| 1 | /* |
| 2 | * lightup.c: Implementation of the Nikoli game 'Light Up'. |
| 3 | * |
| 4 | * Possible future solver enhancements: |
| 5 | * |
| 6 | * - In a situation where two clues are diagonally adjacent, you can |
| 7 | * deduce bounds on the number of lights shared between them. For |
| 8 | * instance, suppose a 3 clue is diagonally adjacent to a 1 clue: |
| 9 | * of the two squares adjacent to both clues, at least one must be |
| 10 | * a light (or the 3 would be unsatisfiable) and yet at most one |
| 11 | * must be a light (or the 1 would be overcommitted), so in fact |
| 12 | * _exactly_ one must be a light, and hence the other two squares |
| 13 | * adjacent to the 3 must also be lights and the other two adjacent |
| 14 | * to the 1 must not. Likewise if the 3 is replaced with a 2 but |
| 15 | * one of its other two squares is known not to be a light, and so |
| 16 | * on. |
| 17 | * |
| 18 | * - In a situation where two clues are orthogonally separated (not |
| 19 | * necessarily directly adjacent), you may be able to deduce |
| 20 | * something about the squares that align with each other. For |
| 21 | * instance, suppose two clues are vertically adjacent. Consider |
| 22 | * the pair of squares A,B horizontally adjacent to the top clue, |
| 23 | * and the pair C,D horizontally adjacent to the bottom clue. |
| 24 | * Assuming no intervening obstacles, A and C align with each other |
| 25 | * and hence at most one of them can be a light, and B and D |
| 26 | * likewise, so we must have at most two lights between the four |
| 27 | * squares. So if the clues indicate that there are at _least_ two |
| 28 | * lights in those four squares because the top clue requires at |
| 29 | * least one of AB to be a light and the bottom one requires at |
| 30 | * least one of CD, then we can in fact deduce that there are |
| 31 | * _exactly_ two lights between the four squares, and fill in the |
| 32 | * other squares adjacent to each clue accordingly. For instance, |
| 33 | * if both clues are 3s, then we instantly deduce that all four of |
| 34 | * the squares _vertically_ adjacent to the two clues must be |
| 35 | * lights. (For that to happen, of course, there'd also have to be |
| 36 | * a black square in between the clues, so the two inner lights |
| 37 | * don't light each other.) |
| 38 | * |
| 39 | * - I haven't thought it through carefully, but there's always the |
| 40 | * possibility that both of the above deductions are special cases |
| 41 | * of some more general pattern which can be made computationally |
| 42 | * feasible... |
| 43 | */ |
| 44 | |
| 45 | #include <stdio.h> |
| 46 | #include <stdlib.h> |
| 47 | #include <string.h> |
| 48 | #include <assert.h> |
| 49 | #include <ctype.h> |
| 50 | #include <math.h> |
| 51 | |
| 52 | #include "puzzles.h" |
| 53 | |
| 54 | /* |
| 55 | * In standalone solver mode, `verbose' is a variable which can be |
| 56 | * set by command-line option; in debugging mode it's simply always |
| 57 | * true. |
| 58 | */ |
| 59 | #if defined STANDALONE_SOLVER |
| 60 | #define SOLVER_DIAGNOSTICS |
| 61 | int verbose = 0; |
| 62 | #undef debug |
| 63 | #define debug(x) printf x |
| 64 | #elif defined SOLVER_DIAGNOSTICS |
| 65 | #define verbose 2 |
| 66 | #endif |
| 67 | |
| 68 | /* --- Constants, structure definitions, etc. --- */ |
| 69 | |
| 70 | #define PREFERRED_TILE_SIZE 32 |
| 71 | #define TILE_SIZE (ds->tilesize) |
| 72 | #define BORDER (TILE_SIZE / 2) |
| 73 | #define TILE_RADIUS (ds->crad) |
| 74 | |
| 75 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 76 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 77 | |
| 78 | #define FLASH_TIME 0.30F |
| 79 | |
| 80 | enum { |
| 81 | COL_BACKGROUND, |
| 82 | COL_GRID, |
| 83 | COL_BLACK, /* black */ |
| 84 | COL_LIGHT, /* white */ |
| 85 | COL_LIT, /* yellow */ |
| 86 | COL_ERROR, /* red */ |
| 87 | COL_CURSOR, |
| 88 | NCOLOURS |
| 89 | }; |
| 90 | |
| 91 | enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX }; |
| 92 | |
| 93 | #define DIFFCOUNT 2 |
| 94 | |
| 95 | struct game_params { |
| 96 | int w, h; |
| 97 | int blackpc; /* %age of black squares */ |
| 98 | int symm; |
| 99 | int difficulty; /* 0 to DIFFCOUNT */ |
| 100 | }; |
| 101 | |
| 102 | #define F_BLACK 1 |
| 103 | |
| 104 | /* flags for black squares */ |
| 105 | #define F_NUMBERED 2 /* it has a number attached */ |
| 106 | #define F_NUMBERUSED 4 /* this number was useful for solving */ |
| 107 | |
| 108 | /* flags for non-black squares */ |
| 109 | #define F_IMPOSSIBLE 8 /* can't put a light here */ |
| 110 | #define F_LIGHT 16 |
| 111 | |
| 112 | #define F_MARK 32 |
| 113 | |
| 114 | struct game_state { |
| 115 | int w, h, nlights; |
| 116 | int *lights; /* For black squares, (optionally) the number |
| 117 | of surrounding lights. For non-black squares, |
| 118 | the number of times it's lit. size h*w*/ |
| 119 | unsigned int *flags; /* size h*w */ |
| 120 | int completed, used_solve; |
| 121 | }; |
| 122 | |
| 123 | #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)]) |
| 124 | |
| 125 | /* A ll_data holds information about which lights would be lit by |
| 126 | * a particular grid location's light (or conversely, which locations |
| 127 | * could light a specific other location). */ |
| 128 | /* most things should consider this struct opaque. */ |
| 129 | typedef struct { |
| 130 | int ox,oy; |
| 131 | int minx, maxx, miny, maxy; |
| 132 | int include_origin; |
| 133 | } ll_data; |
| 134 | |
| 135 | /* Macro that executes 'block' once per light in lld, including |
| 136 | * the origin if include_origin is specified. 'block' can use |
| 137 | * lx and ly as the coords. */ |
| 138 | #define FOREACHLIT(lld,block) do { \ |
| 139 | int lx,ly; \ |
| 140 | ly = (lld)->oy; \ |
| 141 | for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \ |
| 142 | if (lx == (lld)->ox) continue; \ |
| 143 | block \ |
| 144 | } \ |
| 145 | lx = (lld)->ox; \ |
| 146 | for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \ |
| 147 | if (!(lld)->include_origin && ly == (lld)->oy) continue; \ |
| 148 | block \ |
| 149 | } \ |
| 150 | } while(0) |
| 151 | |
| 152 | |
| 153 | typedef struct { |
| 154 | struct { int x, y; unsigned int f; } points[4]; |
| 155 | int npoints; |
| 156 | } surrounds; |
| 157 | |
| 158 | /* Fills in (doesn't allocate) a surrounds structure with the grid locations |
| 159 | * around a given square, taking account of the edges. */ |
| 160 | static void get_surrounds(game_state *state, int ox, int oy, surrounds *s) |
| 161 | { |
| 162 | assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h); |
| 163 | s->npoints = 0; |
| 164 | #define ADDPOINT(cond,nx,ny) do {\ |
| 165 | if (cond) { \ |
| 166 | s->points[s->npoints].x = (nx); \ |
| 167 | s->points[s->npoints].y = (ny); \ |
| 168 | s->points[s->npoints].f = 0; \ |
| 169 | s->npoints++; \ |
| 170 | } } while(0) |
| 171 | ADDPOINT(ox > 0, ox-1, oy); |
| 172 | ADDPOINT(ox < (state->w-1), ox+1, oy); |
| 173 | ADDPOINT(oy > 0, ox, oy-1); |
| 174 | ADDPOINT(oy < (state->h-1), ox, oy+1); |
| 175 | } |
| 176 | |
| 177 | /* --- Game parameter functions --- */ |
| 178 | |
| 179 | #define DEFAULT_PRESET 0 |
| 180 | |
| 181 | const struct game_params lightup_presets[] = { |
| 182 | { 7, 7, 20, SYMM_ROT4, 0 }, |
| 183 | { 7, 7, 20, SYMM_ROT4, 1 }, |
| 184 | { 7, 7, 20, SYMM_ROT4, 2 }, |
| 185 | { 10, 10, 20, SYMM_ROT2, 0 }, |
| 186 | { 10, 10, 20, SYMM_ROT2, 1 }, |
| 187 | #ifdef SLOW_SYSTEM |
| 188 | { 12, 12, 20, SYMM_ROT2, 0 }, |
| 189 | { 12, 12, 20, SYMM_ROT2, 1 }, |
| 190 | #else |
| 191 | { 10, 10, 20, SYMM_ROT2, 2 }, |
| 192 | { 14, 14, 20, SYMM_ROT2, 0 }, |
| 193 | { 14, 14, 20, SYMM_ROT2, 1 }, |
| 194 | { 14, 14, 20, SYMM_ROT2, 2 } |
| 195 | #endif |
| 196 | }; |
| 197 | |
| 198 | static game_params *default_params(void) |
| 199 | { |
| 200 | game_params *ret = snew(game_params); |
| 201 | *ret = lightup_presets[DEFAULT_PRESET]; |
| 202 | |
| 203 | return ret; |
| 204 | } |
| 205 | |
| 206 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 207 | { |
| 208 | game_params *ret; |
| 209 | char buf[80]; |
| 210 | |
| 211 | if (i < 0 || i >= lenof(lightup_presets)) |
| 212 | return FALSE; |
| 213 | |
| 214 | ret = default_params(); |
| 215 | *ret = lightup_presets[i]; |
| 216 | *params = ret; |
| 217 | |
| 218 | sprintf(buf, "%dx%d %s", |
| 219 | ret->w, ret->h, |
| 220 | ret->difficulty == 2 ? "hard" : |
| 221 | ret->difficulty == 1 ? "tricky" : "easy"); |
| 222 | *name = dupstr(buf); |
| 223 | |
| 224 | return TRUE; |
| 225 | } |
| 226 | |
| 227 | static void free_params(game_params *params) |
| 228 | { |
| 229 | sfree(params); |
| 230 | } |
| 231 | |
| 232 | static game_params *dup_params(game_params *params) |
| 233 | { |
| 234 | game_params *ret = snew(game_params); |
| 235 | *ret = *params; /* structure copy */ |
| 236 | return ret; |
| 237 | } |
| 238 | |
| 239 | #define EATNUM(x) do { \ |
| 240 | (x) = atoi(string); \ |
| 241 | while (*string && isdigit((unsigned char)*string)) string++; \ |
| 242 | } while(0) |
| 243 | |
| 244 | static void decode_params(game_params *params, char const *string) |
| 245 | { |
| 246 | EATNUM(params->w); |
| 247 | if (*string == 'x') { |
| 248 | string++; |
| 249 | EATNUM(params->h); |
| 250 | } |
| 251 | if (*string == 'b') { |
| 252 | string++; |
| 253 | EATNUM(params->blackpc); |
| 254 | } |
| 255 | if (*string == 's') { |
| 256 | string++; |
| 257 | EATNUM(params->symm); |
| 258 | } else { |
| 259 | /* cope with user input such as '18x10' by ensuring symmetry |
| 260 | * is not selected by default to be incompatible with dimensions */ |
| 261 | if (params->symm == SYMM_ROT4 && params->w != params->h) |
| 262 | params->symm = SYMM_ROT2; |
| 263 | } |
| 264 | params->difficulty = 0; |
| 265 | /* cope with old params */ |
| 266 | if (*string == 'r') { |
| 267 | params->difficulty = 2; |
| 268 | string++; |
| 269 | } |
| 270 | if (*string == 'd') { |
| 271 | string++; |
| 272 | EATNUM(params->difficulty); |
| 273 | } |
| 274 | } |
| 275 | |
| 276 | static char *encode_params(game_params *params, int full) |
| 277 | { |
| 278 | char buf[80]; |
| 279 | |
| 280 | if (full) { |
| 281 | sprintf(buf, "%dx%db%ds%dd%d", |
| 282 | params->w, params->h, params->blackpc, |
| 283 | params->symm, |
| 284 | params->difficulty); |
| 285 | } else { |
| 286 | sprintf(buf, "%dx%d", params->w, params->h); |
| 287 | } |
| 288 | return dupstr(buf); |
| 289 | } |
| 290 | |
| 291 | static config_item *game_configure(game_params *params) |
| 292 | { |
| 293 | config_item *ret; |
| 294 | char buf[80]; |
| 295 | |
| 296 | ret = snewn(6, config_item); |
| 297 | |
| 298 | ret[0].name = "Width"; |
| 299 | ret[0].type = C_STRING; |
| 300 | sprintf(buf, "%d", params->w); |
| 301 | ret[0].sval = dupstr(buf); |
