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 | |
9b265feb |
14 | /* |
15 | * In standalone solver mode, `verbose' is a variable which can be |
16 | * set by command-line option; in debugging mode it's simply always |
17 | * true. |
18 | */ |
19 | #if defined STANDALONE_SOLVER |
20 | #define SOLVER_DIAGNOSTICS |
21 | int verbose = 0; |
22 | #undef debug |
23 | #define debug(x) printf x |
24 | #elif defined SOLVER_DIAGNOSTICS |
25 | #define verbose 2 |
26 | #endif |
27 | |
e3478a4b |
28 | /* --- Constants, structure definitions, etc. --- */ |
29 | |
30 | #define PREFERRED_TILE_SIZE 32 |
31 | #define TILE_SIZE (ds->tilesize) |
32 | #define BORDER (TILE_SIZE / 2) |
33 | #define TILE_RADIUS (ds->crad) |
34 | |
35 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
36 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
37 | |
38 | #define FLASH_TIME 0.30F |
39 | |
40 | enum { |
41 | COL_BACKGROUND, |
42 | COL_GRID, |
43 | COL_BLACK, /* black */ |
44 | COL_LIGHT, /* white */ |
45 | COL_LIT, /* yellow */ |
46 | COL_ERROR, /* red */ |
47 | COL_CURSOR, |
48 | NCOLOURS |
49 | }; |
50 | |
51 | enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX }; |
52 | |
9b265feb |
53 | #define DIFFCOUNT 2 |
54 | |
e3478a4b |
55 | struct game_params { |
56 | int w, h; |
57 | int blackpc; /* %age of black squares */ |
58 | int symm; |
9b265feb |
59 | int difficulty; /* 0 to DIFFCOUNT */ |
e3478a4b |
60 | }; |
61 | |
62 | #define F_BLACK 1 |
63 | |
64 | /* flags for black squares */ |
65 | #define F_NUMBERED 2 /* it has a number attached */ |
66 | #define F_NUMBERUSED 4 /* this number was useful for solving */ |
67 | |
68 | /* flags for non-black squares */ |
69 | #define F_IMPOSSIBLE 8 /* can't put a light here */ |
70 | #define F_LIGHT 16 |
71 | |
72 | #define F_MARK 32 |
73 | |
74 | struct game_state { |
75 | int w, h, nlights; |
76 | int *lights; /* For black squares, (optionally) the number |
77 | of surrounding lights. For non-black squares, |
78 | the number of times it's lit. size h*w*/ |
79 | unsigned int *flags; /* size h*w */ |
80 | int completed, used_solve; |
81 | }; |
82 | |
83 | #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)]) |
84 | |
85 | /* A ll_data holds information about which lights would be lit by |
86 | * a particular grid location's light (or conversely, which locations |
87 | * could light a specific other location). */ |
88 | /* most things should consider this struct opaque. */ |
89 | typedef struct { |
90 | int ox,oy; |
91 | int minx, maxx, miny, maxy; |
92 | int include_origin; |
93 | } ll_data; |
94 | |
95 | /* Macro that executes 'block' once per light in lld, including |
96 | * the origin if include_origin is specified. 'block' can use |
97 | * lx and ly as the coords. */ |
98 | #define FOREACHLIT(lld,block) do { \ |
99 | int lx,ly; \ |
100 | ly = (lld)->oy; \ |
101 | for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \ |
102 | if (lx == (lld)->ox) continue; \ |
103 | block \ |
104 | } \ |
105 | lx = (lld)->ox; \ |
106 | for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \ |
107 | if (!(lld)->include_origin && ly == (lld)->oy) continue; \ |
108 | block \ |
109 | } \ |
110 | } while(0) |
111 | |
112 | |
113 | typedef struct { |
114 | struct { int x, y; unsigned int f; } points[4]; |
115 | int npoints; |
116 | } surrounds; |
117 | |
118 | /* Fills in (doesn't allocate) a surrounds structure with the grid locations |
119 | * around a given square, taking account of the edges. */ |
120 | static void get_surrounds(game_state *state, int ox, int oy, surrounds *s) |
121 | { |
122 | assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h); |
123 | s->npoints = 0; |
124 | #define ADDPOINT(cond,nx,ny) do {\ |
125 | if (cond) { \ |
126 | s->points[s->npoints].x = (nx); \ |
127 | s->points[s->npoints].y = (ny); \ |
128 | s->points[s->npoints].f = 0; \ |
129 | s->npoints++; \ |
130 | } } while(0) |
131 | ADDPOINT(ox > 0, ox-1, oy); |
132 | ADDPOINT(ox < (state->w-1), ox+1, oy); |
133 | ADDPOINT(oy > 0, ox, oy-1); |
134 | ADDPOINT(oy < (state->h-1), ox, oy+1); |
135 | } |
136 | |
137 | /* --- Game parameter functions --- */ |
138 | |
139 | #define DEFAULT_PRESET 0 |
140 | |
141 | const struct game_params lightup_presets[] = { |
142 | { 7, 7, 20, SYMM_ROT4, 0 }, |
143 | { 7, 7, 20, SYMM_ROT4, 1 }, |
9b265feb |
144 | { 7, 7, 20, SYMM_ROT4, 2 }, |
e3478a4b |
145 | { 10, 10, 20, SYMM_ROT2, 0 }, |
146 | { 10, 10, 20, SYMM_ROT2, 1 }, |
147 | #ifdef SLOW_SYSTEM |
148 | { 12, 12, 20, SYMM_ROT2, 0 }, |
9b265feb |
149 | { 12, 12, 20, SYMM_ROT2, 1 }, |
e3478a4b |
150 | #else |
9b265feb |
151 | { 10, 10, 20, SYMM_ROT2, 2 }, |
e3478a4b |
152 | { 14, 14, 20, SYMM_ROT2, 0 }, |
9b265feb |
153 | { 14, 14, 20, SYMM_ROT2, 1 }, |
154 | { 14, 14, 20, SYMM_ROT2, 2 } |
e3478a4b |
155 | #endif |
156 | }; |
157 | |
158 | static game_params *default_params(void) |
159 | { |
160 | game_params *ret = snew(game_params); |
161 | *ret = lightup_presets[DEFAULT_PRESET]; |
162 | |
163 | return ret; |
164 | } |
165 | |
166 | static int game_fetch_preset(int i, char **name, game_params **params) |
167 | { |
168 | game_params *ret; |
169 | char buf[80]; |
170 | |
171 | if (i < 0 || i >= lenof(lightup_presets)) |
172 | return FALSE; |
173 | |
174 | ret = default_params(); |
175 | *ret = lightup_presets[i]; |
176 | *params = ret; |
177 | |
178 | sprintf(buf, "%dx%d %s", |
9b265feb |
179 | ret->w, ret->h, |
180 | ret->difficulty == 2 ? "hard" : |
181 | ret->difficulty == 1 ? "tricky" : "easy"); |
e3478a4b |
182 | *name = dupstr(buf); |
183 | |
184 | return TRUE; |
185 | } |
186 | |
187 | static void free_params(game_params *params) |
188 | { |
189 | sfree(params); |
190 | } |
191 | |
192 | static game_params *dup_params(game_params *params) |
193 | { |
194 | game_params *ret = snew(game_params); |
195 | *ret = *params; /* structure copy */ |
196 | return ret; |
197 | } |
198 | |
199 | #define EATNUM(x) do { \ |
200 | (x) = atoi(string); \ |
201 | while (*string && isdigit((unsigned char)*string)) string++; \ |
202 | } while(0) |
203 | |
204 | static void decode_params(game_params *params, char const *string) |
205 | { |
206 | EATNUM(params->w); |
207 | if (*string == 'x') { |
208 | string++; |
209 | EATNUM(params->h); |
210 | } |
211 | if (*string == 'b') { |
212 | string++; |
213 | EATNUM(params->blackpc); |
214 | } |
215 | if (*string == 's') { |
216 | string++; |
217 | EATNUM(params->symm); |
218 | } |
9b265feb |
219 | params->difficulty = 0; |
220 | /* cope with old params */ |
e3478a4b |
221 | if (*string == 'r') { |
9b265feb |
222 | params->difficulty = 2; |
223 | string++; |
224 | } |
225 | if (*string == 'd') { |
e3478a4b |
226 | string++; |
9b265feb |
227 | EATNUM(params->difficulty); |
e3478a4b |
228 | } |
229 | } |
230 | |
231 | static char *encode_params(game_params *params, int full) |
232 | { |
233 | char buf[80]; |
234 | |
235 | if (full) { |
9b265feb |
236 | sprintf(buf, "%dx%db%ds%dd%d", |
e3478a4b |
237 | params->w, params->h, params->blackpc, |
238 | params->symm, |
9b265feb |
239 | params->difficulty); |
e3478a4b |
240 | } else { |
241 | sprintf(buf, "%dx%d", params->w, params->h); |
242 | } |
243 | return dupstr(buf); |
244 | } |
245 | |
246 | static config_item *game_configure(game_params *params) |
247 | { |
248 | config_item *ret; |
249 | char buf[80]; |
250 | |
251 | ret = snewn(6, config_item); |
252 | |
253 | ret[0].name = "Width"; |
254 | ret[0].type = C_STRING; |
255 | sprintf(buf, "%d", params->w); |
256 | ret[0].sval = dupstr(buf); |
257 | ret[0].ival = 0; |
258 | |
259 | ret[1].name = "Height"; |
260 | ret[1].type = C_STRING; |
261 | sprintf(buf, "%d", params->h); |
262 | ret[1].sval = dupstr(buf); |
263 | ret[1].ival = 0; |
264 | |
265 | ret[2].name = "%age of black squares"; |
266 | ret[2].type = C_STRING; |
267 | sprintf(buf, "%d", params->blackpc); |
268 | ret[2].sval = dupstr(buf); |
269 | ret[2].ival = 0; |
270 | |
271 | ret[3].name = "Symmetry"; |
272 | ret[3].type = C_CHOICES; |
273 | ret[3].sval = ":None" |
274 | ":2-way mirror:2-way rotational" |
275 | ":4-way mirror:4-way rotational"; |
276 | ret[3].ival = params->symm; |
277 | |
278 | ret[4].name = "Difficulty"; |
279 | ret[4].type = C_CHOICES; |
9b265feb |
280 | ret[4].sval = ":Easy:Tricky:Hard"; |
281 | ret[4].ival = params->difficulty; |
e3478a4b |
282 | |
283 | ret[5].name = NULL; |
284 | ret[5].type = C_END; |
285 | ret[5].sval = NULL; |
286 | ret[5].ival = 0; |
287 | |
288 | return ret; |
289 | } |
290 | |
291 | static game_params *custom_params(config_item *cfg) |
292 | { |
293 | game_params *ret = snew(game_params); |
294 | |
295 | ret->w = atoi(cfg[0].sval); |
296 | ret->h = atoi(cfg[1].sval); |
297 | ret->blackpc = atoi(cfg[2].sval); |
298 | ret->symm = cfg[3].ival; |
9b265feb |
299 | ret->difficulty = cfg[4].ival; |
e3478a4b |
300 | |
301 | return ret; |
302 | } |
303 | |
304 | static char *validate_params(game_params *params, int full) |
305 | { |
306 | if (params->w < 2 || params->h < 2) |
307 | return "Width and height must be at least 2"; |
308 | if (full) { |
309 | if (params->blackpc < 5 || params->blackpc > 100) |
310 | return "Percentage of black squares must be between 5% and 100%"; |
311 | if (params->w != params->h) { |
312 | if (params->symm == SYMM_ROT4) |
313 | return "4-fold symmetry is only available with square grids"; |
314 | } |
315 | if (params->symm < 0 || params->symm >= SYMM_MAX) |
9b265feb |
316 | return "Unknown symmetry type"; |
317 | if (params->difficulty < 0 || params->difficulty > DIFFCOUNT) |
318 | return "Unknown difficulty level"; |
e3478a4b |
319 | } |
320 | return NULL; |
321 | } |
322 | |
323 | /* --- Game state construction/freeing helper functions --- */ |
324 | |
325 | static game_state *new_state(game_params *params) |
326 | { |
327 | game_state *ret = snew(game_state); |
328 | |
329 | ret->w = params->w; |
330 | ret->h = params->h; |
331 | ret->lights = snewn(ret->w * ret->h, int); |
332 | ret->nlights = 0; |
333 | memset(ret->lights, 0, ret->w * ret->h * sizeof(int)); |
