| 1 | /* |
| 2 | * singles.c: implementation of Hitori ('let me alone') from Nikoli. |
| 3 | * |
| 4 | * Make single-get able to fetch a specific puzzle ID from menneske.no? |
| 5 | * |
| 6 | * www.menneske.no solving methods: |
| 7 | * |
| 8 | * Done: |
| 9 | * SC: if you circle a cell, any cells in same row/col with same no --> black |
| 10 | * -- solver_op_circle |
| 11 | * SB: if you make a cell black, any cells around it --> white |
| 12 | * -- solver_op_blacken |
| 13 | * ST: 3 identical cells in row, centre is white and outer two black. |
| 14 | * SP: 2 identical cells with single-cell gap, middle cell is white. |
| 15 | * -- solver_singlesep (both ST and SP) |
| 16 | * PI: if you have a pair of same number in row/col, any other |
| 17 | * cells of same number must be black. |
| 18 | * -- solve_doubles |
| 19 | * CC: if you have a black on edge one cell away from corner, cell |
| 20 | * on edge diag. adjacent must be white. |
| 21 | * CE: if you have 2 black cells of triangle on edge, third cell must |
| 22 | * be white. |
| 23 | * QM: if you have 3 black cells of diagonal square in middle, fourth |
| 24 | * cell must be white. |
| 25 | * -- solve_allblackbutone (CC, CE, and QM). |
| 26 | * QC: a corner with 4 identical numbers (or 2 and 2) must have the |
| 27 | * corner cell (and cell diagonal to that) black. |
| 28 | * TC: a corner with 3 identical numbers (with the L either way) |
| 29 | * must have the apex of L black, and other two white. |
| 30 | * DC: a corner with 2 identical numbers in domino can set a white |
| 31 | * cell along wall. |
| 32 | * -- solve_corners (QC, TC, DC) |
| 33 | * IP: pair with one-offset-pair force whites by offset pair |
| 34 | * -- solve_offsetpair |
| 35 | * MC: any cells diag. adjacent to black cells that would split board |
| 36 | * into separate white regions must be white. |
| 37 | * -- solve_removesplits |
| 38 | * |
| 39 | * Still to do: |
| 40 | * |
| 41 | * TEP: 3 pairs of dominos parallel to side, can mark 4 white cells |
| 42 | * alongside. |
| 43 | * DEP: 2 pairs of dominos parallel to side, can mark 2 white cells. |
| 44 | * FI: if you have two sets of double-cells packed together, singles |
| 45 | * in that row/col must be white (qv. PI) |
| 46 | * QuM: four identical cells (or 2 and 2) in middle of grid only have |
| 47 | * two possible solutions each. |
| 48 | * FDE: doubles one row/column away from edge can force a white cell. |
| 49 | * FDM: doubles in centre (next to bits of diag. square) can force a white cell. |
| 50 | * MP: two pairs with same number between force number to black. |
| 51 | * CnC: if circling a cell leads to impossible board, cell is black. |
| 52 | * MC: if we have two possiblilities, can we force a white circle? |
| 53 | * |
| 54 | */ |
| 55 | |
| 56 | #include <stdio.h> |
| 57 | #include <stdlib.h> |
| 58 | #include <string.h> |
| 59 | #include <assert.h> |
| 60 | #include <ctype.h> |
| 61 | #include <math.h> |
| 62 | |
| 63 | #include "puzzles.h" |
| 64 | #include "latin.h" |
| 65 | |
| 66 | #ifdef STANDALONE_SOLVER |
| 67 | int verbose = 0; |
| 68 | #endif |
| 69 | |
| 70 | #define PREFERRED_TILE_SIZE 32 |
| 71 | #define TILE_SIZE (ds->tilesize) |
| 72 | #define BORDER (TILE_SIZE / 2) |
| 73 | |
| 74 | #define CRAD ((TILE_SIZE / 2) - 1) |
| 75 | #define TEXTSZ ((14*CRAD/10) - 1) /* 2 * sqrt(2) of CRAD */ |
| 76 | |
| 77 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 78 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
| 79 | |
| 80 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
| 81 | |
| 82 | #define FLASH_TIME 0.7F |
| 83 | |
| 84 | enum { |
| 85 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
| 86 | COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID, |
| 87 | COL_CURSOR, COL_ERROR, |
| 88 | NCOLOURS |
| 89 | }; |
| 90 | |
| 91 | struct game_params { |
| 92 | int w, h, diff; |
| 93 | }; |
| 94 | |
| 95 | #define F_BLACK 0x1 |
| 96 | #define F_CIRCLE 0x2 |
| 97 | #define F_ERROR 0x4 |
| 98 | #define F_SCRATCH 0x8 |
| 99 | |
| 100 | struct game_state { |
| 101 | int w, h, n, o; /* n = w*h; o = max(w, h) */ |
| 102 | int completed, used_solve, impossible; |
| 103 | int *nums; /* size w*h */ |
| 104 | unsigned int *flags; /* size w*h */ |
| 105 | }; |
| 106 | |
| 107 | /* top, right, bottom, left */ |
| 108 | static const int dxs[4] = { 0, 1, 0, -1 }; |
| 109 | static const int dys[4] = { -1, 0, 1, 0 }; |
| 110 | |
| 111 | /* --- Game parameters and preset functions --- */ |
| 112 | |
| 113 | #define DIFFLIST(A) \ |
| 114 | A(EASY,Easy,e) \ |
| 115 | A(TRICKY,Tricky,k) |
| 116 | |
| 117 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
| 118 | #define TITLE(upper,title,lower) #title, |
| 119 | #define ENCODE(upper,title,lower) #lower |
| 120 | #define CONFIG(upper,title,lower) ":" #title |
| 121 | |
| 122 | enum { DIFFLIST(ENUM) DIFF_MAX, DIFF_ANY }; |
| 123 | static char const *const singles_diffnames[] = { DIFFLIST(TITLE) }; |
| 124 | static char const singles_diffchars[] = DIFFLIST(ENCODE); |
| 125 | #define DIFFCOUNT lenof(singles_diffchars) |
| 126 | #define DIFFCONFIG DIFFLIST(CONFIG) |
| 127 | |
| 128 | static game_params *default_params(void) |
| 129 | { |
| 130 | game_params *ret = snew(game_params); |
| 131 | ret->w = ret->h = 5; |
| 132 | ret->diff = DIFF_EASY; |
| 133 | |
| 134 | return ret; |
| 135 | } |
| 136 | |
| 137 | static const struct game_params singles_presets[] = { |
| 138 | { 5, 5, DIFF_EASY }, |
| 139 | { 5, 5, DIFF_TRICKY }, |
| 140 | { 6, 6, DIFF_EASY }, |
| 141 | { 6, 6, DIFF_TRICKY }, |
| 142 | { 8, 8, DIFF_EASY }, |
| 143 | { 8, 8, DIFF_TRICKY }, |
| 144 | { 10, 10, DIFF_EASY }, |
| 145 | { 10, 10, DIFF_TRICKY }, |
| 146 | { 12, 12, DIFF_EASY }, |
| 147 | { 12, 12, DIFF_TRICKY } |
| 148 | }; |
| 149 | |
| 150 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 151 | { |
| 152 | game_params *ret; |
| 153 | char buf[80]; |
| 154 | |
| 155 | if (i < 0 || i >= lenof(singles_presets)) |
| 156 | return FALSE; |
| 157 | |
| 158 | ret = default_params(); |
| 159 | *ret = singles_presets[i]; |
| 160 | *params = ret; |
| 161 | |
| 162 | sprintf(buf, "%dx%d %s", ret->w, ret->h, singles_diffnames[ret->diff]); |
| 163 | *name = dupstr(buf); |
| 164 | |
| 165 | return TRUE; |
| 166 | } |
| 167 | |
| 168 | static void free_params(game_params *params) |
| 169 | { |
| 170 | sfree(params); |
| 171 | } |
| 172 | |
| 173 | static game_params *dup_params(game_params *params) |
| 174 | { |
| 175 | game_params *ret = snew(game_params); |
| 176 | *ret = *params; /* structure copy */ |
| 177 | return ret; |
| 178 | } |
| 179 | |
| 180 | static void decode_params(game_params *ret, char const *string) |
| 181 | { |
| 182 | char const *p = string; |
| 183 | int i; |
| 184 | |
| 185 | ret->w = ret->h = atoi(p); |
| 186 | while (*p && isdigit((unsigned char)*p)) p++; |
| 187 | if (*p == 'x') { |
| 188 | p++; |
| 189 | ret->h = atoi(p); |
| 190 | while (*p && isdigit((unsigned char)*p)) p++; |
| 191 | } |
| 192 | if (*p == 'd') { |
| 193 | ret->diff = DIFF_MAX; /* which is invalid */ |
| 194 | p++; |
| 195 | for (i = 0; i < DIFFCOUNT; i++) { |
| 196 | if (*p == singles_diffchars[i]) |
| 197 | ret->diff = i; |
| 198 | } |
| 199 | p++; |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | static char *encode_params(game_params *params, int full) |
| 204 | { |
| 205 | char data[256]; |
| 206 | |
| 207 | if (full) |
| 208 | sprintf(data, "%dx%dd%c", params->w, params->h, singles_diffchars[params->diff]); |
| 209 | else |
| 210 | sprintf(data, "%dx%d", params->w, params->h); |
| 211 | |
| 212 | return dupstr(data); |
| 213 | } |
| 214 | |
| 215 | static config_item *game_configure(game_params *params) |
| 216 | { |
| 217 | config_item *ret; |
| 218 | char buf[80]; |
| 219 | |
| 220 | ret = snewn(4, config_item); |
| 221 | |
| 222 | ret[0].name = "Width"; |
| 223 | ret[0].type = C_STRING; |
| 224 | sprintf(buf, "%d", params->w); |
| 225 | ret[0].sval = dupstr(buf); |
| 226 | ret[0].ival = 0; |
| 227 | |
| 228 | ret[1].name = "Height"; |
| 229 | ret[1].type = C_STRING; |
| 230 | sprintf(buf, "%d", params->h); |
| 231 | ret[1].sval = dupstr(buf); |
| 232 | ret[1].ival = 0; |
| 233 | |
| 234 | ret[2].name = "Difficulty"; |
| 235 | ret[2].type = C_CHOICES; |
| 236 | ret[2].sval = DIFFCONFIG; |
| 237 | ret[2].ival = params->diff; |
| 238 | |
| 239 | ret[3].name = NULL; |
| 240 | ret[3].type = C_END; |
| 241 | ret[3].sval = NULL; |
| 242 | ret[3].ival = 0; |
| 243 | |
| 244 | return ret; |
| 245 | } |
| 246 | |
| 247 | static game_params *custom_params(config_item *cfg) |
| 248 | { |
| 249 | game_params *ret = snew(game_params); |
| 250 | |
| 251 | ret->w = atoi(cfg[0].sval); |
| 252 | ret->h = atoi(cfg[1].sval); |
