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1 | /* |
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2 | * loopy.c: |
3 | * |
4 | * An implementation of the Nikoli game 'Loop the loop'. |
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5 | * (c) Mike Pinna, 2005, 2006 |
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6 | * Substantially rewritten to allowing for more general types of grid. |
7 | * (c) Lambros Lambrou 2008 |
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8 | * |
9 | * vim: set shiftwidth=4 :set textwidth=80: |
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10 | */ |
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11 | |
12 | /* |
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13 | * Possible future solver enhancements: |
14 | * |
15 | * - There's an interesting deductive technique which makes use |
16 | * of topology rather than just graph theory. Each _face_ in |
17 | * the grid is either inside or outside the loop; you can tell |
18 | * that two faces are on the same side of the loop if they're |
19 | * separated by a LINE_NO (or, more generally, by a path |
20 | * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), |
21 | * and on the opposite side of the loop if they're separated by |
22 | * a LINE_YES (or an odd number of LINE_YESes and no |
23 | * LINE_UNKNOWNs). Oh, and any face separated from the outside |
24 | * of the grid by a LINE_YES or a LINE_NO is on the inside or |
25 | * outside respectively. So if you can track this for all |
26 | * faces, you figure out the state of the line between a pair |
27 | * once their relative insideness is known. |
28 | * + The way I envisage this working is simply to keep an edsf |
29 | * of all _faces_, which indicates whether they're on |
30 | * opposite sides of the loop from one another. We also |
31 | * include a special entry in the edsf for the infinite |
32 | * exterior "face". |
33 | * + So, the simple way to do this is to just go through the |
34 | * edges: every time we see an edge in a state other than |
35 | * LINE_UNKNOWN which separates two faces that aren't in the |
36 | * same edsf class, we can rectify that by merging the |
37 | * classes. Then, conversely, an edge in LINE_UNKNOWN state |
38 | * which separates two faces that _are_ in the same edsf |
39 | * class can immediately have its state determined. |
40 | * + But you can go one better, if you're prepared to loop |
41 | * over all _pairs_ of edges. Suppose we have edges A and B, |
42 | * which respectively separate faces A1,A2 and B1,B2. |
43 | * Suppose that A,B are in the same edge-edsf class and that |
44 | * A1,B1 (wlog) are in the same face-edsf class; then we can |
45 | * immediately place A2,B2 into the same face-edsf class (as |
46 | * each other, not as A1 and A2) one way round or the other. |
47 | * And conversely again, if A1,B1 are in the same face-edsf |
48 | * class and so are A2,B2, then we can put A,B into the same |
49 | * face-edsf class. |
50 | * * Of course, this deduction requires a quadratic-time |
51 | * loop over all pairs of edges in the grid, so it should |
52 | * be reserved until there's nothing easier left to be |
53 | * done. |
54 | * |
55 | * - The generalised grid support has made me (SGT) notice a |
56 | * possible extension to the loop-avoidance code. When you have |
57 | * a path of connected edges such that no other edges at all |
58 | * are incident on any vertex in the middle of the path - or, |
59 | * alternatively, such that any such edges are already known to |
60 | * be LINE_NO - then you know those edges are either all |
61 | * LINE_YES or all LINE_NO. Hence you can mentally merge the |
62 | * entire path into a single long curly edge for the purposes |
63 | * of loop avoidance, and look directly at whether or not the |
64 | * extreme endpoints of the path are connected by some other |
65 | * route. I find this coming up fairly often when I play on the |
66 | * octagonal grid setting, so it might be worth implementing in |
67 | * the solver. |
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68 | * |
69 | * - (Just a speed optimisation.) Consider some todo list queue where every |
70 | * time we modify something we mark it for consideration by other bits of |
71 | * the solver, to save iteration over things that have already been done. |
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72 | */ |
73 | |
74 | #include <stdio.h> |
75 | #include <stdlib.h> |
7126ca41 |
76 | #include <stddef.h> |
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77 | #include <string.h> |
78 | #include <assert.h> |
79 | #include <ctype.h> |
80 | #include <math.h> |
81 | |
82 | #include "puzzles.h" |
83 | #include "tree234.h" |
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84 | #include "grid.h" |
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85 | |
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86 | /* Debugging options */ |
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87 | |
88 | /* |
89 | #define DEBUG_CACHES |
90 | #define SHOW_WORKING |
91 | #define DEBUG_DLINES |
92 | */ |
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93 | |
94 | /* ---------------------------------------------------------------------- |
95 | * Struct, enum and function declarations |
96 | */ |
97 | |
98 | enum { |
99 | COL_BACKGROUND, |
100 | COL_FOREGROUND, |
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101 | COL_LINEUNKNOWN, |
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102 | COL_HIGHLIGHT, |
103 | COL_MISTAKE, |
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104 | COL_SATISFIED, |
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105 | COL_FAINT, |
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106 | NCOLOURS |
107 | }; |
108 | |
109 | struct game_state { |
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110 | grid *game_grid; |
111 | |
112 | /* Put -1 in a face that doesn't get a clue */ |
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113 | signed char *clues; |
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114 | |
115 | /* Array of line states, to store whether each line is |
116 | * YES, NO or UNKNOWN */ |
117 | char *lines; |
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118 | |
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119 | unsigned char *line_errors; |
120 | |
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121 | int solved; |
122 | int cheated; |
123 | |
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124 | /* Used in game_text_format(), so that it knows what type of |
125 | * grid it's trying to render as ASCII text. */ |
126 | int grid_type; |
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127 | }; |
128 | |
129 | enum solver_status { |
130 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
131 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
132 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
133 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
134 | }; |
135 | |
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136 | /* ------ Solver state ------ */ |
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137 | typedef struct solver_state { |
138 | game_state *state; |
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139 | enum solver_status solver_status; |
140 | /* NB looplen is the number of dots that are joined together at a point, ie a |
141 | * looplen of 1 means there are no lines to a particular dot */ |
142 | int *looplen; |
143 | |
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144 | /* Difficulty level of solver. Used by solver functions that want to |
145 | * vary their behaviour depending on the requested difficulty level. */ |
146 | int diff; |
147 | |
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148 | /* caches */ |
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149 | char *dot_yes_count; |
150 | char *dot_no_count; |
151 | char *face_yes_count; |
152 | char *face_no_count; |
153 | char *dot_solved, *face_solved; |
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154 | int *dotdsf; |
155 | |
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156 | /* Information for Normal level deductions: |
157 | * For each dline, store a bitmask for whether we know: |
158 | * (bit 0) at least one is YES |
159 | * (bit 1) at most one is YES */ |
160 | char *dlines; |
161 | |
162 | /* Hard level information */ |
163 | int *linedsf; |
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164 | } solver_state; |
165 | |
166 | /* |
167 | * Difficulty levels. I do some macro ickery here to ensure that my |
168 | * enum and the various forms of my name list always match up. |
169 | */ |
170 | |
171 | #define DIFFLIST(A) \ |
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172 | A(EASY,Easy,e) \ |
173 | A(NORMAL,Normal,n) \ |
174 | A(TRICKY,Tricky,t) \ |
175 | A(HARD,Hard,h) |
176 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
177 | #define TITLE(upper,title,lower) #title, |
178 | #define ENCODE(upper,title,lower) #lower |
179 | #define CONFIG(upper,title,lower) ":" #title |
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180 | enum { DIFFLIST(ENUM) DIFF_MAX }; |
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181 | static char const *const diffnames[] = { DIFFLIST(TITLE) }; |
182 | static char const diffchars[] = DIFFLIST(ENCODE); |
183 | #define DIFFCONFIG DIFFLIST(CONFIG) |
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184 | |
185 | /* |
186 | * Solver routines, sorted roughly in order of computational cost. |
187 | * The solver will run the faster deductions first, and slower deductions are |
188 | * only invoked when the faster deductions are unable to make progress. |
189 | * Each function is associated with a difficulty level, so that the generated |
190 | * puzzles are solvable by applying only the functions with the chosen |
191 | * difficulty level or lower. |
192 | */ |
193 | #define SOLVERLIST(A) \ |
194 | A(trivial_deductions, DIFF_EASY) \ |
195 | A(dline_deductions, DIFF_NORMAL) \ |
196 | A(linedsf_deductions, DIFF_HARD) \ |
197 | A(loop_deductions, DIFF_EASY) |
198 | #define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *); |
199 | #define SOLVER_FN(fn,diff) &fn, |
200 | #define SOLVER_DIFF(fn,diff) diff, |
201 | SOLVERLIST(SOLVER_FN_DECL) |
202 | static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) }; |
203 | static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) }; |
204 | const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs); |
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205 | |
206 | struct game_params { |
207 | int w, h; |
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208 | int diff; |
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209 | int type; |
210 | |
211 | /* Grid generation is expensive, so keep a (ref-counted) reference to the |
212 | * grid for these parameters, and only generate when required. */ |
213 | grid *game_grid; |
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214 | }; |
215 | |
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216 | /* line_drawstate is the same as line_state, but with the extra ERROR |
217 | * possibility. The drawing code copies line_state to line_drawstate, |
218 | * except in the case that the line is an error. */ |
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219 | enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO }; |
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220 | enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN, |
221 | DS_LINE_NO, DS_LINE_ERROR }; |
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222 | |
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223 | #define OPP(line_state) \ |
224 | (2 - line_state) |
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225 | |
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226 | |
227 | struct game_drawstate { |
228 | int started; |
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229 | int tilesize; |
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230 | int flashing; |
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231 | char *lines; |
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232 | char *clue_error; |
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233 | char *clue_satisfied; |
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234 | }; |
235 | |
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236 | static char *validate_desc(game_params *params, char *desc); |
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237 | static int dot_order(const game_state* state, int i, char line_type); |
238 | static int face_order(const game_state* state, int i, char line_type); |
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239 | static solver_state *solve_game_rec(const solver_state *sstate); |
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240 | |
241 | #ifdef DEBUG_CACHES |
242 | static void check_caches(const solver_state* sstate); |
243 | #else |
244 | #define check_caches(s) |
245 | #endif |
246 | |
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247 | /* ------- List of grid generators ------- */ |
248 | #define GRIDLIST(A) \ |
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249 | A(Squares,grid_new_square,3,3) \ |
250 | A(Triangular,grid_new_triangular,3,3) \ |
251 | A(Honeycomb,grid_new_honeycomb,3,3) \ |
252 | A(Snub-Square,grid_new_snubsquare,3,3) \ |
253 | A(Cairo,grid_new_cairo,3,4) \ |
254 | A(Great-Hexagonal,grid_new_greathexagonal,3,3) \ |
255 | A(Octagonal,grid_new_octagonal,3,3) \ |
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256 | A(Kites,grid_new_kites,3,3) \ |
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257 | A(Floret,grid_new_floret,1,2) \ |
258 | A(Dodecagonal,grid_new_dodecagonal,2,2) \ |
259 | A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2) |
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260 | |
261 | #define GRID_NAME(title,fn,amin,omin) #title, |
262 | #define GRID_CONFIG(title,fn,amin,omin) ":" #title |
263 | #define GRID_FN(title,fn,amin,omin) &fn, |
264 | #define GRID_SIZES(title,fn,amin,omin) \ |
265 | {amin, omin, \ |
266 | "Width and height for this grid type must both be at least " #amin, \ |
267 | "At least one of width and height for this grid type must be at least " #omin,}, |
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268 | static char const *const gridnames[] = { GRIDLIST(GRID_NAME) }; |
269 | #define GRID_CONFIGS GRIDLIST(GRID_CONFIG) |
270 | static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) }; |
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271 | #define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0])) |
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272 | static const struct { |
273 | int amin, omin; |
274 | char *aerr, *oerr; |
275 | } grid_size_limits[] = { GRIDLIST(GRID_SIZES) }; |
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276 | |
277 | /* Generates a (dynamically allocated) new grid, according to the |
278 | * type and size requested in params. Does nothing if the grid is already |
279 | * generated. The allocated grid is owned by the params object, and will be |
280 | * freed in free_params(). */ |
281 | static void params_generate_grid(game_params *params) |
282 | { |
283 | if (!params->game_grid) { |
284 | params->game_grid = grid_fns[params->type](params->w, params->h); |
285 | } |
286 | } |
287 | |
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288 | /* ---------------------------------------------------------------------- |
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289 | * Preprocessor magic |
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290 | */ |
291 | |
292 | /* General constants */ |
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293 | #define PREFERRED_TILE_SIZE 32 |
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294 | #define BORDER(tilesize) ((tilesize) / 2) |
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295 | #define FLASH_TIME 0.5F |
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296 | |
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297 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
298 | |
299 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
300 | ((field) |= (1<<(bit)), TRUE)) |
301 | |
302 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
303 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
304 | |
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305 | #define CLUE2CHAR(c) \ |
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306 | ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A') |
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307 | |
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308 | /* ---------------------------------------------------------------------- |
309 | * General struct manipulation and other straightforward code |
310 | */ |
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311 | |
312 | static game_state *dup_game(game_state *state) |
313 | { |
314 | game_state *ret = snew(game_state); |
315 | |
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316 | ret->game_grid = state->game_grid; |
317 | ret->game_grid->refcount++; |
318 | |
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319 | ret->solved = state->solved; |
320 | ret->cheated = state->cheated; |
321 | |
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322 | ret->clues = snewn(state->game_grid->num_faces, signed char); |
323 | memcpy(ret->clues, state->clues, state->game_grid->num_faces); |
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324 | |
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325 | ret->lines = snewn(state->game_grid->num_edges, char); |
326 | memcpy(ret->lines, state->lines, state->game_grid->num_edges); |
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327 | |
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328 | ret->line_errors = snewn(state->game_grid->num_edges, unsigned char); |
329 | memcpy(ret->line_errors, state->line_errors, state->game_grid->num_edges); |
330 | |
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331 | ret->grid_type = state->grid_type; |
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332 | return ret; |
333 | } |
334 | |
335 | static void free_game(game_state *state) |
336 | { |
337 | if (state) { |
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338 | grid_free(state->game_grid); |
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339 | sfree(state->clues); |
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340 | sfree(state->lines); |
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341 | sfree(state->line_errors); |
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342 | sfree(state); |
343 | } |
344 | } |
345 | |
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346 | static solver_state *new_solver_state(game_state *state, int diff) { |
347 | int i; |
348 | int num_dots = state->game_grid->num_dots; |
349 | int num_faces = state->game_grid->num_faces; |
350 | int num_edges = state->game_grid->num_edges; |
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351 | solver_state *ret = snew(solver_state); |
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352 | |
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353 | ret->state = dup_game(state); |
354 | |
355 | ret->solver_status = SOLVER_INCOMPLETE; |
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356 | ret->diff = diff; |
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357 | |
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358 | ret->dotdsf = snew_dsf(num_dots); |
359 | ret->looplen = snewn(num_dots, int); |
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360 | |
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361 | for (i = 0; i < num_dots; i++) { |
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362 | ret->looplen[i] = 1; |
