f1010613 |
1 | /* |
2 | * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal |
3 | * line through each square of a grid. |
4 | */ |
5 | |
6 | /* |
7 | * In this puzzle you have a grid of squares, each of which must |
8 | * contain a diagonal line; you also have clue numbers placed at |
9 | * _points_ of that grid, which means there's a (w+1) x (h+1) array |
10 | * of possible clue positions. |
11 | * |
12 | * I'm therefore going to adopt a rigid convention throughout this |
13 | * source file of using w and h for the dimensions of the grid of |
14 | * squares, and W and H for the dimensions of the grid of points. |
15 | * Thus, W == w+1 and H == h+1 always. |
16 | * |
17 | * Clue arrays will be W*H `signed char's, and the clue at each |
18 | * point will be a number from 0 to 4, or -1 if there's no clue. |
19 | * |
20 | * Solution arrays will be W*H `signed char's, and the number at |
21 | * each point will be +1 for a forward slash (/), -1 for a |
22 | * backslash (\), and 0 for unknown. |
23 | */ |
24 | |
25 | #include <stdio.h> |
26 | #include <stdlib.h> |
b3d64b2b |
27 | #include <stdarg.h> |
f1010613 |
28 | #include <string.h> |
29 | #include <assert.h> |
30 | #include <ctype.h> |
31 | #include <math.h> |
32 | |
33 | #include "puzzles.h" |
34 | |
35 | enum { |
36 | COL_BACKGROUND, |
37 | COL_GRID, |
38 | COL_INK, |
e3478a4b |
39 | COL_SLANT1, |
40 | COL_SLANT2, |
9dc3c55b |
41 | COL_ERROR, |
2fa6c78d |
42 | COL_CURSOR, |
43 | COL_FILLEDSQUARE, |
f1010613 |
44 | NCOLOURS |
45 | }; |
46 | |
b926ba00 |
47 | /* |
48 | * In standalone solver mode, `verbose' is a variable which can be |
49 | * set by command-line option; in debugging mode it's simply always |
50 | * true. |
51 | */ |
52 | #if defined STANDALONE_SOLVER |
53 | #define SOLVER_DIAGNOSTICS |
54 | int verbose = FALSE; |
55 | #elif defined SOLVER_DIAGNOSTICS |
56 | #define verbose TRUE |
57 | #endif |
58 | |
59 | /* |
60 | * Difficulty levels. I do some macro ickery here to ensure that my |
61 | * enum and the various forms of my name list always match up. |
62 | */ |
63 | #define DIFFLIST(A) \ |
64 | A(EASY,Easy,e) \ |
65 | A(HARD,Hard,h) |
66 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
67 | #define TITLE(upper,title,lower) #title, |
68 | #define ENCODE(upper,title,lower) #lower |
69 | #define CONFIG(upper,title,lower) ":" #title |
70 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
71 | static char const *const slant_diffnames[] = { DIFFLIST(TITLE) }; |
72 | static char const slant_diffchars[] = DIFFLIST(ENCODE); |
73 | #define DIFFCONFIG DIFFLIST(CONFIG) |
74 | |
f1010613 |
75 | struct game_params { |
b926ba00 |
76 | int w, h, diff; |
f1010613 |
77 | }; |
78 | |
79 | typedef struct game_clues { |
80 | int w, h; |
81 | signed char *clues; |
8aa366aa |
82 | int *tmpdsf; |
f1010613 |
83 | int refcount; |
84 | } game_clues; |
85 | |
9dc3c55b |
86 | #define ERR_VERTEX 1 |
87 | #define ERR_SQUARE 2 |
88 | |
f1010613 |
89 | struct game_state { |
90 | struct game_params p; |
91 | game_clues *clues; |
92 | signed char *soln; |
9dc3c55b |
93 | unsigned char *errors; |
f1010613 |
94 | int completed; |
95 | int used_solve; /* used to suppress completion flash */ |
96 | }; |
97 | |
98 | static game_params *default_params(void) |
99 | { |
100 | game_params *ret = snew(game_params); |
101 | |
102 | ret->w = ret->h = 8; |
b926ba00 |
103 | ret->diff = DIFF_EASY; |
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104 | |
105 | return ret; |
106 | } |
107 | |
108 | static const struct game_params slant_presets[] = { |
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109 | {5, 5, DIFF_EASY}, |
110 | {5, 5, DIFF_HARD}, |
111 | {8, 8, DIFF_EASY}, |
112 | {8, 8, DIFF_HARD}, |
113 | {12, 10, DIFF_EASY}, |
114 | {12, 10, DIFF_HARD}, |
f1010613 |
115 | }; |
116 | |
117 | static int game_fetch_preset(int i, char **name, game_params **params) |
118 | { |
119 | game_params *ret; |
120 | char str[80]; |
121 | |
122 | if (i < 0 || i >= lenof(slant_presets)) |
123 | return FALSE; |
124 | |
125 | ret = snew(game_params); |
126 | *ret = slant_presets[i]; |
127 | |
b926ba00 |
128 | sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]); |
f1010613 |
129 | |
130 | *name = dupstr(str); |
131 | *params = ret; |
132 | return TRUE; |
133 | } |
134 | |
135 | static void free_params(game_params *params) |
136 | { |
137 | sfree(params); |
138 | } |
139 | |
140 | static game_params *dup_params(game_params *params) |
141 | { |
142 | game_params *ret = snew(game_params); |
143 | *ret = *params; /* structure copy */ |
144 | return ret; |
145 | } |
146 | |
147 | static void decode_params(game_params *ret, char const *string) |
148 | { |
149 | ret->w = ret->h = atoi(string); |
150 | while (*string && isdigit((unsigned char)*string)) string++; |
151 | if (*string == 'x') { |
152 | string++; |
153 | ret->h = atoi(string); |
b926ba00 |
154 | while (*string && isdigit((unsigned char)*string)) string++; |
155 | } |
156 | if (*string == 'd') { |
157 | int i; |
158 | string++; |
159 | for (i = 0; i < DIFFCOUNT; i++) |
160 | if (*string == slant_diffchars[i]) |
161 | ret->diff = i; |
162 | if (*string) string++; |
f1010613 |
163 | } |
164 | } |
165 | |
166 | static char *encode_params(game_params *params, int full) |
167 | { |
168 | char data[256]; |
169 | |
170 | sprintf(data, "%dx%d", params->w, params->h); |
b926ba00 |
171 | if (full) |
172 | sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]); |
f1010613 |
173 | |
174 | return dupstr(data); |
175 | } |
176 | |
177 | static config_item *game_configure(game_params *params) |
178 | { |
179 | config_item *ret; |
180 | char buf[80]; |
181 | |
15164c74 |
182 | ret = snewn(4, config_item); |
f1010613 |
183 | |
184 | ret[0].name = "Width"; |
185 | ret[0].type = C_STRING; |
186 | sprintf(buf, "%d", params->w); |
187 | ret[0].sval = dupstr(buf); |
188 | ret[0].ival = 0; |
189 | |
190 | ret[1].name = "Height"; |
191 | ret[1].type = C_STRING; |
192 | sprintf(buf, "%d", params->h); |
193 | ret[1].sval = dupstr(buf); |
194 | ret[1].ival = 0; |
195 | |
b926ba00 |
196 | ret[2].name = "Difficulty"; |
197 | ret[2].type = C_CHOICES; |
198 | ret[2].sval = DIFFCONFIG; |
199 | ret[2].ival = params->diff; |
200 | |
201 | ret[3].name = NULL; |
202 | ret[3].type = C_END; |
203 | ret[3].sval = NULL; |
204 | ret[3].ival = 0; |
f1010613 |
205 | |
206 | return ret; |
207 | } |
208 | |
209 | static game_params *custom_params(config_item *cfg) |
210 | { |
211 | game_params *ret = snew(game_params); |
212 | |
213 | ret->w = atoi(cfg[0].sval); |
214 | ret->h = atoi(cfg[1].sval); |
b926ba00 |
215 | ret->diff = cfg[2].ival; |
f1010613 |
216 | |
217 | return ret; |
218 | } |
219 | |
220 | static char *validate_params(game_params *params, int full) |
221 | { |
222 | /* |
223 | * (At least at the time of writing this comment) The grid |
224 | * generator is actually capable of handling even zero grid |
225 | * dimensions without crashing. Puzzles with a zero-area grid |
226 | * are a bit boring, though, because they're already solved :-) |
b926ba00 |
227 | * And puzzles with a dimension of 1 can't be made Hard, which |
228 | * means the simplest thing is to forbid them altogether. |
f1010613 |
229 | */ |
230 | |
b926ba00 |
231 | if (params->w < 2 || params->h < 2) |
232 | return "Width and height must both be at least two"; |
f1010613 |
233 | |
234 | return NULL; |
235 | } |
236 | |
237 | /* |
b926ba00 |
238 | * Scratch space for solver. |
f1010613 |
239 | */ |
b926ba00 |
240 | struct solver_scratch { |
241 | /* |
242 | * Disjoint set forest which tracks the connected sets of |
243 | * points. |
244 | */ |
245 | int *connected; |
f1010613 |
246 | |
b926ba00 |
247 | /* |
248 | * Counts the number of possible exits from each connected set |
249 | * of points. (That is, the number of possible _simultaneous_ |
250 | * exits: an unconnected point labelled 2 has an exit count of |
251 | * 2 even if all four possible edges are still under |
252 | * consideration.) |
253 | */ |
254 | int *exits; |
f1010613 |
255 | |
b926ba00 |
256 | /* |
257 | * Tracks whether each connected set of points includes a |
258 | * border point. |
259 | */ |
260 | unsigned char *border; |
f1010613 |
261 | |
b926ba00 |
262 | /* |
263 | * Another disjoint set forest. This one tracks _squares_ which |
264 | * are known to slant in the same direction. |
265 | */ |
266 | int *equiv; |
f1010613 |
267 | |
b926ba00 |
268 | /* |
269 | * Stores slash values which we know for an equivalence class. |
270 | * When we fill in a square, we set slashval[canonify(x)] to |
271 | * the same value as soln[x], so that we can then spot other |
272 | * squares equivalent to it and fill them in immediately via |
273 | * their known equivalence. |
274 | */ |
275 | signed char *slashval; |
276 | |
277 | /* |
b3d64b2b |
278 | * Stores possible v-shapes. This array is w by h in size, but |
279 | * not every bit of every entry is meaningful. The bits mean: |
280 | * |
281 | * - bit 0 for a square means that that square and the one to |
282 | * its right might form a v-shape between them |
283 | * - bit 1 for a square means that that square and the one to |
284 | * its right might form a ^-shape between them |
285 | * - bit 2 for a square means that that square and the one |
286 | * below it might form a >-shape between them |
287 | * - bit 3 for a square means that that square and the one |
288 | * below it might form a <-shape between them |
289 | * |
290 | * Any starting 1 or 3 clue rules out four bits in this array |
a5712538 |
291 | * immediately; a 2 clue propagates any ruled-out bit past it |
