New puzzle: `Light Up', by James H.
[sgt/puzzles] / lightup.c
CommitLineData
e3478a4b 1/*
2 * lightup.c: Implementation of the Nikoli game 'Light Up'.
3 */
4
5#include <stdio.h>
6#include <stdlib.h>
7#include <string.h>
8#include <assert.h>
9#include <ctype.h>
10#include <math.h>
11
12#include "puzzles.h"
13
14/* --- Constants, structure definitions, etc. --- */
15
16#define PREFERRED_TILE_SIZE 32
17#define TILE_SIZE (ds->tilesize)
18#define BORDER (TILE_SIZE / 2)
19#define TILE_RADIUS (ds->crad)
20
21#define COORD(x) ( (x) * TILE_SIZE + BORDER )
22#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
23
24#define FLASH_TIME 0.30F
25
26enum {
27 COL_BACKGROUND,
28 COL_GRID,
29 COL_BLACK, /* black */
30 COL_LIGHT, /* white */
31 COL_LIT, /* yellow */
32 COL_ERROR, /* red */
33 COL_CURSOR,
34 NCOLOURS
35};
36
37enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
38
39struct game_params {
40 int w, h;
41 int blackpc; /* %age of black squares */
42 int symm;
43 int recurse;
44};
45
46#define F_BLACK 1
47
48/* flags for black squares */
49#define F_NUMBERED 2 /* it has a number attached */
50#define F_NUMBERUSED 4 /* this number was useful for solving */
51
52/* flags for non-black squares */
53#define F_IMPOSSIBLE 8 /* can't put a light here */
54#define F_LIGHT 16
55
56#define F_MARK 32
57
58struct game_state {
59 int w, h, nlights;
60 int *lights; /* For black squares, (optionally) the number
61 of surrounding lights. For non-black squares,
62 the number of times it's lit. size h*w*/
63 unsigned int *flags; /* size h*w */
64 int completed, used_solve;
65};
66
67#define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
68
69/* A ll_data holds information about which lights would be lit by
70 * a particular grid location's light (or conversely, which locations
71 * could light a specific other location). */
72/* most things should consider this struct opaque. */
73typedef struct {
74 int ox,oy;
75 int minx, maxx, miny, maxy;
76 int include_origin;
77} ll_data;
78
79/* Macro that executes 'block' once per light in lld, including
80 * the origin if include_origin is specified. 'block' can use
81 * lx and ly as the coords. */
82#define FOREACHLIT(lld,block) do { \
83 int lx,ly; \
84 ly = (lld)->oy; \
85 for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
86 if (lx == (lld)->ox) continue; \
87 block \
88 } \
89 lx = (lld)->ox; \
90 for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
91 if (!(lld)->include_origin && ly == (lld)->oy) continue; \
92 block \
93 } \
94} while(0)
95
96
97typedef struct {
98 struct { int x, y; unsigned int f; } points[4];
99 int npoints;
100} surrounds;
101
102/* Fills in (doesn't allocate) a surrounds structure with the grid locations
103 * around a given square, taking account of the edges. */
104static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
105{
106 assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
107 s->npoints = 0;
108#define ADDPOINT(cond,nx,ny) do {\
109 if (cond) { \
110 s->points[s->npoints].x = (nx); \
111 s->points[s->npoints].y = (ny); \
112 s->points[s->npoints].f = 0; \
113 s->npoints++; \
114 } } while(0)
115 ADDPOINT(ox > 0, ox-1, oy);
116 ADDPOINT(ox < (state->w-1), ox+1, oy);
117 ADDPOINT(oy > 0, ox, oy-1);
118 ADDPOINT(oy < (state->h-1), ox, oy+1);
119}
120
121/* --- Game parameter functions --- */
122
123#define DEFAULT_PRESET 0
124
125const struct game_params lightup_presets[] = {
126 { 7, 7, 20, SYMM_ROT4, 0 },
127 { 7, 7, 20, SYMM_ROT4, 1 },
128 { 10, 10, 20, SYMM_ROT2, 0 },
129 { 10, 10, 20, SYMM_ROT2, 1 },
130#ifdef SLOW_SYSTEM
131 { 12, 12, 20, SYMM_ROT2, 0 },
132 { 12, 12, 20, SYMM_ROT2, 1 }
133#else
134 { 14, 14, 20, SYMM_ROT2, 0 },
135 { 14, 14, 20, SYMM_ROT2, 1 }
136#endif
137};
138
139static game_params *default_params(void)
140{
141 game_params *ret = snew(game_params);
142 *ret = lightup_presets[DEFAULT_PRESET];
143
144 return ret;
145}
146
147static int game_fetch_preset(int i, char **name, game_params **params)
148{
149 game_params *ret;
150 char buf[80];
151
152 if (i < 0 || i >= lenof(lightup_presets))
153 return FALSE;
154
155 ret = default_params();
156 *ret = lightup_presets[i];
157 *params = ret;
158
159 sprintf(buf, "%dx%d %s",
160 ret->w, ret->h, ret->recurse ? "hard" : "easy");
161 *name = dupstr(buf);
162
163 return TRUE;
164}
165
166static void free_params(game_params *params)
167{
168 sfree(params);
169}
170
171static game_params *dup_params(game_params *params)
172{
173 game_params *ret = snew(game_params);
174 *ret = *params; /* structure copy */
175 return ret;
176}
177
178#define EATNUM(x) do { \
179 (x) = atoi(string); \
180 while (*string && isdigit((unsigned char)*string)) string++; \
181} while(0)
182
183static void decode_params(game_params *params, char const *string)
184{
185 EATNUM(params->w);
186 if (*string == 'x') {
187 string++;
188 EATNUM(params->h);
189 }
190 if (*string == 'b') {
191 string++;
192 EATNUM(params->blackpc);
193 }
194 if (*string == 's') {
195 string++;
196 EATNUM(params->symm);
197 }
198 params->recurse = 0;
199 if (*string == 'r') {
200 params->recurse = 1;
201 string++;
202 }
203}
204
205static char *encode_params(game_params *params, int full)
206{
207 char buf[80];
208
209 if (full) {
210 sprintf(buf, "%dx%db%ds%d%s",
211 params->w, params->h, params->blackpc,
212 params->symm,
213 params->recurse ? "r" : "");
214 } else {
