| 1 | /* |
| 2 | * loopy.c: An implementation of the Nikoli game 'Loop the loop'. |
| 3 | * (c) Mike Pinna, 2005 |
| 4 | * |
| 5 | * vim: set shiftwidth=4 :set textwidth=80: |
| 6 | */ |
| 7 | |
| 8 | /* |
| 9 | * TODO: |
| 10 | * |
| 11 | * - setting very high recursion depth seems to cause memory |
| 12 | * munching: are we recursing before checking completion, by any |
| 13 | * chance? |
| 14 | * |
| 15 | * - there's an interesting deductive technique which makes use of |
| 16 | * topology rather than just graph theory. Each _square_ in the |
| 17 | * grid is either inside or outside the loop; you can tell that |
| 18 | * two squares are on the same side of the loop if they're |
| 19 | * separated by an x (or, more generally, by a path crossing no |
| 20 | * LINE_UNKNOWNs and an even number of LINE_YESes), and on the |
| 21 | * opposite side of the loop if they're separated by a line (or |
| 22 | * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and |
| 23 | * any square separated from the outside of the grid by a |
| 24 | * LINE_YES or a LINE_NO is on the inside or outside |
| 25 | * respectively. So if you can track this for all squares, you |
| 26 | * can occasionally spot that two squares are separated by a |
| 27 | * LINE_UNKNOWN but their relative insideness is known, and |
| 28 | * therefore deduce the state of the edge between them. |
| 29 | * + An efficient way to track this would be by augmenting the |
| 30 | * disjoint set forest data structure. Each element, along |
| 31 | * with a pointer to a parent member of its equivalence |
| 32 | * class, would also carry a one-bit field indicating whether |
| 33 | * it was equal or opposite to its parent. Then you could |
| 34 | * keep flipping a bit as you ascended the tree during |
| 35 | * dsf_canonify(), and hence you'd be able to return the |
| 36 | * relationship of the input value to its ultimate parent |
| 37 | * (and also you could then get all those bits right when you |
| 38 | * went back up the tree rewriting). So you'd be able to |
| 39 | * query whether any two elements were known-equal, |
| 40 | * known-opposite, or not-known, and you could add new |
| 41 | * equalities or oppositenesses to increase your knowledge. |
| 42 | * (Of course the algorithm would have to fail an assertion |
| 43 | * if you tried to tell it two things it already knew to be |
| 44 | * opposite were equal, or vice versa!) |
| 45 | */ |
| 46 | |
| 47 | #include <stdio.h> |
| 48 | #include <stdlib.h> |
| 49 | #include <string.h> |
| 50 | #include <assert.h> |
| 51 | #include <ctype.h> |
| 52 | #include <math.h> |
| 53 | |
| 54 | #include "puzzles.h" |
| 55 | #include "tree234.h" |
| 56 | |
| 57 | #define PREFERRED_TILE_SIZE 32 |
| 58 | #define TILE_SIZE (ds->tilesize) |
| 59 | #define LINEWIDTH TILE_SIZE / 16 |
| 60 | #define BORDER (TILE_SIZE / 2) |
| 61 | |
| 62 | #define FLASH_TIME 0.4F |
| 63 | |
| 64 | #define HL_COUNT(state) ((state)->w * ((state)->h + 1)) |
| 65 | #define VL_COUNT(state) (((state)->w + 1) * (state)->h) |
| 66 | #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1)) |
| 67 | #define SQUARE_COUNT(state) ((state)->w * (state)->h) |
| 68 | |
| 69 | #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
| 70 | #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1) |
| 71 | |
| 72 | #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
| 73 | #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j) |
| 74 | |
| 75 | #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \ |
| 76 | (i) <= (state)->w && (j) <= (state)->h) |
| 77 | |
| 78 | /* |
| 79 | * These macros return rvalues only, but can cope with being passed |
| 80 | * out-of-range coordinates. |
| 81 | */ |
| 82 | #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \ |
| 83 | LINE_NO : LV_ABOVE_DOT(state, i, j)) |
| 84 | #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \ |
| 85 | LINE_NO : LV_BELOW_DOT(state, i, j)) |
| 86 | |
| 87 | #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \ |
| 88 | LINE_NO : LV_LEFTOF_DOT(state, i, j)) |
| 89 | #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\ |
| 90 | LINE_NO : LV_RIGHTOF_DOT(state, i, j)) |
| 91 | |
| 92 | /* |
| 93 | * These macros expect to be passed valid coordinates, and return |
| 94 | * lvalues. |
| 95 | */ |
| 96 | #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
| 97 | #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1) |
| 98 | |
| 99 | #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
| 100 | #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j) |
| 101 | |
| 102 | #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \ |
| 103 | j < 0 || j >= (state)->h) ? \ |
| 104 | ' ' : LV_CLUE_AT(state, i, j)) |
| 105 | |
| 106 | #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)]) |
| 107 | |
| 108 | #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \ |
| 109 | dir == LINE_YES ? LINE_NO : LINE_YES) |
| 110 | |
| 111 | static char *game_text_format(game_state *state); |
| 112 | |
| 113 | enum { |
| 114 | COL_BACKGROUND, |
| 115 | COL_FOREGROUND, |
| 116 | COL_HIGHLIGHT, |
| 117 | NCOLOURS |
| 118 | }; |
| 119 | |
| 120 | enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO }; |
| 121 | |
| 122 | enum direction { UP, DOWN, LEFT, RIGHT }; |
| 123 | |
| 124 | struct game_params { |
| 125 | int w, h, rec; |
| 126 | }; |
| 127 | |
| 128 | struct game_state { |
| 129 | int w, h; |
| 130 | |
| 131 | /* Put ' ' in a square that doesn't get a clue */ |
| 132 | char *clues; |
| 133 | |
| 134 | /* Arrays of line states, stored left-to-right, top-to-bottom */ |
| 135 | char *hl, *vl; |
| 136 | |
| 137 | int solved; |
| 138 | int cheated; |
| 139 | |
| 140 | int recursion_depth; |
| 141 | }; |
| 142 | |
| 143 | static game_state *dup_game(game_state *state) |
| 144 | { |
| 145 | game_state *ret = snew(game_state); |
| 146 | |
| 147 | ret->h = state->h; |
| 148 | ret->w = state->w; |
| 149 | ret->solved = state->solved; |
| 150 | ret->cheated = state->cheated; |
| 151 | |
| 152 | ret->clues = snewn(SQUARE_COUNT(state), char); |
| 153 | memcpy(ret->clues, state->clues, SQUARE_COUNT(state)); |
| 154 | |
| 155 | ret->hl = snewn(HL_COUNT(state), char); |
| 156 | memcpy(ret->hl, state->hl, HL_COUNT(state)); |
| 157 | |
| 158 | ret->vl = snewn(VL_COUNT(state), char); |
| 159 | memcpy(ret->vl, state->vl, VL_COUNT(state)); |
| 160 | |
| 161 | ret->recursion_depth = state->recursion_depth; |
| 162 | |
| 163 | return ret; |
| 164 | } |
| 165 | |
| 166 | static void free_game(game_state *state) |
| 167 | { |
| 168 | if (state) { |
| 169 | sfree(state->clues); |
| 170 | sfree(state->hl); |
| 171 | sfree(state->vl); |
| 172 | sfree(state); |
| 173 | } |
| 174 | } |
| 175 | |
| 176 | enum solver_status { |
| 177 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
| 178 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
| 179 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
| 180 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
| 181 | }; |
| 182 | |
| 183 | typedef struct solver_state { |
| 184 | game_state *state; |
| 185 | /* XXX dot_atleastone[i,j, dline] is equivalent to */ |
| 186 | /* dot_atmostone[i,j,OPP_DLINE(dline)] */ |
| 187 | char *dot_atleastone; |
| 188 | char *dot_atmostone; |
| 189 | /* char *dline_identical; */ |
| 190 | int recursion_remaining; |
| 191 | enum solver_status solver_status; |
| 192 | int *dotdsf, *looplen; |
| 193 | } solver_state; |
| 194 | |
| 195 | static solver_state *new_solver_state(game_state *state) { |
| 196 | solver_state *ret = snew(solver_state); |
| 197 | int i; |
| 198 | |
| 199 | ret->state = dup_game(state); |
| 200 | |
| 201 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
| 202 | memset(ret->dot_atmostone, 0, DOT_COUNT(state)); |
| 203 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
| 204 | memset(ret->dot_atleastone, 0, DOT_COUNT(state)); |
| 205 | |
| 206 | #if 0 |
| 207 | dline_identical = snewn(DOT_COUNT(state), char); |
| 208 | memset(dline_identical, 0, DOT_COUNT(state)); |
| 209 | #endif |
| 210 | |
| 211 | ret->recursion_remaining = state->recursion_depth; |
| 212 | ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */ |
| 213 | |
| 214 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
| 215 | ret->looplen = snewn(DOT_COUNT(state), int); |
| 216 | for (i = 0; i < DOT_COUNT(state); i++) { |
| 217 | ret->dotdsf[i] = i; |
| 218 | ret->looplen[i] = 1; |
| 219 | } |
| 220 | |
| 221 | return ret; |
| 222 | } |
| 223 | |
| 224 | static void free_solver_state(solver_state *sstate) { |
| 225 | if (sstate) { |
| 226 | free_game(sstate->state); |
| 227 | sfree(sstate->dot_atleastone); |
| 228 | sfree(sstate->dot_atmostone); |
| 229 | /* sfree(sstate->dline_identical); */ |
| 230 | sfree(sstate->dotdsf); |
| 231 | sfree(sstate->looplen); |
| 232 | sfree(sstate); |
| 233 | } |
| 234 | } |
| 235 | |
| 236 | static solver_state *dup_solver_state(solver_state *sstate) { |
| 237 | game_state *state; |
| 238 | |
| 239 | solver_state *ret = snew(solver_state); |
| 240 | |
| 241 | ret->state = state = dup_game(sstate->state); |
| 242 | |
| 243 | ret->dot_atmostone = snewn(DOT_COUNT(state), char); |
| 244 | memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state)); |
| 245 | |
| 246 | ret->dot_atleastone = snewn(DOT_COUNT(state), char); |
| 247 | memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state)); |
| 248 | |
| 249 | #if 0 |
| 250 | ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char); |
| 251 | memcpy(ret->dline_identical, state->dot_atmostone, |
| 252 | (state->w + 1) * (state->h + 1)); |
| 253 | #endif |
| 254 | |
| 255 | ret->recursion_remaining = sstate->recursion_remaining; |
| 256 | ret->solver_status = sstate->solver_status; |
| 257 | |
| 258 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
| 259 | ret->looplen = snewn(DOT_COUNT(state), int); |
| 260 | memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int)); |
| 261 | memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int)); |
| 262 | |
| 263 | return ret; |
| 264 | } |
| 265 | |
| 266 | /* |
| 267 | * Merge two dots due to the existence of an edge between them. |
| 268 | * Updates the dsf tracking equivalence classes, and keeps track of |
| 269 | * the length of path each dot is currently a part of. |
| 270 | */ |
| 271 | static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2) |
| 272 | { |
| 273 | int i, j, len; |
| 274 | |
| 275 | i = y1 * (sstate->state->w + 1) + x1; |
| 276 | j = y2 * (sstate->state->w + 1) + x2; |
| 277 | |
| 278 | i = dsf_canonify(sstate->dotdsf, i); |
| 279 | j = dsf_canonify(sstate->dotdsf, j); |
| 280 | |
| 281 | if (i != j) { |
| 282 | len = sstate->looplen[i] + sstate->looplen[j]; |
| 283 | dsf_merge(sstate->dotdsf, i, j); |
| 284 | i = dsf_canonify(sstate->dotdsf, i); |
| 285 | sstate->looplen[i] = len; |
| 286 | } |
| 287 | } |
| 288 | |
| 289 | /* Count the number of lines of a particular type currently going into the |
| 290 | * given dot. Lines going off the edge of the board are assumed fixed no. */ |
| 291 | static int dot_order(const game_state* state, int i, int j, char line_type) |
| 292 | { |
| 293 | int n = 0; |
| 294 | |
| 295 | if (i > 0) { |
| 296 | if (LEFTOF_DOT(state, i, j) == line_type) |
| 297 | ++n; |
| 298 | } else { |
| 299 | if (line_type == LINE_NO) |
| 300 | ++n; |
| 301 | } |
| 302 | if (i < state->w) { |
| 303 | if (RIGHTOF_DOT(state, i, j) == line_type) |
| 304 | ++n; |
| 305 | } else { |
| 306 | if (line_type == LINE_NO) |
| 307 | ++n; |
| 308 | } |
| 309 | if (j > 0) { |
| 310 | if (ABOVE_DOT(state, i, j) == line_type) |
| 311 | ++n; |
| 312 | } else { |
| 313 | if (line_type == LINE_NO) |
| 314 | ++n; |
| 315 | } |
| 316 | if (j < state->h) { |
| 317 | if (BELOW_DOT(state, i, j) == line_type) |
