e3478a4b |
1 | /* |
2 | * lightup.c: Implementation of the Nikoli game 'Light Up'. |
c0f63b88 |
3 | * |
4 | * Possible future solver enhancements: |
5 | * |
6 | * - In a situation where two clues are diagonally adjacent, you can |
7 | * deduce bounds on the number of lights shared between them. For |
8 | * instance, suppose a 3 clue is diagonally adjacent to a 1 clue: |
9 | * of the two squares adjacent to both clues, at least one must be |
10 | * a light (or the 3 would be unsatisfiable) and yet at most one |
11 | * must be a light (or the 1 would be overcommitted), so in fact |
12 | * _exactly_ one must be a light, and hence the other two squares |
13 | * adjacent to the 3 must also be lights and the other two adjacent |
14 | * to the 1 must not. Likewise if the 3 is replaced with a 2 but |
15 | * one of its other two squares is known not to be a light, and so |
16 | * on. |
17 | * |
18 | * - In a situation where two clues are orthogonally separated (not |
19 | * necessarily directly adjacent), you may be able to deduce |
20 | * something about the squares that align with each other. For |
21 | * instance, suppose two clues are vertically adjacent. Consider |
22 | * the pair of squares A,B horizontally adjacent to the top clue, |
23 | * and the pair C,D horizontally adjacent to the bottom clue. |
24 | * Assuming no intervening obstacles, A and C align with each other |
25 | * and hence at most one of them can be a light, and B and D |
26 | * likewise, so we must have at most two lights between the four |
27 | * squares. So if the clues indicate that there are at _least_ two |
28 | * lights in those four squares because the top clue requires at |
29 | * least one of AB to be a light and the bottom one requires at |
30 | * least one of CD, then we can in fact deduce that there are |
31 | * _exactly_ two lights between the four squares, and fill in the |
32 | * other squares adjacent to each clue accordingly. For instance, |
33 | * if both clues are 3s, then we instantly deduce that all four of |
34 | * the squares _vertically_ adjacent to the two clues must be |
35 | * lights. (For that to happen, of course, there'd also have to be |
36 | * a black square in between the clues, so the two inner lights |
37 | * don't light each other.) |
38 | * |
39 | * - I haven't thought it through carefully, but there's always the |
40 | * possibility that both of the above deductions are special cases |
41 | * of some more general pattern which can be made computationally |
42 | * feasible... |
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43 | */ |
44 | |
45 | #include <stdio.h> |
46 | #include <stdlib.h> |
47 | #include <string.h> |
48 | #include <assert.h> |
49 | #include <ctype.h> |
50 | #include <math.h> |
51 | |
52 | #include "puzzles.h" |
53 | |
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54 | /* |
55 | * In standalone solver mode, `verbose' is a variable which can be |
56 | * set by command-line option; in debugging mode it's simply always |
57 | * true. |
58 | */ |
59 | #if defined STANDALONE_SOLVER |
60 | #define SOLVER_DIAGNOSTICS |
61 | int verbose = 0; |
62 | #undef debug |
63 | #define debug(x) printf x |
64 | #elif defined SOLVER_DIAGNOSTICS |
65 | #define verbose 2 |
66 | #endif |
67 | |
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68 | /* --- Constants, structure definitions, etc. --- */ |
69 | |
70 | #define PREFERRED_TILE_SIZE 32 |
71 | #define TILE_SIZE (ds->tilesize) |
72 | #define BORDER (TILE_SIZE / 2) |
73 | #define TILE_RADIUS (ds->crad) |
74 | |
75 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
76 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
77 | |
78 | #define FLASH_TIME 0.30F |
79 | |
80 | enum { |
81 | COL_BACKGROUND, |
82 | COL_GRID, |
83 | COL_BLACK, /* black */ |
84 | COL_LIGHT, /* white */ |
85 | COL_LIT, /* yellow */ |
86 | COL_ERROR, /* red */ |
87 | COL_CURSOR, |
88 | NCOLOURS |
89 | }; |
90 | |
91 | enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX }; |
92 | |
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93 | #define DIFFCOUNT 2 |
94 | |
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95 | struct game_params { |
96 | int w, h; |
97 | int blackpc; /* %age of black squares */ |
98 | int symm; |
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99 | int difficulty; /* 0 to DIFFCOUNT */ |
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100 | }; |
101 | |
102 | #define F_BLACK 1 |
103 | |
104 | /* flags for black squares */ |
105 | #define F_NUMBERED 2 /* it has a number attached */ |
106 | #define F_NUMBERUSED 4 /* this number was useful for solving */ |
107 | |
108 | /* flags for non-black squares */ |
109 | #define F_IMPOSSIBLE 8 /* can't put a light here */ |
110 | #define F_LIGHT 16 |
111 | |
112 | #define F_MARK 32 |
113 | |
114 | struct game_state { |
115 | int w, h, nlights; |
116 | int *lights; /* For black squares, (optionally) the number |
117 | of surrounding lights. For non-black squares, |
118 | the number of times it's lit. size h*w*/ |
119 | unsigned int *flags; /* size h*w */ |
120 | int completed, used_solve; |
121 | }; |
122 | |
123 | #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)]) |
124 | |
125 | /* A ll_data holds information about which lights would be lit by |
126 | * a particular grid location's light (or conversely, which locations |
127 | * could light a specific other location). */ |
128 | /* most things should consider this struct opaque. */ |
129 | typedef struct { |
130 | int ox,oy; |
131 | int minx, maxx, miny, maxy; |
132 | int include_origin; |
133 | } ll_data; |
134 | |
135 | /* Macro that executes 'block' once per light in lld, including |
136 | * the origin if include_origin is specified. 'block' can use |
137 | * lx and ly as the coords. */ |
138 | #define FOREACHLIT(lld,block) do { \ |
139 | int lx,ly; \ |
140 | ly = (lld)->oy; \ |
141 | for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \ |
142 | if (lx == (lld)->ox) continue; \ |
143 | block \ |
144 | } \ |
145 | lx = (lld)->ox; \ |
146 | for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \ |
147 | if (!(lld)->include_origin && ly == (lld)->oy) continue; \ |
148 | block \ |
149 | } \ |
150 | } while(0) |
151 | |
152 | |
153 | typedef struct { |
154 | struct { int x, y; unsigned int f; } points[4]; |
155 | int npoints; |
156 | } surrounds; |
157 | |
158 | /* Fills in (doesn't allocate) a surrounds structure with the grid locations |
159 | * around a given square, taking account of the edges. */ |
160 | static void get_surrounds(game_state *state, int ox, int oy, surrounds *s) |
161 | { |
162 | assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h); |
163 | s->npoints = 0; |
164 | #define ADDPOINT(cond,nx,ny) do {\ |
165 | if (cond) { \ |
166 | s->points[s->npoints].x = (nx); \ |
167 | s->points[s->npoints].y = (ny); \ |
168 | s->points[s->npoints].f = 0; \ |
169 | s->npoints++; \ |
170 | } } while(0) |
171 | ADDPOINT(ox > 0, ox-1, oy); |
172 | ADDPOINT(ox < (state->w-1), ox+1, oy); |
173 | ADDPOINT(oy > 0, ox, oy-1); |
174 | ADDPOINT(oy < (state->h-1), ox, oy+1); |
175 | } |
176 | |
177 | /* --- Game parameter functions --- */ |
178 | |
179 | #define DEFAULT_PRESET 0 |
180 | |
181 | const struct game_params lightup_presets[] = { |
182 | { 7, 7, 20, SYMM_ROT4, 0 }, |
183 | { 7, 7, 20, SYMM_ROT4, 1 }, |
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184 | { 7, 7, 20, SYMM_ROT4, 2 }, |
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185 | { 10, 10, 20, SYMM_ROT2, 0 }, |
186 | { 10, 10, 20, SYMM_ROT2, 1 }, |
187 | #ifdef SLOW_SYSTEM |
188 | { 12, 12, 20, SYMM_ROT2, 0 }, |
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189 | { 12, 12, 20, SYMM_ROT2, 1 }, |
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190 | #else |
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191 | { 10, 10, 20, SYMM_ROT2, 2 }, |
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192 | { 14, 14, 20, SYMM_ROT2, 0 }, |
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193 | { 14, 14, 20, SYMM_ROT2, 1 }, |
194 | { 14, 14, 20, SYMM_ROT2, 2 } |
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195 | #endif |
196 | }; |
197 | |
198 | static game_params *default_params(void) |
199 | { |
200 | game_params *ret = snew(game_params); |
201 | *ret = lightup_presets[DEFAULT_PRESET]; |
202 | |
203 | return ret; |
204 | } |
205 | |
206 | static int game_fetch_preset(int i, char **name, game_params **params) |
207 | { |
208 | game_params *ret; |
209 | char buf[80]; |
210 | |
211 | if (i < 0 || i >= lenof(lightup_presets)) |
212 | return FALSE; |
213 | |
214 | ret = default_params(); |
215 | *ret = lightup_presets[i]; |
216 | *params = ret; |
217 | |
218 | sprintf(buf, "%dx%d %s", |
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219 | ret->w, ret->h, |
220 | ret->difficulty == 2 ? "hard" : |
221 | ret->difficulty == 1 ? "tricky" : "easy"); |
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222 | *name = dupstr(buf); |
223 | |
224 | return TRUE; |
225 | } |
226 | |
227 | static void free_params(game_params *params) |
228 | { |
229 | sfree(params); |
230 | } |
231 | |
232 | static game_params *dup_params(game_params *params) |
233 | { |
234 | game_params *ret = snew(game_params); |
235 | *ret = *params; /* structure copy */ |
236 | return ret; |
237 | } |
238 | |
239 | #define EATNUM(x) do { \ |
240 | (x) = atoi(string); \ |
241 | while (*string && isdigit((unsigned char)*string)) string++; \ |
242 | } while(0) |
243 | |
244 | static void decode_params(game_params *params, char const *string) |
245 | { |
246 | EATNUM(params->w); |
247 | if (*string == 'x') { |
248 | string++; |
249 | EATNUM(params->h); |
250 | } |
251 | if (*string == 'b') { |
252 | string++; |
253 | EATNUM(params->blackpc); |
254 | } |
255 | if (*string == 's') { |
256 | string++; |
257 | EATNUM(params->symm); |
f50327a3 |
258 | } else { |
259 | /* cope with user input such as '18x10' by ensuring symmetry |
260 | * is not selected by default to be incompatible with dimensions */ |
261 | if (params->symm == SYMM_ROT4 && params->w != params->h) |
262 | params->symm = SYMM_ROT2; |
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263 | } |
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264 | params->difficulty = 0; |
265 | /* cope with old params */ |
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266 | if (*string == 'r') { |
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267 | params->difficulty = 2; |
268 | string++; |
269 | } |
270 | if (*string == 'd') { |
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271 | string++; |
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272 | EATNUM(params->difficulty); |
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273 | } |
