6193da8d |
1 | /* |
2 | * loopy.c: An implementation of the Nikoli game 'Loop the loop'. |
3 | * (c) Mike Pinna, 2005 |
4 | * |
5 | * vim: set shiftwidth=4 :set textwidth=80: |
6 | */ |
7 | |
8 | /* |
9 | * TODO: |
10 | * |
11 | * - setting very high recursion depth seems to cause memory |
12 | * munching: are we recursing before checking completion, by any |
13 | * chance? |
14 | * |
15 | * - there's an interesting deductive technique which makes use of |
16 | * topology rather than just graph theory. Each _square_ in the |
17 | * grid is either inside or outside the loop; you can tell that |
18 | * two squares are on the same side of the loop if they're |
19 | * separated by an x (or, more generally, by a path crossing no |
20 | * LINE_UNKNOWNs and an even number of LINE_YESes), and on the |
21 | * opposite side of the loop if they're separated by a line (or |
22 | * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and |
23 | * any square separated from the outside of the grid by a |
24 | * LINE_YES or a LINE_NO is on the inside or outside |
25 | * respectively. So if you can track this for all squares, you |
26 | * can occasionally spot that two squares are separated by a |
27 | * LINE_UNKNOWN but their relative insideness is known, and |
28 | * therefore deduce the state of the edge between them. |
29 | * + An efficient way to track this would be by augmenting the |
30 | * disjoint set forest data structure. Each element, along |
31 | * with a pointer to a parent member of its equivalence |
32 | * class, would also carry a one-bit field indicating whether |
33 | * it was equal or opposite to its parent. Then you could |
34 | * keep flipping a bit as you ascended the tree during |
35 | * dsf_canonify(), and hence you'd be able to return the |
36 | * relationship of the input value to its ultimate parent |
37 | * (and also you could then get all those bits right when you |
38 | * went back up the tree rewriting). So you'd be able to |
39 | * query whether any two elements were known-equal, |
40 | * known-opposite, or not-known, and you could add new |
41 | * equalities or oppositenesses to increase your knowledge. |
42 | * (Of course the algorithm would have to fail an assertion |
43 | * if you tried to tell it two things it already knew to be |
44 | * opposite were equal, or vice versa!) |
c0eb17ce |
45 | * This data structure would also be useful in the |
46 | * graph-theoretic part of the solver, where it could be used |
47 | * for storing information about which lines are known-identical |
48 | * or known-opposite. (For example if two lines bordering a 3 |
49 | * are known-identical they must both be LINE_YES, and if they |
50 | * are known-opposite, the *other* two lines bordering that clue |
51 | * must be LINE_YES, etc). This may duplicate some |
52 | * functionality already present in the solver but it is more |
53 | * general and we could remove the old code, so that's no bad |
54 | * thing. |
6193da8d |
55 | */ |
56 | |
57 | #include <stdio.h> |
58 | #include <stdlib.h> |
59 | #include <string.h> |
60 | #include <assert.h> |
61 | #include <ctype.h> |
62 | #include <math.h> |
63 | |
64 | #include "puzzles.h" |
65 | #include "tree234.h" |
66 | |
67 | #define PREFERRED_TILE_SIZE 32 |
68 | #define TILE_SIZE (ds->tilesize) |
94aa5b7b |
69 | #define LINEWIDTH (ds->linewidth) |
6193da8d |
70 | #define BORDER (TILE_SIZE / 2) |
71 | |
c0eb17ce |
72 | #define FLASH_TIME 0.5F |
6193da8d |
73 | |
74 | #define HL_COUNT(state) ((state)->w * ((state)->h + 1)) |
75 | #define VL_COUNT(state) (((state)->w + 1) * (state)->h) |
76 | #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1)) |
77 | #define SQUARE_COUNT(state) ((state)->w * (state)->h) |
78 | |
79 | #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
80 | #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1) |
81 | |
82 | #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
83 | #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j) |
84 | |
85 | #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \ |
86 | (i) <= (state)->w && (j) <= (state)->h) |
87 | |
88 | /* |
89 | * These macros return rvalues only, but can cope with being passed |
90 | * out-of-range coordinates. |
91 | */ |
92 | #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \ |
93 | LINE_NO : LV_ABOVE_DOT(state, i, j)) |
94 | #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \ |
95 | LINE_NO : LV_BELOW_DOT(state, i, j)) |
96 | |
97 | #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \ |
98 | LINE_NO : LV_LEFTOF_DOT(state, i, j)) |
99 | #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\ |
100 | LINE_NO : LV_RIGHTOF_DOT(state, i, j)) |
101 | |
102 | /* |
103 | * These macros expect to be passed valid coordinates, and return |
104 | * lvalues. |
105 | */ |
106 | #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
107 | #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1) |
108 | |
109 | #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
110 | #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j) |
111 | |
112 | #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \ |
113 | j < 0 || j >= (state)->h) ? \ |
114 | ' ' : LV_CLUE_AT(state, i, j)) |
115 | |
116 | #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)]) |
117 | |
118 | #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \ |
119 | dir == LINE_YES ? LINE_NO : LINE_YES) |
120 | |
6c42c563 |
121 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
122 | |
123 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
124 | ((field) |= (1<<(bit)), TRUE)) |
125 | |
126 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
127 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
128 | |
6193da8d |
129 | static char *game_text_format(game_state *state); |
130 | |
131 | enum { |
132 | COL_BACKGROUND, |
133 | COL_FOREGROUND, |
134 | COL_HIGHLIGHT, |
c0eb17ce |
135 | COL_MISTAKE, |
6193da8d |
136 | NCOLOURS |
137 | }; |
138 | |
c0eb17ce |
139 | /* |
140 | * Difficulty levels. I do some macro ickery here to ensure that my |
141 | * enum and the various forms of my name list always match up. |
142 | */ |
143 | #define DIFFLIST(A) \ |
144 | A(EASY,Easy,e) \ |
145 | A(NORMAL,Normal,n) |
146 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
147 | #define TITLE(upper,title,lower) #title, |
148 | #define ENCODE(upper,title,lower) #lower |
149 | #define CONFIG(upper,title,lower) ":" #title |
150 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
96c92647 |
151 | /* static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) }; */ |
c0eb17ce |
152 | static char const loopy_diffchars[] = DIFFLIST(ENCODE); |
153 | #define DIFFCONFIG DIFFLIST(CONFIG) |
154 | |
155 | /* LINE_YES_ERROR is only used in the drawing routine */ |
156 | enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ }; |
6193da8d |
157 | |
158 | enum direction { UP, DOWN, LEFT, RIGHT }; |
159 | |
160 | struct game_params { |
c0eb17ce |
161 | int w, h, diff, rec; |
6193da8d |
162 | }; |
163 | |
164 | struct game_state { |
165 | int w, h; |
166 | |
167 | /* Put ' ' in a square that doesn't get a clue */ |
168 | char *clues; |
169 | |
170 | /* Arrays of line states, stored left-to-right, top-to-bottom */ |
171 | char *hl, *vl; |
172 | |
173 | int solved; |
174 | int cheated; |
175 | |
176 | int recursion_depth; |
177 | }; |
178 | |
179 | static game_state *dup_game(game_state *state) |
180 | { |
181 | game_state *ret = snew(game_state); |
182 | |
183 | ret->h = state->h; |
184 | ret->w = state->w; |
185 | ret->solved = state->solved; |
186 | ret->cheated = state->cheated; |
187 | |
188 | ret->clues = snewn(SQUARE_COUNT(state), char); |
189 | memcpy(ret->clues, state->clues, SQUARE_COUNT(state)); |
190 | |
191 | ret->hl = snewn(HL_COUNT(state), char); |
192 | memcpy(ret->hl, state->hl, HL_COUNT(state)); |
193 | |
194 | ret->vl = snewn(VL_COUNT(state), char); |
195 | memcpy(ret->vl, state->vl, VL_COUNT(state)); |
196 | |
197 | ret->recursion_depth = state->recursion_depth; |
198 | |
199 | return ret; |
200 | } |
201 | |
202 | static void free_game(game_state *state) |
203 | { |
204 | if (state) { |
205 | sfree(state->clues); |
206 | sfree(state->hl); |
207 | sfree(state->vl); |
208 | sfree(state); |
209 | } |
210 | } |
211 | |
212 | enum solver_status { |
213 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
214 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
215 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
216 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
217 | }; |
218 | |
219 | typedef struct solver_state { |
220 | game_state *state; |
6193da8d |
221 | char *dot_atleastone; |
222 | char *dot_atmostone; |
223 | /* char *dline_identical; */ |
224 | int recursion_remaining; |
225 | enum solver_status solver_status; |
6c42c563 |
226 | /* NB looplen is the number of dots that are joined together at a point, ie a |
227 | * looplen of 1 means there are no lines to a particular dot */ |
6193da8d |
228 | int *dotdsf, *looplen; |
229 | } solver_state; |
230 | |
231 | static solver_state *new_solver_state(game_state *state) { |
232 | solver_state *ret = snew(solver_state); |
233 | int i; |
234 | |
235 | ret->state = dup_game(state); |
236 | |
237 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
238 | memset(ret->dot_atmostone, 0, DOT_COUNT(state)); |
239 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
240 | memset(ret->dot_atleastone, 0, DOT_COUNT(state)); |
241 | |
242 | #if 0 |
243 | dline_identical = snewn(DOT_COUNT(state), char); |
244 | memset(dline_identical, 0, DOT_COUNT(state)); |
245 | #endif |
246 | |
247 | ret->recursion_remaining = state->recursion_depth; |
6c42c563 |
248 | ret->solver_status = SOLVER_INCOMPLETE; |
6193da8d |
249 | |
250 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
251 | ret->looplen = snewn(DOT_COUNT(state), int); |
252 | for (i = 0; i < DOT_COUNT(state); i++) { |
253 | ret->dotdsf[i] = i; |
254 | ret->looplen[i] = 1; |
255 | } |
256 | |
257 | return ret; |
258 | } |
259 | |
260 | static void free_solver_state(solver_state *sstate) { |
261 | if (sstate) { |
262 | free_game(sstate->state); |
263 | sfree(sstate->dot_atleastone); |
264 | sfree(sstate->dot_atmostone); |
265 | /* sfree(sstate->dline_identical); */ |
9cfc03b7 |
266 | sfree(sstate->dotdsf); |
267 | sfree(sstate->looplen); |
268 | sfree(sstate); |
6193da8d |
269 | } |
270 | } |
271 | |
272 | static solver_state *dup_solver_state(solver_state *sstate) { |
9cfc03b7 |
273 | game_state *state; |
6193da8d |
274 | |
275 | solver_state *ret = snew(solver_state); |
276 | |
9cfc03b7 |
277 | ret->state = state = dup_game(sstate->state); |
6193da8d |
278 | |
279 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
280 | memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state)); |
281 | |
282 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
283 | memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state)); |
284 | |
285 | #if 0 |
286 | ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char); |
287 | memcpy(ret->dline_identical, state->dot_atmostone, |
288 | (state->w + 1) * (state->h + 1)); |
289 | #endif |
290 | |
291 | ret->recursion_remaining = sstate->recursion_remaining; |
292 | ret->solver_status = sstate->solver_status; |
293 | |
294 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
295 | ret->looplen = snewn(DOT_COUNT(state), int); |
296 | memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int)); |
297 | memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int)); |
298 | |
299 | return ret; |
300 | } |
301 | |
302 | /* |
303 | * Merge two dots due to the existence of an edge between them. |
304 | * Updates the dsf tracking equivalence classes, and keeps track of |
305 | * the length of path each dot is currently a part of. |
6c42c563 |
306 | * Returns TRUE if the dots were already linked, ie if they are part of a |
307 | * closed loop, and false otherwise. |
6193da8d |