| 253 | ret->diff = cfg[2].ival; |
| 254 | |
| 255 | return ret; |
| 256 | } |
| 257 | |
| 258 | static char *validate_params(game_params *params, int full) |
| 259 | { |
| 260 | if (params->w < 2 || params->h < 2) |
| 261 | return "Width and neight must be at least two"; |
| 262 | if (params->w > 10+26+26 || params->h > 10+26+26) |
| 263 | return "Puzzle is too large"; |
| 264 | if (full) { |
| 265 | if (params->diff < 0 || params->diff >= DIFF_MAX) |
| 266 | return "Unknown difficulty rating"; |
| 267 | } |
| 268 | |
| 269 | return NULL; |
| 270 | } |
| 271 | |
| 272 | /* --- Game description string generation and unpicking --- */ |
| 273 | |
| 274 | static game_state *blank_game(int w, int h) |
| 275 | { |
| 276 | game_state *state = snew(game_state); |
| 277 | |
| 278 | memset(state, 0, sizeof(game_state)); |
| 279 | state->w = w; |
| 280 | state->h = h; |
| 281 | state->n = w*h; |
| 282 | state->o = max(w,h); |
| 283 | |
| 284 | state->completed = state->used_solve = state->impossible = 0; |
| 285 | |
| 286 | state->nums = snewn(state->n, int); |
| 287 | state->flags = snewn(state->n, unsigned int); |
| 288 | |
| 289 | memset(state->nums, 0, state->n*sizeof(int)); |
| 290 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
| 291 | |
| 292 | return state; |
| 293 | } |
| 294 | |
| 295 | static game_state *dup_game(game_state *state) |
| 296 | { |
| 297 | game_state *ret = blank_game(state->w, state->h); |
| 298 | |
| 299 | ret->completed = state->completed; |
| 300 | ret->used_solve = state->used_solve; |
| 301 | ret->impossible = state->impossible; |
| 302 | |
| 303 | memcpy(ret->nums, state->nums, state->n*sizeof(int)); |
| 304 | memcpy(ret->flags, state->flags, state->n*sizeof(unsigned int)); |
| 305 | |
| 306 | return ret; |
| 307 | } |
| 308 | |
| 309 | static void free_game(game_state *state) |
| 310 | { |
| 311 | sfree(state->nums); |
| 312 | sfree(state->flags); |
| 313 | sfree(state); |
| 314 | } |
| 315 | |
| 316 | static char n2c(int num) { |
| 317 | if (num < 10) |
| 318 | return '0' + num; |
| 319 | else if (num < 10+26) |
| 320 | return 'a' + num - 10; |
| 321 | else |
| 322 | return 'A' + num - 10 - 26; |
| 323 | return '?'; |
| 324 | } |
| 325 | |
| 326 | static int c2n(char c) { |
| 327 | if (isdigit(c)) |
| 328 | return (int)(c - '0'); |
| 329 | else if (c >= 'a' && c <= 'z') |
| 330 | return (int)(c - 'a' + 10); |
| 331 | else if (c >= 'A' && c <= 'Z') |
| 332 | return (int)(c - 'A' + 10 + 26); |
| 333 | return -1; |
| 334 | } |
| 335 | |
| 336 | static void unpick_desc(game_params *params, char *desc, |
| 337 | game_state **sout, char **mout) |
| 338 | { |
| 339 | game_state *state = blank_game(params->w, params->h); |
| 340 | char *msg = NULL; |
| 341 | int num = 0, i = 0; |
| 342 | |
| 343 | if (strlen(desc) != state->n) { |
| 344 | msg = "Game description is wrong length"; |
| 345 | goto done; |
| 346 | } |
| 347 | for (i = 0; i < state->n; i++) { |
| 348 | num = c2n(desc[i]); |
| 349 | if (num <= 0 || num > state->o) { |
| 350 | msg = "Game description contains unexpected characters"; |
| 351 | goto done; |
| 352 | } |
| 353 | state->nums[i] = num; |
| 354 | } |
| 355 | done: |
| 356 | if (msg) { /* sth went wrong. */ |
| 357 | if (mout) *mout = msg; |
| 358 | free_game(state); |
| 359 | } else { |
| 360 | if (mout) *mout = NULL; |
| 361 | if (sout) *sout = state; |
| 362 | else free_game(state); |
| 363 | } |
| 364 | } |
| 365 | |
| 366 | static char *generate_desc(game_state *state, int issolve) |
| 367 | { |
| 368 | char *ret = snewn(state->n+1+(issolve?1:0), char); |
| 369 | int i, p=0; |
| 370 | |
| 371 | if (issolve) |
| 372 | ret[p++] = 'S'; |
| 373 | for (i = 0; i < state->n; i++) |
| 374 | ret[p++] = n2c(state->nums[i]); |
| 375 | ret[p] = '\0'; |
| 376 | return ret; |
| 377 | } |
| 378 | |
| 379 | /* --- Useful game functions (completion, etc.) --- */ |
| 380 | |
| 381 | static int game_can_format_as_text_now(game_params *params) |
| 382 | { |
| 383 | return TRUE; |
| 384 | } |
| 385 | |
| 386 | static char *game_text_format(game_state *state) |
| 387 | { |
| 388 | int len, x, y, i; |
| 389 | char *ret, *p; |
| 390 | |
| 391 | len = (state->w)*2; /* one row ... */ |
| 392 | len = len * (state->h*2); /* ... h rows, including gaps ... */ |
| 393 | len += 1; /* ... final NL */ |
| 394 | p = ret = snewn(len, char); |
| 395 | |
| 396 | for (y = 0; y < state->h; y++) { |
| 397 | for (x = 0; x < state->w; x++) { |
| 398 | i = y*state->w + x; |
| 399 | if (x > 0) *p++ = ' '; |
| 400 | *p++ = (state->flags[i] & F_BLACK) ? '*' : n2c(state->nums[i]); |
| 401 | } |
| 402 | *p++ = '\n'; |
| 403 | for (x = 0; x < state->w; x++) { |
| 404 | i = y*state->w + x; |
| 405 | if (x > 0) *p++ = ' '; |
| 406 | *p++ = (state->flags[i] & F_CIRCLE) ? '~' : ' '; |
| 407 | } |
| 408 | *p++ = '\n'; |
| 409 | } |
| 410 | *p++ = '\0'; |
| 411 | assert(p - ret == len); |
| 412 | |
| 413 | return ret; |
| 414 | } |
| 415 | |
| 416 | static void debug_state(const char *desc, game_state *state) { |
| 417 | char *dbg = game_text_format(state); |
| 418 | debug(("%s:\n%s", desc, dbg)); |
| 419 | sfree(dbg); |
| 420 | } |
| 421 | |
| 422 | static void connect_if_same(game_state *state, int *dsf, int i1, int i2) |
| 423 | { |
| 424 | int c1, c2; |
| 425 | |
| 426 | if ((state->flags[i1] & F_BLACK) != (state->flags[i2] & F_BLACK)) |
| 427 | return; |
| 428 | |
| 429 | c1 = dsf_canonify(dsf, i1); |
| 430 | c2 = dsf_canonify(dsf, i2); |
| 431 | dsf_merge(dsf, c1, c2); |
| 432 | } |
| 433 | |
| 434 | static void connect_dsf(game_state *state, int *dsf) |
| 435 | { |
| 436 | int x, y, i; |
| 437 | |
| 438 | /* Construct a dsf array for connected blocks; connections |
| 439 | * tracked to right and down. */ |
| 440 | dsf_init(dsf, state->n); |
| 441 | for (x = 0; x < state->w; x++) { |
| 442 | for (y = 0; y < state->h; y++) { |
| 443 | i = y*state->w + x; |
| 444 | |
| 445 | if (x < state->w-1) |
| 446 | connect_if_same(state, dsf, i, i+1); /* right */ |
| 447 | if (y < state->h-1) |
| 448 | connect_if_same(state, dsf, i, i+state->w); /* down */ |
| 449 | } |
| 450 | } |
| 451 | } |
| 452 | |
| 453 | static int check_rowcol(game_state *state, int starti, int di, int sz, int mark_errors) |
| 454 | { |
| 455 | int nerr = 0, n, m, i, j; |
| 456 | |
| 457 | /* if any circled numbers have identical non-circled numbers on |
| 458 | * same row/column, error (non-circled) |
| 459 | * if any circled numbers in same column are same number, highlight them. |
| 460 | * if any rows/columns have >1 of same number, not complete. */ |
| 461 | |
| 462 | for (n = 0, i = starti; n < sz; n++, i += di) { |
| 463 | if (state->flags[i] & F_BLACK) continue; |
| 464 | for (m = n+1, j = i+di; m < sz; m++, j += di) { |
| 465 | if (state->flags[j] & F_BLACK) continue; |
| 466 | if (state->nums[i] != state->nums[j]) continue; |
| 467 | |
| 468 | nerr++; /* ok, we have two numbers the same in a row. */ |
| 469 | if (!mark_errors) continue; |
| 470 | |
| 471 | /* If we have two circles in the same row around |
| 472 | * two identical numbers, they are _both_ wrong. */ |
| 473 | if ((state->flags[i] & F_CIRCLE) && |
| 474 | (state->flags[j] & F_CIRCLE)) { |
| 475 | state->flags[i] |= F_ERROR; |
| 476 | state->flags[j] |= F_ERROR; |
| 477 | } |
| 478 | /* Otherwise, if we have a circle, any other identical |
| 479 | * numbers in that row are obviously wrong. We don't |
| 480 | * highlight this, however, since it makes the process |
| 481 | * of solving the puzzle too easy (you circle a number |
| 482 | * and it promptly tells you which numbers to blacken! */ |
| 483 | #if 0 |
| 484 | else if (state->flags[i] & F_CIRCLE) |
| 485 | state->flags[j] |= F_ERROR; |
| 486 | else if (state->flags[j] & F_CIRCLE) |
| 487 | state->flags[i] |= F_ERROR; |
| 488 | #endif |
| 489 | } |
| 490 | } |
| 491 | return nerr; |
| 492 | } |
| 493 | |
| 494 | static int check_complete(game_state *state, int mark_errors) |
| 495 | { |
| 496 | int *dsf = snewn(state->n, int); |
| 497 | int x, y, i, error = 0, nwhite, w = state->w, h = state->h; |
| 498 | |
| 499 | if (mark_errors) { |
| 500 | for (i = 0; i < state->n; i++) |
| 501 | state->flags[i] &= ~F_ERROR; |
| 502 | } |
| 503 | connect_dsf(state, dsf); |
| 504 | |
| 505 | /* Mark any black squares in groups of >1 as errors. |
| 506 | * Count number of white squares. */ |
| 507 | nwhite = 0; |
| 508 | for (i = 0; i < state->n; i++) { |
| 509 | if (state->flags[i] & F_BLACK) { |
| 510 | if (dsf_size(dsf, i) > 1) { |
| 511 | error += 1; |
| 512 | if (mark_errors) |
| 513 | state->flags[i] |= F_ERROR; |
| 514 | } |
| 515 | } else |
| 516 | nwhite += 1; |
| 517 | } |
| 518 | |
| 519 | /* Check attributes of white squares, row- and column-wise. */ |
