f1010613 |
1 | /* |
2 | * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal |
3 | * line through each square of a grid. |
4 | */ |
5 | |
6 | /* |
7 | * In this puzzle you have a grid of squares, each of which must |
8 | * contain a diagonal line; you also have clue numbers placed at |
9 | * _points_ of that grid, which means there's a (w+1) x (h+1) array |
10 | * of possible clue positions. |
11 | * |
12 | * I'm therefore going to adopt a rigid convention throughout this |
13 | * source file of using w and h for the dimensions of the grid of |
14 | * squares, and W and H for the dimensions of the grid of points. |
15 | * Thus, W == w+1 and H == h+1 always. |
16 | * |
17 | * Clue arrays will be W*H `signed char's, and the clue at each |
18 | * point will be a number from 0 to 4, or -1 if there's no clue. |
19 | * |
20 | * Solution arrays will be W*H `signed char's, and the number at |
21 | * each point will be +1 for a forward slash (/), -1 for a |
22 | * backslash (\), and 0 for unknown. |
23 | */ |
24 | |
25 | #include <stdio.h> |
26 | #include <stdlib.h> |
27 | #include <string.h> |
28 | #include <assert.h> |
29 | #include <ctype.h> |
30 | #include <math.h> |
31 | |
32 | #include "puzzles.h" |
33 | |
34 | enum { |
35 | COL_BACKGROUND, |
36 | COL_GRID, |
37 | COL_INK, |
e3478a4b |
38 | COL_SLANT1, |
39 | COL_SLANT2, |
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40 | NCOLOURS |
41 | }; |
42 | |
b926ba00 |
43 | /* |
44 | * In standalone solver mode, `verbose' is a variable which can be |
45 | * set by command-line option; in debugging mode it's simply always |
46 | * true. |
47 | */ |
48 | #if defined STANDALONE_SOLVER |
49 | #define SOLVER_DIAGNOSTICS |
50 | int verbose = FALSE; |
51 | #elif defined SOLVER_DIAGNOSTICS |
52 | #define verbose TRUE |
53 | #endif |
54 | |
55 | /* |
56 | * Difficulty levels. I do some macro ickery here to ensure that my |
57 | * enum and the various forms of my name list always match up. |
58 | */ |
59 | #define DIFFLIST(A) \ |
60 | A(EASY,Easy,e) \ |
61 | A(HARD,Hard,h) |
62 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
63 | #define TITLE(upper,title,lower) #title, |
64 | #define ENCODE(upper,title,lower) #lower |
65 | #define CONFIG(upper,title,lower) ":" #title |
66 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
67 | static char const *const slant_diffnames[] = { DIFFLIST(TITLE) }; |
68 | static char const slant_diffchars[] = DIFFLIST(ENCODE); |
69 | #define DIFFCONFIG DIFFLIST(CONFIG) |
70 | |
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71 | struct game_params { |
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72 | int w, h, diff; |
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73 | }; |
74 | |
75 | typedef struct game_clues { |
76 | int w, h; |
77 | signed char *clues; |
78 | int *dsf; /* scratch space for completion check */ |
79 | int refcount; |
80 | } game_clues; |
81 | |
82 | struct game_state { |
83 | struct game_params p; |
84 | game_clues *clues; |
85 | signed char *soln; |
86 | int completed; |
87 | int used_solve; /* used to suppress completion flash */ |
88 | }; |
89 | |
90 | static game_params *default_params(void) |
91 | { |
92 | game_params *ret = snew(game_params); |
93 | |
94 | ret->w = ret->h = 8; |
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95 | ret->diff = DIFF_EASY; |
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96 | |
97 | return ret; |
98 | } |
99 | |
100 | static const struct game_params slant_presets[] = { |
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101 | {5, 5, DIFF_EASY}, |
102 | {5, 5, DIFF_HARD}, |
103 | {8, 8, DIFF_EASY}, |
104 | {8, 8, DIFF_HARD}, |
105 | {12, 10, DIFF_EASY}, |
106 | {12, 10, DIFF_HARD}, |
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107 | }; |
108 | |
109 | static int game_fetch_preset(int i, char **name, game_params **params) |
110 | { |
111 | game_params *ret; |
112 | char str[80]; |
113 | |
114 | if (i < 0 || i >= lenof(slant_presets)) |
115 | return FALSE; |
116 | |
117 | ret = snew(game_params); |
118 | *ret = slant_presets[i]; |
119 | |
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120 | sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]); |
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121 | |
122 | *name = dupstr(str); |
123 | *params = ret; |
124 | return TRUE; |
125 | } |
126 | |
127 | static void free_params(game_params *params) |
128 | { |
129 | sfree(params); |
130 | } |
131 | |
132 | static game_params *dup_params(game_params *params) |
133 | { |
134 | game_params *ret = snew(game_params); |
135 | *ret = *params; /* structure copy */ |
136 | return ret; |
137 | } |
138 | |
139 | static void decode_params(game_params *ret, char const *string) |
140 | { |
141 | ret->w = ret->h = atoi(string); |
142 | while (*string && isdigit((unsigned char)*string)) string++; |
143 | if (*string == 'x') { |
144 | string++; |
145 | ret->h = atoi(string); |
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146 | while (*string && isdigit((unsigned char)*string)) string++; |
147 | } |
148 | if (*string == 'd') { |
149 | int i; |
150 | string++; |
151 | for (i = 0; i < DIFFCOUNT; i++) |
152 | if (*string == slant_diffchars[i]) |
153 | ret->diff = i; |
154 | if (*string) string++; |
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155 | } |
156 | } |
157 | |
158 | static char *encode_params(game_params *params, int full) |
159 | { |
160 | char data[256]; |
161 | |
162 | sprintf(data, "%dx%d", params->w, params->h); |
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163 | if (full) |
164 | sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]); |
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165 | |
166 | return dupstr(data); |
167 | } |
168 | |
169 | static config_item *game_configure(game_params *params) |
170 | { |
171 | config_item *ret; |
172 | char buf[80]; |
173 | |
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174 | ret = snewn(2, config_item); |
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175 | |
176 | ret[0].name = "Width"; |
177 | ret[0].type = C_STRING; |
178 | sprintf(buf, "%d", params->w); |
179 | ret[0].sval = dupstr(buf); |
180 | ret[0].ival = 0; |
181 | |
182 | ret[1].name = "Height"; |
183 | ret[1].type = C_STRING; |
184 | sprintf(buf, "%d", params->h); |
185 | ret[1].sval = dupstr(buf); |
186 | ret[1].ival = 0; |
187 | |
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188 | ret[2].name = "Difficulty"; |
189 | ret[2].type = C_CHOICES; |
190 | ret[2].sval = DIFFCONFIG; |
191 | ret[2].ival = params->diff; |
192 | |
193 | ret[3].name = NULL; |
194 | ret[3].type = C_END; |
195 | ret[3].sval = NULL; |
196 | ret[3].ival = 0; |
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197 | |
198 | return ret; |
199 | } |
200 | |
201 | static game_params *custom_params(config_item *cfg) |
202 | { |
203 | game_params *ret = snew(game_params); |
204 | |
205 | ret->w = atoi(cfg[0].sval); |
206 | ret->h = atoi(cfg[1].sval); |
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207 | ret->diff = cfg[2].ival; |
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208 | |
209 | return ret; |
210 | } |
211 | |
212 | static char *validate_params(game_params *params, int full) |
213 | { |
214 | /* |
215 | * (At least at the time of writing this comment) The grid |
216 | * generator is actually capable of handling even zero grid |
217 | * dimensions without crashing. Puzzles with a zero-area grid |
218 | * are a bit boring, though, because they're already solved :-) |
b926ba00 |
219 | * And puzzles with a dimension of 1 can't be made Hard, which |
220 | * means the simplest thing is to forbid them altogether. |
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221 | */ |
222 | |
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223 | if (params->w < 2 || params->h < 2) |
