Revert a change in an assertion made in r6299. It was right the
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005
4 *
5 * vim: set shiftwidth=4 :set textwidth=80:
6 */
7
8 /*
9 * TODO:
10 *
11 * - setting very high recursion depth seems to cause memory
12 * munching: are we recursing before checking completion, by any
13 * chance?
14 *
15 * - there's an interesting deductive technique which makes use of
16 * topology rather than just graph theory. Each _square_ in the
17 * grid is either inside or outside the loop; you can tell that
18 * two squares are on the same side of the loop if they're
19 * separated by an x (or, more generally, by a path crossing no
20 * LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21 * opposite side of the loop if they're separated by a line (or
22 * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23 * any square separated from the outside of the grid by a
24 * LINE_YES or a LINE_NO is on the inside or outside
25 * respectively. So if you can track this for all squares, you
26 * can occasionally spot that two squares are separated by a
27 * LINE_UNKNOWN but their relative insideness is known, and
28 * therefore deduce the state of the edge between them.
29 * + An efficient way to track this would be by augmenting the
30 * disjoint set forest data structure. Each element, along
31 * with a pointer to a parent member of its equivalence
32 * class, would also carry a one-bit field indicating whether
33 * it was equal or opposite to its parent. Then you could
34 * keep flipping a bit as you ascended the tree during
35 * dsf_canonify(), and hence you'd be able to return the
36 * relationship of the input value to its ultimate parent
37 * (and also you could then get all those bits right when you
38 * went back up the tree rewriting). So you'd be able to
39 * query whether any two elements were known-equal,
40 * known-opposite, or not-known, and you could add new
41 * equalities or oppositenesses to increase your knowledge.
42 * (Of course the algorithm would have to fail an assertion
43 * if you tried to tell it two things it already knew to be
44 * opposite were equal, or vice versa!)
45 * This data structure would also be useful in the
46 * graph-theoretic part of the solver, where it could be used
47 * for storing information about which lines are known-identical
48 * or known-opposite. (For example if two lines bordering a 3
49 * are known-identical they must both be LINE_YES, and if they
50 * are known-opposite, the *other* two lines bordering that clue
51 * must be LINE_YES, etc). This may duplicate some
52 * functionality already present in the solver but it is more
53 * general and we could remove the old code, so that's no bad
54 * thing.
55 */
56
57 #include <stdio.h>
58 #include <stdlib.h>
59 #include <string.h>
60 #include <assert.h>
61 #include <ctype.h>
62 #include <math.h>
63
64 #include "puzzles.h"
65 #include "tree234.h"
66
67 #define PREFERRED_TILE_SIZE 32
68 #define TILE_SIZE (ds->tilesize)
69 #define LINEWIDTH (ds->linewidth)
70 #define BORDER (TILE_SIZE / 2)
71
72 #define FLASH_TIME 0.5F
73
74 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
75 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
76 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
77 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
78
79 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
80 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
81
82 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
83 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
84
85 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
86 (i) <= (state)->w && (j) <= (state)->h)
87
88 /*
89 * These macros return rvalues only, but can cope with being passed
90 * out-of-range coordinates.
91 */
92 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
93 LINE_NO : LV_ABOVE_DOT(state, i, j))
94 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
95 LINE_NO : LV_BELOW_DOT(state, i, j))
96
97 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
98 LINE_NO : LV_LEFTOF_DOT(state, i, j))
99 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
100 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
101
102 /*
103 * These macros expect to be passed valid coordinates, and return
104 * lvalues.
105 */
106 #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
107 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
108
109 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
110 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
111
112 #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
113 j < 0 || j >= (state)->h) ? \
114 ' ' : LV_CLUE_AT(state, i, j))
115
116 #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
117
118 #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
119 dir == LINE_YES ? LINE_NO : LINE_YES)
120
121 #define BIT_SET(field, bit) ((field) & (1<<(bit)))
122
123 #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
124 ((field) |= (1<<(bit)), TRUE))
125
126 #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
127 ((field) &= ~(1<<(bit)), TRUE) : FALSE)
128
129 static char *game_text_format(game_state *state);
130
131 enum {
132 COL_BACKGROUND,
133 COL_FOREGROUND,
134 COL_HIGHLIGHT,
135 COL_MISTAKE,
136 NCOLOURS
137 };
138
139 /*
140 * Difficulty levels. I do some macro ickery here to ensure that my
141 * enum and the various forms of my name list always match up.
142 */
143 #define DIFFLIST(A) \
144 A(EASY,Easy,e) \
145 A(NORMAL,Normal,n)
146 #define ENUM(upper,title,lower) DIFF_ ## upper,
147 #define TITLE(upper,title,lower) #title,
148 #define ENCODE(upper,title,lower) #lower
149 #define CONFIG(upper,title,lower) ":" #title
150 enum { DIFFLIST(ENUM) DIFFCOUNT };
151 /* static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) }; */
152 static char const loopy_diffchars[] = DIFFLIST(ENCODE);
153 #define DIFFCONFIG DIFFLIST(CONFIG)
154
155 /* LINE_YES_ERROR is only used in the drawing routine */
156 enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ };
157
158 enum direction { UP, DOWN, LEFT, RIGHT };
159
160 struct game_params {
161 int w, h, diff, rec;
162 };
163
164 struct game_state {
165 int w, h;
166
167 /* Put ' ' in a square that doesn't get a clue */
168 char *clues;
169
170 /* Arrays of line states, stored left-to-right, top-to-bottom */
171 char *hl, *vl;
172
173 int solved;
174 int cheated;
175
176 int recursion_depth;
177 };
178
179 static game_state *dup_game(game_state *state)
180 {
181 game_state *ret = snew(game_state);
182
183 ret->h = state->h;
184 ret->w = state->w;
185 ret->solved = state->solved;
186 ret->cheated = state->cheated;
187
188 ret->clues = snewn(SQUARE_COUNT(state), char);
189 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
190
191 ret->hl = snewn(HL_COUNT(state), char);
192 memcpy(ret->hl, state->hl, HL_COUNT(state));
193
194 ret->vl = snewn(VL_COUNT(state), char);
195 memcpy(ret->vl, state->vl, VL_COUNT(state));
196
197 ret->recursion_depth = state->recursion_depth;
198
199 return ret;
200 }
201
202 static void free_game(game_state *state)
203 {
204 if (state) {
205 sfree(state->clues);
206 sfree(state->hl);
207 sfree(state->vl);
208 sfree(state);
209 }
210 }
211
212 enum solver_status {
213 SOLVER_SOLVED, /* This is the only solution the solver could find */
214 SOLVER_MISTAKE, /* This is definitely not a solution */
215 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
216 SOLVER_INCOMPLETE /* This may be a partial solution */
217 };
218
219 typedef struct solver_state {
220 game_state *state;
221 char *dot_atleastone;
222 char *dot_atmostone;
223 /* char *dline_identical; */
224 int recursion_remaining;
225 enum solver_status solver_status;
226 /* NB looplen is the number of dots that are joined together at a point, ie a
227 * looplen of 1 means there are no lines to a particular dot */
228 int *dotdsf, *looplen;
229 } solver_state;
230
231 static solver_state *new_solver_state(game_state *state) {
232 solver_state *ret = snew(solver_state);
233 int i;
234
235 ret->state = dup_game(state);
236
237 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
238 memset(ret->dot_atmostone, 0, DOT_COUNT(state));
239 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
240 memset(ret->dot_atleastone, 0, DOT_COUNT(state));
241
242 #if 0
243 dline_identical = snewn(DOT_COUNT(state), char);
244 memset(dline_identical, 0, DOT_COUNT(state));
245 #endif
246
247 ret->recursion_remaining = state->recursion_depth;
248 ret->solver_status = SOLVER_INCOMPLETE;
249
250 ret->dotdsf = snewn(DOT_COUNT(state), int);
251 ret->looplen = snewn(DOT_COUNT(state), int);
252 for (i = 0; i < DOT_COUNT(state); i++) {
253 ret->dotdsf[i] = i;
254 ret->looplen[i] = 1;
255 }
256
257 return ret;
258 }
259
260 static void free_solver_state(solver_state *sstate) {
261 if (sstate) {
262 free_game(sstate->state);
263 sfree(sstate->dot_atleastone);
264 sfree(sstate->dot_atmostone);
265 /* sfree(sstate->dline_identical); */
266 sfree(sstate->dotdsf);
267 sfree(sstate->looplen);
268 sfree(sstate);
269 }
270 }
271
272 static solver_state *dup_solver_state(solver_state *sstate) {
273 game_state *state;
274
275 solver_state *ret = snew(solver_state);
276
277 ret->state = state = dup_game(sstate->state);
278
279 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
280 memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
281
282 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
283 memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
284
285 #if 0
286 ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
287 memcpy(ret->dline_identical, state->dot_atmostone,
288 (state->w + 1) * (state->h + 1));
289 #endif
290
291 ret->recursion_remaining = sstate->recursion_remaining;
292 ret->solver_status = sstate->solver_status;
293
294 ret->dotdsf = snewn(DOT_COUNT(state), int);
295 ret->looplen = snewn(DOT_COUNT(state), int);
296 memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
297 memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
298
299 return ret;
300 }
301
302 /*
303 * Merge two dots due to the existence of an edge between them.
304 * Updates the dsf tracking equivalence classes, and keeps track of
305 * the length of path each dot is currently a part of.
306 * Returns TRUE if the dots were already linked, ie if they are part of a
307 * closed loop, and false otherwise.
