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1 | /* |
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2 | * loopy.c: |
3 | * |
4 | * An implementation of the Nikoli game 'Loop the loop'. |
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5 | * (c) Mike Pinna, 2005, 2006 |
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6 | * Substantially rewritten to allowing for more general types of grid. |
7 | * (c) Lambros Lambrou 2008 |
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8 | * |
9 | * vim: set shiftwidth=4 :set textwidth=80: |
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10 | */ |
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11 | |
12 | /* |
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13 | * Possible future solver enhancements: |
14 | * |
15 | * - There's an interesting deductive technique which makes use |
16 | * of topology rather than just graph theory. Each _face_ in |
17 | * the grid is either inside or outside the loop; you can tell |
18 | * that two faces are on the same side of the loop if they're |
19 | * separated by a LINE_NO (or, more generally, by a path |
20 | * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), |
21 | * and on the opposite side of the loop if they're separated by |
22 | * a LINE_YES (or an odd number of LINE_YESes and no |
23 | * LINE_UNKNOWNs). Oh, and any face separated from the outside |
24 | * of the grid by a LINE_YES or a LINE_NO is on the inside or |
25 | * outside respectively. So if you can track this for all |
26 | * faces, you figure out the state of the line between a pair |
27 | * once their relative insideness is known. |
28 | * + The way I envisage this working is simply to keep an edsf |
29 | * of all _faces_, which indicates whether they're on |
30 | * opposite sides of the loop from one another. We also |
31 | * include a special entry in the edsf for the infinite |
32 | * exterior "face". |
33 | * + So, the simple way to do this is to just go through the |
34 | * edges: every time we see an edge in a state other than |
35 | * LINE_UNKNOWN which separates two faces that aren't in the |
36 | * same edsf class, we can rectify that by merging the |
37 | * classes. Then, conversely, an edge in LINE_UNKNOWN state |
38 | * which separates two faces that _are_ in the same edsf |
39 | * class can immediately have its state determined. |
40 | * + But you can go one better, if you're prepared to loop |
41 | * over all _pairs_ of edges. Suppose we have edges A and B, |
42 | * which respectively separate faces A1,A2 and B1,B2. |
43 | * Suppose that A,B are in the same edge-edsf class and that |
44 | * A1,B1 (wlog) are in the same face-edsf class; then we can |
45 | * immediately place A2,B2 into the same face-edsf class (as |
46 | * each other, not as A1 and A2) one way round or the other. |
47 | * And conversely again, if A1,B1 are in the same face-edsf |
48 | * class and so are A2,B2, then we can put A,B into the same |
49 | * face-edsf class. |
50 | * * Of course, this deduction requires a quadratic-time |
51 | * loop over all pairs of edges in the grid, so it should |
52 | * be reserved until there's nothing easier left to be |
53 | * done. |
54 | * |
55 | * - The generalised grid support has made me (SGT) notice a |
56 | * possible extension to the loop-avoidance code. When you have |
57 | * a path of connected edges such that no other edges at all |
58 | * are incident on any vertex in the middle of the path - or, |
59 | * alternatively, such that any such edges are already known to |
60 | * be LINE_NO - then you know those edges are either all |
61 | * LINE_YES or all LINE_NO. Hence you can mentally merge the |
62 | * entire path into a single long curly edge for the purposes |
63 | * of loop avoidance, and look directly at whether or not the |
64 | * extreme endpoints of the path are connected by some other |
65 | * route. I find this coming up fairly often when I play on the |
66 | * octagonal grid setting, so it might be worth implementing in |
67 | * the solver. |
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68 | * |
69 | * - (Just a speed optimisation.) Consider some todo list queue where every |
70 | * time we modify something we mark it for consideration by other bits of |
71 | * the solver, to save iteration over things that have already been done. |
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72 | */ |
73 | |
74 | #include <stdio.h> |
75 | #include <stdlib.h> |
76 | #include <string.h> |
77 | #include <assert.h> |
78 | #include <ctype.h> |
79 | #include <math.h> |
80 | |
81 | #include "puzzles.h" |
82 | #include "tree234.h" |
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83 | #include "grid.h" |
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84 | |
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85 | /* Debugging options */ |
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86 | |
87 | /* |
88 | #define DEBUG_CACHES |
89 | #define SHOW_WORKING |
90 | #define DEBUG_DLINES |
91 | */ |
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92 | |
93 | /* ---------------------------------------------------------------------- |
94 | * Struct, enum and function declarations |
95 | */ |
96 | |
97 | enum { |
98 | COL_BACKGROUND, |
99 | COL_FOREGROUND, |
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100 | COL_LINEUNKNOWN, |
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101 | COL_HIGHLIGHT, |
102 | COL_MISTAKE, |
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103 | COL_SATISFIED, |
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104 | NCOLOURS |
105 | }; |
106 | |
107 | struct game_state { |
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108 | grid *game_grid; |
109 | |
110 | /* Put -1 in a face that doesn't get a clue */ |
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111 | signed char *clues; |
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112 | |
113 | /* Array of line states, to store whether each line is |
114 | * YES, NO or UNKNOWN */ |
115 | char *lines; |
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116 | |
117 | int solved; |
118 | int cheated; |
119 | |
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120 | /* Used in game_text_format(), so that it knows what type of |
121 | * grid it's trying to render as ASCII text. */ |
122 | int grid_type; |
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123 | }; |
124 | |
125 | enum solver_status { |
126 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
127 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
128 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
129 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
130 | }; |
131 | |
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132 | /* ------ Solver state ------ */ |
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133 | typedef struct normal { |
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134 | /* For each dline, store a bitmask for whether we know: |
135 | * (bit 0) at least one is YES |
136 | * (bit 1) at most one is YES */ |
137 | char *dlines; |
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138 | } normal_mode_state; |
139 | |
140 | typedef struct hard { |
141 | int *linedsf; |
142 | } hard_mode_state; |
143 | |
144 | typedef struct solver_state { |
145 | game_state *state; |
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146 | enum solver_status solver_status; |
147 | /* NB looplen is the number of dots that are joined together at a point, ie a |
148 | * looplen of 1 means there are no lines to a particular dot */ |
149 | int *looplen; |
150 | |
151 | /* caches */ |
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152 | char *dot_yes_count; |
153 | char *dot_no_count; |
154 | char *face_yes_count; |
155 | char *face_no_count; |
156 | char *dot_solved, *face_solved; |
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157 | int *dotdsf; |
158 | |
159 | normal_mode_state *normal; |
160 | hard_mode_state *hard; |
161 | } solver_state; |
162 | |
163 | /* |
164 | * Difficulty levels. I do some macro ickery here to ensure that my |
165 | * enum and the various forms of my name list always match up. |
166 | */ |
167 | |
168 | #define DIFFLIST(A) \ |
169 | A(EASY,Easy,e,easy_mode_deductions) \ |
170 | A(NORMAL,Normal,n,normal_mode_deductions) \ |
171 | A(HARD,Hard,h,hard_mode_deductions) |
172 | #define ENUM(upper,title,lower,fn) DIFF_ ## upper, |
173 | #define TITLE(upper,title,lower,fn) #title, |
174 | #define ENCODE(upper,title,lower,fn) #lower |
175 | #define CONFIG(upper,title,lower,fn) ":" #title |
176 | #define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *); |
177 | #define SOLVER_FN(upper,title,lower,fn) &fn, |
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178 | enum { DIFFLIST(ENUM) DIFF_MAX }; |
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179 | static char const *const diffnames[] = { DIFFLIST(TITLE) }; |
180 | static char const diffchars[] = DIFFLIST(ENCODE); |
181 | #define DIFFCONFIG DIFFLIST(CONFIG) |
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182 | DIFFLIST(SOLVER_FN_DECL) |
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183 | static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) }; |
184 | |
185 | struct game_params { |
186 | int w, h; |
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187 | int diff; |
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188 | int type; |
189 | |
190 | /* Grid generation is expensive, so keep a (ref-counted) reference to the |
191 | * grid for these parameters, and only generate when required. */ |
192 | grid *game_grid; |
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193 | }; |
194 | |
195 | enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO }; |
196 | |
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197 | #define OPP(line_state) \ |
198 | (2 - line_state) |
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199 | |
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200 | |
201 | struct game_drawstate { |
202 | int started; |
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203 | int tilesize; |
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204 | int flashing; |
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205 | char *lines; |
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206 | char *clue_error; |
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207 | char *clue_satisfied; |
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208 | }; |
209 | |
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210 | static char *validate_desc(game_params *params, char *desc); |
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211 | static int dot_order(const game_state* state, int i, char line_type); |
212 | static int face_order(const game_state* state, int i, char line_type); |
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213 | static solver_state *solve_game_rec(const solver_state *sstate, |
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214 | int diff); |
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215 | |
216 | #ifdef DEBUG_CACHES |
217 | static void check_caches(const solver_state* sstate); |
218 | #else |
219 | #define check_caches(s) |
220 | #endif |
221 | |
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222 | /* ------- List of grid generators ------- */ |
223 | #define GRIDLIST(A) \ |
224 | A(Squares,grid_new_square) \ |
225 | A(Triangular,grid_new_triangular) \ |
226 | A(Honeycomb,grid_new_honeycomb) \ |
227 | A(Snub-Square,grid_new_snubsquare) \ |
228 | A(Cairo,grid_new_cairo) \ |
229 | A(Great-Hexagonal,grid_new_greathexagonal) \ |
230 | A(Octagonal,grid_new_octagonal) \ |
231 | A(Kites,grid_new_kites) |
232 | |
233 | #define GRID_NAME(title,fn) #title, |
234 | #define GRID_CONFIG(title,fn) ":" #title |
235 | #define GRID_FN(title,fn) &fn, |
236 | static char const *const gridnames[] = { GRIDLIST(GRID_NAME) }; |
237 | #define GRID_CONFIGS GRIDLIST(GRID_CONFIG) |
238 | static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) }; |
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239 | #define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0])) |
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240 | |
241 | /* Generates a (dynamically allocated) new grid, according to the |
242 | * type and size requested in params. Does nothing if the grid is already |
243 | * generated. The allocated grid is owned by the params object, and will be |
244 | * freed in free_params(). */ |
245 | static void params_generate_grid(game_params *params) |
246 | { |
247 | if (!params->game_grid) { |
248 | params->game_grid = grid_fns[params->type](params->w, params->h); |
249 | } |
250 | } |
251 | |
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252 | /* ---------------------------------------------------------------------- |
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253 | * Preprocessor magic |
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254 | */ |
255 | |
256 | /* General constants */ |
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257 | #define PREFERRED_TILE_SIZE 32 |
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258 | #define BORDER(tilesize) ((tilesize) / 2) |
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259 | #define FLASH_TIME 0.5F |
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260 | |
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261 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
262 | |
263 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
264 | ((field) |= (1<<(bit)), TRUE)) |
265 | |
266 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
267 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
268 | |
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269 | #define CLUE2CHAR(c) \ |
270 | ((c < 0) ? ' ' : c + '0') |
271 | |
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272 | /* ---------------------------------------------------------------------- |
273 | * General struct manipulation and other straightforward code |
274 | */ |
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275 | |
276 | static game_state *dup_game(game_state *state) |
277 | { |
278 | game_state *ret = snew(game_state); |
279 | |
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280 | ret->game_grid = state->game_grid; |
281 | ret->game_grid->refcount++; |
282 | |
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283 | ret->solved = state->solved; |
284 | ret->cheated = state->cheated; |
285 | |
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286 | ret->clues = snewn(state->game_grid->num_faces, signed char); |
287 | memcpy(ret->clues, state->clues, state->game_grid->num_faces); |
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288 | |
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289 | ret->lines = snewn(state->game_grid->num_edges, char); |
290 | memcpy(ret->lines, state->lines, state->game_grid->num_edges); |
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291 | |
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292 | ret->grid_type = state->grid_type; |
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293 | return ret; |
294 | } |
295 | |
296 | static void free_game(game_state *state) |
297 | { |
298 | if (state) { |
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299 | grid_free(state->game_grid); |
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300 | sfree(state->clues); |
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301 | sfree(state->lines); |
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302 | sfree(state); |
303 | } |
304 | } |
305 | |
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306 | static solver_state *new_solver_state(game_state *state, int diff) { |
307 | int i; |
308 | int num_dots = state->game_grid->num_dots; |
309 | int num_faces = state->game_grid->num_faces; |
310 | int num_edges = state->game_grid->num_edges; |
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311 | solver_state *ret = snew(solver_state); |
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312 | |
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313 | ret->state = dup_game(state); |
314 | |
315 | ret->solver_status = SOLVER_INCOMPLETE; |
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316 | |
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317 | ret->dotdsf = snew_dsf(num_dots); |
318 | ret->looplen = snewn(num_dots, int); |
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319 | |
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320 | for (i = 0; i < num_dots; i++) { |
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321 | ret->looplen[i] = 1; |
322 | } |
323 | |
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324 | ret->dot_solved = snewn(num_dots, char); |
