f1010613 |
1 | /* |
2 | * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal |
3 | * line through each square of a grid. |
4 | */ |
5 | |
6 | /* |
7 | * In this puzzle you have a grid of squares, each of which must |
8 | * contain a diagonal line; you also have clue numbers placed at |
9 | * _points_ of that grid, which means there's a (w+1) x (h+1) array |
10 | * of possible clue positions. |
11 | * |
12 | * I'm therefore going to adopt a rigid convention throughout this |
13 | * source file of using w and h for the dimensions of the grid of |
14 | * squares, and W and H for the dimensions of the grid of points. |
15 | * Thus, W == w+1 and H == h+1 always. |
16 | * |
17 | * Clue arrays will be W*H `signed char's, and the clue at each |
18 | * point will be a number from 0 to 4, or -1 if there's no clue. |
19 | * |
20 | * Solution arrays will be W*H `signed char's, and the number at |
21 | * each point will be +1 for a forward slash (/), -1 for a |
22 | * backslash (\), and 0 for unknown. |
23 | */ |
24 | |
25 | #include <stdio.h> |
26 | #include <stdlib.h> |
b3d64b2b |
27 | #include <stdarg.h> |
f1010613 |
28 | #include <string.h> |
29 | #include <assert.h> |
30 | #include <ctype.h> |
31 | #include <math.h> |
32 | |
33 | #include "puzzles.h" |
34 | |
35 | enum { |
36 | COL_BACKGROUND, |
37 | COL_GRID, |
38 | COL_INK, |
e3478a4b |
39 | COL_SLANT1, |
40 | COL_SLANT2, |
9dc3c55b |
41 | COL_ERROR, |
f1010613 |
42 | NCOLOURS |
43 | }; |
44 | |
b926ba00 |
45 | /* |
46 | * In standalone solver mode, `verbose' is a variable which can be |
47 | * set by command-line option; in debugging mode it's simply always |
48 | * true. |
49 | */ |
50 | #if defined STANDALONE_SOLVER |
51 | #define SOLVER_DIAGNOSTICS |
52 | int verbose = FALSE; |
53 | #elif defined SOLVER_DIAGNOSTICS |
54 | #define verbose TRUE |
55 | #endif |
56 | |
57 | /* |
58 | * Difficulty levels. I do some macro ickery here to ensure that my |
59 | * enum and the various forms of my name list always match up. |
60 | */ |
61 | #define DIFFLIST(A) \ |
62 | A(EASY,Easy,e) \ |
63 | A(HARD,Hard,h) |
64 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
65 | #define TITLE(upper,title,lower) #title, |
66 | #define ENCODE(upper,title,lower) #lower |
67 | #define CONFIG(upper,title,lower) ":" #title |
68 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
69 | static char const *const slant_diffnames[] = { DIFFLIST(TITLE) }; |
70 | static char const slant_diffchars[] = DIFFLIST(ENCODE); |
71 | #define DIFFCONFIG DIFFLIST(CONFIG) |
72 | |
f1010613 |
73 | struct game_params { |
b926ba00 |
74 | int w, h, diff; |
f1010613 |
75 | }; |
76 | |
77 | typedef struct game_clues { |
78 | int w, h; |
79 | signed char *clues; |
8aa366aa |
80 | int *tmpdsf; |
f1010613 |
81 | int refcount; |
82 | } game_clues; |
83 | |
9dc3c55b |
84 | #define ERR_VERTEX 1 |
85 | #define ERR_SQUARE 2 |
8aa366aa |
86 | #define ERR_SQUARE_TMP 4 |
9dc3c55b |
87 | |
f1010613 |
88 | struct game_state { |
89 | struct game_params p; |
90 | game_clues *clues; |
91 | signed char *soln; |
9dc3c55b |
92 | unsigned char *errors; |
f1010613 |
93 | int completed; |
94 | int used_solve; /* used to suppress completion flash */ |
95 | }; |
96 | |
97 | static game_params *default_params(void) |
98 | { |
99 | game_params *ret = snew(game_params); |
100 | |
101 | ret->w = ret->h = 8; |
b926ba00 |
102 | ret->diff = DIFF_EASY; |
f1010613 |
103 | |
104 | return ret; |
105 | } |
106 | |
107 | static const struct game_params slant_presets[] = { |
b926ba00 |
108 | {5, 5, DIFF_EASY}, |
109 | {5, 5, DIFF_HARD}, |
110 | {8, 8, DIFF_EASY}, |
111 | {8, 8, DIFF_HARD}, |
112 | {12, 10, DIFF_EASY}, |
113 | {12, 10, DIFF_HARD}, |
f1010613 |
114 | }; |
115 | |
116 | static int game_fetch_preset(int i, char **name, game_params **params) |
117 | { |
118 | game_params *ret; |
119 | char str[80]; |
120 | |
121 | if (i < 0 || i >= lenof(slant_presets)) |
122 | return FALSE; |
123 | |
124 | ret = snew(game_params); |
125 | *ret = slant_presets[i]; |
126 | |
b926ba00 |
127 | sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]); |
f1010613 |
128 | |
129 | *name = dupstr(str); |
130 | *params = ret; |
131 | return TRUE; |
132 | } |
133 | |
134 | static void free_params(game_params *params) |
135 | { |
136 | sfree(params); |
137 | } |
138 | |
139 | static game_params *dup_params(game_params *params) |
140 | { |
141 | game_params *ret = snew(game_params); |
142 | *ret = *params; /* structure copy */ |
143 | return ret; |
144 | } |
145 | |
146 | static void decode_params(game_params *ret, char const *string) |
147 | { |
148 | ret->w = ret->h = atoi(string); |
149 | while (*string && isdigit((unsigned char)*string)) string++; |
150 | if (*string == 'x') { |
151 | string++; |
152 | ret->h = atoi(string); |
b926ba00 |
153 | while (*string && isdigit((unsigned char)*string)) string++; |
154 | } |
155 | if (*string == 'd') { |
156 | int i; |
157 | string++; |
158 | for (i = 0; i < DIFFCOUNT; i++) |
159 | if (*string == slant_diffchars[i]) |
160 | ret->diff = i; |
161 | if (*string) string++; |
f1010613 |
162 | } |
163 | } |
164 | |
165 | static char *encode_params(game_params *params, int full) |
166 | { |
167 | char data[256]; |
168 | |
169 | sprintf(data, "%dx%d", params->w, params->h); |
b926ba00 |
170 | if (full) |
171 | sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]); |
f1010613 |
172 | |
173 | return dupstr(data); |
174 | } |
175 | |
176 | static config_item *game_configure(game_params *params) |
177 | { |
178 | config_item *ret; |
179 | char buf[80]; |
180 | |
15164c74 |
181 | ret = snewn(4, config_item); |
f1010613 |
182 | |
183 | ret[0].name = "Width"; |
184 | ret[0].type = C_STRING; |
185 | sprintf(buf, "%d", params->w); |
186 | ret[0].sval = dupstr(buf); |
187 | ret[0].ival = 0; |
188 | |
189 | ret[1].name = "Height"; |
190 | ret[1].type = C_STRING; |
191 | sprintf(buf, "%d", params->h); |
192 | ret[1].sval = dupstr(buf); |
193 | ret[1].ival = 0; |
194 | |
b926ba00 |
195 | ret[2].name = "Difficulty"; |
196 | ret[2].type = C_CHOICES; |
197 | ret[2].sval = DIFFCONFIG; |
198 | ret[2].ival = params->diff; |
199 | |
200 | ret[3].name = NULL; |
201 | ret[3].type = C_END; |
202 | ret[3].sval = NULL; |
203 | ret[3].ival = 0; |
f1010613 |
204 | |
205 | return ret; |
206 | } |
207 | |
208 | static game_params *custom_params(config_item *cfg) |
209 | { |
210 | game_params *ret = snew(game_params); |
211 | |
212 | ret->w = atoi(cfg[0].sval); |
213 | ret->h = atoi(cfg[1].sval); |
b926ba00 |
214 | ret->diff = cfg[2].ival; |
f1010613 |
215 | |
216 | return ret; |
217 | } |
218 | |
219 | static char *validate_params(game_params *params, int full) |
220 | { |
221 | /* |
222 | * (At least at the time of writing this comment) The grid |
223 | * generator is actually capable of handling even zero grid |
224 | * dimensions without crashing. Puzzles with a zero-area grid |
225 | * are a bit boring, though, because they're already solved :-) |
b926ba00 |
226 | * And puzzles with a dimension of 1 can't be made Hard, which |
227 | * means the simplest thing is to forbid them altogether. |
f1010613 |
228 | */ |
229 | |
b926ba00 |
230 | if (params->w < 2 || params->h < 2) |
231 | return "Width and height must both be at least two"; |
f1010613 |
232 | |
233 | return NULL; |
234 | } |
235 | |
236 | /* |
b926ba00 |
237 | * Scratch space for solver. |
f1010613 |
238 | */ |
b926ba00 |
239 | struct solver_scratch { |
240 | /* |
241 | * Disjoint set forest which tracks the connected sets of |
242 | * points. |
243 | */ |
244 | int *connected; |
f1010613 |
245 | |
b926ba00 |
246 | /* |
247 | * Counts the number of possible exits from each connected set |
248 | * of points. (That is, the number of possible _simultaneous_ |
249 | * exits: an unconnected point labelled 2 has an exit count of |
250 | * 2 even if all four possible edges are still under |
251 | * consideration.) |
252 | */ |
253 | int *exits; |
f1010613 |
254 | |
b926ba00 |
255 | /* |
256 | * Tracks whether each connected set of points includes a |
257 | * border point. |
258 | */ |
259 | unsigned char *border; |
f1010613 |
260 | |
b926ba00 |
261 | /* |
262 | * Another disjoint set forest. This one tracks _squares_ which |
263 | * are known to slant in the same direction. |
264 | */ |
265 | int *equiv; |
f1010613 |
266 | |
b926ba00 |
267 | /* |
268 | * Stores slash values which we know for an equivalence class. |
269 | * When we fill in a square, we set slashval[canonify(x)] to |
270 | * the same value as soln[x], so that we can then spot other |
271 | * squares equivalent to it and fill them in immediately via |
272 | * their known equivalence. |
273 | */ |
274 | signed char *slashval; |
275 | |
276 | /* |
b3d64b2b |
277 | * Stores possible v-shapes. This array is w by h in size, but |
278 | * not every bit of every entry is meaningful. The bits mean: |
279 | * |
280 | * - bit 0 for a square means that that square and the one to |
281 | * its right might form a v-shape between them |
282 | * - bit 1 for a square means that that square and the one to |
283 | * its right might form a ^-shape between them |
284 | * - bit 2 for a square means that that square and the one |
285 | * below it might form a >-shape between them |
286 | * - bit 3 for a square means that that square and the one |
287 | * below it might form a <-shape between them |
288 | * |
289 | * Any starting 1 or 3 clue rules out four bits in this array |
a5712538 |
290 | * immediately; a 2 clue propagates any ruled-out bit past it |