308 */
309 static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
310 {
311 int i, j, len;
312
313 i = y1 * (sstate->state->w + 1) + x1;
314 j = y2 * (sstate->state->w + 1) + x2;
315
316 i = dsf_canonify(sstate->dotdsf, i);
317 j = dsf_canonify(sstate->dotdsf, j);
318
319 if (i == j) {
320 return TRUE;
321 } else {
322 len = sstate->looplen[i] + sstate->looplen[j];
323 dsf_merge(sstate->dotdsf, i, j);
324 i = dsf_canonify(sstate->dotdsf, i);
325 sstate->looplen[i] = len;
326 return FALSE;
327 }
328 }
329
330 /* Count the number of lines of a particular type currently going into the
331 * given dot. Lines going off the edge of the board are assumed fixed no. */
332 static int dot_order(const game_state* state, int i, int j, char line_type)
333 {
334 int n = 0;
335
336 if (i > 0) {
337 if (LEFTOF_DOT(state, i, j) == line_type)
338 ++n;
339 } else {
340 if (line_type == LINE_NO)
341 ++n;
342 }
343 if (i < state->w) {
344 if (RIGHTOF_DOT(state, i, j) == line_type)
345 ++n;
346 } else {
347 if (line_type == LINE_NO)
348 ++n;
349 }
350 if (j > 0) {
351 if (ABOVE_DOT(state, i, j) == line_type)
352 ++n;
353 } else {
354 if (line_type == LINE_NO)
355 ++n;
356 }
357 if (j < state->h) {
358 if (BELOW_DOT(state, i, j) == line_type)
359 ++n;
360 } else {
361 if (line_type == LINE_NO)
362 ++n;
363 }
364
365 return n;
366 }
367 /* Count the number of lines of a particular type currently surrounding the
368 * given square */
369 static int square_order(const game_state* state, int i, int j, char line_type)
370 {
371 int n = 0;
372
373 if (ABOVE_SQUARE(state, i, j) == line_type)
374 ++n;
375 if (BELOW_SQUARE(state, i, j) == line_type)
376 ++n;
377 if (LEFTOF_SQUARE(state, i, j) == line_type)
378 ++n;
379 if (RIGHTOF_SQUARE(state, i, j) == line_type)
380 ++n;
381
382 return n;
383 }
384
385 /* Set all lines bordering a dot of type old_type to type new_type
386 * Return value tells caller whether this function actually did anything */
387 static int dot_setall(game_state *state, int i, int j,
388 char old_type, char new_type)
389 {
390 int retval = FALSE;
391 if (old_type == new_type)
392 return FALSE;
393
394 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) {
395 LV_LEFTOF_DOT(state, i, j) = new_type;
396 retval = TRUE;
397 }
398
399 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) {
400 LV_RIGHTOF_DOT(state, i, j) = new_type;
401 retval = TRUE;
402 }
403
404 if (j > 0 && ABOVE_DOT(state, i, j) == old_type) {
405 LV_ABOVE_DOT(state, i, j) = new_type;
406 retval = TRUE;
407 }
408
409 if (j < state->h && BELOW_DOT(state, i, j) == old_type) {
410 LV_BELOW_DOT(state, i, j) = new_type;
411 retval = TRUE;
412 }
413
414 return retval;
415 }
416 /* Set all lines bordering a square of type old_type to type new_type */
417 static void square_setall(game_state *state, int i, int j,
418 char old_type, char new_type)
419 {
420 if (ABOVE_SQUARE(state, i, j) == old_type)
421 ABOVE_SQUARE(state, i, j) = new_type;
422 if (BELOW_SQUARE(state, i, j) == old_type)
423 BELOW_SQUARE(state, i, j) = new_type;
424 if (LEFTOF_SQUARE(state, i, j) == old_type)
425 LEFTOF_SQUARE(state, i, j) = new_type;
426 if (RIGHTOF_SQUARE(state, i, j) == old_type)
427 RIGHTOF_SQUARE(state, i, j) = new_type;
428 }
429
430 static game_params *default_params(void)
431 {
432 game_params *ret = snew(game_params);
433
434 #ifdef SLOW_SYSTEM
435 ret->h = 4;
436 ret->w = 4;
437 #else
438 ret->h = 10;
439 ret->w = 10;
440 #endif
441 ret->diff = DIFF_EASY;
442 ret->rec = 0;
443
444 return ret;
445 }
446
447 static game_params *dup_params(game_params *params)
448 {
449 game_params *ret = snew(game_params);
450 *ret = *params; /* structure copy */
451 return ret;
452 }
453
454 static const struct {
455 char *desc;
456 game_params params;
457 } loopy_presets[] = {
458 { "4x4 Easy", { 4, 4, DIFF_EASY, 0 } },
459 { "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } },
460 { "7x7 Easy", { 7, 7, DIFF_EASY, 0 } },
461 { "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } },
462 { "10x10 Easy", { 10, 10, DIFF_EASY, 0 } },
463 { "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } },
464 #ifndef SLOW_SYSTEM
465 { "15x15 Easy", { 15, 15, DIFF_EASY, 0 } },
466 { "15x15 Normal", { 15, 15, DIFF_NORMAL, 0 } },
467 { "30x20 Easy", { 30, 20, DIFF_EASY, 0 } },
468 { "30x20 Normal", { 30, 20, DIFF_NORMAL, 0 } }
469 #endif
470 };
471
472 static int game_fetch_preset(int i, char **name, game_params **params)
473 {
474 game_params tmppar;
475
476 if (i < 0 || i >= lenof(loopy_presets))
477 return FALSE;
478
479 tmppar = loopy_presets[i].params;
480 *params = dup_params(&tmppar);
481 *name = dupstr(loopy_presets[i].desc);
482
483 return TRUE;
484 }
485
486 static void free_params(game_params *params)
487 {
488 sfree(params);
489 }
490
491 static void decode_params(game_params *params, char const *string)
492 {
493 params->h = params->w = atoi(string);
494 params->rec = 0;
495 params->diff = DIFF_EASY;
496 while (*string && isdigit((unsigned char)*string)) string++;
497 if (*string == 'x') {
498 string++;
499 params->h = atoi(string);
500 while (*string && isdigit((unsigned char)*string)) string++;
501 }
502 if (*string == 'r') {
503 string++;
504 params->rec = atoi(string);
505 while (*string && isdigit((unsigned char)*string)) string++;
506 }
507 if (*string == 'd') {
508 int i;
509
510 string++;
511 for (i = 0; i < DIFFCOUNT; i++)
512 if (*string == loopy_diffchars[i])
513 params->diff = i;
514 if (*string) string++;
515 }
516 }
517
518 static char *encode_params(game_params *params, int full)
519 {
520 char str[80];
521 sprintf(str, "%dx%d", params->w, params->h);
522 if (full)
523 sprintf(str + strlen(str), "r%dd%c", params->rec,
524 loopy_diffchars[params->diff]);
525 return dupstr(str);
526 }
527
528 static config_item *game_configure(game_params *params)
529 {
530 config_item *ret;
531 char buf[80];
532
533 ret = snewn(4, config_item);
534
535 ret[0].name = "Width";
536 ret[0].type = C_STRING;
537 sprintf(buf, "%d", params->w);
538 ret[0].sval = dupstr(buf);
539 ret[0].ival = 0;
540
541 ret[1].name = "Height";
542 ret[1].type = C_STRING;
543 sprintf(buf, "%d", params->h);
544 ret[1].sval = dupstr(buf);
545 ret[1].ival = 0;
546
547 ret[2].name = "Difficulty";
548 ret[2].type = C_CHOICES;
549 ret[2].sval = DIFFCONFIG;
550 ret[2].ival = params->diff;
551
552 ret[3].name = NULL;
553 ret[3].type = C_END;
554 ret[3].sval = NULL;
555 ret[3].ival = 0;
556
557 return ret;
558 }
559
560 static game_params *custom_params(config_item *cfg)
561 {
562 game_params *ret = snew(game_params);
563
564 ret->w = atoi(cfg[0].sval);
565 ret->h = atoi(cfg[1].sval);
566 ret->rec = 0;
567 ret->diff = cfg[2].ival;
568
569 return ret;
570 }
571
572 static char *validate_params(game_params *params, int full)
573 {
574 if (params->w < 4 || params->h < 4)
575 return "Width and height must both be at least 4";
576 if (params->rec < 0)
577 return "Recursion depth can't be negative";
578
579 /*
580 * This shouldn't be able to happen at all, since decode_params
581 * and custom_params will never generate anything that isn't
582 * within range.
583 */
584 assert(params->diff >= 0 && params->diff < DIFFCOUNT);
585
586 return NULL;
587 }
588
589 /* We're going to store a list of current candidate squares for lighting.
590 * Each square gets a 'score', which tells us how adding that square right
591 * now would affect the length of the solution loop. We're trying to
592 * maximise that quantity so will bias our random selection of squares to
593 * light towards those with high scores */
594 struct square {
595 int score;
596 unsigned long random;
597 int x, y;
598 };
599
600 static int get_square_cmpfn(void *v1, void *v2)
601 {
602 struct square *s1 = (struct square *)v1;
603 struct square *s2 = (struct square *)v2;
604 int r;
605
606 r = s1->x - s2->x;
607 if (r)
608 return r;
609
610 r = s1->y - s2->y;
611 if (r)
612 return r;
613
614 return 0;
615 }
616
617 static int square_sort_cmpfn(void *v1, void *v2)
618 {
619 struct square *s1 = (struct square *)v1;
620 struct square *s2 = (struct square *)v2;
621 int r;
622
623 r = s2->score - s1->score;
624 if (r) {
625 return r;
626 }
627
628 if (s1->random < s2->random)
629 return -1;
630 else if (s1->random > s2->random)
631 return 1;
632
633 /*
634 * It's _just_ possible that two squares might have been given
635 * the same random value. In that situation, fall back to
636 * comparing based on the coordinates. This introduces a tiny
637 * directional bias, but not a significant one.
638 */
639 return get_square_cmpfn(v1, v2);
640 }
641
642 static void print_tree(tree234 *tree)
643 {
644 #if 0
645 int i = 0;
646 struct square *s;
647 printf("Print tree:\n");
648 while (i < count234(tree)) {
649 s = (struct square *)index234(tree, i);
650 assert(s);
651 printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
652 ++i;
653 }
654 #endif
655 }
656
657 enum { SQUARE_LIT, SQUARE_UNLIT };
658
659 #define SQUARE_STATE(i, j) \
660 (((i) < 0 || (i) >= params->w || \
661 (j) < 0 || (j) >= params->h) ? \
662 SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
663
664 #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
665
666 static void print_board(const game_params *params, const char *board)
667 {
668 #if 0
669 int i,j;
670
671 printf(" ");
672 for (i = 0; i < params->w; i++) {
673 printf("%d", i%10);
674 }
675 printf("\n");
676 for (j = 0; j < params->h; j++) {
677 printf("%d", j%10);
678 for (i = 0; i < params->w; i++) {
679 printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
680 }
681 printf("\n");
682 }
683 #endif
684 }
685
686 static char *new_fullyclued_board(game_params *params, random_state *rs)
687 {
688 char *clues;
689 char *board;
690 int i, j, a, b, c;
691 game_state s;
692 game_state *state = &s;
693 int board_area = SQUARE_COUNT(params);
694 int t;
695
696 struct square *square, *tmpsquare, *sq;
697 struct square square_pos;
698
699 /* These will contain exactly the same information, sorted into different
700 * orders */
701 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
702
703 #define SQUARE_REACHABLE(i,j) \
704 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
705 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
706 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
707 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
708 /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
709 t)
710
711
712 /* One situation in which we may not light a square is if that'll leave one
713 * square above/below and one left/right of us unlit, separated by a lit
714 * square diagnonal from us */
715 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
716 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
717 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
718 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
719 /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
720 i, j, h, v) : 0,*/ \
721 t)
722
723 /* We also may not light a square if it will form a loop of lit squares
724 * around some unlit squares, as then the game soln won't have a single
725 * loop */
726 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
727 (SQUARE_STATE((i)+1, (j)) == lit1 && \
728 SQUARE_STATE((i)-1, (j)) == lit1 && \
729 SQUARE_STATE((i), (j)+1) == lit2 && \
730 SQUARE_STATE((i), (j)-1) == lit2)
731
732 #define CAN_LIGHT_SQUARE(i, j) \
733 (SQUARE_REACHABLE(i, j) && \
734 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
735 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
736 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
737 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
738 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
739 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
740
741 #define IS_LIGHTING_CANDIDATE(i, j) \
742 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
743 CAN_LIGHT_SQUARE(i,j))
744
745 /* The 'score' of a square reflects its current desirability for selection
746 * as the next square to light. We want to encourage moving into uncharted
747 * areas so we give scores according to how many of the square's neighbours
748 * are currently unlit. */
749
750 /* UNLIT SCORE
751 * 3 2
752 * 2 0
753 * 1 -2
754 */
755 #define SQUARE_SCORE(i,j) \
756 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
757 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
758 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
759 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
760
761 /* When a square gets lit, this defines how far away from that square we
762 * need to go recomputing scores */
763 #define SCORE_DISTANCE 1
764
765 board = snewn(board_area, char);
766 clues = snewn(board_area, char);
767
768 state->h = params->h;
769 state->w = params->w;
770 state->clues = clues;
771
772 /* Make a board */
773 memset(board, SQUARE_UNLIT, board_area);
774
775 /* Seed the board with a single lit square near the middle */
776 i = params->w / 2;
777 j = params->h / 2;
778 if (params->w & 1 && random_bits(rs, 1))
779 ++i;
780 if (params->h & 1 && random_bits(rs, 1))
781 ++j;
782
783 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
784
785 /* We need a way of favouring squares that will increase our loopiness.