274 | } |
275 | |
276 | static char *encode_params(game_params *params, int full) |
277 | { |
278 | char buf[80]; |
279 | |
280 | if (full) { |
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281 | sprintf(buf, "%dx%db%ds%dd%d", |
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282 | params->w, params->h, params->blackpc, |
283 | params->symm, |
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284 | params->difficulty); |
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285 | } else { |
286 | sprintf(buf, "%dx%d", params->w, params->h); |
287 | } |
288 | return dupstr(buf); |
289 | } |
290 | |
291 | static config_item *game_configure(game_params *params) |
292 | { |
293 | config_item *ret; |
294 | char buf[80]; |
295 | |
296 | ret = snewn(6, config_item); |
297 | |
298 | ret[0].name = "Width"; |
299 | ret[0].type = C_STRING; |
300 | sprintf(buf, "%d", params->w); |
301 | ret[0].sval = dupstr(buf); |
302 | ret[0].ival = 0; |
303 | |
304 | ret[1].name = "Height"; |
305 | ret[1].type = C_STRING; |
306 | sprintf(buf, "%d", params->h); |
307 | ret[1].sval = dupstr(buf); |
308 | ret[1].ival = 0; |
309 | |
310 | ret[2].name = "%age of black squares"; |
311 | ret[2].type = C_STRING; |
312 | sprintf(buf, "%d", params->blackpc); |
313 | ret[2].sval = dupstr(buf); |
314 | ret[2].ival = 0; |
315 | |
316 | ret[3].name = "Symmetry"; |
317 | ret[3].type = C_CHOICES; |
318 | ret[3].sval = ":None" |
319 | ":2-way mirror:2-way rotational" |
320 | ":4-way mirror:4-way rotational"; |
321 | ret[3].ival = params->symm; |
322 | |
323 | ret[4].name = "Difficulty"; |
324 | ret[4].type = C_CHOICES; |
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325 | ret[4].sval = ":Easy:Tricky:Hard"; |
326 | ret[4].ival = params->difficulty; |
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327 | |
328 | ret[5].name = NULL; |
329 | ret[5].type = C_END; |
330 | ret[5].sval = NULL; |
331 | ret[5].ival = 0; |
332 | |
333 | return ret; |
334 | } |
335 | |
336 | static game_params *custom_params(config_item *cfg) |
337 | { |
338 | game_params *ret = snew(game_params); |
339 | |
340 | ret->w = atoi(cfg[0].sval); |
341 | ret->h = atoi(cfg[1].sval); |
342 | ret->blackpc = atoi(cfg[2].sval); |
343 | ret->symm = cfg[3].ival; |
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344 | ret->difficulty = cfg[4].ival; |
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345 | |
346 | return ret; |
347 | } |
348 | |
349 | static char *validate_params(game_params *params, int full) |
350 | { |
351 | if (params->w < 2 || params->h < 2) |
352 | return "Width and height must be at least 2"; |
353 | if (full) { |
354 | if (params->blackpc < 5 || params->blackpc > 100) |
355 | return "Percentage of black squares must be between 5% and 100%"; |
356 | if (params->w != params->h) { |
357 | if (params->symm == SYMM_ROT4) |
358 | return "4-fold symmetry is only available with square grids"; |
359 | } |
360 | if (params->symm < 0 || params->symm >= SYMM_MAX) |
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361 | return "Unknown symmetry type"; |
362 | if (params->difficulty < 0 || params->difficulty > DIFFCOUNT) |
363 | return "Unknown difficulty level"; |
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364 | } |
365 | return NULL; |
366 | } |
367 | |
368 | /* --- Game state construction/freeing helper functions --- */ |
369 | |
370 | static game_state *new_state(game_params *params) |
371 | { |
372 | game_state *ret = snew(game_state); |
373 | |
374 | ret->w = params->w; |
375 | ret->h = params->h; |
376 | ret->lights = snewn(ret->w * ret->h, int); |
377 | ret->nlights = 0; |
378 | memset(ret->lights, 0, ret->w * ret->h * sizeof(int)); |
379 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
380 | memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int)); |
381 | ret->completed = ret->used_solve = 0; |
382 | return ret; |
383 | } |
384 | |
385 | static game_state *dup_game(game_state *state) |
386 | { |
387 | game_state *ret = snew(game_state); |
388 | |
389 | ret->w = state->w; |
390 | ret->h = state->h; |
391 | |
392 | ret->lights = snewn(ret->w * ret->h, int); |
393 | memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int)); |
394 | ret->nlights = state->nlights; |
395 | |
396 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
397 | memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int)); |
398 | |
399 | ret->completed = state->completed; |
400 | ret->used_solve = state->used_solve; |
401 | |
402 | return ret; |
403 | } |
404 | |
405 | static void free_game(game_state *state) |
406 | { |
407 | sfree(state->lights); |
408 | sfree(state->flags); |
409 | sfree(state); |
410 | } |
411 | |
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412 | static void debug_state(game_state *state) |
413 | { |
414 | int x, y; |
415 | char c = '?'; |
416 | |
417 | for (y = 0; y < state->h; y++) { |
418 | for (x = 0; x < state->w; x++) { |
419 | c = '.'; |
420 | if (GRID(state, flags, x, y) & F_BLACK) { |
421 | if (GRID(state, flags, x, y) & F_NUMBERED) |
422 | c = GRID(state, lights, x, y) + '0'; |
423 | else |
424 | c = '#'; |
425 | } else { |
426 | if (GRID(state, flags, x, y) & F_LIGHT) |
427 | c = 'O'; |
428 | else if (GRID(state, flags, x, y) & F_IMPOSSIBLE) |
429 | c = 'X'; |
430 | } |
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431 | debug(("%c", (int)c)); |
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432 | } |
9b265feb |
433 | debug((" ")); |
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434 | for (x = 0; x < state->w; x++) { |
435 | if (GRID(state, flags, x, y) & F_BLACK) |
436 | c = '#'; |
437 | else { |
438 | c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a'; |
439 | c += GRID(state, lights, x, y); |
440 | } |
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441 | debug(("%c", (int)c)); |
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442 | } |
9b265feb |
443 | debug(("\n")); |
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444 | } |
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445 | } |
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446 | |
447 | /* --- Game completion test routines. --- */ |
448 | |
449 | /* These are split up because occasionally functions are only |
450 | * interested in one particular aspect. */ |
451 | |
452 | /* Returns non-zero if all grid spaces are lit. */ |
453 | static int grid_lit(game_state *state) |
454 | { |
455 | int x, y; |
456 | |
457 | for (x = 0; x < state->w; x++) { |
458 | for (y = 0; y < state->h; y++) { |
459 | if (GRID(state,flags,x,y) & F_BLACK) continue; |
460 | if (GRID(state,lights,x,y) == 0) |
461 | return 0; |
462 | } |
463 | } |
464 | return 1; |
465 | } |
466 | |
467 | /* Returns non-zero if any lights are lit by other lights. */ |
468 | static int grid_overlap(game_state *state) |
469 | { |
470 | int x, y; |
471 | |
472 | for (x = 0; x < state->w; x++) { |
473 | for (y = 0; y < state->h; y++) { |
474 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
475 | if (GRID(state, lights, x, y) > 1) |
476 | return 1; |
477 | } |
478 | } |
479 | return 0; |
480 | } |
481 | |
482 | static int number_wrong(game_state *state, int x, int y) |
483 | { |
484 | surrounds s; |
485 | int i, n, empty, lights = GRID(state, lights, x, y); |
486 | |
487 | /* |
488 | * This function computes the display hint for a number: we |
489 | * turn the number red if it is definitely wrong. This means |
490 | * that either |
491 | * |
492 | * (a) it has too many lights around it, or |
493 | * (b) it would have too few lights around it even if all the |
494 | * plausible squares (not black, lit or F_IMPOSSIBLE) were |
495 | * filled with lights. |
496 | */ |
497 | |
498 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
499 | get_surrounds(state, x, y, &s); |
500 | |
501 | empty = n = 0; |
502 | for (i = 0; i < s.npoints; i++) { |
503 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) { |
504 | n++; |
505 | continue; |
506 | } |
507 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK) |
508 | continue; |
509 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE) |
510 | continue; |
511 | if (GRID(state,lights,s.points[i].x,s.points[i].y)) |
512 | continue; |
513 | empty++; |
514 | } |
515 | return (n > lights || (n + empty < lights)); |
516 | } |
517 | |
518 | static int number_correct(game_state *state, int x, int y) |
519 | { |
520 | surrounds s; |
521 | int n = 0, i, lights = GRID(state, lights, x, y); |
522 | |
523 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
524 | get_surrounds(state, x, y, &s); |
525 | for (i = 0; i < s.npoints; i++) { |
526 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) |
527 | n++; |
528 | } |
529 | return (n == lights) ? 1 : 0; |
530 | } |
531 | |
532 | /* Returns non-zero if any numbers add up incorrectly. */ |
533 | static int grid_addsup(game_state *state) |
534 | { |
535 | int x, y; |
536 | |
537 | for (x = 0; x < state->w; x++) { |
538 | for (y = 0; y < state->h; y++) { |
539 | if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue; |
540 | if (!number_correct(state, x, y)) return 0; |
541 | } |
542 | } |
543 | return 1; |
544 | } |
545 | |
546 | static int grid_correct(game_state *state) |
547 | { |
548 | if (grid_lit(state) && |
549 | !grid_overlap(state) && |
550 | grid_addsup(state)) return 1; |
551 | return 0; |
552 | } |
553 | |
554 | /* --- Board initial setup (blacks, lights, numbers) --- */ |
555 | |
556 | static void clean_board(game_state *state, int leave_blacks) |
557 | { |
558 | int x,y; |
559 | for (x = 0; x < state->w; x++) { |
560 | for (y = 0; y < state->h; y++) { |
561 | if (leave_blacks) |
562 | GRID(state, flags, x, y) &= F_BLACK; |
563 | else |
564 | GRID(state, flags, x, y) = 0; |
565 | GRID(state, lights, x, y) = 0; |
566 | } |
567 | } |
568 | state->nlights = 0; |
569 | } |
570 | |
571 | static void set_blacks(game_state *state, game_params *params, random_state *rs) |
572 | { |
573 | int x, y, degree = 0, rotate = 0, nblack; |
574 | int rh, rw, i; |
575 | int wodd = (state->w % 2) ? 1 : 0; |
576 | int hodd = (state->h % 2) ? 1 : 0; |
577 | int xs[4], ys[4]; |
578 | |
579 | switch (params->symm) { |
580 | case SYMM_NONE: degree = 1; rotate = 0; break; |
581 | case SYMM_ROT2: degree = 2; rotate = 1; break; |
582 | case SYMM_REF2: degree = 2; rotate = 0; break; |
583 | case SYMM_ROT4: degree = 4; rotate = 1; break; |
584 | case SYMM_REF4: degree = 4; rotate = 0; break; |
585 | default: assert(!"Unknown symmetry type"); |
586 | } |
587 | if (params->symm == SYMM_ROT4 && (state->h != state->w)) |
588 | assert(!"4-fold symmetry unavailable without square grid"); |
589 | |
590 | if (degree == 4) { |
591 | rw = state->w/2; |
592 | rh = state->h/2; |