| 520 | for (x = 0; x < w; x++) /* check cols from (x,0) */ |
| 521 | error += check_rowcol(state, x, w, h, mark_errors); |
| 522 | for (y = 0; y < h; y++) /* check rows from (0,y) */ |
| 523 | error += check_rowcol(state, y*w, 1, w, mark_errors); |
| 524 | |
| 525 | /* mark (all) white regions as an error if there is more than one. |
| 526 | * may want to make this less in-your-face (by only marking |
| 527 | * the smallest region as an error, for example -- but what if we |
| 528 | * have two regions of identical size?) */ |
| 529 | for (i = 0; i < state->n; i++) { |
| 530 | if (!(state->flags[i] & F_BLACK) && |
| 531 | dsf_size(dsf, i) < nwhite) { |
| 532 | error += 1; |
| 533 | if (mark_errors) |
| 534 | state->flags[i] |= F_ERROR; |
| 535 | } |
| 536 | } |
| 537 | |
| 538 | sfree(dsf); |
| 539 | return (error > 0) ? 0 : 1; |
| 540 | } |
| 541 | |
| 542 | static char *game_state_diff(game_state *src, game_state *dst, int issolve) |
| 543 | { |
| 544 | char *ret = NULL, buf[80], c; |
| 545 | int retlen = 0, x, y, i, k; |
| 546 | unsigned int fmask = F_BLACK | F_CIRCLE; |
| 547 | |
| 548 | assert(src->n == dst->n); |
| 549 | |
| 550 | if (issolve) { |
| 551 | ret = sresize(ret, 3, char); |
| 552 | ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0'; |
| 553 | retlen += 2; |
| 554 | } |
| 555 | |
| 556 | for (x = 0; x < dst->w; x++) { |
| 557 | for (y = 0; y < dst->h; y++) { |
| 558 | i = y*dst->w + x; |
| 559 | if ((src->flags[i] & fmask) != (dst->flags[i] & fmask)) { |
| 560 | assert((dst->flags[i] & fmask) != fmask); |
| 561 | if (dst->flags[i] & F_BLACK) |
| 562 | c = 'B'; |
| 563 | else if (dst->flags[i] & F_CIRCLE) |
| 564 | c = 'C'; |
| 565 | else |
| 566 | c = 'E'; |
| 567 | k = sprintf(buf, "%c%d,%d;", (int)c, x, y); |
| 568 | ret = sresize(ret, retlen + k + 1, char); |
| 569 | strcpy(ret + retlen, buf); |
| 570 | retlen += k; |
| 571 | } |
| 572 | } |
| 573 | } |
| 574 | return ret; |
| 575 | } |
| 576 | |
| 577 | /* --- Solver --- */ |
| 578 | |
| 579 | enum { BLACK, CIRCLE }; |
| 580 | |
| 581 | struct solver_op { |
| 582 | int x, y, op; /* op one of BLACK or CIRCLE. */ |
| 583 | const char *desc; /* must be non-malloced. */ |
| 584 | }; |
| 585 | |
| 586 | struct solver_state { |
| 587 | struct solver_op *ops; |
| 588 | int n_ops, n_alloc; |
| 589 | int *scratch; |
| 590 | }; |
| 591 | |
| 592 | static struct solver_state *solver_state_new(game_state *state) |
| 593 | { |
| 594 | struct solver_state *ss = snew(struct solver_state); |
| 595 | |
| 596 | ss->ops = NULL; |
| 597 | ss->n_ops = ss->n_alloc = 0; |
| 598 | ss->scratch = snewn(state->n, int); |
| 599 | |
| 600 | return ss; |
| 601 | } |
| 602 | |
| 603 | static void solver_state_free(struct solver_state *ss) |
| 604 | { |
| 605 | sfree(ss->scratch); |
| 606 | if (ss->ops) sfree(ss->ops); |
| 607 | sfree(ss); |
| 608 | } |
| 609 | |
| 610 | static void solver_op_add(struct solver_state *ss, int x, int y, int op, const char *desc) |
| 611 | { |
| 612 | struct solver_op *sop; |
| 613 | |
| 614 | if (ss->n_alloc < ss->n_ops + 1) { |
| 615 | ss->n_alloc = (ss->n_alloc + 1) * 2; |
| 616 | ss->ops = sresize(ss->ops, ss->n_alloc, struct solver_op); |
| 617 | } |
| 618 | sop = &(ss->ops[ss->n_ops++]); |
| 619 | sop->x = x; sop->y = y; sop->op = op; sop->desc = desc; |
| 620 | debug(("added solver op %s ('%s') at (%d,%d)", |
| 621 | op == BLACK ? "BLACK" : "CIRCLE", desc, x, y)); |
| 622 | } |
| 623 | |
| 624 | static void solver_op_circle(game_state *state, struct solver_state *ss, |
| 625 | int x, int y) |
| 626 | { |
| 627 | int i = y*state->w + x; |
| 628 | |
| 629 | if (!INGRID(state, x, y)) return; |
| 630 | if (state->flags[i] & F_BLACK) { |
| 631 | debug(("... solver wants to add auto-circle on black (%d,%d)", x, y)); |
| 632 | state->impossible = 1; |
| 633 | return; |
| 634 | } |
| 635 | /* Only add circle op if it's not already circled. */ |
| 636 | if (!(state->flags[i] & F_CIRCLE)) { |
| 637 | solver_op_add(ss, x, y, CIRCLE, "SB - adjacent to black square"); |
| 638 | } |
| 639 | } |
| 640 | |
| 641 | static void solver_op_blacken(game_state *state, struct solver_state *ss, |
| 642 | int x, int y, int num) |
| 643 | { |
| 644 | int i = y*state->w + x; |
| 645 | |
| 646 | if (!INGRID(state, x, y)) return; |
| 647 | if (state->nums[i] != num) return; |
| 648 | if (state->flags[i] & F_CIRCLE) { |
| 649 | debug(("... solver wants to add auto-black on circled(%d,%d)", x, y)); |
| 650 | state->impossible = 1; |
| 651 | return; |
| 652 | } |
| 653 | /* Only add black op if it's not already black. */ |
| 654 | if (!(state->flags[i] & F_BLACK)) { |
| 655 | solver_op_add(ss, x, y, BLACK, "SC - number on same row/col as circled"); |
| 656 | } |
| 657 | } |
| 658 | |
| 659 | static int solver_ops_do(game_state *state, struct solver_state *ss) |
| 660 | { |
| 661 | int next_op = 0, i, x, y, n_ops = 0; |
| 662 | struct solver_op op; |
| 663 | |
| 664 | /* Care here: solver_op_* may call solver_op_add which may extend the |
| 665 | * ss->n_ops. */ |
| 666 | |
| 667 | while (next_op < ss->n_ops) { |
| 668 | op = ss->ops[next_op++]; /* copy this away, it may get reallocated. */ |
| 669 | i = op.y*state->w + op.x; |
| 670 | |
| 671 | if (op.op == BLACK) { |
| 672 | if (state->flags[i] & F_CIRCLE) { |
| 673 | debug(("Solver wants to blacken circled square (%d,%d)!", op.x, op.y)); |
| 674 | state->impossible = 1; |
| 675 | return n_ops; |
| 676 | } |
| 677 | if (!(state->flags[i] & F_BLACK)) { |
| 678 | debug(("... solver adding black at (%d,%d): %s", op.x, op.y, op.desc)); |
| 679 | #ifdef STANDALONE_SOLVER |
| 680 | if (verbose) |
| 681 | printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc); |
| 682 | #endif |
| 683 | state->flags[i] |= F_BLACK; |
| 684 | /*debug_state("State after adding black", state);*/ |
| 685 | n_ops++; |
| 686 | solver_op_circle(state, ss, op.x-1, op.y); |
| 687 | solver_op_circle(state, ss, op.x+1, op.y); |
| 688 | solver_op_circle(state, ss, op.x, op.y-1); |
| 689 | solver_op_circle(state, ss, op.x, op.y+1); |
| 690 | } |
| 691 | } else { |
| 692 | if (state->flags[i] & F_BLACK) { |
| 693 | debug(("Solver wants to circle blackened square (%d,%d)!", op.x, op.y)); |
| 694 | state->impossible = 1; |
| 695 | return n_ops; |
| 696 | } |
| 697 | if (!(state->flags[i] & F_CIRCLE)) { |
| 698 | debug(("... solver adding circle at (%d,%d): %s", op.x, op.y, op.desc)); |
| 699 | #ifdef STANDALONE_SOLVER |
| 700 | if (verbose) |
| 701 | printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc); |
| 702 | #endif |
| 703 | state->flags[i] |= F_CIRCLE; |
| 704 | /*debug_state("State after adding circle", state);*/ |
| 705 | n_ops++; |
| 706 | for (x = 0; x < state->w; x++) { |
| 707 | if (x != op.x) |
| 708 | solver_op_blacken(state, ss, x, op.y, state->nums[i]); |
| 709 | } |
| 710 | for (y = 0; y < state->h; y++) { |
| 711 | if (y != op.y) |
| 712 | solver_op_blacken(state, ss, op.x, y, state->nums[i]); |
| 713 | } |
| 714 | } |
| 715 | } |
| 716 | } |
| 717 | ss->n_ops = 0; |
| 718 | return n_ops; |
| 719 | } |
| 720 | |
| 721 | /* If the grid has two identical numbers with one cell between them, the inner |
| 722 | * cell _must_ be white (and thus circled); (at least) one of the two must be |
| 723 | * black (since they're in the same column or row) and thus the middle cell is |
| 724 | * next to a black cell. */ |
| 725 | static int solve_singlesep(game_state *state, struct solver_state *ss) |
| 726 | { |
| 727 | int x, y, i, ir, irr, id, idd, n_ops = ss->n_ops; |
| 728 | |
| 729 | for (x = 0; x < state->w; x++) { |
| 730 | for (y = 0; y < state->h; y++) { |
| 731 | i = y*state->w + x; |
| 732 | |
| 733 | /* Cell two to our right? */ |
| 734 | ir = i + 1; irr = ir + 1; |
| 735 | if (x < (state->w-2) && |
| 736 | state->nums[i] == state->nums[irr] && |
| 737 | !(state->flags[ir] & F_CIRCLE)) { |
| 738 | solver_op_add(ss, x+1, y, CIRCLE, "SP/ST - between identical nums"); |
| 739 | } |
| 740 | /* Cell two below us? */ |
| 741 | id = i + state->w; idd = id + state->w; |
| 742 | if (y < (state->h-2) && |
| 743 | state->nums[i] == state->nums[idd] && |
| 744 | !(state->flags[id] & F_CIRCLE)) { |
| 745 | solver_op_add(ss, x, y+1, CIRCLE, "SP/ST - between identical nums"); |
| 746 | } |
| 747 | } |
| 748 | } |
| 749 | return ss->n_ops - n_ops; |
| 750 | } |
| 751 | |
| 752 | /* If we have two identical numbers next to each other (in a row or column), |
| 753 | * any other identical numbers in that column must be black. */ |
| 754 | static int solve_doubles(game_state *state, struct solver_state *ss) |
| 755 | { |
| 756 | int x, y, i, ii, n_ops = ss->n_ops, xy; |
| 757 | |
| 758 | for (y = 0, i = 0; y < state->h; y++) { |
| 759 | for (x = 0; x < state->w; x++, i++) { |