| 302 | ret[0].ival = 0; |
| 303 | |
| 304 | ret[1].name = "Height"; |
| 305 | ret[1].type = C_STRING; |
| 306 | sprintf(buf, "%d", params->h); |
| 307 | ret[1].sval = dupstr(buf); |
| 308 | ret[1].ival = 0; |
| 309 | |
| 310 | ret[2].name = "%age of black squares"; |
| 311 | ret[2].type = C_STRING; |
| 312 | sprintf(buf, "%d", params->blackpc); |
| 313 | ret[2].sval = dupstr(buf); |
| 314 | ret[2].ival = 0; |
| 315 | |
| 316 | ret[3].name = "Symmetry"; |
| 317 | ret[3].type = C_CHOICES; |
| 318 | ret[3].sval = ":None" |
| 319 | ":2-way mirror:2-way rotational" |
| 320 | ":4-way mirror:4-way rotational"; |
| 321 | ret[3].ival = params->symm; |
| 322 | |
| 323 | ret[4].name = "Difficulty"; |
| 324 | ret[4].type = C_CHOICES; |
| 325 | ret[4].sval = ":Easy:Tricky:Hard"; |
| 326 | ret[4].ival = params->difficulty; |
| 327 | |
| 328 | ret[5].name = NULL; |
| 329 | ret[5].type = C_END; |
| 330 | ret[5].sval = NULL; |
| 331 | ret[5].ival = 0; |
| 332 | |
| 333 | return ret; |
| 334 | } |
| 335 | |
| 336 | static game_params *custom_params(config_item *cfg) |
| 337 | { |
| 338 | game_params *ret = snew(game_params); |
| 339 | |
| 340 | ret->w = atoi(cfg[0].sval); |
| 341 | ret->h = atoi(cfg[1].sval); |
| 342 | ret->blackpc = atoi(cfg[2].sval); |
| 343 | ret->symm = cfg[3].ival; |
| 344 | ret->difficulty = cfg[4].ival; |
| 345 | |
| 346 | return ret; |
| 347 | } |
| 348 | |
| 349 | static char *validate_params(game_params *params, int full) |
| 350 | { |
| 351 | if (params->w < 2 || params->h < 2) |
| 352 | return "Width and height must be at least 2"; |
| 353 | if (full) { |
| 354 | if (params->blackpc < 5 || params->blackpc > 100) |
| 355 | return "Percentage of black squares must be between 5% and 100%"; |
| 356 | if (params->w != params->h) { |
| 357 | if (params->symm == SYMM_ROT4) |
| 358 | return "4-fold symmetry is only available with square grids"; |
| 359 | } |
| 360 | if (params->symm < 0 || params->symm >= SYMM_MAX) |
| 361 | return "Unknown symmetry type"; |
| 362 | if (params->difficulty < 0 || params->difficulty > DIFFCOUNT) |
| 363 | return "Unknown difficulty level"; |
| 364 | } |
| 365 | return NULL; |
| 366 | } |
| 367 | |
| 368 | /* --- Game state construction/freeing helper functions --- */ |
| 369 | |
| 370 | static game_state *new_state(game_params *params) |
| 371 | { |
| 372 | game_state *ret = snew(game_state); |
| 373 | |
| 374 | ret->w = params->w; |
| 375 | ret->h = params->h; |
| 376 | ret->lights = snewn(ret->w * ret->h, int); |
| 377 | ret->nlights = 0; |
| 378 | memset(ret->lights, 0, ret->w * ret->h * sizeof(int)); |
| 379 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
| 380 | memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int)); |
| 381 | ret->completed = ret->used_solve = 0; |
| 382 | return ret; |
| 383 | } |
| 384 | |
| 385 | static game_state *dup_game(game_state *state) |
| 386 | { |
| 387 | game_state *ret = snew(game_state); |
| 388 | |
| 389 | ret->w = state->w; |
| 390 | ret->h = state->h; |
| 391 | |
| 392 | ret->lights = snewn(ret->w * ret->h, int); |
| 393 | memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int)); |
| 394 | ret->nlights = state->nlights; |
| 395 | |
| 396 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
| 397 | memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int)); |
| 398 | |
| 399 | ret->completed = state->completed; |
| 400 | ret->used_solve = state->used_solve; |
| 401 | |
| 402 | return ret; |
| 403 | } |
| 404 | |
| 405 | static void free_game(game_state *state) |
| 406 | { |
| 407 | sfree(state->lights); |
| 408 | sfree(state->flags); |
| 409 | sfree(state); |
| 410 | } |
| 411 | |
| 412 | static void debug_state(game_state *state) |
| 413 | { |
| 414 | int x, y; |
| 415 | char c = '?'; |
| 416 | |
| 417 | for (y = 0; y < state->h; y++) { |
| 418 | for (x = 0; x < state->w; x++) { |
| 419 | c = '.'; |
| 420 | if (GRID(state, flags, x, y) & F_BLACK) { |
| 421 | if (GRID(state, flags, x, y) & F_NUMBERED) |
| 422 | c = GRID(state, lights, x, y) + '0'; |
| 423 | else |
| 424 | c = '#'; |
| 425 | } else { |
| 426 | if (GRID(state, flags, x, y) & F_LIGHT) |
| 427 | c = 'O'; |
| 428 | else if (GRID(state, flags, x, y) & F_IMPOSSIBLE) |
| 429 | c = 'X'; |
| 430 | } |
| 431 | debug(("%c", (int)c)); |
| 432 | } |
| 433 | debug((" ")); |
| 434 | for (x = 0; x < state->w; x++) { |
| 435 | if (GRID(state, flags, x, y) & F_BLACK) |
| 436 | c = '#'; |
| 437 | else { |
| 438 | c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a'; |
| 439 | c += GRID(state, lights, x, y); |
| 440 | } |
| 441 | debug(("%c", (int)c)); |
| 442 | } |
| 443 | debug(("\n")); |
| 444 | } |
| 445 | } |
| 446 | |
| 447 | /* --- Game completion test routines. --- */ |
| 448 | |
| 449 | /* These are split up because occasionally functions are only |
| 450 | * interested in one particular aspect. */ |
| 451 | |
| 452 | /* Returns non-zero if all grid spaces are lit. */ |
| 453 | static int grid_lit(game_state *state) |
| 454 | { |
| 455 | int x, y; |
| 456 | |
| 457 | for (x = 0; x < state->w; x++) { |
| 458 | for (y = 0; y < state->h; y++) { |
| 459 | if (GRID(state,flags,x,y) & F_BLACK) continue; |
| 460 | if (GRID(state,lights,x,y) == 0) |
| 461 | return 0; |
| 462 | } |
| 463 | } |
| 464 | return 1; |
| 465 | } |
| 466 | |
| 467 | /* Returns non-zero if any lights are lit by other lights. */ |
| 468 | static int grid_overlap(game_state *state) |
| 469 | { |
| 470 | int x, y; |
| 471 | |
| 472 | for (x = 0; x < state->w; x++) { |
| 473 | for (y = 0; y < state->h; y++) { |
| 474 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
| 475 | if (GRID(state, lights, x, y) > 1) |
| 476 | return 1; |
| 477 | } |
| 478 | } |
| 479 | return 0; |
| 480 | } |
| 481 | |
| 482 | static int number_wrong(game_state *state, int x, int y) |
| 483 | { |
| 484 | surrounds s; |
| 485 | int i, n, empty, lights = GRID(state, lights, x, y); |
| 486 | |
| 487 | /* |
| 488 | * This function computes the display hint for a number: we |
| 489 | * turn the number red if it is definitely wrong. This means |
| 490 | * that either |
| 491 | * |
| 492 | * (a) it has too many lights around it, or |
| 493 | * (b) it would have too few lights around it even if all the |
| 494 | * plausible squares (not black, lit or F_IMPOSSIBLE) were |
| 495 | * filled with lights. |
| 496 | */ |
| 497 | |
| 498 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
| 499 | get_surrounds(state, x, y, &s); |
| 500 | |
| 501 | empty = n = 0; |
| 502 | for (i = 0; i < s.npoints; i++) { |
| 503 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) { |
| 504 | n++; |
| 505 | continue; |
| 506 | } |
| 507 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK) |
| 508 | continue; |
| 509 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE) |
| 510 | continue; |
| 511 | if (GRID(state,lights,s.points[i].x,s.points[i].y)) |
| 512 | continue; |
| 513 | empty++; |
| 514 | } |
| 515 | return (n > lights || (n + empty < lights)); |
| 516 | } |
| 517 | |
| 518 | static int number_correct(game_state *state, int x, int y) |
| 519 | { |
| 520 | surrounds s; |
| 521 | int n = 0, i, lights = GRID(state, lights, x, y); |
| 522 | |
| 523 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
| 524 | get_surrounds(state, x, y, &s); |
| 525 | for (i = 0; i < s.npoints; i++) { |
| 526 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) |
| 527 | n++; |
| 528 | } |
| 529 | return (n == lights) ? 1 : 0; |
| 530 | } |
| 531 | |
| 532 | /* Returns non-zero if any numbers add up incorrectly. */ |
| 533 | static int grid_addsup(game_state *state) |
| 534 | { |
| 535 | int x, y; |
| 536 | |
| 537 | for (x = 0; x < state->w; x++) { |
| 538 | for (y = 0; y < state->h; y++) { |
| 539 | if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue; |
| 540 | if (!number_correct(state, x, y)) return 0; |
| 541 | } |
| 542 | } |
| 543 | return 1; |
| 544 | } |
| 545 | |
| 546 | static int grid_correct(game_state *state) |
| 547 | { |
| 548 | if (grid_lit(state) && |
| 549 | !grid_overlap(state) && |
| 550 | grid_addsup(state)) return 1; |
| 551 | return 0; |
| 552 | } |
| 553 | |
| 554 | /* --- Board initial setup (blacks, lights, numbers) --- */ |
| 555 | |
| 556 | static void clean_board(game_state *state, int leave_blacks) |
| 557 | { |
| 558 | int x,y; |
| 559 | for (x = 0; x < state->w; x++) { |
| 560 | for (y = 0; y < state->h; y++) { |
| 561 | if (leave_blacks) |
| 562 | GRID(state, flags, x, y) &= F_BLACK; |
| 563 | else |
| 564 | GRID(state, flags, x, y) = 0; |
| 565 | GRID(state, lights, x, y) = 0; |
| 566 | } |
| 567 | } |
| 568 | state->nlights = 0; |
| 569 | } |
| 570 | |
| 571 | static void set_blacks(game_state *state, game_params *params, random_state *rs) |
| 572 | { |
| 573 | int x, y, degree = 0, rotate = 0, nblack; |
| 574 | int rh, rw, i; |
| 575 | int wodd = (state->w % 2) ? 1 : 0; |
| 576 | int hodd = (state->h % 2) ? 1 : 0; |
| 577 | int xs[4], ys[4]; |
| 578 | |
| 579 | switch (params->symm) { |
| 580 | case SYMM_NONE: degree = 1; rotate = 0; break; |
| 581 | case SYMM_ROT2: degree = 2; rotate = 1; break; |
| 582 | case SYMM_REF2: degree = 2; rotate = 0; break; |
| 583 | case SYMM_ROT4: degree = 4; rotate = 1; break; |
| 584 | case SYMM_REF4: degree = 4; rotate = 0; break; |
| 585 | default: assert(!"Unknown symmetry type"); |
| 586 | } |
| 587 | if (params->symm == SYMM_ROT4 && (state->h != state->w)) |
| 588 | assert(!"4-fold symmetry unavailable without square grid"); |
| 589 | |
| 590 | if (degree == 4) { |
| 591 | rw = state->w/2; |
| 592 | rh = state->h/2; |
| 593 | if (!rotate) rw += wodd; /* ... but see below. */ |
| 594 | rh += hodd; |
| 595 | } else if (degree == 2) { |
| 596 | rw = state->w; |
| 597 | rh = state->h/2; |
| 598 | rh += hodd; |
| 599 | } else { |
| 600 | rw = state->w; |
| 601 | rh = state->h; |
| 602 | } |
| 603 | |
| 604 | /* clear, then randomise, required region. */ |
| 605 | clean_board(state, 0); |
| 606 | nblack = (rw * rh * params->blackpc) / 100; |
| 607 | for (i = 0; i < nblack; i++) { |
| 608 | do { |
| 609 | x = random_upto(rs,rw); |
| 610 | y = random_upto(rs,rh); |
| 611 | } while (GRID(state,flags,x,y) & F_BLACK); |
| 612 | GRID(state, flags, x, y) |= F_BLACK; |
| 613 | } |
| 614 | |
| 615 | /* Copy required region. */ |
| 616 | if (params->symm == SYMM_NONE) return; |
| 617 | |
| 618 | for (x = 0; x < rw; x++) { |
| 619 | for (y = 0; y < rh; y++) { |
| 620 | if (degree == 4) { |
| 621 | xs[0] = x; |
| 622 | ys[0] = y; |
| 623 | xs[1] = state->w - 1 - (rotate ? y : x); |
| 624 | ys[1] = rotate ? x : y; |
| 625 | xs[2] = rotate ? (state->w - 1 - x) : x; |
| 626 | ys[2] = state->h - 1 - y; |
| 627 | xs[3] = rotate ? y : (state->w - 1 - x); |
| 628 | ys[3] = state->h - 1 - (rotate ? x : y); |
| 629 | } else { |
