2 * lightup.c: Implementation of the Nikoli game 'Light Up'.
15 * In standalone solver mode, `verbose' is a variable which can be
16 * set by command-line option; in debugging mode it's simply always
19 #if defined STANDALONE_SOLVER
20 #define SOLVER_DIAGNOSTICS
23 #define debug(x) printf x
24 #elif defined SOLVER_DIAGNOSTICS
28 /* --- Constants, structure definitions, etc. --- */
30 #define PREFERRED_TILE_SIZE 32
31 #define TILE_SIZE (ds->tilesize)
32 #define BORDER (TILE_SIZE / 2)
33 #define TILE_RADIUS (ds->crad)
35 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
36 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
38 #define FLASH_TIME 0.30F
43 COL_BLACK
, /* black */
44 COL_LIGHT
, /* white */
51 enum { SYMM_NONE
, SYMM_REF2
, SYMM_ROT2
, SYMM_REF4
, SYMM_ROT4
, SYMM_MAX
};
57 int blackpc
; /* %age of black squares */
59 int difficulty
; /* 0 to DIFFCOUNT */
64 /* flags for black squares */
65 #define F_NUMBERED 2 /* it has a number attached */
66 #define F_NUMBERUSED 4 /* this number was useful for solving */
68 /* flags for non-black squares */
69 #define F_IMPOSSIBLE 8 /* can't put a light here */
76 int *lights
; /* For black squares, (optionally) the number
77 of surrounding lights. For non-black squares,
78 the number of times it's lit. size h*w*/
79 unsigned int *flags
; /* size h*w */
80 int completed
, used_solve
;
83 #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
85 /* A ll_data holds information about which lights would be lit by
86 * a particular grid location's light (or conversely, which locations
87 * could light a specific other location). */
88 /* most things should consider this struct opaque. */
91 int minx
, maxx
, miny
, maxy
;
95 /* Macro that executes 'block' once per light in lld, including
96 * the origin if include_origin is specified. 'block' can use
97 * lx and ly as the coords. */
98 #define FOREACHLIT(lld,block) do { \
101 for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
102 if (lx == (lld)->ox) continue; \
106 for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
107 if (!(lld)->include_origin && ly == (lld)->oy) continue; \
114 struct { int x
, y
; unsigned int f
; } points
[4];
118 /* Fills in (doesn't allocate) a surrounds structure with the grid locations
119 * around a given square, taking account of the edges. */
120 static void get_surrounds(game_state
*state
, int ox
, int oy
, surrounds
*s
)
122 assert(ox
>= 0 && ox
< state
->w
&& oy
>= 0 && oy
< state
->h
);
124 #define ADDPOINT(cond,nx,ny) do {\
126 s->points[s->npoints].x = (nx); \
127 s->points[s->npoints].y = (ny); \
128 s->points[s->npoints].f = 0; \
131 ADDPOINT(ox
> 0, ox
-1, oy
);
132 ADDPOINT(ox
< (state
->w
-1), ox
+1, oy
);
133 ADDPOINT(oy
> 0, ox
, oy
-1);
134 ADDPOINT(oy
< (state
->h
-1), ox
, oy
+1);
137 /* --- Game parameter functions --- */
139 #define DEFAULT_PRESET 0
141 const struct game_params lightup_presets
[] = {
142 { 7, 7, 20, SYMM_ROT4
, 0 },
143 { 7, 7, 20, SYMM_ROT4
, 1 },
144 { 7, 7, 20, SYMM_ROT4
, 2 },
145 { 10, 10, 20, SYMM_ROT2
, 0 },
146 { 10, 10, 20, SYMM_ROT2
, 1 },
148 { 12, 12, 20, SYMM_ROT2
, 0 },
149 { 12, 12, 20, SYMM_ROT2
, 1 },
151 { 10, 10, 20, SYMM_ROT2
, 2 },
152 { 14, 14, 20, SYMM_ROT2
, 0 },
153 { 14, 14, 20, SYMM_ROT2
, 1 },
154 { 14, 14, 20, SYMM_ROT2
, 2 }
158 static game_params
*default_params(void)
160 game_params
*ret
= snew(game_params
);
161 *ret
= lightup_presets
[DEFAULT_PRESET
];
166 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
171 if (i
< 0 || i
>= lenof(lightup_presets
))
174 ret
= default_params();
175 *ret
= lightup_presets
[i
];
178 sprintf(buf
, "%dx%d %s",
180 ret
->difficulty
== 2 ?
"hard" :
181 ret
->difficulty
== 1 ?
"tricky" : "easy");
187 static void free_params(game_params
*params
)
192 static game_params
*dup_params(game_params
*params
)
194 game_params
*ret
= snew(game_params
);
195 *ret
= *params
; /* structure copy */
199 #define EATNUM(x) do { \
200 (x) = atoi(string); \
201 while (*string && isdigit((unsigned char)*string)) string++; \
204 static void decode_params(game_params
*params
, char const *string
)
207 if (*string
== 'x') {
211 if (*string
== 'b') {
213 EATNUM(params
->blackpc
);
215 if (*string
== 's') {
217 EATNUM(params
->symm
);
219 params
->difficulty
= 0;
220 /* cope with old params */
221 if (*string
== 'r') {
222 params
->difficulty
= 2;
225 if (*string
== 'd') {
227 EATNUM(params
->difficulty
);
231 static char *encode_params(game_params
*params
, int full
)
236 sprintf(buf
, "%dx%db%ds%dd%d",
237 params
->w
, params
->h
, params
->blackpc
,
241 sprintf(buf
, "%dx%d", params
->w
, params
->h
);
246 static config_item
*game_configure(game_params
*params
)
251 ret
= snewn(6, config_item
);
253 ret
[0].name
= "Width";
254 ret
[0].type
= C_STRING
;
255 sprintf(buf
, "%d", params
->w
);
256 ret
[0].sval
= dupstr(buf
);
259 ret
[1].name
= "Height";
260 ret
[1].type
= C_STRING
;
261 sprintf(buf
, "%d", params
->h
);
262 ret
[1].sval
= dupstr(buf
);
265 ret
[2].name
= "%age of black squares";
266 ret
[2].type
= C_STRING
;
267 sprintf(buf
, "%d", params
->blackpc
);
268 ret
[2].sval
= dupstr(buf
);
271 ret
[3].name
= "Symmetry";
272 ret
[3].type
= C_CHOICES
;
273 ret
[3].sval
= ":None"
274 ":2-way mirror:2-way rotational"
275 ":4-way mirror:4-way rotational";
276 ret
[3].ival
= params
->symm
;
278 ret
[4].name
= "Difficulty";
279 ret
[4].type
= C_CHOICES
;
280 ret
[4].sval
= ":Easy:Tricky:Hard";
281 ret
[4].ival
= params
->difficulty
;
291 static game_params
*custom_params(config_item
*cfg
)
293 game_params
*ret
= snew(game_params
);
295 ret
->w
= atoi(cfg
[0].sval
);
296 ret
->h
= atoi(cfg
[1].sval
);
297 ret
->blackpc
= atoi(cfg
[2].sval
);
298 ret
->symm
= cfg
[3].ival
;
299 ret
->difficulty
= cfg
[4].ival
;
304 static char *validate_params(game_params
*params
, int full
)
306 if (params
->w
< 2 || params
->h
< 2)
307 return "Width and height must be at least 2";
309 if (params
->blackpc
< 5 || params
->blackpc
> 100)
310 return "Percentage of black squares must be between 5% and 100%";
311 if (params
->w
!= params
->h
) {
312 if (params
->symm
== SYMM_ROT4
)
313 return "4-fold symmetry is only available with square grids";
315 if (params
->symm
< 0 || params
->symm
>= SYMM_MAX
)
316 return "Unknown symmetry type";
317 if (params
->difficulty
< 0 || params
->difficulty
> DIFFCOUNT
)
318 return "Unknown difficulty level";
323 /* --- Game state construction/freeing helper functions --- */
325 static game_state
*new_state(game_params
*params
)
327 game_state
*ret
= snew(game_state
);
331 ret
->lights
= snewn(ret
->w
* ret
->h
, int);
333 memset(ret
->lights
, 0, ret
->w
* ret
->h
* sizeof(int));
334 ret
->flags
= snewn(ret
->w
* ret
->h
, unsigned int);
335 memset(ret
->flags
, 0, ret
->w
* ret
->h
* sizeof(unsigned int));
336 ret
->completed
= ret
->used_solve
= 0;
340 static game_state
*dup_game(game_state
*state
)
342 game_state
*ret
= snew(game_state
);
347 ret
->lights
= snewn(ret
->w
* ret
->h
, int);
348 memcpy(ret
->lights
, state
->lights
, ret
->w
* ret
->h
* sizeof(int));
349 ret
->nlights
= state
->nlights
;
351 ret
->flags
= snewn(ret
->w
* ret
->h
, unsigned int);
352 memcpy(ret
->flags
, state
->flags
, ret
->w
* ret
->h
* sizeof(unsigned int));
354 ret
->completed
= state
->completed
;
355 ret
->used_solve
= state
->used_solve
;
360 static void free_game(game_state
*state
)
362 sfree(state
->lights
);
367 static void debug_state(game_state
*state
)
372 for (y
= 0; y
< state
->h
; y
++) {
373 for (x
= 0; x
< state
->w
; x
++) {
375 if (GRID(state
, flags
, x
, y
) & F_BLACK
) {
376 if (GRID(state
, flags
, x
, y
) & F_NUMBERED
)
377 c
= GRID(state
, lights
, x
, y
) + '0';
381 if (GRID(state
, flags
, x
, y
) & F_LIGHT
)
383 else if (GRID(state
, flags
, x
, y
) & F_IMPOSSIBLE
)
386 debug(("%c", (int)c
));
389 for (x
= 0; x
< state
->w
; x
++) {
390 if (GRID(state
, flags
, x
, y
) & F_BLACK
)
393 c
= (GRID(state
, flags
, x
, y
) & F_LIGHT
) ?
