Cleanup: the `mouse_priorities' field in the back end has been a
[sgt/puzzles] / slant.c
1 /*
2 * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal
3 * line through each square of a grid.
4 */
5
6 /*
7 * In this puzzle you have a grid of squares, each of which must
8 * contain a diagonal line; you also have clue numbers placed at
9 * _points_ of that grid, which means there's a (w+1) x (h+1) array
10 * of possible clue positions.
11 *
12 * I'm therefore going to adopt a rigid convention throughout this
13 * source file of using w and h for the dimensions of the grid of
14 * squares, and W and H for the dimensions of the grid of points.
15 * Thus, W == w+1 and H == h+1 always.
16 *
17 * Clue arrays will be W*H `signed char's, and the clue at each
18 * point will be a number from 0 to 4, or -1 if there's no clue.
19 *
20 * Solution arrays will be W*H `signed char's, and the number at
21 * each point will be +1 for a forward slash (/), -1 for a
22 * backslash (\), and 0 for unknown.
23 */
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <assert.h>
29 #include <ctype.h>
30 #include <math.h>
31
32 #include "puzzles.h"
33
34 enum {
35 COL_BACKGROUND,
36 COL_GRID,
37 COL_INK,
38 COL_SLANT1,
39 COL_SLANT2,
40 COL_ERROR,
41 NCOLOURS
42 };
43
44 /*
45 * In standalone solver mode, `verbose' is a variable which can be
46 * set by command-line option; in debugging mode it's simply always
47 * true.
48 */
49 #if defined STANDALONE_SOLVER
50 #define SOLVER_DIAGNOSTICS
51 int verbose = FALSE;
52 #elif defined SOLVER_DIAGNOSTICS
53 #define verbose TRUE
54 #endif
55
56 /*
57 * Difficulty levels. I do some macro ickery here to ensure that my
58 * enum and the various forms of my name list always match up.
59 */
60 #define DIFFLIST(A) \
61 A(EASY,Easy,e) \
62 A(HARD,Hard,h)
63 #define ENUM(upper,title,lower) DIFF_ ## upper,
64 #define TITLE(upper,title,lower) #title,
65 #define ENCODE(upper,title,lower) #lower
66 #define CONFIG(upper,title,lower) ":" #title
67 enum { DIFFLIST(ENUM) DIFFCOUNT };
68 static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
69 static char const slant_diffchars[] = DIFFLIST(ENCODE);
70 #define DIFFCONFIG DIFFLIST(CONFIG)
71
72 struct game_params {
73 int w, h, diff;
74 };
75
76 typedef struct game_clues {
77 int w, h;
78 signed char *clues;
79 int *tmpdsf;
80 int refcount;
81 } game_clues;
82
83 #define ERR_VERTEX 1
84 #define ERR_SQUARE 2
85 #define ERR_SQUARE_TMP 4
86
87 struct game_state {
88 struct game_params p;
89 game_clues *clues;
90 signed char *soln;
91 unsigned char *errors;
92 int completed;
93 int used_solve; /* used to suppress completion flash */
94 };
95
96 static game_params *default_params(void)
97 {
98 game_params *ret = snew(game_params);
99
100 ret->w = ret->h = 8;
101 ret->diff = DIFF_EASY;
102
103 return ret;
104 }
105
106 static const struct game_params slant_presets[] = {
107 {5, 5, DIFF_EASY},
108 {5, 5, DIFF_HARD},
109 {8, 8, DIFF_EASY},
110 {8, 8, DIFF_HARD},
111 {12, 10, DIFF_EASY},
112 {12, 10, DIFF_HARD},
113 };
114
115 static int game_fetch_preset(int i, char **name, game_params **params)
116 {
117 game_params *ret;
118 char str[80];
119
120 if (i < 0 || i >= lenof(slant_presets))
121 return FALSE;
122
123 ret = snew(game_params);
124 *ret = slant_presets[i];
125
126 sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
127
128 *name = dupstr(str);
129 *params = ret;
130 return TRUE;
131 }
132
133 static void free_params(game_params *params)
134 {
135 sfree(params);
136 }
137
138 static game_params *dup_params(game_params *params)
139 {
140 game_params *ret = snew(game_params);
141 *ret = *params; /* structure copy */
142 return ret;
143 }
144
145 static void decode_params(game_params *ret, char const *string)
146 {
147 ret->w = ret->h = atoi(string);
148 while (*string && isdigit((unsigned char)*string)) string++;
149 if (*string == 'x') {
150 string++;
151 ret->h = atoi(string);
152 while (*string && isdigit((unsigned char)*string)) string++;
153 }
154 if (*string == 'd') {
155 int i;
156 string++;
157 for (i = 0; i < DIFFCOUNT; i++)
158 if (*string == slant_diffchars[i])
159 ret->diff = i;
160 if (*string) string++;
161 }
162 }
163
164 static char *encode_params(game_params *params, int full)
165 {
166 char data[256];
167
168 sprintf(data, "%dx%d", params->w, params->h);
169 if (full)
170 sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
171
172 return dupstr(data);
173 }
174
175 static config_item *game_configure(game_params *params)
176 {
177 config_item *ret;
178 char buf[80];
179
180 ret = snewn(4, config_item);
181
182 ret[0].name = "Width";
183 ret[0].type = C_STRING;
184 sprintf(buf, "%d", params->w);
185 ret[0].sval = dupstr(buf);
186 ret[0].ival = 0;
187
188 ret[1].name = "Height";
189 ret[1].type = C_STRING;
190 sprintf(buf, "%d", params->h);
191 ret[1].sval = dupstr(buf);
192 ret[1].ival = 0;
193
194 ret[2].name = "Difficulty";
195 ret[2].type = C_CHOICES;
196 ret[2].sval = DIFFCONFIG;
197 ret[2].ival = params->diff;
198
199 ret[3].name = NULL;
200 ret[3].type = C_END;
201 ret[3].sval = NULL;
202 ret[3].ival = 0;
203
204 return ret;
205 }
206
207 static game_params *custom_params(config_item *cfg)
208 {
209 game_params *ret = snew(game_params);
210
211 ret->w = atoi(cfg[0].sval);
212 ret->h = atoi(cfg[1].sval);
213 ret->diff = cfg[2].ival;
214
215 return ret;
216 }
217
218 static char *validate_params(game_params *params, int full)
219 {
220 /*
221 * (At least at the time of writing this comment) The grid
222 * generator is actually capable of handling even zero grid
223 * dimensions without crashing. Puzzles with a zero-area grid
224 * are a bit boring, though, because they're already solved :-)
225 * And puzzles with a dimension of 1 can't be made Hard, which
226 * means the simplest thing is to forbid them altogether.
227 */
228
229 if (params->w < 2 || params->h < 2)
230 return "Width and height must both be at least two";
231
232 return NULL;
233 }
234
235 /*
236 * Scratch space for solver.
237 */
238 struct solver_scratch {
239 /*
240 * Disjoint set forest which tracks the connected sets of
241 * points.
242 */
243 int *connected;
244
245 /*
246 * Counts the number of possible exits from each connected set
247 * of points. (That is, the number of possible _simultaneous_
248 * exits: an unconnected point labelled 2 has an exit count of
249 * 2 even if all four possible edges are still under
250 * consideration.)
251 */
252 int *exits;
253
254 /*
255 * Tracks whether each connected set of points includes a
256 * border point.
257 */
258 unsigned char *border;
259
260 /*
261 * Another disjoint set forest. This one tracks _squares_ which
262 * are known to slant in the same direction.
263 */
264 int *equiv;
265
266 /*
267 * Stores slash values which we know for an equivalence class.
268 * When we fill in a square, we set slashval[canonify(x)] to
269 * the same value as soln[x], so that we can then spot other
270 * squares equivalent to it and fill them in immediately via
271 * their known equivalence.
272 */
273 signed char *slashval;
274
275 /*
276 * Useful to have this information automatically passed to
277 * solver subroutines. (This pointer is not dynamically
278 * allocated by new_scratch and free_scratch.)