325 | ret->face_solved = snewn(num_faces, char); |
326 | memset(ret->dot_solved, FALSE, num_dots); |
327 | memset(ret->face_solved, FALSE, num_faces); |
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328 | |
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329 | ret->dot_yes_count = snewn(num_dots, char); |
330 | memset(ret->dot_yes_count, 0, num_dots); |
331 | ret->dot_no_count = snewn(num_dots, char); |
332 | memset(ret->dot_no_count, 0, num_dots); |
333 | ret->face_yes_count = snewn(num_faces, char); |
334 | memset(ret->face_yes_count, 0, num_faces); |
335 | ret->face_no_count = snewn(num_faces, char); |
336 | memset(ret->face_no_count, 0, num_faces); |
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337 | |
338 | if (diff < DIFF_NORMAL) { |
339 | ret->normal = NULL; |
340 | } else { |
341 | ret->normal = snew(normal_mode_state); |
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342 | ret->normal->dlines = snewn(2*num_edges, char); |
343 | memset(ret->normal->dlines, 0, 2*num_edges); |
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344 | } |
345 | |
346 | if (diff < DIFF_HARD) { |
347 | ret->hard = NULL; |
348 | } else { |
349 | ret->hard = snew(hard_mode_state); |
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350 | ret->hard->linedsf = snew_dsf(state->game_grid->num_edges); |
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351 | } |
352 | |
353 | return ret; |
354 | } |
355 | |
356 | static void free_solver_state(solver_state *sstate) { |
357 | if (sstate) { |
358 | free_game(sstate->state); |
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359 | sfree(sstate->dotdsf); |
360 | sfree(sstate->looplen); |
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361 | sfree(sstate->dot_solved); |
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362 | sfree(sstate->face_solved); |
363 | sfree(sstate->dot_yes_count); |
364 | sfree(sstate->dot_no_count); |
365 | sfree(sstate->face_yes_count); |
366 | sfree(sstate->face_no_count); |
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367 | |
368 | if (sstate->normal) { |
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369 | sfree(sstate->normal->dlines); |
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370 | sfree(sstate->normal); |
371 | } |
372 | |
373 | if (sstate->hard) { |
374 | sfree(sstate->hard->linedsf); |
375 | sfree(sstate->hard); |
376 | } |
377 | |
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378 | sfree(sstate); |
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379 | } |
380 | } |
381 | |
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382 | static solver_state *dup_solver_state(const solver_state *sstate) { |
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383 | game_state *state = sstate->state; |
384 | int num_dots = state->game_grid->num_dots; |
385 | int num_faces = state->game_grid->num_faces; |
386 | int num_edges = state->game_grid->num_edges; |
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387 | solver_state *ret = snew(solver_state); |
388 | |
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389 | ret->state = state = dup_game(sstate->state); |
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390 | |
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391 | ret->solver_status = sstate->solver_status; |
392 | |
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393 | ret->dotdsf = snewn(num_dots, int); |
394 | ret->looplen = snewn(num_dots, int); |
395 | memcpy(ret->dotdsf, sstate->dotdsf, |
396 | num_dots * sizeof(int)); |
397 | memcpy(ret->looplen, sstate->looplen, |
398 | num_dots * sizeof(int)); |
399 | |
400 | ret->dot_solved = snewn(num_dots, char); |
401 | ret->face_solved = snewn(num_faces, char); |
402 | memcpy(ret->dot_solved, sstate->dot_solved, num_dots); |
403 | memcpy(ret->face_solved, sstate->face_solved, num_faces); |
404 | |
405 | ret->dot_yes_count = snewn(num_dots, char); |
406 | memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots); |
407 | ret->dot_no_count = snewn(num_dots, char); |
408 | memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots); |
409 | |
410 | ret->face_yes_count = snewn(num_faces, char); |
411 | memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces); |
412 | ret->face_no_count = snewn(num_faces, char); |
413 | memcpy(ret->face_no_count, sstate->face_no_count, num_faces); |
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414 | |
415 | if (sstate->normal) { |
416 | ret->normal = snew(normal_mode_state); |
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417 | ret->normal->dlines = snewn(2*num_edges, char); |
418 | memcpy(ret->normal->dlines, sstate->normal->dlines, |
419 | 2*num_edges); |
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420 | } else { |
421 | ret->normal = NULL; |
422 | } |
423 | |
424 | if (sstate->hard) { |
425 | ret->hard = snew(hard_mode_state); |
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426 | ret->hard->linedsf = snewn(num_edges, int); |
427 | memcpy(ret->hard->linedsf, sstate->hard->linedsf, |
428 | num_edges * sizeof(int)); |
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429 | } else { |
430 | ret->hard = NULL; |
431 | } |
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432 | |
433 | return ret; |
434 | } |
435 | |
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436 | static game_params *default_params(void) |
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437 | { |
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438 | game_params *ret = snew(game_params); |
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439 | |
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440 | #ifdef SLOW_SYSTEM |
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441 | ret->h = 7; |
442 | ret->w = 7; |
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443 | #else |
444 | ret->h = 10; |
445 | ret->w = 10; |
446 | #endif |
447 | ret->diff = DIFF_EASY; |
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448 | ret->type = 0; |
449 | |
450 | ret->game_grid = NULL; |
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451 | |
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452 | return ret; |
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453 | } |
454 | |
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455 | static game_params *dup_params(game_params *params) |
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456 | { |
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457 | game_params *ret = snew(game_params); |
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458 | |
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459 | *ret = *params; /* structure copy */ |
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460 | if (ret->game_grid) { |
461 | ret->game_grid->refcount++; |
462 | } |
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463 | return ret; |
464 | } |
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465 | |
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466 | static const game_params presets[] = { |
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467 | #ifdef SMALL_SCREEN |
468 | { 7, 7, DIFF_EASY, 0, NULL }, |
469 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
470 | { 7, 7, DIFF_HARD, 0, NULL }, |
471 | { 7, 7, DIFF_HARD, 1, NULL }, |
472 | { 7, 7, DIFF_HARD, 2, NULL }, |
473 | { 5, 5, DIFF_HARD, 3, NULL }, |
474 | { 7, 7, DIFF_HARD, 4, NULL }, |
475 | { 5, 4, DIFF_HARD, 5, NULL }, |
476 | { 5, 5, DIFF_HARD, 6, NULL }, |
477 | { 5, 5, DIFF_HARD, 7, NULL }, |
478 | #else |
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479 | { 7, 7, DIFF_EASY, 0, NULL }, |
480 | { 10, 10, DIFF_EASY, 0, NULL }, |
481 | { 7, 7, DIFF_NORMAL, 0, NULL }, |
482 | { 10, 10, DIFF_NORMAL, 0, NULL }, |
483 | { 7, 7, DIFF_HARD, 0, NULL }, |
484 | { 10, 10, DIFF_HARD, 0, NULL }, |
485 | { 10, 10, DIFF_HARD, 1, NULL }, |
486 | { 12, 10, DIFF_HARD, 2, NULL }, |
487 | { 7, 7, DIFF_HARD, 3, NULL }, |
488 | { 9, 9, DIFF_HARD, 4, NULL }, |
489 | { 5, 4, DIFF_HARD, 5, NULL }, |
490 | { 7, 7, DIFF_HARD, 6, NULL }, |
491 | { 5, 5, DIFF_HARD, 7, NULL }, |
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492 | #endif |
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493 | }; |
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494 | |
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495 | static int game_fetch_preset(int i, char **name, game_params **params) |
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496 | { |
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497 | game_params *tmppar; |
121aae4b |
498 | char buf[80]; |
6193da8d |
499 | |
121aae4b |
500 | if (i < 0 || i >= lenof(presets)) |
501 | return FALSE; |
6193da8d |
502 | |
1a739e2f |
503 | tmppar = snew(game_params); |
504 | *tmppar = presets[i]; |
505 | *params = tmppar; |
7c95608a |
506 | sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w, |
507 | gridnames[tmppar->type], diffnames[tmppar->diff]); |
121aae4b |
508 | *name = dupstr(buf); |
509 | |
510 | return TRUE; |
6193da8d |
511 | } |
512 | |
513 | static void free_params(game_params *params) |
514 | { |
7c95608a |
515 | if (params->game_grid) { |
516 | grid_free(params->game_grid); |
517 | } |
6193da8d |
518 | sfree(params); |
519 | } |
520 | |
521 | static void decode_params(game_params *params, char const *string) |
522 | { |
7c95608a |
523 | if (params->game_grid) { |
524 | grid_free(params->game_grid); |
525 | params->game_grid = NULL; |
526 | } |
6193da8d |
527 | params->h = params->w = atoi(string); |
c0eb17ce |
528 | params->diff = DIFF_EASY; |
6193da8d |
529 | while (*string && isdigit((unsigned char)*string)) string++; |
530 | if (*string == 'x') { |
531 | string++; |
532 | params->h = atoi(string); |
121aae4b |
533 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
534 | } |
7c95608a |
535 | if (*string == 't') { |
6193da8d |
536 | string++; |
7c95608a |
537 | params->type = atoi(string); |
121aae4b |
538 | while (*string && isdigit((unsigned char)*string)) string++; |
6193da8d |
539 | } |
c0eb17ce |
540 | if (*string == 'd') { |
541 | int i; |
c0eb17ce |
542 | string++; |
121aae4b |
543 | for (i = 0; i < DIFF_MAX; i++) |
544 | if (*string == diffchars[i]) |
545 | params->diff = i; |
546 | if (*string) string++; |
c0eb17ce |
547 | } |
6193da8d |
548 | } |
549 | |
550 | static char *encode_params(game_params *params, int full) |
551 | { |
552 | char str[80]; |
7c95608a |
553 | sprintf(str, "%dx%dt%d", params->w, params->h, params->type); |
6193da8d |
554 | if (full) |
7c95608a |
555 | sprintf(str + strlen(str), "d%c", diffchars[params->diff]); |
6193da8d |
556 | return dupstr(str); |
557 | } |
558 | |
559 | static config_item *game_configure(game_params *params) |
560 | { |
561 | config_item *ret; |
562 | char buf[80]; |
563 | |
7c95608a |
564 | ret = snewn(5, config_item); |
6193da8d |
565 | |
566 | ret[0].name = "Width"; |
567 | ret[0].type = C_STRING; |
568 | sprintf(buf, "%d", params->w); |
569 | ret[0].sval = dupstr(buf); |
570 | ret[0].ival = 0; |
571 | |
572 | ret[1].name = "Height"; |
573 | ret[1].type = C_STRING; |
574 | sprintf(buf, "%d", params->h); |
575 | ret[1].sval = dupstr(buf); |
576 | ret[1].ival = 0; |
577 | |
7c95608a |
578 | ret[2].name = "Grid type"; |
c0eb17ce |
579 | ret[2].type = C_CHOICES; |
7c95608a |
580 | ret[2].sval = GRID_CONFIGS; |
581 | ret[2].ival = params->type; |
6193da8d |
582 | |
7c95608a |
583 | ret[3].name = "Difficulty"; |
584 | ret[3].type = C_CHOICES; |
585 | ret[3].sval = DIFFCONFIG; |
586 | ret[3].ival = params->diff; |
587 | |
588 | ret[4].name = NULL; |
589 | ret[4].type = C_END; |
590 | ret[4].sval = NULL; |
591 | ret[4].ival = 0; |
6193da8d |
592 | |
593 | return ret; |
594 | } |
595 | |
596 | static game_params *custom_params(config_item *cfg) |
597 | { |
598 | game_params *ret = snew(game_params); |
599 | |
600 | ret->w = atoi(cfg[0].sval); |
601 | ret->h = atoi(cfg[1].sval); |
7c95608a |
602 | ret->type = cfg[2].ival; |
603 | ret->diff = cfg[3].ival; |
6193da8d |
604 | |
7c95608a |
605 | ret->game_grid = NULL; |
6193da8d |
606 | return ret; |
607 | } |
608 | |
609 | static char *validate_params(game_params *params, int full) |
610 | { |
7c95608a |
611 | if (params->w < 3 || params->h < 3) |
612 | return "Width and height must both be at least 3"; |
613 | if (params->type < 0 || params->type >= NUM_GRID_TYPES) |
614 | return "Illegal grid type"; |
c0eb17ce |
615 | |
616 | /* |
617 | * This shouldn't be able to happen at all, since decode_params |
618 | * and custom_params will never generate anything that isn't |
619 | * within range. |
620 | */ |
1a739e2f |
621 | assert(params->diff < DIFF_MAX); |
c0eb17ce |
622 | |
6193da8d |
623 | return NULL; |
624 | } |
625 | |
121aae4b |
626 | /* Returns a newly allocated string describing the current puzzle */ |
627 | static char *state_to_text(const game_state *state) |
6193da8d |
628 | { |
7c95608a |
629 | grid *g = state->game_grid; |
121aae4b |
630 | char *retval; |
7c95608a |
631 | int num_faces = g->num_faces; |
632 | char *description = snewn(num_faces + 1, char); |
121aae4b |
633 | char *dp = description; |
634 | int empty_count = 0; |
7c95608a |
635 | int i; |
6193da8d |
636 | |
7c95608a |
637 | for (i = 0; i < num_faces; i++) { |
638 | if (state->clues[i] < 0) { |
121aae4b |
639 | if (empty_count > 25) { |
640 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
641 | empty_count = 0; |
642 | } |
643 | empty_count++; |
644 | } else { |
645 | if (empty_count) { |
646 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
647 | empty_count = 0; |
648 | } |
7c95608a |
649 | dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i])); |
121aae4b |
650 | } |
651 | } |
6193da8d |
652 | |
121aae4b |
653 | if (empty_count) |
1a739e2f |
654 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
121aae4b |
655 | |
656 | retval = dupstr(description); |
657 | sfree(description); |
658 | |
659 | return retval; |
6193da8d |
660 | } |
661 | |
121aae4b |
662 | /* We require that the params pass the test in validate_params and that the |
663 | * description fills the entire game area */ |
664 | static char *validate_desc(game_params *params, char *desc) |
6193da8d |
665 | { |
121aae4b |
666 | int count = 0; |
7c95608a |
667 | grid *g; |
668 | params_generate_grid(params); |
669 | g = params->game_grid; |
6193da8d |
670 | |
121aae4b |
671 | for (; *desc; ++desc) { |
672 | if (*desc >= '0' && *desc <= '9') { |
673 | count++; |
674 | continue; |
675 | } |
676 | if (*desc >= 'a') { |
677 | count += *desc - 'a' + 1; |
678 | continue; |
679 | } |
680 | return "Unknown character in description"; |
6193da8d |
681 | } |
682 | |
7c95608a |
683 | if (count < g->num_faces) |
121aae4b |
684 | return "Description too short for board size"; |
7c95608a |
685 | if (count > g->num_faces) |
121aae4b |
686 | return "Description too long for board size"; |
6193da8d |
687 | |
121aae4b |
688 | return NULL; |
6193da8d |
689 | } |
690 | |
121aae4b |
691 | /* Sums the lengths of the numbers in range [0,n) */ |
692 | /* See equivalent function in solo.c for justification of this. */ |
693 | static int len_0_to_n(int n) |
6193da8d |
694 | { |
121aae4b |
695 | int len = 1; /* Counting 0 as a bit of a special case */ |
696 | int i; |
697 | |
698 | for (i = 1; i < n; i *= 10) { |
699 | len += max(n - i, 0); |
6193da8d |
700 | } |
121aae4b |
701 | |
702 | return len; |
6193da8d |
703 | } |
704 | |
121aae4b |
705 | static char *encode_solve_move(const game_state *state) |
706 | { |
7c95608a |
707 | int len; |
121aae4b |
708 | char *ret, *p; |
7c95608a |
709 | int i; |
710 | int num_edges = state->game_grid->num_edges; |
711 | |
121aae4b |
712 | /* This is going to return a string representing the moves needed to set |
713 | * every line in a grid to be the same as the ones in 'state'. The exact |
714 | * length of this string is predictable. */ |
6193da8d |
715 | |
121aae4b |
716 | len = 1; /* Count the 'S' prefix */ |
7c95608a |
717 | /* Numbers in all lines */ |
718 | len += len_0_to_n(num_edges); |
719 | /* For each line we also have a letter */ |
720 | len += num_edges; |
6193da8d |
721 | |
121aae4b |
722 | ret = snewn(len + 1, char); |
723 | p = ret; |
6193da8d |
724 | |
121aae4b |
725 | p += sprintf(p, "S"); |
6193da8d |
726 | |
7c95608a |
727 | for (i = 0; i < num_edges; i++) { |
728 | switch (state->lines[i]) { |
729 | case LINE_YES: |
730 | p += sprintf(p, "%dy", i); |
731 | break; |
732 | case LINE_NO: |
733 | p += sprintf(p, "%dn", i); |
734 | break; |
6193da8d |
735 | } |
6193da8d |
736 | } |
121aae4b |
737 | |
738 | /* No point in doing sums like that if they're going to be wrong */ |
739 | assert(strlen(ret) <= (size_t)len); |
740 | return ret; |
6193da8d |
741 | } |
742 | |
121aae4b |
743 | static game_ui *new_ui(game_state *state) |