593 | if (!rotate) rw += wodd; /* ... but see below. */ |
594 | rh += hodd; |
595 | } else if (degree == 2) { |
596 | rw = state->w; |
597 | rh = state->h/2; |
598 | rh += hodd; |
599 | } else { |
600 | rw = state->w; |
601 | rh = state->h; |
602 | } |
603 | |
604 | /* clear, then randomise, required region. */ |
605 | clean_board(state, 0); |
606 | nblack = (rw * rh * params->blackpc) / 100; |
607 | for (i = 0; i < nblack; i++) { |
608 | do { |
609 | x = random_upto(rs,rw); |
610 | y = random_upto(rs,rh); |
611 | } while (GRID(state,flags,x,y) & F_BLACK); |
612 | GRID(state, flags, x, y) |= F_BLACK; |
613 | } |
614 | |
615 | /* Copy required region. */ |
616 | if (params->symm == SYMM_NONE) return; |
617 | |
618 | for (x = 0; x < rw; x++) { |
619 | for (y = 0; y < rh; y++) { |
620 | if (degree == 4) { |
621 | xs[0] = x; |
622 | ys[0] = y; |
623 | xs[1] = state->w - 1 - (rotate ? y : x); |
624 | ys[1] = rotate ? x : y; |
625 | xs[2] = rotate ? (state->w - 1 - x) : x; |
626 | ys[2] = state->h - 1 - y; |
627 | xs[3] = rotate ? y : (state->w - 1 - x); |
628 | ys[3] = state->h - 1 - (rotate ? x : y); |
629 | } else { |
630 | xs[0] = x; |
631 | ys[0] = y; |
632 | xs[1] = rotate ? (state->w - 1 - x) : x; |
633 | ys[1] = state->h - 1 - y; |
634 | } |
635 | for (i = 1; i < degree; i++) { |
636 | GRID(state, flags, xs[i], ys[i]) = |
637 | GRID(state, flags, xs[0], ys[0]); |
638 | } |
639 | } |
640 | } |
641 | /* SYMM_ROT4 misses the middle square above; fix that here. */ |
642 | if (degree == 4 && rotate && wodd && |
643 | (random_upto(rs,100) <= (unsigned int)params->blackpc)) |
644 | GRID(state,flags, |
645 | state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK; |
646 | |
9b265feb |
647 | #ifdef SOLVER_DIAGNOSTICS |
648 | if (verbose) debug_state(state); |
e3478a4b |
649 | #endif |
650 | } |
651 | |
652 | /* Fills in (does not allocate) a ll_data with all the tiles that would |
653 | * be illuminated by a light at point (ox,oy). If origin=1 then the |
654 | * origin is included in this list. */ |
655 | static void list_lights(game_state *state, int ox, int oy, int origin, |
656 | ll_data *lld) |
657 | { |
658 | int x,y; |
659 | |
660 | memset(lld, 0, sizeof(lld)); |
661 | lld->ox = lld->minx = lld->maxx = ox; |
662 | lld->oy = lld->miny = lld->maxy = oy; |
663 | lld->include_origin = origin; |
664 | |
665 | y = oy; |
666 | for (x = ox-1; x >= 0; x--) { |
667 | if (GRID(state, flags, x, y) & F_BLACK) break; |
668 | if (x < lld->minx) lld->minx = x; |
669 | } |
670 | for (x = ox+1; x < state->w; x++) { |
671 | if (GRID(state, flags, x, y) & F_BLACK) break; |
672 | if (x > lld->maxx) lld->maxx = x; |
673 | } |
674 | |
675 | x = ox; |
676 | for (y = oy-1; y >= 0; y--) { |
677 | if (GRID(state, flags, x, y) & F_BLACK) break; |
678 | if (y < lld->miny) lld->miny = y; |
679 | } |
680 | for (y = oy+1; y < state->h; y++) { |
681 | if (GRID(state, flags, x, y) & F_BLACK) break; |
682 | if (y > lld->maxy) lld->maxy = y; |
683 | } |
684 | } |
685 | |
686 | /* Makes sure a light is the given state, editing the lights table to suit the |
687 | * new state if necessary. */ |
688 | static void set_light(game_state *state, int ox, int oy, int on) |
689 | { |
690 | ll_data lld; |
691 | int diff = 0; |
692 | |
693 | assert(!(GRID(state,flags,ox,oy) & F_BLACK)); |
694 | |
695 | if (!on && GRID(state,flags,ox,oy) & F_LIGHT) { |
696 | diff = -1; |
697 | GRID(state,flags,ox,oy) &= ~F_LIGHT; |
698 | state->nlights--; |
699 | } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) { |
700 | diff = 1; |
701 | GRID(state,flags,ox,oy) |= F_LIGHT; |
702 | state->nlights++; |
703 | } |
704 | |
705 | if (diff != 0) { |
706 | list_lights(state,ox,oy,1,&lld); |
707 | FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; ); |
708 | } |
709 | } |
710 | |
711 | /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */ |
712 | static int check_dark(game_state *state, int x, int y) |
713 | { |
714 | ll_data lld; |
715 | |
716 | list_lights(state, x, y, 1, &lld); |
717 | FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } ); |
718 | return 0; |
719 | } |
720 | |
721 | /* Sets up an initial random correct position (i.e. every |
722 | * space lit, and no lights lit by other lights) by filling the |
723 | * grid with lights and then removing lights one by one at random. */ |
724 | static void place_lights(game_state *state, random_state *rs) |
725 | { |
726 | int i, x, y, n, *numindices, wh = state->w*state->h; |
727 | ll_data lld; |
728 | |
729 | numindices = snewn(wh, int); |
730 | for (i = 0; i < wh; i++) numindices[i] = i; |
731 | shuffle(numindices, wh, sizeof(*numindices), rs); |
732 | |
733 | /* Place a light on all grid squares without lights. */ |
734 | for (x = 0; x < state->w; x++) { |
735 | for (y = 0; y < state->h; y++) { |
736 | GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */ |
737 | if (GRID(state, flags, x, y) & F_BLACK) continue; |
738 | set_light(state, x, y, 1); |
739 | } |
740 | } |
741 | |
742 | for (i = 0; i < wh; i++) { |
743 | y = numindices[i] / state->w; |
744 | x = numindices[i] % state->w; |
745 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
746 | if (GRID(state, flags, x, y) & F_MARK) continue; |
747 | list_lights(state, x, y, 0, &lld); |
748 | |
749 | /* If we're not lighting any lights ourself, don't remove anything. */ |
750 | n = 0; |
751 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } ); |
9b265feb |
752 | if (n == 0) continue; /* [1] */ |
e3478a4b |
753 | |
754 | /* Check whether removing lights we're lighting would cause anything |
755 | * to go dark. */ |
756 | n = 0; |
757 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } ); |
758 | if (n == 0) { |
759 | /* No, it wouldn't, so we can remove them all. */ |
760 | FOREACHLIT(&lld, set_light(state,lx,ly, 0); ); |
761 | GRID(state,flags,x,y) |= F_MARK; |
762 | } |
763 | |
764 | if (!grid_overlap(state)) { |
765 | sfree(numindices); |
766 | return; /* we're done. */ |
767 | } |
768 | assert(grid_lit(state)); |
769 | } |
9b265feb |
770 | /* could get here if the line at [1] continue'd out of the loop. */ |
771 | if (grid_overlap(state)) { |
772 | debug_state(state); |
773 | assert(!"place_lights failed to resolve overlapping lights!"); |
774 | } |
9a6d429a |
775 | sfree(numindices); |
e3478a4b |
776 | } |
777 | |
778 | /* Fills in all black squares with numbers of adjacent lights. */ |
779 | static void place_numbers(game_state *state) |
780 | { |
781 | int x, y, i, n; |
782 | surrounds s; |
783 | |
784 | for (x = 0; x < state->w; x++) { |
785 | for (y = 0; y < state->h; y++) { |
786 | if (!(GRID(state,flags,x,y) & F_BLACK)) continue; |
787 | get_surrounds(state, x, y, &s); |
788 | n = 0; |
789 | for (i = 0; i < s.npoints; i++) { |
790 | if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT) |
791 | n++; |
792 | } |
793 | GRID(state,flags,x,y) |= F_NUMBERED; |
794 | GRID(state,lights,x,y) = n; |
795 | } |
796 | } |
797 | } |
798 | |
799 | /* --- Actual solver, with helper subroutines. --- */ |
800 | |
801 | static void tsl_callback(game_state *state, |
802 | int lx, int ly, int *x, int *y, int *n) |
803 | { |
804 | if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return; |
805 | if (GRID(state,lights,lx,ly) > 0) return; |
806 | *x = lx; *y = ly; (*n)++; |
807 | } |
808 | |
809 | static int try_solve_light(game_state *state, int ox, int oy, |
810 | unsigned int flags, int lights) |
811 | { |
812 | ll_data lld; |
f02e50a0 |
813 | int sx = 0, sy = 0, n = 0; |
e3478a4b |
814 | |
815 | if (lights > 0) return 0; |
816 | if (flags & F_BLACK) return 0; |
817 | |
818 | /* We have an unlit square; count how many ways there are left to |
819 | * place a light that lights us (including this square); if only |
820 | * one, we must put a light there. Squares that could light us |
821 | * are, of course, the same as the squares we would light... */ |
822 | list_lights(state, ox, oy, 1, &lld); |
823 | FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); }); |
824 | if (n == 1) { |
825 | set_light(state, sx, sy, 1); |
9b265feb |
826 | #ifdef SOLVER_DIAGNOSTICS |
827 | debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n", |
828 | ox,oy,sx,sy)); |
829 | if (verbose) debug_state(state); |
e3478a4b |
830 | #endif |
831 | return 1; |
832 | } |
833 | |
834 | return 0; |
835 | } |
836 | |
837 | static int could_place_light(unsigned int flags, int lights) |
838 | { |
839 | if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0; |
840 | return (lights > 0) ? 0 : 1; |
841 | } |
842 | |
9b265feb |
843 | static int could_place_light_xy(game_state *state, int x, int y) |
844 | { |
845 | int lights = GRID(state,lights,x,y); |
846 | unsigned int flags = GRID(state,flags,x,y); |
847 | return (could_place_light(flags, lights)) ? 1 : 0; |
848 | } |
849 | |
e3478a4b |
850 | /* For a given number square, determine whether we have enough info |
851 | * to unambiguously place its lights. */ |
852 | static int try_solve_number(game_state *state, int nx, int ny, |
853 | unsigned int nflags, int nlights) |
854 | { |
855 | surrounds s; |
856 | int x, y, nl, ns, i, ret = 0, lights; |
857 | unsigned int flags; |
858 | |
859 | if (!(nflags & F_NUMBERED)) return 0; |
860 | nl = nlights; |
861 | get_surrounds(state,nx,ny,&s); |
862 | ns = s.npoints; |
863 | |
864 | /* nl is no. of lights we need to place, ns is no. of spaces we |
865 | * have to place them in. Try and narrow these down, and mark |
866 | * points we can ignore later. */ |
867 | for (i = 0; i < s.npoints; i++) { |
868 | x = s.points[i].x; y = s.points[i].y; |
869 | flags = GRID(state,flags,x,y); |
870 | lights = GRID(state,lights,x,y); |
871 | if (flags & F_LIGHT) { |
872 | /* light here already; one less light for one less place. */ |
873 | nl--; ns--; |
874 | s.points[i].f |= F_MARK; |
875 | } else if (!could_place_light(flags, lights)) { |
876 | ns--; |
877 | s.points[i].f |= F_MARK; |
878 | } |
879 | } |
880 | if (ns == 0) return 0; /* nowhere to put anything. */ |
881 | if (nl == 0) { |
882 | /* we have placed all lights we need to around here; all remaining |
883 | * surrounds are therefore IMPOSSIBLE. */ |
e3478a4b |
884 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
885 | for (i = 0; i < s.npoints; i++) { |
886 | if (!(s.points[i].f & F_MARK)) { |
887 | GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE; |
888 | ret = 1; |
889 | } |
890 | } |
9b265feb |
891 | #ifdef SOLVER_DIAGNOSTICS |
892 | printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n", |
e3478a4b |
893 | nx,ny); |
9b265feb |
894 | if (verbose) debug_state(state); |
e3478a4b |
895 | #endif |
9b265feb |
896 | } else if (nl == ns) { |
897 | /* we have as many lights to place as spaces; fill them all. */ |
e3478a4b |
898 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
