| 1 | /* |
| 2 | * magnets.c: implementation of janko.at 'magnets puzzle' game. |
| 3 | * |
| 4 | * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm |
| 5 | * |
| 6 | * Puzzle definition is just the size, and then the list of + (across then |
| 7 | * down) and - (across then down) present, then domino edges. |
| 8 | * |
| 9 | * An example: |
| 10 | * |
| 11 | * + 2 0 1 |
| 12 | * +-----+ |
| 13 | * 1|+ -| |1 |
| 14 | * |-+-+ | |
| 15 | * 0|-|#| |1 |
| 16 | * | +-+-| |
| 17 | * 2|+|- +|1 |
| 18 | * +-----+ |
| 19 | * 1 2 0 - |
| 20 | * |
| 21 | * 3x3:201,102,120,111,LRTT*BBLR |
| 22 | * |
| 23 | * 'Zotmeister' examples: |
| 24 | * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR |
| 25 | * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB** |
| 26 | * |
| 27 | * Janko 6x6 with solution: |
| 28 | * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB |
| 29 | * |
| 30 | * janko 8x8: |
| 31 | * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB |
| 32 | */ |
| 33 | |
| 34 | #include <stdio.h> |
| 35 | #include <stdlib.h> |
| 36 | #include <string.h> |
| 37 | #include <assert.h> |
| 38 | #include <ctype.h> |
| 39 | #include <math.h> |
| 40 | |
| 41 | #include "puzzles.h" |
| 42 | |
| 43 | #ifdef STANDALONE_SOLVER |
| 44 | int verbose = 0; |
| 45 | #endif |
| 46 | |
| 47 | enum { |
| 48 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, |
| 49 | COL_TEXT, COL_ERROR, COL_CURSOR, |
| 50 | COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT, |
| 51 | NCOLOURS |
| 52 | }; |
| 53 | |
| 54 | /* Cell states. */ |
| 55 | enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 }; |
| 56 | |
| 57 | #if defined DEBUGGING || defined STANDALONE_SOLVER |
| 58 | static const char *cellnames[3] = { "neutral", "positive", "negative" }; |
| 59 | #define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] ) |
| 60 | #endif |
| 61 | |
| 62 | #define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' ) |
| 63 | #define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL ) |
| 64 | |
| 65 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) |
| 66 | |
| 67 | #define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0, |
| 68 | 1 --> 2, |
| 69 | 2 --> 4 --> 1 */ |
| 70 | |
| 71 | #define FLASH_TIME 0.7F |
| 72 | |
| 73 | /* Macro ickery copied from slant.c */ |
| 74 | #define DIFFLIST(A) \ |
| 75 | A(EASY,Easy,e) \ |
| 76 | A(TRICKY,Tricky,t) |
| 77 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
| 78 | #define TITLE(upper,title,lower) #title, |
| 79 | #define ENCODE(upper,title,lower) #lower |
| 80 | #define CONFIG(upper,title,lower) ":" #title |
| 81 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
| 82 | static char const *const magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" }; |
| 83 | static char const magnets_diffchars[] = DIFFLIST(ENCODE); |
| 84 | #define DIFFCONFIG DIFFLIST(CONFIG) |
| 85 | |
| 86 | |
| 87 | /* --------------------------------------------------------------- */ |
| 88 | /* Game parameter functions. */ |
| 89 | |
| 90 | struct game_params { |
| 91 | int w, h, diff, stripclues; |
| 92 | }; |
| 93 | |
| 94 | #define DEFAULT_PRESET 2 |
| 95 | |
| 96 | static const struct game_params magnets_presets[] = { |
| 97 | {6, 5, DIFF_EASY, 0}, |
| 98 | {6, 5, DIFF_TRICKY, 0}, |
| 99 | {6, 5, DIFF_TRICKY, 1}, |
| 100 | {8, 7, DIFF_EASY, 0}, |
| 101 | {8, 7, DIFF_TRICKY, 0}, |
| 102 | {8, 7, DIFF_TRICKY, 1}, |
| 103 | {10, 9, DIFF_TRICKY, 0}, |
| 104 | {10, 9, DIFF_TRICKY, 1} |
| 105 | }; |
| 106 | |
| 107 | static game_params *default_params(void) |
| 108 | { |
| 109 | game_params *ret = snew(game_params); |
| 110 | |
| 111 | *ret = magnets_presets[DEFAULT_PRESET]; |
| 112 | |
| 113 | return ret; |
| 114 | } |
| 115 | |
| 116 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 117 | { |
| 118 | game_params *ret; |
| 119 | char buf[64]; |
| 120 | |
| 121 | if (i < 0 || i >= lenof(magnets_presets)) return FALSE; |
| 122 | |
| 123 | ret = default_params(); |
| 124 | *ret = magnets_presets[i]; /* struct copy */ |
| 125 | *params = ret; |
| 126 | |
| 127 | sprintf(buf, "%dx%d %s%s", |
| 128 | magnets_presets[i].w, magnets_presets[i].h, |
| 129 | magnets_diffnames[magnets_presets[i].diff], |
| 130 | magnets_presets[i].stripclues ? ", strip clues" : ""); |
| 131 | *name = dupstr(buf); |
| 132 | |
| 133 | return TRUE; |
| 134 | } |
| 135 | |
| 136 | static void free_params(game_params *params) |
| 137 | { |
| 138 | sfree(params); |
| 139 | } |
| 140 | |
| 141 | static game_params *dup_params(game_params *params) |
| 142 | { |
| 143 | game_params *ret = snew(game_params); |
| 144 | *ret = *params; /* structure copy */ |
| 145 | return ret; |
| 146 | } |
| 147 | |
| 148 | static void decode_params(game_params *ret, char const *string) |
| 149 | { |
| 150 | ret->w = ret->h = atoi(string); |
| 151 | while (*string && isdigit((unsigned char) *string)) ++string; |
| 152 | if (*string == 'x') { |
| 153 | string++; |
| 154 | ret->h = atoi(string); |
| 155 | while (*string && isdigit((unsigned char)*string)) string++; |
| 156 | } |
| 157 | |
| 158 | ret->diff = DIFF_EASY; |
| 159 | if (*string == 'd') { |
| 160 | int i; |
| 161 | string++; |
| 162 | for (i = 0; i < DIFFCOUNT; i++) |
| 163 | if (*string == magnets_diffchars[i]) |
| 164 | ret->diff = i; |
| 165 | if (*string) string++; |
| 166 | } |
| 167 | |
| 168 | ret->stripclues = 0; |
| 169 | if (*string == 'S') { |
| 170 | string++; |
| 171 | ret->stripclues = 1; |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | static char *encode_params(game_params *params, int full) |
| 176 | { |
| 177 | char buf[256]; |
| 178 | sprintf(buf, "%dx%d", params->w, params->h); |
| 179 | if (full) |
| 180 | sprintf(buf + strlen(buf), "d%c%s", |
| 181 | magnets_diffchars[params->diff], |
| 182 | params->stripclues ? "S" : ""); |
| 183 | return dupstr(buf); |
| 184 | } |
| 185 | |
| 186 | static config_item *game_configure(game_params *params) |
| 187 | { |
| 188 | config_item *ret; |
| 189 | char buf[64]; |
| 190 | |
| 191 | ret = snewn(5, config_item); |
| 192 | |
| 193 | ret[0].name = "Width"; |
| 194 | ret[0].type = C_STRING; |
| 195 | sprintf(buf, "%d", params->w); |
| 196 | ret[0].sval = dupstr(buf); |
| 197 | ret[0].ival = 0; |
| 198 | |
| 199 | ret[1].name = "Height"; |
| 200 | ret[1].type = C_STRING; |
| 201 | sprintf(buf, "%d", params->h); |
| 202 | ret[1].sval = dupstr(buf); |
| 203 | ret[1].ival = 0; |
| 204 | |
| 205 | ret[2].name = "Difficulty"; |
| 206 | ret[2].type = C_CHOICES; |
| 207 | ret[2].sval = DIFFCONFIG; |
| 208 | ret[2].ival = params->diff; |
| 209 | |
| 210 | ret[3].name = "Strip clues"; |
| 211 | ret[3].type = C_BOOLEAN; |
| 212 | ret[3].sval = NULL; |
| 213 | ret[3].ival = params->stripclues; |
| 214 | |
| 215 | ret[4].name = NULL; |
| 216 | ret[4].type = C_END; |
| 217 | ret[4].sval = NULL; |
| 218 | ret[4].ival = 0; |
| 219 | |
| 220 | return ret; |
| 221 | } |
| 222 | |
| 223 | static game_params *custom_params(config_item *cfg) |
| 224 | { |
| 225 | game_params *ret = snew(game_params); |
| 226 | |
| 227 | ret->w = atoi(cfg[0].sval); |
| 228 | ret->h = atoi(cfg[1].sval); |
| 229 | ret->diff = cfg[2].ival; |
| 230 | ret->stripclues = cfg[3].ival; |
| 231 | |
| 232 | return ret; |
| 233 | } |
| 234 | |
| 235 | static char *validate_params(game_params *params, int full) |
| 236 | { |
| 237 | if (params->w < 2) return "Width must be at least one"; |
| 238 | if (params->h < 2) return "Height must be at least one"; |
| 239 | if (params->diff < 0 || params->diff >= DIFFCOUNT) |
| 240 | return "Unknown difficulty level"; |
| 241 | |
| 242 | return NULL; |
| 243 | } |
| 244 | |
| 245 | /* --------------------------------------------------------------- */ |
| 246 | /* Game state allocation, deallocation. */ |
| 247 | |
| 248 | struct game_common { |
| 249 | int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */ |
| 250 | int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */ |
| 251 | int *colcount; /* size 3*w, ditto */ |
| 252 | int refcount; |
| 253 | }; |
| 254 | |
| 255 | #define GS_ERROR 1 |
| 256 | #define GS_SET 2 |
| 257 | #define GS_NOTPOSITIVE 4 |
| 258 | #define GS_NOTNEGATIVE 8 |
| 259 | #define GS_NOTNEUTRAL 16 |
| 260 | #define GS_MARK 32 |
| 261 | |
| 262 | #define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL) |
| 263 | |
| 264 | #define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \ |
| 265 | (w) == POSITIVE ? GS_NOTPOSITIVE : \ |
| 266 | (w) == NEGATIVE ? GS_NOTNEGATIVE : \ |
| 267 | 0 ) |
| 268 | |
| 269 | #define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w))) |
| 270 | |
| 271 | struct game_state { |
| 272 | int w, h, wh; |
| 273 | int *grid; /* size w*h, for cell state (pos/neg) */ |
| 274 | unsigned int *flags; /* size w*h */ |
| 275 | int solved, completed, numbered; |
| 276 | |
| 277 | struct game_common *common; /* domino layout never changes. */ |
| 278 | }; |
| 279 | |
| 280 | static void clear_state(game_state *ret) |
| 281 | { |
| 282 | int i; |
| 283 | |
| 284 | ret->solved = ret->completed = ret->numbered = 0; |
| 285 | |
| 286 | memset(ret->common->rowcount, 0, ret->h*3*sizeof(int)); |
| 287 | memset(ret->common->colcount, 0, ret->w*3*sizeof(int)); |
| 288 | |
| 289 | for (i = 0; i < ret->wh; i++) { |
| 290 | ret->grid[i] = EMPTY; |
| 291 | ret->flags[i] = 0; |
| 292 | ret->common->dominoes[i] = i; |
| 293 | } |
| 294 | } |
| 295 | |
| 296 | static game_state *new_state(int w, int h) |
| 297 | { |
| 298 | game_state *ret = snew(game_state); |
| 299 | |
| 300 | memset(ret, 0, sizeof(game_state)); |
| 301 | ret->w = w; |
| 302 | ret->h = h; |
| 303 | ret->wh = w*h; |
| 304 | |
| 305 | ret->grid = snewn(ret->wh, int); |
| 306 | ret->flags = snewn(ret->wh, unsigned int); |
| 307 | |
| 308 | ret->common = snew(struct game_common); |
| 309 | ret->common->refcount = 1; |
| 310 | |
| 311 | ret->common->dominoes = snewn(ret->wh, int); |
| 312 | ret->common->rowcount = snewn(ret->h*3, int); |
| 313 | ret->common->colcount = snewn(ret->w*3, int); |
| 314 | |
| 315 | clear_state(ret); |
| 316 | |
| 317 | return ret; |
| 318 | } |
| 319 | |
| 320 | static game_state *dup_game(game_state *src) |
| 321 | { |
| 322 | game_state *dest = snew(game_state); |
| 323 | |
| 324 | dest->w = src->w; |
| 325 | dest->h = src->h; |
| 326 | dest->wh = src->wh; |
| 327 | |
| 328 | dest->solved = src->solved; |
| 329 | dest->completed = src->completed; |
| 330 | dest->numbered = src->numbered; |
| 331 | |
| 332 | dest->common = src->common; |
| 333 | dest->common->refcount++; |
| 334 | |
| 335 | dest->grid = snewn(dest->wh, int); |
| 336 | memcpy(dest->grid, src->grid, dest->wh*sizeof(int)); |
| 337 | |
| 338 | dest->flags = snewn(dest->wh, unsigned int); |
| 339 | memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int)); |
| 340 | |
| 341 | return dest; |
| 342 | } |
| 343 | |
| 344 | static void free_game(game_state *state) |
| 345 | { |
| 346 | state->common->refcount--; |
| 347 | if (state->common->refcount == 0) { |
| 348 | sfree(state->common->dominoes); |