| 760 | assert(i == y*state->w+x); |
| 761 | if (state->flags[i] & F_BLACK) continue; |
| 762 | |
| 763 | ii = i+1; /* check cell to our right. */ |
| 764 | if (x < (state->w-1) && |
| 765 | !(state->flags[ii] & F_BLACK) && |
| 766 | state->nums[i] == state->nums[ii]) { |
| 767 | for (xy = 0; xy < state->w; xy++) { |
| 768 | if (xy == x || xy == (x+1)) continue; |
| 769 | if (state->nums[y*state->w + xy] == state->nums[i] && |
| 770 | !(state->flags[y*state->w + xy] & F_BLACK)) |
| 771 | solver_op_add(ss, xy, y, BLACK, "PI - same row as pair"); |
| 772 | } |
| 773 | } |
| 774 | |
| 775 | ii = i+state->w; /* check cell below us */ |
| 776 | if (y < (state->h-1) && |
| 777 | !(state->flags[ii] & F_BLACK) && |
| 778 | state->nums[i] == state->nums[ii]) { |
| 779 | for (xy = 0; xy < state->h; xy++) { |
| 780 | if (xy == y || xy == (y+1)) continue; |
| 781 | if (state->nums[xy*state->w + x] == state->nums[i] && |
| 782 | !(state->flags[xy*state->w + x] & F_BLACK)) |
| 783 | solver_op_add(ss, x, xy, BLACK, "PI - same col as pair"); |
| 784 | } |
| 785 | } |
| 786 | } |
| 787 | } |
| 788 | return ss->n_ops - n_ops; |
| 789 | } |
| 790 | |
| 791 | /* If a white square has all-but-one possible adjacent squares black, the |
| 792 | * one square left over must be white. */ |
| 793 | static int solve_allblackbutone(game_state *state, struct solver_state *ss) |
| 794 | { |
| 795 | int x, y, i, n_ops = ss->n_ops, xd, yd, id, ifree; |
| 796 | int dis[4], d; |
| 797 | |
| 798 | dis[0] = -state->w; |
| 799 | dis[1] = 1; |
| 800 | dis[2] = state->w; |
| 801 | dis[3] = -1; |
| 802 | |
| 803 | for (y = 0, i = 0; y < state->h; y++) { |
| 804 | for (x = 0; x < state->w; x++, i++) { |
| 805 | assert(i == y*state->w+x); |
| 806 | if (state->flags[i] & F_BLACK) continue; |
| 807 | |
| 808 | ifree = -1; |
| 809 | for (d = 0; d < 4; d++) { |
| 810 | xd = x + dxs[d]; yd = y + dys[d]; id = i + dis[d]; |
| 811 | if (!INGRID(state, xd, yd)) continue; |
| 812 | |
| 813 | if (state->flags[id] & F_CIRCLE) |
| 814 | goto skip; /* this cell already has a way out */ |
| 815 | if (!(state->flags[id] & F_BLACK)) { |
| 816 | if (ifree != -1) |
| 817 | goto skip; /* this cell has >1 white cell around it. */ |
| 818 | ifree = id; |
| 819 | } |
| 820 | } |
| 821 | if (ifree != -1) |
| 822 | solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE, |
| 823 | "CC/CE/QM: white cell with single non-black around it"); |
| 824 | else { |
| 825 | debug(("White cell with no escape at (%d,%d)", x, y)); |
| 826 | state->impossible = 1; |
| 827 | return 0; |
| 828 | } |
| 829 | skip: ; |
| 830 | } |
| 831 | } |
| 832 | return ss->n_ops - n_ops; |
| 833 | } |
| 834 | |
| 835 | /* If we have 4 numbers the same in a 2x2 corner, the far corner and the |
| 836 | * diagonally-adjacent square must both be black. |
| 837 | * If we have 3 numbers the same in a 2x2 corner, the apex of the L |
| 838 | * thus formed must be black. |
| 839 | * If we have 2 numbers the same in a 2x2 corner, the non-same cell |
| 840 | * one away from the corner must be white. */ |
| 841 | static void solve_corner(game_state *state, struct solver_state *ss, |
| 842 | int x, int y, int dx, int dy) |
| 843 | { |
| 844 | int is[4], ns[4], xx, yy, w = state->w; |
| 845 | |
| 846 | for (yy = 0; yy < 2; yy++) { |
| 847 | for (xx = 0; xx < 2; xx++) { |
| 848 | is[yy*2+xx] = (y + dy*yy) * w + (x + dx*xx); |
| 849 | ns[yy*2+xx] = state->nums[is[yy*2+xx]]; |
| 850 | } |
| 851 | } /* order is now (corner, side 1, side 2, inner) */ |
| 852 | |
| 853 | if (ns[0] == ns[1] && ns[0] == ns[2] && ns[0] == ns[3]) { |
| 854 | solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "QC: corner with 4 matching"); |
| 855 | solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "QC: corner with 4 matching"); |
| 856 | } else if (ns[0] == ns[1] && ns[0] == ns[2]) { |
| 857 | /* corner and 2 sides: apex is corner. */ |
| 858 | solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "TC: corner apex from 3 matching"); |
| 859 | } else if (ns[1] == ns[2] && ns[1] == ns[3]) { |
| 860 | /* side, side, fourth: apex is fourth. */ |
| 861 | solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "TC: inside apex from 3 matching"); |
| 862 | } else if (ns[0] == ns[1] || ns[1] == ns[3]) { |
| 863 | /* either way here we match the non-identical side. */ |
| 864 | solver_op_add(ss, is[2]%w, is[2]/w, CIRCLE, "DC: corner with 2 matching"); |
| 865 | } else if (ns[0] == ns[2] || ns[2] == ns[3]) { |
| 866 | /* ditto */ |
| 867 | solver_op_add(ss, is[1]%w, is[1]/w, CIRCLE, "DC: corner with 2 matching"); |
| 868 | } |
| 869 | } |
| 870 | |
| 871 | static int solve_corners(game_state *state, struct solver_state *ss) |
| 872 | { |
| 873 | int n_ops = ss->n_ops; |
| 874 | |
| 875 | solve_corner(state, ss, 0, 0, 1, 1); |
| 876 | solve_corner(state, ss, state->w-1, 0, -1, 1); |
| 877 | solve_corner(state, ss, state->w-1, state->h-1, -1, -1); |
| 878 | solve_corner(state, ss, 0, state->h-1, 1, -1); |
| 879 | |
| 880 | return ss->n_ops - n_ops; |
| 881 | } |
| 882 | |
| 883 | /* If you have the following situation: |
| 884 | * ... |
| 885 | * ...x A x x y A x... |
| 886 | * ...x B x x B y x... |
| 887 | * ... |
| 888 | * then both squares marked 'y' must be white. One of the left-most A or B must |
| 889 | * be white (since two side-by-side black cells are disallowed), which means |
| 890 | * that the corresponding right-most A or B must be black (since you can't |
| 891 | * have two of the same number on one line); thus, the adjacent squares |
| 892 | * to that right-most A or B must be white, which include the two marked 'y' |
| 893 | * in either case. |
| 894 | * Obviously this works in any row or column. It also works if A == B. |
| 895 | * It doesn't work for the degenerate case: |
| 896 | * ...x A A x x |
| 897 | * ...x B y x x |
| 898 | * where the square marked 'y' isn't necessarily white (consider the left-most A |
| 899 | * is black). |
| 900 | * |
| 901 | * */ |
| 902 | static void solve_offsetpair_pair(game_state *state, struct solver_state *ss, |
| 903 | int x1, int y1, int x2, int y2) |
| 904 | { |
| 905 | int ox, oy, w = state->w, ax, ay, an, d, dx[2], dy[2], dn, xd, yd; |
| 906 | |
| 907 | if (x1 == x2) { /* same column */ |
| 908 | ox = 1; oy = 0; |
| 909 | } else { |
| 910 | assert(y1 == y2); |
| 911 | ox = 0; oy = 1; |
| 912 | } |
| 913 | |
| 914 | /* We try adjacent to (x1,y1) and the two diag. adjacent to (x2, y2). |
| 915 | * We expect to be called twice, once each way around. */ |
| 916 | ax = x1+ox; ay = y1+oy; |
| 917 | assert(INGRID(state, ax, ay)); |
| 918 | an = state->nums[ay*w + ax]; |
| 919 | |
| 920 | dx[0] = x2 + ox + oy; dx[1] = x2 + ox - oy; |
| 921 | dy[0] = y2 + oy + ox; dy[1] = y2 + oy - ox; |
| 922 | |
| 923 | for (d = 0; d < 2; d++) { |
| 924 | if (INGRID(state, dx[d], dy[d]) && (dx[d] != ax || dy[d] != ay)) { |
| 925 | /* The 'dx != ax || dy != ay' removes the degenerate case, |
| 926 | * mentioned above. */ |
| 927 | dn = state->nums[dy[d]*w + dx[d]]; |
| 928 | if (an == dn) { |
| 929 | /* We have a match; so (WLOG) the 'A' marked above are at |
| 930 | * (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */ |
| 931 | debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)", |
| 932 | state->nums[y1*w + x1], x1, y1, x2, y2)); |
| 933 | debug((" and: %d at (%d,%d) and (%d,%d)", |
| 934 | an, ax, ay, dx[d], dy[d])); |
| 935 | |
| 936 | xd = dx[d] - x2; yd = dy[d] - y2; |
| 937 | solver_op_add(ss, x2 + xd, y2, CIRCLE, "IP: next to offset-pair"); |
| 938 | solver_op_add(ss, x2, y2 + yd, CIRCLE, "IP: next to offset-pair"); |
| 939 | } |
| 940 | } |
| 941 | } |
| 942 | } |
| 943 | |
| 944 | static int solve_offsetpair(game_state *state, struct solver_state *ss) |
| 945 | { |
| 946 | int n_ops = ss->n_ops, x, xx, y, yy, n1, n2; |
| 947 | |
| 948 | for (x = 0; x < state->w-1; x++) { |
| 949 | for (y = 0; y < state->h; y++) { |
| 950 | n1 = state->nums[y*state->w + x]; |
| 951 | for (yy = y+1; yy < state->h; yy++) { |
| 952 | n2 = state->nums[yy*state->w + x]; |
| 953 | if (n1 == n2) { |
| 954 | solve_offsetpair_pair(state, ss, x, y, x, yy); |
| 955 | solve_offsetpair_pair(state, ss, x, yy, x, y); |
| 956 | } |
| 957 | } |
| 958 | } |
| 959 | } |
| 960 | for (y = 0; y < state->h-1; y++) { |
| 961 | for (x = 0; x < state->w; x++) { |
| 962 | n1 = state->nums[y*state->w + x]; |
| 963 | for (xx = x+1; xx < state->w; xx++) { |
| 964 | n2 = state->nums[y*state->w + xx]; |
| 965 | if (n1 == n2) { |
| 966 | solve_offsetpair_pair(state, ss, x, y, xx, y); |
| 967 | solve_offsetpair_pair(state, ss, xx, y, x, y); |
| 968 | } |
| 969 | } |
| 970 | } |
| 971 | } |
| 972 | return ss->n_ops - n_ops; |
| 973 | } |
| 974 | |
