| 1 | /* |
| 2 | * loopy.c: An implementation of the Nikoli game 'Loop the loop'. |
| 3 | * (c) Mike Pinna, 2005, 2006 |
| 4 | * |
| 5 | * vim: set shiftwidth=4 :set textwidth=80: |
| 6 | */ |
| 7 | |
| 8 | /* |
| 9 | * TODO: |
| 10 | * |
| 11 | * - Setting very high recursion depth seems to cause memory munching: are we |
| 12 | * recursing before checking completion, by any chance? |
| 13 | * |
| 14 | * - There's an interesting deductive technique which makes use of topology |
| 15 | * rather than just graph theory. Each _square_ in the grid is either inside |
| 16 | * or outside the loop; you can tell that two squares are on the same side |
| 17 | * of the loop if they're separated by an x (or, more generally, by a path |
| 18 | * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), and on the |
| 19 | * opposite side of the loop if they're separated by a line (or an odd |
| 20 | * number of LINE_YESes and no LINE_UNKNOWNs). Oh, and any square separated |
| 21 | * from the outside of the grid by a LINE_YES or a LINE_NO is on the inside |
| 22 | * or outside respectively. So if you can track this for all squares, you |
| 23 | * figure out the state of the line between a pair once their relative |
| 24 | * insideness is known. |
| 25 | * |
| 26 | * - (Just a speed optimisation.) Consider some todo list queue where every |
| 27 | * time we modify something we mark it for consideration by other bits of |
| 28 | * the solver, to save iteration over things that have already been done. |
| 29 | */ |
| 30 | |
| 31 | #include <stdio.h> |
| 32 | #include <stdlib.h> |
| 33 | #include <string.h> |
| 34 | #include <assert.h> |
| 35 | #include <ctype.h> |
| 36 | #include <math.h> |
| 37 | |
| 38 | #include "puzzles.h" |
| 39 | #include "tree234.h" |
| 40 | |
| 41 | /* Debugging options */ |
| 42 | /*#define DEBUG_CACHES*/ |
| 43 | /*#define SHOW_WORKING*/ |
| 44 | |
| 45 | /* ---------------------------------------------------------------------- |
| 46 | * Struct, enum and function declarations |
| 47 | */ |
| 48 | |
| 49 | enum { |
| 50 | COL_BACKGROUND, |
| 51 | COL_FOREGROUND, |
| 52 | COL_HIGHLIGHT, |
| 53 | COL_MISTAKE, |
| 54 | NCOLOURS |
| 55 | }; |
| 56 | |
| 57 | struct game_state { |
| 58 | int w, h; |
| 59 | |
| 60 | /* Put -1 in a square that doesn't get a clue */ |
| 61 | char *clues; |
| 62 | |
| 63 | /* Arrays of line states, stored left-to-right, top-to-bottom */ |
| 64 | char *hl, *vl; |
| 65 | |
| 66 | int solved; |
| 67 | int cheated; |
| 68 | |
| 69 | int recursion_depth; |
| 70 | }; |
| 71 | |
| 72 | enum solver_status { |
| 73 | SOLVER_SOLVED, /* This is the only solution the solver could find */ |
| 74 | SOLVER_MISTAKE, /* This is definitely not a solution */ |
| 75 | SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */ |
| 76 | SOLVER_INCOMPLETE /* This may be a partial solution */ |
| 77 | }; |
| 78 | |
| 79 | typedef struct normal { |
| 80 | char *dot_atleastone; |
| 81 | char *dot_atmostone; |
| 82 | } normal_mode_state; |
| 83 | |
| 84 | typedef struct hard { |
| 85 | int *linedsf; |
| 86 | } hard_mode_state; |
| 87 | |
| 88 | typedef struct solver_state { |
| 89 | game_state *state; |
| 90 | int recursion_remaining; |
| 91 | enum solver_status solver_status; |
| 92 | /* NB looplen is the number of dots that are joined together at a point, ie a |
| 93 | * looplen of 1 means there are no lines to a particular dot */ |
| 94 | int *looplen; |
| 95 | |
| 96 | /* caches */ |
| 97 | char *dot_yescount; |
| 98 | char *dot_nocount; |
| 99 | char *square_yescount; |
| 100 | char *square_nocount; |
| 101 | char *dot_solved, *square_solved; |
| 102 | int *dotdsf; |
| 103 | |
| 104 | normal_mode_state *normal; |
| 105 | hard_mode_state *hard; |
| 106 | } solver_state; |
| 107 | |
| 108 | /* |
| 109 | * Difficulty levels. I do some macro ickery here to ensure that my |
| 110 | * enum and the various forms of my name list always match up. |
| 111 | */ |
| 112 | |
| 113 | #define DIFFLIST(A) \ |
| 114 | A(EASY,Easy,e,easy_mode_deductions) \ |
| 115 | A(NORMAL,Normal,n,normal_mode_deductions) \ |
| 116 | A(HARD,Hard,h,hard_mode_deductions) |
| 117 | #define ENUM(upper,title,lower,fn) DIFF_ ## upper, |
| 118 | #define TITLE(upper,title,lower,fn) #title, |
| 119 | #define ENCODE(upper,title,lower,fn) #lower |
| 120 | #define CONFIG(upper,title,lower,fn) ":" #title |
| 121 | #define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *); |
| 122 | #define SOLVER_FN(upper,title,lower,fn) &fn, |
| 123 | enum { DIFFLIST(ENUM) DIFF_MAX }; |
| 124 | static char const *const diffnames[] = { DIFFLIST(TITLE) }; |
| 125 | static char const diffchars[] = DIFFLIST(ENCODE); |
| 126 | #define DIFFCONFIG DIFFLIST(CONFIG) |
| 127 | DIFFLIST(SOLVER_FN_DECL); |
| 128 | static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) }; |
| 129 | |
| 130 | struct game_params { |
| 131 | int w, h; |
| 132 | int diff; |
| 133 | int rec; |
| 134 | }; |
| 135 | |
| 136 | enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO }; |
| 137 | |
| 138 | #define OPP(state) \ |
| 139 | (2 - state) |
| 140 | |
| 141 | enum direction { UP, LEFT, RIGHT, DOWN }; |
| 142 | |
| 143 | #define OPP_DIR(dir) \ |
| 144 | (3 - dir) |
| 145 | |
| 146 | struct game_drawstate { |
| 147 | int started; |
| 148 | int tilesize, linewidth; |
| 149 | int flashing; |
| 150 | char *hl, *vl; |
| 151 | char *clue_error; |
| 152 | }; |
| 153 | |
| 154 | static char *game_text_format(game_state *state); |
| 155 | static char *state_to_text(const game_state *state); |
| 156 | static char *validate_desc(game_params *params, char *desc); |
| 157 | static int get_line_status_from_point(const game_state *state, |
| 158 | int x, int y, enum direction d); |
| 159 | static int dot_order(const game_state* state, int i, int j, char line_type); |
| 160 | static int square_order(const game_state* state, int i, int j, char line_type); |
| 161 | static solver_state *solve_game_rec(const solver_state *sstate, |
| 162 | int diff); |
| 163 | |
| 164 | #ifdef DEBUG_CACHES |
| 165 | static void check_caches(const solver_state* sstate); |
| 166 | #else |
| 167 | #define check_caches(s) |
| 168 | #endif |
| 169 | |
| 170 | /* ---------------------------------------------------------------------- |
| 171 | * Preprocessor magic |
| 172 | */ |
| 173 | |
| 174 | /* General constants */ |
| 175 | #define PREFERRED_TILE_SIZE 32 |
| 176 | #define TILE_SIZE (ds->tilesize) |
| 177 | #define LINEWIDTH (ds->linewidth) |
| 178 | #define BORDER (TILE_SIZE / 2) |
| 179 | #define FLASH_TIME 0.5F |
| 180 | |
| 181 | /* Counts of various things that we're interested in */ |
| 182 | #define HL_COUNT(state) ((state)->w * ((state)->h + 1)) |
| 183 | #define VL_COUNT(state) (((state)->w + 1) * (state)->h) |
| 184 | #define LINE_COUNT(state) (HL_COUNT(state) + VL_COUNT(state)) |
| 185 | #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1)) |
| 186 | #define SQUARE_COUNT(state) ((state)->w * (state)->h) |
| 187 | |
| 188 | /* For indexing into arrays */ |
| 189 | #define DOT_INDEX(state, x, y) ((x) + ((state)->w + 1) * (y)) |
| 190 | #define SQUARE_INDEX(state, x, y) ((x) + ((state)->w) * (y)) |
| 191 | #define HL_INDEX(state, x, y) SQUARE_INDEX(state, x, y) |
| 192 | #define VL_INDEX(state, x, y) DOT_INDEX(state, x, y) |
| 193 | |
| 194 | /* Useful utility functions */ |
| 195 | #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \ |
| 196 | (i) <= (state)->w && (j) <= (state)->h) |
| 197 | #define LEGAL_SQUARE(state, i, j) ((i) >= 0 && (j) >= 0 && \ |
| 198 | (i) < (state)->w && (j) < (state)->h) |
| 199 | |
| 200 | #define CLUE_AT(state, i, j) (LEGAL_SQUARE(state, i, j) ? \ |
| 201 | LV_CLUE_AT(state, i, j) : -1) |
| 202 | |
| 203 | #define LV_CLUE_AT(state, i, j) ((state)->clues[SQUARE_INDEX(state, i, j)]) |
| 204 | |
| 205 | #define BIT_SET(field, bit) ((field) & (1<<(bit))) |
| 206 | |
| 207 | #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \ |
| 208 | ((field) |= (1<<(bit)), TRUE)) |
| 209 | |
| 210 | #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \ |
| 211 | ((field) &= ~(1<<(bit)), TRUE) : FALSE) |
| 212 | |
| 213 | #define DIR2STR(d) \ |
| 214 | ((d == UP) ? "up" : \ |
| 215 | (d == DOWN) ? "down" : \ |
| 216 | (d == LEFT) ? "left" : \ |
| 217 | (d == RIGHT) ? "right" : "oops") |
| 218 | |
| 219 | #define CLUE2CHAR(c) \ |
| 220 | ((c < 0) ? ' ' : c + '0') |
| 221 | |
| 222 | /* Lines that have particular relationships with given dots or squares */ |
| 223 | #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)]) |
| 224 | #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1) |
| 225 | #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)]) |
| 226 | #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j) |
| 227 | |
| 228 | /* |
| 229 | * These macros return rvalues only, but can cope with being passed |
| 230 | * out-of-range coordinates. |
| 231 | */ |
| 232 | /* XXX replace these with functions so we can create an array of function |
| 233 | * pointers for nicer iteration over them. This could probably be done with |
| 234 | * loads of other things for eliminating many nasty hacks. */ |
| 235 | #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \ |
| 236 | LINE_NO : LV_ABOVE_DOT(state, i, j)) |
| 237 | #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \ |
| 238 | LINE_NO : LV_BELOW_DOT(state, i, j)) |
| 239 | |
| 240 | #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \ |
| 241 | LINE_NO : LV_LEFTOF_DOT(state, i, j)) |
| 242 | #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)? \ |
| 243 | LINE_NO : LV_RIGHTOF_DOT(state, i, j)) |
| 244 | |
| 245 | /* |
| 246 | * These macros expect to be passed valid coordinates, and return |
| 247 | * lvalues. |
| 248 | */ |
| 249 | #define LV_BELOW_DOT(state, i, j) ((state)->vl[VL_INDEX(state, i, j)]) |
| 250 | #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1) |
| 251 | |
| 252 | #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[HL_INDEX(state, i, j)]) |
| 253 | #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j) |
| 254 | |
| 255 | /* Counts of interesting things */ |
| 256 | #define DOT_YES_COUNT(sstate, i, j) \ |
| 257 | ((sstate)->dot_yescount[DOT_INDEX((sstate)->state, i, j)]) |
| 258 | |
| 259 | #define DOT_NO_COUNT(sstate, i, j) \ |
| 260 | ((sstate)->dot_nocount[DOT_INDEX((sstate)->state, i, j)]) |
| 261 | |
| 262 | #define SQUARE_YES_COUNT(sstate, i, j) \ |
| 263 | ((sstate)->square_yescount[SQUARE_INDEX((sstate)->state, i, j)]) |
| 264 | |
| 265 | #define SQUARE_NO_COUNT(sstate, i, j) \ |
| 266 | ((sstate)->square_nocount[SQUARE_INDEX((sstate)->state, i, j)]) |
| 267 | |
| 268 | /* Iterators. NB these iterate over height more slowly than over width so that |
| 269 | * the elements come out in 'reading' order */ |
| 270 | /* XXX considering adding a 'current' element to each of these which gets the |
| 271 | * address of the current dot, say. But expecting we'd need more than that |
| 272 | * most of the time. */ |
| 273 | #define FORALL(i, j, w, h) \ |
| 274 | for ((j) = 0; (j) < (h); ++(j)) \ |
| 275 | for ((i) = 0; (i) < (w); ++(i)) |
| 276 | |
| 277 | #define FORALL_DOTS(state, i, j) \ |
| 278 | FORALL(i, j, (state)->w + 1, (state)->h + 1) |
| 279 | |
| 280 | #define FORALL_SQUARES(state, i, j) \ |
| 281 | FORALL(i, j, (state)->w, (state)->h) |
| 282 | |
| 283 | #define FORALL_HL(state, i, j) \ |
| 284 | FORALL(i, j, (state)->w, (state)->h+1) |
| 285 | |
| 286 | #define FORALL_VL(state, i, j) \ |
| 287 | FORALL(i, j, (state)->w+1, (state)->h) |
| 288 | |
| 289 | /* ---------------------------------------------------------------------- |
| 290 | * General struct manipulation and other straightforward code |
| 291 | */ |
| 292 | |
| 293 | static game_state *dup_game(game_state *state) |
| 294 | { |
| 295 | game_state *ret = snew(game_state); |
| 296 | |
| 297 | ret->h = state->h; |
| 298 | ret->w = state->w; |
| 299 | ret->solved = state->solved; |
| 300 | ret->cheated = state->cheated; |
| 301 | |
| 302 | ret->clues = snewn(SQUARE_COUNT(state), char); |
| 303 | memcpy(ret->clues, state->clues, SQUARE_COUNT(state)); |
| 304 | |
| 305 | ret->hl = snewn(HL_COUNT(state), char); |
| 306 | memcpy(ret->hl, state->hl, HL_COUNT(state)); |
| 307 | |
| 308 | ret->vl = snewn(VL_COUNT(state), char); |
| 309 | memcpy(ret->vl, state->vl, VL_COUNT(state)); |
| 310 | |
| 311 | ret->recursion_depth = state->recursion_depth; |
| 312 | |
| 313 | return ret; |
| 314 | } |
| 315 | |
| 316 | static void free_game(game_state *state) |
| 317 | { |
| 318 | if (state) { |
| 319 | sfree(state->clues); |
| 320 | sfree(state->hl); |
| 321 | sfree(state->vl); |
| 322 | sfree(state); |
| 323 | } |
| 324 | } |
| 325 | |
| 326 | static solver_state *new_solver_state(const game_state *state, int diff) { |
| 327 | int i, j; |
| 328 | solver_state *ret = snew(solver_state); |
| 329 | |
| 330 | ret->state = dup_game((game_state *)state); |
| 331 | |
| 332 | ret->recursion_remaining = state->recursion_depth; |
| 333 | ret->solver_status = SOLVER_INCOMPLETE; |
| 334 | |
| 335 | ret->dotdsf = snew_dsf(DOT_COUNT(state)); |
| 336 | ret->looplen = snewn(DOT_COUNT(state), int); |
| 337 | |
| 338 | for (i = 0; i < DOT_COUNT(state); i++) { |
| 339 | ret->looplen[i] = 1; |
| 340 | } |
| 341 | |
| 342 | ret->dot_solved = snewn(DOT_COUNT(state), char); |
| 343 | ret->square_solved = snewn(SQUARE_COUNT(state), char); |
| 344 | memset(ret->dot_solved, FALSE, DOT_COUNT(state)); |
| 345 | memset(ret->square_solved, FALSE, SQUARE_COUNT(state)); |
| 346 | |
| 347 | ret->dot_yescount = snewn(DOT_COUNT(state), char); |
| 348 | memset(ret->dot_yescount, 0, DOT_COUNT(state)); |
| 349 | ret->dot_nocount = snewn(DOT_COUNT(state), char); |
| 350 | memset(ret->dot_nocount, 0, DOT_COUNT(state)); |
| 351 | ret->square_yescount = snewn(SQUARE_COUNT(state), char); |
| 352 | memset(ret->square_yescount, 0, SQUARE_COUNT(state)); |
| 353 | ret->square_nocount = snewn(SQUARE_COUNT(state), char); |
| 354 | memset(ret->square_nocount, 0, SQUARE_COUNT(state)); |
| 355 | |
| 356 | /* dot_nocount needs special initialisation as we define lines coming off |
| 357 | * dots on edges as fixed at NO */ |
| 358 | |
| 359 | FORALL_DOTS(state, i, j) { |
| 360 | if (i == 0 || i == state->w) |
| 361 | ++ret->dot_nocount[DOT_INDEX(state, i, j)]; |
| 362 | if (j == 0 || j == state->h) |
| 363 | ++ret->dot_nocount[DOT_INDEX(state, i, j)]; |
| 364 | } |
| 365 | |
| 366 | if (diff < DIFF_NORMAL) { |
| 367 | ret->normal = NULL; |
| 368 | } else { |
| 369 | ret->normal = snew(normal_mode_state); |
| 370 | |
| 371 | ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char); |
| 372 | memset(ret->normal->dot_atmostone, 0, DOT_COUNT(state)); |
| 373 | ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char); |
| 374 | memset(ret->normal->dot_atleastone, 0, DOT_COUNT(state)); |
| 375 | } |
| 376 | |
| 377 | if (diff < DIFF_HARD) { |
| 378 | ret->hard = NULL; |
| 379 | } else { |
| 380 | ret->hard = snew(hard_mode_state); |
| 381 | ret->hard->linedsf = snew_dsf(LINE_COUNT(state)); |
| 382 | } |
| 383 | |
| 384 | return ret; |
| 385 | } |
| 386 | |
| 387 | static void free_solver_state(solver_state *sstate) { |
| 388 | if (sstate) { |
| 389 | free_game(sstate->state); |
| 390 | sfree(sstate->dotdsf); |
| 391 | sfree(sstate->looplen); |
| 392 | sfree(sstate->dot_solved); |
| 393 | sfree(sstate->square_solved); |
| 394 | sfree(sstate->dot_yescount); |
| 395 | sfree(sstate->dot_nocount); |
| 396 | sfree(sstate->square_yescount); |
| 397 | sfree(sstate->square_nocount); |
| 398 | |
| 399 | if (sstate->normal) { |
| 400 | sfree(sstate->normal->dot_atleastone); |
| 401 | sfree(sstate->normal->dot_atmostone); |
| 402 | sfree(sstate->normal); |
| 403 | } |
| 404 | |
| 405 | if (sstate->hard) { |
| 406 | sfree(sstate->hard->linedsf); |
| 407 | sfree(sstate->hard); |
| 408 | } |
| 409 | |
| 410 | sfree(sstate); |
| 411 | } |
| 412 | } |
| 413 | |
| 414 | static solver_state *dup_solver_state(const solver_state *sstate) { |
| 415 | game_state *state; |
| 416 | |
| 417 | solver_state *ret = snew(solver_state); |
| 418 | |
| 419 | ret->state = state = dup_game(sstate->state); |
| 420 | |
| 421 | ret->recursion_remaining = sstate->recursion_remaining; |
| 422 | ret->solver_status = sstate->solver_status; |
| 423 | |
| 424 | ret->dotdsf = snewn(DOT_COUNT(state), int); |
| 425 | ret->looplen = snewn(DOT_COUNT(state), int); |
| 426 | memcpy(ret->dotdsf, sstate->dotdsf, |
| 427 | DOT_COUNT(state) * sizeof(int)); |
| 428 | memcpy(ret->looplen, sstate->looplen, |
| 429 | DOT_COUNT(state) * sizeof(int)); |
| 430 | |
| 431 | ret->dot_solved = snewn(DOT_COUNT(state), char); |
| 432 | ret->square_solved = snewn(SQUARE_COUNT(state), char); |
| 433 | memcpy(ret->dot_solved, sstate->dot_solved, |
| 434 | DOT_COUNT(state)); |
| 435 | memcpy(ret->square_solved, sstate->square_solved, |
| 436 | SQUARE_COUNT(state)); |
| 437 | |
| 438 | ret->dot_yescount = snewn(DOT_COUNT(state), char); |