| 349 | sfree(state->common->rowcount); |
| 350 | sfree(state->common->colcount); |
| 351 | sfree(state->common); |
| 352 | } |
| 353 | sfree(state->flags); |
| 354 | sfree(state->grid); |
| 355 | sfree(state); |
| 356 | } |
| 357 | |
| 358 | /* --------------------------------------------------------------- */ |
| 359 | /* Game generation and reading. */ |
| 360 | |
| 361 | /* For a game of size w*h the game description is: |
| 362 | * w-sized string of column + numbers (L-R), or '.' for none |
| 363 | * semicolon |
| 364 | * h-sized string of row + numbers (T-B), or '.' |
| 365 | * semicolon |
| 366 | * w-sized string of column - numbers (L-R), or '.' |
| 367 | * semicolon |
| 368 | * h-sized string of row - numbers (T-B), or '.' |
| 369 | * semicolon |
| 370 | * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations, |
| 371 | * or '*' for a black singleton square. |
| 372 | * |
| 373 | * for a total length of 2w + 2h + wh + 4. |
| 374 | */ |
| 375 | |
| 376 | static char n2c(int num) { /* XXX cloned from singles.c */ |
| 377 | if (num == -1) |
| 378 | return '.'; |
| 379 | if (num < 10) |
| 380 | return '0' + num; |
| 381 | else if (num < 10+26) |
| 382 | return 'a' + num - 10; |
| 383 | else |
| 384 | return 'A' + num - 10 - 26; |
| 385 | return '?'; |
| 386 | } |
| 387 | |
| 388 | static int c2n(char c) { /* XXX cloned from singles.c */ |
| 389 | if (isdigit((unsigned char)c)) |
| 390 | return (int)(c - '0'); |
| 391 | else if (c >= 'a' && c <= 'z') |
| 392 | return (int)(c - 'a' + 10); |
| 393 | else if (c >= 'A' && c <= 'Z') |
| 394 | return (int)(c - 'A' + 10 + 26); |
| 395 | return -1; |
| 396 | } |
| 397 | |
| 398 | static char *readrow(char *desc, int n, int *array, int off, const char **prob) |
| 399 | { |
| 400 | int i, num; |
| 401 | char c; |
| 402 | |
| 403 | for (i = 0; i < n; i++) { |
| 404 | c = *desc++; |
| 405 | if (c == 0) goto badchar; |
| 406 | if (c == '.') |
| 407 | num = -1; |
| 408 | else { |
| 409 | num = c2n(c); |
| 410 | if (num < 0) goto badchar; |
| 411 | } |
| 412 | array[i*3+off] = num; |
| 413 | } |
| 414 | c = *desc++; |
| 415 | if (c != ',') goto badchar; |
| 416 | return desc; |
| 417 | |
| 418 | badchar: |
| 419 | *prob = (c == 0) ? |
| 420 | "Game description too short" : |
| 421 | "Game description contained unexpected characters"; |
| 422 | return NULL; |
| 423 | } |
| 424 | |
| 425 | static game_state *new_game_int(game_params *params, char *desc, const char **prob) |
| 426 | { |
| 427 | game_state *state = new_state(params->w, params->h); |
| 428 | int x, y, idx, *count; |
| 429 | char c; |
| 430 | |
| 431 | *prob = NULL; |
| 432 | |
| 433 | /* top row, left-to-right */ |
| 434 | desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob); |
| 435 | if (*prob) goto done; |
| 436 | |
| 437 | /* left column, top-to-bottom */ |
| 438 | desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob); |
| 439 | if (*prob) goto done; |
| 440 | |
| 441 | /* bottom row, left-to-right */ |
| 442 | desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob); |
| 443 | if (*prob) goto done; |
| 444 | |
| 445 | /* right column, top-to-bottom */ |
| 446 | desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob); |
| 447 | if (*prob) goto done; |
| 448 | |
| 449 | /* Add neutral counts (== size - pos - neg) to columns and rows. |
| 450 | * Any singleton cells will just be treated as permanently neutral. */ |
| 451 | count = state->common->colcount; |
| 452 | for (x = 0; x < state->w; x++) { |
| 453 | if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0) |
| 454 | count[x*3+NEUTRAL] = -1; |
| 455 | else { |
| 456 | count[x*3+NEUTRAL] = |
| 457 | state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE]; |
| 458 | if (count[x*3+NEUTRAL] < 0) { |
| 459 | *prob = "Column counts inconsistent"; |
| 460 | goto done; |
| 461 | } |
| 462 | } |
| 463 | } |
| 464 | count = state->common->rowcount; |
| 465 | for (y = 0; y < state->h; y++) { |
| 466 | if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0) |
| 467 | count[y*3+NEUTRAL] = -1; |
| 468 | else { |
| 469 | count[y*3+NEUTRAL] = |
| 470 | state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE]; |
| 471 | if (count[y*3+NEUTRAL] < 0) { |
| 472 | *prob = "Row counts inconsistent"; |
| 473 | goto done; |
| 474 | } |
| 475 | } |
| 476 | } |
| 477 | |
| 478 | |
| 479 | for (y = 0; y < state->h; y++) { |
| 480 | for (x = 0; x < state->w; x++) { |
| 481 | idx = y*state->w + x; |
| 482 | nextchar: |
| 483 | c = *desc++; |
| 484 | |
| 485 | if (c == 'L') /* this square is LHS of a domino */ |
| 486 | state->common->dominoes[idx] = idx+1; |
| 487 | else if (c == 'R') /* ... RHS of a domino */ |
| 488 | state->common->dominoes[idx] = idx-1; |
| 489 | else if (c == 'T') /* ... top of a domino */ |
| 490 | state->common->dominoes[idx] = idx+state->w; |
| 491 | else if (c == 'B') /* ... bottom of a domino */ |
| 492 | state->common->dominoes[idx] = idx-state->w; |
| 493 | else if (c == '*') /* singleton */ |
| 494 | state->common->dominoes[idx] = idx; |
| 495 | else if (c == ',') /* spacer, ignore */ |
| 496 | goto nextchar; |
| 497 | else goto badchar; |
| 498 | } |
| 499 | } |
| 500 | |
| 501 | /* Check dominoes as input are sensibly consistent |
| 502 | * (i.e. each end points to the other) */ |
| 503 | for (idx = 0; idx < state->wh; idx++) { |
| 504 | if (state->common->dominoes[idx] < 0 || |
| 505 | state->common->dominoes[idx] > state->wh || |
| 506 | state->common->dominoes[state->common->dominoes[idx]] != idx) { |
| 507 | *prob = "Domino descriptions inconsistent"; |
| 508 | goto done; |
| 509 | } |
| 510 | if (state->common->dominoes[idx] == idx) { |
| 511 | state->grid[idx] = NEUTRAL; |
| 512 | state->flags[idx] |= GS_SET; |
| 513 | } |
| 514 | } |
| 515 | /* Success. */ |
| 516 | state->numbered = 1; |
| 517 | goto done; |
| 518 | |
| 519 | badchar: |
| 520 | *prob = (c == 0) ? |
| 521 | "Game description too short" : |
| 522 | "Game description contained unexpected characters"; |
| 523 | |
| 524 | done: |
| 525 | if (*prob) { |
| 526 | free_game(state); |
| 527 | return NULL; |
| 528 | } |
| 529 | return state; |
| 530 | } |
| 531 | |
| 532 | static char *validate_desc(game_params *params, char *desc) |
| 533 | { |
| 534 | const char *prob; |
| 535 | game_state *st = new_game_int(params, desc, &prob); |
| 536 | if (!st) return (char*)prob; |
| 537 | free_game(st); |
| 538 | return NULL; |
| 539 | } |
| 540 | |
| 541 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 542 | { |
| 543 | const char *prob; |
| 544 | game_state *st = new_game_int(params, desc, &prob); |
| 545 | assert(st); |
| 546 | return st; |
| 547 | } |
| 548 | |
| 549 | static char *generate_desc(game_state *new) |
| 550 | { |
| 551 | int x, y, idx, other, w = new->w, h = new->h; |
| 552 | char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc; |
| 553 | |
| 554 | for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]); |
| 555 | *p++ = ','; |
| 556 | for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]); |
| 557 | *p++ = ','; |
| 558 | |
| 559 | for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]); |
| 560 | *p++ = ','; |
| 561 | for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]); |
| 562 | *p++ = ','; |
| 563 | |
| 564 | for (y = 0; y < h; y++) { |
| 565 | for (x = 0; x < w; x++) { |
| 566 | idx = y*w + x; |
| 567 | other = new->common->dominoes[idx]; |
| 568 | |
| 569 | if (other == idx) *p++ = '*'; |
| 570 | else if (other == idx+1) *p++ = 'L'; |
| 571 | else if (other == idx-1) *p++ = 'R'; |
| 572 | else if (other == idx+w) *p++ = 'T'; |
| 573 | else if (other == idx-w) *p++ = 'B'; |
| 574 | else assert(!"mad domino orientation"); |
| 575 | } |
| 576 | } |
| 577 | *p = '\0'; |
| 578 | |
| 579 | return desc; |
| 580 | } |
| 581 | |
| 582 | static void game_text_hborder(game_state *state, char **p_r) |
| 583 | { |
| 584 | char *p = *p_r; |
| 585 | int x; |
| 586 | |
| 587 | *p++ = ' '; |
| 588 | *p++ = '+'; |
| 589 | for (x = 0; x < state->w*2-1; x++) *p++ = '-'; |
| 590 | *p++ = '+'; |
| 591 | *p++ = '\n'; |
| 592 | |
| 593 | *p_r = p; |
| 594 | } |
| 595 | |
| 596 | static int game_can_format_as_text_now(game_params *params) |
| 597 | { |
| 598 | return TRUE; |
| 599 | } |
| 600 | |
| 601 | static char *game_text_format(game_state *state) |
| 602 | { |
| 603 | int len, x, y, i; |
| 604 | char *ret, *p; |
| 605 | |
| 606 | len = ((state->w*2)+4) * ((state->h*2)+4) + 2; |
| 607 | p = ret = snewn(len, char); |
| 608 | |
| 609 | /* top row: '+' then column totals for plus. */ |
| 610 | *p++ = '+'; |
| 611 | for (x = 0; x < state->w; x++) { |
| 612 | *p++ = ' '; |
| 613 | *p++ = n2c(state->common->colcount[x*3+POSITIVE]); |
| 614 | } |
| 615 | *p++ = '\n'; |
| 616 | |
| 617 | /* top border. */ |
| 618 | game_text_hborder(state, &p); |
| 619 | |
| 620 | for (y = 0; y < state->h; y++) { |
| 621 | *p++ = n2c(state->common->rowcount[y*3+POSITIVE]); |
| 622 | *p++ = '|'; |
| 623 | for (x = 0; x < state->w; x++) { |
| 624 | i = y*state->w+x; |
| 625 | *p++ = state->common->dominoes[i] == i ? '#' : |
| 626 | state->grid[i] == POSITIVE ? '+' : |
| 627 | state->grid[i] == NEGATIVE ? '-' : |
| 628 | state->flags[i] & GS_SET ? '*' : ' '; |
| 629 | if (x < (state->w-1)) |
| 630 | *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|'; |
| 631 | } |
| 632 | *p++ = '|'; |
| 633 | *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]); |
| 634 | *p++ = '\n'; |
| 635 | |
| 636 | if (y < (state->h-1)) { |
| 637 | *p++ = ' '; |
| 638 | *p++ = '|'; |
| 639 | for (x = 0; x < state->w; x++) { |
| 640 | i = y*state->w+x; |
| 641 | *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-'; |
| 642 | if (x < (state->w-1)) |
| 643 | *p++ = '+'; |
| 644 | } |
| 645 | *p++ = '|'; |
| 646 | *p++ = '\n'; |
| 647 | } |
| 648 | } |
| 649 | |
| 650 | /* bottom border. */ |
| 651 | game_text_hborder(state, &p); |
| 652 | |
| 653 | /* bottom row: column totals for minus then '-'. */ |
| 654 | *p++ = ' '; |
| 655 | for (x = 0; x < state->w; x++) { |
| 656 | *p++ = ' '; |
| 657 | *p++ = n2c(state->common->colcount[x*3+NEGATIVE]); |
| 658 | } |
| 659 | *p++ = ' '; |
| 660 | *p++ = '-'; |
| 661 | *p++ = '\n'; |
| 662 | *p++ = '\0'; |
| 663 | |
| 664 | return ret; |
| 665 | } |
| 666 | |
| 667 | static void game_debug(game_state *state, const char *desc) |
| 668 | { |
| 669 | char *fmt = game_text_format(state); |
| 670 | debug(("%s:\n%s\n", desc, fmt)); |
| 671 | sfree(fmt); |
| 672 | } |
| 673 | |
| 674 | enum { ROW, COLUMN }; |
| 675 | |
| 676 | typedef struct rowcol { |
| 677 | int i, di, n, roworcol, num; |
| 678 | int *targets; |
| 679 | const char *name; |
| 680 | } rowcol; |
| 681 | |
| 682 | static rowcol mkrowcol(game_state *state, int num, int roworcol) |
| 683 | { |
| 684 | rowcol rc; |
| 685 | |
| 686 | rc.roworcol = roworcol; |
| 687 | rc.num = num; |
| 688 | |
| 689 | if (roworcol == ROW) { |
| 690 | rc.i = num * state->w; |
| 691 | rc.di = 1; |
| 692 | rc.n = state->w; |
| 693 | rc.targets = &(state->common->rowcount[num*3]); |
| 694 | rc.name = "row"; |