| 318 | ++n; |
| 319 | } else { |
| 320 | if (line_type == LINE_NO) |
| 321 | ++n; |
| 322 | } |
| 323 | |
| 324 | return n; |
| 325 | } |
| 326 | /* Count the number of lines of a particular type currently surrounding the |
| 327 | * given square */ |
| 328 | static int square_order(const game_state* state, int i, int j, char line_type) |
| 329 | { |
| 330 | int n = 0; |
| 331 | |
| 332 | if (ABOVE_SQUARE(state, i, j) == line_type) |
| 333 | ++n; |
| 334 | if (BELOW_SQUARE(state, i, j) == line_type) |
| 335 | ++n; |
| 336 | if (LEFTOF_SQUARE(state, i, j) == line_type) |
| 337 | ++n; |
| 338 | if (RIGHTOF_SQUARE(state, i, j) == line_type) |
| 339 | ++n; |
| 340 | |
| 341 | return n; |
| 342 | } |
| 343 | |
| 344 | /* Set all lines bordering a dot of type old_type to type new_type */ |
| 345 | static void dot_setall(game_state *state, int i, int j, |
| 346 | char old_type, char new_type) |
| 347 | { |
| 348 | /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */ |
| 349 | if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) |
| 350 | LV_LEFTOF_DOT(state, i, j) = new_type; |
| 351 | if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) |
| 352 | LV_RIGHTOF_DOT(state, i, j) = new_type; |
| 353 | if (j > 0 && ABOVE_DOT(state, i, j) == old_type) |
| 354 | LV_ABOVE_DOT(state, i, j) = new_type; |
| 355 | if (j < state->h && BELOW_DOT(state, i, j) == old_type) |
| 356 | LV_BELOW_DOT(state, i, j) = new_type; |
| 357 | } |
| 358 | /* Set all lines bordering a square of type old_type to type new_type */ |
| 359 | static void square_setall(game_state *state, int i, int j, |
| 360 | char old_type, char new_type) |
| 361 | { |
| 362 | if (ABOVE_SQUARE(state, i, j) == old_type) |
| 363 | ABOVE_SQUARE(state, i, j) = new_type; |
| 364 | if (BELOW_SQUARE(state, i, j) == old_type) |
| 365 | BELOW_SQUARE(state, i, j) = new_type; |
| 366 | if (LEFTOF_SQUARE(state, i, j) == old_type) |
| 367 | LEFTOF_SQUARE(state, i, j) = new_type; |
| 368 | if (RIGHTOF_SQUARE(state, i, j) == old_type) |
| 369 | RIGHTOF_SQUARE(state, i, j) = new_type; |
| 370 | } |
| 371 | |
| 372 | static game_params *default_params(void) |
| 373 | { |
| 374 | game_params *ret = snew(game_params); |
| 375 | |
| 376 | ret->h = 10; |
| 377 | ret->w = 10; |
| 378 | ret->rec = 0; |
| 379 | |
| 380 | return ret; |
| 381 | } |
| 382 | |
| 383 | static game_params *dup_params(game_params *params) |
| 384 | { |
| 385 | game_params *ret = snew(game_params); |
| 386 | *ret = *params; /* structure copy */ |
| 387 | return ret; |
| 388 | } |
| 389 | |
| 390 | static const struct { |
| 391 | char *desc; |
| 392 | game_params params; |
| 393 | } loopy_presets[] = { |
| 394 | { "4x4 Easy", { 4, 4, 0 } }, |
| 395 | { "4x4 Hard", { 4, 4, 2 } }, |
| 396 | { "7x7 Easy", { 7, 7, 0 } }, |
| 397 | { "7x7 Hard", { 7, 7, 2 } }, |
| 398 | { "10x10 Easy", { 10, 10, 0 } }, |
| 399 | { "10x10 Hard", { 10, 10, 2 } }, |
| 400 | { "15x15 Easy", { 15, 15, 0 } }, |
| 401 | { "30x20 Easy", { 30, 20, 0 } } |
| 402 | }; |
| 403 | |
| 404 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 405 | { |
| 406 | game_params tmppar; |
| 407 | |
| 408 | if (i < 0 || i >= lenof(loopy_presets)) |
| 409 | return FALSE; |
| 410 | |
| 411 | tmppar = loopy_presets[i].params; |
| 412 | *params = dup_params(&tmppar); |
| 413 | *name = dupstr(loopy_presets[i].desc); |
| 414 | |
| 415 | return TRUE; |
| 416 | } |
| 417 | |
| 418 | static void free_params(game_params *params) |
| 419 | { |
| 420 | sfree(params); |
| 421 | } |
| 422 | |
| 423 | static void decode_params(game_params *params, char const *string) |
| 424 | { |
| 425 | params->h = params->w = atoi(string); |
| 426 | params->rec = 0; |
| 427 | while (*string && isdigit((unsigned char)*string)) string++; |
| 428 | if (*string == 'x') { |
| 429 | string++; |
| 430 | params->h = atoi(string); |
| 431 | while (*string && isdigit((unsigned char)*string)) string++; |
| 432 | } |
| 433 | if (*string == 'r') { |
| 434 | string++; |
| 435 | params->rec = atoi(string); |
| 436 | while (*string && isdigit((unsigned char)*string)) string++; |
| 437 | } |
| 438 | } |
| 439 | |
| 440 | static char *encode_params(game_params *params, int full) |
| 441 | { |
| 442 | char str[80]; |
| 443 | sprintf(str, "%dx%d", params->w, params->h); |
| 444 | if (full) |
| 445 | sprintf(str + strlen(str), "r%d", params->rec); |
| 446 | return dupstr(str); |
| 447 | } |
| 448 | |
| 449 | static config_item *game_configure(game_params *params) |
| 450 | { |
| 451 | config_item *ret; |
| 452 | char buf[80]; |
| 453 | |
| 454 | ret = snewn(4, config_item); |
| 455 | |
| 456 | ret[0].name = "Width"; |
| 457 | ret[0].type = C_STRING; |
| 458 | sprintf(buf, "%d", params->w); |
| 459 | ret[0].sval = dupstr(buf); |
| 460 | ret[0].ival = 0; |
| 461 | |
| 462 | ret[1].name = "Height"; |
| 463 | ret[1].type = C_STRING; |
| 464 | sprintf(buf, "%d", params->h); |
| 465 | ret[1].sval = dupstr(buf); |
| 466 | ret[1].ival = 0; |
| 467 | |
| 468 | ret[2].name = "Recursion depth"; |
| 469 | ret[2].type = C_STRING; |
| 470 | sprintf(buf, "%d", params->rec); |
| 471 | ret[2].sval = dupstr(buf); |
| 472 | ret[2].ival = 0; |
| 473 | |
| 474 | ret[3].name = NULL; |
| 475 | ret[3].type = C_END; |
| 476 | ret[3].sval = NULL; |
| 477 | ret[3].ival = 0; |
| 478 | |
| 479 | return ret; |
| 480 | } |
| 481 | |
| 482 | static game_params *custom_params(config_item *cfg) |
| 483 | { |
| 484 | game_params *ret = snew(game_params); |
| 485 | |
| 486 | ret->w = atoi(cfg[0].sval); |
| 487 | ret->h = atoi(cfg[1].sval); |
| 488 | ret->rec = atoi(cfg[2].sval); |
| 489 | |
| 490 | return ret; |
| 491 | } |
| 492 | |
| 493 | static char *validate_params(game_params *params, int full) |
| 494 | { |
| 495 | if (params->w < 4 || params->h < 4) |
| 496 | return "Width and height must both be at least 4"; |
| 497 | if (params->rec < 0) |
| 498 | return "Recursion depth can't be negative"; |
| 499 | return NULL; |
| 500 | } |
| 501 | |
| 502 | /* We're going to store a list of current candidate squares for lighting. |
| 503 | * Each square gets a 'score', which tells us how adding that square right |
| 504 | * now would affect the length of the solution loop. We're trying to |
| 505 | * maximise that quantity so will bias our random selection of squares to |
| 506 | * light towards those with high scores */ |
| 507 | struct square { |
| 508 | int score; |
| 509 | int random; |
| 510 | int x, y; |
| 511 | }; |
| 512 | |
| 513 | static int get_square_cmpfn(void *v1, void *v2) |
| 514 | { |
| 515 | struct square *s1 = (struct square *)v1; |
| 516 | struct square *s2 = (struct square *)v2; |
| 517 | int r; |
| 518 | |
| 519 | r = s1->x - s2->x; |
| 520 | if (r) |
| 521 | return r; |
| 522 | |
| 523 | r = s1->y - s2->y; |
| 524 | if (r) |
| 525 | return r; |
| 526 | |
| 527 | return 0; |
| 528 | } |
| 529 | |
| 530 | static int square_sort_cmpfn(void *v1, void *v2) |
| 531 | { |
| 532 | struct square *s1 = (struct square *)v1; |
| 533 | struct square *s2 = (struct square *)v2; |
| 534 | int r; |
| 535 | |
| 536 | r = s2->score - s1->score; |
| 537 | if (r) { |
| 538 | return r; |
| 539 | } |
| 540 | |
| 541 | r = s1->random - s2->random; |
| 542 | if (r) { |
| 543 | return r; |
| 544 | } |
| 545 | |
| 546 | /* |
| 547 | * It's _just_ possible that two squares might have been given |
| 548 | * the same random value. In that situation, fall back to |
| 549 | * comparing based on the coordinates. This introduces a tiny |
| 550 | * directional bias, but not a significant one. |
| 551 | */ |
| 552 | return get_square_cmpfn(v1, v2); |
| 553 | } |
| 554 | |
| 555 | static void print_tree(tree234 *tree) |
| 556 | { |
| 557 | #if 0 |
| 558 | int i = 0; |
| 559 | struct square *s; |
| 560 | printf("Print tree:\n"); |
| 561 | while (i < count234(tree)) { |
| 562 | s = (struct square *)index234(tree, i); |
| 563 | assert(s); |
| 564 | printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random); |
| 565 | ++i; |
| 566 | } |
| 567 | #endif |
| 568 | } |
| 569 | |
| 570 | enum { SQUARE_LIT, SQUARE_UNLIT }; |
| 571 | |
| 572 | #define SQUARE_STATE(i, j) \ |
| 573 | (((i) < 0 || (i) >= params->w || \ |
| 574 | (j) < 0 || (j) >= params->h) ? \ |
| 575 | SQUARE_UNLIT : LV_SQUARE_STATE(i,j)) |
| 576 | |
| 577 | #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)] |
| 578 | |
| 579 | static void print_board(const game_params *params, const char *board) |
| 580 | { |
| 581 | #if 0 |
| 582 | int i,j; |
| 583 | |
| 584 | printf(" "); |
| 585 | for (i = 0; i < params->w; i++) { |
| 586 | printf("%d", i%10); |
| 587 | } |
| 588 | printf("\n"); |
| 589 | for (j = 0; j < params->h; j++) { |
| 590 | printf("%d", j%10); |
| 591 | for (i = 0; i < params->w; i++) { |
| 592 | printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O'); |
| 593 | } |
| 594 | printf("\n"); |
| 595 | } |
| 596 | #endif |
| 597 | } |
| 598 | |
| 599 | static char *new_fullyclued_board(game_params *params, random_state *rs) |
| 600 | { |
| 601 | char *clues; |
| 602 | char *board; |
| 603 | int i, j, a, b, c; |
| 604 | game_state s; |
| 605 | game_state *state = &s; |
| 606 | int board_area = SQUARE_COUNT(params); |
| 607 | int t; |
| 608 | |
| 609 | struct square *square, *tmpsquare, *sq; |
| 610 | struct square square_pos; |
| 611 | |
| 612 | /* These will contain exactly the same information, sorted into different |
| 613 | * orders */ |
| 614 | tree234 *lightable_squares_sorted, *lightable_squares_gettable; |
| 615 | |
| 616 | #define SQUARE_REACHABLE(i,j) \ |
| 617 | (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \ |
| 618 | SQUARE_STATE(i+1, j) == SQUARE_LIT || \ |
| 619 | SQUARE_STATE(i, j-1) == SQUARE_LIT || \ |
| 620 | SQUARE_STATE(i, j+1) == SQUARE_LIT), \ |
| 621 | /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \ |
| 622 | t) |
| 623 | |
| 624 | |
| 625 | /* One situation in which we may not light a square is if that'll leave one |
| 626 | * square above/below and one left/right of us unlit, separated by a lit |
| 627 | * square diagnonal from us */ |
| 628 | #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \ |
| 629 | (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \ |
| 630 | SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \ |
| 631 | SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \ |
| 632 | /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n", |
| 633 | i, j, h, v) : 0,*/ \ |
| 634 | t) |
| 635 | |
| 636 | /* We also may not light a square if it will form a loop of lit squares |
| 637 | * around some unlit squares, as then the game soln won't have a single |
| 638 | * loop */ |
| 639 | #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \ |
| 640 | (SQUARE_STATE((i)+1, (j)) == lit1 && \ |
| 641 | SQUARE_STATE((i)-1, (j)) == lit1 && \ |
| 642 | SQUARE_STATE((i), (j)+1) == lit2 && \ |
| 643 | SQUARE_STATE((i), (j)-1) == lit2) |
| 644 | |
| 645 | #define CAN_LIGHT_SQUARE(i, j) \ |
| 646 | (SQUARE_REACHABLE(i, j) && \ |
| 647 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \ |
| 648 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \ |
| 649 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \ |
| 650 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \ |
| 651 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \ |
| 652 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT)) |
| 653 | |
| 654 | #define IS_LIGHTING_CANDIDATE(i, j) \ |
| 655 | (SQUARE_STATE(i, j) == SQUARE_UNLIT && \ |
| 656 | CAN_LIGHT_SQUARE(i,j)) |
| 657 | |
| 658 | /* The 'score' of a square reflects its current desirability for selection |
| 659 | * as the next square to light. We want to encourage moving into uncharted |
| 660 | * areas so we give scores according to how many of the square's neighbours |
| 661 | * are currently unlit. */ |