363 | } |
364 | |
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365 | ret->dot_solved = snewn(num_dots, char); |
366 | ret->face_solved = snewn(num_faces, char); |
367 | memset(ret->dot_solved, FALSE, num_dots); |
368 | memset(ret->face_solved, FALSE, num_faces); |
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369 | |
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370 | ret->dot_yes_count = snewn(num_dots, char); |
371 | memset(ret->dot_yes_count, 0, num_dots); |
372 | ret->dot_no_count = snewn(num_dots, char); |
373 | memset(ret->dot_no_count, 0, num_dots); |
374 | ret->face_yes_count = snewn(num_faces, char); |
375 | memset(ret->face_yes_count, 0, num_faces); |
376 | ret->face_no_count = snewn(num_faces, char); |
377 | memset(ret->face_no_count, 0, num_faces); |
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378 | |
379 | if (diff < DIFF_NORMAL) { |
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380 | ret->dlines = NULL; |
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381 | } else { |
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382 | ret->dlines = snewn(2*num_edges, char); |
383 | memset(ret->dlines, 0, 2*num_edges); |
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384 | } |
385 | |
386 | if (diff < DIFF_HARD) { |
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387 | ret->linedsf = NULL; |
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388 | } else { |
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389 | ret->linedsf = snew_dsf(state->game_grid->num_edges); |
6193da8d |
390 | } |
391 | |
392 | return ret; |
393 | } |
394 | |
395 | static void free_solver_state(solver_state *sstate) { |
396 | if (sstate) { |
397 | free_game(sstate->state); |
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398 | sfree(sstate->dotdsf); |
399 | sfree(sstate->looplen); |
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400 | sfree(sstate->dot_solved); |
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401 | sfree(sstate->face_solved); |
402 | sfree(sstate->dot_yes_count); |
403 | sfree(sstate->dot_no_count); |
404 | sfree(sstate->face_yes_count); |
405 | sfree(sstate->face_no_count); |
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406 | |
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407 | /* OK, because sfree(NULL) is a no-op */ |
408 | sfree(sstate->dlines); |
409 | sfree(sstate->linedsf); |
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410 | |
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411 | sfree(sstate); |
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412 | } |
413 | } |
414 | |
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415 | static solver_state *dup_solver_state(const solver_state *sstate) { |
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416 | game_state *state = sstate->state; |
417 | int num_dots = state->game_grid->num_dots; |
418 | int num_faces = state->game_grid->num_faces; |
419 | int num_edges = state->game_grid->num_edges; |
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420 | solver_state *ret = snew(solver_state); |
421 | |
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422 | ret->state = state = dup_game(sstate->state); |
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423 | |
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424 | ret->solver_status = sstate->solver_status; |
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425 | ret->diff = sstate->diff; |
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426 | |
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427 | ret->dotdsf = snewn(num_dots, int); |
428 | ret->looplen = snewn(num_dots, int); |
429 | memcpy(ret->dotdsf, sstate->dotdsf, |
430 | num_dots * sizeof(int)); |
431 | memcpy(ret->looplen, sstate->looplen, |
432 | num_dots * sizeof(int)); |
433 | |
434 | ret->dot_solved = snewn(num_dots, char); |
435 | ret->face_solved = snewn(num_faces, char); |
436 | memcpy(ret->dot_solved, sstate->dot_solved, num_dots); |
437 | memcpy(ret->face_solved, sstate->face_solved, num_faces); |
438 | |
439 | ret->dot_yes_count = snewn(num_dots, char); |
440 | memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots); |
441 | ret->dot_no_count = snewn(num_dots, char); |
442 | memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots); |
443 | |
444 | ret->face_yes_count = snewn(num_faces, char); |
445 | memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces); |
446 | ret->face_no_count = snewn(num_faces, char); |
447 | memcpy(ret->face_no_count, sstate->face_no_count, num_faces); |
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448 | |
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449 | if (sstate->dlines) { |
450 | ret->dlines = snewn(2*num_edges, char); |
451 | memcpy(ret->dlines, sstate->dlines, |
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452 | 2*num_edges); |
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453 | } else { |
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454 | ret->dlines = NULL; |
121aae4b |
455 | } |
456 | |
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457 | if (sstate->linedsf) { |
458 | ret->linedsf = snewn(num_edges, int); |
459 | memcpy(ret->linedsf, sstate->linedsf, |
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460 | num_edges * sizeof(int)); |
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461 | } else { |
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462 | ret->linedsf = NULL; |
121aae4b |
463 | } |
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464 | |
465 | return ret; |
466 | } |
467 | |
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468 | static game_params *default_params(void) |
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469 | { |
121aae4b |
470 | game_params *ret = snew(game_params); |
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471 | |
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472 | #ifdef SLOW_SYSTEM |
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473 | ret->h = 7; |
474 | ret->w = 7; |
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475 | #else |
476 | ret->h = 10; |
477 | ret->w = 10; |
478 | #endif |
479 | ret->diff = DIFF_EASY; |
7c95608a |
480 | ret->type = 0; |
481 | |
482 | ret->game_grid = NULL; |
6193da8d |
483 | |
121aae4b |
484 | return ret; |
6193da8d |
485 | } |
486 | |
121aae4b |
487 | static game_params *dup_params(game_params *params) |
6193da8d |
488 | { |
121aae4b |
489 | game_params *ret = snew(game_params); |
7c95608a |
490 | |
121aae4b |
491 | *ret = *params; /* structure copy */ |
7c95608a |
492 | if (ret->game_grid) { |
493 | ret->game_grid->refcount++; |
494 | } |
121aae4b |
495 | return ret; |
496 | } |
6193da8d |
497 | |
121aae4b |
498 | static const game_params presets[] = { |
b1535c90 |
499 | #ifdef SMALL_SCREEN |
500 | { 7, 7, DIFF_EASY, 0, NULL }, |
501 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
502 | { 7, 7, DIFF_HARD, 0, NULL }, |
503 | { 7, 7, DIFF_HARD, 1, NULL }, |
504 | { 7, 7, DIFF_HARD, 2, NULL }, |
505 | { 5, 5, DIFF_HARD, 3, NULL }, |
506 | { 7, 7, DIFF_HARD, 4, NULL }, |
507 | { 5, 4, DIFF_HARD, 5, NULL }, |
508 | { 5, 5, DIFF_HARD, 6, NULL }, |
509 | { 5, 5, DIFF_HARD, 7, NULL }, |
e30d39f6 |
510 | { 3, 3, DIFF_HARD, 8, NULL }, |
918a098a |
511 | { 3, 3, DIFF_HARD, 9, NULL }, |
512 | { 3, 3, DIFF_HARD, 10, NULL }, |
b1535c90 |
513 | #else |
7c95608a |
514 | { 7, 7, DIFF_EASY, 0, NULL }, |
515 | { 10, 10, DIFF_EASY, 0, NULL }, |
516 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
517 | { 10, 10, DIFF_NORMAL, 0, NULL }, |
518 | { 7, 7, DIFF_HARD, 0, NULL }, |
519 | { 10, 10, DIFF_HARD, 0, NULL }, |
520 | { 10, 10, DIFF_HARD, 1, NULL }, |
521 | { 12, 10, DIFF_HARD, 2, NULL }, |
522 | { 7, 7, DIFF_HARD, 3, NULL }, |
523 | { 9, 9, DIFF_HARD, 4, NULL }, |
524 | { 5, 4, DIFF_HARD, 5, NULL }, |
525 | { 7, 7, DIFF_HARD, 6, NULL }, |
526 | { 5, 5, DIFF_HARD, 7, NULL }, |
e30d39f6 |
527 | { 5, 5, DIFF_HARD, 8, NULL }, |
918a098a |
528 | { 5, 4, DIFF_HARD, 9, NULL }, |
529 | { 5, 4, DIFF_HARD, 10, NULL }, |
b1535c90 |
530 | #endif |
121aae4b |
531 | }; |
6193da8d |
532 | |
121aae4b |
533 | static int game_fetch_preset(int i, char **name, game_params **params) |
6193da8d |
534 | { |
1a739e2f |
535 | game_params *tmppar; |
121aae4b |
536 | char buf[80]; |
6193da8d |
537 | |
121aae4b |
538 | if (i < 0 || i >= lenof(presets)) |
539 | return FALSE; |
6193da8d |
540 | |
1a739e2f |
541 | tmppar = snew(game_params); |
542 | *tmppar = presets[i]; |
543 | *params = tmppar; |
7c95608a |
544 | sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w, |
545 | gridnames[tmppar->type], diffnames[tmppar->diff]); |
121aae4b |
546 | *name = dupstr(buf); |
547 | |
548 | return TRUE; |
6193da8d |
549 | } |
550 | |
551 | static void free_params(game_params *params) |
552 | { |
7c95608a |
553 | if (params->game_grid) { |
554 | grid_free(params->game_grid); |
555 | } |
6193da8d |
556 | sfree(params); |
557 | } |
558 | |
559 | static void decode_params(game_params *params, char const *string) |
560 | { |
7c95608a |
561 | if (params->game_grid) { |
562 | grid_free(params->game_grid); |
563 | params->game_grid = NULL; |
564 | } |
6193da8d |
565 | params->h = params->w = atoi(string); |
c0eb17ce |
566 | params->diff = DIFF_EASY; |
6193da8d |
567 | while (*string && isdigit((unsigned char)*string)) string++; |
568 | if (*string == 'x') { |
569 | string++; |
570 | params->h = atoi(string); |
121aae4b |
571 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
572 | } |
7c95608a |
573 | if (*string == 't') { |
6193da8d |
574 | string++; |
7c95608a |
575 | params->type = atoi(string); |
121aae4b |
576 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
577 | } |
c0eb17ce |
578 | if (*string == 'd') { |
579 | int i; |
c0eb17ce |
580 | string++; |
121aae4b |
581 | for (i = 0; i < DIFF_MAX; i++) |
582 | if (*string == diffchars[i]) |
583 | params->diff = i; |
584 | if (*string) string++; |
c0eb17ce |
585 | } |
6193da8d |
586 | } |
587 | |
588 | static char *encode_params(game_params *params, int full) |
589 | { |
590 | char str[80]; |
7c95608a |
591 | sprintf(str, "%dx%dt%d", params->w, params->h, params->type); |
6193da8d |
592 | if (full) |
7c95608a |
593 | sprintf(str + strlen(str), "d%c", diffchars[params->diff]); |
6193da8d |
594 | return dupstr(str); |
595 | } |
596 | |
597 | static config_item *game_configure(game_params *params) |
598 | { |
599 | config_item *ret; |
600 | char buf[80]; |
601 | |
7c95608a |
602 | ret = snewn(5, config_item); |
6193da8d |
603 | |
604 | ret[0].name = "Width"; |
605 | ret[0].type = C_STRING; |
606 | sprintf(buf, "%d", params->w); |
607 | ret[0].sval = dupstr(buf); |
608 | ret[0].ival = 0; |
609 | |
610 | ret[1].name = "Height"; |
611 | ret[1].type = C_STRING; |
612 | sprintf(buf, "%d", params->h); |
613 | ret[1].sval = dupstr(buf); |
614 | ret[1].ival = 0; |
615 | |
7c95608a |
616 | ret[2].name = "Grid type"; |
c0eb17ce |
617 | ret[2].type = C_CHOICES; |
7c95608a |
618 | ret[2].sval = GRID_CONFIGS; |
619 | ret[2].ival = params->type; |
6193da8d |
620 | |
7c95608a |
621 | ret[3].name = "Difficulty"; |
622 | ret[3].type = C_CHOICES; |
623 | ret[3].sval = DIFFCONFIG; |
624 | ret[3].ival = params->diff; |
625 | |
626 | ret[4].name = NULL; |
627 | ret[4].type = C_END; |
628 | ret[4].sval = NULL; |
629 | ret[4].ival = 0; |
6193da8d |
630 | |
631 | return ret; |
632 | } |
633 | |
634 | static game_params *custom_params(config_item *cfg) |
635 | { |
636 | game_params *ret = snew(game_params); |
637 | |
638 | ret->w = atoi(cfg[0].sval); |
639 | ret->h = atoi(cfg[1].sval); |
7c95608a |
640 | ret->type = cfg[2].ival; |
641 | ret->diff = cfg[3].ival; |
6193da8d |
642 | |
7c95608a |
643 | ret->game_grid = NULL; |
6193da8d |
644 | return ret; |
645 | } |
646 | |
647 | static char *validate_params(game_params *params, int full) |
648 | { |
7c95608a |
649 | if (params->type < 0 || params->type >= NUM_GRID_TYPES) |
650 | return "Illegal grid type"; |
e3c9e042 |
651 | if (params->w < grid_size_limits[params->type].amin || |
652 | params->h < grid_size_limits[params->type].amin) |
653 | return grid_size_limits[params->type].aerr; |
654 | if (params->w < grid_size_limits[params->type].omin && |
655 | params->h < grid_size_limits[params->type].omin) |
656 | return grid_size_limits[params->type].oerr; |
c0eb17ce |
657 | |
658 | /* |
659 | * This shouldn't be able to happen at all, since decode_params |
660 | * and custom_params will never generate anything that isn't |
661 | * within range. |
662 | */ |
1a739e2f |
663 | assert(params->diff < DIFF_MAX); |
c0eb17ce |
664 | |
6193da8d |
665 | return NULL; |
666 | } |
667 | |
121aae4b |
668 | /* Returns a newly allocated string describing the current puzzle */ |
669 | static char *state_to_text(const game_state *state) |
6193da8d |
670 | { |
7c95608a |
671 | grid *g = state->game_grid; |
121aae4b |
672 | char *retval; |
7c95608a |
673 | int num_faces = g->num_faces; |
674 | char *description = snewn(num_faces + 1, char); |
121aae4b |
675 | char *dp = description; |
676 | int empty_count = 0; |
7c95608a |
677 | int i; |
6193da8d |
678 | |
7c95608a |
679 | for (i = 0; i < num_faces; i++) { |
680 | if (state->clues[i] < 0) { |
121aae4b |
681 | if (empty_count > 25) { |
682 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
683 | empty_count = 0; |
684 | } |
685 | empty_count++; |
686 | } else { |
687 | if (empty_count) { |
688 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
689 | empty_count = 0; |
690 | } |
7c95608a |
691 | dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i])); |
121aae4b |
692 | } |
693 | } |
6193da8d |
694 | |
121aae4b |
695 | if (empty_count) |
1a739e2f |
696 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
121aae4b |
697 | |
698 | retval = dupstr(description); |
699 | sfree(description); |
700 | |
701 | return retval; |
6193da8d |
702 | } |
703 | |
121aae4b |
704 | /* We require that the params pass the test in validate_params and that the |
705 | * description fills the entire game area */ |
706 | static char *validate_desc(game_params *params, char *desc) |
6193da8d |
707 | { |
121aae4b |
708 | int count = 0; |
7c95608a |
709 | grid *g; |
710 | params_generate_grid(params); |
711 | g = params->game_grid; |
6193da8d |
712 | |
121aae4b |
713 | for (; *desc; ++desc) { |
918a098a |
714 | if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) { |
121aae4b |
715 | count++; |
716 | continue; |
717 | } |
718 | if (*desc >= 'a') { |
719 | count += *desc - 'a' + 1; |
720 | continue; |
721 | } |
722 | return "Unknown character in description"; |
6193da8d |
723 | } |
724 | |
7c95608a |
725 | if (count < g->num_faces) |
121aae4b |
726 | return "Description too short for board size"; |
7c95608a |
727 | if (count > g->num_faces) |
121aae4b |
728 | return "Description too long for board size"; |
6193da8d |
729 | |
121aae4b |
730 | return NULL; |
6193da8d |
731 | } |
732 | |
121aae4b |
733 | /* Sums the lengths of the numbers in range [0,n) */ |
734 | /* See equivalent function in solo.c for justification of this. */ |
735 | static int len_0_to_n(int n) |
6193da8d |
736 | { |
121aae4b |
737 | int len = 1; /* Counting 0 as a bit of a special case */ |
738 | int i; |
739 | |
740 | for (i = 1; i < n; i *= 10) { |
741 | len += max(n - i, 0); |
6193da8d |
742 | } |
121aae4b |
743 | |
744 | return len; |
6193da8d |
745 | } |
746 | |
121aae4b |
747 | static char *encode_solve_move(const game_state *state) |
748 | { |
7c95608a |
749 | int len; |
121aae4b |
750 | char *ret, *p; |
7c95608a |
751 | int i; |
752 | int num_edges = state->game_grid->num_edges; |
753 | |
121aae4b |
754 | /* This is going to return a string representing the moves needed to set |
755 | * every line in a grid to be the same as the ones in 'state'. The exact |
756 | * length of this string is predictable. */ |
6193da8d |
757 | |
121aae4b |
758 | len = 1; /* Count the 'S' prefix */ |
7c95608a |
759 | /* Numbers in all lines */ |
760 | len += len_0_to_n(num_edges); |
761 | /* For each line we also have a letter */ |
762 | len += num_edges; |
6193da8d |
763 | |
121aae4b |
764 | ret = snewn(len + 1, char); |
765 | p = ret; |
6193da8d |
766 | |
121aae4b |
767 | p += sprintf(p, "S"); |
6193da8d |
768 | |
7c95608a |
769 | for (i = 0; i < num_edges; i++) { |
770 | switch (state->lines[i]) { |
771 | case LINE_YES: |
772 | p += sprintf(p, "%dy", i); |
773 | break; |
774 | case LINE_NO: |
775 | p += sprintf(p, "%dn", i); |
776 | break; |
6193da8d |
777 | } |
6193da8d |
778 | } |
121aae4b |
779 | |
780 | /* No point in doing sums like that if they're going to be wrong */ |
781 | assert(strlen(ret) <= (size_t)len); |
782 | return ret; |
6193da8d |
783 | } |
784 | |
121aae4b |
785 | static game_ui *new_ui(game_state *state) |
6193da8d |
786 | { |
121aae4b |
787 | return NULL; |
788 | } |
6193da8d |
789 | |
121aae4b |
790 | static void free_ui(game_ui *ui) |
791 | { |
792 | } |
6193da8d |
793 | |
121aae4b |
794 | static char *encode_ui(game_ui *ui) |
795 | { |
796 | return NULL; |
797 | } |
6193da8d |
798 | |
121aae4b |
799 | static void decode_ui(game_ui *ui, char *encoding) |
800 | { |
801 | } |
6193da8d |
802 | |
121aae4b |
803 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
804 | game_state *newstate) |
805 | { |
806 | } |
6193da8d |
807 | |
121aae4b |
808 | static void game_compute_size(game_params *params, int tilesize, |
809 | int *x, int *y) |
810 | { |
7c95608a |
811 | grid *g; |
1515b973 |
812 | int grid_width, grid_height, rendered_width, rendered_height; |
813 | |
7c95608a |
814 | params_generate_grid(params); |
815 | g = params->game_grid; |
1515b973 |
816 | grid_width = g->highest_x - g->lowest_x; |
817 | grid_height = g->highest_y - g->lowest_y; |
7c95608a |
818 | /* multiply first to minimise rounding error on integer division */ |
1515b973 |
819 | rendered_width = grid_width * tilesize / g->tilesize; |
820 | rendered_height = grid_height * tilesize / g->tilesize; |
7c95608a |
821 | *x = rendered_width + 2 * BORDER(tilesize) + 1; |
822 | *y = rendered_height + 2 * BORDER(tilesize) + 1; |
121aae4b |
823 | } |
6193da8d |
824 | |
121aae4b |
825 | static void game_set_size(drawing *dr, game_drawstate *ds, |
7c95608a |
826 | game_params *params, int tilesize) |
121aae4b |
827 | { |
828 | ds->tilesize = tilesize; |
121aae4b |
829 | } |
6193da8d |
830 | |
121aae4b |
831 | static float *game_colours(frontend *fe, int *ncolours) |
832 | { |
833 | float *ret = snewn(4 * NCOLOURS, float); |
6193da8d |
834 | |
121aae4b |
835 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
836 | |
837 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
838 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
839 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
840 | |
7c95608a |
841 | ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; |
842 | ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; |
843 | ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; |
844 | |
121aae4b |
845 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
846 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
847 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
848 | |
849 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
850 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
851 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
852 | |
7c95608a |
853 | ret[COL_SATISFIED * 3 + 0] = 0.0F; |
854 | ret[COL_SATISFIED * 3 + 1] = 0.0F; |
855 | ret[COL_SATISFIED * 3 + 2] = 0.0F; |
856 | |
ec909c7a |
857 | /* We want the faint lines to be a bit darker than the background. |
858 | * Except if the background is pretty dark already; then it ought to be a |
859 | * bit lighter. Oy vey. |
860 | */ |
861 | ret[COL_FAINT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F; |
862 | ret[COL_FAINT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F; |
863 | ret[COL_FAINT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.9F; |
864 | |
121aae4b |
865 | *ncolours = NCOLOURS; |