291 | * (if the two squares on one side of a 2 cannot be a v-shape, |
292 | * then neither can the two on the other side be the same |
293 | * v-shape); we can rule out further bits during play using |
b3d64b2b |
294 | * partially filled 2 clues; whenever a pair of squares is |
295 | * known not to be _either_ kind of v-shape, we can mark them |
296 | * as equivalent. |
297 | */ |
298 | unsigned char *vbitmap; |
299 | |
300 | /* |
b926ba00 |
301 | * Useful to have this information automatically passed to |
302 | * solver subroutines. (This pointer is not dynamically |
303 | * allocated by new_scratch and free_scratch.) |
304 | */ |
305 | const signed char *clues; |
f1010613 |
306 | }; |
307 | |
986cc2de |
308 | static struct solver_scratch *new_scratch(int w, int h) |
f1010613 |
309 | { |
310 | int W = w+1, H = h+1; |
311 | struct solver_scratch *ret = snew(struct solver_scratch); |
b926ba00 |
312 | ret->connected = snewn(W*H, int); |
313 | ret->exits = snewn(W*H, int); |
314 | ret->border = snewn(W*H, unsigned char); |
315 | ret->equiv = snewn(w*h, int); |
316 | ret->slashval = snewn(w*h, signed char); |
b3d64b2b |
317 | ret->vbitmap = snewn(w*h, unsigned char); |
f1010613 |
318 | return ret; |
319 | } |
320 | |
986cc2de |
321 | static void free_scratch(struct solver_scratch *sc) |
f1010613 |
322 | { |
b3d64b2b |
323 | sfree(sc->vbitmap); |
b926ba00 |
324 | sfree(sc->slashval); |
325 | sfree(sc->equiv); |
326 | sfree(sc->border); |
327 | sfree(sc->exits); |
328 | sfree(sc->connected); |
f1010613 |
329 | sfree(sc); |
330 | } |
331 | |
332 | /* |
b926ba00 |
333 | * Wrapper on dsf_merge() which updates the `exits' and `border' |
334 | * arrays. |
335 | */ |
336 | static void merge_vertices(int *connected, |
337 | struct solver_scratch *sc, int i, int j) |
338 | { |
339 | int exits = -1, border = FALSE; /* initialise to placate optimiser */ |
340 | |
341 | if (sc) { |
342 | i = dsf_canonify(connected, i); |
343 | j = dsf_canonify(connected, j); |
344 | |
345 | /* |
346 | * We have used one possible exit from each of the two |
347 | * classes. Thus, the viable exit count of the new class is |
348 | * the sum of the old exit counts minus two. |
349 | */ |
350 | exits = sc->exits[i] + sc->exits[j] - 2; |
351 | |
352 | border = sc->border[i] || sc->border[j]; |
353 | } |
354 | |
355 | dsf_merge(connected, i, j); |
356 | |
357 | if (sc) { |
358 | i = dsf_canonify(connected, i); |
359 | sc->exits[i] = exits; |
360 | sc->border[i] = border; |
361 | } |
362 | } |
363 | |
364 | /* |
365 | * Called when we have just blocked one way out of a particular |
366 | * point. If that point is a non-clue point (thus has a variable |
367 | * number of exits), we have therefore decreased its potential exit |
368 | * count, so we must decrement the exit count for the group as a |
369 | * whole. |
370 | */ |
371 | static void decr_exits(struct solver_scratch *sc, int i) |
372 | { |
373 | if (sc->clues[i] < 0) { |
374 | i = dsf_canonify(sc->connected, i); |
375 | sc->exits[i]--; |
376 | } |
377 | } |
378 | |
379 | static void fill_square(int w, int h, int x, int y, int v, |
380 | signed char *soln, |
381 | int *connected, struct solver_scratch *sc) |
382 | { |
383 | int W = w+1 /*, H = h+1 */; |
384 | |
385 | assert(x >= 0 && x < w && y >= 0 && y < h); |
386 | |
387 | if (soln[y*w+x] != 0) { |
388 | return; /* do nothing */ |
389 | } |
390 | |
391 | #ifdef SOLVER_DIAGNOSTICS |
392 | if (verbose) |
393 | printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y); |
394 | #endif |
395 | |
396 | soln[y*w+x] = v; |
397 | |
398 | if (sc) { |
399 | int c = dsf_canonify(sc->equiv, y*w+x); |
400 | sc->slashval[c] = v; |
401 | } |
402 | |
403 | if (v < 0) { |
404 | merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1)); |
405 | if (sc) { |
406 | decr_exits(sc, y*W+(x+1)); |
407 | decr_exits(sc, (y+1)*W+x); |
408 | } |
409 | } else { |
410 | merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x); |
411 | if (sc) { |
412 | decr_exits(sc, y*W+x); |
413 | decr_exits(sc, (y+1)*W+(x+1)); |
414 | } |
415 | } |
416 | } |
417 | |
b3d64b2b |
418 | static int vbitmap_clear(int w, int h, struct solver_scratch *sc, |
419 | int x, int y, int vbits, char *reason, ...) |
420 | { |
421 | int done_something = FALSE; |
422 | int vbit; |
423 | |
424 | for (vbit = 1; vbit <= 8; vbit <<= 1) |
425 | if (vbits & sc->vbitmap[y*w+x] & vbit) { |
426 | done_something = TRUE; |
427 | #ifdef SOLVER_DIAGNOSTICS |
428 | if (verbose) { |
429 | va_list ap; |
430 | |
431 | printf("ruling out %c shape at (%d,%d)-(%d,%d) (", |
432 | "!v^!>!!!<"[vbit], x, y, |
433 | x+((vbit&0x3)!=0), y+((vbit&0xC)!=0)); |
434 | |
435 | va_start(ap, reason); |
436 | vprintf(reason, ap); |
437 | va_end(ap); |
438 | |
439 | printf(")\n"); |
440 | } |
441 | #endif |
442 | sc->vbitmap[y*w+x] &= ~vbit; |
443 | } |
444 | |
445 | return done_something; |
446 | } |
447 | |
b926ba00 |
448 | /* |
f1010613 |
449 | * Solver. Returns 0 for impossibility, 1 for success, 2 for |
450 | * ambiguity or failure to converge. |
451 | */ |
452 | static int slant_solve(int w, int h, const signed char *clues, |
b926ba00 |
453 | signed char *soln, struct solver_scratch *sc, |
454 | int difficulty) |
f1010613 |
455 | { |
456 | int W = w+1, H = h+1; |
b926ba00 |
457 | int x, y, i, j; |
f1010613 |
458 | int done_something; |
459 | |
460 | /* |
461 | * Clear the output. |
462 | */ |
463 | memset(soln, 0, w*h); |
464 | |
b926ba00 |
465 | sc->clues = clues; |
466 | |
f1010613 |
467 | /* |
468 | * Establish a disjoint set forest for tracking connectedness |
469 | * between grid points. |
470 | */ |
cd28b679 |
471 | dsf_init(sc->connected, W*H); |
b926ba00 |
472 | |
473 | /* |
474 | * Establish a disjoint set forest for tracking which squares |
475 | * are known to slant in the same direction. |
476 | */ |
cd28b679 |
477 | dsf_init(sc->equiv, w*h); |
b926ba00 |
478 | |
479 | /* |
480 | * Clear the slashval array. |
481 | */ |
482 | memset(sc->slashval, 0, w*h); |
483 | |
484 | /* |
b3d64b2b |
485 | * Set up the vbitmap array. Initially all types of v are possible. |
486 | */ |
487 | memset(sc->vbitmap, 0xF, w*h); |
488 | |
489 | /* |
a5712538 |
490 | * Initialise the `exits' and `border' arrays. These are used |
b926ba00 |
491 | * to do second-order loop avoidance: the dual of the no loops |
492 | * constraint is that every point must be somehow connected to |
493 | * the border of the grid (otherwise there would be a solid |
494 | * loop around it which prevented this). |
495 | * |
496 | * I define a `dead end' to be a connected group of points |
497 | * which contains no border point, and which can form at most |
498 | * one new connection outside itself. Then I forbid placing an |
499 | * edge so that it connects together two dead-end groups, since |
500 | * this would yield a non-border-connected isolated subgraph |
501 | * with no further scope to extend it. |
502 | */ |
503 | for (y = 0; y < H; y++) |
504 | for (x = 0; x < W; x++) { |
505 | if (y == 0 || y == H-1 || x == 0 || x == W-1) |
506 | sc->border[y*W+x] = TRUE; |
507 | else |
508 | sc->border[y*W+x] = FALSE; |
509 | |
510 | if (clues[y*W+x] < 0) |
511 | sc->exits[y*W+x] = 4; |
512 | else |
513 | sc->exits[y*W+x] = clues[y*W+x]; |
514 | } |
515 | |
516 | /* |
f1010613 |
517 | * Repeatedly try to deduce something until we can't. |
518 | */ |
519 | do { |
520 | done_something = FALSE; |
521 | |
522 | /* |
523 | * Any clue point with the number of remaining lines equal |
524 | * to zero or to the number of remaining undecided |
525 | * neighbouring squares can be filled in completely. |
526 | */ |
527 | for (y = 0; y < H; y++) |
528 | for (x = 0; x < W; x++) { |
b926ba00 |
529 | struct { |
530 | int pos, slash; |
531 | } neighbours[4]; |
532 | int nneighbours; |
533 | int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2; |
f1010613 |
534 | |
535 | if ((c = clues[y*W+x]) < 0) |
536 | continue; |
537 | |
538 | /* |
b926ba00 |
539 | * We have a clue point. Start by listing its |
540 | * neighbouring squares, in order around the point, |
541 | * together with the type of slash that would be |
542 | * required in that square to connect to the point. |
543 | */ |
544 | nneighbours = 0; |
545 | if (x > 0 && y > 0) { |
546 | neighbours[nneighbours].pos = (y-1)*w+(x-1); |
547 | neighbours[nneighbours].slash = -1; |
548 | nneighbours++; |
549 | } |
550 | if (x > 0 && y < h) { |
551 | neighbours[nneighbours].pos = y*w+(x-1); |
552 | neighbours[nneighbours].slash = +1; |
553 | nneighbours++; |
554 | } |
555 | if (x < w && y < h) { |
556 | neighbours[nneighbours].pos = y*w+x; |
557 | neighbours[nneighbours].slash = -1; |
558 | nneighbours++; |
559 | } |
560 | if (x < w && y > 0) { |
561 | neighbours[nneighbours].pos = (y-1)*w+x; |
562 | neighbours[nneighbours].slash = +1; |
563 | nneighbours++; |
564 | } |
565 | |
566 | /* |
567 | * Count up the number of undecided neighbours, and |
568 | * also the number of lines already present. |
569 | * |
570 | * If we're not on DIFF_EASY, then in this loop we |
571 | * also track whether we've seen two adjacent empty |
572 | * squares belonging to the same equivalence class |
573 | * (meaning they have the same type of slash). If |
574 | * so, we count them jointly as one line. |
f1010613 |
575 | */ |
576 | nu = 0; |
577 | nl = c; |
b926ba00 |
578 | last = neighbours[nneighbours-1].pos; |
579 | if (soln[last] == 0) |
580 | eq = dsf_canonify(sc->equiv, last); |
581 | else |
582 | eq = -1; |
583 | meq = mj1 = mj2 = -1; |
584 | for (i = 0; i < nneighbours; i++) { |