308 | */ |
6c42c563 |
309 | static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2) |
6193da8d |
310 | { |
311 | int i, j, len; |
312 | |
313 | i = y1 * (sstate->state->w + 1) + x1; |
314 | j = y2 * (sstate->state->w + 1) + x2; |
315 | |
316 | i = dsf_canonify(sstate->dotdsf, i); |
317 | j = dsf_canonify(sstate->dotdsf, j); |
318 | |
6c42c563 |
319 | if (i == j) { |
320 | return TRUE; |
321 | } else { |
6193da8d |
322 | len = sstate->looplen[i] + sstate->looplen[j]; |
323 | dsf_merge(sstate->dotdsf, i, j); |
324 | i = dsf_canonify(sstate->dotdsf, i); |
325 | sstate->looplen[i] = len; |
6c42c563 |
326 | return FALSE; |
6193da8d |
327 | } |
328 | } |
329 | |
330 | /* Count the number of lines of a particular type currently going into the |
331 | * given dot. Lines going off the edge of the board are assumed fixed no. */ |
332 | static int dot_order(const game_state* state, int i, int j, char line_type) |
333 | { |
334 | int n = 0; |
335 | |
336 | if (i > 0) { |
337 | if (LEFTOF_DOT(state, i, j) == line_type) |
338 | ++n; |
339 | } else { |
340 | if (line_type == LINE_NO) |
341 | ++n; |
342 | } |
343 | if (i < state->w) { |
344 | if (RIGHTOF_DOT(state, i, j) == line_type) |
345 | ++n; |
346 | } else { |
347 | if (line_type == LINE_NO) |
348 | ++n; |
349 | } |
350 | if (j > 0) { |
351 | if (ABOVE_DOT(state, i, j) == line_type) |
352 | ++n; |
353 | } else { |
354 | if (line_type == LINE_NO) |
355 | ++n; |
356 | } |
357 | if (j < state->h) { |
358 | if (BELOW_DOT(state, i, j) == line_type) |
359 | ++n; |
360 | } else { |
361 | if (line_type == LINE_NO) |
362 | ++n; |
363 | } |
364 | |
365 | return n; |
366 | } |
367 | /* Count the number of lines of a particular type currently surrounding the |
368 | * given square */ |
369 | static int square_order(const game_state* state, int i, int j, char line_type) |
370 | { |
371 | int n = 0; |
372 | |
373 | if (ABOVE_SQUARE(state, i, j) == line_type) |
374 | ++n; |
375 | if (BELOW_SQUARE(state, i, j) == line_type) |
376 | ++n; |
377 | if (LEFTOF_SQUARE(state, i, j) == line_type) |
378 | ++n; |
379 | if (RIGHTOF_SQUARE(state, i, j) == line_type) |
380 | ++n; |
381 | |
382 | return n; |
383 | } |
384 | |
6c42c563 |
385 | /* Set all lines bordering a dot of type old_type to type new_type |
386 | * Return value tells caller whether this function actually did anything */ |
387 | static int dot_setall(game_state *state, int i, int j, |
6193da8d |
388 | char old_type, char new_type) |
389 | { |
6c42c563 |
390 | int retval = FALSE; |
391 | if (old_type == new_type) |
392 | return FALSE; |
393 | |
394 | if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) { |
6193da8d |
395 | LV_LEFTOF_DOT(state, i, j) = new_type; |
6c42c563 |
396 | retval = TRUE; |
397 | } |
398 | |
399 | if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) { |
6193da8d |
400 | LV_RIGHTOF_DOT(state, i, j) = new_type; |
6c42c563 |
401 | retval = TRUE; |
402 | } |
403 | |
404 | if (j > 0 && ABOVE_DOT(state, i, j) == old_type) { |
6193da8d |
405 | LV_ABOVE_DOT(state, i, j) = new_type; |
6c42c563 |
406 | retval = TRUE; |
407 | } |
408 | |
409 | if (j < state->h && BELOW_DOT(state, i, j) == old_type) { |
6193da8d |
410 | LV_BELOW_DOT(state, i, j) = new_type; |
6c42c563 |
411 | retval = TRUE; |
412 | } |
413 | |
414 | return retval; |
6193da8d |
415 | } |
416 | /* Set all lines bordering a square of type old_type to type new_type */ |
417 | static void square_setall(game_state *state, int i, int j, |
418 | char old_type, char new_type) |
419 | { |
420 | if (ABOVE_SQUARE(state, i, j) == old_type) |
421 | ABOVE_SQUARE(state, i, j) = new_type; |
422 | if (BELOW_SQUARE(state, i, j) == old_type) |
423 | BELOW_SQUARE(state, i, j) = new_type; |
424 | if (LEFTOF_SQUARE(state, i, j) == old_type) |
425 | LEFTOF_SQUARE(state, i, j) = new_type; |
426 | if (RIGHTOF_SQUARE(state, i, j) == old_type) |
427 | RIGHTOF_SQUARE(state, i, j) = new_type; |
428 | } |
429 | |
430 | static game_params *default_params(void) |
431 | { |
432 | game_params *ret = snew(game_params); |
433 | |
3c0ebbe5 |
434 | #ifdef SLOW_SYSTEM |
435 | ret->h = 4; |
436 | ret->w = 4; |
437 | #else |
6193da8d |
438 | ret->h = 10; |
439 | ret->w = 10; |
3c0ebbe5 |
440 | #endif |
c0eb17ce |
441 | ret->diff = DIFF_EASY; |
3c0ebbe5 |
442 | ret->rec = 0; |
6193da8d |
443 | |
444 | return ret; |
445 | } |
446 | |
447 | static game_params *dup_params(game_params *params) |
448 | { |
449 | game_params *ret = snew(game_params); |
450 | *ret = *params; /* structure copy */ |
451 | return ret; |
452 | } |
453 | |
454 | static const struct { |
455 | char *desc; |
456 | game_params params; |
457 | } loopy_presets[] = { |
c0eb17ce |
458 | { "4x4 Easy", { 4, 4, DIFF_EASY, 0 } }, |
459 | { "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } }, |
460 | { "7x7 Easy", { 7, 7, DIFF_EASY, 0 } }, |
461 | { "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } }, |
462 | { "10x10 Easy", { 10, 10, DIFF_EASY, 0 } }, |
c0eb17ce |
463 | { "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } }, |
0f937981 |
464 | #ifndef SLOW_SYSTEM |
c0eb17ce |
465 | { "15x15 Easy", { 15, 15, DIFF_EASY, 0 } }, |
0f937981 |
466 | { "15x15 Normal", { 15, 15, DIFF_NORMAL, 0 } }, |
467 | { "30x20 Easy", { 30, 20, DIFF_EASY, 0 } }, |
468 | { "30x20 Normal", { 30, 20, DIFF_NORMAL, 0 } } |
3c0ebbe5 |
469 | #endif |
6193da8d |
470 | }; |
471 | |
472 | static int game_fetch_preset(int i, char **name, game_params **params) |
473 | { |
474 | game_params tmppar; |
475 | |
476 | if (i < 0 || i >= lenof(loopy_presets)) |
477 | return FALSE; |
478 | |
479 | tmppar = loopy_presets[i].params; |
480 | *params = dup_params(&tmppar); |
481 | *name = dupstr(loopy_presets[i].desc); |
482 | |
483 | return TRUE; |
484 | } |
485 | |
486 | static void free_params(game_params *params) |
487 | { |
488 | sfree(params); |
489 | } |
490 | |
491 | static void decode_params(game_params *params, char const *string) |
492 | { |
493 | params->h = params->w = atoi(string); |
494 | params->rec = 0; |
c0eb17ce |
495 | params->diff = DIFF_EASY; |
6193da8d |
496 | while (*string && isdigit((unsigned char)*string)) string++; |
497 | if (*string == 'x') { |
498 | string++; |
499 | params->h = atoi(string); |
500 | while (*string && isdigit((unsigned char)*string)) string++; |
501 | } |
502 | if (*string == 'r') { |
503 | string++; |
504 | params->rec = atoi(string); |
505 | while (*string && isdigit((unsigned char)*string)) string++; |
506 | } |
c0eb17ce |
507 | if (*string == 'd') { |
508 | int i; |
509 | |
510 | string++; |
511 | for (i = 0; i < DIFFCOUNT; i++) |
512 | if (*string == loopy_diffchars[i]) |
513 | params->diff = i; |
514 | if (*string) string++; |
515 | } |
6193da8d |
516 | } |
517 | |
518 | static char *encode_params(game_params *params, int full) |
519 | { |
520 | char str[80]; |
521 | sprintf(str, "%dx%d", params->w, params->h); |
522 | if (full) |
c0eb17ce |
523 | sprintf(str + strlen(str), "r%dd%c", params->rec, |
524 | loopy_diffchars[params->diff]); |
6193da8d |
525 | return dupstr(str); |
526 | } |
527 | |
528 | static config_item *game_configure(game_params *params) |
529 | { |
530 | config_item *ret; |
531 | char buf[80]; |
532 | |
533 | ret = snewn(4, config_item); |
534 | |
535 | ret[0].name = "Width"; |
536 | ret[0].type = C_STRING; |
537 | sprintf(buf, "%d", params->w); |
538 | ret[0].sval = dupstr(buf); |
539 | ret[0].ival = 0; |
540 | |
541 | ret[1].name = "Height"; |
542 | ret[1].type = C_STRING; |
543 | sprintf(buf, "%d", params->h); |
544 | ret[1].sval = dupstr(buf); |
545 | ret[1].ival = 0; |
546 | |
c0eb17ce |
547 | ret[2].name = "Difficulty"; |
548 | ret[2].type = C_CHOICES; |
549 | ret[2].sval = DIFFCONFIG; |
550 | ret[2].ival = params->diff; |
6193da8d |
551 | |
552 | ret[3].name = NULL; |
553 | ret[3].type = C_END; |
554 | ret[3].sval = NULL; |
555 | ret[3].ival = 0; |
556 | |
557 | return ret; |
558 | } |
559 | |
560 | static game_params *custom_params(config_item *cfg) |
561 | { |
562 | game_params *ret = snew(game_params); |
563 | |
564 | ret->w = atoi(cfg[0].sval); |
565 | ret->h = atoi(cfg[1].sval); |
c0eb17ce |
566 | ret->rec = 0; |
567 | ret->diff = cfg[2].ival; |
6193da8d |
568 | |
569 | return ret; |
570 | } |
571 | |
572 | static char *validate_params(game_params *params, int full) |
573 | { |
574 | if (params->w < 4 || params->h < 4) |
575 | return "Width and height must both be at least 4"; |
576 | if (params->rec < 0) |
577 | return "Recursion depth can't be negative"; |
c0eb17ce |
578 | |
579 | /* |
580 | * This shouldn't be able to happen at all, since decode_params |
581 | * and custom_params will never generate anything that isn't |
582 | * within range. |
583 | */ |
584 | assert(params->diff >= 0 && params->diff < DIFFCOUNT); |
585 | |
6193da8d |
586 | return NULL; |
587 | } |
588 | |
589 | /* We're going to store a list of current candidate squares for lighting. |
590 | * Each square gets a 'score', which tells us how adding that square right |
591 | * now would affect the length of the solution loop. We're trying to |
592 | * maximise that quantity so will bias our random selection of squares to |
593 | * light towards those with high scores */ |
594 | struct square { |
595 | int score; |
3c0ebbe5 |
596 | unsigned long random; |
6193da8d |
597 | int x, y; |
598 | }; |
599 | |
600 | static int get_square_cmpfn(void *v1, void *v2) |
601 | { |
602 | struct square *s1 = (struct square *)v1; |
603 | struct square *s2 = (struct square *)v2; |
604 | int r; |
605 | |
606 | r = s1->x - s2->x; |
607 | if (r) |
608 | return r; |
609 | |
610 | r = s1->y - s2->y; |
611 | if (r) |
612 | return r; |
613 | |
614 | return 0; |
615 | } |
616 | |
617 | static int square_sort_cmpfn(void *v1, void *v2) |
618 | { |
619 | struct square *s1 = (struct square *)v1; |
620 | struct square *s2 = (struct square *)v2; |
621 | int r; |
622 | |
623 | r = s2->score - s1->score; |
624 | if (r) { |
625 | return r; |
626 | } |
627 | |
3c0ebbe5 |
628 | if (s1->random < s2->random) |
629 | return -1; |
630 | else if (s1->random > s2->random) |
631 | return 1; |
6193da8d |
632 | |
633 | /* |
634 | * It's _just_ possible that two squares might have been given |
635 | * the same random value. In that situation, fall back to |
636 | * comparing based on the coordinates. This introduces a tiny |
637 | * directional bias, but not a significant one. |
638 | */ |
639 | return get_square_cmpfn(v1, v2); |
640 | } |
641 | |
642 | static void print_tree(tree234 *tree) |
643 | { |
644 | #if 0 |
645 | int i = 0; |
646 | struct square *s; |
647 | printf("Print tree:\n"); |
648 | while (i < count234(tree)) { |
649 | s = (struct square *)index234(tree, i); |
650 | assert(s); |
651 | printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random); |
652 | ++i; |
653 | } |
654 | #endif |
655 | } |
656 | |
657 | enum { SQUARE_LIT, SQUARE_UNLIT }; |
658 | |
659 | #define SQUARE_STATE(i, j) \ |
660 | (((i) < 0 || (i) >= params->w || \ |
661 | (j) < 0 || (j) >= params->h) ? \ |
662 | SQUARE_UNLIT : LV_SQUARE_STATE(i,j)) |
663 | |
664 | #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)] |
665 | |
666 | static void print_board(const game_params *params, const char *board) |
667 | { |
668 | #if 0 |
669 | int i,j; |
670 | |
671 | printf(" "); |
672 | for (i = 0; i < params->w; i++) { |
673 | printf("%d", i%10); |
674 | } |
675 | printf("\n"); |
676 | for (j = 0; j < params->h; j++) { |
677 | printf("%d", j%10); |
678 | for (i = 0; i < params->w; i++) { |
679 | printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O'); |
680 | } |
681 | printf("\n"); |
682 | } |
683 | #endif |
684 | } |
685 | |
686 | static char *new_fullyclued_board(game_params *params, random_state *rs) |
687 | { |
688 | char *clues; |
689 | char *board; |
690 | int i, j, a, b, c; |
691 | game_state s; |
692 | game_state *state = &s; |
693 | int board_area = SQUARE_COUNT(params); |
694 | int t; |
695 | |
696 | struct square *square, *tmpsquare, *sq; |