| 439 | memcpy(ret->dot_yescount, sstate->dot_yescount, |
| 440 | DOT_COUNT(state)); |
| 441 | ret->dot_nocount = snewn(DOT_COUNT(state), char); |
| 442 | memcpy(ret->dot_nocount, sstate->dot_nocount, |
| 443 | DOT_COUNT(state)); |
| 444 | |
| 445 | ret->square_yescount = snewn(SQUARE_COUNT(state), char); |
| 446 | memcpy(ret->square_yescount, sstate->square_yescount, |
| 447 | SQUARE_COUNT(state)); |
| 448 | ret->square_nocount = snewn(SQUARE_COUNT(state), char); |
| 449 | memcpy(ret->square_nocount, sstate->square_nocount, |
| 450 | SQUARE_COUNT(state)); |
| 451 | |
| 452 | if (sstate->normal) { |
| 453 | ret->normal = snew(normal_mode_state); |
| 454 | ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char); |
| 455 | memcpy(ret->normal->dot_atmostone, sstate->normal->dot_atmostone, |
| 456 | DOT_COUNT(state)); |
| 457 | |
| 458 | ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char); |
| 459 | memcpy(ret->normal->dot_atleastone, sstate->normal->dot_atleastone, |
| 460 | DOT_COUNT(state)); |
| 461 | } else { |
| 462 | ret->normal = NULL; |
| 463 | } |
| 464 | |
| 465 | if (sstate->hard) { |
| 466 | ret->hard = snew(hard_mode_state); |
| 467 | ret->hard->linedsf = snewn(LINE_COUNT(state), int); |
| 468 | memcpy(ret->hard->linedsf, sstate->hard->linedsf, |
| 469 | LINE_COUNT(state) * sizeof(int)); |
| 470 | } else { |
| 471 | ret->hard = NULL; |
| 472 | } |
| 473 | |
| 474 | return ret; |
| 475 | } |
| 476 | |
| 477 | static game_params *default_params(void) |
| 478 | { |
| 479 | game_params *ret = snew(game_params); |
| 480 | |
| 481 | #ifdef SLOW_SYSTEM |
| 482 | ret->h = 4; |
| 483 | ret->w = 4; |
| 484 | #else |
| 485 | ret->h = 10; |
| 486 | ret->w = 10; |
| 487 | #endif |
| 488 | ret->diff = DIFF_EASY; |
| 489 | ret->rec = 0; |
| 490 | |
| 491 | return ret; |
| 492 | } |
| 493 | |
| 494 | static game_params *dup_params(game_params *params) |
| 495 | { |
| 496 | game_params *ret = snew(game_params); |
| 497 | *ret = *params; /* structure copy */ |
| 498 | return ret; |
| 499 | } |
| 500 | |
| 501 | static const game_params presets[] = { |
| 502 | { 4, 4, DIFF_EASY, 0 }, |
| 503 | { 4, 4, DIFF_NORMAL, 0 }, |
| 504 | { 4, 4, DIFF_HARD, 0 }, |
| 505 | { 7, 7, DIFF_EASY, 0 }, |
| 506 | { 7, 7, DIFF_NORMAL, 0 }, |
| 507 | { 7, 7, DIFF_HARD, 0 }, |
| 508 | { 10, 10, DIFF_EASY, 0 }, |
| 509 | { 10, 10, DIFF_NORMAL, 0 }, |
| 510 | { 10, 10, DIFF_HARD, 0 }, |
| 511 | #ifndef SLOW_SYSTEM |
| 512 | { 15, 15, DIFF_EASY, 0 }, |
| 513 | { 15, 15, DIFF_NORMAL, 0 }, |
| 514 | { 15, 15, DIFF_HARD, 0 }, |
| 515 | { 30, 20, DIFF_EASY, 0 }, |
| 516 | { 30, 20, DIFF_NORMAL, 0 }, |
| 517 | { 30, 20, DIFF_HARD, 0 } |
| 518 | #endif |
| 519 | }; |
| 520 | |
| 521 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 522 | { |
| 523 | game_params *tmppar; |
| 524 | char buf[80]; |
| 525 | |
| 526 | if (i < 0 || i >= lenof(presets)) |
| 527 | return FALSE; |
| 528 | |
| 529 | tmppar = snew(game_params); |
| 530 | *tmppar = presets[i]; |
| 531 | *params = tmppar; |
| 532 | sprintf(buf, "%dx%d %s", tmppar->h, tmppar->w, diffnames[tmppar->diff]); |
| 533 | *name = dupstr(buf); |
| 534 | |
| 535 | return TRUE; |
| 536 | } |
| 537 | |
| 538 | static void free_params(game_params *params) |
| 539 | { |
| 540 | sfree(params); |
| 541 | } |
| 542 | |
| 543 | static void decode_params(game_params *params, char const *string) |
| 544 | { |
| 545 | params->h = params->w = atoi(string); |
| 546 | params->rec = 0; |
| 547 | params->diff = DIFF_EASY; |
| 548 | while (*string && isdigit((unsigned char)*string)) string++; |
| 549 | if (*string == 'x') { |
| 550 | string++; |
| 551 | params->h = atoi(string); |
| 552 | while (*string && isdigit((unsigned char)*string)) string++; |
| 553 | } |
| 554 | if (*string == 'r') { |
| 555 | string++; |
| 556 | params->rec = atoi(string); |
| 557 | while (*string && isdigit((unsigned char)*string)) string++; |
| 558 | } |
| 559 | if (*string == 'd') { |
| 560 | int i; |
| 561 | string++; |
| 562 | for (i = 0; i < DIFF_MAX; i++) |
| 563 | if (*string == diffchars[i]) |
| 564 | params->diff = i; |
| 565 | if (*string) string++; |
| 566 | } |
| 567 | } |
| 568 | |
| 569 | static char *encode_params(game_params *params, int full) |
| 570 | { |
| 571 | char str[80]; |
| 572 | sprintf(str, "%dx%d", params->w, params->h); |
| 573 | if (full) |
| 574 | sprintf(str + strlen(str), "r%dd%c", params->rec, diffchars[params->diff]); |
| 575 | return dupstr(str); |
| 576 | } |
| 577 | |
| 578 | static config_item *game_configure(game_params *params) |
| 579 | { |
| 580 | config_item *ret; |
| 581 | char buf[80]; |
| 582 | |
| 583 | ret = snewn(4, config_item); |
| 584 | |
| 585 | ret[0].name = "Width"; |
| 586 | ret[0].type = C_STRING; |
| 587 | sprintf(buf, "%d", params->w); |
| 588 | ret[0].sval = dupstr(buf); |
| 589 | ret[0].ival = 0; |
| 590 | |
| 591 | ret[1].name = "Height"; |
| 592 | ret[1].type = C_STRING; |
| 593 | sprintf(buf, "%d", params->h); |
| 594 | ret[1].sval = dupstr(buf); |
| 595 | ret[1].ival = 0; |
| 596 | |
| 597 | ret[2].name = "Difficulty"; |
| 598 | ret[2].type = C_CHOICES; |
| 599 | ret[2].sval = DIFFCONFIG; |
| 600 | ret[2].ival = params->diff; |
| 601 | |
| 602 | ret[3].name = NULL; |
| 603 | ret[3].type = C_END; |
| 604 | ret[3].sval = NULL; |
| 605 | ret[3].ival = 0; |
| 606 | |
| 607 | return ret; |
| 608 | } |
| 609 | |
| 610 | static game_params *custom_params(config_item *cfg) |
| 611 | { |
| 612 | game_params *ret = snew(game_params); |
| 613 | |
| 614 | ret->w = atoi(cfg[0].sval); |
| 615 | ret->h = atoi(cfg[1].sval); |
| 616 | ret->rec = 0; |
| 617 | ret->diff = cfg[2].ival; |
| 618 | |
| 619 | return ret; |
| 620 | } |
| 621 | |
| 622 | static char *validate_params(game_params *params, int full) |
| 623 | { |
| 624 | if (params->w < 4 || params->h < 4) |
| 625 | return "Width and height must both be at least 4"; |
| 626 | if (params->rec < 0) |
| 627 | return "Recursion depth can't be negative"; |
| 628 | |
| 629 | /* |
| 630 | * This shouldn't be able to happen at all, since decode_params |
| 631 | * and custom_params will never generate anything that isn't |
| 632 | * within range. |
| 633 | */ |
| 634 | assert(params->diff < DIFF_MAX); |
| 635 | |
| 636 | return NULL; |
| 637 | } |
| 638 | |
| 639 | /* Returns a newly allocated string describing the current puzzle */ |
| 640 | static char *state_to_text(const game_state *state) |
| 641 | { |
| 642 | char *retval; |
| 643 | char *description = snewn(SQUARE_COUNT(state) + 1, char); |
| 644 | char *dp = description; |
| 645 | int empty_count = 0; |
| 646 | int i, j; |
| 647 | |
| 648 | FORALL_SQUARES(state, i, j) { |
| 649 | if (CLUE_AT(state, i, j) < 0) { |
| 650 | if (empty_count > 25) { |
| 651 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 652 | empty_count = 0; |
| 653 | } |
| 654 | empty_count++; |
| 655 | } else { |
| 656 | if (empty_count) { |
| 657 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 658 | empty_count = 0; |
| 659 | } |
| 660 | dp += sprintf(dp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j))); |
| 661 | } |
| 662 | } |
| 663 | |
| 664 | if (empty_count) |
| 665 | dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1)); |
| 666 | |
| 667 | retval = dupstr(description); |
| 668 | sfree(description); |
| 669 | |
| 670 | return retval; |
| 671 | } |
| 672 | |
| 673 | /* We require that the params pass the test in validate_params and that the |
| 674 | * description fills the entire game area */ |
| 675 | static char *validate_desc(game_params *params, char *desc) |
| 676 | { |
| 677 | int count = 0; |
| 678 | |
| 679 | for (; *desc; ++desc) { |
| 680 | if (*desc >= '0' && *desc <= '9') { |
| 681 | count++; |
| 682 | continue; |
| 683 | } |
| 684 | if (*desc >= 'a') { |
| 685 | count += *desc - 'a' + 1; |
| 686 | continue; |
| 687 | } |
| 688 | return "Unknown character in description"; |
| 689 | } |
| 690 | |
| 691 | if (count < SQUARE_COUNT(params)) |
| 692 | return "Description too short for board size"; |
| 693 | if (count > SQUARE_COUNT(params)) |
| 694 | return "Description too long for board size"; |
| 695 | |
| 696 | return NULL; |
| 697 | } |
| 698 | |
| 699 | /* Sums the lengths of the numbers in range [0,n) */ |
| 700 | /* See equivalent function in solo.c for justification of this. */ |
| 701 | static int len_0_to_n(int n) |
| 702 | { |
| 703 | int len = 1; /* Counting 0 as a bit of a special case */ |
| 704 | int i; |
| 705 | |
| 706 | for (i = 1; i < n; i *= 10) { |
| 707 | len += max(n - i, 0); |
| 708 | } |
| 709 | |
| 710 | return len; |
| 711 | } |
| 712 | |
| 713 | static char *encode_solve_move(const game_state *state) |
| 714 | { |
| 715 | int len, i, j; |
| 716 | char *ret, *p; |
| 717 | /* This is going to return a string representing the moves needed to set |
| 718 | * every line in a grid to be the same as the ones in 'state'. The exact |
| 719 | * length of this string is predictable. */ |
| 720 | |
| 721 | len = 1; /* Count the 'S' prefix */ |
| 722 | /* Numbers in horizontal lines */ |
| 723 | /* Horizontal lines, x position */ |
| 724 | len += len_0_to_n(state->w) * (state->h + 1); |
| 725 | /* Horizontal lines, y position */ |
| 726 | len += len_0_to_n(state->h + 1) * (state->w); |
| 727 | /* Vertical lines, y position */ |
| 728 | len += len_0_to_n(state->h) * (state->w + 1); |
| 729 | /* Vertical lines, x position */ |
| 730 | len += len_0_to_n(state->w + 1) * (state->h); |
| 731 | /* For each line we also have two letters and a comma */ |
| 732 | len += 3 * (LINE_COUNT(state)); |
| 733 | |
| 734 | ret = snewn(len + 1, char); |
| 735 | p = ret; |
| 736 | |
| 737 | p += sprintf(p, "S"); |
| 738 | |
| 739 | FORALL_HL(state, i, j) { |
| 740 | switch (RIGHTOF_DOT(state, i, j)) { |
| 741 | case LINE_YES: |
| 742 | p += sprintf(p, "%d,%dhy", i, j); |
| 743 | break; |
| 744 | case LINE_NO: |
| 745 | p += sprintf(p, "%d,%dhn", i, j); |
| 746 | break; |
| 747 | } |
| 748 | } |
| 749 | |
| 750 | FORALL_VL(state, i, j) { |
| 751 | switch (BELOW_DOT(state, i, j)) { |
| 752 | case LINE_YES: |
| 753 | p += sprintf(p, "%d,%dvy", i, j); |
| 754 | break; |
| 755 | case LINE_NO: |
| 756 | p += sprintf(p, "%d,%dvn", i, j); |
| 757 | break; |
| 758 | } |
| 759 | } |
| 760 | |
| 761 | /* No point in doing sums like that if they're going to be wrong */ |
| 762 | assert(strlen(ret) <= (size_t)len); |
| 763 | return ret; |
| 764 | } |
| 765 | |
| 766 | static game_ui *new_ui(game_state *state) |
| 767 | { |
| 768 | return NULL; |
| 769 | } |
| 770 | |
| 771 | static void free_ui(game_ui *ui) |
| 772 | { |
| 773 | } |
| 774 | |
| 775 | static char *encode_ui(game_ui *ui) |
| 776 | { |
| 777 | return NULL; |
| 778 | } |
| 779 | |
| 780 | static void decode_ui(game_ui *ui, char *encoding) |
| 781 | { |
| 782 | } |
| 783 | |
| 784 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 785 | game_state *newstate) |
| 786 | { |
| 787 | } |
| 788 | |
| 789 | #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1) |
| 790 | |
| 791 | static void game_compute_size(game_params *params, int tilesize, |
| 792 | int *x, int *y) |
| 793 | { |
| 794 | struct { int tilesize; } ads, *ds = &ads; |
| 795 | ads.tilesize = tilesize; |
| 796 | |
| 797 | *x = SIZE(params->w); |
| 798 | *y = SIZE(params->h); |
| 799 | } |
| 800 | |
| 801 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 802 | game_params *params, int tilesize) |
| 803 | { |
| 804 | ds->tilesize = tilesize; |
| 805 | ds->linewidth = max(1,tilesize/16); |
| 806 | } |
| 807 | |
| 808 | static float *game_colours(frontend *fe, int *ncolours) |
| 809 | { |
| 810 | float *ret = snewn(4 * NCOLOURS, float); |
| 811 | |
| 812 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 813 | |
| 814 | ret[COL_FOREGROUND * 3 + 0] = 0.0F; |
| 815 | ret[COL_FOREGROUND * 3 + 1] = 0.0F; |
| 816 | ret[COL_FOREGROUND * 3 + 2] = 0.0F; |
| 817 | |
| 818 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
| 819 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
| 820 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
| 821 | |
| 822 | ret[COL_MISTAKE * 3 + 0] = 1.0F; |
| 823 | ret[COL_MISTAKE * 3 + 1] = 0.0F; |
| 824 | ret[COL_MISTAKE * 3 + 2] = 0.0F; |
| 825 | |
| 826 | *ncolours = NCOLOURS; |
| 827 | return ret; |
| 828 | } |
| 829 | |
| 830 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 831 | { |
| 832 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 833 | |
| 834 | ds->tilesize = ds->linewidth = 0; |
| 835 | ds->started = 0; |
| 836 | ds->hl = snewn(HL_COUNT(state), char); |
| 837 | ds->vl = snewn(VL_COUNT(state), char); |
| 838 | ds->clue_error = snewn(SQUARE_COUNT(state), char); |
| 839 | ds->flashing = 0; |
| 840 | |
| 841 | memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state)); |
| 842 | memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state)); |
| 843 | memset(ds->clue_error, 0, SQUARE_COUNT(state)); |
| 844 | |
| 845 | return ds; |
| 846 | } |
| 847 | |
| 848 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 849 | { |
| 850 | sfree(ds->clue_error); |
| 851 | sfree(ds->hl); |
| 852 | sfree(ds->vl); |
| 853 | sfree(ds); |
| 854 | } |
| 855 | |
| 856 | static int game_timing_state(game_state *state, game_ui *ui) |
| 857 | { |
| 858 | return TRUE; |
| 859 | } |
| 860 | |
| 861 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 862 | int dir, game_ui *ui) |
| 863 | { |
| 864 | return 0.0F; |
| 865 | } |
| 866 | |
| 867 | static char *game_text_format(game_state *state) |
| 868 | { |
| 869 | int i, j; |
| 870 | int len; |
| 871 | char *ret, *rp; |
| 872 | |
| 873 | len = (2 * state->w + 2) * (2 * state->h + 1); |
| 874 | rp = ret = snewn(len + 1, char); |
| 875 | |
| 876 | #define DRAW_HL \ |
| 877 | switch (ABOVE_SQUARE(state, i, j)) { \ |
| 878 | case LINE_YES: \ |
| 879 | rp += sprintf(rp, " -"); \ |
| 880 | break; \ |
| 881 | case LINE_NO: \ |
| 882 | rp += sprintf(rp, " x"); \ |
| 883 | break; \ |
| 884 | case LINE_UNKNOWN: \ |
| 885 | rp += sprintf(rp, " "); \ |
| 886 | break; \ |
| 887 | default: \ |
| 888 | assert(!"Illegal line state for HL"); \ |
| 889 | } |
| 890 | |
| 891 | #define DRAW_VL \ |
| 892 | switch (LEFTOF_SQUARE(state, i, j)) { \ |
| 893 | case LINE_YES: \ |
| 894 | rp += sprintf(rp, "|"); \ |
| 895 | break; \ |
| 896 | case LINE_NO: \ |
| 897 | rp += sprintf(rp, "x"); \ |
| 898 | break; \ |
| 899 | case LINE_UNKNOWN: \ |
| 900 | rp += sprintf(rp, " "); \ |
| 901 | break; \ |
| 902 | default: \ |
| 903 | assert(!"Illegal line state for VL"); \ |
| 904 | } |
| 905 | |
| 906 | for (j = 0; j < state->h; ++j) { |
| 907 | for (i = 0; i < state->w; ++i) { |
| 908 | DRAW_HL; |
| 909 | } |
| 910 | rp += sprintf(rp, " \n"); |
| 911 | for (i = 0; i < state->w; ++i) { |
| 912 | DRAW_VL; |
| 913 | rp += sprintf(rp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j))); |
| 914 | } |
| 915 | DRAW_VL; |
| 916 | rp += sprintf(rp, "\n"); |
| 917 | } |
| 918 | for (i = 0; i < state->w; ++i) { |
| 919 | DRAW_HL; |
| 920 | } |
| 921 | rp += sprintf(rp, " \n"); |
| 922 | |
| 923 | assert(strlen(ret) == len); |
| 924 | return ret; |
| 925 | } |
| 926 | |
| 927 | /* ---------------------------------------------------------------------- |
| 928 | * Debug code |
| 929 | */ |
| 930 | |
| 931 | #ifdef DEBUG_CACHES |
| 932 | static void check_caches(const solver_state* sstate) |
| 933 | { |
| 934 | int i, j; |
| 935 | const game_state *state = sstate->state; |
| 936 | |
| 937 | FORALL_DOTS(state, i, j) { |
| 938 | #if 0 |
| 939 | fprintf(stderr, "dot [%d,%d] y: %d %d n: %d %d\n", i, j, |
| 940 | dot_order(state, i, j, LINE_YES), |
| 941 | sstate->dot_yescount[i + (state->w + 1) * j], |
| 942 | dot_order(state, i, j, LINE_NO), |
| 943 | sstate->dot_nocount[i + (state->w + 1) * j]); |
| 944 | #endif |
| 945 | |
| 946 | assert(dot_order(state, i, j, LINE_YES) == |
| 947 | DOT_YES_COUNT(sstate, i, j)); |
| 948 | assert(dot_order(state, i, j, LINE_NO) == |
| 949 | DOT_NO_COUNT(sstate, i, j)); |
| 950 | } |
| 951 | |
| 952 | FORALL_SQUARES(state, i, j) { |
| 953 | #if 0 |
| 954 | fprintf(stderr, "square [%d,%d] y: %d %d n: %d %d\n", i, j, |
| 955 | square_order(state, i, j, LINE_YES), |
| 956 | sstate->square_yescount[i + state->w * j], |
| 957 | square_order(state, i, j, LINE_NO), |
| 958 | sstate->square_nocount[i + state->w * j]); |
| 959 | #endif |
| 960 | |
| 961 | assert(square_order(state, i, j, LINE_YES) == |
| 962 | SQUARE_YES_COUNT(sstate, i, j)); |
| 963 | assert(square_order(state, i, j, LINE_NO) == |
| 964 | SQUARE_NO_COUNT(sstate, i, j)); |
| 965 | } |
| 966 | } |
| 967 | |
| 968 | #if 0 |
| 969 | #define check_caches(s) \ |
| 970 | do { \ |
| 971 | fprintf(stderr, "check_caches at line %d\n", __LINE__); \ |
| 972 | check_caches(s); \ |
| 973 | } while (0) |
| 974 | #endif |
| 975 | #endif /* DEBUG_CACHES */ |
| 976 | |
| 977 | /* ---------------------------------------------------------------------- |
| 978 | * Solver utility functions |