215 sprintf(buf, "%dx%d", params->w, params->h);
216 }
217 return dupstr(buf);
218}
219
220static config_item *game_configure(game_params *params)
221{
222 config_item *ret;
223 char buf[80];
224
225 ret = snewn(6, config_item);
226
227 ret[0].name = "Width";
228 ret[0].type = C_STRING;
229 sprintf(buf, "%d", params->w);
230 ret[0].sval = dupstr(buf);
231 ret[0].ival = 0;
232
233 ret[1].name = "Height";
234 ret[1].type = C_STRING;
235 sprintf(buf, "%d", params->h);
236 ret[1].sval = dupstr(buf);
237 ret[1].ival = 0;
238
239 ret[2].name = "%age of black squares";
240 ret[2].type = C_STRING;
241 sprintf(buf, "%d", params->blackpc);
242 ret[2].sval = dupstr(buf);
243 ret[2].ival = 0;
244
245 ret[3].name = "Symmetry";
246 ret[3].type = C_CHOICES;
247 ret[3].sval = ":None"
248 ":2-way mirror:2-way rotational"
249 ":4-way mirror:4-way rotational";
250 ret[3].ival = params->symm;
251
252 ret[4].name = "Difficulty";
253 ret[4].type = C_CHOICES;
254 ret[4].sval = ":Easy:Hard";
255 ret[4].ival = params->recurse;
256
257 ret[5].name = NULL;
258 ret[5].type = C_END;
259 ret[5].sval = NULL;
260 ret[5].ival = 0;
261
262 return ret;
263}
264
265static game_params *custom_params(config_item *cfg)
266{
267 game_params *ret = snew(game_params);
268
269 ret->w = atoi(cfg[0].sval);
270 ret->h = atoi(cfg[1].sval);
271 ret->blackpc = atoi(cfg[2].sval);
272 ret->symm = cfg[3].ival;
273 ret->recurse = cfg[4].ival;
274
275 return ret;
276}
277
278static char *validate_params(game_params *params, int full)
279{
280 if (params->w < 2 || params->h < 2)
281 return "Width and height must be at least 2";
282 if (full) {
283 if (params->blackpc < 5 || params->blackpc > 100)
284 return "Percentage of black squares must be between 5% and 100%";
285 if (params->w != params->h) {
286 if (params->symm == SYMM_ROT4)
287 return "4-fold symmetry is only available with square grids";
288 }
289 if (params->symm < 0 || params->symm >= SYMM_MAX)
290 return "Unknown symmetry type";
291 }
292 return NULL;
293}
294
295/* --- Game state construction/freeing helper functions --- */
296
297static game_state *new_state(game_params *params)
298{
299 game_state *ret = snew(game_state);
300
301 ret->w = params->w;
302 ret->h = params->h;
303 ret->lights = snewn(ret->w * ret->h, int);
304 ret->nlights = 0;
305 memset(ret->lights, 0, ret->w * ret->h * sizeof(int));
306 ret->flags = snewn(ret->w * ret->h, unsigned int);
307 memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int));
308 ret->completed = ret->used_solve = 0;
309 return ret;
310}
311
312static game_state *dup_game(game_state *state)
313{
314 game_state *ret = snew(game_state);
315
316 ret->w = state->w;
317 ret->h = state->h;
318
319 ret->lights = snewn(ret->w * ret->h, int);
320 memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int));
321 ret->nlights = state->nlights;
322
323 ret->flags = snewn(ret->w * ret->h, unsigned int);
324 memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int));
325
326 ret->completed = state->completed;
327 ret->used_solve = state->used_solve;
328
329 return ret;
330}
331
332static void free_game(game_state *state)
333{
334 sfree(state->lights);
335 sfree(state->flags);
336 sfree(state);
337}
338
339#ifdef DIAGNOSTICS
340static void debug_state(game_state *state)
341{
342 int x, y;
343 char c = '?';
344
345 for (y = 0; y < state->h; y++) {
346 for (x = 0; x < state->w; x++) {
347 c = '.';
348 if (GRID(state, flags, x, y) & F_BLACK) {
349 if (GRID(state, flags, x, y) & F_NUMBERED)
350 c = GRID(state, lights, x, y) + '0';
351 else
352 c = '#';
353 } else {
354 if (GRID(state, flags, x, y) & F_LIGHT)
355 c = 'O';
356 else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
357 c = 'X';
358 }
359 printf("%c", (int)c);
360 }
361 printf(" ");
362 for (x = 0; x < state->w; x++) {
363 if (GRID(state, flags, x, y) & F_BLACK)
364 c = '#';
365 else {
366 c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
367 c += GRID(state, lights, x, y);
368 }
369 printf("%c", (int)c);
370 }
371 printf("\n");
372 }
373 printf("\n");
374}
375#endif
376
377/* --- Game completion test routines. --- */
378
379/* These are split up because occasionally functions are only
380 * interested in one particular aspect. */
381
382/* Returns non-zero if all grid spaces are lit. */
383static int grid_lit(game_state *state)
384{
385 int x, y;
386
387 for (x = 0; x < state->w; x++) {
388 for (y = 0; y < state->h; y++) {
389 if (GRID(state,flags,x,y) & F_BLACK) continue;
390 if (GRID(state,lights,x,y) == 0)
391 return 0;
392 }
393 }
394 return 1;
395}
396
397/* Returns non-zero if any lights are lit by other lights. */
398static int grid_overlap(game_state *state)
399{
400 int x, y;
401
402 for (x = 0; x < state->w; x++) {
403 for (y = 0; y < state->h; y++) {
404 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
405 if (GRID(state, lights, x, y) > 1)
406 return 1;
407 }
408 }
409 return 0;
410}
411
412static int number_wrong(game_state *state, int x, int y)
413{
414 surrounds s;
415 int i, n, empty, lights = GRID(state, lights, x, y);
416
417 /*
418 * This function computes the display hint for a number: we
419 * turn the number red if it is definitely wrong. This means
420 * that either
421 *
422 * (a) it has too many lights around it, or
423 * (b) it would have too few lights around it even if all the
424 * plausible squares (not black, lit or F_IMPOSSIBLE) were
425 * filled with lights.