| 975 | static int solve_hassinglewhiteregion(game_state *state, struct solver_state *ss) |
| 976 | { |
| 977 | int i, j, nwhite = 0, lwhite = -1, szwhite, start, end, next, a, d, x, y; |
| 978 | |
| 979 | for (i = 0; i < state->n; i++) { |
| 980 | if (!(state->flags[i] & F_BLACK)) { |
| 981 | nwhite++; |
| 982 | lwhite = i; |
| 983 | } |
| 984 | state->flags[i] &= ~F_SCRATCH; |
| 985 | } |
| 986 | if (lwhite == -1) { |
| 987 | debug(("solve_hassinglewhite: no white squares found!")); |
| 988 | state->impossible = 1; |
| 989 | return 0; |
| 990 | } |
| 991 | /* We don't use connect_dsf here; it's too slow, and there's a quicker |
| 992 | * algorithm if all we want is the size of one region. */ |
| 993 | /* Having written this, this algorithm is only about 5% faster than |
| 994 | * using a dsf. */ |
| 995 | memset(ss->scratch, -1, state->n * sizeof(int)); |
| 996 | ss->scratch[0] = lwhite; |
| 997 | state->flags[lwhite] |= F_SCRATCH; |
| 998 | start = 0; end = next = 1; |
| 999 | while (start < end) { |
| 1000 | for (a = start; a < end; a++) { |
| 1001 | i = ss->scratch[a]; assert(i != -1); |
| 1002 | for (d = 0; d < 4; d++) { |
| 1003 | x = (i % state->w) + dxs[d]; |
| 1004 | y = (i / state->w) + dys[d]; |
| 1005 | j = y*state->w + x; |
| 1006 | if (!INGRID(state, x, y)) continue; |
| 1007 | if (state->flags[j] & (F_BLACK | F_SCRATCH)) continue; |
| 1008 | ss->scratch[next++] = j; |
| 1009 | state->flags[j] |= F_SCRATCH; |
| 1010 | } |
| 1011 | } |
| 1012 | start = end; end = next; |
| 1013 | } |
| 1014 | szwhite = next; |
| 1015 | return (szwhite == nwhite) ? 1 : 0; |
| 1016 | } |
| 1017 | |
| 1018 | static void solve_removesplits_check(game_state *state, struct solver_state *ss, |
| 1019 | int x, int y) |
| 1020 | { |
| 1021 | int i = y*state->w + x, issingle; |
| 1022 | |
| 1023 | if (!INGRID(state, x, y)) return; |
| 1024 | if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) |
| 1025 | return; |
| 1026 | |
| 1027 | /* If putting a black square at (x,y) would make the white region |
| 1028 | * non-contiguous, it must be circled. */ |
| 1029 | state->flags[i] |= F_BLACK; |
| 1030 | issingle = solve_hassinglewhiteregion(state, ss); |
| 1031 | state->flags[i] &= ~F_BLACK; |
| 1032 | |
| 1033 | if (!issingle) |
| 1034 | solver_op_add(ss, x, y, CIRCLE, "MC: black square here would split white region"); |
| 1035 | } |
| 1036 | |
| 1037 | /* For all black squares, search in squares diagonally adjacent to see if |
| 1038 | * we can rule out putting a black square there (because it would make the |
| 1039 | * white region non-contiguous). */ |
| 1040 | /* This function is likely to be somewhat slow. */ |
| 1041 | static int solve_removesplits(game_state *state, struct solver_state *ss) |
| 1042 | { |
| 1043 | int i, x, y, n_ops = ss->n_ops; |
| 1044 | |
| 1045 | if (!solve_hassinglewhiteregion(state, ss)) { |
| 1046 | debug(("solve_removesplits: white region is not contiguous at start!")); |
| 1047 | state->impossible = 1; |
| 1048 | return 0; |
| 1049 | } |
| 1050 | |
| 1051 | for (i = 0; i < state->n; i++) { |
| 1052 | if (!(state->flags[i] & F_BLACK)) continue; |
| 1053 | |
| 1054 | x = i%state->w; y = i/state->w; |
| 1055 | solve_removesplits_check(state, ss, x-1, y-1); |
| 1056 | solve_removesplits_check(state, ss, x+1, y-1); |
| 1057 | solve_removesplits_check(state, ss, x+1, y+1); |
| 1058 | solve_removesplits_check(state, ss, x-1, y+1); |
| 1059 | } |
| 1060 | return ss->n_ops - n_ops; |
| 1061 | } |
| 1062 | |
| 1063 | /* |
| 1064 | * This function performs a solver step that isn't implicit in the rules |
| 1065 | * of the game and is thus treated somewhat differently. |
| 1066 | * |
| 1067 | * It marks cells whose number does not exist elsewhere in its row/column |
| 1068 | * with circles. As it happens the game generator here does mean that this |
| 1069 | * is always correct, but it's a solving method that people should not have |
| 1070 | * to rely upon (except in the hidden 'sneaky' difficulty setting) and so |
| 1071 | * all grids at 'tricky' and above are checked to make sure that the grid |
| 1072 | * is no easier if this solving step is performed beforehand. |
| 1073 | * |
| 1074 | * Calling with ss=NULL just returns the number of sneaky deductions that |
| 1075 | * would have been made. |
| 1076 | */ |
| 1077 | static int solve_sneaky(game_state *state, struct solver_state *ss) |
| 1078 | { |
| 1079 | int i, ii, x, xx, y, yy, nunique = 0; |
| 1080 | |
| 1081 | /* Clear SCRATCH flags. */ |
| 1082 | for (i = 0; i < state->n; i++) state->flags[i] &= ~F_SCRATCH; |
| 1083 | |
| 1084 | for (x = 0; x < state->w; x++) { |
| 1085 | for (y = 0; y < state->h; y++) { |
| 1086 | i = y*state->w + x; |
| 1087 | |
| 1088 | /* Check for duplicate numbers on our row, mark (both) if so */ |
| 1089 | for (xx = x; xx < state->w; xx++) { |
| 1090 | ii = y*state->w + xx; |
| 1091 | if (i == ii) continue; |
| 1092 | |
| 1093 | if (state->nums[i] == state->nums[ii]) { |
| 1094 | state->flags[i] |= F_SCRATCH; |
| 1095 | state->flags[ii] |= F_SCRATCH; |
| 1096 | } |
| 1097 | } |
| 1098 | |
| 1099 | /* Check for duplicate numbers on our col, mark (both) if so */ |
| 1100 | for (yy = y; yy < state->h; yy++) { |
| 1101 | ii = yy*state->w + x; |
| 1102 | if (i == ii) continue; |
| 1103 | |
| 1104 | if (state->nums[i] == state->nums[ii]) { |
| 1105 | state->flags[i] |= F_SCRATCH; |
| 1106 | state->flags[ii] |= F_SCRATCH; |
| 1107 | } |
| 1108 | } |
| 1109 | } |
| 1110 | } |
| 1111 | |
| 1112 | /* Any cell with no marking has no duplicates on its row or column: |
| 1113 | * set its CIRCLE. */ |
| 1114 | for (i = 0; i < state->n; i++) { |
| 1115 | if (!(state->flags[i] & F_SCRATCH)) { |
| 1116 | if (ss) solver_op_add(ss, i%state->w, i/state->w, CIRCLE, |
| 1117 | "SNEAKY: only one of its number in row and col"); |
| 1118 | nunique += 1; |
| 1119 | } else |
| 1120 | state->flags[i] &= ~F_SCRATCH; |
| 1121 | } |
| 1122 | return nunique; |
| 1123 | } |
| 1124 | |
| 1125 | static int solve_specific(game_state *state, int diff, int sneaky) |
| 1126 | { |
| 1127 | struct solver_state *ss = solver_state_new(state); |
| 1128 | |
| 1129 | if (sneaky) solve_sneaky(state, ss); |
| 1130 | |
| 1131 | /* Some solver operations we only have to perform once -- |
| 1132 | * they're only based on the numbers available, and not black |
| 1133 | * squares or circles which may be added later. */ |
| 1134 | |
| 1135 | solve_singlesep(state, ss); /* never sets impossible */ |
| 1136 | solve_doubles(state, ss); /* ditto */ |
| 1137 | solve_corners(state, ss); /* ditto */ |
| 1138 | |
| 1139 | if (diff >= DIFF_TRICKY) |
| 1140 | solve_offsetpair(state, ss); /* ditto */ |
| 1141 | |
| 1142 | while (1) { |
| 1143 | if (ss->n_ops > 0) solver_ops_do(state, ss); |
| 1144 | if (state->impossible) break; |
| 1145 | |
| 1146 | if (solve_allblackbutone(state, ss) > 0) continue; |
| 1147 | if (state->impossible) break; |
| 1148 | |
| 1149 | if (diff >= DIFF_TRICKY) { |
| 1150 | if (solve_removesplits(state, ss) > 0) continue; |
| 1151 | if (state->impossible) break; |
| 1152 | } |
| 1153 | |
| 1154 | break; |
| 1155 | } |
| 1156 | |
| 1157 | solver_state_free(ss); |
| 1158 | return state->impossible ? -1 : check_complete(state, 0); |
| 1159 | } |
| 1160 | |
| 1161 | static char *solve_game(game_state *state, game_state *currstate, |
| 1162 | char *aux, char **error) |
| 1163 | { |
| 1164 | game_state *solved = dup_game(currstate); |
| 1165 | char *move = NULL; |
| 1166 | |
| 1167 | if (solve_specific(solved, DIFF_ANY, 0)) goto solved; |
| 1168 | free_game(solved); |
| 1169 | |
| 1170 | solved = dup_game(state); |
| 1171 | if (solve_specific(solved, DIFF_ANY, 0)) goto solved; |
| 1172 | free_game(solved); |
| 1173 | |
| 1174 | *error = "Unable to solve puzzle."; |
| 1175 | return NULL; |
| 1176 | |
| 1177 | solved: |
| 1178 | move = game_state_diff(currstate, solved, 1); |
| 1179 | free_game(solved); |
| 1180 | return move; |
| 1181 | } |
| 1182 | |
| 1183 | /* --- Game generation --- */ |
| 1184 | |
| 1185 | /* A correctly completed Hitori board is essentially a latin square |
| 1186 | * (no duplicated numbers in any row or column) with black squares |
| 1187 | * added such that no black square touches another, and the white |
| 1188 | * squares make a contiguous region. |
| 1189 | * |
| 1190 | * So we can generate it by: |
| 1191 | * constructing a latin square |
| 1192 | * adding black squares at random (minding the constraints) |
| 1193 | * altering the numbers under the new black squares such that |
| 1194 | the solver gets a headstart working out where they are. |
| 1195 | */ |
| 1196 | |
| 1197 | static int new_game_is_good(game_params *params, |
| 1198 | game_state *state, game_state *tosolve) |