| 695 | } else if (roworcol == COLUMN) { |
| 696 | rc.i = num; |
| 697 | rc.di = state->w; |
| 698 | rc.n = state->h; |
| 699 | rc.targets = &(state->common->colcount[num*3]); |
| 700 | rc.name = "column"; |
| 701 | } else { |
| 702 | assert(!"unknown roworcol"); |
| 703 | } |
| 704 | return rc; |
| 705 | } |
| 706 | |
| 707 | static int count_rowcol(game_state *state, int num, int roworcol, int which) |
| 708 | { |
| 709 | int i, count = 0; |
| 710 | rowcol rc = mkrowcol(state, num, roworcol); |
| 711 | |
| 712 | for (i = 0; i < rc.n; i++, rc.i += rc.di) { |
| 713 | if (which < 0) { |
| 714 | if (state->grid[rc.i] == EMPTY && |
| 715 | !(state->flags[rc.i] & GS_SET)) |
| 716 | count++; |
| 717 | } else if (state->grid[rc.i] == which) |
| 718 | count++; |
| 719 | } |
| 720 | return count; |
| 721 | } |
| 722 | |
| 723 | static void check_rowcol(game_state *state, int num, int roworcol, int which, |
| 724 | int *wrong, int *incomplete) |
| 725 | { |
| 726 | int count, target = mkrowcol(state, num, roworcol).targets[which]; |
| 727 | |
| 728 | if (target == -1) return; /* no number to check against. */ |
| 729 | |
| 730 | count = count_rowcol(state, num, roworcol, which); |
| 731 | if (count < target) *incomplete = 1; |
| 732 | if (count > target) *wrong = 1; |
| 733 | } |
| 734 | |
| 735 | static int check_completion(game_state *state) |
| 736 | { |
| 737 | int i, j, x, y, idx, w = state->w, h = state->h; |
| 738 | int which = POSITIVE, wrong = 0, incomplete = 0; |
| 739 | |
| 740 | /* Check row and column counts for magnets. */ |
| 741 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { |
| 742 | for (i = 0; i < w; i++) |
| 743 | check_rowcol(state, i, COLUMN, which, &wrong, &incomplete); |
| 744 | |
| 745 | for (i = 0; i < h; i++) |
| 746 | check_rowcol(state, i, ROW, which, &wrong, &incomplete); |
| 747 | } |
| 748 | /* Check each domino has been filled, and that we don't have |
| 749 | * touching identical terminals. */ |
| 750 | for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR; |
| 751 | for (x = 0; x < w; x++) { |
| 752 | for (y = 0; y < h; y++) { |
| 753 | idx = y*w + x; |
| 754 | if (state->common->dominoes[idx] == idx) |
| 755 | continue; /* no domino here */ |
| 756 | |
| 757 | if (!(state->flags[idx] & GS_SET)) |
| 758 | incomplete = 1; |
| 759 | |
| 760 | which = state->grid[idx]; |
| 761 | if (which != NEUTRAL) { |
| 762 | #define CHECK(xx,yy) do { \ |
| 763 | if (INGRID(state,xx,yy) && \ |
| 764 | (state->grid[(yy)*w+(xx)] == which)) { \ |
| 765 | wrong = 1; \ |
| 766 | state->flags[(yy)*w+(xx)] |= GS_ERROR; \ |
| 767 | state->flags[y*w+x] |= GS_ERROR; \ |
| 768 | } \ |
| 769 | } while(0) |
| 770 | CHECK(x,y-1); |
| 771 | CHECK(x,y+1); |
| 772 | CHECK(x-1,y); |
| 773 | CHECK(x+1,y); |
| 774 | #undef CHECK |
| 775 | } |
| 776 | } |
| 777 | } |
| 778 | return wrong ? -1 : incomplete ? 0 : 1; |
| 779 | } |
| 780 | |
| 781 | static const int dx[4] = {-1, 1, 0, 0}; |
| 782 | static const int dy[4] = {0, 0, -1, 1}; |
| 783 | |
| 784 | static void solve_clearflags(game_state *state) |
| 785 | { |
| 786 | int i; |
| 787 | |
| 788 | for (i = 0; i < state->wh; i++) { |
| 789 | state->flags[i] &= ~GS_NOTMASK; |
| 790 | if (state->common->dominoes[i] != i) |
| 791 | state->flags[i] &= ~GS_SET; |
| 792 | } |
| 793 | } |
| 794 | |
| 795 | /* Knowing a given cell cannot be a certain colour also tells us |
| 796 | * something about the other cell in that domino. */ |
| 797 | static int solve_unflag(game_state *state, int i, int which, |
| 798 | const char *why, rowcol *rc) |
| 799 | { |
| 800 | int ii, ret = 0; |
| 801 | #if defined DEBUGGING || defined STANDALONE_SOLVER |
| 802 | int w = state->w; |
| 803 | #endif |
| 804 | |
| 805 | assert(i >= 0 && i < state->wh); |
| 806 | ii = state->common->dominoes[i]; |
| 807 | if (ii == i) return 0; |
| 808 | |
| 809 | if (rc) |
| 810 | debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); |
| 811 | |
| 812 | if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) { |
| 813 | debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).", |
| 814 | i%w, i/w, NAME(which), why)); |
| 815 | return -1; |
| 816 | } |
| 817 | if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) { |
| 818 | debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).", |
| 819 | ii%w, ii/w, NAME(OPPOSITE(which)), why)); |
| 820 | return -1; |
| 821 | } |
| 822 | if (POSSIBLE(i, which)) { |
| 823 | state->flags[i] |= NOTFLAG(which); |
| 824 | ret++; |
| 825 | debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)", |
| 826 | i%w, i/w, NAME(which), why)); |
| 827 | } |
| 828 | if (POSSIBLE(ii, OPPOSITE(which))) { |
| 829 | state->flags[ii] |= NOTFLAG(OPPOSITE(which)); |
| 830 | ret++; |
| 831 | debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)", |
| 832 | ii%w, ii/w, NAME(OPPOSITE(which)), why)); |
| 833 | } |
| 834 | #ifdef STANDALONE_SOLVER |
| 835 | if (verbose && ret) { |
| 836 | printf("(%d,%d)", i%w, i/w); |
| 837 | if (rc) printf(" in %s %d", rc->name, rc->num); |
| 838 | printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n", |
| 839 | NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); |
| 840 | } |
| 841 | #endif |
| 842 | return ret; |
| 843 | } |
| 844 | |
| 845 | static int solve_unflag_surrounds(game_state *state, int i, int which) |
| 846 | { |
| 847 | int x = i%state->w, y = i/state->w, xx, yy, j, ii; |
| 848 | |
| 849 | assert(INGRID(state, x, y)); |
| 850 | |
| 851 | for (j = 0; j < 4; j++) { |
| 852 | xx = x+dx[j]; yy = y+dy[j]; |
| 853 | if (!INGRID(state, xx, yy)) continue; |
| 854 | |
| 855 | ii = yy*state->w+xx; |
| 856 | if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0) |
| 857 | return -1; |
| 858 | } |
| 859 | return 0; |
| 860 | } |
| 861 | |
| 862 | /* Sets a cell to a particular colour, and also perform other |
| 863 | * housekeeping around that. */ |
| 864 | static int solve_set(game_state *state, int i, int which, |
| 865 | const char *why, rowcol *rc) |
| 866 | { |
| 867 | int ii; |
| 868 | #if defined DEBUGGING || defined STANDALONE_SOLVER |
| 869 | int w = state->w; |
| 870 | #endif |
| 871 | |
| 872 | ii = state->common->dominoes[i]; |
| 873 | |
| 874 | if (state->flags[i] & GS_SET) { |
| 875 | if (state->grid[i] == which) { |
| 876 | return 0; /* was already set and held, do nothing. */ |
| 877 | } else { |
| 878 | debug(("solve_set: (%d,%d) is held and %s, cannot set to %s", |
| 879 | i%w, i/w, NAME(state->grid[i]), NAME(which))); |
| 880 | return -1; |
| 881 | } |
| 882 | } |
| 883 | if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) { |
| 884 | debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s", |
| 885 | ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which)))); |
| 886 | return -1; |
| 887 | } |
| 888 | if (!POSSIBLE(i, which)) { |
| 889 | debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which))); |
| 890 | return -1; |
| 891 | } |
| 892 | if (!POSSIBLE(ii, OPPOSITE(which))) { |
| 893 | debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).", |
| 894 | ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w)); |
| 895 | return -1; |
| 896 | } |
| 897 | |
| 898 | #ifdef STANDALONE_SOLVER |
| 899 | if (verbose) { |
| 900 | printf("(%d,%d)", i%w, i/w); |
| 901 | if (rc) printf(" in %s %d", rc->name, rc->num); |
| 902 | printf(" set to %s (%s), opposite (%d,%d) set to %s.\n", |
| 903 | NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); |
| 904 | } |
| 905 | #endif |
| 906 | if (rc) |
| 907 | debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); |
| 908 | debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:", |
| 909 | i%w, i/w, NAME(which), why)); |
| 910 | |
| 911 | if (which != NEUTRAL) { |
| 912 | if (solve_unflag_surrounds(state, i, which) < 0) |
| 913 | return -1; |
| 914 | if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0) |
| 915 | return -1; |
| 916 | } |
| 917 | |
| 918 | state->grid[i] = which; |
| 919 | state->grid[ii] = OPPOSITE(which); |
| 920 | |
| 921 | state->flags[i] |= GS_SET; |
| 922 | state->flags[ii] |= GS_SET; |
| 923 | |
| 924 | debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why)); |
| 925 | |
| 926 | return 1; |
| 927 | } |
| 928 | |
| 929 | /* counts should be int[4]. */ |
| 930 | static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset) |
| 931 | { |
| 932 | int i, j, which; |
| 933 | |
| 934 | assert(counts); |
| 935 | for (i = 0; i < 4; i++) { |
| 936 | counts[i] = 0; |
| 937 | if (unset) unset[i] = 0; |
| 938 | } |
| 939 | |
| 940 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 941 | if (state->flags[i] & GS_SET) { |
| 942 | assert(state->grid[i] < 3); |
| 943 | counts[state->grid[i]]++; |
| 944 | } else if (unset) { |
| 945 | for (which = 0; which <= 2; which++) { |
| 946 | if (POSSIBLE(i, which)) |
| 947 | unset[which]++; |
| 948 | } |
| 949 | } |
| 950 | } |
| 951 | } |
| 952 | |
| 953 | static int solve_checkfull(game_state *state, rowcol rc, int *counts) |
| 954 | { |
| 955 | int starti = rc.i, j, which, didsth = 0, target; |
| 956 | int unset[4]; |
| 957 | |
| 958 | assert(state->numbered); /* only useful (should only be called) if numbered. */ |
| 959 | |
| 960 | solve_counts(state, rc, counts, unset); |
| 961 | |
| 962 | for (which = 0; which <= 2; which++) { |
| 963 | target = rc.targets[which]; |
| 964 | if (target == -1) continue; |
| 965 | |
| 966 | /*debug(("%s %d for %s: target %d, count %d, unset %d", |
| 967 | rc.name, rc.num, NAME(which), |
| 968 | target, counts[which], unset[which]));*/ |
| 969 | |
| 970 | if (target < counts[which]) { |
| 971 | debug(("%s %d has too many (%d) %s squares (target %d), impossible!", |
| 972 | rc.name, rc.num, counts[which], NAME(which), target)); |
| 973 | return -1; |
| 974 | } |
| 975 | if (target == counts[which]) { |
| 976 | /* We have the correct no. of the colour in this row/column |
| 977 | * already; unflag all the rest. */ |
| 978 | for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { |
| 979 | if (state->flags[rc.i] & GS_SET) continue; |
| 980 | if (!POSSIBLE(rc.i, which)) continue; |
| 981 | |
| 982 | if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0) |
| 983 | return -1; |
| 984 | didsth = 1; |
| 985 | } |
| 986 | } else if ((target - counts[which]) == unset[which]) { |
| 987 | /* We need all the remaining unset squares for this colour; |
| 988 | * set them all. */ |
| 989 | for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { |
| 990 | if (state->flags[rc.i] & GS_SET) continue; |
| 991 | if (!POSSIBLE(rc.i, which)) continue; |
| 992 | |
| 993 | if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0) |
| 994 | return -1; |
| 995 | didsth = 1; |
| 996 | } |
| 997 | } |
| 998 | } |
| 999 | return didsth; |
| 1000 | } |
| 1001 | |
| 1002 | static int solve_startflags(game_state *state) |
| 1003 | { |
| 1004 | int x, y, i; |
| 1005 | |
| 1006 | for (x = 0; x < state->w; x++) { |
| 1007 | for (y = 0; y < state->h; y++) { |
| 1008 | i = y*state->w+x; |
| 1009 | if (state->common->dominoes[i] == i) continue; |