426 */
427
428 assert(GRID(state, flags, x, y) & F_NUMBERED);
429 get_surrounds(state, x, y, &s);
430
431 empty = n = 0;
432 for (i = 0; i < s.npoints; i++) {
433 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) {
434 n++;
435 continue;
436 }
437 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK)
438 continue;
439 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE)
440 continue;
441 if (GRID(state,lights,s.points[i].x,s.points[i].y))
442 continue;
443 empty++;
444 }
445 return (n > lights || (n + empty < lights));
446}
447
448static int number_correct(game_state *state, int x, int y)
449{
450 surrounds s;
451 int n = 0, i, lights = GRID(state, lights, x, y);
452
453 assert(GRID(state, flags, x, y) & F_NUMBERED);
454 get_surrounds(state, x, y, &s);
455 for (i = 0; i < s.npoints; i++) {
456 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT)
457 n++;
458 }
459 return (n == lights) ? 1 : 0;
460}
461
462/* Returns non-zero if any numbers add up incorrectly. */
463static int grid_addsup(game_state *state)
464{
465 int x, y;
466
467 for (x = 0; x < state->w; x++) {
468 for (y = 0; y < state->h; y++) {
469 if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue;
470 if (!number_correct(state, x, y)) return 0;
471 }
472 }
473 return 1;
474}
475
476static int grid_correct(game_state *state)
477{
478 if (grid_lit(state) &&
479 !grid_overlap(state) &&
480 grid_addsup(state)) return 1;
481 return 0;
482}
483
484/* --- Board initial setup (blacks, lights, numbers) --- */
485
486static void clean_board(game_state *state, int leave_blacks)
487{
488 int x,y;
489 for (x = 0; x < state->w; x++) {
490 for (y = 0; y < state->h; y++) {
491 if (leave_blacks)
492 GRID(state, flags, x, y) &= F_BLACK;
493 else
494 GRID(state, flags, x, y) = 0;
495 GRID(state, lights, x, y) = 0;
496 }
497 }
498 state->nlights = 0;
499}
500
501static void set_blacks(game_state *state, game_params *params, random_state *rs)
502{
503 int x, y, degree = 0, rotate = 0, nblack;
504 int rh, rw, i;
505 int wodd = (state->w % 2) ? 1 : 0;
506 int hodd = (state->h % 2) ? 1 : 0;
507 int xs[4], ys[4];
508
509 switch (params->symm) {
510 case SYMM_NONE: degree = 1; rotate = 0; break;
511 case SYMM_ROT2: degree = 2; rotate = 1; break;
512 case SYMM_REF2: degree = 2; rotate = 0; break;
513 case SYMM_ROT4: degree = 4; rotate = 1; break;
514 case SYMM_REF4: degree = 4; rotate = 0; break;
515 default: assert(!"Unknown symmetry type");
516 }
517 if (params->symm == SYMM_ROT4 && (state->h != state->w))
518 assert(!"4-fold symmetry unavailable without square grid");
519
520 if (degree == 4) {
521 rw = state->w/2;
522 rh = state->h/2;
523 if (!rotate) rw += wodd; /* ... but see below. */
524 rh += hodd;
525 } else if (degree == 2) {
526 rw = state->w;
527 rh = state->h/2;
528 rh += hodd;
529 } else {
530 rw = state->w;
531 rh = state->h;
532 }
533
534 /* clear, then randomise, required region. */
535 clean_board(state, 0);
536 nblack = (rw * rh * params->blackpc) / 100;
537 for (i = 0; i < nblack; i++) {
538 do {
539 x = random_upto(rs,rw);
540 y = random_upto(rs,rh);
541 } while (GRID(state,flags,x,y) & F_BLACK);
542 GRID(state, flags, x, y) |= F_BLACK;
543 }
544
545 /* Copy required region. */
546 if (params->symm == SYMM_NONE) return;
547
548 for (x = 0; x < rw; x++) {
549 for (y = 0; y < rh; y++) {
550 if (degree == 4) {
551 xs[0] = x;
552 ys[0] = y;
553 xs[1] = state->w - 1 - (rotate ? y : x);
554 ys[1] = rotate ? x : y;
555 xs[2] = rotate ? (state->w - 1 - x) : x;
556 ys[2] = state->h - 1 - y;
557 xs[3] = rotate ? y : (state->w - 1 - x);
558 ys[3] = state->h - 1 - (rotate ? x : y);
559 } else {
560 xs[0] = x;
561 ys[0] = y;
562 xs[1] = rotate ? (state->w - 1 - x) : x;
563 ys[1] = state->h - 1 - y;
564 }
565 for (i = 1; i < degree; i++) {
566 GRID(state, flags, xs[i], ys[i]) =
567 GRID(state, flags, xs[0], ys[0]);
568 }
569 }
570 }
571 /* SYMM_ROT4 misses the middle square above; fix that here. */
572 if (degree == 4 && rotate && wodd &&
573 (random_upto(rs,100) <= (unsigned int)params->blackpc))
574 GRID(state,flags,
575 state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
576
577#ifdef DIAGNOSTICS
578 debug_state(state);
579#endif
580}
581
582/* Fills in (does not allocate) a ll_data with all the tiles that would
583 * be illuminated by a light at point (ox,oy). If origin=1 then the
584 * origin is included in this list. */
585static void list_lights(game_state *state, int ox, int oy, int origin,
586 ll_data *lld)
587{
588 int x,y;
589
590 memset(lld, 0, sizeof(lld));
591 lld->ox = lld->minx = lld->maxx = ox;
592 lld->oy = lld->miny = lld->maxy = oy;
593 lld->include_origin = origin;
594
595 y = oy;
596 for (x = ox-1; x >= 0; x--) {
597 if (GRID(state, flags, x, y) & F_BLACK) break;
598 if (x < lld->minx) lld->minx = x;
599 }
600 for (x = ox+1; x < state->w; x++) {
601 if (GRID(state, flags, x, y) & F_BLACK) break;
602 if (x > lld->maxx) lld->maxx = x;
603 }
604
605 x = ox;
606 for (y = oy-1; y >= 0; y--) {
607 if (GRID(state, flags, x, y) & F_BLACK) break;
608 if (y < lld->miny) lld->miny = y;
609 }
610 for (y = oy+1; y < state->h; y++) {
611 if (GRID(state, flags, x, y) & F_BLACK) break;
612 if (y > lld->maxy) lld->maxy = y;
613 }
614}
615
616/* Makes sure a light is the given state, editing the lights table to suit the
617 * new state if necessary. */
618static void set_light(game_state *state, int ox, int oy, int on)
619{
620 ll_data lld;
621 int diff = 0;
622
623 assert(!(GRID(state,flags,ox,oy) & F_BLACK));
624
625 if (!on && GRID(state,flags,ox,oy) & F_LIGHT) {
626 diff = -1;
627 GRID(state,flags,ox,oy) &= ~F_LIGHT;
628 state->nlights--;
629 } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) {
630 diff = 1;
631 GRID(state,flags,ox,oy) |= F_LIGHT;
632 state->nlights++;
633 }
634
635 if (diff != 0) {
636 list_lights(state,ox,oy,1,&lld);
637 FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; );
638 }
639}
640
641/* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
642static int check_dark(game_state *state, int x, int y)
643{
644 ll_data lld;
645
646 list_lights(state, x, y, 1, &lld);
647 FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } );
648 return 0;
649}
650
651/* Sets up an initial random correct position (i.e. every
652 * space lit, and no lights lit by other lights) by filling the
653 * grid with lights and then removing lights one by one at random. */
654static void place_lights(game_state *state, random_state *rs)
655{
656 int i, x, y, n, *numindices, wh = state->w*state->h;
657 ll_data lld;
658