| 1199 | { |
| 1200 | int sret, sret_easy = 0; |
| 1201 | |
| 1202 | memcpy(tosolve->nums, state->nums, state->n * sizeof(int)); |
| 1203 | memset(tosolve->flags, 0, state->n * sizeof(unsigned int)); |
| 1204 | tosolve->completed = tosolve->impossible = 0; |
| 1205 | |
| 1206 | /* |
| 1207 | * We try and solve it twice, once at our requested difficulty level |
| 1208 | * (ensuring it's soluble at all) and once at the level below (if |
| 1209 | * it exists), which we hope to fail: if you can also solve it at |
| 1210 | * the level below then it's too easy and we have to try again. |
| 1211 | * |
| 1212 | * With this puzzle in particular there's an extra finesse, which is |
| 1213 | * that we check that the generated puzzle isn't too easy _with |
| 1214 | * an extra solver step first_, which is the 'sneaky' mode of deductions |
| 1215 | * (asserting that any number which fulfils the latin-square rules |
| 1216 | * on its row/column must be white). This is an artefact of the |
| 1217 | * generation process and not implicit in the rules, so we don't want |
| 1218 | * people to be able to use it to make the puzzle easier. |
| 1219 | */ |
| 1220 | |
| 1221 | assert(params->diff < DIFF_MAX); |
| 1222 | sret = solve_specific(tosolve, params->diff, 0); |
| 1223 | if (params->diff > DIFF_EASY) { |
| 1224 | memset(tosolve->flags, 0, state->n * sizeof(unsigned int)); |
| 1225 | tosolve->completed = tosolve->impossible = 0; |
| 1226 | |
| 1227 | /* this is the only time the 'sneaky' flag is set to 1. */ |
| 1228 | sret_easy = solve_specific(tosolve, params->diff-1, 1); |
| 1229 | } |
| 1230 | |
| 1231 | if (sret <= 0 || sret_easy > 0) { |
| 1232 | debug(("Generated puzzle %s at chosen difficulty %s", |
| 1233 | sret <= 0 ? "insoluble" : "too easy", |
| 1234 | singles_diffnames[params->diff])); |
| 1235 | return 0; |
| 1236 | } |
| 1237 | return 1; |
| 1238 | } |
| 1239 | |
| 1240 | #define MAXTRIES 20 |
| 1241 | |
| 1242 | static int best_black_col(game_state *state, random_state *rs, int *scratch, |
| 1243 | int i, int *rownums, int *colnums) |
| 1244 | { |
| 1245 | int w = state->w, x = i%w, y = i/w, j, o = state->o; |
| 1246 | |
| 1247 | /* Randomise the list of numbers to try. */ |
| 1248 | for (i = 0; i < o; i++) scratch[i] = i; |
| 1249 | shuffle(scratch, o, sizeof(int), rs); |
| 1250 | |
| 1251 | /* Try each number in turn, first giving preference to removing |
| 1252 | * latin-square characteristics (i.e. those numbers which only |
| 1253 | * occur once in a row/column). The '&&' here, although intuitively |
| 1254 | * wrong, results in a smaller number of 'sneaky' deductions on |
| 1255 | * solvable boards. */ |
| 1256 | for (i = 0; i < o; i++) { |
| 1257 | j = scratch[i] + 1; |
| 1258 | if (rownums[y*o + j-1] == 1 && colnums[x*o + j-1] == 1) |
| 1259 | return j; |
| 1260 | } |
| 1261 | |
| 1262 | /* Then try each number in turn returning the first one that's |
| 1263 | * not actually unique in its row/column (see comment below) */ |
| 1264 | for (i = 0; i < o; i++) { |
| 1265 | j = scratch[i] + 1; |
| 1266 | if (rownums[y*o + j-1] != 0 || colnums[x*o + j-1] != 0) |
| 1267 | return j; |
| 1268 | } |
| 1269 | assert(!"unable to place number under black cell."); |
| 1270 | return 0; |
| 1271 | } |
| 1272 | |
| 1273 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1274 | char **aux, int interactive) |
| 1275 | { |
| 1276 | game_state *state = blank_game(params->w, params->h); |
| 1277 | game_state *tosolve = blank_game(params->w, params->h); |
| 1278 | int i, j, *scratch, *rownums, *colnums, x, y, ntries; |
| 1279 | int w = state->w, h = state->h, o = state->o; |
| 1280 | char *ret; |
| 1281 | digit *latin; |
| 1282 | struct solver_state *ss = solver_state_new(state); |
| 1283 | |
| 1284 | scratch = snewn(state->n, int); |
| 1285 | rownums = snewn(h*o, int); |
| 1286 | colnums = snewn(w*o, int); |
| 1287 | |
| 1288 | generate: |
| 1289 | ss->n_ops = 0; |
| 1290 | debug(("Starting game generation, size %dx%d", w, h)); |
| 1291 | |
| 1292 | memset(state->flags, 0, state->n*sizeof(unsigned int)); |
| 1293 | |
| 1294 | /* First, generate the latin rectangle. |
| 1295 | * The order of this, o, is max(w,h). */ |
| 1296 | latin = latin_generate_rect(w, h, rs); |
| 1297 | for (i = 0; i < state->n; i++) |
| 1298 | state->nums[i] = (int)latin[i]; |
| 1299 | sfree(latin); |
| 1300 | debug_state("State after latin square", state); |
| 1301 | |
| 1302 | /* Add black squares at random, using bits of solver as we go (to lay |
| 1303 | * white squares), until we can lay no more blacks. */ |
| 1304 | for (i = 0; i < state->n; i++) |
| 1305 | scratch[i] = i; |
| 1306 | shuffle(scratch, state->n, sizeof(int), rs); |
| 1307 | for (j = 0; j < state->n; j++) { |
| 1308 | i = scratch[j]; |
| 1309 | if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) { |
| 1310 | debug(("generator skipping (%d,%d): %s", i%w, i/w, |
| 1311 | (state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK")); |
| 1312 | continue; /* solver knows this must be one or the other already. */ |
| 1313 | } |
| 1314 | |
| 1315 | /* Add a random black cell... */ |
| 1316 | solver_op_add(ss, i%w, i/w, BLACK, "Generator: adding random black cell"); |
| 1317 | solver_ops_do(state, ss); |
| 1318 | |
| 1319 | /* ... and do as well as we know how to lay down whites that are now forced. */ |
| 1320 | solve_allblackbutone(state, ss); |
| 1321 | solver_ops_do(state, ss); |
| 1322 | |
| 1323 | solve_removesplits(state, ss); |
| 1324 | solver_ops_do(state, ss); |
| 1325 | |
| 1326 | if (state->impossible) { |
| 1327 | debug(("generator made impossible, restarting...")); |
| 1328 | goto generate; |
| 1329 | } |
| 1330 | } |
| 1331 | debug_state("State after adding blacks", state); |
| 1332 | |
| 1333 | /* Now we know which squares are white and which are black, we lay numbers |
| 1334 | * under black squares at random, except that the number must appear in |
| 1335 | * white cells at least once more in the same column or row as that [black] |
| 1336 | * square. That's necessary to avoid multiple solutions, where blackening |
| 1337 | * squares in the finished puzzle becomes optional. We use two arrays: |
| 1338 | * |
| 1339 | * rownums[ROW * o + NUM-1] is the no. of white cells containing NUM in y=ROW |
| 1340 | * colnums[COL * o + NUM-1] is the no. of white cells containing NUM in x=COL |
| 1341 | */ |
| 1342 | |
| 1343 | memset(rownums, 0, h*o * sizeof(int)); |
| 1344 | memset(colnums, 0, w*o * sizeof(int)); |
| 1345 | for (i = 0; i < state->n; i++) { |
| 1346 | if (state->flags[i] & F_BLACK) continue; |
| 1347 | j = state->nums[i]; |
| 1348 | x = i%w; y = i/w; |
| 1349 | rownums[y * o + j-1] += 1; |
| 1350 | colnums[x * o + j-1] += 1; |
| 1351 | } |
| 1352 | |
| 1353 | ntries = 0; |
| 1354 | randomise: |
| 1355 | for (i = 0; i < state->n; i++) { |
| 1356 | if (!(state->flags[i] & F_BLACK)) continue; |
| 1357 | state->nums[i] = best_black_col(state, rs, scratch, i, rownums, colnums); |
| 1358 | } |
| 1359 | debug_state("State after adding numbers", state); |
| 1360 | |
| 1361 | /* DIFF_ANY just returns whatever we first generated, for testing purposes. */ |
| 1362 | if (params->diff != DIFF_ANY && |
| 1363 | !new_game_is_good(params, state, tosolve)) { |
| 1364 | ntries++; |
| 1365 | if (ntries > MAXTRIES) { |
| 1366 | debug(("Ran out of randomisation attempts, re-generating.")); |
| 1367 | goto generate; |
| 1368 | } |
| 1369 | debug(("Re-randomising numbers under black squares.")); |
| 1370 | goto randomise; |
| 1371 | } |
| 1372 | |
| 1373 | ret = generate_desc(state, 0); |
| 1374 | |
| 1375 | free_game(tosolve); |
| 1376 | free_game(state); |
| 1377 | solver_state_free(ss); |
| 1378 | sfree(scratch); |
| 1379 | sfree(rownums); |
| 1380 | sfree(colnums); |
| 1381 | |
| 1382 | return ret; |
| 1383 | } |
| 1384 | |
| 1385 | static char *validate_desc(game_params *params, char *desc) |
| 1386 | { |
| 1387 | char *ret = NULL; |
| 1388 | |
| 1389 | unpick_desc(params, desc, NULL, &ret); |
| 1390 | return ret; |
| 1391 | } |
| 1392 | |
| 1393 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1394 | { |
| 1395 | game_state *state = NULL; |
| 1396 | |
| 1397 | unpick_desc(params, desc, &state, NULL); |
| 1398 | if (!state) assert(!"new_game failed to unpick"); |
| 1399 | return state; |
| 1400 | } |
| 1401 | |
| 1402 | /* --- Game UI and move routines --- */ |
| 1403 | |
| 1404 | struct game_ui { |
| 1405 | int cx, cy, cshow; |
| 1406 | int show_black_nums; |
| 1407 | }; |
| 1408 | |
| 1409 | static game_ui *new_ui(game_state *state) |
| 1410 | { |
| 1411 | game_ui *ui = snew(game_ui); |
| 1412 | |
| 1413 | ui->cx = ui->cy = ui->cshow = 0; |
| 1414 | ui->show_black_nums = 0; |