6193da8d |
744 | { |
121aae4b |
745 | return NULL; |
746 | } |
6193da8d |
747 | |
121aae4b |
748 | static void free_ui(game_ui *ui) |
749 | { |
750 | } |
6193da8d |
751 | |
121aae4b |
752 | static char *encode_ui(game_ui *ui) |
753 | { |
754 | return NULL; |
755 | } |
6193da8d |
756 | |
121aae4b |
757 | static void decode_ui(game_ui *ui, char *encoding) |
758 | { |
759 | } |
6193da8d |
760 | |
121aae4b |
761 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
762 | game_state *newstate) |
763 | { |
764 | } |
6193da8d |
765 | |
121aae4b |
766 | static void game_compute_size(game_params *params, int tilesize, |
767 | int *x, int *y) |
768 | { |
7c95608a |
769 | grid *g; |
1515b973 |
770 | int grid_width, grid_height, rendered_width, rendered_height; |
771 | |
7c95608a |
772 | params_generate_grid(params); |
773 | g = params->game_grid; |
1515b973 |
774 | grid_width = g->highest_x - g->lowest_x; |
775 | grid_height = g->highest_y - g->lowest_y; |
7c95608a |
776 | /* multiply first to minimise rounding error on integer division */ |
1515b973 |
777 | rendered_width = grid_width * tilesize / g->tilesize; |
778 | rendered_height = grid_height * tilesize / g->tilesize; |
7c95608a |
779 | *x = rendered_width + 2 * BORDER(tilesize) + 1; |
780 | *y = rendered_height + 2 * BORDER(tilesize) + 1; |
121aae4b |
781 | } |
6193da8d |
782 | |
121aae4b |
783 | static void game_set_size(drawing *dr, game_drawstate *ds, |
7c95608a |
784 | game_params *params, int tilesize) |
121aae4b |
785 | { |
786 | ds->tilesize = tilesize; |
121aae4b |
787 | } |
6193da8d |
788 | |
121aae4b |
789 | static float *game_colours(frontend *fe, int *ncolours) |
790 | { |
791 | float *ret = snewn(4 * NCOLOURS, float); |
6193da8d |
792 | |
121aae4b |
793 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
794 | |
795 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
796 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
797 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
798 | |
7c95608a |
799 | ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; |
800 | ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; |
801 | ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; |
802 | |
121aae4b |
803 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
804 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
805 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
806 | |
807 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
808 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
809 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
810 | |
7c95608a |
811 | ret[COL_SATISFIED * 3 + 0] = 0.0F; |
812 | ret[COL_SATISFIED * 3 + 1] = 0.0F; |
813 | ret[COL_SATISFIED * 3 + 2] = 0.0F; |
814 | |
121aae4b |
815 | *ncolours = NCOLOURS; |
816 | return ret; |
817 | } |
818 | |
819 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
820 | { |
821 | struct game_drawstate *ds = snew(struct game_drawstate); |
7c95608a |
822 | int num_faces = state->game_grid->num_faces; |
823 | int num_edges = state->game_grid->num_edges; |
121aae4b |
824 | |
7c95608a |
825 | ds->tilesize = 0; |
121aae4b |
826 | ds->started = 0; |
7c95608a |
827 | ds->lines = snewn(num_edges, char); |
828 | ds->clue_error = snewn(num_faces, char); |
829 | ds->clue_satisfied = snewn(num_faces, char); |
121aae4b |
830 | ds->flashing = 0; |
831 | |
7c95608a |
832 | memset(ds->lines, LINE_UNKNOWN, num_edges); |
833 | memset(ds->clue_error, 0, num_faces); |
834 | memset(ds->clue_satisfied, 0, num_faces); |
121aae4b |
835 | |
836 | return ds; |
837 | } |
838 | |
839 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
840 | { |
841 | sfree(ds->clue_error); |
7c95608a |
842 | sfree(ds->clue_satisfied); |
843 | sfree(ds->lines); |
121aae4b |
844 | sfree(ds); |
845 | } |
846 | |
847 | static int game_timing_state(game_state *state, game_ui *ui) |
848 | { |
849 | return TRUE; |
850 | } |
851 | |
852 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
853 | int dir, game_ui *ui) |
854 | { |
855 | return 0.0F; |
856 | } |
857 | |
7c95608a |
858 | static int game_can_format_as_text_now(game_params *params) |
859 | { |
860 | if (params->type != 0) |
861 | return FALSE; |
862 | return TRUE; |
863 | } |
864 | |
121aae4b |
865 | static char *game_text_format(game_state *state) |
866 | { |
7c95608a |
867 | int w, h, W, H; |
868 | int x, y, i; |
869 | int cell_size; |
870 | char *ret; |
871 | grid *g = state->game_grid; |
872 | grid_face *f; |
873 | |
874 | assert(state->grid_type == 0); |
875 | |
876 | /* Work out the basic size unit */ |
877 | f = g->faces; /* first face */ |
878 | assert(f->order == 4); |
879 | /* The dots are ordered clockwise, so the two opposite |
880 | * corners are guaranteed to span the square */ |
881 | cell_size = abs(f->dots[0]->x - f->dots[2]->x); |
882 | |
883 | w = (g->highest_x - g->lowest_x) / cell_size; |
884 | h = (g->highest_y - g->lowest_y) / cell_size; |
885 | |
886 | /* Create a blank "canvas" to "draw" on */ |
887 | W = 2 * w + 2; |
888 | H = 2 * h + 1; |
889 | ret = snewn(W * H + 1, char); |
890 | for (y = 0; y < H; y++) { |
891 | for (x = 0; x < W-1; x++) { |
892 | ret[y*W + x] = ' '; |
121aae4b |
893 | } |
7c95608a |
894 | ret[y*W + W-1] = '\n'; |
895 | } |
896 | ret[H*W] = '\0'; |
897 | |
898 | /* Fill in edge info */ |
899 | for (i = 0; i < g->num_edges; i++) { |
900 | grid_edge *e = g->edges + i; |
901 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
902 | int x1 = (e->dot1->x - g->lowest_x) / cell_size; |
903 | int x2 = (e->dot2->x - g->lowest_x) / cell_size; |
904 | int y1 = (e->dot1->y - g->lowest_y) / cell_size; |
905 | int y2 = (e->dot2->y - g->lowest_y) / cell_size; |
906 | /* Midpoint, in canvas coordinates (canvas coordinates are just twice |
907 | * cell coordinates) */ |
908 | x = x1 + x2; |
909 | y = y1 + y2; |
910 | switch (state->lines[i]) { |
911 | case LINE_YES: |
912 | ret[y*W + x] = (y1 == y2) ? '-' : '|'; |
913 | break; |
914 | case LINE_NO: |
915 | ret[y*W + x] = 'x'; |
916 | break; |
917 | case LINE_UNKNOWN: |
918 | break; /* already a space */ |
919 | default: |
920 | assert(!"Illegal line state"); |
121aae4b |
921 | } |
121aae4b |
922 | } |
7c95608a |
923 | |
924 | /* Fill in clues */ |
925 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
926 | int x1, x2, y1, y2; |
927 | |
7c95608a |
928 | f = g->faces + i; |
929 | assert(f->order == 4); |
930 | /* Cell coordinates, from (0,0) to (w-1,h-1) */ |
1515b973 |
931 | x1 = (f->dots[0]->x - g->lowest_x) / cell_size; |
932 | x2 = (f->dots[2]->x - g->lowest_x) / cell_size; |
933 | y1 = (f->dots[0]->y - g->lowest_y) / cell_size; |
934 | y2 = (f->dots[2]->y - g->lowest_y) / cell_size; |
7c95608a |
935 | /* Midpoint, in canvas coordinates */ |
936 | x = x1 + x2; |
937 | y = y1 + y2; |
938 | ret[y*W + x] = CLUE2CHAR(state->clues[i]); |
121aae4b |
939 | } |
121aae4b |
940 | return ret; |
941 | } |
942 | |
943 | /* ---------------------------------------------------------------------- |
944 | * Debug code |
945 | */ |
946 | |
947 | #ifdef DEBUG_CACHES |
948 | static void check_caches(const solver_state* sstate) |
949 | { |
7c95608a |
950 | int i; |
121aae4b |
951 | const game_state *state = sstate->state; |
7c95608a |
952 | const grid *g = state->game_grid; |
121aae4b |
953 | |
7c95608a |
954 | for (i = 0; i < g->num_dots; i++) { |
955 | assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]); |
956 | assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]); |
121aae4b |
957 | } |
958 | |
7c95608a |
959 | for (i = 0; i < g->num_faces; i++) { |
960 | assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]); |
961 | assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]); |
121aae4b |
962 | } |
963 | } |
964 | |
965 | #if 0 |
966 | #define check_caches(s) \ |
967 | do { \ |
968 | fprintf(stderr, "check_caches at line %d\n", __LINE__); \ |
969 | check_caches(s); \ |
970 | } while (0) |
971 | #endif |
972 | #endif /* DEBUG_CACHES */ |
973 | |
974 | /* ---------------------------------------------------------------------- |
975 | * Solver utility functions |
976 | */ |
977 | |
7c95608a |
978 | /* Sets the line (with index i) to the new state 'line_new', and updates |
979 | * the cached counts of any affected faces and dots. |
980 | * Returns TRUE if this actually changed the line's state. */ |
981 | static int solver_set_line(solver_state *sstate, int i, |
982 | enum line_state line_new |
121aae4b |
983 | #ifdef SHOW_WORKING |
7c95608a |
984 | , const char *reason |
121aae4b |
985 | #endif |
7c95608a |
986 | ) |
121aae4b |
987 | { |
988 | game_state *state = sstate->state; |
7c95608a |
989 | grid *g; |
990 | grid_edge *e; |
121aae4b |
991 | |
992 | assert(line_new != LINE_UNKNOWN); |
993 | |
994 | check_caches(sstate); |
995 | |
7c95608a |
996 | if (state->lines[i] == line_new) { |
997 | return FALSE; /* nothing changed */ |
121aae4b |
998 | } |
7c95608a |
999 | state->lines[i] = line_new; |
121aae4b |
1000 | |
1001 | #ifdef SHOW_WORKING |
7c95608a |
1002 | fprintf(stderr, "solver: set line [%d] to %s (%s)\n", |
1003 | i, line_new == LINE_YES ? "YES" : "NO", |
121aae4b |
1004 | reason); |
1005 | #endif |
1006 | |
7c95608a |
1007 | g = state->game_grid; |
1008 | e = g->edges + i; |
1009 | |
1010 | /* Update the cache for both dots and both faces affected by this. */ |
121aae4b |
1011 | if (line_new == LINE_YES) { |
7c95608a |
1012 | sstate->dot_yes_count[e->dot1 - g->dots]++; |
1013 | sstate->dot_yes_count[e->dot2 - g->dots]++; |
1014 | if (e->face1) { |
1015 | sstate->face_yes_count[e->face1 - g->faces]++; |
1016 | } |
1017 | if (e->face2) { |
1018 | sstate->face_yes_count[e->face2 - g->faces]++; |
1019 | } |
121aae4b |
1020 | } else { |
7c95608a |
1021 | sstate->dot_no_count[e->dot1 - g->dots]++; |
1022 | sstate->dot_no_count[e->dot2 - g->dots]++; |
1023 | if (e->face1) { |
1024 | sstate->face_no_count[e->face1 - g->faces]++; |
1025 | } |
1026 | if (e->face2) { |
1027 | sstate->face_no_count[e->face2 - g->faces]++; |
1028 | } |
1029 | } |
1030 | |
121aae4b |
1031 | check_caches(sstate); |
7c95608a |
1032 | return TRUE; |
121aae4b |
1033 | } |
1034 | |
1035 | #ifdef SHOW_WORKING |
7c95608a |
1036 | #define solver_set_line(a, b, c) \ |
1037 | solver_set_line(a, b, c, __FUNCTION__) |
121aae4b |
1038 | #endif |
1039 | |
1040 | /* |
1041 | * Merge two dots due to the existence of an edge between them. |
1042 | * Updates the dsf tracking equivalence classes, and keeps track of |
1043 | * the length of path each dot is currently a part of. |
1044 | * Returns TRUE if the dots were already linked, ie if they are part of a |
1045 | * closed loop, and false otherwise. |
1046 | */ |
7c95608a |
1047 | static int merge_dots(solver_state *sstate, int edge_index) |
121aae4b |
1048 | { |
1049 | int i, j, len; |
7c95608a |
1050 | grid *g = sstate->state->game_grid; |
1051 | grid_edge *e = g->edges + edge_index; |
121aae4b |
1052 | |
7c95608a |
1053 | i = e->dot1 - g->dots; |
1054 | j = e->dot2 - g->dots; |
121aae4b |
1055 | |
1056 | i = dsf_canonify(sstate->dotdsf, i); |
1057 | j = dsf_canonify(sstate->dotdsf, j); |
1058 | |
1059 | if (i == j) { |
1060 | return TRUE; |
1061 | } else { |
1062 | len = sstate->looplen[i] + sstate->looplen[j]; |
1063 | dsf_merge(sstate->dotdsf, i, j); |
1064 | i = dsf_canonify(sstate->dotdsf, i); |
1065 | sstate->looplen[i] = len; |
1066 | return FALSE; |
1067 | } |
1068 | } |
1069 | |
121aae4b |
1070 | /* Merge two lines because the solver has deduced that they must be either |
1071 | * identical or opposite. Returns TRUE if this is new information, otherwise |
1072 | * FALSE. */ |
7c95608a |
1073 | static int merge_lines(solver_state *sstate, int i, int j, int inverse |
121aae4b |
1074 | #ifdef SHOW_WORKING |
1075 | , const char *reason |
1076 | #endif |
7c95608a |
1077 | ) |
121aae4b |
1078 | { |
7c95608a |
1079 | int inv_tmp; |
121aae4b |
1080 | |
7c95608a |
1081 | assert(i < sstate->state->game_grid->num_edges); |
1082 | assert(j < sstate->state->game_grid->num_edges); |
121aae4b |
1083 | |
121aae4b |
1084 | i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp); |
1085 | inverse ^= inv_tmp; |
1086 | j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp); |
1087 | inverse ^= inv_tmp; |
1088 | |
1089 | edsf_merge(sstate->hard->linedsf, i, j, inverse); |
1090 | |
1091 | #ifdef SHOW_WORKING |
1092 | if (i != j) { |
7c95608a |
1093 | fprintf(stderr, "%s [%d] [%d] %s(%s)\n", |
1094 | __FUNCTION__, i, j, |
121aae4b |
1095 | inverse ? "inverse " : "", reason); |
1096 | } |
1097 | #endif |
1098 | return (i != j); |
1099 | } |
1100 | |
1101 | #ifdef SHOW_WORKING |
7c95608a |
1102 | #define merge_lines(a, b, c, d) \ |
1103 | merge_lines(a, b, c, d, __FUNCTION__) |
121aae4b |
1104 | #endif |
1105 | |
1106 | /* Count the number of lines of a particular type currently going into the |
7c95608a |
1107 | * given dot. */ |
1108 | static int dot_order(const game_state* state, int dot, char line_type) |
121aae4b |
1109 | { |
1110 | int n = 0; |
7c95608a |
1111 | grid *g = state->game_grid; |
1112 | grid_dot *d = g->dots + dot; |
1113 | int i; |
121aae4b |
1114 | |
7c95608a |
1115 | for (i = 0; i < d->order; i++) { |
1116 | grid_edge *e = d->edges[i]; |
1117 | if (state->lines[e - g->edges] == line_type) |
121aae4b |
1118 | ++n; |
1119 | } |
121aae4b |
1120 | return n; |
1121 | } |
1122 | |
1123 | /* Count the number of lines of a particular type currently surrounding the |
7c95608a |
1124 | * given face */ |
1125 | static int face_order(const game_state* state, int face, char line_type) |
121aae4b |
1126 | { |
1127 | int n = 0; |
7c95608a |
1128 | grid *g = state->game_grid; |
1129 | grid_face *f = g->faces + face; |
1130 | int i; |
121aae4b |
1131 | |
7c95608a |
1132 | for (i = 0; i < f->order; i++) { |
1133 | grid_edge *e = f->edges[i]; |
1134 | if (state->lines[e - g->edges] == line_type) |
1135 | ++n; |
1136 | } |
121aae4b |
1137 | return n; |
1138 | } |
1139 | |
7c95608a |
1140 | /* Set all lines bordering a dot of type old_type to type new_type |
121aae4b |
1141 | * Return value tells caller whether this function actually did anything */ |
7c95608a |
1142 | static int dot_setall(solver_state *sstate, int dot, |
1143 | char old_type, char new_type) |
121aae4b |
1144 | { |
1145 | int retval = FALSE, r; |
1146 | game_state *state = sstate->state; |
7c95608a |
1147 | grid *g; |
1148 | grid_dot *d; |
1149 | int i; |
1150 | |
121aae4b |
1151 | if (old_type == new_type) |
1152 | return FALSE; |
1153 | |
7c95608a |
1154 | g = state->game_grid; |
1155 | d = g->dots + dot; |
121aae4b |
1156 | |
7c95608a |
1157 | for (i = 0; i < d->order; i++) { |
1158 | int line_index = d->edges[i] - g->edges; |
1159 | if (state->lines[line_index] == old_type) { |
1160 | r = solver_set_line(sstate, line_index, new_type); |
1161 | assert(r == TRUE); |
1162 | retval = TRUE; |
1163 | } |
121aae4b |
1164 | } |
121aae4b |
1165 | return retval; |
1166 | } |
1167 | |
7c95608a |
1168 | /* Set all lines bordering a face of type old_type to type new_type */ |
1169 | static int face_setall(solver_state *sstate, int face, |
1170 | char old_type, char new_type) |
121aae4b |
1171 | { |
7c95608a |
1172 | int retval = FALSE, r; |
121aae4b |
1173 | game_state *state = sstate->state; |
7c95608a |
1174 | grid *g; |
1175 | grid_face *f; |
1176 | int i; |
121aae4b |
1177 | |
7c95608a |
1178 | if (old_type == new_type) |
1179 | return FALSE; |
1180 | |
1181 | g = state->game_grid; |
1182 | f = g->faces + face; |
121aae4b |
1183 | |
7c95608a |
1184 | for (i = 0; i < f->order; i++) { |
1185 | int line_index = f->edges[i] - g->edges; |
1186 | if (state->lines[line_index] == old_type) { |
1187 | r = solver_set_line(sstate, line_index, new_type); |
1188 | assert(r == TRUE); |
1189 | retval = TRUE; |
1190 | } |
1191 | } |
1192 | return retval; |
121aae4b |
1193 | } |
1194 | |
1195 | /* ---------------------------------------------------------------------- |
1196 | * Loop generation and clue removal |
1197 | */ |
1198 | |
7c95608a |
1199 | /* We're going to store a list of current candidate faces for lighting. |
1200 | * Each face gets a 'score', which tells us how adding that face right |
121aae4b |
1201 | * now would affect the length of the solution loop. We're trying to |
7c95608a |
1202 | * maximise that quantity so will bias our random selection of faces to |
121aae4b |
1203 | * light towards those with high scores */ |
7c95608a |
1204 | struct face { |
121aae4b |
1205 | int score; |
1206 | unsigned long random; |
7c95608a |
1207 | grid_face *f; |
121aae4b |
1208 | }; |
1209 | |
7c95608a |
1210 | static int get_face_cmpfn(void *v1, void *v2) |
121aae4b |
1211 | { |
7c95608a |
1212 | struct face *f1 = v1; |
1213 | struct face *f2 = v2; |
1214 | /* These grid_face pointers always point into the same list of |
1215 | * 'grid_face's, so it's valid to subtract them. */ |
1216 | return f1->f - f2->f; |