279 */
280 const signed char *clues;
281 };
282
283 static struct solver_scratch *new_scratch(int w, int h)
284 {
285 int W = w+1, H = h+1;
286 struct solver_scratch *ret = snew(struct solver_scratch);
287 ret->connected = snewn(W*H, int);
288 ret->exits = snewn(W*H, int);
289 ret->border = snewn(W*H, unsigned char);
290 ret->equiv = snewn(w*h, int);
291 ret->slashval = snewn(w*h, signed char);
292 return ret;
293 }
294
295 static void free_scratch(struct solver_scratch *sc)
296 {
297 sfree(sc->slashval);
298 sfree(sc->equiv);
299 sfree(sc->border);
300 sfree(sc->exits);
301 sfree(sc->connected);
302 sfree(sc);
303 }
304
305 /*
306 * Wrapper on dsf_merge() which updates the `exits' and `border'
307 * arrays.
308 */
309 static void merge_vertices(int *connected,
310 struct solver_scratch *sc, int i, int j)
311 {
312 int exits = -1, border = FALSE; /* initialise to placate optimiser */
313
314 if (sc) {
315 i = dsf_canonify(connected, i);
316 j = dsf_canonify(connected, j);
317
318 /*
319 * We have used one possible exit from each of the two
320 * classes. Thus, the viable exit count of the new class is
321 * the sum of the old exit counts minus two.
322 */
323 exits = sc->exits[i] + sc->exits[j] - 2;
324
325 border = sc->border[i] || sc->border[j];
326 }
327
328 dsf_merge(connected, i, j);
329
330 if (sc) {
331 i = dsf_canonify(connected, i);
332 sc->exits[i] = exits;
333 sc->border[i] = border;
334 }
335 }
336
337 /*
338 * Called when we have just blocked one way out of a particular
339 * point. If that point is a non-clue point (thus has a variable
340 * number of exits), we have therefore decreased its potential exit
341 * count, so we must decrement the exit count for the group as a
342 * whole.
343 */
344 static void decr_exits(struct solver_scratch *sc, int i)
345 {
346 if (sc->clues[i] < 0) {
347 i = dsf_canonify(sc->connected, i);
348 sc->exits[i]--;
349 }
350 }
351
352 static void fill_square(int w, int h, int x, int y, int v,
353 signed char *soln,
354 int *connected, struct solver_scratch *sc)
355 {
356 int W = w+1 /*, H = h+1 */;
357
358 assert(x >= 0 && x < w && y >= 0 && y < h);
359
360 if (soln[y*w+x] != 0) {
361 return; /* do nothing */
362 }
363
364 #ifdef SOLVER_DIAGNOSTICS
365 if (verbose)
366 printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
367 #endif
368
369 soln[y*w+x] = v;
370
371 if (sc) {
372 int c = dsf_canonify(sc->equiv, y*w+x);
373 sc->slashval[c] = v;
374 }
375
376 if (v < 0) {
377 merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
378 if (sc) {
379 decr_exits(sc, y*W+(x+1));
380 decr_exits(sc, (y+1)*W+x);
381 }
382 } else {
383 merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
384 if (sc) {
385 decr_exits(sc, y*W+x);
386 decr_exits(sc, (y+1)*W+(x+1));
387 }
388 }
389 }
390
391 /*
392 * Solver. Returns 0 for impossibility, 1 for success, 2 for
393 * ambiguity or failure to converge.
394 */
395 static int slant_solve(int w, int h, const signed char *clues,
396 signed char *soln, struct solver_scratch *sc,
397 int difficulty)
398 {
399 int W = w+1, H = h+1;
400 int x, y, i, j;
401 int done_something;
402
403 /*
404 * Clear the output.
405 */
406 memset(soln, 0, w*h);
407
408 sc->clues = clues;
409
410 /*
411 * Establish a disjoint set forest for tracking connectedness
412 * between grid points.
413 */
414 for (i = 0; i < W*H; i++)
415 sc->connected[i] = i; /* initially all distinct */
416
417 /*
418 * Establish a disjoint set forest for tracking which squares
419 * are known to slant in the same direction.
420 */
421 for (i = 0; i < w*h; i++)
422 sc->equiv[i] = i; /* initially all distinct */
423
424 /*
425 * Clear the slashval array.
426 */
427 memset(sc->slashval, 0, w*h);
428
429 /*
430 * Initialise the `exits' and `border' arrays. Theses is used
431 * to do second-order loop avoidance: the dual of the no loops
432 * constraint is that every point must be somehow connected to
433 * the border of the grid (otherwise there would be a solid
434 * loop around it which prevented this).
435 *
436 * I define a `dead end' to be a connected group of points
437 * which contains no border point, and which can form at most
438 * one new connection outside itself. Then I forbid placing an
439 * edge so that it connects together two dead-end groups, since
440 * this would yield a non-border-connected isolated subgraph
441 * with no further scope to extend it.
442 */
443 for (y = 0; y < H; y++)
444 for (x = 0; x < W; x++) {
445 if (y == 0 || y == H-1 || x == 0 || x == W-1)
446 sc->border[y*W+x] = TRUE;
447 else
448 sc->border[y*W+x] = FALSE;
449
450 if (clues[y*W+x] < 0)
451 sc->exits[y*W+x] = 4;
452 else
453 sc->exits[y*W+x] = clues[y*W+x];
454 }
455
456 /*
457 * Make a one-off preliminary pass over the grid looking for
458 * starting-point arrangements. The ones we need to spot are:
459 *
460 * - two adjacent 1s in the centre of the grid imply that each
461 * one's single line points towards the other. (If either 1
462 * were connected on the far side, the two squares shared
463 * between the 1s would both link to the other 1 as a
464 * consequence of neither linking to the first.) Thus, we
465 * can fill in the four squares around them.
466 *
467 * - dually, two adjacent 3s imply that each one's _non_-line
468 * points towards the other.
469 *
470 * - if the pair of 1s and 3s is not _adjacent_ but is
471 * separated by one or more 2s, the reasoning still applies.
472 *
473 * This is more advanced than just spotting obvious starting
474 * squares such as central 4s and edge 2s, so we disable it on
475 * DIFF_EASY.
476 *
477 * (I don't like this loop; it feels grubby to me. My
478 * mathematical intuition feels there ought to be some more
479 * general deductive form which contains this loop as a special
480 * case, but I can't bring it to mind right now.)
481 */
482 if (difficulty > DIFF_EASY) {
483 for (y = 1; y+1 < H; y++)
484 for (x = 1; x+1 < W; x++) {
485 int v = clues[y*W+x], s, x2, y2, dx, dy;
486 if (v != 1 && v != 3)
487 continue;
488 /* Slash value of the square up and left of (x,y). */
489 s = (v == 1 ? +1 : -1);
490
491 /* Look in each direction once. */
492 for (dy = 0; dy < 2; dy++) {
493 dx = 1 - dy;
494 x2 = x+dx;
495 y2 = y+dy;
496 if (x2+1 >= W || y2+1 >= H)
497 continue; /* too close to the border */
498 while (x2+dx+1 < W && y2+dy+1 < H && clues[y2*W+x2] == 2)
499 x2 += dx, y2 += dy;
500 if (clues[y2*W+x2] == v) {
501 #ifdef SOLVER_DIAGNOSTICS
502 if (verbose)
503 printf("found adjacent %ds at %d,%d and %d,%d\n",
504 v, x, y, x2, y2);
505 #endif
506 fill_square(w, h, x-1, y-1, s, soln,
507 sc->connected, sc);
508 fill_square(w, h, x-1+dy, y-1+dx, -s, soln,
509 sc->connected, sc);
510 fill_square(w, h, x2, y2, s, soln,
511 sc->connected, sc);
512 fill_square(w, h, x2-dy, y2-dx, -s, soln,
513 sc->connected, sc);
514 }
515 }
516 }
517 }
518
519 /*
520 * Repeatedly try to deduce something until we can't.
521 */
522 do {
523 done_something = FALSE;
524
525 /*
526 * Any clue point with the number of remaining lines equal
527 * to zero or to the number of remaining undecided
528 * neighbouring squares can be filled in completely.
529 */
530 for (y = 0; y < H; y++)
531 for (x = 0; x < W; x++) {
532 struct {
533 int pos, slash;
534 } neighbours[4];
535 int nneighbours;
536 int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
537
538 if ((c = clues[y*W+x]) < 0)
539 continue;
540
541 /*
542 * We have a clue point. Start by listing its
543 * neighbouring squares, in order around the point,
544 * together with the type of slash that would be
545 * required in that square to connect to the point.