697 | struct square square_pos; |
698 | |
699 | /* These will contain exactly the same information, sorted into different |
700 | * orders */ |
701 | tree234 *lightable_squares_sorted, *lightable_squares_gettable; |
702 | |
703 | #define SQUARE_REACHABLE(i,j) \ |
704 | (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \ |
705 | SQUARE_STATE(i+1, j) == SQUARE_LIT || \ |
706 | SQUARE_STATE(i, j-1) == SQUARE_LIT || \ |
707 | SQUARE_STATE(i, j+1) == SQUARE_LIT), \ |
708 | /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \ |
709 | t) |
710 | |
711 | |
712 | /* One situation in which we may not light a square is if that'll leave one |
713 | * square above/below and one left/right of us unlit, separated by a lit |
714 | * square diagnonal from us */ |
715 | #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \ |
716 | (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \ |
717 | SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \ |
718 | SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \ |
719 | /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n", |
720 | i, j, h, v) : 0,*/ \ |
721 | t) |
722 | |
723 | /* We also may not light a square if it will form a loop of lit squares |
724 | * around some unlit squares, as then the game soln won't have a single |
725 | * loop */ |
726 | #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \ |
727 | (SQUARE_STATE((i)+1, (j)) == lit1 && \ |
728 | SQUARE_STATE((i)-1, (j)) == lit1 && \ |
729 | SQUARE_STATE((i), (j)+1) == lit2 && \ |
730 | SQUARE_STATE((i), (j)-1) == lit2) |
731 | |
732 | #define CAN_LIGHT_SQUARE(i, j) \ |
733 | (SQUARE_REACHABLE(i, j) && \ |
734 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \ |
735 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \ |
736 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \ |
737 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \ |
738 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \ |
739 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT)) |
740 | |
741 | #define IS_LIGHTING_CANDIDATE(i, j) \ |
742 | (SQUARE_STATE(i, j) == SQUARE_UNLIT && \ |
743 | CAN_LIGHT_SQUARE(i,j)) |
744 | |
745 | /* The 'score' of a square reflects its current desirability for selection |
746 | * as the next square to light. We want to encourage moving into uncharted |
747 | * areas so we give scores according to how many of the square's neighbours |
748 | * are currently unlit. */ |
749 | |
750 | /* UNLIT SCORE |
751 | * 3 2 |
752 | * 2 0 |
753 | * 1 -2 |
754 | */ |
755 | #define SQUARE_SCORE(i,j) \ |
756 | (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \ |
757 | (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \ |
758 | (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \ |
759 | (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4) |
760 | |
761 | /* When a square gets lit, this defines how far away from that square we |
762 | * need to go recomputing scores */ |
763 | #define SCORE_DISTANCE 1 |
764 | |
765 | board = snewn(board_area, char); |
766 | clues = snewn(board_area, char); |
767 | |
768 | state->h = params->h; |
769 | state->w = params->w; |
770 | state->clues = clues; |
771 | |
772 | /* Make a board */ |
773 | memset(board, SQUARE_UNLIT, board_area); |
774 | |
775 | /* Seed the board with a single lit square near the middle */ |
776 | i = params->w / 2; |
777 | j = params->h / 2; |
778 | if (params->w & 1 && random_bits(rs, 1)) |
779 | ++i; |
780 | if (params->h & 1 && random_bits(rs, 1)) |
781 | ++j; |
782 | |
783 | LV_SQUARE_STATE(i, j) = SQUARE_LIT; |
784 | |
785 | /* We need a way of favouring squares that will increase our loopiness. |
786 | * We do this by maintaining a list of all candidate squares sorted by |
787 | * their score and choose randomly from that with appropriate skew. |
788 | * In order to avoid consistently biasing towards particular squares, we |
789 | * need the sort order _within_ each group of scores to be completely |
790 | * random. But it would be abusing the hospitality of the tree234 data |
791 | * structure if our comparison function were nondeterministic :-). So with |
792 | * each square we associate a random number that does not change during a |
793 | * particular run of the generator, and use that as a secondary sort key. |
794 | * Yes, this means we will be biased towards particular random squares in |
795 | * any one run but that doesn't actually matter. */ |
796 | |
797 | lightable_squares_sorted = newtree234(square_sort_cmpfn); |
798 | lightable_squares_gettable = newtree234(get_square_cmpfn); |
799 | #define ADD_SQUARE(s) \ |
800 | do { \ |
801 | /* printf("ADD SQUARE: [%d,%d], %d, %d\n", |
802 | s->x, s->y, s->score, s->random);*/ \ |
803 | sq = add234(lightable_squares_sorted, s); \ |
804 | assert(sq == s); \ |
805 | sq = add234(lightable_squares_gettable, s); \ |
806 | assert(sq == s); \ |
807 | } while (0) |
808 | |
809 | #define REMOVE_SQUARE(s) \ |
810 | do { \ |
811 | /* printf("DELETE SQUARE: [%d,%d], %d, %d\n", |
812 | s->x, s->y, s->score, s->random);*/ \ |
813 | sq = del234(lightable_squares_sorted, s); \ |
814 | assert(sq); \ |
815 | sq = del234(lightable_squares_gettable, s); \ |
816 | assert(sq); \ |
817 | } while (0) |
818 | |
819 | #define HANDLE_DIR(a, b) \ |
820 | square = snew(struct square); \ |
821 | square->x = (i)+(a); \ |
822 | square->y = (j)+(b); \ |
823 | square->score = 2; \ |
824 | square->random = random_bits(rs, 31); \ |
825 | ADD_SQUARE(square); |
826 | HANDLE_DIR(-1, 0); |
827 | HANDLE_DIR( 1, 0); |
828 | HANDLE_DIR( 0,-1); |
829 | HANDLE_DIR( 0, 1); |
830 | #undef HANDLE_DIR |
831 | |
832 | /* Light squares one at a time until the board is interesting enough */ |
833 | while (TRUE) |
834 | { |
835 | /* We have count234(lightable_squares) possibilities, and in |
836 | * lightable_squares_sorted they are sorted with the most desirable |
837 | * first. */ |
838 | c = count234(lightable_squares_sorted); |
839 | if (c == 0) |
840 | break; |
841 | assert(c == count234(lightable_squares_gettable)); |
842 | |
843 | /* Check that the best square available is any good */ |
844 | square = (struct square *)index234(lightable_squares_sorted, 0); |
845 | assert(square); |
846 | |
c0c8f264 |
847 | /* |
848 | * We never want to _decrease_ the loop's perimeter. Making |
849 | * moves that leave the perimeter the same is occasionally |
850 | * useful: if it were _never_ done then the user would be |
851 | * able to deduce illicitly that any degree-zero vertex was |
852 | * on the outside of the loop. So we do it sometimes but |
853 | * not always. |
854 | */ |
855 | if (square->score < 0 || (square->score == 0 && |
856 | random_upto(rs, 2) == 0)) |
6193da8d |
857 | break; |
858 | |
859 | print_tree(lightable_squares_sorted); |
860 | assert(square->score == SQUARE_SCORE(square->x, square->y)); |
861 | assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT); |
862 | assert(square->x >= 0 && square->x < params->w); |
863 | assert(square->y >= 0 && square->y < params->h); |
864 | /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */ |
865 | |
866 | /* Update data structures */ |
867 | LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT; |
868 | REMOVE_SQUARE(square); |
869 | |
870 | print_board(params, board); |
871 | |
872 | /* We might have changed the score of any squares up to 2 units away in |
873 | * any direction */ |
874 | for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) { |
875 | for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) { |
876 | if (!a && !b) |
877 | continue; |
878 | square_pos.x = square->x + a; |
879 | square_pos.y = square->y + b; |
880 | /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */ |
881 | if (square_pos.x < 0 || square_pos.x >= params->w || |
882 | square_pos.y < 0 || square_pos.y >= params->h) { |
883 | /* printf(" Out of bounds\n"); */ |
884 | continue; |
885 | } |
886 | tmpsquare = find234(lightable_squares_gettable, &square_pos, |
887 | NULL); |
888 | if (tmpsquare) { |
889 | /* printf(" Removing\n"); */ |
890 | assert(tmpsquare->x == square_pos.x); |
891 | assert(tmpsquare->y == square_pos.y); |
892 | assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) == |
893 | SQUARE_UNLIT); |
894 | REMOVE_SQUARE(tmpsquare); |
895 | } else { |
896 | /* printf(" Creating\n"); */ |
897 | tmpsquare = snew(struct square); |
898 | tmpsquare->x = square_pos.x; |
899 | tmpsquare->y = square_pos.y; |
900 | tmpsquare->random = random_bits(rs, 31); |
901 | } |
902 | tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y); |
903 | |
904 | if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) { |
905 | /* printf(" Adding\n"); */ |
906 | ADD_SQUARE(tmpsquare); |
907 | } else { |
908 | /* printf(" Destroying\n"); */ |
909 | sfree(tmpsquare); |
910 | } |
911 | } |
912 | } |
9cfc03b7 |
913 | sfree(square); |
6193da8d |
914 | /* printf("\n\n"); */ |
915 | } |
916 | |
917 | while ((square = delpos234(lightable_squares_gettable, 0)) != NULL) |
918 | sfree(square); |
919 | freetree234(lightable_squares_gettable); |
920 | freetree234(lightable_squares_sorted); |
921 | |
922 | /* Copy out all the clues */ |
923 | for (j = 0; j < params->h; ++j) { |
924 | for (i = 0; i < params->w; ++i) { |
925 | c = SQUARE_STATE(i, j); |
926 | LV_CLUE_AT(state, i, j) = '0'; |
927 | if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j); |
928 | if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j); |
929 | if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j); |
930 | if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j); |
931 | } |
932 | } |
933 | |
934 | sfree(board); |
935 | return clues; |
936 | } |
937 | |
c0eb17ce |
938 | static solver_state *solve_game_rec(const solver_state *sstate, int diff); |
6193da8d |
939 | |
c0eb17ce |
940 | static int game_has_unique_soln(const game_state *state, int diff) |
6193da8d |
941 | { |
942 | int ret; |
943 | solver_state *sstate_new; |
944 | solver_state *sstate = new_solver_state((game_state *)state); |
945 | |
c0eb17ce |
946 | sstate_new = solve_game_rec(sstate, diff); |
6193da8d |
947 | |
948 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
949 | |
950 | free_solver_state(sstate_new); |
951 | free_solver_state(sstate); |
952 | |
953 | return ret; |
954 | } |
955 | |
956 | /* Remove clues one at a time at random. */ |
c0eb17ce |
957 | static game_state *remove_clues(game_state *state, random_state *rs, int diff) |
6193da8d |
958 | { |
959 | int *square_list, squares; |
960 | game_state *ret = dup_game(state), *saved_ret; |
961 | int n; |
962 | |
963 | /* We need to remove some clues. We'll do this by forming a list of all |
964 | * available equivalence classes, shuffling it, then going along one at a |
965 | * time clearing every member of each equivalence class, where removing a |
966 | * class doesn't render the board unsolvable. */ |
967 | squares = state->w * state->h; |
968 | square_list = snewn(squares, int); |
969 | for (n = 0; n < squares; ++n) { |
970 | square_list[n] = n; |
971 | } |
972 | |
973 | shuffle(square_list, squares, sizeof(int), rs); |
974 | |
975 | for (n = 0; n < squares; ++n) { |
976 | saved_ret = dup_game(ret); |
977 | LV_CLUE_AT(ret, square_list[n] % state->w, |
978 | square_list[n] / state->w) = ' '; |
c0eb17ce |
979 | if (game_has_unique_soln(ret, diff)) { |
6193da8d |
980 | free_game(saved_ret); |
981 | } else { |
982 | free_game(ret); |
983 | ret = saved_ret; |
984 | } |
985 | } |
9cfc03b7 |
986 | sfree(square_list); |
6193da8d |
987 | |
988 | return ret; |
989 | } |
990 | |
991 | static char *validate_desc(game_params *params, char *desc); |
992 | |
993 | static char *new_game_desc(game_params *params, random_state *rs, |
994 | char **aux, int interactive) |
995 | { |
996 | /* solution and description both use run-length encoding in obvious ways */ |
997 | char *retval; |
998 | char *description = snewn(SQUARE_COUNT(params) + 1, char); |