| 979 | */ |
| 980 | |
| 981 | static int set_line_bydot(solver_state *sstate, int x, int y, enum direction d, |
| 982 | enum line_state line_new |
| 983 | #ifdef SHOW_WORKING |
| 984 | , const char *reason |
| 985 | #endif |
| 986 | ) |
| 987 | { |
| 988 | game_state *state = sstate->state; |
| 989 | |
| 990 | /* This line borders at most two squares in our board. We figure out the |
| 991 | * x and y positions of those squares so we can record that their yes or no |
| 992 | * counts have been changed */ |
| 993 | int sq1_x=-1, sq1_y=-1, sq2_x=-1, sq2_y=-1; |
| 994 | int otherdot_x=-1, otherdot_y=-1; |
| 995 | |
| 996 | int progress = FALSE; |
| 997 | |
| 998 | #if 0 |
| 999 | fprintf(stderr, "set_line_bydot [%d,%d], %s, %d\n", |
| 1000 | x, y, DIR2STR(d), line_new); |
| 1001 | #endif |
| 1002 | |
| 1003 | assert(line_new != LINE_UNKNOWN); |
| 1004 | |
| 1005 | check_caches(sstate); |
| 1006 | |
| 1007 | switch (d) { |
| 1008 | case LEFT: |
| 1009 | assert(x > 0); |
| 1010 | |
| 1011 | if (LEFTOF_DOT(state, x, y) != line_new) { |
| 1012 | LV_LEFTOF_DOT(state, x, y) = line_new; |
| 1013 | |
| 1014 | otherdot_x = x-1; |
| 1015 | otherdot_y = y; |
| 1016 | |
| 1017 | sq1_x = x-1; |
| 1018 | sq1_y = y-1; |
| 1019 | sq2_x = x-1; |
| 1020 | sq2_y = y; |
| 1021 | |
| 1022 | progress = TRUE; |
| 1023 | } |
| 1024 | break; |
| 1025 | case RIGHT: |
| 1026 | assert(x < state->w); |
| 1027 | if (RIGHTOF_DOT(state, x, y) != line_new) { |
| 1028 | LV_RIGHTOF_DOT(state, x, y) = line_new; |
| 1029 | |
| 1030 | otherdot_x = x+1; |
| 1031 | otherdot_y = y; |
| 1032 | |
| 1033 | sq1_x = x; |
| 1034 | sq1_y = y-1; |
| 1035 | sq2_x = x; |
| 1036 | sq2_y = y; |
| 1037 | |
| 1038 | progress = TRUE; |
| 1039 | } |
| 1040 | break; |
| 1041 | case UP: |
| 1042 | assert(y > 0); |
| 1043 | if (ABOVE_DOT(state, x, y) != line_new) { |
| 1044 | LV_ABOVE_DOT(state, x, y) = line_new; |
| 1045 | |
| 1046 | otherdot_x = x; |
| 1047 | otherdot_y = y-1; |
| 1048 | |
| 1049 | sq1_x = x-1; |
| 1050 | sq1_y = y-1; |
| 1051 | sq2_x = x; |
| 1052 | sq2_y = y-1; |
| 1053 | |
| 1054 | progress = TRUE; |
| 1055 | } |
| 1056 | break; |
| 1057 | case DOWN: |
| 1058 | assert(y < state->h); |
| 1059 | if (BELOW_DOT(state, x, y) != line_new) { |
| 1060 | LV_BELOW_DOT(state, x, y) = line_new; |
| 1061 | |
| 1062 | otherdot_x = x; |
| 1063 | otherdot_y = y+1; |
| 1064 | |
| 1065 | sq1_x = x-1; |
| 1066 | sq1_y = y; |
| 1067 | sq2_x = x; |
| 1068 | sq2_y = y; |
| 1069 | |
| 1070 | progress = TRUE; |
| 1071 | } |
| 1072 | break; |
| 1073 | } |
| 1074 | |
| 1075 | if (!progress) |
| 1076 | return progress; |
| 1077 | |
| 1078 | #ifdef SHOW_WORKING |
| 1079 | fprintf(stderr, "set line [%d,%d] -> [%d,%d] to %s (%s)\n", |
| 1080 | x, y, otherdot_x, otherdot_y, line_new == LINE_YES ? "YES" : "NO", |
| 1081 | reason); |
| 1082 | #endif |
| 1083 | |
| 1084 | /* Above we updated the cache for the dot that the line in question reaches |
| 1085 | * from the dot we've been told about. Here we update that for the dot |
| 1086 | * named in our arguments. */ |
| 1087 | if (line_new == LINE_YES) { |
| 1088 | if (sq1_x >= 0 && sq1_y >= 0) |
| 1089 | ++SQUARE_YES_COUNT(sstate, sq1_x, sq1_y); |
| 1090 | if (sq2_x < state->w && sq2_y < state->h) |
| 1091 | ++SQUARE_YES_COUNT(sstate, sq2_x, sq2_y); |
| 1092 | ++DOT_YES_COUNT(sstate, x, y); |
| 1093 | ++DOT_YES_COUNT(sstate, otherdot_x, otherdot_y); |
| 1094 | } else { |
| 1095 | if (sq1_x >= 0 && sq1_y >= 0) |
| 1096 | ++SQUARE_NO_COUNT(sstate, sq1_x, sq1_y); |
| 1097 | if (sq2_x < state->w && sq2_y < state->h) |
| 1098 | ++SQUARE_NO_COUNT(sstate, sq2_x, sq2_y); |
| 1099 | ++DOT_NO_COUNT(sstate, x, y); |
| 1100 | ++DOT_NO_COUNT(sstate, otherdot_x, otherdot_y); |
| 1101 | } |
| 1102 | |
| 1103 | check_caches(sstate); |
| 1104 | return progress; |
| 1105 | } |
| 1106 | |
| 1107 | #ifdef SHOW_WORKING |
| 1108 | #define set_line_bydot(a, b, c, d, e) \ |
| 1109 | set_line_bydot(a, b, c, d, e, __FUNCTION__) |
| 1110 | #endif |
| 1111 | |
| 1112 | /* |
| 1113 | * Merge two dots due to the existence of an edge between them. |
| 1114 | * Updates the dsf tracking equivalence classes, and keeps track of |
| 1115 | * the length of path each dot is currently a part of. |
| 1116 | * Returns TRUE if the dots were already linked, ie if they are part of a |
| 1117 | * closed loop, and false otherwise. |
| 1118 | */ |
| 1119 | static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2) |
| 1120 | { |
| 1121 | int i, j, len; |
| 1122 | |
| 1123 | i = y1 * (sstate->state->w + 1) + x1; |
| 1124 | j = y2 * (sstate->state->w + 1) + x2; |
| 1125 | |
| 1126 | i = dsf_canonify(sstate->dotdsf, i); |
| 1127 | j = dsf_canonify(sstate->dotdsf, j); |
| 1128 | |
| 1129 | if (i == j) { |
| 1130 | return TRUE; |
| 1131 | } else { |
| 1132 | len = sstate->looplen[i] + sstate->looplen[j]; |
| 1133 | dsf_merge(sstate->dotdsf, i, j); |
| 1134 | i = dsf_canonify(sstate->dotdsf, i); |
| 1135 | sstate->looplen[i] = len; |
| 1136 | return FALSE; |
| 1137 | } |
| 1138 | } |
| 1139 | |
| 1140 | /* Seriously, these should be functions */ |
| 1141 | |
| 1142 | #define LINEDSF_INDEX(state, x, y, d) \ |
| 1143 | ((d == UP) ? ((y-1) * (state->w + 1) + x) : \ |
| 1144 | (d == DOWN) ? ((y) * (state->w + 1) + x) : \ |
| 1145 | (d == LEFT) ? ((y) * (state->w) + x-1 + VL_COUNT(state)) : \ |
| 1146 | (d == RIGHT) ? ((y) * (state->w) + x + VL_COUNT(state)) : \ |
| 1147 | (assert(!"bad direction value"), 0)) |
| 1148 | |
| 1149 | static void linedsf_deindex(const game_state *state, int i, |
| 1150 | int *px, int *py, enum direction *pd) |
| 1151 | { |
| 1152 | int i_mod; |
| 1153 | if (i < VL_COUNT(state)) { |
| 1154 | *(pd) = DOWN; |
| 1155 | *(px) = (i) % (state->w+1); |
| 1156 | *(py) = (i) / (state->w+1); |
| 1157 | } else { |
| 1158 | i_mod = i - VL_COUNT(state); |
| 1159 | *(pd) = RIGHT; |
| 1160 | *(px) = (i_mod) % (state->w); |
| 1161 | *(py) = (i_mod) / (state->w); |
| 1162 | } |
| 1163 | } |
| 1164 | |
| 1165 | /* Merge two lines because the solver has deduced that they must be either |
| 1166 | * identical or opposite. Returns TRUE if this is new information, otherwise |
| 1167 | * FALSE. */ |
| 1168 | static int merge_lines(solver_state *sstate, |
| 1169 | int x1, int y1, enum direction d1, |
| 1170 | int x2, int y2, enum direction d2, |
| 1171 | int inverse |
| 1172 | #ifdef SHOW_WORKING |
| 1173 | , const char *reason |
| 1174 | #endif |
| 1175 | ) |
| 1176 | { |
| 1177 | int i, j, inv_tmp; |
| 1178 | |
| 1179 | i = LINEDSF_INDEX(sstate->state, x1, y1, d1); |
| 1180 | j = LINEDSF_INDEX(sstate->state, x2, y2, d2); |
| 1181 | |
| 1182 | assert(i < LINE_COUNT(sstate->state)); |
| 1183 | assert(j < LINE_COUNT(sstate->state)); |
| 1184 | |
| 1185 | i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp); |
| 1186 | inverse ^= inv_tmp; |
| 1187 | j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp); |
| 1188 | inverse ^= inv_tmp; |
| 1189 | |
| 1190 | edsf_merge(sstate->hard->linedsf, i, j, inverse); |
| 1191 | |
| 1192 | #ifdef SHOW_WORKING |
| 1193 | if (i != j) { |
| 1194 | fprintf(stderr, "%s [%d,%d,%s] [%d,%d,%s] %s(%s)\n", |
| 1195 | __FUNCTION__, |
| 1196 | x1, y1, DIR2STR(d1), |
| 1197 | x2, y2, DIR2STR(d2), |
| 1198 | inverse ? "inverse " : "", reason); |
| 1199 | } |
| 1200 | #endif |
| 1201 | return (i != j); |
| 1202 | } |
| 1203 | |
| 1204 | #ifdef SHOW_WORKING |
| 1205 | #define merge_lines(a, b, c, d, e, f, g, h) \ |
| 1206 | merge_lines(a, b, c, d, e, f, g, h, __FUNCTION__) |
| 1207 | #endif |
| 1208 | |
| 1209 | /* Return 0 if the given lines are not in the same equivalence class, 1 if they |
| 1210 | * are known identical, or 2 if they are known opposite */ |
| 1211 | #if 0 |
| 1212 | static int lines_related(solver_state *sstate, |
| 1213 | int x1, int y1, enum direction d1, |
| 1214 | int x2, int y2, enum direction d2) |
| 1215 | { |
| 1216 | int i, j, inv1, inv2; |
| 1217 | |
| 1218 | i = LINEDSF_INDEX(sstate->state, x1, y1, d1); |
| 1219 | j = LINEDSF_INDEX(sstate->state, x2, y2, d2); |
| 1220 | |
| 1221 | i = edsf_canonify(sstate->hard->linedsf, i, &inv1); |
| 1222 | j = edsf_canonify(sstate->hard->linedsf, j, &inv2); |
| 1223 | |
| 1224 | if (i == j) |
| 1225 | return (inv1 == inv2) ? 1 : 2; |
| 1226 | else |
| 1227 | return 0; |
| 1228 | } |
| 1229 | #endif |
| 1230 | |
| 1231 | /* Count the number of lines of a particular type currently going into the |
| 1232 | * given dot. Lines going off the edge of the board are assumed fixed no. */ |
| 1233 | static int dot_order(const game_state* state, int i, int j, char line_type) |
| 1234 | { |
| 1235 | int n = 0; |
| 1236 | |
| 1237 | if (i > 0) { |
| 1238 | if (line_type == LV_LEFTOF_DOT(state, i, j)) |
| 1239 | ++n; |
| 1240 | } else { |
| 1241 | if (line_type == LINE_NO) |
| 1242 | ++n; |
| 1243 | } |
| 1244 | if (i < state->w) { |
| 1245 | if (line_type == LV_RIGHTOF_DOT(state, i, j)) |
| 1246 | ++n; |
| 1247 | } else { |
| 1248 | if (line_type == LINE_NO) |
| 1249 | ++n; |
| 1250 | } |
| 1251 | if (j > 0) { |
| 1252 | if (line_type == LV_ABOVE_DOT(state, i, j)) |
| 1253 | ++n; |
| 1254 | } else { |
| 1255 | if (line_type == LINE_NO) |
| 1256 | ++n; |
| 1257 | } |
| 1258 | if (j < state->h) { |
| 1259 | if (line_type == LV_BELOW_DOT(state, i, j)) |
| 1260 | ++n; |
| 1261 | } else { |
| 1262 | if (line_type == LINE_NO) |
| 1263 | ++n; |
| 1264 | } |
| 1265 | |
| 1266 | return n; |
| 1267 | } |
| 1268 | |
| 1269 | /* Count the number of lines of a particular type currently surrounding the |
| 1270 | * given square */ |
| 1271 | static int square_order(const game_state* state, int i, int j, char line_type) |
| 1272 | { |
| 1273 | int n = 0; |
| 1274 | |
| 1275 | if (ABOVE_SQUARE(state, i, j) == line_type) |
| 1276 | ++n; |
| 1277 | if (BELOW_SQUARE(state, i, j) == line_type) |
| 1278 | ++n; |
| 1279 | if (LEFTOF_SQUARE(state, i, j) == line_type) |
| 1280 | ++n; |
| 1281 | if (RIGHTOF_SQUARE(state, i, j) == line_type) |
| 1282 | ++n; |
| 1283 | |
| 1284 | return n; |
| 1285 | } |
| 1286 | |
| 1287 | /* Set all lines bordering a dot of type old_type to type new_type |
| 1288 | * Return value tells caller whether this function actually did anything */ |
| 1289 | static int dot_setall(solver_state *sstate, int i, int j, |
| 1290 | char old_type, char new_type) |
| 1291 | { |
| 1292 | int retval = FALSE, r; |
| 1293 | game_state *state = sstate->state; |
| 1294 | |
| 1295 | if (old_type == new_type) |
| 1296 | return FALSE; |
| 1297 | |
| 1298 | if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) { |
| 1299 | r = set_line_bydot(sstate, i, j, LEFT, new_type); |
| 1300 | assert(r == TRUE); |
| 1301 | retval = TRUE; |
| 1302 | } |
| 1303 | |
| 1304 | if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) { |
| 1305 | r = set_line_bydot(sstate, i, j, RIGHT, new_type); |
| 1306 | assert(r == TRUE); |
| 1307 | retval = TRUE; |
| 1308 | } |
| 1309 | |
| 1310 | if (j > 0 && ABOVE_DOT(state, i, j) == old_type) { |
| 1311 | r = set_line_bydot(sstate, i, j, UP, new_type); |
| 1312 | assert(r == TRUE); |
| 1313 | retval = TRUE; |
| 1314 | } |
| 1315 | |
| 1316 | if (j < state->h && BELOW_DOT(state, i, j) == old_type) { |
| 1317 | r = set_line_bydot(sstate, i, j, DOWN, new_type); |
| 1318 | assert(r == TRUE); |
| 1319 | retval = TRUE; |
| 1320 | } |
| 1321 | |
| 1322 | return retval; |
| 1323 | } |
| 1324 | |
| 1325 | /* Set all lines bordering a square of type old_type to type new_type */ |
| 1326 | static int square_setall(solver_state *sstate, int i, int j, |
| 1327 | char old_type, char new_type) |
| 1328 | { |
| 1329 | int r = FALSE; |
| 1330 | game_state *state = sstate->state; |
| 1331 | |
| 1332 | #if 0 |
| 1333 | fprintf(stderr, "square_setall [%d,%d] from %d to %d\n", i, j, |
| 1334 | old_type, new_type); |
| 1335 | #endif |
| 1336 | if (ABOVE_SQUARE(state, i, j) == old_type) { |
| 1337 | r = set_line_bydot(sstate, i, j, RIGHT, new_type); |
| 1338 | assert(r == TRUE); |
| 1339 | } |
| 1340 | if (BELOW_SQUARE(state, i, j) == old_type) { |
| 1341 | r = set_line_bydot(sstate, i, j+1, RIGHT, new_type); |
| 1342 | assert(r == TRUE); |
| 1343 | } |
| 1344 | if (LEFTOF_SQUARE(state, i, j) == old_type) { |
| 1345 | r = set_line_bydot(sstate, i, j, DOWN, new_type); |
| 1346 | assert(r == TRUE); |
| 1347 | } |
| 1348 | if (RIGHTOF_SQUARE(state, i, j) == old_type) { |
| 1349 | r = set_line_bydot(sstate, i+1, j, DOWN, new_type); |
| 1350 | assert(r == TRUE); |
| 1351 | } |
| 1352 | |
| 1353 | return r; |
| 1354 | } |
| 1355 | |
| 1356 | /* ---------------------------------------------------------------------- |
| 1357 | * Loop generation and clue removal |
| 1358 | */ |
| 1359 | |
| 1360 | /* We're going to store a list of current candidate squares for lighting. |
| 1361 | * Each square gets a 'score', which tells us how adding that square right |
| 1362 | * now would affect the length of the solution loop. We're trying to |
| 1363 | * maximise that quantity so will bias our random selection of squares to |
| 1364 | * light towards those with high scores */ |
| 1365 | struct square { |
| 1366 | int score; |
| 1367 | unsigned long random; |
| 1368 | int x, y; |
| 1369 | }; |
| 1370 | |
| 1371 | static int get_square_cmpfn(void *v1, void *v2) |
| 1372 | { |
| 1373 | struct square *s1 = v1; |
| 1374 | struct square *s2 = v2; |
| 1375 | int r; |
| 1376 | |
| 1377 | r = s1->x - s2->x; |
| 1378 | if (r) |
| 1379 | return r; |
| 1380 | |
| 1381 | r = s1->y - s2->y; |
| 1382 | if (r) |
| 1383 | return r; |
| 1384 | |
| 1385 | return 0; |
| 1386 | } |
| 1387 | |
| 1388 | static int square_sort_cmpfn(void *v1, void *v2) |
| 1389 | { |
| 1390 | struct square *s1 = v1; |
| 1391 | struct square *s2 = v2; |
| 1392 | int r; |
| 1393 | |
| 1394 | r = s2->score - s1->score; |
| 1395 | if (r) { |
| 1396 | return r; |
| 1397 | } |
| 1398 | |
| 1399 | if (s1->random < s2->random) |
| 1400 | return -1; |
| 1401 | else if (s1->random > s2->random) |
| 1402 | return 1; |
| 1403 | |
| 1404 | /* |
| 1405 | * It's _just_ possible that two squares might have been given |
| 1406 | * the same random value. In that situation, fall back to |
| 1407 | * comparing based on the coordinates. This introduces a tiny |
| 1408 | * directional bias, but not a significant one. |
| 1409 | */ |
| 1410 | return get_square_cmpfn(v1, v2); |
| 1411 | } |
| 1412 | |
| 1413 | enum { SQUARE_LIT, SQUARE_UNLIT }; |
| 1414 | |
| 1415 | #define SQUARE_STATE(i, j) \ |
| 1416 | ( LEGAL_SQUARE(state, i, j) ? \ |
| 1417 | LV_SQUARE_STATE(i,j) : \ |
| 1418 | SQUARE_UNLIT ) |
| 1419 | |
| 1420 | #define LV_SQUARE_STATE(i, j) board[SQUARE_INDEX(state, i, j)] |
| 1421 | |
| 1422 | /* Generate a new complete set of clues for the given game_state (respecting |
| 1423 | * the dimensions provided by said game_state) */ |
| 1424 | static void add_full_clues(game_state *state, random_state *rs) |
| 1425 | { |
| 1426 | char *clues; |
| 1427 | char *board; |
| 1428 | int i, j, a, b, c; |
| 1429 | int board_area = SQUARE_COUNT(state); |
| 1430 | int t; |
| 1431 | |
| 1432 | struct square *square, *tmpsquare, *sq; |
| 1433 | struct square square_pos; |
| 1434 | |
| 1435 | /* These will contain exactly the same information, sorted into different |
| 1436 | * orders */ |
| 1437 | tree234 *lightable_squares_sorted, *lightable_squares_gettable; |
| 1438 | |
| 1439 | #define SQUARE_REACHABLE(i,j) \ |
| 1440 | (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \ |
| 1441 | SQUARE_STATE(i+1, j) == SQUARE_LIT || \ |
| 1442 | SQUARE_STATE(i, j-1) == SQUARE_LIT || \ |
| 1443 | SQUARE_STATE(i, j+1) == SQUARE_LIT), \ |
| 1444 | t) |
| 1445 | |
| 1446 | /* One situation in which we may not light a square is if that'll leave one |
| 1447 | * square above/below and one left/right of us unlit, separated by a lit |
| 1448 | * square diagnonal from us */ |
| 1449 | #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \ |
| 1450 | (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \ |
| 1451 | SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \ |
| 1452 | SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \ |
| 1453 | t) |
| 1454 | |
| 1455 | /* We also may not light a square if it will form a loop of lit squares |
| 1456 | * around some unlit squares, as then the game soln won't have a single |
| 1457 | * loop */ |
| 1458 | #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \ |
| 1459 | (SQUARE_STATE((i)+1, (j)) == lit1 && \ |
| 1460 | SQUARE_STATE((i)-1, (j)) == lit1 && \ |
| 1461 | SQUARE_STATE((i), (j)+1) == lit2 && \ |
| 1462 | SQUARE_STATE((i), (j)-1) == lit2) |
| 1463 | |
| 1464 | #define CAN_LIGHT_SQUARE(i, j) \ |
| 1465 | (SQUARE_REACHABLE(i, j) && \ |
| 1466 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \ |
| 1467 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \ |
| 1468 | !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \ |
| 1469 | !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \ |
| 1470 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \ |
| 1471 | !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT)) |
| 1472 | |
| 1473 | #define IS_LIGHTING_CANDIDATE(i, j) \ |
| 1474 | (SQUARE_STATE(i, j) == SQUARE_UNLIT && \ |
| 1475 | CAN_LIGHT_SQUARE(i,j)) |
| 1476 | |
| 1477 | /* The 'score' of a square reflects its current desirability for selection |
| 1478 | * as the next square to light. We want to encourage moving into uncharted |
| 1479 | * areas so we give scores according to how many of the square's neighbours |
| 1480 | * are currently unlit. */ |
| 1481 | |
| 1482 | /* UNLIT SCORE |
| 1483 | * 3 2 |
| 1484 | * 2 0 |
| 1485 | * 1 -2 |
| 1486 | */ |
| 1487 | #define SQUARE_SCORE(i,j) \ |
| 1488 | (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \ |
| 1489 | (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \ |
| 1490 | (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \ |
| 1491 | (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4) |
| 1492 | |
| 1493 | /* When a square gets lit, this defines how far away from that square we |
| 1494 | * need to go recomputing scores */ |
| 1495 | #define SCORE_DISTANCE 1 |
| 1496 | |
| 1497 | board = snewn(board_area, char); |
| 1498 | clues = state->clues; |
| 1499 | |
| 1500 | /* Make a board */ |
| 1501 | memset(board, SQUARE_UNLIT, board_area); |
| 1502 | |
| 1503 | /* Seed the board with a single lit square near the middle */ |
| 1504 | i = state->w / 2; |
| 1505 | j = state->h / 2; |
| 1506 | if (state->w & 1 && random_bits(rs, 1)) |
| 1507 | ++i; |
| 1508 | if (state->h & 1 && random_bits(rs, 1)) |
| 1509 | ++j; |
| 1510 | |
| 1511 | LV_SQUARE_STATE(i, j) = SQUARE_LIT; |
| 1512 | |
| 1513 | /* We need a way of favouring squares that will increase our loopiness. |
| 1514 | * We do this by maintaining a list of all candidate squares sorted by |
| 1515 | * their score and choose randomly from that with appropriate skew. |
| 1516 | * In order to avoid consistently biasing towards particular squares, we |
| 1517 | * need the sort order _within_ each group of scores to be completely |
| 1518 | * random. But it would be abusing the hospitality of the tree234 data |
| 1519 | * structure if our comparison function were nondeterministic :-). So with |
| 1520 | * each square we associate a random number that does not change during a |
| 1521 | * particular run of the generator, and use that as a secondary sort key. |
| 1522 | * Yes, this means we will be biased towards particular random squares in |
| 1523 | * any one run but that doesn't actually matter. */ |
| 1524 | |
| 1525 | lightable_squares_sorted = newtree234(square_sort_cmpfn); |
| 1526 | lightable_squares_gettable = newtree234(get_square_cmpfn); |
| 1527 | #define ADD_SQUARE(s) \ |
| 1528 | do { \ |
| 1529 | sq = add234(lightable_squares_sorted, s); \ |
| 1530 | assert(sq == s); \ |
| 1531 | sq = add234(lightable_squares_gettable, s); \ |
| 1532 | assert(sq == s); \ |
| 1533 | } while (0) |
| 1534 | |
| 1535 | #define REMOVE_SQUARE(s) \ |
| 1536 | do { \ |
| 1537 | sq = del234(lightable_squares_sorted, s); \ |
| 1538 | assert(sq); \ |
| 1539 | sq = del234(lightable_squares_gettable, s); \ |
| 1540 | assert(sq); \ |
| 1541 | } while (0) |
| 1542 | |
| 1543 | #define HANDLE_DIR(a, b) \ |
| 1544 | square = snew(struct square); \ |
| 1545 | square->x = (i)+(a); \ |
| 1546 | square->y = (j)+(b); \ |
| 1547 | square->score = 2; \ |
| 1548 | square->random = random_bits(rs, 31); \ |
| 1549 | ADD_SQUARE(square); |
| 1550 | HANDLE_DIR(-1, 0); |
| 1551 | HANDLE_DIR( 1, 0); |
| 1552 | HANDLE_DIR( 0,-1); |
| 1553 | HANDLE_DIR( 0, 1); |
| 1554 | #undef HANDLE_DIR |
| 1555 | |
| 1556 | /* Light squares one at a time until the board is interesting enough */ |
| 1557 | while (TRUE) |
| 1558 | { |
| 1559 | /* We have count234(lightable_squares) possibilities, and in |
| 1560 | * lightable_squares_sorted they are sorted with the most desirable |
| 1561 | * first. */ |
| 1562 | c = count234(lightable_squares_sorted); |
| 1563 | if (c == 0) |
| 1564 | break; |
| 1565 | assert(c == count234(lightable_squares_gettable)); |
| 1566 | |
| 1567 | /* Check that the best square available is any good */ |
| 1568 | square = (struct square *)index234(lightable_squares_sorted, 0); |
| 1569 | assert(square); |
| 1570 | |
| 1571 | /* |
| 1572 | * We never want to _decrease_ the loop's perimeter. Making |
| 1573 | * moves that leave the perimeter the same is occasionally |
| 1574 | * useful: if it were _never_ done then the user would be |
| 1575 | * able to deduce illicitly that any degree-zero vertex was |
| 1576 | * on the outside of the loop. So we do it sometimes but |
| 1577 | * not always. |
| 1578 | */ |
| 1579 | if (square->score < 0 || (square->score == 0 && |
| 1580 | random_upto(rs, 2) == 0)) { |
| 1581 | break; |
| 1582 | } |
| 1583 | |
| 1584 | assert(square->score == SQUARE_SCORE(square->x, square->y)); |
| 1585 | assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT); |
| 1586 | assert(square->x >= 0 && square->x < state->w); |
| 1587 | assert(square->y >= 0 && square->y < state->h); |
| 1588 | |
| 1589 | /* Update data structures */ |
| 1590 | LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT; |
| 1591 | REMOVE_SQUARE(square); |
| 1592 | |
| 1593 | /* We might have changed the score of any squares up to 2 units away in |
| 1594 | * any direction */ |
| 1595 | for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) { |
| 1596 | for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) { |
| 1597 | if (!a && !b) |
| 1598 | continue; |
| 1599 | square_pos.x = square->x + a; |
| 1600 | square_pos.y = square->y + b; |
| 1601 | if (square_pos.x < 0 || square_pos.x >= state->w || |
| 1602 | square_pos.y < 0 || square_pos.y >= state->h) { |
| 1603 | continue; |
| 1604 | } |
| 1605 | tmpsquare = find234(lightable_squares_gettable, &square_pos, |
| 1606 | NULL); |
| 1607 | if (tmpsquare) { |
| 1608 | assert(tmpsquare->x == square_pos.x); |
| 1609 | assert(tmpsquare->y == square_pos.y); |
| 1610 | assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) == |
| 1611 | SQUARE_UNLIT); |
| 1612 | REMOVE_SQUARE(tmpsquare); |
| 1613 | } else { |
| 1614 | tmpsquare = snew(struct square); |
| 1615 | tmpsquare->x = square_pos.x; |
| 1616 | tmpsquare->y = square_pos.y; |
| 1617 | tmpsquare->random = random_bits(rs, 31); |
| 1618 | } |
| 1619 | tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y); |
| 1620 | |
| 1621 | if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) { |
| 1622 | ADD_SQUARE(tmpsquare); |
| 1623 | } else { |
| 1624 | sfree(tmpsquare); |
| 1625 | } |
| 1626 | } |
| 1627 | } |
| 1628 | sfree(square); |
| 1629 | } |
| 1630 | |
| 1631 | /* Clean up */ |
| 1632 | while ((square = delpos234(lightable_squares_gettable, 0)) != NULL) |
| 1633 | sfree(square); |
| 1634 | freetree234(lightable_squares_gettable); |
| 1635 | freetree234(lightable_squares_sorted); |
| 1636 | |
| 1637 | /* Copy out all the clues */ |
| 1638 | FORALL_SQUARES(state, i, j) { |
| 1639 | c = SQUARE_STATE(i, j); |
| 1640 | LV_CLUE_AT(state, i, j) = 0; |
| 1641 | if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j); |
| 1642 | if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j); |
| 1643 | if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j); |
| 1644 | if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j); |
| 1645 | } |
| 1646 | |
| 1647 | sfree(board); |
| 1648 | } |
| 1649 | |
| 1650 | static int game_has_unique_soln(const game_state *state, int diff) |
| 1651 | { |
| 1652 | int ret; |
| 1653 | solver_state *sstate_new; |
| 1654 | solver_state *sstate = new_solver_state((game_state *)state, diff); |
| 1655 | |
| 1656 | sstate_new = solve_game_rec(sstate, diff); |
| 1657 | |
| 1658 | assert(sstate_new->solver_status != SOLVER_MISTAKE); |
| 1659 | ret = (sstate_new->solver_status == SOLVER_SOLVED); |
| 1660 | |
| 1661 | free_solver_state(sstate_new); |
| 1662 | free_solver_state(sstate); |
| 1663 | |
| 1664 | return ret; |
| 1665 | } |
| 1666 | |
| 1667 | /* Remove clues one at a time at random. */ |
| 1668 | static game_state *remove_clues(game_state *state, random_state *rs, |
| 1669 | int diff) |
| 1670 | { |
| 1671 | int *square_list, squares; |
| 1672 | game_state *ret = dup_game(state), *saved_ret; |
| 1673 | int n; |
| 1674 | #ifdef SHOW_WORKING |
| 1675 | char *desc; |
| 1676 | #endif |
| 1677 | |
| 1678 | /* We need to remove some clues. We'll do this by forming a list of all |
| 1679 | * available clues, shuffling it, then going along one at a |
| 1680 | * time clearing each clue in turn for which doing so doesn't render the |
| 1681 | * board unsolvable. */ |
| 1682 | squares = state->w * state->h; |
| 1683 | square_list = snewn(squares, int); |
| 1684 | for (n = 0; n < squares; ++n) { |
| 1685 | square_list[n] = n; |
| 1686 | } |
| 1687 | |
| 1688 | shuffle(square_list, squares, sizeof(int), rs); |
| 1689 | |
| 1690 | for (n = 0; n < squares; ++n) { |
| 1691 | saved_ret = dup_game(ret); |
| 1692 | LV_CLUE_AT(ret, square_list[n] % state->w, |
| 1693 | square_list[n] / state->w) = -1; |
| 1694 | |
| 1695 | #ifdef SHOW_WORKING |
| 1696 | desc = state_to_text(ret); |
| 1697 | fprintf(stderr, "%dx%d:%s\n", state->w, state->h, desc); |
| 1698 | sfree(desc); |
| 1699 | #endif |
| 1700 | |
| 1701 | if (game_has_unique_soln(ret, diff)) { |
| 1702 | free_game(saved_ret); |
| 1703 | } else { |
| 1704 | free_game(ret); |
| 1705 | ret = saved_ret; |
| 1706 | } |
| 1707 | } |
| 1708 | sfree(square_list); |
| 1709 | |
| 1710 | return ret; |
| 1711 | } |
| 1712 | |
| 1713 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1714 | char **aux, int interactive) |
| 1715 | { |
| 1716 | /* solution and description both use run-length encoding in obvious ways */ |
| 1717 | char *retval; |
| 1718 | game_state *state = snew(game_state), *state_new; |
| 1719 | |
| 1720 | state->h = params->h; |
| 1721 | state->w = params->w; |
| 1722 | |
| 1723 | state->clues = snewn(SQUARE_COUNT(params), char); |
| 1724 | state->hl = snewn(HL_COUNT(params), char); |
| 1725 | state->vl = snewn(VL_COUNT(params), char); |
| 1726 | |
| 1727 | newboard_please: |
| 1728 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
| 1729 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
| 1730 | |
| 1731 | state->solved = state->cheated = FALSE; |
| 1732 | state->recursion_depth = params->rec; |
| 1733 | |
| 1734 | /* Get a new random solvable board with all its clues filled in. Yes, this |
| 1735 | * can loop for ever if the params are suitably unfavourable, but |
| 1736 | * preventing games smaller than 4x4 seems to stop this happening */ |
| 1737 | |
| 1738 | do { |
| 1739 | add_full_clues(state, rs); |
| 1740 | } while (!game_has_unique_soln(state, params->diff)); |
| 1741 | |
| 1742 | state_new = remove_clues(state, rs, params->diff); |
| 1743 | free_game(state); |
| 1744 | state = state_new; |
| 1745 | |
| 1746 | if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) { |
| 1747 | #ifdef SHOW_WORKING |
| 1748 | fprintf(stderr, "Rejecting board, it is too easy\n"); |
| 1749 | #endif |
| 1750 | goto newboard_please; |
| 1751 | } |
| 1752 | |
| 1753 | retval = state_to_text(state); |
| 1754 | |
| 1755 | free_game(state); |
| 1756 | |
| 1757 | assert(!validate_desc(params, retval)); |
| 1758 | |
| 1759 | return retval; |
| 1760 | } |
| 1761 | |
| 1762 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1763 | { |
| 1764 | int i,j; |
| 1765 | game_state *state = snew(game_state); |
| 1766 | int empties_to_make = 0; |
| 1767 | int n; |
| 1768 | const char *dp = desc; |
| 1769 | |
| 1770 | state->recursion_depth = 0; /* XXX pending removal, probably */ |
| 1771 | |
| 1772 | state->h = params->h; |
| 1773 | state->w = params->w; |
| 1774 | |
| 1775 | state->clues = snewn(SQUARE_COUNT(params), char); |
| 1776 | state->hl = snewn(HL_COUNT(params), char); |
| 1777 | state->vl = snewn(VL_COUNT(params), char); |
| 1778 | |
| 1779 | state->solved = state->cheated = FALSE; |
| 1780 | |
| 1781 | FORALL_SQUARES(params, i, j) { |
| 1782 | if (empties_to_make) { |
| 1783 | empties_to_make--; |
| 1784 | LV_CLUE_AT(state, i, j) = -1; |
| 1785 | continue; |
| 1786 | } |
| 1787 | |
| 1788 | assert(*dp); |
| 1789 | n = *dp - '0'; |
| 1790 | if (n >= 0 && n < 10) { |
| 1791 | LV_CLUE_AT(state, i, j) = n; |
| 1792 | } else { |
| 1793 | n = *dp - 'a' + 1; |
| 1794 | assert(n > 0); |
| 1795 | LV_CLUE_AT(state, i, j) = -1; |
| 1796 | empties_to_make = n - 1; |
| 1797 | } |
| 1798 | ++dp; |
| 1799 | } |
| 1800 | |
| 1801 | memset(state->hl, LINE_UNKNOWN, HL_COUNT(params)); |
| 1802 | memset(state->vl, LINE_UNKNOWN, VL_COUNT(params)); |
| 1803 | |
| 1804 | return state; |
| 1805 | } |
| 1806 | |
| 1807 | enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN }; |
| 1808 | |
| 1809 | /* ---------------------------------------------------------------------- |
| 1810 | * Solver logic |
| 1811 | * |
| 1812 | * Our solver modes operate as follows. Each mode also uses the modes above it. |
| 1813 | * |
| 1814 | * Easy Mode |
| 1815 | * Just implement the rules of the game. |
| 1816 | * |
| 1817 | * Normal Mode |
| 1818 | * For each pair of lines through each dot we store a bit for whether |
| 1819 | * at least one of them is on and whether at most one is on. (If we know |
| 1820 | * both or neither is on that's already stored more directly.) That's six |
| 1821 | * bits per dot. Bit number n represents the lines shown in dline_desc. |
| 1822 | * |
| 1823 | * Advanced Mode |
| 1824 | * Use edsf data structure to make equivalence classes of lines that are |
| 1825 | * known identical to or opposite to one another. |
| 1826 | */ |
| 1827 | |
| 1828 | /* The order the following are defined in is very important, see below. |
| 1829 | * The last two fields may seem non-obvious: they specify that when talking |
| 1830 | * about a square the dx and dy offsets should be added to the square coords to |
| 1831 | * get to the right dot. Where dx and dy are -1 this means that the dline |
| 1832 | * doesn't make sense for a square. */ |
| 1833 | /* XXX can this be done with a struct instead? */ |
| 1834 | #define DLINES \ |
| 1835 | DLINE(DLINE_UD, UP, DOWN, -1, -1) \ |
| 1836 | DLINE(DLINE_LR, LEFT, RIGHT, -1, -1) \ |
| 1837 | DLINE(DLINE_UR, UP, RIGHT, 0, 1) \ |
| 1838 | DLINE(DLINE_DL, DOWN, LEFT, 1, 0) \ |
| 1839 | DLINE(DLINE_UL, UP, LEFT, 1, 1) \ |
| 1840 | DLINE(DLINE_DR, DOWN, RIGHT, 0, 0) |
| 1841 | |
| 1842 | #define OPP_DLINE(dline_desc) ((dline_desc) ^ 1) |
| 1843 | |
| 1844 | enum dline_desc { |
| 1845 | #define DLINE(desc, dir1, dir2, dx, dy) \ |
| 1846 | desc, |
| 1847 | DLINES |
| 1848 | #undef DLINE |
| 1849 | }; |
| 1850 | |
| 1851 | struct dline { |
| 1852 | enum dline_desc desc; |
| 1853 | enum direction dir1, dir2; |
| 1854 | int dx, dy; |
| 1855 | }; |
| 1856 | |
| 1857 | const static struct dline dlines[] = { |
| 1858 | #define DLINE(desc, dir1, dir2, dx, dy) \ |
| 1859 | { desc, dir1, dir2, dx, dy }, |
| 1860 | DLINES |
| 1861 | #undef DLINE |
| 1862 | }; |
| 1863 | |
| 1864 | #define FORALL_DOT_DLINES(dl_iter) \ |
| 1865 | for (dl_iter = 0; dl_iter < lenof(dlines); ++dl_iter) |
| 1866 | |
| 1867 | #define FORALL_SQUARE_DLINES(dl_iter) \ |
| 1868 | for (dl_iter = 2; dl_iter < lenof(dlines); ++dl_iter) |
| 1869 | |
| 1870 | #define DL2STR(d) \ |
| 1871 | ((d==DLINE_UD) ? "DLINE_UD": \ |
| 1872 | (d==DLINE_LR) ? "DLINE_LR": \ |
| 1873 | (d==DLINE_UR) ? "DLINE_UR": \ |
| 1874 | (d==DLINE_DL) ? "DLINE_DL": \ |
| 1875 | (d==DLINE_UL) ? "DLINE_UL": \ |
| 1876 | (d==DLINE_DR) ? "DLINE_DR": \ |
| 1877 | "oops") |
| 1878 | |
| 1879 | #define CHECK_DLINE_SENSIBLE(d) assert(dlines[(d)].dx != -1 && dlines[(d)].dy != -1) |
| 1880 | |
| 1881 | /* This will fail an assertion if the directions handed to it are the same, as |
| 1882 | * no dline corresponds to that */ |
| 1883 | static enum dline_desc dline_desc_from_dirs(enum direction dir1, |
| 1884 | enum direction dir2) |
| 1885 | { |
| 1886 | int i; |
| 1887 | |
| 1888 | assert (dir1 != dir2); |
| 1889 | |
| 1890 | for (i = 0; i < lenof(dlines); ++i) { |
| 1891 | if ((dir1 == dlines[i].dir1 && dir2 == dlines[i].dir2) || |
| 1892 | (dir1 == dlines[i].dir2 && dir2 == dlines[i].dir1)) { |
| 1893 | return dlines[i].desc; |
| 1894 | } |
| 1895 | } |
| 1896 | |
| 1897 | assert(!"dline not found"); |
| 1898 | return DLINE_UD; /* placate compiler */ |
| 1899 | } |
| 1900 | |
| 1901 | /* The following functions allow you to get or set info about the selected |
| 1902 | * dline corresponding to the dot or square at [i,j]. You'll get an assertion |
| 1903 | * failure if you talk about a dline that doesn't exist, ie if you ask about |
| 1904 | * non-touching lines around a square. */ |
| 1905 | static int get_dot_dline(const game_state *state, const char *dline_array, |
| 1906 | int i, int j, enum dline_desc desc) |
| 1907 | { |
| 1908 | /* fprintf(stderr, "get_dot_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */ |
| 1909 | return BIT_SET(dline_array[i + (state->w + 1) * j], desc); |
| 1910 | } |
| 1911 | |
| 1912 | static int set_dot_dline(game_state *state, char *dline_array, |
| 1913 | int i, int j, enum dline_desc desc |
| 1914 | #ifdef SHOW_WORKING |
| 1915 | , const char *reason |
| 1916 | #endif |
| 1917 | ) |
| 1918 | { |
| 1919 | int ret; |
| 1920 | ret = SET_BIT(dline_array[i + (state->w + 1) * j], desc); |
| 1921 | |
| 1922 | #ifdef SHOW_WORKING |
| 1923 | if (ret) |
| 1924 | fprintf(stderr, "set_dot_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason); |
| 1925 | #endif |
| 1926 | return ret; |
| 1927 | } |
| 1928 | |
| 1929 | static int get_square_dline(game_state *state, char *dline_array, |
| 1930 | int i, int j, enum dline_desc desc) |
| 1931 | { |
| 1932 | CHECK_DLINE_SENSIBLE(desc); |
| 1933 | /* fprintf(stderr, "get_square_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */ |
| 1934 | return BIT_SET(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)], |
| 1935 | desc); |
| 1936 | } |
| 1937 | |
| 1938 | static int set_square_dline(game_state *state, char *dline_array, |
| 1939 | int i, int j, enum dline_desc desc |
| 1940 | #ifdef SHOW_WORKING |
| 1941 | , const char *reason |
| 1942 | #endif |
| 1943 | ) |
| 1944 | { |
| 1945 | int ret; |
| 1946 | CHECK_DLINE_SENSIBLE(desc); |
| 1947 | ret = SET_BIT(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)], desc); |
| 1948 | #ifdef SHOW_WORKING |
| 1949 | if (ret) |
| 1950 | fprintf(stderr, "set_square_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason); |
| 1951 | #endif |
| 1952 | return ret; |
| 1953 | } |
| 1954 | |
| 1955 | #ifdef SHOW_WORKING |
| 1956 | #define set_dot_dline(a, b, c, d, e) \ |
| 1957 | set_dot_dline(a, b, c, d, e, __FUNCTION__) |
| 1958 | #define set_square_dline(a, b, c, d, e) \ |
| 1959 | set_square_dline(a, b, c, d, e, __FUNCTION__) |
| 1960 | #endif |
| 1961 | |
| 1962 | static int set_dot_opp_dline(game_state *state, char *dline_array, |
| 1963 | int i, int j, enum dline_desc desc) |
| 1964 | { |
| 1965 | return set_dot_dline(state, dline_array, i, j, OPP_DLINE(desc)); |
| 1966 | } |
| 1967 | |
| 1968 | static int set_square_opp_dline(game_state *state, char *dline_array, |
| 1969 | int i, int j, enum dline_desc desc) |
| 1970 | { |
| 1971 | return set_square_dline(state, dline_array, i, j, OPP_DLINE(desc)); |
| 1972 | } |
| 1973 | |
| 1974 | /* Find out if both the lines in the given dline are UNKNOWN */ |
| 1975 | static int dline_both_unknown(const game_state *state, int i, int j, |
| 1976 | enum dline_desc desc) |
| 1977 | { |
| 1978 | return |
| 1979 | (get_line_status_from_point(state, i, j, dlines[desc].dir1) == LINE_UNKNOWN) && |
| 1980 | (get_line_status_from_point(state, i, j, dlines[desc].dir2) == LINE_UNKNOWN); |
| 1981 | } |
| 1982 | |
| 1983 | #define SQUARE_DLINES \ |
| 1984 | HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \ |
| 1985 | HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \ |
| 1986 | HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \ |
| 1987 | HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0); |
| 1988 | |
| 1989 | #define DOT_DLINES \ |
| 1990 | HANDLE_DLINE(DLINE_UD, ABOVE_DOT, BELOW_DOT); \ |
| 1991 | HANDLE_DLINE(DLINE_LR, LEFTOF_DOT, RIGHTOF_DOT); \ |
| 1992 | HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \ |
| 1993 | HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \ |
| 1994 | HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \ |
| 1995 | HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT); |
| 1996 | |
| 1997 | static void array_setall(char *array, char from, char to, int len) |
| 1998 | { |
| 1999 | char *p = array, *p_old = p; |
| 2000 | int len_remaining = len; |
| 2001 | |
| 2002 | while ((p = memchr(p, from, len_remaining))) { |
| 2003 | *p = to; |
| 2004 | len_remaining -= p - p_old; |
| 2005 | p_old = p; |
| 2006 | } |
| 2007 | } |
| 2008 | |
| 2009 | |
| 2010 | |
| 2011 | static int get_line_status_from_point(const game_state *state, |
| 2012 | int x, int y, enum direction d) |
| 2013 | { |
| 2014 | switch (d) { |
| 2015 | case LEFT: |
| 2016 | return LEFTOF_DOT(state, x, y); |
| 2017 | case RIGHT: |
| 2018 | return RIGHTOF_DOT(state, x, y); |
| 2019 | case UP: |
| 2020 | return ABOVE_DOT(state, x, y); |
| 2021 | case DOWN: |
| 2022 | return BELOW_DOT(state, x, y); |
| 2023 | } |
| 2024 | |
| 2025 | return 0; |
| 2026 | } |
| 2027 | |
| 2028 | /* First and second args are coord offset from top left of square to one end |
| 2029 | * of line in question, third and fourth args are the direction from the first |
| 2030 | * end of the line to the second. Fifth arg is the direction of the line from |
| 2031 | * the coord offset position. |
| 2032 | * How confusing. |
| 2033 | */ |
| 2034 | #define SQUARE_LINES \ |
| 2035 | SQUARE_LINE( 0, 0, RIGHT, RIGHTOF_DOT, UP); \ |
| 2036 | SQUARE_LINE( 0, +1, RIGHT, RIGHTOF_DOT, DOWN); \ |
| 2037 | SQUARE_LINE( 0, 0, DOWN, BELOW_DOT, LEFT); \ |
| 2038 | SQUARE_LINE(+1, 0, DOWN, BELOW_DOT, RIGHT); |
| 2039 | |
| 2040 | /* Set pairs of lines around this square which are known to be identical to |
| 2041 | * the given line_state */ |
| 2042 | static int square_setall_identical(solver_state *sstate, int x, int y, |
| 2043 | enum line_state line_new) |
| 2044 | { |
| 2045 | /* can[dir] contains the canonical line associated with the line in |
| 2046 | * direction dir from the square in question. Similarly inv[dir] is |
| 2047 | * whether or not the line in question is inverse to its canonical |
| 2048 | * element. */ |
| 2049 | int can[4], inv[4], i, j; |
| 2050 | int retval = FALSE; |
| 2051 | |
| 2052 | i = 0; |
| 2053 | |
| 2054 | #if 0 |
| 2055 | fprintf(stderr, "Setting all identical unknown lines around square " |
| 2056 | "[%d,%d] to %d:\n", x, y, line_new); |
| 2057 | #endif |
| 2058 | |
| 2059 | #define SQUARE_LINE(dx, dy, linedir, dir_dot, sqdir) \ |
| 2060 | can[sqdir] = \ |
| 2061 | edsf_canonify(sstate->hard->linedsf, \ |
| 2062 | LINEDSF_INDEX(sstate->state, x+(dx), y+(dy), linedir), \ |
| 2063 | &inv[sqdir]); |
| 2064 | |
| 2065 | SQUARE_LINES; |
| 2066 | |
| 2067 | #undef SQUARE_LINE |
| 2068 | |
| 2069 | for (j = 0; j < 4; ++j) { |
| 2070 | for (i = 0; i < 4; ++i) { |
| 2071 | if (i == j) |
| 2072 | continue; |
| 2073 | |
| 2074 | if (can[i] == can[j] && inv[i] == inv[j]) { |
| 2075 | |
| 2076 | /* Lines in directions i and j are identical. |
| 2077 | * Only do j now, we'll do i when the loop causes us to |
| 2078 | * consider {i,j} in the opposite order. */ |
| 2079 | #define SQUARE_LINE(dx, dy, dir, c, sqdir) \ |
| 2080 | if (j == sqdir) { \ |
| 2081 | retval = set_line_bydot(sstate, x+(dx), y+(dy), dir, line_new); \ |
| 2082 | if (retval) { \ |
| 2083 | break; \ |
| 2084 | } \ |
| 2085 | } |
| 2086 | |
| 2087 | SQUARE_LINES; |
| 2088 | |
| 2089 | #undef SQUARE_LINE |
| 2090 | } |
| 2091 | } |
| 2092 | } |
| 2093 | |
| 2094 | return retval; |
| 2095 | } |
| 2096 | |
| 2097 | #if 0 |
| 2098 | /* Set all identical lines passing through the current dot to the chosen line |
| 2099 | * state. (implicitly this only looks at UNKNOWN lines) */ |
| 2100 | static int dot_setall_identical(solver_state *sstate, int x, int y, |
| 2101 | enum line_state line_new) |
| 2102 | { |
| 2103 | /* The implementation of this is a little naughty but I can't see how to do |
| 2104 | * it elegantly any other way */ |
| 2105 | int can[4], inv[4], i, j; |
| 2106 | enum direction d; |
| 2107 | int retval = FALSE; |
| 2108 | |
| 2109 | for (d = 0; d < 4; ++d) { |
| 2110 | can[d] = edsf_canonify(sstate->hard->linedsf, |
| 2111 | LINEDSF_INDEX(sstate->state, x, y, d), |
| 2112 | inv+d); |
| 2113 | } |
| 2114 | |
| 2115 | for (j = 0; j < 4; ++j) { |
| 2116 | next_j: |
| 2117 | for (i = 0; i < j; ++i) { |
| 2118 | if (can[i] == can[j] && inv[i] == inv[j]) { |
| 2119 | /* Lines in directions i and j are identical */ |
| 2120 | if (get_line_status_from_point(sstate->state, x, y, j) == |
| 2121 | LINE_UNKNOWN) { |
| 2122 | set_line_bydot(sstate->state, x, y, j, |
| 2123 | line_new); |
| 2124 | retval = TRUE; |
| 2125 | goto next_j; |
| 2126 | } |
| 2127 | } |
| 2128 | |
| 2129 | } |
| 2130 | } |
| 2131 | |
| 2132 | return retval; |
| 2133 | } |
| 2134 | #endif |
| 2135 | |
| 2136 | static int square_setboth_in_dline(solver_state *sstate, enum dline_desc dd, |
| 2137 | int i, int j, enum line_state line_new) |
| 2138 | { |
| 2139 | int retval = FALSE; |
| 2140 | const struct dline dll = dlines[dd], *dl = &dll; |
| 2141 | |
| 2142 | #if 0 |
| 2143 | fprintf(stderr, "square_setboth_in_dline %s [%d,%d] to %d\n", |
| 2144 | DL2STR(dd), i, j, line_new); |
| 2145 | #endif |
| 2146 | |
| 2147 | CHECK_DLINE_SENSIBLE(dd); |
| 2148 | |
| 2149 | retval |= |
| 2150 | set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir1, line_new); |
| 2151 | retval |= |
| 2152 | set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir2, line_new); |
| 2153 | |
| 2154 | return retval; |
| 2155 | } |
| 2156 | |
| 2157 | /* Call this function to register that the two unknown lines going into the dot |
| 2158 | * [x,y] are identical or opposite (depending on the value of 'inverse'). This |
| 2159 | * function will cause an assertion failure if anything other than exactly two |
| 2160 | * lines into the dot are unknown. |
| 2161 | * As usual returns TRUE if any progress was made, otherwise FALSE. */ |
| 2162 | static int dot_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse) |
| 2163 | { |
| 2164 | enum direction d1=DOWN, d2=DOWN; /* Just to keep compiler quiet */ |
| 2165 | int dirs_set = 0; |
| 2166 | |
| 2167 | #define TRY_DIR(d) \ |
| 2168 | if (get_line_status_from_point(sstate->state, x, y, d) == \ |
| 2169 | LINE_UNKNOWN) { \ |
| 2170 | if (dirs_set == 0) \ |
| 2171 | d1 = d; \ |
| 2172 | else { \ |
| 2173 | assert(dirs_set == 1); \ |
| 2174 | d2 = d; \ |
| 2175 | } \ |
| 2176 | dirs_set++; \ |
| 2177 | } while (0) |
| 2178 | |
| 2179 | TRY_DIR(UP); |
| 2180 | TRY_DIR(DOWN); |
| 2181 | TRY_DIR(LEFT); |
| 2182 | TRY_DIR(RIGHT); |
| 2183 | #undef TRY_DIR |
| 2184 | |
| 2185 | assert(dirs_set == 2); |
| 2186 | assert(d1 != d2); |
| 2187 | |
| 2188 | #if 0 |
| 2189 | fprintf(stderr, "Lines in direction %s and %s from dot [%d,%d] are %s\n", |
| 2190 | DIR2STR(d1), DIR2STR(d2), x, y, inverse?"opposite":"the same"); |
| 2191 | #endif |
| 2192 | |
| 2193 | return merge_lines(sstate, x, y, d1, x, y, d2, inverse); |
| 2194 | } |
| 2195 | |
| 2196 | /* Very similar to dot_relate_2_unknowns. */ |
| 2197 | static int square_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse) |
| 2198 | { |
| 2199 | enum direction d1=DOWN, d2=DOWN; |
| 2200 | int x1=-1, y1=-1, x2=-1, y2=-1; |
| 2201 | int dirs_set = 0; |
| 2202 | |
| 2203 | #if 0 |
| 2204 | fprintf(stderr, "2 unknowns around square [%d,%d] are %s\n", |
| 2205 | x, y, inverse?"opposite":"the same"); |
| 2206 | #endif |
| 2207 | |
| 2208 | #define TRY_DIR(i, j, d, dir_sq) \ |
| 2209 | do { \ |
| 2210 | if (dir_sq(sstate->state, x, y) == LINE_UNKNOWN) { \ |
| 2211 | if (dirs_set == 0) { \ |
| 2212 | d1 = d; x1 = i; y1 = j; \ |
| 2213 | } else { \ |
| 2214 | assert(dirs_set == 1); \ |
| 2215 | d2 = d; x2 = i; y2 = j; \ |
| 2216 | } \ |
| 2217 | dirs_set++; \ |
| 2218 | } \ |
| 2219 | } while (0) |
| 2220 | |
| 2221 | TRY_DIR(x, y, RIGHT, ABOVE_SQUARE); |
| 2222 | TRY_DIR(x, y, DOWN, LEFTOF_SQUARE); |
| 2223 | TRY_DIR(x+1, y, DOWN, RIGHTOF_SQUARE); |
| 2224 | TRY_DIR(x, y+1, RIGHT, BELOW_SQUARE); |
| 2225 | #undef TRY_DIR |
| 2226 | |
| 2227 | assert(dirs_set == 2); |
| 2228 | |
| 2229 | #if 0 |
| 2230 | fprintf(stderr, "Line in direction %s from dot [%d,%d] and line in direction %s from dot [%2d,%2d] are %s\n", |
| 2231 | DIR2STR(d1), x1, y1, DIR2STR(d2), x2, y2, inverse?"opposite":"the same"); |
| 2232 | #endif |
| 2233 | |
| 2234 | return merge_lines(sstate, x1, y1, d1, x2, y2, d2, inverse); |
| 2235 | } |
| 2236 | |
| 2237 | /* Figure out if any dlines can be 'collapsed' (and do so if they can). This |
| 2238 | * can happen if one of the lines is known and due to the dline status this |
| 2239 | * tells us state of the other, or if there's an interaction with the linedsf |
| 2240 | * (ie if atmostone is set for a dline and the lines are known identical they |
| 2241 | * must both be LINE_NO, etc). XXX at the moment only the former is |
| 2242 | * implemented, and indeed the latter should be implemented in the hard mode |
| 2243 | * solver only. |
| 2244 | */ |
| 2245 | static int dot_collapse_dlines(solver_state *sstate, int i, int j) |
| 2246 | { |
| 2247 | int progress = FALSE; |
| 2248 | enum direction dir1, dir2; |
| 2249 | int dir1st; |
| 2250 | int dlset; |
| 2251 | game_state *state = sstate->state; |
| 2252 | enum dline_desc dd; |
| 2253 | |
| 2254 | for (dir1 = 0; dir1 < 4; dir1++) { |
| 2255 | dir1st = get_line_status_from_point(state, i, j, dir1); |
| 2256 | if (dir1st == LINE_UNKNOWN) |
| 2257 | continue; |
| 2258 | /* dir2 iterates over the whole range rather than starting at dir1+1 |
| 2259 | * because test below is asymmetric */ |
| 2260 | for (dir2 = 0; dir2 < 4; dir2++) { |
| 2261 | if (dir1 == dir2) |
| 2262 | continue; |
| 2263 | |
| 2264 | if ((i == 0 && (dir1 == LEFT || dir2 == LEFT)) || |
| 2265 | (j == 0 && (dir1 == UP || dir2 == UP)) || |
| 2266 | (i == state->w && (dir1 == RIGHT || dir2 == RIGHT)) || |
| 2267 | (j == state->h && (dir1 == DOWN || dir2 == DOWN))) { |
| 2268 | continue; |
| 2269 | } |
| 2270 | |
| 2271 | #if 0 |
| 2272 | fprintf(stderr, "dot_collapse_dlines [%d,%d], %s %s\n", i, j, |
| 2273 | DIR2STR(dir1), DIR2STR(dir2)); |
| 2274 | #endif |
| 2275 | |
| 2276 | if (get_line_status_from_point(state, i, j, dir2) == |
| 2277 | LINE_UNKNOWN) { |
| 2278 | dd = dline_desc_from_dirs(dir1, dir2); |
| 2279 | |
| 2280 | dlset = get_dot_dline(state, sstate->normal->dot_atmostone, i, j, dd); |
| 2281 | if (dlset && dir1st == LINE_YES) { |
| 2282 | /* fprintf(stderr, "setting %s to NO\n", DIR2STR(dir2)); */ |
| 2283 | progress |= |
| 2284 | set_line_bydot(sstate, i, j, dir2, LINE_NO); |
| 2285 | } |
| 2286 | |
| 2287 | dlset = get_dot_dline(state, sstate->normal->dot_atleastone, i, j, dd); |
| 2288 | if (dlset && dir1st == LINE_NO) { |
| 2289 | /* fprintf(stderr, "setting %s to YES\n", DIR2STR(dir2)); */ |
| 2290 | progress |= |
| 2291 | set_line_bydot(sstate, i, j, dir2, LINE_YES); |
| 2292 | } |
| 2293 | } |
| 2294 | } |
| 2295 | } |
| 2296 | |
| 2297 | return progress; |
| 2298 | } |
| 2299 | |
| 2300 | /* |
| 2301 | * These are the main solver functions. |
| 2302 | * |
| 2303 | * Their return values are diff values corresponding to the lowest mode solver |
| 2304 | * that would notice the work that they have done. For example if the normal |
| 2305 | * mode solver adds actual lines or crosses, it will return DIFF_EASY as the |
| 2306 | * easy mode solver might be able to make progress using that. It doesn't make |
| 2307 | * sense for one of them to return a diff value higher than that of the |
| 2308 | * function itself. |
| 2309 | * |
| 2310 | * Each function returns the lowest value it can, as early as possible, in |
| 2311 | * order to try and pass as much work as possible back to the lower level |
| 2312 | * solvers which progress more quickly. |
| 2313 | */ |
| 2314 | |
| 2315 | /* PROPOSED NEW DESIGN: |
| 2316 | * We have a work queue consisting of 'events' notifying us that something has |
| 2317 | * happened that a particular solver mode might be interested in. For example |
| 2318 | * the hard mode solver might do something that helps the normal mode solver at |
| 2319 | * dot [x,y] in which case it will enqueue an event recording this fact. Then |
| 2320 | * we pull events off the work queue, and hand each in turn to the solver that |
| 2321 | * is interested in them. If a solver reports that it failed we pass the same |
| 2322 | * event on to progressively more advanced solvers and the loop detector. Once |
| 2323 | * we've exhausted an event, or it has helped us progress, we drop it and |
| 2324 | * continue to the next one. The events are sorted first in order of solver |
| 2325 | * complexity (easy first) then order of insertion (oldest first). |
| 2326 | * Once we run out of events we loop over each permitted solver in turn |
| 2327 | * (easiest first) until either a deduction is made (and an event therefore |
| 2328 | * emerges) or no further deductions can be made (in which case we've failed). |
| 2329 | * |
| 2330 | * QUESTIONS: |
| 2331 | * * How do we 'loop over' a solver when both dots and squares are concerned. |
| 2332 | * Answer: first all squares then all dots. |
| 2333 | */ |
| 2334 | |
| 2335 | static int easy_mode_deductions(solver_state *sstate) |
| 2336 | { |
| 2337 | int i, j, h, w, current_yes, current_no; |
| 2338 | game_state *state; |
| 2339 | int diff = DIFF_MAX; |
| 2340 | |
| 2341 | state = sstate->state; |
| 2342 | h = state->h; |