292 | * (if the two squares on one side of a 2 cannot be a v-shape, |
293 | * then neither can the two on the other side be the same |
294 | * v-shape); we can rule out further bits during play using |
b3d64b2b |
295 | * partially filled 2 clues; whenever a pair of squares is |
296 | * known not to be _either_ kind of v-shape, we can mark them |
297 | * as equivalent. |
298 | */ |
299 | unsigned char *vbitmap; |
300 | |
301 | /* |
b926ba00 |
302 | * Useful to have this information automatically passed to |
303 | * solver subroutines. (This pointer is not dynamically |
304 | * allocated by new_scratch and free_scratch.) |
305 | */ |
306 | const signed char *clues; |
f1010613 |
307 | }; |
308 | |
986cc2de |
309 | static struct solver_scratch *new_scratch(int w, int h) |
f1010613 |
310 | { |
311 | int W = w+1, H = h+1; |
312 | struct solver_scratch *ret = snew(struct solver_scratch); |
b926ba00 |
313 | ret->connected = snewn(W*H, int); |
314 | ret->exits = snewn(W*H, int); |
315 | ret->border = snewn(W*H, unsigned char); |
316 | ret->equiv = snewn(w*h, int); |
317 | ret->slashval = snewn(w*h, signed char); |
b3d64b2b |
318 | ret->vbitmap = snewn(w*h, unsigned char); |
f1010613 |
319 | return ret; |
320 | } |
321 | |
986cc2de |
322 | static void free_scratch(struct solver_scratch *sc) |
f1010613 |
323 | { |
b3d64b2b |
324 | sfree(sc->vbitmap); |
b926ba00 |
325 | sfree(sc->slashval); |
326 | sfree(sc->equiv); |
327 | sfree(sc->border); |
328 | sfree(sc->exits); |
329 | sfree(sc->connected); |
f1010613 |
330 | sfree(sc); |
331 | } |
332 | |
333 | /* |
b926ba00 |
334 | * Wrapper on dsf_merge() which updates the `exits' and `border' |
335 | * arrays. |
336 | */ |
337 | static void merge_vertices(int *connected, |
338 | struct solver_scratch *sc, int i, int j) |
339 | { |
340 | int exits = -1, border = FALSE; /* initialise to placate optimiser */ |
341 | |
342 | if (sc) { |
343 | i = dsf_canonify(connected, i); |
344 | j = dsf_canonify(connected, j); |
345 | |
346 | /* |
347 | * We have used one possible exit from each of the two |
348 | * classes. Thus, the viable exit count of the new class is |
349 | * the sum of the old exit counts minus two. |
350 | */ |
351 | exits = sc->exits[i] + sc->exits[j] - 2; |
352 | |
353 | border = sc->border[i] || sc->border[j]; |
354 | } |
355 | |
356 | dsf_merge(connected, i, j); |
357 | |
358 | if (sc) { |
359 | i = dsf_canonify(connected, i); |
360 | sc->exits[i] = exits; |
361 | sc->border[i] = border; |
362 | } |
363 | } |
364 | |
365 | /* |
366 | * Called when we have just blocked one way out of a particular |
367 | * point. If that point is a non-clue point (thus has a variable |
368 | * number of exits), we have therefore decreased its potential exit |
369 | * count, so we must decrement the exit count for the group as a |
370 | * whole. |
371 | */ |
372 | static void decr_exits(struct solver_scratch *sc, int i) |
373 | { |
374 | if (sc->clues[i] < 0) { |
375 | i = dsf_canonify(sc->connected, i); |
376 | sc->exits[i]--; |
377 | } |
378 | } |
379 | |
380 | static void fill_square(int w, int h, int x, int y, int v, |
381 | signed char *soln, |
382 | int *connected, struct solver_scratch *sc) |
383 | { |
384 | int W = w+1 /*, H = h+1 */; |
385 | |
386 | assert(x >= 0 && x < w && y >= 0 && y < h); |
387 | |
388 | if (soln[y*w+x] != 0) { |
389 | return; /* do nothing */ |
390 | } |
391 | |
392 | #ifdef SOLVER_DIAGNOSTICS |
393 | if (verbose) |
394 | printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y); |
395 | #endif |
396 | |
397 | soln[y*w+x] = v; |
398 | |
399 | if (sc) { |
400 | int c = dsf_canonify(sc->equiv, y*w+x); |
401 | sc->slashval[c] = v; |
402 | } |
403 | |
404 | if (v < 0) { |
405 | merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1)); |
406 | if (sc) { |
407 | decr_exits(sc, y*W+(x+1)); |
408 | decr_exits(sc, (y+1)*W+x); |
409 | } |
410 | } else { |
411 | merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x); |
412 | if (sc) { |
413 | decr_exits(sc, y*W+x); |
414 | decr_exits(sc, (y+1)*W+(x+1)); |
415 | } |
416 | } |
417 | } |
418 | |
b3d64b2b |
419 | static int vbitmap_clear(int w, int h, struct solver_scratch *sc, |
420 | int x, int y, int vbits, char *reason, ...) |
421 | { |
422 | int done_something = FALSE; |
423 | int vbit; |
424 | |
425 | for (vbit = 1; vbit <= 8; vbit <<= 1) |
426 | if (vbits & sc->vbitmap[y*w+x] & vbit) { |
427 | done_something = TRUE; |
428 | #ifdef SOLVER_DIAGNOSTICS |
429 | if (verbose) { |
430 | va_list ap; |
431 | |
432 | printf("ruling out %c shape at (%d,%d)-(%d,%d) (", |
433 | "!v^!>!!!<"[vbit], x, y, |
434 | x+((vbit&0x3)!=0), y+((vbit&0xC)!=0)); |
435 | |
436 | va_start(ap, reason); |
437 | vprintf(reason, ap); |
438 | va_end(ap); |
439 | |
440 | printf(")\n"); |
441 | } |
442 | #endif |
443 | sc->vbitmap[y*w+x] &= ~vbit; |
444 | } |
445 | |
446 | return done_something; |
447 | } |
448 | |
b926ba00 |
449 | /* |
f1010613 |
450 | * Solver. Returns 0 for impossibility, 1 for success, 2 for |
451 | * ambiguity or failure to converge. |
452 | */ |
453 | static int slant_solve(int w, int h, const signed char *clues, |
b926ba00 |
454 | signed char *soln, struct solver_scratch *sc, |
455 | int difficulty) |
f1010613 |
456 | { |
457 | int W = w+1, H = h+1; |
b926ba00 |
458 | int x, y, i, j; |
f1010613 |
459 | int done_something; |
460 | |
461 | /* |
462 | * Clear the output. |
463 | */ |
464 | memset(soln, 0, w*h); |
465 | |
b926ba00 |
466 | sc->clues = clues; |
467 | |
f1010613 |
468 | /* |
469 | * Establish a disjoint set forest for tracking connectedness |
470 | * between grid points. |
471 | */ |
cd28b679 |
472 | dsf_init(sc->connected, W*H); |
b926ba00 |
473 | |
474 | /* |
475 | * Establish a disjoint set forest for tracking which squares |
476 | * are known to slant in the same direction. |
477 | */ |
cd28b679 |
478 | dsf_init(sc->equiv, w*h); |
b926ba00 |
479 | |
480 | /* |
481 | * Clear the slashval array. |
482 | */ |
483 | memset(sc->slashval, 0, w*h); |
484 | |
485 | /* |
b3d64b2b |
486 | * Set up the vbitmap array. Initially all types of v are possible. |
487 | */ |
488 | memset(sc->vbitmap, 0xF, w*h); |
489 | |
490 | /* |
a5712538 |
491 | * Initialise the `exits' and `border' arrays. These are used |
b926ba00 |
492 | * to do second-order loop avoidance: the dual of the no loops |
493 | * constraint is that every point must be somehow connected to |
494 | * the border of the grid (otherwise there would be a solid |
495 | * loop around it which prevented this). |
496 | * |
497 | * I define a `dead end' to be a connected group of points |
498 | * which contains no border point, and which can form at most |
499 | * one new connection outside itself. Then I forbid placing an |
500 | * edge so that it connects together two dead-end groups, since |
501 | * this would yield a non-border-connected isolated subgraph |
502 | * with no further scope to extend it. |
503 | */ |
504 | for (y = 0; y < H; y++) |
505 | for (x = 0; x < W; x++) { |
506 | if (y == 0 || y == H-1 || x == 0 || x == W-1) |
507 | sc->border[y*W+x] = TRUE; |
508 | else |
509 | sc->border[y*W+x] = FALSE; |
510 | |
511 | if (clues[y*W+x] < 0) |
512 | sc->exits[y*W+x] = 4; |
513 | else |
514 | sc->exits[y*W+x] = clues[y*W+x]; |
515 | } |
516 | |
517 | /* |
f1010613 |
518 | * Repeatedly try to deduce something until we can't. |
519 | */ |
520 | do { |
521 | done_something = FALSE; |
522 | |
523 | /* |
524 | * Any clue point with the number of remaining lines equal |
525 | * to zero or to the number of remaining undecided |
526 | * neighbouring squares can be filled in completely. |
527 | */ |
528 | for (y = 0; y < H; y++) |
529 | for (x = 0; x < W; x++) { |
b926ba00 |
530 | struct { |
531 | int pos, slash; |
532 | } neighbours[4]; |
533 | int nneighbours; |
534 | int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2; |
f1010613 |
535 | |
536 | if ((c = clues[y*W+x]) < 0) |
537 | continue; |
538 | |
539 | /* |
b926ba00 |
540 | * We have a clue point. Start by listing its |
541 | * neighbouring squares, in order around the point, |
542 | * together with the type of slash that would be |
543 | * required in that square to connect to the point. |
544 | */ |
545 | nneighbours = 0; |
546 | if (x > 0 && y > 0) { |
547 | neighbours[nneighbours].pos = (y-1)*w+(x-1); |
548 | neighbours[nneighbours].slash = -1; |
549 | nneighbours++; |
550 | } |
551 | if (x > 0 && y < h) { |
552 | neighbours[nneighbours].pos = y*w+(x-1); |
553 | neighbours[nneighbours].slash = +1; |
554 | nneighbours++; |
555 | } |
556 | if (x < w && y < h) { |
557 | neighbours[nneighbours].pos = y*w+x; |
558 | neighbours[nneighbours].slash = -1; |
559 | nneighbours++; |
560 | } |
561 | if (x < w && y > 0) { |
562 | neighbours[nneighbours].pos = (y-1)*w+x; |
563 | neighbours[nneighbours].slash = +1; |
564 | nneighbours++; |
565 | } |
566 | |
567 | /* |
568 | * Count up the number of undecided neighbours, and |
569 | * also the number of lines already present. |
570 | * |
571 | * If we're not on DIFF_EASY, then in this loop we |
572 | * also track whether we've seen two adjacent empty |
573 | * squares belonging to the same equivalence class |
574 | * (meaning they have the same type of slash). If |
575 | * so, we count them jointly as one line. |
f1010613 |
576 | */ |
577 | nu = 0; |
578 | nl = c; |
b926ba00 |
579 | last = neighbours[nneighbours-1].pos; |
580 | if (soln[last] == 0) |
581 | eq = dsf_canonify(sc->equiv, last); |
582 | else |
583 | eq = -1; |
584 | meq = mj1 = mj2 = -1; |
585 | for (i = 0; i < nneighbours; i++) { |
586 | j = neighbours[i].pos; |