659 numindices = snewn(wh, int);
660 for (i = 0; i < wh; i++) numindices[i] = i;
661 shuffle(numindices, wh, sizeof(*numindices), rs);
662
663 /* Place a light on all grid squares without lights. */
664 for (x = 0; x < state->w; x++) {
665 for (y = 0; y < state->h; y++) {
666 GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */
667 if (GRID(state, flags, x, y) & F_BLACK) continue;
668 set_light(state, x, y, 1);
669 }
670 }
671
672 for (i = 0; i < wh; i++) {
673 y = numindices[i] / state->w;
674 x = numindices[i] % state->w;
675 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
676 if (GRID(state, flags, x, y) & F_MARK) continue;
677 list_lights(state, x, y, 0, &lld);
678
679 /* If we're not lighting any lights ourself, don't remove anything. */
680 n = 0;
681 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
682 if (n == 0) continue;
683
684 /* Check whether removing lights we're lighting would cause anything
685 * to go dark. */
686 n = 0;
687 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } );
688 if (n == 0) {
689 /* No, it wouldn't, so we can remove them all. */
690 FOREACHLIT(&lld, set_light(state,lx,ly, 0); );
691 GRID(state,flags,x,y) |= F_MARK;
692 }
693
694 if (!grid_overlap(state)) {
695 sfree(numindices);
696 return; /* we're done. */
697 }
698 assert(grid_lit(state));
699 }
700 /* if we got here, we've somehow removed all our lights and still have overlaps. */
701 assert(!"Shouldn't get here!");
702}
703
704/* Fills in all black squares with numbers of adjacent lights. */
705static void place_numbers(game_state *state)
706{
707 int x, y, i, n;
708 surrounds s;
709
710 for (x = 0; x < state->w; x++) {
711 for (y = 0; y < state->h; y++) {
712 if (!(GRID(state,flags,x,y) & F_BLACK)) continue;
713 get_surrounds(state, x, y, &s);
714 n = 0;
715 for (i = 0; i < s.npoints; i++) {
716 if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT)
717 n++;
718 }
719 GRID(state,flags,x,y) |= F_NUMBERED;
720 GRID(state,lights,x,y) = n;
721 }
722 }
723}
724
725/* --- Actual solver, with helper subroutines. --- */
726
727static void tsl_callback(game_state *state,
728 int lx, int ly, int *x, int *y, int *n)
729{
730 if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return;
731 if (GRID(state,lights,lx,ly) > 0) return;
732 *x = lx; *y = ly; (*n)++;
733}
734
735static int try_solve_light(game_state *state, int ox, int oy,
736 unsigned int flags, int lights)
737{
738 ll_data lld;
739 int sx,sy,n = 0;
740
741 if (lights > 0) return 0;
742 if (flags & F_BLACK) return 0;
743
744 /* We have an unlit square; count how many ways there are left to
745 * place a light that lights us (including this square); if only
746 * one, we must put a light there. Squares that could light us
747 * are, of course, the same as the squares we would light... */
748 list_lights(state, ox, oy, 1, &lld);
749 FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
750 if (n == 1) {
751 set_light(state, sx, sy, 1);
752#ifdef SOLVE_DIAGNOSTICS
753 printf("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
754 ox,oy,sx,sy);
755#endif
756 return 1;
757 }
758
759 return 0;
760}
761
762static int could_place_light(unsigned int flags, int lights)
763{
764 if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0;
765 return (lights > 0) ? 0 : 1;
766}
767
768/* For a given number square, determine whether we have enough info
769 * to unambiguously place its lights. */
770static int try_solve_number(game_state *state, int nx, int ny,
771 unsigned int nflags, int nlights)
772{
773 surrounds s;
774 int x, y, nl, ns, i, ret = 0, lights;
775 unsigned int flags;
776
777 if (!(nflags & F_NUMBERED)) return 0;
778 nl = nlights;
779 get_surrounds(state,nx,ny,&s);
780 ns = s.npoints;
781
782 /* nl is no. of lights we need to place, ns is no. of spaces we
783 * have to place them in. Try and narrow these down, and mark
784 * points we can ignore later. */
785 for (i = 0; i < s.npoints; i++) {
786 x = s.points[i].x; y = s.points[i].y;
787 flags = GRID(state,flags,x,y);
788 lights = GRID(state,lights,x,y);
789 if (flags & F_LIGHT) {
790 /* light here already; one less light for one less place. */
791 nl--; ns--;
792 s.points[i].f |= F_MARK;
793 } else if (!could_place_light(flags, lights)) {
794 ns--;
795 s.points[i].f |= F_MARK;
796 }
797 }
798 if (ns == 0) return 0; /* nowhere to put anything. */
799 if (nl == 0) {
800 /* we have placed all lights we need to around here; all remaining
801 * surrounds are therefore IMPOSSIBLE. */
802#ifdef SOLVE_DIAGNOSTICS
803 printf("Setting remaining surrounds to (%d,%d) IMPOSSIBLE.\n",
804 nx,ny);
805#endif
806 GRID(state,flags,nx,ny) |= F_NUMBERUSED;
807 for (i = 0; i < s.npoints; i++) {
808 if (!(s.points[i].f & F_MARK)) {
809 GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE;
810 ret = 1;
811 }
812 }
813 } else if (nl == ns) {
814 /* we have as many lights to place as spaces; fill them all. */
815#ifdef SOLVE_DIAGNOSTICS
816 printf("Setting all remaining surrounds to (%d,%d) LIGHT.\n",
817 nx,ny);
818#endif
819 GRID(state,flags,nx,ny) |= F_NUMBERUSED;
820 for (i = 0; i < s.npoints; i++) {
821 if (!(s.points[i].f & F_MARK)) {
822 set_light(state, s.points[i].x,s.points[i].y, 1);
823 ret = 1;
824 }
825 }
826 }
827 return ret;
828}
829
830static int solve_sub(game_state *state,
831 int forceunique, int maxrecurse, int depth,
832 int *maxdepth)
833{
834 unsigned int flags;
835 int x, y, didstuff, ncanplace, lights;
836 int bestx, besty, n, bestn, copy_soluble, self_soluble, ret;
837 game_state *scopy;
838 ll_data lld;
839
840#ifdef SOLVE_DIAGNOSTICS
841 printf("solve_sub: depth = %d\n", depth);
842#endif
843 if (maxdepth && *maxdepth < depth) *maxdepth = depth;
844
845 while (1) {
846 if (grid_overlap(state)) {
847 /* Our own solver, from scratch, should never cause this to happen
848 * (assuming a soluble grid). However, if we're trying to solve
849 * from a half-completed *incorrect* grid this might occur; we
850 * just return the 'no solutions' code in this case. */
851 return 0;
852 }
853
854 if (grid_correct(state)) return 1;
855
856 ncanplace = 0;
857 didstuff = 0;
858 /* These 2 loops, and the functions they call, are the critical loops
859 * for timing; any optimisations should look here first. */
860 for (x = 0; x < state->w; x++) {
861 for (y = 0; y < state->h; y++) {
862 flags = GRID(state,flags,x,y);
863 lights = GRID(state,lights,x,y);
864 ncanplace += could_place_light(flags, lights);
865
866 if (try_solve_light(state, x, y, flags, lights)) didstuff = 1;