585 | j = neighbours[i].pos; |
586 | s = neighbours[i].slash; |
587 | if (soln[j] == 0) { |
588 | nu++; /* undecided */ |
589 | if (meq < 0 && difficulty > DIFF_EASY) { |
590 | eq2 = dsf_canonify(sc->equiv, j); |
591 | if (eq == eq2 && last != j) { |
592 | /* |
593 | * We've found an equivalent pair. |
594 | * Mark it. This also inhibits any |
595 | * further equivalence tracking |
596 | * around this square, since we can |
597 | * only handle one pair (and in |
598 | * particular we want to avoid |
599 | * being misled by two overlapping |
600 | * equivalence pairs). |
601 | */ |
602 | meq = eq; |
603 | mj1 = last; |
604 | mj2 = j; |
605 | nl--; /* count one line */ |
606 | nu -= 2; /* and lose two undecideds */ |
607 | } else |
608 | eq = eq2; |
609 | } |
610 | } else { |
611 | eq = -1; |
612 | if (soln[j] == s) |
613 | nl--; /* here's a line */ |
614 | } |
615 | last = j; |
616 | } |
f1010613 |
617 | |
618 | /* |
619 | * Check the counts. |
620 | */ |
621 | if (nl < 0 || nl > nu) { |
622 | /* |
623 | * No consistent value for this at all! |
624 | */ |
b926ba00 |
625 | #ifdef SOLVER_DIAGNOSTICS |
626 | if (verbose) |
627 | printf("need %d / %d lines around clue point at %d,%d!\n", |
628 | nl, nu, x, y); |
629 | #endif |
f1010613 |
630 | return 0; /* impossible */ |
631 | } |
632 | |
633 | if (nu > 0 && (nl == 0 || nl == nu)) { |
634 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
635 | if (verbose) { |
636 | if (meq >= 0) |
637 | printf("partially (since %d,%d == %d,%d) ", |
638 | mj1%w, mj1/w, mj2%w, mj2/w); |
639 | printf("%s around clue point at %d,%d\n", |
640 | nl ? "filling" : "emptying", x, y); |
641 | } |
f1010613 |
642 | #endif |
b926ba00 |
643 | for (i = 0; i < nneighbours; i++) { |
644 | j = neighbours[i].pos; |
645 | s = neighbours[i].slash; |
646 | if (soln[j] == 0 && j != mj1 && j != mj2) |
647 | fill_square(w, h, j%w, j/w, (nl ? s : -s), soln, |
648 | sc->connected, sc); |
649 | } |
f1010613 |
650 | |
651 | done_something = TRUE; |
b926ba00 |
652 | } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) { |
653 | /* |
654 | * If we have precisely two undecided squares |
655 | * and precisely one line to place between |
656 | * them, _and_ those squares are adjacent, then |
657 | * we can mark them as equivalent to one |
658 | * another. |
659 | * |
660 | * This even applies if meq >= 0: if we have a |
661 | * 2 clue point and two of its neighbours are |
662 | * already marked equivalent, we can indeed |
663 | * mark the other two as equivalent. |
664 | * |
665 | * We don't bother with this on DIFF_EASY, |
666 | * since we wouldn't have used the results |
667 | * anyway. |
668 | */ |
669 | last = -1; |
670 | for (i = 0; i < nneighbours; i++) { |
671 | j = neighbours[i].pos; |
672 | if (soln[j] == 0 && j != mj1 && j != mj2) { |
673 | if (last < 0) |
674 | last = i; |
675 | else if (last == i-1 || (last == 0 && i == 3)) |
676 | break; /* found a pair */ |
677 | } |
678 | } |
679 | if (i < nneighbours) { |
680 | int sv1, sv2; |
681 | |
682 | assert(last >= 0); |
683 | /* |
684 | * neighbours[last] and neighbours[i] are |
685 | * the pair. Mark them equivalent. |
686 | */ |
687 | #ifdef SOLVER_DIAGNOSTICS |
688 | if (verbose) { |
689 | if (meq >= 0) |
690 | printf("since %d,%d == %d,%d, ", |
691 | mj1%w, mj1/w, mj2%w, mj2/w); |
692 | } |
693 | #endif |
694 | mj1 = neighbours[last].pos; |
695 | mj2 = neighbours[i].pos; |
696 | #ifdef SOLVER_DIAGNOSTICS |
697 | if (verbose) |
698 | printf("clue point at %d,%d implies %d,%d == %d," |
699 | "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w); |
700 | #endif |
701 | mj1 = dsf_canonify(sc->equiv, mj1); |
702 | sv1 = sc->slashval[mj1]; |
703 | mj2 = dsf_canonify(sc->equiv, mj2); |
704 | sv2 = sc->slashval[mj2]; |
705 | if (sv1 != 0 && sv2 != 0 && sv1 != sv2) { |
706 | #ifdef SOLVER_DIAGNOSTICS |
707 | if (verbose) |
708 | printf("merged two equivalence classes with" |
709 | " different slash values!\n"); |
710 | #endif |
711 | return 0; |
712 | } |
713 | sv1 = sv1 ? sv1 : sv2; |
714 | dsf_merge(sc->equiv, mj1, mj2); |
715 | mj1 = dsf_canonify(sc->equiv, mj1); |
716 | sc->slashval[mj1] = sv1; |
717 | } |
f1010613 |
718 | } |
719 | } |
720 | |
721 | if (done_something) |
722 | continue; |
723 | |
724 | /* |
725 | * Failing that, we now apply the second condition, which |
726 | * is that no square may be filled in such a way as to form |
b926ba00 |
727 | * a loop. Also in this loop (since it's over squares |
728 | * rather than points), we check slashval to see if we've |
729 | * already filled in another square in the same equivalence |
730 | * class. |
731 | * |
732 | * The slashval check is disabled on DIFF_EASY, as is dead |
733 | * end avoidance. Only _immediate_ loop avoidance remains. |
f1010613 |
734 | */ |
735 | for (y = 0; y < h; y++) |
736 | for (x = 0; x < w; x++) { |
b926ba00 |
737 | int fs, bs, v; |
738 | int c1, c2; |
739 | #ifdef SOLVER_DIAGNOSTICS |
740 | char *reason = "<internal error>"; |
741 | #endif |
f1010613 |
742 | |
743 | if (soln[y*w+x]) |
744 | continue; /* got this one already */ |
745 | |
b926ba00 |
746 | fs = FALSE; |
747 | bs = FALSE; |
748 | |
749 | if (difficulty > DIFF_EASY) |
750 | v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)]; |
751 | else |
752 | v = 0; |
753 | |
754 | /* |
755 | * Try to rule out connectivity between (x,y) and |
756 | * (x+1,y+1); if successful, we will deduce that we |
757 | * must have a forward slash. |
758 | */ |
759 | c1 = dsf_canonify(sc->connected, y*W+x); |
760 | c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1)); |
761 | if (c1 == c2) { |
762 | fs = TRUE; |
763 | #ifdef SOLVER_DIAGNOSTICS |
764 | reason = "simple loop avoidance"; |
765 | #endif |
766 | } |
767 | if (difficulty > DIFF_EASY && |
768 | !sc->border[c1] && !sc->border[c2] && |
769 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
770 | fs = TRUE; |
771 | #ifdef SOLVER_DIAGNOSTICS |
772 | reason = "dead end avoidance"; |
773 | #endif |
774 | } |
775 | if (v == +1) { |
776 | fs = TRUE; |
777 | #ifdef SOLVER_DIAGNOSTICS |
778 | reason = "equivalence to an already filled square"; |
779 | #endif |
780 | } |
781 | |
782 | /* |
783 | * Now do the same between (x+1,y) and (x,y+1), to |
784 | * see if we are required to have a backslash. |
785 | */ |
786 | c1 = dsf_canonify(sc->connected, y*W+(x+1)); |
787 | c2 = dsf_canonify(sc->connected, (y+1)*W+x); |
788 | if (c1 == c2) { |
789 | bs = TRUE; |
790 | #ifdef SOLVER_DIAGNOSTICS |
791 | reason = "simple loop avoidance"; |
792 | #endif |
793 | } |
794 | if (difficulty > DIFF_EASY && |
795 | !sc->border[c1] && !sc->border[c2] && |
796 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
797 | bs = TRUE; |
798 | #ifdef SOLVER_DIAGNOSTICS |
799 | reason = "dead end avoidance"; |
800 | #endif |
801 | } |
802 | if (v == -1) { |
803 | bs = TRUE; |
804 | #ifdef SOLVER_DIAGNOSTICS |
805 | reason = "equivalence to an already filled square"; |
806 | #endif |
807 | } |
f1010613 |
808 | |
809 | if (fs && bs) { |
810 | /* |
b926ba00 |
811 | * No consistent value for this at all! |
f1010613 |
812 | */ |
b926ba00 |
813 | #ifdef SOLVER_DIAGNOSTICS |
814 | if (verbose) |
815 | printf("%d,%d has no consistent slash!\n", x, y); |
816 | #endif |
f1010613 |
817 | return 0; /* impossible */ |
818 | } |
819 | |
820 | if (fs) { |
f1010613 |
821 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
822 | if (verbose) |
823 | printf("employing %s\n", reason); |
f1010613 |
824 | #endif |
b926ba00 |
825 | fill_square(w, h, x, y, +1, soln, sc->connected, sc); |
f1010613 |
826 | done_something = TRUE; |
827 | } else if (bs) { |
f1010613 |
828 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
829 | if (verbose) |
830 | printf("employing %s\n", reason); |
f1010613 |
831 | #endif |
b926ba00 |
832 | fill_square(w, h, x, y, -1, soln, sc->connected, sc); |
f1010613 |
833 | done_something = TRUE; |
834 | } |
835 | } |
836 | |
b3d64b2b |
837 | if (done_something) |
838 | continue; |
839 | |
840 | /* |
841 | * Now see what we can do with the vbitmap array. All |
842 | * vbitmap deductions are disabled at Easy level. |
843 | */ |
844 | if (difficulty <= DIFF_EASY) |
845 | continue; |
846 | |
847 | for (y = 0; y < h; y++) |
848 | for (x = 0; x < w; x++) { |
849 | int s, c; |
850 | |
851 | /* |
852 | * Any line already placed in a square must rule |
853 | * out any type of v which contradicts it. |
854 | */ |
855 | if ((s = soln[y*w+x]) != 0) { |
856 | if (x > 0) |
857 | done_something |= |
858 | vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2), |
859 | "contradicts known edge at (%d,%d)",x,y); |
860 | if (x+1 < w) |
861 | done_something |= |
862 | vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1), |
863 | "contradicts known edge at (%d,%d)",x,y); |
864 | if (y > 0) |
865 | done_something |= |
866 | vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8), |
867 | "contradicts known edge at (%d,%d)",x,y); |
868 | if (y+1 < h) |
869 | done_something |= |
870 | vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4), |
871 | "contradicts known edge at (%d,%d)",x,y); |
872 | } |
873 | |
874 | /* |
875 | * If both types of v are ruled out for a pair of |
876 | * adjacent squares, mark them as equivalent. |
877 | */ |
878 | if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) { |
879 | int n1 = y*w+x, n2 = y*w+(x+1); |
880 | if (dsf_canonify(sc->equiv, n1) != |
881 | dsf_canonify(sc->equiv, n2)) { |
882 | dsf_merge(sc->equiv, n1, n2); |
883 | done_something = TRUE; |
884 | #ifdef SOLVER_DIAGNOSTICS |