999 | char *dp = description; |
1000 | int i, j; |
1001 | int empty_count; |
1002 | game_state *state = snew(game_state), *state_new; |
1003 | |
1004 | state->h = params->h; |
1005 | state->w = params->w; |
1006 | |
1007 | state->hl = snewn(HL_COUNT(params), char); |
1008 | state->vl = snewn(VL_COUNT(params), char); |
c0eb17ce |
1009 | |
1010 | newboard_please: |
6193da8d |
1011 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
1012 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
1013 | |
1014 | state->solved = state->cheated = FALSE; |
1015 | state->recursion_depth = params->rec; |
1016 | |
1017 | /* Get a new random solvable board with all its clues filled in. Yes, this |
1018 | * can loop for ever if the params are suitably unfavourable, but |
1019 | * preventing games smaller than 4x4 seems to stop this happening */ |
c0eb17ce |
1020 | |
6193da8d |
1021 | do { |
1022 | state->clues = new_fullyclued_board(params, rs); |
c0eb17ce |
1023 | } while (!game_has_unique_soln(state, params->diff)); |
6193da8d |
1024 | |
c0eb17ce |
1025 | state_new = remove_clues(state, rs, params->diff); |
6193da8d |
1026 | free_game(state); |
1027 | state = state_new; |
1028 | |
c0eb17ce |
1029 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1030 | /* Board is too easy */ |
1031 | goto newboard_please; |
1032 | } |
1033 | |
6193da8d |
1034 | empty_count = 0; |
1035 | for (j = 0; j < params->h; ++j) { |
1036 | for (i = 0; i < params->w; ++i) { |
1037 | if (CLUE_AT(state, i, j) == ' ') { |
1038 | if (empty_count > 25) { |
9cfc03b7 |
1039 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1040 | empty_count = 0; |
1041 | } |
1042 | empty_count++; |
1043 | } else { |
1044 | if (empty_count) { |
9cfc03b7 |
1045 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1046 | empty_count = 0; |
1047 | } |
9cfc03b7 |
1048 | dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j))); |
6193da8d |
1049 | } |
1050 | } |
1051 | } |
1052 | if (empty_count) |
9cfc03b7 |
1053 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
6193da8d |
1054 | |
9cfc03b7 |
1055 | free_game(state); |
6193da8d |
1056 | retval = dupstr(description); |
1057 | sfree(description); |
1058 | |
1059 | assert(!validate_desc(params, retval)); |
1060 | |
1061 | return retval; |
1062 | } |
1063 | |
1064 | /* We require that the params pass the test in validate_params and that the |
1065 | * description fills the entire game area */ |
1066 | static char *validate_desc(game_params *params, char *desc) |
1067 | { |
1068 | int count = 0; |
1069 | |
1070 | for (; *desc; ++desc) { |
1071 | if (*desc >= '0' && *desc <= '9') { |
1072 | count++; |
1073 | continue; |
1074 | } |
1075 | if (*desc >= 'a') { |
1076 | count += *desc - 'a' + 1; |
1077 | continue; |
1078 | } |
1079 | return "Unknown character in description"; |
1080 | } |
1081 | |
1082 | if (count < SQUARE_COUNT(params)) |
1083 | return "Description too short for board size"; |
1084 | if (count > SQUARE_COUNT(params)) |
1085 | return "Description too long for board size"; |
1086 | |
1087 | return NULL; |
1088 | } |
1089 | |
1090 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1091 | { |
1092 | int i,j; |
1093 | game_state *state = snew(game_state); |
1094 | int empties_to_make = 0; |
1095 | int n; |
1096 | const char *dp = desc; |
1097 | |
c0eb17ce |
1098 | state->recursion_depth = 0; /* XXX pending removal, probably */ |
6193da8d |
1099 | |
1100 | state->h = params->h; |
1101 | state->w = params->w; |
1102 | |
1103 | state->clues = snewn(SQUARE_COUNT(params), char); |
1104 | state->hl = snewn(HL_COUNT(params), char); |
1105 | state->vl = snewn(VL_COUNT(params), char); |
1106 | |
1107 | state->solved = state->cheated = FALSE; |
1108 | |
1109 | for (j = 0 ; j < params->h; ++j) { |
1110 | for (i = 0 ; i < params->w; ++i) { |
1111 | if (empties_to_make) { |
1112 | empties_to_make--; |
1113 | LV_CLUE_AT(state, i, j) = ' '; |
1114 | continue; |
1115 | } |
1116 | |
1117 | assert(*dp); |
1118 | n = *dp - '0'; |
1119 | if (n >=0 && n < 10) { |
1120 | LV_CLUE_AT(state, i, j) = *dp; |
1121 | } else { |
1122 | n = *dp - 'a' + 1; |
1123 | assert(n > 0); |
1124 | LV_CLUE_AT(state, i, j) = ' '; |
1125 | empties_to_make = n - 1; |
1126 | } |
1127 | ++dp; |
1128 | } |
1129 | } |
1130 | |
1131 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
1132 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
1133 | |
1134 | return state; |
1135 | } |
1136 | |
1137 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
1138 | |
6193da8d |
1139 | /* Sums the lengths of the numbers in range [0,n) */ |
1140 | /* See equivalent function in solo.c for justification of this. */ |
9cfc03b7 |
1141 | static int len_0_to_n(int n) |
6193da8d |
1142 | { |
1143 | int len = 1; /* Counting 0 as a bit of a special case */ |
1144 | int i; |
1145 | |
1146 | for (i = 1; i < n; i *= 10) { |
1147 | len += max(n - i, 0); |
1148 | } |
1149 | |
1150 | return len; |
1151 | } |
1152 | |
1153 | static char *encode_solve_move(const game_state *state) |
1154 | { |
1155 | int len, i, j; |
1156 | char *ret, *p; |
1157 | /* This is going to return a string representing the moves needed to set |
1158 | * every line in a grid to be the same as the ones in 'state'. The exact |
1159 | * length of this string is predictable. */ |
1160 | |
1161 | len = 1; /* Count the 'S' prefix */ |
1162 | /* Numbers in horizontal lines */ |
1163 | /* Horizontal lines, x position */ |
1164 | len += len_0_to_n(state->w) * (state->h + 1); |
1165 | /* Horizontal lines, y position */ |
1166 | len += len_0_to_n(state->h + 1) * (state->w); |
1167 | /* Vertical lines, y position */ |
1168 | len += len_0_to_n(state->h) * (state->w + 1); |
1169 | /* Vertical lines, x position */ |
1170 | len += len_0_to_n(state->w + 1) * (state->h); |
1171 | /* For each line we also have two letters and a comma */ |
1172 | len += 3 * (HL_COUNT(state) + VL_COUNT(state)); |
1173 | |
1174 | ret = snewn(len + 1, char); |
1175 | p = ret; |
1176 | |
1177 | p += sprintf(p, "S"); |
1178 | |
1179 | for (j = 0; j < state->h + 1; ++j) { |
1180 | for (i = 0; i < state->w; ++i) { |
1181 | switch (RIGHTOF_DOT(state, i, j)) { |
1182 | case LINE_YES: |
1183 | p += sprintf(p, "%d,%dhy", i, j); |
1184 | break; |
1185 | case LINE_NO: |
1186 | p += sprintf(p, "%d,%dhn", i, j); |
1187 | break; |
1188 | /* default: */ |
1189 | /* I'm going to forgive this because I think the results |
1190 | * are cute. */ |
1191 | /* assert(!"Solver produced incomplete solution!"); */ |
1192 | } |
1193 | } |
1194 | } |
1195 | |
1196 | for (j = 0; j < state->h; ++j) { |
1197 | for (i = 0; i < state->w + 1; ++i) { |
1198 | switch (BELOW_DOT(state, i, j)) { |
1199 | case LINE_YES: |
1200 | p += sprintf(p, "%d,%dvy", i, j); |
1201 | break; |
1202 | case LINE_NO: |
1203 | p += sprintf(p, "%d,%dvn", i, j); |
1204 | break; |
1205 | /* default: */ |
1206 | /* I'm going to forgive this because I think the results |
1207 | * are cute. */ |
1208 | /* assert(!"Solver produced incomplete solution!"); */ |
1209 | } |
1210 | } |
1211 | } |
1212 | |
1213 | /* No point in doing sums like that if they're going to be wrong */ |
c0eb17ce |
1214 | assert(strlen(ret) == (size_t)len); |
9cfc03b7 |
1215 | return ret; |
6193da8d |
1216 | } |
1217 | |
1218 | /* BEGIN SOLVER IMPLEMENTATION */ |
1219 | |
1220 | /* For each pair of lines through each dot we store a bit for whether |
1221 | * exactly one of those lines is ON, and in separate arrays we store whether |
1222 | * at least one is on and whether at most 1 is on. (If we know both or |
1223 | * neither is on that's already stored more directly.) That's six bits per |
1224 | * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */ |
1225 | |
1226 | enum dline { |
1227 | DLINE_VERT = 0, |
1228 | DLINE_HORIZ = 1, |
1229 | DLINE_UL = 2, |
1230 | DLINE_DR = 3, |
1231 | DLINE_UR = 4, |
1232 | DLINE_DL = 5 |
1233 | }; |
1234 | |
1235 | #define OPP_DLINE(dline) (dline ^ 1) |
1236 | |
1237 | |
1238 | #define SQUARE_DLINES \ |
1239 | HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \ |
1240 | HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \ |
1241 | HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \ |
1242 | HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0); |
1243 | |
1244 | #define DOT_DLINES \ |
1245 | HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \ |
1246 | HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \ |
1247 | HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \ |
1248 | HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \ |
1249 | HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \ |
1250 | HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT); |
1251 | |
1252 | static void array_setall(char *array, char from, char to, int len) |
1253 | { |
1254 | char *p = array, *p_old = p; |
1255 | int len_remaining = len; |
1256 | |
1257 | while ((p = memchr(p, from, len_remaining))) { |
1258 | *p = to; |
1259 | len_remaining -= p - p_old; |
1260 | p_old = p; |
1261 | } |
1262 | } |
1263 | |
6c42c563 |
1264 | static int dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j, |
1265 | enum line_state line_old, enum line_state line_new) |
6193da8d |
1266 | { |
1267 | game_state *state = sstate->state; |
6c42c563 |
1268 | int retval = FALSE; |
1269 | |
1270 | if (line_old == line_new) |
1271 | return FALSE; |
6193da8d |
1272 | |
1273 | /* First line in dline */ |
1274 | switch (dl) { |
1275 | case DLINE_UL: |
1276 | case DLINE_UR: |
1277 | case DLINE_VERT: |
6c42c563 |
1278 | if (j > 0 && ABOVE_DOT(state, i, j) == line_old) { |
6193da8d |
1279 | LV_ABOVE_DOT(state, i, j) = line_new; |
6c42c563 |
1280 | retval = TRUE; |
1281 | } |
6193da8d |
1282 | break; |
1283 | case DLINE_DL: |
1284 | case DLINE_DR: |
6c42c563 |
1285 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) { |
6193da8d |
1286 | LV_BELOW_DOT(state, i, j) = line_new; |
6c42c563 |
1287 | retval = TRUE; |
1288 | } |
6193da8d |
1289 | break; |
1290 | case DLINE_HORIZ: |
6c42c563 |
1291 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) { |
6193da8d |
1292 | LV_LEFTOF_DOT(state, i, j) = line_new; |
6c42c563 |
1293 | retval = TRUE; |
1294 | } |
6193da8d |
1295 | break; |
1296 | } |
1297 | |
1298 | /* Second line in dline */ |
1299 | switch (dl) { |
1300 | case DLINE_UL: |
1301 | case DLINE_DL: |
6c42c563 |
1302 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) { |
6193da8d |
1303 | LV_LEFTOF_DOT(state, i, j) = line_new; |
6c42c563 |
1304 | retval = TRUE; |
1305 | } |
6193da8d |
1306 | break; |
1307 | case DLINE_UR: |
1308 | case DLINE_DR: |
1309 | case DLINE_HORIZ: |
6c42c563 |
1310 | if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old) { |
6193da8d |
1311 | LV_RIGHTOF_DOT(state, i, j) = line_new; |
6c42c563 |
1312 | retval = TRUE; |
1313 | } |
6193da8d |
1314 | break; |
1315 | case DLINE_VERT: |
6c42c563 |
1316 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) { |
6193da8d |
1317 | LV_BELOW_DOT(state, i, j) = line_new; |
6c42c563 |
1318 | retval = TRUE; |
1319 | } |
6193da8d |
1320 | break; |
1321 | } |
6193da8d |
1322 | |
6c42c563 |
1323 | return retval; |
6193da8d |
1324 | } |
1325 | |
c0eb17ce |
1326 | #if 0 |
1327 | /* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0} |
1328 | * {0,-1} or {0,1} */ |
1329 | static int line_status_from_point(const game_state *state, |
1330 | int x, int y, int dx, int dy) |
1331 | { |
1332 | if (dx == -1 && dy == 0) |
1333 | return LEFTOF_DOT(state, x, y); |
1334 | if (dx == 1 && dy == 0) |
1335 | return RIGHTOF_DOT(state, x, y); |
1336 | if (dx == 0 && dy == -1) |
1337 | return ABOVE_DOT(state, x, y); |
1338 | if (dx == 0 && dy == 1) |
1339 | return BELOW_DOT(state, x, y); |
1340 | |
1341 | assert(!"Illegal dx or dy in line_status_from_point"); |
1342 | return 0; |
1343 | } |
1344 | #endif |
6193da8d |
1345 | |
1346 | /* This will return a dynamically allocated solver_state containing the (more) |
1347 | * solved grid */ |
c0eb17ce |