899 | for (i = 0; i < s.npoints; i++) { |
900 | if (!(s.points[i].f & F_MARK)) { |
901 | set_light(state, s.points[i].x,s.points[i].y, 1); |
902 | ret = 1; |
903 | } |
904 | } |
9b265feb |
905 | #ifdef SOLVER_DIAGNOSTICS |
906 | printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n", |
907 | nx,ny); |
908 | if (verbose) debug_state(state); |
909 | #endif |
e3478a4b |
910 | } |
911 | return ret; |
912 | } |
913 | |
9b265feb |
914 | struct setscratch { |
915 | int x, y; |
916 | int n; |
917 | }; |
918 | |
919 | #define SCRATCHSZ (state->w+state->h) |
920 | |
921 | /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags. |
922 | * Algorithm thanks to Simon: |
923 | * |
924 | * (a) Any square where you can place a light has a set of squares |
925 | * which would become non-lights as a result. (This includes |
926 | * squares lit by the first square, and can also include squares |
927 | * adjacent to the same clue square if the new light is the last |
928 | * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being |
929 | * the square you place a light. |
930 | |
931 | * (b) Any unlit square has a set of squares on which you could place |
932 | * a light to illuminate it. (Possibly including itself, of |
933 | * course.) This set of squares has the property that _at least |
934 | * one_ of them must contain a light. Sets of this type also arise |
935 | * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y) |
936 | * the square you would place a light. |
937 | |
938 | * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is |
939 | * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at |
940 | * (dx,dy) would either leave no remaining way to illuminate a certain |
941 | * square, or would leave no remaining way to fulfill a certain clue |
942 | * (at lx,ly). In either case, a light can be ruled out at that position. |
943 | * |
944 | * So, we construct all possible MAKESLIGHT sets, both from unlit squares |
945 | * and clue squares, and then we look for plausible MAKESDARK sets that include |
946 | * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have |
947 | * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set |
948 | * members. |
949 | * |
950 | * Once we have such a set, Simon came up with a Cunning Plan to find |
951 | * the most sensible MAKESDARK candidate: |
952 | * |
953 | * (a) for each square S in your set X, find all the squares which _would_ |
954 | * rule it out. That means any square which would light S, plus |
955 | * any square adjacent to the same clue square as S (provided |
956 | * that clue square has only one remaining light to be placed). |
957 | * It's not hard to make this list. Don't do anything with this |
958 | * data at the moment except _count_ the squares. |
959 | |
960 | * (b) Find the square S_min in the original set which has the |
961 | * _smallest_ number of other squares which would rule it out. |
962 | |
963 | * (c) Find all the squares that rule out S_min (it's probably |
964 | * better to recompute this than to have stored it during step |
965 | * (a), since the CPU requirement is modest but the storage |
966 | * cost would get ugly.) For each of these squares, see if it |
967 | * rules out everything else in the set X. Any which does can |
968 | * be marked as not-a-light. |
969 | * |
970 | */ |
971 | |
972 | typedef void (*trl_cb)(game_state *state, int dx, int dy, |
973 | struct setscratch *scratch, int n, void *ctx); |
974 | |
975 | static void try_rule_out(game_state *state, int x, int y, |
976 | struct setscratch *scratch, int n, |
977 | trl_cb cb, void *ctx); |
978 | |
979 | static void trl_callback_search(game_state *state, int dx, int dy, |
980 | struct setscratch *scratch, int n, void *ignored) |
981 | { |
982 | int i; |
983 | |
984 | #ifdef SOLVER_DIAGNOSTICS |
985 | if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy)); |
986 | #endif |
987 | |
988 | for (i = 0; i < n; i++) { |
989 | if (dx == scratch[i].x && dy == scratch[i].y) { |
990 | scratch[i].n = 1; |
991 | return; |
992 | } |
993 | } |
994 | } |
995 | |
996 | static void trl_callback_discount(game_state *state, int dx, int dy, |
997 | struct setscratch *scratch, int n, void *ctx) |
998 | { |
999 | int *didsth = (int *)ctx; |
1000 | int i; |
1001 | |
1002 | if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) { |
1003 | #ifdef SOLVER_DIAGNOSTICS |
1004 | debug(("Square at (%d,%d) already impossible.\n", dx,dy)); |
1005 | #endif |
1006 | return; |
1007 | } |
1008 | |
1009 | /* Check whether a light at (dx,dy) rules out everything |
1010 | * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does. |
1011 | * We can use try_rule_out for this as well, as the set of |
1012 | * squares which would rule out (x,y) is the same as the |
1013 | * set of squares which (x,y) would rule out. */ |
1014 | |
1015 | #ifdef SOLVER_DIAGNOSTICS |
1016 | if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy)); |
1017 | #endif |
1018 | |
1019 | for (i = 0; i < n; i++) |
1020 | scratch[i].n = 0; |
1021 | try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL); |
1022 | for (i = 0; i < n; i++) { |
1023 | if (scratch[i].n == 0) return; |
1024 | } |
1025 | /* The light ruled out everything in scratch. Yay. */ |
1026 | GRID(state,flags,dx,dy) |= F_IMPOSSIBLE; |
1027 | #ifdef SOLVER_DIAGNOSTICS |
1028 | debug(("Set reduction discounted square at (%d,%d):\n", dx,dy)); |
1029 | if (verbose) debug_state(state); |
1030 | #endif |
1031 | |
1032 | *didsth = 1; |
1033 | } |
1034 | |
1035 | static void trl_callback_incn(game_state *state, int dx, int dy, |
1036 | struct setscratch *scratch, int n, void *ctx) |
1037 | { |
1038 | struct setscratch *s = (struct setscratch *)ctx; |
1039 | s->n++; |
1040 | } |
1041 | |
1042 | static void try_rule_out(game_state *state, int x, int y, |
1043 | struct setscratch *scratch, int n, |
1044 | trl_cb cb, void *ctx) |
1045 | { |
1046 | /* XXX Find all the squares which would rule out (x,y); anything |
1047 | * that would light it as well as squares adjacent to same clues |
1048 | * as X assuming that clue only has one remaining light. |
1049 | * Call the callback with each square. */ |
1050 | ll_data lld; |
1051 | surrounds s, ss; |
1052 | int i, j, curr_lights, tot_lights; |
1053 | |
1054 | /* Find all squares that would rule out a light at (x,y) and call trl_cb |
1055 | * with them: anything that would light (x,y)... */ |
1056 | |
1057 | list_lights(state, x, y, 0, &lld); |
1058 | FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } }); |
1059 | |
1060 | /* ... as well as any empty space (that isn't x,y) next to any clue square |
1061 | * next to (x,y) that only has one light left to place. */ |
1062 | |
1063 | get_surrounds(state, x, y, &s); |
1064 | for (i = 0; i < s.npoints; i++) { |
6f745fb1 |
1065 | if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED)) |
9b265feb |
1066 | continue; |
6f745fb1 |
1067 | /* we have an adjacent clue square; find /its/ surrounds |
9b265feb |
1068 | * and count the remaining lights it needs. */ |
1069 | get_surrounds(state,s.points[i].x,s.points[i].y,&ss); |
1070 | curr_lights = 0; |
1071 | for (j = 0; j < ss.npoints; j++) { |
1072 | if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT) |
1073 | curr_lights++; |
1074 | } |
1075 | tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y); |
1076 | /* We have a clue with tot_lights to fill, and curr_lights currently |
1077 | * around it. If adding a light at (x,y) fills up the clue (i.e. |
1078 | * curr_lights + 1 = tot_lights) then we need to discount all other |
1079 | * unlit squares around the clue. */ |
1080 | if ((curr_lights + 1) == tot_lights) { |
1081 | for (j = 0; j < ss.npoints; j++) { |
1082 | int lx = ss.points[j].x, ly = ss.points[j].y; |
1083 | if (lx == x && ly == y) continue; |
1084 | if (could_place_light_xy(state, lx, ly)) |
1085 | cb(state, lx, ly, scratch, n, ctx); |
1086 | } |
1087 | } |
1088 | } |
1089 | } |
1090 | |
1091 | #ifdef SOLVER_DIAGNOSTICS |
1092 | static void debug_scratch(const char *msg, struct setscratch *scratch, int n) |
1093 | { |
1094 | int i; |
1095 | debug(("%s scratch (%d elements):\n", msg, n)); |
1096 | for (i = 0; i < n; i++) { |
1097 | debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n)); |
1098 | } |
1099 | } |
1100 | #endif |
1101 | |
1102 | static int discount_set(game_state *state, |
1103 | struct setscratch *scratch, int n) |
1104 | { |
1105 | int i, besti, bestn, didsth = 0; |
1106 | |
1107 | #ifdef SOLVER_DIAGNOSTICS |
1108 | if (verbose > 1) debug_scratch("discount_set", scratch, n); |
1109 | #endif |
1110 | if (n == 0) return 0; |
1111 | |
1112 | for (i = 0; i < n; i++) { |
1113 | try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n, |
1114 | trl_callback_incn, (void*)&(scratch[i])); |
1115 | } |
1116 | #ifdef SOLVER_DIAGNOSTICS |
1117 | if (verbose > 1) debug_scratch("discount_set after count", scratch, n); |
1118 | #endif |
1119 | |
1120 | besti = -1; bestn = SCRATCHSZ; |
1121 | for (i = 0; i < n; i++) { |
1122 | if (scratch[i].n < bestn) { |
1123 | bestn = scratch[i].n; |
1124 | besti = i; |
1125 | } |
1126 | } |
1127 | #ifdef SOLVER_DIAGNOSTICS |
1128 | if (verbose > 1) debug(("best square (%d,%d) with n%d.\n", |
1129 | scratch[besti].x, scratch[besti].y, scratch[besti].n)); |
1130 | #endif |
1131 | try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n, |
1132 | trl_callback_discount, (void*)&didsth); |
1133 | #ifdef SOLVER_DIAGNOSTICS |
1134 | if (didsth) debug((" [from square (%d,%d)]\n", |
1135 | scratch[besti].x, scratch[besti].y)); |
1136 | #endif |
1137 | |
1138 | return didsth; |
1139 | } |
1140 | |
1141 | static void discount_clear(game_state *state, struct setscratch *scratch, int *n) |
1142 | { |
1143 | *n = 0; |
1144 | memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch)); |
1145 | } |
1146 | |
1147 | static void unlit_cb(game_state *state, int lx, int ly, |
1148 | struct setscratch *scratch, int *n) |
1149 | { |
1150 | if (could_place_light_xy(state, lx, ly)) { |
1151 | scratch[*n].x = lx; scratch[*n].y = ly; (*n)++; |
1152 | } |
1153 | } |
1154 | |
1155 | /* Construct a MAKESLIGHT set from an unlit square. */ |
1156 | static int discount_unlit(game_state *state, int x, int y, |
1157 | struct setscratch *scratch) |
1158 | { |
1159 | ll_data lld; |
1160 | int n, didsth; |
1161 | |
1162 | #ifdef SOLVER_DIAGNOSTICS |
1163 | if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y)); |
1164 | if (verbose > 1) debug_state(state); |
1165 | #endif |
1166 | |
1167 | discount_clear(state, scratch, &n); |
1168 | |
1169 | list_lights(state, x, y, 1, &lld); |
1170 | FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); }); |
1171 | didsth = discount_set(state, scratch, n); |