866 | return ret; |
867 | } |
868 | |
869 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
870 | { |
871 | struct game_drawstate *ds = snew(struct game_drawstate); |
7c95608a |
872 | int num_faces = state->game_grid->num_faces; |
873 | int num_edges = state->game_grid->num_edges; |
121aae4b |
874 | |
7c95608a |
875 | ds->tilesize = 0; |
121aae4b |
876 | ds->started = 0; |
7c95608a |
877 | ds->lines = snewn(num_edges, char); |
878 | ds->clue_error = snewn(num_faces, char); |
879 | ds->clue_satisfied = snewn(num_faces, char); |
121aae4b |
880 | ds->flashing = 0; |
881 | |
7c95608a |
882 | memset(ds->lines, LINE_UNKNOWN, num_edges); |
883 | memset(ds->clue_error, 0, num_faces); |
884 | memset(ds->clue_satisfied, 0, num_faces); |
121aae4b |
885 | |
886 | return ds; |
887 | } |
888 | |
889 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
890 | { |
891 | sfree(ds->clue_error); |
7c95608a |
892 | sfree(ds->clue_satisfied); |
893 | sfree(ds->lines); |
121aae4b |
894 | sfree(ds); |
895 | } |
896 | |
897 | static int game_timing_state(game_state *state, game_ui *ui) |
898 | { |
899 | return TRUE; |
900 | } |
901 | |
902 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
903 | int dir, game_ui *ui) |
904 | { |
905 | return 0.0F; |
906 | } |
907 | |
7c95608a |
908 | static int game_can_format_as_text_now(game_params *params) |
909 | { |
910 | if (params->type != 0) |
911 | return FALSE; |
912 | return TRUE; |
913 | } |
914 | |
121aae4b |
915 | static char *game_text_format(game_state *state) |
916 | { |
7c95608a |
917 | int w, h, W, H; |
918 | int x, y, i; |
919 | int cell_size; |
920 | char *ret; |
921 | grid *g = state->game_grid; |
922 | grid_face *f; |
923 | |
924 | assert(state->grid_type == 0); |
925 | |
926 | /* Work out the basic size unit */ |
927 | f = g->faces; /* first face */ |
928 | assert(f->order == 4); |
929 | /* The dots are ordered clockwise, so the two opposite |
930 | * corners are guaranteed to span the square */ |
931 | cell_size = abs(f->dots[0]->x - f->dots[2]->x); |
932 | |
933 | w = (g->highest_x - g->lowest_x) / cell_size; |
934 | h = (g->highest_y - g->lowest_y) / cell_size; |
935 | |
936 | /* Create a blank "canvas" to "draw" on */ |
937 | W = 2 * w + 2; |
938 | H = 2 * h + 1; |
939 | ret = snewn(W * H + 1, char); |
940 | for (y = 0; y < H; y++) { |
941 | for (x = 0; x < W-1; x++) { |
942 | ret[y*W + x] = ' '; |
121aae4b |
943 | } |
7c95608a |
944 | ret[y*W + W-1] = '\n'; |
945 | } |
946 | ret[H*W] = '\0'; |
947 | |
948 | /* Fill in edge info */ |
949 | for (i = 0; i < g->num_edges; i++) { |
950 | grid_edge *e = g->edges + i; |
951 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
952 | int x1 = (e->dot1->x - g->lowest_x) / cell_size; |
953 | int x2 = (e->dot2->x - g->lowest_x) / cell_size; |
954 | int y1 = (e->dot1->y - g->lowest_y) / cell_size; |
955 | int y2 = (e->dot2->y - g->lowest_y) / cell_size; |
956 | /* Midpoint, in canvas coordinates (canvas coordinates are just twice |
957 | * cell coordinates) */ |
958 | x = x1 + x2; |
959 | y = y1 + y2; |
960 | switch (state->lines[i]) { |
961 | case LINE_YES: |
962 | ret[y*W + x] = (y1 == y2) ? '-' : '|'; |
963 | break; |
964 | case LINE_NO: |
965 | ret[y*W + x] = 'x'; |
966 | break; |
967 | case LINE_UNKNOWN: |
968 | break; /* already a space */ |
969 | default: |
970 | assert(!"Illegal line state"); |
121aae4b |
971 | } |
121aae4b |
972 | } |
7c95608a |
973 | |
974 | /* Fill in clues */ |
975 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
976 | int x1, x2, y1, y2; |
977 | |
7c95608a |
978 | f = g->faces + i; |
979 | assert(f->order == 4); |
980 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
1515b973 |
981 | x1 = (f->dots[0]->x - g->lowest_x) / cell_size; |
982 | x2 = (f->dots[2]->x - g->lowest_x) / cell_size; |
983 | y1 = (f->dots[0]->y - g->lowest_y) / cell_size; |
984 | y2 = (f->dots[2]->y - g->lowest_y) / cell_size; |
7c95608a |
985 | /* Midpoint, in canvas coordinates */ |
986 | x = x1 + x2; |
987 | y = y1 + y2; |
988 | ret[y*W + x] = CLUE2CHAR(state->clues[i]); |
121aae4b |
989 | } |
121aae4b |
990 | return ret; |
991 | } |
992 | |
993 | /* ---------------------------------------------------------------------- |
994 | * Debug code |
995 | */ |
996 | |
997 | #ifdef DEBUG_CACHES |
998 | static void check_caches(const solver_state* sstate) |
999 | { |
7c95608a |
1000 | int i; |
121aae4b |
1001 | const game_state *state = sstate->state; |
7c95608a |
1002 | const grid *g = state->game_grid; |
121aae4b |
1003 | |
7c95608a |
1004 | for (i = 0; i < g->num_dots; i++) { |
1005 | assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]); |
1006 | assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]); |
121aae4b |
1007 | } |
1008 | |
7c95608a |
1009 | for (i = 0; i < g->num_faces; i++) { |
1010 | assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]); |
1011 | assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]); |
121aae4b |
1012 | } |
1013 | } |
1014 | |
1015 | #if 0 |
1016 | #define check_caches(s) \ |
1017 | do { \ |
1018 | fprintf(stderr, "check_caches at line %d\n", __LINE__); \ |
1019 | check_caches(s); \ |
1020 | } while (0) |
1021 | #endif |
1022 | #endif /* DEBUG_CACHES */ |
1023 | |
1024 | /* ---------------------------------------------------------------------- |
1025 | * Solver utility functions |
1026 | */ |
1027 | |
7c95608a |
1028 | /* Sets the line (with index i) to the new state 'line_new', and updates |
1029 | * the cached counts of any affected faces and dots. |
1030 | * Returns TRUE if this actually changed the line's state. */ |
1031 | static int solver_set_line(solver_state *sstate, int i, |
1032 | enum line_state line_new |
121aae4b |
1033 | #ifdef SHOW_WORKING |
7c95608a |
1034 | , const char *reason |
121aae4b |
1035 | #endif |
7c95608a |
1036 | ) |
121aae4b |
1037 | { |
1038 | game_state *state = sstate->state; |
7c95608a |
1039 | grid *g; |
1040 | grid_edge *e; |
121aae4b |
1041 | |
1042 | assert(line_new != LINE_UNKNOWN); |
1043 | |
1044 | check_caches(sstate); |
1045 | |
7c95608a |
1046 | if (state->lines[i] == line_new) { |
1047 | return FALSE; /* nothing changed */ |
121aae4b |
1048 | } |
7c95608a |
1049 | state->lines[i] = line_new; |
121aae4b |
1050 | |
1051 | #ifdef SHOW_WORKING |
7c95608a |
1052 | fprintf(stderr, "solver: set line [%d] to %s (%s)\n", |
1053 | i, line_new == LINE_YES ? "YES" : "NO", |
121aae4b |
1054 | reason); |
1055 | #endif |
1056 | |
7c95608a |
1057 | g = state->game_grid; |
1058 | e = g->edges + i; |
1059 | |
1060 | /* Update the cache for both dots and both faces affected by this. */ |
121aae4b |
1061 | if (line_new == LINE_YES) { |
7c95608a |
1062 | sstate->dot_yes_count[e->dot1 - g->dots]++; |
1063 | sstate->dot_yes_count[e->dot2 - g->dots]++; |
1064 | if (e->face1) { |
1065 | sstate->face_yes_count[e->face1 - g->faces]++; |
1066 | } |
1067 | if (e->face2) { |
1068 | sstate->face_yes_count[e->face2 - g->faces]++; |
1069 | } |
121aae4b |
1070 | } else { |
7c95608a |
1071 | sstate->dot_no_count[e->dot1 - g->dots]++; |
1072 | sstate->dot_no_count[e->dot2 - g->dots]++; |
1073 | if (e->face1) { |
1074 | sstate->face_no_count[e->face1 - g->faces]++; |
1075 | } |
1076 | if (e->face2) { |
1077 | sstate->face_no_count[e->face2 - g->faces]++; |
1078 | } |
1079 | } |
1080 | |
121aae4b |
1081 | check_caches(sstate); |
7c95608a |
1082 | return TRUE; |
121aae4b |
1083 | } |
1084 | |
1085 | #ifdef SHOW_WORKING |
7c95608a |
1086 | #define solver_set_line(a, b, c) \ |
1087 | solver_set_line(a, b, c, __FUNCTION__) |
121aae4b |
1088 | #endif |
1089 | |
1090 | /* |
1091 | * Merge two dots due to the existence of an edge between them. |
1092 | * Updates the dsf tracking equivalence classes, and keeps track of |
1093 | * the length of path each dot is currently a part of. |
1094 | * Returns TRUE if the dots were already linked, ie if they are part of a |
1095 | * closed loop, and false otherwise. |
1096 | */ |
7c95608a |
1097 | static int merge_dots(solver_state *sstate, int edge_index) |
121aae4b |
1098 | { |
1099 | int i, j, len; |
7c95608a |
1100 | grid *g = sstate->state->game_grid; |
1101 | grid_edge *e = g->edges + edge_index; |
121aae4b |
1102 | |
7c95608a |
1103 | i = e->dot1 - g->dots; |
1104 | j = e->dot2 - g->dots; |
121aae4b |
1105 | |
1106 | i = dsf_canonify(sstate->dotdsf, i); |
1107 | j = dsf_canonify(sstate->dotdsf, j); |
1108 | |
1109 | if (i == j) { |
1110 | return TRUE; |
1111 | } else { |
1112 | len = sstate->looplen[i] + sstate->looplen[j]; |
1113 | dsf_merge(sstate->dotdsf, i, j); |
1114 | i = dsf_canonify(sstate->dotdsf, i); |
1115 | sstate->looplen[i] = len; |
1116 | return FALSE; |
1117 | } |
1118 | } |
1119 | |
121aae4b |
1120 | /* Merge two lines because the solver has deduced that they must be either |
1121 | * identical or opposite. Returns TRUE if this is new information, otherwise |
1122 | * FALSE. */ |
7c95608a |
1123 | static int merge_lines(solver_state *sstate, int i, int j, int inverse |
121aae4b |
1124 | #ifdef SHOW_WORKING |
1125 | , const char *reason |
1126 | #endif |
7c95608a |
1127 | ) |
121aae4b |
1128 | { |
7c95608a |
1129 | int inv_tmp; |
121aae4b |
1130 | |
7c95608a |
1131 | assert(i < sstate->state->game_grid->num_edges); |
1132 | assert(j < sstate->state->game_grid->num_edges); |
121aae4b |
1133 | |
315e47b9 |
1134 | i = edsf_canonify(sstate->linedsf, i, &inv_tmp); |
121aae4b |
1135 | inverse ^= inv_tmp; |
315e47b9 |
1136 | j = edsf_canonify(sstate->linedsf, j, &inv_tmp); |
121aae4b |
1137 | inverse ^= inv_tmp; |
1138 | |
315e47b9 |
1139 | edsf_merge(sstate->linedsf, i, j, inverse); |
121aae4b |
1140 | |
1141 | #ifdef SHOW_WORKING |
1142 | if (i != j) { |
7c95608a |
1143 | fprintf(stderr, "%s [%d] [%d] %s(%s)\n", |
1144 | __FUNCTION__, i, j, |
121aae4b |
1145 | inverse ? "inverse " : "", reason); |
1146 | } |
1147 | #endif |
1148 | return (i != j); |
1149 | } |
1150 | |
1151 | #ifdef SHOW_WORKING |
7c95608a |
1152 | #define merge_lines(a, b, c, d) \ |
1153 | merge_lines(a, b, c, d, __FUNCTION__) |
121aae4b |
1154 | #endif |
1155 | |
1156 | /* Count the number of lines of a particular type currently going into the |
7c95608a |
1157 | * given dot. */ |
1158 | static int dot_order(const game_state* state, int dot, char line_type) |
121aae4b |
1159 | { |
1160 | int n = 0; |
7c95608a |
1161 | grid *g = state->game_grid; |
1162 | grid_dot *d = g->dots + dot; |
1163 | int i; |
121aae4b |
1164 | |
7c95608a |
1165 | for (i = 0; i < d->order; i++) { |
1166 | grid_edge *e = d->edges[i]; |
1167 | if (state->lines[e - g->edges] == line_type) |
121aae4b |
1168 | ++n; |
1169 | } |
121aae4b |
1170 | return n; |
1171 | } |
1172 | |
1173 | /* Count the number of lines of a particular type currently surrounding the |
7c95608a |
1174 | * given face */ |
1175 | static int face_order(const game_state* state, int face, char line_type) |
121aae4b |
1176 | { |
1177 | int n = 0; |
7c95608a |
1178 | grid *g = state->game_grid; |
1179 | grid_face *f = g->faces + face; |
1180 | int i; |
121aae4b |
1181 | |
7c95608a |
1182 | for (i = 0; i < f->order; i++) { |
1183 | grid_edge *e = f->edges[i]; |
1184 | if (state->lines[e - g->edges] == line_type) |
1185 | ++n; |
1186 | } |
121aae4b |
1187 | return n; |
1188 | } |
1189 | |
7c95608a |
1190 | /* Set all lines bordering a dot of type old_type to type new_type |
121aae4b |
1191 | * Return value tells caller whether this function actually did anything */ |
7c95608a |
1192 | static int dot_setall(solver_state *sstate, int dot, |
1193 | char old_type, char new_type) |
121aae4b |
1194 | { |
1195 | int retval = FALSE, r; |
1196 | game_state *state = sstate->state; |
7c95608a |
1197 | grid *g; |
1198 | grid_dot *d; |
1199 | int i; |
1200 | |
121aae4b |
1201 | if (old_type == new_type) |
1202 | return FALSE; |
1203 | |
7c95608a |
1204 | g = state->game_grid; |
1205 | d = g->dots + dot; |
121aae4b |
1206 | |
7c95608a |
1207 | for (i = 0; i < d->order; i++) { |
1208 | int line_index = d->edges[i] - g->edges; |
1209 | if (state->lines[line_index] == old_type) { |
1210 | r = solver_set_line(sstate, line_index, new_type); |
1211 | assert(r == TRUE); |
1212 | retval = TRUE; |
1213 | } |
121aae4b |
1214 | } |
121aae4b |
1215 | return retval; |
1216 | } |
1217 | |
7c95608a |
1218 | /* Set all lines bordering a face of type old_type to type new_type */ |
1219 | static int face_setall(solver_state *sstate, int face, |
1220 | char old_type, char new_type) |
121aae4b |
1221 | { |
7c95608a |
1222 | int retval = FALSE, r; |
121aae4b |
1223 | game_state *state = sstate->state; |
7c95608a |
1224 | grid *g; |
1225 | grid_face *f; |
1226 | int i; |
121aae4b |
1227 | |
7c95608a |
1228 | if (old_type == new_type) |
1229 | return FALSE; |
1230 | |
1231 | g = state->game_grid; |
1232 | f = g->faces + face; |
121aae4b |
1233 | |
7c95608a |
1234 | for (i = 0; i < f->order; i++) { |
1235 | int line_index = f->edges[i] - g->edges; |
1236 | if (state->lines[line_index] == old_type) { |
1237 | r = solver_set_line(sstate, line_index, new_type); |
1238 | assert(r == TRUE); |
1239 | retval = TRUE; |
1240 | } |
1241 | } |
1242 | return retval; |
121aae4b |
1243 | } |
1244 | |
1245 | /* ---------------------------------------------------------------------- |
1246 | * Loop generation and clue removal |
1247 | */ |
1248 | |
7126ca41 |
1249 | /* We're going to store lists of current candidate faces for colouring black |
1250 | * or white. |
7c95608a |
1251 | * Each face gets a 'score', which tells us how adding that face right |
7126ca41 |
1252 | * now would affect the curliness of the solution loop. We're trying to |
7c95608a |
1253 | * maximise that quantity so will bias our random selection of faces to |
7126ca41 |
1254 | * colour those with high scores */ |
1255 | struct face_score { |
1256 | int white_score; |
1257 | int black_score; |
121aae4b |
1258 | unsigned long random; |
7126ca41 |
1259 | /* No need to store a grid_face* here. The 'face_scores' array will |
1260 | * be a list of 'face_score' objects, one for each face of the grid, so |
1261 | * the position (index) within the 'face_scores' array will determine |
1262 | * which face corresponds to a particular face_score. |
1263 | * Having a single 'face_scores' array for all faces simplifies memory |
1264 | * management, and probably improves performance, because we don't have to |
1265 | * malloc/free each individual face_score, and we don't have to maintain |
1266 | * a mapping from grid_face* pointers to face_score* pointers. |
1267 | */ |
121aae4b |
1268 | }; |
1269 | |
7126ca41 |
1270 | static int generic_sort_cmpfn(void *v1, void *v2, size_t offset) |
121aae4b |
1271 | { |
7126ca41 |
1272 | struct face_score *f1 = v1; |
1273 | struct face_score *f2 = v2; |
121aae4b |
1274 | int r; |
1275 | |
7126ca41 |
1276 | r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset); |
121aae4b |
1277 | if (r) { |
1278 | return r; |
1279 | } |
1280 | |
7c95608a |
1281 | if (f1->random < f2->random) |
121aae4b |
1282 | return -1; |
7c95608a |
1283 | else if (f1->random > f2->random) |
121aae4b |
1284 | return 1; |
1285 | |
1286 | /* |
7c95608a |
1287 | * It's _just_ possible that two faces might have been given |
121aae4b |
1288 | * the same random value. In that situation, fall back to |
7126ca41 |
1289 | * comparing based on the positions within the face_scores list. |
7c95608a |
1290 | * This introduces a tiny directional bias, but not a significant one. |
121aae4b |
1291 | */ |
7126ca41 |
1292 | return f1 - f2; |
1293 | } |
1294 | |
1295 | static int white_sort_cmpfn(void *v1, void *v2) |
1296 | { |
1297 | return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score)); |
1298 | } |
1299 | |
1300 | static int black_sort_cmpfn(void *v1, void *v2) |
1301 | { |
1302 | return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score)); |
121aae4b |
1303 | } |
1304 | |
7126ca41 |
1305 | enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK }; |
7c95608a |
1306 | |
1307 | /* face should be of type grid_face* here. */ |
7126ca41 |
1308 | #define FACE_COLOUR(face) \ |
1309 | ( (face) == NULL ? FACE_BLACK : \ |
7c95608a |
1310 | board[(face) - g->faces] ) |
1311 | |
1312 | /* 'board' is an array of these enums, indicating which faces are |
7126ca41 |
1313 | * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK. |
1314 | * Returns whether it's legal to colour the given face with this colour. */ |
1315 | static int can_colour_face(grid *g, char* board, int face_index, |
1316 | enum face_colour colour) |
7c95608a |
1317 | { |
1318 | int i, j; |
1319 | grid_face *test_face = g->faces + face_index; |
1320 | grid_face *starting_face, *current_face; |
24575af2 |
1321 | grid_dot *starting_dot; |
7c95608a |
1322 | int transitions; |
7126ca41 |
1323 | int current_state, s; /* booleans: equal or not-equal to 'colour' */ |
1324 | int found_same_coloured_neighbour = FALSE; |
1325 | assert(board[face_index] != colour); |
7c95608a |
1326 | |
7126ca41 |
1327 | /* Can only consider a face for colouring if it's adjacent to a face |
1328 | * with the same colour. */ |
7c95608a |
1329 | for (i = 0; i < test_face->order; i++) { |
1330 | grid_edge *e = test_face->edges[i]; |
1331 | grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; |
7126ca41 |
1332 | if (FACE_COLOUR(f) == colour) { |
1333 | found_same_coloured_neighbour = TRUE; |
7c95608a |
1334 | break; |
1335 | } |
1336 | } |
7126ca41 |
1337 | if (!found_same_coloured_neighbour) |
7c95608a |
1338 | return FALSE; |
1339 | |
7126ca41 |
1340 | /* Need to avoid creating a loop of faces of this colour around some |
1341 | * differently-coloured faces. |
1342 | * Also need to avoid meeting a same-coloured face at a corner, with |
1343 | * other-coloured faces in between. Here's a simple test that (I believe) |
1344 | * takes care of both these conditions: |
7c95608a |
1345 | * |
1346 | * Take the circular path formed by this face's edges, and inflate it |
1347 | * slightly outwards. Imagine walking around this path and consider |
1348 | * the faces that you visit in sequence. This will include all faces |
1349 | * touching the given face, either along an edge or just at a corner. |
7126ca41 |
1350 | * Count the number of 'colour'/not-'colour' transitions you encounter, as |
1351 | * you walk along the complete loop. This will obviously turn out to be |
1352 | * an even number. |
1353 | * If 0, we're either in the middle of an "island" of this colour (should |
1354 | * be impossible as we're not supposed to create black or white loops), |
1355 | * or we're about to start a new island - also not allowed. |
1356 | * If 4 or greater, there are too many separate coloured regions touching |
1357 | * this face, and colouring it would create a loop or a corner-violation. |
7c95608a |
1358 | * The only allowed case is when the count is exactly 2. */ |
1359 | |
1360 | /* i points to a dot around the test face. |
1361 | * j points to a face around the i^th dot. |
1362 | * The current face will always be: |
1363 | * test_face->dots[i]->faces[j] |
1364 | * We assume dots go clockwise around the test face, |
1365 | * and faces go clockwise around dots. */ |
24575af2 |
1366 | |
1367 | /* |
1368 | * The end condition is slightly fiddly. In sufficiently strange |
1369 | * degenerate grids, our test face may be adjacent to the same |
1370 | * other face multiple times (typically if it's the exterior |
1371 | * face). Consider this, in particular: |
1372 | * |
1373 | * +--+ |
1374 | * | | |
1375 | * +--+--+ |
1376 | * | | | |
1377 | * +--+--+ |
1378 | * |
1379 | * The bottom left face there is adjacent to the exterior face |
1380 | * twice, so we can't just terminate our iteration when we reach |
1381 | * the same _face_ we started at. Furthermore, we can't |
1382 | * condition on having the same (i,j) pair either, because |
1383 | * several (i,j) pairs identify the bottom left contiguity with |
1384 | * the exterior face! We canonicalise the (i,j) pair by taking |
1385 | * one step around before we set the termination tracking. |
1386 | */ |
1387 | |
7c95608a |