786 * We do this by maintaining a list of all candidate squares sorted by
787 * their score and choose randomly from that with appropriate skew.
788 * In order to avoid consistently biasing towards particular squares, we
789 * need the sort order _within_ each group of scores to be completely
790 * random. But it would be abusing the hospitality of the tree234 data
791 * structure if our comparison function were nondeterministic :-). So with
792 * each square we associate a random number that does not change during a
793 * particular run of the generator, and use that as a secondary sort key.
794 * Yes, this means we will be biased towards particular random squares in
795 * any one run but that doesn't actually matter. */
796
797 lightable_squares_sorted = newtree234(square_sort_cmpfn);
798 lightable_squares_gettable = newtree234(get_square_cmpfn);
799 #define ADD_SQUARE(s) \
800 do { \
801 /* printf("ADD SQUARE: [%d,%d], %d, %d\n",
802 s->x, s->y, s->score, s->random);*/ \
803 sq = add234(lightable_squares_sorted, s); \
804 assert(sq == s); \
805 sq = add234(lightable_squares_gettable, s); \
806 assert(sq == s); \
807 } while (0)
808
809 #define REMOVE_SQUARE(s) \
810 do { \
811 /* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
812 s->x, s->y, s->score, s->random);*/ \
813 sq = del234(lightable_squares_sorted, s); \
814 assert(sq); \
815 sq = del234(lightable_squares_gettable, s); \
816 assert(sq); \
817 } while (0)
818
819 #define HANDLE_DIR(a, b) \
820 square = snew(struct square); \
821 square->x = (i)+(a); \
822 square->y = (j)+(b); \
823 square->score = 2; \
824 square->random = random_bits(rs, 31); \
825 ADD_SQUARE(square);
826 HANDLE_DIR(-1, 0);
827 HANDLE_DIR( 1, 0);
828 HANDLE_DIR( 0,-1);
829 HANDLE_DIR( 0, 1);
830 #undef HANDLE_DIR
831
832 /* Light squares one at a time until the board is interesting enough */
833 while (TRUE)
834 {
835 /* We have count234(lightable_squares) possibilities, and in
836 * lightable_squares_sorted they are sorted with the most desirable
837 * first. */
838 c = count234(lightable_squares_sorted);
839 if (c == 0)
840 break;
841 assert(c == count234(lightable_squares_gettable));
842
843 /* Check that the best square available is any good */
844 square = (struct square *)index234(lightable_squares_sorted, 0);
845 assert(square);
846
847 /*
848 * We never want to _decrease_ the loop's perimeter. Making
849 * moves that leave the perimeter the same is occasionally
850 * useful: if it were _never_ done then the user would be
851 * able to deduce illicitly that any degree-zero vertex was
852 * on the outside of the loop. So we do it sometimes but
853 * not always.
854 */
855 if (square->score < 0 || (square->score == 0 &&
856 random_upto(rs, 2) == 0))
857 break;
858
859 print_tree(lightable_squares_sorted);
860 assert(square->score == SQUARE_SCORE(square->x, square->y));
861 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
862 assert(square->x >= 0 && square->x < params->w);
863 assert(square->y >= 0 && square->y < params->h);
864 /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
865
866 /* Update data structures */
867 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
868 REMOVE_SQUARE(square);
869
870 print_board(params, board);
871
872 /* We might have changed the score of any squares up to 2 units away in
873 * any direction */
874 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
875 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
876 if (!a && !b)
877 continue;
878 square_pos.x = square->x + a;
879 square_pos.y = square->y + b;
880 /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
881 if (square_pos.x < 0 || square_pos.x >= params->w ||
882 square_pos.y < 0 || square_pos.y >= params->h) {
883 /* printf(" Out of bounds\n"); */
884 continue;
885 }
886 tmpsquare = find234(lightable_squares_gettable, &square_pos,
887 NULL);
888 if (tmpsquare) {
889 /* printf(" Removing\n"); */
890 assert(tmpsquare->x == square_pos.x);
891 assert(tmpsquare->y == square_pos.y);
892 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
893 SQUARE_UNLIT);
894 REMOVE_SQUARE(tmpsquare);
895 } else {
896 /* printf(" Creating\n"); */
897 tmpsquare = snew(struct square);
898 tmpsquare->x = square_pos.x;
899 tmpsquare->y = square_pos.y;
900 tmpsquare->random = random_bits(rs, 31);
901 }
902 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
903
904 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
905 /* printf(" Adding\n"); */
906 ADD_SQUARE(tmpsquare);
907 } else {
908 /* printf(" Destroying\n"); */
909 sfree(tmpsquare);
910 }
911 }
912 }
913 sfree(square);
914 /* printf("\n\n"); */
915 }
916
917 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
918 sfree(square);
919 freetree234(lightable_squares_gettable);
920 freetree234(lightable_squares_sorted);
921
922 /* Copy out all the clues */
923 for (j = 0; j < params->h; ++j) {
924 for (i = 0; i < params->w; ++i) {
925 c = SQUARE_STATE(i, j);
926 LV_CLUE_AT(state, i, j) = '0';
927 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
928 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
929 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
930 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
931 }
932 }
933
934 sfree(board);
935 return clues;
936 }
937
938 static solver_state *solve_game_rec(const solver_state *sstate, int diff);
939
940 static int game_has_unique_soln(const game_state *state, int diff)
941 {
942 int ret;
943 solver_state *sstate_new;
944 solver_state *sstate = new_solver_state((game_state *)state);
945
946 sstate_new = solve_game_rec(sstate, diff);
947
948 ret = (sstate_new->solver_status == SOLVER_SOLVED);
949
950 free_solver_state(sstate_new);
951 free_solver_state(sstate);
952
953 return ret;
954 }
955
956 /* Remove clues one at a time at random. */
957 static game_state *remove_clues(game_state *state, random_state *rs, int diff)
958 {
959 int *square_list, squares;
960 game_state *ret = dup_game(state), *saved_ret;
961 int n;
962
963 /* We need to remove some clues. We'll do this by forming a list of all
964 * available equivalence classes, shuffling it, then going along one at a
965 * time clearing every member of each equivalence class, where removing a
966 * class doesn't render the board unsolvable. */
967 squares = state->w * state->h;
968 square_list = snewn(squares, int);
969 for (n = 0; n < squares; ++n) {
970 square_list[n] = n;
971 }
972
973 shuffle(square_list, squares, sizeof(int), rs);
974
975 for (n = 0; n < squares; ++n) {
976 saved_ret = dup_game(ret);
977 LV_CLUE_AT(ret, square_list[n] % state->w,
978 square_list[n] / state->w) = ' ';
979 if (game_has_unique_soln(ret, diff)) {
980 free_game(saved_ret);
981 } else {
982 free_game(ret);
983 ret = saved_ret;
984 }
985 }
986 sfree(square_list);
987
988 return ret;
989 }
990
991 static char *validate_desc(game_params *params, char *desc);
992
993 static char *new_game_desc(game_params *params, random_state *rs,
994 char **aux, int interactive)
995 {
996 /* solution and description both use run-length encoding in obvious ways */
997 char *retval;
998 char *description = snewn(SQUARE_COUNT(params) + 1, char);
999 char *dp = description;
1000 int i, j;
1001 int empty_count;
1002 game_state *state = snew(game_state), *state_new;
1003
1004 state->h = params->h;
1005 state->w = params->w;
1006
1007 state->hl = snewn(HL_COUNT(params), char);
1008 state->vl = snewn(VL_COUNT(params), char);
1009
1010 newboard_please:
1011 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1012 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1013
1014 state->solved = state->cheated = FALSE;
1015 state->recursion_depth = params->rec;
1016
1017 /* Get a new random solvable board with all its clues filled in. Yes, this
1018 * can loop for ever if the params are suitably unfavourable, but
1019 * preventing games smaller than 4x4 seems to stop this happening */
1020
1021 do {
1022 state->clues = new_fullyclued_board(params, rs);
1023 } while (!game_has_unique_soln(state, params->diff));
1024
1025 state_new = remove_clues(state, rs, params->diff);
1026 free_game(state);
1027 state = state_new;
1028
1029 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1030 /* Board is too easy */
1031 goto newboard_please;
1032 }
1033
1034 empty_count = 0;
1035 for (j = 0; j < params->h; ++j) {
1036 for (i = 0; i < params->w; ++i) {
1037 if (CLUE_AT(state, i, j) == ' ') {
1038 if (empty_count > 25) {
1039 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1040 empty_count = 0;
1041 }
1042 empty_count++;
1043 } else {
1044 if (empty_count) {
1045 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1046 empty_count = 0;
1047 }
1048 dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j)));
1049 }
1050 }
1051 }
1052 if (empty_count)
1053 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1054
1055 free_game(state);
1056 retval = dupstr(description);
1057 sfree(description);
1058
1059 assert(!validate_desc(params, retval));
1060
1061 return retval;
1062 }
1063
1064 /* We require that the params pass the test in validate_params and that the
1065 * description fills the entire game area */