224 | return "Width and height must both be at least two"; |
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225 | |
226 | return NULL; |
227 | } |
228 | |
229 | /* |
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230 | * Scratch space for solver. |
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231 | */ |
b926ba00 |
232 | struct solver_scratch { |
233 | /* |
234 | * Disjoint set forest which tracks the connected sets of |
235 | * points. |
236 | */ |
237 | int *connected; |
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238 | |
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239 | /* |
240 | * Counts the number of possible exits from each connected set |
241 | * of points. (That is, the number of possible _simultaneous_ |
242 | * exits: an unconnected point labelled 2 has an exit count of |
243 | * 2 even if all four possible edges are still under |
244 | * consideration.) |
245 | */ |
246 | int *exits; |
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247 | |
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248 | /* |
249 | * Tracks whether each connected set of points includes a |
250 | * border point. |
251 | */ |
252 | unsigned char *border; |
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253 | |
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254 | /* |
255 | * Another disjoint set forest. This one tracks _squares_ which |
256 | * are known to slant in the same direction. |
257 | */ |
258 | int *equiv; |
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259 | |
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260 | /* |
261 | * Stores slash values which we know for an equivalence class. |
262 | * When we fill in a square, we set slashval[canonify(x)] to |
263 | * the same value as soln[x], so that we can then spot other |
264 | * squares equivalent to it and fill them in immediately via |
265 | * their known equivalence. |
266 | */ |
267 | signed char *slashval; |
268 | |
269 | /* |
270 | * Useful to have this information automatically passed to |
271 | * solver subroutines. (This pointer is not dynamically |
272 | * allocated by new_scratch and free_scratch.) |
273 | */ |
274 | const signed char *clues; |
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275 | }; |
276 | |
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277 | static struct solver_scratch *new_scratch(int w, int h) |
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278 | { |
279 | int W = w+1, H = h+1; |
280 | struct solver_scratch *ret = snew(struct solver_scratch); |
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281 | ret->connected = snewn(W*H, int); |
282 | ret->exits = snewn(W*H, int); |
283 | ret->border = snewn(W*H, unsigned char); |
284 | ret->equiv = snewn(w*h, int); |
285 | ret->slashval = snewn(w*h, signed char); |
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286 | return ret; |
287 | } |
288 | |
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289 | static void free_scratch(struct solver_scratch *sc) |
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290 | { |
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291 | sfree(sc->slashval); |
292 | sfree(sc->equiv); |
293 | sfree(sc->border); |
294 | sfree(sc->exits); |
295 | sfree(sc->connected); |
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296 | sfree(sc); |
297 | } |
298 | |
299 | /* |
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300 | * Wrapper on dsf_merge() which updates the `exits' and `border' |
301 | * arrays. |
302 | */ |
303 | static void merge_vertices(int *connected, |
304 | struct solver_scratch *sc, int i, int j) |
305 | { |
306 | int exits = -1, border = FALSE; /* initialise to placate optimiser */ |
307 | |
308 | if (sc) { |
309 | i = dsf_canonify(connected, i); |
310 | j = dsf_canonify(connected, j); |
311 | |
312 | /* |
313 | * We have used one possible exit from each of the two |
314 | * classes. Thus, the viable exit count of the new class is |
315 | * the sum of the old exit counts minus two. |
316 | */ |
317 | exits = sc->exits[i] + sc->exits[j] - 2; |
318 | |
319 | border = sc->border[i] || sc->border[j]; |
320 | } |
321 | |
322 | dsf_merge(connected, i, j); |
323 | |
324 | if (sc) { |
325 | i = dsf_canonify(connected, i); |
326 | sc->exits[i] = exits; |
327 | sc->border[i] = border; |
328 | } |
329 | } |
330 | |
331 | /* |
332 | * Called when we have just blocked one way out of a particular |
333 | * point. If that point is a non-clue point (thus has a variable |
334 | * number of exits), we have therefore decreased its potential exit |
335 | * count, so we must decrement the exit count for the group as a |
336 | * whole. |
337 | */ |
338 | static void decr_exits(struct solver_scratch *sc, int i) |
339 | { |
340 | if (sc->clues[i] < 0) { |
341 | i = dsf_canonify(sc->connected, i); |
342 | sc->exits[i]--; |
343 | } |
344 | } |
345 | |
346 | static void fill_square(int w, int h, int x, int y, int v, |
347 | signed char *soln, |
348 | int *connected, struct solver_scratch *sc) |
349 | { |
350 | int W = w+1 /*, H = h+1 */; |
351 | |
352 | assert(x >= 0 && x < w && y >= 0 && y < h); |
353 | |
354 | if (soln[y*w+x] != 0) { |
355 | return; /* do nothing */ |
356 | } |
357 | |
358 | #ifdef SOLVER_DIAGNOSTICS |
359 | if (verbose) |
360 | printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y); |
361 | #endif |
362 | |
363 | soln[y*w+x] = v; |
364 | |
365 | if (sc) { |
366 | int c = dsf_canonify(sc->equiv, y*w+x); |
367 | sc->slashval[c] = v; |
368 | } |
369 | |
370 | if (v < 0) { |
371 | merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1)); |
372 | if (sc) { |
373 | decr_exits(sc, y*W+(x+1)); |
374 | decr_exits(sc, (y+1)*W+x); |
375 | } |
376 | } else { |
377 | merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x); |
378 | if (sc) { |
379 | decr_exits(sc, y*W+x); |
380 | decr_exits(sc, (y+1)*W+(x+1)); |
381 | } |
382 | } |
383 | } |
384 | |
385 | /* |
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386 | * Solver. Returns 0 for impossibility, 1 for success, 2 for |
387 | * ambiguity or failure to converge. |
388 | */ |
389 | static int slant_solve(int w, int h, const signed char *clues, |
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390 | signed char *soln, struct solver_scratch *sc, |
391 | int difficulty) |
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392 | { |
393 | int W = w+1, H = h+1; |
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394 | int x, y, i, j; |
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395 | int done_something; |
396 | |
397 | /* |
398 | * Clear the output. |
399 | */ |
400 | memset(soln, 0, w*h); |
401 | |
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402 | sc->clues = clues; |
403 | |
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404 | /* |
405 | * Establish a disjoint set forest for tracking connectedness |
406 | * between grid points. |
407 | */ |
408 | for (i = 0; i < W*H; i++) |
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409 | sc->connected[i] = i; /* initially all distinct */ |
410 | |
411 | /* |
412 | * Establish a disjoint set forest for tracking which squares |
413 | * are known to slant in the same direction. |
414 | */ |
415 | for (i = 0; i < w*h; i++) |
416 | sc->equiv[i] = i; /* initially all distinct */ |
417 | |
418 | /* |
419 | * Clear the slashval array. |
420 | */ |
421 | memset(sc->slashval, 0, w*h); |
422 | |
423 | /* |
424 | * Initialise the `exits' and `border' arrays. Theses is used |
425 | * to do second-order loop avoidance: the dual of the no loops |
426 | * constraint is that every point must be somehow connected to |
427 | * the border of the grid (otherwise there would be a solid |
428 | * loop around it which prevented this). |
429 | * |
430 | * I define a `dead end' to be a connected group of points |
431 | * which contains no border point, and which can form at most |