| 662 | |
| 663 | /* UNLIT SCORE |
| 664 | * 3 2 |
| 665 | * 2 0 |
| 666 | * 1 -2 |
| 667 | */ |
| 668 | #define SQUARE_SCORE(i,j) \ |
| 669 | (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \ |
| 670 | (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \ |
| 671 | (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \ |
| 672 | (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4) |
| 673 | |
| 674 | /* When a square gets lit, this defines how far away from that square we |
| 675 | * need to go recomputing scores */ |
| 676 | #define SCORE_DISTANCE 1 |
| 677 | |
| 678 | board = snewn(board_area, char); |
| 679 | clues = snewn(board_area, char); |
| 680 | |
| 681 | state->h = params->h; |
| 682 | state->w = params->w; |
| 683 | state->clues = clues; |
| 684 | |
| 685 | /* Make a board */ |
| 686 | memset(board, SQUARE_UNLIT, board_area); |
| 687 | |
| 688 | /* Seed the board with a single lit square near the middle */ |
| 689 | i = params->w / 2; |
| 690 | j = params->h / 2; |
| 691 | if (params->w & 1 && random_bits(rs, 1)) |
| 692 | ++i; |
| 693 | if (params->h & 1 && random_bits(rs, 1)) |
| 694 | ++j; |
| 695 | |
| 696 | LV_SQUARE_STATE(i, j) = SQUARE_LIT; |
| 697 | |
| 698 | /* We need a way of favouring squares that will increase our loopiness. |
| 699 | * We do this by maintaining a list of all candidate squares sorted by |
| 700 | * their score and choose randomly from that with appropriate skew. |
| 701 | * In order to avoid consistently biasing towards particular squares, we |
| 702 | * need the sort order _within_ each group of scores to be completely |
| 703 | * random. But it would be abusing the hospitality of the tree234 data |
| 704 | * structure if our comparison function were nondeterministic :-). So with |
| 705 | * each square we associate a random number that does not change during a |
| 706 | * particular run of the generator, and use that as a secondary sort key. |
| 707 | * Yes, this means we will be biased towards particular random squares in |
| 708 | * any one run but that doesn't actually matter. */ |
| 709 | |
| 710 | lightable_squares_sorted = newtree234(square_sort_cmpfn); |
| 711 | lightable_squares_gettable = newtree234(get_square_cmpfn); |
| 712 | #define ADD_SQUARE(s) \ |
| 713 | do { \ |
| 714 | /* printf("ADD SQUARE: [%d,%d], %d, %d\n", |
| 715 | s->x, s->y, s->score, s->random);*/ \ |
| 716 | sq = add234(lightable_squares_sorted, s); \ |
| 717 | assert(sq == s); \ |
| 718 | sq = add234(lightable_squares_gettable, s); \ |
| 719 | assert(sq == s); \ |
| 720 | } while (0) |
| 721 | |
| 722 | #define REMOVE_SQUARE(s) \ |
| 723 | do { \ |
| 724 | /* printf("DELETE SQUARE: [%d,%d], %d, %d\n", |
| 725 | s->x, s->y, s->score, s->random);*/ \ |
| 726 | sq = del234(lightable_squares_sorted, s); \ |
| 727 | assert(sq); \ |
| 728 | sq = del234(lightable_squares_gettable, s); \ |
| 729 | assert(sq); \ |
| 730 | } while (0) |
| 731 | |
| 732 | #define HANDLE_DIR(a, b) \ |
| 733 | square = snew(struct square); \ |
| 734 | square->x = (i)+(a); \ |
| 735 | square->y = (j)+(b); \ |
| 736 | square->score = 2; \ |
| 737 | square->random = random_bits(rs, 31); \ |
| 738 | ADD_SQUARE(square); |
| 739 | HANDLE_DIR(-1, 0); |
| 740 | HANDLE_DIR( 1, 0); |
| 741 | HANDLE_DIR( 0,-1); |
| 742 | HANDLE_DIR( 0, 1); |
| 743 | #undef HANDLE_DIR |
| 744 | |
| 745 | /* Light squares one at a time until the board is interesting enough */ |
| 746 | while (TRUE) |
| 747 | { |
| 748 | /* We have count234(lightable_squares) possibilities, and in |
| 749 | * lightable_squares_sorted they are sorted with the most desirable |
| 750 | * first. */ |
| 751 | c = count234(lightable_squares_sorted); |
| 752 | if (c == 0) |
| 753 | break; |
| 754 | assert(c == count234(lightable_squares_gettable)); |
| 755 | |
| 756 | /* Check that the best square available is any good */ |
| 757 | square = (struct square *)index234(lightable_squares_sorted, 0); |
| 758 | assert(square); |
| 759 | |
| 760 | if (square->score <= 0) |
| 761 | break; |
| 762 | |
| 763 | print_tree(lightable_squares_sorted); |
| 764 | assert(square->score == SQUARE_SCORE(square->x, square->y)); |
| 765 | assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT); |
| 766 | assert(square->x >= 0 && square->x < params->w); |
| 767 | assert(square->y >= 0 && square->y < params->h); |
| 768 | /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */ |
| 769 | |
| 770 | /* Update data structures */ |
| 771 | LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT; |
| 772 | REMOVE_SQUARE(square); |
| 773 | |
| 774 | print_board(params, board); |
| 775 | |
| 776 | /* We might have changed the score of any squares up to 2 units away in |
| 777 | * any direction */ |
| 778 | for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) { |
| 779 | for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) { |
| 780 | if (!a && !b) |
| 781 | continue; |
| 782 | square_pos.x = square->x + a; |
| 783 | square_pos.y = square->y + b; |
| 784 | /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */ |
| 785 | if (square_pos.x < 0 || square_pos.x >= params->w || |
| 786 | square_pos.y < 0 || square_pos.y >= params->h) { |
| 787 | /* printf(" Out of bounds\n"); */ |
| 788 | continue; |
| 789 | } |
| 790 | tmpsquare = find234(lightable_squares_gettable, &square_pos, |
| 791 | NULL); |
| 792 | if (tmpsquare) { |
| 793 | /* printf(" Removing\n"); */ |
| 794 | assert(tmpsquare->x == square_pos.x); |
| 795 | assert(tmpsquare->y == square_pos.y); |
| 796 | assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) == |
| 797 | SQUARE_UNLIT); |
| 798 | REMOVE_SQUARE(tmpsquare); |
| 799 | } else { |
| 800 | /* printf(" Creating\n"); */ |
| 801 | tmpsquare = snew(struct square); |
| 802 | tmpsquare->x = square_pos.x; |
| 803 | tmpsquare->y = square_pos.y; |
| 804 | tmpsquare->random = random_bits(rs, 31); |
| 805 | } |
| 806 | tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y); |
| 807 | |
| 808 | if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) { |
| 809 | /* printf(" Adding\n"); */ |
| 810 | ADD_SQUARE(tmpsquare); |
| 811 | } else { |
| 812 | /* printf(" Destroying\n"); */ |
| 813 | sfree(tmpsquare); |
| 814 | } |
| 815 | } |
| 816 | } |
| 817 | sfree(square); |
| 818 | /* printf("\n\n"); */ |
| 819 | } |
| 820 | |
| 821 | while ((square = delpos234(lightable_squares_gettable, 0)) != NULL) |
| 822 | sfree(square); |
| 823 | freetree234(lightable_squares_gettable); |
| 824 | freetree234(lightable_squares_sorted); |
| 825 | |
| 826 | /* Copy out all the clues */ |
| 827 | for (j = 0; j < params->h; ++j) { |
| 828 | for (i = 0; i < params->w; ++i) { |
| 829 | c = SQUARE_STATE(i, j); |
| 830 | LV_CLUE_AT(state, i, j) = '0'; |
| 831 | if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j); |
| 832 | if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j); |
| 833 | if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j); |
| 834 | if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j); |
| 835 | } |
| 836 | } |
| 837 | |
| 838 | sfree(board); |
| 839 | return clues; |
| 840 | } |
| 841 | |
| 842 | static solver_state *solve_game_rec(const solver_state *sstate); |
| 843 | |
| 844 | static int game_has_unique_soln(const game_state *state) |
| 845 | { |
| 846 | int ret; |
| 847 | solver_state *sstate_new; |
| 848 | solver_state *sstate = new_solver_state((game_state *)state); |
| 849 | |
| 850 | sstate_new = solve_game_rec(sstate); |
| 851 | |
| 852 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
| 853 | |
| 854 | free_solver_state(sstate_new); |
| 855 | free_solver_state(sstate); |
| 856 | |
| 857 | return ret; |
| 858 | } |
| 859 | |
| 860 | /* Remove clues one at a time at random. */ |
| 861 | static game_state *remove_clues(game_state *state, random_state *rs) |
| 862 | { |
| 863 | int *square_list, squares; |
| 864 | game_state *ret = dup_game(state), *saved_ret; |
| 865 | int n; |
| 866 | |
| 867 | /* We need to remove some clues. We'll do this by forming a list of all |
| 868 | * available equivalence classes, shuffling it, then going along one at a |
| 869 | * time clearing every member of each equivalence class, where removing a |
| 870 | * class doesn't render the board unsolvable. */ |
| 871 | squares = state->w * state->h; |
| 872 | square_list = snewn(squares, int); |
| 873 | for (n = 0; n < squares; ++n) { |
| 874 | square_list[n] = n; |
| 875 | } |
| 876 | |
| 877 | shuffle(square_list, squares, sizeof(int), rs); |
| 878 | |
| 879 | for (n = 0; n < squares; ++n) { |
| 880 | saved_ret = dup_game(ret); |
| 881 | LV_CLUE_AT(ret, square_list[n] % state->w, |
| 882 | square_list[n] / state->w) = ' '; |
| 883 | if (game_has_unique_soln(ret)) { |
| 884 | free_game(saved_ret); |
| 885 | } else { |
| 886 | free_game(ret); |
| 887 | ret = saved_ret; |
| 888 | } |
| 889 | } |
| 890 | sfree(square_list); |
| 891 | |
| 892 | return ret; |
| 893 | } |
| 894 | |
| 895 | static char *validate_desc(game_params *params, char *desc); |
| 896 | |
| 897 | static char *new_game_desc(game_params *params, random_state *rs, |
| 898 | char **aux, int interactive) |
| 899 | { |
| 900 | /* solution and description both use run-length encoding in obvious ways */ |
| 901 | char *retval; |
| 902 | char *description = snewn(SQUARE_COUNT(params) + 1, char); |
| 903 | char *dp = description; |
| 904 | int i, j; |
| 905 | int empty_count; |
| 906 | game_state *state = snew(game_state), *state_new; |
| 907 | |
| 908 | state->h = params->h; |
| 909 | state->w = params->w; |
| 910 | |
| 911 | state->hl = snewn(HL_COUNT(params), char); |
| 912 | state->vl = snewn(VL_COUNT(params), char); |
| 913 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
| 914 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
| 915 | |
| 916 | state->solved = state->cheated = FALSE; |
| 917 | state->recursion_depth = params->rec; |
| 918 | |
| 919 | /* Get a new random solvable board with all its clues filled in. Yes, this |
| 920 | * can loop for ever if the params are suitably unfavourable, but |
| 921 | * preventing games smaller than 4x4 seems to stop this happening */ |
| 922 | do { |
| 923 | state->clues = new_fullyclued_board(params, rs); |
| 924 | } while (!game_has_unique_soln(state)); |
| 925 | |
| 926 | state_new = remove_clues(state, rs); |
| 927 | free_game(state); |
| 928 | state = state_new; |
| 929 | |
| 930 | empty_count = 0; |
| 931 | for (j = 0; j < params->h; ++j) { |
| 932 | for (i = 0; i < params->w; ++i) { |
| 933 | if (CLUE_AT(state, i, j) == ' ') { |
| 934 | if (empty_count > 25) { |
| 935 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 936 | empty_count = 0; |
| 937 | } |
| 938 | empty_count++; |
| 939 | } else { |
| 940 | if (empty_count) { |
| 941 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 942 | empty_count = 0; |
| 943 | } |
| 944 | dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j))); |
| 945 | } |
| 946 | } |
| 947 | } |
| 948 | if (empty_count) |
| 949 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 950 | |
| 951 | free_game(state); |
| 952 | retval = dupstr(description); |
| 953 | sfree(description); |
| 954 | |
| 955 | assert(!validate_desc(params, retval)); |
| 956 | |
| 957 | return retval; |
| 958 | } |
| 959 | |
| 960 | /* We require that the params pass the test in validate_params and that the |
| 961 | * description fills the entire game area */ |
| 962 | static char *validate_desc(game_params *params, char *desc) |
| 963 | { |
| 964 | int count = 0; |
| 965 | |
| 966 | for (; *desc; ++desc) { |
| 967 | if (*desc >= '0' && *desc <= '9') { |
| 968 | count++; |
| 969 | continue; |
| 970 | } |
| 971 | if (*desc >= 'a') { |
| 972 | count += *desc - 'a' + 1; |
| 973 | continue; |
| 974 | } |
| 975 | return "Unknown character in description"; |