1172 | #ifdef SOLVER_DIAGNOSTICS |
1173 | if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y)); |
1174 | #endif |
1175 | return didsth; |
1176 | |
1177 | } |
1178 | |
1179 | /* Construct a series of MAKESLIGHT sets from a clue square. |
1180 | * for a clue square with N remaining spaces that must contain M lights, every |
1181 | * subset of size N-M+1 of those N spaces forms such a set. |
1182 | */ |
1183 | |
1184 | static int discount_clue(game_state *state, int x, int y, |
1185 | struct setscratch *scratch) |
1186 | { |
1187 | int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights; |
1188 | unsigned int flags; |
1189 | surrounds s, sempty; |
1190 | combi_ctx *combi; |
1191 | |
1192 | if (m == 0) return 0; |
1193 | |
1194 | #ifdef SOLVER_DIAGNOSTICS |
1195 | if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y)); |
1196 | if (verbose > 1) debug_state(state); |
1197 | #endif |
1198 | |
1199 | /* m is no. of lights still to place; starts off at the clue value |
1200 | * and decreases when we find a light already down. |
1201 | * n is no. of spaces left; starts off at 0 and goes up when we find |
1202 | * a plausible space. */ |
1203 | |
1204 | get_surrounds(state, x, y, &s); |
1205 | memset(&sempty, 0, sizeof(surrounds)); |
1206 | for (i = 0; i < s.npoints; i++) { |
1207 | int lx = s.points[i].x, ly = s.points[i].y; |
1208 | flags = GRID(state,flags,lx,ly); |
1209 | lights = GRID(state,lights,lx,ly); |
1210 | |
1211 | if (flags & F_LIGHT) m--; |
1212 | |
1213 | if (could_place_light(flags, lights)) { |
1214 | sempty.points[sempty.npoints].x = lx; |
1215 | sempty.points[sempty.npoints].y = ly; |
1216 | sempty.npoints++; |
1217 | } |
1218 | } |
1219 | n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */ |
1220 | if (n == 0) return 0; /* clue is full already. */ |
1221 | |
1222 | if (m < 0 || m > n) return 0; /* become impossible. */ |
1223 | |
1224 | combi = new_combi(n - m + 1, n); |
1225 | while (next_combi(combi)) { |
1226 | discount_clear(state, scratch, &slen); |
1227 | for (i = 0; i < combi->r; i++) { |
1228 | scratch[slen].x = sempty.points[combi->a[i]].x; |
1229 | scratch[slen].y = sempty.points[combi->a[i]].y; |
1230 | slen++; |
1231 | } |
1232 | if (discount_set(state, scratch, slen)) didsth = 1; |
1233 | } |
1234 | free_combi(combi); |
1235 | #ifdef SOLVER_DIAGNOSTICS |
1236 | if (didsth) debug((" [from clue at (%d,%d)].\n", x, y)); |
1237 | #endif |
1238 | return didsth; |
1239 | } |
1240 | |
1241 | #define F_SOLVE_FORCEUNIQUE 1 |
1242 | #define F_SOLVE_DISCOUNTSETS 2 |
1243 | #define F_SOLVE_ALLOWRECURSE 4 |
1244 | |
1245 | static unsigned int flags_from_difficulty(int difficulty) |
1246 | { |
1247 | unsigned int sflags = F_SOLVE_FORCEUNIQUE; |
1248 | assert(difficulty <= DIFFCOUNT); |
1249 | if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS; |
1250 | if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE; |
1251 | return sflags; |
1252 | } |
1253 | |
1254 | #define MAXRECURSE 5 |
1255 | |
e3478a4b |
1256 | static int solve_sub(game_state *state, |
9b265feb |
1257 | unsigned int solve_flags, int depth, |
e3478a4b |
1258 | int *maxdepth) |
1259 | { |
1260 | unsigned int flags; |
1261 | int x, y, didstuff, ncanplace, lights; |
9b265feb |
1262 | int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0; |
e3478a4b |
1263 | game_state *scopy; |
1264 | ll_data lld; |
9b265feb |
1265 | struct setscratch *sscratch = NULL; |
e3478a4b |
1266 | |
9b265feb |
1267 | #ifdef SOLVER_DIAGNOSTICS |
e3478a4b |
1268 | printf("solve_sub: depth = %d\n", depth); |
1269 | #endif |
1270 | if (maxdepth && *maxdepth < depth) *maxdepth = depth; |
9b265feb |
1271 | if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE; |
e3478a4b |
1272 | |
1273 | while (1) { |
1274 | if (grid_overlap(state)) { |
1275 | /* Our own solver, from scratch, should never cause this to happen |
1276 | * (assuming a soluble grid). However, if we're trying to solve |
1277 | * from a half-completed *incorrect* grid this might occur; we |
1278 | * just return the 'no solutions' code in this case. */ |
9b265feb |
1279 | ret = 0; goto done; |
e3478a4b |
1280 | } |
1281 | |
9b265feb |
1282 | if (grid_correct(state)) { ret = 1; goto done; } |
e3478a4b |
1283 | |
1284 | ncanplace = 0; |
1285 | didstuff = 0; |
1286 | /* These 2 loops, and the functions they call, are the critical loops |
1287 | * for timing; any optimisations should look here first. */ |
1288 | for (x = 0; x < state->w; x++) { |
1289 | for (y = 0; y < state->h; y++) { |
1290 | flags = GRID(state,flags,x,y); |
1291 | lights = GRID(state,lights,x,y); |
1292 | ncanplace += could_place_light(flags, lights); |
1293 | |
1294 | if (try_solve_light(state, x, y, flags, lights)) didstuff = 1; |
1295 | if (try_solve_number(state, x, y, flags, lights)) didstuff = 1; |
1296 | } |
1297 | } |
1298 | if (didstuff) continue; |
9b265feb |
1299 | if (!ncanplace) { |
1300 | /* nowhere to put a light, puzzle is unsoluble. */ |
1301 | ret = 0; goto done; |
1302 | } |
1303 | |
1304 | if (solve_flags & F_SOLVE_DISCOUNTSETS) { |
1305 | if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch); |
1306 | /* Try a more cunning (and more involved) way... more details above. */ |
1307 | for (x = 0; x < state->w; x++) { |
1308 | for (y = 0; y < state->h; y++) { |
1309 | flags = GRID(state,flags,x,y); |
1310 | lights = GRID(state,lights,x,y); |
1311 | |
1312 | if (!(flags & F_BLACK) && lights == 0) { |
1313 | if (discount_unlit(state, x, y, sscratch)) { |
1314 | didstuff = 1; |
1315 | goto reduction_success; |
1316 | } |
1317 | } else if (flags & F_NUMBERED) { |
1318 | if (discount_clue(state, x, y, sscratch)) { |
1319 | didstuff = 1; |
1320 | goto reduction_success; |
1321 | } |
1322 | } |
1323 | } |
1324 | } |
1325 | } |
1326 | reduction_success: |
1327 | if (didstuff) continue; |
e3478a4b |
1328 | |
1329 | /* We now have to make a guess; we have places to put lights but |
1330 | * no definite idea about where they can go. */ |
9b265feb |
1331 | if (depth >= maxrecurse) { |
1332 | /* mustn't delve any deeper. */ |
1333 | ret = -1; goto done; |
1334 | } |
e3478a4b |
1335 | /* Of all the squares that we could place a light, pick the one |
1336 | * that would light the most currently unlit squares. */ |
1337 | /* This heuristic was just plucked from the air; there may well be |
1338 | * a more efficient way of choosing a square to flip to minimise |
1339 | * recursion. */ |
1340 | bestn = 0; |
1341 | bestx = besty = -1; /* suyb */ |
1342 | for (x = 0; x < state->w; x++) { |
1343 | for (y = 0; y < state->h; y++) { |
1344 | flags = GRID(state,flags,x,y); |
1345 | lights = GRID(state,lights,x,y); |
1346 | if (!could_place_light(flags, lights)) continue; |
1347 | |
1348 | n = 0; |
1349 | list_lights(state, x, y, 1, &lld); |
1350 | FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; }); |
1351 | if (n > bestn) { |
1352 | bestn = n; bestx = x; besty = y; |
1353 | } |
1354 | } |
1355 | } |
1356 | assert(bestn > 0); |
1357 | assert(bestx >= 0 && besty >= 0); |
1358 | |
1359 | /* Now we've chosen a plausible (x,y), try to solve it once as 'lit' |
1360 | * and once as 'impossible'; we need to make one copy to do this. */ |
1361 | |
1362 | scopy = dup_game(state); |
9b265feb |
1363 | #ifdef SOLVER_DIAGNOSTICS |
1364 | debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty)); |
1365 | #endif |
e3478a4b |
1366 | GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE; |
9b265feb |
1367 | self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth); |
e3478a4b |
1368 | |
9b265feb |
1369 | if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) { |
e3478a4b |
1370 | /* we didn't care about finding all solutions, and we just |
1371 | * found one; return with it immediately. */ |
1372 | free_game(scopy); |
9b265feb |
1373 | ret = self_soluble; |
1374 | goto done; |
e3478a4b |
1375 | } |
1376 | |
9b265feb |
1377 | #ifdef SOLVER_DIAGNOSTICS |
1378 | debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty)); |
1379 | #endif |
e3478a4b |
1380 | set_light(scopy, bestx, besty, 1); |
9b265feb |
1381 | copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth); |
e3478a4b |
1382 | |
1383 | /* If we wanted a unique solution but we hit our recursion limit |
1384 | * (on either branch) then we have to assume we didn't find possible |
1385 | * extra solutions, and return 'not soluble'. */ |
9b265feb |
1386 | if ((solve_flags & F_SOLVE_FORCEUNIQUE) && |
e3478a4b |
1387 | ((copy_soluble < 0) || (self_soluble < 0))) { |
1388 | ret = -1; |
1389 | /* Make sure that whether or not it was self or copy (or both) that |
1390 | * were soluble, that we return a solved state in self. */ |
1391 | } else if (copy_soluble <= 0) { |
1392 | /* copy wasn't soluble; keep self state and return that result. */ |
1393 | ret = self_soluble; |
1394 | } else if (self_soluble <= 0) { |
1395 | /* copy solved and we didn't, so copy in copy's (now solved) |
1396 | * flags and light state. */ |
1397 | memcpy(state->lights, scopy->lights, |
1398 | scopy->w * scopy->h * sizeof(int)); |
1399 | memcpy(state->flags, scopy->flags, |
1400 | scopy->w * scopy->h * sizeof(unsigned int)); |
1401 | ret = copy_soluble; |
1402 | } else { |
1403 | ret = copy_soluble + self_soluble; |
1404 | } |
1405 | free_game(scopy); |
9b265feb |
1406 | goto done; |
e3478a4b |
1407 | } |
9b265feb |
1408 | done: |
1409 | if (sscratch) sfree(sscratch); |
1410 | #ifdef SOLVER_DIAGNOSTICS |
1411 | if (ret < 0) |
1412 | debug(("solve_sub: depth = %d returning, ran out of recursion.\n", |
1413 | depth)); |
1414 | else |
1415 | debug(("solve_sub: depth = %d returning, %d solutions.\n", |
1416 | depth, ret)); |
1417 | #endif |
1418 | return ret; |
e3478a4b |
1419 | } |
1420 | |
e3478a4b |
1421 | /* Fills in the (possibly partially-complete) game_state as far as it can, |
1422 | * returning the number of possible solutions. If it returns >0 then the |
1423 | * game_state will be in a solved state, but you won't know which one. */ |
9b265feb |
1424 | static int dosolve(game_state *state, int solve_flags, int *maxdepth) |
e3478a4b |
1425 | { |
1426 | int x, y, nsol; |
1427 | |
1428 | for (x = 0; x < state->w; x++) { |
1429 | for (y = 0; y < state->h; y++) { |
1430 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
1431 | } |
1432 | } |
9b265feb |
1433 | nsol = solve_sub(state, solve_flags, 0, maxdepth); |
e3478a4b |
1434 | return nsol; |
1435 | } |
1436 | |
1437 | static int strip_unused_nums(game_state *state) |
1438 | { |
1439 | int x,y,n=0; |
1440 | for (x = 0; x < state->w; x++) { |
1441 | for (y = 0; y < state->h; y++) { |
1442 | if ((GRID(state,flags,x,y) & F_NUMBERED) && |
1443 | !(GRID(state,flags,x,y) & F_NUMBERUSED)) { |
1444 | GRID(state,flags,x,y) &= ~F_NUMBERED; |
1445 | GRID(state,lights,x,y) = 0; |