1066 static char *validate_desc(game_params *params, char *desc)
1067 {
1068 int count = 0;
1069
1070 for (; *desc; ++desc) {
1071 if (*desc >= '0' && *desc <= '9') {
1072 count++;
1073 continue;
1074 }
1075 if (*desc >= 'a') {
1076 count += *desc - 'a' + 1;
1077 continue;
1078 }
1079 return "Unknown character in description";
1080 }
1081
1082 if (count < SQUARE_COUNT(params))
1083 return "Description too short for board size";
1084 if (count > SQUARE_COUNT(params))
1085 return "Description too long for board size";
1086
1087 return NULL;
1088 }
1089
1090 static game_state *new_game(midend *me, game_params *params, char *desc)
1091 {
1092 int i,j;
1093 game_state *state = snew(game_state);
1094 int empties_to_make = 0;
1095 int n;
1096 const char *dp = desc;
1097
1098 state->recursion_depth = 0; /* XXX pending removal, probably */
1099
1100 state->h = params->h;
1101 state->w = params->w;
1102
1103 state->clues = snewn(SQUARE_COUNT(params), char);
1104 state->hl = snewn(HL_COUNT(params), char);
1105 state->vl = snewn(VL_COUNT(params), char);
1106
1107 state->solved = state->cheated = FALSE;
1108
1109 for (j = 0 ; j < params->h; ++j) {
1110 for (i = 0 ; i < params->w; ++i) {
1111 if (empties_to_make) {
1112 empties_to_make--;
1113 LV_CLUE_AT(state, i, j) = ' ';
1114 continue;
1115 }
1116
1117 assert(*dp);
1118 n = *dp - '0';
1119 if (n >=0 && n < 10) {
1120 LV_CLUE_AT(state, i, j) = *dp;
1121 } else {
1122 n = *dp - 'a' + 1;
1123 assert(n > 0);
1124 LV_CLUE_AT(state, i, j) = ' ';
1125 empties_to_make = n - 1;
1126 }
1127 ++dp;
1128 }
1129 }
1130
1131 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1132 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1133
1134 return state;
1135 }
1136
1137 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1138
1139 /* Sums the lengths of the numbers in range [0,n) */
1140 /* See equivalent function in solo.c for justification of this. */
1141 static int len_0_to_n(int n)
1142 {
1143 int len = 1; /* Counting 0 as a bit of a special case */
1144 int i;
1145
1146 for (i = 1; i < n; i *= 10) {
1147 len += max(n - i, 0);
1148 }
1149
1150 return len;
1151 }
1152
1153 static char *encode_solve_move(const game_state *state)
1154 {
1155 int len, i, j;
1156 char *ret, *p;
1157 /* This is going to return a string representing the moves needed to set
1158 * every line in a grid to be the same as the ones in 'state'. The exact
1159 * length of this string is predictable. */
1160
1161 len = 1; /* Count the 'S' prefix */
1162 /* Numbers in horizontal lines */
1163 /* Horizontal lines, x position */
1164 len += len_0_to_n(state->w) * (state->h + 1);
1165 /* Horizontal lines, y position */
1166 len += len_0_to_n(state->h + 1) * (state->w);
1167 /* Vertical lines, y position */
1168 len += len_0_to_n(state->h) * (state->w + 1);
1169 /* Vertical lines, x position */
1170 len += len_0_to_n(state->w + 1) * (state->h);
1171 /* For each line we also have two letters and a comma */
1172 len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1173
1174 ret = snewn(len + 1, char);
1175 p = ret;
1176
1177 p += sprintf(p, "S");
1178
1179 for (j = 0; j < state->h + 1; ++j) {
1180 for (i = 0; i < state->w; ++i) {
1181 switch (RIGHTOF_DOT(state, i, j)) {
1182 case LINE_YES:
1183 p += sprintf(p, "%d,%dhy", i, j);
1184 break;
1185 case LINE_NO:
1186 p += sprintf(p, "%d,%dhn", i, j);
1187 break;
1188 /* default: */
1189 /* I'm going to forgive this because I think the results
1190 * are cute. */
1191 /* assert(!"Solver produced incomplete solution!"); */
1192 }
1193 }
1194 }
1195
1196 for (j = 0; j < state->h; ++j) {
1197 for (i = 0; i < state->w + 1; ++i) {
1198 switch (BELOW_DOT(state, i, j)) {
1199 case LINE_YES:
1200 p += sprintf(p, "%d,%dvy", i, j);
1201 break;
1202 case LINE_NO:
1203 p += sprintf(p, "%d,%dvn", i, j);
1204 break;
1205 /* default: */
1206 /* I'm going to forgive this because I think the results
1207 * are cute. */
1208 /* assert(!"Solver produced incomplete solution!"); */
1209 }
1210 }
1211 }
1212
1213 /*
1214 * Ensure we haven't overrun the buffer we allocated (which we
1215 * really shouldn't have, since we computed its maximum size).
1216 * Note that this assert is <= rather than ==, because the
1217 * solver is permitted to produce an incomplete solution in
1218 * which case the buffer will be only partially used.
1219 */
1220 assert(strlen(ret) <= (size_t)len);
1221 return ret;
1222 }
1223
1224 /* BEGIN SOLVER IMPLEMENTATION */
1225
1226 /* For each pair of lines through each dot we store a bit for whether
1227 * exactly one of those lines is ON, and in separate arrays we store whether
1228 * at least one is on and whether at most 1 is on. (If we know both or
1229 * neither is on that's already stored more directly.) That's six bits per
1230 * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1231
1232 enum dline {
1233 DLINE_VERT = 0,
1234 DLINE_HORIZ = 1,
1235 DLINE_UL = 2,
1236 DLINE_DR = 3,
1237 DLINE_UR = 4,
1238 DLINE_DL = 5
1239 };
1240
1241 #define OPP_DLINE(dline) (dline ^ 1)
1242
1243
1244 #define SQUARE_DLINES \
1245 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1246 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1247 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1248 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1249
1250 #define DOT_DLINES \
1251 HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1252 HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1253 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1254 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1255 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1256 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1257
1258 static void array_setall(char *array, char from, char to, int len)
1259 {
1260 char *p = array, *p_old = p;
1261 int len_remaining = len;
1262
1263 while ((p = memchr(p, from, len_remaining))) {
1264 *p = to;
1265 len_remaining -= p - p_old;
1266 p_old = p;
1267 }
1268 }
1269
1270 static int dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1271 enum line_state line_old, enum line_state line_new)
1272 {
1273 game_state *state = sstate->state;
1274 int retval = FALSE;
1275
1276 if (line_old == line_new)
1277 return FALSE;
1278
1279 /* First line in dline */
1280 switch (dl) {
1281 case DLINE_UL:
1282 case DLINE_UR:
1283 case DLINE_VERT:
1284 if (j > 0 && ABOVE_DOT(state, i, j) == line_old) {
1285 LV_ABOVE_DOT(state, i, j) = line_new;
1286 retval = TRUE;
1287 }
1288 break;
1289 case DLINE_DL:
1290 case DLINE_DR:
1291 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) {
1292 LV_BELOW_DOT(state, i, j) = line_new;
1293 retval = TRUE;
1294 }
1295 break;
1296 case DLINE_HORIZ:
1297 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) {
1298 LV_LEFTOF_DOT(state, i, j) = line_new;
1299 retval = TRUE;
1300 }
1301 break;
1302 }
1303
1304 /* Second line in dline */
1305 switch (dl) {
1306 case DLINE_UL:
1307 case DLINE_DL:
1308 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) {
1309 LV_LEFTOF_DOT(state, i, j) = line_new;
1310 retval = TRUE;
1311 }
1312 break;
1313 case DLINE_UR:
1314 case DLINE_DR:
1315 case DLINE_HORIZ:
1316 if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old) {
1317 LV_RIGHTOF_DOT(state, i, j) = line_new;
1318 retval = TRUE;
1319 }
1320 break;
1321 case DLINE_VERT:
1322 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) {
1323 LV_BELOW_DOT(state, i, j) = line_new;
1324 retval = TRUE;
1325 }
1326 break;
1327 }
1328
1329 return retval;
1330 }
1331
1332 #if 0
1333 /* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0}
1334 * {0,-1} or {0,1} */
1335 static int line_status_from_point(const game_state *state,
1336 int x, int y, int dx, int dy)
1337 {
1338 if (dx == -1 && dy == 0)
1339 return LEFTOF_DOT(state, x, y);
1340 if (dx == 1 && dy == 0)
1341 return RIGHTOF_DOT(state, x, y);
1342 if (dx == 0 && dy == -1)
1343 return ABOVE_DOT(state, x, y);
1344 if (dx == 0 && dy == 1)
1345 return BELOW_DOT(state, x, y);
1346
1347 assert(!"Illegal dx or dy in line_status_from_point");
1348 return 0;
1349 }
1350 #endif
1351
1352 /* This will return a dynamically allocated solver_state containing the (more)
1353 * solved grid */
1354 static solver_state *solve_game_rec(const solver_state *sstate_start, int diff)
1355 {
1356 int i, j, w, h;
1357 int current_yes, current_no, desired;
1358 solver_state *sstate, *sstate_saved, *sstate_tmp;
1359 int t;
1360 solver_state *sstate_rec_solved;
1361 int recursive_soln_count;
1362 char *square_solved;
1363 char *dot_solved;
1364 int solver_progress;
1365
1366 h = sstate_start->state->h;
1367 w = sstate_start->state->w;
1368
1369 dot_solved = snewn(DOT_COUNT(sstate_start->state), char);
1370 square_solved = snewn(SQUARE_COUNT(sstate_start->state), char);
1371 memset(dot_solved, FALSE, DOT_COUNT(sstate_start->state));
1372 memset(square_solved, FALSE, SQUARE_COUNT(sstate_start->state));
1373
1374 #if 0
1375 printf("solve_game_rec: recursion_remaining = %d\n",
1376 sstate_start->recursion_remaining);
1377 #endif
1378
1379 sstate = dup_solver_state((solver_state *)sstate_start);
1380
1381 #define FOUND_MISTAKE \
1382 do { \
1383 sstate->solver_status = SOLVER_MISTAKE; \