432 | * one new connection outside itself. Then I forbid placing an |
433 | * edge so that it connects together two dead-end groups, since |
434 | * this would yield a non-border-connected isolated subgraph |
435 | * with no further scope to extend it. |
436 | */ |
437 | for (y = 0; y < H; y++) |
438 | for (x = 0; x < W; x++) { |
439 | if (y == 0 || y == H-1 || x == 0 || x == W-1) |
440 | sc->border[y*W+x] = TRUE; |
441 | else |
442 | sc->border[y*W+x] = FALSE; |
443 | |
444 | if (clues[y*W+x] < 0) |
445 | sc->exits[y*W+x] = 4; |
446 | else |
447 | sc->exits[y*W+x] = clues[y*W+x]; |
448 | } |
449 | |
450 | /* |
451 | * Make a one-off preliminary pass over the grid looking for |
452 | * starting-point arrangements. The ones we need to spot are: |
453 | * |
454 | * - two adjacent 1s in the centre of the grid imply that each |
455 | * one's single line points towards the other. (If either 1 |
456 | * were connected on the far side, the two squares shared |
457 | * between the 1s would both link to the other 1 as a |
458 | * consequence of neither linking to the first.) Thus, we |
459 | * can fill in the four squares around them. |
460 | * |
461 | * - dually, two adjacent 3s imply that each one's _non_-line |
462 | * points towards the other. |
463 | * |
464 | * - if the pair of 1s and 3s is not _adjacent_ but is |
465 | * separated by one or more 2s, the reasoning still applies. |
466 | * |
467 | * This is more advanced than just spotting obvious starting |
468 | * squares such as central 4s and edge 2s, so we disable it on |
469 | * DIFF_EASY. |
470 | * |
471 | * (I don't like this loop; it feels grubby to me. My |
472 | * mathematical intuition feels there ought to be some more |
473 | * general deductive form which contains this loop as a special |
474 | * case, but I can't bring it to mind right now.) |
475 | */ |
476 | if (difficulty > DIFF_EASY) { |
477 | for (y = 1; y+1 < H; y++) |
478 | for (x = 1; x+1 < W; x++) { |
479 | int v = clues[y*W+x], s, x2, y2, dx, dy; |
480 | if (v != 1 && v != 3) |
481 | continue; |
482 | /* Slash value of the square up and left of (x,y). */ |
483 | s = (v == 1 ? +1 : -1); |
484 | |
485 | /* Look in each direction once. */ |
486 | for (dy = 0; dy < 2; dy++) { |
487 | dx = 1 - dy; |
488 | x2 = x+dx; |
489 | y2 = y+dy; |
490 | if (x2+1 >= W || y2+1 >= H) |
491 | continue; /* too close to the border */ |
492 | while (x2+dx+1 < W && y2+dy+1 < H && clues[y2*W+x2] == 2) |
493 | x2 += dx, y2 += dy; |
494 | if (clues[y2*W+x2] == v) { |
495 | #ifdef SOLVER_DIAGNOSTICS |
496 | if (verbose) |
497 | printf("found adjacent %ds at %d,%d and %d,%d\n", |
498 | v, x, y, x2, y2); |
499 | #endif |
500 | fill_square(w, h, x-1, y-1, s, soln, |
501 | sc->connected, sc); |
502 | fill_square(w, h, x-1+dy, y-1+dx, -s, soln, |
503 | sc->connected, sc); |
504 | fill_square(w, h, x2, y2, s, soln, |
505 | sc->connected, sc); |
506 | fill_square(w, h, x2-dy, y2-dx, -s, soln, |
507 | sc->connected, sc); |
508 | } |
509 | } |
510 | } |
511 | } |
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512 | |
513 | /* |
514 | * Repeatedly try to deduce something until we can't. |
515 | */ |
516 | do { |
517 | done_something = FALSE; |
518 | |
519 | /* |
520 | * Any clue point with the number of remaining lines equal |
521 | * to zero or to the number of remaining undecided |
522 | * neighbouring squares can be filled in completely. |
523 | */ |
524 | for (y = 0; y < H; y++) |
525 | for (x = 0; x < W; x++) { |
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526 | struct { |
527 | int pos, slash; |
528 | } neighbours[4]; |
529 | int nneighbours; |
530 | int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2; |
f1010613 |
531 | |
532 | if ((c = clues[y*W+x]) < 0) |
533 | continue; |
534 | |
535 | /* |
b926ba00 |
536 | * We have a clue point. Start by listing its |
537 | * neighbouring squares, in order around the point, |
538 | * together with the type of slash that would be |
539 | * required in that square to connect to the point. |
540 | */ |
541 | nneighbours = 0; |
542 | if (x > 0 && y > 0) { |
543 | neighbours[nneighbours].pos = (y-1)*w+(x-1); |
544 | neighbours[nneighbours].slash = -1; |
545 | nneighbours++; |
546 | } |
547 | if (x > 0 && y < h) { |
548 | neighbours[nneighbours].pos = y*w+(x-1); |
549 | neighbours[nneighbours].slash = +1; |
550 | nneighbours++; |
551 | } |
552 | if (x < w && y < h) { |
553 | neighbours[nneighbours].pos = y*w+x; |
554 | neighbours[nneighbours].slash = -1; |
555 | nneighbours++; |
556 | } |
557 | if (x < w && y > 0) { |
558 | neighbours[nneighbours].pos = (y-1)*w+x; |
559 | neighbours[nneighbours].slash = +1; |
560 | nneighbours++; |
561 | } |
562 | |
563 | /* |
564 | * Count up the number of undecided neighbours, and |
565 | * also the number of lines already present. |
566 | * |
567 | * If we're not on DIFF_EASY, then in this loop we |
568 | * also track whether we've seen two adjacent empty |
569 | * squares belonging to the same equivalence class |
570 | * (meaning they have the same type of slash). If |
571 | * so, we count them jointly as one line. |
f1010613 |
572 | */ |
573 | nu = 0; |
574 | nl = c; |
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575 | last = neighbours[nneighbours-1].pos; |
576 | if (soln[last] == 0) |
577 | eq = dsf_canonify(sc->equiv, last); |
578 | else |
579 | eq = -1; |
580 | meq = mj1 = mj2 = -1; |
581 | for (i = 0; i < nneighbours; i++) { |
582 | j = neighbours[i].pos; |
583 | s = neighbours[i].slash; |
584 | if (soln[j] == 0) { |
585 | nu++; /* undecided */ |
586 | if (meq < 0 && difficulty > DIFF_EASY) { |
587 | eq2 = dsf_canonify(sc->equiv, j); |
588 | if (eq == eq2 && last != j) { |
589 | /* |
590 | * We've found an equivalent pair. |
591 | * Mark it. This also inhibits any |
592 | * further equivalence tracking |
593 | * around this square, since we can |
594 | * only handle one pair (and in |
595 | * particular we want to avoid |
596 | * being misled by two overlapping |
597 | * equivalence pairs). |
598 | */ |
599 | meq = eq; |
600 | mj1 = last; |
601 | mj2 = j; |
602 | nl--; /* count one line */ |
603 | nu -= 2; /* and lose two undecideds */ |
604 | } else |
605 | eq = eq2; |
606 | } |
607 | } else { |
608 | eq = -1; |
609 | if (soln[j] == s) |
610 | nl--; /* here's a line */ |
611 | } |
612 | last = j; |
613 | } |
f1010613 |
614 | |
615 | /* |
616 | * Check the counts. |
617 | */ |
618 | if (nl < 0 || nl > nu) { |
619 | /* |
620 | * No consistent value for this at all! |
621 | */ |
b926ba00 |
622 | #ifdef SOLVER_DIAGNOSTICS |
623 | if (verbose) |
624 | printf("need %d / %d lines around clue point at %d,%d!\n", |
625 | nl, nu, x, y); |
626 | #endif |
f1010613 |
627 | return 0; /* impossible */ |
628 | } |
629 | |
630 | if (nu > 0 && (nl == 0 || nl == nu)) { |
631 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
632 | if (verbose) { |
633 | if (meq >= 0) |
634 | printf("partially (since %d,%d == %d,%d) ", |
635 | mj1%w, mj1/w, mj2%w, mj2/w); |
636 | printf("%s around clue point at %d,%d\n", |
637 | nl ? "filling" : "emptying", x, y); |
638 | } |
f1010613 |
639 | #endif |
b926ba00 |
640 | for (i = 0; i < nneighbours; i++) { |
641 | j = neighbours[i].pos; |
642 | s = neighbours[i].slash; |
643 | if (soln[j] == 0 && j != mj1 && j != mj2) |
644 | fill_square(w, h, j%w, j/w, (nl ? s : -s), soln, |
645 | sc->connected, sc); |
646 | } |
f1010613 |
647 | |
648 | done_something = TRUE; |
b926ba00 |
649 | } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) { |
650 | /* |
651 | * If we have precisely two undecided squares |
652 | * and precisely one line to place between |
653 | * them, _and_ those squares are adjacent, then |
654 | * we can mark them as equivalent to one |
655 | * another. |
656 | * |
657 | * This even applies if meq >= 0: if we have a |
658 | * 2 clue point and two of its neighbours are |