546 */
547 nneighbours = 0;
548 if (x > 0 && y > 0) {
549 neighbours[nneighbours].pos = (y-1)*w+(x-1);
550 neighbours[nneighbours].slash = -1;
551 nneighbours++;
552 }
553 if (x > 0 && y < h) {
554 neighbours[nneighbours].pos = y*w+(x-1);
555 neighbours[nneighbours].slash = +1;
556 nneighbours++;
557 }
558 if (x < w && y < h) {
559 neighbours[nneighbours].pos = y*w+x;
560 neighbours[nneighbours].slash = -1;
561 nneighbours++;
562 }
563 if (x < w && y > 0) {
564 neighbours[nneighbours].pos = (y-1)*w+x;
565 neighbours[nneighbours].slash = +1;
566 nneighbours++;
567 }
568
569 /*
570 * Count up the number of undecided neighbours, and
571 * also the number of lines already present.
572 *
573 * If we're not on DIFF_EASY, then in this loop we
574 * also track whether we've seen two adjacent empty
575 * squares belonging to the same equivalence class
576 * (meaning they have the same type of slash). If
577 * so, we count them jointly as one line.
578 */
579 nu = 0;
580 nl = c;
581 last = neighbours[nneighbours-1].pos;
582 if (soln[last] == 0)
583 eq = dsf_canonify(sc->equiv, last);
584 else
585 eq = -1;
586 meq = mj1 = mj2 = -1;
587 for (i = 0; i < nneighbours; i++) {
588 j = neighbours[i].pos;
589 s = neighbours[i].slash;
590 if (soln[j] == 0) {
591 nu++; /* undecided */
592 if (meq < 0 && difficulty > DIFF_EASY) {
593 eq2 = dsf_canonify(sc->equiv, j);
594 if (eq == eq2 && last != j) {
595 /*
596 * We've found an equivalent pair.
597 * Mark it. This also inhibits any
598 * further equivalence tracking
599 * around this square, since we can
600 * only handle one pair (and in
601 * particular we want to avoid
602 * being misled by two overlapping
603 * equivalence pairs).
604 */
605 meq = eq;
606 mj1 = last;
607 mj2 = j;
608 nl--; /* count one line */
609 nu -= 2; /* and lose two undecideds */
610 } else
611 eq = eq2;
612 }
613 } else {
614 eq = -1;
615 if (soln[j] == s)
616 nl--; /* here's a line */
617 }
618 last = j;
619 }
620
621 /*
622 * Check the counts.
623 */
624 if (nl < 0 || nl > nu) {
625 /*
626 * No consistent value for this at all!
627 */
628 #ifdef SOLVER_DIAGNOSTICS
629 if (verbose)
630 printf("need %d / %d lines around clue point at %d,%d!\n",
631 nl, nu, x, y);
632 #endif
633 return 0; /* impossible */
634 }
635
636 if (nu > 0 && (nl == 0 || nl == nu)) {
637 #ifdef SOLVER_DIAGNOSTICS
638 if (verbose) {
639 if (meq >= 0)
640 printf("partially (since %d,%d == %d,%d) ",
641 mj1%w, mj1/w, mj2%w, mj2/w);
642 printf("%s around clue point at %d,%d\n",
643 nl ? "filling" : "emptying", x, y);
644 }
645 #endif
646 for (i = 0; i < nneighbours; i++) {
647 j = neighbours[i].pos;
648 s = neighbours[i].slash;
649 if (soln[j] == 0 && j != mj1 && j != mj2)
650 fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
651 sc->connected, sc);
652 }
653
654 done_something = TRUE;
655 } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
656 /*
657 * If we have precisely two undecided squares
658 * and precisely one line to place between
659 * them, _and_ those squares are adjacent, then
660 * we can mark them as equivalent to one
661 * another.
662 *
663 * This even applies if meq >= 0: if we have a
664 * 2 clue point and two of its neighbours are
665 * already marked equivalent, we can indeed
666 * mark the other two as equivalent.
667 *
668 * We don't bother with this on DIFF_EASY,
669 * since we wouldn't have used the results
670 * anyway.
671 */
672 last = -1;
673 for (i = 0; i < nneighbours; i++) {
674 j = neighbours[i].pos;
675 if (soln[j] == 0 && j != mj1 && j != mj2) {
676 if (last < 0)
677 last = i;
678 else if (last == i-1 || (last == 0 && i == 3))
679 break; /* found a pair */
680 }
681 }
682 if (i < nneighbours) {
683 int sv1, sv2;
684
685 assert(last >= 0);
686 /*
687 * neighbours[last] and neighbours[i] are
688 * the pair. Mark them equivalent.
689 */
690 #ifdef SOLVER_DIAGNOSTICS
691 if (verbose) {
692 if (meq >= 0)
693 printf("since %d,%d == %d,%d, ",
694 mj1%w, mj1/w, mj2%w, mj2/w);
695 }
696 #endif
697 mj1 = neighbours[last].pos;
698 mj2 = neighbours[i].pos;
699 #ifdef SOLVER_DIAGNOSTICS
700 if (verbose)
701 printf("clue point at %d,%d implies %d,%d == %d,"
702 "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
703 #endif
704 mj1 = dsf_canonify(sc->equiv, mj1);
705 sv1 = sc->slashval[mj1];
706 mj2 = dsf_canonify(sc->equiv, mj2);
707 sv2 = sc->slashval[mj2];
708 if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
709 #ifdef SOLVER_DIAGNOSTICS
710 if (verbose)
711 printf("merged two equivalence classes with"
712 " different slash values!\n");
713 #endif
714 return 0;
715 }
716 sv1 = sv1 ? sv1 : sv2;
717 dsf_merge(sc->equiv, mj1, mj2);
718 mj1 = dsf_canonify(sc->equiv, mj1);
719 sc->slashval[mj1] = sv1;
720 }
721 }
722 }
723
724 if (done_something)
725 continue;
726
727 /*
728 * Failing that, we now apply the second condition, which
729 * is that no square may be filled in such a way as to form
730 * a loop. Also in this loop (since it's over squares
731 * rather than points), we check slashval to see if we've
732 * already filled in another square in the same equivalence
733 * class.
734 *
735 * The slashval check is disabled on DIFF_EASY, as is dead
736 * end avoidance. Only _immediate_ loop avoidance remains.
737 */
738 for (y = 0; y < h; y++)
739 for (x = 0; x < w; x++) {
740 int fs, bs, v;
741 int c1, c2;
742 #ifdef SOLVER_DIAGNOSTICS
743 char *reason = "<internal error>";
744 #endif
745
746 if (soln[y*w+x])
747 continue; /* got this one already */
748
749 fs = FALSE;
750 bs = FALSE;
751
752 if (difficulty > DIFF_EASY)
753 v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
754 else
755 v = 0;
756
757 /*
758 * Try to rule out connectivity between (x,y) and
759 * (x+1,y+1); if successful, we will deduce that we
760 * must have a forward slash.
761 */
762 c1 = dsf_canonify(sc->connected, y*W+x);
763 c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
764 if (c1 == c2) {
765 fs = TRUE;
766 #ifdef SOLVER_DIAGNOSTICS
767 reason = "simple loop avoidance";
768 #endif
769 }
770 if (difficulty > DIFF_EASY &&
771 !sc->border[c1] && !sc->border[c2] &&
772 sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
773 fs = TRUE;
774 #ifdef SOLVER_DIAGNOSTICS
775 reason = "dead end avoidance";
776 #endif
777 }
778 if (v == +1) {
779 fs = TRUE;
780 #ifdef SOLVER_DIAGNOSTICS
781 reason = "equivalence to an already filled square";
782 #endif
783 }
784
785 /*
786 * Now do the same between (x+1,y) and (x,y+1), to
787 * see if we are required to have a backslash.
788 */
789 c1 = dsf_canonify(sc->connected, y*W+(x+1));
790 c2 = dsf_canonify(sc->connected, (y+1)*W+x);
791 if (c1 == c2) {
792 bs = TRUE;
793 #ifdef SOLVER_DIAGNOSTICS
794 reason = "simple loop avoidance";
795 #endif
796 }
797 if (difficulty > DIFF_EASY &&
798 !sc->border[c1] && !sc->border[c2] &&
799 sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
800 bs = TRUE;
801 #ifdef SOLVER_DIAGNOSTICS
802 reason = "dead end avoidance";
803 #endif
804 }
805 if (v == -1) {
806 bs = TRUE;
807 #ifdef SOLVER_DIAGNOSTICS
808 reason = "equivalence to an already filled square";
809 #endif
810 }
811
812 if (fs && bs) {
813 /*
814 * No consistent value for this at all!