1446 | n++; |
1447 | } |
1448 | } |
1449 | } |
72c15821 |
1450 | debug(("Stripped %d unused numbers.\n", n)); |
e3478a4b |
1451 | return n; |
1452 | } |
1453 | |
1454 | static void unplace_lights(game_state *state) |
1455 | { |
1456 | int x,y; |
1457 | for (x = 0; x < state->w; x++) { |
1458 | for (y = 0; y < state->h; y++) { |
1459 | if (GRID(state,flags,x,y) & F_LIGHT) |
1460 | set_light(state,x,y,0); |
1461 | GRID(state,flags,x,y) &= ~F_IMPOSSIBLE; |
1462 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
1463 | } |
1464 | } |
1465 | } |
1466 | |
9b265feb |
1467 | static int puzzle_is_good(game_state *state, int difficulty) |
e3478a4b |
1468 | { |
9b265feb |
1469 | int nsol, mdepth = 0; |
1470 | unsigned int sflags = flags_from_difficulty(difficulty); |
e3478a4b |
1471 | |
e3478a4b |
1472 | unplace_lights(state); |
1473 | |
9b265feb |
1474 | #ifdef SOLVER_DIAGNOSTICS |
1475 | debug(("Trying to solve with difficulty %d (0x%x):\n", |
1476 | difficulty, sflags)); |
1477 | if (verbose) debug_state(state); |
e3478a4b |
1478 | #endif |
1479 | |
9b265feb |
1480 | nsol = dosolve(state, sflags, &mdepth); |
e3478a4b |
1481 | /* if we wanted an easy puzzle, make sure we didn't need recursion. */ |
9b265feb |
1482 | if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) { |
1483 | debug(("Ignoring recursive puzzle.\n")); |
e3478a4b |
1484 | return 0; |
1485 | } |
1486 | |
9b265feb |
1487 | debug(("%d solutions found.\n", nsol)); |
e3478a4b |
1488 | if (nsol <= 0) return 0; |
1489 | if (nsol > 1) return 0; |
1490 | return 1; |
1491 | } |
1492 | |
1493 | /* --- New game creation and user input code. --- */ |
1494 | |
1495 | /* The basic algorithm here is to generate the most complex grid possible |
1496 | * while honouring two restrictions: |
1497 | * |
1498 | * * we require a unique solution, and |
1499 | * * either we require solubility with no recursion (!params->recurse) |
1500 | * * or we require some recursion. (params->recurse). |
1501 | * |
1502 | * The solver helpfully keeps track of the numbers it needed to use to |
1503 | * get its solution, so we use that to remove an initial set of numbers |
1504 | * and check we still satsify our requirements (on uniqueness and |
1505 | * non-recursiveness, if applicable; we don't check explicit recursiveness |
1506 | * until the end). |
1507 | * |
1508 | * Then we try to remove all numbers in a random order, and see if we |
1509 | * still satisfy requirements (putting them back if we didn't). |
1510 | * |
1511 | * Removing numbers will always, in general terms, make a puzzle require |
1512 | * more recursion but it may also mean a puzzle becomes non-unique. |
1513 | * |
1514 | * Once we're done, if we wanted a recursive puzzle but the most difficult |
1515 | * puzzle we could come up with was non-recursive, we give up and try a new |
1516 | * grid. */ |
1517 | |
e3478a4b |
1518 | #define MAX_GRIDGEN_TRIES 20 |
e3478a4b |
1519 | |
1520 | static char *new_game_desc(game_params *params, random_state *rs, |
1521 | char **aux, int interactive) |
1522 | { |
1523 | game_state *news = new_state(params), *copys; |
72c15821 |
1524 | int i, j, run, x, y, wh = params->w*params->h, num; |
e3478a4b |
1525 | char *ret, *p; |
1526 | int *numindices; |
1527 | |
1528 | /* Construct a shuffled list of grid positions; we only |
1529 | * do this once, because if it gets used more than once it'll |
1530 | * be on a different grid layout. */ |
1531 | numindices = snewn(wh, int); |
9b265feb |
1532 | for (j = 0; j < wh; j++) numindices[j] = j; |
e3478a4b |
1533 | shuffle(numindices, wh, sizeof(*numindices), rs); |
1534 | |
1535 | while (1) { |
1536 | for (i = 0; i < MAX_GRIDGEN_TRIES; i++) { |
1537 | set_blacks(news, params, rs); /* also cleans board. */ |
1538 | |
1539 | /* set up lights and then the numbers, and remove the lights */ |
1540 | place_lights(news, rs); |
1541 | debug(("Generating initial grid.\n")); |
1542 | place_numbers(news); |
9b265feb |
1543 | if (!puzzle_is_good(news, params->difficulty)) continue; |
e3478a4b |
1544 | |
1545 | /* Take a copy, remove numbers we didn't use and check there's |
1546 | * still a unique solution; if so, use the copy subsequently. */ |
1547 | copys = dup_game(news); |
72c15821 |
1548 | strip_unused_nums(copys); |
9b265feb |
1549 | if (!puzzle_is_good(copys, params->difficulty)) { |
e3478a4b |
1550 | debug(("Stripped grid is not good, reverting.\n")); |
1551 | free_game(copys); |
1552 | } else { |
1553 | free_game(news); |
1554 | news = copys; |
1555 | } |
1556 | |
1557 | /* Go through grid removing numbers at random one-by-one and |
1558 | * trying to solve again; if it ceases to be good put the number back. */ |
9b265feb |
1559 | for (j = 0; j < wh; j++) { |
1560 | y = numindices[j] / params->w; |
1561 | x = numindices[j] % params->w; |
e3478a4b |
1562 | if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue; |
1563 | num = GRID(news, lights, x, y); |
1564 | GRID(news, lights, x, y) = 0; |
1565 | GRID(news, flags, x, y) &= ~F_NUMBERED; |
9b265feb |
1566 | if (!puzzle_is_good(news, params->difficulty)) { |
e3478a4b |
1567 | GRID(news, lights, x, y) = num; |
1568 | GRID(news, flags, x, y) |= F_NUMBERED; |
1569 | } else |
1570 | debug(("Removed (%d,%d) still soluble.\n", x, y)); |
1571 | } |
9b265feb |
1572 | if (params->difficulty > 0) { |
1573 | /* Was the maximally-difficult puzzle difficult enough? |
1574 | * Check we can't solve it with a more simplistic solver. */ |
1575 | if (puzzle_is_good(news, params->difficulty-1)) { |
1576 | debug(("Maximally-hard puzzle still not hard enough, skipping.\n")); |
1577 | continue; |
1578 | } |
e3478a4b |
1579 | } |
1580 | |
1581 | goto goodpuzzle; |
1582 | } |
1583 | /* Couldn't generate a good puzzle in however many goes. Ramp up the |
1584 | * %age of black squares (if we didn't already have lots; in which case |
1585 | * why couldn't we generate a puzzle?) and try again. */ |
1586 | if (params->blackpc < 90) params->blackpc += 5; |
9b265feb |
1587 | debug(("New black layout %d%%.\n", params->blackpc)); |
e3478a4b |
1588 | } |
1589 | goodpuzzle: |
1590 | /* Game is encoded as a long string one character per square; |
1591 | * 'S' is a space |
1592 | * 'B' is a black square with no number |
1593 | * '0', '1', '2', '3', '4' is a black square with a number. */ |
1594 | ret = snewn((params->w * params->h) + 1, char); |
1595 | p = ret; |
1596 | run = 0; |
1597 | for (y = 0; y < params->h; y++) { |
1598 | for (x = 0; x < params->w; x++) { |
1599 | if (GRID(news,flags,x,y) & F_BLACK) { |
1600 | if (run) { |
1601 | *p++ = ('a'-1) + run; |
1602 | run = 0; |
1603 | } |
1604 | if (GRID(news,flags,x,y) & F_NUMBERED) |
1605 | *p++ = '0' + GRID(news,lights,x,y); |
1606 | else |
1607 | *p++ = 'B'; |
1608 | } else { |
1609 | if (run == 26) { |
1610 | *p++ = ('a'-1) + run; |
1611 | run = 0; |
1612 | } |
1613 | run++; |
1614 | } |
1615 | } |
1616 | } |
1617 | if (run) { |
1618 | *p++ = ('a'-1) + run; |
1619 | run = 0; |
1620 | } |
1621 | *p = '\0'; |
1622 | assert(p - ret <= params->w * params->h); |
1623 | free_game(news); |
1624 | sfree(numindices); |
1625 | |
1626 | return ret; |
1627 | } |
1628 | |
1629 | static char *validate_desc(game_params *params, char *desc) |
1630 | { |
1631 | int i; |
1632 | for (i = 0; i < params->w*params->h; i++) { |
1633 | if (*desc >= '0' && *desc <= '4') |
1634 | /* OK */; |
1635 | else if (*desc == 'B') |
1636 | /* OK */; |
1637 | else if (*desc >= 'a' && *desc <= 'z') |
1638 | i += *desc - 'a'; /* and the i++ will add another one */ |
1639 | else if (!*desc) |
1640 | return "Game description shorter than expected"; |
1641 | else |
1642 | return "Game description contained unexpected character"; |
1643 | desc++; |
1644 | } |
1645 | if (*desc || i > params->w*params->h) |
1646 | return "Game description longer than expected"; |
1647 | |
1648 | return NULL; |
1649 | } |
1650 | |
dafd6cf6 |
1651 | static game_state *new_game(midend *me, game_params *params, char *desc) |
e3478a4b |
1652 | { |
1653 | game_state *ret = new_state(params); |
1654 | int x,y; |
1655 | int run = 0; |
1656 | |
1657 | for (y = 0; y < params->h; y++) { |
1658 | for (x = 0; x < params->w; x++) { |
1659 | char c = '\0'; |
1660 | |
1661 | if (run == 0) { |
1662 | c = *desc++; |
1663 | assert(c != 'S'); |
1664 | if (c >= 'a' && c <= 'z') |
1665 | run = c - 'a' + 1; |
1666 | } |
1667 | |
1668 | if (run > 0) { |
1669 | c = 'S'; |
1670 | run--; |
1671 | } |
1672 | |
1673 | switch (c) { |
1674 | case '0': case '1': case '2': case '3': case '4': |
1675 | GRID(ret,flags,x,y) |= F_NUMBERED; |
1676 | GRID(ret,lights,x,y) = (c - '0'); |
1677 | /* run-on... */ |
1678 | |
1679 | case 'B': |
1680 | GRID(ret,flags,x,y) |= F_BLACK; |
1681 | break; |
1682 | |
1683 | case 'S': |
1684 | /* empty square */ |
1685 | break; |
1686 | |
1687 | default: |
1688 | assert(!"Malformed desc."); |
1689 | break; |
1690 | } |
1691 | } |
1692 | } |
1693 | if (*desc) assert(!"Over-long desc."); |
1694 | |
1695 | return ret; |
1696 | } |
1697 | |
1698 | static char *solve_game(game_state *state, game_state *currstate, |
1699 | char *aux, char **error) |
1700 | { |
1701 | game_state *solved; |
1702 | char *move = NULL, buf[80]; |
1703 | int movelen, movesize, x, y, len; |
9b265feb |
1704 | unsigned int oldflags, solvedflags, sflags; |
e3478a4b |
1705 | |
1706 | /* We don't care here about non-unique puzzles; if the |
1707 | * user entered one themself then I doubt they care. */ |
1708 | |
9b265feb |
1709 | sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS; |
1710 | |
e3478a4b |
1711 | /* Try and solve from where we are now (for non-unique |
1712 | * puzzles this may produce a different answer). */ |
1713 | solved = dup_game(currstate); |
9b265feb |
1714 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
e3478a4b |
1715 | free_game(solved); |
1716 | |
1717 | /* That didn't work; try solving from the clean puzzle. */ |
1718 | solved = dup_game(state); |
9b265feb |
1719 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
522cc971 |
1720 | *error = "Unable to find a solution to this puzzle."; |
e3478a4b |
1721 | goto done; |
1722 | |
1723 | solved: |
1724 | movesize = 256; |
1725 | move = snewn(movesize, char); |
1726 | movelen = 0; |
1727 | move[movelen++] = 'S'; |
1728 | move[movelen] = '\0'; |
1729 | for (x = 0; x < currstate->w; x++) { |
1730 | for (y = 0; y < currstate->h; y++) { |
1731 | len = 0; |
1732 | oldflags = GRID(currstate, flags, x, y); |
1733 | solvedflags = GRID(solved, flags, x, y); |
1734 | if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT)) |
1735 | len = sprintf(buf, ";L%d,%d", x, y); |
1736 | else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE)) |
1737 | len = sprintf(buf, ";I%d,%d", x, y); |
1738 | if (len) { |
1739 | if (movelen + len >= movesize) { |