'A' : 'a';
394 c
+= GRID(state
, lights
, x
, y
);
396 debug(("%c", (int)c
));
402 /* --- Game completion test routines. --- */
404 /* These are split up because occasionally functions are only
405 * interested in one particular aspect. */
407 /* Returns non-zero if all grid spaces are lit. */
408 static int grid_lit(game_state
*state
)
412 for (x
= 0; x
< state
->w
; x
++) {
413 for (y
= 0; y
< state
->h
; y
++) {
414 if (GRID(state
,flags
,x
,y
) & F_BLACK
) continue;
415 if (GRID(state
,lights
,x
,y
) == 0)
422 /* Returns non-zero if any lights are lit by other lights. */
423 static int grid_overlap(game_state
*state
)
427 for (x
= 0; x
< state
->w
; x
++) {
428 for (y
= 0; y
< state
->h
; y
++) {
429 if (!(GRID(state
, flags
, x
, y
) & F_LIGHT
)) continue;
430 if (GRID(state
, lights
, x
, y
) > 1)
437 static int number_wrong(game_state
*state
, int x
, int y
)
440 int i
, n
, empty
, lights
= GRID(state
, lights
, x
, y
);
443 * This function computes the display hint for a number: we
444 * turn the number red if it is definitely wrong. This means
447 * (a) it has too many lights around it, or
448 * (b) it would have too few lights around it even if all the
449 * plausible squares (not black, lit or F_IMPOSSIBLE) were
450 * filled with lights.
453 assert(GRID(state
, flags
, x
, y
) & F_NUMBERED
);
454 get_surrounds(state
, x
, y
, &s
);
457 for (i
= 0; i
< s
.npoints
; i
++) {
458 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_LIGHT
) {
462 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_BLACK
)
464 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_IMPOSSIBLE
)
466 if (GRID(state
,lights
,s
.points
[i
].x
,s
.points
[i
].y
))
470 return (n
> lights
|| (n
+ empty
< lights
));
473 static int number_correct(game_state
*state
, int x
, int y
)
476 int n
= 0, i
, lights
= GRID(state
, lights
, x
, y
);
478 assert(GRID(state
, flags
, x
, y
) & F_NUMBERED
);
479 get_surrounds(state
, x
, y
, &s
);
480 for (i
= 0; i
< s
.npoints
; i
++) {
481 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_LIGHT
)
484 return (n
== lights
) ?
1 : 0;
487 /* Returns non-zero if any numbers add up incorrectly. */
488 static int grid_addsup(game_state
*state
)
492 for (x
= 0; x
< state
->w
; x
++) {
493 for (y
= 0; y
< state
->h
; y
++) {
494 if (!(GRID(state
, flags
, x
, y
) & F_NUMBERED
)) continue;
495 if (!number_correct(state
, x
, y
)) return 0;
501 static int grid_correct(game_state
*state
)
503 if (grid_lit(state
) &&
504 !grid_overlap(state
) &&
505 grid_addsup(state
)) return 1;
509 /* --- Board initial setup (blacks, lights, numbers) --- */
511 static void clean_board(game_state
*state
, int leave_blacks
)
514 for (x
= 0; x
< state
->w
; x
++) {
515 for (y
= 0; y
< state
->h
; y
++) {
517 GRID(state
, flags
, x
, y
) &= F_BLACK
;
519 GRID(state
, flags
, x
, y
) = 0;
520 GRID(state
, lights
, x
, y
) = 0;
526 static void set_blacks(game_state
*state
, game_params
*params
, random_state
*rs
)
528 int x
, y
, degree
= 0, rotate
= 0, nblack
;
530 int wodd
= (state
->w
% 2) ?
1 : 0;
531 int hodd
= (state
->h
% 2) ?
1 : 0;
534 switch (params
->symm
) {
535 case SYMM_NONE
: degree
= 1; rotate
= 0; break;
536 case SYMM_ROT2
: degree
= 2; rotate
= 1; break;
537 case SYMM_REF2
: degree
= 2; rotate
= 0; break;
538 case SYMM_ROT4
: degree
= 4; rotate
= 1; break;
539 case SYMM_REF4
: degree
= 4; rotate
= 0; break;
540 default: assert(!"Unknown symmetry type");
542 if (params
->symm
== SYMM_ROT4
&& (state
->h
!= state
->w
))
543 assert(!"4-fold symmetry unavailable without square grid");
548 if (!rotate
) rw
+= wodd
; /* ... but see below. */
550 } else if (degree
== 2) {
559 /* clear, then randomise, required region. */
560 clean_board(state
, 0);
561 nblack
= (rw
* rh
* params
->blackpc
) / 100;
562 for (i
= 0; i
< nblack
; i
++) {
564 x
= random_upto(rs
,rw
);
565 y
= random_upto(rs
,rh
);
566 } while (GRID(state
,flags
,x
,y
) & F_BLACK
);
567 GRID(state
, flags
, x
, y
) |= F_BLACK
;
570 /* Copy required region. */
571 if (params
->symm
== SYMM_NONE
) return;
573 for (x
= 0; x
< rw
; x
++) {
574 for (y
= 0; y
< rh
; y
++) {
578 xs
[1] = state
->w
- 1 - (rotate ? y
: x
);
579 ys
[1] = rotate ? x
: y
;
580 xs
[2] = rotate ?
(state
->w
- 1 - x
) : x
;
581 ys
[2] = state
->h
- 1 - y
;
582 xs
[3] = rotate ? y
: (state
->w
- 1 - x
);
583 ys
[3] = state
->h
- 1 - (rotate ? x
: y
);
587 xs
[1] = rotate ?