815 */
816 #ifdef SOLVER_DIAGNOSTICS
817 if (verbose)
818 printf("%d,%d has no consistent slash!\n", x, y);
819 #endif
820 return 0; /* impossible */
821 }
822
823 if (fs) {
824 #ifdef SOLVER_DIAGNOSTICS
825 if (verbose)
826 printf("employing %s\n", reason);
827 #endif
828 fill_square(w, h, x, y, +1, soln, sc->connected, sc);
829 done_something = TRUE;
830 } else if (bs) {
831 #ifdef SOLVER_DIAGNOSTICS
832 if (verbose)
833 printf("employing %s\n", reason);
834 #endif
835 fill_square(w, h, x, y, -1, soln, sc->connected, sc);
836 done_something = TRUE;
837 }
838 }
839
840 } while (done_something);
841
842 /*
843 * Solver can make no more progress. See if the grid is full.
844 */
845 for (i = 0; i < w*h; i++)
846 if (!soln[i])
847 return 2; /* failed to converge */
848 return 1; /* success */
849 }
850
851 /*
852 * Filled-grid generator.
853 */
854 static void slant_generate(int w, int h, signed char *soln, random_state *rs)
855 {
856 int W = w+1, H = h+1;
857 int x, y, i;
858 int *connected, *indices;
859
860 /*
861 * Clear the output.
862 */
863 memset(soln, 0, w*h);
864
865 /*
866 * Establish a disjoint set forest for tracking connectedness
867 * between grid points.
868 */
869 connected = snewn(W*H, int);
870 for (i = 0; i < W*H; i++)
871 connected[i] = i; /* initially all distinct */
872
873 /*
874 * Prepare a list of the squares in the grid, and fill them in
875 * in a random order.
876 */
877 indices = snewn(w*h, int);
878 for (i = 0; i < w*h; i++)
879 indices[i] = i;
880 shuffle(indices, w*h, sizeof(*indices), rs);
881
882 /*
883 * Fill in each one in turn.
884 */
885 for (i = 0; i < w*h; i++) {
886 int fs, bs, v;
887
888 y = indices[i] / w;
889 x = indices[i] % w;
890
891 fs = (dsf_canonify(connected, y*W+x) ==
892 dsf_canonify(connected, (y+1)*W+(x+1)));
893 bs = (dsf_canonify(connected, (y+1)*W+x) ==
894 dsf_canonify(connected, y*W+(x+1)));
895
896 /*
897 * It isn't possible to get into a situation where we
898 * aren't allowed to place _either_ type of slash in a
899 * square. Thus, filled-grid generation never has to
900 * backtrack.
901 *
902 * Proof (thanks to Gareth Taylor):
903 *
904 * If it were possible, it would have to be because there
905 * was an existing path (not using this square) between the
906 * top-left and bottom-right corners of this square, and
907 * another between the other two. These two paths would
908 * have to cross at some point.
909 *
910 * Obviously they can't cross in the middle of a square, so
911 * they must cross by sharing a point in common. But this
912 * isn't possible either: if you chessboard-colour all the
913 * points on the grid, you find that any continuous
914 * diagonal path is entirely composed of points of the same
915 * colour. And one of our two hypothetical paths is between
916 * two black points, and the other is between two white
917 * points - therefore they can have no point in common. []
918 */
919 assert(!(fs && bs));
920
921 v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
922 fill_square(w, h, x, y, v, soln, connected, NULL);
923 }
924
925 sfree(indices);
926 sfree(connected);
927 }
928
929 static char *new_game_desc(game_params *params, random_state *rs,
930 char **aux, int interactive)
931 {
932 int w = params->w, h = params->h, W = w+1, H = h+1;
933 signed char *soln, *tmpsoln, *clues;
934 int *clueindices;
935 struct solver_scratch *sc;
936 int x, y, v, i, j;
937 char *desc;
938
939 soln = snewn(w*h, signed char);
940 tmpsoln = snewn(w*h, signed char);
941 clues = snewn(W*H, signed char);
942 clueindices = snewn(W*H, int);
943 sc = new_scratch(w, h);
944
945 do {
946 /*
947 * Create the filled grid.
948 */
949 slant_generate(w, h, soln, rs);
950
951 /*
952 * Fill in the complete set of clues.
953 */
954 for (y = 0; y < H; y++)
955 for (x = 0; x < W; x++) {
956 v = 0;
957
958 if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++;
959 if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++;
960 if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++;
961 if (x < w && y < h && soln[y*w+x] == -1) v++;
962
963 clues[y*W+x] = v;
964 }
965
966 /*
967 * With all clue points filled in, all puzzles are easy: we can
968 * simply process the clue points in lexicographic order, and
969 * at each clue point we will always have at most one square
970 * undecided, which we can then fill in uniquely.
971 */
972 assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
973
974 /*
975 * Remove as many clues as possible while retaining solubility.
976 *
977 * In DIFF_HARD mode, we prioritise the removal of obvious
978 * starting points (4s, 0s, border 2s and corner 1s), on
979 * the grounds that having as few of these as possible
980 * seems like a good thing. In particular, we can often get
981 * away without _any_ completely obvious starting points,
982 * which is even better.
983 */
984 for (i = 0; i < W*H; i++)
985 clueindices[i] = i;
986 shuffle(clueindices, W*H, sizeof(*clueindices), rs);
987 for (j = 0; j < 2; j++) {
988 for (i = 0; i < W*H; i++) {
989 int pass, yb, xb;
990
991 y = clueindices[i] / W;
992 x = clueindices[i] % W;
993 v = clues[y*W+x];
994
995 /*
996 * Identify which pass we should process this point
997 * in. If it's an obvious start point, _or_ we're
998 * in DIFF_EASY, then it goes in pass 0; otherwise
999 * pass 1.
1000 */
1001 xb = (x == 0 || x == W-1);
1002 yb = (y == 0 || y == H-1);
1003 if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
1004 (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
1005 pass = 0;
1006 else
1007 pass = 1;
1008
1009 if (pass == j) {
1010 clues[y*W+x] = -1;
1011 if (slant_solve(w, h, clues, tmpsoln, sc,
1012 params->diff) != 1)
1013 clues[y*W+x] = v; /* put it back */
1014 }
1015 }
1016 }
1017
1018 /*
1019 * And finally, verify that the grid is of _at least_ the
1020 * requested difficulty, by running the solver one level
1021 * down and verifying that it can't manage it.
1022 */
1023 } while (params->diff > 0 &&
1024 slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
1025
1026 /*
1027 * Now we have the clue set as it will be presented to the
1028 * user. Encode it in a game desc.
1029 */
1030 {
1031 char *p;
1032 int run, i;
1033
1034 desc = snewn(W*H+1, char);
1035 p = desc;
1036 run = 0;
1037 for (i = 0; i <= W*H; i++) {
1038 int n = (i < W*H ? clues[i] : -2);
1039
1040 if (n == -1)
1041 run++;
1042 else {
1043 if (run) {
1044 while (run > 0) {
1045 int c = 'a' - 1 + run;
1046 if (run > 26)
1047 c = 'z';
1048 *p++ = c;
1049 run -= c - ('a' - 1);
1050 }
1051 }
1052 if (n >= 0)
1053 *p++ = '0' + n;
1054 run = 0;
1055 }
1056 }
1057 assert(p - desc <= W*H);
1058 *p++ = '\0';
1059 desc = sresize(desc, p - desc, char);
1060 }
1061
1062 /*
1063 * Encode the solution as an aux_info.