| 630 | xs[0] = x; |
| 631 | ys[0] = y; |
| 632 | xs[1] = rotate ? (state->w - 1 - x) : x; |
| 633 | ys[1] = state->h - 1 - y; |
| 634 | } |
| 635 | for (i = 1; i < degree; i++) { |
| 636 | GRID(state, flags, xs[i], ys[i]) = |
| 637 | GRID(state, flags, xs[0], ys[0]); |
| 638 | } |
| 639 | } |
| 640 | } |
| 641 | /* SYMM_ROT4 misses the middle square above; fix that here. */ |
| 642 | if (degree == 4 && rotate && wodd && |
| 643 | (random_upto(rs,100) <= (unsigned int)params->blackpc)) |
| 644 | GRID(state,flags, |
| 645 | state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK; |
| 646 | |
| 647 | #ifdef SOLVER_DIAGNOSTICS |
| 648 | if (verbose) debug_state(state); |
| 649 | #endif |
| 650 | } |
| 651 | |
| 652 | /* Fills in (does not allocate) a ll_data with all the tiles that would |
| 653 | * be illuminated by a light at point (ox,oy). If origin=1 then the |
| 654 | * origin is included in this list. */ |
| 655 | static void list_lights(game_state *state, int ox, int oy, int origin, |
| 656 | ll_data *lld) |
| 657 | { |
| 658 | int x,y; |
| 659 | |
| 660 | memset(lld, 0, sizeof(lld)); |
| 661 | lld->ox = lld->minx = lld->maxx = ox; |
| 662 | lld->oy = lld->miny = lld->maxy = oy; |
| 663 | lld->include_origin = origin; |
| 664 | |
| 665 | y = oy; |
| 666 | for (x = ox-1; x >= 0; x--) { |
| 667 | if (GRID(state, flags, x, y) & F_BLACK) break; |
| 668 | if (x < lld->minx) lld->minx = x; |
| 669 | } |
| 670 | for (x = ox+1; x < state->w; x++) { |
| 671 | if (GRID(state, flags, x, y) & F_BLACK) break; |
| 672 | if (x > lld->maxx) lld->maxx = x; |
| 673 | } |
| 674 | |
| 675 | x = ox; |
| 676 | for (y = oy-1; y >= 0; y--) { |
| 677 | if (GRID(state, flags, x, y) & F_BLACK) break; |
| 678 | if (y < lld->miny) lld->miny = y; |
| 679 | } |
| 680 | for (y = oy+1; y < state->h; y++) { |
| 681 | if (GRID(state, flags, x, y) & F_BLACK) break; |
| 682 | if (y > lld->maxy) lld->maxy = y; |
| 683 | } |
| 684 | } |
| 685 | |
| 686 | /* Makes sure a light is the given state, editing the lights table to suit the |
| 687 | * new state if necessary. */ |
| 688 | static void set_light(game_state *state, int ox, int oy, int on) |
| 689 | { |
| 690 | ll_data lld; |
| 691 | int diff = 0; |
| 692 | |
| 693 | assert(!(GRID(state,flags,ox,oy) & F_BLACK)); |
| 694 | |
| 695 | if (!on && GRID(state,flags,ox,oy) & F_LIGHT) { |
| 696 | diff = -1; |
| 697 | GRID(state,flags,ox,oy) &= ~F_LIGHT; |
| 698 | state->nlights--; |
| 699 | } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) { |
| 700 | diff = 1; |
| 701 | GRID(state,flags,ox,oy) |= F_LIGHT; |
| 702 | state->nlights++; |
| 703 | } |
| 704 | |
| 705 | if (diff != 0) { |
| 706 | list_lights(state,ox,oy,1,&lld); |
| 707 | FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; ); |
| 708 | } |
| 709 | } |
| 710 | |
| 711 | /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */ |
| 712 | static int check_dark(game_state *state, int x, int y) |
| 713 | { |
| 714 | ll_data lld; |
| 715 | |
| 716 | list_lights(state, x, y, 1, &lld); |
| 717 | FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } ); |
| 718 | return 0; |
| 719 | } |
| 720 | |
| 721 | /* Sets up an initial random correct position (i.e. every |
| 722 | * space lit, and no lights lit by other lights) by filling the |
| 723 | * grid with lights and then removing lights one by one at random. */ |
| 724 | static void place_lights(game_state *state, random_state *rs) |
| 725 | { |
| 726 | int i, x, y, n, *numindices, wh = state->w*state->h; |
| 727 | ll_data lld; |
| 728 | |
| 729 | numindices = snewn(wh, int); |
| 730 | for (i = 0; i < wh; i++) numindices[i] = i; |
| 731 | shuffle(numindices, wh, sizeof(*numindices), rs); |
| 732 | |
| 733 | /* Place a light on all grid squares without lights. */ |
| 734 | for (x = 0; x < state->w; x++) { |
| 735 | for (y = 0; y < state->h; y++) { |
| 736 | GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */ |
| 737 | if (GRID(state, flags, x, y) & F_BLACK) continue; |
| 738 | set_light(state, x, y, 1); |
| 739 | } |
| 740 | } |
| 741 | |
| 742 | for (i = 0; i < wh; i++) { |
| 743 | y = numindices[i] / state->w; |
| 744 | x = numindices[i] % state->w; |
| 745 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
| 746 | if (GRID(state, flags, x, y) & F_MARK) continue; |
| 747 | list_lights(state, x, y, 0, &lld); |
| 748 | |
| 749 | /* If we're not lighting any lights ourself, don't remove anything. */ |
| 750 | n = 0; |
| 751 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } ); |
| 752 | if (n == 0) continue; /* [1] */ |
| 753 | |
| 754 | /* Check whether removing lights we're lighting would cause anything |
| 755 | * to go dark. */ |
| 756 | n = 0; |
| 757 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } ); |
| 758 | if (n == 0) { |
| 759 | /* No, it wouldn't, so we can remove them all. */ |
| 760 | FOREACHLIT(&lld, set_light(state,lx,ly, 0); ); |
| 761 | GRID(state,flags,x,y) |= F_MARK; |
| 762 | } |
| 763 | |
| 764 | if (!grid_overlap(state)) { |
| 765 | sfree(numindices); |
| 766 | return; /* we're done. */ |
| 767 | } |
| 768 | assert(grid_lit(state)); |
| 769 | } |
| 770 | /* could get here if the line at [1] continue'd out of the loop. */ |
| 771 | if (grid_overlap(state)) { |
| 772 | debug_state(state); |
| 773 | assert(!"place_lights failed to resolve overlapping lights!"); |
| 774 | } |
| 775 | sfree(numindices); |
| 776 | } |
| 777 | |
| 778 | /* Fills in all black squares with numbers of adjacent lights. */ |
| 779 | static void place_numbers(game_state *state) |
| 780 | { |
| 781 | int x, y, i, n; |
| 782 | surrounds s; |
| 783 | |
| 784 | for (x = 0; x < state->w; x++) { |
| 785 | for (y = 0; y < state->h; y++) { |
| 786 | if (!(GRID(state,flags,x,y) & F_BLACK)) continue; |
| 787 | get_surrounds(state, x, y, &s); |
| 788 | n = 0; |
| 789 | for (i = 0; i < s.npoints; i++) { |
| 790 | if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT) |
| 791 | n++; |
| 792 | } |
| 793 | GRID(state,flags,x,y) |= F_NUMBERED; |
| 794 | GRID(state,lights,x,y) = n; |
| 795 | } |
| 796 | } |
| 797 | } |
| 798 | |
| 799 | /* --- Actual solver, with helper subroutines. --- */ |
| 800 | |
| 801 | static void tsl_callback(game_state *state, |
| 802 | int lx, int ly, int *x, int *y, int *n) |
| 803 | { |
| 804 | if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return; |
| 805 | if (GRID(state,lights,lx,ly) > 0) return; |
| 806 | *x = lx; *y = ly; (*n)++; |
| 807 | } |
| 808 | |
| 809 | static int try_solve_light(game_state *state, int ox, int oy, |
| 810 | unsigned int flags, int lights) |
| 811 | { |
| 812 | ll_data lld; |
| 813 | int sx = 0, sy = 0, n = 0; |
| 814 | |
| 815 | if (lights > 0) return 0; |
| 816 | if (flags & F_BLACK) return 0; |
| 817 | |
| 818 | /* We have an unlit square; count how many ways there are left to |
| 819 | * place a light that lights us (including this square); if only |
| 820 | * one, we must put a light there. Squares that could light us |
| 821 | * are, of course, the same as the squares we would light... */ |
| 822 | list_lights(state, ox, oy, 1, &lld); |
| 823 | FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); }); |
| 824 | if (n == 1) { |
| 825 | set_light(state, sx, sy, 1); |
| 826 | #ifdef SOLVER_DIAGNOSTICS |
| 827 | debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n", |
| 828 | ox,oy,sx,sy)); |
| 829 | if (verbose) debug_state(state); |
| 830 | #endif |
| 831 | return 1; |
| 832 | } |
| 833 | |
| 834 | return 0; |
| 835 | } |
| 836 | |
| 837 | static int could_place_light(unsigned int flags, int lights) |
| 838 | { |
| 839 | if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0; |
| 840 | return (lights > 0) ? 0 : 1; |
| 841 | } |
| 842 | |
| 843 | static int could_place_light_xy(game_state *state, int x, int y) |
| 844 | { |
| 845 | int lights = GRID(state,lights,x,y); |
| 846 | unsigned int flags = GRID(state,flags,x,y); |
| 847 | return (could_place_light(flags, lights)) ? 1 : 0; |
| 848 | } |
| 849 | |
| 850 | /* For a given number square, determine whether we have enough info |
| 851 | * to unambiguously place its lights. */ |
| 852 | static int try_solve_number(game_state *state, int nx, int ny, |
| 853 | unsigned int nflags, int nlights) |
| 854 | { |
| 855 | surrounds s; |
| 856 | int x, y, nl, ns, i, ret = 0, lights; |
| 857 | unsigned int flags; |
| 858 | |
| 859 | if (!(nflags & F_NUMBERED)) return 0; |
| 860 | nl = nlights; |
| 861 | get_surrounds(state,nx,ny,&s); |
| 862 | ns = s.npoints; |
| 863 | |
| 864 | /* nl is no. of lights we need to place, ns is no. of spaces we |
| 865 | * have to place them in. Try and narrow these down, and mark |
| 866 | * points we can ignore later. */ |
| 867 | for (i = 0; i < s.npoints; i++) { |
| 868 | x = s.points[i].x; y = s.points[i].y; |
| 869 | flags = GRID(state,flags,x,y); |
| 870 | lights = GRID(state,lights,x,y); |
| 871 | if (flags & F_LIGHT) { |
| 872 | /* light here already; one less light for one less place. */ |
| 873 | nl--; ns--; |
| 874 | s.points[i].f |= F_MARK; |
| 875 | } else if (!could_place_light(flags, lights)) { |
| 876 | ns--; |
| 877 | s.points[i].f |= F_MARK; |
| 878 | } |
| 879 | } |
| 880 | if (ns == 0) return 0; /* nowhere to put anything. */ |
| 881 | if (nl == 0) { |
| 882 | /* we have placed all lights we need to around here; all remaining |
| 883 | * surrounds are therefore IMPOSSIBLE. */ |
| 884 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
| 885 | for (i = 0; i < s.npoints; i++) { |
| 886 | if (!(s.points[i].f & F_MARK)) { |
| 887 | GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE; |
| 888 | ret = 1; |
| 889 | } |
| 890 | } |
| 891 | #ifdef SOLVER_DIAGNOSTICS |
| 892 | printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n", |
| 893 | nx,ny); |
| 894 | if (verbose) debug_state(state); |
| 895 | #endif |
| 896 | } else if (nl == ns) { |
| 897 | /* we have as many lights to place as spaces; fill them all. */ |
| 898 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
| 899 | for (i = 0; i < s.npoints; i++) { |
| 900 | if (!(s.points[i].f & F_MARK)) { |
| 901 | set_light(state, s.points[i].x,s.points[i].y, 1); |
| 902 | ret = 1; |
| 903 | } |
| 904 | } |
| 905 | #ifdef SOLVER_DIAGNOSTICS |
| 906 | printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n", |
| 907 | nx,ny); |
| 908 | if (verbose) debug_state(state); |
| 909 | #endif |
| 910 | } |
| 911 | return ret; |
| 912 | } |
| 913 | |
| 914 | struct setscratch { |
| 915 | int x, y; |
| 916 | int n; |
| 917 | }; |
| 918 | |
| 919 | #define SCRATCHSZ (state->w+state->h) |
| 920 | |
| 921 | /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags. |
| 922 | * Algorithm thanks to Simon: |
| 923 | * |
| 924 | * (a) Any square where you can place a light has a set of squares |