1348 | static solver_state *solve_game_rec(const solver_state *sstate_start, int diff) |
6193da8d |
1349 | { |
99dd160e |
1350 | int i, j, w, h; |
6193da8d |
1351 | int current_yes, current_no, desired; |
1352 | solver_state *sstate, *sstate_saved, *sstate_tmp; |
1353 | int t; |
6193da8d |
1354 | solver_state *sstate_rec_solved; |
1355 | int recursive_soln_count; |
99dd160e |
1356 | char *square_solved; |
1357 | char *dot_solved; |
6c42c563 |
1358 | int solver_progress; |
99dd160e |
1359 | |
1360 | h = sstate_start->state->h; |
1361 | w = sstate_start->state->w; |
1362 | |
1363 | dot_solved = snewn(DOT_COUNT(sstate_start->state), char); |
1364 | square_solved = snewn(SQUARE_COUNT(sstate_start->state), char); |
1365 | memset(dot_solved, FALSE, DOT_COUNT(sstate_start->state)); |
1366 | memset(square_solved, FALSE, SQUARE_COUNT(sstate_start->state)); |
6193da8d |
1367 | |
1368 | #if 0 |
1369 | printf("solve_game_rec: recursion_remaining = %d\n", |
1370 | sstate_start->recursion_remaining); |
1371 | #endif |
1372 | |
1373 | sstate = dup_solver_state((solver_state *)sstate_start); |
1374 | |
c0eb17ce |
1375 | #define FOUND_MISTAKE \ |
1376 | do { \ |
1377 | sstate->solver_status = SOLVER_MISTAKE; \ |
6c42c563 |
1378 | sfree(dot_solved); sfree(square_solved); \ |
c0eb17ce |
1379 | free_solver_state(sstate_saved); \ |
1380 | return sstate; \ |
1381 | } while (0) |
1382 | |
6193da8d |
1383 | sstate_saved = NULL; |
6193da8d |
1384 | |
1385 | nonrecursive_solver: |
1386 | |
1387 | while (1) { |
6c42c563 |
1388 | solver_progress = FALSE; |
6193da8d |
1389 | |
1390 | /* First we do the 'easy' work, that might cause concrete results */ |
1391 | |
1392 | /* Per-square deductions */ |
99dd160e |
1393 | for (j = 0; j < h; ++j) { |
1394 | for (i = 0; i < w; ++i) { |
6193da8d |
1395 | /* Begin rules that look at the clue (if there is one) */ |
99dd160e |
1396 | if (square_solved[i + j*w]) |
1397 | continue; |
1398 | |
6193da8d |
1399 | desired = CLUE_AT(sstate->state, i, j); |
1400 | if (desired == ' ') |
1401 | continue; |
99dd160e |
1402 | |
6193da8d |
1403 | desired = desired - '0'; |
1404 | current_yes = square_order(sstate->state, i, j, LINE_YES); |
1405 | current_no = square_order(sstate->state, i, j, LINE_NO); |
1406 | |
99dd160e |
1407 | if (current_yes + current_no == 4) { |
1408 | square_solved[i + j*w] = TRUE; |
1409 | continue; |
1410 | } |
1411 | |
c0eb17ce |
1412 | if (desired < current_yes) |
1413 | FOUND_MISTAKE; |
1414 | if (desired == current_yes) { |
6193da8d |
1415 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
99dd160e |
1416 | square_solved[i + j*w] = TRUE; |
6c42c563 |
1417 | solver_progress = TRUE; |
6193da8d |
1418 | continue; |
1419 | } |
1420 | |
c0eb17ce |
1421 | if (4 - desired < current_no) |
1422 | FOUND_MISTAKE; |
1423 | if (4 - desired == current_no) { |
6193da8d |
1424 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); |
99dd160e |
1425 | square_solved[i + j*w] = TRUE; |
6c42c563 |
1426 | solver_progress = TRUE; |
6193da8d |
1427 | } |
1428 | } |
1429 | } |
1430 | |
6193da8d |
1431 | /* Per-dot deductions */ |
99dd160e |
1432 | for (j = 0; j < h + 1; ++j) { |
1433 | for (i = 0; i < w + 1; ++i) { |
1434 | if (dot_solved[i + j*(w+1)]) |
1435 | continue; |
1436 | |
6193da8d |
1437 | switch (dot_order(sstate->state, i, j, LINE_YES)) { |
1438 | case 0: |
99dd160e |
1439 | switch (dot_order(sstate->state, i, j, LINE_NO)) { |
1440 | case 3: |
1441 | dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
6c42c563 |
1442 | solver_progress = TRUE; |
99dd160e |
1443 | /* fall through */ |
1444 | case 4: |
1445 | dot_solved[i + j*(w+1)] = TRUE; |
1446 | break; |
6193da8d |
1447 | } |
1448 | break; |
1449 | case 1: |
1450 | switch (dot_order(sstate->state, i, j, LINE_NO)) { |
1451 | #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \ |
1452 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
1453 | if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \ |
6c42c563 |
1454 | solver_progress |= \ |
1455 | SET_BIT(sstate->dot_howmany[i + (w + 1) * j], \ |
1456 | dline); \ |
6193da8d |
1457 | } \ |
1458 | } |
1459 | case 1: |
c0eb17ce |
1460 | if (diff > DIFF_EASY) { |
6193da8d |
1461 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1462 | H1(dline, dir1_dot, dir2_dot, dot_atleastone) |
c0eb17ce |
1463 | /* 1 yes, 1 no, so exactly one of unknowns is |
1464 | * yes */ |
1465 | DOT_DLINES; |
6193da8d |
1466 | #undef HANDLE_DLINE |
c0eb17ce |
1467 | } |
6193da8d |
1468 | /* fall through */ |
1469 | case 0: |
c0eb17ce |
1470 | if (diff > DIFF_EASY) { |
6193da8d |
1471 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1472 | H1(dline, dir1_dot, dir2_dot, dot_atmostone) |
c0eb17ce |
1473 | /* 1 yes, fewer than 2 no, so at most one of |
1474 | * unknowns is yes */ |
1475 | DOT_DLINES; |
6193da8d |
1476 | #undef HANDLE_DLINE |
c0eb17ce |
1477 | } |
6193da8d |
1478 | #undef H1 |
1479 | break; |
1480 | case 2: /* 1 yes, 2 no */ |
1481 | dot_setall(sstate->state, i, j, |
1482 | LINE_UNKNOWN, LINE_YES); |
99dd160e |
1483 | dot_solved[i + j*(w+1)] = TRUE; |
6c42c563 |
1484 | solver_progress = TRUE; |
99dd160e |
1485 | break; |
1486 | case 3: /* 1 yes, 3 no */ |
1487 | FOUND_MISTAKE; |
6193da8d |
1488 | break; |
1489 | } |
1490 | break; |
1491 | case 2: |
6c42c563 |
1492 | if (dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO)) { |
1493 | solver_progress = TRUE; |
1494 | } |
99dd160e |
1495 | dot_solved[i + j*(w+1)] = TRUE; |
c0eb17ce |
1496 | break; |
1497 | case 3: |
99dd160e |
1498 | case 4: |
c0eb17ce |
1499 | FOUND_MISTAKE; |
1500 | break; |
6193da8d |
1501 | } |
c0eb17ce |
1502 | if (diff > DIFF_EASY) { |
6193da8d |
1503 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
6c42c563 |
1504 | if (BIT_SET(sstate->dot_atleastone[i + (w + 1) * j], dline)) { \ |
1505 | solver_progress |= \ |
1506 | SET_BIT(sstate->dot_atmostone[i + (w + 1) * j], \ |
1507 | OPP_DLINE(dline)); \ |
6193da8d |
1508 | } |
c0eb17ce |
1509 | /* If at least one of a dline in a dot is YES, at most one |
1510 | * of the opposite dline to that dot must be YES. */ |
1511 | DOT_DLINES; |
1512 | } |
6193da8d |
1513 | #undef HANDLE_DLINE |
99dd160e |
1514 | |
6c42c563 |
1515 | #define H1(dline, dir1_sq, dir2_sq, dot_howmany, line_query, line_set) \ |
1516 | if (BIT_SET(sstate->dot_howmany[i + (w+1) * j], dline)) { \ |
6193da8d |
1517 | t = dir1_sq(sstate->state, i, j); \ |
6c42c563 |
1518 | if (t == line_query) { \ |
1519 | if (dir2_sq(sstate->state, i, j) != line_set) { \ |
1520 | LV_##dir2_sq(sstate->state, i, j) = line_set; \ |
1521 | solver_progress = TRUE; \ |
1522 | } \ |
1523 | } else { \ |
6193da8d |
1524 | t = dir2_sq(sstate->state, i, j); \ |
6c42c563 |
1525 | if (t == line_query) { \ |
1526 | if (dir1_sq(sstate->state, i, j) != line_set) { \ |
1527 | LV_##dir1_sq(sstate->state, i, j) = line_set; \ |
1528 | solver_progress = TRUE; \ |
1529 | } \ |
1530 | } \ |
6193da8d |
1531 | } \ |
1532 | } |
c0eb17ce |
1533 | if (diff > DIFF_EASY) { |
6c42c563 |
1534 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \ |
1535 | H1(dline, dir1_sq, dir2_sq, dot_atmostone, LINE_YES, LINE_NO) |
c0eb17ce |
1536 | /* If at most one of the DLINE is on, and one is definitely |
1537 | * on, set the other to definitely off */ |
6c42c563 |
1538 | DOT_DLINES; |
6193da8d |
1539 | #undef HANDLE_DLINE |
c0eb17ce |
1540 | } |
6193da8d |
1541 | |
c0eb17ce |
1542 | if (diff > DIFF_EASY) { |
6c42c563 |
1543 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \ |
1544 | H1(dline, dir1_sq, dir2_sq, dot_atleastone, LINE_NO, LINE_YES) |
c0eb17ce |
1545 | /* If at least one of the DLINE is on, and one is definitely |
1546 | * off, set the other to definitely on */ |
6c42c563 |
1547 | DOT_DLINES; |
6193da8d |
1548 | #undef HANDLE_DLINE |
c0eb17ce |
1549 | } |
6193da8d |
1550 | #undef H1 |
1551 | |
6c42c563 |
1552 | } |
1553 | } |
1554 | |
1555 | /* More obscure per-square operations */ |
1556 | for (j = 0; j < h; ++j) { |
1557 | for (i = 0; i < w; ++i) { |
1558 | if (square_solved[i + j*w]) |
1559 | continue; |
1560 | |
6193da8d |
1561 | switch (CLUE_AT(sstate->state, i, j)) { |
6193da8d |
1562 | case '1': |
c0eb17ce |
1563 | if (diff > DIFF_EASY) { |
6193da8d |
1564 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1565 | /* At most one of any DLINE can be set */ \ |
6c42c563 |
1566 | SET_BIT(sstate->dot_atmostone[i+a + (w + 1) * (j+b)], \ |
1567 | dline); \ |
6193da8d |
1568 | /* This DLINE provides enough YESes to solve the clue */\ |
6c42c563 |
1569 | if (BIT_SET(sstate->dot_atleastone \ |
1570 | [i+a + (w + 1) * (j+b)], \ |
1571 | dline)) { \ |
1572 | solver_progress |= \ |
1573 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
1574 | i+(1-a), j+(1-b), \ |
1575 | LINE_UNKNOWN, LINE_NO); \ |
6193da8d |
1576 | } |
c0eb17ce |
1577 | SQUARE_DLINES; |
6193da8d |
1578 | #undef HANDLE_DLINE |
c0eb17ce |
1579 | } |
6193da8d |
1580 | break; |
1581 | case '2': |
c0eb17ce |
1582 | if (diff > DIFF_EASY) { |
6193da8d |
1583 | #define H1(dline, dot_at1one, dot_at2one, a, b) \ |
6c42c563 |
1584 | if (BIT_SET(sstate->dot_at1one \ |
1585 | [i+a + (w+1) * (j+b)], dline)) { \ |
1586 | solver_progress |= \ |
1587 | SET_BIT(sstate->dot_at2one \ |
1588 | [i+(1-a) + (w+1) * (j+(1-b))], \ |
1589 | OPP_DLINE(dline)); \ |
6193da8d |
1590 | } |
1591 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1592 | H1(dline, dot_atleastone, dot_atmostone, a, b); \ |
1593 | H1(dline, dot_atmostone, dot_atleastone, a, b); |
c0eb17ce |
1594 | /* If at least one of one DLINE is set, at most one |
1595 | * of the opposing one is and vice versa */ |
1596 | SQUARE_DLINES; |
1597 | } |
6193da8d |
1598 | #undef HANDLE_DLINE |
1599 | #undef H1 |
1600 | break; |
1601 | case '3': |
c0eb17ce |
1602 | if (diff > DIFF_EASY) { |
6193da8d |
1603 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1604 | /* At least one of any DLINE can be set */ \ |
6c42c563 |
1605 | solver_progress |= \ |
1606 | SET_BIT(sstate->dot_atleastone \ |
1607 | [i+a + (w + 1) * (j+b)], \ |
1608 | dline); \ |
6193da8d |
1609 | /* This DLINE provides enough NOs to solve the clue */ \ |
6c42c563 |
1610 | if (BIT_SET(sstate->dot_atmostone \ |
1611 | [i+a + (w + 1) * (j+b)], \ |
1612 | dline)) { \ |
1613 | solver_progress |= \ |
1614 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
1615 | i+(1-a), j+(1-b), \ |
1616 | LINE_UNKNOWN, LINE_YES); \ |
6193da8d |
1617 | } |
c0eb17ce |
1618 | SQUARE_DLINES; |
6193da8d |
1619 | #undef HANDLE_DLINE |
c0eb17ce |
1620 | } |
6193da8d |
1621 | break; |
1622 | } |
1623 | } |
1624 | } |
6c42c563 |
1625 | |
1626 | if (!solver_progress) { |
6193da8d |
1627 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
6c42c563 |
1628 | int shortest_chainlen = DOT_COUNT(sstate->state); |
1629 | int loop_found = FALSE; |
6193da8d |
1630 | int d; |
6c42c563 |
1631 | int dots_connected; |
6193da8d |
1632 | |
1633 | /* |
1634 | * Go through the grid and update for all the new edges. |
1635 | * Since merge_dots() is idempotent, the simplest way to |
1636 | * do this is just to update for _all_ the edges. |
1637 | * |
1638 | * Also, while we're here, we count the edges, count the |
1639 | * clues, count the satisfied clues, and count the |
1640 | * satisfied-minus-one clues. |
1641 | */ |
6c42c563 |
1642 | for (j = 0; j < h+1; ++j) { |
1643 | for (i = 0; i < w+1; ++i) { |
6193da8d |
1644 | if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) { |
6c42c563 |
1645 | loop_found |= merge_dots(sstate, i, j, i+1, j); |
6193da8d |
1646 | edgecount++; |
1647 | } |
1648 | if (BELOW_DOT(sstate->state, i, j) == LINE_YES) { |
6c42c563 |
1649 | loop_found |= merge_dots(sstate, i, j, i, j+1); |
6193da8d |
1650 | edgecount++; |
1651 | } |
1652 | |
1653 | if (CLUE_AT(sstate->state, i, j) != ' ') { |
1654 | int c = CLUE_AT(sstate->state, i, j) - '0'; |
1655 | int o = square_order(sstate->state, i, j, LINE_YES); |
1656 | if (o == c) |
1657 | satclues++; |
1658 | else if (o == c-1) |
1659 | sm1clues++; |