(state
->w
- 1 - x
) : x
;
588 ys
[1] = state
->h
- 1 - y
;
590 for (i
= 1; i
< degree
; i
++) {
591 GRID(state
, flags
, xs
[i
], ys
[i
]) =
592 GRID(state
, flags
, xs
[0], ys
[0]);
596 /* SYMM_ROT4 misses the middle square above; fix that here. */
597 if (degree
== 4 && rotate
&& wodd
&&
598 (random_upto(rs
,100) <= (unsigned int)params
->blackpc
))
600 state
->w
/2 + wodd
- 1, state
->h
/2 + hodd
- 1) |= F_BLACK
;
602 #ifdef SOLVER_DIAGNOSTICS
603 if (verbose
) debug_state(state
);
607 /* Fills in (does not allocate) a ll_data with all the tiles that would
608 * be illuminated by a light at point (ox,oy). If origin=1 then the
609 * origin is included in this list. */
610 static void list_lights(game_state
*state
, int ox
, int oy
, int origin
,
615 memset(lld
, 0, sizeof(lld
));
616 lld
->ox
= lld
->minx
= lld
->maxx
= ox
;
617 lld
->oy
= lld
->miny
= lld
->maxy
= oy
;
618 lld
->include_origin
= origin
;
621 for (x
= ox
-1; x
>= 0; x
--) {
622 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
623 if (x
< lld
->minx
) lld
->minx
= x
;
625 for (x
= ox
+1; x
< state
->w
; x
++) {
626 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
627 if (x
> lld
->maxx
) lld
->maxx
= x
;
631 for (y
= oy
-1; y
>= 0; y
--) {
632 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
633 if (y
< lld
->miny
) lld
->miny
= y
;
635 for (y
= oy
+1; y
< state
->h
; y
++) {
636 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
637 if (y
> lld
->maxy
) lld
->maxy
= y
;
641 /* Makes sure a light is the given state, editing the lights table to suit the
642 * new state if necessary. */
643 static void set_light(game_state
*state
, int ox
, int oy
, int on
)
648 assert(!(GRID(state
,flags
,ox
,oy
) & F_BLACK
));
650 if (!on
&& GRID(state
,flags
,ox
,oy
) & F_LIGHT
) {
652 GRID(state
,flags
,ox
,oy
) &= ~F_LIGHT
;
654 } else if (on
&& !(GRID(state
,flags
,ox
,oy
) & F_LIGHT
)) {
656 GRID(state
,flags
,ox
,oy
) |= F_LIGHT
;
661 list_lights(state
,ox
,oy
,1,&lld
);
662 FOREACHLIT(&lld
, GRID(state
,lights
,lx
,ly
) += diff
; );
666 /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
667 static int check_dark(game_state
*state
, int x
, int y
)
671 list_lights(state
, x
, y
, 1, &lld
);
672 FOREACHLIT(&lld
, if (GRID(state
,lights
,lx
,ly
) == 1) { return 1; } );
676 /* Sets up an initial random correct position (i.e. every
677 * space lit, and no lights lit by other lights) by filling the
678 * grid with lights and then removing lights one by one at random. */
679 static void place_lights(game_state
*state
, random_state
*rs
)
681 int i
, x
, y
, n
, *numindices
, wh
= state
->w
*state
->h
;
684 numindices
= snewn(wh
, int);
685 for (i
= 0; i
< wh
; i
++) numindices
[i
] = i
;
686 shuffle(numindices
, wh
, sizeof(*numindices
), rs
);
688 /* Place a light on all grid squares without lights. */
689 for (x
= 0; x
< state
->w
; x
++) {
690 for (y
= 0; y
< state
->h
; y
++) {
691 GRID(state
, flags
, x
, y
) &= ~F_MARK
; /* we use this later. */
692 if (GRID(state
, flags
, x
, y
) & F_BLACK
) continue;
693 set_light(state
, x
, y
, 1);
697 for (i
= 0; i
< wh
; i
++) {
698 y
= numindices
[i
] / state
->w
;
699 x
= numindices
[i
] % state
->w
;
700 if (!(GRID(state
, flags
, x
, y
) & F_LIGHT
)) continue;
701 if (GRID(state
, flags
, x
, y
) & F_MARK
) continue;
702 list_lights(state
, x
, y
, 0, &lld
);
704 /* If we're not lighting any lights ourself, don't remove anything. */
706 FOREACHLIT(&lld
, if (GRID(state
,flags
,lx
,ly
) & F_LIGHT
) { n
+= 1; } );
707 if (n
== 0) continue; /* [1] */
709 /* Check whether removing lights we're lighting would cause anything
712 FOREACHLIT(&lld
, if (GRID(state
,flags
,lx
,ly
) & F_LIGHT
) { n
+= check_dark(state
,lx
,ly
); } );
714 /* No, it wouldn't, so we can remove them all. */
715 FOREACHLIT(&lld
, set_light(state
,lx
,ly
, 0); );
716 GRID(state
,flags
,x
,y
) |= F_MARK
;
719 if (!grid_overlap(state
)) {
721 return; /* we're done. */
723 assert(grid_lit(state
));
725 /* could get here if the line at [1] continue'd out of the loop. */
726 if (grid_overlap(state
)) {
728 assert(!"place_lights failed to resolve overlapping lights!");
733 /* Fills in all black squares with numbers of adjacent lights. */
734 static void place_numbers(game_state
*state
)
739 for (x
= 0; x
< state
->w
; x
++) {
740 for (y
= 0; y
< state
->h
; y
++) {
741 if (!(GRID(state
,flags
,x
,y
) & F_BLACK
)) continue;
742 get_surrounds(state
, x
, y
, &s
);
744 for (i
= 0; i
< s
.npoints
; i
++) {
745 if (GRID(state
,flags
,s
.points
[i
].x
, s
.points
[i
].y
) & F_LIGHT
)
748 GRID(state
,flags
,x
,y
) |= F_NUMBERED
;
749 GRID(state
,lights
,x
,y
) = n
;
754 /* --- Actual solver, with helper subroutines. --- */
756 static void tsl_callback(game_state
*state
,
757 int lx
, int ly
, int *x
, int *y
, int *n
)
759 if (GRID(state
,flags
,lx
,ly
) & F_IMPOSSIBLE
) return;
760 if (GRID(state
,lights
,lx
,ly
) > 0) return;
761 *x
= lx
; *y
= ly
; (*n
)++;
764 static int try_solve_light(game_state
*state
, int ox
, int oy
,
765 unsigned int flags
, int lights
)
768 int sx
= 0, sy
= 0, n
= 0;
770 if (lights
> 0) return 0;
771 if (flags
& F_BLACK
) return 0;
773 /* We have an unlit square; count how many ways there are left to
774 * place a light that lights us (including this square); if only
775 * one, we must put a light there. Squares that could light us
776 * are, of course, the same as the squares we would light... */
777 list_lights(state
, ox
, oy
, 1, &lld
);
778 FOREACHLIT(&lld
, { tsl_callback(state
, lx
, ly
, &sx
, &sy
, &n
); });
780 set_light(state
, sx
, sy
, 1);
781 #ifdef SOLVER_DIAGNOSTICS
782 debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
784 if (verbose
) debug_state(state
);
792 static int could_place_light(unsigned int flags
, int lights
)
794 if (flags
& (F_BLACK
| F_IMPOSSIBLE
)) return 0;
795 return (lights
> 0) ?
0 : 1;
798 static int could_place_light_xy(game_state
*state
, int x
, int y
)
800 int lights
= GRID(state
,lights
,x
,y
);
801 unsigned int flags
= GRID(state
,flags
,x
,y
);
802 return (could_place_light(flags
, lights
)) ?
1 : 0;
805 /* For a given number square, determine whether we have enough info
806 * to unambiguously place its lights. */
807 static int try_solve_number(game_state
*state
, int nx
, int ny
,
808 unsigned int nflags
, int nlights
)
811 int x
, y
, nl
, ns
, i
, ret
= 0, lights
;
814 if (!(nflags
& F_NUMBERED
)) return 0;
816 get_surrounds(state
,nx
,ny
,&s
);
819 /* nl is no. of lights we need to place, ns is no. of spaces we
820 * have to place them in. Try and narrow these down, and mark
821 * points we can ignore later. */
822 for (i
= 0; i
< s
.npoints
; i
++) {
823 x
= s
.points
[i
].x
; y
= s
.points
[i
].y
;
824 flags
= GRID(state
,flags
,x
,y
);
825 lights
= GRID(state
,lights
,x
,y
);
826 if (flags
& F_LIGHT
) {
827 /* light here already; one less light for one less place. */
829 s
.points
[i
].f
|= F_MARK
;
830 } else if (!could_place_light(flags
, lights
)) {
832 s
.points
[i
].f
|= F_MARK
;
835 if (ns
== 0) return 0; /* nowhere to put anything. */
837 /* we have placed all lights we need to around here; all remaining
838 * surrounds are therefore IMPOSSIBLE. */
839 GRID(state
,flags
,nx
,ny
) |= F_NUMBERUSED
;
840 for (i
= 0; i
< s
.npoints
; i
++) {
841 if (!(s
.points
[i
].f
& F_MARK
)) {
842 GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) |= F_IMPOSSIBLE
;
846 #ifdef SOLVER_DIAGNOSTICS
847 printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
849 if (verbose
) debug_state(state
);
851 } else if (nl
== ns
) {
852 /* we have as many lights to place as spaces; fill them all. */
853 GRID(state
,flags
,nx
,ny
) |= F_NUMBERUSED
;
854 for (i
= 0; i
< s
.npoints
; i
++) {
855 if (!(s
.points
[i
].f
& F_MARK
)) {
856 set_light(state
, s
.points
[i
].x
,s
.points
[i
].y
, 1);
860 #ifdef SOLVER_DIAGNOSTICS
861 printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
863 if (verbose
) debug_state(state
);
874 #define SCRATCHSZ (state->w+state->h)
876 /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
877 * Algorithm thanks to Simon:
879 * (a) Any square where you can place a light has a set of squares
880 * which would become non-lights as a result. (This includes
881 * squares lit by the first square, and can also include squares
882 * adjacent to the same clue square if the new light is the last
883 * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
884 * the square you place a light.
886 * (b) Any unlit square has a set of squares on which you could place
887 * a light to illuminate it. (Possibly including itself, of
888 * course.) This set of squares has the property that _at least
889 * one_ of them must contain a light. Sets of this type also arise
890 * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
891 * the square you would place a light.
893 * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
894 * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
895 * (dx,dy) would either leave no remaining way to illuminate a certain
896 * square, or would leave no remaining way to fulfill a certain clue
897 * (at lx,ly). In either case, a light can be ruled out at that position.
899 * So, we construct all possible MAKESLIGHT sets, both from unlit squares
900 * and clue squares, and then we look for plausible MAKESDARK sets that include
901 * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
902 * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
905 * Once we have such a set, Simon came up with a Cunning Plan to find
906 * the most sensible MAKESDARK candidate:
908 * (a) for each square S in your set X, find all the squares which _would_
909 * rule it out. That means any square which would light S, plus
910 * any square adjacent to the same clue square as S (provided
911 * that clue square has only one remaining light to be placed).
912 * It's not hard to make this list. Don't do anything with this
913 * data at the moment except _count_ the squares.