| 925 | * which would become non-lights as a result. (This includes |
| 926 | * squares lit by the first square, and can also include squares |
| 927 | * adjacent to the same clue square if the new light is the last |
| 928 | * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being |
| 929 | * the square you place a light. |
| 930 | |
| 931 | * (b) Any unlit square has a set of squares on which you could place |
| 932 | * a light to illuminate it. (Possibly including itself, of |
| 933 | * course.) This set of squares has the property that _at least |
| 934 | * one_ of them must contain a light. Sets of this type also arise |
| 935 | * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y) |
| 936 | * the square you would place a light. |
| 937 | |
| 938 | * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is |
| 939 | * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at |
| 940 | * (dx,dy) would either leave no remaining way to illuminate a certain |
| 941 | * square, or would leave no remaining way to fulfill a certain clue |
| 942 | * (at lx,ly). In either case, a light can be ruled out at that position. |
| 943 | * |
| 944 | * So, we construct all possible MAKESLIGHT sets, both from unlit squares |
| 945 | * and clue squares, and then we look for plausible MAKESDARK sets that include |
| 946 | * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have |
| 947 | * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set |
| 948 | * members. |
| 949 | * |
| 950 | * Once we have such a set, Simon came up with a Cunning Plan to find |
| 951 | * the most sensible MAKESDARK candidate: |
| 952 | * |
| 953 | * (a) for each square S in your set X, find all the squares which _would_ |
| 954 | * rule it out. That means any square which would light S, plus |
| 955 | * any square adjacent to the same clue square as S (provided |
| 956 | * that clue square has only one remaining light to be placed). |
| 957 | * It's not hard to make this list. Don't do anything with this |
| 958 | * data at the moment except _count_ the squares. |
| 959 | |
| 960 | * (b) Find the square S_min in the original set which has the |
| 961 | * _smallest_ number of other squares which would rule it out. |
| 962 | |
| 963 | * (c) Find all the squares that rule out S_min (it's probably |
| 964 | * better to recompute this than to have stored it during step |
| 965 | * (a), since the CPU requirement is modest but the storage |
| 966 | * cost would get ugly.) For each of these squares, see if it |
| 967 | * rules out everything else in the set X. Any which does can |
| 968 | * be marked as not-a-light. |
| 969 | * |
| 970 | */ |
| 971 | |
| 972 | typedef void (*trl_cb)(game_state *state, int dx, int dy, |
| 973 | struct setscratch *scratch, int n, void *ctx); |
| 974 | |
| 975 | static void try_rule_out(game_state *state, int x, int y, |
| 976 | struct setscratch *scratch, int n, |
| 977 | trl_cb cb, void *ctx); |
| 978 | |
| 979 | static void trl_callback_search(game_state *state, int dx, int dy, |
| 980 | struct setscratch *scratch, int n, void *ignored) |
| 981 | { |
| 982 | int i; |
| 983 | |
| 984 | #ifdef SOLVER_DIAGNOSTICS |
| 985 | if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy)); |
| 986 | #endif |
| 987 | |
| 988 | for (i = 0; i < n; i++) { |
| 989 | if (dx == scratch[i].x && dy == scratch[i].y) { |
| 990 | scratch[i].n = 1; |
| 991 | return; |
| 992 | } |
| 993 | } |
| 994 | } |
| 995 | |
| 996 | static void trl_callback_discount(game_state *state, int dx, int dy, |
| 997 | struct setscratch *scratch, int n, void *ctx) |
| 998 | { |
| 999 | int *didsth = (int *)ctx; |
| 1000 | int i; |
| 1001 | |
| 1002 | if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) { |
| 1003 | #ifdef SOLVER_DIAGNOSTICS |
| 1004 | debug(("Square at (%d,%d) already impossible.\n", dx,dy)); |
| 1005 | #endif |
| 1006 | return; |
| 1007 | } |
| 1008 | |
| 1009 | /* Check whether a light at (dx,dy) rules out everything |
| 1010 | * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does. |
| 1011 | * We can use try_rule_out for this as well, as the set of |
| 1012 | * squares which would rule out (x,y) is the same as the |
| 1013 | * set of squares which (x,y) would rule out. */ |
| 1014 | |
| 1015 | #ifdef SOLVER_DIAGNOSTICS |
| 1016 | if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy)); |
| 1017 | #endif |
| 1018 | |
| 1019 | for (i = 0; i < n; i++) |
| 1020 | scratch[i].n = 0; |
| 1021 | try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL); |
| 1022 | for (i = 0; i < n; i++) { |
| 1023 | if (scratch[i].n == 0) return; |
| 1024 | } |
| 1025 | /* The light ruled out everything in scratch. Yay. */ |
| 1026 | GRID(state,flags,dx,dy) |= F_IMPOSSIBLE; |
| 1027 | #ifdef SOLVER_DIAGNOSTICS |
| 1028 | debug(("Set reduction discounted square at (%d,%d):\n", dx,dy)); |
| 1029 | if (verbose) debug_state(state); |
| 1030 | #endif |
| 1031 | |
| 1032 | *didsth = 1; |
| 1033 | } |
| 1034 | |
| 1035 | static void trl_callback_incn(game_state *state, int dx, int dy, |
| 1036 | struct setscratch *scratch, int n, void *ctx) |
| 1037 | { |
| 1038 | struct setscratch *s = (struct setscratch *)ctx; |
| 1039 | s->n++; |
| 1040 | } |
| 1041 | |
| 1042 | static void try_rule_out(game_state *state, int x, int y, |
| 1043 | struct setscratch *scratch, int n, |
| 1044 | trl_cb cb, void *ctx) |
| 1045 | { |
| 1046 | /* XXX Find all the squares which would rule out (x,y); anything |
| 1047 | * that would light it as well as squares adjacent to same clues |
| 1048 | * as X assuming that clue only has one remaining light. |
| 1049 | * Call the callback with each square. */ |
| 1050 | ll_data lld; |
| 1051 | surrounds s, ss; |
| 1052 | int i, j, curr_lights, tot_lights; |
| 1053 | |
| 1054 | /* Find all squares that would rule out a light at (x,y) and call trl_cb |
| 1055 | * with them: anything that would light (x,y)... */ |
| 1056 | |
| 1057 | list_lights(state, x, y, 0, &lld); |
| 1058 | FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } }); |
| 1059 | |
| 1060 | /* ... as well as any empty space (that isn't x,y) next to any clue square |
| 1061 | * next to (x,y) that only has one light left to place. */ |
| 1062 | |
| 1063 | get_surrounds(state, x, y, &s); |
| 1064 | for (i = 0; i < s.npoints; i++) { |
| 1065 | if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED)) |
| 1066 | continue; |
| 1067 | /* we have an adjacent clue square; find /its/ surrounds |
| 1068 | * and count the remaining lights it needs. */ |
| 1069 | get_surrounds(state,s.points[i].x,s.points[i].y,&ss); |
| 1070 | curr_lights = 0; |
| 1071 | for (j = 0; j < ss.npoints; j++) { |
| 1072 | if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT) |
| 1073 | curr_lights++; |
| 1074 | } |
| 1075 | tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y); |
| 1076 | /* We have a clue with tot_lights to fill, and curr_lights currently |
| 1077 | * around it. If adding a light at (x,y) fills up the clue (i.e. |
| 1078 | * curr_lights + 1 = tot_lights) then we need to discount all other |
| 1079 | * unlit squares around the clue. */ |
| 1080 | if ((curr_lights + 1) == tot_lights) { |
| 1081 | for (j = 0; j < ss.npoints; j++) { |
| 1082 | int lx = ss.points[j].x, ly = ss.points[j].y; |
| 1083 | if (lx == x && ly == y) continue; |
| 1084 | if (could_place_light_xy(state, lx, ly)) |
| 1085 | cb(state, lx, ly, scratch, n, ctx); |
| 1086 | } |
| 1087 | } |
| 1088 | } |
| 1089 | } |
| 1090 | |
| 1091 | #ifdef SOLVER_DIAGNOSTICS |
| 1092 | static void debug_scratch(const char *msg, struct setscratch *scratch, int n) |
| 1093 | { |
| 1094 | int i; |
| 1095 | debug(("%s scratch (%d elements):\n", msg, n)); |
| 1096 | for (i = 0; i < n; i++) { |
| 1097 | debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n)); |
| 1098 | } |
| 1099 | } |
| 1100 | #endif |
| 1101 | |
| 1102 | static int discount_set(game_state *state, |
| 1103 | struct setscratch *scratch, int n) |
| 1104 | { |
| 1105 | int i, besti, bestn, didsth = 0; |
| 1106 | |
| 1107 | #ifdef SOLVER_DIAGNOSTICS |
| 1108 | if (verbose > 1) debug_scratch("discount_set", scratch, n); |
| 1109 | #endif |
| 1110 | if (n == 0) return 0; |
| 1111 | |
| 1112 | for (i = 0; i < n; i++) { |
| 1113 | try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n, |
| 1114 | trl_callback_incn, (void*)&(scratch[i])); |
| 1115 | } |
| 1116 | #ifdef SOLVER_DIAGNOSTICS |
| 1117 | if (verbose > 1) debug_scratch("discount_set after count", scratch, n); |
| 1118 | #endif |
| 1119 | |
| 1120 | besti = -1; bestn = SCRATCHSZ; |
| 1121 | for (i = 0; i < n; i++) { |
| 1122 | if (scratch[i].n < bestn) { |
| 1123 | bestn = scratch[i].n; |
| 1124 | besti = i; |
| 1125 | } |
| 1126 | } |
| 1127 | #ifdef SOLVER_DIAGNOSTICS |
| 1128 | if (verbose > 1) debug(("best square (%d,%d) with n%d.\n", |
| 1129 | scratch[besti].x, scratch[besti].y, scratch[besti].n)); |
| 1130 | #endif |
| 1131 | try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n, |
| 1132 | trl_callback_discount, (void*)&didsth); |
| 1133 | #ifdef SOLVER_DIAGNOSTICS |
| 1134 | if (didsth) debug((" [from square (%d,%d)]\n", |
| 1135 | scratch[besti].x, scratch[besti].y)); |
| 1136 | #endif |
| 1137 | |
| 1138 | return didsth; |
| 1139 | } |
| 1140 | |
| 1141 | static void discount_clear(game_state *state, struct setscratch *scratch, int *n) |
| 1142 | { |
| 1143 | *n = 0; |
| 1144 | memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch)); |
| 1145 | } |
| 1146 | |
| 1147 | static void unlit_cb(game_state *state, int lx, int ly, |
| 1148 | struct setscratch *scratch, int *n) |
| 1149 | { |
| 1150 | if (could_place_light_xy(state, lx, ly)) { |
| 1151 | scratch[*n].x = lx; scratch[*n].y = ly; (*n)++; |
| 1152 | } |
| 1153 | } |
| 1154 | |
| 1155 | /* Construct a MAKESLIGHT set from an unlit square. */ |
| 1156 | static int discount_unlit(game_state *state, int x, int y, |
| 1157 | struct setscratch *scratch) |
| 1158 | { |
| 1159 | ll_data lld; |
| 1160 | int n, didsth; |
| 1161 | |
| 1162 | #ifdef SOLVER_DIAGNOSTICS |
| 1163 | if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y)); |
| 1164 | if (verbose > 1) debug_state(state); |
| 1165 | #endif |
| 1166 | |
| 1167 | discount_clear(state, scratch, &n); |
| 1168 | |
| 1169 | list_lights(state, x, y, 1, &lld); |
| 1170 | FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); }); |
| 1171 | didsth = discount_set(state, scratch, n); |
| 1172 | #ifdef SOLVER_DIAGNOSTICS |
| 1173 | if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y)); |
| 1174 | #endif |
| 1175 | return didsth; |
| 1176 | |
| 1177 | } |
| 1178 | |
| 1179 | /* Construct a series of MAKESLIGHT sets from a clue square. |
| 1180 | * for a clue square with N remaining spaces that must contain M lights, every |