587 | s = neighbours[i].slash; |
588 | if (soln[j] == 0) { |
589 | nu++; /* undecided */ |
590 | if (meq < 0 && difficulty > DIFF_EASY) { |
591 | eq2 = dsf_canonify(sc->equiv, j); |
592 | if (eq == eq2 && last != j) { |
593 | /* |
594 | * We've found an equivalent pair. |
595 | * Mark it. This also inhibits any |
596 | * further equivalence tracking |
597 | * around this square, since we can |
598 | * only handle one pair (and in |
599 | * particular we want to avoid |
600 | * being misled by two overlapping |
601 | * equivalence pairs). |
602 | */ |
603 | meq = eq; |
604 | mj1 = last; |
605 | mj2 = j; |
606 | nl--; /* count one line */ |
607 | nu -= 2; /* and lose two undecideds */ |
608 | } else |
609 | eq = eq2; |
610 | } |
611 | } else { |
612 | eq = -1; |
613 | if (soln[j] == s) |
614 | nl--; /* here's a line */ |
615 | } |
616 | last = j; |
617 | } |
f1010613 |
618 | |
619 | /* |
620 | * Check the counts. |
621 | */ |
622 | if (nl < 0 || nl > nu) { |
623 | /* |
624 | * No consistent value for this at all! |
625 | */ |
b926ba00 |
626 | #ifdef SOLVER_DIAGNOSTICS |
627 | if (verbose) |
628 | printf("need %d / %d lines around clue point at %d,%d!\n", |
629 | nl, nu, x, y); |
630 | #endif |
f1010613 |
631 | return 0; /* impossible */ |
632 | } |
633 | |
634 | if (nu > 0 && (nl == 0 || nl == nu)) { |
635 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
636 | if (verbose) { |
637 | if (meq >= 0) |
638 | printf("partially (since %d,%d == %d,%d) ", |
639 | mj1%w, mj1/w, mj2%w, mj2/w); |
640 | printf("%s around clue point at %d,%d\n", |
641 | nl ? "filling" : "emptying", x, y); |
642 | } |
f1010613 |
643 | #endif |
b926ba00 |
644 | for (i = 0; i < nneighbours; i++) { |
645 | j = neighbours[i].pos; |
646 | s = neighbours[i].slash; |
647 | if (soln[j] == 0 && j != mj1 && j != mj2) |
648 | fill_square(w, h, j%w, j/w, (nl ? s : -s), soln, |
649 | sc->connected, sc); |
650 | } |
f1010613 |
651 | |
652 | done_something = TRUE; |
b926ba00 |
653 | } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) { |
654 | /* |
655 | * If we have precisely two undecided squares |
656 | * and precisely one line to place between |
657 | * them, _and_ those squares are adjacent, then |
658 | * we can mark them as equivalent to one |
659 | * another. |
660 | * |
661 | * This even applies if meq >= 0: if we have a |
662 | * 2 clue point and two of its neighbours are |
663 | * already marked equivalent, we can indeed |
664 | * mark the other two as equivalent. |
665 | * |
666 | * We don't bother with this on DIFF_EASY, |
667 | * since we wouldn't have used the results |
668 | * anyway. |
669 | */ |
670 | last = -1; |
671 | for (i = 0; i < nneighbours; i++) { |
672 | j = neighbours[i].pos; |
673 | if (soln[j] == 0 && j != mj1 && j != mj2) { |
674 | if (last < 0) |
675 | last = i; |
676 | else if (last == i-1 || (last == 0 && i == 3)) |
677 | break; /* found a pair */ |
678 | } |
679 | } |
680 | if (i < nneighbours) { |
681 | int sv1, sv2; |
682 | |
683 | assert(last >= 0); |
684 | /* |
685 | * neighbours[last] and neighbours[i] are |
686 | * the pair. Mark them equivalent. |
687 | */ |
688 | #ifdef SOLVER_DIAGNOSTICS |
689 | if (verbose) { |
690 | if (meq >= 0) |
691 | printf("since %d,%d == %d,%d, ", |
692 | mj1%w, mj1/w, mj2%w, mj2/w); |
693 | } |
694 | #endif |
695 | mj1 = neighbours[last].pos; |
696 | mj2 = neighbours[i].pos; |
697 | #ifdef SOLVER_DIAGNOSTICS |
698 | if (verbose) |
699 | printf("clue point at %d,%d implies %d,%d == %d," |
700 | "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w); |
701 | #endif |
702 | mj1 = dsf_canonify(sc->equiv, mj1); |
703 | sv1 = sc->slashval[mj1]; |
704 | mj2 = dsf_canonify(sc->equiv, mj2); |
705 | sv2 = sc->slashval[mj2]; |
706 | if (sv1 != 0 && sv2 != 0 && sv1 != sv2) { |
707 | #ifdef SOLVER_DIAGNOSTICS |
708 | if (verbose) |
709 | printf("merged two equivalence classes with" |
710 | " different slash values!\n"); |
711 | #endif |
712 | return 0; |
713 | } |
714 | sv1 = sv1 ? sv1 : sv2; |
715 | dsf_merge(sc->equiv, mj1, mj2); |
716 | mj1 = dsf_canonify(sc->equiv, mj1); |
717 | sc->slashval[mj1] = sv1; |
718 | } |
f1010613 |
719 | } |
720 | } |
721 | |
722 | if (done_something) |
723 | continue; |
724 | |
725 | /* |
726 | * Failing that, we now apply the second condition, which |
727 | * is that no square may be filled in such a way as to form |
b926ba00 |
728 | * a loop. Also in this loop (since it's over squares |
729 | * rather than points), we check slashval to see if we've |
730 | * already filled in another square in the same equivalence |
731 | * class. |
732 | * |
733 | * The slashval check is disabled on DIFF_EASY, as is dead |
734 | * end avoidance. Only _immediate_ loop avoidance remains. |
f1010613 |
735 | */ |
736 | for (y = 0; y < h; y++) |
737 | for (x = 0; x < w; x++) { |
b926ba00 |
738 | int fs, bs, v; |
739 | int c1, c2; |
740 | #ifdef SOLVER_DIAGNOSTICS |
741 | char *reason = "<internal error>"; |
742 | #endif |
f1010613 |
743 | |
744 | if (soln[y*w+x]) |
745 | continue; /* got this one already */ |
746 | |
b926ba00 |
747 | fs = FALSE; |
748 | bs = FALSE; |
749 | |
750 | if (difficulty > DIFF_EASY) |
751 | v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)]; |
752 | else |
753 | v = 0; |
754 | |
755 | /* |
756 | * Try to rule out connectivity between (x,y) and |
757 | * (x+1,y+1); if successful, we will deduce that we |
758 | * must have a forward slash. |
759 | */ |
760 | c1 = dsf_canonify(sc->connected, y*W+x); |
761 | c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1)); |
762 | if (c1 == c2) { |
763 | fs = TRUE; |
764 | #ifdef SOLVER_DIAGNOSTICS |
765 | reason = "simple loop avoidance"; |
766 | #endif |
767 | } |
768 | if (difficulty > DIFF_EASY && |
769 | !sc->border[c1] && !sc->border[c2] && |
770 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
771 | fs = TRUE; |
772 | #ifdef SOLVER_DIAGNOSTICS |
773 | reason = "dead end avoidance"; |
774 | #endif |
775 | } |
776 | if (v == +1) { |
777 | fs = TRUE; |
778 | #ifdef SOLVER_DIAGNOSTICS |
779 | reason = "equivalence to an already filled square"; |
780 | #endif |
781 | } |
782 | |
783 | /* |
784 | * Now do the same between (x+1,y) and (x,y+1), to |
785 | * see if we are required to have a backslash. |
786 | */ |
787 | c1 = dsf_canonify(sc->connected, y*W+(x+1)); |
788 | c2 = dsf_canonify(sc->connected, (y+1)*W+x); |
789 | if (c1 == c2) { |
790 | bs = TRUE; |
791 | #ifdef SOLVER_DIAGNOSTICS |
792 | reason = "simple loop avoidance"; |
793 | #endif |
794 | } |
795 | if (difficulty > DIFF_EASY && |
796 | !sc->border[c1] && !sc->border[c2] && |
797 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
798 | bs = TRUE; |
799 | #ifdef SOLVER_DIAGNOSTICS |
800 | reason = "dead end avoidance"; |
801 | #endif |
802 | } |
803 | if (v == -1) { |
804 | bs = TRUE; |
805 | #ifdef SOLVER_DIAGNOSTICS |
806 | reason = "equivalence to an already filled square"; |
807 | #endif |
808 | } |
f1010613 |
809 | |
810 | if (fs && bs) { |
811 | /* |
b926ba00 |
812 | * No consistent value for this at all! |
f1010613 |
813 | */ |
b926ba00 |
814 | #ifdef SOLVER_DIAGNOSTICS |
815 | if (verbose) |
816 | printf("%d,%d has no consistent slash!\n", x, y); |
817 | #endif |
f1010613 |
818 | return 0; /* impossible */ |
819 | } |
820 | |
821 | if (fs) { |
f1010613 |
822 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
823 | if (verbose) |
824 | printf("employing %s\n", reason); |
f1010613 |
825 | #endif |
b926ba00 |
826 | fill_square(w, h, x, y, +1, soln, sc->connected, sc); |
f1010613 |
827 | done_something = TRUE; |
828 | } else if (bs) { |
f1010613 |
829 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
830 | if (verbose) |
831 | printf("employing %s\n", reason); |
f1010613 |
832 | #endif |
b926ba00 |
833 | fill_square(w, h, x, y, -1, soln, sc->connected, sc); |
f1010613 |
834 | done_something = TRUE; |
835 | } |
836 | } |
837 | |
b3d64b2b |
838 | if (done_something) |
839 | continue; |
840 | |
841 | /* |
842 | * Now see what we can do with the vbitmap array. All |
843 | * vbitmap deductions are disabled at Easy level. |
844 | */ |
845 | if (difficulty <= DIFF_EASY) |
846 | continue; |
847 | |
848 | for (y = 0; y < h; y++) |
849 | for (x = 0; x < w; x++) { |
850 | int s, c; |
851 | |
852 | /* |
853 | * Any line already placed in a square must rule |
854 | * out any type of v which contradicts it. |
855 | */ |
856 | if ((s = soln[y*w+x]) != 0) { |
857 | if (x > 0) |
858 | done_something |= |
859 | vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2), |
860 | "contradicts known edge at (%d,%d)",x,y); |
861 | if (x+1 < w) |
862 | done_something |= |
863 | vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1), |
864 | "contradicts known edge at (%d,%d)",x,y); |
865 | if (y > 0) |
866 | done_something |= |
867 | vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8), |
868 | "contradicts known edge at (%d,%d)",x,y); |
869 | if (y+1 < h) |
870 | done_something |= |
871 | vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4), |
872 | "contradicts known edge at (%d,%d)",x,y); |
873 | } |
874 | |
875 | /* |
876 | * If both types of v are ruled out for a pair of |
877 | * adjacent squares, mark them as equivalent. |
878 | */ |
879 | if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) { |
880 | int n1 = y*w+x, n2 = y*w+(x+1); |
881 | if (dsf_canonify(sc->equiv, n1) != |
882 | dsf_canonify(sc->equiv, n2)) { |
883 | dsf_merge(sc->equiv, n1, n2); |
884 | done_something = TRUE; |
885 | #ifdef SOLVER_DIAGNOSTICS |
886 | if (verbose) |
887 | printf("(%d,%d) and (%d,%d) must be equivalent" |