1660 | clues++; |
1661 | } |
1662 | } |
1663 | } |
1664 | |
6c42c563 |
1665 | for (i = 0; i < DOT_COUNT(sstate->state); ++i) { |
1666 | dots_connected = sstate->looplen[dsf_canonify(sstate->dotdsf,i)]; |
1667 | if (dots_connected > 1) |
1668 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
1669 | } |
1670 | |
1671 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
1672 | |
1673 | if (satclues == clues && shortest_chainlen == edgecount) { |
1674 | sstate->solver_status = SOLVER_SOLVED; |
1675 | /* This discovery clearly counts as progress, even if we haven't |
1676 | * just added any lines or anything */ |
1677 | solver_progress = TRUE; |
1678 | goto finished_loop_checking; |
1679 | } |
1680 | |
6193da8d |
1681 | /* |
1682 | * Now go through looking for LINE_UNKNOWN edges which |
1683 | * connect two dots that are already in the same |
1684 | * equivalence class. If we find one, test to see if the |
1685 | * loop it would create is a solution. |
1686 | */ |
99dd160e |
1687 | for (j = 0; j <= h; ++j) { |
1688 | for (i = 0; i <= w; ++i) { |
6193da8d |
1689 | for (d = 0; d < 2; d++) { |
1690 | int i2, j2, eqclass, val; |
1691 | |
1692 | if (d == 0) { |
1693 | if (RIGHTOF_DOT(sstate->state, i, j) != |
1694 | LINE_UNKNOWN) |
1695 | continue; |
1696 | i2 = i+1; |
1697 | j2 = j; |
1698 | } else { |
1699 | if (BELOW_DOT(sstate->state, i, j) != |
1700 | LINE_UNKNOWN) |
1701 | continue; |
1702 | i2 = i; |
1703 | j2 = j+1; |
1704 | } |
1705 | |
99dd160e |
1706 | eqclass = dsf_canonify(sstate->dotdsf, j * (w+1) + i); |
6193da8d |
1707 | if (eqclass != dsf_canonify(sstate->dotdsf, |
99dd160e |
1708 | j2 * (w+1) + i2)) |
6193da8d |
1709 | continue; |
1710 | |
1711 | val = LINE_NO; /* loop is bad until proven otherwise */ |
1712 | |
1713 | /* |
1714 | * This edge would form a loop. Next |
1715 | * question: how long would the loop be? |
1716 | * Would it equal the total number of edges |
1717 | * (plus the one we'd be adding if we added |
1718 | * it)? |
1719 | */ |
1720 | if (sstate->looplen[eqclass] == edgecount + 1) { |
1721 | int sm1_nearby; |
1722 | int cx, cy; |
1723 | |
1724 | /* |
1725 | * This edge would form a loop which |
1726 | * took in all the edges in the entire |
1727 | * grid. So now we need to work out |
1728 | * whether it would be a valid solution |
1729 | * to the puzzle, which means we have to |
1730 | * check if it satisfies all the clues. |
1731 | * This means that every clue must be |
1732 | * either satisfied or satisfied-minus- |
1733 | * 1, and also that the number of |
1734 | * satisfied-minus-1 clues must be at |
1735 | * most two and they must lie on either |
1736 | * side of this edge. |
1737 | */ |
1738 | sm1_nearby = 0; |
1739 | cx = i - (j2-j); |
1740 | cy = j - (i2-i); |
1741 | if (CLUE_AT(sstate->state, cx,cy) != ' ' && |
1742 | square_order(sstate->state, cx,cy, LINE_YES) == |
1743 | CLUE_AT(sstate->state, cx,cy) - '0' - 1) |
1744 | sm1_nearby++; |
1745 | if (CLUE_AT(sstate->state, i, j) != ' ' && |
1746 | square_order(sstate->state, i, j, LINE_YES) == |
1747 | CLUE_AT(sstate->state, i, j) - '0' - 1) |
1748 | sm1_nearby++; |
1749 | if (sm1clues == sm1_nearby && |
1750 | sm1clues + satclues == clues) |
1751 | val = LINE_YES; /* loop is good! */ |
1752 | } |
1753 | |
1754 | /* |
1755 | * Right. Now we know that adding this edge |
1756 | * would form a loop, and we know whether |
1757 | * that loop would be a viable solution or |
1758 | * not. |
1759 | * |
1760 | * If adding this edge produces a solution, |
1761 | * then we know we've found _a_ solution but |
1762 | * we don't know that it's _the_ solution - |
1763 | * if it were provably the solution then |
1764 | * we'd have deduced this edge some time ago |
1765 | * without the need to do loop detection. So |
1766 | * in this state we return SOLVER_AMBIGUOUS, |
1767 | * which has the effect that hitting Solve |
1768 | * on a user-provided puzzle will fill in a |
1769 | * solution but using the solver to |
1770 | * construct new puzzles won't consider this |
1771 | * a reasonable deduction for the user to |
1772 | * make. |
1773 | */ |
6c42c563 |
1774 | if (d == 0) { |
6193da8d |
1775 | LV_RIGHTOF_DOT(sstate->state, i, j) = val; |
6c42c563 |
1776 | solver_progress = TRUE; |
1777 | } else { |
6193da8d |
1778 | LV_BELOW_DOT(sstate->state, i, j) = val; |
6c42c563 |
1779 | solver_progress = TRUE; |
1780 | } |
6193da8d |
1781 | if (val == LINE_YES) { |
1782 | sstate->solver_status = SOLVER_AMBIGUOUS; |
1783 | goto finished_loop_checking; |
1784 | } |
1785 | } |
1786 | } |
1787 | } |
1788 | |
1789 | finished_loop_checking: |
1790 | |
6c42c563 |
1791 | if (!solver_progress || |
1792 | sstate->solver_status == SOLVER_SOLVED || |
1793 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
1794 | break; |
1795 | } |
6193da8d |
1796 | } |
6193da8d |
1797 | } |
1798 | |
99dd160e |
1799 | sfree(dot_solved); sfree(square_solved); |
1800 | |
6193da8d |
1801 | if (sstate->solver_status == SOLVER_SOLVED || |
1802 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
1803 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
1804 | array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO, |
1805 | HL_COUNT(sstate->state)); |
1806 | array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO, |
1807 | VL_COUNT(sstate->state)); |
1808 | return sstate; |
1809 | } |
1810 | |
1811 | /* Perform recursive calls */ |
1812 | if (sstate->recursion_remaining) { |
6193da8d |
1813 | sstate_saved = dup_solver_state(sstate); |
1814 | |
c0eb17ce |
1815 | sstate->recursion_remaining--; |
1816 | |
6193da8d |
1817 | recursive_soln_count = 0; |
1818 | sstate_rec_solved = NULL; |
1819 | |
1820 | /* Memory management: |
1821 | * sstate_saved won't be modified but needs to be freed when we have |
1822 | * finished with it. |
1823 | * sstate is expected to contain our 'best' solution by the time we |
1824 | * finish this section of code. It's the thing we'll try adding lines |
1825 | * to, seeing if they make it more solvable. |
1826 | * If sstate_rec_solved is non-NULL, it will supersede sstate |
1827 | * eventually. sstate_tmp should not hold a value persistently. |
1828 | */ |
1829 | |
1830 | /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware |
1831 | * of the possibility of additional solutions. So as soon as we have a |
1832 | * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but |
1833 | * if we get a SOLVER_SOLVED we want to keep trying in case we find |
1834 | * further solutions and have to mark it ambiguous. |
1835 | */ |
1836 | |
1837 | #define DO_RECURSIVE_CALL(dir_dot) \ |
1838 | if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
1839 | debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \ |
1840 | LV_##dir_dot(sstate->state, i, j) = LINE_YES; \ |
c0eb17ce |
1841 | sstate_tmp = solve_game_rec(sstate, diff); \ |
6193da8d |
1842 | switch (sstate_tmp->solver_status) { \ |
1843 | case SOLVER_AMBIGUOUS: \ |
1844 | debug(("Solver ambiguous, returning\n")); \ |
1845 | sstate_rec_solved = sstate_tmp; \ |
1846 | goto finished_recursion; \ |
1847 | case SOLVER_SOLVED: \ |
1848 | switch (++recursive_soln_count) { \ |
1849 | case 1: \ |
1850 | debug(("One solution found\n")); \ |
1851 | sstate_rec_solved = sstate_tmp; \ |
1852 | break; \ |
1853 | case 2: \ |
1854 | debug(("Ambiguous solutions found\n")); \ |
1855 | free_solver_state(sstate_tmp); \ |
1856 | sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\ |
1857 | goto finished_recursion; \ |
1858 | default: \ |
1859 | assert(!"recursive_soln_count out of range"); \ |
1860 | break; \ |
1861 | } \ |
1862 | break; \ |
1863 | case SOLVER_MISTAKE: \ |
1864 | debug(("Non-solution found\n")); \ |
1865 | free_solver_state(sstate_tmp); \ |
1866 | free_solver_state(sstate_saved); \ |
1867 | LV_##dir_dot(sstate->state, i, j) = LINE_NO; \ |
1868 | goto nonrecursive_solver; \ |
1869 | case SOLVER_INCOMPLETE: \ |
1870 | debug(("Recursive step inconclusive\n")); \ |
1871 | free_solver_state(sstate_tmp); \ |
1872 | break; \ |
1873 | } \ |
1874 | free_solver_state(sstate); \ |
1875 | sstate = dup_solver_state(sstate_saved); \ |
1876 | } |
1877 | |
99dd160e |
1878 | for (j = 0; j < h + 1; ++j) { |
1879 | for (i = 0; i < w + 1; ++i) { |
6193da8d |
1880 | /* Only perform recursive calls on 'loose ends' */ |
1881 | if (dot_order(sstate->state, i, j, LINE_YES) == 1) { |
c0eb17ce |
1882 | DO_RECURSIVE_CALL(LEFTOF_DOT); |
1883 | DO_RECURSIVE_CALL(RIGHTOF_DOT); |
1884 | DO_RECURSIVE_CALL(ABOVE_DOT); |
1885 | DO_RECURSIVE_CALL(BELOW_DOT); |
6193da8d |
1886 | } |
1887 | } |
1888 | } |
1889 | |
1890 | finished_recursion: |
1891 | |
1892 | if (sstate_rec_solved) { |
1893 | free_solver_state(sstate); |
1894 | sstate = sstate_rec_solved; |
1895 | } |
1896 | } |
1897 | |
1898 | return sstate; |
1899 | } |
1900 | |
1901 | /* XXX bits of solver that may come in handy one day */ |
1902 | #if 0 |
1903 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
1904 | /* dline from this dot that's entirely unknown must have |
1905 | * both lines identical */ \ |
1906 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \ |
1907 | dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
1908 | sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \ |
1909 | 1<<dline; \ |
1910 | } else if (sstate->dline_identical[i + |
1911 | (sstate->state->w + 1) * j] &\ |
1912 | 1<<dline) { \ |
1913 | /* If they're identical and one is known do the obvious |
1914 | * thing */ \ |
1915 | t = dir1_dot(sstate->state, i, j); \ |
1916 | if (t != LINE_UNKNOWN) \ |
1917 | dir2_dot(sstate->state, i, j) = t; \ |
1918 | else { \ |
1919 | t = dir2_dot(sstate->state, i, j); \ |
1920 | if (t != LINE_UNKNOWN) \ |
1921 | dir1_dot(sstate->state, i, j) = t; \ |
1922 | } \ |
1923 | } \ |
1924 | DOT_DLINES; |
1925 | #undef HANDLE_DLINE |
1926 | #endif |
1927 | |
1928 | #if 0 |
1929 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1930 | if (sstate->dline_identical[i+a + \ |
1931 | (sstate->state->w + 1) * (j+b)] &\ |
1932 | 1<<dline) { \ |
1933 | dir1_sq(sstate->state, i, j) = LINE_YES; \ |
1934 | dir2_sq(sstate->state, i, j) = LINE_YES; \ |
1935 | } |
1936 | /* If two lines are the same they must be on */ |
1937 | SQUARE_DLINES; |
1938 | #undef HANDLE_DLINE |
1939 | #endif |
1940 | |
1941 | |
1942 | #if 0 |
1943 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1944 | if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \ |
1945 | 1<<dline) { \ |
1946 | if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \ |
1947 | CLUE_AT(sstate->state, i, j) - '0') { \ |
1948 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \ |
1949 | /* XXX the following may overwrite known data! */ \ |
1950 | dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
1951 | dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
1952 | } \ |
1953 | } |
1954 | SQUARE_DLINES; |
1955 | #undef HANDLE_DLINE |
1956 | #endif |
1957 | |
1958 | #if 0 |
1959 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
1960 | if (sstate->dline_identical[i+a + |
1961 | (sstate->state->w + 1) * (j+b)] &\ |
1962 | 1<<dline) { \ |
1963 | dir1_sq(sstate->state, i, j) = LINE_NO; \ |
1964 | dir2_sq(sstate->state, i, j) = LINE_NO; \ |
1965 | } |
1966 | /* If two lines are the same they must be off */ |
1967 | SQUARE_DLINES; |
1968 | #undef HANDLE_DLINE |
1969 | #endif |
1970 | |
1971 | static char *solve_game(game_state *state, game_state *currstate, |
1972 | char *aux, char **error) |
1973 | { |
1974 | char *soln = NULL; |
1975 | solver_state *sstate, *new_sstate; |
1976 | |
1977 | sstate = new_solver_state(state); |
c0eb17ce |
1978 | new_sstate = solve_game_rec(sstate, DIFFCOUNT); |
6193da8d |
1979 | |
1980 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
1981 | soln = encode_solve_move(new_sstate->state); |
1982 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
1983 | soln = encode_solve_move(new_sstate->state); |
1984 | /**error = "Solver found ambiguous solutions"; */ |