915 * (b) Find the square S_min in the original set which has the
916 * _smallest_ number of other squares which would rule it out.
918 * (c) Find all the squares that rule out S_min (it's probably
919 * better to recompute this than to have stored it during step
920 * (a), since the CPU requirement is modest but the storage
921 * cost would get ugly.) For each of these squares, see if it
922 * rules out everything else in the set X. Any which does can
923 * be marked as not-a-light.
927 typedef void (*trl_cb
)(game_state
*state
, int dx
, int dy
,
928 struct setscratch
*scratch
, int n
, void *ctx
);
930 static void try_rule_out(game_state
*state
, int x
, int y
,
931 struct setscratch
*scratch
, int n
,
932 trl_cb cb
, void *ctx
);
934 static void trl_callback_search(game_state
*state
, int dx
, int dy
,
935 struct setscratch
*scratch
, int n
, void *ignored
)
939 #ifdef SOLVER_DIAGNOSTICS
940 if (verbose
) debug(("discount cb: light at (%d,%d)\n", dx
, dy
));
943 for (i
= 0; i
< n
; i
++) {
944 if (dx
== scratch
[i
].x
&& dy
== scratch
[i
].y
) {
951 static void trl_callback_discount(game_state
*state
, int dx
, int dy
,
952 struct setscratch
*scratch
, int n
, void *ctx
)
954 int *didsth
= (int *)ctx
;
957 if (GRID(state
,flags
,dx
,dy
) & F_IMPOSSIBLE
) {
958 #ifdef SOLVER_DIAGNOSTICS
959 debug(("Square at (%d,%d) already impossible.\n", dx
,dy
));
964 /* Check whether a light at (dx,dy) rules out everything
965 * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
966 * We can use try_rule_out for this as well, as the set of
967 * squares which would rule out (x,y) is the same as the
968 * set of squares which (x,y) would rule out. */
970 #ifdef SOLVER_DIAGNOSTICS
971 if (verbose
) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx
, dy
));
974 for (i
= 0; i
< n
; i
++)
976 try_rule_out(state
, dx
, dy
, scratch
, n
, trl_callback_search
, NULL
);
977 for (i
= 0; i
< n
; i
++) {
978 if (scratch
[i
].n
== 0) return;
980 /* The light ruled out everything in scratch. Yay. */
981 GRID(state
,flags
,dx
,dy
) |= F_IMPOSSIBLE
;
982 #ifdef SOLVER_DIAGNOSTICS
983 debug(("Set reduction discounted square at (%d,%d):\n", dx
,dy
));
984 if (verbose
) debug_state(state
);
990 static void trl_callback_incn(game_state
*state
, int dx
, int dy
,
991 struct setscratch
*scratch
, int n
, void *ctx
)
993 struct setscratch
*s
= (struct setscratch
*)ctx
;
997 static void try_rule_out(game_state
*state
, int x
, int y
,
998 struct setscratch
*scratch
, int n
,
999 trl_cb cb
, void *ctx
)
1001 /* XXX Find all the squares which would rule out (x,y); anything
1002 * that would light it as well as squares adjacent to same clues
1003 * as X assuming that clue only has one remaining light.
1004 * Call the callback with each square. */
1007 int i
, j
, curr_lights
, tot_lights
;
1009 /* Find all squares that would rule out a light at (x,y) and call trl_cb
1010 * with them: anything that would light (x,y)... */
1012 list_lights(state
, x
, y
, 0, &lld
);
1013 FOREACHLIT(&lld
, { if (could_place_light_xy(state
, lx
, ly
)) { cb(state
, lx
, ly
, scratch
, n
, ctx
); } });
1015 /* ... as well as any empty space (that isn't x,y) next to any clue square
1016 * next to (x,y) that only has one light left to place. */
1018 get_surrounds(state
, x
, y
, &s
);
1019 for (i
= 0; i
< s
.npoints
; i
++) {
1020 if (!(GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_NUMBERED
))
1022 /* we have an adjacent clue square; find /its/ surrounds
1023 * and count the remaining lights it needs. */
1024 get_surrounds(state
,s
.points
[i
].x
,s
.points
[i
].y
,&ss
);
1026 for (j
= 0; j
< ss
.npoints
; j
++) {
1027 if (GRID(state
,flags
,ss
.points
[j
].x
,ss
.points
[j
].y
) & F_LIGHT
)
1030 tot_lights
= GRID(state
, lights
, s
.points
[i
].x
, s
.points
[i
].y
);
1031 /* We have a clue with tot_lights to fill, and curr_lights currently
1032 * around it. If adding a light at (x,y) fills up the clue (i.e.
1033 * curr_lights + 1 = tot_lights) then we need to discount all other
1034 * unlit squares around the clue. */
1035 if ((curr_lights
+ 1) == tot_lights
) {
1036 for (j
= 0; j
< ss
.npoints
; j
++) {
1037 int lx
= ss
.points
[j
].x
, ly
= ss
.points
[j
].y
;
1038 if (lx
== x
&& ly
== y
) continue;
1039 if (could_place_light_xy(state
, lx
, ly
))
1040 cb(state
, lx
, ly
, scratch
, n
, ctx
);
1046 #ifdef SOLVER_DIAGNOSTICS
1047 static void debug_scratch(const char *msg
, struct setscratch
*scratch
, int n
)
1050 debug(("%s scratch (%d elements):\n", msg
, n
));
1051 for (i
= 0; i
< n
; i
++) {
1052 debug((" (%d,%d) n%d\n", scratch
[i
].x
, scratch
[i
].y
, scratch
[i
].n
));
1057 static int discount_set(game_state
*state
,
1058 struct setscratch
*scratch
, int n
)
1060 int i
, besti
, bestn
, didsth
= 0;
1062 #ifdef SOLVER_DIAGNOSTICS
1063 if (verbose
> 1) debug_scratch("discount_set", scratch
, n
);
1065 if (n
== 0) return 0;
1067 for (i
= 0; i
< n
; i
++) {
1068 try_rule_out(state
, scratch
[i
].x
, scratch
[i
].y
, scratch
, n
,
1069 trl_callback_incn
, (void*)&(scratch
[i
]));
1071 #ifdef SOLVER_DIAGNOSTICS
1072 if (verbose
> 1) debug_scratch("discount_set after count", scratch
, n
);
1075 besti
= -1; bestn
= SCRATCHSZ
;
1076 for (i
= 0; i
< n
; i
++) {
1077 if (scratch
[i
].n
< bestn
) {
1078 bestn
= scratch
[i
].n
;
1082 #ifdef SOLVER_DIAGNOSTICS
1083 if (verbose
> 1) debug(("best square (%d,%d) with n%d.\n",
1084 scratch
[besti
].x
, scratch
[besti
].y
, scratch
[besti
].n
));
1086 try_rule_out(state
, scratch
[besti
].x
, scratch
[besti
].y
, scratch
, n
,
1087 trl_callback_discount
, (void*)&didsth
);
1088 #ifdef SOLVER_DIAGNOSTICS
1089 if (didsth
) debug((" [from square (%d,%d)]\n",
1090 scratch
[besti
].x
, scratch
[besti
].y
));
1096 static void discount_clear(game_state
*state
, struct setscratch
*scratch
, int *n
)
1099 memset(scratch
, 0, SCRATCHSZ
* sizeof(struct setscratch
));
1102 static void unlit_cb(game_state
*state
, int lx
, int ly
,
1103 struct setscratch
*scratch
, int *n
)
1105 if (could_place_light_xy(state
, lx
, ly
)) {
1106 scratch
[*n
].x
= lx
; scratch
[*n
].y
= ly
; (*n
)++;
1110 /* Construct a MAKESLIGHT set from an unlit square. */
1111 static int discount_unlit(game_state
*state
, int x
, int y
,
1112 struct setscratch
*scratch
)
1117 #ifdef SOLVER_DIAGNOSTICS
1118 if (verbose
) debug(("Trying to discount for unlit square at (%d,%d).\n", x
, y
));
1119 if (verbose
> 1) debug_state(state
);
1122 discount_clear(state
, scratch
, &n
);
1124 list_lights(state
, x
, y
, 1, &lld
);
1125 FOREACHLIT(&lld
, { unlit_cb(state
, lx
, ly
, scratch
, &n
); });
1126 didsth
= discount_set(state
, scratch
, n
);
1127 #ifdef SOLVER_DIAGNOSTICS
1128 if (didsth
) debug((" [from unlit square at (%d,%d)].\n", x
, y
));
1134 /* Construct a series of MAKESLIGHT sets from a clue square.
1135 * for a clue square with N remaining spaces that must contain M lights, every
1136 * subset of size N-M+1 of those N spaces forms such a set.