| 1010 | if (state->grid[i] != NEUTRAL || |
| 1011 | state->flags[i] & GS_SET) { |
| 1012 | if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0) |
| 1013 | return -1; |
| 1014 | } |
| 1015 | } |
| 1016 | } |
| 1017 | return 0; |
| 1018 | } |
| 1019 | |
| 1020 | typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts); |
| 1021 | |
| 1022 | static int solve_rowcols(game_state *state, rowcolfn fn) |
| 1023 | { |
| 1024 | int x, y, didsth = 0, ret; |
| 1025 | rowcol rc; |
| 1026 | int counts[4]; |
| 1027 | |
| 1028 | for (x = 0; x < state->w; x++) { |
| 1029 | rc = mkrowcol(state, x, COLUMN); |
| 1030 | solve_counts(state, rc, counts, NULL); |
| 1031 | |
| 1032 | ret = fn(state, rc, counts); |
| 1033 | if (ret < 0) return ret; |
| 1034 | didsth += ret; |
| 1035 | } |
| 1036 | for (y = 0; y < state->h; y++) { |
| 1037 | rc = mkrowcol(state, y, ROW); |
| 1038 | solve_counts(state, rc, counts, NULL); |
| 1039 | |
| 1040 | ret = fn(state, rc, counts); |
| 1041 | if (ret < 0) return ret; |
| 1042 | didsth += ret; |
| 1043 | } |
| 1044 | return didsth; |
| 1045 | } |
| 1046 | |
| 1047 | static int solve_force(game_state *state) |
| 1048 | { |
| 1049 | int i, which, didsth = 0; |
| 1050 | unsigned long f; |
| 1051 | |
| 1052 | for (i = 0; i < state->wh; i++) { |
| 1053 | if (state->flags[i] & GS_SET) continue; |
| 1054 | if (state->common->dominoes[i] == i) continue; |
| 1055 | |
| 1056 | f = state->flags[i] & GS_NOTMASK; |
| 1057 | which = -1; |
| 1058 | if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE)) |
| 1059 | which = NEUTRAL; |
| 1060 | if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL)) |
| 1061 | which = NEGATIVE; |
| 1062 | if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL)) |
| 1063 | which = POSITIVE; |
| 1064 | if (which != -1) { |
| 1065 | if (solve_set(state, i, which, "forced by flags", NULL) < 0) |
| 1066 | return -1; |
| 1067 | didsth = 1; |
| 1068 | } |
| 1069 | } |
| 1070 | return didsth; |
| 1071 | } |
| 1072 | |
| 1073 | static int solve_neither(game_state *state) |
| 1074 | { |
| 1075 | int i, j, didsth = 0; |
| 1076 | |
| 1077 | for (i = 0; i < state->wh; i++) { |
| 1078 | if (state->flags[i] & GS_SET) continue; |
| 1079 | j = state->common->dominoes[i]; |
| 1080 | if (i == j) continue; |
| 1081 | |
| 1082 | if (((state->flags[i] & GS_NOTPOSITIVE) && |
| 1083 | (state->flags[j] & GS_NOTPOSITIVE)) || |
| 1084 | ((state->flags[i] & GS_NOTNEGATIVE) && |
| 1085 | (state->flags[j] & GS_NOTNEGATIVE))) { |
| 1086 | if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0) |
| 1087 | return -1; |
| 1088 | didsth = 1; |
| 1089 | } |
| 1090 | } |
| 1091 | return didsth; |
| 1092 | } |
| 1093 | |
| 1094 | static int solve_advancedfull(game_state *state, rowcol rc, int *counts) |
| 1095 | { |
| 1096 | int i, j, nfound = 0, clearpos = 0, clearneg = 0, ret = 0; |
| 1097 | |
| 1098 | /* For this row/col, look for a domino entirely within the row where |
| 1099 | * both ends can only be + or - (but isn't held). |
| 1100 | * The +/- counts can thus be decremented by 1 each, and the 'unset' |
| 1101 | * count by 2. |
| 1102 | * |
| 1103 | * Once that's done for all such dominoes (and they're marked), try |
| 1104 | * and made usual deductions about rest of the row based on new totals. */ |
| 1105 | |
| 1106 | if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1) |
| 1107 | return 0; /* don't have a target for either colour, nothing to do. */ |
| 1108 | if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) && |
| 1109 | (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE])) |
| 1110 | return 0; /* both colours are full up already, nothing to do. */ |
| 1111 | |
| 1112 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) |
| 1113 | state->flags[i] &= ~GS_MARK; |
| 1114 | |
| 1115 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1116 | if (state->flags[i] & GS_SET) continue; |
| 1117 | |
| 1118 | /* We're looking for a domino in our row/col, thus if |
| 1119 | * dominoes[i] -> i+di we've found one. */ |
| 1120 | if (state->common->dominoes[i] != i+rc.di) continue; |
| 1121 | |
| 1122 | /* We need both squares of this domino to be either + or - |
| 1123 | * (i.e. both NOTNEUTRAL only). */ |
| 1124 | if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) || |
| 1125 | ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL)) |
| 1126 | continue; |
| 1127 | |
| 1128 | debug(("Domino in %s %d at (%d,%d) must be polarised.", |
| 1129 | rc.name, rc.num, i%state->w, i/state->w)); |
| 1130 | state->flags[i] |= GS_MARK; |
| 1131 | state->flags[i+rc.di] |= GS_MARK; |
| 1132 | nfound++; |
| 1133 | } |
| 1134 | if (nfound == 0) return 0; |
| 1135 | |
| 1136 | /* nfound is #dominoes we matched, which will all be marked. */ |
| 1137 | counts[POSITIVE] += nfound; |
| 1138 | counts[NEGATIVE] += nfound; |
| 1139 | |
| 1140 | if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) { |
| 1141 | debug(("%s %d has now filled POSITIVE:", rc.name, rc.num)); |
| 1142 | clearpos = 1; |
| 1143 | } |
| 1144 | if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) { |
| 1145 | debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num)); |
| 1146 | clearneg = 1; |
| 1147 | } |
| 1148 | |
| 1149 | if (!clearpos && !clearneg) return 0; |
| 1150 | |
| 1151 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1152 | if (state->flags[i] & GS_SET) continue; |
| 1153 | if (state->flags[i] & GS_MARK) continue; |
| 1154 | |
| 1155 | if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) { |
| 1156 | if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0) |
| 1157 | return -1; |
| 1158 | ret++; |
| 1159 | } |
| 1160 | if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) { |
| 1161 | if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0) |
| 1162 | return -1; |
| 1163 | ret++; |
| 1164 | } |
| 1165 | } |
| 1166 | |
| 1167 | return ret; |
| 1168 | } |
| 1169 | |
| 1170 | /* If we only have one neutral still to place on a row/column then no |
| 1171 | dominoes entirely in that row/column can be neutral. */ |
| 1172 | static int solve_nonneutral(game_state *state, rowcol rc, int *counts) |
| 1173 | { |
| 1174 | int i, j, ret = 0; |
| 1175 | |
| 1176 | if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1) |
| 1177 | return 0; |
| 1178 | |
| 1179 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1180 | if (state->flags[i] & GS_SET) continue; |
| 1181 | if (state->common->dominoes[i] != i+rc.di) continue; |
| 1182 | |
| 1183 | if (!(state->flags[i] & GS_NOTNEUTRAL)) { |
| 1184 | if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0) |
| 1185 | return -1; |
| 1186 | ret++; |
| 1187 | } |
| 1188 | } |
| 1189 | return ret; |
| 1190 | } |
| 1191 | |
| 1192 | /* If we need to fill all unfilled cells with +-, and we need 1 more of |
| 1193 | * one than the other, and we have a single odd-numbered region of unfilled |
| 1194 | * cells, that odd-numbered region must start and end with the extra number. */ |
| 1195 | static int solve_oddlength(game_state *state, rowcol rc, int *counts) |
| 1196 | { |
| 1197 | int i, j, ret = 0, extra, tpos, tneg; |
| 1198 | int start = -1, length = 0, inempty = 0, startodd = -1; |
| 1199 | |
| 1200 | /* need zero neutral cells still to find... */ |
| 1201 | if (rc.targets[NEUTRAL] != counts[NEUTRAL]) |
| 1202 | return 0; |
| 1203 | |
| 1204 | /* ...and #positive and #negative to differ by one. */ |
| 1205 | tpos = rc.targets[POSITIVE] - counts[POSITIVE]; |
| 1206 | tneg = rc.targets[NEGATIVE] - counts[NEGATIVE]; |
| 1207 | if (tpos == tneg+1) |
| 1208 | extra = POSITIVE; |
| 1209 | else if (tneg == tpos+1) |
| 1210 | extra = NEGATIVE; |
| 1211 | else return 0; |
| 1212 | |
| 1213 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1214 | if (state->flags[i] & GS_SET) { |
| 1215 | if (inempty) { |
| 1216 | if (length % 2) { |
| 1217 | /* we've just finished an odd-length section. */ |
| 1218 | if (startodd != -1) goto twoodd; |
| 1219 | startodd = start; |
| 1220 | } |
| 1221 | inempty = 0; |
| 1222 | } |
| 1223 | } else { |
| 1224 | if (inempty) |
| 1225 | length++; |
| 1226 | else { |
| 1227 | start = i; |
| 1228 | length = 1; |
| 1229 | inempty = 1; |
| 1230 | } |
| 1231 | } |
| 1232 | } |
| 1233 | if (inempty && (length % 2)) { |
| 1234 | if (startodd != -1) goto twoodd; |
| 1235 | startodd = start; |
| 1236 | } |
| 1237 | if (startodd != -1) |
| 1238 | ret = solve_set(state, startodd, extra, "odd-length section start", &rc); |
| 1239 | |
| 1240 | return ret; |
| 1241 | |
| 1242 | twoodd: |
| 1243 | debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.", |
| 1244 | rc.name, rc.num, |
| 1245 | startodd%state->w, startodd/state->w, |
| 1246 | start%state->w, start/state->w)); |
| 1247 | return 0; |
| 1248 | } |
| 1249 | |
| 1250 | /* Count the number of remaining empty dominoes in any row/col. |
| 1251 | * If that number is equal to the #remaining positive, |
| 1252 | * or to the #remaining negative, no empty cells can be neutral. */ |
| 1253 | static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts) |
| 1254 | { |
| 1255 | int i, j, ndom = 0, nonn = 0, ret = 0; |
| 1256 | |
| 1257 | if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1)) |
| 1258 | return 0; /* need at least one target to compare. */ |
| 1259 | |
| 1260 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1261 | if (state->flags[i] & GS_SET) continue; |
| 1262 | assert(state->grid[i] == EMPTY); |
| 1263 | |
| 1264 | /* Skip solo cells, or second cell in domino. */ |
| 1265 | if ((state->common->dominoes[i] == i) || |
| 1266 | (state->common->dominoes[i] == i-rc.di)) |
| 1267 | continue; |
| 1268 | |
| 1269 | ndom++; |
| 1270 | } |
| 1271 | |
| 1272 | if ((rc.targets[POSITIVE] != -1) && |
| 1273 | (rc.targets[POSITIVE]-counts[POSITIVE] == ndom)) |
| 1274 | nonn = 1; |
| 1275 | if ((rc.targets[NEGATIVE] != -1) && |
| 1276 | (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom)) |
| 1277 | nonn = 1; |
| 1278 | |
| 1279 | if (!nonn) return 0; |
| 1280 | |
| 1281 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1282 | if (state->flags[i] & GS_SET) continue; |
| 1283 | |
| 1284 | if (!(state->flags[i] & GS_NOTNEUTRAL)) { |
| 1285 | if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0) |
| 1286 | return -1; |
| 1287 | ret++; |
| 1288 | } |
| 1289 | } |
| 1290 | return ret; |
| 1291 | } |
| 1292 | |
| 1293 | static int solve_domino_count(game_state *state, rowcol rc, int i, int which) |
| 1294 | { |
| 1295 | int nposs = 0; |
| 1296 | |
| 1297 | /* Skip solo cells or 2nd in domino. */ |
| 1298 | if ((state->common->dominoes[i] == i) || |
| 1299 | (state->common->dominoes[i] == i-rc.di)) |
| 1300 | return 0; |
| 1301 | |
| 1302 | if (state->flags[i] & GS_SET) |
| 1303 | return 0; |
| 1304 | |
| 1305 | if (POSSIBLE(i, which)) |
| 1306 | nposs++; |
| 1307 | |
| 1308 | if (state->common->dominoes[i] == i+rc.di) { |
| 1309 | /* second cell of domino is on our row: test that too. */ |
| 1310 | if (POSSIBLE(i+rc.di, which)) |
| 1311 | nposs++; |
| 1312 | } |
| 1313 | return nposs; |
| 1314 | } |