885 | if (verbose) |
886 | printf("(%d,%d) and (%d,%d) must be equivalent" |
887 | " because both v-shapes are ruled out\n", |
888 | x, y, x+1, y); |
889 | #endif |
890 | } |
891 | } |
892 | if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) { |
893 | int n1 = y*w+x, n2 = (y+1)*w+x; |
894 | if (dsf_canonify(sc->equiv, n1) != |
895 | dsf_canonify(sc->equiv, n2)) { |
896 | dsf_merge(sc->equiv, n1, n2); |
897 | done_something = TRUE; |
898 | #ifdef SOLVER_DIAGNOSTICS |
899 | if (verbose) |
900 | printf("(%d,%d) and (%d,%d) must be equivalent" |
901 | " because both v-shapes are ruled out\n", |
902 | x, y, x, y+1); |
903 | #endif |
904 | } |
905 | } |
906 | |
907 | /* |
908 | * The remaining work in this loop only works |
909 | * around non-edge clue points. |
910 | */ |
911 | if (y == 0 || x == 0) |
912 | continue; |
913 | if ((c = clues[y*W+x]) < 0) |
914 | continue; |
915 | |
916 | /* |
917 | * x,y marks a clue point not on the grid edge. See |
918 | * if this clue point allows us to rule out any v |
919 | * shapes. |
920 | */ |
921 | |
922 | if (c == 1) { |
923 | /* |
924 | * A 1 clue can never have any v shape pointing |
925 | * at it. |
926 | */ |
927 | done_something |= |
928 | vbitmap_clear(w, h, sc, x-1, y-1, 0x5, |
929 | "points at 1 clue at (%d,%d)", x, y); |
930 | done_something |= |
931 | vbitmap_clear(w, h, sc, x-1, y, 0x2, |
932 | "points at 1 clue at (%d,%d)", x, y); |
933 | done_something |= |
934 | vbitmap_clear(w, h, sc, x, y-1, 0x8, |
935 | "points at 1 clue at (%d,%d)", x, y); |
936 | } else if (c == 3) { |
937 | /* |
938 | * A 3 clue can never have any v shape pointing |
939 | * away from it. |
940 | */ |
941 | done_something |= |
942 | vbitmap_clear(w, h, sc, x-1, y-1, 0xA, |
943 | "points away from 3 clue at (%d,%d)", x, y); |
944 | done_something |= |
945 | vbitmap_clear(w, h, sc, x-1, y, 0x1, |
946 | "points away from 3 clue at (%d,%d)", x, y); |
947 | done_something |= |
948 | vbitmap_clear(w, h, sc, x, y-1, 0x4, |
949 | "points away from 3 clue at (%d,%d)", x, y); |
950 | } else if (c == 2) { |
951 | /* |
952 | * If a 2 clue has any kind of v ruled out on |
953 | * one side of it, the same v is ruled out on |
954 | * the other side. |
955 | */ |
956 | done_something |= |
957 | vbitmap_clear(w, h, sc, x-1, y-1, |
958 | (sc->vbitmap[(y )*w+(x-1)] & 0x3) ^ 0x3, |
959 | "propagated by 2 clue at (%d,%d)", x, y); |
960 | done_something |= |
961 | vbitmap_clear(w, h, sc, x-1, y-1, |
962 | (sc->vbitmap[(y-1)*w+(x )] & 0xC) ^ 0xC, |
963 | "propagated by 2 clue at (%d,%d)", x, y); |
964 | done_something |= |
965 | vbitmap_clear(w, h, sc, x-1, y, |
966 | (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3, |
967 | "propagated by 2 clue at (%d,%d)", x, y); |
968 | done_something |= |
969 | vbitmap_clear(w, h, sc, x, y-1, |
970 | (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC, |
971 | "propagated by 2 clue at (%d,%d)", x, y); |
972 | } |
973 | |
974 | #undef CLEARBITS |
975 | |
976 | } |
977 | |
f1010613 |
978 | } while (done_something); |
979 | |
980 | /* |
981 | * Solver can make no more progress. See if the grid is full. |
982 | */ |
983 | for (i = 0; i < w*h; i++) |
984 | if (!soln[i]) |
985 | return 2; /* failed to converge */ |
986 | return 1; /* success */ |
987 | } |
988 | |
989 | /* |
990 | * Filled-grid generator. |
991 | */ |
992 | static void slant_generate(int w, int h, signed char *soln, random_state *rs) |
993 | { |
994 | int W = w+1, H = h+1; |
995 | int x, y, i; |
b926ba00 |
996 | int *connected, *indices; |
f1010613 |
997 | |
998 | /* |
999 | * Clear the output. |
1000 | */ |
1001 | memset(soln, 0, w*h); |
1002 | |
1003 | /* |
1004 | * Establish a disjoint set forest for tracking connectedness |
1005 | * between grid points. |
1006 | */ |
cd28b679 |
1007 | connected = snew_dsf(W*H); |
f1010613 |
1008 | |
1009 | /* |
1010 | * Prepare a list of the squares in the grid, and fill them in |
1011 | * in a random order. |
1012 | */ |
1013 | indices = snewn(w*h, int); |
1014 | for (i = 0; i < w*h; i++) |
1015 | indices[i] = i; |
1016 | shuffle(indices, w*h, sizeof(*indices), rs); |
1017 | |
1018 | /* |
1019 | * Fill in each one in turn. |
1020 | */ |
1021 | for (i = 0; i < w*h; i++) { |
1022 | int fs, bs, v; |
1023 | |
1024 | y = indices[i] / w; |
1025 | x = indices[i] % w; |
1026 | |
b926ba00 |
1027 | fs = (dsf_canonify(connected, y*W+x) == |
1028 | dsf_canonify(connected, (y+1)*W+(x+1))); |
1029 | bs = (dsf_canonify(connected, (y+1)*W+x) == |
1030 | dsf_canonify(connected, y*W+(x+1))); |
f1010613 |
1031 | |
1032 | /* |
1033 | * It isn't possible to get into a situation where we |
1034 | * aren't allowed to place _either_ type of slash in a |
b926ba00 |
1035 | * square. Thus, filled-grid generation never has to |
1036 | * backtrack. |
f1010613 |
1037 | * |
1038 | * Proof (thanks to Gareth Taylor): |
1039 | * |
1040 | * If it were possible, it would have to be because there |
1041 | * was an existing path (not using this square) between the |
1042 | * top-left and bottom-right corners of this square, and |
1043 | * another between the other two. These two paths would |
1044 | * have to cross at some point. |
1045 | * |
1046 | * Obviously they can't cross in the middle of a square, so |
1047 | * they must cross by sharing a point in common. But this |
1048 | * isn't possible either: if you chessboard-colour all the |
1049 | * points on the grid, you find that any continuous |
1050 | * diagonal path is entirely composed of points of the same |
1051 | * colour. And one of our two hypothetical paths is between |
1052 | * two black points, and the other is between two white |
1053 | * points - therefore they can have no point in common. [] |
1054 | */ |
1055 | assert(!(fs && bs)); |
1056 | |
1057 | v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1; |
b926ba00 |
1058 | fill_square(w, h, x, y, v, soln, connected, NULL); |
f1010613 |
1059 | } |
1060 | |
1061 | sfree(indices); |
b926ba00 |
1062 | sfree(connected); |
f1010613 |
1063 | } |
1064 | |
1065 | static char *new_game_desc(game_params *params, random_state *rs, |
1066 | char **aux, int interactive) |
1067 | { |
1068 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1069 | signed char *soln, *tmpsoln, *clues; |
1070 | int *clueindices; |
1071 | struct solver_scratch *sc; |
b926ba00 |
1072 | int x, y, v, i, j; |
f1010613 |
1073 | char *desc; |
1074 | |
1075 | soln = snewn(w*h, signed char); |
1076 | tmpsoln = snewn(w*h, signed char); |
1077 | clues = snewn(W*H, signed char); |
1078 | clueindices = snewn(W*H, int); |
1079 | sc = new_scratch(w, h); |
1080 | |
1081 | do { |
1082 | /* |
1083 | * Create the filled grid. |
1084 | */ |
1085 | slant_generate(w, h, soln, rs); |
1086 | |
1087 | /* |
1088 | * Fill in the complete set of clues. |
1089 | */ |
1090 | for (y = 0; y < H; y++) |
1091 | for (x = 0; x < W; x++) { |
1092 | v = 0; |
1093 | |
1094 | if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++; |
1095 | if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++; |
1096 | if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++; |
1097 | if (x < w && y < h && soln[y*w+x] == -1) v++; |
1098 | |
1099 | clues[y*W+x] = v; |
1100 | } |
f1010613 |
1101 | |
b926ba00 |
1102 | /* |
1103 | * With all clue points filled in, all puzzles are easy: we can |
1104 | * simply process the clue points in lexicographic order, and |
1105 | * at each clue point we will always have at most one square |
1106 | * undecided, which we can then fill in uniquely. |
1107 | */ |
1108 | assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1); |
1109 | |
1110 | /* |
1111 | * Remove as many clues as possible while retaining solubility. |
1112 | * |
1113 | * In DIFF_HARD mode, we prioritise the removal of obvious |
1114 | * starting points (4s, 0s, border 2s and corner 1s), on |
1115 | * the grounds that having as few of these as possible |
1116 | * seems like a good thing. In particular, we can often get |
1117 | * away without _any_ completely obvious starting points, |
1118 | * which is even better. |
1119 | */ |
1120 | for (i = 0; i < W*H; i++) |
1121 | clueindices[i] = i; |
1122 | shuffle(clueindices, W*H, sizeof(*clueindices), rs); |
1123 | for (j = 0; j < 2; j++) { |
1124 | for (i = 0; i < W*H; i++) { |
1125 | int pass, yb, xb; |
1126 | |
1127 | y = clueindices[i] / W; |
1128 | x = clueindices[i] % W; |
1129 | v = clues[y*W+x]; |
1130 | |
1131 | /* |
1132 | * Identify which pass we should process this point |
1133 | * in. If it's an obvious start point, _or_ we're |
1134 | * in DIFF_EASY, then it goes in pass 0; otherwise |
1135 | * pass 1. |
1136 | */ |
1137 | xb = (x == 0 || x == W-1); |
1138 | yb = (y == 0 || y == H-1); |
1139 | if (params->diff == DIFF_EASY || v == 4 || v == 0 || |
1140 | (v == 2 && (xb||yb)) || (v == 1 && xb && yb)) |
1141 | pass = 0; |
1142 | else |
1143 | pass = 1; |
1144 | |
1145 | if (pass == j) { |
1146 | clues[y*W+x] = -1; |
1147 | if (slant_solve(w, h, clues, tmpsoln, sc, |
1148 | params->diff) != 1) |
1149 | clues[y*W+x] = v; /* put it back */ |
1150 | } |
1151 | } |
1152 | } |
1153 | |
1154 | /* |
1155 | * And finally, verify that the grid is of _at least_ the |
1156 | * requested difficulty, by running the solver one level |
1157 | * down and verifying that it can't manage it. |
1158 | */ |
1159 | } while (params->diff > 0 && |
1160 | slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1); |
f1010613 |
1161 | |
1162 | /* |
1163 | * Now we have the clue set as it will be presented to the |
1164 | * user. Encode it in a game desc. |