121aae4b |
1217 | } |
1218 | |
7c95608a |
1219 | static int face_sort_cmpfn(void *v1, void *v2) |
121aae4b |
1220 | { |
7c95608a |
1221 | struct face *f1 = v1; |
1222 | struct face *f2 = v2; |
121aae4b |
1223 | int r; |
1224 | |
7c95608a |
1225 | r = f2->score - f1->score; |
121aae4b |
1226 | if (r) { |
1227 | return r; |
1228 | } |
1229 | |
7c95608a |
1230 | if (f1->random < f2->random) |
121aae4b |
1231 | return -1; |
7c95608a |
1232 | else if (f1->random > f2->random) |
121aae4b |
1233 | return 1; |
1234 | |
1235 | /* |
7c95608a |
1236 | * It's _just_ possible that two faces might have been given |
121aae4b |
1237 | * the same random value. In that situation, fall back to |
7c95608a |
1238 | * comparing based on the positions within the grid's face-list. |
1239 | * This introduces a tiny directional bias, but not a significant one. |
121aae4b |
1240 | */ |
7c95608a |
1241 | return get_face_cmpfn(f1, f2); |
121aae4b |
1242 | } |
1243 | |
7c95608a |
1244 | enum { FACE_LIT, FACE_UNLIT }; |
1245 | |
1246 | /* face should be of type grid_face* here. */ |
1247 | #define FACE_LIT_STATE(face) \ |
1248 | ( (face) == NULL ? FACE_UNLIT : \ |
1249 | board[(face) - g->faces] ) |
1250 | |
1251 | /* 'board' is an array of these enums, indicating which faces are |
1252 | * currently lit. Returns whether it's legal to light up the |
1253 | * given face. */ |
1254 | static int can_light_face(grid *g, char* board, int face_index) |
1255 | { |
1256 | int i, j; |
1257 | grid_face *test_face = g->faces + face_index; |
1258 | grid_face *starting_face, *current_face; |
1259 | int transitions; |
1260 | int current_state, s; |
1261 | int found_lit_neighbour = FALSE; |
1262 | assert(board[face_index] == FACE_UNLIT); |
1263 | |
1264 | /* Can only consider a face for lighting if it's adjacent to an |
1265 | * already lit face. */ |
1266 | for (i = 0; i < test_face->order; i++) { |
1267 | grid_edge *e = test_face->edges[i]; |
1268 | grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1; |
1269 | if (FACE_LIT_STATE(f) == FACE_LIT) { |
1270 | found_lit_neighbour = TRUE; |
1271 | break; |
1272 | } |
1273 | } |
1274 | if (!found_lit_neighbour) |
1275 | return FALSE; |
1276 | |
1277 | /* Need to avoid creating a loop of lit faces around some unlit faces. |
1278 | * Also need to avoid meeting another lit face at a corner, with |
1279 | * unlit faces in between. Here's a simple test that (I believe) takes |
1280 | * care of both these conditions: |
1281 | * |
1282 | * Take the circular path formed by this face's edges, and inflate it |
1283 | * slightly outwards. Imagine walking around this path and consider |
1284 | * the faces that you visit in sequence. This will include all faces |
1285 | * touching the given face, either along an edge or just at a corner. |
1286 | * Count the number of LIT/UNLIT transitions you encounter, as you walk |
1287 | * along the complete loop. This will obviously turn out to be an even |
1288 | * number. |
1289 | * If 0, we're either in a completely unlit zone, or this face is a hole |
1290 | * in a completely lit zone. If the former, we would create a brand new |
1291 | * island by lighting this face. And the latter ought to be impossible - |
1292 | * it would mean there's already a lit loop, so something went wrong |
1293 | * earlier. |
1294 | * If 4 or greater, there are too many separate lit regions touching this |
1295 | * face, and lighting it up would create a loop or a corner-violation. |
1296 | * The only allowed case is when the count is exactly 2. */ |
1297 | |
1298 | /* i points to a dot around the test face. |
1299 | * j points to a face around the i^th dot. |
1300 | * The current face will always be: |
1301 | * test_face->dots[i]->faces[j] |
1302 | * We assume dots go clockwise around the test face, |
1303 | * and faces go clockwise around dots. */ |
1304 | i = j = 0; |
1305 | starting_face = test_face->dots[0]->faces[0]; |
1306 | if (starting_face == test_face) { |
1307 | j = 1; |
1308 | starting_face = test_face->dots[0]->faces[1]; |
1309 | } |
1310 | current_face = starting_face; |
1311 | transitions = 0; |
1312 | current_state = FACE_LIT_STATE(current_face); |
1313 | |
1314 | do { |
1315 | /* Advance to next face. |
1316 | * Need to loop here because it might take several goes to |
1317 | * find it. */ |
1318 | while (TRUE) { |
1319 | j++; |
1320 | if (j == test_face->dots[i]->order) |
1321 | j = 0; |
1322 | |
1323 | if (test_face->dots[i]->faces[j] == test_face) { |
1324 | /* Advance to next dot round test_face, then |
1325 | * find current_face around new dot |
1326 | * and advance to the next face clockwise */ |
1327 | i++; |
1328 | if (i == test_face->order) |
1329 | i = 0; |
1330 | for (j = 0; j < test_face->dots[i]->order; j++) { |
1331 | if (test_face->dots[i]->faces[j] == current_face) |
1332 | break; |
1333 | } |
1334 | /* Must actually find current_face around new dot, |
1335 | * or else something's wrong with the grid. */ |
1336 | assert(j != test_face->dots[i]->order); |
1337 | /* Found, so advance to next face and try again */ |
1338 | } else { |
1339 | break; |
1340 | } |
1341 | } |
1342 | /* (i,j) are now advanced to next face */ |
1343 | current_face = test_face->dots[i]->faces[j]; |
1344 | s = FACE_LIT_STATE(current_face); |
1345 | if (s != current_state) { |
1346 | ++transitions; |
1347 | current_state = s; |
1348 | if (transitions > 2) |
1349 | return FALSE; /* no point in continuing */ |
1350 | } |
1351 | } while (current_face != starting_face); |
121aae4b |
1352 | |
7c95608a |
1353 | return (transitions == 2) ? TRUE : FALSE; |
1354 | } |
121aae4b |
1355 | |
7c95608a |
1356 | /* The 'score' of a face reflects its current desirability for selection |
1357 | * as the next face to light. We want to encourage moving into uncharted |
1358 | * areas so we give scores according to how many of the face's neighbours |
1359 | * are currently unlit. */ |
1360 | static int face_score(grid *g, char *board, grid_face *face) |
1361 | { |
1362 | /* Simple formula: score = neighbours unlit - neighbours lit */ |
1363 | int lit_count = 0, unlit_count = 0; |
1364 | int i; |
1365 | grid_face *f; |
1366 | grid_edge *e; |
1367 | for (i = 0; i < face->order; i++) { |
1368 | e = face->edges[i]; |
1369 | f = (e->face1 == face) ? e->face2 : e->face1; |
1370 | if (FACE_LIT_STATE(f) == FACE_LIT) |
1371 | ++lit_count; |
1372 | else |
1373 | ++unlit_count; |
1374 | } |
1375 | return unlit_count - lit_count; |
1376 | } |
121aae4b |
1377 | |
7c95608a |
1378 | /* Generate a new complete set of clues for the given game_state. */ |
121aae4b |
1379 | static void add_full_clues(game_state *state, random_state *rs) |
1380 | { |
7c95608a |
1381 | signed char *clues = state->clues; |
121aae4b |
1382 | char *board; |
7c95608a |
1383 | grid *g = state->game_grid; |
1384 | int i, j, c; |
1385 | int num_faces = g->num_faces; |
1386 | int first_time = TRUE; |
121aae4b |
1387 | |
7c95608a |
1388 | struct face *face, *tmpface; |
1389 | struct face face_pos; |
121aae4b |
1390 | |
1391 | /* These will contain exactly the same information, sorted into different |
1392 | * orders */ |
7c95608a |
1393 | tree234 *lightable_faces_sorted, *lightable_faces_gettable; |
1394 | |
1395 | #define IS_LIGHTING_CANDIDATE(i) \ |
1396 | (board[i] == FACE_UNLIT && \ |
1397 | can_light_face(g, board, i)) |
1398 | |
1399 | board = snewn(num_faces, char); |
121aae4b |
1400 | |
1401 | /* Make a board */ |
7c95608a |
1402 | memset(board, FACE_UNLIT, num_faces); |
1403 | |
1404 | /* We need a way of favouring faces that will increase our loopiness. |
1405 | * We do this by maintaining a list of all candidate faces sorted by |
1406 | * their score and choose randomly from that with appropriate skew. |
1407 | * In order to avoid consistently biasing towards particular faces, we |
121aae4b |
1408 | * need the sort order _within_ each group of scores to be completely |
1409 | * random. But it would be abusing the hospitality of the tree234 data |
1410 | * structure if our comparison function were nondeterministic :-). So with |
7c95608a |
1411 | * each face we associate a random number that does not change during a |
121aae4b |
1412 | * particular run of the generator, and use that as a secondary sort key. |
7c95608a |
1413 | * Yes, this means we will be biased towards particular random faces in |
121aae4b |
1414 | * any one run but that doesn't actually matter. */ |
7c95608a |
1415 | |
1416 | lightable_faces_sorted = newtree234(face_sort_cmpfn); |
1417 | lightable_faces_gettable = newtree234(get_face_cmpfn); |
1418 | #define ADD_FACE(f) \ |
121aae4b |
1419 | do { \ |
7c95608a |
1420 | struct face *x = add234(lightable_faces_sorted, f); \ |
1421 | assert(x == f); \ |
1422 | x = add234(lightable_faces_gettable, f); \ |
1423 | assert(x == f); \ |
121aae4b |
1424 | } while (0) |
1425 | |
7c95608a |
1426 | #define REMOVE_FACE(f) \ |
121aae4b |
1427 | do { \ |
7c95608a |
1428 | struct face *x = del234(lightable_faces_sorted, f); \ |
1429 | assert(x); \ |
1430 | x = del234(lightable_faces_gettable, f); \ |
1431 | assert(x); \ |
121aae4b |
1432 | } while (0) |
7c95608a |
1433 | |
1434 | /* Light faces one at a time until the board is interesting enough */ |
121aae4b |
1435 | while (TRUE) |
1436 | { |
7c95608a |
1437 | if (first_time) { |
1438 | first_time = FALSE; |
1439 | /* lightable_faces_xxx are empty, so start the process by |
1440 | * lighting up the middle face. These tree234s should |
1441 | * remain empty, consistent with what would happen if |
1442 | * first_time were FALSE. */ |
1443 | board[g->middle_face - g->faces] = FACE_LIT; |
1444 | face = snew(struct face); |
1445 | face->f = g->middle_face; |
1446 | /* No need to initialise any more of 'face' here, no other fields |
1447 | * are used in this case. */ |
1448 | } else { |
1449 | /* We have count234(lightable_faces_gettable) possibilities, and in |
1450 | * lightable_faces_sorted they are sorted with the most desirable |
1451 | * first. */ |
1452 | c = count234(lightable_faces_sorted); |
1453 | if (c == 0) |
1454 | break; |
1455 | assert(c == count234(lightable_faces_gettable)); |
121aae4b |
1456 | |
7c95608a |
1457 | /* Check that the best face available is any good */ |
1458 | face = (struct face *)index234(lightable_faces_sorted, 0); |
1459 | assert(face); |
121aae4b |
1460 | |
7c95608a |
1461 | /* |
1462 | * The situation for a general grid is slightly different from |
1463 | * a square grid. Decreasing the perimeter should be allowed |
1464 | * sometimes (think about creating a hexagon of lit triangles, |
1465 | * for example). For if it were _never_ done, then the user would |
1466 | * be able to illicitly deduce certain things. So we do it |
1467 | * sometimes but not always. |
1468 | */ |
1469 | if (face->score <= 0 && random_upto(rs, 2) == 0) { |
1470 | break; |
1471 | } |
121aae4b |
1472 | |
7c95608a |
1473 | assert(face->f); /* not the infinite face */ |
1474 | assert(FACE_LIT_STATE(face->f) == FACE_UNLIT); |
121aae4b |
1475 | |
7c95608a |
1476 | /* Update data structures */ |
1477 | /* Light up the face and remove it from the lists */ |
1478 | board[face->f - g->faces] = FACE_LIT; |
1479 | REMOVE_FACE(face); |
1480 | } |
121aae4b |
1481 | |
7c95608a |
1482 | /* The face we've just lit up potentially affects the lightability |
1483 | * of any neighbouring faces (touching at a corner or edge). So the |
1484 | * search needs to be conducted around all faces touching the one |
1485 | * we've just lit. Iterate over its corners, then over each corner's |
1486 | * faces. */ |
1487 | for (i = 0; i < face->f->order; i++) { |
1488 | grid_dot *d = face->f->dots[i]; |
1489 | for (j = 0; j < d->order; j++) { |
1490 | grid_face *f2 = d->faces[j]; |
1491 | if (f2 == NULL) |
121aae4b |
1492 | continue; |
7c95608a |
1493 | if (f2 == face->f) |
1494 | continue; |
1495 | face_pos.f = f2; |
1496 | tmpface = find234(lightable_faces_gettable, &face_pos, NULL); |
1497 | if (tmpface) { |
1498 | assert(tmpface->f == face_pos.f); |
1499 | assert(FACE_LIT_STATE(tmpface->f) == FACE_UNLIT); |
1500 | REMOVE_FACE(tmpface); |
121aae4b |
1501 | } else { |
7c95608a |
1502 | tmpface = snew(struct face); |
1503 | tmpface->f = face_pos.f; |
1504 | tmpface->random = random_bits(rs, 31); |
121aae4b |
1505 | } |
7c95608a |
1506 | tmpface->score = face_score(g, board, tmpface->f); |
121aae4b |
1507 | |
7c95608a |
1508 | if (IS_LIGHTING_CANDIDATE(tmpface->f - g->faces)) { |
1509 | ADD_FACE(tmpface); |
121aae4b |
1510 | } else { |
7c95608a |
1511 | sfree(tmpface); |
121aae4b |
1512 | } |
1513 | } |
1514 | } |
7c95608a |
1515 | sfree(face); |
121aae4b |
1516 | } |
1517 | |
1518 | /* Clean up */ |
7c95608a |
1519 | while ((face = delpos234(lightable_faces_gettable, 0)) != NULL) |
1520 | sfree(face); |
1521 | freetree234(lightable_faces_gettable); |
1522 | freetree234(lightable_faces_sorted); |
1523 | |
1524 | /* Fill out all the clues by initialising to 0, then iterating over |
1525 | * all edges and incrementing each clue as we find edges that border |
1526 | * between LIT/UNLIT faces */ |
1527 | memset(clues, 0, num_faces); |
1528 | for (i = 0; i < g->num_edges; i++) { |
1529 | grid_edge *e = g->edges + i; |
1530 | grid_face *f1 = e->face1; |
1531 | grid_face *f2 = e->face2; |
1532 | if (FACE_LIT_STATE(f1) != FACE_LIT_STATE(f2)) { |
1533 | if (f1) clues[f1 - g->faces]++; |
1534 | if (f2) clues[f2 - g->faces]++; |
1535 | } |
121aae4b |
1536 | } |
1537 | |
1538 | sfree(board); |
1539 | } |
1540 | |
7c95608a |
1541 | |
1a739e2f |
1542 | static int game_has_unique_soln(const game_state *state, int diff) |
121aae4b |
1543 | { |
1544 | int ret; |
1545 | solver_state *sstate_new; |
1546 | solver_state *sstate = new_solver_state((game_state *)state, diff); |
7c95608a |
1547 | |
121aae4b |
1548 | sstate_new = solve_game_rec(sstate, diff); |
1549 | |
1550 | assert(sstate_new->solver_status != SOLVER_MISTAKE); |
1551 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
1552 | |
1553 | free_solver_state(sstate_new); |
1554 | free_solver_state(sstate); |
1555 | |
1556 | return ret; |
1557 | } |
1558 | |
7c95608a |
1559 | |
121aae4b |
1560 | /* Remove clues one at a time at random. */ |
7c95608a |
1561 | static game_state *remove_clues(game_state *state, random_state *rs, |
1a739e2f |
1562 | int diff) |
121aae4b |
1563 | { |
7c95608a |
1564 | int *face_list; |
1565 | int num_faces = state->game_grid->num_faces; |
121aae4b |
1566 | game_state *ret = dup_game(state), *saved_ret; |
1567 | int n; |
121aae4b |
1568 | |
1569 | /* We need to remove some clues. We'll do this by forming a list of all |
1570 | * available clues, shuffling it, then going along one at a |
1571 | * time clearing each clue in turn for which doing so doesn't render the |
1572 | * board unsolvable. */ |
7c95608a |
1573 | face_list = snewn(num_faces, int); |
1574 | for (n = 0; n < num_faces; ++n) { |
1575 | face_list[n] = n; |
121aae4b |
1576 | } |
1577 | |
7c95608a |
1578 | shuffle(face_list, num_faces, sizeof(int), rs); |
121aae4b |
1579 | |
7c95608a |
1580 | for (n = 0; n < num_faces; ++n) { |
1581 | saved_ret = dup_game(ret); |
1582 | ret->clues[face_list[n]] = -1; |
121aae4b |
1583 | |
1584 | if (game_has_unique_soln(ret, diff)) { |
1585 | free_game(saved_ret); |
1586 | } else { |
1587 | free_game(ret); |
1588 | ret = saved_ret; |
1589 | } |
1590 | } |
7c95608a |
1591 | sfree(face_list); |
121aae4b |
1592 | |
1593 | return ret; |
1594 | } |
1595 | |
7c95608a |
1596 | |
121aae4b |
1597 | static char *new_game_desc(game_params *params, random_state *rs, |
1598 | char **aux, int interactive) |
1599 | { |
1600 | /* solution and description both use run-length encoding in obvious ways */ |
1601 | char *retval; |
7c95608a |
1602 | grid *g; |
1603 | game_state *state = snew(game_state); |
1604 | game_state *state_new; |
1605 | params_generate_grid(params); |
1606 | state->game_grid = g = params->game_grid; |
1607 | g->refcount++; |
1608 | state->clues = snewn(g->num_faces, signed char); |
1609 | state->lines = snewn(g->num_edges, char); |
121aae4b |
1610 | |
7c95608a |
1611 | state->grid_type = params->type; |
121aae4b |
1612 | |
7c95608a |
1613 | newboard_please: |
121aae4b |
1614 | |
7c95608a |
1615 | memset(state->lines, LINE_UNKNOWN, g->num_edges); |
121aae4b |
1616 | |
1617 | state->solved = state->cheated = FALSE; |
121aae4b |
1618 | |
1619 | /* Get a new random solvable board with all its clues filled in. Yes, this |
1620 | * can loop for ever if the params are suitably unfavourable, but |
1621 | * preventing games smaller than 4x4 seems to stop this happening */ |
121aae4b |
1622 | do { |
1623 | add_full_clues(state, rs); |
1624 | } while (!game_has_unique_soln(state, params->diff)); |
1625 | |
1626 | state_new = remove_clues(state, rs, params->diff); |
1627 | free_game(state); |
1628 | state = state_new; |
1629 | |
7c95608a |
1630 | |
121aae4b |