1064 */
1065 {
1066 char *auxbuf;
1067 *aux = auxbuf = snewn(w*h+1, char);
1068 for (i = 0; i < w*h; i++)
1069 auxbuf[i] = soln[i] < 0 ? '\\' : '/';
1070 auxbuf[w*h] = '\0';
1071 }
1072
1073 free_scratch(sc);
1074 sfree(clueindices);
1075 sfree(clues);
1076 sfree(tmpsoln);
1077 sfree(soln);
1078
1079 return desc;
1080 }
1081
1082 static char *validate_desc(game_params *params, char *desc)
1083 {
1084 int w = params->w, h = params->h, W = w+1, H = h+1;
1085 int area = W*H;
1086 int squares = 0;
1087
1088 while (*desc) {
1089 int n = *desc++;
1090 if (n >= 'a' && n <= 'z') {
1091 squares += n - 'a' + 1;
1092 } else if (n >= '0' && n <= '4') {
1093 squares++;
1094 } else
1095 return "Invalid character in game description";
1096 }
1097
1098 if (squares < area)
1099 return "Not enough data to fill grid";
1100
1101 if (squares > area)
1102 return "Too much data to fit in grid";
1103
1104 return NULL;
1105 }
1106
1107 static game_state *new_game(midend *me, game_params *params, char *desc)
1108 {
1109 int w = params->w, h = params->h, W = w+1, H = h+1;
1110 game_state *state = snew(game_state);
1111 int area = W*H;
1112 int squares = 0;
1113
1114 state->p = *params;
1115 state->soln = snewn(w*h, signed char);
1116 memset(state->soln, 0, w*h);
1117 state->completed = state->used_solve = FALSE;
1118 state->errors = snewn(W*H, unsigned char);
1119 memset(state->errors, 0, W*H);
1120
1121 state->clues = snew(game_clues);
1122 state->clues->w = w;
1123 state->clues->h = h;
1124 state->clues->clues = snewn(W*H, signed char);
1125 state->clues->refcount = 1;
1126 state->clues->tmpdsf = snewn(W*H, int);
1127 memset(state->clues->clues, -1, W*H);
1128 while (*desc) {
1129 int n = *desc++;
1130 if (n >= 'a' && n <= 'z') {
1131 squares += n - 'a' + 1;
1132 } else if (n >= '0' && n <= '4') {
1133 state->clues->clues[squares++] = n - '0';
1134 } else
1135 assert(!"can't get here");
1136 }
1137 assert(squares == area);
1138
1139 return state;
1140 }
1141
1142 static game_state *dup_game(game_state *state)
1143 {
1144 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1145 game_state *ret = snew(game_state);
1146
1147 ret->p = state->p;
1148 ret->clues = state->clues;
1149 ret->clues->refcount++;
1150 ret->completed = state->completed;
1151 ret->used_solve = state->used_solve;
1152
1153 ret->soln = snewn(w*h, signed char);
1154 memcpy(ret->soln, state->soln, w*h);
1155
1156 ret->errors = snewn(W*H, unsigned char);
1157 memcpy(ret->errors, state->errors, W*H);
1158
1159 return ret;
1160 }
1161
1162 static void free_game(game_state *state)
1163 {
1164 sfree(state->errors);
1165 sfree(state->soln);
1166 assert(state->clues);
1167 if (--state->clues->refcount <= 0) {
1168 sfree(state->clues->clues);
1169 sfree(state->clues->tmpdsf);
1170 sfree(state->clues);
1171 }
1172 sfree(state);
1173 }
1174
1175 /*
1176 * Utility function to return the current degree of a vertex. If
1177 * `anti' is set, it returns the number of filled-in edges
1178 * surrounding the point which _don't_ connect to it; thus 4 minus
1179 * its anti-degree is the maximum degree it could have if all the
1180 * empty spaces around it were filled in.
1181 *
1182 * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
1183 *
1184 * If ret > 0, *sx and *sy are set to the coordinates of one of the
1185 * squares that contributed to it.
1186 */
1187 static int vertex_degree(int w, int h, signed char *soln, int x, int y,
1188 int anti, int *sx, int *sy)
1189 {
1190 int ret = 0;
1191
1192 assert(x >= 0 && x <= w && y >= 0 && y <= h);
1193 if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
1194 if (sx) *sx = x-1;
1195 if (sy) *sy = y-1;
1196 ret++;
1197 }
1198 if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
1199 if (sx) *sx = x-1;
1200 if (sy) *sy = y;
1201 ret++;
1202 }
1203 if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
1204 if (sx) *sx = x;
1205 if (sy) *sy = y-1;
1206 ret++;
1207 }
1208 if (x < w && y < h && soln[y*w+x] - anti < 0) {
1209 if (sx) *sx = x;
1210 if (sy) *sy = y;
1211 ret++;
1212 }
1213
1214 return anti ? 4 - ret : ret;
1215 }
1216
1217 static int check_completion(game_state *state)
1218 {
1219 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1220 int i, x, y, err = FALSE;
1221 int *dsf;
1222
1223 memset(state->errors, 0, W*H);
1224
1225 /*
1226 * To detect loops in the grid, we iterate through each edge
1227 * building up a dsf of connected components, and raise the
1228 * alarm whenever we find an edge that connects two
1229 * already-connected vertices.
1230 *
1231 * We use the `tmpdsf' scratch space in the shared clues
1232 * structure, to avoid mallocing too often.
1233 *
1234 * When we find such an edge, we then search around the grid to
1235 * find the loop it is a part of, so that we can highlight it
1236 * as an error for the user. We do this by the hand-on-one-wall
1237 * technique: the search will follow branches off the inside of
1238 * the loop, discover they're dead ends, and unhighlight them
1239 * again when returning to the actual loop.
1240 *
1241 * This technique guarantees that every loop it tracks will
1242 * surround a disjoint area of the grid (since if an existing
1243 * loop appears on the boundary of a new one, so that there are
1244 * multiple possible paths that would come back to the starting
1245 * point, it will pick the one that allows it to turn right
1246 * most sharply and hence the one that does not re-surround the
1247 * area of the previous one). Thus, the total time taken in
1248 * searching round loops is linear in the grid area since every
1249 * edge is visited at most twice.
1250 */
1251 dsf = state->clues->tmpdsf;
1252 for (i = 0; i < W*H; i++)
1253 dsf[i] = i; /* initially all distinct */
1254 for (y = 0; y < h; y++)
1255 for (x = 0; x < w; x++) {
1256 int i1, i2;
1257
1258 if (state->soln[y*w+x] == 0)
1259 continue;
1260 if (state->soln[y*w+x] < 0) {
1261 i1 = y*W+x;
1262 i2 = (y+1)*W+(x+1);
1263 } else {
1264 i1 = y*W+(x+1);
1265 i2 = (y+1)*W+x;
1266 }
1267
1268 /*
1269 * Our edge connects i1 with i2. If they're already
1270 * connected, flag an error. Otherwise, link them.
1271 */
1272 if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
1273 int x1, y1, x2, y2, dx, dy, dt, pass;
1274
1275 err = TRUE;
1276
1277 /*
1278 * Now search around the boundary of the loop to
1279 * highlight it.
1280 *
1281 * We have to do this in two passes. The first
1282 * time, we toggle ERR_SQUARE_TMP on each edge;
1283 * this pass terminates with ERR_SQUARE_TMP set on
1284 * exactly the loop edges. In the second pass, we
1285 * trace round that loop again and turn
1286 * ERR_SQUARE_TMP into ERR_SQUARE. We have to do
1287 * this because otherwise we might cancel part of a
1288 * loop highlighted in a previous iteration of the
1289 * outer loop.
1290 */
1291
1292 for (pass = 0; pass < 2; pass++) {
1293
1294 x1 = i1 % W;
1295 y1 = i1 / W;
1296 x2 = i2 % W;
1297 y2 = i2 / W;
1298
1299 do {
1300 /* Mark this edge. */
1301 if (pass == 0) {
1302 state->errors[min(y1,y2)*W+min(x1,x2)] ^=
1303 ERR_SQUARE_TMP;
1304 } else {
1305 state->errors[min(y1,y2)*W+min(x1,x2)] |=
1306 ERR_SQUARE;
1307 state->errors[min(y1,y2)*W+min(x1,x2)] &=
1308 ~ERR_SQUARE_TMP;
1309 }
1310
1311 /*
1312 * Progress to the next edge by turning as
1313 * sharply right as possible. In fact we do
1314 * this by facing back along the edge and
1315 * turning _left_ until we see an edge we
1316 * can follow.
1317 */
1318 dx = x1 - x2;
1319 dy = y1 - y2;
1320
1321 for (i = 0; i < 4; i++) {
1322 /*
1323 * Rotate (dx,dy) to the left.
1324 */
1325 dt = dx; dx = dy; dy = -dt;
1326
1327 /*
1328 * See if (x2,y2) has an edge in direction
1329 * (dx,dy).