1740 | movesize = movelen + len + 256; |
1741 | move = sresize(move, movesize, char); |
1742 | } |
1743 | strcpy(move + movelen, buf); |
1744 | movelen += len; |
1745 | } |
1746 | } |
1747 | } |
1748 | |
1749 | done: |
1750 | free_game(solved); |
1751 | return move; |
1752 | } |
1753 | |
fa3abef5 |
1754 | static int game_can_format_as_text_now(game_params *params) |
1755 | { |
1756 | return TRUE; |
1757 | } |
1758 | |
e3478a4b |
1759 | /* 'borrowed' from slant.c, mainly. I could have printed it one |
1760 | * character per cell (like debug_state) but that comes out tiny. |
1761 | * 'L' is used for 'light here' because 'O' looks too much like '0' |
1762 | * (black square with no surrounding lights). */ |
1763 | static char *game_text_format(game_state *state) |
1764 | { |
1765 | int w = state->w, h = state->h, W = w+1, H = h+1; |
1766 | int x, y, len, lights; |
1767 | unsigned int flags; |
1768 | char *ret, *p; |
1769 | |
1770 | len = (h+H) * (w+W+1) + 1; |
1771 | ret = snewn(len, char); |
1772 | p = ret; |
1773 | |
1774 | for (y = 0; y < H; y++) { |
1775 | for (x = 0; x < W; x++) { |
1776 | *p++ = '+'; |
1777 | if (x < w) |
1778 | *p++ = '-'; |
1779 | } |
1780 | *p++ = '\n'; |
1781 | if (y < h) { |
1782 | for (x = 0; x < W; x++) { |
1783 | *p++ = '|'; |
1784 | if (x < w) { |
1785 | /* actual interesting bit. */ |
1786 | flags = GRID(state, flags, x, y); |
1787 | lights = GRID(state, lights, x, y); |
1788 | if (flags & F_BLACK) { |
1789 | if (flags & F_NUMBERED) |
1790 | *p++ = '0' + lights; |
1791 | else |
1792 | *p++ = '#'; |
1793 | } else { |
1794 | if (flags & F_LIGHT) |
1795 | *p++ = 'L'; |
1796 | else if (flags & F_IMPOSSIBLE) |
1797 | *p++ = 'x'; |
1798 | else if (lights > 0) |
1799 | *p++ = '.'; |
1800 | else |
1801 | *p++ = ' '; |
1802 | } |
1803 | } |
1804 | } |
1805 | *p++ = '\n'; |
1806 | } |
1807 | } |
1808 | *p++ = '\0'; |
1809 | |
1810 | assert(p - ret == len); |
1811 | return ret; |
1812 | } |
1813 | |
1814 | struct game_ui { |
1815 | int cur_x, cur_y, cur_visible; |
1816 | }; |
1817 | |
1818 | static game_ui *new_ui(game_state *state) |
1819 | { |
1820 | game_ui *ui = snew(game_ui); |
1821 | ui->cur_x = ui->cur_y = ui->cur_visible = 0; |
1822 | return ui; |
1823 | } |
1824 | |
1825 | static void free_ui(game_ui *ui) |
1826 | { |
1827 | sfree(ui); |
1828 | } |
1829 | |
1830 | static char *encode_ui(game_ui *ui) |
1831 | { |
1832 | /* nothing to encode. */ |
1833 | return NULL; |
1834 | } |
1835 | |
1836 | static void decode_ui(game_ui *ui, char *encoding) |
1837 | { |
1838 | /* nothing to decode. */ |
1839 | } |
1840 | |
1841 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1842 | game_state *newstate) |
1843 | { |
1844 | if (newstate->completed) |
1845 | ui->cur_visible = 0; |
1846 | } |
1847 | |
1848 | #define DF_BLACK 1 /* black square */ |
1849 | #define DF_NUMBERED 2 /* black square with number */ |
1850 | #define DF_LIT 4 /* display (white) square lit up */ |
1851 | #define DF_LIGHT 8 /* display light in square */ |
1852 | #define DF_OVERLAP 16 /* display light as overlapped */ |
1853 | #define DF_CURSOR 32 /* display cursor */ |
1854 | #define DF_NUMBERWRONG 64 /* display black numbered square as error. */ |
1855 | #define DF_FLASH 128 /* background flash is on. */ |
1856 | #define DF_IMPOSSIBLE 256 /* display non-light little square */ |
1857 | |
1858 | struct game_drawstate { |
1859 | int tilesize, crad; |
1860 | int w, h; |
1861 | unsigned int *flags; /* width * height */ |
1862 | int started; |
1863 | }; |
1864 | |
1865 | |
1866 | /* Believe it or not, this empty = "" hack is needed to get around a bug in |
1867 | * the prc-tools gcc when optimisation is turned on; before, it produced: |
1868 | lightup-sect.c: In function `interpret_move': |
1869 | lightup-sect.c:1416: internal error--unrecognizable insn: |
1870 | (insn 582 580 583 (set (reg:SI 134) |
1871 | (pc)) -1 (nil) |
1872 | (nil)) |
1873 | */ |
e1f3c707 |
1874 | static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, |
e3478a4b |
1875 | int x, int y, int button) |
1876 | { |
1877 | enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE; |
d7b7d7cd |
1878 | int cx = -1, cy = -1; |
e3478a4b |
1879 | unsigned int flags; |
d7b7d7cd |
1880 | char buf[80], *nullret = NULL, *empty = "", c; |
e3478a4b |
1881 | |
1882 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
d7b7d7cd |
1883 | if (ui->cur_visible) |
1884 | nullret = empty; |
e3478a4b |
1885 | ui->cur_visible = 0; |
1886 | cx = FROMCOORD(x); |
1887 | cy = FROMCOORD(y); |
1888 | action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; |
94cfbe9d |
1889 | } else if (IS_CURSOR_SELECT(button) || |
e3478a4b |
1890 | button == 'i' || button == 'I' || |
1891 | button == ' ' || button == '\r' || button == '\n') { |
94cfbe9d |
1892 | if (ui->cur_visible) { |
1893 | /* Only allow cursor-effect operations if the cursor is visible |
1894 | * (otherwise you have no idea which square it might be affecting) */ |
1895 | cx = ui->cur_x; |
1896 | cy = ui->cur_y; |
1897 | action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ? |
1898 | FLIP_IMPOSSIBLE : FLIP_LIGHT; |
e3478a4b |
1899 | } |
94cfbe9d |
1900 | ui->cur_visible = 1; |
1901 | } else if (IS_CURSOR_MOVE(button)) { |
1902 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); |
e3478a4b |
1903 | ui->cur_visible = 1; |
d7b7d7cd |
1904 | nullret = empty; |
1905 | } else |
1906 | return NULL; |
e3478a4b |
1907 | |
1908 | switch (action) { |
1909 | case FLIP_LIGHT: |
1910 | case FLIP_IMPOSSIBLE: |
1911 | if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h) |
1912 | return nullret; |
1913 | flags = GRID(state, flags, cx, cy); |
1914 | if (flags & F_BLACK) |
1915 | return nullret; |
1916 | if (action == FLIP_LIGHT) { |
80e7e37c |
1917 | #ifdef STYLUS_BASED |
1918 | if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L'; |
1919 | #else |
e3478a4b |
1920 | if (flags & F_IMPOSSIBLE) return nullret; |
1921 | c = 'L'; |
80e7e37c |
1922 | #endif |
e3478a4b |
1923 | } else { |
80e7e37c |
1924 | #ifdef STYLUS_BASED |
1925 | if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I'; |
1926 | #else |
e3478a4b |
1927 | if (flags & F_LIGHT) return nullret; |
1928 | c = 'I'; |
80e7e37c |
1929 | #endif |
e3478a4b |
1930 | } |
1931 | sprintf(buf, "%c%d,%d", (int)c, cx, cy); |
1932 | break; |
1933 | |
1934 | case NONE: |
1935 | return nullret; |
1936 | |
1937 | default: |
1938 | assert(!"Shouldn't get here!"); |
1939 | } |
1940 | return dupstr(buf); |
1941 | } |
1942 | |
1943 | static game_state *execute_move(game_state *state, char *move) |
1944 | { |
1945 | game_state *ret = dup_game(state); |
1946 | int x, y, n, flags; |
1947 | char c; |
1948 | |
1949 | if (!*move) goto badmove; |
1950 | |
1951 | while (*move) { |
1952 | c = *move; |
1953 | if (c == 'S') { |
1954 | ret->used_solve = TRUE; |
1955 | move++; |
1956 | } else if (c == 'L' || c == 'I') { |
1957 | move++; |
1958 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1959 | x < 0 || y < 0 || x >= ret->w || y >= ret->h) |
1960 | goto badmove; |
1961 | |
1962 | flags = GRID(ret, flags, x, y); |
1963 | if (flags & F_BLACK) goto badmove; |
1964 | |
1965 | /* LIGHT and IMPOSSIBLE are mutually exclusive. */ |
1966 | if (c == 'L') { |
1967 | GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE; |
1968 | set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1); |
1969 | } else { |
1970 | set_light(ret, x, y, 0); |
1971 | GRID(ret, flags, x, y) ^= F_IMPOSSIBLE; |
1972 | } |
1973 | move += n; |
1974 | } else goto badmove; |
1975 | |
1976 | if (*move == ';') |
1977 | move++; |
1978 | else if (*move) goto badmove; |
1979 | } |
1980 | if (grid_correct(ret)) ret->completed = 1; |
1981 | return ret; |
1982 | |
1983 | badmove: |
1984 | free_game(ret); |
1985 | return NULL; |
1986 | } |
1987 | |
1988 | /* ---------------------------------------------------------------------- |
1989 | * Drawing routines. |
1990 | */ |
1991 | |
1992 | /* XXX entirely cloned from fifteen.c; separate out? */ |
1993 | static void game_compute_size(game_params *params, int tilesize, |
1994 | int *x, int *y) |
1995 | { |
1996 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1997 | struct { int tilesize; } ads, *ds = &ads; |
1998 | ads.tilesize = tilesize; |
1999 | |
2000 | *x = TILE_SIZE * params->w + 2 * BORDER; |
2001 | *y = TILE_SIZE * params->h + 2 * BORDER; |
2002 | } |
2003 | |
dafd6cf6 |
2004 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2005 | game_params *params, int tilesize) |
e3478a4b |
2006 | { |
2007 | ds->tilesize = tilesize; |
2008 | ds->crad = 3*(tilesize-1)/8; |
2009 | } |
2010 | |
8266f3fc |
2011 | static float *game_colours(frontend *fe, int *ncolours) |
e3478a4b |
2012 | { |
2013 | float *ret = snewn(3 * NCOLOURS, float); |
2014 | int i; |
2015 | |
2016 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2017 | |
2018 | for (i = 0; i < 3; i++) { |
2019 | ret[COL_BLACK * 3 + i] = 0.0F; |
2020 | ret[COL_LIGHT * 3 + i] = 1.0F; |
2021 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
2022 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; |
2023 | |
2024 | } |
2025 | |
2026 | ret[COL_ERROR * 3 + 0] = 1.0F; |
2027 | ret[COL_ERROR * 3 + 1] = 0.25F; |
2028 | ret[COL_ERROR * 3 + 2] = 0.25F; |
2029 | |
2030 | ret[COL_LIT * 3 + 0] = 1.0F; |
2031 | ret[COL_LIT * 3 + 1] = 1.0F; |
2032 | ret[COL_LIT * 3 + 2] = 0.0F; |
2033 | |
2034 | *ncolours = NCOLOURS; |
2035 | return ret; |
2036 | } |
2037 | |
dafd6cf6 |
2038 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
e3478a4b |
2039 | { |
2040 | struct game_drawstate *ds = snew(struct game_drawstate); |
2041 | int i; |
2042 | |
2043 | ds->tilesize = ds->crad = 0; |
2044 | ds->w = state->w; ds->h = state->h; |
2045 | |
2046 | ds->flags = snewn(ds->w*ds->h, unsigned int); |
2047 | for (i = 0; i < ds->w*ds->h; i++) |
2048 | ds->flags[i] = -1; |
2049 | |
2050 | ds->started = 0; |
2051 | |
2052 | return ds; |
2053 | } |
2054 | |
dafd6cf6 |
2055 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
e3478a4b |
2056 | { |
2057 | sfree(ds->flags); |
2058 | sfree(ds); |
2059 | } |
2060 | |
2061 | /* At some stage we should put these into a real options struct. |
2062 | * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not |
2063 | * to put those flags in. */ |
2064 | #define HINT_LIGHTS |
2065 | #define HINT_OVERLAPS |
2066 | #define HINT_NUMBERS |
2067 | |
2068 | static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui, |
2069 | int x, int y, int flashing) |
2070 | { |
2071 | unsigned int flags = GRID(state, flags, x, y); |
2072 | int lights = GRID(state, lights, x, y); |
2073 | unsigned int ret = 0; |
2074 | |
2075 | if (flashing) ret |= DF_FLASH; |
dafd6cf6 |
2076 | if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) |
e3478a4b |