| 1315 | |
| 1316 | /* Count number of dominoes we could put each of + and - into. If it is equal |
| 1317 | * to the #left, any domino we can only put + or - in one cell of must have it. */ |
| 1318 | static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts) |
| 1319 | { |
| 1320 | int which, w, i, j, ndom = 0, didsth = 0, toset; |
| 1321 | |
| 1322 | for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) { |
| 1323 | if (rc.targets[which] == -1) continue; |
| 1324 | |
| 1325 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1326 | if (solve_domino_count(state, rc, i, which) > 0) |
| 1327 | ndom++; |
| 1328 | } |
| 1329 | |
| 1330 | if ((rc.targets[which] - counts[which]) != ndom) |
| 1331 | continue; |
| 1332 | |
| 1333 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { |
| 1334 | if (solve_domino_count(state, rc, i, which) == 1) { |
| 1335 | if (POSSIBLE(i, which)) |
| 1336 | toset = i; |
| 1337 | else { |
| 1338 | /* paranoia, should have been checked by solve_domino_count. */ |
| 1339 | assert(state->common->dominoes[i] == i+rc.di); |
| 1340 | assert(POSSIBLE(i+rc.di, which)); |
| 1341 | toset = i+rc.di; |
| 1342 | } |
| 1343 | if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0) |
| 1344 | return -1; |
| 1345 | didsth++; |
| 1346 | } |
| 1347 | } |
| 1348 | } |
| 1349 | return didsth; |
| 1350 | } |
| 1351 | |
| 1352 | /* danger, evil macro. can't use the do { ... } while(0) trick because |
| 1353 | * the continue breaks. */ |
| 1354 | #define SOLVE_FOR_ROWCOLS(fn) \ |
| 1355 | ret = solve_rowcols(state, fn); \ |
| 1356 | if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \ |
| 1357 | if (ret > 0) continue |
| 1358 | |
| 1359 | static int solve_state(game_state *state, int diff) |
| 1360 | { |
| 1361 | int ret; |
| 1362 | |
| 1363 | debug(("solve_state, difficulty %s", magnets_diffnames[diff])); |
| 1364 | |
| 1365 | solve_clearflags(state); |
| 1366 | if (solve_startflags(state) < 0) return -1; |
| 1367 | |
| 1368 | while (1) { |
| 1369 | ret = solve_force(state); |
| 1370 | if (ret > 0) continue; |
| 1371 | if (ret < 0) return -1; |
| 1372 | |
| 1373 | ret = solve_neither(state); |
| 1374 | if (ret > 0) continue; |
| 1375 | if (ret < 0) return -1; |
| 1376 | |
| 1377 | SOLVE_FOR_ROWCOLS(solve_checkfull); |
| 1378 | SOLVE_FOR_ROWCOLS(solve_oddlength); |
| 1379 | |
| 1380 | if (diff < DIFF_TRICKY) break; |
| 1381 | |
| 1382 | SOLVE_FOR_ROWCOLS(solve_advancedfull); |
| 1383 | SOLVE_FOR_ROWCOLS(solve_nonneutral); |
| 1384 | SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral); |
| 1385 | SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral); |
| 1386 | |
| 1387 | /* more ... */ |
| 1388 | |
| 1389 | break; |
| 1390 | } |
| 1391 | return check_completion(state); |
| 1392 | } |
| 1393 | |
| 1394 | |
| 1395 | static char *game_state_diff(game_state *src, game_state *dst, int issolve) |
| 1396 | { |
| 1397 | char *ret = NULL, buf[80], c; |
| 1398 | int retlen = 0, x, y, i, k; |
| 1399 | |
| 1400 | assert(src->w == dst->w && src->h == dst->h); |
| 1401 | |
| 1402 | if (issolve) { |
| 1403 | ret = sresize(ret, 3, char); |
| 1404 | ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0'; |
| 1405 | retlen += 2; |
| 1406 | } |
| 1407 | for (x = 0; x < dst->w; x++) { |
| 1408 | for (y = 0; y < dst->h; y++) { |
| 1409 | i = y*dst->w+x; |
| 1410 | |
| 1411 | if (src->common->dominoes[i] == i) continue; |
| 1412 | |
| 1413 | #define APPEND do { \ |
| 1414 | ret = sresize(ret, retlen + k + 1, char); \ |
| 1415 | strcpy(ret + retlen, buf); \ |
| 1416 | retlen += k; \ |
| 1417 | } while(0) |
| 1418 | |
| 1419 | if ((src->grid[i] != dst->grid[i]) || |
| 1420 | ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) { |
| 1421 | if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET)) |
| 1422 | c = ' '; |
| 1423 | else |
| 1424 | c = GRID2CHAR(dst->grid[i]); |
| 1425 | k = sprintf(buf, "%c%d,%d;", (int)c, x, y); |
| 1426 | APPEND; |
| 1427 | } |
| 1428 | } |
| 1429 | } |
| 1430 | debug(("game_state_diff returns %s", ret)); |
| 1431 | return ret; |
| 1432 | } |
| 1433 | |
| 1434 | static void solve_from_aux(game_state *state, char *aux) |
| 1435 | { |
| 1436 | int i; |
| 1437 | assert(strlen(aux) == state->wh); |
| 1438 | for (i = 0; i < state->wh; i++) { |
| 1439 | state->grid[i] = CHAR2GRID(aux[i]); |
| 1440 | state->flags[i] |= GS_SET; |
| 1441 | } |
| 1442 | } |
| 1443 | |
| 1444 | static char *solve_game(game_state *state, game_state *currstate, |
| 1445 | char *aux, char **error) |
| 1446 | { |
| 1447 | game_state *solved = dup_game(currstate); |
| 1448 | char *move = NULL; |
| 1449 | int ret; |
| 1450 | |
| 1451 | if (aux && strlen(aux) == state->wh) { |
| 1452 | solve_from_aux(solved, aux); |
| 1453 | goto solved; |
| 1454 | } |
| 1455 | |
| 1456 | if (solve_state(solved, DIFFCOUNT) > 0) goto solved; |
| 1457 | free_game(solved); |
| 1458 | |
| 1459 | solved = dup_game(state); |
| 1460 | ret = solve_state(solved, DIFFCOUNT); |
| 1461 | if (ret > 0) goto solved; |
| 1462 | free_game(solved); |
| 1463 | |
| 1464 | *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle."; |
| 1465 | return NULL; |
| 1466 | |
| 1467 | solved: |
| 1468 | move = game_state_diff(currstate, solved, 1); |
| 1469 | free_game(solved); |
| 1470 | return move; |
| 1471 | } |
| 1472 | |
| 1473 | static int solve_unnumbered(game_state *state) |
| 1474 | { |
| 1475 | int i, ret; |
| 1476 | while (1) { |
| 1477 | ret = solve_force(state); |
| 1478 | if (ret > 0) continue; |
| 1479 | if (ret < 0) return -1; |
| 1480 | |
| 1481 | ret = solve_neither(state); |
| 1482 | if (ret > 0) continue; |
| 1483 | if (ret < 0) return -1; |
| 1484 | |
| 1485 | break; |
| 1486 | } |
| 1487 | for (i = 0; i < state->wh; i++) { |
| 1488 | if (!(state->flags[i] & GS_SET)) return 0; |
| 1489 | } |
| 1490 | return 1; |
| 1491 | } |
| 1492 | |
| 1493 | static int lay_dominoes(game_state *state, random_state *rs, int *scratch) |
| 1494 | { |
| 1495 | int n, i, ret = 0, nlaid = 0, n_initial_neutral; |
| 1496 | |
| 1497 | for (i = 0; i < state->wh; i++) { |
| 1498 | scratch[i] = i; |
| 1499 | state->grid[i] = EMPTY; |
| 1500 | state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0; |
| 1501 | } |
| 1502 | shuffle(scratch, state->wh, sizeof(int), rs); |
| 1503 | |
| 1504 | n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10); |
| 1505 | |
| 1506 | for (n = 0; n < state->wh; n++) { |
| 1507 | /* Find a space ... */ |
| 1508 | |
| 1509 | i = scratch[n]; |
| 1510 | if (state->flags[i] & GS_SET) continue; /* already laid here. */ |
| 1511 | |
| 1512 | /* ...and lay a domino if we can. */ |
| 1513 | |
| 1514 | debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w)); |
| 1515 | |
| 1516 | /* The choice of which type of domino to lay here leads to subtle differences |
| 1517 | * in the sorts of boards that get produced. Too much bias towards magnets |
| 1518 | * leads to games that are too easy. |
| 1519 | * |
| 1520 | * Currently, it lays a small set of dominoes at random as neutral, and |
| 1521 | * then lays the rest preferring to be magnets -- however, if the |
| 1522 | * current layout is such that a magnet won't go there, then it lays |
| 1523 | * another neutral. |
| 1524 | * |
| 1525 | * The number of initially neutral dominoes is limited as grids get bigger: |
| 1526 | * too many neutral dominoes invariably ends up with insoluble puzzle at |
| 1527 | * this size, and the positioning process means it'll always end up laying |
| 1528 | * more than the initial 5 anyway. |
| 1529 | */ |
| 1530 | |
| 1531 | /* We should always be able to lay a neutral anywhere. */ |
| 1532 | assert(!(state->flags[i] & GS_NOTNEUTRAL)); |
| 1533 | |
| 1534 | if (n < n_initial_neutral) { |
| 1535 | debug((" ...laying neutral\n")); |
| 1536 | ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL); |
| 1537 | } else { |
| 1538 | debug((" ... preferring magnet\n")); |
| 1539 | if (!(state->flags[i] & GS_NOTPOSITIVE)) |
| 1540 | ret = solve_set(state, i, POSITIVE, "layout", NULL); |
| 1541 | else if (!(state->flags[i] & GS_NOTNEGATIVE)) |
| 1542 | ret = solve_set(state, i, NEGATIVE, "layout", NULL); |
| 1543 | else |
| 1544 | ret = solve_set(state, i, NEUTRAL, "layout", NULL); |
| 1545 | } |
| 1546 | if (!ret) { |
| 1547 | debug(("Unable to lay anything at (%d,%d), giving up.", |
| 1548 | i%state->w, i/state->w)); |
| 1549 | ret = -1; |
| 1550 | break; |
| 1551 | } |
| 1552 | |
| 1553 | nlaid++; |
| 1554 | ret = solve_unnumbered(state); |
| 1555 | if (ret == -1) |
| 1556 | debug(("solve_unnumbered decided impossible.\n")); |
| 1557 | if (ret != 0) |
| 1558 | break; |
| 1559 | } |
| 1560 | |
| 1561 | debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2)); |
| 1562 | game_debug(state, "Final layout"); |
| 1563 | return ret; |
| 1564 | } |
| 1565 | |
| 1566 | static void gen_game(game_state *new, random_state *rs) |
| 1567 | { |
| 1568 | int ret, x, y, val; |
| 1569 | int *scratch = snewn(new->wh, int); |
| 1570 | |
| 1571 | #ifdef STANDALONE_SOLVER |
| 1572 | if (verbose) printf("Generating new game...\n"); |
| 1573 | #endif |
| 1574 | |
| 1575 | clear_state(new); |
| 1576 | sfree(new->common->dominoes); /* bit grotty. */ |
| 1577 | new->common->dominoes = domino_layout(new->w, new->h, rs); |
| 1578 | |
| 1579 | do { |
| 1580 | ret = lay_dominoes(new, rs, scratch); |
| 1581 | } while(ret == -1); |
| 1582 | |
| 1583 | /* for each cell, update colcount/rowcount as appropriate. */ |
| 1584 | memset(new->common->colcount, 0, new->w*3*sizeof(int)); |
| 1585 | memset(new->common->rowcount, 0, new->h*3*sizeof(int)); |
| 1586 | for (x = 0; x < new->w; x++) { |
| 1587 | for (y = 0; y < new->h; y++) { |
| 1588 | val = new->grid[y*new->w+x]; |
| 1589 | new->common->colcount[x*3+val]++; |
| 1590 | new->common->rowcount[y*3+val]++; |
| 1591 | } |
| 1592 | } |
| 1593 | new->numbered = 1; |
| 1594 | |
| 1595 | sfree(scratch); |
| 1596 | } |
| 1597 | |
| 1598 | static void generate_aux(game_state *new, char *aux) |
| 1599 | { |
| 1600 | int i; |
| 1601 | for (i = 0; i < new->wh; i++) |
| 1602 | aux[i] = GRID2CHAR(new->grid[i]); |
| 1603 | aux[new->wh] = '\0'; |
| 1604 | } |
| 1605 | |
| 1606 | static int check_difficulty(game_params *params, game_state *new, |
| 1607 | random_state *rs) |
| 1608 | { |
| 1609 | int *scratch, *grid_correct, slen, i; |
| 1610 | |
| 1611 | memset(new->grid, EMPTY, new->wh*sizeof(int)); |
| 1612 | |
| 1613 | if (params->diff > DIFF_EASY) { |
| 1614 | /* If this is too easy, return. */ |
| 1615 | if (solve_state(new, params->diff-1) > 0) { |
| 1616 | debug(("Puzzle is too easy.")); |
| 1617 | return -1; |
| 1618 | } |
| 1619 | } |
| 1620 | if (solve_state(new, params->diff) <= 0) { |
| 1621 | debug(("Puzzle is not soluble at requested difficulty.")); |
| 1622 | return -1; |
| 1623 | } |
| 1624 | if (!params->stripclues) return 0; |
| 1625 | |
| 1626 | /* Copy the correct grid away. */ |
| 1627 | grid_correct = snewn(new->wh, int); |
| 1628 | memcpy(grid_correct, new->grid, new->wh*sizeof(int)); |
| 1629 | |