| 976 | } |
| 977 | |
| 978 | if (count < SQUARE_COUNT(params)) |
| 979 | return "Description too short for board size"; |
| 980 | if (count > SQUARE_COUNT(params)) |
| 981 | return "Description too long for board size"; |
| 982 | |
| 983 | return NULL; |
| 984 | } |
| 985 | |
| 986 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 987 | { |
| 988 | int i,j; |
| 989 | game_state *state = snew(game_state); |
| 990 | int empties_to_make = 0; |
| 991 | int n; |
| 992 | const char *dp = desc; |
| 993 | |
| 994 | state->recursion_depth = params->rec; |
| 995 | |
| 996 | state->h = params->h; |
| 997 | state->w = params->w; |
| 998 | |
| 999 | state->clues = snewn(SQUARE_COUNT(params), char); |
| 1000 | state->hl = snewn(HL_COUNT(params), char); |
| 1001 | state->vl = snewn(VL_COUNT(params), char); |
| 1002 | |
| 1003 | state->solved = state->cheated = FALSE; |
| 1004 | |
| 1005 | for (j = 0 ; j < params->h; ++j) { |
| 1006 | for (i = 0 ; i < params->w; ++i) { |
| 1007 | if (empties_to_make) { |
| 1008 | empties_to_make--; |
| 1009 | LV_CLUE_AT(state, i, j) = ' '; |
| 1010 | continue; |
| 1011 | } |
| 1012 | |
| 1013 | assert(*dp); |
| 1014 | n = *dp - '0'; |
| 1015 | if (n >=0 && n < 10) { |
| 1016 | LV_CLUE_AT(state, i, j) = *dp; |
| 1017 | } else { |
| 1018 | n = *dp - 'a' + 1; |
| 1019 | assert(n > 0); |
| 1020 | LV_CLUE_AT(state, i, j) = ' '; |
| 1021 | empties_to_make = n - 1; |
| 1022 | } |
| 1023 | ++dp; |
| 1024 | } |
| 1025 | } |
| 1026 | |
| 1027 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
| 1028 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
| 1029 | |
| 1030 | return state; |
| 1031 | } |
| 1032 | |
| 1033 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
| 1034 | |
| 1035 | /* Starting at dot [i,j] moves around 'state' removing lines until it's clear |
| 1036 | * whether or not the starting dot was on a loop. Returns boolean specifying |
| 1037 | * whether a loop was found. loop_status calls this and assumes that if state |
| 1038 | * has any lines set, this function will always remove at least one. */ |
| 1039 | static int destructively_find_loop(game_state *state) |
| 1040 | { |
| 1041 | int a, b, i, j, new_i, new_j, n; |
| 1042 | char *lp; |
| 1043 | |
| 1044 | lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state)); |
| 1045 | if (!lp) { |
| 1046 | /* We know we're going to return false but we have to fulfil our |
| 1047 | * contract */ |
| 1048 | lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state)); |
| 1049 | if (lp) |
| 1050 | *lp = LINE_NO; |
| 1051 | |
| 1052 | return FALSE; |
| 1053 | } |
| 1054 | |
| 1055 | n = lp - state->hl; |
| 1056 | |
| 1057 | i = n % state->w; |
| 1058 | j = n / state->w; |
| 1059 | |
| 1060 | assert(i + j * state->w == n); /* because I'm feeling stupid */ |
| 1061 | /* Save start position */ |
| 1062 | a = i; |
| 1063 | b = j; |
| 1064 | |
| 1065 | /* Delete one line from the potential loop */ |
| 1066 | if (LEFTOF_DOT(state, i, j) == LINE_YES) { |
| 1067 | LV_LEFTOF_DOT(state, i, j) = LINE_NO; |
| 1068 | i--; |
| 1069 | } else if (ABOVE_DOT(state, i, j) == LINE_YES) { |
| 1070 | LV_ABOVE_DOT(state, i, j) = LINE_NO; |
| 1071 | j--; |
| 1072 | } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) { |
| 1073 | LV_RIGHTOF_DOT(state, i, j) = LINE_NO; |
| 1074 | i++; |
| 1075 | } else if (BELOW_DOT(state, i, j) == LINE_YES) { |
| 1076 | LV_BELOW_DOT(state, i, j) = LINE_NO; |
| 1077 | j++; |
| 1078 | } else { |
| 1079 | return FALSE; |
| 1080 | } |
| 1081 | |
| 1082 | do { |
| 1083 | /* From the current position of [i,j] there needs to be exactly one |
| 1084 | * line */ |
| 1085 | new_i = new_j = -1; |
| 1086 | |
| 1087 | #define HANDLE_DIR(dir_dot, x, y) \ |
| 1088 | if (dir_dot(state, i, j) == LINE_YES) { \ |
| 1089 | if (new_i != -1 || new_j != -1) \ |
| 1090 | return FALSE; \ |
| 1091 | new_i = (i)+(x); \ |
| 1092 | new_j = (j)+(y); \ |
| 1093 | LV_##dir_dot(state, i, j) = LINE_NO; \ |
| 1094 | } |
| 1095 | HANDLE_DIR(ABOVE_DOT, 0, -1); |
| 1096 | HANDLE_DIR(BELOW_DOT, 0, +1); |
| 1097 | HANDLE_DIR(LEFTOF_DOT, -1, 0); |
| 1098 | HANDLE_DIR(RIGHTOF_DOT, +1, 0); |
| 1099 | #undef HANDLE_DIR |
| 1100 | if (new_i == -1 || new_j == -1) { |
| 1101 | return FALSE; |
| 1102 | } |
| 1103 | |
| 1104 | i = new_i; |
| 1105 | j = new_j; |
| 1106 | } while (i != a || j != b); |
| 1107 | |
| 1108 | return TRUE; |
| 1109 | } |
| 1110 | |
| 1111 | static int loop_status(game_state *state) |
| 1112 | { |
| 1113 | int i, j, n; |
| 1114 | game_state *tmpstate; |
| 1115 | int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE; |
| 1116 | |
| 1117 | #define BAD_LOOP_FOUND \ |
| 1118 | do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0) |
| 1119 | |
| 1120 | /* Repeatedly look for loops until we either run out of lines to consider |
| 1121 | * or discover for sure that the board fails on the grounds of having no |
| 1122 | * loop */ |
| 1123 | tmpstate = dup_game(state); |
| 1124 | |
| 1125 | while (TRUE) { |
| 1126 | if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) && |
| 1127 | !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) { |
| 1128 | break; |
| 1129 | } |
| 1130 | any_lines_found = TRUE; |
| 1131 | |
| 1132 | if (loop_found) |
| 1133 | BAD_LOOP_FOUND; |
| 1134 | if (destructively_find_loop(tmpstate)) { |
| 1135 | loop_found = TRUE; |
| 1136 | if (non_loop_found) |
| 1137 | BAD_LOOP_FOUND; |
| 1138 | } else { |
| 1139 | non_loop_found = TRUE; |
| 1140 | } |
| 1141 | } |
| 1142 | |
| 1143 | free_game(tmpstate); |
| 1144 | |
| 1145 | if (!any_lines_found) |
| 1146 | return LOOP_NONE; |
| 1147 | |
| 1148 | if (non_loop_found) { |
| 1149 | assert(!loop_found); /* should have dealt with this already */ |
| 1150 | return LOOP_NONE; |
| 1151 | } |
| 1152 | |
| 1153 | /* Check that every clue is satisfied */ |
| 1154 | for (j = 0; j < state->h; ++j) { |
| 1155 | for (i = 0; i < state->w; ++i) { |
| 1156 | n = CLUE_AT(state, i, j); |
| 1157 | if (n != ' ') { |
| 1158 | if (square_order(state, i, j, LINE_YES) != n - '0') { |
| 1159 | return LOOP_NOT_SOLN; |
| 1160 | } |
| 1161 | } |
| 1162 | } |
| 1163 | } |
| 1164 | |
| 1165 | return LOOP_SOLN; |
| 1166 | } |
| 1167 | |
| 1168 | /* Sums the lengths of the numbers in range [0,n) */ |
| 1169 | /* See equivalent function in solo.c for justification of this. */ |
| 1170 | static int len_0_to_n(int n) |
| 1171 | { |
| 1172 | int len = 1; /* Counting 0 as a bit of a special case */ |
| 1173 | int i; |
| 1174 | |
| 1175 | for (i = 1; i < n; i *= 10) { |
| 1176 | len += max(n - i, 0); |
| 1177 | } |
| 1178 | |
| 1179 | return len; |
| 1180 | } |
| 1181 | |
| 1182 | static char *encode_solve_move(const game_state *state) |
| 1183 | { |
| 1184 | int len, i, j; |
| 1185 | char *ret, *p; |
| 1186 | /* This is going to return a string representing the moves needed to set |
| 1187 | * every line in a grid to be the same as the ones in 'state'. The exact |
| 1188 | * length of this string is predictable. */ |
| 1189 | |
| 1190 | len = 1; /* Count the 'S' prefix */ |
| 1191 | /* Numbers in horizontal lines */ |
| 1192 | /* Horizontal lines, x position */ |
| 1193 | len += len_0_to_n(state->w) * (state->h + 1); |
| 1194 | /* Horizontal lines, y position */ |
| 1195 | len += len_0_to_n(state->h + 1) * (state->w); |
| 1196 | /* Vertical lines, y position */ |
| 1197 | len += len_0_to_n(state->h) * (state->w + 1); |
| 1198 | /* Vertical lines, x position */ |
| 1199 | len += len_0_to_n(state->w + 1) * (state->h); |
| 1200 | /* For each line we also have two letters and a comma */ |
| 1201 | len += 3 * (HL_COUNT(state) + VL_COUNT(state)); |
| 1202 | |
| 1203 | ret = snewn(len + 1, char); |
| 1204 | p = ret; |
| 1205 | |
| 1206 | p += sprintf(p, "S"); |
| 1207 | |
| 1208 | for (j = 0; j < state->h + 1; ++j) { |
| 1209 | for (i = 0; i < state->w; ++i) { |
| 1210 | switch (RIGHTOF_DOT(state, i, j)) { |
| 1211 | case LINE_YES: |
| 1212 | p += sprintf(p, "%d,%dhy", i, j); |
| 1213 | break; |
| 1214 | case LINE_NO: |
| 1215 | p += sprintf(p, "%d,%dhn", i, j); |
| 1216 | break; |
| 1217 | /* default: */ |
| 1218 | /* I'm going to forgive this because I think the results |
| 1219 | * are cute. */ |
| 1220 | /* assert(!"Solver produced incomplete solution!"); */ |
| 1221 | } |
| 1222 | } |
| 1223 | } |
| 1224 | |
| 1225 | for (j = 0; j < state->h; ++j) { |
| 1226 | for (i = 0; i < state->w + 1; ++i) { |
| 1227 | switch (BELOW_DOT(state, i, j)) { |
| 1228 | case LINE_YES: |
| 1229 | p += sprintf(p, "%d,%dvy", i, j); |
| 1230 | break; |
| 1231 | case LINE_NO: |
| 1232 | p += sprintf(p, "%d,%dvn", i, j); |
| 1233 | break; |
| 1234 | /* default: */ |
| 1235 | /* I'm going to forgive this because I think the results |
| 1236 | * are cute. */ |
| 1237 | /* assert(!"Solver produced incomplete solution!"); */ |
| 1238 | } |
| 1239 | } |
| 1240 | } |
| 1241 | |
| 1242 | /* No point in doing sums like that if they're going to be wrong */ |
| 1243 | assert(strlen(ret) <= (size_t)len); |
| 1244 | return ret; |
| 1245 | } |
| 1246 | |
| 1247 | /* BEGIN SOLVER IMPLEMENTATION */ |
| 1248 | |
| 1249 | /* For each pair of lines through each dot we store a bit for whether |
| 1250 | * exactly one of those lines is ON, and in separate arrays we store whether |
| 1251 | * at least one is on and whether at most 1 is on. (If we know both or |
| 1252 | * neither is on that's already stored more directly.) That's six bits per |
| 1253 | * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */ |
| 1254 | |
| 1255 | enum dline { |
| 1256 | DLINE_VERT = 0, |
| 1257 | DLINE_HORIZ = 1, |
| 1258 | DLINE_UL = 2, |
| 1259 | DLINE_DR = 3, |
| 1260 | DLINE_UR = 4, |
| 1261 | DLINE_DL = 5 |
| 1262 | }; |
| 1263 | |
| 1264 | #define OPP_DLINE(dline) (dline ^ 1) |
| 1265 | |
| 1266 | |
| 1267 | #define SQUARE_DLINES \ |
| 1268 | HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \ |
| 1269 | HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \ |
| 1270 | HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \ |
| 1271 | HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0); |
| 1272 | |
| 1273 | #define DOT_DLINES \ |
| 1274 | HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \ |
| 1275 | HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \ |
| 1276 | HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \ |
| 1277 | HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \ |
| 1278 | HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \ |
| 1279 | HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT); |
| 1280 | |
| 1281 | static void array_setall(char *array, char from, char to, int len) |
| 1282 | { |
| 1283 | char *p = array, *p_old = p; |
| 1284 | int len_remaining = len; |
| 1285 | |
| 1286 | while ((p = memchr(p, from, len_remaining))) { |
| 1287 | *p = to; |
| 1288 | len_remaining -= p - p_old; |
| 1289 | p_old = p; |
| 1290 | } |
| 1291 | } |
| 1292 | |
| 1293 | |
| 1294 | static int game_states_equal(const game_state *state1, |
| 1295 | const game_state *state2) |
| 1296 | { |
| 1297 | /* This deliberately doesn't check _all_ fields, just the ones that make a |
| 1298 | * game state 'interesting' from the POV of the solver */ |
| 1299 | /* XXX review this */ |
| 1300 | if (state1 == state2) |
| 1301 | return 1; |
| 1302 | |
| 1303 | if (!state1 || !state2) |
| 1304 | return 0; |
| 1305 | |
| 1306 | if (state1->w != state2->w || state1->h != state2->h) |
| 1307 | return 0; |
| 1308 | |
| 1309 | if (memcmp(state1->hl, state2->hl, HL_COUNT(state1))) |
| 1310 | return 0; |
| 1311 | |
| 1312 | if (memcmp(state1->vl, state2->vl, VL_COUNT(state1))) |
| 1313 | return 0; |
| 1314 | |
| 1315 | return 1; |
| 1316 | } |
| 1317 | |
| 1318 | static int solver_states_equal(const solver_state *sstate1, |