867 if (try_solve_number(state, x, y, flags, lights)) didstuff = 1;
868 }
869 }
870 if (didstuff) continue;
871 if (!ncanplace) return 0; /* nowhere to put a light, puzzle in unsoluble. */
872
873 /* We now have to make a guess; we have places to put lights but
874 * no definite idea about where they can go. */
875 if (depth >= maxrecurse) return -1; /* mustn't delve any deeper. */
876
877 /* Of all the squares that we could place a light, pick the one
878 * that would light the most currently unlit squares. */
879 /* This heuristic was just plucked from the air; there may well be
880 * a more efficient way of choosing a square to flip to minimise
881 * recursion. */
882 bestn = 0;
883 bestx = besty = -1; /* suyb */
884 for (x = 0; x < state->w; x++) {
885 for (y = 0; y < state->h; y++) {
886 flags = GRID(state,flags,x,y);
887 lights = GRID(state,lights,x,y);
888 if (!could_place_light(flags, lights)) continue;
889
890 n = 0;
891 list_lights(state, x, y, 1, &lld);
892 FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; });
893 if (n > bestn) {
894 bestn = n; bestx = x; besty = y;
895 }
896 }
897 }
898 assert(bestn > 0);
899 assert(bestx >= 0 && besty >= 0);
900
901 /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
902 * and once as 'impossible'; we need to make one copy to do this. */
903
904 scopy = dup_game(state);
905 GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
906 self_soluble = solve_sub(state, forceunique, maxrecurse,
907 depth+1, maxdepth);
908
909 if (!forceunique && self_soluble > 0) {
910 /* we didn't care about finding all solutions, and we just
911 * found one; return with it immediately. */
912 free_game(scopy);
913 return self_soluble;
914 }
915
916 set_light(scopy, bestx, besty, 1);
917 copy_soluble = solve_sub(scopy, forceunique, maxrecurse,
918 depth+1, maxdepth);
919
920 /* If we wanted a unique solution but we hit our recursion limit
921 * (on either branch) then we have to assume we didn't find possible
922 * extra solutions, and return 'not soluble'. */
923 if (forceunique &&
924 ((copy_soluble < 0) || (self_soluble < 0))) {
925 ret = -1;
926 /* Make sure that whether or not it was self or copy (or both) that
927 * were soluble, that we return a solved state in self. */
928 } else if (copy_soluble <= 0) {
929 /* copy wasn't soluble; keep self state and return that result. */
930 ret = self_soluble;
931 } else if (self_soluble <= 0) {
932 /* copy solved and we didn't, so copy in copy's (now solved)
933 * flags and light state. */
934 memcpy(state->lights, scopy->lights,
935 scopy->w * scopy->h * sizeof(int));
936 memcpy(state->flags, scopy->flags,
937 scopy->w * scopy->h * sizeof(unsigned int));
938 ret = copy_soluble;
939 } else {
940 ret = copy_soluble + self_soluble;
941 }
942 free_game(scopy);
943 return ret;
944 }
945}
946
947#define MAXRECURSE 5
948
949/* Fills in the (possibly partially-complete) game_state as far as it can,
950 * returning the number of possible solutions. If it returns >0 then the
951 * game_state will be in a solved state, but you won't know which one. */
952static int dosolve(game_state *state,
953 int allowguess, int forceunique, int *maxdepth)
954{
955 int x, y, nsol;
956
957 for (x = 0; x < state->w; x++) {
958 for (y = 0; y < state->h; y++) {
959 GRID(state,flags,x,y) &= ~F_NUMBERUSED;
960 }
961 }
962 nsol = solve_sub(state, forceunique,
963 allowguess ? MAXRECURSE : 0, 0, maxdepth);
964 return nsol;
965}
966
967static int strip_unused_nums(game_state *state)
968{
969 int x,y,n=0;
970 for (x = 0; x < state->w; x++) {
971 for (y = 0; y < state->h; y++) {
972 if ((GRID(state,flags,x,y) & F_NUMBERED) &&
973 !(GRID(state,flags,x,y) & F_NUMBERUSED)) {
974 GRID(state,flags,x,y) &= ~F_NUMBERED;
975 GRID(state,lights,x,y) = 0;
976 n++;
977 }
978 }
979 }
980 return n;
981}
982
983static void unplace_lights(game_state *state)
984{
985 int x,y;
986 for (x = 0; x < state->w; x++) {
987 for (y = 0; y < state->h; y++) {
988 if (GRID(state,flags,x,y) & F_LIGHT)
989 set_light(state,x,y,0);
990 GRID(state,flags,x,y) &= ~F_IMPOSSIBLE;
991 GRID(state,flags,x,y) &= ~F_NUMBERUSED;
992 }
993 }
994}
995
996static int puzzle_is_good(game_state *state, game_params *params, int *mdepth)
997{
998 int nsol;
999
1000 *mdepth = 0;
1001 unplace_lights(state);
1002
1003#ifdef DIAGNOSTICS
1004 debug_state(state);
1005#endif
1006
1007 nsol = dosolve(state, params->recurse, TRUE, mdepth);
1008 /* if we wanted an easy puzzle, make sure we didn't need recursion. */
1009 if (!params->recurse && *mdepth > 0) {
1010#ifdef DIAGNOSTICS
1011 printf("Ignoring recursive puzzle.\n");
1012#endif
1013 return 0;
1014 }
1015
1016#ifdef DIAGNOSTICS
1017 printf("%d solutions found.\n", nsol);
1018#endif
1019 if (nsol <= 0) return 0;
1020 if (nsol > 1) return 0;
1021 return 1;
1022}
1023
1024/* --- New game creation and user input code. --- */
1025
1026/* The basic algorithm here is to generate the most complex grid possible
1027 * while honouring two restrictions:
1028 *
1029 * * we require a unique solution, and
1030 * * either we require solubility with no recursion (!params->recurse)
1031 * * or we require some recursion. (params->recurse).
1032 *
1033 * The solver helpfully keeps track of the numbers it needed to use to
1034 * get its solution, so we use that to remove an initial set of numbers
1035 * and check we still satsify our requirements (on uniqueness and
1036 * non-recursiveness, if applicable; we don't check explicit recursiveness
1037 * until the end).
1038 *
1039 * Then we try to remove all numbers in a random order, and see if we
1040 * still satisfy requirements (putting them back if we didn't).
1041 *
1042 * Removing numbers will always, in general terms, make a puzzle require
1043 * more recursion but it may also mean a puzzle becomes non-unique.
1044 *
1045 * Once we're done, if we wanted a recursive puzzle but the most difficult
1046 * puzzle we could come up with was non-recursive, we give up and try a new
1047 * grid. */
1048
1049#ifdef SLOW_SYSTEM
1050#define MAX_GRIDGEN_TRIES 20
1051#else
1052#define MAX_GRIDGEN_TRIES 50
1053#endif
1054
1055static char *new_game_desc(game_params *params, random_state *rs,
1056 char **aux, int interactive)
1057{
1058 game_state *news = new_state(params), *copys;
1059 int nsol, i, run, x, y, wh = params->w*params->h, num, mdepth;
1060 char *ret, *p;
1061 int *numindices;
1062
1063 /* Construct a shuffled list of grid positions; we only
1064 * do this once, because if it gets used more than once it'll
1065 * be on a different grid layout. */