| 2343 | w = state->w; |
| 2344 | |
| 2345 | /* Per-square deductions */ |
| 2346 | FORALL_SQUARES(state, i, j) { |
| 2347 | if (sstate->square_solved[SQUARE_INDEX(state, i, j)]) |
| 2348 | continue; |
| 2349 | |
| 2350 | current_yes = SQUARE_YES_COUNT(sstate, i, j); |
| 2351 | current_no = SQUARE_NO_COUNT(sstate, i, j); |
| 2352 | |
| 2353 | if (current_yes + current_no == 4) { |
| 2354 | sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE; |
| 2355 | /* diff = min(diff, DIFF_EASY); */ |
| 2356 | continue; |
| 2357 | } |
| 2358 | |
| 2359 | if (CLUE_AT(state, i, j) < 0) |
| 2360 | continue; |
| 2361 | |
| 2362 | if (CLUE_AT(state, i, j) < current_yes) { |
| 2363 | #if 0 |
| 2364 | fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__); |
| 2365 | #endif |
| 2366 | sstate->solver_status = SOLVER_MISTAKE; |
| 2367 | return DIFF_EASY; |
| 2368 | } |
| 2369 | if (CLUE_AT(state, i, j) == current_yes) { |
| 2370 | if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO)) |
| 2371 | diff = min(diff, DIFF_EASY); |
| 2372 | sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE; |
| 2373 | continue; |
| 2374 | } |
| 2375 | |
| 2376 | if (4 - CLUE_AT(state, i, j) < current_no) { |
| 2377 | #if 0 |
| 2378 | fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__); |
| 2379 | #endif |
| 2380 | sstate->solver_status = SOLVER_MISTAKE; |
| 2381 | return DIFF_EASY; |
| 2382 | } |
| 2383 | if (4 - CLUE_AT(state, i, j) == current_no) { |
| 2384 | if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES)) |
| 2385 | diff = min(diff, DIFF_EASY); |
| 2386 | sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE; |
| 2387 | continue; |
| 2388 | } |
| 2389 | } |
| 2390 | |
| 2391 | check_caches(sstate); |
| 2392 | |
| 2393 | /* Per-dot deductions */ |
| 2394 | FORALL_DOTS(state, i, j) { |
| 2395 | if (sstate->dot_solved[DOT_INDEX(state, i, j)]) |
| 2396 | continue; |
| 2397 | |
| 2398 | switch (DOT_YES_COUNT(sstate, i, j)) { |
| 2399 | case 0: |
| 2400 | switch (DOT_NO_COUNT(sstate, i, j)) { |
| 2401 | case 3: |
| 2402 | #if 0 |
| 2403 | fprintf(stderr, "dot [%d,%d]: 0 yes, 3 no\n", i, j); |
| 2404 | #endif |
| 2405 | dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO); |
| 2406 | diff = min(diff, DIFF_EASY); |
| 2407 | /* fall through */ |
| 2408 | case 4: |
| 2409 | sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE; |
| 2410 | break; |
| 2411 | } |
| 2412 | break; |
| 2413 | case 1: |
| 2414 | switch (DOT_NO_COUNT(sstate, i, j)) { |
| 2415 | case 2: /* 1 yes, 2 no */ |
| 2416 | #if 0 |
| 2417 | fprintf(stderr, "dot [%d,%d]: 1 yes, 2 no\n", i, j); |
| 2418 | #endif |
| 2419 | dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES); |
| 2420 | diff = min(diff, DIFF_EASY); |
| 2421 | sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE; |
| 2422 | break; |
| 2423 | case 3: /* 1 yes, 3 no */ |
| 2424 | #if 0 |
| 2425 | fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__); |
| 2426 | #endif |
| 2427 | sstate->solver_status = SOLVER_MISTAKE; |
| 2428 | return DIFF_EASY; |
| 2429 | } |
| 2430 | break; |
| 2431 | case 2: |
| 2432 | #if 0 |
| 2433 | fprintf(stderr, "dot [%d,%d]: 2 yes\n", i, j); |
| 2434 | #endif |
| 2435 | dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO); |
| 2436 | diff = min(diff, DIFF_EASY); |
| 2437 | sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE; |
| 2438 | break; |
| 2439 | case 3: |
| 2440 | case 4: |
| 2441 | #if 0 |
| 2442 | fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__); |
| 2443 | #endif |
| 2444 | sstate->solver_status = SOLVER_MISTAKE; |
| 2445 | return DIFF_EASY; |
| 2446 | } |
| 2447 | } |
| 2448 | |
| 2449 | check_caches(sstate); |
| 2450 | |
| 2451 | return diff; |
| 2452 | } |
| 2453 | |
| 2454 | static int normal_mode_deductions(solver_state *sstate) |
| 2455 | { |
| 2456 | int i, j; |
| 2457 | game_state *state = sstate->state; |
| 2458 | enum dline_desc dd; |
| 2459 | int diff = DIFF_MAX; |
| 2460 | |
| 2461 | FORALL_SQUARES(state, i, j) { |
| 2462 | if (sstate->square_solved[SQUARE_INDEX(state, i, j)]) |
| 2463 | continue; |
| 2464 | |
| 2465 | if (CLUE_AT(state, i, j) < 0) |
| 2466 | continue; |
| 2467 | |
| 2468 | switch (CLUE_AT(state, i, j)) { |
| 2469 | case 1: |
| 2470 | #if 0 |
| 2471 | fprintf(stderr, "clue [%d,%d] is 1, doing dline ops\n", |
| 2472 | i, j); |
| 2473 | #endif |
| 2474 | FORALL_SQUARE_DLINES(dd) { |
| 2475 | /* At most one of any DLINE can be set */ |
| 2476 | if (set_square_dline(state, |
| 2477 | sstate->normal->dot_atmostone, |
| 2478 | i, j, dd)) { |
| 2479 | diff = min(diff, DIFF_NORMAL); |
| 2480 | } |
| 2481 | |
| 2482 | if (get_square_dline(state, |
| 2483 | sstate->normal->dot_atleastone, |
| 2484 | i, j, dd)) { |
| 2485 | /* This DLINE provides enough YESes to solve the clue */ |
| 2486 | if (square_setboth_in_dline(sstate, OPP_DLINE(dd), |
| 2487 | i, j, LINE_NO)) { |
| 2488 | diff = min(diff, DIFF_EASY); |
| 2489 | } |
| 2490 | } |
| 2491 | } |
| 2492 | |
| 2493 | break; |
| 2494 | case 2: |
| 2495 | /* If at least one of one DLINE is set, at most one |
| 2496 | * of the opposing one is and vice versa */ |
| 2497 | #if 0 |
| 2498 | fprintf(stderr, "clue [%d,%d] is 2, doing dline ops\n", |
| 2499 | i, j); |
| 2500 | #endif |
| 2501 | FORALL_SQUARE_DLINES(dd) { |
| 2502 | if (get_square_dline(state, |
| 2503 | sstate->normal->dot_atmostone, |
| 2504 | i, j, dd)) { |
| 2505 | if (set_square_opp_dline(state, |
| 2506 | sstate->normal->dot_atleastone, |
| 2507 | i, j, dd)) { |
| 2508 | diff = min(diff, DIFF_NORMAL); |
| 2509 | } |
| 2510 | } |
| 2511 | if (get_square_dline(state, |
| 2512 | sstate->normal->dot_atleastone, |
| 2513 | i, j, dd)) { |
| 2514 | if (set_square_opp_dline(state, |
| 2515 | sstate->normal->dot_atmostone, |
| 2516 | i, j, dd)) { |
| 2517 | diff = min(diff, DIFF_NORMAL); |
| 2518 | } |
| 2519 | } |
| 2520 | } |
| 2521 | break; |
| 2522 | case 3: |
| 2523 | #if 0 |
| 2524 | fprintf(stderr, "clue [%d,%d] is 3, doing dline ops\n", |
| 2525 | i, j); |
| 2526 | #endif |
| 2527 | FORALL_SQUARE_DLINES(dd) { |
| 2528 | /* At least one of any DLINE must be set */ |
| 2529 | if (set_square_dline(state, |
| 2530 | sstate->normal->dot_atleastone, |
| 2531 | i, j, dd)) { |
| 2532 | diff = min(diff, DIFF_NORMAL); |
| 2533 | } |
| 2534 | |
| 2535 | if (get_square_dline(state, |
| 2536 | sstate->normal->dot_atmostone, |
| 2537 | i, j, dd)) { |
| 2538 | /* This DLINE provides enough NOs to solve the clue */ |
| 2539 | if (square_setboth_in_dline(sstate, OPP_DLINE(dd), |
| 2540 | i, j, LINE_YES)) { |
| 2541 | diff = min(diff, DIFF_EASY); |
| 2542 | } |
| 2543 | } |
| 2544 | } |
| 2545 | break; |
| 2546 | } |
| 2547 | } |
| 2548 | |
| 2549 | check_caches(sstate); |
| 2550 | |
| 2551 | if (diff < DIFF_NORMAL) |
| 2552 | return diff; |
| 2553 | |
| 2554 | FORALL_DOTS(state, i, j) { |
| 2555 | if (sstate->dot_solved[DOT_INDEX(state, i, j)]) |
| 2556 | continue; |
| 2557 | |
| 2558 | #if 0 |
| 2559 | text = game_text_format(state); |
| 2560 | fprintf(stderr, "-----------------\n%s", text); |
| 2561 | sfree(text); |
| 2562 | #endif |
| 2563 | |
| 2564 | switch (DOT_YES_COUNT(sstate, i, j)) { |
| 2565 | case 0: |
| 2566 | switch (DOT_NO_COUNT(sstate, i, j)) { |
| 2567 | case 1: |
| 2568 | /* Make note that at most one of each unknown DLINE |
| 2569 | * is YES */ |
| 2570 | break; |
| 2571 | } |
| 2572 | break; |
| 2573 | |
| 2574 | case 1: |
| 2575 | switch (DOT_NO_COUNT(sstate, i, j)) { |
| 2576 | case 1: |
| 2577 | /* 1 yes, 1 no, so exactly one of unknowns is |
| 2578 | * yes */ |
| 2579 | #if 0 |
| 2580 | fprintf(stderr, "dot [%d,%d]: 1 yes, 1 no\n", i, j); |
| 2581 | #endif |
| 2582 | FORALL_DOT_DLINES(dd) { |
| 2583 | if (dline_both_unknown(state, |
| 2584 | i, j, dd)) { |
| 2585 | if (set_dot_dline(state, |
| 2586 | sstate->normal->dot_atleastone, |
| 2587 | i, j, dd)) { |
| 2588 | diff = min(diff, DIFF_NORMAL); |
| 2589 | } |
| 2590 | } |
| 2591 | } |
| 2592 | |
| 2593 | /* fall through */ |
| 2594 | case 0: |
| 2595 | #if 0 |
| 2596 | fprintf(stderr, "dot [%d,%d]: 1 yes, 0 or 1 no\n", i, j); |
| 2597 | #endif |
| 2598 | /* 1 yes, fewer than 2 no, so at most one of |
| 2599 | * unknowns is yes */ |
| 2600 | FORALL_DOT_DLINES(dd) { |
| 2601 | if (dline_both_unknown(state, |
| 2602 | i, j, dd)) { |
| 2603 | if (set_dot_dline(state, |
| 2604 | sstate->normal->dot_atmostone, |
| 2605 | i, j, dd)) { |
| 2606 | diff = min(diff, DIFF_NORMAL); |
| 2607 | } |
| 2608 | } |
| 2609 | } |
| 2610 | break; |
| 2611 | } |
| 2612 | break; |
| 2613 | } |
| 2614 | |
| 2615 | /* DLINE deductions that don't depend on the exact number of |
| 2616 | * LINE_YESs or LINE_NOs */ |
| 2617 | |
| 2618 | /* If at least one of a dline in a dot is YES, at most one |
| 2619 | * of the opposite dline to that dot must be YES. */ |
| 2620 | FORALL_DOT_DLINES(dd) { |
| 2621 | if (get_dot_dline(state, |
| 2622 | sstate->normal->dot_atleastone, |
| 2623 | i, j, dd)) { |
| 2624 | if (set_dot_opp_dline(state, |
| 2625 | sstate->normal->dot_atmostone, |
| 2626 | i, j, dd)) { |
| 2627 | diff = min(diff, DIFF_NORMAL); |
| 2628 | } |
| 2629 | } |
| 2630 | } |
| 2631 | |
| 2632 | if (dot_collapse_dlines(sstate, i, j)) |
| 2633 | diff = min(diff, DIFF_EASY); |
| 2634 | } |
| 2635 | check_caches(sstate); |
| 2636 | |
| 2637 | return diff; |
| 2638 | } |
| 2639 | |
| 2640 | static int hard_mode_deductions(solver_state *sstate) |
| 2641 | { |
| 2642 | int i, j, a, b, s; |
| 2643 | game_state *state = sstate->state; |
| 2644 | const int h=state->h, w=state->w; |
| 2645 | enum direction dir1, dir2; |
| 2646 | int can1, can2, inv1, inv2; |
| 2647 | int diff = DIFF_MAX; |
| 2648 | enum dline_desc dd; |
| 2649 | |
| 2650 | FORALL_SQUARES(state, i, j) { |
| 2651 | if (sstate->square_solved[SQUARE_INDEX(state, i, j)]) |
| 2652 | continue; |
| 2653 | |
| 2654 | switch (CLUE_AT(state, i, j)) { |
| 2655 | case -1: |
| 2656 | continue; |
| 2657 | |
| 2658 | case 1: |
| 2659 | if (square_setall_identical(sstate, i, j, LINE_NO)) |
| 2660 | diff = min(diff, DIFF_EASY); |
| 2661 | break; |
| 2662 | case 3: |
| 2663 | if (square_setall_identical(sstate, i, j, LINE_YES)) |
| 2664 | diff = min(diff, DIFF_EASY); |
| 2665 | break; |
| 2666 | } |
| 2667 | |
| 2668 | if (SQUARE_YES_COUNT(sstate, i, j) + |
| 2669 | SQUARE_NO_COUNT(sstate, i, j) == 2) { |
| 2670 | /* There are exactly two unknown lines bordering this |
| 2671 | * square. */ |
| 2672 | if (SQUARE_YES_COUNT(sstate, i, j) + 1 == |
| 2673 | CLUE_AT(state, i, j)) { |
| 2674 | /* They must be different */ |
| 2675 | if (square_relate_2_unknowns(sstate, i, j, TRUE)) |
| 2676 | diff = min(diff, DIFF_HARD); |
| 2677 | } |
| 2678 | } |
| 2679 | } |
| 2680 | |
| 2681 | check_caches(sstate); |
| 2682 | |
| 2683 | FORALL_DOTS(state, i, j) { |
| 2684 | if (DOT_YES_COUNT(sstate, i, j) == 1 && |
| 2685 | DOT_NO_COUNT(sstate, i, j) == 1) { |
| 2686 | if (dot_relate_2_unknowns(sstate, i, j, TRUE)) |
| 2687 | diff = min(diff, DIFF_HARD); |
| 2688 | continue; |
| 2689 | } |
| 2690 | |
| 2691 | if (DOT_YES_COUNT(sstate, i, j) == 0 && |
| 2692 | DOT_NO_COUNT(sstate, i, j) == 2) { |
| 2693 | if (dot_relate_2_unknowns(sstate, i, j, FALSE)) |
| 2694 | diff = min(diff, DIFF_HARD); |
| 2695 | continue; |
| 2696 | } |
| 2697 | } |
| 2698 | |
| 2699 | /* If two lines into a dot are related, the other two lines into that dot |
| 2700 | * are related in the same way. */ |
| 2701 | |
| 2702 | /* iter over points that aren't on edges */ |
| 2703 | for (i = 1; i < w; ++i) { |
| 2704 | for (j = 1; j < h; ++j) { |
| 2705 | if (sstate->dot_solved[DOT_INDEX(state, i, j)]) |
| 2706 | continue; |
| 2707 | |
| 2708 | /* iter over directions */ |
| 2709 | for (dir1 = 0; dir1 < 4; ++dir1) { |
| 2710 | for (dir2 = dir1+1; dir2 < 4; ++dir2) { |
| 2711 | /* canonify both lines */ |
| 2712 | can1 = edsf_canonify |
| 2713 | (sstate->hard->linedsf, |
| 2714 | LINEDSF_INDEX(state, i, j, dir1), |
| 2715 | &inv1); |
| 2716 | can2 = edsf_canonify |
| 2717 | (sstate->hard->linedsf, |
| 2718 | LINEDSF_INDEX(state, i, j, dir2), |
| 2719 | &inv2); |
| 2720 | /* merge opposite lines */ |
| 2721 | if (can1 == can2) { |
| 2722 | if (merge_lines(sstate, |
| 2723 | i, j, OPP_DIR(dir1), |
| 2724 | i, j, OPP_DIR(dir2), |
| 2725 | inv1 ^ inv2)) { |
| 2726 | diff = min(diff, DIFF_HARD); |
| 2727 | } |
| 2728 | } |
| 2729 | } |
| 2730 | } |
| 2731 | } |
| 2732 | } |
| 2733 | |
| 2734 | /* If the state of a line is known, deduce the state of its canonical line |
| 2735 | * too. */ |
| 2736 | FORALL_DOTS(state, i, j) { |
| 2737 | /* Do this even if the dot we're on is solved */ |
| 2738 | if (i < w) { |
| 2739 | can1 = edsf_canonify(sstate->hard->linedsf, |
| 2740 | LINEDSF_INDEX(state, i, j, RIGHT), |
| 2741 | &inv1); |
| 2742 | linedsf_deindex(state, can1, &a, &b, &dir1); |
| 2743 | s = RIGHTOF_DOT(state, i, j); |
| 2744 | if (s != LINE_UNKNOWN) |
| 2745 | { |
| 2746 | if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s)) |
| 2747 | diff = min(diff, DIFF_EASY); |
| 2748 | } |
| 2749 | } |
| 2750 | if (j < h) { |
| 2751 | can1 = edsf_canonify(sstate->hard->linedsf, |
| 2752 | LINEDSF_INDEX(state, i, j, DOWN), |
| 2753 | &inv1); |
| 2754 | linedsf_deindex(state, can1, &a, &b, &dir1); |
| 2755 | s = BELOW_DOT(state, i, j); |
| 2756 | if (s != LINE_UNKNOWN) |
| 2757 | { |
| 2758 | if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s)) |
| 2759 | diff = min(diff, DIFF_EASY); |
| 2760 | } |
| 2761 | } |
| 2762 | } |
| 2763 | |
| 2764 | /* Interactions between dline and linedsf */ |
| 2765 | FORALL_DOTS(state, i, j) { |
| 2766 | if (sstate->dot_solved[DOT_INDEX(state, i, j)]) |
| 2767 | continue; |
| 2768 | |
| 2769 | FORALL_DOT_DLINES(dd) { |
| 2770 | const struct dline dll = dlines[dd], *dl = &dll; |
| 2771 | if (i == 0 && (dl->dir1 == LEFT || dl->dir2 == LEFT)) |
| 2772 | continue; |
| 2773 | if (i == w && (dl->dir1 == RIGHT || dl->dir2 == RIGHT)) |
| 2774 | continue; |
| 2775 | if (j == 0 && (dl->dir1 == UP || dl->dir2 == UP)) |
| 2776 | continue; |
| 2777 | if (j == h && (dl->dir1 == DOWN || dl->dir2 == DOWN)) |
| 2778 | continue; |
| 2779 | |
| 2780 | if (get_dot_dline(state, sstate->normal->dot_atleastone, |
| 2781 | i, j, dd) && |
| 2782 | get_dot_dline(state, sstate->normal->dot_atmostone, |
| 2783 | i, j, dd)) { |
| 2784 | /* atleastone && atmostone => inverse */ |
| 2785 | if (merge_lines(sstate, i, j, dl->dir1, i, j, dl->dir2, 1)) { |
| 2786 | diff = min(diff, DIFF_HARD); |
| 2787 | } |
| 2788 | } else { |
| 2789 | /* don't have atleastone and atmostone for this dline */ |
| 2790 | can1 = edsf_canonify(sstate->hard->linedsf, |
| 2791 | LINEDSF_INDEX(state, i, j, dl->dir1), |
| 2792 | &inv1); |
| 2793 | can2 = edsf_canonify(sstate->hard->linedsf, |
| 2794 | LINEDSF_INDEX(state, i, j, dl->dir2), |
| 2795 | &inv2); |
| 2796 | if (can1 == can2) { |
| 2797 | if (inv1 == inv2) { |
| 2798 | /* identical => collapse dline */ |
| 2799 | if (get_dot_dline(state, |
| 2800 | sstate->normal->dot_atleastone, |
| 2801 | i, j, dd)) { |
| 2802 | if (set_line_bydot(sstate, i, j, |
| 2803 | dl->dir1, LINE_YES)) { |
| 2804 | diff = min(diff, DIFF_EASY); |
| 2805 | } |
| 2806 | if (set_line_bydot(sstate, i, j, |
| 2807 | dl->dir2, LINE_YES)) { |
| 2808 | diff = min(diff, DIFF_EASY); |
| 2809 | } |
| 2810 | } else if (get_dot_dline(state, |
| 2811 | sstate->normal->dot_atmostone, |
| 2812 | i, j, dd)) { |
| 2813 | if (set_line_bydot(sstate, i, j, |
| 2814 | dl->dir1, LINE_NO)) { |
| 2815 | diff = min(diff, DIFF_EASY); |
| 2816 | } |
| 2817 | if (set_line_bydot(sstate, i, j, |
| 2818 | dl->dir2, LINE_NO)) { |
| 2819 | diff = min(diff, DIFF_EASY); |
| 2820 | } |
| 2821 | } |
| 2822 | } else { |
| 2823 | /* inverse => atleastone && atmostone */ |
| 2824 | if (set_dot_dline(state, |
| 2825 | sstate->normal->dot_atleastone, |
| 2826 | i, j, dd)) { |
| 2827 | diff = min(diff, DIFF_NORMAL); |
| 2828 | } |
| 2829 | if (set_dot_dline(state, |
| 2830 | sstate->normal->dot_atmostone, |
| 2831 | i, j, dd)) { |
| 2832 | diff = min(diff, DIFF_NORMAL); |
| 2833 | } |
| 2834 | } |
| 2835 | } |
| 2836 | } |
| 2837 | } |
| 2838 | } |
| 2839 | |
| 2840 | /* If the state of the canonical line for line 'l' is known, deduce the |
| 2841 | * state of 'l' */ |
| 2842 | FORALL_DOTS(state, i, j) { |
| 2843 | if (sstate->dot_solved[DOT_INDEX(state, i, j)]) |
| 2844 | continue; |
| 2845 | |
| 2846 | if (i < w) { |
| 2847 | can1 = edsf_canonify(sstate->hard->linedsf, |
| 2848 | LINEDSF_INDEX(state, i, j, RIGHT), |
| 2849 | &inv1); |
| 2850 | linedsf_deindex(state, can1, &a, &b, &dir1); |
| 2851 | s = get_line_status_from_point(state, a, b, dir1); |
| 2852 | if (s != LINE_UNKNOWN) |
| 2853 | { |
| 2854 | if (set_line_bydot(sstate, i, j, RIGHT, inv1 ? OPP(s) : s)) |
| 2855 | diff = min(diff, DIFF_EASY); |
| 2856 | } |
| 2857 | } |
| 2858 | if (j < h) { |
| 2859 | can1 = edsf_canonify(sstate->hard->linedsf, |
| 2860 | LINEDSF_INDEX(state, i, j, DOWN), |