| 1319 | const solver_state *sstate2) |
| 1320 | { |
| 1321 | if (!sstate1) { |
| 1322 | if (!sstate2) |
| 1323 | return TRUE; |
| 1324 | else |
| 1325 | return FALSE; |
| 1326 | } |
| 1327 | |
| 1328 | if (!game_states_equal(sstate1->state, sstate2->state)) { |
| 1329 | return 0; |
| 1330 | } |
| 1331 | |
| 1332 | /* XXX fields missing, needs review */ |
| 1333 | /* XXX we're deliberately not looking at solver_state as it's only a cache */ |
| 1334 | |
| 1335 | if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone, |
| 1336 | DOT_COUNT(sstate1->state))) { |
| 1337 | return 0; |
| 1338 | } |
| 1339 | |
| 1340 | if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone, |
| 1341 | DOT_COUNT(sstate1->state))) { |
| 1342 | return 0; |
| 1343 | } |
| 1344 | |
| 1345 | /* handle dline_identical here */ |
| 1346 | |
| 1347 | return 1; |
| 1348 | } |
| 1349 | |
| 1350 | static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j, |
| 1351 | enum line_state line_old, enum line_state line_new) |
| 1352 | { |
| 1353 | game_state *state = sstate->state; |
| 1354 | |
| 1355 | /* First line in dline */ |
| 1356 | switch (dl) { |
| 1357 | case DLINE_UL: |
| 1358 | case DLINE_UR: |
| 1359 | case DLINE_VERT: |
| 1360 | if (j > 0 && ABOVE_DOT(state, i, j) == line_old) |
| 1361 | LV_ABOVE_DOT(state, i, j) = line_new; |
| 1362 | break; |
| 1363 | case DLINE_DL: |
| 1364 | case DLINE_DR: |
| 1365 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) |
| 1366 | LV_BELOW_DOT(state, i, j) = line_new; |
| 1367 | break; |
| 1368 | case DLINE_HORIZ: |
| 1369 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) |
| 1370 | LV_LEFTOF_DOT(state, i, j) = line_new; |
| 1371 | break; |
| 1372 | } |
| 1373 | |
| 1374 | /* Second line in dline */ |
| 1375 | switch (dl) { |
| 1376 | case DLINE_UL: |
| 1377 | case DLINE_DL: |
| 1378 | if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) |
| 1379 | LV_LEFTOF_DOT(state, i, j) = line_new; |
| 1380 | break; |
| 1381 | case DLINE_UR: |
| 1382 | case DLINE_DR: |
| 1383 | case DLINE_HORIZ: |
| 1384 | if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old) |
| 1385 | LV_RIGHTOF_DOT(state, i, j) = line_new; |
| 1386 | break; |
| 1387 | case DLINE_VERT: |
| 1388 | if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) |
| 1389 | LV_BELOW_DOT(state, i, j) = line_new; |
| 1390 | break; |
| 1391 | } |
| 1392 | } |
| 1393 | |
| 1394 | static void update_solver_status(solver_state *sstate) |
| 1395 | { |
| 1396 | if (sstate->solver_status == SOLVER_INCOMPLETE) { |
| 1397 | switch (loop_status(sstate->state)) { |
| 1398 | case LOOP_NONE: |
| 1399 | sstate->solver_status = SOLVER_INCOMPLETE; |
| 1400 | break; |
| 1401 | case LOOP_SOLN: |
| 1402 | if (sstate->solver_status != SOLVER_AMBIGUOUS) |
| 1403 | sstate->solver_status = SOLVER_SOLVED; |
| 1404 | break; |
| 1405 | case LOOP_NOT_SOLN: |
| 1406 | sstate->solver_status = SOLVER_MISTAKE; |
| 1407 | break; |
| 1408 | } |
| 1409 | } |
| 1410 | } |
| 1411 | |
| 1412 | |
| 1413 | /* This will return a dynamically allocated solver_state containing the (more) |
| 1414 | * solved grid */ |
| 1415 | static solver_state *solve_game_rec(const solver_state *sstate_start) |
| 1416 | { |
| 1417 | int i, j; |
| 1418 | int current_yes, current_no, desired; |
| 1419 | solver_state *sstate, *sstate_saved, *sstate_tmp; |
| 1420 | int t; |
| 1421 | /* char *text; */ |
| 1422 | solver_state *sstate_rec_solved; |
| 1423 | int recursive_soln_count; |
| 1424 | |
| 1425 | #if 0 |
| 1426 | printf("solve_game_rec: recursion_remaining = %d\n", |
| 1427 | sstate_start->recursion_remaining); |
| 1428 | #endif |
| 1429 | |
| 1430 | sstate = dup_solver_state((solver_state *)sstate_start); |
| 1431 | |
| 1432 | #if 0 |
| 1433 | text = game_text_format(sstate->state); |
| 1434 | printf("%s\n", text); |
| 1435 | sfree(text); |
| 1436 | #endif |
| 1437 | |
| 1438 | #define RETURN_IF_SOLVED \ |
| 1439 | do { \ |
| 1440 | update_solver_status(sstate); \ |
| 1441 | if (sstate->solver_status != SOLVER_INCOMPLETE) { \ |
| 1442 | free_solver_state(sstate_saved); \ |
| 1443 | return sstate; \ |
| 1444 | } \ |
| 1445 | } while (0) |
| 1446 | |
| 1447 | sstate_saved = NULL; |
| 1448 | RETURN_IF_SOLVED; |
| 1449 | |
| 1450 | nonrecursive_solver: |
| 1451 | |
| 1452 | while (1) { |
| 1453 | sstate_saved = dup_solver_state(sstate); |
| 1454 | |
| 1455 | /* First we do the 'easy' work, that might cause concrete results */ |
| 1456 | |
| 1457 | /* Per-square deductions */ |
| 1458 | for (j = 0; j < sstate->state->h; ++j) { |
| 1459 | for (i = 0; i < sstate->state->w; ++i) { |
| 1460 | /* Begin rules that look at the clue (if there is one) */ |
| 1461 | desired = CLUE_AT(sstate->state, i, j); |
| 1462 | if (desired == ' ') |
| 1463 | continue; |
| 1464 | desired = desired - '0'; |
| 1465 | current_yes = square_order(sstate->state, i, j, LINE_YES); |
| 1466 | current_no = square_order(sstate->state, i, j, LINE_NO); |
| 1467 | |
| 1468 | if (desired <= current_yes) { |
| 1469 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
| 1470 | continue; |
| 1471 | } |
| 1472 | |
| 1473 | if (4 - desired <= current_no) { |
| 1474 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); |
| 1475 | } |
| 1476 | } |
| 1477 | } |
| 1478 | |
| 1479 | RETURN_IF_SOLVED; |
| 1480 | |
| 1481 | /* Per-dot deductions */ |
| 1482 | for (j = 0; j < sstate->state->h + 1; ++j) { |
| 1483 | for (i = 0; i < sstate->state->w + 1; ++i) { |
| 1484 | switch (dot_order(sstate->state, i, j, LINE_YES)) { |
| 1485 | case 0: |
| 1486 | if (dot_order(sstate->state, i, j, LINE_NO) == 3) { |
| 1487 | dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
| 1488 | } |
| 1489 | break; |
| 1490 | case 1: |
| 1491 | switch (dot_order(sstate->state, i, j, LINE_NO)) { |
| 1492 | #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \ |
| 1493 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
| 1494 | if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \ |
| 1495 | sstate->dot_howmany \ |
| 1496 | [i + (sstate->state->w + 1) * j] |= 1<<dline; \ |
| 1497 | } \ |
| 1498 | } |
| 1499 | case 1: |
| 1500 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
| 1501 | H1(dline, dir1_dot, dir2_dot, dot_atleastone) |
| 1502 | /* 1 yes, 1 no, so exactly one of unknowns is yes */ |
| 1503 | DOT_DLINES; |
| 1504 | #undef HANDLE_DLINE |
| 1505 | /* fall through */ |
| 1506 | case 0: |
| 1507 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
| 1508 | H1(dline, dir1_dot, dir2_dot, dot_atmostone) |
| 1509 | /* 1 yes, fewer than 2 no, so at most one of |
| 1510 | * unknowns is yes */ |
| 1511 | DOT_DLINES; |
| 1512 | #undef HANDLE_DLINE |
| 1513 | #undef H1 |
| 1514 | break; |
| 1515 | case 2: /* 1 yes, 2 no */ |
| 1516 | dot_setall(sstate->state, i, j, |
| 1517 | LINE_UNKNOWN, LINE_YES); |
| 1518 | break; |
| 1519 | } |
| 1520 | break; |
| 1521 | case 2: |
| 1522 | case 3: |
| 1523 | dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO); |
| 1524 | } |
| 1525 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
| 1526 | if (sstate->dot_atleastone \ |
| 1527 | [i + (sstate->state->w + 1) * j] & 1<<dline) { \ |
| 1528 | sstate->dot_atmostone \ |
| 1529 | [i + (sstate->state->w + 1) * j] |= 1<<OPP_DLINE(dline); \ |
| 1530 | } |
| 1531 | /* If at least one of a dline in a dot is YES, at most one of |
| 1532 | * the opposite dline to that dot must be YES. */ |
| 1533 | DOT_DLINES; |
| 1534 | #undef HANDLE_DLINE |
| 1535 | } |
| 1536 | } |
| 1537 | |
| 1538 | /* More obscure per-square operations */ |
| 1539 | for (j = 0; j < sstate->state->h; ++j) { |
| 1540 | for (i = 0; i < sstate->state->w; ++i) { |
| 1541 | #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \ |
| 1542 | if (sstate->dot_howmany[i+a + (sstate->state->w + 1) * (j+b)] &\ |
| 1543 | 1<<dline) { \ |
| 1544 | t = dir1_sq(sstate->state, i, j); \ |
| 1545 | if (t == line_query) \ |
| 1546 | dir2_sq(sstate->state, i, j) = line_set; \ |
| 1547 | else { \ |
| 1548 | t = dir2_sq(sstate->state, i, j); \ |
| 1549 | if (t == line_query) \ |
| 1550 | dir1_sq(sstate->state, i, j) = line_set; \ |
| 1551 | } \ |
| 1552 | } |
| 1553 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1554 | H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \ |
| 1555 | LINE_YES, LINE_NO) |
| 1556 | /* If at most one of the DLINE is on, and one is definitely on, |
| 1557 | * set the other to definitely off */ |
| 1558 | SQUARE_DLINES; |
| 1559 | #undef HANDLE_DLINE |
| 1560 | |
| 1561 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1562 | H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \ |
| 1563 | LINE_NO, LINE_YES) |
| 1564 | /* If at least one of the DLINE is on, and one is definitely |
| 1565 | * off, set the other to definitely on */ |
| 1566 | SQUARE_DLINES; |
| 1567 | #undef HANDLE_DLINE |
| 1568 | #undef H1 |
| 1569 | |
| 1570 | switch (CLUE_AT(sstate->state, i, j)) { |
| 1571 | case '0': |
| 1572 | case '1': |
| 1573 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1574 | /* At most one of any DLINE can be set */ \ |
| 1575 | sstate->dot_atmostone \ |
| 1576 | [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \ |
| 1577 | /* This DLINE provides enough YESes to solve the clue */\ |
| 1578 | if (sstate->dot_atleastone \ |
| 1579 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
| 1580 | 1<<dline) { \ |
| 1581 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
| 1582 | i+(1-a), j+(1-b), \ |
| 1583 | LINE_UNKNOWN, LINE_NO); \ |
| 1584 | } |
| 1585 | SQUARE_DLINES; |
| 1586 | #undef HANDLE_DLINE |
| 1587 | break; |
| 1588 | case '2': |
| 1589 | #define H1(dline, dot_at1one, dot_at2one, a, b) \ |
| 1590 | if (sstate->dot_at1one \ |
| 1591 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
| 1592 | 1<<dline) { \ |
| 1593 | sstate->dot_at2one \ |
| 1594 | [i+(1-a) + (sstate->state->w + 1) * (j+(1-b))] |= \ |
| 1595 | 1<<OPP_DLINE(dline); \ |
| 1596 | } |
| 1597 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1598 | H1(dline, dot_atleastone, dot_atmostone, a, b); \ |
| 1599 | H1(dline, dot_atmostone, dot_atleastone, a, b); |
| 1600 | /* If at least one of one DLINE is set, at most one of |
| 1601 | * the opposing one is and vice versa */ |
| 1602 | SQUARE_DLINES; |
| 1603 | #undef HANDLE_DLINE |
| 1604 | #undef H1 |
| 1605 | break; |
| 1606 | case '3': |
| 1607 | case '4': |
| 1608 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1609 | /* At least one of any DLINE can be set */ \ |
| 1610 | sstate->dot_atleastone \ |
| 1611 | [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \ |
| 1612 | /* This DLINE provides enough NOs to solve the clue */ \ |
| 1613 | if (sstate->dot_atmostone \ |
| 1614 | [i+a + (sstate->state->w + 1) * (j+b)] & \ |
| 1615 | 1<<dline) { \ |
| 1616 | dot_setall_dlines(sstate, OPP_DLINE(dline), \ |
| 1617 | i+(1-a), j+(1-b), \ |
| 1618 | LINE_UNKNOWN, LINE_YES); \ |
| 1619 | } |
| 1620 | SQUARE_DLINES; |
| 1621 | #undef HANDLE_DLINE |
| 1622 | break; |
| 1623 | } |
| 1624 | } |
| 1625 | } |
| 1626 | |
| 1627 | if (solver_states_equal(sstate, sstate_saved)) { |
| 1628 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
| 1629 | int d; |
| 1630 | |
| 1631 | /* |
| 1632 | * Go through the grid and update for all the new edges. |
| 1633 | * Since merge_dots() is idempotent, the simplest way to |
| 1634 | * do this is just to update for _all_ the edges. |
| 1635 | * |
| 1636 | * Also, while we're here, we count the edges, count the |
| 1637 | * clues, count the satisfied clues, and count the |
| 1638 | * satisfied-minus-one clues. |
| 1639 | */ |
| 1640 | for (j = 0; j <= sstate->state->h; ++j) { |
| 1641 | for (i = 0; i <= sstate->state->w; ++i) { |
| 1642 | if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) { |
| 1643 | merge_dots(sstate, i, j, i+1, j); |