1165 | */ |
1166 | { |
1167 | char *p; |
1168 | int run, i; |
1169 | |
1170 | desc = snewn(W*H+1, char); |
1171 | p = desc; |
1172 | run = 0; |
1173 | for (i = 0; i <= W*H; i++) { |
1174 | int n = (i < W*H ? clues[i] : -2); |
1175 | |
1176 | if (n == -1) |
1177 | run++; |
1178 | else { |
1179 | if (run) { |
1180 | while (run > 0) { |
1181 | int c = 'a' - 1 + run; |
1182 | if (run > 26) |
1183 | c = 'z'; |
1184 | *p++ = c; |
1185 | run -= c - ('a' - 1); |
1186 | } |
1187 | } |
1188 | if (n >= 0) |
1189 | *p++ = '0' + n; |
1190 | run = 0; |
1191 | } |
1192 | } |
1193 | assert(p - desc <= W*H); |
1194 | *p++ = '\0'; |
1195 | desc = sresize(desc, p - desc, char); |
1196 | } |
1197 | |
1198 | /* |
1199 | * Encode the solution as an aux_info. |
1200 | */ |
1201 | { |
1202 | char *auxbuf; |
1203 | *aux = auxbuf = snewn(w*h+1, char); |
1204 | for (i = 0; i < w*h; i++) |
1205 | auxbuf[i] = soln[i] < 0 ? '\\' : '/'; |
1206 | auxbuf[w*h] = '\0'; |
1207 | } |
1208 | |
1209 | free_scratch(sc); |
1210 | sfree(clueindices); |
1211 | sfree(clues); |
1212 | sfree(tmpsoln); |
1213 | sfree(soln); |
1214 | |
1215 | return desc; |
1216 | } |
1217 | |
1218 | static char *validate_desc(game_params *params, char *desc) |
1219 | { |
1220 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1221 | int area = W*H; |
1222 | int squares = 0; |
1223 | |
1224 | while (*desc) { |
1225 | int n = *desc++; |
1226 | if (n >= 'a' && n <= 'z') { |
1227 | squares += n - 'a' + 1; |
1228 | } else if (n >= '0' && n <= '4') { |
1229 | squares++; |
1230 | } else |
1231 | return "Invalid character in game description"; |
1232 | } |
1233 | |
1234 | if (squares < area) |
1235 | return "Not enough data to fill grid"; |
1236 | |
1237 | if (squares > area) |
1238 | return "Too much data to fit in grid"; |
1239 | |
1240 | return NULL; |
1241 | } |
1242 | |
dafd6cf6 |
1243 | static game_state *new_game(midend *me, game_params *params, char *desc) |
f1010613 |
1244 | { |
1245 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1246 | game_state *state = snew(game_state); |
1247 | int area = W*H; |
1248 | int squares = 0; |
1249 | |
1250 | state->p = *params; |
1251 | state->soln = snewn(w*h, signed char); |
1252 | memset(state->soln, 0, w*h); |
1253 | state->completed = state->used_solve = FALSE; |
9dc3c55b |
1254 | state->errors = snewn(W*H, unsigned char); |
1255 | memset(state->errors, 0, W*H); |
f1010613 |
1256 | |
1257 | state->clues = snew(game_clues); |
1258 | state->clues->w = w; |
1259 | state->clues->h = h; |
1260 | state->clues->clues = snewn(W*H, signed char); |
1261 | state->clues->refcount = 1; |
8aa366aa |
1262 | state->clues->tmpdsf = snewn(W*H, int); |
f1010613 |
1263 | memset(state->clues->clues, -1, W*H); |
1264 | while (*desc) { |
1265 | int n = *desc++; |
1266 | if (n >= 'a' && n <= 'z') { |
1267 | squares += n - 'a' + 1; |
1268 | } else if (n >= '0' && n <= '4') { |
1269 | state->clues->clues[squares++] = n - '0'; |
1270 | } else |
1271 | assert(!"can't get here"); |
1272 | } |
1273 | assert(squares == area); |
1274 | |
1275 | return state; |
1276 | } |
1277 | |
1278 | static game_state *dup_game(game_state *state) |
1279 | { |
9dc3c55b |
1280 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f1010613 |
1281 | game_state *ret = snew(game_state); |
1282 | |
1283 | ret->p = state->p; |
1284 | ret->clues = state->clues; |
1285 | ret->clues->refcount++; |
1286 | ret->completed = state->completed; |
1287 | ret->used_solve = state->used_solve; |
1288 | |
1289 | ret->soln = snewn(w*h, signed char); |
1290 | memcpy(ret->soln, state->soln, w*h); |
1291 | |
9dc3c55b |
1292 | ret->errors = snewn(W*H, unsigned char); |
1293 | memcpy(ret->errors, state->errors, W*H); |
1294 | |
f1010613 |
1295 | return ret; |
1296 | } |
1297 | |
1298 | static void free_game(game_state *state) |
1299 | { |
9dc3c55b |
1300 | sfree(state->errors); |
986cc2de |
1301 | sfree(state->soln); |
1302 | assert(state->clues); |
1303 | if (--state->clues->refcount <= 0) { |
1304 | sfree(state->clues->clues); |
8aa366aa |
1305 | sfree(state->clues->tmpdsf); |
986cc2de |
1306 | sfree(state->clues); |
1307 | } |
f1010613 |
1308 | sfree(state); |
1309 | } |
1310 | |
9dc3c55b |
1311 | /* |
1312 | * Utility function to return the current degree of a vertex. If |
1313 | * `anti' is set, it returns the number of filled-in edges |
1314 | * surrounding the point which _don't_ connect to it; thus 4 minus |
1315 | * its anti-degree is the maximum degree it could have if all the |
1316 | * empty spaces around it were filled in. |
1317 | * |
1318 | * (Yes, _4_ minus its anti-degree even if it's a border vertex.) |
1319 | * |
1320 | * If ret > 0, *sx and *sy are set to the coordinates of one of the |
1321 | * squares that contributed to it. |
1322 | */ |
1323 | static int vertex_degree(int w, int h, signed char *soln, int x, int y, |
1324 | int anti, int *sx, int *sy) |
1325 | { |
1326 | int ret = 0; |
1327 | |
1328 | assert(x >= 0 && x <= w && y >= 0 && y <= h); |
1329 | if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) { |
1330 | if (sx) *sx = x-1; |
1331 | if (sy) *sy = y-1; |
1332 | ret++; |
1333 | } |
1334 | if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) { |
1335 | if (sx) *sx = x-1; |
1336 | if (sy) *sy = y; |
1337 | ret++; |
1338 | } |
1339 | if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) { |
1340 | if (sx) *sx = x; |
1341 | if (sy) *sy = y-1; |
1342 | ret++; |
1343 | } |
1344 | if (x < w && y < h && soln[y*w+x] - anti < 0) { |
1345 | if (sx) *sx = x; |
1346 | if (sy) *sy = y; |
1347 | ret++; |
1348 | } |
1349 | |
1350 | return anti ? 4 - ret : ret; |
1351 | } |
1352 | |
f1010613 |
1353 | static int check_completion(game_state *state) |
1354 | { |
1355 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
8aa366aa |
1356 | int i, x, y, err = FALSE; |
1357 | int *dsf; |
9dc3c55b |
1358 | |
1359 | memset(state->errors, 0, W*H); |
f1010613 |
1360 | |
1361 | /* |
8aa366aa |
1362 | * To detect loops in the grid, we iterate through each edge |
1363 | * building up a dsf of connected components, and raise the |
1364 | * alarm whenever we find an edge that connects two |
1365 | * already-connected vertices. |
9dc3c55b |
1366 | * |
8aa366aa |
1367 | * We use the `tmpdsf' scratch space in the shared clues |
9dc3c55b |
1368 | * structure, to avoid mallocing too often. |
8aa366aa |
1369 | * |
1370 | * When we find such an edge, we then search around the grid to |
1371 | * find the loop it is a part of, so that we can highlight it |
1372 | * as an error for the user. We do this by the hand-on-one-wall |
1373 | * technique: the search will follow branches off the inside of |
1374 | * the loop, discover they're dead ends, and unhighlight them |
1375 | * again when returning to the actual loop. |
1376 | * |
1377 | * This technique guarantees that every loop it tracks will |
1378 | * surround a disjoint area of the grid (since if an existing |
1379 | * loop appears on the boundary of a new one, so that there are |
1380 | * multiple possible paths that would come back to the starting |
1381 | * point, it will pick the one that allows it to turn right |
1382 | * most sharply and hence the one that does not re-surround the |
1383 | * area of the previous one). Thus, the total time taken in |
1384 | * searching round loops is linear in the grid area since every |
1385 | * edge is visited at most twice. |
f1010613 |
1386 | */ |
8aa366aa |
1387 | dsf = state->clues->tmpdsf; |
cd28b679 |
1388 | dsf_init(dsf, W*H); |
8aa366aa |
1389 | for (y = 0; y < h; y++) |
1390 | for (x = 0; x < w; x++) { |
1391 | int i1, i2; |
1392 | |
1393 | if (state->soln[y*w+x] == 0) |
1394 | continue; |
1395 | if (state->soln[y*w+x] < 0) { |
1396 | i1 = y*W+x; |
1397 | i2 = (y+1)*W+(x+1); |
1398 | } else { |
1399 | i1 = y*W+(x+1); |
1400 | i2 = (y+1)*W+x; |
1401 | } |
1402 | |
9dc3c55b |
1403 | /* |
8aa366aa |
1404 | * Our edge connects i1 with i2. If they're already |
1405 | * connected, flag an error. Otherwise, link them. |
9dc3c55b |
1406 | */ |
8aa366aa |
1407 | if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) { |
1408 | int x1, y1, x2, y2, dx, dy, dt, pass; |
f1010613 |
1409 | |
8aa366aa |
1410 | err = TRUE; |
1411 | |
1412 | /* |
1413 | * Now search around the boundary of the loop to |
1414 | * highlight it. |
1415 | * |
1416 | * We have to do this in two passes. The first |
1417 | * time, we toggle ERR_SQUARE_TMP on each edge; |
1418 | * this pass terminates with ERR_SQUARE_TMP set on |
1419 | * exactly the loop edges. In the second pass, we |
1420 | * trace round that loop again and turn |
1421 | * ERR_SQUARE_TMP into ERR_SQUARE. We have to do |
1422 | * this because otherwise we might cancel part of a |
1423 | * loop highlighted in a previous iteration of the |
1424 | * outer loop. |
1425 | */ |
1426 | |
1427 | for (pass = 0; pass < 2; pass++) { |
1428 | |
1429 | x1 = i1 % W; |
1430 | y1 = i1 / W; |
1431 | x2 = i2 % W; |
1432 | y2 = i2 / W; |
1433 | |
1434 | do { |
1435 | /* Mark this edge. */ |
1436 | if (pass == 0) { |
1437 | state->errors[min(y1,y2)*W+min(x1,x2)] ^= |
1438 | ERR_SQUARE_TMP; |
1439 | } else { |
1440 | state->errors[min(y1,y2)*W+min(x1,x2)] |= |
1441 | ERR_SQUARE; |
1442 | state->errors[min(y1,y2)*W+min(x1,x2)] &= |
1443 | ~ERR_SQUARE_TMP; |
1444 | } |
1445 | |
1446 | /* |
1447 | * Progress to the next edge by turning as |
1448 | * sharply right as possible. In fact we do |
1449 | * this by facing back along the edge and |
1450 | * turning _left_ until we see an edge we |