1985 | } else { |
1986 | soln = encode_solve_move(new_sstate->state); |
1987 | /**error = "Solver failed"; */ |
1988 | } |
1989 | |
1990 | free_solver_state(new_sstate); |
1991 | free_solver_state(sstate); |
1992 | |
1993 | return soln; |
1994 | } |
1995 | |
1996 | static char *game_text_format(game_state *state) |
1997 | { |
1998 | int i, j; |
1999 | int len; |
2000 | char *ret, *rp; |
2001 | |
2002 | len = (2 * state->w + 2) * (2 * state->h + 1); |
2003 | rp = ret = snewn(len + 1, char); |
2004 | |
2005 | #define DRAW_HL \ |
2006 | switch (ABOVE_SQUARE(state, i, j)) { \ |
2007 | case LINE_YES: \ |
2008 | rp += sprintf(rp, " -"); \ |
2009 | break; \ |
2010 | case LINE_NO: \ |
2011 | rp += sprintf(rp, " x"); \ |
2012 | break; \ |
2013 | case LINE_UNKNOWN: \ |
2014 | rp += sprintf(rp, " "); \ |
2015 | break; \ |
2016 | default: \ |
2017 | assert(!"Illegal line state for HL");\ |
2018 | } |
2019 | |
2020 | #define DRAW_VL \ |
2021 | switch (LEFTOF_SQUARE(state, i, j)) {\ |
2022 | case LINE_YES: \ |
2023 | rp += sprintf(rp, "|"); \ |
2024 | break; \ |
2025 | case LINE_NO: \ |
2026 | rp += sprintf(rp, "x"); \ |
2027 | break; \ |
2028 | case LINE_UNKNOWN: \ |
2029 | rp += sprintf(rp, " "); \ |
2030 | break; \ |
2031 | default: \ |
2032 | assert(!"Illegal line state for VL");\ |
2033 | } |
2034 | |
2035 | for (j = 0; j < state->h; ++j) { |
2036 | for (i = 0; i < state->w; ++i) { |
2037 | DRAW_HL; |
2038 | } |
2039 | rp += sprintf(rp, " \n"); |
2040 | for (i = 0; i < state->w; ++i) { |
2041 | DRAW_VL; |
9cfc03b7 |
2042 | rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j))); |
6193da8d |
2043 | } |
2044 | DRAW_VL; |
2045 | rp += sprintf(rp, "\n"); |
2046 | } |
2047 | for (i = 0; i < state->w; ++i) { |
2048 | DRAW_HL; |
2049 | } |
2050 | rp += sprintf(rp, " \n"); |
2051 | |
2052 | assert(strlen(ret) == len); |
2053 | return ret; |
2054 | } |
2055 | |
2056 | static game_ui *new_ui(game_state *state) |
2057 | { |
2058 | return NULL; |
2059 | } |
2060 | |
2061 | static void free_ui(game_ui *ui) |
2062 | { |
2063 | } |
2064 | |
2065 | static char *encode_ui(game_ui *ui) |
2066 | { |
2067 | return NULL; |
2068 | } |
2069 | |
2070 | static void decode_ui(game_ui *ui, char *encoding) |
2071 | { |
2072 | } |
2073 | |
2074 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2075 | game_state *newstate) |
2076 | { |
2077 | } |
2078 | |
2079 | struct game_drawstate { |
2080 | int started; |
94aa5b7b |
2081 | int tilesize, linewidth; |
6193da8d |
2082 | int flashing; |
2083 | char *hl, *vl; |
c0eb17ce |
2084 | char *clue_error; |
6193da8d |
2085 | }; |
2086 | |
2087 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2088 | int x, int y, int button) |
2089 | { |
2090 | int hl_selected; |
2091 | int i, j, p, q; |
2092 | char *ret, buf[80]; |
2093 | char button_char = ' '; |
2094 | enum line_state old_state; |
2095 | |
2096 | button &= ~MOD_MASK; |
2097 | |
2098 | /* Around each line is a diamond-shaped region where points within that |
2099 | * region are closer to this line than any other. We assume any click |
2100 | * within a line's diamond was meant for that line. It would all be a lot |
2101 | * simpler if the / and % operators respected modulo arithmetic properly |
2102 | * for negative numbers. */ |
2103 | |
2104 | x -= BORDER; |
2105 | y -= BORDER; |
2106 | |
2107 | /* Get the coordinates of the square the click was in */ |
2108 | i = (x + TILE_SIZE) / TILE_SIZE - 1; |
2109 | j = (y + TILE_SIZE) / TILE_SIZE - 1; |
2110 | |
2111 | /* Get the precise position inside square [i,j] */ |
2112 | p = (x + TILE_SIZE) % TILE_SIZE; |
2113 | q = (y + TILE_SIZE) % TILE_SIZE; |
2114 | |
2115 | /* After this bit of magic [i,j] will correspond to the point either above |
2116 | * or to the left of the line selected */ |
2117 | if (p > q) { |
2118 | if (TILE_SIZE - p > q) { |
2119 | hl_selected = TRUE; |
2120 | } else { |
2121 | hl_selected = FALSE; |
2122 | ++i; |
2123 | } |
2124 | } else { |
2125 | if (TILE_SIZE - q > p) { |
2126 | hl_selected = FALSE; |
2127 | } else { |
2128 | hl_selected = TRUE; |
2129 | ++j; |
2130 | } |
2131 | } |
2132 | |
2133 | if (i < 0 || j < 0) |
2134 | return NULL; |
2135 | |
2136 | if (hl_selected) { |
2137 | if (i >= state->w || j >= state->h + 1) |
2138 | return NULL; |
2139 | } else { |
2140 | if (i >= state->w + 1 || j >= state->h) |
2141 | return NULL; |
2142 | } |
2143 | |
2144 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
2145 | /* Maybe will add mouse drag support some time */ |
2146 | if (hl_selected) |
2147 | old_state = RIGHTOF_DOT(state, i, j); |
2148 | else |
2149 | old_state = BELOW_DOT(state, i, j); |
2150 | |
2151 | switch (button) { |
2152 | case LEFT_BUTTON: |
2153 | switch (old_state) { |
2154 | case LINE_UNKNOWN: |
2155 | button_char = 'y'; |
2156 | break; |
2157 | case LINE_YES: |
2158 | case LINE_NO: |
2159 | button_char = 'u'; |
2160 | break; |
2161 | } |
2162 | break; |
2163 | case MIDDLE_BUTTON: |
2164 | button_char = 'u'; |
2165 | break; |
2166 | case RIGHT_BUTTON: |
2167 | switch (old_state) { |
2168 | case LINE_UNKNOWN: |
2169 | button_char = 'n'; |
2170 | break; |
2171 | case LINE_NO: |
2172 | case LINE_YES: |
2173 | button_char = 'u'; |
2174 | break; |
2175 | } |
2176 | break; |
2177 | default: |
2178 | return NULL; |
2179 | } |
2180 | |
2181 | |
9cfc03b7 |
2182 | sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char); |
6193da8d |
2183 | ret = dupstr(buf); |
2184 | |
2185 | return ret; |
2186 | } |
2187 | |
2188 | static game_state *execute_move(game_state *state, char *move) |
2189 | { |
2190 | int i, j; |
2191 | game_state *newstate = dup_game(state); |
2192 | |
2193 | if (move[0] == 'S') { |
2194 | move++; |
2195 | newstate->cheated = TRUE; |
2196 | } |
2197 | |
2198 | while (*move) { |
2199 | i = atoi(move); |
2200 | move = strchr(move, ','); |
2201 | if (!move) |
2202 | goto fail; |
2203 | j = atoi(++move); |
2204 | move += strspn(move, "1234567890"); |
2205 | switch (*(move++)) { |
2206 | case 'h': |
2207 | if (i >= newstate->w || j > newstate->h) |
2208 | goto fail; |
2209 | switch (*(move++)) { |
2210 | case 'y': |
2211 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES; |
2212 | break; |
2213 | case 'n': |
2214 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO; |
2215 | break; |
2216 | case 'u': |
2217 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN; |
2218 | break; |
2219 | default: |
2220 | goto fail; |
2221 | } |
2222 | break; |
2223 | case 'v': |
2224 | if (i > newstate->w || j >= newstate->h) |
2225 | goto fail; |
2226 | switch (*(move++)) { |
2227 | case 'y': |
2228 | LV_BELOW_DOT(newstate, i, j) = LINE_YES; |
2229 | break; |
2230 | case 'n': |
2231 | LV_BELOW_DOT(newstate, i, j) = LINE_NO; |
2232 | break; |
2233 | case 'u': |
2234 | LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN; |
2235 | break; |
2236 | default: |
2237 | goto fail; |
2238 | } |
2239 | break; |
2240 | default: |
2241 | goto fail; |
2242 | } |
2243 | } |
2244 | |
2245 | /* |
2246 | * Check for completion. |
2247 | */ |
67d5174b |
2248 | i = 0; /* placate optimiser */ |
6193da8d |
2249 | for (j = 0; j <= newstate->h; j++) { |
2250 | for (i = 0; i < newstate->w; i++) |
2251 | if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES) |
2252 | break; |
2253 | if (i < newstate->w) |
2254 | break; |
2255 | } |
2256 | if (j <= newstate->h) { |
2257 | int prevdir = 'R'; |
2258 | int x = i, y = j; |
2259 | int looplen, count; |
2260 | |
2261 | /* |
2262 | * We've found a horizontal edge at (i,j). Follow it round |
2263 | * to see if it's part of a loop. |
2264 | */ |
2265 | looplen = 0; |
2266 | while (1) { |
2267 | int order = dot_order(newstate, x, y, LINE_YES); |
2268 | if (order != 2) |
2269 | goto completion_check_done; |
2270 | |
2271 | if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') { |
2272 | x--; |
2273 | prevdir = 'R'; |
2274 | } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES && |
2275 | prevdir != 'R') { |
2276 | x++; |
2277 | prevdir = 'L'; |
2278 | } else if (ABOVE_DOT(newstate, x, y) == LINE_YES && |
2279 | prevdir != 'U') { |
2280 | y--; |
2281 | prevdir = 'D'; |
2282 | } else if (BELOW_DOT(newstate, x, y) == LINE_YES && |
2283 | prevdir != 'D') { |
2284 | y++; |
2285 | prevdir = 'U'; |
2286 | } else { |
2287 | assert(!"Can't happen"); /* dot_order guarantees success */ |
2288 | } |
2289 | |
2290 | looplen++; |
2291 | |
2292 | if (x == i && y == j) |
2293 | break; |
2294 | } |
2295 | |
2296 | if (x != i || y != j || looplen == 0) |
2297 | goto completion_check_done; |
2298 | |
2299 | /* |
2300 | * We've traced our way round a loop, and we know how many |
2301 | * line segments were involved. Count _all_ the line |
2302 | * segments in the grid, to see if the loop includes them |
2303 | * all. |
2304 | */ |
2305 | count = 0; |
2306 | for (j = 0; j <= newstate->h; j++) |
2307 | for (i = 0; i <= newstate->w; i++) |
2308 | count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) + |
2309 | (BELOW_DOT(newstate, i, j) == LINE_YES)); |
2310 | assert(count >= looplen); |
2311 | if (count != looplen) |
2312 | goto completion_check_done; |
2313 | |
2314 | /* |
2315 | * The grid contains one closed loop and nothing else. |
2316 | * Check that all the clues are satisfied. |
2317 | */ |
2318 | for (j = 0; j < newstate->h; ++j) { |
2319 | for (i = 0; i < newstate->w; ++i) { |
2320 | int n = CLUE_AT(newstate, i, j); |
2321 | if (n != ' ') { |
2322 | if (square_order(newstate, i, j, LINE_YES) != n - '0') { |
2323 | goto completion_check_done; |
2324 | } |
2325 | } |
2326 | } |
2327 | } |
2328 | |
2329 | /* |
2330 | * Completed! |
2331 | */ |
2332 | newstate->solved = TRUE; |
2333 | } |
2334 | |
2335 | completion_check_done: |
2336 | return newstate; |
2337 | |
2338 | fail: |
2339 | free_game(newstate); |
2340 | return NULL; |
2341 | } |
2342 | |
2343 | /* ---------------------------------------------------------------------- |
2344 | * Drawing routines. |
2345 | */ |
2346 | |
2347 | #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1) |
2348 | |
2349 | static void game_compute_size(game_params *params, int tilesize, |
2350 | int *x, int *y) |
2351 | { |
2352 | struct { int tilesize; } ads, *ds = &ads; |
2353 | ads.tilesize = tilesize; |
2354 | |
2355 | *x = SIZE(params->w); |
2356 | *y = SIZE(params->h); |
2357 | } |
2358 | |
2359 | static void game_set_size(drawing *dr, game_drawstate *ds, |
2360 | game_params *params, int tilesize) |
2361 | { |
2362 | ds->tilesize = tilesize; |
94aa5b7b |
2363 | ds->linewidth = max(1,tilesize/16); |
6193da8d |
2364 | } |
2365 | |
8266f3fc |
2366 | static float *game_colours(frontend *fe, int *ncolours) |
6193da8d |
2367 | { |
2368 | float *ret = snewn(4 * NCOLOURS, float); |
2369 | |
2370 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2371 | |
2372 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
2373 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
2374 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
2375 | |
2376 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
2377 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
2378 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
2379 | |
c0eb17ce |
2380 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
2381 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
2382 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
2383 | |
6193da8d |
2384 | *ncolours = NCOLOURS; |
2385 | return ret; |
2386 | } |
2387 | |
2388 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
2389 | { |
2390 | struct game_drawstate *ds = snew(struct game_drawstate); |
2391 | |
94aa5b7b |
2392 | ds->tilesize = ds->linewidth = 0; |
6193da8d |
2393 | ds->started = 0; |
2394 | ds->hl = snewn(HL_COUNT(state), char); |
2395 | ds->vl = snewn(VL_COUNT(state), char); |
c0eb17ce |
2396 | ds->clue_error = snewn(SQUARE_COUNT(state), char); |
6193da8d |
2397 | ds->flashing = 0; |
2398 | |
2399 | memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state)); |