| 1644 | edgecount++; |
| 1645 | } |
| 1646 | if (BELOW_DOT(sstate->state, i, j) == LINE_YES) { |
| 1647 | merge_dots(sstate, i, j, i, j+1); |
| 1648 | edgecount++; |
| 1649 | } |
| 1650 | |
| 1651 | if (CLUE_AT(sstate->state, i, j) != ' ') { |
| 1652 | int c = CLUE_AT(sstate->state, i, j) - '0'; |
| 1653 | int o = square_order(sstate->state, i, j, LINE_YES); |
| 1654 | if (o == c) |
| 1655 | satclues++; |
| 1656 | else if (o == c-1) |
| 1657 | sm1clues++; |
| 1658 | clues++; |
| 1659 | } |
| 1660 | } |
| 1661 | } |
| 1662 | |
| 1663 | /* |
| 1664 | * Now go through looking for LINE_UNKNOWN edges which |
| 1665 | * connect two dots that are already in the same |
| 1666 | * equivalence class. If we find one, test to see if the |
| 1667 | * loop it would create is a solution. |
| 1668 | */ |
| 1669 | for (j = 0; j <= sstate->state->h; ++j) { |
| 1670 | for (i = 0; i <= sstate->state->w; ++i) { |
| 1671 | for (d = 0; d < 2; d++) { |
| 1672 | int i2, j2, eqclass, val; |
| 1673 | |
| 1674 | if (d == 0) { |
| 1675 | if (RIGHTOF_DOT(sstate->state, i, j) != |
| 1676 | LINE_UNKNOWN) |
| 1677 | continue; |
| 1678 | i2 = i+1; |
| 1679 | j2 = j; |
| 1680 | } else { |
| 1681 | if (BELOW_DOT(sstate->state, i, j) != |
| 1682 | LINE_UNKNOWN) |
| 1683 | continue; |
| 1684 | i2 = i; |
| 1685 | j2 = j+1; |
| 1686 | } |
| 1687 | |
| 1688 | eqclass = dsf_canonify(sstate->dotdsf, |
| 1689 | j * (sstate->state->w+1) + i); |
| 1690 | if (eqclass != dsf_canonify(sstate->dotdsf, |
| 1691 | j2 * (sstate->state->w+1) + |
| 1692 | i2)) |
| 1693 | continue; |
| 1694 | |
| 1695 | val = LINE_NO; /* loop is bad until proven otherwise */ |
| 1696 | |
| 1697 | /* |
| 1698 | * This edge would form a loop. Next |
| 1699 | * question: how long would the loop be? |
| 1700 | * Would it equal the total number of edges |
| 1701 | * (plus the one we'd be adding if we added |
| 1702 | * it)? |
| 1703 | */ |
| 1704 | if (sstate->looplen[eqclass] == edgecount + 1) { |
| 1705 | int sm1_nearby; |
| 1706 | int cx, cy; |
| 1707 | |
| 1708 | /* |
| 1709 | * This edge would form a loop which |
| 1710 | * took in all the edges in the entire |
| 1711 | * grid. So now we need to work out |
| 1712 | * whether it would be a valid solution |
| 1713 | * to the puzzle, which means we have to |
| 1714 | * check if it satisfies all the clues. |
| 1715 | * This means that every clue must be |
| 1716 | * either satisfied or satisfied-minus- |
| 1717 | * 1, and also that the number of |
| 1718 | * satisfied-minus-1 clues must be at |
| 1719 | * most two and they must lie on either |
| 1720 | * side of this edge. |
| 1721 | */ |
| 1722 | sm1_nearby = 0; |
| 1723 | cx = i - (j2-j); |
| 1724 | cy = j - (i2-i); |
| 1725 | if (CLUE_AT(sstate->state, cx,cy) != ' ' && |
| 1726 | square_order(sstate->state, cx,cy, LINE_YES) == |
| 1727 | CLUE_AT(sstate->state, cx,cy) - '0' - 1) |
| 1728 | sm1_nearby++; |
| 1729 | if (CLUE_AT(sstate->state, i, j) != ' ' && |
| 1730 | square_order(sstate->state, i, j, LINE_YES) == |
| 1731 | CLUE_AT(sstate->state, i, j) - '0' - 1) |
| 1732 | sm1_nearby++; |
| 1733 | if (sm1clues == sm1_nearby && |
| 1734 | sm1clues + satclues == clues) |
| 1735 | val = LINE_YES; /* loop is good! */ |
| 1736 | } |
| 1737 | |
| 1738 | /* |
| 1739 | * Right. Now we know that adding this edge |
| 1740 | * would form a loop, and we know whether |
| 1741 | * that loop would be a viable solution or |
| 1742 | * not. |
| 1743 | * |
| 1744 | * If adding this edge produces a solution, |
| 1745 | * then we know we've found _a_ solution but |
| 1746 | * we don't know that it's _the_ solution - |
| 1747 | * if it were provably the solution then |
| 1748 | * we'd have deduced this edge some time ago |
| 1749 | * without the need to do loop detection. So |
| 1750 | * in this state we return SOLVER_AMBIGUOUS, |
| 1751 | * which has the effect that hitting Solve |
| 1752 | * on a user-provided puzzle will fill in a |
| 1753 | * solution but using the solver to |
| 1754 | * construct new puzzles won't consider this |
| 1755 | * a reasonable deduction for the user to |
| 1756 | * make. |
| 1757 | */ |
| 1758 | if (d == 0) |
| 1759 | LV_RIGHTOF_DOT(sstate->state, i, j) = val; |
| 1760 | else |
| 1761 | LV_BELOW_DOT(sstate->state, i, j) = val; |
| 1762 | if (val == LINE_YES) { |
| 1763 | sstate->solver_status = SOLVER_AMBIGUOUS; |
| 1764 | goto finished_loop_checking; |
| 1765 | } |
| 1766 | } |
| 1767 | } |
| 1768 | } |
| 1769 | |
| 1770 | finished_loop_checking: |
| 1771 | |
| 1772 | RETURN_IF_SOLVED; |
| 1773 | } |
| 1774 | |
| 1775 | if (solver_states_equal(sstate, sstate_saved)) { |
| 1776 | /* Solver has stopped making progress so we terminate */ |
| 1777 | free_solver_state(sstate_saved); |
| 1778 | break; |
| 1779 | } |
| 1780 | |
| 1781 | free_solver_state(sstate_saved); |
| 1782 | } |
| 1783 | |
| 1784 | if (sstate->solver_status == SOLVER_SOLVED || |
| 1785 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
| 1786 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
| 1787 | array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO, |
| 1788 | HL_COUNT(sstate->state)); |
| 1789 | array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO, |
| 1790 | VL_COUNT(sstate->state)); |
| 1791 | return sstate; |
| 1792 | } |
| 1793 | |
| 1794 | /* Perform recursive calls */ |
| 1795 | if (sstate->recursion_remaining) { |
| 1796 | sstate->recursion_remaining--; |
| 1797 | |
| 1798 | sstate_saved = dup_solver_state(sstate); |
| 1799 | |
| 1800 | recursive_soln_count = 0; |
| 1801 | sstate_rec_solved = NULL; |
| 1802 | |
| 1803 | /* Memory management: |
| 1804 | * sstate_saved won't be modified but needs to be freed when we have |
| 1805 | * finished with it. |
| 1806 | * sstate is expected to contain our 'best' solution by the time we |
| 1807 | * finish this section of code. It's the thing we'll try adding lines |
| 1808 | * to, seeing if they make it more solvable. |
| 1809 | * If sstate_rec_solved is non-NULL, it will supersede sstate |
| 1810 | * eventually. sstate_tmp should not hold a value persistently. |
| 1811 | */ |
| 1812 | |
| 1813 | /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware |
| 1814 | * of the possibility of additional solutions. So as soon as we have a |
| 1815 | * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but |
| 1816 | * if we get a SOLVER_SOLVED we want to keep trying in case we find |
| 1817 | * further solutions and have to mark it ambiguous. |
| 1818 | */ |
| 1819 | |
| 1820 | #define DO_RECURSIVE_CALL(dir_dot) \ |
| 1821 | if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
| 1822 | debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \ |
| 1823 | LV_##dir_dot(sstate->state, i, j) = LINE_YES; \ |
| 1824 | sstate_tmp = solve_game_rec(sstate); \ |
| 1825 | switch (sstate_tmp->solver_status) { \ |
| 1826 | case SOLVER_AMBIGUOUS: \ |
| 1827 | debug(("Solver ambiguous, returning\n")); \ |
| 1828 | sstate_rec_solved = sstate_tmp; \ |
| 1829 | goto finished_recursion; \ |
| 1830 | case SOLVER_SOLVED: \ |
| 1831 | switch (++recursive_soln_count) { \ |
| 1832 | case 1: \ |
| 1833 | debug(("One solution found\n")); \ |
| 1834 | sstate_rec_solved = sstate_tmp; \ |
| 1835 | break; \ |
| 1836 | case 2: \ |
| 1837 | debug(("Ambiguous solutions found\n")); \ |
| 1838 | free_solver_state(sstate_tmp); \ |
| 1839 | sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\ |
| 1840 | goto finished_recursion; \ |
| 1841 | default: \ |
| 1842 | assert(!"recursive_soln_count out of range"); \ |
| 1843 | break; \ |
| 1844 | } \ |
| 1845 | break; \ |
| 1846 | case SOLVER_MISTAKE: \ |
| 1847 | debug(("Non-solution found\n")); \ |
| 1848 | free_solver_state(sstate_tmp); \ |
| 1849 | free_solver_state(sstate_saved); \ |
| 1850 | LV_##dir_dot(sstate->state, i, j) = LINE_NO; \ |
| 1851 | goto nonrecursive_solver; \ |
| 1852 | case SOLVER_INCOMPLETE: \ |
| 1853 | debug(("Recursive step inconclusive\n")); \ |
| 1854 | free_solver_state(sstate_tmp); \ |
| 1855 | break; \ |
| 1856 | } \ |
| 1857 | free_solver_state(sstate); \ |
| 1858 | sstate = dup_solver_state(sstate_saved); \ |
| 1859 | } |
| 1860 | |
| 1861 | for (j = 0; j < sstate->state->h + 1; ++j) { |
| 1862 | for (i = 0; i < sstate->state->w + 1; ++i) { |
| 1863 | /* Only perform recursive calls on 'loose ends' */ |
| 1864 | if (dot_order(sstate->state, i, j, LINE_YES) == 1) { |
| 1865 | if (LEFTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN) |
| 1866 | DO_RECURSIVE_CALL(LEFTOF_DOT); |
| 1867 | if (RIGHTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN) |
| 1868 | DO_RECURSIVE_CALL(RIGHTOF_DOT); |
| 1869 | if (ABOVE_DOT(sstate->state, i, j) == LINE_UNKNOWN) |
| 1870 | DO_RECURSIVE_CALL(ABOVE_DOT); |
| 1871 | if (BELOW_DOT(sstate->state, i, j) == LINE_UNKNOWN) |
| 1872 | DO_RECURSIVE_CALL(BELOW_DOT); |
| 1873 | } |
| 1874 | } |
| 1875 | } |
| 1876 | |
| 1877 | finished_recursion: |
| 1878 | |
| 1879 | if (sstate_rec_solved) { |
| 1880 | free_solver_state(sstate); |
| 1881 | sstate = sstate_rec_solved; |
| 1882 | } |
| 1883 | } |
| 1884 | |
| 1885 | return sstate; |
| 1886 | } |
| 1887 | |
| 1888 | /* XXX bits of solver that may come in handy one day */ |
| 1889 | #if 0 |
| 1890 | #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \ |
| 1891 | /* dline from this dot that's entirely unknown must have |
| 1892 | * both lines identical */ \ |
| 1893 | if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \ |
| 1894 | dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
| 1895 | sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \ |
| 1896 | 1<<dline; \ |
| 1897 | } else if (sstate->dline_identical[i + |
| 1898 | (sstate->state->w + 1) * j] &\ |
| 1899 | 1<<dline) { \ |
| 1900 | /* If they're identical and one is known do the obvious |
| 1901 | * thing */ \ |
| 1902 | t = dir1_dot(sstate->state, i, j); \ |
| 1903 | if (t != LINE_UNKNOWN) \ |
| 1904 | dir2_dot(sstate->state, i, j) = t; \ |
| 1905 | else { \ |
| 1906 | t = dir2_dot(sstate->state, i, j); \ |
| 1907 | if (t != LINE_UNKNOWN) \ |
| 1908 | dir1_dot(sstate->state, i, j) = t; \ |
| 1909 | } \ |
| 1910 | } \ |
| 1911 | DOT_DLINES; |
| 1912 | #undef HANDLE_DLINE |
| 1913 | #endif |
| 1914 | |
| 1915 | #if 0 |
| 1916 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1917 | if (sstate->dline_identical[i+a + \ |
| 1918 | (sstate->state->w + 1) * (j+b)] &\ |
| 1919 | 1<<dline) { \ |
| 1920 | dir1_sq(sstate->state, i, j) = LINE_YES; \ |
| 1921 | dir2_sq(sstate->state, i, j) = LINE_YES; \ |
| 1922 | } |
| 1923 | /* If two lines are the same they must be on */ |
| 1924 | SQUARE_DLINES; |
| 1925 | #undef HANDLE_DLINE |
| 1926 | #endif |
| 1927 | |
| 1928 | |
| 1929 | #if 0 |
| 1930 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1931 | if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \ |
| 1932 | 1<<dline) { \ |
| 1933 | if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \ |
| 1934 | CLUE_AT(sstate->state, i, j) - '0') { \ |
| 1935 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \ |
| 1936 | /* XXX the following may overwrite known data! */ \ |
| 1937 | dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
| 1938 | dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
| 1939 | } \ |
| 1940 | } |
| 1941 | SQUARE_DLINES; |
| 1942 | #undef HANDLE_DLINE |
| 1943 | #endif |
| 1944 | |
| 1945 | #if 0 |
| 1946 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 1947 | if (sstate->dline_identical[i+a + |
| 1948 | (sstate->state->w + 1) * (j+b)] &\ |
| 1949 | 1<<dline) { \ |
| 1950 | dir1_sq(sstate->state, i, j) = LINE_NO; \ |
| 1951 | dir2_sq(sstate->state, i, j) = LINE_NO; \ |
| 1952 | } |
| 1953 | /* If two lines are the same they must be off */ |
| 1954 | SQUARE_DLINES; |
| 1955 | #undef HANDLE_DLINE |