1066 numindices = snewn(wh, int);
1067 for (i = 0; i < wh; i++) numindices[i] = i;
1068 shuffle(numindices, wh, sizeof(*numindices), rs);
1069
1070 while (1) {
1071 for (i = 0; i < MAX_GRIDGEN_TRIES; i++) {
1072 set_blacks(news, params, rs); /* also cleans board. */
1073
1074 /* set up lights and then the numbers, and remove the lights */
1075 place_lights(news, rs);
1076 debug(("Generating initial grid.\n"));
1077 place_numbers(news);
1078 if (!puzzle_is_good(news, params, &mdepth)) continue;
1079
1080 /* Take a copy, remove numbers we didn't use and check there's
1081 * still a unique solution; if so, use the copy subsequently. */
1082 copys = dup_game(news);
1083 nsol = strip_unused_nums(copys);
1084 debug(("Stripped %d unused numbers.\n", nsol));
1085 if (!puzzle_is_good(copys, params, &mdepth)) {
1086 debug(("Stripped grid is not good, reverting.\n"));
1087 free_game(copys);
1088 } else {
1089 free_game(news);
1090 news = copys;
1091 }
1092
1093 /* Go through grid removing numbers at random one-by-one and
1094 * trying to solve again; if it ceases to be good put the number back. */
1095 for (i = 0; i < wh; i++) {
1096 y = numindices[i] / params->w;
1097 x = numindices[i] % params->w;
1098 if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
1099 num = GRID(news, lights, x, y);
1100 GRID(news, lights, x, y) = 0;
1101 GRID(news, flags, x, y) &= ~F_NUMBERED;
1102 if (!puzzle_is_good(news, params, &mdepth)) {
1103 GRID(news, lights, x, y) = num;
1104 GRID(news, flags, x, y) |= F_NUMBERED;
1105 } else
1106 debug(("Removed (%d,%d) still soluble.\n", x, y));
1107 }
1108 /* Get a good value of mdepth for the following test */
1109 i = puzzle_is_good(news, params, &mdepth);
1110 assert(i);
1111 if (params->recurse && mdepth == 0) {
1112 debug(("Maximum-difficulty puzzle still not recursive, skipping.\n"));
1113 continue;
1114 }
1115
1116 goto goodpuzzle;
1117 }
1118 /* Couldn't generate a good puzzle in however many goes. Ramp up the
1119 * %age of black squares (if we didn't already have lots; in which case
1120 * why couldn't we generate a puzzle?) and try again. */
1121 if (params->blackpc < 90) params->blackpc += 5;
1122#ifdef DIAGNOSTICS
1123 printf("New black layout %d%%.\n", params->blackpc);
1124#endif
1125 }
1126goodpuzzle:
1127 /* Game is encoded as a long string one character per square;
1128 * 'S' is a space
1129 * 'B' is a black square with no number
1130 * '0', '1', '2', '3', '4' is a black square with a number. */
1131 ret = snewn((params->w * params->h) + 1, char);
1132 p = ret;
1133 run = 0;
1134 for (y = 0; y < params->h; y++) {
1135 for (x = 0; x < params->w; x++) {
1136 if (GRID(news,flags,x,y) & F_BLACK) {
1137 if (run) {
1138 *p++ = ('a'-1) + run;
1139 run = 0;
1140 }
1141 if (GRID(news,flags,x,y) & F_NUMBERED)
1142 *p++ = '0' + GRID(news,lights,x,y);
1143 else
1144 *p++ = 'B';
1145 } else {
1146 if (run == 26) {
1147 *p++ = ('a'-1) + run;
1148 run = 0;
1149 }
1150 run++;
1151 }
1152 }
1153 }
1154 if (run) {
1155 *p++ = ('a'-1) + run;
1156 run = 0;
1157 }
1158 *p = '\0';
1159 assert(p - ret <= params->w * params->h);
1160 free_game(news);
1161 sfree(numindices);
1162
1163 return ret;
1164}
1165
1166static char *validate_desc(game_params *params, char *desc)
1167{
1168 int i;
1169 for (i = 0; i < params->w*params->h; i++) {
1170 if (*desc >= '0' && *desc <= '4')
1171 /* OK */;
1172 else if (*desc == 'B')
1173 /* OK */;
1174 else if (*desc >= 'a' && *desc <= 'z')
1175 i += *desc - 'a'; /* and the i++ will add another one */
1176 else if (!*desc)
1177 return "Game description shorter than expected";
1178 else
1179 return "Game description contained unexpected character";
1180 desc++;
1181 }
1182 if (*desc || i > params->w*params->h)
1183 return "Game description longer than expected";
1184
1185 return NULL;
1186}
1187
1188static game_state *new_game(midend_data *me, game_params *params, char *desc)
1189{
1190 game_state *ret = new_state(params);
1191 int x,y;
1192 int run = 0;
1193
1194 for (y = 0; y < params->h; y++) {
1195 for (x = 0; x < params->w; x++) {
1196 char c = '\0';
1197
1198 if (run == 0) {
1199 c = *desc++;
1200 assert(c != 'S');
1201 if (c >= 'a' && c <= 'z')
1202 run = c - 'a' + 1;
1203 }
1204
1205 if (run > 0) {
1206 c = 'S';
1207 run--;
1208 }
1209
1210 switch (c) {
1211 case '0': case '1': case '2': case '3': case '4':
1212 GRID(ret,flags,x,y) |= F_NUMBERED;
1213 GRID(ret,lights,x,y) = (c - '0');
1214 /* run-on... */
1215
1216 case 'B':
1217 GRID(ret,flags,x,y) |= F_BLACK;
1218 break;
1219
1220 case 'S':
1221 /* empty square */
1222 break;
1223
1224 default:
1225 assert(!"Malformed desc.");
1226 break;
1227 }
1228 }
1229 }
1230 if (*desc) assert(!"Over-long desc.");
1231
1232 return ret;
1233}
1234
1235static char *solve_game(game_state *state, game_state *currstate,
1236 char *aux, char **error)
1237{
1238 game_state *solved;
1239 char *move = NULL, buf[80];
1240 int movelen, movesize, x, y, len;
1241 unsigned int oldflags, solvedflags;
1242
1243 /* We don't care here about non-unique puzzles; if the
1244 * user entered one themself then I doubt they care. */
1245
1246 /* Try and solve from where we are now (for non-unique
1247 * puzzles this may produce a different answer). */
1248 solved = dup_game(currstate);
1249 if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
1250 free_game(solved);
1251
1252 /* That didn't work; try solving from the clean puzzle. */
1253 solved = dup_game(state);
1254 if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
1255 *error = "Puzzle is not self-consistent.";
1256 goto done;
1257
1258solved:
1259 movesize = 256;
1260 move = snewn(movesize, char);
1261 movelen = 0;
1262 move[movelen++] = 'S';
1263 move[movelen] = '\0';
1264 for (x = 0; x < currstate->w; x++) {
1265 for (y = 0; y < currstate->h; y++) {
1266 len = 0;
1267 oldflags = GRID(currstate, flags, x, y);
1268 solvedflags = GRID(solved, flags, x, y);
1269 if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT))
1270 len = sprintf(buf, ";L%d,%d", x, y);
1271 else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE))
1272 len = sprintf(buf, ";I%d,%d", x, y);
1273 if (len) {
1274 if (movelen + len >= movesize) {
1275 movesize = movelen + len + 256;
1276 move = sresize(move, movesize, char);
1277 }
1278 strcpy(move + movelen, buf);
1279 movelen += len;
1280 }
1281 }
1282 }
1283
1284done:
1285 free_game(solved);
1286 return move;
1287}
1288
1289/* 'borrowed' from slant.c, mainly. I could have printed it one
1290 * character per cell (like debug_state) but that comes out tiny.