659 | * already marked equivalent, we can indeed |
660 | * mark the other two as equivalent. |
661 | * |
662 | * We don't bother with this on DIFF_EASY, |
663 | * since we wouldn't have used the results |
664 | * anyway. |
665 | */ |
666 | last = -1; |
667 | for (i = 0; i < nneighbours; i++) { |
668 | j = neighbours[i].pos; |
669 | if (soln[j] == 0 && j != mj1 && j != mj2) { |
670 | if (last < 0) |
671 | last = i; |
672 | else if (last == i-1 || (last == 0 && i == 3)) |
673 | break; /* found a pair */ |
674 | } |
675 | } |
676 | if (i < nneighbours) { |
677 | int sv1, sv2; |
678 | |
679 | assert(last >= 0); |
680 | /* |
681 | * neighbours[last] and neighbours[i] are |
682 | * the pair. Mark them equivalent. |
683 | */ |
684 | #ifdef SOLVER_DIAGNOSTICS |
685 | if (verbose) { |
686 | if (meq >= 0) |
687 | printf("since %d,%d == %d,%d, ", |
688 | mj1%w, mj1/w, mj2%w, mj2/w); |
689 | } |
690 | #endif |
691 | mj1 = neighbours[last].pos; |
692 | mj2 = neighbours[i].pos; |
693 | #ifdef SOLVER_DIAGNOSTICS |
694 | if (verbose) |
695 | printf("clue point at %d,%d implies %d,%d == %d," |
696 | "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w); |
697 | #endif |
698 | mj1 = dsf_canonify(sc->equiv, mj1); |
699 | sv1 = sc->slashval[mj1]; |
700 | mj2 = dsf_canonify(sc->equiv, mj2); |
701 | sv2 = sc->slashval[mj2]; |
702 | if (sv1 != 0 && sv2 != 0 && sv1 != sv2) { |
703 | #ifdef SOLVER_DIAGNOSTICS |
704 | if (verbose) |
705 | printf("merged two equivalence classes with" |
706 | " different slash values!\n"); |
707 | #endif |
708 | return 0; |
709 | } |
710 | sv1 = sv1 ? sv1 : sv2; |
711 | dsf_merge(sc->equiv, mj1, mj2); |
712 | mj1 = dsf_canonify(sc->equiv, mj1); |
713 | sc->slashval[mj1] = sv1; |
714 | } |
f1010613 |
715 | } |
716 | } |
717 | |
718 | if (done_something) |
719 | continue; |
720 | |
721 | /* |
722 | * Failing that, we now apply the second condition, which |
723 | * is that no square may be filled in such a way as to form |
b926ba00 |
724 | * a loop. Also in this loop (since it's over squares |
725 | * rather than points), we check slashval to see if we've |
726 | * already filled in another square in the same equivalence |
727 | * class. |
728 | * |
729 | * The slashval check is disabled on DIFF_EASY, as is dead |
730 | * end avoidance. Only _immediate_ loop avoidance remains. |
f1010613 |
731 | */ |
732 | for (y = 0; y < h; y++) |
733 | for (x = 0; x < w; x++) { |
b926ba00 |
734 | int fs, bs, v; |
735 | int c1, c2; |
736 | #ifdef SOLVER_DIAGNOSTICS |
737 | char *reason = "<internal error>"; |
738 | #endif |
f1010613 |
739 | |
740 | if (soln[y*w+x]) |
741 | continue; /* got this one already */ |
742 | |
b926ba00 |
743 | fs = FALSE; |
744 | bs = FALSE; |
745 | |
746 | if (difficulty > DIFF_EASY) |
747 | v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)]; |
748 | else |
749 | v = 0; |
750 | |
751 | /* |
752 | * Try to rule out connectivity between (x,y) and |
753 | * (x+1,y+1); if successful, we will deduce that we |
754 | * must have a forward slash. |
755 | */ |
756 | c1 = dsf_canonify(sc->connected, y*W+x); |
757 | c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1)); |
758 | if (c1 == c2) { |
759 | fs = TRUE; |
760 | #ifdef SOLVER_DIAGNOSTICS |
761 | reason = "simple loop avoidance"; |
762 | #endif |
763 | } |
764 | if (difficulty > DIFF_EASY && |
765 | !sc->border[c1] && !sc->border[c2] && |
766 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
767 | fs = TRUE; |
768 | #ifdef SOLVER_DIAGNOSTICS |
769 | reason = "dead end avoidance"; |
770 | #endif |
771 | } |
772 | if (v == +1) { |
773 | fs = TRUE; |
774 | #ifdef SOLVER_DIAGNOSTICS |
775 | reason = "equivalence to an already filled square"; |
776 | #endif |
777 | } |
778 | |
779 | /* |
780 | * Now do the same between (x+1,y) and (x,y+1), to |
781 | * see if we are required to have a backslash. |
782 | */ |
783 | c1 = dsf_canonify(sc->connected, y*W+(x+1)); |
784 | c2 = dsf_canonify(sc->connected, (y+1)*W+x); |
785 | if (c1 == c2) { |
786 | bs = TRUE; |
787 | #ifdef SOLVER_DIAGNOSTICS |
788 | reason = "simple loop avoidance"; |
789 | #endif |
790 | } |
791 | if (difficulty > DIFF_EASY && |
792 | !sc->border[c1] && !sc->border[c2] && |
793 | sc->exits[c1] <= 1 && sc->exits[c2] <= 1) { |
794 | bs = TRUE; |
795 | #ifdef SOLVER_DIAGNOSTICS |
796 | reason = "dead end avoidance"; |
797 | #endif |
798 | } |
799 | if (v == -1) { |
800 | bs = TRUE; |
801 | #ifdef SOLVER_DIAGNOSTICS |
802 | reason = "equivalence to an already filled square"; |
803 | #endif |
804 | } |
f1010613 |
805 | |
806 | if (fs && bs) { |
807 | /* |
b926ba00 |
808 | * No consistent value for this at all! |
f1010613 |
809 | */ |
b926ba00 |
810 | #ifdef SOLVER_DIAGNOSTICS |
811 | if (verbose) |
812 | printf("%d,%d has no consistent slash!\n", x, y); |
813 | #endif |
f1010613 |
814 | return 0; /* impossible */ |
815 | } |
816 | |
817 | if (fs) { |
f1010613 |
818 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
819 | if (verbose) |
820 | printf("employing %s\n", reason); |
f1010613 |
821 | #endif |
b926ba00 |
822 | fill_square(w, h, x, y, +1, soln, sc->connected, sc); |
f1010613 |
823 | done_something = TRUE; |
824 | } else if (bs) { |
f1010613 |
825 | #ifdef SOLVER_DIAGNOSTICS |
b926ba00 |
826 | if (verbose) |
827 | printf("employing %s\n", reason); |
f1010613 |
828 | #endif |
b926ba00 |
829 | fill_square(w, h, x, y, -1, soln, sc->connected, sc); |
f1010613 |
830 | done_something = TRUE; |
831 | } |
832 | } |
833 | |
834 | } while (done_something); |
835 | |
836 | /* |
837 | * Solver can make no more progress. See if the grid is full. |
838 | */ |
839 | for (i = 0; i < w*h; i++) |
840 | if (!soln[i]) |
841 | return 2; /* failed to converge */ |
842 | return 1; /* success */ |
843 | } |
844 | |
845 | /* |
846 | * Filled-grid generator. |
847 | */ |
848 | static void slant_generate(int w, int h, signed char *soln, random_state *rs) |
849 | { |
850 | int W = w+1, H = h+1; |
851 | int x, y, i; |
b926ba00 |
852 | int *connected, *indices; |
f1010613 |
853 | |
854 | /* |
855 | * Clear the output. |
856 | */ |
857 | memset(soln, 0, w*h); |
858 | |
859 | /* |
860 | * Establish a disjoint set forest for tracking connectedness |
861 | * between grid points. |
862 | */ |
b926ba00 |
863 | connected = snewn(W*H, int); |
f1010613 |
864 | for (i = 0; i < W*H; i++) |
b926ba00 |
865 | connected[i] = i; /* initially all distinct */ |
f1010613 |
866 | |
867 | /* |
868 | * Prepare a list of the squares in the grid, and fill them in |
869 | * in a random order. |
870 | */ |
871 | indices = snewn(w*h, int); |
872 | for (i = 0; i < w*h; i++) |
873 | indices[i] = i; |
874 | shuffle(indices, w*h, sizeof(*indices), rs); |
875 | |
876 | /* |
877 | * Fill in each one in turn. |
878 | */ |
879 | for (i = 0; i < w*h; i++) { |
880 | int fs, bs, v; |
881 | |
882 | y = indices[i] / w; |
883 | x = indices[i] % w; |
884 | |
b926ba00 |
885 | fs = (dsf_canonify(connected, y*W+x) == |
886 | dsf_canonify(connected, (y+1)*W+(x+1))); |
887 | bs = (dsf_canonify(connected, (y+1)*W+x) == |
888 | dsf_canonify(connected, y*W+(x+1))); |
f1010613 |
889 | |
890 | /* |
891 | * It isn't possible to get into a situation where we |
892 | * aren't allowed to place _either_ type of slash in a |
b926ba00 |
893 | * square. Thus, filled-grid generation never has to |
894 | * backtrack. |
f1010613 |
895 | * |
896 | * Proof (thanks to Gareth Taylor): |
897 | * |
898 | * If it were possible, it would have to be because there |
899 | * was an existing path (not using this square) between the |
900 | * top-left and bottom-right corners of this square, and |
901 | * another between the other two. These two paths would |
902 | * have to cross at some point. |
903 | * |
904 | * Obviously they can't cross in the middle of a square, so |
905 | * they must cross by sharing a point in common. But this |
906 | * isn't possible either: if you chessboard-colour all the |