2077 | ret |= DF_CURSOR; |
2078 | |
2079 | if (flags & F_BLACK) { |
2080 | ret |= DF_BLACK; |
2081 | if (flags & F_NUMBERED) { |
2082 | #ifdef HINT_NUMBERS |
2083 | if (number_wrong(state, x, y)) |
2084 | ret |= DF_NUMBERWRONG; |
2085 | #endif |
2086 | ret |= DF_NUMBERED; |
2087 | } |
2088 | } else { |
2089 | #ifdef HINT_LIGHTS |
2090 | if (lights > 0) ret |= DF_LIT; |
2091 | #endif |
2092 | if (flags & F_LIGHT) { |
2093 | ret |= DF_LIGHT; |
2094 | #ifdef HINT_OVERLAPS |
2095 | if (lights > 1) ret |= DF_OVERLAP; |
2096 | #endif |
2097 | } |
2098 | if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE; |
2099 | } |
2100 | return ret; |
2101 | } |
2102 | |
dafd6cf6 |
2103 | static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state, |
e3478a4b |
2104 | int x, int y) |
2105 | { |
2106 | unsigned int ds_flags = GRID(ds, flags, x, y); |
2107 | int dx = COORD(x), dy = COORD(y); |
2108 | int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT; |
2109 | |
2110 | if (ds_flags & DF_BLACK) { |
dafd6cf6 |
2111 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK); |
e3478a4b |
2112 | if (ds_flags & DF_NUMBERED) { |
2113 | int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT; |
092e9395 |
2114 | char str[32]; |
e3478a4b |
2115 | |
2116 | /* We know that this won't change over the course of the game |
2117 | * so it's OK to ignore this when calculating whether or not |
2118 | * to redraw the tile. */ |
2119 | sprintf(str, "%d", GRID(state, lights, x, y)); |
dafd6cf6 |
2120 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
e3478a4b |
2121 | FONT_VARIABLE, TILE_SIZE*3/5, |
2122 | ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str); |
2123 | } |
2124 | } else { |
dafd6cf6 |
2125 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, |
e3478a4b |
2126 | (ds_flags & DF_LIT) ? lit : COL_BACKGROUND); |
dafd6cf6 |
2127 | draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
e3478a4b |
2128 | if (ds_flags & DF_LIGHT) { |
2129 | int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT; |
dafd6cf6 |
2130 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS, |
e3478a4b |
2131 | lcol, COL_BLACK); |
d7bd2e39 |
2132 | } else if ((ds_flags & DF_IMPOSSIBLE)) { |
2133 | static int draw_blobs_when_lit = -1; |
2134 | if (draw_blobs_when_lit < 0) { |
2135 | char *env = getenv("LIGHTUP_LIT_BLOBS"); |
2136 | draw_blobs_when_lit = (!env || (env[0] == 'y' || |
2137 | env[0] == 'Y')); |
2138 | } |
2139 | if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) { |
2140 | int rlen = TILE_SIZE / 4; |
2141 | draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, |
2142 | dy + TILE_SIZE/2 - rlen/2, |
2143 | rlen, rlen, COL_BLACK); |
2144 | } |
e3478a4b |
2145 | } |
2146 | } |
2147 | |
2148 | if (ds_flags & DF_CURSOR) { |
2149 | int coff = TILE_SIZE/8; |
dafd6cf6 |
2150 | draw_rect_outline(dr, dx + coff, dy + coff, |
e3478a4b |
2151 | TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); |
2152 | } |
2153 | |
dafd6cf6 |
2154 | draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); |
e3478a4b |
2155 | } |
2156 | |
dafd6cf6 |
2157 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
e3478a4b |
2158 | game_state *state, int dir, game_ui *ui, |
2159 | float animtime, float flashtime) |
2160 | { |
2161 | int flashing = FALSE; |
2162 | int x,y; |
2163 | |
2164 | if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
2165 | |
2166 | if (!ds->started) { |
dafd6cf6 |
2167 | draw_rect(dr, 0, 0, |
e3478a4b |
2168 | TILE_SIZE * ds->w + 2 * BORDER, |
2169 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
2170 | |
dafd6cf6 |
2171 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
e3478a4b |
2172 | TILE_SIZE * ds->w + 2, |
2173 | TILE_SIZE * ds->h + 2, |
2174 | COL_GRID); |
2175 | |
dafd6cf6 |
2176 | draw_update(dr, 0, 0, |
e3478a4b |
2177 | TILE_SIZE * ds->w + 2 * BORDER, |
2178 | TILE_SIZE * ds->h + 2 * BORDER); |
2179 | ds->started = 1; |
2180 | } |
2181 | |
2182 | for (x = 0; x < ds->w; x++) { |
2183 | for (y = 0; y < ds->h; y++) { |
2184 | unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing); |
2185 | if (ds_flags != GRID(ds, flags, x, y)) { |
2186 | GRID(ds, flags, x, y) = ds_flags; |
dafd6cf6 |
2187 | tile_redraw(dr, ds, state, x, y); |
e3478a4b |
2188 | } |
2189 | } |
2190 | } |
2191 | } |
2192 | |
2193 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2194 | int dir, game_ui *ui) |
2195 | { |
2196 | return 0.0F; |
2197 | } |
2198 | |
2199 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2200 | int dir, game_ui *ui) |
2201 | { |
2202 | if (!oldstate->completed && newstate->completed && |
2203 | !oldstate->used_solve && !newstate->used_solve) |
2204 | return FLASH_TIME; |
2205 | return 0.0F; |
2206 | } |
2207 | |
1cea529f |
2208 | static int game_status(game_state *state) |
4496362f |
2209 | { |
1cea529f |
2210 | return state->completed ? +1 : 0; |
4496362f |
2211 | } |
2212 | |
e3478a4b |
2213 | static int game_timing_state(game_state *state, game_ui *ui) |
2214 | { |
2215 | return TRUE; |
2216 | } |
2217 | |
dafd6cf6 |
2218 | static void game_print_size(game_params *params, float *x, float *y) |
2219 | { |
2220 | int pw, ph; |
2221 | |
2222 | /* |
2223 | * I'll use 6mm squares by default. |
2224 | */ |
2225 | game_compute_size(params, 600, &pw, &ph); |
5b502ae8 |
2226 | *x = pw / 100.0F; |
2227 | *y = ph / 100.0F; |
dafd6cf6 |
2228 | } |
2229 | |
2230 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2231 | { |
2232 | int w = state->w, h = state->h; |
2233 | int ink = print_mono_colour(dr, 0); |
2234 | int paper = print_mono_colour(dr, 1); |
2235 | int x, y; |
2236 | |
2237 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2238 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2239 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
2240 | |
2241 | /* |
2242 | * Border. |
2243 | */ |
2244 | print_line_width(dr, TILE_SIZE / 16); |
2245 | draw_rect_outline(dr, COORD(0), COORD(0), |
2246 | TILE_SIZE * w, TILE_SIZE * h, ink); |
2247 | |
2248 | /* |
2249 | * Grid. |
2250 | */ |
2251 | print_line_width(dr, TILE_SIZE / 24); |
2252 | for (x = 1; x < w; x++) |
2253 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
2254 | for (y = 1; y < h; y++) |
2255 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
2256 | |
2257 | /* |
2258 | * Grid contents. |
2259 | */ |
2260 | for (y = 0; y < h; y++) |
2261 | for (x = 0; x < w; x++) { |
2262 | unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE); |
2263 | int dx = COORD(x), dy = COORD(y); |
2264 | if (ds_flags & DF_BLACK) { |
2265 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink); |
2266 | if (ds_flags & DF_NUMBERED) { |
092e9395 |
2267 | char str[32]; |
dafd6cf6 |
2268 | sprintf(str, "%d", GRID(state, lights, x, y)); |
2269 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
2270 | FONT_VARIABLE, TILE_SIZE*3/5, |
2271 | ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str); |
2272 | } |
2273 | } else if (ds_flags & DF_LIGHT) { |
2274 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
2275 | TILE_RADIUS, -1, ink); |
2276 | } |
2277 | } |
2278 | } |
2279 | |
e3478a4b |
2280 | #ifdef COMBINED |
2281 | #define thegame lightup |
2282 | #endif |
2283 | |
2284 | const struct game thegame = { |
750037d7 |
2285 | "Light Up", "games.lightup", "lightup", |
e3478a4b |
2286 | default_params, |
2287 | game_fetch_preset, |
2288 | decode_params, |
2289 | encode_params, |
2290 | free_params, |
2291 | dup_params, |
2292 | TRUE, game_configure, custom_params, |
2293 | validate_params, |
2294 | new_game_desc, |
2295 | validate_desc, |
2296 | new_game, |
2297 | dup_game, |
2298 | free_game, |
2299 | TRUE, solve_game, |
fa3abef5 |
2300 | TRUE, game_can_format_as_text_now, game_text_format, |
e3478a4b |
2301 | new_ui, |
2302 | free_ui, |
2303 | encode_ui, |
2304 | decode_ui, |
2305 | game_changed_state, |
2306 | interpret_move, |
2307 | execute_move, |
2308 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2309 | game_colours, |
2310 | game_new_drawstate, |
2311 | game_free_drawstate, |
2312 | game_redraw, |
2313 | game_anim_length, |
2314 | game_flash_length, |
1cea529f |
2315 | game_status, |
dafd6cf6 |
2316 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2317 | FALSE, /* wants_statusbar */ |
e3478a4b |
2318 | FALSE, game_timing_state, |
2705d374 |
2319 | 0, /* flags */ |
e3478a4b |
2320 | }; |
2321 | |
9b265feb |
2322 | #ifdef STANDALONE_SOLVER |
2323 | |
2324 | int main(int argc, char **argv) |
2325 | { |
2326 | game_params *p; |
2327 | game_state *s; |
2328 | char *id = NULL, *desc, *err, *result; |
2329 | int nsol, diff, really_verbose = 0; |
2330 | unsigned int sflags; |
2331 | |
2332 | while (--argc > 0) { |
2333 | char *p = *++argv; |
2334 | if (!strcmp(p, "-v")) { |
2335 | really_verbose++; |
2336 | } else if (*p == '-') { |
2337 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2338 | return 1; |
2339 | } else { |
2340 | id = p; |
2341 | } |
2342 | } |
2343 | |
2344 | if (!id) { |
2345 | fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]); |
2346 | return 1; |
2347 | } |
2348 | |
2349 | desc = strchr(id, ':'); |
2350 | if (!desc) { |
2351 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2352 | return 1; |
2353 | } |
2354 | *desc++ = '\0'; |
2355 | |
2356 | p = default_params(); |
2357 | decode_params(p, id); |
2358 | err = validate_desc(p, desc); |
2359 | if (err) { |
2360 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2361 | return 1; |
2362 | } |
2363 | s = new_game(NULL, p, desc); |
2364 | |
2365 | /* Run the solvers easiest to hardest until we find one that |
2366 | * can solve our puzzle. If it's soluble we know that the |
2367 | * hardest (recursive) solver will always find the solution. */ |
6f3dfb23 |
2368 | nsol = sflags = 0; |
9b265feb |
2369 | for (diff = 0; diff <= DIFFCOUNT; diff++) { |
2370 | printf("\nSolving with difficulty %d.\n", diff); |
2371 | sflags = flags_from_difficulty(diff); |
2372 | unplace_lights(s); |
2373 | nsol = dosolve(s, sflags, NULL); |
2374 | if (nsol == 1) break; |
2375 | } |
2376 | |
2377 | printf("\n"); |
2378 | if (nsol == 0) { |
2379 | printf("Puzzle has no solution.\n"); |
2380 | } else if (nsol < 0) { |
2381 | printf("Unable to find a unique solution.\n"); |
2382 | } else if (nsol > 1) { |
2383 | printf("Puzzle has multiple solutions.\n"); |
2384 | } else { |
2385 | verbose = really_verbose; |
2386 | unplace_lights(s); |
2387 | printf("Puzzle has difficulty %d: solving...\n", diff); |
2388 | dosolve(s, sflags, NULL); /* sflags from last successful solve */ |
2389 | result = game_text_format(s); |
2390 | printf("%s", result); |
2391 | sfree(result); |
2392 | } |
2393 | |
2394 | return 0; |
2395 | } |
2396 | |
2397 | #endif |
2398 | |
e3478a4b |
2399 | /* vim: set shiftwidth=4 tabstop=8: */ |