1139 static int discount_clue(game_state
*state
, int x
, int y
,
1140 struct setscratch
*scratch
)
1142 int slen
, m
= GRID(state
, lights
, x
, y
), n
, i
, didsth
= 0, lights
;
1144 surrounds s
, sempty
;
1147 if (m
== 0) return 0;
1149 #ifdef SOLVER_DIAGNOSTICS
1150 if (verbose
) debug(("Trying to discount for sets at clue (%d,%d).\n", x
, y
));
1151 if (verbose
> 1) debug_state(state
);
1154 /* m is no. of lights still to place; starts off at the clue value
1155 * and decreases when we find a light already down.
1156 * n is no. of spaces left; starts off at 0 and goes up when we find
1157 * a plausible space. */
1159 get_surrounds(state
, x
, y
, &s
);
1160 memset(&sempty
, 0, sizeof(surrounds
));
1161 for (i
= 0; i
< s
.npoints
; i
++) {
1162 int lx
= s
.points
[i
].x
, ly
= s
.points
[i
].y
;
1163 flags
= GRID(state
,flags
,lx
,ly
);
1164 lights
= GRID(state
,lights
,lx
,ly
);
1166 if (flags
& F_LIGHT
) m
--;
1168 if (could_place_light(flags
, lights
)) {
1169 sempty
.points
[sempty
.npoints
].x
= lx
;
1170 sempty
.points
[sempty
.npoints
].y
= ly
;
1174 n
= sempty
.npoints
; /* sempty is now a surrounds of only blank squares. */
1175 if (n
== 0) return 0; /* clue is full already. */
1177 if (m
< 0 || m
> n
) return 0; /* become impossible. */
1179 combi
= new_combi(n
- m
+ 1, n
);
1180 while (next_combi(combi
)) {
1181 discount_clear(state
, scratch
, &slen
);
1182 for (i
= 0; i
< combi
->r
; i
++) {
1183 scratch
[slen
].x
= sempty
.points
[combi
->a
[i
]].x
;
1184 scratch
[slen
].y
= sempty
.points
[combi
->a
[i
]].y
;
1187 if (discount_set(state
, scratch
, slen
)) didsth
= 1;
1190 #ifdef SOLVER_DIAGNOSTICS
1191 if (didsth
) debug((" [from clue at (%d,%d)].\n", x
, y
));
1196 #define F_SOLVE_FORCEUNIQUE 1
1197 #define F_SOLVE_DISCOUNTSETS 2
1198 #define F_SOLVE_ALLOWRECURSE 4
1200 static unsigned int flags_from_difficulty(int difficulty
)
1202 unsigned int sflags
= F_SOLVE_FORCEUNIQUE
;
1203 assert(difficulty
<= DIFFCOUNT
);
1204 if (difficulty
>= 1) sflags
|= F_SOLVE_DISCOUNTSETS
;
1205 if (difficulty
>= 2) sflags
|= F_SOLVE_ALLOWRECURSE
;
1209 #define MAXRECURSE 5
1211 static int solve_sub(game_state
*state
,
1212 unsigned int solve_flags
, int depth
,
1216 int x
, y
, didstuff
, ncanplace
, lights
;
1217 int bestx
, besty
, n
, bestn
, copy_soluble
, self_soluble
, ret
, maxrecurse
= 0;
1220 struct setscratch
*sscratch
= NULL
;
1222 #ifdef SOLVER_DIAGNOSTICS
1223 printf("solve_sub: depth = %d\n", depth
);
1225 if (maxdepth
&& *maxdepth
< depth
) *maxdepth
= depth
;
1226 if (solve_flags
& F_SOLVE_ALLOWRECURSE
) maxrecurse
= MAXRECURSE
;
1229 if (grid_overlap(state
)) {
1230 /* Our own solver, from scratch, should never cause this to happen
1231 * (assuming a soluble grid). However, if we're trying to solve
1232 * from a half-completed *incorrect* grid this might occur; we
1233 * just return the 'no solutions' code in this case. */
1237 if (grid_correct(state
)) { ret
= 1; goto done
; }
1241 /* These 2 loops, and the functions they call, are the critical loops
1242 * for timing; any optimisations should look here first. */
1243 for (x
= 0; x
< state
->w
; x
++) {
1244 for (y
= 0; y
< state
->h
; y
++) {
1245 flags
= GRID(state
,flags
,x
,y
);
1246 lights
= GRID(state
,lights
,x
,y
);
1247 ncanplace
+= could_place_light(flags
, lights
);
1249 if (try_solve_light(state
, x
, y
, flags
, lights
)) didstuff
= 1;
1250 if (try_solve_number(state
, x
, y
, flags
, lights
)) didstuff
= 1;
1253 if (didstuff
) continue;
1255 /* nowhere to put a light, puzzle is unsoluble. */
1259 if (solve_flags
& F_SOLVE_DISCOUNTSETS
) {
1260 if (!sscratch
) sscratch
= snewn(SCRATCHSZ
, struct setscratch
);
1261 /* Try a more cunning (and more involved) way... more details above. */
1262 for (x
= 0; x
< state
->w
; x
++) {
1263 for (y
= 0; y
< state
->h
; y
++) {
1264 flags
= GRID(state
,flags
,x
,y
);
1265 lights
= GRID(state
,lights
,x
,y
);
1267 if (!(flags
& F_BLACK
) && lights
== 0) {
1268 if (discount_unlit(state
, x
, y
, sscratch
)) {
1270 goto reduction_success
;
1272 } else if (flags
& F_NUMBERED
) {
1273 if (discount_clue(state
, x
, y
, sscratch
)) {
1275 goto reduction_success
;
1282 if (didstuff
) continue;
1284 /* We now have to make a guess; we have places to put lights but
1285 * no definite idea about where they can go. */
1286 if (depth
>= maxrecurse
) {
1287 /* mustn't delve any deeper. */
1288 ret
= -1; goto done
;
1290 /* Of all the squares that we could place a light, pick the one
1291 * that would light the most currently unlit squares. */
1292 /* This heuristic was just plucked from the air; there may well be
1293 * a more efficient way of choosing a square to flip to minimise
1296 bestx
= besty
= -1; /* suyb */
1297 for (x
= 0; x
< state
->w
; x
++) {
1298 for (y
= 0; y
< state
->h
; y
++) {
1299 flags
= GRID(state
,flags
,x
,y
);
1300 lights
= GRID(state
,lights
,x
,y
);
1301 if (!could_place_light(flags
, lights
)) continue;
1304 list_lights(state
, x
, y
, 1, &lld
);
1305 FOREACHLIT(&lld
, { if (GRID(state
,lights
,lx
,ly
) == 0) n
++; });
1307 bestn
= n
; bestx
= x
; besty
= y
;
1312 assert(bestx
>= 0 && besty
>= 0);
1314 /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
1315 * and once as 'impossible'; we need to make one copy to do this. */
1317 scopy
= dup_game(state
);
1318 #ifdef SOLVER_DIAGNOSTICS
1319 debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx
, besty
));
1321 GRID(state
,flags
,bestx
,besty
) |= F_IMPOSSIBLE
;
1322 self_soluble
= solve_sub(state
, solve_flags
, depth
+1, maxdepth
);
1324 if (!(solve_flags
& F_SOLVE_FORCEUNIQUE
) && self_soluble
> 0) {
1325 /* we didn't care about finding all solutions, and we just
1326 * found one; return with it immediately. */
1332 #ifdef SOLVER_DIAGNOSTICS
1333 debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx
, besty
));
1335 set_light(scopy
, bestx
, besty
, 1);
1336 copy_soluble
= solve_sub(scopy
, solve_flags
, depth
+1, maxdepth
);
1338 /* If we wanted a unique solution but we hit our recursion limit
1339 * (on either branch) then we have to assume we didn't find possible
1340 * extra solutions, and return 'not soluble'. */
1341 if ((solve_flags
& F_SOLVE_FORCEUNIQUE
) &&
1342 ((copy_soluble
< 0) || (self_soluble
< 0))) {
1344 /* Make sure that whether or not it was self or copy (or both) that
1345 * were soluble, that we return a solved state in self. */
1346 } else if (copy_soluble
<= 0) {
1347 /* copy wasn't soluble; keep self state and return that result. */
1349 } else if (self_soluble
<= 0) {
1350 /* copy solved and we didn't, so copy in copy's (now solved)
1351 * flags and light state. */
1352 memcpy(state
->lights
, scopy
->lights
,
1353 scopy
->w
* scopy
->h
* sizeof(int));
1354 memcpy(state
->flags
, scopy
->flags
,
1355 scopy
->w
* scopy
->h
* sizeof(unsigned int));
1358 ret
= copy_soluble
+ self_soluble
;
1364 if (sscratch
) sfree(sscratch
);
1365 #ifdef SOLVER_DIAGNOSTICS
1367 debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
1370 debug(("solve_sub: depth = %d returning, %d solutions.\n",
1376 /* Fills in the (possibly partially-complete) game_state as far as it can,
1377 * returning the number of possible solutions. If it returns >0 then the
1378 * game_state will be in a solved state, but you won't know which one. */
1379 static int dosolve(game_state
*state
, int solve_flags
, int *maxdepth
)
1383 for (x
= 0; x
< state
->w
; x
++) {
1384 for (y
= 0; y
< state
->h
; y
++) {
1385 GRID(state
,flags
,x
,y
) &= ~F_NUMBERUSED
;
1388 nsol
= solve_sub(state
, solve_flags
, 0, maxdepth
);
1392 static int strip_unused_nums(game_state
*state
)
1395 for (x
= 0; x
< state
->w
; x
++) {
1396 for (y
= 0; y
< state
->h
; y
++) {
1397 if ((GRID(state
,flags
,x
,y
) & F_NUMBERED
) &&
1398 !(GRID(state
,flags
,x
,y
) & F_NUMBERUSED
)) {
1399 GRID(state
,flags
,x
,y
) &= ~F_NUMBERED
;
1400 GRID(state
,lights
,x
,y
) = 0;
1408 static void unplace_lights(game_state
*state
)
1411 for (x
= 0; x
< state
->w
; x
++) {
1412 for (y
= 0; y
< state
->h
; y
++) {
1413 if (GRID(state
,flags
,x
,y
) & F_LIGHT
)
1414 set_light(state
,x
,y
,0);
1415 GRID(state
,flags
,x
,y
) &= ~F_IMPOSSIBLE
;
1416 GRID(state
,flags
,x
,y
) &= ~F_NUMBERUSED
;
1421 static int puzzle_is_good(game_state
*state
, int difficulty
)
1423 int nsol
, mdepth
= 0;
1424 unsigned int sflags
= flags_from_difficulty(difficulty
);
1426 unplace_lights(state
);
1428 #ifdef SOLVER_DIAGNOSTICS
1429 debug(("Trying to solve with difficulty %d (0x%x):\n",
1430 difficulty
, sflags
));
1431 if (verbose
) debug_state(state
);
1434 nsol
= dosolve(state
, sflags
, &mdepth
);
1435 /* if we wanted an easy puzzle, make sure we didn't need recursion. */
1436 if (!(sflags
& F_SOLVE_ALLOWRECURSE
) && mdepth
> 0) {
1437 debug(("Ignoring recursive puzzle.\n"));
1441 debug(("%d solutions found.\n", nsol
));
1442 if (nsol
<= 0) return 0;
1443 if (nsol
> 1) return 0;
1447 /* --- New game creation and user input code. --- */
1449 /* The basic algorithm here is to generate the most complex grid possible
1450 * while honouring two restrictions:
1452 * * we require a unique solution, and
1453 * * either we require solubility with no recursion (!params->recurse)
1454 * * or we require some recursion. (params->recurse).