| 1181 | * subset of size N-M+1 of those N spaces forms such a set. |
| 1182 | */ |
| 1183 | |
| 1184 | static int discount_clue(game_state *state, int x, int y, |
| 1185 | struct setscratch *scratch) |
| 1186 | { |
| 1187 | int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights; |
| 1188 | unsigned int flags; |
| 1189 | surrounds s, sempty; |
| 1190 | combi_ctx *combi; |
| 1191 | |
| 1192 | if (m == 0) return 0; |
| 1193 | |
| 1194 | #ifdef SOLVER_DIAGNOSTICS |
| 1195 | if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y)); |
| 1196 | if (verbose > 1) debug_state(state); |
| 1197 | #endif |
| 1198 | |
| 1199 | /* m is no. of lights still to place; starts off at the clue value |
| 1200 | * and decreases when we find a light already down. |
| 1201 | * n is no. of spaces left; starts off at 0 and goes up when we find |
| 1202 | * a plausible space. */ |
| 1203 | |
| 1204 | get_surrounds(state, x, y, &s); |
| 1205 | memset(&sempty, 0, sizeof(surrounds)); |
| 1206 | for (i = 0; i < s.npoints; i++) { |
| 1207 | int lx = s.points[i].x, ly = s.points[i].y; |
| 1208 | flags = GRID(state,flags,lx,ly); |
| 1209 | lights = GRID(state,lights,lx,ly); |
| 1210 | |
| 1211 | if (flags & F_LIGHT) m--; |
| 1212 | |
| 1213 | if (could_place_light(flags, lights)) { |
| 1214 | sempty.points[sempty.npoints].x = lx; |
| 1215 | sempty.points[sempty.npoints].y = ly; |
| 1216 | sempty.npoints++; |
| 1217 | } |
| 1218 | } |
| 1219 | n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */ |
| 1220 | if (n == 0) return 0; /* clue is full already. */ |
| 1221 | |
| 1222 | if (m < 0 || m > n) return 0; /* become impossible. */ |
| 1223 | |
| 1224 | combi = new_combi(n - m + 1, n); |
| 1225 | while (next_combi(combi)) { |
| 1226 | discount_clear(state, scratch, &slen); |
| 1227 | for (i = 0; i < combi->r; i++) { |
| 1228 | scratch[slen].x = sempty.points[combi->a[i]].x; |
| 1229 | scratch[slen].y = sempty.points[combi->a[i]].y; |
| 1230 | slen++; |
| 1231 | } |
| 1232 | if (discount_set(state, scratch, slen)) didsth = 1; |
| 1233 | } |
| 1234 | free_combi(combi); |
| 1235 | #ifdef SOLVER_DIAGNOSTICS |
| 1236 | if (didsth) debug((" [from clue at (%d,%d)].\n", x, y)); |
| 1237 | #endif |
| 1238 | return didsth; |
| 1239 | } |
| 1240 | |
| 1241 | #define F_SOLVE_FORCEUNIQUE 1 |
| 1242 | #define F_SOLVE_DISCOUNTSETS 2 |
| 1243 | #define F_SOLVE_ALLOWRECURSE 4 |
| 1244 | |
| 1245 | static unsigned int flags_from_difficulty(int difficulty) |
| 1246 | { |
| 1247 | unsigned int sflags = F_SOLVE_FORCEUNIQUE; |
| 1248 | assert(difficulty <= DIFFCOUNT); |
| 1249 | if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS; |
| 1250 | if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE; |
| 1251 | return sflags; |
| 1252 | } |
| 1253 | |
| 1254 | #define MAXRECURSE 5 |
| 1255 | |
| 1256 | static int solve_sub(game_state *state, |
| 1257 | unsigned int solve_flags, int depth, |
| 1258 | int *maxdepth) |
| 1259 | { |
| 1260 | unsigned int flags; |
| 1261 | int x, y, didstuff, ncanplace, lights; |
| 1262 | int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0; |
| 1263 | game_state *scopy; |
| 1264 | ll_data lld; |
| 1265 | struct setscratch *sscratch = NULL; |
| 1266 | |
| 1267 | #ifdef SOLVER_DIAGNOSTICS |
| 1268 | printf("solve_sub: depth = %d\n", depth); |
| 1269 | #endif |
| 1270 | if (maxdepth && *maxdepth < depth) *maxdepth = depth; |
| 1271 | if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE; |
| 1272 | |
| 1273 | while (1) { |
| 1274 | if (grid_overlap(state)) { |
| 1275 | /* Our own solver, from scratch, should never cause this to happen |
| 1276 | * (assuming a soluble grid). However, if we're trying to solve |
| 1277 | * from a half-completed *incorrect* grid this might occur; we |
| 1278 | * just return the 'no solutions' code in this case. */ |
| 1279 | ret = 0; goto done; |
| 1280 | } |
| 1281 | |
| 1282 | if (grid_correct(state)) { ret = 1; goto done; } |
| 1283 | |
| 1284 | ncanplace = 0; |
| 1285 | didstuff = 0; |
| 1286 | /* These 2 loops, and the functions they call, are the critical loops |
| 1287 | * for timing; any optimisations should look here first. */ |
| 1288 | for (x = 0; x < state->w; x++) { |
| 1289 | for (y = 0; y < state->h; y++) { |
| 1290 | flags = GRID(state,flags,x,y); |
| 1291 | lights = GRID(state,lights,x,y); |
| 1292 | ncanplace += could_place_light(flags, lights); |
| 1293 | |
| 1294 | if (try_solve_light(state, x, y, flags, lights)) didstuff = 1; |
| 1295 | if (try_solve_number(state, x, y, flags, lights)) didstuff = 1; |
| 1296 | } |
| 1297 | } |
| 1298 | if (didstuff) continue; |
| 1299 | if (!ncanplace) { |
| 1300 | /* nowhere to put a light, puzzle is unsoluble. */ |
| 1301 | ret = 0; goto done; |
| 1302 | } |
| 1303 | |
| 1304 | if (solve_flags & F_SOLVE_DISCOUNTSETS) { |
| 1305 | if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch); |
| 1306 | /* Try a more cunning (and more involved) way... more details above. */ |
| 1307 | for (x = 0; x < state->w; x++) { |
| 1308 | for (y = 0; y < state->h; y++) { |
| 1309 | flags = GRID(state,flags,x,y); |
| 1310 | lights = GRID(state,lights,x,y); |
| 1311 | |
| 1312 | if (!(flags & F_BLACK) && lights == 0) { |
| 1313 | if (discount_unlit(state, x, y, sscratch)) { |
| 1314 | didstuff = 1; |
| 1315 | goto reduction_success; |
| 1316 | } |
| 1317 | } else if (flags & F_NUMBERED) { |
| 1318 | if (discount_clue(state, x, y, sscratch)) { |
| 1319 | didstuff = 1; |
| 1320 | goto reduction_success; |
| 1321 | } |
| 1322 | } |
| 1323 | } |
| 1324 | } |
| 1325 | } |
| 1326 | reduction_success: |
| 1327 | if (didstuff) continue; |
| 1328 | |
| 1329 | /* We now have to make a guess; we have places to put lights but |
| 1330 | * no definite idea about where they can go. */ |
| 1331 | if (depth >= maxrecurse) { |
| 1332 | /* mustn't delve any deeper. */ |
| 1333 | ret = -1; goto done; |
| 1334 | } |
| 1335 | /* Of all the squares that we could place a light, pick the one |
| 1336 | * that would light the most currently unlit squares. */ |
| 1337 | /* This heuristic was just plucked from the air; there may well be |
| 1338 | * a more efficient way of choosing a square to flip to minimise |
| 1339 | * recursion. */ |
| 1340 | bestn = 0; |
| 1341 | bestx = besty = -1; /* suyb */ |
| 1342 | for (x = 0; x < state->w; x++) { |
| 1343 | for (y = 0; y < state->h; y++) { |
| 1344 | flags = GRID(state,flags,x,y); |
| 1345 | lights = GRID(state,lights,x,y); |
| 1346 | if (!could_place_light(flags, lights)) continue; |
| 1347 | |
| 1348 | n = 0; |
| 1349 | list_lights(state, x, y, 1, &lld); |
| 1350 | FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; }); |
| 1351 | if (n > bestn) { |
| 1352 | bestn = n; bestx = x; besty = y; |
| 1353 | } |
| 1354 | } |
| 1355 | } |
| 1356 | assert(bestn > 0); |
| 1357 | assert(bestx >= 0 && besty >= 0); |
| 1358 | |
| 1359 | /* Now we've chosen a plausible (x,y), try to solve it once as 'lit' |
| 1360 | * and once as 'impossible'; we need to make one copy to do this. */ |
| 1361 | |
| 1362 | scopy = dup_game(state); |
| 1363 | #ifdef SOLVER_DIAGNOSTICS |
| 1364 | debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty)); |
| 1365 | #endif |
| 1366 | GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE; |
| 1367 | self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth); |
| 1368 | |
| 1369 | if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) { |
| 1370 | /* we didn't care about finding all solutions, and we just |
| 1371 | * found one; return with it immediately. */ |
| 1372 | free_game(scopy); |
| 1373 | ret = self_soluble; |
| 1374 | goto done; |
| 1375 | } |
| 1376 | |
| 1377 | #ifdef SOLVER_DIAGNOSTICS |
| 1378 | debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty)); |
| 1379 | #endif |
| 1380 | set_light(scopy, bestx, besty, 1); |
| 1381 | copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth); |
| 1382 | |
| 1383 | /* If we wanted a unique solution but we hit our recursion limit |
| 1384 | * (on either branch) then we have to assume we didn't find possible |
| 1385 | * extra solutions, and return 'not soluble'. */ |
| 1386 | if ((solve_flags & F_SOLVE_FORCEUNIQUE) && |
| 1387 | ((copy_soluble < 0) || (self_soluble < 0))) { |
| 1388 | ret = -1; |
| 1389 | /* Make sure that whether or not it was self or copy (or both) that |
| 1390 | * were soluble, that we return a solved state in self. */ |
| 1391 | } else if (copy_soluble <= 0) { |
| 1392 | /* copy wasn't soluble; keep self state and return that result. */ |
| 1393 | ret = self_soluble; |
| 1394 | } else if (self_soluble <= 0) { |
| 1395 | /* copy solved and we didn't, so copy in copy's (now solved) |
| 1396 | * flags and light state. */ |
| 1397 | memcpy(state->lights, scopy->lights, |
| 1398 | scopy->w * scopy->h * sizeof(int)); |
| 1399 | memcpy(state->flags, scopy->flags, |
| 1400 | scopy->w * scopy->h * sizeof(unsigned int)); |
| 1401 | ret = copy_soluble; |
| 1402 | } else { |
| 1403 | ret = copy_soluble + self_soluble; |
| 1404 | } |
| 1405 | free_game(scopy); |
| 1406 | goto done; |
| 1407 | } |
| 1408 | done: |
| 1409 | if (sscratch) sfree(sscratch); |
| 1410 | #ifdef SOLVER_DIAGNOSTICS |
| 1411 | if (ret < 0) |
| 1412 | debug(("solve_sub: depth = %d returning, ran out of recursion.\n", |
| 1413 | depth)); |
| 1414 | else |
| 1415 | debug(("solve_sub: depth = %d returning, %d solutions.\n", |
| 1416 | depth, ret)); |
| 1417 | #endif |
| 1418 | return ret; |
| 1419 | } |
| 1420 | |
| 1421 | /* Fills in the (possibly partially-complete) game_state as far as it can, |
| 1422 | * returning the number of possible solutions. If it returns >0 then the |
| 1423 | * game_state will be in a solved state, but you won't know which one. */ |
| 1424 | static int dosolve(game_state *state, int solve_flags, int *maxdepth) |
| 1425 | { |
| 1426 | int x, y, nsol; |
| 1427 | |
| 1428 | for (x = 0; x < state->w; x++) { |
| 1429 | for (y = 0; y < state->h; y++) { |
| 1430 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
| 1431 | } |
| 1432 | } |
| 1433 | nsol = solve_sub(state, solve_flags, 0, maxdepth); |
| 1434 | return nsol; |
| 1435 | } |
| 1436 | |
| 1437 | static int strip_unused_nums(game_state *state) |
| 1438 | { |
| 1439 | int x,y,n=0; |
| 1440 | for (x = 0; x < state->w; x++) { |
| 1441 | for (y = 0; y < state->h; y++) { |
| 1442 | if ((GRID(state,flags,x,y) & F_NUMBERED) && |
| 1443 | !(GRID(state,flags,x,y) & F_NUMBERUSED)) { |
| 1444 | GRID(state,flags,x,y) &= ~F_NUMBERED; |
| 1445 | GRID(state,lights,x,y) = 0; |
| 1446 | n++; |
| 1447 | } |
| 1448 | } |
| 1449 | } |
| 1450 | debug(("Stripped %d unused numbers.\n", n)); |
| 1451 | return n; |
| 1452 | } |
| 1453 | |
| 1454 | static void unplace_lights(game_state *state) |
| 1455 | { |
| 1456 | int x,y; |
| 1457 | for (x = 0; x < state->w; x++) { |