334 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
335 | memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int)); |
336 | ret->completed = ret->used_solve = 0; |
337 | return ret; |
338 | } |
339 | |
340 | static game_state *dup_game(game_state *state) |
341 | { |
342 | game_state *ret = snew(game_state); |
343 | |
344 | ret->w = state->w; |
345 | ret->h = state->h; |
346 | |
347 | ret->lights = snewn(ret->w * ret->h, int); |
348 | memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int)); |
349 | ret->nlights = state->nlights; |
350 | |
351 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
352 | memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int)); |
353 | |
354 | ret->completed = state->completed; |
355 | ret->used_solve = state->used_solve; |
356 | |
357 | return ret; |
358 | } |
359 | |
360 | static void free_game(game_state *state) |
361 | { |
362 | sfree(state->lights); |
363 | sfree(state->flags); |
364 | sfree(state); |
365 | } |
366 | |
e3478a4b |
367 | static void debug_state(game_state *state) |
368 | { |
369 | int x, y; |
370 | char c = '?'; |
371 | |
372 | for (y = 0; y < state->h; y++) { |
373 | for (x = 0; x < state->w; x++) { |
374 | c = '.'; |
375 | if (GRID(state, flags, x, y) & F_BLACK) { |
376 | if (GRID(state, flags, x, y) & F_NUMBERED) |
377 | c = GRID(state, lights, x, y) + '0'; |
378 | else |
379 | c = '#'; |
380 | } else { |
381 | if (GRID(state, flags, x, y) & F_LIGHT) |
382 | c = 'O'; |
383 | else if (GRID(state, flags, x, y) & F_IMPOSSIBLE) |
384 | c = 'X'; |
385 | } |
9b265feb |
386 | debug(("%c", (int)c)); |
e3478a4b |
387 | } |
9b265feb |
388 | debug((" ")); |
e3478a4b |
389 | for (x = 0; x < state->w; x++) { |
390 | if (GRID(state, flags, x, y) & F_BLACK) |
391 | c = '#'; |
392 | else { |
393 | c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a'; |
394 | c += GRID(state, lights, x, y); |
395 | } |
9b265feb |
396 | debug(("%c", (int)c)); |
e3478a4b |
397 | } |
9b265feb |
398 | debug(("\n")); |
e3478a4b |
399 | } |
e3478a4b |
400 | } |
e3478a4b |
401 | |
402 | /* --- Game completion test routines. --- */ |
403 | |
404 | /* These are split up because occasionally functions are only |
405 | * interested in one particular aspect. */ |
406 | |
407 | /* Returns non-zero if all grid spaces are lit. */ |
408 | static int grid_lit(game_state *state) |
409 | { |
410 | int x, y; |
411 | |
412 | for (x = 0; x < state->w; x++) { |
413 | for (y = 0; y < state->h; y++) { |
414 | if (GRID(state,flags,x,y) & F_BLACK) continue; |
415 | if (GRID(state,lights,x,y) == 0) |
416 | return 0; |
417 | } |
418 | } |
419 | return 1; |
420 | } |
421 | |
422 | /* Returns non-zero if any lights are lit by other lights. */ |
423 | static int grid_overlap(game_state *state) |
424 | { |
425 | int x, y; |
426 | |
427 | for (x = 0; x < state->w; x++) { |
428 | for (y = 0; y < state->h; y++) { |
429 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
430 | if (GRID(state, lights, x, y) > 1) |
431 | return 1; |
432 | } |
433 | } |
434 | return 0; |
435 | } |
436 | |
437 | static int number_wrong(game_state *state, int x, int y) |
438 | { |
439 | surrounds s; |
440 | int i, n, empty, lights = GRID(state, lights, x, y); |
441 | |
442 | /* |
443 | * This function computes the display hint for a number: we |
444 | * turn the number red if it is definitely wrong. This means |
445 | * that either |
446 | * |
447 | * (a) it has too many lights around it, or |
448 | * (b) it would have too few lights around it even if all the |
449 | * plausible squares (not black, lit or F_IMPOSSIBLE) were |
450 | * filled with lights. |
451 | */ |
452 | |
453 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
454 | get_surrounds(state, x, y, &s); |
455 | |
456 | empty = n = 0; |
457 | for (i = 0; i < s.npoints; i++) { |
458 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) { |
459 | n++; |
460 | continue; |
461 | } |
462 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK) |
463 | continue; |
464 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE) |
465 | continue; |
466 | if (GRID(state,lights,s.points[i].x,s.points[i].y)) |
467 | continue; |
468 | empty++; |
469 | } |
470 | return (n > lights || (n + empty < lights)); |
471 | } |
472 | |
473 | static int number_correct(game_state *state, int x, int y) |
474 | { |
475 | surrounds s; |
476 | int n = 0, i, lights = GRID(state, lights, x, y); |
477 | |
478 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
479 | get_surrounds(state, x, y, &s); |
480 | for (i = 0; i < s.npoints; i++) { |
481 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) |
482 | n++; |
483 | } |
484 | return (n == lights) ? 1 : 0; |
485 | } |
486 | |
487 | /* Returns non-zero if any numbers add up incorrectly. */ |
488 | static int grid_addsup(game_state *state) |
489 | { |
490 | int x, y; |
491 | |
492 | for (x = 0; x < state->w; x++) { |
493 | for (y = 0; y < state->h; y++) { |
494 | if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue; |
495 | if (!number_correct(state, x, y)) return 0; |
496 | } |
497 | } |
498 | return 1; |
499 | } |
500 | |
501 | static int grid_correct(game_state *state) |
502 | { |
503 | if (grid_lit(state) && |
504 | !grid_overlap(state) && |
505 | grid_addsup(state)) return 1; |
506 | return 0; |
507 | } |
508 | |
509 | /* --- Board initial setup (blacks, lights, numbers) --- */ |
510 | |
511 | static void clean_board(game_state *state, int leave_blacks) |
512 | { |
513 | int x,y; |
514 | for (x = 0; x < state->w; x++) { |
515 | for (y = 0; y < state->h; y++) { |
516 | if (leave_blacks) |
517 | GRID(state, flags, x, y) &= F_BLACK; |
518 | else |
519 | GRID(state, flags, x, y) = 0; |
520 | GRID(state, lights, x, y) = 0; |
521 | } |
522 | } |
523 | state->nlights = 0; |
524 | } |
525 | |
526 | static void set_blacks(game_state *state, game_params *params, random_state *rs) |
527 | { |
528 | int x, y, degree = 0, rotate = 0, nblack; |
529 | int rh, rw, i; |
530 | int wodd = (state->w % 2) ? 1 : 0; |
531 | int hodd = (state->h % 2) ? 1 : 0; |
532 | int xs[4], ys[4]; |
533 | |
534 | switch (params->symm) { |
535 | case SYMM_NONE: degree = 1; rotate = 0; break; |
536 | case SYMM_ROT2: degree = 2; rotate = 1; break; |
537 | case SYMM_REF2: degree = 2; rotate = 0; break; |
538 | case SYMM_ROT4: degree = 4; rotate = 1; break; |
539 | case SYMM_REF4: degree = 4; rotate = 0; break; |
540 | default: assert(!"Unknown symmetry type"); |
541 | } |
542 | if (params->symm == SYMM_ROT4 && (state->h != state->w)) |
543 | assert(!"4-fold symmetry unavailable without square grid"); |
544 | |
545 | if (degree == 4) { |
546 | rw = state->w/2; |
547 | rh = state->h/2; |
548 | if (!rotate) rw += wodd; /* ... but see below. */ |
549 | rh += hodd; |
550 | } else if (degree == 2) { |
551 | rw = state->w; |
552 | rh = state->h/2; |
553 | rh += hodd; |
554 | } else { |
555 | rw = state->w; |
556 | rh = state->h; |
557 | } |
558 | |
559 | /* clear, then randomise, required region. */ |
560 | clean_board(state, 0); |
561 | nblack = (rw * rh * params->blackpc) / 100; |
562 | for (i = 0; i < nblack; i++) { |
563 | do { |
564 | x = random_upto(rs,rw); |
565 | y = random_upto(rs,rh); |
566 | } while (GRID(state,flags,x,y) & F_BLACK); |
567 | GRID(state, flags, x, y) |= F_BLACK; |
568 | } |
569 | |
570 | /* Copy required region. */ |
571 | if (params->symm == SYMM_NONE) return; |
572 | |
573 | for (x = 0; x < rw; x++) { |
574 | for (y = 0; y < rh; y++) { |
575 | if (degree == 4) { |
576 | xs[0] = x; |
577 | ys[0] = y; |
578 | xs[1] = state->w - 1 - (rotate ? y : x); |
579 | ys[1] = rotate ? x : y; |
580 | xs[2] = rotate ? (state->w - 1 - x) : x; |
581 | ys[2] = state->h - 1 - y; |
582 | xs[3] = rotate ? y : (state->w - 1 - x); |
583 | ys[3] = state->h - 1 - (rotate ? x : y); |
584 | } else { |
585 | xs[0] = x; |
586 | ys[0] = y; |
587 | xs[1] = rotate ? (state->w - 1 - x) : x; |
588 | ys[1] = state->h - 1 - y; |
589 | } |
590 | for (i = 1; i < degree; i++) { |
591 | GRID(state, flags, xs[i], ys[i]) = |
592 | GRID(state, flags, xs[0], ys[0]); |
593 | } |
594 | } |
595 | } |
596 | /* SYMM_ROT4 misses the middle square above; fix that here. */ |
597 | if (degree == 4 && rotate && wodd && |
598 | (random_upto(rs,100) <= (unsigned int)params->blackpc)) |
599 | GRID(state,flags, |
600 | state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK; |
601 | |
9b265feb |
602 | #ifdef SOLVER_DIAGNOSTICS |
603 | if (verbose) debug_state(state); |
e3478a4b |
604 | #endif |
605 | } |
606 | |
607 | /* Fills in (does not allocate) a ll_data with all the tiles that would |
608 | * be illuminated by a light at point (ox,oy). If origin=1 then the |
609 | * origin is included in this list. */ |
610 | static void list_lights(game_state *state, int ox, int oy, int origin, |
611 | ll_data *lld) |
612 | { |
613 | int x,y; |
614 | |
615 | memset(lld, 0, sizeof(lld)); |
616 | lld->ox = lld->minx = lld->maxx = ox; |
617 | lld->oy = lld->miny = lld->maxy = oy; |
618 | lld->include_origin = origin; |
619 | |
620 | y = oy; |
621 | for (x = ox-1; x >= 0; x--) { |
622 | if (GRID(state, flags, x, y) & F_BLACK) break; |
623 | if (x < lld->minx) lld->minx = x; |
624 | } |
625 | for (x = ox+1; x < state->w; x++) { |
626 | if (GRID(state, flags, x, y) & F_BLACK) break; |
627 | if (x > lld->maxx) lld->maxx = x; |
628 | } |
629 | |
630 | x = ox; |
631 | for (y = oy-1; y >= 0; y--) { |
632 | if (GRID(state, flags, x, y) & F_BLACK) break; |
633 | if (y < lld->miny) lld->miny = y; |
634 | } |
635 | for (y = oy+1; y < state->h; y++) { |
636 | if (GRID(state, flags, x, y) & F_BLACK) break; |
637 | if (y > lld->maxy) lld->maxy = y; |
638 | } |
639 | } |
640 | |
641 | /* Makes sure a light is the given state, editing the lights table to suit the |
642 | * new state if necessary. */ |
643 | static void set_light(game_state *state, int ox, int oy, int on) |
644 | { |
645 | ll_data lld; |
646 | int diff = 0; |
647 | |
648 | assert(!(GRID(state,flags,ox,oy) & F_BLACK)); |
649 | |