| 1630 | /* Create shuffled array of side-clue locations. */ |
| 1631 | slen = new->w*2 + new->h*2; |
| 1632 | scratch = snewn(slen, int); |
| 1633 | for (i = 0; i < slen; i++) scratch[i] = i; |
| 1634 | shuffle(scratch, slen, sizeof(int), rs); |
| 1635 | |
| 1636 | /* For each clue, check whether removing it makes the puzzle unsoluble; |
| 1637 | * put it back if so. */ |
| 1638 | for (i = 0; i < slen; i++) { |
| 1639 | int num = scratch[i], which, roworcol, target, targetn, ret; |
| 1640 | rowcol rc; |
| 1641 | |
| 1642 | /* work out which clue we meant. */ |
| 1643 | if (num < new->w+new->h) { which = POSITIVE; } |
| 1644 | else { which = NEGATIVE; num -= new->w+new->h; } |
| 1645 | |
| 1646 | if (num < new->w) { roworcol = COLUMN; } |
| 1647 | else { roworcol = ROW; num -= new->w; } |
| 1648 | |
| 1649 | /* num is now the row/column index in question. */ |
| 1650 | rc = mkrowcol(new, num, roworcol); |
| 1651 | |
| 1652 | /* Remove clue, storing original... */ |
| 1653 | target = rc.targets[which]; |
| 1654 | targetn = rc.targets[NEUTRAL]; |
| 1655 | rc.targets[which] = -1; |
| 1656 | rc.targets[NEUTRAL] = -1; |
| 1657 | |
| 1658 | /* ...and see if we can still solve it. */ |
| 1659 | game_debug(new, "removed clue, new board:"); |
| 1660 | memset(new->grid, EMPTY, new->wh * sizeof(int)); |
| 1661 | ret = solve_state(new, params->diff); |
| 1662 | assert(ret != -1); |
| 1663 | |
| 1664 | if (ret == 0 || |
| 1665 | memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) { |
| 1666 | /* We made it ambiguous: put clue back. */ |
| 1667 | debug(("...now impossible/different, put clue back.")); |
| 1668 | rc.targets[which] = target; |
| 1669 | rc.targets[NEUTRAL] = targetn; |
| 1670 | } |
| 1671 | } |
| 1672 | sfree(scratch); |
| 1673 | sfree(grid_correct); |
| 1674 | |
| 1675 | return 0; |
| 1676 | } |
| 1677 | |
| 1678 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1679 | char **aux_r, int interactive) |
| 1680 | { |
| 1681 | game_state *new = new_state(params->w, params->h); |
| 1682 | char *desc, *aux = snewn(new->wh+1, char); |
| 1683 | |
| 1684 | do { |
| 1685 | gen_game(new, rs); |
| 1686 | generate_aux(new, aux); |
| 1687 | } while (check_difficulty(params, new, rs) < 0); |
| 1688 | |
| 1689 | /* now we're complete, generate the description string |
| 1690 | * and an aux_info for the completed game. */ |
| 1691 | desc = generate_desc(new); |
| 1692 | |
| 1693 | free_game(new); |
| 1694 | |
| 1695 | *aux_r = aux; |
| 1696 | return desc; |
| 1697 | } |
| 1698 | |
| 1699 | struct game_ui { |
| 1700 | int cur_x, cur_y, cur_visible; |
| 1701 | }; |
| 1702 | |
| 1703 | static game_ui *new_ui(game_state *state) |
| 1704 | { |
| 1705 | game_ui *ui = snew(game_ui); |
| 1706 | ui->cur_x = ui->cur_y = 0; |
| 1707 | ui->cur_visible = 0; |
| 1708 | return ui; |
| 1709 | } |
| 1710 | |
| 1711 | static void free_ui(game_ui *ui) |
| 1712 | { |
| 1713 | sfree(ui); |
| 1714 | } |
| 1715 | |
| 1716 | static char *encode_ui(game_ui *ui) |
| 1717 | { |
| 1718 | return NULL; |
| 1719 | } |
| 1720 | |
| 1721 | static void decode_ui(game_ui *ui, char *encoding) |
| 1722 | { |
| 1723 | } |
| 1724 | |
| 1725 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1726 | game_state *newstate) |
| 1727 | { |
| 1728 | if (!oldstate->completed && newstate->completed) |
| 1729 | ui->cur_visible = 0; |
| 1730 | } |
| 1731 | |
| 1732 | struct game_drawstate { |
| 1733 | int tilesize, started, solved; |
| 1734 | int w, h; |
| 1735 | unsigned long *what; /* size w*h */ |
| 1736 | unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */ |
| 1737 | }; |
| 1738 | |
| 1739 | #define DS_WHICH_MASK 0xf |
| 1740 | |
| 1741 | #define DS_ERROR 0x10 |
| 1742 | #define DS_CURSOR 0x20 |
| 1743 | #define DS_SET 0x40 |
| 1744 | #define DS_FULL 0x80 |
| 1745 | #define DS_NOTPOS 0x100 |
| 1746 | #define DS_NOTNEG 0x200 |
| 1747 | #define DS_NOTNEU 0x400 |
| 1748 | #define DS_FLASH 0x800 |
| 1749 | |
| 1750 | #define PREFERRED_TILE_SIZE 32 |
| 1751 | #define TILE_SIZE (ds->tilesize) |
| 1752 | #define BORDER (TILE_SIZE / 8) |
| 1753 | |
| 1754 | #define COORD(x) ( (x+1) * TILE_SIZE + BORDER ) |
| 1755 | #define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 ) |
| 1756 | |
| 1757 | static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, |
| 1758 | int x, int y, int button) |
| 1759 | { |
| 1760 | int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr; |
| 1761 | char *nullret = NULL, buf[80], movech; |
| 1762 | enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action; |
| 1763 | |
| 1764 | if (IS_CURSOR_MOVE(button)) { |
| 1765 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); |
| 1766 | ui->cur_visible = 1; |
| 1767 | return ""; |
| 1768 | } else if (IS_CURSOR_SELECT(button)) { |
| 1769 | if (!ui->cur_visible) { |
| 1770 | ui->cur_visible = 1; |
| 1771 | return ""; |
| 1772 | } |
| 1773 | action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL; |
| 1774 | gx = ui->cur_x; |
| 1775 | gy = ui->cur_y; |
| 1776 | } else if (INGRID(state, gx, gy) && |
| 1777 | (button == LEFT_BUTTON || button == RIGHT_BUTTON)) { |
| 1778 | if (ui->cur_visible) { |
| 1779 | ui->cur_visible = 0; |
| 1780 | nullret = ""; |
| 1781 | } |
| 1782 | action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL; |
| 1783 | } else |
| 1784 | return NULL; |
| 1785 | |
| 1786 | idx = gy * state->w + gx; |
| 1787 | if (state->common->dominoes[idx] == idx) return nullret; |
| 1788 | curr = state->grid[idx]; |
| 1789 | |
| 1790 | if (action == CYCLE_MAGNET) { |
| 1791 | /* ... empty --> positive --> negative --> empty ... */ |
| 1792 | |
| 1793 | if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET) |
| 1794 | return nullret; /* can't cycle a magnet from a neutral. */ |
| 1795 | movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' '; |
| 1796 | } else if (action == CYCLE_NEUTRAL) { |
| 1797 | /* ... empty -> neutral -> !neutral --> empty ... */ |
| 1798 | |
| 1799 | if (state->grid[idx] != NEUTRAL) |
| 1800 | return nullret; /* can't cycle through neutral from a magnet. */ |
| 1801 | |
| 1802 | /* All of these are grid == EMPTY == NEUTRAL; it twiddles |
| 1803 | * combinations of flags. */ |
| 1804 | if (state->flags[idx] & GS_SET) /* neutral */ |
| 1805 | movech = '?'; |
| 1806 | else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */ |
| 1807 | movech = ' '; |
| 1808 | else |
| 1809 | movech = '.'; |
| 1810 | } else { |
| 1811 | assert(!"unknown action"); |
| 1812 | movech = 0; /* placate optimiser */ |
| 1813 | } |
| 1814 | |
| 1815 | sprintf(buf, "%c%d,%d", movech, gx, gy); |
| 1816 | |
| 1817 | return dupstr(buf); |
| 1818 | } |
| 1819 | |
| 1820 | static game_state *execute_move(game_state *state, char *move) |
| 1821 | { |
| 1822 | game_state *ret = dup_game(state); |
| 1823 | int x, y, n, idx, idx2; |
| 1824 | char c; |
| 1825 | |
| 1826 | if (!*move) goto badmove; |
| 1827 | while (*move) { |
| 1828 | c = *move++; |
| 1829 | if (c == 'S') { |
| 1830 | ret->solved = TRUE; |
| 1831 | n = 0; |
| 1832 | } else if (c == '+' || c == '-' || |
| 1833 | c == '.' || c == ' ' || c == '?') { |
| 1834 | if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) || |
| 1835 | !INGRID(state, x, y)) goto badmove; |
| 1836 | |
| 1837 | idx = y*state->w + x; |
| 1838 | idx2 = state->common->dominoes[idx]; |
| 1839 | if (idx == idx2) goto badmove; |
| 1840 | |
| 1841 | ret->flags[idx] &= ~GS_NOTMASK; |
| 1842 | ret->flags[idx2] &= ~GS_NOTMASK; |
| 1843 | |
| 1844 | if (c == ' ' || c == '?') { |
| 1845 | ret->grid[idx] = EMPTY; |
| 1846 | ret->grid[idx2] = EMPTY; |
| 1847 | ret->flags[idx] &= ~GS_SET; |
| 1848 | ret->flags[idx2] &= ~GS_SET; |
| 1849 | if (c == '?') { |
| 1850 | ret->flags[idx] |= GS_NOTNEUTRAL; |
| 1851 | ret->flags[idx2] |= GS_NOTNEUTRAL; |
| 1852 | } |
| 1853 | } else { |
| 1854 | ret->grid[idx] = CHAR2GRID(c); |
| 1855 | ret->grid[idx2] = OPPOSITE(CHAR2GRID(c)); |
| 1856 | ret->flags[idx] |= GS_SET; |
| 1857 | ret->flags[idx2] |= GS_SET; |
| 1858 | } |
| 1859 | } else |
| 1860 | goto badmove; |
| 1861 | |
| 1862 | move += n; |
| 1863 | if (*move == ';') move++; |
| 1864 | else if (*move) goto badmove; |
| 1865 | } |
| 1866 | if (check_completion(ret) == 1) |
| 1867 | ret->completed = 1; |
| 1868 | |
| 1869 | return ret; |
| 1870 | |
| 1871 | badmove: |
| 1872 | free_game(ret); |
| 1873 | return NULL; |
| 1874 | } |
| 1875 | |
| 1876 | /* ---------------------------------------------------------------------- |
| 1877 | * Drawing routines. |
| 1878 | */ |
| 1879 | |
| 1880 | static void game_compute_size(game_params *params, int tilesize, |
| 1881 | int *x, int *y) |
| 1882 | { |
| 1883 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1884 | struct { int tilesize; } ads, *ds = &ads; |
| 1885 | ads.tilesize = tilesize; |
| 1886 | |
| 1887 | *x = TILE_SIZE * (params->w+2) + 2 * BORDER; |
| 1888 | *y = TILE_SIZE * (params->h+2) + 2 * BORDER; |
| 1889 | } |
| 1890 | |
| 1891 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1892 | game_params *params, int tilesize) |
| 1893 | { |
| 1894 | ds->tilesize = tilesize; |
| 1895 | } |
| 1896 | |
| 1897 | static float *game_colours(frontend *fe, int *ncolours) |
| 1898 | { |
| 1899 | float *ret = snewn(3 * NCOLOURS, float); |
| 1900 | int i; |
| 1901 | |
| 1902 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1903 | |
| 1904 | for (i = 0; i < 3; i++) { |
| 1905 | ret[COL_TEXT * 3 + i] = 0.0F; |
| 1906 | ret[COL_NEGATIVE * 3 + i] = 0.0F; |
| 1907 | ret[COL_CURSOR * 3 + i] = 0.9F; |
| 1908 | } |
| 1909 | |
| 1910 | ret[COL_POSITIVE * 3 + 0] = 0.8F; |
| 1911 | ret[COL_POSITIVE * 3 + 1] = 0.0F; |
| 1912 | ret[COL_POSITIVE * 3 + 2] = 0.0F; |
| 1913 | |
| 1914 | ret[COL_NEUTRAL * 3 + 0] = 0.10F; |
| 1915 | ret[COL_NEUTRAL * 3 + 1] = 0.60F; |
| 1916 | ret[COL_NEUTRAL * 3 + 2] = 0.10F; |
| 1917 | |
| 1918 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 1919 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 1920 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 1921 | |
| 1922 | ret[COL_NOT * 3 + 0] = 0.2F; |
| 1923 | ret[COL_NOT * 3 + 1] = 0.2F; |
| 1924 | ret[COL_NOT * 3 + 2] = 1.0F; |
| 1925 | |
| 1926 | *ncolours = NCOLOURS; |
| 1927 | return ret; |
| 1928 | } |
| 1929 | |
| 1930 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1931 | { |
| 1932 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1933 | |
| 1934 | ds->tilesize = ds->started = ds->solved = 0; |
| 1935 | ds->w = state->w; |
| 1936 | ds->h = state->h; |
| 1937 | |
| 1938 | ds->what = snewn(state->wh, unsigned long); |
| 1939 | memset(ds->what, 0, state->wh*sizeof(unsigned long)); |
| 1940 | |
| 1941 | ds->colwhat = snewn(state->w*3, unsigned long); |
| 1942 | memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long)); |
| 1943 | ds->rowwhat = snewn(state->h*3, unsigned long); |
| 1944 | memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long)); |
| 1945 | |
| 1946 | return ds; |
| 1947 | } |
| 1948 | |
| 1949 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1950 | { |
| 1951 | sfree(ds->colwhat); |