| 1956 | #endif |
| 1957 | |
| 1958 | static char *solve_game(game_state *state, game_state *currstate, |
| 1959 | char *aux, char **error) |
| 1960 | { |
| 1961 | char *soln = NULL; |
| 1962 | solver_state *sstate, *new_sstate; |
| 1963 | |
| 1964 | sstate = new_solver_state(state); |
| 1965 | new_sstate = solve_game_rec(sstate); |
| 1966 | |
| 1967 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
| 1968 | soln = encode_solve_move(new_sstate->state); |
| 1969 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
| 1970 | soln = encode_solve_move(new_sstate->state); |
| 1971 | /**error = "Solver found ambiguous solutions"; */ |
| 1972 | } else { |
| 1973 | soln = encode_solve_move(new_sstate->state); |
| 1974 | /**error = "Solver failed"; */ |
| 1975 | } |
| 1976 | |
| 1977 | free_solver_state(new_sstate); |
| 1978 | free_solver_state(sstate); |
| 1979 | |
| 1980 | return soln; |
| 1981 | } |
| 1982 | |
| 1983 | static char *game_text_format(game_state *state) |
| 1984 | { |
| 1985 | int i, j; |
| 1986 | int len; |
| 1987 | char *ret, *rp; |
| 1988 | |
| 1989 | len = (2 * state->w + 2) * (2 * state->h + 1); |
| 1990 | rp = ret = snewn(len + 1, char); |
| 1991 | |
| 1992 | #define DRAW_HL \ |
| 1993 | switch (ABOVE_SQUARE(state, i, j)) { \ |
| 1994 | case LINE_YES: \ |
| 1995 | rp += sprintf(rp, " -"); \ |
| 1996 | break; \ |
| 1997 | case LINE_NO: \ |
| 1998 | rp += sprintf(rp, " x"); \ |
| 1999 | break; \ |
| 2000 | case LINE_UNKNOWN: \ |
| 2001 | rp += sprintf(rp, " "); \ |
| 2002 | break; \ |
| 2003 | default: \ |
| 2004 | assert(!"Illegal line state for HL");\ |
| 2005 | } |
| 2006 | |
| 2007 | #define DRAW_VL \ |
| 2008 | switch (LEFTOF_SQUARE(state, i, j)) {\ |
| 2009 | case LINE_YES: \ |
| 2010 | rp += sprintf(rp, "|"); \ |
| 2011 | break; \ |
| 2012 | case LINE_NO: \ |
| 2013 | rp += sprintf(rp, "x"); \ |
| 2014 | break; \ |
| 2015 | case LINE_UNKNOWN: \ |
| 2016 | rp += sprintf(rp, " "); \ |
| 2017 | break; \ |
| 2018 | default: \ |
| 2019 | assert(!"Illegal line state for VL");\ |
| 2020 | } |
| 2021 | |
| 2022 | for (j = 0; j < state->h; ++j) { |
| 2023 | for (i = 0; i < state->w; ++i) { |
| 2024 | DRAW_HL; |
| 2025 | } |
| 2026 | rp += sprintf(rp, " \n"); |
| 2027 | for (i = 0; i < state->w; ++i) { |
| 2028 | DRAW_VL; |
| 2029 | rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j))); |
| 2030 | } |
| 2031 | DRAW_VL; |
| 2032 | rp += sprintf(rp, "\n"); |
| 2033 | } |
| 2034 | for (i = 0; i < state->w; ++i) { |
| 2035 | DRAW_HL; |
| 2036 | } |
| 2037 | rp += sprintf(rp, " \n"); |
| 2038 | |
| 2039 | assert(strlen(ret) == len); |
| 2040 | return ret; |
| 2041 | } |
| 2042 | |
| 2043 | static game_ui *new_ui(game_state *state) |
| 2044 | { |
| 2045 | return NULL; |
| 2046 | } |
| 2047 | |
| 2048 | static void free_ui(game_ui *ui) |
| 2049 | { |
| 2050 | } |
| 2051 | |
| 2052 | static char *encode_ui(game_ui *ui) |
| 2053 | { |
| 2054 | return NULL; |
| 2055 | } |
| 2056 | |
| 2057 | static void decode_ui(game_ui *ui, char *encoding) |
| 2058 | { |
| 2059 | } |
| 2060 | |
| 2061 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 2062 | game_state *newstate) |
| 2063 | { |
| 2064 | } |
| 2065 | |
| 2066 | struct game_drawstate { |
| 2067 | int started; |
| 2068 | int tilesize; |
| 2069 | int flashing; |
| 2070 | char *hl, *vl; |
| 2071 | }; |
| 2072 | |
| 2073 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 2074 | int x, int y, int button) |
| 2075 | { |
| 2076 | int hl_selected; |
| 2077 | int i, j, p, q; |
| 2078 | char *ret, buf[80]; |
| 2079 | char button_char = ' '; |
| 2080 | enum line_state old_state; |
| 2081 | |
| 2082 | button &= ~MOD_MASK; |
| 2083 | |
| 2084 | /* Around each line is a diamond-shaped region where points within that |
| 2085 | * region are closer to this line than any other. We assume any click |
| 2086 | * within a line's diamond was meant for that line. It would all be a lot |
| 2087 | * simpler if the / and % operators respected modulo arithmetic properly |
| 2088 | * for negative numbers. */ |
| 2089 | |
| 2090 | x -= BORDER; |
| 2091 | y -= BORDER; |
| 2092 | |
| 2093 | /* Get the coordinates of the square the click was in */ |
| 2094 | i = (x + TILE_SIZE) / TILE_SIZE - 1; |
| 2095 | j = (y + TILE_SIZE) / TILE_SIZE - 1; |
| 2096 | |
| 2097 | /* Get the precise position inside square [i,j] */ |
| 2098 | p = (x + TILE_SIZE) % TILE_SIZE; |
| 2099 | q = (y + TILE_SIZE) % TILE_SIZE; |
| 2100 | |
| 2101 | /* After this bit of magic [i,j] will correspond to the point either above |
| 2102 | * or to the left of the line selected */ |
| 2103 | if (p > q) { |
| 2104 | if (TILE_SIZE - p > q) { |
| 2105 | hl_selected = TRUE; |
| 2106 | } else { |
| 2107 | hl_selected = FALSE; |
| 2108 | ++i; |
| 2109 | } |
| 2110 | } else { |
| 2111 | if (TILE_SIZE - q > p) { |
| 2112 | hl_selected = FALSE; |
| 2113 | } else { |
| 2114 | hl_selected = TRUE; |
| 2115 | ++j; |
| 2116 | } |
| 2117 | } |
| 2118 | |
| 2119 | if (i < 0 || j < 0) |
| 2120 | return NULL; |
| 2121 | |
| 2122 | if (hl_selected) { |
| 2123 | if (i >= state->w || j >= state->h + 1) |
| 2124 | return NULL; |
| 2125 | } else { |
| 2126 | if (i >= state->w + 1 || j >= state->h) |
| 2127 | return NULL; |
| 2128 | } |
| 2129 | |
| 2130 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
| 2131 | /* Maybe will add mouse drag support some time */ |
| 2132 | if (hl_selected) |
| 2133 | old_state = RIGHTOF_DOT(state, i, j); |
| 2134 | else |
| 2135 | old_state = BELOW_DOT(state, i, j); |
| 2136 | |
| 2137 | switch (button) { |
| 2138 | case LEFT_BUTTON: |
| 2139 | switch (old_state) { |
| 2140 | case LINE_UNKNOWN: |
| 2141 | button_char = 'y'; |
| 2142 | break; |
| 2143 | case LINE_YES: |
| 2144 | case LINE_NO: |
| 2145 | button_char = 'u'; |
| 2146 | break; |
| 2147 | } |
| 2148 | break; |
| 2149 | case MIDDLE_BUTTON: |
| 2150 | button_char = 'u'; |
| 2151 | break; |
| 2152 | case RIGHT_BUTTON: |
| 2153 | switch (old_state) { |
| 2154 | case LINE_UNKNOWN: |
| 2155 | button_char = 'n'; |
| 2156 | break; |
| 2157 | case LINE_NO: |
| 2158 | case LINE_YES: |
| 2159 | button_char = 'u'; |
| 2160 | break; |
| 2161 | } |
| 2162 | break; |
| 2163 | default: |
| 2164 | return NULL; |
| 2165 | } |
| 2166 | |
| 2167 | |
| 2168 | sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char); |
| 2169 | ret = dupstr(buf); |
| 2170 | |
| 2171 | return ret; |
| 2172 | } |
| 2173 | |
| 2174 | static game_state *execute_move(game_state *state, char *move) |
| 2175 | { |
| 2176 | int i, j; |
| 2177 | game_state *newstate = dup_game(state); |
| 2178 | |
| 2179 | if (move[0] == 'S') { |
| 2180 | move++; |
| 2181 | newstate->cheated = TRUE; |
| 2182 | } |
| 2183 | |
| 2184 | while (*move) { |
| 2185 | i = atoi(move); |
| 2186 | move = strchr(move, ','); |
| 2187 | if (!move) |
| 2188 | goto fail; |
| 2189 | j = atoi(++move); |
| 2190 | move += strspn(move, "1234567890"); |
| 2191 | switch (*(move++)) { |
| 2192 | case 'h': |
| 2193 | if (i >= newstate->w || j > newstate->h) |
| 2194 | goto fail; |
| 2195 | switch (*(move++)) { |
| 2196 | case 'y': |
| 2197 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES; |
| 2198 | break; |
| 2199 | case 'n': |
| 2200 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO; |
| 2201 | break; |
| 2202 | case 'u': |
| 2203 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN; |
| 2204 | break; |
| 2205 | default: |
| 2206 | goto fail; |
| 2207 | } |
| 2208 | break; |
| 2209 | case 'v': |
| 2210 | if (i > newstate->w || j >= newstate->h) |
| 2211 | goto fail; |
| 2212 | switch (*(move++)) { |
| 2213 | case 'y': |
| 2214 | LV_BELOW_DOT(newstate, i, j) = LINE_YES; |
| 2215 | break; |
| 2216 | case 'n': |
| 2217 | LV_BELOW_DOT(newstate, i, j) = LINE_NO; |
| 2218 | break; |
| 2219 | case 'u': |
| 2220 | LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN; |
| 2221 | break; |
| 2222 | default: |
| 2223 | goto fail; |
| 2224 | } |
| 2225 | break; |
| 2226 | default: |
| 2227 | goto fail; |
| 2228 | } |
| 2229 | } |
| 2230 | |
| 2231 | /* |
| 2232 | * Check for completion. |
| 2233 | */ |
| 2234 | i = 0; /* placate optimiser */ |
| 2235 | for (j = 0; j <= newstate->h; j++) { |
| 2236 | for (i = 0; i < newstate->w; i++) |
| 2237 | if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES) |
| 2238 | break; |
| 2239 | if (i < newstate->w) |
| 2240 | break; |
| 2241 | } |
| 2242 | if (j <= newstate->h) { |
| 2243 | int prevdir = 'R'; |
| 2244 | int x = i, y = j; |
| 2245 | int looplen, count; |
| 2246 | |
| 2247 | /* |
| 2248 | * We've found a horizontal edge at (i,j). Follow it round |
| 2249 | * to see if it's part of a loop. |
| 2250 | */ |
| 2251 | looplen = 0; |
| 2252 | while (1) { |
| 2253 | int order = dot_order(newstate, x, y, LINE_YES); |
| 2254 | if (order != 2) |
| 2255 | goto completion_check_done; |
| 2256 | |
| 2257 | if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') { |
| 2258 | x--; |
| 2259 | prevdir = 'R'; |
| 2260 | } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES && |
| 2261 | prevdir != 'R') { |
| 2262 | x++; |
| 2263 | prevdir = 'L'; |
| 2264 | } else if (ABOVE_DOT(newstate, x, y) == LINE_YES && |
| 2265 | prevdir != 'U') { |
| 2266 | y--; |
| 2267 | prevdir = 'D'; |
| 2268 | } else if (BELOW_DOT(newstate, x, y) == LINE_YES && |
| 2269 | prevdir != 'D') { |
| 2270 | y++; |
| 2271 | prevdir = 'U'; |
| 2272 | } else { |
| 2273 | assert(!"Can't happen"); /* dot_order guarantees success */ |
| 2274 | } |
| 2275 | |
| 2276 | looplen++; |
| 2277 | |
| 2278 | if (x == i && y == j) |
| 2279 | break; |
| 2280 | } |
| 2281 | |
| 2282 | if (x != i || y != j || looplen == 0) |
| 2283 | goto completion_check_done; |
| 2284 | |
| 2285 | /* |
| 2286 | * We've traced our way round a loop, and we know how many |
| 2287 | * line segments were involved. Count _all_ the line |
| 2288 | * segments in the grid, to see if the loop includes them |
| 2289 | * all. |
| 2290 | */ |
| 2291 | count = 0; |
| 2292 | for (j = 0; j <= newstate->h; j++) |
| 2293 | for (i = 0; i <= newstate->w; i++) |
| 2294 | count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) + |
| 2295 | (BELOW_DOT(newstate, i, j) == LINE_YES)); |
| 2296 | assert(count >= looplen); |
| 2297 | if (count != looplen) |
| 2298 | goto completion_check_done; |
| 2299 | |
| 2300 | /* |
| 2301 | * The grid contains one closed loop and nothing else. |
| 2302 | * Check that all the clues are satisfied. |
| 2303 | */ |
| 2304 | for (j = 0; j < newstate->h; ++j) { |
| 2305 | for (i = 0; i < newstate->w; ++i) { |
| 2306 | int n = CLUE_AT(newstate, i, j); |
| 2307 | if (n != ' ') { |
| 2308 | if (square_order(newstate, i, j, LINE_YES) != n - '0') { |
| 2309 | goto completion_check_done; |
| 2310 | } |
| 2311 | } |
| 2312 | } |
| 2313 | } |
| 2314 | |
| 2315 | /* |
| 2316 | * Completed! |
| 2317 | */ |
| 2318 | newstate->solved = TRUE; |
| 2319 | } |
| 2320 | |
| 2321 | completion_check_done: |
| 2322 | return newstate; |
| 2323 | |
| 2324 | fail: |
| 2325 | free_game(newstate); |
| 2326 | return NULL; |
| 2327 | } |
| 2328 | |
| 2329 | /* ---------------------------------------------------------------------- |
| 2330 | * Drawing routines. |
| 2331 | */ |
| 2332 | |
| 2333 | #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1) |
| 2334 | |
| 2335 | static void game_compute_size(game_params *params, int tilesize, |
| 2336 | int *x, int *y) |
| 2337 | { |
| 2338 | struct { int tilesize; } ads, *ds = &ads; |
| 2339 | ads.tilesize = tilesize; |
| 2340 | |
| 2341 | *x = SIZE(params->w); |
| 2342 | *y = SIZE(params->h); |
| 2343 | } |
| 2344 | |
| 2345 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 2346 | game_params *params, int tilesize) |
| 2347 | { |
| 2348 | ds->tilesize = tilesize; |
| 2349 | } |
| 2350 | |