| 2861 | &inv1); |
| 2862 | linedsf_deindex(state, can1, &a, &b, &dir1); |
| 2863 | s = get_line_status_from_point(state, a, b, dir1); |
| 2864 | if (s != LINE_UNKNOWN) |
| 2865 | { |
| 2866 | if (set_line_bydot(sstate, i, j, DOWN, inv1 ? OPP(s) : s)) |
| 2867 | diff = min(diff, DIFF_EASY); |
| 2868 | } |
| 2869 | } |
| 2870 | } |
| 2871 | |
| 2872 | return diff; |
| 2873 | } |
| 2874 | |
| 2875 | static int loop_deductions(solver_state *sstate) |
| 2876 | { |
| 2877 | int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0; |
| 2878 | game_state *state = sstate->state; |
| 2879 | int shortest_chainlen = DOT_COUNT(state); |
| 2880 | int loop_found = FALSE; |
| 2881 | int d; |
| 2882 | int dots_connected; |
| 2883 | int progress = FALSE; |
| 2884 | int i, j; |
| 2885 | |
| 2886 | /* |
| 2887 | * Go through the grid and update for all the new edges. |
| 2888 | * Since merge_dots() is idempotent, the simplest way to |
| 2889 | * do this is just to update for _all_ the edges. |
| 2890 | * |
| 2891 | * Also, while we're here, we count the edges, count the |
| 2892 | * clues, count the satisfied clues, and count the |
| 2893 | * satisfied-minus-one clues. |
| 2894 | */ |
| 2895 | FORALL_DOTS(state, i, j) { |
| 2896 | if (RIGHTOF_DOT(state, i, j) == LINE_YES) { |
| 2897 | loop_found |= merge_dots(sstate, i, j, i+1, j); |
| 2898 | edgecount++; |
| 2899 | } |
| 2900 | if (BELOW_DOT(state, i, j) == LINE_YES) { |
| 2901 | loop_found |= merge_dots(sstate, i, j, i, j+1); |
| 2902 | edgecount++; |
| 2903 | } |
| 2904 | |
| 2905 | if (CLUE_AT(state, i, j) >= 0) { |
| 2906 | int c = CLUE_AT(state, i, j); |
| 2907 | int o = SQUARE_YES_COUNT(sstate, i, j); |
| 2908 | if (o == c) |
| 2909 | satclues++; |
| 2910 | else if (o == c-1) |
| 2911 | sm1clues++; |
| 2912 | clues++; |
| 2913 | } |
| 2914 | } |
| 2915 | |
| 2916 | for (i = 0; i < DOT_COUNT(state); ++i) { |
| 2917 | dots_connected = |
| 2918 | sstate->looplen[dsf_canonify(sstate->dotdsf, i)]; |
| 2919 | if (dots_connected > 1) |
| 2920 | shortest_chainlen = min(shortest_chainlen, dots_connected); |
| 2921 | } |
| 2922 | |
| 2923 | assert(sstate->solver_status == SOLVER_INCOMPLETE); |
| 2924 | |
| 2925 | if (satclues == clues && shortest_chainlen == edgecount) { |
| 2926 | sstate->solver_status = SOLVER_SOLVED; |
| 2927 | /* This discovery clearly counts as progress, even if we haven't |
| 2928 | * just added any lines or anything */ |
| 2929 | progress = TRUE; |
| 2930 | goto finished_loop_deductionsing; |
| 2931 | } |
| 2932 | |
| 2933 | /* |
| 2934 | * Now go through looking for LINE_UNKNOWN edges which |
| 2935 | * connect two dots that are already in the same |
| 2936 | * equivalence class. If we find one, test to see if the |
| 2937 | * loop it would create is a solution. |
| 2938 | */ |
| 2939 | FORALL_DOTS(state, i, j) { |
| 2940 | for (d = 0; d < 2; d++) { |
| 2941 | int i2, j2, eqclass, val; |
| 2942 | |
| 2943 | if (d == 0) { |
| 2944 | if (RIGHTOF_DOT(state, i, j) != |
| 2945 | LINE_UNKNOWN) |
| 2946 | continue; |
| 2947 | i2 = i+1; |
| 2948 | j2 = j; |
| 2949 | } else { |
| 2950 | if (BELOW_DOT(state, i, j) != |
| 2951 | LINE_UNKNOWN) { |
| 2952 | continue; |
| 2953 | } |
| 2954 | i2 = i; |
| 2955 | j2 = j+1; |
| 2956 | } |
| 2957 | |
| 2958 | eqclass = dsf_canonify(sstate->dotdsf, j * (state->w+1) + i); |
| 2959 | if (eqclass != dsf_canonify(sstate->dotdsf, |
| 2960 | j2 * (state->w+1) + i2)) { |
| 2961 | continue; |
| 2962 | } |
| 2963 | |
| 2964 | val = LINE_NO; /* loop is bad until proven otherwise */ |
| 2965 | |
| 2966 | /* |
| 2967 | * This edge would form a loop. Next |
| 2968 | * question: how long would the loop be? |
| 2969 | * Would it equal the total number of edges |
| 2970 | * (plus the one we'd be adding if we added |
| 2971 | * it)? |
| 2972 | */ |
| 2973 | if (sstate->looplen[eqclass] == edgecount + 1) { |
| 2974 | int sm1_nearby; |
| 2975 | int cx, cy; |
| 2976 | |
| 2977 | /* |
| 2978 | * This edge would form a loop which |
| 2979 | * took in all the edges in the entire |
| 2980 | * grid. So now we need to work out |
| 2981 | * whether it would be a valid solution |
| 2982 | * to the puzzle, which means we have to |
| 2983 | * check if it satisfies all the clues. |
| 2984 | * This means that every clue must be |
| 2985 | * either satisfied or satisfied-minus- |
| 2986 | * 1, and also that the number of |
| 2987 | * satisfied-minus-1 clues must be at |
| 2988 | * most two and they must lie on either |
| 2989 | * side of this edge. |
| 2990 | */ |
| 2991 | sm1_nearby = 0; |
| 2992 | cx = i - (j2-j); |
| 2993 | cy = j - (i2-i); |
| 2994 | if (CLUE_AT(state, cx,cy) >= 0 && |
| 2995 | square_order(state, cx,cy, LINE_YES) == |
| 2996 | CLUE_AT(state, cx,cy) - 1) { |
| 2997 | sm1_nearby++; |
| 2998 | } |
| 2999 | if (CLUE_AT(state, i, j) >= 0 && |
| 3000 | SQUARE_YES_COUNT(sstate, i, j) == |
| 3001 | CLUE_AT(state, i, j) - 1) { |
| 3002 | sm1_nearby++; |
| 3003 | } |
| 3004 | if (sm1clues == sm1_nearby && |
| 3005 | sm1clues + satclues == clues) { |
| 3006 | val = LINE_YES; /* loop is good! */ |
| 3007 | } |
| 3008 | } |
| 3009 | |
| 3010 | /* |
| 3011 | * Right. Now we know that adding this edge |
| 3012 | * would form a loop, and we know whether |
| 3013 | * that loop would be a viable solution or |
| 3014 | * not. |
| 3015 | * |
| 3016 | * If adding this edge produces a solution, |
| 3017 | * then we know we've found _a_ solution but |
| 3018 | * we don't know that it's _the_ solution - |
| 3019 | * if it were provably the solution then |
| 3020 | * we'd have deduced this edge some time ago |
| 3021 | * without the need to do loop detection. So |
| 3022 | * in this state we return SOLVER_AMBIGUOUS, |
| 3023 | * which has the effect that hitting Solve |
| 3024 | * on a user-provided puzzle will fill in a |
| 3025 | * solution but using the solver to |
| 3026 | * construct new puzzles won't consider this |
| 3027 | * a reasonable deduction for the user to |
| 3028 | * make. |
| 3029 | */ |
| 3030 | if (d == 0) { |
| 3031 | progress = set_line_bydot(sstate, i, j, RIGHT, val); |
| 3032 | assert(progress == TRUE); |
| 3033 | } else { |
| 3034 | progress = set_line_bydot(sstate, i, j, DOWN, val); |
| 3035 | assert(progress == TRUE); |
| 3036 | } |
| 3037 | if (val == LINE_YES) { |
| 3038 | sstate->solver_status = SOLVER_AMBIGUOUS; |
| 3039 | goto finished_loop_deductionsing; |
| 3040 | } |
| 3041 | } |
| 3042 | } |
| 3043 | |
| 3044 | finished_loop_deductionsing: |
| 3045 | return progress ? DIFF_EASY : DIFF_MAX; |
| 3046 | } |
| 3047 | |
| 3048 | /* This will return a dynamically allocated solver_state containing the (more) |
| 3049 | * solved grid */ |
| 3050 | static solver_state *solve_game_rec(const solver_state *sstate_start, |
| 3051 | int diff) |
| 3052 | { |
| 3053 | int i, j; |
| 3054 | int w, h; |
| 3055 | solver_state *sstate, *sstate_saved, *sstate_tmp; |
| 3056 | solver_state *sstate_rec_solved; |
| 3057 | int recursive_soln_count; |
| 3058 | int solver_progress; |
| 3059 | game_state *state; |
| 3060 | |
| 3061 | /* Indicates which solver we should call next. This is a sensible starting |
| 3062 | * point */ |
| 3063 | int current_solver = DIFF_EASY, next_solver; |
| 3064 | #ifdef SHOW_WORKING |
| 3065 | char *text; |
| 3066 | #endif |
| 3067 | |
| 3068 | #if 0 |
| 3069 | printf("solve_game_rec: recursion_remaining = %d\n", |
| 3070 | sstate_start->recursion_remaining); |
| 3071 | #endif |
| 3072 | |
| 3073 | sstate = dup_solver_state(sstate_start); |
| 3074 | |
| 3075 | /* Cache the values of some variables for readability */ |
| 3076 | state = sstate->state; |
| 3077 | h = state->h; |
| 3078 | w = state->w; |
| 3079 | |
| 3080 | sstate_saved = NULL; |
| 3081 | |
| 3082 | nonrecursive_solver: |
| 3083 | solver_progress = FALSE; |
| 3084 | |
| 3085 | check_caches(sstate); |
| 3086 | |
| 3087 | do { |
| 3088 | #ifdef SHOW_WORKING |
| 3089 | text = game_text_format(state); |
| 3090 | fprintf(stderr, "-----------------\n%s", text); |
| 3091 | sfree(text); |
| 3092 | #endif |
| 3093 | |
| 3094 | if (sstate->solver_status == SOLVER_MISTAKE) |
| 3095 | return sstate; |
| 3096 | |
| 3097 | /* fprintf(stderr, "Invoking solver %d\n", current_solver); */ |
| 3098 | next_solver = solver_fns[current_solver](sstate); |
| 3099 | |
| 3100 | if (next_solver == DIFF_MAX) { |
| 3101 | /* fprintf(stderr, "Current solver failed\n"); */ |
| 3102 | if (current_solver < diff && current_solver + 1 < DIFF_MAX) { |
| 3103 | /* Try next beefier solver */ |
| 3104 | next_solver = current_solver + 1; |
| 3105 | } else { |
| 3106 | /* fprintf(stderr, "Doing loop deductions\n"); */ |
| 3107 | next_solver = loop_deductions(sstate); |
| 3108 | } |
| 3109 | } |
| 3110 | |
| 3111 | if (sstate->solver_status == SOLVER_SOLVED || |
| 3112 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
| 3113 | /* fprintf(stderr, "Solver completed\n"); */ |
| 3114 | break; |
| 3115 | } |
| 3116 | |
| 3117 | /* Once we've looped over all permitted solvers then the loop |
| 3118 | * deductions without making any progress, we'll exit this while loop */ |
| 3119 | current_solver = next_solver; |
| 3120 | } while (current_solver < DIFF_MAX); |
| 3121 | |
| 3122 | if (sstate->solver_status == SOLVER_SOLVED || |
| 3123 | sstate->solver_status == SOLVER_AMBIGUOUS) { |
| 3124 | /* s/LINE_UNKNOWN/LINE_NO/g */ |
| 3125 | array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO, |
| 3126 | HL_COUNT(sstate->state)); |
| 3127 | array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO, |
| 3128 | VL_COUNT(sstate->state)); |
| 3129 | return sstate; |
| 3130 | } |
| 3131 | |
| 3132 | /* Perform recursive calls */ |
| 3133 | if (sstate->recursion_remaining) { |
| 3134 | sstate_saved = dup_solver_state(sstate); |
| 3135 | |
| 3136 | sstate->recursion_remaining--; |
| 3137 | |
| 3138 | recursive_soln_count = 0; |
| 3139 | sstate_rec_solved = NULL; |
| 3140 | |
| 3141 | /* Memory management: |
| 3142 | * sstate_saved won't be modified but needs to be freed when we have |
| 3143 | * finished with it. |
| 3144 | * sstate is expected to contain our 'best' solution by the time we |
| 3145 | * finish this section of code. It's the thing we'll try adding lines |
| 3146 | * to, seeing if they make it more solvable. |
| 3147 | * If sstate_rec_solved is non-NULL, it will supersede sstate |
| 3148 | * eventually. sstate_tmp should not hold a value persistently. |
| 3149 | */ |
| 3150 | |
| 3151 | /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware |
| 3152 | * of the possibility of additional solutions. So as soon as we have a |
| 3153 | * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but |
| 3154 | * if we get a SOLVER_SOLVED we want to keep trying in case we find |
| 3155 | * further solutions and have to mark it ambiguous. |
| 3156 | */ |
| 3157 | |
| 3158 | #define DO_RECURSIVE_CALL(dir_dot) \ |
| 3159 | if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \ |
| 3160 | debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \ |
| 3161 | LV_##dir_dot(sstate->state, i, j) = LINE_YES; \ |
| 3162 | sstate_tmp = solve_game_rec(sstate, diff); \ |
| 3163 | switch (sstate_tmp->solver_status) { \ |
| 3164 | case SOLVER_AMBIGUOUS: \ |
| 3165 | debug(("Solver ambiguous, returning\n")); \ |
| 3166 | sstate_rec_solved = sstate_tmp; \ |
| 3167 | goto finished_recursion; \ |
| 3168 | case SOLVER_SOLVED: \ |
| 3169 | switch (++recursive_soln_count) { \ |
| 3170 | case 1: \ |
| 3171 | debug(("One solution found\n")); \ |
| 3172 | sstate_rec_solved = sstate_tmp; \ |
| 3173 | break; \ |
| 3174 | case 2: \ |
| 3175 | debug(("Ambiguous solutions found\n")); \ |
| 3176 | free_solver_state(sstate_tmp); \ |
| 3177 | sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS; \ |
| 3178 | goto finished_recursion; \ |
| 3179 | default: \ |
| 3180 | assert(!"recursive_soln_count out of range"); \ |
| 3181 | break; \ |
| 3182 | } \ |
| 3183 | break; \ |
| 3184 | case SOLVER_MISTAKE: \ |
| 3185 | debug(("Non-solution found\n")); \ |
| 3186 | free_solver_state(sstate_tmp); \ |
| 3187 | free_solver_state(sstate_saved); \ |
| 3188 | LV_##dir_dot(sstate->state, i, j) = LINE_NO; \ |
| 3189 | goto nonrecursive_solver; \ |
| 3190 | case SOLVER_INCOMPLETE: \ |
| 3191 | debug(("Recursive step inconclusive\n")); \ |
| 3192 | free_solver_state(sstate_tmp); \ |
| 3193 | break; \ |
| 3194 | } \ |
| 3195 | free_solver_state(sstate); \ |
| 3196 | sstate = dup_solver_state(sstate_saved); \ |
| 3197 | } |
| 3198 | |
| 3199 | FORALL_DOTS(state, i, j) { |
| 3200 | /* Only perform recursive calls on 'loose ends' */ |
| 3201 | if (DOT_YES_COUNT(sstate, i, j) == 1) { |
| 3202 | DO_RECURSIVE_CALL(LEFTOF_DOT); |
| 3203 | DO_RECURSIVE_CALL(RIGHTOF_DOT); |
| 3204 | DO_RECURSIVE_CALL(ABOVE_DOT); |
| 3205 | DO_RECURSIVE_CALL(BELOW_DOT); |
| 3206 | } |
| 3207 | } |
| 3208 | |
| 3209 | finished_recursion: |
| 3210 | |
| 3211 | if (sstate_rec_solved) { |
| 3212 | free_solver_state(sstate); |
| 3213 | sstate = sstate_rec_solved; |
| 3214 | } |
| 3215 | } |
| 3216 | |
| 3217 | return sstate; |
| 3218 | } |
| 3219 | |
| 3220 | #if 0 |
| 3221 | #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \ |
| 3222 | if (sstate->normal->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \ |
| 3223 | 1<<dline) { \ |
| 3224 | if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \ |
| 3225 | CLUE_AT(sstate->state, i, j) - '0') { \ |
| 3226 | square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \ |
| 3227 | /* XXX the following may overwrite known data! */ \ |
| 3228 | dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
| 3229 | dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \ |
| 3230 | } \ |
| 3231 | } |
| 3232 | SQUARE_DLINES; |
| 3233 | #undef HANDLE_DLINE |
| 3234 | #endif |
| 3235 | |
| 3236 | static char *solve_game(game_state *state, game_state *currstate, |
| 3237 | char *aux, char **error) |
| 3238 | { |
| 3239 | char *soln = NULL; |
| 3240 | solver_state *sstate, *new_sstate; |
| 3241 | |
| 3242 | sstate = new_solver_state(state, DIFF_MAX); |
| 3243 | new_sstate = solve_game_rec(sstate, DIFF_MAX); |
| 3244 | |
| 3245 | if (new_sstate->solver_status == SOLVER_SOLVED) { |
| 3246 | soln = encode_solve_move(new_sstate->state); |
| 3247 | } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) { |
| 3248 | soln = encode_solve_move(new_sstate->state); |
| 3249 | /**error = "Solver found ambiguous solutions"; */ |
| 3250 | } else { |
| 3251 | soln = encode_solve_move(new_sstate->state); |
| 3252 | /**error = "Solver failed"; */ |
| 3253 | } |
| 3254 | |
| 3255 | free_solver_state(new_sstate); |
| 3256 | free_solver_state(sstate); |
| 3257 | |
| 3258 | return soln; |
| 3259 | } |
| 3260 | |
| 3261 | /* ---------------------------------------------------------------------- |
| 3262 | * Drawing and mouse-handling |
| 3263 | */ |
| 3264 | |
| 3265 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 3266 | int x, int y, int button) |
| 3267 | { |
| 3268 | int hl_selected; |
| 3269 | int i, j, p, q; |
| 3270 | char *ret, buf[80]; |
| 3271 | char button_char = ' '; |
| 3272 | enum line_state old_state; |
| 3273 | |
| 3274 | button &= ~MOD_MASK; |
| 3275 | |
| 3276 | /* Around each line is a diamond-shaped region where points within that |
| 3277 | * region are closer to this line than any other. We assume any click |
| 3278 | * within a line's diamond was meant for that line. It would all be a lot |
| 3279 | * simpler if the / and % operators respected modulo arithmetic properly |
| 3280 | * for negative numbers. */ |
| 3281 | |
| 3282 | x -= BORDER; |
| 3283 | y -= BORDER; |
| 3284 | |
| 3285 | /* Get the coordinates of the square the click was in */ |
| 3286 | i = (x + TILE_SIZE) / TILE_SIZE - 1; |
| 3287 | j = (y + TILE_SIZE) / TILE_SIZE - 1; |
| 3288 | |
| 3289 | /* Get the precise position inside square [i,j] */ |
| 3290 | p = (x + TILE_SIZE) % TILE_SIZE; |
| 3291 | q = (y + TILE_SIZE) % TILE_SIZE; |
| 3292 | |
| 3293 | /* After this bit of magic [i,j] will correspond to the point either above |
| 3294 | * or to the left of the line selected */ |
| 3295 | if (p > q) { |
| 3296 | if (TILE_SIZE - p > q) { |
| 3297 | hl_selected = TRUE; |
| 3298 | } else { |
| 3299 | hl_selected = FALSE; |
| 3300 | ++i; |
| 3301 | } |
| 3302 | } else { |
| 3303 | if (TILE_SIZE - q > p) { |
| 3304 | hl_selected = FALSE; |
| 3305 | } else { |
| 3306 | hl_selected = TRUE; |
| 3307 | ++j; |
| 3308 | } |
| 3309 | } |
| 3310 | |
| 3311 | if (i < 0 || j < 0) |
| 3312 | return NULL; |
| 3313 | |
| 3314 | if (hl_selected) { |
| 3315 | if (i >= state->w || j >= state->h + 1) |
| 3316 | return NULL; |
| 3317 | } else { |
| 3318 | if (i >= state->w + 1 || j >= state->h) |
| 3319 | return NULL; |
| 3320 | } |
| 3321 | |
| 3322 | /* I think it's only possible to play this game with mouse clicks, sorry */ |
| 3323 | /* Maybe will add mouse drag support some time */ |
| 3324 | if (hl_selected) |
| 3325 | old_state = RIGHTOF_DOT(state, i, j); |
