game_params *params, int tilesize) |
2123 | { |
2124 | ds->halfsz = (tilesize-1)/2; |
2125 | } |
2126 | |
2127 | static float *game_colours(frontend *fe, int *ncolours) |
2128 | { |
2129 | float *ret = snewn(3 * NCOLOURS, float); |
2130 | int i; |
2131 | |
2132 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
2133 | |
2134 | for (i = 0; i < 3; i++) { |
2135 | ret[COL_BLACK * 3 + i] = 0.0F; |
2136 | ret[COL_WHITE * 3 + i] = 1.0F; |
2137 | ret[COL_GRID * 3 + i] = 0.4F; |
2138 | } |
2139 | |
2140 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2141 | ret[COL_ERROR * 3 + 1] = 0.0F; |
2142 | ret[COL_ERROR * 3 + 2] = 0.0F; |
2143 | |
2144 | ret[COL_DRAGON * 3 + 0] = 0.0F; |
2145 | ret[COL_DRAGON * 3 + 1] = 0.0F; |
2146 | ret[COL_DRAGON * 3 + 2] = 1.0F; |
2147 | |
2148 | ret[COL_DRAGOFF * 3 + 0] = 0.8F; |
2149 | ret[COL_DRAGOFF * 3 + 1] = 0.8F; |
2150 | ret[COL_DRAGOFF * 3 + 2] = 1.0F; |
2151 | |
2152 | ret[COL_FLASH * 3 + 0] = 1.0F; |
2153 | ret[COL_FLASH * 3 + 1] = 1.0F; |
2154 | ret[COL_FLASH * 3 + 2] = 1.0F; |
2155 | |
2156 | *ncolours = NCOLOURS; |
2157 | |
2158 | return ret; |
2159 | } |
2160 | |
2161 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2162 | { |
2163 | struct game_drawstate *ds = snew(struct game_drawstate); |
2164 | int i; |
2165 | |
2166 | ds->halfsz = 0; |
2167 | ds->started = FALSE; |
2168 | |
2169 | ds->w = state->shared->w; |
2170 | ds->h = state->shared->h; |
2171 | ds->sz = state->shared->sz; |
2172 | ds->lflags = snewn(ds->sz, unsigned int); |
2173 | for (i = 0; i < ds->sz; i++) |
2174 | ds->lflags[i] = 0; |
2175 | |
2176 | ds->draglines = snewn(ds->sz, char); |
2177 | |
2178 | return ds; |
2179 | } |
2180 | |
2181 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2182 | { |
2183 | sfree(ds->draglines); |
2184 | sfree(ds->lflags); |
2185 | sfree(ds); |
2186 | } |
2187 | |
2188 | static void draw_lines_specific(drawing *dr, game_drawstate *ds, |
2189 | int x, int y, unsigned int lflags, |
2190 | unsigned int shift, int c) |
2191 | { |
2192 | int ox = COORD(x), oy = COORD(y); |
2193 | int t2 = HALFSZ, t16 = HALFSZ/4; |
2194 | int cx = ox + t2, cy = oy + t2; |
2195 | int d; |
2196 | |
2197 | /* Draw each of the four directions, where laid (or error, or drag, etc.) */ |
2198 | for (d = 1; d < 16; d *= 2) { |
2199 | int xoff = t2 * DX(d), yoff = t2 * DY(d); |
2200 | int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d))); |
2201 | |
2202 | if ((lflags >> shift) & d) { |
2203 | int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge; |
2204 | int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge; |
2205 | |
2206 | if (c == COL_DRAGOFF && !(lflags & d)) |
2207 | continue; |
2208 | if (c == COL_DRAGON && (lflags & d)) |
2209 | continue; |
2210 | |
2211 | draw_rect(dr, lx, ly, |
2212 | abs(xoff)+2*xnudge+1, |
2213 | abs(yoff)+2*ynudge+1, c); |
2214 | /* end cap */ |
2215 | draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c); |
2216 | } |
2217 | } |
2218 | } |
2219 | |
2220 | static void draw_square(drawing *dr, game_drawstate *ds, game_ui *ui, |
2221 | int x, int y, unsigned int lflags, char clue) |
2222 | { |
2223 | int ox = COORD(x), oy = COORD(y); |
2224 | int t2 = HALFSZ, t16 = HALFSZ/4; |
2225 | int cx = ox + t2, cy = oy + t2; |
2226 | int d; |
2227 | |
2228 | assert(dr); |
2229 | |
2230 | /* Clip to the grid square. */ |
2231 | clip(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
2232 | |
2233 | /* Clear the square. */ |
2234 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
2235 | |
2236 | if (get_gui_style() == GUI_LOOPY) { |
2237 | /* Draw small dot, underneath any lines. */ |
2238 | draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID); |
2239 | } else { |
2240 | /* Draw outline of grid square */ |
2241 | draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID); |