650 | if (!on && GRID(state,flags,ox,oy) & F_LIGHT) { |
651 | diff = -1; |
652 | GRID(state,flags,ox,oy) &= ~F_LIGHT; |
653 | state->nlights--; |
654 | } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) { |
655 | diff = 1; |
656 | GRID(state,flags,ox,oy) |= F_LIGHT; |
657 | state->nlights++; |
658 | } |
659 | |
660 | if (diff != 0) { |
661 | list_lights(state,ox,oy,1,&lld); |
662 | FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; ); |
663 | } |
664 | } |
665 | |
666 | /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */ |
667 | static int check_dark(game_state *state, int x, int y) |
668 | { |
669 | ll_data lld; |
670 | |
671 | list_lights(state, x, y, 1, &lld); |
672 | FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } ); |
673 | return 0; |
674 | } |
675 | |
676 | /* Sets up an initial random correct position (i.e. every |
677 | * space lit, and no lights lit by other lights) by filling the |
678 | * grid with lights and then removing lights one by one at random. */ |
679 | static void place_lights(game_state *state, random_state *rs) |
680 | { |
681 | int i, x, y, n, *numindices, wh = state->w*state->h; |
682 | ll_data lld; |
683 | |
684 | numindices = snewn(wh, int); |
685 | for (i = 0; i < wh; i++) numindices[i] = i; |
686 | shuffle(numindices, wh, sizeof(*numindices), rs); |
687 | |
688 | /* Place a light on all grid squares without lights. */ |
689 | for (x = 0; x < state->w; x++) { |
690 | for (y = 0; y < state->h; y++) { |
691 | GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */ |
692 | if (GRID(state, flags, x, y) & F_BLACK) continue; |
693 | set_light(state, x, y, 1); |
694 | } |
695 | } |
696 | |
697 | for (i = 0; i < wh; i++) { |
698 | y = numindices[i] / state->w; |
699 | x = numindices[i] % state->w; |
700 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
701 | if (GRID(state, flags, x, y) & F_MARK) continue; |
702 | list_lights(state, x, y, 0, &lld); |
703 | |
704 | /* If we're not lighting any lights ourself, don't remove anything. */ |
705 | n = 0; |
706 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } ); |
9b265feb |
707 | if (n == 0) continue; /* [1] */ |
e3478a4b |
708 | |
709 | /* Check whether removing lights we're lighting would cause anything |
710 | * to go dark. */ |
711 | n = 0; |
712 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } ); |
713 | if (n == 0) { |
714 | /* No, it wouldn't, so we can remove them all. */ |
715 | FOREACHLIT(&lld, set_light(state,lx,ly, 0); ); |
716 | GRID(state,flags,x,y) |= F_MARK; |
717 | } |
718 | |
719 | if (!grid_overlap(state)) { |
720 | sfree(numindices); |
721 | return; /* we're done. */ |
722 | } |
723 | assert(grid_lit(state)); |
724 | } |
9b265feb |
725 | /* could get here if the line at [1] continue'd out of the loop. */ |
726 | if (grid_overlap(state)) { |
727 | debug_state(state); |
728 | assert(!"place_lights failed to resolve overlapping lights!"); |
729 | } |
e3478a4b |
730 | } |
731 | |
732 | /* Fills in all black squares with numbers of adjacent lights. */ |
733 | static void place_numbers(game_state *state) |
734 | { |
735 | int x, y, i, n; |
736 | surrounds s; |
737 | |
738 | for (x = 0; x < state->w; x++) { |
739 | for (y = 0; y < state->h; y++) { |
740 | if (!(GRID(state,flags,x,y) & F_BLACK)) continue; |
741 | get_surrounds(state, x, y, &s); |
742 | n = 0; |
743 | for (i = 0; i < s.npoints; i++) { |
744 | if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT) |
745 | n++; |
746 | } |
747 | GRID(state,flags,x,y) |= F_NUMBERED; |
748 | GRID(state,lights,x,y) = n; |
749 | } |
750 | } |
751 | } |
752 | |
753 | /* --- Actual solver, with helper subroutines. --- */ |
754 | |
755 | static void tsl_callback(game_state *state, |
756 | int lx, int ly, int *x, int *y, int *n) |
757 | { |
758 | if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return; |
759 | if (GRID(state,lights,lx,ly) > 0) return; |
760 | *x = lx; *y = ly; (*n)++; |
761 | } |
762 | |
763 | static int try_solve_light(game_state *state, int ox, int oy, |
764 | unsigned int flags, int lights) |
765 | { |
766 | ll_data lld; |
767 | int sx,sy,n = 0; |
768 | |
769 | if (lights > 0) return 0; |
770 | if (flags & F_BLACK) return 0; |
771 | |
772 | /* We have an unlit square; count how many ways there are left to |
773 | * place a light that lights us (including this square); if only |
774 | * one, we must put a light there. Squares that could light us |
775 | * are, of course, the same as the squares we would light... */ |
776 | list_lights(state, ox, oy, 1, &lld); |
777 | FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); }); |
778 | if (n == 1) { |
779 | set_light(state, sx, sy, 1); |
9b265feb |
780 | #ifdef SOLVER_DIAGNOSTICS |
781 | debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n", |
782 | ox,oy,sx,sy)); |
783 | if (verbose) debug_state(state); |
e3478a4b |
784 | #endif |
785 | return 1; |
786 | } |
787 | |
788 | return 0; |
789 | } |
790 | |
791 | static int could_place_light(unsigned int flags, int lights) |
792 | { |
793 | if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0; |
794 | return (lights > 0) ? 0 : 1; |
795 | } |
796 | |
9b265feb |
797 | static int could_place_light_xy(game_state *state, int x, int y) |
798 | { |
799 | int lights = GRID(state,lights,x,y); |
800 | unsigned int flags = GRID(state,flags,x,y); |
801 | return (could_place_light(flags, lights)) ? 1 : 0; |
802 | } |
803 | |
e3478a4b |
804 | /* For a given number square, determine whether we have enough info |
805 | * to unambiguously place its lights. */ |
806 | static int try_solve_number(game_state *state, int nx, int ny, |
807 | unsigned int nflags, int nlights) |
808 | { |
809 | surrounds s; |
810 | int x, y, nl, ns, i, ret = 0, lights; |
811 | unsigned int flags; |
812 | |
813 | if (!(nflags & F_NUMBERED)) return 0; |
814 | nl = nlights; |
815 | get_surrounds(state,nx,ny,&s); |
816 | ns = s.npoints; |
817 | |
818 | /* nl is no. of lights we need to place, ns is no. of spaces we |
819 | * have to place them in. Try and narrow these down, and mark |
820 | * points we can ignore later. */ |
821 | for (i = 0; i < s.npoints; i++) { |
822 | x = s.points[i].x; y = s.points[i].y; |
823 | flags = GRID(state,flags,x,y); |
824 | lights = GRID(state,lights,x,y); |
825 | if (flags & F_LIGHT) { |
826 | /* light here already; one less light for one less place. */ |
827 | nl--; ns--; |
828 | s.points[i].f |= F_MARK; |
829 | } else if (!could_place_light(flags, lights)) { |
830 | ns--; |
831 | s.points[i].f |= F_MARK; |
832 | } |
833 | } |
834 | if (ns == 0) return 0; /* nowhere to put anything. */ |
835 | if (nl == 0) { |
836 | /* we have placed all lights we need to around here; all remaining |
837 | * surrounds are therefore IMPOSSIBLE. */ |
e3478a4b |
838 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
839 | for (i = 0; i < s.npoints; i++) { |
840 | if (!(s.points[i].f & F_MARK)) { |
841 | GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE; |
842 | ret = 1; |
843 | } |
844 | } |
9b265feb |
845 | #ifdef SOLVER_DIAGNOSTICS |
846 | printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n", |
e3478a4b |
847 | nx,ny); |
9b265feb |
848 | if (verbose) debug_state(state); |
e3478a4b |
849 | #endif |
9b265feb |
850 | } else if (nl == ns) { |
851 | /* we have as many lights to place as spaces; fill them all. */ |
e3478a4b |
852 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
853 | for (i = 0; i < s.npoints; i++) { |
854 | if (!(s.points[i].f & F_MARK)) { |
855 | set_light(state, s.points[i].x,s.points[i].y, 1); |
856 | ret = 1; |
857 | } |
858 | } |
9b265feb |
859 | #ifdef SOLVER_DIAGNOSTICS |
860 | printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n", |
861 | nx,ny); |
862 | if (verbose) debug_state(state); |
863 | #endif |
e3478a4b |
864 | } |
865 | return ret; |
866 | } |
867 | |
9b265feb |
868 | struct setscratch { |
869 | int x, y; |
870 | int n; |
871 | }; |
872 | |
873 | #define SCRATCHSZ (state->w+state->h) |
874 | |
875 | /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags. |
876 | * Algorithm thanks to Simon: |
877 | * |
878 | * (a) Any square where you can place a light has a set of squares |
879 | * which would become non-lights as a result. (This includes |
880 | * squares lit by the first square, and can also include squares |
881 | * adjacent to the same clue square if the new light is the last |
882 | * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being |
883 | * the square you place a light. |
884 | |
885 | * (b) Any unlit square has a set of squares on which you could place |
886 | * a light to illuminate it. (Possibly including itself, of |
887 | * course.) This set of squares has the property that _at least |
888 | * one_ of them must contain a light. Sets of this type also arise |
889 | * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y) |
890 | * the square you would place a light. |
891 | |
892 | * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is |
893 | * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at |
894 | * (dx,dy) would either leave no remaining way to illuminate a certain |
895 | * square, or would leave no remaining way to fulfill a certain clue |
896 | * (at lx,ly). In either case, a light can be ruled out at that position. |
897 | * |
898 | * So, we construct all possible MAKESLIGHT sets, both from unlit squares |
899 | * and clue squares, and then we look for plausible MAKESDARK sets that include |
900 | * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have |
901 | * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set |
902 | * members. |
903 | * |
904 | * Once we have such a set, Simon came up with a Cunning Plan to find |
905 | * the most sensible MAKESDARK candidate: |
906 | * |
907 | * (a) for each square S in your set X, find all the squares which _would_ |
908 | * rule it out. That means any square which would light S, plus |
909 | * any square adjacent to the same clue square as S (provided |
910 | * that clue square has only one remaining light to be placed). |