1330 */
1331 if (x2+dx < 0 || x2+dx >= W ||
1332 y2+dy < 0 || y2+dy >= H)
1333 continue; /* off the side of the grid */
1334 /* In the second pass, ignore unmarked edges. */
1335 if (pass == 1 &&
1336 !(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
1337 ERR_SQUARE_TMP))
1338 continue;
1339 if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
1340 (dx==dy ? -1 : +1))
1341 break;
1342 }
1343
1344 /*
1345 * In pass 0, we expect to have found
1346 * _some_ edge we can follow, even if it
1347 * was found by rotating all the way round
1348 * and going back the way we came.
1349 *
1350 * In pass 1, because we're removing the
1351 * mark on each edge that allows us to
1352 * follow it, we expect to find _no_ edge
1353 * we can follow when we've come all the
1354 * way round the loop.
1355 */
1356 if (pass == 1 && i == 4)
1357 break;
1358 assert(i < 4);
1359
1360 /*
1361 * Set x1,y1 to x2,y2, and x2,y2 to be the
1362 * other end of the new edge.
1363 */
1364 x1 = x2;
1365 y1 = y2;
1366 x2 += dx;
1367 y2 += dy;
1368 } while (y2*W+x2 != i2);
1369
1370 }
1371
1372 } else
1373 dsf_merge(dsf, i1, i2);
1374 }
1375
1376 /*
1377 * Now go through and check the degree of each clue vertex, and
1378 * mark it with ERR_VERTEX if it cannot be fulfilled.
1379 */
1380 for (y = 0; y < H; y++)
1381 for (x = 0; x < W; x++) {
1382 int c;
1383
1384 if ((c = state->clues->clues[y*W+x]) < 0)
1385 continue;
1386
1387 /*
1388 * Check to see if there are too many connections to
1389 * this vertex _or_ too many non-connections. Either is
1390 * grounds for marking the vertex as erroneous.
1391 */
1392 if (vertex_degree(w, h, state->soln, x, y,
1393 FALSE, NULL, NULL) > c ||
1394 vertex_degree(w, h, state->soln, x, y,
1395 TRUE, NULL, NULL) > 4-c) {
1396 state->errors[y*W+x] |= ERR_VERTEX;
1397 err = TRUE;
1398 }
1399 }
1400
1401 /*
1402 * Now our actual victory condition is that (a) none of the
1403 * above code marked anything as erroneous, and (b) every
1404 * square has an edge in it.
1405 */
1406
1407 if (err)
1408 return FALSE;
1409
1410 for (y = 0; y < h; y++)
1411 for (x = 0; x < w; x++)
1412 if (state->soln[y*w+x] == 0)
1413 return FALSE;
1414
1415 return TRUE;
1416 }
1417
1418 static char *solve_game(game_state *state, game_state *currstate,
1419 char *aux, char **error)
1420 {
1421 int w = state->p.w, h = state->p.h;
1422 signed char *soln;
1423 int bs, ret;
1424 int free_soln = FALSE;
1425 char *move, buf[80];
1426 int movelen, movesize;
1427 int x, y;
1428
1429 if (aux) {
1430 /*
1431 * If we already have the solution, save ourselves some
1432 * time.
1433 */
1434 soln = (signed char *)aux;
1435 bs = (signed char)'\\';
1436 free_soln = FALSE;
1437 } else {
1438 struct solver_scratch *sc = new_scratch(w, h);
1439 soln = snewn(w*h, signed char);
1440 bs = -1;
1441 ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
1442 free_scratch(sc);
1443 if (ret != 1) {
1444 sfree(soln);
1445 if (ret == 0)
1446 *error = "This puzzle is not self-consistent";
1447 else
1448 *error = "Unable to find a unique solution for this puzzle";
1449 return NULL;
1450 }
1451 free_soln = TRUE;
1452 }
1453
1454 /*
1455 * Construct a move string which turns the current state into
1456 * the solved state.
1457 */
1458 movesize = 256;
1459 move = snewn(movesize, char);
1460 movelen = 0;
1461 move[movelen++] = 'S';
1462 move[movelen] = '\0';
1463 for (y = 0; y < h; y++)
1464 for (x = 0; x < w; x++) {
1465 int v = (soln[y*w+x] == bs ? -1 : +1);
1466 if (state->soln[y*w+x] != v) {
1467 int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y);
1468 if (movelen + len >= movesize) {
1469 movesize = movelen + len + 256;
1470 move = sresize(move, movesize, char);
1471 }
1472 strcpy(move + movelen, buf);
1473 movelen += len;
1474 }
1475 }
1476
1477 if (free_soln)
1478 sfree(soln);
1479
1480 return move;
1481 }
1482
1483 static char *game_text_format(game_state *state)
1484 {
1485 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1486 int x, y, len;
1487 char *ret, *p;
1488
1489 /*
1490 * There are h+H rows of w+W columns.
1491 */
1492 len = (h+H) * (w+W+1) + 1;
1493 ret = snewn(len, char);
1494 p = ret;
1495
1496 for (y = 0; y < H; y++) {
1497 for (x = 0; x < W; x++) {
1498 if (state->clues->clues[y*W+x] >= 0)
1499 *p++ = state->clues->clues[y*W+x] + '0';
1500 else
1501 *p++ = '+';
1502 if (x < w)
1503 *p++ = '-';
1504 }
1505 *p++ = '\n';
1506 if (y < h) {
1507 for (x = 0; x < W; x++) {
1508 *p++ = '|';
1509 if (x < w) {
1510 if (state->soln[y*w+x] != 0)
1511 *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/');
1512 else
1513 *p++ = ' ';
1514 }
1515 }
1516 *p++ = '\n';
1517 }
1518 }
1519 *p++ = '\0';
1520
1521 assert(p - ret == len);
1522 return ret;
1523 }
1524
1525 static game_ui *new_ui(game_state *state)
1526 {
1527 return NULL;
1528 }
1529
1530 static void free_ui(game_ui *ui)
1531 {
1532 }
1533
1534 static char *encode_ui(game_ui *ui)
1535 {
1536 return NULL;
1537 }
1538
1539 static void decode_ui(game_ui *ui, char *encoding)
1540 {
1541 }
1542
1543 static void game_changed_state(game_ui *ui, game_state *oldstate,
1544 game_state *newstate)
1545 {
1546 }
1547
1548 #define PREFERRED_TILESIZE 32
1549 #define TILESIZE (ds->tilesize)
1550 #define BORDER TILESIZE
1551 #define CLUE_RADIUS (TILESIZE / 3)
1552 #define CLUE_TEXTSIZE (TILESIZE / 2)
1553 #define COORD(x) ( (x) * TILESIZE + BORDER )
1554 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1555
1556 #define FLASH_TIME 0.30F
1557
1558 /*
1559 * Bit fields in the `grid' and `todraw' elements of the drawstate.
1560 */
1561 #define BACKSLASH 0x00000001L
1562 #define FORWSLASH 0x00000002L
1563 #define L_T 0x00000004L
1564 #define ERR_L_T 0x00000008L
1565 #define L_B 0x00000010L
1566 #define ERR_L_B 0x00000020L
1567 #define T_L 0x00000040L
1568 #define ERR_T_L 0x00000080L
1569 #define T_R 0x00000100L
1570 #define ERR_T_R 0x00000200L
1571 #define C_TL 0x00000400L
1572 #define ERR_C_TL 0x00000800L
1573 #define FLASH 0x00001000L
1574 #define ERRSLASH 0x00002000L
1575 #define ERR_TL 0x00004000L
1576 #define ERR_TR 0x00008000L
1577 #define ERR_BL 0x00010000L
1578 #define ERR_BR 0x00020000L
1579
1580 struct game_drawstate {
1581 int tilesize;
1582 int started;
1583 long *grid;
1584 long *todraw;
1585 };
1586
1587 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1588 int x, int y, int button)
1589 {
1590 int w = state->p.w, h = state->p.h;
1591
1592 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1593 int v;
1594 char buf[80];
1595
1596 /*
1597 * This is an utterly awful hack which I should really sort out
1598 * by means of a proper configuration mechanism. One Slant
1599 * player has observed that they prefer the mouse buttons to
1600 * function exactly the opposite way round, so here's a
1601 * mechanism for environment-based configuration. I cache the
1602 * result in a global variable - yuck! - to avoid repeated
1603 * lookups.