907 | * points on the grid, you find that any continuous |
908 | * diagonal path is entirely composed of points of the same |
909 | * colour. And one of our two hypothetical paths is between |
910 | * two black points, and the other is between two white |
911 | * points - therefore they can have no point in common. [] |
912 | */ |
913 | assert(!(fs && bs)); |
914 | |
915 | v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1; |
b926ba00 |
916 | fill_square(w, h, x, y, v, soln, connected, NULL); |
f1010613 |
917 | } |
918 | |
919 | sfree(indices); |
b926ba00 |
920 | sfree(connected); |
f1010613 |
921 | } |
922 | |
923 | static char *new_game_desc(game_params *params, random_state *rs, |
924 | char **aux, int interactive) |
925 | { |
926 | int w = params->w, h = params->h, W = w+1, H = h+1; |
927 | signed char *soln, *tmpsoln, *clues; |
928 | int *clueindices; |
929 | struct solver_scratch *sc; |
b926ba00 |
930 | int x, y, v, i, j; |
f1010613 |
931 | char *desc; |
932 | |
933 | soln = snewn(w*h, signed char); |
934 | tmpsoln = snewn(w*h, signed char); |
935 | clues = snewn(W*H, signed char); |
936 | clueindices = snewn(W*H, int); |
937 | sc = new_scratch(w, h); |
938 | |
939 | do { |
940 | /* |
941 | * Create the filled grid. |
942 | */ |
943 | slant_generate(w, h, soln, rs); |
944 | |
945 | /* |
946 | * Fill in the complete set of clues. |
947 | */ |
948 | for (y = 0; y < H; y++) |
949 | for (x = 0; x < W; x++) { |
950 | v = 0; |
951 | |
952 | if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++; |
953 | if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++; |
954 | if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++; |
955 | if (x < w && y < h && soln[y*w+x] == -1) v++; |
956 | |
957 | clues[y*W+x] = v; |
958 | } |
f1010613 |
959 | |
b926ba00 |
960 | /* |
961 | * With all clue points filled in, all puzzles are easy: we can |
962 | * simply process the clue points in lexicographic order, and |
963 | * at each clue point we will always have at most one square |
964 | * undecided, which we can then fill in uniquely. |
965 | */ |
966 | assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1); |
967 | |
968 | /* |
969 | * Remove as many clues as possible while retaining solubility. |
970 | * |
971 | * In DIFF_HARD mode, we prioritise the removal of obvious |
972 | * starting points (4s, 0s, border 2s and corner 1s), on |
973 | * the grounds that having as few of these as possible |
974 | * seems like a good thing. In particular, we can often get |
975 | * away without _any_ completely obvious starting points, |
976 | * which is even better. |
977 | */ |
978 | for (i = 0; i < W*H; i++) |
979 | clueindices[i] = i; |
980 | shuffle(clueindices, W*H, sizeof(*clueindices), rs); |
981 | for (j = 0; j < 2; j++) { |
982 | for (i = 0; i < W*H; i++) { |
983 | int pass, yb, xb; |
984 | |
985 | y = clueindices[i] / W; |
986 | x = clueindices[i] % W; |
987 | v = clues[y*W+x]; |
988 | |
989 | /* |
990 | * Identify which pass we should process this point |
991 | * in. If it's an obvious start point, _or_ we're |
992 | * in DIFF_EASY, then it goes in pass 0; otherwise |
993 | * pass 1. |
994 | */ |
995 | xb = (x == 0 || x == W-1); |
996 | yb = (y == 0 || y == H-1); |
997 | if (params->diff == DIFF_EASY || v == 4 || v == 0 || |
998 | (v == 2 && (xb||yb)) || (v == 1 && xb && yb)) |
999 | pass = 0; |
1000 | else |
1001 | pass = 1; |
1002 | |
1003 | if (pass == j) { |
1004 | clues[y*W+x] = -1; |
1005 | if (slant_solve(w, h, clues, tmpsoln, sc, |
1006 | params->diff) != 1) |
1007 | clues[y*W+x] = v; /* put it back */ |
1008 | } |
1009 | } |
1010 | } |
1011 | |
1012 | /* |
1013 | * And finally, verify that the grid is of _at least_ the |
1014 | * requested difficulty, by running the solver one level |
1015 | * down and verifying that it can't manage it. |
1016 | */ |
1017 | } while (params->diff > 0 && |
1018 | slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1); |
f1010613 |
1019 | |
1020 | /* |
1021 | * Now we have the clue set as it will be presented to the |
1022 | * user. Encode it in a game desc. |
1023 | */ |
1024 | { |
1025 | char *p; |
1026 | int run, i; |
1027 | |
1028 | desc = snewn(W*H+1, char); |
1029 | p = desc; |
1030 | run = 0; |
1031 | for (i = 0; i <= W*H; i++) { |
1032 | int n = (i < W*H ? clues[i] : -2); |
1033 | |
1034 | if (n == -1) |
1035 | run++; |
1036 | else { |
1037 | if (run) { |
1038 | while (run > 0) { |
1039 | int c = 'a' - 1 + run; |
1040 | if (run > 26) |
1041 | c = 'z'; |
1042 | *p++ = c; |
1043 | run -= c - ('a' - 1); |
1044 | } |
1045 | } |
1046 | if (n >= 0) |
1047 | *p++ = '0' + n; |
1048 | run = 0; |
1049 | } |
1050 | } |
1051 | assert(p - desc <= W*H); |
1052 | *p++ = '\0'; |
1053 | desc = sresize(desc, p - desc, char); |
1054 | } |
1055 | |
1056 | /* |
1057 | * Encode the solution as an aux_info. |
1058 | */ |
1059 | { |
1060 | char *auxbuf; |
1061 | *aux = auxbuf = snewn(w*h+1, char); |
1062 | for (i = 0; i < w*h; i++) |
1063 | auxbuf[i] = soln[i] < 0 ? '\\' : '/'; |
1064 | auxbuf[w*h] = '\0'; |
1065 | } |
1066 | |
1067 | free_scratch(sc); |
1068 | sfree(clueindices); |
1069 | sfree(clues); |
1070 | sfree(tmpsoln); |
1071 | sfree(soln); |
1072 | |
1073 | return desc; |
1074 | } |
1075 | |
1076 | static char *validate_desc(game_params *params, char *desc) |
1077 | { |
1078 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1079 | int area = W*H; |
1080 | int squares = 0; |
1081 | |
1082 | while (*desc) { |
1083 | int n = *desc++; |
1084 | if (n >= 'a' && n <= 'z') { |
1085 | squares += n - 'a' + 1; |
1086 | } else if (n >= '0' && n <= '4') { |
1087 | squares++; |
1088 | } else |
1089 | return "Invalid character in game description"; |
1090 | } |
1091 | |
1092 | if (squares < area) |
1093 | return "Not enough data to fill grid"; |
1094 | |
1095 | if (squares > area) |
1096 | return "Too much data to fit in grid"; |
1097 | |
1098 | return NULL; |
1099 | } |
1100 | |
1101 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
1102 | { |
1103 | int w = params->w, h = params->h, W = w+1, H = h+1; |
1104 | game_state *state = snew(game_state); |
1105 | int area = W*H; |
1106 | int squares = 0; |
1107 | |
1108 | state->p = *params; |
1109 | state->soln = snewn(w*h, signed char); |
1110 | memset(state->soln, 0, w*h); |
1111 | state->completed = state->used_solve = FALSE; |
1112 | |
1113 | state->clues = snew(game_clues); |
1114 | state->clues->w = w; |
1115 | state->clues->h = h; |
1116 | state->clues->clues = snewn(W*H, signed char); |
1117 | state->clues->refcount = 1; |
1118 | state->clues->dsf = snewn(W*H, int); |
1119 | memset(state->clues->clues, -1, W*H); |
1120 | while (*desc) { |
1121 | int n = *desc++; |
1122 | if (n >= 'a' && n <= 'z') { |
1123 | squares += n - 'a' + 1; |
1124 | } else if (n >= '0' && n <= '4') { |
1125 | state->clues->clues[squares++] = n - '0'; |
1126 | } else |
1127 | assert(!"can't get here"); |
1128 | } |
1129 | assert(squares == area); |
1130 | |
1131 | return state; |
1132 | } |
1133 | |
1134 | static game_state *dup_game(game_state *state) |
1135 | { |
1136 | int w = state->p.w, h = state->p.h; |
1137 | game_state *ret = snew(game_state); |
1138 | |
1139 | ret->p = state->p; |
1140 | ret->clues = state->clues; |
1141 | ret->clues->refcount++; |
1142 | ret->completed = state->completed; |
1143 | ret->used_solve = state->used_solve; |
1144 | |
1145 | ret->soln = snewn(w*h, signed char); |
1146 | memcpy(ret->soln, state->soln, w*h); |
1147 | |
1148 | return ret; |
1149 | } |
1150 | |
1151 | static void free_game(game_state *state) |
1152 | { |
986cc2de |
1153 | sfree(state->soln); |
1154 | assert(state->clues); |
1155 | if (--state->clues->refcount <= 0) { |
1156 | sfree(state->clues->clues); |
1157 | sfree(state->clues->dsf); |
1158 | sfree(state->clues); |
1159 | } |
f1010613 |
1160 | sfree(state); |
1161 | } |
1162 | |
1163 | static int check_completion(game_state *state) |