2242 | draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID); |
2243 | } |
2244 | |
2245 | /* Draw grid: either thin gridlines, or no-line marks. |
2246 | * We draw these first because the thick laid lines should be on top. */ |
2247 | for (d = 1; d < 16; d *= 2) { |
2248 | int xoff = t2 * DX(d), yoff = t2 * DY(d); |
2249 | |
2250 | if ((x == 0 && d == L) || |
2251 | (y == 0 && d == U) || |
2252 | (x == ds->w-1 && d == R) || |
2253 | (y == ds->h-1 && d == D)) |
2254 | continue; /* no gridlines out to the border. */ |
2255 | |
2256 | if ((lflags >> DS_MSHIFT) & d) { |
2257 | /* either a no-line mark ... */ |
2258 | int mx = cx + xoff, my = cy + yoff, msz = t16; |
2259 | |
2260 | draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK); |
2261 | draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK); |
2262 | } else { |
2263 | if (get_gui_style() == GUI_LOOPY) { |
2264 | /* draw grid lines connecting centre of cells */ |
2265 | draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID); |
2266 | } |
2267 | } |
2268 | } |
2269 | |
2270 | /* Draw each of the four directions, where laid (or error, or drag, etc.) |
2271 | * Order is important here, specifically for the eventual colours of the |
2272 | * exposed end caps. */ |
2273 | draw_lines_specific(dr, ds, x, y, lflags, 0, |
2274 | (lflags & DS_FLASH ? COL_FLASH : COL_BLACK)); |
2275 | draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR); |
2276 | draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF); |
2277 | draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON); |
2278 | |
2279 | /* Draw a clue, if present */ |
2280 | if (clue != NOCLUE) { |
2281 | int c = (lflags & DS_FLASH) ? COL_FLASH : |
2711f410 |
2282 | (clue == STRAIGHT) ? COL_WHITE : COL_BLACK; |
b760b8bd |
2283 | |
2284 | if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */ |
2285 | draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR); |
2286 | |
2287 | draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK); |
2288 | } |
2289 | |
2290 | unclip(dr); |
2291 | draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); |
2292 | } |
2293 | |
2294 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2295 | game_state *state, int dir, game_ui *ui, |
2296 | float animtime, float flashtime) |
2297 | { |
2298 | int w = state->shared->w, h = state->shared->h, sz = state->shared->sz; |
2299 | int x, y, force = 0, flashing = 0; |
2300 | |
2301 | if (!ds->started) { |
2302 | /* |
2303 | * The initial contents of the window are not guaranteed and |
2304 | * can vary with front ends. To be on the safe side, all games |
2305 | * should start by drawing a big background-colour rectangle |
2306 | * covering the whole window. |
2307 | */ |
2308 | draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER, |
2309 | COL_BACKGROUND); |
2310 | |
2311 | if (get_gui_style() == GUI_MASYU) { |
2312 | /* |
2313 | * Smaller black rectangle which is the main grid. |
2314 | */ |
2315 | draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, |
2316 | w*TILE_SIZE + 2*BORDER_WIDTH + 1, |
2317 | h*TILE_SIZE + 2*BORDER_WIDTH + 1, |
2318 | COL_GRID); |
2319 | } |
2320 | |
2321 | draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER); |
2322 | |
2323 | ds->started = TRUE; |
2324 | force = 1; |
2325 | } |
2326 | |
2327 | if (flashtime > 0 && |
2328 | (flashtime <= FLASH_TIME/3 || |
2329 | flashtime >= FLASH_TIME*2/3)) |
2330 | flashing = DS_FLASH; |
2331 | |
2332 | memset(ds->draglines, 0, sz); |
f1992163 |
2333 | if (ui->ndragcoords > 0) { |
b760b8bd |
2334 | int i, clearing = TRUE; |
2335 | for (i = 0; i < ui->ndragcoords - 1; i++) { |
2336 | int sx, sy, dx, dy, dir, oldstate, newstate; |
2337 | interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, |
2338 | &dir, &oldstate, &newstate); |
2339 | ds->draglines[sy*w+sx] ^= (oldstate ^ newstate); |