1631 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
1a739e2f |
1632 | #ifdef SHOW_WORKING |
121aae4b |
1633 | fprintf(stderr, "Rejecting board, it is too easy\n"); |
1a739e2f |
1634 | #endif |
121aae4b |
1635 | goto newboard_please; |
1636 | } |
1637 | |
1638 | retval = state_to_text(state); |
1639 | |
1640 | free_game(state); |
7c95608a |
1641 | |
121aae4b |
1642 | assert(!validate_desc(params, retval)); |
1643 | |
1644 | return retval; |
1645 | } |
1646 | |
1647 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1648 | { |
7c95608a |
1649 | int i; |
121aae4b |
1650 | game_state *state = snew(game_state); |
1651 | int empties_to_make = 0; |
1652 | int n; |
1653 | const char *dp = desc; |
7c95608a |
1654 | grid *g; |
1515b973 |
1655 | int num_faces, num_edges; |
1656 | |
7c95608a |
1657 | params_generate_grid(params); |
1658 | state->game_grid = g = params->game_grid; |
1659 | g->refcount++; |
1515b973 |
1660 | num_faces = g->num_faces; |
1661 | num_edges = g->num_edges; |
121aae4b |
1662 | |
7c95608a |
1663 | state->clues = snewn(num_faces, signed char); |
1664 | state->lines = snewn(num_edges, char); |
121aae4b |
1665 | |
1666 | state->solved = state->cheated = FALSE; |
1667 | |
7c95608a |
1668 | state->grid_type = params->type; |
1669 | |
1670 | for (i = 0; i < num_faces; i++) { |
121aae4b |
1671 | if (empties_to_make) { |
1672 | empties_to_make--; |
7c95608a |
1673 | state->clues[i] = -1; |
121aae4b |
1674 | continue; |
1675 | } |
1676 | |
1677 | assert(*dp); |
1678 | n = *dp - '0'; |
1679 | if (n >= 0 && n < 10) { |
7c95608a |
1680 | state->clues[i] = n; |
121aae4b |
1681 | } else { |
1682 | n = *dp - 'a' + 1; |
1683 | assert(n > 0); |
7c95608a |
1684 | state->clues[i] = -1; |
121aae4b |
1685 | empties_to_make = n - 1; |
1686 | } |
1687 | ++dp; |
1688 | } |
1689 | |
7c95608a |
1690 | memset(state->lines, LINE_UNKNOWN, num_edges); |
121aae4b |
1691 | |
1692 | return state; |
1693 | } |
1694 | |
1695 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
1696 | |
1697 | /* ---------------------------------------------------------------------- |
1698 | * Solver logic |
1699 | * |
1700 | * Our solver modes operate as follows. Each mode also uses the modes above it. |
1701 | * |
1702 | * Easy Mode |
1703 | * Just implement the rules of the game. |
1704 | * |
1705 | * Normal Mode |
7c95608a |
1706 | * For each (adjacent) pair of lines through each dot we store a bit for |
1707 | * whether at least one of them is on and whether at most one is on. (If we |
1708 | * know both or neither is on that's already stored more directly.) |
121aae4b |
1709 | * |
1710 | * Advanced Mode |
1711 | * Use edsf data structure to make equivalence classes of lines that are |
1712 | * known identical to or opposite to one another. |
1713 | */ |
1714 | |
121aae4b |
1715 | |
7c95608a |
1716 | /* DLines: |
1717 | * For general grids, we consider "dlines" to be pairs of lines joined |
1718 | * at a dot. The lines must be adjacent around the dot, so we can think of |
1719 | * a dline as being a dot+face combination. Or, a dot+edge combination where |
1720 | * the second edge is taken to be the next clockwise edge from the dot. |
1721 | * Original loopy code didn't have this extra restriction of the lines being |
1722 | * adjacent. From my tests with square grids, this extra restriction seems to |
1723 | * take little, if anything, away from the quality of the puzzles. |
1724 | * A dline can be uniquely identified by an edge/dot combination, given that |
1725 | * a dline-pair always goes clockwise around its common dot. The edge/dot |
1726 | * combination can be represented by an edge/bool combination - if bool is |
1727 | * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is |
1728 | * exactly twice the number of edges in the grid - although the dlines |
1729 | * spanning the infinite face are not all that useful to the solver. |
1730 | * Note that, by convention, a dline goes clockwise around its common dot, |
1731 | * which means the dline goes anti-clockwise around its common face. |
1732 | */ |
121aae4b |
1733 | |
7c95608a |
1734 | /* Helper functions for obtaining an index into an array of dlines, given |
1735 | * various information. We assume the grid layout conventions about how |
1736 | * the various lists are interleaved - see grid_make_consistent() for |
1737 | * details. */ |
121aae4b |
1738 | |
7c95608a |
1739 | /* i points to the first edge of the dline pair, reading clockwise around |
1740 | * the dot. */ |
1741 | static int dline_index_from_dot(grid *g, grid_dot *d, int i) |
121aae4b |
1742 | { |
7c95608a |
1743 | grid_edge *e = d->edges[i]; |
121aae4b |
1744 | int ret; |
7c95608a |
1745 | #ifdef DEBUG_DLINES |
1746 | grid_edge *e2; |
1747 | int i2 = i+1; |
1748 | if (i2 == d->order) i2 = 0; |
1749 | e2 = d->edges[i2]; |
1750 | #endif |
1751 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
1752 | #ifdef DEBUG_DLINES |
1753 | printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n", |
1754 | (int)(d - g->dots), i, (int)(e - g->edges), |
1755 | (int)(e2 - g->edges), ret); |
121aae4b |
1756 | #endif |
1757 | return ret; |
1758 | } |
7c95608a |
1759 | /* i points to the second edge of the dline pair, reading clockwise around |
1760 | * the face. That is, the edges of the dline, starting at edge{i}, read |
1761 | * anti-clockwise around the face. By layout conventions, the common dot |
1762 | * of the dline will be f->dots[i] */ |
1763 | static int dline_index_from_face(grid *g, grid_face *f, int i) |
121aae4b |
1764 | { |
7c95608a |
1765 | grid_edge *e = f->edges[i]; |
1766 | grid_dot *d = f->dots[i]; |
121aae4b |
1767 | int ret; |
7c95608a |
1768 | #ifdef DEBUG_DLINES |
1769 | grid_edge *e2; |
1770 | int i2 = i - 1; |
1771 | if (i2 < 0) i2 += f->order; |
1772 | e2 = f->edges[i2]; |
1773 | #endif |
1774 | ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0); |
1775 | #ifdef DEBUG_DLINES |
1776 | printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n", |
1777 | (int)(f - g->faces), i, (int)(e - g->edges), |
1778 | (int)(e2 - g->edges), ret); |
121aae4b |
1779 | #endif |
1780 | return ret; |
1781 | } |
7c95608a |
1782 | static int is_atleastone(const char *dline_array, int index) |
121aae4b |
1783 | { |
7c95608a |
1784 | return BIT_SET(dline_array[index], 0); |
121aae4b |
1785 | } |
7c95608a |
1786 | static int set_atleastone(char *dline_array, int index) |
121aae4b |
1787 | { |
7c95608a |
1788 | return SET_BIT(dline_array[index], 0); |
121aae4b |
1789 | } |
7c95608a |
1790 | static int is_atmostone(const char *dline_array, int index) |
121aae4b |
1791 | { |
7c95608a |
1792 | return BIT_SET(dline_array[index], 1); |
1793 | } |
1794 | static int set_atmostone(char *dline_array, int index) |
1795 | { |
1796 | return SET_BIT(dline_array[index], 1); |
121aae4b |
1797 | } |
121aae4b |
1798 | |
1799 | static void array_setall(char *array, char from, char to, int len) |
1800 | { |
1801 | char *p = array, *p_old = p; |
1802 | int len_remaining = len; |
1803 | |
1804 | while ((p = memchr(p, from, len_remaining))) { |
1805 | *p = to; |
1806 | len_remaining -= p - p_old; |
1807 | p_old = p; |
1808 | } |
1809 | } |
6193da8d |
1810 | |
7c95608a |
1811 | /* Helper, called when doing dline dot deductions, in the case where we |
1812 | * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between |
1813 | * them (because of dline atmostone/atleastone). |
1814 | * On entry, edge points to the first of these two UNKNOWNs. This function |
1815 | * will find the opposite UNKNOWNS (if they are adjacent to one another) |
1816 | * and set their corresponding dline to atleastone. (Setting atmostone |
1817 | * already happens in earlier dline deductions) */ |
1818 | static int dline_set_opp_atleastone(solver_state *sstate, |
1819 | grid_dot *d, int edge) |
121aae4b |
1820 | { |
7c95608a |
1821 | game_state *state = sstate->state; |
1822 | grid *g = state->game_grid; |
1823 | int N = d->order; |
1824 | int opp, opp2; |
1825 | for (opp = 0; opp < N; opp++) { |
1826 | int opp_dline_index; |
1827 | if (opp == edge || opp == edge+1 || opp == edge-1) |
1828 | continue; |
1829 | if (opp == 0 && edge == N-1) |
1830 | continue; |
1831 | if (opp == N-1 && edge == 0) |
1832 | continue; |
1833 | opp2 = opp + 1; |
1834 | if (opp2 == N) opp2 = 0; |
1835 | /* Check if opp, opp2 point to LINE_UNKNOWNs */ |
1836 | if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN) |
1837 | continue; |
1838 | if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN) |
1839 | continue; |
1840 | /* Found opposite UNKNOWNS and they're next to each other */ |
1841 | opp_dline_index = dline_index_from_dot(g, d, opp); |
1842 | return set_atleastone(sstate->normal->dlines, opp_dline_index); |
121aae4b |
1843 | } |
7c95608a |
1844 | return FALSE; |
121aae4b |
1845 | } |
6193da8d |
1846 | |
121aae4b |
1847 | |
7c95608a |
1848 | /* Set pairs of lines around this face which are known to be identical, to |
121aae4b |
1849 | * the given line_state */ |
7c95608a |
1850 | static int face_setall_identical(solver_state *sstate, int face_index, |
1851 | enum line_state line_new) |
121aae4b |
1852 | { |
1853 | /* can[dir] contains the canonical line associated with the line in |
1854 | * direction dir from the square in question. Similarly inv[dir] is |
1855 | * whether or not the line in question is inverse to its canonical |
1856 | * element. */ |
121aae4b |
1857 | int retval = FALSE; |
7c95608a |
1858 | game_state *state = sstate->state; |
1859 | grid *g = state->game_grid; |
1860 | grid_face *f = g->faces + face_index; |
1861 | int N = f->order; |
1862 | int i, j; |
1863 | int can1, can2, inv1, inv2; |
6193da8d |
1864 | |
7c95608a |
1865 | for (i = 0; i < N; i++) { |
1866 | int line1_index = f->edges[i] - g->edges; |
1867 | if (state->lines[line1_index] != LINE_UNKNOWN) |
1868 | continue; |
1869 | for (j = i + 1; j < N; j++) { |
1870 | int line2_index = f->edges[j] - g->edges; |
1871 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
1872 | continue; |
6193da8d |
1873 | |
7c95608a |
1874 | /* Found two UNKNOWNS */ |
1875 | can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1); |
1876 | can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2); |
1877 | if (can1 == can2 && inv1 == inv2) { |
1878 | solver_set_line(sstate, line1_index, line_new); |
1879 | solver_set_line(sstate, line2_index, line_new); |
6193da8d |
1880 | } |
1881 | } |
6193da8d |
1882 | } |
121aae4b |
1883 | return retval; |
1884 | } |
1885 | |
7c95608a |
1886 | /* Given a dot or face, and a count of LINE_UNKNOWNs, find them and |
1887 | * return the edge indices into e. */ |
1888 | static void find_unknowns(game_state *state, |
1889 | grid_edge **edge_list, /* Edge list to search (from a face or a dot) */ |
1890 | int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */ |
1891 | int *e /* Returned edge indices */) |
1892 | { |
1893 | int c = 0; |
1894 | grid *g = state->game_grid; |
1895 | while (c < expected_count) { |
1896 | int line_index = *edge_list - g->edges; |
1897 | if (state->lines[line_index] == LINE_UNKNOWN) { |
1898 | e[c] = line_index; |
1899 | c++; |
6193da8d |
1900 | } |
7c95608a |
1901 | ++edge_list; |
6193da8d |
1902 | } |
6193da8d |
1903 | } |
1904 | |
7c95608a |
1905 | /* If we have a list of edges, and we know whether the number of YESs should |
1906 | * be odd or even, and there are only a few UNKNOWNs, we can do some simple |
1907 | * linedsf deductions. This can be used for both face and dot deductions. |
1908 | * Returns the difficulty level of the next solver that should be used, |
1909 | * or DIFF_MAX if no progress was made. */ |
1910 | static int parity_deductions(solver_state *sstate, |
1911 | grid_edge **edge_list, /* Edge list (from a face or a dot) */ |
1912 | int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */ |
1913 | int unknown_count) |
6193da8d |
1914 | { |
121aae4b |
1915 | game_state *state = sstate->state; |
7c95608a |
1916 | int diff = DIFF_MAX; |
1917 | int *linedsf = sstate->hard->linedsf; |
1918 | |
1919 | if (unknown_count == 2) { |
1920 | /* Lines are known alike/opposite, depending on inv. */ |
1921 | int e[2]; |
1922 | find_unknowns(state, edge_list, 2, e); |
1923 | if (merge_lines(sstate, e[0], e[1], total_parity)) |
1924 | diff = min(diff, DIFF_HARD); |
1925 | } else if (unknown_count == 3) { |
1926 | int e[3]; |
1927 | int can[3]; /* canonical edges */ |
1928 | int inv[3]; /* whether can[x] is inverse to e[x] */ |
1929 | find_unknowns(state, edge_list, 3, e); |
1930 | can[0] = edsf_canonify(linedsf, e[0], inv); |
1931 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
1932 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
1933 | if (can[0] == can[1]) { |
1934 | if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ? |
1935 | LINE_YES : LINE_NO)) |
1936 | diff = min(diff, DIFF_EASY); |
1937 | } |
1938 | if (can[0] == can[2]) { |
1939 | if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ? |
1940 | LINE_YES : LINE_NO)) |
1941 | diff = min(diff, DIFF_EASY); |
1942 | } |
1943 | if (can[1] == can[2]) { |
1944 | if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ? |
1945 | LINE_YES : LINE_NO)) |
1946 | diff = min(diff, DIFF_EASY); |
1947 | } |
1948 | } else if (unknown_count == 4) { |
1949 | int e[4]; |
1950 | int can[4]; /* canonical edges */ |
1951 | int inv[4]; /* whether can[x] is inverse to e[x] */ |
1952 | find_unknowns(state, edge_list, 4, e); |
1953 | can[0] = edsf_canonify(linedsf, e[0], inv); |
1954 | can[1] = edsf_canonify(linedsf, e[1], inv+1); |
1955 | can[2] = edsf_canonify(linedsf, e[2], inv+2); |
1956 | can[3] = edsf_canonify(linedsf, e[3], inv+3); |
1957 | if (can[0] == can[1]) { |
1958 | if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1])) |
1959 | diff = min(diff, DIFF_HARD); |
1960 | } else if (can[0] == can[2]) { |
1961 | if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2])) |
1962 | diff = min(diff, DIFF_HARD); |
1963 | } else if (can[0] == can[3]) { |
1964 | if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3])) |
1965 | diff = min(diff, DIFF_HARD); |
1966 | } else if (can[1] == can[2]) { |
1967 | if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2])) |
1968 | diff = min(diff, DIFF_HARD); |
1969 | } else if (can[1] == can[3]) { |
1970 | if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3])) |
1971 | diff = min(diff, DIFF_HARD); |
1972 | } else if (can[2] == can[3]) { |
1973 | if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3])) |
1974 | diff = min(diff, DIFF_HARD); |
6193da8d |
1975 | } |
1976 | } |
7c95608a |
1977 | return diff; |
6193da8d |
1978 | } |
1979 | |
7c95608a |
1980 | |
121aae4b |
1981 | /* |
7c95608a |
1982 | * These are the main solver functions. |
121aae4b |
1983 | * |
1984 | * Their return values are diff values corresponding to the lowest mode solver |
1985 | * that would notice the work that they have done. For example if the normal |
1986 | * mode solver adds actual lines or crosses, it will return DIFF_EASY as the |
1987 | * easy mode solver might be able to make progress using that. It doesn't make |
1988 | * sense for one of them to return a diff value higher than that of the |
7c95608a |
1989 | * function itself. |
121aae4b |
1990 | * |
1991 | * Each function returns the lowest value it can, as early as possible, in |
1992 | * order to try and pass as much work as possible back to the lower level |
1993 | * solvers which progress more quickly. |
1994 | */ |
6193da8d |
1995 | |
121aae4b |
1996 | /* PROPOSED NEW DESIGN: |
1997 | * We have a work queue consisting of 'events' notifying us that something has |
1998 | * happened that a particular solver mode might be interested in. For example |
1999 | * the hard mode solver might do something that helps the normal mode solver at |
2000 | * dot [x,y] in which case it will enqueue an event recording this fact. Then |
2001 | * we pull events off the work queue, and hand each in turn to the solver that |
2002 | * is interested in them. If a solver reports that it failed we pass the same |
2003 | * event on to progressively more advanced solvers and the loop detector. Once |
2004 | * we've exhausted an event, or it has helped us progress, we drop it and |
2005 | * continue to the next one. The events are sorted first in order of solver |
2006 | * complexity (easy first) then order of insertion (oldest first). |
2007 | * Once we run out of events we loop over each permitted solver in turn |
2008 | * (easiest first) until either a deduction is made (and an event therefore |
2009 | * emerges) or no further deductions can be made (in which case we've failed). |
2010 | * |
7c95608a |
2011 | * QUESTIONS: |
121aae4b |
2012 | * * How do we 'loop over' a solver when both dots and squares are concerned. |
2013 | * Answer: first all squares then all dots. |
2014 | */ |
2015 | |
2016 | static int easy_mode_deductions(solver_state *sstate) |