1604 */
1605 {
1606 static int swap_buttons = -1;
1607 if (swap_buttons < 0) {
1608 char *env = getenv("SLANT_SWAP_BUTTONS");
1609 swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
1610 }
1611 if (swap_buttons) {
1612 if (button == LEFT_BUTTON)
1613 button = RIGHT_BUTTON;
1614 else
1615 button = LEFT_BUTTON;
1616 }
1617 }
1618
1619 x = FROMCOORD(x);
1620 y = FROMCOORD(y);
1621 if (x < 0 || y < 0 || x >= w || y >= h)
1622 return NULL;
1623
1624 if (button == LEFT_BUTTON) {
1625 /*
1626 * Left-clicking cycles blank -> \ -> / -> blank.
1627 */
1628 v = state->soln[y*w+x] - 1;
1629 if (v == -2)
1630 v = +1;
1631 } else {
1632 /*
1633 * Right-clicking cycles blank -> / -> \ -> blank.
1634 */
1635 v = state->soln[y*w+x] + 1;
1636 if (v == +2)
1637 v = -1;
1638 }
1639
1640 sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y);
1641 return dupstr(buf);
1642 }
1643
1644 return NULL;
1645 }
1646
1647 static game_state *execute_move(game_state *state, char *move)
1648 {
1649 int w = state->p.w, h = state->p.h;
1650 char c;
1651 int x, y, n;
1652 game_state *ret = dup_game(state);
1653
1654 while (*move) {
1655 c = *move;
1656 if (c == 'S') {
1657 ret->used_solve = TRUE;
1658 move++;
1659 } else if (c == '\\' || c == '/' || c == 'C') {
1660 move++;
1661 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
1662 x < 0 || y < 0 || x >= w || y >= h) {
1663 free_game(ret);
1664 return NULL;
1665 }
1666 ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0);
1667 move += n;
1668 } else {
1669 free_game(ret);
1670 return NULL;
1671 }
1672 if (*move == ';')
1673 move++;
1674 else if (*move) {
1675 free_game(ret);
1676 return NULL;
1677 }
1678 }
1679
1680 /*
1681 * We never clear the `completed' flag, but we must always
1682 * re-run the completion check because it also highlights
1683 * errors in the grid.
1684 */
1685 ret->completed = check_completion(ret) || ret->completed;
1686
1687 return ret;
1688 }
1689
1690 /* ----------------------------------------------------------------------
1691 * Drawing routines.
1692 */
1693
1694 static void game_compute_size(game_params *params, int tilesize,
1695 int *x, int *y)
1696 {
1697 /* fool the macros */
1698 struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
1699
1700 *x = 2 * BORDER + params->w * TILESIZE + 1;
1701 *y = 2 * BORDER + params->h * TILESIZE + 1;
1702 }
1703
1704 static void game_set_size(drawing *dr, game_drawstate *ds,
1705 game_params *params, int tilesize)
1706 {
1707 ds->tilesize = tilesize;
1708 }
1709
1710 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1711 {
1712 float *ret = snewn(3 * NCOLOURS, float);
1713
1714 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1715
1716 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
1717 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
1718 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F;
1719
1720 ret[COL_INK * 3 + 0] = 0.0F;
1721 ret[COL_INK * 3 + 1] = 0.0F;
1722 ret[COL_INK * 3 + 2] = 0.0F;
1723
1724 ret[COL_SLANT1 * 3 + 0] = 0.0F;
1725 ret[COL_SLANT1 * 3 + 1] = 0.0F;
1726 ret[COL_SLANT1 * 3 + 2] = 0.0F;
1727
1728 ret[COL_SLANT2 * 3 + 0] = 0.0F;
1729 ret[COL_SLANT2 * 3 + 1] = 0.0F;
1730 ret[COL_SLANT2 * 3 + 2] = 0.0F;
1731
1732 ret[COL_ERROR * 3 + 0] = 1.0F;
1733 ret[COL_ERROR * 3 + 1] = 0.0F;
1734 ret[COL_ERROR * 3 + 2] = 0.0F;
1735
1736 *ncolours = NCOLOURS;
1737 return ret;
1738 }
1739
1740 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1741 {
1742 int w = state->p.w, h = state->p.h;
1743 int i;
1744 struct game_drawstate *ds = snew(struct game_drawstate);
1745
1746 ds->tilesize = 0;
1747 ds->started = FALSE;
1748 ds->grid = snewn((w+2)*(h+2), long);
1749 ds->todraw = snewn((w+2)*(h+2), long);
1750 for (i = 0; i < (w+2)*(h+2); i++)
1751 ds->grid[i] = ds->todraw[i] = -1;
1752
1753 return ds;
1754 }
1755
1756 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1757 {
1758 sfree(ds->todraw);
1759 sfree(ds->grid);
1760 sfree(ds);
1761 }
1762
1763 static void draw_clue(drawing *dr, game_drawstate *ds,
1764 int x, int y, long v, long err, int bg, int colour)
1765 {
1766 char p[2];
1767 int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
1768 int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;
1769
1770 if (v < 0)
1771 return;
1772
1773 p[0] = v + '0';
1774 p[1] = '\0';
1775 draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
1776 bg >= 0 ? bg : COL_BACKGROUND, ccol);
1777 draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
1778 CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
1779 }
1780
1781 static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
1782 int x, int y, long v)
1783 {
1784 int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
1785 int chesscolour = (x ^ y) & 1;
1786 int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
1787 int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
1788
1789 clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
1790
1791 draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
1792 (v & FLASH) ? COL_GRID : COL_BACKGROUND);
1793
1794 /*
1795 * Draw the grid lines.
1796 */
1797 if (x >= 0 && x < w && y >= 0)
1798 draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
1799 if (x >= 0 && x < w && y < h)
1800 draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
1801 if (y >= 0 && y < h && x >= 0)
1802 draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
1803 if (y >= 0 && y < h && x < w)
1804 draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
1805 if (x == -1 && y == -1)
1806 draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
1807 if (x == -1 && y == h)
1808 draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
1809 if (x == w && y == -1)
1810 draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
1811 if (x == w && y == h)
1812 draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
1813
1814 /*
1815 * Draw the slash.
1816 */
1817 if (v & BACKSLASH) {
1818 int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
1819 draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
1820 draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
1821 scol);
1822 draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
1823 scol);
1824 } else if (v & FORWSLASH) {
1825 int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
1826 draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
1827 draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
1828 scol);
1829 draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
1830 scol);
1831 }
1832
1833 /*
1834 * Draw dots on the grid corners that appear if a slash is in a
1835 * neighbouring cell.
1836 */
1837 if (v & (L_T | BACKSLASH))
1838 draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
1839 (v & ERR_L_T ? COL_ERROR : bscol));
1840 if (v & (L_B | FORWSLASH))
1841 draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
1842 (v & ERR_L_B ? COL_ERROR : fscol));
1843 if (v & (T_L | BACKSLASH))
1844 draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
1845 (v & ERR_T_L ? COL_ERROR : bscol));
1846 if (v & (T_R | FORWSLASH))
1847 draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
1848 (v & ERR_T_R ? COL_ERROR : fscol));
1849 if (v & (C_TL | BACKSLASH))
1850 draw_rect(dr, COORD(x), COORD(y), 1, 1,
1851 (v & ERR_C_TL ? COL_ERROR : bscol));
1852
1853 /*
1854 * And finally the clues at the corners.
1855 */
1856 if (x >= 0 && y >= 0)
1857 draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
1858 if (x < w && y >= 0)
1859 draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
1860 if (x >= 0 && y < h)
1861 draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
1862 if (x < w && y < h)
1863 draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
1864 -1, -1);
1865
1866 unclip(dr);
1867 draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
1868 }
1869
1870 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1871 game_state *state, int dir, game_ui *ui,
1872 float animtime, float flashtime)
1873 {
1874 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1875 int x, y;
1876 int flashing;
1877
1878 if (flashtime > 0)
1879 flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
1880 else
1881 flashing = FALSE;
1882
1883 if (!ds->started) {
1884 int ww, wh;
1885 game_compute_size(&state->p, TILESIZE, &ww, &wh);
1886 draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
1887 draw_update(dr, 0, 0, ww, wh);
1888 ds->started = TRUE;
1889 }
1890
1891 /*
1892 * Loop over the grid and work out where all the slashes are.