911 | * It's not hard to make this list. Don't do anything with this |
912 | * data at the moment except _count_ the squares. |
913 | |
914 | * (b) Find the square S_min in the original set which has the |
915 | * _smallest_ number of other squares which would rule it out. |
916 | |
917 | * (c) Find all the squares that rule out S_min (it's probably |
918 | * better to recompute this than to have stored it during step |
919 | * (a), since the CPU requirement is modest but the storage |
920 | * cost would get ugly.) For each of these squares, see if it |
921 | * rules out everything else in the set X. Any which does can |
922 | * be marked as not-a-light. |
923 | * |
924 | */ |
925 | |
926 | typedef void (*trl_cb)(game_state *state, int dx, int dy, |
927 | struct setscratch *scratch, int n, void *ctx); |
928 | |
929 | static void try_rule_out(game_state *state, int x, int y, |
930 | struct setscratch *scratch, int n, |
931 | trl_cb cb, void *ctx); |
932 | |
933 | static void trl_callback_search(game_state *state, int dx, int dy, |
934 | struct setscratch *scratch, int n, void *ignored) |
935 | { |
936 | int i; |
937 | |
938 | #ifdef SOLVER_DIAGNOSTICS |
939 | if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy)); |
940 | #endif |
941 | |
942 | for (i = 0; i < n; i++) { |
943 | if (dx == scratch[i].x && dy == scratch[i].y) { |
944 | scratch[i].n = 1; |
945 | return; |
946 | } |
947 | } |
948 | } |
949 | |
950 | static void trl_callback_discount(game_state *state, int dx, int dy, |
951 | struct setscratch *scratch, int n, void *ctx) |
952 | { |
953 | int *didsth = (int *)ctx; |
954 | int i; |
955 | |
956 | if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) { |
957 | #ifdef SOLVER_DIAGNOSTICS |
958 | debug(("Square at (%d,%d) already impossible.\n", dx,dy)); |
959 | #endif |
960 | return; |
961 | } |
962 | |
963 | /* Check whether a light at (dx,dy) rules out everything |
964 | * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does. |
965 | * We can use try_rule_out for this as well, as the set of |
966 | * squares which would rule out (x,y) is the same as the |
967 | * set of squares which (x,y) would rule out. */ |
968 | |
969 | #ifdef SOLVER_DIAGNOSTICS |
970 | if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy)); |
971 | #endif |
972 | |
973 | for (i = 0; i < n; i++) |
974 | scratch[i].n = 0; |
975 | try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL); |
976 | for (i = 0; i < n; i++) { |
977 | if (scratch[i].n == 0) return; |
978 | } |
979 | /* The light ruled out everything in scratch. Yay. */ |
980 | GRID(state,flags,dx,dy) |= F_IMPOSSIBLE; |
981 | #ifdef SOLVER_DIAGNOSTICS |
982 | debug(("Set reduction discounted square at (%d,%d):\n", dx,dy)); |
983 | if (verbose) debug_state(state); |
984 | #endif |
985 | |
986 | *didsth = 1; |
987 | } |
988 | |
989 | static void trl_callback_incn(game_state *state, int dx, int dy, |
990 | struct setscratch *scratch, int n, void *ctx) |
991 | { |
992 | struct setscratch *s = (struct setscratch *)ctx; |
993 | s->n++; |
994 | } |
995 | |
996 | static void try_rule_out(game_state *state, int x, int y, |
997 | struct setscratch *scratch, int n, |
998 | trl_cb cb, void *ctx) |
999 | { |
1000 | /* XXX Find all the squares which would rule out (x,y); anything |
1001 | * that would light it as well as squares adjacent to same clues |
1002 | * as X assuming that clue only has one remaining light. |
1003 | * Call the callback with each square. */ |
1004 | ll_data lld; |
1005 | surrounds s, ss; |
1006 | int i, j, curr_lights, tot_lights; |
1007 | |
1008 | /* Find all squares that would rule out a light at (x,y) and call trl_cb |
1009 | * with them: anything that would light (x,y)... */ |
1010 | |
1011 | list_lights(state, x, y, 0, &lld); |
1012 | FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } }); |
1013 | |
1014 | /* ... as well as any empty space (that isn't x,y) next to any clue square |
1015 | * next to (x,y) that only has one light left to place. */ |
1016 | |
1017 | get_surrounds(state, x, y, &s); |
1018 | for (i = 0; i < s.npoints; i++) { |
1019 | if (!GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED) |
1020 | continue; |
1021 | /* we have an adjacent clue square; find /it's/ surrounds |
1022 | * and count the remaining lights it needs. */ |
1023 | get_surrounds(state,s.points[i].x,s.points[i].y,&ss); |
1024 | curr_lights = 0; |
1025 | for (j = 0; j < ss.npoints; j++) { |
1026 | if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT) |
1027 | curr_lights++; |
1028 | } |
1029 | tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y); |
1030 | /* We have a clue with tot_lights to fill, and curr_lights currently |
1031 | * around it. If adding a light at (x,y) fills up the clue (i.e. |
1032 | * curr_lights + 1 = tot_lights) then we need to discount all other |
1033 | * unlit squares around the clue. */ |
1034 | if ((curr_lights + 1) == tot_lights) { |
1035 | for (j = 0; j < ss.npoints; j++) { |
1036 | int lx = ss.points[j].x, ly = ss.points[j].y; |
1037 | if (lx == x && ly == y) continue; |
1038 | if (could_place_light_xy(state, lx, ly)) |
1039 | cb(state, lx, ly, scratch, n, ctx); |
1040 | } |
1041 | } |
1042 | } |
1043 | } |
1044 | |
1045 | #ifdef SOLVER_DIAGNOSTICS |
1046 | static void debug_scratch(const char *msg, struct setscratch *scratch, int n) |
1047 | { |
1048 | int i; |
1049 | debug(("%s scratch (%d elements):\n", msg, n)); |
1050 | for (i = 0; i < n; i++) { |
1051 | debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n)); |
1052 | } |
1053 | } |
1054 | #endif |
1055 | |
1056 | static int discount_set(game_state *state, |
1057 | struct setscratch *scratch, int n) |
1058 | { |
1059 | int i, besti, bestn, didsth = 0; |
1060 | |
1061 | #ifdef SOLVER_DIAGNOSTICS |
1062 | if (verbose > 1) debug_scratch("discount_set", scratch, n); |
1063 | #endif |
1064 | if (n == 0) return 0; |
1065 | |
1066 | for (i = 0; i < n; i++) { |
1067 | try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n, |
1068 | trl_callback_incn, (void*)&(scratch[i])); |
1069 | } |
1070 | #ifdef SOLVER_DIAGNOSTICS |
1071 | if (verbose > 1) debug_scratch("discount_set after count", scratch, n); |
1072 | #endif |
1073 | |
1074 | besti = -1; bestn = SCRATCHSZ; |
1075 | for (i = 0; i < n; i++) { |
1076 | if (scratch[i].n < bestn) { |
1077 | bestn = scratch[i].n; |
1078 | besti = i; |
1079 | } |
1080 | } |
1081 | #ifdef SOLVER_DIAGNOSTICS |
1082 | if (verbose > 1) debug(("best square (%d,%d) with n%d.\n", |
1083 | scratch[besti].x, scratch[besti].y, scratch[besti].n)); |
1084 | #endif |
1085 | try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n, |
1086 | trl_callback_discount, (void*)&didsth); |
1087 | #ifdef SOLVER_DIAGNOSTICS |
1088 | if (didsth) debug((" [from square (%d,%d)]\n", |
1089 | scratch[besti].x, scratch[besti].y)); |
1090 | #endif |
1091 | |
1092 | return didsth; |
1093 | } |
1094 | |
1095 | static void discount_clear(game_state *state, struct setscratch *scratch, int *n) |
1096 | { |
1097 | *n = 0; |
1098 | memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch)); |
1099 | } |
1100 | |
1101 | static void unlit_cb(game_state *state, int lx, int ly, |
1102 | struct setscratch *scratch, int *n) |
1103 | { |
1104 | if (could_place_light_xy(state, lx, ly)) { |
1105 | scratch[*n].x = lx; scratch[*n].y = ly; (*n)++; |
1106 | } |
1107 | } |
1108 | |
1109 | /* Construct a MAKESLIGHT set from an unlit square. */ |
1110 | static int discount_unlit(game_state *state, int x, int y, |
1111 | struct setscratch *scratch) |
1112 | { |
1113 | ll_data lld; |
1114 | int n, didsth; |
1115 | |
1116 | #ifdef SOLVER_DIAGNOSTICS |
1117 | if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y)); |
1118 | if (verbose > 1) debug_state(state); |
1119 | #endif |
1120 | |
1121 | discount_clear(state, scratch, &n); |
1122 | |
1123 | list_lights(state, x, y, 1, &lld); |
1124 | FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); }); |
1125 | didsth = discount_set(state, scratch, n); |
1126 | #ifdef SOLVER_DIAGNOSTICS |
1127 | if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y)); |
1128 | #endif |
1129 | return didsth; |
1130 | |
1131 | } |
1132 | |
1133 | /* Construct a series of MAKESLIGHT sets from a clue square. |
1134 | * for a clue square with N remaining spaces that must contain M lights, every |
1135 | * subset of size N-M+1 of those N spaces forms such a set. |
1136 | */ |
1137 | |
1138 | static int discount_clue(game_state *state, int x, int y, |
1139 | struct setscratch *scratch) |
1140 | { |
1141 | int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights; |
1142 | unsigned int flags; |
1143 | surrounds s, sempty; |
1144 | combi_ctx *combi; |
1145 | |
1146 | if (m == 0) return 0; |
1147 | |
1148 | #ifdef SOLVER_DIAGNOSTICS |
1149 | if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y)); |
1150 | if (verbose > 1) debug_state(state); |
1151 | #endif |
1152 | |
1153 | /* m is no. of lights still to place; starts off at the clue value |
1154 | * and decreases when we find a light already down. |
1155 | * n is no. of spaces left; starts off at 0 and goes up when we find |
1156 | * a plausible space. */ |
1157 | |
1158 | get_surrounds(state, x, y, &s); |
1159 | memset(&sempty, 0, sizeof(surrounds)); |
1160 | for (i = 0; i < s.npoints; i++) { |
1161 | int lx = s.points[i].x, ly = s.points[i].y; |
1162 | flags = GRID(state,flags,lx,ly); |
1163 | lights = GRID(state,lights,lx,ly); |
1164 | |
1165 | if (flags & F_LIGHT) m--; |
1166 | |
1167 | if (could_place_light(flags, lights)) { |
1168 | sempty.points[sempty.npoints].x = lx; |
1169 | sempty.points[sempty.npoints].y = ly; |
1170 | sempty.npoints++; |
1171 | } |
1172 | } |
1173 | n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */ |
1174 | if (n == 0) return 0; /* clue is full already. */ |
1175 | |
1176 | if (m < 0 || m > n) return 0; /* become impossible. */ |
1177 | |
1178 | combi = new_combi(n - m + 1, n); |
1179 | while (next_combi(combi)) { |