1164 | { |
1165 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
1166 | int i, x, y; |
1167 | |
1168 | /* |
1169 | * Establish a disjoint set forest for tracking connectedness |
1170 | * between grid points. Use the dsf scratch space in the shared |
1171 | * clues structure, to avoid mallocing too often. |
1172 | */ |
1173 | for (i = 0; i < W*H; i++) |
1174 | state->clues->dsf[i] = i; /* initially all distinct */ |
1175 | |
1176 | /* |
1177 | * Now go through the grid checking connectedness. While we're |
1178 | * here, also check that everything is filled in. |
1179 | */ |
1180 | for (y = 0; y < h; y++) |
1181 | for (x = 0; x < w; x++) { |
1182 | int i1, i2; |
1183 | |
1184 | if (state->soln[y*w+x] == 0) |
1185 | return FALSE; |
1186 | if (state->soln[y*w+x] < 0) { |
1187 | i1 = y*W+x; |
1188 | i2 = (y+1)*W+(x+1); |
1189 | } else { |
1190 | i1 = (y+1)*W+x; |
1191 | i2 = y*W+(x+1); |
1192 | } |
1193 | |
1194 | /* |
1195 | * Our edge connects i1 with i2. If they're already |
1196 | * connected, return failure. Otherwise, link them. |
1197 | */ |
1198 | if (dsf_canonify(state->clues->dsf, i1) == |
1199 | dsf_canonify(state->clues->dsf, i2)) |
1200 | return FALSE; |
1201 | else |
1202 | dsf_merge(state->clues->dsf, i1, i2); |
1203 | } |
1204 | |
1205 | /* |
1206 | * The grid is _a_ valid grid; let's see if it matches the |
1207 | * clues. |
1208 | */ |
1209 | for (y = 0; y < H; y++) |
1210 | for (x = 0; x < W; x++) { |
1211 | int v, c; |
1212 | |
1213 | if ((c = state->clues->clues[y*W+x]) < 0) |
1214 | continue; |
1215 | |
1216 | v = 0; |
1217 | |
1218 | if (x > 0 && y > 0 && state->soln[(y-1)*w+(x-1)] == -1) v++; |
1219 | if (x > 0 && y < h && state->soln[y*w+(x-1)] == +1) v++; |
1220 | if (x < w && y > 0 && state->soln[(y-1)*w+x] == +1) v++; |
1221 | if (x < w && y < h && state->soln[y*w+x] == -1) v++; |
1222 | |
1223 | if (c != v) |
1224 | return FALSE; |
1225 | } |
1226 | |
1227 | return TRUE; |
1228 | } |
1229 | |
1230 | static char *solve_game(game_state *state, game_state *currstate, |
1231 | char *aux, char **error) |
1232 | { |
1233 | int w = state->p.w, h = state->p.h; |
1234 | signed char *soln; |
1235 | int bs, ret; |
1236 | int free_soln = FALSE; |
1237 | char *move, buf[80]; |
1238 | int movelen, movesize; |
1239 | int x, y; |
1240 | |
1241 | if (aux) { |
1242 | /* |
1243 | * If we already have the solution, save ourselves some |
1244 | * time. |
1245 | */ |
1246 | soln = (signed char *)aux; |
1247 | bs = (signed char)'\\'; |
1248 | free_soln = FALSE; |
1249 | } else { |
1250 | struct solver_scratch *sc = new_scratch(w, h); |
1251 | soln = snewn(w*h, signed char); |
1252 | bs = -1; |
b926ba00 |
1253 | ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD); |
f1010613 |
1254 | free_scratch(sc); |
1255 | if (ret != 1) { |
1256 | sfree(soln); |
1257 | if (ret == 0) |
8349ac38 |
1258 | *error = "This puzzle is not self-consistent"; |
f1010613 |
1259 | else |
8349ac38 |
1260 | *error = "Unable to find a unique solution for this puzzle"; |
1261 | return NULL; |
f1010613 |
1262 | } |
1263 | free_soln = TRUE; |
1264 | } |
1265 | |
1266 | /* |
1267 | * Construct a move string which turns the current state into |
1268 | * the solved state. |
1269 | */ |
1270 | movesize = 256; |
1271 | move = snewn(movesize, char); |
1272 | movelen = 0; |
1273 | move[movelen++] = 'S'; |
1274 | move[movelen] = '\0'; |
1275 | for (y = 0; y < h; y++) |
1276 | for (x = 0; x < w; x++) { |
1277 | int v = (soln[y*w+x] == bs ? -1 : +1); |
1278 | if (state->soln[y*w+x] != v) { |
986cc2de |
1279 | int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y); |
f1010613 |
1280 | if (movelen + len >= movesize) { |
1281 | movesize = movelen + len + 256; |
1282 | move = sresize(move, movesize, char); |
1283 | } |
1284 | strcpy(move + movelen, buf); |
1285 | movelen += len; |
1286 | } |
1287 | } |
1288 | |
1289 | if (free_soln) |
1290 | sfree(soln); |
1291 | |
1292 | return move; |
1293 | } |
1294 | |
1295 | static char *game_text_format(game_state *state) |
1296 | { |
1297 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
1298 | int x, y, len; |
1299 | char *ret, *p; |
1300 | |
1301 | /* |
1302 | * There are h+H rows of w+W columns. |
1303 | */ |
1304 | len = (h+H) * (w+W+1) + 1; |
1305 | ret = snewn(len, char); |
1306 | p = ret; |
1307 | |
1308 | for (y = 0; y < H; y++) { |
1309 | for (x = 0; x < W; x++) { |
1310 | if (state->clues->clues[y*W+x] >= 0) |
1311 | *p++ = state->clues->clues[y*W+x] + '0'; |
1312 | else |
1313 | *p++ = '+'; |
1314 | if (x < w) |
1315 | *p++ = '-'; |
1316 | } |
1317 | *p++ = '\n'; |
1318 | if (y < h) { |
1319 | for (x = 0; x < W; x++) { |
1320 | *p++ = '|'; |
1321 | if (x < w) { |
1322 | if (state->soln[y*w+x] != 0) |
1323 | *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/'); |
1324 | else |
1325 | *p++ = ' '; |
1326 | } |
1327 | } |
1328 | *p++ = '\n'; |
1329 | } |
1330 | } |
1331 | *p++ = '\0'; |
1332 | |
1333 | assert(p - ret == len); |
1334 | return ret; |
1335 | } |
1336 | |
1337 | static game_ui *new_ui(game_state *state) |
1338 | { |
1339 | return NULL; |
1340 | } |
1341 | |
1342 | static void free_ui(game_ui *ui) |
1343 | { |
1344 | } |
1345 | |
1346 | static char *encode_ui(game_ui *ui) |
1347 | { |
1348 | return NULL; |
1349 | } |
1350 | |
1351 | static void decode_ui(game_ui *ui, char *encoding) |
1352 | { |
1353 | } |
1354 | |
1355 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1356 | game_state *newstate) |
1357 | { |
1358 | } |
1359 | |
1360 | #define PREFERRED_TILESIZE 32 |
1361 | #define TILESIZE (ds->tilesize) |
1362 | #define BORDER TILESIZE |
1363 | #define CLUE_RADIUS (TILESIZE / 3) |
1364 | #define CLUE_TEXTSIZE (TILESIZE / 2) |
1365 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
1366 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
1367 | |
1368 | #define FLASH_TIME 0.30F |
1369 | |
1370 | /* |
1371 | * Bit fields in the `grid' and `todraw' elements of the drawstate. |
1372 | */ |
1373 | #define BACKSLASH 0x0001 |
1374 | #define FORWSLASH 0x0002 |
1375 | #define L_T 0x0004 |
1376 | #define L_B 0x0008 |
1377 | #define T_L 0x0010 |
1378 | #define T_R 0x0020 |
1379 | #define R_T 0x0040 |
1380 | #define R_B 0x0080 |
1381 | #define B_L 0x0100 |
1382 | #define B_R 0x0200 |
1383 | #define C_TL 0x0400 |
1384 | #define C_TR 0x0800 |
1385 | #define C_BL 0x1000 |
1386 | #define C_BR 0x2000 |
1387 | #define FLASH 0x4000 |
1388 | |
1389 | struct game_drawstate { |
1390 | int tilesize; |
1391 | int started; |
1392 | int *grid; |
1393 | int *todraw; |
1394 | }; |
1395 | |
1396 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1397 | int x, int y, int button) |
1398 | { |
1399 | int w = state->p.w, h = state->p.h; |
1400 | |
1401 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
1402 | int v; |
1403 | char buf[80]; |
1404 | |
1405 | x = FROMCOORD(x); |
1406 | y = FROMCOORD(y); |
1407 | if (x < 0 || y < 0 || x >= w || y >= h) |
1408 | return NULL; |
1409 | |
1410 | if (button == LEFT_BUTTON) { |
1411 | /* |
1412 | * Left-clicking cycles blank -> \ -> / -> blank. |
1413 | */ |
1414 | v = state->soln[y*w+x] - 1; |
1415 | if (v == -2) |
1416 | v = +1; |
1417 | } else { |
1418 | /* |
1419 | * Right-clicking cycles blank -> / -> \ -> blank. |
1420 | */ |
1421 | v = state->soln[y*w+x] + 1; |
1422 | if (v == +2) |
1423 | v = -1; |
1424 | } |
1425 | |
986cc2de |
1426 | sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y); |
f1010613 |
1427 | return dupstr(buf); |
1428 | } |
1429 | |
1430 | return NULL; |
1431 | } |
1432 | |
1433 | static game_state *execute_move(game_state *state, char *move) |
1434 | { |
1435 | int w = state->p.w, h = state->p.h; |
1436 | char c; |
1437 | int x, y, n; |
1438 | game_state *ret = dup_game(state); |
1439 | |
1440 | while (*move) { |
1441 | c = *move; |
1442 | if (c == 'S') { |
1443 | ret->used_solve = TRUE; |
1444 | move++; |