2340 | ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate)); |
2341 | } |
2342 | } |
2343 | |
2344 | for (x = 0; x < w; x++) { |
2345 | for (y = 0; y < h; y++) { |
2346 | unsigned int f = (unsigned int)state->lines[y*w+x]; |
2347 | unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D)); |
2348 | |
2349 | f |= eline << DS_ESHIFT; |
2350 | f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT; |
2351 | f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT; |
2352 | |
2353 | if (state->errors[y*w+x] & ERROR_CLUE) |
2354 | f |= DS_ERROR_CLUE; |
2355 | |
2356 | f |= flashing; |
2357 | |
2358 | if (f != ds->lflags[y*w+x] || force) { |
2359 | ds->lflags[y*w+x] = f; |
2360 | draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]); |
2361 | } |
2362 | } |
2363 | } |
2364 | } |
2365 | |
2366 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2367 | int dir, game_ui *ui) |
2368 | { |
2369 | return 0.0F; |
2370 | } |
2371 | |
2372 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2373 | int dir, game_ui *ui) |
2374 | { |
2375 | if (!oldstate->completed && |
2376 | newstate->completed && !newstate->used_solve) |
2377 | return FLASH_TIME; |
2378 | else |
2379 | return 0.0F; |
2380 | } |
2381 | |
2382 | static int game_status(game_state *state) |
2383 | { |
2384 | return state->completed ? +1 : 0; |
2385 | } |
2386 | |
2387 | static int game_timing_state(game_state *state, game_ui *ui) |
2388 | { |
2389 | return TRUE; |
2390 | } |
2391 | |
2392 | static void game_print_size(game_params *params, float *x, float *y) |
2393 | { |
2394 | int pw, ph; |
2395 | |
2396 | /* |
2397 | * I'll use 6mm squares by default. |
2398 | */ |
2399 | game_compute_size(params, 600, &pw, &ph); |
2400 | *x = pw / 100.0F; |
2401 | *y = ph / 100.0F; |
2402 | } |
2403 | |
2404 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2405 | { |
2406 | int w = state->shared->w, h = state->shared->h, x, y; |
2407 | int black = print_mono_colour(dr, 0); |
2408 | int white = print_mono_colour(dr, 1); |
2409 | |
2410 | /* No GUI_LOOPY here: only use the familiar masyu style. */ |
2411 | |
2412 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2413 | game_drawstate *ds = game_new_drawstate(dr, state); |
2414 | game_set_size(dr, ds, NULL, tilesize); |
2415 | |
2416 | /* Draw grid outlines (black). */ |
2417 | for (x = 0; x <= w; x++) |
2418 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black); |
2419 | for (y = 0; y <= h; y++) |
2420 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black); |
2421 | |
2422 | for (x = 0; x < w; x++) { |
2423 | for (y = 0; y < h; y++) { |
2424 | int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ; |
2425 | int clue = state->shared->clues[y*w+x]; |
2426 | |
2427 | draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black); |
2428 | |
2429 | if (clue != NOCLUE) { |
2430 | int c = (clue == CORNER) ? black : white; |
2431 | draw_circle(dr, cx, cy, TILE_SIZE/4, c, black); |
2432 | } |
2433 | } |
2434 | } |
2435 | |
2436 | game_free_drawstate(dr, ds); |
2437 | } |
2438 | |
2439 | #ifdef COMBINED |
2440 | #define thegame pearl |
2441 | #endif |
2442 | |
2443 | const struct game thegame = { |
2444 | "Pearl", "games.pearl", "pearl", |
2445 | default_params, |
2446 | game_fetch_preset, |
2447 | decode_params, |
2448 | encode_params, |
2449 | free_params, |
2450 | dup_params, |
2451 | TRUE, game_configure, custom_params, |
2452 | validate_params, |
2453 | new_game_desc, |
2454 | validate_desc, |
2455 | new_game, |
2456 | dup_game, |
2457 | free_game, |
2458 | TRUE, solve_game, |
2459 | FALSE, game_can_format_as_text_now, game_text_format, |
2460 | new_ui, |
2461 | free_ui, |
2462 | encode_ui, |
2463 | decode_ui, |
2464 | game_changed_state, |
2465 | interpret_move, |
2466 | execute_move, |
2467 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2468 | game_colours, |