1384 sfree(dot_solved); sfree(square_solved); \
1385 free_solver_state(sstate_saved); \
1386 return sstate; \
1387 } while (0)
1388
1389 sstate_saved = NULL;
1390
1391 nonrecursive_solver:
1392
1393 while (1) {
1394 solver_progress = FALSE;
1395
1396 /* First we do the 'easy' work, that might cause concrete results */
1397
1398 /* Per-square deductions */
1399 for (j = 0; j < h; ++j) {
1400 for (i = 0; i < w; ++i) {
1401 /* Begin rules that look at the clue (if there is one) */
1402 if (square_solved[i + j*w])
1403 continue;
1404
1405 desired = CLUE_AT(sstate->state, i, j);
1406 if (desired == ' ')
1407 continue;
1408
1409 desired = desired - '0';
1410 current_yes = square_order(sstate->state, i, j, LINE_YES);
1411 current_no = square_order(sstate->state, i, j, LINE_NO);
1412
1413 if (current_yes + current_no == 4) {
1414 square_solved[i + j*w] = TRUE;
1415 continue;
1416 }
1417
1418 if (desired < current_yes)
1419 FOUND_MISTAKE;
1420 if (desired == current_yes) {
1421 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1422 square_solved[i + j*w] = TRUE;
1423 solver_progress = TRUE;
1424 continue;
1425 }
1426
1427 if (4 - desired < current_no)
1428 FOUND_MISTAKE;
1429 if (4 - desired == current_no) {
1430 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1431 square_solved[i + j*w] = TRUE;
1432 solver_progress = TRUE;
1433 }
1434 }
1435 }
1436
1437 /* Per-dot deductions */
1438 for (j = 0; j < h + 1; ++j) {
1439 for (i = 0; i < w + 1; ++i) {
1440 if (dot_solved[i + j*(w+1)])
1441 continue;
1442
1443 switch (dot_order(sstate->state, i, j, LINE_YES)) {
1444 case 0:
1445 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1446 case 3:
1447 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1448 solver_progress = TRUE;
1449 /* fall through */
1450 case 4:
1451 dot_solved[i + j*(w+1)] = TRUE;
1452 break;
1453 }
1454 break;
1455 case 1:
1456 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1457 #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1458 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1459 if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1460 solver_progress |= \
1461 SET_BIT(sstate->dot_howmany[i + (w + 1) * j], \
1462 dline); \
1463 } \
1464 }
1465 case 1:
1466 if (diff > DIFF_EASY) {
1467 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1468 H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1469 /* 1 yes, 1 no, so exactly one of unknowns is
1470 * yes */
1471 DOT_DLINES;
1472 #undef HANDLE_DLINE
1473 }
1474 /* fall through */
1475 case 0:
1476 if (diff > DIFF_EASY) {
1477 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1478 H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1479 /* 1 yes, fewer than 2 no, so at most one of
1480 * unknowns is yes */
1481 DOT_DLINES;
1482 #undef HANDLE_DLINE
1483 }
1484 #undef H1
1485 break;
1486 case 2: /* 1 yes, 2 no */
1487 dot_setall(sstate->state, i, j,
1488 LINE_UNKNOWN, LINE_YES);
1489 dot_solved[i + j*(w+1)] = TRUE;
1490 solver_progress = TRUE;
1491 break;
1492 case 3: /* 1 yes, 3 no */
1493 FOUND_MISTAKE;
1494 break;
1495 }
1496 break;
1497 case 2:
1498 if (dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO)) {
1499 solver_progress = TRUE;
1500 }
1501 dot_solved[i + j*(w+1)] = TRUE;
1502 break;
1503 case 3:
1504 case 4:
1505 FOUND_MISTAKE;
1506 break;
1507 }
1508 if (diff > DIFF_EASY) {
1509 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1510 if (BIT_SET(sstate->dot_atleastone[i + (w + 1) * j], dline)) { \
1511 solver_progress |= \
1512 SET_BIT(sstate->dot_atmostone[i + (w + 1) * j], \
1513 OPP_DLINE(dline)); \
1514 }
1515 /* If at least one of a dline in a dot is YES, at most one
1516 * of the opposite dline to that dot must be YES. */
1517 DOT_DLINES;
1518 }
1519 #undef HANDLE_DLINE
1520
1521 #define H1(dline, dir1_sq, dir2_sq, dot_howmany, line_query, line_set) \
1522 if (BIT_SET(sstate->dot_howmany[i + (w+1) * j], dline)) { \
1523 t = dir1_sq(sstate->state, i, j); \
1524 if (t == line_query) { \
1525 if (dir2_sq(sstate->state, i, j) != line_set) { \
1526 LV_##dir2_sq(sstate->state, i, j) = line_set; \
1527 solver_progress = TRUE; \
1528 } \
1529 } else { \
1530 t = dir2_sq(sstate->state, i, j); \
1531 if (t == line_query) { \
1532 if (dir1_sq(sstate->state, i, j) != line_set) { \
1533 LV_##dir1_sq(sstate->state, i, j) = line_set; \
1534 solver_progress = TRUE; \
1535 } \
1536 } \
1537 } \
1538 }
1539 if (diff > DIFF_EASY) {
1540 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \
1541 H1(dline, dir1_sq, dir2_sq, dot_atmostone, LINE_YES, LINE_NO)
1542 /* If at most one of the DLINE is on, and one is definitely
1543 * on, set the other to definitely off */
1544 DOT_DLINES;
1545 #undef HANDLE_DLINE
1546 }
1547
1548 if (diff > DIFF_EASY) {
1549 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \
1550 H1(dline, dir1_sq, dir2_sq, dot_atleastone, LINE_NO, LINE_YES)
1551 /* If at least one of the DLINE is on, and one is definitely
1552 * off, set the other to definitely on */
1553 DOT_DLINES;
1554 #undef HANDLE_DLINE
1555 }
1556 #undef H1
1557
1558 }
1559 }
1560
1561 /* More obscure per-square operations */
1562 for (j = 0; j < h; ++j) {
1563 for (i = 0; i < w; ++i) {
1564 if (square_solved[i + j*w])
1565 continue;
1566
1567 switch (CLUE_AT(sstate->state, i, j)) {
1568 case '1':
1569 if (diff > DIFF_EASY) {
1570 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1571 /* At most one of any DLINE can be set */ \
1572 SET_BIT(sstate->dot_atmostone[i+a + (w + 1) * (j+b)], \
1573 dline); \
1574 /* This DLINE provides enough YESes to solve the clue */\
1575 if (BIT_SET(sstate->dot_atleastone \
1576 [i+a + (w + 1) * (j+b)], \
1577 dline)) { \
1578 solver_progress |= \
1579 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1580 i+(1-a), j+(1-b), \
1581 LINE_UNKNOWN, LINE_NO); \
1582 }
1583 SQUARE_DLINES;
1584 #undef HANDLE_DLINE
1585 }
1586 break;
1587 case '2':
1588 if (diff > DIFF_EASY) {
1589 #define H1(dline, dot_at1one, dot_at2one, a, b) \
1590 if (BIT_SET(sstate->dot_at1one \
1591 [i+a + (w+1) * (j+b)], dline)) { \
1592 solver_progress |= \
1593 SET_BIT(sstate->dot_at2one \
1594 [i+(1-a) + (w+1) * (j+(1-b))], \
1595 OPP_DLINE(dline)); \
1596 }
1597 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1598 H1(dline, dot_atleastone, dot_atmostone, a, b); \
1599 H1(dline, dot_atmostone, dot_atleastone, a, b);
1600 /* If at least one of one DLINE is set, at most one
1601 * of the opposing one is and vice versa */
1602 SQUARE_DLINES;
1603 }
1604 #undef HANDLE_DLINE
1605 #undef H1
1606 break;
1607 case '3':
1608 if (diff > DIFF_EASY) {
1609 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1610 /* At least one of any DLINE can be set */ \
1611 solver_progress |= \
1612 SET_BIT(sstate->dot_atleastone \
1613 [i+a + (w + 1) * (j+b)], \
1614 dline); \
1615 /* This DLINE provides enough NOs to solve the clue */ \
1616 if (BIT_SET(sstate->dot_atmostone \
1617 [i+a + (w + 1) * (j+b)], \
1618 dline)) { \
1619 solver_progress |= \
1620 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1621 i+(1-a), j+(1-b), \
1622 LINE_UNKNOWN, LINE_YES); \
1623 }
1624 SQUARE_DLINES;
1625 #undef HANDLE_DLINE
1626 }
1627 break;
1628 }
1629 }
1630 }
1631
1632 if (!solver_progress) {
1633 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1634 int shortest_chainlen = DOT_COUNT(sstate->state);
1635 int loop_found = FALSE;
1636 int d;
1637 int dots_connected;
1638
1639 /*
1640 * Go through the grid and update for all the new edges.
1641 * Since merge_dots() is idempotent, the simplest way to
1642 * do this is just to update for _all_ the edges.
1643 *
1644 * Also, while we're here, we count the edges, count the
1645 * clues, count the satisfied clues, and count the
1646 * satisfied-minus-one clues.
1647 */
1648 for (j = 0; j < h+1; ++j) {
1649 for (i = 0; i < w+1; ++i) {
1650 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1651 loop_found |= merge_dots(sstate, i, j, i+1, j);
1652 edgecount++;
1653 }
1654 if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1655 loop_found |= merge_dots(sstate, i, j, i, j+1);
1656 edgecount++;
1657 }
1658
1659 if (CLUE_AT(sstate->state, i, j) != ' ') {
1660 int c = CLUE_AT(sstate->state, i, j) - '0';
1661 int o = square_order(sstate->state, i, j, LINE_YES);
1662 if (o == c)
1663 satclues++;
1664 else if (o == c-1)
1665 sm1clues++;
1666 clues++;
1667 }
1668 }
1669 }
1670
1671 for (i = 0; i < DOT_COUNT(sstate->state); ++i) {
1672 dots_connected = sstate->looplen[dsf_canonify(sstate->dotdsf,i)];
1673 if (dots_connected > 1)
1674 shortest_chainlen = min(shortest_chainlen, dots_connected);
1675 }
1676
1677 assert(sstate->solver_status == SOLVER_INCOMPLETE);
1678
1679 if (satclues == clues && shortest_chainlen == edgecount) {
1680 sstate->solver_status = SOLVER_SOLVED;
1681 /* This discovery clearly counts as progress, even if we haven't
1682 * just added any lines or anything */
1683 solver_progress = TRUE;
1684 goto finished_loop_checking;
1685 }
1686
1687 /*
1688 * Now go through looking for LINE_UNKNOWN edges which
1689 * connect two dots that are already in the same
1690 * equivalence class. If we find one, test to see if the
1691 * loop it would create is a solution.