| 2351 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 2352 | { |
| 2353 | float *ret = snewn(4 * NCOLOURS, float); |
| 2354 | |
| 2355 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 2356 | |
| 2357 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
| 2358 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
| 2359 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
| 2360 | |
| 2361 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
| 2362 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
| 2363 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
| 2364 | |
| 2365 | *ncolours = NCOLOURS; |
| 2366 | return ret; |
| 2367 | } |
| 2368 | |
| 2369 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 2370 | { |
| 2371 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2372 | |
| 2373 | ds->tilesize = 0; |
| 2374 | ds->started = 0; |
| 2375 | ds->hl = snewn(HL_COUNT(state), char); |
| 2376 | ds->vl = snewn(VL_COUNT(state), char); |
| 2377 | ds->flashing = 0; |
| 2378 | |
| 2379 | memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state)); |
| 2380 | memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state)); |
| 2381 | |
| 2382 | return ds; |
| 2383 | } |
| 2384 | |
| 2385 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 2386 | { |
| 2387 | sfree(ds->hl); |
| 2388 | sfree(ds->vl); |
| 2389 | sfree(ds); |
| 2390 | } |
| 2391 | |
| 2392 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2393 | game_state *state, int dir, game_ui *ui, |
| 2394 | float animtime, float flashtime) |
| 2395 | { |
| 2396 | int i, j; |
| 2397 | int w = state->w, h = state->h; |
| 2398 | char c[2]; |
| 2399 | int line_colour, flash_changed; |
| 2400 | |
| 2401 | if (!ds->started) { |
| 2402 | /* |
| 2403 | * The initial contents of the window are not guaranteed and |
| 2404 | * can vary with front ends. To be on the safe side, all games |
| 2405 | * should start by drawing a big background-colour rectangle |
| 2406 | * covering the whole window. |
| 2407 | */ |
| 2408 | draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND); |
| 2409 | |
| 2410 | /* Draw dots */ |
| 2411 | for (j = 0; j < h + 1; ++j) { |
| 2412 | for (i = 0; i < w + 1; ++i) { |
| 2413 | draw_rect(dr, |
| 2414 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
| 2415 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
| 2416 | LINEWIDTH, LINEWIDTH, COL_FOREGROUND); |
| 2417 | } |
| 2418 | } |
| 2419 | |
| 2420 | /* Draw clues */ |
| 2421 | for (j = 0; j < h; ++j) { |
| 2422 | for (i = 0; i < w; ++i) { |
| 2423 | c[0] = CLUE_AT(state, i, j); |
| 2424 | c[1] = '\0'; |
| 2425 | draw_text(dr, |
| 2426 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
| 2427 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
| 2428 | FONT_VARIABLE, TILE_SIZE/2, |
| 2429 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
| 2430 | } |
| 2431 | } |
| 2432 | draw_update(dr, 0, 0, |
| 2433 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 2434 | state->h * TILE_SIZE + 2*BORDER + 1); |
| 2435 | ds->started = TRUE; |
| 2436 | } |
| 2437 | |
| 2438 | if (flashtime > 0 && |
| 2439 | (flashtime <= FLASH_TIME/3 || |
| 2440 | flashtime >= FLASH_TIME*2/3)) { |
| 2441 | flash_changed = !ds->flashing; |
| 2442 | ds->flashing = TRUE; |
| 2443 | line_colour = COL_HIGHLIGHT; |
| 2444 | } else { |
| 2445 | flash_changed = ds->flashing; |
| 2446 | ds->flashing = FALSE; |
| 2447 | line_colour = COL_FOREGROUND; |
| 2448 | } |
| 2449 | |
| 2450 | #define CROSS_SIZE (3 * LINEWIDTH / 2) |
| 2451 | |
| 2452 | #define CLEAR_VL(i, j) do { \ |
| 2453 | draw_rect(dr, \ |
| 2454 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 2455 | BORDER + j * TILE_SIZE + LINEWIDTH/2, \ |
| 2456 | CROSS_SIZE * 2, \ |
| 2457 | TILE_SIZE - LINEWIDTH, \ |
| 2458 | COL_BACKGROUND); \ |
| 2459 | draw_update(dr, \ |
| 2460 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 2461 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 2462 | CROSS_SIZE*2, \ |
| 2463 | TILE_SIZE + CROSS_SIZE*2); \ |
| 2464 | } while (0) |
| 2465 | |
| 2466 | #define CLEAR_HL(i, j) do { \ |
| 2467 | draw_rect(dr, \ |
| 2468 | BORDER + i * TILE_SIZE + LINEWIDTH/2, \ |
| 2469 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 2470 | TILE_SIZE - LINEWIDTH, \ |
| 2471 | CROSS_SIZE * 2, \ |
| 2472 | COL_BACKGROUND); \ |
| 2473 | draw_update(dr, \ |
| 2474 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 2475 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 2476 | TILE_SIZE + CROSS_SIZE*2, \ |
| 2477 | CROSS_SIZE*2); \ |
| 2478 | } while (0) |
| 2479 | |
| 2480 | /* Vertical lines */ |
| 2481 | for (j = 0; j < h; ++j) { |
| 2482 | for (i = 0; i < w + 1; ++i) { |
| 2483 | switch (BELOW_DOT(state, i, j)) { |
| 2484 | case LINE_UNKNOWN: |
| 2485 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
| 2486 | CLEAR_VL(i, j); |
| 2487 | } |
| 2488 | break; |
| 2489 | case LINE_YES: |
| 2490 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) || |
| 2491 | flash_changed) { |
| 2492 | CLEAR_VL(i, j); |
| 2493 | draw_rect(dr, |
| 2494 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
| 2495 | BORDER + j * TILE_SIZE + LINEWIDTH/2, |
| 2496 | LINEWIDTH, TILE_SIZE - LINEWIDTH, |
| 2497 | line_colour); |
| 2498 | } |
| 2499 | break; |
| 2500 | case LINE_NO: |
| 2501 | if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) { |
| 2502 | CLEAR_VL(i, j); |
| 2503 | draw_line(dr, |
| 2504 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
| 2505 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 2506 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
| 2507 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 2508 | COL_FOREGROUND); |
| 2509 | draw_line(dr, |
| 2510 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
| 2511 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 2512 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
| 2513 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 2514 | COL_FOREGROUND); |
| 2515 | } |
| 2516 | break; |
| 2517 | } |
| 2518 | ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j); |
| 2519 | } |
| 2520 | } |
| 2521 | |
| 2522 | /* Horizontal lines */ |
| 2523 | for (j = 0; j < h + 1; ++j) { |
| 2524 | for (i = 0; i < w; ++i) { |
| 2525 | switch (RIGHTOF_DOT(state, i, j)) { |
| 2526 | case LINE_UNKNOWN: |
| 2527 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
| 2528 | CLEAR_HL(i, j); |
| 2529 | } |
| 2530 | break; |
| 2531 | case LINE_YES: |
| 2532 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) || |
| 2533 | flash_changed) { |
| 2534 | CLEAR_HL(i, j); |
| 2535 | draw_rect(dr, |
| 2536 | BORDER + i * TILE_SIZE + LINEWIDTH/2, |
| 2537 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
| 2538 | TILE_SIZE - LINEWIDTH, LINEWIDTH, |
| 2539 | line_colour); |
| 2540 | break; |
| 2541 | } |
| 2542 | case LINE_NO: |
| 2543 | if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) { |
| 2544 | CLEAR_HL(i, j); |
| 2545 | draw_line(dr, |
| 2546 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 2547 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
| 2548 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 2549 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
| 2550 | COL_FOREGROUND); |
| 2551 | draw_line(dr, |
| 2552 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 2553 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
| 2554 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 2555 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
| 2556 | COL_FOREGROUND); |
| 2557 | break; |
| 2558 | } |
| 2559 | } |
| 2560 | ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j); |
| 2561 | } |
| 2562 | } |
| 2563 | } |
| 2564 | |
| 2565 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2566 | int dir, game_ui *ui) |
| 2567 | { |
| 2568 | return 0.0F; |
| 2569 | } |
| 2570 | |
| 2571 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2572 | int dir, game_ui *ui) |
| 2573 | { |
| 2574 | if (!oldstate->solved && newstate->solved && |
| 2575 | !oldstate->cheated && !newstate->cheated) { |
| 2576 | return FLASH_TIME; |
| 2577 | } |
| 2578 | |
| 2579 | return 0.0F; |
| 2580 | } |
| 2581 | |
| 2582 | static int game_wants_statusbar(void) |
| 2583 | { |
| 2584 | return FALSE; |
| 2585 | } |
| 2586 | |
| 2587 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2588 | { |
| 2589 | return TRUE; |
| 2590 | } |
| 2591 | |
| 2592 | static void game_print_size(game_params *params, float *x, float *y) |
| 2593 | { |
| 2594 | int pw, ph; |
| 2595 | |
| 2596 | /* |
| 2597 | * I'll use 7mm squares by default. |
| 2598 | */ |
| 2599 | game_compute_size(params, 700, &pw, &ph); |
| 2600 | *x = pw / 100.0F; |
| 2601 | *y = ph / 100.0F; |
| 2602 | } |
| 2603 | |
| 2604 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2605 | { |
| 2606 | int w = state->w, h = state->h; |
| 2607 | int ink = print_mono_colour(dr, 0); |
| 2608 | int x, y; |
| 2609 | game_drawstate ads, *ds = &ads; |
| 2610 | ds->tilesize = tilesize; |
| 2611 | |
| 2612 | /* |
| 2613 | * Dots. I'll deliberately make the dots a bit wider than the |
| 2614 | * lines, so you can still see them. (And also because it's |
| 2615 | * annoyingly tricky to make them _exactly_ the same size...) |
| 2616 | */ |
| 2617 | for (y = 0; y <= h; y++) |
| 2618 | for (x = 0; x <= w; x++) |
| 2619 | draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE, |
| 2620 | LINEWIDTH, ink, ink); |
| 2621 | |
| 2622 | /* |
| 2623 | * Clues. |
| 2624 | */ |
| 2625 | for (y = 0; y < h; y++) |
| 2626 | for (x = 0; x < w; x++) |
| 2627 | if (CLUE_AT(state, x, y) != ' ') { |
| 2628 | char c[2]; |
| 2629 | |
| 2630 | c[0] = CLUE_AT(state, x, y); |
| 2631 | c[1] = '\0'; |
| 2632 | draw_text(dr, |
| 2633 | BORDER + x * TILE_SIZE + TILE_SIZE/2, |
| 2634 | BORDER + y * TILE_SIZE + TILE_SIZE/2, |
| 2635 | FONT_VARIABLE, TILE_SIZE/2, |
| 2636 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
| 2637 | } |
| 2638 | |
| 2639 | /* |
| 2640 | * Lines. (At the moment, I'm not bothering with crosses.) |
| 2641 | */ |
| 2642 | for (y = 0; y <= h; y++) |
| 2643 | for (x = 0; x < w; x++) |
| 2644 | if (RIGHTOF_DOT(state, x, y) == LINE_YES) |
| 2645 | draw_rect(dr, BORDER + x * TILE_SIZE, |
| 2646 | BORDER + y * TILE_SIZE - LINEWIDTH/2, |
| 2647 | TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink); |
| 2648 | for (y = 0; y < h; y++) |
| 2649 | for (x = 0; x <= w; x++) |
| 2650 | if (BELOW_DOT(state, x, y) == LINE_YES) |
| 2651 | draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2, |
| 2652 | BORDER + y * TILE_SIZE, |
| 2653 | (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink); |
| 2654 | } |
| 2655 | |
| 2656 | #ifdef COMBINED |
| 2657 | #define thegame loopy |
| 2658 | #endif |
| 2659 | |
| 2660 | const struct game thegame = { |
| 2661 | "Loopy", "games.loopy", |
| 2662 | default_params, |
| 2663 | game_fetch_preset, |
| 2664 | decode_params, |
| 2665 | encode_params, |
| 2666 | free_params, |
| 2667 | dup_params, |
| 2668 | TRUE, game_configure, custom_params, |
| 2669 | validate_params, |
| 2670 | new_game_desc, |
| 2671 | validate_desc, |
| 2672 | new_game, |
| 2673 | dup_game, |
| 2674 | free_game, |
| 2675 | 1, solve_game, |
| 2676 | TRUE, game_text_format, |
| 2677 | new_ui, |
| 2678 | free_ui, |
| 2679 | encode_ui, |
| 2680 | decode_ui, |
| 2681 | game_changed_state, |
| 2682 | interpret_move, |
| 2683 | execute_move, |
| 2684 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2685 | game_colours, |
| 2686 | game_new_drawstate, |
| 2687 | game_free_drawstate, |
| 2688 | game_redraw, |
| 2689 | game_anim_length, |
| 2690 | game_flash_length, |
| 2691 | TRUE, FALSE, game_print_size, game_print, |
| 2692 | game_wants_statusbar, |
| 2693 | FALSE, game_timing_state, |
| 2694 | 0, /* mouse_priorities */ |
| 2695 | }; |