888 | " because both v-shapes are ruled out\n", |
889 | x, y, x+1, y); |
890 | #endif |
891 | } |
892 | } |
893 | if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) { |
894 | int n1 = y*w+x, n2 = (y+1)*w+x; |
895 | if (dsf_canonify(sc->equiv, n1) != |
896 | dsf_canonify(sc->equiv, n2)) { |
897 | dsf_merge(sc->equiv, n1, n2); |
898 | done_something = TRUE; |
899 | #ifdef SOLVER_DIAGNOSTICS |
900 | if (verbose) |
901 | printf("(%d,%d) and (%d,%d) must be equivalent" |
902 | " because both v-shapes are ruled out\n", |
903 | x, y, x, y+1); |
904 | #endif |
905 | } |
906 | } |
907 | |
908 | /* |
909 | * The remaining work in this loop only works |
910 | * around non-edge clue points. |
911 | */ |
912 | if (y == 0 || x == 0) |
913 | continue; |
914 | if ((c = clues[y*W+x]) < 0) |
915 | continue; |
916 | |
917 | /* |
918 | * x,y marks a clue point not on the grid edge. See |
919 | * if this clue point allows us to rule out any v |
920 | * shapes. |
921 | */ |
922 | |
923 | if (c == 1) { |
924 | /* |
925 | * A 1 clue can never have any v shape pointing |
926 | * at it. |
927 | */ |
928 | done_something |= |
929 | vbitmap_clear(w, h, sc, x-1, y-1, 0x5, |
930 | "points at 1 clue at (%d,%d)", x, y); |
931 | done_something |= |
932 | vbitmap_clear(w, h, sc, x-1, y, 0x2, |
933 | "points at 1 clue at (%d,%d)", x, y); |
934 | done_something |= |
935 | vbitmap_clear(w, h, sc, x, y-1, 0x8, |
936 | "points at 1 clue at (%d,%d)", x, y); |
937 | } else if (c == 3) { |
938 | /* |
939 | * A 3 clue can never have any v shape pointing |
940 | * away from it. |
941 | */ |
942 | done_something |= |
943 | vbitmap_clear(w, h, sc, x-1, y-1, 0xA, |
944 | "points away from 3 clue at (%d,%d)", x, y); |
945 | done_something |= |
946 | vbitmap_clear(w, h, sc, x-1, y, 0x1, |
947 | "points away from 3 clue at (%d,%d)", x, y); |
948 | done_something |= |
949 | vbitmap_clear(w, h, sc, x, y-1, 0x4, |
950 | "points away from 3 clue at (%d,%d)", x, y); |
951 | } else if (c == 2) { |
952 | /* |
953 | * If a 2 clue has any kind of v ruled out on |
954 | * one side of it, the same v is ruled out on |
955 | * the other side. |
956 | */ |
957 | done_something |= |
958 | vbitmap_clear(w, h, sc, x-1, y-1, |
959 | (sc->vbitmap[(y )*w+(x-1)] & 0x3) ^ 0x3, |
960 | "propagated by 2 clue at (%d,%d)", x, y); |
961 | done_something |= |
962 | vbitmap_clear(w, h, sc, x-1, y-1, |
963 | (sc->vbitmap[(y-1)*w+(x )] & 0xC) ^ 0xC, |
964 | "propagated by 2 clue at (%d,%d)", x, y); |
965 | done_something |= |
966 | vbitmap_clear(w, h, sc, x-1, y, |
967 | (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3, |
968 | "propagated by 2 clue at (%d,%d)", x, y); |
969 | done_something |= |
970 | vbitmap_clear(w, h, sc, x, y-1, |
971 | (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC, |
972 | "propagated by 2 clue at (%d,%d)", x, y); |
973 | } |
974 | |
975 | #undef CLEARBITS |
976 | |
977 | } |
978 | |
f1010613 |
979 | } while (done_something); |
980 | |
981 | /* |
982 | * Solver can make no more progress. See if the grid is full. |
983 | */ |
984 | for (i = 0; i < w*h; i++) |
985 | if (!soln[i]) |
986 | return 2; /* failed to converge */ |
987 | return 1; /* success */ |
988 | } |
989 | |
990 | /* |
991 | * Filled-grid generator. |
992 | */ |
993 | static void slant_generate(int w, int h, signed char *soln, random_state *rs) |
994 | { |
995 | int W = w+1, H = h+1; |
996 | int x, y, i; |
b926ba00 |
997 | int *connected, *indices; |
f1010613 |
998 | |
999 | /* |
1000 | * Clear the output. |
1001 | */ |
1002 | memset(soln, 0, w*h); |
1003 | |
1004 | /* |
1005 | * Establish a disjoint set forest for tracking connectedness |
1006 | * between grid points. |
1007 | */ |
cd28b679 |
1008 | connected = snew_dsf(W*H); |
f1010613 |
1009 | |
1010 | /* |
1011 | * Prepare a list of the squares in the grid, and fill them in |
1012 | * in a random order. |
1013 | */ |
1014 | indices = snewn(w*h, int); |
1015 | for (i = 0; i < w*h; i++) |
1016 | indices[i] = i; |
1017 | shuffle(indices, w*h, sizeof(*indices), rs); |
1018 | |
1019 | /* |
1020 | * Fill in each one in turn. |
1021 | */ |
1022 | for (i = 0; i < w*h; i++) { |
1023 | int fs, bs, v; |
1024 | |
1025 | y = indices[i] / w; |
1026 | x = indices[i] % w; |
1027 | |
b926ba00 |
1028 | fs = (dsf_canonify(connected, y*W+x) == |
1029 | dsf_canonify(connected, (y+1)*W+(x+1))); |
1030 | bs = (dsf_canonify(connected, (y+1)*W+x) == |
1031 | dsf_canonify(connected, y*W+(x+1))); |
f1010613 |
1032 | |
1033 | /* |
1034 | * It isn't possible to get into a situation where we |
1035 | * aren't allowed to place _either_ type of slash in a |
b926ba00 |
1036 | * square. Thus, filled-grid generation never has to |
1037 | * backtrack. |
f1010613 |
1038 | * |
1039 | * Proof (thanks to Gareth Taylor): |
1040 | * |
1041 | * If it were possible, it would have to be because there |
1042 | * was an existing path (not using this square) between the |
1043 | * top-left and bottom-right corners of this square, and |
1044 | * another between the other two. These two paths would |
1045 | * have to cross at some point. |
1046 | * |
1047 | * Obviously they can't cross in the middle of a square, so |
1048 | * they must cross by sharing a point in common. But this |
1049 | * isn't possible either: if you chessboard-colour all the |
1050 | * points on the grid, you find that any continuous |
1051 | * diagonal path is entirely composed of points of the same |
1052 | * colour. And one of our two hypothetical paths is between |
1053 | * two black points, and the other is between two white |
1054 | * points - therefore they can have no point in common. [] |
1055 | */ |
1056 | assert(!(fs && bs)); |
1057 | |
1058 | v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1; |
b926ba00 |
1059 | fill_square(w, h, x, y, v, soln, connected, NULL); |
f1010613 |
1060 | } |
1061 | |
1062 | sfree(indices); |
b926ba00 |
1063 | sfree(connected); |
f1010613 |
1064 | } |
1065 | |
1066 | static char *new_game_desc(game_params *params, random_state *rs, |
1067 | char **aux, int interactive) |
1068 | { |
1069 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1070 | signed char *soln, *tmpsoln, *clues; |
1071 | int *clueindices; |
1072 | struct solver_scratch *sc; |
b926ba00 |
1073 | int x, y, v, i, j; |
f1010613 |
1074 | char *desc; |
1075 | |
1076 | soln = snewn(w*h, signed char); |
1077 | tmpsoln = snewn(w*h, signed char); |
1078 | clues = snewn(W*H, signed char); |
1079 | clueindices = snewn(W*H, int); |
1080 | sc = new_scratch(w, h); |
1081 | |
1082 | do { |
1083 | /* |
1084 | * Create the filled grid. |
1085 | */ |
1086 | slant_generate(w, h, soln, rs); |
1087 | |
1088 | /* |
1089 | * Fill in the complete set of clues. |
1090 | */ |
1091 | for (y = 0; y < H; y++) |
1092 | for (x = 0; x < W; x++) { |
1093 | v = 0; |
1094 | |
1095 | if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++; |
1096 | if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++; |
1097 | if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++; |
1098 | if (x < w && y < h && soln[y*w+x] == -1) v++; |
1099 | |
1100 | clues[y*W+x] = v; |
1101 | } |
f1010613 |
1102 | |
b926ba00 |
1103 | /* |
1104 | * With all clue points filled in, all puzzles are easy: we can |
1105 | * simply process the clue points in lexicographic order, and |
1106 | * at each clue point we will always have at most one square |
1107 | * undecided, which we can then fill in uniquely. |
1108 | */ |
1109 | assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1); |
1110 | |
1111 | /* |
1112 | * Remove as many clues as possible while retaining solubility. |
1113 | * |
1114 | * In DIFF_HARD mode, we prioritise the removal of obvious |
1115 | * starting points (4s, 0s, border 2s and corner 1s), on |
1116 | * the grounds that having as few of these as possible |
1117 | * seems like a good thing. In particular, we can often get |
1118 | * away without _any_ completely obvious starting points, |
1119 | * which is even better. |
1120 | */ |
1121 | for (i = 0; i < W*H; i++) |
1122 | clueindices[i] = i; |
1123 | shuffle(clueindices, W*H, sizeof(*clueindices), rs); |
1124 | for (j = 0; j < 2; j++) { |
1125 | for (i = 0; i < W*H; i++) { |
1126 | int pass, yb, xb; |
1127 | |
1128 | y = clueindices[i] / W; |
1129 | x = clueindices[i] % W; |
1130 | v = clues[y*W+x]; |
1131 | |
1132 | /* |
1133 | * Identify which pass we should process this point |
1134 | * in. If it's an obvious start point, _or_ we're |
1135 | * in DIFF_EASY, then it goes in pass 0; otherwise |
1136 | * pass 1. |
1137 | */ |
1138 | xb = (x == 0 || x == W-1); |
1139 | yb = (y == 0 || y == H-1); |
1140 | if (params->diff == DIFF_EASY || v == 4 || v == 0 || |
1141 | (v == 2 && (xb||yb)) || (v == 1 && xb && yb)) |
1142 | pass = 0; |
1143 | else |
1144 | pass = 1; |
1145 | |
1146 | if (pass == j) { |
1147 | clues[y*W+x] = -1; |
1148 | if (slant_solve(w, h, clues, tmpsoln, sc, |
1149 | params->diff) != 1) |
1150 | clues[y*W+x] = v; /* put it back */ |
1151 | } |
1152 | } |
1153 | } |
1154 | |
1155 | /* |
1156 | * And finally, verify that the grid is of _at least_ the |
1157 | * requested difficulty, by running the solver one level |
1158 | * down and verifying that it can't manage it. |
1159 | */ |
1160 | } while (params->diff > 0 && |
1161 | slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1); |
f1010613 |
1162 | |
1163 | /* |
1164 | * Now we have the clue set as it will be presented to the |
1165 | * user. Encode it in a game desc. |
1166 | */ |
1167 | { |
1168 | char *p; |
1169 | int run, i; |
1170 | |
1171 | desc = snewn(W*H+1, char); |
1172 | p = desc; |