1388 | i = j = 0; |
24575af2 |
1389 | current_face = test_face->dots[0]->faces[0]; |
1390 | if (current_face == test_face) { |
7c95608a |
1391 | j = 1; |
24575af2 |
1392 | current_face = test_face->dots[0]->faces[1]; |
7c95608a |
1393 | } |
7c95608a |
1394 | transitions = 0; |
7126ca41 |
1395 | current_state = (FACE_COLOUR(current_face) == colour); |
24575af2 |
1396 | starting_dot = NULL; |
1397 | starting_face = NULL; |
1398 | while (TRUE) { |
7c95608a |
1399 | /* Advance to next face. |
1400 | * Need to loop here because it might take several goes to |
1401 | * find it. */ |
1402 | while (TRUE) { |
1403 | j++; |
1404 | if (j == test_face->dots[i]->order) |
1405 | j = 0; |
1406 | |
1407 | if (test_face->dots[i]->faces[j] == test_face) { |
1408 | /* Advance to next dot round test_face, then |
1409 | * find current_face around new dot |
1410 | * and advance to the next face clockwise */ |
1411 | i++; |
1412 | if (i == test_face->order) |
1413 | i = 0; |
1414 | for (j = 0; j < test_face->dots[i]->order; j++) { |
1415 | if (test_face->dots[i]->faces[j] == current_face) |
1416 | break; |
1417 | } |
1418 | /* Must actually find current_face around new dot, |
1419 | * or else something's wrong with the grid. */ |
1420 | assert(j != test_face->dots[i]->order); |
1421 | /* Found, so advance to next face and try again */ |
1422 | } else { |
1423 | break; |
1424 | } |
1425 | } |
1426 | /* (i,j) are now advanced to next face */ |
1427 | current_face = test_face->dots[i]->faces[j]; |
7126ca41 |
1428 | s = (FACE_COLOUR(current_face) == colour); |
24575af2 |
1429 | if (!starting_dot) { |
1430 | starting_dot = test_face->dots[i]; |
1431 | starting_face = current_face; |
1432 | current_state = s; |
1433 | } else { |
1434 | if (s != current_state) { |
1435 | ++transitions; |
1436 | current_state = s; |
1437 | if (transitions > 2) |
1438 | break; |
1439 | } |
1440 | if (test_face->dots[i] == starting_dot && |
1441 | current_face == starting_face) |
1442 | break; |
7c95608a |
1443 | } |
24575af2 |
1444 | } |
121aae4b |
1445 | |
7c95608a |
1446 | return (transitions == 2) ? TRUE : FALSE; |
1447 | } |
121aae4b |
1448 | |
7126ca41 |
1449 | /* Count the number of neighbours of 'face', having colour 'colour' */ |
1450 | static int face_num_neighbours(grid *g, char *board, grid_face *face, |
1451 | enum face_colour colour) |
7c95608a |
1452 | { |
7126ca41 |
1453 | int colour_count = 0; |
7c95608a |
1454 | int i; |
1455 | grid_face *f; |
1456 | grid_edge *e; |
1457 | for (i = 0; i < face->order; i++) { |
1458 | e = face->edges[i]; |
1459 | f = (e->face1 == face) ? e->face2 : e->face1; |
7126ca41 |
1460 | if (FACE_COLOUR(f) == colour) |
1461 | ++colour_count; |
7c95608a |
1462 | } |
7126ca41 |
1463 | return colour_count; |
7c95608a |
1464 | } |
121aae4b |
1465 | |
7126ca41 |
1466 | /* The 'score' of a face reflects its current desirability for selection |
1467 | * as the next face to colour white or black. We want to encourage moving |
1468 | * into grey areas and increasing loopiness, so we give scores according to |
1469 | * how many of the face's neighbours are currently coloured the same as the |
1470 | * proposed colour. */ |
1471 | static int face_score(grid *g, char *board, grid_face *face, |
1472 | enum face_colour colour) |
1473 | { |
1474 | /* Simple formula: score = 0 - num. same-coloured neighbours, |
1475 | * so a higher score means fewer same-coloured neighbours. */ |
1476 | return -face_num_neighbours(g, board, face, colour); |
1477 | } |
1478 | |
1479 | /* Generate a new complete set of clues for the given game_state. |
1480 | * The method is to generate a WHITE/BLACK colouring of all the faces, |
1481 | * such that the WHITE faces will define the inside of the path, and the |
1482 | * BLACK faces define the outside. |
1483 | * To do this, we initially colour all faces GREY. The infinite space outside |
1484 | * the grid is coloured BLACK, and we choose a random face to colour WHITE. |
1485 | * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY |
1486 | * faces, until the grid is filled with BLACK/WHITE. As we grow the regions, |
1487 | * we avoid creating loops of a single colour, to preserve the topological |
1488 | * shape of the WHITE and BLACK regions. |
1489 | * We also try to make the boundary as loopy and twisty as possible, to avoid |
1490 | * generating paths that are uninteresting. |
1491 | * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY |
1492 | * face that can be coloured with that colour (without violating the |
1493 | * topological shape of that region). It's not obvious, but I think this |
1494 | * algorithm is guaranteed to terminate without leaving any GREY faces behind. |
1495 | * Indeed, if there are any GREY faces at all, both the WHITE and BLACK |
1496 | * regions can be grown. |
1497 | * This is checked using assert()ions, and I haven't seen any failures yet. |
1498 | * |
1499 | * Hand-wavy proof: imagine what can go wrong... |
1500 | * |
1501 | * Could the white faces get completely cut off by the black faces, and still |
1502 | * leave some grey faces remaining? |
1503 | * No, because then the black faces would form a loop around both the white |
1504 | * faces and the grey faces, which is disallowed because we continually |
1505 | * maintain the correct topological shape of the black region. |
1506 | * Similarly, the black faces can never get cut off by the white faces. That |
1507 | * means both the WHITE and BLACK regions always have some room to grow into |
1508 | * the GREY regions. |
1509 | * Could it be that we can't colour some GREY face, because there are too many |
1510 | * WHITE/BLACK transitions as we walk round the face? (see the |
1511 | * can_colour_face() function for details) |
1512 | * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk |
1513 | * around the face. The two WHITE faces would be connected by a WHITE path, |
1514 | * and the BLACK faces would be connected by a BLACK path. These paths would |
1515 | * have to cross, which is impossible. |
1516 | * Another thing that could go wrong: perhaps we can't find any GREY face to |
1517 | * colour WHITE, because it would create a loop-violation or a corner-violation |
1518 | * with the other WHITE faces? |
1519 | * This is a little bit tricky to prove impossible. Imagine you have such a |
1520 | * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop |
1521 | * or corner violation). |
1522 | * That would cut all the non-white area into two blobs. One of those blobs |
1523 | * must be free of BLACK faces (because the BLACK stuff is a connected blob). |
1524 | * So we have a connected GREY area, completely surrounded by WHITE |
1525 | * (including the GREY face we've tentatively coloured WHITE). |
1526 | * A well-known result in graph theory says that you can always find a GREY |
1527 | * face whose removal leaves the remaining GREY area connected. And it says |
1528 | * there are at least two such faces, so we can always choose the one that |
1529 | * isn't the "tentative" GREY face. Colouring that face WHITE leaves |
1530 | * everything nice and connected, including that "tentative" GREY face which |
1531 | * acts as a gateway to the rest of the non-WHITE grid. |
1532 | */ |
121aae4b |
1533 | static void add_full_clues(game_state *state, random_state *rs) |
1534 | { |
7c95608a |
1535 | signed char *clues = state->clues; |
121aae4b |
1536 | char *board; |
7c95608a |
1537 | grid *g = state->game_grid; |
7126ca41 |
1538 | int i, j; |
7c95608a |
1539 | int num_faces = g->num_faces; |
7126ca41 |
1540 | struct face_score *face_scores; /* Array of face_score objects */ |
1541 | struct face_score *fs; /* Points somewhere in the above list */ |
1542 | struct grid_face *cur_face; |
1543 | tree234 *lightable_faces_sorted; |
1544 | tree234 *darkable_faces_sorted; |
1545 | int *face_list; |
1546 | int do_random_pass; |
7c95608a |
1547 | |
1548 | board = snewn(num_faces, char); |
121aae4b |
1549 | |
1550 | /* Make a board */ |
7126ca41 |
1551 | memset(board, FACE_GREY, num_faces); |
1552 | |
1553 | /* Create and initialise the list of face_scores */ |
1554 | face_scores = snewn(num_faces, struct face_score); |
1555 | for (i = 0; i < num_faces; i++) { |
1556 | face_scores[i].random = random_bits(rs, 31); |
8719c2e7 |
1557 | face_scores[i].black_score = face_scores[i].white_score = 0; |
7126ca41 |
1558 | } |
1559 | |
1560 | /* Colour a random, finite face white. The infinite face is implicitly |
1561 | * coloured black. Together, they will seed the random growth process |
1562 | * for the black and white areas. */ |
1563 | i = random_upto(rs, num_faces); |
1564 | board[i] = FACE_WHITE; |
7c95608a |
1565 | |
1566 | /* We need a way of favouring faces that will increase our loopiness. |
1567 | * We do this by maintaining a list of all candidate faces sorted by |
1568 | * their score and choose randomly from that with appropriate skew. |
1569 | * In order to avoid consistently biasing towards particular faces, we |
121aae4b |
1570 | * need the sort order _within_ each group of scores to be completely |
1571 | * random. But it would be abusing the hospitality of the tree234 data |
1572 | * structure if our comparison function were nondeterministic :-). So with |
7c95608a |
1573 | * each face we associate a random number that does not change during a |
121aae4b |
1574 | * particular run of the generator, and use that as a secondary sort key. |
7c95608a |
1575 | * Yes, this means we will be biased towards particular random faces in |
121aae4b |
1576 | * any one run but that doesn't actually matter. */ |
7c95608a |
1577 | |
7126ca41 |
1578 | lightable_faces_sorted = newtree234(white_sort_cmpfn); |
1579 | darkable_faces_sorted = newtree234(black_sort_cmpfn); |
121aae4b |
1580 | |
7126ca41 |
1581 | /* Initialise the lists of lightable and darkable faces. This is |
1582 | * slightly different from the code inside the while-loop, because we need |
1583 | * to check every face of the board (the grid structure does not keep a |
1584 | * list of the infinite face's neighbours). */ |
1585 | for (i = 0; i < num_faces; i++) { |
1586 | grid_face *f = g->faces + i; |
1587 | struct face_score *fs = face_scores + i; |
1588 | if (board[i] != FACE_GREY) continue; |
1589 | /* We need the full colourability check here, it's not enough simply |
1590 | * to check neighbourhood. On some grids, a neighbour of the infinite |
1591 | * face is not necessarily darkable. */ |
1592 | if (can_colour_face(g, board, i, FACE_BLACK)) { |
1593 | fs->black_score = face_score(g, board, f, FACE_BLACK); |
1594 | add234(darkable_faces_sorted, fs); |
1595 | } |
1596 | if (can_colour_face(g, board, i, FACE_WHITE)) { |
1597 | fs->white_score = face_score(g, board, f, FACE_WHITE); |
1598 | add234(lightable_faces_sorted, fs); |
1599 | } |
1600 | } |
7c95608a |
1601 | |
7126ca41 |
1602 | /* Colour faces one at a time until no more faces are colourable. */ |
121aae4b |
1603 | while (TRUE) |
1604 | { |
7126ca41 |
1605 | enum face_colour colour; |
1606 | struct face_score *fs_white, *fs_black; |
1607 | int c_lightable = count234(lightable_faces_sorted); |
1608 | int c_darkable = count234(darkable_faces_sorted); |
24575af2 |
1609 | if (c_lightable == 0 && c_darkable == 0) { |
1610 | /* No more faces we can use at all. */ |
7126ca41 |
1611 | break; |
1612 | } |
24575af2 |
1613 | assert(c_lightable != 0 && c_darkable != 0); |
121aae4b |
1614 | |
7126ca41 |
1615 | fs_white = (struct face_score *)index234(lightable_faces_sorted, 0); |
1616 | fs_black = (struct face_score *)index234(darkable_faces_sorted, 0); |
121aae4b |
1617 | |
7126ca41 |
1618 | /* Choose a colour, and colour the best available face |
1619 | * with that colour. */ |
1620 | colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK; |
121aae4b |
1621 | |
7126ca41 |
1622 | if (colour == FACE_WHITE) |
1623 | fs = fs_white; |
1624 | else |
1625 | fs = fs_black; |
1626 | assert(fs); |
1627 | i = fs - face_scores; |
1628 | assert(board[i] == FACE_GREY); |
1629 | board[i] = colour; |
1630 | |
1631 | /* Remove this newly-coloured face from the lists. These lists should |
1632 | * only contain grey faces. */ |
1633 | del234(lightable_faces_sorted, fs); |
1634 | del234(darkable_faces_sorted, fs); |
1635 | |
1636 | /* Remember which face we've just coloured */ |
1637 | cur_face = g->faces + i; |
1638 | |
1639 | /* The face we've just coloured potentially affects the colourability |
1640 | * and the scores of any neighbouring faces (touching at a corner or |
1641 | * edge). So the search needs to be conducted around all faces |
1642 | * touching the one we've just lit. Iterate over its corners, then |
1643 | * over each corner's faces. For each such face, we remove it from |
1644 | * the lists, recalculate any scores, then add it back to the lists |
1645 | * (depending on whether it is lightable, darkable or both). */ |
1646 | for (i = 0; i < cur_face->order; i++) { |
1647 | grid_dot *d = cur_face->dots[i]; |
7c95608a |
1648 | for (j = 0; j < d->order; j++) { |
7126ca41 |
1649 | grid_face *f = d->faces[j]; |
1650 | int fi; /* face index of f */ |
1651 | |
1652 | if (f == NULL) |
121aae4b |
1653 | continue; |
7126ca41 |
1654 | if (f == cur_face) |
7c95608a |
1655 | continue; |
7126ca41 |
1656 | |
1657 | /* If the face is already coloured, it won't be on our |
1658 | * lightable/darkable lists anyway, so we can skip it without |
1659 | * bothering with the removal step. */ |
1660 | if (FACE_COLOUR(f) != FACE_GREY) continue; |
1661 | |
1662 | /* Find the face index and face_score* corresponding to f */ |
1663 | fi = f - g->faces; |
1664 | fs = face_scores + fi; |
1665 | |
1666 | /* Remove from lightable list if it's in there. We do this, |
1667 | * even if it is still lightable, because the score might |
1668 | * be different, and we need to remove-then-add to maintain |
1669 | * correct sort order. */ |
1670 | del234(lightable_faces_sorted, fs); |
1671 | if (can_colour_face(g, board, fi, FACE_WHITE)) { |
1672 | fs->white_score = face_score(g, board, f, FACE_WHITE); |
1673 | add234(lightable_faces_sorted, fs); |
121aae4b |
1674 | } |
7126ca41 |
1675 | /* Do the same for darkable list. */ |
1676 | del234(darkable_faces_sorted, fs); |
1677 | if (can_colour_face(g, board, fi, FACE_BLACK)) { |
1678 | fs->black_score = face_score(g, board, f, FACE_BLACK); |
1679 | add234(darkable_faces_sorted, fs); |
121aae4b |
1680 | } |
1681 | } |
1682 | } |
121aae4b |
1683 | } |
1684 | |
1685 | /* Clean up */ |
7c95608a |
1686 | freetree234(lightable_faces_sorted); |
7126ca41 |
1687 | freetree234(darkable_faces_sorted); |
1688 | sfree(face_scores); |
1689 | |
1690 | /* The next step requires a shuffled list of all faces */ |
1691 | face_list = snewn(num_faces, int); |
1692 | for (i = 0; i < num_faces; ++i) { |
1693 | face_list[i] = i; |
1694 | } |
1695 | shuffle(face_list, num_faces, sizeof(int), rs); |
1696 | |
1697 | /* The above loop-generation algorithm can often leave large clumps |
1698 | * of faces of one colour. In extreme cases, the resulting path can be |
1699 | * degenerate and not very satisfying to solve. |
1700 | * This next step alleviates this problem: |
1701 | * Go through the shuffled list, and flip the colour of any face we can |
1702 | * legally flip, and which is adjacent to only one face of the opposite |
1703 | * colour - this tends to grow 'tendrils' into any clumps. |
1704 | * Repeat until we can find no more faces to flip. This will |
1705 | * eventually terminate, because each flip increases the loop's |
1706 | * perimeter, which cannot increase for ever. |
1707 | * The resulting path will have maximal loopiness (in the sense that it |
1708 | * cannot be improved "locally". Unfortunately, this allows a player to |
1709 | * make some illicit deductions. To combat this (and make the path more |
1710 | * interesting), we do one final pass making random flips. */ |
1711 | |
1712 | /* Set to TRUE for final pass */ |
1713 | do_random_pass = FALSE; |
1714 | |
1715 | while (TRUE) { |
1716 | /* Remember whether a flip occurred during this pass */ |
1717 | int flipped = FALSE; |
1718 | |
1719 | for (i = 0; i < num_faces; ++i) { |
1720 | int j = face_list[i]; |
1721 | enum face_colour opp = |
1722 | (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE; |
1723 | if (can_colour_face(g, board, j, opp)) { |
1724 | grid_face *face = g->faces +j; |
1725 | if (do_random_pass) { |
1726 | /* final random pass */ |
1727 | if (!random_upto(rs, 10)) |
1728 | board[j] = opp; |
1729 | } else { |
1730 | /* normal pass - flip when neighbour count is 1 */ |
1731 | if (face_num_neighbours(g, board, face, opp) == 1) { |
1732 | board[j] = opp; |
1733 | flipped = TRUE; |
1734 | } |
1735 | } |
1736 | } |
1737 | } |
1738 | |
1739 | if (do_random_pass) break; |
1740 | if (!flipped) do_random_pass = TRUE; |
1741 | } |
1742 | |
1743 | sfree(face_list); |
7c95608a |
1744 | |
1745 | /* Fill out all the clues by initialising to 0, then iterating over |
1746 | * all edges and incrementing each clue as we find edges that border |
7126ca41 |
1747 | * between BLACK/WHITE faces. While we're at it, we verify that the |
1748 | * algorithm does work, and there aren't any GREY faces still there. */ |
7c95608a |
1749 | memset(clues, 0, num_faces); |
1750 | for (i = 0; i < g->num_edges; i++) { |
1751 | grid_edge *e = g->edges + i; |
1752 | grid_face *f1 = e->face1; |
1753 | grid_face *f2 = e->face2; |
7126ca41 |
1754 | enum face_colour c1 = FACE_COLOUR(f1); |
1755 | enum face_colour c2 = FACE_COLOUR(f2); |
1756 | assert(c1 != FACE_GREY); |
1757 | assert(c2 != FACE_GREY); |
1758 | if (c1 != c2) { |
7c95608a |
1759 | if (f1) clues[f1 - g->faces]++; |
1760 | if (f2) clues[f2 - g->faces]++; |
1761 | } |
121aae4b |
1762 | } |
1763 | |
1764 | sfree(board); |
1765 | } |
1766 | |
7c95608a |
1767 | |
1a739e2f |
1768 | static int game_has_unique_soln(const game_state *state, int diff) |
121aae4b |
1769 | { |
1770 | int ret; |
1771 | solver_state *sstate_new; |
1772 | solver_state *sstate = new_solver_state((game_state *)state, diff); |
7c95608a |
1773 | |
315e47b9 |
1774 | sstate_new = solve_game_rec(sstate); |
121aae4b |
1775 | |
1776 | assert(sstate_new->solver_status != SOLVER_MISTAKE); |
1777 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
1778 | |
1779 | free_solver_state(sstate_new); |
1780 | free_solver_state(sstate); |
1781 | |
1782 | return ret; |
1783 | } |
1784 | |
7c95608a |
1785 | |
121aae4b |
1786 | /* Remove clues one at a time at random. */ |
7c95608a |
1787 | static game_state *remove_clues(game_state *state, random_state *rs, |
1a739e2f |
1788 | int diff) |
121aae4b |
1789 | { |
7c95608a |
1790 | int *face_list; |
1791 | int num_faces = state->game_grid->num_faces; |
121aae4b |
1792 | game_state *ret = dup_game(state), *saved_ret; |
1793 | int n; |
121aae4b |
1794 | |
1795 | /* We need to remove some clues. We'll do this by forming a list of all |
1796 | * available clues, shuffling it, then going along one at a |
1797 | * time clearing each clue in turn for which doing so doesn't render the |
1798 | * board unsolvable. */ |
7c95608a |
1799 | face_list = snewn(num_faces, int); |
1800 | for (n = 0; n < num_faces; ++n) { |
1801 | face_list[n] = n; |
121aae4b |
1802 | } |
1803 | |
7c95608a |
1804 | shuffle(face_list, num_faces, sizeof(int), rs); |
121aae4b |
1805 | |
7c95608a |
1806 | for (n = 0; n < num_faces; ++n) { |
1807 | saved_ret = dup_game(ret); |
1808 | ret->clues[face_list[n]] = -1; |
121aae4b |
1809 | |
1810 | if (game_has_unique_soln(ret, diff)) { |
1811 | free_game(saved_ret); |
1812 | } else { |
1813 | free_game(ret); |
1814 | ret = saved_ret; |
1815 | } |
1816 | } |
7c95608a |
1817 | sfree(face_list); |
121aae4b |
1818 | |
1819 | return ret; |
1820 | } |
1821 | |
7c95608a |
1822 | |
121aae4b |
1823 | static char *new_game_desc(game_params *params, random_state *rs, |
1824 | char **aux, int interactive) |
1825 | { |
1826 | /* solution and description both use run-length encoding in obvious ways */ |
1827 | char *retval; |
7c95608a |
1828 | grid *g; |