| 3326 | else |
| 3327 | old_state = BELOW_DOT(state, i, j); |
| 3328 | |
| 3329 | switch (button) { |
| 3330 | case LEFT_BUTTON: |
| 3331 | switch (old_state) { |
| 3332 | case LINE_UNKNOWN: |
| 3333 | button_char = 'y'; |
| 3334 | break; |
| 3335 | case LINE_YES: |
| 3336 | case LINE_NO: |
| 3337 | button_char = 'u'; |
| 3338 | break; |
| 3339 | } |
| 3340 | break; |
| 3341 | case MIDDLE_BUTTON: |
| 3342 | button_char = 'u'; |
| 3343 | break; |
| 3344 | case RIGHT_BUTTON: |
| 3345 | switch (old_state) { |
| 3346 | case LINE_UNKNOWN: |
| 3347 | button_char = 'n'; |
| 3348 | break; |
| 3349 | case LINE_NO: |
| 3350 | case LINE_YES: |
| 3351 | button_char = 'u'; |
| 3352 | break; |
| 3353 | } |
| 3354 | break; |
| 3355 | default: |
| 3356 | return NULL; |
| 3357 | } |
| 3358 | |
| 3359 | |
| 3360 | sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char); |
| 3361 | ret = dupstr(buf); |
| 3362 | |
| 3363 | return ret; |
| 3364 | } |
| 3365 | |
| 3366 | static game_state *execute_move(game_state *state, char *move) |
| 3367 | { |
| 3368 | int i, j; |
| 3369 | game_state *newstate = dup_game(state); |
| 3370 | |
| 3371 | if (move[0] == 'S') { |
| 3372 | move++; |
| 3373 | newstate->cheated = TRUE; |
| 3374 | } |
| 3375 | |
| 3376 | while (*move) { |
| 3377 | i = atoi(move); |
| 3378 | move = strchr(move, ','); |
| 3379 | if (!move) |
| 3380 | goto fail; |
| 3381 | j = atoi(++move); |
| 3382 | move += strspn(move, "1234567890"); |
| 3383 | switch (*(move++)) { |
| 3384 | case 'h': |
| 3385 | if (i >= newstate->w || j > newstate->h) |
| 3386 | goto fail; |
| 3387 | switch (*(move++)) { |
| 3388 | case 'y': |
| 3389 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES; |
| 3390 | break; |
| 3391 | case 'n': |
| 3392 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO; |
| 3393 | break; |
| 3394 | case 'u': |
| 3395 | LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN; |
| 3396 | break; |
| 3397 | default: |
| 3398 | goto fail; |
| 3399 | } |
| 3400 | break; |
| 3401 | case 'v': |
| 3402 | if (i > newstate->w || j >= newstate->h) |
| 3403 | goto fail; |
| 3404 | switch (*(move++)) { |
| 3405 | case 'y': |
| 3406 | LV_BELOW_DOT(newstate, i, j) = LINE_YES; |
| 3407 | break; |
| 3408 | case 'n': |
| 3409 | LV_BELOW_DOT(newstate, i, j) = LINE_NO; |
| 3410 | break; |
| 3411 | case 'u': |
| 3412 | LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN; |
| 3413 | break; |
| 3414 | default: |
| 3415 | goto fail; |
| 3416 | } |
| 3417 | break; |
| 3418 | default: |
| 3419 | goto fail; |
| 3420 | } |
| 3421 | } |
| 3422 | |
| 3423 | /* |
| 3424 | * Check for completion. |
| 3425 | */ |
| 3426 | i = 0; /* placate optimiser */ |
| 3427 | for (j = 0; j <= newstate->h; j++) { |
| 3428 | for (i = 0; i < newstate->w; i++) |
| 3429 | if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES) |
| 3430 | break; |
| 3431 | if (i < newstate->w) |
| 3432 | break; |
| 3433 | } |
| 3434 | if (j <= newstate->h) { |
| 3435 | int prevdir = 'R'; |
| 3436 | int x = i, y = j; |
| 3437 | int looplen, count; |
| 3438 | |
| 3439 | /* |
| 3440 | * We've found a horizontal edge at (i,j). Follow it round |
| 3441 | * to see if it's part of a loop. |
| 3442 | */ |
| 3443 | looplen = 0; |
| 3444 | while (1) { |
| 3445 | int order = dot_order(newstate, x, y, LINE_YES); |
| 3446 | if (order != 2) |
| 3447 | goto completion_check_done; |
| 3448 | |
| 3449 | if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') { |
| 3450 | x--; |
| 3451 | prevdir = 'R'; |
| 3452 | } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES && |
| 3453 | prevdir != 'R') { |
| 3454 | x++; |
| 3455 | prevdir = 'L'; |
| 3456 | } else if (ABOVE_DOT(newstate, x, y) == LINE_YES && |
| 3457 | prevdir != 'U') { |
| 3458 | y--; |
| 3459 | prevdir = 'D'; |
| 3460 | } else if (BELOW_DOT(newstate, x, y) == LINE_YES && |
| 3461 | prevdir != 'D') { |
| 3462 | y++; |
| 3463 | prevdir = 'U'; |
| 3464 | } else { |
| 3465 | assert(!"Can't happen"); /* dot_order guarantees success */ |
| 3466 | } |
| 3467 | |
| 3468 | looplen++; |
| 3469 | |
| 3470 | if (x == i && y == j) |
| 3471 | break; |
| 3472 | } |
| 3473 | |
| 3474 | if (x != i || y != j || looplen == 0) |
| 3475 | goto completion_check_done; |
| 3476 | |
| 3477 | /* |
| 3478 | * We've traced our way round a loop, and we know how many |
| 3479 | * line segments were involved. Count _all_ the line |
| 3480 | * segments in the grid, to see if the loop includes them |
| 3481 | * all. |
| 3482 | */ |
| 3483 | count = 0; |
| 3484 | FORALL_DOTS(newstate, i, j) { |
| 3485 | count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) + |
| 3486 | (BELOW_DOT(newstate, i, j) == LINE_YES)); |
| 3487 | } |
| 3488 | assert(count >= looplen); |
| 3489 | if (count != looplen) |
| 3490 | goto completion_check_done; |
| 3491 | |
| 3492 | /* |
| 3493 | * The grid contains one closed loop and nothing else. |
| 3494 | * Check that all the clues are satisfied. |
| 3495 | */ |
| 3496 | FORALL_SQUARES(newstate, i, j) { |
| 3497 | if (CLUE_AT(newstate, i, j) >= 0) { |
| 3498 | if (square_order(newstate, i, j, LINE_YES) != |
| 3499 | CLUE_AT(newstate, i, j)) { |
| 3500 | goto completion_check_done; |
| 3501 | } |
| 3502 | } |
| 3503 | } |
| 3504 | |
| 3505 | /* |
| 3506 | * Completed! |
| 3507 | */ |
| 3508 | newstate->solved = TRUE; |
| 3509 | } |
| 3510 | |
| 3511 | completion_check_done: |
| 3512 | return newstate; |
| 3513 | |
| 3514 | fail: |
| 3515 | free_game(newstate); |
| 3516 | return NULL; |
| 3517 | } |
| 3518 | |
| 3519 | /* ---------------------------------------------------------------------- |
| 3520 | * Drawing routines. |
| 3521 | */ |
| 3522 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 3523 | game_state *state, int dir, game_ui *ui, |
| 3524 | float animtime, float flashtime) |
| 3525 | { |
| 3526 | int i, j, n; |
| 3527 | char c[2]; |
| 3528 | int line_colour, flash_changed; |
| 3529 | int clue_mistake; |
| 3530 | |
| 3531 | if (!ds->started) { |
| 3532 | /* |
| 3533 | * The initial contents of the window are not guaranteed and |
| 3534 | * can vary with front ends. To be on the safe side, all games |
| 3535 | * should start by drawing a big background-colour rectangle |
| 3536 | * covering the whole window. |
| 3537 | */ |
| 3538 | draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND); |
| 3539 | |
| 3540 | /* Draw dots */ |
| 3541 | FORALL_DOTS(state, i, j) { |
| 3542 | draw_rect(dr, |
| 3543 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
| 3544 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
| 3545 | LINEWIDTH, LINEWIDTH, COL_FOREGROUND); |
| 3546 | } |
| 3547 | |
| 3548 | /* Draw clues */ |
| 3549 | FORALL_SQUARES(state, i, j) { |
| 3550 | c[0] = CLUE2CHAR(CLUE_AT(state, i, j)); |
| 3551 | c[1] = '\0'; |
| 3552 | draw_text(dr, |
| 3553 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
| 3554 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
| 3555 | FONT_VARIABLE, TILE_SIZE/2, |
| 3556 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c); |
| 3557 | } |
| 3558 | draw_update(dr, 0, 0, |
| 3559 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 3560 | state->h * TILE_SIZE + 2*BORDER + 1); |
| 3561 | ds->started = TRUE; |
| 3562 | } |
| 3563 | |
| 3564 | if (flashtime > 0 && |
| 3565 | (flashtime <= FLASH_TIME/3 || |
| 3566 | flashtime >= FLASH_TIME*2/3)) { |
| 3567 | flash_changed = !ds->flashing; |
| 3568 | ds->flashing = TRUE; |
| 3569 | line_colour = COL_HIGHLIGHT; |
| 3570 | } else { |
| 3571 | flash_changed = ds->flashing; |
| 3572 | ds->flashing = FALSE; |
| 3573 | line_colour = COL_FOREGROUND; |
| 3574 | } |
| 3575 | |
| 3576 | #define CROSS_SIZE (3 * LINEWIDTH / 2) |
| 3577 | |
| 3578 | /* Redraw clue colours if necessary */ |
| 3579 | FORALL_SQUARES(state, i, j) { |
| 3580 | n = CLUE_AT(state, i, j); |
| 3581 | if (n < 0) |
| 3582 | continue; |
| 3583 | |
| 3584 | assert(n >= 0 && n <= 4); |
| 3585 | |
| 3586 | c[0] = CLUE2CHAR(CLUE_AT(state, i, j)); |
| 3587 | c[1] = '\0'; |
| 3588 | |
| 3589 | clue_mistake = (square_order(state, i, j, LINE_YES) > n || |
| 3590 | square_order(state, i, j, LINE_NO ) > (4-n)); |
| 3591 | |
| 3592 | if (clue_mistake != ds->clue_error[SQUARE_INDEX(state, i, j)]) { |
| 3593 | draw_rect(dr, |
| 3594 | BORDER + i * TILE_SIZE + CROSS_SIZE, |
| 3595 | BORDER + j * TILE_SIZE + CROSS_SIZE, |
| 3596 | TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2, |
| 3597 | COL_BACKGROUND); |
| 3598 | draw_text(dr, |
| 3599 | BORDER + i * TILE_SIZE + TILE_SIZE/2, |
| 3600 | BORDER + j * TILE_SIZE + TILE_SIZE/2, |
| 3601 | FONT_VARIABLE, TILE_SIZE/2, |
| 3602 | ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 3603 | clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c); |
| 3604 | draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER, |
| 3605 | TILE_SIZE, TILE_SIZE); |
| 3606 | |
| 3607 | ds->clue_error[SQUARE_INDEX(state, i, j)] = clue_mistake; |
| 3608 | } |
| 3609 | } |
| 3610 | |
| 3611 | /* I've also had a request to colour lines red if they make a non-solution |
| 3612 | * loop, or if more than two lines go into any point. I think that would |
| 3613 | * be good some time. */ |
| 3614 | |
| 3615 | #define CLEAR_VL(i, j) \ |
| 3616 | do { \ |
| 3617 | draw_rect(dr, \ |
| 3618 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 3619 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
| 3620 | CROSS_SIZE * 2, \ |
| 3621 | TILE_SIZE - LINEWIDTH, \ |
| 3622 | COL_BACKGROUND); \ |
| 3623 | draw_update(dr, \ |
| 3624 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 3625 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 3626 | CROSS_SIZE*2, \ |
| 3627 | TILE_SIZE + CROSS_SIZE*2); \ |
| 3628 | } while (0) |
| 3629 | |
| 3630 | #define CLEAR_HL(i, j) \ |
| 3631 | do { \ |
| 3632 | draw_rect(dr, \ |
| 3633 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \ |
| 3634 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 3635 | TILE_SIZE - LINEWIDTH, \ |
| 3636 | CROSS_SIZE * 2, \ |
| 3637 | COL_BACKGROUND); \ |
| 3638 | draw_update(dr, \ |
| 3639 | BORDER + i * TILE_SIZE - CROSS_SIZE, \ |
| 3640 | BORDER + j * TILE_SIZE - CROSS_SIZE, \ |
| 3641 | TILE_SIZE + CROSS_SIZE*2, \ |
| 3642 | CROSS_SIZE*2); \ |
| 3643 | } while (0) |
| 3644 | |
| 3645 | /* Vertical lines */ |
| 3646 | FORALL_VL(state, i, j) { |
| 3647 | switch (BELOW_DOT(state, i, j)) { |
| 3648 | case LINE_UNKNOWN: |
| 3649 | if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) { |
| 3650 | CLEAR_VL(i, j); |
| 3651 | } |
| 3652 | break; |
| 3653 | case LINE_YES: |
| 3654 | if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j) || |
| 3655 | flash_changed) { |
| 3656 | CLEAR_VL(i, j); |
| 3657 | draw_rect(dr, |
| 3658 | BORDER + i * TILE_SIZE - LINEWIDTH/2, |
| 3659 | BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
| 3660 | LINEWIDTH, TILE_SIZE - LINEWIDTH, |
| 3661 | line_colour); |
| 3662 | } |
| 3663 | break; |
| 3664 | case LINE_NO: |
| 3665 | if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) { |
| 3666 | CLEAR_VL(i, j); |
| 3667 | draw_line(dr, |
| 3668 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
| 3669 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 3670 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
| 3671 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 3672 | COL_FOREGROUND); |
| 3673 | draw_line(dr, |
| 3674 | BORDER + i * TILE_SIZE + CROSS_SIZE - 1, |
| 3675 | BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 3676 | BORDER + i * TILE_SIZE - CROSS_SIZE, |
| 3677 | BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 3678 | COL_FOREGROUND); |
| 3679 | } |
| 3680 | break; |
| 3681 | } |
| 3682 | ds->vl[VL_INDEX(state, i, j)] = BELOW_DOT(state, i, j); |
| 3683 | } |
| 3684 | |
| 3685 | /* Horizontal lines */ |
| 3686 | FORALL_HL(state, i, j) { |
| 3687 | switch (RIGHTOF_DOT(state, i, j)) { |
| 3688 | case LINE_UNKNOWN: |
| 3689 | if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) { |
| 3690 | CLEAR_HL(i, j); |
| 3691 | } |
| 3692 | break; |
| 3693 | case LINE_YES: |
| 3694 | if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j) || |
| 3695 | flash_changed) { |
| 3696 | CLEAR_HL(i, j); |
| 3697 | draw_rect(dr, |
| 3698 | BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, |
| 3699 | BORDER + j * TILE_SIZE - LINEWIDTH/2, |
| 3700 | TILE_SIZE - LINEWIDTH, LINEWIDTH, |
| 3701 | line_colour); |
| 3702 | } |
| 3703 | break; |
| 3704 | case LINE_NO: |
| 3705 | if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) { |
| 3706 | CLEAR_HL(i, j); |
| 3707 | draw_line(dr, |
| 3708 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 3709 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
| 3710 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 3711 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
| 3712 | COL_FOREGROUND); |
| 3713 | draw_line(dr, |
| 3714 | BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE, |
| 3715 | BORDER + j * TILE_SIZE - CROSS_SIZE, |
| 3716 | BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1, |
| 3717 | BORDER + j * TILE_SIZE + CROSS_SIZE - 1, |
| 3718 | COL_FOREGROUND); |
| 3719 | break; |
| 3720 | } |
| 3721 | } |
| 3722 | ds->hl[HL_INDEX(state, i, j)] = RIGHTOF_DOT(state, i, j); |
| 3723 | } |
| 3724 | } |
| 3725 | |
| 3726 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 3727 | int dir, game_ui *ui) |
| 3728 | { |
| 3729 | if (!oldstate->solved && newstate->solved && |
| 3730 | !oldstate->cheated && !newstate->cheated) { |
| 3731 | return FLASH_TIME; |
| 3732 | } |
| 3733 | |
| 3734 | return 0.0F; |
| 3735 | } |
| 3736 | |
| 3737 | static void game_print_size(game_params *params, float *x, float *y) |
| 3738 | { |
| 3739 | int pw, ph; |
| 3740 | |
| 3741 | /* |
| 3742 | * I'll use 7mm squares by default. |
| 3743 | */ |
| 3744 | game_compute_size(params, 700, &pw, &ph); |
| 3745 | *x = pw / 100.0F; |
| 3746 | *y = ph / 100.0F; |
| 3747 | } |
| 3748 | |
| 3749 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 3750 | { |
| 3751 | int ink = print_mono_colour(dr, 0); |
| 3752 | int x, y; |
| 3753 | game_drawstate ads, *ds = &ads; |
| 3754 | |
| 3755 | game_set_size(dr, ds, NULL, tilesize); |
| 3756 | |
| 3757 | /* |
| 3758 | * Dots. I'll deliberately make the dots a bit wider than the |
| 3759 | * lines, so you can still see them. (And also because it's |
| 3760 | * annoyingly tricky to make them _exactly_ the same size...) |
| 3761 | */ |
| 3762 | FORALL_DOTS(state, x, y) { |
| 3763 | draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE, |
| 3764 | LINEWIDTH, ink, ink); |
| 3765 | } |
| 3766 | |
| 3767 | /* |
| 3768 | * Clues. |
| 3769 | */ |
| 3770 | FORALL_SQUARES(state, x, y) { |
| 3771 | if (CLUE_AT(state, x, y) >= 0) { |
| 3772 | char c[2]; |
| 3773 | |
| 3774 | c[0] = CLUE2CHAR(CLUE_AT(state, x, y)); |
| 3775 | c[1] = '\0'; |
| 3776 | draw_text(dr, |
| 3777 | BORDER + x * TILE_SIZE + TILE_SIZE/2, |
| 3778 | BORDER + y * TILE_SIZE + TILE_SIZE/2, |
| 3779 | FONT_VARIABLE, TILE_SIZE/2, |
| 3780 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c); |
| 3781 | } |
| 3782 | } |
| 3783 | |
| 3784 | /* |
| 3785 | * Lines. (At the moment, I'm not bothering with crosses.) |
| 3786 | */ |
| 3787 | FORALL_HL(state, x, y) { |
| 3788 | if (RIGHTOF_DOT(state, x, y) == LINE_YES) |
| 3789 | draw_rect(dr, BORDER + x * TILE_SIZE, |
| 3790 | BORDER + y * TILE_SIZE - LINEWIDTH/2, |
| 3791 | TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink); |
| 3792 | } |
| 3793 | |
| 3794 | FORALL_VL(state, x, y) { |
| 3795 | if (BELOW_DOT(state, x, y) == LINE_YES) |
| 3796 | draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2, |
| 3797 | BORDER + y * TILE_SIZE, |
| 3798 | (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink); |
| 3799 | } |
| 3800 | } |
| 3801 | |
| 3802 | #ifdef COMBINED |
| 3803 | #define thegame loopy |
| 3804 | #endif |
| 3805 | |
| 3806 | const struct game thegame = { |
| 3807 | "Loopy", "games.loopy", "loopy", |
| 3808 | default_params, |
| 3809 | game_fetch_preset, |
| 3810 | decode_params, |
| 3811 | encode_params, |
| 3812 | free_params, |
| 3813 | dup_params, |
| 3814 | TRUE, game_configure, custom_params, |
| 3815 | validate_params, |
| 3816 | new_game_desc, |
| 3817 | validate_desc, |
| 3818 | new_game, |
| 3819 | dup_game, |
| 3820 | free_game, |
| 3821 | 1, solve_game, |
| 3822 | TRUE, game_text_format, |
| 3823 | new_ui, |
| 3824 | free_ui, |
| 3825 | encode_ui, |
| 3826 | decode_ui, |
| 3827 | game_changed_state, |
| 3828 | interpret_move, |
| 3829 | execute_move, |
| 3830 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 3831 | game_colours, |
| 3832 | game_new_drawstate, |
| 3833 | game_free_drawstate, |
| 3834 | game_redraw, |
| 3835 | game_anim_length, |
| 3836 | game_flash_length, |
| 3837 | TRUE, FALSE, game_print_size, game_print, |
| 3838 | FALSE /* wants_statusbar */, |
| 3839 | FALSE, game_timing_state, |
| 3840 | 0, /* mouse_priorities */ |
| 3841 | }; |