1173 | run = 0; |
1174 | for (i = 0; i <= W*H; i++) { |
1175 | int n = (i < W*H ? clues[i] : -2); |
1176 | |
1177 | if (n == -1) |
1178 | run++; |
1179 | else { |
1180 | if (run) { |
1181 | while (run > 0) { |
1182 | int c = 'a' - 1 + run; |
1183 | if (run > 26) |
1184 | c = 'z'; |
1185 | *p++ = c; |
1186 | run -= c - ('a' - 1); |
1187 | } |
1188 | } |
1189 | if (n >= 0) |
1190 | *p++ = '0' + n; |
1191 | run = 0; |
1192 | } |
1193 | } |
1194 | assert(p - desc <= W*H); |
1195 | *p++ = '\0'; |
1196 | desc = sresize(desc, p - desc, char); |
1197 | } |
1198 | |
1199 | /* |
1200 | * Encode the solution as an aux_info. |
1201 | */ |
1202 | { |
1203 | char *auxbuf; |
1204 | *aux = auxbuf = snewn(w*h+1, char); |
1205 | for (i = 0; i < w*h; i++) |
1206 | auxbuf[i] = soln[i] < 0 ? '\\' : '/'; |
1207 | auxbuf[w*h] = '\0'; |
1208 | } |
1209 | |
1210 | free_scratch(sc); |
1211 | sfree(clueindices); |
1212 | sfree(clues); |
1213 | sfree(tmpsoln); |
1214 | sfree(soln); |
1215 | |
1216 | return desc; |
1217 | } |
1218 | |
1219 | static char *validate_desc(game_params *params, char *desc) |
1220 | { |
1221 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1222 | int area = W*H; |
1223 | int squares = 0; |
1224 | |
1225 | while (*desc) { |
1226 | int n = *desc++; |
1227 | if (n >= 'a' && n <= 'z') { |
1228 | squares += n - 'a' + 1; |
1229 | } else if (n >= '0' && n <= '4') { |
1230 | squares++; |
1231 | } else |
1232 | return "Invalid character in game description"; |
1233 | } |
1234 | |
1235 | if (squares < area) |
1236 | return "Not enough data to fill grid"; |
1237 | |
1238 | if (squares > area) |
1239 | return "Too much data to fit in grid"; |
1240 | |
1241 | return NULL; |
1242 | } |
1243 | |
dafd6cf6 |
1244 | static game_state *new_game(midend *me, game_params *params, char *desc) |
f1010613 |
1245 | { |
1246 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1247 | game_state *state = snew(game_state); |
1248 | int area = W*H; |
1249 | int squares = 0; |
1250 | |
1251 | state->p = *params; |
1252 | state->soln = snewn(w*h, signed char); |
1253 | memset(state->soln, 0, w*h); |
1254 | state->completed = state->used_solve = FALSE; |
9dc3c55b |
1255 | state->errors = snewn(W*H, unsigned char); |
1256 | memset(state->errors, 0, W*H); |
f1010613 |
1257 | |
1258 | state->clues = snew(game_clues); |
1259 | state->clues->w = w; |
1260 | state->clues->h = h; |
1261 | state->clues->clues = snewn(W*H, signed char); |
1262 | state->clues->refcount = 1; |
f5512c77 |
1263 | state->clues->tmpdsf = snewn(W*H*2+W+H, int); |
f1010613 |
1264 | memset(state->clues->clues, -1, W*H); |
1265 | while (*desc) { |
1266 | int n = *desc++; |
1267 | if (n >= 'a' && n <= 'z') { |
1268 | squares += n - 'a' + 1; |
1269 | } else if (n >= '0' && n <= '4') { |
1270 | state->clues->clues[squares++] = n - '0'; |
1271 | } else |
1272 | assert(!"can't get here"); |
1273 | } |
1274 | assert(squares == area); |
1275 | |
1276 | return state; |
1277 | } |
1278 | |
1279 | static game_state *dup_game(game_state *state) |
1280 | { |
9dc3c55b |
1281 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f1010613 |
1282 | game_state *ret = snew(game_state); |
1283 | |
1284 | ret->p = state->p; |
1285 | ret->clues = state->clues; |
1286 | ret->clues->refcount++; |
1287 | ret->completed = state->completed; |
1288 | ret->used_solve = state->used_solve; |
1289 | |
1290 | ret->soln = snewn(w*h, signed char); |
1291 | memcpy(ret->soln, state->soln, w*h); |
1292 | |
9dc3c55b |
1293 | ret->errors = snewn(W*H, unsigned char); |
1294 | memcpy(ret->errors, state->errors, W*H); |
1295 | |
f1010613 |
1296 | return ret; |
1297 | } |
1298 | |
1299 | static void free_game(game_state *state) |
1300 | { |
9dc3c55b |
1301 | sfree(state->errors); |
986cc2de |
1302 | sfree(state->soln); |
1303 | assert(state->clues); |
1304 | if (--state->clues->refcount <= 0) { |
1305 | sfree(state->clues->clues); |
8aa366aa |
1306 | sfree(state->clues->tmpdsf); |
986cc2de |
1307 | sfree(state->clues); |
1308 | } |
f1010613 |
1309 | sfree(state); |
1310 | } |
1311 | |
9dc3c55b |
1312 | /* |
1313 | * Utility function to return the current degree of a vertex. If |
1314 | * `anti' is set, it returns the number of filled-in edges |
1315 | * surrounding the point which _don't_ connect to it; thus 4 minus |
1316 | * its anti-degree is the maximum degree it could have if all the |
1317 | * empty spaces around it were filled in. |
1318 | * |
1319 | * (Yes, _4_ minus its anti-degree even if it's a border vertex.) |
1320 | * |
1321 | * If ret > 0, *sx and *sy are set to the coordinates of one of the |
1322 | * squares that contributed to it. |
1323 | */ |
1324 | static int vertex_degree(int w, int h, signed char *soln, int x, int y, |
1325 | int anti, int *sx, int *sy) |
1326 | { |
1327 | int ret = 0; |
1328 | |
1329 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
1330 | if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) { |
1331 | if (sx) *sx = x-1; |
1332 | if (sy) *sy = y-1; |
1333 | ret++; |
1334 | } |
1335 | if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) { |
1336 | if (sx) *sx = x-1; |
1337 | if (sy) *sy = y; |
1338 | ret++; |
1339 | } |
1340 | if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) { |
1341 | if (sx) *sx = x; |
1342 | if (sy) *sy = y-1; |
1343 | ret++; |
1344 | } |
1345 | if (x < w && y < h && soln[y*w+x] - anti < 0) { |
1346 | if (sx) *sx = x; |
1347 | if (sy) *sy = y; |
1348 | ret++; |
1349 | } |
1350 | |
1351 | return anti ? 4 - ret : ret; |
1352 | } |
1353 | |
f1010613 |
1354 | static int check_completion(game_state *state) |
1355 | { |
1356 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f5512c77 |
1357 | int x, y, err = FALSE; |
8aa366aa |
1358 | int *dsf; |
9dc3c55b |
1359 | |
1360 | memset(state->errors, 0, W*H); |
f1010613 |
1361 | |
1362 | /* |
8aa366aa |
1363 | * To detect loops in the grid, we iterate through each edge |
f5512c77 |
1364 | * building up a dsf of connected components of the space |
1365 | * around the edges; if there's more than one such component, |
1366 | * we have a loop, and in particular we can then easily |
1367 | * identify and highlight every edge forming part of a loop |
1368 | * because it separates two nonequivalent regions. |
1369 | * |
8aa366aa |
1370 | * We use the `tmpdsf' scratch space in the shared clues |
9dc3c55b |
1371 | * structure, to avoid mallocing too often. |
f5512c77 |
1372 | * |
1373 | * For these purposes, the grid is considered to be divided |
1374 | * into diamond-shaped regions surrounding an orthogonal edge. |
1375 | * This means we have W*h vertical edges and w*H horizontal |
1376 | * ones; so our vertical edges are indexed in the dsf as |
1377 | * (y*W+x) (0<=y<h, 0<=x<W), and the horizontal ones as (W*h + |
1378 | * y*w+x) (0<=y<H, 0<=x<w), where (x,y) is the topmost or |
1379 | * leftmost point on the edge. |
f1010613 |
1380 | */ |
8aa366aa |
1381 | dsf = state->clues->tmpdsf; |
f5512c77 |
1382 | dsf_init(dsf, W*h + w*H); |
1383 | /* Start by identifying all the outer edges with each other. */ |
1384 | for (y = 0; y < h; y++) { |
1385 | dsf_merge(dsf, 0, y*W+0); |
1386 | dsf_merge(dsf, 0, y*W+w); |
1387 | } |
1388 | for (x = 0; x < w; x++) { |
1389 | dsf_merge(dsf, 0, W*h + 0*w+x); |
1390 | dsf_merge(dsf, 0, W*h + h*w+x); |
1391 | } |
1392 | /* Now go through the actual grid. */ |
8aa366aa |
1393 | for (y = 0; y < h; y++) |
1394 | for (x = 0; x < w; x++) { |
f5512c77 |
1395 | if (state->soln[y*w+x] >= 0) { |
8aa366aa |
1396 | /* |
f5512c77 |
1397 | * There isn't a \ in this square, so we can unify |
1398 | * the top edge with the left, and the bottom with |
1399 | * the right. |
8aa366aa |
1400 | */ |
f5512c77 |
1401 | dsf_merge(dsf, y*W+x, W*h + y*w+x); |
1402 | dsf_merge(dsf, y*W+(x+1), W*h + (y+1)*w+x); |
1403 | } |
1404 | if (state->soln[y*w+x] <= 0) { |
1405 | /* |
1406 | * There isn't a / in this square, so we can unify |
1407 | * the top edge with the right, and the bottom |
1408 | * with the left. |
1409 | */ |
1410 | dsf_merge(dsf, y*W+x, W*h + (y+1)*w+x); |
1411 | dsf_merge(dsf, y*W+(x+1), W*h + y*w+x); |
1412 | } |
1413 | } |
1414 | /* Now go through again and mark the appropriate edges as erroneous. */ |
1415 | for (y = 0; y < h; y++) |
1416 | for (x = 0; x < w; x++) { |
1417 | int erroneous = 0; |
1418 | if (state->soln[y*w+x] > 0) { |
1419 | /* |
1420 | * A / separates the top and left edges (which |
1421 | * must already have been identified with each |
1422 | * other) from the bottom and right (likewise). |
1423 | * Hence it is erroneous if and only if the top |
1424 | * and right edges are nonequivalent. |
1425 | */ |
1426 | erroneous = (dsf_canonify(dsf, y*W+(x+1)) != |
1427 | dsf_canonify(dsf, W*h + y*w+x)); |
1428 | } else if (state->soln[y*w+x] < 0) { |
1429 | /* |
1430 | * A \ separates the top and right edges (which |
1431 | * must already have been identified with each |
1432 | * other) from the bottom and left (likewise). |
1433 | * Hence it is erroneous if and only if the top |
1434 | * and left edges are nonequivalent. |
1435 | */ |
1436 | erroneous = (dsf_canonify(dsf, y*W+x) != |
1437 | dsf_canonify(dsf, W*h + y*w+x)); |
1438 | } |
1439 | if (erroneous) { |
1440 | state->errors[y*W+x] |= ERR_SQUARE; |
1441 | err = TRUE; |
1442 | } |
8aa366aa |
1443 | } |
f1010613 |
1444 | |
1445 | /* |
9dc3c55b |
1446 | * Now go through and check the degree of each clue vertex, and |
1447 | * mark it with ERR_VERTEX if it cannot be fulfilled. |
f1010613 |
1448 | */ |
1449 | for (y = 0; y < H; y++) |
9dc3c55b |
1450 | for (x = 0; x < W; x++) { |
1451 | int c; |
f1010613 |