| 1415 | |
| 1416 | return ui; |
| 1417 | } |
| 1418 | |
| 1419 | static void free_ui(game_ui *ui) |
| 1420 | { |
| 1421 | sfree(ui); |
| 1422 | } |
| 1423 | |
| 1424 | static char *encode_ui(game_ui *ui) |
| 1425 | { |
| 1426 | return NULL; |
| 1427 | } |
| 1428 | |
| 1429 | static void decode_ui(game_ui *ui, char *encoding) |
| 1430 | { |
| 1431 | } |
| 1432 | |
| 1433 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1434 | game_state *newstate) |
| 1435 | { |
| 1436 | if (!oldstate->completed && newstate->completed) |
| 1437 | ui->cshow = 0; |
| 1438 | } |
| 1439 | |
| 1440 | #define DS_BLACK 0x1 |
| 1441 | #define DS_CIRCLE 0x2 |
| 1442 | #define DS_CURSOR 0x4 |
| 1443 | #define DS_BLACK_NUM 0x8 |
| 1444 | #define DS_ERROR 0x10 |
| 1445 | #define DS_FLASH 0x20 |
| 1446 | #define DS_IMPOSSIBLE 0x40 |
| 1447 | |
| 1448 | struct game_drawstate { |
| 1449 | int tilesize, started, solved; |
| 1450 | int w, h, n; |
| 1451 | |
| 1452 | unsigned int *flags; |
| 1453 | }; |
| 1454 | |
| 1455 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1456 | int mx, int my, int button) |
| 1457 | { |
| 1458 | char buf[80], c; |
| 1459 | int i, x = FROMCOORD(mx), y = FROMCOORD(my); |
| 1460 | enum { NONE, TOGGLE_BLACK, TOGGLE_CIRCLE, UI } action = NONE; |
| 1461 | |
| 1462 | if (IS_CURSOR_MOVE(button)) { |
| 1463 | move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 1); |
| 1464 | ui->cshow = 1; |
| 1465 | action = UI; |
| 1466 | } else if (IS_CURSOR_SELECT(button)) { |
| 1467 | x = ui->cx; y = ui->cy; |
| 1468 | if (!ui->cshow) { |
| 1469 | action = UI; |
| 1470 | ui->cshow = 1; |
| 1471 | } |
| 1472 | if (button == CURSOR_SELECT) { |
| 1473 | action = TOGGLE_BLACK; |
| 1474 | } else if (button == CURSOR_SELECT2) { |
| 1475 | action = TOGGLE_CIRCLE; |
| 1476 | } |
| 1477 | } else if (IS_MOUSE_DOWN(button)) { |
| 1478 | if (ui->cshow) { |
| 1479 | ui->cshow = 0; |
| 1480 | action = UI; |
| 1481 | } |
| 1482 | if (!INGRID(state, x, y)) { |
| 1483 | ui->show_black_nums = 1 - ui->show_black_nums; |
| 1484 | action = UI; /* this wants to be a per-game option. */ |
| 1485 | } else if (button == LEFT_BUTTON) { |
| 1486 | action = TOGGLE_BLACK; |
| 1487 | } else if (button == RIGHT_BUTTON) { |
| 1488 | action = TOGGLE_CIRCLE; |
| 1489 | } |
| 1490 | } |
| 1491 | if (action == UI) return ""; |
| 1492 | |
| 1493 | if (action == TOGGLE_BLACK || action == TOGGLE_CIRCLE) { |
| 1494 | i = y * state->w + x; |
| 1495 | if (state->flags[i] & (F_BLACK | F_CIRCLE)) |
| 1496 | c = 'E'; |
| 1497 | else |
| 1498 | c = (action == TOGGLE_BLACK) ? 'B' : 'C'; |
| 1499 | sprintf(buf, "%c%d,%d", (int)c, x, y); |
| 1500 | return dupstr(buf); |
| 1501 | } |
| 1502 | |
| 1503 | return NULL; |
| 1504 | } |
| 1505 | |
| 1506 | static game_state *execute_move(game_state *state, char *move) |
| 1507 | { |
| 1508 | game_state *ret = dup_game(state); |
| 1509 | int x, y, i, n; |
| 1510 | |
| 1511 | debug(("move: %s", move)); |
| 1512 | |
| 1513 | while (*move) { |
| 1514 | char c = *move; |
| 1515 | if (c == 'B' || c == 'C' || c == 'E') { |
| 1516 | move++; |
| 1517 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
| 1518 | !INGRID(state, x, y)) |
| 1519 | goto badmove; |
| 1520 | |
| 1521 | i = y*ret->w + x; |
| 1522 | ret->flags[i] &= ~(F_CIRCLE | F_BLACK); /* empty first, always. */ |
| 1523 | if (c == 'B') |
| 1524 | ret->flags[i] |= F_BLACK; |
| 1525 | else if (c == 'C') |
| 1526 | ret->flags[i] |= F_CIRCLE; |
| 1527 | move += n; |
| 1528 | } else if (c == 'S') { |
| 1529 | move++; |
| 1530 | ret->used_solve = 1; |
| 1531 | } else |
| 1532 | goto badmove; |
| 1533 | |
| 1534 | if (*move == ';') |
| 1535 | move++; |
| 1536 | else if (*move) |
| 1537 | goto badmove; |
| 1538 | } |
| 1539 | if (check_complete(ret, 1)) ret->completed = 1; |
| 1540 | return ret; |
| 1541 | |
| 1542 | badmove: |
| 1543 | free_game(ret); |
| 1544 | return NULL; |
| 1545 | } |
| 1546 | |
| 1547 | /* ---------------------------------------------------------------------- |
| 1548 | * Drawing routines. |
| 1549 | */ |
| 1550 | |
| 1551 | static void game_compute_size(game_params *params, int tilesize, |
| 1552 | int *x, int *y) |
| 1553 | { |
| 1554 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1555 | struct { int tilesize; } ads, *ds = &ads; |
| 1556 | ads.tilesize = tilesize; |
| 1557 | |
| 1558 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 1559 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 1560 | } |
| 1561 | |
| 1562 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1563 | game_params *params, int tilesize) |
| 1564 | { |
| 1565 | ds->tilesize = tilesize; |
| 1566 | } |
| 1567 | |
| 1568 | static float *game_colours(frontend *fe, int *ncolours) |
| 1569 | { |
| 1570 | float *ret = snewn(3 * NCOLOURS, float); |
| 1571 | int i; |
| 1572 | |
| 1573 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1574 | for (i = 0; i < 3; i++) { |
| 1575 | ret[COL_BLACK * 3 + i] = 0.0F; |
| 1576 | ret[COL_BLACKNUM * 3 + i] = 0.4F; |
| 1577 | ret[COL_WHITE * 3 + i] = 1.0F; |
| 1578 | ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i]; |
| 1579 | } |
| 1580 | ret[COL_CURSOR * 3 + 0] = 0.2F; |
| 1581 | ret[COL_CURSOR * 3 + 1] = 0.8F; |
| 1582 | ret[COL_CURSOR * 3 + 2] = 0.0F; |
| 1583 | |
| 1584 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 1585 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 1586 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 1587 | |
| 1588 | *ncolours = NCOLOURS; |
| 1589 | return ret; |
| 1590 | } |
| 1591 | |
| 1592 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1593 | { |
| 1594 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1595 | |
| 1596 | ds->tilesize = ds->started = ds->solved = 0; |
| 1597 | ds->w = state->w; |
| 1598 | ds->h = state->h; |
| 1599 | ds->n = state->n; |
| 1600 | |
| 1601 | ds->flags = snewn(state->n, unsigned int); |
| 1602 | |
| 1603 | memset(ds->flags, 0, state->n*sizeof(unsigned int)); |
| 1604 | |
| 1605 | return ds; |
| 1606 | } |
| 1607 | |
| 1608 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1609 | { |
| 1610 | sfree(ds->flags); |
| 1611 | sfree(ds); |
| 1612 | } |
| 1613 | |
| 1614 | static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y, |
| 1615 | int num, unsigned int f) |
| 1616 | { |
| 1617 | int tcol, bg, dnum, cx, cy, tsz; |
| 1618 | char buf[32]; |
| 1619 | |
| 1620 | if (f & DS_BLACK) { |
| 1621 | bg = (f & DS_ERROR) ? COL_ERROR : COL_BLACK; |
| 1622 | tcol = COL_BLACKNUM; |
| 1623 | dnum = (f & DS_BLACK_NUM) ? 1 : 0; |
| 1624 | } else { |
| 1625 | bg = (f & DS_FLASH) ? COL_LOWLIGHT : COL_BACKGROUND; |
| 1626 | tcol = (f & DS_ERROR) ? COL_ERROR : COL_BLACK; |
| 1627 | dnum = 1; |
| 1628 | } |
| 1629 | |
| 1630 | cx = x + TILE_SIZE/2; cy = y + TILE_SIZE/2; |
| 1631 | |
| 1632 | draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg); |
| 1633 | draw_rect_outline(dr, x, y, TILE_SIZE, TILE_SIZE, |
| 1634 | (f & DS_IMPOSSIBLE) ? COL_ERROR : COL_GRID); |
| 1635 | |
| 1636 | if (f & DS_CIRCLE) { |
| 1637 | draw_circle(dr, cx, cy, CRAD, tcol, tcol); |
| 1638 | draw_circle(dr, cx, cy, CRAD-1, bg, tcol); |
| 1639 | } |
| 1640 | |
| 1641 | if (dnum) { |
| 1642 | sprintf(buf, "%d", num); |
| 1643 | if (strlen(buf) == 1) |
| 1644 | tsz = TEXTSZ; |
| 1645 | else |
| 1646 | tsz = (CRAD*2 - 1) / strlen(buf); |
| 1647 | draw_text(dr, cx, cy, FONT_VARIABLE, tsz, |
| 1648 | ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, buf); |
| 1649 | } |
| 1650 | |
| 1651 | if (f & DS_CURSOR) |
| 1652 | draw_rect_corners(dr, cx, cy, TEXTSZ/2, COL_CURSOR); |
| 1653 | |
| 1654 | draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); |
| 1655 | } |
| 1656 | |
| 1657 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1658 | game_state *state, int dir, game_ui *ui, |
| 1659 | float animtime, float flashtime) |
| 1660 | { |
| 1661 | int x, y, i, flash; |
| 1662 | unsigned int f; |
| 1663 | |
| 1664 | flash = (int)(flashtime * 5 / FLASH_TIME) % 2; |
| 1665 | |
| 1666 | if (!ds->started) { |
| 1667 | int wsz = TILE_SIZE * state->w + 2 * BORDER; |
| 1668 | int hsz = TILE_SIZE * state->h + 2 * BORDER; |
| 1669 | draw_rect(dr, 0, 0, wsz, hsz, COL_BACKGROUND); |
| 1670 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
| 1671 | TILE_SIZE * state->w + 2, TILE_SIZE * state->h + 2, |
| 1672 | COL_GRID); |
| 1673 | draw_update(dr, 0, 0, wsz, hsz); |
| 1674 | } |
| 1675 | for (x = 0; x < state->w; x++) { |
| 1676 | for (y = 0; y < state->h; y++) { |
| 1677 | i = y*state->w + x; |
| 1678 | f = 0; |
| 1679 | |
| 1680 | if (flash) f |= DS_FLASH; |
| 1681 | if (state->impossible) f |= DS_IMPOSSIBLE; |
| 1682 | |
| 1683 | if (ui->cshow && x == ui->cx && y == ui->cy) |
| 1684 | f |= DS_CURSOR; |