1445 | } else if (c == '\\' || c == '/' || c == 'C') { |
1446 | move++; |
1447 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1448 | x < 0 || y < 0 || x >= w || y >= h) { |
1449 | free_game(ret); |
1450 | return NULL; |
1451 | } |
1452 | ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0); |
1453 | move += n; |
1454 | } else { |
1455 | free_game(ret); |
1456 | return NULL; |
1457 | } |
1458 | if (*move == ';') |
1459 | move++; |
1460 | else if (*move) { |
1461 | free_game(ret); |
1462 | return NULL; |
1463 | } |
1464 | } |
1465 | |
1466 | if (!ret->completed) |
1467 | ret->completed = check_completion(ret); |
1468 | |
1469 | return ret; |
1470 | } |
1471 | |
1472 | /* ---------------------------------------------------------------------- |
1473 | * Drawing routines. |
1474 | */ |
1475 | |
1476 | static void game_compute_size(game_params *params, int tilesize, |
1477 | int *x, int *y) |
1478 | { |
1479 | /* fool the macros */ |
1480 | struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy; |
1481 | |
1482 | *x = 2 * BORDER + params->w * TILESIZE + 1; |
1483 | *y = 2 * BORDER + params->h * TILESIZE + 1; |
1484 | } |
1485 | |
1486 | static void game_set_size(game_drawstate *ds, game_params *params, |
1487 | int tilesize) |
1488 | { |
1489 | ds->tilesize = tilesize; |
1490 | } |
1491 | |
1492 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1493 | { |
1494 | float *ret = snewn(3 * NCOLOURS, float); |
1495 | |
1496 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1497 | |
1498 | ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F; |
1499 | ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F; |
1500 | ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F; |
1501 | |
1502 | ret[COL_INK * 3 + 0] = 0.0F; |
1503 | ret[COL_INK * 3 + 1] = 0.0F; |
1504 | ret[COL_INK * 3 + 2] = 0.0F; |
1505 | |
e3478a4b |
1506 | ret[COL_SLANT1 * 3 + 0] = 0.0F; |
1507 | ret[COL_SLANT1 * 3 + 1] = 0.0F; |
1508 | ret[COL_SLANT1 * 3 + 2] = 0.0F; |
1509 | |
1510 | ret[COL_SLANT2 * 3 + 0] = 0.0F; |
1511 | ret[COL_SLANT2 * 3 + 1] = 0.0F; |
1512 | ret[COL_SLANT2 * 3 + 2] = 0.0F; |
1513 | |
f1010613 |
1514 | *ncolours = NCOLOURS; |
1515 | return ret; |
1516 | } |
1517 | |
1518 | static game_drawstate *game_new_drawstate(game_state *state) |
1519 | { |
1520 | int w = state->p.w, h = state->p.h; |
1521 | int i; |
1522 | struct game_drawstate *ds = snew(struct game_drawstate); |
1523 | |
1524 | ds->tilesize = 0; |
1525 | ds->started = FALSE; |
1526 | ds->grid = snewn(w*h, int); |
1527 | ds->todraw = snewn(w*h, int); |
1528 | for (i = 0; i < w*h; i++) |
1529 | ds->grid[i] = ds->todraw[i] = -1; |
1530 | |
1531 | return ds; |
1532 | } |
1533 | |
1534 | static void game_free_drawstate(game_drawstate *ds) |
1535 | { |
986cc2de |
1536 | sfree(ds->todraw); |
f1010613 |
1537 | sfree(ds->grid); |
1538 | sfree(ds); |
1539 | } |
1540 | |
1541 | static void draw_clue(frontend *fe, game_drawstate *ds, |
1542 | int x, int y, int v) |
1543 | { |
1544 | char p[2]; |
e3478a4b |
1545 | int col = ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2; |
f1010613 |
1546 | |
1547 | if (v < 0) |
1548 | return; |
1549 | |
1550 | p[0] = v + '0'; |
1551 | p[1] = '\0'; |
e3478a4b |
1552 | draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS, COL_BACKGROUND, col); |
f1010613 |
1553 | draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE, |
1554 | CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, |
1555 | COL_INK, p); |
1556 | } |
1557 | |
1558 | static void draw_tile(frontend *fe, game_drawstate *ds, game_clues *clues, |
1559 | int x, int y, int v) |
1560 | { |
1561 | int w = clues->w /*, h = clues->h*/, W = w+1 /*, H = h+1 */; |
1562 | int xx, yy; |
e3478a4b |
1563 | int chesscolour = (x ^ y) & 1; |
1564 | int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1; |
1565 | int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2; |
f1010613 |
1566 | |
1567 | clip(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1); |
1568 | |
1569 | draw_rect(fe, COORD(x), COORD(y), TILESIZE, TILESIZE, |
1570 | (v & FLASH) ? COL_GRID : COL_BACKGROUND); |
1571 | |
1572 | /* |
1573 | * Draw the grid lines. |
1574 | */ |
1575 | draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y), COL_GRID); |
1576 | draw_line(fe, COORD(x), COORD(y+1), COORD(x+1), COORD(y+1), COL_GRID); |
1577 | draw_line(fe, COORD(x), COORD(y), COORD(x), COORD(y+1), COL_GRID); |
1578 | draw_line(fe, COORD(x+1), COORD(y), COORD(x+1), COORD(y+1), COL_GRID); |
1579 | |
1580 | /* |
1581 | * Draw the slash. |
1582 | */ |
1583 | if (v & BACKSLASH) { |
e3478a4b |
1584 | draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), bscol); |
f1010613 |
1585 | draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1, |
e3478a4b |
1586 | bscol); |
f1010613 |
1587 | draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1), |
e3478a4b |
1588 | bscol); |
f1010613 |
1589 | } else if (v & FORWSLASH) { |
e3478a4b |
1590 | draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), fscol); |
f1010613 |
1591 | draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1, |
e3478a4b |
1592 | fscol); |
f1010613 |
1593 | draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1), |
e3478a4b |
1594 | fscol); |
f1010613 |
1595 | } |
1596 | |
1597 | /* |
1598 | * Draw dots on the grid corners that appear if a slash is in a |
1599 | * neighbouring cell. |
1600 | */ |
1601 | if (v & L_T) |
e3478a4b |
1602 | draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, bscol); |
f1010613 |
1603 | if (v & L_B) |
e3478a4b |
1604 | draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, fscol); |
f1010613 |
1605 | if (v & R_T) |
e3478a4b |
1606 | draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, fscol); |
f1010613 |
1607 | if (v & R_B) |
e3478a4b |
1608 | draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, bscol); |
f1010613 |
1609 | if (v & T_L) |
e3478a4b |
1610 | draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, bscol); |
f1010613 |
1611 | if (v & T_R) |
e3478a4b |
1612 | draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, fscol); |
f1010613 |
1613 | if (v & B_L) |
e3478a4b |
1614 | draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, fscol); |
f1010613 |
1615 | if (v & B_R) |
e3478a4b |
1616 | draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, bscol); |
f1010613 |
1617 | if (v & C_TL) |
e3478a4b |
1618 | draw_rect(fe, COORD(x), COORD(y), 1, 1, bscol); |
f1010613 |
1619 | if (v & C_TR) |
e3478a4b |
1620 | draw_rect(fe, COORD(x+1), COORD(y), 1, 1, fscol); |
f1010613 |
1621 | if (v & C_BL) |
e3478a4b |
1622 | draw_rect(fe, COORD(x), COORD(y+1), 1, 1, fscol); |
f1010613 |
1623 | if (v & C_BR) |
e3478a4b |
1624 | draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, bscol); |
f1010613 |
1625 | |
1626 | /* |
1627 | * And finally the clues at the corners. |
1628 | */ |
1629 | for (xx = x; xx <= x+1; xx++) |
1630 | for (yy = y; yy <= y+1; yy++) |
1631 | draw_clue(fe, ds, xx, yy, clues->clues[yy*W+xx]); |
1632 | |
1633 | unclip(fe); |
1634 | draw_update(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1); |
1635 | } |
1636 | |
1637 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1638 | game_state *state, int dir, game_ui *ui, |
1639 | float animtime, float flashtime) |
1640 | { |
6c48bdb7 |
1641 | int w = state->p.w, h = state->p.h, W = w+1, H = h+1; |
f1010613 |
1642 | int x, y; |
1643 | int flashing; |
1644 | |
1645 | if (flashtime > 0) |
1646 | flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
1647 | else |
1648 | flashing = FALSE; |
1649 | |
1650 | if (!ds->started) { |
1651 | int ww, wh; |
1652 | game_compute_size(&state->p, TILESIZE, &ww, &wh); |
1653 | draw_rect(fe, 0, 0, ww, wh, COL_BACKGROUND); |
1654 | draw_update(fe, 0, 0, ww, wh); |
1655 | |
1656 | /* |
1657 | * Draw any clues on the very edges (since normal tile |
1658 | * redraw won't draw the bits outside the grid boundary). |