1692 */
1693 for (j = 0; j <= h; ++j) {
1694 for (i = 0; i <= w; ++i) {
1695 for (d = 0; d < 2; d++) {
1696 int i2, j2, eqclass, val;
1697
1698 if (d == 0) {
1699 if (RIGHTOF_DOT(sstate->state, i, j) !=
1700 LINE_UNKNOWN)
1701 continue;
1702 i2 = i+1;
1703 j2 = j;
1704 } else {
1705 if (BELOW_DOT(sstate->state, i, j) !=
1706 LINE_UNKNOWN)
1707 continue;
1708 i2 = i;
1709 j2 = j+1;
1710 }
1711
1712 eqclass = dsf_canonify(sstate->dotdsf, j * (w+1) + i);
1713 if (eqclass != dsf_canonify(sstate->dotdsf,
1714 j2 * (w+1) + i2))
1715 continue;
1716
1717 val = LINE_NO; /* loop is bad until proven otherwise */
1718
1719 /*
1720 * This edge would form a loop. Next
1721 * question: how long would the loop be?
1722 * Would it equal the total number of edges
1723 * (plus the one we'd be adding if we added
1724 * it)?
1725 */
1726 if (sstate->looplen[eqclass] == edgecount + 1) {
1727 int sm1_nearby;
1728 int cx, cy;
1729
1730 /*
1731 * This edge would form a loop which
1732 * took in all the edges in the entire
1733 * grid. So now we need to work out
1734 * whether it would be a valid solution
1735 * to the puzzle, which means we have to
1736 * check if it satisfies all the clues.
1737 * This means that every clue must be
1738 * either satisfied or satisfied-minus-
1739 * 1, and also that the number of
1740 * satisfied-minus-1 clues must be at
1741 * most two and they must lie on either
1742 * side of this edge.
1743 */
1744 sm1_nearby = 0;
1745 cx = i - (j2-j);
1746 cy = j - (i2-i);
1747 if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1748 square_order(sstate->state, cx,cy, LINE_YES) ==
1749 CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1750 sm1_nearby++;
1751 if (CLUE_AT(sstate->state, i, j) != ' ' &&
1752 square_order(sstate->state, i, j, LINE_YES) ==
1753 CLUE_AT(sstate->state, i, j) - '0' - 1)
1754 sm1_nearby++;
1755 if (sm1clues == sm1_nearby &&
1756 sm1clues + satclues == clues)
1757 val = LINE_YES; /* loop is good! */
1758 }
1759
1760 /*
1761 * Right. Now we know that adding this edge
1762 * would form a loop, and we know whether
1763 * that loop would be a viable solution or
1764 * not.
1765 *
1766 * If adding this edge produces a solution,
1767 * then we know we've found _a_ solution but
1768 * we don't know that it's _the_ solution -
1769 * if it were provably the solution then
1770 * we'd have deduced this edge some time ago
1771 * without the need to do loop detection. So
1772 * in this state we return SOLVER_AMBIGUOUS,
1773 * which has the effect that hitting Solve
1774 * on a user-provided puzzle will fill in a
1775 * solution but using the solver to
1776 * construct new puzzles won't consider this
1777 * a reasonable deduction for the user to
1778 * make.
1779 */
1780 if (d == 0) {
1781 LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1782 solver_progress = TRUE;
1783 } else {
1784 LV_BELOW_DOT(sstate->state, i, j) = val;
1785 solver_progress = TRUE;
1786 }
1787 if (val == LINE_YES) {
1788 sstate->solver_status = SOLVER_AMBIGUOUS;
1789 goto finished_loop_checking;
1790 }
1791 }
1792 }
1793 }
1794
1795 finished_loop_checking:
1796
1797 if (!solver_progress ||
1798 sstate->solver_status == SOLVER_SOLVED ||
1799 sstate->solver_status == SOLVER_AMBIGUOUS) {
1800 break;
1801 }
1802 }
1803 }
1804
1805 sfree(dot_solved); sfree(square_solved);
1806
1807 if (sstate->solver_status == SOLVER_SOLVED ||
1808 sstate->solver_status == SOLVER_AMBIGUOUS) {
1809 /* s/LINE_UNKNOWN/LINE_NO/g */
1810 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1811 HL_COUNT(sstate->state));
1812 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1813 VL_COUNT(sstate->state));
1814 return sstate;
1815 }
1816
1817 /* Perform recursive calls */
1818 if (sstate->recursion_remaining) {
1819 sstate_saved = dup_solver_state(sstate);
1820
1821 sstate->recursion_remaining--;
1822
1823 recursive_soln_count = 0;
1824 sstate_rec_solved = NULL;
1825
1826 /* Memory management:
1827 * sstate_saved won't be modified but needs to be freed when we have
1828 * finished with it.
1829 * sstate is expected to contain our 'best' solution by the time we
1830 * finish this section of code. It's the thing we'll try adding lines
1831 * to, seeing if they make it more solvable.
1832 * If sstate_rec_solved is non-NULL, it will supersede sstate
1833 * eventually. sstate_tmp should not hold a value persistently.
1834 */
1835
1836 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1837 * of the possibility of additional solutions. So as soon as we have a
1838 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1839 * if we get a SOLVER_SOLVED we want to keep trying in case we find
1840 * further solutions and have to mark it ambiguous.
1841 */
1842
1843 #define DO_RECURSIVE_CALL(dir_dot) \
1844 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1845 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1846 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1847 sstate_tmp = solve_game_rec(sstate, diff); \
1848 switch (sstate_tmp->solver_status) { \
1849 case SOLVER_AMBIGUOUS: \
1850 debug(("Solver ambiguous, returning\n")); \
1851 sstate_rec_solved = sstate_tmp; \
1852 goto finished_recursion; \
1853 case SOLVER_SOLVED: \
1854 switch (++recursive_soln_count) { \
1855 case 1: \
1856 debug(("One solution found\n")); \
1857 sstate_rec_solved = sstate_tmp; \
1858 break; \
1859 case 2: \
1860 debug(("Ambiguous solutions found\n")); \
1861 free_solver_state(sstate_tmp); \
1862 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1863 goto finished_recursion; \
1864 default: \
1865 assert(!"recursive_soln_count out of range"); \
1866 break; \
1867 } \
1868 break; \
1869 case SOLVER_MISTAKE: \
1870 debug(("Non-solution found\n")); \
1871 free_solver_state(sstate_tmp); \
1872 free_solver_state(sstate_saved); \
1873 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
1874 goto nonrecursive_solver; \
1875 case SOLVER_INCOMPLETE: \
1876 debug(("Recursive step inconclusive\n")); \
1877 free_solver_state(sstate_tmp); \
1878 break; \
1879 } \
1880 free_solver_state(sstate); \
1881 sstate = dup_solver_state(sstate_saved); \
1882 }
1883
1884 for (j = 0; j < h + 1; ++j) {
1885 for (i = 0; i < w + 1; ++i) {
1886 /* Only perform recursive calls on 'loose ends' */
1887 if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
1888 DO_RECURSIVE_CALL(LEFTOF_DOT);
1889 DO_RECURSIVE_CALL(RIGHTOF_DOT);
1890 DO_RECURSIVE_CALL(ABOVE_DOT);
1891 DO_RECURSIVE_CALL(BELOW_DOT);
1892 }
1893 }
1894 }
1895
1896 finished_recursion:
1897
1898 if (sstate_rec_solved) {
1899 free_solver_state(sstate);
1900 sstate = sstate_rec_solved;
1901 }
1902 }
1903
1904 return sstate;
1905 }
1906
1907 /* XXX bits of solver that may come in handy one day */
1908 #if 0
1909 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1910 /* dline from this dot that's entirely unknown must have
1911 * both lines identical */ \
1912 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
1913 dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1914 sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
1915 1<<dline; \
1916 } else if (sstate->dline_identical[i +
1917 (sstate->state->w + 1) * j] &\
1918 1<<dline) { \
1919 /* If they're identical and one is known do the obvious
1920 * thing */ \
1921 t = dir1_dot(sstate->state, i, j); \
1922 if (t != LINE_UNKNOWN) \
1923 dir2_dot(sstate->state, i, j) = t; \
1924 else { \
1925 t = dir2_dot(sstate->state, i, j); \
1926 if (t != LINE_UNKNOWN) \
1927 dir1_dot(sstate->state, i, j) = t; \
1928 } \
1929 } \
1930 DOT_DLINES;
1931 #undef HANDLE_DLINE
1932 #endif
1933
1934 #if 0
1935 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1936 if (sstate->dline_identical[i+a + \
1937 (sstate->state->w + 1) * (j+b)] &\
1938 1<<dline) { \
1939 dir1_sq(sstate->state, i, j) = LINE_YES; \
1940 dir2_sq(sstate->state, i, j) = LINE_YES; \
1941 }
1942 /* If two lines are the same they must be on */
1943 SQUARE_DLINES;
1944 #undef HANDLE_DLINE
1945 #endif
1946
1947
1948 #if 0
1949 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1950 if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
1951 1<<dline) { \
1952 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
1953 CLUE_AT(sstate->state, i, j) - '0') { \
1954 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
1955 /* XXX the following may overwrite known data! */ \
1956 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1957 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1958 } \
1959 }
1960 SQUARE_DLINES;
1961 #undef HANDLE_DLINE
1962 #endif
1963
1964 #if 0
1965 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1966 if (sstate->dline_identical[i+a +
1967 (sstate->state->w + 1) * (j+b)] &\
1968 1<<dline) { \
1969 dir1_sq(sstate->state, i, j) = LINE_NO; \
1970 dir2_sq(sstate->state, i, j) = LINE_NO; \
1971 }
1972 /* If two lines are the same they must be off */
1973 SQUARE_DLINES;
1974 #undef HANDLE_DLINE
1975 #endif
1976
1977 static char *solve_game(game_state *state, game_state *currstate,
1978 char *aux, char **error)
1979 {
1980 char *soln = NULL;
1981 solver_state *sstate, *new_sstate;
1982
1983 sstate = new_solver_state(state);
1984 new_sstate = solve_game_rec(sstate, DIFFCOUNT);
1985
1986 if (new_sstate->solver_status == SOLVER_SOLVED) {
1987 soln = encode_solve_move(new_sstate->state);
1988 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
1989 soln = encode_solve_move(new_sstate->state);
1990 /**error = "Solver found ambiguous solutions"; */
1991 } else {
1992 soln = encode_solve_move(new_sstate->state);
1993 /**error = "Solver failed"; */
1994 }
1995
1996 free_solver_state(new_sstate);
1997 free_solver_state(sstate);
1998
1999 return soln;
2000 }
2001
2002 static char *game_text_format(game_state *state)
2003 {
2004 int i, j;
2005 int len;
2006 char *ret, *rp;
2007
2008 len = (2 * state->w + 2) * (2 * state->h + 1);
2009 rp = ret = snewn(len + 1, char);
2010
2011 #define DRAW_HL \
2012 switch (ABOVE_SQUARE(state, i, j)) { \
2013 case LINE_YES: \
2014 rp += sprintf(rp, " -"); \
2015 break; \
2016 case LINE_NO: \
2017 rp += sprintf(rp, " x"); \
2018 break; \
2019 case LINE_UNKNOWN: \
2020 rp += sprintf(rp, " "); \
2021 break; \
2022 default: \