1180 | discount_clear(state, scratch, &slen); |
1181 | for (i = 0; i < combi->r; i++) { |
1182 | scratch[slen].x = sempty.points[combi->a[i]].x; |
1183 | scratch[slen].y = sempty.points[combi->a[i]].y; |
1184 | slen++; |
1185 | } |
1186 | if (discount_set(state, scratch, slen)) didsth = 1; |
1187 | } |
1188 | free_combi(combi); |
1189 | #ifdef SOLVER_DIAGNOSTICS |
1190 | if (didsth) debug((" [from clue at (%d,%d)].\n", x, y)); |
1191 | #endif |
1192 | return didsth; |
1193 | } |
1194 | |
1195 | #define F_SOLVE_FORCEUNIQUE 1 |
1196 | #define F_SOLVE_DISCOUNTSETS 2 |
1197 | #define F_SOLVE_ALLOWRECURSE 4 |
1198 | |
1199 | static unsigned int flags_from_difficulty(int difficulty) |
1200 | { |
1201 | unsigned int sflags = F_SOLVE_FORCEUNIQUE; |
1202 | assert(difficulty <= DIFFCOUNT); |
1203 | if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS; |
1204 | if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE; |
1205 | return sflags; |
1206 | } |
1207 | |
1208 | #define MAXRECURSE 5 |
1209 | |
e3478a4b |
1210 | static int solve_sub(game_state *state, |
9b265feb |
1211 | unsigned int solve_flags, int depth, |
e3478a4b |
1212 | int *maxdepth) |
1213 | { |
1214 | unsigned int flags; |
1215 | int x, y, didstuff, ncanplace, lights; |
9b265feb |
1216 | int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0; |
e3478a4b |
1217 | game_state *scopy; |
1218 | ll_data lld; |
9b265feb |
1219 | struct setscratch *sscratch = NULL; |
e3478a4b |
1220 | |
9b265feb |
1221 | #ifdef SOLVER_DIAGNOSTICS |
e3478a4b |
1222 | printf("solve_sub: depth = %d\n", depth); |
1223 | #endif |
1224 | if (maxdepth && *maxdepth < depth) *maxdepth = depth; |
9b265feb |
1225 | if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE; |
e3478a4b |
1226 | |
1227 | while (1) { |
1228 | if (grid_overlap(state)) { |
1229 | /* Our own solver, from scratch, should never cause this to happen |
1230 | * (assuming a soluble grid). However, if we're trying to solve |
1231 | * from a half-completed *incorrect* grid this might occur; we |
1232 | * just return the 'no solutions' code in this case. */ |
9b265feb |
1233 | ret = 0; goto done; |
e3478a4b |
1234 | } |
1235 | |
9b265feb |
1236 | if (grid_correct(state)) { ret = 1; goto done; } |
e3478a4b |
1237 | |
1238 | ncanplace = 0; |
1239 | didstuff = 0; |
1240 | /* These 2 loops, and the functions they call, are the critical loops |
1241 | * for timing; any optimisations should look here first. */ |
1242 | for (x = 0; x < state->w; x++) { |
1243 | for (y = 0; y < state->h; y++) { |
1244 | flags = GRID(state,flags,x,y); |
1245 | lights = GRID(state,lights,x,y); |
1246 | ncanplace += could_place_light(flags, lights); |
1247 | |
1248 | if (try_solve_light(state, x, y, flags, lights)) didstuff = 1; |
1249 | if (try_solve_number(state, x, y, flags, lights)) didstuff = 1; |
1250 | } |
1251 | } |
1252 | if (didstuff) continue; |
9b265feb |
1253 | if (!ncanplace) { |
1254 | /* nowhere to put a light, puzzle is unsoluble. */ |
1255 | ret = 0; goto done; |
1256 | } |
1257 | |
1258 | if (solve_flags & F_SOLVE_DISCOUNTSETS) { |
1259 | if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch); |
1260 | /* Try a more cunning (and more involved) way... more details above. */ |
1261 | for (x = 0; x < state->w; x++) { |
1262 | for (y = 0; y < state->h; y++) { |
1263 | flags = GRID(state,flags,x,y); |
1264 | lights = GRID(state,lights,x,y); |
1265 | |
1266 | if (!(flags & F_BLACK) && lights == 0) { |
1267 | if (discount_unlit(state, x, y, sscratch)) { |
1268 | didstuff = 1; |
1269 | goto reduction_success; |
1270 | } |
1271 | } else if (flags & F_NUMBERED) { |
1272 | if (discount_clue(state, x, y, sscratch)) { |
1273 | didstuff = 1; |
1274 | goto reduction_success; |
1275 | } |
1276 | } |
1277 | } |
1278 | } |
1279 | } |
1280 | reduction_success: |
1281 | if (didstuff) continue; |
e3478a4b |
1282 | |
1283 | /* We now have to make a guess; we have places to put lights but |
1284 | * no definite idea about where they can go. */ |
9b265feb |
1285 | if (depth >= maxrecurse) { |
1286 | /* mustn't delve any deeper. */ |
1287 | ret = -1; goto done; |
1288 | } |
e3478a4b |
1289 | /* Of all the squares that we could place a light, pick the one |
1290 | * that would light the most currently unlit squares. */ |
1291 | /* This heuristic was just plucked from the air; there may well be |
1292 | * a more efficient way of choosing a square to flip to minimise |
1293 | * recursion. */ |
1294 | bestn = 0; |
1295 | bestx = besty = -1; /* suyb */ |
1296 | for (x = 0; x < state->w; x++) { |
1297 | for (y = 0; y < state->h; y++) { |
1298 | flags = GRID(state,flags,x,y); |
1299 | lights = GRID(state,lights,x,y); |
1300 | if (!could_place_light(flags, lights)) continue; |
1301 | |
1302 | n = 0; |
1303 | list_lights(state, x, y, 1, &lld); |
1304 | FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; }); |
1305 | if (n > bestn) { |
1306 | bestn = n; bestx = x; besty = y; |
1307 | } |
1308 | } |
1309 | } |
1310 | assert(bestn > 0); |
1311 | assert(bestx >= 0 && besty >= 0); |
1312 | |
1313 | /* Now we've chosen a plausible (x,y), try to solve it once as 'lit' |
1314 | * and once as 'impossible'; we need to make one copy to do this. */ |
1315 | |
1316 | scopy = dup_game(state); |
9b265feb |
1317 | #ifdef SOLVER_DIAGNOSTICS |
1318 | debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty)); |
1319 | #endif |
e3478a4b |
1320 | GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE; |
9b265feb |
1321 | self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth); |
e3478a4b |
1322 | |
9b265feb |
1323 | if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) { |
e3478a4b |
1324 | /* we didn't care about finding all solutions, and we just |
1325 | * found one; return with it immediately. */ |
1326 | free_game(scopy); |
9b265feb |
1327 | ret = self_soluble; |
1328 | goto done; |
e3478a4b |
1329 | } |
1330 | |
9b265feb |
1331 | #ifdef SOLVER_DIAGNOSTICS |
1332 | debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty)); |
1333 | #endif |
e3478a4b |
1334 | set_light(scopy, bestx, besty, 1); |
9b265feb |
1335 | copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth); |
e3478a4b |
1336 | |
1337 | /* If we wanted a unique solution but we hit our recursion limit |
1338 | * (on either branch) then we have to assume we didn't find possible |
1339 | * extra solutions, and return 'not soluble'. */ |
9b265feb |
1340 | if ((solve_flags & F_SOLVE_FORCEUNIQUE) && |
e3478a4b |
1341 | ((copy_soluble < 0) || (self_soluble < 0))) { |
1342 | ret = -1; |
1343 | /* Make sure that whether or not it was self or copy (or both) that |
1344 | * were soluble, that we return a solved state in self. */ |
1345 | } else if (copy_soluble <= 0) { |
1346 | /* copy wasn't soluble; keep self state and return that result. */ |
1347 | ret = self_soluble; |
1348 | } else if (self_soluble <= 0) { |
1349 | /* copy solved and we didn't, so copy in copy's (now solved) |
1350 | * flags and light state. */ |
1351 | memcpy(state->lights, scopy->lights, |
1352 | scopy->w * scopy->h * sizeof(int)); |
1353 | memcpy(state->flags, scopy->flags, |
1354 | scopy->w * scopy->h * sizeof(unsigned int)); |
1355 | ret = copy_soluble; |
1356 | } else { |
1357 | ret = copy_soluble + self_soluble; |
1358 | } |
1359 | free_game(scopy); |
9b265feb |
1360 | goto done; |
e3478a4b |
1361 | } |
9b265feb |
1362 | done: |
1363 | if (sscratch) sfree(sscratch); |
1364 | #ifdef SOLVER_DIAGNOSTICS |
1365 | if (ret < 0) |
1366 | debug(("solve_sub: depth = %d returning, ran out of recursion.\n", |
1367 | depth)); |
1368 | else |
1369 | debug(("solve_sub: depth = %d returning, %d solutions.\n", |
1370 | depth, ret)); |
1371 | #endif |
1372 | return ret; |
e3478a4b |
1373 | } |
1374 | |
e3478a4b |
1375 | /* Fills in the (possibly partially-complete) game_state as far as it can, |
1376 | * returning the number of possible solutions. If it returns >0 then the |
1377 | * game_state will be in a solved state, but you won't know which one. */ |
9b265feb |
1378 | static int dosolve(game_state *state, int solve_flags, int *maxdepth) |
e3478a4b |
1379 | { |
1380 | int x, y, nsol; |
1381 | |
1382 | for (x = 0; x < state->w; x++) { |
1383 | for (y = 0; y < state->h; y++) { |
1384 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
1385 | } |
1386 | } |
9b265feb |
1387 | nsol = solve_sub(state, solve_flags, 0, maxdepth); |
e3478a4b |
1388 | return nsol; |
1389 | } |
1390 | |
1391 | static int strip_unused_nums(game_state *state) |
1392 | { |
1393 | int x,y,n=0; |
1394 | for (x = 0; x < state->w; x++) { |
1395 | for (y = 0; y < state->h; y++) { |
1396 | if ((GRID(state,flags,x,y) & F_NUMBERED) && |
1397 | !(GRID(state,flags,x,y) & F_NUMBERUSED)) { |
1398 | GRID(state,flags,x,y) &= ~F_NUMBERED; |
1399 | GRID(state,lights,x,y) = 0; |
1400 | n++; |
1401 | } |
1402 | } |
1403 | } |
1404 | return n; |
1405 | } |
1406 | |
1407 | static void unplace_lights(game_state *state) |
1408 | { |
1409 | int x,y; |
1410 | for (x = 0; x < state->w; x++) { |
1411 | for (y = 0; y < state->h; y++) { |
1412 | if (GRID(state,flags,x,y) & F_LIGHT) |
1413 | set_light(state,x,y,0); |
1414 | GRID(state,flags,x,y) &= ~F_IMPOSSIBLE; |
1415 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
1416 | } |
1417 | } |
1418 | } |
1419 | |
9b265feb |
1420 | static int puzzle_is_good(game_state *state, int difficulty) |
e3478a4b |
1421 | { |
9b265feb |
1422 | int nsol, mdepth = 0; |
1423 | unsigned int sflags = flags_from_difficulty(difficulty); |
e3478a4b |
1424 | |
e3478a4b |
1425 | unplace_lights(state); |
1426 | |
9b265feb |
1427 | #ifdef SOLVER_DIAGNOSTICS |
1428 | debug(("Trying to solve with difficulty %d (0x%x):\n", |
1429 | difficulty, sflags)); |
1430 | if (verbose) debug_state(state); |
e3478a4b |
1431 | #endif |
1432 | |
9b265feb |
1433 | nsol = dosolve(state, sflags, &mdepth); |
e3478a4b |
1434 | /* if we wanted an easy puzzle, make sure we didn't need recursion. */ |
9b265feb |
1435 | if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) { |