| 1952 | sfree(ds->rowwhat); |
| 1953 | sfree(ds->what); |
| 1954 | sfree(ds); |
| 1955 | } |
| 1956 | |
| 1957 | static void draw_num_col(drawing *dr, game_drawstate *ds, int rowcol, int which, |
| 1958 | int idx, int colbg, int col, int num) |
| 1959 | { |
| 1960 | char buf[32]; |
| 1961 | int cx, cy, tsz; |
| 1962 | |
| 1963 | if (num < 0) return; |
| 1964 | |
| 1965 | sprintf(buf, "%d", num); |
| 1966 | tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf); |
| 1967 | |
| 1968 | if (rowcol == ROW) { |
| 1969 | cx = BORDER; |
| 1970 | if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1); |
| 1971 | cy = BORDER + TILE_SIZE * (idx+1); |
| 1972 | } else { |
| 1973 | cx = BORDER + TILE_SIZE * (idx+1); |
| 1974 | cy = BORDER; |
| 1975 | if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1); |
| 1976 | } |
| 1977 | |
| 1978 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg); |
| 1979 | draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz, |
| 1980 | ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf); |
| 1981 | |
| 1982 | draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); |
| 1983 | } |
| 1984 | |
| 1985 | static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which, |
| 1986 | int idx, unsigned long c, int num) |
| 1987 | { |
| 1988 | draw_num_col(dr, ds, rowcol, which, idx, COL_BACKGROUND, |
| 1989 | (c & DS_ERROR) ? COL_ERROR : COL_TEXT, num); |
| 1990 | } |
| 1991 | |
| 1992 | static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col) |
| 1993 | { |
| 1994 | int cx = COORD(x), cy = COORD(y); |
| 1995 | int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2; |
| 1996 | int roff = TILE_SIZE/4, rsz = 2*roff+1; |
| 1997 | int soff = TILE_SIZE/16, ssz = 2*soff+1; |
| 1998 | |
| 1999 | if (which == POSITIVE || which == NEGATIVE) { |
| 2000 | draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col); |
| 2001 | if (which == POSITIVE) |
| 2002 | draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col); |
| 2003 | } else if (col == COL_NOT) { |
| 2004 | /* not-a-neutral is a blue question mark. */ |
| 2005 | char qu[2] = { '?', 0 }; |
| 2006 | draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10, |
| 2007 | ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu); |
| 2008 | } else { |
| 2009 | draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col); |
| 2010 | draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col); |
| 2011 | } |
| 2012 | } |
| 2013 | |
| 2014 | enum { |
| 2015 | TYPE_L, |
| 2016 | TYPE_R, |
| 2017 | TYPE_T, |
| 2018 | TYPE_B, |
| 2019 | TYPE_BLANK |
| 2020 | }; |
| 2021 | |
| 2022 | /* NOT responsible for redrawing background or updating. */ |
| 2023 | static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes, |
| 2024 | int x, int y, int which, int bg, int fg, int perc) |
| 2025 | { |
| 2026 | int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK; |
| 2027 | int gutter, radius, coffset; |
| 2028 | |
| 2029 | /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */ |
| 2030 | gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100; |
| 2031 | radius = (perc * (TILE_SIZE / 8)) / 100; |
| 2032 | coffset = gutter + radius; |
| 2033 | |
| 2034 | i = y*ds->w + x; |
| 2035 | other = dominoes[i]; |
| 2036 | |
| 2037 | if (other == i) return; |
| 2038 | else if (other == i+1) type = TYPE_L; |
| 2039 | else if (other == i-1) type = TYPE_R; |
| 2040 | else if (other == i+ds->w) type = TYPE_T; |
| 2041 | else if (other == i-ds->w) type = TYPE_B; |
| 2042 | else assert(!"mad domino orientation"); |
| 2043 | |
| 2044 | /* domino drawing shamelessly stolen from dominosa.c. */ |
| 2045 | if (type == TYPE_L || type == TYPE_T) |
| 2046 | draw_circle(dr, cx+coffset, cy+coffset, |
| 2047 | radius, bg, bg); |
| 2048 | if (type == TYPE_R || type == TYPE_T) |
| 2049 | draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset, |
| 2050 | radius, bg, bg); |
| 2051 | if (type == TYPE_L || type == TYPE_B) |
| 2052 | draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset, |
| 2053 | radius, bg, bg); |
| 2054 | if (type == TYPE_R || type == TYPE_B) |
| 2055 | draw_circle(dr, cx+TILE_SIZE-1-coffset, |
| 2056 | cy+TILE_SIZE-1-coffset, |
| 2057 | radius, bg, bg); |
| 2058 | |
| 2059 | for (i = 0; i < 2; i++) { |
| 2060 | int x1, y1, x2, y2; |
| 2061 | |
| 2062 | x1 = cx + (i ? gutter : coffset); |
| 2063 | y1 = cy + (i ? coffset : gutter); |
| 2064 | x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset); |
| 2065 | y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter); |
| 2066 | if (type == TYPE_L) |
| 2067 | x2 = cx + TILE_SIZE; |
| 2068 | else if (type == TYPE_R) |
| 2069 | x1 = cx; |
| 2070 | else if (type == TYPE_T) |
| 2071 | y2 = cy + TILE_SIZE ; |
| 2072 | else if (type == TYPE_B) |
| 2073 | y1 = cy; |
| 2074 | |
| 2075 | draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg); |
| 2076 | } |
| 2077 | |
| 2078 | if (fg != -1) draw_sym(dr, ds, x, y, which, fg); |
| 2079 | } |
| 2080 | |
| 2081 | static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes, |
| 2082 | int x, int y, unsigned long flags) |
| 2083 | { |
| 2084 | int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100; |
| 2085 | int which = flags & DS_WHICH_MASK; |
| 2086 | |
| 2087 | flags &= ~DS_WHICH_MASK; |
| 2088 | |
| 2089 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
| 2090 | |
| 2091 | if (flags & DS_CURSOR) |
| 2092 | bg = COL_CURSOR; /* off-white white for cursor */ |
| 2093 | else if (which == POSITIVE) |
| 2094 | bg = COL_POSITIVE; |
| 2095 | else if (which == NEGATIVE) |
| 2096 | bg = COL_NEGATIVE; |
| 2097 | else if (flags & DS_SET) |
| 2098 | bg = COL_NEUTRAL; /* green inner for neutral cells */ |
| 2099 | else |
| 2100 | bg = COL_LOWLIGHT; /* light grey for empty cells. */ |
| 2101 | |
| 2102 | if (which == EMPTY && !(flags & DS_SET)) { |
| 2103 | int notwhich = -1; |
| 2104 | fg = -1; /* don't draw cross unless actually set as neutral. */ |
| 2105 | |
| 2106 | if (flags & DS_NOTPOS) notwhich = POSITIVE; |
| 2107 | if (flags & DS_NOTNEG) notwhich = NEGATIVE; |
| 2108 | if (flags & DS_NOTNEU) notwhich = NEUTRAL; |
| 2109 | if (notwhich != -1) { |
| 2110 | which = notwhich; |
| 2111 | fg = COL_NOT; |
| 2112 | } |
| 2113 | } else |
| 2114 | fg = (flags & DS_ERROR) ? COL_ERROR : |
| 2115 | (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND; |
| 2116 | |
| 2117 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); |
| 2118 | |
| 2119 | if (flags & DS_FLASH) { |
| 2120 | int bordercol = COL_HIGHLIGHT; |
| 2121 | draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc); |
| 2122 | perc = 3*perc/4; |
| 2123 | } |
| 2124 | draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc); |
| 2125 | |
| 2126 | draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); |
| 2127 | } |
| 2128 | |
| 2129 | |
| 2130 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2131 | game_state *state, int dir, game_ui *ui, |
| 2132 | float animtime, float flashtime) |
| 2133 | { |
| 2134 | int x, y, w = state->w, h = state->h, which, i, j, flash; |
| 2135 | unsigned long c = 0; |
| 2136 | |
| 2137 | flash = (int)(flashtime * 5 / FLASH_TIME) % 2; |
| 2138 | |
| 2139 | if (!ds->started) { |
| 2140 | /* draw background, corner +-. */ |
| 2141 | draw_rect(dr, 0, 0, |
| 2142 | TILE_SIZE * (w+2) + 2 * BORDER, |
| 2143 | TILE_SIZE * (h+2) + 2 * BORDER, |
| 2144 | COL_BACKGROUND); |
| 2145 | |
| 2146 | draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT); |
| 2147 | draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT); |
| 2148 | |
| 2149 | draw_update(dr, 0, 0, |
| 2150 | TILE_SIZE * (ds->w+2) + 2 * BORDER, |
| 2151 | TILE_SIZE * (ds->h+2) + 2 * BORDER); |
| 2152 | } |
| 2153 | |
| 2154 | /* Draw grid */ |
| 2155 | for (y = 0; y < h; y++) { |
| 2156 | for (x = 0; x < w; x++) { |
| 2157 | int idx = y*w+x; |
| 2158 | |
| 2159 | c = state->grid[idx]; |
| 2160 | |
| 2161 | if (state->flags[idx] & GS_ERROR) |
| 2162 | c |= DS_ERROR; |
| 2163 | if (state->flags[idx] & GS_SET) |
| 2164 | c |= DS_SET; |
| 2165 | |
| 2166 | if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible) |
| 2167 | c |= DS_CURSOR; |
| 2168 | |
| 2169 | if (flash) |
| 2170 | c |= DS_FLASH; |
| 2171 | |
| 2172 | if (state->flags[idx] & GS_NOTPOSITIVE) |
| 2173 | c |= DS_NOTPOS; |
| 2174 | if (state->flags[idx] & GS_NOTNEGATIVE) |
| 2175 | c |= DS_NOTNEG; |
| 2176 | if (state->flags[idx] & GS_NOTNEUTRAL) |
| 2177 | c |= DS_NOTNEU; |
| 2178 | |
| 2179 | if (ds->what[idx] != c || !ds->started) { |
| 2180 | draw_tile(dr, ds, state->common->dominoes, x, y, c); |
| 2181 | ds->what[idx] = c; |
| 2182 | } |
| 2183 | } |
| 2184 | } |
| 2185 | /* Draw counts around side */ |
| 2186 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { |
| 2187 | int target, count; |
| 2188 | for (i = 0; i < w; i++) { |
| 2189 | target = state->common->colcount[i*3+which]; |
| 2190 | count = count_rowcol(state, i, COLUMN, which); |
| 2191 | c = 0; |
| 2192 | if ((count > target) || |
| 2193 | (count < target && !count_rowcol(state, i, COLUMN, -1))) |
| 2194 | c |= DS_ERROR; |
| 2195 | if (count == target) c |= DS_FULL; |
| 2196 | if (c != ds->colwhat[i*3+which] || !ds->started) { |
| 2197 | draw_num(dr, ds, COLUMN, which, i, c, |
| 2198 | state->common->colcount[i*3+which]); |
| 2199 | ds->colwhat[i*3+which] = c; |
| 2200 | } |
| 2201 | } |
| 2202 | for (i = 0; i < h; i++) { |
| 2203 | target = state->common->rowcount[i*3+which]; |
| 2204 | count = count_rowcol(state, i, ROW, which); |
| 2205 | c = 0; |
| 2206 | if ((count > target) || |
| 2207 | (count < target && !count_rowcol(state, i, ROW, -1))) |
| 2208 | c |= DS_ERROR; |
| 2209 | if (count == target) c |= DS_FULL; |
| 2210 | if (c != ds->rowwhat[i*3+which] || !ds->started) { |
| 2211 | draw_num(dr, ds, ROW, which, i, c, |
| 2212 | state->common->rowcount[i*3+which]); |
| 2213 | ds->rowwhat[i*3+which] = c; |
| 2214 | } |
| 2215 | } |
| 2216 | } |
| 2217 | |
| 2218 | ds->started = 1; |
| 2219 | } |
| 2220 | |
| 2221 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 2222 | int dir, game_ui *ui) |
| 2223 | { |
| 2224 | return 0.0F; |
| 2225 | } |
| 2226 | |
| 2227 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 2228 | int dir, game_ui *ui) |
| 2229 | { |
| 2230 | if (!oldstate->completed && newstate->completed && |
| 2231 | !oldstate->solved && !newstate->solved) |
| 2232 | return FLASH_TIME; |
| 2233 | return 0.0F; |
| 2234 | } |
| 2235 | |
| 2236 | static int game_status(game_state *state) |
| 2237 | { |
| 2238 | return state->completed ? +1 : 0; |
| 2239 | } |
| 2240 | |
| 2241 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2242 | { |
| 2243 | return TRUE; |
| 2244 | } |
| 2245 | |
| 2246 | static void game_print_size(game_params *params, float *x, float *y) |
| 2247 | { |
| 2248 | int pw, ph; |
| 2249 | |
| 2250 | /* |
| 2251 | * I'll use 6mm squares by default. |
| 2252 | */ |
| 2253 | game_compute_size(params, 600, &pw, &ph); |
| 2254 | *x = pw / 100.0F; |
| 2255 | *y = ph / 100.0F; |
| 2256 | } |
| 2257 | |