1659 | */ |
6c48bdb7 |
1660 | for (y = 0; y < H; y++) { |
f1010613 |
1661 | draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]); |
1662 | draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]); |
1663 | } |
6c48bdb7 |
1664 | for (x = 0; x < W; x++) { |
f1010613 |
1665 | draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]); |
1666 | draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]); |
1667 | } |
1668 | |
1669 | ds->started = TRUE; |
1670 | } |
1671 | |
1672 | /* |
1673 | * Loop over the grid and work out where all the slashes are. |
1674 | * We need to do this because a slash in one square affects the |
1675 | * drawing of the next one along. |
1676 | */ |
1677 | for (y = 0; y < h; y++) |
1678 | for (x = 0; x < w; x++) |
1679 | ds->todraw[y*w+x] = flashing ? FLASH : 0; |
1680 | |
1681 | for (y = 0; y < h; y++) { |
1682 | for (x = 0; x < w; x++) { |
1683 | if (state->soln[y*w+x] < 0) { |
1684 | ds->todraw[y*w+x] |= BACKSLASH; |
1685 | if (x > 0) |
1686 | ds->todraw[y*w+(x-1)] |= R_T | C_TR; |
1687 | if (x+1 < w) |
1688 | ds->todraw[y*w+(x+1)] |= L_B | C_BL; |
1689 | if (y > 0) |
1690 | ds->todraw[(y-1)*w+x] |= B_L | C_BL; |
1691 | if (y+1 < h) |
1692 | ds->todraw[(y+1)*w+x] |= T_R | C_TR; |
1693 | if (x > 0 && y > 0) |
1694 | ds->todraw[(y-1)*w+(x-1)] |= C_BR; |
1695 | if (x+1 < w && y+1 < h) |
1696 | ds->todraw[(y+1)*w+(x+1)] |= C_TL; |
1697 | } else if (state->soln[y*w+x] > 0) { |
1698 | ds->todraw[y*w+x] |= FORWSLASH; |
1699 | if (x > 0) |
1700 | ds->todraw[y*w+(x-1)] |= R_B | C_BR; |
1701 | if (x+1 < w) |
1702 | ds->todraw[y*w+(x+1)] |= L_T | C_TL; |
1703 | if (y > 0) |
1704 | ds->todraw[(y-1)*w+x] |= B_R | C_BR; |
1705 | if (y+1 < h) |
1706 | ds->todraw[(y+1)*w+x] |= T_L | C_TL; |
1707 | if (x > 0 && y+1 < h) |
1708 | ds->todraw[(y+1)*w+(x-1)] |= C_TR; |
1709 | if (x+1 < w && y > 0) |
1710 | ds->todraw[(y-1)*w+(x+1)] |= C_BL; |
1711 | } |
1712 | } |
1713 | } |
1714 | |
1715 | /* |
1716 | * Now go through and draw the grid squares. |
1717 | */ |
1718 | for (y = 0; y < h; y++) { |
1719 | for (x = 0; x < w; x++) { |
1720 | if (ds->todraw[y*w+x] != ds->grid[y*w+x]) { |
1721 | draw_tile(fe, ds, state->clues, x, y, ds->todraw[y*w+x]); |
1722 | ds->grid[y*w+x] = ds->todraw[y*w+x]; |
1723 | } |
1724 | } |
1725 | } |
1726 | } |
1727 | |
1728 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1729 | int dir, game_ui *ui) |
1730 | { |
1731 | return 0.0F; |
1732 | } |
1733 | |
1734 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1735 | int dir, game_ui *ui) |
1736 | { |
1737 | if (!oldstate->completed && newstate->completed && |
1738 | !oldstate->used_solve && !newstate->used_solve) |
1739 | return FLASH_TIME; |
1740 | |
1741 | return 0.0F; |
1742 | } |
1743 | |
1744 | static int game_wants_statusbar(void) |
1745 | { |
1746 | return FALSE; |
1747 | } |
1748 | |
1749 | static int game_timing_state(game_state *state, game_ui *ui) |
1750 | { |
1751 | return TRUE; |
1752 | } |
1753 | |
1754 | #ifdef COMBINED |
1755 | #define thegame slant |
1756 | #endif |
1757 | |
1758 | const struct game thegame = { |
1759 | "Slant", "games.slant", |
1760 | default_params, |
1761 | game_fetch_preset, |
1762 | decode_params, |
1763 | encode_params, |
1764 | free_params, |
1765 | dup_params, |
1766 | TRUE, game_configure, custom_params, |
1767 | validate_params, |
1768 | new_game_desc, |
1769 | validate_desc, |
1770 | new_game, |
1771 | dup_game, |
1772 | free_game, |
1773 | TRUE, solve_game, |
1774 | TRUE, game_text_format, |
1775 | new_ui, |
1776 | free_ui, |
1777 | encode_ui, |
1778 | decode_ui, |
1779 | game_changed_state, |
1780 | interpret_move, |
1781 | execute_move, |
1782 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1783 | game_colours, |
1784 | game_new_drawstate, |
1785 | game_free_drawstate, |
1786 | game_redraw, |
1787 | game_anim_length, |
1788 | game_flash_length, |
1789 | game_wants_statusbar, |
1790 | FALSE, game_timing_state, |
1791 | 0, /* mouse_priorities */ |
1792 | }; |
b926ba00 |
1793 | |
1794 | #ifdef STANDALONE_SOLVER |
1795 | |
1796 | #include <stdarg.h> |
1797 | |
1798 | /* |
1799 | * gcc -DSTANDALONE_SOLVER -o slantsolver slant.c malloc.c |
1800 | */ |
1801 | |
1802 | void frontend_default_colour(frontend *fe, float *output) {} |
1803 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1804 | int align, int colour, char *text) {} |
1805 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1806 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1807 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1808 | int fillcolour, int outlinecolour) {} |
1809 | void draw_circle(frontend *fe, int cx, int cy, int radius, |
1810 | int fillcolour, int outlinecolour) {} |
1811 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1812 | void unclip(frontend *fe) {} |
1813 | void start_draw(frontend *fe) {} |
1814 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1815 | void end_draw(frontend *fe) {} |
1816 | unsigned long random_bits(random_state *state, int bits) |
1817 | { assert(!"Shouldn't get randomness"); return 0; } |
1818 | unsigned long random_upto(random_state *state, unsigned long limit) |
1819 | { assert(!"Shouldn't get randomness"); return 0; } |
1820 | void shuffle(void *array, int nelts, int eltsize, random_state *rs) |
1821 | { assert(!"Shouldn't get randomness"); } |
1822 | |
1823 | void fatal(char *fmt, ...) |
1824 | { |
1825 | va_list ap; |
1826 | |
1827 | fprintf(stderr, "fatal error: "); |
1828 | |
1829 | va_start(ap, fmt); |
1830 | vfprintf(stderr, fmt, ap); |
1831 | va_end(ap); |
1832 | |
1833 | fprintf(stderr, "\n"); |
1834 | exit(1); |
1835 | } |
1836 | |
1837 | int main(int argc, char **argv) |
1838 | { |
1839 | game_params *p; |
1840 | game_state *s; |
1841 | char *id = NULL, *desc, *err; |
1842 | int grade = FALSE; |
1843 | int ret; |
1844 | struct solver_scratch *sc; |
1845 | |
1846 | while (--argc > 0) { |
1847 | char *p = *++argv; |
1848 | if (!strcmp(p, "-v")) { |
1849 | verbose = TRUE; |
1850 | } else if (!strcmp(p, "-g")) { |
1851 | grade = TRUE; |
1852 | } else if (*p == '-') { |
1853 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
1854 | return 1; |
1855 | } else { |
1856 | id = p; |
1857 | } |
1858 | } |
1859 | |
1860 | if (!id) { |
1861 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
1862 | return 1; |
1863 | } |
1864 | |
1865 | desc = strchr(id, ':'); |
1866 | if (!desc) { |
1867 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1868 | return 1; |
1869 | } |
1870 | *desc++ = '\0'; |
1871 | |
1872 | p = default_params(); |
1873 | decode_params(p, id); |
1874 | err = validate_desc(p, desc); |
1875 | if (err) { |
1876 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1877 | return 1; |
1878 | } |
1879 | s = new_game(NULL, p, desc); |
1880 | |
1881 | sc = new_scratch(p->w, p->h); |
1882 | |
1883 | if (grade) { |
1884 | ret = slant_solve(p->w, p->h, s->clues->clues, |
1885 | s->soln, sc, DIFF_EASY); |
1886 | if (ret == 0) |
1887 | printf("Difficulty rating: impossible (no solution exists)\n"); |
1888 | else if (ret == 1) |
1889 | printf("Difficulty rating: Easy\n"); |
1890 | else { |
1891 | ret = slant_solve(p->w, p->h, s->clues->clues, |
1892 | s->soln, sc, DIFF_HARD); |
1893 | if (ret == 0) |
1894 | printf("Difficulty rating: impossible (no solution exists)\n"); |
1895 | else if (ret == 1) |
1896 | printf("Difficulty rating: Hard\n"); |
1897 | else |
1898 | printf("Difficulty rating: harder than Hard, or ambiguous\n"); |
1899 | } |
1900 | } else { |
1901 | ret = slant_solve(p->w, p->h, s->clues->clues, |
1902 | s->soln, sc, DIFF_HARD); |
1903 | if (ret == 0) |
1904 | printf("Puzzle is inconsistent\n"); |
1905 | else if (ret > 1) |
1906 | printf("Unable to find a unique solution\n"); |
1907 | else |
1908 | printf("%s\n", game_text_format(s)); |
1909 | } |
1910 | |
1911 | return 0; |
1912 | } |
1913 | |
1914 | #endif |