2469 | game_new_drawstate, |
2470 | game_free_drawstate, |
2471 | game_redraw, |
2472 | game_anim_length, |
2473 | game_flash_length, |
2474 | game_status, |
2475 | TRUE, FALSE, game_print_size, game_print, |
2476 | FALSE, /* wants_statusbar */ |
2477 | FALSE, game_timing_state, |
2478 | 0, /* flags */ |
2479 | }; |
2480 | |
2481 | #ifdef STANDALONE_SOLVER |
2482 | |
2483 | #include <time.h> |
2484 | #include <stdarg.h> |
2485 | |
2486 | const char *quis = NULL; |
2487 | |
2488 | static void usage(FILE *out) { |
2489 | fprintf(out, "usage: %s <params>\n", quis); |
2490 | } |
2491 | |
2492 | static void pnum(int n, int ntot, const char *desc) |
2493 | { |
2494 | printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); |
2495 | } |
2496 | |
2497 | static void start_soak(game_params *p, random_state *rs, int nsecs) |
2498 | { |
2499 | time_t tt_start, tt_now, tt_last; |
2500 | int n = 0, nsolved = 0, nimpossible = 0, ret; |
2501 | char *grid, *clues; |
2502 | |
2503 | tt_start = tt_last = time(NULL); |
2504 | |
2505 | /* Currently this generates puzzles of any difficulty (trying to solve it |
2506 | * on the maximum difficulty level and not checking it's not too easy). */ |
2507 | printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h); |
2508 | if (nsecs > 0) printf(" for %d seconds", nsecs); |
2509 | printf(".\n"); |
2510 | |
2511 | p->nosolve = TRUE; |
2512 | |
2513 | grid = snewn(p->w*p->h, char); |
2514 | clues = snewn(p->w*p->h, char); |
2515 | |
2516 | while (1) { |
2517 | n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */ |
2518 | |
2519 | ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, FALSE); |
2520 | if (ret <= 0) nimpossible++; |
2521 | if (ret == 1) nsolved++; |
2522 | |
2523 | tt_now = time(NULL); |
2524 | if (tt_now > tt_last) { |
2525 | tt_last = tt_now; |
2526 | |
2527 | printf("%d total, %3.1f/s, ", |
2528 | n, (double)n / ((double)tt_now - tt_start)); |
2529 | pnum(nsolved, n, "solved"); printf(", "); |
2530 | printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start)); |
2531 | if (nimpossible > 0) |
2532 | pnum(nimpossible, n, "impossible"); |
2533 | printf("\n"); |
2534 | } |
2535 | if (nsecs > 0 && (tt_now - tt_start) > nsecs) { |
2536 | printf("\n"); |
2537 | break; |
2538 | } |
2539 | } |
2540 | |
2541 | sfree(grid); |
2542 | sfree(clues); |
2543 | } |
2544 | |
2545 | int main(int argc, const char *argv[]) |
2546 | { |
2547 | game_params *p = NULL; |
2548 | random_state *rs = NULL; |
2549 | time_t seed = time(NULL); |
2550 | char *id = NULL, *err; |
2551 | |
2552 | setvbuf(stdout, NULL, _IONBF, 0); |
2553 | |
2554 | quis = argv[0]; |
2555 | |
2556 | while (--argc > 0) { |
2557 | char *p = (char*)(*++argv); |
2558 | if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { |
2559 | seed = atoi(*++argv); |
2560 | argc--; |
2561 | } else if (*p == '-') { |
2562 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2563 | usage(stderr); |
2564 | exit(1); |
2565 | } else { |
2566 | id = p; |
2567 | } |
2568 | } |
2569 | |
2570 | rs = random_new((void*)&seed, sizeof(time_t)); |
2571 | p = default_params(); |
2572 | |
2573 | if (id) { |
2574 | if (strchr(id, ':')) { |
2575 | fprintf(stderr, "soak takes params only.\n"); |
2576 | goto done; |
2577 | } |
2578 | |
2579 | decode_params(p, id); |
2580 | err = validate_params(p, 1); |
2581 | if (err) { |
2582 | fprintf(stderr, "%s: %s", argv[0], err); |
2583 | goto done; |
2584 | } |
2585 | |
2586 | start_soak(p, rs, 0); /* run forever */ |
2587 | } else { |
2588 | int i; |
2589 | |
2590 | for (i = 5; i <= 12; i++) { |
2591 | p->w = p->h = i; |
2592 | start_soak(p, rs, 5); |
2593 | } |
2594 | } |
2595 | |
2596 | done: |
2597 | free_params(p); |
2598 | random_free(rs); |
2599 | |
2600 | return 0; |
2601 | } |
2602 | |
2603 | #endif |
2604 | |
2605 | /* vim: set shiftwidth=4 tabstop=8: */ |