1452 | |
1453 | if ((c = state->clues->clues[y*W+x]) < 0) |
1454 | continue; |
1455 | |
9dc3c55b |
1456 | /* |
1457 | * Check to see if there are too many connections to |
1458 | * this vertex _or_ too many non-connections. Either is |
1459 | * grounds for marking the vertex as erroneous. |
1460 | */ |
1461 | if (vertex_degree(w, h, state->soln, x, y, |
1462 | FALSE, NULL, NULL) > c || |
1463 | vertex_degree(w, h, state->soln, x, y, |
1464 | TRUE, NULL, NULL) > 4-c) { |
1465 | state->errors[y*W+x] |= ERR_VERTEX; |
1466 | err = TRUE; |
1467 | } |
1468 | } |
1469 | |
1470 | /* |
1471 | * Now our actual victory condition is that (a) none of the |
1472 | * above code marked anything as erroneous, and (b) every |
1473 | * square has an edge in it. |
1474 | */ |
f1010613 |
1475 | |
9dc3c55b |
1476 | if (err) |
1477 | return FALSE; |
f1010613 |
1478 | |
9dc3c55b |
1479 | for (y = 0; y < h; y++) |
1480 | for (x = 0; x < w; x++) |
1481 | if (state->soln[y*w+x] == 0) |
f1010613 |
1482 | return FALSE; |
f1010613 |
1483 | |
1484 | return TRUE; |
1485 | } |
1486 | |
1487 | static char *solve_game(game_state *state, game_state *currstate, |
1488 | char *aux, char **error) |
1489 | { |
1490 | int w = state->p.w, h = state->p.h; |
1491 | signed char *soln; |
1492 | int bs, ret; |
1493 | int free_soln = FALSE; |
1494 | char *move, buf[80]; |
1495 | int movelen, movesize; |
1496 | int x, y; |
1497 | |
1498 | if (aux) { |
1499 | /* |
1500 | * If we already have the solution, save ourselves some |
1501 | * time. |
1502 | */ |
1503 | soln = (signed char *)aux; |
1504 | bs = (signed char)'\\'; |
1505 | free_soln = FALSE; |
1506 | } else { |
1507 | struct solver_scratch *sc = new_scratch(w, h); |
1508 | soln = snewn(w*h, signed char); |
1509 | bs = -1; |
b926ba00 |
1510 | ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD); |
f1010613 |
1511 | free_scratch(sc); |
1512 | if (ret != 1) { |
1513 | sfree(soln); |
1514 | if (ret == 0) |
8349ac38 |
1515 | *error = "This puzzle is not self-consistent"; |
f1010613 |
1516 | else |
8349ac38 |
1517 | *error = "Unable to find a unique solution for this puzzle"; |
1518 | return NULL; |
f1010613 |
1519 | } |
1520 | free_soln = TRUE; |
1521 | } |
1522 | |
1523 | /* |
1524 | * Construct a move string which turns the current state into |
1525 | * the solved state. |
1526 | */ |
1527 | movesize = 256; |
1528 | move = snewn(movesize, char); |
1529 | movelen = 0; |
1530 | move[movelen++] = 'S'; |
1531 | move[movelen] = '\0'; |
1532 | for (y = 0; y < h; y++) |
1533 | for (x = 0; x < w; x++) { |
1534 | int v = (soln[y*w+x] == bs ? -1 : +1); |
1535 | if (state->soln[y*w+x] != v) { |
986cc2de |
1536 | int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y); |
f1010613 |
1537 | if (movelen + len >= movesize) { |
1538 | movesize = movelen + len + 256; |
1539 | move = sresize(move, movesize, char); |
1540 | } |
1541 | strcpy(move + movelen, buf); |
1542 | movelen += len; |
1543 | } |
1544 | } |
1545 | |
1546 | if (free_soln) |
1547 | sfree(soln); |
1548 | |
1549 | return move; |
1550 | } |
1551 | |
fa3abef5 |
1552 | static int game_can_format_as_text_now(game_params *params) |
1553 | { |
1554 | return TRUE; |
1555 | } |
1556 | |
f1010613 |
1557 | static char *game_text_format(game_state *state) |
1558 | { |
1559 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
1560 | int x, y, len; |
1561 | char *ret, *p; |
1562 | |
1563 | /* |
1564 | * There are h+H rows of w+W columns. |
1565 | */ |
1566 | len = (h+H) * (w+W+1) + 1; |
1567 | ret = snewn(len, char); |
1568 | p = ret; |
1569 | |
1570 | for (y = 0; y < H; y++) { |
1571 | for (x = 0; x < W; x++) { |
1572 | if (state->clues->clues[y*W+x] >= 0) |
1573 | *p++ = state->clues->clues[y*W+x] + '0'; |
1574 | else |
1575 | *p++ = '+'; |
1576 | if (x < w) |
1577 | *p++ = '-'; |
1578 | } |
1579 | *p++ = '\n'; |
1580 | if (y < h) { |
1581 | for (x = 0; x < W; x++) { |
1582 | *p++ = '|'; |
1583 | if (x < w) { |
1584 | if (state->soln[y*w+x] != 0) |
1585 | *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/'); |
1586 | else |
1587 | *p++ = ' '; |
1588 | } |
1589 | } |
1590 | *p++ = '\n'; |
1591 | } |
1592 | } |
1593 | *p++ = '\0'; |
1594 | |
1595 | assert(p - ret == len); |
1596 | return ret; |
1597 | } |
1598 | |
6b8513c7 |
1599 | struct game_ui { |
1600 | int cur_x, cur_y, cur_visible; |
1601 | }; |
1602 | |
f1010613 |
1603 | static game_ui *new_ui(game_state *state) |
1604 | { |
6b8513c7 |
1605 | game_ui *ui = snew(game_ui); |
1606 | ui->cur_x = ui->cur_y = ui->cur_visible = 0; |
1607 | return ui; |
f1010613 |
1608 | } |
1609 | |
1610 | static void free_ui(game_ui *ui) |
1611 | { |
6b8513c7 |
1612 | sfree(ui); |
f1010613 |
1613 | } |
1614 | |
1615 | static char *encode_ui(game_ui *ui) |
1616 | { |
1617 | return NULL; |
1618 | } |
1619 | |
1620 | static void decode_ui(game_ui *ui, char *encoding) |
1621 | { |
1622 | } |
1623 | |
1624 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1625 | game_state *newstate) |
1626 | { |
1627 | } |
1628 | |
1629 | #define PREFERRED_TILESIZE 32 |
1630 | #define TILESIZE (ds->tilesize) |
1631 | #define BORDER TILESIZE |
1632 | #define CLUE_RADIUS (TILESIZE / 3) |
1633 | #define CLUE_TEXTSIZE (TILESIZE / 2) |
1634 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1635 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1636 | |
1637 | #define FLASH_TIME 0.30F |
1638 | |
1639 | /* |
1640 | * Bit fields in the `grid' and `todraw' elements of the drawstate. |
1641 | */ |
9dc3c55b |
1642 | #define BACKSLASH 0x00000001L |
1643 | #define FORWSLASH 0x00000002L |
1644 | #define L_T 0x00000004L |
1645 | #define ERR_L_T 0x00000008L |
1646 | #define L_B 0x00000010L |
1647 | #define ERR_L_B 0x00000020L |
1648 | #define T_L 0x00000040L |
1649 | #define ERR_T_L 0x00000080L |
1650 | #define T_R 0x00000100L |
1651 | #define ERR_T_R 0x00000200L |
1652 | #define C_TL 0x00000400L |
1653 | #define ERR_C_TL 0x00000800L |
1654 | #define FLASH 0x00001000L |
1655 | #define ERRSLASH 0x00002000L |
1656 | #define ERR_TL 0x00004000L |
1657 | #define ERR_TR 0x00008000L |
1658 | #define ERR_BL 0x00010000L |
1659 | #define ERR_BR 0x00020000L |
6b8513c7 |
1660 | #define CURSOR 0x00040000L |
f1010613 |
1661 | |
1662 | struct game_drawstate { |
1663 | int tilesize; |
1664 | int started; |
9dc3c55b |
1665 | long *grid; |
1666 | long *todraw; |
f1010613 |
1667 | }; |
1668 | |
1669 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1670 | int x, int y, int button) |
1671 | { |
1672 | int w = state->p.w, h = state->p.h; |
6b8513c7 |
1673 | int v; |
1674 | char buf[80]; |
1675 | enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE; |
f1010613 |
1676 | |
1677 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
68bf6206 |
1678 | /* |
1679 | * This is an utterly awful hack which I should really sort out |
1680 | * by means of a proper configuration mechanism. One Slant |
1681 | * player has observed that they prefer the mouse buttons to |
1682 | * function exactly the opposite way round, so here's a |
1683 | * mechanism for environment-based configuration. I cache the |
1684 | * result in a global variable - yuck! - to avoid repeated |
1685 | * lookups. |
1686 | */ |
1687 | { |
1688 | static int swap_buttons = -1; |
1689 | if (swap_buttons < 0) { |
1690 | char *env = getenv("SLANT_SWAP_BUTTONS"); |
1691 | swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y')); |
1692 | } |
1693 | if (swap_buttons) { |
1694 | if (button == LEFT_BUTTON) |
1695 | button = RIGHT_BUTTON; |
1696 | else |
1697 | button = LEFT_BUTTON; |
1698 | } |
1699 | } |
6b8513c7 |
1700 | action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE; |
68bf6206 |
1701 | |
f1010613 |
1702 | x = FROMCOORD(x); |
1703 | y = FROMCOORD(y); |
1704 | if (x < 0 || y < 0 || x >= w || y >= h) |
1705 | return NULL; |
6b8513c7 |
1706 | } else if (IS_CURSOR_SELECT(button)) { |
1707 | if (!ui->cur_visible) { |
1708 | ui->cur_visible = 1; |
1709 | return ""; |
1710 | } |
1711 | x = ui->cur_x; |
1712 | y = ui->cur_y; |
1713 | |
1714 | action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE; |
1715 | } else if (IS_CURSOR_MOVE(button)) { |
1716 | move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0); |
1717 | ui->cur_visible = 1; |
1718 | return ""; |
1719 | } |
f1010613 |
1720 | |
6b8513c7 |
1721 | if (action != NONE) { |
1722 | if (action == CLOCKWISE) { |
f1010613 |
1723 | /* |
1724 | * Left-clicking cycles blank -> \ -> / -> blank. |
1725 | */ |
1726 | v = state->soln[y*w+x] - 1; |
1727 | if (v == -2) |
1728 | v = +1; |
1729 | } else { |
1730 | /* |
1731 | * Right-clicking cycles blank -> / -> \ -> blank. |
1732 | */ |
1733 | v = state->soln[y*w+x] + 1; |
1734 | if (v == +2) |
1735 | v = -1; |
1736 | } |
1737 | |
986cc2de |
1738 | sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y); |
f1010613 |
1739 | return dupstr(buf); |
1740 | } |
1741 | |
1742 | return NULL; |
1743 | } |
1744 | |
1745 | static game_state *execute_move(game_state *state, char *move) |
1746 | { |
1747 | int w = state->p.w, h = state->p.h; |
1748 | char c; |
1749 | int x, y, n; |
1750 | game_state *ret = dup_game(state); |
1751 | |
1752 | while (*move) { |
1753 | c = *move; |
1754 | if (c == 'S') { |
1755 | ret->used_solve = TRUE; |
1756 | move++; |
1757 | } else if (c == '\\' || c == '/' || c == 'C') { |
1758 | move++; |
1759 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1760 | x < 0 || y < 0 || x >= w || y >= h) { |
1761 | free_game(ret); |
1762 | return NULL; |
1763 | } |
1764 | ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0); |
1765 | move += n; |
1766 | } else { |