1456 * The solver helpfully keeps track of the numbers it needed to use to
1457 * get its solution, so we use that to remove an initial set of numbers
1458 * and check we still satsify our requirements (on uniqueness and
1459 * non-recursiveness, if applicable; we don't check explicit recursiveness
1462 * Then we try to remove all numbers in a random order, and see if we
1463 * still satisfy requirements (putting them back if we didn't).
1465 * Removing numbers will always, in general terms, make a puzzle require
1466 * more recursion but it may also mean a puzzle becomes non-unique.
1468 * Once we're done, if we wanted a recursive puzzle but the most difficult
1469 * puzzle we could come up with was non-recursive, we give up and try a new
1472 #define MAX_GRIDGEN_TRIES 20
1474 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1475 char **aux
, int interactive
)
1477 game_state
*news
= new_state(params
), *copys
;
1478 int nsol
, i
, j
, run
, x
, y
, wh
= params
->w
*params
->h
, num
;
1482 /* Construct a shuffled list of grid positions; we only
1483 * do this once, because if it gets used more than once it'll
1484 * be on a different grid layout. */
1485 numindices
= snewn(wh
, int);
1486 for (j
= 0; j
< wh
; j
++) numindices
[j
] = j
;
1487 shuffle(numindices
, wh
, sizeof(*numindices
), rs
);
1490 for (i
= 0; i
< MAX_GRIDGEN_TRIES
; i
++) {
1491 set_blacks(news
, params
, rs
); /* also cleans board. */
1493 /* set up lights and then the numbers, and remove the lights */
1494 place_lights(news
, rs
);
1495 debug(("Generating initial grid.\n"));
1496 place_numbers(news
);
1497 if (!puzzle_is_good(news
, params
->difficulty
)) continue;
1499 /* Take a copy, remove numbers we didn't use and check there's
1500 * still a unique solution; if so, use the copy subsequently. */
1501 copys
= dup_game(news
);
1502 nsol
= strip_unused_nums(copys
);
1503 debug(("Stripped %d unused numbers.\n", nsol
));
1504 if (!puzzle_is_good(copys
, params
->difficulty
)) {
1505 debug(("Stripped grid is not good, reverting.\n"));
1512 /* Go through grid removing numbers at random one-by-one and
1513 * trying to solve again; if it ceases to be good put the number back. */
1514 for (j
= 0; j
< wh
; j
++) {
1515 y
= numindices
[j
] / params
->w
;
1516 x
= numindices
[j
] % params
->w
;
1517 if (!(GRID(news
, flags
, x
, y
) & F_NUMBERED
)) continue;
1518 num
= GRID(news
, lights
, x
, y
);
1519 GRID(news
, lights
, x
, y
) = 0;
1520 GRID(news
, flags
, x
, y
) &= ~F_NUMBERED
;
1521 if (!puzzle_is_good(news
, params
->difficulty
)) {
1522 GRID(news
, lights
, x
, y
) = num
;
1523 GRID(news
, flags
, x
, y
) |= F_NUMBERED
;
1525 debug(("Removed (%d,%d) still soluble.\n", x
, y
));
1527 if (params
->difficulty
> 0) {
1528 /* Was the maximally-difficult puzzle difficult enough?
1529 * Check we can't solve it with a more simplistic solver. */
1530 if (puzzle_is_good(news
, params
->difficulty
-1)) {
1531 debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
1538 /* Couldn't generate a good puzzle in however many goes. Ramp up the
1539 * %age of black squares (if we didn't already have lots; in which case
1540 * why couldn't we generate a puzzle?) and try again. */
1541 if (params
->blackpc
< 90) params
->blackpc
+= 5;
1542 debug(("New black layout %d%%.\n", params
->blackpc
));
1545 /* Game is encoded as a long string one character per square;
1547 * 'B' is a black square with no number
1548 * '0', '1', '2', '3', '4' is a black square with a number. */
1549 ret
= snewn((params
->w
* params
->h
) + 1, char);
1552 for (y
= 0; y
< params
->h
; y
++) {
1553 for (x
= 0; x
< params
->w
; x
++) {
1554 if (GRID(news
,flags
,x
,y
) & F_BLACK
) {
1556 *p
++ = ('a'-1) + run
;
1559 if (GRID(news
,flags
,x
,y
) & F_NUMBERED
)
1560 *p
++ = '0' + GRID(news
,lights
,x
,y
);
1565 *p
++ = ('a'-1) + run
;
1573 *p
++ = ('a'-1) + run
;
1577 assert(p
- ret
<= params
->w
* params
->h
);
1584 static char *validate_desc(game_params
*params
, char *desc
)
1587 for (i
= 0; i
< params
->w
*params
->h
; i
++) {
1588 if (*desc
>= '0' && *desc
<= '4')
1590 else if (*desc
== 'B')
1592 else if (*desc
>= 'a' && *desc
<= 'z')
1593 i
+= *desc
- 'a'; /* and the i++ will add another one */
1595 return "Game description shorter than expected";
1597 return "Game description contained unexpected character";
1600 if (*desc
|| i
> params
->w
*params
->h
)
1601 return "Game description longer than expected";
1606 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1608 game_state
*ret
= new_state(params
);
1612 for (y
= 0; y
< params
->h
; y
++) {
1613 for (x
= 0; x
< params
->w
; x
++) {
1619 if (c
>= 'a' && c
<= 'z')
1629 case '0': case '1': case '2': case '3': case '4':
1630 GRID(ret
,flags
,x
,y
) |= F_NUMBERED
;
1631 GRID(ret
,lights
,x
,y
) = (c
- '0');
1635 GRID(ret
,flags
,x
,y
) |= F_BLACK
;
1643 assert(!"Malformed desc.");
1648 if (*desc
) assert(!"Over-long desc.");
1653 static char *solve_game(game_state
*state
, game_state
*currstate
,
1654 char *aux
, char **error
)
1657 char *move
= NULL
, buf
[80];
1658 int movelen
, movesize
, x
, y
, len
;
1659 unsigned int oldflags
, solvedflags
, sflags
;
1661 /* We don't care here about non-unique puzzles; if the
1662 * user entered one themself then I doubt they care. */
1664 sflags
= F_SOLVE_ALLOWRECURSE
| F_SOLVE_DISCOUNTSETS
;
1666 /* Try and solve from where we are now (for non-unique
1667 * puzzles this may produce a different answer). */
1668 solved
= dup_game(currstate
);
1669 if (dosolve(solved
, sflags
, NULL
) > 0) goto solved
;
1672 /* That didn't work; try solving from the clean puzzle. */
1673 solved
= dup_game(state
);
1674 if (dosolve(solved
, sflags
, NULL
) > 0) goto solved
;
1675 *error
= "Puzzle is not self-consistent.";
1680 move
= snewn(movesize
, char);
1682 move
[movelen
++] = 'S';
1683 move
[movelen
] = '\0';
1684 for (x
= 0; x
< currstate
->w
; x
++) {
1685 for (y
= 0; y
< currstate
->h
; y
++) {
1687 oldflags
= GRID(currstate
, flags
, x
, y
);
1688 solvedflags
= GRID(solved
, flags
, x
, y
);
1689 if ((oldflags
& F_LIGHT
) != (solvedflags
& F_LIGHT
))
1690 len
= sprintf(buf
, ";L%d,%d", x
, y
);
1691 else if ((oldflags
& F_IMPOSSIBLE
) != (solvedflags
& F_IMPOSSIBLE
))
1692 len
= sprintf(buf
, ";I%d,%d", x
, y
);
1694 if (movelen
+ len
>= movesize
) {
1695 movesize
= movelen
+ len
+ 256;
1696 move
= sresize(move
, movesize
, char);
1698 strcpy(move
+ movelen
, buf
);
1709 static int game_can_format_as_text_now(game_params
*params
)
1714 /* 'borrowed' from slant.c, mainly. I could have printed it one
1715 * character per cell (like debug_state) but that comes out tiny.