1451 | * can follow. |
1452 | */ |
1453 | dx = x1 - x2; |
1454 | dy = y1 - y2; |
1455 | |
1456 | for (i = 0; i < 4; i++) { |
1457 | /* |
1458 | * Rotate (dx,dy) to the left. |
1459 | */ |
1460 | dt = dx; dx = dy; dy = -dt; |
1461 | |
1462 | /* |
1463 | * See if (x2,y2) has an edge in direction |
1464 | * (dx,dy). |
1465 | */ |
1466 | if (x2+dx < 0 || x2+dx >= W || |
1467 | y2+dy < 0 || y2+dy >= H) |
1468 | continue; /* off the side of the grid */ |
1469 | /* In the second pass, ignore unmarked edges. */ |
1470 | if (pass == 1 && |
1471 | !(state->errors[(y2-(dy<0))*W+x2-(dx<0)] & |
1472 | ERR_SQUARE_TMP)) |
1473 | continue; |
1474 | if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] == |
1475 | (dx==dy ? -1 : +1)) |
1476 | break; |
1477 | } |
1478 | |
1479 | /* |
1480 | * In pass 0, we expect to have found |
1481 | * _some_ edge we can follow, even if it |
1482 | * was found by rotating all the way round |
1483 | * and going back the way we came. |
1484 | * |
1485 | * In pass 1, because we're removing the |
1486 | * mark on each edge that allows us to |
1487 | * follow it, we expect to find _no_ edge |
1488 | * we can follow when we've come all the |
1489 | * way round the loop. |
1490 | */ |
1491 | if (pass == 1 && i == 4) |
1492 | break; |
1493 | assert(i < 4); |
1494 | |
1495 | /* |
1496 | * Set x1,y1 to x2,y2, and x2,y2 to be the |
1497 | * other end of the new edge. |
1498 | */ |
1499 | x1 = x2; |
1500 | y1 = y2; |
1501 | x2 += dx; |
1502 | y2 += dy; |
1503 | } while (y2*W+x2 != i2); |
1504 | |
1505 | } |
1506 | |
1507 | } else |
1508 | dsf_merge(dsf, i1, i2); |
1509 | } |
f1010613 |
1510 | |
1511 | /* |
9dc3c55b |
1512 | * Now go through and check the degree of each clue vertex, and |
1513 | * mark it with ERR_VERTEX if it cannot be fulfilled. |
f1010613 |
1514 | */ |
1515 | for (y = 0; y < H; y++) |
9dc3c55b |
1516 | for (x = 0; x < W; x++) { |
1517 | int c; |
f1010613 |
1518 | |
1519 | if ((c = state->clues->clues[y*W+x]) < 0) |
1520 | continue; |
1521 | |
9dc3c55b |
1522 | /* |
1523 | * Check to see if there are too many connections to |
1524 | * this vertex _or_ too many non-connections. Either is |
1525 | * grounds for marking the vertex as erroneous. |
1526 | */ |
1527 | if (vertex_degree(w, h, state->soln, x, y, |
1528 | FALSE, NULL, NULL) > c || |
1529 | vertex_degree(w, h, state->soln, x, y, |
1530 | TRUE, NULL, NULL) > 4-c) { |
1531 | state->errors[y*W+x] |= ERR_VERTEX; |
1532 | err = TRUE; |
1533 | } |
1534 | } |
1535 | |
1536 | /* |
1537 | * Now our actual victory condition is that (a) none of the |
1538 | * above code marked anything as erroneous, and (b) every |
1539 | * square has an edge in it. |
1540 | */ |
f1010613 |
1541 | |
9dc3c55b |
1542 | if (err) |
1543 | return FALSE; |
f1010613 |
1544 | |
9dc3c55b |
1545 | for (y = 0; y < h; y++) |
1546 | for (x = 0; x < w; x++) |
1547 | if (state->soln[y*w+x] == 0) |
f1010613 |
1548 | return FALSE; |
f1010613 |
1549 | |
1550 | return TRUE; |
1551 | } |
1552 | |
1553 | static char *solve_game(game_state *state, game_state *currstate, |
1554 | char *aux, char **error) |
1555 | { |
1556 | int w = state->p.w, h = state->p.h; |
1557 | signed char *soln; |
1558 | int bs, ret; |
1559 | int free_soln = FALSE; |
1560 | char *move, buf[80]; |
1561 | int movelen, movesize; |
1562 | int x, y; |
1563 | |
1564 | if (aux) { |
1565 | /* |
1566 | * If we already have the solution, save ourselves some |
1567 | * time. |
1568 | */ |
1569 | soln = (signed char *)aux; |
1570 | bs = (signed char)'\\'; |
1571 | free_soln = FALSE; |
1572 | } else { |
1573 | struct solver_scratch *sc = new_scratch(w, h); |
1574 | soln = snewn(w*h, signed char); |
1575 | bs = -1; |
b926ba00 |
1576 | ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD); |
f1010613 |
1577 | free_scratch(sc); |
1578 | if (ret != 1) { |
1579 | sfree(soln); |
1580 | if (ret == 0) |
8349ac38 |
1581 | *error = "This puzzle is not self-consistent"; |
f1010613 |
1582 | else |
8349ac38 |
1583 | *error = "Unable to find a unique solution for this puzzle"; |
1584 | return NULL; |
f1010613 |
1585 | } |
1586 | free_soln = TRUE; |
1587 | } |
1588 | |
1589 | /* |
1590 | * Construct a move string which turns the current state into |
1591 | * the solved state. |
1592 | */ |
1593 | movesize = 256; |
1594 | move = snewn(movesize, char); |
1595 | movelen = 0; |
1596 | move[movelen++] = 'S'; |
1597 | move[movelen] = '\0'; |
1598 | for (y = 0; y < h; y++) |
1599 | for (x = 0; x < w; x++) { |
1600 | int v = (soln[y*w+x] == bs ? -1 : +1); |
1601 | if (state->soln[y*w+x] != v) { |
986cc2de |
1602 | int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y); |
f1010613 |
1603 | if (movelen + len >= movesize) { |
1604 | movesize = movelen + len + 256; |
1605 | move = sresize(move, movesize, char); |
1606 | } |
1607 | strcpy(move + movelen, buf); |
1608 | movelen += len; |
1609 | } |
1610 | } |
1611 | |
1612 | if (free_soln) |
1613 | sfree(soln); |
1614 | |
1615 | return move; |
1616 | } |
1617 | |
1618 | static char *game_text_format(game_state *state) |
1619 | { |
1620 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
1621 | int x, y, len; |
1622 | char *ret, *p; |
1623 | |
1624 | /* |
1625 | * There are h+H rows of w+W columns. |
1626 | */ |
1627 | len = (h+H) * (w+W+1) + 1; |
1628 | ret = snewn(len, char); |
1629 | p = ret; |
1630 | |
1631 | for (y = 0; y < H; y++) { |
1632 | for (x = 0; x < W; x++) { |
1633 | if (state->clues->clues[y*W+x] >= 0) |
1634 | *p++ = state->clues->clues[y*W+x] + '0'; |
1635 | else |
1636 | *p++ = '+'; |
1637 | if (x < w) |
1638 | *p++ = '-'; |
1639 | } |
1640 | *p++ = '\n'; |
1641 | if (y < h) { |
1642 | for (x = 0; x < W; x++) { |
1643 | *p++ = '|'; |
1644 | if (x < w) { |
1645 | if (state->soln[y*w+x] != 0) |
1646 | *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/'); |
1647 | else |
1648 | *p++ = ' '; |
1649 | } |
1650 | } |
1651 | *p++ = '\n'; |
1652 | } |
1653 | } |
1654 | *p++ = '\0'; |
1655 | |
1656 | assert(p - ret == len); |
1657 | return ret; |
1658 | } |
1659 | |
1660 | static game_ui *new_ui(game_state *state) |
1661 | { |
1662 | return NULL; |
1663 | } |
1664 | |
1665 | static void free_ui(game_ui *ui) |
1666 | { |
1667 | } |
1668 | |
1669 | static char *encode_ui(game_ui *ui) |
1670 | { |
1671 | return NULL; |
1672 | } |
1673 | |
1674 | static void decode_ui(game_ui *ui, char *encoding) |
1675 | { |
1676 | } |
1677 | |
1678 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1679 | game_state *newstate) |
1680 | { |
1681 | } |
1682 | |
1683 | #define PREFERRED_TILESIZE 32 |
1684 | #define TILESIZE (ds->tilesize) |
1685 | #define BORDER TILESIZE |
1686 | #define CLUE_RADIUS (TILESIZE / 3) |
1687 | #define CLUE_TEXTSIZE (TILESIZE / 2) |
1688 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1689 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1690 | |
1691 | #define FLASH_TIME 0.30F |
1692 | |
1693 | /* |
1694 | * Bit fields in the `grid' and `todraw' elements of the drawstate. |
1695 | */ |
9dc3c55b |
1696 | #define BACKSLASH 0x00000001L |
1697 | #define FORWSLASH 0x00000002L |
1698 | #define L_T 0x00000004L |
1699 | #define ERR_L_T 0x00000008L |
1700 | #define L_B 0x00000010L |
1701 | #define ERR_L_B 0x00000020L |
1702 | #define T_L 0x00000040L |
1703 | #define ERR_T_L 0x00000080L |
1704 | #define T_R 0x00000100L |
1705 | #define ERR_T_R 0x00000200L |
1706 | #define C_TL 0x00000400L |
1707 | #define ERR_C_TL 0x00000800L |
1708 | #define FLASH 0x00001000L |
1709 | #define ERRSLASH 0x00002000L |
1710 | #define ERR_TL 0x00004000L |
1711 | #define ERR_TR 0x00008000L |
1712 | #define ERR_BL 0x00010000L |
1713 | #define ERR_BR 0x00020000L |
f1010613 |
1714 | |
1715 | struct game_drawstate { |
1716 | int tilesize; |
1717 | int started; |
9dc3c55b |
1718 | long *grid; |
1719 | long *todraw; |
f1010613 |
1720 | }; |
1721 | |
1722 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1723 | int x, int y, int button) |
1724 | { |
1725 | int w = state->p.w, h = state->p.h; |
1726 | |
1727 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
1728 | int v; |
1729 | char buf[80]; |
1730 | |
68bf6206 |
1731 | /* |
1732 | * This is an utterly awful hack which I should really sort out |
1733 | * by means of a proper configuration mechanism. One Slant |
1734 | * player has observed that they prefer the mouse buttons to |
1735 | * function exactly the opposite way round, so here's a |
1736 | * mechanism for environment-based configuration. I cache the |
1737 | * result in a global variable - yuck! - to avoid repeated |
1738 | * lookups. |
1739 | */ |
1740 | { |
1741 | static int swap_buttons = -1; |
1742 | if (swap_buttons < 0) { |
1743 | char *env = getenv("SLANT_SWAP_BUTTONS"); |
1744 | swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y')); |
1745 | } |
1746 | if (swap_buttons) { |
1747 | if (button == LEFT_BUTTON) |
1748 | button = RIGHT_BUTTON; |
1749 | else |
1750 | button = LEFT_BUTTON; |
1751 | } |
1752 | } |
1753 | |
f1010613 |
1754 | x = FROMCOORD(x); |
1755 | y = FROMCOORD(y); |
1756 | if (x < 0 || y < 0 || x >= w || y >= h) |
1757 | return NULL; |
1758 | |
1759 | if (button == LEFT_BUTTON) { |
1760 | /* |
1761 | * Left-clicking cycles blank -> \ -> / -> blank. |
1762 | */ |
1763 | v = state->soln[y*w+x] - 1; |
1764 | if (v == -2) |
1765 | v = +1; |
1766 | } else { |
1767 | /* |
1768 | * Right-clicking cycles blank -> / -> \ -> blank. |
1769 | */ |
1770 | v = state->soln[y*w+x] + 1; |
1771 | if (v == +2) |
1772 | v = -1; |
1773 | } |
1774 | |
986cc2de |