1893 * We need to do this because a slash in one square affects the
1894 * drawing of the next one along.
1895 */
1896 for (y = -1; y <= h; y++)
1897 for (x = -1; x <= w; x++) {
1898 if (x >= 0 && x < w && y >= 0 && y < h)
1899 ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
1900 else
1901 ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
1902 }
1903
1904 for (y = 0; y < h; y++) {
1905 for (x = 0; x < w; x++) {
1906 int err = state->errors[y*W+x] & ERR_SQUARE;
1907
1908 if (state->soln[y*w+x] < 0) {
1909 ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
1910 ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
1911 ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
1912 ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
1913 if (err) {
1914 ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
1915 ERR_T_L | ERR_L_T | ERR_C_TL;
1916 ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
1917 ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
1918 ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
1919 }
1920 } else if (state->soln[y*w+x] > 0) {
1921 ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
1922 ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
1923 ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
1924 if (err) {
1925 ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
1926 ERR_L_B | ERR_T_R;
1927 ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
1928 ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
1929 }
1930 }
1931 }
1932 }
1933
1934 for (y = 0; y < H; y++)
1935 for (x = 0; x < W; x++)
1936 if (state->errors[y*W+x] & ERR_VERTEX) {
1937 ds->todraw[y*(w+2)+x] |= ERR_BR;
1938 ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
1939 ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
1940 ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
1941 }
1942
1943 /*
1944 * Now go through and draw the grid squares.
1945 */
1946 for (y = -1; y <= h; y++) {
1947 for (x = -1; x <= w; x++) {
1948 if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
1949 draw_tile(dr, ds, state->clues, x, y,
1950 ds->todraw[(y+1)*(w+2)+(x+1)]);
1951 ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
1952 }
1953 }
1954 }
1955 }
1956
1957 static float game_anim_length(game_state *oldstate, game_state *newstate,
1958 int dir, game_ui *ui)
1959 {
1960 return 0.0F;
1961 }
1962
1963 static float game_flash_length(game_state *oldstate, game_state *newstate,
1964 int dir, game_ui *ui)
1965 {
1966 if (!oldstate->completed && newstate->completed &&
1967 !oldstate->used_solve && !newstate->used_solve)
1968 return FLASH_TIME;
1969
1970 return 0.0F;
1971 }
1972
1973 static int game_wants_statusbar(void)
1974 {
1975 return FALSE;
1976 }
1977
1978 static int game_timing_state(game_state *state, game_ui *ui)
1979 {
1980 return TRUE;
1981 }
1982
1983 static void game_print_size(game_params *params, float *x, float *y)
1984 {
1985 int pw, ph;
1986
1987 /*
1988 * I'll use 6mm squares by default.
1989 */
1990 game_compute_size(params, 600, &pw, &ph);
1991 *x = pw / 100.0;
1992 *y = ph / 100.0;
1993 }
1994
1995 static void game_print(drawing *dr, game_state *state, int tilesize)
1996 {
1997 int w = state->p.w, h = state->p.h, W = w+1;
1998 int ink = print_mono_colour(dr, 0);
1999 int paper = print_mono_colour(dr, 1);
2000 int x, y;
2001
2002 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2003 game_drawstate ads, *ds = &ads;
2004 game_set_size(dr, ds, NULL, tilesize);
2005
2006 /*
2007 * Border.
2008 */
2009 print_line_width(dr, TILESIZE / 16);
2010 draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);
2011
2012 /*
2013 * Grid.
2014 */
2015 print_line_width(dr, TILESIZE / 24);
2016 for (x = 1; x < w; x++)
2017 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
2018 for (y = 1; y < h; y++)
2019 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
2020
2021 /*
2022 * Solution.
2023 */
2024 print_line_width(dr, TILESIZE / 12);
2025 for (y = 0; y < h; y++)
2026 for (x = 0; x < w; x++)
2027 if (state->soln[y*w+x]) {
2028 int ly, ry;
2029 /*
2030 * To prevent nasty line-ending artefacts at
2031 * corners, I'll do something slightly cunning
2032 * here.
2033 */
2034 clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
2035 if (state->soln[y*w+x] < 0)
2036 ly = y-1, ry = y+2;
2037 else
2038 ry = y-1, ly = y+2;
2039 draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
2040 ink);
2041 unclip(dr);
2042 }
2043
2044 /*
2045 * Clues.
2046 */
2047 print_line_width(dr, TILESIZE / 24);
2048 for (y = 0; y <= h; y++)
2049 for (x = 0; x <= w; x++)
2050 draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
2051 FALSE, paper, ink);
2052 }
2053
2054 #ifdef COMBINED
2055 #define thegame slant
2056 #endif
2057
2058 const struct game thegame = {
2059 "Slant", "games.slant",
2060 default_params,
2061 game_fetch_preset,
2062 decode_params,
2063 encode_params,
2064 free_params,
2065 dup_params,
2066 TRUE, game_configure, custom_params,
2067 validate_params,
2068 new_game_desc,
2069 validate_desc,
2070 new_game,
2071 dup_game,
2072 free_game,
2073 TRUE, solve_game,
2074 TRUE, game_text_format,
2075 new_ui,
2076 free_ui,
2077 encode_ui,
2078 decode_ui,
2079 game_changed_state,
2080 interpret_move,
2081 execute_move,
2082 PREFERRED_TILESIZE, game_compute_size, game_set_size,
2083 game_colours,
2084 game_new_drawstate,
2085 game_free_drawstate,
2086 game_redraw,
2087 game_anim_length,
2088 game_flash_length,
2089 TRUE, FALSE, game_print_size, game_print,
2090 game_wants_statusbar,
2091 FALSE, game_timing_state,
2092 0, /* flags */
2093 };
2094
2095 #ifdef STANDALONE_SOLVER
2096
2097 #include <stdarg.h>
2098
2099 int main(int argc, char **argv)
2100 {
2101 game_params *p;
2102 game_state *s;
2103 char *id = NULL, *desc, *err;
2104 int grade = FALSE;
2105 int ret, diff, really_verbose = FALSE;
2106 struct solver_scratch *sc;
2107
2108 while (--argc > 0) {
2109 char *p = *++argv;
2110 if (!strcmp(p, "-v")) {
2111 really_verbose = TRUE;
2112 } else if (!strcmp(p, "-g")) {
2113 grade = TRUE;
2114 } else if (*p == '-') {
2115 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2116 return 1;
2117 } else {
2118 id = p;
2119 }
2120 }
2121
2122 if (!id) {
2123 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
2124 return 1;
2125 }
2126
2127 desc = strchr(id, ':');
2128 if (!desc) {
2129 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2130 return 1;
2131 }
2132 *desc++ = '\0';
2133
2134 p = default_params();
2135 decode_params(p, id);
2136 err = validate_desc(p, desc);
2137 if (err) {
2138 fprintf(stderr, "%s: %s\n", argv[0], err);
2139 return 1;
2140 }
2141 s = new_game(NULL, p, desc);
2142
2143 sc = new_scratch(p->w, p->h);
2144
2145 /*
2146 * When solving an Easy puzzle, we don't want to bother the
2147 * user with Hard-level deductions. For this reason, we grade
2148 * the puzzle internally before doing anything else.
2149 */
2150 ret = -1; /* placate optimiser */
2151 for (diff = 0; diff < DIFFCOUNT; diff++) {
2152 ret = slant_solve(p->w, p->h, s->clues->clues,
2153 s->soln, sc, diff);
2154 if (ret < 2)
2155 break;
2156 }
2157
2158 if (diff == DIFFCOUNT) {
2159 if (grade)
2160 printf("Difficulty rating: harder than Hard, or ambiguous\n");
2161 else
2162 printf("Unable to find a unique solution\n");
2163 } else {
2164 if (grade) {
2165 if (ret == 0)
2166 printf("Difficulty rating: impossible (no solution exists)\n");
2167 else if (ret == 1)
2168 printf("Difficulty rating: %s\n", slant_diffnames[diff]);
2169 } else {
2170 verbose = really_verbose;
2171 ret = slant_solve(p->w, p->h, s->clues->clues,
2172 s->soln, sc, diff);
2173 if (ret == 0)
2174 printf("Puzzle is inconsistent\n");
2175 else
2176 fputs(game_text_format(s), stdout);
2177 }
2178 }
2179
2180 return 0;
2181 }
2182
2183 #endif