1291 * 'L' is used for 'light here' because 'O' looks too much like '0'
1292 * (black square with no surrounding lights). */
1293static char *game_text_format(game_state *state)
1294{
1295 int w = state->w, h = state->h, W = w+1, H = h+1;
1296 int x, y, len, lights;
1297 unsigned int flags;
1298 char *ret, *p;
1299
1300 len = (h+H) * (w+W+1) + 1;
1301 ret = snewn(len, char);
1302 p = ret;
1303
1304 for (y = 0; y < H; y++) {
1305 for (x = 0; x < W; x++) {
1306 *p++ = '+';
1307 if (x < w)
1308 *p++ = '-';
1309 }
1310 *p++ = '\n';
1311 if (y < h) {
1312 for (x = 0; x < W; x++) {
1313 *p++ = '|';
1314 if (x < w) {
1315 /* actual interesting bit. */
1316 flags = GRID(state, flags, x, y);
1317 lights = GRID(state, lights, x, y);
1318 if (flags & F_BLACK) {
1319 if (flags & F_NUMBERED)
1320 *p++ = '0' + lights;
1321 else
1322 *p++ = '#';
1323 } else {
1324 if (flags & F_LIGHT)
1325 *p++ = 'L';
1326 else if (flags & F_IMPOSSIBLE)
1327 *p++ = 'x';
1328 else if (lights > 0)
1329 *p++ = '.';
1330 else
1331 *p++ = ' ';
1332 }
1333 }
1334 }
1335 *p++ = '\n';
1336 }
1337 }
1338 *p++ = '\0';
1339
1340 assert(p - ret == len);
1341 return ret;
1342}
1343
1344struct game_ui {
1345 int cur_x, cur_y, cur_visible;
1346};
1347
1348static game_ui *new_ui(game_state *state)
1349{
1350 game_ui *ui = snew(game_ui);
1351 ui->cur_x = ui->cur_y = ui->cur_visible = 0;
1352 return ui;
1353}
1354
1355static void free_ui(game_ui *ui)
1356{
1357 sfree(ui);
1358}
1359
1360static char *encode_ui(game_ui *ui)
1361{
1362 /* nothing to encode. */
1363 return NULL;
1364}
1365
1366static void decode_ui(game_ui *ui, char *encoding)
1367{
1368 /* nothing to decode. */
1369}
1370
1371static void game_changed_state(game_ui *ui, game_state *oldstate,
1372 game_state *newstate)
1373{
1374 if (newstate->completed)
1375 ui->cur_visible = 0;
1376}
1377
1378#define DF_BLACK 1 /* black square */
1379#define DF_NUMBERED 2 /* black square with number */
1380#define DF_LIT 4 /* display (white) square lit up */
1381#define DF_LIGHT 8 /* display light in square */
1382#define DF_OVERLAP 16 /* display light as overlapped */
1383#define DF_CURSOR 32 /* display cursor */
1384#define DF_NUMBERWRONG 64 /* display black numbered square as error. */
1385#define DF_FLASH 128 /* background flash is on. */
1386#define DF_IMPOSSIBLE 256 /* display non-light little square */
1387
1388struct game_drawstate {
1389 int tilesize, crad;
1390 int w, h;
1391 unsigned int *flags; /* width * height */
1392 int started;
1393};
1394
1395
1396/* Believe it or not, this empty = "" hack is needed to get around a bug in
1397 * the prc-tools gcc when optimisation is turned on; before, it produced:
1398 lightup-sect.c: In function `interpret_move':
1399 lightup-sect.c:1416: internal error--unrecognizable insn:
1400 (insn 582 580 583 (set (reg:SI 134)
1401 (pc)) -1 (nil)
1402 (nil))
1403 */
1404static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1405 int x, int y, int button)
1406{
1407 enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
1408 int cx = -1, cy = -1, cv = ui->cur_visible;
1409 unsigned int flags;
1410 char buf[80], *nullret, *empty = "", c;
1411
1412 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1413 ui->cur_visible = 0;
1414 cx = FROMCOORD(x);
1415 cy = FROMCOORD(y);
1416 action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
1417 } else if (button == CURSOR_SELECT ||
1418 button == 'i' || button == 'I' ||
1419 button == ' ' || button == '\r' || button == '\n') {
1420 ui->cur_visible = 1;
1421 cx = ui->cur_x;
1422 cy = ui->cur_y;
1423 action = (button == 'i' || button == 'I') ?
1424 FLIP_IMPOSSIBLE : FLIP_LIGHT;
1425 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1426 button == CURSOR_RIGHT || button == CURSOR_LEFT) {
1427 int dx = 0, dy = 0;
1428 switch (button) {
1429 case CURSOR_UP: dy = -1; break;
1430 case CURSOR_DOWN: dy = 1; break;
1431 case CURSOR_RIGHT: dx = 1; break;
1432 case CURSOR_LEFT: dx = -1; break;
1433 default: assert(!"shouldn't get here");
1434 }
1435 ui->cur_x += dx; ui->cur_y += dy;
1436 ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
1437 ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
1438 ui->cur_visible = 1;
1439 }
1440
1441 /* Always redraw if the cursor is on, or if it's just been
1442 * removed. */
1443 if (ui->cur_visible) nullret = empty;
1444 else if (cv) nullret = empty;
1445 else nullret = NULL;
1446
1447 switch (action) {
1448 case FLIP_LIGHT:
1449 case FLIP_IMPOSSIBLE:
1450 if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h)
1451 return nullret;
1452 flags = GRID(state, flags, cx, cy);
1453 if (flags & F_BLACK)
1454 return nullret;
1455 if (action == FLIP_LIGHT) {
1456 if (flags & F_IMPOSSIBLE) return nullret;
1457 c = 'L';
1458 } else {
1459 if (flags & F_LIGHT) return nullret;
1460 c = 'I';
1461 }
1462 sprintf(buf, "%c%d,%d", (int)c, cx, cy);
1463 break;
1464
1465 case NONE:
1466 return nullret;
1467
1468 default:
1469 assert(!"Shouldn't get here!");
1470 }
1471 return dupstr(buf);
1472}
1473
1474static game_state *execute_move(game_state *state, char *move)
1475{
1476 game_state *ret = dup_game(state);
1477 int x, y, n, flags;
1478 char c;
1479
1480 if (!*move) goto badmove;
1481
1482 while (*move) {
1483 c = *move;
1484 if (c == 'S') {
1485 ret->used_solve = TRUE;
1486 move++;
1487 } else if (c == 'L' || c == 'I') {
1488 move++;
1489 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
1490 x < 0 || y < 0 || x >= ret->w || y >= ret->h)
1491 goto badmove;
1492
1493 flags = GRID(ret, flags, x, y);
1494 if (flags & F_BLACK) goto badmove;
1495
1496 /* LIGHT and IMPOSSIBLE are mutually exclusive. */
1497 if (c == 'L') {
1498 GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE;
1499 set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1);
1500 } else {
1501 set_light(ret, x, y, 0);
1502 GRID(ret, flags, x, y) ^= F_IMPOSSIBLE;
1503 }
1504 move += n;
1505 } else goto badmove;
1506
1507 if (*move == ';')
1508 move++;
1509 else if (*move) goto badmove;
1510 }
1511 if (grid_correct(ret)) ret->completed = 1;
1512 return ret;
1513
1514badmove:
1515 free_game(ret);
1516 return NULL;
1517}
1518
1519/* ----------------------------------------------------------------------
1520 * Drawing routines.