1436 | debug(("Ignoring recursive puzzle.\n")); |
e3478a4b |
1437 | return 0; |
1438 | } |
1439 | |
9b265feb |
1440 | debug(("%d solutions found.\n", nsol)); |
e3478a4b |
1441 | if (nsol <= 0) return 0; |
1442 | if (nsol > 1) return 0; |
1443 | return 1; |
1444 | } |
1445 | |
1446 | /* --- New game creation and user input code. --- */ |
1447 | |
1448 | /* The basic algorithm here is to generate the most complex grid possible |
1449 | * while honouring two restrictions: |
1450 | * |
1451 | * * we require a unique solution, and |
1452 | * * either we require solubility with no recursion (!params->recurse) |
1453 | * * or we require some recursion. (params->recurse). |
1454 | * |
1455 | * The solver helpfully keeps track of the numbers it needed to use to |
1456 | * get its solution, so we use that to remove an initial set of numbers |
1457 | * and check we still satsify our requirements (on uniqueness and |
1458 | * non-recursiveness, if applicable; we don't check explicit recursiveness |
1459 | * until the end). |
1460 | * |
1461 | * Then we try to remove all numbers in a random order, and see if we |
1462 | * still satisfy requirements (putting them back if we didn't). |
1463 | * |
1464 | * Removing numbers will always, in general terms, make a puzzle require |
1465 | * more recursion but it may also mean a puzzle becomes non-unique. |
1466 | * |
1467 | * Once we're done, if we wanted a recursive puzzle but the most difficult |
1468 | * puzzle we could come up with was non-recursive, we give up and try a new |
1469 | * grid. */ |
1470 | |
e3478a4b |
1471 | #define MAX_GRIDGEN_TRIES 20 |
e3478a4b |
1472 | |
1473 | static char *new_game_desc(game_params *params, random_state *rs, |
1474 | char **aux, int interactive) |
1475 | { |
1476 | game_state *news = new_state(params), *copys; |
9b265feb |
1477 | int nsol, i, j, run, x, y, wh = params->w*params->h, num; |
e3478a4b |
1478 | char *ret, *p; |
1479 | int *numindices; |
1480 | |
1481 | /* Construct a shuffled list of grid positions; we only |
1482 | * do this once, because if it gets used more than once it'll |
1483 | * be on a different grid layout. */ |
1484 | numindices = snewn(wh, int); |
9b265feb |
1485 | for (j = 0; j < wh; j++) numindices[j] = j; |
e3478a4b |
1486 | shuffle(numindices, wh, sizeof(*numindices), rs); |
1487 | |
1488 | while (1) { |
1489 | for (i = 0; i < MAX_GRIDGEN_TRIES; i++) { |
1490 | set_blacks(news, params, rs); /* also cleans board. */ |
1491 | |
1492 | /* set up lights and then the numbers, and remove the lights */ |
1493 | place_lights(news, rs); |
1494 | debug(("Generating initial grid.\n")); |
1495 | place_numbers(news); |
9b265feb |
1496 | if (!puzzle_is_good(news, params->difficulty)) continue; |
e3478a4b |
1497 | |
1498 | /* Take a copy, remove numbers we didn't use and check there's |
1499 | * still a unique solution; if so, use the copy subsequently. */ |
1500 | copys = dup_game(news); |
1501 | nsol = strip_unused_nums(copys); |
1502 | debug(("Stripped %d unused numbers.\n", nsol)); |
9b265feb |
1503 | if (!puzzle_is_good(copys, params->difficulty)) { |
e3478a4b |
1504 | debug(("Stripped grid is not good, reverting.\n")); |
1505 | free_game(copys); |
1506 | } else { |
1507 | free_game(news); |
1508 | news = copys; |
1509 | } |
1510 | |
1511 | /* Go through grid removing numbers at random one-by-one and |
1512 | * trying to solve again; if it ceases to be good put the number back. */ |
9b265feb |
1513 | for (j = 0; j < wh; j++) { |
1514 | y = numindices[j] / params->w; |
1515 | x = numindices[j] % params->w; |
e3478a4b |
1516 | if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue; |
1517 | num = GRID(news, lights, x, y); |
1518 | GRID(news, lights, x, y) = 0; |
1519 | GRID(news, flags, x, y) &= ~F_NUMBERED; |
9b265feb |
1520 | if (!puzzle_is_good(news, params->difficulty)) { |
e3478a4b |
1521 | GRID(news, lights, x, y) = num; |
1522 | GRID(news, flags, x, y) |= F_NUMBERED; |
1523 | } else |
1524 | debug(("Removed (%d,%d) still soluble.\n", x, y)); |
1525 | } |
9b265feb |
1526 | if (params->difficulty > 0) { |
1527 | /* Was the maximally-difficult puzzle difficult enough? |
1528 | * Check we can't solve it with a more simplistic solver. */ |
1529 | if (puzzle_is_good(news, params->difficulty-1)) { |
1530 | debug(("Maximally-hard puzzle still not hard enough, skipping.\n")); |
1531 | continue; |
1532 | } |
e3478a4b |
1533 | } |
1534 | |
1535 | goto goodpuzzle; |
1536 | } |
1537 | /* Couldn't generate a good puzzle in however many goes. Ramp up the |
1538 | * %age of black squares (if we didn't already have lots; in which case |
1539 | * why couldn't we generate a puzzle?) and try again. */ |
1540 | if (params->blackpc < 90) params->blackpc += 5; |
9b265feb |
1541 | debug(("New black layout %d%%.\n", params->blackpc)); |
e3478a4b |
1542 | } |
1543 | goodpuzzle: |
1544 | /* Game is encoded as a long string one character per square; |
1545 | * 'S' is a space |
1546 | * 'B' is a black square with no number |
1547 | * '0', '1', '2', '3', '4' is a black square with a number. */ |
1548 | ret = snewn((params->w * params->h) + 1, char); |
1549 | p = ret; |
1550 | run = 0; |
1551 | for (y = 0; y < params->h; y++) { |
1552 | for (x = 0; x < params->w; x++) { |
1553 | if (GRID(news,flags,x,y) & F_BLACK) { |
1554 | if (run) { |
1555 | *p++ = ('a'-1) + run; |
1556 | run = 0; |
1557 | } |
1558 | if (GRID(news,flags,x,y) & F_NUMBERED) |
1559 | *p++ = '0' + GRID(news,lights,x,y); |
1560 | else |
1561 | *p++ = 'B'; |
1562 | } else { |
1563 | if (run == 26) { |
1564 | *p++ = ('a'-1) + run; |
1565 | run = 0; |
1566 | } |
1567 | run++; |
1568 | } |
1569 | } |
1570 | } |
1571 | if (run) { |
1572 | *p++ = ('a'-1) + run; |
1573 | run = 0; |
1574 | } |
1575 | *p = '\0'; |
1576 | assert(p - ret <= params->w * params->h); |
1577 | free_game(news); |
1578 | sfree(numindices); |
1579 | |
1580 | return ret; |
1581 | } |
1582 | |
1583 | static char *validate_desc(game_params *params, char *desc) |
1584 | { |
1585 | int i; |
1586 | for (i = 0; i < params->w*params->h; i++) { |
1587 | if (*desc >= '0' && *desc <= '4') |
1588 | /* OK */; |
1589 | else if (*desc == 'B') |
1590 | /* OK */; |
1591 | else if (*desc >= 'a' && *desc <= 'z') |
1592 | i += *desc - 'a'; /* and the i++ will add another one */ |
1593 | else if (!*desc) |
1594 | return "Game description shorter than expected"; |
1595 | else |
1596 | return "Game description contained unexpected character"; |
1597 | desc++; |
1598 | } |
1599 | if (*desc || i > params->w*params->h) |
1600 | return "Game description longer than expected"; |
1601 | |
1602 | return NULL; |
1603 | } |
1604 | |
dafd6cf6 |
1605 | static game_state *new_game(midend *me, game_params *params, char *desc) |
e3478a4b |
1606 | { |
1607 | game_state *ret = new_state(params); |
1608 | int x,y; |
1609 | int run = 0; |
1610 | |
1611 | for (y = 0; y < params->h; y++) { |
1612 | for (x = 0; x < params->w; x++) { |
1613 | char c = '\0'; |
1614 | |
1615 | if (run == 0) { |
1616 | c = *desc++; |
1617 | assert(c != 'S'); |
1618 | if (c >= 'a' && c <= 'z') |
1619 | run = c - 'a' + 1; |
1620 | } |
1621 | |
1622 | if (run > 0) { |
1623 | c = 'S'; |
1624 | run--; |
1625 | } |
1626 | |
1627 | switch (c) { |
1628 | case '0': case '1': case '2': case '3': case '4': |
1629 | GRID(ret,flags,x,y) |= F_NUMBERED; |
1630 | GRID(ret,lights,x,y) = (c - '0'); |
1631 | /* run-on... */ |
1632 | |
1633 | case 'B': |
1634 | GRID(ret,flags,x,y) |= F_BLACK; |
1635 | break; |
1636 | |
1637 | case 'S': |
1638 | /* empty square */ |
1639 | break; |
1640 | |
1641 | default: |
1642 | assert(!"Malformed desc."); |
1643 | break; |
1644 | } |
1645 | } |
1646 | } |
1647 | if (*desc) assert(!"Over-long desc."); |
1648 | |
1649 | return ret; |
1650 | } |
1651 | |
1652 | static char *solve_game(game_state *state, game_state *currstate, |
1653 | char *aux, char **error) |
1654 | { |
1655 | game_state *solved; |
1656 | char *move = NULL, buf[80]; |
1657 | int movelen, movesize, x, y, len; |
9b265feb |
1658 | unsigned int oldflags, solvedflags, sflags; |
e3478a4b |
1659 | |
1660 | /* We don't care here about non-unique puzzles; if the |
1661 | * user entered one themself then I doubt they care. */ |
1662 | |
9b265feb |
1663 | sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS; |
1664 | |
e3478a4b |
1665 | /* Try and solve from where we are now (for non-unique |
1666 | * puzzles this may produce a different answer). */ |
1667 | solved = dup_game(currstate); |
9b265feb |
1668 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
e3478a4b |
1669 | free_game(solved); |
1670 | |
1671 | /* That didn't work; try solving from the clean puzzle. */ |
1672 | solved = dup_game(state); |
9b265feb |
1673 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
e3478a4b |
1674 | *error = "Puzzle is not self-consistent."; |
1675 | goto done; |
1676 | |
1677 | solved: |
1678 | movesize = 256; |
1679 | move = snewn(movesize, char); |
1680 | movelen = 0; |
1681 | move[movelen++] = 'S'; |
1682 | move[movelen] = '\0'; |
1683 | for (x = 0; x < currstate->w; x++) { |
1684 | for (y = 0; y < currstate->h; y++) { |
1685 | len = 0; |
1686 | oldflags = GRID(currstate, flags, x, y); |
1687 | solvedflags = GRID(solved, flags, x, y); |
1688 | if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT)) |
1689 | len = sprintf(buf, ";L%d,%d", x, y); |
1690 | else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE)) |
1691 | len = sprintf(buf, ";I%d,%d", x, y); |
1692 | if (len) { |
1693 | if (movelen + len >= movesize) { |
1694 | movesize = movelen + len + 256; |
1695 | move = sresize(move, movesize, char); |
1696 | } |
1697 | strcpy(move + movelen, buf); |
1698 | movelen += len; |
1699 | } |
1700 | } |
1701 | } |
1702 | |
1703 | done: |
1704 | free_game(solved); |
1705 | return move; |
1706 | } |
1707 | |
1708 | /* 'borrowed' from slant.c, mainly. I could have printed it one |
1709 | * character per cell (like debug_state) but that comes out tiny. |