1775 | sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y); |
f1010613 |
1776 | return dupstr(buf); |
1777 | } |
1778 | |
1779 | return NULL; |
1780 | } |
1781 | |
1782 | static game_state *execute_move(game_state *state, char *move) |
1783 | { |
1784 | int w = state->p.w, h = state->p.h; |
1785 | char c; |
1786 | int x, y, n; |
1787 | game_state *ret = dup_game(state); |
1788 | |
1789 | while (*move) { |
1790 | c = *move; |
1791 | if (c == 'S') { |
1792 | ret->used_solve = TRUE; |
1793 | move++; |
1794 | } else if (c == '\\' || c == '/' || c == 'C') { |
1795 | move++; |
1796 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1797 | x < 0 || y < 0 || x >= w || y >= h) { |
1798 | free_game(ret); |
1799 | return NULL; |
1800 | } |
1801 | ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0); |
1802 | move += n; |
1803 | } else { |
1804 | free_game(ret); |
1805 | return NULL; |
1806 | } |
1807 | if (*move == ';') |
1808 | move++; |
1809 | else if (*move) { |
1810 | free_game(ret); |
1811 | return NULL; |
1812 | } |
1813 | } |
1814 | |
9dc3c55b |
1815 | /* |
1816 | * We never clear the `completed' flag, but we must always |
1817 | * re-run the completion check because it also highlights |
1818 | * errors in the grid. |
1819 | */ |
1820 | ret->completed = check_completion(ret) || ret->completed; |
f1010613 |
1821 | |
1822 | return ret; |
1823 | } |
1824 | |
1825 | /* ---------------------------------------------------------------------- |
1826 | * Drawing routines. |
1827 | */ |
1828 | |
1829 | static void game_compute_size(game_params *params, int tilesize, |
1830 | int *x, int *y) |
1831 | { |
1832 | /* fool the macros */ |
1833 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
1834 | |
1835 | *x = 2 * BORDER + params->w * TILESIZE + 1; |
1836 | *y = 2 * BORDER + params->h * TILESIZE + 1; |
1837 | } |
1838 | |
dafd6cf6 |
1839 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1840 | game_params *params, int tilesize) |
f1010613 |
1841 | { |
1842 | ds->tilesize = tilesize; |
1843 | } |
1844 | |
8266f3fc |
1845 | static float *game_colours(frontend *fe, int *ncolours) |
f1010613 |
1846 | { |
1847 | float *ret = snewn(3 * NCOLOURS, float); |
1848 | |
1849 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1850 | |
1851 | ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F; |
1852 | ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F; |
1853 | ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F; |
1854 | |
1855 | ret[COL_INK * 3 + 0] = 0.0F; |
1856 | ret[COL_INK * 3 + 1] = 0.0F; |
1857 | ret[COL_INK * 3 + 2] = 0.0F; |
1858 | |
e3478a4b |
1859 | ret[COL_SLANT1 * 3 + 0] = 0.0F; |
1860 | ret[COL_SLANT1 * 3 + 1] = 0.0F; |
1861 | ret[COL_SLANT1 * 3 + 2] = 0.0F; |
1862 | |
1863 | ret[COL_SLANT2 * 3 + 0] = 0.0F; |
1864 | ret[COL_SLANT2 * 3 + 1] = 0.0F; |
1865 | ret[COL_SLANT2 * 3 + 2] = 0.0F; |
1866 | |
9dc3c55b |
1867 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1868 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1869 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1870 | |
f1010613 |
1871 | *ncolours = NCOLOURS; |
1872 | return ret; |
1873 | } |
1874 | |
dafd6cf6 |
1875 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
f1010613 |
1876 | { |
1877 | int w = state->p.w, h = state->p.h; |
1878 | int i; |
1879 | struct game_drawstate *ds = snew(struct game_drawstate); |
1880 | |
1881 | ds->tilesize = 0; |
1882 | ds->started = FALSE; |
9dc3c55b |
1883 | ds->grid = snewn((w+2)*(h+2), long); |
1884 | ds->todraw = snewn((w+2)*(h+2), long); |
1885 | for (i = 0; i < (w+2)*(h+2); i++) |
f1010613 |
1886 | ds->grid[i] = ds->todraw[i] = -1; |
1887 | |
1888 | return ds; |
1889 | } |
1890 | |
dafd6cf6 |
1891 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
f1010613 |
1892 | { |
986cc2de |
1893 | sfree(ds->todraw); |
f1010613 |
1894 | sfree(ds->grid); |
1895 | sfree(ds); |
1896 | } |
1897 | |
dafd6cf6 |
1898 | static void draw_clue(drawing *dr, game_drawstate *ds, |
1899 | int x, int y, long v, long err, int bg, int colour) |
f1010613 |
1900 | { |
1901 | char p[2]; |
dafd6cf6 |
1902 | int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2; |
1903 | int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK; |
f1010613 |
1904 | |
1905 | if (v < 0) |
1906 | return; |
1907 | |
1908 | p[0] = v + '0'; |
1909 | p[1] = '\0'; |
dafd6cf6 |
1910 | draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS, |
1911 | bg >= 0 ? bg : COL_BACKGROUND, ccol); |
1912 | draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE, |
9dc3c55b |
1913 | CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p); |
f1010613 |
1914 | } |
1915 | |
dafd6cf6 |
1916 | static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues, |
5788a57e |
1917 | int x, int y, long v) |
f1010613 |
1918 | { |
9dc3c55b |
1919 | int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */; |
e3478a4b |
1920 | int chesscolour = (x ^ y) & 1; |
1921 | int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1; |
1922 | int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2; |
f1010613 |
1923 | |
dafd6cf6 |
1924 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
f1010613 |
1925 | |
dafd6cf6 |
1926 | draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE, |
f1010613 |
1927 | (v & FLASH) ? COL_GRID : COL_BACKGROUND); |
1928 | |
1929 | /* |
1930 | * Draw the grid lines. |
1931 | */ |
9dc3c55b |
1932 | if (x >= 0 && x < w && y >= 0) |
dafd6cf6 |
1933 | draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID); |
9dc3c55b |
1934 | if (x >= 0 && x < w && y < h) |
dafd6cf6 |
1935 | draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID); |
9dc3c55b |
1936 | if (y >= 0 && y < h && x >= 0) |
dafd6cf6 |
1937 | draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID); |
9dc3c55b |
1938 | if (y >= 0 && y < h && x < w) |
dafd6cf6 |
1939 | draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID); |
9dc3c55b |
1940 | if (x == -1 && y == -1) |
dafd6cf6 |
1941 | draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID); |
9dc3c55b |
1942 | if (x == -1 && y == h) |
dafd6cf6 |
1943 | draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID); |
9dc3c55b |
1944 | if (x == w && y == -1) |
dafd6cf6 |
1945 | draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID); |
9dc3c55b |
1946 | if (x == w && y == h) |
dafd6cf6 |
1947 | draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID); |
f1010613 |
1948 | |
1949 | /* |
1950 | * Draw the slash. |
1951 | */ |
1952 | if (v & BACKSLASH) { |
9dc3c55b |
1953 | int scol = (v & ERRSLASH) ? COL_ERROR : bscol; |
dafd6cf6 |
1954 | draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol); |
1955 | draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1, |
9dc3c55b |
1956 | scol); |
dafd6cf6 |
1957 | draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1), |
9dc3c55b |
1958 | scol); |
f1010613 |
1959 | } else if (v & FORWSLASH) { |
9dc3c55b |
1960 | int scol = (v & ERRSLASH) ? COL_ERROR : fscol; |
dafd6cf6 |
1961 | draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol); |
1962 | draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1, |
9dc3c55b |
1963 | scol); |
dafd6cf6 |
1964 | draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1), |
9dc3c55b |
1965 | scol); |
f1010613 |
1966 | } |
1967 | |
1968 | /* |
1969 | * Draw dots on the grid corners that appear if a slash is in a |
1970 | * neighbouring cell. |
1971 | */ |
9dc3c55b |
1972 | if (v & (L_T | BACKSLASH)) |
dafd6cf6 |
1973 | draw_rect(dr, COORD(x), COORD(y)+1, 1, 1, |
ae4bc2cf |
1974 | (v & ERR_L_T ? COL_ERROR : bscol)); |
9dc3c55b |
1975 | if (v & (L_B | FORWSLASH)) |
dafd6cf6 |
1976 | draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1, |
ae4bc2cf |
1977 | (v & ERR_L_B ? COL_ERROR : fscol)); |
9dc3c55b |
1978 | if (v & (T_L | BACKSLASH)) |
dafd6cf6 |
1979 | draw_rect(dr, COORD(x)+1, COORD(y), 1, 1, |
ae4bc2cf |
1980 | (v & ERR_T_L ? COL_ERROR : bscol)); |
9dc3c55b |
1981 | if (v & (T_R | FORWSLASH)) |
dafd6cf6 |
1982 | draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1, |
ae4bc2cf |
1983 | (v & ERR_T_R ? COL_ERROR : fscol)); |
9dc3c55b |
1984 | if (v & (C_TL | BACKSLASH)) |
dafd6cf6 |
1985 | draw_rect(dr, COORD(x), COORD(y), 1, 1, |
ae4bc2cf |
1986 | (v & ERR_C_TL ? COL_ERROR : bscol)); |
f1010613 |
1987 | |
1988 | /* |
1989 | * And finally the clues at the corners. |
1990 | */ |
9dc3c55b |
1991 | if (x >= 0 && y >= 0) |
dafd6cf6 |
1992 | draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1); |
9dc3c55b |
1993 | if (x < w && y >= 0) |
dafd6cf6 |
1994 | draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1); |
9dc3c55b |
1995 | if (x >= 0 && y < h) |
dafd6cf6 |
1996 | draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1); |
9dc3c55b |
1997 | if (x < w && y < h) |
dafd6cf6 |
1998 | draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR, |
1999 | -1, -1); |
f1010613 |
2000 | |
dafd6cf6 |
2001 | unclip(dr); |
2002 | draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
f1010613 |
2003 | } |
2004 | |
dafd6cf6 |
2005 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
f1010613 |
2006 | game_state *state, int dir, game_ui *ui, |
2007 | float animtime, float flashtime) |
2008 | { |
6c48bdb7 |
2009 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f1010613 |
2010 | int x, y; |
2011 | int flashing; |
2012 | |
2013 | if (flashtime > 0) |
2014 | flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
2015 | else |
2016 | flashing = FALSE; |
2017 | |
2018 | if (!ds->started) { |
2019 | int ww, wh; |
2020 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