1767 | free_game(ret); |
1768 | return NULL; |
1769 | } |
1770 | if (*move == ';') |
1771 | move++; |
1772 | else if (*move) { |
1773 | free_game(ret); |
1774 | return NULL; |
1775 | } |
1776 | } |
1777 | |
9dc3c55b |
1778 | /* |
1779 | * We never clear the `completed' flag, but we must always |
1780 | * re-run the completion check because it also highlights |
1781 | * errors in the grid. |
1782 | */ |
1783 | ret->completed = check_completion(ret) || ret->completed; |
f1010613 |
1784 | |
1785 | return ret; |
1786 | } |
1787 | |
1788 | /* ---------------------------------------------------------------------- |
1789 | * Drawing routines. |
1790 | */ |
1791 | |
1792 | static void game_compute_size(game_params *params, int tilesize, |
1793 | int *x, int *y) |
1794 | { |
1795 | /* fool the macros */ |
3466f373 |
1796 | struct dummy { int tilesize; } dummy, *ds = &dummy; |
1797 | dummy.tilesize = tilesize; |
f1010613 |
1798 | |
1799 | *x = 2 * BORDER + params->w * TILESIZE + 1; |
1800 | *y = 2 * BORDER + params->h * TILESIZE + 1; |
1801 | } |
1802 | |
dafd6cf6 |
1803 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1804 | game_params *params, int tilesize) |
f1010613 |
1805 | { |
1806 | ds->tilesize = tilesize; |
1807 | } |
1808 | |
8266f3fc |
1809 | static float *game_colours(frontend *fe, int *ncolours) |
f1010613 |
1810 | { |
1811 | float *ret = snewn(3 * NCOLOURS, float); |
1812 | |
2fa6c78d |
1813 | /* CURSOR colour is a background highlight. */ |
1814 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1); |
1815 | |
1816 | ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0]; |
1817 | ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1]; |
1818 | ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
f1010613 |
1819 | |
1820 | ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F; |
1821 | ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F; |
1822 | ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F; |
1823 | |
1824 | ret[COL_INK * 3 + 0] = 0.0F; |
1825 | ret[COL_INK * 3 + 1] = 0.0F; |
1826 | ret[COL_INK * 3 + 2] = 0.0F; |
1827 | |
e3478a4b |
1828 | ret[COL_SLANT1 * 3 + 0] = 0.0F; |
1829 | ret[COL_SLANT1 * 3 + 1] = 0.0F; |
1830 | ret[COL_SLANT1 * 3 + 2] = 0.0F; |
1831 | |
1832 | ret[COL_SLANT2 * 3 + 0] = 0.0F; |
1833 | ret[COL_SLANT2 * 3 + 1] = 0.0F; |
1834 | ret[COL_SLANT2 * 3 + 2] = 0.0F; |
1835 | |
9dc3c55b |
1836 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1837 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1838 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1839 | |
f1010613 |
1840 | *ncolours = NCOLOURS; |
1841 | return ret; |
1842 | } |
1843 | |
dafd6cf6 |
1844 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
f1010613 |
1845 | { |
1846 | int w = state->p.w, h = state->p.h; |
1847 | int i; |
1848 | struct game_drawstate *ds = snew(struct game_drawstate); |
1849 | |
1850 | ds->tilesize = 0; |
1851 | ds->started = FALSE; |
9dc3c55b |
1852 | ds->grid = snewn((w+2)*(h+2), long); |
1853 | ds->todraw = snewn((w+2)*(h+2), long); |
1854 | for (i = 0; i < (w+2)*(h+2); i++) |
f1010613 |
1855 | ds->grid[i] = ds->todraw[i] = -1; |
1856 | |
1857 | return ds; |
1858 | } |
1859 | |
dafd6cf6 |
1860 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
f1010613 |
1861 | { |
986cc2de |
1862 | sfree(ds->todraw); |
f1010613 |
1863 | sfree(ds->grid); |
1864 | sfree(ds); |
1865 | } |
1866 | |
dafd6cf6 |
1867 | static void draw_clue(drawing *dr, game_drawstate *ds, |
1868 | int x, int y, long v, long err, int bg, int colour) |
f1010613 |
1869 | { |
1870 | char p[2]; |
dafd6cf6 |
1871 | int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2; |
1872 | int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK; |
f1010613 |
1873 | |
1874 | if (v < 0) |
1875 | return; |
1876 | |
6b8513c7 |
1877 | p[0] = (char)v + '0'; |
f1010613 |
1878 | p[1] = '\0'; |
dafd6cf6 |
1879 | draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS, |
1880 | bg >= 0 ? bg : COL_BACKGROUND, ccol); |
1881 | draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE, |
9dc3c55b |
1882 | CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p); |
f1010613 |
1883 | } |
1884 | |
dafd6cf6 |
1885 | static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues, |
5788a57e |
1886 | int x, int y, long v) |
f1010613 |
1887 | { |
9dc3c55b |
1888 | int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */; |
e3478a4b |
1889 | int chesscolour = (x ^ y) & 1; |
1890 | int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1; |
1891 | int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2; |
f1010613 |
1892 | |
dafd6cf6 |
1893 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
f1010613 |
1894 | |
dafd6cf6 |
1895 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
6b8513c7 |
1896 | (v & FLASH) ? COL_GRID : |
2fa6c78d |
1897 | (v & CURSOR) ? COL_CURSOR : |
1898 | (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE : |
1899 | COL_BACKGROUND); |
f1010613 |
1900 | |
1901 | /* |
1902 | * Draw the grid lines. |
1903 | */ |
9dc3c55b |
1904 | if (x >= 0 && x < w && y >= 0) |
dafd6cf6 |
1905 | draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID); |
9dc3c55b |
1906 | if (x >= 0 && x < w && y < h) |
dafd6cf6 |
1907 | draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID); |
9dc3c55b |
1908 | if (y >= 0 && y < h && x >= 0) |
dafd6cf6 |
1909 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID); |
9dc3c55b |
1910 | if (y >= 0 && y < h && x < w) |
dafd6cf6 |
1911 | draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID); |
9dc3c55b |
1912 | if (x == -1 && y == -1) |
dafd6cf6 |
1913 | draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID); |
9dc3c55b |
1914 | if (x == -1 && y == h) |
dafd6cf6 |
1915 | draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID); |
9dc3c55b |
1916 | if (x == w && y == -1) |
dafd6cf6 |
1917 | draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID); |
9dc3c55b |
1918 | if (x == w && y == h) |
dafd6cf6 |
1919 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
f1010613 |
1920 | |
1921 | /* |
1922 | * Draw the slash. |
1923 | */ |
1924 | if (v & BACKSLASH) { |
9dc3c55b |
1925 | int scol = (v & ERRSLASH) ? COL_ERROR : bscol; |
dafd6cf6 |
1926 | draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol); |
1927 | draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1, |
9dc3c55b |
1928 | scol); |
dafd6cf6 |
1929 | draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1), |
9dc3c55b |
1930 | scol); |
f1010613 |
1931 | } else if (v & FORWSLASH) { |
9dc3c55b |
1932 | int scol = (v & ERRSLASH) ? COL_ERROR : fscol; |
dafd6cf6 |
1933 | draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol); |
1934 | draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1, |
9dc3c55b |
1935 | scol); |
dafd6cf6 |
1936 | draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1), |
9dc3c55b |
1937 | scol); |
f1010613 |
1938 | } |
1939 | |
1940 | /* |
1941 | * Draw dots on the grid corners that appear if a slash is in a |
1942 | * neighbouring cell. |
1943 | */ |
9dc3c55b |
1944 | if (v & (L_T | BACKSLASH)) |
dafd6cf6 |
1945 | draw_rect(dr, COORD(x), COORD(y)+1, 1, 1, |
ae4bc2cf |
1946 | (v & ERR_L_T ? COL_ERROR : bscol)); |
9dc3c55b |
1947 | if (v & (L_B | FORWSLASH)) |
dafd6cf6 |
1948 | draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1, |
ae4bc2cf |
1949 | (v & ERR_L_B ? COL_ERROR : fscol)); |
9dc3c55b |
1950 | if (v & (T_L | BACKSLASH)) |
dafd6cf6 |
1951 | draw_rect(dr, COORD(x)+1, COORD(y), 1, 1, |
ae4bc2cf |
1952 | (v & ERR_T_L ? COL_ERROR : bscol)); |
9dc3c55b |
1953 | if (v & (T_R | FORWSLASH)) |
dafd6cf6 |
1954 | draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1, |
ae4bc2cf |
1955 | (v & ERR_T_R ? COL_ERROR : fscol)); |
9dc3c55b |
1956 | if (v & (C_TL | BACKSLASH)) |
dafd6cf6 |
1957 | draw_rect(dr, COORD(x), COORD(y), 1, 1, |
ae4bc2cf |
1958 | (v & ERR_C_TL ? COL_ERROR : bscol)); |
f1010613 |
1959 | |
1960 | /* |
1961 | * And finally the clues at the corners. |
1962 | */ |
9dc3c55b |
1963 | if (x >= 0 && y >= 0) |
dafd6cf6 |
1964 | draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1); |
9dc3c55b |
1965 | if (x < w && y >= 0) |
dafd6cf6 |
1966 | draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1); |
9dc3c55b |
1967 | if (x >= 0 && y < h) |
dafd6cf6 |
1968 | draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1); |
9dc3c55b |
1969 | if (x < w && y < h) |
dafd6cf6 |
1970 | draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR, |
1971 | -1, -1); |
f1010613 |
1972 | |
dafd6cf6 |
1973 | unclip(dr); |
1974 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
f1010613 |
1975 | } |
1976 | |
dafd6cf6 |
1977 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
f1010613 |
1978 | game_state *state, int dir, game_ui *ui, |
1979 | float animtime, float flashtime) |
1980 | { |
6c48bdb7 |
1981 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f1010613 |
1982 | int x, y; |
1983 | int flashing; |
1984 | |
1985 | if (flashtime > 0) |
1986 | flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
1987 | else |
1988 | flashing = FALSE; |
1989 | |
1990 | if (!ds->started) { |
1991 | int ww, wh; |
1992 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
1993 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
1994 | draw_update(dr, 0, 0, ww, wh); |
f1010613 |
1995 | ds->started = TRUE; |
1996 | } |
1997 | |
1998 | /* |
1999 | * Loop over the grid and work out where all the slashes are. |
2000 | * We need to do this because a slash in one square affects the |
2001 | * drawing of the next one along. |
2002 | */ |
9dc3c55b |