1716 * 'L' is used for 'light here' because 'O' looks too much like '0'
1717 * (black square with no surrounding lights). */
1718 static char *game_text_format(game_state
*state
)
1720 int w
= state
->w
, h
= state
->h
, W
= w
+1, H
= h
+1;
1721 int x
, y
, len
, lights
;
1725 len
= (h
+H
) * (w
+W
+1) + 1;
1726 ret
= snewn(len
, char);
1729 for (y
= 0; y
< H
; y
++) {
1730 for (x
= 0; x
< W
; x
++) {
1737 for (x
= 0; x
< W
; x
++) {
1740 /* actual interesting bit. */
1741 flags
= GRID(state
, flags
, x
, y
);
1742 lights
= GRID(state
, lights
, x
, y
);
1743 if (flags
& F_BLACK
) {
1744 if (flags
& F_NUMBERED
)
1745 *p
++ = '0' + lights
;
1749 if (flags
& F_LIGHT
)
1751 else if (flags
& F_IMPOSSIBLE
)
1753 else if (lights
> 0)
1765 assert(p
- ret
== len
);
1770 int cur_x
, cur_y
, cur_visible
;
1773 static game_ui
*new_ui(game_state
*state
)
1775 game_ui
*ui
= snew(game_ui
);
1776 ui
->cur_x
= ui
->cur_y
= ui
->cur_visible
= 0;
1780 static void free_ui(game_ui
*ui
)
1785 static char *encode_ui(game_ui
*ui
)
1787 /* nothing to encode. */
1791 static void decode_ui(game_ui
*ui
, char *encoding
)
1793 /* nothing to decode. */
1796 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1797 game_state
*newstate
)
1799 if (newstate
->completed
)
1800 ui
->cur_visible
= 0;
1803 #define DF_BLACK 1 /* black square */
1804 #define DF_NUMBERED 2 /* black square with number */
1805 #define DF_LIT 4 /* display (white) square lit up */
1806 #define DF_LIGHT 8 /* display light in square */
1807 #define DF_OVERLAP 16 /* display light as overlapped */
1808 #define DF_CURSOR 32 /* display cursor */
1809 #define DF_NUMBERWRONG 64 /* display black numbered square as error. */
1810 #define DF_FLASH 128 /* background flash is on. */
1811 #define DF_IMPOSSIBLE 256 /* display non-light little square */
1813 struct game_drawstate
{
1816 unsigned int *flags
; /* width * height */
1821 /* Believe it or not, this empty = "" hack is needed to get around a bug in
1822 * the prc-tools gcc when optimisation is turned on; before, it produced:
1823 lightup-sect.c: In function `interpret_move':
1824 lightup-sect.c:1416: internal error--unrecognizable insn:
1825 (insn 582 580 583 (set (reg:SI 134)
1829 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1830 int x
, int y
, int button
)
1832 enum { NONE
, FLIP_LIGHT
, FLIP_IMPOSSIBLE
} action
= NONE
;
1833 int cx
= -1, cy
= -1;
1835 char buf
[80], *nullret
= NULL
, *empty
= "", c
;
1837 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1838 if (ui
->cur_visible
)
1840 ui
->cur_visible
= 0;
1843 action
= (button
== LEFT_BUTTON
) ? FLIP_LIGHT
: FLIP_IMPOSSIBLE
;
1844 } else if (IS_CURSOR_SELECT(button
) ||
1845 button
== 'i' || button
== 'I' ||
1846 button
== ' ' || button
== '\r' || button
== '\n') {
1847 if (ui
->cur_visible
) {
1848 /* Only allow cursor-effect operations if the cursor is visible
1849 * (otherwise you have no idea which square it might be affecting) */
1852 action
= (button
== 'i' || button
== 'I' || button
== CURSOR_SELECT2
) ?
1853 FLIP_IMPOSSIBLE
: FLIP_LIGHT
;
1855 ui
->cur_visible
= 1;
1856 } else if (IS_CURSOR_MOVE(button
)) {
1857 move_cursor(button
, &ui
->cur_x
, &ui
->cur_y
, state
->w
, state
->h
, 0);
1858 ui
->cur_visible
= 1;
1865 case FLIP_IMPOSSIBLE
:
1866 if (cx
< 0 || cy
< 0 || cx
>= state
->w
|| cy
>= state
->h
)
1868 flags
= GRID(state
, flags
, cx
, cy
);
1869 if (flags
& F_BLACK
)
1871 if (action
== FLIP_LIGHT
) {
1872 if (flags
& F_IMPOSSIBLE
) return nullret
;
1875 if (flags
& F_LIGHT
) return nullret
;
1878 sprintf(buf
, "%c%d,%d", (int)c
, cx
, cy
);
1885 assert(!"Shouldn't get here!");
1890 static game_state
*execute_move(game_state
*state
, char *move
)
1892 game_state
*ret
= dup_game(state
);
1896 if (!*move
) goto badmove
;
1901 ret
->used_solve
= TRUE
;
1903 } else if (c
== 'L' || c
== 'I') {
1905 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
1906 x
< 0 || y
< 0 || x
>= ret
->w
|| y
>= ret
->h
)
1909 flags
= GRID(ret
, flags
, x
, y
);
1910 if (flags
& F_BLACK
) goto badmove
;
1912 /* LIGHT and IMPOSSIBLE are mutually exclusive. */
1914 GRID(ret
, flags
, x
, y
) &= ~F_IMPOSSIBLE
;
1915 set_light(ret
, x
, y
, (flags
& F_LIGHT
) ?
0 : 1);
1917 set_light(ret
, x
, y
, 0);
1918 GRID(ret
, flags
, x
, y
) ^= F_IMPOSSIBLE
;
1921 } else goto badmove
;
1925 else if (*move
) goto badmove
;
1927 if (grid_correct(ret
)) ret
->completed
= 1;
1935 /* ----------------------------------------------------------------------
1939 /* XXX entirely cloned from fifteen.c; separate out? */
1940 static void game_compute_size(game_params
*params
, int tilesize
,
1943 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1944 struct { int tilesize
; } ads
, *ds
= &ads
;
1945 ads
.tilesize
= tilesize
;
1947 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
1948 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
1951 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1952 game_params
*params
, int tilesize
)
1954 ds
->tilesize
= tilesize
;
1955 ds
->crad
= 3*(tilesize
-1)/8;
1958 static float *game_colours(frontend
*fe
, int *ncolours
)
1960 float *ret
= snewn(3 * NCOLOURS
, float);
1963 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1965 for (i
= 0; i
< 3; i
++) {
1966 ret
[COL_BLACK
* 3 + i
] = 0.0F
;
1967 ret
[COL_LIGHT
* 3 + i
] = 1.0F
;
1968 ret
[COL_CURSOR
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] / 2.0F
;
1969 ret
[COL_GRID
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] / 1.5F
;
1973 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1974 ret
[COL_ERROR
* 3 + 1] = 0.25F
;
1975 ret
[COL_ERROR
* 3 + 2] = 0.25F
;
1977 ret
[COL_LIT
* 3 + 0] = 1.0F
;
1978 ret
[COL_LIT
* 3 + 1] = 1.0F
;
1979 ret
[COL_LIT
* 3 + 2] = 0.0F
;
1981 *ncolours
= NCOLOURS
;
1985 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1987 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1990 ds
->tilesize
= ds
->crad
= 0;
1991 ds
->w
= state
->w
; ds
->h
= state
->h
;
1993 ds
->flags
= snewn(ds
->w
*ds
->h
, unsigned int);
1994 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
2002 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2008 /* At some stage we should put these into a real options struct.