1521 */
1522
1523/* XXX entirely cloned from fifteen.c; separate out? */
1524static void game_compute_size(game_params *params, int tilesize,
1525 int *x, int *y)
1526{
1527 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1528 struct { int tilesize; } ads, *ds = &ads;
1529 ads.tilesize = tilesize;
1530
1531 *x = TILE_SIZE * params->w + 2 * BORDER;
1532 *y = TILE_SIZE * params->h + 2 * BORDER;
1533}
1534
1535static void game_set_size(game_drawstate *ds, game_params *params,
1536 int tilesize)
1537{
1538 ds->tilesize = tilesize;
1539 ds->crad = 3*(tilesize-1)/8;
1540}
1541
1542static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1543{
1544 float *ret = snewn(3 * NCOLOURS, float);
1545 int i;
1546
1547 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1548
1549 for (i = 0; i < 3; i++) {
1550 ret[COL_BLACK * 3 + i] = 0.0F;
1551 ret[COL_LIGHT * 3 + i] = 1.0F;
1552 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1553 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
1554
1555 }
1556
1557 ret[COL_ERROR * 3 + 0] = 1.0F;
1558 ret[COL_ERROR * 3 + 1] = 0.25F;
1559 ret[COL_ERROR * 3 + 2] = 0.25F;
1560
1561 ret[COL_LIT * 3 + 0] = 1.0F;
1562 ret[COL_LIT * 3 + 1] = 1.0F;
1563 ret[COL_LIT * 3 + 2] = 0.0F;
1564
1565 *ncolours = NCOLOURS;
1566 return ret;
1567}
1568
1569static game_drawstate *game_new_drawstate(game_state *state)
1570{
1571 struct game_drawstate *ds = snew(struct game_drawstate);
1572 int i;
1573
1574 ds->tilesize = ds->crad = 0;
1575 ds->w = state->w; ds->h = state->h;
1576
1577 ds->flags = snewn(ds->w*ds->h, unsigned int);
1578 for (i = 0; i < ds->w*ds->h; i++)
1579 ds->flags[i] = -1;
1580
1581 ds->started = 0;
1582
1583 return ds;
1584}
1585
1586static void game_free_drawstate(game_drawstate *ds)
1587{
1588 sfree(ds->flags);
1589 sfree(ds);
1590}
1591
1592/* At some stage we should put these into a real options struct.
1593 * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
1594 * to put those flags in. */
1595#define HINT_LIGHTS
1596#define HINT_OVERLAPS
1597#define HINT_NUMBERS
1598
1599static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
1600 int x, int y, int flashing)
1601{
1602 unsigned int flags = GRID(state, flags, x, y);
1603 int lights = GRID(state, lights, x, y);
1604 unsigned int ret = 0;
1605
1606 if (flashing) ret |= DF_FLASH;
1607 if (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
1608 ret |= DF_CURSOR;
1609
1610 if (flags & F_BLACK) {
1611 ret |= DF_BLACK;
1612 if (flags & F_NUMBERED) {
1613#ifdef HINT_NUMBERS
1614 if (number_wrong(state, x, y))
1615 ret |= DF_NUMBERWRONG;
1616#endif
1617 ret |= DF_NUMBERED;
1618 }
1619 } else {
1620#ifdef HINT_LIGHTS
1621 if (lights > 0) ret |= DF_LIT;
1622#endif
1623 if (flags & F_LIGHT) {
1624 ret |= DF_LIGHT;
1625#ifdef HINT_OVERLAPS
1626 if (lights > 1) ret |= DF_OVERLAP;
1627#endif
1628 }
1629 if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE;
1630 }
1631 return ret;
1632}
1633
1634static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
1635 int x, int y)
1636{
1637 unsigned int ds_flags = GRID(ds, flags, x, y);
1638 int dx = COORD(x), dy = COORD(y);
1639 int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
1640
1641 if (ds_flags & DF_BLACK) {
1642 draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
1643 if (ds_flags & DF_NUMBERED) {
1644 int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
1645 char str[10];
1646
1647 /* We know that this won't change over the course of the game
1648 * so it's OK to ignore this when calculating whether or not
1649 * to redraw the tile. */
1650 sprintf(str, "%d", GRID(state, lights, x, y));
1651 draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
1652 FONT_VARIABLE, TILE_SIZE*3/5,
1653 ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
1654 }
1655 } else {
1656 draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE,
1657 (ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
1658 draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
1659 if (ds_flags & DF_LIGHT) {
1660 int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
1661 draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
1662 lcol, COL_BLACK);
1663 } else if (ds_flags & DF_IMPOSSIBLE) {
1664 int rlen = TILE_SIZE / 4;
1665 draw_rect(fe, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
1666 rlen, rlen, COL_BLACK);
1667 }
1668 }
1669
1670 if (ds_flags & DF_CURSOR) {
1671 int coff = TILE_SIZE/8;
1672 draw_rect_outline(fe, dx + coff, dy + coff,
1673 TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
1674 }
1675
1676 draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
1677}
1678
1679static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1680 game_state *state, int dir, game_ui *ui,
1681 float animtime, float flashtime)
1682{
1683 int flashing = FALSE;
1684 int x,y;
1685
1686 if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
1687
1688 if (!ds->started) {
1689 draw_rect(fe, 0, 0,
1690 TILE_SIZE * ds->w + 2 * BORDER,
1691 TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
1692
1693 draw_rect_outline(fe, COORD(0)-1, COORD(0)-1,
1694 TILE_SIZE * ds->w + 2,
1695 TILE_SIZE * ds->h + 2,
1696 COL_GRID);
1697
1698 draw_update(fe, 0, 0,
1699 TILE_SIZE * ds->w + 2 * BORDER,
1700 TILE_SIZE * ds->h + 2 * BORDER);
1701 ds->started = 1;
1702 }
1703
1704 for (x = 0; x < ds->w; x++) {
1705 for (y = 0; y < ds->h; y++) {
1706 unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
1707 if (ds_flags != GRID(ds, flags, x, y)) {
1708 GRID(ds, flags, x, y) = ds_flags;
1709 tile_redraw(fe, ds, state, x, y);
1710 }
1711 }
1712 }
1713}
1714
1715static float game_anim_length(game_state *oldstate, game_state *newstate,
1716 int dir, game_ui *ui)
1717{
1718 return 0.0F;
1719}
1720
1721static float game_flash_length(game_state *oldstate, game_state *newstate,
1722 int dir, game_ui *ui)
1723{
1724 if (!oldstate->completed && newstate->completed &&
1725 !oldstate->used_solve && !newstate->used_solve)
1726 return FLASH_TIME;
1727 return 0.0F;
1728}
1729
1730static int game_wants_statusbar(void)
1731{
1732 return FALSE;
1733}
1734
1735static int game_timing_state(game_state *state, game_ui *ui)
1736{
1737 return TRUE;
1738}
1739
1740#ifdef COMBINED
1741#define thegame lightup
1742#endif
1743
1744const struct game thegame = {
1745 "Light Up", "games.lightup",
1746 default_params,
1747 game_fetch_preset,
1748 decode_params,
1749 encode_params,
1750 free_params,
1751 dup_params,
1752 TRUE, game_configure, custom_params,
1753 validate_params,
1754 new_game_desc,
1755 validate_desc,
1756 new_game,
1757 dup_game,
1758 free_game,
1759 TRUE, solve_game,
1760 TRUE, game_text_format,
1761 new_ui,
1762 free_ui,
1763 encode_ui,
1764 decode_ui,
1765 game_changed_state,
1766 interpret_move,
1767 execute_move,
1768 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1769 game_colours,
1770 game_new_drawstate,
1771 game_free_drawstate,
1772 game_redraw,
1773 game_anim_length,
1774 game_flash_length,
1775 game_wants_statusbar,
1776 FALSE, game_timing_state,
1777 0, /* mouse_priorities */
1778};
1779
1780/* vim: set shiftwidth=4 tabstop=8: */