2003 | for (y = -1; y <= h; y++) |
2004 | for (x = -1; x <= w; x++) { |
2005 | if (x >= 0 && x < w && y >= 0 && y < h) |
2006 | ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0; |
2007 | else |
2008 | ds->todraw[(y+1)*(w+2)+(x+1)] = 0; |
2009 | } |
f1010613 |
2010 | |
2011 | for (y = 0; y < h; y++) { |
2012 | for (x = 0; x < w; x++) { |
9dc3c55b |
2013 | int err = state->errors[y*W+x] & ERR_SQUARE; |
2014 | |
f1010613 |
2015 | if (state->soln[y*w+x] < 0) { |
9dc3c55b |
2016 | ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH; |
2017 | ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R; |
2018 | ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B; |
2019 | ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL; |
2020 | if (err) { |
ae4bc2cf |
2021 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | |
2022 | ERR_T_L | ERR_L_T | ERR_C_TL; |
9dc3c55b |
2023 | ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R; |
2024 | ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B; |
2025 | ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL; |
2026 | } |
f1010613 |
2027 | } else if (state->soln[y*w+x] > 0) { |
9dc3c55b |
2028 | ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH; |
2029 | ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL; |
2030 | ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL; |
2031 | if (err) { |
ae4bc2cf |
2032 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | |
2033 | ERR_L_B | ERR_T_R; |
9dc3c55b |
2034 | ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL; |
2035 | ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL; |
2036 | } |
f1010613 |
2037 | } |
6b8513c7 |
2038 | if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y) |
2039 | ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR; |
f1010613 |
2040 | } |
2041 | } |
2042 | |
9dc3c55b |
2043 | for (y = 0; y < H; y++) |
2044 | for (x = 0; x < W; x++) |
2045 | if (state->errors[y*W+x] & ERR_VERTEX) { |
2046 | ds->todraw[y*(w+2)+x] |= ERR_BR; |
2047 | ds->todraw[y*(w+2)+(x+1)] |= ERR_BL; |
2048 | ds->todraw[(y+1)*(w+2)+x] |= ERR_TR; |
2049 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL; |
2050 | } |
2051 | |
f1010613 |
2052 | /* |
2053 | * Now go through and draw the grid squares. |
2054 | */ |
9dc3c55b |
2055 | for (y = -1; y <= h; y++) { |
2056 | for (x = -1; x <= w; x++) { |
2057 | if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) { |
dafd6cf6 |
2058 | draw_tile(dr, ds, state->clues, x, y, |
9dc3c55b |
2059 | ds->todraw[(y+1)*(w+2)+(x+1)]); |
2060 | ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)]; |
f1010613 |
2061 | } |
2062 | } |
2063 | } |
2064 | } |
2065 | |
2066 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2067 | int dir, game_ui *ui) |
2068 | { |
2069 | return 0.0F; |
2070 | } |
2071 | |
2072 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2073 | int dir, game_ui *ui) |
2074 | { |
2075 | if (!oldstate->completed && newstate->completed && |
2076 | !oldstate->used_solve && !newstate->used_solve) |
2077 | return FLASH_TIME; |
2078 | |
2079 | return 0.0F; |
2080 | } |
2081 | |
1cea529f |
2082 | static int game_status(game_state *state) |
4496362f |
2083 | { |
1cea529f |
2084 | return state->completed ? +1 : 0; |
4496362f |
2085 | } |
2086 | |
f1010613 |
2087 | static int game_timing_state(game_state *state, game_ui *ui) |
2088 | { |
2089 | return TRUE; |
2090 | } |
2091 | |
dafd6cf6 |
2092 | static void game_print_size(game_params *params, float *x, float *y) |
2093 | { |
2094 | int pw, ph; |
2095 | |
2096 | /* |
2097 | * I'll use 6mm squares by default. |
2098 | */ |
2099 | game_compute_size(params, 600, &pw, &ph); |
6b8513c7 |
2100 | *x = pw / 100.0F; |
2101 | *y = ph / 100.0F; |
dafd6cf6 |
2102 | } |
2103 | |
2104 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2105 | { |
2106 | int w = state->p.w, h = state->p.h, W = w+1; |
2107 | int ink = print_mono_colour(dr, 0); |
2108 | int paper = print_mono_colour(dr, 1); |
2109 | int x, y; |
2110 | |
2111 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2112 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2113 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
2114 | |
2115 | /* |
2116 | * Border. |
2117 | */ |
2118 | print_line_width(dr, TILESIZE / 16); |
2119 | draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink); |
2120 | |
2121 | /* |
2122 | * Grid. |
2123 | */ |
2124 | print_line_width(dr, TILESIZE / 24); |
2125 | for (x = 1; x < w; x++) |
2126 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
2127 | for (y = 1; y < h; y++) |
2128 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
2129 | |
2130 | /* |
2131 | * Solution. |
2132 | */ |
2133 | print_line_width(dr, TILESIZE / 12); |
2134 | for (y = 0; y < h; y++) |
2135 | for (x = 0; x < w; x++) |
2136 | if (state->soln[y*w+x]) { |
2137 | int ly, ry; |
2138 | /* |
2139 | * To prevent nasty line-ending artefacts at |
2140 | * corners, I'll do something slightly cunning |
2141 | * here. |
2142 | */ |
2143 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
2144 | if (state->soln[y*w+x] < 0) |
2145 | ly = y-1, ry = y+2; |
2146 | else |
2147 | ry = y-1, ly = y+2; |
2148 | draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry), |
2149 | ink); |
2150 | unclip(dr); |
2151 | } |
2152 | |
2153 | /* |
2154 | * Clues. |
2155 | */ |
2156 | print_line_width(dr, TILESIZE / 24); |
2157 | for (y = 0; y <= h; y++) |
2158 | for (x = 0; x <= w; x++) |
2159 | draw_clue(dr, ds, x, y, state->clues->clues[y*W+x], |
2160 | FALSE, paper, ink); |
2161 | } |
2162 | |
f1010613 |
2163 | #ifdef COMBINED |
2164 | #define thegame slant |
2165 | #endif |
2166 | |
2167 | const struct game thegame = { |
750037d7 |
2168 | "Slant", "games.slant", "slant", |
f1010613 |
2169 | default_params, |
2170 | game_fetch_preset, |
2171 | decode_params, |
2172 | encode_params, |
2173 | free_params, |
2174 | dup_params, |
2175 | TRUE, game_configure, custom_params, |
2176 | validate_params, |
2177 | new_game_desc, |
2178 | validate_desc, |
2179 | new_game, |
2180 | dup_game, |
2181 | free_game, |
2182 | TRUE, solve_game, |
fa3abef5 |
2183 | TRUE, game_can_format_as_text_now, game_text_format, |
f1010613 |
2184 | new_ui, |
2185 | free_ui, |
2186 | encode_ui, |
2187 | decode_ui, |
2188 | game_changed_state, |
2189 | interpret_move, |
2190 | execute_move, |
2191 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2192 | game_colours, |
2193 | game_new_drawstate, |
2194 | game_free_drawstate, |
2195 | game_redraw, |
2196 | game_anim_length, |
2197 | game_flash_length, |
1cea529f |
2198 | game_status, |
dafd6cf6 |
2199 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2200 | FALSE, /* wants_statusbar */ |
f1010613 |
2201 | FALSE, game_timing_state, |
2705d374 |
2202 | 0, /* flags */ |
f1010613 |
2203 | }; |
b926ba00 |
2204 | |
2205 | #ifdef STANDALONE_SOLVER |
2206 | |
2207 | #include <stdarg.h> |
2208 | |
b926ba00 |
2209 | int main(int argc, char **argv) |
2210 | { |
2211 | game_params *p; |
2212 | game_state *s; |
2213 | char *id = NULL, *desc, *err; |
2214 | int grade = FALSE; |
ccda7394 |
2215 | int ret, diff, really_verbose = FALSE; |
b926ba00 |
2216 | struct solver_scratch *sc; |
2217 | |
2218 | while (--argc > 0) { |
2219 | char *p = *++argv; |
2220 | if (!strcmp(p, "-v")) { |
ccda7394 |
2221 | really_verbose = TRUE; |
b926ba00 |
2222 | } else if (!strcmp(p, "-g")) { |
2223 | grade = TRUE; |
2224 | } else if (*p == '-') { |
2225 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2226 | return 1; |
2227 | } else { |
2228 | id = p; |
2229 | } |
2230 | } |
2231 | |
2232 | if (!id) { |
2233 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
2234 | return 1; |
2235 | } |
2236 | |
2237 | desc = strchr(id, ':'); |
2238 | if (!desc) { |
2239 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2240 | return 1; |
2241 | } |
2242 | *desc++ = '\0'; |
2243 | |
2244 | p = default_params(); |
2245 | decode_params(p, id); |
2246 | err = validate_desc(p, desc); |
2247 | if (err) { |
2248 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2249 | return 1; |
2250 | } |
2251 | s = new_game(NULL, p, desc); |
2252 | |
2253 | sc = new_scratch(p->w, p->h); |
2254 | |
ccda7394 |
2255 | /* |
2256 | * When solving an Easy puzzle, we don't want to bother the |
2257 | * user with Hard-level deductions. For this reason, we grade |
2258 | * the puzzle internally before doing anything else. |
2259 | */ |
8067a45b |
2260 | ret = -1; /* placate optimiser */ |
ccda7394 |
2261 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
b926ba00 |
2262 | ret = slant_solve(p->w, p->h, s->clues->clues, |
ccda7394 |
2263 | s->soln, sc, diff); |
2264 | if (ret < 2) |
2265 | break; |
2266 | } |
2267 | |
2268 | if (diff == DIFFCOUNT) { |
2269 | if (grade) |
2270 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
2271 | else |
2272 | printf("Unable to find a unique solution\n"); |
2273 | } else { |
2274 | if (grade) { |
b926ba00 |
2275 | if (ret == 0) |
2276 | printf("Difficulty rating: impossible (no solution exists)\n"); |
2277 | else if (ret == 1) |
ccda7394 |
2278 | printf("Difficulty rating: %s\n", slant_diffnames[diff]); |
2279 | } else { |
2280 | verbose = really_verbose; |
2281 | ret = slant_solve(p->w, p->h, s->clues->clues, |
2282 | s->soln, sc, diff); |
2283 | if (ret == 0) |
2284 | printf("Puzzle is inconsistent\n"); |
b926ba00 |
2285 | else |
ccda7394 |
2286 | fputs(game_text_format(s), stdout); |
b926ba00 |
2287 | } |
b926ba00 |
2288 | } |
2289 | |
2290 | return 0; |
2291 | } |
2292 | |
2293 | #endif |
6b8513c7 |
2294 | |
2295 | /* vim: set shiftwidth=4 tabstop=8: */ |