1829 | game_state *state = snew(game_state); |
1830 | game_state *state_new; |
918a098a |
1831 | int count = 0; |
7c95608a |
1832 | params_generate_grid(params); |
1833 | state->game_grid = g = params->game_grid; |
1834 | g->refcount++; |
1835 | state->clues = snewn(g->num_faces, signed char); |
1836 | state->lines = snewn(g->num_edges, char); |
b6bf0adc |
1837 | state->line_errors = snewn(g->num_edges, unsigned char); |
121aae4b |
1838 | |
7c95608a |
1839 | state->grid_type = params->type; |
121aae4b |
1840 | |
7c95608a |
1841 | newboard_please: |
121aae4b |
1842 | |
7c95608a |
1843 | memset(state->lines, LINE_UNKNOWN, g->num_edges); |
b6bf0adc |
1844 | memset(state->line_errors, 0, g->num_edges); |
121aae4b |
1845 | |
1846 | state->solved = state->cheated = FALSE; |
121aae4b |
1847 | |
1848 | /* Get a new random solvable board with all its clues filled in. Yes, this |
1849 | * can loop for ever if the params are suitably unfavourable, but |
1850 | * preventing games smaller than 4x4 seems to stop this happening */ |
121aae4b |
1851 | do { |
1852 | add_full_clues(state, rs); |
918a098a |
1853 | if (++count%100 == 0) printf("tried %d times to make a unique board\n", count); |
121aae4b |
1854 | } while (!game_has_unique_soln(state, params->diff)); |
1855 | |
1856 | state_new = remove_clues(state, rs, params->diff); |
1857 | free_game(state); |
1858 | state = state_new; |
1859 | |
7c95608a |
1860 | |
121aae4b |
1861 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1a739e2f |
1862 | #ifdef SHOW_WORKING |
121aae4b |
1863 | fprintf(stderr, "Rejecting board, it is too easy\n"); |
1a739e2f |
1864 | #endif |
121aae4b |
1865 | goto newboard_please; |
1866 | } |
1867 | |
1868 | retval = state_to_text(state); |
1869 | |
1870 | free_game(state); |
7c95608a |
1871 | |
121aae4b |
1872 | assert(!validate_desc(params, retval)); |
1873 | |
1874 | return retval; |
1875 | } |
1876 | |
1877 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1878 | { |
7c95608a |
1879 | int i; |
121aae4b |
1880 | game_state *state = snew(game_state); |
1881 | int empties_to_make = 0; |
918a098a |
1882 | int n,n2; |
121aae4b |
1883 | const char *dp = desc; |
7c95608a |
1884 | grid *g; |
1515b973 |
1885 | int num_faces, num_edges; |
1886 | |
7c95608a |
1887 | params_generate_grid(params); |
1888 | state->game_grid = g = params->game_grid; |
1889 | g->refcount++; |
1515b973 |
1890 | num_faces = g->num_faces; |
1891 | num_edges = g->num_edges; |
121aae4b |
1892 | |
7c95608a |
1893 | state->clues = snewn(num_faces, signed char); |
1894 | state->lines = snewn(num_edges, char); |
b6bf0adc |
1895 | state->line_errors = snewn(num_edges, unsigned char); |
121aae4b |
1896 | |
1897 | state->solved = state->cheated = FALSE; |
1898 | |
7c95608a |
1899 | state->grid_type = params->type; |
1900 | |
1901 | for (i = 0; i < num_faces; i++) { |
121aae4b |
1902 | if (empties_to_make) { |
1903 | empties_to_make--; |
7c95608a |
1904 | state->clues[i] = -1; |
121aae4b |
1905 | continue; |
1906 | } |
1907 | |
1908 | assert(*dp); |
1909 | n = *dp - '0'; |
918a098a |
1910 | n2 = *dp - 'A' + 10; |
121aae4b |
1911 | if (n >= 0 && n < 10) { |
7c95608a |
1912 | state->clues[i] = n; |
918a098a |
1913 | } else if (n2 >= 10 && n2 < 36) { |
1914 | state->clues[i] = n2; |
121aae4b |
1915 | } else { |
1916 | n = *dp - 'a' + 1; |
1917 | assert(n > 0); |
7c95608a |
1918 | state->clues[i] = -1; |
121aae4b |
1919 | empties_to_make = n - 1; |
1920 | } |
1921 | ++dp; |
1922 | } |
1923 | |
7c95608a |
1924 | memset(state->lines, LINE_UNKNOWN, num_edges); |
b6bf0adc |
1925 | memset(state->line_errors, 0, num_edges); |
121aae4b |
1926 | return state; |
1927 | } |
1928 | |
b6bf0adc |
1929 | /* Calculates the line_errors data, and checks if the current state is a |
1930 | * solution */ |
1931 | static int check_completion(game_state *state) |
1932 | { |
1933 | grid *g = state->game_grid; |
1934 | int *dsf; |
1935 | int num_faces = g->num_faces; |
1936 | int i; |
1937 | int infinite_area, finite_area; |
1938 | int loops_found = 0; |
1939 | int found_edge_not_in_loop = FALSE; |
1940 | |
1941 | memset(state->line_errors, 0, g->num_edges); |
1942 | |
1943 | /* LL implementation of SGT's idea: |
1944 | * A loop will partition the grid into an inside and an outside. |
1945 | * If there is more than one loop, the grid will be partitioned into |
1946 | * even more distinct regions. We can therefore track equivalence of |
1947 | * faces, by saying that two faces are equivalent when there is a non-YES |
1948 | * edge between them. |
1949 | * We could keep track of the number of connected components, by counting |
1950 | * the number of dsf-merges that aren't no-ops. |
1951 | * But we're only interested in 3 separate cases: |
1952 | * no loops, one loop, more than one loop. |
1953 | * |
1954 | * No loops: all faces are equivalent to the infinite face. |
1955 | * One loop: only two equivalence classes - finite and infinite. |
1956 | * >= 2 loops: there are 2 distinct finite regions. |
1957 | * |
1958 | * So we simply make two passes through all the edges. |
1959 | * In the first pass, we dsf-merge the two faces bordering each non-YES |
1960 | * edge. |
1961 | * In the second pass, we look for YES-edges bordering: |
1962 | * a) two non-equivalent faces. |
1963 | * b) two non-equivalent faces, and one of them is part of a different |
1964 | * finite area from the first finite area we've seen. |
1965 | * |
1966 | * An occurrence of a) means there is at least one loop. |
1967 | * An occurrence of b) means there is more than one loop. |
1968 | * Edges satisfying a) are marked as errors. |
1969 | * |
1970 | * While we're at it, we set a flag if we find a YES edge that is not |
1971 | * part of a loop. |
1972 | * This information will help decide, if there's a single loop, whether it |
1973 | * is a candidate for being a solution (that is, all YES edges are part of |
1974 | * this loop). |
1975 | * |
1976 | * If there is a candidate loop, we then go through all clues and check |
1977 | * they are all satisfied. If so, we have found a solution and we can |
1978 | * unmark all line_errors. |
1979 | */ |
1980 | |
1981 | /* Infinite face is at the end - its index is num_faces. |
1982 | * This macro is just to make this obvious! */ |
1983 | #define INF_FACE num_faces |
1984 | dsf = snewn(num_faces + 1, int); |
1985 | dsf_init(dsf, num_faces + 1); |
1986 | |
1987 | /* First pass */ |
1988 | for (i = 0; i < g->num_edges; i++) { |
1989 | grid_edge *e = g->edges + i; |
1990 | int f1 = e->face1 ? e->face1 - g->faces : INF_FACE; |
1991 | int f2 = e->face2 ? e->face2 - g->faces : INF_FACE; |
1992 | if (state->lines[i] != LINE_YES) |
1993 | dsf_merge(dsf, f1, f2); |
1994 | } |
1995 | |
1996 | /* Second pass */ |
1997 | infinite_area = dsf_canonify(dsf, INF_FACE); |
1998 | finite_area = -1; |
1999 | for (i = 0; i < g->num_edges; i++) { |
2000 | grid_edge *e = g->edges + i; |
2001 | int f1 = e->face1 ? e->face1 - g->faces : INF_FACE; |
2002 | int can1 = dsf_canonify(dsf, f1); |
2003 | int f2 = e->face2 ? e->face2 - g->faces : INF_FACE; |
2004 | int can2 = dsf_canonify(dsf, f2); |
2005 | if (state->lines[i] != LINE_YES) continue; |
2006 | |
2007 | if (can1 == can2) { |
2008 | /* Faces are equivalent, so this edge not part of a loop */ |
2009 | found_edge_not_in_loop = TRUE; |
2010 | continue; |
2011 | } |
2012 | state->line_errors[i] = TRUE; |
2013 | if (loops_found == 0) loops_found = 1; |
2014 | |
2015 | /* Don't bother with further checks if we've already found 2 loops */ |
2016 | if (loops_found == 2) continue; |
2017 | |
2018 | if (finite_area == -1) { |
2019 | /* Found our first finite area */ |
2020 | if (can1 != infinite_area) |
2021 | finite_area = can1; |
2022 | else |
2023 | finite_area = can2; |
2024 | } |
2025 | |
2026 | /* Have we found a second area? */ |
2027 | if (finite_area != -1) { |
2028 | if (can1 != infinite_area && can1 != finite_area) { |
2029 | loops_found = 2; |
2030 | continue; |
2031 | } |
2032 | if (can2 != infinite_area && can2 != finite_area) { |
2033 | loops_found = 2; |
2034 | } |
2035 | } |
2036 | } |
2037 | |
2038 | /* |
2039 | printf("loops_found = %d\n", loops_found); |
2040 | printf("found_edge_not_in_loop = %s\n", |
2041 | found_edge_not_in_loop ? "TRUE" : "FALSE"); |
2042 | */ |
2043 | |
2044 | sfree(dsf); /* No longer need the dsf */ |
2045 | |
2046 | /* Have we found a candidate loop? */ |
2047 | if (loops_found == 1 && !found_edge_not_in_loop) { |
2048 | /* Yes, so check all clues are satisfied */ |
2049 | int found_clue_violation = FALSE; |
2050 | for (i = 0; i < num_faces; i++) { |
2051 | int c = state->clues[i]; |
2052 | if (c >= 0) { |
2053 | if (face_order(state, i, LINE_YES) != c) { |
2054 | found_clue_violation = TRUE; |
2055 | break; |
2056 | } |
2057 | } |
2058 | } |
2059 | |
2060 | if (!found_clue_violation) { |
2061 | /* The loop is good */ |
2062 | memset(state->line_errors, 0, g->num_edges); |
2063 | return TRUE; /* No need to bother checking for dot violations */ |
2064 | } |
2065 | } |
2066 | |
2067 | /* Check for dot violations */ |
2068 | for (i = 0; i < g->num_dots; i++) { |
2069 | int yes = dot_order(state, i, LINE_YES); |
2070 | int unknown = dot_order(state, i, LINE_UNKNOWN); |
2071 | if ((yes == 1 && unknown == 0) || (yes >= 3)) { |
2072 | /* violation, so mark all YES edges as errors */ |
2073 | grid_dot *d = g->dots + i; |
2074 | int j; |
2075 | for (j = 0; j < d->order; j++) { |
2076 | int e = d->edges[j] - g->edges; |
2077 | if (state->lines[e] == LINE_YES) |
2078 | state->line_errors[e] = TRUE; |
2079 | } |
2080 | } |
2081 | } |
2082 | return FALSE; |
2083 | } |
121aae4b |
2084 | |
2085 | /* ---------------------------------------------------------------------- |
2086 | * Solver logic |
2087 | * |
2088 | * Our solver modes operate as follows. Each mode also uses the modes above it. |
2089 | * |
2090 | * Easy Mode |
2091 | * Just implement the rules of the game. |
2092 | * |
315e47b9 |
2093 | * Normal and Tricky Modes |
7c95608a |
2094 | * For each (adjacent) pair of lines through each dot we store a bit for |
2095 | * whether at least one of them is on and whether at most one is on. (If we |
2096 | * know both or neither is on that's already stored more directly.) |
121aae4b |
2097 | * |
2098 | * Advanced Mode |
2099 | * Use edsf data structure to make equivalence classes of lines that are |
2100 | * known identical to or opposite to one another. |
2101 | */ |
2102 | |
121aae4b |
2103 | |
7c95608a |
2104 | /* DLines: |
2105 | * For general grids, we consider "dlines" to be pairs of lines joined |
2106 | * at a dot. The lines must be adjacent around the dot, so we can think of |
2107 | * a dline as being a dot+face combination. Or, a dot+edge combination where |
2108 | * the second edge is taken to be the next clockwise edge from the dot. |
2109 | * Original loopy code didn't have this extra restriction of the lines being |
2110 | * adjacent. From my tests with square grids, this extra restriction seems to |
2111 | * take little, if anything, away from the quality of the puzzles. |
2112 | * A dline can be uniquely identified by an edge/dot combination, given that |
2113 | * a dline-pair always goes clockwise around its common dot. The edge/dot |
2114 | * combination can be represented by an edge/bool combination - if bool is |
2115 | * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is |
2116 | * exactly twice the number of edges in the grid - although the dlines |
2117 | * spanning the infinite face are not all that useful to the solver. |
2118 | * Note that, by convention, a dline goes clockwise around its common dot, |
2119 | * which means the dline goes anti-clockwise around its common face. |
2120 | */ |
121aae4b |
2121 | |
7c95608a |
2122 | /* Helper functions for obtaining an index into an array of dlines, given |
2123 | * various information. We assume the grid layout conventions about how |
2124 | * the various lists are interleaved - see grid_make_consistent() for |
2125 | * details. */ |
121aae4b |
2126 | |
7c95608a |
2127 | /* i points to the first edge of the dline pair, reading clockwise around |
2128 | * the dot. */ |
2129 | static int dline_index_from_dot(grid *g, grid_dot *d, int i) |
121aae4b |
2130 | { |
7c95608a |
2131 | grid_edge *e = d->edges[i]; |
121aae4b |
2132 | int ret; |
7c95608a |
2133 | #ifdef DEBUG_DLINES |
2134 | grid_edge *e2; |
2135 | int i2 = i+1; |
2136 | if (i2 == d->order) i2 = 0; |
2137 | e2 = d->edges[i2]; |
2138 | #endif |
2139 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
2140 | #ifdef DEBUG_DLINES |
2141 | printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n", |
2142 | (int)(d - g->dots), i, (int)(e - g->edges), |
2143 | (int)(e2 - g->edges), ret); |
121aae4b |
2144 | #endif |
2145 | return ret; |
2146 | } |
7c95608a |
2147 | /* i points to the second edge of the dline pair, reading clockwise around |
2148 | * the face. That is, the edges of the dline, starting at edge{i}, read |
2149 | * anti-clockwise around the face. By layout conventions, the common dot |
2150 | * of the dline will be f->dots[i] */ |
2151 | static int dline_index_from_face(grid *g, grid_face *f, int i) |
121aae4b |
2152 | { |
7c95608a |
2153 | grid_edge *e = f->edges[i]; |
2154 | grid_dot *d = f->dots[i]; |
121aae4b |
2155 | int ret; |
7c95608a |
2156 | #ifdef DEBUG_DLINES |
2157 | grid_edge *e2; |
2158 | int i2 = i - 1; |
2159 | if (i2 < 0) i2 += f->order; |
2160 | e2 = f->edges[i2]; |
2161 | #endif |
2162 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
2163 | #ifdef DEBUG_DLINES |
2164 | printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n", |
2165 | (int)(f - g->faces), i, (int)(e - g->edges), |
2166 | (int)(e2 - g->edges), ret); |
121aae4b |
2167 | #endif |
2168 | return ret; |
2169 | } |
7c95608a |
2170 | static int is_atleastone(const char *dline_array, int index) |
121aae4b |
2171 | { |
7c95608a |
2172 | return BIT_SET(dline_array[index], 0); |
121aae4b |
2173 | } |
7c95608a |
2174 | static int set_atleastone(char *dline_array, int index) |
121aae4b |
2175 | { |
7c95608a |
2176 | return SET_BIT(dline_array[index], 0); |
121aae4b |
2177 | } |
7c95608a |
2178 | static int is_atmostone(const char *dline_array, int index) |
121aae4b |
2179 | { |
7c95608a |
2180 | return BIT_SET(dline_array[index], 1); |
2181 | } |
2182 | static int set_atmostone(char *dline_array, int index) |
2183 | { |
2184 | return SET_BIT(dline_array[index], 1); |
121aae4b |
2185 | } |
121aae4b |
2186 | |
2187 | static void array_setall(char *array, char from, char to, int len) |
2188 | { |
2189 | char *p = array, *p_old = p; |
2190 | int len_remaining = len; |
2191 | |
2192 | while ((p = memchr(p, from, len_remaining))) { |
2193 | *p = to; |
2194 | len_remaining -= p - p_old; |
2195 | p_old = p; |
2196 | } |
2197 | } |
6193da8d |
2198 | |
7c95608a |
2199 | /* Helper, called when doing dline dot deductions, in the case where we |
2200 | * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between |
2201 | * them (because of dline atmostone/atleastone). |
2202 | * On entry, edge points to the first of these two UNKNOWNs. This function |
2203 | * will find the opposite UNKNOWNS (if they are adjacent to one another) |
2204 | * and set their corresponding dline to atleastone. (Setting atmostone |
2205 | * already happens in earlier dline deductions) */ |
2206 | static int dline_set_opp_atleastone(solver_state *sstate, |
2207 | grid_dot *d, int edge) |
121aae4b |
2208 | { |
7c95608a |
2209 | game_state *state = sstate->state; |
2210 | grid *g = state->game_grid; |
2211 | int N = d->order; |
2212 | int opp, opp2; |
2213 | for (opp = 0; opp < N; opp++) { |
2214 | int opp_dline_index; |
2215 | if (opp == edge || opp == edge+1 || opp == edge-1) |
2216 | continue; |
2217 | if (opp == 0 && edge == N-1) |
2218 | continue; |
2219 | if (opp == N-1 && edge == 0) |
2220 | continue; |
2221 | opp2 = opp + 1; |
2222 | if (opp2 == N) opp2 = 0; |
2223 | /* Check if opp, opp2 point to LINE_UNKNOWNs */ |
2224 | if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN) |
2225 | continue; |
2226 | if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN) |
2227 | continue; |
2228 | /* Found opposite UNKNOWNS and they're next to each other */ |
2229 | opp_dline_index = dline_index_from_dot(g, d, opp); |
315e47b9 |
2230 | return set_atleastone(sstate->dlines, opp_dline_index); |
121aae4b |
2231 | } |
7c95608a |
2232 | return FALSE; |
121aae4b |
2233 | } |
6193da8d |
2234 | |
121aae4b |
2235 | |
7c95608a |
2236 | /* Set pairs of lines around this face which are known to be identical, to |
121aae4b |
2237 | * the given line_state */ |
7c95608a |
2238 | static int face_setall_identical(solver_state *sstate, int face_index, |
2239 | enum line_state line_new) |
121aae4b |
2240 | { |
2241 | /* can[dir] contains the canonical line associated with the line in |
2242 | * direction dir from the square in question. Similarly inv[dir] is |
2243 | * whether or not the line in question is inverse to its canonical |
2244 | * element. */ |
121aae4b |
2245 | int retval = FALSE; |
7c95608a |
2246 | game_state *state = sstate->state; |
2247 | grid *g = state->game_grid; |
2248 | grid_face *f = g->faces + face_index; |
2249 | int N = f->order; |
2250 | int i, j; |
2251 | int can1, can2, inv1, inv2; |
6193da8d |
2252 | |
7c95608a |
2253 | for (i = 0; i < N; i++) { |
2254 | int line1_index = f->edges[i] - g->edges; |
2255 | if (state->lines[line1_index] != LINE_UNKNOWN) |
2256 | continue; |
2257 | for (j = i + 1; j < N; j++) { |
2258 | int line2_index = f->edges[j] - g->edges; |
2259 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2260 | continue; |
6193da8d |
2261 | |
7c95608a |
2262 | /* Found two UNKNOWNS */ |
315e47b9 |
2263 | can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1); |
2264 | can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2); |
7c95608a |
2265 | if (can1 == can2 && inv1 == inv2) { |
2266 | solver_set_line(sstate, line1_index, line_new); |
2267 | solver_set_line(sstate, line2_index, line_new); |
6193da8d |
2268 | } |
2269 | } |
6193da8d |
2270 | } |
121aae4b |
2271 | return retval; |
2272 | } |
2273 | |
7c95608a |
2274 | /* Given a dot or face, and a count of LINE_UNKNOWNs, find them and |
2275 | * return the edge indices into e. */ |
2276 | static void find_unknowns(game_state *state, |
2277 | grid_edge **edge_list, /* Edge list to search (from a face or a dot) */ |
2278 | int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */ |
2279 | int *e /* Returned edge indices */) |
2280 | { |
2281 | int c = 0; |
2282 | grid *g = state->game_grid; |
2283 | while (c < expected_count) { |
2284 | int line_index = *edge_list - g->edges; |
2285 | if (state->lines[line_index] == LINE_UNKNOWN) { |
2286 | e[c] = line_index; |
2287 | c++; |
6193da8d |
2288 | } |
7c95608a |
2289 | ++edge_list; |
6193da8d |
2290 | } |
6193da8d |
2291 | } |
2292 | |
7c95608a |
2293 | /* If we have a list of edges, and we know whether the number of YESs should |
2294 | * be odd or even, and there are only a few UNKNOWNs, we can do some simple |
2295 | * linedsf deductions. This can be used for both face and dot deductions. |
2296 | * Returns the difficulty level of the next solver that should be used, |
2297 | * or DIFF_MAX if no progress was made. */ |
2298 | static int parity_deductions(solver_state *sstate, |
2299 | grid_edge **edge_list, /* Edge list (from a face or a dot) */ |
2300 | int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */ |
2301 | int unknown_count) |
6193da8d |
2302 | { |
121aae4b |
2303 | game_state *state = sstate->state; |
7c95608a |
2304 | int diff = DIFF_MAX; |
315e47b9 |
2305 | int *linedsf = sstate->linedsf; |
7c95608a |
2306 | |
2307 | if (unknown_count == 2) { |
2308 | /* Lines are known alike/opposite, depending on inv. */ |
2309 | int e[2]; |
2310 | find_unknowns(state, edge_list, 2, e); |
2311 | if (merge_lines(sstate, e[0], e[1], total_parity)) |
2312 | diff = min(diff, DIFF_HARD); |
2313 | } else if (unknown_count == 3) { |