| 1458 | for (y = 0; y < state->h; y++) { |
| 1459 | if (GRID(state,flags,x,y) & F_LIGHT) |
| 1460 | set_light(state,x,y,0); |
| 1461 | GRID(state,flags,x,y) &= ~F_IMPOSSIBLE; |
| 1462 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
| 1463 | } |
| 1464 | } |
| 1465 | } |
| 1466 | |
| 1467 | static int puzzle_is_good(game_state *state, int difficulty) |
| 1468 | { |
| 1469 | int nsol, mdepth = 0; |
| 1470 | unsigned int sflags = flags_from_difficulty(difficulty); |
| 1471 | |
| 1472 | unplace_lights(state); |
| 1473 | |
| 1474 | #ifdef SOLVER_DIAGNOSTICS |
| 1475 | debug(("Trying to solve with difficulty %d (0x%x):\n", |
| 1476 | difficulty, sflags)); |
| 1477 | if (verbose) debug_state(state); |
| 1478 | #endif |
| 1479 | |
| 1480 | nsol = dosolve(state, sflags, &mdepth); |
| 1481 | /* if we wanted an easy puzzle, make sure we didn't need recursion. */ |
| 1482 | if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) { |
| 1483 | debug(("Ignoring recursive puzzle.\n")); |
| 1484 | return 0; |
| 1485 | } |
| 1486 | |
| 1487 | debug(("%d solutions found.\n", nsol)); |
| 1488 | if (nsol <= 0) return 0; |
| 1489 | if (nsol > 1) return 0; |
| 1490 | return 1; |
| 1491 | } |
| 1492 | |
| 1493 | /* --- New game creation and user input code. --- */ |
| 1494 | |
| 1495 | /* The basic algorithm here is to generate the most complex grid possible |
| 1496 | * while honouring two restrictions: |
| 1497 | * |
| 1498 | * * we require a unique solution, and |
| 1499 | * * either we require solubility with no recursion (!params->recurse) |
| 1500 | * * or we require some recursion. (params->recurse). |
| 1501 | * |
| 1502 | * The solver helpfully keeps track of the numbers it needed to use to |
| 1503 | * get its solution, so we use that to remove an initial set of numbers |
| 1504 | * and check we still satsify our requirements (on uniqueness and |
| 1505 | * non-recursiveness, if applicable; we don't check explicit recursiveness |
| 1506 | * until the end). |
| 1507 | * |
| 1508 | * Then we try to remove all numbers in a random order, and see if we |
| 1509 | * still satisfy requirements (putting them back if we didn't). |
| 1510 | * |
| 1511 | * Removing numbers will always, in general terms, make a puzzle require |
| 1512 | * more recursion but it may also mean a puzzle becomes non-unique. |
| 1513 | * |
| 1514 | * Once we're done, if we wanted a recursive puzzle but the most difficult |
| 1515 | * puzzle we could come up with was non-recursive, we give up and try a new |
| 1516 | * grid. */ |
| 1517 | |
| 1518 | #define MAX_GRIDGEN_TRIES 20 |
| 1519 | |
| 1520 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1521 | char **aux, int interactive) |
| 1522 | { |
| 1523 | game_state *news = new_state(params), *copys; |
| 1524 | int i, j, run, x, y, wh = params->w*params->h, num; |
| 1525 | char *ret, *p; |
| 1526 | int *numindices; |
| 1527 | |
| 1528 | /* Construct a shuffled list of grid positions; we only |
| 1529 | * do this once, because if it gets used more than once it'll |
| 1530 | * be on a different grid layout. */ |
| 1531 | numindices = snewn(wh, int); |
| 1532 | for (j = 0; j < wh; j++) numindices[j] = j; |
| 1533 | shuffle(numindices, wh, sizeof(*numindices), rs); |
| 1534 | |
| 1535 | while (1) { |
| 1536 | for (i = 0; i < MAX_GRIDGEN_TRIES; i++) { |
| 1537 | set_blacks(news, params, rs); /* also cleans board. */ |
| 1538 | |
| 1539 | /* set up lights and then the numbers, and remove the lights */ |
| 1540 | place_lights(news, rs); |
| 1541 | debug(("Generating initial grid.\n")); |
| 1542 | place_numbers(news); |
| 1543 | if (!puzzle_is_good(news, params->difficulty)) continue; |
| 1544 | |
| 1545 | /* Take a copy, remove numbers we didn't use and check there's |
| 1546 | * still a unique solution; if so, use the copy subsequently. */ |
| 1547 | copys = dup_game(news); |
| 1548 | strip_unused_nums(copys); |
| 1549 | if (!puzzle_is_good(copys, params->difficulty)) { |
| 1550 | debug(("Stripped grid is not good, reverting.\n")); |
| 1551 | free_game(copys); |
| 1552 | } else { |
| 1553 | free_game(news); |
| 1554 | news = copys; |
| 1555 | } |
| 1556 | |
| 1557 | /* Go through grid removing numbers at random one-by-one and |
| 1558 | * trying to solve again; if it ceases to be good put the number back. */ |
| 1559 | for (j = 0; j < wh; j++) { |
| 1560 | y = numindices[j] / params->w; |
| 1561 | x = numindices[j] % params->w; |
| 1562 | if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue; |
| 1563 | num = GRID(news, lights, x, y); |
| 1564 | GRID(news, lights, x, y) = 0; |
| 1565 | GRID(news, flags, x, y) &= ~F_NUMBERED; |
| 1566 | if (!puzzle_is_good(news, params->difficulty)) { |
| 1567 | GRID(news, lights, x, y) = num; |
| 1568 | GRID(news, flags, x, y) |= F_NUMBERED; |
| 1569 | } else |
| 1570 | debug(("Removed (%d,%d) still soluble.\n", x, y)); |
| 1571 | } |
| 1572 | if (params->difficulty > 0) { |
| 1573 | /* Was the maximally-difficult puzzle difficult enough? |
| 1574 | * Check we can't solve it with a more simplistic solver. */ |
| 1575 | if (puzzle_is_good(news, params->difficulty-1)) { |
| 1576 | debug(("Maximally-hard puzzle still not hard enough, skipping.\n")); |
| 1577 | continue; |
| 1578 | } |
| 1579 | } |
| 1580 | |
| 1581 | goto goodpuzzle; |
| 1582 | } |
| 1583 | /* Couldn't generate a good puzzle in however many goes. Ramp up the |
| 1584 | * %age of black squares (if we didn't already have lots; in which case |
| 1585 | * why couldn't we generate a puzzle?) and try again. */ |
| 1586 | if (params->blackpc < 90) params->blackpc += 5; |
| 1587 | debug(("New black layout %d%%.\n", params->blackpc)); |
| 1588 | } |
| 1589 | goodpuzzle: |
| 1590 | /* Game is encoded as a long string one character per square; |
| 1591 | * 'S' is a space |
| 1592 | * 'B' is a black square with no number |
| 1593 | * '0', '1', '2', '3', '4' is a black square with a number. */ |
| 1594 | ret = snewn((params->w * params->h) + 1, char); |
| 1595 | p = ret; |
| 1596 | run = 0; |
| 1597 | for (y = 0; y < params->h; y++) { |
| 1598 | for (x = 0; x < params->w; x++) { |
| 1599 | if (GRID(news,flags,x,y) & F_BLACK) { |
| 1600 | if (run) { |
| 1601 | *p++ = ('a'-1) + run; |
| 1602 | run = 0; |
| 1603 | } |
| 1604 | if (GRID(news,flags,x,y) & F_NUMBERED) |
| 1605 | *p++ = '0' + GRID(news,lights,x,y); |
| 1606 | else |
| 1607 | *p++ = 'B'; |
| 1608 | } else { |
| 1609 | if (run == 26) { |
| 1610 | *p++ = ('a'-1) + run; |
| 1611 | run = 0; |
| 1612 | } |
| 1613 | run++; |
| 1614 | } |
| 1615 | } |
| 1616 | } |
| 1617 | if (run) { |
| 1618 | *p++ = ('a'-1) + run; |
| 1619 | run = 0; |
| 1620 | } |
| 1621 | *p = '\0'; |
| 1622 | assert(p - ret <= params->w * params->h); |
| 1623 | free_game(news); |
| 1624 | sfree(numindices); |
| 1625 | |
| 1626 | return ret; |
| 1627 | } |
| 1628 | |
| 1629 | static char *validate_desc(game_params *params, char *desc) |
| 1630 | { |
| 1631 | int i; |
| 1632 | for (i = 0; i < params->w*params->h; i++) { |
| 1633 | if (*desc >= '0' && *desc <= '4') |
| 1634 | /* OK */; |
| 1635 | else if (*desc == 'B') |
| 1636 | /* OK */; |
| 1637 | else if (*desc >= 'a' && *desc <= 'z') |
| 1638 | i += *desc - 'a'; /* and the i++ will add another one */ |
| 1639 | else if (!*desc) |
| 1640 | return "Game description shorter than expected"; |
| 1641 | else |
| 1642 | return "Game description contained unexpected character"; |
| 1643 | desc++; |
| 1644 | } |
| 1645 | if (*desc || i > params->w*params->h) |
| 1646 | return "Game description longer than expected"; |
| 1647 | |
| 1648 | return NULL; |
| 1649 | } |
| 1650 | |
| 1651 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1652 | { |
| 1653 | game_state *ret = new_state(params); |
| 1654 | int x,y; |
| 1655 | int run = 0; |
| 1656 | |
| 1657 | for (y = 0; y < params->h; y++) { |
| 1658 | for (x = 0; x < params->w; x++) { |
| 1659 | char c = '\0'; |
| 1660 | |
| 1661 | if (run == 0) { |
| 1662 | c = *desc++; |
| 1663 | assert(c != 'S'); |
| 1664 | if (c >= 'a' && c <= 'z') |
| 1665 | run = c - 'a' + 1; |
| 1666 | } |
| 1667 | |
| 1668 | if (run > 0) { |
| 1669 | c = 'S'; |
| 1670 | run--; |
| 1671 | } |
| 1672 | |
| 1673 | switch (c) { |
| 1674 | case '0': case '1': case '2': case '3': case '4': |
| 1675 | GRID(ret,flags,x,y) |= F_NUMBERED; |
| 1676 | GRID(ret,lights,x,y) = (c - '0'); |
| 1677 | /* run-on... */ |
| 1678 | |
| 1679 | case 'B': |
| 1680 | GRID(ret,flags,x,y) |= F_BLACK; |
| 1681 | break; |
| 1682 | |
| 1683 | case 'S': |
| 1684 | /* empty square */ |
| 1685 | break; |
| 1686 | |
| 1687 | default: |
| 1688 | assert(!"Malformed desc."); |
| 1689 | break; |
| 1690 | } |
| 1691 | } |
| 1692 | } |
| 1693 | if (*desc) assert(!"Over-long desc."); |
| 1694 | |
| 1695 | return ret; |
| 1696 | } |
| 1697 | |
| 1698 | static char *solve_game(game_state *state, game_state *currstate, |
| 1699 | char *aux, char **error) |
| 1700 | { |
| 1701 | game_state *solved; |
| 1702 | char *move = NULL, buf[80]; |
| 1703 | int movelen, movesize, x, y, len; |
| 1704 | unsigned int oldflags, solvedflags, sflags; |
| 1705 | |
| 1706 | /* We don't care here about non-unique puzzles; if the |
| 1707 | * user entered one themself then I doubt they care. */ |
| 1708 | |
| 1709 | sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS; |
| 1710 | |
| 1711 | /* Try and solve from where we are now (for non-unique |
| 1712 | * puzzles this may produce a different answer). */ |
| 1713 | solved = dup_game(currstate); |
| 1714 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
| 1715 | free_game(solved); |
| 1716 | |
| 1717 | /* That didn't work; try solving from the clean puzzle. */ |
| 1718 | solved = dup_game(state); |
| 1719 | if (dosolve(solved, sflags, NULL) > 0) goto solved; |
| 1720 | *error = "Unable to find a solution to this puzzle."; |
| 1721 | goto done; |
| 1722 | |
| 1723 | solved: |
| 1724 | movesize = 256; |
| 1725 | move = snewn(movesize, char); |
| 1726 | movelen = 0; |
| 1727 | move[movelen++] = 'S'; |
| 1728 | move[movelen] = '\0'; |
| 1729 | for (x = 0; x < currstate->w; x++) { |
| 1730 | for (y = 0; y < currstate->h; y++) { |
| 1731 | len = 0; |
| 1732 | oldflags = GRID(currstate, flags, x, y); |
| 1733 | solvedflags = GRID(solved, flags, x, y); |
| 1734 | if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT)) |
| 1735 | len = sprintf(buf, ";L%d,%d", x, y); |
| 1736 | else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE)) |
| 1737 | len = sprintf(buf, ";I%d,%d", x, y); |
| 1738 | if (len) { |
| 1739 | if (movelen + len >= movesize) { |
| 1740 | movesize = movelen + len + 256; |
| 1741 | move = sresize(move, movesize, char); |
| 1742 | } |
| 1743 | strcpy(move + movelen, buf); |
| 1744 | movelen += len; |
| 1745 | } |
| 1746 | } |
| 1747 | } |
| 1748 | |
| 1749 | done: |