| 1685 | if (state->flags[i] & F_BLACK) { |
| 1686 | f |= DS_BLACK; |
| 1687 | if (ui->show_black_nums) f |= DS_BLACK_NUM; |
| 1688 | } |
| 1689 | if (state->flags[i] & F_CIRCLE) |
| 1690 | f |= DS_CIRCLE; |
| 1691 | if (state->flags[i] & F_ERROR) |
| 1692 | f |= DS_ERROR; |
| 1693 | |
| 1694 | if (!ds->started || ds->flags[i] != f) { |
| 1695 | tile_redraw(dr, ds, COORD(x), COORD(y), |
| 1696 | state->nums[i], f); |
| 1697 | ds->flags[i] = f; |
| 1698 | } |
| 1699 | } |
| 1700 | } |
| 1701 | ds->started = 1; |
| 1702 | } |
| 1703 | |
| 1704 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1705 | int dir, game_ui *ui) |
| 1706 | { |
| 1707 | return 0.0F; |
| 1708 | } |
| 1709 | |
| 1710 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1711 | int dir, game_ui *ui) |
| 1712 | { |
| 1713 | if (!oldstate->completed && |
| 1714 | newstate->completed && !newstate->used_solve) |
| 1715 | return FLASH_TIME; |
| 1716 | return 0.0F; |
| 1717 | } |
| 1718 | |
| 1719 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1720 | { |
| 1721 | return TRUE; |
| 1722 | } |
| 1723 | |
| 1724 | static void game_print_size(game_params *params, float *x, float *y) |
| 1725 | { |
| 1726 | int pw, ph; |
| 1727 | |
| 1728 | /* 8mm squares by default. */ |
| 1729 | game_compute_size(params, 800, &pw, &ph); |
| 1730 | *x = pw / 100.0F; |
| 1731 | *y = ph / 100.0F; |
| 1732 | } |
| 1733 | |
| 1734 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1735 | { |
| 1736 | int ink = print_mono_colour(dr, 0); |
| 1737 | int paper = print_mono_colour(dr, 1); |
| 1738 | int x, y, ox, oy, i; |
| 1739 | char buf[32]; |
| 1740 | |
| 1741 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1742 | game_drawstate ads, *ds = &ads; |
| 1743 | game_set_size(dr, ds, NULL, tilesize); |
| 1744 | |
| 1745 | print_line_width(dr, 2 * TILE_SIZE / 40); |
| 1746 | |
| 1747 | for (x = 0; x < state->w; x++) { |
| 1748 | for (y = 0; y < state->h; y++) { |
| 1749 | ox = COORD(x); oy = COORD(y); |
| 1750 | i = y*state->w+x; |
| 1751 | |
| 1752 | if (state->flags[i] & F_BLACK) { |
| 1753 | draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink); |
| 1754 | } else { |
| 1755 | draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink); |
| 1756 | |
| 1757 | if (state->flags[i] & DS_CIRCLE) |
| 1758 | draw_circle(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, CRAD, |
| 1759 | paper, ink); |
| 1760 | |
| 1761 | sprintf(buf, "%d", state->nums[i]); |
| 1762 | draw_text(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, FONT_VARIABLE, |
| 1763 | TEXTSZ/strlen(buf), ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 1764 | ink, buf); |
| 1765 | } |
| 1766 | } |
| 1767 | } |
| 1768 | } |
| 1769 | |
| 1770 | #ifdef COMBINED |
| 1771 | #define thegame singles |
| 1772 | #endif |
| 1773 | |
| 1774 | const struct game thegame = { |
| 1775 | "Singles", "games.singles", "singles", |
| 1776 | default_params, |
| 1777 | game_fetch_preset, |
| 1778 | decode_params, |
| 1779 | encode_params, |
| 1780 | free_params, |
| 1781 | dup_params, |
| 1782 | TRUE, game_configure, custom_params, |
| 1783 | validate_params, |
| 1784 | new_game_desc, |
| 1785 | validate_desc, |
| 1786 | new_game, |
| 1787 | dup_game, |
| 1788 | free_game, |
| 1789 | TRUE, solve_game, |
| 1790 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1791 | new_ui, |
| 1792 | free_ui, |
| 1793 | encode_ui, |
| 1794 | decode_ui, |
| 1795 | game_changed_state, |
| 1796 | interpret_move, |
| 1797 | execute_move, |
| 1798 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1799 | game_colours, |
| 1800 | game_new_drawstate, |
| 1801 | game_free_drawstate, |
| 1802 | game_redraw, |
| 1803 | game_anim_length, |
| 1804 | game_flash_length, |
| 1805 | TRUE, FALSE, game_print_size, game_print, |
| 1806 | FALSE, /* wants_statusbar */ |
| 1807 | FALSE, game_timing_state, |
| 1808 | REQUIRE_RBUTTON, /* flags */ |
| 1809 | }; |
| 1810 | |
| 1811 | #ifdef STANDALONE_SOLVER |
| 1812 | |
| 1813 | #include <time.h> |
| 1814 | #include <stdarg.h> |
| 1815 | |
| 1816 | static void start_soak(game_params *p, random_state *rs) |
| 1817 | { |
| 1818 | time_t tt_start, tt_now, tt_last; |
| 1819 | char *desc, *aux; |
| 1820 | game_state *s; |
| 1821 | int i, n = 0, ndiff[DIFF_MAX], diff, sret, nblack = 0, nsneaky = 0; |
| 1822 | |
| 1823 | tt_start = tt_now = time(NULL); |
| 1824 | |
| 1825 | printf("Soak-testing a %dx%d grid.\n", p->w, p->h); |
| 1826 | p->diff = DIFF_ANY; |
| 1827 | |
| 1828 | memset(ndiff, 0, DIFF_MAX * sizeof(int)); |
| 1829 | |
| 1830 | while (1) { |
| 1831 | n++; |
| 1832 | desc = new_game_desc(p, rs, &aux, 0); |
| 1833 | s = new_game(NULL, p, desc); |
| 1834 | nsneaky += solve_sneaky(s, NULL); |
| 1835 | |
| 1836 | for (diff = 0; diff < DIFF_MAX; diff++) { |
| 1837 | memset(s->flags, 0, s->n * sizeof(unsigned int)); |
| 1838 | s->completed = s->impossible = 0; |
| 1839 | sret = solve_specific(s, diff, 0); |
| 1840 | if (sret > 0) { |
| 1841 | ndiff[diff]++; |
| 1842 | break; |
| 1843 | } else if (sret < 0) |
| 1844 | fprintf(stderr, "Impossible! %s\n", desc); |
| 1845 | } |
| 1846 | for (i = 0; i < s->n; i++) { |
| 1847 | if (s->flags[i] & F_BLACK) nblack++; |
| 1848 | } |
| 1849 | free_game(s); |
| 1850 | sfree(desc); |
| 1851 | |
| 1852 | tt_last = time(NULL); |
| 1853 | if (tt_last > tt_now) { |
| 1854 | tt_now = tt_last; |
| 1855 | printf("%d total, %3.1f/s, bl/sn %3.1f%%/%3.1f%%: ", |
| 1856 | n, (double)n / ((double)tt_now - tt_start), |
| 1857 | ((double)nblack * 100.0) / (double)(n * p->w * p->h), |
| 1858 | ((double)nsneaky * 100.0) / (double)(n * p->w * p->h)); |
| 1859 | for (diff = 0; diff < DIFF_MAX; diff++) { |
| 1860 | if (diff > 0) printf(", "); |
| 1861 | printf("%d (%3.1f%%) %s", |
| 1862 | ndiff[diff], (double)ndiff[diff] * 100.0 / (double)n, |
| 1863 | singles_diffnames[diff]); |
| 1864 | } |
| 1865 | printf("\n"); |
| 1866 | } |
| 1867 | } |
| 1868 | } |
| 1869 | |
| 1870 | int main(int argc, char **argv) |
| 1871 | { |
| 1872 | char *id = NULL, *desc, *desc_gen = NULL, *tgame, *err, *aux; |
| 1873 | game_state *s = NULL; |
| 1874 | game_params *p = NULL; |
| 1875 | int soln, soak = 0, ret = 1; |
| 1876 | time_t seed = time(NULL); |
| 1877 | random_state *rs = NULL; |
| 1878 | |
| 1879 | setvbuf(stdout, NULL, _IONBF, 0); |
| 1880 | |
| 1881 | while (--argc > 0) { |
| 1882 | char *p = *++argv; |
| 1883 | if (!strcmp(p, "-v")) { |
| 1884 | verbose = 1; |
| 1885 | } else if (!strcmp(p, "--soak")) { |
| 1886 | soak = 1; |
| 1887 | } else if (!strcmp(p, "--seed")) { |
| 1888 | if (argc == 0) { |
| 1889 | fprintf(stderr, "%s: --seed needs an argument", argv[0]); |
| 1890 | goto done; |
| 1891 | } |
| 1892 | seed = (time_t)atoi(*++argv); |
| 1893 | argc--; |
| 1894 | } else if (*p == '-') { |
| 1895 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 1896 | return 1; |
| 1897 | } else { |
| 1898 | id = p; |
| 1899 | } |
| 1900 | } |
| 1901 | |
| 1902 | rs = random_new((void*)&seed, sizeof(time_t)); |
| 1903 | |
| 1904 | if (!id) { |
| 1905 | fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]); |
| 1906 | goto done; |
| 1907 | } |
| 1908 | desc = strchr(id, ':'); |
| 1909 | if (desc) *desc++ = '\0'; |
| 1910 | |
| 1911 | p = default_params(); |
| 1912 | decode_params(p, id); |
| 1913 | err = validate_params(p, 1); |
| 1914 | if (err) { |
| 1915 | fprintf(stderr, "%s: %s", argv[0], err); |
| 1916 | goto done; |
| 1917 | } |
| 1918 | |
| 1919 | if (soak) { |
| 1920 | if (desc) { |
| 1921 | fprintf(stderr, "%s: --soak only needs params, not game desc.\n", argv[0]); |
| 1922 | goto done; |
| 1923 | } |
| 1924 | start_soak(p, rs); |
| 1925 | } else { |
| 1926 | if (!desc) desc = desc_gen = new_game_desc(p, rs, &aux, 0); |
| 1927 | |
| 1928 | err = validate_desc(p, desc); |
| 1929 | if (err) { |
| 1930 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 1931 | free_params(p); |
| 1932 | goto done; |
| 1933 | } |
| 1934 | s = new_game(NULL, p, desc); |
| 1935 | |
| 1936 | if (verbose) { |
| 1937 | tgame = game_text_format(s); |
| 1938 | printf(tgame); |
| 1939 | sfree(tgame); |
| 1940 | } |
| 1941 | |
| 1942 | soln = solve_specific(s, DIFF_ANY, 0); |
| 1943 | tgame = game_text_format(s); |
| 1944 | printf(tgame); |
| 1945 | sfree(tgame); |
| 1946 | printf("Game was %s.\n\n", |
| 1947 | soln < 0 ? "impossible" : soln > 0 ? "solved" : "not solved"); |
| 1948 | } |
| 1949 | ret = 0; |
| 1950 | |
| 1951 | done: |
| 1952 | if (desc_gen) sfree(desc_gen); |
| 1953 | if (p) free_params(p); |
| 1954 | if (s) free_game(s); |
| 1955 | if (rs) random_free(rs); |
| 1956 | |
| 1957 | return ret; |
| 1958 | } |
| 1959 | |
| 1960 | #endif |
| 1961 | |
| 1962 | |
| 1963 | /* vim: set shiftwidth=4 tabstop=8: */ |