2023 assert(!"Illegal line state for HL");\
2024 }
2025
2026 #define DRAW_VL \
2027 switch (LEFTOF_SQUARE(state, i, j)) {\
2028 case LINE_YES: \
2029 rp += sprintf(rp, "|"); \
2030 break; \
2031 case LINE_NO: \
2032 rp += sprintf(rp, "x"); \
2033 break; \
2034 case LINE_UNKNOWN: \
2035 rp += sprintf(rp, " "); \
2036 break; \
2037 default: \
2038 assert(!"Illegal line state for VL");\
2039 }
2040
2041 for (j = 0; j < state->h; ++j) {
2042 for (i = 0; i < state->w; ++i) {
2043 DRAW_HL;
2044 }
2045 rp += sprintf(rp, " \n");
2046 for (i = 0; i < state->w; ++i) {
2047 DRAW_VL;
2048 rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j)));
2049 }
2050 DRAW_VL;
2051 rp += sprintf(rp, "\n");
2052 }
2053 for (i = 0; i < state->w; ++i) {
2054 DRAW_HL;
2055 }
2056 rp += sprintf(rp, " \n");
2057
2058 assert(strlen(ret) == len);
2059 return ret;
2060 }
2061
2062 static game_ui *new_ui(game_state *state)
2063 {
2064 return NULL;
2065 }
2066
2067 static void free_ui(game_ui *ui)
2068 {
2069 }
2070
2071 static char *encode_ui(game_ui *ui)
2072 {
2073 return NULL;
2074 }
2075
2076 static void decode_ui(game_ui *ui, char *encoding)
2077 {
2078 }
2079
2080 static void game_changed_state(game_ui *ui, game_state *oldstate,
2081 game_state *newstate)
2082 {
2083 }
2084
2085 struct game_drawstate {
2086 int started;
2087 int tilesize, linewidth;
2088 int flashing;
2089 char *hl, *vl;
2090 char *clue_error;
2091 };
2092
2093 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2094 int x, int y, int button)
2095 {
2096 int hl_selected;
2097 int i, j, p, q;
2098 char *ret, buf[80];
2099 char button_char = ' ';
2100 enum line_state old_state;
2101
2102 button &= ~MOD_MASK;
2103
2104 /* Around each line is a diamond-shaped region where points within that
2105 * region are closer to this line than any other. We assume any click
2106 * within a line's diamond was meant for that line. It would all be a lot
2107 * simpler if the / and % operators respected modulo arithmetic properly
2108 * for negative numbers. */
2109
2110 x -= BORDER;
2111 y -= BORDER;
2112
2113 /* Get the coordinates of the square the click was in */
2114 i = (x + TILE_SIZE) / TILE_SIZE - 1;
2115 j = (y + TILE_SIZE) / TILE_SIZE - 1;
2116
2117 /* Get the precise position inside square [i,j] */
2118 p = (x + TILE_SIZE) % TILE_SIZE;
2119 q = (y + TILE_SIZE) % TILE_SIZE;
2120
2121 /* After this bit of magic [i,j] will correspond to the point either above
2122 * or to the left of the line selected */
2123 if (p > q) {
2124 if (TILE_SIZE - p > q) {
2125 hl_selected = TRUE;
2126 } else {
2127 hl_selected = FALSE;
2128 ++i;
2129 }
2130 } else {
2131 if (TILE_SIZE - q > p) {
2132 hl_selected = FALSE;
2133 } else {
2134 hl_selected = TRUE;
2135 ++j;
2136 }
2137 }
2138
2139 if (i < 0 || j < 0)
2140 return NULL;
2141
2142 if (hl_selected) {
2143 if (i >= state->w || j >= state->h + 1)
2144 return NULL;
2145 } else {
2146 if (i >= state->w + 1 || j >= state->h)
2147 return NULL;
2148 }
2149
2150 /* I think it's only possible to play this game with mouse clicks, sorry */
2151 /* Maybe will add mouse drag support some time */
2152 if (hl_selected)
2153 old_state = RIGHTOF_DOT(state, i, j);
2154 else
2155 old_state = BELOW_DOT(state, i, j);
2156
2157 switch (button) {
2158 case LEFT_BUTTON:
2159 switch (old_state) {
2160 case LINE_UNKNOWN:
2161 button_char = 'y';
2162 break;
2163 case LINE_YES:
2164 case LINE_NO:
2165 button_char = 'u';
2166 break;
2167 }
2168 break;
2169 case MIDDLE_BUTTON:
2170 button_char = 'u';
2171 break;
2172 case RIGHT_BUTTON:
2173 switch (old_state) {
2174 case LINE_UNKNOWN:
2175 button_char = 'n';
2176 break;
2177 case LINE_NO:
2178 case LINE_YES:
2179 button_char = 'u';
2180 break;
2181 }
2182 break;
2183 default:
2184 return NULL;
2185 }
2186
2187
2188 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
2189 ret = dupstr(buf);
2190
2191 return ret;
2192 }
2193
2194 static game_state *execute_move(game_state *state, char *move)
2195 {
2196 int i, j;
2197 game_state *newstate = dup_game(state);
2198
2199 if (move[0] == 'S') {
2200 move++;
2201 newstate->cheated = TRUE;
2202 }
2203
2204 while (*move) {
2205 i = atoi(move);
2206 move = strchr(move, ',');
2207 if (!move)
2208 goto fail;
2209 j = atoi(++move);
2210 move += strspn(move, "1234567890");
2211 switch (*(move++)) {
2212 case 'h':
2213 if (i >= newstate->w || j > newstate->h)
2214 goto fail;
2215 switch (*(move++)) {
2216 case 'y':
2217 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2218 break;
2219 case 'n':
2220 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2221 break;
2222 case 'u':
2223 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2224 break;
2225 default:
2226 goto fail;
2227 }
2228 break;
2229 case 'v':
2230 if (i > newstate->w || j >= newstate->h)
2231 goto fail;
2232 switch (*(move++)) {
2233 case 'y':
2234 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2235 break;
2236 case 'n':
2237 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2238 break;
2239 case 'u':
2240 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2241 break;
2242 default:
2243 goto fail;
2244 }
2245 break;
2246 default:
2247 goto fail;
2248 }
2249 }
2250
2251 /*
2252 * Check for completion.
2253 */
2254 i = 0; /* placate optimiser */
2255 for (j = 0; j <= newstate->h; j++) {
2256 for (i = 0; i < newstate->w; i++)
2257 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2258 break;
2259 if (i < newstate->w)
2260 break;
2261 }
2262 if (j <= newstate->h) {
2263 int prevdir = 'R';
2264 int x = i, y = j;
2265 int looplen, count;
2266
2267 /*
2268 * We've found a horizontal edge at (i,j). Follow it round
2269 * to see if it's part of a loop.
2270 */
2271 looplen = 0;
2272 while (1) {
2273 int order = dot_order(newstate, x, y, LINE_YES);
2274 if (order != 2)
2275 goto completion_check_done;
2276
2277 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2278 x--;
2279 prevdir = 'R';
2280 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2281 prevdir != 'R') {
2282 x++;
2283 prevdir = 'L';
2284 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2285 prevdir != 'U') {
2286 y--;
2287 prevdir = 'D';
2288 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2289 prevdir != 'D') {
2290 y++;
2291 prevdir = 'U';
2292 } else {
2293 assert(!"Can't happen"); /* dot_order guarantees success */
2294 }
2295
2296 looplen++;
2297
2298 if (x == i && y == j)
2299 break;
2300 }
2301
2302 if (x != i || y != j || looplen == 0)
2303 goto completion_check_done;
2304
2305 /*
2306 * We've traced our way round a loop, and we know how many
2307 * line segments were involved. Count _all_ the line
2308 * segments in the grid, to see if the loop includes them
2309 * all.
2310 */
2311 count = 0;
2312 for (j = 0; j <= newstate->h; j++)
2313 for (i = 0; i <= newstate->w; i++)
2314 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2315 (BELOW_DOT(newstate, i, j) == LINE_YES));
2316 assert(count >= looplen);
2317 if (count != looplen)
2318 goto completion_check_done;
2319
2320 /*
2321 * The grid contains one closed loop and nothing else.
2322 * Check that all the clues are satisfied.
2323 */
2324 for (j = 0; j < newstate->h; ++j) {
2325 for (i = 0; i < newstate->w; ++i) {
2326 int n = CLUE_AT(newstate, i, j);
2327 if (n != ' ') {
2328 if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2329 goto completion_check_done;
2330 }
2331 }
2332 }
2333 }
2334
2335 /*
2336 * Completed!
2337 */
2338 newstate->solved = TRUE;
2339 }
2340
2341 completion_check_done:
2342 return newstate;
2343
2344 fail:
2345 free_game(newstate);
2346 return NULL;
2347 }
2348
2349 /* ----------------------------------------------------------------------
2350 * Drawing routines.
2351 */
2352
2353 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2354
2355 static void game_compute_size(game_params *params, int tilesize,
2356 int *x, int *y)
2357 {
2358 struct { int tilesize; } ads, *ds = &ads;
2359 ads.tilesize = tilesize;
2360
2361 *x = SIZE(params->w);
2362 *y = SIZE(params->h);
2363 }
2364
2365 static void game_set_size(drawing *dr, game_drawstate *ds,
2366 game_params *params, int tilesize)
2367 {
2368 ds->tilesize = tilesize;
2369 ds->linewidth = max(1,tilesize/16);
2370 }
2371
2372 static float *game_colours(frontend *fe, int *ncolours)
2373 {
2374 float *ret = snewn(4 * NCOLOURS, float);
2375
2376 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2377
2378 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2379 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2380 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2381
2382 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2383 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2384 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2385
2386 ret[COL_MISTAKE * 3 + 0] = 1.0F;
2387 ret[COL_MISTAKE * 3 + 1] = 0.0F;
2388 ret[COL_MISTAKE * 3 + 2] = 0.0F;
2389
2390 *ncolours = NCOLOURS;
2391 return ret;
2392 }
2393
2394 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2395 {
2396 struct game_drawstate *ds = snew(struct game_drawstate);
2397
2398 ds->tilesize = ds->linewidth = 0;
2399 ds->started = 0;
2400 ds->hl = snewn(HL_COUNT(state), char);
2401 ds->vl = snewn(VL_COUNT(state), char);
2402 ds->clue_error = snewn(SQUARE_COUNT(state), char);
2403 ds->flashing = 0;
2404
2405 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2406 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2407 memset(ds->clue_error, 0, SQUARE_COUNT(state));
2408
2409 return ds;
2410 }
2411
2412 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2413 {
2414 sfree(ds->clue_error);
2415 sfree(ds->hl);
2416 sfree(ds->vl);
2417 sfree(ds);
2418 }
2419
2420 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2421 game_state *state, int dir, game_ui *ui,
2422 float animtime, float flashtime)
2423 {
2424 int i, j, n;
2425 int w = state->w, h = state->h;
2426 char c[2];
2427 int line_colour, flash_changed;
2428 int clue_mistake;
2429
2430 if (!ds->started) {
2431 /*
2432 * The initial contents of the window are not guaranteed and
2433 * can vary with front ends. To be on the safe side, all games
2434 * should start by drawing a big background-colour rectangle
2435 * covering the whole window.