| 1750 | free_game(solved); |
| 1751 | return move; |
| 1752 | } |
| 1753 | |
| 1754 | static int game_can_format_as_text_now(game_params *params) |
| 1755 | { |
| 1756 | return TRUE; |
| 1757 | } |
| 1758 | |
| 1759 | /* 'borrowed' from slant.c, mainly. I could have printed it one |
| 1760 | * character per cell (like debug_state) but that comes out tiny. |
| 1761 | * 'L' is used for 'light here' because 'O' looks too much like '0' |
| 1762 | * (black square with no surrounding lights). */ |
| 1763 | static char *game_text_format(game_state *state) |
| 1764 | { |
| 1765 | int w = state->w, h = state->h, W = w+1, H = h+1; |
| 1766 | int x, y, len, lights; |
| 1767 | unsigned int flags; |
| 1768 | char *ret, *p; |
| 1769 | |
| 1770 | len = (h+H) * (w+W+1) + 1; |
| 1771 | ret = snewn(len, char); |
| 1772 | p = ret; |
| 1773 | |
| 1774 | for (y = 0; y < H; y++) { |
| 1775 | for (x = 0; x < W; x++) { |
| 1776 | *p++ = '+'; |
| 1777 | if (x < w) |
| 1778 | *p++ = '-'; |
| 1779 | } |
| 1780 | *p++ = '\n'; |
| 1781 | if (y < h) { |
| 1782 | for (x = 0; x < W; x++) { |
| 1783 | *p++ = '|'; |
| 1784 | if (x < w) { |
| 1785 | /* actual interesting bit. */ |
| 1786 | flags = GRID(state, flags, x, y); |
| 1787 | lights = GRID(state, lights, x, y); |
| 1788 | if (flags & F_BLACK) { |
| 1789 | if (flags & F_NUMBERED) |
| 1790 | *p++ = '0' + lights; |
| 1791 | else |
| 1792 | *p++ = '#'; |
| 1793 | } else { |
| 1794 | if (flags & F_LIGHT) |
| 1795 | *p++ = 'L'; |
| 1796 | else if (flags & F_IMPOSSIBLE) |
| 1797 | *p++ = 'x'; |
| 1798 | else if (lights > 0) |
| 1799 | *p++ = '.'; |
| 1800 | else |
| 1801 | *p++ = ' '; |
| 1802 | } |
| 1803 | } |
| 1804 | } |
| 1805 | *p++ = '\n'; |
| 1806 | } |
| 1807 | } |
| 1808 | *p++ = '\0'; |
| 1809 | |
| 1810 | assert(p - ret == len); |
| 1811 | return ret; |
| 1812 | } |
| 1813 | |
| 1814 | struct game_ui { |
| 1815 | int cur_x, cur_y, cur_visible; |
| 1816 | }; |
| 1817 | |
| 1818 | static game_ui *new_ui(game_state *state) |
| 1819 | { |
| 1820 | game_ui *ui = snew(game_ui); |
| 1821 | ui->cur_x = ui->cur_y = ui->cur_visible = 0; |
| 1822 | return ui; |
| 1823 | } |
| 1824 | |
| 1825 | static void free_ui(game_ui *ui) |
| 1826 | { |
| 1827 | sfree(ui); |
| 1828 | } |
| 1829 | |
| 1830 | static char *encode_ui(game_ui *ui) |
| 1831 | { |
| 1832 | /* nothing to encode. */ |
| 1833 | return NULL; |
| 1834 | } |
| 1835 | |
| 1836 | static void decode_ui(game_ui *ui, char *encoding) |
| 1837 | { |
| 1838 | /* nothing to decode. */ |
| 1839 | } |
| 1840 | |
| 1841 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1842 | game_state *newstate) |
| 1843 | { |
| 1844 | if (newstate->completed) |
| 1845 | ui->cur_visible = 0; |
| 1846 | } |
| 1847 | |
| 1848 | #define DF_BLACK 1 /* black square */ |
| 1849 | #define DF_NUMBERED 2 /* black square with number */ |
| 1850 | #define DF_LIT 4 /* display (white) square lit up */ |
| 1851 | #define DF_LIGHT 8 /* display light in square */ |
| 1852 | #define DF_OVERLAP 16 /* display light as overlapped */ |
| 1853 | #define DF_CURSOR 32 /* display cursor */ |
| 1854 | #define DF_NUMBERWRONG 64 /* display black numbered square as error. */ |
| 1855 | #define DF_FLASH 128 /* background flash is on. */ |
| 1856 | #define DF_IMPOSSIBLE 256 /* display non-light little square */ |
| 1857 | |
| 1858 | struct game_drawstate { |
| 1859 | int tilesize, crad; |
| 1860 | int w, h; |
| 1861 | unsigned int *flags; /* width * height */ |
| 1862 | int started; |
| 1863 | }; |
| 1864 | |
| 1865 | |
| 1866 | /* Believe it or not, this empty = "" hack is needed to get around a bug in |
| 1867 | * the prc-tools gcc when optimisation is turned on; before, it produced: |
| 1868 | lightup-sect.c: In function `interpret_move': |
| 1869 | lightup-sect.c:1416: internal error--unrecognizable insn: |
| 1870 | (insn 582 580 583 (set (reg:SI 134) |
| 1871 | (pc)) -1 (nil) |
| 1872 | (nil)) |
| 1873 | */ |
| 1874 | static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, |
| 1875 | int x, int y, int button) |
| 1876 | { |
| 1877 | enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE; |
| 1878 | int cx = -1, cy = -1; |
| 1879 | unsigned int flags; |
| 1880 | char buf[80], *nullret = NULL, *empty = "", c; |
| 1881 | |
| 1882 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 1883 | if (ui->cur_visible) |
| 1884 | nullret = empty; |
| 1885 | ui->cur_visible = 0; |
| 1886 | cx = FROMCOORD(x); |
| 1887 | cy = FROMCOORD(y); |
| 1888 | action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; |
| 1889 | } else if (IS_CURSOR_SELECT(button) || |
| 1890 | button == 'i' || button == 'I' || |
| 1891 | button == ' ' || button == '\r' || button == '\n') { |
| 1892 | if (ui->cur_visible) { |
| 1893 | /* Only allow cursor-effect operations if the cursor is visible |
| 1894 | * (otherwise you have no idea which square it might be affecting) */ |
| 1895 | cx = ui->cur_x; |
| 1896 | cy = ui->cur_y; |
| 1897 | action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ? |
| 1898 | FLIP_IMPOSSIBLE : FLIP_LIGHT; |
| 1899 | } |
| 1900 | ui->cur_visible = 1; |
| 1901 | } else if (IS_CURSOR_MOVE(button)) { |
| 1902 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); |
| 1903 | ui->cur_visible = 1; |
| 1904 | nullret = empty; |
| 1905 | } else |
| 1906 | return NULL; |
| 1907 | |
| 1908 | switch (action) { |
| 1909 | case FLIP_LIGHT: |
| 1910 | case FLIP_IMPOSSIBLE: |
| 1911 | if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h) |
| 1912 | return nullret; |
| 1913 | flags = GRID(state, flags, cx, cy); |
| 1914 | if (flags & F_BLACK) |
| 1915 | return nullret; |
| 1916 | if (action == FLIP_LIGHT) { |
| 1917 | #ifdef STYLUS_BASED |
| 1918 | if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L'; |
| 1919 | #else |
| 1920 | if (flags & F_IMPOSSIBLE) return nullret; |
| 1921 | c = 'L'; |
| 1922 | #endif |
| 1923 | } else { |
| 1924 | #ifdef STYLUS_BASED |
| 1925 | if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I'; |
| 1926 | #else |
| 1927 | if (flags & F_LIGHT) return nullret; |
| 1928 | c = 'I'; |
| 1929 | #endif |
| 1930 | } |
| 1931 | sprintf(buf, "%c%d,%d", (int)c, cx, cy); |
| 1932 | break; |
| 1933 | |
| 1934 | case NONE: |
| 1935 | return nullret; |
| 1936 | |
| 1937 | default: |
| 1938 | assert(!"Shouldn't get here!"); |
| 1939 | } |
| 1940 | return dupstr(buf); |
| 1941 | } |
| 1942 | |
| 1943 | static game_state *execute_move(game_state *state, char *move) |
| 1944 | { |
| 1945 | game_state *ret = dup_game(state); |
| 1946 | int x, y, n, flags; |
| 1947 | char c; |
| 1948 | |
| 1949 | if (!*move) goto badmove; |
| 1950 | |
| 1951 | while (*move) { |
| 1952 | c = *move; |
| 1953 | if (c == 'S') { |
| 1954 | ret->used_solve = TRUE; |
| 1955 | move++; |
| 1956 | } else if (c == 'L' || c == 'I') { |
| 1957 | move++; |
| 1958 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
| 1959 | x < 0 || y < 0 || x >= ret->w || y >= ret->h) |
| 1960 | goto badmove; |
| 1961 | |
| 1962 | flags = GRID(ret, flags, x, y); |
| 1963 | if (flags & F_BLACK) goto badmove; |
| 1964 | |
| 1965 | /* LIGHT and IMPOSSIBLE are mutually exclusive. */ |
| 1966 | if (c == 'L') { |
| 1967 | GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE; |
| 1968 | set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1); |
| 1969 | } else { |
| 1970 | set_light(ret, x, y, 0); |
| 1971 | GRID(ret, flags, x, y) ^= F_IMPOSSIBLE; |
| 1972 | } |
| 1973 | move += n; |
| 1974 | } else goto badmove; |
| 1975 | |
| 1976 | if (*move == ';') |
| 1977 | move++; |
| 1978 | else if (*move) goto badmove; |
| 1979 | } |
| 1980 | if (grid_correct(ret)) ret->completed = 1; |
| 1981 | return ret; |
| 1982 | |
| 1983 | badmove: |
| 1984 | free_game(ret); |
| 1985 | return NULL; |
| 1986 | } |
| 1987 | |
| 1988 | /* ---------------------------------------------------------------------- |
| 1989 | * Drawing routines. |
| 1990 | */ |
| 1991 | |
| 1992 | /* XXX entirely cloned from fifteen.c; separate out? */ |
| 1993 | static void game_compute_size(game_params *params, int tilesize, |
| 1994 | int *x, int *y) |
| 1995 | { |
| 1996 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1997 | struct { int tilesize; } ads, *ds = &ads; |
| 1998 | ads.tilesize = tilesize; |
| 1999 | |
| 2000 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 2001 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 2002 | } |
| 2003 | |
| 2004 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 2005 | game_params *params, int tilesize) |
| 2006 | { |
| 2007 | ds->tilesize = tilesize; |
| 2008 | ds->crad = 3*(tilesize-1)/8; |
| 2009 | } |
| 2010 | |
| 2011 | static float *game_colours(frontend *fe, int *ncolours) |
| 2012 | { |
| 2013 | float *ret = snewn(3 * NCOLOURS, float); |
| 2014 | int i; |
| 2015 | |
| 2016 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 2017 | |
| 2018 | for (i = 0; i < 3; i++) { |
| 2019 | ret[COL_BLACK * 3 + i] = 0.0F; |
| 2020 | ret[COL_LIGHT * 3 + i] = 1.0F; |
| 2021 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
| 2022 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; |
| 2023 | |
| 2024 | } |
| 2025 | |
| 2026 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 2027 | ret[COL_ERROR * 3 + 1] = 0.25F; |
| 2028 | ret[COL_ERROR * 3 + 2] = 0.25F; |
| 2029 | |
| 2030 | ret[COL_LIT * 3 + 0] = 1.0F; |
| 2031 | ret[COL_LIT * 3 + 1] = 1.0F; |
| 2032 | ret[COL_LIT * 3 + 2] = 0.0F; |
| 2033 | |
| 2034 | *ncolours = NCOLOURS; |
| 2035 | return ret; |
| 2036 | } |
| 2037 | |
| 2038 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 2039 | { |
| 2040 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2041 | int i; |
| 2042 | |
| 2043 | ds->tilesize = ds->crad = 0; |
| 2044 | ds->w = state->w; ds->h = state->h; |
| 2045 | |
| 2046 | ds->flags = snewn(ds->w*ds->h, unsigned int); |
| 2047 | for (i = 0; i < ds->w*ds->h; i++) |
| 2048 | ds->flags[i] = -1; |
| 2049 | |
| 2050 | ds->started = 0; |
| 2051 | |
| 2052 | return ds; |
| 2053 | } |
| 2054 | |
| 2055 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 2056 | { |
| 2057 | sfree(ds->flags); |
| 2058 | sfree(ds); |
| 2059 | } |
| 2060 | |
| 2061 | /* At some stage we should put these into a real options struct. |
| 2062 | * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not |
| 2063 | * to put those flags in. */ |
| 2064 | #define HINT_LIGHTS |
| 2065 | #define HINT_OVERLAPS |
| 2066 | #define HINT_NUMBERS |
| 2067 | |
| 2068 | static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui, |
| 2069 | int x, int y, int flashing) |
| 2070 | { |
| 2071 | unsigned int flags = GRID(state, flags, x, y); |
| 2072 | int lights = GRID(state, lights, x, y); |
| 2073 | unsigned int ret = 0; |
| 2074 | |
| 2075 | if (flashing) ret |= DF_FLASH; |
| 2076 | if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) |