2314 | int e[3]; |
2315 | int can[3]; /* canonical edges */ |
2316 | int inv[3]; /* whether can[x] is inverse to e[x] */ |
2317 | find_unknowns(state, edge_list, 3, e); |
2318 | can[0] = edsf_canonify(linedsf, e[0], inv); |
2319 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
2320 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
2321 | if (can[0] == can[1]) { |
2322 | if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ? |
2323 | LINE_YES : LINE_NO)) |
2324 | diff = min(diff, DIFF_EASY); |
2325 | } |
2326 | if (can[0] == can[2]) { |
2327 | if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ? |
2328 | LINE_YES : LINE_NO)) |
2329 | diff = min(diff, DIFF_EASY); |
2330 | } |
2331 | if (can[1] == can[2]) { |
2332 | if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ? |
2333 | LINE_YES : LINE_NO)) |
2334 | diff = min(diff, DIFF_EASY); |
2335 | } |
2336 | } else if (unknown_count == 4) { |
2337 | int e[4]; |
2338 | int can[4]; /* canonical edges */ |
2339 | int inv[4]; /* whether can[x] is inverse to e[x] */ |
2340 | find_unknowns(state, edge_list, 4, e); |
2341 | can[0] = edsf_canonify(linedsf, e[0], inv); |
2342 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
2343 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
2344 | can[3] = edsf_canonify(linedsf, e[3], inv+3); |
2345 | if (can[0] == can[1]) { |
2346 | if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1])) |
2347 | diff = min(diff, DIFF_HARD); |
2348 | } else if (can[0] == can[2]) { |
2349 | if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2])) |
2350 | diff = min(diff, DIFF_HARD); |
2351 | } else if (can[0] == can[3]) { |
2352 | if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3])) |
2353 | diff = min(diff, DIFF_HARD); |
2354 | } else if (can[1] == can[2]) { |
2355 | if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2])) |
2356 | diff = min(diff, DIFF_HARD); |
2357 | } else if (can[1] == can[3]) { |
2358 | if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3])) |
2359 | diff = min(diff, DIFF_HARD); |
2360 | } else if (can[2] == can[3]) { |
2361 | if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3])) |
2362 | diff = min(diff, DIFF_HARD); |
6193da8d |
2363 | } |
2364 | } |
7c95608a |
2365 | return diff; |
6193da8d |
2366 | } |
2367 | |
7c95608a |
2368 | |
121aae4b |
2369 | /* |
7c95608a |
2370 | * These are the main solver functions. |
121aae4b |
2371 | * |
2372 | * Their return values are diff values corresponding to the lowest mode solver |
2373 | * that would notice the work that they have done. For example if the normal |
2374 | * mode solver adds actual lines or crosses, it will return DIFF_EASY as the |
2375 | * easy mode solver might be able to make progress using that. It doesn't make |
2376 | * sense for one of them to return a diff value higher than that of the |
7c95608a |
2377 | * function itself. |
121aae4b |
2378 | * |
2379 | * Each function returns the lowest value it can, as early as possible, in |
2380 | * order to try and pass as much work as possible back to the lower level |
2381 | * solvers which progress more quickly. |
2382 | */ |
6193da8d |
2383 | |
121aae4b |
2384 | /* PROPOSED NEW DESIGN: |
2385 | * We have a work queue consisting of 'events' notifying us that something has |
2386 | * happened that a particular solver mode might be interested in. For example |
2387 | * the hard mode solver might do something that helps the normal mode solver at |
2388 | * dot [x,y] in which case it will enqueue an event recording this fact. Then |
2389 | * we pull events off the work queue, and hand each in turn to the solver that |
2390 | * is interested in them. If a solver reports that it failed we pass the same |
2391 | * event on to progressively more advanced solvers and the loop detector. Once |
2392 | * we've exhausted an event, or it has helped us progress, we drop it and |
2393 | * continue to the next one. The events are sorted first in order of solver |
2394 | * complexity (easy first) then order of insertion (oldest first). |
2395 | * Once we run out of events we loop over each permitted solver in turn |
2396 | * (easiest first) until either a deduction is made (and an event therefore |
2397 | * emerges) or no further deductions can be made (in which case we've failed). |
2398 | * |
7c95608a |
2399 | * QUESTIONS: |
121aae4b |
2400 | * * How do we 'loop over' a solver when both dots and squares are concerned. |
2401 | * Answer: first all squares then all dots. |
2402 | */ |
2403 | |
315e47b9 |
2404 | static int trivial_deductions(solver_state *sstate) |
6193da8d |
2405 | { |
7c95608a |
2406 | int i, current_yes, current_no; |
2407 | game_state *state = sstate->state; |
2408 | grid *g = state->game_grid; |
1a739e2f |
2409 | int diff = DIFF_MAX; |
6193da8d |
2410 | |
7c95608a |
2411 | /* Per-face deductions */ |
2412 | for (i = 0; i < g->num_faces; i++) { |
2413 | grid_face *f = g->faces + i; |
2414 | |
2415 | if (sstate->face_solved[i]) |
121aae4b |
2416 | continue; |
6193da8d |
2417 | |
7c95608a |
2418 | current_yes = sstate->face_yes_count[i]; |
2419 | current_no = sstate->face_no_count[i]; |
c0eb17ce |
2420 | |
7c95608a |
2421 | if (current_yes + current_no == f->order) { |
2422 | sstate->face_solved[i] = TRUE; |
121aae4b |
2423 | continue; |
2424 | } |
6193da8d |
2425 | |
7c95608a |
2426 | if (state->clues[i] < 0) |
121aae4b |
2427 | continue; |
6193da8d |
2428 | |
7c95608a |
2429 | if (state->clues[i] < current_yes) { |
121aae4b |
2430 | sstate->solver_status = SOLVER_MISTAKE; |
2431 | return DIFF_EASY; |
2432 | } |
7c95608a |
2433 | if (state->clues[i] == current_yes) { |
2434 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO)) |
121aae4b |
2435 | diff = min(diff, DIFF_EASY); |
7c95608a |
2436 | sstate->face_solved[i] = TRUE; |
121aae4b |
2437 | continue; |
2438 | } |
c0eb17ce |
2439 | |
7c95608a |
2440 | if (f->order - state->clues[i] < current_no) { |
121aae4b |
2441 | sstate->solver_status = SOLVER_MISTAKE; |
2442 | return DIFF_EASY; |
2443 | } |
7c95608a |
2444 | if (f->order - state->clues[i] == current_no) { |
2445 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES)) |
121aae4b |
2446 | diff = min(diff, DIFF_EASY); |
7c95608a |
2447 | sstate->face_solved[i] = TRUE; |
121aae4b |
2448 | continue; |
2449 | } |
2450 | } |
6193da8d |
2451 | |
121aae4b |
2452 | check_caches(sstate); |
6193da8d |
2453 | |
121aae4b |
2454 | /* Per-dot deductions */ |
7c95608a |
2455 | for (i = 0; i < g->num_dots; i++) { |
2456 | grid_dot *d = g->dots + i; |
2457 | int yes, no, unknown; |
2458 | |
2459 | if (sstate->dot_solved[i]) |
121aae4b |
2460 | continue; |
c0eb17ce |
2461 | |
7c95608a |
2462 | yes = sstate->dot_yes_count[i]; |
2463 | no = sstate->dot_no_count[i]; |
2464 | unknown = d->order - yes - no; |
2465 | |
2466 | if (yes == 0) { |
2467 | if (unknown == 0) { |
2468 | sstate->dot_solved[i] = TRUE; |
2469 | } else if (unknown == 1) { |
2470 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
121aae4b |
2471 | diff = min(diff, DIFF_EASY); |
7c95608a |
2472 | sstate->dot_solved[i] = TRUE; |
2473 | } |
2474 | } else if (yes == 1) { |
2475 | if (unknown == 0) { |
121aae4b |
2476 | sstate->solver_status = SOLVER_MISTAKE; |
2477 | return DIFF_EASY; |
7c95608a |
2478 | } else if (unknown == 1) { |
2479 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES); |
2480 | diff = min(diff, DIFF_EASY); |
2481 | } |
2482 | } else if (yes == 2) { |
2483 | if (unknown > 0) { |
2484 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
2485 | diff = min(diff, DIFF_EASY); |
2486 | } |
2487 | sstate->dot_solved[i] = TRUE; |
2488 | } else { |
2489 | sstate->solver_status = SOLVER_MISTAKE; |
2490 | return DIFF_EASY; |
6193da8d |
2491 | } |
2492 | } |
6193da8d |
2493 | |
121aae4b |
2494 | check_caches(sstate); |
6193da8d |
2495 | |
121aae4b |
2496 | return diff; |
6193da8d |
2497 | } |
2498 | |
315e47b9 |
2499 | static int dline_deductions(solver_state *sstate) |
6193da8d |
2500 | { |
121aae4b |
2501 | game_state *state = sstate->state; |
7c95608a |
2502 | grid *g = state->game_grid; |
315e47b9 |
2503 | char *dlines = sstate->dlines; |
7c95608a |
2504 | int i; |
1a739e2f |
2505 | int diff = DIFF_MAX; |
6193da8d |
2506 | |
7c95608a |
2507 | /* ------ Face deductions ------ */ |
2508 | |
2509 | /* Given a set of dline atmostone/atleastone constraints, need to figure |
2510 | * out if we can deduce any further info. For more general faces than |
2511 | * squares, this turns out to be a tricky problem. |
2512 | * The approach taken here is to define (per face) NxN matrices: |
2513 | * "maxs" and "mins". |
2514 | * The entries maxs(j,k) and mins(j,k) define the upper and lower limits |
2515 | * for the possible number of edges that are YES between positions j and k |
2516 | * going clockwise around the face. Can think of j and k as marking dots |
2517 | * around the face (recall the labelling scheme: edge0 joins dot0 to dot1, |
2518 | * edge1 joins dot1 to dot2 etc). |
2519 | * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing |
2520 | * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j} |
2521 | * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to |
2522 | * the dline atmostone/atleastone status for edges j and j+1. |
2523 | * |
2524 | * Then we calculate the remaining entries recursively. We definitely |
2525 | * know that |
2526 | * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k. |
2527 | * This is because any valid placement of YESs between j and k must give |
2528 | * a valid placement between j and u, and also between u and k. |
2529 | * I believe it's sufficient to use just the two values of u: |
2530 | * j+1 and j+2. Seems to work well in practice - the bounds we compute |
2531 | * are rigorous, even if they might not be best-possible. |
2532 | * |
2533 | * Once we have maxs and mins calculated, we can make inferences about |
2534 | * each dline{j,j+1} by looking at the possible complementary edge-counts |
2535 | * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue. |
2536 | * As well as dlines, we can make similar inferences about single edges. |
2537 | * For example, consider a pentagon with clue 3, and we know at most one |
2538 | * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES. |
2539 | * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so |
2540 | * that final edge would have to be YES to make the count up to 3. |
2541 | */ |
121aae4b |
2542 | |
7c95608a |
2543 | /* Much quicker to allocate arrays on the stack than the heap, so |
2544 | * define the largest possible face size, and base our array allocations |
2545 | * on that. We check this with an assertion, in case someone decides to |
2546 | * make a grid which has larger faces than this. Note, this algorithm |
2547 | * could get quite expensive if there are many large faces. */ |
918a098a |
2548 | #define MAX_FACE_SIZE 12 |
7c95608a |
2549 | |
2550 | for (i = 0; i < g->num_faces; i++) { |
2551 | int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2552 | int mins[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2553 | grid_face *f = g->faces + i; |
2554 | int N = f->order; |
2555 | int j,m; |
2556 | int clue = state->clues[i]; |
2557 | assert(N <= MAX_FACE_SIZE); |
2558 | if (sstate->face_solved[i]) |
6193da8d |
2559 | continue; |
7c95608a |
2560 | if (clue < 0) continue; |
2561 | |
2562 | /* Calculate the (j,j+1) entries */ |
2563 | for (j = 0; j < N; j++) { |
2564 | int edge_index = f->edges[j] - g->edges; |
2565 | int dline_index; |
2566 | enum line_state line1 = state->lines[edge_index]; |
2567 | enum line_state line2; |
2568 | int tmp; |
2569 | int k = j + 1; |
2570 | if (k >= N) k = 0; |
2571 | maxs[j][k] = (line1 == LINE_NO) ? 0 : 1; |
2572 | mins[j][k] = (line1 == LINE_YES) ? 1 : 0; |
2573 | /* Calculate the (j,j+2) entries */ |
2574 | dline_index = dline_index_from_face(g, f, k); |
2575 | edge_index = f->edges[k] - g->edges; |
2576 | line2 = state->lines[edge_index]; |
2577 | k++; |
2578 | if (k >= N) k = 0; |
2579 | |
2580 | /* max */ |
2581 | tmp = 2; |
2582 | if (line1 == LINE_NO) tmp--; |
2583 | if (line2 == LINE_NO) tmp--; |
2584 | if (tmp == 2 && is_atmostone(dlines, dline_index)) |
2585 | tmp = 1; |
2586 | maxs[j][k] = tmp; |
2587 | |
2588 | /* min */ |
2589 | tmp = 0; |
2590 | if (line1 == LINE_YES) tmp++; |
2591 | if (line2 == LINE_YES) tmp++; |
2592 | if (tmp == 0 && is_atleastone(dlines, dline_index)) |
2593 | tmp = 1; |
2594 | mins[j][k] = tmp; |
2595 | } |
121aae4b |
2596 | |
7c95608a |
2597 | /* Calculate the (j,j+m) entries for m between 3 and N-1 */ |
2598 | for (m = 3; m < N; m++) { |
2599 | for (j = 0; j < N; j++) { |
2600 | int k = j + m; |
2601 | int u = j + 1; |
2602 | int v = j + 2; |
2603 | int tmp; |
2604 | if (k >= N) k -= N; |
2605 | if (u >= N) u -= N; |
2606 | if (v >= N) v -= N; |
2607 | maxs[j][k] = maxs[j][u] + maxs[u][k]; |
2608 | mins[j][k] = mins[j][u] + mins[u][k]; |
2609 | tmp = maxs[j][v] + maxs[v][k]; |
2610 | maxs[j][k] = min(maxs[j][k], tmp); |
2611 | tmp = mins[j][v] + mins[v][k]; |
2612 | mins[j][k] = max(mins[j][k], tmp); |
2613 | } |
2614 | } |
121aae4b |
2615 | |
7c95608a |
2616 | /* See if we can make any deductions */ |
2617 | for (j = 0; j < N; j++) { |
2618 | int k; |
2619 | grid_edge *e = f->edges[j]; |
2620 | int line_index = e - g->edges; |
2621 | int dline_index; |
121aae4b |
2622 | |
7c95608a |
2623 | if (state->lines[line_index] != LINE_UNKNOWN) |
2624 | continue; |
2625 | k = j + 1; |
2626 | if (k >= N) k = 0; |
121aae4b |
2627 | |
7c95608a |
2628 | /* minimum YESs in the complement of this edge */ |
2629 | if (mins[k][j] > clue) { |
2630 | sstate->solver_status = SOLVER_MISTAKE; |
2631 | return DIFF_EASY; |
2632 | } |
2633 | if (mins[k][j] == clue) { |
2634 | /* setting this edge to YES would make at least |
2635 | * (clue+1) edges - contradiction */ |
2636 | solver_set_line(sstate, line_index, LINE_NO); |
2637 | diff = min(diff, DIFF_EASY); |
2638 | } |
2639 | if (maxs[k][j] < clue - 1) { |
2640 | sstate->solver_status = SOLVER_MISTAKE; |
2641 | return DIFF_EASY; |
2642 | } |
2643 | if (maxs[k][j] == clue - 1) { |
2644 | /* Only way to satisfy the clue is to set edge{j} as YES */ |
2645 | solver_set_line(sstate, line_index, LINE_YES); |
2646 | diff = min(diff, DIFF_EASY); |
2647 | } |
2648 | |
315e47b9 |
2649 | /* More advanced deduction that allows propagation along diagonal |
2650 | * chains of faces connected by dots, for example, 3-2-...-2-3 |
2651 | * in square grids. */ |
2652 | if (sstate->diff >= DIFF_TRICKY) { |
2653 | /* Now see if we can make dline deduction for edges{j,j+1} */ |
2654 | e = f->edges[k]; |
2655 | if (state->lines[e - g->edges] != LINE_UNKNOWN) |
2656 | /* Only worth doing this for an UNKNOWN,UNKNOWN pair. |
2657 | * Dlines where one of the edges is known, are handled in the |
2658 | * dot-deductions */ |
2659 | continue; |
2660 | |
2661 | dline_index = dline_index_from_face(g, f, k); |
2662 | k++; |
2663 | if (k >= N) k = 0; |
2664 | |
2665 | /* minimum YESs in the complement of this dline */ |
2666 | if (mins[k][j] > clue - 2) { |
2667 | /* Adding 2 YESs would break the clue */ |
2668 | if (set_atmostone(dlines, dline_index)) |
2669 | diff = min(diff, DIFF_NORMAL); |
2670 | } |
2671 | /* maximum YESs in the complement of this dline */ |
2672 | if (maxs[k][j] < clue) { |
2673 | /* Adding 2 NOs would mean not enough YESs */ |
2674 | if (set_atleastone(dlines, dline_index)) |
2675 | diff = min(diff, DIFF_NORMAL); |
2676 | } |
7c95608a |
2677 | } |
6193da8d |
2678 | } |
6193da8d |
2679 | } |
2680 | |
121aae4b |
2681 | if (diff < DIFF_NORMAL) |
2682 | return diff; |
6193da8d |
2683 | |
7c95608a |
2684 | /* ------ Dot deductions ------ */ |
6193da8d |
2685 | |
7c95608a |
2686 | for (i = 0; i < g->num_dots; i++) { |
2687 | grid_dot *d = g->dots + i; |
2688 | int N = d->order; |
2689 | int yes, no, unknown; |
2690 | int j; |
2691 | if (sstate->dot_solved[i]) |
2692 | continue; |
2693 | yes = sstate->dot_yes_count[i]; |
2694 | no = sstate->dot_no_count[i]; |
2695 | unknown = N - yes - no; |
2696 | |
2697 | for (j = 0; j < N; j++) { |
2698 | int k; |
2699 | int dline_index; |
2700 | int line1_index, line2_index; |
2701 | enum line_state line1, line2; |
2702 | k = j + 1; |
2703 | if (k >= N) k = 0; |
2704 | dline_index = dline_index_from_dot(g, d, j); |
2705 | line1_index = d->edges[j] - g->edges; |
2706 | line2_index = d->edges[k] - g->edges; |
2707 | line1 = state->lines[line1_index]; |
2708 | line2 = state->lines[line2_index]; |
2709 | |
2710 | /* Infer dline state from line state */ |
2711 | if (line1 == LINE_NO || line2 == LINE_NO) { |
2712 | if (set_atmostone(dlines, dline_index)) |
2713 | diff = min(diff, DIFF_NORMAL); |
2714 | } |
2715 | if (line1 == LINE_YES || line2 == LINE_YES) { |
2716 | if (set_atleastone(dlines, dline_index)) |
2717 | diff = min(diff, DIFF_NORMAL); |
2718 | } |
2719 | /* Infer line state from dline state */ |
2720 | if (is_atmostone(dlines, dline_index)) { |
2721 | if (line1 == LINE_YES && line2 == LINE_UNKNOWN) { |
2722 | solver_set_line(sstate, line2_index, LINE_NO); |
2723 | diff = min(diff, DIFF_EASY); |
2724 | } |
2725 | if (line2 == LINE_YES && line1 == LINE_UNKNOWN) { |
2726 | solver_set_line(sstate, line1_index, LINE_NO); |
2727 | diff = min(diff, DIFF_EASY); |
2728 | } |
2729 | } |
2730 | if (is_atleastone(dlines, dline_index)) { |
2731 | if (line1 == LINE_NO && line2 == LINE_UNKNOWN) { |
2732 | solver_set_line(sstate, line2_index, LINE_YES); |
2733 | diff = min(diff, DIFF_EASY); |
2734 | } |
2735 | if (line2 == LINE_NO && line1 == LINE_UNKNOWN) { |
2736 | solver_set_line(sstate, line1_index, LINE_YES); |
2737 | diff = min(diff, DIFF_EASY); |
2738 | } |
2739 | } |
2740 | /* Deductions that depend on the numbers of lines. |
2741 | * Only bother if both lines are UNKNOWN, otherwise the |
2742 | * easy-mode solver (or deductions above) would have taken |
2743 | * care of it. */ |
2744 | if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN) |
2745 | continue; |
6193da8d |
2746 | |
7c95608a |
2747 | if (yes == 0 && unknown == 2) { |
2748 | /* Both these unknowns must be identical. If we know |
2749 | * atmostone or atleastone, we can make progress. */ |
2750 | if (is_atmostone(dlines, dline_index)) { |
2751 | solver_set_line(sstate, line1_index, LINE_NO); |
2752 | solver_set_line(sstate, line2_index, LINE_NO); |
2753 | diff = min(diff, DIFF_EASY); |
2754 | } |
2755 | if (is_atleastone(dlines, dline_index)) { |
2756 | solver_set_line(sstate, line1_index, LINE_YES); |
2757 | solver_set_line(sstate, line2_index, LINE_YES); |
2758 | diff = min(diff, DIFF_EASY); |
2759 | } |
2760 | } |
2761 | if (yes == 1) { |
2762 | if (set_atmostone(dlines, dline_index)) |
2763 | diff = min(diff, DIFF_NORMAL); |
2764 | if (unknown == 2) { |
2765 | if (set_atleastone(dlines, dline_index)) |
2766 | diff = min(diff, DIFF_NORMAL); |
2767 | } |
121aae4b |
2768 | } |
6193da8d |
2769 | |
315e47b9 |
2770 | /* More advanced deduction that allows propagation along diagonal |
2771 | * chains of faces connected by dots, for example: 3-2-...-2-3 |
2772 | * in square grids. */ |
2773 | if (sstate->diff >= DIFF_TRICKY) { |
2774 | /* If we have atleastone set for this dline, infer |
2775 | * atmostone for each "opposite" dline (that is, each |
2776 | * dline without edges in common with this one). |
2777 | * Again, this test is only worth doing if both these |
2778 | * lines are UNKNOWN. For if one of these lines were YES, |
2779 | * the (yes == 1) test above would kick in instead. */ |
2780 | if (is_atleastone(dlines, dline_index)) { |
2781 | int opp; |
2782 | for (opp = 0; opp < N; opp++) { |
2783 | int opp_dline_index; |
2784 | if (opp == j || opp == j+1 || opp == j-1) |
2785 | continue; |
2786 | if (j == 0 && opp == N-1) |
2787 | continue; |
2788 | if (j == N-1 && opp == 0) |
2789 | continue; |
2790 | opp_dline_index = dline_index_from_dot(g, d, opp); |
2791 | if (set_atmostone(dlines, opp_dline_index)) |
2792 | diff = min(diff, DIFF_NORMAL); |
2793 | } |
2794 | if (yes == 0 && is_atmostone(dlines, dline_index)) { |