dafd6cf6 |
2021 | draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND); |
2022 | draw_update(dr, 0, 0, ww, wh); |
f1010613 |
2023 | ds->started = TRUE; |
2024 | } |
2025 | |
2026 | /* |
2027 | * Loop over the grid and work out where all the slashes are. |
2028 | * We need to do this because a slash in one square affects the |
2029 | * drawing of the next one along. |
2030 | */ |
9dc3c55b |
2031 | for (y = -1; y <= h; y++) |
2032 | for (x = -1; x <= w; x++) { |
2033 | if (x >= 0 && x < w && y >= 0 && y < h) |
2034 | ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0; |
2035 | else |
2036 | ds->todraw[(y+1)*(w+2)+(x+1)] = 0; |
2037 | } |
f1010613 |
2038 | |
2039 | for (y = 0; y < h; y++) { |
2040 | for (x = 0; x < w; x++) { |
9dc3c55b |
2041 | int err = state->errors[y*W+x] & ERR_SQUARE; |
2042 | |
f1010613 |
2043 | if (state->soln[y*w+x] < 0) { |
9dc3c55b |
2044 | ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH; |
2045 | ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R; |
2046 | ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B; |
2047 | ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL; |
2048 | if (err) { |
ae4bc2cf |
2049 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | |
2050 | ERR_T_L | ERR_L_T | ERR_C_TL; |
9dc3c55b |
2051 | ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R; |
2052 | ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B; |
2053 | ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL; |
2054 | } |
f1010613 |
2055 | } else if (state->soln[y*w+x] > 0) { |
9dc3c55b |
2056 | ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH; |
2057 | ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL; |
2058 | ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL; |
2059 | if (err) { |
ae4bc2cf |
2060 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH | |
2061 | ERR_L_B | ERR_T_R; |
9dc3c55b |
2062 | ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL; |
2063 | ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL; |
2064 | } |
f1010613 |
2065 | } |
2066 | } |
2067 | } |
2068 | |
9dc3c55b |
2069 | for (y = 0; y < H; y++) |
2070 | for (x = 0; x < W; x++) |
2071 | if (state->errors[y*W+x] & ERR_VERTEX) { |
2072 | ds->todraw[y*(w+2)+x] |= ERR_BR; |
2073 | ds->todraw[y*(w+2)+(x+1)] |= ERR_BL; |
2074 | ds->todraw[(y+1)*(w+2)+x] |= ERR_TR; |
2075 | ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL; |
2076 | } |
2077 | |
f1010613 |
2078 | /* |
2079 | * Now go through and draw the grid squares. |
2080 | */ |
9dc3c55b |
2081 | for (y = -1; y <= h; y++) { |
2082 | for (x = -1; x <= w; x++) { |
2083 | if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) { |
dafd6cf6 |
2084 | draw_tile(dr, ds, state->clues, x, y, |
9dc3c55b |
2085 | ds->todraw[(y+1)*(w+2)+(x+1)]); |
2086 | ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)]; |
f1010613 |
2087 | } |
2088 | } |
2089 | } |
2090 | } |
2091 | |
2092 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2093 | int dir, game_ui *ui) |
2094 | { |
2095 | return 0.0F; |
2096 | } |
2097 | |
2098 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2099 | int dir, game_ui *ui) |
2100 | { |
2101 | if (!oldstate->completed && newstate->completed && |
2102 | !oldstate->used_solve && !newstate->used_solve) |
2103 | return FLASH_TIME; |
2104 | |
2105 | return 0.0F; |
2106 | } |
2107 | |
f1010613 |
2108 | static int game_timing_state(game_state *state, game_ui *ui) |
2109 | { |
2110 | return TRUE; |
2111 | } |
2112 | |
dafd6cf6 |
2113 | static void game_print_size(game_params *params, float *x, float *y) |
2114 | { |
2115 | int pw, ph; |
2116 | |
2117 | /* |
2118 | * I'll use 6mm squares by default. |
2119 | */ |
2120 | game_compute_size(params, 600, &pw, &ph); |
2121 | *x = pw / 100.0; |
2122 | *y = ph / 100.0; |
2123 | } |
2124 | |
2125 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2126 | { |
2127 | int w = state->p.w, h = state->p.h, W = w+1; |
2128 | int ink = print_mono_colour(dr, 0); |
2129 | int paper = print_mono_colour(dr, 1); |
2130 | int x, y; |
2131 | |
2132 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2133 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2134 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
2135 | |
2136 | /* |
2137 | * Border. |
2138 | */ |
2139 | print_line_width(dr, TILESIZE / 16); |
2140 | draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink); |
2141 | |
2142 | /* |
2143 | * Grid. |
2144 | */ |
2145 | print_line_width(dr, TILESIZE / 24); |
2146 | for (x = 1; x < w; x++) |
2147 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
2148 | for (y = 1; y < h; y++) |
2149 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
2150 | |
2151 | /* |
2152 | * Solution. |
2153 | */ |
2154 | print_line_width(dr, TILESIZE / 12); |
2155 | for (y = 0; y < h; y++) |
2156 | for (x = 0; x < w; x++) |
2157 | if (state->soln[y*w+x]) { |
2158 | int ly, ry; |
2159 | /* |
2160 | * To prevent nasty line-ending artefacts at |
2161 | * corners, I'll do something slightly cunning |
2162 | * here. |
2163 | */ |
2164 | clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE); |
2165 | if (state->soln[y*w+x] < 0) |
2166 | ly = y-1, ry = y+2; |
2167 | else |
2168 | ry = y-1, ly = y+2; |
2169 | draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry), |
2170 | ink); |
2171 | unclip(dr); |
2172 | } |
2173 | |
2174 | /* |
2175 | * Clues. |
2176 | */ |
2177 | print_line_width(dr, TILESIZE / 24); |
2178 | for (y = 0; y <= h; y++) |
2179 | for (x = 0; x <= w; x++) |
2180 | draw_clue(dr, ds, x, y, state->clues->clues[y*W+x], |
2181 | FALSE, paper, ink); |
2182 | } |
2183 | |
f1010613 |
2184 | #ifdef COMBINED |
2185 | #define thegame slant |
2186 | #endif |
2187 | |
2188 | const struct game thegame = { |
750037d7 |
2189 | "Slant", "games.slant", "slant", |
f1010613 |
2190 | default_params, |
2191 | game_fetch_preset, |
2192 | decode_params, |
2193 | encode_params, |
2194 | free_params, |
2195 | dup_params, |
2196 | TRUE, game_configure, custom_params, |
2197 | validate_params, |
2198 | new_game_desc, |
2199 | validate_desc, |
2200 | new_game, |
2201 | dup_game, |
2202 | free_game, |
2203 | TRUE, solve_game, |
2204 | TRUE, game_text_format, |
2205 | new_ui, |
2206 | free_ui, |
2207 | encode_ui, |
2208 | decode_ui, |
2209 | game_changed_state, |
2210 | interpret_move, |
2211 | execute_move, |
2212 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2213 | game_colours, |
2214 | game_new_drawstate, |
2215 | game_free_drawstate, |
2216 | game_redraw, |
2217 | game_anim_length, |
2218 | game_flash_length, |
dafd6cf6 |
2219 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2220 | FALSE, /* wants_statusbar */ |
f1010613 |
2221 | FALSE, game_timing_state, |
2705d374 |
2222 | 0, /* flags */ |
f1010613 |
2223 | }; |
b926ba00 |
2224 | |
2225 | #ifdef STANDALONE_SOLVER |
2226 | |
2227 | #include <stdarg.h> |
2228 | |
b926ba00 |
2229 | int main(int argc, char **argv) |
2230 | { |
2231 | game_params *p; |
2232 | game_state *s; |
2233 | char *id = NULL, *desc, *err; |
2234 | int grade = FALSE; |
ccda7394 |
2235 | int ret, diff, really_verbose = FALSE; |
b926ba00 |
2236 | struct solver_scratch *sc; |
2237 | |
2238 | while (--argc > 0) { |
2239 | char *p = *++argv; |
2240 | if (!strcmp(p, "-v")) { |
ccda7394 |
2241 | really_verbose = TRUE; |
b926ba00 |
2242 | } else if (!strcmp(p, "-g")) { |
2243 | grade = TRUE; |
2244 | } else if (*p == '-') { |
2245 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2246 | return 1; |
2247 | } else { |
2248 | id = p; |
2249 | } |
2250 | } |
2251 | |
2252 | if (!id) { |
2253 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
2254 | return 1; |
2255 | } |
2256 | |
2257 | desc = strchr(id, ':'); |
2258 | if (!desc) { |
2259 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2260 | return 1; |
2261 | } |
2262 | *desc++ = '\0'; |
2263 | |
2264 | p = default_params(); |
2265 | decode_params(p, id); |
2266 | err = validate_desc(p, desc); |
2267 | if (err) { |
2268 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2269 | return 1; |
2270 | } |
2271 | s = new_game(NULL, p, desc); |
2272 | |
2273 | sc = new_scratch(p->w, p->h); |
2274 | |
ccda7394 |
2275 | /* |
2276 | * When solving an Easy puzzle, we don't want to bother the |
2277 | * user with Hard-level deductions. For this reason, we grade |
2278 | * the puzzle internally before doing anything else. |
2279 | */ |
8067a45b |
2280 | ret = -1; /* placate optimiser */ |
ccda7394 |
2281 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
b926ba00 |
2282 | ret = slant_solve(p->w, p->h, s->clues->clues, |
ccda7394 |
2283 | s->soln, sc, diff); |
2284 | if (ret < 2) |
2285 | break; |
2286 | } |
2287 | |
2288 | if (diff == DIFFCOUNT) { |
2289 | if (grade) |
2290 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
2291 | else |
2292 | printf("Unable to find a unique solution\n"); |
2293 | } else { |
2294 | if (grade) { |
b926ba00 |
2295 | if (ret == 0) |
2296 | printf("Difficulty rating: impossible (no solution exists)\n"); |
2297 | else if (ret == 1) |
ccda7394 |
2298 | printf("Difficulty rating: %s\n", slant_diffnames[diff]); |
2299 | } else { |
2300 | verbose = really_verbose; |
2301 | ret = slant_solve(p->w, p->h, s->clues->clues, |
2302 | s->soln, sc, diff); |
2303 | if (ret == 0) |
2304 | printf("Puzzle is inconsistent\n"); |
b926ba00 |
2305 | else |
ccda7394 |
2306 | fputs(game_text_format(s), stdout); |
b926ba00 |
2307 | } |
b926ba00 |
2308 | } |
2309 | |
2310 | return 0; |
2311 | } |
2312 | |
2313 | #endif |