1710 | * 'L' is used for 'light here' because 'O' looks too much like '0' |
1711 | * (black square with no surrounding lights). */ |
1712 | static char *game_text_format(game_state *state) |
1713 | { |
1714 | int w = state->w, h = state->h, W = w+1, H = h+1; |
1715 | int x, y, len, lights; |
1716 | unsigned int flags; |
1717 | char *ret, *p; |
1718 | |
1719 | len = (h+H) * (w+W+1) + 1; |
1720 | ret = snewn(len, char); |
1721 | p = ret; |
1722 | |
1723 | for (y = 0; y < H; y++) { |
1724 | for (x = 0; x < W; x++) { |
1725 | *p++ = '+'; |
1726 | if (x < w) |
1727 | *p++ = '-'; |
1728 | } |
1729 | *p++ = '\n'; |
1730 | if (y < h) { |
1731 | for (x = 0; x < W; x++) { |
1732 | *p++ = '|'; |
1733 | if (x < w) { |
1734 | /* actual interesting bit. */ |
1735 | flags = GRID(state, flags, x, y); |
1736 | lights = GRID(state, lights, x, y); |
1737 | if (flags & F_BLACK) { |
1738 | if (flags & F_NUMBERED) |
1739 | *p++ = '0' + lights; |
1740 | else |
1741 | *p++ = '#'; |
1742 | } else { |
1743 | if (flags & F_LIGHT) |
1744 | *p++ = 'L'; |
1745 | else if (flags & F_IMPOSSIBLE) |
1746 | *p++ = 'x'; |
1747 | else if (lights > 0) |
1748 | *p++ = '.'; |
1749 | else |
1750 | *p++ = ' '; |
1751 | } |
1752 | } |
1753 | } |
1754 | *p++ = '\n'; |
1755 | } |
1756 | } |
1757 | *p++ = '\0'; |
1758 | |
1759 | assert(p - ret == len); |
1760 | return ret; |
1761 | } |
1762 | |
1763 | struct game_ui { |
1764 | int cur_x, cur_y, cur_visible; |
1765 | }; |
1766 | |
1767 | static game_ui *new_ui(game_state *state) |
1768 | { |
1769 | game_ui *ui = snew(game_ui); |
1770 | ui->cur_x = ui->cur_y = ui->cur_visible = 0; |
1771 | return ui; |
1772 | } |
1773 | |
1774 | static void free_ui(game_ui *ui) |
1775 | { |
1776 | sfree(ui); |
1777 | } |
1778 | |
1779 | static char *encode_ui(game_ui *ui) |
1780 | { |
1781 | /* nothing to encode. */ |
1782 | return NULL; |
1783 | } |
1784 | |
1785 | static void decode_ui(game_ui *ui, char *encoding) |
1786 | { |
1787 | /* nothing to decode. */ |
1788 | } |
1789 | |
1790 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1791 | game_state *newstate) |
1792 | { |
1793 | if (newstate->completed) |
1794 | ui->cur_visible = 0; |
1795 | } |
1796 | |
1797 | #define DF_BLACK 1 /* black square */ |
1798 | #define DF_NUMBERED 2 /* black square with number */ |
1799 | #define DF_LIT 4 /* display (white) square lit up */ |
1800 | #define DF_LIGHT 8 /* display light in square */ |
1801 | #define DF_OVERLAP 16 /* display light as overlapped */ |
1802 | #define DF_CURSOR 32 /* display cursor */ |
1803 | #define DF_NUMBERWRONG 64 /* display black numbered square as error. */ |
1804 | #define DF_FLASH 128 /* background flash is on. */ |
1805 | #define DF_IMPOSSIBLE 256 /* display non-light little square */ |
1806 | |
1807 | struct game_drawstate { |
1808 | int tilesize, crad; |
1809 | int w, h; |
1810 | unsigned int *flags; /* width * height */ |
1811 | int started; |
1812 | }; |
1813 | |
1814 | |
1815 | /* Believe it or not, this empty = "" hack is needed to get around a bug in |
1816 | * the prc-tools gcc when optimisation is turned on; before, it produced: |
1817 | lightup-sect.c: In function `interpret_move': |
1818 | lightup-sect.c:1416: internal error--unrecognizable insn: |
1819 | (insn 582 580 583 (set (reg:SI 134) |
1820 | (pc)) -1 (nil) |
1821 | (nil)) |
1822 | */ |
1823 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1824 | int x, int y, int button) |
1825 | { |
1826 | enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE; |
d7b7d7cd |
1827 | int cx = -1, cy = -1; |
e3478a4b |
1828 | unsigned int flags; |
d7b7d7cd |
1829 | char buf[80], *nullret = NULL, *empty = "", c; |
e3478a4b |
1830 | |
1831 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
d7b7d7cd |
1832 | if (ui->cur_visible) |
1833 | nullret = empty; |
e3478a4b |
1834 | ui->cur_visible = 0; |
1835 | cx = FROMCOORD(x); |
1836 | cy = FROMCOORD(y); |
1837 | action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; |
1838 | } else if (button == CURSOR_SELECT || |
1839 | button == 'i' || button == 'I' || |
1840 | button == ' ' || button == '\r' || button == '\n') { |
1841 | ui->cur_visible = 1; |
1842 | cx = ui->cur_x; |
1843 | cy = ui->cur_y; |
1844 | action = (button == 'i' || button == 'I') ? |
1845 | FLIP_IMPOSSIBLE : FLIP_LIGHT; |
1846 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1847 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
1848 | int dx = 0, dy = 0; |
1849 | switch (button) { |
1850 | case CURSOR_UP: dy = -1; break; |
1851 | case CURSOR_DOWN: dy = 1; break; |
1852 | case CURSOR_RIGHT: dx = 1; break; |
1853 | case CURSOR_LEFT: dx = -1; break; |
1854 | default: assert(!"shouldn't get here"); |
1855 | } |
1856 | ui->cur_x += dx; ui->cur_y += dy; |
1857 | ui->cur_x = min(max(ui->cur_x, 0), state->w - 1); |
1858 | ui->cur_y = min(max(ui->cur_y, 0), state->h - 1); |
1859 | ui->cur_visible = 1; |
d7b7d7cd |
1860 | nullret = empty; |
1861 | } else |
1862 | return NULL; |
e3478a4b |
1863 | |
1864 | switch (action) { |
1865 | case FLIP_LIGHT: |
1866 | case FLIP_IMPOSSIBLE: |
1867 | if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h) |
1868 | return nullret; |
1869 | flags = GRID(state, flags, cx, cy); |
1870 | if (flags & F_BLACK) |
1871 | return nullret; |
1872 | if (action == FLIP_LIGHT) { |
1873 | if (flags & F_IMPOSSIBLE) return nullret; |
1874 | c = 'L'; |
1875 | } else { |
1876 | if (flags & F_LIGHT) return nullret; |
1877 | c = 'I'; |
1878 | } |
1879 | sprintf(buf, "%c%d,%d", (int)c, cx, cy); |
1880 | break; |
1881 | |
1882 | case NONE: |
1883 | return nullret; |
1884 | |
1885 | default: |
1886 | assert(!"Shouldn't get here!"); |
1887 | } |
1888 | return dupstr(buf); |
1889 | } |
1890 | |
1891 | static game_state *execute_move(game_state *state, char *move) |
1892 | { |
1893 | game_state *ret = dup_game(state); |
1894 | int x, y, n, flags; |
1895 | char c; |
1896 | |
1897 | if (!*move) goto badmove; |
1898 | |
1899 | while (*move) { |
1900 | c = *move; |
1901 | if (c == 'S') { |
1902 | ret->used_solve = TRUE; |
1903 | move++; |
1904 | } else if (c == 'L' || c == 'I') { |
1905 | move++; |
1906 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1907 | x < 0 || y < 0 || x >= ret->w || y >= ret->h) |
1908 | goto badmove; |
1909 | |
1910 | flags = GRID(ret, flags, x, y); |
1911 | if (flags & F_BLACK) goto badmove; |
1912 | |
1913 | /* LIGHT and IMPOSSIBLE are mutually exclusive. */ |
1914 | if (c == 'L') { |
1915 | GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE; |
1916 | set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1); |
1917 | } else { |
1918 | set_light(ret, x, y, 0); |
1919 | GRID(ret, flags, x, y) ^= F_IMPOSSIBLE; |
1920 | } |
1921 | move += n; |
1922 | } else goto badmove; |
1923 | |
1924 | if (*move == ';') |
1925 | move++; |
1926 | else if (*move) goto badmove; |
1927 | } |
1928 | if (grid_correct(ret)) ret->completed = 1; |
1929 | return ret; |
1930 | |
1931 | badmove: |
1932 | free_game(ret); |
1933 | return NULL; |
1934 | } |
1935 | |
1936 | /* ---------------------------------------------------------------------- |
1937 | * Drawing routines. |
1938 | */ |
1939 | |
1940 | /* XXX entirely cloned from fifteen.c; separate out? */ |
1941 | static void game_compute_size(game_params *params, int tilesize, |
1942 | int *x, int *y) |
1943 | { |
1944 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1945 | struct { int tilesize; } ads, *ds = &ads; |
1946 | ads.tilesize = tilesize; |
1947 | |
1948 | *x = TILE_SIZE * params->w + 2 * BORDER; |
1949 | *y = TILE_SIZE * params->h + 2 * BORDER; |
1950 | } |
1951 | |
dafd6cf6 |
1952 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1953 | game_params *params, int tilesize) |
e3478a4b |
1954 | { |
1955 | ds->tilesize = tilesize; |
1956 | ds->crad = 3*(tilesize-1)/8; |
1957 | } |
1958 | |
8266f3fc |
1959 | static float *game_colours(frontend *fe, int *ncolours) |
e3478a4b |
1960 | { |
1961 | float *ret = snewn(3 * NCOLOURS, float); |
1962 | int i; |
1963 | |
1964 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1965 | |
1966 | for (i = 0; i < 3; i++) { |
1967 | ret[COL_BLACK * 3 + i] = 0.0F; |
1968 | ret[COL_LIGHT * 3 + i] = 1.0F; |
1969 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
1970 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; |
1971 | |
1972 | } |
1973 | |
1974 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1975 | ret[COL_ERROR * 3 + 1] = 0.25F; |
1976 | ret[COL_ERROR * 3 + 2] = 0.25F; |
1977 | |
1978 | ret[COL_LIT * 3 + 0] = 1.0F; |
1979 | ret[COL_LIT * 3 + 1] = 1.0F; |
1980 | ret[COL_LIT * 3 + 2] = 0.0F; |
1981 | |
1982 | *ncolours = NCOLOURS; |
1983 | return ret; |
1984 | } |
1985 | |
dafd6cf6 |
1986 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
e3478a4b |
1987 | { |
1988 | struct game_drawstate *ds = snew(struct game_drawstate); |
1989 | int i; |
1990 | |
1991 | ds->tilesize = ds->crad = 0; |
1992 | ds->w = state->w; ds->h = state->h; |
1993 | |
1994 | ds->flags = snewn(ds->w*ds->h, unsigned int); |
1995 | for (i = 0; i < ds->w*ds->h; i++) |
1996 | ds->flags[i] = -1; |
1997 | |
1998 | ds->started = 0; |
1999 | |
2000 | return ds; |
2001 | } |
2002 | |
dafd6cf6 |
2003 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
e3478a4b |
2004 | { |
2005 | sfree(ds->flags); |
2006 | sfree(ds); |
2007 | } |
2008 | |
2009 | /* At some stage we should put these into a real options struct. |
2010 | * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not |
2011 | * to put those flags in. */ |
2012 | #define HINT_LIGHTS |
2013 | #define HINT_OVERLAPS |
2014 | #define HINT_NUMBERS |
2015 | |
2016 | static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui, |
2017 | int x, int y, int flashing) |
2018 | { |
2019 | unsigned int flags = GRID(state, flags, x, y); |
2020 | int lights = GRID(state, lights, x, y); |
2021 | unsigned int ret = 0; |
2022 | |
2023 | if (flashing) ret |= DF_FLASH; |
dafd6cf6 |
2024 | if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) |
e3478a4b |
2025 | ret |= DF_CURSOR; |
2026 | |