| 2077 | ret |= DF_CURSOR; |
| 2078 | |
| 2079 | if (flags & F_BLACK) { |
| 2080 | ret |= DF_BLACK; |
| 2081 | if (flags & F_NUMBERED) { |
| 2082 | #ifdef HINT_NUMBERS |
| 2083 | if (number_wrong(state, x, y)) |
| 2084 | ret |= DF_NUMBERWRONG; |
| 2085 | #endif |
| 2086 | ret |= DF_NUMBERED; |
| 2087 | } |
| 2088 | } else { |
| 2089 | #ifdef HINT_LIGHTS |
| 2090 | if (lights > 0) ret |= DF_LIT; |
| 2091 | #endif |
| 2092 | if (flags & F_LIGHT) { |
| 2093 | ret |= DF_LIGHT; |
| 2094 | #ifdef HINT_OVERLAPS |
| 2095 | if (lights > 1) ret |= DF_OVERLAP; |
| 2096 | #endif |
| 2097 | } |
| 2098 | if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE; |
| 2099 | } |
| 2100 | return ret; |
| 2101 | } |
| 2102 | |
| 2103 | static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state, |
| 2104 | int x, int y) |
| 2105 | { |
| 2106 | unsigned int ds_flags = GRID(ds, flags, x, y); |
| 2107 | int dx = COORD(x), dy = COORD(y); |
| 2108 | int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT; |
| 2109 | |
| 2110 | if (ds_flags & DF_BLACK) { |
| 2111 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK); |
| 2112 | if (ds_flags & DF_NUMBERED) { |
| 2113 | int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT; |
| 2114 | char str[32]; |
| 2115 | |
| 2116 | /* We know that this won't change over the course of the game |
| 2117 | * so it's OK to ignore this when calculating whether or not |
| 2118 | * to redraw the tile. */ |
| 2119 | sprintf(str, "%d", GRID(state, lights, x, y)); |
| 2120 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
| 2121 | FONT_VARIABLE, TILE_SIZE*3/5, |
| 2122 | ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str); |
| 2123 | } |
| 2124 | } else { |
| 2125 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, |
| 2126 | (ds_flags & DF_LIT) ? lit : COL_BACKGROUND); |
| 2127 | draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
| 2128 | if (ds_flags & DF_LIGHT) { |
| 2129 | int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT; |
| 2130 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS, |
| 2131 | lcol, COL_BLACK); |
| 2132 | } else if ((ds_flags & DF_IMPOSSIBLE)) { |
| 2133 | static int draw_blobs_when_lit = -1; |
| 2134 | if (draw_blobs_when_lit < 0) { |
| 2135 | char *env = getenv("LIGHTUP_LIT_BLOBS"); |
| 2136 | draw_blobs_when_lit = (!env || (env[0] == 'y' || |
| 2137 | env[0] == 'Y')); |
| 2138 | } |
| 2139 | if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) { |
| 2140 | int rlen = TILE_SIZE / 4; |
| 2141 | draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, |
| 2142 | dy + TILE_SIZE/2 - rlen/2, |
| 2143 | rlen, rlen, COL_BLACK); |
| 2144 | } |
| 2145 | } |
| 2146 | } |
| 2147 | |
| 2148 | if (ds_flags & DF_CURSOR) { |
| 2149 | int coff = TILE_SIZE/8; |
| 2150 | draw_rect_outline(dr, dx + coff, dy + coff, |
| 2151 | TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); |
| 2152 | } |
| 2153 | |
| 2154 | draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); |
| 2155 | } |
| 2156 | |
| 2157 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2158 | game_state *state, int dir, game_ui *ui, |
| 2159 | float animtime, float flashtime) |
| 2160 | { |
| 2161 | int flashing = FALSE; |
| 2162 | int x,y; |
| 2163 | |
| 2164 | if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
| 2165 | |
| 2166 | if (!ds->started) { |
| 2167 | draw_rect(dr, 0, 0, |
| 2168 | TILE_SIZE * ds->w + 2 * BORDER, |
| 2169 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
| 2170 | |
| 2171 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
| 2172 | TILE_SIZE * ds->w + 2, |
| 2173 | TILE_SIZE * ds->h + 2, |
| 2174 | COL_GRID); |
| 2175 | |
| 2176 | draw_update(dr, 0, 0, |
| 2177 | TILE_SIZE * ds->w + 2 * BORDER, |
| 2178 | TILE_SIZE * ds->h + 2 * BORDER); |
| 2179 | ds->started = 1; |
| 2180 | } |
| 2181 | |
| 2182 | for (x = 0; x < ds->w; x++) { |
| 2183 | for (y = 0; y < ds->h; y++) { |
| 2184 | unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing); |
| 2185 | if (ds_flags != GRID(ds, flags, x, y)) { |
| 2186 | GRID(ds, flags, x, y) = ds_flags; |
| 2187 | tile_redraw(dr, ds, state, x, y); |
| 2188 | } |
| 2189 | } |
| 2190 | } |
| 2191 | } |
| 2192 | |
| 2193 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2194 | int dir, game_ui *ui) |
| 2195 | { |
| 2196 | return 0.0F; |
| 2197 | } |
| 2198 | |
| 2199 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2200 | int dir, game_ui *ui) |
| 2201 | { |
| 2202 | if (!oldstate->completed && newstate->completed && |
| 2203 | !oldstate->used_solve && !newstate->used_solve) |
| 2204 | return FLASH_TIME; |
| 2205 | return 0.0F; |
| 2206 | } |
| 2207 | |
| 2208 | static int game_status(game_state *state) |
| 2209 | { |
| 2210 | return state->completed ? +1 : 0; |
| 2211 | } |
| 2212 | |
| 2213 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2214 | { |
| 2215 | return TRUE; |
| 2216 | } |
| 2217 | |
| 2218 | static void game_print_size(game_params *params, float *x, float *y) |
| 2219 | { |
| 2220 | int pw, ph; |
| 2221 | |
| 2222 | /* |
| 2223 | * I'll use 6mm squares by default. |
| 2224 | */ |
| 2225 | game_compute_size(params, 600, &pw, &ph); |
| 2226 | *x = pw / 100.0F; |
| 2227 | *y = ph / 100.0F; |
| 2228 | } |
| 2229 | |
| 2230 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2231 | { |
| 2232 | int w = state->w, h = state->h; |
| 2233 | int ink = print_mono_colour(dr, 0); |
| 2234 | int paper = print_mono_colour(dr, 1); |
| 2235 | int x, y; |
| 2236 | |
| 2237 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2238 | game_drawstate ads, *ds = &ads; |
| 2239 | game_set_size(dr, ds, NULL, tilesize); |
| 2240 | |
| 2241 | /* |
| 2242 | * Border. |
| 2243 | */ |
| 2244 | print_line_width(dr, TILE_SIZE / 16); |
| 2245 | draw_rect_outline(dr, COORD(0), COORD(0), |
| 2246 | TILE_SIZE * w, TILE_SIZE * h, ink); |
| 2247 | |
| 2248 | /* |
| 2249 | * Grid. |
| 2250 | */ |
| 2251 | print_line_width(dr, TILE_SIZE / 24); |
| 2252 | for (x = 1; x < w; x++) |
| 2253 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
| 2254 | for (y = 1; y < h; y++) |
| 2255 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
| 2256 | |
| 2257 | /* |
| 2258 | * Grid contents. |
| 2259 | */ |
| 2260 | for (y = 0; y < h; y++) |
| 2261 | for (x = 0; x < w; x++) { |
| 2262 | unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE); |
| 2263 | int dx = COORD(x), dy = COORD(y); |
| 2264 | if (ds_flags & DF_BLACK) { |
| 2265 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink); |
| 2266 | if (ds_flags & DF_NUMBERED) { |
| 2267 | char str[32]; |
| 2268 | sprintf(str, "%d", GRID(state, lights, x, y)); |
| 2269 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
| 2270 | FONT_VARIABLE, TILE_SIZE*3/5, |
| 2271 | ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str); |
| 2272 | } |
| 2273 | } else if (ds_flags & DF_LIGHT) { |
| 2274 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
| 2275 | TILE_RADIUS, -1, ink); |
| 2276 | } |
| 2277 | } |
| 2278 | } |
| 2279 | |
| 2280 | #ifdef COMBINED |
| 2281 | #define thegame lightup |
| 2282 | #endif |
| 2283 | |
| 2284 | const struct game thegame = { |
| 2285 | "Light Up", "games.lightup", "lightup", |
| 2286 | default_params, |
| 2287 | game_fetch_preset, |
| 2288 | decode_params, |
| 2289 | encode_params, |
| 2290 | free_params, |
| 2291 | dup_params, |
| 2292 | TRUE, game_configure, custom_params, |
| 2293 | validate_params, |
| 2294 | new_game_desc, |
| 2295 | validate_desc, |
| 2296 | new_game, |
| 2297 | dup_game, |
| 2298 | free_game, |
| 2299 | TRUE, solve_game, |
| 2300 | TRUE, game_can_format_as_text_now, game_text_format, |
| 2301 | new_ui, |
| 2302 | free_ui, |
| 2303 | encode_ui, |
| 2304 | decode_ui, |
| 2305 | game_changed_state, |
| 2306 | interpret_move, |
| 2307 | execute_move, |
| 2308 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2309 | game_colours, |
| 2310 | game_new_drawstate, |
| 2311 | game_free_drawstate, |
| 2312 | game_redraw, |
| 2313 | game_anim_length, |
| 2314 | game_flash_length, |
| 2315 | game_status, |
| 2316 | TRUE, FALSE, game_print_size, game_print, |
| 2317 | FALSE, /* wants_statusbar */ |
| 2318 | FALSE, game_timing_state, |
| 2319 | 0, /* flags */ |
| 2320 | }; |
| 2321 | |
| 2322 | #ifdef STANDALONE_SOLVER |
| 2323 | |
| 2324 | int main(int argc, char **argv) |
| 2325 | { |
| 2326 | game_params *p; |
| 2327 | game_state *s; |
| 2328 | char *id = NULL, *desc, *err, *result; |
| 2329 | int nsol, diff, really_verbose = 0; |
| 2330 | unsigned int sflags; |
| 2331 | |
| 2332 | while (--argc > 0) { |
| 2333 | char *p = *++argv; |
| 2334 | if (!strcmp(p, "-v")) { |
| 2335 | really_verbose++; |
| 2336 | } else if (*p == '-') { |
| 2337 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 2338 | return 1; |
| 2339 | } else { |
| 2340 | id = p; |
| 2341 | } |
| 2342 | } |
| 2343 | |
| 2344 | if (!id) { |
| 2345 | fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]); |
| 2346 | return 1; |
| 2347 | } |
| 2348 | |
| 2349 | desc = strchr(id, ':'); |
| 2350 | if (!desc) { |
| 2351 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
| 2352 | return 1; |
| 2353 | } |
| 2354 | *desc++ = '\0'; |
| 2355 | |
| 2356 | p = default_params(); |
| 2357 | decode_params(p, id); |
| 2358 | err = validate_desc(p, desc); |
| 2359 | if (err) { |
| 2360 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 2361 | return 1; |
| 2362 | } |
| 2363 | s = new_game(NULL, p, desc); |
| 2364 | |
| 2365 | /* Run the solvers easiest to hardest until we find one that |
| 2366 | * can solve our puzzle. If it's soluble we know that the |
| 2367 | * hardest (recursive) solver will always find the solution. */ |
| 2368 | nsol = sflags = 0; |
| 2369 | for (diff = 0; diff <= DIFFCOUNT; diff++) { |
| 2370 | printf("\nSolving with difficulty %d.\n", diff); |
| 2371 | sflags = flags_from_difficulty(diff); |
| 2372 | unplace_lights(s); |
| 2373 | nsol = dosolve(s, sflags, NULL); |
| 2374 | if (nsol == 1) break; |
| 2375 | } |
| 2376 | |
| 2377 | printf("\n"); |
| 2378 | if (nsol == 0) { |
| 2379 | printf("Puzzle has no solution.\n"); |
| 2380 | } else if (nsol < 0) { |
| 2381 | printf("Unable to find a unique solution.\n"); |
| 2382 | } else if (nsol > 1) { |
| 2383 | printf("Puzzle has multiple solutions.\n"); |
| 2384 | } else { |
| 2385 | verbose = really_verbose; |
| 2386 | unplace_lights(s); |
| 2387 | printf("Puzzle has difficulty %d: solving...\n", diff); |
| 2388 | dosolve(s, sflags, NULL); /* sflags from last successful solve */ |
| 2389 | result = game_text_format(s); |
| 2390 | printf("%s", result); |
| 2391 | sfree(result); |
| 2392 | } |
| 2393 | |
| 2394 | return 0; |
| 2395 | } |
| 2396 | |
| 2397 | #endif |
| 2398 | |
| 2399 | /* vim: set shiftwidth=4 tabstop=8: */ |