6193da8d |
2017 | { |
7c95608a |
2018 | int i, current_yes, current_no; |
2019 | game_state *state = sstate->state; |
2020 | grid *g = state->game_grid; |
1a739e2f |
2021 | int diff = DIFF_MAX; |
6193da8d |
2022 | |
7c95608a |
2023 | /* Per-face deductions */ |
2024 | for (i = 0; i < g->num_faces; i++) { |
2025 | grid_face *f = g->faces + i; |
2026 | |
2027 | if (sstate->face_solved[i]) |
121aae4b |
2028 | continue; |
6193da8d |
2029 | |
7c95608a |
2030 | current_yes = sstate->face_yes_count[i]; |
2031 | current_no = sstate->face_no_count[i]; |
c0eb17ce |
2032 | |
7c95608a |
2033 | if (current_yes + current_no == f->order) { |
2034 | sstate->face_solved[i] = TRUE; |
121aae4b |
2035 | continue; |
2036 | } |
6193da8d |
2037 | |
7c95608a |
2038 | if (state->clues[i] < 0) |
121aae4b |
2039 | continue; |
6193da8d |
2040 | |
7c95608a |
2041 | if (state->clues[i] < current_yes) { |
121aae4b |
2042 | sstate->solver_status = SOLVER_MISTAKE; |
2043 | return DIFF_EASY; |
2044 | } |
7c95608a |
2045 | if (state->clues[i] == current_yes) { |
2046 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO)) |
121aae4b |
2047 | diff = min(diff, DIFF_EASY); |
7c95608a |
2048 | sstate->face_solved[i] = TRUE; |
121aae4b |
2049 | continue; |
2050 | } |
c0eb17ce |
2051 | |
7c95608a |
2052 | if (f->order - state->clues[i] < current_no) { |
121aae4b |
2053 | sstate->solver_status = SOLVER_MISTAKE; |
2054 | return DIFF_EASY; |
2055 | } |
7c95608a |
2056 | if (f->order - state->clues[i] == current_no) { |
2057 | if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES)) |
121aae4b |
2058 | diff = min(diff, DIFF_EASY); |
7c95608a |
2059 | sstate->face_solved[i] = TRUE; |
121aae4b |
2060 | continue; |
2061 | } |
2062 | } |
6193da8d |
2063 | |
121aae4b |
2064 | check_caches(sstate); |
6193da8d |
2065 | |
121aae4b |
2066 | /* Per-dot deductions */ |
7c95608a |
2067 | for (i = 0; i < g->num_dots; i++) { |
2068 | grid_dot *d = g->dots + i; |
2069 | int yes, no, unknown; |
2070 | |
2071 | if (sstate->dot_solved[i]) |
121aae4b |
2072 | continue; |
c0eb17ce |
2073 | |
7c95608a |
2074 | yes = sstate->dot_yes_count[i]; |
2075 | no = sstate->dot_no_count[i]; |
2076 | unknown = d->order - yes - no; |
2077 | |
2078 | if (yes == 0) { |
2079 | if (unknown == 0) { |
2080 | sstate->dot_solved[i] = TRUE; |
2081 | } else if (unknown == 1) { |
2082 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
121aae4b |
2083 | diff = min(diff, DIFF_EASY); |
7c95608a |
2084 | sstate->dot_solved[i] = TRUE; |
2085 | } |
2086 | } else if (yes == 1) { |
2087 | if (unknown == 0) { |
121aae4b |
2088 | sstate->solver_status = SOLVER_MISTAKE; |
2089 | return DIFF_EASY; |
7c95608a |
2090 | } else if (unknown == 1) { |
2091 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES); |
2092 | diff = min(diff, DIFF_EASY); |
2093 | } |
2094 | } else if (yes == 2) { |
2095 | if (unknown > 0) { |
2096 | dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO); |
2097 | diff = min(diff, DIFF_EASY); |
2098 | } |
2099 | sstate->dot_solved[i] = TRUE; |
2100 | } else { |
2101 | sstate->solver_status = SOLVER_MISTAKE; |
2102 | return DIFF_EASY; |
6193da8d |
2103 | } |
2104 | } |
6193da8d |
2105 | |
121aae4b |
2106 | check_caches(sstate); |
6193da8d |
2107 | |
121aae4b |
2108 | return diff; |
6193da8d |
2109 | } |
2110 | |
121aae4b |
2111 | static int normal_mode_deductions(solver_state *sstate) |
6193da8d |
2112 | { |
121aae4b |
2113 | game_state *state = sstate->state; |
7c95608a |
2114 | grid *g = state->game_grid; |
2115 | char *dlines = sstate->normal->dlines; |
2116 | int i; |
1a739e2f |
2117 | int diff = DIFF_MAX; |
6193da8d |
2118 | |
7c95608a |
2119 | /* ------ Face deductions ------ */ |
2120 | |
2121 | /* Given a set of dline atmostone/atleastone constraints, need to figure |
2122 | * out if we can deduce any further info. For more general faces than |
2123 | * squares, this turns out to be a tricky problem. |
2124 | * The approach taken here is to define (per face) NxN matrices: |
2125 | * "maxs" and "mins". |
2126 | * The entries maxs(j,k) and mins(j,k) define the upper and lower limits |
2127 | * for the possible number of edges that are YES between positions j and k |
2128 | * going clockwise around the face. Can think of j and k as marking dots |
2129 | * around the face (recall the labelling scheme: edge0 joins dot0 to dot1, |
2130 | * edge1 joins dot1 to dot2 etc). |
2131 | * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing |
2132 | * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j} |
2133 | * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to |
2134 | * the dline atmostone/atleastone status for edges j and j+1. |
2135 | * |
2136 | * Then we calculate the remaining entries recursively. We definitely |
2137 | * know that |
2138 | * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k. |
2139 | * This is because any valid placement of YESs between j and k must give |
2140 | * a valid placement between j and u, and also between u and k. |
2141 | * I believe it's sufficient to use just the two values of u: |
2142 | * j+1 and j+2. Seems to work well in practice - the bounds we compute |
2143 | * are rigorous, even if they might not be best-possible. |
2144 | * |
2145 | * Once we have maxs and mins calculated, we can make inferences about |
2146 | * each dline{j,j+1} by looking at the possible complementary edge-counts |
2147 | * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue. |
2148 | * As well as dlines, we can make similar inferences about single edges. |
2149 | * For example, consider a pentagon with clue 3, and we know at most one |
2150 | * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES. |
2151 | * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so |
2152 | * that final edge would have to be YES to make the count up to 3. |
2153 | */ |
121aae4b |
2154 | |
7c95608a |
2155 | /* Much quicker to allocate arrays on the stack than the heap, so |
2156 | * define the largest possible face size, and base our array allocations |
2157 | * on that. We check this with an assertion, in case someone decides to |
2158 | * make a grid which has larger faces than this. Note, this algorithm |
2159 | * could get quite expensive if there are many large faces. */ |
2160 | #define MAX_FACE_SIZE 8 |
2161 | |
2162 | for (i = 0; i < g->num_faces; i++) { |
2163 | int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2164 | int mins[MAX_FACE_SIZE][MAX_FACE_SIZE]; |
2165 | grid_face *f = g->faces + i; |
2166 | int N = f->order; |
2167 | int j,m; |
2168 | int clue = state->clues[i]; |
2169 | assert(N <= MAX_FACE_SIZE); |
2170 | if (sstate->face_solved[i]) |
6193da8d |
2171 | continue; |
7c95608a |
2172 | if (clue < 0) continue; |
2173 | |
2174 | /* Calculate the (j,j+1) entries */ |
2175 | for (j = 0; j < N; j++) { |
2176 | int edge_index = f->edges[j] - g->edges; |
2177 | int dline_index; |
2178 | enum line_state line1 = state->lines[edge_index]; |
2179 | enum line_state line2; |
2180 | int tmp; |
2181 | int k = j + 1; |
2182 | if (k >= N) k = 0; |
2183 | maxs[j][k] = (line1 == LINE_NO) ? 0 : 1; |
2184 | mins[j][k] = (line1 == LINE_YES) ? 1 : 0; |
2185 | /* Calculate the (j,j+2) entries */ |
2186 | dline_index = dline_index_from_face(g, f, k); |
2187 | edge_index = f->edges[k] - g->edges; |
2188 | line2 = state->lines[edge_index]; |
2189 | k++; |
2190 | if (k >= N) k = 0; |
2191 | |
2192 | /* max */ |
2193 | tmp = 2; |
2194 | if (line1 == LINE_NO) tmp--; |
2195 | if (line2 == LINE_NO) tmp--; |
2196 | if (tmp == 2 && is_atmostone(dlines, dline_index)) |
2197 | tmp = 1; |
2198 | maxs[j][k] = tmp; |
2199 | |
2200 | /* min */ |
2201 | tmp = 0; |
2202 | if (line1 == LINE_YES) tmp++; |
2203 | if (line2 == LINE_YES) tmp++; |
2204 | if (tmp == 0 && is_atleastone(dlines, dline_index)) |
2205 | tmp = 1; |
2206 | mins[j][k] = tmp; |
2207 | } |
121aae4b |
2208 | |
7c95608a |
2209 | /* Calculate the (j,j+m) entries for m between 3 and N-1 */ |
2210 | for (m = 3; m < N; m++) { |
2211 | for (j = 0; j < N; j++) { |
2212 | int k = j + m; |
2213 | int u = j + 1; |
2214 | int v = j + 2; |
2215 | int tmp; |
2216 | if (k >= N) k -= N; |
2217 | if (u >= N) u -= N; |
2218 | if (v >= N) v -= N; |
2219 | maxs[j][k] = maxs[j][u] + maxs[u][k]; |
2220 | mins[j][k] = mins[j][u] + mins[u][k]; |
2221 | tmp = maxs[j][v] + maxs[v][k]; |
2222 | maxs[j][k] = min(maxs[j][k], tmp); |
2223 | tmp = mins[j][v] + mins[v][k]; |
2224 | mins[j][k] = max(mins[j][k], tmp); |
2225 | } |
2226 | } |
121aae4b |
2227 | |
7c95608a |
2228 | /* See if we can make any deductions */ |
2229 | for (j = 0; j < N; j++) { |
2230 | int k; |
2231 | grid_edge *e = f->edges[j]; |
2232 | int line_index = e - g->edges; |
2233 | int dline_index; |
121aae4b |
2234 | |
7c95608a |
2235 | if (state->lines[line_index] != LINE_UNKNOWN) |
2236 | continue; |
2237 | k = j + 1; |
2238 | if (k >= N) k = 0; |
121aae4b |
2239 | |
7c95608a |
2240 | /* minimum YESs in the complement of this edge */ |
2241 | if (mins[k][j] > clue) { |
2242 | sstate->solver_status = SOLVER_MISTAKE; |
2243 | return DIFF_EASY; |
2244 | } |
2245 | if (mins[k][j] == clue) { |
2246 | /* setting this edge to YES would make at least |
2247 | * (clue+1) edges - contradiction */ |
2248 | solver_set_line(sstate, line_index, LINE_NO); |
2249 | diff = min(diff, DIFF_EASY); |
2250 | } |
2251 | if (maxs[k][j] < clue - 1) { |
2252 | sstate->solver_status = SOLVER_MISTAKE; |
2253 | return DIFF_EASY; |
2254 | } |
2255 | if (maxs[k][j] == clue - 1) { |
2256 | /* Only way to satisfy the clue is to set edge{j} as YES */ |
2257 | solver_set_line(sstate, line_index, LINE_YES); |
2258 | diff = min(diff, DIFF_EASY); |
2259 | } |
2260 | |
2261 | /* Now see if we can make dline deduction for edges{j,j+1} */ |
2262 | e = f->edges[k]; |
2263 | if (state->lines[e - g->edges] != LINE_UNKNOWN) |
2264 | /* Only worth doing this for an UNKNOWN,UNKNOWN pair. |
2265 | * Dlines where one of the edges is known, are handled in the |
2266 | * dot-deductions */ |
2267 | continue; |
2268 | |
2269 | dline_index = dline_index_from_face(g, f, k); |
2270 | k++; |
2271 | if (k >= N) k = 0; |
2272 | |
2273 | /* minimum YESs in the complement of this dline */ |
2274 | if (mins[k][j] > clue - 2) { |
2275 | /* Adding 2 YESs would break the clue */ |
2276 | if (set_atmostone(dlines, dline_index)) |
2277 | diff = min(diff, DIFF_NORMAL); |
2278 | } |
2279 | /* maximum YESs in the complement of this dline */ |
2280 | if (maxs[k][j] < clue) { |
2281 | /* Adding 2 NOs would mean not enough YESs */ |
2282 | if (set_atleastone(dlines, dline_index)) |
2283 | diff = min(diff, DIFF_NORMAL); |
2284 | } |
6193da8d |
2285 | } |
6193da8d |
2286 | } |
2287 | |
121aae4b |
2288 | if (diff < DIFF_NORMAL) |
2289 | return diff; |
6193da8d |
2290 | |
7c95608a |
2291 | /* ------ Dot deductions ------ */ |
6193da8d |
2292 | |
7c95608a |
2293 | for (i = 0; i < g->num_dots; i++) { |
2294 | grid_dot *d = g->dots + i; |
2295 | int N = d->order; |
2296 | int yes, no, unknown; |
2297 | int j; |
2298 | if (sstate->dot_solved[i]) |
2299 | continue; |
2300 | yes = sstate->dot_yes_count[i]; |
2301 | no = sstate->dot_no_count[i]; |
2302 | unknown = N - yes - no; |
2303 | |
2304 | for (j = 0; j < N; j++) { |
2305 | int k; |
2306 | int dline_index; |
2307 | int line1_index, line2_index; |
2308 | enum line_state line1, line2; |
2309 | k = j + 1; |
2310 | if (k >= N) k = 0; |
2311 | dline_index = dline_index_from_dot(g, d, j); |
2312 | line1_index = d->edges[j] - g->edges; |
2313 | line2_index = d->edges[k] - g->edges; |
2314 | line1 = state->lines[line1_index]; |
2315 | line2 = state->lines[line2_index]; |
2316 | |
2317 | /* Infer dline state from line state */ |
2318 | if (line1 == LINE_NO || line2 == LINE_NO) { |
2319 | if (set_atmostone(dlines, dline_index)) |
2320 | diff = min(diff, DIFF_NORMAL); |
2321 | } |
2322 | if (line1 == LINE_YES || line2 == LINE_YES) { |
2323 | if (set_atleastone(dlines, dline_index)) |
2324 | diff = min(diff, DIFF_NORMAL); |
2325 | } |
2326 | /* Infer line state from dline state */ |
2327 | if (is_atmostone(dlines, dline_index)) { |
2328 | if (line1 == LINE_YES && line2 == LINE_UNKNOWN) { |
2329 | solver_set_line(sstate, line2_index, LINE_NO); |
2330 | diff = min(diff, DIFF_EASY); |
2331 | } |
2332 | if (line2 == LINE_YES && line1 == LINE_UNKNOWN) { |
2333 | solver_set_line(sstate, line1_index, LINE_NO); |
2334 | diff = min(diff, DIFF_EASY); |
2335 | } |
2336 | } |
2337 | if (is_atleastone(dlines, dline_index)) { |
2338 | if (line1 == LINE_NO && line2 == LINE_UNKNOWN) { |
2339 | solver_set_line(sstate, line2_index, LINE_YES); |
2340 | diff = min(diff, DIFF_EASY); |
2341 | } |
2342 | if (line2 == LINE_NO && line1 == LINE_UNKNOWN) { |
2343 | solver_set_line(sstate, line1_index, LINE_YES); |
2344 | diff = min(diff, DIFF_EASY); |
2345 | } |
2346 | } |
2347 | /* Deductions that depend on the numbers of lines. |
2348 | * Only bother if both lines are UNKNOWN, otherwise the |
2349 | * easy-mode solver (or deductions above) would have taken |
2350 | * care of it. */ |
2351 | if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN) |
2352 | continue; |
6193da8d |
2353 | |
7c95608a |
2354 | if (yes == 0 && unknown == 2) { |
2355 | /* Both these unknowns must be identical. If we know |
2356 | * atmostone or atleastone, we can make progress. */ |
2357 | if (is_atmostone(dlines, dline_index)) { |
2358 | solver_set_line(sstate, line1_index, LINE_NO); |
2359 | solver_set_line(sstate, line2_index, LINE_NO); |
2360 | diff = min(diff, DIFF_EASY); |
2361 | } |
2362 | if (is_atleastone(dlines, dline_index)) { |
2363 | solver_set_line(sstate, line1_index, LINE_YES); |
2364 | solver_set_line(sstate, line2_index, LINE_YES); |
2365 | diff = min(diff, DIFF_EASY); |
2366 | } |
2367 | } |
2368 | if (yes == 1) { |
2369 | if (set_atmostone(dlines, dline_index)) |
2370 | diff = min(diff, DIFF_NORMAL); |
2371 | if (unknown == 2) { |
2372 | if (set_atleastone(dlines, dline_index)) |
2373 | diff = min(diff, DIFF_NORMAL); |
2374 | } |
121aae4b |
2375 | } |
6193da8d |
2376 | |
7c95608a |
2377 | /* If we have atleastone set for this dline, infer |
2378 | * atmostone for each "opposite" dline (that is, each |
2379 | * dline without edges in common with this one). |
2380 | * Again, this test is only worth doing if both these |
2381 | * lines are UNKNOWN. For if one of these lines were YES, |
2382 | * the (yes == 1) test above would kick in instead. */ |
2383 | if (is_atleastone(dlines, dline_index)) { |
2384 | int opp; |
2385 | for (opp = 0; opp < N; opp++) { |
2386 | int opp_dline_index; |
2387 | if (opp == j || opp == j+1 || opp == j-1) |
2388 | continue; |
2389 | if (j == 0 && opp == N-1) |
2390 | continue; |
2391 | if (j == N-1 && opp == 0) |
2392 | continue; |
2393 | opp_dline_index = dline_index_from_dot(g, d, opp); |
2394 | if (set_atmostone(dlines, opp_dline_index)) |
2395 | diff = min(diff, DIFF_NORMAL); |
2396 | } |
6193da8d |
2397 | |
7c95608a |
2398 | if (yes == 0 && is_atmostone(dlines, dline_index)) { |
2399 | /* This dline has *exactly* one YES and there are no |
2400 | * other YESs. This allows more deductions. */ |
2401 | if (unknown == 3) { |
2402 | /* Third unknown must be YES */ |
2403 | for (opp = 0; opp < N; opp++) { |
2404 | int opp_index; |
2405 | if (opp == j || opp == k) |
2406 | continue; |
2407 | opp_index = d->edges[opp] - g->edges; |
2408 | if (state->lines[opp_index] == LINE_UNKNOWN) { |
2409 | solver_set_line(sstate, opp_index, LINE_YES); |
2410 | diff = min(diff, DIFF_EASY); |
121aae4b |
2411 | } |
2412 | } |
7c95608a |
2413 | } else if (unknown == 4) { |
2414 | /* Exactly one of opposite UNKNOWNS is YES. We've |
2415 | * already set atmostone, so set atleastone as well. |
2416 | */ |
2417 | if (dline_set_opp_atleastone(sstate, d, j)) |
2418 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2419 | } |
121aae4b |
2420 | } |
6193da8d |
2421 | } |
6193da8d |
2422 | } |
121aae4b |
2423 | } |
121aae4b |
2424 | return diff; |
6193da8d |
2425 | } |
2426 | |
121aae4b |
2427 | static int hard_mode_deductions(solver_state *sstate) |
6193da8d |
2428 | { |
121aae4b |
2429 | game_state *state = sstate->state; |
7c95608a |
2430 | grid *g = state->game_grid; |
2431 | char *dlines = sstate->normal->dlines; |
2432 | int i; |
1a739e2f |
2433 | int diff = DIFF_MAX; |
7c95608a |
2434 | int diff_tmp; |
121aae4b |
2435 | |
7c95608a |
2436 | /* ------ Face deductions ------ */ |
6193da8d |
2437 | |
7c95608a |
2438 | /* A fully-general linedsf deduction seems overly complicated |
2439 | * (I suspect the problem is NP-complete, though in practice it might just |
2440 | * be doable because faces are limited in size). |
2441 | * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are |
2442 | * known to be identical. If setting them both to YES (or NO) would break |
2443 | * the clue, set them to NO (or YES). */ |