2027 | if (flags & F_BLACK) { |
2028 | ret |= DF_BLACK; |
2029 | if (flags & F_NUMBERED) { |
2030 | #ifdef HINT_NUMBERS |
2031 | if (number_wrong(state, x, y)) |
2032 | ret |= DF_NUMBERWRONG; |
2033 | #endif |
2034 | ret |= DF_NUMBERED; |
2035 | } |
2036 | } else { |
2037 | #ifdef HINT_LIGHTS |
2038 | if (lights > 0) ret |= DF_LIT; |
2039 | #endif |
2040 | if (flags & F_LIGHT) { |
2041 | ret |= DF_LIGHT; |
2042 | #ifdef HINT_OVERLAPS |
2043 | if (lights > 1) ret |= DF_OVERLAP; |
2044 | #endif |
2045 | } |
2046 | if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE; |
2047 | } |
2048 | return ret; |
2049 | } |
2050 | |
dafd6cf6 |
2051 | static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state, |
e3478a4b |
2052 | int x, int y) |
2053 | { |
2054 | unsigned int ds_flags = GRID(ds, flags, x, y); |
2055 | int dx = COORD(x), dy = COORD(y); |
2056 | int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT; |
2057 | |
2058 | if (ds_flags & DF_BLACK) { |
dafd6cf6 |
2059 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK); |
e3478a4b |
2060 | if (ds_flags & DF_NUMBERED) { |
2061 | int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT; |
2062 | char str[10]; |
2063 | |
2064 | /* We know that this won't change over the course of the game |
2065 | * so it's OK to ignore this when calculating whether or not |
2066 | * to redraw the tile. */ |
2067 | sprintf(str, "%d", GRID(state, lights, x, y)); |
dafd6cf6 |
2068 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
e3478a4b |
2069 | FONT_VARIABLE, TILE_SIZE*3/5, |
2070 | ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str); |
2071 | } |
2072 | } else { |
dafd6cf6 |
2073 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, |
e3478a4b |
2074 | (ds_flags & DF_LIT) ? lit : COL_BACKGROUND); |
dafd6cf6 |
2075 | draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
e3478a4b |
2076 | if (ds_flags & DF_LIGHT) { |
2077 | int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT; |
dafd6cf6 |
2078 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS, |
e3478a4b |
2079 | lcol, COL_BLACK); |
2080 | } else if (ds_flags & DF_IMPOSSIBLE) { |
2081 | int rlen = TILE_SIZE / 4; |
dafd6cf6 |
2082 | draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2, |
e3478a4b |
2083 | rlen, rlen, COL_BLACK); |
2084 | } |
2085 | } |
2086 | |
2087 | if (ds_flags & DF_CURSOR) { |
2088 | int coff = TILE_SIZE/8; |
dafd6cf6 |
2089 | draw_rect_outline(dr, dx + coff, dy + coff, |
e3478a4b |
2090 | TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); |
2091 | } |
2092 | |
dafd6cf6 |
2093 | draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); |
e3478a4b |
2094 | } |
2095 | |
dafd6cf6 |
2096 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
e3478a4b |
2097 | game_state *state, int dir, game_ui *ui, |
2098 | float animtime, float flashtime) |
2099 | { |
2100 | int flashing = FALSE; |
2101 | int x,y; |
2102 | |
2103 | if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
2104 | |
2105 | if (!ds->started) { |
dafd6cf6 |
2106 | draw_rect(dr, 0, 0, |
e3478a4b |
2107 | TILE_SIZE * ds->w + 2 * BORDER, |
2108 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
2109 | |
dafd6cf6 |
2110 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
e3478a4b |
2111 | TILE_SIZE * ds->w + 2, |
2112 | TILE_SIZE * ds->h + 2, |
2113 | COL_GRID); |
2114 | |
dafd6cf6 |
2115 | draw_update(dr, 0, 0, |
e3478a4b |
2116 | TILE_SIZE * ds->w + 2 * BORDER, |
2117 | TILE_SIZE * ds->h + 2 * BORDER); |
2118 | ds->started = 1; |
2119 | } |
2120 | |
2121 | for (x = 0; x < ds->w; x++) { |
2122 | for (y = 0; y < ds->h; y++) { |
2123 | unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing); |
2124 | if (ds_flags != GRID(ds, flags, x, y)) { |
2125 | GRID(ds, flags, x, y) = ds_flags; |
dafd6cf6 |
2126 | tile_redraw(dr, ds, state, x, y); |
e3478a4b |
2127 | } |
2128 | } |
2129 | } |
2130 | } |
2131 | |
2132 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2133 | int dir, game_ui *ui) |
2134 | { |
2135 | return 0.0F; |
2136 | } |
2137 | |
2138 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2139 | int dir, game_ui *ui) |
2140 | { |
2141 | if (!oldstate->completed && newstate->completed && |
2142 | !oldstate->used_solve && !newstate->used_solve) |
2143 | return FLASH_TIME; |
2144 | return 0.0F; |
2145 | } |
2146 | |
e3478a4b |
2147 | static int game_timing_state(game_state *state, game_ui *ui) |
2148 | { |
2149 | return TRUE; |
2150 | } |
2151 | |
dafd6cf6 |
2152 | static void game_print_size(game_params *params, float *x, float *y) |
2153 | { |
2154 | int pw, ph; |
2155 | |
2156 | /* |
2157 | * I'll use 6mm squares by default. |
2158 | */ |
2159 | game_compute_size(params, 600, &pw, &ph); |
2160 | *x = pw / 100.0; |
2161 | *y = ph / 100.0; |
2162 | } |
2163 | |
2164 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2165 | { |
2166 | int w = state->w, h = state->h; |
2167 | int ink = print_mono_colour(dr, 0); |
2168 | int paper = print_mono_colour(dr, 1); |
2169 | int x, y; |
2170 | |
2171 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2172 | game_drawstate ads, *ds = &ads; |
4413ef0f |
2173 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
2174 | |
2175 | /* |
2176 | * Border. |
2177 | */ |
2178 | print_line_width(dr, TILE_SIZE / 16); |
2179 | draw_rect_outline(dr, COORD(0), COORD(0), |
2180 | TILE_SIZE * w, TILE_SIZE * h, ink); |
2181 | |
2182 | /* |
2183 | * Grid. |
2184 | */ |
2185 | print_line_width(dr, TILE_SIZE / 24); |
2186 | for (x = 1; x < w; x++) |
2187 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
2188 | for (y = 1; y < h; y++) |
2189 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
2190 | |
2191 | /* |
2192 | * Grid contents. |
2193 | */ |
2194 | for (y = 0; y < h; y++) |
2195 | for (x = 0; x < w; x++) { |
2196 | unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE); |
2197 | int dx = COORD(x), dy = COORD(y); |
2198 | if (ds_flags & DF_BLACK) { |
2199 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink); |
2200 | if (ds_flags & DF_NUMBERED) { |
2201 | char str[10]; |
2202 | sprintf(str, "%d", GRID(state, lights, x, y)); |
2203 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
2204 | FONT_VARIABLE, TILE_SIZE*3/5, |
2205 | ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str); |
2206 | } |
2207 | } else if (ds_flags & DF_LIGHT) { |
2208 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
2209 | TILE_RADIUS, -1, ink); |
2210 | } |
2211 | } |
2212 | } |
2213 | |
e3478a4b |
2214 | #ifdef COMBINED |
2215 | #define thegame lightup |
2216 | #endif |
2217 | |
2218 | const struct game thegame = { |
2219 | "Light Up", "games.lightup", |
2220 | default_params, |
2221 | game_fetch_preset, |
2222 | decode_params, |
2223 | encode_params, |
2224 | free_params, |
2225 | dup_params, |
2226 | TRUE, game_configure, custom_params, |
2227 | validate_params, |
2228 | new_game_desc, |
2229 | validate_desc, |
2230 | new_game, |
2231 | dup_game, |
2232 | free_game, |
2233 | TRUE, solve_game, |
2234 | TRUE, game_text_format, |
2235 | new_ui, |
2236 | free_ui, |
2237 | encode_ui, |
2238 | decode_ui, |
2239 | game_changed_state, |
2240 | interpret_move, |
2241 | execute_move, |
2242 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
2243 | game_colours, |
2244 | game_new_drawstate, |
2245 | game_free_drawstate, |
2246 | game_redraw, |
2247 | game_anim_length, |
2248 | game_flash_length, |
dafd6cf6 |
2249 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
2250 | FALSE, /* wants_statusbar */ |
e3478a4b |
2251 | FALSE, game_timing_state, |
2705d374 |
2252 | 0, /* flags */ |
e3478a4b |
2253 | }; |
2254 | |
9b265feb |
2255 | #ifdef STANDALONE_SOLVER |
2256 | |
2257 | int main(int argc, char **argv) |
2258 | { |
2259 | game_params *p; |
2260 | game_state *s; |
2261 | char *id = NULL, *desc, *err, *result; |
2262 | int nsol, diff, really_verbose = 0; |
2263 | unsigned int sflags; |
2264 | |
2265 | while (--argc > 0) { |
2266 | char *p = *++argv; |
2267 | if (!strcmp(p, "-v")) { |
2268 | really_verbose++; |
2269 | } else if (*p == '-') { |
2270 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2271 | return 1; |
2272 | } else { |
2273 | id = p; |
2274 | } |
2275 | } |
2276 | |
2277 | if (!id) { |
2278 | fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]); |
2279 | return 1; |
2280 | } |
2281 | |
2282 | desc = strchr(id, ':'); |
2283 | if (!desc) { |
2284 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2285 | return 1; |
2286 | } |
2287 | *desc++ = '\0'; |
2288 | |
2289 | p = default_params(); |
2290 | decode_params(p, id); |
2291 | err = validate_desc(p, desc); |
2292 | if (err) { |
2293 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2294 | return 1; |
2295 | } |
2296 | s = new_game(NULL, p, desc); |
2297 | |
2298 | /* Run the solvers easiest to hardest until we find one that |
2299 | * can solve our puzzle. If it's soluble we know that the |
2300 | * hardest (recursive) solver will always find the solution. */ |
6f3dfb23 |
2301 | nsol = sflags = 0; |
9b265feb |
2302 | for (diff = 0; diff <= DIFFCOUNT; diff++) { |
2303 | printf("\nSolving with difficulty %d.\n", diff); |
2304 | sflags = flags_from_difficulty(diff); |
2305 | unplace_lights(s); |
2306 | nsol = dosolve(s, sflags, NULL); |
2307 | if (nsol == 1) break; |
2308 | } |
2309 | |
2310 | printf("\n"); |
2311 | if (nsol == 0) { |
2312 | printf("Puzzle has no solution.\n"); |
2313 | } else if (nsol < 0) { |
2314 | printf("Unable to find a unique solution.\n"); |
2315 | } else if (nsol > 1) { |
2316 | printf("Puzzle has multiple solutions.\n"); |
2317 | } else { |
2318 | verbose = really_verbose; |
2319 | unplace_lights(s); |
2320 | printf("Puzzle has difficulty %d: solving...\n", diff); |
2321 | dosolve(s, sflags, NULL); /* sflags from last successful solve */ |
2322 | result = game_text_format(s); |
2323 | printf("%s", result); |
2324 | sfree(result); |
2325 | } |
2326 | |
2327 | return 0; |
2328 | } |
2329 | |
2330 | #endif |
2331 | |
e3478a4b |
2332 | /* vim: set shiftwidth=4 tabstop=8: */ |