2009 * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
2010 * to put those flags in. */
2012 #define HINT_OVERLAPS
2013 #define HINT_NUMBERS
2015 static unsigned int tile_flags(game_drawstate
*ds
, game_state
*state
, game_ui
*ui
,
2016 int x
, int y
, int flashing
)
2018 unsigned int flags
= GRID(state
, flags
, x
, y
);
2019 int lights
= GRID(state
, lights
, x
, y
);
2020 unsigned int ret
= 0;
2022 if (flashing
) ret
|= DF_FLASH
;
2023 if (ui
&& ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)
2026 if (flags
& F_BLACK
) {
2028 if (flags
& F_NUMBERED
) {
2030 if (number_wrong(state
, x
, y
))
2031 ret
|= DF_NUMBERWRONG
;
2037 if (lights
> 0) ret
|= DF_LIT
;
2039 if (flags
& F_LIGHT
) {
2041 #ifdef HINT_OVERLAPS
2042 if (lights
> 1) ret
|= DF_OVERLAP
;
2045 if (flags
& F_IMPOSSIBLE
) ret
|= DF_IMPOSSIBLE
;
2050 static void tile_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
2053 unsigned int ds_flags
= GRID(ds
, flags
, x
, y
);
2054 int dx
= COORD(x
), dy
= COORD(y
);
2055 int lit
= (ds_flags
& DF_FLASH
) ? COL_GRID
: COL_LIT
;
2057 if (ds_flags
& DF_BLACK
) {
2058 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_BLACK
);
2059 if (ds_flags
& DF_NUMBERED
) {
2060 int ccol
= (ds_flags
& DF_NUMBERWRONG
) ? COL_ERROR
: COL_LIGHT
;
2063 /* We know that this won't change over the course of the game
2064 * so it's OK to ignore this when calculating whether or not
2065 * to redraw the tile. */
2066 sprintf(str
, "%d", GRID(state
, lights
, x
, y
));
2067 draw_text(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2068 FONT_VARIABLE
, TILE_SIZE
*3/5,
2069 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ccol
, str
);
2072 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
,
2073 (ds_flags
& DF_LIT
) ? lit
: COL_BACKGROUND
);
2074 draw_rect_outline(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2075 if (ds_flags
& DF_LIGHT
) {
2076 int lcol
= (ds_flags
& DF_OVERLAP
) ? COL_ERROR
: COL_LIGHT
;
2077 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2, TILE_RADIUS
,
2079 } else if ((ds_flags
& DF_IMPOSSIBLE
)) {
2080 static int draw_blobs_when_lit
= -1;
2081 if (draw_blobs_when_lit
< 0) {
2082 char *env
= getenv("LIGHTUP_LIT_BLOBS");
2083 draw_blobs_when_lit
= (!env
|| (env
[0] == 'y' ||
2086 if (!(ds_flags
& DF_LIT
) || draw_blobs_when_lit
) {
2087 int rlen
= TILE_SIZE
/ 4;
2088 draw_rect(dr
, dx
+ TILE_SIZE
/2 - rlen
/2,
2089 dy
+ TILE_SIZE
/2 - rlen
/2,
2090 rlen
, rlen
, COL_BLACK
);
2095 if (ds_flags
& DF_CURSOR
) {
2096 int coff
= TILE_SIZE
/8;
2097 draw_rect_outline(dr
, dx
+ coff
, dy
+ coff
,
2098 TILE_SIZE
- coff
*2, TILE_SIZE
- coff
*2, COL_CURSOR
);
2101 draw_update(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
2104 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2105 game_state
*state
, int dir
, game_ui
*ui
,
2106 float animtime
, float flashtime
)
2108 int flashing
= FALSE
;
2111 if (flashtime
) flashing
= (int)(flashtime
* 3 / FLASH_TIME
) != 1;
2115 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2116 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2118 draw_rect_outline(dr
, COORD(0)-1, COORD(0)-1,
2119 TILE_SIZE
* ds
->w
+ 2,
2120 TILE_SIZE
* ds
->h
+ 2,
2123 draw_update(dr
, 0, 0,
2124 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2125 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2129 for (x
= 0; x
< ds
->w
; x
++) {
2130 for (y
= 0; y
< ds
->h
; y
++) {
2131 unsigned int ds_flags
= tile_flags(ds
, state
, ui
, x
, y
, flashing
);
2132 if (ds_flags
!= GRID(ds
, flags
, x
, y
)) {
2133 GRID(ds
, flags
, x
, y
) = ds_flags
;
2134 tile_redraw(dr
, ds
, state
, x
, y
);
2140 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2141 int dir
, game_ui
*ui
)
2146 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2147 int dir
, game_ui
*ui
)
2149 if (!oldstate
->completed
&& newstate
->completed
&&
2150 !oldstate
->used_solve
&& !newstate
->used_solve
)
2155 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2160 static void game_print_size(game_params
*params
, float *x
, float *y
)
2165 * I'll use 6mm squares by default.
2167 game_compute_size(params
, 600, &pw
, &ph
);
2172 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2174 int w
= state
->w
, h
= state
->h
;
2175 int ink
= print_mono_colour(dr
, 0);
2176 int paper
= print_mono_colour(dr
, 1);
2179 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2180 game_drawstate ads
, *ds
= &ads
;
2181 game_set_size(dr
, ds
, NULL
, tilesize
);
2186 print_line_width(dr
, TILE_SIZE
/ 16);
2187 draw_rect_outline(dr
, COORD(0), COORD(0),
2188 TILE_SIZE
* w
, TILE_SIZE
* h
, ink
);
2193 print_line_width(dr
, TILE_SIZE
/ 24);
2194 for (x
= 1; x
< w
; x
++)
2195 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), ink
);
2196 for (y
= 1; y
< h
; y
++)
2197 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), ink
);
2202 for (y
= 0; y
< h
; y
++)
2203 for (x
= 0; x
< w
; x
++) {
2204 unsigned int ds_flags
= tile_flags(ds
, state
, NULL
, x
, y
, FALSE
);
2205 int dx
= COORD(x
), dy
= COORD(y
);
2206 if (ds_flags
& DF_BLACK
) {
2207 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, ink
);
2208 if (ds_flags
& DF_NUMBERED
) {
2210 sprintf(str
, "%d", GRID(state
, lights
, x
, y
));
2211 draw_text(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2212 FONT_VARIABLE
, TILE_SIZE
*3/5,
2213 ALIGN_VCENTRE
| ALIGN_HCENTRE
, paper
, str
);
2215 } else if (ds_flags
& DF_LIGHT
) {
2216 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2217 TILE_RADIUS
, -1, ink
);
2223 #define thegame lightup
2226 const struct game thegame
= {
2227 "Light Up", "games.lightup", "lightup",
2234 TRUE
, game_configure
, custom_params
,
2242 TRUE
, game_can_format_as_text_now
, game_text_format
,
2250 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2253 game_free_drawstate
,
2257 TRUE
, FALSE
, game_print_size
, game_print
,
2258 FALSE
, /* wants_statusbar */
2259 FALSE
, game_timing_state
,
2263 #ifdef STANDALONE_SOLVER
2265 int main(int argc
, char **argv
)
2269 char *id
= NULL
, *desc
, *err
, *result
;
2270 int nsol
, diff
, really_verbose
= 0;
2271 unsigned int sflags
;
2273 while (--argc
> 0) {
2275 if (!strcmp(p
, "-v")) {
2277 } else if (*p
== '-') {
2278 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2286 fprintf(stderr
, "usage: %s [-v] <game_id>\n", argv
[0]);
2290 desc
= strchr(id
, ':');
2292 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
2297 p
= default_params();
2298 decode_params(p
, id
);
2299 err
= validate_desc(p
, desc
);
2301 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
2304 s
= new_game(NULL
, p
, desc
);
2306 /* Run the solvers easiest to hardest until we find one that
2307 * can solve our puzzle. If it's soluble we know that the
2308 * hardest (recursive) solver will always find the solution. */
2310 for (diff
= 0; diff
<= DIFFCOUNT
; diff
++) {
2311 printf("\nSolving with difficulty %d.\n", diff
);
2312 sflags
= flags_from_difficulty(diff
);
2314 nsol
= dosolve(s
, sflags
, NULL
);
2315 if (nsol
== 1) break;
2320 printf("Puzzle has no solution.\n");
2321 } else if (nsol
< 0) {
2322 printf("Unable to find a unique solution.\n");
2323 } else if (nsol
> 1) {
2324 printf("Puzzle has multiple solutions.\n");
2326 verbose
= really_verbose
;
2328 printf("Puzzle has difficulty %d: solving...\n", diff
);
2329 dosolve(s
, sflags
, NULL
); /* sflags from last successful solve */
2330 result
= game_text_format(s
);
2331 printf("%s", result
);
2340 /* vim: set shiftwidth=4 tabstop=8: */