2436 */
2437 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2438
2439 /* Draw dots */
2440 for (j = 0; j < h + 1; ++j) {
2441 for (i = 0; i < w + 1; ++i) {
2442 draw_rect(dr,
2443 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2444 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2445 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2446 }
2447 }
2448
2449 /* Draw clues */
2450 for (j = 0; j < h; ++j) {
2451 for (i = 0; i < w; ++i) {
2452 c[0] = CLUE_AT(state, i, j);
2453 c[1] = '\0';
2454 draw_text(dr,
2455 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2456 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2457 FONT_VARIABLE, TILE_SIZE/2,
2458 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2459 }
2460 }
2461 draw_update(dr, 0, 0,
2462 state->w * TILE_SIZE + 2*BORDER + 1,
2463 state->h * TILE_SIZE + 2*BORDER + 1);
2464 ds->started = TRUE;
2465 }
2466
2467 if (flashtime > 0 &&
2468 (flashtime <= FLASH_TIME/3 ||
2469 flashtime >= FLASH_TIME*2/3)) {
2470 flash_changed = !ds->flashing;
2471 ds->flashing = TRUE;
2472 line_colour = COL_HIGHLIGHT;
2473 } else {
2474 flash_changed = ds->flashing;
2475 ds->flashing = FALSE;
2476 line_colour = COL_FOREGROUND;
2477 }
2478
2479 #define CROSS_SIZE (3 * LINEWIDTH / 2)
2480
2481 /* Redraw clue colours if necessary */
2482 for (j = 0; j < h; ++j) {
2483 for (i = 0; i < w; ++i) {
2484 c[0] = CLUE_AT(state, i, j);
2485 c[1] = '\0';
2486 if (c[0] == ' ')
2487 continue;
2488
2489 n = c[0] - '0';
2490 assert(n >= 0 && n <= 4);
2491
2492 clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
2493 square_order(state, i, j, LINE_NO ) > (4-n));
2494
2495 if (clue_mistake != ds->clue_error[j * w + i]) {
2496 draw_rect(dr,
2497 BORDER + i * TILE_SIZE + CROSS_SIZE,
2498 BORDER + j * TILE_SIZE + CROSS_SIZE,
2499 TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
2500 COL_BACKGROUND);
2501 draw_text(dr,
2502 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2503 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2504 FONT_VARIABLE, TILE_SIZE/2,
2505 ALIGN_VCENTRE | ALIGN_HCENTRE,
2506 clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
2507 draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
2508 TILE_SIZE, TILE_SIZE);
2509
2510 ds->clue_error[j * w + i] = clue_mistake;
2511 }
2512 }
2513 }
2514
2515 /* I've also had a request to colour lines red if they make a non-solution
2516 * loop, or if more than two lines go into any point. I think that would
2517 * be good some time. */
2518
2519 #define CLEAR_VL(i, j) do { \
2520 draw_rect(dr, \
2521 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2522 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2523 CROSS_SIZE * 2, \
2524 TILE_SIZE - LINEWIDTH, \
2525 COL_BACKGROUND); \
2526 draw_update(dr, \
2527 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2528 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2529 CROSS_SIZE*2, \
2530 TILE_SIZE + CROSS_SIZE*2); \
2531 } while (0)
2532
2533 #define CLEAR_HL(i, j) do { \
2534 draw_rect(dr, \
2535 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2536 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2537 TILE_SIZE - LINEWIDTH, \
2538 CROSS_SIZE * 2, \
2539 COL_BACKGROUND); \
2540 draw_update(dr, \
2541 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2542 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2543 TILE_SIZE + CROSS_SIZE*2, \
2544 CROSS_SIZE*2); \
2545 } while (0)
2546
2547 /* Vertical lines */
2548 for (j = 0; j < h; ++j) {
2549 for (i = 0; i < w + 1; ++i) {
2550 switch (BELOW_DOT(state, i, j)) {
2551 case LINE_UNKNOWN:
2552 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2553 CLEAR_VL(i, j);
2554 }
2555 break;
2556 case LINE_YES:
2557 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2558 flash_changed) {
2559 CLEAR_VL(i, j);
2560 draw_rect(dr,
2561 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2562 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2563 LINEWIDTH, TILE_SIZE - LINEWIDTH,
2564 line_colour);
2565 }
2566 break;
2567 case LINE_NO:
2568 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2569 CLEAR_VL(i, j);
2570 draw_line(dr,
2571 BORDER + i * TILE_SIZE - CROSS_SIZE,
2572 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2573 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2574 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2575 COL_FOREGROUND);
2576 draw_line(dr,
2577 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2578 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2579 BORDER + i * TILE_SIZE - CROSS_SIZE,
2580 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2581 COL_FOREGROUND);
2582 }
2583 break;
2584 }
2585 ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2586 }
2587 }
2588
2589 /* Horizontal lines */
2590 for (j = 0; j < h + 1; ++j) {
2591 for (i = 0; i < w; ++i) {
2592 switch (RIGHTOF_DOT(state, i, j)) {
2593 case LINE_UNKNOWN:
2594 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2595 CLEAR_HL(i, j);
2596 }
2597 break;
2598 case LINE_YES:
2599 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2600 flash_changed) {
2601 CLEAR_HL(i, j);
2602 draw_rect(dr,
2603 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2604 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2605 TILE_SIZE - LINEWIDTH, LINEWIDTH,
2606 line_colour);
2607 break;
2608 }
2609 case LINE_NO:
2610 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2611 CLEAR_HL(i, j);
2612 draw_line(dr,
2613 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2614 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2615 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2616 BORDER + j * TILE_SIZE - CROSS_SIZE,
2617 COL_FOREGROUND);
2618 draw_line(dr,
2619 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2620 BORDER + j * TILE_SIZE - CROSS_SIZE,
2621 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2622 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2623 COL_FOREGROUND);
2624 break;
2625 }
2626 }
2627 ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2628 }
2629 }
2630 }
2631
2632 static float game_anim_length(game_state *oldstate, game_state *newstate,
2633 int dir, game_ui *ui)
2634 {
2635 return 0.0F;
2636 }
2637
2638 static float game_flash_length(game_state *oldstate, game_state *newstate,
2639 int dir, game_ui *ui)
2640 {
2641 if (!oldstate->solved && newstate->solved &&
2642 !oldstate->cheated && !newstate->cheated) {
2643 return FLASH_TIME;
2644 }
2645
2646 return 0.0F;
2647 }
2648
2649 static int game_timing_state(game_state *state, game_ui *ui)
2650 {
2651 return TRUE;
2652 }
2653
2654 static void game_print_size(game_params *params, float *x, float *y)
2655 {
2656 int pw, ph;
2657
2658 /*
2659 * I'll use 7mm squares by default.
2660 */
2661 game_compute_size(params, 700, &pw, &ph);
2662 *x = pw / 100.0F;
2663 *y = ph / 100.0F;
2664 }
2665
2666 static void game_print(drawing *dr, game_state *state, int tilesize)
2667 {
2668 int w = state->w, h = state->h;
2669 int ink = print_mono_colour(dr, 0);
2670 int x, y;
2671 game_drawstate ads, *ds = &ads;
2672
2673 game_set_size(dr, ds, NULL, tilesize);
2674
2675 /*
2676 * Dots. I'll deliberately make the dots a bit wider than the
2677 * lines, so you can still see them. (And also because it's
2678 * annoyingly tricky to make them _exactly_ the same size...)
2679 */
2680 for (y = 0; y <= h; y++)
2681 for (x = 0; x <= w; x++)
2682 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2683 LINEWIDTH, ink, ink);
2684
2685 /*
2686 * Clues.
2687 */
2688 for (y = 0; y < h; y++)
2689 for (x = 0; x < w; x++)
2690 if (CLUE_AT(state, x, y) != ' ') {
2691 char c[2];
2692
2693 c[0] = CLUE_AT(state, x, y);
2694 c[1] = '\0';
2695 draw_text(dr,
2696 BORDER + x * TILE_SIZE + TILE_SIZE/2,
2697 BORDER + y * TILE_SIZE + TILE_SIZE/2,
2698 FONT_VARIABLE, TILE_SIZE/2,
2699 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2700 }
2701
2702 /*
2703 * Lines. (At the moment, I'm not bothering with crosses.)
2704 */
2705 for (y = 0; y <= h; y++)
2706 for (x = 0; x < w; x++)
2707 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2708 draw_rect(dr, BORDER + x * TILE_SIZE,
2709 BORDER + y * TILE_SIZE - LINEWIDTH/2,
2710 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2711 for (y = 0; y < h; y++)
2712 for (x = 0; x <= w; x++)
2713 if (BELOW_DOT(state, x, y) == LINE_YES)
2714 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2715 BORDER + y * TILE_SIZE,
2716 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2717 }
2718
2719 #ifdef COMBINED
2720 #define thegame loopy
2721 #endif
2722
2723 const struct game thegame = {
2724 "Loopy", "games.loopy",
2725 default_params,
2726 game_fetch_preset,
2727 decode_params,
2728 encode_params,
2729 free_params,
2730 dup_params,
2731 TRUE, game_configure, custom_params,
2732 validate_params,
2733 new_game_desc,
2734 validate_desc,
2735 new_game,
2736 dup_game,
2737 free_game,
2738 1, solve_game,
2739 TRUE, game_text_format,
2740 new_ui,
2741 free_ui,
2742 encode_ui,
2743 decode_ui,
2744 game_changed_state,
2745 interpret_move,
2746 execute_move,
2747 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2748 game_colours,
2749 game_new_drawstate,
2750 game_free_drawstate,
2751 game_redraw,
2752 game_anim_length,
2753 game_flash_length,
2754 TRUE, FALSE, game_print_size, game_print,
2755 FALSE, /* wants_statusbar */
2756 FALSE, game_timing_state,
2757 0, /* flags */
2758 };