2795 | /* This dline has *exactly* one YES and there are no |
2796 | * other YESs. This allows more deductions. */ |
2797 | if (unknown == 3) { |
2798 | /* Third unknown must be YES */ |
2799 | for (opp = 0; opp < N; opp++) { |
2800 | int opp_index; |
2801 | if (opp == j || opp == k) |
2802 | continue; |
2803 | opp_index = d->edges[opp] - g->edges; |
2804 | if (state->lines[opp_index] == LINE_UNKNOWN) { |
2805 | solver_set_line(sstate, opp_index, |
2806 | LINE_YES); |
2807 | diff = min(diff, DIFF_EASY); |
2808 | } |
121aae4b |
2809 | } |
315e47b9 |
2810 | } else if (unknown == 4) { |
2811 | /* Exactly one of opposite UNKNOWNS is YES. We've |
2812 | * already set atmostone, so set atleastone as |
2813 | * well. |
2814 | */ |
2815 | if (dline_set_opp_atleastone(sstate, d, j)) |
2816 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2817 | } |
2818 | } |
121aae4b |
2819 | } |
6193da8d |
2820 | } |
6193da8d |
2821 | } |
121aae4b |
2822 | } |
121aae4b |
2823 | return diff; |
6193da8d |
2824 | } |
2825 | |
315e47b9 |
2826 | static int linedsf_deductions(solver_state *sstate) |
6193da8d |
2827 | { |
121aae4b |
2828 | game_state *state = sstate->state; |
7c95608a |
2829 | grid *g = state->game_grid; |
315e47b9 |
2830 | char *dlines = sstate->dlines; |
7c95608a |
2831 | int i; |
1a739e2f |
2832 | int diff = DIFF_MAX; |
7c95608a |
2833 | int diff_tmp; |
121aae4b |
2834 | |
7c95608a |
2835 | /* ------ Face deductions ------ */ |
6193da8d |
2836 | |
7c95608a |
2837 | /* A fully-general linedsf deduction seems overly complicated |
2838 | * (I suspect the problem is NP-complete, though in practice it might just |
2839 | * be doable because faces are limited in size). |
2840 | * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are |
2841 | * known to be identical. If setting them both to YES (or NO) would break |
2842 | * the clue, set them to NO (or YES). */ |
121aae4b |
2843 | |
7c95608a |
2844 | for (i = 0; i < g->num_faces; i++) { |
2845 | int N, yes, no, unknown; |
2846 | int clue; |
6193da8d |
2847 | |
7c95608a |
2848 | if (sstate->face_solved[i]) |
121aae4b |
2849 | continue; |
7c95608a |
2850 | clue = state->clues[i]; |
2851 | if (clue < 0) |
121aae4b |
2852 | continue; |
6193da8d |
2853 | |
7c95608a |
2854 | N = g->faces[i].order; |
2855 | yes = sstate->face_yes_count[i]; |
2856 | if (yes + 1 == clue) { |
2857 | if (face_setall_identical(sstate, i, LINE_NO)) |
2858 | diff = min(diff, DIFF_EASY); |
121aae4b |
2859 | } |
7c95608a |
2860 | no = sstate->face_no_count[i]; |
2861 | if (no + 1 == N - clue) { |
2862 | if (face_setall_identical(sstate, i, LINE_YES)) |
2863 | diff = min(diff, DIFF_EASY); |
6193da8d |
2864 | } |
6193da8d |
2865 | |
7c95608a |
2866 | /* Reload YES count, it might have changed */ |
2867 | yes = sstate->face_yes_count[i]; |
2868 | unknown = N - no - yes; |
2869 | |
2870 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2871 | * parity of lines. */ |
2872 | diff_tmp = parity_deductions(sstate, g->faces[i].edges, |
2873 | (clue - yes) % 2, unknown); |
2874 | diff = min(diff, diff_tmp); |
2875 | } |
2876 | |
2877 | /* ------ Dot deductions ------ */ |
2878 | for (i = 0; i < g->num_dots; i++) { |
2879 | grid_dot *d = g->dots + i; |
2880 | int N = d->order; |
2881 | int j; |
2882 | int yes, no, unknown; |
2883 | /* Go through dlines, and do any dline<->linedsf deductions wherever |
2884 | * we find two UNKNOWNS. */ |
2885 | for (j = 0; j < N; j++) { |
2886 | int dline_index = dline_index_from_dot(g, d, j); |
2887 | int line1_index; |
2888 | int line2_index; |
2889 | int can1, can2, inv1, inv2; |
2890 | int j2; |
2891 | line1_index = d->edges[j] - g->edges; |
2892 | if (state->lines[line1_index] != LINE_UNKNOWN) |
121aae4b |
2893 | continue; |
7c95608a |
2894 | j2 = j + 1; |
2895 | if (j2 == N) j2 = 0; |
2896 | line2_index = d->edges[j2] - g->edges; |
2897 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2898 | continue; |
7c95608a |
2899 | /* Infer dline flags from linedsf */ |
315e47b9 |
2900 | can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1); |
2901 | can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2); |
7c95608a |
2902 | if (can1 == can2 && inv1 != inv2) { |
2903 | /* These are opposites, so set dline atmostone/atleastone */ |
2904 | if (set_atmostone(dlines, dline_index)) |
2905 | diff = min(diff, DIFF_NORMAL); |
2906 | if (set_atleastone(dlines, dline_index)) |
2907 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2908 | continue; |
7c95608a |
2909 | } |
2910 | /* Infer linedsf from dline flags */ |
2911 | if (is_atmostone(dlines, dline_index) |
2912 | && is_atleastone(dlines, dline_index)) { |
2913 | if (merge_lines(sstate, line1_index, line2_index, 1)) |
121aae4b |
2914 | diff = min(diff, DIFF_HARD); |
121aae4b |
2915 | } |
2916 | } |
7c95608a |
2917 | |
2918 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2919 | * parity of lines. */ |
2920 | yes = sstate->dot_yes_count[i]; |
2921 | no = sstate->dot_no_count[i]; |
2922 | unknown = N - yes - no; |
2923 | diff_tmp = parity_deductions(sstate, d->edges, |
2924 | yes % 2, unknown); |
2925 | diff = min(diff, diff_tmp); |
121aae4b |
2926 | } |
6193da8d |
2927 | |
7c95608a |
2928 | /* ------ Edge dsf deductions ------ */ |
2929 | |
2930 | /* If the state of a line is known, deduce the state of its canonical line |
2931 | * too, and vice versa. */ |
2932 | for (i = 0; i < g->num_edges; i++) { |
2933 | int can, inv; |
2934 | enum line_state s; |
315e47b9 |
2935 | can = edsf_canonify(sstate->linedsf, i, &inv); |
7c95608a |
2936 | if (can == i) |
2937 | continue; |
2938 | s = sstate->state->lines[can]; |
2939 | if (s != LINE_UNKNOWN) { |
2940 | if (solver_set_line(sstate, i, inv ? OPP(s) : s)) |
2941 | diff = min(diff, DIFF_EASY); |
2942 | } else { |
2943 | s = sstate->state->lines[i]; |
2944 | if (s != LINE_UNKNOWN) { |
2945 | if (solver_set_line(sstate, can, inv ? OPP(s) : s)) |
121aae4b |
2946 | diff = min(diff, DIFF_EASY); |
2947 | } |
2948 | } |
2949 | } |
6193da8d |
2950 | |
121aae4b |
2951 | return diff; |
2952 | } |
6193da8d |
2953 | |
121aae4b |
2954 | static int loop_deductions(solver_state *sstate) |
2955 | { |
2956 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
2957 | game_state *state = sstate->state; |
7c95608a |
2958 | grid *g = state->game_grid; |
2959 | int shortest_chainlen = g->num_dots; |
121aae4b |
2960 | int loop_found = FALSE; |
121aae4b |
2961 | int dots_connected; |
2962 | int progress = FALSE; |
7c95608a |
2963 | int i; |
6193da8d |
2964 | |
121aae4b |
2965 | /* |
2966 | * Go through the grid and update for all the new edges. |
2967 | * Since merge_dots() is idempotent, the simplest way to |
2968 | * do this is just to update for _all_ the edges. |
7c95608a |
2969 | * Also, while we're here, we count the edges. |
121aae4b |
2970 | */ |
7c95608a |
2971 | for (i = 0; i < g->num_edges; i++) { |
2972 | if (state->lines[i] == LINE_YES) { |
2973 | loop_found |= merge_dots(sstate, i); |
121aae4b |
2974 | edgecount++; |
2975 | } |
7c95608a |
2976 | } |
6193da8d |
2977 | |
7c95608a |
2978 | /* |
2979 | * Count the clues, count the satisfied clues, and count the |
2980 | * satisfied-minus-one clues. |
2981 | */ |
2982 | for (i = 0; i < g->num_faces; i++) { |
2983 | int c = state->clues[i]; |
2984 | if (c >= 0) { |
2985 | int o = sstate->face_yes_count[i]; |
121aae4b |
2986 | if (o == c) |
2987 | satclues++; |
2988 | else if (o == c-1) |
2989 | sm1clues++; |
2990 | clues++; |
2991 | } |
2992 | } |
6193da8d |
2993 | |
7c95608a |
2994 | for (i = 0; i < g->num_dots; ++i) { |
2995 | dots_connected = |
121aae4b |
2996 | sstate->looplen[dsf_canonify(sstate->dotdsf, i)]; |
2997 | if (dots_connected > 1) |
2998 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
6193da8d |
2999 | } |
6193da8d |
3000 | |
121aae4b |
3001 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
6c42c563 |
3002 | |
121aae4b |
3003 | if (satclues == clues && shortest_chainlen == edgecount) { |
3004 | sstate->solver_status = SOLVER_SOLVED; |
3005 | /* This discovery clearly counts as progress, even if we haven't |
3006 | * just added any lines or anything */ |
7c95608a |
3007 | progress = TRUE; |
121aae4b |
3008 | goto finished_loop_deductionsing; |
3009 | } |
6193da8d |
3010 | |
121aae4b |
3011 | /* |
3012 | * Now go through looking for LINE_UNKNOWN edges which |
3013 | * connect two dots that are already in the same |
3014 | * equivalence class. If we find one, test to see if the |
3015 | * loop it would create is a solution. |
3016 | */ |
7c95608a |
3017 | for (i = 0; i < g->num_edges; i++) { |
3018 | grid_edge *e = g->edges + i; |
3019 | int d1 = e->dot1 - g->dots; |
3020 | int d2 = e->dot2 - g->dots; |
3021 | int eqclass, val; |
3022 | if (state->lines[i] != LINE_UNKNOWN) |
3023 | continue; |
121aae4b |
3024 | |
7c95608a |
3025 | eqclass = dsf_canonify(sstate->dotdsf, d1); |
3026 | if (eqclass != dsf_canonify(sstate->dotdsf, d2)) |
3027 | continue; |
121aae4b |
3028 | |
7c95608a |
3029 | val = LINE_NO; /* loop is bad until proven otherwise */ |
6193da8d |
3030 | |
7c95608a |
3031 | /* |
3032 | * This edge would form a loop. Next |
3033 | * question: how long would the loop be? |
3034 | * Would it equal the total number of edges |
3035 | * (plus the one we'd be adding if we added |
3036 | * it)? |
3037 | */ |
3038 | if (sstate->looplen[eqclass] == edgecount + 1) { |
3039 | int sm1_nearby; |
121aae4b |
3040 | |
3041 | /* |
7c95608a |
3042 | * This edge would form a loop which |
3043 | * took in all the edges in the entire |
3044 | * grid. So now we need to work out |
3045 | * whether it would be a valid solution |
3046 | * to the puzzle, which means we have to |
3047 | * check if it satisfies all the clues. |
3048 | * This means that every clue must be |
3049 | * either satisfied or satisfied-minus- |
3050 | * 1, and also that the number of |
3051 | * satisfied-minus-1 clues must be at |
3052 | * most two and they must lie on either |
3053 | * side of this edge. |
121aae4b |
3054 | */ |
7c95608a |
3055 | sm1_nearby = 0; |
3056 | if (e->face1) { |
3057 | int f = e->face1 - g->faces; |
3058 | int c = state->clues[f]; |
3059 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
121aae4b |
3060 | sm1_nearby++; |
6c42c563 |
3061 | } |
7c95608a |
3062 | if (e->face2) { |
3063 | int f = e->face2 - g->faces; |
3064 | int c = state->clues[f]; |
3065 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
3066 | sm1_nearby++; |
6c42c563 |
3067 | } |
7c95608a |
3068 | if (sm1clues == sm1_nearby && |
3069 | sm1clues + satclues == clues) { |
3070 | val = LINE_YES; /* loop is good! */ |
6c42c563 |
3071 | } |
121aae4b |
3072 | } |
7c95608a |
3073 | |
3074 | /* |
3075 | * Right. Now we know that adding this edge |
3076 | * would form a loop, and we know whether |
3077 | * that loop would be a viable solution or |
3078 | * not. |
3079 | * |
3080 | * If adding this edge produces a solution, |
3081 | * then we know we've found _a_ solution but |
3082 | * we don't know that it's _the_ solution - |
3083 | * if it were provably the solution then |
3084 | * we'd have deduced this edge some time ago |
3085 | * without the need to do loop detection. So |
3086 | * in this state we return SOLVER_AMBIGUOUS, |
3087 | * which has the effect that hitting Solve |
3088 | * on a user-provided puzzle will fill in a |
3089 | * solution but using the solver to |
3090 | * construct new puzzles won't consider this |
3091 | * a reasonable deduction for the user to |
3092 | * make. |
3093 | */ |
3094 | progress = solver_set_line(sstate, i, val); |
3095 | assert(progress == TRUE); |
3096 | if (val == LINE_YES) { |
3097 | sstate->solver_status = SOLVER_AMBIGUOUS; |
3098 | goto finished_loop_deductionsing; |
3099 | } |
6193da8d |
3100 | } |
6193da8d |
3101 | |
7c95608a |
3102 | finished_loop_deductionsing: |
121aae4b |
3103 | return progress ? DIFF_EASY : DIFF_MAX; |
c0eb17ce |
3104 | } |
6193da8d |
3105 | |
3106 | /* This will return a dynamically allocated solver_state containing the (more) |
3107 | * solved grid */ |
315e47b9 |
3108 | static solver_state *solve_game_rec(const solver_state *sstate_start) |
121aae4b |
3109 | { |
315e47b9 |
3110 | solver_state *sstate; |
6193da8d |
3111 | |
315e47b9 |
3112 | /* Index of the solver we should call next. */ |
3113 | int i = 0; |
3114 | |
3115 | /* As a speed-optimisation, we avoid re-running solvers that we know |
3116 | * won't make any progress. This happens when a high-difficulty |
3117 | * solver makes a deduction that can only help other high-difficulty |
3118 | * solvers. |
3119 | * For example: if a new 'dline' flag is set by dline_deductions, the |
3120 | * trivial_deductions solver cannot do anything with this information. |
3121 | * If we've already run the trivial_deductions solver (because it's |
3122 | * earlier in the list), there's no point running it again. |
3123 | * |
3124 | * Therefore: if a solver is earlier in the list than "threshold_index", |
3125 | * we don't bother running it if it's difficulty level is less than |
3126 | * "threshold_diff". |
3127 | */ |
3128 | int threshold_diff = 0; |
3129 | int threshold_index = 0; |
3130 | |
121aae4b |
3131 | sstate = dup_solver_state(sstate_start); |
7c95608a |
3132 | |
121aae4b |
3133 | check_caches(sstate); |
6193da8d |
3134 | |
315e47b9 |
3135 | while (i < NUM_SOLVERS) { |
121aae4b |
3136 | if (sstate->solver_status == SOLVER_MISTAKE) |
3137 | return sstate; |
7c95608a |
3138 | if (sstate->solver_status == SOLVER_SOLVED || |
121aae4b |
3139 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
315e47b9 |
3140 | /* solver finished */ |
121aae4b |
3141 | break; |
3142 | } |
99dd160e |
3143 | |
315e47b9 |
3144 | if ((solver_diffs[i] >= threshold_diff || i >= threshold_index) |
3145 | && solver_diffs[i] <= sstate->diff) { |
3146 | /* current_solver is eligible, so use it */ |
3147 | int next_diff = solver_fns[i](sstate); |
3148 | if (next_diff != DIFF_MAX) { |
3149 | /* solver made progress, so use new thresholds and |
3150 | * start again at top of list. */ |
3151 | threshold_diff = next_diff; |
3152 | threshold_index = i; |
3153 | i = 0; |
3154 | continue; |
3155 | } |
3156 | } |
3157 | /* current_solver is ineligible, or failed to make progress, so |
3158 | * go to the next solver in the list */ |
3159 | i++; |
3160 | } |
121aae4b |
3161 | |
3162 | if (sstate->solver_status == SOLVER_SOLVED || |
3163 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
3164 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
7c95608a |
3165 | array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO, |
3166 | sstate->state->game_grid->num_edges); |
121aae4b |
3167 | return sstate; |
3168 | } |
6193da8d |
3169 | |
121aae4b |
3170 | return sstate; |
6193da8d |
3171 | } |
3172 | |
6193da8d |
3173 | static char *solve_game(game_state *state, game_state *currstate, |
3174 | char *aux, char **error) |
3175 | { |
3176 | char *soln = NULL; |
3177 | solver_state *sstate, *new_sstate; |
3178 | |
121aae4b |
3179 | sstate = new_solver_state(state, DIFF_MAX); |
315e47b9 |
3180 | new_sstate = solve_game_rec(sstate); |
6193da8d |
3181 | |
3182 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
3183 | soln = encode_solve_move(new_sstate->state); |
3184 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
3185 | soln = encode_solve_move(new_sstate->state); |
3186 | /**error = "Solver found ambiguous solutions"; */ |
3187 | } else { |
3188 | soln = encode_solve_move(new_sstate->state); |
3189 | /**error = "Solver failed"; */ |
3190 | } |
3191 | |
3192 | free_solver_state(new_sstate); |
3193 | free_solver_state(sstate); |
3194 | |
3195 | return soln; |
3196 | } |
3197 | |
121aae4b |
3198 | /* ---------------------------------------------------------------------- |
3199 | * Drawing and mouse-handling |
3200 | */ |
6193da8d |
3201 | |
3202 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
3203 | int x, int y, int button) |
3204 | { |
7c95608a |
3205 | grid *g = state->game_grid; |
3206 | grid_edge *e; |
3207 | int i; |
6193da8d |
3208 | char *ret, buf[80]; |
3209 | char button_char = ' '; |
3210 | enum line_state old_state; |
3211 | |
3212 | button &= ~MOD_MASK; |
3213 | |
7c95608a |
3214 | /* Convert mouse-click (x,y) to grid coordinates */ |
3215 | x -= BORDER(ds->tilesize); |
3216 | y -= BORDER(ds->tilesize); |
3217 | x = x * g->tilesize / ds->tilesize; |
3218 | y = y * g->tilesize / ds->tilesize; |
3219 | x += g->lowest_x; |
3220 | y += g->lowest_y; |
6193da8d |
3221 | |
7c95608a |
3222 | e = grid_nearest_edge(g, x, y); |
3223 | if (e == NULL) |
6193da8d |
3224 | return NULL; |
3225 | |
7c95608a |
3226 | i = e - g->edges; |
6193da8d |
3227 | |
3228 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
3229 | /* Maybe will add mouse drag support some time */ |
7c95608a |
3230 | old_state = state->lines[i]; |
6193da8d |
3231 | |
3232 | switch (button) { |
7c95608a |
3233 | case LEFT_BUTTON: |
3234 | switch (old_state) { |
3235 | case LINE_UNKNOWN: |
3236 | button_char = 'y'; |
3237 | break; |
3238 | case LINE_YES: |
80e7e37c |
3239 | #ifdef STYLUS_BASED |
3240 | button_char = 'n'; |
3241 | break; |
3242 | #endif |
7c95608a |
3243 | case LINE_NO: |
3244 | button_char = 'u'; |
3245 | break; |
3246 | } |
3247 | break; |
3248 | case MIDDLE_BUTTON: |
3249 | button_char = 'u'; |
3250 | break; |
3251 | case RIGHT_BUTTON: |
3252 | switch (old_state) { |
3253 | case LINE_UNKNOWN: |
3254 | button_char = 'n'; |
3255 | break; |
3256 | case LINE_NO: |
80e7e37c |
3257 | #ifdef STYLUS_BASED |
3258 | button_char = 'y'; |
3259 | break; |
3260 | #endif |
7c95608a |
3261 | case LINE_YES: |
3262 | button_char = 'u'; |
3263 | break; |
3264 | } |
3265 | break; |
3266 | default: |
3267 | return NULL; |
3268 | } |
3269 | |
3270 | |
3271 | sprintf(buf, "%d%c", i, (int)button_char); |
6193da8d |
3272 | ret = dupstr(buf); |
3273 | |
3274 | return ret; |
3275 | } |
3276 | |
3277 | static game_state *execute_move(game_state *state, char *move) |
3278 | { |
7c95608a |
3279 | int i; |
6193da8d |
3280 | game_state *newstate = dup_game(state); |
3281 | |
3282 | if (move[0] == 'S') { |
3283 | move++; |
3284 | newstate->cheated = TRUE; |
3285 | } |
3286 | |
3287 | while (*move) { |
3288 | i = atoi(move); |
8719c2e7 |
3289 | if (i < 0 || i >= newstate->game_grid->num_edges) |
3290 | goto fail; |
6193da8d |
3291 | move += strspn(move, "1234567890"); |
3292 | switch (*(move++)) { |
7c95608a |
3293 | case 'y': |
3294 | newstate->lines[i] = LINE_YES; |
3295 | break; |
3296 | case 'n': |
3297 | newstate->lines[i] = LINE_NO; |
3298 | break; |
3299 | case 'u': |
3300 | newstate->lines[i] = LINE_UNKNOWN; |
3301 | break; |
3302 | default: |
3303 | goto fail; |
6193da8d |
3304 | } |
3305 | } |
3306 | |
3307 | /* |
3308 | * Check for completion. |
3309 | */ |
b6bf0adc |
3310 | if (check_completion(newstate)) |
121aae4b |
3311 | newstate->solved = TRUE; |
6193da8d |
3312 | |
6193da8d |
3313 | return newstate; |
3314 | |
7c95608a |
3315 | fail: |
6193da8d |
3316 | free_game(newstate); |
3317 | return NULL; |
3318 | } |
3319 | |
3320 | /* ---------------------------------------------------------------------- |
3321 | * Drawing routines. |
3322 | */ |
7c95608a |
3323 | |
3324 | /* Convert from grid coordinates to screen coordinates */ |
3325 | static void grid_to_screen(const game_drawstate *ds, const grid *g, |
3326 | int grid_x, int grid_y, int *x, int *y) |
3327 | { |
3328 | *x = grid_x - g->lowest_x; |
3329 | *y = grid_y - g->lowest_y; |
3330 | *x = *x * ds->tilesize / g->tilesize; |
3331 | *y = *y * ds->tilesize / g->tilesize; |
3332 | *x += BORDER(ds->tilesize); |
3333 | *y += BORDER(ds->tilesize); |
3334 | } |
3335 | |
3336 | /* Returns (into x,y) position of centre of face for rendering the text clue. |
3337 | */ |
3338 | static void face_text_pos(const game_drawstate *ds, const grid *g, |
3339 | const grid_face *f, int *x, int *y) |
3340 | { |
3341 | int i; |
3342 | |
3343 | /* Simplest solution is the centroid. Might not work in some cases. */ |
3344 | |
3345 | /* Another algorithm to look into: |