121aae4b |
2444 | |
7c95608a |
2445 | for (i = 0; i < g->num_faces; i++) { |
2446 | int N, yes, no, unknown; |
2447 | int clue; |
6193da8d |
2448 | |
7c95608a |
2449 | if (sstate->face_solved[i]) |
121aae4b |
2450 | continue; |
7c95608a |
2451 | clue = state->clues[i]; |
2452 | if (clue < 0) |
121aae4b |
2453 | continue; |
6193da8d |
2454 | |
7c95608a |
2455 | N = g->faces[i].order; |
2456 | yes = sstate->face_yes_count[i]; |
2457 | if (yes + 1 == clue) { |
2458 | if (face_setall_identical(sstate, i, LINE_NO)) |
2459 | diff = min(diff, DIFF_EASY); |
121aae4b |
2460 | } |
7c95608a |
2461 | no = sstate->face_no_count[i]; |
2462 | if (no + 1 == N - clue) { |
2463 | if (face_setall_identical(sstate, i, LINE_YES)) |
2464 | diff = min(diff, DIFF_EASY); |
6193da8d |
2465 | } |
6193da8d |
2466 | |
7c95608a |
2467 | /* Reload YES count, it might have changed */ |
2468 | yes = sstate->face_yes_count[i]; |
2469 | unknown = N - no - yes; |
2470 | |
2471 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2472 | * parity of lines. */ |
2473 | diff_tmp = parity_deductions(sstate, g->faces[i].edges, |
2474 | (clue - yes) % 2, unknown); |
2475 | diff = min(diff, diff_tmp); |
2476 | } |
2477 | |
2478 | /* ------ Dot deductions ------ */ |
2479 | for (i = 0; i < g->num_dots; i++) { |
2480 | grid_dot *d = g->dots + i; |
2481 | int N = d->order; |
2482 | int j; |
2483 | int yes, no, unknown; |
2484 | /* Go through dlines, and do any dline<->linedsf deductions wherever |
2485 | * we find two UNKNOWNS. */ |
2486 | for (j = 0; j < N; j++) { |
2487 | int dline_index = dline_index_from_dot(g, d, j); |
2488 | int line1_index; |
2489 | int line2_index; |
2490 | int can1, can2, inv1, inv2; |
2491 | int j2; |
2492 | line1_index = d->edges[j] - g->edges; |
2493 | if (state->lines[line1_index] != LINE_UNKNOWN) |
121aae4b |
2494 | continue; |
7c95608a |
2495 | j2 = j + 1; |
2496 | if (j2 == N) j2 = 0; |
2497 | line2_index = d->edges[j2] - g->edges; |
2498 | if (state->lines[line2_index] != LINE_UNKNOWN) |
121aae4b |
2499 | continue; |
7c95608a |
2500 | /* Infer dline flags from linedsf */ |
2501 | can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1); |
2502 | can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2); |
2503 | if (can1 == can2 && inv1 != inv2) { |
2504 | /* These are opposites, so set dline atmostone/atleastone */ |
2505 | if (set_atmostone(dlines, dline_index)) |
2506 | diff = min(diff, DIFF_NORMAL); |
2507 | if (set_atleastone(dlines, dline_index)) |
2508 | diff = min(diff, DIFF_NORMAL); |
121aae4b |
2509 | continue; |
7c95608a |
2510 | } |
2511 | /* Infer linedsf from dline flags */ |
2512 | if (is_atmostone(dlines, dline_index) |
2513 | && is_atleastone(dlines, dline_index)) { |
2514 | if (merge_lines(sstate, line1_index, line2_index, 1)) |
121aae4b |
2515 | diff = min(diff, DIFF_HARD); |
121aae4b |
2516 | } |
2517 | } |
7c95608a |
2518 | |
2519 | /* Deductions with small number of LINE_UNKNOWNs, based on overall |
2520 | * parity of lines. */ |
2521 | yes = sstate->dot_yes_count[i]; |
2522 | no = sstate->dot_no_count[i]; |
2523 | unknown = N - yes - no; |
2524 | diff_tmp = parity_deductions(sstate, d->edges, |
2525 | yes % 2, unknown); |
2526 | diff = min(diff, diff_tmp); |
121aae4b |
2527 | } |
6193da8d |
2528 | |
7c95608a |
2529 | /* ------ Edge dsf deductions ------ */ |
2530 | |
2531 | /* If the state of a line is known, deduce the state of its canonical line |
2532 | * too, and vice versa. */ |
2533 | for (i = 0; i < g->num_edges; i++) { |
2534 | int can, inv; |
2535 | enum line_state s; |
2536 | can = edsf_canonify(sstate->hard->linedsf, i, &inv); |
2537 | if (can == i) |
2538 | continue; |
2539 | s = sstate->state->lines[can]; |
2540 | if (s != LINE_UNKNOWN) { |
2541 | if (solver_set_line(sstate, i, inv ? OPP(s) : s)) |
2542 | diff = min(diff, DIFF_EASY); |
2543 | } else { |
2544 | s = sstate->state->lines[i]; |
2545 | if (s != LINE_UNKNOWN) { |
2546 | if (solver_set_line(sstate, can, inv ? OPP(s) : s)) |
121aae4b |
2547 | diff = min(diff, DIFF_EASY); |
2548 | } |
2549 | } |
2550 | } |
6193da8d |
2551 | |
121aae4b |
2552 | return diff; |
2553 | } |
6193da8d |
2554 | |
121aae4b |
2555 | static int loop_deductions(solver_state *sstate) |
2556 | { |
2557 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
2558 | game_state *state = sstate->state; |
7c95608a |
2559 | grid *g = state->game_grid; |
2560 | int shortest_chainlen = g->num_dots; |
121aae4b |
2561 | int loop_found = FALSE; |
121aae4b |
2562 | int dots_connected; |
2563 | int progress = FALSE; |
7c95608a |
2564 | int i; |
6193da8d |
2565 | |
121aae4b |
2566 | /* |
2567 | * Go through the grid and update for all the new edges. |
2568 | * Since merge_dots() is idempotent, the simplest way to |
2569 | * do this is just to update for _all_ the edges. |
7c95608a |
2570 | * Also, while we're here, we count the edges. |
121aae4b |
2571 | */ |
7c95608a |
2572 | for (i = 0; i < g->num_edges; i++) { |
2573 | if (state->lines[i] == LINE_YES) { |
2574 | loop_found |= merge_dots(sstate, i); |
121aae4b |
2575 | edgecount++; |
2576 | } |
7c95608a |
2577 | } |
6193da8d |
2578 | |
7c95608a |
2579 | /* |
2580 | * Count the clues, count the satisfied clues, and count the |
2581 | * satisfied-minus-one clues. |
2582 | */ |
2583 | for (i = 0; i < g->num_faces; i++) { |
2584 | int c = state->clues[i]; |
2585 | if (c >= 0) { |
2586 | int o = sstate->face_yes_count[i]; |
121aae4b |
2587 | if (o == c) |
2588 | satclues++; |
2589 | else if (o == c-1) |
2590 | sm1clues++; |
2591 | clues++; |
2592 | } |
2593 | } |
6193da8d |
2594 | |
7c95608a |
2595 | for (i = 0; i < g->num_dots; ++i) { |
2596 | dots_connected = |
121aae4b |
2597 | sstate->looplen[dsf_canonify(sstate->dotdsf, i)]; |
2598 | if (dots_connected > 1) |
2599 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
6193da8d |
2600 | } |
6193da8d |
2601 | |
121aae4b |
2602 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
6c42c563 |
2603 | |
121aae4b |
2604 | if (satclues == clues && shortest_chainlen == edgecount) { |
2605 | sstate->solver_status = SOLVER_SOLVED; |
2606 | /* This discovery clearly counts as progress, even if we haven't |
2607 | * just added any lines or anything */ |
7c95608a |
2608 | progress = TRUE; |
121aae4b |
2609 | goto finished_loop_deductionsing; |
2610 | } |
6193da8d |
2611 | |
121aae4b |
2612 | /* |
2613 | * Now go through looking for LINE_UNKNOWN edges which |
2614 | * connect two dots that are already in the same |
2615 | * equivalence class. If we find one, test to see if the |
2616 | * loop it would create is a solution. |
2617 | */ |
7c95608a |
2618 | for (i = 0; i < g->num_edges; i++) { |
2619 | grid_edge *e = g->edges + i; |
2620 | int d1 = e->dot1 - g->dots; |
2621 | int d2 = e->dot2 - g->dots; |
2622 | int eqclass, val; |
2623 | if (state->lines[i] != LINE_UNKNOWN) |
2624 | continue; |
121aae4b |
2625 | |
7c95608a |
2626 | eqclass = dsf_canonify(sstate->dotdsf, d1); |
2627 | if (eqclass != dsf_canonify(sstate->dotdsf, d2)) |
2628 | continue; |
121aae4b |
2629 | |
7c95608a |
2630 | val = LINE_NO; /* loop is bad until proven otherwise */ |
6193da8d |
2631 | |
7c95608a |
2632 | /* |
2633 | * This edge would form a loop. Next |
2634 | * question: how long would the loop be? |
2635 | * Would it equal the total number of edges |
2636 | * (plus the one we'd be adding if we added |
2637 | * it)? |
2638 | */ |
2639 | if (sstate->looplen[eqclass] == edgecount + 1) { |
2640 | int sm1_nearby; |
121aae4b |
2641 | |
2642 | /* |
7c95608a |
2643 | * This edge would form a loop which |
2644 | * took in all the edges in the entire |
2645 | * grid. So now we need to work out |
2646 | * whether it would be a valid solution |
2647 | * to the puzzle, which means we have to |
2648 | * check if it satisfies all the clues. |
2649 | * This means that every clue must be |
2650 | * either satisfied or satisfied-minus- |
2651 | * 1, and also that the number of |
2652 | * satisfied-minus-1 clues must be at |
2653 | * most two and they must lie on either |
2654 | * side of this edge. |
121aae4b |
2655 | */ |
7c95608a |
2656 | sm1_nearby = 0; |
2657 | if (e->face1) { |
2658 | int f = e->face1 - g->faces; |
2659 | int c = state->clues[f]; |
2660 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
121aae4b |
2661 | sm1_nearby++; |
6c42c563 |
2662 | } |
7c95608a |
2663 | if (e->face2) { |
2664 | int f = e->face2 - g->faces; |
2665 | int c = state->clues[f]; |
2666 | if (c >= 0 && sstate->face_yes_count[f] == c - 1) |
2667 | sm1_nearby++; |
6c42c563 |
2668 | } |
7c95608a |
2669 | if (sm1clues == sm1_nearby && |
2670 | sm1clues + satclues == clues) { |
2671 | val = LINE_YES; /* loop is good! */ |
6c42c563 |
2672 | } |
121aae4b |
2673 | } |
7c95608a |
2674 | |
2675 | /* |
2676 | * Right. Now we know that adding this edge |
2677 | * would form a loop, and we know whether |
2678 | * that loop would be a viable solution or |
2679 | * not. |
2680 | * |
2681 | * If adding this edge produces a solution, |
2682 | * then we know we've found _a_ solution but |
2683 | * we don't know that it's _the_ solution - |
2684 | * if it were provably the solution then |
2685 | * we'd have deduced this edge some time ago |
2686 | * without the need to do loop detection. So |
2687 | * in this state we return SOLVER_AMBIGUOUS, |
2688 | * which has the effect that hitting Solve |
2689 | * on a user-provided puzzle will fill in a |
2690 | * solution but using the solver to |
2691 | * construct new puzzles won't consider this |
2692 | * a reasonable deduction for the user to |
2693 | * make. |
2694 | */ |
2695 | progress = solver_set_line(sstate, i, val); |
2696 | assert(progress == TRUE); |
2697 | if (val == LINE_YES) { |
2698 | sstate->solver_status = SOLVER_AMBIGUOUS; |
2699 | goto finished_loop_deductionsing; |
2700 | } |
6193da8d |
2701 | } |
6193da8d |
2702 | |
7c95608a |
2703 | finished_loop_deductionsing: |
121aae4b |
2704 | return progress ? DIFF_EASY : DIFF_MAX; |
c0eb17ce |
2705 | } |
6193da8d |
2706 | |
2707 | /* This will return a dynamically allocated solver_state containing the (more) |
2708 | * solved grid */ |
7c95608a |
2709 | static solver_state *solve_game_rec(const solver_state *sstate_start, |
1a739e2f |
2710 | int diff) |
121aae4b |
2711 | { |
7c95608a |
2712 | solver_state *sstate, *sstate_saved; |
121aae4b |
2713 | int solver_progress; |
2714 | game_state *state; |
6193da8d |
2715 | |
121aae4b |
2716 | /* Indicates which solver we should call next. This is a sensible starting |
2717 | * point */ |
2718 | int current_solver = DIFF_EASY, next_solver; |
121aae4b |
2719 | sstate = dup_solver_state(sstate_start); |
7c95608a |
2720 | |
121aae4b |
2721 | /* Cache the values of some variables for readability */ |
2722 | state = sstate->state; |
c0eb17ce |
2723 | |
121aae4b |
2724 | sstate_saved = NULL; |
6193da8d |
2725 | |
121aae4b |
2726 | solver_progress = FALSE; |
99dd160e |
2727 | |
121aae4b |
2728 | check_caches(sstate); |
6193da8d |
2729 | |
121aae4b |
2730 | do { |
121aae4b |
2731 | if (sstate->solver_status == SOLVER_MISTAKE) |
2732 | return sstate; |
2733 | |
121aae4b |
2734 | next_solver = solver_fns[current_solver](sstate); |
2735 | |
2736 | if (next_solver == DIFF_MAX) { |
121aae4b |
2737 | if (current_solver < diff && current_solver + 1 < DIFF_MAX) { |
2738 | /* Try next beefier solver */ |
2739 | next_solver = current_solver + 1; |
2740 | } else { |
121aae4b |
2741 | next_solver = loop_deductions(sstate); |
2742 | } |
2743 | } |
2744 | |
7c95608a |
2745 | if (sstate->solver_status == SOLVER_SOLVED || |
121aae4b |
2746 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
2747 | /* fprintf(stderr, "Solver completed\n"); */ |
2748 | break; |
2749 | } |
99dd160e |
2750 | |
121aae4b |
2751 | /* Once we've looped over all permitted solvers then the loop |
2752 | * deductions without making any progress, we'll exit this while loop */ |
2753 | current_solver = next_solver; |
2754 | } while (current_solver < DIFF_MAX); |
2755 | |
2756 | if (sstate->solver_status == SOLVER_SOLVED || |
2757 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
2758 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
7c95608a |
2759 | array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO, |
2760 | sstate->state->game_grid->num_edges); |
121aae4b |
2761 | return sstate; |
2762 | } |
6193da8d |
2763 | |
121aae4b |
2764 | return sstate; |
6193da8d |
2765 | } |
2766 | |
6193da8d |
2767 | static char *solve_game(game_state *state, game_state *currstate, |
2768 | char *aux, char **error) |
2769 | { |
2770 | char *soln = NULL; |
2771 | solver_state *sstate, *new_sstate; |
2772 | |
121aae4b |
2773 | sstate = new_solver_state(state, DIFF_MAX); |
2774 | new_sstate = solve_game_rec(sstate, DIFF_MAX); |
6193da8d |
2775 | |
2776 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
2777 | soln = encode_solve_move(new_sstate->state); |
2778 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
2779 | soln = encode_solve_move(new_sstate->state); |
2780 | /**error = "Solver found ambiguous solutions"; */ |
2781 | } else { |
2782 | soln = encode_solve_move(new_sstate->state); |
2783 | /**error = "Solver failed"; */ |
2784 | } |
2785 | |
2786 | free_solver_state(new_sstate); |
2787 | free_solver_state(sstate); |
2788 | |
2789 | return soln; |
2790 | } |
2791 | |
121aae4b |
2792 | /* ---------------------------------------------------------------------- |
2793 | * Drawing and mouse-handling |
2794 | */ |
6193da8d |
2795 | |
2796 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
2797 | int x, int y, int button) |
2798 | { |
7c95608a |
2799 | grid *g = state->game_grid; |
2800 | grid_edge *e; |
2801 | int i; |
6193da8d |
2802 | char *ret, buf[80]; |
2803 | char button_char = ' '; |
2804 | enum line_state old_state; |
2805 | |
2806 | button &= ~MOD_MASK; |
2807 | |
7c95608a |
2808 | /* Convert mouse-click (x,y) to grid coordinates */ |
2809 | x -= BORDER(ds->tilesize); |
2810 | y -= BORDER(ds->tilesize); |
2811 | x = x * g->tilesize / ds->tilesize; |
2812 | y = y * g->tilesize / ds->tilesize; |
2813 | x += g->lowest_x; |
2814 | y += g->lowest_y; |
6193da8d |
2815 | |
7c95608a |
2816 | e = grid_nearest_edge(g, x, y); |
2817 | if (e == NULL) |
6193da8d |
2818 | return NULL; |
2819 | |
7c95608a |
2820 | i = e - g->edges; |
6193da8d |
2821 | |
2822 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
2823 | /* Maybe will add mouse drag support some time */ |
7c95608a |
2824 | old_state = state->lines[i]; |
6193da8d |
2825 | |
2826 | switch (button) { |
7c95608a |
2827 | case LEFT_BUTTON: |
2828 | switch (old_state) { |
2829 | case LINE_UNKNOWN: |
2830 | button_char = 'y'; |
2831 | break; |
2832 | case LINE_YES: |
2833 | case LINE_NO: |
2834 | button_char = 'u'; |
2835 | break; |
2836 | } |
2837 | break; |
2838 | case MIDDLE_BUTTON: |
2839 | button_char = 'u'; |
2840 | break; |
2841 | case RIGHT_BUTTON: |
2842 | switch (old_state) { |
2843 | case LINE_UNKNOWN: |
2844 | button_char = 'n'; |
2845 | break; |
2846 | case LINE_NO: |
2847 | case LINE_YES: |
2848 | button_char = 'u'; |
2849 | break; |
2850 | } |
2851 | break; |
2852 | default: |
2853 | return NULL; |
2854 | } |
2855 | |
2856 | |
2857 | sprintf(buf, "%d%c", i, (int)button_char); |
6193da8d |
2858 | ret = dupstr(buf); |
2859 | |
2860 | return ret; |
2861 | } |
2862 | |
2863 | static game_state *execute_move(game_state *state, char *move) |
2864 | { |
7c95608a |
2865 | int i; |
6193da8d |
2866 | game_state *newstate = dup_game(state); |
7c95608a |
2867 | grid *g = state->game_grid; |
6193da8d |
2868 | |
2869 | if (move[0] == 'S') { |
2870 | move++; |
2871 | newstate->cheated = TRUE; |
2872 | } |
2873 | |
2874 | while (*move) { |
2875 | i = atoi(move); |
6193da8d |
2876 | move += strspn(move, "1234567890"); |
2877 | switch (*(move++)) { |
7c95608a |
2878 | case 'y': |
2879 | newstate->lines[i] = LINE_YES; |
2880 | break; |
2881 | case 'n': |
2882 | newstate->lines[i] = LINE_NO; |
2883 | break; |
2884 | case 'u': |
2885 | newstate->lines[i] = LINE_UNKNOWN; |
2886 | break; |
2887 | default: |
2888 | goto fail; |
6193da8d |
2889 | } |
2890 | } |
2891 | |
2892 | /* |
2893 | * Check for completion. |
2894 | */ |
7c95608a |
2895 | for (i = 0; i < g->num_edges; i++) { |
2896 | if (newstate->lines[i] == LINE_YES) |
121aae4b |
2897 | break; |
6193da8d |
2898 | } |
7c95608a |
2899 | if (i < g->num_edges) { |
121aae4b |
2900 | int looplen, count; |
7c95608a |
2901 | grid_edge *start_edge = g->edges + i; |
2902 | grid_edge *e = start_edge; |
2903 | grid_dot *d = e->dot1; |
121aae4b |
2904 | /* |
7c95608a |
2905 | * We've found an edge i. Follow it round |
121aae4b |
2906 | * to see if it's part of a loop. |
2907 | */ |
2908 | looplen = 0; |
2909 | while (1) { |
7c95608a |
2910 | int j; |
2911 | int order = dot_order(newstate, d - g->dots, LINE_YES); |
121aae4b |
2912 | if (order != 2) |