2400 | memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state)); |
c0eb17ce |
2401 | memset(ds->clue_error, 0, SQUARE_COUNT(state)); |
6193da8d |
2402 | |
2403 | return ds; |
2404 | } |
2405 | |
2406 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
2407 | { |
c0eb17ce |
2408 | sfree(ds->clue_error); |
6193da8d |
2409 | sfree(ds->hl); |
2410 | sfree(ds->vl); |
2411 | sfree(ds); |
2412 | } |
2413 | |
2414 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
2415 | game_state *state, int dir, game_ui *ui, |
2416 | float animtime, float flashtime) |
2417 | { |
c0eb17ce |
2418 | int i, j, n; |
6193da8d |
2419 | int w = state->w, h = state->h; |
2420 | char c[2]; |
2421 | int line_colour, flash_changed; |
c0eb17ce |
2422 | int clue_mistake; |
6193da8d |
2423 | |
2424 | if (!ds->started) { |
2425 | /* |
2426 | * The initial contents of the window are not guaranteed and |
2427 | * can vary with front ends. To be on the safe side, all games |
2428 | * should start by drawing a big background-colour rectangle |
2429 | * covering the whole window. |
2430 | */ |
2431 | draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND); |
2432 | |
2433 | /* Draw dots */ |
2434 | for (j = 0; j < h + 1; ++j) { |
2435 | for (i = 0; i < w + 1; ++i) { |
2436 | draw_rect(dr, |
2437 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
2438 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
2439 | LINEWIDTH, LINEWIDTH, COL_FOREGROUND); |
2440 | } |
2441 | } |
2442 | |
2443 | /* Draw clues */ |
2444 | for (j = 0; j < h; ++j) { |
2445 | for (i = 0; i < w; ++i) { |
2446 | c[0] = CLUE_AT(state, i, j); |
2447 | c[1] = '\0'; |
2448 | draw_text(dr, |
2449 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
2450 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
2451 | FONT_VARIABLE, TILE_SIZE/2, |
2452 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
2453 | } |
2454 | } |
2455 | draw_update(dr, 0, 0, |
2456 | state->w * TILE_SIZE + 2*BORDER + 1, |
2457 | state->h * TILE_SIZE + 2*BORDER + 1); |
2458 | ds->started = TRUE; |
2459 | } |
2460 | |
2461 | if (flashtime > 0 && |
2462 | (flashtime <= FLASH_TIME/3 || |
2463 | flashtime >= FLASH_TIME*2/3)) { |
2464 | flash_changed = !ds->flashing; |
2465 | ds->flashing = TRUE; |
2466 | line_colour = COL_HIGHLIGHT; |
2467 | } else { |
2468 | flash_changed = ds->flashing; |
2469 | ds->flashing = FALSE; |
2470 | line_colour = COL_FOREGROUND; |
2471 | } |
2472 | |
2473 | #define CROSS_SIZE (3 * LINEWIDTH / 2) |
2474 | |
c0eb17ce |
2475 | /* Redraw clue colours if necessary */ |
2476 | for (j = 0; j < h; ++j) { |
2477 | for (i = 0; i < w; ++i) { |
2478 | c[0] = CLUE_AT(state, i, j); |
2479 | c[1] = '\0'; |
2480 | if (c[0] == ' ') |
2481 | continue; |
2482 | |
2483 | n = c[0] - '0'; |
2484 | assert(n >= 0 && n <= 4); |
2485 | |
2486 | clue_mistake = (square_order(state, i, j, LINE_YES) > n || |
2487 | square_order(state, i, j, LINE_NO ) > (4-n)); |
2488 | |
0f937981 |
2489 | if (clue_mistake != ds->clue_error[j * w + i]) { |
c0eb17ce |
2490 | draw_rect(dr, |
2491 | BORDER + i * TILE_SIZE + CROSS_SIZE, |
2492 | BORDER + j * TILE_SIZE + CROSS_SIZE, |
2493 | TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2, |
2494 | COL_BACKGROUND); |
2495 | draw_text(dr, |
2496 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
2497 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
2498 | FONT_VARIABLE, TILE_SIZE/2, |
2499 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
2500 | clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c); |
2501 | draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER, |
2502 | TILE_SIZE, TILE_SIZE); |
2503 | |
0f937981 |
2504 | ds->clue_error[j * w + i] = clue_mistake; |
c0eb17ce |
2505 | } |
2506 | } |
2507 | } |
2508 | |
2509 | /* I've also had a request to colour lines red if they make a non-solution |
2510 | * loop, or if more than two lines go into any point. I think that would |
2511 | * be good some time. */ |
2512 | |
6193da8d |
2513 | #define CLEAR_VL(i, j) do { \ |
2514 | draw_rect(dr, \ |
2515 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
444203b4 |
2516 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
6193da8d |
2517 | CROSS_SIZE * 2, \ |
2518 | TILE_SIZE - LINEWIDTH, \ |
2519 | COL_BACKGROUND); \ |
2520 | draw_update(dr, \ |
2521 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
2522 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2523 | CROSS_SIZE*2, \ |
2524 | TILE_SIZE + CROSS_SIZE*2); \ |
2525 | } while (0) |
2526 | |
2527 | #define CLEAR_HL(i, j) do { \ |
2528 | draw_rect(dr, \ |
444203b4 |
2529 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
6193da8d |
2530 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2531 | TILE_SIZE - LINEWIDTH, \ |
2532 | CROSS_SIZE * 2, \ |
2533 | COL_BACKGROUND); \ |
2534 | draw_update(dr, \ |
2535 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
2536 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
2537 | TILE_SIZE + CROSS_SIZE*2, \ |
2538 | CROSS_SIZE*2); \ |
2539 | } while (0) |
2540 | |
2541 | /* Vertical lines */ |
2542 | for (j = 0; j < h; ++j) { |
2543 | for (i = 0; i < w + 1; ++i) { |
2544 | switch (BELOW_DOT(state, i, j)) { |
2545 | case LINE_UNKNOWN: |
2546 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
2547 | CLEAR_VL(i, j); |
2548 | } |
2549 | break; |
2550 | case LINE_YES: |
2551 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) || |
2552 | flash_changed) { |
2553 | CLEAR_VL(i, j); |
2554 | draw_rect(dr, |
2555 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
444203b4 |
2556 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
6193da8d |
2557 | LINEWIDTH, TILE_SIZE - LINEWIDTH, |
2558 | line_colour); |
2559 | } |
2560 | break; |
2561 | case LINE_NO: |
2562 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
2563 | CLEAR_VL(i, j); |
2564 | draw_line(dr, |
2565 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
2566 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2567 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
2568 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2569 | COL_FOREGROUND); |
2570 | draw_line(dr, |
2571 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
2572 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2573 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
2574 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2575 | COL_FOREGROUND); |
2576 | } |
2577 | break; |
2578 | } |
2579 | ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j); |
2580 | } |
2581 | } |
2582 | |
2583 | /* Horizontal lines */ |
2584 | for (j = 0; j < h + 1; ++j) { |
2585 | for (i = 0; i < w; ++i) { |
2586 | switch (RIGHTOF_DOT(state, i, j)) { |
2587 | case LINE_UNKNOWN: |
2588 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
2589 | CLEAR_HL(i, j); |
2590 | } |
2591 | break; |
2592 | case LINE_YES: |
2593 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) || |
2594 | flash_changed) { |
2595 | CLEAR_HL(i, j); |
2596 | draw_rect(dr, |
444203b4 |
2597 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
6193da8d |
2598 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
2599 | TILE_SIZE - LINEWIDTH, LINEWIDTH, |
2600 | line_colour); |
2601 | break; |
2602 | } |
2603 | case LINE_NO: |
2604 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
2605 | CLEAR_HL(i, j); |
2606 | draw_line(dr, |
2607 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2608 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
2609 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2610 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
2611 | COL_FOREGROUND); |
2612 | draw_line(dr, |
2613 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
2614 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
2615 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
2616 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
2617 | COL_FOREGROUND); |
2618 | break; |
2619 | } |
2620 | } |
2621 | ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j); |
2622 | } |
2623 | } |
2624 | } |
2625 | |
2626 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2627 | int dir, game_ui *ui) |
2628 | { |
2629 | return 0.0F; |
2630 | } |
2631 | |
2632 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2633 | int dir, game_ui *ui) |
2634 | { |
2635 | if (!oldstate->solved && newstate->solved && |
2636 | !oldstate->cheated && !newstate->cheated) { |
2637 | return FLASH_TIME; |
2638 | } |
2639 | |
2640 | return 0.0F; |
2641 | } |
2642 | |
6193da8d |
2643 | static int game_timing_state(game_state *state, game_ui *ui) |
2644 | { |
2645 | return TRUE; |
2646 | } |
2647 | |
2648 | static void game_print_size(game_params *params, float *x, float *y) |
2649 | { |
2650 | int pw, ph; |
2651 | |
2652 | /* |
2653 | * I'll use 7mm squares by default. |
2654 | */ |
2655 | game_compute_size(params, 700, &pw, &ph); |
2656 | *x = pw / 100.0F; |
2657 | *y = ph / 100.0F; |
2658 | } |
2659 | |
2660 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2661 | { |
2662 | int w = state->w, h = state->h; |
2663 | int ink = print_mono_colour(dr, 0); |
2664 | int x, y; |
2665 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2666 | |
2667 | game_set_size(dr, ds, NULL, tilesize); |
6193da8d |
2668 | |
2669 | /* |
2670 | * Dots. I'll deliberately make the dots a bit wider than the |
2671 | * lines, so you can still see them. (And also because it's |
2672 | * annoyingly tricky to make them _exactly_ the same size...) |
2673 | */ |
2674 | for (y = 0; y <= h; y++) |
2675 | for (x = 0; x <= w; x++) |
2676 | draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE, |
2677 | LINEWIDTH, ink, ink); |
2678 | |
2679 | /* |
2680 | * Clues. |
2681 | */ |
2682 | for (y = 0; y < h; y++) |
2683 | for (x = 0; x < w; x++) |
2684 | if (CLUE_AT(state, x, y) != ' ') { |
2685 | char c[2]; |
2686 | |
2687 | c[0] = CLUE_AT(state, x, y); |
2688 | c[1] = '\0'; |
2689 | draw_text(dr, |
2690 | BORDER + x * TILE_SIZE + TILE_SIZE/2, |
2691 | BORDER + y * TILE_SIZE + TILE_SIZE/2, |
2692 | FONT_VARIABLE, TILE_SIZE/2, |
2693 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
2694 | } |
2695 | |
2696 | /* |
2697 | * Lines. (At the moment, I'm not bothering with crosses.) |
2698 | */ |
2699 | for (y = 0; y <= h; y++) |
2700 | for (x = 0; x < w; x++) |
2701 | if (RIGHTOF_DOT(state, x, y) == LINE_YES) |
2702 | draw_rect(dr, BORDER + x * TILE_SIZE, |
2703 | BORDER + y * TILE_SIZE - LINEWIDTH/2, |
2704 | TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink); |
2705 | for (y = 0; y < h; y++) |
2706 | for (x = 0; x <= w; x++) |
2707 | if (BELOW_DOT(state, x, y) == LINE_YES) |
2708 | draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2, |
2709 | BORDER + y * TILE_SIZE, |
2710 | (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink); |
2711 | } |
2712 | |
2713 | #ifdef COMBINED |
2714 | #define thegame loopy |
2715 | #endif |
2716 | |
2717 | const struct game thegame = { |
2718 | "Loopy", "games.loopy", |
2719 | default_params, |
2720 | game_fetch_preset, |
2721 | decode_params, |
2722 | encode_params, |
2723 | free_params, |
2724 | dup_params, |
2725 | TRUE, game_configure, custom_params, |
2726 | validate_params, |
2727 | new_game_desc, |
2728 | validate_desc, |
2729 | new_game, |
2730 | dup_game, |
2731 | free_game, |
2732 | 1, solve_game, |
2733 | TRUE, game_text_format, |
2734 | new_ui, |
2735 | free_ui, |
2736 | encode_ui, |
2737 | decode_ui, |
2738 | game_changed_state, |
2739 | interpret_move, |
2740 | execute_move, |
2741 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2742 | game_colours, |
2743 | game_new_drawstate, |
2744 | game_free_drawstate, |
2745 | game_redraw, |
2746 | game_anim_length, |
2747 | game_flash_length, |
2748 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2749 | FALSE, /* wants_statusbar */ |
6193da8d |
2750 | FALSE, game_timing_state, |
2705d374 |
2751 | 0, /* flags */ |
6193da8d |
2752 | }; |