3346 | * Find the midpoints of the sides, find the bounding-box, |
3347 | * then take the centre of that. */ |
3348 | |
3349 | /* Best solution probably involves incentres (inscribed circles) */ |
3350 | |
3351 | int sx = 0, sy = 0; /* sums */ |
3352 | for (i = 0; i < f->order; i++) { |
3353 | grid_dot *d = f->dots[i]; |
3354 | sx += d->x; |
3355 | sy += d->y; |
3356 | } |
3357 | sx /= f->order; |
3358 | sy /= f->order; |
3359 | |
3360 | /* convert to screen coordinates */ |
3361 | grid_to_screen(ds, g, sx, sy, x, y); |
3362 | } |
3363 | |
d68b2c10 |
3364 | static void game_redraw_clue(drawing *dr, game_drawstate *ds, |
3365 | game_state *state, int i) |
3366 | { |
3367 | grid *g = state->game_grid; |
3368 | grid_face *f = g->faces + i; |
3369 | int x, y; |
918a098a |
3370 | char c[3]; |
d68b2c10 |
3371 | |
918a098a |
3372 | if (state->clues[i] < 10) { |
3373 | c[0] = CLUE2CHAR(state->clues[i]); |
3374 | c[1] = '\0'; |
3375 | } else { |
3376 | sprintf(c, "%d", state->clues[i]); |
3377 | } |
d68b2c10 |
3378 | |
3379 | face_text_pos(ds, g, f, &x, &y); |
3380 | draw_text(dr, x, y, |
3381 | FONT_VARIABLE, ds->tilesize/2, |
3382 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
3383 | ds->clue_error[i] ? COL_MISTAKE : |
3384 | ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c); |
3385 | } |
3386 | |
b0a2ee96 |
3387 | static const int loopy_line_redraw_phases[] = { |
3388 | COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE |
3389 | }; |
3390 | #define NPHASES lenof(loopy_line_redraw_phases) |
3391 | |
d68b2c10 |
3392 | static void game_redraw_line(drawing *dr, game_drawstate *ds, |
b0a2ee96 |
3393 | game_state *state, int i, int phase) |
d68b2c10 |
3394 | { |
3395 | grid *g = state->game_grid; |
3396 | grid_edge *e = g->edges + i; |
3397 | int x1, x2, y1, y2; |
3398 | int xmin, ymin, xmax, ymax; |
3399 | int line_colour; |
3400 | |
3401 | if (state->line_errors[i]) |
3402 | line_colour = COL_MISTAKE; |
3403 | else if (state->lines[i] == LINE_UNKNOWN) |
3404 | line_colour = COL_LINEUNKNOWN; |
3405 | else if (state->lines[i] == LINE_NO) |
3406 | line_colour = COL_FAINT; |
3407 | else if (ds->flashing) |
3408 | line_colour = COL_HIGHLIGHT; |
3409 | else |
3410 | line_colour = COL_FOREGROUND; |
b0a2ee96 |
3411 | if (line_colour != loopy_line_redraw_phases[phase]) |
3412 | return; |
d68b2c10 |
3413 | |
3414 | /* Convert from grid to screen coordinates */ |
3415 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3416 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3417 | |
3418 | xmin = min(x1, x2); |
3419 | xmax = max(x1, x2); |
3420 | ymin = min(y1, y2); |
3421 | ymax = max(y1, y2); |
3422 | |
3423 | if (line_colour == COL_FAINT) { |
3424 | static int draw_faint_lines = -1; |
3425 | if (draw_faint_lines < 0) { |
3426 | char *env = getenv("LOOPY_FAINT_LINES"); |
3427 | draw_faint_lines = (!env || (env[0] == 'y' || |
3428 | env[0] == 'Y')); |
3429 | } |
3430 | if (draw_faint_lines) |
3431 | draw_line(dr, x1, y1, x2, y2, line_colour); |
3432 | } else { |
3433 | draw_thick_line(dr, 3.0, |
3434 | x1 + 0.5, y1 + 0.5, |
3435 | x2 + 0.5, y2 + 0.5, |
3436 | line_colour); |
3437 | } |
3438 | } |
3439 | |
3440 | static void game_redraw_dot(drawing *dr, game_drawstate *ds, |
3441 | game_state *state, int i) |
3442 | { |
3443 | grid *g = state->game_grid; |
3444 | grid_dot *d = g->dots + i; |
3445 | int x, y; |
3446 | |
3447 | grid_to_screen(ds, g, d->x, d->y, &x, &y); |
3448 | draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); |
3449 | } |
3450 | |
6193da8d |
3451 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
3452 | game_state *state, int dir, game_ui *ui, |
3453 | float animtime, float flashtime) |
3454 | { |
d68b2c10 |
3455 | #define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */ |
3456 | |
7c95608a |
3457 | grid *g = state->game_grid; |
3458 | int border = BORDER(ds->tilesize); |
b0a2ee96 |
3459 | int i, phase; |
d68b2c10 |
3460 | int flash_changed; |
3461 | int redraw_everything = FALSE; |
3462 | |
3463 | int edges[REDRAW_OBJECTS_LIMIT], nedges = 0; |
3464 | int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0; |
3465 | |
3466 | /* Redrawing is somewhat involved. |
3467 | * |
3468 | * An update can theoretically affect an arbitrary number of edges |
3469 | * (consider, for example, completing or breaking a cycle which doesn't |
3470 | * satisfy all the clues -- we'll switch many edges between error and |
3471 | * normal states). On the other hand, redrawing the whole grid takes a |
3472 | * while, making the game feel sluggish, and many updates are actually |
3473 | * quite well localized. |
3474 | * |
3475 | * This redraw algorithm attempts to cope with both situations gracefully |
3476 | * and correctly. For localized changes, we set a clip rectangle, fill |
3477 | * it with background, and then redraw (a plausible but conservative |
3478 | * guess at) the objects which intersect the rectangle; if several |
3479 | * objects need redrawing, we'll do them individually. However, if lots |
3480 | * of objects are affected, we'll just redraw everything. |
3481 | * |
3482 | * The reason for all of this is that it's just not safe to do the redraw |
3483 | * piecemeal. If you try to draw an antialiased diagonal line over |
3484 | * itself, you get a slightly thicker antialiased diagonal line, which |
3485 | * looks rather ugly after a while. |
3486 | * |
3487 | * So, we take two passes over the grid. The first attempts to work out |
3488 | * what needs doing, and the second actually does it. |
3489 | */ |
3490 | |
3491 | if (!ds->started) |
3492 | redraw_everything = TRUE; |
3493 | else { |
3494 | |
3495 | /* First, trundle through the faces. */ |
3496 | for (i = 0; i < g->num_faces; i++) { |
3497 | grid_face *f = g->faces + i; |
3498 | int sides = f->order; |
3499 | int clue_mistake; |
3500 | int clue_satisfied; |
3501 | int n = state->clues[i]; |
3502 | if (n < 0) |
3503 | continue; |
3504 | |
3505 | clue_mistake = (face_order(state, i, LINE_YES) > n || |
3506 | face_order(state, i, LINE_NO ) > (sides-n)); |
3507 | clue_satisfied = (face_order(state, i, LINE_YES) == n && |
3508 | face_order(state, i, LINE_NO ) == (sides-n)); |
3509 | |
3510 | if (clue_mistake != ds->clue_error[i] || |
3511 | clue_satisfied != ds->clue_satisfied[i]) { |
3512 | ds->clue_error[i] = clue_mistake; |
3513 | ds->clue_satisfied[i] = clue_satisfied; |
3514 | if (nfaces == REDRAW_OBJECTS_LIMIT) |
3515 | redraw_everything = TRUE; |
3516 | else |
3517 | faces[nfaces++] = i; |
3518 | } |
3519 | } |
3520 | |
3521 | /* Work out what the flash state needs to be. */ |
3522 | if (flashtime > 0 && |
3523 | (flashtime <= FLASH_TIME/3 || |
3524 | flashtime >= FLASH_TIME*2/3)) { |
3525 | flash_changed = !ds->flashing; |
3526 | ds->flashing = TRUE; |
3527 | } else { |
3528 | flash_changed = ds->flashing; |
3529 | ds->flashing = FALSE; |
3530 | } |
3531 | |
3532 | /* Now, trundle through the edges. */ |
3533 | for (i = 0; i < g->num_edges; i++) { |
3534 | char new_ds = |
3535 | state->line_errors[i] ? DS_LINE_ERROR : state->lines[i]; |
3536 | if (new_ds != ds->lines[i] || |
3537 | (flash_changed && state->lines[i] == LINE_YES)) { |
3538 | ds->lines[i] = new_ds; |
3539 | if (nedges == REDRAW_OBJECTS_LIMIT) |
3540 | redraw_everything = TRUE; |
3541 | else |
3542 | edges[nedges++] = i; |
3543 | } |
3544 | } |
3545 | } |
3546 | |
3547 | /* Pass one is now done. Now we do the actual drawing. */ |
3548 | if (redraw_everything) { |
3549 | |
3550 | /* This is the unsubtle version. */ |
6193da8d |
3551 | |
7c95608a |
3552 | int grid_width = g->highest_x - g->lowest_x; |
3553 | int grid_height = g->highest_y - g->lowest_y; |
3554 | int w = grid_width * ds->tilesize / g->tilesize; |
3555 | int h = grid_height * ds->tilesize / g->tilesize; |
6193da8d |
3556 | |
d68b2c10 |
3557 | draw_rect(dr, 0, 0, w + 2*border + 1, h + 2*border + 1, |
3558 | COL_BACKGROUND); |
6193da8d |
3559 | |
d68b2c10 |
3560 | for (i = 0; i < g->num_faces; i++) |
3561 | game_redraw_clue(dr, ds, state, i); |
b0a2ee96 |
3562 | for (phase = 0; phase < NPHASES; phase++) |
3563 | for (i = 0; i < g->num_edges; i++) |
3564 | game_redraw_line(dr, ds, state, i, phase); |
d68b2c10 |
3565 | for (i = 0; i < g->num_dots; i++) |
3566 | game_redraw_dot(dr, ds, state, i); |
7c95608a |
3567 | |
d68b2c10 |
3568 | draw_update(dr, 0, 0, w + 2*border + 1, h + 2*border + 1); |
3569 | } else { |
c0eb17ce |
3570 | |
d68b2c10 |
3571 | /* Right. Now we roll up our sleeves. */ |
3572 | |
3573 | for (i = 0; i < nfaces; i++) { |
3574 | grid_face *f = g->faces + faces[i]; |
3575 | int xx, yy; |
3576 | int x, y, w, h; |
3577 | int j; |
3578 | |
3579 | /* There seems to be a certain amount of trial-and-error |
3580 | * involved in working out the correct bounding-box for |
3581 | * the text. */ |
3582 | face_text_pos(ds, g, f, &xx, &yy); |
3583 | |
3584 | x = xx - ds->tilesize/4 - 1; w = ds->tilesize/2 + 2; |
3585 | y = yy - ds->tilesize/4 - 3; h = ds->tilesize/2 + 5; |
3586 | clip(dr, x, y, w, h); |
3587 | draw_rect(dr, x, y, w, h, COL_BACKGROUND); |
3588 | |
3589 | game_redraw_clue(dr, ds, state, faces[i]); |
b0a2ee96 |
3590 | for (phase = 0; phase < NPHASES; phase++) |
3591 | for (j = 0; j < f->order; j++) |
3592 | game_redraw_line(dr, ds, state, f->edges[j] - g->edges, |
3593 | phase); |
d68b2c10 |
3594 | for (j = 0; j < f->order; j++) |
3595 | game_redraw_dot(dr, ds, state, f->dots[j] - g->dots); |
3596 | unclip(dr); |
3597 | draw_update(dr, x, y, w, h); |
3598 | } |
c0eb17ce |
3599 | |
d68b2c10 |
3600 | for (i = 0; i < nedges; i++) { |
3601 | grid_edge *e = g->edges + edges[i], *ee; |
3602 | int x1 = e->dot1->x; |
3603 | int y1 = e->dot1->y; |
3604 | int x2 = e->dot2->x; |
3605 | int y2 = e->dot2->y; |
3606 | int xmin, xmax, ymin, ymax; |
3607 | int j; |
3608 | |
3609 | grid_to_screen(ds, g, x1, y1, &x1, &y1); |
3610 | grid_to_screen(ds, g, x2, y2, &x2, &y2); |
3611 | /* Allow extra margin for dots, and thickness of lines */ |
3612 | xmin = min(x1, x2) - 2; |
3613 | xmax = max(x1, x2) + 2; |
3614 | ymin = min(y1, y2) - 2; |
3615 | ymax = max(y1, y2) + 2; |
3616 | /* For testing, I find it helpful to change COL_BACKGROUND |
3617 | * to COL_SATISFIED here. */ |
3618 | clip(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); |
3619 | draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, |
3620 | COL_BACKGROUND); |
3621 | |
3622 | if (e->face1) |
3623 | game_redraw_clue(dr, ds, state, e->face1 - g->faces); |
3624 | if (e->face2) |
3625 | game_redraw_clue(dr, ds, state, e->face2 - g->faces); |
3626 | |
b0a2ee96 |
3627 | for (phase = 0; phase < NPHASES; phase++) { |
3628 | game_redraw_line(dr, ds, state, edges[i], phase); |
3629 | for (j = 0; j < e->dot1->order; j++) { |
3630 | ee = e->dot1->edges[j]; |
3631 | if (ee != e) |
3632 | game_redraw_line(dr, ds, state, ee - g->edges, phase); |
3633 | } |
3634 | for (j = 0; j < e->dot2->order; j++) { |
3635 | ee = e->dot2->edges[j]; |
3636 | if (ee != e) |
3637 | game_redraw_line(dr, ds, state, ee - g->edges, phase); |
3638 | } |
3639 | } |
d68b2c10 |
3640 | game_redraw_dot(dr, ds, state, e->dot1 - g->dots); |
3641 | game_redraw_dot(dr, ds, state, e->dot2 - g->dots); |
6193da8d |
3642 | |
d68b2c10 |
3643 | unclip(dr); |
3644 | draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); |
3645 | } |
6193da8d |
3646 | } |
d68b2c10 |
3647 | |
7c95608a |
3648 | ds->started = TRUE; |
6193da8d |
3649 | } |
3650 | |
6193da8d |
3651 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3652 | int dir, game_ui *ui) |
3653 | { |
3654 | if (!oldstate->solved && newstate->solved && |
3655 | !oldstate->cheated && !newstate->cheated) { |
3656 | return FLASH_TIME; |
3657 | } |
3658 | |
3659 | return 0.0F; |
3660 | } |
3661 | |
6193da8d |
3662 | static void game_print_size(game_params *params, float *x, float *y) |
3663 | { |
3664 | int pw, ph; |
3665 | |
3666 | /* |
7c95608a |
3667 | * I'll use 7mm "squares" by default. |
6193da8d |
3668 | */ |
3669 | game_compute_size(params, 700, &pw, &ph); |
3670 | *x = pw / 100.0F; |
3671 | *y = ph / 100.0F; |
3672 | } |
3673 | |
3674 | static void game_print(drawing *dr, game_state *state, int tilesize) |
3675 | { |
6193da8d |
3676 | int ink = print_mono_colour(dr, 0); |
7c95608a |
3677 | int i; |
6193da8d |
3678 | game_drawstate ads, *ds = &ads; |
7c95608a |
3679 | grid *g = state->game_grid; |
4413ef0f |
3680 | |
092e9395 |
3681 | ds->tilesize = tilesize; |
6193da8d |
3682 | |
7c95608a |
3683 | for (i = 0; i < g->num_dots; i++) { |
3684 | int x, y; |
3685 | grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y); |
3686 | draw_circle(dr, x, y, ds->tilesize / 15, ink, ink); |
121aae4b |
3687 | } |
6193da8d |
3688 | |
3689 | /* |
3690 | * Clues. |
3691 | */ |
7c95608a |
3692 | for (i = 0; i < g->num_faces; i++) { |
3693 | grid_face *f = g->faces + i; |
3694 | int clue = state->clues[i]; |
3695 | if (clue >= 0) { |
121aae4b |
3696 | char c[2]; |
7c95608a |
3697 | int x, y; |
3698 | c[0] = CLUE2CHAR(clue); |
121aae4b |
3699 | c[1] = '\0'; |
7c95608a |
3700 | face_text_pos(ds, g, f, &x, &y); |
3701 | draw_text(dr, x, y, |
3702 | FONT_VARIABLE, ds->tilesize / 2, |
121aae4b |
3703 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
3704 | } |
3705 | } |
6193da8d |
3706 | |
3707 | /* |
7c95608a |
3708 | * Lines. |
6193da8d |
3709 | */ |
7c95608a |
3710 | for (i = 0; i < g->num_edges; i++) { |
3711 | int thickness = (state->lines[i] == LINE_YES) ? 30 : 150; |
3712 | grid_edge *e = g->edges + i; |
3713 | int x1, y1, x2, y2; |
3714 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3715 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3716 | if (state->lines[i] == LINE_YES) |
3717 | { |
3718 | /* (dx, dy) points from (x1, y1) to (x2, y2). |
3719 | * The line is then "fattened" in a perpendicular |
3720 | * direction to create a thin rectangle. */ |
3721 | double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2)); |
3722 | double dx = (x2 - x1) / d; |
3723 | double dy = (y2 - y1) / d; |
1515b973 |
3724 | int points[8]; |
3725 | |
7c95608a |
3726 | dx = (dx * ds->tilesize) / thickness; |
3727 | dy = (dy * ds->tilesize) / thickness; |
b1535c90 |
3728 | points[0] = x1 + (int)dy; |
3729 | points[1] = y1 - (int)dx; |
3730 | points[2] = x1 - (int)dy; |
3731 | points[3] = y1 + (int)dx; |
3732 | points[4] = x2 - (int)dy; |
3733 | points[5] = y2 + (int)dx; |
3734 | points[6] = x2 + (int)dy; |
3735 | points[7] = y2 - (int)dx; |
7c95608a |
3736 | draw_polygon(dr, points, 4, ink, ink); |
3737 | } |
3738 | else |
3739 | { |
3740 | /* Draw a dotted line */ |
3741 | int divisions = 6; |
3742 | int j; |
3743 | for (j = 1; j < divisions; j++) { |
3744 | /* Weighted average */ |
3745 | int x = (x1 * (divisions -j) + x2 * j) / divisions; |
3746 | int y = (y1 * (divisions -j) + y2 * j) / divisions; |
3747 | draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink); |
3748 | } |
3749 | } |
121aae4b |
3750 | } |
6193da8d |
3751 | } |
3752 | |
3753 | #ifdef COMBINED |
3754 | #define thegame loopy |
3755 | #endif |
3756 | |
3757 | const struct game thegame = { |
750037d7 |
3758 | "Loopy", "games.loopy", "loopy", |
6193da8d |
3759 | default_params, |
3760 | game_fetch_preset, |
3761 | decode_params, |
3762 | encode_params, |
3763 | free_params, |
3764 | dup_params, |
3765 | TRUE, game_configure, custom_params, |
3766 | validate_params, |
3767 | new_game_desc, |
3768 | validate_desc, |
3769 | new_game, |
3770 | dup_game, |
3771 | free_game, |
3772 | 1, solve_game, |
fa3abef5 |
3773 | TRUE, game_can_format_as_text_now, game_text_format, |
6193da8d |
3774 | new_ui, |
3775 | free_ui, |
3776 | encode_ui, |
3777 | decode_ui, |
3778 | game_changed_state, |
3779 | interpret_move, |
3780 | execute_move, |
3781 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3782 | game_colours, |
3783 | game_new_drawstate, |
3784 | game_free_drawstate, |
3785 | game_redraw, |
3786 | game_anim_length, |
3787 | game_flash_length, |
3788 | TRUE, FALSE, game_print_size, game_print, |
121aae4b |
3789 | FALSE /* wants_statusbar */, |
6193da8d |
3790 | FALSE, game_timing_state, |
121aae4b |
3791 | 0, /* mouse_priorities */ |
6193da8d |
3792 | }; |
5ca89681 |
3793 | |
3794 | #ifdef STANDALONE_SOLVER |
3795 | |
3796 | /* |
3797 | * Half-hearted standalone solver. It can't output the solution to |
3798 | * anything but a square puzzle, and it can't log the deductions |
3799 | * it makes either. But it can solve square puzzles, and more |
3800 | * importantly it can use its solver to grade the difficulty of |
3801 | * any puzzle you give it. |
3802 | */ |
3803 | |
3804 | #include <stdarg.h> |
3805 | |
3806 | int main(int argc, char **argv) |
3807 | { |
3808 | game_params *p; |
3809 | game_state *s; |
3810 | char *id = NULL, *desc, *err; |
3811 | int grade = FALSE; |
3812 | int ret, diff; |
3813 | #if 0 /* verbose solver not supported here (yet) */ |
3814 | int really_verbose = FALSE; |
3815 | #endif |
3816 | |
3817 | while (--argc > 0) { |
3818 | char *p = *++argv; |
3819 | #if 0 /* verbose solver not supported here (yet) */ |
3820 | if (!strcmp(p, "-v")) { |
3821 | really_verbose = TRUE; |
3822 | } else |
3823 | #endif |
3824 | if (!strcmp(p, "-g")) { |
3825 | grade = TRUE; |
3826 | } else if (*p == '-') { |
3827 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
3828 | return 1; |
3829 | } else { |
3830 | id = p; |
3831 | } |
3832 | } |
3833 | |
3834 | if (!id) { |
3835 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
3836 | return 1; |
3837 | } |
3838 | |
3839 | desc = strchr(id, ':'); |
3840 | if (!desc) { |
3841 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
3842 | return 1; |
3843 | } |
3844 | *desc++ = '\0'; |
3845 | |
3846 | p = default_params(); |
3847 | decode_params(p, id); |
3848 | err = validate_desc(p, desc); |
3849 | if (err) { |
3850 | fprintf(stderr, "%s: %s\n", argv[0], err); |
3851 | return 1; |
3852 | } |
3853 | s = new_game(NULL, p, desc); |
3854 | |
3855 | /* |
3856 | * When solving an Easy puzzle, we don't want to bother the |
3857 | * user with Hard-level deductions. For this reason, we grade |
3858 | * the puzzle internally before doing anything else. |
3859 | */ |
3860 | ret = -1; /* placate optimiser */ |
3861 | for (diff = 0; diff < DIFF_MAX; diff++) { |
3862 | solver_state *sstate_new; |
3863 | solver_state *sstate = new_solver_state((game_state *)s, diff); |
3864 | |
315e47b9 |
3865 | sstate_new = solve_game_rec(sstate); |
5ca89681 |
3866 | |
3867 | if (sstate_new->solver_status == SOLVER_MISTAKE) |
3868 | ret = 0; |
3869 | else if (sstate_new->solver_status == SOLVER_SOLVED) |
3870 | ret = 1; |
3871 | else |
3872 | ret = 2; |
3873 | |
3874 | free_solver_state(sstate_new); |
3875 | free_solver_state(sstate); |
3876 | |
3877 | if (ret < 2) |
3878 | break; |
3879 | } |
3880 | |
3881 | if (diff == DIFF_MAX) { |
3882 | if (grade) |
3883 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
3884 | else |
3885 | printf("Unable to find a unique solution\n"); |
3886 | } else { |
3887 | if (grade) { |
3888 | if (ret == 0) |
3889 | printf("Difficulty rating: impossible (no solution exists)\n"); |
3890 | else if (ret == 1) |
3891 | printf("Difficulty rating: %s\n", diffnames[diff]); |
3892 | } else { |
3893 | solver_state *sstate_new; |
3894 | solver_state *sstate = new_solver_state((game_state *)s, diff); |
3895 | |
3896 | /* If we supported a verbose solver, we'd set verbosity here */ |
3897 | |
315e47b9 |
3898 | sstate_new = solve_game_rec(sstate); |
5ca89681 |
3899 | |
3900 | if (sstate_new->solver_status == SOLVER_MISTAKE) |
3901 | printf("Puzzle is inconsistent\n"); |
3902 | else { |
3903 | assert(sstate_new->solver_status == SOLVER_SOLVED); |
3904 | if (s->grid_type == 0) { |
3905 | fputs(game_text_format(sstate_new->state), stdout); |
3906 | } else { |
3907 | printf("Unable to output non-square grids\n"); |
3908 | } |
3909 | } |
3910 | |
3911 | free_solver_state(sstate_new); |
3912 | free_solver_state(sstate); |
3913 | } |
3914 | } |
3915 | |
3916 | return 0; |
3917 | } |
3918 | |
3919 | #endif |