2913 | goto completion_check_done; |
2914 | |
7c95608a |
2915 | /* Find other edge around this dot */ |
2916 | for (j = 0; j < d->order; j++) { |
2917 | grid_edge *e2 = d->edges[j]; |
2918 | if (e2 != e && newstate->lines[e2 - g->edges] == LINE_YES) |
2919 | break; |
121aae4b |
2920 | } |
7c95608a |
2921 | assert(j != d->order); /* dot_order guarantees success */ |
121aae4b |
2922 | |
7c95608a |
2923 | e = d->edges[j]; |
2924 | d = (e->dot1 == d) ? e->dot2 : e->dot1; |
121aae4b |
2925 | looplen++; |
2926 | |
7c95608a |
2927 | if (e == start_edge) |
121aae4b |
2928 | break; |
2929 | } |
2930 | |
121aae4b |
2931 | /* |
2932 | * We've traced our way round a loop, and we know how many |
2933 | * line segments were involved. Count _all_ the line |
2934 | * segments in the grid, to see if the loop includes them |
2935 | * all. |
2936 | */ |
2937 | count = 0; |
7c95608a |
2938 | for (i = 0; i < g->num_edges; i++) { |
2939 | if (newstate->lines[i] == LINE_YES) |
2940 | count++; |
121aae4b |
2941 | } |
2942 | assert(count >= looplen); |
2943 | if (count != looplen) |
2944 | goto completion_check_done; |
2945 | |
2946 | /* |
2947 | * The grid contains one closed loop and nothing else. |
2948 | * Check that all the clues are satisfied. |
2949 | */ |
7c95608a |
2950 | for (i = 0; i < g->num_faces; i++) { |
2951 | int c = newstate->clues[i]; |
2952 | if (c >= 0) { |
2953 | if (face_order(newstate, i, LINE_YES) != c) { |
121aae4b |
2954 | goto completion_check_done; |
2955 | } |
2956 | } |
2957 | } |
2958 | |
2959 | /* |
2960 | * Completed! |
2961 | */ |
2962 | newstate->solved = TRUE; |
6193da8d |
2963 | } |
2964 | |
7c95608a |
2965 | completion_check_done: |
6193da8d |
2966 | return newstate; |
2967 | |
7c95608a |
2968 | fail: |
6193da8d |
2969 | free_game(newstate); |
2970 | return NULL; |
2971 | } |
2972 | |
2973 | /* ---------------------------------------------------------------------- |
2974 | * Drawing routines. |
2975 | */ |
7c95608a |
2976 | |
2977 | /* Convert from grid coordinates to screen coordinates */ |
2978 | static void grid_to_screen(const game_drawstate *ds, const grid *g, |
2979 | int grid_x, int grid_y, int *x, int *y) |
2980 | { |
2981 | *x = grid_x - g->lowest_x; |
2982 | *y = grid_y - g->lowest_y; |
2983 | *x = *x * ds->tilesize / g->tilesize; |
2984 | *y = *y * ds->tilesize / g->tilesize; |
2985 | *x += BORDER(ds->tilesize); |
2986 | *y += BORDER(ds->tilesize); |
2987 | } |
2988 | |
2989 | /* Returns (into x,y) position of centre of face for rendering the text clue. |
2990 | */ |
2991 | static void face_text_pos(const game_drawstate *ds, const grid *g, |
2992 | const grid_face *f, int *x, int *y) |
2993 | { |
2994 | int i; |
2995 | |
2996 | /* Simplest solution is the centroid. Might not work in some cases. */ |
2997 | |
2998 | /* Another algorithm to look into: |
2999 | * Find the midpoints of the sides, find the bounding-box, |
3000 | * then take the centre of that. */ |
3001 | |
3002 | /* Best solution probably involves incentres (inscribed circles) */ |
3003 | |
3004 | int sx = 0, sy = 0; /* sums */ |
3005 | for (i = 0; i < f->order; i++) { |
3006 | grid_dot *d = f->dots[i]; |
3007 | sx += d->x; |
3008 | sy += d->y; |
3009 | } |
3010 | sx /= f->order; |
3011 | sy /= f->order; |
3012 | |
3013 | /* convert to screen coordinates */ |
3014 | grid_to_screen(ds, g, sx, sy, x, y); |
3015 | } |
3016 | |
6193da8d |
3017 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
3018 | game_state *state, int dir, game_ui *ui, |
3019 | float animtime, float flashtime) |
3020 | { |
7c95608a |
3021 | grid *g = state->game_grid; |
3022 | int border = BORDER(ds->tilesize); |
3023 | int i, n; |
6193da8d |
3024 | char c[2]; |
3025 | int line_colour, flash_changed; |
c0eb17ce |
3026 | int clue_mistake; |
7c95608a |
3027 | int clue_satisfied; |
6193da8d |
3028 | |
3029 | if (!ds->started) { |
3030 | /* |
3031 | * The initial contents of the window are not guaranteed and |
3032 | * can vary with front ends. To be on the safe side, all games |
3033 | * should start by drawing a big background-colour rectangle |
3034 | * covering the whole window. |
3035 | */ |
7c95608a |
3036 | int grid_width = g->highest_x - g->lowest_x; |
3037 | int grid_height = g->highest_y - g->lowest_y; |
3038 | int w = grid_width * ds->tilesize / g->tilesize; |
3039 | int h = grid_height * ds->tilesize / g->tilesize; |
6bb2af84 |
3040 | draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1, |
3041 | COL_BACKGROUND); |
6193da8d |
3042 | |
3043 | /* Draw clues */ |
7c95608a |
3044 | for (i = 0; i < g->num_faces; i++) { |
1515b973 |
3045 | grid_face *f; |
3046 | int x, y; |
3047 | |
7c95608a |
3048 | c[0] = CLUE2CHAR(state->clues[i]); |
121aae4b |
3049 | c[1] = '\0'; |
1515b973 |
3050 | f = g->faces + i; |
7c95608a |
3051 | face_text_pos(ds, g, f, &x, &y); |
3052 | draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2, |
121aae4b |
3053 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
6193da8d |
3054 | } |
7c95608a |
3055 | draw_update(dr, 0, 0, w + 2 * border, h + 2 * border); |
6193da8d |
3056 | } |
3057 | |
7c95608a |
3058 | if (flashtime > 0 && |
6193da8d |
3059 | (flashtime <= FLASH_TIME/3 || |
3060 | flashtime >= FLASH_TIME*2/3)) { |
3061 | flash_changed = !ds->flashing; |
3062 | ds->flashing = TRUE; |
6193da8d |
3063 | } else { |
3064 | flash_changed = ds->flashing; |
3065 | ds->flashing = FALSE; |
6193da8d |
3066 | } |
3067 | |
7c95608a |
3068 | /* Some platforms may perform anti-aliasing, which may prevent clean |
3069 | * repainting of lines when the colour is changed. |
3070 | * If a line needs to be over-drawn in a different colour, erase a |
3071 | * bounding-box around the line, then flag all nearby objects for redraw. |
3072 | */ |
3073 | if (ds->started) { |
3466f373 |
3074 | const char redraw_flag = (char)(1<<7); |
7c95608a |
3075 | for (i = 0; i < g->num_edges; i++) { |
3076 | /* If we're changing state, AND |
3077 | * the previous state was a coloured line */ |
3078 | if ((state->lines[i] != (ds->lines[i] & ~redraw_flag)) && |
3079 | ((ds->lines[i] & ~redraw_flag) != LINE_NO)) { |
3080 | grid_edge *e = g->edges + i; |
3081 | int x1 = e->dot1->x; |
3082 | int y1 = e->dot1->y; |
3083 | int x2 = e->dot2->x; |
3084 | int y2 = e->dot2->y; |
3085 | int xmin, xmax, ymin, ymax; |
3086 | int j; |
3087 | grid_to_screen(ds, g, x1, y1, &x1, &y1); |
3088 | grid_to_screen(ds, g, x2, y2, &x2, &y2); |
3089 | /* Allow extra margin for dots, and thickness of lines */ |
3090 | xmin = min(x1, x2) - 2; |
3091 | xmax = max(x1, x2) + 2; |
3092 | ymin = min(y1, y2) - 2; |
3093 | ymax = max(y1, y2) + 2; |
3094 | /* For testing, I find it helpful to change COL_BACKGROUND |
3095 | * to COL_SATISFIED here. */ |
3096 | draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, |
3097 | COL_BACKGROUND); |
3098 | draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); |
3099 | |
3100 | /* Mark nearby lines for redraw */ |
3101 | for (j = 0; j < e->dot1->order; j++) |
3102 | ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag; |
3103 | for (j = 0; j < e->dot2->order; j++) |
3104 | ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag; |
3105 | /* Mark nearby clues for redraw. Use a value that is |
3106 | * neither TRUE nor FALSE for this. */ |
3107 | if (e->face1) |
3108 | ds->clue_error[e->face1 - g->faces] = 2; |
3109 | if (e->face2) |
3110 | ds->clue_error[e->face2 - g->faces] = 2; |
3111 | } |
3112 | } |
3113 | } |
3114 | |
c0eb17ce |
3115 | /* Redraw clue colours if necessary */ |
7c95608a |
3116 | for (i = 0; i < g->num_faces; i++) { |
3117 | grid_face *f = g->faces + i; |
3118 | int sides = f->order; |
3119 | int j; |
3120 | n = state->clues[i]; |
121aae4b |
3121 | if (n < 0) |
3122 | continue; |
c0eb17ce |
3123 | |
7c95608a |
3124 | c[0] = CLUE2CHAR(n); |
121aae4b |
3125 | c[1] = '\0'; |
3126 | |
7c95608a |
3127 | clue_mistake = (face_order(state, i, LINE_YES) > n || |
3128 | face_order(state, i, LINE_NO ) > (sides-n)); |
3129 | |
3130 | clue_satisfied = (face_order(state, i, LINE_YES) == n && |
3131 | face_order(state, i, LINE_NO ) == (sides-n)); |
3132 | |
3133 | if (clue_mistake != ds->clue_error[i] |
3134 | || clue_satisfied != ds->clue_satisfied[i]) { |
3135 | int x, y; |
3136 | face_text_pos(ds, g, f, &x, &y); |
3137 | /* There seems to be a certain amount of trial-and-error |
3138 | * involved in working out the correct bounding-box for |
3139 | * the text. */ |
3140 | draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3141 | ds->tilesize/2 + 2, ds->tilesize/2 + 5, |
121aae4b |
3142 | COL_BACKGROUND); |
7c95608a |
3143 | draw_text(dr, x, y, |
3144 | FONT_VARIABLE, ds->tilesize/2, |
3145 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
3146 | clue_mistake ? COL_MISTAKE : |
3147 | clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c); |
3148 | draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3, |
3149 | ds->tilesize/2 + 2, ds->tilesize/2 + 5); |
3150 | |
3151 | ds->clue_error[i] = clue_mistake; |
3152 | ds->clue_satisfied[i] = clue_satisfied; |
3153 | |
3154 | /* Sometimes, the bounding-box encroaches into the surrounding |
3155 | * lines (particularly if the window is resized fairly small). |
3156 | * So redraw them. */ |
3157 | for (j = 0; j < f->order; j++) |
3158 | ds->lines[f->edges[j] - g->edges] = -1; |
c0eb17ce |
3159 | } |
3160 | } |
3161 | |
3162 | /* I've also had a request to colour lines red if they make a non-solution |
3163 | * loop, or if more than two lines go into any point. I think that would |
3164 | * be good some time. */ |
3165 | |
7c95608a |
3166 | /* Lines */ |
3167 | for (i = 0; i < g->num_edges; i++) { |
3168 | grid_edge *e = g->edges + i; |
3169 | int x1, x2, y1, y2; |
3170 | int xmin, ymin, xmax, ymax; |
3171 | int need_draw = (state->lines[i] != ds->lines[i]) ? TRUE : FALSE; |
3172 | if (flash_changed && (state->lines[i] == LINE_YES)) |
3173 | need_draw = TRUE; |
3174 | if (!ds->started) |
3175 | need_draw = TRUE; /* draw everything at the start */ |
3176 | ds->lines[i] = state->lines[i]; |
3177 | if (!need_draw) |
3178 | continue; |
3179 | if (state->lines[i] == LINE_UNKNOWN) |
3180 | line_colour = COL_LINEUNKNOWN; |
3181 | else if (state->lines[i] == LINE_NO) |
3182 | line_colour = COL_BACKGROUND; |
3183 | else if (ds->flashing) |
3184 | line_colour = COL_HIGHLIGHT; |
3185 | else |
3186 | line_colour = COL_FOREGROUND; |
3187 | |
3188 | /* Convert from grid to screen coordinates */ |
3189 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3190 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3191 | |
3192 | xmin = min(x1, x2); |
3193 | xmax = max(x1, x2); |
3194 | ymin = min(y1, y2); |
3195 | ymax = max(y1, y2); |
3196 | |
3197 | if (line_colour != COL_BACKGROUND) { |
3198 | /* (dx, dy) points roughly from (x1, y1) to (x2, y2). |
3199 | * The line is then "fattened" in a (roughly) perpendicular |
3200 | * direction to create a thin rectangle. */ |
3201 | int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0); |
3202 | int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0); |
3466f373 |
3203 | int points[8]; |
3204 | points[0] = x1 + dy; |
3205 | points[1] = y1 - dx; |
3206 | points[2] = x1 - dy; |
3207 | points[3] = y1 + dx; |
3208 | points[4] = x2 - dy; |
3209 | points[5] = y2 + dx; |
3210 | points[6] = x2 + dy; |
3211 | points[7] = y2 - dx; |
7c95608a |
3212 | draw_polygon(dr, points, 4, line_colour, line_colour); |
3213 | } |
3214 | if (ds->started) { |
3215 | /* Draw dots at ends of the line */ |
3216 | draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND); |
3217 | draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3218 | } |
7c95608a |
3219 | draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4); |
6193da8d |
3220 | } |
3221 | |
7c95608a |
3222 | /* Draw dots */ |
3223 | if (!ds->started) { |
3224 | for (i = 0; i < g->num_dots; i++) { |
3225 | grid_dot *d = g->dots + i; |
3226 | int x, y; |
3227 | grid_to_screen(ds, g, d->x, d->y, &x, &y); |
3228 | draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); |
6193da8d |
3229 | } |
3230 | } |
7c95608a |
3231 | ds->started = TRUE; |
6193da8d |
3232 | } |
3233 | |
6193da8d |
3234 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
3235 | int dir, game_ui *ui) |
3236 | { |
3237 | if (!oldstate->solved && newstate->solved && |
3238 | !oldstate->cheated && !newstate->cheated) { |
3239 | return FLASH_TIME; |
3240 | } |
3241 | |
3242 | return 0.0F; |
3243 | } |
3244 | |
6193da8d |
3245 | static void game_print_size(game_params *params, float *x, float *y) |
3246 | { |
3247 | int pw, ph; |
3248 | |
3249 | /* |
7c95608a |
3250 | * I'll use 7mm "squares" by default. |
6193da8d |
3251 | */ |
3252 | game_compute_size(params, 700, &pw, &ph); |
3253 | *x = pw / 100.0F; |
3254 | *y = ph / 100.0F; |
3255 | } |
3256 | |
3257 | static void game_print(drawing *dr, game_state *state, int tilesize) |
3258 | { |
6193da8d |
3259 | int ink = print_mono_colour(dr, 0); |
7c95608a |
3260 | int i; |
6193da8d |
3261 | game_drawstate ads, *ds = &ads; |
7c95608a |
3262 | grid *g = state->game_grid; |
4413ef0f |
3263 | |
3264 | game_set_size(dr, ds, NULL, tilesize); |
6193da8d |
3265 | |
7c95608a |
3266 | for (i = 0; i < g->num_dots; i++) { |
3267 | int x, y; |
3268 | grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y); |
3269 | draw_circle(dr, x, y, ds->tilesize / 15, ink, ink); |
121aae4b |
3270 | } |
6193da8d |
3271 | |
3272 | /* |
3273 | * Clues. |
3274 | */ |
7c95608a |
3275 | for (i = 0; i < g->num_faces; i++) { |
3276 | grid_face *f = g->faces + i; |
3277 | int clue = state->clues[i]; |
3278 | if (clue >= 0) { |
121aae4b |
3279 | char c[2]; |
7c95608a |
3280 | int x, y; |
3281 | c[0] = CLUE2CHAR(clue); |
121aae4b |
3282 | c[1] = '\0'; |
7c95608a |
3283 | face_text_pos(ds, g, f, &x, &y); |
3284 | draw_text(dr, x, y, |
3285 | FONT_VARIABLE, ds->tilesize / 2, |
121aae4b |
3286 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
3287 | } |
3288 | } |
6193da8d |
3289 | |
3290 | /* |
7c95608a |
3291 | * Lines. |
6193da8d |
3292 | */ |
7c95608a |
3293 | for (i = 0; i < g->num_edges; i++) { |
3294 | int thickness = (state->lines[i] == LINE_YES) ? 30 : 150; |
3295 | grid_edge *e = g->edges + i; |
3296 | int x1, y1, x2, y2; |
3297 | grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1); |
3298 | grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2); |
3299 | if (state->lines[i] == LINE_YES) |
3300 | { |
3301 | /* (dx, dy) points from (x1, y1) to (x2, y2). |
3302 | * The line is then "fattened" in a perpendicular |
3303 | * direction to create a thin rectangle. */ |
3304 | double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2)); |
3305 | double dx = (x2 - x1) / d; |
3306 | double dy = (y2 - y1) / d; |
1515b973 |
3307 | int points[8]; |
3308 | |
7c95608a |
3309 | dx = (dx * ds->tilesize) / thickness; |
3310 | dy = (dy * ds->tilesize) / thickness; |
b1535c90 |
3311 | points[0] = x1 + (int)dy; |
3312 | points[1] = y1 - (int)dx; |
3313 | points[2] = x1 - (int)dy; |
3314 | points[3] = y1 + (int)dx; |
3315 | points[4] = x2 - (int)dy; |
3316 | points[5] = y2 + (int)dx; |
3317 | points[6] = x2 + (int)dy; |
3318 | points[7] = y2 - (int)dx; |
7c95608a |
3319 | draw_polygon(dr, points, 4, ink, ink); |
3320 | } |
3321 | else |
3322 | { |
3323 | /* Draw a dotted line */ |
3324 | int divisions = 6; |
3325 | int j; |
3326 | for (j = 1; j < divisions; j++) { |
3327 | /* Weighted average */ |
3328 | int x = (x1 * (divisions -j) + x2 * j) / divisions; |
3329 | int y = (y1 * (divisions -j) + y2 * j) / divisions; |
3330 | draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink); |
3331 | } |
3332 | } |
121aae4b |
3333 | } |
6193da8d |
3334 | } |
3335 | |
3336 | #ifdef COMBINED |
3337 | #define thegame loopy |
3338 | #endif |
3339 | |
3340 | const struct game thegame = { |
750037d7 |
3341 | "Loopy", "games.loopy", "loopy", |
6193da8d |
3342 | default_params, |
3343 | game_fetch_preset, |
3344 | decode_params, |
3345 | encode_params, |
3346 | free_params, |
3347 | dup_params, |
3348 | TRUE, game_configure, custom_params, |
3349 | validate_params, |
3350 | new_game_desc, |
3351 | validate_desc, |
3352 | new_game, |
3353 | dup_game, |
3354 | free_game, |
3355 | 1, solve_game, |
fa3abef5 |
3356 | TRUE, game_can_format_as_text_now, game_text_format, |
6193da8d |
3357 | new_ui, |
3358 | free_ui, |
3359 | encode_ui, |
3360 | decode_ui, |
3361 | game_changed_state, |
3362 | interpret_move, |
3363 | execute_move, |
3364 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
3365 | game_colours, |
3366 | game_new_drawstate, |
3367 | game_free_drawstate, |
3368 | game_redraw, |
3369 | game_anim_length, |
3370 | game_flash_length, |
3371 | TRUE, FALSE, game_print_size, game_print, |
121aae4b |
3372 | FALSE /* wants_statusbar */, |
6193da8d |
3373 | FALSE, game_timing_state, |
121aae4b |
3374 | 0, /* mouse_priorities */ |
6193da8d |
3375 | }; |