| 2258 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2259 | { |
| 2260 | int w = state->w, h = state->h; |
| 2261 | int ink = print_mono_colour(dr, 0); |
| 2262 | int paper = print_mono_colour(dr, 1); |
| 2263 | int x, y, which, i, j; |
| 2264 | |
| 2265 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2266 | game_drawstate ads, *ds = &ads; |
| 2267 | game_set_size(dr, ds, NULL, tilesize); |
| 2268 | ds->w = w; ds->h = h; |
| 2269 | |
| 2270 | /* Border. */ |
| 2271 | print_line_width(dr, TILE_SIZE/12); |
| 2272 | |
| 2273 | /* Numbers and +/- for corners. */ |
| 2274 | draw_sym(dr, ds, -1, -1, POSITIVE, ink); |
| 2275 | draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink); |
| 2276 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { |
| 2277 | for (i = 0; i < w; i++) { |
| 2278 | draw_num_col(dr, ds, COLUMN, which, i, paper, ink, |
| 2279 | state->common->colcount[i*3+which]); |
| 2280 | } |
| 2281 | for (i = 0; i < h; i++) { |
| 2282 | draw_num_col(dr, ds, ROW, which, i, paper, ink, |
| 2283 | state->common->rowcount[i*3+which]); |
| 2284 | } |
| 2285 | } |
| 2286 | |
| 2287 | /* Dominoes. */ |
| 2288 | for (x = 0; x < w; x++) { |
| 2289 | for (y = 0; y < h; y++) { |
| 2290 | i = y*state->w + x; |
| 2291 | if (state->common->dominoes[i] == i+1 || |
| 2292 | state->common->dominoes[i] == i+w) { |
| 2293 | int dx = state->common->dominoes[i] == i+1 ? 2 : 1; |
| 2294 | int dy = 3 - dx; |
| 2295 | int xx, yy; |
| 2296 | int cx = COORD(x), cy = COORD(y); |
| 2297 | |
| 2298 | print_line_width(dr, 0); |
| 2299 | |
| 2300 | /* Ink the domino */ |
| 2301 | for (yy = 0; yy < 2; yy++) |
| 2302 | for (xx = 0; xx < 2; xx++) |
| 2303 | draw_circle(dr, |
| 2304 | cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, |
| 2305 | cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, |
| 2306 | TILE_SIZE/8, ink, ink); |
| 2307 | draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16, |
| 2308 | dx*TILE_SIZE - 2*(TILE_SIZE/16), |
| 2309 | dy*TILE_SIZE - 6*(TILE_SIZE/16), ink); |
| 2310 | draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16, |
| 2311 | dx*TILE_SIZE - 6*(TILE_SIZE/16), |
| 2312 | dy*TILE_SIZE - 2*(TILE_SIZE/16), ink); |
| 2313 | |
| 2314 | /* Un-ink the domino interior */ |
| 2315 | for (yy = 0; yy < 2; yy++) |
| 2316 | for (xx = 0; xx < 2; xx++) |
| 2317 | draw_circle(dr, |
| 2318 | cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, |
| 2319 | cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, |
| 2320 | 3*TILE_SIZE/32, paper, paper); |
| 2321 | draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16, |
| 2322 | dx*TILE_SIZE - 2*(3*TILE_SIZE/32), |
| 2323 | dy*TILE_SIZE - 6*(TILE_SIZE/16), paper); |
| 2324 | draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32, |
| 2325 | dx*TILE_SIZE - 6*(TILE_SIZE/16), |
| 2326 | dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper); |
| 2327 | } |
| 2328 | } |
| 2329 | } |
| 2330 | |
| 2331 | /* Grid symbols (solution). */ |
| 2332 | for (x = 0; x < w; x++) { |
| 2333 | for (y = 0; y < h; y++) { |
| 2334 | i = y*state->w + x; |
| 2335 | if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET)) |
| 2336 | draw_sym(dr, ds, x, y, state->grid[i], ink); |
| 2337 | } |
| 2338 | } |
| 2339 | } |
| 2340 | |
| 2341 | #ifdef COMBINED |
| 2342 | #define thegame magnets |
| 2343 | #endif |
| 2344 | |
| 2345 | const struct game thegame = { |
| 2346 | "Magnets", "games.magnets", "magnets", |
| 2347 | default_params, |
| 2348 | game_fetch_preset, |
| 2349 | decode_params, |
| 2350 | encode_params, |
| 2351 | free_params, |
| 2352 | dup_params, |
| 2353 | TRUE, game_configure, custom_params, |
| 2354 | validate_params, |
| 2355 | new_game_desc, |
| 2356 | validate_desc, |
| 2357 | new_game, |
| 2358 | dup_game, |
| 2359 | free_game, |
| 2360 | TRUE, solve_game, |
| 2361 | TRUE, game_can_format_as_text_now, game_text_format, |
| 2362 | new_ui, |
| 2363 | free_ui, |
| 2364 | encode_ui, |
| 2365 | decode_ui, |
| 2366 | game_changed_state, |
| 2367 | interpret_move, |
| 2368 | execute_move, |
| 2369 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2370 | game_colours, |
| 2371 | game_new_drawstate, |
| 2372 | game_free_drawstate, |
| 2373 | game_redraw, |
| 2374 | game_anim_length, |
| 2375 | game_flash_length, |
| 2376 | game_status, |
| 2377 | TRUE, FALSE, game_print_size, game_print, |
| 2378 | FALSE, /* wants_statusbar */ |
| 2379 | FALSE, game_timing_state, |
| 2380 | REQUIRE_RBUTTON, /* flags */ |
| 2381 | }; |
| 2382 | |
| 2383 | #ifdef STANDALONE_SOLVER |
| 2384 | |
| 2385 | #include <time.h> |
| 2386 | #include <stdarg.h> |
| 2387 | |
| 2388 | const char *quis = NULL; |
| 2389 | int csv = 0; |
| 2390 | |
| 2391 | void usage(FILE *out) { |
| 2392 | fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis); |
| 2393 | } |
| 2394 | |
| 2395 | void doprint(game_state *state) |
| 2396 | { |
| 2397 | char *fmt = game_text_format(state); |
| 2398 | printf("%s", fmt); |
| 2399 | sfree(fmt); |
| 2400 | } |
| 2401 | |
| 2402 | static void pnum(int n, int ntot, const char *desc) |
| 2403 | { |
| 2404 | printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); |
| 2405 | } |
| 2406 | |
| 2407 | static void start_soak(game_params *p, random_state *rs) |
| 2408 | { |
| 2409 | time_t tt_start, tt_now, tt_last; |
| 2410 | char *aux; |
| 2411 | game_state *s, *s2; |
| 2412 | int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i; |
| 2413 | long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0; |
| 2414 | |
| 2415 | tt_start = tt_now = time(NULL); |
| 2416 | |
| 2417 | if (csv) |
| 2418 | printf("time, w, h, #generated, #solved, #tricky, #impossible, " |
| 2419 | "#neutral, #neutral/solved, #neutral/tricky\n"); |
| 2420 | else |
| 2421 | printf("Soak-testing a %dx%d grid.\n", p->w, p->h); |
| 2422 | |
| 2423 | s = new_state(p->w, p->h); |
| 2424 | aux = snewn(s->wh+1, char); |
| 2425 | |
| 2426 | while (1) { |
| 2427 | gen_game(s, rs); |
| 2428 | |
| 2429 | nn = 0; |
| 2430 | for (i = 0; i < s->wh; i++) { |
| 2431 | if (s->grid[i] == NEUTRAL) nn++; |
| 2432 | } |
| 2433 | |
| 2434 | generate_aux(s, aux); |
| 2435 | memset(s->grid, EMPTY, s->wh * sizeof(int)); |
| 2436 | s2 = dup_game(s); |
| 2437 | |
| 2438 | ret = solve_state(s, DIFFCOUNT); |
| 2439 | |
| 2440 | n++; |
| 2441 | nn_total += nn; |
| 2442 | if (ret > 0) { |
| 2443 | nsolved++; |
| 2444 | nn_solved += nn; |
| 2445 | if (solve_state(s2, DIFF_EASY) <= 0) { |
| 2446 | ntricky++; |
| 2447 | nn_tricky += nn; |
| 2448 | } |
| 2449 | } else if (ret < 0) { |
| 2450 | char *desc = generate_desc(s); |
| 2451 | solve_from_aux(s, aux); |
| 2452 | printf("Game considered impossible:\n %dx%d:%s\n", |
| 2453 | p->w, p->h, desc); |
| 2454 | sfree(desc); |
| 2455 | doprint(s); |
| 2456 | nimpossible++; |
| 2457 | } |
| 2458 | |
| 2459 | free_game(s2); |
| 2460 | |
| 2461 | tt_last = time(NULL); |
| 2462 | if (tt_last > tt_now) { |
| 2463 | tt_now = tt_last; |
| 2464 | if (csv) { |
| 2465 | printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n", |
| 2466 | (int)(tt_now - tt_start), p->w, p->h, |
| 2467 | n, nsolved, ntricky, nimpossible, |
| 2468 | nn_total, nn_solved, nn_tricky); |
| 2469 | } else { |
| 2470 | printf("%d total, %3.1f/s, ", |
| 2471 | n, (double)n / ((double)tt_now - tt_start)); |
| 2472 | pnum(nsolved, n, "solved"); printf(", "); |
| 2473 | pnum(ntricky, n, "tricky"); |
| 2474 | if (nimpossible > 0) |
| 2475 | pnum(nimpossible, n, "impossible"); |
| 2476 | printf("\n"); |
| 2477 | |
| 2478 | printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n", |
| 2479 | (double)(nn_total * 100) / (double)(p->w * p->h * n), |
| 2480 | (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved), |
| 2481 | (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky)); |
| 2482 | } |
| 2483 | } |
| 2484 | } |
| 2485 | free_game(s); |
| 2486 | sfree(aux); |
| 2487 | } |
| 2488 | |
| 2489 | int main(int argc, const char *argv[]) |
| 2490 | { |
| 2491 | int print = 0, soak = 0, solved = 0, ret; |
| 2492 | char *id = NULL, *desc, *desc_gen = NULL, *err, *aux = NULL; |
| 2493 | game_state *s = NULL; |
| 2494 | game_params *p = NULL; |
| 2495 | random_state *rs = NULL; |
| 2496 | time_t seed = time(NULL); |
| 2497 | |
| 2498 | setvbuf(stdout, NULL, _IONBF, 0); |
| 2499 | |
| 2500 | quis = argv[0]; |
| 2501 | while (--argc > 0) { |
| 2502 | char *p = (char*)(*++argv); |
| 2503 | if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) { |
| 2504 | verbose = 1; |
| 2505 | } else if (!strcmp(p, "--csv")) { |
| 2506 | csv = 1; |
| 2507 | } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { |
| 2508 | seed = atoi(*++argv); |
| 2509 | argc--; |
| 2510 | } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) { |
| 2511 | print = 1; |
| 2512 | } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { |
| 2513 | soak = 1; |
| 2514 | } else if (*p == '-') { |
| 2515 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 2516 | usage(stderr); |
| 2517 | exit(1); |
| 2518 | } else { |
| 2519 | id = p; |
| 2520 | } |
| 2521 | } |
| 2522 | |
| 2523 | rs = random_new((void*)&seed, sizeof(time_t)); |
| 2524 | |
| 2525 | if (!id) { |
| 2526 | fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]); |
| 2527 | goto done; |
| 2528 | } |
| 2529 | desc = strchr(id, ':'); |
| 2530 | if (desc) *desc++ = '\0'; |
| 2531 | |
| 2532 | p = default_params(); |
| 2533 | decode_params(p, id); |
| 2534 | err = validate_params(p, 1); |
| 2535 | if (err) { |
| 2536 | fprintf(stderr, "%s: %s", argv[0], err); |
| 2537 | goto done; |
| 2538 | } |
| 2539 | |
| 2540 | if (soak) { |
| 2541 | if (desc) { |
| 2542 | fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis); |
| 2543 | goto done; |
| 2544 | } |
| 2545 | start_soak(p, rs); |
| 2546 | goto done; |
| 2547 | } |
| 2548 | |
| 2549 | if (!desc) |
| 2550 | desc = desc_gen = new_game_desc(p, rs, &aux, 0); |
| 2551 | |
| 2552 | err = validate_desc(p, desc); |
| 2553 | if (err) { |
| 2554 | fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); |
| 2555 | goto done; |
| 2556 | } |
| 2557 | s = new_game(NULL, p, desc); |
| 2558 | printf("%s:%s (seed %ld)\n", id, desc, seed); |
| 2559 | if (aux) { |
| 2560 | /* We just generated this ourself. */ |
| 2561 | if (verbose || print) { |
| 2562 | doprint(s); |
| 2563 | solve_from_aux(s, aux); |
| 2564 | solved = 1; |
| 2565 | } |
| 2566 | } else { |
| 2567 | doprint(s); |
| 2568 | verbose = 1; |
| 2569 | ret = solve_state(s, DIFFCOUNT); |
| 2570 | if (ret < 0) printf("Puzzle is impossible.\n"); |
| 2571 | else if (ret == 0) printf("Puzzle is ambiguous.\n"); |
| 2572 | else printf("Puzzle was solved.\n"); |
| 2573 | verbose = 0; |
| 2574 | solved = 1; |
| 2575 | } |
| 2576 | if (solved) doprint(s); |
| 2577 | |
| 2578 | done: |
| 2579 | if (desc_gen) sfree(desc_gen); |
| 2580 | if (p) free_params(p); |
| 2581 | if (s) free_game(s); |
| 2582 | if (rs) random_free(rs); |
| 2583 | if (aux) sfree(aux); |
| 2584 | |
| 2585 | return 0; |
| 2586 | } |
| 2587 | |
| 2588 | #endif |
| 2589 | |
| 2590 | /* vim: set shiftwidth=4 tabstop=8: */ |